Ruins of Azlant: the wonderful journey!

Game Master bigrig107

Roll20 link
Map of the island
Aquatic combat rules
Loot Sheet


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I’ll be sticking to the requirements as written, unfortunately, so you would need to take the level of swashbuckler first if you wanted Weapon Focus at level one.


Been having a heck of a time finding time to sit down and work on a CS. We will see if I get my submission in last minute or not. >_< Really frustrating me to be skirting the deadline like this.


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Thaddeus Argentum wrote:
considering 2 dozen awesome and amazing submission's I'm just hoping you want a dwarf and my chances go up to 50/50 haha

"May the best dwarf win."


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SqueezeMeNow wrote:
Been having a heck of a time finding time to sit down and work on a CS. We will see if I get my submission in last minute or not. >_< Really frustrating me to be skirting the deadline like this.

Don’t worry, as long as you get it done by the end of Monday (CST) I’ll consider it!


Coming in right under the wire with Aldemar of Claes, scholar of Azlant, Andoran patriot, and ioun kineticist!

Stats:

Aldemar of Claes
Human (Taldan) kineticist (ioun kineticist) 1 (Pathfinder Player Companion: Blood of Ancients 12, Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (human)
Init +3; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +5, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Special Attacks kinetic blast +3 (+1/+1 w/ point-blank shot)
Kineticist Spell-Like Abilities (CL 1st; concentration +1)
. . At will—prestidigitation
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—telekinetic boomerang
. . Blasts—telekinetic blast (1d6+4)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 16, Int 14, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Point-Blank Shot, Precise Shot
Traits artisan, azlanti scholar, mathematical prodigy
Skills Acrobatics +7, Craft (jewelry) +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +3, Knowledge (engineering) +7, Knowledge (history) +7, Perception +4, Stealth +7, Use Magic Device +5
Languages Aquan, Azlanti, Common, Draconic
SQ basic iounkinesis (Act/stow: 1 move, 2 std), burn (1 point/round, max 6), gather power, ioun buffer, ioun cloud (3 stones, +1 AC, +0 hardness)
Other Gear leather armor, dagger, dull grey ioun stone, dull grey ioun stone, dull grey ioun stone, backpack, belt pouch, blanket[APG], jewelrycrafting tools, trail rations (5), waterskin, 35 gp, 1 sp
--------------------
Special Abilities
--------------------
Basic Iounkinesis (Act/stow: 1 move, 2 std) (Sp, Su) As move action activate or stow 1 ioun stones or 2 as std.
Burn 1/round (1 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Ioun Buffer (Su) Can spend an ioun stone’s energy to reduce burn based on value.
Ioun Cloud (3 stones, +1 AC, +0 hardness) (Su) Can bond 3 ioun stones which gain +1 AC & +0 hardness
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Telekinetic Blast (Sp) Level 0; Burn 0

Background Questions:

