GM ShadowLord's Tyrant's Grasp - Group 1

Game Master The Rising Phoenix

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An unknown cataclysm thrusts the heroes into the Boneyard, where souls are judged after death... but the heroes aren't dead! Trapped in a tomb that isn't their own, they must use their wits and might to escape. The grim and otherworldly psychopomps who serve as the shepherds of souls are divided on what to do with these unexplained arrivals. The heroes must negotiate treacherous psychopomp politics and journey through a landscape of gloom and nightmare before walking the Dead Roads that can lead them home!

Hello potential players! I'm looking for a group of 4-6 players to embark upon a journey with me! Please review the information below before submitting an application so that you can understand what I'm looking for.

I'm planning on keeping the recruitment open for at least 14 days and a maximum of 21 days. I'm fairly certain we will have plenty of applicants in two weeks, so I'll play to close recruitment on 11:59 PM, Saturday 4/13/19. If for some reason I'm not satisfied that I have enough, I'll extend it another week to 4/20.

Good luck to everyone and I hope to see you on the other side!

The recruitment worksheet is available here.

| APPLICATION PROCESS |:

1) Read ALL of the information presented in this post before asking questions.
2) Read the player's guide available here.
3) Understand that I want to hear about your your concept more than I want to hear about your crunch. I don't look at stats to determine if you will be selected in this game, the build is not important to me right now because I'm selecting you to build a character to play this game. I'm more concerned with your character background, motivations and goals than I am with mechanics. If you get selected then we'll worry about the stats.
4) An understanding of your experience to both Pathfinder as well as play by post roleplay. I'm interested in your posting style and I'd like you to link me to an example of your games that you want me to see (it can be on other sites that Paizo). I will be up front and let you know that if you do not have a lot of PbP experience then I am predisposed to not select you for an AP. I want to see your resume and make sure you are committing to putting effort into this game.
5) Add a new line to the RECRUITMENT WORKSHEET with all of your information. (Please do not modify other entries that are not your own). If your entire entry is not complete by the deadline then I will not consider your application complete.

| PLAYER EXPECTATIONS |:

Here are my guidelines to determine if this is the PbP for you:

Post as often as is necessary to keep the game moving. This may be once a day or it may be 3 times a day if the action is really moving. I check the boards morning, afternoon and evening and I'd like to see at least 1 post per day from everyone minimally. If you only check the boards every few days, this is NOT the PbP for you.

I am going to do my best to keep this game moving. If it slows down then it's my job to get it moving again and I may push to keep the action rolling. Because of this, if you don't take your turn in combat in a timely fashion and we're waiting on you I may GMPC your action or delay you for that round. If you're going to get upset at with for doing this, this is NOT the PbP for you.

Perseverance is preferred. This is a long-lasting story arc split into multiple chapters with multiple parts per chapter. If you don't think you can devote the time to hang around for at least a year, this is NOT the PbP for you.

Communication is key. Whether it is letting me know of a vacation where you might not have internet access, questions about some minutiae of game play, or simple clarifications; communication is how I gauge how engaged my players are, and how I can tune the adventure so that everyone is enjoying themselves. If you don’t think it’s important to let the other players and GM know when you aren’t going to be able to post for a week, this is NOT the PbP for you.

Roleplaying. I LOVE ROLEPLAYING! It's why I'm here. As mentioned above, I like for my players to take the lead in a goodly portion of the adventure. Cues and clues will be given to prod, but I'd rather you go off on a wild hare chase rather than be spoon-fed copied portions of the AP over and over. If rolling dice is your go to solve each problem or your character is the strong silent type, this is NOT the PbP for you.

Quality posting. Do you know how you get when that hamburger you ordered doesn't look anything like the picture on the poster? That's how I feel about craptastic posts. No one (but you) is forcing you to rush a post out the door, so take your time with it. Obviously there are situations when you are mobile and can't compose a post, I'm not talking about that. If you preferred playstyle is to let the others do the talking, while you toss in one word responses, and like to roll for social skills with no explanations, this is NOT the PbP for you.

HAVE FUN! This is one of the most important, because if you aren't having fun, why are you playing? Of course, this applies to everyone else too. So, don't be a jerk. If you want to have fun, then this is IS the PbP for you!!!

| REQUIRED APPLICATION INFORMATION |:

  • CHARACTER ALIAS : Create an alias on the forum for your character and populate it with their role, background, description and motivations.

  • ROLE (CLASS INFO) : What is your character contributing to the party? Are you a melee attacker? Are you crowd control with lots of skills? Are you the face and divine caster? If you know your class and archetypes, this is the place to list them. More important that though, I need to tell me how you project your role in the party to play out. I will be grouping similiar roles together and selecting among types to try and build a fairly balanced group out of it.

  • BACKGROUND : A character background will allow me to RP with your character a little better, understand their motives, and even tailor hints or dialogue to them specifically. I will look upon those characters with a detailed background more favorably than those with two lines of "I was born, my parents were killed, I was an orphan, I want to kill things for revenge". Why are you in Roslar's Coffer? Be creative! Explain those traits, feats, skills and class features your class has!

