Adventurers for Hire - The Red Dragon Inn (Inactive)

Game Master Nairb the Grey

Interest Tracker Spreadsheet


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Greetings. The interest check went well enough that I do not have an excuse to not run this game, so here we go!
***
On the outskirts of the town of Marikest sits The Red Dragon Inn. Situtated just off the road outside the town gates, the inn is the favored watering hole for travellers, townsfolk, and adventurers that happen to be passing through. It is a rowdy place full of good drinks, good games, and good fights. It also happens to be the place that Sheriff Reg Ty-Djarling goes when looking for extra muscle for a job that his to deputies and him do not have the bandwidth to handle.

He has come with such a job this evening, and is sitting down with various mercenaries and adventurers in the inn looking to put together a group to investigate a nearby keep for him.

"Ahyeah, I'm looking for some people to head out to Brightstone and take a look around. Make sure them filthy monsters haven't come back. Years ago there was a nice little sister village down there at the mine, and Brightstone kept an eye on it all. Then the Orcs and Goblins came and wiped them out. Started running raiding parties on us here too. When the army came through a few months back they took most of my deputies off my hands, but at least they went and cleared out Brightstone too. I wasa hopin' that they would sit at the castle, make it sort of a base, but apparently it is too far away from the front. So now the keep is abandoned again, and I don't have the hands to keep an eye on it. If ye head out there and take a turn around, make sure it is still vacated, I would pay ye 100 gold each. If'n ye find anything though, well in the interest of keeping Marikest safe I would need you to clear it out again. Get to keep whatever treasure you find with the monsters that be there. And I could probably through in another 100 each for your troubles."

***
Begin OOC text:
Welcome to Red Dragon Inn, one of my favorite board games now turned into an RPG group. The premise is simple, this will be a standard Pathfinder game with one caveat, the characters are already decided, you just have to build them. Each of you will be playing one of the characters from the Red Dragon Inn board game. Their personality and basic archetype is set by the game, but how you build them within that framework is up to you.

So let's get into it:

Starting Character Level: 5th - I want you to be able to build characters that resemble some of the abilities of the characters in the board game, so we will be starting a bit higher.

Expected Character Growth: I am starting with a single short adventure to test the waters. Once you guys complete that and find the hook into the main adventure path I have planned we can keep going from there or wrap it up with the short adventure. If we keep going then we will probably make it to somewhere around 9 - 13...don't have everything planned out yet. If we stop then you will likely only make it to level 6.

Available Characters:

You will be building characters based on the Red Dragon Inn Board Game. The characters from the game that are available for submission are:
Fiona the Volatile
Gerki the Sneak
Dierdre the Priestess
Zot the Wizard with his familiar Pooky
Fleck the Bard
Gog the Half-Ogre
Dimli the Dwarf
Eve the Illusionist
Wizgille the Tinkerer
Brewmaster Phrenk
Serena the Pious
Kaylin the Renagade with her companion Wulfric
Captain Whitehawk
First Mate Remy
Bryn the Boatswain
Tara the Navigator
Sera the Fleetfooted
Lizwick the Collector
Joran the Trickster
Zakhan the Drunken Master
Erin the Ever-Changing
Cormac the Mighty
Witchdoctor Natyli
Ozrik the Adept
Brother Bastian
Wrench
Zariah the Summoner
Halden the Unhinged
Keet the Treasure Hunter
Nitrel the Sapper
The Magnificent Adonis, Bard of the Ages

Ability Scores, Races, Classes, Etc: We will be working with a 20 point buy, but I will be preferentially selecting characters that build there stats in line with what is implied by the character from the board game, so minmaxing could go against you. For example, Adonis is clearly a strong man type, even though as a Bard that may not be the most optimal place to put ability score points. If Adonis has a Strength score lower than probably 14 then I will not likely select that character. With as stacked as he is I would likely take an 18 over a 14 as well.

For Race: You are stuck with the race that the character has in the board game. Which means mostly humans, with a few more interesting things thrown in for fun. If you select one of the actual monsters (Gog, Phrenk, Natyli, and Kaylin) we will open up the ARG race builder for you to create a playable version of the race with an RP of 14 (in line with Common Drow like First Mate Remy.)

Classes: Anything Paizo is approved, but again you need to build within the constraints of the character as depicted in the board game. Cormac is indicated to be a Barbarian on the RDI site...so I am expecting to see rage powers. Nothing 3rd party will be accepted.

HP: HP will be max at first level and half rounded up at subsequent levels.

Wealth: You have wealth of 5th level characters (10,500) and standard spending rules apply (no items worth more than 50% of your networth). Also, if you have crafting feats then you get extra wealth specifically for those. We will be using the rules outlined here for that. If you have 1 crafting feat then you get 25% more wealth, so 13,125, 2625 of it must be used on items that you craft yourself. If you have more than one crafting feat then you get 5% additional wealth for each one beyond the first you have, up to a max of 50%. Remember, I will not be expecting to see crafting feats on RDI characters that do not look like they craft. (First glance I am thinking Phrenk, Natyli, Wizgille, and Wrench. Maybe a few others.) To be clear, this percentage is wealth, not gold...so the 2625 is value of the items, not gold you spent crafting them. Extreme example, you could use that to craft 52 CLW potions, not 104 (50 each, not 25 each).

Background Traits, Alternate Rule Sets, Etc.: We will be using Background Traits and Background skills. I feel like they help more with RP than anything else. 2 background traits, none from a Paizo AP since this is homebrew. We will also be using the race builder as mentioned above, you can build older characters that way Zot can actually be as old as he looks. If you know of another rules set published by Paizo that will help you get closer to the character as depicted in the board game bring it to my attention and I will look over it.

Multiple Submissions? Multiple submissions will be allowed for this game since I will only be selecting one of each specific character. (No party of Deirdres running around). When creating more than one character let me know which one you are most interested in playing and give me kind of a ranking. I will do my best to get everyone as high up in their ranking as possible. At the same time, if you submit a character I am going to assume it is because you have some interest in playing him or her.

I think that is everything? It probably isn't. I always forget something. Ask questions and I will answer.

I look forward to seeing the submissions.


Dotting! I'm gonna throw in for Natyli, Wizgelle, and Tara the Navigator.

Since the characters' personalities are largely established (albeit vague in some cases), to what extent do you want us to write backstories or suggest how we'd want to play them from a narrative standpoint?


YoricksRequiem wrote:

Dotting! I'm gonna throw in for Natyli, Wizgelle, and Tara the Navigator.

