Ruined Ruins of Azlant Gestalt (Inactive)

Game Master Tiger Claw


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You came to Almas to search for a better way to use your exceptional and unique skills. The Bountiful Venture Company Limited is seeking exceptional specimens for its newest expedition. If accepted, you will earn a gold piece signing bonus, as well as the opportunity to make history. You will be chartered to Talmandor’s Bounty where you will help in both the colonization efforts, and the exploration of the region. Only the best and brightest are welcome aboard the Peregrine so prepare for a thorough vetting by the company.

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Presenting GM Clockwork’s Ruins of Azlant Gestalt Game
Player’s Guide

This will be the first PBP I run on these boards and I prefer to have a game with fewer players as I find it can make for a richer storytelling experience in PBP style games. I will be selecting only 2 recruits, and the character creation rules will generous to support fewer players. I am looking for long-term, active posters that can tell a rich story.

Recruitment opens immediately and closes 2:00am EST on January 24th.

Gestalt Characters

25 Point Buy: 18Max, 8Min before racial mods

Any Paizo material: (Race, Class, Archetype, Feat)

Background Skills: Who doesn’t play with Background Skills?

Traits: Any one trait of your choosing and a Campaign Trait from the Player’s Guide.

Feat Tax The new Colony shall be feat tax free!

Starting gp: Max of the better gestalt class.

Posting requirements:1-2 posts Monday-Thurs, 1 on weekends, more is better.

Other notes: I don’t like to outright ban things, but I’m not a big fan of really odd races (kitsune). If you want to submit an odd race, please make it interesting. Not a huge fan of either Summoner classes, and Vigilante doesn’t really fit the adventure’s vibe.

Questions post here or pm me


I am so into this!

I'll throw in an Impossible Bloodline Sorceror/Something, a character who is fascinated by Azlanti history and technology, particularly Ioun Stones and has made the journey in the hope of discovering lost Azlanti crafting techniques.

I'll try and get the character up in today (work permitting!)


I have an idea for a Ranger/Fighter type of character. Eagle Knight variety. We'll see how it builds later today.

Shadow Lodge

I have two character ideas
One of which is a dwarf fighter/war priest with a focus on crafting
The other is an elf fighter (eldritch guardian, mutagenic warrior)/magus (kensai) with a focus on the bodyguard feat line and intimidate focused character

Both of them were in games before but they ended before I could even level up

The elf is a more developed character but the dwarf is probably stronger

If anyone would want to have as part of their backstory that they hired my character as a bodyguard, that'd be cool


Dotting.

I'm planning an unchained rogue/fighter who deals in machetes and daggers because light blades are a wonderful weapon group.


Interesting, I like fast paced games, I am thinking barbarian/oracle to cover a fair amount of need.

GM Clockwork, would you consider a team of two players who intentionally build their characters to complement each other?


I’m definitely interested. Need to review the PG before I decide on a concept, but an AP I haven’t played and Gestalt is a combo I can’t resist.

Shadow Lodge

I could definitely alter my eleven bodyguard to fit snugly with someone else's character


Dotting, sounds like fun


Upon reflection, other than changing a trait and dropping his charisma from 13 to 12, Cale here is already built to the specifications you have given, if anyone would want a bodyguard for their character


I'm going to go with a gnome hydrokineticist/sorceror now I've had a bit longer to think about it. Lots of crafting in this one! :)

So I'd be looking for a partner with good close combat ability and perhaps a smattering of healing? I can do it with kineticist tricks if need be but its not efficient.

Anyone interested? I'm very happy to link up backgrounds :)


This looks amazing. I'll have to take a look at the Player's Guide and see what I can com up with.


Dotting interest.

Would love to finally get into a Gestalt :)


With regard to pairing up and building concepts and backstories together, I am mostly against this. Pairing off concepts is less the issue than having a shared backstory. The Bountiful Venture Company wants to exceptional people, not an exceptional pair of people.

If a pair want themselves considered, they would need to be a doubly exceptional pair.


Thank you for the quick response, I will not attempt to pair up with anyone.

When you say "exceptional" are you speaking about the characters skills that the Bountiful Venture Company would want to add to a new colony? Or are you speaking of the characters backstory showing you that the player is invested in the character and capable of writing and adding to a Rich story telling experience? Or are you speaking of an "exceptional character" that is well crafted maximizing Class, archetypes and feats creating a near unstoppable behemoth?


I think I used the word 'exceptional,' at least initially, as an alternative to the mechanical term of a gestalt character. I don't mean building a min/max face-stomper. At the same time, the character should still be very effective in terms of what a fledgling colony far from civilization needs, both in terms of protection (combat effectiveness) and contribution (other skills).

To me, an excellent backstory shows a number of things. It goes a long way to showing writing skills, and investment in character. It shows how well versed a person is in the shared lore of the world (Golarion in this case.) When it is also written in the spirit of the upcoming campaign (eg. taking cues from the Players Guide), it further shows an interest in contributing to the shared story.

Lastly, I don't want to completely shoot down the idea of people making a shared submission, but I want to be upfront that such a submission would be significantly scrutinized. Additionally, if a couple of folks want to submit something like this, then they would be tied together in terms of acceptance.

