Gorvald Thrimbyrson

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Organized Play Member. 454 posts (6,610 including aliases). No reviews. No lists. No wishlists. 8 Organized Play characters. 40 aliases.


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Liberty's Edge

I hope to have some kind of character put together today

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I suppose the sands of time can give as well as take.

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Oh h*ck is it Thanksgiving already? I thought it was, like, April...

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My draco-monk is still game!

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I'm still interested!

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I've never played M&M, but am somewhat interested in giving it a try. I'll look at the rules and see what I see...

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Ironperenti is a fantastic GM yall

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Have fun storming the castle slaying the dragon

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Yeah that's not to say a level 1 PC can't have a more elaborate backstory. I have an aasimar bloodrager who nearly died as a child, woke up on the banks of the River of Souls, and traded her shadow to a psychopomp before returning to the world of the living.

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Aria Tanner wrote:

I 've thought about it a lot but really can't see any dramatic background story for Aria.

She's a girl who lives in the wilds, likes healing people and prefers the outskirts of civilization, visiting villages to sell herbal remedies and pick up supplies.

She would be up to help defend a village from its problems which is why she would take part if selected. :)

I personally generally prefer more down to earth backgrounds for lvl 1 PCs. Not always, but usually.

Liberty's Edge

The NPC classes sound very interesting. If I wanted to do an NPC!Hunter, could I have a doggo animal companion, or would ACs be stronger than what you're wanting?

4d6 - 2 ⇒ (6, 2, 6, 5) - 2 = 17
4d6 - 3 ⇒ (5, 3, 3, 6) - 3 = 14
4d6 - 1 ⇒ (6, 1, 3, 3) - 1 = 12
4d6 - 2 ⇒ (4, 3, 2, 2) - 2 = 9
4d6 - 5 ⇒ (5, 5, 6, 5) - 5 = 16
4d6 - 1 ⇒ (2, 3, 3, 1) - 1 = 8

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Arita wrote:
Oh yeah! In the topic of a sheet, I was toying around making one in herolab. Probably going human with point blank shoot and precise shot as I was told that these were mandatory to take if you wanna use a bow. Focus on dexterity and con and have all the 14s go to the other stats with 10 either being charisma or intelligence. I haven’t decided on traits, I don’t know what kind of stuff I should be taking…favorite enemy probably Dragons right? That seems fitting for this one

17 Dex, 14 Con, Wis, and Str is definitely a good place to start with a bow ranger.

Elephant in the Room Feat rules gives everyone Weapon Finesse and Power Attack for free, so you'll want a decent finessable melee weapon as backup for when the baddies close in on your archer, which will inevitably happen at least once. If you were thinking of doing a pointy-eared type character, elves and half-elves can get Elven Curve Blade and Elven Branched Spear proficiency through their race traits, or you could take exotic weapon proficiency. Both finessable, both two-handed for power attack. The spear has reach, the blade has a huge crit range. Something like this would give your character great ways to be effective both at range and melee. That's just one option, you don't really need a finessable weapon. 14 Str is plenty for a backup melee weapon, so you could go with a longsword or greataxe or... really whatever you want and still have an effective way to deal with baddies when you can't get out of melee range.

If your ranger follows Erastil, Deadeye Bowman is an absurdly good trait for an archer. Otherwise, you can never go wrong with traits that boost a save like Indomitable Faith, or boost a skill and grant a class skill you want. Identifying dragons uses Know: Arcana, but rangers don't have Arcana as a class skill, so if you wanted your ranger to get a boost to identidying dragons and other arcana-related things, you could take Arcane Scholar, for example.

For favored enemy, there probably aren't that many actual dragons in this game as dragons are generally boss-type monsters. Plastic Dragon could probably advise some good options while keeping it spoiler-lite, but something like Favored Enemy: Humanoid (reptilian) for kobolds at level 1 and Favered Enemy: Dragons at level 5 would probably work well. I haven't played this, so I couldn't say what good options would be.

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karlprosek wrote:
Oh, I just read through the Undine Druid's post above and see that she's also the navigator. So maybe I just lean in and make this guy a gunner's mate with Craft:Cannon so he can maintain/repair them? He'd also be able to make gunpowder which could be pretty useful to a pirate crew.

Abyssal Bloodrager Trox.

Enlarge to Huge.
Mount a large-sized siege weapon on your back.
Have it manned by 4 smol-sized gobbos.

Liberty's Edge

I def don't have space for another game, but I still wanna participate in the rolls...

