Empire of the Sun

Game Master Teiws Polka

A goblin fortress in the wilds of Ustalav, near Lastwall, leads to a mission of diplomacy by paladins (Dawn of the Sun) and the resulting Empire of the Sun applies kingdom building rules to an unusual creature in an unusual land during an unusual time (~4000 AR).


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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Room for one more here?


The 1000 worth of items is better, Thus I get all my weapons, gear and still get Magical Hide and a Masterwork Trident


@Caps: Sure.

@Tura: +1 Hide = 1175 (25 + 150 + 1000)

Masterwork Trident = 315

You're budgeted for another ~1k worth of gear so consider what, if anything, you want - a Wand of Blurred Movement for example.

Or a Wand of Cure Light Wounds you may be willing to share with the party.

Your original gear, as long as it's a reasonable amount for level 1 (150 gold before traits) is automatically available.


Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Okay. Any additional notes on building a character beyond ehat is in the OP? What is the composition of table 2?

We start in earnest on the 15th, right?


Table 2:

Tura (Bloodrager)
Lacrima (Druid)
Shintaro (Minkain Constable)
Djack (Reluctant translator, Ilsurian Archer/ Freebooter Ranger)


I'll take the magical Hide and the masterwork Scimitar.
About the rest of the gear, I suppose it is best for us if I'm taking a wand of Cure Light Wounds, since I'm the only one able to use it without UMD, and probably some scrolls.
If that's ok, I will take maybe 4 Summon Nature's Ally I, 1 Acid Maw, 2 Entangle scrolls.
So that makes 750gp for the wand and 175gp for the scrolls.


Sun DM wrote:
@Djack: I think my instructions are unclear, but unless you have traits that increased your money significantly, I'm assuming your 'I had/want items worth ~2500gp' is more of the future planning for the character. All that is approved.

Does this work?

  • 1 mithral chain shirt
  • 1 mw comp longbow (+2 str)

    Everything else is mundane gear.
    Thanks!


  • Mithral Chain = 1100
    MW Comp Longbow (+2 Str) = 600

    Puts you at 1700 - a Wand of Gravity Bow or Feather Step would cap you but other items are an option.


    Sun DM wrote:

    Mithral Chain = 1100

    MW Comp Longbow (+2 Str) = 600

    Puts you at 1700 - a Wand of Gravity Bow or Feather Step would cap you but other items are an option.

    How about this:

  • +1 chain shirt 1250
  • mw longbow +2 Str 600
  • traveler's any-tool 250
  • spider-silk rope 100
  • ioun torch 75
  • potion cure light wounds x2 100

    Mundane will include

  • mw backpack
  • subrods
  • smokesticks


  • So first level one shot? I saw you were going to have two teams but my math is bad so I'm just going to ask if either still has room.


    @ Djack:

    I think that's fine. Let's see whether Zyphus wants you to have +1 chain or mithral.

    1 for +1, 2 for Mithral: 1d2 ⇒ 1

    @ Omnitricks:

    You and Caps would fill Table 2


    Hey, any updates on starting day?


    I appreciate everyone's help and patience, but I will back out of this one.

    Especially, the knowledge about Ilsurian Archers!


    @Djack:

    Sorry to see you go but I do love to share knowledge.

    @ Table 2:

    The translator for Table 2 just bowed out, so someone with a spare background skill may wish to pickup Goblin language.

    I'm down to get started with Table 2 doing the overland travel part of the adventure so we can begin rolling dice.

    @ Omnitricks, Caps:

    Throw your hat into the ring to be a translator for extra popularity with the rest of the table. Make and post a character ASAP - we could encounter you on the road (as a bandit who tries to rob the rest of the party, maybe) anytime before 6/15 (under 72 hours from now) and Mark of Justice you as we go.

    150 gold starting with a budget of 2500 in gear to be acquired along the way.


    Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

    Inspiration has yet to strike, but I'm pretty busy at a conference this week. Something may come to me next week if there's still a spot open.


