Ruins of Azlant (Inactive)

Game Master Nathan Goodrich

Chapter 3: The Flooded Cathedral
Part 2: Exploring Zanas-Tahn

Ruins of Azlant Maps

Starting Day: Oathday, 3rd of Arodus 4717 AR


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Hey everyone - congratulations on getting in!

A couple of things before we begin.

Mechanics
1. We will use the feat tax breaks found HERE if that changes any of your feat choices, please feel free to change before we begin.
2.Can you all please put the following in your aliases so that I have all your character information easily available in every post? :)

In the Race line: |HP: 9/9 AC: 13 (12 Tch, 11 Fl) | CMB: -1, CMD: 11 | F: +1, R: +6, W: +4 | Init: +3 | Perc: +5, SM +5, Bluff +8(13), Dip +11
In the Class/Levels line: | Speed 30ft | Spells: 1st ?/? | Other special features: 4/4| Active conditions: None.

Non-Mechanics
1. Aurelian - why exactly have you joined the adventure?
2. Fleur - what's your last name?

Gameplay will start a week or so out from the colony to give you guys a chance to meet each other IC and hobnob with all the other colonist NPC's.

Looking forward to it! :D


Unused

Hi all!

Swapped out my Weapon Finesse for Additional Traits due to feat tax breaks.

Just going to improve character background a bit further.


Chelaxian Bloodrager 8

Reporting for duty!

Is it alright if we just add the relevant tax feats that we're getting to our character sheet under their normal descriptions? For Sarine, I'd be adding a line like:

Tax Feats: Combat Expertise, Deadly Aim, Mobility, Power Attack

It seems like it would be easier to remember that I have them this way.

Does anyone have a good template to use for familiar statistics?

Additionally, would it be alright if I swap for an Unchained-style Bloodrage? The basic Bloodrage is probably stronger, but I prefer class features that don't kill me.


Take a look at my Say'ri al'Bashere alias. She uses a familiar - I managed to get all its relevant stats into my tag line as well.

The Tax Feats line is fine. Worth having even! :)


Chelaxian Bloodrager 8

Hm. Would you mind posting the familiar text here? I could try to copy it off the display there, but copying the source text would be easier & I don't know how to get that off your profile.

Also, I edited my last post above & it looks like you might not have seen the edit. I'll repeat the question here: would it be alright if I use an unchained-style Bloodrage?


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Hello, everyone. Nice to "meet" you and I'm looking forward to gaming together. I'm about ready to run out, so will post more later tonight and update my alias.

Aurelian is on this adventure because why would you not have Aurelian Fache on this adventure? The Bountiful Venture Company clearly had heard of him and was smart enough to know it could not succeed without him! At least, that's what he thinks.

The truth, though, is Aurelian's a bit aimless. His family are refugees from Galt but his mother forbid him from returning there (too many bad memories of her husband/his father's death at the hands of the mob). She thought this would be a good distraction for him, help give him some direction/purpose and thus here he is.


Chelaxian Bloodrager 8

Sometimes I (as a player) think Galt is the scariest region of the Inner Sea...


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Hi everyone! Thanks for having me!

I'll update for feat taxes shortly.

It's cool if I have a separate alias for my phantom, right?


@Sarine:

Akhentepi:
HP 11/18 | AC16, F15, T13 | F+4, R+5, W+2 | CMD 14/17 | Perc +14 | +7/+7, d8+2

[spoiler=Akhentepi]
LN Tiny Hawk
Init +3; Senses low-light vision, empathic link; Perception +14
DEFENSE
AC 19 (15), touch 16 (12), flat-footed 15 (13) [+4 Dex, +2 size, +2 natural armor, +1 armour]
HP 18/18 [1/2 Say'ri rounded down]
Fort +4, Ref +5, Will +3
Improved Evasion
OFFENSE
Speed 10 ft., fly 60 ft. [average]
Melee 2 talons +10 (1d4–1) // +7 (1d8+2)
Space 2-1/2 ft. (5ft); Reach 0 ft. (5ft)
STATISTICS
Str 8 (14), Dex 18 (14), Con 11, Int 6, Wis 14, Cha 7
Base Atk +4; CMB +3 (+6); CMD 14 (17)
Feats: Weapon Finesse, Weapon Focus (talons)
Skills Fly +7, Perception +14 (racial modifier +8), Knw History +1, Knw Nobility 0.
SPECIAL
Increased Strength: At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.
Battle Form: At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back at will. In battle form, the mauler's size becomes Medium and the mauler gains a +2 bonus to Strength (this stacks with the normal Strength adjustments for increasing in size).
This ability replaces deliver touch spells.[spoiler]

Hope that helps.

@Ashlyn - separate alias is absolutely fine. My spiritualist does it :)

@Aurelian - thanks. The only thing that held your character back was because I didn't know why you were coming. Easily fixed though! :)


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Sorry, I debated trying to put something in to be more specific, but I also had it in my mind that I wanted to try that very first-person recruitment. I sort of tried to elude to it, but didn't really do a good job. I'm in the middle of a couple deadlines and just ran out of time to tweak the post. Glad it was enough despite that. :)

--

So, I always like knowing more about folks I'm gaming with, if everyone's interested in introducing themselves.

My motteditor alias has my whole story from when I was doing Superstar, but real quickly, I'm a 42-year-old newspaper editor in Bethlehem, Pa. I'm married, but my wife's spent almost all our marriage in another country, as she got into med school about six months after our ceremony (that's where I'll be Oct. 20-30). We have one dog...


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

@ Sarine - I just finished reading your backstory and realized Ashlyn is going to think you're totally normal even if she catches you talking to your cat and calling it a demon. She shamelessly carries on conversations with her phantom even if its inside her head.

@ Grimm - Awesome! Thanks!

@ Aurelian - Your character sounds hilarious.

And, yeah, I'm alright giving out some information. I'm thirty and married with children. I'm an at home Mom and also take care of my young nieces and nephews every weekday. I live in Winnipeg, Canada. I GM a lot of Pathfinder in person (mostly with my kids, or my husband and brother) but I'm new to pbp so bear with me. Haha.


Chelaxian Bloodrager 8

@Aurelian - I know what you mean about squeaking under the line to get your submission in. I was playing with the idea of making an Exemplar Brawler all week, but in the end I just couldn't get emotionally into the idea. Sarine came together from top to bottom in about two days.

@Ashlyn - I'm glad you enjoyed the backstory. If I hadn't been able to spend most of yesterday (slow day at work) on it, I might not be here. I especially enjoyed writing Sarine's 14-year old section. She's grown up some since then, but I was running out of time on the 19-year old section and had to explain how Sarine was getting on the Peregrine. There's some exploration yet to do with what her personality is like now.

I'm a 40-year old computer programmer working out of the Salt Lake City area in Utah. I've been playing Pathfinder Society for years, and I'm trying play-by-post (new here) because I can't fit another home game into my schedule but wanted to get to some of the Adventure Paths.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

PBP's a lot of fun -- it's what I mostly do now because of schedules (I work evenings so getting together to game with people is tough for me). It's a great way to explore more what a character's thinking as you can post thoughts as well as dialog and actions. If role-playing game is like telling an interactive story, PBP is like writing a collaborative novel.

