GM Spazmodeus presents Age of Worms in Golarion Table 1 (Inactive)

Game Master Spazmodeus

A tale in which our unwitting participants endeavor to improve their lot in life....and save the world perhaps?

Combat Map


1 to 50 of 215 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

3 people marked this as a favorite.

Hello to All!

This is a recruitment for an Age of Worms campaign set in Golarion.

Welcome refugees from Dungeon Madame's earlier recruitment: link

All and sundry are welcome to apply. Recruitment will be open for one week , ending Tuesday, March 31st at 12:00PM EST

Character creation guidelines are similar to Dungeon Madame's, but different ( differences bolded for those returning applicants)

Dungeon Madame, forgive me if I steal some of your ideas and for borrowing a bunch of your original recruitment post and your campaign traits :)

Setting : The town of Diamond Lake, Varisia. 25 years after the Iconics dealt with the Runelords. Other APs can be assumed not to have happened. Magnimar takes the place of the Free City of original AP.
Concept: This is a PF1e conversion of the Age of Worms AP, a campaign about the end of days and the prophesied heroes meant to try and fail to stop it.
Aim: This AP runs from 1st level to 20th level. I’m hoping we can complete it within 2-4 years, with a fast, steady pace.
Tone: Age of Worms is a fairly classic D&D campaign, with a lot of darkness and despair contrasted by brave, noble heroes doing their best to save the day. Will they succeed? Up to you! And the dice! And also me!
Playstyle: Combats will be harsh and vicious, but with mostly story consequences—I want to try to avoid unwanted PC deaths this time around. Outside combat, I focus on character arcs, relationships, and growth. Backstories will come up from time to time. If your backstory tells me you’re an exile from your homeland, you’ll probably either have to go home or meet someone from there at some point.
Major House Rules: Action Points, Background Skills, some custom traits, see character creation info below.

Character Creation Guildlines:

Class/Level: 1st
Abilities: 25 Point Buy, no more than 13 points on any one ability.
Races: Core races, other races on a case-by-case basis. I’m open to it if you have a concept that fits, but nothing too weird.
Classes: All Official Pathfinder ( Unchained Summoners only ) and fighters start with +4 skill points and Combat Stamina as a bonus feat.
Sources: All Official Pathfinder....no 3rd party, no VMC
Alignment: Any, but create characters with nuance and depth who can be team players. Any evil PCs should be written with room to grow.
Action Points: Everyone will start play with 5 Action Points (see spoiler).
Equipment: Max starting gold for class No non-Core armor, weapons, or combat items without GM approval.
Hit Points: Max for first level.
Feats: Elephant in the Room Feat Tax changes ar in effect. Helpful Link
Traits: 2 traits. One trait must be a Campaign trait—see spoilered list below. Drawbacks on a case-by-case basis.
Skills: We are using Background Skills. Knowledge Skills not changed

Action Points:

Each character starts with a pool of Action Points. Action Points have 5 main uses. You can only spend one AP per turn, aside from the rules for Cheating Death and Final Stands.
Modify a Roll: You may spend an AP to gain +1d6 retroactively to a d20 roll, though before the results are declared.

Complicate a Failure: You may spend an AP to turn a failed check into a success-with-complication. Purely for ease of posting, you must tell me you intend to do so before I give you the result (if you succeed on the check, the AP isn't spent).

Simplify a Complex Action: You may spend an AP to enable a complex action to be completed in one round—nothing cheesy, but things like "I grab an alchemist fire, run to the door, throw the flask and slam the door shut" that are hampered by the game's action system.

Cheat Death: Whenever a blow would otherwise kill you, you can spend half your normal maximum in Action Points to instead stabilize at negatives equal to your Con -1—basically, on the brink of death but alive.

Final Stand: Whenever knocked unconscious but not killed (or already unconscious from damage), you can spend however many APs you have left to remain conscious and fully-functional for up to double that number in rounds, after which point you die no matter what ("wounds beyond anyone's ability to heal", barring a heal spell or similar). Alternatively, you can spend 1 AP at any time to become conscious but unable to take any actions beyond speaking, which doesn't come with the "inevitable death" clause.


Campaign Traits:

Claustrophobic
Either from working in the dangerous mines, time in prison, time dungeoneering, or some other experience in tight spaces, you have developed a deep, abiding fear of being put in a box—but you have learned to channel it positively.
You gain a +1 bonus to Escape Artist, and it is always a class skill for you. Additionally, once per day, you may reroll a saving throw against a paralysis effect. You must take the second result even if it is lower.
Bomber's Luck
You used to be—or still are—a demolitions expert for the mines, and you know a thing or two about not getting yourself blown to bits.
You gain a +1 bonus on Reflex saves. This increases to a +4 bonus against area effects caused by you.

Worm Chaser
Nogwier, the leader of the Bronzewood Lodge (an ancient megalithic structure three hours northeast of Diamond Lake), often says that the Old Faith is nearing its final hour. Of late, he's been talking a lot about some “Age of Worms”, and sending you and other druids out on hunt for unkillable zombies. You've never found any, but you have found strange ruins in the hills that hint Nogwier may not be just going mad in his old age.
Prerequisites: Must worship a nature god, the Old Faith, or Nerull/Groetus.
Benefit: Choose Will, Fortitude or Reflex saves. You gain a +1 bonus to this save against effects from undead, as well as to Lore (undead) checks.

Retired Goon
You used to (and may still) work for one of the mine managers as hired muscle, or for the corrupt Sheriff Cubbin. Learning that your boss's enemies could attack at any moment, you trained yourself to be ready for anything.
You gain a +1 bonus on Initiative checks, and whichever authority figure you used to work for is one level friendlier towards you than normal, as are their employees.
Sheriff Cubbin – A man so infamous for corruption, people thought it was a joke when the Governor-Mayor appointed him.
Balabar Smenk – A corrupt titan who seeks to rule the whole town.
Ellival Moonmeadow – A silver miner and elven prince who only hires other elves.
Luzarne Parrin – The sole female mine manager who struggles to hold on despite Smenk's near-monopoly on the market.
Gelch Tilgast – An old ex-behemoth who now struggles alongside Parrin to reclaim his former glory from Smenk.
Ragnolin Dourstone – A dwarf manager who is known to mistreat his workers, most of whom are criminals or debtors who can't afford to quit.

A Little Bird Told Me
The mine managers of Diamond Lake are constantly striving to one-up each other, even when they're technically allied. One of the chief weapons at their disposal is blackmail. That was your game, and you were good at it. People learned to fear you and your keen ears, but you now are desperate to get out of the business, as you simply know far too much.
Benefit: You gain a +1 bonus to Intimidate and Perception checks, and one of these is always a class skill for you. You can add your Intelligence or Wisdom in place of your Charisma on Intimidate checks. However, Diamond Lake natives have starting attitudes one step lower than normal towards you.

Light on Your Feet
You have always felt strangely at tune with the winds.
You gain a +1 bonus on Acrobatics checks. Acrobatics is always a class skill for you, and you gain Auran as a bonus language. Additionally, you take falling damage as if falling 10 feet less than the actual distance.

Haunted by Destiny
All your life has been plagued by coincidences, quirks of fate, amazing things happening around you and to you—and not always good ones. You are destined for great things whether you like it or not.
You get +1 Action Point above normal for your level.

Ominous Patron
Be it phantom, patron, god, or something else besides, some manner of powerful entity seems to have taken interest in you. This being is mysterious and possibly quite dangerous. It often references something called the “Age of Worms” in the visions it sends you, though you can't tell if you are meant to prevent it or ensure it.
You gain a +2 bonus to Lore (the Age of Worms). This trait might have other consequences as the AP unfolds.