4d6 ⇒ (2, 5, 2, 2) = 11 = 9
4d6 ⇒ (1, 6, 4, 6) = 17 = 16
4d6 ⇒ (1, 2, 2, 4) = 9 = 8
4d6 ⇒ (3, 6, 2, 1) = 12 = 11
4d6 ⇒ (6, 5, 1, 6) = 18 = 17
4d6 ⇒ (4, 1, 2, 2) = 9 = 8

Let's reroll one of those 8's: 4d6 ⇒ (6, 1, 6, 2) = 15 = 14

17, 16, 14, 11, 9, 8

Not bad.

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Arita wrote:

Oh yes I should do this as well, let’s see…

*Snip*

Seems decent? All positives at least.

Now those are appropriate rolls for a monk- sorcerer-dragon disciple ;p

Liberty's Edge

Here's my monk-sorcerer-dragon disciple, Sahvi Copper-Scales. She's a shoanti Scaled Fist UnMonk. From level two I'll take Copper Dragon Bloodline Eldritch Scrapper sorcerer for four levels, then dragon disciple. The Eldritch Scrapper sorcerer is an odd archetype, granting Martial Flexibility to sorcerers for whatever reason, but MFlex is pretty good in EitR games, and it works with the monkish stuff anyways. Then level 6 and 7 will be Dragon Disciple. Since sorcerers don't get skill points, her skills are pretty much Arcana and Diplomacy. Level 3 and 5 feats will probably be Favored Prestige Class and Prestigious Spellcaster. Depending on what the party needs, I could do UnMonk 4/ Sorc 1/ DD X for a build that gets less magic but more aggressively scaling melee capability. I'm fine with whatever.

Dragonmonk isn't very 'old school fantasy', but you'll need a dragon to fight a dragon, won't you? I thought a lawful good character who struggles with the usual dragon personality traits - greed, vulnerable to flattery etc - could be interesting to roleplay.

Sahvi:

Sahvi “Copper-Scales” of the Lyrune-Quah was born beneath the cold moon of the Storval Plateau. She was an odd child, an infant who laughed at thunder and the bellowing of aurochs. The elders said her blood ran strange, and on cloudless nights she dreamed of a gold serpent coiling 'round the world. She was scrawny for a shoanti, but nevertheless grew strong. It was clear the girl had magic within her, but it was not the shamanic or druidic magic her tribe was more familiar with. Still, she was clearly blessed by the gods, which was just as well as she always tended to wander far from her clan in search of 'treasure'.

On one such wandering - a night rife with dark clouds and lightning but no rain - an old cowherd wandered into Sahvi's camp, seeking shelter and a meal. Sahvi had always struggled to share, always wanting to keep her things for herself, but she knew the lore of her people. It was said that on nights such as this, during storms such as this, the dragon god Kass - known as Apsu to most of the rest of the world - would disguise himself as a disheveled cowherd with an enormous herd of storm aurochs. He would wander the plateau, testing lone travelers, searching for those that are unselfish enough to share what little they have with a helpless old man. It was said he would curse those that turned him away with poverty. Sahvi was not superstitious, but she weighed the odds and decided it was not worth the risk, so she reluctantly shared what she had with the old man. In the morning, the old man was gone, only a gold coin bearing Kass' likeness left where the man had been. Surely a coincidence... It was Sahvi's first great treasure, and the encounter only encouraged her to continue her wanderings.

One day in Sahvi's early adulthood, a large caravan led by a cleric of Apsu came through the Lyrune-Quah territory. They had no business with the shoanti beyond travel through their lands, but were looking to hire more hands to aid on the long, long journey on an indirect route that would ultimatley land in far, far aways Cassomir, Taldor. Sahvi immediately joined, against the protests of her parents, seeing this opportunity as a road to fame and fortune once she could make it to Cassomir. Along the way, the cleric - brother Morran - taught the curious Sahvi of Apsu's teachings and something of the draconic language, having seen her Apsu coin she wore like a medallion. He suspected that the odd blood within her veins was draconic in nature. As the caravan neared a small town called Belhaim, Sahvi's dreams turned to ones of portent; moonlit wings over a broken tower sat amongst the dark and drooping trees of a fetid swamp...

