It seems like there is fairly good interest. so yes I would like to see builds if you want and have fun doing it. (its one of my favorite parts of the game.) I'm not doing official "recruitment" yet. just idle curiosity. (I still have to read all the way through the players guide that was written so far I have enjoyed it. Its pretty extensive)
Dotting! This is what I get for not checking the recruitment threads every day or so. I really like the dark sun setting, but have never gotten to play it yet. I will try and put something together for you DM Chubbleston!
Same Here! Big fan of the setting from way back. Will read through and put a concept together asap.
Should be all done. DM, please let me know if you have questions, etc. Thanks for the opportunity and good luck to all the other applicants!
lvl 2 HP:1d8 ⇒ 3 reroll lvl 2 HP:1d8 ⇒ 7
Bernie Heck, human archaeologist and ex-goat-herder:
Bernalillo (Bernie) Heck
Male Human Bard (Archaeologist) 2
CG Medium Humanoid (Human)
Combat role: (mostly ranged) skirmisher Non-combat role: knowledge, skill monkey, maybe scouting
Stats, spells, abilities, and gear:
Init +4; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 dex, +1 shield)
Armor: Studded Leather (mwk) (+5 max dex bonus), buckler (-1 ACP)
hp 17 (8+7+lvl 1&2 class bonus)
Fort +3, Ref +7, Will +4
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Dagger +4 1d4+4 19-20/×2 (P or S)
Kunai +4 1d4+4 ×2 (B or P)
Kunai, cold iron +4 1d4+4 ×2 (B or P)
Longsword +4 1d8+4 19-20/×2 (S)
Ranged
(add +1 to hit and damage within 30')
Shortbow, composite (+3) +5 1d6+3 x3 70 ft. P
Dagger +5 1d4+3 19-20/×2 10 ft. P or S
Kunai* +5 1d4+3 ×2 10 ft. B or P
Kunai*, cold iron +5 1d4+3 ×2 10 ft. B or P
*kunai is from Pathfinder Player Companion: Ranged Tactics Toolbox
------------------------------
STATISTICS
------------------------------
Str 16, Dex 19, Con 11, Int 17, Wis 13, Cha 15
incl. human bonus to dex Base Atk +1; CMB +4; CMD 18
Traits
Life of Toil (+1 Fort Save)
Trap Finder (+1 Disable Device, class skill, Can Disarm Magic Traps)
Feats
Point Blank Shot (level 1)
Great Fortitude (human)
Weapon Proficiencies: All Simple weapons, longsword, rapier, sap, short sword, shortbow, whip
Armor Proficiencies: light armor, shield
[Class Skills - Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). add Bluff later
Background Skill points - lvl 1 - profession(goatherd), handle animal; lvl 2 - appraise, kn (geography)]
ACP -1 (with buckler)
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Common, Dwarven, Elvish, Necril, Cyclops [others of interest - abyssal, celestial, draconic, infernal]
------------------------------
SPECIAL ABILITIES
------------------------------
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Archaeologist’s Luck (Ex) 6 (4+Cha) / day: As a swift action, gain +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. must use free action to maintain luck. Treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance.
Clever Explorer (Ex): +1/2 class level to Disable Device and Perception checks. Can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
Uncanny Dodge (Ex): as the rogue class feature - cannot be caught flat-footed; does not lose Dex bonus to AC if the attacker is invisible; still lose Dex bonus to AC if immobilized.
------------------------------
Spells
------------------------------
Can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance
Spontaneous casting
Base spell DC = 12+spell level
WEAPONS
kunai 4 lbs. 4 gp
kunai, cold iron 4lb 8gp
(note: can be used like a crowbar or piton)
dagger 1lb 2gp
comp. shortbow (+3) 2lb 300gp
arrows (20) 3 lbs. 1 gp
silver arrows (10) 1.5lb 20.5gp
longsword 4lb 15gp
ARMOR
Studded leather (mwk) 20lb 175 gp
Buckler 5lb 5gp
ANIMALS
Brutus (goat) 6gp
harness 2gp
PERSONAL
an old mummified finger with a ring inscribed in odd runes that the professor gave him when he decided to set out ("never did figure out what those etchings meant").
