The Journey of a Thousand Miles (Jade Regent AP)

Game Master Sensen

Current Chapter: The Hungry Storm
Wherein the caravan traverses a Crown, and the heroes discover Utmost North.
Date: Starday, 2nd Kuthona (XII) 4711 AR
Time of Day: Late Morning
Season: Late Autumn
Weather: 23° F (-5° C), Overcast

Current Supplies: 3 weeks, 1 day remaining

4711 AR Calendar
Crown of the World


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Greetings, forumites of the roleplaying bent! It’s (unfortunately, in many ways) that time again. The Journey of a Thousand Miles has lost some of its heroes once more, and I need a couple more adventurers to fill out our ranks.

Our current party follows:

Torrra Voliokerdam, Dwarf Geokineticist
Andochtuir Half-Elf Fighter/Alchemist (Surgeon/Vivisectionist)
Hirabashi Yuto Human Samurai (Yojimbo) of the Order of the Warrior

As you may notice, that means we have a total of zero (0) casters. Therefore, those are the sorts of characters I’m looking most for, though we are also lacking in a skill-focused sort of character, so there’s that as well.

Character Creation Rules:

Starting Level: 6th
Attributes: 25 point buy
Classes: No 3PP. Summoners must be unchained, all others may be either or. You can submit ninja, because it’s especially thematic, though I will allow rogues to retrain to ninja once we get to Tian Xia.
Alignments: I will make frowny faces at evil characters, and look over chaotic neutral characters carefully.
Hit Points: Max at first level, then half your HD+1 for each level afterwards.
Wealth: 16,000 gp - note that I may reject any single purchases that cost more than half of this.
Skills: We do use the Background Skills variant rule from Unchained.
Traits: Two traits, one of which can be a campaign trait, but doesn’t need to be, since we’re a ways into the campaign and a lot of the Sandpoint-focused traits make no sense any more.
Campaign Trait Notes: There are a couple of campaign traits that make even less sense than the others. Specifically, the Younger Sibling trait for either Ameiko or Sandru aren’t available. Foreign-Tongued (Ameiko) allows you to learn Minkaian rather than Tien.
Formatting for Character Sheets: Make sure I can find all of your stats and such, please, and be willing to point them out/make adjustments if I can’t.

Backstories:
Give me a few plot hooks, a reason why your characters are adventuring, and some sense of who they are/why they are that way. You don’t need to give me a novella, a few paragraphs will be enough.

Currently, the party is attacking Ravenscraeg, a small holdfast a couple days south of Kalsgard in the Land of the Linnorm Kings. Ever since arriving in the Land of the Linnorm Kings, they have been hunted and harried by an organization that they have since identified as the Frozen Shadows - a motley collection of Tien, tengu, Ulfen, Varki, and Varisian criminals who are the puppet masters of a trade guild known as the Rimerunners.

There are a few obvious ways you could get involved in this expedition. The party is planning to withdraw and regroup from their current attack, so it’s possible they might head all the way back to Kalsgard to resupply and recover, allowing them to recruit some folks.

Alternately, your characters may have their own grudges against the Frozen Shadows, and have tracked them to their base in Ravenscraeg, allowing their arrival sooner rather than later. Two people of note (to the AP) have disappeared recently - the infamously independent guide Ulf Gormundr and his Varki friend, the tracker Uksahkka. If you want, your characters could have ties to them, too.

It’s also possible that your characters have been themselves captured/abducted by the Frozen Shadows. Usually this would be because they’ve crossed the Rimerunners guild or otherwise offended them, but it could also be due to them poking their noses where they don’t belong.

You might also be one of the caravan’s guards/other workers who have been here (behind the scenes) for the whole journey or who joined up with them in Kalsgard. It all comes down to your preferences.

Subsystems:

We aren’t using the caravan or romance rules from the AP.
Redemption mechanics may show up, but probably won’t.
Given where we are and where the next adventure takes us, I may use the sanity mechanics from Horror Adventures, depending on how people feel about them.
Level Ups are handled by Milestone.

I expect posts once a day per weekday and (ideally) once over the entire weekend, though I am more flexible on the latter. I also understand that life gets busy, but make sure to let me know if you’ll be away/unable to post for awhile.