Description:

Pic of Sahvi
Bright and brazen, Sahvi is impossible to ignore. Her crop of short red hair, green eyes, and copper skin stand out amongst her families' paler browns. She's on the short and sleight side for a shoanti with a slim and toned athletic build. She carries herself with grace and utter confidence and dresses to impress. Her current favorite outfit is from the Empire of Kelesh - or, at least, inspired by the Empire of Kelesh - with gold costume jewelry and a cropped peacock pattern top and matching sheer harem pants or wrap skirt. Bangles on her wrists chime when she moves and a dragon coin diadem anoints her brow. Her ears are slightly pointed and her pupils have a faint hint of being slitted, traits that are not unlike those that the dragonblooded are said to carry.

Sahvi is far more gregarious than her shoanti kin, making friends easily and always curious about exotic outsiders. She longs to travel and explore, even more than her nomadic kin, and is always running ahead to see what there is to see beyond the next hill. She lacks the usual stoicness expected of shoanti, and rather enjoys partying, but is just as stubborn and reliable as her kin.

But dragon blood runs thick in her veins, and she struggles with the vices of a dragon. Applause pull at her heart, all things shiny call her name, and a challenge never goes unanswered. She was never happy with the simple nomadic lifestyle her people embraced, instead wishing a mansion with a private pool for herself. She tries to stymie these urges with meditation, but she is always on the look out for ways to enrich herself while still living up to Apsu's teachings.

Stat:

Sahvi “Copper-Scales”
Female human (Shoanti) unchained monk (scaled fist) 1
LG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 13 (+3 Cha, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +2
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Offense
--------------------
Speed 30 ft.
Melee unarmed strike +5/+5 (1d6+3)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 13)
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Statistics
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Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 16
Base Atk +1; CMB +4 (+6 grapple); CMD 19 (21 vs. grapple)
Feats Combat Expertise, Deadly Aim, Dragon Style[UC], Power Attack, Stunning Fist, Unarmed Combatant, Weapon Focus
Traits indomitable faith
Skills Acrobatics +6, Climb +7, Diplomacy +4, Knowledge (history) +4, Linguistics +1, Perception +5
Languages Common, Draconic, Shoanti
SQ finesse weapon attack attribute
Other Gear 35 gp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Dual Talent +2 Str, Cha. Replaces Skilled, Bonus Feat.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Natural Weapons) +1 Attack.

@Grumbaki: Thanks for the advice! I hadn't considered Enlightened Paladin, and it's a good idea, but since this is a dragon-themed AP I wanted her to worship a good dragon, so Iroran paladin is out, though I am a fan of Iroran Paladins.

Liberty's Edge

KoolKobold wrote:
No matter, I'll be making a dwarf cleric (of either Erestil or the Green Faith), with Animal domain and Growth subdomain

Can't go wrong with a good old dwarf cleric.

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Let's goooo
4d6 ⇒ (2, 5, 2, 4) = 13 11
4d6 ⇒ (2, 6, 1, 6) = 15 14
4d6 ⇒ (4, 2, 2, 5) = 13 11
4d6 ⇒ (3, 3, 2, 1) = 9 8
4d6 ⇒ (5, 1, 4, 6) = 16 15
4d6 ⇒ (3, 1, 3, 5) = 12 11

Lame. Was hoping for enough stats to do a monk sorcerer dragon disciple. I think I'll submit her anyways. Cuz dragons are cool, and the game even has dragon in the title.

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Grumbaki wrote:
1-7 is a good range for characters feeling “grounded.” Sounds like fun.

Yeah, 7 is right before the point where wizards spend every fight flying around tossing fireballs everywhere.

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Daniel Stewart wrote:

Are we "Charactering" now or waiting for the new recruitment board?? Just wondering so I don't get great rolls here and then crap on the actual recruitment page...lol

Edit....Hummm the guy above looks kinda familiar....

I believe Plastic Dragon intends to do a separate recruitment post at some point.

Liberty's Edge

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Plastic Dragon wrote:

This conversation has given me reason to rethink this, and so when I post the recruitment in the near future, I'll probably offer it more like this:

Aiming for a classic feel, and will be far more likely to choose Core-type characters than not. That said, I don't want to stifle creativity...and so will allow: ....(and there I'll add any changes to what I'll consider)

Or something like that.

Thanks, folks.
~ PD

Hear ya loud and clear, boss. One half-cyborg grippli ninja/gunslinger incoming.

Liberty's Edge

This sounds very interesting, thought i don't know anything about the system. I'm not sure if I have time to learn the system, but you can mark me as interested anyways.

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I would miss traits and background skills tbh.

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I've never played any of those oldschool modules. Could be fun to explore one of 'em, see how things used to be.

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Jacen Benedictt wrote:

Am going to just cast my Vote for Varients:

FA
AP
GAB

I'm a fan of all of these. Gradual ability boost really helps with qualifying for an Archetype at level 2.