Money 95 GP 7 SP 9 CP
Background:
Bernalillo Heck grew up a goatherd near a well-worn trade route. He found goatherding generally dull, but was captivated by the strange folk that took the road into the city.
One season was particularly good for the health and fecundity of his herd. Having arrived at the county fair and market, he ran into an old archaeology professor who told stories of archaeological digs and past civilizations. Bernie saw instantly that this was his destiny, and that Providence (or Desna, whatever, he's not picky) had provided him this great opportunity to take life by the horns and let someone else take his goats by the horns.
Bernie sold his remaining flock (except for Brutus, his not-so-faithful companion) and ran off to learn from the old professor. During his studies, he heard tell of the Tomb of Abysthor and the esoteric, possibly eldritch, ruins surrounding the old shrines of Thyr and Muir. Bernie has become intrigued by the possibilities of this site, be they for discovery, adventure, or fortune.
After a brief apprenticeship, Bernie has convinced the old man that it is time for him to make his own finds. Despite Brutus's bleating to the contrary, Bernie set off to find his fortune in the Valley of the Shrines.
Appearance and Personality:
Age 20
6 ft. 3 in. 205 lbs.
tough brownish skin; bright, intense eyes
bold, enthusiastic, curious
Work is in progress on an energetic archaeologist bard, since all dungeon-going parties need a good scout (not that I have much experience in that role as a player...)...
Question, Red DM of Doom: The archaeologist bard, despite having access to uncanny dodge, trap sense, and other roguish goodies, does not gain Disable Device as a class skill. Would you allow me to take the trap finder trait from the Mummy's Mask adventure path to fill this gap?
I think I will back out as well. The badass Monkey Goblin sorcerer was a fun concept to start with, but I don't think I'll be able to carry it through.
Thanks GMBC4Realz for setting up the random randomness and best of luck to all!
I was just doing this in a preview for grins, but now I might have to try a submission. Also, GM BC4Realz, I just saw that we can switch stats around - fo realz? If so, my (gish?) monkey goblin sorcerer Slash Meltface (working name) is going to be pretty sweet.
first thoughts on bloodlines:
Empyreal (stats as is):
Str 18 Dex 22 Con 15 Int 7 Wis 16 Cha 14
Left his clan because of his lawful alignment. Busted for being a monkey goblin in the city (Dem Raycess!)
Draconic (swap Wis and Cha) (solar dragon??):
Str 18 Dex 22 Con 15 Int 7 Wis 14 Cha 16
Gish burner. Kill dem wit fiyarrr!
Sage (7 to Str; 18s to Dex, Int, and Wis; 15 to Cha; 16 to Con):
Str 7 Dex 22 Con 16 Int 18 Wis 18 Cha 13
Figured out that those other monkey goblin types were too undisciplined. Arrested for proposing a progressive tax structure and free elections (for landholders at least)
The paladin fell because Knowledge (Geography) is not a class skill for paladins. Also because this knowledge allowed him to read maps with naughty pictures of mermaids on them.
The paladin polished his armor and said a prayer...
I'm considering throwing in an elf ranger or druid (green of course, with a bit of red for that primal essence) and/or a human wizard (blue, with red as secondary).
Bro only when I have to nerd 4 / professional 5 / dad 4
So if I have this correct:
The Diehard feat allows you to act as disabled/staggered instead of dying, then
the Deathless Initiate feat allows you to avoid being staggered when using Diehard.
But those only work until you hit -CON; Yai-Mimic Spell gives you regeneration (per the monster rules, not the spell that I was looking at - derp), so that you can't die as long as the regeneration is active.
Once the regeneration effect ends (e.g. if Sven had been fighting a different linnorm that had acid breath), the character dies.
Bro only when I have to nerd 4 / professional 5 / dad 4
Please pardon the (possibly ignorant) question from a total lurker - what was keeping Sven alive? I don't see any of life bubble, deathless initiate, regeneration, etc. that maintain life after -600+HP. What did I miss?