Allustan's Apprentice
You are the apprentice of the Mayor's brother, a powerful wizard named Allustan. Allustan is wise and cautious, and has taught you to always be on your guard.
You gain the assistance of Allustan (TN human male wizard 8). Allustan is honorable and friendly, and knows a great deal about the ancient cairns around Diamond Lake. In addition, you gain a +1 bonus on Initiative checks.

Wayward Apprentice
You come from the Mistmarshes to the south, a region of the Mushfens primarily ruled by the lizardfolk. Your mentor was wise, and knew much of the strange blight plaguing the region. Why you would have left that place for Diamond Lake is up to you—it could be related to escalating tensions between lizardfolk and humans, or the perils of the blight and the undead that carry it.
You know much of magical sickness and disease, and gain a +2 bonus on Heal checks. Heal is always a class skill for you.

This Tastes Like Rat Poison! I Love Rat Poison!
Whether you worked too often in the mines, had way too many enemies, or just drink way too much, you've grown accustomed to poisons of all kinds. In fact, they kind of have a nice kick to them.
Benefit: You gain a +2 bonus on Fortitude saves against inhaled and ingested poisons. Upon successfully fully resisting any poison effect, you gain 1 temporary hit point.

Old Rival
You once got in a fight with the chief goon of Balabar Smenk, a deadly half-orc barbarian named Kullen. You lost. He let you live, but you became virtually obsessed with defeating him one day and recovering your pride. This led you to ape his vicious style of fighting.
You gain a +1 bonus to confirm critical hits. Additionally, Kullen is one level friendlier toward you than normal, for some reason. Maybe it's a half-orc thing.

Child Explorers
Some years ago, it was a shibboleth for the children of Diamond Lake to have one of their number spend the night in various old picked-clean tombs—in particular, one called the Stirgenest Cairn, and another called the Whispering Cairn. You took part in that tradition. The custom ended when one girl went missing overnight in the latter dungeon and was never heard from again. However, your time “exploring” the already-looted areas did teach you a thing or two about how the mechanisms work.
You gain trapfinding, as per the rogue ability. If you already have trapfinding, you gain a +2 bonus on Perception checks to spot hidden mechanisms.

Horrible Lesson
When you were very young, perhaps on a dare, you ventured up to the Old Dead Tree—the ancient, twisted tree up the hill that has been dead and decaying for as long as anyone in the town can remember. You got as close as you could bring yourself to, and shuddered at the stench of rotting flesh, the buzzing of flies, the sight of the maggots and beetles crawling through the blackened wood. You got as close as you could before panicking and running away. This experience has left you with a deep understanding of the difference between true fear and simple cowardice. What you felt that day was true fear. That tree repulsed you to the core.
You gain a +2 bonus on saves against fear, and are never forced to cower if, while panicked, prevented from fleeing—you will always fight when cornered in such a way.

Horrible Gift
When you were very young, perhaps on a dare, you ventured up to the Old Dead Tree—the ancient, twisted tree up the hill that has been dead and decaying for as long as anyone in the town can remember. You got as close as you could bring yourself to, and shuddered at the stench of rotting flesh, the buzzing of flies, the sight of the maggots and beetles crawling through the blackened wood. Everything in your soul told you to run, but you kept walking closer and closer, until your friends stopped egging you on and started pleading for you to come back already. But you didn't. And then you saw it—hanging from a low branch, as if the tree was offering it to you. A tarnished iron medallion.
You begin play with a swarmbane clasp. You suffer a -2 penalty on all Will saves against undead effects that do not inflict damage. Whenever such an effect would drive you to flee, you are instead stunned. Something chose you that day.

Dangerous Curiosity
You really don't know when to stop looking.
You gain a +2 trait bonus to Perception checks, and Perception is always a class skill. You also gain a +4 trait bonus on Will saves to disbelieve specifically protective illusions, such as a disguise self on a medusa, and on Perception checks to spot things that will immediately hurt you, such as a well-concealed symbol of pain.

Ebon Exile
You are a heretic among heretics, cast out by a hateful three-god cult beneath Diamond Lake. You might have once worshiped Vecna/Norgorber, Erythnul/Gorum, or Hextor/Abadar, but your worship was twisted in a manner heretical even to worshipers of those gods—and some weeks ago, for some reason or another, you withdrew even from the cult of the Ebon Triad, giving you twice as many enemies. Now you really, really need to get out of town.
You know about the Ebon Triad. You gain a +1 bonus to Knowledge (religion) checks, and it is always a class skill.
Note: Most of the Vecnans of the Ebon Triad are tengu, or "kenku", as evil/exiled tengus are often called.

Big City Exile
You used to roll with some ne'er-do-wells in the city, but tough times saw you forced out—a new gang of shapeshifting doppelgangers was carving a deep hole for itself in Magnimar's criminal underworld, and you're still a little scared that your old enemies might have followed you here. You don't know who to trust.
You gain a +2 bonus on Sense Motive checks, and Sense Motive is always a class skill. You are never caught flat-footed by a trusted friend attacking you—at least, not by the betrayal itself. You'll still be flat-footed as normal if you lose initiative or didn't see them or the like.

What I Expect from Players:

This is straight from Dungeon Madame's post, but it perfectly sums up my thoughts , I though I'd poach it as well !

Posting Rate: I work from home so am able to post anytime. Still there are days where it's difficult to find the time. I try to keep at a 1/day post at least.
If you can, indicate a time of day to me that you’re generally able to post so we know when to expect it. If we can all try to keep at a 1/day minimum that would be
great.

How I’ll Choose Players
#1 Priority: Clear, friendly communication. We’re all here to have fun and play a game together. Be flexible, open to compromise, and respectful of other players’ comfort levels. Tell me if there’s an issue before it becomes a problem. Try not to leave people hanging on your answers.

I will be looking for players who I think will get along with each other and handle issues good-naturedly.

#2 Priority: Interesting backstories. Your backstories should have lots of hooks, as well as meat to hook into—it’ll come up in the campaign, so give me material to play with. You don’t have to write a tragic novella, but don’t just say, “He’s just a chill guy who wants to go on an adventure.” If you want a character whose adventure is only just beginning, I’ll at least want to see that they have character elements we can build on later. Maybe you want the chill guy to have a character arc where he learns to take things seriously, or where he finds out how dangerous adventuring can really be. That sort of thing.

I will be looking for PCs whose backstories complement the story and tone and offer interesting hooks.

#3 Priority: Good roleplay and characterization, and understanding of tone. This is a character-focused game, and meant to be a relatively serious one—jokes are fine, but joke characters are not. Nothing sillier than Princess Bride. The biggest running theme of this AP is slow decay. Things are getting worse, and many of the people who were supposed to fix things are either dead, have switched sides, or made fateful compromises.

I will be looking for PCs who I think would have interesting dynamics together and who can play well with the themes of this storyline.

#4 Priority: Interesting character builds. This is very, very low priority, and interesting =/= “powerful”. I don’t want an arms race. Like I said, I’m not going for PC death. Making your PCs as powerful as they can be is not appropriate, and will make me worried that you’re more concerned about your PC doing well than about telling an interesting collaborative story. On the other hand, if you create a character with dumped Wis and Con, I might worry that you’re not going to last long enough to get to that story.

I will be looking for PCs who I think will find fun ways to take on the challenges they will be facing, rather than simply steamrolling them or being steamrolled. Party balance is not my top priority, but I do care about every PC having their own niches to shine in.

Diamond Lake:

Diamond Lake is nestled in the rocky crags of the Cairn Hills, three days east of the City of Magnimar, to which it is subject.
The region is extremely dangerous. Craggy hills provide shelter for all manner of foul beasts. Southward lies the nasty Mistmarsh Swamp,
populated by tribal lizardfolk with no love for outsiders. Dark woods lurk all around. In the hills surrounding the town, hundreds of laborers spend weeks
at a time underground, breathing recycled air pumped in via systems worth ten times their combined annual salary. The miners are the chattel of Diamond Lake,
its seething, tainted blood. But they are also its foundation, their weekly pay cycling back into the community via a gaggle of gambling dens, bordellos,
ale halls and temples. Because work in the mines is so dangerous, most folk come to Diamond Lake because they have nowhere else to turn, seeking an honest trade
of hard labor for sustenance-level pay simply because the system has allowed them no other option. Work in Diamond Lake, for some, is a last honest step before
utter destitution or crimes of desperation. For others, it is the first step in the opposite direction: a work assignment to ease the burden on debtor prisons,
one last chance to make it in civil society.