If you have any questions, feel free to ask!

Recruitment closes on the 9th of August at 12 PM EDT.


What races are you allowing? I have a Kitsune Tattooed Sorceress (Enchantment focused) that I've been working on and trying to find a game. Also wanting to go with the Stargazer PrC if she reaches the requirements for it.


Hey Aganhei GM

I've started the AP a couple of times, but never gotten very far. How many folks are you looking to add? I only ask because the party does need one or two casters and I tend to lean towards melee/skill characters.

Your recruitment doesn't specify races, are you OK with a Tengu submission? I've put a couple together for the AP. Probably would just be one of the guards that have been there the whole time.

Hmmmm, I have played Taicho as a Tengu warpriest of Hei Feng, I'll see if I can adapt him for the AP. I'm wondering if it might be worth a one level dip into Rogue as well. I'll look at it.


That's been my luck as well, started the game 3 times but never got past the first book.

Aganhei GM said they need casters and possibly a skill focused character.


Ideas: "Askold Beerfiend Magnusson".
A Kellid Skald from originally the worldwound, travels the world in search of new booze receipes, as well as artistic traditions. Would totally be up to travel to Minkai. Has plot reasons why he does not want to return to the worldwound.

why:
captured by demons, paid his own ransom in booze, accidentally setting up a demon controlled interplanar booze smuggling ring,
pledged to not fight the worldwound for 3 years. that the demons accepted ransom also makes him incredibly suspect in the eyes of the crusaders, so he would rather be elsewhere.

The rimerunners liked his excellent booze making, and made him an effort he could not refuse, but he did, because he thinks all booze receipes should be shared freely. Got overpowered and imprisoned as a result.

CG, Caydenite but not too religious, if somewhat shenanigian affine.

Skillset:
--Spell kenning gives him a fair bit of flexibility
--Human favored class bonus helps with spells
--Skalds have a pretty good skillist
--The party should really like the raging song and make full use of it.

What skills exactly is the party lacking? Lore or more thief type stuff?


A couple of questions about character creation:
1) Are drawbacks in play for an extra trait?
2) What impact do item creation feats have on WBL (if any)? For example, a wizard with a bonded object will have both scribe scroll and the ability to enchant his bonded object...


Interest!


AGM Lemming & Robert Henry: With regards to races/ancestries, I'll allow any of the core ones (of course), but the Tian Xia-themed ones are also welcome. So yes, kitsune are permitted, as are tengu. Beyond that, I would permit planestouched, changelings, and dhampir, though I think I'd need to be sold on the latter two.

Mightypion: Kellid Skald sounds like an interesting setup, as does the brief pitch you've got there. Skillswise, we do not have very much in terms of thievery. Our Knowledges are:
- Nobility
- History
- Planes
- Arcana
- Geography
- Nature
- Engineering
- Dungeoneering

pad300: Drawbacks are not permitted for an extra trait. I meant to put that in, but totally forgot. With regards to item creation feats... I'm not sure. I'd say you should probably refrain from spending more than a quarter of your cash on any one crafted item, and more than half on any two. If it becomes a problem, I'll probably cap how many crafted items one can have.


Perhaps an oracle heading back to her left behind homeland? Ignore the super stats as she was from a different game. Ayako the Dark Tapestry oracle(lame) heading off to the land of her mother.


This is Lemming's Kitsune Sorceress. Let me know if there are any problems.


Quick notes:

Face skills
Highest diplomacy in the party is 10
Highest intimiate 8
Highest bluff 6
Sense motive is pretty good though.

Thief skills
Highest Stealth is 7
No disable device
Perception is pretty good though
No disguise

Lore skills:
Nothing above 10, the skills you mentioned between 5 and 8

No UMD

I think I can get Disable device included, but not disable device and stealth, and disable device is perhaps more valueable in a mostly non stealthy party.
There is also the knock spell, but its a level 2 spell, and skalds tend to cast heroism on the entire party, which takes up their actual spell slots.