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I'm thinkin' an Investigator with Gunslinger FA. A frontier sheriff...

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smollest of dots

I'll answer the questions presented later, but the TLDR is I wanna play a Caydenite whomst owns a brewery and travels the world searching for exotic ingredients.

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Does sound interesting

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Is that enough clerics to do an all cleric party?

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Kraig would like Cirandiu =)

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Here be my Brewmaster of Cayden Cailean, Kraig "the Bull" Haldersson, whomst fights for freedom with improvised weapons. Starting with one level of Hinyasi Brawler because Martial Flexibility is amazing with Feat Tax rules, followed by four levels of Cleric with the Conversion Inquisition for social skills and either Ferocity or Travel Domain, then Brewkeeper PrC. Not the most optimized build out there, but it looks like fun to me. Probably think of him more in lines with a Warpriest or Inquisitor than a full Cleric. I'm dubious on the usefulness of Brewkeeper - mainly I think most friendly PCs aren't going to want to spend actions drawing and consuming a potion - but this is a good game for a Caydenite and the Brewkeeper is certainly one of the more functional PrCs. He runs a pub, The Sodden Hippogriff, which he'll probably 'buy' at some point VIA the Rooms and Teams downtime rules. Could be a cool base of operations for the group. More info about this in the Business Pursuits spoiler.

Kraig - the Bull - Haldersson:

============Description============
Height: 7'6" | Weight: 447 lbs. | Hair: Black, slicked back; black handlebar moustache | Eyes: Pale blue | Age: 34
Pic for inspiration.

Kraig. Is. Gigantic. A mountain of a man with ox-like shoulders, a thick neck, barrel chest, and arms like oak trees. His skin is sun-browned by countless hours on the sunny docks of Korvosa, his hands huge and calloused, dwarfing even the most generously sized tankard. Despite his imposing size, his slicked back, short cropped, jet-black hair and waxed handlebar moustache sitting above an anvil-like jaw gives him a professional, though casual, appearance. His eyes sit half-closed with casual confidence. Laugh lines crease his face from countless shared jokes in the tavern. He moves with surprising grace for one so large, easily navigating crowded common rooms and overly-busy kitchens. He gives the impression of warmth first, wrecking ball second, complimented by a friendly, rumbling voice built to carry over music and merriment.

He dresses like a brewer ready for a brawl to break out: a deep red work shirt, open at the neck with sleeves rolled to the biceps, a heavy sea-green apron fitted with brass buttons and buckles and fixed in place with a red, knotted sash. He carries no weapons for he needs none.

============Personality============
"Friend, you’re about three words from meeting the floor. Better pick three good ones."

Kraig is a gentle giant, his personality is as large as he his. Laughter announces him wherever he goes. He has countless friends, always bringing people together, believing happiness should be shared. He embodies the tenets of Cayden Cailean and enjoys the simple things in life; courage, loyalty, freedom, good food (but not too much), good ale (but not too much), and good friends (never enough). He is an endless font of bravery and questionable advice. He will share a loaf of bread with the hungry, or enjoy a drink with the sorrowful.

He tries humor before he tries arguing, tries mercy before he tries muscle, not because he doubts his own strength but because he respects it. Always looking for a peaceful solution, a bully meets his smile first. None of that is to say Kraig will turn down a good brawl. Kraig is always ready for a good brawl and quick to jump to the defense of the defenseless. While he plays a bit of a buffoon, he is no fool, with a keen eye for deception.

============Story============

Born in the Shingles district of Korvosa to first generation immigrants, Kraig was always the largest child in any room. His father, Halder Ironsson, was a stevedore who could lift crates that took three other men to move, while his mother, Marta, worked the fish markets with a voice that could cut through the din of the crowded market docks. He grew up hauling cargo alongside his father, work that taught him that honest work and honest ale are key pillars of life. Kraig was always a big boy, but his parents taught him that strength without kindness is only masking for ones own weakness. By the time he was seventeen he could out-work three men and out-drink four.

One evening Kraig came upon a pressgang trying to abduct a group of drunks. Kraig intervened. The ensuing brawl was finally ended when Kraig wrenched a piling free from its post and wielded it as easily as a poet wields a pen. It also left him with a split lip, two broken ribs, and an epiphany: sometimes the gods put you right where you need to be.

