The Dragon's Demand (Inactive)

Game Master Mr Nevets


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GM Minotaur wrote:

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?

I actually have a question: I'm thinking about the "guide"-campaigntrait. Would that be fitting even if my character does not come from the region and has never been there, just based on his expertise in wilderness-survival?

I find it a bit difficult to select the two base traits as well. Didn't find any so far that really fitted my idea of the character. Would it be possible to leave one or both of them blank and possibly later select them as a result of things happening during the campaign?


Cordia Masero 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.

@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).

Thanks Cordia, but I chose to pick just two traits because there are none other in the Character Traits Add-on that fits my character.


@Bumolin Bitterkelch: Aside from the usual, "best/optimal" traits which I'm sure you've looked at/considered, would any of the ones in the spoiler below suit character/story wise? If none of these suit, or you've already rejected them during your own search, then no worries - no offense will be taken. :)

Other Trait suggestions:

Weathered Emissary (social trait)
Animalistic Affliction (open race trait)
Tunnel Fighter (a Dwarf race trait)
Roving Range (combat trait)
Natural Ritualist (faith trait)
Self-Sustaining Faith (another faith trait to consider)


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Diaz Ex Machina wrote:
Thanks Cordia, but I chose to pick just two traits because there are none other in the Character Traits Add-on that fits my character.

Not a problem, Kuvan/Diaz Ex Machina. I didn't want you to miss out on an extra trait. :)


@Humble: That works.

I suppose that if anyone doesn't want one of the campaign traits, because it doesn't match their character, I won't force the issue. Just keep in mind that you'll only get two traits, then.


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Cordia Masero wrote:

@Bumolin Bitterkelch: Aside from the usual, "best/optimal" traits which I'm sure you've looked at/considered, would any of the ones in the spoiler below suit character/story wise? If none of these suit, or you've already rejected them during your own search, then no worries - no offense will be taken. :)

** spoiler omitted **

I actually missed out on the faith traits. Thank you very much for pointing them out. Natural Ritualist sounds good.


GM Minotaur wrote:

@Humble: That works.

I suppose that if anyone doesn't want one of the campaign traits, because it doesn't match their character, I won't force the issue. Just keep in mind that you'll only get two traits, then.

Concerning the campaign traits it was more the question: is being a local of the area around Belhaim a prerequisite for "you are the guide"? It reads a bit that way to me.

If not it would actually make a lot of sense: it would give me an explanation why they would take a rather "rural" looking dwarf followed around by a pig with their caravan.


@Bumolin: I don't wish to tread on the GM's toes, however, I don't believe you necessarily have to be a local of the area around Belhaim to take 'The Guide' campaign trait.

The druids' headquarters (The Wildwood Lodge) is located on the Isle of Arenway, at the confluence of the Verduran Fork and Sellen River in the heart of the forest. (The central mission of the Wildwood Lodge is the protection of the Verduran Forest, particularly the parts of the massive woodland found within the borders of Taldor.) Bumolin could have travelled there some time in his recent past - to meet with and/or learn from the druids (even for a short time). Thus, he would possess some knowledge on how to guide people safely through the forest and the kind of wild creatures that reside within. This could be of benefit to Silas. I'm sure you could take that angle.


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Well said, Cordia. ;)


I'm sorry, but there's something I don't completely understand about character creation: you allow material from any Paizo source (Player Companions, Campaign Settings, etc.), but just limit our available races and classes? Like, I can take feats, archetypes, traits, anything from any Official Book? Did I understood correctly?


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All right then. "I'm the guide". Provided Desna smiles upon me and I'm chosen for the campaign.
And the angle with the Wildwood Lodge is a great idea, Cordia. Have to do some reading about them.


@Diaz Ex Machina

I believe so, but there is an implied restriction.
any feats or archetypes that give features or functions of classes that are banned are also banned.


RHMG Animator wrote:

@Diaz Ex Machina

I believe so, but there is an implied restriction.
any feats or archetypes that give features or functions of classes that are banned are also banned.

That makes sense. No sense in banning the gunslinger if then with a feat I can become a gunslinger.

