@TreasureFox: Restorer Druid is a fun archetype. Are you thinking your PC is from the Bronzewood Lodge, in that case?
I actually had him in a druidic circle (called the Circle of Rebirth. The vibe I'm going for with that circle is like hippies meet Buddhist monks) some ways away from town, and when he completed his first trials, he went to the Bronzewood Lodge to meet Nogwier, who then started training him against the Age of Worms.
Dungeon Madam wrote:
@Skender: That is one sad family tree, but a very Diamond Lake story! Skender clearly has a lot tying him down at the start of this game, and a big goal in mind. I'm not sure we'll be going through some of the darker themes of his backstory, but a lot of the general strokes will work well.
Thanks, I felt inspired to learn about Skender through writing his parent's story first. I understand that we're trying to flee Diamond Lake, by means I'm not quite certain. I hope his quest to get money to pay back his family won't disrupt that too much? I felt like Skender was capable of getting along in nature too well to justify risking his life for money to escape.
I'm hoping for a fellow party member that is more healing-capable than I am. When you are looking at party makeup, think of me as much more tank than caster.
I know the warpriest can be played many ways, so I thought it best to make it clear what my current plan is to aid in making informed decisions.
I'm working on a restorer Druid that can be a primary healer. Can't do AoE channeling, but he gets a lot of other stuff.
Yes that was still the plan. I'll get his backstory set in stone, give the poor bloke a name and proper alias, and get to RP. I'll have it done by the end of the day.
I'm almost done crunch. Levels and feats/traits are done, working on skill allocation at the moment.
Yeah I was thinking about that while I was trying to sleep. 1-3 levels of gunslinger are all I need. No need to waste VMC for it.
Though I love sneak attack, I don't think VMC rogue is the right choice. Trapfinding isn't crutial in this game, and Hedy has more DD than I'll want to dedicate, requiring a trait just to make it a class skill. I'll get evasion from ranger, and it doesn't look like the two would stack. Uncanny dodge comes in super late. If I get 3 levels in gunslinger, I can shoot the damn lock. And there are so many feats I want.
So I think Hedy will be the trap disabler, and I can potentially be a door opener.
So the class for sure is Ranger (Fortune Finder / Skirmisher)
I'm looking at VMC gunslinger primarily, though rogue is still lingering
I broke my own heart turning down Dark Delver. So much flavour, but I think it would be best for a game where all we did was dive into ruins and dungeons, and I don't want that. I want variety.
Combat style is underhanded, going for dirty tricks
I want to have some flexibility so I can use a pistol or a blunderbuss, depending on the situation. Pistol for switch-hitting, blunderbuss for boarding and area shot. Melee weapon will be dwarven waraxe.
There are a lot of potential feats, some of which are just fun. I'm going to use Barroom Brawler to fill some of those gaps. So if I really need a specific combat feat (that I qualify for), I can just have it for that fight.
Rather than go for power attack and deadly aim, I'm going for vital strike. I just don't have the stats to handle negatives and make much use out of those feats.
Skills are still up in the air. Disable device isn't a class skill, but I can pick that up with a trait. I won't be a great trap disabler / door opener, but it'll be something. I'm not worried about magical traps. Dispel Magic is a great spell. A scroll of Knock would be good too, or even just a chime of opening.
I'm going to take a look at appraise, craft (cloth (for sails)), and profession sailor. Dungeoneering will be one of my skills, probably some geography and history.
I want to take one or more lore skills. Alcohol, or shackle taverns. Background reasons. Nothing really practical.
I've altered his concept to do away with improvised weapons and feinting. Right now I'm looking at the Fortune Finder Ranger and making use of the Underhanded combat style, adding dirty trick master at the end. I'm torn on picking up Dark Delver prestige class. I'm also still considering a dip in rogue or gunslinger. Man it ain't easy. I've been working on this all day. Too many ideas trying to smush together.
I'm aiming for a treasure hunter kind of dwarf, who fights dirty and with colourful language. He can definitely be part of the stranded pirates. Definitely greedy type.
I don't know what weapons I'm going to use. I'm inclined to be mostly melee focused. Still, that leaves two-weapon, two-handed, open hand, or sword&board. Dwarves do have some interesting exotic racial weapons that I'd have access to.