A traveling priest of Cayden Cailean - Brother Tommas - witnessed the brawl. He recognized something in the young brawler, not the obvious strength, but a spark of divine purpose. He took Kraig under his wing and, with his tutelage, Kraig learned to embrace Cayden Cailean's teachings. For five years, Kraig studied and served, dividing his time between work, the small temple of Cayden Cailean in Old Korvosa, and the rough taverns where his ministry was most needed. He learned to channel divine magic through his massive fists, to bless ale and break jaws with equal reverence. His reputation grew: the giant who'd buy you a drink with one hand while tossing troublemakers out with the other.

The tavern came to him like a gift from the gods. The Sodden Hippogriff belonged to a surly, bitter old dwarf named Ironjaw. It was never a respected establishment - indeed it was one of the rougher dockside taverns in the city - and the dwarf had let it rot into a den of cheap rotgut and even cheaper company. Nevertheless, Kraig saw potential in the cracked foundation and rotting timbers. He also saw potential in its location, a rather busy throughfare on the waterfront in the Midland district, with more than enough potential clientele to turn a profit. Using every copper he'd saved, plus a "divine loan" from his temple (and possibly some winnings from bare-knuckle boxing at the Sticky Mermaid), he leased the establishment.

The renovation took six months. Kraig did most of the work himself, having learned something of carpentry from a life around ships. The bartop was made from a beautiful plank of Mwangi darkwood, recovered from a merchants ship that had sunk some years before just off the coast, and it made a superb centerpiece for the bar. He cleaned up the customer base as well, turning the problem bar into a well-regarded establishment, and he kept a tight reign on the sailors that managed to wander in. The Hippogriff also gained popularity with both the Korvosan Guard and the Sable Company, which were generally welcome company. The Hippogriff became a place where both sides of the law could comingle in relative peace, as Kraig was quick to toss out troublemakers. The tavern became a cornerstone of the neighborhood. A plaque of simple rules hangs over the bar. "No blood on the floorboards, no magic at the card tables, no tabs over a week old." He started brewing his own mead, which served both as a way to save money on inventory and as adequate worship of Cayden Cailean. He found he had a knack for not just brewing, but alchemy, and it wasn't long until he was spinning spells into alcoholic potions.

But Korvosa is changing. The city grows darker, more dangerous. Strange disappearances, corrupt guards shaking down honest folk, and whispers of something rotten in the nobility have Kraig concerned. His tavern has become an unofficial sanctuary, a place where the common folk can speak freely and find an ally in their giant proprietor. He's not looking for trouble, but he knows Cayden Cailean didn't become a god by standing idly by when evil showed its face.

Tragedy struck the Ironsson family six months ago. Kraig's niece, Lysa - daughter of his sister, Sanna Haldersdottir - disappeared from the docks one cool and sunny morning. A frantic search turned up nothing, and the Guard, while sympathetic, assumed she had been murdered or impressed. The guard closed her case, but Kraig's family did not give up hope. Kraig maintains connections throughout the city: dock workers who tell him about strange shipments, guards who appreciate a free drink and a sympathetic ear, street children who know he'll always have yesterday's bread and today's protection. Of late he has heard rumors of a girl matching Lysa's description seen in the company of other urchins known to work for the vile criminal Gaedren Lamm. If there's one thing the Bull cannot stand, it's people who prey on children...

Possible Build Path:

Level 2 (Cleric) - FCB: +1 HP; Domain: Conversion Inquisition, Travel or Ferocity Domain
Level 3 (Cleric) - FCB: +1 HP; Feat: Brew Potion
Level 4 (Cleric) - FCB: +1 HP;
Level 5 (Cleric) - FCB: +1 HP; Feat: Shikigami Mimicry
Level 6 (Brewkeeper)
Level 7 (Brewkeeper) - Feat: Shikigami Manipulation
Level 8 (Brewkeeper) -
Level 9 (Brewkeeper) - Feat: Improved Initiative

Kraig's Business Pursuits:

Capital Rules.
Building Rules.
Rooms and Teams Rules.

Capital‎ ‎ ‎ ‎ ‎ ‎ Purchased Cost‎‎ ‎ ‎ ‎ ‎ Earned Cost
Goods‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 20 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 10 gp
Influence‎‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎30 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 15 gp
Labor‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 20 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 10 gp
Magic‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ 100 gp‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎‎ 50 gp

====Current Capital====
Goods: 0
Influence: 0
Labor: 0
Magic: 0

==========The Sodden Hippogriff==========

Create 43 Goods, 3 Influence, 40 Labor (1,750 gp)
Rooms *1 Bar*, 1 Brewery, 1 Common Room, 1 Kitchen, 1 Office, 2 Storages, 1 Workstation

====Currently Building====

*1 Bar as part of Tavern*
Earnings gp or Influence +10
Benefit bonus on Diplomacy checks to gather information
Create 6 Goods, 1 Influence, 5 Labor (250 gp); Time 16 days; Size 10–20 squares
A Bar stores a selection of drinks and includes a counter for preparing them. After spending an hour with local people in this room, for the next 24 hours you gain a +1 bonus on Diplomacy checks you make to gather information in the settlement.

