Mythic Curse of the Crimson Throne - Edge of Anarchy PbP

Game Master theheadkase

Chapter 1 of Curse of the Crimson Throne. Edge of Anarchy. Using Mythic Rules to playtest. Once the playtest period is up, we will decide if we wish to continue using them.


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Recruiting 3-5 players for the Curse of the Crimson Throne AP starting with Edge of Anarchy. This game will be using the Mythic rules to playtest.

Spoiler a 15 point buy, 2 traits, and a backstory including a connection to Gaedren Lamm from the player's guide.

You will need to be able to commit to at least 1 meaningful post a day, hopefully more. There are of course always exceptions, just let me know.

I will allow Core and APG rules. No UC, UM, or ARG.

***EDIT***

Sorry Hawkwen, I'm gonna Edit Ninja you :)

You will be Level 1 Mythic Tier 1. I am looking to have different Mythic Paths represented so I won't be selecting 2 Champions or 2 whatevers. Also, please include in your backstory your Moment of Ascension. Go ahead and choose your Mythic Flaw, but I possibly will assign one after I choose characters. Some of the flaws are WAY too detrimental, and unless the player REALLY wants to keep it for RP purposes I don't want to have them accidentally killed.

Grand Lodge

Level one, Mythic Tier One ?


Also, I'll likely be choosing characters by 12/12/12 @ 12pm PST (GMT-8)


I'm interested. Elf Wizard (Diviner) Archmage that HATES pudding. I'll make him up after I get home.


Hehehehe, hopefully no puddings show up...you just never know though...:)


Pai is a lovely little gnome illusionist that was built for a CoTC game that quickly died. She'd love to start back up.

I took the Unhappy Childhood (Religious) trait, but I manipulated it just a bit to work with my Moment of Ascension storyline, if that is acceptable to you, DM.


Also interested over here. Thinking a Trickster, or, if he doesn't make it into another game, a Champion Martial Artist who I'll just have to drop down to 15 point and snag a campaign trait for.

Grand Lodge

@ Loup, I wouldn't keep my hopes up. I just posted over there as Brythern.


I would be interested in playing either a Mythic Oracle or a Mythic Sorcerer in this game. :)


Hmm...

Looks like I've gotten here a little late. Still, I'll stake a post here to express interest.

Grand Lodge

And... normal starting wealth?


@Hawkwen - Yes please follow the normal starting wealth for each class.


Greetings.

Wizard/Archmage:
Anglon
Elf Wizard (diviner) 1 / Archmage 1
NN Medium Humanoid (Elf)
Init +3; Senses Low Light Vision; Perception +4
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 Enduring Armor)
hp 10 (1d6+1+3)
Fort +0, Ref +2, Will +3
Forewarned Always act in the surprise round, +1/2 level to initiative

OFFENSE
Speed 30 ft.
Melee Quarterstaff -1 (1d6-1)
Ranged Shortbow +2 (1d6)
Spell-Like Abilities (CL 1st) Diviner’s Fortune (7/day)
Spells Prepared (CL 1st)
1st– Identify, Magic Missile, (Empty)
0th (at will) – Read Magic, Detect Magic, Mending, Acid Splash
STATISTICS
Str 8, Dex 15, Con 10, Int 18, Wis 12, Cha 10
Base Atk +0; CMB ; CMD
Feats Scribe Scroll, Magical Aptitude, Magical Aptitude (Mythic)
Skills Knowledge (Arcana) +8, Knowledge (Planes) +8, Perception +4, Spellcraft +14 (+16), Use Magic Device +5
Languages Common, Elven, Draconic, Slyvan, Gnoll, Goblin
Traits Focused Mind (+2 Concentration), Framed (+2 Bluff, +2 Spellcraft)
Arcane School Divination
Prohibited Schools Illusion, Abjuration
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Arcane Bond: Ring
Mythic Power Intelligence (1d6)
Hard to Kill Dead at -20
Material Weakness Cold Iron
Wild Arcana
Enduring Armor
Gear Spellbook, Component pouch, Quarterstaff, Shortbow, 10 Arrows, Ring, 20gp

Background:
While Anglon was searching the docks for the person that framed his brother for a murder, He came across a blind old man who wanted to give him a ring. The old man explained that it was not useful to him anymore. Anglon could sense that the ring held great power, but could not tell what it would do. He took the ring and put it on. He could feel power welling up inside him, powering his magical forces. The old man, sensing that his curse was lifted, took out a cold iron dagger, and ended his long suffering. Anglon did not fully understand what had happened, but was very happy.


