Leinathan's Second Darkness (Inactive)

Game Master leinathan

The elves' oldest shame has resurfaced again and is looking to destroy all that elvendom ever was. Will be PCs be able to stop them in time, or will Kyonin be doomed?

The Gold Goblin Gambling Hall


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Hey all! Well, I've got some people that want to be getting into play-by-post, so I'm starting up another recruitment thread.

This time, it's going to be for Second Darkness, the Paizo AP about elves, drow, and the destruction of all life on the surface of Golarion! Fun, right?

Okay, rules... First things first, the players' guide can be found... URL Redacted. I do hope that works.

Also, character creation guidelines:

Races: All Core, obviously, and including: Tiefling, Aasimar, Ratfolk, Changeling, Goblin, and Hobgoblin. I believe that it isn't unreasonable to expect that the more uncommon races require a more elaborated reason why people don't kill them and such.

Classes: All Core classes are allowed. Also, Gunslingers, Magi, Cavaliers, Inquisitors, Oracles, and Witches are allowed. Alchemists are allowed but only if you replace the bomb feature using the vivisectionist archetype.

Stats: Stats will be generated via standard 20 point buy.

Traits: You may choose two traits, one of which should be a campaign trait from the player's guide. You may also select drawbacks if you like, although only one, and you get an extra trait if you select a drawback.

Extras and House Rules: If you receive weapon proficiency in your diety's favored weapon, and you already have proficiency in that weapon, you instead gain Weapon Focus with that weapon. Weapon Finesse is a bonus feat that all characters receive, effectively adding their DEX modifier (assuming it's higher) to attack rolls with all finesse-able weapons. Starting gold is the average amount for your class. Also, at level 1 all characters gain one rank in any Craft, Perform, or Profession skill to represent their background.

You may use any paizo source for your character.

Get along with it, I suppose. Feel free to shoot questions at me, I'll do my best to answer them. I'll have questions for y'all about your questions as you make them.

As I have people already lined up for this, I'm only looking for three players at the moment. Depending on circumstances, this may be more, but just be aware this is the initial expectation.


I would like to know are archetypes allowed?
Dreaming of a dwarven fighter, but not sure wich one.


Dotting for extreme interest. Second Darkness is an AP I haven't played or GMed.

I tend to play 'simple' characters i.e. standard races and broadly core classes - but with a back-story that stands them apart from the ordinary.

Do you have a date in mind when you'll close recruitment?


I would like to play as a Ratfolk Alchemist. Not that I am bothered (I planned beastmorph/vivi already) but how come you don't like bombs?

Let me create a backstory here. brb.


Well I would try to offer my survices as a dwarven Foehammer. After I saw this Archetype, I fell in love. To be a dwarfish dwarf


Of course archetypes are allowed!

I dislike bombs because in recent experience, they have unbalanced combat encounters to the point that I had to buff the encounters to the point that the non-alchemist players were challenged more than they should have been.

At medium levels, alchemists deal ridiculous amounts of damage when compared to other characters of the same level.

The problem is when a fifth level character can attack against touch, damage that bypasses DR and can deal variable elemental damage, dealing 3d6+5 damage per attack, attacking multiple times as per archery feats... I just want to try out not allowing bomb alchemists.

Sovereign Court

Dotting for interest. I have Dwarven Fighter Hotrek Shieldson which I prepared for another compaign but can be Changed to a 20 point buy and his back story rewritten.


That's fair enough, I haven't got to play an alchemist yet but that sounds powerful. My idea for the alchemist is to use natural attacks via the ratfolk feat (2 claws) and (the rather puny) tailblade. Then , beastmorph(2 claws 1 bite) at level 3. Pretty happy that weapon finesse is free. Now I can use claws at level 1 without sucking till level 3.

Do you care about the fluff for campaign traits?


I mean, yeah. The purpose of traits should be fluff rather than power, so the campaign trait should match your character.


What I meant was the original idea I had for being in riddleport didn't fit to well with any of them. Not to worry. Adapting idea and going with Scouting for fiends.


*Waves* (^_^)

Offerin' up a 'Suny' fer tha' mix.

Tha' character has a nautical bent an' so should be able ta' start in Riddle-port right enough. Everything after that's a bonus, right? (^_~)

The 'style' is "Street Fighter". Some one who can get into a punch up/brawl and hopefully hold their own.

