The savage tide hits Arcadia

Game Master Scarletrose

Sasserine Map
Lotus Dragon GuildHall

Loot:

292 gold
Thieves' tools, masterwork
Unidentified Glamered Chainshirt
Set of flensing knives with ivory handling

Initiative:

Bedu
Rhagodessa
Cormag
Erick
Gavin
Ismaire
Tessa


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Shadow Lodge

Welcome to the Savage Tide recruitment topic.
Savage tide is an Adventure Path published by Paizo for D&D 3.5 and the Greyhawk setting (and with a pretty big chunk of Mystara attached to it)
For this campaign we will play in Golarion, the standard Pathfinder setting.
HERE you can find the Savage tide Player's Handbook for free (or buy an hard copy for 1$)
Of course there are several changes to adapt the setting to Golarion. So I will list all the changes you have to consider. There are quite a lot.

Gods:

All the gods mentioned in the Player handbook are changed into Golarion gods.
Wee Jas--> Nethys
Pelor --> Sarenrae
Fharlanghn --> Abadar
St. Cuthbert --> Irori
Olidammara --> Calistria
Kord --> Cayden Cailean
Osprem/Procan/Xerbo --> Gozreh
All the shrines you can see in the map are changed too.
Champion district
19: Shrine of Chadali
21: Shrine of Erastil
34: Shrine of Gorum
Cudgel district
25: Shrine of Soralyon
26: Shrine of Nivi Rhombodazzle
31: Shrine of Magrim
53: Shrine of Daikitsu
Merchant district
18: Shrine of Kofusachi
24: Shrine of Desna
29: Shrine of Hanspur
32: Shrine of Milani
37: Shrine of Gyronna
44: Shrine of Torag
58: Shrine of Gaidz
Noble district
2: Shrine of Eritrice
4: Shrine of Thoth
6: Shrine of Shelyn
15: Shrine of Picoperi
24: Shrine of Nalinivati
Shadowshore
2: Shrine of Sun Wukong
20: Shrine of Besmara
Sunshine district
4: Shrine of pharasma
28: Shrine of Iomedae
29: Shrine of Korada

Geography:

Sasserine is located in Arcadia. West of the inner sea region.
Here you can see it's position relative to the inner sea region.
Every time the guide refers to somewhere outside the Amedio region saying "in the north", it's supposed to be "in the east" referring to the inner sea region

History:

Sasserine is a little more than 500 years old.
Replace the whole history of the city with this version.
For 450 years after its foundation in 4148 AR Sasserine experienced phenomenal growth. In 4608 AR, Sasserine had it first conflict with Chelish slavers. Chelish wizards and clerics from house Thrune managed to destroy the stone bridge known as Teraknian's Arch and burned much of the waterfront before the defenders managed to repulse the attack. Over the next century, Sasserine would be variously assaulted by the Chelish navy and local tribes of giants and bullywugs once or twice a decade, so tempting were the vast plantations of coffee and spices the city protected. Yet with each assault, the soldiers of Sasserine grew more adept at defending their city. Teraknian's Arch was rebuilt and destroyed nearly a dozen times. The final decision to abandon the bridge entirely and leave it in ruins marks the only remaining physical scar from years of warfare.
Over the years, a line of lord-mayors descended from Teraknian ruled Sasserine in conjunction with advice from the churches of Nethys and Cayden Cailean. In the year of 4650 AR, Orren Teraknian ruled the city. For the first time in centuries, the church of Nethys was stripped of its power when fabricated charges of devil-worship led to the arrest, imprisonment, and even execution of its faithful.
Just as Orren's rule became unbearable, a great fleet of ships arrived -- representatives of The Grand Admiralty of the Fever Sea.
Promising an end to Orren's cruel rule, the invaders were aided in their assault on the city from within as the citizens rose up in rebellion. Orren Teraknian was overthrown and the Grand Admiralty claimed Sasserine as their own. Over the 50 years to come, Sasserine's resources were savaged. The Grand Admiralty pretended huge tributes, imposed harsh laws and kept Sasserine a secret from the rest of the world, hoping to hide the valuable port from invaders by destroying any references they could find to it. Ship captains who knew the route to the city were bought off or murdered. Sasserine suffered in these 50 years, but the underlying spirit of her citizens did not die.
Their prayers were finally answered in 4704 AR, when Celish privateers killed most of the Grand Admiralty navy holding Sasserine. The resulting turmoil threw Sasserine into chaos. Without the support of Bloodcove, the leaders of the city were overthrown in a fortnight.
In the decade since their emancipation, the people of Sasserine have rebuilt their city with astonishing alacrity, but they still work to restore their navy, to re-establish trade routes with lands to the east, and to heal the rift of hatred between the churches of Cayden Cailean and Nethys. Burgeoned by events in their sister city of Cauldron (which recently survived a disaster of its own), the city of Sasserine seems to be perched on the edge of glory.