1. What is your character’s name?
Aldemar of Claes
2. How old is your character?
29
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Aldemar is a Taldan man of fairly average height. His hair is a dusty brown and his skin is the olive-tan of many who live along the warm coasts of Andoran. Two traits stand out especially. First are his eyes, a piercing violet that shows an unmistakable connection to old Azlant. Second are the ioun stones that orbit his head, three dull gray stones of varying shapes that float like a small constellation around him. When manifesting his powers, his stones glow and chime with strange tones while they arrange themselves in mystic patterns.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Aldemar speaks with the clipped brogue of the people of Arthfell, though he makes a point to try and sound more proper and educated, perhaps a desire to live up to the example of lost Azlant.
5. Where was your character born? Where were you raised? By who?
Aldemar hails from the small Andoren town of Claes. He was raised by his parents, and spent much of his childhood in his father’s jewelery shop, helping out however he could and learning the tricks of the trade. In his spare time, he devoured whatever books he could find on history, magic, and math. Despite his best efforts, he could never manage to manifest magical powers though.
6. Who are your parents? Are they alive? What do they do for a living?
His father Elkov is a jeweler, and Aldemar followed in his footsteps. His mother Alannya was a fisherwoman, taking to the seas for long stretches of time. She’s gotten older now, and his father’s business has flourished, so she stays on shore more often, tending to her flower garden.
7. Do you have any other family or friends?
Aldemar has three siblings (two sisters and a brother), of which he’s the oldest.
8. What is your character’s marital status? Kids?
Aldemar is single and has no children, though he does have a string of ex-lovers he is eager to avoid by leaving for Azlant.
9. What is your character’s alignment?
Aldemar is neutral good, believing strongly in the moral and democratic principles of Common Rule and the government of Andoran.
10. What is your character’s moral code?
As a strong believer in the philosophical principles of Andoran, Aldemar seeks to live his life as fully as he can while helping others to do the same.
11. Does your character have goals?
Aldemar hopes to learn all he can about Azlant and unlock the forgotten secrets of the ioun stones. His dull gray stones allow him to perform simple but still wondrous magical effects, and he dreams of finding stones of greater power that might let him learn even more.
12. Is your character religious?
Somewhat. He says prayers to various goodly gods who are most common in Andoran. He seeks the creative spark that Shelyn offers, and the promises of freedom from Cayden Cailean and Milani. Erastil’s tenacity is admirable, and he even prays to the obscure empyreal lord Soralyon here and there, seeking guidance from the Mystic Angel’s connection to Azlanti magic.
13. What are your character’s personal beliefs?
Aldemar is equal parts a strong patriot in the philosophy of Andoran and a committed scholar of Azlant, seeking to learn all he can about that lost empire.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
He is, at times, rather oblivious to what’s going on. His efforts to strengthen his connection to his ioun stones often take all his focus.
15. Why does your character adventure? Why did your character accept the job?
Aldemar’s life changed during a pirate attack on Claes. As they always did, the townsfolks took refuge in the ancient Azlanti fortress known as the Claes Redoubt, hoping to ride out the attack in the rather uncomfortable but sturdy old bastion. Aldemar was a young man in his early twenties, and hoped to impress a girl he was sweet on by venturing into the uncharted deeper reaches of the fortress. Besides, what else was he going to do? It wasn’t easy going, but his natural dexterity helped him to avoid many of the traps and hazards of the ancient and twisting passageways. He came across great stone doors engraved with images of Azlanti heroes, shining gemstones orbiting their heads like miniature stars. He was fascinated by these murals and longed to find one of the stones. Try as he might, he could not open any of the doors. Deeper in the tunnels though, a trap he accidentally triggered launched a bolt of magical force directly at an already cracked and weakened door. He ventured inside, finding a stone box with what were unmistakably similar gemstones, but these were dull and gray, any great powers they might’ve once had long since vanished. He studied them for a long time before trying to toss them to the ground in frustration. Instead, they began to orbit his head! In that moment he felt something. A resonance, a connection. He had, it seemed, an inherent connection to ioun stones, perhaps a result of the Azlanti blood his father often claimed their family had. Since then, his life’s purpose has been to learn all he can about old Azlant and their ioun stones. He was contacted by the Bountiful Venture company as a result of this expertise, and jumped at an opportunity to visit Azlant itself.
16. How does your character view his/her role as an adventurer?
He sees his role as a colonist with the Bountiful Venture company as a quest for knowledge and a way to make something new of the ruins of old Azlant. Having studied the empire intensively, he is well aware that they were slavers and imperialists, enforcing their hegemony over the world. He sees the Bountiful Venture as a way to change that, to build upon the foundations of old Azlant with the shining light of Common Rule to guide his efforts.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
None, aside from his piercing violet eyes.
18. How does your character get along with others?
Aldemar gets along with people pretty well. Though not outstandingly charismatic he tries to be as pleasant and kind as he can be.
19. Is there anything that your character hates?
He hates injustice and ignorance. Injustice is the enemy of righteousness and liberty, principles instilled in him by the belief in Common Rule, and ignorance would threaten to keep him from the Azlanti secrets that he craves. So much ancient knowledge has been lost, and he seeks to change that.
20. Is there anything that your character fears?
Aldemar fears that his connection to his stones might just be a fluke, or an effect of these specific stones. He fears that his quest for knowledge will be hamstrung by the strange ways that the ioun stones operate, or that he’ll never find another that he can connect to like his three gray stones.

Relations to Other Colonists:

Aldemar likes Perrel Beys the most of the other colonists. With a shared fascination with Azlant, he greatly enjoys discussing theories and history with her.

He can’t stand Harcourt Carrolby. The man comes across as an example of nobility and his wealth and privilege stands against what Aldemar sees as the goal of Common Rule.


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Should be able to plug my backstory into the profile and do shopping in time to submit Kib!


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Good luck to all of the prospective colonists!

Also, real quick, Simeon/Aldemar: kineticists don't get their elemental defense talent until level 2, but it's always nice to plan ahead.

Sczarni

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with 21 unique submissions completed, we currently have:

Gillian Albrigt's- Male Human Deep Water Rager Barbarian
Torela Pastedos- Male Half-Elf Archaeologist Bard
Thaddeus Argentum-Male dwarf druid (shark shaman)
Dr. Ramada- Male Kitsune Alchemist
Lily Le- Female (Tian-Shu) human sorcerer (psychic bloodline)
Vasia Catarina Miklosovici-Female Human Spiritualist
Morgana of House Deverin-Female Human Holy Beast Shifter
Leif "elswhere" Leifson-Male Human CN (trending NG) Skinwalker (Scaleheart) Bloodrager
Órama tou Méllontos-Female Samsaran Wizard Diviner
Ankha Brushbender-Female Human Internal Alchemist & Vivisectionist
Tiar Jain-Male half-elf (Spireborn) ranger (trapper)
Saminarus-Male Human Fighter (a Child of Acavna and Amaznen)
Amal el-Irfan-Male Human, Bloodrager (Aquatic Bloodline)
Kib "Flashpan"-Male Kobold Sorcerer
Melody Pepplefoot-Female halfling unchained rogue (eldritch scoundrel)
Alexio Casara-Male Aasimar (Archon Blooded) Hunter (Flood Flourisher)
Mendel Galla-Male Half-Elf Occultist (Geomancer/Panoply Savant)
Dolgrin Briskalberd-Male Dwarf Dwarven Scholar Stonesinger Bard
Ku'Hania-Female Half-Elf (Deep Shaman)
Jovian Zevros-Male Half-Elf Divine Herbalist Oracle


Best of luck everyone! :) I'll be glad to see the results and finish reading all of the amazing submissions come morning.


