Rue and Ruin: A Simple Job (Inactive)

Game Master Aebliss

A simple escort job; bring a merchant from point A to point B with his person and cargo intact.... in spite of having to travel through the badlands of the ancient, moonless and dying world of Rue, which revolves around its red and flickering sun.


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I also have some interest, and will think over some concepts.


I love the concept, but am a little wary of the idea of a post rate of only one a week. In my experience a post rate that slow begs for players and even the GM to forget the game.


What are your rules regarding aging modifiers?


Okay so here is submission 1/x - because even I never know how many concepts I will come up with for a given recruitment:

Kabr of Iym - Esoteric Magus:

Kabr of Iyn
Male suli magus (esoteric) 1 (Pathfinder RPG Bestiary 3 258, Pathfinder RPG Occult Adventures 120, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +7; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +2
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +3 (1d6+3)
Special Attacks arcane pool (+1, 3 points), spell combat, unarmed spellstrike
Magus (Esoteric) Spells Prepared (CL 1st; concentration +3)
. . 1st—shocking grasp
. . 0 (at will)—daze (DC 12), prestidigitation
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 14, Wis 10, Cha 9
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Improved Unarmed Strike
Traits adopted, deft dodger, elven reflexes
Skills Climb +7, Diplomacy +1, Fly +5, Intimidate +3, Linguistics +3, Profession (soldier) +4, Sense Motive +2, Spellcraft +6; Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Aquan, Auran, Common, Ignan, Terran
SQ elemental assault
Other Gear magus starting spellbook, masterwork backpack[APG], 190 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elemental Assault (1d6 Acid/Cold/Electricity/Fire dam, 1 round, 1/day) As a swift action unarmed strike/held weapon is wreathed in energy and deals extra damage.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Unarmed Spellstrike (Su) Deliver touch spells as part of an unarmed attack.

Every world eventually returns to its roots: the maelstrom of elements from which all things are formed, the sanctity and profanity of Positive and Negative energy from which Life and Undeath are given birth, and the insanity of Magic to tie them all together. Nowhere is this better seen than in the children of a Genie - magical creatures with an affinity for the elements. Kabr is the first in a millenium's worth of generations to manifest his heritage and although he does not know why it has fallen to him to uphold this legacy, he knows now that the world itself is his birthright - and there are none who will stand in his way to claiming it.

...

At least, that's what he tells himself as he lays down at night, fitful and restless in the world crumbling around him. Until he can make that happen, he will do whatever is necessary to prove himself worthy of this legacy.


GrinningJest3r wrote:
Okay so here is submission 1/x - because even I never know how many concepts I will come up with for a given recruitment: ** spoiler omitted **...

Why do you have three traits?


Uret Jet wrote:
What are your rules regarding aging modifiers?

The rules from the Core rulebook apply.


The Pale King wrote:
I love the concept, but am a little wary of the idea of a post rate of only one a week. In my experience a post rate that slow begs for players and even the GM to forget the game.

Well, it's a MINIMUM of one post per week.


Phylotus wrote:

I don't have a horse in the race (yet), but I think Horror Adventures would be very thematic for your setting, if you hadn't considered it already for this or future games.

That being said, I'm going to get a character ready with the assumption that it isn't allowed :-P I'll be back once I have a concept ready.

Edit: given the description, what firearm rules would you be using for the pricing of said weapons (very rare, emerging, commonplace, guns everywhere)?

No Horror adventures, sorry. ^_^

Firearms exist, some of them very sophisticated, but due to the scarcity of metal they are very rare.


Nazard wrote:
I know this is from outside of your proscribed source books, but would you consider a shabti? I'm thinking of a skald who long ago was the ruler of one of the great nations, only to finally emerge back into Rue to find everything in decay. He has vague memories of his former life and the splendour of that former age, only to find everything now so desolate.

I LOVE the idea. Would you consider a non-Shabti, though? Perhaps one emerging from an ancient stasis pod?


Adopted allows you to pick a trait from another race, in this case Elven Reflexes (Half-Elf). The only ruling that I'm aware of is that it acts like
Trait 1: Deft Dodger
Trait 2: Adopted: Elven Reflexes

rather than
Trait 1: Deft Dodger
Trait 2: Adopted
Trait 3: Elven Reflexes

This is also how Herolab has it programmed. If that's not how you see it working, then no worries. I'll pick something else.