Also, the local festival in Sasserine is no longer the Wormfall festival but the Locustfall festival, celebrating the closure of the worldwound (as it happens in the end of the Wrath of the righteous AP)
This is supposed to be celebrated nearly everywhere in the world. Also, the defeat of Deskari and the end of the Worldwound is known to anyone.
Before the fall, Deskari was known by the scholars as the Prince of Demons.

Local factions:

Every reference to the Scarlet Brotherhood, or the scarlet Embassy is replaced by Cheliax.
Sasserine is a multiethnic place, but lately, there are small groups of Chelaxians promoting ideas of Chelaxian ethnic supremacy. The Chelish Embassy is of course deemed responsible for that by many people. Those supremacist groups are small and have little influence anyway and are far from being a menace to the public safety.
Also, the Church of the Whirling fury patron, Gwynharwyf is not an Eladrin Paragon, but an Azata Empyreal Lord

Now... for the Character creation, here are the rules.

Creation:

20 point buy
- 2 traits, 1 must be one of the district feats described in the player guide (it will be treated like a trait)
- Average starting gold for class
- All Paizo material approved (with emerging guns)
- Core and featured races plus Phanaton race. Weird and exotic races are allowed but races like Drows, goblins, hobgoblins etc. may attract unfavorable reactions from the locals. Chelaxians are the majority but all human ethnicities are present in good numbers the city.
- 3rd party material is generally not approved, but you can try and ask for a specific class or feature provided that is available on d20pfsrd.com or another online resource available for free. I may consider it.
- Dumping stats is ok but not without consequences. Especially when it comes to Charisma. You would not be allowed to dump charisma down to 7 and act like The Fonz. If you plan to dump Charisma to 7 consider the following.
I consider Gollum from LotR a Charisma 3 character and Grima Wormtongue a Charisma 5 character.. So every point below 10 is a little step away from a regular guy and towards a sniveling pathetic guy, which sometimes makes for a great fantasy character, but hardly a cool guy or a leader.

Phanaton Race:

Phanatons possess the following racial traits.
• –2 Strength, +4 Dexterity, –2 Constitution.
• Small size.Phanatons are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
• A phanaton's base land speed is 20 feet.
• +1 natural armor bonus.
• Darkvision out to 60 feet.
• A phanaton has a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
• A phanaton has a +2 racial bonus on Fly and fly is always a class skill
• Glide (Ex): Phanatons take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 40 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
• Prehensile Tail (Ex): Phanatons have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
• Languages: Phanatons begin play speaking Common and Phanaton. Phanatons with high Intelligence scores can choose from the following: Elven, Goblin, Halfling, Sylvan
Racial Feats
Adept Tailfighter
Prerequisites: Phanaton
Benefit: you are able to wield a light weapon you are proficient with using your tail.
The tail can be used as an extra hand for Multiweapon Fighting and grants a Phanaton a +2 competence bonus on grapple checks and Climb checks.
Forest Empathy
Prerequisites: Phanaton
Benefit: You gain an empathic link with the forest surroundings, alerting you to danger before it arrives. This grants a Phanaton a +2 racial bonus on all saving throws while in a forest.
Spider bane
Prerequisites: Phanaton
Benefit: Phanatons are considered to be expert spider killers. When in combat with spiders and spider-like monsters, the phanaton gains all applicable bonuses of the Favored enemy class ability like a ranger of equal level.

Background:

I will need at least a brief background of your character.
Not every character must be a native of Sasserine, but all must be living in Sasserine for at least one year. They must live in one of the 7 districts of the city and their campaign trait must be a trait available for that district.
I will also need you to include one recent event that made you publicly known for either your martial prowess, diplomatic skills or skill at theft and infiltration.

I guess that's a lot to digest...
Let me know if you have any doubts or if you feel there is something about the settings that I did not cover and need to be converted to Pathfinder.

Silver Crusade

I am going to go for a phanaton umbral shadow sorceror


Dotting for interest. Thinking Bard (Savage Skald) or Witch (Scarred Witch Doctor).