Here's my character so far. Let me know what needs fixing.


Interesting! Just checking - this a mythic playtest, not a full campaign.


@Harakani This IS a full campaign, but we will also be playtesting. Once the playtest period is over we'll all decide if we want to continue with Mythic Ruleset as it is.


This is Hawkwen's Hierophant submission. All I was seeing was Archmages and maybe one Champion. I'd be happy to put together something else too.

Will have background up in a bit.


Rogue/Trickster here. Ascension sure is hard to work into a story naturally, huh?

Background:
Silas's story is a common one. Child of calamity, perhaps not an orphan but certainly lost. One urchin among many swarming around the docks, working to stay fed and stay away from the predators of city life. He was pretty good at it too, nimble and clever. This changed when he and some friends discovered some of Gaedren's unclaimed cargo. Vials of murky liquid, a drug known as Shiver on the streets. Caving to the jeers of his friends he tried it with the rest of them. What followed was blurry in Silas's memory. Oh, not the dreams. The dreams remained vivid and beckoning to this day. No, the descent into a miserable life of addiction and exploitation was what blurred for Silas. And thus a common story would have had a common end. A sorry addict face down in a gutter before his time. But fate had other plans.

Nerid Torl was a great man. A legend in certain, circumspect circles. Agent, expert, thief, and spy. Nerid claimed mastery of all these titles and more. His very lack of public recognition proclaimed his skill in the unseen arts. But Silas knew none of this. And when Nerid tripped over Silas where he lay sprawled in a dirty alleyway, Silas knew only that someone was disturbing the dreamtime. He didn't even look up. Not until the blood started soaking through his rags. Nerid lay gasping where he had tripped, bleeding out from numerous stab wounds. Their eyes met and Silas felt a rush of some unknown energy bridge the gap. This energy burned away the colorful cobwebs that choked his mind, brought new purpose to every beat of Silas' heart. And when Nerid breathed his last, Silas stood. He didn't know what had happened to him or why, but he felt there was much he had to do. Starting with a certain dealer of Shiver.

Da Numbers:
Silas Flashstep
Human Rogue 1 / Trickster 1
NN Medium Humanoid
Init +4; Senses Perception +5
DEFENSE
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 armor)
hp 13 (1d8+1+4)
Fort +2, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee Quarterstaff +4 (1d6+4) or
Quarterstaff +2 (1d6+4) and Quarterstaff +2 (1d6+4)
Special Attacks sneak attack +1d6, surprise strike
STATISTICS
Str 8, Dex 18, Con 12, Int 13, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 13
Feats Two Weapon Fighting, Weapon Finesse, Weapon Finesse (Mythic)
Skills Acrobatics +8, Climb +5, Disable Device +9, Disguise +4, Knowledge (local) +5, Perception +5 (+6 to find traps), Sense Motive +5, Sleight of Hand +8, Stealth +8, Use Magic Device +4
Languages Common, Halfling
SQ trapfinding(ex), unwavering skill(ex), hard to kill(ex)
Traits Drug Addict (+1 Fort), Wharf Rat (+2 Climbing and rope use, +4 Appraise cargo without opening)
Mythic Power Dexterity (1d6)
Hard to Kill(Autostabilize, Dead at -24)
Surprise Strike(expend mythic for melee or ranged attack as a swift action, target is considered flat-footed, add tier as insight bonus to attack, pierces DR)
Unwavering Skill (Always able to take 10 or 20 on class skills that allow it under normal circumstances)
Mythic Flaw(Weapon Weakness: Seige Weapons) (hah! Totally up for changing this as you say in your OP)
Gear Quarterstaff, Leather Armor, pickpocket's outfit, backpack, 50ft hemp rope and grappel, thieves' tools, crowbar, 2 waterproof bags, 70gp


Background up


I'm curious. How heavy will the RP be in your game?


@Marko as heavy as the players make it. I love RP, but it is also a prewritten AP.


