The Dragon's Demand (Inactive)

Game Master Mr Nevets


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RHMG Animator wrote:

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

Nuts to that, time to randomise....

[dice=Ass/Kill]4d100 Barbarian/Monk,*Rogue/Ranger
[dice=Div/Arc]4d100 Paladin/*Cleric,Bard/Sorc
[dice=Final]2d10 *Rogue, Cleric

[dice=Race]3d20 Elf,Half-elf,Human

[dice=Gender]2d4 Female

Human Rogue.

That's the weirdest and most complicated way I've ever seen to make a character. Kinda cool.


Oh it became a fad for a bit during 2012, as it generally made interesting characters.
And players like it, a lot, some GMs made games using the same or similar system like GM BigGrin

Link to First game to use it.


Just pointing out since you're randomizing it, RHMG, that'll make (3) human rogue submissions.

Not saying it's impossible, but it's improbable that they'll all make the cut...and I've yet to see an Arcane application.


GM Minotaur wrote:
I've yet to see an Arcane application.

I can go the arcane route if necessary. I love sorcerers. Should I make one? Maybe I should. Maybe I would. Probably I'll build one tomorrow. Just wait for it.


GM Minotaur wrote:

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.

It's certainly less exciting, but Minor Magic is just a tax for Major Magic anyways. I wouldn't take it at all if I didn't have to.


I'd allow Minor Magic talent requirement to be skipped, but you'd still have to wait until 4th level to get Major Magic talent. (Which is when the current system would allow it). It's a game balance thing.


Diaz Ex Machina wrote:
GM Minotaur wrote:
I've yet to see an Arcane application.
I can go the arcane route if necessary. I love sorcerers. Should I make one? Maybe I should. Maybe I would. Probably I'll build one tomorrow. Just wait for it.

I'd be fine with a sorceror, sure. But that being said - Within the requirements, make what you want, so you'll be happy to play whatever it is should you get in. :D I was just mentioning it, since RHMG was undecided.


Ariarh Kane wrote:
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).

Brain malfunction on my part. Read 'Core' and got 'Base'. I'll see what else suits my whims if I get the time.


My initial thought was a rogue but there are plenty of them so I'll see what I can come up with for a wizard.

Grand Lodge

Hey AGamer, good stuff!


I'll throw a headband into the ring. Voodoo Chili here with a folksy half-elf cleric of Erastil. Good to see you again, Helaman.


Thinking bard.


Please accept my application for your Dragon's Demand campaign as Humble Path, a Dwarf Monk who might not actually be as humble as his name suggests.

His stats and background are in his profile. I've never played Dragon's Demand and know almost nothing about it, though I guess there's one or more dragons and

Spoiler:
I think an abandoned monastery?
If so, my character's background might suggest some connections.

Please let me know I've made any disqualifying mistakes in character creation. I'll be happy to correct them. Thanks.


My character, Bumolin Bitterkelch, is more or less ready. I put all the information into my profile including a backstory.

I'm new to the forums and therefore I have a probably very stupid question: is there an easy way to post a complete character sheet? I usually use pathbuilder and wanted to upload the complete sheet as pdf. But that doesn't seem to be possible.


1 person marked this as a favorite.

@Bumolin Bitterkelch

I made a guide for making characters in a few of the games I ran

All accounts have a Default main/root profile, this profile is not for PBP but general posting.

You make aliases for PBP.

To make an Alias do the following;
1; Go to the top of the page and click on account and go down to Account Settings and Login.
2; In Messageboard Aliases, click "Create New Alias"
3; Put in the character's name is "Avatar Name"
4; click change in Avatar Image to select a Avatar Image, like my goblin.
5; Then Click on "Submit Changes."

I'll make a template file you can use as a base to cut and paste into alias profiles, if you want it.

Liberty's Edge

Is this for PFS?


Qstor wrote:
Is this for PFS?

Likely Not, since the Character creation rules are Not PFS compliant.