  • DESCRIPTION : A physical description will allow you and the other party members to visualize your character.

| CHARACTER CREATION RULES |:

RACES
  • Core are preferred, some Featured races will be allowed.
  • ALLOWED RACES - CORE: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, Humans
  • ALLOWED RACES - FEATURED: Aasimars, Catfolk, Dhampirs, Ifrits, Oreads, Ratfolk, Sylphs, Tengus, Tieflings

ABILITY SCORES

  • 20 point buy.
  • No stats below 8 or higher than 18 before racial modifiers.
  • If you are dumping a stat I fully expect you to RP your character to be lacking that ability.

CLASSES:

  • All Paizo-published classes and archetypes permitted. Ask GM approval if concerned.
  • Witches are allowed, but Slumber Hex is not allowed.
  • I'd like to avoid animal companions, familiars, followers or mounts. If you take a class that uses them, please select an alternate type to replace these class features.

FEATS

  • Most Paizo-published feats are permitted, no third party feats allowed.
  • Banned Feats: Leadership & Antagonize.
  • Crafting is allowed, but any custom gear requires GM approval.
  • At +1 BAB you gain Combat Expertise, Power Attack, Deadly Aim for free.
  • All players receive a free Teamwork Feat from the approved list. At level 4, players will receive a receive an additional free Teamwork Feat.

TRAITS

  • Two traits total from Paizo-published sources, one of which must be a campaign trait from this AP. You can find the player's guide linked above.
  • You may optionally take a drawback to add a third trait, however, if you take a drawback you better RP the drawback in your characters personality and expect I will try to do so as well.

SKILLS

  • We will be using the Background Skills system from Unchained.
  • 2 free skill points will be awarded at first level to be used between Craft, Profession, or Perform)

GOLD

  • Max gold for your class.

HIT POINTS

  • Max per Hit Dice at level one, 1/2 HD + 1 thereafter.

ALIGNMENT

  • No Evil alignments.
  • Read the Alignment section of the player's guide before making your selection.

RELIGION

  • Characters may worship any deity but must be within one step of their alignment.

OTHER STUFF

  • XP: The group will level up at the same time based on when I feel it is appropriate within the campaign. I will not be handing out XP individually for encounters.

TEAMWORK FEATS
Allied Spellcaster
Back to Back
Broken Wing Gambit
Circling Offensive
Collective Recollective
Combat Medic
Coordinated Defense
Coordinated Maneuvers
Distracting Charge.
Duck and Cover
Enfilading Fire
Elemental Commixture
Ensemble
Extend the Bulwark
Feint Partner
Ferocious Loyalty
Intercept Charge
Look Out
Overwhelm
Phalanx Fighter
Seize the Moment
Share Healing
Shake it Off
Shielded Caster
Stealth Synergy
Swap Places
Swarm Scatter
Swarm Strike
Tandem Evasion.
Tandem Trip
Target of Opportunity
Team Pickpocketing
Topple Foe
Tribe Mentality
Underhanded Teamwork
Unusual Origin
Wounded Paw Gambit

| ABOUT THE GM |:

I've been a Pathfinder GM for many years now and have run hundreds of different adventures ranging from Quests, Society Play, Modules and numerous Adventure Paths. I run live games, virtual table top games and play by post games with my local group of friends as well as for complete strangers. I've been on these forums for enough years now to learn what the right balance of games is for me and I'm ready to take on a new group to start an adventure. I do my best to make myself fully available to you through my email, discord, or whatever method you wish to reach me.

I enjoy roleplaying more than rolling the dice and I only play this game because I love the story that we create together.


creation rules questions:
first, just so you know, the last 5 sections are duplicated. there's still time to edit!

skills: when are the 2 free skill pts for craft/perform/profession given? at first level or every level? it just says "at level" right now.

gold: did you mean average for class or roll? max or roll seems like a strange choice to give.

Also, of course, dotting in with interest! I'll have to take a look at the players' guide first, I haven't read it yet.


Hmmm... The post looks good for me, I'm not sure what you mean it's duplicated? I'll try another browser and take a look.

I've updated the skills/gold sections to better clarify. The 2 free skills are awarded at first level and max gold for your class.


There are two Gold, Hit points, Alignment, Religion, and Other stuff sections, is what I meant. Now that you've edited them, they're different.


Dotting


Marching in place


Tentative dot.

Hey there. Long time no see! :)

Silver Crusade

dotting, would you be open to a gunslinger? Just asking so I don't get a cool idea and then get sad that they are unwanted :P

as an addition, would you be open to potential Hellknights?


AdamWarnock wrote:
Tentative dot. Hey there. Long time no see! :)

Hey Adam! Good to see you back on the boards, hope all is well.

rorek55 wrote:

dotting, would you be open to a gunslinger? Just asking so I don't get a cool idea and then get sad that they are unwanted :P

as an addition, would you be open to potential Hellknights?

I'm not opposed to either. The player's guide mentions that gunslingers may suffer due to lack of places to shop.

A Hellknight seems like a good fit for this theme.

Silver Crusade

Well, I have 2-3 concepts that I figure I'd ask your opinion on.

Concept 1- A halfing/gnome/(maayyyybbbeee human) Optimistic, happy-go-lucky, friendly, cheerful, charitable and empathetic. A real people person and always looking to keep folks spirits up and smiling. She likely is only stopping by lastwall atm and came out to the place to help out those in need. Likely a sorcerer/bard/eldritch scion magus/or swashbuckler. optimistic trait.