The big thing to remember is momentum. It is -- IMO -- everything when it comes PBP. Try to post daily (assume that's the rate we maintain); I find even if your character may not be able to act in a situation (such as if you're stunned in combat or in a different area and unaware of something happening) post something like "Aurelian thinks about how wonderful he is" just so people know you're there and not potentially waiting on you (for me as a GM, I'll sometimes forget someone's stunned so I'm waiting on him/her to post when I don't need to). If you're in a situation where someone else has the spotlight, sometimes it's worth even bopping into the discussion thread to say you're still there and are reading along. Also, let each other know when you like what someone else has done (again, in the discussion thread, or an OOC comment or just favoriting a post).

Other than that, I HIGHLY recommend Painlord's guide. Pushing posts are key. If you have any questions, I'm happy to try to answer.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur's last name (it's in her backstory) is Al-Meraveia. I've got a lot of retooling to do on her stat lines.. I'll get to that shortly - I've got a major event to attend tomorrow, so it will probably get done tomorrow night after I get home, Monday at the latest.

As for me, I'm 65 yrs old, been playing rpg's since d&d came out in 1974. I live in southern california with my husband of 35 years, 2 cats, 2 st bernards, and my son and daughter in law live in our upstairs unit, so we are a multigenerational household. sadly, no grandkids yet, but they are still young. I don't work.. I'm a textile artist... but it is an avocation, not a 'job'. you can see some of my work here. I haven't updated that site since late 2014/early 2015 tho... I've been blogging and posting on FB since then ... my recent works are on my FB page.

I was thrilled to get picked to play here and look forward to gaming with you all!


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon
motteditor wrote:

PBP's a lot of fun -- it's what I mostly do now because of schedules (I work evenings so getting together to game with people is tough for me). It's a great way to explore more what a character's thinking as you can post thoughts as well as dialog and actions. If role-playing game is like telling an interactive story, PBP is like writing a collaborative novel.

The big thing to remember is momentum. It is -- IMO -- everything when it comes PBP. Try to post daily (assume that's the rate we maintain); I find even if your character may not be able to act in a situation (such as if you're stunned in combat or in a different area and unaware of something happening) post something like "Aurelian thinks about how wonderful he is" just so people know you're there and not potentially waiting on you (for me as a GM, I'll sometimes forget someone's stunned so I'm waiting on him/her to post when I don't need to). If you're in a situation where someone else has the spotlight, sometimes it's worth even bopping into the discussion thread to say you're still there and are reading along. Also, let each other know when you like what someone else has done (again, in the discussion thread, or an OOC comment or just favoriting a post).

Other than that, I HIGHLY recommend Painlord's guide. Pushing posts are key. If you have any questions, I'm happy to try to answer.

Definitely was worth the read! Thanks for the advice.


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon
Fleur wrote:

Fleur's last name (it's in her backstory) is Al-Meraveia. I've got a lot of retooling to do on her stat lines.. I'll get to that shortly - I've got a major event to attend tomorrow, so it will probably get done tomorrow night after I get home, Monday at the latest.

As for me, I'm 65 yrs old, been playing rpg's since d&d came out in 1974. I live in southern california with my husband of 35 years, 2 cats, 2 st bernards, and my son and daughter in law live in our upstairs unit, so we are a multigenerational household. sadly, no grandkids yet, but they are still young. I don't work.. I'm a textile artist... but it is an avocation, not a 'job'. you can see some of my work here. I haven't updated that site since late 2014/early 2015 tho... I've been blogging and posting on FB since then ... my recent works are on my FB page.

I was thrilled to get picked to play here and look forward to gaming with you all!

Wow, Fleur, those are beautiful!


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

thanks!


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Aurelian Fache is ready to depart. He shall be as swift as a gull, like the Peregrine on which we journey to our new home.


Unused

Aurelian - Thanks for that post, it was useful for me too! I haven't played a PbP before, just read some online.

About me - I am a 26 year old woman from Kent, England. The GM (Nikolaus) and I got married over the summer in Rome, Italy (it was beautiful - but 42 Degrees celsius!). Im a secondary school teacher (11-18 years - Head of Maths) and tend to spend most of my time working (between 70-80 hours a week...). I amd MASSIVELY Harry Potter obsessed and love Disney too. I love playing computer games, walking, travelling watching films/tv and reading during my school holidays.

I've been roleplaying for 8-9 years now IRL and been playing pathfinder for around 6 years. I'm currently in an IRL Reigns of Winter Game (tend to play on Wed, if I can make it from work). As such botht he GM and I cannot post on here on Wednesdays unless it is school holidays.


Nice to see you all getting to know each other! I'm going to start the game with a prologue section since there's a huge variety of NPC's you need to know so we'll do that for a little bit to give you guys a chance to bond IC and then move on! :)

Now forgive me, I have seventeen NPC spoilers to write up!


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Sounds good. And congrats, Evelyn and Nikolaus; that's awesome! My wife's studying in London currently, so I'm looking forward to my visit there. Not sure I can persuade her to go to Harry Potter World, though, even if it sounds great to me.


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Haha. Wonderful. I'm a big fan of player and NPC interactions when GMing in real life, so I'm very excited to participate in a pbp where it doesn't skim over that. Write away!


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

GM, would you mind copying and pasting those descriptions into the campaign info thread? That will give us a nice easy reference (though I guess since it's the first post, it'd be pretty easy to find whenever needed).


Aurelian Fache wrote:
Gm, would you mind copying and pasting those descriptions into the campaign info thread? That will give us a nice easy reference (though I guess since it's the first post, it'd be pretty easy to find whenever needed).

Good idea - done!


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Well, obviously none of us had plans this Sunday...


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Hahaha. My kids are distracted by lego. But I've got to make lunch soon, so not for much longer!


Unused
Aurelian Fache wrote:
Well, obviously none of us had plans this Sunday...

I had plans to work - however that has obviously not happened!


We'll finish book 1 in a week at this rate!


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Hahaha.

Well, it's Canadian Thanksgiving here, so I won't be on much more today or tomorrow. I should be able to post a bit in the late evenings, though. Great playing with you so far!


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

I have some game-writing to do today that I'm procrastinating on, though I've walked the dog a couple times and done some cooking (making butternut squash ravioli in a sage-brown butter sauce tonight for a friend's birthday).

Most days I can't keep up this rate.


Unused

Oh wow - I'm jealous of that dinner! (Hint hint @GM...)


This rate is crazy - I love it, but its crazy.

The rate I'm hoping for is 6/week, so once a day or so (allowing for weekends and what not).

I GM a game IRL on Wednesday so that might be a hard day for Evie and I to post, but I don't have too much on at weekends so I can make up for it then. :)


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

LOL. Sorry, GM, don't penalize me! (My cooking -- and I guess ability to plan -- is what I bring to the marriage; the rest of it is all my wife.)

And, yeah, GM, that's a rate I'm usually much better with; I always say I aim for 6-10 posts per week. This rate is definitely crazy and tough to sustain (I don't know how some people do entire APs in a year!). It's a little easier now as it's all role-play (and we're clearly all on), so we don't have to wait for rolls to be adjudicated.

RPG Superstar 2015 Top 16

Busy weekend! But checking in quick, will do more in-depth post later.

