| Robert Henry |
Very interesting idea, What kind of character are you looking for? Your game thread appears to have five characters active: a wizard, cleric, bard, barbarian and swashbuckler. do you need anything specific?
I've always thought it would be interesting to play in a "Pirate" game, but I do not have any of the misc. books. I would want to play a "highlander" type, who backed the wrong political side back home and had to go on the run. you know, a couple of flintlock pistols and a basket hilt broad sword with targe and kilt. Of course it would be a black kilt.
That's is if what you need is a meat shield. The original Idea is a fighter, I think I would make him a ranger {trapper} to have more skills and go two-weapon fighting.
How long are you leaving the application process open?
| brvheart |
The ship rules are from Fire As She Bears, but won't be on them too much. Just enough to get a taste of it. Haven't been able to get this group out of Port Shaw as of yet. A highlander should fit in nicely with Oro-Tu as our Barbarian. Natalie is a Swashbuckler so can fight some also. Classes are somewhat open as long as it fits in with the group. We lost our cleric a month ago and have the wizard doing a fill in as a halfling cleric. Viluki, you should get along with Silas then. He is a smuggler.
I don't have a set time for this, but don't want to take too long. Kind of til we find a good fit:) FYI, pistols are really cheap here 30-50 GP so you can buy a brace of them!
| Robert Henry |
So an Inquisitor of Vanitthu, God of the Steadfast Guard, may be able to help out? Is D-Kal planning on staying a cleric or does he prefer the wizard role.
Could alter my highlander to have been a paly who backed the wrong side and became an Inquisitor @ level 2...actually that would work really well. So ex-paladin 1/Inquisitor of Vanitthu 4 0r 6, kilt wearing pistol waving country-less mean so and so Hmmmm Rob Roy meets Solomon Kane
are they starting at level 5 or level 7?
Are you doing "Character Wealth by Level" and how available are Magic items?
| brvheart |
The new group is a bit less chaotic than the original, but still not one for lawful types. As for magical items, there is one reputable supplier in Port Shaw and he thusly charges a 20% upcharge from book. However starting gold is book and not based on that. And you would be starting at level 7. Whether D-Kal stays as cleric or goes back to wizard will probably depend on the new player. Leialoha has the wizard role covered. To be honest, the group would prefer Beth back but while she has had problems getting online access from France in the past, it has now been a month so I can only hold the spot so long.
| Robert Henry |
a couple of options, a couple of observations and a couple of questions
lets start with the questions: Are Archetypes ok? Are multiple archetypes ok as long as they don't overlap?
Starting gold would be 23,500 any price limit on one item? any limit on total magical items?
hit points all levels rolled or start first level at max and roll the rest?
It seems that Beth was working for the group. What things did Beth do that worked so well?
It seems like the group liked Beth, would you consider letting her come back with seven or would the group want to hire a mercenary who would work for them until her return? I would consider doing that if it fit
After looking at the character I want to create and the roles he could fill what I have started drawing up is a Level one fighter(unbreakable archetype)level six Inquisitor of Vanitthu {dual archetype:Sanctified slayer & Sin Eater)
Angus Black would be a 30 yr. old LN sword and board melee/healer of a "highland" background. His back story would be that he was a guard for nobility, the nobility was double crossed by their supporters. Angus swore revenge on the double crossing supporters. Now after their deaths he is a wanted man and has fled the country, traveling to Razor coast to start a new life. He would personally follow a code of conduct and regimented life style but would not expect others to do the same. How could he after all the things he has done.
I have the crunch almost done, waiting for the approval on the items available and the archetypes; he would work without them but I think he is more interesting with them.
Is there anyplace I can get information about the "razor coast" world so I can fill in the country details? If not I can make something up.
| brvheart |
Archetypes are ok, but one per class please. HP max at level one, roll the rest re-rolling ones. Beth was a born leader who never wanted or accepted the role. She is a cleric of Quell and yes I will run with seven if she comes back. We had eight to start, two dropped rather quickly. Magic - no more than 20% on any one item. My house rules are post in Campaign info with some other campaign info. More to come. Think Port Royal but in Hawaii.
| brvheart |
If D-Kal wants to go back to his wizard we will need a cleric. Have not received a reply from him. If you are not from here, you don't know much. The elves settled the area first, but got too upity and were ousted by the local natives, the Tulita. Then came the colonials (think white British). They conquered the area and treat the Tulita as peons. It is periodic 1685 for reference. Gunpowder is common place and guns are cheap. Gentlemen wear rapiers.