Since the characters' personalities are largely established (albeit vague in some cases), to what extent do you want us to write backstories or suggest how we'd want to play them from a narrative standpoint?

That is an excellent question. I am thinking we just do writing samples rather than a 5 minute background or some such. RP both sides of your conversations with other denizens of the RDI and show us how you see the character interacting. You can even RP with other submission characters if you want, although probably avoid your doppelgangers, that could get awkward.


I'll dot this and see what I can throw together. I think I'll throw out Bryn and Fiona, seeing as those two got less attention in the interest check.


I want Adonis to be a
Unchained Monk (Scaled Fist) VMC Bard
or
Unchained Monk (Scaled Fist) 1 / Bard 4
with a focus on STR and CHA and very low dex and wis. It will be a rather sub-optimal build either way


Ellioti wrote:

I want Adonis to be a

Unchained Monk (Scaled Fist) VMC Bard
or
Unchained Monk (Scaled Fist) 1 / Bard 4
with a focus on STR and CHA and very low dex and wis. It will be a rather sub-optimal build either way

How do you see making use of his flute, lyre, and drum? In my head I imagined Adonis being some kind of combination bard/improvised weapon user to turn his musical instruments into actual melee weapons.

I am not opposed to the Scaled Fist, I like the flavor of a warrior "of unshakable confidence"...I just don't know if the energy damage boost fits the character as a class feature rather than a magical item, you know?. Maybe if there was an option to do sonic damage...but sonic is in a different weight class from the base elements, so I understand why it isn't there.

Just some rough thoughts. Show me the full build and we can talk more on it...I might like what you come up with.

I am okay with VMC to get closer to a specific character's depicted archetyp.


Considering building Deirdre the Priestess as a cleric with the blossoming light archetype.


I'm interested.

Full disclosure, I've never played the board game, but I have seen it on gaming shelves and have an idea of the premise.

Are we just going off the names for personality, or is there a place I can look up that info for a better feel?


Fallen_Mage wrote:

I'm interested.

Full disclosure, I've never played the board game, but I have seen it on gaming shelves and have an idea of the premise.

Are we just going off the names for personality, or is there a place I can look up that info for a better feel?

If you go to this link here, you will find a page that shows a brief description of the characters. There isn't a huge amount to go on, but it is a starting point for their personality and basic build. I am seeing it kind of like a writing prompt if you will. For Example:

RDI Website wrote:

Deirdre the Priestess Deirdre uses the power of the Goddess to protect and heal her friends and to smite the wicked creatures of the deep dungeons. She’ll also smite anyone who treats her like a bimbo, even though she’s not above working her good looks get her way.

The Good: The Goddess keeps Deirdre protected from harm.

The Bad: The Goddess’s protection does not help against alcohol. Deirdre is a cheap date.

So a healer that can use her good looks to charm and her divine powers to woop on people that treat her poorly. Probably a cleric or some other divine with a decent charisma and some points in diplomacy and bluff I would guess.


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As in the interest check, I'm most interested in: Natyli, Kaylin, Whitehook, Tara, and Zariah.

Now, off to figure out how to do a "pixie enchanter with a wolf animal companion" and a "half-troll witchdoctor with voodoo dolls" as my first attempts.

From the interest thread:

Nairb the Grey wrote:
Since if I open up recruitment I have decided I will allow multiple applications from individual players since there will likely be some duplicate character choices and I will not be selecting more than one of any specific character. So if more than one character tweaks your fancy you can apply for all of them. During the application process you will give me a ranked preference and I will keep that in mind for selection.

I'm assuming this still holds?


Just a question, would you prefer the characters be uploaded in the same post, or is it alright to post them as you finish them?


i could play wrench as a wiz rogue trapper


Tiessa wrote:
Now, off to figure out how to do a "pixie enchanter with a wolf animal companion" and a "half-troll witchdoctor with voodoo dolls" as my first attempts.

I look forward to seeing what a Pixie and a half-troll look like coming out of the race builder. Should be fun.

Tiessa wrote:
I'm assuming this still holds?

Yes, multiple submissions are allowed.

Brolof wrote:
Just a question, would you prefer the characters be uploaded in the same post, or is it alright to post them as you finish them?

You can submit them all at the same time or piece meal, but if you do one mega post please make liberal use of spoilers to make it a little bit more parse-able. Honestly submitting them one at a time would probably be easier for everyone involved.

In related news, since we are doing multiple submissions with the same actual characters, I will ask that aliases not be created until selection is done. I had thought about that before but forgot to put it in the initial post.


@ OP: Thank you, that was very helpful. After looking them over, I feel drawn to the following three:

Lizwick the Collector

Fleck the Bard

Eve the Illusionist

Not sure I have a preference at this time, but I'll be sure to rank them in order after I've slapped them together.


Here’s my first and preferred entry for this, Bryn the Boatswain.

Crunch:
Bryn the Boatswain
Human Brawler 5
CN Medium Humanoid (Human)
Init +2; Senses [/b]Perc +1
-------------------
[b]Defense

-------------------
AC 17, Touch 13, FF 14 (+4 armor, +2 dex, +1 dodge)
HP 54 (5d10+20)
Fort +7, Ref +6, Will +4
-------------------
Offense
-------------------
Spd 30ft
Melee; Unarmed Strike +11 (1d8+7) or Unarmed Strike +9/+9 (1d8+7)
Special Attacks; Knockout (DC 16) 1/day, Martial Flexibility 5/day
-------------------
Statistics
-------------------
Str 19, Dex 14, Con 16, Int 8, Wis 12, Cha[b] 10
[b]Base Atk[/]b +5; [b]CMB
+9 (+10 on grapple); CMD 22 (23 vs grapple)
Feats; Dirty Fighting, Power Attack, Improved Unarmed Strike*, Weapon Focus (Unarmed Strike)*, Exotic Weapon Proficiency (Cannon), Weapon Specialization (Unarmed Strike)*, Iron Will
Skills; Acrobatics +10, Climb +11, Perception +9, Profession (Sailor) +13, Profession (Shipwright) +13, Swim +11
Languages; Common
Traits; Obari Veteran, Ship Aptitude
SQ; brawlers’s cunning, martial training, brawler’s strike (magic), close weapon mastery
Other Gear; Muleback Cords (1000 gp), Mithral Shirt (1100 gp), Belt of Giant Strength (4000 gp), Amulet of Mighty Fists +1 (4000 gp), Brawler’s Kit (backpack, a bedroll, a belt pouch, a flint and steel, rope, torches (10), trail rations (5 days), and a waterskin.) (9 gp), Masterwork Shipwright’s Tools (50 gp), Alchemist's Kindness x5 (5 gp)
Total Currency; GP 334, SP 18, CP 20

I tried to include everything I could into the build about her. She’s not just strong, but tough as nails, so made Str and Con the same starting out. I looked up how much a cannon weighed and found out that two pound cannons weighed six hundred pounds. Strength wasn’t high enough to carry one, so I grabbed muleback cords so she could. Gave her Exotic Weapon Proficiency so she could actually use one, but sadly, cannons cost 6000, so no buying one to drag with her. Grabbed what I could to make her great at sailing, and grabbed the Masterwork Shipwright’s Tools to represent her hammer. Even snagged some Alchemist’s Kindness to hand out to fellow drunks!

