The Road to Minkai: Dragoncat's Jade Regent (Inactive)

Game Master Dragoncat

5 PCs are picked
To journey to a far land
To reclaim a throne.

Current Date: 13th of Gozran, 4715 AR

Wagon Encounter
Caerwyn's Loot List


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Gryf will be taking the caravan trait as he would have left with the caravan and make more sense for him.


For your approval

Memitim Enoch:

Memitim Enoch
Favored Class (Rogue)
Wayang Witch (Hedge Witch) 1
Neutral Small Humanoid Male
Deities: Pharasma, Norgorber
Age: 55
Height: 3’-7” Weight: 42lbs
Init +3; Senses Darkvision 60’; Perception +1
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Defense
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AC 14 (10+Dex3+Size1), touch 14, flat-footed 11 (+1 Size)
HP 8 (1d6+2)
Fort +2, Ref +3, Will +1
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Offense
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[b]Speed:
20 ft.
Special Attacks:
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Dagger: Att: +2, Dmg: 1d3+1, Crit: 19-20 x2
Scythe: Att: +2, Dmg: 1d6+1, Crit: x4
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Statistics
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Str 12, Dex 16, Con 14, Int 16, Wis 9, Cha 14
Melee: +2
Ranged: +4
Base Atk +0; CMB +0; CMD 13
Feats: Accursed Hex
Traits: Rescued (Shalelu), Riverrat
Skills: Acrobatics +8 , Appraise +3, Bluff +1, Climb +1, Craft(Alchemy) +2, Diplomacy +1, Disguise +1, Escape Artist +3, Heal -1, Intimidate +1, Knowledge (arcana) +7 Knowledge (Nature) +7, Knowledge (Planes) +7, Perception +1, Ride +3, Sense Motive -1, Spellcraft +7, Stealth +5, Survival -1, Swim +2
Languages: Common, Wayang, Tengu, Goblin, Nagaji
Other Gear 52(gp), 8(sp), 8(cp)
Backpack (2gp), Bedroll (1sp), Canteen (2gp), Flint & Steel (1gp), Grappling Hook (1gp), Grooming Kit (1gp), Journal (10gp), Silk Rope (10gp), Whetstone (2cp), Explorer’s Outfit (3gp)
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Special Abilities
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Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn't know that cure spell. This replaces the witch's hex gained at 4th level.
Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. This replaces the witch's hex gained at 8th level.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Dissolution's Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.
Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Rescued: At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. It was Shalelu who saved you, she did so by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.
Dagger: A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Patron: Death
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Spells
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0-Level Witch Spells— arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance,spark, stabilize, touch of fatigue.
1st-Level Witch Spells— chill touch, obscuring mist, ray of enfeeblement, icicle dagger, remove sickness

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Background
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Memitim Enoch does not remember much of his life before his powers came to him. All he remembers after the darkness is crawling out of the Mobhad Leigh and making his way to Sandpoint. Being a Wayang, his unique appearance frightened most people he came in contact with and this lead to Memitim donning a cloak that concealed his body from others. His hands are covered by gloves and deep within the cowl of his cloak his face is hidden behind a half mask only allowing the bridge of his nose to the top of his eyes to show.
During his journey to Sandpoint Memitim came into his Witch powers. The source of these powers is still truly unknown to him to this day. During his journey Memitim came across many dead or dying mortal beings. Strangely he neither felt joy or sadness in his heart for these creatures. Although in his mind something told him to deliver these mortals into the next realm. To him he became an end to suffering for those whose time it was. He believes that delivering these souls to the next life will bring him his memory.
Memitim spent many nights wading through rivers with his dagger(s) keeping clear of the path of goblins and the other dangers of the area. He has found that he enjoys swimming. One of the few joys he acknowledges.
On one long stretch of his journey Memitim discovered an abandoned house filled with books about religion and death. Two deities struck him profoundly, Pharasma and Norgorber. He felt that his powers and need to send the living to the next life revolved around these two gods. In one book Memitim found a single picture of a cloaked being carrying a scythe and daggers. He took this image and modeled his appearance after it. The scythe he never uses but believes that it is a symbol of his powers and keeps strapped to his back. The set of knives he uses as his tools for what he calls the “Sending”. Whether it be mortals on the brink of death or ones he may need to dispatch himself. Only his gods can tell him when someone must travel to them.
On his way to Sandpoint Memitim was surprised by a group of goblins and was close to being killed when Shalelu stepped in and saved his life. Memitim realized that this was not his time to go to the next realm but does not understand how someone could intervene with fate as Shalelu had. She has been a mystery to him ever since but to this day he follows her and watches what she does trying to find the mystery to her intervention with his passing. Even though he still performs the “Sending” on a few occasions Memitim has saved Shalelu’s life and has even felt that he should not send certain individuals.
A change started coming over Memitim and he weighs his “Sendings” unless he is given what he thinks is a direct message from the other side. He has now ended up in Sandpoint to restock supplies.


