Count Lucinean Galdana

The Emerald Duke's page

Organized Play Member. 607 posts (4,747 including aliases). No reviews. 1 list. No wishlists. 2 Organized Play characters. 29 aliases.


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I've dotted but before I answer the question in character I want to figure out if we are coming in individually or as a group... or as some mix of the two. I am open to either possibility.


Thanks for the selection GM! And best of luck to the others in future applications and games... you guys had some really cool ideas!


While we are waiting on a final decision I have been stating out a blank template with my crunch. About all I am missing is my equipment at this point... oh, and my backstory (though I mostly have that done, just need to get it pinned into place).

Link is here for convenience.

Good luck everyone.


Thoughts on interactions with the rest of the party:

Ngozi: I am not going to lie... Ibuki will probably always be a bit creeped out by the spiritualist's ghost baby.... especially if it always comes from his nose. Not one to particularly care about the afterlife, he would have little to discuss with the man. Which leads to the question: why does he travel with him? It is a question that I think that Ibuki is trying to figure out himself, truthfully. If nothing else, he has someone on hand to ensure that those he slays in combat can find peace. If there is peace to be had. And, in turn, he is on hand to defeat any that would attempt to prevent the shaman from doing his job. The stronger, the better.

Dhomirren: The samurai would likely be a bit wary of the hunter's pet panther, and would view his reliance on a "pet" to aid in combat to be bizarre. That said, he would be unable to deny the pair being efficient in combat, and would likely leave "weaker" foes to them to fight.

Eisith: This one would be a generality, given I don't have access to his backstory. Skalds in general love to tell tales... and unlike bards, they can "actually" fight themselves. Ibuki would probably love him as a result, wanting to give him fodder for increasingly epic tales to sing.


Still working, might not be 100% statted, but here is a rough synopsis.

Ibuki Minamoto:

Race: Ifrit, Sunsoul subtype.
Class: Samurai, Brawling Blademaster archetype
Order: Order of the Flame
Gender: Male
Alignment: CG
Deity: Shizuru
Physical Appearance: Inspirational Image
Traits: Unflappable Arrogance (Race); Ichimeiyo Champion (Combat)
Motivation: Ibuki has one goal in life: to prove that he is the best fighter in the world. Despite this, he still has a code of honor that he follows. He wants to fight the strongest, but on terms that make the contest fair. It is meaningless to defeat a strong opponent through dishonorable means. His word is his bond. He is loyal to his companions, and values their well being and his honor over any written laws.


Working on it. Been pretty busy with work the past few days... but...

character concept:

So my thought process for this one was based on the idea that whomever this martial fighter was, he would have to have reason to travel and reasons why he wouldn't care about strangeness of his companions as long as they were tolerant of his own reasons for wandering.

At first I was leaning towards outcast monk... but those take a few levels to take off. Besides, I am currently running a campaign with one.

So my next thought was why not a samurai? Specifically a ronin. Ronin have no lord or master, following their own code. But I didn't want to deal with a mount... pet mechanics get messy.

So... archetypes. Torn between brawling blademaster and sword saint. Still making up my mind.

Anyway, should have more tonight.


@Ngozi: Gotcha, thanks for the heads up. Will be working on something tonight.


dotting an interest...

A bit about me & what I am thinking:

Time zone is currently US Eastern. This does occasionally change due to work, but for the next several months should be solid.

I am currently running in about 6 games (a Strange Aeons, a Crypt of the Everflame, a RotRL, a homebrew that may or may not be dying soon, a Way of the Wicked, and a Hells Rebels). I have not played this particular game before, so it is new to me.

I can be somewhat flexible with what I bring, so if there is a noted need for the existing party members feel free to voice it and I will see what I can craft. That being said, I have an affinity for magus, monk, and fighter.

Am I right in reading that there is no campaign trait for this one? If so, is there a common background or backstory that would make some characters make more sense in being there than others, or is this more of a "group of wandering adventures walk into a town" type scenario?


Yay!

Set 1:

Stat set 1: 4d6 - 1 ⇒ (1, 6, 4, 5) - 1 = 15 7
Stat set 1: 4d6 - 2 ⇒ (6, 2, 4, 2) - 2 = 12 2
Stat set 1: 4d6 - 1 ⇒ (4, 3, 4, 1) - 1 = 11 1
Stat set 1: 4d6 - 1 ⇒ (4, 6, 2, 1) - 1 = 12 2
Stat set 1: 4d6 - 2 ⇒ (6, 2, 3, 3) - 2 = 12 2
Stat set 1: 4d6 - 1 ⇒ (1, 1, 5, 3) - 1 = 9 -1
For a total of 13 pt buy.

