Motteditor's Fire Over Blackcrag (Inactive)

Game Master motteditor

Combat map


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RPG Superstar 2012 Top 16

Just curious if anyone's interested in running through the Fire Over Blackcrag adventure in Mythic Adventures via PBP.

I'm happy to run it as I figured it'd be a good way to get to know the mythic rules.

If there's enough interest, I'll post build rules.


Sounds great but I don't have the Mythic Adventures so don't have access to the rule. Sorry.


I'd definitely be interested in trying out the mythic rules.

Dark Archive

interested. my access to the pdf should be up anytime soon. am interested in making a wizard specializing in divination (foresight) who is also a degenerate gambler.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Sure. How about a brawler fighter, going Guardian path?


I'd definitely be interested in this.

RPG Superstar 2012 Top 16

OK, that sounds good enough for me. I'll be picking 5 characters.

I'm looking for people who can post daily, 5-10 times a week. I'm a fairly experienced PBP GM at this point, having three ongoing Adventure Paths; that said, I've found the most difficult games -- one of which I ended up stopping pretty early on due to players not posting with much frequency -- were the single-shot adventures. I'm looking for people who are really willing to commit to what will likely be a few months of posting. No problem if you miss the occasional day, but if you start posting every three or four days without letting me know, I may replace you (that said, if you know you have to miss some time for vacation or work or whatever, just tell me in the discussion thread -- I completely understand and have no problem with that vs. unexplained absences).

There will be maps available for some combats, but some will rely on your imagination.

Feel free to ask any other questions about play style/expectations.

Character build rules:
Characters start at 7th level; they'll be in the town of Blackcrag Cove on the northeastern coast of Katapesh, either passing through or stopping by after a recent adventure and can choose to know each other or not as you wish. They do NOT begin as mythic.

20-point buy, 23,500 gp to start, 2 traits (feel free to take them from whatever Paizo source you want), anything from the PRD is fine and check with me on other things -- I'll rule on a case by case basis.

Please let me know what mythic path you plan to take, as I want five different ones so we can explore more of the rules.

No need to go too crazy on back story, since this is a 15-page one-shot adventure, but give me enough to get some idea of your posting style, please. I'm fine if you don't fully stat out the character yet either -- I'll pick based on the characters.

Any questions, please don't hesitate to ask. Recruitment will close by Sunday, Aug. 25, though I reserve the right to close it sooner if I see five applications I like.


I'm interested! Waiting for my book to arrive but I'll have some kind of concept coming up.

Currently thinking of a Bard (DareDevil)/Marshal.


Presenting Dorian Kendrick: Mercenary Wizard of Korvosa. His Mythic Path would (of course) be Archmage.


Is it too late to get into this one? (seems that way given the number of posters so far). I'll toss my hat in anyway.

Likely it would be a champion. I'm thinking maybe a crossbowman ranger. It would be interesting to see if a crossbowman can be worth something if you throw in mythic levels.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

As noted above, brawler fighter, going guardian path.

Character Fluff:
Bela Szandor is a young Varisian of some fighting skill, which makes him something of an anomaly in his sept. Both of his parents are arcanists, as are all three of his siblings (bard, magus, and sorcerer, respectively). But he lacked the intellectual heft or force of personality to walk any of those paths. Fortunately, he was compensated for his lack with considerable physical prowess. Rather than focus on the use of weapons, though, he started his combat career fighting barehanded against any comers when his sept's caravan would put on shows, and stayed with something close to that particular style as he improved beyond punching bumpkins in the Varisian hinterlands. He has competed in Magnimar, but turned to adventuring as the thrill of fighting for an audience faded. This has provided him with greater personal rewards, as he has found that while he enjoys challenging himself against powerful and unusual creatures, what makes him really happy is helping people with their problems.

Physically, he is slight of stature and moderately handsome despite a several-times-broken nose and other signs of his lifestyle. He has the typical Varisian coloration--dark hair, olive complexion, and dark eyes--and wears his hair in a single braid. He takes some small pride in his mustache, which he wears long, past the corners of his mouth, and waxes into a downward-facing curlicue on either side of his chin. He prefers to fight with cesti, though he carries a kukri and some javelins as well. He's decorated the leather of his cesti with bright dyes and intaglio lines of Varisian poetry.

Character Crunch (limited):
Fighter (brawler archetype) 7

S 14 D 18 C 14 I 10 W 12 C 11

Possibly going TWF with cesti.


I'll toss in here, too. I'll have a character sheet up for you later, but right now I'm thinking a martial artist going into Warden.