The Exchange

I don't know anything about this campaign, but I guess Drow is not a playable race?

Grand Lodge

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Greetings!

I have yet to take part in a play by post campaign but would like to start. This AP has always intrested me. My background is 12+ years in TTRPG. Currently I am gm'ing ROTRL for our local group (18 months continious play).

Let me know if you are willing to give a play by post newbie a chance.

My prefered character would either be a ranger or druid. However I am open to most if needed. Let me know what you think. Thanks!


Dotting for interest. I'll see what character concept forms.


Submitting Tia'Malavel, Magus of the Mierani Forest. Character info and backstory found on her character page.


D-Kal wrote:
I don't know anything about this campaign, but I guess Drow is not a playable race?

The GM's first post lists the accepted races.

The Exchange

I did not miss the original post, but rather was seeking verification since it mentioned a campaign of elves and drow, but did not list drow as playable. I suppose this means they take a dedicatedly antagonistic role, but wanted to be sure.


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dotting. probably going with an elven magus, no archetype, just straight up,no arcane mark cheese.


Kaars, A brief Intro:

Enter Kaars, the shady dealer of questionable items and substances. Currently residing in a hovel of a home hidden in the wharf district where he brews and crafts his days away. The 2 bedroom abode is barely big enough for his just over 4ft height. It is a good thing he didn't often receive visitors. The main room holds his bed and the sack holding most of his belongings, most curious of which was the holy symbol to Cayden which sat on a small table. Hidden behind a secret door was the second room. In it was his crafting kit where most of his intellect found use. He once had a full blown labratory, but that was before his previous 'landlord' was forced to leave town in a sack. He now worked for another crimelord who was not so lenient or generous with giving Kaars his fair share of the profits. He had thought of leaving several times but the opportunity of becoming wealthy first kept him here. Besides, the freedom of this place suited him just fine. Sooner or later his break would come, then he would leave on a ship for somewhere far away where no one knew him and start afresh. Perhaps as an honest to Cayden businessman and leave the shady life behind. So he waited, suffered long and prayed for luck to be on his side.

He hadn't been a religious ratfolk his whole life. Sure he knew about the gods but they had never spoken to him or done anything to make him think they deserved his worship. He gave grudging respect where necessary but other than that not a thought was given to them. Until one day when Kaars was caught by the Gendarmes for stealing. The punishment would have likely been his death if the priest didn't step in. 'Priest' was a loose term. The worshipper of Cayden intervened, claiming Kaars was under his protection. He payed for the item Kaars had taken as well as the fines. When Kaars asked him why he had helped him the priest had said he heard a voice in his ear telling him to let that one live. Even though the man had been drunk at the time Kaars never forgot the act that had saved his life had been motivated by someone's belief in their deity. Cayden had smiled upon him that day and Kaars had decided that it would be foolish to scorn this. The priest tried to turn Kaars from the path of his trade but didn't seem to get through. Kaars believed that if he had been saved then what he did can't have been that wrong to begin with so he continued down his path, keeping a holy symbol given to him as a gift close to him always, as if it was a lucky charm that would help him stay alive.

He wasn't born here but nevertheless it was all he had known. He had done well at forgetting the the barren Cinderlands. His clan had long perished by now. None of them wanted to leave except for him and Diina. They had been lovers once but the trecherous flight away from home and the savage tribes that had caused them to flee caused them to become separated. When he finally managed to make it to the lake she wasn't their. He waited a month before wondering if she had got there before him and already moved on. He left a message telling her where he was going in case she might find it. Across the plateau and following the mountains south he found a way to climb down to the Curchain Hills and on to Riddleport. Here his new life began, but the only thing that greeted him was the grimy shadow of an alley where he stayed and made his home. He was too tired to run anymore, this would have to do. He only hope that Diina would find him someday or that she was safe somewhere else.

His religious friends taught him about the evil of fiends and their influence, though hidden, in Riddleport. One of their goals was uncovering evidence of their tampering. Direct evidence was hard to come by. When Kaars heard of the Gambling tournament he saw the same connections that the priest did and decided that he should investigate. Given the blessing of other believers also, he now prepares to enter the tournament. Maybe he might make a fortune in the process. Everybody wins!

