
Davachido |

I am looking to recruit 2 more players to join as replacements to an Epic 6 game I’m running. The rules to this Epic 6 game and a couple questions about them can be found in the recruitment thread here: Old recruitment thread
Post here with the application not the old thread.
A couple things to mention, Ninja and Samurai are allowed contrary to what I said at the start of that thread, as long as you play them as a Rogue or Cavalier. You can still use their mechanics, I just don’t want an eastern flavor in the campaign. Also the ARG (advanced race guide) is allowed too but we aren’t using the custom races.
The party is currently at level 3 and comprises of a Druid, Fighter/Magus, Sorcerer, Witch. So we have most of the bases covered so I have no preference to the classes that are picked as long as they adhere to the rules previously mentioned.
The story so far:
The party has arrived in Chamarel and they have been investigating disappears. They have met up with another adventuring party who are all members of the Devante family, a group of nobles from the border. They managed to convince them to meet up with their informant who provided them a map and information of the area.
The party then managed to track down one of the missing people and follow his trail. At the same time they also found a set of two people who were using that missing person as bait for them to follow to who was doing the kidnapping. The following day the party went to track down the man who ended up in a tower nearby town. They scaled the tower fighting through some enemies and mind controlled goblins. The kidnapped person was also mind controlled and they ended up releasing him from his mental prison. At the top of the tower the group faced a powerful creature called a mistfiend that gave them some hints to what was going on.
Returning to town after some questioning the party then left to investigate one of the mansions to the nobles that used to life in this area. They were also chasing another missing person but this one they doubt went missing for the same reason as many of the others.
This is where the party is now, the chosen applicants will be part of another adventuring party whose other members have died and are seeking to join up with the main group so they all have a better chance at surviving and at the reward.

Doomed Hero |

What are your thoughts on non-standard characters?
I've had an idea for an inquisitive Pseudodragon who used to be the familiar of a powerful wizard. While he was a familiar he did a lot of adventuring and developed a taste for it. Eventually the wizard passed away, releasing the Familiar bond. The former familiar, after some time grieving and some time spent in a dusty wizard's tower being bored, decided to head off to continue having adventures.
I plan on making him an extremely useful utility character and laughably incompetent in a fight. If you have a suitable famous wizard in your campaign setting I could work my background around them.
Pseudodragons are a CR 1 (the combat power equivalent of a 1st level character). I'd be fine with however you wanted to handle advancement. The personality I had in mind would lend itself toward being a Bard if you would allow Class levels.
What do yo think?

Hawktitan |

I'd be happy to roll up a Ninja.
I understand that you want to limit the eastern influence feel but would you allow the Wakizashi as a weapon? Prehaps flavored as a specialized scimitar?
Rough outline -
Human
An honorable thief catcher. Alignment probably LN, more diplomat then spy but also has skills to catch those he fights against (looking at Diplomacy/stealth/disable device/Acrobatics/Preception as main skills)
Ninja Trick -
Vanishing Trick
Feats-
Weapon Finesse
Two Weapon Fighting
Extra Ki

Davachido |

Never heard it called deep6 before, though the Epic6 document we will be using is at the start of the other thread.
Since both of you are planning on dual-wielding check the house rules before you make your builds, things like weapon finesse will allow you to use DEX for damage for light weapons.
@Hawktitan: I don't mind a refluffing of the wakizashi, it's almost identical stats to a rapier anyway.

Hawktitan |

@Dav - I saw that part (about weapon finesse) and was pretty happy. The main thing that sets the wakizashi apart from the rapier or scimitar is that it is a light weapon, which makes it damn near the ideal weapon for dual wielding since the ninja is proficient with it as a class feature. Dual wielding them would be -2/-2 instead of -4/-4. Just putting all my cards on the table so there are no surprises :).
I'll give a full write-up and crunch later today.

Malthu the Redeemed |
@Davachido - This is Tazo. I was also thinking about Dex and weapon finesse for a while, but I decided I liked the flavor of a dual-wielding strength paladin. And then I realized that a double-weapon would be very Paladin.
So... here's my submission - Malthu is a Half-Orc Paladin ready to beat down on some evil with his Orc Double Axe. He's a boisterous and friendly fellow, but can quickly turn fierce and angry if trifled with.
Thoughts about starting gold? Malthu is itching for some full plate.
Also, I did a rather generic background, but I'd be interested in selecting a deity that's appropriate. Thoughts?

Malthu the Redeemed |
Never heard it called deep6 before, though the Epic6 document we will be using is at the start of the other thread.
Sorry about the Freudian slip - I must've been distracted by the slang term "deep six."
I noticed in the Epic 6 document this ambiguous statement:
• Skills (CR): Str can be used interchangeably instead of Cha as the ability mod.
Does that entry refer to the Intimidate skill? And if so, can a Paladin apply one of his two Str-only points to Intimidate?

Jazz Sedarik |

This is the Fighter/Magus character.
We've had some curious adventures, and we're a funny sight to see as some rather serious elves, a comical spell-slinging kobold, a wise dwarf and his angry badger. Personally, Jazz might come off as rather ruthless at times, but his decisions are weighed carefully and logically. There is a goodness inside him, but his reasoning often pushes it aside.
Looking forward to some new additions!

Davachido |

@Malthu: Yes that refers to intimidate and yes you may use the str only points on that. I think I updated that in the document (or at least I hope I have). In terms of deity you can even make one up if you like, as long as it follows domains of one of the gods in the books. If you make a god just state his/her name and what her values or so I can approximate what kind of paladin you'll be. You can just use the main book ones if you prefer though.