Introducing Alemarra "Big Al" Redthistle, a Halfling Cavalier who will go down the Champion path:

Big Al:

Backstory:
Halfling caravans traveling through the wildlands are often seen as easy prey by bandits. In order to bolster their defense, the small caravan that Alemarra Redthistle grew up in employed a Dwarven veteran, Hilgra, as their guard. While at first Hilgra was a hired hand, to young Alemarra her daily martial practice and vigilant watch for danger seemed both exciting and very noble. As Alemarra grew she found herself spending more and more time with the Hilgra who (lacking a child of her own) took her under her wing and drilled her in how to protect the caravan, and even in some of her ancestral techniques for combating giants.

It turned out that she grew like a weed until she towered a legendary 3’ 3” tall. Soon she was known only as “Big Al” and stood out head and shoulders above her family. Under Hilgra’s watchful eye, she appointed herself the protector of the younger Halflings, and eventually as an apprentice to Hilgra in defending the caravan itself.

Eventually “Big Al” came of age. Feeling the call of adventure and seeing a need in the world for heroes who would defend the weak, she set her sights on becoming a cavalier in the chivalric Order of the Sword. Her questing has taken her far and wide across Golarion, astride her faithful wolf, Nightsong.

Appearance:
“Big Al” Redthistle stands tall and proud at 3’3” tall, with dark copper skin and black hair pulled back in a tail. When heading to battle she wears a gleaming mithral breastplate and carries her lance, heavy shield, and halfling sling staff.

Big Al is most often seen astride her wolf, Nightsong. Nearly the size of a horse (but covered in deep grey fur, with penetrating green eyes and rather large teeth) Nightsong cuts an imposing presence even as she typically heels quietly beside Big Al. Nightsong wears mithril breastplate barding, and has the red and white banner of the Order of the Sword draped across her chest.

Personality:
Growing up amongst halflings, she was always bigger than those around her and still thinks of herself as tall. She doesn’t call herself “Big Al” ironically. Unlike many halflings who try not to get noticed, she tends to turn heads when she walks in the room, and to walk with a bearing of one much larger; not quite a swagger, but a confidence and a sense of assurance that makes others sometimes forget that she’s only 3’3” tall.

When safe and sound, Big Al has an easy warmth about her. When working, she keeps a constant eye for danger and is fiercely protective of those she has sworn to protect. She is very proud to be Cavalier in the Order of the Sword. Her favorite recreation is to lay on her back at night, gazing for hours at the stars.

Crunch:
Allemara "Big Al" Redthistle
Female Halfling Cavalier (Gendarme) 7
NG Small Humanoid (halfling)
Init +3; Senses Perception +12
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+8 armor, +2 shield, +3 Dex, +1 size)
hp 60 (7d10+14)
Fort +7, Ref +6, Will +6; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner
--------------------
Offense
--------------------
Speed 15 ft.
Melee Heavy Shield Bash +10/+5 (1d3+12/x2) and
. . +1 Cold Iron Lance +12/+7 (1d6+17/x3) and
. . Dagger +10/+5 (1d3+12/19-20/x2) and
. . Longsword +10/+5 (1d6+12/19-20/x2)
Ranged Half. sling staff +11/+6 (1d6+8/x3)
Special Attacks cavalier's charge, sword's challenge +7 (3/day)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 12, Int 10, Wis 10, Cha 12
Base Atk +7; CMB +8; CMD 22
Feats Indomitable Mount, Mounted Combat (1/round), Power Attack -2/+4, Ride-by Attack, Risky Strike -1/+4, Weapon Focus (Lance)
Traits Adopted, Indomitable Faith, Militant Merchant
Skills Acrobatics +0 (-8 jump), Bluff +5, Climb +6, Diplomacy +5, Escape Artist +0, Fly +2, Handle Animal +13, Intimidate +5, Perception +12 (+13 to determine if surprised), Ride +12 (+14 to stay in the saddle), Sense Motive +0 (+3 when opposing a Bluff check), Stealth +4, Swim +6; Racial Modifiers +2 Perception, +3 ride while riding your bonded mount., sword's skills
Languages Common, Halfling
SQ animal companion link, banner +2/+1, expert trainer, fearless, orders (order of the sword)
Other Gear +2 Mithral Breastplate, Masterwork Heavy steel shield, +1 Cold Iron Lance, Cold Iron Sling bullets (50), Dagger, Half. sling staff, Longsword, Sling bullets (20), Belt of giant strength +2, Backpack (empty), Military saddle, Rope, Torch (10), Waterskin, 2157 GP, 9 SP, 9 CP
--------------------
TRACKED RESOURCES
--------------------
Cold Iron Sling bullets - 0/50
Dagger - 0/1
Mounted Combat (1/round) - 0/1
Sling bullets - 0/20
Sword's Challenge +7 (3/day) (Ex) - 0/3
Torch - 0/10
--------------------
Special Abilities
--------------------
+3 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -3 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Expert Trainer +3 (Ex) +3 to train mounts, reduced training time option.
Fearless +2 racial bonus vs Fear saves.
Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
Risky Strike -1/+4 Subtract from your AC to add to damage vs foes 2 sizes larger.
Sword's Challenge +7 (3/day) (Ex) +7 to damage target, -2 AC vs. others when used, +2 to hit while riding your mount.
Sword's Skills +3 (Ex) +3 to Sense Motive opposing Bluff.