Here's Loup Blanc's character, since I'm pretty sure the other game died. I'll switch over the stats and everything when I can (public comp, can't alter the alias), but here's a taste of what he's like.


Lots of Quarterstaffers I see :)

So far I have gotten mainly Archmage submissions. Other paths encouraged as well.

@Silas Flashstep - I think it'd be a bit more thematic for your character if you had a dependancy on a drug as your flaw. That or Insanity.


Cool. In that case, here isJames Greyson. I had a background almost completely written, but lost it with some kind of glitch on the paizo boards, so it's going to be a little while before I can post it again. (Need to get myself motivated to re-write all of it.) here is a -very- basic background until then. And if you could suggest a flaw for me, that would be nice. There's nothing RP wise that really jumps out at me.

The basics of his current situation is that he's part of the Korvosan Guard and a single father of two children. He currently lives the Midland district with his sister in law, an elven woman, and his two kids, both quarter-elves. He wasn't special in anyway. The only reason he has 'mythic' power is because he was there when his wife, a half elf warrior who grew up in the same mercenary company he was raised in, died in his arms. She had been born under certain celestial signs and passed her power onto him, though it's manifested in a different way. (She was a champion, but his own need to protect those close to him has caused the power to make him a guardian instead.) His oldest, his daughter Susan, was kidnapped by Gaedren. Normally the Korvosan Guard would be more helpful to one of their own, but they really just can't seem to find anything by normal means, leaving James completely on his own.


@Marko - Furious Rage comes to mind as a flaw. His daughter's kidnapped...his wife is dead...he's in the Korvosan Guard (who've been known to take bribes and look the other way at Lamm). Yeah, he's got reason to get super ticked off when Intimidated (or critted).


That would work very well, actually. It would also kind of fit with the character I had in mind. A blunt, outspoken guy who really doesn't let people try and push him down. The only problem I see is that he's supposed to be level headed in a fight. But then again, he's also been given a power of sorts and so between the physical stress from that and the mental stress from the situation...

I think that'll work, thanks for the suggestion!

I should point out that his wife has been dead for a little over a year. It doesn't have to do with the kidnapping, but rather it will be another plot hook in his background.


If someone else wants to be the archmage, I just rolled up a ranger/champion.


All right. All set.

I should point out that, if I get in that is, after level one James will be going straight Urban Ranger. The level one fighter is, RP wise, representing just how much his skills as a warrior degraded over seven years of being a stay at home dad and his general lack of 'investigative' abilities. But with the kidnapping of his daughter, James has done little else but try and hunter her down and his continued work with for the Korvosan Guard will be represented with Urban Ranger levels. Mechanically, it's a slower path for feats, but I like it better. XD

I also plan on getting a 'wolfhound' (wolf) for him at level 5 for an animal companion and mechanically focusing on shield fighting (since the mythic path and the feats he's already taken will basically make him really hard to kill already, the shield fighting will let him do more damage consistently.)

Here is the

Personality:
James is a man in his mid twenties, so he's not quite to the point where his physical skill balances out with wisdom. But experience has taught him much that time would teach others, and because of this, and perhaps simply being just a little bit quicker since he was a youth, James is certainly no idiot.

He is, however, extremely blunt. He has little time, or skill, for socialization and prefers to simply be frank. Some people find this insulting and others find it refreshing, but it's clear that he's not exactly subtle. He does have good intentions though and, while he might joke around some, James is unlikely to purposefully insult someone he doesn't think deserves it.

Description:
James stands at a good 6'3. Not the tallest man out there, but he looms over a good portion of the people he encounters. His height is complimented by a strong frame, on the line between lean and big. He's definitely physically capable. Being raised by a group of mercenaries has left him with the knowledge to handle a great many weapons and a daily exercise regiment has kept him on par with soldiers when it comes to strength and stamina.

Along with medium length brown hair, which reaches down to his shoulders, an 5 o'clock shadow around the clock, and sharp green eyes, James has a few other things that stand out. A few scars here or there tell of fights that might not have gone as planned. There's one across his lower jaw and to his left ear that probably has a very good story to it.

James usually wears a mishmash of armor and weapons, along with a heavy cloak to help with the cold and rain. The armor includes a heavy chain shirt and an armored kilt to protect his vitals and upper legs and a heavy wooden shield. The weapons include a longsword and a shortsword, though he'll probably add to this small collection shortly.

