The Dragon's Demand (Inactive)

Game Master Mr Nevets


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Dragonslayers Wanted!

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town.

But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder's castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what's happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen?

Has Belhaim's ancient draconic nemesis returned?

********

After years of not being able to do any gaming at all, I was fortunate enough to start roleplaying here on the boards and it's definitely given me the itch to start running a game of my own. I debated whether to run a simple, small adventure or venture out with a full AP and after searching the internet, I think that Dragon's Demand offers a little bit of both options. The story allows characters to possibly achieve as high as 7th level over the course of one grand, connected adventure.

My background?: I used to run Marvel Superheroes and 3.5 D&D for our gaming group, both tabletop and pbp, but we've all grown up and moved to different parts of the country, so that's not really possible anymore. Though I play Pathfinder now, I've never run a game with this system, so I might need a bit of patience if I make any mistakes. Feel free to point them out…but be kind. :D

My goal? I want to work with the players to tell an exciting and fun story using the PF1e rules, with Core classes and races only, really going for a “Classic Fantasy” game feel. I know this might not work for everyone, but that’s why there’s so many different game recruitments on the boards, right? Something for everyone.

********

Character Creation Summary
System:
Pathfinder 1E
Starting Level:
First Level
Ability Scores:
20 point buy
Races:
Core only, though alternate racial traits will be allowed.
Alignment:
Any Non-Evil.
Classes:
Any Core Paizo, (including Unchained versions), Only 1 Archetype allowed per character. No Occult or Psionic, No Base or Hybrid.
Skills:
Background skills
Feats:
Elephant in the Room
Traits:
Two, no Flaws
Wealth:
Class average wealth for Level 1
Hit Points:
Max at first level, Rolled or Average every level thereafter (whichever is better)
Religion
Standard Golarion
Background:
2-3 paragraphs minimum. None of the characters will be from Belhaim, and the opening will be that they are traveling with a caravan to the town, possibly acting as guards for what turned out to be a rather uneventful, boring trip.
Posting Expectations:
I’ll hope for one post each weekday and one on the weekend, though in reality I’ll ask for a minimum of four posts a week.

********

I’ll be accepting 5 or 6 characters, depending on the mix and number of applications and will be aiming for a reasonably balanced group…though we’ll see how that works out. I’ll leave this recruitment open until Wednesday, April 6th at 11:59pm EST.


Dot!


Dotting. I'm going to start building a cleric submission


dot


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I'm applying with this unchained barbarian. In the interests of transparency, I have to say that I'm currently running Dragon's Demand here on the boards, and the party is over halfway through Part 3. I can set aside my knowledge of the module, though, and that's also why this character is 1) not terribly bright, and 2) somewhat naive.

Background:
The Land of the Linnorm Kings has a well-deserved reputation as a place to go if you're looking for a fight. Every fight, though, has at least one losing side, and what happens to the losers is generally not good. In the case of Thorfinn Feigrsson, the young man was fleeing from a failed raid with the remains of his band when their knarr was intercepted by a slaver. They left several of the slavers wounded or dead, but Thorfinn was among those captured and put to the oars.

After a few failed attempts at escape, the barbarian settled into a routine of patient waiting and rowing while the slaver vessel sailed south to the more lucrative markets of Absalom. However, before they could reach their destination the ship was intercepted by the Eagle Knights. Thorfinn picked that moment to rage and break free, bashing in a couple of slaver heads with the broken handle of his oar before the rest of them surrendered. The Eagle Knights left the Ulfen off in Augustana with enough coin to equip himself, as the clueless young man figured that he would be better able to return home over land. All he would have to do is head north--easy, right?

He had some initial success, getting a job as a guard with a northbound caravan run by one Silas Gribb. The caravan has just reached the small town of Belhaim, and Thorfinn is beginning to relax. He's as good as home!

Appearance and Impression:
Thorfinn has long blonde hair that he usually wears in elaborate braids, with leather thongs and beads entwined in it. His beard hasn't had a chance to grow long enough for that yet, though. He smiles readily, taking joy in small things, and perhaps disconcertingly he laughs and chants in Skald while raging.


Dotting. I’m working on an Unchained Rogue.


