A Desperate Command (Inactive)

Game Master Mowque



The Andoran soldiers were quiet, as they guided you and the other captives out of the mountain passes. Their feelings toward a deserter from the Chelish army were...complex. On one hand you had worked for the hated foe, a member of the most foul army in Avistan. Then again, you had deserted to Andoran so you couldn’t be completely evil...could you? Some of the older hands, the few the patrol had, spoke of spies and informants but it was hard to consider you a dire threat, bound up with common bandits and petty criminals. Still, you were an exotic object of interest in what had been another just routine patrol of the mountains border between Cheliax and Andoran.

The train of prisoners moved slowly into Andoran proper, and took shelter inside one of the many border forts that dotted the region. You couldn’t see many details of the stronghold in the failing light, but you are distinctly unimpressed by what you do see. An overgrown moat, a babbling stream and gray walls coated with ivy. This place has not seen violence in a long time.

All of you are taken inside, presumably to spend the night before moving on. However, after you are settled in the dark cells below the walls, you hear muffled noises from above. The distant shouts of men, cries of panic and pain, and the clash of steel. Long experience has taught you these are the sounds of violence, of battle. But of what kind?

You do not know it, but the fickle eye of fate is turning toward you. Even as you sit in your cell, listening to the dim sounds of battle, the Andoran commander breathes his last, leaving his fresh faced and raw recruits leaderless. Desperation sets in and a growing realization they are alone, and without a leader.

And a few think of the decorated Chelish deserter lying in bonds below as perhaps their only salvation...

Welcome to the Recruitment for A Desperate Command, a PF1 Solo Game.

In this game you, a Chelish deserter, will be given charge of an outlying Andoran fort manned by raw recruits (and a few experienced soldiers), besieged by abnormal and inhuman forces. For a long time now I have wanted to run a game that is smaller in scale (but not in stakes), with a tactical angle both in regards to combat and character choices. A pressure cooker of a game in a fixed geographic area with rising stages in both the combat and social environment. What fits this better than a lone outpost under siege by a hostile force? A situation that will call not only on your brawn but also your wits, leadership skills and luck to defeat a dangerous and cunning foe!

If that sounds of interest to you, read on!

Game Themes, Expectations:

Siege Tactics: Obviously a huge part of the game! Planning how to defend the outpost will be the main thrust of the game. You don’t need to be an expert in siege warfare (I’m not) but the concept should be of interest to you!

Leadership: The burdens of command will be a big theme, obviously. There are lots of fun ways to deal with this!

Planning and Counter-Planning: I view the game as a bit of a violent game of chess between you and the enemy commander. This gambit and this plan, foiled by this circumstance or chance. This isn’t a game where you charge out of the gate and fight toe to toe, this is a game where you perhaps plan a sortie, while also contemplating the odds of enemy mines or siege towers….

There will be others, but much of the tone will revolve around your playstyle and your character!

Character Creation::

Levels: Starting level is 7
Stats: 25 point buy, no stat can be lower than 8 before racial modifications.
Classes: All Pazio. Unchained for all classes.
Races: All Core races are allowed without restriction, along with tiefling and asaimars. Ask about others, we can be flexible but the Chelish army has few monkey goblins!
Alignment: Any alignment is permitted, but I don’t see much place for a CE character.
Traits: Two traits of your choice, which must come from sources other than Adventure Paths.
Hit Points: Hit points will be gained at each level equal to ½ class HD +1. You will receive maximum HP for first level.
Starting Gold: ½ Standard WBL
Skills: We will be using the Background skills system. You will be on your own so use these extra skills wisely!

What I expect in a submission::

-A fully finished statblock (you can hold off on minor gear if you wish). An alias is not required but if you want to make one, it won't hurt your chances.
- I look forward to hearing about some driven characters with strong motivations. What drives your character?
-Why did they desert the Chelish army? Was it morals? Lack of advancement? Something else entirely?
-How do you (either in character or as a player) intend to get these raw recruits to follow orders? Sweet persuasion? Fear? Religious Fervor? Plain old charisma?
-A sentence on your views (hopes, wishes, doubts, thoughts) of a solo game would be very interesting.