EDIT: I've made some changes to Kuvan, making him more invested in the campaign setting.


I’m gonna drop out, I don’t think I can commit to a new game right now. Have fun all!


Complete Characters
Cordia - Human Rogue
Lizbit - Half-Elf Rogue
Roxy - Halfling Bard

Thorfinn - Human Barbarian
Dragomir - Human Fighter
Humble - Dwarf Monk

Bumolin - Dwarf Druid
Kazmuk - Human Cleric
Xylas - Half-Elf Cleric

Luthion - Elf Fighter
Kuvan - half-orc sorcerer

Interest
RHMG - ?Human Rogue?
AGamer - ?Wizard?
KnightofYesterday - ?bard?


A wizard is interested in this party:

Kelviernan

Background:

Kelviernan is travelling with Silas’s caravan to Belhaim to apprentice with Balthus Huncaly.

Kelviernan is a scion of a lesser noble house in Taldor, the byblow of a dalliance with a visiting diplomat from Kyonin. They were good enough to see to the education of the bastard, and have found him a place with an old friend of the family. He is actually quite pleased to leave Taldor; as a ½ elf, an extended adolescence has left him adrift from the humans around him. He has lived long enough to bury his mother (who admittedly did die young) and his half-siblings prefer not to acknowledge him.

He is one of Calistria’s faithful; the religion came quite naturally to him. So much so that he has attracted a wasp familiar as a gift from Calistria.

Description:

5'8", 132lbs, black hair, green eyes (very bright, almost an Elven emerald tone). Typical 1/2 elf - features are sharp and defined. Wears a variety of clothing, but almost always wears gloves (over his bonded ring). No scars or tattoos. 37 years old.

Personality:

Quiet. Studious. Appreciates the finer things life; gourmet not a gourmand.

Mechanical:

Wizard (Aether) 1
Alignment: Chaotic Neutral
Diety: Calistria
Race = ½ Elf

Init += +2 Dex
Speed 30 ft
Low Light Vision
Defense
AC : 13 =10+ 2 dex +1 armor
HP: 9 = 6+2(con)+1(fcb)
Fort + 3 = +0 Wiz 1 +2 con +1 trait
Ref + 2 = +0 Wiz 1 +2 dex
Will + 3 = +2 Wiz 1 +1 wis
+2 racial vs enchantments
CMD : 11 = 10 + 0 (bab)+2 (dex) -1 (str)
Offense
Melee: +
Ranged:
BAB : +0
CMB : + 0 = +0 (BAB)
Spells
L0 (3+1. DC 14) Telekinetic Projectile, Daze, Message, Detect Magic
L1 (1+1+1 per day, DC 15); Unseen Servant, Color Spray, Grease

Str: 8 =8 (-2 pts)
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 18 = 16 (10 pts)+2 racial
Wis; 12 =12 (2 pts)
Cha: 10 =10 (0 pts)

Skills : (2+4 Int) Not including ACP
K Arcana (+9= 1 rank +3 trained +4 int+1 trait)
Spellcraft (+11= 1 rank +3 trained +4 int+3 skill focus)
UMD (+5= 1 rank +3 trained +1 trait)
Perception (+7= 1 rank +3 trained +1 wis+2 racial)
K Planes (+8= 1 rank +3 trained +4 int)
K ??? (one unspecifie knowledge to fill in a hole when the party is assembled)

Background Skills (2) Not including ACP
Linguistics (+8= 1 rank +3 trained +4 int)
Sleight of Hand (+8=1 rank +3 trained +2 dex +2 Aether Supremacy)

Laguages : Common, Elven, Draconic(int), Abyssal(int), Azlanti(int), Celestial (int), Sylvan (Linguistics)

Traits : Local Connections (Campaign). Transmuter of Korada (Magic), Life of Toil (Social)

Feats
Wasp Familiar (1st)
Skill Focus (Spellcraft) (Adaptability)

Race Abilities:

Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities:

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object (ring)

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School (Aether, Opposition School: Water): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Aether Magic: Add the following spells to your wizard spell list at the listed spell level: 0—telekinetic projectile, 2nd—spiritual weapon, 4th—spiritual ally, 5th—ethereal envelope, 6th—animate objects, 7th—ectoplasmic eruption, 9th—telekinetic storm.