RPG Superstar 2015 Top 16

Nice to meet you all! I see we have several Californians here. Also, motteditor, good to be around you again! *2016fistbump*

I'm dien, a 33-year old gal in California, a PFS VC, and I have zero children, but I do have a cat. Or a cat has me. You know how it is. At the moment I'm being super lazy after recently having a long-term job as a caregiver end. There is much playing of Fallout New Vegas.


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Nice to meet you!

RPG Superstar 2015 Top 16

Likewise. :P And I really dig Ashlyn's character concept, so don't mind Jenner-- I figure you could use someone who DOES react in the 'that's real creepy' way, as a foil.


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

No worries, it's awesome. I am glad someone thinks she's creepy. She is.

Actually when I read Jenner's submissions my first thought was "Ooh! A dwarf! I love dwarves!" followed quickly by: "This guy's awesome!" and then "I don't think they're going to get along." Haha.


Side note while I remember:

Can you all please post a list of the top 5 or so items (magical or otherwise) that your character would like. There won't be much chance to go shopping in this one I'm afraid!


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Hmm. I tend not to plan that far ahead or at least need to let the character develop. Obviously anything to help with the water will be important, but I assume the AP will take care of that to some degree. Some possibilities, but can't say I'm going to cry if I don't get these (well, maybe No. 1)

1. Any upgrades to my rapier. I assume at some point I'll want it magicked, though not sure what's best.
2. Any light armor (as above, maybe with spiteful (ACG)? Something else is fine too)
2. Ring of resilience (ACG)
3. Any of the swordsmaster's flair (ACG)
4. Cloak of disarming (ACG)
5. Um ... Baba Yaga's Hut?

Less exciting items also include ways to increase my Dexterity, Charisma and/or Constitution... With my low Wisdom, I will be somewhat susceptible to enchantments, so others might want me to find some way to deal with that. :)


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

1. headband of charisma (any bonus, but the higher the better of course, lol)
2. runestone of power (any level castable level is good)
3. bracers of the glib entertainer (want but don't really need, just would be fun)
4. spectacles of understanding
5. circlet of persuasion

I could go on... but you asked for 5 of course need a haversack, boosts to ac, boosts to her crossbow, boosts to saves, yada yada


|HP: 44/44 | AC 17 (T:13 FF:15) (+2 AC if w/in reach of Elizar) | CMB: +6 CMD: 18 | F:+7 R:+4 W:+9 (+2 Saves if w/in reach of Elizar) | Init +2 | Perc +7, SM +6, Social +0, Intimidate +3* | Speed 30 ft. | Spells: 2nd: 2/4, 1st: 4/5 | Bonded Manifestation: 6/6, Goodberries: 0/0, Phantom Recall: 1/1 | CLW: 1/1, Hydraulic Push: 0/1, Sanctuary: 1/1 | Active Conditions: Spiritual Weapon

Hmmm... I'll have to give that some thought.


Chelaxian Bloodrager 8

The list for a melee barbarian is pretty boring:

1. Weapon - Sarine is using a greatsword now, but it doesn't have to be that necessarily. Some sort of heavier one-handed or two-handed martial weapon would be good.
2. Armor - I'll be looking for a breastplate at some point. Mithral would probably be ideal to allow faster movement speeds & such.
3. Cloak of Resistance
4. Belt of Giant Strength
5. Dusty Rose Prism Ioun Stone or Amulet of Natural Armor

Since we're talking about this, is anyone thinking of having their character take any of the Craft feats?

RPG Superstar 2015 Top 16

I'm considering it, yes! Jenner has ranks in Craft Armor, and I might take Craft Magic arms and Armor at the appropriate level, if the AP seems to be hinting at letting us have some downtime.

Will try and have a shopping list shortly.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

It's my first time playing a warpriest; it doesn't look like there's too many items specific to the class, yet, so, I suppose my wish list looks typical for a martial-focused cleric.

1. Wis headband
2. Belt of strength
3. Vestments of War as the only really big ticket class-specific item, I suppose?
4. Slippers of spider climbing could be handy for my skill-point starved dwarf
5. Uhhh I'll get back to you if something else jumps out at me. Maybe an item to boost crafting? (Not even sure what items exist for that in game)


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

No crafting on my end, I suspect.


Unused

Hmmm - I will think on this and post in due course!


Chelaxian Bloodrager 8

Crafting is mostly a matter of having the correct spells available to you, the feat and having caster levels, the last time I looked at it. (To be fair, that was for 3.5 edition I guess...)

If Jenner takes Craft Arms & Armor, Sarine & he will get to be good friends! I'd consider taking something like that myself, but Bloodrager caster levels are bad.


There are NPC's with the basic crafting feats (potions, WI, scrolls) and the opportunity to pick up CWaA so the PC's don't have to do it. That being said there will be downtime opportunities and crafting feats are great for stretching WBL. Also theres a 6 week lag or more in shopping times as the Peregrine has to go back to Andoran each time - so its worth considering.

Sorry I didn't post last night - I was at a Study in the US day and didn't make it back until after midnight.


Occasionally effective dwarf 6 |HP: 53/53 AC: 19 (12 Tch, 18 Fl) | CMB: +6, CMD: 20| F: +7, R: +3, W: +8 (+2/+4 hardy/steel soul) | Init: +1 | Perc: +12 (DV), SM +10 | Speed 20ft | Spells: 1st 5/5; 2nd 3/4 | Fervor: 4/5 | Blessings: 5*/5| Channels 3/3 Active conditions: Bull's Strength

It certainly fits Jenner roleplay wise so I don't mind taking the feat, though I have to wait till 5th level. Armor buds ahoy, Sarine!

No worries here.

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Hey everyone.

After many years on the boards and a number of played-in games under my belt I have recently returned to GM-ing IRL and therefore have decided to pluck up my courage and run a game here on the boards as well!

I am going to be running The Ruins of Azlant for a party of 4-5 characters. I have one space reserved so I am looking for 3-4 people to round out the party. The reserved character will be an Archaeologist Bard.

Character Gen rules:

25pt buy.
Core Races, Gillmen and Undines. (Undines MUST take the 'Mostly Human' racial trait.)
Classes: Anything Paizo, Unchained classes must be unchained.
Starting Level: 1
Wealth: Max for your class.
HP: Max.
Traits: 2, one campaign. You can take a drawback for a third trait.
Background Skills are in effect.

Please consult the players guide if you have any questions. Find it HERE.

Provisionally this recruitment will be open until 00:00 on Saturday 7th October. This may change depending on popularity.

EDIT: please do include a background to tell me a bit about your character. It doesn't have to be an essay but I would like to know how your character came to be aboard the Peregrine and a little about their personality.

Liberty's Edge

Already have a character ready. Here's Karios Blue. Just need to tweak his ability scores for the 25-Pt buy.

He won't have his hippocampus at the start and would play him in a way that he gets it in game.


Interested, will put something together come monday.


Looks good Karios - do you have some background to tell me some more about him?


dot for interest.

How important is it to have one of the "aquatic" archetypes that are in the Players Guide?

-- david


Dotting for interest.

I have a half-elf crypt breaker alchemist that I would like to submit. The character was mechanically complete for a prior Ruins of Azlant recruitment but I ran out of time to get the background information into the profile.