For example, if one person makes a compelling character, and the other in the pair is 'his bodyguard,' it could detract from how good the first character is. That's not to say a backstory of a bodyguard is inherently bad, but I don't want to see someone piggybacking on one character's good backstory. The 'bodyguard' should have an equally compelling history, instead of only being a good mechanical match.


Doomed Hero here submitting my Half-Orc Warpriest/Shaman.

Grial is extremely versatile, fitting just about any party role. He's a switch hitter who can frontline or support as needed. In future levels he'll pick up some great healing abilities via Life Spirit and support spellcasting from both his classes. Where he really shines though, is in the Scout role, sneaking, spotting, tracking, finding traps and picking locks. (He's basically the weirdest rogue ever)

As a player, I'm a vet of these boards. I'm reliable, dedicated and post frequently. I enjoy the scout role because it helps me push the game forward and help the story unfold. Exploration-heavy games are where I feel I shine as a player, so the premise of this AP really calls to me.


Dotting.


Dotting this for interest.


Very interesting, and will plan on submitting a character.


Work in progress backstory:

Cale's father was a stage magician for a traveling theater/carnival called the Umbral Circus (around expert 6, bard 1) his mother worked with them as a medicine woman (adept class, somewhere around Lvl 3 to 5 or so maybe with a level of alchemist) and fortune teller so because of their jobs Cale had always been fascinated with real magic, and because of the stories they would tell he always wanted to be a hero, to have his name go down in legend, often making such a proclamation while play sword fighting with his fellow circus kids, whacking each other with wooden swords.
While he was at the carnival he worked the firework display and did a firebreathing act and worked with the animals.

Ever since he found that what his father actually did for a living was mostly fake, simple slight of hand and alchemical trickery, he vowed to learn real magic and real swoedsmanship and become the greatest wizard... No... Greatest hero ever known.

He took the first opportunity he could to leave his family after that point, signing up to be a bodyguard for an elf family, in particular the daughter as a result of her awakening new and powerful Psychic magics, in exchange for watching over the young woman the family taught him magic and tactics and alchemy, and he served them for a few years before the two of them left her parents to research ancient Thasolonian magics, and Cale'anon decided to continue to act as her Bodyguard, despite no longer being taught by her parrents. Cale'anon woeked as her bodyguard and magical assistat. One day he noticed That she had been burning herself out when he heard about the festival and eventually managed to convince her to live a little and join the party.
This is what would be known as a bad idea.
The party was attacked and the town was filled with monsters. Cale and his charge assisted in the removal of said monsters, mostly out of a desire to keep themselves from being killed if the city were to fall. It was hard fought but between themselves, the town guard and a few others, they managed to win the day, but Nixis wanted nothing to do with the region after that and instead decided to rejoin her family in their research, her adventuring career more or less over, and Cale's services no longer required.
Facing unemployment, Cale decided to hunt up more work for someone of his talents, whether martial or in understanding of arcane and he came across the expedition to the lost ruins and decided to try and sign up, figuring it was mostly similar to what he was originally planning on doing but with the Azlant instead of Thassilon as the dead empire he'd be looking through and finding things out about.
When listing his skills he wrote that he was a skilled swordsman, a proficient hunter (who knows how to fish m). He writes that he knows magic and languages and after some hesitation writes that he was a skilled researcher, telling himself that that last bit was just stretching the truth a bit.
Quirks
he taps his fingers together when excited,
he waves his arms a bit when he talks sometimes
he paces back and forth and talks to himself and/or his famiiliar when thinking hard on something in particular
he frequently flips a coin when bored
Likes:
Himself, alcohol, Fighting, Art,Learning new things, Fame/Power, flirting, hunting.
Dislikes
People who were born with wealth and/or magic that didn't have to earn it and don't work to maintain it, Liars, Gnolls, and Goblins

Please tell me if you want me to expand on this. I don't want to be piggybacking on someone else's quality.


I have a character below, who I made assuming that under the feat tax rules the free weapon finesse feat rogues get because free weapon focus with them instead. Also, I should ask if combat stamina is being used and if so is it free on fighters because, well. Fighter. Anyways, here's Russ!

Russ Shackleford:
Male Human (Mwangi/Chelaxian) Gestalt Unchained Rogue 1 (Relic Raider)/Fighter 1
CG Medium Humanoid (Human)
Init +5; Perception +7

Defense
AC 18; Touch 16; Flat-Footed 12; (+2 armor, +5 dex, +1 dodge) (+3 more dodge vs move-based AoO)

HP 12 (1d10+2)

Fort +4 (2 base+2 con)
Ref +7 (2 base+5 dex)
Will +0 (0 base+0 wis)

Offense
Speed 30 ft

Space 5ft; Reach 5ft

Melee
Machete +7 (d6), melee, crit 19-20/x2, S
TWF Machete +5/+5 (d6), melee, crit 19-20/x2, S
Dagger +7 (d4), melee, crit 19-20/x2, P or S
TWF Dagger +5/+5 (d4), melee, crit 19-20/x2, P or S
Light Mace +6 (d6), melee, crit x2, B
TWF Light Mace +4/+4 (d6), melee, crit x2, B