Aether Supremacy (Su): You gain a +2 enhancement bonus on Sleight of Hand checks. This bonus increases by 1 for every 5 wizard levels you have. In addition, you can cast mage hand at will as a spell-like ability that uses your caster level. At 5th level, you can attempt Sleight of Hand checks against a target within 30 feet, though the skill check DC increases by 5, and any creature within line of sight of either you or the target can attempt an opposed Perception check to notice the attempt. At 10th level, you can attempt a Sleight of Hand check as a move action with only a –10 penalty. At 20th level, whenever you attempt a Sleight of Hand check, assume the roll resulted in a natural 20.

Telekinetic Protection (Su): As a swift action, you can grant yourself protection against nonmagical attacks by forming a field to telekinetically deflect them. You gain DR 5/magic for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spellbook:

Cantrips : All + telekinetic projectile
Lvl 1 : Magic Missile, Unseen Servant, Grease, Mage Armor, Color Spray, Sleep, Silent Image

Equipment (70 gp ):

Weapons (4 gp)
Dagger X2 (4 gp)
Armor (3 gp)
Haramaki (3 gp)
Gear ( 22.41 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), String 50 ft (1 sp), trail rations 2 days (1gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Spellbook, spell component pouch (5gp), 40.59 gp

Familiar:

Mesleth the Wasp
Greensting Scorpion that can fly…

Question for GM Minotaur. I have some 40 gp available. Can a use my scribe scroll feat before play begins(ie Can I make some scrolls at 1/2 price)?


I'm sorry for using rapid shot on those questions. But one more turned up: are archetypes for animal companions/familiars allowed?


Alright, took longer than I wanted because work is the big dumb, but Lizbit is finally ready.

Unchained Rogue, but she's more fighty than most rogues. I think she'd fulfill more of a Ranger or Slayer roll; a fighter with decent skills more than a skillmonkey. Granted her attacks will be a bit anemic until she gets 1.5x dex to damage at level 3. The more I thought about it, the more enticing UnRogue 4/UnBarb 2 sounded, so that's the build plan.

The only thing I haven't decided on is deity, but I've narrowed it down to Calistria or Desna. I think I'll wait on final party composition to decide. If Lizbit will have a flanking buddy with an X3 or X4 crit weapon, she'll worship Desna and take Butterfly's Sting at level 5. Otherwise, she'll worship Calistria and take Wasp Familiar at 5 and 7 just because it sounds cool.

I took the You're Seeking your Fortune campaign trait. Lizbit is looking more for fame and recognition, but it's close enough.

Lizbit Freewind; Badass Swordstress, Occasional Thief:

======Description======
Lizbit.
Lizbit in her 'pirate' outfit. It's not as if professional sailors need practical clothing or anything.
Height: 5' | Weight: 90 lbs. | Hair: Shoulder blade length, unstyled pale blond hair | Eyes: Icy blue

Lizbit Freewind is a slip of a young woman. A Shoreborn half-elf, she presents few of her father's elven traits, instead taking after her Taldan mother in most aspects. Unkempt blond hair, sun-bleached to a pale gold, hangs to her shoulder blades, framing a triangular face. Her almond-shaped eyes are pale blue, her nose small and upturned. A perpetual smirk, hinting at mischief recently or about to be committed, constantly graces her face. Androgynous with a petite, boyish build, she can easily pass as a young boy or girl - a fact she takes advantage of to weasel her way out of trouble. Her fingers and toes are partially webbed like her father's.

Lizbit's 'adventuring outfit' includes sturdy calf-high leather boots, black linen trousers, brown linen gloves (custom made to accommodate her webbed fingers) a black and pale blue long-sleeved linen top, and a blue hood that doubles as a face mask. Any buttons and buckles are painted with a rubbery black coating to prevent them from clinking or reflecting light when she has to be sneaky. Her primary weapon is the elven curve blade which, including the hilt, is almost as long as she is tall.

