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Tourach's page

Organized Play Member. 54 posts (2,556 including aliases). No reviews. 1 list. No wishlists. 3 Organized Play characters. 18 aliases.


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I don't have stats yet, but I'm considering playing an Egyptian soldier evacuated from the Sudan during the Mahdist War. So the ex-military occupation. Kind of an outsider and feeling grim for the losses there.


I'm very interested and am tossing some ideas around. I did want to echo the implied question - are there any different skills or anything that I should be aware of for a gaslight setting?


I have a solid concept down at the wire!

A character sheet will follow, but my character will be a Chelish-born Aasimar that was the child of a minor noble family. Having been pushed out of his home for "political" reasons, he's grown pretty cynical and taken to using the technical nobility as well as people's general inclination to trust Aasimars to swindle more than a few people out of their money. He's still not a bad guy at heart, but circumstance has taught him that life is tough and sometimes you have to look out for number one.

He has decided to form up a group under his flag in Absalom after hearing that Osirian is opening another tomb and assuming that it will be a good opportunity to make a quick buck and figuring that a "noble" is a reputable guy to follow into the lottery.

So, anyone that wants to join in Absalom, that would be awesome! I think the plan is that my character's group finds our intrepid Wati team once he reaches Wati and is on the look for a local merchant and some guide(s) to team up with.


Gotcha. Well we certainly have a varied selection of ranged characters for that last spot!


Just while I'm looking over the characters, is the intent to have both the monk and the warpriest have the same backstory? I'm guessing so but just wanted to make sure I wasn't missing something.


Interesting submissions so far. I'm excited to see what else the last minute entries bring!


While I don't have a character solid enough to form ties yet, I don't think direct ties were the goal. I think it is more "knowing these characters, here are some reasons they might have chosen to travel with my character".


Hectur wrote:

Late submission to be sure, but its taken me awhile to settle on an idea, so I think having a set party to create off of has actually helped me.

So I present to you all.....Hector De'Vanderhill, the most dashing, charming, and swashbuckling scoundrel to cross sands.

Unlike most foreigners, Hectur arrived in Wati in time for the lottery by pure chance. That didn't stop him for using a combination of charm and coin to improve his odds at the lottery. The only problem is, he told the her that he was part of a highly capable group, and so far it was a group of 1. Ah, but there were plenty of would be tomb explorers, he just needed to find the right group.

I will ahs his full sheet ready in in the morning. He is built as charmer and is strong party face. In combat is a capable fighter, darting in and out of the fray to put his skills to best use.

I always say submit the character you want to play, but you might have missed the blurb about what is being looked for, at least in terms of the final character. I think a swashbuckler can definitely meet some of the skill needs, but the mechanical part that is most desirable is ranged damage at this point.

Just a suggestion, and take it or leave it, but figured it was worth tossing out there as you start on the mechanics!


I think it is pretty great to have a situation where rangers (and slayers) really excel. Just sayin'


As noted, I think everyone can benefit from some Int. Even if you wanted to make, say, an archery ranger the +2 Int is either another skill point or just allows you to lower the Int a bit and put points elsewhere while still leaving your Int where you wanted it to be.

Personally I think there are a lot of options for things that would fit well in the guidelines with the current party. I'm excited to see all of the ideas and I'm sure my character will grow more detailed as I see more characters!


I think I'll be playing a skald or a bard. Leaning slightly toward skald since I haven't done it before. But that should give people some idea!

Oh, and definitely not a native of Wati.


Hayato Ken wrote:

Somehow missed that, but what are the two reserved spots now playing?

As the undecided reservation I can confirm that I'm still undecided. I'm looking at the submissions closely and am, at this point, pretty unlikely to play a 9-lvl caster of either the divine or arcane variety. But I'm watching and waiting with a keen eye. As soon as I do have a decision though, I'll certainly post about it.


I'm biased since I am still thinking about my character and so have less to lose, but I'll say what I said before - excited GMs are the best GMs. I'd encourage you to run what you want to run as I imagine people will have more fun if you are having fun. But that's just one voice in the crowd.

Can you tell us a bit about the kinds of characters that would be appropriate for Champions of the Sapphire Throne?


GM Olmek wrote:
I do have access to a pdf of the 4E Core Rulebook. I could upload it to Google Drive and share it with you guys. I'd certainly prefer to run it in 4E.