Set 2:

Stat set 2: 4d6 - 3 ⇒ (3, 3, 3, 4) - 3 = 10 0
Stat set 2: 4d6 - 1 ⇒ (5, 5, 4, 1) - 1 = 14 5
Stat set 2: 4d6 - 1 ⇒ (3, 1, 5, 2) - 1 = 10 0
Stat set 2: 4d6 - 2 ⇒ (2, 6, 3, 2) - 2 = 11 1
Stat set 2: 4d6 - 1 ⇒ (1, 4, 3, 3) - 1 = 10 0
Stat set 2: 4d6 - 2 ⇒ (2, 3, 5, 6) - 2 = 14 5
For a total of 11 pt buy.

... Hm... neither of those sets are great... hell they are both below a 15 point buy model. Will have to think about this.


Hm... I would probably take a page from the old pc game Neverwinter Nights (Hordes of the Underdark) and have us come up into a mad wizard's labyrinth, that happens to have a city on top of it if we get that far. ;)


Wilhim wrote:
Helikon wrote:
Wilhim wrote:
Helikon wrote:


Firearm rules?

I'm still thinking about specific build rules. Background skills will avaiable though what do you mean by firearm rules?

Well are firearms exotic, martial or simple weapons?
I'd say depends on the gun. You're all trained military personnel before you specialize in your classes so modern guns you get automatic proficiency. Older models like what will be available on the other side will be exotic. A lot of work has gone into modern guns, sights, reload, rifling etc.

I guess this accurately sums up why I was asking about what era of guns gunslingers start with.

(For record, they start with early firearms by default. Handy link to the various categories so we are all reading from the same sheet of music.)

It makes sense that on the other side early firearms (single shot pistols, blunderbusses, etc... think Pirates of the Caribbean weapons) would be new, strange and exotic... but here they are practically museum pieces, and no one really uses them due to lack of parts to maintain and repair and arm them (ironically similar reasons to their being expensive over on the other side).

Advanced firearms, however, do see some use (six shot revolvers, cartridge single shot rifles, etc.) despite not being "optimal" compared to things you might find on the modern tree. Additionally, folks on the other side would probably be as "weirded out" by an early firearm as they would be by an advanced one (IE: they might have vaguely heard of strange folks using this strange black powder to launch projectiles... but they probably haven't seen one or know enough about it to know the difference between loading a cartridge instead of barrel loading a ball and powder.) I would also argue that (as long as the gunslinger was proactive about policing his brass) it would make as much sense for him to be reloading cartridges as it would be to be casting fresh balls.

Just my thoughts on the matter.


Wilhim wrote:

Absolutely. I usually avoid them because they don't work with stories I want to tell, this time, they'd be a perfect fit.

So, given this as a starting point, what "era" of firearms would an aspiring gunslinger start with? I ask because, while the other side might not have ready access to "advanced" firearms, on the side where folks are coming from they are almost novel in comparison to modern variants.


An... interesting idea.

Do you think a gunslinger would work? I am thinking someone from our world that was obsessed with older model firearms and (because they are practically antiques here) was familiar with their care and maintenance, as well as how to make the munitions for them.


Derick "Dart" Valindir wrote:
sorry all, going through... something. Unsure if its depression, a sickness, or what. I just don't feel right or up to things. I may or may not get in posts, if I don't, I apologize and please bot me.

Take your time. If you feel worse call someone (health professional or friend) and get the help you need.


Thank you, will do so!


Well, regardless of whether I (or anyone else) gets voted into the party I want to wish those selected (and, if applicable, to be selected) the best of luck in the game. You too, Samy... should be a fun way of getting the rust off etc etc.


OK, still working on a few things (feats and skills) but I should have all the requirements. Let me know if you have any concerns or questions regarding source material.

Malarra Rodan


Should make the cutoff, at least with the required stuff... throwing everything into an Alias now... next post will link.

Luck all!


So still working on some critical details (feats, traits, stat distribution, equipment) but I have the stuff that gives a good idea of who she is ready... so here is my initial presentation of Malarra Rodan. I have kept her background somewhat vague on purpose. (Partially because she doesn't remember it at the start, partially because I want our GM to have plenty of room for working in fun surprises.)

