Ruins of Azlant: the wonderful journey!

Game Master bigrig107

Roll20 link
Map of the Colony
Map of the island
Aquatic combat rules
Loot Sheet


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Thank you all so much for your submissions, they were wonderful to read through!

With that said, Dakari Brightshore, report to the discussion thread and introduce yourself!


It appears another adventurer has lost themselves to the island, leaving us with only three. With that being the case, I'll be looking for two more players to join the expedition!

Same start build rules as before, but the group is now level 2 (close to 3 but they don't know that yet).

Group is currently composed of a melee-focused alchemist, a casting waves shaman, and a swashbuckler. So keep that in mind when choosing classes.

Going to repost my earlier comment from the first recruitment:

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.

I plan on keeping the recruiment open until this Saturday May 11th, I want to get the game up and running again quickly!


I'd be interested in joining with this character, though she's totally support and needs to be leveled back. The good news is that she'd be easy to incorporate into the storyline, being the daughter of colonist Perrell Beys.

I've previously gamed on these boards with Mark and Crisischild, so maybe they could vouch for me.

EDIT: Just noticed she has trapfinding as well, if the party needs someone with that skill.

Sovereign Court

I wish to present Jabari Kybwa'ka, CG Human Ranger (Tidal Hunter) 2 for consideration!

Jabari Kybwa'ka:

Male Human Ranger (Tidal Hunter) 2
CG Medium humanoid (human)

Init +6; Senses Darkvision 10', Low Light Vision, Scent, Perception +7 (+15 if scent-based)

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 18 (2d10+2)
Fort +4, Ref +7, Will +2

OFFENSE
Speed 30 ft.
Melee -
Ranged Mighty [+1] Composite Longbow +6 (1d8+1; 20/x3; Piercing)

STATISTICS
Str 12, Dex 18, Con 12, Int 11, Wis 14, Cha 10

Base Atk +2; CMB +3; CMD 17

Feats Point Blank Shot, Precise Shot

Skills Craft(Bows) +5, Diplomacy +6, Knowledge(History) +6, Knowledge(Local) +6, Perception +7, Survival +7, Swim +5, Use Magic Device +6

Traits: Reactionary, World Traveller (Diplomacy), Azlanti Scholar

Languages: Common, Azlanti

FC Bonus: +2 skill ranks to Animal Companion

Combat Gear:
Mighty [+1] Composite Longbow (200gp), Studded Leather (25gp), Durable Cold Iron Arrow x20 (40gp), Durable Alchemical Silver Arrow x10 (30gp)

Other Gear:
Backpack (2gp), Belt Pouch (1gp), Flint and Steel (1gp), Bedroll (0.1gp), Hammer (0.5gp), Piton x4 (0.4gp)

SPECIAL ABILITIES
Eye For Talent (Replaces Human Bonus Feat)
Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.

Draconic Heritage (Replaces Skilled)
At times, a human’s family history can have a dragon’s power bound to the bloodline. Humans with this trait gain darkvision with a range of 10 feet and low-light vision. They can also ignore the Charisma prerequisite for Eldritch HeritageAPG and any feat that has Eldritch Heritage as a prerequisite, but can select only the draconic bloodline with these feats. This replaces the bonus skill rank humans receive at each level.

Favored Enemy (Aberrations):
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Waterborn (Su):
A tidal hunter can breathe water for up to 10 minutes per ranger level each day. At 6th level, he can breathe underwater indefinitely.

This replaces wild empathy and the 6th-level combat style feat.

Keen Scent (Ex):
A tidal hunter gains scent, as per the universal monster rule. At 12th level, while in water, the tidal hunter can detect particularly strong or distinct odors (such as blood) up to 1 mile away.

This replaces track and camouflage.

Questions Answered:

1. What is your character’s name?
Jabari Kybwa'ka

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)?
Human male.
Tanned, olive colored skin, short-cropped brunette hair, tall with a wiry build, sea-green eyes with flecks of white, like sea foam.
Bow in hand, with a backpack and several quivers of arrows.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
His accent wanders all over the place, and he has a tendency to use slang and idioms from across the Inner Sea region.

5. Where was your character born? Where were you raised? By who?
Jabari was born in Osirion, but that is only because his parents were passing through there at the time. He was 'raised' on the seaways and highways of the Inner Sea region.

6. Who are your parents? Are they alive? What do they do for a living?
Jabari's parents are a Taldan explorer and her Bonuwat husband, both of whom have a keen interest in history, exploration, and seeing new things, and a recidivist's incapability to stay in one place for long.

Both of them are still alive, although it has been over a year since Jabari last saw them; last he heard, they were down in Sargava.

7. Do you have any other family or friends?
Jabari has an uncle in Almas (who runs a dredging company), with whom he stayed for a few days whilst he waited for the expedition to leave.

Jabari understands that he also has family in the Shackles (on his father's side), but he has never met them.

8. What is your character’s marital status? Kids?
Single

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

10. What is your character’s moral code?
Everyone has the right to choose their own path - as long as that path does not involve tampering with the choices of others.

11. Does your character have goals?
To find enough worthy materials that he can open a museum of Azlanti History - although it will be mostly a vanity project, rather than a source of income; Jabari has inherited his parents' wanderlust, and has no intention of settling down properly as long as there is still breath left in his body. Having a home base to return to occasionally, however, would be comforting.

12. Is your character religious?
Not especially - apart from the occasional muttered prayer to Desna when starting a new journey, or Gozreh when heading out to sea. However, he still *respects* the Gods as Platonic concepts

13. What are your character’s personal beliefs?
The road goes ever, ever on - and each step is the beginning of a new journey!

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Generally friendly, although he has a tendency to get overly-excited when encountering new historical information

15. Why does your character adventure? Why did your character accept the job?
To learn more about Ancient Azlant, discover forgotten histories, and experience never-before-encountered thrills! After all, a trip to the ruins of Azlant is a once-in-a-lifetime opportunity!

16. How does your character view his/her role as an adventurer?
Ranged support, with a sideline in tracking, diplomacy, and interpreting historical records.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
A scar from the tip of his left eyebrow, down the side of his cheek - a 'parting gift' from a reefclaw that he encountered in his youth.

18. How does your character get along with others?
Well enough - provided that they don't try to cram their beliefs or prejudices down his throat.

