SO Jade Regent (Inactive)

Game Master ScorchedOne

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When a trove of fireworks falls into the hands of the goblins of Brinestump Marsh, the people of Sandpoint fear an explosive invasion. But there’s more afoot in the soggy wilderness than goblin hijinks and dangerous pyrotechnics. An investigation reveals mysteries and menaces aplenty, but also a treasure holding the answer to not just one of Varisia’s greatest mysteries, but a conspiracy spanning continents and empires. Can the adventurers piece together a puzzle that links the owner of a sleepy village tavern to the unsolved destruction of a fortress-settlement? And can they withstand the ancient forces and secret destiny that have waited for them for decades?

Regionally appropriate greetings, all! My name is ScorchedOne and I plan to GM the Adventure Path Jade Regent. I've been running on the boards for a while now and am looking for something more long-term than the modules and scenarios I have been running. I have played through this adventure path and it is one of my personal favorites. That being said, here goes:

Firstly, while I will be reporting when appropriate the chronicles for this game, this is not specifically a PFS game. You can apply without intention of gaining PFS credit, and we will not follow PFS specific guidelines with regard to running this / generating characters. Given how long this is likely to take, I'll ask for that information when appropriate and not worry about it for the time being. We're likely to be deep into PF2 by the time we get into the latter books.

Secondly, character generation:
Starting level: 1. You are newly minted heroes, adventurers who have perhaps had one or two exploits, or perhaps you're just bystanders who got drawn in.

Starting wealth: Average wealth by class. So if it's 2d6x10, that's 70.

Ability generation: 15 Point Buy (PF Standard Fantasy Point Buy)

Hit point generation: Full at first, Half+1 at each further level.

Alignment restrictions: None. Keep in mind I want a cohesive party. That being said, my group ran this evil so I won't immediately ban that.

Number / type of traits allowed: Two. No drawbacks. Can use campaign or not. May not use one from other campaigns.

Resources available: You may use almost any official Paizo material. Guns are scarce, so recommend not going gunslinger. Same for technology, keep it out of here. If it's something particularly obscure from a tiny splatbook, run it by me. I'm not likely to say no, but I'm looking for decent, rounded characters rather than a build built to break the system. It's an AP. It's not hard.

The Player's Guide which is a free download is a great tool for your character building.

What I really want out of this campaign is a group of characters who experience growth, who seem like actual people, and who interact.

I want believable characters. This is not to say you can't have a tiefling, but races outside of the core will be fewer than those within the core. This starts in Varisia, so keep that in mind as well.

Finally, I will not be running caravan rules. Unless the party really wants them, I don't feel that they add much to the game and it's just more book-keeping that I don't think any of us need.

As far as submission goes, you can decide. Give me as much or as little as you want. Bare minimum is: Character name, race, class, and a blurb.

Personality, Background, whatever you want to give me. Want to do an RP sample? Great. Want to link me to posts you're particularly proud or fond of? Awesome. Want me to read your amateur novel and give you critiques or feedback? No. In the end, have fun. If you aren't having fun, why are we here?

Recruitment Closes: Probably two weeks or so. I'll post at least three days prior to closing. No later than October 12th.


Pathfinder Adventure, Adventure Path Subscriber

Dot...


dotting
Also 15 point buy 1-1?


No, 15 point buy PF standard.


cool


ScorchedOne wrote:
Want me to read your amateur novel and give you critiques or feedback? No.

*snort*

Alright I'm in.

I humbly present Vance Leroung, a chelaxian transmuter wizard with a driving need for adventure, and his pygmy storm roc familiar Tiltha. Vance is somebody who grew up with a strict family and has felt starved for adventure his entire life. He would jump at the chance to cross and see the world.

There are some weird things about his build that may need review/approval.

For one, would it be acceptable to reflavor a hawk familiar as a pygmy storm roc familiar? Statistically they would be exactly the same, just the flavor would change.