Most folks in Diamond Lake know little about the history of the s+!@hole they call home. Supposedly, the area near the lake used to be owned by an actual Lord a
long time ago. He built a keep, which currently houses the Garrison. There are also a lot of old fences in the cairn hills where he tried to get his farming
subjects to grow carrots and potatoes (a doomed prospect). At some point, his sons started exploring the cairns and old gravesites that litter the entire area.
Apparently they found quite a bit of loot from the olden days… and not like 50 or 100 years ago, either – the really olden days. Like, from before recorded history
when legend says fiends and other creatures from the planes walked Oerth. Soon, all that loot attracted the attention of Magnimar, and before anyone could blink,
they bought off the noble’s kids and annexed the whole area for themselves. They hired adventurers to explore it all, and sucked every last treasure dry from those
old tombs.

That would have been the end of Diamond Lake, except prospectors and surveyors came in and took measure of the land. It’s still crap for growing anything but weeds,
but they were surprised to discover a healthy cache of silver lodes and many massive veins of iron under the hills.

Now, years and years later, it’s said that that Diamond Lake is the cornerstone of Magnimar’s ore supply. It’s hard to believe, given the squalor of the place,
but folks insist it’s true. It’s not like Magnimar passes any of that wealth on to the common laborers, though. It used to be that getting a meal was as easily
as casting a line in the lake. Now, the smelting house and associated runoff has polluted the water so much, the merchants have to send off to the City just to
get weeks–old, salted flounder.

As far as recent history goes, there isn’t much to tell. Honest folk are still getting screwed and the wealthy are still getting richer off of the sweat of the
laborers. Aside from that, there’s an old ring of menhir stones outside of town. It’s visited by rangers and druids and other freeloaders. No one knows who built
it, but they say the worn stones have been there for centuries.

Please no theory-crafting or build debates...take that stuff elsewhere :)
Also, refrain from roleplaying. I'll check on your posts in other games.

Hope I covered everything, if not ask away.


Pathfinder Adventure Subscriber

Dotting for interest. I'm in a Paladin mood... but not a traditional Paladin. Got to review races and gods to develop a concept...


Oooo, I'll put up my failed paladin/gunslinger idea hopefully soon


Dragomir Venchev, paladin of Pharasma, has returned to offer his services in clearing our and exploring The Whispering Cairn.


Here is the slayer that I applied with previously


I'll start of with a question on a race: would a Duskwalker be ok?

The character would have been found in the crypts during the event described in the Child Explorer's campaign trait.

While my character knows nothing of his/her past life (at least not at the start) he/she once was a staunch opponent of the undead in Ustalav. He/she fought against the Whispering Way and the vampire cults of Caliphas, Ustalav's capital. After death he/she was returned to Golarion as a Duskwalker by Psychopomps fearing some coming cataclysmic event and they dropped him/her to be found near Diamond Lake as that place was supposed to be involved somehow.


Pathfinder Adventure Subscriber

Maybe I'd better rethink Paladin. Seems to be the popular choice :-)


I'll revise Gardolf to fit the new character creation guidelines.


I will dot for interest!


Theme Music

Background:
Trevor ran along the dirt road chasing his twin brother. The clatter of pots ring from his left side as he runs past Kelv, the local pickler. His brother, Cleetus, slid under a slow moving cart to get away from the pursuing Trevor. Trevor leapt with fantastic ease up and over the cart. Far beyond what he was normally capable of. It's as if his wish became reality. He could feel something powerful rising in his blood.

This was no blessing, as Trevor was soon to find out.

Days later, the eleven year old boy shared a meal with his family. Outside, the sun dipped behind the trees. The modest cottage was filled with the aroma of roasted duck. His father rises to answer a knock at the door. "Can I help you?" His father asks. The Stranger had gaunt disturbingly long face. His eyes were cold and filled with malice.

The Stranger scans the room, and his eyes lock with Trevor's. "The boy. Give him to me!" The Stranger races in. His father bulrushes The Stanger to stop his advance. His mother stands up from the table while grabbing for Cleetus.

His father shrieks as writhing worms burrow into his flesh. His screams turn animalistic as his eyes roll back and he pounces on his mom. She screams and pushes away Cleetus. He does not run, but instead he hits his father with balled up fists.

Trevor was frozen in horror over what he was witnessing. Slowly, among the screams of terror, The Stranger stands. His mother's neck sprayed blood, as his father spit wriggling worms into the open wound.

I don't want to die. Thinks Trevor. Over and over.

His mom pounces on his brother, and Trevor turns and runs at supernatural speed. Jumping out the window, he can hear his brother's cry for help.

Crunch:
Terrov
CE Male Human Sorcerer(Imperious Bloodline) level 1
Medium humanoid (Human)
Init +3; Senses: Perception +1
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d6+2) favored bonus +1
Fort +1, Ref +2, Will +3
AP:6
--------------------
Offense
--------------------
Speed 30 ft
Melee
Lantern staff +0 1d6 ×2

Ranged Touch Attack
+2

--------------------
Statistics
--------------------
Str 10, Dex 14, Con 13, Int 14, Wis 12, Cha 18 (+2 race)
Base Atk +0; CMB +0; CMD 12

Feats:

Precise Shot (Combat)

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Fast Learner (Human)

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Eschew Materials

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Traits:
Haunted by Destiny

You get +1 Action Point above normal for your level.

Bloody-Minded

You gain a +1 trait bonus on initiative and Intimidate checks.

Racial Traits:

Bonus Feat: Humans select one extra feat at 1st level.

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Skills
4 + 1 favored class
Rank + class + stat + trait

Diplomacy 10(14) =1+3+4+2
Intimidate 9 =1+3+4+1
Bluff 10 =1+3+4+2
Knowledge (local) 6(10) =1+3+2
SpellCraft 6 =1+3+2

Background Skills:

Perform (Oration) 8 =1+3+4
Linguistics 6 =1+3+2

Languages

Common,x,x,x

Gear

purse: 17gp

Kit, Sorcerer’s 8 gp

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

Lantern staff 15 gp 1d6 ×2

Snazzy Clothes 80 gp

Special Abilities
--------------------

Spell Casting

0 level at will

Acid Splash
Detect Magic
Read Magic
Message

1st level (4)

Mage Armor
Snowball

Class features

Class Skill: Perform (oratory)

Bonus Spells: moment of greatness (3rd), eagle’s splendor (5th), heroism (7th), threefold aspect (9th), greater command (11th), repulsion (13th), greater age resistance (15th), prediction of failure (17th), overwhelming presence (19th).

Bonus Feats: Diehard, Endurance, Heroic Defiance, Heroic Recovery, Improved Initiative, Lingering Spell, Magical Aptitude, Persuasive.

Bloodline Arcana: Whenever you cast a harmful spell, you gain a bonus equal to the spell’s level on Intimidate checks made against any creature adversely affected by that spell until the end of your next turn. Adversely affected typically means damage, but it can also mean debilitating effects or conditions.

Bloodline Powers: You draw upon ancestors both legendary and forgotten.

Student of Humanity (Ex): At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks.

Notes:
Trevor ran. He kept running. He at first tried to make friends, but The Stranger would always find him and kill those around him to get to him.
Very quickly the boy keeps on the move. Using his boyish charm and beauty, to get a meal or a place to sleep. He lives only in the moment. As he becomes a teenager, he's gotten very skilled with the opposite sex.