Shadow Lodge

One note on Phanatons.
I included Phanatons because they were available in the original AP for D&D 3.5
I don't want anybody to get the wrong idea and believe that I included the Phanaton race because I absolutely want at least a Phanaton in the party or because they will cover an essential role on the campaign.
Having a party without a Phanaton is completely viable, also the contrary is true. I will gladly have a Phanaton in the party. 2 would be acceptable.
A full party made of Phanatons would definitely be a little too too weird to run.
So, don't be afraid to roll a Phanaton Character. But don't be too eager either, I doubt I will accept more than 2 phanaton in the party.

I will also add the answer I gave about a question on Phanatons in the interest check

Scarletrose wrote:
Finnegan Breckenridge wrote:
How are Phanatons perceived by other races?

They are considered a civilized race although a little bit on the feral side (outside human cities Phanatons are usually a tribal race)

As for halflings and gnomes, given the small stature, bigger races tend to not give Phanatons enough credit nor they do take them too seriously.
Anyway, when they live among humans they are usually considered bizarre but nonetheless full-fledged members of the society.

I'm thinking about recruiting 4 players. but I could go with 5 or even 6 if I feel there are many interesting characters that I don't want to cut out.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Dotting for interest. When do expect to make your selections?


Ok, going to do a random class this time.

I'm currently playing (and thus will remove from option) :

Paladin, Awakened Animal, Unfettered Eidelon, Rogue/Alchemist, Monk/Sorcerer, Monk, and Witch

1 : Barbarian
2 : Bard
3 : Cavalier
4 : Cleric
5 : Druid
6 : Fighter
7 : Gunslinger
8 : Magus
9 : Ninja
10: Inquisitor
11: Oracle
12: Ranger
13: Samurai
14: Summoner
15: Wizard

Random Class: 1d15 ⇒ 3

LOL, ok, that ought to be interesting in a sea adventure. :) Let me see what I can come up with.


Is this first-come, first-served? Or do you have a submission deadline?


looking to roll an invoker if possible (i'll send details via PM if you want) if that is not possible i'll roll up a sorcerer reskinned as a Chelish Warlock.

Regardless though I would like to use this feat, I am a skill point addict and this should have been in the core rules... http://www.d20pfsrd.com/psionics-unleashed/feats/open-minded. Do note that while technically psionic it can be used by everyone, regardless of psionic ability or not...


Question for the GM, are firearms allowed? If so, I think I've found my cavalier. :)

An Honor Guard Emissary Musketeer. No mount. :)

Shadow Lodge

pH unbalanced wrote:
Dotting for interest. When do expect to make your selections?
Tanner Nielsen wrote:
Is this first-come, first-served? Or do you have a submission deadline?

It is not first-come first-served. But I do not have a submission deadline yet.

I will wait to see the first entries and how much time people take to come up with a viable characters. I feel there are more informations to digest than in the average AP so I don't know how fast I can expect entries to come.
I will make sure to warn you guys at least 24 hours before I close submissions.
Also If someone dotted for interest before the closure I may give them some extra time if they feel they need it to flesh out their entry.


I may try the random method as well mdt. I'm currently a fighter, barbarian, magus, rogue, paladin, ranger, wizard.

1. Alchemist
2. Bard
3. Cavalier
4. Cleric
5. Druid
6. Gunslinger
7. Inquistor
8. Monk
9. Ninja
10. Oracle
11. Samurai
12. Sorcerer
13. Witch

1d13 ⇒ 9

Sea Ninja!

Shadow Lodge

mdt wrote:

Question for the GM, are firearms allowed? If so, I think I've found my cavalier. :)

An Honor Guard Emissary Musketeer. No mount. :)

Emerging Firearms.

So they are rare and only early firearms are available.
So yeah, they are allowed. but in some parts of the adventure you might have some problems upgrading your weapons (worst case scenario you will have to delay your upgrades and maybe opt to buy magic armor and wondrous items before high end magic firearms)

I also expect you to justify the firearms in your background. In Golarion firearms usually comes from Alkenstar. I expect you to come from Alkenstar, have traveled to Alkenstar or at the very least have known someone who came from there and introduced you to this bizarre and scarcely known technology.

Shadow Lodge

While I'm here and you guys are planning your characters... a little bit of suggestions for character creation.
These suggestions are mainly for the party so not every single one of you have to consider all of them. But I think is handy to know what roles a viable party should cover.

1)Diplomacy is essential. By essential I mean that there will be several instances where diplomacy will affect in a very direct way the success of the campaign. There are parts of the campaign where a maxed out diplomacy skill makes the difference between an easy victory and an almost guaranteed TPK. Of course you don't really need more than one party face, but you definitely want one.