I don't think you need to encourage copyright infringement and doing so is forbidden on these forums. But the pdf is easily available on drivethrurpg. It looks like the price is only about $35 and they seem to have a wide variety of splat books available too (from my just cursory look there).


Since I didn't say, if you think that 4E is better (and since it is newer) I'd be heavily in favor of using that. Though really, if you think it is better, I think you'll be happier long term using it. GM burnout due to subpar rules is never good!


I'm potentially interested in an L5R campaign. Not super keen personally on pregen characters, but I would be in favor of creation guidelines that meant characters were tied to each other in some way. But that's just my personal preference.


Kage Kaijitsu wrote:
You can't leadership or buy away the need for a healer or a trap disarmer if you need one. That's also rather lame. So why have any PCs at all? Just have someone with leadership replace the whole party? :-( So what, have a group of people who are all the same class type role ALL competing for the same leadership roles too? Come on...

As a GM on these boards I can say that not every player is a good fit for every GM style. If you don't support the GM's style, there are a wide variety of other games and other GMs here. It is kind of a downer to hear shots at a GM's style especially when many of us clearly support it!


Edinoiz wrote:

I do realize I've yet to ask a question that I tend to ask when it comes to crunch and unarmed strikes.

Do you allow the Cestus to modify unarmed strikes as it says in the weapon entry (applying, ofc, only for those who have the Improved Unarmed Strike feat)? I would be quite glad if it was so since the Amulet of Mighty Fists is, in my opinion, an item that is rather horribly designed.

Just note that it doesn't let you use your improved unarmed strike damage from Monk/Brawler (old Brass Knuckles were the only thing that did that and they were changed). All it does is make your unarmed attacks lethal and make you count as armed. And it has no interaction at all with Improved Unarmed Strike.

Obviously the GM can change that, but sometimes people get a little lost in the difference between the cestus and the old brass knuckles so I figured I'd point that out. A brawler CAN use close weapon mastery with one though, albeit treating the damage as an unarmed strike of four levels lower.


I'm potentially interested. Though Divinitus,you may want to start your own thread. Lets you get the recruitment thread into your campaign and it means you can fill the OP with your submission guidelines so people don't have to hunt for it. For example - point buy? How much starting gold? Are all classes and alignments permitted?

As for 3PP I'd say more than half of GMs either ban it entirely or accept only specific things. 3PP tends to be of dubious balance so I prefer not having it, but that's up to the individual GM.


LitanyOfCurses wrote:
What specifics are you looking for? I'm going to try and stay true to the setting. The blood war, cosmology, major NPCs, and flavor will be the same.

The later list answered a lot, but I'm interested in what story you want to tell.

For example, is it going to be about a group of Mercykillers bounty hunting through the planes? Dustmen hanging out in Sigil and attempting to recruit? Will it be about mortals taking up arms to fight in the Blood Wars?

All of those lead to very different games with very different appropriate character concepts, etc.


Depending on the details, I'm potentially interested. I really like the Planescape setting (it is my favorite DnD campaign setting) so it would all depend on the specifics for this particular game.


For those accepted, if you haven't yet, you should check in on the discussion thread. Excited to get rolling and all of that.


A lot of excellent submissions. I may have to alter what I'm going to play to make space for some of these characters.

I'm excited for the game and expect we'll see the DM's final selections soon enough.


Chakos Hyluan wrote:
Didn't the GM say Paizo material was ok though?

Even for a Paizo AP, Campaign Traits are AP specific.


Chakos Hyluan wrote:
Take the Trap Finding trait from Mummy's Mask.

This AP has its own Campaign Traits instead (they appear in the OP).


Not to speak out of turn, but we are running the game on these boards. Given the usage policies, that puts it somewhere between PG-13 and R at worst.


I'm chiming in to say that it is mostly down to Spell Sunder pouncing Barbarian and Bladebound Kensai Magus for me.

I think someone playing a crafting wizard (or even sorc) would be great. A Magus especially would love wands for example. And as noted I think that there is plenty of space to have two arcane casters with dissimilar focuses without anyone having their toes stepped on.


I'm considering playing something that hits things with physical attacks. Could be archery, could be melee. But I'll admit, I'm looking at what other people apply as and also looking at places that I see gaps and needs.

It would totally be better if I had an exact concept in mind and could say so. But I'll say drow. That's for certain.


Chiming in as the third of the three reserved slots.