He gets pampered by lonely women, while he adds romance and pleasure into their lives. The truth is that he leaves emotional wreckage in his wake. He never stays in one place too long, so he never sees the destruction.

The stranger is just a meaty hook for you. As well as a Twin who could be alive or dead. Hate Trevor or Love him. Under control of the Stranger or not.

Diamond lake is just along his path.


Dotting for interest. Got an idea that may fit interestingly.


EDIT: Fixed Dragomir Venchev feat issue. All set now.


I'm dotting for interest. One or two of my games may be giving up the ghost, which means a little more bandwidth for other games.


eriktd wrote:
I'll revise Gardolf to fit the new character creation guidelines.

This!

Any of the previous submissions....double check the requirements for my changes.

Thanks


GM Spazmodeus wrote:
eriktd wrote:
I'll revise Gardolf to fit the new character creation guidelines.

This!

Any of the previous submissions....double check the requirements for my changes.

Thanks

Starting gold, Check!

Feats, Check!

Starting gold, Check!
Feats, Check!


eriktd wrote:

• Terrov: The unusual and compelling story of his origins notwithstanding, Gardolf feels nothing but hostility for someone whose predatory and selfish attitude reminds him of the worst traits of Diamond Lake.

So, where you would try to save Diamond Lake from depravity and decay, wouldn't the same person try and save a lost soul from the same fate? Or is mercy and kindness only for those people who are already good?


Dotting


I'll submit the character I came up with, I assume Gunslinger is okay with a musket? I can pivot to bolt ace otherwise...

Jenner Decameron:

Jenner Decameron
Male human (Varisian) gunslinger (musket master, mysterious stranger) 1 (Pathfinder RPG Ultimate Combat 9, 50, 51)
LG Medium humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee short sword +2 (1d6+1/19-20) or
. . spiked gauntlet +2 (1d4+1)
Ranged musket +5 (1d12/×4)
Special Attacks deeds (deadeye, focused aim, steady aim), grit (3)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +5; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Gunsmithing[UC], Power Attack, Precise Shot, Rapid Reload
Traits larger than life, - custom trait -
Skills Acrobatics +5 (+1 to jump), Bluff +7, Craft (firearms) +2, Intimidate +7 (While wielding a firearm, considered one size category larger than your actual size), Knowledge (local) +4, Lore (Age of Worms) +6, Perception +4
Languages Common, Varisian
SQ finesse weapon attack attribute, gunsmith
Other Gear chain shirt, black powder[UC] (8), bullet[UC] (30), musket[UC], short sword, spiked gauntlet, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pot, powder horn[UC], scarf[UE], torch (10), trail rations (5), waterskin, wooden holy symbol of Abadar, 14 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
--------------------

Background:

Jenner is a young Varisian man, with brown hair, a thin coat of stubble, and strikingly haunted gold eyes. He's still a young man, having grown up in the streets of Magnimar, but was always considered to be a 'strange' child who heard eerie voices which haunted him and made him considered strange by the other Varisian children and their families. Some considered it a blessing, while others a curse, and such is the way with the superstitious Varisians living in the city.
To try and tame these voices in his head, the young man joined the church of Abadar, studying the ways of the Goldfist as a paladin within the church. The teachings of Abadar settled well into the young man's head- but never drove the voices and their ominous messages away. He consulted the priests, talked with the Taxmasters, and while they wanted to question him time and again, nothing was amiss with the man. He began to question his worthiness as a Goldfist (Paladin of Abadar) and that the voices in his head were driving him away from his faith. It continued to get worse as he got older, preventing him from sleep or quiet prayer, finally the teenager had enough, and he took his broken musket and fled the city of Magnimar for the east.
Finally after almost a month on the road with a Varisian caravan, he found himself in the town of Diamond Lake. A young man with a firearm and a good eye quickly found himself employment at the Emporium working as security and helping with the counts for Zalamandra. And for a time, the voices quieted in Diamond Lake, but not entirely. Their eerie messages continue with less frequency now, but Jenner is starting to feel normal and is interested in refinding his religious beliefs, and speaks with the members of the Church of Iomedae about their beliefs in relation to his own.
Jenner doesn't believe he is worthy to be a Goldfist, but tries to hold the beliefs of Abadar in his heart; but he doubts his own mind with the voices in his head and their ominous messages of destruction. He struggles with the idea of advancing civilzation if everything is to be destroyed?
Advancement: If Jenner can get his faith in himself back, he may dip into Holy Gun Paladin, but that would be RP driven for him and coming to grips with his own beliefs.


Dotting!


Throwing in a dot too. Missed the first thread, figure I'll put my hat in to this one.


Throwing Jenny back into the mix. A vicious street rat who has come to the realization that she can't go on the way she is and is looking to change.

The plan is for her to be mainly a Knife master Rogue, though with some levels of Investigator, both to give her Trapfinding and to show how she's trying to solve problems with her brains rather than by stabbing them.

I'll fine tune Jenny to meet your CC guide.


dot


Dotting, will need to change Elek's backstory if I apply with him. I May consider a different character.


1 person marked this as a favorite.

Here is Mark, Human Dark Tapestry Oracle:

Background:

Ages passed before his helpless eyes…or perhaps minutes. Wherever they had put him, time had no meaning. Neither did space—he was not bound, but moving his limbs seemed to have no effect. He couldn’t even tell if he was moving through the emptiness he found himself in. All he had to go on was the stars, though their movements were consistent neither to a specific time nor place, as far as he could tell.

At first he thought he could measure time by the strength of the bond to his worshippers. It waxed and waned, though more the latter, and before he had divined the pattern it had dwindled to barely a trickle. He struggled to remember the calendar of their festivals, the scent of the sacrifices, the sound of the songs. Little and less came back to him. He remembered the high points longer—the battles, where heroes would lunge at their foes with his name on their lips, and thank him afterward for having preserved their lives. Had he done so? Were these memories even true?

He remembered as well contending with other gods, each strengthened by the faith of their followers on the Material Plane. He also remembered when the four had cornered him in his stronghold, rendering him helpless with some force he hadn’t had time to understand. What were their names, and why had they hated him so? The one with its face constantly in the shadow of its cloak, who had bound him with ropes of shadow…the one with shining hair and armor, whose sword had been at his throat…the one with too many arms and legs and eyes, who had held his mouth shut so he could not call for help…the green woman whose word had frozen him in place…were they evil? Had he been?

After a time, none of that seemed to matter. The trickle had died down to a drip, if that, each drop a shock reminding him that someone remembered him, the spaces between allowing him to forget that he had ever existed. How long between the drops? The answer was no longer meaningful to him. For a time, the stars winked out—how long until they returned, he did not know. In that time, he conducted a thorough investigation of what he did know. He was neither hot nor cold, hungry nor thirsty, could feel neither pain nor pleasure. He could move his limbs, and knew that he had two arms and legs, but could not locate any part of his body with the hands and feet he could freely move.

When the stars returned, he devoted his energy instead to tracking their motion. He memorized each one, though some seemed to vanish and return, or be replaced, and others moved with no recognizable pattern. But over time—the question of how much was meaningless—he noticed a place where no stars ever went. This merited further investigation, and he bent his every resource to getting a closer look. Eventually he realized that he had moved himself closer, or the space had moved toward him, or had grown larger. The sublest of shifts in the ambient starlight, observed over another unknowably long amount of time, revealed that indeed he was moving—the first time he had definitive sensory confirmation since his imprisonment.