<----This is Ariarh Kane's submission: Female Human (Taldan) Unchained Rogue. The fluff is on her profile. If there are any blatant errors, please let me know and I'll correct accordingly. For the sake of transparency, I'm currently playing in a Dragon's Demand game on the board (with a different character), however I came in as a level 4 replacement character and missed out playing the module from the ground up (which I prefer). I hope this doesn't preclude me from being considered for this game. I'm capable of keeping player knowledge separate from character knowledge once we're on higher levels (if accepted into the game).

Thanks so much for your consideration, GM Minotaur. :)


Sorry, I didn't realize Elephant in the Room is being used. I'm going to withdraw my interest. Best of luck to everyone and happy gaming :)


Dot


I just stumbled upon this and it sounds really great. I also played a lot of 3.5 but then somehow "dropped out" of the hobby in the early years of Pathfinder. At the moment I'm trying to get back in without the possibility to do a weekly session. Therefore I wanted to try PBP. But up to now I have no experience with this way of playing. I'm also not a native speaker but fluent at reading/listening english. But my posts will probably not be perfect in terms of gramar.

As a character my first idea would be a (male) witch, probably a grey bearded human or dwarf flavored as a herbalist/medicus with a dark secret. He could be on the road to find/buy some rare condiment in Belhaim or travel through Belhaim to find it somewhere else. But I'm open for suggestions if that concept wouldn't fit.


@Melet
Look at creation rules, CRB classes only.


Just saw this. Will work up a Cleric Submission.


RHMG Animator wrote:

@Melet

Look at creation rules, CRB classes only.

Thank you very much. I saw it but I was actually thinking that the witch was one of the CRB classes.


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PRD, organised by book


Thank you again. So back to the drawing board: I'm thinking about a dwarven druid coming from the Five King Mountains. Probably still somehow flavored towards herbalism/ brewing potions.


Dotting for interest! I'm thinking a front-line type, probably barbarian or fighter.


Couple of questions, as my works firewall blocks those links.

Elephant in the Room?
Traits, only APG where they are first noted ?

The rest I can muddle my way through using just the core rules. :)


Elephant In The Room

Traits: Paizo only, but I won't restrict them to Core


Elephant in the Room is reworked feats and class features that remove the feat tax from multiple feat trees, i.e Greater/Improve combat manuvers, Spring attack etc.


LOL. I edited mine while you were posting.
Thanks, RHMG.

Grand Lodge

I'm in and will be making a character later today. Love me some EitR


Since I was asked about it, and didn't specifically mention it before, no Alternate classes either.

Basically, folks, if it's not Core, it's not going to be approved.

Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, or Wizard.

The only exception might be Prestige classes which you could work towards, but none of which would be available at the start of the game.


Thank you for the answers.

I figured a work around for the link, as my work computer blocked access to the link.

Last question, feats, just core rules or rules + select other books?


Paizo feats. I'm reasonable. ;)


I’m actually looking at running this with my in-person group after our current game finishes. May as well try and play through first. Not sure what I’ll submit just yet, though.

Grand Lodge

GM Minotaur wrote:

Since I was asked about it, and didn't specifically mention it before, no Alternate classes either.

Basically, folks, if it's not Core, it's not going to be approved.

Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, or Wizard.

The only exception might be Prestige classes which you could work towards, but none of which would be available at the start of the game.

Unchained on the table?


Helaman wrote:
GM Minotaur wrote:

Since I was asked about it, and didn't specifically mention it before, no Alternate classes either.

Basically, folks, if it's not Core, it's not going to be approved.

Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, or Wizard.

The only exception might be Prestige classes which you could work towards, but none of which would be available at the start of the game.

Unchained on the table?

First Post, Classes - Core Classes Only, Including Unchained.


For your consideration.
Kazmuk Hammerstriker
Mokshai

Basics:

Male Dwarf Cleric 1
LN Medium Humanoid
Speed 20 ft
STR 14 DEX 11 CON 14 INT 14 WIS 17 CHA 8

Offence:

BAB 0 CMB 2
Space 5 Reach 5
2 Handed Melee
Longspear +2 (1d8+3) Crit x3 Piercing
Battleaxe +2 (1d8+3) Crit x3 Slashing
Heavy Pick +2 (1d6+3) Crit x4 Piercing
Warhammer +2 (1d8+3) Crit x3 Bludgeoning