RP Snippet:
Bryn walked into the tavern with a barrel of the finest rum slung over her shoulder, a massive grin spread across her face as she hummed. That had been a good haul, and it was time to enjoy the fruits of her labor. She glanced over towards where the rest of the crew had gathered and headed over. Slapping Tara on the shoulder, she planted the barrel onto a table and grabbed a nearby tankard. Accidentally tearing the tap off while trying to open it, she just shrugs and fills it up. Thrusting the tankard into the air, she lets out a shout. “First drinks is in onor of Cap’n Whitebranch, te finest woman to ever sail te seas!”

A collective shout of agreement came from the gathered crew, as they scrambled to get their own tankards worth of the quickly vanishing spirits. Whitebranch sighed while Remy gave her an annoyed look as a puddle of rum started forming around his boots. Tara just rubbed her shoulder and went back to her cards, a small smile covering her face. Bryn laughed and scooped three more tankards into her hand, filling them and putting them out in front of them. “Come on Remy, lighten up. We ad an amazin run today, got plenty o loot, not a single casualty. Calls for celebratin, yea?”

“I’d find it easier to lighten up if you hadn't wasted a couple thousand golds worth of rum like that, and got my shoes dirty in the process.” Bryn waved a hand at him, taking a swig of rum before looking around the inn. Her eyes landed on just the person she wanted to see. Leaving an even more frustrated Remy to be calmed down by Tara, she walked over to her new target.

Gog looked up from where he had been struggling to try and read a book that looked almost comically small in his massive mitts. Bryn slipped into the seat across from him and chugged the rest of her drink, wiping a hand across her mouth and grinning. Gog shifted his head and scratched it in confusion. “What pretty lady want this time?”

“I want a rematch! I’ll buy you another bowl of that stew you like.” Gog’s mouth fell open and he started drooling at the thought. He quickly nodded and put the book aside as the two got settled. A crowd quickly formed around the two of them, cheering for either of them or taking bets. Whitebranch quickly mounted a table nearby and waved her tankard about to get the crews attention.

“Come on crew, let’s sing a shanty to inspire Bryn on!”

(To the tune of the Spongbob Theme Song)

“Are you ready crew?”
“Ay ay Cap’n!”
“I caaaaan’t heaaaar yooooou~!”
“AY AY CAP’N!”
“OOOOOOOOOOOOOOOOOOOOOOOOH,
who’s brawny, strong, and fixes our ship?”
“BRYN THE BOATSWAIN!”
“A mountain of woman and a fighter to beat?”
“BRYN THE BOATSWAIN!”
“Who’s the best friend a captain could have?”
“BRYN THE BOATSWAIN!”
“So give her a cheer and a wave of your mug!”
“BRYN THE BOATSWAIN!”
“Ready?”
“BRYN THE BOATSWAIN!”
“BRYN THE BOATSWAIN!”
“BRYN THE BOATSWAIN!”
“BRYN THE BOATSWAIN!”

Bryn gave her crew a massive grin of approval, shooting the captain a thumbs up before slamming her hand into Gog’s grip. This was the life!

I will not apologize for that, they’re sailors, and it just worked out so well!


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Nairb the Grey wrote:
Tiessa wrote:
Now, off to figure out how to do a "pixie enchanter with a wolf animal companion" and a "half-troll witchdoctor with voodoo dolls" as my first attempts.
I look forward to seeing what a Pixie and a half-troll look like coming out of the race builder. Should be fun.

Just a preview, not the final:

So far for Pixie (I was trying to mimic the bestiary entry)
4 pts: Advanced Ability Scores (Mental): -2 STR, +4 DEX, +2 INT, +2 WIS, +2 CHR
2 pts: Fey
-1 pt: Slow: 20' Movement Rate
0 pts: Small (the bestiary says Small, I think Tiny would be even more appropriate to Kaylin from the pictures, but it costs 4 pts for some unknown reason)
0 pts: Standard Language Group: Sylvan
4 pts: Flight: Fly 30' (Clumsy)
2 pts: Flight: Fly 40' (Poor)
3 pts: Fey Damage Reduction: 5/Cold Iron

Abilities: STR: 6, DEX: 20, CON: 12, INT: 16, WIS: 12, CHA: 16
Pretty close to the bestiary entry, keeping wisdom to the minimum fits into her temper.

I plan to play her as if she were Tiny (like Tinkerbell), even though for some strange reason Tiny costs 4 pts.

Class: Wildblooded Sorcerer, Sylvan Bloodline: Gives Animal Companion @ Level - 3, Min 1
This is actually perfect for building Kylin, both in flavor and abilities - I googled animal companions to find this combo.

Feat: Boon Companion: Class level is +4 for companion's abilities, max of actual class level
Makes Wulfric equal to her level and actually useful.

Taking Sorcerer gives me most of the spells of the pixie and I am primarily taking enchantment spells to fit into the Kaylin template. Spells like: Mage Hand and Prestidigitation for general mischief, Polypurpose Panacea (for Sobriety) for drinking, and Charm Person for enchantment

Background Skills:
Craft (Tattoo): She's a rebel with attitude, tattooing is a natural - especially for tattooing people who pass out drunk :D Granted they are tiny tattoos (this is going into the story).
Profession (Gambler): She plans to win the gambling hands and beware anyone who accuses her of cheating :)

Regular Skills:
Fly (of course), Spellcraft, UMD and Bluff (for gambling) and maxed Intimidate (I don't expect anyone ever to be intimidated by a 2' pixie, but she'll try anyway. Shaking her tiny fist and squeaking out her threat.)

Traits, I'm at a loss for finding anything too applicable. Either something to do with having longbow proficiency (like bestiary pixie), Enchantment, Drinking, or Angry Attitude

This has been a very fun exercise of trying to model this character.


