Gorvald Thrimbyrson

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Liberty's Edge

@Kingmaker_GM: Two things!

1: Paizo has an official player guidebook for Kingmaker for free HERE, which has lots of spoiler-free info for prospective PCs Unless you intentionally don't wish players to use it, of course).

2: I have an existing character that I've submitted to a few Kingmaker games, but he's not CRB Ancestry or Class. He's a hobgoblin Investigator. Since I already have him statted out and stuff, I'll include him here. If you approve that's cool, if not, also cool. I can come up with something else.

Captain Roken Shock:

Class: Investigator (Alchemical Sciences)
Archetype: Alchemist and Marshal
Background: Field Medic
Alignment: LN
Edicts: Act with honor; Promote community;
Anathema: Take from the community to enrich yourself; Allow petty squabbles to get in the way of progress.
Party Roll: Skills; Face, healing
Combat Roll: Buffs; Debuffs, Trip; Healing
Preferred Charter: Expansion
Preferred Heartlands: Mountain or Ruin
Preferred Government: Republic
Preferred Leadership Roll: General

========== Backstory ==========
In the heart of the forbidding Branthlend Mountains where Brevoy, Numeria, and the River Kingdoms meet, where relentless winds sculpt the mountain sides, there rose the hobgoblin Roken Shock.

Roken's lineage was one steeped in the traditions of warfare. His sire was a decorated general who perished in battle, his name echoing with reverence in the great halls of the Granite Fortress, his clan's home. His mother was a master smith who forged weapons that sang songs of death on the battlefield. It was this lineage that shaped Roken into a living, breathing testament to the hobgoblin spirit of relentless determination and martial skill. From a tender age, Roken demonstrated a mind as sharp as the swords that hung in his mother's smithy. While other sprogs engaged in petty squabbles, Roken would immerse himself in the war tomes of old, absorbing the strategies of the legendary generals of yore. Under the strict guidance of his mother and the elders of his clan, he underwent grueling training regimes, his body adapting, growing stronger, faster, a manifestation of hobgoblin might.

At the age of twelve, a young age for his kind, Roken stood tall as he entered the merciless world of military leadership. He proved himself a natural tactician, his strategies weaving a deadly dance on the battlefield as his troops moved with a precision and discipline that was poetic in its deadly grace. Roken's name began to resonate with respect, echoing through the clan's halls as a hobgoblin who first followed as a soldier, then led as he quickly rose to the rank of captain. But Roken was not merely a soldier; he was a leader, a visionary whose heart beat with the fierce flame of ambition. His leadership bore the mark of honor and integrity. He uplifted the low, cared for the wounded, and nurtured the young

In the years that followed, Captain Shock also began to scribe a name for himself in political circles amongst his tribesmen. Years of battling the same ogre, troll, goblin, and hobgoblin tribes had dulled his desire for military conquest. He had sent countless loyal hobgoblins to their deaths to secure a baren mountaintop that would be lost by next spring. He could see the futility of continuing the conflicts, and he grew to resent the endless campaigns against his neighbors, the campaigns that more and more reminded him of the senseless, petty squabbling amongst his peers as a child. He saw a better way forward for hobgoblins: unity and cooperation.

On the barren Branthlend Mountains, dreams are fragile and easily shattered by the cold hammer of reality. His attempts to turn the tribe towards diplomacy were futile. Endless generations of hobgoblins had been born and bred to support the endless wars against their kin, and no one was interested in changing the status quo. And for Roken, the status quo did not appreciate his attempts at change. Captain Shock, once heralded as an ideal for hobgoblin children to aspire to, was quietly bundled off to the most remote and dead reaches of his clan's territory to be forgotten, but he was not willing to wait quietly by for a bugbear assassin to gut him in his sleep. On his exodus to the edge of his family's lands, he reached the border... and kept walking.

He landed in the sodden River Kingdoms, along the northeastern edge of the untamed lands that share a border with Brevoy. He quickly found a job of sorts that put his skills to good use. The near-feral folk of the River Kingdoms - mostly humans - had built small settlements that dotted the countryside. Their natural obstinance seemingly forbade them from greater organization, which left them vulnerable to bandits, mischievous fey, or even a more-intelligent-than-average bear. Roken was able to keep his belly full and good leather on his feet by training basic militia at these hardy little hamlets. A few spears and steady nerves - the latter of which the River folk had in abundance - would turn away most bandits and all but the hungriest bear without the need to actually shed any blood.

But just as he saw the futility in his kind's endless wars against each other, he saw also the futility in this false dream the humans of the River Kingdoms had in their far-flung settlements that hardly ever communicated with each other, never mind working together. As the fortunes of the settlers grew, so too would grow the fangs of the predators. With no form of central organization, the settlers were setting themselves up to be victims, perhaps even victims of his own people, should they deign to leave their mountain holds for more fertile lands. If he could not convince others to build his ideal, community-focused civilization, why not found his own? This thought was timely met with an invitation by a 'Swordlord', who's attention to him had been presumably drawn by his actions helping the settlers. It seems Roken Shock is not the only one who wishes to see the wildlands tamed.