Let me know if you have any concerns or questions.

Background:

Malarra was not originally from Golarian, but rather from Faerûn. Born into a family of drow exiled to the surface, she was trained from a young age to be part of an experimental attack force designed to use the shadow plane to cross the between the surface and the Underdark in order to assasinate key drow leaders of rising houses. Things did not, however, go according to plan. On her team's first assignment something happened to destabalize the shadow realm. During that instability, she was eventually forced out of the realm and onto the surface of an entirely new plane: Golarian. If the concept of "good" surface-dwelling drow was uncommon knowledge at best on Faerûn, it was practically a novel idea to the residents of her new plane of existance.

Separated from the members of her team that actually could open the ways into the plane of shadow, Malarra has found herself stuck alone on a hostile world with no way of return.

Personality:

Out of combat, Malarra is quiet and reserved. While not inpolite, she does her best not to draw undo attention to herself. That being said, her heritage often means that attention finds her whether she likes it or not. Lacking the finese with words to be able to deescalate most situations, she does her best to ignore most would-be aggressors until it no longer becomes possible... then she often will retaliate. First with words aimed at making these bullies rethink their planned actions. Then with every means she has to defend herself.

In combat, Malarra seems to most come out of her shell, trading verbal barbs with her adversaries and issuing quick observations to her allies (when she is fortunate enough to have any). Though she is not a cold-blooded killer by any means, she is also not the kind to give any aid to a fallen foe without having a compelling enough reason to do so. She has been known to accept willing surrender on occasion, but not more often than not she gives as much mercy to her foes as she expects in return: none.

Racial Traits:

+2 DEX, +2 CHA, –2 CON: Drow are nimble and manipulative.

Elf: Drow are humanoids with the elf subtype.

Medium: Drow are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Drow have a base speed of 30 feet.

Surface Infiltrator: Some drow dwell close to the surface lands, either because they serve drow causes or they were exiled. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait replaces the darkvision and light blindness racial traits.
Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Drow gain a +2 racial bonus on Perception checks.

Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Spell Resistance: A drow possesses an amount of spell resistance equal to 6 + her character level.

Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, each once per day, using her total character level as her caster level.

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.

Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following: Abyssal, Aklo, Aquan, Common, Draconic, Gnome, Goblin, and Sakvroth.

Class Features:

Student of Darkness (Ex): A gloomblade gains Acrobatics, Knowledge (planes), Perception, and Stealth as class skills, but does not gain Climb, Handle Animal, Ride, or Swim as class skills.

This alters the fighter’s class skills.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with light and medium armor.
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Shadow Weapon (Su): A gloomblade can create a shadowy weapon in a free hand as a move action. This can take the form of any melee weapon with which he is proficient. A gloomblade can have only one shadow weapon in existence at a time; creating a new shadow weapon causes an existing shadow weapon to vanish. At 3rd level, the shadow weapon acts as a magic weapon with a +1 enhancement bonus; this bonus increases by 1 for every 4 levels a gloomblade has beyond 2nd, to a maximum enhancement bonus of +5 at 18th level.

At 7th level, a gloomblade can create (and maintain) two shadow weapons at a time as a move action; if he does, each weapon has an enhancement bonus 1 lower than normal. If a gloomblade creates only one weapon, it gains a weapon special ability of his choice (chosen upon creation); the ability must be valid for the shadow weapon’s weapon type and must be chosen from defending, flaming, frost, keen, ghost touch, merciful, shock, thundering, or vicious. (Additional special abilities might qualify, at the GM’s discretion.)

At 11th level, a gloomblade’s shadow weapons each gain their full enhancement bonus if he creates two weapons. If a gloomblade creates only one shadow weapon, it gains additional weapon special abilities; the total effective bonus of these abilities cannot exceed +3. The gloomblade can now choose from the of anarchic, axiomatic, flaming burst, icy burst, holy, shocking burst, unholy, and wounding weapon special abilities as well as those from the list above.

At 15th level, a gloomblade’s shadow weapons each gain magic weapon special abilities with a total effective bonus of +2 per weapon. If a gloomblade creates only one shadow weapon, its magic weapon special abilities cannot exceed a total effective bonus of +5. The gloomblade adds brilliant energy, dancing, and speed to the options he can choose as weapon special abilities for his shadow weapon.

This replaces the fighter’s armor training and proficiency with heavy armor and shields (he retains proficiency in light and medium armor).