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I found a couple of traits that may prove useful:

Splash Attack (People of the River): You can throw liquid that you have in your hand (as long as it's at least a pint) and try to blind someone right next to you as a dirty trick maneuver without an AoO. Great for starting bar fights.

Iron Liver (Adventurer's Armory): +2 Fortitude vs poisons and drugs, +4 to avoid the effects of alcohol.

It's fun trying to maximize something other than combat prowess for a change.


Brolof, I really appreciated your RP sample that was great.

Looking over your build I think you have gotten into the spirit of the game wonderfully, you are clearly going with a build that is less optimized than it could be in favor of the character's flavor...thank you.

The only nit-picky thing of concern I see is that I don't think Muleback Cords and a Belt of Giant Strength will stack since they both are based on the spell Bull's Strength according to the crafting requirements. Since the Muleback cords are primarily to address a flavor thing (her carrying a cannon by herself) and you do not own a cannon right now, I don't know if it is that big of a deal...but I feel bad about you spending 1000 gold on a magic item that doesn't work since you already have another bonus elsewhere.

If I am interpreting the rules on that wrong though let me know.

Tiessa, your first draft for a pixie character using race builder looks great. I think the bonus spells you will get from the Fey (Sylvan) bloodline will really help you look like Kaylin. I don't have any constructive feedback at this point, but might have more to say when you finish your final draft.


Nairb the Grey wrote:
Ellioti wrote:

I want Adonis to be a

Unchained Monk (Scaled Fist) VMC Bard
or
Unchained Monk (Scaled Fist) 1 / Bard 4
with a focus on STR and CHA and very low dex and wis. It will be a rather sub-optimal build either way

How do you see making use of his flute, lyre, and drum? In my head I imagined Adonis being some kind of combination bard/improvised weapon user to turn his musical instruments into actual melee weapons.

I am not opposed to the Scaled Fist, I like the flavor of a warrior "of unshakable confidence"...I just don't know if the energy damage boost fits the character as a class feature rather than a magical item, you know?. Maybe if there was an option to do sonic damage...but sonic is in a different weight class from the base elements, so I understand why it isn't there.

Just some rough thoughts. Show me the full build and we can talk more on it...I might like what you come up with.

I am okay with VMC to get closer to a specific character's depicted archetyp.

I see the instruments for what they are. They are used to make music for bolstering allies, discouraging enemies and most importantly seducing women. I thought about fighting with them, but that's one more feat chain that I could never afford.

I want to do unarmed/unarmored combat while holding my instruments. Therefore I really need at least one level of scaled fist. If I wanted to be really good at fighting, I need to progress monk and get bardic performance and versatile performance from the vmc. I don't actually need bardic knowledge for my build, neither do I need the Draconic Fury (Su) ability. But no monk would ever use a ki point for 1d6 elemental damage anyways.
The bonus feats from the archetype are actually great, because they provide additional unarmed damage and some intimidate feats that fit the build well. Since for a monk, Weapon Focus (unarmed) really means WF (body), he can use Dazzling Display with his whole body. Which I see as making a very sexy hip swing that makes the enemy extremely nervous.


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Here's the preliminary crunch and RP sample. I still have to finish spending the beginning money, but it's essentially done.

Kaylin Crunch:

Kaylin the Renegade
Female pixie sorcerer (wildblooded) 5 (Pathfinder RPG Ultimate Magic 70)
CG Small fey
Init +5; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
hp 32 (5d6+10)
Fort +2 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +6, Will +5
DR 5/cold iron
--------------------
Offense
--------------------
Speed 20 ft., fly 40 ft. (poor)
Melee unarmed strike +1 (1d2-2 nonlethal)
Ranged +1 light crossbow +9 (1d6+1/19-20)
Sorcerer (Wildblooded) Spells Known (CL 5th; concentration +8)
. . 2nd (5/day)—cat's grace, hideous laughter (DC 16), invisibility
. . 1st (7/day)—charm person (DC 15), coin shot, entangle (DC 14), polypurpose panacea[UM], shield
. . 0 (at will)—dancing lights, detect magic, drench[UM] (DC 13), mage hand, prestidigitation, scoop[UM]
. . Bloodline Sylvan
--------------------
Statistics
--------------------
Str 6, Dex 20, Con 12, Int 16, Wis 12, Cha 17
Base Atk +2; CMB -1; CMD 14
Feats Boon Companion[UW], Eschew Materials, Improved Spell Sharing[ACG], Spell Focus (enchantment)
Traits iron liver, splash attack
Skills Acrobatics +5 (+1 to jump), Bluff +11, Craft (tattoo) +11, Fly +11, Intimidate +11, Profession (gambler) +9, Spellcraft +11, Use Magic Device +11
Languages Celestial, Common, Elven, Sylvan
SQ woodland stride
Other Gear +1 light crossbow, crossbow bolts (60), efficient quiver, handy haversack, 4,359 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (40 feet, Poor) You can fly!
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
Woodland Stride (Ex) Move through undergrowth at normal speed.

RP:

"Ugh, sailors," Kaylin grimaced and covered her ears against the boisterous singing.

After the singing died down to a dull roar, the pixie turned back to the table, and slurred, "Where were we bigjob?"

Across the table from her, Daareka narrowed her eyes above her hand of cards, staring intently with her hair tentacles poised like snakes. Kaylin felt the tendrils of Daareka's mind striving to encompass her own, it was weaker this time. Shaking her head as if to clear it, she randomly belted out, "Bryn the Boatswain!" far out of beat with the sailors. Daareka smirked and concentrated harder.

The mindbreaker shrieked, "Ouch! That mongrel of yours better stop that!" as Wulfric bit her foot. Kaylin felt the tendrils evaporate like mist.

"Wench! Two more drinks over here and on her tab!" the pixie yelled out then turned back, "You know the bet. You fail to control my mind, we have to chug, and you buy the next round."

Kaylin chugged her own beer, seeming to drain it straight down her throat. She looked woozy for a few seconds and then belched out, "Chug!" at Daareka.

The purple skinned woman gave her an evil glare tinged with disgust and chugged her beer, this time slower than before. She choked down the last few swallows.

Kaylin dealt another hand of cards, lost track of the card count a number of times, and had to count them over and over again.

"Having a hard time thinking cutie pie?" Daareka chuckled everytime Kaylin messed up and twisted a tentacle of hair around her finger.

"You can just give up and admit that I'm the bigger person," she gloated.