1 Handed Melee
Battleaxe +2 (1d8+2) Crit x3 Slashing
Heavy Pick +2 (1d6+2) Crit x4 Piercing
Warhammer +2 (1d8+2) Crit x3 Bludgeoning
Dagger +2 (1d4+2) Crit x2 Piercing/Slashing

Ranged
Sling +0 (1d4+2) Crit x2 Bludgeoning

Defence:

AC 15, touch 10, flat-footed 15 (+4 vs Giant)
hp 10
Fort 5, Reflex 1, Will 6 (+4 vs Spell/Spell Like Ability +3 vs Poison)
CMD 12

Skills:

Acrobatics -6
Appraise 2
Bluff -1
Climb -4
Craft (Weapons) 6
Diplomacy -1
Disguise -1
Escape Artist -6
Fly -6
Handle Animal 0
Heal 7
Intimidate -1
Knowledge (arcana) 2 – Untrained
Knowledge (engineering) 6
Knowledge (history) 2 – Untrained
Knowledge (nobility) 2 – Untrained
Knowledge (planes) 2 – Untrained
Knowledge (religion) 6
Linguistics 2
Perception 4
Ride -6
Sense Motive 3
Spellcraft 6
Stealth -6
Survival 3
Swim -4

Languages:

Dwarven
Common
Celestial
Undercommon

Gear and Equipment:

Armour:
Scale Mail

Weapons:

Sling
Battleaxe
Warhammer
Heavy Pick
Longspear
Dagger

Ammo
10 Sling Bullets

Adventuring Gear:
Cleric's Kit – Has the following:
Backpack
Bedroll
Belt Pouch
Candles (10)
Cheap Holy Text
Flint and Steel
Iron Pot
Mess Kit
50’ Hemp Rope
Soap – 1lb Bar
Spell Component Pouch
Torches (10)
Trail Rations (5)
Waterskin
Wooden Holy Symbol

Dungeoneering Kit-Has the following
Candles (2)
Chalk
Hammer
Pitons (4)
50’ Hemp Rope
Hooded Lantern
5 Flasks Oil
2 Sacks
Torches (2)
Tindertwigs (4)

Fishing Kit – Contains
Fishing Pole (Missing from Core)
Fishing Tackle (Hooks, Sinkers, Floats, and Lures)

Grappling Hook

Grooming Kit -Contains
Comb
Scissors
Nail file
Miniature Mirror
Soap
Chewing Stick
Tooth Powder
String or twine (50 ft.)

Gear Maintenance Kit- Contains
Metal Polish
Small File
Leather Paring Knife
Leather Conditioning Oil
Soft Cloths (2)
Extra Leather Straps
Sewing Needle
Spare Buttons

Consumables:

Sling Bullets x 10
Trail Rations x 5
Oil Flasks x5
Candles x 10
Torches x 12
Pitons x 4
Tindertwigs x 4

Valuables:

PP=0
GP=14
SP=3
CP=9

Gems / Jewels

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.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Warsmith (DoG 10): You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill* for you.

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) (Core 40): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 9) You can use this ability 2 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): 6 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 6 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 dwarfs hardy trait.

Background:

Kazmuk was born in the poorer sections of the general craftsmen in Rolgimmdur.
At a young age, his family regaled him with stories of the reconquest of Rolgimmdur by their ancestors.
He took those stories to heart, and tried to persevere and excel and thus draw the attention of the ancestors in the basic training that all dwarfs of the city undergo.

Shortly after the basic training, he began to feel a different calling, and went to one of the cathedrals dedicated to Torag to gain some guidance.
The priesthood there began with some small tasks that he completed with both zeal and vigor. So they began to challenge him.
Soon after the training began, he began the ability to manifest spells. The senior clerics began giving him more and more responsibilities and they began to oversee the guidance that he began to give out, in an attempt to groom him for more and more responsibility.

After a couple of years, Young Kazmuk had a vision that he had to travel to Belheim.
He joined up with a patrol that was headed to Highhelm, where he met up with a caravan bound for Belheim.
The trip proved to be both boring and sobering to the young dwarf, as he experienced the wonders of some of the human lands outside the confines of both his church and his city where he lived.

A few months passed and his ardour cooled, but he finally arrived at Belheim, hoping to figure out why Torag sent him to this town.

Grand Lodge

Unchained Monk incoming...

Futzing with details in progress.