Optional Rules:

These are some optional rules this campaign will be using! Ask if you don’t know what these are or how to use them.
Background Skills
Automatic Bonus Progression

Solo game:

This is a solo game, so just you and me. That means the pace should be easy to maintain, and avoid the major pitfall of PBPs. I have found the format to be a very good fit for PBP, as it allows one character to get all the attention. It will be a game for and solely about YOUR character. All the limelight and none of the guilt. I plan on posting usually once a day, probably more, so I hope you are too!

About Me:

I am a librarian from PA (which is EST timezone). I have GM'd a number of PBP games and a few live games. I’ve had a great experience with PBP Solo games on this site (several have passed the three year mark). Many of my other players say they greatly enjoy the Solo games and my GM style. Please check out those games, if you want to see what one of these looks like!
I am big on communication both IC and OOC so expect lots of posts in both Discussion and Gameplay!

Ok, that is everything! A lot of information, I know, but it should help you apply with the best character possible and eliminate surprises. If you have any questions, comments and such, please ask below. I will be following this thread closely, and feedback should be swift.

Recruitment will close in two weeks, on June 4th.


Dotting for interest. With Leadership being a theme of the campaign, would Leadership be an appropriate feat for this?


Leadership feat is not needed, it'll be role-played outside of mechanics. Feats are too precious to waste!


Dotting!

How do you feel about Fractional Bonuses?


I never thought about it before, but that does make sense. If you want to use Fractional Bonuses in a multi-class submission, go ahead although it isn't as if you will have single class party members to compete with.


Cool, thanks!

GM Mowque wrote:
I never thought about it before, but that does make sense. If you want to use Fractional Bonuses in a multi-class submission, go ahead although it isn't as if you will have single class party members to compete with.

No, for sure, i just think it can help make some builds a bit more "fleshed out" for trying to do multiple things.


Do you use the Elephant in the Room feat taxes or no?


I'm open to them, if you feel they open up some avenues that are otherwise closed. That is always something that can be adjusted once I select the character. Re-builds to suit mechanics after selection will certainly be allowed.


Oh okay. Well that's a cool way to go about it. I'll have to keep that in mind. Thanks!


Given that this is a castle defense type thing, how would you feel about using siege weapons?

I'm certainly not married to the idea, it just seems like a potential option.


I'm guessing with Automatic Bonus Progression the Craft skill probably isn't going to be useful, is it?

And what's up, Simeon?! Hope's all well with you, bud. :)


Depending on your skills, there might be an old catapult or trebuchet in a storehouse!

Craft might be useful to make things in-game, but probably not for your main weapons.

Honestly, I don't imagine we'll be leveling much!


Understood. I had this cool image of a siege wizard with a magic cannon, but I might go for something else.

I've been cooking up a build for a castellan cavalier, quite possibly the only time it'll be useful.

Howdy, Javell! Doing alright, hope you're doing well too!


Okay, thanks for the answer. I'm working on a Vigilante/Magus multiclass concept - a Chelish military officer who decided he couldn't serve House Thrune anymore, and created a fictitious identity to steal intelligence from Cheliax and send it to Andoran. He got found out, however, and so chose to flee to Andoran. He's certain that he can prove he's been aiding Andoran once he actually gets to talk to someone higher up the command chain, and he'll be released at that point.


Sounds like an interesting concept, and of course Mowque solo games are always cool. :) I probably shouldn't take on another game right now, though...


@Almonihah You sure you don't want to play a wizard's familiar deserter?


Well, I mean, I *do*, but 1) I really should concentrate on the games I already have and 2) convincing a bunch of soldiers to follow a talking weasel might be kinda hard.

...though now I'm picturing playing the familiar of whoever gets picked. XD


If K J Parker (Tom Holt lol) was to write a pathfinder module I'm pretty sure it'd be something like this! With that in mind I think an engineer is what's needed here.