2) Profession sailor can be useful. It's not mandatory but there is a lot of navigation, while there are NPCs available to cover for this skill is certainly a plus to have at least 1 party member with a good profession sailor skill since the only way to secure a maxed out profession sailor is maxing it out yourself.
The same goes for knowledge cartography.

3) Knowledge Planes will be very useful. Especially since this is a conversion, so there are details of the planes that will not be Golarion canonical and you will definitely never know without a good knowledge planes, not even by metagaming and searching your answers on pathfinder wiki.

4) Lawful stupid is not recommended. Lawful good is ok, Lawful good paladins will also be ok and will not risk to fall. But you will be expected to deal peacefully with some serious evil. All for the greater good in the end. But if your character is going berserk every time you perceive something vaguely evil the party is doomed.
Eventually, your party will have to set his priorities on long term good over immediate retribution.


can we be any alignment? Lawful Evil is what I'm thinking. Everyone has a different interpretation of Lawful Evil, I look at it as not necessarily Evil while obeying the law, but evil genius, the one pulling all the strings. Evil in a civilized manner.

Shadow Lodge

DoubleGold wrote:
can we be any alignment? Lawful Evil is what I'm thinking. Everyone has a different interpretation of Lawful Evil, I look at it as not necessarily Evil while obeying the law, but evil genius, the one pulling all the strings. Evil in a civilized manner.

Sure. Go for it.

The first time I ran this AP one of my players was a Disciple of Dispater.

As for the Lawful evil.
Lawful is a mindset. I think the Evil genius is a good concept for a LE

Do you want a Persian white cat to pet while you plot world domination? :P


I assume Invoker is an out, I have either a wizard or a sorcerer ready to go depending on GM preferences... How useful will the enchantment school of magic be in this campaign? Your position on the opened minded feat?


Not to bend to peer pressure or anything, but, I'll do the "roll a class method" too. These are only classes that I have not yet played.

1 - Druid
2 - Monk
3 - Ranger
4 - Sorcerer
5 - Wizard
6 - Alchemist
7 - Gunslinger
8 - Anti-Paladin
9 - Ninja
10 - Samurai
11 - Cavalier
12 - Oracle
13 - Witch
14 - Inquisitor

1d14 ⇒ 14 - Inquisitor of the seven seas it is. Challenge accepted!

Shadow Lodge

I will need to evaluate the invoker a little. (can you sand me a link to make sure the one I found is the same version you would like to play?)
As for the Open minded Feat. I would permit it on non-humans.
Basically the feat emulates an human feature. I would permit it to gain an extra skill point for a race that doesn't have access to that, but I won't allow it to further expand the already huge amount of skill points a human have.
With a human the only way to gain more skill points would be increasing intelligence or the favorite class option.


I have an idea for a summoner. He will essentially be a melee character, with the eidolon playing second fiddle as a sort of bodyguard. The summoner is kinda stupid (int 8) making the eidolon the smart one (int 9 with evolution to begin)

The eidolon will focus on the keeping the character safe, taking things like Bodyguard and In Harms Way and generally staying near him in combat. Outside combat it will be the one handling skills for its master.

Background I had this idea that the character is somehow important in the grand scheme of a much greater whole, and while he wont be the one to save the world himself, celestial beings have seen that his actions will play an important indirect role in things to come, possibly long after he himself dies. So he hasnt so much summoned the eidolon himself, as it has been sent to serve him and do its best to save him from himself.

For reference, its inspired by Abis Mal and his advisor from the Aladdin series, but good guys instead.

Im also curious about the deadline.

Scarletrose wrote:
..but I won't allow it to further expand the already huge amount of skill points a human have. With a human the only way to gain more skill points would be increasing intelligence or the favorite class option.

I dunno about "huge", its a difference of one per level. There is the human Feat Fast Learner, which lets you take both a skill point and hit point for favored class. Is that Feat then banned for this game?


No problem, and I'm imagining the pistol will be a secondary weapon, not a primary. I'm thinking an armored world wanderer, someone who's traveled the world and picked up something everywhere he went. So Alkenstar pistol, Tien armor, Sandpoint Rapier. Multiple languages.

Now, just need to get the race in my head.


Here is my submission, the idea of gliding between shipmasts while holding a wand in my tail sounds awesome

Shadow Lodge

Dimitrious Black wrote:
Here is my submission, the idea of gliding between shipmasts while holding a wand in my tail sounds awesome

Nice.

But if you actually want to use a wand with your tail I would ask you to take the Adept Tailfighter racial feat.

p.s. Actually I checked your BG. You seem to have included locations from the Forgotten realms. We are playing in golarion.