DM Quoth wrote:
Uret Jet wrote:
What are your rules regarding aging modifiers?
The rules from the Core rulebook apply.

Alrighty then! I'll be submitting an Old Tiefling wizard or psychic. Probably the former, since I feel it goes great with the image I found.

EDit: Will there be item crafting in the future, or should that be set aside?

Silver Crusade

Ok, this sounds fun. I think I'll go full Korgoth on this one. Give me a bit to work out some backstory and crunch.


GrinningJest3r wrote:

Adopted allows you to pick a trait from another race, in this case Elven Reflexes (Half-Elf). The only ruling that I'm aware of is that it acts like

Trait 1: Deft Dodger
Trait 2: Adopted: Elven Reflexes

rather than
Trait 1: Deft Dodger
Trait 2: Adopted
Trait 3: Elven Reflexes

This is also how Herolab has it programmed. If that's not how you see it working, then no worries. I'll pick something else.

Ah, I see! That is fine, then. :)

Silver Crusade

Behold, Gromm.

Gromm:

Human barbarian 1
CN Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee greataxe +4 (1d12+4/×3) or
. . spiked gauntlet +4 (1d4+3)
Ranged shortbow +2 (1d6/×3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 15, Int 10, Wis 14, Cha 9
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Raging Vitality[APG]
Traits killer, world traveler
Skills Acrobatics +4 (+8 to jump), Craft (weapons) +4, Handle Animal +3, Intimidate +3, Perception +6, Sense Motive +7, Survival +6
Languages Common
SQ fast movement
Other Gear studded leather, arrows (20), greataxe, shortbow, spiked gauntlet, backpack, bedroll, cold weather outfit, flint and steel, weaponsmithing tools, 7 gp, 9 sp
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.

Gromm is a wandering mercenary. Originally from the frozen northlands, where life is even more desperate, he wanders in search of purpose. If one could get him to open up, he will tell the tale of how he is the last survivor of his people, after a war of mutual annihilation with ancestral enemies.


Crunch:
Menra Nabra
Male Old Tiefling Wizard 1
NG Medium Outsider (Native)
Init +1; Senses Perception +6 , Darkvision 60 Ft.
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex,)
hp 6 (1d6)
Fort +0, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30ft.
Melee None
Ranged None
Special Attacks None
SPL (CL 1st, Concentration +5)
. . At Will: Deathwatch
Wizrd Spells (CL 1st, Concentration +5)
. . 1st (2/2) — *Summon Monster 1, Grease, Mage Armor, *Snowball, Magic Missile, *Shield, Hold Portal
. . 0 (At will) Read magic, Detect magic, Acid Splash
--------------------
Statistics
--------------------
Str , 9 Dex , 12 Con , 10 Int , 18 Wis , 16 Cha 12
Base Atk 0; CMB -1; CMD 10
Feats Spell Focus: Conjuration, Alertness
Traits Hedge Magician, Scholar of the Great Beyond
Skills K: Arcana +8, K: Dungeoneering +8, K: History +9, K: Planes +9, K: Religion +8, Perception +6, Spellcraft +8
Languages Common, Infernal, Draconic, Giant, Aquan, Ingan
SQ Skilled, Soul Sear, Fiendish resistince,
Combat Gear Silken Ceremonial, Neck Guard; Other Gear SCP, Backpack, Bedroll, Blanket, Spellbook, Trail Rations (7), Pouch with 19 GP and 1 SP
Magical Gear None
--------------------
Special Abilities
--------------------
Hedge Magician 5% off the price of magic items when craftign them.
Familiar: Bat The wizard gains a familiar. This familiar provides the alertness feat when in proximity, and a +3 fly bonus.
Cantrips 0th level spells are capable of being cast without expelling slots.
Arcane School: Conjuration, Creation Sub-School A wizard gains an array of powers assoiated with their school. They may also prepare one extra slot in relation to their school. This wizard's opposing school sare Necromancy and Enchantment.
Summoner's Charm Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
Create Gear Create simple gear that weighs no more then one pound per spell caster level. 7/D
Scribe Scroll Able to create scrolls from spell list.