Good luck everyone! I didn't find the time to make a worthy submission, but I see there are more than enough quality submissions. Have a great game!


Lots of great submissions! Good luck to all who submitted a character!


Dolgrin Briskalberd wrote:
Also, real quick, Simeon/Aldemar: kineticists don't get their elemental defense talent until level 2, but it's always nice to plan ahead.

Weird, hero lab must've added that as a fluke and I didn't catch it as I was putting up the profile. C'est la vie.

Aldemar seems not to have made it onto friendly sauce's list of characters.

I promise I'm not hurt.

Much.

Sczarni

Simeon wrote:
Dolgrin Briskalberd wrote:
Also, real quick, Simeon/Aldemar: kineticists don't get their elemental defense talent until level 2, but it's always nice to plan ahead.

Weird, hero lab must've added that as a fluke and I didn't catch it as I was putting up the profile. C'est la vie.

Aldemar seems not to have made it onto friendly sauce's list of characters.

I promise I'm not hurt.

Much.

friendly sauce wrote:

with 21 unique submissions completed, we currently have:

Gillian Albrigt's- Male Human Deep Water Rager Barbarian
Torela Pastedos- Male Half-Elf Archaeologist Bard
Thaddeus Argentum-Male dwarf druid (shark shaman)
Dr. Ramada- Male Kitsune Alchemist
Lily Le- Female (Tian-Shu) human sorcerer (psychic bloodline)
Vasia Catarina Miklosovici-Female Human Spiritualist
Morgana of House Deverin-Female Human Holy Beast Shifter
Leif "elswhere" Leifson-Male Human CN (trending NG) Skinwalker (Scaleheart) Bloodrager
Órama tou Méllontos-Female Samsaran Wizard Diviner
Ankha Brushbender-Female Human Internal Alchemist & Vivisectionist
Tiar Jain-Male half-elf (Spireborn) ranger (trapper)
Saminarus-Male Human Fighter (a Child of Acavna and Amaznen)
Amal el-Irfan-Male Human, Bloodrager (Aquatic Bloodline)
Kib "Flashpan"-Male Kobold Sorcerer
Melody Pepplefoot-Female halfling unchained rogue (eldritch scoundrel)
Alexio Casara-Male Aasimar (Archon Blooded) Hunter (Flood Flourisher)
Mendel Galla-Male Half-Elf Occultist (Geomancer/Panoply Savant)
Dolgrin Briskalberd-Male Dwarf Dwarven Scholar Stonesinger Bard
Ku'Hania-Female Half-Elf (Deep Shaman)
Jovian Zevros-Male Half-Elf Divine Herbalist Oracle

AND Aldemar of Claes-Male Human (Taldan) kineticist (ioun kineticist)

I'm looking back at the doc I made and I did have you in the list, but somehow didnt get you at the end of my higlight, copy, paste. My deepest apologies.


Trim that back down to 20: Orama withdrew their bid.

Aaaand a quick summary:

Race & Class:
  • 1 aasimar
  • 2 dwarves
  • 5 half-elves
  • 1 halfling
  • 8 humans
  • 1 kitsune
  • 1 kobold
  • 1 skinwalker

  • 2 alchemists
  • 1 barbarian
  • 2 bards
  • 2 bloodragers
  • 1 druid
  • 1 fighter
  • 1 hunter
  • 1 kineticist
  • 1 occultist
  • 1 oracle
  • 1 ranger
  • 1 rogue
  • 1 shaman
  • 1 shifter
  • 2 sorcerers
  • 1 spiritualist

  • Hahaha, no worries! It happens.


    Alright, here's what I could put together before the deadline. Sorry for not getting it done till the eleventh hour :P

    Merchant marine turned speculative adventurer.

    Build plan is Inspired Blade Swashbuckler 1/ Sanctified Slayer Inquisitor X. Melee damage, buffs, off-healing, OK skills. If the party doesn't have a decent face character, I can take the Conversion Inquisition at Char Level 2/Inquisitor 1. I'll probably take Conversion anyways because it's really good, but Cayden does have some great domains for a melee character.

    This has to be one of the most popular recruitment threads I've ever seen.

    Braxton Horatio Wynters, Brewkeeper of Cayden Cailean:

    ===============Personality===============

    Even after a decade on the sea, the dual nature of the ocean still awes Braxton. It can be calm or tempestuous, silent as fog or roaring, necessary for life but also destroying everything it touches. He carries himself with a roguish swagger, exuding an annoying level of confidence and aloofness. He likes to drink, but knows when to be serious and has a keen eye for detail. He is capable of being a strong and fair leader; though he can appear to be lazy, he has captained ships with dozens of crewmen and tens of thousands of gold in cargo and is capable of keeping things 'ship shape'. His entire life has been one of a free man, and he loathes those who oppress others, whether they be slavers or politicians that move the ballot box to the far end of the city so the elderly and disabled cannot cast their votes. Having faced storms the likes of which most cannot imagine, he is brave and level headed, though he often plays a bit of an indecisive fool.