======Personality======
Some might describe Lizbit as confidant while others would call her arrogant. The wealth of her mother and the influence of her foster parents shielded her from any real consequences for the petty crimes she committed as a young child, giving her a sense of untouchability. She is a reckless thrill seeker, diving headfirst down whatever path interests her without planning for a way out should she get in over her head. A troublemaking tomboy, she is fond of pranks, heists, or simply inconveniencing others. She is something of a hedonist, but she does not shy away from challenging or difficult tasks, so long as they lead to an end she desires. Selfish but not cruel, she wants to help others and to be recognized for it, but she struggles to resist the temptation of the fun to be had by misbehaving. Slow to forgive slights against her (real or perceived), she always has to get the last word in one way or another.

======History======

Elizabetth O’Shannon was born at sea on the merchant ship Freewind to a Taldan mother and an unknown aquatic elf father. Her mother, Sophia O’Shannon, not only captained the Freewind but owned the vessel. The clipper could haul any cargo it could fit in its hold, but the Freewind specialized in transporting large or fragile works of art; ancient statues and obelisks; sarcophagi and burial artifacts; fragile tapestries and paintings that had to be transported in special, airtight containers to protect them from the harsh sea air. If they had no art to move, the swift clipper hauled fresh produce and herbs to make ends meet. Elizabetth's mother, not wanting an infant on the ship, ordered the ship to Absalom, where she purchased a cottage overlooking the docks and her first mate took the Freewind back to the trade routes. A wealthy woman, Sophia told herself that her daughter would not go through childhood a near-feral ragamuffin like she had. Sophia would stay on dry land and raise her daughter to be a respectable lady herself.

Perhaps it was the view of all the ships coming and going, perhaps it was just her nature, but Sophia only lasted six months. As soon as Elizabetth was weaned, Sophia turned the girl over to old business associates and returned to the sea. For six years Elizabetth was raised in Absalom by Brassouck and Gossilynn Goldeye. The old dwarven couple and their warehouses and cranes had long been a staple of the Absalom docks. Recently retired, they were looking for something meaningful to fill their time - dwarves could be retired for hundreds of years - and they happily took Elizabetth in, assuring her mother that they would mold her into a proper lady befitting the daughter of someone as wealthy as Sophia. They were met with little success.

Despite being free of her mother's rebellious influence and being raised by patient, levelheaded dwarves, Elizabetth was a terror. She had no interest in learning to be a "proper lady”. Instead of learning proper posture and speech, she ran barefoot through the alleys; instead of learning genealogy and coats-of-arms, she pickpocketed merchants; instead of learning to dance, she fought with boys. Elizabetth fell in with a group of poorer youths, some of whom needed to steal to survive, but she did it for fun, even learning to pick locks from one of the older boys. The only activity suitable to a child of wealth she enjoyed was fencing lessons. The Brassouck’s hired an elven swordsmaster to teach her to use the elven curve blade – the weapon of her father’s people – though they were careful to lock her sword away after lessons so she would not take to carrying it around everywhere she went.

Elizabetth’s mother stopped by to see her when she had business in Absalom. When the girl was seven, and with it clear that Elizabetth was not going to submit to her mother’s wish to see her grow into a lady, Sophia relented to her daughters nagging and allowed Elizabetth to board the Freewind. They were hauling spices from Sothis, Osirion to Magnimar, Varisia. An easy and safe trip. Not surprisingly, the Shoreborn Elizabetth took to ship life quickly. Her version of ship life, at least. Elizabetth did not want to learn of sailing or mercantilism, instead doing a lot of running around and climbing the rigging. The moment they docked in Magnimar, the girl absconded. After two days of searching, the crew of the Freewind found Elizabetth at a Calistrian temple, wearing a makeshift dress of black and yellow silk fashioned by the clerics of Calistria. When told it was time to leave, Elizabetth responded that she could not leave because she lived there now. Sophia was just happy to see her daughter in a dress for once. This became the norm for the curious young girl. Each time the Freewind docked, she set out to explore the strange new locales. Often, she would be escorted back to the Freewind by local law enforcement, pockets stuffed with nicked trinkets and petty change.