I might have missed it, but do we have a trapfinder in the group?
Oh and I was thinking about the other dwarf, Skullbreaker I think his name was? Something along the lines of old drinking buddies, shipmates, or something like that.
I haven't figured out his whole backstory, but my thought process was that he's been in the shackles for quite awhile. I thought about him just being some pirate at a tavern who needed a job and some adventure. Depending on which campaign trait I take, he might be the sole survivor of a ship-wide plague.
Being part of this particular group of pirates depends. If they're more of the rape, burn, and pillage type, then that's probably not his group. If they're more about taking loot and potential ransom captives, but otherwise leaving the crew alive, then that fits his morality a bit better. If they're about finding buried treasure, exploring lost places, being chased by the navy, and fighting evil people, then that's where he's at.
He'll definitely have profession: sailor. I may or may not max it.
He'll have plenty of acrobatics, some climb. No plans for geography, and maybe some survival, I'm not sure. I'm picking up some crafting for sails, ship carpentry, etc. I could also pick up profession cook. Sailing involves a lot of downtime, so I'm going to make some use of crafting provided I spend the money before setting sail to get the materials.
It would be pretty dumb for me to be master of arms since I just use whatever is lying around. I could do cook, but not quartermaster. Carpenter sounds pretty good to me. Bosun works well too. Not sure what sailing master is.
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I'm leaning back towards rogue. I think if I limit which maneuvers I specialize in, combine with flanking and/or denying dex, and utilize debilitating injury and sneak attack, I should do pretty well. It should offset my low BAB.
I play all types. I was thinking that I've done a lot of deep and dark characters lately, and it might be nice to just fool around for once.
I'm probably going with a Makeshift Scrapper Unchained Rogue. I'll be using a mix of dirty fighting, improvised weapons, feinting, and disarms/trips/steals. Eventually I'll use firearms for specific situations. I'm picking a dwarf honestly just because I like dwarves for this idea. Cayden Cailean should've been a dwarf, maybe an honorary dwarf.
Question/request regarding this portion of the Dirty Fighting feat:
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
I was wondering if you'd let me use this for improved feint and the rest of its tree. It would save me from taking Combat Expertise and having a 13 Intelligence.
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Here's a rough idea of the stats I'm looking at:
Str 16, Dex 12, Con 15, Int 13, Wis 12, Cha 12
Traits: Surprise Weapon, either Zest for Battle or Fortified Drinker, campaign trait is either plague survivor or salt in the blood or shackles born.
Alternative racial trait changes: Saltbeard. Replaces defensive training, hatred, and stonecunning. Alters greed.
Feats: I have collected a huge list of potential feats, most of which I can achieve using rogue talents. Damage will come in using feint and sneak attack, but there are a lot of feats that aid in dealing more damage with improvised weapons. Instead of opting for dexterity/dodge/mobility, I'm looking at breaking armour/improvised shields/dwarf helm for damage mitigation. I should have pretty nice hp compared to the average rogue. I'm looking at feats for dirty fighting, disarms, steals, and trips. Combat expertise will be necessary for the feinting stuff. At some point I'll pick up a pistol/musket/blunderbuss, and I might get a feat for using a cannon. It would be pretty insane if we could find a way to sneak attack with a cannon.
Skills: My main ones are probably Acrobatics, Bluff, Perception, Sleight of Hand. There's a ton of others though. I'm not a trapfinder, btw. Still wondering whether or not I know how to swim.
If you've got any ideas or suggestions, I'd be happy to hear them.
I'm starting to feel a change of heart and a desire to play something comedic. I'm thinking about a dwarven pirate. A right bastard who fights dirty. Some sort of brawler/rogue thing. Lots of beer. Lots of beer.
I'll keep thinking about it, it's possible I can come at it from a better angle. But it may also just not be the best idea, and that's fine too.
For instance, perhaps he's been enslaved up in/around Cheliax since childhood, was able to flee down here, and now is trying to piece together who he is, what his lost heritage means, and something along those lines.
I haven't looked at the creation rules just yet, but I typically pick pretty standard classes/races.
I'm seeing a potential nature niche available in the party, which I might play around with.
