AbyssDancer's Untitled Campaign

Game Master AbyssDancer



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Welcome all to the recruitment page for Ire of the Storm, a Pathfinder module set in the dark steaming jungles south of Sargava. The module takes a party from level 1 through to level 6 by the end - should the party survive that far to see it…

This recruitment is for a replacement character to join a party of four after a fifth member had to drop out. The game has been running consistently with a steady pace and great quality RP since early June 2017 (here's the link:Ire Of The Storm), and we'd like YOU to help take it the rest of the way !

The existing party have all reached level three, and are made up of Iradyiel, a naive half-elf barbarian, Chest-Thumper, a half orc druid with his armoured ape, Francis, Pious a deranged human Inquisitor of Aroden, and Aza, a burnt and traumatised human Oracle. What they are lacking is arcane spellcasting - specifically, some offensive ranged capability or area control. What we are really looking for though is someone who can deliver a high quality and reliability of RP posts. It is of prime important to us in continuing this great experience.

Here's the recruitment spec:

crunch:

CHARACTER CREATION
Classes: Core, Base and Hybrid plus Unchained Rogue are allowed. No third party content. No Summoners or Gunslingers. No others (don't ask!). Any Paizo archetype allowed.
Races: Core only, any Paizo variant racial traits allowed.
Starting Level: PCs will start at 3rd level.
Alignment: Any non-evil. No direct PvP conflict.
Ability Scores: 20 point buy.
HP: Max HP at 1st level, average round up thereafter.
Traits: two traits allowed from separate types
Skills: Background skill variant used, 2 background skill ranks per level.
Starting Money: As per core rules
Other: No firearms, no ‘unchained’ rules beyond UC Rogue.

Please, no posts asking ‘what about…?’ or ‘have you considered allowing…?’. These are the limits - please work within them.

Here's the recruitment fluff:

fluff:

Bear in mind that 'Ire of the Storm' is more jungle exploration than dungeon crawl. PCs aligned to nature and weather themes will fare well but are by no means necessary.

If you're interested in submitting a character, please include the following information in your profile:
1) Appearance
2) Personality
3) Background

I am particularly interested in your character’s motivation for being in the dangerous frontier lands in the steamy jungles of the south. Look, I'm not expecting an essay, just evidence that you've thought this through and have something we can all work with. I'll be judging people more on their history of gameplay postings than on oh-so-clever builds or novella-length backgrounds.

Here's the module intro - THE IRE OF THE STORM

Originally named ‘Pridon’s Grave’ by the local Song’o halfling tribes, the upstart town of Pridon’s Hearth is the newest colony of the nascent kingdom of Sargarva, pushing the country’s borders further than ever before into the damp and swampy jungles to the south. Answering a call from the local land-owner for a second wave of colonisation, the PCs were drawn by tales of long-lost temples and the abandoned riches of long-dead heretical cults.

However, since their arrival dark threatening stormclouds have been assaulting the town, and indeed the wider region. The colony's protective bastion, Fort Breakthrough, has been raided and the militia inside all slaughtered. The town itself came under attack from lizardfolk raiders in the midst of a terrifying unnatural storm. An exploration vessel, the Cobalt Eye, has now been twice wrecked on the coast, its first crew having been killed in the storm and reanimated by horrifying creatures from the plane of water.

Through all this a party of erstwhile heroes, the 'Papaya Knights', have struggled to protect the townsfolk of Pridon, but it is far from certain that this mixed group of heroes and chancers will be enough to shield the growing colony from raging tempests and hostile monsters. Dare you join them, and brave the Ire of the Storm?

******************

I will close recruitment no later than midnight GMT after the long Thanksgiving weekend. I can’t wait to see your submissions, and to have you join our shared adventure. Good luck - and importantly, whether you are successful or not, thank you for any time you commit on this thread !

GM Abyss Dancer


I’m interested. Give me a day or so to look at concepts.

