On the Razor's Edge, A Razor Coast Campaign (Inactive)

Game Master Feral


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OK, gyrfalcon here, getting very excited about this! More details to come, but I'm excited to introduce...

Etiel "Laughing Ettie" Belezeph grew up as the captain's brat on a pirate ship, and continues to seek out adventure on the high seas. As the captain's daughter she grew up confident, charismatic, skilled with a blade, deeply attached to the finer things in life (ale, song, gold, etc.) and with more than a little sense that things do in fact revolve around her. She also grew up devoted to Besmara (goddess of piracy) who almost all pirates at least pay lip service to...but who Etiel has spoken to nightly since she was a child.

Mechanically, she's a Cleric (Evangelist) of Besmara 5 / Swashbuckler 5. On the cleric side, she buffs her allies with spells, inspiring orations (sermonic performance) or gives a nasty hangover to all nearby foes (e.g. ale variant negative energy channelling, causing 1 round of nausea to all who fail their save). On the Swashbuckler side she mostly just swings down from the sails and kicks butt, quipping merrily all the while.

Crunch is in profile and is definitely ready for review though it needs another round of edits + finishing gear and spells.

RVT or others, looking forward to hearing your thoughts.


The Silver Prince wrote:

I'm planning on my character being a servant of Mnemosyne, Goddess of Memory and Time, journeying forth to recover one of the last pieces of her stolen memories.

Trying to decide between a staff or a scythe as my melee weapon. My initial thoughts are to go with a scythe. Thoughts?

Well, if you're into classical Greek/Roman mythos, Kronos (or Saturn) used a scythe/sickle - so a scythe wouldn't be out of place. Depends on what you favour, really. But there's something pretty damn awesome about a scythe...


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What is time but the ultimate reaper? Memory but the only way to revisit the dead? The river of time is the River Styx, which the ferrymen pushes forward with a sickle in the water.

Rather grim, perhaps, but you could make a cool scythe work too. XD


Here is milah's backstory just need to work on crunch some more.

Backstory:

Milah lived a relatively happy childhood. Her tribe had taught her to be self-sufficient. Milah was happy to spend her days out hunting and spend her nights having her parents teaching her how to fight. One day her tribe was attacked by unruly brigands. Milah hid under the bodies of her slain kinsfolk, watching in horror as her friends and family were slaughtered and the brigands looted what little they had.

Milah lived the next few years alone in the wilderness, swearing one day she would be strong enough avenge her fallen kinsfolk. Milah feeling she would need better equipment and gear if she was going to exact her revenge. Milah eventually made her way to Port Shaw. Her knowledge of the wilds proved a boon and was able to use this to advance among the ranks of the Cartographers and Explorer guild.

One day Milah stumbled upon a mysterious man who boasted his tattoos were lucky. Milah decided to to take the man up on his offer. The day after getting her tattoo, Milah learned the whereabouts of those that had slain her kin. Soon afterwards, Milah began preparing on how to exact her revenge.

Using illusion magic, Milah was able to lure them into a trap. From there, Milah would sneak up on her prey,taking down each target one by one. Vanishing almost immediatly after each kill, her enemies were barely able to catch a glimpse of her before falling themselves. Milah could smell their fear grow as their numbers thinned.


Here's my submission. He's missing statblocks for his automatons, which I figure isn't quite important at this stage (with the exception of Mr. Clankers, he can change them daily), and gear (which I'll work on when I'm not so broken).Also, I still need to pick two feats and two discoveries, so I'll get on that, as well.

I know he's a bit sic-fi, but you liked him in the last recruitment, so please give me any and all feedback you deem necessary.

Crunch:
Dr. Victarian Nikolai Caligori
Human Alchemist 5, Tinker 5, Gestalt 5
CN Medium humanoid (human)
Init +3; Senses Perception +8
Aura Master's presence (30 ft)
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 55 (5d8+15)
Fort +7, Ref +7, Will +1 (+4 vs poison)
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Offense
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Speed 30 ft.
Ranged bomb +7 (3d6+5 Fire)
Special Attacks bomb 10/day (3d6+5 fire, DC 17), deploy automaton 5/day
Alchemist Spells Prepared (CL 5th; concentration +10)
--------------------
Statistics
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Str 16, Dex 16, Con 16, Int 21, Wis 10, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Brew Potion, Extra Innovation, Martial Weapon Proficiency (longsword), Throw Anything, (CHOOSE 2)
Traits fast-talker, meticulous concoction
Skills Appraise +11, Bluff +5, Craft (alchemy) +15 (+20 to create alchemical items), Craft (clockwork) +13, Craft (sculpture) +12, Disable Device +10, Knowledge (arcana) +13, Knowledge (engineering) +13,  Knowledge (history) +12, Knowledge (local) +9, Knowledge (nature) +11, Knowledge (religion) +6, Linguistics +13, Perception +8, Ride +5, Sleight of Hand +7, Spellcraft +13,  Survival +4, Use Magic Device +7
Languages Aquan, Common, Draconic, Elven, Giant, Menehune, Sahuagin, Tulita (coastal), Tulita (island), Tulita (mainland)
SQ alchemy, blueprints, craftsman +2, directives, discoveries (CHOOSE 2), greater innovations (bigger & better), innovations (improved construction, preferred blueprint [mechapede]), mutagen, poison use, scribe invention, swift alchemy
Other Gear 10500 gp
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Attack [directive] (Ex) Automaton attacks designated target.
Bigger & better All automatons gain +1 HD.
Blueprints 3 blueprints, each can contain up to 5 BP.
Bomb 3d6+5 (10/day, DC 17) (Su) Thrown Splash Weapon deals 3d6+5 fire damage.
Brew potion (Ex) Make potions of known formulae, CL 5th.
Craftsman +2 (Ex) Gain a bonus equal to 1/2 tinker level on all craft checks.
Defend [directive] (Ex) Automaton follows designated creature; if designated creature is attacked, automaton attacks the attacker.
Follow [directive] (Ex) Automaton follows designated creature at distance chosen by tinker.
Go [directive] (Ex) Automaton goes to designated place at walking speed.
Idle [directive] (Ex) Automaton follows the tinker at nominated distance, but will take no other actions.
Improved construction (Ex) All automatons gain +1 Str and Dex.
Master’s presence (Su) Automatons within 30 feet add tinker’s BAB to their attack rolls, AC, and CMD; use tinker’s CMB instead of their own if tinker’s is higher; add tinker’s base saves instead of their own.
Meticulous Concoction (1/day) Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min.
Poison resistance +4 (Ex) Add +4 to all saves vs. poison.
Poison use (Ex) Cannot accidentally poison self when applying poison to a weapon.
Preferred blueprint (mechapede) (Ex) All automatons built from mechapede blueprint have +1 HD.
Support [directive] (Ex) Automaton follows designated creature and uses any repair kits (if designated creature is automaton or construct) or potion injections (if designated creature is living) when the designated creature is wounded.
Swift alchemy (Ex) Create alchemical items in 1/2 time; apply poison to weapon as a move action.
The Alpha Automaton acts as primary bodyguard and cohort.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Use invention [directive] (Ex) Automaton uses designated invention as a standard action. Can be combined with a Go directive.
Use skill [directive] (Ex) Automaton uses any skill in which it has at least 1 rank as a standard action.