Background:
James is no one special. He wasn't born under any auspicious celestial sign, he did not find an artifact of great power that bonded with him, nor does he have any divine blood running through his veins. The mans birth was ordinary and his parents were just simple merchants who traveled between towns hawking their wares. Though he was a tad brighter then other children, there was nothing really special about his mind either. The only thing James has ever done to deserve the great power he now finds within himself was to fall in love with an amazing woman and marry her, who was born at just the right time for the universe to impart onto her great power, then be there in the moment she died so that she might pass the power onto him.

James, as it was mentioned, was born to a simple merchants family. Because of their business he ended up traveling a lot with them. Some children might find the constant moving hard to live with, but James thrived. He got to meet new people all the time, see new places and watch as his mother and father managed to earn a profit. And he was with a family that loved him dearly. Unfortunately, the world is not a safe place. On the way to one city from another, when James was only seven, the trade caravan he was a part of was attacked. James was one of the lucky few to escape, with the aid of one of the wagon drivers, and was safely brought back to the city they had departed from. His parents, however, were not so lucky.

This was how a distraught James fell into the care of his uncle, on his fathers side, a man named Henry. Henry was a mercenary who belonged to a small, tightly nit company of soldiers for hire like himself. Henry was also not willing to give up his life as a soldier to raise James, so instead he dragged the boy along as an 'assistant'. James got paid a pittance to carry his uncles things and help set up camp. When the mercenaries went to battle, James would be left in a nearby town, usually at some church.

This was obviously not the best of circumstance for a child to grow up, but all was not so bleak. There was one mercenary, a very young woman named Ariel who had recently joined, who managed to make James' time within the company worth every second. Ariel was a half-elf, barely 20 years of age when James first joined, and looking like a 16 year old. She had grown up in the company as well, her mother being one of the officers of the small band of soldiers, so Ariel understood what it was like. She began to help James from the very beginning. The young boy was terrified of the hard bitten soldiers, especially since a few reminded him of the bandits that had slain his mother and father. Ariel helped him see that the group was, for the most part, good people. She helped him out of his shell and even helped him come to terms with the loss of his parents.

All in all, in was no surprise to anyone, save Ariel, when James began to develop a crush on the young woman around the age of 12. At first, she would, of course, let him down gently. But time was on the young mans side. Though Ariel did not age nearly as slowly as a half-elf, it only took four years for James to catch up to her physically. By that time, James was no longer the same scared little boy afraid of every person within the mercenary company. He was a strong, confident young man who had skill with a blade and a sharp mind. He was both strong willed and stubborn. Sometimes he was too blunt, but beneath the rather quick tongue and dangerous appearance was a kind heart with good intentions.

In the end, James was able to win Ariel over. It took some convincing to get her too look past the child she had helped raise to see the man he had become, but James was stubborn and thanks to the time she spent with him Ariel already cared for him deeply. They fell in love, they married, and life was good. Then, a year into their marriage, Ariel gave birth to their first child, a daughter they named Susan after James' mother. The two were happy living the life of mercenaries, but they wanted a better childhood for Susan then they had gotten. So they both came to the decision to settle down in a city instead. In the end, they chose Korvosa. Ariel had a few friends within the guard who were able to secure her job and a half-sister, an elven woman by the name of Laria, who lived in the elven enclave. It was decided that James would stay at home and watch after Susan while Ariel would work within the Korvosan Guard to make money. The arrangement worked out well and Ariels skill and intelligence let her climb quickly through the ranks, eventually earning an officer's position.

During by the end of the first year of their life in the Midland district, Ariel was pregnant again. She took a desk job during the time to keep paying bills, but worked until the very day she gave birth to their son, who they named Gregory. Then she was back on the streets not a week later.

It's obvious that she was just as stubborn as her husband, if not more so, and because of this she made many enemies who would, every once in a while try something to take her down. It was only her blessed powers that let her survive, nay, thrive in such situations. But tragedy would strike one night, during the seventh year of their lives within Korvosa. On her way home from a double shift, one of the last enemies Ariel had not managed to hunt down found her. What really happened that night is unknown. All that is known is that, after forcing the assailant to flee Ariel dragged herself home and knocked on the door. James answered just in time to catch her. Ariels gave a brief recount of what happened. Her final words were an apology for being the one to die first. Dark humor, like they had shared when they had been part of the mercenary company. James couldn't reply. All he could do was hold her tight as she bled to death in his arms.