I plan on acquiring an animal companion through the use of Nature Soul and Animal Ally. Thematically I would like Vance to "transmute" his pygmy storm roc familiar into a full-blooded roc companion as part of his graduation thesis, although mechanically the two will be separate. I want to make sure this would be alright before moving forward.

As for me personally, I've been around the boards for the better part of 6 years without any significant leave of absence. One character I'm particularly proud of is my dhampir inquisitor playing in a Carrion Crown game, where he has given long testimonies as well as memorable one liners.


Pathfinder Adventure, Adventure Path Subscriber

Submitting for consideration Stilu Kaijitsu, younger brother of Ameiko Kaijitsu, who has recently returned to Sandpoint to mend his relationship with his sister.

Race: Human (tian-min)
Class: Paladin (Iroran Paladin) of Irori
Background: Stilu always looked up to his older sister Ameiko, but her falling out with their brother Tsuto shook him more than he expected. He left Sandpoint while she was out adventuring, seeking to discover more about his family heritage. A series of unfortunate events led him to be enslaved by the oni of Chu Ye, where he spent years of backbreaking labor and humiliation. He was freed from slavery by a group of human freedom fighters called the Mizu Ki Hikari and trained with them briefly before setting out to return to Sandpoint and his family. After a long and arduous journey, he found his way back to Sandpoint, only to discover <RISE OF THE RUNELORDS SPOILER>. He now seeks to mend his relationship with his sister and turn his life around after so much tragedy.

I have more detail for this backstory, but I don't want to reveal it all right away...

Thanks!


Would love to join in here's...

Rain Iyavak Half-Elf shifter and born a member of the Shoanti Hawk tribe. Despite being treated well, Rain never really fit in, he left the tribe at a young age and wandered on his own till he was saved from a goblin attack by Shalelu. Rain followed Shalelu back to Sandpoint and has been living there ever since, hoping to be able to repay Shalelu in some way.
I have an expanded backstory that I'll put on my profile in a bit.

Hey all I'm somewhat new to pbp but play a lot locally, I'm deffinently in it for the long run.

One question for scorched, would you mind if I used a Firepelt for my first Shifter Aspect, minor aspect would be a +2 Str and major would be a Firepelt which is native to Varisia (It uses the stats for a mountain lion).


Interesting. I’ll think on some concepts.


I'd love to recycle Kurt here, as I never got a real chance to flesh him out in a homebrew campaign that floundered.

I'll have to rework his stats for this game, but that should be no problem. He is a Teifling so that might be a no go, but it is who he is :)

History:
Kurt was born from the union between a minor Cheliaxian noble and one of his scullery maids. The fact that he was born an obvious Tiefling, and the fact that the maid disappeared suddenly afterwards left plenty of speculation as to which side of his family had the infernal taint, but taint there was. Fortunately (Or unfortunately, depending on viewpoint) Kurt's biological father happened to have a legitimate son of approximately the same age. He determined that he would keep Kurt as his son's playmate, sparring mate and, most importantly, whipping boy. Considering that his father was a devotee of Zon Kuthon, Kurt learned quickly and from a young age all about pain. Apart from the frequent torture sessions, he had a reasonable upbringing. There was plenty to eat and he excelled in the martial disciplines. He even managed to befriend the court wizard and leverage his infernal predisposition for magic into a useful talent.

All worked well until his companion came of age, and had no use for a whipping boy, or bastard friend. Kurt was unceremoniously kicked from the household and expected to fend for himself. He wandered a bit, eventually ending up at Sandpoint temporarily working as a laborer in the local stables.


Description:
Kurt shows his heritage blatantly. His face is long and lean, with an upturned, batlike nose, and high cheek bones that cannot be mistaken for human. Uncannily tall and thin, with light green, mottled skin make it impossible to determine what race he could be, leading the observer to determine that his lineage cannot be wholly natural.

As a follower of Zon Kuthon, and an upbringing consisting of frequent bouts of torture, Kurt has developed a quiet stoic demeanor. He managed to internalize much of his suffering, focusing on pushing external expression out of his life. This leads to a calm, almost apathetic or fatalistic persona, covering any true emotion he might have.