    ===============Appearance===============

    Pic of Braxton
    Age: 30 | Height: 5'11" | Weight: 185# | Hair: Black | Eyes: Brown

    Braxton Horatio Wynters is a human man with a distant relation to the long gone azlanti people. He is just a bit on the tall side for a human, and has a professional sailors strong build from climbing rigging and loading cargo. He has light brown eyes, nape-length, slightly curly black hair, and a black goatee. His face is lined from sun and saltwater, and he has an almost tired look about his eyes.

    His outfit is new. Navy blue linen pants and long-sleeved tunic are covered by a thin, sleeveless leather jerkin that protects the chain armor worn underneath. A plate pauldron and gauntlet protect his sword arm from hand to shoulder, but his right arm is left free for mobility. A rapier is sheathed on his brown leather belt, which is buckled over a sea-green sash that adds a bit of color to his outfit. A brown eagle feather adorns his wide brimmed leather hat.

    He is used to lightweight wool clothing for sailing, so the heavy leather and chain are uncomfortable to him.

    ===============Story===============

    Braxton Horatio Wynters was born to Isabella and Gerald Wynters near Sandpoint, some thirty years ago. His parents had moved to the small village north of Sandpoint from the big city of Riddleport to try for a quieter life, and to raise their son in a place that was not so busy as the big city. from birth, the boy was fascinated by the sea. He would sit for hours on the docks, watching the large ships sailing past the village for unknown destinations. It was clear early on that a quiet life in a fishing and farming village was not the destiny the gods had laid out for the adventurous boy.

    When Braxton was fifteen, he traveled to Riddleport to join the Inner Sea Seafarers Union's (ISSU) apprenticeship program, taking advantage of his parents' acquaintances in the industry to get a foot in the door. While not a military organization, the ISSU's school uses a military structure to instill the discipline needed to keep ships safe at sea into their students. The strictness of the lifestyle during training was initially a burden, unfamiliar to the free spirited young man, but he adapted to it quickly enough.

    The ISSU is a prestigious union that provides pre-vetted, high quality sailors to privately owned mercantile ships. A merchant mariner credential from ISSU made it easy to get a job on any worthy vessel. The school taught all the skills needed for sailing: carpentry, navigation, cargo handling, and many others, but the curriculum was not limited only to those skills vital to shipboard life. They also taught diplomacy, business, accounting, swordsmanship, naval strategy, and others.

    After one year at the school, Braxton was finally placed on his first ship as an apprentice. The ship was the Sea Witch, a fast and sleek vessel with a reputation for outrunning pirates and storms alike. She traded all along the coasts of the inner sea region, from Riddleport to Absalom to the Shackles. After six months on the Sea Witch, Braxton returned to the ISSU for a final six months of training on land and, two years after starting, received his Merchant Mariner Credential, and he could finally start getting paid for his work on ships. From then on, he lived the typical life of a sailor, spending months at a time at sea, with a few scant days of shore leave once in a while.

    Unsurprisingly, the teachings of Cayden Cailean resonated with Braxton. The Lucky Drunk's love of personal freedom and taverns are both something any sailor could appreciate, and his preachers were not difficult to find in the places sailors frequented. The privately owned ships Braxton served on would occasionally run support operations for Andoran and Varisian navy vessels, providing supplies and transport, but not engaging in warfare themselves. Working with the Andoran's, Braxton saw more than his share of slaves freed from Chelaxian slave galleys, and Caydenites were always on hand to help the freed slaves find their feet after their rescue. Braxton felt that Cayden Cailean had put him on a ship so that he might be in a position to help others, and the sailor even volunteered for the odd mission with the Steel Eagles.

    After ten years, Braxton had rose through the ranks and found his first captaincy on a smaller brig called the Tireless. He distinguished himself as a captain, rarely having any crew defect and never losing a ship to storm or reefs. He was a natural leader and could have had a long career in the merchant marines and retired relatively young, but after some fifteen years, he began longing for something else, though he could not explain what exactly it was he felt he was missing. He did know that commanding one ship was not enough for him. He wanted more, his own fleet, but, while his pay as a captain was good, it was not enough to buy his own ships.

    The discovery of the lost island, Ancorato, seemed to Braxton to be the perfect opportunity to pursue his grander dreams. He could carve out his own place on the new island, claiming prime real estate on the coast for docks and warehouses, maybe an entire harbor. He hung up his captain's hat and purchased a mule and supplies to survey sites that would serve his purposes on Ancorato.

    ===============NPCs===============

    Lyra Heatherly - Because Braxton will be looking for a good place to start his own business on the coast of the lost continent, he has attempted to befriend Lyra to take advantage of her surveying skills.

    Captain Jacob Markosi - Braxton has both sailed under captain Markosi on one or two occasions before and been his equal as a fellow captain. He's a reasonable man, if a bit stiff for Braxton's taste.

    ===============Questions===============

    6. Who are your parents? Are they alive? What do they do for a living?
    Isabella and Gerald Wynters. They are shipwrights in Riddleport, Varisia.

    7. Do you have any other family or friends?
    Due to the nature of being in a merchant marine union, Braxton knows many, many other sailors spread across the privately owned collective mercantile fleet of the inner sea region, as well as some of the sailors of the Varisian and Andoran navies, but the constantly mobile nature of a sailor's life, moving from port to port and ship to ship, means he does not have any real close friends.