I think all of the current character can accept rage without drawbacks (fighter doesnt care, kineticist doesnt care, drinking potions also doesnt require concentrations).
At level 6 I have 2 rage powers to hand out.
Current ideas:
--Spirit totem lesser. Rather then ghostly figures, its animated booze bottles that hit people around the character if they are hostile. Does nothing against undead
--Celestial Blood: All weapons become mini holy, meaning they are good aligned and do +d6 extra damage to evil outsiders, great if you have problems with passing dr
--Animal fury or fiend totem lesser: Enjoy gore or bite attacks


Are you guys using the elephant in the room feat tax rules?


Ayako: I don't have any objection to the class or the core idea!

Alyssa Fox: A quick read through of your profile looks fine to me. I'll look in more detail when I have the time.

Mightypion: Thanks for reading through so people can use it as a reference. The other ideas seem fine to me.

Veegees: I'm afraid not. I haven't experimented with it yet, but keep meaning to. However, at this point in the game, it'd be hard to switch over.

Grand Lodge

I may tweak a Cleric Idea I have. A Shelynite cleric and preacher. An old one who has sought alot of chances to travel, but more importantly to spread love to the world as well as art.


If the already playing characters could chime in, what would they prefer?
--A free d4+5 negative energy attack at +9ish AB (scales with my BAB and CHA)
--An extra gore (primary)
--An extra bite (primary)
--attacks count as good aligned and deal d6 extra damage to evil outsiders
--I start performing immidiatly via savage intuition

the gore an the negative energy attacks are exclusive of each other (both are totems), any other combination of these 2 is valid.


Ok, I figure'd I'd post what I've got so far for Aganhei to take a peek at and critique. Here is the core of Eldoran Amasiel (Elf Arcane Trickster):

Background:

Eldoran is an elf on the run; this is why he’s willing to head off on a caravan to Tian Xia… He stole a chest from a ship that was docked in Magnimar, and found it contained a wizard’s effects, among them, several books (including a spellbook) and spell component pouch. Although he’d never had the opportunity for arcane training at home, he had always wanted to try. He kept the spellbook (and the component pouch) and found he could read it (Magical Knack Trait).

However, a couple of disturbing incidents in Magnimar convinced him that the wizard in question was looking for him – presumably wanting his stuff back, and probably planning on pulling Eldoran’s spleen out through his nose. Looking to leave his troubles behind him Eldoran hied himself away to Sandpoint. In Sandpoint, he found out about the caravan planning on heading over the Crown of the World. Figuring the more distance the better, he signed on as a drover and busybody...

Eldoran Amarnoth Triellan Amasdiel comes from a small community of elves in what they still call the Mierani Forest. A rural (very druidic) community, it was definitely short on the kind of opportunities an elf of his character was looking for. Eldoran left at the first opportunity (becoming one of the Forlorn), confident of making his mark on a wider world (due to his inherent elven superiority, of course). He ended up in Magnimar, lifting purses. He was confident this was just a setback, and has been rewarded with the opportunity of his stolen book…

He worships Calistria, as any true elf does; opportunistic, vengeful and hedonistic…it fits him to a T.


Description:

6’2” and 141 lbs, a typical elven twig… Bright green eyes and blond hair (cleanshaven). Dresses neat, well-organized (not unkempt). The only flaw in his features is the missing tip of his right ear.

Mechanical:

Elf Unchained Rogue 1 Wizard 1
Alignment: Chaotic Neutral
Diety: Calistria
Init +7 = +3 Dex +4 Familiar
Speed 30 ft
Low light vision

Defense
AC: 15 =10+1 Armor +4 Dex
HP: 36 = 8+5d6=20+ 5*1 (con)+3 FCB
Fort + 4 = +0 Rogue +1 Wizard + 1 AT+1 con +1 Trait
Ref + 8 = +2 Rogue +1 Wizard +1 AT+ 4 dex
Will + 4 = +0 Rogue +3 Wizard+1 AT + 0 wis
+2 vs enchantments (+3 vs non-elves)
CMD : 13 = 15 + 2 (bab)+3 (dex)