Hmmm... I've been considering a few different concepts, but the best fit may be a magic user from Prague who studies and practices the arcane arts in secret. Perhaps he and his cohorts are found out during a visit to Vienna and are forced to flee all the way down the Danube...
ACP -2
*ACP applies to these skills (already factored in)
Non-Standard Skill Bonuses
Languages Common, Dwarven
Special Abilities:
------------------------------
SPECIAL ABILITIES
------------------------------
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or
steep stairs when they take a 5-foot step. (This racial trait replaces stonecunning.)
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
STORY:
Lotar Blackiron was once the pride of his household. The father of this althletic brewer's assistant found him a position as a guard for a prominent noble house, a position of great honor. That came to an end four months ago, when assassins raided the palace and killed the lord of the house.
The only remaining member of his unit, Lotar was exiled to the surface. He took with him only his trusty dwarven waraxe and a necklace of glass beads made by his sister.
Although he initially joined up with a mercenary group, he quickly found himself disgusted with their methods and is now at a loss for what to do next. Lotar has wandered south to Dromston, hearing that it may be a place to find work for his strength or his axe, and hopefully an opportunity to redeem himself.
GOALS:
Redemption - Lotar feels shame for his loss and seeks to prove himself as an adventurer (and maybe get rich) or die trying. Some measure of fame or glory may be his only way back into the dwarven kingdoms.
New/Old Home - Lotar loves his old home and gets homesick at times, but he knows the chances of ever going back are slim to none. Now he searches for a new clan/family and a new place to live his life. Lotar will look to bond instantly with other dwarves, unless of course they seem like bandits or remind him of Vikus Hardvein.
SECRETS:
Keeps from others - Lotar was not the only survivor of the raid. He and the other survivors were given the choice of death or exile. Many took the honorable route, but Lotar could not bring himself to do it. Secretly he harbors some shame for this.
Keeps from others - He also was not allowed to bring his weapons with him - his own waraxe and urgrosh were broken. The vice captain of the guard was able to arrange for a smuggler to obtain weapons for the exiles.
Kept from PC - the raid was an inside job. The guard group's second in command sold them out for a princely sum.
TIES:
Vice Captain Vikus Hardvein - The former second in command had previously visited the surface world and wanted a way out from the halls and ways of his people. He took his payment for the inside job, along with several of the other survivors and is assembling a mercenary company that he hopes will bring him fame and fortune. His initial methods have been to engage in robbery and pillaging to make ends meet and to earn a reputation. He and Lotar were never on good terms - Lotar never trusted the vice captain, and expressed in no uncertain terms his lack of desire to further debase himself as part of the vice captain's outfit. If Lotar if he ever discovered the vice captain's treachery, taking his head would become Lotar's goal #1.
Sister Rika - Still lives in halls of stone. She and Lotar were their parents' only children and each one holds out hope of some reunion. If the opportunity to get a message to her presented itself, Lotar would jump at it.
Broin Goldspike - Broin was a friend of Lotar's and likewise accepted exile over an honorable death. Broin joined the vice captain's mercenary group, but may be having second thoughts.
MEMORIES:
His last bender with core members of the guard. One of Lotar's favorite parts of his job was the bond he formed with his companions. Even though he did not stay with Vikus's mercenary group and reviles at their banditry, he still misses the comraderie of some of their members. Part of the search for a new home is a search for another group to call his own and with which he might share the bond he had with the other guards.
Staring at a suicide knife, thinking of honor and duty, and not being able to go through with it.
Saying goodbye to his family as he left the dwarven kingdom. His mother was there, as well as several cousins and his sister. His father couldn't bring himself to go.
Appearance and Personality:
Grim and bristly - can be a downer and sound pessimistic, but never gives up and his grumblings are often laced with a biting wit that loosens up the more he fights or drinks (especially if he fights while drinking). As his former captain Pontus Grimbeard would say, "All Grim and no Beard makes Ponty a dull boy."