As any use of elephant in the Room is an automatic, No.


Roxy "Burps" Hamhill here, Halfling bard (arcane duelist) I'll have the crunch up tonight.

backstory:
Roxy was born to the Hamhill halflings 23 years ago. Even at a young age, she was known for her singing voice and outrageous burps. Both earned her attention, but she was more fond of making people laugh. As Rosy grew into adolescence, the Hamhill community was attacked by rampaging giants.

Roxy was left to lead younger children to safety in the nearby human settlement, but she was cornered by the giants. Thinking quickly, Roxy stashed a supply of dagger in her clothes and distracted the giants with her singing voice. She was captured, but the children escaped. When the giants tried to eat Roxy, she drew her dagger and stabbed them in their sensitive lips. The giants declared Roxy "Too Spicy" for consumption and locked her in a cage to hear her singing.

Roxy spent most of a year in that cage, before a group of traveling adventurers came to her rescue. They slew the giants and took on Roxy as a hireling. Roxy spent two years with the adventurers, studying their bard, Eric. She learned to turn her singing voice into a weapon, and to use actual weapons, like the rapier.

However, one day, the adventurers had to ask the advice of a good giant. Eric explained to Roxy that their were good and bad giants, and not to judge the giant they were meeting harshly. While Eric was talking to the giant, Roxy stabbed the large creature anyway. She stabbed him again and again, but only annoyed him. In fact, she annoyed him so much he kicked the adventurers out of his castle, without giving them the information they needed. Upset with Roxy for ruining their meeting, the adventurers told her she couldn't travel with them anymore.

Roxy has hopped on a caravan bound for Belhaim. She hopes to make a living as an adventuring hero and entertainer.


RHMG Animator wrote:

@Bumolin Bitterkelch

I made a guide for making characters in a few of the games I ran

All accounts have a Default main/root profile, this profile is not for PBP but general posting.

You make aliases for PBP.

To make an Alias do the following;
1; Go to the top of the page and click on account and go down to Account Settings and Login.
2; In Messageboard Aliases, click "Create New Alias"
3; Put in the character's name is "Avatar Name"
4; click change in Avatar Image to select a Avatar Image, like my goblin.
5; Then Click on "Submit Changes."

I'll make a template file you can use as a base to cut and paste into alias profiles, if you want it.

I think I understood the part with Aliases. I just put everything into main profile, because at the moment I only have this one character. And now I've chosen an avatar as well. But there seems to be no space for a lot of important stats. Does your template solve that problem?


My template solves a lot of issues, but it'll be basic, some areas will need tweaking based on class.

Example of what my Template does
Thought this one has extra stuff put on it.


RHMG Animator wrote:
Qstor wrote:
Is this for PFS?

Likely Not, since the Character creation rules are Not PFS compliant.

As any use of elephant in the Room is an automatic, No.

OTOH, this module can be run for PFS in Campaign mode...I'm doing that now.


Thorfinn Feigrsson wrote:
RHMG Animator wrote:
Qstor wrote:
Is this for PFS?

Likely Not, since the Character creation rules are Not PFS compliant.

As any use of elephant in the Room is an automatic, No.
OTOH, this module can be run for PFS in Campaign mode...I'm doing that now.

This game is not PFS sanctioned due to Charcter Creation Rules, hence no PFS credit.

It will also count against you, if you play in Dragon's Demand later, as you have technically played it before, and thus also No credit.


I think I finally managed to put a complete statblock into the profile. Just hope I didn't forget anything.
@GM: this would be my character for the game. But I would be open to changes if something doesn't fit and I hope I didn't miss any rules.


I thought a Sheet with the submissions made for this table would come in handy, so I made one:

GM Minotaur's The Dragon's Demand - Character Submissions

I hope this is fine with everyone. @GM Minotaur if you want to be able to edit the file just PM me a valid email address and I will add you to the editors.

EDIT: I'm still not sure about what to bring to this Module, is there any source to get more information about the adventure?


