Valjoen_KC |
Not sure how I missed this one… But let’s see, rise of the runelords and spears of power? Count me in for a submission.
4d6 - 2 ⇒ (2, 6, 4, 2) - 2 = 12
4d6 - 2 ⇒ (2, 5, 6, 6) - 2 = 17
4d6 - 2 ⇒ (3, 2, 6, 3) - 2 = 12
4d6 - 1 ⇒ (1, 5, 4, 6) - 1 = 15
4d6 - 2 ⇒ (3, 2, 5, 5) - 2 = 13
4d6 - 1 ⇒ (1, 1, 5, 4) - 1 = 10
27 point buy. Very respectable start array.
I’m thinking either a human or a half-orc Incanter. Although I might go a sorcerer sphere caster. I’ll try to work up a build and background by tomorrow morning. Hope that’s not too late to get considered
Alias ad Tempus |
Rerecruiting AaT. We're sort of looking for another spellcaster, probably at least a 6-level type rather than a paladin.
Duh. Indeed, I went too far back in time! Magus it is, then! I'm not sure if I'll have time to create something interest between now and Monday, mind you...
Thanks for the heads up, Maerra!
Valjoen_KC |
My submission: Mÿsari Wryazorwyn, Female Human Incanter. She is focused on ice & water, having the destruction and nature spheres. Additionally, she has the divination and protection spheres.
The stories of the young girl who was touched by the seas has now faded into lore. Mÿsari has traveled far to the north, to the Land of the Linnorm Kings where she discovered her destructive power of ice. Sailing back home, she heard of the disturbances of goblins in Sandpoint and came to see what aid she could offer.
She is kind and charming socially but quite protective of family and those she calls friends. When angered, she shows no mercy and often is surprised by her own wrath.
Mÿsari is of average heigh with a slender build. She has long brown hair and bright blue eyes. She wears loose fitting dresses with many layers. She loves to wear jewelry and is vain to a fault.
Mÿsari Wryazorwynd
Female human (Varisian) incanter 2
LN Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
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AC 17, touch 13, flat-footed 15 (+3 armor, +1 deflection, +2 Dex, +1 shield)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +4
Weaknesses energy focus, magical signs, protected soul, somatic casting, somatic casting, verbal casting
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Offense
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Speed 30 ft.
Melee destructive blast +1 touch (1d6) or
. . longspear +1 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
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Statistics
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Str 10, Dex 15, Con 13, Int 19, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Cantrips, Extra Magic Talent, Extra Magic Talent, Sphere Focus
Traits scholar of the ancients, world traveler
Skills Appraise +8, Diplomacy +2, Knowledge (arcana) +10, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +3, Spellcraft +9
Languages Aquan, Common, Draconic, Dwarven, Elven, Goblin, Thassilonian, Varisian
SQ armored magic, barrier, casting, create water, deflection, destructive blast, divine, explosive orb, fog, freeze, frost blast, geomancing, read magic, vortex, wave
Other Gear longspear, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, trail rations (5), waterskin, 979 gp, 1 sp
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Special Abilities
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Cantrips You can create a variety of small magical effects
Casting (CL 2, MSB +2, MSD 13, Concentration +3, DC 12) You can cast sphere effects.
Destruction: Destructive Blast 1d6 Ranged or melee touch attack deals 1d6 damage
Destruction: Explosive Orb (Radius 10 ft., DC 13) Deal destructive blast damage in a radius
Destruction: Frost Blast (DC 13) Your destructive blast deals cold damage and can stagger targets
Divination: Divine You can divine magical auras
Divination: Read Magic You can read and decipher magical writing
Energy Focus (Cold) You may only make a destructive blast of a single energy type
Magical Signs Your use of magic is obvious to all observers
Nature: Create Water Create water, and use it to perform other water-based geomancy
Nature: Fog Create a fog that obscures vision and grants concealment
Nature: Freeze (DC 12) Freeze water into ice, trapping creatures inside
Nature: Geomancing (Water) You may command terrain and natural effects to act on your behalf
Nature: Vortex (DC 12) Create a spinning vortex in a body of liquid that sucks creatures and objects to its center.