Familiar:

Nelly
NG Diminutive female animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 Natural Armor)
hp 3 (1d8–2)
Fort +0, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3–5)
Space 1 ft., Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 6, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifier +4 Perception
--------------------
Special Abilities
--------------------
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself.
Alertness While a familiar is within arm's reach, the master gains the Alertness feat.
Empathetic Link The master has an empathic link with his familiar to a 1 mile distance.

Menra is an old soul who wishes to show the world that there is still magic yet to be witnessed and discovered, and yearns to display the wonders of magic to the next generation and inspire them further. It's his dream to one day open an academy of his own, but he must first travel the world that remains to expand his repertoire and acquire the necessary funds. It's for this reason he's drawn to a curious want-ad requesting a group of adventurers...


DM Quoth wrote:

As I am wholly unfamiliar with it, I'm going to say no. ^_^;

I have instead drawn inspiration from Jack Vance's Dying Earth and, to a lesser extent, Stephen King's Dark Tower; both of them great series which I can heartily recommend!

The Skaith books are quite good, though fairly short. I'd recommend them if you stumble on them.

How far do you envision this game going? How high level?

How do you feel about necromancy and animating the dead for this game? I am thinking perhaps within the priesthood of Kebal there might be something similar to the Whispering Way on Golarion, where people embrace undeath as a way of avoiding the world's end.

So my thought is a LN Dhampir cleric of Kebal who would eventually use animate dead to raise his own combat pets. He would have been raised in a monastery dedicated to Kebal and hasn't seen much of the world.


Dot.


Uret Jet wrote:
DM Quoth wrote:
Uret Jet wrote:
What are your rules regarding aging modifiers?
The rules from the Core rulebook apply.

Alrighty then! I'll be submitting an Old Tiefling wizard or psychic. Probably the former, since I feel it goes great with the image I found.

EDit: Will there be item crafting in the future, or should that be set aside?

Hmm. An item crafting feat or two probably wouldn't go amiss. ^_^


Peet wrote:
DM Quoth wrote:

As I am wholly unfamiliar with it, I'm going to say no. ^_^;

I have instead drawn inspiration from Jack Vance's Dying Earth and, to a lesser extent, Stephen King's Dark Tower; both of them great series which I can heartily recommend!

The Skaith books are quite good, though fairly short. I'd recommend them if you stumble on them.

How far do you envision this game going? How high level?

How do you feel about necromancy and animating the dead for this game? I am thinking perhaps within the priesthood of Kebal there might be something similar to the Whispering Way on Golarion, where people embrace undeath as a way of avoiding the world's end.

So my thought is a LN Dhampir cleric of Kebal who would eventually use animate dead to raise his own combat pets. He would have been raised in a monastery dedicated to Kebal and hasn't seen much of the world.

How far the game goes depends 100% on how well it goes, but I'm hoping for high levels.

Kebal has no objection to people animating the dead to cause mayhem and destruction, or whatever other use they want to put them to. He'd be a bit miffed if someone started advertising undeath as a way to avoid the Doom, though. ^^;

Among the other gods, Athelgarde allows undeath so long as it does not cause civil disturbance; Laelae dislikes it but cannot overrule Kebal; Nevy-Nee ignores it as a problem of the waking world; Vexat allows it, but thinks of it as a 'limp' way of doing battle for someone who can hurl fire and lightning; only Petty-Boon is vocally opposed to the practice.

Individual spellcasters may still be pursuing survival through undeath, but there hasn't been an organization like the Whispering Way since Kebal murdered Jannis-Mort, goddess of undeath, and her older sister Vakal, goddess of death before Laelae. ;)

I like the character concept! :)


Hmmm... so I'm thinking, for my griffon skald, that he's... well, basically he's like a Norse warrior who's looking forward to Ragnarok as the best way to die in a blaze of glory. XD So he's looking to sharpen his talons on whatever challenges come his way so that, whenever the final collapse of civilization comes, he'll be ready to fly shrieking at it, talons outstretched, to fight in the world's last great battle and leave whatever finally finishes him off with a scar it will always remember.


:) Works for me!


Would you allow me to take the Aspect of the Beast feat in spite of not being a lycanthrope/having wild shape? I want to play up the animal/monster nature of the griffon, and that would be an easy way to do it.

EDIT: One other question: Should all of our characters be from Theviss? I get the impression the world outside the walls is supposed to be something of an unknown, and being from elsewhere would cut down on that feeling.


Nnno, I'm going to veto that.