I'll post with the mentioned alias when I have the submission complete. Whether I get in or not, thanks for offering to run the game.

Liberty's Edge

GM Nikolaus 'the Grimm' wrote:
Looks good Karios - do you have some background to tell me some more about him?

Thanks! Here's some background for him.

He's from a little coastal town and was always drawn to the sea. He's looking for a place to call home and has been a bit of a nomad from shoreside town to shoreside city. When he heard that there was going to be a new colony close to the waters he jumped at the chance to relocate there and maybe it will quell his wanderlust as he always felt like some part of him was missing. Maybe this journey will be the one to help him find that piece.

In play he's always drawn to the water and it lends to the theory that he's part sea elf since his human parents who died long ago found him amid some rocks on the beach.
At the start of the AP he won't have his animal companion and will discover it in game cos I thought that would be cool to roleplay and to build the friendship in the game with his animal companion.
He's going to serve as some of the muscle of the group. He's especially strong in water when his companion can help. Out of water he'll back up whoever takes point and can hold his own if need be.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Interested, and have a character ready from another thread. Will change race a bit... will post again when I get home


Papa-DRB wrote:

dot for interest.

How important is it to have one of the "aquatic" archetypes that are in the Players Guide?

-- david

Hi David - good to see you!

As important as you make it. There is swimming later on in the AP as I understand but there will be ways, means and wands of waterbreathing so no particular need for aquatic archetypes if you don;t want them. (I don't recommend Pyrokineticists though...)

Paizo Employee Organized Play Line Developer

Awesome! I'm super excited for this campaign. I should have a character up in a day or so, but I'm probably going to be a gillman.


Very much interested.
I would be delighted to join this!

Paizo Employee Organized Play Line Developer

meloriel wrote:
Awesome! I'm super excited for this campaign. I should have a character up in a day or so, but I'm probably going to be a gillman.

I'll be submitting a human spiritualist (drowned channeler) whose family has long been haunted by the spirit of a drowned man (actually an ancient Azlanti who drowned with the fall of his empire and has been trying to compel his distant descendants to return him 'home' for untold generations).

My submission should be in later today.


Very interested. I have two characters done up from previous recruitments.

Full disclosure I am running the game already (just started book two and the players are really enjoying it though we came damn close to a TPK last session!), if that counts me out I understand.


@ GM Nikolaus 'the Grimm': I know a lot of DMs don't care for it, but how do you feel about the Rich Parents trait?

RPG Superstar 2015 Top 16

Dotting! Hey Nikolaus/Say'ri.


Dien here with proposed character. Party role is hopefully to provide some tanking, meleeing, and divine support in the manner of heals and buffs. I also wouldn't be opposed to putting in the feats to have him craft magical items later on if the campaign allows for that sort of downtime.

Personality wise, Jenner's a practical, optimistic, level-headed salt-of-the-earth-sea kind of dwarf. He's grown up in Andoran so he's pretty cosmopolitan as dwarves go, and reasonably comfortable on a boat or in the water. He's got a 'quartermaster' type personality-- someone else can handle the big planning, but by god, you'll need someone who remembers to pack rope!

Speaking of god: he is a servant of Abadar, and views taming the potential wilderness and making it a profitable colony not only good business sense but an act of faith.

Backstory: Jenner's family has lived in Almas for at least a few generations. Family lore is that they were refugees from one of the destroyed Sky Citadels, but as far as Jenner is concerned, that's all ancient history. Growing up in a largely human city has left Jenner with less of the traditional pride in one's clan/home caves than might be typical for some dwarves: he's perfectly fond of his family and his family name (Longhammer), but when human sailors gave him the somewhat-punny nickname 'Holystone' for patching up their wounds, he adopted it with great cheer as his sort-of-unofficial surname around port.

His family has a modestly successful business as shipwrights, specifically as the forgers, welders, and hammerers of all the iron and brass parts that go into a ship. (Need a chain forged? An anchor? Brass ship's wheel? Longhammer Foundry's the place to go!) While Jenner learned to use a forge and anvil perfectly well, and sometimes tinkers about making weapons, he preferred rather to go out ON those ships, or at least to be in the city's market making deals, than sweating in the back room of the shops. As soon as he was old enough, he took passage on ships, paying his way through spreading Abadar's healing blessings, and visiting other cities and shipyards through the Inner Sea region to explain to them the benefits of doing business with Longhammer Foundry.

But a new, untapped market has emerged: a wild one, a place where they surely need things forged... Perhaps across the sea, the Longhammer clan will be able to establish not only a business, but to claim land as their own, to have a cave again. Jenner figures he owes that much to his parents, anyway.

May tweak skills some if accepted. Will finish purchasing gear if accepted as well

Liberty's Edge

meloriel wrote:
meloriel wrote:
Awesome! I'm super excited for this campaign. I should have a character up in a day or so, but I'm probably going to be a gillman.

I'll be submitting a human spiritualist (drowned channeler) whose family has long been haunted by the spirit of a drowned man (actually an ancient Azlanti who drowned with the fall of his empire and has been trying to compel his distant descendants to return him 'home' for untold generations).

My submission should be in later today.

That's a very cool concept. I dig it.

Paizo Employee Organized Play Line Developer

1 person marked this as a favorite.

Here's my submission, Ashlyn Orellis, and her phantom Elizar!

Statistics:

Ashlyn Orellis
Female Human Spiritualist (drowned channeler) 1
NG Medium Humanoid (human)
Init +2; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 15, touch 12, flat-footed 13 (+3 armour, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +6
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee unarmed strike +2 (1d3+2)
…dagger +2 (1d4+2/19-20)
Ranged telekinetic projectile +2 (1d6 bludgeoning)
…acid +2 ranged touch (1d6 acid) (1 splash)

Spells Known (CL 1st, Concentration +5)
1st—2/day—chill touch, cure light wounds
0—At Will—light, mage hand, mending, telekinetic projectile

------------------------------
STATISTICS
------------------------------
Str 14, Dex 14, Con 14, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 14
Traits Athletic, Unintentional Linguist
Feats Athletic, Improved Unarmed Strike
Skills Acrobatics +3, Climb +5, Knowledge (history) +4, Linguistics +5, Perception +5, Profession (pearl diver) +7, Survival +5, Swim +9
(0 points; 4 class, 0 INT, 1 race, 1 favoured class)
Abilities Etheric tether, knacks, phantom (drowned phantom), shared consciousness
Languages Common, Aquan, Azlanti

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Athletic (trait): You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony.
You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait (swim).

Drowned Phantom: A drowned channeler has a drowned phantom. A drowned phantom’s ectoplasmic body drips with water and seems to bleed off watery droplets even in its incorporeal form. A drowned phantom gains a swim speed of 30 feet in both forms and gains the water subtype in addition to the phantom subtype, meaning that it can use its natural slam attacks underwater without taking the penalty for bludgeoning attacks underwater. The drowned channeler’s etheric tether extends twice as far underwater, but only half as far above water. Additionally, the drowned phantom doesn’t grant any of the usual benefits while confined in the drowned channeler’s consciousness unless the drowned channeler is within 25 feet of an ocean, sea, lake, or other large body of water. Both forms of bonded manifestation grant the drowned phantom’s swim speed of 30 feet to the drowned channeler, and attacks from the ectoplasmic bonded manifestation’s tendrils don’t take the typical penalties for bludgeoning attacks underwater, as if the phantom itself made them.