And just saying, competition is the name of the game. Applications will overlap, so I wouldn't be too gunshy about applying with an idea similar to someone else's.


Absolutely interested. You listed books from which classes could be drawn, but what about traits, feats, etc. from other Paizo books? Nothing specific in mind, but I figured I'd ask before brainstorming ideas.


The Prestige Class (Souleater) can be found here: Souleater

The actual uses for souls, whether through that prestige class or not, can be found here: Soul Trade

In summary the souls are currency among Daemons, but can also be used as spell components or for the creation of intelligent items.


Would you be open to soul trading as defined in Horsemen of the Apocalypse? Since Trelmarixian is a god in Kobolds of Golarion I figured it was worth asking. May or may not include the Prestige Class in the Horsemen book, but even if not, souls can be garnered for trade in other ways (like a Cacodaemon familiar).


If you went the Drow route, would you consider non-Drow PCs that were slaves/servants to the Drow PCs? Allies/hire ons could be interesting too, but I get wanting to focus on the Drow power dynamics.

I'm tentatively interested either way, just figured I'd ask since that would help showcase the Drow way of thinking.


Color me intrigued.

Are you planning on running the Kingmaker AP as written or just that style of game? I've been interested in the AP and a kobold version is a unique twist.


What are you still looking for in terms of characters? I know you've been accepting on a rolling basis and I'm still somewhat interested, but trying to figure out what (if anything) to offer.


Generally games here are competitive enough that GMs aren't looking for single players out of the blue. That's the real point of posting in a recruitment thread - you get to compete for slots in a game the GM actually wants to run. Sometimes full player groups will post looking for a GM and make a connection, but in those cases the GM is unlikely to run a full AP.

So, in summary, you are allowed to post as a player looking for a game. You'll just have more success applying to a game looking for players.


Do you mean, regarding items, that we should write up gear as if purchased with max starting wealth and pick two things to be "on us" at the time? Or should we just pick up to two items and leave the rest in gold to be used at the quartermaster?


Are you looking for the standard 1 post per day posting rate?

And for the campaign, is it going to continue after the fort? Should we expect, for example, to eventually have places to shop, craft, etc.? And should we anticipate leveling up much? The last one in particular changes what classes are useful.


DoubleGold wrote:

And if our character can fit two categories, does it count against us or help us? Like for example Magus can fit the role of melee and arcane.

Inquistor, I don't know looking at 6+int and lots of skills can fill the role of skills monkey plus divine.

I'm asking is it possible to have a magus and a sorceror in the group because the magus fits the other role? Or an inquistor and a Paladin in the group because inquistor fits skills monkey?

Remember that the DM made it clear that to count as either Divine or Arcane you must have access to 9th level spells. So, for example, a Magus is not actually someone that could take the arcane spot.


What are your race requirements? The Player's Guide gives a couple of suggestions but then goes on to say, basically, "any race could be here". Standard 15RP limit?


Characteristic Rolls:

2d10 + 25 ⇒ (8, 3) + 25 = 36
2d10 + 25 ⇒ (4, 10) + 25 = 39
2d10 + 25 ⇒ (3, 7) + 25 = 35
2d10 + 25 ⇒ (9, 4) + 25 = 38
2d10 + 25 ⇒ (10, 3) + 25 = 38
2d10 + 25 ⇒ (1, 10) + 25 = 36
2d10 + 25 ⇒ (5, 10) + 25 = 40
2d10 + 25 ⇒ (6, 2) + 25 = 33
2d10 + 25 ⇒ (7, 1) + 25 = 33

Rerolling the last one:

2d10 + 25 ⇒ (7, 5) + 25 = 37

Edit:

Adding Wounds and Fate:

Wounds: 1d5 ⇒ 2
Fate: 1d10 ⇒ 2


Alexander Kilcoyne wrote:

We could definitely look at getting a force weapon for any Astropath characters but it won't be for a starting acquisition. With that said, Astropath's can't get Universal Weapon Training (Melee) until Rank 3 anyway.

Edit: We will be using ship roles from Into the Storm.

This may be a result of me being new to the system, but does a Force Weapon require Melee Weapon Training (Universal)? There is no Force group listed and it is based on a Primitive Weapon, so I assumed it was Melee Weapon Training (Primitive). If not, for the sake of argument, is there a Melee Weapon Training (Force)?