The characters don't all have to be from Theviss. Travel is less free on Rue than it was during the verdant age, but it does still happen. ^_^ It is not extensive, though; most people travel along well-established routes, with plenty of way stations along the way. Not you guys, though! :D


DM Quoth wrote:
Nazard wrote:
I know this is from outside of your proscribed source books, but would you consider a shabti? I'm thinking of a skald who long ago was the ruler of one of the great nations, only to finally emerge back into Rue to find everything in decay. He has vague memories of his former life and the splendour of that former age, only to find everything now so desolate.
I LOVE the idea. Would you consider a non-Shabti, though? Perhaps one emerging from an ancient stasis pod?

If you prefer a recently awakened character, then I would go instead with a young half-elf prince who had been put into stasis for his own protection to outlast whatever apocalypse had threatened his father's kingdom, only nobody was left who remembered that the boy was in stasis. Only when power failed to his stasis unit did he finally awaken. I would play the boy as an arrogant, entitled prick who knows he's now the rightful ruler of his kingdom, and his kingdom will damned well live again so he can rule it!! That being said, I don't play evil characters, so despite his obvious flaws, he would be a prince who does genuinely care for the well-being of his subjects. He embraces the core values of feudalism: as the noble, it's his job to dedicate his life to protecting his inferiors, and it's their job to bow to him in return.

Mechanics wise, I think a straight vanilla fighter would work, wielding an elven curve blade and going down the critical mastery line of feats.


Nazard wrote:
I would play the boy as an arrogant, entitled prick who knows he's now the rightful ruler of his kingdom, and his kingdom will damned well live again so he can rule it!! ... He embraces the core values of feudalism: as the noble, it's his job to dedicate his life to protecting his inferiors, and it's their job to bow to him in return.

Heh. Similar outlook to Kabr, although Kabr is looking to build an empire from scratch rather than actually inheriting or RE-building one.


I'll have to get to the history and finish equipment later, but here's the basics of my proposed character.

Rourke:

Rourke
Male Cleric-1 Deity: Petty-Boon
NG Med Fey(Ponykind)
Init-1 Perception+9, low-light vision
---------------------------------------
DEFENSE
AC 15 Touch 10 Flat-footed 15 (+0Dex,+0Shield,+5Armor)
HP 10 (1d8+2)
Fort+4 Ref-1 Will+6 (+2v. poison & spells, +2v.charm/compulsion, +endurance)
---------------------------------------
OFFENSE
Speed 50'(40' armor)

----Melee----
Melee:+1 attack, +1 damage
-Unarmed+1 (1d3+1), x2, lethal or nonlethal

----Ranged----
Ranged:-1 attack
-Sling-1 (1d4+1), 50', x2, B

------------------------------------------
STATISTICS
Str 13 Dex 8 Con 14 Int 12 Wis 18 Cha 13
BAB+0, CMB+1, CMD 10(+4 vs. trip)
----------Traits--------
Birthmark/Cutie mark(Faith)-holy symbol, +2v.charm/complusion
Veteran Guide(Regional)-+1 Perception(class), +1 Survival (jungle)

-----------Feats---------
Bonus) Endurance (race-Earthbound)
Bonus) Unarmed Strike (class-Diety's favored weapon)
Bonus) Scorpion Style-DC15 Fort.(race-Unique Destiny)
Proficiencies: All simple wp, Light+Med Armor, Shields, Unarmed Strike
1) Skill Focus:Diplomacy(+3)

---------Abilities-------
--Racial--
Earth-Pony- +2Con/Wis, -2 Dex
Med Size
Base speed 40'
Starting Languages: common & sylvan
Earthbound: +2v.poison, spells, and spell-like abilities, Bonus feat:Endurance
Quadruped(+4CMDv.trip, +50% carrying cap)
Low light vision
Unique destiny(bonus feat)
Fingerless

--Class--
Aura: Good
Channel Energy: Positive-1d6(DC12),4/day
Spells and Orisons
Spontaneous Casting: Cures

----Domains----
Knowledge-all Knowledge skills in class; Lorekeeper-learn abilities and weaknesses of any creature KN@DC 20 w/touch(15+lvl+WIS)
Travel-Speed +10'; Agile Feet-7rds/day (free action, ignore difficult terrain)

