Mahorfeus |
Alrighty then. I don't want to post too big of an update before we get some details stamped out.
Originally, I was thinking about just opening a new recruitment thread. However, while that would be a good way of getting some neat character ideas, my concern is more about reliability.
If it is all right with you guys, I have a friend who is willing to join the party. I communicate with him frequently, so I can vouch for him. I also implore you to ask around if you have any friends who might be interested in joining. Otherwise, we can recruit a few extra bodies. I hope I don't come off as being too blunt in saying that.
Once that's all settled, I can see about setting up the unlikely meeting...
Mahorfeus |
Sorry to hear that, Khasra.
Well, so that makes three.
Thurrios and Marossa, I guess it is up to you guys to decide whether you want to proceed.
Either I pull some shenanigans, skip us past the rest of this section with a summary, and recruit some new blood, or we can just go ahead and call it quits here. I won't hold it against anyone either way - this has most certainly been a learning experience for me.
Mahorfeus |
Thanks for that, Thurrios. I shot a PM back to him saying that he's welcome to hop into the discussion. I may or may not have one other person asides from pin here who may want to join.
I'll wait a bit longer to hear from Marossa, but so long as at least Thurrios is sticking around, I have an angle to move things onward. Here's the plan as I figure it:
- I will sum up the rest of the monastery exploration with a (somewhat) lengthy summary post. I'll highlight the particularly important details, montage through any plot-irrelevant encounters, list any and all loot that you find, etcetera, etcetera.
- Thurrios and/or Marossa have the option to respec their characters in any way he sees fit, if they so choose. That includes class, feats, the works. Unlike the initial recruitment, I'll allow Advanced Class Guide material, for both current use and future reference. In addition, they will both be advanced to level 2.
- The new group of PCs will have already met Almah and company by the time the current ones emerge from the monastery. The details can be set later, but the overall result is that she will make the snap decision to hire all the help she can get, and decide that the parties should split into two teams. This gives a convenient way to keep all of the departed PCs an opportunity to stick around as NPCs, without stealing your thunder or anything.
- From there things will get much more open-ended, which hopefully proves to be more interesting in the long run...
All of that being said, for anyone who has expressed interest in joining up, the character creation rules are more or less the same except as follows:
Level: Your character will start at level 2.
Class: Hybrid classes are now allowed.
Starting Wealth: 1000 gp, with the guideline of not using more than 50% of it on any one item.
Traits: It's still early enough in the campaign for campaign traits to be very relevant, so I do encourage their use, though I am not going to outright require it.
Thurrios the Forgiving |
You can go ahead and make plans for level 2. The 1000 gp thing only applies to the new people, but the loot value should push you over that.
Besides which, I will probably be handing you the Plot Device since every other martial character is gone.
Ohhh, that sounds both ominous and amazing. I missed that you had posted this as it looks like we posted at the same time.
A Macguffin of Fabulous Power is just what I need to achieve my goal of world domination!
Thurrios the Forgiving |
Current loot list:
a small, dirty ring with what appears to be a feather chased onto its surface
a tiny box affixed to a leather cord
an uncut garnet
loose coins valued at about 47 gp in total
small mace
Items in bold detect as magic
Thurrios the Forgiving |
1 person marked this as a favorite. |
The dirty ring is clearly intended to fool us into thinking it is featherfall, only to have it actually summon a giant roc to eat the wearer.
The mace, being small and all represent at least 1150gp of wealth, assuming it is only +1.
Did we try and discern a method for opening the tiny box?
Taeral |
Hey y'all.
I am the other guy from the WotW game.
I was thinking maybe a Cavalier, Order of Flame. Still thinking about various ideas, but definitely something melee directed.
While I know the geographic area of the AP, I am unfamiliar with this AP in general, so I'll need to read the player's companion.
I should have something for your consideration by tomorrow.
fyi, I like alchemists. :)
Thurrios the Forgiving |
So as an Inquisitor, I can do some healing, and will commit to continuing to pick up the level appropriate Cure spells.
With that said, a Cleric, or an Oracle might not suck. Sarenrae preferable, but not required.