Offense
Melee: Rapier +5/1d6, Dagger +5/1d4m, Sap +5/1d6, Spiked Gauntlet +5/1d4
Ranged: Longbow +5/1d8
BAB : +2 = +1 Wiz +1 AT
CMB : +2 = +2 (BAB)
Spells Prepared
L0 (4): ???
L1 (3+1+1):
L2 (2+1+1):
L3 (1+1+1):

Race = Elf (favored class: Wizard)
Str: 10 =10 (0 pts)
Dex: 18 = 16 (10 pts)+2 Racial
Con: 12 =14(5 pts) – 2 racial
Int: 19 =16 (10 pts) +2 racial + 1 lvl 4
Wis: =10 (0 pts)
Cha: = 10 (0 pts)

Traits: Magical Knack (Magic Trait), Forlorn (Elf)
Feats
Wasp Familiar (1st)
Weapon Finesse (Finesse Training)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)
??? (5th)

Skills: (8+3*2+2*4+6*4 int = 46) Not including ACP (0)
Stealth (6 rank +3 trained +4 dex),
Disable Device ( 6 rank +3 trained +4 dex) +1 vs Traps,
Perception ( 6 rank +3 trained +2 racial) +1 vs Traps,
K Arcane ( 6 rank +3 Trained +4 int),
Spellcraft ( 6 rank +3 Trained +4 int),
K Planes ( 6 rank +3 Trained +4 int)
Escape Artist ( 4 rank +3 trained +4 dex),
Bluff ( 1 rank +3 trained),
Acrobatics ( 1 rank +3 trained +4 dex),
Sense Motive (1 rank +3 trained),
K Dungeoneering ( 1 rank +3 trained +4 Int)
Climb (1 + 3 trained)
K local (1 ranks +3 trained +4 Int)
Background Skills (2/level*6 = 12)
Linguistics (2 rank +3 trained +4 int),
Sleight of hand ( 6 rank +3 trained +4 dex),
K Engineering( 1 rank +3 trained +4 int),
K Geography( 1 rank +3 trained +4 int),
K Nobility(1 rank +3 trained +4 int),
K History(1 rank +3 trained +4 int),

Languages: Elven, Draconic(int), Sylvan(int), Azlanti (int), Celestial (int), Common (Linguistics), Goblin (Linguistics)

Race Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Elven Arrogance: Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only Azlanti, Celestial, Draconic, and Sylvan.

Class Abilities:

Sneak Attack (3d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
BONDED OBJECT: Ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
School: Air Elementalist (Smoke Subschool)
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source, the bonuses on damage stack.

He needs equipment (including filling out his spellbook), a 5th level feat and some background/characterization work to fit him into the adventure.

A Q for Aganhei

Quote:
When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting.

Does this give the character the additional 2 spells in book that a non-spontaneous caster gets with each level?


waves at Robert Henry
Working on an pei zin practitioner lunar oracle of desna. Quite a lot left to do but wanted to dot in. Work in progress on this profile, except background which I write in a text file in parallel and will add in later.


Let's see who needs responses from me...

pad300: To answer the last question first, I would allow it. Not sure about RAW or RAI. It also looks like some of the math is incomplete, but that's fine at this stage.

If anyone else needs some response, let me know.

Grand Lodge

Hmmm I have another build Id love to see. Ill post the two tonight when I get home


I would like to dot my interest as well. I have tried finishing JR as a player a few times and would love to see it through. Loving the concepts coming out of here so far. I am currently crafting a origami themed spellcaster(paper lanterns for dancing lights, summons are all paper based etc.) via scrollmaster Wizard with a specialty in conjuring. Thinking maybe a Kitsune who dreams of visiting their ancestors homeland.


Introducing Emi, a kitsune arcanist/enchanting courtesan. I've completed the crunch as well as the majority of the fluff.

Jade Regent was my first ever experience with ttrpgs but my group only ever got to the start of the crossing over the crown of the world so this seems like a great place for me to start.


Are we using fractional base bonuses ?


Think I'm interested in submitting a cartographer/natural philosopher investigator to fill a wilderness guide/ranger role. Basic hook is that he contacts for the Church of Abadar to investigate and defend roads and trade routes from banditry, specific hook is that his handler is having him look into why this one merchant company has started to thrive very recently compared to all the others in the region. I figure this him might give him an allowance to join the party later, as I'm sure the Abadarans would be very interested in seeing that establishing an overland trade route to Tian Xia is successful.