I'm considering playing a Mwangi human who's an escaped slave. I would be going about this as a means of exploring real world history of black enslavement, the peoples who were enslaved, and the effects it had on survivors. I want to bring it up so you may consider is it fits your vision of the game, and to better facilitate the themes I'd be interested in exploring. Slavery/tyranny/freedom/racism/oppression. Of course, I'm not trying to steer the game one direction, but it would feel pretty lack luster if I made such a character, and then none of the potential themes ever came about.
I think I am starting to have a clearer picture of what could be fun to play - a feral child (perhaps an half-orc?) borne out of a brutal attack by a roving band (from the Hold of Belkzen?) on a merchant caravan - an undesired son that somehow the pragmatic Phaendar's inhabitants managed to see as slightly more than just a bastard creature born out of violence as years went by.
Being strong willed and resilient, taking to the tasks set before him by his mother without a single complaint, and living in a town of mostly hard working crafters who recognize commitment and hard labor would have made him 'acceptable' around those parts, as long as he kept a low profile?
Just throwing some ideas around - what could be a cool animal companion in the region?
EDIT: Hmmm after a quick look, I may actually start with 3 levels in Hunter + 1 in Brawler, and then take it from there.
I remember reading that there are a ton of half-orcs. They're like the 2nd most populous race or something along those lines.
If I were to choose an animal companion for this game, I'd pick a bear (black or grizzly). Bears are amazing and terrifying animals. Orcish warcat probably has better stats.
I am dotting this one for sure - I was part of an Ironfang Invasion game which died in its very early stages, and I was enjoying it a lot.
Not yet sure what I am going to apply with though, but I am getting an urge to play some sort of unarmed melee who can handle his own in the wilds (don't say Druid! :P).
Yeah it's not happening. You know how frequently I'm posting =P
Hmm could you do some sort of nature-focused monk? I'm not sure if there's a way to make that mechanically viable off the top of my head.
I've decided to withdraw from selection. Though I hate to admit it to myself, I simply do not possess the time to take on another game. I had fun creating a firebrand female Gnome, who was a flame oracle. Thanks for the inspiration and have a good game.
I'm submitting the following character: Krooby, the goblin wizard. He's an exiled goblin from the Bumblebrashers, because of how much he loves reading. He's a diviner with a thirst for knowledge, and just about anything else he can get his grubby little hands on. I hope you enjoy, and thanks for your consideration.
Statistics:
Male Goblin Wizard (Diviner) 1
CN Small Humanoid (Goblin)
Senses Low-Light, Perception +2T
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DEFENSE
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AC 13, touch 13 (+0 armor, +1 dex, +3T prof)
hp 13
Fort +4T, Ref +4T, Will +4E; +2 for ingesting
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OFFENSE
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Speed 25 ft.
Melee staff +3T (1d8B)
Ranged none
Spell +6T
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STATISTICS
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Str 10, Dex 12, Con 12, Int 16, Wis 8, Cha 12
Feats skill training (background), city scavenger (ancestry), reach spell (wizard 1), familiar (thesis)
Skills (5 points; 2 class, 3 INT)
ACP -0
*ACP applies to these skills
Arcana +6T
Crafting +6T
Deception +4T
Lore (Dragons) +6T
Performance +4T
Society +6T
Stealth +4T
Survival +2T
Thievery +4T
Non-Standard Skill Bonuses Languages Common, Goblin, Draconic, +2
Special Abilities:
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SPECIAL ABILITIES
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Irongut Goblin
Diviner's Sight (Focus 1)
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GEAR/POSSESSIONS
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Wizard's kit
Basic crafter's book
Caltrops
Explorer's clothing
Crowbar
Grappling hook
Hammer
Merchant's scale
Mirror
Mug
Musical instrument (fiddle)
Oil (1 pint)
Piton (1)
Sack (5)
Satchel
Scroll case
Signal whistle
Tent (pup)
Thieves' tools
Carrying Capacity Light 0-5B Encumbered 6-9B Max 10B
Current Load Carried 4B 2L
Money 4 GP 5 SP 6 CP
Background:
I was born into the Bumblebrashers tribe, who live in the castle on Hellknight Hill. We didn't have to dig much, so I never really learned how to make the small tunnels and all that. I'm pretty used to giant ceilings and huge furnishings. It's a big place, really safe.