Favored class bonuses:
1st - 1 skill point (alchemist); 1/6 of an innovation (tinker)
2nd – 1 skill point (alchemist); 1/6 of an innovation (tinker)
3rd – 1 skill point (alchemist); 1/6 of an innovation (tinker)
4th – 1 skill point (alchemist); 1/6 of an innovation (tinker)
5th – 1 skill point (alchemist); 1/6 of an innovation (tinker)

Tinker class features:

Alpha: Victor’s alpha is a roughly humanoid automaton made of the best scrap he could salvage. Affectionately dubbed “Mr. Clankers”, it stands six feet tall and roughly three feet across the 'shoulders'. Mr. Clankers is constructed using simple clockwork in addition to more sophisticated hydraulics - 'he' is, in short, a mess of mechanics that any sane-minded engineer would go mad trying to decipher. Just as well he was created by someone already mad.

As Victor's alpha, Mr. Clankers is of human-level intelligence. While incapable of speech, he communicates through various noises - the Doctor is working on it, but he hasn't quite figured out how to install a speech matrix yet. For now, Mr. Clankers can 'talk' to his creator through odd grindings, screeches, and taps on his own body. What's most incredible is that Victor can understand.

Blueprints: Victor has 3 blueprints, the mechapede, the enforcer, and the wrecker, which can contain a total of 5 build points (BP) each.

The Mechapede: The mechapede is Victor's first (and favourite) blueprint, with a serpentine base form and various tiny protuberances acting as legs, giving the automaton the overall appearance of a four-foot-long, somewhat flat, centipede.

The Enforcer: The enforcer was Victor's attempt at creating an automaton more suited for frontline combat than his mechapede (which showed more potential for being a nuisance). The chassis of the enforcer is more humanoid, with two clumsy legs and two clumsy arms.

The Wrecker: The wrecker is an automaton designed for one thing and one thing only - breaking things. Equipped with a sundering matrix, the wrecker is a betrayer of its own kind.

Deploy automaton: Victor can have 1 active automaton at a time. He uses experimental alchemical reagents and products as a power source for his automatons. He can deploy an automaton five times per day.

Directives: Victor can give his automatons various directives. The DC to interpret a directive with a Spellcraft check is 15.

Master's Presence: Any of Victor's automatons within 30 feet of him add his BAB to their attack rolls, AC, and CMD (+3), and use his CMB (+6) in place of their own if his is higher. In addition, they use his base saving throw values to calculate their own saving throws (Fortitude +4, Reflex +4, Will +1)

Scribe invention: Victor can make copies of inventions for distribution. Attempting to copy from a source other than his own invention book destroys the original source due to various annotations, ink spills, and "corrections".

Backstory:

Victor spent his early life far from the Razor Coast, though he never mentions where. Showing mechanical aptitude from a young age, he left home at the age of sixteen for study, wanting to learn more about not the natural world, but the manufactured one - the world of steam, of smoke, of the machines that made the new world go round, the world that was just now growing, thanks to people like him. In his free time, he examined the workings of the large machines, and applied them on a smaller scale, experimenting with the clockwork to make tiny things that seemed possessed of their own life force.

Unfortunately, the only way he could afford the study he craved was through the military. And so, with his studies complete, Victarian was conscripted into the navy, hunting down pirate ships. While his service term gave him the means to explore new boundaries, create new things, it also broke something in his mind. While he had always been incredibly bright, his sanity started to ebb away, the trauma of warfare eroding the optimism he'd always possessed.

Close to the end of his term, Dr. Caligori was shipwrecked on the Razor Coast, his former life another casualty of the piracy of the day. He took up residence in Port Shaw, cobbled together a makeshift laboratory in his new home, and threw himself into a new study - the study of alchemy.

Alchemy was a welcome retreat, and he learned the importance of one's physical form, learned to brew potions and extracts, concoctions that would change him. Perfect him. He created an explosive jelly that would immolate on impact, showering liquid fire all around (and lost his eyebrows more than once while working on it). He worked with poison, something he would never have considered before the wreck. His basement began to look more and more like the laboratory of a madman - which it now was.

