GM GuardYourPrivates' Shards of Golarion

Game Master SqueezeMeNow


51 to 82 of 82 << first < prev | 1 | 2 | next > last >>

What Kyki said!


Glad to see people are interested!

(The aforementioned halfling witch here)


Yeah, excited for the possibilities, though I'll wait on actually building a character until I find out what potential backgrounds will be like: have three different concepts floating in my head for this.


Characters can be from anywhere, so long as their backstory leaves room for them to have ended up in a random part of the world. Again, I'm not asking for complete backstories since they will likely be completed after being chosen.

Silver Crusade

Still trying to work out the mechanics on my build but it's slow going.


Alright, now to choose between all the concepts ruminating in my head.


Applying with Keliad, a human oracle of the heavens mystery, with the warsighted archetype. Growing up in Oppara, Taldor, on Golarion. For a short stint he did some mercenary work, with knowledge of basic first aid and diplomacy to negotiate decent deals. He also trained with the Swords of the Pathfinder Society, but mainly for carrying equipment and breaking open doors or portcullises in ruins.

He is mostly specialized in crafting weaponry, but has spent some time also learning other crafting skills, working with stone, wood, clothing, and arrows, as well as glass.

As an oracle, he has some ability to heal people, along with some other beneficial magic. He feels drawn to both the night sky, and the sea.

Character sheet for Keliad Ventarin


GuardYourPrivates wrote:
Characters can be from anywhere, so long as their backstory leaves room for them to have ended up in a random part of the world. Again, I'm not asking for complete backstories since they will likely be completed after being chosen.

One more question: what level do you expect this to go up to? Is it going to be a high level campaign?


GuardYourPrivates wrote:


Maximum level is likely in the high teens if the campaign runs to completion. If that is completed I will likely work on a second campaign in the same setting.

^^^^


I am building a fetchling Mongrel mage. Basically he entered and exited the shadow realm so much growing up as his parents were merchants/emissaries/ etc or whatever between the shadow realm and the material realm that he was constantly exposed to magic. When it showed up in him, although weak it was very adaptable. When the sharding happened, he was forced out of the shadow realm and has of yet not been able to find his way back home or he was on the material plane and just never been able to return home.
That is what I am playing with currently.


Will have my Arcanist submitted within a day or two, was thinking of giving them a level in Spellslinger to play off of the "Magic broke the world" line from Gameplay by making them from Alkenstar, since the Nex-Geb war that produced the Mana Wastes seems like a nice parallel to the apocalyptic situation.

As for crafting for others, presumably alchemical items.

If you'd rather not have guns, I can make them entirely an Arcanist as well. And that begs another question, DM: for multiclass characters, does the first level of the character overall get max, or does the first level per class get the maximum dice roll?


GuardYourPrivates wrote:
...and discovered a sentient gem residing with a goblin elder. This gem, the heart of their "shard", was created to help merge it's shard with another. Piecing together two parts of the broken world....

[my emphasis] This line spoke to me. It immediately brought to mind the character of an elder goblin infused with the magic of the shattering. I thought about ways the magic has manifested and decided they are newly coming into a sorcerer bloodline.

Perhaps they have a connection to the other parts of Golarian and can sense when another shard is ‘close’. Perhaps they died in the shattering, but because their body is in one shard, and their spirit in another they have somehow managed to elude death. Perhaps another version of themselves is a sentient gem in the hands of an elder gnome trying to bring the shards back together. Perhaps an echo of the gem will remain as a familiar.

Researching bloodlines I found three that might work with this concept.
Astral with the ‘freak brush with an astral conduit’ being the shattering itself.
Vestige where the ‘bygone civilization’ is actually another part of the shattered Golarian (or the whole Golarian).
Phoenix with the ‘resurrecting flames’ be the magic of the shattering itself. admittedly this is the weakest connection.

I realize these may not be fleshed out enough for many recruiting GMs but, I would prefer to work with the story as much as possible. Hopefully the idea of a sorcerer bloodline being tied to the shattering is enough to entice an invitation (or at least let me know which to flesh out more). I am flexible on the ancestry, especially if this goblins is a BBEG. It was just a starting point.