Ranged
Shortbow +6 (d6), range 60ft, crit x3, P
Dagger +7 (d4), range 10ft, crit 19-20/x2, P or S

Special Attacks
Sneak Attack +1d6
Power Attack -1/+2 (+1 offhand)
Deadly Aim -1/+2

Skills
10/level+2 background
Acrobatics +9 (1 rank+3 trained+5 dex)
Disable Device +11 (1 rank+3 trained+5 dex+2 circ)
Escape Artist +9 (1 rank+3 trained+5 dex)
Perception +7 (1 rank+3 trained+3 focus)
Stealth +9 (1 rank+3 trained+5 dex)
Swim +5 (1 rank+3 trained+1 racial)
Survival +5 (1 rank+3 trained+1 trait)
Knowledge (Dungeoneering) +7 (1 rank+3 trained+2 int+1 trait)
Spellcraft +7 (1 rank+3 trained+2 int+1 trait)
Bluff +3 (1 rank+3 trained-1 cha)
Background:
Linguistics +6 (1 rank+3 trained+2 int)
Appraise +6 (1 rank+3 trained+2 int)
+1 Perception/Disable Device vs traps
+1 Survival to get along in the wild (from machete)
Hold breath for 2x longer than normal

Languages: Common, Draconic, Azlanti, Aquan

Statistics
Str 10 0
Dex 20 +5
Con 14 +2
Int 14 +2
Wis 10 0
Cha 8 -1

Base Atk +1; CMB +6; CMD 17 (+20 vs movement AoO)

Feats
1 Two-Weapon Fighting
FS Skill Focus (Perception)
B Weapon Focus (Finesse Weapons)
B Dodge

Traits
Expert Explorer (Adventurous scholars raised you, or perhaps you were born during an expedition and haven’t known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you’ve visited in your life and selected you because of your skills in maneuvering uncharted territory.)
(+1 Survival & Knowledge (dungeoneering), Survival is a class skill)
Classically Schooled (Your apprenticeship or early education was particularly focused on the direct application of magic.)
(+1 Spellcraft, Spellcraft is a class skill)

Racial Modifiers
Focused Study (1st, 8th, 16th)
Aquatic Ancestry (Humans with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces skilled.)

Class abilities:
(1/6 bonus rogue talent)
Sneak Attack +1d6
Finesse Training (Weapon focus (Finesse Weapons))
Trapfinding +1

Gear
Combat Gear: Caltrops, Dagger (8), Arrows (20), Grappling Arrow, Smokestick (2), Spring-loaded Wrist Sheath (2, each holding a dagger)
Other Gear: Machete (2), Light mace (2), shortbow, Leather Armor, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), waterskin, explorer's outfit, m/w thieves' tools, 50 ft silk rope, 2 gp

Personal info:
Russ is a dark-skinned man who carries himself with the unmistakable poise of a Chelaxian. Glances past the first note that his eyes are rounder than normal for a human, and when he opens his hands it's easy to see the webbing between his fingers--the telltale sign of the deep one blood that'd manifested particularly strongly in his body. He stands at an imposing 6'4", with a lithe body capable of impressive feats of flexibility. He wears his daggers in various places on his body, and his machettes stay at his hip at all times, just in case he needs them to get rid of underbrush.

He's a very upbreat and determined explorer, who doesn't think too hard about the historical ramifications of what he may find--he honestly doesn't care for the past history of the ruins he finds or explores and prefers to leave the implications to the scholars. What drives him is a love of fame, riches, and the chase itself. He's a good guy at heart, and he takes his responsibilities seriously when he has them (so as to avoid letting anyone die on his account), but he also has a restless streak and so far hasn't been particularly good at staying in one place for too long. His curiousity frequently gets the better of him, and he frequently has to busy himself with something just to feel like he isn't wasting his time. He's at his best in an environment where there's always something that needs doing, and a place where he may need to forage for himself and others is an ideal environment to him.

Background:
Concieved between a diabolist and a merchant, Russ was born into the lap of relative comfort to a single mother who got a good amount of business calling devils for contracts and the like. She wanted her son to wind up like her, a proud Chelaxian who studied the ways of wizardry and made hell serve them (preferably by removing his strange aquatic featues, something she always blamed on his father's side of the family). As a result, he was sent to wizarding preperatory schools and recieved a rather thorough education on the ways of magic and wizardry.

Unfortunately, he had no interest in arcane pursuits--and even less in the jeers and taunts of his classmates. He put his smarts (something he got from his mother) to work on reading and learning things which interested him even as he payed just enough attention in his classes to pass on learning the base theory of spells. What truly captured his attention was exploration. Russ enjoyed reading about stories of clever and quick-witted explorers who foiled rivals, defeated foes, and found long-lost treasures... and the idea of being out there in the world away from the annoyances of life among cityfolk spoke to him as well.