Sophia hired a tutor-cum-blademaster, Riluaneth Raloralei, to travel onboard the Freewind to continue Elizabetth’s education. She was a bright enough girl but had no interest in education that was not sword related. As she entered her tweens, the short stays in port to resupply or deliver goods was not enough to sate her appetite to explore new lands. She wanted to depart the Freewind and stay, to be picked up a few months later when the ship made its return journey. Sophia agreed on the grounds that master Raloralei traveled with her. Elizabetth argued that she should be allowed to travel alone because her mother had been alone at her age, but Sophia hardly saw that as valid. It was true she had been alone, and she had eventually succeeded alone, but it had not been the romantic adventure Elizabetth thought it was. Elizabetth agreed to “allow” Raloralei to travel with her after many tears and tantrums, and they departed the Freewind in Goka on the western edge of Tian Xia. Their plan was to travel east across the continent and meet up with the Freewind in Zetang four months later. It was an uneventful journey, which pleased Raloralei and Sophia, but Elizabetth enjoyed it despite the lack of the dragons she fancied roamed freely over Tian Xia.

Elizabetth spent her teenage years bouncing back and forth between different cities and the Freewind. Sophia gave up any hope that her daughter would join high society or even follow in her own footsteps. This did not upset Sophia; in the end, what she really wanted was for her daughter to have the freedom and ability to live her life as she saw fit, happy and safe. As she entered adulthood, Sophia could no longer reign in her daughter – Elizabetth was a woman and could do as she pleased, for better or worse. Raloralei had taught her everything he could about the blade and what little she was willing to learn of history, mathematics, politics and so forth and it was time for them to part ways. Sophia O’Shannon was legendary in her own right amongst ship captains and Elizabetth wanted to strike out on her own and make her own mark on the world and a name for herself. Raloralei had a contact in Belhaim, a man called Silas Gribb, who might have just the adventurous job for Elizabetth to cut her teeth on. And so, at the familiar docks of Cassomir, “Lizbit Freewind” kisses her mother goodbye and departs the Freewind, perhaps for the last time.

Stats:

Half-elf (Shoreborn) unchained rogue (scout)
CN Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +3 (1d10+1/18-20)
Range Dagger +3 (1d4+1/19-20) 10'
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 14, Int 13, Wis 10, Cha 12
Base Atk +0; CMB +3; CMD 15
Skills Acrobatics +6, Appraise +7, Bluff +5, Climb +4, Diplomacy +5, Disable Device +7, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +6, Sleight of Hand +6, Stealth +6, Swim +4; Racial Modifiers +2 Perception
Languages Aquatic, Common, Elven
SQ elf blood, finesse weapon attack attribute, trapfinding +1
Combat Gear dagger, dagger, elven curve blade, studded leather
Other Gear thieves' tools, 1 gp

--------------------
Rogue Stuff
--------------------
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

--------------------
Feats
--------------------
Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Dodge +1 Dodge bonus to AC, increased to 4 against AoO's.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Darkvision (60 feet) You can see in the dark (black and white only).
Elven Reflexes (Race Trait) +2 trait bonus to initiative.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Threatening Defender (Combat Trait) Reduce penalty when using Combat Expertise by 1.
You're Seeking your Fortune (Campaign Trait) You gain a +2 bonus on appraise checks and appraise becomes a class skill. You also gain a +1 bonus to perception checks to notice valuable objects -- and business ventures.
--------------------
Racial Traits
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Ability Score Modifiers (Dex) Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Ancestral Arms (Elven Curve Blade) Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Base Speed Half-elves have a base speed of 30 feet.
Blended View Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Languages Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Size Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Type Half-elves are humanoid creatures with both the human and the elf subtypes.

