Galahad's Kingmaker Expanded

Game Master Galahad0430


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Grand Lodge

Hi, this is Veniir's paladin, thanks for choosing me. Waiting for a discussion thread to post on.

Dark Archive

Congrats to everyone who was selected!

Galahad0430 wrote:
Second, both areas are very trap heavy and I was surprised to see no Rogue submissions, except one. I have an opening for a trap specialist, anyone not selected can resubmit such a character in the next couple of days if they would like to still play and do so with that type of character.

Hey, if it's alright I've got another character sitting around that was my Plan B in case I changed my mind on the Swashbuckler. It isn't exactly a Halfling Rogue, but she can definitely play the part.

Backstory:
Orphaned at a young age by slavers, the last survivor of the Meiosa family found herself as a product on the flesh markets of Katapesh. She lived as a servant girl until her pesh-addled master traded her away to his provider. This alchemist happily took the girl in, treating her like the daughter he was never able to have. The young lady aided her master in trading alchemical substances to the noble elite and using the funds to offer treatments to the downtrodden and the disfigured that lived with them on the bottom rung of society. She even took after his faith in Lamashtu, whom he treated as a sort of guardian of the underclass.

After completing her apprenticeship into alchemy, the self-proclaimed Doctor Meiosa set out to peruse her own interests. While her master favored narcotics, Meiosa took to the surgeon’s scalpel, delighting in exploring anatomy and becoming obsessed with ways to improve the forms of those less fortunate. Taking after the ‘Old Faith,’ she set out to new lands to find exotic creatures and study them for ways to completely transform the human body – starting with her own.

Mechanics and Future Plans:
Dr. Meiosa is a melee-based alchemist who relies on her longspear and a few auxiliary bombs to commit to combat. After the first few levels, she’ll be going extremely hard on the physical mutations as she wantonly experiments on herself. She will offer melee, utility, and a much-needed set of lockpicks with the skills to use them.

As her experiments intensify, she will shift to attacking with natural weapons. Mutagens and elixirs will further modify her Ship-of-Theseus body until she’s bringing to bear a form that’s as Mostrous as anything the party fights. She may delve into mild themes of body horror, though I can leave that by the wayside if it would be better for the party. And her faith in Lamashtu is more of a minor personal thing and the party's goals DEFINITELY hold priority in any conflict of interests. Either way, things might get pretty wild with all the changes.

In terms of roles for the kingdom, her strength and physical appearance meal she has a shot in the military or enforcement, but her intellect means she can serve in some kind of strategic position as well.

Character Sheet:

A muscular woman of partially Garundi heritage stands before you, hands gripping a spear, her body covered in a lattice of surgical scars. Vials of various liquids and glass jars with visceral contents hang from various belts and straps.

Dr. Meiosa
Female Beastmorph Alchemist 1
N Medium Humanoid (Human)
Init +6; Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +4, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee longspear +4 (1d8+6), dagger +4 (1d4+4)
Ranged 5 javelins +2 (1d6+4), bomb +2 (1d6+2 fire)
Extracts prepared (CL 1st; concentration +3)
1st - cure light wounds, enlarge person
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats (b)Brew Potion, (b)Throw Anything, Iron Will, (b)Improved Initiative
Traits (Ra)Scholar of Ruins (Dungeoneering), (Fa)Indomitable Will
Skills Craft (Alchemy) +6 (+1 when crafting alchemical items), Disable Device +6, Heal +5, Knowledge (Dungeoneering) +7, Knowledge (Nature) +6, Perception +5, Spellcraft +6,
Languages Aklo, Common, Osiriani
Combat Gear leather armor, acid
Other Gear explorer’s outfit, alchemist’s kit, midwife’s kit (7/10 uses), wooden unholy symbol of Lamashtu (cracked), thieves' tools, 7 gold
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Special Abilities
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Alchemy Allows for the creation of alchemical items. Details here.
Mutagen +2 natural armor, +4 bonus to a physical stat, -2 penalty to a corresponding mental stat for 10 minutes. (Str/Int, Dex/Wis, Con/Cha)
Bombs[b] Meiosa can throw a bomb with a range increment of 20 feet three times per day. These bombs deal 1d6 plus her intelligence modifier in fire damage. It also deals splash damage equal to the bomb’s minimal damage. Creatures caught by the splash can make a Reflex save (DC 12) to take half damage.

[b]Primary formulae book “Reserve Notes on Human Transfiguration and Alchemical Modifications”
(4/100 pages)
1st:cure light wounds, enlarge person, polypurpose panacea, reduce person

Also here's some art of her!


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I have rejigged Raok slightly to give him Disable device.

His background suits as he is the ambassador of his people due to his youth where he spent much time amongst the humans.

He learned to get past the traps set so that he could survive with his friends.

I altered his Dex to be 18 and his Wis to 17 to emphasise his dextrousness.