--------------------

Nightsong
Female Wolf (Charger)
N Large Animal
Init +2; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 17 (+2 Dex, -1 size, +8 natural)
hp 63 (+30)
Fort +9, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Immune fatigue
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Wolf (Charger)) +9 (1d8+9/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks trip
--------------------
Statistics
--------------------
Str 23, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Base Atk +4; CMB +11; CMD 23 (27 vs. Trip)
Feats Armor Proficiency (Medium), Power Attack -2/+4, Toughness
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Flank [Trick], Guard [Trick], Heel [Trick], Track [Trick]
Skills Acrobatics +9 (+17 jump), Fly +0, Linguistics -3, Stealth -2, Swim +10; Racial Modifiers +4 to survival when tracking by scent
Languages Halfling
SQ attack any target [trick], barding training 1, combat riding [trick], flank [trick], indefatigable, mounted challenge +3, track [trick]
Other Gear Mithral Breastplate, You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Barding Training 1 (Charger) Worn armor -1 check penalty, +1 max DEX.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Flank [Trick] Attempts to attack and flank indicated enemy.
Immunity to Fatigue You are immune to the fatigued condition.
Indefatigable (Charger) (Ex) At 6th level, a charger becomes immune to fatigue. This ability replaces devotion.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Challenge +3 (Charger) +3 to damage target, +1 AC vs. others when used
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.
--------------------
Large wolf with a thick grey coat, wearing mithral breastplate barding.

RPG Superstar 2012 Top 16

Drbuzzard, not too late; recruitment's open until Sunday. Please feel free to pitch the concept. Remember, I'm less concerned about the crunch at this point, then just a good idea for a fun character. You don't need to write pages of background/personality, but I do want a few paragraphs so I can see your writing style.


Here's DM Pendin Fust's entry - Tickdown Hardigree.

Halfling Daredevil Bard going to the Marshal path. He's brazen, he's bold, yes boys and girls, he'll do ANY feat of dextrous prowess for a crowd. Behold as he leaps and tumbles through fire, flashing a bright white smile for his adoring fans, and of course holding his hat out for their money.

Cooking up a little more backstory but basically he thinks he has a devoted crowd of fans who follow his displays everywhere he goes...he's convinced himself he's NOT a down and out showman who's a few pennies from destitution.

Character Sheet (Still needs equipment and a few other things like spells):
Tickdown Hardigree
Male Bard (Daredevil) 7
Init +8; Senses Perception +7, Keen Senses

==DEFENSE==
AC 17, touch 15, flat-footed 13 (+2 shield, +4 dex, +1 size)
hp 45 (7d8+7)
Fort +4, Ref +10, Will +6
Shield Buckler +1
Defensive Abilities Halfling Luck (PFCR 26), Fearless (PFCR 26)

==OFFENSE==
Spd 20 ft/x4
Melee Melee Dagger +2 +7 (1d3+1) 19-20/x2 CM +2
Ranged Cunning Hand Crossbow +1 +7 (1d3+1) 19-20/x2 CM +1; +2 confirm crit for Knowledge of target

==STATISTICS==
Str 9, Dex 18, Con 12, Int 10, Wis 10, Cha 18
BAB +5, CMB +8, CMD +17
Feats Agile Maneuvers (PFCR 117), Armor Proficiency (LIGHT) (PFCR 118), Athletic (PFCR 118), Improved Initiative (PFCR 127), Shield Proficiency (PFCR 133), Strong Comeback (PFUC 121 - 122)
Skills Acrobatics +20 [Jump +16, Jump with running start +16], Bluff +18, Disable Device +8, Escape Artist +18, Knowledge (history) +6, Knowledge (local) +5, Knowledge (nature) +4, Knowledge (nobility) +5, Knowledge (religion) +4, Knowledge (planes) +4, Perception +7, Perform (comedy) +13, Perform (dance) +13, Use Magic Device +9
SQ Bardic Performance [20] (PFCR 35-38)
SU Countersong (PFCR 36), Distraction (PFCR 36-37), Inspire Competence (PFCR 37), Derring-do (PFUC 32)
EX Canny Foe (+2 CMB & CMD - Dirty Trick, Disarm), Dauntless (+1 morale bonus on saving throws against mind-affecting effects, including all fear effects. Increases by +1 every 4 levels after 2nd), Scoundrel's Fortune (Roll two dice instead of one for any skill check, keeping the best result, 1x per day increasing by +1/day every 3 levels after 5th.)
Traits Dangerously Curious (Magic) (PFAPG 329), Dirty Fighter (Combat) (Combat) (PFAPG 328)
Languages Common, Halfling