Scarab Sages

Interested! I'm thinking maybe a Caydenite Warpriest or an Archaeologist Bard, or a Bard dipping Rogue for 3 levels...

Probably the Warpriest though.


It appears to me that this party will need no help dealing damage, but may have some trouble with some unusual circumstances.

So I am going to submit a wizard with a good selection of utility spells and problem-solving spells. He will be a couple of levels away from going into Loremaster and getting the Secret of Magical Discipline feat, at which point he will be able to cast basically any spell in the game within his caster level.

He'll also have great Knowledge skills, and not be too squishy on HP and saves. Will try to get that finished up tonight.


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Mightypion wrote:

Lore skills:

Nothing above 10, the skills you mentioned between 5 and 8

Yuto feels bewildered his hard study of history and nobility traditions have passed unnoticed.

Mightypion wrote:
If the already playing characters could chime in, what would they prefer?

Can't tell for the other players or the GM, but I am mostly looking for a team player able to post on a daily basis for the next four years or so. Ability to play in-character while considering other players sense of fun is a big plus for me.

Quote:
Slash, slash, hack blablabla

Gosh, am I the only one seeing an Ulfen druid renegade who stole a map of the Aganhei path and deserted after debasing his Frozen Shadows' boss transforming her crow pet into a pup instead of growing it to a large beast is going to be a blast in this section of the campaign? :D


Hello All!

I have attempted JR twice with both attempts desolving here on the Boards. I would most definitely be interested in The Long Walk.

I have a character concept that I had in mind for this (although did submit him for a Ruby Phoenix PbP recruitment) that I would enjoy journeying with.

I will need to adjust him per your specs, but this will give you an idea of the concept.

Ōtani Yoshitsugu

I will get him adjusted if you thinks he may fit in your game?

Thank you for running!


My bad, nobody exepts knowlege on the warrior :).


I'd love to submit this character. I think he might be filling some of the categories your party needs.

His name is Scruffy, he is a psychedelic Psychic. He loves eating all kinds of food and personally ingesting/smoking Flayleaf. He is a half elf out of Varisia but was currently traveling with his best friend and dog companion, Chestnut, north and has found himself in Kalsgard. Unfortunately do to a misunderstanding with some thugs, they stole his dog!

Scruffy is normally pretty non confrontational and frankly quite scared of monsters. But he isn't above helping solve mysteries and will always help his friends in a jam. He is pretty motivated now to work with anyone that'll help him find his dog and get him back.

Regarding the character, he is an intelligent based caster with wisdom/charisma as well. Doesn't exactly have all the face skills but can help or assist if needed. Has some knowledges, perception, a bit of linguistics.

He brings some enchantment spells, not really any blasting spells, some single target damaging spells as well as some nice buffs and some nice debuffs.


Can I create a goblin ninja?


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Lots of interest! Let's get some responses started.

G.A.L. Sounds interesting to me!

Emiko: On a first glance-over, it looks fine to me. I'm afraid we're not using Fractional Base Bonuses, though.

K3D: Sounds like an interesting start! Of course, there already is an overland route to Tian Xia - the Path of Aganhei - but having more security along the way/greater ties is definitely in the interest of Abadar.

rdknight: Sounds interesting. We just lost our archivist bard, so it'll be interesting to see what comes of it, if you go in that direction. Do not take this as me recommending you do so - you're free to go either way.

Aldizog: It is definitely true that Torra can lay out a ton of damage rather fast, and our other two are no slouches in that department either. A wizard like that would definitely be a welcome addition.

Dorian 'Gray': Other than the fact I'd request you change his ancestor's name to something slightly less famous (or otherwise fictional), as Oda Nobunaga just takes me out of the game world, he looks like he'd do fine with some adjustments to help him fit in.

Oliver: Looks interesting! I wonder how long a dog would survive in Ravenscraeg... (If you get accepted, we can discuss that further).

Camris: A part of me adores the idea, but... I'm not sure it would fit the party, I'm afraid. (Plus, Shalelu really hates goblins, and she's a part of the caravan.)