19. Is there anything that your character hates?
Cheese - not as a cooking ingredient, but in isolation (e.g. a cheese platter); Jabari is pretty open-minded when it comes to food, but there is something about cold cheese that just makes him want to hurl.

20. Is there anything that your character fears?
Although he would not admit it, Jabari never entirely got over the encounter with a reefclaw that scarred him as a child...


Here are my answers to the Character Questionnaire.

All About Becky Beys:

1. What is your character’s name? Rebecca “Becky” Beys
2. How old is your character? 16. She’s still a kid in many respects.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? 5’4”, 111 lbs., pale skin, green eyes, strawberry blonde hair, a younger version of her mom, Perrell. The most notable equipment on her would be the unused masterwork studded leather armor darkwood buckler (I misremembered) she bought for the expedition with the extra funds from her Employee campaign trait.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Becky’s a walking contradiction. She’s shy until she starts talking about a subject that interests her; then she’ll ramble on for an hour. She’ll be meek and a good follower until there’s a chance to lead and prove her worth (at which point she becomes confident in her smarts and general common sense). She has a tendency to be an insufferable know-it-all.
5. Where was your character born? Where were you raised? By who? Almas, Andoran, for all her life. She was raised mostly by her mother.
6. Who are your parents? Are they alive? What do they do for a living? Her mom, Perrell, is on the expedition. Not sure what’s up with her father; I sort of assumed that most of her life, Becky’s been raised by a single mom.
7. Do you have any other family or friends? In the previous “Ruins of Azlant” campaign Becky was in, Medrinnah Harleau was her BFF and partner-in-mischief. I assume she’s got relatives back in Andoran.
8. What is your character’s marital status? Kids? Becky’s a kid herself. (But don’t tell her that!)
9. What is your character’s alignment? Neutral, with a tendency toward good. She’s a scholar and student first (and gaining knowledge requires an open mind and general neutrality, at least in her mind).
10. What is your character’s moral code? She’s generally a team player who wants the settlement to succeed and flourish. When there’s knowledge to be gleaned or secrets to be uncovered, however, she can be selfish and prone to breaking the rules.
11. Does your character have goals? Learn everything she possibly can and one day replace Ramona as the colony’s leader.
12. Is your character religious? Heck no!
13. What are your character’s personal beliefs? Knowledge is power. Wealth can be power. Everyone must contribute to the greater good of the settlement in some manner or another.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Her voice gets shrill and squeaky when she’s excited or upset. Otherwise, she’s your typical, occasionally moody, teenaged girl.
15. Why does your character adventure? Why did your character accept the job? The short answer is: for knowledge. She also has a more adventurous (some might even say ‘reckless’) spirit than her mother, and discovering the wonders of ancient Azlant fascinates her.
16. How does your character view his/her role as an adventurer? She knows she’s awful in a fight but can be useful by providing timely aid and support to her comrades. She’s also a secondary healer, but Becky feels she’ll shine as a dispenser of the knowledge she’s gained from a (thus far) scholarly, book-learning lifetime of preparation to go to Talmandor’s Bounty.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Not really, other than looking like a younger version of her mother.
18. How does your character get along with others? She’s easygoing unless she’s treated as a kid. Then she can get a bit ornery.
19. Is there anything that your character hates? Being treated like a kid.
20. Is there anything that your character fears? She’s heard tales about how skum reproduce and is terrified of somehow falling into their clutches. (Not sure if those creatures have appeared yet in the campaign.)


1 person marked this as a favorite.
Becky Beys wrote:

I'd be interested in joining with this character, though she's totally support and needs to be leveled back. The good news is that she'd be easy to incorporate into the storyline, being the daughter of colonist Perrell Beys.

I've previously gamed on these boards with Mark and Crisischild, so maybe they could vouch for me.

EDIT: Just noticed she has trapfinding as well, if the party needs someone with that skill.

Sure just abandon us! :(

(Just kidding!)


Ideas:

Human Spell warrior going down the totem line with the water totem, eventually makes the party able to have freedom of movement, as long as she keeps performing.

Hands out some enchantment boni before that, can fight ok in melee.

Background:

Solveig Svartdottir Kellid refugee from the worldwound, specifically the lakes lost to the sun.
When the demons invaded Sarkoris, her clan fought bravely, but was beaten back.
In their desperation, they offered fealty to Ragadan the world serpent, knowing that he was unlikely to be friendly to the demons, and knowing that there was a portal to the first world under the lake. Ragadan accepted, and, to his credit, his fae fought alongside the kellids and gave the demon invaders a run for their money.
She was send as a "tribute" to the first world, from which she returned after some days in which she performed for the fae, only to find that decades have passed in Golarion, that the demons have overrun more of Sarkoris, and that the 3rd crusade (not demons, crusaders) have burned her family at the stake for worshipping a chaotic evil entity (which Ragadahn is). Being completely alone, she fled. Andoran was far kinder to her, and the thought of starting a completely new life, on a different continent from both the Mendevian inquisition and the worldwound demons, has much appeal.

I need to come up with a way to perform underwater, dance would work, but its not available for skalds versatile performance wise. Probably percussion, as underwater drums should work. Props if she ever gets to perform with a whale. That would be awesome.

She may or may not also be intended as a long term prank by Ragadan on the main enemies of this adventure path.


Talath Na'El wrote:


Sure just abandon us! :(
(Just kidding!)

I haven't given up all hope that our old game will restart at some point: I'll be making a new alias if Becky makes it into this game and keep her current one as is.

Besides, one of the three current PCs in this game is using the same avatar as Becky, so I'd have to change things up a bit anyways.


Quick draft,

are we at starting wealth or wealth by level for level 2?