Walking the coastline one day, he stumbled upon an odd heap of driftwood. As he picked it up, a smile crossed his face for the first time in years. Almost before his eyes, the driftwood changed, taking the shape of a creature made of wooden gears and scrap-based clockwork.

He threw himself back into mechanics, into clockwork. Alchemy powered his constructs. His mechapede, his steam soldier, his alpha - a monstrous metal figure he called Mr. Clankers. And while most of Port Shaw thinks him mad, Dr. Caligori knows that eventually, his mechanical wonders will make him rich. Rich enough to get home.

Appearance:

Victor is a man in his mid-30s, awkwardly proportioned with long limbs. His fair hair is short and messy, tugged into place and streaked with engine oil as he often forgets to wear gloves. It is sometimes tinted with various alchemical reagents, also as a result of his bare-fingered tendencies, meaning his hair can have a rather colourful appearance depending on the day.

His face is forgettable - he has no overly distinguishing facial features, not particularly handsome or ugly. His eyes are a little far apart, his mouth a little small, but the overall effect is of almost painful averageness.

Though he looks awkward, Victor is in his prime. His days as a naval engineer and mechanic have kept him fit, with little fat on his body. Standing at about 5'10" (give or take an inch, he's never bothered to measure exactly), and well-toned, he nonetheless doesn't take much pride in his appearance. He's healthy, and that's what matters.

His eyes are perhaps the only distinguishing thing about him - pale brown, and holding an unnervingly piercing gaze. In conversation, his movements can be almost as robotic as those of his automatons, as he makes plenty of jerky gesticulations and tilts his head at odd angles. While many suspect the Doctor is going mad, the keen intellect in his eyes is often enough to dissuade such rumours.

Victor doesn't pay much mind to his manner of dress, and as a result, tends to wear a mismatch of clothing. Usually, this consists of a buttoned shirt (not always with the buttons lined up), simple trousers, heavy boots reinforced with metal plates, odd socks, unmatched gloves (when he bothers to wear them at all) and the coat and cap from his days as a naval engineer. He throws contrasting (faded) colours together with little thought, as time spent choosing clothes is time spent not tinkering - in other words, time wasted.

Personality:

Dr. Victarian Nikolai Caligori, as he introduces himself, is highly intelligent, and well aware of it. Able to speak a dozen languages and remember large amounts of information, he possesses a superb working memory and capacity for logical reasoning. He uses plenty of polysyllabic words and technical jargon, becoming frustrated when others don't understand, as adjusting his manner of speech is almost physically difficult.

While highly intelligent, the doctor isn't so gifted regarding other people. The years of working with machines have eroded the precious few social skills he had, causing him to speak to other people as if they were machines  - ie, to boss them around. This isn't out of arrogance or feelings of superiority; he simply forgets from time to time that he's talking to people, and not mindless automatons.

Victarian is a very driven man. When he focuses on something, he does so to the exclusion of everything else - even eating and sleeping. So lost is he in such states that he isn't likely to notice something is wrong until it blows up in his face (often literally).

Despite all of his flaws, Victarian is a good enough man. He's too caught up in his inventing to be horribly bothered by moral quandaries and grey areas, but given a choice between an obviously good or an obviously evil act, he's likely to lean towards good. On matters of regulations, he knows that no progress was ever made b following rules to the letter, and he tends to do what he knows is best - not what someone else tells him.


Tenro's submission. Crunch is in the profile, fully complete to include equipment.

Appearance:

The man you see before you is of average height and has relatively nondescript features: tanned skin and dark brown hair common to most of the residents in Port Shaw.

He is rather bulky, having an intimidating mein about him. Despite his clean and well-cut clothes, he bears the calloused hands of a craftsman. What little exposed skin you can see bears several angular, almost ritualistic scars.

From his shoulders drapes a fine cloak for defense against tropical rains, but left flung open in the heat, revealing two stragely bulky javelins slung over his back from loops in a fine leather sash slung cross-body from his left shoulder to right hip. Over that, a fine and billowy scarf sways loosely, ending near the bandoleer at his waist. Slung low from the bandoleer at his waist are two more bandoleers attached to each hip. The handle of a dagger protrudes from the bandoleer at his waist, while a strange crowbar and a huge wrench are strapped to his left and right hip bandoleers, respectively.

He is nothing if not a man of many talents, and a tool for each. Despite such accoutrements, he carries the bulk silently, each item strapped securely in its place.

Personality:

Having been fished out of the water by an old assassin and subsequently trained to use the strange items that come from his unnatural body, he has few friends, but many acquaintances. He is content to reinforce the perception that others have of him being a simple, quiet craftsman, grown tough from days of wielding a hammer in front of a sweltering forge. It's easier for him to keep a low profile that way.

He is somewhat aloof, which is to be expected of a man who only has faint memories of life before three years ago. He is polite enough, working repairing items and ships most days, fostering a cover identity as a craftsman. His more lucrative jobs include killing, smuggling, and sabotage.

Selveros is a professional who coldly executes his duties. He takes no pleasure in killing, but does take pleasure in a job well done, and the gold that comes with it.

Backstory:

"Getting sloppy," the old man said. He had his back turned, looking out the window to the pillar of smoke and flame that was once the ship belonging to the upstart smuggler Captain "Blackblade" Jonas.

"We can't all be an invisible blade in the dark. Isn't my style." Selveros quipped back.

"Be that as it may, I can't have you bringing hell this close to my shop. The sheriff's boys'll be pokin' around soon enough. Bad for business."

Selveros remained silent on the matter. "They wanted fast, they wanted a scene. I gave them a scene, and fast," he mused to himself.