This ability alters phantom, shared consciousness, etheric tether, and bonded manifestation.

Etheric Tether (Su): A spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 25 feet of one another (or 100 feet while underwater) for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is between 25-50 feet away from her (100-200 feet if underwater), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 50 feet away from its spiritualist (200 feet if underwater), or the incorporeal phantom is ever 25 feet away from the spiritualist (100 feet if underwater) or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

Phantom: A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A spiritualist can harbor her phantom in her consciousness (shared consciousness), manifest it partially (bonded manifestation), or fully manifest it.

A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours.

While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can’t return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life. A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche.

Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions. A phantom refuses to manifest in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed.

Shared Consciousness (Su): While a phantom is confined in a spiritualist’s consciousness and she is within 25 feet of an ocean, sea, lake, or other large body of water, it grants the spiritualist Skill Focus (intimidate, stealth). It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect.

Unintentional Linguist (trait): You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran. (Aquan)

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear dagger, acid (3), potion of cure light wounds
Possessions studded leather armour, backpack, bedroll, explorer’s outfit, grooming kit, mess kit, signal whistle, trail rations (2), waterskin

Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 39 lbs.
Money 7 GP 6 SP 10 CP

Background:

Ashlyn Orellis was born to an odd family. As long as any of them can remember they have been haunted by a ghost. The spirit of a poor, drowned man bonds with one member of their family and, upon their death, bonds with a different one. He bonded with Ashlyn when she was only four years old and previously had been bonded with her grandmother (Elizabeth). No one knows who the poor spirit is, why he haunts them, or what strange language she speaks, but it is presumed he died at sea. The poor sould desperately desires to return home, but cannot recall where it is, and so far no one in their family has ever figured it out.

Ashlyn and her family (parents: Marcus and Evangeline; elder brothers: Alamon and Ezekiel) live in Souston, a small coastal village up the coast from Almas. Most of her family are fishermen, but Ashlyn—like her grandmother before her—has always felt more at home in the water than on it, so she works as a pearl diver. Her best friend is Elizar, her poor drowned spirit friend, and she is always out exploring the region to try to help him find his home (where he constantly asks her to bring him). She hasn’t found it yet, but she hopes one day she will.

One day, while selling her pearls in Almas she caught sight of a ship, the Peregrine, leaving port, which caused Elizar to wail and grasp after the boat desperately. Ashlyn took it as a sign and has worked constantly to get accepted on the Peregrine’s next voyage, to the distant colony of Talmandor’s Bounty. After being lucky enough to be selected for the next wave of colonists, Ashlyn bid her family goodbye and set off across the ocean.

Appearance and Personality:

Ashlyn is a friendly young woman in her mid-twenties. She’s very fit and healthy, and loves to swim. Her hair is straight and black, which she wears very short to keep it out of her way. She’s used to being with Elizar at all times, and often talks aloud to him (even when he’s inside her head), which tends to make most people keep their distance. She doesn’t think this is odd or offensive.

Despite that Elizar can’t remember his past life or history, Ashlyn always seems to know things about the past she hasn’t otherwise learned, including the gibberish language Elizar speaks, and another the language of aquatic creatures.

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

Elizar:

Elizar
Male Phantom (despair)
NG Medium Outsider (phantom, water)
Init +2; Senses Darkvision 60 ft., Perception +4
------------------------------
DEFENSE
------------------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
…+1 deflection (incorporeal), +2 dodge (incorporeal), +2 natural (ectoplasmic)
hp 7 (1d10)
Fort +3, Ref +0, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft., Swim 30 ft.
Melee 2 slams +2 (1d6+1 plus miserable strike)
------------------------------
STATISTICS
------------------------------
Str 12, Dex 14, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Skill Focus (knowledge [arcana])
Skills Intimidate +5, Knowledge (arcana) +2, Spellcraft -1, Stealth +6, Swim +5
Abilities Link, manifestation forms (ectoplasmic, incorporeal), miserable strike, power from despair, share spells
Languages Common, Aquan, Azlanti

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Link (Su): A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn’t the spiritualist’s turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist’s connection to her phantom; as a result, the spiritualist and her phantom share magic item slots. For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conf lict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant. The phantom must possess the appropriate appendages to utilize a magic item.

Miserable Strike (Su): If the phantom hits a creature with a slam attack, that creature must succeed at a Will saving throw (DC = 10 + 1/2 the phantom’s Hit Dice + the phantom’s Charisma modifier = 12) or take a –2 penalty on attack and damage rolls for 1 round. This is a mind-affecting fear and emotion effect. Penalties from multiple hits don’t stack with themselves.

Power from Despair: The phantom gains a +2 bonus on attack and damage rolls against creatures that are shaken, frightened, panicked, cowering, or subject to effects such as aura of despair or crushing despair.

Share Spells (Su): The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom’s type (outsider). This ability does not allow the phantom to share abilities that aren’t spells, even if they function like spells.

Manifestation Forms When manifested it may be either ectoplasmic or incorporeal:
Ectoplasmic: When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities.

- Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

- Phase Lurch (Su): A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Incorporeal: When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype, including a deflection bonus to AC equal to its Charisma modifier. Since it isn’t an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can’t attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.

Background:

Elizar is a tall, thin man with long black hair and black, empty eyes. He looks horribly sad and often speaks in a wail. He appears to be soaked, and constantly drips water (real or incorporeal) in all his forms. Elizar is incredibly mournful, though he cannot recall why. Elizar is driven to return to his home—although he cannot recall where it is or express how to get there. He has been urging Ashlyn to bring him there since she was four years old.

In life, Elizar was an Azlanti wizard who died during the destruction of his empire. A few of his relatives survived and eventually they became gillmen. In time some of his descendants interbred with humans in what is now Andoran. Elizar has haunted his descendants through the ages, both underwater and back on land.

Elizar remembers his past life only in bits of shattered memories. All memories made while bonded with his descendants fade shortly after their deaths, as such the various ages and places he has ‘lived’ through are a confusing blur.

Thank you for your consideration.


Talomyr checking in with my submission, Celeste Naevirion - Half-Elf Crypt Breaker Alchemist and member of the Pathfinder Society (Don't tell the Bountiful Venture Company that though...)

I will re-purchase her gear and pick a new trait if you have an issue with the rich parents trait. (See question above).

Thanks for the opportunity to submit an application.


I would like to apply with this character.
He will join as part of the pathfinder society.
A real tank with decent Damage output.
This char kind of depends on the rich partents trait.


Posting rate?


Hi all

I am the Archaeologist bard that the GM explained about in the OP.

All my stats/background/personality are shown under my alias.

Looking forward to playing!


meloriel wrote:
I'll be submitting a human spiritualist (drowned channeler) whose family has long been haunted by the spirit of a drowned man (actually an ancient Azlanti who drowned with the fall of his empire and has been trying to compel his distant descendants to return him 'home' for untold generations).

Great idea Meloriel - character looks really good.

Talomyr wrote:
@ GM Nikolaus 'the Grimm': I know a lot of DMs don't care for it, but how do you feel about the Rich Parents trait?