Paizo Employee Organized Play Line Developer

Oh, interesting! Looks like you gave a great game going. I'll give this some thought and come back with an entry in a day or so.


Dotting. I'm feeling a Halfling right now, we'll see.


I approve of this:

GM AbyssDancer wrote:


I'll be judging people more on their history of gameplay postings than on oh-so-clever builds or novella-length backgrounds.

Ability to write a novel length backstory does not demonstrate the commitment necessary for PBP. Admittedly it is biased against newcomers to PBP, since everyone must start somewhere, but if you need to be harsh for a job to get done, it needs to be done.

I would look, but alas, I have duties I need to attend to and until they are settled, I will not be creating characters.

Grand Lodge

Dot...

Leaning towards a sorcerer or cartomancer witch. Let me catch up on the story before I build my character.


This is Ouachitonian, submitting Drystan, Lava Gnome Elemental (Fire) Sorcerer. Do you need something or someone set on fire? Drystan's your gnome. If not, why not? Fire is beautiful.

Why is he a Sir? Because I'm reusing a name-locked alias, mostly. Er, I mean, he saved a noble one time. From...something. Something bad. When I figure out the exact circumstances, I'll work it in.


Thanks for posting your interest all - I can't wait to see what your submissions look like!


Hello! I'd like to submit Blikx for consideration. She was originally made for a Rise of the Runelords pbp that fizzled out.

I need to level her up to 3, and tweak her backstory, but otherwise, she's good to go. You may see her information change over the next couple days as I complete her upgrade.

Dark Archive

At this point I've completed two PFS PbP sessions, and started the RotRL AP, so my posting history isn't too deep yet.

I have a human arcanist, Ferdrin Ternyth, who is fascinated with exploring how to wield raw arcane power. He found that most wizards at the arcane universities limited themselves too much with their strict adherence to "spells". He tends to be on the lookout for arcane mentors who share this frame of mind.

I wrote him up for a submission to a Greyhawk Age of Worms campaign where he ended up in Diamond Lake to try an apprenticeship with a specific well-known retired adventuring wizard. There were also stricter starting money rules and campaign traits, so I can adjust those things and rework the locations and persons in his background. If selected, leveling him up to 3 would be a snap.

Thanks for your consideration.


Well, you asked for it. :)

Vedic is an Evoker Wizard specializing in... well, I'm sure you know what evokers do. Vedic is particularly good at those things. Expect lots of boom.

As a player I'm a longtime vet of the PbP boards. I'm very reliable and dedicated to games I join. I'm easygoing, I write well, and I try to push the story forward or hook other characters into the action with every post.

The only thing missing right now is Vedic's backstory. I'm not exactly sure what fits best into your game. I'd love any kind of advice or inspiration you'd like to give.


I would like to submit Nathair Madu, the Nagaji First Mother's Fang Cavalier. If selected I would level him up to the appropriate level.

The Exchange

Oh Noes the famed DH is here!

*Slinks into a corner to hide*

Yeah I really should get to business...


Nathair Madu wrote:
I would like to submit Nathair Madu, the Nagaji First Mother's Fang Cavalier. If selected I would level him up to the appropriate level.

Sorry, my post above was clear: core races only, and we're in need of an arcane spellcaster. Nathair Madu doesn't work.

Dark Archive

PaleDim wrote:

At this point I've completed two PFS PbP sessions, and started the RotRL AP, so my posting history isn't too deep yet.

I have a human arcanist, Ferdrin Ternyth, who is fascinated with exploring how to wield raw arcane power. He found that most wizards at the arcane universities limited themselves too much with their strict adherence to "spells". He tends to be on the lookout for arcane mentors who share this frame of mind.

I wrote him up for a submission to a Greyhawk Age of Worms campaign where he ended up in Diamond Lake to try an apprenticeship with a specific well-known retired adventuring wizard. There were also stricter starting money rules and campaign traits, so I can adjust those things and rework the locations and persons in his background. If selected, leveling him up to 3 would be a snap.