With a Disable Device of +9
Climb Speed, meaning he can spiderman his way around and small size he is the ideal being to get in and help the group get past those nasty perils.

Plus he is also a Wisdom based caster which means he has a high perception of +7.

He can see in the Dark and is as stealthy as the wind +12

and in the end he can even throw in a few healing spells with a good word for the great Jalaijatali.


Wow thank you for selecting me!

Edit: I can edit Gaxi to have some Disable Device usage through a trait.


Congratulations everyone! Have a great time!
I'm probably going to pull from the runnings here, but thanks so much for your consideration.

Have fun!


Thanks for picking me, DM!


Harter Lebeda wrote:
Hi, this is Veniir's paladin, thanks for choosing me. Waiting for a discussion thread to post on.

Echoing this. :)


Thank you for the selection! Looking forward to it!


Thank you for giving Dax this chance! This is going to be fun!


Looking forward to crafting weapons of m.... Uh. Weapons that people enjoy using to conq... Uhm... Defend the lands from intruders

Yes yes. Defend the man beasts


Thank you for the selection! Looking forward to this.


Congrats all, have fun exploring the river lands! (Don’t die)


Thanks for putting faith in those of us chosen out of so many worthy submissions. We'll try to live up to the challenges! Looking forward to this, just like everyone else.


Galahad0430 wrote:
Second, both areas are very trap heavy and I was surprised to see no Rogue submissions, except one. I have an opening for a trap specialist, anyone not selected can resubmit such a character in the next couple of days if they would like to still play and do so with that type of character.

I submitted the druid Radek. I've got this guy whose concept is that he's Golarion Indiana Jones from Almas University in Andoran. He can easily slot in as a cartographer hired to accompany the expedition to chart the maps, his personal interest would be finding some maguffin that rumor says was lost in the region.

Archaeologist Bard
Primary combat role: ranged/buffing
Primary party role: Knowledge skills/exposition for the DM and finding/disabling traps


Perhaps one of us could multiclass if necessary as well. Athrehon wouldn't be planning on it, at this point, but who knows? It could happen. lol


There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.

From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.

------

Also because I find it interesting...

Humans
* Pyros – Human Swordlord (Front line melee)
* Veniir – Human Paladin (Front line melee)
* Meredith – Human Cavalier (Front line melee)
* Cassia – Human Slayer (Front line melee)
* Daxiana – Human Ranger (Ranged)
* Elina – Human Cleric (Divine)
* Stanislaw – Human Warpriest (Divine)

Elves and Half-Elves
* Aelbourne – Half-Elf Rogue (Skill/Support)
* Piret – Half-Elf Investigator (Skill/Support)
* Elenaril – Half-Elf Druid (Divine)
* Athrehon – Elven Sorcerer (Arcane)

Dwarves and Gnomes
* Sven – Dwarf (Front Line Melee / Support)
* Maevus – Gnome Druid (Divine)

Exotic/Rare Species
* Gaxi – Kobold Sorcerer (Arcane)
* Ikit – Ratfolk Magus (Front Line / Arcane)

Quite interested for the last member, a trap specialist, to see where they fall in this!


Sven Langebukk wrote:

There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.

From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.

Oh, I agree with you Sven. What I should have added was "For whichever group doesn't get the trap-dealing newcomer...since there will be two parties wandering about the Stolen Lands."


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Ngl, taking trapfinding at 2 would mess up Cassia's build. Am planning on taking Ranger Combat Style and going down the TWF path.


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Athrehon wrote:
Sven Langebukk wrote:

There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.

From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.

Oh, I agree with you Sven. What I should have added was "For whichever group doesn't get the trap-dealing newcomer...since there will be two parties wandering about the Stolen Lands."

Investigators have trap finding. So I'd assume that one group would get Piret and the other would get the trap specialist that is yet to be chosen.


Gaxi can absolutely take a trait that gives Disable Device as a class skill and replace the skill rank from Spellcraft to Disable Device. He might not be as good as an actual rogue but it works.

Alternatively, if the DM is okay with it, I can retool Gaxi to be an eldritch scoundrel rogue archetype.


Aelbourne would also have trapfinding as a Rogue, unless I missed him dropping out somewhere, he should be able to deal with traps. So between Piret and Aelbourne, we should be good, they just need to be split between the groups.

Dark Archive

Have fun with this game!


Ikit is not keyed towards it, but eventually he could 'make' a trap Smith. :P


Shhh all of you, I just tooled Raok to be Trappy, let the GM at least reject me as the last pick before you go changing.


Nope, I'm still here. Fortunately, Scout is one of the few Rogue archetypes that doesn't swap out trapfinding.


And Piret has this:

Track (Ex):
A natural philosopher adds half his level (minimum 1) on Survival checks to follow tracks.
This replaces trapfinding.