Hey there,

While I haven't played Rogue Trader before, I'm certainly interested in submitting an application. I'm wavering between an Explorator and an Astropath Transcendent concept - which one I submit has a lot to do with the answer to the Force Weapon question (specifically the availability thereof).

Also, I might have missed it, but will we be using ship roles from Into the Storm? I assume they shouldn't be submitted right away, but something I was thinking about in terms of framing my character.


While I don't start getting the ability, it is based on a skill. Given that there are a ton of possible crafting skills (for example, weapon groups that have to be taken separately) it seems like I'll want to start putting points into whatever I choose at level 1 so I'm not wasting skill points on a random skill I don't need. If no one has any input I'll just pick something, but I figured I'd toss it out there if someone expects to use a particular type of item that they want master crafted.


DSXMachina wrote:

Certainly Tourach, that's an alright one to go with. Looking at the Soldier skills, they are a bit... poor. I might take the 'Treat Injury', and be the medic (although Karval's Wis is a bit low) which would free up your skill points. Because few classes get 'Treat Injury'. Interestingly the Soldier doesn't get 'Balance', 'Tumble', or some useful physical skills, so I might have to cross-class.

Though Karval, can take some great knowledge, repair skills. If you Techie needs a hand.

Let me be a bit clearer - I assume we want mastercrafting of some kind. That isn't a specific skill, it is any of the listed crafting skills. I'll have to pick one crafting skill however. I'll have a bunch of other skills (and probably other crafting skills) and I'll have Treat Injury but I need to know what the group feels should be my tech specialty in particular.


Now that people are assembled I feel like I should ask what specialty skill you all would like me to take. I can go with mastercrafting, but I don't have to. If I do, I obviously need to pick one thing to focus on.


Galvet Fleming - Tech Specialist - Empire


Since it looks like we do have a number of force users, perhaps that is a good theme to press? Maybe the groups was specifically assembled with the idea that a crew of force users working for the new Empress would be a leg up in fighting to regain control and maintain Empire supremacy?

Regardless, I was thinking of the following character:

Name: Galvet Fleming
Race: Human
Age: 24
Homeworld: Coruscant
Class: Tech Specialist

The Reason for your class - Galvet was always handy with a set of tools and had a love for technology. Joining the Imperial Navy as a warrant officer after finishing school, he tinkered on Imperial weapons and systems to gain and sharpen his skills.

Physical Description - About 5'10", Galvet has ruddy, clay colored skin and generally has patches of grease and other machine oils on his face. He has black hair that he keeps cut short and light brown eyes that typically dart around as if unable to focus.

Skill Explanation - Most of his skills were gained through school and time serving in the Navy. I also intend to take Enhance Ability and Force Sensitive. I'll take the feat at first level, but depending on the setup, may not take the skill until later. What the group ends up being comprised of will determine what crafting skill(s) I take, but it seems handy to have someone that can make mastercrafted stuff around.

Motivations - Galvet genuinely enjoys the act of working on the weapons, armor, and systems of the Empire. He wants to get back to a galaxy where the government is stabilized and, especially, where humans are the clear rulers. He finds other races distasteful and all of the open combat to present a distraction from his work.

Faction - Galvet has always been a citizen of the Empire. Having no desire to see the government in disarray, or, more importantly, to see aliens gain traction within society, he wholeheartedly supports the Imperial remnant. Being young, he is actually quite pleased at the destruction of the Death Star as it has allowed him to rapidly climb through the ranks since most experienced and skilled technicians were killed during the Battle of Endor.

Backstory:

Galvet was born to a relatively well off family on Coruscant. Never really feeling the pressures of poverty or loss, he was able to spend his time learning technical skills and always enjoyed building toys and gadgets. His mother worked for a Senator and his father served as a commissioned officer in the Imperial Navy, so it was always assumed that he would work to support the Empire. While in school he learned to design and build weapons systems and starship parts, among other things, and quickly set to work serving the Imperial Navy as a young tech specialist. Despite his technical profession, he was also always obsessed by religion. For some reason he found himself drawn to studying what remained of texts about the Force and would often bury hidden messages and arcane symbols in his code or on items that he crafted.