Build Plan
Level 1 (UnRogue): FCB: +1 SP; Feat: Dodge
Level 2 (UnRogue): FCB: +1 Major Magic/Day; Rogue Talent: Weapon Training (Weapon Focus - Elven Curve Blade)
Level 3 (UnRogue): FCB: +1 SP; Feat: Furious Focus
Level 4 (UnRogue): FCB: +1 Major Magic/Day; Rogue Talent: Major Magic (Shield)
Level 5 (UnBarb): Feat: Butterfly Sting or Wasp Familiar 1
Level 6 (Unbarb): Rage Power: Swift Foot
Level 7: Rogue or Barb; Feat: TBD or Wasp Familiar 2


Oops, almost missed the official recruitment Thread. Have something posted tomorrow or Sat for consideration!


I've got my character mostly ready, finishing off the back story due to RL interuptions and preparing to start rendering the character.

I do plan that if I am picked to do a character height reference of the group, but I'd need heights and descriptions.


Just curious, archetypes for familiars? Yes or no? Not sure I'm taking one for my proposed character anyway (either sn archetype or a familiar), just feeling things out.


No familiar archetypes, sorry.


Not a problem, don't think I'm going with a familiar anyway. Or an archetype for the character either, lol. Is it okay for submission purposes not to buy gear unless selected? It can be a PitA =P


Got Ayla mostly finished.

To help add a realist element to Ayla, I've added fears and a complex.


dickie wrote:
Not a problem, don't think I'm going with a familiar anyway. Or an archetype for the character either, lol. Is it okay for submission purposes not to buy gear unless selected? It can be a PitA =P

Sure. Unless it's something somehow essential to the character, that's reasonable.


GM Minotaur wrote:
No familiar archetypes, sorry.

I assume the same goes for animal companions. Not a problem here either.


Complete Characters
Cordia - Human Rogue
Lizbit - Half-Elf Rogue
Roxy - Halfling Bard

Thorfinn - Human Barbarian
Dragomir - Human Fighter
Humble - Dwarf Monk

Bumolin - Dwarf Druid
Kazmuk - Human Cleric
Xylas - Half-Elf Cleric

Ayla - Half-Elf Ranger 1 / Rogue 0

Luthion - Elf Fighter
Kuvan - half-orc sorcerer
Kelviernan - Half-elf Wizard

Interest
AGamer - ?Wizard?
KnightofYesterday - ?bard?
dickie - ???


Okies, I'll clean this up for a real alias if I make the cut, but here is the essential details:

Talaziel:
NG Elf Abjurer 1

Str 10
Dex 14
Con 11
Int 19
Wis 12
Cha 10

F: 0 R: +2 W: +3

HP 6
BAB +0

Skills
Know (arcane) 1 rank, 4 Int, +3 = 8
Know (planes) 1 rank, 4 Int, +3 = 8
Spellcraft 1 rank, 4 Int, +3 = 8
Perception 1 rank, 1 Wis, +3, +1 trait = 6
Sense Motive 1 rank, 1 Wis, 3, +1 trait = 6
Stealth (not class) 1 rank, 2 Dex = 3

BG Skills
Knowledge (history) 1 rank, 4 Int, +3 = 8
Linguistics 1 rank, 4 Int, +3 = 8

Feats: Scribe Scroll (wizard), point blank shot
Traits: Outcast's Intuition, Seeker

Racial abilities: as standard but Arcane Focus replaces weapon familiarity. 

Class Abilities: arcane school: abjurstuon (Resistance), scribe scroll bonus Feat, arcane bond (item TBD), cantrips, Opposition Schools: Enchantment, Necromancy

Spellbook:  
0 - All standard except from enchantment and necromancy schools.
1 - shield, stunning barrier, snowball, magic missile, Mage armor, burning hands, summon mon I

Brief Background:
Talaziel was born to staunchly conservative warriors in Kyonin. Even from an early age he was considered the black sheep in a family that prized itself of physical grace and athletic mastery. His time was spent reading, rather than practicing his fencing skills.

Eager to get their son out of the house, but still trying to respect who he was, Talaziel was sent to Erages Academy. His first year there did not go smoothly. He was nearly expelled for sneaking into an archeological dig with his friends. It was only the intercession of a prominent professor of abjuration magic that kept him in school. 