I'm not really sure who my parents are. We're all raised by community, well sort of. More like neglected and only so many of us survived, but hey, that means only the strong goblins get to live. I think that's better than constantly giving your stuff to people who're so dumb or weak that they'd be dead. Chains and links, or something. I think Breeka is my mom, because she's got the same bony lump on her head as me. Yeah we got along well, but uhm, yeah I don't talk about it much because the last time I did, one of the Longshanks hit me. I've no idea about my dad. Might be dead, might have known him all my life. I don't know.
I'm a very smart goblin, if I do say so meself. I found a picture book in the dump when I was three. It was a book about dragons, who slept on treasure, stole Longshank princesses, and fought Longshank Hellknights. I started digging just for the books, which normally we burned. I'd try to read them all. I met a Littleshank who'd read to me. He taught me a lot, and soon I was reading just as good, if not better, than him. He's the kid of a nobleman, and he's older than me, but way dumber. Longshanks grow really slow, I guess.
So I was reading a lot, and writing my own stories. The Bumblebrashers didn't like that. They say that reading steals the thoughts from your head, but they're old and traditional. They don't know what it's like to read books that dead people wrote before you were born. Anyways, it was… not really a fight, but they told me that if I love the Longshank town so much, then I could live there. I've been here ever since, and it's been hard. I dive in the dump a lot to find the good stuff, or good enough that it'll do. It's not safe like the castle. But my love of dragons helped me. I found a book, well okay I took a book, about Common and Dragontongue. I've been learning from the book how to talk and write in Dragon. With that, I started noticing patterns in the tongue, and I learned about how to touch magic, and now I can make magic happen. It's really fun!
I'm thinking to go help the goblins at the Call of Heroes. I want to use what I learned to save them, and rub it in their faces. I want to write their names in the walls, and watch them run around with tin pots on their heads! Then I'll make them say they're sorry, and they'll make me chief. Then I can make them bring me books, and I'll use the treasures to buy more books. I'll be so smart and strong, that all the goblin women will want me. It'll be great.
The only things I'm really missing out on is the dump, with my home that I made. Oh and the sage is hunting me, so it'd be good if I lied low for a bit. Hmmm oh and food… really good food. I'm gonna miss maggot bread and aged garlic. Maybe one day I can come back here and try to steal one of those pies from the bakery. Oh that was one of the best things ever. I'm hungry
Appearance and Personality:
My name's Krooby, and I'm 9 years old. I got a bony lump on my head, and a big mole on my nose. My hair is so hard that it could be a brush. I wear lots of clothes because it gets cold at night, and having rusty stuff cut you is really bad. My favourite book is my spellbook, which is made with a bunch of different pages from different books, and pictures, and drawings, and I glue a lot of stuff in there. I call it "Treasures and Memories".
I like metals a lot, and I make jewelry with them. I also collect pretty rocks, and cool bones I find.
I want to learn more, and read more, and write my own things. I want to sleep in a bed with gold, and pretty rocks, and the best bones, and wake up to my goblins singing to me about how great I am. I want to eat the best foods, and mate with the best womens. And I want everyone to know about me and be my friend.
I was tempted to write a monologue here about this entire process. There have been a lot of good applications, and it did take a lot of effort to finally narrow it down to the top pick. But I know what you're here for... RESULTS!!
So it is my pleasure to welcome
Andreste Velleti by Reckless
Thank you all for your hard work. I really appreciate all the effort everyone went through for this recruitment. I wish you all good games in the future.
@Kiera hahahahaha... consistent, right.
In all seriousness, thank you. I really appreciate when my love for this game is recognized, and enjoyed.
@David I see a good argument for either, but I recommend Profession. If we were to end up in a situation where Artistry (Archaeology) was preferred, I'd probably treat your profession skill as if it were artistry.
Yes it will take a little bit of finagling in order to get pretty much any of the characters introduced into the party. Off the top of my head, I think investigating murders (or actually, currently disappearances. No worries) is a good direction to go. Since you were originally a Razmiran, a fascination/liberation of cults (such as the cult of Norgorber) could work.