    8. What is your character’s marital status? Kids?
    Never married, no kids that he knows of.

    9. What is your character’s alignment?
    Chaotic Good.

    11. Does your character have goals?
    Braxton wishes to start some kind of production company - perhaps a brewery - on Ancorato, as well as start a shipping company or a port.

    12. Is your character religious?
    Yes, though a somewhat casual worshipper.

    13. What are your character’s personal beliefs?
    Have fun. Don't hurt anyone.

    15. Why does your character adventure? Why did your character accept the job?
    Braxton is looking for a new adventure, as well as a larger slice of the pie, as it were, than you can get as a mere sailor.

    16. How does your character view his/her role as an adventurer?
    Braxton mostly adventures for himself, but he feels a responsibility to make sure the other colonists are not being taken advantage of.

    18. How does your character get along with others?
    Braxton is amiable, winning over friends and enemies alike.

    19. Is there anything that your character hates?
    Weak beer. Slavers.

    Stats:
    Braxton Horatio Wynters
    Human (Azlanti) swashbuckler (inspired blade) 1
    CG Medium humanoid (human)
    Init +3; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
    hp 12 (1d10+2)
    Fort +2, Ref +5, Will +2
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +1 (1d4/19-20) or
    . . dagger +1 (1d4/19-20) or
    . . rapier +5 (1d6+3/18-20)
    Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
    --------------------
    Statistics
    --------------------
    Str 11, Dex 17, Con 14, Int 12, Wis 14, Cha 10
    Base Atk +1; CMB +1; CMD 14
    Feats Aquatic Combatant, Fencing Grace, Weapon Focus (rapier)
    Traits employee, fate's favored, regional influence: riddleport
    Skills Acrobatics +4, Bluff +1, Climb +1, Diplomacy +4, Perception +6, Profession (sailor) +9, Sleight of Hand +4, Swim +6; Racial Modifiers +2 Profession (sailor), +2 Swim
    Languages Aquan, Azlanti, Common
    SQ heart of the sea, inspired panache
    Combat Gear chain shirt, buckler, dagger, dagger, rapier, ioun torch ioun stone, holy symbol with flask of Cayden Cailean, wrist sheath, spring loaded (2),
    Other Gear compass, spell component pouch, 1 gp
    --------------------
    Special Abilities
    --------------------
    Aquatic Combatant +2 bonus on Swim checks; avoid normal penalties on melee attack rolls underwater.
    Fates Favored (Fait Trait) +1 to Luck bonuses.
    Fencing Grace Use Dexterity on rapier damage rolls
    Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long, +2 to swim and Profession (Sailor).
    Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
    Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
    Regional Influence: Riddleport (Regional Trait) +1 trait bonus to swim and Profession (Sailor)
    --------------------
    Deeds

    --------------------
    Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

    Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

    Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

    Blaudon the Annihilator, Herald of Rovagug
    Mule
    CE Medium animal
    Init +1; Senses low-light vision, scent; Perception +5
    --------------------
    Defense
    --------------------
    AC 11, touch 11, flat-footed 10 (+1 Dex)
    hp 13 (2d8+4)
    Fort +5, Ref +4, Will +0
    --------------------
    Offense
    --------------------
    Speed 40 ft. (30 ft. in armor)
    Melee machete -2 (1d6+1/19-20) or
    . . 2 hooves +2 (1d3+1)
    --------------------
    Statistics
    --------------------
    Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
    Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
    Feats Endurance, Run
    Skills Acrobatics -5 (-1 to jump with a running start), Perception +5, Survival +0 (+2 to avoid becoming lost)
    Equipment machete, adventurer's sash, ale (per gallon) (2), artificial gills, bedroll, blanket, box of fishing tackle (2 lb), canteen, canteen, chronicler's kit (worth 40 gp, 4.5 lb), coffee beans (worth 0.2 gp, 4 lb), coffee pot, compass, cooking kit (worth 3 gp, 16 lb), crowbar, fishing pole, simple (1 lb), folding pole, folding shovel, hammock, marlinspike, mead (per gallon) (2), mess kit, pack saddle, piton (4), sack, sack, shaving kit (worth 1.5 gp, 2.5 lb), silk rope (100 ft.), sledge, snuffbox, tin, soap, spell component pouch, tobacco (2), trail rations (7), underwater goggles, waterproof bag, waterproof bag, 6 gp, 4 sp, 9 cp
    --------------------
    Special Abilities
    --------------------
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
    Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

    Silver Crusade

    Braxton Horatio Wynters wrote:


    This has to be one of the most popular recruitment threads I've ever seen.

    Actually it seems like every Recruitment thread for a 1st Edition AP seems to attract a couple dozen applicants.


    5 people marked this as a favorite.

    Apologies for the delay, had a lot of good submissions to go over!

    With that being said, the second wave of colonists to the island will consist of:

    Dolgrin Briskalberd
    Ku'Hania
    Ankha Brushbender
    Braxton Horatio Wynters

    You four, report to the discussion thread, please.

    This group was hard to come to a decision on, and I'd like to thank everyone for applying! Feel free to keep an eye on the campaign if you wish, we may need replacements in the future.


    Congratulations to those chosen! Hope you all have a great time.

    Grand Lodge

    Congratulations! Have a great game!


    Hello!

    One of our members has had to take an extended break, and our group of colonists is looking for one more member! The current three members are a swashbuckler, a shaman, and a melee focused alchemist, so keep that in mind.