Concept 2- similar to the first, but she is a little more bashful, has less confidence in herself involving most things (except magic and book smarts), tends to get worked up over things, emotional, and gets extremely attached/close to friends easily. Loves reading/studying books magical or not. And while she truly does like people, she can sometimes get drained around them, wants to keep folk happy but isn't particularly adept at it. Likely a wizard/arcanist/magus or some such. Came out to help clean up the place and do a number check-up.

concept 3- A craftsman/tinkerer and a frontiersman. Rough, tough, protective, honest and hardworking. A heart of gold in an Iron cast type. He likely is/was working in town to help keep it safe and form some law and order in it. Likely a gunslinger (main image I had for him) But, there are a few other classes I can think of that could possible work with it. (potentially even hellknight with a little bit a tweaking)

I've got a few ideas churning for a hellknight if you think it could work, but I think that would be something we would need to discuss more in depth.

Its pretty bare-boned, but I figured I'd ask you your thoughts on the above and see which concept you think you'd like more/thing would fit in more with the AP.


As the player's guide describes it, Lastwall is a nation ruled by law, so naturally hellknights fit into that nicely.

All three concept could be made to fit in here, none of them stand out as inappropriate from as you describe them. My philosophy is to pick the one you really want to play the most!

Scarab Sages

Dot. Looks fun!


I have a couple of ideas.
I love the Teamwork feats. Two questions about those:
Is Shield Wall banned, or just not available as one of the bonus ones?
Do we have to meet the prerequisites? Lastwall Phalanx (aka Phalanx Fighter) is an astoundingly good feat that requires BAB +3.

I am strongly considering a halfling rogue who longs to be a hero - something like Rog2/Ftr4/Knight of Ozem. Have the backstory and personality - will work the character up in the next few days.


I don't have a problem adding shield wall into the mix of available teamwork feats.

Yes you need to meet the prerequisites. The plan is to offer these teamwork feats up to the group every four levels, so eventually you should be meet the criteria at later levels.


I've got a few ideas percolating through.

- A changeling witch or some other spellcaster that has a knack for disrupting undead.

- An aasimar paladin that doesn't fit in due to their ancestry. Would be rather unusual in preferring to use ambush tactics to get the drop on undead and evil spellcasters.

- A Kellid Storm Caller based off a character from a now defunct game. Lotsa lightning and thunder. :)

The first two would definitely have the Outsider trait. The third would probably have the Optimist trait.


Will retraining be allowed? In particular, I've found that retraining hit points or feats gives the martials something to do while the casters are crafting.


Pathfinder Adventure Path, Companion, Rulebook Subscriber

So originally this particular AP didn't interest me much but I stumbled on a very intriguing sorcerer bloodline from the Heros of Golarian book that I think would fit very nicely. Introducing Feena, Daughter of the Phoenix.

Build:

Feena
female human sorcerer 1
NG medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
--------------------
Offense
--------------------

Speed 30 ft.
Melee varies +0 (varies)
Ranged varies +2 (1d3)
Special Attacks none
Spells (CL 1; concentration +5):
1st (4/day)—burning hands (16), mind link (dc 15)
0 (at will)—jolt, dancing lights, prestidigitate, mending, detect magic (bs), read magic (bs)
--------------------
Statistics
--------------------

Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB +0;CMD 12
Feats EP: simple; AP: none; element focus (fire) 1st, skill focus (librarian) (hbf)
Traits the snoop, charming
Skills
Duplomacy +5=+4+1+0
Knowledge (arcana) +6=+2+1+3
Knowledge (local) +7=+2+1+3+1
Perception +1=+0+1+0
Sense Motive +1=+0+1+0
Spellcraft +6=+2+1+3
Background Skills
Knowledge (history) +7=+2+1+3+1
Linguistics +3=+2+1+0
Freebie Points
Profession (slave) +4=+0+1+3
Profession (librarian) +7=+0+1+3+3
Languages common, kelish, ignan, celestial
Combat Gear ammo 1 (n); Other Gear gear 1
Misc Gear backpack, bedroll, belt pouch, flint and steel, a mess kit, soap, trail rations (5 days), waterskin, scholar’s outfit, spell component pouch, spectacles, 101 gp
--------------------
Special Abilities
--------------------

Bloodline: (Phoenix)
Class Skill Knowledge (Arcana).
Bonus Spells Color spray (3rd), see invisibility (5th), magic circle against evil (7th), wall of fire (9th), break enchantment (11th), path of the winds (13th), firebrand (15th), prismatic wall (17th), fiery body (19th).
Bloodline Arcana When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
Bloodline Powers At 1st level, you gain detect magic and read magic as spells known. At 5th level, the phoenix’s blood drives you to find and save lost knowledge and magical items. As a swift action, you can automatically identify the properties of a non-cursed magic item you hold; you must still identify a cursed item as normal to correctly identify it as cursed. You can use this ability a number of times equal to your Charisma modifier per day.
The Snoop You know a little bit about most everything and everyone in Roslar’s Coffer. It may be your profession, as you could be an archivist, crier, or librarian—or you simply make a hobby of gossip. Either way, you have a gift for recall and reading others. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and these both become class skills for you. Once each day you can reroll a single Bluff or Sense Motive check against a creature you have known for at least 24 hours, using the better result.