Is there any room for a minotaur? Possibly with the Asterion, Samurai Sheepdog Minotaur or something similar? I very much like the minotaur warlord who leads the assault on the city in Ironfang Invasion book 3 and I'd like to do the opposite: deserted from a monster legion a-la Molthune, and ends up defending against the siege instead of leading it.

If not then I could always reskin a tiefling for the fluff aspect?

RPG Superstar Season 9 Top 16

Hello DM! What a fascinating premise and wonderful opportunity for rp. I'm definitely going to submit a character, but thought I might test the concept with you first before fleshing out every detail. Seeing as how the nature and outlook of the PC will determine much of the game, I thought it might be wise to check in and make sure my PC would resonate with the kind of game you're looking to run.

Concept:

I'm shuffling through a variety of concepts right now, but the one I'm considering submitting would be a disgraced necromancer. The opportunity for conflict would be rich, the challenge of winning over the raw recruits and seasoned veterans a steep one, and the possibilities for defending the fort with necromantic magic intriguing.

The character: a stern, beautiful woman of middle years, of noble birth and with all the attitudes and biases that comes with such an upbringing. Peremptory, with little patience for foolishness, she leads through sheer charisma and force of personality, delivering results and allowing those to speak for her. As a mage, she lacks first-hand experience defending forts, but would hide this fact from the Andorans, trusting in her intellect and magical prowess to tip the odds in her favor.

Motivations: she is adrift. Betrayal saw her a political casualty in the Chelaxian army, and a lifetime of blind allegiance to Thrune has been shattered. Habit helps her maintain her aura of confidence, but in truth she's looking to reinvent herself, find a new cause to fight for, to discover who she is after decades spent basing her identity on Chelaxian national politics. At first she'd no doubt be disdainful of the Andorans and their plight, but I'd look forward to her changing her point of view as she fights alongside them, and perhaps even an alignment shift as she comes to value their strengths and morality over the tattered remnants of her own.

Leadership style: a blend of intimidation, assertiveness, and sheer charisma. She'd use her beauty, her refinement, and her magical abilities to awe and sway the soldiers to her side, but I see her leadership style changing as she gets to know the soldiers and comes - to her complete surprise - to care for them. My goal would be for her to lead the soldiers by the game's end through honest bonds of loyalty and affection. How we'd get there I'm not sure, but that would be the pleasure of the game.

So, there you have it. A neutral evil necromancer whose foundations have been so shattered that she's vulnerable to changing her very sense of self as she fights at first for survival, and then for her new companions over the course of this siege.

Quick note about me: I'm based in NC, so EST time as well. I'm a full time fantasy author, so this writing business is right up my alley ;) I can commit to a post/day if not more, and would primarily be interested in RP, the evolution of my character, and all the conversations and experiences that would drive her to change.

If the concept doesn't fit, no worries. I've a dozen more I could throw at you. But if it sounds like something that could be fun, I'll get to work creating the stat block, fleshing out her history, and answering all of your questions in full.


@Almonihah: We'll save it for the villain game, so you can be Iago!

@Fangdragon: That's sort of the idea! That and The Red Knight by Christian Cameron

@De' Shade: Sadly, due to the nature of the 'bad guys' here, the idea probably won't work. Neat idea though. I should do a monster game sometime.

@electricjokecascade: The character is an interesting one for sure, with lots of room for growth that fit the themes I outline above. My only fear (a very minor one) is don't try to plan out long-term character beats ahead of time. Who knows, maybe I'll have all the raw recruits be jerks and you'll side with the monsters after a few days! But I kid, the concept is a sound one.


Well I'd be totally up for a monsterous villain game so Almonihah can be Iago to my minotaur? :)

I'll have another think and see if something pops, if not I'll save myself for the future!

How are you handling the d100 abilities table for aasimars/tieflings? I often find that some of those can be a great hook into a character. Roll once, roll three and choose, one GM I knew said that the player could choose 3-5 they liked and the GM decided which one they got?


Hello Mowque, that’s a nice coincidence. As you know I’ve been thinking about running a solo game myself, but experiencing it from the player side first seems worthwhile. And I like the set-up of this one.