I'm putting together an UnRogue (this profile) to submit here and I have a question that requires GM interpretation.

Paizo never updated the elf minor magic FCB for UnRogues. You need to take the minor magic FCB at least as many times as the Major Magic FCB, but the minor magic rogue talent was changed to give unlimited uses of a cantrip instead of x times per day, so the minor magic FCB doesn't technically do anything.

Elf UnRogue FCB:
Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

So how would you rule the FCB works, GM Minotaur?
1: The Minor Magic FCB can't be taken so the Major Magic FCB can't be taken - Makes me sad.
2: Each time you take the Minor Magic FCB it gives a new cantrip to use with Minor Magic - Seems OP.
3: Ignore Minor Magic FCB and just take Major Magic FCB every level - Also seems OP.
4: Take Minor Magic FCB at least as many times as Major Magic FCB, it just doesn't do anything.
5: Something else?

I want to take Mage Hand as the Minor Magic talent and Shield as the Major Magic Talent, if it matters.


Dotting


Thinking a basic archer. Fighter. EitR gives Finesse, so he can be reasonable in melee, too, though without all the tricks.

Have to give the build a look, anyway.


Helaman here... kept playing with a monk concept but it wasn't clicking with me.

I made a simple (mechanically and stat wise) fighter. His fun (for me) comes from his non conventional background.

Dragomir is the child of first generation shoanti converts to Abadar. Instead of a traditional Shoanti name, he was given the very solid and traditional Varisian name of Dragomir. His family name 'Vuk' is a fragment of his fathers birth name, who has turned from the Shoanti lifestyle to embrace the benefits and blessings of civilisation. Dragomir himself was raised as a city boy who doesn't even speak Shoanti.

Being a very large and imposing youth he was bought into temple employment and service as a guard and soldier of the church. Such a thing did not make him or his family popular in the least but the pay was ample and promises of advancement were made.

And in the fullness of time, promises were honoured.

He was assigned to a small cadre of adventurer clerics sent to Absolom, and along with them, attended Pathfinder Society training. He didn't pass tests as much as sort of push through them. When the last two of his charges were assigned to their Confirmation test, he accompanied them and acquitted himself about as well as most aspirants. Shrugging (figuratively speaking), the Society enrolled him into its ranks as well.

He didn't have the temperament for the scholarship and investigation that are the normal hallmarks of the Pathfinder lifestyle, and lacking motivation or direction to continue in that path (his final remaining ward decided to head back to Varisia without telling Dragomir he was doing so), the non traditional Shoanti turned to Mercenary or Caravan Guard work that has led him around various locations within Taldor, most recently Belhaim...

He is a simple, if somewhat literal, man who occasionally quotes, misquotes, or sometimes fully quotes religious teachings that are completely outside of context of how they were taught who has an abiding faith in Abadar and civilisation both. He's wise enough to understand his 'core competencies' (even if he speaks the phrase like a stunned choir boy) are those of a soldier, such as skill at arms and intimidation.

Like most worshippers of Abadar, he maintains a neat and tidy appearance which is sort of obsessively taken to the next level like most of his lifestyle... a legacy of his soldiers training. He keeps his hair short, and while facial hair is not a problem for him, still shaves daily. He stands a very fit and muscular six foot four, his physique aided no doubt by the calisthenics he puts himself through most mornings.

The Senior Banker always told me, "A copper saved is most assuredly NOT a copper earned... what part of 'fee's and charges' didn't you understand you dolt?!". Thus is the wisdom of The Master of the First Vault.


I am unclear on how strictly you are using "Core Only". You are restricting to the core 11 classes. But you are allowing 1 archetype (apparently from any Paizo source). How do you feel about non-core class options eg. druidic herbalism from the Healer's Handbook splatbook as an option for a druid's nature bond?

Grand Lodge

hustonj wrote:

Thinking a basic archer. Fighter. EitR gives Finesse, so he can be reasonable in melee, too, though without all the tricks.

Have to give the build a look, anyway.

Elvish archer with an elvish curve blade? Deadly


Helaman wrote:
hustonj wrote:

Thinking a basic archer. Fighter. EitR gives Finesse, so he can be reasonable in melee, too, though without all the tricks.

Have to give the build a look, anyway.

Elvish archer with an elvish curve blade? Deadly

Well, of course that's on the table. I AM looking at whether to go with Human instead, but the elf is kinda hard to beat!