Inspiration OK, found this, I think I've found my inspiration pic for my character. :)


Witch Hunter, sweet. There is a fair chance its not specific to the setting, but the dude in that pic looks very much like he is an Empire Witch Hunter from Warhammer.


Scarletrose wrote:


Actually I checked your BG. You seem to have included locations from the Forgotten realms. We are playing in golarion.

Vale of the lost voices is in FR? Ok I changed it to a generic vale as I am none to familiar with golarion(suggestions are appreciated). I may take the adept tailfighter feat at 7th level

Shadow Lodge

On http://pathfinderwiki.com you may find all the information you may need

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

All right, I'm going to try something a little strange.

Kutsya is a Dwarven White-Haired Witch. She will have the Strength Patron, and a Crab familiar. Her focus will be battlefield control and buffs. My intention is for her to single-class, but a couple of levels of Monk are possible. Still need to put a background together, but she'll be a coastal dwarf (Saltbeard) from the Azure district, and will probably worship Ylimancha.

Now to start solidifying all of that...


OK, here's the crunch for Erick Bonestihl. I'll type up the background shortly and post it. Let me know if you see anything wrong with the build mechanically. Human racial traits are Skilled & Focused Study.

Crunch:

Race : Human
Gender : Male
Class : Emissary Honor Guard Musketeer Cavalier
Order : Order of the Tome

STR 14
DEX 14
CON 14
INT 12
WIS 12
CHA 13 (+2 Human)

Offense :
BAB : 1
Pistol : +3 1d8 (x4)
Dagger : +3 1d4+2 (19-20x2)
9-Ring Sword : +3 1d8+2 (x3)
Unarmed Strike : +3 1d3+2 (x2) (Lethal)
CMB : +3

Defense :
AC : 17 (10 (Base) + 5 (Kikko) + 2 (Dex))
Alternate AC : (10 (Base) + 4 (Armored Coat) + 2 (Dex))
CMD : 15 (10 + 2 (Dex) + 2 (Str) + 1 (BAB))
Fort/Ref/Will : +4/+2/+1

Feats :
Mounted Combat (Emissary), Gunsmithing (Musketeer), Skill Focus (Diplomacy),
1st Level (Improved Unarmed Strike)
(Note : Focused Study grants 2 additional Skill Focus feats at later levels)

Languages :
Common, Tien, Aquan

Skills (7) : 4 (Base) + 1 (Int) + 1 (Human) +1 (Favored Class)
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha) : +8 (1 (Rank) + 1 (Cha) + 3 (Trained) + 3 (Skill Focus))
Handle Animal (Cha)
Intimidate (Cha) : +5 (1 (Rank) + 1 (Cha) + 3 (Trained))
Knowledge (Arcana) (Int) : +5 (1 (Rank) + 1 (Int) + 3 (Trained))
Knowledge (Religion) (Int)
Linguistics (Int) : +6 (1 (Rank) + 1 (Int) + 3 (Trained) + 1 (Cavalier))
Perception (Wis) : +6 (1 (Rank) + 1 (Wis) + 3 (Trained) + 1 (Trait))
Profession (Sailor) (Wis) : +5 (1 (Rank) + 1 (Wis) + 3 (Trained))
Ride (Dex)
Sense Motive (Wis) : +5 (1 (Rank) + 1 (Wis) +3 (Trained) +2 (Trait))
Swim (Str)

Traits :
Suspicious Eye (Regional, +2 Sense Motive, +5 DC to be pick pocketed, May make AoO against pick pockets, +4 vs Feint)
Seeker (Social, +1 Perception, Class Skill)
Meticulous (Drawback) (-2 Penalty on Non-Trained Skills)
Hard-to-Kill (Combat) (Stabilization roll attempt at 1/2 penalty)

Equipment :
Pistol (Free)
Kikko (30gp)
Armored Coat (50 gp)
x5 Dagger (10 gp)
9-Ring Broadsword (15 gp)
MW Backpack (50gp)
10 rounds for Pistol (11 gp)
9 GP

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
mdt wrote:

OK, here's the crunch for Erick Bonestihl. I'll type up the background shortly and post it. Let me know if you see anything wrong with the build mechanically. Human racial traits are Skilled & Focused Study.

** spoiler omitted **...

You know, if you put your racial +2 in either STR, DEX, or CON, you could have the one you choose be a 15, and then have all the other stats be exactly the same.


I thought about that, but, from the description by the GM, we're going to be doing a lot of diplomacy stuff later. So I was thinking this was a good way to end up with a +2 to all physicals and at level 4 a +2 to charisma, with a +1 to int/wis. I figured the 14 Cha might come in handy later on.