He did not know how long it took him to reach the door, but it punctuated his existence into two periods—before and after. For it was a door, and made of a material he could not begin to guess at – smooth to what he could not help but call touch, firm, and the color of a darkness beyond dark which swallowed all light. It had no features but its presence—it extended beyond dimension in a way that seemed to curve all space toward it—it was not that there was no way to get around it, or nothing beyond it, but that the concept of ‘beyond’ or ‘around’ had no meaning in relation to it. He studied the door for ever, and only slowly realized that the trickle of worship that had sustained him in earlier eons of imprisonment had come through it. For even now, he felt the occasional pulse. No longer adulation, or praise tinged with request, as he faintly recalled, but more curious wonder. Yet it came, slowly and irregularly, and each time it did he could feel a slight bit more himself, whatever that was.

Then the pulses faded, and he dreamed alone by the door for another unknowable time. When another hit, this one the largest beyond his reliable memory yet small compared to what he thought he knew he had known, he was astounded to awake and find that the door had gone. In its place was a gap, from which he felt the faintest of what he might describe as a breeze, were there air where he was. But the featureless door was gone. It took him long to summon the power of will and control of self to move toward it, and when he did still longer to overcome the slight but strong pressure pushing out from the gap, but reach he did, and touched the edges of it, and pulled himself forward until he tumbled into it rather than pushed away. And then—the pain.

He’d felt nothing for so long that the wracking presence of unimaginable torment took time to register. But the agony crept up until it overwhelmed him. He writhed, and realized he could writhe. He screamed, and realized he could scream. The pain went on for what seemed like centuries, and he realized he could perceive time. It relented, and he collapsed in exhaustion, and realized he could feel fatigue.

When he awoke it was cold, and he was lying on a forested hillside, naked but covered by a cloak some kindly passerby had thrown over him. He was hungry, and, wrapping the cloak about himself and putting up its cowl over his head, made his way down the road. The path was steep, but before long, he found himself standing before a shack at the entrance to a compound. Within, he could see others shuffling about, mainly wearing similar garb to his. At the entrance sat a short, stocky man who registered dimly in his mind as a ‘dwarf.’ The man gruffly called him over. “Drunk in the woods, were you, eh? What happened to your clothes?”

What had happened? He didn’t remember. The man’s suggestion seemed as plausible as any. He nodded, ashamed at whatever carelessness had brought him to this pass. The man seemed unpleasant, but oddly unbothered by his response. “I’ve had worse. At least ye came back, stead of running off to town and making my men fetch ye back. D’ye remember your name?”

He didn’t. Long ago, he’d had a name, but now even the prison beyond dimension seemed a faint memory. He touched his face—yes, he had a face—where he felt a large rough patch covering most of his cheek. The man laughed. “Admiring your battle scars? Where’d ye get such a welt? Or is that a birthmark?” The man then shrugged. “I’ll call ye Mark then, til ye remember something better. Get to the purser’s house, he’ll get you a new set of clothes. ‘Twill come out of your wages, but I shan’t have you die of exposure ‘til ye work your debt off. Off with ye.” He went in the direction the dwarf was pointing, and so became a miner.

There he spent the better part of a year, learning all he could of the land he was in and the sort of people who inhabited it. Dimly he remembered heroes and bold deeds, and was unimpressed by the scrabbling miners, but from where did those memories spring? He could not place it. Slowly, however, he began to dream. At first it was merely starscapes, but slowly the stars came to speak to him. “You are of us,” they said. “We are your dwelling, your stuff is mixed with ours. Do our bidding, and you will learn…you will learn…”
What would he learn? First, to see in the dark. He awoke one day from particularly unsettling dreams, and found that although the torches had blown out in the windowless room he shared with two other miners, he could see the door, his fellows, and all in contrasting shades of grey. Second, he learned that there were weaknesses to this form not shared by others. He was slow to react though swift to perceive, and often found himself stumbling in response to dangers he had seen coming before others who responded before he could. But most importantly, he learned that he was not merely a miner who’d gotten drunk one night and forgot himself—the childhood and past that everyone else had and he lacked was not due to his forgetfulness, but due to the action of some sort of Power, a Power that still had interest in him.

A few of the other miners were tired of the mistreatment and planned to escape. With his darkvision, grace, and odd confidence, he was a natural choice to be brought in. The group managed to break out of the compound, and he was in the world, a free man. But who was he, really, the man who still called himself Mark? And which of his fragmented memories and bizarre dreams truly reflect who he is, or was? And what dark force from among the stars is guiding his steps? He is determined to find out.

The concept here is based loosely on Pham Nuwen of “Fire Upon the Deep,” as well as Morgoth of the Morlindale and various Lovecraftian references. A god, imprisoned/slain by his fellows, with a jumble of what’s left of him crammed into a mortal human body. What has survived from his divinity is an air of confidence and powerful personality, plus penetrating senses driven by having lived in a reality realer than the one he is now in, but he has only a year or so’s understanding of the world and no confidence that his memories are accurate. What sort of person is he now, what sort of God was he back then, and which will inform his actions?

Adventure hooks include his attempts to understand people and live as a human, exploration of what the Dark Tapestry wants of him, as well as what happened with his old rival gods and their worshippers, those thousands of years ago.

Crunch:

Mark, human Dark Tapestry Oracle (Powerless Prophecy curse). Probably will add on the Psychic Searcher archetype as well.

Alignment: Neutral (though in his current form he’s more on the good side, he was not that sort of divinity and does not serve that sort of patrons).

Str: 14
Dex: 14
Con: 14
Int: 13
Wis: 12
Cha: 14 +2(human)

Class features:
Revelation: Pierce the Veil (Darkvision)
Curse: Powerless Prophecy (Uncanny Dodge, cannot act in surprise rounds, staggered 1st round if no surprise round)

Feats: I will hold off on finalizing these until I see the party composition. Either Combat Reflexes and Deft Maneuvers, if the party needs martial heft (Eventually going the polearm trip tree), or Skill Focus (Knowledge: Arcana) and Extend Spell if the party needs more of a caster (in that case, I’d pursue Eldritch Heritage: Arcane).

Traits: Really have to take Ominous Patron with this. Also Seeker, probably.

Skills:
Putting skill points in: Perception, Stealth, Diplomacy, Intimidate, Knowledge (Arcana), Sense Motive. Background skills: Linguistics, Craft(weaving) (the former will cover odd dead languages, the latter he has no idea how he knows this stuff).

Spells Known:
Orisons: Detect Magic, Create Water, Mending, Stabilize
1st: Barbed Chains, Remove Fear, Cure Light Wounds

I'll put this into an alias and add equipment, HP, save calculations etc later in the week.


The character creation rules seem tailor made for a dragonheir scion. I'll have to take a close look tomorrow and start throwing something together.

...then again there are already so many martials and I have other builds stewing.


I've revised Gardolf the Grim to use the revised character creation guidelines, so he should be ready for your consideration. Let me know if you have any questions or concerns? Thanks!


Thanks for giving us a second chance at this again, Spaz!

I'll update Harran for the new rules somewhere today. (Though, thinking on it, since the last submission I've been wanting to play a vivisectionist alchemist reflavored as a witcher type character, or a Skald once, too. Hm... might switch. Choices choices :) )

Just for the sake of clarity, do *all* classes get +4 skill points per level?


Thank you for doing this one Spazmodeus!

I am re-submitting Reknar, the grizzled sergeant. Probably at level 2 he would dip Fighter to shore up some of his martial capabilities, and the the Elephant in the Room feat tax rules will kick in, giving him further, sweet capabilities ;)

Reknar:
Reknar
Male half-orc bard 1
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron morningstar +3 (1d8+3) or
. . longspear +3 (1d8+4/×3)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—feather fall, saving finale[APG] (DC 13)
. . 0 (at will)—detect magic, flare (DC 12), light, message
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 13, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike
Traits fate's favored, retired goon
Skills Climb +5, Intimidate +8, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +2, Linguistics +5, Perception +4, Perform (oratory) +6, Survival +1, Swim +2, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Infernal, Orc
SQ bardic knowledge +1, orc blood
Other Gear lamellar (leather) armor[UC], heavy wooden shield, cold iron morningstar, longspear, sling
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.