GM would dreamscarred press material be allowed (psionics, path of war, akashic mysteries)?


Viluki wrote:
GM would dreamscarred press material be allowed (psionics, path of war, akashic mysteries)?

I don't think psionics will be a good fit for this campaign.

However, if you'd like to give something from Path of War a try, run it by me and I'll consider it.


Yay, so excited about a JR campaign!

I'll submit a Psychic Searcher Oracle, I just want to put the finishing touches on her backstory.


I'll try and get the profile sorted soon, but count me in with Valeria Skendar, tiefling wizard and her raven familiar who many people may wish to strangle. :P

Silver Crusade

Would you be open to the Yojimbo archetype for Rangers or the Witchknight archetype for Inquisitors?


Changed my mind and made her an Arcanist; figured I'd try something new.


Rysky wrote:
Would you be open to the Yojimbo archetype for Rangers or the Witchknight archetype for Inquisitors?

The Yojimbo's flavour sounds like a neat addition to the campaign. I'm not entirely sold on the Witchknight, however--I'm mainly concerned with how it will fit into the world.

Silver Crusade

Ok, I'm happier with the Yojimbo personally, I'll get to work on Friday right now :3

(P.S. To those who have played with a Daud before, Friday is probably the most well adjusted of the bunch.)


dotting until I can work up a character. :)

Thinking of a Warpriest.


Oh my, I didn't expect another Jade Regent recruitment to come around for awhile! I've already got a character that was briefly in the same game as Ikoma and Yui; I'll have to look her over and see what needs to be changed to fit your requirements. Will you allow for a leopard animal companion or should I change it?


maybe it was already answered but any chance you can DM this game as a pfs game? Or at least give out pfs credit for it?


Lady Ladile wrote:
Oh my, I didn't expect another Jade Regent recruitment to come around for awhile! I've already got a character that was briefly in the same game as Ikoma and Yui; I'll have to look her over and see what needs to be changed to fit your requirements. Will you allow for a leopard animal companion or should I change it?

If you want a leopard animal companion, I'll allow it as long as you explain to me how you got it.

DoubleGold wrote:
maybe it was already answered but any chance you can DM this game as a pfs game? Or at least give out pfs credit for it?

I'm not actually a member of PFS--as such, I don't intend to run this as a PFS game. Sorry.


Since everyone is asking about the animal companion, and mine is a wolf...hound, should I explain where I got Duchess from?


Gilbert Sternwood the Third wrote:
Since everyone is asking about the animal companion, and mine is a wolf...hound, should I explain where I got Duchess from?

Sure.


Was thinking either a stalker or a playtest Harbinger (you can find it here, http://paizo.com/threads/rzs2rirm?Dreamscarred-Press-Announces-Path-of-War) .


Mahorfeus' character, here. I believe everything are to your specifications.

Backstory might need a tad bit of editing, and I may or may not take a drawback for another trait.


Well, here is my application, will make an alias if selected. :)

Morgrym Stonestepper

basics:

Morgrym Stonestepper
Male Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)

Offence and Defence:

OFFENSE
BAB 0 CMB 2 CMD 13
Space 5 Reach 5
Speed 20 ft

Melee
Warhammer +3 (1d8+2/x3) or
Pick, heavy +2 (1d6+2/x4) or
Battleaxe +2 (1d8+2/x3) or
Dagger +2 (1d4+2/19-20/x2)

Ranged
Light Crossbow+1 (d10/19-20 x2)

DEFENSE
AC 17, touch 11, flat-footed 16
hp 10
Fort 4, Reflex 1, Will 4

Feats:

Additional Traits,
Weapon Focus (Warhammer) (Class Feature)

Racial Traits:

Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Jump Modifier (Core 88): You gain a -4 to jump checks.