==Equipment==
Acrobat Slippers


Character Sketch:
Lacsar is a well-educated and traveled Chelaxian from a distaff branch of one of the known noble houses. His familial home was in Mendev but he would often spend long periods of time at the seat of the family's power in Cheliax, specifically at the ancestral home in Senara surrounded by the Whisper Woods. Lacsar is a Zen Archer Monk (which ties into the location of his home and his noble house of Narikopolus). He is also ravaged by a slow and ferocious form of Leprosy. He believes he has been 'cursed' with the disease due to any number of factors: the unholy bargain his House made with their Infernal patrons, the general evil of Cheliax, the twisted experiments done in Senara, or possibly a combination of all of the above. He absolutely and utterly despises all Lower Planes dwellers - Devil and Demon alike. He searches the world for a cure or a method to cleanse whatever taint made him a leper. That search brings him to the Nightstalls and ancient magics of Katapesh.

As a noble, Lacsar is well educated and erudite (Feat: Cosmopolitan, Trait: Scholar of the Great Beyond) - an articulate and cultured warrior. I'm seeing him as a hybrid build - a combination of skill monkey and combatant - both ranged and up close.

I don't have the Mythic book, yet... but I've looked through the playtest material. I'm pretty open to any of the archetypes since really none of them dovetails perfectly with a monk.

Appearance:
Lacsar wears the finest materials, carries the best equipment, and is fastidious in his personal care of them all. His clothing is clean and well tended. He moves with care and grace at all times. For the most part, this attention to detail is to prevent any possibility of accidentally exposing others to his disease. He wears rich robes in white and red (in honor of Iomedae his patron). Areas not covered by his robe are hidden beneath fine gloves, boots, or a thin shroud-like linen. In public, his face is always covered by a filligreed and magnificent silver mask. He carries little equipment and only a few weapons. Most notable is his flawless composite longbow.

Prose Style:
Long, narrow fingers wrapped in a calf-skin glove swirl the wine goblet slowly. The pursed and motionless lips of the ornately decorated silver mask reveal little of the wearer's emotions. Only his dark eyes - active and discerning - are visible from behind it. The red hemmed white robes and bandage-like leper's shroud drapes over the tall, slender archer as he slightly lists in his chair - the portrait of a man wrestling with fatigue.

In answer to the Captain's question, the masked man produces a Harrow card from within his robes and flicks it across the table for the military man's inspection. It is the Fiend. The place where the demon's face should be is replaced with a ragged hole - the stamp made by a broadhead arrow and shaft. His warm, mild voice, echoes ever so slightly from behind the mask. "One arrow at 160 paces - more or less - at dusk in the Whisper Woods."

The Captain grunts, unimpressed, and flicks the card back. "Our enemies don't stand still waitin' on arrows to find them."

The crinkle around the masked man's eyes suggest a rye smile beneath the mask. "Neither did this one. This card was sewn to the chest of a Zebub - an Accuser Devil - note the ichor stain on the back. It evaded me as best it could."

Crunchy Bits:
If Lacsar makes it into the game, I'll update his Character Sheet to reflect these changes.

Lacsar of Senara
Male Human (Chelaxian) Monk (Zen Archer) 7
LN Medium Humanoid (human)
Init +4; Senses Perception +14
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 18 (+3 armor, +2 Dex)
hp 45 (7d8+7)
Fort +5, Ref +7, Will +9
--------------------
Offense
--------------------
Speed 50 ft.
Melee Unarmed strike +7 (1d8+2/x2)
Ranged +1 Adaptive, Planar Darkwood Composite longbow (Str +0) +12 (1d8+6/x3)
Special Attacks flurry of blows +5/+5/+0, ki strike, cold iron/silver, ki strike, magic, zen archery
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 10, Int 14, Wis 18, Cha 8
Base Atk +5; CMB +7; CMD 24
Feats Combat Reflexes (3 AoO/round), Cosmopolitan (Knowledge [arcana], Knowledge [dungeoneering]), Deadly Aim -2/+4, Far Shot, Fast Learner, Focused Shot +2, Improved Unarmed Strike, Perfect Strike (2d20) (7/day), Point Blank Master (Longbow), Point Blank Shot, Precise Shot, Weapon Focus (Longbow), Weapon Specialization (Longbow)
Traits Reactionary, Scholar of the Great Beyond (Knowledge [planes])
Skills Acrobatics +12 (+20 jump, +19 to jump), Climb +12, Craft (bows) +5, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (planes) +8, Knowledge (religion) +9, Perception +14, Ride +6, Sense Motive +14, Stealth +12, Swim +6
Languages Abyssal, Common, Daemonic, Infernal, Osiriani
SQ ac bonus +5, fast movement (+20'), high jump, ki archery, ki arrows, ki defense, ki pool, planar, slow fall 30', unarmed strike (1d8), wholeness of body
Other Gear +1 Adaptive, Planar Darkwood Composite longbow (St, Slaying arrow, greater (Demons), Slaying arrow, greater (Devils), Arrows (50), Cold Iron Arrows (50), Silver Arrows (50), Bracers of armor +3, Efficient quiver (155 @ 25 lbs), Handy haversack (4 @ 59.46 lbs), Grappling arrow, Grappling arrow, Grappling arrow, Grappling arrow, Grappling arrow, Silver Mask, Spider's silk rope, Waterskin (2), 2373 GP
--------------------
Special Abilities
--------------------
AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Far Shot Halve the range increment penalty for extended range.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Focused Shot +2 Make a single bow or crossbow attack, adding your INT modifier to the damage roll as precision damage.
High Jump (+7/+27 with Ki point) (Ex) +7 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Arrows (Su) 1 Ki point: bow deals the same damage as unarmed strike.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Perfect Strike (2d20) (7/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Planar Ignore 5 points of outsider's DR.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Wholeness of Body (7 Hp/use) (Su) Use 2 ki to heal own wounds as a standard action.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