A great beer enthusiast - secretly hoped to be a brewer, like his aunt Olga and his Uncle Bern, before his father convinced him to take on the more prestigious guard position. Can talk for hours over different styles, food pairings, and exotic ingredients - but sometimes enjoys his cups a bit too much. Favorite quote about beer: "Small beer is for lads with small beards!"
Lotar is beginning to shift away from his former appreciation for dwarven custom. He often recognizes shoddy brewing and feels that he could have been a great brewer, still living at home. Rather than resenting his father for finding him a guard post, Lotar recognizes that his father wanted what was best for him, and instead resents the old traditions that left them in a position that drew Lotar away from his passion and eventually his family.
Also, a few comments about posting rate and history - I have been more active at some times than others over the last 4-5 years, but my posting record shows that when I get into a PbP, I don't back off of the commitment made to my fellow players and post pretty steadily. Campaigns that present good examples of my posting rate and style include my favorite campaign of all time, a Council of Thieves game that made it halfway before RL issues scuttled the group, and my half-orc ranger's PFS exploits.
A concept for Lotar Blackiron, typically dwarfy grimdrunk exiled two-weapon dwarf fighter, is below (work in progress but mostly there):
Stats: Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 8
Uses Dwarven Waraxe and shortsword in combat - no sense in using a shield anymore when honorable death is an option.
Background:
STORY:
Lotar once guarded a noble house. However, four months ago the palace he guarded was attacked, and the noble was killed. The only member of his unit left, Lotar was exiled to the surface. He took with him only his trusty dwarven waraxe and a necklace of glass beads made by his sister.
Although he initially joined up with a mercenary group, he quickly found himself disgusted with their ways and is now at a loss for what to do next. Lotar now sells his axe and/or muscle wherever he can, and searches for a chance to redeem himself.
GOALS:
Redemption - Lotar feels shame for his loss and seeks to prove himself as an adventurer (and maybe get rich) or die trying.
Home - Lotar still loves his old home, but knows he can never go back. Now he searches for a new clan/family and a new place to live his life.
SECRETS:
Keeps from others - Lotar was not the only survivor of the raid. He and the other survivors were given the choice of death or exile. Many took the honorable route, but Lotar could not bring himself to do it. Secretly he harbors some shame for this.
Keeps from others - He also was not allowed to bring his weapons with him - his own waraxe and urgrosh were broken. The vice captain of the guard was able to arrange for a smuggler to obtain weapons for the exiles.
Kept from PC - the raid was an inside job. The guard group's second in command sold them out for a princely sum.
TIES:
Vice Captain - The former second in command had previously visited the surface world and wanted a way out from the halls and ways of his people. He took his payment for the inside job, along with several of the other survivors and is assembling a mercenary company that he hopes will bring him fame and fortune. His initial methods have been to engage in robbery and pillaging to make ends meet and to earn a reputation. He and Lotar were never on good terms - Lotar never trusted the vice captain, and expressed in no uncertain terms his lack of desire to further debase himself as part of the vice captain's outfit. If Lotar if he ever discovered the vice captain's treachery, taking his head would become Lotar's goal #1.
Sister - still lives in halls of stone. She and Lotar were their parents' only children and each one holds out hope of some reunion. If the opportunity to get a message to her presented itself, Lotar would jump at it.
Broin Goldvein - Broin was a friend of Lotar's and likewise accepted exile over an honorable death. Broin joined the vice captain's mercenary group, but may be having second thoughts.
MEMORIES:
His last bender with core members of the guard. One of Lotar's favorite parts of his job was the bond he formed with his companions. Even though he did not stay with the mercenary group and reviles at their banditry, he still misses the comraderie of some of their members. Part of the search for a new home is a search for another group to call his own and with which he might share the bond he had with the other guards.
Staring at a suicide knife, thinking of honor and duty, and not being able to go through with it.
Saying goodbye to his family as he left his old mountain home. His mother was there, as well as several cousins and his sister. His father couldn't bring himself to go.