Equipment:

Studded Leather - 25gp - 20lbs
Tail Blade - 11gp - 0.5lbs
Alchemist's Kit* - 40gp - 24lbs
Dagger - 2gp - 1lbs
Bandolier - 5sp - 0lbs
Wooden Holy Symbol(Cayden) - 1gp - 0lbs
Pickpocket's outfit - 0gp - 3lbs
Formulae Book - 0gp - 0lbs
Scroll of Comprehend Languages** - 22.5

total = 102gp
weight = 45.5lbs (21.5 if drop Kit)

*This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.
**This cost is half scroll cost to copy from an alchemist + 10gp scribing cost as shown under Writing a New Spell into a Spellbook in the PRD.

Stat Sheet:

Kaars Arden
Ratfolk Alchemist(Vivisectionist/Beastmorph) 1
CN Small Humanoid(Ratfolk)
Init +4; Senses Perception +7; Dark Vision 60ft.
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+4 dex, +3 armour, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 Claws +5 (1d4)x2 (+1d6 SA)
Melee Tail +0 (1d2)x2 (+1d6 SA)
--------------------
Spellcasting
--------------------
1st level formulae DC 14, 1+1 per day Crafter's Fortune, Cure Light Wounds, Reduce Person, Shield, Expeditious Retreat, True Strike, Comprehend Languages.
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 16, Wis 13, Cha 8
Base Atk +0; CMB -1; CMD 12
Feats: Throw Anything, Brew Potion, Sharp Claw.
Traits: Slippery, Undead Slayer.
Trained Skills: 1 Craft(Alchemy) +9(+1 to create an alchemical item), 1 Knowledge(Arcana) +7, 1 Knowledge(Nature) +9, 1 Perception +7, 1 Spellcraft +7, 1 Stealth +13, 1 Use Magic Device +5;
Languages: Common, Goblin, Draconic, Undercommon.
--------------------
Special Abilities
--------------------
Vain Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.
Indomitable Faith You gain a +1 trait bonus on Will saving throws.
Slippery You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
Scouting for Fiends Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.
Weapon and Armour Proficiency/Familiarity Alchemists are proficient with all simple weapons and bombs and light armour.
Small Ratfolk are small and gain a +1 size bonus to their AC and a +1 size bonus to attack rolls. -1 to their Combat Maneuver checks and to CMD, and a +4 size bonus on stealth checks.
Slow Speed Ratfolk have a base speed of 20ft.
Dark Vision Ratfolk can see in the dark up to 60ft.
Rodent Empathy Ratfolk have a +4 racial bonus on handle animal checks made to influence rodents.
Swarming Two ratfolk can share the same square and are considered to be flanking.
Tinker Ratfolk gain a +2 bonus on Craft(Alchemy), Perception and Use Magical Device.
Sneak Attack +1d6 A Vivisectionist gains sneak attack as the rogue skill.
Alchemy(Su) When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Brew Potion(Ex) An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
Throw Anything(Ex) You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Mutagen(Su) When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Formulae Book 1st:Crafter's fortune, Cure Light Wounds, Reduce Person, Shield, Expeditious Retreat, Comprehend Languages.
Favoured Class Bonus(1/6 discovery) +1HP or +1 skill point or 1/6th of a discovery.
Sharpclaw You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.
Weapon Finesse With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.


Hat meet ring.
I am thinking a human cleric of Abadar with Fools for friends or Looking for Work campaign trait.

Abadar disapproves of but understands the attractions of gambling. Having a man on the inside would increase the local bank/temple's confidence in the venture

Can we ask what the folks you have lined up will be playing? I would hate to overlap too severely.


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Can you share any details about characters you already have lined up for this? Just so we're not completely duplicating roles?


Posting interest as a gunslinger, although heavily subject to the answer to Nielsen's question above. Its a lot easier to build a character background/concept/idea around what the other players are bringing :). Not much point applying with a gunslinger if the current makeup is mostly ranged people!


You are correct, the drow take a decidedly antagonistic role in this campaign - it would be strange to play one.

On the other hand, I actually have no idea what the others I have lined up have planned. I'll let you know as information comes to me, but you have as much dibs on roles as they do :)

The Exchange

Perhaps a drow-blooded half-elf then. Probably going mostly rogue.


Birch33 here...

Just a few notes before you click on the spoilers (the avatar has the same data in it fyi).