Deciding to style himself as an explorer in his own right, he left home in the middle of his schooling to join a troup of scholars interested in the exploration of portions of the Mwangi expanse, to learn more about the lands that the other half of his heritage hailed from. He was gone for several years as he worked hard to learn the tricks of the explorer's trade, working his way up from a tagalong preeteen all the way to a somewhat valuable sidekick who was equally at home in a dungeon or in the wilderness. When the exploration ended, Russ wanted to see more of the world and joined another expidetion--this time to the north and past the Land of the Linnorm Kings and clear over the Crown of the World looking for other ways through the icy paths. He saw still more ruins there, and helped his company bring a few things of historical importance back home as well, returning by way of a ship back from the lands of Minkai. Having gone over the top of the world and to the other side of the inner sea, he was up for more adventure and the news that the Bountiful Venture Company was sending settlers and explorers to a new colony caught his eye. Nobody had tried settling near the ancient Azlant civilizations in he didn't know how long--who could say what was there?


Ok, working on a build of a Pathfinder fighter/inquisitor. Should be a fairly versatile build.


Why is everyone building fighters? Myself included
This amuses me

Also for the build that goes with my above backstory, it's in the alias here, but I'm going to need to change the traits

Anyway, normally I wouldn't say something but for a two person party my ideal matchup would be a ranged attacking divine caster or bard


Fighter is one of the single best classes to dip in already, and for gestalt it's even moreso because all of its abilities are passive and shore up BAB for 3/4 people. Personally I'm taking a 1 level dip in Fighter myself for prerequisite stuff before diving into the real deal (bard/investigator).


Bard/investigator is an interesting combo, though hella MAD
I'd love to see what you come up with


For now, looking at a fairly "traditional" Cleric of Irori (Healing/Strength [resolve])/Unchained Monk. Background skills help tremendously, of course, but for now figuring out how to spend the skill points to ensure the ability to contribute beyond the combat and heal-bot roles feels like the hard part.

Then again, I just finished combining the charts so I have the look-up on abilities to work through generation with.


I’m working on an Undine. As much emphasis as the PG puts on underwater combat, I figured it’d be good to have someone who can excel there. Looks like he’ll be a Knifemaster unRogue on one side, haven’t decided on the other yet, but probably something martial. Ranger, Fighter, etc. Dex-SAD skill monkey in any case.

Grand Lodge

"I seek employment with the Bountiful Venture Company. I bring to you a strong back, strong arms, and a mind desiring to see the historical wonders of Azlant."

Noax is a barbarian (deepwater rager) / bard (archaeologist). Hailing from a mountainous half-orc people, Noax often shirked his shepherding job in favor of swimming in mountain lakes, climbing the terrain, and spelunking into caves and ruins. Not an outcast, Noax was widely liked by the tribe due to his better than average half-orc looks and happy demeanor. However, Noax has seem all the caves and ancient places in the region surrounding his home, and the unknown ruins and mysteries of Golarion were a stronger call than his family, his fiance, and his set-in-stone known future. Looking for knowledge and a life full of the unknown, Noax applies to the Bountiful Venture Company and strikes out to Almas to board the Peregrine .

link to character

This class combo offers great offense, great physical and knowledge skills, ability to disable traps, great utility from bard spells, lots of HP, but virtually no defense. Hey, you have to have a weak point somewhere.

His stats are all in here but I have yet to enter his more fleshed out biography. That will be forthcoming straightaway!


.


My fighter/inquisitor will be a thrower in due course. It just takes a while before that works well. He will also be a fully capable tank.


FedoraFerret's submission here.

Backstory:
If the word "home" has any meaning, Fionna doesn't know it. Her foster family, a motley, mixed group of adventurers, tell her she was born to an Ekujae tribe in the Mwangi expanse that was wiped out by plague, and they rescued her. To her knowledge, since her birth she hasn't remained in the same region, much less the same country, for more than five years at a time. Her family brought her all over the world, from Irrisen to Minkai and the Crown of the World to Holomog, growing and changing as members joined, left, and died over the hundred odd years of Fionna's childhood. In all, she has fond memories of almost two dozen caretakers serving as parents, elder siblings, and in the case of one ornery old wizard, a grandfather.

It was from them she learned everything she knew about adventuring. Her "grandfather" taught her about magic, while the well-traveled halfling minstrel "uncle" taught her about the world. Her quick-fingered half-elf "brother" taught her to pick locks and pockets alike, although she's rusty on both skills, while her swordswoman "mother," one of her earliest caretakers, made sure she understood the basics of swordplay. It was her favorite "sister" Agatha, a dwarf who had been one of the very first faces she ever saw and who remained among the longest, who taught her to use her favored weapon, the whip, and instilled in her a lifelong interest not just in traveling and exploring but in learning the secrets of the past.

Unfortunately, few good things last forever. Agatha was already old by dwarven standards when the party adopted Fionna, and by the time she became an adult, the dwarven woman was ancient, barely suited for the adventuring lifestyle anymore. Indeed, the party had whittled down to just four members by that point, Fionna included. An adventure into a series of ancient Thassilonian ruins deep in the Varisian wilderness ended in chaos; a monster, all tentacles and teeth, awoken from a millenia old slumber rose from the depths and devoured one of their companions with a thought. The remaining three ran, desperate to escape, but Agatha was too slow, too stiff. Fionna tried to turn around and help her, but with a sad, parting smile, Agatha sealed the door between them shut, sacrificing herself so that Fionna could get away.

She couldn't say what happened to the fourth member of their party. They'd been separated in the wilderness. Frankly, she couldn't say that she cared. With the few remnants of her adoptive family in tatters, she wandered the countryside, using what money she had remaining from previous expeditions to sustain herself. In a fugue, she barely realized where she was going, until she found herself in Almas months later, snapped out of it by the sight of a flyer seeking adventurers of rare talent and experience for a colony.

A change of pace. A new scene. A new adventure. That, more than anything, was what someone like her needed.

Silver Crusade

I'm planning on making a gnome Nature Oracle/Overwhelming Soul Hydrokineticist.

GM Clockwork: I am planning on taking the Bonded Mount Revelation:

prd wrote:
Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

Would you consider allowing something more thematic to the AP? I was thinking of something like a giant frog.

Grand Lodge

Noax Gozgack--- barbarian (deepwater rager) / bard (archaeologist)

Full Biography:

Heroes are often born out of trauma. Heroes are often crafted through tragic loss of family and harrowing plans of revenge. Heroes often have checkered pasts, bad families, and disappointing childhoods. Yet sometimes, heroes come from nowhere dramatic, just a spark in the heart and mind that propels them from mediocrity into the limelight of the world’s stage.

Noax Gozgack was one such nobody. A half-orc, Noax was not born of the product of rape as half-orcs often are, but rather from a loving home of a half-orc mother and father. The family of five- mother, father, Noax, his older brother Brunax, and his younger sister Grunhilde- were shepherds in the Aspodell Mountains in northwest Andoran. As the middle child, Noax spent his childhood trying to keep up with Brunax while avoiding the pesky little Grunhilde. When not watching the sheep, the three were swimming in the mountain lakes of the Aspodells, climbing the crags, and finding deep caves. Young Noax would always pretend to be a great explorer… the first to find the unknown bottom of the lake, the first to cross the dangerous river, the first to ever go so deep into the dark cave that all natural light disappeared. Noax would draw runes and pictures on the cave walls, pretending that it was he who discovered ancient remains of a lost civilization. Noax, the great explorer! Noax, the finder of lost civilizations! Noax, the great fighter! Indeed… Noax, the… shepherd.

The family business always drew him back. The sheep needed protection from wolves and bears, and the occasional goblin or orc. The family relied on the sheep, and would sell the mutton and wool to the nearby hamlet of Piren's Bluff, and Noax and his family were able defenders. Calm could turn to anger in seconds. Noax was not immune to his heritage, and his half-orc temper would often rage during these fights to where he would have to check himself before hurting the sheep after all the enemies had fallen!

The family relied on Noax, with his strong arms and strong back, who almost seemed as if he was touched by the gods in his innate ability to understand where he was at all times, who was able to heal sheep who fell or got bit by wolves, who often seemed so lucky that he would barely escape danger by the skin of his teeth. Neither Noax nor his family understand where this came from, though Noax always accepted these manifestations as proof that he was meant for more than a shepherd’s life.

The family relied on Noax, with his unusually half-orc good looks, to eventually be a husband to a very average looking, but rather wealthy, half-orc girl from town. Gwengok was indeed quite smitten with him, and convinced her family to allow her to marry down to the shepherd’s level. Noax’s family was quite looking forward to the dowry that Gwengok would bring. Noax, though, was quite aware that a wife and children would mean he would never leave this place.

Tending his sheep at night, Noax would stare up at the stars, wondering if perhaps someday he would be the first Golarian to ever reach them. What lay up there? What creatures dwelled in those points of light? Noax desired to know more, to see more. He began to read, any book he could gather; books about far off places, books about ancient civilizations, books about magic. Maybe those stars are out of reach, but Noax never stopped stretching himself to know more about the unknown.

Attending Piren's Bluff with his family in a regular supply run, as Noax kept his eyes peeled in order to avoid Gwengok, he noticed a piece of parchment nailed to wall of the local tavern.

“Persons of Strength and Adventurous Spirit Needed to Man the Brand New Colony of Talmandor’s Bounty! Fame and Glory Awaits Those Interested at the Lost Continent of Azlant! Apply to the Bountiful Venture Company in Almas.”

Noax did not wait long. He stowed the few things he would need in a nearby cave that his brother and sister never found. While on the night watch, Noax simply… left. He stopped and turned around after walking for several minutes. His family depended on him. Would they be okay? Would they be strong enough to defend the house and the sheep?

Noax faced forward. Ahead lay the unknown… the unknown he was dreaming about his whole life. Behind him lay his family; people who needed him, but ultimately trapped him in a life that had grown boring and unfulfilling.

Swallowing hard, Noax walked down the mountainside and found the road to Almas. He needed to make his own way. He didn’t look back again.

Grand Lodge

You okay with a Svirfneblin?