Silas is the last of the original group with Beth.
| brvheart |
The Razor Coast has drawn men to madness and slaughter since the world was young.
Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long
before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and
its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils.
The Razor bucks the trappings of civilization in much the same manner the storm-tossed
sea spurns the men who dare mount her. This is no place for the weak-willed. Untested
souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of
unfathomable creatures. No less dangerous are the men who make the coast their home
and whose dark desires put most horrors to shame.
Every year another colony of hopeful settlers springs up, only to be silenced by the
unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond
the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches:
its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their
weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned
with the bold names of these colonies’ founders are the only testament left to their brief,
prideful existence. The last chapter of their story is now told in dust and ash.
Port Shaw is the only survivor. The town clings to the coast like the sea’s most
stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along,
vexed by demons, angry gods, cannibal tribes, dread pirate armadas and worse; but at
present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale
oil and other treasures.
Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in
this whaling boomtown, but evil and abandon take almost every soul who comes her way.
This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and
filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own.
It is an easy place to die, and a town where countless legends are born.
- Reiker Glassgrinder, accredited naturalist of the
Guild of Cartographers and Explorers
| Robert Henry |
I've been trying to create a new alias and the system is not letting me, so here is the basics on the character Angus Black for your approval, I will continue trying to create an alias for him I have his background started I will continue working on it and post it with his alias
full name Angus Black
Race human
Classes/Levels fighter 1/ inquisitor 6
Gender unbreakable/sineater|HP 52 |AC 23/T 13/FF 19 | F+9/R+6/W+8 | CMB + 9 | CMD 22 |init +5 | Perc + 11
Size medium, 6' 2"
Age 30
Special Abilities
Alignment lawful Neutral
Deity Vanitthu, God of the Steadfast Guard
Languages common, celestial
Strength 18
Dexterity 16
Constitution 12
Intelligence 11
Wisdom 14
Charisma 10
Hit Points: 52 [(1x10) + (6d8=29) + 7 (con) + 6 (FC)]
Armor Class 20/23 (10 + 4 coat, + 2 Kilt, + 3 shield, + 3 dexterity, +1 trait)
Armor Class 23/26 (10 + 6 breastplate, + 2 Kilt, + 3 shield, + 3 dexterity, +1 trait)
touch armor class 13
Flat-footed 16/19 or 18/21
Fort +9, Ref +6, Will +8
Base Atk +5; CMB +9; CMD 22
Initiative + 5
Speed ft. 20 ft.
Melee:
MW Sgian Dubh (dagger) + 9 [1d4+4, 19-20, P or S]
+ 1 dirk (gladius) + 9 [1d6 + 5, 19-20, P or S]
+ 1 Basket hilt broadsword (longsword) + 9 [1d8+5, 19-20, S
Master work coldiron Lucerne Hammer + 9 [1d12+6, P or B]
Ranged:
MW double barreled pistol + 8 [1d10/2d10,x3,30ft. B]
+ 1 double barreled musket + 8 [2d6+1/4d6+2,x3,60ft. B]
Traits:
defender of society
birthmark
Feats;
point blank shot
precise shot
power attack
cleave
two weapon fighting
Race Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Class skills:
Fighter: Unbreakable
Tough as Nails:
Endurance
Die Hard
Inquisitor: Sin Eater
Eat sin
judgment 2/day,
monster lore,
stern gaze
Cunning initiative
detect alignment
track
Solo tactics
teamwork feat: Precise Strike (Combat, Teamwork)
Bane: 6/6
discern lies 6/6
Speak with the dead
orisons: 6
acid splash
brand
detect magic
disrupt undead
light
stabilize
level 1: 4
bless water
cure light wounds
presuasive goad
weapon against evil
Level2: 4
confess
cure moderate wounds
knock
zone of truth
skil points (6x6) +2+7=45
Acrobatics + 2 [+ 3 Dex, - 1 armor]*
Appraise 0
Bluff 0
Climb + 7 [+ 4 Str, + 1 rank, + 3 skill, -1 armor]
Diplomacy 0
Disguise 0
Escape Artist + 2 [+ 3 Dex, - 1 armor]*
Heal + 11 [ + 2 Wis, + 6 rank, + 3 skill]
Intimidate + 11 [ + 5 rank, + 3 skill, + 3 class]
Knowledge (arcana) + 4 [+ 1 rank, + 3 skill]
Knowledge (dungeoneering) + 4 [+ 1 rank, + 3 skill]
Knowledge (engineering) + 4 [+ 1 rank, + 3 skill]
Knowledge (nature) + 4 [+ 1 rank, + 3 skill]
Knowledge (planes) + 4 [+ 1 rank, + 3 skill]
Knowledge (Religion) + 4 [+ 1 rank, + 3 skill]
linguistics +1 [+1 rank]
Perception + 11 [ + 2 Wis, + 6 rank, + 3 skill]
Ride + 2 [+ 3 Dex, - 1 armor]*
Sense Motive + 14 [ + 2 Wis, + 6 rank, + 3 skill, + 3 class]
Spellcraft + 4 [+ 1 rank, + 3 skill]
Stealth + 11 [+ 3 Dex, + 6 rank, + 3 skill, - 1 armor]*
Survival/Track + 11/14 [ + 2 Wis, + 6 rank, + 3 skill, +3 class]
Swim + 7 [+ 4 Str, + 1 rank, + 3 skill, -1 armor]
Combat Gear:
MW Sgian Dubh (dagger) 302 gp; 1lb.
MW double pistol @ 2 ; 900 gp; 16 lbs.
Master work coldiron Lucerne Hammer 330 gp; 12 lbs.
MW Armored Coat 200 gp; 20 lbs. (wearing)
MW Agile Breastplate 550 gp; 25 lbs. (in haversack)
sub-total: 2,282 gp. 49 lbs.
Other gear:
clothing:
Travalers outfit: N/A; weight 5 lbs.
Boots, Fire-Resistant; Price 20 gp; Weight 2 lbs.
tricorn hat: 50 gp; weight 2 lbs.
Kilt 1 gp; weight 1lbs.
sub total: 71 gp; 10 lbs.
In Havesack:
Waterskin; 1 gp; 4 lbs.
bedroll 1 sp; 5 lbs.
blanket 5 sp; 3 lbs.
silk rope 100 ft. 20 gp; 10 lbs.
compass 10 gp; 1/2 lbs.
trail rations @ 10; 5 gp; 10 lbs.
climbers kit: 80 gp; 5 lbs.
healers kit: 50 gp; 1 lbs.
flint & steel: 1 gp; N/A
mess kit: 2 sp; 1 lbs.
shot @ 300: 30 gp; 5lbs.
cask 20 gp 10 lbs.
sub-total: 108 gp 54 1/2 lbs.
total cost of non-magical gear:
magic items
combat gear, magical:
magic armor:
+ 1 armored kilt 1,170 gp; 10 lbs.
+ 1 spiked heavy steel shield 1,180 gp; 20 lbs.
sub-total: 2,350 gp; 30 lbs.
magical weapons:
+ 1 Double Barreled Musket 2,600 gp; 25 lbs.
+ 1 dirk (gladius) 2,335 gp; weight 3 lbs.
+ 1 Basket hilt broadsword (longsword) 2,335 gp; weight 6 lbs.
sub-total: 7,270 gp; 34lbs.
Wondrous Items:
Bandolier, Beneficial Price 1.000 gp; 2 lbs.
Clasp, Swarmbane Price 3.000; weight 1/2 lbs.
Cloak of Resistance Price 1,000 gp; Weight 1 lbs.
Silversheen Price 250 gp; weight N/A
Handy Haversack Price 2,000gp; weight 5 lbs.
Traveler's Any-Tool Price 250 gp; weight 2 lbs,
sub-total: 7,500 gp; 10 lbs. weight in Haversack: 79 1/2 lbs.
Total cost of magic items: 17,120 gp + 20% + 20,544 gp; 74 lbs.
total cost of all gear 23,005 gp; 133 lbs.
45 gp remaining
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb.
six levels of inquisitor hit points: 6d8 ⇒ (4, 7, 1, 8, 2, 5) = 27
re-role one's hit points: 1d8 ⇒ 2
| brvheart |
| 1 person marked this as a favorite. |
We had a Yohunga earlier and he was working out pretty well until the player had to leave the game. Would be nice to see a Tiki back! Note, there is some errata for the class.