He replayed the night's events over in his mind, searching for a different way. The old man would have just cut Blackblade's throat while he slept, but the old man was a hell of a lot saltier than he was when it came to killing. Selveros had been contracted to kill the captain, and with a bonus for destroying the ship to send a message to any who would consider crossing the mercantile league.

First, he loitered around the docks, looking to get a good look at one of the sailors from the ship. Disguised as a porter, he moved boxes around the dock to prepare the scene in case things got hairy later. When the sailor left for port call, he followed him to the tavern, got him good and sauced up, then paid for a cheap hooker to distract the man a bit. Leaving the tavern, he moved down to the docks, stumbled abourd while disguised as the sailor, grumbling about losing his money in a game of cards. Entry was easy, and as he suspected, only a handful of sailors remained behind, most playing cards in the berthing. Moving belowdecks, he navigated through the galley to the aft gundeck. Placing his hands on the ceiling of the room, he used his gloves to see through the wood, confirming that the captain was indeed in his room, looking over some ledgers.

Setting the second part of his plan in motion, he rolled all the barrels of black powder to the aft side of the gundeck, right under the captain's quarters. He let some rope soak in kerosene while he quietly used his auger to drill holes in the barrel, then uncorked his phosphorescent gel to get it burning while he plugged kerosene-soaked rope into the holes he had drilled. Preparations complete, he once again verified the captain was in place, then tipped the gel over on to the rope. The, disaster struck. The gel, which shouldn't have ignited for ten more minutes, flared up and ignited the rope he had prepared as a wick.

He moved quickly, back through the galley. On his way out, he was harrassed by the guard's questioning him as to why he was leaving again. The guard grabbed his arm, and the texture of Selveros' skin through the man off. The guard expected the flesh of Selveros' carefully-crafted illusion, but was stunned to feel the texture of cold metal. Selveros used the man's hesitation to pull his highway pistol from a fold in his clothing and placed it between the guard's eyes, pulling the trigger without hesitation. The guard's form slumped to the ground, and Selveros made his way down the gangplank. Seconds later, he was followed by ten sailors armed with cutlasses. Half the guards had descended the gangplank and the other half were at the top of it when the captain opened the doorway of his room, hastily buckling his belt and reaching for a pistol from his holster.

Selveros stood between two crates and grabbed a small weight, yanking the rope it was attached to. It pulled a lynchpin that caused the two crates to fall open, revealing two rifles attached to tripods. Selveros pointed to the captain, who had drawn his pistol. As soon as Blackblade had leveled his pistol, the two rifles opened fire on him and he was forced to take cover. The captain pinned down in his room and the sailors rapidly approaching, Selveros took the small weight and hastily whipped it around the dockpost opposite his turrets to form a tripwire and kept running. The first few sailors saw the tripwire and jumped, but the ones in the back were not so lucky. The tripwire activated the booby trap on his turrets and two explosions tore the dock asunder, filling the sailors full of shrapnel and flinging their charred bodies into the water. The covering fire gone, the captain peered out of his cover just before a third and much larger explosion rocked the night. The explosion tore the back half of the ship into shreds, launching the captain's now silent and flaming form through the air to land on the docks. Selveros fled the docks as the remaining half of the vessel burned brightly. Pushing through the crowd, he took back alleys in a circituous route back to the storefront he called home, to face the ire of his aged mentor.

"Well, as much as it annoys me, you blowing up our front yard and all, the league pays well. Here's your cut," leathery hands throwing him a fat sack of coins before continuing, "... minus a bit to make up for lost revenue. Fix your contraptions. I've already lined up a job for you next week. Doesn't pay as well as the league, but I imagine with the size of that explosion, there are a few nearby ships that will be in need of repair, not to mention the docks. Some coin to be made there."

"How far I've come in just three years. Makes me wonder what happened before." he thought to himself, rubbing the circular black mark on the back of his right hand.


Recruitment is still open? I just learned how Gestalt games generally differs, so I'm gonna have to update Jean :P

Just read back a page and saw that recruitment has ended... :(
Maybe next time.


Here is her crunch.

Crunch:

N Medium Humanoid (Catfolk)
Slayer 5, Magus (spellblade) 5
Init +5, Perception +12(low light, Scent)

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DEFENSE
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AC 23, Touch 14, Flat-footed 18
HP 60 (5d10+10)
Fort +5 Ref +8 Will +5

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OFFENSE
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Speed 30 ft.
Scimitar+2 +11(+9)(1d6+6/18-20x2)
Force Athame+2,+11(+9)(1d4+6/19-20 x 2) Force Damage
Force Athame +1 +10(+8)(1d4+5/19-20 x 2) Force Damage
Master work Light Hammer +10(+8)(1d6+4/20 x2)
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STATISTICS
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STR 19,DEX 18, CON 12,INT 16, WIS 12,CHR 10
Base Attack +5 CMB +9 CMD 23(24vs trip)

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Special Abilities
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Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target. At 5th, 10th, 15th, and 20th levels, the slayer’s bonuses against a studied target increase by +1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may lose this connection to a studied target as a free action (allowing him to study another target in its place). At 7th level, the slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.

Senses Racial Traits

Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Slayer Talent: Trapfinding
The hunter gains Disable Device as a class
skill, and adds half his level to Perception skill checks
made to locate traps and to Disable Device skill checks
(minimum 1). Just like a rogue, the hunter can use Disable
Device to disarm magic traps. The slayer gains trap sense
as a rogue of the same level.

Magus Arcana: Spell-Scars
The magus can use special scar-based tattoos called spell-scars on his skin to cast or prepare spells, much like scrolls. He can cast a spell from a spell-scar exactly like casting from a scroll; the ink and scars vanish when the spell is cast. The magus can also prepare spells from his spell-scars without expending them, similar to a wizard using the Spell Mastery feat. The magus does not need to be able to see his spell-scar to use it. A magus has room on his skin for 18 total spell levels of spell-scars, which he can create using the rules for scribing scrolls (although they do not require the Scribe Scroll feat).