"You keep that up you great washoon and see" the diminutive dealer stopped, looked a bit green, shook her head, and continued, "who has the last laugh."

Daareka looked pleased but barely able to keep her head straight and eyes open, she started to take a drink when a hard knock to her elbow caused her to spill her drink all over herself, the table, and the cards. She looked down and saw Wulfric right at her elbow. "That mangy cur of yours!"

"You know the rules, you spill, we chug!" Kaylin yelled, pointing and laughing at the mess Daareka made.

Reluctantly, the drenched woman choked down another beer while Kaylin easily downed hers.

Gathering the cards up into a dripping and disordered pile while trying not to get herself wet Kaylin slurred, "Look at the mess you made, you clumsy bigjob! Let's draw high card, I can't seem to stack these wet cards."

Daareka nodded, shook her head, and tried to clear her bleary eyes. She spotted the edge of a king card, grabbed it, held it up, and barked, "Hah! Beat that shortstuff!"

Kaylin looked very unsteady, took the top card off of the disheveled pile of cards, raised it slowly, turned it over, and displayed an ace. "Chug!" she yelled, startling Daareka.

Daareka raised her mug to her lips and began to drink, then fell face forward with a thud and a sploosh as her forehead hit the sodden table.

Kaylin straightened up, looking absolutely sober, and remarked without a trace of slur, "The 'chug for everything' game always gets the bigjobs."

Chuckling she motioned and all of Daareka's coins magically slide over the table and into her own pile.

The pixie hopped onto the passed out drunk's back, sat down, took a big swig of beer, and sang,
"Weak of mind and can't hardly drink!"
"Drunken Daar'ka!"

Wulfric Crunch:

Wulfric CR –
Wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee unarmed strike +5 (1d3+2 nonlethal) or
. . bite +6 (1d6+3 plus trip)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +5; CMD 18 (22 vs. trip)
Feats Improved Spell Sharing[ACG], Weapon Focus (bite)
Skills Acrobatics +3 (+11 to jump), Perception +9, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
--------------------
Special Abilities
--------------------
Evasion (Ex) No damage on successful reflex save.
Improved Spell Sharing Divide share spell dur evenly between you and companion. Can move apart w/o ending effect.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trip: Bite (Ex) You can make a trip attempt on a successful attack.


Dotting. I'll work something up. So many characters to choose from.


Nairb the Grey wrote:

The only nit-picky thing of concern I see is that I don't think Muleback Cords and a Belt of Giant Strength will stack since they both are based on the spell Bull's Strength according to the crafting requirements. Since the Muleback cords are primarily to address a flavor thing (her carrying a cannon by herself) and you do not own a cannon right now, I don't know if it is that big of a deal...but I feel bad about you spending 1000 gold on a magic item that doesn't work since you already have another bonus elsewhere.

If I am interpreting the rules on that wrong though let me know.

I just did a quick look at the two items. The Belt of Giant Strength gives an Enhancement Bonus. The Muleback Cords simply adjust carrying capacity as if your strength were 8 higher, no other benefit to strength-based rolls. As far as I know, there should not be a conflict as they are not the same type of bonus.

Your call GM, but that's my two coppers.


:/...I lean towards it being an unspoken Enhancement Bonus since that is what the bonus of the component spell is. But that is probably my interpretation and not rules as written.

Of course it is such a specific case that there is no faq or ruling on it. Meh. It is an edge case and doesn't really matter mechanics wise. I am willing to accept Fallen_Mage's point of view on it and handwave the thing.

If you want to be able to be the pack mule for the party more power to you.


I really didn't have much of an opinion either way, I just grabbed them to try and fit the character. If I didn't spend the thousand on the cords, it would have gone to giving my armor a +1 or a cloak of resistance.


You can go either way with it. I totally appreciate that you put so much work into fitting the character in the board game, that is entirely what the challenge is all about.

But, with the belt of strength and the already high base strength I would say that is close enough for government work if you wanted to use the 1k gold on something more optimal. Like I said, either way. The Muleback cords do work I've decided.

In other news, is the text in this thread Red for anyone else? I created a campaign so I could link in the interest tracker at the top, and now all of the text is red instead of black.


Ellioti wrote:
Nairb the Grey wrote:
Ellioti wrote:

I want Adonis to be a

Unchained Monk (Scaled Fist) VMC Bard
or
Unchained Monk (Scaled Fist) 1 / Bard 4
with a focus on STR and CHA and very low dex and wis. It will be a rather sub-optimal build either way

How do you see making use of his flute, lyre, and drum? In my head I imagined Adonis being some kind of combination bard/improvised weapon user to turn his musical instruments into actual melee weapons.

I am not opposed to the Scaled Fist, I like the flavor of a warrior "of unshakable confidence"...I just don't know if the energy damage boost fits the character as a class feature rather than a magical item, you know?. Maybe if there was an option to do sonic damage...but sonic is in a different weight class from the base elements, so I understand why it isn't there.

Just some rough thoughts. Show me the full build and we can talk more on it...I might like what you come up with.

I am okay with VMC to get closer to a specific character's depicted archetyp.

I see the instruments for what they are. They are used to make music for bolstering allies, discouraging enemies and most importantly seducing women. I thought about fighting with them, but that's one more feat chain that I could never afford.

I want to do unarmed/unarmored combat while holding my instruments. Therefore I really need at least one level of scaled fist. If I wanted to be really good at fighting, I need to progress monk and get bardic performance and versatile performance from the vmc. I don't actually need bardic knowledge for my build, neither do I need the Draconic Fury (Su) ability. But no monk would ever use a ki point for 1d6 elemental damage anyways.
The bonus feats from the archetype are actually great, because they provide additional unarmed damage and some intimidate feats that fit the build well. Since for a monk, Weapon Focus (unarmed) really means WF (body), he can use Dazzling Display with his whole body. Which I see as...

That all makes sense to me. sounds like a good interpretation of the character. Run with it.


Brainiac wrote:
Considering building Deirdre the Priestess as a cleric with the blossoming light archetype.

Late response to this, sorry.

I like the concept. I worry that the archetype is pulling a lot from you without giving you much in return, but it looks like it could be fun.


Nairb the Grey wrote:
In other news, is the text in this thread Red for anyone else? I created a campaign so I could link in the interest tracker at the top, and now all of the text is red instead of black.

Yes! Though oddly it goes back to black in the preview when writing a response.


It's red for me as well. I'll stick with the muleback cords, never know what potential shenanigans that be gotten into by being able to haul several hundred pounds at once. Also, I technically did optimize her... to be a sailor. Just the situation really doesn't work out in her favor.