In order to complete his studies and earn his place in academia, Talaziel needs to complete his thesis, and in order to do that, he wants to track down a specific text which was stolen from Kyonin decades before. For the last year he has tracked the tome from the thieves who first stole it to the fence the sold it, then to the courier who carried it, to a reclusive wizard in a small human town called Belhaim who is said to possess it.


Go a lot of elves and wizards as of late......


It was my first thought back in the interest thread, not my fault I just ran with it =P


RHMG Animator wrote:
Go a lot of elves and wizards as of late......

A cabal of elven wizards, hired to slay a dragon...

It could work.


38 hours to go before closing, at time of post.


Lizbit Freewind wrote:
RHMG Animator wrote:
Go a lot of elves and wizards as of late......

A cabal of elven wizards, hired to slay a dragon...

It could work.

Low HPs and no healing magic? What could go wrong :D


I don't know. . . the dragon saying LUNCH. :)


Kazmuk Hammerstriker wrote:

I don't know. . . the dragon saying LUNCH. :)

Nah, more like, Eh, arcane powered appetizers, a good snack before tearing the town a part in rage.


* scribbling down notes *


GM Minotaur wrote:

* scribbling down notes *

Did we just give the GM ideas... Oh crap....


Muahahahahaha!

I mean, uh, move along. Nothing to see here. Pay no attention to that man behind the bull's horns.


A little more than 24 hours, folks. I'm already reading through the characters and looking party balance (Although that All Wizard group could be crazy...) and at possible backstory links between them and whatnot.

Any final touches or questions would be welcome now before I make a final decision...one that's NOT going to be easy. A lot of cool characters here.


Best of luck to all (including the GM on making his selection)! :)


I updated my backstory and closed the gap to the campaign opening. Bumolin should be as ready as he can be. Good luck to everyone!


Cordia Masero wrote:
Best of luck to all (including the GM on making his selection)! :)

Seriously, it's rarely an easy task.


Good luck everyone!


I will update myself with the Trait "I hate dragons" if I am selected.

Good Luck all.


Humble Path waits with others outside Silas Gribb's Cassomir office to hear who he has chosen to accompany his caravan to Wispil.

"In this moment, I am chosen and rejected," he says to no one in particular. "In this moment my journey is complete, and my journey has not begun."

Good luck, everyone!


dickie wrote:
Cordia Masero wrote:
Best of luck to all (including the GM on making his selection)! :)
Seriously, it's rarely an easy task.

An understatement, to be sure. :)


If the choice is easy, there probably wasn't much interest in the recruitment.


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S'okay. Doesn't look there's any last minute recruits or changes being done, so I'm going to go ahead and call it now. (5:30 pm EST)

This party selection was seriously FAR harder to make than I thought it would be at first glance. I fully appreciate and respect all the time and effort everyone put into this, and I really want to thank you all for making this recruitment a success. I can honestly say that none of the characters was lacking, and everyone who applied was worthy of consideration. Over this week I read and sometimes re-read every submission and looked them over in detail. Nobody phoned it in, and for that, I'm both surprised and honored.

My criteria for choosing was both group balance and cohesion. The next level was for storyline possibilites and interesting character interactions. Finally, character likeability and survivability.

In the end, I changed the roster several times, but I think that this is the list of characters for this roleplaying journey.

Would the following characters please join me in the Discussion thread, and post a quick greeting so I know you're still interested?

***Cordia - Human Rogue (CG)***
****Thorfinn - Human Barbarian (N)***
***Bumolin - Dwarf Druid (NG)***
***Kuvan - ½ Orc Sorcerer (CG)***
***Roxy - Halfling Bard(NG)***
***Xylas Foundling - ½ Elf Cleric (NG)***

To anyone not chosen, please know that this was not an easy process, and I really wanted to choose all of you. In the end, I even added an additional slot, but really can't handle trying to run more than 6 characters at a time.

If you're willing I would be more than willing to keep your characters in mind as possible replacement characters should any of the original six leave the game. Again, I really wanted to keep more of you...I just couldn't.

In any event, I humbly thank you all for your time and consideration for this endeavor.

~ GM Minotaur


1 person marked this as a favorite.

I am more than willing to wait in the wings if someone drops.

But congrats to those that were picked.

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