Some background snippets from the other thread:

In my head, I can see Reknar as a local. I try to leave the character's background as open ended as I can, since there is always the possibility to mesh it with the game itself, though in all honestly I have only seen this happen very rarely in the games I have been a part of.

But I had envisioned for him a past filled with violence and resentment between him and his adoptive coal miner father (he was after all an half-orc raised by two humans), and sadness from his adoptive mother at living a life without love.

When the situation at home got extreme he lost control while defending his mother, and that is why he was sent to prison, and then conscripted as an option to reduce his sentence. He never really managed to raise much higher than a sergeant rank, since he always talked too openly against his commanding officers. So all the time he was knee deep in the mud with the other soldiers.

As for the specific military force, I think one of the closest ones could be in Nirmathas, patrolling along the borders with the Hold of Belkzen?

There would be a lot to tell about his experiences there, but that would something he would keep very close to his heart, and only share in snippets as the game progresses ;)

He left the military after a particularly harsh mission, when his commanding officer made one too many mistakes and got most of his platoon killed in the process. With him left also one who had become a good friend and advisor - Lucian - he was the one who pressured him into facing his demons once and for all.

So I was thinking him being in Diamond Lake could be a return home, something he had been postponing for quite some time, but which would make sense to face at this point in his life. He will not be given the chance though, since after returning he found his home empty and in shambles - he heard his mother had died a few months back, poisoned by the constant exposure to coal mine dust in the town, and an acute pneumonia. So the chances to make amends after the brutal murder of his father are gone, as are most chances of understanding his own past (except for maybe his mother's journal, which he found in the ruins of his former house, but which he has not yet read... Not yet...).

I would say Reknar is in town for about a week now, mostly wondering about what to do next with his life. His gold pouch is getting dangerously low, so he has been taking any odd job he can get his hands on - it doesn't really matter if it is as temporary bouncer, at a loading dock, tending to a small field, or carrying coal. Whatever. He just shrugs it away and pragmatically goes at it without thinking too much.

I have other minute details in my head about specific situations in his past, his relation to his family and army platoon. Friends he made and lost. But in broad strokes this is the idea I have for the character.

----------

Reknar is hopefully a guy with 'options' at his disposal - from early on he can:

- Inspire Courage (hopefully a recurrent one);

- Reach combat is his main 'mode' and it is a versatile one. It can allow attacks from the 'second line', but can also allow the creation of a safety perimeter around other characters which may not be so melee inclined. So he can double as support for the first line and/or protector for the second if needed;

- Use buff spells (starts slowly with Saving Finale, which I particularly like. But it ramps up as levels go);

- I expect to complement this with wands (will be investing in UMD - some will make him stronger in melee, others are meant for versatility, etc. Fact is, there will always be a use for those wands adventurers tend to find lying around with a dozen remaining charges. Hey! Reknar is a survivor! :D);

- His Intimidation is decent. Not sure if it will become a focus;

- Sergeant advice! (he is supposed to be able to provide insight on almost all areas with Bardic knowledge. For some of these he will aid others. And for some he will have a good skill rank. Knowing your enemy is half the battle);

- With his current stats + Inspire Courage, he is already half decent with a ranged weapon. Once he gets a hand on a composite longbow, with his Str he can do some more serious damage ;)

- Don't want to spoil it too much, but I have in mind taking him into a Prestige Class :O


@GM, would you allow a non-Vishkanya Deadly Courtesan (Rogue archetype)? I have an idea for a character who runs one of the brothels in town.


@Cuan: Duskwalker is ok.

@Harran: +4 skills applies to Fighters only.

@Kittenmance: I have no problem with the off-race use of the archetype. However, you could work at a brothel, not be an owner.


Dotting for interest.

Thinking a cleric of Torag.

Question, and not sure if i missed it, but does the Rat poison trait stack with a dwarfs hardiness ??


@moshkai : The Rat poison bonus vs poison will replace the hardiness bonus vs poison, so a dwarf would have +4 vs poison, +2 vs spells


For consideration. Will make an alias if selected.

Boramyr Oathmaker
Male Dwarf Cleric 1
LN medium humanoid
Height 4’2
Red Hair, Grey eyes

STATISTICS:

STR 15 DEX 11 CON 14 INT 13 WIS 18 CHA 10
Senses Darkvision (60)
Action Points (5)

OFFENSE:

BAB 0
STR +2
Dex +0

Ranged
Light Crossbow +0 (1d8 19-20/x2)
Sling +0 (1d4+2 x2)

2 Handed Melee
Spear +2 (1d8+3 x3)
Warhammer +2 (1d8+3 x3)
Battle Axe +2 (1d8+3 x3)
Cold Iron Heavy Pick +2 (1d6+3 x4)

1 Handed Melee
Battleaxe +2 (1d8+2 x3)
Warhammer +2 (1d8+2 x3)
Cold Iron Heavy Pick +2 (1d6+2 x4)
Dagger +2 (1d4+2 19/20 x2)


DEFENSE:

AC 15, touch 10, flat-footed 15
hp 10
Fort 5 Reflex 1 Will 7, CMB 2 CMD 12

Skills::

Acrobatics -6
Appraise 5
Bluff 0
Climb -4
Diplomacy 0
Disguise 0
Escape Artist -6
Fly -6
Handle Animal 1
Heal 8
Intimidate 0
Knowledge (religion) 5
Perception 5
Ride -6
Sense Motive 4
Spellcraft 5
Stealth -6
Survival 4
Swim -4

Languages:

Dwarven, Common, Celestial

Weapons and Equipment:

Armour
Scale Mail

Weapons
Light Crossbow
Sling
Warhammer
Dagger
Spear
Cold Iron heavy Pick
Battleaxe
Crossbow Bolts (30)
Sling Bullets (10)

Adventuring Gear
Clerics Kit
Dungeoneering Kit
Cooking Kit (AA)
Fishing Kit
Grappling Hook
Gear Maintenance Kit
Grooming Kit

Consumables
Acid (flask)
Alchemist fire (flask)
Alkali flask

Traits:

Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

This Tastes Like Rat Poison! I Love Rat Poison!
Whether you worked too often in the mines, had way too many enemies, or just drink way too much, you've grown accustomed to poisons of all kinds. In fact, they kind of have a nice kick to them.
Benefit: You gain a +2 bonus on Fortitude saves against inhaled and ingested poisons. Upon successfully fully resisting any poison effect, you gain 1 temporary hit point.

Class Features:

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Battleaxe; Heavy Pick; Warhammer

Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Warhammer)

Channel Energy (Su): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 10) You can use this ability 3 times a day.

Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.

Domain Powers: You gain the following domain powers:
Resistance Bonus (Core 46): You receive a +1 resistance bonus on saving throws.
Resistant Touch (Core 46): 7 times per day, you can touch an ally to transfer your domain's Resistance Bonus to them for 1 minute.

Acid Dart (Core 43): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack (1d6+0). You can use this ability 7 times per day.

Feats:

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Weapon Traits:

Brace Weapon: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Light crossbow
You can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.

Dagger
You gain a +2 bonus on Sleight of Hand checks to conceal a dagger on your body.

Fluff:

Boramyr was born the 3rd son of a lower class family in the 5 kings mountains. His father was a warrior, and his mother was a jewelsmith.
When he was in his early childhood, his family was framed for a murder that they did not commit and were exiled from the high kings mountains.
They gathered all their belongings up and moved as far as they could get from Highhelm.
Settling into diamond lake, they ended up employed in some of the mines.
His father was killed in a cave in, and his mother ended up dying of hearbreak.
The oldest son, travelled south with a caravan intent on trying to determine who framed them ended up getting killed near sandpoint when the giants attacked there.
His immediate older brother, still intent on restoring the family honour spent most of their remaining funds on finding out where the family legacy was. It was only after he was almost paupered that word came that his family was cleared from the accusation of the murder.
They scraped together a small fund, and slowly purchased items for his brothers trip back to Highhelm to reestablish their household. They kept most of the items squirreled away so not to draw attention to them.
During this time, as they were slowly storing equipment Sherriff Cubbin conducted a raid on their home and his brother was thrown in jail due to scuffling with the deputies.
They managed to get some gear together, and his brother left for Highhelm, but due to a severe lack of ready funds, he remained in town.
Seeing the ready corruption in town, he decided to step forward, and try to help curb the corruption, while his brother was off trying to reestablish his family name in Highhelm.