Liberty's Edge

Dotting and thinking.


Hi, is there a spot left at the table? The Module seem interesting.


Dotting. Thinking a witch, ley line guardian, is what I'm in the mood for.


I've prepared a paladin, but I can play whatever the party needs (although this paladin is very handsome and the party would really benefit from his outrageous beauty).


Lathiira wrote:
Dotting. Thinking a witch, ley line guardian, is what I'm in the mood for.

@Lathiira: Hi! Just so you're aware, you can only chose from the following core classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorceror, or Wizard (including Unchained versions).


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Yep, CORE only, though I am allowing archetypes.

Another point to mention, I appreciate the candor of those mentioning that they have either played this adventure before or are even running it. No, I won't hold that against anyone when I start the unenviable task of picking characters for the party.

I'm pretty sure the combination of restraint on the part of players with insight into the story, the unique backgrounds for the adventurers (which I WILL always work into the game), as well as my own inclination to change up any written module should more than make up for advanced knowledge.


Lizbit Freewind wrote:

I'm putting together an UnRogue (this profile) to submit here and I have a question that requires GM interpretation.

Paizo never updated the elf minor magic FCB for UnRogues. You need to take the minor magic FCB at least as many times as the Major Magic FCB, but the minor magic rogue talent was changed to give unlimited uses of a cantrip instead of x times per day, so the minor magic FCB doesn't technically do anything.

** spoiler omitted **

So how would you rule the FCB works, GM Minotaur?
1: The Minor Magic FCB can't be taken so the Major Magic FCB can't be taken - Makes me sad.
2: Each time you take the Minor Magic FCB it gives a new cantrip to use with Minor Magic - Seems OP.
3: Ignore Minor Magic FCB and just take Major Magic FCB every level - Also seems OP.
4: Take Minor Magic FCB at least as many times as Major Magic FCB, it just doesn't do anything.
5: Something else?

I want to take Mage Hand as the Minor Magic talent and Shield as the Major Magic Talent, if it matters.

Ok, I read this over last night, slept on it, and frankly, other than making the ability seriously OP, (which I would not prefer) I think the best I can do is to ignore the update Paizo has done. Since we're talking a character that is a rogue and not a full spellcaster, I'd run it exactly as originally written. Minor Magic Talented would no longer have unlimited uses per day.

Not sure if that kills your enthusiasm for it, but if I were DM'ing tabletop, that'd be my call. It was balanced as it was, so that's how I'd run it here, methinks.


Character Ideas/Submissions so far:

Melee
Thorfinn Feigrsson - Human Barbarian
Dragomir Vuk (Helaman) - Human Fighter
SodiumTelluride - Barbarian or Fighter
Diaz Ex Machina - Paladin

Ranged
hustonj - Elf Archer

Skill
Cordia Masero (Ariarh Kane) - Human Unchained Rogue
Lizbit Freewind - Unchained Rogue

Divine Magic
Kazmuk Hammerstriker (Mokshai) - Dwarf Cleric
Melet - Dwarf Druid

Arcane Magic
(None)

Did I miss anyone or anything?


pad300 wrote:
I am unclear on how strictly you are using "Core Only". You are restricting to the core 11 classes. But you are allowing 1 archetype (apparently from any Paizo source). How do you feel about non-core class options eg. druidic herbalism from the Healer's Handbook splatbook as an option for a druid's nature bond?

I'd consider it and other options like it on a one-to-one basis. If it's not game-breaking and fits with the theme of the game, I can be reasonable...sometimes. :D


GM Minotaur wrote:
pad300 wrote:
I am unclear on how strictly you are using "Core Only". You are restricting to the core 11 classes. But you are allowing 1 archetype (apparently from any Paizo source). How do you feel about non-core class options eg. druidic herbalism from the Healer's Handbook splatbook as an option for a druid's nature bond?
I'd consider it and other options like it on a one-to-one basis. If it's not game-breaking and fits with the theme of the game, I can be reasonable...sometimes. :D

I read the build instructions as core races and core classes only, but everything else is open Paizo-wide, with GM having veto rules if there's something you don't want to have be in the game. The EitR rules modifying that, of course.

But I can be too simple a man sometimes.