Thanks for your consideration.

Updated his background, added Appearance. I might tweak it a bit more, but as you say, I'm not trying to build out a book about him. I went for simple and fairly believable. This is basically an urban character who traveled into the wild for reasons and doesn't know what he's getting himself into, and whether he'll find what he's actually looking for.


Vedic wrote:
I'm not exactly sure what fits best into your game. I'd love any kind of advice or inspiration you'd like to give.

The best way I can answer your question is to point you towards the game's gameplay tab (here. You'll see what the rest of the team are like, their styles, and maybe how your character might react to them.

In terms of how the new team member will arrive, well, the party is currently exploring the jungles and swampland around Pridons Hearth, searching for a tribe of lizardfolk raiders. I'd be happy to work with you to find a reason why they were roaming the jungle on their own...


Would you accept a Sea Elf who's come to the surface to investigate the storms, or does that deviate too fare from Core races?

I'm fine with keeping a standard elf. I just thought for story expedience a sea elf might be fastest.


Sorry, I mixed up your post with another that granted permission to play a Nagaji, my bad. Here is my Detached Hand Spirit Binder Wizard Travis Tritt. The spirit bound to his familiar is his fallen wife.


Vedic wrote:

Would you accept a Sea Elf who's come to the surface to investigate the storms, or does that deviate too fare from Core races?

I'm fine with keeping a standard elf. I just thought for story expedience a sea elf might be fastest.

I like the idea, but I'm going to stick with what I said. Core only please.


Dotting...

The Exchange

Neville:

Male Wizard NG (Conjuror – Teleportation)
Init +5; Perception +5
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 10
hp 23
Fort +3, Ref +2, Will +3;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Cold Iron Dagger +0 (1d4)
Ranged Acid Splash cantrip +2 (1d3+1)
Spells (CL 3rd; concentration +7)
. . At will—Detect Magic(x2), Acid Splash, Message
Lv 1 spells known (4/day): Colour Spray, Monkey Fish, Enlarge Person, Grease (School Spell)
Lv 2 spells known (2/day): Burst of Radiance, Glitterdust (School spell)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 18, Wis 10, Cha 13
Base Atk +1; CMB +1; CMD 12
Feats Mauler’s toughness, Evolved Familiar (Improved Natural Armor), Improved Initiative
Traits Seeker, Vagabond Child (Disable Device)
Skills Spellcraft +9, Knowledge Planes +8, Perception +5, Knowledge Local +8, Knowledge Religion +8, Knowledge Nature +8 , Knowledge Engineering +8, Knowledge Nobility +8, Knowledge Dungeoneering +8, Knowledge Arcana +8, Escape Artist +4, Disable Device +7
Background skills Linguistics +9, Knowledge history +8, Knowledge Geography +8
Languages Abyssal, Polygot, Infernal, Draconic, Terran, Common
Other Gear
2 Spell Component Pouches, Cold Iron Dagger, Waterskin, Backpack, Silk Rope, Haramaki, 4 days trail rations, acid flask, flint and steel, torch, ink, inkpen, journal book, waterskin, twine, 2 bells, 2 sacks, backpack, beltpouch, whip, Quarterstaff, Silver Mace, Grappling bolt, Crossbow, 20 bolts, Starting outfit (Hot weather outfit), two waterproof sacks,  masterwork studded leather barding, Other gear TBD
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Arcane Bond – Hawk (Mauler Familiar)
Alternate racial traits:
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet
Wt - 52.5 (medium load)
Spellbook spells:
Cantrips: All except from abjuration and enchantment schools
Level 1 spells: Grease, Mage Armor, Ant Haul, Enlarge Person, Colour Spray, Burning Hands, Monkey Fish, Comprehend Languages, Chill Touch, Shield Companion
Level 2 spells: Glitterdust, Burst of Radiance

Horus:

HP 20
Tiny:
AC 19 (10 + 2 Size + 3 dex + 4 nat)
Saves: Fort +3, Ref +4, Will +5
Medium:
AC 19 (10 + 2 dex + 4 Natural+3 mw studded leather barding)
Saves: Fort +3, Ref +3, Will +5
Ability Scores:
Tiny Str: 7, Dex: 17, Con: 11, Int 6, Wis 14, Cha 7
Medium Str: 13, Dex: 15, Con: 11, Int 6, Wis 14, Cha 7
Familiar Traits:
Improved Evasion
Share Spell
Empathic Link
Increased Strength +1
Natual Armor +2
Battle Form
Feats:
1:Weapon Finesse
1:Toughness

Appearance:

Like this
He’s got short cropped brown hair, wears blue and has sad brown eyes.

Personality:

He’s carrying a heavy burden of guilt from surviving his twin’s death – and wants find a new body for his soul to inhabit. He carries Horus with him all the time to remind him of his failure.  He wants to help people because he thinks that his brother would have wanted him to do so. Before the incident he was cheerful and inquisitive.

Background:

Neville and his twin brother Trevor were born of two archaeologists – and literally spent their childhood drinking in their parents tales of adventures – often their parents would leave them with relatives while they’d occasionally go exploring old ruins on the behest of the pathfinder society, and come back full of tales of wonderful new places, and tons of buried treasure. It was no surprise that when the brothers came of age – they also followed their parents footsteps as the Pathfinder Society sent them to far corners of the world on archaeological digs.

The latest pathfinder society mission was to rescue a party sent to the Azlant ruins in the Mwangi expense. They managed to get through to the dig site but were overwhelmed together with their fellow pathfinders by charau ka, and they were by the charau ka – though Trevor's familiar, Horus managed to escape. Horus managed to get into the charau ka encampment to free them from their bonds. When the demon priests came, and tauntingly asked who wanted to be sacrficed to Anghazhan – Trevor volunteered – to give Neville a chance to free the others. Neville lead his fellow pathfinders to victory against the Charau ka – but by the time they fought their way to the demon priest, they were only in time to see a lanky fiend with bat-like wings feasting on his body. After a tough battle they managed to slay both the demon priest and the fiend – freeing Trevor's soul – which Neville bound to Horus – as a stop gap measure while he found a way to get Trevor a new human body.

Neville has been searching around Golarion ever since – for magic to create a new body for his brother – he has that beyond Pridon's Hearth are rumors of long lost temples that may have powerful enough magical artifacts to do it.

Mechanically Trevor would have been a Chosen one paladin

The Exchange

Still working out what to buy with wealth by level gp. I was the crazy fk who ran Reign of Winter Adventure Path in less then a year.

But I really need to thank my players for their dedication - wouldn't have been possible to do it without them all the way.

I suppose it IS unbecoming to brag...:P

But someone in RL told me I should be less shy and come out of my shell.

I will say that I am probably less easy-going then DH in the sense that my alignment is Lawful Neutral so things not lawful...irk me.

And also urm..yeah I don't really feel up to playing an evoker since I'm already doing it in another game.


DBH Here.

Crunch:

Portrait

Morten Finch

Male Human (Taldan) universalist 3. CG medium humanoid (human)

Init +3; Senses Perception +8,

Languages Ancient Osiriani, Common, Draconic, Polyglot, Sylvan

AC 13, touch 12, flat-footed 11. hp 24 (3HD)

Fort +2, Ref +3, Will +4

Speed 30 ft. (6 squares)

Ranged light crossbow +3 (1d8/19-20)
Melee silver dagger, masterwork +3 (1d4/19-20)
Ranged silver dagger, masterwork (thrown) +4 (1d4/19-20)

Abilities Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 14

Special Actions Hand of the Apprentice,

Prepared Spells Prepared Spell List
Wizard (CL 3rd):
2nd - mirror image (DC ) , scorching ray
1st - grease (DC 14) , magic missile , protection from evil (DC 14)
0th - dancing lights , detect magic , mage hand , ray of frost