    Still deciding between making a crazed GOO cultist or a gang enforcer. Will get something up within 24h but probably will not be the translator.


    I'm sorry guys, I will retire my submission as well. I had more recruitings open and I got picked in other games, so I will be leaving space for other people to join.
    Best of luck guys :)


    1 person marked this as a favorite.

    I know I'm seeing this at the last minute...but could you use a Half-Orc pyromaniac (Kineticist)?
    =)

    I could re-write Cole for 1st level pretty quickly I think.


    I'd rather have a normal sized Table 2 (4 - 6) and start a little later than rush with 3 (Tura, Shintaro, Cole?).

    Tura, Shintaro, any objections to waiting for Cole and/or Caps and/or Omnitricks to start table 2? I appreciate your patience and time immensely.


    None at all! The more the merrier.


    Hi Sun DM,

    I'm just getting started with PbP here on the Paizo forums. Your game sounds interesting. Do you have any spots open? I haven't created any characters yet as I wanted to see if you have space and what the current party make up would be.

    Thanks.


    Awesome! I should have Cole set up by tonight I think.
    =)


    Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

    I will let my brain chew on a potential translator character. What languages will they need to speak?


    @ Caps: Goblin is the only required language. It's one the paladins have never seen a need to learn as most goblins respond to Common, however poorly they may speak.

    @ Cole: Welcome!

    @ mrkrrtft: Space is available with bloodrager (Tura), constable (Shintaro), and apparently kineticist (Cole). More (Caps? Omnitrick?) TBD.

    @ Shintaro: Thanks again for your patience.


    Cole should be ready.

    Dark Archive

    Is there room for a Dwarven Inquisitor of Torag? The Crunch is all done, I am need to finalise the reason why he is in jail, but it is most likely something to do with someone not exactly agreeing with his inquisition.

    I will organise a profile within a couple of hours today if needed.


    Borkandors
    M LE Hobgoblin Makeshift Scrapper, Level 1, Init 3, HP 12/12, Speed 30
    AC 18, Touch 13, Flat-footed 15, CMD 16, Fort 3, Ref 5, Will 2, CMB +3, Base Attack Bonus 0
    Sling 3 (1d3+3)
    Leather Lamellar (+4 Armor, +3 Dex, +1 Deflect)
    Abilities Str 16, Dex 16, Con 16, Int 12, Wis 14, Cha 8

    Racial traits: Sneaky, Scarred
    Traits: Guilty, Surprise Weapon
    Feats: Bludgeoner, Catch Off-Guard, Throw Anything
    Class Features: Sneak Attack 1d6
    Languages: Common, Goblin, Orc


    I'm still here but for some reason, I am not getting updates about this thread


    @ MrWixi: Sure. Familiarity with Dwarven is potentially fun.

    @ Tura: I'll PM you when Table 2 is ready. Thank for checking in!

    @ Omnitricks: Interesting. Deflection from what now?

    @ Cole: Thanks for the PM.


    Sorry I copy pasted from an online sheet thingy. I think the deflection is the nat AC from scarred.

    Dark Archive

    Sun DM wrote:

    @ MrWixi: Sure. Familiarity with Dwarven is potentially fun.

    I'll have it all put together by the end of today. Hopefully sooner..


    @ Table 2:

    We're close to being ready - we've got a translator (Omni), Tura and Shintaro, Cole and MrWixi. I'm going to wait until Thursday to see if Caps or mrkrrtft coalesce into one or more additions. MrWixi, where's your character?


    Sun DM wrote:

    @ Table 2:

    We're close to being ready - we've got a translator (Omni), Tura and Shintaro, Cole and MrWixi. I'm going to wait until Thursday to see if Caps or mrkrrtft coalesce into one or more additions. MrWixi, where's your character?

    Me having goblin is just a freak accident since I'm playing a hob. Lol. So if someone else is interested they can be the translator instead. I just want to beat up on goblins so translating is like if no one else wants to.