===== "You will overcome this trial through discipline." =====

Roken Shock embodies the essence of a born leader, a visionary with an unyielding will and ambition. He harbors a deep respect for tradition and honor, guiding principles that shape his actions and decisions. His strategies in both war and governance are aimed towards unification.

Yet, beneath the hardened exterior of the military genius lies a heart that beats for his people, a leader who sees the potential for greatness in each individual, nurturing talent and fostering a spirit of unity, a guiding hand that leads not with fear and tyranny but with respect and understanding.

Despite his stern demeanor, Roken possesses a deep well of empathy, able to understand and relate to the pains and struggles of others. He is not blind to the sufferings of war and bears the weight of every life lost, every sacrifice. This burden has cultivated in him a wisdom that values peace above mindless conquest, a leader who seeks to forge alliances and foster understanding in a world fraught with conflict and mistrust.

Shock is not without his flaws, a visionary burdened with the heavy weight of expectation and the impatience borne from a desire to see his dreams realized. His determination can sometimes border on stubbornness, a refusal to bend even in the face of changing tides. Yet, it is this very unyielding nature, this iron-clad resolve that has seen him through countless trials, a steadfast rock against the stormy seas of a chaotic world.

In personal interactions, Roken can be surprisingly gentle and thoughtful, his ruby eyes capable of peering into the soul, understanding and relating on a deep, personal level. He is a mentor to the young, a confidant to his peers, and a wise counselor, a beacon of strength and wisdom in a fractured world, a leader forged in the heart of the Branthlend Mountains, a true embodiment of hobgoblin spirit and determination.

Captain Roken Shock stands at an imposing six and a half feet tall, tall for a human or hobgoblin with a trim, athletic physique from years of relentless training battle. His skin bears the deep blue-gray hue of his people, a canvas of life and battle where scars of honor decorate his flesh, each telling a story of valor and might. His eyes are deep pools of molten ruby, burning with an unyielding determination and the wisdom accrued from years of leadership and strategy. These are eyes that have seen the horrors of war yet harbor the warmth of a leader caring deeply for his people, a beacon of strength and guidance for his comrades.

Roken's face is stern and stoic, and, as all hobgoblins are, he is completely bald. His jaw is wide and flat, his equally wide mouth a cave of glistening teeth.

In attire, Shock prefers the practicality of an officer, his body adorned in a fine military uniform. He forgoes armor, preferring to rely on alchemy and a small buckler to protect him. The lack of visible armor on the battlefield often intimidates or lulls opponents in to a false sense of security, thinking him mad or easy prey, only for their blades to be broken on the dragon's scales hidden beneath his uniform. His weapons of choice are rapier and whip.

I still have a Pathbuilder statblock for him, though I'm not sure where the actual profile is, so I'll include the Pathbuilder statblock here. There's also a Mythweavers sheet Here

Captain Roken Shock Investigator 1

LN | Medium | Hobgoblin | Elfbane Hobgoblin | Humanoid
Perception +6; Darkvision
Languages None selected
Skills Acrobatics +5, Arcana +7, Athletics +3, Crafting +7, Intimidation +4, Lore: Warfare +7, Medicine +4, Nature +4, Occultism +7, Religion +4, Society +7, Stealth +5
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +1
Items Unarmored, Alchemist's Tools, Backpack, Bedroll, Caltrops, Clothing (Explorer's), Formula Book (Blank), Grappling Hook, Healer's Tools, Rations (7), Rope (2), Flint and Steel, Waterskin (2), Signal Whistle, Buckler (Hardness 3, HP 6, BT 3)

AC 15 (+16 with shield raised); Fort +4, Ref +7, Will +6
HP 17
Resist Elf Magic action_reaction_black.pngResist Elf Magic Trigger You attempt a saving throw against a magical effect but haven’t rolled yet. Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is arcane, you gain a +2 circumstance bonus instead.
Clue In action_reaction_black.pngFrequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Rapier +5 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Melee Whip +5 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4 S
Battle Medicine action_single_black.png (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Quick Tincture action_single_black.png (Investigator, Manipulate) Cost 1 versatile vial
Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand.
You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
Devise a Stratagem action_single_black.png (Concentrate, Fortune, Investigator) Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Precision Damage Strategic Strike 1d6
Formula Book Cognitive Mutagen (Lesser), Acid Flask (Lesser), Antidote (Lesser), Silvertongue Mutagen (Lesser), Elixir of Life (Minor), Drakeheart Mutagen (Lesser), Bestial Mutagen (Lesser), Eagle Eye Elixir (Lesser), Smokestick (Lesser), Bottled Lightning (Lesser)
Additional Feats Alchemical Crafting, Alchemical Scholar, Elfbane Hobgoblin, Known Weaknesses
Additional Specials Methodology (Alchemical Sciences), On the Case, Pursue a Lead, Strategic Strike

I travel for work in perpetuity, so my timezone is whatevs.

Liberty's Edge

@Seer: How might your tristalt option interact with Prestige Classes, if at all? I kind of want to add Sleepless Detective to my Brawler//Investigator, but not badly enough to take actual levels in it lol

Liberty's Edge

Have the events of Journey to the Center of the Earth happened on this version of earth? I was thinking my adventurer's parents might have been among the first wave of explorers after the initial discovery, and she was born down there because her momma didn't know she was preggers when they started out. If not I'll just make it South America or something, doesn't really matter all that much.

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Starting in Victorian era earth alone inspires so many cool character ideas!

One of the top contenders in my mind right now is British-born Elizabeth, an archeologist/anthropologist/naturalist and part-time university professor inspired by the great explorers and anthropologists of the 19th century like David Livingstone, Richard Burton, Nellie Bly, and Alfred Wallace, as well as drawing inspiration from fiction like the Mummy films and Journey to the Center of the Earth. Mechanically, something like a Brawler//Investigator that uses Improvised Weapons to smack bad guys with her surveying equipment.

Another is the American Kraig. Tallest man in the world. Strongest man in the world. Owns a brewery that makes the best drinks in the world. Big and boisterous, always ready for an adventure, but a kind gentleman at heart. There's not much to say about Kraig, really. He's a simple guy. Mechanically, Barfighter Archetype Striker from SoP, along with something that can pass out buffs in drink form. Alchemist, Cleric into Brewmaster PrC, or maybe something from SoP.

It'll be difficult to narrow down to a single one I want to submit.

Liberty's Edge

Jereru wrote:
Will the setting still be the Earth in the 1880s? I'm starting to think about some concepts.

Victorian era earth?

I don't suppose there's going to be room for any steampunk in this fey game...?

Liberty's Edge

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Seer of Shadows wrote:
Each character will also be able to assume the form of a single unique fey-touched animal when they get access to their powers.

Is Godzilla an animal?

Seriously though, this is a cool idea.

Liberty's Edge

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I got into the same dead-on-arrival RoA game as Poly/Dolgrin. I have lately, for some reason, been pining for the ocean. Did about a decade as a merchant marine and commercial fisherman when I was younger, so I'm going to see if I can put something together for this before the deadline Monday. A merchant marine returning to land. I'm not going to submit the PC I got into the other game because 20 point-buy isn't sufficient for the build I had in mind for them. I'm thinking 1 level of Inspired Blade Swashbuckler followed by X levels of Inquisitor (probably Sanctified Slayer) of Cayden Cailean.

@GM of the Ruins: Would you allow me to take Weapon Focus as a level 1 Inquisitor even though the Inquisitor would not have 1 BaB? I'll still almost certainly take the 1 level of Swashbuckler, simply due to how front-loaded the archetype is for an Inquisitor that wants to use a rapier, but it would be a nice option to have regardless.

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TarkXT wrote:
Needing three hands.

Indeed. What about a buckler with Unhindering Shield and you just pretend the buckler is a regular shield?

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TarkXT wrote:
Can I just say Aroden being a sword and board wizard is very annoying to actually make work?

What's holdin' ya back?

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Would the Barfighter archetype Striker class from Spheres of Power be allowed?

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Ever_Anon wrote:
Would it be okay to recreate a character from a CRPG? I would love to take my Watcher from Pillars of Eternity on new adventures.

Oooh this is a great idea!

Liberty's Edge

Sounds cool! I have a Rage Prophet of Pharasma that I've got into several starting-at-mid-level games that never made it past the first page of gameplay that would probably fit quite well into a game about dead heroes, although, given the options, I might try a more off the wall concept.

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Sounds interesting. I've always wanted to do a Core Eldritch Knight. Would an EK fit into the party?

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@Giant Halfling: Have you considered a Sacred Huntsmaster Inquisitor of Uskyeria?

Inquisitor gets you 'holy warrior', Sacred Huntsmaster gets you fuzzy bear. Pack Flanking and Outflank more than makes up for the BaB difference between a Pala and an Inquisitor. Spells like Divine Favor and Heroism can act as your sort-of Smite Evil, but cast on yourself and your bear.

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Weekends can be slow round here, especially with the weather warming up. I wouldn't give up hope yet =)

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I'd expect someone has come up with a way to streamline the managment aspect without elliminating it completely over the years.

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I once played in a game with similar rules to your Ability Score generation and bonus feats. Made for some interesting characters.

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Smol dot.

Was in a Mummy's Mask game that got through the first and part of the second book so I might submit something for this.

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I swear I'm still here as well. I should be able to make a profile and get a post up after I get some sleep.

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Good lord, I completely forgot about this. I blame the heat. I'll try to get caught up over the next day or two.

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1 person marked this as a favorite.
KeeperofRunes wrote:
Sorry, its taking me a bit longer to get things up and running than I expected but I still am prepping and planning to do iron gods!

Pbp is a game for the patient.

Liberty's Edge

Oh, Exemplar looks really cool. Free rerolls for my friends.

Liberty's Edge

Alright, so I don't know anything about this game, but I used the site Kubular linked and this is what I came up with. He's a SWAT team leader on special assignment to Sparr. I normally play melee characters so I built around those two things. Lead/Stay cool cuz he's a leader. Brawler/Duelist/Vanguard seem to be good melee options. Corrective/Patch to fix up his teammates. I see the Comp/Con-Class Assistant Unit thing as a law enforcement aid AI called Overwatch, handles dispatch, paperwork, updates, communication etc.

Alex is a lawful good, by the book, make-sure-you-fill-out-all-your-paperwork type, but not a boring stick in the mud. I have a pretty good image of him in my head, but I'm certainly open to advice on the mechanical side. Anyways, I'll read up on the stuff on Sparr and make up a character history an stuff.

:

» Alexander Occam // COLOSSUS «
SWAT, LL0
[ SKILL TRIGGERS ]
APPLY FISTS TO FACES (+2), HACK OR FIX (+2),
LEAD OR INSPIRE (+2), STAY COOL (+2)
[ GEAR ]
Assault Hardsuit, Medium Signature,
Medium A/C, Corrective,
Patch, Sound System
***
[ TALENTS ]
BRAWLER 1, DUELIST 1,
VANGUARD 1
[ MECH ]
« AVALANCHE »
GMS EVEREST
H:2 A:0 S:0 E:0 SIZE:1
STRUCTURE:4 HP:16 ARMOR:0
STRESS:4 HEAT:0 REPAIR:6
ATK BONUS:0 TECH ATK:0 LTD BONUS:0
SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:10
[ WEAPONS ]
Main Mount: Shotgun
Flex Mount: Pistol / Tactical Knife
Heavy Mount: Heavy Charged Blade
[ SYSTEMS ]
Comp/Con-Class Assistant Unit, Stable Structure,
Personalizations, EVA Module

Liberty's Edge

Ellioti wrote:
Interesting. You can see it's 3rd party, as I found a glaring mistake in my first read-through

To be fair, Paizo isn't known for their editing prowess.

Liberty's Edge

=)

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Sebecloki wrote:
What are the other rules for this game? I'm always interested in looing at other new build rules/house rules concepts.

All ability scores started at 0 and you had 80 points that could be spent on a 1-to-1 basis to increase scores. 8 and 18 were the limits of a score before racial modifiers, so it was more like all ability scores started at 8 and you had 32 points to distribute on a 1-to-1 basis. Still, made things like battle clerics or archer wizards more doable.

All characters counted as having BaB 1 for the purpose of qualifying for feats, since everyone got at least 4 feats at level one and most combat feats have BaB1 as a prereq.

Think those were the major things.

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There was a Dragon's Demand recruitment that got quite a lot of interest two or three months ago, so you can probably count on many applications.

I know you said no third party, but there's a 3rd party "Player's Guide" for this module floating around, if it's something you might be interested in. Link.

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Philo Pharynx wrote:
* 1 feat per level. It's always a good idea to be generous with feats for gestalt.

I'm in a game wherein the GM was tired of there being hundreds of feats that are never taken, so everyone gets three bonus feats at odd levels. 2 feats/level, effectively. No one in the game has a disruptive/OP build (grapple, trip, summoning etc), so I can attest that lots of bonus feats isn't inherently problematic, but it does add a lot of variety and opens up otherwise untenable builds. Enemies have the same bonus feats, of course, which can make encounters much more interesting than they otherwise might be. "What do you mean the enemy wizard is a professional luchador with a +37 to Grapple checks?"

I've also become a fan of free VMC of late. Barbarian VMC is really the only VMC that might actually be worth giving up half your feats for, all the rest are in 'kinda cool but not worth half my feats' territory.

Liberty's Edge

Ouachitonian wrote:
I played through the first 2-3 books of IG, I’d be happy to be able to pick up and keep going, either with that character or another. Likewise RotR, I’ve played the first couple of books, into part of the third. Would be happy to play more. The others I don’t have that experience with, but I’d be down for either.

Same. I got into an Iron God's game way back when the AP first came out that ended around the end of book two, so I'd be down for that.

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Shore =)

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Sebecloki wrote:
That's one reason why I'd emphasize removing all the filler combats --

Not a bad idea.

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I've submitted this fellow to a few WotR games, so here he be again. Paladin of Ragathiel VMC Barbarian, possibly going into the Crimson Templar PrC.

Wrathadorand, the Dawnstar:
The boy was born with golden eyes. Atsila, the clan’s shaman, said that golden eyes meant he was destined for greatness. Eschewing a traditional shoanti name, he was named Wrathadorand, elvish for “purifying flame”. The small clan were simply happy to have a healthy child, destined or not. As difficult as it was for such a small group to survive in the demon-tainted Broken Lands, the Uleyov Shadde-Quah (Wandering Axe Clan) were lucky even to have the occasional live birth. Wrathadorand’s growth was not stymied by the harsh conditions of his upbringing. He grew fast and tall. The child always seemed distant, but not unobservant or distracted. Shoanti children must grow up fast, more so when they have no walls and only a small clan to protect them. He learned to fight in the manner of his people with mighty earth breaker and klar, though the giant lizards from which the skulls klar’s are made of are not native to the northeastern Broken Lands, so he sufficed with simple, spiked wooden shields.
The clan had wandered over much of the Broken Lands, trying to eek out a living in areas either too hostile for soft peoples or to barren to support larger groups, never staying in one place for more than a few weeks. Around Wrathadorand’s twelfth year, Atsila guided the group less and less further afield, slowly spiraling towards Nerosyan, the city stationed where Mendev, Numeria, and the cursed Worldwound meet. Not all members of the clan were happy with staying in such proximity to a civilized city, but to Wrathadorand it felt right – not that a boy had any say in the movements of the clan. The shaman felt sprits calling them deeper into the Worldwound. Wrathadorand felt the call as well.

After gathering supplies in Nerosyan, the Uleyov Shadde-Quah began the dangerous trek up the West Sellen River on the boarder of Mendev and the Worldwound towards Kenabres. After three days and as many attacks by small groups of weak demons, much of the clan put their collective foot down. Most had no desire to head in this direction to begin with, and what could be gained from battling demons? Was their life not hard enough as it was? Their respect for their shamanic leader would only take them so far and after much debate, Atsila relented and agreed to return them to more hospitable lands, at least by their standards. They made camp for the night but would not have a chance to return from whence they came. An alarm was raised late that night when the watchman, Eharee, was found dead, gruesomely torn apart by the mighty claws of an unknown creature. Wrathadorand and a newborn girl were nowhere to be found. The clan’s hunters quickly found a trail leading deeper into the demon’s land, and they gathered their arms and set off to rescue the two missing children.
Wrathadorand does not remember much of what happened when he was taken, at least that is what he claims. He and the infant were spirited away into the dark lands, carried on the backs of some kind of corrupt, elephantine creature, surrounded by a mob of cultists in dark robes and masks carved from bone. Wrathadorand and the infant were bound to a desecrated altar on the floor of a crater, and the ritual began.

Chanting and dancing. Strange smelling incense. Pain. Fear. Standing by the head of the alter, a cloaked being sang, a mighty hammer in its hands. Lit braziers spaced around the floor of the crater cast awful shadows across anything Wrathadorand could see. He could hear his cousin screaming and feel her wriggling on the alter next to him. Suddenly, all was silent. The thing at the head of the alter raised its hammer, spoke a single, unknown word, and brought it down with all its might, intent on crushing the helpless boy’s skull. There was a deafening peal of shattering crystal and a flash of blinding light. His ears ringing, the only thing the boy could see was the afterimage burned into his vision of whatever had made the flash of light: a naked humanoid form with five asymmetrical wings. He lay there in the dark and silence for some time, wondering if he was dead. Slowly, his eyes adjusted to the darkness and the stars overhead showed themselves one by one, starting with the brightest. His cousins wriggling woke him from his stupor and he sat and looked at what fate had befallen their captors.

The crater was dark, the braziers extinguished. All around him, where there had been men or orcs or whatever race they were, were only piles of ash. The hammer meant to destroy him was twisted and melted, they great head of it reduced to little more than worthless slag. Despite everything, he was no longer afraid. A clean, white heat burned in his heart, perhaps a gift from whoever had saved them. With uncanny ease, he broke through his bonds and gathered up his cousin. He left the alter, walking through the ash towards the purpling sky that promised sunrise.

As dawn broke, Wrathadorand crested the lip of the crater with his infant cousin in his arms and fire stolen from the gods. The loss of Eharee in the night raid was great, but the clan saw the children’s survival as a sign that they were indeed meant to be there, and they abandoned their plan to return to the south and continued northeast along the river to Kenabres.

The feeling of the pure flame burning within him never left, the five-winged being he had seen haunting his dreams. Despite the harrowing brush with death, Wrathadorand was not weaker for the experience. Not only was he sound of mind and body, but the gods had also blessed him with divine powers, creating a fearsome warrior. Atsila did not know who the winged being was or what divine might have sent it, but the answer to the mystery revealed itself the day before their arrival in Kenabres. A small group of knights and paladins all the way from Andoran came upon the clan as they were setting up camp. Wrathadorand instantly recognized the holy symbol emblazoned on their armor: a bastard sword with five wings of flame. When he told them his tale and all he had seen, they too recognized the work of their own Empyreal lord, Ragathiel.

Both the knights and the Uleyov Shadde-Quah were welcomed into the city, as most capable of fighting were. Wrathadorand pledged to join the paladins of Ragathiel and, once he was grown, he did so. Eschewing the simple traditional weapons and armor of his people, Wrathadorand adopted the plate armor and elegant swords of the knights of Ragathiel. They trained him as a solider and taught him to master his new divine powers. Bolstered by courage from a belief that lord Ragathiel would always guide him, Wrathadorand rushed headfirst into the defense of Golarian against the invading demons.

Description:

Height: 6'5" | Weight: 230 lbs. | Hair: Bald; black beard with silver streaks | Eyes: Gold
Wrathadorand is a tall, sturdily built human of shoanti descent. He keeps his head shaved bald and has a thick, well-manicured beard of straight, black hair. Two fresh scars run diagonally across his left brow and cheek - a souvenir of his most recent battle with demons in the worldwound. His other facial features are chiseled and stoic, stress wrinkles making him look older than he is. His most striking feature are his golden eyes, god's eyes, some say.
Since coming to Kenabres, Wrathadorand most always wears his heavy plate armor when he is out and about in town and he always carries his deities sacred weapon, a cold iron bastard sword. In town he wears a blue tabard trimmed in gold with five-winged lion heraldry emblazoned on the chest. When he leaves the relative safety of the city walls, he switches his blue tabard for an identical one that is red trimmed in black. It is easier to clean demon blood off red and black fabric, after all.

Wrathadorand could accurately be described as inflexible and unimaginative, both in posture and personality. Dutybound, he always stands straight at tall. Unwilling to compromise, he remains an immovable obelisk in conversation and on the battlefield. One might call him arrogant or prideful, and some have. He is a loyal and honorable soldier, driven and – in his own way - passionate, but his disinterest in anything not related to slaying demons can leave him seeming aloof. He prefers the company of children over adults.


Flaw:

Wrathadorand is inflexible, unimaginative, and ironbound by law, duty, and honor. He believes everyone has their place in the fight against the demons, and that everyone should stay in their place to affect a smoothly operating war machine. He believes that just Law cannot be wrong, nor should it be questioned and that those who violate the law should be punished as the law dictates, and not be offered any sort of deal or bargain for reduced sentencing.

Frens:

Aiyana: Human female shaman. Wrathadorand’s wife. They were betrothed since infancy in the manner of their clan and, even though they were living in the city and no longer nomads when the time for marriage came, they wed, fulfilling their duty to their clan. Aiyana is a shaman, using ancestral magics to bolster troops. Aiyana is the opposite of her husband in many ways, short and slight of build, quick-tempered and nontraditional.

Ahiga: Human male, 14 years old. Aiyana and Wrathadorand’s son. On the cusp of adulthood, he is eager to join his clan in the fight against the demons. A squire, training to become a knight. Takes after his father.

Alona and Wildcat: Human females, 12 years old. Aiyana and Wrathadorand’s twin daughters. Too young to directly join in the fight against demons, they help out around the city

The Lionguard: Worshipers of Ragathiel, they came to Kenabres some sixteen years ago to join the fight against the demonspawn pouring from the Worldwound. Most members are paladins, clerics, or inquisitors. Denoted by leonine heraldry, they are a small group of fearsome warriors. Led by Mlyssa Rose, an aasimar paladin.

Uleyov Shadde-Quah: Wrathadorand’s clan. They left the Storval plateau before Wrathadorand’s birth and have been wandering deserts and badlands, searching for something known only to Atsila.

Atsila: Half-orc male, shaman. The leader of the Uleyov Shadde-Quah. Blind, has a strong connection to ancestral spirits. Is seeking something, but no one knows what it is.

Dice (18, 18, 18, 17, 15, 13; Handsomeness: 7:
Set 1
1: 3d6 ⇒ (5, 6, 6) = 17
2: 3d6 ⇒ (6, 1, 3) = 10
3: 3d6 ⇒ (3, 1, 4) = 8
4: 3d6 ⇒ (2, 5, 2) = 9
5: 3d6 ⇒ (5, 2, 6) = 13

Reroll 2: 1d6 ⇒ 3
Reroll 3: 1d6 ⇒ 6

Set 2
1: 3d6 ⇒ (4, 5, 2) = 11
2: 3d6 ⇒ (3, 3, 5) = 11
3: 3d6 ⇒ (2, 4, 6) = 12
4: 3d6 ⇒ (4, 5, 3) = 12
5: 3d6 ⇒ (6, 5, 2) = 13

Set 3
1: 3d6 ⇒ (5, 6, 4) = 15
2: 3d6 ⇒ (2, 5, 5) = 12
3: 3d6 ⇒ (1, 6, 4) = 11
4: 3d6 ⇒ (3, 6, 3) = 12
5: 3d6 ⇒ (3, 4, 5) = 12

Reroll 3: 1d6 ⇒ 1
Reroll 3: 1d6 ⇒ 2

Set 4
1: 3d6 ⇒ (6, 2, 2) = 10
2: 3d6 ⇒ (5, 5, 3) = 13
3: 3d6 ⇒ (6, 5, 4) = 15
4: 3d6 ⇒ (2, 4, 3) = 9
5: 3d6 ⇒ (3, 3, 5) = 11

Set 5
1: 3d6 ⇒ (2, 1, 2) = 5 - 13
2: 3d6 ⇒ (1, 2, 5) = 8 - 15
3: 3d6 ⇒ (6, 6, 1) = 13 - 18
4: 3d6 ⇒ (6, 5, 6) = 17 - 18
5: 3d6 ⇒ (5, 5, 1) = 11 - 17

Reroll 1: 1d6 ⇒ 1
Reroll 2: 1d6 ⇒ 4
Reroll 5: 1d6 ⇒ 6

Reroll 1*: 1d6 ⇒ 1
Reroll 1**: 1d6 ⇒ 5

Is he a handsome boy?: 3d6 ⇒ (3, 1, 3) = 7

Liberty's Edge

Ouachitonian wrote:
So, Level 1? What build rules?

They're in the Campaign Info Tab under House Rules.

BEHOLD:

Character Creation:

-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 5 times). You must accept stats as a set, no mixing and matching from individual rolls.

Also there is a 7th stat in my game that represents your characters 'looks'. 9-12 is average, <8 is ugly, 13-16 is very pretty/extremely handsome. 17< is supermodel/actor. Roll 3d6 and that represents your comeliness, no rerolls. You cannot increase/decrease the beauty stat through normal means. The following table illustrates the bonuses and penalties to social scores.

Beauty/Intimidate
3/+6
4/+5
5/+4
6/+3
7/+2
8/+1

Beauty/Diplomacy
13/+1
14/+2
15/+3
16/+4
17/+5
18/+6

If you have a beauty stat of 16 or higher a number of times per day equal to 1/4 HD you can attempt to charm someone who might be sexually attracted to your character as a move action. The willsave DC for this is equal to 10+1/2 HD+Beauty modifier. The charm is equal to Charm Person spell that lasts for 1 rd/HD.

Conversely if you have a beauty stat of 5 or lower you can attempt to frighten someone. A number of times per day equal to 1/4 HD you can attempt to scare someone as a move action. The willsave DC for this equal to 10+1/2 HD+Intimidate modifier from beauty. This ability is equal to the Fear Spell and lasts for 1 rd/HD.

-->Starting Level: 1st

-->HP: Max.

-->Alignment: No evil but if you aren't good there had better be a very good reason why you chose to fight the demons.

-->Max gold 1st level.

-->All archetypes allowed.

-->Books allowed: All Pathfinder, WotC 3.5, Tome of Secrets and Mythic Options: The Missing Core Feats. No Occult or other 3PP.

-->Background Skills: Yes.

-->Variant Multiclassing: Special: Everyone will receive 1 free VMC of their choice. This means you do not have to sacrifice all of your feats for the VMC.

-->Firearms: Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.

-->Forbidden Classes: Any from Occult Adventurers.

-->Races allowed: All from core and advanced race guide. Can modify races up to 16 RP as long as the abilities fall within the theme of the race you are modifying. Races who have RP above 16 cannot be modified.

Alternatively can apply a +1 template at the cost of not being able to modify any races, you would have to apply the template on top of the race as they are presented in the source material. Any template that would increase in CR as the HD go up are also prohibited such as half-celestial or fey creature.

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You should consider letting players rebuild their characters every X levels. Slow and unreliable as PbP is, it encourages people to build for the now and not 'invest' - if you like - in more interesting builds that start slow but pay off at high levels... if you ever get there.

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Oh, I remember applying for the original recruitment.
Could you give us a quick summary of where exactly the party is at the moment and what conditions will be bringing the new players in? Have they been part of the group all along or are they joining up in a settlement or...?

Edit: And what are you doing for gold? WBL (3k)?

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DM Skull wrote:
Just play it like a vengeful Pally. It's just...champion of Irori losing control and going berserk? Isn't that prestige all about seeking perfection? Flavor wise it doesn't quite jive.

Fair enough. I don't see them as the vengeful type, anyways.

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Another question while you're putting together answers. Assuming you are ok with Prestige Classes, I'll be making a UnMonk 4/ Paladin 2/ Champion of Irori X.

Would you be ok with a Lawful character taking the Barbarian VMC? Paizo says they intentionally left out the alignment restriction for barb VMC but I figure it's better to make sure you're ok with it before planning a build around it.

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Hey DM Skull, are prestige classes allowed? Some DM's don't like them. With the crazy high ability scores I was thinking of making a Champion of Irori, quite possibly the single most MAD class/PrC out there.

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I overlooked the semi-custom race thing. That's super interesting!

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Stat rolls:
1: 3d6 ⇒ (4, 6, 6) = 16 - 4 + 6 = 18
2: 3d6 ⇒ (2, 4, 3) = 9 - 2 + 6 = 13
3: 3d6 ⇒ (1, 5, 1) = 7 Rerolled 1's = 1, 5, 5 - 1 + 6 = 16
4: 3d6 ⇒ (6, 1, 6) = 13 - 1 + 6 = 18
5: 3d6 ⇒ (6, 4, 2) = 12 - 2 + 6 = 16

Prettiness: 3d6 ⇒ (2, 4, 4) = 10

Roll three rerolls: 2d6 ⇒ (1, 5) = 6

18/18/18/16/16/13 with a beautioscity index of 10.
It'll be hard, but I think I can work with those.

The idea of playing a tired person who just wants to escape the bustle of 'civilized' life and start a homestead somewhere is extremely appealing to me for some reason...

Liberty's Edge

Sounds cool. Mechs are cool.

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From the mechanics perspective, is there anything in particular the existing players would like the new character to bring along? Any big gaps in the rolls that need filling?

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Zanbabe wrote:
RHMG Animator wrote:
So ANY Paizo material is fair game.....as I want to be sure....
Good question... I took it with an implied "within reason," and didn't make a centaur. :) If something is questionable, you should probably run it by the GM specifically.

Time for Trox Bloodrager.

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Xylian will do the slots Again to I guess

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stormcrow27 wrote:

The Gelatinous Cube was designed as an April Fool's joke. They gain intelligence by absorbing an intelligent humanoid and then mixing its brain matter to allow the Gelatinous Cube to become sentient. Various class features allow the cube to gain access to ooze attacks, different shapes (the Gelatinous d20 is a common favorite) and so on. It ends up being a mobile brick with access to special ooze and mold attacks, along with the ability to fit through tight spaces and so on.

The other books are more serious and are full up updates for the old Savage Species 3.0 book to play monster classes, without all of the ECL and imbalance SS stuff could bring. The Secrets of the Iron Titan allows you to become a magic cyborg/living construct as you transplant yourself into a construct body that evolves over time.

On a more serious note, I looked at the other races they offer. I think I'm gonna put together a Jotun Goliath Druid, flavoring the race as a firbolg, drawing on 5e's retconning of firbolgs as peaceful half-fey. He's from a small firlbog tribe, nestled safely away in some forested foothills, haven't decided which Varisian forest yet, but he wanders the land gathering and sharing stories.

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stormcrow27 wrote:
In the Company of Series plus the Secrets of the Iron Titan by Rite Publishing

I've never heard of these, so I looked 'em up.

There's a book for playing a Gelatinous Cube.

That's, uh... something, alright. I hope he leaves a nice tip for housekeeping when he checks out of the inn.

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GM Catto wrote:
ElbowtotheFace wrote:
Someone asked and I didn't see an answer, are plates submission considered? I just stumbled on the Thaumaturge and like it's flavor as "magical warrior" better than the Magus and would like to try it out if that is an acceptable option.
Unfamiliar with that. Can you link me the rules?

Tis a playtest class. https://paizo.com/pathfinderplaytest

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30PB?

That's almost enough to make a viable chained monk.

Almost.

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Hey GM Catto, how would you rule Spell Blending works in regards to spell slots granted by archetypes? I've looked around a bit, there's nothing saying it does work with archetypes spell slots, but there's nothing saying it doesn't work either, so I figure it's best to ask you how you'd run it.

Spell Blending:

You theorize that spell slots are a shorthand for an underlying energy that powers all spellcasting, and you’ve found a way to tinker with the hierarchy of spell slots, combining them to fuel more powerful spells.

When you make your daily preparations, you can trade two spell slots of the same level for a bonus spell slot of up to 2 levels higher than the traded spell slots. You can exchange as many spell slots as you have available. Bonus spell slots must be of a level you can normally cast, and each bonus spell slot must be of a different spell level. You can also trade any spell slot for two additional cantrips, though you cannot trade more than one spell slot at a time for additional cantrips in this way.

If Bob the wizard has the cleric dedication and can cast fourth level wizard spells and second level cleric spells, could Bob use Spell Blending to trade two level one Wizard spells for a level two Cleric spell, or two level two Cleric spells for a level three wizard spell? Or one level one Wizard spell and one level one Cleric spell for one level two Wizard spell? Or could Bob only trade Wizard spells for Wizard spells and Cleric spells for Cleric spells? Or would Spell Blending only work with the Wizard spells?

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The Magic School setting is making me think of a character that is trying to form a "Universal Theory of Magic", that all magic is ultimately from the same source an thusly any spellcaster can use any type of magic. Mehanically, a Universalist Wizard that goes in to Magaambyan Attendant to gain access to all spell lists.

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