Firstly the extras and House Rules. In order to gain the weapon proficiency in her diety's favoured weapon, I had to bend the rules (as she really needed two levels of dance for the Dervish Dance. Rest assured, I’ll take a second level when we progress – but I can change it back if it breaks the rules. It’s just so she can use the scimitar.

And the Weapon Focus assumed BAB+1, which will again resolve itself next level. And once more, I can amend it pending a level-up if it’s preferable.

I haven’t sorted out any spending, so the weapons in the crunch are there for illustrative purposes only at this point.

Finally, if selected, I would appreciate advice on what languages would be useful.

The spoilers should tell you who Piouza is before you reach the crunch – which should be there just to reinforce what you’ve read. This is my first draft, I’m bound to add to it over the next few days.

Description:

As young women go, Piouza is a typical Varisian physically. She has dusky skin and large, expressive golden eyes. Her hair is a very deep shade of brown that has a hint of redness in the right light.

By day, she’s every inch a Varisian, wearing flowing, beautifully embroidered garments of red, green, blue, and purple, often adorned with strings of coins and tiny bells. She’ll also wear scarves in a myriad of colours with all outfits, following the superstitious beliefs that the colour and material of the scarves influence fate.

Following the fashion, she loves her brightly coloured, intricate, and personally significant tattoos. She was also blessed come into the world with a tattoo in the form of a birthmark. These “birth tattoos” bear little resemblance to conventional birthmarks. Hers is an elaborate and multicoloured representation of the Dawnflower on her right shoulder.

She’s lithe and long-limbed and has the athletic grace of a natural dancer – something she learned from her mother. Music and dance are a significant part of Varisian culture and her mother had a song for every occasion, grand and mundane, even for tasks such as washing the dishes or building a fire. And Piouza added the moves that formed the dance to accompany her.

Wearing her dancing clothes during the day, she is every inch a young lady. When she’s not in her ‘day job’, she will be found in well-worn leather armour. But don’t let that fool you into thinking she’s in some way a tomboy. Her fighting style is all about grace and movement rather than brute force – some go as far to say her fighting is like just like one of her dances.

Personality:

Piouza is outwardly confident but this hides a deep-seated insecurity about her life decisions. She’s looking for either some strong guidance or a sign that tells her the way to go. Her skills and learning have led to the life on the wrong side of the law – but it’s in itself a vocation that’s in two minds. It is both moral and illegal at the same time. Piouza’s personality mirrors this turmoil. She’s frequently looking for reassurance that she’s making (and has made) the right decision.

Riddleport is a busy town and it has had its fair share of dark times. This is ideal for a young woman with a hankering for adventurer. And that’s Piouza’s second key characteristic. She’s a risk-taker, a daredevil. And there’s plenty to meet that need in this town.

Linked to that adrenaline thrill is a desire to be in the spotlight. Insecurities or not, she could have just been a barmaid. But she chose to dance too. Regardless of life-decisions, Piouza knows what she’s good at and likes to demonstrate her proficiency. Confident or arrogant? It’s a fine line that she walks at times.
Another facet to Piouza’s personality is her unwillingness to back down from a dare. Perhaps it’s that inner voice of doubt that pushes her to prove herself – to demonstrate to others what she’s capable of – but one thing is for sure…Piouza will volunteer for anything and refuse no challenge.

Her faith is an embodiment of these things. She can be kind and loving and can show great patience with those who choose to be blind but may one day see. Yet for all her compassion, she sees herself as a powerful force against evil, and strikes down the irredeemable without mercy. And she wields a scimitar!

Deep down, she has a desire to make the world a better place.

Background:

From an early age, Piouza was destined for life as a member of the Sczarni. Her family owed a debt to someone who in turn owed a favour to thieves’ guild.

As so often happens, fate intervened. She was noticed by an abbot that was on his way to take charge of a monastery. The abbot convinced Piouza's parents to release her to his keeping – as she was no doubt destined to serve Sarenrae – her tattoo was proof enough. Alas, the abbot was not virtuous and groomed the young Piouza - as he did with many pretty young girls he had convinced families to hand over to the church.

Piouza knew the teachings of the church were not congruous with how she was being treated – and when a new young girl was brought to the monastery and was abused by the abbot, Piouza saw this as a test of her faith.

She considered her beliefs and decided that the acts occurring at the monastery were not appropriate and she confronted the abbot. He laughed at her; then beat her and promised to rape her. She picked up a nearby candlestick and calmly bludgeoned him to death.

Piouza knew her version of events would not be believed but she also refused to return home and become a petty thief. Once more, she faced a moral dilemma. Deciding to act in a selfless way and believing it was her duty to protect others, she took up the role of a virtuous avenger. Running from the monastery, she looked for wrongs to right when others would turn a blind eye. When those who transgressed were above the law, she saw that justice was done. Now outwardly agnostic, an eagle eye will spy a glimpse of a holy symbol still attached to a leather cord around her neck - but only a fool would enquire as to her faith.

This brought her to Riddleport and the attention of a Varisian wet-boy (like a hushman only his assignments were already pig meat – they just didn’t know it yet) and he took her under his wing and taught her in the ways of his profession, adding poisons and subterfuge to her repertoire. Alas, he too had more carnal interests and knowing she couldn’t kill him herself, she let slip to a rival wet-boy of his latest ‘deader’ – one of his patrons. The patron had more than enough men to kill her employer as he looked to accomplish his task.

She moved districts since then and currently resides in Rotgut – as it's the nosiest, busiest (and not to mention cheapest) district and therefore the easiest to come and go in without drawing attention. Plus it's cheap enough for her currently meagre income.

Now rudderless, Piouza seeks the means to fund her rise through the ranks to become the leader of her own guild – a guild of wet-boys that would at last put her in a position to call the shots and not be beholden to any man. Meanwhile she plies her trade as a dancer and picks up the occasional contract when she can, although she’ll avoid ‘church work’ if she can.

But she has not forgotten Sarenrae and has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to her, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. And Piouza means to get to the bottom of this. Perhaps she’ll get a job as a hostess, whilst she finds out what’s going on?

Piouza’s’ Story:

To follow…this will be an incident that typifies the character.

Crunch:

Piouza (Varisian)
(Varisian) Female Rogue 1
CG Medium Human / Humanoid (Human)
Init +3; Senses Perception +4
==DEFENSE==
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 9 (1d8)
Fort +0, Ref +5, Will +0
Armor Leather, Light
==OFFENSE==
Spd 30 ft/x4
Melee Scimitar +4 (1d6+3) 18-20/x2 CM +1
Melee Rapier +3 (1d6) 18-20/x2
Melee Cold Iron Melee Dagger +3 (1d4) 19-20/x2
Ranged Thrown Dagger +3 (1d4) 19-20/x2
Ranged Shortbow +3 (1d6) 20/x3
Special Attacks Sneak Attack [1d6] (PFCR 68)
==STATISTICS==
Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 14
BAB +0, CMB +0, CMD +13
Feats Armor Proficiency (LIGHT) (PFCR 118), Dervish Dance (PFCaS: ISWG 286), Martial Weapon Proficiency (Scimitar) (PFCR 130), Weapon Finesse (PFCR 136), Weapon Focus (Scimitar) (PFCR 136-137)
Skills Bluff +6, Climb +4, Craft (alchemy) +7, Diplomacy +6, Disable Device +8, Disguise +6, Knowledge (local) +7, Knowledge (religion) +8, Perception +4 [Find Traps +5], Perform (dance) +6, Profession (herbalist) +4, Stealth +7
SQ Trapfinding (PFCR 68)
Traits Child of the Temple (Faith) (PFAPG 328), Scouting for Fiends (Campaign: Second Darkness) (PFAP: SD PG 15)
Languages Abyssal, Common, Infernal, Thassilonian, Varisian


For Tia'Malavel - elves are notable for being magically gifted, but your character's community was bereft of arcane spellcasters. Why was this? Was it a particularly small or savage community?

For Kaars - do you see your lost ratfolk love, Dina, showing up again? Do you have any ideas about what might have happened to her? Also, where did Kaars learn alchemy? Did he teach himself? If so, where did he get the inspiration?

For Suny - I'm very confused by your profile. There are so many Sunys...which one are you applying with?

As more characters get completed, I'll have more questions, especially about the relationships between the characters.


For Piouza - So the House Rules regarding the weapon proficiencies only apply to the divine spellcasting classes that automatically get them. That is to say, clerics and inquisitors. That means that, as a rogue, you wouldn't automatically get Weapon Proficiency or Weapon Focus from it being your diety's favored weapon. Because rogues aren't proficient in scimitars anyway, you need to take the weapon proficiency as a feat use them. You also aren't eligible for Dervish Dance - my house rules don't encompass that feat at all.