Here’s the character concept I’ve been thinking about:

Character concept:
This idea began from me wanting to have my cake and eat it too: I wanted a merciless Chelaxian,but also someone who could relate to the Andorans with more sensitivity. Someone who was good at fighting but also initially reluctant to do so, aka the Retired Badass trope.

Things seemed to come together when I considered a vigilante with two different personalities, but I ultimately didn’t stick to that. However, that put me on the track of re-using a character from an old Council of Thieves game, a kind Tiefling cleric of Shelyn. This could be an alternate take on that character: what if things had turned out different for her?

That said: I’m working on a Daring Champion cavalier with the Order of the Dragon. She’s a tiefling who spent a tough childhood on the streets of Westcrown until she was recruited in the Chelaxian army as part of a special ‘hit squad’. She took to fighting with the glaive and flirted with Shelyn’s faith, in a mocking way initially. It even earned her nicknames like the Bloodletting Bard. Her faith wasn’t real, but the camaraderie she experienced was. She became good at what she did and grew fond of being with like-minded individuals, until all the bloodshed got to her. After a galvanizing event (to be determined), she couldn’t take it anymore. She fled Cheliax in order to live a life without violence, maybe dedicating herself to Shelyn in a proper sense. Until events force her to head into battle once more...

There’s a thing I want to run by you first: To make my envisioned fighting style work, I’d like to pick up the Bladed brush feat without being a proper follower of Shelyn (yet). I don't intend to take Slashing Grace and fully twink out the character, but I'd like the 'crunch' to fit my idea of a dexterous and mobile Glaive-fighter.


Ah The Red Knight, I enjoyed the first book immensely but I felt Gabriel became something of a Mary Sue in the later books. Now that I come to think of it there's a number of characters from fiction who might make a suitable commander we can draw inspiration from:

Gabriel Murens (The Red Knight):
He's a Gish, reminds me of an Eldritch Knight but with charisma as his casting stat, and naturally the Leadership Feat. Never played an Eldritch Knight before but that could be interesting.

Whiskyjack (Malazan books):
Probably a tactician fighter. In the books he was described as having a lot of fanatically loyal followers. As was often the case with Ericksson's books the interesting characters like Whiskyjack got hardly any screen time in favour of random bit players.

Colonel Orhan (Sixteen ways to defend a walled city):
His analytic nature is perhaps best captured by an Empiricist Investigator. He probably has the various siege engine related feats and Leadership. There wasn't any magic in this book so that's an imperfect fit but the class seems entirely workable as a general.

Colonel Janus bet Vhalnich (The Thousand Names):
Probably a Sage Sorcerer. He comes across as being a genius with medium charisma.

Preacher (The Thousand Names):
Clearly a gunslinger with the Siege Gunner archetype. Wasn't one of the main characters but he was in charge of the gun batteries.

Vlora Flint (Sins of Empire etc):
Gunslinger / Something with mutagen Gestalt, probably with mythic levels too. Lady Flint is kick ass, approaching demi-god power levels in the later books (frankly she'd give Dancer / The Rope a run for his money when it comes to massacring an army of mooks).

Tavi (Codex Alera):
Been a long time since I read this so the details are hazy, but perhaps some kind of kineticist?

Kaladin (The way of Kings):
Paladin. A deserter Paladin from Cheliax?! Now that's a story I gotta hear...

Mmm lots of possibilities. I came across the stronghold story feat which seems appropriate.


I've been going through my options, and I'm really liking the castellan cavalier at the moment. Thinking of either focusing on archery or a polearm/trip build. I might also rework it into a battle herald, depending on how the mechanics work out.

My rough character idea is a military man who had too much of a conscience for the Chelish military.


Okay, I'm going to throw this guy in there: Edward

I've got some equipment bought in my herolabs file but I left it off considering the setting of being in prison. Mainly just armor. I'm just not exactly sure on what we should be putting down equipment wise seeing how we are initially in prison.

So should we go ahead and throw it on our profile anyway or how should we go about that?

And as far as Bonus Progression is concerned, are we allowed to add a special property to our armor/weapon/shield/etc.?