Description and Personality:
Feena is a lovely human woman of indeterminate decent. Her features are a rather exotic blend of ethnicities that can’t be easily pinned down. She has fine long red hair, deep emerald green eyes, and she carries an air of supernatural beauty that is akin to that of a fire. She doesn’t seem to realize that most people would kill to spend a night with her and wears the robes of a scholar, if cut a bit more daringly than most, and wears a pair of spectacles at almost all times. She has never been seen to carry a weapon but has been seen zapping someone with a tiny jolt of electricity from her fingertips.

Feena is a bookish woman and she has always enjoyed reading and studying for reasons she can’t explain. She has a keen mind and a pleasant demeanor and is completely oblivious to the fact that she has any physical appeal to others. She is pleasant to anyone who is respectful to her and has been known to deliver painful zaps to those who aren’t. She never talks about her past before arriving in Rosler’s Coffer with the current head priest of Sarenrae, though it is known that she came from Katapesh with the priest, and she won’t talk about her life there.


Background:
Feena was born to unknown parents, even to her, and it was said that when she was born her mother burst into flames giving birth to the girl from her ashes. No one ever saw this of course, but it’s what the story was, and it earned her harsh treatment from the other slaves where she was raised. For most of her life Feena was trained to be a concubine given the promise of her beauty. She learned much about what would be expected of her and if it weren’t for a priest of Sarenrae who saw her at a pre-auction viewing she would have fetched quite a high price due to her exotic looks.

The priest, insert name here, recognized one blessed by the creature’s of Sarenrae, the great phoenixes, and quickly arranged to purchase her himself so that he could give her the freedom she deserved. It took all he could gather but the priest was successful and he took his latest “purchase” to the temple where he got to know her. Feena was surprised at the way the man treated her, far different than she had expected, and she thrived when he introduced her to the small library the local temple kept. Within a few days Feena had not only settled in but she had taken control of the library and woe betide anyone who put something back in the wrong place.

Over the next few years Feena became a staple of the temple and it was with a sad heart that she left. Her “owner” was transferred to a town in Lastwall called Rosler’s Coffer and, as his “slave”, she was to go with him. The whole trip left her quite nervous as she didn’t like being over the water like she was but they eventually made it to shore again and then to their destination. Feena had a whole new library to tend and organize and was given free reign to do so. She made a few friends, and she got to know about everyone as her desire to learn made her get to know the people that came in and to get out and become familiar with the town. The fact that she was drop dead gorgeous helped with her interest to learn about the people as well, though they could never understand how the bespectacled young woman didn’t notice their interest. Feena knew, if she had her way, she would be quite happy to live in the town forever...such a shame that “forever” would come much quicker than she thought.

I do realize the book hasn't been updated to the srd yet but I can copy anything that is needed into the alias (as you know I tend to do Shadow).

Silver Crusade

just looked it up, it seems pretty cool.

Here is the Link to the pheonix bloodline, I assume its the same you are using? I already like it.


Pathfinder Adventure Path, Companion, Rulebook Subscriber

Yeah, didn't even think to see if they had it up on that one. I think it's fascinating, especially being able to be a pocket healer. Just thinking about using a fireball (or delayed blast fireball) to heal the party is amusing. Not to mention scorching ray as a multi target heal, oh, and lest we mention wall of heal?


Semik "The Marching Corpse" wrote:
Will retraining be allowed?

I've no problems with retraining rules.

Drogeney wrote:
... Introducing Feena, Daughter of the Phoenix

... Are you playing to my love of phoenix's Droge?!


ShadowLord, I like where you are going with your requirements and playstyle. I have a question as I'm not familiar with Tyrant's Grasp... would an infiltration specialist (such as an Infiltrator Inquisitor) be a good choice for the module? Is gathering info on the Whispering Way from the inside and/or from rubbing elbows with baddies at all possible or is this more of an "Us vs Them" kind of adventure?

Thanks!


Pathfinder Adventure Path, Companion, Rulebook Subscriber

*looks innocent*
Maybe....

I hadn't grabbed a teamwork feat yet but is that something we should do now or wait until when/if we are chosen since multiples need to have the same feat to get any use from it.


The first iteration of Mia Curseborn. A changeling who's heritage shows up in her mastery of lightning and wind and is a just a bit needy. No equipment yet, not that she'll have much anyway.

Mia Curseborn:

Mia Curseborn
Female changeling aerokineticist 1 (Pathfinder RPG Bestiary 4 29, Pathfinder RPG Occult Adventures 10, 91)
NG Medium humanoid (changeling)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 8 (1d8)
Fort +1, Ref +5, Will +0
Resist cold 0, electricity 0, fire 0
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +0 (1d3 nonlethal) or
. . 2 claws +0 (1d4)
Special Attacks kinetic blast
Spell-Like Abilities (CL 1st; concentration +4)
. . 3/day—dancing lights
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range
. . Blasts—electric blast (1d6+2 electricity)
. . Utility—basic aerokinesis
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 8, Int 15, Wis 10, Cha 17
Base Atk +0.75; CMB +0; CMD 13
Feats Point-Blank Shot
Traits intense artist, magic in the blood, the outsider
Skills Acrobatics +7, Craft (painting) +4, Craft (sculpture) +4, Perception +4, Perform (dance) +8, Perform (oratory) +7, Perform (sing) +8, Profession (herbalist) +4, Stealth +8, Survival +5
Languages Aklo, Common, Draconic, Dwarven
SQ burn (1 point/round, max 2), dependent, gather power, mental prowess, mind over matter
Other Gear 60 gp
--------------------
Special Abilities
--------------------
Burn 1/round (1 nonlethal/burn, 2/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Electric Blast (Sp) Level 0; Burn 0
Energy Resistance, Cold (0) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (0) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (0) You have the specified Energy Resistance against Fire attacks.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Mental Prowess (Su) You can't accept burn unless you can reduce the burn to zero.
Mind Over Matter (Ex) Use Charisma in place of Constitution for wild talents.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Background (Cliffnotes Version):