Sneak Attack: At 3rd level, if an slayer catches an
opponent unable to defend itself effectively from his
attack, he can strike a vital spot for extra damage. The
slayer’s attack deals extra damage equal anytime his
target would be denied a Dexterity bonus to AC (whether
the target actually has a Dexterity bonus or not), or when
the slayer f lanks his target. This extra damage is 1d6 at
3rd level, and increases by 1d6 every three levels thereafter.
Should the slayer score a critical hit with a sneak attack,
this extra damage is not multiplied. Ranged attacks can
count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a
sap, whip, or an unarmed strike), a slayer can make a
sneak attack that deals nonlethal damage instead of
lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not
even with the usual –4 penalty.
The slayer must be able to see the target well enough to
pick out a vital spot and must be able to reach such a spot.
A slayer cannot use sneak attack while striking a creature
with concealment.

Spell Recall (Su): At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Force Athame (Sp): At 2nd level, a spellblade magus can sacrifice a prepared magus spell of 1st level or higher as a swift action to create a dagger of force in his off hand. The athame lasts for 1 minute or until dismissed, has an enhancement bonus on attack and damage rolls equal to the level of the spell sacrificed (maximum +5), and is considered a weapon the spellblade is holding for purposes of his arcane pool feature (using the pool to add abilities to a held weapon applies to the magus's physical weapon and to the athame for no additional cost). The athame acts as a dagger, but the hand holding it is still considered free for the purpose of casting spells and delivering touch attacks. The magus can use the athame as if he were fighting with two weapons, or can use that hand to cast spells as part of the spell combat class ability (but not both in the same round). Attacks with the athame are force attacks and deal force damage. This ability replaces the spellstrike class feature.

---------------------
Traits
---------------------
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Arcane Temper: +1 to Concentration and iniatitive

Lucky tattoo: Reroll any d20 once any session.

Meticulous: -2 to untrained skills
-------------------
Feats
-------------------
(1)Two Weapon Fighting, (3)Catfolk exemplar (scent). (5)Combat Casting (5C)Craft Magic arms and Armor.

Slayer Talents:
Double Slice

-----------------
Skills
------------------
Acrobatics +12(+11)
Stealth +14(+13)
Spellcraft +11
Survival + 11
Perception +12(+17vs traps)
Disable Device +14(+19vs traps)
Knowledge arcana +11
Knowledge planes +8,
Knowledge Dungeoneering +8
Knowledge Geography +8
Craft weapon +8
Craft armor +8
Climb +11(+7)
Swim +11(+7)

------------------
Gear
------------------
Scimitar+2 4106.67gp crafted
masterwork light hamme 100.33gp
Mythril Breastplate +2 3400gp crafted
Amulet of Natural Armor +1 2000gp
Backpack 2gp
Bedroll 1sp
Spell Component pouch 5gp
silk rope 10gp
Masterwork Thieves tools 100gp
Anvil 5gp
Craft Armor artisan tools 5gp
craft Weapon artisan tools 5gp
Vanish Scar Tatto CL 5, x5 750gp
10gp 9 sp

I decided against the elephant. As cool as having one would be, I could not find a good reason why Milah would want an elephant.


@Jean Antonio - a week from OP should be around 10pm EST, tomorrow (Tue).


Mr. Fish story hour.

Mr. Fish was born a young guppy to parents who took on the responsibility of raising Mr. Fish instead of tossing Mr. Fish out to wildness... after their first two attempts failed miserably.

Mr. Fish grew up strong due to training, which mainly consisted of being used as a blunt weapon to fend off attackers and predators. Mr. Fish's skull is a deadly honed weapon.

At the ripe young age of Old Enough Mr. Fish's parents and tribe sent him on a journey to discover more about himself. The alternative ancient Tulita custom of "Stab it till it quits moving" didn't appeal to Mr. Fish as much so Mr. Fish opted for the less stabby ritual journey. A journey that took Mr. Fish far away from sharp pointy objects that didn't know any better.

Mr. Fish tried steak once. Mr. Fish didn't much care for it.

Due to repeated blunt force trauma to the thinking and thought housing part of the body the above may or may not be entirely factual. Actual backstory to follow later.


Fish, I just took a look at your character sheet. Are you playing a Bard with a 10 Charisma?


Alright, I've got three character concepts knocking around in my head right now.

Idea the First: Ony the Dog (CN Human (formerly) Aberrant Aegis/Martial Artist Monk):
Hit hardest and hit first.
Don't let anyone under your skin.
Don't look back, it gets you killed.

Rules to survive by, but not rules live by.

More than a few things make it out of the Carcass and back out into the Razor. Those that do often bear the scars of that terrible place until their deaths. Ony is no exception but whether his affliction is a product of the Carcass's cruel rulers or something that came before even that is a matter of debate. He did not remember much before being pulled out of the waters around Ho’oka’la and onto a slave ship laying low near the cursed cove. His name was about the extent of it.

He learned a few things in the Carcass, though, to make up for it. The first was how to scrap. Slaves like him are treated about as well as you could expect in that damned place. It did not help that he was pushing seven feet tall and had skin thicker than leather and eyes uncomfortably reminiscent of some massive predator. The Tulita slaves called him a dajobasu, and he even met one down in that pit. It was plain as day that as twisted up as a dajobasu was, he was something worse.

He killed that dajobasu in over a bread crust the next day. He did not want to but the second thing Ony learned was not to show fear.

