I wasn't going to be able to make the 27th deadline but I see now it has been extended. I'm now contemplating a few options and wanted to clarify: Do you want a rogue (as in the actual class) or are you looking for something to fill that role? Considering a few options and this will help narrow them down.
Here's what I'm currently thinking about. If I go down this route, I'd need GM dispensation to have both a Black Blade and a familiar at the same time. Take a look at the Black Blade spoiler and let me know what you think. If the idea (which I think is pretty neat) isn't kosher, then I'll rethink the build (probably dropping the VMC for a free Bladebound archetype). Note I've just got a brief synopsis for my backstory. I'll type it up in a prettier fashion a bit later. By the way, what kind of timeline do you have in mind for wrapping up recruitment? I didn't see anything in either this thread or the other thread.
Note: Made some slight alterations to my skills, etc after some reflection. It makes more sense to me to change this way.
* Godfrey Leiter was born to a significant noble family held in high regard in Talingarde.
* Despite being a fiercely intelligent, he didn't care for most of his lessons aside from swordmanship. He'd sneak away to practice swordmanship given any opportunity.
* His parents, desperate to have him live up to his potential, brought in a new tutor.
* This tutor possessed arcane skill and was able to keep his ward's attention by bribing him with magical lessons.
* Frustrated by the slow progress with his tutor, who urged caution and restraint, he practiced his swordsmanship AND arcane ability together in secret. Grew resentful of the restraints which eventually grew to disdain for the Mitran church (as a source for the restraint).
* Sought to expand his arcane knowledge as an adult, eventually touching on occult lore that skirted the bounds of legality (via others who share his passion).
* Charmed his way out of some legal trouble, but increasingly feels that the Church hurts Talingarde's ability to grow stronger and to improve.
* At this time, begins to grow closer to outlaw arcanists who introduce him to Diabolism. Finds himself at home with the tenets emphasizing cunning, strength, subjugation of the weak by the strong, and other Asmodean tenets. In particular, finds himself attracted to Geryon (Archdevil of the 5th level of Hell).
* His interest in increasingly arcane lore and in Diabolism eventually draws the attention of Mitra's lackeys who see fit to try and jail him. He escapes (with help? one the way? details TBD?) and joins up with the Evil crew.
I'd like to tie the Black Blade to Asmodeus (or rather a lieutenant of Asmodeus) and the sorcerer bloodline that I picked for Godfrey's VMC (Serpantine). My theory is that Godfrey's blade and eventual familiar are the same spirit/devil. He's committed to the accumulation of ever more esoteric lore (as a way of enhancing his already formidable arcane strength). His particular interests and desires align neatly with the Archdevil Geryon's domains. Geryon (as a servant of Asmodeus) gifts him with a blade that has the same (or similar) goals.
This gifted blade grants Godfrey abilities above and beyond a 'normal' black blade (which can be flavored as the sorcerer VMC). This eventually takes for the form of a blade that can transform into a snake and back, Godfrey's affinity for serpents, his venomous bite, etc. Mechanically, this doesn't strike me as too over the top as there is some overlap (only one entity who gets the benefits of familiar/blade at a time).
Male human magus (bladebound, hexcrafter) 2/sorcerer* (Pathfinder RPG Ultimate Magic 9, 47, 48)
LE Medium humanoid (human)
Init +2; Senses Perception +6
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d8+7)
Fort +5, Ref +2, Will +4
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
. . dagger +5 (1d4+4/19-20) or
. . longsword +5 (1d8+4/19-20) or
. . warhammer +5 (1d8+4/×3)
Ranged sling +3 (1d4+4)
Special Attacks arcane pool (+1, 4 points), spell combat, spellstrike
Magus (Bladebound, Hexcrafter) Spells Prepared (CL 2nd; concentration +5)
. . 1st—color spray (DC 14), shield, shocking grasp
. . 0 (at will)—brand[APG] (DC 13), detect magic, light, prestidigitation
Str 18, Dex 14, Con 15, Int 17, Wis 12, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Combat Casting, Cosmopolitan[APG], Toughness
Traits blasphemy, extremely fashionable, suspicious
Skills Appraise +4, Bluff +6, Climb +6, Intimidate +6, Knowledge (arcana) +8, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (religion) +9, Perception +6, Sense Motive +7, Spellcraft +8
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal
SQ bloodline (serpentine[APG]), hex arcana
Combat Gear potion of cure light wounds, scroll of shield; Other Gear chain shirt, dagger, dagger, longsword, sling, sling bullets (20), warhammer, sleeves of many garments[UE], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 4 gp, 3 sp
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Hex Arcana You can substitute Hexes for Magus Arcana.