He believes in law and order, and chaos disrupts his ordered life. His word is always his bond, and he cannot stand liars of any stripe. He often believes this is from his infernal heritage, but it likely is more due to his time with the priests of Zon Kuthon.

He does not know exactly what he wants out of this life, now that his life is finally his own. Working the ordered, consistent, life of a stable worker is fulfilling for the moment, but he knows there must be something more for him in the future.

He does crave learning, and that is likely what will push him to travel and wander. He loves finding new bits of lore and knowledge, and strives to increase his burgeoning magical skill as he grows in knowledge.


Much like Kurt, I'd like to throw Zero in. Poor half elf never got a proper chance to live in a previous homebrew. I could rework him to fit your rules well.

Though I would like to ask, the character design hinges on exotic proficiency in bastard blades counting as one handed for the black blade. Would you be okay with that? Also, I want to ask what your rules are in regards to negative stats? I'll like to roleplay a mildly amnesiac, and feel lower charisma and wisdom fits it well.

History:
Found at the burnt wreckage of a carriage outside Sandpoint, Zero had no memories aside from his name, and an image of a strange blade. Zero has survived in Sandpoint since his arrival by doing odd jobs and physical labor. However, the half elf desperately wishes to leave and find the blade he remembers.

Description:
Zero, despite his unique name, is nearly forgettable in his appearance. A tall and lean fellow, the only two features that catch people attention are his long silver hair, and bright, yellow glowing eyes. Despite this, Zephyrus is well known for his strength and hardiness. The man himself is quiet, and polite. Many people of Sandpoint docks are unaware the young man can even speak, though those same people will mention his kindness. Despite the prevailing idea he is a simpleton, the half elf is actually quite intelligent. Perhaps due to his amnesia or perhaps the single memory he has, Zero takes every opportunity to learn whatever he can. His magic is rarely used, though a openly known secret.


Hi GM, thanks for hosting this game.

I'd like to submit Olaff Olaffson. I'm much more interested in his personality and background than in a fixed build for him. Right now, I'm strongly considering a Fighter with the Viking archetype, but if chosen I could easily change him to barbarian, ranger or even a skald if the party needs. In all incarnations he would still be an ulfen warrior with a trusted round shield to protect his brothers.

For this game, I'm going with the Friend of the Family trait, intending for his deceased mother to be the first daughter of Madame Niska Mvashti, making Olaff Koya's nephew, if possible. I'll add a lot more to his background in the following days.

Background:

Like many others in Hagreach, the easternmost kingdom from the Lands of the Linnorm Kings, Olaff was born in Hellirim, as his mother was hoping to give birth to a girl and wished for her to inherit the legendary oracular powers from the caves of Hellirim… instead she was given a boy, and so Olaff was named after his father, a deceased warrior from the lengthy war against Irrisen. Soon after his birth, Olaff and his mother Iolana, from Varisian blood, moved back to Trollheim where Olaff grew up to become a warrior.

So close to the Irriseni border, every able-citizen is expected to be trained with sword, spear, or bow in Trollheim and few complain… some even enjoy. Olaff grew up with tales from his father’s heroics and the desire to be compared to him, and even surpass his deeds, pushed Olaff to join the Blackravens as a warrior. For the first couple months, Olaff enjoyed his new post and life-style: a true ulfen, eager to prove his mettle in battle. This sentiment changed as the years passed and more and more of his friends felt in battle. To honor them, Olaff began to write about their deeds to share with their family and to inspire the others.

At almost thirty years old, Olaff received a message telling that his mother was terribly sick and he should leave immediately if he wished to say his farewells. Olaff indeed left for Trollheim and was barely able to speak with his mother, at least enough for her to ask him two last wishes: first, she wished to not be buried in the frigid lands of the north, but instead in the lands she grew up as a girl; and second, she wished for him to promise her to never fight against Irrisen anymore… she had already lost a husband there and she would not lose a son as well. Iolana passed away soon after.