Special Qualities Arcane Bond, Arcane School, Bonded Object, Bonus Feat, Cantrips, Scholar ~ Engineering, Scholar ~ History, Skilled, Universal School,

Feats Fast Learner, Scholar, Scribe Scroll, Spell Penetration

Skills (*Background)
Appraise +7,
Craft (Alchemy) +8,
Knowledge (Arcana) +8,
Knowledge (Dungeoneering) +7,
Knowledge (Engineering) +9,
Knowledge (Geography) +7,
Knowledge (History) +9,
Knowledge (Local) +7,
Knowledge (Nature) +7,
Knowledge (Nobility) +7,
Knowledge (Planes) +7,
Knowledge (Religion) +7,
Linguistics(Azlanti) +7,
Perception +8,
*Profession Architect +7,
*Profession Engineer +7,
Spellcraft +9

Possessions hat (accessories); bracers of armor +1; outfit (hot weather); wand of color spray; wand of endure elements; silver dagger, masterwork; spellbook (wizard's/blank); Light Crossbow ; Backpack, Masterwork [ Survival Kit (Masterwork); Mess Kit; Bedroll; Blanket; Coffee Beans (per lb.) (x2); Coffee Pot; Honey (Jar); Powdered Milk; Shaving Kit; ]; Canteen ;
Spellbook (Wizard's/Blank)

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 6 times per day.

Scholar ~ Engineering You gain a +2 bonus on Knowledge (Engineering).

Scholar ~ History You gain a +2 bonus on Knowledge (History).

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Universal School You have chosen not to specialize in a single school of spells.

Fluff:

Morten is tall and thin, he has been compared to an absent minded hawk in looks. Sandy hair tied back and blue eyes blinking in confusion when drawn away from his beloved books.

Morten is under exposed to the world, having spent most of his youth in university studying History and engineering. He's polite and helpful, but can get distracted and drift off in the middle of a conversation if he sees something that interests him.

Morten wants to find and study the ruins of lost civilizations. He is interested in how they built their cities, and what magic was used to do so. So he saved up until he could afford to travel to Sargava and study the ruins himself.

Any questions or problems please let me know.


GM: I note that you limit races to core only, but are there any specific restrictions to where things like feats, spells, and gear can come from?

Right now I am thinking of a gnome brass draconic sorcerer that looks kinda like THIS.

quick background concept:
He would be a lava gnome from a tribe living in a dormant volcano somewhere in Southern Garund. The volcano became active and his tribe was driven out, only to be attacked by a tribe of surface dwelling humanoids (haven't decided what kind yet). They killed many of his people and enslaved the rest.

GM Question 1: any particular races or cultures suitable here? It would be convenient if these humanoids were also enemies of the protagonists.

The character wandered for a while trying to figure out how to avenge and free his people, but as a lone gnome he has somewhat despaired of the idea. But he heard about the country to the northwest (Sargava) where people are different and hate the primitive people of the interior, so he voyaged there, hoping to speak to the "Chief" of Sargava to ask him to aid his people.

The character will be rather hot-headed and not much of a planner. CG alignment. He will also be something of a primitive himself. He has never had any contact with "civilized" races before. I'm going to give him craft (obsidian) and a few obsidian weapons.

GM Question 2: Are you okay with re-theming the Varisian Tattoo feat as it is really unlikely that he would have had any contact with Varisians?

GM Question 3: Since brass dragons have a line breath weapon, any chance I can know a custom spell that is basically burning hands but with a 30' line instead of a 15' cone?

Grand Lodge

Presenting Spranger, street magician extraordinaire and also a sorcerer. He is still largely WIP in personality and background. But his motivation of coming to Sargava is to explore the place, gain some inspiration for his upcoming magic tricks and find employment to secure funds towards expanding his own performing business.