    Shintaro has linguistics and could be the translator if you'd prefer. He doesn't really need Minkai AND Tian.

    Dark Archive

    Sun DM wrote:

    @ Table 2:

    We're close to being ready - we've got a translator (Omni), Tura and Shintaro, Cole and MrWixi. I'm going to wait until Thursday to see if Caps or mrkrrtft coalesce into one or more additions. MrWixi, where's your character?

    Sorry, I planned to make it last night, but I've been totally knocked out by illness. I'm hoping that I'll get it done within 24 hours.

    I've got the crunch all sorted, just need to organise his gear.


    Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

    I'm not optimistic about submitting something by tomorrow.

    Dark Archive

    Here is Hadri for your perusal. The items items are assuming they get okay'd by you - Mwk Warhammer, +1 Chainmail (unless they happen to have a set of +1 Mountain pattern?), a shield, sling and Wand of CLW. If you'd rather I took a +1 weapon over armour, that is fine by me. I'll start setting up an alias now for him.

    Hadri Greymane
    Male dwarf inquisitor (spellbreaker) of Torag 1
    LN Medium humanoid (dwarf)
    Init +2; Senses darkvision 60 ft.; Perception +7
    --------------------
    Defense
    --------------------
    AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield)
    hp 10 (1d8+2)
    Fort +3, Ref +2, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
    Defensive Abilities defensive training
    --------------------
    Offense
    --------------------
    Speed 20 ft.
    Melee longspear +3 (1d8+4/×3) or
    . . mwk warhammer +4 (1d8+3/×3)
    Ranged sling +2 (1d4+3)
    Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
    Special Attacks hatred, judgment 1/day
    Inquisitor (Spellbreaker) Spells Known (CL 1st; concentration +4)
    . . 1st (2/day)—bless, fallback strategy
    . . 0 (at will)—acid splash, detect magic, guidance, oath of anonymity
    . . Domain Spellkiller inquisition[UC]

    Statistics:
    --------------------
    Statistics
    --------------------
    Str 16, Dex 14, Con 13, Int 10, Wis 17, Cha 10
    Base Atk +0; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
    Feats Disruptive, Steel Soul[APG]
    Traits - custom trait -, glory of old
    Skills Acrobatics -4 (-8 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (blacksmith) +2, Diplomacy +4, Intimidate +5 (+7 while questioning prisoners), Knowledge (arcana) +4, Lore (dwarven history) +4, Perception +7, Sense Motive +8 (+7 while questioning prisoners), Spellcraft +4; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
    Languages Common, Dwarven
    SQ rock stepper[ARG], spellkiller, stern gaze +1, strong-willed
    Combat Gear wand of cure light wounds; Other Gear +1 chainmail, heavy steel shield, longspear, mwk warhammer, sling, sling bullets (30), backpack, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), hip flask[UE], holy text[UE], interrogation tools, iron holy symbol of Torag[UE], manacles, masterwork artisan tools, spell component pouch, torch (10), waterskin, whiskey (per cup)[UE] (5), wooden holy symbol of Torag, 144 gp, 8 sp, 1 cp
    --------------------

    Special Abilities:
    Special Abilities
    --------------------
    Darkvision (60 feet) You can see in the dark (black and white only).
    Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
    Disruptive +4 DC to cast defensively for those you threaten.
    Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
    Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
    Inquisitor (Spellbreaker) Domain (Spellkiller Inquisition) Deities: Any (with GM approval).

    Granted Powers: You gain the Disruptive feat as a bonus feat (even if you do not meet the prerequisites).
    Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
    Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
    Spellkiller (+2 Sacred, DC 13) After defeating enemy, gain +2 sacred bonus to AC for 1 minutes. End the effect when hitting an arcane spellcaster to stagger your opponent.
    Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
    Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
    Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
    --------------------


    Hadri checking in with a minor name change and a couple of tweaks...


    If you still need one more I have this one ready.


    @ Table 2: See you in the new gameplay thread - https://paizo.com/campaigns/v5748p75ivkhe/gameplay&page=last

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