Solveig Svartdottir:

Female Human Skald (Spell warrior) 2
Cn Medium humanoid (human)

Init +2; Darkvision 60', Perception +3
DEFENSE
AC 18, touch 16, flat-footed 12 (+6 armor, +2 Dex)
hp 17 (2d8+4)
Fort +4, Ref +2, Will +2 (+3 vs charm and compulsion, +1 vs mind effecting)

OFFENSE
Speed 20 ft.
Melee Bardiche +4 d10+4

STATISTICS
Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 14

Base Atk +1; CMB +4; CMD 16

Feats Lingering performance; Combat reflexes

Skills Linguistics +4, Diplomacy +6, Bluff +6, UMD +6, Perception +3, kn planes +5 spellcraft +4, several kn skill the party is lacking +5

Traits: Eagle knight recruit,
extremely fashionable (Solveig wears a curious mix of Kellid and Fae fashion styles),
Irrepressible

Languages: Common, Abyssal, Sylvan

FC Bonus:+2 spells known (2 cantrips)

Combat Gear:
Breastplate (eagle knight recruit trait)
Bardiche (eagle knight recruit trait)
Rest is pending a question

Other Gear:

SPECIAL ABILITIES
Dimdweller (replaces skilled)
Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Source PZO9466

Darkvision is surprisingly common close to the worldwound. A strong selections exists to not be suspectible to demon night attack tactics.

Improved Counterspell

Weapon Song

personal ethics reasonable CN edition:

My pack is me, I am my pack. I will deal with fairly with those close to me, and divide resources justly. I am not obliged to offer my life for them, but I will strive to save them, even if it imperils my own survival.

To do violence is to please the both the serpent who guards the world and the lord in iron. To do violence for no reason is to insult both.

The laws of others I follow if I deem it appropriate.

All Fae eldest value creativity, I will seek unusual solutions, but not insane ones.

I shall accept surrender if it is offered

20 questions:

1. What is your character’s name?
Solveig Svartdottir

2. How old is your character?
biologically speaking 28

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Human female.
Pale skin, blond, almost white hair, several polearms and heavy looking weapons.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Kellid accent mixed with the singsong of the Fae.
Swears in Abyssal during battle. Uses Sylvan for songs.

5. Where was your character born? Where were you raised? By who?
Solveig was born close to the lakes lost to the sun in Sarkoris. She was raised communally, as her father died from complications of biting a Ghibrileth demon. She was offered as a ward to Ragadan, as part of a tribute giving ritual.

6. Who are your parents? Are they alive? What do they do for a living?
Svarte Stridson, her father was a powerful Kellid warrior and a champion of her village. Her mother, Aesilde Skuggadottir was orphaned during the war, but taken in by Svarte, who was a fairly loving father.

Both of them are presumed dead, as Solveig, while only a few weeks passed for her, spent several decades in the fae realm.

7. Do you have any other family or friends?
Currently not, although this may be changed

8. What is your character’s marital status? Kids?
Single

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

10. What is your character’s moral code?
Written above

11. Does your character have goals?
To found a refugee for exiles, far away from either demons and hard hearted inquisitors.

12. Is your character religious?
Polytheistic, she mostly pledges to Gorrum, especially before battle, but still holds Ragadan in a degree of regard. While chaotic evil, the world serpent has done much for her tribe, and her treatment was not bad or cruel.
She strongly dislikes Iomedae.

13. What are your character’s personal beliefs?
Fates weaves as it wills, but its will is not known. Only by standing up for yourself you can known and find your true faith.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
She has a chip or two over her shoulder, she is quite charismatic, but also quick to anger. Hypocrisy drives her nuts

15. Why does your character adventure? Why did your character accept the job?
To build and protect a new home

16. How does your character view his/her role as an adventurer?
Frontline support, with a sidetrack in lore and knowledge.

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
She has serpentine tatoos around several of her bodyparts, including her arms.

18. How does your character get along with others?
Teamplayer, unless with inquisitors.

19. Is there anything that your character hates?
Isolation.

20. Is there anything that your character fears?
She fears stakes and fire.


2 people marked this as a favorite.
Quote:
are we at starting wealth or wealth by level for level 2?

WBL for 2 is fine, they have a bit of treasure being sold soon-ish.

Very excited with the interest!


Working on Valleria, a halfling cavalier riding a capybara.

Going with this idea because I found an amazingly inspiring art, but let me know if you find it too silly.

Grand Lodge

Wpuld a Kineticist count? Looking at an Undine or Gnome Kineticist.


I also have an undine kineticist, which I've written up here: Ommerra.

Summary:
I'm submitting an Azlanti water princess, born long long ago to a mysterious outsider that for many eons has kept her safely hidden deep beneath the waves. Recently, she was released to return to the surface, literally a fish-out-of-water story. Because of her unusual heritage, she carries strong magic in her blood, and she can summon and control the element of water, commanding it to give succor and life or chilly buffeting death.

Player Questions:

1. What is your character’s name?
Her parents call her "Ommerra," or sometimes "Ommerra Beachcomber" after their profession/hobby. They decided this was the girl's name when they found her and taught her to speak Common.

2. How old is your character?
She looks like she is in her early twenties, and ten years ago she looked like she was in her early teens, but she is probably far, far older.

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Ommerra appears to be a small human woman, with pale skin, red hair, shockingly purple eyes, delicate bones, and no visible weapons or spellcasting components. She wears a shiny mail shirt but no helmet, and her long locks spill down her shoulders and back like they have never been cut.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
She speaks Common with a slight accent, as if it is not her native language. She is also a bit unsteady on her feet when on land, indicating that she is more at home in the water.

5. Where was your character born? Where were you raised? By who?
She was born deep underwater and kept protected by a mysterious extraplanar figure. Her earliest memories of being on land involve her laying on the sand of southern Andoran gasping before she was found by her adoptive parents.

6. Who are your parents? Are they alive? What do they do for a living?
Her parents were older, with no children of their own. They traded merchandise and scavenged the beaches for treasures washed up from shipwrecks. They died recently, three years ago.

7. Do you have any other family or friends?
Her familiar Arial came to her soon after her parents passed, perhaps because she so sorely needed a companion. He is a seabird born of her imagination, and all of the esoteric knowledge that she has collected over the years of beachcombing and reading old tomes has taken residence in his mind instead of hers.

8. What is your character’s marital status? Kids?
Single, no kids.

9. What is your character’s alignment?
Her parents raised her to do good, though their somewhat chaotic existence did not set a very lawful example for her. She is neutral good.

10. What is your character’s moral code?
She believes in looking out for family and friends, and supporting her community in turn. She is generally empathetic, and cares about helping those who do wrong to come to the correct path.

11. Does your character have goals?
Yes, she wants to discover as much as she can about Azlant in the hopes of discovering her own history.

12. Is your character religious?
Not particularly.

13. What are your character’s personal beliefs?
She believes she has some deep and mystic connection to Azlant, though she does not know exactly what it is. She also believes it is her duty to share her lifewater with other worthy members of her community.

