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Game Master Violant

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Hey! First of all, thank you for the clarification, Nevai. I decided to follow up on the Bard concept, so here is the character sheet and background. The end of the background story is a bit ambiguous to allow, if accepted, the character to join in whichever situation you find best.

A few other notes: I am taking the Inexplicably Expelled trait from the Player's Guide which would require backporting. I'm assuming just a bonus in one skill or whatever, don't really need it to be anything. Also, the archetype I am taking gives the Brigh's Knowledge ability which I assume stacks with Bardic Knowledge, but I am not sure. And if it doesn't, it's fine as well.

Also, no points yet in Diplomacy due to Versatile Performance only coming online on level 2.

Finally, I'll make the alias if accepted.

Rohan Korpal's character sheet:

Rohan Korpal
Bard 1 (Voice of Brigh)
CN Medium humanoid (human)
Init 3; Perception +4
Favored Class Bonus +1 spell known that must be at least below the highest spell level the bard can cast
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1, max at first level)
Fort +1, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee Rapier +3 (1d6/18-20)
Ranged Shortbow +3 (1d6/x3)
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Statistics
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Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 18
Base Atk +0; CMB 0; CMD 13
Feats Extra Performance, Lingering Performance

Total Skills: 10/level [6 (Bard) + 1 (Int Mod) + 1 (Human) + 2 (Background Skills)]

Adventuring Skills: 8/level
Intimidate +8 (+4 Cha, +1 Rank, +3 Class Skill)
Knowledge (arcana, dungeoneering, religion) +7 (+1 Int, +1 Rank, +1 Bardic Knowledge, +1 Brigh’s Knowledge, +3 Class Skill)
Knowledge (local) +6 (+1 Int, +1 Rank, +1 Bardic Knowledge, +3 Class Skill)
Knowledge (nature, planes) +2 (+1 Int, +1 Bardic Knowledge) [No points spent, just here since can be rolled untrained]
Perception +4 (+1 Rank, +3 Class Skill)
Spellcraft +5 (+1 Int, +1 Rank, +3 Class Skill)
Use Magic Device +8 (+4 Cha, +1 Rank, +3 Class Skill)

Background Skills: 2/level
Knowledge (engineering) +7 (+1 Int, +1 Rank, +1 Bardic Knowledge, +1 Brigh’s Knowledge, +3 Class Skill)
Performance (oratory) +9 (+4 Cha, +1 Rank, +3 Class Skill +1 trait)
Knowledge (geography, history, nobility) +2 (+1 Int, +1 Bardic Knowledge) [No points spent, just here since can be rolled untrained]
Languages Common, Dwarven
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Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level. [Chosen Lingering Performance]
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Traits
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Voice of Velvet (Racial Trait): You have the ability to sing a song and spin a story that captures the hearts of those around you. You gain a +1 trait bonus on Diplomacy and Perform (oratory) checks.
Inexplicably Expelled (Campaign Trait): Requires backporting
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Class Features:
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Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using 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.

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.

Brigh’s Knowledge (Ex) [From Voice of Brigh Archetype]: A bard adds half his class level minimum 1) as a bonus on Knowledge (arcana), Knowledge (dungeoneering), Knowledge engineering), and Knowledge (religion) checks and can attempt these skill checks untrained. In addition, a Voice of Brigh can affect constructs with his bardic performance, even if they would normally be immune to or unaffected by his performance.

Bardic Performance (10 rounds/day [4 + 4 Cha Mod + 2 Extra 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.

List of Bardic Performances:

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 non-instantaneous 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Brigh’s Soothing (Su) [From Voice of Brigh Archetype]: A Voice of Brigh can use Brigh’s calming voice to pacify constructs. This functions as the fascinate bardic performance, except it can target only constructs.
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.
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Gear [Total Weight 32.1 – Light Load]
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Rapier (2 lbs)
Shortbow (2lbs) + 40 arrows (6 lbs)
Studded Leather (20 lbs)
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Spells
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Cantrips – Detect Magic, Light, Message, Prestidigitation, Read Magic [1 extra from Human FCB]
1st level (2/day) – Deja Vu, Grease

Background and personality:

Background:
Rohan Korpal was born in Alkenstar, son of a simple immigrant family from Jalmeray. His mother, always a devotee of Brigh, wanted to be closer to a center of her religion and his father, who already worked with gemstones, found work in the mines of Alkenstar as soon as they arrived.
Rohan was born not long after, growing up among the clergy of the temple, quickly becoming a Brigh faithful. As a boy, he always loved telling stories, specially repeating those he heard from his parents about their home island. Soon it became apparent, when Rohan spoke, some of the clockwork in the temple reacted to it. He could whisper to the bronze, so to speak.
Such an ability is rare, but not unheard of, so the temple of Brigh took upon itself to help him hone it and lobbied the Blythir College to accept him as a student when he came of age. Against all odds, being from a poor family and having spontaneous magic from his voice, he was accepted, helped by his breadth of knowledge in many topics.
The happiness was short-lived, however. After trying to exert better control on some clockwork by speaking to them and making them run out of control and explode, he was expelled. The reasoning was “theft of intellectual property”. His recent friends from debate club and mentors shunned and Rohan was now a wanted criminal.
Following the money trail, he figured out Ambrost Mugland did not want Rohan to finish his research, for whatever reason. Afraid to go back home or even to the temple of his goddess in fear of putting his family in even more jeopardy, Rohan now lives in abject poverty doing petty crimes to survive and take revenge on Ambrost Mugland and clear his name.
Driven by desperation, he takes a heist as a golden opportunity to involve himself in a plot of bring Mugland down.