Also because I like rolling dice :)
stat 1: 4d6 ⇒ (1, 3, 6, 6) = 16, stat 2: 4d6 ⇒ (5, 4, 4, 2) = 15, stat 3: 4d6 ⇒ (6, 1, 6, 6) = 19
stat 4: 4d6 ⇒ (1, 6, 1, 6) = 14, stat 5: 4d6 ⇒ (6, 1, 3, 2) = 12, stat 6: 4d6 ⇒ (3, 4, 6, 3) = 16
stat 1 reroll: 1d6 ⇒ 3, Dice=stat 3 reroll not needed! :) stat 4 reroll: 2d6 ⇒ (2, 3) = 5, stat 5 reroll: 1d6 ⇒ 1
Final Stats: 15, 13, 18, 15, 11, 13 pretty cool, more sixes than ones :)


This is a very intriguing scenario. I can't guarantee I'll finish a submission by the time you're ready to choose, but I'll see what I can come up with.

Stat 1: 4d6 ⇒ (6, 3, 4, 3) = 16
Stat 2: 4d6 ⇒ (6, 4, 2, 2) = 14
Stat 3: 4d6 ⇒ (3, 6, 6, 3) = 18
Stat 4: 4d6 ⇒ (1, 3, 4, 3) = 11
Stat 5: 4d6 ⇒ (4, 1, 2, 2) = 9
Stat 6: 4d6 ⇒ (1, 1, 2, 1) = 5

Stat 4 Reroll 1: 1d6 ⇒ 1
Stat 5 Reroll 1: 1d6 ⇒ 6
Stat 6 Reroll 3: 3d6 ⇒ (5, 1, 6) = 12

Stat 4 Reroll 1: 1d6 ⇒ 6
Stat 6 Reroll 1: 1d6 ⇒ 5

13, 12, 15, 13, 12, 16. How delightfully well-rounded.


stat 1: 4d6 ⇒ (3, 2, 4, 3) = 12
stat 2: 4d6 ⇒ (1, 3, 4, 2) = 10 reroll 1: 1d6 ⇒ 2
stat 3: 4d6 ⇒ (4, 5, 3, 6) = 18
stat 4: 4d6 ⇒ (5, 3, 3, 3) = 14
stat 5: 4d6 ⇒ (1, 2, 4, 5) = 12 reroll 1: 1d6 ⇒ 3
stat 6: 4d6 ⇒ (2, 5, 2, 5) = 14

level 2 HP: 1d6 ⇒ 2

So, the array is 10, 9, 15, 11, 12, 12.

How do you feel about grippli characters? I would point out it is only 1 RP more than a kobold.

Dark Archive

1 person marked this as a favorite.

Well, common wisdom is to roll before I settle on a concept, but let me make the Big Ask while I generate the numbers

Stat 1:: 4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
Stat 2:: 4d6 - 1 ⇒ (1, 5, 5, 5) - 1 = 15
Stat 3:: 4d6 - 1 ⇒ (1, 2, 6, 1) - 1 = 9
Stat 4:: 4d6 - 1 ⇒ (2, 4, 1, 3) - 1 = 9
Stat 5:: 4d6 - 1 ⇒ (2, 2, 4, 3) - 1 = 10
Stat 6:: 4d6 - 4 ⇒ (5, 4, 6, 5) - 4 = 16

The Big Ask:

I would like to play an APG Summoner with the Synthesis artchetype. It isn't as overwhelming as people initially assume (cutting your actions in half hurts) but there are a couple rebalances I'd like to propose.

1) The eidoon form uses your normal hit points. That way there's no more silly HP juggling.
2) The eidolon form uses your own stats, so no more cheesy summoner with 8/8/12 str/dex/con. With maybe a simple +2 in its highest physical stat as well as whatever you get from evolutions. This brings it in line with the druid's Wild Shape, which is a more stable baseline.