    You’ll be part of the second wave of colonists, and I’ll work with you on how you’d be joining the team. Original build rules are in use, with the single exception of being level 2. They just hit level 2, so still use starting gold. I look forward to all the applicants!

    Scarab Sages

    I'd like to apply, but I played book 1 in the past. I'd like to play the rest, and can keep my mouth shut for the first part.

    I would play an Elven Crossbowman Fighter.

    Crunch:

    Lesnesmon
    Male elf fighter (crossbowman) 2
    CG Medium humanoid (elf)
    Init 4; Senses low-light vision; Perception +3
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
    hp 20 (2d10+4)
    Fort 4, Ref 4, Will 1 (+1 vs. fear); +2 vs. enchantments
    Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Ranged heavy crossbow +6 (1d10 P/19+)
    --------------------
    Statistics
    --------------------
    Str 13, Dex 19, Con 12, Int 14, Wis 12, Cha 10
    Base Atk +2; CMB 3; CMD 17
    Feats Point-Blank Shot, Precise Shot, Rapid Reload
    Traits highlander (hills or mountains), reckless
    Skills Acrobatics +8, Climb +3, Knowledge (engineering) +7, Knowledge (nobility) +3, Linguistics +3, Perception +3, Stealth +8 (+10 in hilly or rocky areas), Survival +6, Swim +3; Racial Modifiers +2 Perception, highlander (hills or mountains)
    Languages Azlanti, Celestial, Common, Elven, Sylvan
    Combat Gear acid; Other Gear lamellar (leather) armor[UC], heavy crossbow, cold iron crossbow bolts (20), crossbow bolts (10), incendiary bolt (10), air bladder[UE], backpack, blanket[APG], flint and steel, mess kit[UE], pot, 1 gp, 2 sp, 10 cp
    --------------------
    Special Abilities
    --------------------
    Crossbow Training Reload proficient crossbows 1 step faster.
    Elven Immunities - Sleep
    Light against Darkness +1 to attack vs. outsiders with the demon subtype.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.

    If you're willing to consider me, I'll draw up a full background.


    I’m willing go consider just about any submission that fits! As long as you can separate your character knowledge from your player knowledge in game, I’m fine with it.


    Started a ruins game, but never got past the first few fights! I'll see what I can whip up.


    Interested. Looking into creating a full arcane caster. After looking at the player's guide, I'm currently thinking along the lines of an Aquatic Bloodline Sorcerer maybe with the Tattooed sorcerer archetype.


    I'm interested..

    Probably going to go with a Half-Elf Ice Chemist focused on Ranged Combat. This is the AP with the underwater combat in it eventually, right?


    Actually, GM of the Ruins, would you be fine with an Undine of a Small race? I have an idea brewing in my head.


    DM wrote:
    A slight warning/expansion on some of the advice from the Player's Guide. This is not Skull and Shackles, and while there will be some boat action, most of the adventuring involves being underwater. I have read the adventure and some advice for running it/making characters for it, and most of the deeper actual underwater parts do come later in the book. So, you should make sure to sort of future-proof your character for underwater combat and exploration. I know the temptation is strong to just make an aquatic waterbreathing race so as to eliminate that issue, but I won't accept you being an undine 'just because'. So be sure to emphasize character background and flavor over mechanical benefits.

    Gonna repost my comment from the beginning of the recruitment. I won’t disallow undine or characters that can breathe underwater eventually, but the flavor and background will have to be stronger to justify it. In other words, don’t pick undine just because you want to avoid that part of the challenge for this AP, make it make sense instead.


    GM of the Ruins wrote:
    DM wrote:
    A slight warning/expansion on some of the advice from the Player's Guide. This is not Skull and Shackles, and while there will be some boat action, most of the adventuring involves being underwater. I have read the adventure and some advice for running it/making characters for it, and most of the deeper actual underwater parts do come later in the book. So, you should make sure to sort of future-proof your character for underwater combat and exploration. I know the temptation is strong to just make an aquatic waterbreathing race so as to eliminate that issue, but I won't accept you being an undine 'just because'. So be sure to emphasize character background and flavor over mechanical benefits.
    Gonna repost my comment from the beginning of the recruitment. I won’t disallow undine or characters that can breathe underwater eventually, but the flavor and background will have to be stronger to justify it. In other words, don’t pick undine just because you want to avoid that part of the challenge for this AP, make it make sense instead.

    Yeah, I saw that, and plan on making sure the flavor and background are strong to compensate. I didn't really pick Undine with the intent of making underwater combat easier, had a few flavorful ideas in mind for the race. But still would like your opinions on Small planar scions, if that's okay?


    Is it fluff you want to be small for, or specifically the bonuses (and downsides) of being Small?


    It'd be entirely for the fluff of having a non-human be an Undine, that way the Plane of Water's influence can manifest in different ways than typical. It'd be a Ratfolk specifically. I don't really care for the benefits and downsides of being Small, otherwise I'd've gone for a small race instead of a half-elf for the first idea!


    If you want to flavor the undine as being ‘small’, without any of the size change bonuses, that’s fine with me.


    Alright, I'll be drafting up the wet ratfolk within this day or next! Look forward to seeing what everyone else comes up with!