- Mother, a Storm Hag, seduced prominent Lastwall Lord to conceive Mia, then killed him.
- Mia was left at the doorstep of an orphanage in Vigil. Her appearance marked her as a changeling and she was given the name Curseborn as a warning to others.
- Mia was kicked out of the orphanage when she started manifesting strange powers of wind and lightning.
- Mia spent a few years living off the streets of Vigil before traveling south to Roslar's Coffer with a Varisian caravan leaving for Nirmathas.
- Learned how to be a herbalist with the caravan, as well as a number of stories, dances, and songs.
- Also learned how to carve sculptures and paint and draw from others in the caravan during the trip.
- Made a living as a herbalist and entertainer in Roslar's Coffer.
- Has been hearing the call of her mother over the past several months.
- Drowns out the voice with wine and mead.

@stormraven and Drogeney: Heya! How's it going!


stormraven wrote:
Would an infiltration specialist (such as an Infiltrator Inquisitor) be a good choice for the module? Is gathering info on the Whispering Way from the inside and/or from rubbing elbows with baddies at all possible or is this more of an "Us vs Them" kind of adventure?

I've only read the first book, so I can't speak for the entirety of the AP quite yet. As for the first book, this isn't not an urban adventure like say Hells Rebels is. The theme to this book is survival horror, so what you should take away from that is that the environment setting may not always be in your control.

That being said, me theory is always play what sounds fun to you!

Drogeney wrote:

*looks innocent*

Maybe....

I hadn't grabbed a teamwork feat yet but is that something we should do now or wait until when/if we are chosen since multiples need to have the same feat to get any use from it.

Uh huh.

Don't worry too much about teamwork feats yet. I put them in there for planning purposes so people can have an idea of what I'm envisioning. Obviously when you get your team together is when you will want to fine tune it slightly.


According to the Player's Guide, the main theme is survival horror. There's also a list of suggested archetypes. The Infiltrator archetype isn't there, so I'm going to be guessing that it's not really going to get a chance to shine unless we get really creative.


Ah, darn it. Phoenix sorcerer is already taken. That bloodline is just awesome.


I'm thinking a Tortured Crusader paladin. A half-orc who's been discriminated against all his life, given the toughest, dirtiest jobs that no one else wanted. He's part of Lastwall's military, currently serving as he town's executioner. All bleak humor and grim outlook, but with a heart of gold that won't let him quit doing the right thing. A worshipper of Damerrich, naturally.


AdamWarnock wrote:
Heya! How's it going!

Hey! :) I can't complain. Things going well in your neck o' the woods?

AdamWarnock wrote:
According to the Player's Guide, the main theme is survival horror. There's also a list of suggested archetypes. The Infiltrator archetype isn't there, so I'm going to be guessing that it's not really going to get a chance to shine unless we get really creative.

Yeah. I read through the Guide and spotted the lack of infiltrator types. Sometimes the DM has a different take on an adventure and sometimes the Guide doesn't quite have it right... so I figured I'd ask. And while you know I can get all sorts of 'creative', I prefer to not swim upstream against the current of a game. I can find a character I'd like to play within the 'survival horror' vein, no worries. :)

ShadowLord wrote:
...this isn't an urban adventure like say Hells Rebels is. The theme to this book is survival horror, so what you should take away from that is that the environment setting may not always be in your control.

Righto, thanks!


stormraven wrote:
Hey! :) I can't complain. Things going well in your neck o' the woods?

Pretty good. Got the bug to GM something sandboxy, so I'm thinking about settings and other ideas.


AdamWarnock wrote:
Pretty good. Got the bug to GM something sandboxy, so I'm thinking about settings and other ideas.

Oh, that's intriguing. If you want to bounce ideas off (or with) an interested party, feel free to drop me a PM.


Tentative dot.... looking over the player guide, not entirely sure that this setting is for me... but giving it some thought at least.

But perhaps I am being presumptuous... you might not think I am a good fit for your game on your end. You asked for a few examples of play style, so I present two of my favorite characters that I had the pleasure to play:

1) Vivi Evan Eni: Played in a RotRL game until real life interfered. Still, possibly one of my best memories of playing (both the game in general and on this site in particular)... want to one day dust him off and give him a go again.

2) Asa Norowareta: This also was a RotRL game (side note, still have not managed to get past book one on that one...) that sadly ended abruptly. Still not 100% sure what happened here, though I guess the timing worked out for the best, given shortly after that I fell off the forums myself due to work reasons. Still, would have loved to continue Asa's journey, and most of what made it fun was the RP interactions with the other characters.

I will continue to look over the book... you look over my past... and we will both determine if I am a good fit.


Dotting here. I would like to try a melee Dhamphir Occultist.

Silver Crusade

I think I will go with the 2nd or 3rd concept. will get back to you.