@Jereru O_O well I look forward to reading that story
@pad300 Right I totally forgot. Oh well, you were only a few minutes behind. I'll put you on the list
@Mittean I do not need the full build. It's nice to see exactly what's planned, but I don't mind. As long as I have a good idea of what your character could do, that's fine. For example: I'd like to know if you're a divinationist who's peering into the far future, or if your strength score is higher than your intelligence. I'd like to know your specialties. These can be done without providing an entire character sheet. Hope that helps clear things up
We're going to start closing recruitment now. Please do not submit any new characters, as we've got a ton of applicants.
If you'd like to make some changes to your character that you've already submitted, feel free to do so. Let me know what you change, because I may have already looked through your character.
You can make changes for the next 7 hours. After that, recruitment is 100% closed.
I'll do my best to post the results within 24 hours of recruitment being completely closed. Thanks for your patience and good luck.
@Kiera thank you. I knew there was some rule along those lines, but I wasn't sure exactly what it was. You do have horrible luck, but I don't consider that a factor in this process.
@Gruingar So Vudra... That's insanely far away. That's probably 5+ thousand miles away by ship. If you took the fastest ship available, it would take at least 2 and a half months without pit stops, and would cost 250gp (5cp/mile). You could make the trip on land, but then you'd have to brave harsh terrain such as mountains and deserts. While Vudran scholars would likely know that Varisia exists, [u]I'm skeptical they would know about ancient Thassilon.[/u]
There is an island a little bit closer that is predominantly Vudrani. It's called the isle of Jalmeray. While still a long ways, at least it's on the Inner Sea map.
If you're travelling by sea, I recommend the following places to make port: The isle of Jalmeray, Katapesh, Absolom, Ostenso, Corentyn, Kintargo, and finally Magnimar.
I'm sorry if that's a bit harsh, but the logistics aren't exactly in your favour. There are other human ethnicities that would be more appropriate. Varisians are the easiest pick, but Chelaxians, and Shoanti are strong contenders too. I could see good arguments for Taldane and Ulfen as well.
As for the intro and letter, it's within reason. I think Brodert Quink of Sandpoint would be your best bet for a contact.
@Scipio I'm glad to see that you've submitted a character, Tasha. I'll be interested in reading what you've come up with. I think you're provided enough for me to have a decent understanding of what you want to bring to the 'table'.
@Jereru thanks for the update, and I'll make sure to take a look at it.
@Gruingar
1) No we're not using hero points
2) I think that's fine to a certain extent. Later in the campaign I do interpret the landscape to be fairly undocumented, with exception to Shoanti tribes and intelligent 'monsters'.
3) Limited crafting. I'll try to give you some time, but crafting builds are going to have difficulties. There is a lot of travel, so we might be able to find a way for you to craft while bushwhacking.
4) Yes, I'll make sure there's room for upgrades. I can think of a few opportunities right off the top of my head.
@Joker27 Tomorrow. I live in Western Canada, so it may look like Saturday for some of our Easterners.
Alright, just making a list for ease of reference. Let me know if I accidentally missed you. I've only taken a very cursory glance so far, but come Friday I'll go through them properly. Don't worry if the mechanics aren't finely tuned yet, I'm really just looking at the big picture. We can talk about the little bits later on if you're selected. Feel free to keep working on your character and their story.
Current applicants:
- Claudia Iancu, by Vrog Skyreaver, CG human exploiter wizard
- Orin've, by Ironperenti, NG elven sorcerer sage
- Andreste Velleti, by Reckless, NG human sin magic wizard (greed)
- Amyia, by Gerald, CG elven sin magic wizard (greed)
- Finn Gingerberry, by Mr. Hebeme, halfling spell sage wizard, sphere singer, VMC bard
- Amolenna Bonnet, by Dakcenturi, CG gnome crossblooded seeker sorcerer, tattooed mystic, exploiter wizard
- Valuk Magewright, by David_Bross, human sage sorcerer, VMC bard
- Kiera Videns, by Jesse Heinig, NG human exploiter wizard
- Korihor, by Mittean, human sage sorcerer crossblood with something, interested in ultimate magus
Incomplete submissions:
- Luximandros, by Jereru, reincarnated half-orc arcanist
You mentioned that you'll provide some crunch, so I'm curious to see that. Otherwise I have a fairly good idea of what your character would do.