The advantageous spell list is worth examining, but I'd say it would work to the party's benefit with quicker access to buff and utility spells. Also works well when taking magic item crafting feats.

The actual character concept is an aspiring tailor who got caught up in the shattered world business and met The Clothier, an extraplanar creature who wishes to mend the fabric of reality. The build would be a melee support that uses the Bodyguard feat and spells to keep allies safer.

Bonus favor:

This imposing figure of patchwork cloth slouches over, still towering over most humanoids. Its lanky body is covered in a flowing overcoat that looks like several styles of clothing fused together. A spinning wheel protrudes from its back, slowly pulling strands from its body and feeding them back in. One hand deftly holds a pair of oversized scissors while the other wears a glove whith fingers that end in sharpened sewing needles. Two eyes of white cloth with button irises focus on you as it approaches.


I'll probably touch up the backstory eventually, but here's your reluctant spellslinger, inspired by the "Magic broke the world" line. A self-loathing spellslinger and arcanist that would rather trust his guns than his magic, courtesy of Mana Wastes shenanigans and now this.

The plan for him crafting-wise is to focus on alchemical items, even if he isn't an alchemist, as I doubt most people would have need for a gunsmith. Combat-wise, arcane spellcaster (if a bit delayed, and would drag his feet character-wise as well) and ranged combat.

Will switch out the level in Spellslinger for full Arcanist if you'd be opposed to a gun archetype. Still an Alkenstarian gunsmith, but without the guns and only the alchemy crafting.

Grand Lodge

Think a classic sickly feeble wizard would be good.


HP Roll: 1d6 ⇒ 5

Nice. 5 HP at level 2.


I think I got my progression plan figured out.


Kyki should be good to go. I might add some more to her background later, but the core of it is there.


Excited by the enthusiasm everyone is showing. The combination of working overtime while sick recently made me more so, and then I followed that up with hurting my neck. I apologize for going quiet in here for a handful of days.

Grand Lodge

HP: 1d6 ⇒ 4

Silver Crusade

HP for 2nd level: 1d8 ⇒ 6

Character Sheet for Quintus Mezinas:

Rolls: 16 16 16 15 15 14

Strength = 15
Dexterity = 16
Constitution = 15
Intelligence = 16
Wisdom = 14
Charisma = 16 + 2 = 18

About Quintus Mezinas

Quintus Mezinas
Male Human Bard 2
CG Medium humanoid
Init + 5; Senses: Perception + 7

========================================================================

Defense

AC = 19, touch 13, flat-footed 16 (+ 4 armor, + 2 shield, + 3 Dexterity)
HP = 18 (2d8 (8,6) + 4)
Saves: Fort + 3, Reflex + 7, Will + 6

BAB = + 1 CMB = + 3 CMD = + 16

========================================================================

Offense

Speed 30 ft.

Melee

Rapier (+ 3 to hit, + 2 to damage, 1d6 / 18-20x2), Deals P damage
Sap (+ 3 to hit, + 2 to damage, 1d6 / x2), Deals B damage, only nonlethal
Club (+ 3 to hit, + 2 to damage, 1d6 / x2), Deals B damage
Cold Iron Dagger (+ 3 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P or S damage
Longspear (+ 3 to hit, + 2 to damage, 1d8 / x3), Deals P damage, 10' reach

Ranged
Shortbow (+ 4 to hit, + 0 to damage, 1d6/x3), Deals P damage, 60' range
Cold Iron Dagger (+ 3 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P damage, 10' range
Cold Iron Arrows (20) [2] = 40

Space: 5 ft.; Reach: 5 ft.