Campaign Traits:

Caravan Guard (Sandru) (APJR 12): You gain a +1 trait bonus on Survival and it is a class skill for you.

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Defensive Strategist (FoP 17): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Class Features:

Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields).

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).

Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level
The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.

Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon)

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

Blessings:

Law Blessing
Axiomatic Strike (minor): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a lawful outsider or an animal with the resolute creature simple template (Bestiary 2 293). This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20 level).

Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.
Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

Skills:

Acrobatics -5, Appraise 2, Bluff 0, Climb -4, Diplomacy 0, Disguise 0, Escape Artist -5, Fly -5, Heal 6, Intimidate 0, Perception 3, Ride -5, Sense Motive 2, Spellcraft 6, Stealth -5, Survival 7, Swim -4, Use Magic Device 1

Languages:

Dwarven, Common, Undercommon, Terran

Gear:

Armour
Scale Mail, Buckler

Weapons
Warhammer, Heavy Pick, Battleaxe, Dagger,
Light Crossbow -40 Bolts

Adventuring Gear
Kit - Warpriest (Medium Creature), Kit - Dungeoneering, Kit - Grooming , Kit - Gear Maintenance, Fishing Kit, Grappling Hook, Cold Weather Clothing, Explorers Outfit, Blankets (2), Winter Blanket,


Money:

PP
GP 6
SP 2
CP
Gems / Jewels

Spells Prepared:

0 Level
Detect Magic, Read Magic, Guidance

1 Level
Divine Favour, Divine Favour

background:

Morgrym Stonestepper was born of a merchant family in the 5 kings mountains. The young Dark haired, blue eyed dwarf, grew up with several friends and family members in an extended family. Shortly after he entered basic schooling, his parents departed with a merchant caravan, and were never seen from again.

At the age of 20 after leaving the basic school, he found a calling in the church, where they tested his aptitude for the various tasks that a member of Torag’s church was expected to undertake at any time.
It was during this aptitude testing that they found out he had an affinity for the martial side of the church, and less so for the preaching side.

To make use of this aptitude, from the age of 25 to 30, they kept him in Highhelm at the main church of Torag as a temple guard. This was a peaceful time for him. At the age of 30, he was ordered by the head of the church in Highhelm to proceed to the churches property in Kalsgard in the Linnorm Kingdoms, where he was to take up the job of temple guard.

From the age of 31 to 35, he learned to call Kalsgard home, and fit in with the dwarven population there. From the age of 35 to 40, when there were caravans that proceeded to the south, they asked for and started to receive divine support in the form of a cleric and a retinue of guards. He was part of the retinue of guards.

At the age of 41, he asked, and received permission to proceed to leave the caravan at Sandpoint and start looking around for himself with the promise to eventually return back to Kalsgard.


Dotting for interest, and great justice.

Since you seem open to Oriental 3PP material, would you allow a kitsune character to take the kitsune sorcerer bloodline? Thanks.


Tanner Nielsen wrote:

Dotting for interest, and great justice.

Since you seem open to Oriental 3PP material, would you allow a kitsune character to take the kitsune sorcerer bloodline? Thanks.

I think I will.

Silver Crusade

Sorry for the odd question but I was wanting Friday to be art inclined in his downtime (sketching, drawing, painting), would you require these to be separate Craft skills or simply just Craft (Art)?


Rysky wrote:
Sorry for the odd question but I was wanting Friday to be art inclined in his downtime (sketching, drawing, painting), would you require these to be separate Craft skills or simply just Craft (Art)?

I think, for simplicity's sake, you can put those under Craft (paintings).

Silver Crusade

Yaise!

RPG Superstar 2009 Top 16

Wouldn't it be the Perform skill?

Silver Crusade

That has always been a point of contention in every group I've ever played in, no one has ever been able to agree on which it should be so I just immediately default to the DM for ease.


In this case, I'll say it's Craft.

Perform is used when you're essentially putting on a show (dancing, playing an instrument, telling a story, singing a song); Craft is used when you're creating something (art, weapons, armour, toys).

RPG Superstar 2009 Top 16

I guess the key is if it's an expression of creativity and self (Perform: Charisma based) or intellect (Craft: Intelligence based)

Silver Crusade

Mark Thomas 66 wrote:
I guess the key is if it's an expression of creativity and self (Perform: Charisma based) or intellect (Craft: Intelligence based)

Preeeettyy much this ^


Here is the submission for Tanner Nielsen. If you have questions or comments, I would be happy to hear them.