Most times we don't use Docs for keeping track, just this, type of list;

Complete Characters
Cordia Masero - Human Rogue
Lizbit Freewind - Half-Elf Rogue
Roxy "Burps" Hamhill - Halfling Bard

Thorfinn Feigrsson - Human Barbarian
Dragomir Vuk - Human Fighter
Humble Path - Dwarf Monk

Bumolin Bitterkelch - Dwarf Druid
Kazmuk Hammerstriker - Human Cleric
Xylas Foundling - Half-Elf Cleric

Interest
AGamer - ?Wizard?
hustonj - ?Elf Fighter?
RHMG - ?Human Rogue?

SodiumTelluride - ?
Diaz Ex Machina - ?


RHMG Animator wrote:

Most times we don't use Docs for keeping track, just this, type of list;

Yeah, but keeping that updated is kinda messy imo, so I made that file. It took me <10 minutes, no big deal. If needed I can give everyone edit permissions so the players can keep their own submissions up-to-date.


Anyone can update this type of list, no whitelisting required


RHMG Animator wrote:
Anyone can update this type of list, no whitelisting required

You'll have to make a new post to "update" the list, which is kind of inconvenient. Instead by using a simple Google Sheet the GM can "pin" it in the Campaign informations at the top of the thread and everyone would have easy access to it, no need to search through numerous posts.


Everything has pros and cons, there is never a perfect solution.

As for search, you go to last page and scroll for last list.


Folks, I am thrilled at the amount of attention this game is getting, and seriously looking forward to playing. Likewise, I am just as excited to see how helpful everyone is being towards each other. It reminds me of setting up tabletop games back in the old days when everyone looked out for one another, and helped with creating characters. Bravo!

So, I've decided that there will a SLIGHT change to the game plan, because due to Diaz Ex Machina's question, I went Google-ing and BOOM! I found a homebrew Player's Guide. (Thanks, Diaz!)

And so, without further adieu, Presenting:
The Dragon's Demand Player's Guide
Created by someone on these very boards named @LichLoved

I think it's an excellent accessory for this campaign, though there are a few of points of interest I should mention.

1. Ignore the "15 pt build" it mentions. We're sticking with 20 pts.

2. Ignore the list of allowed Classes. We're sticking with the Core ones I've already listed in this thread.

3. Every character will now be allowed (1) Campaign trait along with the (2) they already have. I apologize in advance if this means anyone has to do some character submission rebuilding, but I think it'll end up being for the best.

Any Questions?


GM Minotaur wrote:
Every character will now be allowed (1) Campaign trait along with the (2) they already have. I apologize in advance if this means anyone has to do some character submission rebuilding, but I think it'll end up being for the best.

Are we going to take a Drawback also? To get the third Trait, I mean.

Also I'm happy my question can make this table better of how already is :)


Diaz Ex Machina wrote:
GM Minotaur wrote:
Every character will now be allowed (1) Campaign trait along with the (2) they already have. I apologize in advance if this means anyone has to do some character submission rebuilding, but I think it'll end up being for the best.

Are we going to take a Drawback also? To get the third Trait, I mean.

Also I'm happy my question can make this table better of how already is :)

From how I read it, take two Non-Campaign traits, and one campaign traits from the Link the GM put in the post, no drawback required.


Exactly, RHMG. No Drawback required, as the additional Campaign trait will be mandatory for all characters chosen for the game.


RHMG Animator wrote:
hustonj - ?Elf Fighter?

Stats for Luthion were originally provided in this post.

Here it is again, updated for the campaign trait. Nothing for a generic caravan guard or non-woodsy Fighter Type that isn't looking to kill Dragons? Weird.