Tikiman Errata
Armor Class: A tikiman gains an additional natural armor class bonus equal to ½ the yohunga's class level rounded down.
Hit Dice: For the purpose of effects related to number of Hit Dice, a tikiman adds the yohunga's character level to its base Hit Dice.
Hit Points: In addition to own hit points, a tikiman gains a number of bonus hit points equal to half the yohunga's total hit points (not including temporary hit points), rounded down.
Attacks: the tikiman adds the yohunga's base attack bonus (as calculated from all his classes) to all his attacks. Use the tikiman's Dexterity or Strength modifier, whichever is greater, to calculate the tikiman's melee attack bonus with natural weapons.
Saving Throws: For each saving throw, the tikiman adds the yohunga's base saving throws as calculated from all his classes. The tikiman adds this bonus to its base save modifiers and uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the yohunga might have on saves.
So I posted some errata which will make the tikiman make a lot more sense. It should solve the whole, what powers do I want to add clause. What you'll see now is that a number of the powers work sort of like feats (because constructs can't have feats).
Repair Object spells work.
I haven't gotten around to making a range of repair object spells for the yohunga yet, but my intent was to make a set of repair spells that followed a progression similar to the cleric's cure spells.
And yep, they are constructs so you can repair them outside of combat.
As far as skills go, the Yohunga determines what skills are most appropriate for his tikimen, and as he progresses, he might want each of his tikimen to have a different skill set. It depends entirely on what the Yohunga has built the tikiman to do. So like a tikiman designed to be an assassin tiki might do a stealth build, while a tiki designed to be a jungle hunter/tracker might build on acrobatics, climb, or survival. That was supposed to be one of the perks, that you could build your tiki to suit your needs.
The above is from the designer of the class.
| Ivar "Goldilocks" Theodinson |
This is Ivar a Viking weapons-master, I play Naomi in brvheart's other pbp game
I came up with the idea for Ivar when I was watching the Viking show on the history channel and reading Joe Abercrombie's "best served cold." I normally play "good" characters and wanted to create a northern inspired character who is a little more morally ambiguous. Ivar was conceived. His strongest suit is his loyalty; he places the crew that he is with just below family.
I had the opportunity to play him for a little while in an AP/homebrew cross of "serpent skull" but the GM wanted to switch to "iron gods." I created a different character because I couldn't see Ivar that far from water. So here we are. A good example of his personality can be seen on this page toward the bottom, posts 336-350, and then the first two on the next page. I would love to play him again.
If he could join due to a previous working relationship with Aurora Shadowbane that seems like an easy fit. If by some other means; I'm good with that also, I would just be happy to be playing him again. I'm working on changing the build and gear to level 7, should be done soon. Thank you for considering him!
| Silas Frey |
Party composition at the moment is
Silas - Sandman Bard 9
Leiahola - Wizard (Scrimshaw Fetishist) 8
Aurora - Cleric of Jaren Falkynjagger 7/Warpriest 1
Oro-Tu - Barbarian (Invulnerable Rager) 7 / Fighter (Unbreakable) 1
Uraisa - Urban Druid 8
We're currently trying to protect the people from Wereshark activity as well as uncovering a conspiracy that will put us against some of the local dignitaries.
In terms of roles that other role has been in the past been filled by another Cleric, various fighter types and previously other mages, but that was with slightly different party makeup.
| Belltrap |
If the spot is still open, there is a character concept I'd be very much interested in playing that I'd like to run by the players, at the DM's suggestion.
I'm thinking of playing the heir to Captain Aldrin Shaw, the founder of Port Shaw. Someone who sees the suffering that Port Shaw has brought to the Razor Coast and doesn't want Port Shaw as it is to be the Shaw family legacy, who wants to be able to say when he dies that the Shaws leave the Razor Coast better than they found it.
Do the other players feel a character like that would be a good fit for the group?
In terms of classes, my first choice is probably paladin. That said, if a paladin wouldn't mesh well with the group, I'm hardly married to it. A swashbuckler or possibly a gunslinger would be the classes I'd look to next, though I'm open to suggestions.