Wardens of the Reborn Forge

Game Master dickie

Roll20 Link



I am looking to pick up two additional players for a Wardens of the Reborn Forge PbP. I already have two and a possible players, one (and the possible) are new to PbP and I'm looking to bring him/them up to speed. If you're interested post an application or link to your application here.

First a brief word on the module itself: it is a mid-to-high level module taking place in Alkenstar and the Mana Wastes. Firearms will show up, and magic can be...funky. Players should expect their characters to level two or three times over the course of the module.

Now, character building rules for applicants.

  • 20 point stat buy, apply stat increases from levels after purchasing base stats.
  • Create characters at level 12.
  • Any race/class from an official Paizo product is wide open, including Vigilante using most current playtest rules. No 3PP material will be considered under any circumstances!
  • 108,000 GP starting gold.
  • When purchasing equipment, please recall the "Only official products" rule.
  • Two traits from different categories may be selected.
  • A drawback may be selected for an additional trait if desired.
  • Do not roll hit points yet, instead note full HPs for 1st level, total Con bonus, and class hit dice. If selected, you'll roll the hps in the Discussion thread. I do apply a "No-Bad-HPs-Roll" rule where I only accept rolls that are half the die or higher.

Any questions, feel free to ask. Please be on the lookout for any additional material I might need to add, but this should be the proper starting point.


Interested. Probably build something with a firearm.


Any idea how long you'll be recruiting? I've got a number of applications out and, provided I don't make it into one or two, I'll definitely throw in fo this.


At least through the weekend. I think I'll set the cut-off for Monday at 8PM EDT.


Awesome, I'll definitely have an idea in that time. For now, count me interested (as it would be overly optimistic to think all of my characters will make it into their respective games).


What is needed?


Field is open at this moment. Hopefully the two players I know for sure will chime in before too long with some details.

Liberty's Edge

Is there PFS credit?


I have an idea for a barbarian based on a beloved character I played a few years ago at an actual table. Interestingly, that campaign ended at level 12. I'd have to change a couple of things, but nothing big.

Human, heart of the mountains, and Racial Heritage (Giant) for flavor. He was a Goliath (elder Goliath by story). I'll get the character thrown together better tonight, but I thought I'd pitch the idea.


Qstor wrote:
Is there PFS credit?

Afraid not.

Lantern Lodge

DM Dickie wrote:
Qstor wrote:
Is there PFS credit?
Afraid not.

Do you know you can run the game under house rules and still provide PFS credit to any players that want it. You just have to report it.


michaelane wrote:
Do you know you can run the game under house rules and still provide PFS credit to any players that want it. You just have to report it.

That's interesting. However I know next to nothing about PFS beyond what it is, essentially. Since I want to focus on sharpening my skills running PbP games and teach one or two friends a little about it, I'm not looking to add that particular responsibility to my to-do list this time through. Maybe the next time I run or play some PbP I will have educated myself further.


Although he hasn't posted here yet, one of the players that I'm introducing PbP to is planning a gnome shooter of some sort, possibly multiclassed with ranger or hunter. There is plenty of room around Alkenstar for gunslingers of various types, but he'd likely be going the experimental steampunkish route.


Dotting for interest, thinking of a rogue or alchemist.


Interested players, please take note!

These are a few things I forgot when creating the post yesterday but which potential applicants should be aware of. I apologize for forgetting them initially!

I will be using Roll20 to track combats and maps. While you don't actually need to use it yourself if you do not wish, using it will give you better control over your character in combat and help you see maps and handouts.

I generally check posts once or twice a day, and I expect players to check in at least a few times a week, if not daily, so if you're going to be going on vacation or a business trip or whatnot for an extended period of time, players should say so in the Discussion post.

PVP will NOT be tolerated. Sometimes an argument or fistfight might occur between rivals, but intentionally attempting to kill one another isn't going to fly with me.

I think that's all, but I reserve the right to add to this list in the future :P

Oh, one last thing, that potential player has indicated to me that he's interested and thinking about a bloodrager. The other player I have guaranteed a slot to is considering a spellslinger, but isn't for sure just yet. That means at the moment, healing of any sort is the biggest gap in the team. Primal magic affects divine casting just as it affects arcane, just to warn you.