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 at his equipment, 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 to 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
Precise Shot: No penalty firing into Melee
Point-Blank Shot: +1 Attack/Damage with ranged attack target within 30'
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
+ 3 Appraise (Int) 1+0+0+2 Seeking Your Fortune
+ 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(+1 Seeking Your Fortune)
+ 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.
Campaign You're Seeking Your Fortune: +2 on Appraise & Appraise is a Class Skill; +1 on Perception to notice valuable objects - and business ventures


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


Will have to update in a little bit. But I can work with the change. :)

Funny thing, Somehow I changed from a dwarf to a human. in that list up a few posts.
Nope, I am staying dwarf, and not going human. :)


Roxy "Burps" Hamhill wrote:

Roxy "Burps" Hamhill here, Halfling bard (arcane duelist) I'll have the crunch up tonight.

** spoiler omitted **

stats:
ROXY HAMHILL

Chaotic Good Small Halfling (Fleet of foot) Bard (arcane duelist) 1;
Init 6; Senses Perception: +5
DEFENSE
AC 20, touch 15, flat-footed 16
hp 11
Fort 4, Ref 7, Will 2
OFFENSE
Speed 30 ft.
Melee Rapier +5 (1d4-1 18-20),
Ranged Sling +5 (1d3-1 ),
Bard spells known (CL 1; concentration +6)
1st (2/day)- Cure Light Wounds (DC 14); Grease (DC 14);
0th (at will)- Detect Magic (DC 13); Light (DC 13); Prestidigitation (DC 13); Read Magic (DC 13);
STATISTICS
Str 8, Dex 18, Con 14, Int 12, Wis 8, Cha 16
Base Atk +0; CMB -2; CMD 12
Feats Arcane Strike; Cunning;
SQ ; Arcane Strike; Distraction; Fascinate; Inspire Courage +1; Rallying Cry;
Traits: Focused mind, Resilient, You're Fleeing the Law.
Skills: Bluff(1) +7; Diplomacy(1) +7; Escape Artist(1) +8; Knowledge (arcana) (1) +5; Knowledge (dungeoneering)(1) +5; Knowledge (engineering)(1) +5; Knowledge (nature)(1) +5; Perception +5; Perform (Sing)(1) +7; Profession (cook) (1) +3;

Equipment: Rapier, Sling, Shield, 20 sling bullets, a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
GP: 11.8

Grand Lodge

GM Minotaur wrote:


3. Every character will now be allowed (1) Campaign trait along with the (2) they already have. I apologize in advance if this means anyone has to do some character submission rebuilding, but I think it'll end up being for the best.

Any Questions?

Niiiice. I may do some rethinking but Dragomir is also a lovable figure in his own right, so he's likely just gonna stay.


Bumolin Bitterkelch wrote:
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.

Hey Bumolin, if you want to flavor your druid towards herbalism, you might want to check out the link I offered GM Minotaur, druidic herbalism. You would trade your animal companion for being a potion brewing guy...


I'm FLEEING THE LAW. I've made enemies with the wrong people and came to blows with a member of the Blackrock Company. Whatever the reason, when I saw an opportunity to flee the city, and maybe make a little money, I couldn’t say no. Given that my enemies may be lurking behind any corner, I am (justifiably) paranoid and quick to react to danger. You gain a +2 bonus on Initiative checks.


Got most of character concept done, just running and checking feats....
Grins...


Helaman wrote:
GM Minotaur wrote:


3. Every character will now be allowed (1) Campaign trait along with the (2) they already have. I apologize in advance if this means anyone has to do some character submission rebuilding, but I think it'll end up being for the best.

Any Questions?

Niiiice. I may do some rethinking but Dragomir is also a lovable figure in his own right, so he's likely just gonna stay.

Just remember this part:

GM Minotaur wrote:
Exactly, RHMG. No Drawback required, as the additional Campaign trait will be mandatory for all characters chosen for the game.


I'm giving Cordia the 'Fleeing the Law' campaign trait. She has gotten on the wrong side of the Blackrock Company - more succinctly has issue with Tiller Merseine, leader of the Blackrock Company in the Admiral's Fen district. I'll edit her backstory to include this.


Ok, since we still don't have any "official" arcane application, I'm going to submit this nice fella I've just gave birth from my fecund mind.