Words cannot express how sad James felt. But he had two children to look after, so he pushed it aside. The Guard never found the culprit who was responsible. In the end, James made a decision. First, he asked Laria to move in and help with the children. Someone needed to work to pay for the home and bring food onto their table. So James dusted off his old armor and swords and joined the Korvosan Guard. His skills were rusty and he had never had much experience with anything but actual fighting, so he started at the bottom, but because his wife had died in the line of duty, the small pay he made was backed by government compensation for his loss.

Over the last year, James has done his best to hone his skills so that his children never have to lose another parent on the streets. He has proven himself to be a capable fighter as well and, to his and everyone else's surprise, is able to survive injuries that would kill many. At first, James was unsure of how it was possible. But Laria believed she had an explanation as to why he seemed so much harder to kill now. “It seems my sister, even now, watches over you.”

Unfortunately, tragedy would strike a second time. It happened on one of his days off. James was out in the market purchasing food for his family, his oldest, Susan, trailing behind him eagerly in the hopes of 'helping' him shop. A commotion at one end of the market, a thief being caught, momentarily distracted James. And then Susan was gone. James has spent every waking moment asking any favor that he could to find the one responsible. To his great dismay and anger, he has only come up with one name. Gaedren. James' direct superiors are either honestly too busy to help, fools, or on the take. Whatever the case is, James is alone in the hunt to get his daughter back. But he'll do it. Whatever the cost.


Pendin Fust wrote:

Lots of Quarterstaffers I see :)

So far I have gotten mainly Archmage submissions. Other paths encouraged as well.

@Silas Flashstep - I think it'd be a bit more thematic for your character if you had a dependancy on a drug as your flaw. That or Insanity.

Nothing like good old versatile quarterstaff to smack the world upside the head with.

And yea, I'll probably go with Insanity. Flashbacks to a bad trip make sense. I was just so amused that Weakness to Siege Weapons was an option that I had to show it off.


Silas Flashstep wrote:


Nothing like good old versatile quarterstaff to smack the world upside the head with.

And yea, I'll probably go with Insanity. Flashbacks to a bad trip make sense. I was just so amused that Weakness to Siege Weapons was an option that I had to show it off.

Oh no, you found my one weakness! Ten ton boulders!


I'l change it to Weakness: GM :)


Oh! Can you tell me what you think of James, Pendin? Anything I should change?


Bah my post got eaten!

I'm closing submission early, as I like what I've got already. I am waiting until Nawtyit gets the ranger/champion on here to choose between that character and Avizzi. The other 4 slots are now filled.

The 4 choices are:

Marko as James Greyson - the Human Fighter/Guardian
AlgaeNymph as Domina Ornelos - the Human Wizard/Archmage
Silas Flashstep - the Human Rogue/Trickster
Hawkwen as Vanderhoff Hammersmith - the Dwarf (Dwarven?) Cleric/Hierophant

As I said, I will wait for Nawtyit's ranger/champion before deciding between that character and Avizzi for the 5th slot.

Please post all relevant stats into your profile (or create an alias for that character) so I can quickly check AC and such.

I will connect gameplay threads and the others in around a day.


Pendin Fust wrote:
Please post all relevant stats into your profile (or create an alias for that character) so I can quickly check AC and such.

How do I create an alias?


AlgaeNymph, if you click on the My Account link at the top there will now be a page with several sections. There will be a section called Messageboard Aliases. Click on the "Create new messageboard alias." link.


I've altered the character to a 15-point buy, still am working on deciding how he's tied to Lamm. Did you want us to take a campaign trait? You didn't specifically say so, but if you do, that's fine.


Okay, I got the profile set up. I even figured out how to post as my alias. :)


Avizzi, campaign traits are allowed.

Domina...AWESOME! Could you make sure that under your bio to copy and padre your character stats like AC, weapons, armor, etc. Click on my name and that will give you an idea.


Pendin Fust wrote:
Could you make sure that under your bio to copy and paste your character stats?

I thought I did.


For example this is my char sheet I exported from PCGen. Its in my profile.