========================================================================

Skills

Acrobatics (1 rank, + 3 Str, + 3 class skill) = 7
Climb (1 rank, + 2 Str, + 3 class skill) = 6
*Diplomacy (2 ranks, + 4 Cha, + 3 class skill) = 9
Escape Artist (1 rank, + 3 Dex, + 3 class skill) = 7
Knowledge (Arcana) (1 rank, + 3 Int, + 3 class skill, + 1 BK) = 8
Knowledge (Dungeoneering) (2 ranks, + 3 Int, + 3 class skill, + 1 BK) = 9
Knowledge (Nature) (2 ranks, + 3 Int, + 3 class skill, + 1 BK) = 9
Knowledge (Planes) (1 rank, + 3 Int, + 3 class skill, + 1 BK) = 8
Knowledge (Religion) (2 ranks, + 3 Int, + 3 class skill, + 1 BK) = 9
Perception (2 ranks, + 2 Wis, +3 class skill) = 7
Perform (Oratory) (2 ranks, + 4 Cha, + 3 class skill) = 9
*Sense Motive (2 ranks, + 4 Cha, + 3 class skill) = 9
Sleight of Hand (1 rank, + 3 Dex, + 3 class skill) = 7
Spellcraft (2 ranks, + 3 Int, + 3 class skill) = 8
Stealth (1 rank, + 3 Dex, + 3 class skill) = 7
Use Magic Device (1 rank, + 4 Chas, + 3 class skill) = 8

*Diplomacy and Sense Motive are from the Bard's Versatile Peformance class ability.

Background Skills

Craft (Weapons) 1 rank, + 3 Int, + 3 class skill, + 1 trait bonus) = 8
Knowledge (Geography) (1 rank, + 3 Int, + 3 class skill, + 1 BK) = 8
Knowledge (History) (1 rank, + 3 Int, + 3 class skill, + 1 BK) = 8
Profession (Scribe) (1 rank, + 2 Wis, +3 class skill, + 1 trait bonus) = 8

Languages: Common, Celestial, Elven, and Draconic

========================================================================

[spoiler=Racial Traits]

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Trait – Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks.
This racial trait replaces humans’ bonus feat.

========================================================================

Favored Class Bonus:

Favored Class Option
Human: (Advanced Race Guide pg. 73, Advanced Player's Guide pg. 23): Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Traits:

Craft All (Campaign): You've always been a crafter. You have a deep passion for your profession. Supplies in your shard may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Reactionary (Basic, Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Lingering Performance (1st Level Feat):

The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisites: Bardic performance class feature.

Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

========================================================================

Class Features

Bard Class Features:

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

[spoiler=Spells]
A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance:
:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Perform Skill Selected: Oratory (Diplomacy and Sense Motive)

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

========================================================================

Spell List:

Cantrips Known (7; 5 + 2 from FCB)

Daze
Detect Magic
Know Direction
Light
Mending
Prestidigitation
Read Magic

1st Level Spells Known (3)
1st Level Spells per Day = 3

Cure Light Wounds
Grease
Saving Finale

========================================================================

Inventory Tracking Sheet

Mundane Gear:

Lamellar (Leather) Armor
Shortbow
Arrows, Cold Iron (20) [2]

Alchemical Gear:

Magic Items:

Mundane Gear not on Item Tracking Sheets:

Explorer's Outfit
Shield, Heavy wooden
Rapier
Club
Cold Iron Dagger
Sap
Longspear
Bedroll
Blanket
Soap
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [2]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell components
Waterskin
Book, journal
Ink
Inkpen [3]
Chalk [10]
Flint & Steel
Weapon Cord [2]
Bandolier [2]
Canvas (square yard) [5]
Grooming Kit
Mess Kit
Parchment (sheet) [5]

====================================================================

Backstory: If possible Quintus will hail from Absalom where his branch of the family went to from Cheliax after being on the losing side of the Civil War. He's a happy-go-lucky ne'er-do-well who was getting by on his vocal talents in the City at the Center of the World. His life changed after The Sundering and he's had to become more serious, studious, and learn to be part of a team to survive.


GuardYourPrivates wrote:
Excited by the enthusiasm everyone is showing. The combination of working overtime while sick recently made me more so, and then I followed that up with hurting my neck. I apologize for going quiet in here for a handful of days.

Ooof, that sounds rough. Thanks for letting us know. Hope you are feeling better!