----Magic----
Spells Prepared:
0-level (3 at will)- Create Water, Detect Magic, Stabilize
1st-level (2+1*/day)- Bless, Magic Weapon; +D: Longstrider or Comprehend Languages*

*=Domain
-------------Skills------------
Diplomacy*X1+8, Heal*X1+8, Perception*X1+9, Sense motive*+8
*=in class

Languages:Common, Sylvan
Favored Class: Cleric
FCB: 1)+1 skill

------------Equipment-------------
Combat:Scalemail (+5AC, ACP-4, 30#)
Other: Saddlebags


And here I thought Menra was the ambitious one with his dream of opening a magic academy. ;)


Here's a rough draft of my griffon, Grimdell, who's looking forward to meeting the Dark at the End with a defiant war-shriek, and giving it such a scar that it will remember the Day! Mostly I just need to fill in some racial traits (I don't have the Ponyfinder setting book in front of me at the moment but will later this weekend), but I think he's done other than that.


Actually, I'm thinking of a martial master/lore warden fighter. Is lore warden (the newer version) on the table?


If it's in the books mentioned, you're good. ^_^


DM Quoth wrote:
If it's in the books mentioned, you're good. ^_^

It isn't, but it's such a common archetype, I thought I'd ask anyway. No worries either way.


Considering a Oracle of flame

Can I take the Elementalist Oracle archetype? I know it is from people of the sands but it fits so thematically with the flame mystery

dual cursed time, bones

Silver Crusade

Ok. I think I have my concept down, I want my character to be a medium contacting different spirits to give them a conduit to live once more before everything is gone, and specifically am looking at the Kami Medium, but I need a clarification: how closely do you keep to the mediums needing to find the appropriate locations to call spirits? Are there other ways we can call specific spirits, or would I be out of luck if I wanted to call the Archmage in the middle of the wilderness (or, more to the point, the Kaminari if there are no storms around)?

I am more than willing to find ways to roleplay contacting the different spirits (I already have a few ideas in mind), but knowing this will determine what type of medium I choose.


Here is Nazard's recently awakened prince, Lord Brycen Thrushberry. His stats and backstory are in the profile.


Which god(s) would grant the Time or Flame mysterys


Okay, I believe Grimdell is all done now. Let me know if anything looks off.


Grimdell the Griffon wrote:
Okay, I believe Grimdell is all done now. Let me know if anything looks off.

Looks fine. (To me)

Background+GM Questions:

Race: Gnome
Unusual Homeland (Subterranean)
Dishonored Family
Adopted by another Race (Dragon)
2 younger siblings, 1 Adopted (Gnome), third sibling is younger twin
Younger twin=Fire, Older Twin=Time
Both Parents are dead
Parents were Tradespeople
Met a fantastic creature (Dragon)
Younger sibling has Flame background, Older has Time (GM worked)
Younger siblings influential was 'The relative' olders 'The Mentor'
Older vandalised for religious purposes and has mixed feelings (3CP)

Low-Light vision (Blood of Dragons)
Darkvision (Alternate racial trait)
Warden of Nature (Alternate racial trait)
Illusion resistance (Standard racial Trait)


Submission 2/x:
The intelligent races of Rue have grouped together out of sheer desperation for survival. Grawp has the temper and viciousness of any full blooded orc, but is smart enough (barely) to understand that there is safety in numbers - and if he gets too ornery, a lot of people tend to get angry and come after him. He has no use for fancy things but will hoard the gold he's earned as a passed-around Brute (pack mule, bouncer, bodyguard, and general intimidating presence) in the same manner that a dragon would. He finds little use in speaking, preferring to just doing things rather than talking about them, but can understand the orders given by his employers perfectly fine - as long as they're not too complicated. Nobody's entirely sure whether Grawp can read seeing as how nobody's ever seen him do it, but nobody has wanted to try taking advantage of this in some contract either... just in case.