For instance, armor/weapon attunement are at level 4. So with that being said, is it an option for us to add a special property to either/or between levels 4-7 or is that a no-go? While going through equipment in herolabs this came up and got me curious so I just figured I'd ask just in case it is an option.

Now his mechanics are not up to snuff because I'm still undetermined on various issues but that's roughly the gist of him.


@ De 'Shade: Roll 3 and choose, I find most of them to be very flavorful. I once rolled for an NPC and got a transparent skin, which is neat.

@Iff: Very cool, I played an ex-assassian who became a follower of Sheyln in retirement once! Great mind thinks alike! Don't worry about the feat, looks fine to me.

@Fangdragon: I've read all of those but one (Malazan). All interesting characters!

@Simeon: Castellan is a cool archetype that is almost always useless....

@Javell: Very interesting! I'd say wait to add special properties until selected and then we can hash something out between us!


I figure I'd be able to get the more use of the archetype in this game than in any other.


Gotcha. That's pretty much what I was thinking.


GM Mowque wrote:
@Almonihah: We'll save it for the villain game, so you can be Iago!

That could be amusing. :D Though if you ever do a monster game... I will definitely be applying to it, no matter how much maybe I shouldn't take on a new game at the time. XD


GM how do you approach Variant Tiefling Abilities? I've seen lots of table variance ranging from a single roll to picking.


FangDragon wrote:
GM how do you approach Variant Tiefling Abilities? I've seen lots of table variance ranging from a single roll to picking.

@FangDragon: I asked this a few posts ago. The GM's answer is in his last post, roll 3 and choose which one you like.

With that in mind.

Table Rolls: 3d100 ⇒ (10, 33, 3) = 46
Tiefling: 3 - You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round. (Kinky!)
10 - You possess a bite that is treated as a natural weapon and deals 1d4 points of damage.
33 - You gain DR 2/silver. (Potentially thematic...)
Not terrible but not terrifically interesting either.

Aasimar: 3 - As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch. (A bit obvious...)
10 - You can subsist entirely on honey and wine. (Interesting)
33 - When coins or other small metal objects pass through your hands, they become perfectly clean and shiny again. (Useless, but funny)

Edging towards tiefling here I think.


@Nikolaus I missed that thanks!

Tiefling Rolls: 3d100 ⇒ (12, 5, 27) = 44 Hmm I'm rather liking 12: You do not need to sleep. You are not immune to sleep effects.

I've got a concept I'm happy with and I think will be interesting, much of a support character as anything but in a way isn't that what commanders of legend are? Folks who by force of personality enable their men to achieve the seemingly impossible.


Just for fun, as I'm narrowing down my idea.

Appearance Rolls: 6d100 ⇒ (86, 32, 93, 98, 83, 87) = 479
32 - extra thumbs
83 - hermaphroditic
86 - infested
87 - inhuman voice
93 - spinneret
98 - whistling umbilicus. (Err... what? My navel whistles?)

Well... I rolled ALL the weird ones. Lets keep 32, 83 and 87. I think I could have those and not be linched on sight, the others... not so much.

@Mowque: Are we allowed a drawback for an extra trait?


Morgan in his own words...:
So I bet you’re wondering how a Tiefling who looks like he was dragged out of the lowest hell yet capable of manifesting a halo came to desert the Chelish army and gain the command of a tiny Andorran outpost? Best get comfortable, this is a long story!

My earliest memories are of growing up amongst the halfling and human slaves in the Egorian Irregulars. The bitterly regretted byproduct of my mother’s fall from grace at the hand of a devil, I had the chance of little else. When I was still very young and useless for all else, my job was to collect spent arrows, typically while the battle was still raging. Then as I grew stronger I was pressed into increasingly harder manual labor. Digging graves and latrine pits, hauling corpses and anything else the army regulars didn’t want to do.

I still remember the day when I was about fourteen when I and a few other slaves were assigned to the Engineering Corps Group 13. At first I thought this was a step up, better food, taught my letters and siegecraft, but then I realised we were expendable. Whenever there was a siege, which happened far more often than is officially recognised, we were sent in to do the really dirty dangerous work. Hauling ladders up to the walls, manning the rams, building an embankment under fire (literally), that sort of thing.