Any race is acceptable to submit. If a Svirfneblin somehow ends up in Almas, he likely has a very interesting story indeed.


Trinam wrote:

I have a character below, who I made assuming that under the feat tax rules the free weapon finesse feat rogues get because free weapon focus with them instead. Also, I should ask if combat stamina is being used and if so is it free on fighters because, well. Fighter. Anyways, here's Russ!

** spoiler omitted **...

To go along with this, the Feat Tax rules merge Improved Unarmed Strike into a new feat (Unarmed Combatant). Should we assume that monks, brawlers, and others that get IUS as a bonus feat get Unarmed Combatant instead?


Ouachitonian wrote:
Trinam wrote:

I have a character below, who I made assuming that under the feat tax rules the free weapon finesse feat rogues get because free weapon focus with them instead. Also, I should ask if combat stamina is being used and if so is it free on fighters because, well. Fighter. Anyways, here's Russ!

** spoiler omitted **...

To go along with this, the Feat Tax rules merge Improved Unarmed Strike into a new feat (Unarmed Combatant). Should we assume that monks, brawlers, and others that get IUS as a bonus feat get Unarmed Combatant instead?

Yes Weapon Focus, No Combat Stamina, Yes Unarmed Combatant


One gunslinger (musket master)/cleric of Brigh coming up.

Grand Lodge

Thinking Of making my Already done Svirfneblin Ranger(Trapper) into A Ranger(Trapper)/Shaman(Name-Keeper) Battle Spirit that became a Shaman after touching the remains of an Azlanti Pathfinder seeking ancient secrets of Azlant in the Underdark. This lead my character to read and learn the lore he had and ended up seeking the surface, and later after becoming an apprentice of the lodge, who seeks to discover the secrets the fallen adventurer years ago.


I'm submitting an Azlanti water princess, who was born long long ago to a mysterious outsider and for many eons has been kept safely hidden deep beneath the waves. Recently, she was released to return to the surface, literally a fish-out-of-water story. Because of her unusual heritage, she carries strong magic in her blood, and she can summon and control the element of water, commanding it to give succor and life or chilly buffeting death.

Statblock:
Name: Ommerra, Azlanti princess
Race: Undine (Mostly Human, Amphibious, Darkvision, Water Affinity, Water Sense)
Alignment: Lawful Good
Class(es): Kineticist (Overwhelming Soul), hydrokineticist // Sorcerer (Crossblooded/Wildblooded), aquatic and elemental/lifewater bloodlines; Life Oracle variant multiclass
Traits: Azlanti Scholar (Knowledge History), Irrepressible

Abilities: Str 8 (-1), Dex 14+2 (+3), Con 14 (+2), Int 12 (+1), Wis 8+2 (+0), Cha 18 (+4)

HP: 10/10 (1d8+2)
AC: 13 (+3 Dex)
Move: 25', swim 40'
Init: +3

Saves: +2 Fort / +2 Reflex / +0 Will* (+4 vs charm/compulsion)

Weapons
dehydrating touch +3 vs touch ac (1d6 nonlethal, sickened)
cold blast +3 vs touch ac (1d6+2 cold)

Kineticist abilities: basic hydrokinesis, burn, elemental focus (water), gather power, infusion (extended range), kinetic blast (cold blast), mental prowess, mind over matter, utility wild talent (kinetic healer)
Sorcerer abilities: bloodlines (aquatic, elemental/lifewater), bloodline arcanas (aquatic: +1 CL on [water] spells, aquatic summoned creatures get a +1 morale bonus to attack and damage; lifewater: 1 temporary hp/spell level on [cold] or [water] spells), bloodline power (dehydrating touch: 1d6+half level nonlethal damage and sickened 1 round, lethal for aquatic/oozes/plants, 4+CHA uses/day)
Oracle VMC abilities: mystery (Life), curse (Deep One: -5 move speed, +10 swim speed)
Favored Class Bonus: Kineticist, +1/6 wild talent

Feats: Agile Maneuvers*, Combat Expertise*, Deadly Aim*, Power Attack*, Weapon Finesse*; Chilling Amplification, Eschew Materials*

Skills: Diplomacy +8, Knowledge Arcana +5, Knowledge History +6, Knowledge Local +2, Knowledge Nature +5, Lore (Azlant) +5, Perception +4, Use Magic Device +9

Sorcerer Spells
cantrips: arcane mark, detect magic, read magic
1st (5): shield

Equipment
masterwork backpack (50 gp), 3x bells (3 gp), compass (10 gp), 2x earplugs (.06 gp), fishing kit (.5 gp), hammock (.1 gp), magnet (.5 gp), 2x scroll of mage armor (50 gp), signal whistle (.8 gp), sorcerer's kit (5 gp: bedroll, belt pouch, iron pot, mess kit, soap, 10x torches, 5x trail rations, waterskin), traveler's outfit (free), 4x wandermeal (.04 gp)


Background:
Background

Her earliest memories are of comfort, floating in warm liquid darkness and staring at a shimmering light far, far above her... it feels like a womb, though she can hear voices. A woman: "It is not yet time." A man: "It has been too long. You must let Ommerra go." The woman: "It is not yet time." The man: "You promised. It has been too long." The woman: "It is not yet time." The voices are muffled and echo, like they are far away, or underwater, or speaking through flesh and bone, but she knows they are talking about her.