I won't ban it - it makes sense that people would make the extra effort on a trip like this, but there would be some re-balancing of the loot to ensure that things even out within the first couple of levels. So sure, but you won't get much tasty loot for a bit until the wealth balances a bit more.

Your submission looks good.

@Dien - good to see you again, you can't stop playing dwarves can you? ;)

Bastien wrote:

I would like to apply with this character.

He will join as part of the pathfinder society.
A real tank with decent Damage output.
This char kind of depends on the rich parents trait.

See my answer to Talomyr above regarding Rich Parents.

@Ancient Dragon Master: about 5 posts a week I'd hope. On a personal level I run a game on Wednesday night so I usually don't get online to check my games then, but I can usually get at least 1 post up over the weekend so it balances.

@Kevin: not at all, feel free to apply - I've played in plenty of games I've read and had other people do so too. As long as you don't get too mate-gamey I don't have a problem with it.

RPG Superstar 2009 Top 16

After reading through the Player's guide, my interest is peaked. Considering a ranger.


I'd love this.

As it stands I'm looking at making an Undine Cavalier using the Daring Champion archetype and the Order of the Eel.

The basic idea is that the character would have discovered he is different at a very early age, despite looking like a normal human boy.

How he figured out he wasn't human:
He tripped and fell off a cliff into the sea while playing on the coast. Once in the water he quickly discovered he could swim, despite never being taught how to. As a six year old boy this amused him to no end and he spent hours just swimming.

Things became quite a bit more stressful when the tide came in. Suddenly the waves swept him up against the rocks and tumbled over him. Incapable of scaling the almost vertical cliffs he panicked. He suddenly realised he had wasted his time having fun instead of finding a place where he could get on land and now he'd drown.

Yet the moment he had to give in to the exhaustion and his lungs filled with water he made another discovery: he could still breath!

Too tired to swim to shore he tied himself up in the seaweed along the coast and fell asleep. He awoke when the time for low tide arrived and he leisurely swam to a place where he could get ashore.

The idea is that the character feels a bit torn between the land and the sea and between both his landbound and his aquatic friends (he has some locathah buddies that live south of Almas). He recently joined the Eagle Knights in hope of becoming a Gray Corsair and would grab the Eagle Knight Recruit trait (with a rapier instead of a longsword).

RPG Superstar 2015 Top 16

GM Nikolaus 'the Grimm' wrote:
@Dien - good to see you again, you can't stop playing dwarves can you? ;)

I DO really like dwarves. >___> But I don't play them exclusively, I swear!


Cuàn wrote:

I'd love this.

As it stands I'm looking at making an Undine Cavalier using the Daring Champion archetype and the Order of the Eel.

The basic idea is that the character would have discovered he is different at a very early age, despite looking like a normal human boy.

** spoiler omitted **

The idea is that the character feels a bit torn between the land and the sea and between both his landbound and his aquatic friends (he has some locathah buddies that live south of Almas). He recently joined the Eagle Knights in hope of becoming a Gray Corsair and would grab the Eagle Knight Recruit trait (with a rapier instead of a longsword).

Interesting idea Cuan - why would he be on the Peregrine?


GM Nikolaus 'the Grimm' wrote:


Interesting idea Cuan - why would he be on the Peregrine?

It's threefold really. First it is the part of being an Eagle Knight. He expected he'd be able to join the Gray Corsairs straight away but he has to undergo even more training before then. This is a major let down as that means more time away from the sea and from the excitement of life outside a military school.

Second is the sense of adventure. It is new, grand and offers opportunities that can't be gained elsewhere. The chance of meeting new and interesting people is a great draw for him (part of being in the Order of the Eel I think).

Third is just the sea. Being on a ship sailing the waves is all he ever dreamt of. Living on an island isn't bad either.

Liberty's Edge

Dot! I have an Undine Hydrokineticist that never saw a game; I'll get around to giving her a background.


this character is my submission for this game.. undine watersinger bard... because someone has to tell the story! Just needs a few things like a feat and background and equipment list finalized.


Hey Nikolaus, curious. This is going to be a PBP game?

Paizo Employee Organized Play Line Developer

Evelyn Goldwall wrote:

Hi all

I am the Archaeologist bard that the GM explained about in the OP.

All my stats/background/personality are shown under my alias.

Looking forward to playing!

Love your character, Evie! I've always had a soft-spot for bards and yours looks like a blast.


Alkendor wrote:
Hey Nikolaus, curious. This is going to be a PBP game?

Yep. :)

@Sapiens: awesome - I have a soft spot for hydrokineticists myself :)

@Fleur - nice character, I'll take a proper look tomorrow!


I'd like to submit my character: Tobias Heltshorn

Backstory:
Tobias' mother and father were explorers. Both having been born into affluent families and both rejecting the riches that were their birthright in exchange for the chance to discover new vistas. When Marta became pregnant the couple slowed down... for a few years anyway.

Truth be told, by the time Tobias was five he had already been on two continents and in a half a dozen countries. Marta and Cranston were always on the forefront of exploring new territory, be it a newly discovered ruin or a legend of some mysterious monster in a mountain pass.

It was no surprise to anyone in either of their families when is was discovered they had left Tobias to study with a druidic circle while they went on a particularly dangerous journey out into the Arcadian Ocean. What did surprise everyone was that they never came back. Storms on the high seas swept both of the veteran explorers overboard.

The mission however, was a success the island of Ancorato was discovered and the Bountful Venture Company has begun to settle the island. Hoping to discover what happened to his family, Tobias and his uncle applied to colonize the settlement. His uncle went ahead on the first ship but Tobias was only accepted into the second.
Biding his time until the Peregrine set sail he has focused on training his skills with the druidic circle he was left with.

Character details:
I have both a wildshape druid and a casting druid built for this depending on what the party needs.

Appearance:
Toby is a slightly unruly looking youth, his chin length hair rarely more kempt than to being put up in a ponytail. His eyes are blue with the typical Taldan bronze skin.


This is the crunch for Elizabeth Ardoc, on the run daughter from the Ardocs in Kaer Maga and seeking a new life.

Liz:

Full Name : Elizabeth Ardoc
Race: Human

Classes/Levels Wizard (Skill points)

Gender f

Size M

Age 18

Special Abilities :

Alignment: NG

Deity Brigh

Location

Languages Common,Dwarf,Dragonic,Abyssal,Celestial,Azlanti

Occupation : Aspiring golem crafter

Strength 10
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 12 (+1)
Charisma 14 (+2)
Height: Weight: Hair: Blonde Eyes: Blue
Favored Class: Wizard
EXP:
Hit Points: 11
Spd: 30
Init: +5
AC: 11( armor shield)/Touch 11/FF 10)
BAB: +0
CMB: +0
CMD: 12
Saves: Fort +2 Ref +1 Will +3

Weapons:
Club +0 1d6
Light Crossbow 1d8 19-20/x2 80 feet

Skills: 8/Level(2 class INT+4 Race+1 FCB+1)
Perception (1+1)2
Know-Arcana(1+4+3+1)9
Know-Engineering (1+4+3+1)9
Spellcraft (1+4+3)8
Know-Planes (1+4+3)8
Swim (1) 1
Profession-Engineer (1+1+3)5
Craft (armor) (1+4+3)8

Background 2/Level
Know History (1+4+3+1) 9
Craft-Stonemasonry (1+4+3)8

Feats:Improved Initiative, Toughness(+3 HP +1 HP/lvl past lvl 3),.Scribe Scroll(Class)
Traits: Mathamatical Prodigy(+1 Know-Arcana/Engineering),Azlanti Scholar(Know-History Class skill)
Special Abilities:Bondeditem(Ring cast 1 spell known/day),Hand of Apprentice 7/Day +4 Hit

Equipment
Wizard's Kit (21)
backpack
bedroll
belt pouch
flint and steel
ink
inkpen
iron pot
mess kit
soap
spell component pouch
torches (10)
trail rations (5 days)
waterskin
Club
Light Crossbow
20 bolts
Potion of CLW
44 gp

Spells per day 3/3/
DC 14+level
0:Detect Magic,Light,Jolt
1(15)Magic Missle,Ray of Enfeeblement,Enlarge Person
2(16)
3(17)
Virtue:Elizabeth is devoted to advancing her knowledge so she can at long last build golems.
Flaw:Elizabeth despises mysogony and will be abupt and rude to such people.

Spellbook
0 All
1 Magic Missle,Ray of Enfeeblement,Mage Armor,Enlarge Person,Ant Haul,Charm Person,Alarm
2
3

Background:Elizabeth originally hails from Kaer Maga where she was born into the Ardoc family, a group of ruthless criminals who enforce their will through golems and other constructs. Elizabeth longed to be able to join her brothers in the golemworks but the Ardocs were male-dominated and Elizabeth was expected to be a 'good girl' and eventually marry for the benefit of the clan. Rebelling against this, Elizabeth stole money and supplies to flee Kaer Maga and ended up in Almax where she managed to
become an apprentice to a Pathfinder memeber. Hearing of the expidition to a new colony, Elizabeth decided this was the best chance for a new start and to
get even further away from the Ardocs and signed up for the second wave of colonists.


Background:

Malkior grew up on island off the coast of Andoran alongside his family. The Island of Karsin had a small Andoran Naval outpost. Malkior studied under his father for a time as a blacksmith proving himself competent in the craft.

When he was fourteen he found an old forgotten shrine to Pharasma which had been set up by some fishermen focusing on her aspect associated with water. This was to become a turning point for him, he felt drawn to it. Much to his family’s reluctance he determined to set out and further his study of Pharasma. Before he left his father gave him a rapier that had been in the family for a few generations.

Beginning his studies as a Priest of Pharasma Malkior began to learn a lot more about the wider world. The myths and legends about Azlant many most likely more fiction than fact enthralled him. He did a tour of duty in the Andoran Navy but truth be told it turned out rather uneventful save a run in with a Kelesh slaver vessel.

When he heard of the expedition Malkior jumped at the opportunity. He was more than a little crestfallen that he wasn’t chosen for the first wave of colonists, he had made friends with a few including the blacksmith.

However now as he stands on the Peregrine’s deck his mind’s eye looks towards the future and the possibilities. The opportunity to uncover lost knowledge about ancient Azlant and decipher secrets long forgotten, to set up a temple of his own and perhaps even in the early stages put the skills learned from his father to use. There’s opportunities there if he is daring enough to rise to the challenge.


Malkior Undine Cleric of Pharasma, NG
Hair: Black, Eyes: Green, Age: 22
Character Sheet:

Humanoid (Human), Native (Outsider)
Str 14-2, Dex 14+2, Con 13, Int 14, Wis 14+2, Cha 12
Str 12, Dex 16, Con 13, Int 14, Wis 16, Cha 12
HP: 10, AC: 17, FF: 14, Touch: 13, Fort: +3, Ref: +3, Will: +6
Blindsense 30ft in Water, Darkvision 60ft, Land Speed 30ft, Swim Speed 30ft
Traits: Resourceful (Campaign), Heirloom Weapon (Equipment-Rapier)
Feats: Weapon Finesse

Gear: 240gp
Bucker, Parade Armor, Mwk Backpack, Cold Iron Dagger, Alchemical Silver Dagger, Cleric’s Kit, Small Tent, Dagger x2, Rapier, 4gp

Skills:
Diplomacy 5=1+1+3, Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, Religion 6=1+2+3) Sense Motive, Swim =4(/12)=1+1+3-1(+8 against hazards), Spellcraft 6=1+2+3

Background Skills:
Appraise, Craft: Weaponsmith 7=1+2+3+1, Heal, Knowledge (Engineering, Geography, History 6=1+2+3, Nobility), Linguistics, Profession

Languages: Common (Taldane), Halfling, Aquan* -Since they normally automatically get aquan it's not on their bonus list of languages but it seemed reasonable.

Domains: Healing, Knowledge

Alternate Racials:
Mostly Human, Hydrated Vitality, Amphibious, Watersense


Would you consider third party materials? I've got an idea for a Soulknife, using the Living Legend Archetype, from Dreamscarred Press, who channels specific Azlanti with his powers, though he knows little of their origin.

I can provide necessary information, of course, if you're on the fence.


Here's my submission


Hey, GM Nikolaus 'the Grimm' so do you prefer GM Nikolaus or 'the Grimm' or just "Nikki"? Blast that's Mickey, oh well.

So I have this idea for a mooncursed human barbarian with the crocodile curse. He would be a professional tanner (a needed occupation in any burgeoning colony) who desires to get away from his past life.

Let me see what I can put together.

Grand Lodge

Application:

To whom it may concern,
I would like to apply for your current position as hunter/gatherer for the Bountiful Venture Companies 2nd go into Azlant. I grew up in the Sodden lands, My parents are a member of the Flock of Father Heveril once holy Paladin of Erastil. My mother and myself are hunters for the flock we provided a lot of the food and fresh water that keeps the flock alive. My father hunts the beasts that would threaten us and the Knights of Abendego who think to turn us into slave.
I must warn you that I have Undine heritage, my mother is Undine and my father human. I don’t feel this will cause issues with other crew and settlers but it may give me an advantage on patrolling and hunting around the water of the island. I am proficient with the bow and rapier, my tracking skills and dislike or any unnatural creatures is what has helped me to exceed at this job. Campaign trait is Seasoned Hunter, +1 dmg vs Aberrations.
I hope this finds letter finds its way to your desk soon.

Thank you,
Jinase Minnower

Character:

Jinase Minnower
Undine hunter (primal companion) 1 ( Pathfinder RPG Advanced Class Guide 26, 97, Pathfinder RPG
Bestiary 2 275)
NG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +7
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +3
Resist cold 5
—————
Offense
—————
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee rapier +0 (1d6/18-20)
Ranged composite longbow +3 (1d8/×3)
Spell-Like Abilities (CL 1st; concentration +1)
1/day—hydraulic push APG
Hunter (Primal Companion) Spells Known (CL 1st; concentration +4)
1st (2/day)— gravity bow APG, obscuring mist , summon nature's ally I
0 (at will)— detect magic , flare (DC 13), light, purify food and drink (DC 13)
—————
Statistics
—————
Str 11, Dex 16, Con 14, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot
Traits child of nature
Skills Acrobatics +1 (-3 to jump), Climb +2, Handle Animal +4, Knowledge (dungeoneering) +5,
Knowledge (geography) +5, Knowledge (nature) +6, Perception +7, Spellcraft +5, Stealth +5, Survival +7
(+9 to find food and water), Swim +10
Languages Aquan, Common
SQ animal companion (alligator named Finaleese), mostly human, nature training, primal transformation,
wild empathy
Other Gear armored coatAPG, arrows (20), composite longbow, rapier, 69 gp
—————
Special Abilities
—————
Animal Companion (animal companion (alligator named Finaleese)) (Ex) If no current companion,
summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider
(native).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve
animal companions.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Primal Transformation (1 minutes/day) (Su) As a swift action, activate eidolon evolutions on animal
companion (or self if companion dies).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swim (30 feet) You have a Swim speed.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy

Companion:

Finaleese
Alligator
N Small animal
Init +2; Senses low-light vision; Perception +5
—————
Defense
—————
AC 17, touch 13, flat-footed 15 (+2 Dex, +4 natural, +1 size)
hp 23 (2d8+7)
Fort +5, Ref +5, Will +1
—————
Offense
—————
Speed 20 ft., swim 30 ft.
Melee bite +4 (1d6+3)
—————
Statistics
—————
Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Toughness
Tricks Attack, Come, Down, Fighting, Stay
Skills Acrobatics +2 (-2 to jump), Perception +5, Stealth +6 (+14 in Water), Swim +14; Racial Modifiers
+8 Stealth in Water
SQ animal focus, come, fighting, hold breath
—————
Special Abilities
—————
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Come [Trick] The animal will come to you on command.
Fighting [Trick] The animal has been trained to fight.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Swim (30 feet) You have a Swim speed.


Evelyn Goldwall wrote:

Hi all

I am the Archaeologist bard that the GM explained about in the OP.

All my stats/background/personality are shown under my alias.

Looking forward to playing!

If by some miracle I am selected for this game, Evelyn and Celeste are either going to be the best of friends or absolutely hate each other based on similarities...

Shadow Lodge

Dotting. I'll start working on a character shortly... :)


1 person marked this as a favorite.

Dotting. What Morphling said...

;)


GM Nikolaus 'the Grimm' wrote:
meloriel wrote:
I'll be submitting a human spiritualist (drowned channeler) whose family has long been haunted by the spirit of a drowned man (actually an ancient Azlanti who drowned with the fall of his empire and has been trying to compel his distant descendants to return him 'home' for untold generations).

Great idea Meloriel - character looks really good.

Talomyr wrote:
@ GM Nikolaus 'the Grimm': I know a lot of DMs don't care for it, but how do you feel about the Rich Parents trait?

I won't ban it - it makes sense that people would make the extra effort on a trip like this, but there would be some re-balancing of the loot to ensure that things even out within the first couple of levels. So sure, but you won't get much tasty loot for a bit until the wealth balances a bit more.

Your submission looks good.

@Dien - good to see you again, you can't stop playing dwarves can you? ;)

Bastien wrote:

I would like to apply with this character.

He will join as part of the pathfinder society.
A real tank with decent Damage output.
This char kind of depends on the rich parents trait.

Awesome


Looking into making a Storm Druid for this! What are your thoughts on minor modifications to Racial Bonuses for the purpose of the Undine's "Water Affinity" racial trait? Would you be willing to allow its bonus to apply to other applicable domains (Storm, Aquatic, Oceans, Plane of Water, etc.)?


Tassadan wrote:
Looking into making a Storm Druid for this! What are your thoughts on minor modifications to Racial Bonuses for the purpose of the Undine's "Water Affinity" racial trait? Would you be willing to allow its bonus to apply to other applicable domains (Storm, Aquatic, Oceans, Plane of Water, etc.)?

That seems reasonable - go for it!

Robert Henry wrote:
Hey, GM Nikolaus 'the Grimm' so do you prefer GM Nikolaus or 'the Grimm' or just "Nikki"? Blast that's Mickey, oh well.

I think you just gave me a new theme song... :)

Joseph wrote:

Would you consider third party materials? I've got an idea for a Soulknife, using the Living Legend Archetype, from Dreamscarred Press, who channels specific Azlanti with his powers, though he knows little of their origin.

I can provide necessary information, of course, if you're on the fence.

I'll take a look, but dont get your hopes up - I'm not usually a huge fan of 3PP. Can I find it on the PFSRD?


You can find the Base Class [urlhttp://www.d20pfsrd.com/psionics-unleashed/classes/soulknife/]Here[/url] on the pfsrd, but the Archetype isn't quite so easily accessible. I'll send you a PM with some more info about the Archetype as soon as I get off work; it's simply a bit on the I convenient side right now.


Elandra is a young Taldan woman, slightly too tall for polite society.

Being the 4th child of the Grand-Proconsul to the Executor of the Zimaran River Defense, means Elandra is going to have to find her own way in life.

Tired of even the minor decadence her station allows Elandra has chosen to set off as far from civilization as possible and board the Peregrine to join the Bountiful Venture Company.

As a member of Erastil's faithful and a member of a minor Taldan house Elandra has both the skills needed to survive and explore and also the drive to help build a community and see long term success.

statblock:
Elandra
Female human inquisitor (monster tactician) of Erastil 1 (Pathfinder Player Companion: Monster Summoner's Handbook 7, Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +4 (+6 during surprise rounds); Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +2 (1d8+2)
Ranged longbow +4 (1d8/×3)
Inquisitor (Monster Tactician) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—bless, ear-piercing scream[UM] (DC 13)
. . 0 (at will)—detect magic, disrupt undead, guidance, read magic
. . Domain Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot
Traits deadeye bowman, - custom trait -
Skills Handle Animal +0, Intimidate +0, Knowledge (nature) +5, Perception +7, Ride +6, Sense Motive +7, Spellcraft +5, Stealth +6, Survival +6; Racial Modifiers +1 Perception
Languages Common, Polyglot
SQ eyes of the hawk, monster lore +2, stern gaze +1, summon monster I
Other Gear chain shirt, arrows (40), longbow, morningstar, mule, bit and bridle, blanket, feed (per day), riding saddle, saddlebags, 38 gp, 4 sp
--------------------
Special Abilities
--------------------
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Inquisitor (Monster Tactician) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
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.
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.
Summon Monster I (5/day) (Sp) Cast summon monster spells as a spell-like ability.

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

Mule
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear bit and bridle, blanket[APG], feed (per day) (2), riding saddle, saddlebags
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


I'm looking to get back into a Pathfinder game after a few years without picking up a d20, be it physical or digital. I'm considering submitting either a monk or an ancestors shaman, in either case a human with the Aquatic Ancestry alternate racial trait and a grandfather who turned into a skum after he died.

Would you be willing to allow me to slightly alter the background info of the Seasoned Hunter campaign trait? Mechanically it would remain unchanged, but it would be more appropriate to call it Seasoned Fisherman for the character background I'm considering.


I'm not submitting, just popping in to wish everyone luck! I'm in one of DM Brainiac's groups and it's been great fun so far, though we're still pretty early on. And a special hat-tip to Evelyn, since I'm playing an Archaeologist in that game, myself! All the Knowledge skills are coming in super-handy, lemme tell ya.

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