Seth86 |
Unnamed Hero
Ifrit paladin (hospitaler) 1 (Pathfinder RPG Advanced Player's Guide 116, Pathfinder RPG Advanced Race Guide 126)
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +1, Will +2; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+5/19-20) or
. . nodachi +3 (1d10+7/18-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—efreeti magic
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Traits desert child (desert), honest
Skills Acrobatics -4 (-8 to jump), Diplomacy +8 (+9 to influence friendly or helpful creatures), Sense Motive +4
Languages Common, Ignan
SQ variant channeling (fire variant channeling), wildfire heart
Other Gear four-mirror, arrows (20), blunt arrows (20), dagger, nodachi, shortbow, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, sewing needle, signal whistle, string or twine, thread (50 ft.), whetstone, 28 gp, 5 sp, 2 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fire Variant Channeling Enhanced healing/damage for fire/cold creatures
Honest Additional +1 trait bonus to influence friendly or helpful creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Wildfire Heart +4 racial bonus on initiative
Seth86 |
I know. but banter is always fun =^^=
oh! level 2! respec!
Fun fact due to trait : he doesn't lie
And he won't be Lawful Stupid =^^=
Unnamed Hero
Ifrit paladin (hospitaler) 2
LG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 20 (2d10+4)
Fort +7, Ref +4, Will +6; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+5/19-20) or
. . mwk nodachi +5 (1d10+7/18-20)
Ranged composite longbow +3 (1d8/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +2 damage)
Spell-Like Abilities (CL 2nd; concentration +5)
. . 1/day—efreeti magic
Paladin Spell-Like Abilities (CL 0th; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +4; CMD 16
Feats Power Attack
Traits desert child (desert), honest
Skills Acrobatics -5 (-9 to jump), Diplomacy +9 (+10 to influence friendly or helpful creatures), Knowledge (religion) +4, Sense Motive +4
Languages Common, Ignan
SQ lay on hands 4/day (1d6), variant channeling (fire variant channeling), wildfire heart
Other Gear mwk kusari gusoku, arrows (20), blunt arrows (20), composite longbow, dagger, mwk nodachi, backpack, bedroll, belt pouch, fishhook (2), flint and steel, hip flask, sewing needle, signal whistle, string or twine, thread (50 ft.), whetstone, 28 gp, 5 sp, 2 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fire Variant Channeling Enhanced healing/damage for fire/cold creatures
Honest Additional +1 trait bonus to influence friendly or helpful creatures.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Wildfire Heart +4 racial bonus on initiative
Mahorfeus |
Welcome, Taeral, Seth.
Both a cavalier and paladin would work splendidly. The cavalier's mount might not be immediately useful, seeing as a little bit of "stealth" might be necessary. There will be plenty of opportunities nonetheless, however.
Seth, I'm liking the paladin build, though I do need some explanation as to why he has with weapons from the East. Why not the typical armaments of a paladin of Iomedae? A small mention of why in his background would suffice. As for the Fire channeling, it's fine, just keep in mind that its regular healing would be halved.
With Thurrios, pin, and the two of you, that would give us four. Five if Marossa is still around, and six at most if my other friend is still interested in joining.
Seth86 |
Its not an exotic weapon. But will make it a family loom or gift or some such item :) he has an eastern armor too. So maybe i can work it into a story. Maybe his father was a samurai and his mother was a cleric? :)
I didn't know its halved. It only said enhanced on fire types. Will change to normal then.
Mahorfeus |
Surprisingly, Anubis is an actual deity in Pathfinder. A paladin-legal one, at that. Granted, he was worshiped in Ancient Osirion, which while not terribly far from Katapesh in distance, is a bit far off as far as time goes.
Though in all honesty, I'd find it harder to justify the Tian connection if you went that route.
Mahorfeus |
I suppose that I should mention to those joining that I do want a backstory of some sort. Nothing terribly substantial; it should mainly explain why your character would want to go anywhere near Kelmarane, knowing that it has been occupied by a gnoll tribe. This might be a little easier with a campaign trait, but if you don't feel like taking one, anything kind of motivation works really.
As for how you'll wind up on the monastery's doorstep with Almah, let me know if this works with you guys:
The rest of the expedition will naturally be more than a little surprised by your arrival, but Almah would sign you all onto the group on the spot - you must have been both formidable and strong-willed to have crossed the desert without a guide, and as she figures, she needs all the help she can get. She had expected Garavel to recruit more warriors to begin with, after all.