KingHotTrash here! I've decided to go back to one of the first classes I really adored and made up a hunter for the group. Krios and Whitepaw are going to be very focused on dealing heavy damage and knocking out enemies fast. I thought the Wormchaser trait would make a lot of sense; working with the Bronzewood Lodge and occasionally selling game to the town in order to purchase necessities when they couldn't make it themselves.

I'll get the fluff updated soon enough :D


Alright, I've got a build that I think would be fun to play out. A truly, utterly, completely, MAD class. Str for damage. Dex, Wis and Cha for AC. Con for HP

Build Plan
Lvl 1: Scaled Fist Unchained Monk (Improved Unarmed Strike, Weapon Focus, Dragon Style, Stunning Fist)
Lvl 2: Dragonblooded Shifter (claws)
Lvl 2: Dragonblooded Shifter (Feral Combat Training Claws with flurry of blows, Wis to AC)
Lvls 4-5: Sorcerer Draconic Bloodline (Spells, Dragon Ferocity)
Lvls 6+ Dragon Disciple! (+1 HP FCB, so no FCB until lvl 6)

---

Play style, he fulfills the role of party rogue (perception, trapfinding). Only instead of sneak attack, he does natural attacks. The magic part focuses heavily on defense (mage armor, shield, mirror image, etc) to make up for lack of armor.

He starts off without any of these draconic powers. Just higher than normal strength and toughness 'for an elf.' As he levels up, the draconic powers come out. First with growing claws (lvl 2), then learning how to use them (lvl 3), getting his first arcane powers (lvl 4) and finally mastering all of the above (lvls 6+).

Background

Valdear, unfortunately, grew up in Diamond Lake. His mother fled backwater town in the middle of nowhere to hide her son from a jealous and irate father. She left him at the Grey Convent with naught but two letters. The first was to the priests, apologizing for leaving an infant and begging them to take him in. The second was to her son, to be given to him when he had reached adult hood. The one thing that she did not leave, though, was much of anything in the way of gold. It was little to surprise to anyone that the elf became what all flotsam become in Diamond Lake. A miner.

In this, he grew up quickly and well. He began as a child, pushing wheelbarrels and carrying goods, and had grown up to swing a pick. Where many were broken by such (and all expected such an outcome from an elf) he instead grew up to be strong and healthy. Far more so than most elves. And, knowing nothing but his life in Diamond Lake, he was content. For it was his life and it was all he knew.

This changed, however, when a priest from the Gray Convent came to him as he left his shift at the mines and gave him a letter. It was the first time that he had known anything about where he came from, and it broke his heart. It also raised far more questions than answers. What few answers it provided was that he had a mother who loved him, and that her husband very much didn't. Also that he had a father, who was not human. The letter begged him for forgiveness and understanding, and came with a warning. To never use his surname, for her former husband was as petty and vengeful as he was a powerful wizard. The letter was read dozens of times. And all that he had truly concluded from it was that he did not really know himself, and that Diamond Lake did not hold the answers. To truly discover who he was, he would have to leave...


2 people marked this as a favorite.

Ok, So I've decided not to change Elek, but still want post something, not sure what yet. So what do you do? Take a look and see what's out there already...

Applicants
scanford
Torilgrey, paladin
TheWaskally Dragomir Venchev Male Human Paladin 1
Edelsmirge Phoibe Rhamnousia Female Human Slayer (ankou's shadow) 1
Cuàn
eriktd Gardolf The Grim Male Human Bloodrager 1
SmooshieBanana
CucumberTree Trevor?Terrov Mlae Human Sorcerer (imperious Bloodline) 1
BelacRLJ Mark Male Human Dark Tapestry Oracle 1
KingHotTrash Krios Dinrulsis Male Elf Hunter 1
The Archlich
Torilgrey Jenner Decameron Male human gunslinger (musket master, mysterious stranger) 1
pad300
Simeon
DBH Jenny Drakan Female Tiefling (Daemon-Spawn) rogue (Knife Master) 1
Ironperenti
Robert Henry
SqueezeMeNow
Trevor86 Harran Former Son Of Nogwier Male Hlaf-Elf Shaman 1 (Life Spirit)
Albion, The Eye Reknar Male Half-Orc Bard 1
Kittenmancer
Mokshai Boramyr Oathmaker Male Dwarf Cleric 1
Valdear Scaled Fist Unchained Monk

I apologize if I missed anyone or got something wrong, please let me know and I will update.

GM SPAZMODEUS if you want these sorted in any particular sub-categories, just let me know what, I will update Friday and Sunday or Monday.

edit:
GM SPAZMODEUS Will you be taking six players as well?

edit #2:
I'm considering a ranged paladin of Sarenrae is she ok for the setting, or is there a god she would 'share' identity with?


I'll throw my hat in the ring.

May I present Nym Phiren for consideration

Crunch can be found in the profile, but in brief he's an Elf Alchemist (Chirurgeon, Crypt Breaker) with the Big City Exile campaign trait. If selected, the plan would be to go the debuffing bomber route and being able to provide a bit of emergency healing in a pinch

Brief background:

Nym was a promising student at one of Magnimar’s academic institutions. During his time at the school he indulged and developed a bit of a taste for a number of illicit narcotics, primarily the stimulants that let him study all day and party all night and eventually he developed a bit of a dependency. Not particularly wealthy, he used his alchemical know-how to produce his own supply and made a bit of profit selling his product to other students. These activities and his increasingly erratic behavior eventually caught up with him and he was expelled.

With few prospects, but with a skill-set useful to the right people, Nym made his way down to the Underbridge district and after a few trials and tribulations became part of a small, but ambitious gang. Over the next few years running with the gang, he was mostly involved in the group’s narcotic production, but was occasionally brought in on other jobs that required his specific skill set, usually requiring things going boom (Trait: Firebug). Things were going well up until a new gang of shapeshifting doppelgangers started muscling in on their territory. Out maneuvered at every turn and with his fellow gang members descending into paranoia fueled in-fighting, Nym could see the writing on the wall. Packing up a few meager belonging, he abandoned his fellows to their fate and headed for the hills (Trait:Big City Exile). Eventually he ended up in Diamond Lake, hopefully where the doppelgangers and any aggrieved survivors of his gang won’t be able to find him.

Since arriving in town, Nym’s been working small contracts for the mines, producing or deploying explosives. His impromptu exile imposed a forced detox upon him and he’s managed to remain clean so far. This owing more to the lack of quality drugs than any real discipline on his part. (His need having faded enough that the local low quality product hasn’t tempted him too much yet). Rumors of the local cairns have peaked his interest as of late, since a big enough payout could afford him the chance of getting out of this town and setting up a new life of luxury somewhere else.

From a narrative arc standpoint, I see him starting out a bit as a partially recovered junkie itching to score, but with the right influence and direction, evolving into more of the heroic mold. He still carries some guilt for abandoning his old gang, so becoming a part of an adventuring party kind of gives him a shot of redemption (in his own mind a least).

Thanks for the consideration and let me know if you have any questions.


Nym Phiren wrote:
From a narrative arc standpoint, I see him starting out a bit as a partially recovered junkie itching to score, but with the right influence and direction, evolving into more of the heroic mold. He still carries some guilt for abandoning his old gang, so becoming a part of an adventuring party kind of gives him a shot of redemption (in his own mind a least).