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
She apologizes a great deal, she can't help it. She is very giving and hopeful about the future. She is also extremely loyal, to the point of glomming onto others that she thinks is her friend (since she cannot recall ever having friends as a child).

15. Why does your character adventure? Why did your character accept the job?
She is hungry for knowledge and protective of her friends.

16. How does your character view his/her role as an adventurer?
She is a protector and a scholar. (Mechanically, she's mostly a blaster, though she is also sort of a healer, especially as her oracle and sorcerer abilities mature, but it won't be reliable healing until around level 10.)

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
It is difficult to spot, but she has two slits in her lower neck that look like they may have been gills, but they have mostly healed over.

18. How does your character get along with others?
She tries very hard, though her social skills are not the best.

19. Is there anything that your character hates?
She doesn't like red meat, preferring to eat vegetables or fish when she has a choice. She also is strangely triggered by mind control magic.

20. Is there anything that your character fears?
Along those same lines, she has a visceral fear of deep sea creatures that control others with mind powers.

Dark Archive

I would like to submit

Uwe von Roth:

-------------------
Male Peri-blooded Aasimar Arcanist (Unlettered Arcanist) 2
NG Medium Outsider (Native)
Init +4 ; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 Natural Armor)
hp: (2d6+4 Con +2 FC)
Fort +2, Ref +2, Will +3
Defensive Abilities: acid resistance 5, cold resistance 5, and electricity resistance 5.
--------------------
Offense
--------------------
Speed: 30 Ft
Melee: Walking Stick (Club) +1 (d6; x2)
Ranged: Ray +3 [See Spell]
Special Attacks: Spell Like Ability 1/Day - Corruption Resistance;
Spells (CL 2; Concentration +7)
Level 0 (-) : [5] Detect Magic, Guidance, Read Magic, Stabilize, Touch of Fatigue
Level 1 (4/4): [2] Ear Piercing Scream, Ray of Enfeeblement
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 16
Base Atk +1 ; CMB +1; CMD 13

Racial Abilities:
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
True Speaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Crusading Magic: Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Class Abilities:
Familiar: An unlettered arcanist does not keep a spellbook. Instead, she gains a familiar in which she stores her spells as a witch does, though she does not gain a witch’s patron. Treat her arcanist level as her witch level for determining the abilities and benefits granted by the familiar. Anything that would allow an unlettered arcanist to add spells to her spellbook allows her to add spells to her familiar instead.
This ability replaces spellbooks.

Witch Spells: An unlettered arcanist follows a different arcane tradition. She uses the witch spell list instead of the wizard/sorcerer spell list.
This ability alters the spells class feature.
Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
-Armored Mask: By expending 1 point from her arcane reservoir as a standard action, the arcanist grants herself an effective illusion of armor.
She gains the benefits of mage armor with a caster level that’s equal to her arcanist level and appears to be wearing light or medium armor of whatever design she chooses when activating this ability. At any time while this effect is active, she can expend 1 additional point from her arcane reservoir as an immediate action to also gain the benefits of shield of faith with a caster level equal to her arcanist level.
-Flame Arc: The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.
Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Traits
Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Reactionary: You gain a +2 trait bonus on initiative checks.
Azlanti Scholar (campaign): Your interactions with the elves of the Mordant Spire have taught you much about Azlanti artifacts, and you now share the Mordant Spire elves’ fascination with these relics. You gain Azlanti as a bonus language, and you gain a +2 trait bonus on Appraise and Use Magic Device checks when attempting to identify or use authentic Azlanti artifacts.

Feats:
Extra Arcanist Exploit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.
Extra Reservoir: You gain three more points in your arcane reservoir, and the maximum number of points in your arcane reservoir increases

Skills: Appraise +3 (5) [0], Knowledge: Arcana +8 [2], Knowledge [Dungeoneering] +8 [2], Knowledge: Engineering (B) +7 [1], Knowledge : Geography +4 [], Knowledge: History (B) +7 [1], Knowledge : Nature +9 [2], Knowledge: Planes +9 [1], Knowledge: Religion +7 [1], Linguistics (B) +10 [2], Sense Motive +2 [], Spellcraft +7 [1], Use Magic Device +7 (9) [1]

Languages: Common, Celestial, Draconic, Sylvan, Elven, Aquan, Thessilonian, Undercommon, Varisian

Combat Gear: Club

Gold: 975 Silver: 4 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp
Spell Component Pouch 1/1 2 5 gp

Total Weight lbs lbs light or less/ medium / heavy
—--------------------------------------------------------------------

Bush:

N Diminutive plant
Init –1; Senses blindsight 30 ft.; Perception –2
DEFENSE
AC 16, touch 13, flat-footed 16 (–1 Dex, +3 (2) natural, +4 size)
hp 7 (1d8+1)
Fort +3, Ref –1, Will 0 [Familiar base =2, 2, 0 so Will is based on Crastor)
Defensive Abilities self-petrification, toxic secretion; Improved Evasion, Share Spells, Empathic Link Immune plant traits
OFFENSE
Speed 20 ft.
Melee slam +0 (1d2–4)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 9, Con 13, Int 6, Wis 6, Cha 9
Base Atk +1(0); CMB –4(-5); CMD 2 (1)
Skills: Diplomacy +0 [1], Perception +2 [1], Ride +3 [1], Sense Motive +2 [1]
SPECIAL ABILITIES
Self-Petrification (Ex)
A petrifern can petrify itself as a standard action in order to defend itself from predators. When it does so, the petrifern’s natural armor bonus to AC increases by 5, it gains resistance 10 to cold and fire, and it can take 20 on Stealth checks to appear as a sprout or fallen tree branch. While petrified, the petrifern can’t move or take any actions. A petrifern can remain petrified indefinitely, and it can cease its petrification as a standard action.
Toxic Secretion (Ex)
Petriferns secrete a bitter toxin meant to make them distasteful to predators. Once per day when a creature touches a petrifern, the plant can release its toxin, causing the attacker to become sickened for 1d4 rounds if it fails a DC 11 Fortitude saving throw. The save DC is Constitution-based.