Expressed interest:
- The Archlich
- Pad300
- Trawets71
- Kaouse
- Arranai
- GM_Rorek
- The Lion Cleric
@Jereru Outlander looks like it fits the game quite well. Sandpoint would be the best fit for the town in question. As you may know, Sandpoint is home to the Old Light, and is a pretty good base of operations for ruins in the surrounding area.
@David_Bross sorry sir, the group is looking for a mage capable of eventually getting 9th level spells.
@Jereru
Dazing Metamagic:
Feat: Dazing Metamagic
You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell.
Dazing is a mind-affecting effect. And therefore creatures immune to those effects like undead are not affected.
Once a creature has been affected by Dazing, every round after the first it can make a Will save to act normally for that round. If the creature is subject to continuous damage (Ball Lightning for example) it receives a -2 penalty to its Will save to act normally for the round.
Level Increase: +3 (a dazing spell uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not inflict damage do not benefit from this feat.
@Gerald yes, Thassilonian specialists (sin magic) is welcome. Just make sure our paladin can't smite you.
@Kaouse my players have specifically asked for a full arcane caster capable of level 9 spells
@Jereru it's alright, no worries. Go ahead with the racial heritage feat. Yes, so far no one has submitted a half-orc flavoured as a half-ogre, but the majority would just be reflavouring. I'd probably change their subtype from humanoid (human, orc) to humanoid (human, giant) despite medium size, and they MIGHT get access to ogre racial feats. I haven't really looked into that.
@Jereru I would be willing to allow alternate races for the Scion of Humanity trait. My caveat is that I would like you to remain medium size. Scion of Elvenkind for example would look like the following:
Scion of Elvenkind: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (elven) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for an elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
@Trawets71 I don't mind you using the venerable penalties and bonuses, however I would still like to see the final results within scores of 8 and 20 (not including magic). I expect that it would be difficult to engineer.
@Pad300 We're looking for an arcane caster specifically, not a psychic caster.
@Jereru yes. I decided to make a second thread just make it easier for people to get attracted to the recruitment. I'll be monitoring both threads for applicants.
@Pad300 I'll be waiting for several days at least. I want to give people some time before I make my decision.
I like her too! She was captured by the party back in book 1 and was fed and befriended by Cleo over the course of several days. I want to give her more screen time, as lately she's been way too well behaved.
I don't have any issue with witches. Our previous player was a cartomancer witch, and I have a ley line witch in my other game. From a casual glance, I would say that Ancestors, Decadence, Mountain, Portents, and Stars are the most thematic patrons. Any would be fine. Healing isn't a concern for the group.
The Cult of Norgorber is a complex organism, but the God of murder secrets, greed, and poison would have it no other way. The cult's legacy in Magnimar stretches back to the city's founding over a century ago, when a figure known today in whispers as the Forever Man laid his own foundations within Magnimar's - he ensured that the cult of Norgorber would always have a place in the city's heart, mind, and soul. Today, several branches of the cult function side by side, although not necessarily in full cooperation. The cult of the Skinsaw Man, in particular, has its own goals in mind for the city...
Hello everyone! One of our players just had a newborn baby, and won't be able to play for the foreseeable future. We're looking for a replacement player who can fill a niche we've been missing for quite some time. We would like an arcane caster who's an expert on all things Thassilonian.
Character creation rules:
Level 8 (you do not need to make the entire character in order to make an application, see Application spoiler)
Max hp for the first 3 levels, half+1 for the remainder
20 point buy, final ability scores (not including magic) must be no higher than 20, and no lower than 8
28,000gp please do not spend more than half on a single item
1 trait, and either your choice of a campaign trait or a regular trait, no drawbacks
Core races are preferred. Aasimars and Tieflings are allowed, but do not have access to variant heritages or abilities. If you would like, you could design a half-orc character and call it a half-ogre.
No evil alignments, CN alignment must be willing to work with the group
Exactly what kind of character we're looking for:
We're looking for a full arcane caster who is quite skilled in at least: Arcana, History, and Spellcraft
It's preferred that you're an intelligence based class, primarily for high knowledge skills
You would have a strong desire to learn about Thassilon and explore its ruins
Speaking Thassilonian would be required (you can either take the campaign trait, or put a skill rank in linguistics)
We don't have much of an opinion about damage/buffs/debuffs/utility, etc.