We were a breed apart from the rest of the army, never trusted, reviled, beaten and penned up like cattle. Left to our own devices each night, we built our own twisted society whose coin was based on the sins of the flesh and thin gruel that passed for food. The rules were simple, to eat you had to work, to avoid a beating it had to be done without question or complaint. Escape wasn’t an option, our compound was always in the middle of the camp surrounded by the army. Our lot was to toil and to endure and to die.

Despite my appearance, the demonic skin and the horns, I’ve always had a gift with people, a way of seeing the best in everyone. Even that brute Drackas who ruled Group 13 with an iron fist once the pen was closed at night. If nothing else, I can thank him for teaching me how to fight. I resented him more than any of the cruel imperious officers, he was one of us yet he lauded himself over us, taking our food and forcing himself on the weak. I could see that he was lashing out in frustration and I tried my hardest to reach him, but he was having none of it. Why share, he said, when he could take what he wanted? But what if you fall ill I asked? He just laughed and beat me for the hell of it.

Six weeks later during an assault, Drackas was leading the ram and he caught an arrow in the gut. It took him three days to die, thrashing and crying, leaving me as the oldest surviving slave in Group 13. As well as Drakas, my friends Oell and Tracia fell and a score of others were ruined by the boiling lead tipped upon the ram. I was the oldest and strongest now and I put a stop to the beatings. The other slaves looked to me and I realised they were my family, warts and all. I just couldn’t bear it if anymore of them died such pointless horrific deaths. Somehow the words welled up inside of me and I swore to the universe that I’d protect them no matter what.

It was difficult at first, and there was much resistance to change but I won them over and the next few months we spent getting organised. The first hurdle was we were chronically undergeared, nobody was going to give us the protective gear we needed so we resolved to scavenge what we could. As fate would have it the army soon embarked on a counter insurgency campaign in the south east coast of Cheliax. The Glorious Reclamation had targeted Westcrown and the Engineers were sent to assist the mop up.

At the time I had no idea who they were or what they stood for but it was clear they fought with passion to the very last. Our job was to collect the corpses, strip them of their gear and bury the dead in great lime pits after which we’d effect general civic repairs. One of their offices a man with a very distinctive aristocratic nose and chin wasn’t quite dead when I found him lying broken. He started upon seeing me and drew his sword but something strange passed his eyes as he stared at me and he pressed the weapon into my hands as he died.

He had this sleeveless white tabard decorated with a golden longsword in front of a shining light, and gauntlets embossed with the same symbol. It felt wrong to turn his things over to the Asmodeans so I decided to withhold them, and certain other things we found. Naturally there were quotas to fill and we had to work extra hard to make for it, but slowly Group 13 became tolerably well equipped.

A new slave Zeb joined us towards the end of the campaign, a captured Andorann badly wounded and condemned to hard labor. He turned out to be a revelation, I’d known little of the outside world and his stories painted a vivid picture of a world far larger and stranger than I could have imagined. His tales of the founding of Andorann in particular planted a seed that was later to bloom in unexpected ways.

Group 13 really started coming together, we trained and trained, throwing ourselves at it. The work was still as dirty and dangerous as ever, but we were losing fewer and fewer people until we stopped losing any at all. It took the officers a while to notice but they did and were very suspicious at first. The commander, a severe woman called Ivanova decided that on balance motivated engineers were useful and I persuaded her to increase our rations of food.

And so life went on, and our little family moved with the army from camp to camp. Over time we grew tougher and harder, and while we were still not exactly liked we were trusted enough to obey orders and largely left to it. This was something I had long argued for, I knew we’d only get one chance and about a month ago it came. Orders sent us marching for this hill near the eastern border. A local baron had displeased the crown and an example was to be made, our job was to build siege engines and batter the castle gates down.