Saburo Norimune
CG Male Kitsune Sorcerer
Campaign Trait: Childhood Crush (Shalelu)

Description:

Hair: None
Eyes: Brown
Height: 6'1"
Weight: 150lb

You see a clean-shaven Tien man, both face and pate. His eyes are the color of rich earth, with small flecks of gold near the iris. His skin is browned by the sun and tight against his skin, with years of wind burn evident in his angular features. He is dressed in simple traveling clothes - a blue tunic with red fringe, brown trousers, soft hiking boots, and a dark blue cloak. He wears a dagger at his belt and uses a spear as a walking staff. He is tall and lanky, with a wiry frame and straight posture.


Personality:

Saburo leads personal interactions with a no-nonsense, business-like attitude that comes from several years of mercenary work. He works hard to overcome his negative attitude to see the good in people, but has been disappointed enough in life to not expect much from those around him. He is loyal and courageous to those who have his friendship - while terrible and vindictive to those who attack or betray him.

Background:

Saburo hails from the Hitsugi District of Kasai, capital of the Minkai Empire in far off Tian Xia. His family members had been in the employ of the yakuza who controlled the district for generations, and Saburo was groomed for a prominent position in the organization thanks to his arcane talents for trickery and deception. He would have had a successful career, if not for a moment of conscience, when he informed the town guard regarding a yakuza member who had murdered a small child who witnessed a crime. He fled for his life, joining a caravan passing through the Crown of the World, and wandered through Avistan as a spellcaster-for-hire. He never revealed his true identity, and remained disguised as a human.

He eventually wound up in Sandpoint, where the eclectic population and diverse cultures reminded him of his metropolitan hometown. He quickly bonded with the Lonjitsu family, sharing with them a common language and similar tastes in food, music, and art. He and Ameiko became good friends. His special attention, however, was saved for the elven ranger who visited the town after excursions against goblins and worse in the dark woods. She alone left him tongue-tied, which he found frustrating and intriguing at the same time. Perhaps some day...

Silver Crusade

Also got pretty much everything done, just as soon as I pick a campaign trait (so much overlap GRAAAAA) I'll be able to nail in his backstory.

Also can't decide which drawback to take, Umbral Unmasking or Warded Against Nature. Which do you guys thinks is more unsettling?


If there's anything I missed with Valeria or that seems off, let me know - the fluff should be fine, but I wouldn't be surprised if something's off with the mechanics; they're re-written from when she was a Air Elementalist Wizard and Myth Weaver's new legacy sheets don't have the same automatic calculations the old ones had. I'll transfer her into one of the newer sheets soon, though, so that should iron out some kinks.


I am interesting in joining but have never done play by post. Really would like to try it since all my table top options have gone away. I have a couple of friends that play by post and they will coach me through it. I am on my computer every day so posting will not be a problem.

Human Fighter (pole arm master)


Ok so Marten is finally fully complete with backstory fleshed out. As I mentioned I'd like to submit him as a dual application with his brother Gryf. The events of their childhood are presented from Marten's POV in my backstory and when Gryf has a chance this afternoon I know he is planning on finishing his version and explaining why he left the Druid Circle with Sandru's caravan.

I hope you find him interesting, any questions please just ask.

Marten Rivers
Human druid (feral shifter) 1 (Pathfinder RPG Advanced Class Guide 92)
NG Medium humanoid (human)

Backstory:

The sunrise was majestic. Great brushes of red and purple mixed with grey and blue on a canvass so beautiful there was no artist in the world that could match it.

Marten sat cross-legged, a small fire crackling before him, looking out from the top of Yudah the highest hill in the forest that afforded him such a magnificent view over the sea to the west. The smoke was acrid and scented with eucalyptus and peyote and as it drifted up he inhaled deeply, hands spread to either side in a gesture of both acceptance and supplication.

Oh, Great Spirit of Gozreh, whose voice I hear in the wind, whose breath gives life to all the world. Hear me; I need your strength and wisdom. Let me walk in beauty, and make my eyes ever behold this red and purple sunset. Make my hands respect the things you have made and my ears sharp to hear your voice make me wise so that I may understand the things you have taught my people.