The Exchange RPG Superstar 2008 Top 6, Contributor

I won't be playing, but I'd love to hear how you folks like the adventure!


How about the Archon Style from Blood of Angels?

RPG Superstar 2012 Top 16

Andiemus, I don't have that book, but if you can provide a link, I'll check it out.


It's not on PRD, but it is on D20PFSRD:

http://www.d20pfsrd.com/feats/combat-feats/archon-style-combat-style

RPG Superstar 2012 Top 16

Sure; I've got no problem with that feat.


Mott:
Having acquired and looked through the Mythic book, Lacsar will go with the Trickster path.


Silly me...Bard's don't NEED to prepare spells :)

Filled in short backstory and equipment list on my character page.


Dotting for serious interest. :)

I think alchemist going for the trickster route.

RPG Superstar 2012 Top 16

OK, here's what it looks like we've got so far, by mythic path. Still a couple days to get in characters:

ARCHMAGE
* Radavel: wizard specializing in divination (foresight) who is also a degenerate gambler (I'm assuming he'd be archmage)

* Anyr: Kendrick -- Mercenary Wizard of Korvosa.

CHAMPION
* Drbuzzard: Crossbowman ranger?

* Gyrfalcon: Alemarra "Big Al" Redthistle, a Halfling Cavalier who will go down the Champion

GUARDIAN
* John Woodford: Bela Szandor -- Varisian brawler fighter

HIEROPHANT

MARSHAL
* DM Pendin Fust: Tickdown Hardigree -- Halfling Daredevil Bard

TRICKSTER
* Lacsar: Lacsar of Senara -- Male Human (Chelaxian) Monk (Zen Archer)

* Shadowyfox: alchemist

UNASSIGNED
* Hawktitan: ?

* Andiemus -- thinking a martial artist going into Warden.


Would you be willing to allow a wildshaping druid in as a Heirophant? Or do you want a truer healer-type in that spot? The mythic options for wildshaping are interesting.

RPG Superstar 2012 Top 16

I'm willing to consider anything. It's a one-shot, so I'm less concerned about making sure there's healing and all the other things I have to remind myself not to be OCD about.

If you all die, well, that's your fault. (And Russ'? It's not clear who actually wrote the adventure.) : )


Real mythic heroes don't need no steenkin' healing!

Besides, with your generous cash allowance, I figure the characters ought to be able to purchase a few Wands of Curing. :)

RPG Superstar 2012 Top 16

That's WBL, so thank Paizo. But agreed. And I'm always happier to use my wands of CLW when it's a one-shot instead of my usual conserve resources mania.


motteditor wrote:
That's WBL, so thank Paizo.

lol I guess my players are too polite to call me stingy then. :)

The Exchange RPG Superstar 2008 Top 6, Contributor

I wrote it from a very detailed outline, and it was developed after I turned it in. So partially mine, partially not :)


Eben, you should look over the Heirophant abilities. There's a lot of fun caster abilities there, but my impression was that a combat oriented druid might find it lean. (On the other hand, Guardian looks fantastic for a combat druid).


I'm thinking the alchemist will be a half elf grenadier/bramble brewer.

RPG Superstar 2012 Top 16

While recruitment's still ongoing, I feel I should note that I like the ideas behind both Tickdown and "Big" Al and plan to pick them.

Any additional submissions (includin drbuzzard's crossbow ranger) are still welcome, but should not pick the marshal or champion path (I'm announcing now in part because there's no other fully submitted competition for those paths).