That's a pretty accurate take on it, hustonj. :D


Okay, a little unusual build for me. I don't normally take Fighter archetypes because you generally give up more than you get. I think that holds true with the Archer archetype, BTW, but since this module closes out at Level 7, the loss will be minimal. Really only lose Armor Training 2, everything else having been swapped for something reasonably comparable.

Expert Archer +2 instead of Weapon Training 2 starts to grow a capability gap pretty quickly, as it eliminates flexibility, but we won't get there.

As for the Elven Archer with an Elven Curved Blade . . .. Mechanically doable with average starting money, but there's no opportunity for characterization or even common sense when doing so. Blade, Bow, 1 score arrows, leather armor, and the Fighter's Kit is the entire budget. Have to go basically unarmored in order to have extra arrows or to carry common sense gear, like the gear maintenance kit. <shrug> Elven Curved Blade could happen after some money comes in, maybe.

I was surprised to see that this version of EitR has brought Point-Blank Shot back, but, not really a problem, just a surprise. That was basically the only Feat Tax help EitR had given to archers. <shrug>

I used a Sindarin name generator. Luthion basically means "Son of Enchantment", or "Son of Enchanter(s)". So, Luthion is on the hunt to earn a name of his own . . ..

I should consider his background more, and see if I can't come up with another hook for you beyond the connection to the Fey that he's really kinda avoiding.

Luthion:
DescriptionThe young elf isn't especially interesting, as elves go. Yes, he has white hair instead of something darker, and his skin is deeply tanned from his time in the outdoors, but neither of these traits are truly that unusual. He does have unusually dark green irises if you are looking for something to identify him to someone else. Focusing on his eyes for a moment, you realize they are almost always in motion, scanning the area, watching. Everyone. Everything. His gear is plain by elven standards. Looking closer at said gear, you recognize that his spear and small blade are of unusual design, but he is doing nothing to make them noticeable.

Background:
As with so many other Golarion Elves, Luthion was born in Kyonin. As with far fewer, he was born to a pair of powerful Wizards with unusually close ties to the Feywild.

Like so many children before him, Luthion worked hard at finding something to be good at that wasn't what his parents did. He spent a great deal of time outside, running and playing with the other children. He refused to focus as his parent tried to prepare him to learn their craft. Everyone was surprised at his innate ability to see magical auras, and as he began to understand that this was not a common ability, he found it easy to focus on understanding what those auras could tell him. That was pretty much the only aspect of his parents' career he took to heart, though.

Once his parents acknowledged they couldn't force him to follow in their footsteps, they yielded him to the more normal path of experimentation and exploration as a young elf. Luthion tried as many things as any other young elf before settling into the more martial path. Just like the vast majority of young martial elves in Kyonin, he thought he should go South, to help protect the nation from Treerazer. Try as he might, though, he couldn't get himself selected as a new recruit to join one of the existing units patrolling the Tanglebriar. After several years of being denied, his frustration grew ot the point that he turned to a position guarding a caravan, and left to see what the world would choose to show him.


Combat:
Init +4 (Dex+4)
Speed 30'

Melee +3, Ranged; Finesse +5; CMB +3/+5 (BAB+1, Str+2, Dex+4)

Longbow +5 for 1d8 over 100' @ x3 (P)
(Ranged)
Elven Branched Spear +5 for 1d8+3 @ x3 (P, Brace, Reach)
(Finesse, 2-Handed)
Elven Leafblade +5 for 1d4+2 @ 18+ (P or S, +2 to confirm Crits)
(Finesse)

Defensive Stance: -1 Attack for +1 Dodge
Point-Blank Shot: +1 Attack/Damage with ranged attack target within 30'
Precise Shot: No penalty firing into Melee
Risky Strike: -1 Attack for +2 Damage

AC 16, T14, FF12, CMD17 (Armor 2, Dex+4, BAB+1, Str+2)

Defensive Stance: -1 Attack for +1 Dodge

HP 10 (10+1xCon+0)

Fort +2 (Base+2, +0 Con)
Ref +4 (Base+0, +4 Dex)
Will +1 (Base+0, +1 Wis)