====Progress on Bar====
Goods: 0/6
Influence: 0/1
Labor: 0/5
Magic: 0/0
Time: 0/16
Max Total GP: 250

====Progress on Tavern====
Goods: 0/43
Influence: 0/3
Labor: 0/40
Magic: 0/0
Time: 0/100
Max Total GP: 1,750

====Future Plans====

1 Brewery
Earnings gp or Influence +10
Create 9 Goods, 2 Influence, 7 Labor (380 gp); Time 24 days; Size 12–24 squares

A Brewery allows you to ferment or distill ingredients such as fruits and grain to create potent beverages.

1 Common Room
Earnings gp or Influence +7
Create 7 Goods, 8 Labor (300 gp); Time 16 days; Size 10–30 squares
This versatile open area has enough space for many people to use at once. a Common Room is typically furnished with benches, chairs, cushions, mats, pews, or stools, and might have tables.

1 Kitchen
Earnings gp or Goods +4

Create 4 Goods, 4 Labor (160 gp); Time 12 days; Size 2–6 squares

A Kitchen is used to prepare food. It contains a stove, sink, and small pantry with basic cooking tools and supplies. a Kitchen for a business that serves food, such as an Inn, probably also has Storage just for foodstuffs.

Office
Create 3 Goods, 3 Labor (120 gp); Time 8 days; Size 2–5 squares

Upgrades From Storage

This simple room includes a door with a simple lock, a chair, and a large desk that has two drawers with simple locks. An Office affords its user privacy and a refuge from other activity in the building.

2x Storage
Earnings gp +2

Create 2 Goods, 2 Labor (80 gp); Time 8 days; Size 4–8 squares

Storage is any room used to store objects, keeping them out of the way for later use. Most Warehouses are just multiple Storage rooms built into a single building. A low-cost shop may allow its customers to browse items in the Storage area. A door to a Storage room includes an average lock.

1 Workstation (Profession: Brewer)
Earnings gp, Goods, or Influence +8
Benefit counts as masterwork artisan’s tools for one Craft or Profession skill
Create 8 Goods, 7 Labor (300 gp); Time 16 days; Size 8–16 squares

This includes a table, chair, and appropriate masterwork artisan’s tools for one Craft or Profession skill you choose when you build the room. For example, if intended for a carpenter, it has clamps, saws, nails, hammers, and a sturdy worktable. Up to three people can use the room at a time.

====Teams====

1 Bureaucrats
Earnings gp or Influence +4

Create 7 Goods, 7 Influence, 12 Labor (610 gp); Time 5 days; Size 5 people

Bureaucrats interface with local government and deal with annoying paperwork related to running a business or organization. This type of team could include accountants, diplomats, lawyers, and scribes. a typical bureaucrat is a 1st-, 2nd-, or 3rd-level expert with ranks in Bluff, Diplomacy, Intimidate, Knowledge (local), Linguistics, and Profession (barrister, clerk, or scribe).

2 Craftspeople (Brewery, Kitchen)
Earnings gp, Goods, or Labor +4
Create (x2) 3 Goods, 2 Influence, 4 Labor (200 gp); Time 2 days; Size 3 people

Craftspeople are trained in a particular Craft or Profession skill and make a living using that skill. Examples of this team are alchemists, carpenters, leatherworkers, masons, and smiths. A typical carpenter is a 4th-level expert with 4 ranks each in Climb, Craft (carpentry), Diplomacy, and Knowledge (engineering and local). Craftspeople in other fields have a similar skill arrangement.

?? Laborers)
Earnings gp or Labor +2
Create (x??) 1 Influence, 2 Labor (70 gp); Time 0 days; Size 5 people

Laborers are unskilled workers who carry out basic orders. In most cases, their work is physical labor, though you may recruit laborers for specialized tasks such as begging for your thieves’ guild, being professional mourners for your cult, or filling out the cast of a theater performance. They are typically 1st-level commoners with no ranks in Craft or Profession.