Personality:

Rohan is a young 19 year old vudrani human with big aspirations that were taken from him. He never lived in luxury but had a sheltered and pampered upbringing in the temple of Brigh so he is deeply naive about the way the world works having never picked up a gun even being an Alkenstar native. The whole expulsion situation is forcing him to face this facet of the City of Smog he was only theoretically acquainted with. Life on the streets has taught him how to intimidate, but not yet how to follow it up.


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I'm fine with the Gunpowder Magus, Mark Thomas. It appears in-line with the other gun archetypes. And Wyshart, I backported the traits here

RPG Superstar 2009 Top 16

Okay great! Will have something up tonight


GM Violant wrote:
I'm fine with the Gunpowder Magus, Mark Thomas. It appears in-line with the other gun archetypes. And Wyshart, I backported the traits here

I am an idiot who forgot, since I was even one of the people that asked before. I'll take +1 in Craft (Clockwork) for the trait, then I'm done.


Think I might revisit this, but with a different submission than last time. Maybe a Constructed Pugilist Brawler. Seems like that would fit the theme.


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Date of closure decided on! I hope to close re-recruitment by March 22nd 2024, at 11PM EST. That gives anyone else interested a little over a week.


Alright, here's Ouachitonian's submission: Chalkou, the Gnoll brawler with a clockwork arm, and his similarly augmented hyena companion, Giggles.

Mechanically, he's a Brawler (Constructed Pugilist, Wild Child). His hyena companion uses the Augmented Companion animal archetype. They're not the smartest characters I've ever built, and they can't do magic. But do you need frontliners? They know how to be frontliners. Chalkou does also carry a gun, but he's not very good with it.

Could I build a more effective character and animal combo with a Mad Dog Barbarian, or maybe Druid or Hunter? Maybe. But the Brawler and companion who both have construct parts felt like it really fits with the steampunk feel of Alkenstar to me. It also neatly ties into the Ratted-Out Gunrunner campaign trait; they got their wounds that necessitated rebuilding when the shieldmarshals ambushed their gunrunning operation. And who doesn't love a gnoll+hyena combo? They can even talk to each other, thanks to the Beastkin trait!

RPG Superstar 2009 Top 16

Going with a unique form of magus/gun magic is perfect actually, as it plays into the Inexplicably Expelled trait. Arcane prodigy who develops a unique gun-oriented style of battle magic, ruined by that bastard Mugland while on the verge of a breakthrough.

The interactions with dead/fluctuating magic due to zones or storms will be an interesting challenge, and the alchemical ordnance functioning as non-magical will definitely help with effectiveness when spells aren't a reliable option.

Character should be done in a day or two.


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OMG @ BOTH "Pyros" & "Faerin" !!!
Take them both!!!


Here's my Black Powder Magus, Rana.

Will have her motivation/crime/backstory up later this evening.


How did I not see this before! Amazing concept!

I'll be working on a swashbuckler (crazy how no one brought one before). The Picaroon archetype seems perfect for this!


Background:

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A once-in-a-generation prodigy in both alchemy and the far more obscure field of the arcane arts, Rana was the pride of her well-to-do family, when she gained acceptance into Blythir College, excelling in both practical design and theory, she was on the verge of realizing her magnum opus, a unique style of blending gunplay and combat magic with remarkable potential when her entire world fell out from under her.

Immediate expulsion, based on trumped-up charges of theft of both intellectual and physical property, ruined her life, her reputation, and her work all in an instant. With no recourse to defend herself against the well-crafted charges, she fled, a wanted criminal, determined to find out, not only who was behind this, but also to clear her name. In the absence of academics, her keen mind focused on the task of ferreting out her hidden enemies, following a trail of money and influence to a disreputable financier by the name of Ambrost Mugland, an outright bastard who had somehow come across her research and for whatever reason, deemed it in his best interest to sabotage.

His mistake. Rich and powerful as he might be, the bastard didn’t realize that he now had an enemy that was infinitely smarter than her was, and fueled by anger and desperation to destroy the man who’d ruined her future.

Since I'm choosing a class that would automatically provide the Gunslinger's battered gun, can I, instead of opting for an advanced firearm, start off with a Masterwork firearm (as if upgraded using Gunsmithing)?


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Yes, I would be fine with a Masterwork Early firearm for the Black Magus.


Here is Thraag, an occultist.

What Thraag Brings to the group:

Thraag is an occultist. He gets access to a range of utility spells and abilities that can be useful to the ability. He can assist with melee which adds utility to the group. He has a reach weapon that works if he is in the front rank or can be used behind a more dedicated fighter as needed. He has a lot of knowledge skills which can benefit the group as it is nice to know what is happening.