The border with Andorann was only five miles away, we could see the hills on the horizon. A plan was made, we would go in search of wood for the siege engines and accidentally stray across the border never to return. It didn’t exactly turn out as I expected, but we made it, most of us, and now we have to make the best of the strange new world we find ourselves in!

Build:
Morgan
Morgan
Devil-spawn tiefling paladin (oath of the people's council) 7 (Pathfinder Player Companion: Blood of Fiends 21, Pathfinder Player Companion: Divine Anthology 20, Pathfinder RPG Bestiary 264)
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +13
Aura courage (10 ft.)
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Defense
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AC 24, touch 12, flat-footed 23 (+10 armor, +1 deflection, +1 Dex, +2 shield)
hp 54 (7d10+14)
Fort +12, Ref +8, Will +11
Immune disease, fear; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +10/+5 (1d8+3/19-20)
Special Attacks channel positive energy 3/day (DC 17, 4d6), fascinate, inspire competence +3, inspire courage +2, suggestion
Spell-Like Abilities (CL 7th; concentration +11)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 16)
Paladin Spell-Like Abilities (CL 7th; concentration +11)
. . At will—detect evil
Paladin (Oath of the People's Council) Spells Prepared (CL 4th; concentration +8)
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Statistics
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Str 14, Dex 12, Con 14, Int 14, Wis 12, Cha 18
Base Atk +7; CMB +9; CMD 21
Feats Divine Fighting Technique (iomedae's Inspiring Sword), Lingering Performance[APG], Siege Commander[UC], Siege Engineer[UC]
Traits egorian school apprentice, natural-born leader
Skills Acrobatics -5 (-9 to jump), Diplomacy +16, Knowledge (engineering) +12, Knowledge (religion) +12, Perception +13, Profession (siege engineer) +11, Sense Motive +13, Survival +3; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common, Elven, Halfling, Infernal
SQ divine bond (angelic spirit [1/day] 1/day), lay on hands 7/day (3d6), light from darkness, mercies (diseased, fatigued), stirring monologue, tiefling paladin
Combat Gear inheritor's gauntlet, wand of cure light wounds, wand of lesser restoration (10 charges); Other Gear mwk full plate, mwk heavy steel shield, mwk longsword, deadeye’s spotter ring, greater glorious tabard
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Special Abilities
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+7 when using Lay on hands for yourself. Add +1 to the amount of damage the paladin heals with lay on hands, but only when the paladin uses that ability on herself.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bardic Performance: Fascinate (3 targets, DC 17) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) Competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 17) (Sp) Make a Suggestion to one Fascinated creature.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Angelic, 1/day) +3 (Su) As a standard action, halo sheds light and grants enhanced protection from evil to allies in 20 ft.
Divine Fighting Technique (Iomedae's Inspiring Sword) (full rd action, 30 feet, 2 rounds) Longsword display grants allies in range +2 sacred bonus to atk, saves, and skill checks for duration.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Light From Darkness Gain incorruptable ART as long as you are not evil.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 4d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Siege Commander Grant weapon crew +4 on assemble or move checks
Siege Engineer You are considered proficient with all siege weapons
Stirring Monologue (11 rounds/day) (Su) Can use bardic performances by using perform (oratory).

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Notes:
This submission relies on the conceit that a hell-spawn tiefing makes such an unlikely candidate for a paladin that nobody in the Chelish army thought to check.

I equipped Morgan with a greater glorious tabard, RAW this only functions for wearers who are both members of the Glorious Reclamation and followers of Iomedae. It seems really flavourful for this campaign so I’m hoping we can waive the Glorious Reclamation requirement, but no worries if not.

What motivates Morgan? He never had a real family of his own so the fellow slaves at first and later the soldiers around him became his family, his world. He’d do almost anything to protect them.

Why did they desert the Chelish army? While he looked the part, he never was. Instead he was putting all his energy into looking out for his fellow slaves.

How does Morgan intend to get these raw recruits to follow orders? Charisma and leading by example.

My view on a solo game: Sounds like it might be a nice change of pace. I hope we end up with a book-like story arc, with character (personality) progression, something that’s often missing from regular games.