If you were, however, to take a level of cleric (Sarenrae) at level 2, you'd gain weapon focus as a bonus feat because you already have proficiency in scimitars.

Makes sense?

Re-do your feats please :) I'll ask stuff about your backstory when your crunch is correct.


{Poor Wandering One here}

Question on the Weapon Focus house rule, do we clerics of Abadar (weapon Light Crossbow, simple weapon) ignore the +1bab prerequisite or do we get the bonus feat at second level?


You get the bonus feat at first level, ignoring the +1 BaB prereq. Like being a Warpriest, I suppose.


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What's your take on crafting, yay or nay or yay with house rules, etc?


What do you mean? Are you asking if I change the mundane crafting times or asking about item creation feats?

I mean, you can use the bonus skill point to take a rank in a Craft skill if you like...


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Item creation feats, sorry i wasn't clear. Wondering about the viability of different concept characters.


If you're asking whether or not there'll be time in which to use your item creation feats, I believe the answer is yes. I've read through the adventure a couple of times and there are a few times where there is significant downtime.


I'd be very interested in this AP

The idea is for an Elven Ranger aiming to go for the Lantern Bearer PrC, a Cleric/Inquisitor of the Elven god Ketephys or for a (Half) Elven Oracle with the Ancient Lorekeeper Archetype and the Lunar mystery. All options could also be done as a Scion of Humanity + Racial Heritage Aasimar, though I find the option mostly interesting for the Ranger/Lantern Bearer or the Cleric.

In case of the first I'd go for either the Looking for Work or the Into Enemy Territory traits while the latter two options would go with Into Enemy Territory.


Concept:

One part pirate, two parts witch, all parts trouble.

Background:

Riddleport. Where else would you go if you wanted to be free? Sure, Nirmanthas stakes a claim to that--but who wants to live in the middle of a forest? You could always find a ship sailing down to the Shackles--but that isn't a place for an inexperienced sailor, or so they say.

So where do you get that experience? Sailing on a merchant vessel as a guard? Boring, its so much more fun to steal from the merchants--especially those slavers in Cheliax.

Ah, now Riddleport. Riddleport is where you can find true freedom. Between its gambling halls, dens of entertainment and fortuitous black market there lies a hundred opportunities for someone brave enough to take them.

Kezia was born in a traveling circus full of the most nefarious tricksters, elaborate illusionists and delicate contortionists Varisia has ever seen. Or that's how she tells it. Her family was boring. Her father, a violinist and her mother a tailor. They traveled through outlying villages and settlements offering song and repairs. Freedom, sure. But boring.

Kezia heard that her father's brother was a less reputable fellow. He was a member of the Szcarni operating out of Riddleport. It was this rumour that eventually got her away from helping her parents to take off after a dream. A dream of something, anything exciting. An adventure like in her father's stories.

Of course, Riddleport was exactly like the stories. And the young tiefling, we did mention she had a dash of the infernal about her, didn't we? No? Well her mother claims its from their great-great-great grandfather who was a minor devil with an impish charm. A charm that skipped a half dozen generations until it reached Kezia.

---Wait, no. It skipped her too, she just got stuck with horns, a tail and a habit of irritating others.

Anyway, in Riddleport Kezia came across fortune at her fingertips. She could earn enough money to garner her own ship! To learn the ropes at a sail, to pirate the seas! It only took a little bit of gold, a wager here or there..a wager that never seemed to end. She kept finding herself in loop after loop of gambling. While she's only been in Riddleport for a year, it hasn't ended very well for her so far. She only recently got out of debt with Smeed.

But that's all about to change. The Gold Goblin is holding a tournament, a tournament she will of course win and with it, enough gold to buy her own ship! Or maybe a caravan. Or something. To travel and see the world!

Crunch:

Note: This is the simple, non-alias form. I usually break sheets up into numerous spoilers to make finding specific information (i.e. spells known/prepared/in spellbook, etc) easily locatable.