Almost finished with the mechanics and the backstory, should have most of that picked and posted tonight (I hope) but to narrow down I have chosen to go with a drow Fighter (Gloomblade archetype from Planar adventures... just seems to fit what I have in mind.)

A semi-close image is this (just picture the smoke coming off the blade, not her other arm... and all credit due to original artist!)

Inspirational Image


Gotcha on all fronts (and yes, I am aware of that drawback... I can find ways around that one, but being perpetually dazed from light is a bit much). Appreciate the answers, wheels are in full spin.


OK, read the campaign primer and got the creative wheels spinning. While they spin, do have a few questions for you:

1) It sounds like we have some control over how much the character remembers (with the hard set exception of the last few years being unrememberable)... would you be opposed to a character that literally remembers nothing? Like, to the point where the only reason she even remembers her name is she finds something with it written down that ties to her levels of amnesia. (Note, this would not be a cop out on my part to make a backstory... I just would keep it separate from her IC knowledge pool and leave it to you as to when and what might trigger her learning it.)

2) I am leaning toward a drow (not noble as such) but dhampir is always a fun choice. With either, however, I do not typically like being a liability in normal light areas... so usually I work in reasons to their backstory to explain why they have alternate racials, etc. Are you opposed to this (or either race in particular) or would you want to see how it played out in the backstory before making a judgement?

3) Can I get the HP equivalents for Magus, Slayer, Investigator, and Fighter? I have ideas for two of those, and the other two are go-tos of mine when I run into a snag during creation.

Hope to have something soon.


I am dotting for interest. I need to look at the guide (I can't look at it at work) before I get a submission. Off the cuff without any primer I am thinking of some kind of drow. The idea of a female drow having no idea of what drow society is (and the potential for having an alignment shift on account of it) due to amnesia is potentially too good to pass up. We shall see though.


Sad panda face about JR... but hey, maybe that can be on the table later on down the line, eh? (Put on his best patient monk face to mask mild disappointment, ;) )

I will keep an eye out... I guess I will need to find the player's guide for it if I want to make an "informed submission".

Edit: Perhaps this was premature? The post this post was referencing disappeared as I was typing and posting... ah well, sentiment remains the same, will wait and see I suppose. ;)


Not at all familiar with SA... which is part of why it is not on my own list. That said, I believe that the journey of discovery is half the fun in these games (IC and OOC) so if that ends up getting the vote I would be open to give it a whack.


Samy wrote:
The Emerald Duke wrote:
So you will probably have to clue me in on what HD I actually have under your system assuming I get selected. Also, does this mean that the monsters have a similar change
I don't think I will make adjustments to monsters, as the HD change is comparatively trivial in my opinion. Wizards going from a d6 to d4 hit die means a difference of 1hp/level. If anything would require adjustments, it would be my ability score method, which, I think, has much much bigger power level effects than a few hp here or there.

Gotcha... I think. Assuming you take me on whatever crazy adventure ends up being your maiden voyage after dry dock repairs and whatnot I am sure that you can translate the HP for whatever crazy class I pick into the house system. One last question for it though. Given the dice are lower (seemingly across the board) how do you typically handle 1st/subsequent level hp from the HD? Ex: is it always rolled, always max, always half, some wacky combo?


Interesting.

So potential issue about me having read your home rules: I never played D&D beyond a bit of 5E with my coworkers when I was stuck in Africa (Didn't care for it as much as I like pathfinder.) So you will probably have to clue me in on what HD I actually have under your system assuming I get selected. Also, does this mean that the monsters have a similar change (assuming there is a difference of course)? Not a deal breaker (for either bit) on my end, just curious and putting it out there.

So, onto my choices.

1. Jade Regent: Have wanted to play that since I learned about it, but as I pretty much have to play here I am stuck to whatever choices willing DMs want... and so far I have never even seen it hinted at until now.

2. Reign of Winter: Had a few close calls with this one, always seem to be edged out in the end.

3. Hell's Vengeance: Currently in Hell's Rebels, would be kinda cool to see the other half of this crisis.

4. Iron Gods: Have played the first book of this one before... that said, I find it to be interesting and would love the chance to play again (even if we never got through the first book).

5. Skull and Shackles: Would love the chance to play a nautical themed campaign.

I have worked with Helikon in the past (good memories, at least on my end) and am currently in a game with Even_Anon. You are welcome to look at my previous and current campaigns if you wish. If you have any questions regarding my past feel free to PM me.