Any date on when recruitment will close? Also what post frequency are you wanting? Finally, is Piecemeal Armour allowed?

I'm thinking a Fighter or Ranger of some sort.

Edit: Or maybe a Bard, Sorcerer, or Wizard after looking over the classes submitted so far...

Edit2: Any advice on building a Caster without using the Modular Spell Slot System?


Erick's Background:

Erick was born in the Cudgel sector of Sasserine, but unlike those of his generation, he was not destined to stay there. Erick's parents were minor, but wealthy, nobles. Unfortunately, they had mad enemies. Exactly who it was, Erick never found out, but his father was framed for treason, and their wealth taken away, his father hung, and his mother turned out on the streets.

His mother, unable to bear the shame, threw herself from the lighthouse onto the shoals below. Erick was left to the mercies of the city's orphanages, his family's dishonor slowly sending him to worse and worse orphanages, until he finally ended up in the Shadowshores, where no doubt he'd have grown up to be a criminal, had not fate intervened once again, perhaps to make up for it's last cruel touch.

Garvin Marshant, an Emissary of the Order of the Rose was working in the city, trying to broker a peace between two small kingdoms who'd agreed to Sasserine as a suitable neutral location. The Cavalier was in the habit of hiring street urchins for use in the cities he frequented, sending them on errands, asking them about local information, and watching people for him.

He hired the young Erick, and was impressed by Erick's quick mind and developing prowess. Hearing about his past from someone else, he took the boy on as a squire, and thus Erick went on an odyssey that would span the next 10 years, squire to Marshant.

They spent two years in Alkenstar, helping to avoid a major outbreak of violence in the area. It was while living here and working with Sir Marshant that Erick met Tendir Quickfingers, a young gnomish gunsmith. She found Erick's fascination with firearms charming, and the boys unceasing curiosity very gnomish. She even eventually taught the boy the forbidden knowledge of gunsmithing, and gave him a dragon-throated pistol as a fare travel present when he and his master left Alkenstar.

There was also a period of three years spent in Tien, working with the new Empress who had just won back the throne after several hundred years of there being no-one on the throne. During his stay there, Erick learned to use armor and weapons like none he'd ever seen before, but he still dressed like he was in Alkenstar, blending the two in a manner no-one had seen till then or since.

Finally, 18, Marshant took him to an Order Chapterhouse, to have him fully inducted into a Cavalier Order. But rather than sponsor him to his own order, the Blue Rose, Marshant sponsored him to the Order of the Tome, which was a much better fit for the questing mind of the young cavalier.

Erick found the Order of the Tome much more to his frame of mind than the Order of the Rose, and gained skills rapidly under their tutelage and training. His breadth of knowledge spread rapidly, and his training finally came together. He'd never been very good at animals, although he learned the minimum necessary to get by, even learning to fight from horseback (despite never quite catching on to how to convince them he was a friend).

Having completed his journeyman requirements, and now an official Cavalier of the Order of the Tome, Erick has returned to his birth city a much older, wiser, and calmer man than the angry and vengeful boy who left. Not that he won't look for those who ruined his family, but rather than burn the city down to do so, he plans to just demolish select bits of it as needed while earning a living.

GM? Is this good enough for you?

Shadow Lodge

Azaelas Fayth wrote:

Any date on when recruitment will close? Also what post frequency are you wanting? Finally, is Piecemeal Armour allowed?

I'm thinking a Fighter or Ranger of some sort. Edit: Or maybe a Bard, Sorcerer, or Wizard after looking over the classes submitted so far...

can't give a precise date for recruitment closure but definitelynot this week,probably around the end of next week. It also depends on how many fleshed out submission I get.

I would like to give everyone the time to work on a pretty good entry.

I expect at least a post per weekday. More wouldn't hurt but that would not be mandatory.

I never used Piecemeal Armour, but I'm reading about it and I can't find anything but negative feedback, I guess it's better not to allow those.
I would allow the concept of wearing mismatched pieces of armor as a pure aesthetical choice if you are interested, but I still would consider them one specific set of armour when it comes to statistics.


Fair warning, I have played through a fair deal of the adventure. However I don't really remember it that well. I can assure you that I won't allow any prior knowledge of the adventure that I might remember to effect my decisions. So if this is okay with you, I would like to put forth a character.

I'm currently looking at a Human Swashbuckler who enjoys spending his time in the arena as much as he does spending it out at sea.

With this thought in mind, I have a few questions to ask before I put forth his mechanics.

First, will the arena play a role in this game? Will we be allowed to enter it and take on challengers?