Applications:
Please include in your application:
A rough idea of your character's build. This might include basic stats, expected feats to take, general spell selection, highest skills, a level 1 character sheet, etc. I just want to get a decent idea of how your character would function mechanically.
A summary of where your character fits in the world, how they grew up, what they believe in, what they fear, and how they got to level 8
FAQ:
Variant multiclassing, background skills, and fractional bonuses are allowed
The book does not allow much time for crafting. I try to put some extra time in there, but there's no guarantee.
This game is not PFS legal
Posting requirements are 1/day, however I'm not strict about it. My mental health occasionally demands a day to recuperate, and in the past I've been absent for far longer periods of time. I may choose to bot a character who hasn't posted their turn in combat after 24 hours, but this doesn't always occur.
We are currently on the last bit of book 2. The party is currently level 7 and will hit 8 after the boss encounter. We're situated in the city of Magnimar, though we won't be staying for long.
This game has been going on since 2015. Many of the players have been here since the beginning, and have supported me when I've been at my worst.
Our Party:
Wabbit, an indestructible raging Halfling dodge tank paladin. Quite happy go lucky until evil is detected
Cleo, a Halfling cleric of Erastil who tries her best to be peaceful and diplomatic (original character and player)
Furnok, a Human ranger who kicks butt with his lucerne hammer and his cheerful boar companion Bacon (original character and player)
Janis Scarnetti, a Human rogue who's a bored scoundrel, with a practical mindset and interest in Thassilon (original player)
Brelin, our now retired character. She's a cartomancer witch with a Varisian flavour. She may return one day if parental duties lessen, but we have no plans at the moment.
Aggah, who is a homebrewed goblin companion for Cleo. She's extremely chaotic, a bit evil, really dumb, and occasionally hits enemies. She's kind of our lovable mascot.
How I run the game:
While I keep the overarching story the same, I do homebrew the game fairly heavily. I change enemy races and stats, allow the story to flow with a bit more player choice, alter locations, change or create NPCs, and more. I have to admit that sometimes these things don't work out the way I've intended, and some of them worked wonderfully and I'm quite proud of them.
I do run a slightly lower magic setting, with a bit less gold. I prefer having the items you want in a treasure hoard from enemies rather than giving you the gold to buy them. So if you'd like certain items, please ask me and I may include them.
Occasionally the tone gets dark in this adventure path. While I have no intentions of bringing up player traumas and past experiences, I do at times push the line a little further than the average DM. I sometimes choose to describe death with gruesome details, explore a bit more sexuality before fading to black, look at slavery and other human atrocities, and create dark encounters one might expect from eldritch horror. For these reasons I request that you are 18 years old or more, and approach these situations with a certain amount of respect and maturity.
About me:
I'm a Canadian man in his later twenties, with a strong desire to run d&d-like games for a living. I like to explore and experiment on both game systems and stories, and focus on the story that both DM and players are trying to tell. I enjoy researching about topics of the game, even if they have very little relevancy or importance in the great scheme of things. I once was planning to run a pirate game, and spent nearly a week looking into the effects barnacles have on a ship's hull.
I've run Rise of the Runelords Anniversary Edition at the table 3 times, each with massively different stories. I'm very familiar with books 1 and 2, but have never played beyond them. This forum game has been going since 2015, and yes, the post rate has been horrible at times. I'm proud to say that I'm in a better place, and our pace has returned to something far more respectable. I also run a Hell's Rebels game here with some of the same players.
I watch a lot of Youtube videos regarding d&d. My favourites at the moment are Matthew Colville, MonarchsFactory, and How to be a Great Game Master.
@Keth That's certainly possible. Meila has travelled a lot and could definitely have been a random Elf present around a bunch of humans. She would likely also have met this druid. She can't heal people, so it would make sense to take you to the nearest healer, which could have been this druid. She might have stuck around for a little while, but not for long. How long ago would you guess this was?
@Woolf yeah, very intelligent, good boi
Regarding traits, I've taken the oblivious drawback for an extra trait. I resolve to never put points into perception or sense motive, as she's not exactly on this planet.