So apparently the red ink in the campaign is from a known issue that occurs when you start a thread title with the words Red or Green. Personally I think it is a sign that Paizo is fans of Pokemon Fire Red and Leaf Green, but no confirmation on that yet.

My plan is once recruitment is done I will unlink the recruitment thread from the campaign. Hopefully that will keep the whole campaign from being Red.


This is an interesting concept although I don't have experience with the game. Looking through the list, I was drawn to Zariah as it would be interesting to have a chimera.

My first thought was do use the Summoner class. Using the original version and the quadruped eidolon, the main issue would be the breath weapon (available at 9th lvl). Flight may not be possible either in order to have 3 heads that can attack and it would have to stay Medium size. The other issue is the ability to summon a lion (available with Summon Monster IV at 7th lvl). A minor issue would be to find something to use as the ferret.

An alternate solution is to use the Druid class but Summon Nature's Ally has the same level restrictions on a lion and I don't see a way to get a chimera.

Any thoughts?


I actually think the Summoner class is the perfect place to go with Zariah. I think the main thing is looking at the cards for flavor and not specific mechanics.

For example, on the lion, Scrappy on the cards is depicted as a lion cub, with only a full maned adult lion appearing in the Chimera form.

So maybe Scrappy is flavored as a young lion, but we actually use the stats from a lower level Summon Monster for its stats. Taking a glance I would say maybe Leopard since it retains the grab, pounce and rake abilities.

As for the Eidolon Chimera, I think long term a true Chimera is a good thing to reach for, but if you look at the character in the game, it is not a pathfinder Chimera, but actually a chimera from the standpoint of a different definition of the word -"an individual, organ, or part consisting of tissues of diverse genetic constitution" Zariah's Chimera is an individual with a diverse constitution, specifically that of Scrappy, Bandit, and Amber put together. So it may not be built towards a pathfinder chimera but rather a custom 3 headed monster. Still difficult to do with 5th level evolution points, but I think as you level you could get there.

So my recommendation for the favorite summons would be:
Scrappy - Young Lion (borrow Summon Monster III Leopard Stats)
Bandit - Ferret (borrow Summon Monster I Dire Rat or Dog Stats) You could also summon 1d3 weasels using Summon Minor Monster if you would prefer that. Maybe Bandit and his brother and sister sometimes come along too?
Amber - use Small Water Elemental Summon Monster II

Her write up implies these are her hardest-working companions, but not her only ones...so you likely can summon other things, but it seems like these are her favorites.


Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens, Maps, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Nairb the Grey wrote:
In other news, is the text in this thread Red for anyone else? I created a campaign so I could link in the interest tracker at the top, and now all of the text is red instead of black.

Not red at all, none of it.


Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens, Maps, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Tiessa wrote:
Nairb the Grey wrote:
In other news, is the text in this thread Red for anyone else? I created a campaign so I could link in the interest tracker at the top, and now all of the text is red instead of black.
Not red at all, none of it.

lol, right after I posted that, it all turned red - very nice.


Weird.


important ruling question: Do size bonuses and the bonus from Intimidating Prowess affect an Intimidate check when using Perform (Percussion) through Versatile Performance? Most discussions I found on this would they yes, because VP only replaces the skill ranks (and sometimes the attribute).


Red for me as well.


Ellioti wrote:
important ruling question: Do size bonuses and the bonus from Intimidating Prowess affect an Intimidate check when using Perform (Percussion) through Versatile Performance? Most discussions I found on this would they yes, because VP only replaces the skill ranks (and sometimes the attribute).

This is where I will land on this after a bit of research, because I think it avoids the pitfalls of the doubling bonuses/penalties that I have seen in different threads.

pfsrd (Versatile performance wrote:

...When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill...

emphasis added

The way I interpret this is that Versatile Performance allows the bard to use any class skill bonus and skill ranks in the appropriate perform skill in leiu of the same in the appropriate replaced skill. All other bonuses or penalties the character has for the replaced skill would still apply, but no other bonuses or penalties from the Performance would (they are not specifically listed in the ability, whereas the class skill bonus is).

This means you do get the size bonus on Intimidate, but you cannot for example take skill focus Perform(x) and Skill focus Intimidate and double up on that bonus...or get a bonus for a magic item of performance buff and another one for a magic item of intimidate buff.

I thought about going to other way with it and allowing the other bonuses to come over too and override the bonuses on the replaced skill, but ultimately I think a halfling banging a small drum should be less intimidating than a giant banging a large drum. Yay for the giant bard! lol. So there you have it.


@GM: I found this trait that I believe would be perfect for Eve called Trickster (Magic Trait). However, it requires being a Gnome. I looked at the Adopted Trait and it states that you can choose a Racial Trait from another race that is not yours.

Would you allow me to take Adopted so I can take Trickster?

RPG Superstar 2009 Top 16

There's a glitch/feature that when a campaign has Red in the title the color of the text in the thread becomes red.


Fallen_Mage wrote:

@GM: I found this trait that I believe would be perfect for Eve called Trickster (Magic Trait). However, it requires being a Gnome. I looked at the Adopted Trait and it states that you can choose a Racial Trait from another race that is not yours.

Would you allow me to take Adopted so I can take Trickster?

Works fine by me.


Shoot my multiple personalities are showing. Buhayra == Nairb.


If no one has snatched him up yet, and you are still looking for one more, I would enjoy playing Zakhan the Drunken Master. Character sounds like a mix of monk-fighter (brawler), barbarian, and maybe a drunken alchemist (for flavor). I haven't delved to deeply into archetypes or point buy yet, but i enjoy unarmed combat so I think i could enjoy this.


So, I decided to drop the Bard. Realized, I have no bloody clue how to play one properly. Anyway, here are the stats for Eve and Lizwick. I'll get the RP up a little later.