Instead of spellslinger, I'm going Inquisitor.


I'm building a gunslinger/paladin. Trying to decide if he should be a divine hunter, holy gun, or just straight paladin


Here's most of the stats for the paladin I'm building.

He can fight, smite bad guys, and heal the party via lay on hands, channels, and items.

I still have to spend about 30k gold on a few items.

I'll finish him and build an alias for him if he meets with your approval.

Cole Redhand:

Cole Redhand
Half-elf gunslinger (mysterious stranger) 1/paladin (divine hunter) 11 (Pathfinder RPG Ultimate Combat 9, 51, 62)
LG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +22
Aura care (10 feet)
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+9 armor, +4 Dex)
hp 101 (12d10+25)
Fort +14, Ref +12, Will +10; +2 vs. enchantments
Immune sleep, disease
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 distance reliable pistol +13 (1d8+9/×4) or
. . double-barreled pistol +10/+10/+5/+0 (1d8+8/×4) or
. . pistol +12 (1d8+8/×4)
Special Attacks channel positive energy 4/day (DC 18, 6d6), deeds (deadeye, focused aim, gunslinger's dodge), grit (3), hunter's blessing, smite evil 4/day (+3 attack and AC, +11 damage)
Paladin Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect evil
Paladin (Divine Hunter) Spells Prepared (CL 8th; concentration +11)
. . 3rd—burst of speed[UC], fire of judgment[APG] (DC 16)
. . 2nd—fire of entanglement[APG] (DC 15), litany of righteousness[UC]
. . 1st—divine favor, keep watch, lesser restoration
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 14, Int 12, Wis 10, Cha 16
Base Atk +12; CMB +11; CMD 29
Feats Deadly Aim, Gunsmithing[UC], Point-blank Shot, Power Attack, Precise Shot, Rapid Reload, Rapid Shot, Selective Channeling, Skill Focus (Perception)
Traits armor expert, seeker
Skills Acrobatics +8, Bluff +7, Climb +7, Craft (firearms) +5, Diplomacy +10, Handle Animal +7, Heal +4, Intimidate +7, Knowledge (engineering) +5, Knowledge (local) +6, Knowledge (religion) +6, Perception +22, Ride +10, Sense Motive +6, Spellcraft +5, Survival +5, Swim +7; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven
SQ distant mercy (55 feet), divine bond, elf blood, gunsmith, lay on hands 10/day (5d6+5), mercies (fatigued, staggered), shared precision
Combat Gear wand of cure light wounds; Other Gear +3 mithral breastplate, +1 distance reliable pistol, alchemical cartridge (paper) (50), double-barreled pistol, pistol, amulet of bullet protection +2, belt of physical might +2 (Str, Dex), endless bandolier, ring of feather falling, ring of grit mastery, vestments of war, light horse (combat trained), 31,750 gp
--------------------
Special Abilities
--------------------
Amulet of bullet protection +2 Luck bonus to AC vs. firearm touch attacks.
Armor Expert -1 Armor check penalty.
Aura of Care (10 ft.) (Su) Self and allies in aura no longer provide cover for ranged attacks.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Distant Mercy (55 feet) (Sp) Use 2 lay on hands to heal an ally within the listed range.
Divine Bond +3 (11 minutes) (Su) Add bonus/properties to ranged weapon. Add distance/reliable/seeking to list.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hunter's Blessing (Su) Use 1 smite, all in 10 ft gain Deadly Aim, Precise Shot, & Imp. Precise Shot.
Immunity to Disease You are immune to diseases.
Lay on Hands (5d6+5 hit points, 10/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Paladin Channel Positive Energy 6d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Ring of grit mastery (2 at a time) If gain grit can store in ring. Use 1 for +2 Init, or use 2 for bullet shield.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs that foe.
Smite Evil (4/day) (Su) +3 to hit, +11 to damage, +3 deflection bonus to AC when used.
Vestments of war Robes act as divine focus and grant additional uses of channel energy, lay on hands, or fervor.


Not sure if I should extend that 8pm EDT deadline or keep it as is. At the moment I have only one player for consideration on the two open slots...so if you want in but have been procrastinating, I would recommend you either chime in asking for an extension or finish up a preliminary build for consideration! :D


OK, threw together a paladin.