Kuvan:

Male half-orc sorcerer 1
CG Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +2
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4-2/19-20)
Ranged light crossbow +1 (1d8/19-20)
Sorcerer Spells Known (CL 1st; concentration +8)
. . 1st (5/day)—mage armor, magic missile
. . 0 (at will)—detect magic, mage hand, prestidigitation, read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 13, Int 12, Wis 10, Cha 20
Base Atk +0; CMB +1; CMD 9
Feats Agile Maneuvers, Eschew Materials, Improved Initiative
Traits focused mind, you’ve got local connections
Skills Acrobatics -2 (-6 to jump), Intimidate +7, Knowledge (arcana) +6, Knowledge (history) +5, Spellcraft +5, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ arcane bond (The Amulet of Trebonianus), bloodline arcana (+1 DC for metamagic spells that increase spell level), finesse weapon attack attribute, orc blood
Other Gear dagger, light crossbow with 20 bolts, The Amulet of Trebonianus, backpack, bedroll, belt pouch, chalk (10), flint and steel, hemp rope (50 ft.), soap, torch (5), trail rations (7), waterskin, 21 gp, 2 sp, 4 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Bond (The Amulet of Trebonianus) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
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Rather short and wimpy for an half-orc, KUVAN is the son of a retired adventurer and her former lover, a wizard associate of her who turned out to be so evil the whole party had to put him down.
Since his childhood years the boy has shown a great affinity to arcane magic, a bond so strong that he was able to cast minor magical effects before even learning how to walk properly. He grew up in a secluded farm in the outskirts of Cassomir, the "retirement" his mother earned after a long life of adventures, but moved to the coastal city when he was just ten winters old, to learn how to harness his powers thanks to the teachings of a—definitely not evil—relative of his deceased father.
After some years of quite boring theoretical lessons with his mentor the now grown man decided it was time to embark on an adventure himself and start practicing his trade instead of grow moldy with the nose deep in old books. Luckily he found an employ quite fast, as a guard for a merchant shipment to Wispil. He doesn't plan to stick for the whole travel though: he's using the job only as a way to make some money and get comfort in numbers while on his way to Belhaim, a town on the road where a friend of his mother lives, a wizard by the name of Balthus Hunclay. The woman hasn't heard about his friend for quite a long time and asked her son to go check him out, and maybe stay a while with him to learn something more about magic.

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GM Minotaur wrote:

Every character will now be allowed (1) Campaign trait along with the (2) they already have. I apologize in advance if this means anyone has to do some character submission rebuilding, but I think it'll end up being for the best.

@Kuvan/Diaz Ex Machina: Hello. :) You can have three traits: One campaign and two of your own choosing. So, looking at your sheet, you can pick one more trait (of your choosing).


Xylas took You're the Guide.

"You may think my ears are kinda funny looking, but they're good for hearing danger ahead, and the horses find them reassuring. Silas picked well, I know a thing or two about the woods and road. I'll make sure we get to the next town alright."


RHMG Animator wrote:
Thorfinn Feigrsson wrote:
RHMG Animator wrote:
Qstor wrote:
Is this for PFS?

Likely Not, since the Character creation rules are Not PFS compliant.

As any use of elephant in the Room is an automatic, No.
OTOH, this module can be run for PFS in Campaign mode...I'm doing that now.

This game is not PFS sanctioned due to Charcter Creation Rules, hence no PFS credit.

It will also count against you, if you play in Dragon's Demand later, as you have technically played it before, and thus also No credit.

I believe you are incorrect, based on the sanctioning information on the chronicle sheets for the module; specifically, the second paragraph (emphasis mine):

Chronicle Sheet Front Matter wrote:

Legal Pathfinder Society Characters

All players must use an existing Pathfinder Society character (without modification) within the legal character levels range for the specific sanctioned portion of the adventure being played. If you do not have a character in the correct level range, you may use a Pathfinder Society pregenerated character, available on paizo.com. You may apply the credit for the adventure to a Pathfinder Society character as soon as she reaches the level of the pregenerated character played.

