| katataban |
This is the recruitment thread for the Taldan faction of Conquest of paradise. For more info see: http://paizo.com/campaigns/conquestOfParadiseGeneral/recruiting&page=la st
Additional character creation info:
Races: phb core races are allowed, anything else, please put to me for consideration.
Alignment: Any non-evil
| The Dread Pirate Hurley |
This is the recruitment thread for the Taldan faction of Conquest of paradise. For more info see: this thread
Additional character creation info:
Races: phb core races are allowed, anything else, please put to me for consideration.
Alignment: Any non-evil
Link added.
| Ash.. |
Thinking about an elven eldritch knight. Probably Wizard/Warder or maybe magus or paladin/sorcerer. Maybe with a bow. Some flavor
Robyn Adara Redflight is an elf. Robyn Adelaide Redsign is a merchant. Robin Achilles Redding is a noble. Rob Able Red is a notorious bandit captain. Robys, daughter of the house Edassiril is not to be adventuring, and certainly not leading a Taldoran army of exploration.
Good thing the leader of this expedition is Robert Adesil Redhair.
More to come
| Ash.. |
Settled on Eldritch Archer Magus
Robys Eldassiril
Elf magus (eldritch archer, hexcrafter) 1 (Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Magic 9, 48)
CG Medium humanoid (elf)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +1
Immune blindness, dazzled
Weaknesses
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
. . quarterstaff +2 (1d6+3) or
. . wooden stake +2 (1d4+2) or
. . wooden stake +2 (1d4+2)
Ranged paueliel composite longbow +4 (1d8+2/×3) or
. . sling +3 (1d4+2)
Special Attacks arcane pool (+1, 4 points), spell combat
Spell-Like Abilities (CL 1st; concentration +1)
. . At will—light
Magus (Eldritch Archer, Hexcrafter) Spells Prepared (CL 1st; concentration +4)
. . 1st—color spray (DC 14), silent image (DC 14)
. . 0 (at will)—detect magic, disrupt undead, ray of frost
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Statistics
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Str 14, Dex 17, Con 12, Int 16, Wis 8, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Breadth Of Experience[APG] (+2 on know/prof/craft may make untrained)
Traits magical lineage(Snowball), sacred touch, treasure mapper
Skills Acrobatics +0 (-4 to jump), Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disguise +4, Knowledge (Any via Breadth of Experience) +5, Perception +5, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +7, Survival +3 (+5 to navigate using a map or chart), Use Magic Device +4;
Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ hex arcana, lightbringer, pride, ranged spell combat, ranged weapon bond
Combat Gear Added to spellbook grease, mount, true strike (45gp), scroll of infernal healing, oil (4); Other Gear chain shirt, arrows (20), barbed arrow (20), dagger, Bonded Item: paueliel composite longbow (+2 Str), quarterstaff, sling, wooden stake[APG], wooden stake[APG], bedroll, belt pouch, buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), ink (2), inkpen (2), journal[UE] (2), leather paring knife (0.5 lb), leather straps (0.4 lb), masterwork backpack[APG], measuring cord (10 ft.) (2), metal polish (0.3 lb), paper (10), powder[APG] (2), sack, scroll case, sewing needle, signal whistle, silk rope (50 ft.), soft cloth (0.1 lb) (2), spell component pouch (2), spellbook, compact[ARG], string or twine[APG], thread (50 ft.), trail rations (7), waterproof bag[UE], waterskin, wrist sheath, spring loaded, 5 sp, 4 cp
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Encumberance
With Backpack Carried: 83/200, Medium Load (Max Dex +3, -3 ACP) - All penalties already applied
With Backpack Dropped to Ground: 51/200, Light Load (No penalties)
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Special Abilities
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Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Hex Arcana You can substitute Hexes for Magus Arcana.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Weapon Bond (- Custom / magic weapon - [Str +2]) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Heroes of the Streets for the Eldritch Archer Archetype and cat burglar's kit.
Ultimate EquipmentPathfinder's kit, Chronicler's Kit
People of the NorthSnowball spell.
Pirates of the Inner SeaTreasure Mapper
Inner Sea World GuidePaueliel
[u]Changes if a source is objectionable[/u]
Archetype:If you dislike the archetype I'll probably change classes out of magus to keep the archery gish plan. This is the biggest change, and would probably result in being a wizard/warder into eldritch knight. Although the fluff of the character would be similar, she'd be a straight wizard to start, and play very differently through the early levels as a result.
Equipment: It's easy enough to replace equipment with different stuff, I tried to suit the 'strange new location' theme by having enough provisions to look like we'd packed to map things.
Snowball: In the same fashion it's not impossible to take a different path for a ranged spell to use with ranged spellstrike, including the usual shocking grasp (via reach spell) or the old school magic missile, snowball was just simpler and I haven't used it before.