I would throw an addendum to that saying that the GM can open the recruitment if he thinks we are getting close so that we can (hopefully) have someone ready to go by the time we get there. Worst case, we have a party of five folks if she comes back during the recruitment.


I'll post the class feature from the gunslinger, as pretty much every other classes' archetype that implements guns just replaces something and says "you now have a feature that functions identically to gunsmith from the gunslinger".

Gunsmith:
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

So this gives the starting player an early firearm, and a battered one at that that only really works for them. Which makes sense in a world where firearms are, at best, just coming into existence.

My question is if this is altered any by the fact that this is a world where guns are more prevalent and more advanced. (IE: would the gun be a battered advanced firearm... or would it just start off as an unbattered mwk early one the way a wizard would get a mwk item as a bonded item... or would it still be exactly as it says in the description).

I have no preference (well... OK... that is kinda a lie... but I am meaning that I will accept the world as being however you say it is) I just want to know how you take it to be. I was thinking about sending all of this in a PM but given there have been a few other gun toting submissions and it would affect them too... well, knowledge is power and whatnot.


So one last question as I build (apart from the race one earlier... treating that as a "go ahead" unless I hear otherwise). For classes that get a starter gun would it be fair for them to get a battered advanced weapon given the setting (instead of the normal starter early firearm) and if so what options would you say are on the table?


Darn it, caps... that is what, three times now? ;)

Good natured ribbing aside, congrats all and good luck!


GM Smashomancer wrote:
Well it does appear to be one of the things that rubs up against optional rules weirdly. Since the standard firearm of the setting uses the metal cartridges by default, which is a separate kind of alchemical cartridge from the others. But I also don't see any wording that prevents you from just building, say, a dragon's breath cartridge and using it in an advanced firearm. I'd say Cartridge Savant works fine as written.

OK then, will get to work. Should have a submission soon. Would a samsaran be out of the question? (Feel free to say yes, I have a backup plan that is more normal... just kinda like the idea of semi-immortal alchemist that has been perfecting his/her gun since the days of black powder muskets.)


Sweet, thank you for the selection. Will be creating an alias shortly.


So its been about 3 hours and I have a lot done (see spoilers below). I still need to fully flesh out the items owned (only items picked so far were the free ones granted), I need to pick out spells known, and I probably could flesh out the backstory a bit more... but it's enough for a basic idea of who he is.

Obviously if I am picked I will make a proper alias with all of this info... just trying to keep my alias bloat manageable.

Pellius Aulamaxa: NG Bard (Chelish Diva) 1

Stats:

STR: 13
DEX: 13
CON: 10
INT: 16
WIS: 12
CHA: 17

Skills:

  • Bluff (Bonus: 7)
  • Diplomacy (Bonus: 7)
  • Disguise (Bonus: 7)
  • Knowledge: Nobility (Bonus: 10)
  • Knowledge: Local (Bonus: 8)
  • Linguistics (Bonus: 7)
  • Perform: Dance (Bonus: 8)
  • Perform: Sing (Bonus: 9)
  • Sense Motive (Bonus: 5)
  • Use Magic Device (Bonus: 7)


Feats:

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Noble Scion: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to.
Aulamaxa: You gain a +1 bonus on Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.

Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.


Traits:

Civilized: You are well versed in the local laws, customs, and politics. You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Diva in Training: The opera is perhaps the most important and prestigious form of entertainment offered in Kintargo, and the Kintargo Opera House is among the most famous of its kind. You’re hardly a superstar among the performers who’ve graced the stage there, but you have performed several times before in small parts. Just recently, you got your big break—you’d won a role in the infamous opera Huntress of Heroes, and had been studying for the role furiously before the onset of martial law dashed your plans to the dirt. Now that the Kintargo Opera House has been claimed by Barzillai Thrune, all shows have been canceled and your chance at success seems to have been lost. Yet you can’t lose hope. You still practice your skills, and some day, perhaps the Kintargo Opera House will open its doors again, at which point you intend to be center stage!
Choose one type of Perform skill. You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1. (Perform: Sing)


Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (CHA chosen)

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


Class Skills:

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Cantrips: Bards learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Famous: At 1st level, a Chelish diva may choose a region where she is famous, and within that region, the locals are more likely to react favorably toward her. The bard gains a bonus on Bluff and Intimidate checks in that area and to influence people from that area.
At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Bluff and Intimidate checks is +1. As the diva grows more famous, additional areas learn of her (typically places where she has lived or traveled, or settlements adjacent to those where she is known) and her bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the diva’s renown has spread far, and most civilized folk know of her (GM’s discretion); the diva’s modifier on Diplomacy and Intimidate checks is +5. This ability replaces bardic knowledge.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Performances Known:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.