Second, if so, will we be using the Performance Combat rules?


The Problem a lot of People have with Piecemeal Armour is simply the fact that you can build a Suit of Armour equivalent/slightly better than Full Plate for a lot less. I find that the system is a little broken in higher treasure games but when you have lower Gold Count than WBL suggests then it helps a lot and make martials a lot more viable.

Otherwise no current questions. Though you might see a Ranger, Bard, and Wizard/Sorcerer all from me if that is okay.

EDIT: Okay figures the moment I actually look back over my characters I find a question I want to ask...

Around how much free time will we have for item crafting? Most of my Wizards end up using Crafting to make Scrolls, Wands, and Staves to aid in combat and when they aren't doing that they are willing to enchant the parties weapons.

Basically are Item Creation Feats viable or a waste of a feat?


Small change to equipment, forgot I need a gunsmithing kit.

Equipment
Pistol (Free)
Kikko (30gp)
Armored Coat (50 gp)
x5 Dagger (10 gp)
9-Ring Broadsword (15 gp)
Gunsmithing Kit (15 gp)
30 rounds for Pistol (33 gp)
22 GP

Shadow Lodge

@mdt: based on sasserine setting there are a couple of suggestions I would make.
These are only suggestions. make sure to work out things in a way you are comfortable with.

1) When the campaign will start Sasserine will have been a free city for roughly 10 years. before that Sasserine is pretty much isolated and out of everyone charts. I suggest to shorten the lenght of your odyssey a little bit to allow the liberation of Sasserine to occour, the knowledge of the existence of Sasserine to spread, and your return to the city (which should be at least 1 year long to know all the things you can read in the player's guide).
not to considider the distance. Sailing from Sasserine to the inner sea region is a matter of months even for the fastest ships. Almost a year if the winds do not cooperate
Before 10 years ago the only way for people to reach or exit Sasserine would have been to be smuggled through the great admirality blockades.
I suggest to shorten the journey by 2 or 3 years.

2) As said above, Sasserine is very far away from everything in the inner sea region. I feel the two small kingdoms at war would have a lot of trouble to reach Sasserine to negtiate peace.
on the other hand, if the intention is to give a reason for the order of the blue rose to appear in the city, there is a pretty nasty rivalry between the churches of Nethys and Cayden Cailean (the last lord of Sasserine before the occupation of the great admirality accused the church of Nethys of devil-worship and striped way every ounce of political power, leaving the churh of Cayden Cailean as the only church with polical inluence in Sasserine. The two churches are basically at war ever since).


Last question I swear: What of Middle Aged Characters?

EDIT: Sorry forgot to leave this here...

Quick Background of 'Dorn':

Adoryn 'Dorn' Ironsides is a slightly older man (Near Middle Age or if possible Middle Aged). He seeks magical knowledge and new discoveries. While travelling back to his home in Cheliax, from the Eastern Lands, he heard tales of a city on a far continent. Even though the stories were very embellished so he decided to travel there and see it with his own eyes. He secured travel thanks to a minor Nobleman with Mercantile 'Intrests' that he met and fought for as a mercenary during an incident in Taldor. That has been 2 years past.

He has made a living selling Scrolls and aiding people seeking Magical services for the last 6 Months since his supply of surplus coin has ran out.

Shadow Lodge

"The Lucky Halfling" wrote:

Fair warning, I have played through a fair deal of the adventure. However I don't really remember it that well. I can assure you that I won't allow any prior knowledge of the adventure that I might remember to effect my decisions. So if this is okay with you, I would like to put forth a character.

I'm currently looking at a Human Swashbuckler who enjoys spending his time in the arena as much as he does spending it out at sea.

With this thought in mind, I have a few questions to ask before I put forth his mechanics.

First, will the arena play a role in this game? Will we be allowed to enter it and take on challengers?

Second, if so, will we be using the Performance Combat rules?

about your questions.

1)of course. Actually I will still use 3.5 rules for affiliations. So if you will be interested in joining the Zelkarune's horns, winning gladiatorial matches in the arena makes you earn status, which in turn gives you special perks and discounts on equipment.