Kezia
Female Witch 1
CG Medium Tiefling (Outsider, Native)
Init +7; Senses Perception +2
==DEFENSE==
AC 14, touch 13, flat-footed 11 (+3 dex, +1 armor)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2
Armor Haramaki
==OFFENSE==
Spd 30 ft/x4
Melee Longspear +3 1d8-2/x3
Ranged Light Crossbow +3 1d8/19-20
==STATISTICS==
Str 7, Dex 16, Con 12, Int 20, Wis 10, Cha 8
BAB +0, CMB -2, CMD 11
Feats Weapon Finesse (Bonus), Ability Focus (Slumber)
Skills Diplomacy +6, Heal +4, Knowledge (History) +9, Knowledge (Local) +6, Knowledge (Arcana) +9, Knowledge (Planes) +9, Profession (Gambler) +4, Spellcraft +8, Use Magic Device +3
SQ Spellcasting, Cantrips, Hex (Slumber), Familiar (Greensting Scorpion), Trickery Patron

Traits Optimistic Gambler, Student of Philosophy
Languages Abyssal, Common, Infernal, Elven, Goblin, Draconic, Dwarven


I'll never understand the allure of giving away your money to the rich. ~Arcade Gannon, Fallout New Vegas

Crunch progressing under alias, highlights here.:

Human cleric of Abadar
Traits, Campaign: Fools for friends. (Note will need to link backgrounds to friends.)

Religion:Eyes and ears of the city

Feats,
Human, Fast learner
1st level. ???

Domains
Protection, Travel


Dashuun, drow-blooded half-elf rogue, reporting for your consideration.
Working on the backstory now.
If only Ninja was a permitted class...


Withdrawing my candidacy.
Time crunch.


A warning on mechanics: Dashuun will be going towards Nightmare Fist, meaning he will be casting Darkness.


Alright, I would like to submit Tyrrol Radanvich, a CN Oracle of Groetus, the Lord of End Times, for consideration :-)


Calondrel Aural here, this is NielsenE's submission.

Elven Magus, dex build, but not dervish based.

Full story in alias, but quick version:
Family killed by unknown forces, (likely a family member transformed into a drow), being recruited by a secretive figure (drow hunter?), encouraged to travel to Riddleport for reasons.


I am interested, but need some time to go through the guide and get a character started.

My personal favourite of a story I've ever written would be Lluvia (spanish: "rain", that's pseudonym, not her real name ). A female elven rogue, with perspective to shadow dancer. Unfortunately I've written the story in German. The original story can be found here: A merced de la lluvia (PDF) and a google translation [here]. I'll tranlate it asap.

Without wanting to give away spoilers for the story, the bottom line is:

Story Outline:

Up until she was a 140 years old she was a diplomat for a court of elves in Varisia, representing it on Absalom. She was married, planning to have children and happy. However, the embassy which she worked for as mid rank staff member got caught into a political intrigue.

I won't say what exactly happened at this point, but I can say that elves from Kyonin were involved. The elves from Kyonin differ in so far as they are a much larger faction who left Avistan for 10,000 years for the World of Sovyrian and have only relatively recently come back, whereas the Varisian court which Lluvia belongs to has always remained in Avistan.

Out of her desire for revenge and answers she hunts leads for 10 years, stalking the shadows. But with time her leads get thinner and she finds herself at a crossroads...
----

The story may seem a tad long, but only the first part is needed to understand the character, the second part elaborates on details.

The character isn't meant for the campaign and the story ends in Absalom, but since she's originally from Varisia it seems plausible she might go there, even though she would avoid people of her past. Shouldn't be too hard to find a good reason.

The following still needs some adjustment, particularly a campaign trait and equipment. From a quick glance over the traits I'd say "Looking for work" and "Scouting for fiends" might work (the story does leave her close to Desna).

Stats:

Lluvia
Real Name: Anrila Stargleam
Maiden Name: Anrila Wyvern
Deity: Desna
Age: 150
Inspired By: Ebony Arc - A Merced de la lluvia [at Spotify] [at YouTube]

Female Elf Rogue 1
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will -1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +4 (1d6+1/18-20)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 10, Int 16, Wis 8, Cha 13
Base Atk +0; CMB +1; CMD 15
Feats Weapon Finesse
Traits fencer, starchild
Skills Acrobatics +7, Appraise +7, Climb +4, Diplomacy +5, Disable Device +6, Linguistics +7, Perception +5 (+6 to locate traps), Sense Motive +3, Stealth +7, Swim +4, Use Magic Device +5; Racial Modifiers +2 Perception, starchild
Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ elven magic, weapon familiarity, trapfinding +1
Other Gear studded leather, rapier, 105 gp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


leinathan wrote:

For Piouza - So the House Rules regarding the weapon proficiencies only apply to the divine spellcasting classes that automatically get them. That is to say, clerics and inquisitors. That means that, as a rogue, you wouldn't automatically get Weapon Proficiency or Weapon Focus from it being your diety's favored weapon. Because rogues aren't proficient in scimitars anyway, you need to take the weapon proficiency as a feat use them. You also aren't eligible for Dervish Dance - my house rules don't encompass that feat at all.