Don't have much of an elaborate origin in mind. Keleshite who went to fight in the world wound, currently taking a vacation of sorts to recharge. I'll work on it more after I think about it some.

Rahim al Mutazi:

Aasimar (Keleshite) monk (unchained) 1/paladin (oath of vengeance) 11 (Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +23
Aura courage (10 ft.), resolve (10 ft.)
--------------------
Defense
--------------------
AC 33, touch 14, flat-footed 32 (+13 armor, +2 deflection, +1 dodge, +1 luck, +1 natural, +5 shield)
hp 100 (12d10+24)
Fort +18, Ref +12, Will +15; +2 vs. [evil], +2 trait bonus vs. charm, compulsion, and emotion effects, +2 vs. death
Immune charm, disease, fear; Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), fly 20 ft. (poor)
Melee +3 heartseeker adamantine temple sword +21/+21/+16/+11 (1d8+9/17-20) or
. . gauntlet (from armor) +18/+18/+13/+8 (1d3+6) or
. . unarmed strike +18/+18/+13/+8 (1d6+6)
Special Attacks flurry of blows (unchained), smite evil 4/day (+4 attack and AC, +11 damage), stunning fist (4/day, DC 17)
Paladin Spell-Like Abilities (CL 8th; concentration +12)
. . At will—detect evil
Paladin (Oath of Vengeance) Spells Prepared (CL 8th; concentration +12)
. . 3rd—blessing of fervor[APG] (2)
. . 2nd—bullet ward[ACG], resist energy
. . 1st—endure elements, lesser restoration (2)
--------------------
Statistics
--------------------
Str 23, Dex 10, Con 14, Int 10, Wis 12, Cha 18
Base Atk +12; CMB +18; CMD 32
Feats Angel Wings[ARG], Angelic Blood[ARG], Angelic Flesh (steel)[ARG], Dodge, Fey Foundling[ISWG], Improved Critical (temple sword), Improved Unarmed Strike, Power Attack, Stunning Fist
Traits principled, seeker
Skills Acrobatics -1 (-5 to jump), Bluff +2, Climb +6, Diplomacy +20, Fly +1, Handle Animal +8, Heal +5, Knowledge (nobility) +4, Knowledge (religion) +6, Perception +23, Ride -1, Sense Motive +5, Survival +1 (+3 to avoid becoming lost), Swim +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Kelish
SQ channel wrath, divine bond (weapon +3, 2/day), lay on hands 9/day (5d6), mercies (diseased, nauseated, sickened), powerful justice
Combat Gear jingasa of the fortunate soldier; Other Gear +4 comfort full plate, +3 heavy steel shield, +3 heartseeker adamantine temple sword, clear spindle ioun stone, belt of giant strength +2, cloak of resistance +3, eyes of the eagle, handy haversack, headband of alluring charisma +2, ring of protection +2, wayfinder, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 2,020 gp
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Angelic Flesh (Steel) +1 natural AC and your natural attacks count as cold iron.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.

This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 11 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fey Foundling Magical healing works better on you
Flight (20 feet, Poor) You can fly!
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lay on Hands (5d6 hit points, 9/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Nauseated) (Su) When you use your lay on hands ability, it also removes the nauseated condition.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Justice (Su) At 11th level, an oathbound paladin may spends one use of her smite evil ability to grant her allies within 10 feet the ability to smite evil, except they only gain the paladin's bonus to damage, not her smite's attack bonus or ability to bypass DR.
Smite Evil (4/day) (Su) +4 to hit, +11 to damage, +4 deflection bonus to AC when used.
Stunning Fist (4/day, DC 17) You can stun an opponent with an unarmed attack.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp


Since I'm having major internet issues tonight (currently using phone as a dangol and don't have much data to waste), I am extending the deadline to tomorrow at this time (Tuesday, 8pm EDT).


If buzzard wants to play a paladin, I can do a hunter instead.


Sorry, didn't notice your paladin, I can do something else. I have a gunslinger (crossbowman) built up I can use.

I'll use that (will take a bit since I had him at 13th, and will need to redo it for different money and ability score buy).