Nature: Wave (Bull Rush +3) Create a wave of water than can Bull Rush targets
Protected Soul You cannot target other creatures with your aegis, only yourself.
Protection: Armored Magic (+3 armor or +1 shield) You can put an aegis on a target that grants them an armor or shield bonus to AC
Protection: Barrier You can create a ward that absorbs damage
Protection: Deflection +1 You can put an aegis on a creature to grant it a deflection bonus to AC
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Somatic Casting You must have at least 1 hand free to use magic, and may be susceptible to ASF
Sphere Focus (Destruction [DC 13]) Gain +1 DC with abilities from chosen sphere
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
Alias ad Tempus |
I submit Anakim. Very preliminary backstory, but tempus fugit and unfortunately I won't have time tomorrow to write it properly. Mind you, interesting build and character, I think. For what it's worth, I can definitely commit to being a steadfast and creative collaborator!
Level 2 Human Bladebound Magus
str 20
dex 17
con 15
int 17
wis 13
cha 14
Initiative +3
Base +1
Fort +2
Ref +4
Will +4
CMB +6
AC: 17 (Lamellar leather armor + Dexterity) ff 14 touch 13
+1 dodge bonus to Armor Class when adjacent to at least two other allies
CMD: 19
HP (d8) : 11 + 1d8+3
TRAITS & DRAWBACKS
Black Sheep - Titus Scarnetti (bitter nobleman)
Two-World Magic (Touch of Fatigue)
RACIAL TRAITS
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
Languages: Common, (+3)
FEATS
Nonlethal Spell (Metamagic) (Cold)
Enforcer (Combat)
SKILLS
Intimidate (Cha) 7
Knowledge (arcana) (Int) 8
Knowledge (Local) (Int) 9
Spellcraft (Int) 8
Stealth (Dex) 9
*Craft, Alchemy (Int) 8
*Profession, Barrister (Wis) 6
SPELLCASTING
[u]Spells studied[/u]
cantrips (4) : ray of frost, detect magic, light, touch of fatigue
level 1 (3) : shield, frostbite x 2
[u]Spell book[/u]
cantrips : all
level 1 : shield, frostbite, unerring weapon, chill touch, true strike, vanish
MAGUS ABILITIES & POWERS
Arcane Pool (Su): 1/3 his magus level (minimum 1) + his Intelligence modifier = 4
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.
Spell Combat (Ex): 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.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range, but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.
You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t.
You work for Titus Scarnetti. He is eager to rebuild his presence in town, and you’re one of the ones he’s selected as an agent.
You are skilled at causing fear in those you brutalize.
DM ShadowBloodmoon |
The votes are in and it looks like the winner is Mysari, with Zarque as a runner up. Thank you all for your submissions and if we have another opening, you will get first dibs. Mysari, if you could dot into the discussion thread and the game thread describing your entrance into the Rusty Dragon Inn, that would be wonderful...
DM ShadowBloodmoon |
The characters have returned to town and some of the party has moved on to other adventures. That said, the two remaining, a swashbuckler and a hedge witch, are searching for YOU! If any of our previous applicants are still interested, please speak up and you will be given first dibs. Looking for two, possibly three to fill out the roster. Ready, GO!!
Vrog Skyreaver |
I'd be down to make a submission. It looks like the group is level 2.
Also, it looks like rolled stats, so...
4d6 - 1 ⇒ (1, 5, 2, 1) - 1 = 8
4d6 - 2 ⇒ (2, 5, 5, 5) - 2 = 15
4d6 - 3 ⇒ (6, 6, 3, 4) - 3 = 16
4d6 - 2 ⇒ (2, 5, 6, 2) - 2 = 13
4d6 - 2 ⇒ (5, 2, 6, 4) - 2 = 15
4d6 - 1 ⇒ (1, 5, 3, 5) - 1 = 13
I think I'll put together a rogue.
Vrog Skyreaver |
I'm still working on his backstory somewhat, but here is my submission. I decided to go with Investigator instead of Rogue, as I realized I wanted to play a more skills focused and less combat focused character.