Olaff left Trollheim the next day, and even if he sent a courier to Blackraven Hall, telling about his plans and oath, he could not stop to think of himself as a deserter, tarnishing the memory of his brothers in arms that had fallen beside him. Nevertheless he was a man bounded by his words and soon bought him, and his mother, a passage by boat to Kalsgard and then south to Sandpoint, in Varisia.

With no family left, no home to return, and no purpose in life, Olaff breathes the warm breeze of the south, unsure if his mother’s last wishes were a curse, as he thinks, or a blessing in disguise.

10-minute-Background:
Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.

  • Giantslayer: So close to the Irriseni border, and a former member of the Blackravens, Olaff always knew the importance of knowing how to fight a giant... actually in Trollheim it was kind of a test, for or you'd learn how to defend yourself against the rending claws of the trolls and the big weapons of the ice giants or you'd be reduced to a pulp. Olaff learnt by example numerous times.
  • Ashamed about his Past: Having to travel south to bury his mother and leaving the Blackravens behind left a deep mark in Olaff's mind. Even if his commander (a close friend of his father) accepted his resigning in good faith, Olaff still thinks about himself as a deserter for leaving his brothers behind. In result, he avoids the matter entirely, getting angry if pressured to talk about it, and acts harshly against other deserters and cowards... almost as if giving the punish that he thinks himself deserves.
  • Shield Brothers: The Blackravens, and in fact the whole ulven culture, though him about the link between warriors alongside a shield wall, for a shield wall, like a chain, is only strong as its weak link. Olaff learnt to trust and bond with those he fights side by side. Even before his mother died, Olaff always knew which was his true family... his shield brothers.
  • Bounded by his Word: To an outsider, the ulven culture might look chaotic and erratic, with warriors fighting among themselves and kings deposing kings... and even if this is kind of true, there is also another side often overlooked... the weight of a man's oaths. In Olaff's mind, the worst kind of man is an oathbreaker and he'd soon die before breaking one of his own. His word is his law and, at least so far, it was all the law he needed.
  • The Importance of Honor and Deeds: To be the hero of a tale sung by a skald is generally the dream of every boy in the Lands of the Linnorm Kings and it is uncommon that, once grown up, any man would leave this dream behind. Olaff is no such man and so his actions are still somehow guided by the desire of making a name by himself. During his time in the Blackraven he wasn't lucky enough to win himself a respectable name for himself.

Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

  • To return home: With his oath to his mother about not leaving the Blackravens, and his shame about doing so, Olaff is convinced that he can't come back to the Lands of the Linnorm Kings. Even if this isn't true, he is finding some way to return. His first though is by killing a dragon.
  • Accepting your Wyrd: Quite the opposite, me, as a player, would like to see Olaff to see his mother's last wishes as a blessing, and not as a curse. Earning a name and fame in the south so he can return home with his head raised is a good idea.

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

  • The bitter truth: Olaff's father was actually a deserter. In the famous battle that he was supposed to have died, his father abandoned his brothers and fleed towards Irrisen. In hope to spare Olaff's mother, one of his shield brothers (Olaff's current commander) lied about a glorious death. Olaff discovered the truth a couple years ago and until recently thought that he'd clean his family's name... he is not so sure at the present moment.
  • Bad Omen: Before passing away, his mother had a feverish dream where a big man, probably a giant, hits Olaff for a deadly blow. Afraid of her only son and imagining the giant was one of the countless minions of Irrisen, she decided to make him bring her south, away from the giants... if this vision was avoided or not is yet to be known.

Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

  • Iolana Darinstarti (mother, deceased): Iolana wasn't an ulfen like her husband, but instead a varisian from Sandpoint. Combining the traditions of ulven and varisian luck and omen reading, she used to be a famous fortune-teller back in Trollheim.
  • Svalk Three-fingers (former commander): His father's once best friend and now Olaff's immediate commander, Svalk is a respected fighter in Blackraven Hall. In the later years, Svalk had also developed a romantic relationship with Iolana (Olaff is aware, even if the couple didn't know).
  • Asta Vargdottir (former lover): A shieldmaiden from Trollheim and also member of the Blackravens, Asta was once Olaff's lover and didn't react so well when he decided to end the relationship. She already tried to cause his death, but he is not aware of it.

Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

  • Omens Everywhere: The combination of Ulfen and Varisian blood caused Olaff to try to see omens, good or bad, everywhere.
  • Drinker: Olaff don't drinks lightly... he is not an alcoholic but when he starts to drink, unless stopped, he will do so until he blacks out. He has a pretty good memory of his deeds in the following day though, with usually regrettable feelings.
  • Elaborated Swearer: Olaff doesn't take light on swearing... he does so like a true Ulfen!


I am definitely going to be applying with some form of varisian enchantress, but I'd like to ask how you ran this evil? Because I consider doing something similar but no matter how I looked at it having an evil party try to establish a good aligned character to a foreign throne just didn't seem possible.


Who said the intended individual got the throne? I'd be happy to share more, but spoilers abound.


I've read the books, you're not going to spoil me on anything.

Grand Lodge

Hmmm think dwarf patient ambusher hunter or a halfling unchained rogue


ScorchedOne, any thoughts or questions about my character build? Technically everything is above-board (except for reflavoring the familiar) but it pulls content from various sources and I wanted to ensure it was something you were ok with.


I'm not particularly worried about that. I recall a class back in 3.5 I think where your familiar and AC blended. Arcane Heirophant, I think. While I won't give you extra for it, if you want to "retrain" the familiar feature to arcane bond afterward, that can probably happen. As long as we aren't making weird mechanical leaps, I'm good with it.


Might as well throw a (Unlikely) hat in the ring!

Name: Lives-in-Ewer; goes by Ewer; isn't offended by 'that wierd slime thing'
Race: Human...ish?
Class: Oozemorph Shifter
Blurb: Once pure human, tampering into druidic magics she embarked down the slippery slope of tapping into the shapes of the natural worlds... less solid inhabitants. Unfortunately said magic is tricky to master and it came at the cost of her default form, having been reduced to a light teal colored slime in the vague shape of a woman. Still her control over the druidic magic that powers her allows her to morph her body and even return to her original, or even new shapes; albeit for a limited amount of time. She owns a mule and cart, and tends to live in a large stone pouring jar when in public to avoid causing panic whine she can't assume human form.


Dripping Shapshifter wrote:

Might as well throw a (Unlikely) hat in the ring!

Name: Lives-in-Ewer; goes by Ewer; isn't offended by 'that wierd slime thing'
Race: Human...ish?
Class: Oozemorph Shifter
Blurb: Once pure human, tampering into druidic magics she embarked down the slippery slope of tapping into the shapes of the natural worlds... less solid inhabitants. Unfortunately said magic is tricky to master and it came at the cost of her default form, having been reduced to a light teal colored slime in the vague shape of a woman. Still her control over the druidic magic that powers her allows her to morph her body and even return to her original, or even new shapes; albeit for a limited amount of time. She owns a mule and cart, and tends to live in a large stone pouring jar when in public to avoid causing panic whine she can't assume human form.

At last! A fellow ooze! Good to see I'm not the only slime on the boards!

Seriously, though, play it right, and you can do some crazy cool stuff. You can also make for an incredible infiltrator if built right. :) I'm playing one in a Kingmaker campaign, and it is packed with flavor!

Grand Lodge

Dotting for interest


Awesome, sounds good. In that case my submission is complete.

Best of luck all!


Not fully fleshed out yet, but Selia "Birdy" D'Averam is a half-elf scholar, trained mostly in the arts of nature and lore. Always more of a day-dreamer, Birdy spends most of her time imagining she is flying high in the air, soaring above the clouds. Finding references to druids doing just that, she has started to pursue learning the druidic arts.

Class: Wild Whisperer Druid
Race: Half-Elf
Alignment: Lawful-Neutral
Domain: Eagle

Primarily ranged (longbow) and support spells, wild form limited to small/medium, not beast form, inspiration should help with knowledge skills.