Very interested. Couple questions:

1. Is combat stamina available?

2. You've added Power Attack, Combat Expertise and Deadly Aim... this is similar to the added combat feats in the Elephant rules, except Agile Maneuvers and Weapon Finesse. Is that included, or needed to be taken?


Pathfinder Adventure Path, Companion, Rulebook Subscriber

Long time no see Vivi that Runelords game you were in is still going and Shadow is running it now for us. Glad to see you back.

Sovereign Court

@GM ShadowLord: Do you allow a roll on the Variant Abilities and Physical Features table for Aasimar/Tieflings?

Scarab Sages

Ok, I've finally had a chance to read all the way through the Player's Guide and guidelines. I'm looking at a couple ideas:

1. Urrock Stonebreaker - a dwarven hellknight and warpriest of the Godclaw, Urrock volunteered for service in Lastwall only to be assigned to guard against orc attacks in Roslar's Coffer. He maintains a stony facade, but the dwarf has a secret soft heart and chaffs against some of the more strict tenants of his faith.

2. Duriel Deepstone - a dwarf of some holy bent (warpriest, spiritualist - phantom blade, or some other semi-marshal divine caster) visiting Roslar's Coffer on a pilgrimage to an ancestor's grave in crypts.

3. Chak BloodHawk - half-orc (or full orc) from the Mindspin Mountains, a wanderer and adherent of the Green Faith (Shifter, Druid, or Hunter), he is in town to trade pelts, and isn't sure how much he trusts the 'civilized' town and it's protectors.

A bit about me - I've been doing PBP since 2004, first on the old Real Adventures boards on WOTC, and since those closed, on Myth-Weavers, and have played a few games here as well. I'm also a Venture Agent and have played and run Pathfinder for quite some time now.

Silver Crusade

okay, one question before I go into picking a final class for Amelia, GM,

The arcanist racial favored class bonus says-
"Add one spell from the arcanist spell list to the arcanist's spellbook. The spell must be at least 1 spell level below the highest level the arcanist can cast."

however, there is a rule stating that- "Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare."

So my question is: Does taking this favored class option add one spell to the spellbook(as it seems it was merely copied over from the wizard, though it may be their intention), or does it add it to the amount of spells the arcanist can prepare?

How will you rule this works?

Also, what time frame is this taking place? (like the year)


Drogeney wrote:
Long time no see Vivi that Runelords game you were in is still going and Shadow is running it now for us. Glad to see you back.

So I have seen and so I have heard. Glad that it is still going strong.


Hmm, definitely interested. I have always loved Pathfinder, and I have always loved survival/horror, but I have not gotten the chance to experience a marriage of the two. Not to mention it is being run by a rather high-quality member of the boards. I think I would regret not throwing my hat into the ring.

After much thought (and several crumpled up pieces of paper), the idea I'm beginning to settle on is a Sarenite who focuses on his faith, inner peace, and guiding others. That is, until the red reaver came knocking at his monastery. He never thought that his quiet and peaceful life could be destroyed with such ease, and this caused him to reevaluate his perspective on the world. He decided he could no longer sit idly while so much pain and suffering was within his power to prevent. I plan on having this character be rather philosophical, deal with a crisis of faith, and be the wise leader and beacon of light for others to look to. I think it will be fun to play the candle in the night.

I shall return later with a more fleshed out idea. Very excited about this one.


Aldizog's submission here. So, I really like the whole Aroden/Arazni/Iomedae drama. I have been looking forward to this AP. I have a couple of characters I have submitted to past APs (Carrion Crown or WotR) who are aasimar with a divine connection to Arazni... but I think here I will go with somebody who is not "chosen."

Background:

Coral was born in Three Pines Ford, to a family of halfling traders. Her best friend in childhood was Salcas, a young human boy with rumored celestial ancestry. As with many children in Lastwall, they heard stories of the great heroes of the Shining Crusade and longed to become heroes themselves. They ventured into the woods with Nirmathi friends and acted the part of heroic adventurers.
Salcas grew up tall and strong, with an incredible magnetism and immense compassion. Not once did he ever discourage Coral from whatever role she wished to play. Was she a fairy princess he was to rescue? Was she the cunning and clever scout by his side? Was she the fearsome Order of the Paw cavalier charging in to save him? The young man let his halfling friend play any part she wished in their epic tales. He had a particular knack for storytelling, creating inventive plot twists and exciting drama.
Yet, it was clear that he was Chosen. Salcas traveled to Vigil for years of training in the Church of Iomedae. Coral knew that his destiny was to be a great hero, and hers was… to be a shopkeeper? Still, on visits home, Salcas promised he would return and bring her along on his quests.
“Coral,” he said, ”not all heroes need to be paladins. There is a need for somebody with, let’s say, a broad range of skills. The Knights of Ozem who tried to rescue Arazni might have met a different fate had they some halfling scouts amongst their group. I would be proud to have you by my side.”
It was not to be.
Salcas came back to Three Pines Ford as an undead monstrosity, screaming and desperate for human flesh. The villagers rallied together, as Lastfolk do. Coral put aside her shock and grief long enough to use herself as bait. The villagers trapped him with nets, and locked him in a vault under a hill. After that, only the young man’s parents and Coral would ever venture close enough to hear his screams.
Weeks later, Coral sat on the hill, weeping and raging at the gods. Iomedae most of all. “How could you let this happen? He was Good! He was special! He was devoted to you! And he was just a boy!”
She wept and thought of the tale of Arazni. How Iomedae had summoned her Order’s angelic patron and sent Her to Her death. “If even your own goddess is just a pawn on a board to you, an expendable piece, what would you care for a boy?”
But in that mourning she recalled how Salcas had explained the story. “Even the wisest do not know all ends. Not even the gods. Iomedae and Arazni made a tactical error. None are perfect, and so we must do the best we can. Why could Aroden not save Arazni? There are workings of the universe beyond our understanding. Rules even the gods must obey.”
It was an unsatisfying explanation, but the only one she had. Why do bad things happen to good people? The answer is… you don’t get an answer.
So, the halfling decided that she would become the hero that Salcas was meant to be, whether she was Chosen or not. Coral made her peace with Iomedae, took up a sword, and set out to cure her friend. Rumor was that there was a priest of Pharasma who had been seen in Roslar’s Coffer who might know something about restoring the undead to life.