Serpentine Your mind-affecting and language-dependent spells can affect animals, magical beasts and monstrous humanoids as if they were humanoids who understand your language.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Feats: Cosmopolitan, Combat Casting
Traits: Extremely Fashionable, Blasphemy, Suspicious
VMC: Sorcerer (Serpentine)
Skill: Sense Motive x 2
4d6 ⇒ (4, 2, 6, 2) = 14 = 12
16, 15, 15, 14, 14, 12 array is pretty solid. :P
I've got some cool ideas for a magus/VMC Sorcerer. Would something like that be sufficiently 'fighty' for the party?
Hi GM Kobolum, I wanted to clarify if every character will get +2 skill points per level. I seem to recall that being something generally recommended by the AP. I don't see those listed in the build rules and I'm assuming you're not using them? I'm working on a Magus concept, but skills will be a bit tight and I wanted to clarify before I got much further.
Chaos is strong...
3d6 + 6 - 2 ⇒ (2, 6, 6) + 6 - 2 = 18
That's strong alright..
Will figure out something to do with those. :)
Looks like I'd be stuck with the first roll, based on what all the other folks in the same boat are doing. I'll take the point buy, that being the case.
I'm thinking of a half-elf whose ancestors fled in The Retreat and who's past is lost to tale. All that remains is a battered family blade bearing a crescent moon and setting sun on opposing sides of its pommel [Ties to Labelas Enoreth and Corellon Larethian). Mechanically, I'm thinking he's an Urban Bloodrager/Bladebound Hexcrafter Magus. Obviously the family sword eventually reveals itself to be intelligent and fun times ensue. The Hexcrafter portion is minimal and is primarily being taken to tie in the overarching theme of luck/fate. I have some ideas for the curse aspect tying back in to the realm's fate and the intelligent sword's background. The Bloodrager bloodline is obviously Destined, given the above.
This sounds interesting!
4d6 ⇒ (4, 6, 3, 5) = 18 = 15 2
So this is technically ok (22 pt buy and net +3), but I don't really want to have to work around the 4. I'll take the 25 unless you're ok with a reroll (rolling is more fun). If the reroll is ok, I'll use something from below:
4d6 ⇒ (6, 2, 4, 2) = 14 = 12
(11 pt buy doesn't meet the rules)
4d6 ⇒ (6, 6, 4, 5) = 21 = 17
(28 pt buy with net +8 bonus)
I'm ok with a 25 pt buy or the above. Which should I use? Will work on ideas from here.
Gonna see what I can come up with real quick:
STR: 3d8 ⇒ (2, 5, 6) = 13
Edit: I could probably do a wizard with that, but it's not super exciting. Let's see what else I can do.
STR: 3d8 ⇒ (8, 8, 6) = 22
Edit: Holy stats Batman! I think I can do something with this. Brainstorming a few ideas now. :) I'm taking set #2 if that wasn't clear. ;)
I'm still thinking about my concept and wanted to ask what you though about allowing Spell Combat to work with Investigator extracts (after taking the Broad Study arcana at Level 6). It seems pretty neat thematically (chug a potion while fighting in a Witcher-esque way).
Any thoughts on this question, GM Panic? I didn't realize the Psychic detective archetype traded away ALL the alchemy talents too, which I wanted to play around with so I'm rethinking my concept.
Fair enough! :) I was trying to get a feel for the overall campaign theme. I'm still thinking about my concept and wanted to ask what you though about allowing Spell Combat to work with Investigator extracts (after taking the Broad Study arcana). It seems pretty neat thematically (chug a potion while fighting in a Witcher-esque way).