Treasure Mapper:This trait gives survival as a class skill, and fit with the flavor of 'Robys has done a bit of everything instead of what her parents want her to.' If disallowed I'd probably just cut the trait and the drawback Pride.
Paueliel:I wanted a way to make Robys's arcane bonded bow obvious compared to other bows without having a huge impact on her effectiveness (positive or negative). Unless you plan on sundering bows a lot, I doubt it will come up. I'd probably just drop it entirely.
Houserule request If you're not looking for a gritty magical vietnam feel, can I get mending on the magus spell list so we can avoid tracking arrows? Disregard if the goal is privation in the wilderness obviously.
| katataban |
@Zayne. I normally don't allow third party, but if the concept is good I'll look into it. As for number of players, Taldor so far has two certain applications plus a few interested ones. Also, some of the people on the other tables might switch if not picked. So I reckon I'll have at least 4 or 5.
@Thunderbird. Yes, part of the game is Kingmaker based. If you follow the link to the general recruitment thread, there is a bit more info there. But feel free to ask anything that isn't clear.
| thunderbeard |
Okay, let's see. What's iconic about Taldor?
-Lion Blade Bards
-Ulfen Guardsmen
-Buckler/Falcata Fighters
-Inquisitors (primarily Abadar?)
-Noble Scion PrC
I'm having too much fun with the Weapon Master's Handbook, so I think I have to make a Weapon Master Fighter, TBD on whether or not he'll go Ulfen Guard later. (if you think the campaign will get to level 4 or 5 in a reasonable period of time; otherwise this character might not be tons of fun if everything stays at extremely low levels)
So, oh, I dunno, Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10. Heavy Shield, Chainmail, Falcata. Power Attack, Exotic Proficiency: Falcata, Iron Will. Traits: Principled + TBD. Skills: TBD if I can think of a background.
@Gip: Taldor is NOT known for its tolerance. A goblin would unlikely be an intentional member of the expedition, especially since back in Taldor people would probably throw rocks at him and scream—but as a stow-away or native of the new continent might be more welcome, especially if he's charming.
| Ash.. |
So it sounds like we have the start of a classic party - 1 front line, 1 ranged. Just need to find a divine and round out our front line with a skirmisher.
Oh and since herolab failed to export it, here's Robys spellbook.
0: All cantrips
1: Burning Hands, Color Spray, Grease, Obscuring Mist, Shield, Silent Image, Snowball, True Strike.
Since the game is looking likely to start I'll make an alias shortly.
| Sam C. |
I have come to this land to win advancement for my family, renown for myself, and glory for my homeland.
I am Marcusic of Kozan, son of Gabrellius of Kozan and Hildrid Ingirsdottir of Battlewall in the far north. Half Ulfen and half Taldan, both sides of my heritage call me to seek my fortune here.
Pathfinder AND Play-by-Post newbie here, courtesy of the Humble Bundle. I'll giving the skald a try. The point buy makes stats a wee bit tight, but I've come up with this (after racial mod is applied):
Str 14, Dex 13, Con 12, Int 14, Wis 10, Cha 16
For skills, I'll be taking Diplomacy, Intimidate, Knowledge (local), Peception, Perform (sing), Spellcraft, Survival, and Use Magic Device. Versatile Performance will also let me handle Bluff and Sense Motive soon enough.
For the first few levels, I'll add a new Knowledge skill, appropriate to the campaign or party need, until I have 4 total to work up for subsequent level increases.
The big draw of the skald for me is the raging song and it's buff potential. Katataban has cleared Extra Rage Power to work across all allies when used with inspired rage, so I'll (eventually) be bringing the party the glorious power of the Spirit Totem line, the Superstition/Witch Hunter combo, three Improved Damage Reductions, and a Linnorm Death Curse to spit in our enemies' eye when they think they've won. I'll round things out with some light fast healing thanks to Greater Skald's Vigor and some crowd control with feat-boosted dirge of doom.
| Zayne Iwatani |
Leon was born a gifted fighter. Strength, skill, intelligence. He had it all. The only thing he lacked was ambition. For the most part, he appears extremely apathetic and dull. He avoids fights when he can but when one breaks out he attempts to end it quickly. It is because of these traits he was selected for the mission to the new world. He is an exceptionally talented fighter but also no threat to the nobles because of his lack of ambition. Or so they think. Once out from under the stifling rule of Taldor society he may change. He may become a great force of equality and justice. He may fight against the control of a nation that undermines 99% of its population. Or he may just take a nap. He's a bit of a wildcard but possibly worth the gamble.