Stats:

Eve the Illusionist
Human illusionist (mage of the veil) 5 (Pathfinder Player Companion: Inner Sea Primer 29)
CN Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 23 (5d6+5)
Fort +1, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
. . At will—face in the crowd
Illusionist Spells Prepared (CL 5th; concentration +9)
. . 3rd—invisibility sphere (2), loathsome veil[UM] (DC 18)
. . 2nd—hypnotic pattern (2, DC 17), minor image (DC 17), mirror image
. . 1st—disguise self, magic missile, silent image (2, DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, ghost sound (DC 15), mage hand, ray of frost
. . Opposition Schools Divination, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Deceitful, Eschew Materials, Fast Study[UM], Improved Initiative, Scribe Scroll, Spell Focus (illusion)
Traits adopted, power of suggestion, trickster
Skills Bluff +12, Disguise +14, Knowledge (arcana) +12, Perception +5, Sense Motive +5, Spellcraft +12, Stealth +10
Languages Common, Draconic, Elven, Gnome, Orc
SQ arcane bond (blind eye), extended illusions (2 rounds)
Combat Gear cloak of fiery vanishing[ARG], smoke pellet[APG] (5); Other Gear dagger, blind eye, choker of body alteration, false face[ACG], false face[ACG], handy haversack, bedroll, belt pouch, everburning torch, waterskin, wizard starting spellbook, 60 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Bond (Blind Eye) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination You must spend 2 slots to cast spells from the Divination school.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extended Illusions (+2 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Face in the Crowd (5 minutes/day, DC 16) (Sp) At 1st level as a standard action, you can cause yourself to appear so normal, mundane, and unexceptional that you blend in to your surroundings. All creatures within 30 feet treat you as if you belonged there, effectively ignoring you. Creatures out
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.

------------------------------------------------

Lizwick the Collector
Halfling unchained rogue (burglar) 5 (Pathfinder RPG Advanced Player's Guide 132, Pathfinder Unchained 20)
N Small humanoid (halfling)
Init +7; Senses Perception +11
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 34 (5d8+10)
Fort +3, Ref +8, Will +3; +2 vs. fear
Defensive Abilities danger sense +1, evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 short sword +8 (1d4+4/19-20)
Ranged mwk shortbow +8 (1d4/×3)
Special Attacks sneak attack (unchained) +3d6
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 14, Wis 13, Cha 12
Base Atk +3; CMB +3 (+5 steal); CMD 16 (18 vs. steal)
Feats Go Unnoticed[APG], Improved Initiative, Improved Steal[APG], Weapon Finesse, Well-prepared[APG]
Traits criminal, improvisational equipment
Skills Acrobatics +5 (+1 to jump), Appraise +10 (+12 for small or highly detailed items when using a magnifying glass), Climb +11, Disable Device +15, Disguise +9, Escape Artist +11, Knowledge (arcana) +7, Knowledge (dungeoneering) +10, Perception +11, Sleight of Hand +17, Stealth +15, Swim +9, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, careful disarm
Languages Common, Elven, Gnome, Halfling
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat swipe, nimble climber), trapfinding +2
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds (3), acid (5), alchemist's fire (5); Other Gear mwk studded leather, +1 short sword, arrows (20), black powder[UC] (10), mwk shortbow, bag of holding i, burglar's bracers[UE], gloves of larceny[UE], bedroll, belt pouch, belt pouch, belt pouch, belt pouch, chalk (3), crowbar, everburning torch, fishhook, glass cutter[UE], glue paper[UE] (5), grappling hook, hammer, magnet[APG], magnifying glass, masterwork backpack[APG], mirror, powder horn[UC], silk rope (50 ft.), tindertwig (20), twine (50')[APG], waterskin, wire saw[UE], 36 gp, 2 sp, 6 cp
--------------------
Special Abilities
--------------------
Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Go Unnoticed During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.
Improved Steal You don't provoke attacks of opportunity when stealing.
Nimble Climber (Ex) If you fail a Climb check by 5 or more, Ref save at climb DC to stop your fall.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Well-Prepared (Sleight of Hand, 1/day) DC 10+ gp cost check and you "happen" to have the desired item on your person.


Both builds look perfect for their characters. I was surprised I didn't see a hat of disguise on Eve since that is the direction I have gone...probably too obvious though. I think the False Faces and the Choker are much better and more original. I was not able to find the blind eye doing a search with google...if you could hyperlink that for me, I haven't heard of it before.

Otherwise I look forward to seeing the RP and hearing which of the two you would prefer to play in the event that I have the choice of picking either.


The Blind Eye is a custom name for the white tiger's eye ring she wears. It's her bonded object and an heirloom from her adopted mother.

I got the idea for the choker from the picture in the board game. She has some sort of neck jewelry on, and that item seemed to fit with the description.


The Collector:

Liz was not truly paying much attention to her cards as she sat across from this old man and his rather angry looking rabbit. It almost looked like it was ready to jump at someone and rip their throat out. She shuddered slightly at the thought, but the thought was not enough to distract her from that lovely copper broach on the shirt of the Half-Elf to her right. The Halfling wanted, no, needed it. Her collection was still missing something, although she could never figure out what, and that broach looked like just the thing. The only thing standing in her way was this old card shark.

How can I win that thing with this old fool winning almost every hand? She thought to herself. At first Liz thought he was cheating, but she'd been watching closely, either he was that good at slipping in cards from his sleeve, or he was just that good of a player.

"Call," The Half-Elf said sliding the last of his coin in.

"Fold," Liz said putting down her cards.

"What do you have," The old man asked.

"Three Aces," The Half-Elf confidently said, showing his cards.

"Sorry Sonny, Straight Flush,"

The defeated man slumped in his chair, "How are you that lucky?"

Raking in the coin, the old man shrugged.

Now was her chance. Standing on her chair, Liz leaned over and patted the loser on the chest, "There there. Here, have some drinks at the bar on me." Reaching into her pouch, the Halfing pulled some coins and gave it to the Half-Elf.

"Thank you, I'll do that," He replied taking the coin and heading to the bar.

Before getting down, she then said, "I think I'll take my leave before you clean me out too." She got down from her chair and headed to her 'friends' table. On the way, she pulled the broach from her gold pouch and added it to her collection.

Boredom is in the eye of the beholder:

Her finger circled the rim of her goblet while she rested her chin in one hand and looked around the room. Letting out a sigh, Eve's thoughts turned inward. So. Bored. How can we liven things up?

The Illusionists eyes fell upon a stout Dwarf. A smile crossed her face, then came a giggle. Perfect.

Making her way to the Dwarfs table, she asked in a sweet voice, "Excuse me, may I have a seat?"

"Why shertainly mish," He slurred clearly having one too many of the Dwarven swill he'd been pounding.

Oh this is too good. "Thank you."

A waitress brought the Dwarf another drink, and when he picked it up, Eve went to work. A quick wave of her hand, and another cup exactly like the one he'd picked up appeared where he'd picked it up. Finishing his drink in one go, he went to put it down when he noticed it was already put down. Dimli confusedly looked at the cup in his hand, then the table, then the hand again. Finally, setting the one down, he reached for the other. It didn't want to be held, as the cup suddenly sprouted legs and started running around the table.