Help me to remain calm and strong in the face of all that comes towards me. Let me learn the lessons you have hidden in every leaf and rock. Help me seek pure thoughts and act with the intention of helping others. Help me find compassion without empathy overwhelming me. I seek strength, not to be greater than my brothers, but to fight my greatest enemies – fear and shame. Make me always ready to come to you with clean hands and straight eyes. So when life fades, as the fading sunset, my spirit may come to you without shame.

Seren dozed fitfully beside him, lightly snoring, her whiskers twitching as she dreamed of breaking rabbit necks and chasing the fox that runs through the village like a thief in the night.
With his prayer done, Marten stood and kicked dirt over the fire. He had asked for strength and wisdom, beyond the rains and the fish in the stream, the greatest gifts Gozreh could bestow. Because he was afraid.

It had been nearly three summers since their mother had died and three summers since he had last seen his brother, Gryf,
The twins were strong children, wielding the willow club and the blade with skill and determination. They served the Circle well as hunters and guardians, bringing home food and chasing away the wolves that sometimes forgot their place in the Balance and wanted to snatch away the newborns in the village.

The Elders instructed them both and taught them a great many things about the birds in the sky and the spirits in the earth. Their mother sat on the Council of Four Winds and had instructed them in both the way of nature and the way of brotherhood.

“Your sprits are bright.“ she had said. “And like the mistletoe that grows with the oak, you should never be separated.”

The Circle were skinchangers, an ancient tradition as old as the forest itself, believing that their spirits were as transitory as the winds, able to shift from one form to another as easily as the men from the towns changed their cloaks.

Marten had been a diligent student. He worked every day to achieve that state of mind where his spirit was separate from his flesh and he could mould his shape as sculptor moulds clay. He had never mastered it. But his determination was strong and he knew he was close. Even since childhood he had been able to study the creatures of the forest and will himself to be like them. He could not yet change form, but he could already take on their aspect, the strength of the bull that roamed the plains, the spring of the frog that dwelt by the swamp.

Mother had been endlessly proud. He was the youngest in the Circle’s history to skinchange, even to this extent.

Gryf had always found the teachings more difficult, however. He was possessed of a wanderlust, a desire to see the great works of man, the cities they had built, the monuments they had erected. Long had they understood that man had an ecosystem of it’s own. Just as the ants built their colonies, man built their cities and so long as the balance remained the Great Spirit would be pleased. But Gryf could never understand that, he felt that nature was there to serve mankind and used as a tool like any other. Consequently, his acceptance of the Circle’s teachings was muted and his ability to skinchange had never manifested correctly. He could warp his flesh but in ways that disturbed Marten and was possessed of a strength not granted him by the beasts of nature.

Marten himself was no stranger to civilisation. Often he would travel to the nearest townships, especially Sandpoint, to trade furs and smokeleaf and he had struck up a friendship with many of the the inhabitants there. But then their mother fell ill. It was a devastating and swift sickness of the blood. The Elders performed their dance of Cleansing, they healed her of her wounds but the sickness persisted. Marten could no nothing to help being possessed neither of the wisdom nor the power of the Elders and Gryf must have felt even more useless. Eventually the pair travelled to Sandpoint to seek the aid of Koya Mvashti and her mother, a pair of reknown herbalists and mystics but even they could not save her.

Marten thanked them for their help and promised that he would repay them when he could and after that a peace settled on him because he realised that her spirit would soon be free to ride the winds and would settle in any animal or plant she chose. She would soon enjoy a freedom that men could only dream of in their most lucid dreams. Gryf refused to accept that. He argued tooth and nail that both marten and the Elders were fialing her, that they should travel at once to the great city of Magnimar to fetch the best healers in the land and save their mother.

She passed before they could resolve their differences. Distraught and furious, Gryf left the Circle, vowing never to return and word soon reached them that he had joined a caravan travelling across Varisia and seemed to have been true to his word.

Marten made the walk back down the hill toward the circle of tepees and the great old pavilion that marked their encampment. Seren trotted happily beside him.

It was only a month after her death that the animal had come to him. He awakened in the night to find a Fire Pelt, a mountain cat far from home, curled at his feet, snoring softly. Since that day she had never left his side. Fiercely protective, wonderfully playful – just as mother had been. And that’s when he realised that she had returned to him in the form of this lithe, beautiful creature.