    GM of the Ruins wrote:
    DM wrote:
    A slight warning/expansion on some of the advice from the Player's Guide. This is not Skull and Shackles, and while there will be some boat action, most of the adventuring involves being underwater. I have read the adventure and some advice for running it/making characters for it, and most of the deeper actual underwater parts do come later in the book. So, you should make sure to sort of future-proof your character for underwater combat and exploration. I know the temptation is strong to just make an aquatic waterbreathing race so as to eliminate that issue, but I won't accept you being an undine 'just because'. So be sure to emphasize character background and flavor over mechanical benefits.
    Gonna repost my comment from the beginning of the recruitment. I won’t disallow undine or characters that can breathe underwater eventually, but the flavor and background will have to be stronger to justify it. In other words, don’t pick undine just because you want to avoid that part of the challenge for this AP, make it make sense instead.

    My initial thought when I saw the "Ruins of Azlant", was some kind of Wizard interested in finding more about the lost knowledge and legendary magic of Azlant. It was the player's guide that made me wonder if I should go a different route (it doesn't even mention a Wizard in any class examples).

    Your comment has me wondering if I should return to my original wizard idea.


    A wizard would do perfectly fine! The group has an alchemist right now, so it would be nice to switch spells back and forth.


    tosses a wet rat at your feet

    Speaking of Alchemists! I hope this is enough background and flavour for your liking. I didn't make Rigi with the intent of being unmatched in underwater combat, it was all to have a humanoid axolotl make sense, and a Ratfolk seemed to make the most sense when combined with Undine. Her bombs still kinda flop in the water, she's not an aquachymist after all.

    But regardless, here's this wet rat of an Ice Chemist, Rigi "Rivulet" Leorara! Intended to be primarily a scout and a ranged bomber, as opposed to a melee alchemist (Undines and Ratfolk are both weak, it wouldn't work out well!)


    So, 2 melee, one of them a 6 arcane caster, one high cha one high wis and one high int yes?

    Ideas:

    Urban Skald or ranged bard (both of these are more dex based but it can be hard to cram in ranged combat in this build, also, underwated ranged combat is ehish).

    Magus

    Blaster sorceror


    Just popping in to say I'll likely pick someone Friday evening. Just so you have a timeframe!


    I wish everyone good luck!


    Looks like you guys might be a little light in the Skill department so I'm going to submit a Half elf (shoreborn) Bard (archaeologist)


    The player currently on a break is a bard, so I’m not sure how much overlap you’ll have when he gets back. Certainly feel free to submit one regardless, I won’t disqualify you because of that!

    Scarab Sages

    I'm a bit too busy, I'll withdrawn my expression of interest.


    I would like to resubmit my character from the previous campaign, given that arcane might is something that could be of use for the party.


    Here's my Submission Dakari Brightshore, Half elf Archaeologist Bard

    Dakari:

    Dakari Brightwave
    Male half-elf (Shoreborn) bard (archaeologist) 2 (Pathfinder RPG Ultimate Combat 32)
    CG Medium humanoid (elf, human)
    Init +2; Senses low-light vision; Perception +7
    --------------------
    Defense
    --------------------
    AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
    hp 14 (2d8+2)
    Fort +1, Ref +5, Will +2 (+2 trait bonus vs. charm and compulsion); +2 vs. enchantments
    Defensive Abilities uncanny dodge; Immune sleep
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee club +2 (1d6+1) or
    . . machete +2 (1d6+1/19-20) or
    . . rapier +2 (1d6+1/18-20)
    Ranged light crossbow +3 (1d8/19-20)
    Special Attacks archaeologist's luck 7 rounds/day (+1)
    Bard (Archaeologist) Spells Known (CL 2nd; concentration +5)
    . . 1st (3/day)—cure light wounds, detect secret doors, heightened awareness[ACG]
    . . 0 (at will)—detect magic, know direction, light, message, read magic
    --------------------
    Statistics
    --------------------
    Str 13, Dex 14, Con 12, Int 14, Wis 8, Cha 17
    Base Atk +1; CMB +2; CMD 14
    Feats Additional Traits
    Traits born to the water (ijo), child of two peoples, expert explorer, fate's favored, vagabond child (urban)
    Skills Acrobatics +6, Appraise +6, Bluff +7, Climb +5, Diplomacy +7, Disable Device +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (religion) +8, Linguistics +6, Perception +7, Spellcraft +7, Stealth +6, Survival +4, Swim +6, Use Magic Device +7; Racial Modifiers +2 Perception, +4 Swim, water child[APG]
    Languages Aklo, Aquan, Azlanti, Common, Elven, Polyglot
    SQ bardic knowledge +1, clever explorer +1, elf blood
    Combat Gear oil (5); Other Gear leather armor, club, crossbow bolts (20), light crossbow, machete, rapier, backpack, bedroll, blanket[APG], candle (2), chalk, crowbar, flint and steel, folding shovel[UE], grappling hook, hammer, hemp rope (50 ft.), hooded lantern, ink, inkpen, journal[UE], piton (4), sack (2), spell component pouch, thieves' tools, tindertwig (4), torch (2), whetstone, 16 gp, 2 sp, 8 cp
    --------------------
    Special Abilities
    --------------------
    Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
    Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
    Clever Explorer +1 (Ex) Half time to use disable device.
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
    Water Child You may always take 10 on Swim checks.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
    Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


    I'll work on his background later tonight and have it posted tomorrow morning.