Appearance and Personality:
Grim and bristly - can be a downer and sound pessimistic, but never gives up and his grumblings are often laced with a biting wit that loosens up the more he fights or drinks (especially if he fights while drinking). As his former captain Pontus Grimbeard would say, "All Grim and no Beard makes Ponty a dull boy."
A great beer enthusiast - secretly hoped to be a brewer's apprentice before his father convinced him to take on the more prestigious guard position. Can talk for hours over different styles, food pairings, and exotic ingredients - but sometimes enjoys his cups a bit too much. Favorite quote about beer: "Small beer is for lads with small beards!"
Highly interested in checking out these classic modules. I'm working on a concept for another Seaton local - a robust half-orc sailor/marine who (along with his family) has had to endure local prejudices all his life.
Now that he has gone on a few voyages and been in a few real fights, he is beginning to wonder if the treasure of the alchemist's mansion might hold the key to finding a new, more tolerant home...
I hope to work up one of the iconic martial types - The Barbarian (big sword, 80s hair, icy blue eyes, huge body thick with corded muscle, moves like a panther, lamentations of the women, etc.) or The Dwarf (drunk, gruff, comes out of the mountain to save all yer human arses, lethal over short distances).
Sounds like a fun campaign. I don't have much experience with casters but have been interested in playing them more, so could be a good fit for a beginner group.
I have had a couple of concepts in mind for a stormborn sorcerer recently (would require approval of an APG bloodline), but they all revolve around being mostly blasty, but with some control/utility. Character-wise, would be flashy and stubborn, with an unusual ease in bad weather and penchant for risk-taking. Called to the sea and driven by wanderlust.
thinking human or half-elf, stats would go 18 to cha, 16 dex, 14 con, 12 int, 10 str, 8 wis (the low wis is sub-optimal, of course, but might fit the concept better). not sure what bonus feat would be best - spell focus (evocation) could be a good mechanical fit.
Let me know if you have any questions or comments (especially if it helps refine the concept) and I'll see if I can get the details hashed out.
It's rare to meet a french guy from ireland, or an english from germany.
Thanks for the quick response. Just so you know, I have not been able to get together the cleric I had hoped to submit and will not be submitting a character. Good luck to all with a great concept.
This concept is badass. I will try to review the rules, story, etc. and see if I can come up with something interesting that fits. Rabbi goes West, perhaps?
Question: are the races and the geography necessarily tied together (e.g., does a human character need to be of Irish/english/Scottish descent, and/or does a Spanish character need to be silvanesti)?
Just want to say that even with small issues, I am generally really liking the mobile output on the PRD--makes running games really easy, as it's easier to reference sometimes.
Interested - in with both feet and a mysterious, sloppy, eldritch tentacle, though I have to admit that I have not played Savage Worlds and only have the Test Drive rules. If you can forgive such things, I would be very interested. If not, I will understand.
Also:
I can post 1-5 times a day, depending on how busy work is. Next week I will be on vacation and may only be able to post 1-2 times a day, however.
I would want to play a pre-gen, probably the G-2 man but I'd take any of them in a pinch.
You may have already thought of this, and please pardon me if this is overly intrusive (I do not mean to stick my nose into your campaign design), but I recently ran across this approach to getting around the assumptions most published adventures will make about magic items (stat increases and the like).
Others (including you) may have more sophisticated opinions about this, but I offer it as food for thought - no need to respond unless you want to.
Count me as a big fan of the masterwork system - it adds a lot of flavor to well-crafted items.
The constant need for generic +X magic weapons (and belts and headbands) is a peeve of mine with the 3.x and PF rules, and this should help. That said, I've no basis on which to evaluate whether it's balanced, so maybe we'll find out along the way...
119: a teenage summoner's eidolon resembles a succubus without the life-leeching power, but the eidolon is incredibly shy and naive. Fill in the blanks for amusement.
Or: nerdy teenage boy creates "perfect" woman to get back at bullies. Hilarity ensues, but all in the name of science...Weird Science!
Also, has no one suggested TARDIS the teleporting eidolon yet??