Also, stats before I forget again:
2d6 + 7 ⇒ (3, 6) + 7 = 16
Interesting concept. I'm not sure if I'll have the time, but I'm thinking of an Investigator(Psychic Detective)/Magus(Bladebound/Hexcrafter) who's an expert on all sorts of esoteric magic!
I'm interested in what direction you might want to take the game. Are you thinking urban intrigue/investigation/social game, urban horror, or something else entirely?
Edit: Also, are you saying that we MUST choose a drawback or that it's optional? Right now I'm reading it as a necessity (and the trait it gives is already included in the 5).
Does that help with clarifying things?
Quite a bit, yea. Thanks for that. To extend the scenario, if Joe the Jedi is now level 9 and takes Force Training again, he should have 6 ((L1/2 Min 1) + 5 WIS) + 9 (L9/2 = 4 + 5 WIS) for 15 total powers. Uses would be 5 (from L1) + 9 (as # powers for L9 feat) for 14 uses. None of those numbers would change until L16 when he becomes Wis 22 OR he takes the feat again. All that sound right?
Still interested and absorbing as much as I can of the system as possible. I have a tentative outline for how I want to build Obi-Wan. I wanted to clarify something about Force Training. In the game, you get 1+WIS modifier powers that go into your suite and you can take the feat multiple times to get more powers. Your house rule extends it to 1/2 char level + WIS modifier, but can we still take it multiple times for more powers (that'd be from 7 to 14 in my case at level 7 with WIS 18).
I also though it was a bit odd that Persuasion isn't a class skill for the Jedi, is that intended or am I missing something somewhere?
GM Wasted wrote:
Alrighty, sounds good to me. :) Let me start having a look at this. I'll need to do some research to figure out how to build/play him.
8d8 ⇒ (5, 6, 1, 5, 4, 8, 1, 3) = 33 13, 14, 15, 15, 16, 18
I can work with that. :) Will start looking into this.
Also fighters get 4 skill points a level. That allows you them to have something other then 9 ranks in Athletics and 1 rank in Swim at 9th level....
I don't suppose that extends to any other classes? Running out of skill points for flavorful things as a magus (2 points per level, but INT is an important skill).
Hrm, I do like this AP a bunch. Let me think on it.
4d6 ⇒ (5, 3, 1, 2) = 11
4d6 ⇒ (2, 3, 1, 6) = 12
4d6 ⇒ (3, 4, 1, 6) = 14
4d6 ⇒ (4, 1, 3, 3) = 11
4d6 ⇒ (1, 4, 6, 1) = 12
4d6 ⇒ (5, 1, 6, 2) = 14
2d6 ⇒ (3, 4) = 7
[5,3,3,4] = 12
I suppose I can figure something out with a 41 point buy equivalent. I'm thinking of a magus with (undesired) Sczarni ties maybe.
I'm definitely interested and am working on putting together an alias with all the trimmings. My character (whose name/background/etc are still very WIP) is a human noble who is a brilliant arcanist, ferocious swordsman and hero of the people. He'll be a Kensai/Bladebound Magus, School Savant (Admixture) Arcanist, and Swashbuckler following the Archmage path. Further details to follow, but I know for certain I'll be taking Noble Scion of Lore as my first level feat.
Edit: Also, out of curiosity, does anyone know if there's a way to do Trisalt on Herolab? There's the 3rd party pack that does Gestalt, but I don't think I've seen anything for Trisalt.
So focus/foible you can allocate stats where you want them? Or do you roll them straight down after choosing your Focus and Foible?
Assuming it's the latter, I'll stick my 18 in INT and my 8 in CHA, going for something arcane.
STR: 1d10 + 7 ⇒ (10) + 7 = 17
Edit: Well then, I think I might have to try something a bit MAD. I've got:
STR - 17
Thinking about a Kensai/Bladebound Magus and Wizard combo. Probably as an elf.
Alternatively, can I arrange those how I like? (might swap WIS/DEX) if so.
How do you feel about Occult Adventures classes, Digger? Specifically thinking about an Occultist who seems to have a lot of flavor that you can play around with (discovering items, learning history, etc). The player's guide (and your listed classes) didn't mention anything so I thought I'd check before I started building a character.