2) Lol, you guys are literally picking up all the optional rules I never bothered to read. I'll read the rules in the next days and get back to you on that.

also... would you mind to send me a pm to tell how far did you go in the Ap? at least for what you remember.
By adapting the adventure to pathfinder some things are changed of course. I would trust you to not use your knowledge of the Ap to metagame. I just want to get a vague idea about when would you start to be genuinely surprised by the events and how many changes you will find in the parts you already played that would throw you out of your game :)

Shadow Lodge

Azaelas Fayth wrote:
Last question I swear: What of Middle Aged Characters?

umh... no.

using age modifiers is a little too powergamey to me, everyone that choose to be old usually has no use for physical stats, they just gain a free bonus on their relevant stats.
I already run a powergame savage species.
the Goliath Saint Holy liberator/frenzied berserker killed the last boss with a single pounce charge.
I would like for the AP to pose a chllenge this time.

of course, for roleplaying/aesthetic reasons you can choose whatever age you want. but no modifiers,


Hmm, The funny part is that would have been a hindrance for this character... Was gonna go Evoker(Divination/Enchantment) and have him use Javilens and either a Shortspear or Staff with Cestus. Oh well that gives me a +1 to hit on both attack types and +1 HP.

Oh! How do you rule an attack with a Staff works? Would you have it count as a Club or Improvised Weapon? Was planning on him using a Arcane Bond(Staff) with Cestus instead of a Arcane Bone(Shortspear) and Cestus. And are you the kind where a Wizard gains proficiency in their bonded weapon for free? As in would a Shortspear Bond allow a Wizard to wield the bonded spear with proficiency but not any other shortspear.

Also the Item Creation Feats Question...


Thinking of a Strix (archer) fighter.

Shadow Lodge

Azaelas Fayth wrote:

Oh! How do you rule an attack with a Staff works? Would you have it count as a Club or Improvised Weapon? Was planning on him using a Arcane Bond(Staff) with Cestus instead of a Arcane Bone(Shortspear) and Cestus. And are you the kind where a Wizard gains proficiency in their bonded weapon for free? As in would a Shortspear Bond allow a Wizard to wield the bonded spear with proficiency but not any other shortspear.

Also the Item Creation Feats Question...

For staves I would consider them quarterstaves. If you want to make a custom staff, upon creation you may define if it's long enough to be treated as a quarter staff, or shorter and broader and be considered a club. it would never be an improvised weapon in any case.

bonded weapon doesn't grant you profiency. you would still get bonuses for carrying the weapon as usual but to use it as an actual weapon you would receive the malus for an unfamiliar weapon.

I didn't notice the item creation question. sorry.
Yes. there is definitely a lot of time to make items in the campaign. Actually, when it comes to give the players time to craft is the most craft-friendly campaign I know


No problem and that is wonderful news all around.

And my thought was something akin to a Herding/Walking Staff. That is a staff around 3 1/2 to 4 feet that is highly tapered and typically having a carved icon/totem in the thicker part near where one grasps it. This makes it more of a Club when used in defense.

Now this should be the <edit>Last Two</edit> questions I have, around what level should we end up and if we can craft an item could we start with the item at the crafting cost? E.G. Could I start with a Scroll of Mage Armour if I could craft it if I took a Take 10?

Sorry for all the questions just been a while since I played a wizard and typically like playing Non-Standard Builds. Though I guess this build might make more sense to some as a Magus Build...


Would it have made sense for Sir Marshant to be there as part of lifting the blockade? And if so, perhaps he stayed on trying to get the two churches to settle down to at least an armed truce? That'd drop it to say, 8 or 9 years, still keeping him young enough to be taken on as a squire, and providing enough time for the world hopping he's done so far?


I am most definitely interested in throwing this character into the gladitorial arena to test his mettle against his fellow participants in hopes of fame and fortune. And it is for this reason that I have chosen to take the adventure path's "Arena Blood" feat as one of his traits along side the social trait Memorable. This man seeks to catch the eye of those around him.

I will most definitely send you a private message with the various tidbits that I remember from my previous attempts to play through the game.

Shadow Lodge

@Azaelas you will end up with a 20th level character by the end of the AP
And sure, feel free to equip yourself with items you can craft taking a 10. you should point out in your sheet which items you created yourself at creation though. So I can keep track of it.

@mdt well.. the blocade has been lifted in a violent way by Cheliax. I guess Sir Marshant might have had a chance if he has any ties with Cheliax.
But in the end the resolution was not peaceful.
Every other nation is at least in a year of disadvantage when it comes to knowing the location and history of Sasserine.

@The lucky halfling. I will integrate performance combat rules.


Here is the profile for Octavius Fremont, Gladiator and Sailor Extraordinaire. His mechancis are currently listed within the profile and I will update it with his background later on.

Edit: I just saw your post. With that being the case, he might have a secondary weapon that he uses while in the arena.

Also, this is The Lucky Halfling's submission


Scarletrose wrote:
On http://pathfinderwiki.com you may find all the information you may need

Thanks for the link, I tweaked his background a little to fit into Golarion

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