Two days ago one of the rangers who hunted the wood stopped in the encampment for supplies. He spoke of Sandpoint and a rise in goblin activity and the troubles they were having there. But he also spoke of a caravan returning and that Gryf was part of it’s guard. He had spoken to the elders of this and informed them that if Gryf were to leave on another caravan, Marten would go with him. He would follow his brother to the ends of the earth to make amends with him and they had understood.

Determined to make peace with his brother, and to show him that their mother had not left them afterall, Marten had packed his meagre belongings and began the long walk to Sandpoint, hoping that Gozreh had heard his prayer.

Role:

Marten and Seren make for a strong melee front line and along with Gryf, provide a very capable melee unit. Marten will also focus on buffing and healing spells to aid his allies and has a good spread of skills that will be invaluable in the wild.

Appearance and RP:
Marten stands around average height but is lean and hard as are most of his kind who forge a life in the wilderness. His eyes are keen and he represents the calmness and tranquillity of nature. He is a perfect counterpoint to Gryf who represents it’s ferocity and devastating power.

The journey that they undertake during this adventure will also be a journey of recrimination and resentment hopefully leading to peace between the pair. Both have good intentions and at heart want to help people though their approaches might be very different. I think there is a lot of roleplaying potential in the pair, especially when other characters and an epic journey is thrown into the mix.

Defense:

Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 14 (1d8+6)
Fort +4, Ref +1, Will +4

Offense:

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +4 (1d6+4) or
scimitar +4 (1d6+4/18-20)
Ranged sling +1 (1d4+4)
Druid (Feral Shifter) Spells Prepared (CL 1st; concentration +3)
1st - cure light wounds, shillelagh (DC 13)
0 (at will)Guidance, light, stabilize

Stats:

--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +4; CMD 15
Feats Combat Casting, Toughness
Traits ease of faith, friend of the family
Skills Acrobatics -5 (-9 to jump), Diplomacy +4, Handle Animal +3, Knowledge (nature) +6, Perception +7, Survival +8
Languages Common, Druidic
SQ animal focus (1 minutes/day), animal focuses (bull, leopard named seren), nature sense, wild empathy +0
Other Gear lamellar (horn) armor, heavy wooden shield, club, scimitar, sling, sling bullets (15), survival kit, 12 gp, 9 sp

Special Abilities:

--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Friend of the Family (Koya) (Ex) +1 vs foes threatening Koya.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Animal Companion (Seren):

--------------------

Seren
Leopard
N Small animal
Init +5; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 19, touch 16, flat-footed 14 (+2 armor, +5 Dex, +1 natural, +1 size)
hp 12 (+2)
Fort +4, Ref +8, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +4 (1d4+2), 2 claws +5 (1d2+2)
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 17 (21 vs. trip)
Feats Weapon Focus (claw)
Tricks Attack, Attack, Attack Any Target, Come, Down, Entertain, Fighting, Flank, Stay
Skills Acrobatics +9 (+17 to jump), Climb +6, Stealth +9 (+13 in Undergrowth); Racial Modifiers +4 Stealth in Undergrowth
SQ animal focus, attack any target, come, entertain, fighting, flank
Other Gear leather armor
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Come [Trick] The animal will come to you on command.
Entertain [Trick] Performs tricks and entertains.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.


The way I see it, Duchess and most of the wolv... wolfhounds that are inhabiting the territories of the former Sternwood lands are all descended from the same specimen, a wolf that was, well, in contrast to most myths, adopted by humans.

This original Duchess was found on one of Gilbert's hunting trips for a rather large and fiersome wolf, that was attacking a huge amount of the lifestock of the Sternwoods. After managing to hunt the wolf down (after 3 days in the field, no less) Gilbert managed to track his den down, and found 16 puppies, almost 4 times the normal wolf litter size. Taking 2, and leaving the rest to fend off for themselves, he then gave them to his father's hunting dogs and servants to take care for.

The original Duchess passed away years ago, but in her honor, every wol... dog from the same litter was named this way, regardless of gender.

EDIT: Marten Rivers is definitely a nice look on druids, but, doesn't Animal Focus replace Nature Bond? How are you getting an Animal Companion? That's just me asking, I'm not experienced with druids to a large extend.


Gilbert wrote:
EDIT: Marten Rivers is definitely a nice look on druids, but, doesn't Animal Focus replace Nature Bond? How are you getting an Animal Companion? That's just me asking, I'm not experienced with druids to a large extend.