Personality:
Coral knows she isn’t Chosen. She isn’t special, she isn’t particularly strong, and she can’t do magic. She’s just a halfling trying to get by on her wits and her reflexes – but she wants to be a hero. Coral aspires to live up to the heroic ideals of Lastwall, and the faith and compassion of her lost friend Salcas.
While Coral follows Iomedae, and has faith, she has constant doubts. Does Iomedae mourn for those lost in her service? Does She care about the mortals who fight in her name? How much of the future can even the gods see? She tries to put these doubts aside when talking to others, but still seeks answers.
Coral is cautious and slow to trust; she tries to avoid unnecessary risks. She doesn’t know how Salcas became undead, but he was never as careful as she was so he probably did something brave and foolish. Despite this caution, Coral is brave when called upon to be so. She has great compassion for underdogs and for the common people.

Role and Development:
This is a reinvention of my first 3.X character from nearly 20 years ago. I think “unlikely hero/everyman” is a really good fit for “survival horror.” Coral is somewhat in the vein of characters like Meriadoc Brandybuck. She will be a scout and secondary combatant, although should evolve into a competent primary combatant while still being able to handle traps as appropriate for her level. She will take Rogue until level 2, for Trap Spotter, and then switch over to Fighter (Weapon Master). Ultimately, I’d like her to be able to take levels in the Knight of Ozem Prestige Class. She might take Bodyguard and/or Blundering Defense, to help boost allies’ AC. If this AP goes to level 16, I would envision her ending as Rog2/Ftr4/Knight10, with Weapon Master allowing two Advanced Weapon Training Options (one from retraining the Ftr2 bonus feat upon hitting Ftr4). These would be Fighter’s Tactics and Warrior Spirit. She would have great saves (through Teamwork feats), Evasion, and some potent anti-undead abilities. She might come into conflict with the actual order of the Knights of Ozem but perhaps could find a sympathetic ally within the order who recognizes the value of having someone with her skills in their ranks.

Coral:

Halfling Rogue 1
LG Small Humanoid
Init +3; Perception +7 (+8 vs traps)
-----------------
DEFENSE
-----------------
AC 18, touch 14, flatfooted 15 (+4 armor, +1 size, +3 Dex)
HP 10 (1d8+2)
Fort +4, Ref +6, Will +4; +2 vs fear
-----------------
OFFENSE
-----------------
Speed 30ft.
Melee Rapier +4 (1d4+1/18-20), Sap +4 (1d4+1 NL), Light Mace +4 (1d4+1), or Dagger +4 (1d3+1/19-20)
Ranged Shortbow +4 (1d4/x3)
-----------------
STATISTICS
-----------------
Str 12, Dex 16, Con 14, Int 13, Wis 12, Cha 12
BAB +0; CMB +0; CMD 13
Alternate Racial Abilities: Fleet of Foot
Feats: Weapon Finesse (B), Iron Will, Shake it Off (B)
Traits: The Word, Helpful
FCB: -- (will be Fighter)
Skills (9 per level)
Acrobatics 1 +7 (+5 with ACP)
Climb 1 +4 (+2 with ACP)
Disable Device 1 +8
Escape Artist 1 +7 (+5 with ACP)
Knowledge (Religion) 1 +2
Perception 1 +7 (+8 vs traps)
Sense Motive 1 +5
Stealth 1 +11 (+9 with ACP)
Swim 1 +4 (+2 with ACP)
Background Skills: Linguistics +5, Appraise +5
Bonus Skills: Perform (Oratory) +5, Profession (Merchant) +5
Languages: Common, Halfling, Elven, Orc
Equipment: Chain Shirt (100), Rapier (20), Short Bow (30), 20 arrows (1), Thieves’ Tools (30), Sap (1), Light Mace (5), Dagger (2), Backpack (2), Flint and Steel (1), Waterskin (1), Acid (10), Alchemists’ Fire (20), Bedroll (0.1), Trail Rations (4 days; 2)
14.9 GP remaining
Special: Trapfinding, Sneak Attack +1d6, Lay on Hands 1/day (1d6)

About Me:
I've been playing since the Moldvay Red Box. These days, with two young children, it is easier to find time for PbP than FtF. I've been on these forums for a few years now. I run one campaign (an E6 Red Hand of Doom) and play in several others, as well as PFS scenarios. I am a reasonably frequent poster, generally able to get in a couple of posts per day if needed. If I am on my phone, my posts may be shorter, but I try to make them good quality even then.
I am a strong believer that "system mastery" means using the right level of optimization - not so little that you get everybody TPK'd, but not so much that you make it boring for everybody. Maximizing fun is the true "system mastery." For me, I find more fun in moderate builds played intelligently than in powerful builds played without any need for intelligence.
The campaigns I am in that provide the best examples of my posts and interactions are the one I am GM'ing (above), Liam of Kozan in War for the Crown, and Dervak in Strange Aeons. By comparison to Liam (and his occasional walls of text), Dervak is not very emotive in his dialogue or in any single post, but he's got more of a long-burn arc that comes across in many short bits and in his internal dialogue. I try to stick to the level of RP intensity of my party members in a given campaign.