Grawp:
Grawp
Orc brawler (mutagenic mauler) 1 (Pathfinder RPG Advanced Class Guide 23, 86, Pathfinder RPG Bestiary 222)
CN Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception -3
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will -3
Defensive Abilities ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +6 (1d6+5)
--------------------
Statistics
--------------------
Str 21, Dex 14, Con 14, Int 5, Wis 5, Cha 12
Base Atk +1; CMB +6; CMD 18
Feats Improved Unarmed Strike
Traits axe to grind, omen
Skills Intimidate +6
Languages Common, Orc
SQ brawler's cunning, dayrunner[ARG], martial training, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear lamellar (leather) armor[UC], backpack, hemp rope (50 ft.), trail rations (5), waterskin, 23 gp, 1 sp, 10 cp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mutagen (DC 7) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes. Personally, I see this working similar to how Orks get things to work in WH40K: through sheer willpower. Their machines work because they believe they should. Putting flames on their vehicles makes them go faster. etc. With this, Grawp throws a couple of caught vermin and some other food things into a pot and boils it all together and gets stronger because he thinks he should. And then when he has forgotten about it, the extra strength wears off.


Phylotus wrote:

Ok. I think I have my concept down, I want my character to be a medium contacting different spirits to give them a conduit to live once more before everything is gone, and specifically am looking at the Kami Medium, but I need a clarification: how closely do you keep to the mediums needing to find the appropriate locations to call spirits? Are there other ways we can call specific spirits, or would I be out of luck if I wanted to call the Archmage in the middle of the wilderness (or, more to the point, the Kaminari if there are no storms around)?

I am more than willing to find ways to roleplay contacting the different spirits (I already have a few ideas in mind), but knowing this will determine what type of medium I choose.

I'm going to houserule that you can call thematic spirits in areas outside their usual bailiwick, but only if you have some kind of item that strongly resonates with them. For instance, if you carried a model of a location where they are usually found, hand-crafted from materials found in that area. Say, a model of a library carved from a block of masonry from that actual library. You'd need to craft your own items, and it would not be inexpensive; you'll need to purchase masterwork items to craft them. It's also not without its dangers; using a focus item automatically doubles the amount of influence a spirit has over you, because you are purposefully drawing on the influence in its place of power.

Fair? ^_^


Ancient Dragon Master wrote:
Which god(s) would grant the Time or Flame mysterys

In the current Age, the Age of Rue, the Time Mystery would reside with Kebal, Laelae and Vexat.

The Flame Mystery resides with Athelgarde and Vexat.


Ancient Dragon Master wrote:
Grimdell the Griffon wrote:
Okay, I believe Grimdell is all done now. Let me know if anything looks off.

Looks fine. (To me)

** spoiler omitted **
Low-Light vision (Blood of Dragons)
Darkvision (Alternate racial trait)
Warden of Nature (Alternate racial trait)
Illusion resistance (Standard racial Trait)

.... What was the question? ^^;

Silver Crusade

DM Quoth wrote:
Phylotus wrote:

Ok. I think I have my concept down, I want my character to be a medium contacting different spirits to give them a conduit to live once more before everything is gone, and specifically am looking at the Kami Medium, but I need a clarification: how closely do you keep to the mediums needing to find the appropriate locations to call spirits? Are there other ways we can call specific spirits, or would I be out of luck if I wanted to call the Archmage in the middle of the wilderness (or, more to the point, the Kaminari if there are no storms around)?

I am more than willing to find ways to roleplay contacting the different spirits (I already have a few ideas in mind), but knowing this will determine what type of medium I choose.

I'm going to houserule that you can call thematic spirits in areas outside their usual bailiwick, but only if you have some kind of item that strongly resonates with them. For instance, if you carried a model of a location where they are usually found, hand-crafted from materials found in that area. Say, a model of a library carved from a block of masonry from that actual library. You'd need to craft your own items, and it would not be inexpensive; you'll need to purchase masterwork items to craft them. It's also not without its dangers; using a focus item automatically doubles the amount of influence a spirit has over you, because you are purposefully drawing on the influence in its place of power.

Fair? ^_^

Definitely fair, that's actually a really interesting way to do things. Putting somr finishing touches on my character now, I'll post once I have them ready (no later than tomorrow).


Characters approved for pre-selection (having crunch and backstory completed):

Almonihah - Grimdell, CG Griffon Skald

Diamondust - Serill, N Elf Wizard.
Tiny quibble; I notice two opposition schools, but no specialization?

MattZ - Gromm, CN Human Barbarian

Navior - Amu, N Sylph Psychic

Nazard - Brycen, CG Half-Elf Fighter (Martial Master)

Uret Jet - Menra, NG Tiefling Wizard
Minor quibbles: Are you a Conjuration specialist? I didn't see it listed as such, but you do have Summoner's Charm, soooo....? And what happened to your Scribe Scroll-feat?