Alternatively, you may play the entirety of The Dragon’s Demand, afterward receiving credit for playing the sanctioned portions of the adventure as if you had played a pregenerated character. In this case, GMs running the module are not bound to the rules of the Pathfinder Society Organized Play campaign (such as 20-point buy, unavailability of hero points, etc.) when running the campaign or the sanctioned portion of the adventure. Pathfinder Society characters and characters playing through this alternative format may not play in the same adventure.

How would you interpret the second paragraph, if not as allowing the equivalent of campaign mode for an AP?


Taking I hate dragons.


Thorfinn Feigrsson wrote:
RHMG Animator wrote:
Thorfinn Feigrsson wrote:
RHMG Animator wrote:
Qstor wrote:
Is this for PFS?

Likely Not, since the Character creation rules are Not PFS compliant.

As any use of elephant in the Room is an automatic, No.
OTOH, this module can be run for PFS in Campaign mode...I'm doing that now.

This game is not PFS sanctioned due to Charcter Creation Rules, hence no PFS credit.

It will also count against you, if you play in Dragon's Demand later, as you have technically played it before, and thus also No credit.

I believe you are incorrect, based on the sanctioning information on the chronicle sheets for the module; specifically, the second paragraph (emphasis mine):

Chronicle Sheet Front Matter wrote:

Legal Pathfinder Society Characters

All players must use an existing Pathfinder Society character (without modification) within the legal character levels range for the specific sanctioned portion of the adventure being played. If you do not have a character in the correct level range, you may use a Pathfinder Society pregenerated character, available on paizo.com. You may apply the credit for the adventure to a Pathfinder Society character as soon as she reaches the level of the pregenerated character played.

Alternatively, you may play the entirety of The Dragon’s Demand, afterward receiving credit for playing the sanctioned portions of the adventure as if you had played a pregenerated character. In this case, GMs running the module are not bound to the rules of the Pathfinder Society Organized Play campaign (such as 20-point buy, unavailability of hero points, etc.) when running the campaign or the sanctioned portion of the adventure. Pathfinder Society characters and characters playing through this alternative format may not play in the same adventure.

How would you interpret the second paragraph, if not as allowing the equivalent of campaign mode for an AP?

I've heard differently

Reading it, and using what I know or have heard.
You can play Non-PFS after playing with a PFS character,
But here is a Kicker, can't get credit for it, if the GM doesn't give it, as it is paperwork.


pad300 wrote:
Bumolin Bitterkelch wrote:
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.
Hey Bumolin, if you want to flavor your druid towards herbalism, you might want to check out the link I offered GM Minotaur, druidic herbalism. You would trade your animal companion for being a potion brewing guy...

thank you very much for this idea. I have been thinking about it. But while I was writing the backstory it turned into something different. The Animal Handling/Animal Companion side of druidism is more important to my new idea.


GM Minotaur wrote:


3. Every character will now be allowed (1) Campaign trait along with the (2) they already have. I apologize in advance if this means anyone has to do some character submission rebuilding, but I think it'll end up being for the best.

Any Questions?

Would it be okay if I tweak the flavor of one of the traits slightly to suit my background? I'd take "You're Hunting Dragons" rather than "You've Always Hated Dragons"--mechanically identical, but the motivation isn't simple revenge, it's his quest. With that slight change, it fits my character concept very well. It would read:

You're Hunting Dragons: You jumped at the opportunity to venture into the Verduran Forest, where you know that the remnants of Taldor’s dragons still dwell. As you seek the Ghost Dragon, you'll surely have to handle other dragons along the way. Fortunately, in the Ghost Dragon school you learned how to fight dragons and defend yourself against their fearsome attacks. You gain a +1 dodge bonus to AC against creatures with the dragon type and a +2 trait bonus on Reflex saves against breath weapon attacks.

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