Not according to Hero Lab, it replaces Thousand Faces, Venom Immunity and Trackless step but I think you're absolutely right and its a mistake.

That's fine, I will drop it because having the animal companion is far more important to the backstory and the bit about minor physical changes is really just fluff that he can't skinchange (wildshape) properly until level 4.

In which case I will take the Menhir Savant archetype instead because it has more of a spiritual feel to it which I'm shooting for as a counterpoint to Gryf's rage.

Character sheet has been changed to reflect the above.


At first level it replaces Nature's Bond (so, no Animal Companion or Domains). At ninth level it replaces Venom Immunity, A Thousand Faces, and Timeless Body.


Oh, and here Gil was hoping that a shapeshifting leopard-were was going to be at large and he was going to hunt the most dangerous game of all...

Oh well...


Another applicant list update!

Martial
Ikoma Gohei: Male Human Samurai (Childhood Crush: Ameiko)
Gryf Rivers: Male Human Bloodrager (Arcane Bloodline) (Caravan Guard: Sandru)
Armon Fallow: Male Human Paladin of Shelyn (Caravan Guard: Sandru)
Philgor Longarm: Male Human Fighter (Polearm Master) (Caravan Guard: Sandru)

Arcane
Yui Hirasawa: Female Wayang Witch (Best Friend: Ameiko)
Memitim Enoch: Male Wayang Witch (Hedge Witch) (Rescued: Shalelu)
Valeria Skendar: Female Rakshasa-Spawn Tiefling Arcanist (Childhood Crush: Ameiko)
Saburo Norimune: Male Kitsune Sorcerer (Kitsune Bloodline) (Childhood Crush: Shalelu)

Divine
Gilbert Sternwood the Third: Male Human Hunter (Foster Child: Koya)
Marten Rivers: Male Human Druid (Feral Shifter) (Friend of the Family: Koya)
Ramaz the Half-Orc: Male Half-Orc Cleric of Gorum (Rescued: Koya)
Eden Nightseed: Male Half-Elf Druid (Childhood Crush: Shalelu)
Morgrym Stonestepper: Male Dwarf Warpriest (Caravan Guard: Sandru)

Skill
Caerwyn Callandriil: Male Half-Elf Rogue (Scout) (Student Survivalist: Shalelu)
Setomi: Female Human Ninja (Best Friend: Ameiko)
Nestasha: Female Vishkanya Rogue (Deadly Courtesan) (Childhood Crush: Sandru)

Interested
Iron Vagabond DM
zomblisham
Nohwear
Viluki
Rysky
Lady Ladile

Just For Laughs:

Ameiko Traits: 4
Sandru Traits: 5
Koya Traits: 3
Shalelu Traits: 4

EDIT: Revised Morgrym's entry. That'll teach me to read the entire damn submission before posting.


Dragoncat, I used my starting feat for extra traits, you didn't state that was a problem, if so, I will adjust.


Wow never seen Sandru in the lead like that before. It is usually hands down an Ameiko trait race followed closely by either Shalelu or Koya.

I'm glad to see Sandru getting some love for once.


The last Jade Regent campaign I applied for, Shalelu was in the lead in terms of traits before Ameiko tied it up at the last minute.


Sandru may be in the lead but I am the only one crushing on him!


I noticed. :) Everybody's crushing on either Ameiko or Shalelu.

Can't really say I'm surprised, since they're a Hot Japanese Bardess with Multicoloured Hair and Elven Samus Aran respectively.


Go team Koya, I guess? Kick-butt grandmothers for the win?

I also took a look at the Player's Guide, since I just learned that this exists. I assume the NPC scores and points and relationships are in play the way the rules suggest them?

Also, I guess Sandru managed to get a bigger share of the loot from his adventuring days, considering he has 4 guards.


That's what I'm thinking, yes. If it becomes problematic, we can figure something else out down the line.

Silver Crusade

Dammit, this is too hard.

*flips coin* 1d2 ⇒ 1

1-Ameiko
2-Shalelu

Ameiko trait it is!


Y'know what I've also noticed?

That nobody took the Younger Sibling trait. Nobody.

Silver Crusade

Dragoncat wrote:

Y'know what I've also noticed?

That nobody took the Younger Sibling trait. Nobody.

I believe the kitty is trying to tell me something, yes I does.


That I noticed nobody's a younger sibling to any of the NPCs?

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