* * * * * * * * * * * *

GrinningJest3r, in light of the characters already completed, which of your options do you feel you'd like to commit to?

RobL8675309, just waiting on your character background.

Essence of a Potential Hero, Seth86, Peet, AncientDragonMaster, Phylotus, just waiting on you to drop some entries if you're all still game to game. ^_^

Once the final entries are in, I'll start the selection!


DM Quoth wrote:


Uret Jet - Menra, NG Tiefling Wizard
Minor quibble: Are you a Conjuration specialist? I didn't see it listed as such, but you do have Summoner's Charm, soooo....?

Oh, right sorry! I had entered everythibg in by hand as I don't have Hero Lab, so that slipped my mind. Yes, he's a conjurer of the creation subschool, as that fits in somewhat with a destined crafter. But I can switch that up to another school if desired, such as evocation or just making him a Universalist.

Also, if scribe scroll is mising, thats probably because I forgot I had it. >>

Rest assured, its still on the sheet I made on MW so I'll fix it once I move his stats to a profile.


Ugh, I was hoping to have more done, but I've had a very busy weekend. Here's what I've got so far.

Backstory:
Rue has very few verdant forests filled with life. What woodlands there are tend to be twisted brambles, fetid swamps, or just a scattering of sickly, stunted trees. In a couple of these forests, some Elven clans still cling to life, following the old ways.

Virro was raised in one of these Elven villages, and taught the ways of the wild, how to channel and wield the power of nature. Even with the slow decay of the planet, Virro was taught how important it was to preserve and cherish nature.

These beliefs went out the proverbial window when, during a training exercise, Virro's mentor was attacked and slaughtered by one of the numerous vicious beasts that stalk the wildlands. The beast then proceeded to tear through the village, killing and destroying. Virro was only able to survive through running away, abandoning his fellow villagers to the monster.

At that point, what optimism Virro had drained away. What was the point of protecting and preserving nature when nature didn't seem to care about him at all? He could work hard to try and restore health to the land, only to see a storm or a monster destroy years worth of work in an instant. What's worse, his long elven years meant he'd get to watch the slow, steady decay of the planet, and perhaps even be around for the final death rattle.

Virro eventually made his way to one of the few remaining cities in the world. With nothing much else worth living for, he did odd jobs with his little magical talents, in exchange for money to drown his sorrows in ale and spirits.

========

If you decide to start before I'm finished, I understand. I'll try to finish it up right away, but I'll be honest: Tonight and Tomorrow both look busy for me.

Silver Crusade

Minor world building point, what's the state of the shadow plane? Does it exist in your world? If yes is it stronger or weaker around the Rue shadow? If it doesn't exist where would a fetchling fit in your lore?


Rourke's story:

It's not easy being a pony, living in a practically post-apocolyptic nightmare world. But it isn't easy for anyone is it?
Rourke doesn't remember much of the early days. He has vague images of his mother, snapshots really. Mostly what he remembers is Dregs, Mantole Dregs. Dregs was a horrible man who ran a kind of travelling sideshow. "People will always pay to see others creatures in worse shape than they are," he would laugh, "or to see the rare and unusual. It gives them hope. And I aim to capitalize on that hope." Rourke thought it was pretty twisted that Dregs believed that the slavery and debasement of other creatures was seen as some sign of hope.
Rourke doesn't recall how he wound up as part of Dregs' circus; probably blocked out the trauma. Nor does he recall what happened to his family. But he DOES remember how he got away. One of the recent "recruits" in the circus was an old withered faun. The poor creature could barely walk and was easy for Dregs to capture. Rourke took pity on the wretch, sharing his meager meals, making sure the faun was as comfortable as could be.
One night, a cry from the faun in the neighboring cage awoke Rourke. He looked up to see the creature being manhandled by Dregs. Dregs was furious at the "poor performance" of the faun before the crowds. "How dare you take advantage of my beneficence" Dregs cried. At that, the faun grinned. "Beneficence. indeed," he said. He stood up straight somehow growing to a massive 8' tall. Towering over Dregs, he lifted the man up one-handed by his neck. "You are a perversion," he said, "more pathetic than the creatures you 'care for'," he mocked. He tossed the man, who now appeared much smaller to Rourke, to the ground and waved his hand. All of the cages were unlocked. As the creatures fled, Dregs was trampled by his former captives.
Rourke approached the giant faun and bowed his head, thanking him for his freedom. The faun laid his hand on Rourkes nose and blessed him for his kindness. "I want you," he said, "to do your best to spread real hope. It's the only thing left, and the only thing worth having." There was a flash and the faun was gone.
Rourke has travelled from town to town since then, taking odd jobs, trying to raise people's hopes, and telling people of the message of the faun. As low as Theviss is, Ulak sounds worse. And that's where he believes he's being led.