I've put together this character for submission. All the details are in the profile, but the general idea is she is a half-Tien, half-Varisian human White-haired Witch. She was very close to Niska Mvashti before the old woman passed, and she has vowed to look after her daughter Koya (even though Koya is quite a lot older than Zvetlana is). She's very interested in the east, because her father came from there and she's curious about him. He was a larger-than-average man, possibly with giant blood, and she takes after him a great deal.


Hmm. I've had one character sitting around for a while: Takota, an exiled Shoanti (human) caravan guard. Mechanically a divine tracker ranger who worships Gorum, heading for Thunder and Fang (semi-complete sheet here). I've got some thinking to do on background specifics and personality, though.

Silver Crusade

CampinCarl9127 wrote:
and his pygmy storm roc

Ok, I've Got to ask. What the heck is a pygmy storm roc ?


pauljathome wrote:
CampinCarl9127 wrote:
and his pygmy storm roc
Ok, I've Got to ask. What the heck is a pygmy storm roc ?

You'll have to read the background and find out!

tl;dr:
A roc born very premature with the aid of magic. The magic didn't work exactly as intended.

Silver Crusade

Any chance you'd use the background skills option? I LOVE the central character richness it provides


I will not be doing so, but good question.


ScorchedOne wrote:
We're likely to be deep into PF2 by the time we get into the latter books.

Is this meant to say that we will be converting to PF2 at some point in the future?

Silver Crusade

Converting to PF2 would be a great idea :-). Lots and lots of work for the poor GM, of course.


CampinCarl9127 wrote:
ScorchedOne wrote:
We're likely to be deep into PF2 by the time we get into the latter books.
Is this meant to say that we will be converting to PF2 at some point in the future?

No! No, I just meant for the PFS credit portion. If I figure at least 3-6 months per book, by the time we finish book 2 or so, PFS at large will have moved over to PF2. I have no intention of converting everything or of being expert in PF2 any time soon.


I built up Durona for another campaign which didn't happen, so I'd like to submit her here. I'll have to redo the crunch since that one had a higher point buy and included background skills and drawbacks. I'll get on that this evening. I figured I'd link her now so that you have a chance to look at the character idea.

Durona the changeling witch (seducer). I've always liked the idea pf a charisma based witch but the archetype isn't PFS-legal so I can only submit her to some campaigns...

Main idea is a changeling who was born to a green witch, raised for a while in Irrisen but then left at her father's door (a Calistrian priest). After her heritage began to show itself she was sent away from the temple due to her father's fears of persecution and has wandered around seducing/influencing nobles and other powerful figures to ease her travels. Eventually this caused too much trouble with upset families and she is now trying to take a lower profile and start new.

(Like I said, I've gotta update the stats to fit your guidelines, and update her background to fit why she's in Sandpoint, but the rest will remain 90% the same)


I have no issues with recrunched and reflavored characters. I've been there myself. Later today I'll workup a list of applications so I can know what we have and alert newcomers to what might be lacking.


Good to hear. I'm not quite ready to make the leap to PF2 myself yet.

Any idea how many characters you plan on taking?

Silver Crusade

Sorry, one last question.

There is an NPC Bard with the group who presumably at least starts as higher level than the PCs.

Does that make a traditional bard essentially redundant? Ie, if you build a bard to inspire courage and the NPC is (or could be) already doing that it hardly seems worth the PC effort.

Same question for clerics, really.


ScorchedOne wrote:
Later today I'll workup a list of applications so I can know what we have and alert newcomers to what might be lacking.

I've got some free time at the moment. Please let me know if I missed anybody.