About then his masters stopped calling him 'flotsam' and started calling him 'dog'. He attracted attention from the Mage Kings about this time and once a month he was escorted up into the heights of the Carcass to be toyed with via foul magics. He was pretty sure he died more than once but he did not mind the pain, it was just a different flavor from what he experienced from day to day in the slave warrens. In fact, he actually enjoyed the visits because for the briefest moment, as he climbed upward, he could catch glimpses of the world beyond the Carcass.

Ony gained a reputation in the Carcass, with it came recognition. With recognition came attention. Being a survivor is one thing, being alone is another. Ony had never had the luxury of anything approaching friends in his memory. He should not have trusted the ones that stepped in when his name started getting passed around with respect. Maybe a few of them meant it. He hoped Lissa at least did.

Lissa was a funny little scrapper that had been on the boat that picked him up. Most of the time she went as Lee and disguised herself as a boy to escape the depredations of the Carcass. Just because she lacked a set of block and tackle did not mean she was not one of the meanest slaves down there. She made sure the lessons she taught were remembered by her students.

Lissa was also about the prettiest thing Ony had seen on the Carcass. Probably not much compared to ladies on the rest of the Razor but she meant something to him. They talked about finding a way off the Carcass, and she talked about the rest of the Razor.

Perhaps they were both fools. The plan was found out and Ony ended up with a spear in his chest and what looked like a fast approaching watery grave. However, like a stray mongrel, Ony refused to lay down and die.

He would have found the way he adapted to the water disturbing, how gills formed on his chest, how his hands and feet became webbed, but Ony was used to his body doing weird things. He swam, and swam, and swam. Any time he saw a boat, he ducked under the water and let it pass. Sharks became interested in his from time to time, so he ate well at least.


OK, think I'm pretty much done... Just mundane gear left.

And, pulling together the snippets of "story/background" for the profile.

If anyone would care to review and comment on the build, I'd appreciate it... I may have missed something. Always open to suggestions. If I don't use them now, maybe as the character develops.

Danke!

Sincerely,
Skarr


OK, Etiel "Laughing Ettie" Belezeph is ready for review.

You can read her crunch, background, personality, and description in her profile...or spoilered below for convenience.

Crunch:
Etiel "Laughing Ettie" Belezeph
Female Human Cleric (Evangelist) of Besmara 5 | Swashbuckler 5
N Medium humanoid (human)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 18 (+7 armor, +5 Dex, +1 deflection, +1 dodge)
hp 60 (5d10+10)
Fort +7, Ref +10, Will +7
--------------------
Offense
--------------------
Speed 30 ft., deed: kip-up
Melee +1 scimitar +12 (1d6+7/15-20+5 Precision)
Special Attacks deed: menacing swordplay, deed: opportune parry and riposte, deed: precise strike, panache, fascinate, inspire courage +2, channel negative energy 7/day (DC 19, 1d6 + nausea), sermonic performance, countersong
Domain Spell-Like Abilities (CL 5th; concentration +7)
. . 5/day—copycat (5 rounds)
Cleric (Evangelist) Spells Prepared (CL 5th; concentration +7):
. . 3rd—[/i]
. . 2nd—[i]burst of radiance (DC 14), communal protection from evil

. . 1st—bless, shield of faith, summon monster i
. . 0 (at will)—create water, enhanced diplomacy, read magic, stabilize
[D] Domain spell; Domain Trickery
--------------------
Statistics
--------------------
Str 10, Dex 21, Con 14, Int 10, Wis 14, Cha 18
Base Atk +5; CMB +5; CMD 22 (22 vs. disarm, 22 vs. steal, 22 vs. sunder)
Feats Dervish Dance, Improved Channel, Piranha Strike, Scribe Scroll, Selective Channeling
Traits armor expert, besmara’s blessing, student of faith

Skills Acrobatics +13, Appraise +4, Bluff +12, Climb +5, Diplomacy +8, Escape Artist +9, Heal +6, Intimidate +12, Knowledge (nobility) +4, Knowledge (religion) +6, Perception +10, Perform (dance) +9, Perform (oratory) +12, Ride +9, Sense Motive +6, Sleight of Hand +9, Spellcraft +4, Swim +7; Racial Modifiers deed: derring-do
Languages Common
SQ aura, domains (trickery), hedonistic, public speaker, spontaneous casting, variant channeling (ale/wine variant channeling), deed: dodging panache, deed: swashbuckler initiative, swashbuckler finesse
Other Gear silver holy symbol (Besmara), +1 mithral breastplate, +1 scimitar, cape of free will +1/+2, ring of protection +1
--------------------
Special Abilities
--------------------
Ale/Wine Variant Channeling Targets become nauseated for 1 round on failed save.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance: Fascinate (2 targets, DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Cleric Channel Negative Energy 2d6 (8/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Copycat (5/day) (Sp) Create a single mirror image duplicate
Exalted of the Society You may channel energy 1 additional time per day.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Public Speaker (-9 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier
Selective Channeling Exclude CHA MOD (4) targets from the area of your Channel Energy.
Sermonic Performance (standard action, 16 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance.
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
Charmed Life +4 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Acrobatics, Escape Artist, Fly, Ride, or Swim check.
Deed: Dodging Panache +4 (Ex) When attacked, spend 1 panache to step 5 ft. and gain +4 to AC vs. attack.
Deed: Kip-Up (Ex) While have 1 panache, stand up from prone as move action w/o AoO, or as swift for 1 panache.
Deed: Menacing Swordplay (Ex) While have 1 panache, demoralize struck opponent as swift action.
Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.
Deed: Precise Strike +5 (Ex) While have 1 panache, bonus to ak/dmg w/ light/one-hand piercing weaps.
Deed: Swashbuckler Initiative (Ex) While have Panache, can use a free hand to draw a light or one-handed piercing weapon as part of the initiative check.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for Combat Expertise.