Str 18, Dex 12, Con 14, Int 14, Wis 10, Cha 8
Zweihander Sentinal Warder using a Fauchard. Mostly built for defense and damage with a minor in tripping.
| Sam C. |
Houserule request If you're not looking for a gritty magical vietnam feel, can I get mending on the magus spell list so we can avoid tracking arrows? Disregard if the goal is privation in the wilderness obviously.
Once the game gets going, I'll be taking mending as my skald's next cantrip, and would presumably not mind sharing with my fellow Taldans, so this might not be an issue.
| Sam C. |
Ooh, played a Spirit Totem Skald and loved it! Sounds fun (although Linnorm Death Curses have always felt underwhelming).
I have contemplated other choices in lieu of the death curse. However, most of the interesting options available require prerequisite rage powers, which I could fulfill with another Extra Rage Power feat, but at the expense of another useful feat from a very limited total.
And there is a flavor aspect to choosing a death curse. While my skald may be raised Taldan, he is half Ulfen, and striking his enemy with a curse out of pure spite as they lay him out sounds so very appropriate. Particularly since the death curse I chose is that of the Tor linnorm. Vulnerability to fire is good, but it's that permanent staggered effect that appeals most. Recurring enemies who triumph even one time over any party my skald is with will not be happy with their win >:D.
| Sam C. |
And here is my skald, all stated out, dewey-eyed, and ready to make his legend.
Male Human Skald 1 (20 years old, 6'4", 264 lbs., follower of Shelyn)
NG Medium humanoid
Init +1; Senses Perception +5
Languages Common, Kelish, Skald
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
HP 9 (1d8+1)
Fort +3 Ref +1 Will +2
Speed 30 ft. (20 ft. due to armor)
Melee longsword +2 (1d8+2, 19-20/x2)
Ranged shortbow +1 (1d6, x3)
Bard Spells/Day (CL 1st)
Cantrips: at will (DC 13)
1st: 1/day (DC 14)
Bard Spells Known
Cantrips: detect magic, prestidigitation, read magic, resistance
1st: cure light wounds, deadeye's lore
Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 16 (+3)
Base attack +0; CMB +2; CMD +13
Feats
Scribe Scroll
Skald's Vigor: While maintaining a raging song, Marcusic gains fast healing equal to the Stremgth bonus his song provides, starting the round after he begins the aong. If Marcusic stops maintaining his song, the fast healing ends, even if the effects lf his song persist.
Steadfast Personality: Marcusic adds his Charisma modifier instead of his Wisdom bonus to Will saves against mind-affecting effects. If he has a Wisdom penalty, he must apply both his Wisdom penalty and his Charisma modifier.
Traits
Mentored: +1 trait bonus to Perform (sing), +1 trait bonus when aiding another's skill check with any skill.
Oathbound: Once per day, may reroll a saving throw against a charm or compulsion effect. Must take the second result, even if it is worse then the original.
Worldly: Once per day when attempting a skill check for an untrained skill, can roll twice and take the better result.
Drawback
Family Ties: When a family member makes a request, Marcusic must fulfill it or take a -2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until he does what was requested or he succeeds at a DC 20 Will save, which may be attempted once per day at the start of each day. If his family is lost, or he loses contact with his family*, replace this drawback with the Doubt drawback.
*It doesn't specify in the drawback description how much time passes without communication before it is considered lost contact, so this is very much at the GM's discretion.
Skills Diplomacy +7, Intimidate +7, Knowledge (local) +7, Perform (sing) +8, Spellcraft +6, Survival +1, Use Magic Device +7
SQ bardic knowledge, raging song (inspired rage +1)
Possessions
Longsword, shortbow, 40 arrows, scale mail, heavy wooden shield, (remaining gear and encumbrance pending)
Special Abilities
Bardic Knowledge (Ex): Add 1/2 class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.
Raging Song (Su): Marcusic is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, Marcusic can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if Marcusic is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. Marcusic may learn bard masterpieces.
A raging song has audible components, but not visual components. Allies must be able to hear Marcusic for the song to have any effect on them. If Marcusic is deaf, he has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.
When Marcusic begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than Marcusic cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from Marcusic (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
| Sam C. |
Possessions cont.
weapon cord, shield sconce, belt pouch (with flint and steel, mirror), belt pouch (with coinage: 9 gp, 3 sp, 9 cp), spell component pouch.
Total weight: 57 lbs.
Backpack (with 20 gp, entertainer's outfit, 50 ft. silk rope, 6 days trail rations, 2 waterskins [full], iron pot, mess kit, fishing kit, whetstone, soap, bedroll, blanket, candle lamp, 10 candles, 8 torches, 2 sacks [empty]).
Total weight: 53 lbs.
Encumbrance
Light (57/58 lbs.) without backpack;
Medium (110/116 lbs.) with backpack.