"Get bashck here!"

The cup successfully dodged every attempt to be apprehended. In frustration, the Dwarf grabbed an axe, and started swinging at the table. Short time later, the table was kindling. Promptly, the Dwarf was escorted out.

Eve busted out laughing once he was far enough away.

Honestly, it's a little hard. On the one hand, I can see the opportunity for many outside the box thinking with Lizwick and her collection. But I often play Rogues so she feels safe to play. However, I feel Eve calls to me more as an actual character with a potentially rich backstory.

Hmmmm...............

I'll go with Eve as the primary and Liz as secondary.


First draft for Adonis, crunch only for now

The Magnificent Adonis, Bard of the Ages:

Male Human unchained monk 2 / bard 3 Archetypes Geisha, Scaled Fist
LG Medium humanoid (human)
Init +3, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 19, touch 15, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, +3 Cha)
hp 44 ((2d10)+(3d8)+13)
Fort +7, Ref +8 (evasion), Will +5 (+4 vs. Bardic Performance, sonic, and language-dependent effects)
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee Flurry of Blows +9/+9 (1d6+10/1d6+7)
Melee mw fighting fan +10 (1d4+5/x3)
Bard Spells Known (CL 3rd; concentration +6)
1st (4/day)-cure light wounds, feather step, eagle's splendor, grease(DC 14)
0th (at will)-detect magic,ghost sound (DC 13), light, mage hand, message, prestidigitation
=================================================
TACTICS
=================================================
Temporary Effects mage armor
=================================================
STATISTICS
=================================================
Str 20, Dex 12, Con 14, Int 7, Wis 10, Cha 16
Base Atk +4; CMB +9; CMD 24
Feats Dragon Ferocity, Dragon Style, Enforcer, Improved Unarmed Strike, Intimidating Prowess, Lingering Performance, Noble Scion, Scribe Scroll, Stunning Fist
Skills Acrobatics +9, Climb +9, Disguise +7, Handle Animal +14, Intimidate +19, Knowledge (Nobility) +3, Perception +8, Perform (Percussion Instruments) +16, Perform (String Instruments) +13, Sense Motive +4, Sleight of Hand +5, Swim +9, Use Magic Device +11
Traits Indomitable Faith, Savant
Languages Common
Consumables Wand of Mage Armor (50 charges), potion of barkskin +2, potion of cure moderate wounds, potion of enlarge person, potion of protection from arrows, potion of hide from undead, scroll (feather fall), scroll (glitterdust), scroll (protection from evil), scroll (remove fear), scroll (remove paralysis), scroll (restoration (lesser))
Gear ring of protection +1, sleeves of many garments, cloak of resistance +1, belt of giant strength +2, mw backpack, inkpen, ink (1 oz. vial), journal, mess kit, soap, waterskin (filled), small mirror, paper (20), mw fighting fan (alchemical silver), scroll case, mw musical instrument (drums), mw musical instrument (flute), mw musical instrument (harp), spell component pouch, 306.2 gp
SQ Bardic Performance (15 rds/day), Stunning Fist (2/day, DC 15)
=================================================
SPECIAL ABILITIES
=================================================
Monk (Scaled Fist)
AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. A monk need not have any of the prerequisites normally required for these feats to select them.
A scaled fist adds Dragon Style and Intimidating Prowess to her list of bonus feats at 1st level.
Draconic Might Any of the scaled fist's class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Evasion (Ex) At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Flurry of Blows (Ex) At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
Unarmed Strike (Ex) At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bard (Geisha)
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Geisha Knowledge
A geisha adds half her class level (minimum 1) on Craft (calligraphy) checks, Diplomacy checks, Knowledge (nobility) checks, and one type of Perform check (act, dance, oratory, percussion, string instruments, or sing); she may make checks with these skills untrained. This replaces bardic knowledge.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Tea Ceremony (Su) By spending 10 minutes preparing an elaborate tea ceremony, you may affect your allies with inspire courage, inspire competence, inspire greatness, or inspire heroics. The ceremony's effects last 10 minutes. You must spend 4 rounds of bardic performance for each creature to be affected.
Versatile Performance (Percussion Instruments) (Ex) You can use your bonus in the Perform (Percussion Instruments) skill in place of your bonus in the Handle Animal or Intimidate skills. When substituting in this way, you use your total Perform (Percussion Instruments) skill bonus, including class skill bonus, in place of your Handle Animal or Intimidate skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Misc
Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Savant (Perform (Percussion Instruments)) Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Background Skill 5x Perform (Percussion Instruments), 5x Perform (String Instruments)


Adonis' Background:

Adonis is a prime specimen amongst men. More than six feet tall, all muscles and a smile that can charm a dragon are his major selling points. And he is very successful. No woman can withstand him once he puts on his courtship display. A flex of his muscles, a sweet song from his instruments and they all melt.
He grew up as an orphan in a temple of The Eternal Rose, where he learned to appreciate beauty in everything. And foremost he appreciated his own beauty and believes of himself to be Shelyn's gift to all women on Golarion. He would become her mortal herald to fight abominations and spread music and love.
During his youth he was educated well. Except he wasn't the most clever and the only thing he really could keep were the songs and melodies. And the fighting. The training with Shelyn's paladin went very well, even though he shunned any weapons and armor. Through his sheer self-confidence he was able to beat up about almost anyone with his bare hands. Needless to say that he performs even better the more female onlookers he could impress. Another reason to not wear any armor - he could simultaneously beat someone up and arouse a potential mate with his sweaty and muscular body. Adonis is no sleazy creep, he knows how to seduce a woman properly with all courtly procedures if necessary. And he loves them all truly.
His specialty move is called 'Tea Ceremony'. An elegant form of forepley. A procedure of preparing oneself for what lays ahead that works in many situations. He may use it with a woman, but he has often performed it with allies before a battle, too. It involves a strict protocol of silent meditation, self-reflection of the inner beauty and a calming tea. The latter is mostly for form's sake, though.
During combat Adonis prefers to confront the enemy directly and intimidate them with his confidence and irritate them with demonstration of his manly prowess.
Adonis is a seasoned adventurer and uses the Red Dragon Inn as his default watering hole where he can boast of his latest conquests and victories, be it over a dragon or a noble lady. He loves a beer or two and is always up for an arm-wrestling challenge. The bar maids all adore him, but have strict order from Warthorn Redbeard to keep it professional.

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