If you were, however, to take a level of cleric (Sarenrae) at level 2, you'd gain weapon focus as a bonus feat because you already have proficiency in scimitars.

Makes sense?

Re-do your feats please :) I'll ask stuff about your backstory when your crunch is correct.

Thanks for sorting me out - I misread your rules. So I'll re-set my feats. The other stuff is OK - but I planned to work up to the scimitar, hence the Sunflower references.

Just for clarity, is Dervish Dance not allowed? It's core Paizo (Qadira companion). If not, I will re-think the character as this was the link between the fighting style and the religion. Otherwise she couldn't use a scimitar and weapon finesse.


Any alignment restrictions?


I'd like to submit Rilamon. (A non-PFS version of an thus-far unplayed PFS society character.) Rilamon's one of a nearly-endless supply of drunken layabouts in Riddleport, and is looking at the tournament as a lead-in to gainful employment. Not that he really wants a job. What he does want a source of booze money, and not to have to go back to sea.

Rilamon doesn't talk about his past, pretty much with anyone. He's not hostile or rude about it, he just doesn't really respond to anyone's inquiries. And since he's been the same drunken waste that all the humans in Riddleport know him as for longer than most of them have been alive, no one ever really thinks to ask about it. Some who've been around town long enough remember that he used to go out with one pirate crew or another, but he never really took to it - too much swabbing, not enough wenching (and drinking).

What his actual history is could be explored in play; I'd be equally fine with it being the completely mundane story of a Forlorn elf growing up among humans and turning to alcohol to dull the boredom of the decades and the pain of watching friends age and die or with him having a sordid history of some sort with the proper elven society who still remember the misdeeds that got him exiled long ago.

He'll either stay in Fighter for his entire career, or possibly take a five level dip in Lantern Bearer if it were to be appropriate in-character.


About Diina, I was thinking that she actually was captured and somehow escaped, thus being late to their meeting place. She escaped south and would currently be in one city or another, making a life while looking for him.

Kaars learnt his alchemy while in riddleport. He worked for Falk Zincher for a time when he was alive, learning what he knows from him.


Magic is a gift, boon, curse or life's study. Sadly, with the size of the community she hails from, none save the rare adept would usually rise. As such, they took to the bow and longsword fro hunting and defense.

The idea is that, at least within the Mierani Forest, the community was semi-nomadic, settling for a few seasons in one area of elven ruins within said forest, before moving to the next. Tia here however never agreed with the 'too stuffy' atmosphere, weighed down by too much of a too-martial tradition. Instead, she took to (partial) wanderlust, settling in Magnimar and studying magic there, and went to Korvosa seeking tutoring there, but was lucky to even be talked to and told that the instructors declined.

Finally having 'used up' her contacts in both, she hoped Riddleport might help with her unique thoughts on the blending of arcane might with cold steel.

And I apologize for not further elaborating on this. Roommate got a puppy last night and the thing kept me up all night, so I wasn't in the sharpest of mindsets when writing her backstory.


leinathan wrote:
For Suny - I'm very confused by your profile. There are so many Sunys...which one are you applying with?

Sorry for the confusion with all the variations.

Will be completely re-writing the page (I have Suny's who no longer have games to be in) if/when chosen for your game.

The class progression will be: 1Fighter1, 2Ninja1, 3Monk1, 4Ninja2, 5Monk2, etc.

Focusing on adding feats to boost abilities to do hand to hand damage. Weapon choice will be types of things to supplement the character.


Oh, and once I get back home, I'll be fleshing out her backstory more to clarify things, and reword a few things that are just a little buggy. And the 'friend' I mention in my backstory, the way I see it, it should be another player. Better reason to be part of the group, yes? n_n


Dotting for interest, Leinathan! I am considering whipping up an aasimar paladin, sent to Riddleport to scout for fiends.

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