Master Class Level
Natural Armor Adj.
Intelligence
Special
1st–2nd
+1
6
Alertness, improved evasion, share spells, empathic link
3rd–4th
+2
7
Deliver touch spells
5th–6th
+3
8
Speak with master
7th–8th
+4
9
Speak with animals of its kind
9th–10th
+5
10

11th–12th
+6
11
Spell resistance
13th–14th
+7
12
Scry on familiar
15th–16th
+8
13

17th–18th
+9
14

19th–20th
+10
15


Background:

Uwe was born to a merchant family in the Ironbound Archipelago. He was trained by various tutors in a small town where his father had set up a shop that was largely operated by his mother. This meant that he spent most of his time alone or with tutors. Although he was good at learning from the various books that his tutors shared with him, his greatest learning came from interacting with a petrifern that he became connected to as his familiar. His parents thought the creature was just a toy he came up with as the petrifern remained frozen while around others. But in reality, Bush was communicating with him and teaching him how to access arcane powers that could be used to protect Uwe, Bush and Uwe’s family.
When Uwe came of age he signed to the trip to Ancorato to create a new trading branch for his family’s business.

Background Questions:

These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name? Uwe von Roth
2. How old is your character? 19.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Uwe is a thin male Aasamir with blue eyes that glow lightly showing his celestial heritage. He has a thin Amish beard that he keeps trimmed. He has a cane that he carries everyone and uses as a club as needed.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Uwe is an intelligent being who is vociferous about learning new things and happy to share his information. When he is nervous he taps his index finger against his cane.
5. Where was your character born? Where were you raised? By who? Uwe was born on one of the minor islands of the Ironbound Archpelago. His father was an Aasamir merchant, also named Uwe, who traveled to the island to represent his trade company and his mother was a member of the Linnorm King tribes named Thira. He was mainly raised by his mother as his father traveled among the different islands. Thira saw that Uwe was taught by excellent tutors that instructed him in numerous academic fields.
6. Who are your parents? Are they alive? What do they do for a living? Uwe’s parents are named Uwe and Thira. Uwe’s dad is a merchant who spends most of his time traveling among the inhabited islands of the Ironbound Archipelago. Thira runs the shop that is on the first level of their house.
7. Do you have any other family or friends? Uwe’s mom has two brothers. Opir and Halgrim. Halgrim is single and works at the local stables. Opir is a hired hand among several of the local farms as they need work. He is married and has a daughter named Hestrig.
8. What is your character’s marital status? Kids? Uwe is single and has no kids. He has recently completed his education and is looking to create some business prospects before marrying and having a family.
9. What is your character’s alignment? NG.
10. What is your character’s moral code? Uwe believes that working together leads to the best results. He believes that as long as everyone works to create the greatest good for each other, business will prosper and people will all benefit.
11. Does your character have goals? He wants to create business partners in different places and carry on as a merchant as his father did before him.
12. Is your character religious? No.
13. What are your character’s personal beliefs? Uwe believes in education and that everyone can offer something to the community which can enhance everyone’s life.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? Uwe is optimistic and a book worm as he seeks more knowledge or information that might enhance his business opportunities.
15. Why does your character adventure? Why did your character accept the job? He is looking to set up partnerships in different islands that can benefit his family business or allow him to create his own trading company.
16. How does your character view his/her role as an adventurer? He believes it is an opportunity to learn new information and find new opportunities to future success.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? He has glowing blue eyes.
18. How does your character get along with others? Uwe is a charismatic young man with an optimistic view of cooperation and the future. He tends to get along with people and works to try and make friends.
19. Is there anything that your character hates? Uwe does not like to ride mounts. He finds them to be generally dangerous from an incident when he was young and a horse became spooked near him and threw him off. Uwe took only minor wounds from the fall, but it left a mental scar on him. He prefers to stay in boats, carts or walking some distance from large animals.
20. Is there anything that your character fears? Uwe fears falling from his experience being thrown from a horse and prefers not to climb if possible.

I am not sure how you are doing HPs so I did not fill that in, but everything else should be good to go.


What does the party look like currently?

RPG Superstar 2015 Top 8

I am interested. However, to be fully transparent, I helped edit books 2 and 4 of this adventure path. That was awhile ago and I barely remember them, but technically I am spoiled regarding certain sections of the adventure, so want to check to be sure it is okay if I apply.


Violant wrote:
What does the party look like currently?
GM wrote:
Group is currently composed of a melee-focused alchemist, a casting waves shaman, and a swashbuckler. So keep that in mind when choosing classes.
DeathQuaker wrote:
so want to check to be sure it is okay if I apply.

As long as you can keep player and character knowledge separate, I’m okay with you applying!

RPG Superstar 2015 Top 8

GM of the Ruins wrote:


DeathQuaker wrote:
so want to check to be sure it is okay if I apply.
As long as you can keep player and character knowledge separate, I’m okay with you applying!

I can do that!

Two more questions:
1) Starting (level 1) gear, WBL for level 2, or something in between?
2) Where roughly would the new PC meet the party, for the purpose of putting them in the right place in their background?


WBL for level 2, they’ve accumulated some treasure.

And you’d either be a member of Ramona’s (leader of the expedition) crew or from the group of colonists. Not really planning too much on intros beyond “I’m here to help”, but can work with that.


WIP submission here, my chosen intro is "I got a really bad case of some type of fever and was out of comission for the initial exploration. Thanfully I got better!"


I will like to resubmit my character Lily Le from the first page into the adventure.I will need a bit of time to convert her to 2nd level.


I actually renamed the alias that I used when I submitted N'amor this time last year, but there is already a lot of interest. There would probably have to be given that the first round draft was 20-25% of the total submissions. Maybe I will give him another shot.

GM-R, when did you want to close submissions?


Resubmitting this renamed rat (rename inspired by a PC in one of my current campaigns). Even if she's a ratfolk-flavored Undine, she only gets some swim speed out of it. She's actually fairly miserable at underwater combat until she can get a discovery or two (one that lets her bomb underwater, and the other that lets her breath weapon) to help her out.


Evindyl wrote:

I actually renamed the alias that I used when I submitted N'amor this time last year, but there is already a lot of interest. There would probably have to be given that the first round draft was 20-25% of the total submissions. Maybe I will give him another shot.

GM-R, when did you want to close submissions?

GM of the Ruins wrote:


I plan on keeping the recruiment open until this Saturday May 11th, I want to get the game up and running again quickly!