Okay, I changed over to being just 6 levels of arcanist for now. I'll still be taking levels of the enchanting cortesan prestige class but I'll start doing that next level up.

She'll be a utility/debuffer caster for the most part with plenty of skills and good with poisons later on.


I've been looking at getting Taicho to warpriest level 6, but keep jumping over here and reading the quality divine characters you already have applying. I think several of them would be a better fit for this group than my tengu. With that in mind I'm going to remove myself from the recruitment process.

Aganhei GM Thanks for running the game, we players really do appreciate it. Good luck everyone and good gaming.


@Aganhei GM Thank you! I am excited to see him in practice. In that vain, I shall make adjustments on Sunday funday!


Wayland is ready to go.
I have several wizards from APs ghosted by their GMs in Book 1 after investing a year or more each. Would really to re-envision one of them so that they get a chance to go somewhere.

  • Hekau, the android Spell Sage from Iron Gods didn't seem a good fit.
  • Brogann, the greatsword-hurling Gorumite Sword Binder from Giantslayer didn't seem necessary in a party with this much damage output (although 25-pt buy made it really tempting).
  • Wayland, my Diviner from Rise of the Runelords, made some sense. He even knew Shalelu in that other life! I changed his background from Sargava to Nirmathas as it seems like Heart of the Mountains may be useful, which means coming from mountainous terrain.

    Wayland will of course be able to do blasting, buffs, debuffs, etc., but his main areas of focus will be utility/mobility spells and counters. He has the 1/day cast from his bonded item, plus the 1/day preparation of a spell into an empty slot as a standard action (Magical Epiphany feat)
    Enemy uses Stinking Cloud? Respond with Gust of Wind.
    Incorporeal foes? Cast Force Sword and hand it to a fighter.
    Enemy with energy attacks? Communal Resist Energy.
    Mental attacks on allies? Protection from Evil.
    Grappling enemies? Liberating Command.

    At Level 8, he will go into Loremaster, and can then take the Secret of Magical Discipline feat for even more versatility.

    He's relatively sturdy for a wizard (with 14 Con and the FCB he has 44 HP, and saves +6/+6/+6).

  • Grand Lodge

    Working on a Tengu Witch Doctor Shaman of the Ancestors, looking to carty an ancestors ashes back to thier ancient homeland


    Appreciate the feedback, I was hesitant honestly to look up Ravenscraeg or too much about the Frozen Shadows for fear of spoilers.

    But I saw you wanted some kind of hook or reason for our character to want to join the adventure so I hoped maybe they stole his dog would suffice. Little bit of John Wick action mixed with some Liam Neeson Taken action there, simple motivations for a simple guy just trying to wander the land and get high on flayleaf with his dog.


    Q for Aganhei GM, can we buy partially charged wands (eg. Wand of Mage Armor, 25 charges, 375 gp vs 50 charges, 750 gp)?


    This will be Dorian Grey's submission for this journey, trek, walk-a-bout!

    I will be expanding out his story, but the Crunch should be finished. I have altered it a bit thus far already. I like him!

    Any questions, concerns, comments from the Table is welcomed.

    Thank you!


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    Hey everyone, one of the characters here. Good to see so much interest in our ap and thanks! Somehow i didn't get notifications of new posts here so i thought recruitment hadn't started up yet :') My apologies.

    Some have asked what the party is looking for; to echo aganhei we lack mostly thief skills and could use some knowledge skills. Also we have lost both main casters in the previous months.

    Personally, to make a mechanical request of any new character if you were able to enable sneak attack that would be a plus for me. We used to have an oracle with burst of radiance and a bard with glitterdust to blind foes. However with both now missing it is a sad time for my vivisectionist alchemist.

    On the knowledge front, with the loss of our bard i will probably change my beard familiar to a sage familiar so that it has most knowledge skills at +8 or so. That won't entirely fix our relative weakness there but it might help. On the healing front I have the healer's hands + incredible healer combo so we already have a good bit of burst healing available. Otherwise Andy is a basic reach fighter buffing people with extracts.