I'm good with the paladin then, I just have to spend some money on a melee weapon and some other gear.


Ok, switched to gunslinger bolt ace.

Simo Haya:

Simo Haya
Human (Kellid) gunslinger (bolt ace) 12 (Pathfinder RPG Advanced Class Guide 94, Pathfinder RPG Ultimate Combat 9)
N Medium humanoid (human)
Init +9; Senses Perception +22
--------------------
Defense
--------------------
AC 31, touch 25, flat-footed 21 (+4 armor, +2 deflection, +7 Dex, +3 dodge, +1 insight, +2 luck, +2 natural)
hp 100 (12d10+24)
Fort +14, Ref +19, Will +12
Defensive Abilities nimble +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 kukri +13/+8/+3 (1d4+1/18-20)
Ranged +2 seeking light crossbow +21/+16/+11 (1d8+9/17-20/×3)
Special Attacks deeds (bleeding wound, dead shot, distracting shot, gunslinger initiative, gunslinger's dodge, inexplicable reload, pistol-whip, sharp shoot, shooter's resolve, targeting, vigilant loading, vigilant shooter), grit (5)
--------------------
Statistics
--------------------
Str 10, Dex 25, Con 14, Int 10, Wis 14, Cha 10
Base Atk +12; CMB +12; CMD 38
Feats Clustered Shots[UC], Deadly Aim, Gunsmithing[UC], Improved Critical (light crossbow), Improved Precise Shot, Iron Will, Point-blank Shot, Precise Shot, Rapid Reload, Signature Deed[UC]
Traits fate's favored, highlander (hills or mountains)
Skills Acrobatics +22, Climb +8, Knowledge (engineering) +4, Knowledge (local) +4, Perception +22, Sleight of Hand +14, Stealth +23 (+25 in hilly or rocky areas), Survival +17 (+19 to avoid becoming lost), Swim +4; Racial Modifiers highlander (hills or mountains)
Languages Common, Hallit
SQ dare (), gunsmith
Combat Gear cold iron crossbow bolts (50), cold iron crossbow bolts (50), jingasa of the fortunate soldier, wand of cure light wounds; Other Gear +3 glamered silken ceremonial armor, +1 kukri, +2 seeking light crossbow, clear spindle ioun stone, dusty rose prism ioun stone, amulet of natural armor +2, belt of incredible dexterity +4, boots of the cat, cloak of resistance +4, efficient quiver, eyes of the eagle, gloves of reconnaissance, handy haversack, ring of protection +2, wayfinder, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 2,777 gp
--------------------
Special Abilities
--------------------
Boots of the cat When falling, always land on feet and take the minimum damage.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fate's Favored Increase luck bonuses by 1.
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Ioun stone (clear spindle) Sustains bearer without food or water.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
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.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Signature Deed (Deed: Sharp Shoot [Signature Deed] [Ex]) Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal acti
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

Simo is a Kellid from the Land of the Mammoth Lords. Usually his folk tend to focus on melee combat skills and riding of great beasts, but Simo was raised a hunter by his father and grandfather and trained to make every bolt count while hunting, since his lands are not really a hotbed of manufacture. Given the nature of the fauna present in his land, not to mention the occasional demon incursion, Simo learned to be a very skilled shot. A deadly sniper, often capable of ending a fight with the first shot, he came to have a reputation which stretched far and wide. Eventually he joined the Mendavian Crusade for a time, fighting to the demons closer to the World Wound. In due time he tired of the continued horror of that job, and went wandering to see the world. Being curious about these new firearms from Alkenstar he decided to visit the place. He quite doubts they will be compelling enough for him to give up his trusty crossbow.


Nigel Smith-Woolsey

Gnome Gunslinger (Expieremntal gunsmith) / Ranger (Trophy Hunter)
"Be a good chap, run in there and flush the beast out for me"


Well, that makes the selection process easy :P I guess single modules generate less attention. So drbuzzard and JoshB, go ahead and create your aliases. I'll be opening up a Discussion thread pretty soon.


OK, will do.


good enough


Ok, it's made.


Cole's alias


Howdy. Inquisitor of Gorum checking in. Will have crunch completed today.

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