1 person marked this as a favorite.

Then perhaps a sea smurf ...



LOL sorry, I still love that

Dark Archive

I left off the spells know for Uwe. Here they are.

Uwe von Roth's Spells Known:

Level 0- All Witch Spells
Level 1- Air Bubble, Comprehend Languages, Ear Piercing Scream, Enlarge Person, Nereid’s Grace, Ray of Enfeeblement, Remove Sickness, Snowball

Dark Archive

This is Bralmic, or Shark Boi as I have been affectionately calling him during creation. Willing to write a more in depth background if chosen for the campaign, figured I'd just start with the questions for now though

Bralmic Savageheart:

Neutral Medium Skinwalker (seascarred) Druid (shark shaman) 2;

Init:+2 ; Senses: Perception: +10

Defense:

AC: 17, touch: 12, flat-footed: 15

Hp: 2d8+4 (+6 when shifted)

Fort: 4(5 when shifted), Ref: 2, Will: 6

Armor:MW Lamellar (horn): AC:+5 MaxDex:+3 Penalty:3 W:30lbs

Offense:

Speed: 20 ft. land, 20ft swim (when shifted)

Melee: MW Short Spear: to hit:+5 dmg:1d6+3

Spells known (CL 2; concentration +6, spell DC 13 (DC 14 Conjuration)

1st (3/day)- 3 known

0th (at will). 4 known

Domain Spells: See list here and Here

Base Atk: +1; CMB: +4; CMD: 16

Stats:

Str: 16, Dex: 14, Con: 12(14 when shifted), Int: 8, Wis: 16, Cha: 8

Feats:

Spell Focus (Conjuration): +1 DC to all saving throws for Conjuration Spells

Traits:

Athletic (campaign)

Sharkchild (race)

Deepsea Native (regional)

Class Features:

Racial Features:

Change Shape

Low-light vision

Spell-like ability

Were-shark kin

Skills:

Climb +5; Heal +7; (bg) Knowledge (nature) +6; Perception +10; (bg) Profession (Sailor) +8; Swim +9;

Equipment:

2x Paper, underwater (sheet and transparent film); 2x Potion of Cure light wounds; 2x Potion of Endure elements; 2x Potion of Shield of faith +2; 6x Sureseal bladder (potion); 14x Rations, trail; Backpack, masterwork; Pen, underwater; Silk rope, 50ft; Grappling Hook; Underwater compass; Waterskin;

Pp: 0 Gp: 6 Sp: 4 Cp: 0

Carrying capacity: 76lbs (86lbs with mw backpack)

Background Questions:

1. What is your character’s name?

Bralmic Savageheart

2. How old is your character?

23

3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?

6ft tall, 200lbs, Broad and muscular, Skin bronzed as if having spent many hours under the sun but also surprisingly smooth and hairless for a man of his profession. With piercing blue eyes and an angular jawline. He is tattooed with what looks like tribal tattoos up one side of his body and scars on his non dominant side as well as a scar beside his right eye and across his nose. His race not entirely evident looking good 95% human but with skin smooth enough, other than his scars, that you wouldn't be entirely sure if something else was mixed in. Wearing lamellar style armor made of horn and a Spear across his back, he makes for an Intimidating sight.

4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?

Upon meeting him you would notice he is a bit gruff and short spoken, but has a fierce determination when he says he will do something.

5. Where was your character born? Where were you raised? By who?

He was born in a small coastal village in the andoran country, raised by a single human mother in the same village

6. Who are your parents? Are they alive? What do they do for a living?

His mother was a simple seamstress and his father was a pirate, he was born of a raid in there village. Both parents are alive

7. Do you have any other family or friends?

Having an uncle and aunt as well as cousins in the same village, and friends with the fishermen at the docks, especially the captains

8. What is your character’s marital status? Kids?

Currently unmarried and without any (known) children

9. What is your character’s alignment? He is Neutral

10. What is your character’s moral code? His moral code is a bit skewed, mostly looking out for himself, no matter the means. Growing without a father made him learn to fend for himself early

11. Does your character have goals?

His goal is to establish a place to call his own to lord over and form his own family cla

12. Is your character religious?

Unreligious but believes in nature and the nature of war itself

13. What are your character’s personal beliefs?

He believes that he is of noble blood, having run into his own kind elsewhere during his mercenary travels across the sea, which is what pushes his goal as he believes it is his right to be a lord eventually

14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)

He is a bit anti-social, his nature to keep his words short can be off putting as well as his natural arrogance that has developed

15. Why does your character adventure? Why did your character accept the job?

He adventures as a mercenary to gain the skills to establish/take over his own land as well as to line his pockets. He took this job as it seemed to be an opportunity to possibly achieve his goal and if not at least he is getting payed

16. How does your character view his/her role as an adventurer? He views his role as an adventurer as a combat supporter, using his spells to support himself and his crew, while he fights up close and personal with his natural gifts and Spear

17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?

He has tattoos on his right arm and chest and scars across is other arm and 2 on his face

18. How does your character get along with others?

He can be hard to get to know but if you prove to have his back he will have yours, so long as you don't oppose his goals

19. Is there anything that your character hates?

He has a natural hatred towards pirates, seeing how his mother was as he grew. That's why he leaned towards mercenary work instead of piracy. He will take down any pirates that cross his path

20. Is there anything that your character fears?

He fears not living up to his birthright as well as being to weak to achieve his goals. He also fears losing his ability to travle the seas

RPG Superstar 2015 Top 8

Ack, sadly I am just not going to get a submission together in time. Enjoy, all!


Here's the level 2 version of Becky. I'm giving her 1,150 gp in equipment because of her Employee campaign trait that gave her an extra 150 gp at the start. She's got 516 gp left unspent; I was considering spending some of that to either make her rapier masterwork or (if allowed) to buy a wand of cure light wounds with half its charges remaining (25 charges; cost 375gp). Maybe some silver-tipped arrows as well.