    I'll echo Yuto though in that being an active writer and a team player/writer would be the biggest plus.

    Good luck everyone! I'll try and give every character a readthrough during vacation here.


    I am current with your Game Play posts.

    That combat with the Tengu Ninjas (?) was epic! Poor Yuto!

    I will further develop Otani's immediate connection to Ravenscraeg.

    The Relic he has been sent to find may be the sword, although not certain as to the why of it as yet. Perhaps, his Shogun has knowledge of its importance and supports the rightful Queen?

    Not too certain how much of that is behind the cutlrtain though?

    I can see how losing your Archivists hurts too. Otani should easily fill that void.


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    Thank you a lot, Andochtuir - giving us your perspective really helps.
    I've been travelling over the weekend, so was still early enough in the design process to shift a bit - I'm still going for Lunar Oracle, but there's still quite some wiggle room with other stuff.

    I'll take a look at Swapping Pei Zin for Seeker, and see if I can do something about those sneak attacks(maybe go for Pranked Curse to get Glitterdust back on the table, if I can make it work storywise), and maybe pick up Moon Beam(that I would normally have passed up).

    Still plenty of time to 9th of August for cooking something up.


    Lemming here again. Swapping out my candidate. Remove Alyssa as many of the casters presented would be better for the party.

    Instead I present Jorrast Feorte, also a Kitsune, but Sylvan Trickster Rogue with some really useful skills (not a face though!), a few hexes delivered at range or with hex strike, and cantrips as spell-like abilities. He can also shape change to a fox giving him a total of +24 to his stealth. Any caster want a pretend familiar?


    Okay, sorry for my weekend silence, but it was a bit of an exhausting (albeit fun) time. Let's see what needs responses.

    Emiyo: Sounds fair to me.

    Wayland: That is a sturdy wizard. The only thing with his background is that the Ironfang Invasion hasn't technically occurred in this timeline yet, so that might need some minor adjustments.

    Critzible: Sounds neat!

    Oliver: That works! The Rimerunners typically do lots of merchant-y things, so if he somehow did something against their commercial interests, that might also work. Alternately, someone they're connected to (they have friends in a lot of high places) might have taken offense and done something to him. Etc.

    pad300: Yes, I will allow that.

    Dorian: Yeah, I think that having it be the sword in question would probably be a bit too much right now.

    Jorrast: A first look over seems interesting enough!

    I will try to get a list of current submissions up soon, but if anyone else has the time/energy to do so and would like to, please feel free.


    @Aganhei GM Apologies if that is too foreshadow-y. I wasn't quite certain of information granted to pcs as of the current story.

    I do know that the group is searching for it.

    Perhaps, Otani was sent as an ambassador of Kwanlai to Kalsgard. He is tasked with arranging trade considerations between the two Nations/cities. Perhaps, his meetings with the officers of town (Rimerunners? The other?) has gone south. Otani is now finding his way to Ravenscraeg to get proper answers.

    Still brainstorming....

    EDIT!

    After just rereading your OP, I realized that idea come from you...lol.

    Alternately, your characters may have their own grudges against the Frozen Shadows, and have tracked them to their base in Ravenscraeg, allowing their arrival sooner rather than later.


    Here's another hat in the ring!

    Atsuko the Studious Librarian Bard.

    Atsuko is human, mixed Minkian and Ulfen, and more a folklorist and storyteller than a entertainer. She's a good encyclopedia, can handle social encounters, and can even pick a pesky lock or disarm a scary trap. Best of all she's trained professionally as a wainwright for those times when a wagon wheel breaks or an owlbear eats the top off a caravan.

    Backstory and finishing details are still in the works, but the essential mechanics are in place in her profile section.


    Dorian: Yeah, the PCs know they're looking for it, but it's not really known where Suishen is, only that the Frozen Shadows were somehow involved in taking it.

    Atsuko: Oh, that's an interesting build. Very much written-word focused in a way I'm unfamiliar with.


    I went with the disgruntled ambassador angle...lol.


    And here is beerfiend, mostly needing some finishing touches, and to un-wrath-of-the-rigtheous his background :)


    I will be withdrawing my submission. Best of luck!

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