I didn't know Good Natured was part of Cayden, which makes sense now that I think about it. Desna doesn't really do much for bravery. I'll see if I can change it into something more accurate.
I decided to take VMC because I really couldn't figure out a good list of feats for her to take. After watching a few Lindsey Stirling music videos, I felt inspired to bring some bard to the table. I didn't want to switch her from sorcerer to bard, because I want her to be a full arcane caster, but the VMC will give me the basic performance stuff, which is all I really wanted.
Violins of course aren't part of medieval life, but I could eventually pick up a lute and strum it. Currently I have perform (dance), but we'll see what happens. I don't have a lot to choose from for my background skills, so putting a few in perform is totally fine by me. It really brings out her artistic nature, without investing the time to craft or do a profession.
Saturday works great. I should be ready long before then.
Milestone is my preference. I really dislike that feeling of 'If I kill just three more goblins, I'll level up.'
I'm pretty happy with discussion tab, but discord is okay.
Dread, I think it would be nice for our characters to have met before. You studied druidism from an elf, I'm an elf, I'm sure we can find something in common.
Sha'ir: Android Kinetisist, adopted by Khonnir, discover heritage
Sir Longears: Orc Fighter, friend/employee of Khonnir, dumb survivor
Dread: Half-Orc Druid, hunting technic league, wise nature-y traditionalist
Chunky: Human Barbarian, hunting technic league, traditional type or Gnomish Techuser, friend of Khonnir, tech enthusiast
Treasurefox: Elf Sorceress, stargazer, aloof wanderer or Dwarf Tanky Gunslinger, skysmith, protector of the town
So Sha'ir is 100% going for kinetisist. I'm honestly not sure what a kinetisist does, so I'm not sure what bases that covers.
I'm going to be picking my character based one what the party needs, what campaign traits are being used, and what I can tie into character background. I'd like my character to have already met at least one of you guys.
I'd like to use the blunderbuss at close range. I think I'll scrap the shield for now, unless I end up with a pistol that has some good range to it. Happy to play with the new tech. I know absolutely nothing about how tech works, so at least it'll be pretty in character.
"Hmph, well it looks shiny... but the heck does it actually do?"
Hey, thanks for inviting me, GM. I felt nervous considering I posted so little.
So to reiterate, my current ideas are:
1. A sort of spaced out, but ever curious elven sorceress, with the stargazer theme. I really like the idea of gazing out into the void, and the void looks back. I like the questions that come, like what lingers in or even beyond the Dark Tapestry? Is there life out there, and if so, who are we? Despite not being optimal, I chose Elf due to my knowledge of their origins, which I think fits really well with a bloodline. My character would have no idea about it, however.
I'm happy to change this concept to adapt to the party if need be.
Build-wise, she'd be a mix of most arcane schools. I'm not entirely sure yet, given the small number of spells known. She'd be pretty darn frail and physically weak, skills would be pretty lackluster too.
2. A gruff dwarven gunslinger. He does the right thing, but is prone to complain about it. I like the idea of decking him out in armour, giving him a blunderbuss, and just going to town. I don't want to put too much wild west in there, but I do want him to feel like he needs to protect his family, his town, his people from oppressors. His sky metal smithing family would go hungry without him loading his gun and trudging down to figure out what the heck is happening. His theme isn't nearly as philosophical as the Elf. He's the protector. He's here to protect. Fairly simple guy.
I'm happy to change this concept to adapt to the party if need be.
Build-wise, he'd be a tanky frontline boy. I'd focus on survivability, followed by firepower. If I could find a way to use both shield and blunderbuss, I'd do it.
I'm thinking of a starsoul sorcerer, kind of a free spirit type. I'm actually leaning towards an Elven character. A wanderer, stargazer, a bit spaced out.
My other idea is that of a gruff, rough, and tumble dwarf. Gunslinger with a blunderbuss, probably a gun tank. His family was affected by the fire going out. I definitely get the feeling that he's more of an action than words kind of character.
I should mention that I did play through book 2 of Iron Gods several years ago. I was a replacement player. I don't remember a whole lot, but I vaguely remember a location and a villain.