Just out of curiosity would you mind having a backstory that kind of is spoilers for Roar of the Red Reaver. Im only asking because there is a character concept that while odd makes sense from the context of what goes on it.


Dotting for interest. I still have to read the Player's Guide and see what I come up with.


Color me interested. The AP seems amazing


Dαedαlus wrote:
Ah, darn it. Phoenix sorcerer is already taken. That bloodline is just awesome.

This doesn't preclude you from submitting one as well if that is what you really want to play. Obviously I can't pick everyone, but I'll be considering each concept on its own merit.

Valjoen_KC wrote:

Very interested. Couple questions:

1. Is combat stamina available?

2. You've added Power Attack, Combat Expertise and Deadly Aim... this is similar to the added combat feats in the Elephant rules, except Agile Maneuvers and Weapon Finesse. Is that included, or needed to be taken?

1) I'll need to review the system again. I'll do that and get back to you.

2) Agile Maneuvers and Weapon Finesse are not included and would need to be taken.

Chapel Ty'El wrote:
@GM ShadowLord: Do you allow a roll on the Variant Abilities and Physical Features table for Aasimar/Tieflings?

Sure, I'd be ok with that.

rorek55 wrote:
Does taking this favored class option add one spell to the spellbook(as it seems it was merely copied over from the wizard, though it may be their intention), or does it add it to the amount of spells the arcanist can prepare?

I don't have an answer off the top of my head, let me take a look at it and get back to you.

rorek55 wrote:
DAlso, what time frame is this taking place? (like the year)

The year is 4719. I don't see a time of year yet, I'll keep looking to see if I can find one. If I can't it will be 1d12 ⇒ 6 summer (Sarenith)

CampinCarl9127 wrote:
... Not to mention it is being run by a rather high-quality member of the boards.

Ah-ha! Another ass kisser! Keep it coming ;)

Coral of Lastwall wrote:
So, I really like the whole Aroden/Arazni/Iomedae drama.

I have to admit, I love it myself. It didn't catch my attention until I started reading it in earnest, but I found myself quickly drawn and fascinated by it!

MadScientistWorking wrote:
Just out of curiosity would you mind having a backstory that kind of is spoilers for Roar of the Red Reaver. Im only asking because there is a character concept that while odd makes sense from the context of what goes on it.

Send me a PM with what you have in mind and I'll let you know.


GM ShadowLord wrote:
Dαedαlus wrote:
Ah, darn it. Phoenix sorcerer is already taken. That bloodline is just awesome.

This doesn't preclude you from submitting one as well if that is what you really want to play. Obviously I can't pick everyone, but I'll be considering each concept on its own merit.

Yeah, I know. It was more in jest than anything- I usually like building something that fits the unique build rules for each game- I'll likely make some kind of frontliner/tank, but I'm still working on what exactly I'm doing.

I already have a phoenix-blood sorcerer in another recruitment game anyway. It's just an all-around amazing bloodline.


I just looked at the bloodline, and it is a pretty awesome bloodline. I'm not thinking Sorcerer for this game, but I'll keep it in mind for the future.

Anyway, after careful consideration, I have decided that I...have several ideas I need to narrow down. Probably human or dwarf, though - I've gotten that far with it.

EDIT: Important question. One of my ideas was considering the Hedge Witch archetype, but I also notice that the Player's Guide says that we start without any animal companions, mounts, or familiars. Since the witch's familiar is their spellbook, would this potentially mean that the witch would not have access to their familiar for spellcasting purposes for the entire first adventure?

EDIT 2: I realized this applies to the Shaman as well.


Dotting in, I can’t throw around quite as much experience as some but hopefully I can get an interesting idea to make up for it.


Phntm888 wrote:
EDIT: Important question. One of my ideas was considering the Hedge Witch archetype, but I also notice that the Player's Guide says that we start without any animal companions, mounts, or familiars. Since the witch's familiar is their spellbook, would this potentially mean that the witch would not have access to their familiar for spellcasting purposes for the entire first adventure?

You can combine Hedge Witch with another archetype.

Ashiftah, Bonded Witch (Half-elf only), Cartomancer, and Wyrm Witch all look compatible, replacing the familiar with an item of some kind while not touching the things that Hedge Witch replaces.


Phntm888 wrote:
EDIT: Important question. One of my ideas was considering the Hedge Witch archetype, but I also notice that the Player's Guide says that we start without any animal companions, mounts, or familiars. Since the witch's familiar is their spellbook, would this potentially mean that the witch would not have access to their familiar for spellcasting purposes for the entire first adventure?

I have it buried under the crunch info, but I'm requesting everyone forego animal companions, familiars, followers or mounts. If you take a class that uses them, please select an alternate type to replace these class features with alternates.

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