Alright, actually managed to get the character finished. Here is Phntm888's submission, a wizard with the Arcane Warden archetype. He wants to build magically-reinforced structures and is skilled at working with stone. The character's skills and spell selection can be somewhat malleable, based on the rest of the party's composition.


1 person marked this as a favorite.

Recruitment is now closed. I will give everyone the weekend to finish up existing submissions and should have a decision made in the following week. I want to thank everyone who has applied so far.


Can we take a drawback to get an extra trait?


If you feel so inclined.

Silver Crusade

Posting with GM's permission:

HP for 2nd level: 1d8 ⇒ 7

Character Sheet for Eochaidh Roidal:

Rolls: 16 16 16 15 15 14

Strength = 16
Dexterity = 16
Constitution = 15
Intelligence = 14
Wisdom = 16 + 2 = 18
Charisma = 15

About Eochaidh Roidal [Ah-chaid Ride-el] [Achaius would be the Taldan version]

Eochaidh Roidal
Male Human Druid 2 [Menhir Savant and Saurian Shaman]
CG Medium humanoid
Init + 5; Senses: Perception + 9 (Low-light vision)

========================================================================

Defense

AC = 19, touch 13, flat-footed 16 (+ 4 armor, + 2 shield, + 3 Dexterity)
HP = 21 (2d8 (8,7) + 4 + 2)
Saves: Fort + 6, Reflex + 4, Will + 8

BAB = + 1 CMB = + 4 CMD = + 17

========================================================================

Offense

Speed 30 ft.

Melee

Scimitar (+ 4 to hit, + 3 to damage, 1d6 / 18-20x2), Deals S damage
Club (+ 4 to hit, + 3 to damage, 1d6 / x2), Deals B damage
Cold Iron Dagger (+ 3 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P or S damage

Ranged
Sling (+ 4 to hit, + 3 to damage, 1d4/x2), Deals B damage, 50' range
Cold Iron Sling Bullets [10] (3)

Cold Iron Dagger (+ 3 to hit, + 2 to damage, 1d4 / 19-20x2), Deals P damage, 10' range

Space: 5 ft.; Reach: 5 ft.

========================================================================

Skills

Climb (1 rank, + 3 Str, + 3 class skill) = 7
Heal (1 rank, + 4 Wis, + 3 class skill) = 8
Knowledge (Nature) (2 ranks, + 2 Int, + 3 class skill) = 7
Perception (2 ranks, + 4 Wis, +3 class skill) = 9
Ride (1 rank, + 3 Dex, + 3 class skill) = 7
Sense Motive (1 rank, + 4 Wis, +3 class skill) = 8
Spellcraft (2 ranks, + 2 Int, + 3 class skill) = 7
Survival (1 rank, + 4 Wis, +3 class skill) = 8
Swim (1 rank, + 3 Str, + 3 class skill) = 7

Background Skills

Craft (Armor)) 1 rank, + 2 Int, + 3 class skill, + 1 trait bonus) = 7
Knowledge (Geography) (1 rank, + 2 Int, + 3 class skill) = 6
Profession (Herbalist) (1 rank, + 2 Wis, +3 class skill, + 1 trait bonus) = 8
Profession (Scribe) (1 rank, + 2 Wis, +3 class skill, + 1 trait bonus) = 8

Languages: Common, Druidic, Sylvan, Elven

========================================================================

[spoiler=Racial Traits]

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Racial Traits

Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks.
This racial trait replaces humans’ bonus feat.

The following three alternate racial traits replace Skilled.

Fey Magic
Source: Heroes of the Wild pg. 5
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
Terrain Selected: Forest
1st Level Druid Spell Selected: Cure Light Wounds

Fey Thoughts
Source: Heroes of the Wild pg. 5
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
Skills selected: Sense Motive and Use Magic Device

Low-Light Vision
Source: Heroes of the Wild pg. 5
Many feyborn have low-light vision. Races that normally have darkvision (such as dwarves and half-orcs) can take low-light vision in place of darkvision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).

====================================================================

Traits:

Craft All (Campaign): You've always been a crafter. You have a deep passion for your profession. Supplies in your shard may be scarce, but you've had nothing but time to practice your trade. You have managed to learn new tricks and take no penalty for using improvised tools. You get an additional +1 trait bonus on craft and profession checks. When you make craft checks to create an item you make progress at half again the normal speed. When earning capital with craft or profession you add 1 to the capital earned.

Reactionary (Basic, Combat): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Feats:

Scribe Scroll (1st Level Feat):

You can create magic scrolls.

Prerequisites: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

========================================================================

Class Features

Druid Class Features:

Weapon and Armor Proficiency
Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

[spoiler=Spells]
A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Nature Bond (Ex): A saurian shaman who chooses an animal companion must select a dinosaur. If choosing a domain, a saurian shaman must choose from the Animal, Destruction, Strength, and War domains.
Domain Chosen: TBD. I'd like the party's input on what they think will help the most. I'll briefly list the current front runners.
Animal – Feather: The Perception bonus is nice but the main reasons are getting Fly and Fly (Mass) as domain spells.
War – Tactics: Giving one ally the ability to roll two dice for initiative along with Magic Weapon and Aid as domain spells.
Strength – Resolve: An awesome selection of domain spells starting with Bless.

Spirit Sense (Sp): At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind. This ability replaces nature sense and wild empathy.

Wild Empathy (Ex): A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.

Place Magic (Su): At 2nd level, a menhir savant learns to identify and tap into ley lines in different types of terrain. As a free action, she can tap into the magic of a nearby ley line and increase her caster level by +1 for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom bonus. This ability replaces woodland stride and trackless step.

Totemic Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.
[/spoiler]

========================================================================

Spell List:

Orisons [4]

Detect Magic
Light
Purify Food & Drink
Stabilize

1st Level Spells [3]

Cure Light Wounds
Faerie Fire
Goodberry

========================================================================

Inventory Tracking Sheet

Mundane Gear:

Lamellar (Leather) Armor
Sling bullets, Cold Iron (10) [3]

Alchemical Gear:

Magic Items:

Mundane Gear not on Item Tracking Sheets:

Explorer's Outfit
Shield, Heavy wooden
Scimitar
Sling
Club
Cold Iron Dagger
Bedroll
Blanket
Soap
Rope, hemp (50 ft.)
Whetstone
Candle [10]
Oil, lamp [2]
Torch [2]
Rations, trail [6]
Backpack, common
Sack [4]
Poncho
Pouch, belt
Pouch, spell components
Waterskin
Chalk [10]
Flint & Steel
Weapon Cord [2]
Bandolier [2]
Canvas (square yard) [5]
Grooming Kit
Mess Kit
Parchment (sheet) [15]
Holy Symbol, wooden

====================================================================

Backstory: If possible Eochaidh will hail from the Arthfell Forest in Andoran. His family would have lived in the forests in the druidic tradition and would be from the 'barbarian' stock that existed in the area before Taldor conquered it. Before the Sundering he spent his days trying to protect and preserve what's left of the Arthfell Forest, indignant at the depredations of the Lumber Consortium. He sees the Sundering as a colossal example of the folly of mortals interfering with the natural order.
[/spoiler]


Elder Sen's mock up is in a spoiler of my recruitment profile (in case anyone missed it :)

Click The shuttle ran left, the lay dropped down, clack the shuttle ran right. Click left Clack, right. Click clack, click clack.

Elder Sen switched shuttles, click clack click clack click clack then switched again. ”Oh yes, this will be quite zuzzy when it is done.” Elder Sen made up words almost as often as she made the bolts of fabric. The shuttle raced back and forth as she rocked rhythmically right and left to catch it and send it back. Before long the bolt was reaching 45 colorful, cheery, ’zuzzy’ feet....


1 person marked this as a favorite.

Should I keep refreshing this page or have the new players already been chosen?


Both players have been selected by the group and messages have been sent to the selected players. I thank you all for submitting so many wonderful applications.

1 to 50 of 82 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM GuardYourPrivates' Shards of Golarion Recruitment All Messageboards

Want to post a reply? Sign in.