Submitted Characters
Campincarl9127 - Vance Leroung, Human (Chelaxian) Transmuter Wizard
Shalm - Stilu Kaijitsu, Human (Tian-min) Paladin of Irori
Fenris105 - Rain Iyavak, Half-Elf Shifter
Remnar - Kurt Iron, Tiefling Fiend Flayer Magus
Hawksw0rd - Zero Sephyrus, Half-Elf Bladebound Kensai Magus
Sir Longears - Olaff Olaffson, Human (Ulfen) Fighter (Viking?)
Dripping Shapshifter - Lives-in-Ewer, Human Oozemorph Shifter
PJP - Selia D`Averam, Half-Elf Wild Whisperer Druid
eriktd - Zvetlana, Human (Varisian) White-Haired Witch
Mat_H - Durona, Changeling Seducer Witch

Expressed Interest
Ouachitonian
Kobolum
Critzible
Bristor
theasl
pauljathome


Rain Iyavak wrote:
One question for scorched, would you mind if I used a Firepelt for my first Shifter Aspect, minor aspect would be a +2 Str and major would be a Firepelt which is native to Varisia (It uses the stats for a mountain lion).

As long as it is mechanically identical to an option already allowed, I don't mind.


pauljathome wrote:

There is an NPC Bard with the group who presumably at least starts as higher level than the PCs.

Does that make a traditional bard essentially redundant? Same question for clerics, really.

The NPCs you start with will mostly stay with the caravan. They will act as a backdrop, a setting, and a makeshift town, as it were, since you will spend much time away from town. Think of them like a tavern, a temple, and a hunting lodge on wheels.


OOH! Portable support! I like it

Side question...will you be allowing the Leadership feat as we level? The seducer archetype has some extra bonuses if you do things that aren't quite rated PG later on, and to avoid any kind of uncomfortable party mechanics I'd much prefer to be able to get a follower and get my bonuses behind closed doors than RP things like that with party members.

If you aren't, I'll probably just skip or ask to reskin that one ability since I foresee potential table issues roleplaying R rated things.


CampinCarl9127 wrote:
Any idea how many characters you plan on taking?

5-6, I tend to over-recruit for some things like this that way if we lose 1, we're not back recruiting again.

Durona wrote:
Side question...will you be allowing the Leadership feat as we level? The seducer archetype has some extra bonuses if you do things that aren't quite rated PG later on, and to avoid any kind of uncomfortable party mechanics I'd much prefer to be able to get a follower and get my bonuses behind closed doors than RP things like that with party members.

Leadership is a no. Now, am I okay with you finding some cohort / romantic interest and stringing along some NPC with no appreciable levels? Sure. I don't want to completely ruin your character (if chosen) based on prudishness, board PG/PG-13-ness, or not being able to find a participant.


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Durona wrote:
The seducer archetype has some extra bonuses if you do things that aren't quite rated PG later on, and to avoid any kind of uncomfortable party mechanics I'd much prefer to be able to get a follower and get my bonuses behind closed doors than RP things like that with party members.

*looks up archetype*

Seducer wrote:

Garden of Delight (Su)

At 8th level, the seducer can create a magical bower once per day. This functions as tiny hutwith a caster level equal to the seducer’s witchlevel, but the interior is a lush garden. Those who rest for 8 hours within the garden heal at twice the usual rate. In addition, any creature engaging in willing sexual relations with the seducer in this garden gains a +2 morale bonuson saving throws for the next 24 hours. This bonus does not apply on saving throws against the seducer’s spells or abilities.

Finally, a mechanical reason to have orgies with the party.


Well we could always fade to black and just call them sleepovers.


Presented for consideration

Egao no sentōki (simply called Egao)

Crunch:

Human male, Samurai (Ronin) 1

Traits - Reactionary, Seeker

STR 14
DEX 14
CON 13
INT 10
WIS 12
CHA 13

Skills - Climb +4, Intimidate +5, Kn. Local +4, Perception +6, Perform (Wind Instruments) +2, Ride +4,

HP 11

Init +4

AC 17 (Lamellar leather)
T 13
F 14

CMB 3
CMD 16

F 3
R 2
W 1

Feats - Quick Draw, Dodge

Katana +3, 1d8+2, 18-20/x2
Shortbow +3, 1d6, x3

Traits
Reactionary - +2 to initiative
Seeker - +1 to Perception, and it is a class skill

Features
• Armor and Shield Proficiency: You are proficient in Light,

Medium and Heavy Armor. You are proficient with shields

(excluding tower shields.) *

• Weapon Proficiency: You are proficient with all Simple and

Martial Weapons. Additionally you are proficient with the

following weapons: Katana, Wakizashi

• Ronin (UC 21): You are without an order. You serve your own

code.