I know a sorcerer who would love to get high with you.


Dotting!

I'll catch up on the thread as I have time, but with you running the show Spazmodeus, I know it's gonna be great!

Grand Lodge

I'll see if I can post in the next 3-5 hours


Thank you for giving us a second chance! I'd like to resubmit Erik Caien, Neutral Good human necromancer with the Ominous Patron campaign trait. I still have to work on his build, but you can find his backstory below:

Backstory:

Erik and his older brother Kaden were just two more orphans living on the streets of Magnimar, until the day he was noticed by Akarntas, a wizard who happened to see Erik activate a wand he managed to steal weeks ago and had been trying to manipulate since. Impressed by the boy's potential, he offered to take the boys in and provide a proper wizard education to Erik.

Akarntas was a stern teacher, seeming to care about nothing more than Erik's progress on his arcane studies. Still, it was better than living on the streets, and Erik always held a high amount of curiosity towards magic. But when he finally mastered his first spell, instead of praise, his mentor just took a black crystal out of his robes and started started chanting. Rays of dark energy shot toward Erik and held him in place, and he could feel something forcing its way into his mind. He struggled as much as he could, but felt his consciousness slipping away just as his brother Kaden broke into the room.

Erik woke up to a strange voice calling to him. He opened his eyes to see the two pale and lifeless bodies of Kaden and Akarntas, and the shattered remains of the black crystal in front of them. Next to them was a raven, staring intently at him. The raven sppke to him, with the same voice that had woken him - and explained that it was his brother, Kaden. He had tackled Akarntas, hoping to free Erik, but the crystal was sent tumbling to the floor and shattered, releasing a wave of dark energy. The next thing he knew, he was looking at his own body through the eyes of this raven.

They decided to leave the city as soon as possible, and try to forget this tragic event. And yet, Erik fears that something isn't right. Ever since that day, his spellcasting seems much easier, particularly his necromancy spells. And he has been plagued by nightmares ever since, often about things he knows nothing about. On particularly recurring nightmare keeps referring to the coming of an "Age of Worms".

Unbeknownst to Erik, the consciousness inhabiting his raven is not his brother's, but that of an ancient lich necromancer, that was stored inside the crystal. He had been working unsuccessfully with Akarntas to find a suitable host for him, having killed several candidates previously, and hoping that one with at least some amount of arcane power might prove more resilient. When Kaden interrupted the ritual and shattered the crystal, the lich used what control it had over Erik to bind itself as his familiar, and has been using their bond to extract the details it needs from Erik's mind to pass as his brother, while also imparting its own arcane knowledge to his subconscious, so that one day he might trick the boy into completing the ritual.

After leaving Magnimar, Erik comes to Diamond Lake hoping to find a place to start over and get his mind out of recent events.

Given his history, Erik will initially be reluctant to trust other people besides his familiar, and he doesn't even fully trust himself either - the power he wields doesn't feel like it's fully his, and the necromancy in particular frightens him (and I'm sure it will get worse as he starts facing off against undead). But hopefully with the support of the party he will both open up to other people and realize that the important thing is what he chooses to do with his power.


Pathfinder Adventure Subscriber

I'm probably going to drop out. It just takes too much time to put together a Pathfinder character, and though I love playing in your games, looks like you have a ton of good candidates. Good Luck! and Good Gaming to you all.

Grand Lodge

Helaman wrote:
I'll see if I can post in the next 3-5 hours

Got a GREAT concept a-brewing. Just need a few more hrs to get home to post it.


@robert henry: I was thinking of just taking the traditional 4 characters, but may split the difference and take 5...we'll see :) Thanks for compiling the list! Sort them by the average flying speed of scarlet-crested swallows in the player's hometown...or if that's too easy, by party role :)

@AdamWarnock: Thanks for the kind words!

@scranford: I understand, hope you stick around though!

@helaman: You've got until EOD Tuesday so there's no rush! :)

Grand Lodge

A half-orc slayer for your consideration


Okay, so I have a concept that I want to try. The idea is a person who believes they are not worth anything is chosen by one of the gods trying to prevent the Age of Worms as their champion. I’d be taking the Chosen One Paladin archetype at level two and alternate with fighter for a bit to represent their rocky beginning on the hero’s journey.

Alternatively, I could also make them more of an antihero.

Sczarni

Avion Flintheart:

Avion Flintheart
Male Human Inquisitor of Abadar 1
LN Medium humanoid (dwarf)
Init: +3; Senses: Darkvision 60’, Perception +6
Speed: 30, Languages: Common, Dwarven, Undercommon, Goblin

Defense
AC 18 (chainmail +6, buckler +1, dex +1) Touch 11 FF 17
HP 11 (1d8+3)
Fort +4 Ref +1 Will +3 (+2 vs poison/disease, +2 vs spells/SLAs)

Offense
Melee: battleaxe +4 (1d8+4 20/x3)
Ranged: light crossbow +1 (1d8 19-20/x2) Range 80, Ammo 20
BAB 0 CMB +4 CMD 15 (19 vs trip)

Statistics
Abilities: Str 18 Dex 12 Con 14 Int 12 Wis 12 Cha 10
SQ: Slow & Steady, Defensive Training, Hardy, Stability, Greed, Stonecunning, Hatred, Favored Class (Inquisitor: HP), Monster Lore (+1 to ID monsters), Stern Gaze (+1 to Intimidate/Sense Motive)
SA: Agile Feet (4/day), Judgement (1/day)
Traits: A Little Bird Told Me, Reactionary
Feats: Intimidating Prowess
Teamwork Feats:
Skills: Appraise +5, Diplomacy +4, Intimidate +11, Knowledge (local) +5, Knowledge (religion) +5, LinguisticsB +5, Perception +6, Sense Motive +5, Survival +5
Combat Gear:
Scrolls:
Equipment: chainmail, buckler, battleaxe, dagger, light crossbow, bolts (20), backpack, bedroll, belt pouch, flint & steel, mess kit, rope, soap, spell component pouch, torches (10), trail rations (5), waterskin, holy symbol
Coin
Spells Known: CL 1, DC 13+Spell Level; Domain (Travel)
Orisons: Detect Magic, Disrupt Undead, Create Water, Brand
1st: 2/day Cure Light Wounds, Keep Watch

Description Avion is thin for a dwarf, with a muscular frame and large hands. He stands around 4’6” tall, and masses approximately 235 lbs. He wears nondescript clothing over well maintained armor and equipment, and with his hood pulled up he could fit into any dwarven community on Golarion. He favors light colored clothes in grays and khakis, and wears a wooden carved symbol of Abadar tucked into his belt. He stands ready for most activity in a given day, armed with a traditional dwarven axe, dagger, and a well-used and maintained crossbow slung over his shoulder.

Background: Avion is an immigrant to Diamond Lake, coming to the city a decade or so ago, after finding his calling from Abadar. He felt the pull to head out into a newly formed civilization and the need to assist its leaders and citizens. He strives to be fair and just, but his stark demeanour, ability to hear and understand all too much of what is said, and willingness to sell that information for coin has not ingratiated him to the community at large. He doesn’t much mind, though, seeing

An inquisitor of Abadar, Avion is a steely eyed proponent of law and order, and the proper structure of the city as his lord sees it.


1 person marked this as a favorite.

@Robert Henry - I submitted a paladin's squire turned gunslinger above.


Rules question. Can the menhir guardian archetype work with unchained monk? It would save me from having the shifter dip in my build.

Grand Lodge

F%$+!!! Lost everything I wrote for background!!!

Will rewrite tomorrow, and post the full character.

The inclusion of the Ebon Exile (Kenku/Tengu) should allow me to add a Dex based samurai - to later go swashbuckler.

1 to 50 of 215 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Spazmodeus presents and Age of Worms campaign in Golarion All Messageboards

Want to post a reply? Sign in.