She can remember friends there. Strange fish, a crab, a turtle, creatures with tentacles and many eyes. She would talk to them in their language, which instinctively rolled off of her tongue. They would bring her gifts, artifacts made of stone or metal, with geometrical shapes carved into the sides or runes that spelled out ancient riddles. She would press the side of her head to these stones, and they would float through her skin and into her brain. That made her laugh. Even the water listened to her, and came when she called. The water was her friend. It carried her, refreshed her, warmed her. Like a home, like it was part of her.

Then, the man: "If you will not let Ommerra go, I will go instead." The woman: "No! You will die if you go back! It has been too long!" The man: "You must choose one of us. You promised; I cannot bear it any longer." The woman: "It is not yet time!" The man: "You cannot keep us both here forever. Choose." The woman sobbed and begged and cajoled. The man remained adamant. Both voices went quiet then, and forever after.

Finally, one day, a pair of hands reached down from above to her. Silently they dragged her through the heavy liquid toward the light, and with a push she was expelled into a bright, blinding, overpowering and noisy place. She lay on a sandy beach of Andoran, soaking wet, wearing drenched clothing that resembled what the people of old Azlant wore in the paintings-- a girl, no more than sixteen. It was as if the ocean had given birth to her, and she was innocent and beautiful. She lay gasping on the sand and marveled at the world that now surrounded her.

Fortunately, she was immediately found by a kindly pair of elderly beachcombers, who had never had children of their own. They convinced her through gestures and friendly sounds to come back to their home with them. She was charming and kind, and she learned quickly, soon picking up not only their language but also their ways. They made their living collecting treasures washed up by the ocean, and Ommerra was happy to help with that as with all things. They were astounded when they realized their little foundling could read the ancient script on the fragments of Azlanti artifacts they occasionally uncovered, and a bit unsettled by how much she resembled the people these items depicted.

They always took their wares to nearby Claes to sell, which made them enough for the three of them to live, with a little left over. To reward her, they often used their profits to buy books on anything related to the history of the lost continent, which she would read voraciously before trading back. Many of these books were fairy tales, others books of facts and famous figures, and some talked about the magic of their ancient bloodlines, or the flora and fauna of the islands that sank into the sea.

Three years ago, her adoptive father died of old age, and her adoptive mother went soon after. She kept up the place for them for a while, but then she began to feel lonely and curious about her past. She discovered when walking in the water that she could call up waves while concentrating, and soon realized that she had other latent arcane talents she had suppressed. In fact, she is still discovering them to this day. She has come to believe that the powers she has uncovered so far have something to do with her ancestry, and she desperately desires to study the lost civilization further to perhaps unlock the mystery of her own history.

While in town, she happened to hear of a government-sponsored expedition to explore the lost continent. She rushed to apply, but unfortunately she was too late, and the reply came that the expedition had already set forth. And perhaps it was fate, but the sponsors had just decided to prepare a second trip, and invited Ommerra to come to an interview. She impressed them with her magical abilities, which seemed almost effortless for her, and also with her extensive knowledge of the ancient civilization. After much deliberation, her application received the rubber stamp of approval, and six months later she had sold her remaining possessions and stepped on a ship leaving Almas for the Isle of Ancorato.

Description

Ommerra has dark red hair with a very high hairline, pale white skin, and vibrant purple eyes. She dresses in simple travelers' clothes, light and easy to move in, that dry quickly if she should desire to go for a swim. Her voice is unusually deep and sonorous, and she moves with a smooth, fluid grace. There is an indefinable alien quality about her that does not seem quite part of this world. Her enthusiasm is infectious, and her curiosity about the world is almost mesmerizing. She lives her life like she is a heroine in a musical fable.

Build Notes

Ommerra fits squarely into the arcane caster role, and though she should be able to do a lot of damage she is also very support-focused. Her Lifewater bloodline arcana gives her temporary hit points every time she casts a [water] or [cold] spell (her kinetic blasts count for this, though they don't stack when they come from the same source). With Life Link at level 3 she can constantly heal her partner and replenish her total. She can also provide healing with her kineticist abilities in case of emergencies.

Besides providing reliable damage, her other powers provide her with a lot of utility. She has several cleric-like abilities, like water that restores ability damage or that removes negative conditions. She can create fresh drinking water, a great boon for a new settlement, and control currents to greatly aid fishing. Her sorcerer spells fill in the gaps, covering the important arcane spells that aren't blasts. Finally, she is adept at activating magic items, allowing her to make use of cleric wands and scrolls when needed.


This is Ouachitonian submitting Lucien, an undine who excels in the water, and even outside of it has many useful skills.