    This is DarkNetwerk's submission so far (still a work in progress as I need to finalize which Thassilonian sin I want the rune focus to be associated with; two more spells known; one more feat; and equipment - personality, appearance & background are blank for now but will come from the 20 questions).

    20 Questions draft responses:

    1. What is your character’s name?
    Ellismus Rayne
    2. How old is your character?
    27
    3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
    Tall slim human with lightly bronzed skin, dark eyes above some reading spectacles, and close-cropped brown hair, including a pair of mutton chops. At a glance, he appears to dress relatively well, except for his old footwear which could be considered... comfortable... for lack of a better word.
    4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
    Ellismus is often paging through a book when not otherwise engaged. He seems personable enough, if generally quiet, but is less engaged and easily distracted when not discussing subjects in his domain of interest. Should the discussion turn to those however, he may wax into one of his treatises on the topic.
    5. Where was your character born? Where were you raised? By who?
    Ellismus never knew his biological parents who had either died or abandoned him. He was discovered by a family of halflings travelling across Varisia. These kind folk took the infant in to raise among their own.
    6. Who are your parents? Are they alive? What do they do for a living?
    His adoptive father was a collector of historical texts, and decided to give the child an Azlanti-sounding first name. Ellismus revelled in his father's books and the family's travel, as he grew up, learning new languages and wonderful new information from them, including inklings of some magical ability. When he came of age, his family sent him to the human colleges to continue to sate his love of learning.
    7. Do you have any other family or friends?
    In his halfling family, he has 2 sisters, 1 brother, and 15 cousins (some once or twice removed).
    8. What is your character’s marital status? Kids?
    Unmarried. No kids.
    9. What is your character’s alignment?
    Neutral. He is focused on information and magic.
    10. What is your character’s moral code?
    He tends to hold the discovery and preservation of knowledge and magic above all else, although he's never had to make a choice between that and the life of family or friends.
    11. Does your character have goals?
    Learn as much about the Azlanti and Thassilonian empires, particularly their magic.
    12. Is your character religious?
    Elissmus follows Nethys as a good with a similar outlook, rather than as a devotee of the god.
    13. What are your character’s personal beliefs?
    Lost information must be discovered and shared.
    14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
    Somewhat anti-social in that he's easily distracted or focusing on his own thoughts or reading but is optimistic about the potential for new discoveries
    15. Why does your character adventure? Why did your character accept the job?
    To learn more about Thassilon and Azlant, improve his grasp of magic.
    16. How does your character view his/her role as an adventurer?
    Historian first, wizard second
    17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
    No
    18. How does your character get along with others?
    Well enough. Doesn't tend to argue unless someone is clearly in error about a subject in his domain of knowledge.
    19. Is there anything that your character hates?
    The destruction (or purchase for private purposes) of ancient artefacts. They belong in a museum.
    20. Is there anything that your character fears?
    Forgetting important information about Azlant or Thassilon. This is why he is always reviewing his notes.

    It should get you a sense on where I'm going with this.


    Here is Asillia Jullulmer. I'll try and finish her sometime tonight.


    Dakari's Background:

    I was born a child of shore and sea. My father was a sea elf and my mother a fisherwoman of a Bonuwat tribe along Desperation Bay. I child of two worlds although I never felt at home in either. Wanderlust my mother called it. So, upon my 16th birthday I said goodbye to my mother, left my village, and never looked back.

    I sailed to Eleder where after several months of menial jobs I saved enough to travel to Absalom, The City at the Center of the World. It was there that I learned of the Pathfinder Society and its secretive missions to the far-flung corners of the world, which appealed to my wandering nature. After three years of mission after mission I began to chafe at the secretive, restrictive nature of the Decemvirate and so I left the Society behind and went freelance.

    It was during one of these commissions that I ended up in Almas in Andoran where I saw bills posted advertising the need for adventurers willing to sail to Arcadia to establish a colony on the deserted continent. After a lengthy and exhaustive recruitment process I was devastated to find that I hadn’t made the list for the first crossing to establish a colony there , but I was advised to stand by for the relief and resupply mission of the second crossing. So after cooling my heels in Almas for almost six months, I was ecstatic to receive notice that I was selected to join the second expedition.

    Now, after a 10-week crossing of the Arcadian Ocean, I find myself standing on the crowded deck of the Peregrine watching the fledgling colony fast approaching. Something in the back of my mind is niggling at my thoughts as I observe my new home. ”Where is everyone?” I think to myself as it registered that there was no one on the docks to meet the new arrivals. There was no one milling about the settlement and no smoke rising from the scattered huts. The entire settlement seemed abandoned, deserted, and the hackles on the back of my neck began to rise.

    GM of the Ruins, I looked over the absent player's Bard and there doesn't look like there would very much in the way of overlap when he returns. Dolgrin seems to be of a much more scholarly bent, where Dakari is a more Indiana Jones type of explorer.


    Gonna extend the recruitment window to the end of Monday, to give everyone plenty of opportunity to finish up their characters.


    Actually going to switch to submitting Numi. I know its last minute but the crunch part is finished and I'll try and finish the 20 questions before the end of day.

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