Also, because there'll already be one animal companion, I'm much less likely to pick another character with another combatant companion (I find having more than six combatants starts being a real pain in PBP). Eben, your druid's still welcome, but would have to have the domain power instead of an animal companion.


Yuri Kolenkov the tunnel guide.
Background

Spoiler:

The character is Yuri Kolenkov. He's a former street urchin from Oppara. He found himself an orphan at a very young age. Early enough that he doesn't even know exactly how old he is. Living on the streets in the corrupt, yet opulent city, he found that living on either generosity or larceny was enough to get by.

Those were enough to keep him fed at least most of the time. Then there was the issue of shelter. Now Oparra has been situation there are damned long time. Over that time construction really has not abated. Sometimes buildings would simply be built upon older buildings. Then there are the underground reservoirs in case of invasion, sewers, and the various catacombs. Oparra is a teeming city, but most are unaware of the teeming undercity. There are layers and layers of city beneath the streets and the structures lies another, darker city. It's a city where the sun doesn't shine, but at least it keeps the weather off.

This is the city in which Yuri grew up. While he did most of his scrounging and begging for food on the surface, he spent the rest of his time exploring and residing in the various underground structures, and natural caves under the city. Luckily there is no link to the Darklands, or at least one which issues the type of threat you would expect from there. Even without that, it's not a safe place, with plenty of unsavory characters in residence. Yuri was quick, and he was wily. He learned that sometimes the best way to run was to find a smaller tunnel. He also learned that mastering a weapon he could fire in a tight tunnel was important as well.

Eventually he grew into a man, and gained a reputation as the expert on the tunnels and underground ruins. People would seek him out to find various crypts and catacombs. Eventually this led to his acquaintance with the Pathfinder society who hired him to find some ruins under Oppara. He found that he liked to work with those people and eventually joined the organization to explore new tunnels and find the treasures and secrets locked within them.

He has been kicking around with the society for quite a while now, acting as a specialist in underground exploration. He's seen quite a bit, and lived to tell the tale.

Build summary - Ranger (Guide/Trapper) crossbow specialist. Built with a bent towards covering any trap finding/removal, thievery. He is not social skill oriented.

For paths trickster would work fine. It also suits his skills at tomb raiding.


Here's a submission for Baern Shieldcutter, dwarven "recovery specialist" (would follow the Guardian path):

Background:
Baern Shieldcutter grew up in Kalsgard, the hub out of which his extended family operated in admittedly a rather mercenary fashion for many years. While not taking up arms in any wars, they would hire out as bouncers to taverns, personal security to caravans, or pretty much any protection job that paid decent coin. While it was assumed that Baern would follow into the family business, his idol growing up was his cousin, Torgan. Torgan had pursued a rather unique path, recovering "lost" items for individuals willing to pay his hefty prices. Baern relished hearing the tales of Torgan's wide travels whenever he would return home, showing off the scars that accompanied his tall tales.

When Baern asked Torgan what the secret to his success was, his cousin laughed and replied, "It's simple. Ye demand it back. If'n they don't hand it over, you takes turns hurting each other 'till they do. The trick is to be the last dwarf standing." From that point on, Baern did whatever he could to train himself to take a beating. He would pick fistfights with locals, soaking up whatever punishment they could dish out, then go stand out in the freezing cold until he could take it no longer. He fashioned a battered breastplate out of wood similar to the one he saw his idol wear (at least in his mind, it looked similar), wearing it even as he slept.

One day, Torgan didn't return from his travels - only his sword did. The word from his travelling companions at the time was that he was overcome while defending his group against a pack of young black dragons, only falling when he was completely obliterated by a blast of acid from a dragon's mouth. Regardless of the truth of that tale, Torgan's sword went on the mantle and Baern swore he would train until one day he was worthy to continue in Torgan's path. After many years of constant conditioning, the resilient dwarf was given a job by an old employer of his cousin's. Baern learned it really was as simple as Torgan had said: be the last one standing, and you can bring home whatever it is the job requires. After completing a few more jobs from more of Torgan's contacts, the Shieldcutters bestowed Torgan's sword upon Baern: it was the proudest day of his life. From then forth he set out, knowing he had no need to return to Kalsgard until he was ready to retire - and there were plenty of items across the Inner Sea that needed finding before that time would come.