• Order Skills (UC 21): Knowledge (local)* and Survival* are

now class skills.

• Challenge (Ex) (UC 18): As a swift action you choose one

target to challenge. You deal +1 points of damage against

this target but you take a -2 to AC against all other

opponents. You can use this ability 1 times per day.

• Ronin Challenge (UC 22): Whenever you are the target of a

challenge, a smite, a quarry, or similar effect, and you

issue a challenge against that character in return, you

receive a +1 morale bonus on attack rolls made against

the target of your challenge and a +1 dodge bonus to your
AC against attacks made by the target of your challenge.

• Mount (Ex) (UC 18): You gain a mount (Use Animal Companion

Tab). You do not take a Armor Check Penalty when riding your

mount.*

• Resolve (Ex) (UC 19): You can use your resolve to defeat your

enemies. You start the day with 1 uses per day, but you can

regain uses by defeating your enemies. You can use resolve

one of three ways:

• As a standard action you can remove the following

conditions for 1 hour: fatigued, shaken, sickened.

• Whenever you are required to make a Fortitude or Will

save, you can spend one use of your resolve as an

immediate action to roll twice and take the better

result.

• When you are reduced to fewer than 0 hit points but not

slain, you can spend one use of your resolve as an

immediate action to instantly stabilize and remain

conscious. You are staggered, but you do not fall

unconscious and begin dying if you take a standard

action.

Feats

• Quick Draw (Core 131): You can draw a weapon as a free action

instead of as a move action. You can draw a hidden weapon as

a move action.

• Dodge (Core 122): You gain a +1 dodge bonus to your AC.*

Background:

Born into a noble warrior family in Minkai. Trained from age three to become a samurai, in honorable service to a local lord, Mizabuno. Entered service, age 16. Saw some action in various bandit skirmishes and minor border wars.

Eventually promoted to become a hatamoto (household retainer) for Mizabuno, and often provided protection to the Lord's family. During an excursion, while protecting the Lord's wife and children, he was overzealous in pressing the fight instead of providing close protection, and as a result, Mizabuno's youngest daughter was injured. While the child lived, this brought great shame upon Egao, and he was cast out. Rather than commit ritual suicide to atone for his shame, he decided to attempt to redeem himself through future actions, and became a ronin.

He now wanders from place to place, offering his services as a guard/bodyguard/adventuring companion whenever the money and/or cause are right.


I'll be building a (chained) summoner for this with a crush on Ameiko. Hope that is ok? If not I'll be trying to find something else.

Re: Seducer, there are plenty of NPCs right in the adventure path you can do that with. You don't need a cohort...


Chained summoner will depend on the archetypes. That is literally what I ran this as. There will not be a synthesist. (I was not a synth.)

I may have to look at some things, like spell list, and see the balance changes for that.


I'm either going without an archtype or picking spirit summoner (life). There doesn't seem to be a healer yet.

For spells, you're mostly getting stuff at the same level or later than wizards, though I guess haste is a notable exception.


Baleful Polymorph you get as a 4th level spell, which means level 10. Wizards can already pick it at level 9 when they get 5th level spells and it'll be one level higher for them so higher DC...

As for haste being lower, the nice thing about that is that it helps everyone in the party, so it doesn't steal the spotlight... Why does wizards have to be better at everything?

EDIT: It seems you deleted your post, making mine look a bit silly...


I did. I realized what you meant afterward, you meant character level not spell level. Wizards also don't get a giant beatstick.


True. It's up to you to choose what to do. Was the spell list a big problem in your game then?

I love the orginal summoner and don't like what they did with the unchained version, but I understand someone feel completely the opposite.

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