Random Crunch:

Hit Points: 9/9
Hit Dice: 1d8
Armor Class: 15
Touch Armor Class: 11
Flat-Footed Armor Class: 14
Saving Throws:
Fortitude: 0
Reflex: 3
Will: 3
Initiative Bonus: 1
Base Attack Bonus: 0
Melee Attack Bonus: 1
Ranged Attack Bonus: 1
CMB: 1
CMD: 12
Spell Resistance: N/A
Bardic Performance: 10/10 rounds
Spells Per Day:
Level 1: 2
Speed:
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 50 lbs or less
Medium Load: 51 lb - 100 lb
Heavy Load: 101 lb - 150 lb
Lift Over Head: 150 lb or less
Lift Off Ground: 300 lb or less
Drag or Push: 750 lb or less
Languages: Common, Infernal, Halfling, Elven, Strix
Deity: Shelyn
Favored Class: Bard
Experience Points: 0
Hero Points: 0

Items Equipped:

Armor:
Chain Shirt: Armor Bonus: +4; Max DEX: +4; AC Penalty: -2; Arcane Failure: 20%; Max Speed: 30 FT; Weight: 25 LB
Weapon:
Longsword: DMG: 1d8; CRIT: 19-20/x2; Type: S; Weight: 4 LB
Other:
Entertainer's Outfit: Weight: 4 LB; Description: Simple, yet colorful, these clothes are designed to call attention to the wearer. Useful when performing.

Items Owned:

NAME*****WEIGHT*****VALUE
Chain Shirt*****25 LB*****100 GP
Longsword*****4 LB*****15 GP
Entertainer's Outfit*****4 LB*****3 GP
Total Weight/Value: 33 LB / 118 GP

Wealth:

0 PP 105 GP 0 SP 0 CP

Reason to Protest:

To Protest the Government: Thrune’s takeover of Kintargo is just that—a takeover. Despite the government’s claims that the new lord-mayor will only remain as long as the rebellions of the Glorious Reclamation to the distant southeast continue, you fear that Barzillai Thrune and martial law might be here to stay. The time is right to strike a blow against the oppression and to make the voice of the city heard, for if Kintargo’s citizens simply roll over and accept their new lives, restoring the city to its people will become nearly impossible. You’re planning on attending the Aria Park protest specifically because it’s the largest and most organized protest yet, and if there’s any chance to make your voice heard, it’s now! You gain a +2 bonus on all Bluff and Intimidate checks made during the protest itself.

Background:

Raised as the fifth son of a third son, Pellius knew from birth that his chances of inheriting anything significant from his esteemed family were slim at best. Some would have found that to be troubling and begun plotting and scheming to... advance... up the chain of inheritance. But Pellius was not such a person. In fact, not having to worry about taking over for the family was actually quite liberating as it allowed him to instead focus on his real passion in life: the stage. Having a real talent for singing (and no small amount of talent at dancing) did not hurt matters, and soon he was on the fast track to perform his debue opera at the Kintargo Opera House. It was not to be, however, as the the recent changes in the governance of his home city have shut the venue down indefinitely.

More than a little upset at being so unjustly upstaged, Pellius has headed to the rally at Aria Park to voice his displeasure with the recent actions of House Thrune.


OK, throwing together a human Bard (Chelish Diva archetype) that I will hopefully have together in time for the cut off. Working on Eastern Time so not quite sure how much that leaves me... might not have the gear or spells fully fleshed out as a result of the rush, but if selected you have my word to get them done in a timely manner.

I am estimating about 3 hours or so to get at least the basics drafted and posted here (barring IRL emergencies that is).


Dotting for interest. Is there a need or preference on class types?

Ex: we need something tanky to distract ire from our existing folks as they are squishy and taste good with seasoning.


Cool Beans... thinking about either a vigilante or maybe a bard... we shall see. How long so you plan to keep recruitment open?


Interested... any prohibited classes/archetypes?


Hm... as long as it wasn't after every fight. I would also say that perhaps things could be spiced up by being the evil folks attacking evil folks who just offed good folks from time to time. My thoughts on the matter.


spacefurry wrote:
Is this still an active recruitment?