Background:

Thraag is a second generation Half Orc who was raised by his grandmother. She put a bunch of tattoos on him that were traditional Orc tattoos. This led him to be ostracized by many around their small hovel in Alkenstar. It was the best day of his life when he was invited to join Blythir College. And after only a year and a half at the college he was unceremoniously booted from the college. With his strange tattoo’s and unusual means of tapping into magical powers, the few colleagues he had cultivated in the college were quick to wash their hands of him. Thraag fled back to the poor side of town to escape the criminal charges that were falsified about him. He began looking to try and figure out what he was too close to learning and to discover a way to prove he was innocent and should be allowed back into the college society after destroying the lying creep who had gotten him kicked out of college.


Hello GM Violant. This is Vordel Punks, a fabulous Swashbuckler who fights with a Rapier and a gun. Even if he doesn't get selected into the game, I had fun making him. Cheers.

Character sheet:

Vordel Punks
Male Tiefling (Div-Spawn) swashbuckler (picaroon) 1
CG Medium outsider (native)
Init +6; Senses Perception -1 (Darkvision)
Fav class swashbuckler
Fav class bonus +1 hp
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Defense
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AC 17, touch 15, flat-footed 12 (+2 Armor, +4 Dex, +1 Dodge Feat) (add 1 dodge vs firearm)
hp 12 (10 (lvl 1 swashbuckler) +1 Con +1 FavClass)
Fort +1, Ref +6, Will -1
Energy resistance: cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee rapier +5 (1d6+2/18-20x2)
Ranged revolver +5 (1d8/x4) Capacity 6
Two-Weapon Finesse
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Deeds and panache
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Panache total: +3 (regain with crit or kill with either rapier or revolver
Deeds:
Derring-do: Spend 1 panache point to give 1d6 (reroll and add on every nat 6 up to Dex mod) on acrobatics, climb, escape artist, fly, ride or swim
Dodging Panache: Spend 1 panache point as immediate to move 5 ft and add Cha to AC from a melee attack. Provokes AoO.
Melee Shooter: Spend 1 panache point as swift action to shoot firearm once without provoking AoO.
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Other abilities and SQ
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Spell like-ability: Misdirection 1x/day
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Statistics
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Str 14, Dex 19, Con 12, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats Dodge
Traits Reactionary, Ratted-out Gunrunner
Armor check penalty: 0
Skills Climb Acrobatics +8, Bluff +7, Escape Artist +8, Intimidate +7
Background skills Knowledge (engineering) +4, Slieght of Hand +8
Languages Common, Abyssal
Revolver, Rapier, Metal cartridge x2, bullets x30, Leather Armor, Backpack, Bedroll, Crowbar, Grappling hook, Hammer, Belt pouch, Rations x2, Silk rope, Soap x2, Waterskin,
Alchemical items: Acid flask x2, Smokestick x2
Magic items:

Leftover money
gp: 129
sp: 4

Backstory:

Vordel Punks knows what it is to be the receiving end of aggression and unfairness. Being a tiefling is bad wherever you are on Golarion, and Alkenstar is no different. Being descendant from a wizard from Geb, Vordel has wondered all his life how stupid someone had to have been to make a deal with a creature as hateful as a spitespawn. Now he had to suffer the consequences. Being accused all his life of being a criminal, Vordel decided that he was the one to decide who he was going to be.

The tiefling spent his life taking care of his human mother, Maria, after his father left disgusted by having a tiefling offspring. She became a factory worker in steamhaven after migrating from Geb looking for more opportunities. It was Vordel's calling then, to start a side hustle selling firearms from the Gunworks to people who would have no access to them. He believed to be leveling the playing field. He started to make good money, and even payed most of his mother's debt from the immigration.

Vordel learned an important lesson then. When things start to go too well, you should start to be suspicious. A well known financier called Ambrost Mugland approached him hoping for a cut in the profits. Vordel did not do this to get rich, just to get by. And he did it because he believed it was the right thing to do. One day, the place where he hid his stash was ratted out to the shieldmarshals. Although he was not there when the authorities came, he was able to watch his best friend Kicker be arrested. It did not take long for his name to pop up in the questioning. Now, everyone that helped him in the past believe he let his friend take the fall in his place and won't do business or even help him.

Vordel is sure that Mugland is behind the whole thing, and is determined to have his revenge.


Reminder. Only a few more hours to go until recruitment closes, I'll DM the players to vote on the player we're going to recruit once it closes at the end of the day. I loved reading these entires, they're all so wonderful! Good luck to everyone! Let me know if I missed anyone.

- Vordel Punks, Picaroon Swashbuckler
- Thraag the Younger, Occultist
- Rana Cassady, Black Powder Magus
- Chalkou, Constructed Pugilist Wild Child Brawler
- Rohan Korpal, Voice of Brigh Bard


Alright. Recruitment closed. I'll DM our four players to see what their preferred player is, and decide from there. Good luck to all of you!


Alright. Will Thraag the Younger report to the discussion please?

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