Paizo Employee Organized Play Line Developer

I am posting to inform you that I had a family emergency come up and will be unable to complete my submission until Tuesday, which is past the deadline. I noticed that occasionally the GMs delay final decisions for interested players who haven't submitted yet, and I didn't want to risk delaying your game by not speaking up.

All the best, and congratulations to whomever gets chosen.

{Now I'll have to find a new home for my nearly completed stormborn sorcerer! Haha.}


Blikx is ready for consideration. I noticed one of your current players was already using her avatar, so I changed it.

Anyway, I hope she meets your criteria. Her spell selection is (currently) more area control than blasting and damage dealing. I tried to make her concept fit the party's needs without being in contradiction to her backstory. A sailor would want to be able to defend her ship without destroying it. Also, I wanted to choose spells that were related to storms, water, wind, etc. since she is a storm born sorceress.

Feel free to look at my other pbp aliases and the campaigns that they are (or were, in some cases) participating in to get a sense of my RP style.

Thanks for considering me as a candidate to join your game!

Dark Archive

PaleDim wrote:
PaleDim wrote:

At this point I've completed two PFS PbP sessions, and started the RotRL AP, so my posting history isn't too deep yet.

I have a human arcanist, Ferdrin Ternyth, who is fascinated with exploring how to wield raw arcane power. He found that most wizards at the arcane universities limited themselves too much with their strict adherence to "spells". He tends to be on the lookout for arcane mentors who share this frame of mind.

I wrote him up for a submission to a Greyhawk Age of Worms campaign where he ended up in Diamond Lake to try an apprenticeship with a specific well-known retired adventuring wizard. There were also stricter starting money rules and campaign traits, so I can adjust those things and rework the locations and persons in his background. If selected, leveling him up to 3 would be a snap.

Thanks for your consideration.

Updated his background, added Appearance. I might tweak it a bit more, but as you say, I'm not trying to build out a book about him. I went for simple and fairly believable. This is basically an urban character who traveled into the wild for reasons and doesn't know what he's getting himself into, and whether he'll find what he's actually looking for.

Another update. It seems appropriate that this character would seek out the famed school of Magaambya in the western Mwangi Expanse. Sargava seems like a reasonable port to enter the expanse and make passage just north. For this character, the stop-off in Sargava would simply be more eventful than expected.


Peet wrote:

GM: I note that you limit races to core only, but are there any specific restrictions to where things like feats, spells, and gear can come from?

Right now I am thinking of a gnome brass draconic sorcerer that looks kinda like THIS.

** spoiler omitted **

Still need answers from the above post but moving ahead,

Worked out the basic crunch:

Crunch:

Raazogolo Dûun (not totally committed to this name but good for now)
Lava Gnome Brass Draconic Sorcerer 3
STR 08 DEX 12 CON 16 INT 13 WIS 10 CHA 18

HP: 23 (assuming avg. HP+1)
AC: 13 (17 with mage armor)
Saves: Fort +4, Ref +2, Will +3
Initiative: +1
Move: 20'

Alternate racial traits:
Pyromaniac (replaces Gnome Magic & Illusion Resistance) +1 CL for fire spells, different SLAs
Bond to the Land (replaces defensive training and hatred) +2 Dodge to AC in jungle
Dimdweller (replaces weapon familiarity) +2 to intimidate, perception, stealth when has concealment from lighting conditions
Fey Magic (replaces obsessive) SLAs in jungle
Blended View (replaces keen senses) Darkvision 60'

Traits:
Guerilla (regional) +1 to knowledge (nature) and survival and one (survival) becomes a class skill
Slippery (combat) +1 to stealth and it becomes a class skill

Feats:
1st level: Spell Focus (evocation) +1 DC for evocation spells
3rd level: Varisian Tattoo +1 CL for evocation spells, and 0-level SLA