Becky Beys (Bard 2):

Name Rebecca “Becky” Beys
_____________________________________________
Race Human
Gender Female
Age 16 DoB 8/4/4700
Class Bard (Archivist) Level 2
Init +2; Senses Perception +6
Becky Beys Initiative: 1d20 + 2 ⇒ (9) + 2 = 11 | Becky Beys Perception Check: 1d20 + 6 ⇒ (2) + 6 = 8
AL Neutral
_____________________________________________
DEFENSE
_____________________________________________
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 17 (8/5)
Fort +1, Ref +5, Will +4; +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind
Becky Beys Fortitude Save: 1d20 + 1 ⇒ (5) + 1 = 6
Becky Beys Reflex Save: 1d20 + 5 ⇒ (4) + 5 = 9
Becky Beys Will Save: 1d20 + 4 ⇒ (6) + 4 = 10
_____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee rapier +1 (1d6 piercing/18-20) or dagger +1 (1d4+1 piercing, slashing/19-20)
Becky Beys rapier: 1d20 + 1 ⇒ (6) + 1 = 7 for piercing damage: 1d6 ⇒ 2 (18-20)
Becky Beys cold iron dagger: 1d20 + 1 ⇒ (14) + 1 = 15 for cold iron, piercing, slashing damage: 1d4 + 1 ⇒ (4) + 1 = 5 (19-20)

Ranged composite shortbow +3 (1d6/x3) (range increment 70 ft.)
Becky Beys composite shortbow: 1d20 + 3 ⇒ (17) + 3 = 20 for piercing damage: 1d6 ⇒ 5 (20/x3)
Becky Beys coin shot (type; touch up to 20 ft.): 1d20 + 3 ⇒ (13) + 3 = 16 for bludgeoning, piercing damage: 1d6 ⇒ 5

Special Attacks bardic performance 8 rds./day (countersong, distraction, fascinate, naturalist)

Bard Spells Known (CL 2nd; concentration +4):
0—detect magic, light, prestidigitation, read magic, sift
1st (3/day)—coin shot, cure light wounds, saving finale
_____________________________________________
STATISTICS
_____________________________________________
Str 11, Dex 14, Con 12, Int 16, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Additional Traits, Lingering Performance
Traits Employee (campaign), Criminal (social), Helpful (combat), River Rat (regional)
[This Will Be a...spoiler=Employee (Campaign Trait)]
You have worked for the Bountiful Venture Company or you are the child of one of its current employees. This connection helped you get a leg up on the competition to get involved in the establishment of Talmandor’s Bounty. The company didn’t want nepotism to show through too strongly, so you weren’t included in the first wave of colonists and instead have been selected to accompany the second wave of colonists to the island. You don’t want people to know that you’re part of the company, but your contacts in the Bountiful Venture Company didn’t necessarily tell you that you needed to keep it a secret.

You begin play with an additional 150 gp of equipment and know (at least in some capacity) one of the other company employees: Lyra Heatherly, Perrell Beys, or Ramona Avandth. Due to your association with the Bountiful Venture Company, your words and ideas may carry additional weight with the other employees of the company. (Your GM can grant a +1 circumstance bonus on Diplomacy checks in regards to these people in certain situations.) In addition, you gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
[Spoiler Ends/spoiler]
_____________________________________________
SKILLS (12 Skill Ranks Per Bard Level [6 + 3 Int + 1 skilled + 2 Background])
_____________________________________________
BARD CLASS SKILLS (Skills via traits--Disable Device, Swim)
Becky Beys Acrobatics Check: 1d20 + 2 ⇒ (18) + 2 = 20 – (+2 Dex, -0 ACP)
Becky Beys Appraise Check: 1d20 + 3 ⇒ (3) + 3 = 6 – (+3 Int) [BG]
Becky Beys Artistry Check: 1d20 + 3 ⇒ (7) + 3 = 10 – (+3 Int) [BG]
Becky Beys Bluff Check: 1d20 + 3 ⇒ (10) + 3 = 13 – (+2 Cha, +1 trait)
Becky Beys Climb Check: 1d20 + 0 ⇒ (6) + 0 = 6 – (+0 Str, -0 ACP)
Becky Beys Craft () Check: 1d20 + 3 ⇒ (1) + 3 = 4 – (+3 Int) [BG]
Becky Beys Diplomacy Check: 1d20 + 2 ⇒ (17) + 2 = 19 – (+2 Cha)
Becky Beys Disable Device Check: 1d20 + 9 ⇒ (13) + 9 = 22 – (+2 ranks, +3 class, +2 Dex, +2 competence, -0 ACP)
Becky Beys Disguise Check: 1d20 + 2 ⇒ (18) + 2 = 20 – (+2 Cha)
Becky Beys Escape Artist Check: 1d20 + 2 ⇒ (17) + 2 = 19 – (+2 Dex, -0 ACP)
Becky Beys Intimidate Check: 1d20 + 2 ⇒ (10) + 2 = 12 – (+2 Cha)
Becky Beys Knowledge (arcana) Check: 1d20 + 9 ⇒ (13) + 9 = 22 – (+2 ranks, +3 class, +3 Int, +1 BK)
Becky Beys Knowledge (dungeoneering) Check: 1d20 + 9 ⇒ (4) + 9 = 13 – (+2 ranks, +3 class, +3 Int, +1 BK)
Becky Beys Knowledge (engineering) Check: 1d20 + 4 ⇒ (15) + 4 = 19 – (+3 Int, +1 BK) [BG]
Becky Beys Knowledge (geography) Check: 1d20 + 4 ⇒ (2) + 4 = 6 – (+1 rank, +3 class, +3 Int, +1 BK) [BG]
Becky Beys Knowledge (history) Check: 1d20 + 9 ⇒ (17) + 9 = 26 – (+2 ranks, +3 class, +3 Int, +1 BK) [BG]
Becky Beys Knowledge (local) Check: 1d20 + 9 ⇒ (6) + 9 = 15 – (+2 ranks, +3 class, +3 Int, +1 BK)
Becky Beys Knowledge (nature) Check: 1d20 + 9 ⇒ (19) + 9 = 28 – (+2 ranks, +3 class, +3 Int, +1 BK)
Becky Beys Knowledge (nobility) Check: 1d20 + 4 ⇒ (13) + 4 = 17 – (+3 Int, +1 BK) [BG]
Becky Beys Knowledge (planes) Check: 1d20 + 8 ⇒ (15) + 8 = 23 – (+1 rank, +3 class, +3 Int, +1 BK)
Becky Beys Knowledge (religion) Check: 1d20 + 9 ⇒ (13) + 9 = 22 – (+2 ranks, +3 class, +3 Int, +1 BK)
Becky Beys Linguistics Check: 1d20 + 3 ⇒ (2) + 3 = 5 – (+3 Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG]
Becky Beys Lore () Check: 1d20 ⇒ 4 – (+3 Int; cannot be used untrained)
Becky Beys Perception Check: 1d20 + 6 ⇒ (17) + 6 = 23 – (+2 ranks, +3 class, +1 Wis)
Becky Beys Perform (oratory) Check: 1d20 + 7 ⇒ (20) + 7 = 27 – (+2 ranks, +3 class, +2 Cha) [BG]
Becky Beys Profession () Check: 1d20 ⇒ 7 – (+1 Wis; cannot be used untrained) [BG]
Becky Beys Sense Motive Check: 1d20 + 1 ⇒ (13) + 1 = 14 – (+1 Wis)
Becky Beys Sleight of Hand Check: 1d20 + 2 ⇒ (18) + 2 = 20 – (+2 Dex, -0 ACP; up to DC 10 only untrained, except to hide items on one’s body) [BG]
Becky Beys Spellcraft Check: 1d20 + 8 ⇒ (10) + 8 = 18 – (+1 rank, +3 class, +3 Int, +1 level)
Becky Beys Stealth Check: 1d20 + 6 ⇒ (16) + 6 = 22 – (+1 rank, +3 class, +2 Dex, -0 ACP)
Becky Beys Swim Check: 1d20 + 5 ⇒ (15) + 5 = 20 – (+2 ranks, +3 class, +0 Str, -0 ACP)
Becky Beys Use Magic Device Check: 1d20 ⇒ 19 – (+2 Cha; cannot use untrained)
UNTRAINED SKILLS
Becky Beys Fly Check: 1d20 + 2 ⇒ (3) + 2 = 5 – (+2 Dex, -0 ACP)
Becky Beys Handle Animal Check: 1d20 + 2 ⇒ (3) + 2 = 5 – (+2 Cha; untrained can handle and push domestic animals only) [BG]
Becky Beys Heal Check: 1d20 + 1 ⇒ (15) + 1 = 16 – (+1 Wis)
Becky Beys Ride Check: 1d20 + 2 ⇒ (16) + 2 = 18 – (+2 Dex, -0 ACP)
Becky Beys Survival Check: 1d20 + 1 ⇒ (6) + 1 = 7 – (+1 Wis)