Stats:

Kraig, the Bull
Male human (Ulfen) brawler (hinyasi) 1
CG Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee belt buckle wrap (improvised cestus) +7 (1d6+3) or
. . iron hoop tankard (improvised warhammer) +7 (1d8+3) or
. . marlinspike (improvised sharpened tool) +7 (1d8+3) or
. . sledge (improvised earthbreaker) +7 (2d6+4) or
. . unarmed strike +5 (1d6+3)
Special Attacks martial flexibility 4/day
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +5 (+7 grapple); CMD 17 (19 vs. grapple)
Feats Catch Off-guard, Combat Expertise, Deadly Aim, Power Attack, Shikigami Style, Unarmed Combatant, Weapon Focus
Traits magical knack, missing son or daughter, overprotective, surprise weapon
Skills Climb +5, Intimidate +3, Knowledge (local) +5, Linguistics +2, Perception +6, Profession (brewer) +6, Sense Motive +6, Stealth -2
Languages Common, Infernal, Skald, Varisian
SQ brawler's cunning, finesse weapon attack attribute, humble beginnings, martial training
Other Gear chain shirt, belt buckle wrap (improvised cestus), iron hoop tankard (improvised warhammer), marlinspike (improvised sharpened tool), sledge (improvised earthbreaker), holy symbol with flask of Cayden Cailean, spell component pouch, 65 gp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Humble Beginnings (Catch Off-Guard) (Ex) A hinyasi gains Catch Off-Guard.
Trait: Magical Knack (Cleric) +2 caster level.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Trait: Missing Son or Daughter +1 Will saves.
Drawback: Overprotective -2 attk and skills when further than 10' from fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shikigami Style Deal dmg with imp wpn as if 1 sz cat larger. Other feats with this style as prereq +1 sz cat.
Trait: Surprise Weapon +2 Attack with Improvised Weapons
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Close Weapons) +1 Attack.

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KoolKobold wrote:
“Crisischild” wrote:
A Sable Company Marine Ranger could be fun.
If you want to try that, I’ll allow it.

Appreciate the response =) But on second thought, I'm not in love with animal companions in PbP. PbP combat is already kinda a slog without added bodies on the field. Would you allow the Brewkeeper PrC?

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A Sable Company Marine Ranger could be fun.

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I'd resubmit Wrathadorand.

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1: 4d6 ⇒ (2, 5, 6, 6) = 19 17
2: 4d6 ⇒ (4, 5, 6, 4) = 19 15
3: 4d6 ⇒ (1, 5, 5, 2) = 13 15
4: 4d6 ⇒ (5, 6, 6, 2) = 19 17
5: 4d6 ⇒ (4, 2, 6, 6) = 18 16
6: 4d6 ⇒ (5, 5, 2, 3) = 15 13
reroll 3: 1d6 ⇒ 5
Those are certainly some rolls.
I'm thinking some kind of alchemist or investigator.

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Woo!

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I do think the hex puncher looks like a cool build, though not optimized at all. Magic armor would work well for her, as she would be a strength magus, not a Dex one.

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Hey folks, GMMichael invited me for the Arcane position. I originally proposed a magus, but it looks like the front line might be a little crowded already, and a single target debuffer might be less useful in a six person party. I could stick with magus or retool her as perhaps a witch or arcanist. What would yall prefer?

Also, of the six major item slots, which one is still available?

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Cool =)

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Full arcane caster? I could re submit my magus.. If you want full arcane caster, I could perhaps retune her into witch or arcanist.

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Thanks for the invite =)

Sooooo
Cuthalian - Elf Ranger/Brawler
Kit'Arr - Catfolk UnRogue
Niccan - Ratfolk Inquisitor
Jack - Aasimar Oracle
Theren - Half-elf Paladin.

Where are the humans?!

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Paladin could walk through the trap then heal thyself.

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Theren Thornvale - Bloodsworn Avenger:

Theren Thornvale is a handsome half-elf, tall of stature with long blonde hair, his pointed ears protruding from beneath, piercing moss-green eyes, and tanned skin from working in the sun. He carries a quiver of arrows, a high draw weight warbow, and a fine elven curve blade. He wears a flexible, banded breastplate, and the rest of his ensemble is made of blues and browns. He carries himself with poise and confidence, always alert for trouble.

Theren is a wrathful man these days, quick to anger. Still, he keeps his rage reigned until it is time to unleash it. He exists in quiet grief and speaks little of his wife. Though a few years have passed, the pain is still fresh. He believes in the simple values of home and hearth and is suspicious of outsiders.

Theren was born on the ragged edge of civilization on the borderlands of Lastwall, the only child of a human soldier and an elven herbalist. Raised between the warmth of a woodland homestead and the iron of a garrison town, he grew up believing in duty, love, family, and the sanctity of a simple life.

He enlisted young, serving in a garrison stationed in the chaotic border of Belzkin. Orc raids were common, but so were worse things: necromancers and devils. Erastil blessed him with divine light to keep him and his people safe, and he made a name for himself as a fierce warrior.

Military life was not what he truly wanted. He had always wanted to be a farmer and raise a family. He retired young, as soon as he qualified for land and a reasonable pension. When he returned home he returned with dreams of peace. He picked out a fertile parcel of land and built a home. He married Mira, a fierce, strong-willed human woman from a nearby hamlet and they settled down. Everything was prefect.

Then she came.

She came in disguise, her true nature hidden, but she proved to be a succubus, and Mira was her chosen victim. Seduced with dark magic, Mira was stolen away beyond the ravenous hoards of orcs in Belzkin, far beyond rescue, and one Mira gave the demon a child, she murdered her.

Theren held as fast to hope as he could, but his world was cracked by grief when a traveling inquisitor of Ragathiel revealed Mira's fate, which he had learned on his most recent trip to the orc lands. He had no news of the alleged child.

Theren returned to his warrior ways. He carries Erastil's bow not for hunting, but as a weapon. His oath of Vengeance was sworn not in anger, but in clarity: devils walk this world, and he will be their end. Erastil does not preach wrath, but even the gentlest farmer will take up arms when wolves come for the flock.

When word came from Arwyll Stead of devil sightings and rising orc again, he packed his things.

Unnamed Hero
Male half-elf paladin (oath of vengeance) 3/barbarian*
LG Medium humanoid (elf, human)
Init 4; Senses darkvision 60 ft., low-light vision; Perception +1
Aura courage (10 ft.)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 31 (3d10+9)
Fort 9, Ref 7, Will 5; +2 vs. enchantments
Immune sleep, disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk elven curve blade +7 (1d10+4 S/18+)
Ranged mwk composite longbow +6 (1d8+3 P/×3)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect evil
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Statistics
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Str 17, Dex 14, Con 14, Int 12, Wis 7, Cha 16
Base Atk +3; CMB 6; CMD 18
Feats Power Attack
Traits bully, elven reflexes
Skills Acrobatics -1 (-5 to jump), Diplomacy +9, Handle Animal +8, Intimidate +10, Knowledge (nobility) +5, Knowledge (religion) +6, Linguistics +4, Perception +1; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven, Infernal, Orc, Varisian
Other Gear mwk agile breastplate[APG], mwk composite longbow (+3 Str), mwk elven curve blade, cloak of resistance +1, 370 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood
Elven Immunities - Sleep
Immunity to Disease
Immunity to Fear (Ex)
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.

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Sorry about the delay. I'll add narration in a couple hours wanted to get rolls up in case GM was up early. Early my time anyways

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RHMG Animator wrote:
it won't be like a pure looter shooter game.

No loot to pick up so you never have to stop shooting. Smart!

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sm0llest of d0ts

One of my first ever PF characters was for one of the other RPG Superstar modules, Tears at Bitter Manor. Would be cool to play another.

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Violant wrote:
Mostly thinking about it because it seems the gestalt rules seem to favor one casting class and one non-casting class.

The "traditional wisdom" for gestalt is to mix a full caster and a full martial, but it's not really necessary. Zephyr uses very little of his caster side, which isn't even a full caster, literally just a couple Destruction talents and a feat to augment his Vital Strike. You'll be fine either way IMO.

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Hope things continue to improve for ya, GMotTA =)

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namo wrote:

@crisichild: Given your low CL, the Spell Attack damage is pretty low. I'd recommend either focusing on Brutal Strike (getting a way to recover your focus more easily, to get the extra damage every round) OR upping your Destruction CL (via the Gift for Magic trait and/or the Focused Blast Type Group feat - on the Destruction page) to make the Spell Attack worth it. Lucky for you I freed you a feat! ;)

Vital Strike is indeed a good choice with a big weapon like yours. As you may already know, it won't multiply bonus damage like the Spell Attack dice.

Thanks, I will make those changes ")

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I'm always down for a fun underground romp.

Ridge wrote:
I think one of the River Kingdoms might do, not the Stolen Lands, but one of the others that could use a little love.

+1

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