And some rough stats for now (can elaborate/clean up further if desired, let me know):
Crunch:

Baern Shieldcutter, CN Male Dwarf Barbarian (Invulnerable Rager) 7
STR 14
DEX 10
CON 21 (+2 Dwarf, +1 at 4th, +2 belt)
INT 13
WIS 14 (+2 Dwarf)
CHA 8 (-2 Dwarf)

Traits: Life of Toil, Armor Expert
Feats: Endurance (Lv1), Diehard (Lv3), Combat Expertise (Lv5), Stalwart (Lv7)
Rage Powers: Reckless Abandon (Lv2), Renewed Vigor (Lv4), Regenerative Vigor (Lv6)
Skills: Intimidate +8, Knowledge(Nature) +10, Climb +8, Swim +8, Survival +12, Perception +12, Ride +6
Special Abilities: Fast Movement, Rage, Invulnerability, Extreme Endurance
Gear: Belt of Constitution +2, +2 Mithral Breastplate, +1 Keen Falchion, Barbarian Kit, Ring of Protection +1, Potion of Cure Moderate Woundsx2


Thanks Mott, happy to be included! I look forward to seeing who the rest of the party is.

For folks considering Hierophant builds, I noticed recently that Mythic Domain adds +4 to your effective level for all Oracle Mystery abilities, which seems like a fun space to play in (e.g. a 7th level Dark Tapestry Oracle gets Overland Flight from her Wings of Darkness, and Many Forms would function as Beast Shape III...or a 7th level Life Oracle could channel as an 11th level Cleric, opening up an interesting Channeling build...)


Yeehaw!! Thankee motteditor!


I'm gonna toss in for this as well.

Will be making a Cleric 4/Fighter 2/Holy Vindicator 1 of a currently unknown race/diety. Will be going Hierophant.


Yah, I'm bouncing back and forth between an Oracle of the Dark Talestry and one of Life. Still looking at it, though.


I decided to go with a Cleric of Nethys/Armor Master Fighter/Holy Vindicator.

I use Negative Energy.. but I'll make sure to keep the others alive, I swear ;)


Ok heres a quick look at my Cleric, still working on him but I've got quite a bit done:

Spoiler:
b]Experience:[/b] 0
To Next Level: 2000
Favored Class: Cleric
Favored Class Bonus: +4 Hp

Ibir Nadziim
Garundi Human Cleric of Nethys 4/Armor Master Fighter 2/Holy Vindicator 1
N Medium Humanoid
Init +0; Senses Perception +2
-------
AC 26 (Touch 11, FF 26)(+6 Shield, +10 Armor)
Hp 49 (4d8+3d10+4[Favored]+7[Con])
Fort +10, Ref +2, Will +8;
-------
Speed 20 ft
Melee +1 Scimitar +7/+2 (1d6+9/18-20x2)
Ranged Hand of the Acolyte +7 (1d6+5/18-20x2/30 ft)
Wizard Spells Prepared(CL 6th, Concentration +8)
4 2nd: Shatter(D), Cure Moderate Wounds[2], Resist Energy
5 1st: True Strike(D), Shield of Faith, Cure Light Wounds, Endure Elements, Bless
4 0: Create Water, Detect Magic, Read Magic, Stabilize
Special Attacks Hand of the Acolyte (+2, 5/day), Destructive Smite (+2 Damage, 5/day), Channel Negative Energy (5d6, 8/day, DC 18 Will)
-------
Str 18, Dex 10, Con 12, Int 8, Wis 15, Cha 16
BAB +6/+1, CMB +10, CMD 20
Feats Improved Channel(1st), Channel Smite(Human), Elemental Channel(Fire)(3rd), Selective Channel(5th), Shield Focus(F1st), Power Attack(F2nd), Extra Channel(7th)
Skills (35 - 14[Base]+7[Human]-7[Int]) Knowledge(Religion)[7] +9, Knowledge(Planes)[7] +9
Languages Common, Garund
SQ Domains (Destruction, Magic), Deflective Shield, Vindicator's Shield (+5)
Traits Sacred Conduit, Magical Knack(Cleric)
-------
Sacred Conduit(Trait):
Magical Knack(Cleric) (Trait):
-------
Items: Combat Gear: (); Other Gear: (); Wealth: ()

Carrying Capacity:
Light (0-50); Medium (51-100); Heavy (101-150);

Current Load:

Age: ??, Height: 5'4", Weight: 145 lbs

23500 gp

+1 Fullplate 2650 gp
+1 Tower Shield 1180 gp
+1 Scimitar 2315 gp
Belt of Strength +2 4000 gp
Phyalctry of Negative Channeling 11000 gp
Cloak of Resistance +1 1000 gp
Wand of Infernal Healing[50] 750 gp

605 gp

RPG Superstar 2012 Top 16

Looking over some characters before bed, I'm curious, Lacsar. Does the leprosy have an in-game effect or is it for role-playing purposes?


Mott:
I envision the leprosy absolutely having an in-game effect - but in the end that is really your call. If that seems a pain in the arse, I can always make it 'colour'.

My basic idea was to have his low CHA reflect what he'll look like after he is cured... in other words, he will be permanently disfigured. It is entirely up to you as to what his current CHA stands at. If you want to say he is at a 5, I've got no problem with that. Starting with a handicap can be fun.