DM Quoth wrote:
GrinningJest3r, in light of the characters already completed, which of your options do you feel you'd like to commit to?

Definitely Grawp. I've played my share of intelligent, tactical characters. I think it would be interesting to play the opposite. And if Brycen and/or Gromm also get chosen, there's at least one person in the group that Grawp would willingly listen to lol


Ok, here is Phylotus's submission. The statblock for the base character (with no channeled spirits) are in the profile, as well as the backstory, but I'll repaste them here as well.

Keska Statblock:

Keska
Female fetchling medium 1 (Pathfinder RPG Bestiary 2 123, Pathfinder RPG Occult Adventures 30)
N Medium outsider (native)
Init +4; Senses darkvision 60 ft., low-light vision; Perception -1
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +1
Defensive Abilities shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+1/19-20) or
. . light mace +4 (1d6+1) or
. . sickle +4 (1d6+1) or
. . sickle +4 (1d6+1)
Special Attacks spirit
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—disguise self
Medium Spells Known (CL 1st; concentration +3)
. . 0 (at will)—daze (DC 12), detect magic
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +1; CMD 15
Feats Weapon Finesse
Traits dirty fighter, suspicious
Skills Bluff +6, Diplomacy +6, Knowledge (planes) +6, Sense Motive +4, Stealth +6; Racial Modifiers +2 Knowledge (planes), +2 Stealth
Languages Common
SQ spirit bonus (+1), spirit surge 1d6
Other Gear studded leather, dagger, light mace, sickle, sickle, automatic writing planchette[OA], backpack, blanket[APG], candle (10), chalk, hemp rope (50 ft.), holly and mistletoe, incense (oa)[OA] (10), spell component pouch, trail rations, wooden holy symbol of Laelae, 54 gp, 4 sp, 9 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Surge 1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.

Backstory:

Keska, despite the harshness and brutality of her home plane, is an inveterate adventurer. Always dodging the denizens to explore the shadowy ruins around the shadow of Rue, she learned much about the dangers such places held, and wished desperately to learn more of the place that cast the shadow she lived in. Her, and the voices that constantly whispered to her as she explored, giving warning or playing tricks in equal measure and keeping her company, many whispering of their wish to see Rue once again.

Between her wanderlust and the prodding of the voices, it was only ineveitable that she went to visit this realm of light she had heard and read so much about. She found someone that was on their way to the plane on business, paying a small fee for the "extra exertion" by the planar traveler, and accompanied them to the realm she had longed to see... And found it wanting. This was not the realm she had been told of, the shining realm of light and history and passion. But she still went to see if there was any light left, at least nearby.

After a time, she fell into the melancholy that can only be found when ones expectations are so utterly broken. The one thing that brought her comfort was the color she found on this plane, color so vibrant and brilliant, and color worn and used by a people who held so tightly to the lives they had left on this dying world. Through all of this, the voices pleaded of her to let them "live once again," more and more insistent as the days wore on, until she decided to let one in.

She does not remember the day that the spirit (as she now knows them) entered her, but the result was that she woke up with a horrid hangover having missed her way back to her plane. But she didn't care so much, really. She was broke, and there was so much more to explore out there, more color and history to find on this ancient and dying world, wasn't there?


DM Quoth wrote:
Ancient Dragon Master wrote:
Grimdell the Griffon wrote:
Okay, I believe Grimdell is all done now. Let me know if anything looks off.

Looks fine. (To me)

** spoiler omitted **
Low-Light vision (Blood of Dragons)
Darkvision (Alternate racial trait)
Warden of Nature (Alternate racial trait)
Illusion resistance (Standard racial Trait)

.... What was the question? ^^;

Are the dragons still Alive and How common are they?

What kind of event would create the Time Mystery? (Scroll down to oracle)

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