Moa'taar
Human (Shoanti) Investigator 2
STR 8
DEX 15
CON 15
INT 18
WIS 13
CHA 13
HP 19
AC 12/16 (10 base +2 dex/+4 armor) T: 12; FF: 10/14
BAB 1
Init +4
Fort +2
Ref +5
Will +4
Light Crossbow +3 to hit; 1d8 damage; 19-20/x2 crit.
Speed 30' (20')
Skills:
*Adventuring: Diplomacy r2 +6, Disable Device r2 +8, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion) r2 +9, Perception r2 +6/7 traps, Spellcraft r2 +9, UMD r2 +12
*Background: Knowledge (Engineering, History) r2 +9, Linguistics r2 +9
Languages: Common, Shoanti, Dwarven, Elven, Halfling, Gnome, Azlanti, Thassilonian
Feats: Fate's Favored, Skill Focus (UMD)
Traits: Pragmatic Activator, Reactionary
Class Features: Archetype (Sleuth); Sleuth's Luck (3 pts.), Deeds (Daring, Opportunistic Evasion, Sleuth's Initiative), Inspiration (4/day; Know, Linguistics, Spellcraft for free), Trapfinding, Poison Lore, Poison Resistance +2
Equipment: Wand of Mage Armor (50 charges), MW Thieve's Tools, 150 gp, Light Crossbow, 10 bolts
I'll get his background written later, but the elevator pitch is that he's a guardsman with the Sandpoint watch. He's known for solving tougher crimes (like murder), but due to an injury he is forced to rely on his fellow guardsmen to handle the more physical aspects.
At least he was a guardsmen. He's taken a leave of absence to offer the Heroes of Sandpoint his services in dealing with the beings that attacked the Swallowtail festival.
DM ShadowBloodmoon |
Alright everyone, recruitment has reopened again. Other than one crewmember, the rest of the party has gone on to different things. I would like to open up the recruitment to at least 3 more people. Character creation is the same as on page 1 except you will start at level 2. We are currently in the exploration of Thistletop and can easily add all of you in when we're ready. Keep in mind our game is laid back on posting rates and sometimes slows due to outside (rl) influence, but like many stubborn things, it's still here. That said, let the submissions begin!
hustonj |
Now I'm piddling with a dual-wielding (no archetype) Fighter.
Would you include Elven Thornblade (exotic weapon comparable to Rapier/Spiral Rapier) and Elven Leafblade (exotic weapon kinda like a Short Sword, but damage downgraded one step and threat increased one step) in Light Blades?
They were published well after the Weapon Groups were defined, and were not explicitly included in any of the existing groups.
It would be kinda cool to do an Elf dual-wielding Elven specific weapons, but giving up the Weapon Training bonuses is an awfully expensive price for that choice!
Especially since I could just stick with the dual Short Swords or Rapier/(Short Sword/Dagger) pairings instead. Heck, even any of the double weapons would be better, since they are a Weapon Group . . ..
Weapon Finesse and Two-Weapon Fighting are probably the 1st level and Fighter 1 Bonus Feat choices, regardless. Two-Weapon Defense? Weapon Focus? Weapon Specialization? Ought to round out the first 4 levels of feats. Unless I go with a human, in which case I will have another Feat to select. Maybe Piranha Strike for Level 5?
"Everybody knows" dual-wielding is a bad choice, because you have to be able to stand still and fight to get ANY benefit from it, AND a dual-wielding Fighter is unlikely to do the kind of damage a dual-wielding Rogue can.
DM ShadowBloodmoon |
Hmm.. the lack of response is unnerving, but being the stubborn GM that I am, I'm okay with whatever or we could experiment with both of you playing dual characters too. As for your concept, I want you to play something that fits in with the story you want to help build. If an elven bladefighter is in your mind, then go with it. I can usually tie in just about any backstory... just about...
Nikolaus de'Shade |
Can toss an idea in for something I came up with a little while ago. A child who really wants to grow up and be an architect - with the rather odd ability to build things/shapes/images with his mind.
Mechanically a telekineticist.