Pendins Profile wrote:


Pendin Fust
Human
Monk 12
AGE 25
HP 119

STR 15
DEX 17
CON 14
INT 11
WIS 17 (21 w/gear)
CHA 10

Init + 9

BAB +9/+4

Skills
Acrobatics - 24
Acrobatics(Jump) - 52
Climb - 10
Craft(Calligraphy) - 4
Escape Artist - 20
Fly - 7
Heal - 5
Knowledge (Planes) - 4
Knowledge (Religion) - 7
Perception - 20
Ride - 5
Sense Motive - 5
Stealth - 18
Survival - 5
Swim - 2

Saves
Fort + 10
Reflex + 13
Will +13

+ 2 vs. enchantment spells

Combat Maneuvers
Grapple Trip Disarm Sunder Bull Rush Overrun
CMB +21/+16 +19/+14 +17/+12 +17/+12 +17 +17
CMD 38 38 36 36 36 36

Gear Equipped
Mstwk Backpack - 1 Blanket, 7 Cheeses, 7 Bread loaves, 1 Flint and steel, 2 potions Cat's Grace, 4 potions Cure Moderate Wounds, 2 potions Enlarge person, 2 potions of Potion of Tongue, 5 torces, 1 filled waterskin

Belt of Incredible Dexterity +4
Bracers of Armor + 4
Brass Knuckles + 3 Ghost Touch (primary)
Brass Knuckles + 2 (secondary)
Spider Silk Rope (50ft)
Headband of Inspired Wisdom + 4
Monk's Robe

Feats
Acrobatic [Paizo Publishing -Core Rulebook, p.113] You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Agile Maneuvers [Paizo Publishing -Core Rulebook, p.117]
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Dodge [Paizo Publishing -Core Rulebook, p.122] You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Greater Grapple [Paizo Publishing -Core Rulebook, p.125]
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Improved Initiative [Paizo Publishing -Core Rulebook, p.127] You get a +4 bonus on initiative checks.
Mobility [Paizo Publishing -Core Rulebook, p.130]
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Weapon Focus (Unarmed Strike) [Paizo Publishing -Core Rulebook, p.136] You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Unarmed Strike [Paizo Publishing -Core Rulebook, p.128]
You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Combat Reflexes (Granted) [Paizo Publishing -Core Rulebook, p.119] You may make 5 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.
Improved Grapple (Granted) [Paizo Publishing -Core Rulebook, p.127]
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Trip (Granted) [Paizo Publishing -Core Rulebook, p.128] You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Stunning Fist (Granted) [Paizo Publishing -Core Rulebook, p.135]
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.


Woo, thanks for picking James!

Do you mind if I make an Alias and just post a link to James' character sheet?

Also, is there anything mechanically or in his background you'd like me to work on?


Profile up and looking forward to the game. It appears as if my prior fear of siege weaponry was just a facet of my mental instability. ;D Let me know if anything else needs tweaking.


Sorry for the Delay

Ranger/Champion:
Pengon
Elf Ranger 1/Champion 1
NG Medium Humanoid (Elf)
Init +3; Senses Low light vision; Perception +8
DEFENSE
AC18, touch 13, flat-footed 15 (+3 Dex, +5 Armor)
hp 16 (1d10+1+5)
Fort +2, Ref +5, Will +2
Hard to Kill (Dead at -20)
OFFENSE
Speed 30 ft.
Melee Heavy Flail +3 (1d10+3)
Ranged Longbow +4 (1d8)
Favored Enemy Humanoid (Human) +2 Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack and damage rolls against them.
STATISTICS
Str 14, Dex 16, Con 10, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Point Blank Shot, Dual Focus (Wisdom)
Skills Climb +6, Handel Animal +4, Knowledge (Nature) +4, Perception +8, Stealth +7, Survival +6
Languages Common, Elven
Elven Immunities: immune to magic sleep, +2 against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: +2 caster level checksto overcome spell resistance, and on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: longbows, longswords, rapiers, and shortbows, and treat any weapon with the word “elven” in its name as a martial weapon.
Track A ranger adds half his level to Survival checks made to follow or identify tracks.
Wild Empathy
Mythic power (Dexterity, Wisdom) (1d6, 6/day)
Distant Barrage, Perfect Strike
Traits Unhappy child (+1 Ref, +2 Concentration), Killer (+Dmg = crit modifier)
Gear: Studded Leather armor, Longbow, 40 arrows, heavy flail, 4 trail rations, backpack, waterskin, compass, 43gp