When the Rebellion broke out, Galvet was horrified. First of all he had never even considered the possibility that the Empire might fall. That there was a chance that things could change shook his entire world view. It drove him to work harder and push himself to protect the only existence that he knew. Secondly, when he saw vids of the Rebellion, he recoiled even further. The thought that non-humans could occupy positions of power disgusted him. Thinking of aliens as little more than useful animals, he saw the Rebellion as debased and obscene to rub shoulders with them on an equal level. If that's what it took to win, he thought, they must be terribly desperate and probably insane.

The feeling that the Empire was losing after the Battle of Yavin made him angry. He started to review the Rebellion with hatred more than pity and that pushed him even harder into his work. For reasons unknown to him, his body started to suffer, the anger taking even greater toll on him than he would have expected, but he pushed himself even further into his studies, both occult and technical. Finally, after the Battle of Endor, he received a number of promotions as the remnants of the Empire and those loyal to the new Empress scrambled to fill important technical positions. Given his force sensitivity and his natural talent with gadgets, coupled with his love of the Empire and hatred of all things alien (both race and government) he was quickly brought into the Empress's circle and has worked diligently to keep her forces in fighting condition.


I'm potentially interested and do have access to that book (as well as a number of other d20 star wars books). My question, regarding moving stories along is that you mentioned that you'd skip ahead every week or two - would this be in addition to daily posting? I'd be worried that if the game only had DM involvement at those times it might bog down. Also, given the scale of the game(s) and your willingness to let people split off from their groups, how would you handle the separate people? Do you think you'd be able to keep all of the fragments moving along?

If I did play I'd definitely lean towards the empire.


Edited to fix the clarification I was given on puzzle sword rolling.

Puzzle sword rolling (PC will be from Paix, so no adjustment):

1st roll: 1d10 ⇒ 2 - Renard Sword (2HP - 2 from destiny = 0HP)

Renard roll: 1d10 ⇒ 8 - Picking this as a 6. (3HP)

Additional Renard roll: 1d10 ⇒ 3 - Well Balanced

Uncommon Sword roll: 1d10 ⇒ 6 - Detruire

Detruire roll: 1d10 ⇒ 3 - Reroll this.

Reroll: 1d10 ⇒ 5 - Additional roll. (5HP)

Additional Detruire roll: 1d10 ⇒ 9 - Collapsing Hilt

Maitre roll: 1d10 ⇒ 7 - I'll adjust this up one to an 8 for The Greedy Blade.

Total: 8HP

And for character information:

Name: Olivier du Paix (Olivier Ancelete)

Olivier was born in Paix, he was always somewhat cosmopolitan and had great exposure to foreign merchants, traders, and nobles due to the nature of the city. Born to two full blooded sorcerors who settled in Paix to avoid the increasing depredations of l'Empereur, he was always talented in the use of Porte. Preferring to use his talents in bar fights and other such scuffles, he quickly learned to take care of himself and do his best to avoid a beating (or worse).

When he was nineteen he met another mage that had a penchant for getting into dangerous fights and they became fast friends. It wasn't long before he fell in love with Camille, and the two of them took to starting fights both in the streets and of the verbal variety with the many visiting merchants. Olivier and Camille, free from the eye of l'Empereur and already held with some scorn for living in Paix, were able to circumvent normal gender roles and the two played their games with ferocity. It was while he was with Camille that he first met the members of the Falisci family, enjoying their company at the nightly parties; already knowing how to speak Vodacce, it seemed a natural fit. This friendship with the foreign family would prove quite fortuitous.

His relationship with Camille ended abruptly two years ago, when he was twenty-two. She vanished without a trace and Olivier mourned for her loss, assuming that she had grown overzealous and one of the foreigners had killed her during a fight. He was wracked with grief for a year before attempting to throw himself back into his more exuberant lifestyle. Six months ago he saved a friend, Michel Flaubert du Dore from one of the none too uncommon groups of individuals that seek to do him harm though these men were more drunk and more violent than usual. In thanks, Michel sent along a box, in it was a puzzle sword and a letter with thanks for saving his life and instructions on the use of the sword. It also had an interesting side note indicating that Michel thought he saw Camille upon returning home. He reported that she was calling herself Allete Valroux du Martise and that she had obviously married up. Olivier immediately started to send letters, attempting to contact her but, three months ago, a group of mercenaries claiming to be working for Camille attacked him on the street, attempting to kill him on her behalf lest he expose her rather checkered past to her new family. Olivier, frightened but not beaten, escaped and fled to Vodacce where he has been living with his friends the Falisci even as he plans a way to deal with "Allete".