Technically... but no one has heard from the GM running it in over a month, so I wouldn't get your hopes up or go too crazy with your designing.


DM-Camris wrote:
Emerald Duke wrote:
I am seriously hoping the GM is willing to consider running two tables for this... or some other GM following this thread is willing to pick up a table... or something.
I'm afraid it's going to be a single table for me. I have tried multiple tables, and I just don't have the mind for it.

Heh, it is no problem. Good luck making selections!


So after some thought, think I will be working up a Gun Chemist Alchemist of some race and persuasion.

I did have a question though. One of the archetype's features revolves around making alchemical cartridges better:

Cartridge Savant (Ex):
At 2nd level, a gun chemist can make optimal and highly efficient use of alchemical cartridges, such as flare cartridges. If the gun chemist fires such an alchemical cartridge and it allows a saving throw to negate or reduce the cartridge’s effect, the saving throw’s DC increases by 1 (to a maximum DC of 22). The DC increases by an additional 1 at 5th level and every 3 levels thereafter (to a maximum of 7 higher at 20th level). When a gun chemist fires an alchemical cartridge that deals a type of damage in place of a firearm’s normal damage (such as a dragon’s breath cartridge), he can increase the damage dealt by an amount equal to his Intelligence modifier.

This replaces poison resistance.

I am not sure that these play friendly with more modern firearms, though I am aware of any reason why the mixes couldn't be in metal casings instead of paper ones. I did want your ruling before I went too far down the rabbit hole. (Its not a game breaker, mind you, but it does hurt to have something useful traded away for something useless.)


Can't believe I missed this until now... dotting and considering my options.


Sorry to hear that, though very thankful that you and your home are unharmed beyond the loss of power.

Hope it comes back soon, and not just so that you can keep posting. ;)


Andjela Daywalker wrote:
The Emerald Duke wrote:

I have been too busy lately to update Mala so I will withdraw as well (I don't think it would be fair to those who have completed updated characters or to y'all to have to wait on my tuning her up to standards).

Sonny, Jeremiah... you guys have a 50/50 shot now! Congrats and good luck to all of you.

Mala being Drow, I was looking to see how she'd flesh out and become Dhampir healing machine! Help a sista' out!

You are a gentleman and a scholar!

Hahah, I am sorry... I mean I could scramble and try to do it now but it just seems like it would be a disservice to y'all.

Further... I am honestly not sure I could help a dhampir, assuming CLW potions do harm to you. Normally the answer would be the spell Inflict Light Wounds (and their more powerful equivalents) but that isn't on the alchemist formula list (probably because most extracts we make baseline are meant for self consumption only).

I will admit that the problem is an intriguing one, but I am not sure there is a clear cut answer that I could (quickly enough) come up with.

Anyway, good luck y'all.


I have been too busy lately to update Mala so I will withdraw as well (I don't think it would be fair to those who have completed updated characters or to y'all to have to wait on my tuning her up to standards).

Sonny, Jeremiah... you guys have a 50/50 shot now! Congrats and good luck to all of you.


DM-Camris wrote:

Thank you houstonj for listing all applicants.

My god there's a lot of you...

Yep... think that list would be 37 submitted, 3 withdrawn, 34 remain if you count the two that came in after his last round up.

Additionally there are 9 other dots for interest that don't have submissions of some kind yet.

Good luck with your selection... you have enough applicants for 6 tables of five folks and a 7th table for the 4 uber-players that "don't need a fifth".


Hm.... kinda already scratching that itch with a Way of the Wicked group that picked me up recently... but given I never played this one before, and given it would be an excuse to play a character angling toward becoming a Sanguine Angel prestige class... (evil grin) well, color me interested if you manage to find a GM.

In a similar vein though, why is it that some APs just never see play here? I have yet to see a Jade Regent recruitment as an example.


Wow that is a long list of applicants! I am seriously hoping the GM is willing to consider running two tables for this... or some other GM following this thread is willing to pick up a table... or something. Heavy competition!

Anyway, pretty much done with my submission. Realized I forgot to include background skills, so they have been added in. Good luck all!


Warsor wrote:
This is a bit vague, any chance you could elaborate? Are you looking for pathfinder? Starfinder? 5e? Other systems? What would be the schedule of this live table?

All good questions... I would add a few myself: preferred "base" timezone, how many players for a table, any specific "house rules" you already have in mind?

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