backstory:
Pengon was orphaned as a child and taken from the streets by Gaedren. Being one of the few elven children, he was tormented by the other human children. He spent his spare time studying them, waiting for his opportunity. One of the larger bullies was alone one day and Pengon saw his chance for revenge and freedom. He stealthy dispatched the small human bully and ran off into the woods.
Moment of Ascension (Passed on): One day when hunting in the woods, he came across a great white stag that was dying. The stag looked up, gave a slight bow, and slowly transformed into pure white energy. The energy started to fill Pengon with mythic power.
Mythic Flaw (Insane): The power of a messenger of a god is too powerful for Pengon to handle.


EDIT: removed +2 Concentration form trait and took To The Death path ability instead of Perfect strike (not eligible yet).


And I think I'll take for the 5th slot:

Nawtyit as Pengon - the Elf (Elven? Elvish?!) Ranger/Champion

Sorry Avizzi, I love your monk, but the party needs an archer.

Everyone else, please look at the Gameplay tab and RP amongst yourselves for a bit. Your character and player will be added to their respective tabs as you post to the Gameplay tab.


It's all good, Pendin. Avizzi shall prevail eventually!


Re-opening the recruitment for the Guardian. It appears that James dropped out and we need to fill his role!


I'll jump in. I'm thinking a simple caravan guard unexpectedly given phenomenal cosmic power, or something like that.

I'll have crunch up for you to look over this afternoon.


Here's my background pitch. Please tell me what you think.

Mechanics are in the works.

Background:

Life as a Teifling is hard. Nobody trusts you. It's hard to stay in one place before someone starts blaming any kind of bad luck on your presence.

I wasn't any different.

Really, my life isn't worth talking about. My parents were good enough people even though they both had a grandpa somewhere down the line who was literally from hell. They tried to do right by me, struggled for it, and eventually died before their time. The one thing they gave me was keen sense that you should never judge someone by their ancestry or their looks. Goodness can come in an ugly package, and evil can be very pretty.

I was on my own too young. I fought. I stole. I ran. I did things I'm not proud of, but I survived. Eventually I was hired on as a guard for a company that ran caravans up and down the coast. I didn't exactly make a name for myself, but I got noticed enough that another outfit offered me more for the same job. This group ran magic stuff. The caravans were like small rolling castles. Whatever was in them was worth more than I'd ever seen in my life.

On one trip we were attacked by a bunch of religious nuts. Folks in golden armor carrying flags of Abadar. Whatever we were transporting, they didn't like it. During the battle the caravan caught fire.

I ain't never been bothered much by flames, so the captain gave me the keys and sent me in to see if I could salvage the cargo. The chest was also on fire, so I unlocked it and opened it up. Guess I wasn't supposed to do that.

The chest wasn't a chest. It was more like a prison. The entity inside latched onto me like it was dying of thirst and I was all the water ever.

It was an angel. At least I think so. I only get glimpses. Whatever it was, it was treated bad for a long, long time. It was so crammed full of sadness and hate that I can't even describe it. It wasn't like a demon. I know all about them. This was different. It was a fallen angel that someone made fall. I'm not sure what they were planning on doing with it, but I'm pretty sure it wasn't anything like what happened.

The darkness in it wound around the darkness in me, binding us together inseparably. That was probably how it was intended to work all along. This entity was tortured beyond understanding so it could be used to make a bad person a whole lot worse.

Thing is, I'm not a bad person.

There was still some light in it, and it latched onto me too.

I don't really remember the rest of that fight. I'm pretty sure I killed a lot of people. I wandered out of the desert a few days later covered in ash and dried blood.

I'm different now. I have a pissed off angel inside me and I can survive things I definitely wouldn't have before. I'm faster and stronger too, but underneath it all I'm still just me. I'm still not sure what to do with myself. I signed on with a new outfit.

Hopefully things go better than last time.


I am trying to decide if I want to do this character as a straight Fighter, or as a Synthesist Summoner who's fused form is the angel creature mentioned in the backstory. Maybe I'll multi class the two options.

Any preference?

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