Edit: I just notice you didn't list it as part of the source material. I assume that means Occultists are right out?
How long have you been playing Pathfinder?
Are you experienced with the PbP format?
What kind of combat/social balance do you like?
Do you have previous experience with the WotW AP?
I have a few concepts in mind, but they'd depend somewhat on what sources you will allow (1-2 would rely on DSP's Path of War). It will also depend on what kind of game you prefer to run (more intrigue based vs more combat based).
I have some interest and I'm considering tossing something together. Would you allow the Dreamscarred Press Path of War class: Warlord? You didn't explicitly say whether or not 3rd party would be considered or not and the idea of a charismatic, patriotic (nationalistic?) war leader has appeal to me. If you have any questions about the class, let me know. I'll start tossing together some ideas for background either way.
He seems to have said so explicitly in the Class section of the recruitment post, so I assume so. He mentioned that it will be 'reskinned' as divine powers from the gods (probably Njord if I build with the Skald idea). I might have missed some change to that though, so it is obviously up to GM Fimbulvinter.
Tempted to make a submission. Thinking about a Half-orc Dragon Skald/Warlord viking type who uses axes (either a battleaxe/boarding axe or a greataxe). He'd be a good sailor and would provide some arcane support/buffing from both classes. I didn't see it in the thread when I read through it, did GM Fimbulvinter mention if the campaign will involve any significant time at sea? I would assume so, given the setting, but I'd like to confirm as I have other ideas that appeal to me as well (Primalist Bloodrager/Warsighted Oracle) but they're less interesting at sea.
In the one that I am DMing, the characters named their kingdom Ursonia. We skipped over combat with many of the encounters from 1-4 (by player request) so it was all RP. They happened to run into a ridiculous number of bears (lots of the same on the Random encounter table). Between that and the twisted bear thing encounter at the Temple of Erastil, they were quick to agree to the name after it was suggested by our Bard (I think). Correspondingly, they named their capital (former Stag Lord's hold) Mizar. Their second city, Alcor, was built on the Temple of Erastil. Both Mizar and Alcor are stars in the constellation Ursa Major.
GM Soul Dragon wrote:
3. I do like good roleplaying, but if you want to have a simpler backstory, that's ok.
Not necessarily simpler, just that some GM's don't want a novel for applications. I like to check before I write a bunch. You can check my aliases for the kinds of backgrounds I generally create. :)
Some dice rolls:
Hi, I've been looking for a Rise of the Runelords game, so this has some interest for me. I had a few questions though:
Hi Big OM (Vors), this is Wilhelm. :) I'm debating making an arcane sorcerer focused on the conjuration school and summoning in addition to other battlefield control. I'd be a human, with the feats/traits to become a face. Once I decide if I have the bandwidth, I'll make a crunch and backstory, though I know I'll have my eye on becoming a lich. Focus is Charisma and Foible is Strength. Rolls are below.
Edit: holy dice, batman!
Roland Aristocrat Campaign [PbP, Homebrew] Recruitment: A Game of Intrigue, Aspirations and Betrayal
I'm definitely interested in playing this campaign as it sounds like a lot of fun. The character I have in mind is a second son of an old and prestigious noble family in Roland that has fallen on hard times in the recent past. He served in Durendal's army after where he served with distinction. His exemplary service was noted and he went on to train as a intelligence officer. Some years later, after serving with intelligence branch of Durendal's armed forces (does it have a name), he returned home after learning of the death of his elder brother. Now faced with the prospect of leading his family in the future, he has begun to apply what he learned in his time in the military to a life at court.
I envision my character having a strong nationalistic bent with a severe distaste for Greater Galantine. That short blurb covers the broad strokes of his background. I'll flesh this out later after work (6 PM PST or later). Mechanically, he'll be built as an Infiltrator Inquisitor (possibly also a Sanctified Slayer archetype). I'm not sure about my current income levels, but I'll flesh that out as well. Perhaps I built up a few family businesses making arms for the military?
I'm thinking my abilities break down something like:
I'd probably focus on Archery as my combat style.
I have a few questions for you though: