Recruitment for 1, maybe 2 players for Shore to Sea


Recruitment

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Hit points: The first class HD is maxed. Then you can roll and compare it to the average. Take whichever one is higher.

d6=3.5
d8=4.5
d10=5.5
d12=6.5

Level 6: That way spontaneous casters don't get shorted a spell level.

WBL: 16,000 gp. No more than 33%(5300) on any one item. If something is really close I will probably hand wave it.

Point Buy: 20 points

Books allowed: Almost anything. It will have to be in either the PRD or at D20PRD.com

You get two traits, and no two traits can be in the same category.

Races:Ask about any non-core 0-HD race. You can play half-celestials as an example, but I will probably tag you with a penalty to your level.

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

Someone who can heal(not just cure spells) is a preferred, and would take priority. We are not looking for a healbot, but after combat healing or emergency healing if the dice don't favor the players would be nice.


You also get a bonus feat. I knew I was forgetting something.

The party is tasked to investigate kidnappings in a small village.


Dibs. Would aasimar suffer the level penalty?


Optimized Human Crafting Cleric of Sarenrae w/Restoration subdomain.


I would be interested. It looks like a healer applied. I would love to create whatever else is needed. What else could the party use?


please describe "shore at sea" to know what kind of char concept may fit well

also, what level are we speaking of


Pulling out... enjoy all!


Here is an Idea I was toying with haven't figured a backstory yet:

Kimberly:

KIMBERLY CR 3
Female Samsaran Oracle 5 (Young Template)
NG Small Humanoid
Init +2; Senses Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 14, touch 13, flat-footed 12. . (+1 armor, +2 Dex, +1 size)
hp 21 (5d8-5)
Fort +0, Ref +3, Will +6
Weakness Haunted
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d3/19-20/x2) and
. . Masterwork Dagger +5 (1d3/19-20/x2) and
. . Unarmed Strike +4 (1d2/20/x2)
Spell-Like Abilities Comprehend Languages (1/day), Deathwatch (1/day), Stabilize (1/day)
Oracle Spells Known (CL 5, +4 melee touch, +6 ranged touch):
2 (5/day) Restoration, Lesser (DC 15), Consecrate, Cure Moderate Wounds (DC 15), Minor Image (DC 15), Scorching Ray, Levitate
1 (7/day) Protection from Evil (DC 14), Bless, Detect Undead, Sanctuary (DC 14), Cure Light Wounds (DC 14), Burning Disarm (DC 14), Forbid Action (DC 14), Stone Shield
0 (at will) Stabilize, Read Magic (DC 13), Detect Poison, Purify Food and Drink (DC 13), Ghost Sound (DC 13), Create Water, Mage Hand, Detect Magic, Guidance, Light, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 9, Int 10, Wis 15, Cha 16
Base Atk +3; CMB +2; CMD 14
Feats Extra Channel, Life's Blood (Su), Selective Channeling
Traits Altruistic Diplomat, Sacred Conduit
Skills Diplomacy +13, Fly +4, Handle Animal +7, Heal +7, Knowledge (Religion) +4, Linguistics +1, Perception +5, Sense Motive +10, Spellcraft +5, Stealth +6
Languages Common, Samsaran, Tien
SQ Lifebound (Ex), Mystic Past Life: Oracle, Oracle Channel Positive Energy 3d6 (6/day) (DC 16) (Su), Protection Variant Channeling (±2 Sacred), Safe Curing (Su)
Combat Gear Dagger, Haramaki, Masterwork Dagger;
--------------------
TRACKED RESOURCES
--------------------
Comprehend Languages (1/day) (Sp) - 0/1
Dagger - 0/1
Deathwatch (1/day) (Sp) - 0/1
Masterwork Dagger - 0/1
Oracle Channel Positive Energy 3d6 (6/day) (DC 16) (Su) - 0/6
Stabilize (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Comprehend Languages (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day.
Deathwatch (1/day) (Sp) With Charisma 11+, cast Deathwatch once per day.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Life's Blood (Su) As a full-rd action, lose 1d4 Hp to heal target the same amount. Only once per target per day.
Lifebound (Ex) +2 to save vs death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mystic Past Life: Oracle You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on).
Oracle Channel Positive Energy 3d6 (6/day) (DC 16) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Protection Variant Channeling (±2 Sacred) AC bonus/penalty
Safe Curing (Su) Casting healing spells does not provoke AoO
Selective Channeling Exclude targets from the area of your Channel Energy.
Stabilize (1/day) (Sp) With Charisma 11+, cast Stabilize once per day.

her doll:

This doll's glass eyes glisten with unmistakable curiosity as it comes to life with a fluid grace.
--------------------
SOULBOUND DOLL CR 2
Female Soulbound Doll
NG Tiny Construct
Init +6; Senses Darkvision, Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 15, touch 14, flat-footed 13. . (+2 Dex, +2 size, +1 natural)
hp 24 (3d10+3)
Fort +1, Ref +3, Will +1
DR 2/magic; Immune Construct Traits (+0 HP), ability damage, ability drain, bleeds, energy drain, exhaustion,

fatigue, death and necromancy effects, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
Weakness Susceptible to Mind-Affecting Effects
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +3 (1-2/20/x2)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities Levitate (1/day), Light (3/day), Mage Hand (3/day), Open/Close (3/day), Prestidigitation (3/day)
--------------------
STATISTICS
--------------------
Str 7, Dex 14, Con -, Int 11, Wis 10, Cha 9
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness +3
Skills Fly +6, Perception +3, Stealth +13
Languages Common
SQ Alignment Variation (Ex), Soul Focus (Su)

--------------------
SPECIAL ABILITIES
--------------------
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be

chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.

•Neutral Good: Heroism

Construct Traits (+0 HP) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save
Damage Reduction (2/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immune to Ability Damage Immune to ability damage
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Soul Focus (Su) The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll's eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll.
Susceptible to Mind-Affecting Effects (Ex) The weakened conviction of a soulbound doll's soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.

I was thinking of adding half celestial to her to up her CR back to normal (to compensate for the young template)
also she has no magic items since I gave her the doll.

EDIT: just realized the level should be 6. crunch the numbers and see what comes up.

EDIT 2: leveled up to 6 in Herolab. with the half celestial template would maker her CR to high and without the half celestial CR would be to low(CR 4). also did not add the bonus feat that was mentioned.


hm? the level is 5?


Jonas Hearth, Hospitaler Paladin of Sarenrae applying for duty.

Jonas is a rather zealous man with strong feelings about protecting people and serving justice to the wicked. is philosophy basically amounts to "Bring warmth to the sheep and fire to the wolves."

He's a healing machine, but even more than that his feats will let him protect anyone squishier than he is.

His crunch is not quite done yet, but I'm sure you'll get the gist of what I'm going for.


I just decided to rework him to be lighter armor/higher dex if I can make the point buy work, but I'm going to be out of town this weekend. I'll have it up and ready by Monday night.

Crossing my fingers. I skimmed the Gameplay. Looks like a fun game.


Aroach1188 wrote:
Dibs. Would aasimar suffer the level penalty?

No you would not suffer a level penalty.


Jman72 wrote:
I would be interested. It looks like a healer applied. I would love to create whatever else is needed. What else could the party use?

I will ask them and get back to you.


joriandrake wrote:

please describe "shore at sea" to know what kind of char concept may fit well

also, what level are we speaking of

it is level 6.

Level 6: That way spontaneous casters don't get shorted a spell level.

WBL: 16,000 gp. No more than 33%(5300) on any one item. If something is really close I will probably hand wave it.

Point Buy: 20 points

Books allowed: Almost anything. It will have to be in either the PRD or at D20PRD.com

You get two traits, and no two traits can be in the same category.

Races:Ask about any non-core 0-HD race. You can play half-celestials as an example, but I will probably tag you with a penalty to your level.

PS:Most 0HD races are ok to use. Drow nobles however would receive a penalty. There might also be RP issues since the drow are not well liked, to put it nicely.


Aasimar Crusader Cleic of Sarenrae. Dont worry, ill still take the healing domain. Will provide buffs then jump into melee, scimitar in hand.


What's your deadline for submission?


As some flavor commentary, the current players were built around the idea of "playing classes/combos that are generally called out as OP".

We have a Merman Synthesist, a half-giant barbarian/fighter/alchemist who wields a huge greatsword, a telepath psion, and some kind of 3PP artificer.

Grand Lodge

Not finished quite yet, but here is what ive got. Aasmiar cleric of sarenrae


Interested in this guys cousin? i can pump him to 6 and make a new profile for him.


OK here is the 6th level character finally crunched the numbers:

character stats:

KIMBERLY CR 6
Female Samsaran Oracle 6 (Young Half Celestial)
NG Small Outsider ((Humanoid), Native)
Init +3; Senses Darkvision, Low-Light Vision; Perception +9
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 13. . (+1 armor, +3 Dex, +1 size, +1 natural)
hp 36 (6d8+6)
Fort +3, Ref +5, Will +9
DR 5/magic; Immune disease; Resist acid 10, cold 10, electricity 10; SR 17
Weakness Haunted
--------------------
OFFENSE
--------------------
Spd 30 ft., Flight (60 feet, Good)
Melee Dagger +6 (1d3+1/19-20/x2) and
. . Masterwork Dagger +7 (1d3+1/19-20/x2) and
. . Unarmed Strike +6 (1d2+1/20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Aid (1/day), Bless (1/day), Comprehend Languages (1/day), Cure Serious Wounds (1/day), Deathwatch (1/day), Detect Evil (1/day), Neutralize Poison (1/day), Protection From Evil (3/day), Stabilize (1/day)
Oracle Spells Known (CL 6, +6 melee touch, +8 ranged touch):

3 (4/day) Cure Serious Wounds (DC 18), Dispel Magic, Neutralize Poison (DC 18)

2 (6/day) Restoration, Lesser (DC 17), Sound Burst (DC 17), Cure Moderate Wounds (DC 17), Mirror Image (DC 17), Minor Image, Scorching Ray, Levitate

1 (8/day) Protection from Evil (DC 16), Bless, Detect Undead, Sanctuary (DC 16), Cure Light Wounds (DC 16), Burning Disarm (DC 16), Forbid Action (DC 16), Stone Shield

0 (at will) Stabilize, Read Magic (DC 15), Detect Poison, Purify Food and Drink (DC 15), Ghost Sound (DC 15), CreateWater, Mage Hand, Detect Magic, Sotto Voce (DC 15), Guidance, Light, Enhanced Diplomacy
--------------------
STATISTICS
--------------------
Str 12, Dex 16, Con 13, Int 12, Wis 19, Cha 20
Base Atk +4; CMB +4; CMD 17
Feats Alignment Channel: Evil, Extra Channel, Life's Blood (Su), Selective Channeling
Traits Altruistic Diplomat, Sacred Conduit
Skills Diplomacy +16, Fly +9, Handle Animal +10, Heal +13, Knowledge (Religion) +5, Linguistics +2, Perception +9, Sense Motive +13, Spellcraft +6, Stealth +7, Survival +8
Languages Celestial, Common, Samsaran, Tien
SQ +4 to Fortitude saves vs Poison, Lifebound (Ex), Mystic Past Life: Oracle, Oracle Channel Positive Energy 3d6

(8/day) (DC 19) (Su), Protection Variant Channeling (±2 Sacred), Safe Curing (Su)
Combat Gear Dagger, Haramaki, Masterwork Dagger;
--------------------
TRACKED RESOURCES
--------------------
Aid (1/day) (Sp) - 0/1
Bless (1/day) (Sp) - 0/1
Comprehend Languages (1/day) (Sp) - 0/1
Cure Serious Wounds (1/day) (Sp) - 0/1
Dagger - 0/1
Deathwatch (1/day) (Sp) - 0/1
Detect Evil (1/day) (Sp) - 0/1
Masterwork Dagger - 0/1
Neutralize Poison (1/day) (Sp) - 0/1
Oracle Channel Positive Energy 3d6 (8/day) (DC 19) (Su) - 0/8
Protection From Evil (3/day) (Sp) - 0/3
Smite Evil (1/day) (Su) - 0/1
Stabilize (1/day) (Sp) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
+4 to Fortitude saves vs Poison You get +4 to Fortitude saves against Poison effects.
Aid (1/day) (Sp) Granted by Half-Celestial heritage.
+1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Alignment Channel: Evil Channel Energy heals or harms outsiders of the chosen alignment.
Bless (1/day) (Sp) Granted by Half-Celestial heritage.
Allies gain +1 on attack rolls and +1 on saves against fear.
Comprehend Languages (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day.
Cure Serious Wounds (1/day) (Sp) Granted by Half-Celestial heritage.
Cures 3d8 damage +1/level (max +15).
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathwatch (1/day) (Sp) With Charisma 11+, cast Deathwatch once per day.
Detect Evil (1/day) (Sp) Granted by Half-Celestial heritage.
Reveals creatures, spells, or objects of selected alignment.
Flight (60 feet, Good) You can fly!
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Immunity to Disease You are immune to diseases.
Life's Blood (Su) As a full-rd action, lose 1d4 Hp to heal target the same amount. Only once per target per day.
Lifebound (Ex) +2 to save vs death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mystic Past Life: Oracle You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on).
Neutralize Poison (1/day) (Sp) Granted by Half-Celestial heritage.
Immunizes subject against poison, detoxifies venom in or on subject.
Oracle Channel Positive Energy 3d6 (8/day) (DC 19) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Protection From Evil (3/day) (Sp) Granted by Half-Celestial heritage.
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Protection Variant Channeling (±2 Sacred) AC bonus/penalty
Safe Curing (Su) Casting healing spells does not provoke AoO
Selective Channeling Exclude targets from the area of your Channel Energy.
Smite Evil (1/day) (Su) +5 to hit, +6 to damage, +5 deflection bonus to AC when used.
Spell Resistance (17) You have Spell Resistance.
Stabilize (1/day) (Sp) With Charisma 11+, cast Stabilize once per day.

her doll:

This doll's glass eyes glisten with unmistakable curiosity as it comes to life with a fluid grace.
--------------------
SOULBOUND DOLL CR 3
Female Soulbound Doll
NG Tiny Construct
Init +8; Senses Darkvision, Low-Light Vision; Perception +5
--------------------
DEFENSE
--------------------
AC 19, touch 16, flat-footed 15. . (+4 Dex, +2 size, +3 natural)
hp 24 (3d10+3)
Fort +1, Ref +5, Will +3
DR 2/magic; Immune Construct Traits (+0 HP), ability damage, ability drain, bleeds, energy drain, exhaustion, fatigue, death and necromancy effects, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning
Weakness Susceptible to Mind-Affecting Effects
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dart +5 (1d2/20/x2) and
. . Unarmed Strike +5 (1/20/x2)
Space 2.5 ft.; Reach 0 ft.
Spell-Like Abilities Levitate (1/day), Light (3/day), Mage Hand (3/day), Open/Close (3/day), Prestidigitation

(3/day)
--------------------
STATISTICS
--------------------
Str 11, Dex 18, Con -, Int 15, Wis 14, Cha 13
Base Atk +3; CMB +5; CMD 15
Feats Improved Initiative, Toughness +3
Skills Diplomacy +4, Fly +8, Linguistics +3, Perception +5, Sense Motive +4, Stealth +15
Languages Azlanti, Celestial, Common, Samsaran
SQ Alignment Variation (Ex), Soul Focus (Su)
Combat Gear Dart (10);
--------------------
ECOLOGY
--------------------
Environment Any
Organization Solitary, pair, or family (3-12)
Treasure Standard
--------------------
SPECIAL ABILITIES
--------------------
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.

• Neutral Good: Heroism

Construct Traits (+0 HP) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save
Damage Reduction (2/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immune to Ability Damage Immune to ability damage
Immune to Ability Drain Immune to ability drain
Immune to Bleeds You are immune to bleeds.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immunity to Death and Necromancy effects (Ex) You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Soul Focus (Su) The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll's eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, usi
Susceptible to Mind-Affecting Effects (Ex) The weakened conviction of a soulbound doll's soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.


hm, sorry but what I meant with concept was: The name "Shore at Sea" implies this may be a piratey/sea adventure, if so I would prepare something piratey as character


Sorry about the wait. The deadline for submissions is Tuesday night at 11:59 pm.

This is not a pirate based adventure. You might end up swimming or fighting underwater though.

There are no double templates, and all creatures must be adults.

Good news: The character no longer has to be divine. Just make whatever you want.

Bad news: Only one person is getting in.

De'oghe I would prefer a different character.


Watcher Uatu wrote:

Sorry about the wait. The deadline for submissions is Tuesday night at 11:59 pm.

This is not a pirate based adventure. You might end up swimming or fighting underwater though.

There are no double templates, and all creatures must be adults.

Good news: The character no longer has to be divine. Just make whatever you want.

Bad news: Only one person is getting in.

De'oghe I would prefer a different character.

no I will not cry like a little girl. but will work on adjustments for the same character


Edward Sobel wrote:
Watcher Uatu wrote:

Sorry about the wait. The deadline for submissions is Tuesday night at 11:59 pm.

This is not a pirate based adventure. You might end up swimming or fighting underwater though.

There are no double templates, and all creatures must be adults.

Good news: The character no longer has to be divine. Just make whatever you want.

Bad news: Only one person is getting in.

De'oghe I would prefer a different character.

no I will not cry like a little girl. but will work on adjustments for the same character

:)


hm...

concept: sturdy human pirate guy who's ship sunk nearby because the navigator and most crew was drunk, he didn't die because when he got to the barrel the rum was already gone so he had nothing to get drunk off

classes:
Rogue (Pirate, Bandit) 2 levels
Barbarian (Sea Reaver) 2 levels
Swashbuckler 2 levels

alignment:
chaotic neutral

May seem weird on first look, but the two levels of these rogue/barbarian archetypes give the character decent advantages, +5 base attack means losing out on one attack, but the character will be a two-weapon fighter so it is returned

EDIT:
ah yes, and he will take Eldritch Heritage on level 3 so he can get the Arcana bloodline 1st power: a familiar, of course a pirate... erm, a parrot

EDIT2: if you meant by no "double templates" what I wanted with the Rogue, just consider Bandit dropped


By double template I meant giant(template) + vampire(template) or half dragon+half celestial.

Archetypes are ok as long as they stack legally.

What base class is the swashbuckler from, or is that the 3.5 version?

Shadow Lodge

My Submitted Character:

Name: Mordecai Shrykeson
Class: Orale of Bones 8/Agent of the Grave 5
Race: Human
Alignment: Lawful Evil
I'd like to not start setting out attributes and building a character sheet until its confirmed that i'm in the game if you don't mind.

Character Backstory:

Law exists to prevent anarchy. Anarchy is the source of all evil. The law must be upheld with all power and strength necessary to prevent chaos. These are the lessons Mordecai's youth taught him. He was raised as the son of the town magistrate, a kind man who never punished more than was fair and treated all as equals, rich or poor, criminal or not.
Then the Withering came.

The town was quarantined as a hideous diseases truck down its denizens. It spared young or old, strong or weak. Every day, more of the townspeople tried to steal from the village store and escape the city walls. To maintain the order necessary for the town to survive until help could come, Mordecai's father become harsher and harsher, hanging all who stole or tried to flee- the young, the pregnant and elderly all died at the order of his gavel.

Eventually, fear and anger overcame the town. They gathered together in an enormous mob, took the magistrate from his house and hanged him from the gallows where he had sent so many to die.

In a cold and emotionless fog, Mordecai silently timed the mob from his hiding place in his father's cellar. It took two minutes and thirty-two seconds for the mob to turn upon itself in an orgy of blood and pillaging and raping.

When the doctors came the next day, they found the city covered with the gore of fear-driven anger unchecked. None survived, save a pale youth found from the cellar of a burning house.

Mordecai.

Since that day, Mordecai has scoured the land for the power to stay the chaos of anarchy and enforce the law his father taught him. The glow of dark divine power he discovered in his mind came as unneeded confirmation of the rightness of his mission. He uses that power to animate the remains of servants of chaos with the power of his Law, and send them as his hands against his enemies.

I've been researching this and I would very much like to try to play a Necromancer :)


Watcher Uatu wrote:

By double template I meant giant(template) + vampire(template) or half dragon+half celestial.

Archetypes are ok as long as they stack legally.

What base class is the swashbuckler from, or is that the 3.5 version?

www.d20pfsrd.com/ is where I found it, the class itself is called that


joriandrake wrote:
Watcher Uatu wrote:

By double template I meant giant(template) + vampire(template) or half dragon+half celestial.

Archetypes are ok as long as they stack legally.

What base class is the swashbuckler from, or is that the 3.5 version?

www.d20pfsrd.com/ is where I found it, the class itself is called that

Is it this class?

If so then it is ok.


Arkwright wrote:
I've been researching this and I would very much like to try to play a Necromancer :)

No, problem.

Shadow Lodge

Sorry- do you mean 'no problem' or 'no, problem' as in 'no, I have a problem with that'?


Watcher Uatu wrote:
joriandrake wrote:
Watcher Uatu wrote:

By double template I meant giant(template) + vampire(template) or half dragon+half celestial.

Archetypes are ok as long as they stack legally.

What base class is the swashbuckler from, or is that the 3.5 version?

www.d20pfsrd.com/ is where I found it, the class itself is called that

Is it this class?

If so then it is ok.

yes it is

shall I consider myself hired then? if so I prepare the alias/char sheet

soo... I guess there are players with half-celestial or vampire characters then? won't my pure human char look out of picture?


Arkwright wrote:
Sorry- do you mean 'no problem' or 'no, problem' as in 'no, I have a problem with that'?

I mean "I have no problem with that".


Actually, nobody took any templates. They just took 3pp/nonstandard classes or races.


withdrawing my submission I cant seem to decide what to come up with and have trouble getting motivated.

Shadow Lodge

Ah, great :D

If you don't mind i'll wait until I find out if I am accepted before I start building up a full character sheet.


Str 14
Dex 18
Con 14
Int 12
Wis 8
Cha 13

Alternate Racial Trait:
Focused Study

Traits:
Courageous
Peg Leg [I want a finely crafted stainless steel one]

Feats:
Skill Focus: Know (Local)
Two Weapon Fighting [boarding axe, rapier]
Eldritch Heritage (Arcane Bloodline - Parrot Familiar)
Weapon Finesse
Catch Off-Guard [good for fluff battles, tavern fights, surprise stabs]

Rage Power:
Smasher

The Pirate:
Has a peg leg and otherwise looks like this char: LINK
His name is Robert "Steel" Cofrez

The Parrot:
It is a "classical" scarlet macaw parrot, but has a tiny black eyepatch and a tricorne hat. He has a dirty mouth and good taste in women. His name is Capt'n Jack Sailorbird

As the character is no spellcaster the presence of the familiar is explained as some kind of guardian spirit of an ancestor, an actual former pirate captain. Whenever the bird dies another parrot like it comes back 24 hours later, with the same spirit/personality.


Jorian there won't be any tavern fights. If you get picked you will be washing up on shore at the edge of a small village. I do like the fluff though.

Just remember that I roll out in the open.


if I can find stones, branches, rusty spikes, old chairs, dead animal carcases that will work for improvised weaponry too :)

the tavern fight was just the obvious example due to chairs, broken bottles, and such
basically, with that feat I am hard to keep unarmed

btw, one special thing though, I will use the hide shirt data, but I will call the armor "Light Pirate Armor" if that is fine with you. Just as on the image, it will be various layers of clothes, studded leather, and fire-treated wood sewn over vital areas just as in the case of Wooden light armor.


That works. I don't mind reskinning things.


If you allow it, I will pay 1.5 the usual armor cost (and masterwork cost too) for hide armor to actually make Light Pirate Armor give the ability of Wooden armor, and not have a negative on Swim checks.

other than that I don't think I will make anything unique, all pirate weapons are listed properly, a Parrot is basically the same stats as a raven familiar, despite using a combination of multiple main classes the fact none are spellcaster results in easy combination and synergy

actually, I used to avoid non-spellcasters other than rogue, now I look into various possibilities with mixing up levels of them for specific concepts, like this pirate :)


So you want hide armor with no armor check penalty?


no, read the wooden desc: LINK

its only about the swim checks, any other skill negatives remain
Well, this is it, my char concept pretty detailed out, as much its possible without making an alias, the final ruling is up to you (not meaning the armor, of course that too, but mainly the decision about acceptance)


I am assuming "Light pirate armor" is the name you made up. I think the problem was/is that I did not know which armor was real, and which armor was the reskinned version.

So you want hide armor with an armor check of 0 for the purpose of swimming?


yep, "Hide shirt" and "wooden" are actual armor names with stats

Light Pirate Armor would basically be hide shirt stat-wise with 0 on swim check modifier

with base cost of 135g, and cost of mastercraft of 285g (1.5x base cost)


Yeah you can do it.


Ok, all done with everything but equipment.

Jonas is your best friend in combat. If you're near him he gives you save boosts, heals you, boosts your AC, threatens your enemies from reach and even takes hits for you with the Bodyguard feat.

Every party wants a Jonas. Get yours today.


I will be making a decision soon. I did not forget about you.

Shadow Lodge

:) We haven't forgotten about this game either!

Grand Lodge

Ready whenever you are captian

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