Languages Aquan, Azlanti, Common, Elven
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ bardic knowledge +1, trapfinding
____________________________________________
EQUIPMENT AND GOLD (Price/Weight)
____________________________________________
Gear masterwork studded leather armor (175/20), darkwood buckler (203/2.5), rapier (20/2), cold iron dagger (4/1), composite short bow (75/2) with 20 arrows (1/3), masterwork backpack (50/4), masterwork thieves’ tools (100/2), belt pouch (1/.5), spell component pouch (5/2)
Gear Not Carried: crate of 200 arrows (10/30), quiver of 20 cold iron arrows

Carrying Capacity (12 Str) Light: 43 lbs. or less; Medium: 44–86 lbs.; Heavy: 87–130 lbs.
Current Encumbrance: 39 lbs.

Gold 516 gp
____________________________________________
APPEARANCE
____________________________________________
Height 5’4”
Weight 111 lbs.
Eye Color Green
Hair Color Strawberry Blonde
Region of Origin Almas, Andoran
Parents Regions of Origin Almas, Andoran
Deity Nethys

Character Overview
Rebecca is the teenage child of Perrell Beys (the expedition’s scholar and historian), similar in appearance, build, and interests to her mother. She’s got more of an adventuring spirit, however, and a craving for wealth.

Backstory and Motivation For the first twelve years of her existence, Becky was the spitting image of her mother, Perrell. Then the terrible teens struck and she became a bit rebellious, trying to differentiate herself from her stodgy and boring mom. Oh, she still dedicated herself admirably to her studies and appreciated her mom paying for her topnotch education, but Becky has a wild streak. This manifest itself once her mother mentioned the Bountiful Venture Company’s plan to establish a colony in the ruins of Azlant and the first wave of settlers crossed the ocean. The teen’s need to learn how to swim (an essential skill, she feels strongly, for settlers on an island) led her to join a gang of older teen ne’er-do-wells who hung out near Almas’s docks and shoreline, often swimming out to burglarize moored ships under cover of darkness. Thus did Becky learn to swim and how to wield a dagger effectively. From the gang’s handsome leader, Tomas (whose larcenous talents extended to land-based theft), Rebecca also learned how to pick locks and the basics of detecting and bypassing mundane traps.

When Tomas was arrested, Becky left the gang. Wanting badly to be part of the second expedition to Talmandor’s Bounty, she again became Perrell’s doting daughter (or at least played the part) so she could tag along. This brought her into contact with the soon-to-be leader of Talmandor’s Bounty, Ramona Avandth; Becky’s been a smitten hero-worshiper ever since. Ramona actually helped out a bit with Becky’s bard training, and the young Beys girl chose to learn cure light wounds as one of her spells because, as she told Ramona, “An expedition can never have too many healers!”

Becky’s recently realized that her near-total admiration for Ramona includes a romantic attraction. (How can someone look that beautiful with that hairdo??!! She felt similar pangs for the gang leader, Tomas, and is irked and confused by her stupid mixed-up hormones.

[This Will Be a Spoiler...spoiler=Archivist Bard Archetype]
Archivist
Source: Advanced Player's Guide, pg. 80
Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren.

Bardic Performance: An archivist gains the following types of bardic performance.

Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.

Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces suggestion.

Pedantic Lecture (Su): At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused. This ability replaces mass suggestion.

Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. This ability replaces versatile performance.

Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.

Jack of All Trades (Ex): At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. This ability replaces lore master.

Probable Path (Ex): At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.
[End of.../spoiler]


If they are both picked, Ommerra would also be willing to go halfsies with Becky on a wand of cure light wounds, so we could have a full one when they arrive.


Apologies for not posting earlier, had my sister's graduation to attend to yesterday.

With that said, Becky Beys, please head to the discussion thread and introduce yourself! Thank you all again for making such wonderful characters, they were very fun to read.


Have fun, folks!

Dark Archive

Enjoy your games all! This opportunity was fun to even just flesh out a character that could play in the aquatics so I appreciated it greatly.

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