”Come on, grab those swords and follow me!” The tiefling woman strikes the ground with the butt of her wicked-looking glaive three times in rapid succession, creating a sense of urgency. ”I’m not going to sit here and wait for them to pick us off like cattle. Let’s GO!” She sneers. ”Or do you lot want to hold a friggin’ People’s Vote on it?” She doesn’t wait for an answer, but spins to lead the way. The motion causes several locks of hair to be stuck in her mouth, which she promptly spits out. She grunts and swears. ”By Hell’s fiery depths! Will anyone find me something to tie my hair back?!”

--

Iff here, with my submitted character for this solo campaign: Catina Bon Durati, former ‘special tasks force’ for the Chelaxian army who grew weary of all the violence and is looking for a quiet and peaceful life.

My view of the game
Catina’s background and description of personality are in the profile. I think these give a decent impression of her goals and ambitions (even if not all of them are spelled out explicitly.) I’ve designed a character that can show two faces to the world: a ruthless killer when this is necessary, and the more humane person that she’d like to be/become. This combination is what interests me, and which would make it especially suitable for solo play. Based on circumstances as they arise I’d like to see if I can show both sides and possibly bring them together through character development. This will also influence Catina’s interaction with the Andoran soldiers: This might start out very rough and intimidating, while giving way more and more to forming a lasting connection of shared interest and comradeship.

On play style and solo games
My primary focus on games is in the story, and in character development through story events. I like my games to have a brisk pace. I can post once a day, and have a fair bit of time to post even in the weekend. However, my desired pace also holds for post quality. I like to propel the story forward through my posts; this would hold my interest better than (for instance) a long series of deep roleplay posts where not much is actually happening in terms of story or character development.

This would be my first solo campaign. I’m excited to try a format where the story can focus on just one character and their choices. However, there’s also some hesitations that come with unfamiliarity: I’m worried whether I would be able to keep enough energy and creativity with just me as a player, without the rest of a party to carry you through a creative lull, etc.

Three points related to the information in the alias
- Catina's background places her in Westcrown, because I'm familiar with the city from a previous Council of Thieves game. However, I've gathered that recent developments (Hell's Vengeance?) have had quite an impact on the city. I haven't included any of those because I don't know that AP. If this doesn't work, I'll be happy to shift some things around to make it consistent.
- I’ve chosen a non-casting character that relies on wits and grit to carry her through. This seems to fit in with my vision of a man-versus-monster story. I don’t know how healing would work, but we might be able to figure that out.
- Picking out equipment is my least favourite part of character building. I’ve noted a few items that paint a picture of what Catina would be carrying. The rest would be done if I’m selected. As you indicated, this should be fine.

Thank you for considering my application. If anything is unclear or you have other questions, please ask!


Submitting Anador Corvinus, a human cavalier with the castellan archetype, for consideration. Stat block, background, motivation, and thoughts on solo play are included in his profile. Thanks, DM!


Lots of cool stuff here.


I have been struggling with the backstory for this guy for a while, and I don't think I'll have it finished by the deadline today. I'm gonna bow out. Good gaming, everyone!


Likewise, I got a build together, wrote a backstory and just didn't click with the character enough to go to the final effort of actually posting. I hope it's a great game regardless.

[And Mowque/Almonihah I'm still totally up for the Minotaur/Iago monster game! ;)]


Recruitment is closed.

Will report with my selections later today! A small crowd but a very high quality one.


Morgan, @Fangdragon has been chosen. Thank you everyone else who submitted, don't be shocked if I approach you someday for a different game! I prefer to recruit via PM!


Congrats, Fangdragon. I wish you a very good adventure!


Thanks, looking forward to it!

RPG Superstar Season 9 Top 16

Have fun!


Have fun! It's always a ride with Mowque. ;)


Missed it by that much. *holds thumb and forefinger barely apart*

I'm fairly certain Mowque meant to type Javell but mistyped FangDragon instead. I'm sure by the time he realized it it was just flat out too late. Yeah that has to be it. I can definitely see how one could make such a mistake. Those letters are durn near identical. ;P

Have fun and be good! :)

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