I'd suggest (to give my character more time to live, a better shot at making the required saves, and/or to give you some breathing room to finagle an amusing solution if one fits into the module) that you tweak his leprosy a bit. I'd go with saves once a month or once every two months, reduce the damage to 1 CHA, and up the Save to a 23 or more.


There is a disease called leprosy..


Leprosy

I may be interested. I should probably stop applying for more play by posts but I just want to play the all! :p Well call me interested for now and we'll see if I get anything up.


Yuri's actual build.

Spoiler:

Yuri Kolkov
Male Human (Varisian) Ranger (Guide, Trapper) 7
NG Medium Humanoid (human)
Init +5; Senses Perception +13
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +5 Dex)
hp 60 (7d10+14)
Fort +9 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +12, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Kukri +9/+4 (1d4+1/18-20/x2)
Ranged +1 Heavy crossbow +11/+11/+6 (1d10+6/19-20/x3)
Special Attacks ranger's focus +4 (3/day)
--------------------
Statistics
--------------------
Str 12, Dex 21, Con 14, Int 14, Wis 10, Cha 8
Base Atk +7; CMB +8; CMD 23
Feats Crossbow Mastery (Heavy crossbow), Deadly Aim -2/+4, Endurance, Improved Precise Shot, Point Blank Shot, Precise Shot, Rapid Reload (Heavy crossbow), Rapid Shot
Traits Child of the Streets, Vagabond Child (urban) (Escape Artist)
Skills Climb +10, Disable Device +20, Escape Artist +15, Knowledge (dungeoneering) +12, Knowledge (geography) +7 (+9 while in underground terrain), Knowledge (history) +5, Knowledge (nature) +10, Linguistics +3, Perception +13 (+16 to locate traps, +15 while in underground terrain), Ride +9, Sleight of Hand +16, Stealth +15 (+17 while in underground terrain), Survival +10 (+12 while in underground terrain, +13 to track), Swim +8 (+12 to resist nonlethal damage from exhaustion)
Languages Azlanti, Common, Osiriani, Ancient, Thassilonian, Varisian
SQ combat styles (crossbow), favored terrain (underground +2), fire trap, sleet trap, snare trap, terrain bond, track, trap (3/day) (dc 13), trapfinding +3, wild empathy, woodland stride
Other Gear +1 Mithral Chain shirt, +1 Heavy crossbow, Masterwork Kukri, Belt of incredible dexterity +2, Boots of the cat, Bracers of falcon's aim, Cloak of resistance +2, Handy haversack (1 @ 72.84 lbs), Thieves' tools, masterwork, 3642 GP
--------------------
Special Abilities
--------------------
Boots of the cat When falling, always land on feet and take the minimum damage.
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Fire Trap (Ex) (Su) Effect The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +4 (3/day) (Ex) +4 to hit and damage focused target.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sleet Trap (Su) Effect The detonating trap creates a 20-foot-radius burst of sleet with the effects of a sleet storm. The driving sleet lasts for 1 round, but the icy ground persists for 1 round per ranger level.
Snare Trap Effect The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a "leash" when setting the trap, in which case the cre
Terrain Bond (Ex) Allies within LOS and hearing gain +2 Initiative, Perception, Stealth, Survival and don't leave tracks within your favored terrain.
Track +3 Add the listed bonus to survival checks made to track.
Trap (3/day) (DC 13) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

RPG Superstar 2012 Top 16

Just FYI, I generally spend Sunday with the GF, so I'll probably pick the final three in the evening (Eastern time). Get your applications in soon, though, if you want to be considered.


Okay, I'm still building my Oracle out, but i know what he is now, at least enough to have a good story and the foundation of a build.

I still haven't settled on a name; either, so i hope that isn't held against me.

Mechanically, he's a Samsaran Oracle of the Dark Tapestry heading into the Heirophant mythic slot. He'll use his curse, likely an Eldritch Heritage (tied to his Samsaran background), and his Samsarwn alternate racial feature to have a surprisingly versatile spell list to use with his spontaneous casting.

His story is that Lacsar saved him from a Cult of the Dark Tapestry a few years ago. He doesn't remember why he was taken, nor does he really remember much of his past... the ritual he underwent put him face-to-face with the mind-boggling denizens of the Deep Void. It broke his mind somewhat. He's often spacey if down-right non-lucid, but the creatures that broke his mind left a piece of themselves in his brain. It's made him very strange, and with some incredibly strange and profound abilities.

When he is lucid, he's a nice enough guy. Friendly and warm. And his alignment would be leaning Chaotic Good if the creatures that imprinted so heavily on his brain weren't so alien (giving him some heavy neutral leanings).

Just wanted to get this rough submission in before the deadline.


I'm dropping myself out of this one, and I wish everyone the best of luck!

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