Background:

Etiel "Laughing Ettie" Belezeph grew up on the seas of the Razor, aboard the pirate ship Serpent’s Kiss. As the daughter of the ship’s Captain -- Belchin’ Brom Belezeph -- she grew up confident, charismatic, skilled with a blade, deeply attached to the finer things in life (ale, song, gold, etc.) and with more than a little sense that things do in fact revolve around her. She also grew up devoted to Besmara (the patron goddess of piracy) who almost all pirates at least pay lip service to...but who Etiel has spoken to nightly since she was a child.

As soon as she was old enough to hold a stick, Etiel was learning to fence across the deck of a rocking ship. A typical day at eleven involved copious hours fencing with whoever she could talk into practicing with her, followed by sunning herself while listening to stories from One-tooth Horud, the ship’s mate and cleric of Besmara. Horud taught her the ways of the Pirate Queen and -- five years later, when Horud died in a raid -- a sixteen year old Ettie took over as the ship’s cleric to Besmara.

She served under her father on the Serpent’s Kiss for 11 years, earning her way to the rank of ship’s mate herself...until a recent falling out with her father over a failed raid on an Imperial Mercantile League ship. She spoke her mind in front of the crew about her how her father’s plans (and his lack of patronage to Besmara) had led to their failure, and Belchin’ Brom flew into a fury -- threatening to take her head if she didn’t get off the ship immediately.

In the intervening months, Ettie has worked a job here and there, but is still rudderless. She’d never questioned her assumption that some day she’d follow in her father’s footsteps and become the captain of the Kiss. Now she doesn’t know what Besmara has in store for her and is casting about for new opportunities and for signs from her beloved Pirate Queen.

Personality:

Passionate; Laughing Ettie got her nickname because -- even over the crash of the waves on a stormy night -- her infectious laugh carried clear across the Serpent’s Kiss. Like a storm at sea, her anger can come on as quickly as her laughter, but tends to blow over fast as well.

Hedonistic; Ettie cherishes rich food, strong ale, rousing song, a pleasing roll in the sack, and shiny coins -- all the finest things that a life of piracy has to offer. When such entertainment is lacking, it takes a toll on her spirit.

Confident & Commanding; She is a leader and she knows it, making no attempt to downplay her own competence and self assurance.

Description:

Ht: 5' 4"
Wt: 130 lbs
Age: 28
Hair: Dark brown
Eyes: Warm brown
Skin: Cinnamon red

Despite her size, Etiel cuts a commanding presence. From her bearing it’s clear she’s used to being listened to.

Her sea-weathered skin is the color of cinnamon, and her brown hair is worn in many small beaded braids, typically pulled by into a single pony tail. More often than not there’s an amused smile on her lips and a mischievous twinkle in her eyes.

She dresses practically, mostly in oranges, reds, and brown leathers. On her head is a tricorn hat bearing Besmara’s holy symbol, the jolly roger.


RVT will be back later today, she was just busy with something.

I'm making my character quite a bit different than imagined... going for Theurgist(Or Magister... really deciding between the two!)/Warlock who covers most 'blasting' with his Warlock and leaves his actual spell slots open for more 'unique' things than blasting foes. I can also prepare and cast spells from ANY class, so I am rather happy about that! That's right! :P

Since about 8th level I can make my eldritch blast basically like a slightly weaker Fireball spell and attack with it up to my number of attacks a round, with a medium progression, I won't have to worry about keeping damage up. I mean yeah, I have to make a ranged touch attack with it so it hits where I want it to, but who cares? Being able to basically triple blast all foes within a 30 ft. explosion is amazing!

Thematically, he is going to be different as well. He has now been reimagined as much less of a mysterious deific servant and more human in nature. I mean yeah, he has all the mystique of a spellcaster, but he's much more relatable now. More details once I finalize everything and post all of it in his alias. I still haven't come up with a name though. :/


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Just have him called Warlock. It's what he is known for and imagine the rumors.

"It was The Warlock."

"You mean a warlock with them."

"No, I mean THE WARLOCK. It was terrible."


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Friends wise you can name him something simple and generic that doesn't stand out so he if his name is used it doesn't immediately send warning bells off. Like John, James, Fred.


gyrfalcon wrote:
Fish, I just took a look at your character sheet. Are you playing a Bard with a 10 Charisma?

Mr. Fish is not the best musician no but Mr. Fish has aspirations dammit!


Some call him... Tim?


Dagoresh Telarawr wrote:
Some call him... Tim?

What about Betty?


And you can call me... Al.


Try and guess what they call Mr. Fish.


Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Ummm.......

Flounder?
Cod?
Pufferfish?

OH OH I KNOW!

GUPPY!!!!


Mr. Fish hasn't been called Pufferfish since that time Guppy Mr. Fish had chickenpox.


Dagoresh Telarawr wrote:
Some call him... Tim?

Ah, it's not a gaming thread until someone's quoted Monty Python. Maybe I should change Rigel's familiar to a rabbit (optimised to deliver killer touch spells)


'tis only a flesh wound!


He's a warlock.

Obviously his name should be Adam...


45 minutes or so...?

SHAMELESS PLUG!


Gah! Trying to get my two submissions polished enough! Here's one. The other will be ready in a few minutes.


And here is number two


I am extending the recruitment for another 14 hours or so.

ALSO, CYBER CHARACTERS TAKE NOTE! AS SOON AS MY ORDER CORRECTS (HOPEFULLY!), I WILL PROBABLY RUN IRON GODS! Since my horror campaign thread appears to have died during recruitment, probably shouldn't have mentioned the ECL+7 boss thing..., I think some hi-tech stuff would be amazing. Just throwing this option out there for the two 'techies' in the recruitment! Let me know if you would like your character to be considered for that as opposed to this campaign so I can get a feel for how many slots are open for Iron Gods.