He's a Brawler(Mutagenic Mauler)/unRogue. The idea in combat is to be really DEX-SAD, using it for attack and damage (and augmenting it with mutagen), then flurrying with cesti (which, as piercing weapons, do full damage underwater), preferably from a flanking position. I'm open to the idea of eventually nmulticlassing out on one side or the other, but don't know which direction I'd go. Some sort of divine caster of Besmara maybe, but he doesn't have the Wisdom for that (rejiggering his stats might be the best way to go, he can afford to lose a bit of INT). I didn't take the Eagle Knight campaign trait (because a longsword and breastplate are useless to me) but Gray Corsair would be a cool direction to go. I'm open to suggestions there.

Stats, background, etc are in the profile.

Shadow Lodge

Critzible wrote:
Thinking Of making my Already done Svirfneblin Ranger(Trapper) into A Ranger(Trapper)/Shaman(Name-Keeper) Battle Spirit that became a Shaman after touching the remains of an Azlanti Pathfinder seeking ancient secrets of Azlant in the Underdark. This lead my character to read and learn the lore he had and ended up seeking the surface, and later after becoming an apprentice of the lodge, who seeks to discover the secrets the fallen adventurer years ago.

this sounds like a cool idea

Trapper rangers are fun (you can shoot an arrow containing a beehive at someone)
And shaman is kinda a cool class, I've not played many yet but they are cool
The healing hex is great for day to day stuff. You could heal an entire town without expending resources


Blue Lucien, you might have trouble getting flanks with only two PCs. Maybe it's worth taking the Nature Soul/Animal Ally line to get an animal companion?


It's definitely a concern... For my rogue, I was going to use a combination of blinding dirty tricks and Two-weapon feinting to do it. Whichever is more useful at the time.


Dotting for great interest. I have a character made for this campaign, just need to make it gestalt.


Trinam: Seems like a sound strategy. According to the player guide there will be a lot of constructs, so combat maneuvers are a good backup for when you can’t sneak attack.

Shadow Lodge

There's also the "pin to the wall" feat which would be vital for rouges in such a small party


Let's just say that I'm somewhat notable for being the type to plan for all sorts of eventualities when playing non magic characters.

Though normally I run barbarians... it just didn't fit my idea for ol' Russ.


OK, got my submission done.

Marvin Rodgers:

Marvin Rodgers grew up in the Andoran City of Falcon’s Hollow. This is a fairly small place in the northern section of the nation, surrounded by wilderness. His father was a local hunter, who in his youth had worked at anti-slavery activities in other nations. His mother was a priestess of Desna who was also involved in the anti-slavery missions, and they met on one such team.

Eventually they retired from that dangerous life, and settled into a small city near the frontier to raise a family and life a simple life. Marvin was raised steeped both in his father’s expertise in fighting and the outdoors, and his mother’s devotion to Desna. He somehow was just a notch above most other kids, being a bit stronger, faster, smarter and loaded with common sense. However this did make him rather smug which put off other people.

Eventually he was such a standout that his parents decided to send him off to join the Pathfinder Society in Absalom.

The Society saw a lot of promise in this young man, and happily put into their training academy where he once again excelled, though which again added to his fairly smug nature.

When an opportunity to send a representative on the Bountiful Venture expedition, the Society opted to send Marvin since he was a bit unpopular, but very talented, working on his own was seen to be a good opportunity for him.

He is a moderately tall man of solid build. He wears his father’s old breastplate, which is well maintained. He also carries a couple of starknives. He has brown hair and hazel eyes. He’s quick enough to laugh, but has something of an air of superiority which can put others off.

crunch:

Marvin Rodgers
Male human fighter 1/inquisitor of Desna 1/gestalt 1 (Pathfinder RPG Advanced Player's Guide 38)
CG Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
--------------------
AC 22, touch 14, flat-footed 19 (+6 armor, +3 Dex, +2 shield, +1 trait)
hp 12 (1d10+2)
Fort +4, Ref +3, Will +4; +2 vs. death
--------------------
Offense
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Speed 30 ft. (20 ft. in armor)
Melee starknife +4 (1d4+3/×3) or
. . starknife +4 (1d4+3/×3)
Special Attacks judgment 1/day
Inquisitor Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, shield of faith
. . 0 (at will)—create water, detect magic, light, stabilize
. . Domain Liberation
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Statistics
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Str 16, Dex 16, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 17 (18 vs. grapple, 18 vs. overrun)
Feats Combat Expertise, Deadly Aim, Fey Foundling[ISWG], Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse, Weapon Focus (starknife)
Traits defender of the society, pathfinder recruit
Skills Acrobatics -3 (-7 to jump), Craft (armor) +3, Intimidate +0, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (nature) +5, Knowledge (planes) +5, Perception +6, Sense Motive +7, Survival +6 (+8 to avoid becoming lost), Swim +1
Languages Azlanti, Common
SQ liberation (1 rounds/day), monster lore +2, stern gaze +1
Combat Gear oil (5); Other Gear breastplate, heavy wooden shield, starknife, starknife, wayfinder[ISWG], backpack, candle (2), chalk, hammer, hemp rope (50 ft.), hooded lantern, piton (4), sack (2), tindertwig (4), torch (2), 28 gp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fey Foundling Magical healing works better on you
Inquisitor Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
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