So indeed, Aelbourne is the current one and only trap specialist.


Good news for Raok and any other trapfinders that are still trying to join then.


Sven Langebukk wrote:
Athrehon wrote:
Sven Langebukk wrote:

There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.

From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.

Oh, I agree with you Sven. What I should have added was "For whichever group doesn't get the trap-dealing newcomer...since there will be two parties wandering about the Stolen Lands."
Investigators have trap finding. So I'd assume that one group would get Piret and the other would get the trap specialist that is yet to be chosen.

Piret traded away Trapfinding by taking the Natural Philosopher archetype. She does still have Disable Device in class though and it's trained. Her bonus is +7 currently.

This leaves magical traps not covered. With EitR rules a Rogue dip doesn't do much at all for Piret. I could probably work in a 2 level dip into Slayer, but I'd really need to wait until after 3rd level for that so no Trapfinding until 5th level when she would get a Slayer Talent.


Woohoo! Let's go!

Grand Lodge

Piret Kersna wrote:
Sven Langebukk wrote:
Athrehon wrote:
Sven Langebukk wrote:

There are indeed several ways that one of us could handle it...such as a slayer taking trap finding at lvl 2. However, if the GM would like to bring in one more person to handle it, then I would hesitate to close off that slot.

From a purely player point of view though, I'd hope that whomever is brought in could handle magical traps. Otherwise that is a huge blindspot for the party.

Oh, I agree with you Sven. What I should have added was "For whichever group doesn't get the trap-dealing newcomer...since there will be two parties wandering about the Stolen Lands."
Investigators have trap finding. So I'd assume that one group would get Piret and the other would get the trap specialist that is yet to be chosen.

Piret traded away Trapfinding by taking the Natural Philosopher archetype. She does still have Disable Device in class though and it's trained. Her bonus is +7 currently.

This leaves magical traps not covered. With EitR rules a Rogue dip doesn't do much at all for Piret. I could probably work in a 2 level dip into Slayer, but I'd really need to wait until after 3rd level for that so no Trapfinding until 5th level when she would get a Slayer Talent.

Investigators also get it at level 1, btw.


The Archetype alters it. And with Piret's previous point in mind, it would be better for us to go with a second rather than waiting five levels for her to have it.


Raok the Leaper wrote:


Shhh all of you, I just tooled Raok to be Trappy, let the GM at least reject me as the last pick before you go changing.

I know, right?!? XD

It's a bit weird, I think, that occultists get Disable Device natively without a way to deal with magical traps (given that much of their shtick is dealing with arcane/occult doohickeys), but I'm trying to make it work for Tsia.

One expedient I'm thinking of leaning on, in part (along with UMD shenanigans), although mainly tongue-in-cheek, until she can get her hands on the right gear, is making use of the options for summon monster spells for Calistrians: they can get tiefling rogues out of summon monster II, and with occultists' base power for conjuration implements, servitor...

Tsia: "I love work! I can watch people work all day!"
The party: "..."
(Bis): "Shouldn't you be ... doing something?"
Tsia: "Of course! I'm supervising." :)

She's a born courtier, so I guess it's sort of a "Great maids have little maids, upon their staff to help 'em, and these small maids have lesser maids, and so ad infinitum," situation.

Side note:
I'm not normally much of a person for summoning, but there are a few options that work really well for a sneaky silksworn of the sort I imagine Tsia will end up being, including the soulbound puppet necromancy implement power. Eventually, apotropaic dolls might start popping up around the barony, freely handed out by the kind and friendly Madame Troian, and if sometimes they're "borrowed" and animate, or you can never be quite sure the person you bumped into the market hasn't been magicked up from somewhere, well, that's not still a terrible trade-off, is it? #FairyBargains ;)

Apart from the magical artifacts angle with the occultist, it may be a bit strange that a lady and lady's companion like Tsia might have some skill with lockpicking and trap-dodging and whatnot, but I think it fits the outsider perspective I'm trying to find for her, as an Ilverani from Casmaron who wandered out of the east. Back home she might be eminently respectable, but here she's a weird, opinionated foreigner, and she's run into enough villains that she's found it highly convenient to know how to pick a lock or quietly cut the wire leading to a signal bell.

"I beg your pardon. I thought we had agreed, 'What happened in Pitax, stays in Pitax?'"

*Discreet cough.* Anyway, apart from some adjustments to her gear, I can probably move a skill point (and occultist focus) to boost her Perception. Leaning to delaying her first rank in Bluff, and leaning into the ingénue persona.

Sovereign Court

I just want to make it clear. I am looking for a trap specialist, not just someone with the skill. The DCs on these traps tend to scale quickly by early-mid level. That means almost definitely the Rogue chatacter class, with good perception.

Sovereign Court

Discussion thread is up. I will be contacting people as well. I have a split already, but feel free to discuss it and I might make adjustments accordingly.

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