My Echoes of the Sephira PCs, a post will be on your way within 24 hours!


Are you running iron gods with the same character creation, or just asking about players?

I'm in either way.


Okay, I know I've changed characters three times now, but I finally found one that I really like. If this isn't enough crunch then I will gladly add more.

Background:
One afternoon a young sailor was working on the docks, carrying cargo onto the ship, notices an old dwarf sitting on the edge of the pier. It was only then that the young man realizes that he has seen this man out on the docks every night he's worked their. When he asks an older sailor who the old dwarf was, the man just shrugged and said "No one actually knows where he came from, poor fella doesn't even know himself. Most of the dock workers just call him Q the Hermit because of the scar on his face shaped like a Q." After receiving this information the young man goes back to work, but the fact that he knew nothing about the old man was bothering so much that he couldn't take it anymore. He finally worked up the courage to walk over to the old man and ask him who he is. The Dwarf just smiled at him and said " Who am I? I suppose I am called Q. It is the only name I have known-the name that was given to me by my parents was lost long ago. A lot of things are lost. Who am I? To tell you the truth I don't really know: I am long dead, buried under more than two centuries of a new man. I don't remember anything, only the sea. That is why I am here every day to watch the sun rise over the sea, hoping that the light of a new day will bring light to an old life. I have spent tens of thousands of days watching the sea, and I have found nothing. I have spent so long trying figure who I was and now I have no idea who I am. You want to be a captain some day?"
The young man steps back, shocked at the accusation, he stammers "Y-yes. S-Someday I hope to captain my own ship."
The old Dwarf looks into his eyes, "No you are a captain. That's all you think of, taking the wheel and barking orders to your crew. You don't know who you are either. You imagine being a captain so much that you have no idea who you are: You are a sailor. If that's not good enough then become a good sailor, when you're a good sailor then you can become a great sailor, and when you become a great sailor then you can become a captain. Never call yourself something you're not. Then all you are is a complacent liar." When the old man is finished he looks down at the heavy crate that the sailor set down to talk to him. He stands up and walks over to the crate and says "Well I suppose you must be off now, so let me get this for you." He bends down and grabs the crate and lifts it as easily as if he was lifting a single brick. The young man goes to stop him but then quickly retracts when he sees how strong the man is. The man winks, grabs his walking staff and walks away.

Twenty years later as the Captain is sailing across the sea, he still remembers the words that old man said.

Appearance/Attitude:
Q is a squat, old dwarf that has a long white beard and long white hair. His strong physique is hidden by a long cloak that he wears to hide his armor. His deceptively heavy walking staff is actually a Dwarven Longhammer crafted to look like a long stick with a gnarled end.

He his a quiet old man, but he will happily speak if spoken to, and he is as wise as he is old.


Just asking for interest! I think it would be awesome, I just haven't ran it yet because of all the problems I've had with my subscription... I'm still waiting on Mummy's Mask #5 because I had to change cards and the website is acting stupid with it. I've tried several times to fix it, but it isn't doing anything. I HOPE it's fixed now!

The only caveat, as always, is that one slot is already filled. Gots to have my GM pet! :)


Just saw this now so I don't think I'll submit for it, but I'm interested in Iron Gods.

I'm in the Zeitgeist game, if you have CRS (Can't Remember S***) like I do.


Hi Trawets71! You play Isaac, right? Has Princey posted yet? If not, I'll attend to my co-GM duties. I haven't heard from him, so I don't know whether he has or not.


I am interested in Iron Gods, but not with the character i posted. I made that character very specifically tailored to my expectations based on what i read of the Razor Coast player's guide. Even specifically took a feat from it.

I WOULD, however, submit another character for Iron Gods.


I can see Victor in Iron Gods more than a pirate campaign. Probably a better fit. Would I have to change the statblock again? :p


Ok, goodies! I still want one tech character for this AP, just because. :3


GM Queen of the Razor Coast wrote:
Hi Trawets71! You play Isaac, right? Has Princey posted yet? If not, I'll attend to my co-GM duties. I haven't heard from him, so I don't know whether he has or not.

You win a cookie! I'm glad to see you don't have CRS. Though I suspect you and TSP are about half my age so it shouldn't have developed yet. :)

TSP has not posted anything other than saying he is back. We've just been RPing in the tavern. We also lost Shem the oracle/barbarian so I don't think we have any divine classes anymore.


Lost Shem? Hmmm... let me see if Princey can let me co-GM and play at the same time! :)


I can either make him a tank like Fighter/Cleric that wears heavy armor. Or I can make him a damage heavy Fighter/Wizard that uses Enlarge Person, Mage Armor, and Age Resistance to turn him into a killer in the battlefield. Your choice.


GM Queen of the Razor Coast wrote:
Lost Shem? Hmmm... let me see if Princey can let me co-GM and play at the same time! :)

I'm sure you can find a way to twist him to your will. I think it's a female thing, my wife always does, though not my daughters.

Just make sure you're at least half divine! :) Cleric/Manipulator?


You definitely should talk TSP into letting you into the Zeitgeist campaign!

Also, still eagerly awaiting the selections for Razor Coast! ;)


SO do you have any questions for those of us interested? Are there specific slots you are still looking at?


Shotgun!

Liberty's Edge

*Drumroll*


*Rolls a drum*


aaaiiiiyyyeeeeeeeeee!!!!!!!!!


Being the overprotective sort, Skarr can't help but interpose himself (see character drawback). Knowing full well the Queen of the Razor Coast does not need his protection, he simply cannot deny his nature.

Let's all skimmer down... Give the Lady time to consider. Our chance to serve and die will come soon enough.

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