Skills:
2+INT/level + 3 FCP = 12 ranks

Knowledge (arcana): +5 (1 rank, +1 INT, +3 Class)
Knowledge (nature): +3 (1 rank, +1 INT, +1 Trait)
Perception: +6 (3 ranks +0 WIS +3 Class)
Spellcraft: +5 (1 rank, +1 INT, +3 Class)
Stealth: +12 (3 ranks +1 DEX +3 Class +4 Size +1 Trait)
Survival: +7 (3 ranks +0 WIS +3 Class, +1 Trait)

Background Skills:
2/level = 6 ranks
Craft (obsidian): +7 (3 ranks, +1 INT, +3 Class)
Handle Animal: +6 (2 ranks, +4 CHA)
Linguistics: +2 (1 rank, +1 INT)

Sorcerer Bloodline abilities:
Bloodline Skill: Perception
Bloodline Arcana: +1 damage per die for fire spells
1st level Bloodline Power: Blood Havoc (bloodline mutation) +1 damage per die for bloodline spells and spells with spell focus
3rd level Bloodline Power: Fire resistance 5, Natural armor 1.

Spells per day: 6 1st level

Spells Known
0th level (5): detect magic, mage hand, message, ray of frost, read magic
1st level (3 + B): burning hands, grease, mage armor (B), vanish

Gear: Haven't figured out his gear yet but may get some pages of spell knowledge or a runestone of power. Will also get a riding animal of some kind.

Build Concept:

Main shtick: Mazarak can deal 5d5+10 damage with burning hands and this is his main damage dealing ability, thanks to feats and racial and bloodline abilities.

He casts grease for area control and vanish to be sneaky.


Peet wrote:

GM: I note that you limit races to core only, but are there any specific restrictions to where things like feats, spells, and gear can come from?

Right now I am thinking of a gnome brass draconic sorcerer.

** spoiler omitted **

Hi Peet - I trust you enjoying your Thanksgiving holiday. I do apologise for missing answering your questions. Please see below:

In terms of restrictions on feats, spells & gear: my general rule is Paizo only, rules as written, and the classic rule: abuse it and lose it. I will review carefully before selection so hopefully we can deal with any issues then.

Regards humanoid races/ subcultures which might be helpful for this area; Boggards and Lizardfolk are active threats in this part of the jungle, and the party has had conflict with the latter already...

Regards Varisian Tattoo: Sorry, rules as written.

Regards custom spells: again, sorry, I need to stick to rules as written.


Hey all,

I am somewhat daunted by all the work you have together put in to character creation - thank you. I can see already that many of those submitted would make great additions to our story.

I'll be approaching a preferred recruit tomorrow evening (UK time) as promised.

Thank you again for your time, especially over the TG weekend,
GM AD

Dark Archive

PaleDim wrote:


Another update. It seems appropriate that this character would seek out the famed school of Magaambya in the western Mwangi Expanse. Sargava seems like a reasonable port to enter the expanse and make passage just north. For this character, the stop-off in Sargava would simply be more eventful than expected.

I've added a small section at the top for how he would advance to level 3 if selected. Applying those choices would take no time in that case.

One clarification:

GMAbyssDancer wrote:


Starting Money: As per core rules

Does this mean wealth-by-level from the gamemaster chapter, so 3,000 gp?

The Exchange

Neville's gear:

I suppose there's be usually a huge amount of things I'd like to buy. Unfortunately since I've been from one gathering to another, I've had no time to look into it.

Additional gear:

A wand of CLW
A cloak of resistance
2 Scrolls comprehend languages
2 Scrolls endure elements
Mw Thieves tools
2 Scrolls obscuring mist
2 Scrolls magic weapon
2 Scrolls protection from evil
2 Scrolls scrolls touch of the sea
2 Scrolls ant haul
2 Scrolls magic weapon

Scribed additional spells into spellbook:
Obscuring mist
Ant haul
Touch of the sea
Magic weapon
Endure elements

375 gp for scrolls and scribing, 1000 gp for cloak of resistance, 750 gp for wand of CLW. Should be below 3k gp limit.


PaleDim wrote:
PaleDim wrote:


One clarification:

GMAbyssDancer wrote:


Starting Money: As per core rules
Does this mean wealth-by-level from the gamemaster chapter, so 3,000 gp?