Skills & Languages:
2 + Int 1 + Favored Class 1 = 4 per Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes}
+ 4-Acrobatics (Dex) 4+0+0+ACP
+ 1 Appraise (Int) 1+0+0
+ 0 Bluff (Cha) 0+0+0
+ 6-Climb (Str) 2+1+3+ACP
+ 1 Craft(Any) (Int) 1+0+0
+ 0 Diplomacy (Cha) 0+0+0
+ 0 Disguise (Cha) 0+0+0
+ 4-Escape Artist (Dex) 4+0+0+ACP
+ 4-Fly (Dex) 4+0+0+ACP
+ 1 Heal (Wis) 1+0+0
+ 0 Intimidate (Cha) 0+0+0
+ 8 Perception (Wis) 1+1+3+2 Keen Senses+1 Seeker
+ 0 Perform (Cha) 0+0+0
+ 4-Ride (Dex) 4+0+0+ACP
+ 1 Sense Motive (Wis) 1+0+0
+ 6 Spellcraft (Int) 1+1+3+1 Classically Schooled
+ 4-Stealth (Dex) 4+0+0+ACP
+ 1 Survival (Wis) 1+0+0
+ 6-Swim (Str) 2+1+3+ACP

ACP: -0

Languages Known: Taldane (Common), Elven, Sylvan


Feats & Traits:
** Feats **
Elephant in the Room core options:
Weapon Finesse
Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 Damage

1 Precise Shot
F1 Point-Blank Shot
F2 <Weapon Focus - Bows (EitR)>
3 <Rapid Shot>
F4 <Weapon Specialization - Bows (EitR)>
5 <Point-Blank Master - Bows (EitR)>
F6 <Clustered Shots>
7 <Snapshot>

** Traits **
Basic (Magic): Classically Schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Basic (Social): Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.


Gear:
175 Gp Budget
x75.0.0 Longbow (3#, 1d8, x3, 100', P)
xx2.0.0 Arrows, 40 (6#)
x20.0.0 Elven Branched Spear (10#, 1d8, x3, P, Brace/Reach)
x40.0.0 Elven Leafblade (3#, 1d4, 18+, P or S, Bonus to crit confirm)
x10.0.0 Leather Armor (15#, +2, +6, -0, 10%, 30')
xx9.0.0 Fighter's Kit (29#, backpack, bedroll*, belt pouch, flint and steel, iron pot*, mess kit*, rope*, soap*, torches (10)x, trail rations (5 days)*, waterskin*)
xxx.x.-5 Sell back 10 torches form Fighters Kit at half price (-10#)
xx5.0.0 Gear Maintenance Kit* (2#, metal polish, small file, leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, sewing needle, few buttons)

* = Kept in Backpack

160.9.5 spent for 58# as worn/carried (37.5# w/o Backpack)
14 GP, 5 CP on hand

Light 58#: By armor
Medium 116#: +3/-3/20'/x4
Heavy 175#: +1/-6/20'/x3


Fighter (Archer):
Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.
Class Features
Level BAB Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, hawkeye +1
3rd +3 +3 +1 +1 Trick shot
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Expert archer +1
6th +6/+1 +5 +2 +2 Bonus feat, hawkeye +2
7th +7/+2 +5 +2 +2 -
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery.
Trick Shot (Ex): At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.
At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer’s arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4). This ability replaces armor training 1, 2, 3, and 4.
Expert Archer (Ex): At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.

Elf:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
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.
Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Attributes:
20 Points
Buy Race Level Gear Final
x5 14 +0 14 +0 14 +0 S 14 +2
10 16 +2 18 +0 18 +0 D 18 +4
x2 12 -2 10 +0 10 +0 C 10 +0
x0 10 +2 12 +0 12 +0 I 12 +1
x2 12 +0 12 +0 12 +0 W 12 +1
x1 11 +0 11 +0 11 +0 H 11 +0


Uhm, do I need to post a statblock of my character too?


Time to think... have a ton of ideas, including ones with PrCs....

Nuts to that, time to randomise....

Ass/Kill: 4d100 ⇒ (50, 18, 87, 29) = 184 Barbarian/Monk,*Rogue/Ranger
Div/Arc: 4d100 ⇒ (8, 97, 64, 33) = 202 Paladin/*Cleric,Bard/Sorc
Final: 2d10 ⇒ (8, 6) = 14 *Rogue, Cleric

Race: 3d20 ⇒ (8, 5, 14) = 27 Elf,Half-elf,Human

Gender: 2d4 ⇒ (4, 2) = 6 Female

Human Rogue.

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