Stat: 4d6 ⇒ (5, 5, 2, 1) = 13 12
Stat: 4d6 ⇒ (1, 2, 1, 3) = 7 6
Stat: 4d6 ⇒ (2, 1, 4, 5) = 12 11
Stat: 4d6 ⇒ (4, 4, 4, 4) = 16 12
Stat: 4d6 ⇒ (5, 2, 6, 6) = 19 17
Stat: 4d6 ⇒ (6, 1, 3, 3) = 13 12
Do I get to reroll the 6?
Stat: 4d6 ⇒ (2, 5, 4, 5) = 16 14
So 11, 12, 12, 12, 14, 17 (if reroll permitted). That works for Mr Average! Not the world's best 24 point buy but hey!
Wealth: 1d6 ⇒ 3
Any race limits?
Wesh the Summoner |
Hey hey!
This is Wesh the Ifrit Summoner.
His backstory has been written for Rise of the Runelords, I've changed his stats a few times for different submissions but alas, he has never made it.
I'll need to do his mechanics (again) because there are some remains of the Gestalt submission I put him in.
4d6 ⇒ (3, 2, 1, 3) = 9
4d6 ⇒ (1, 2, 4, 6) = 13
4d6 ⇒ (1, 5, 1, 3) = 10
4d6 ⇒ (3, 2, 5, 2) = 12
4d6 ⇒ (1, 6, 2, 5) = 14
4d6 ⇒ (2, 4, 4, 1) = 11
... can we reroll 1s one time?
Cause that's like a really mediocre spread.
DM ShadowBloodmoon |
Great! More submissions! As far as stats, if I remember correctly, I ruled that if your average bonus was less than+1, I give you a full reroll. Due to the nature of the game, playing out those weaknesses are just as important as the strengths. As for money, let's start with the standard for class plus 100gp. I'm pretty open with races, but remember not all of Golarion is..
Wesh the Summoner |
4d6 ⇒ (2, 5, 6, 1) = 14
4d6 ⇒ (4, 2, 3, 3) = 12
4d6 ⇒ (5, 3, 5, 2) = 15
4d6 ⇒ (1, 5, 1, 3) = 10
4d6 ⇒ (1, 1, 1, 6) = 9
4d6 ⇒ (6, 1, 1, 6) = 14
13 (+1)
10 (+0)
13 (+1)
9 (-1)
8 (-1)
13 (+1)
Oh come on.
How can I roll so bad twice?
I mean, there's playing out weaknesses, but then there's too weak to rationally be an adventurer.
As a caster, without even one powerful number to use, Wesh would probably have never made it to level 2 XD
I might be reconsidering submitting him.
Have you heard of Focus and Foible from the best Way of the Wicked campaign?
It has you put an 18 in something and an 8 in something then you roll 1d10+7 four times and need to place the remaining scores in order.
Just a plee question :P
hustonj |
Just pointing out that an average of +1 means having a bonus sum of AT LEAST +3 (assuming you round up at 50%).
That second set is still just a +1 total. The first set was a +0 total.
Vs. Nick's where the sum on the first roll (6 included) was a +4 . . ..
I just got stupid lucky.
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+100 to my starting cash? Check.
hustonj |
Any petitions?
Everybody loves a healer. Duh. <grin>
As a pure grunt character, I would also love lots and lots of buffing.
At the end of the day, i always promote that people play what they want. Something will speak to you, like the elven two-weapon fighter I'm working up spoke to me. Now I need to figure out how to make him speak to everyone else.
Pedwiddle |
@Jereru: I'd like to point out that there is a mechanic around "consumable" resources that is being used in this campaign. Basically, it's randomized, to an extent; take the number that you would normally have and round down to the nearest "normal" die size (e.g., d4, d6, etc.). When you use that resource, roll that size die; if you roll a one, then the next time you use that resource, you will use one smaller die size.
For example, Milah has 7 points of Panache. Every time she uses it, she rolls a d6. If she rolls a 1, she will then have to roll a d4. If she rolls a 1 on that, she will then have a single point remaining. My point being, dependent on how you roll, you might have a ton of spell points, or not many at all... :-P