Yes that's right.


Overall I am fine with your rulings. However...

GM AbyssDancer wrote:
... Regards Varisian Tattoo: Sorry, rules as written. ...

Not asking about rules here. There is no rules element to the Varisian Tattoo feat that requires that it be actually done by a Varisian (the only prerequisite is the Spell Focus Feat). It is simply a part of the flavor text.

Varisians do get around though so I could write one onto the character's story if necessary. What I am asking is do I need to do that?

Grand Lodge

Spranger is almost ready. I only need to finish background (halfway through) and some crunch.


Peet wrote:

Overall I am fine with your rulings. However...

GM AbyssDancer wrote:
... Regards Varisian Tattoo: Sorry, rules as written. ...

Not asking about rules here. There is no rules element to the Varisian Tattoo feat that requires that it be actually done by a Varisian (the only prerequisite is the Spell Focus Feat). It is simply a part of the flavor text.

Varisians do get around though so I could write one onto the character's story if necessary. What I am asking is do I need to do that?

When I read the entry on Archives of Nethys, it says it's a race trait with a pre-requisite that you are 'Human - Varisian'. As long as you are compliant with that, you're good.


I think he's talking about this feat which has a strong tie to Varisian culture and Thassilonian magic but no actual requirement of such.


meloriel wrote:

I am posting to inform you that I had a family emergency come up and will be unable to complete my submission until Tuesday, which is past the deadline. I noticed that occasionally the GMs delay final decisions for interested players who haven't submitted yet, and I didn't want to risk delaying your game by not speaking up.

All the best, and congratulations to whomever gets chosen.

Hi Meloriel

Sorry to hear about your family emergency - I hope everything worked out OK. I'm also sorry to hear the rest of the party and me will miss out on seeing your build: I am keen on sticking to the published deadline.

Thanks for your interest and I hope you do find a new home for her.

GM AD


Lazyclownfish wrote:
I think he's talking about this feat which has a strong tie to Varisian culture and Thassilonian magic but no actual requirement of such.

Aha - my error, apologies.

- Lazyclownfish, thanks for your helpful contribution, much appreciated.

- Peet, I'm fine with your use of this feat, and appreciate that you asked for clarification.

Dark Archive

GM AbyssDancer wrote:
PaleDim wrote:


Does this mean wealth-by-level from the gamemaster chapter, so 3,000 gp?
Yes that's right.

Thanks! Updated the advancement section with the items that I would have from that. A good chunk of it is beefing up his spellbook.

Again, if selected this info can be applied quickly to prepare the character for play.


Wow. I count 9 submissions, 10 if you include Meloriel's half built character which just missed the deadline, from a mix of players both newish and extremely experienced.

I've really enjoyed looking at all your submissions, and it's been so hard selecting just one from the rest. All I can say is thank you for the time and enthusiasm you have spent on this - it's much appreciated.

After speaking with the other players I have now PM'd one of you to offer a place. I am hoping they will accept, which will bring this recruitment to an end. That having been said...as ever with PBP there is the risk of players dropping out. I very much hope I don't need to, but if any of the existing players do leave I'd be very keen to come back to you.

For those who lost out by the narrowest of margins, I hope you find a great game soon.

All the best
AD


GM AbyssDancer wrote:
When I read the entry on Archives of Nethys, it says it's a race trait with a pre-requisite that you are 'Human - Varisian'. As long as you are compliant with that, you're good.

You are probably talking about THIS TRAIT.

That is not what I am talking about.

I am referring to THIS FEAT. Sadly, they have the same name, which causes some confusion. But the feat has been around much longer, since the original Rise of the Runelords campaign came out. And it is in the Inner Sea World Guide also.

The Varisian Tattoo feat has been one of the staples of blaster builds for a long time.


GM AbyssDancer wrote:

...

All the best
AD

All right, have fun in the game.

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