Hawktitan |

Submitting my ninja http://paizo.com/people/DrakEvren
Willing to work on the background to more fit your campaign if you wish.

Davachido |

I'll wait another day to see if anyone else wants to throw in an application, both Malthu and Drak look good. Their backgrounds are fine.
@Malthu: I think you are missing a few skill points. You should be getting 3 per level and 2 paladin bonus ones for a total of 15. Looks like you've spent 13 of them (I'm guessing that's the +2 missing in perception?). Your intimidate should be 2 higher due to your orciness, unless you switched that out. Your Fort and Reflex should both be one higher, I'm also pretty sure you should get your full strength mod for at least your primary hand attack. So bump that up by one too. You also get free combat expertise, even though you might not use it it's worth noting down. ^^
As for starting gold keep it to what I put in the other thread. Most of what you will use will be found during the game.
@Hawktitan: We aren't using traits, so you might want to remove those. Don't forget your free adventuring kit. Can you put how many points you've spent on each skill in brackets just so I know where they've gone?

Malthu the Redeemed |
@Davachido - thanks for the corrections. I indeed needed to add the missing points to perception, along with the various other corrections. As for the intimidate score, I think it's correct because Intimidate is sadly not a class skill for a paladin. So it's +3 strength, +3 skill points, +2 orcishness.
Changed the equipment around - he now has banded mail and a masterwork orc double axe. Also added a longbow and arrows for some backup ranged capability.

mbauers |

I started making a human phalanx soldier and realized that I don't think I've ever used a half-orc and it could be cool, so I'm fixing that and should have everything reformatted pretty soon. He was originally raised by orcs and treated poorly for his half-breed nature (giving him shaman's apprentice and sacred tattoo to represent this time) so, when the local militia/army (I have to read more about the background of the campaign) attacked his tribe he sided against the orcs and joined the humans, which is where he got his martial training. He's a mercenary and tries to act like he's just in it for the money, but he's actually very upset about the death of his companions. They were like his family, so now he wants revenge for their deaths.
Will that story tie in well?
Also, do you allow the Antagonize feat? It wasn't listed as banned, but I thought I'd ask since it's kind of cheesy. It fits what I'm trying to do with this character, so if I can use it I will.

mbauers |

Here is Rybal the Half-Orc fighter. I will make an avatar if I'm selected, so thanks for considering me. This is the stat block assuming combat expertise is enough to qualify for improved trip. If it's not, I'll have to change him slightly.
Rybal
Male Half-Orc Fighter (Phalanx Soldier) 3
LN Medium Humanoid (Human, Orc)
Init +2 (+2 Dex); Senses Darkvision 60 ft., Perception +1
DEFENSE
AC 23, touch 12, flat-footed 21 (+6 armor, +5 Shield, +2 Dex)
hp 31 (10,+6 +6, +6 Con, +3 favored class)
Fort +6 (3 base, +2 Con, +1 luck)
Ref +4 (1 base, + 2 Dex, +1 luck)
Will +3 (1 base +1 Wis, +1 luck)
Defensive Abilities Stand Firm (Ex): +1 bonus to saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.
OFFENSE
Spd 30 ft (20 ft in armor)
Melee Masterwork Bardiche +8 (+3 BAB, +4 str, +1 masterwork) (1d10+4/19-20 x2)
Melee Warhammer +7 (+3 BAB, +4 str) (1d8+4/x3)
Melee Spear +7 (+3 BAB, +4 str) (1d8+4/x3)
Ranged Spear +5 (+3 BAB, +2 dex) (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft. with Bardiche)
(-2 to all attacks when using tower shield)
STATISTICS
Str 18 (+4) (16 base +2 racial)
Dex 14 (+2)
Con 14 (+2)
Int 10 (0)
Wis 12 (+1)
Cha 8 (-1)
Base Atk +3 (+3 Fighter)
CMB +7 (+3 BAB, +4 Str) (+2 additional to trip, feat)
CMD 19 (10 +3 BAB, +2 Dex, +4 Str) [+3 additional vs trip (feat and stand firm), +1 additional to bull rush, drag, overrun (stand firm), +2 to resist sundering bardiche (weapon feature)]
Feats
Combat Expertise [Fighter Bonus Houserule], -1 attack, +1 dodge to AC
Endurance [Half-Orc], sleep in light or medium armor without becoming fatigued, bonus to different saves/checks requiring endurance
Combat Reflexes [Level 1], make a number of AoO equal to 1 + Dex modifier, can make AoO when flat-footed
Improved Trip [Fighter 1], +2 to trip CMB and CMD, don’t provoke when tripping
Shield Focus [Fighter 2], +1 to ac bonus granted from a shield
Antagonize [Level 3], use diplomacy or intimidate to fluster or provoke enemies
Skills
Acrobatics +5 (3 ranks, +2 Dex)
Climb +8 (1 rank, +3 class, +4 Str)
Intimidate +10 (3 ranks, +3 class, +4 Str)
Knowledge (Dungeoneering) +4 (1 rank, +3 class, +0 Int)
Profession (Soldier) +5 (1 rank, +3 class, +1 Wis)
Ride +6 (1 rank, +3 class, +2 Dex)
Swim +8 (1 rank, +3 class, +4 Str)
Survival +5 (1 rank, +3 class, +1 Wis)
Total Points: 12 (4 Fighter x3 levels)
AC penalty is -3, -0 for jumping and climbing, -10 more when tower shield is used
Languages Common, Orc (2 base, +0 Int)
Carried Equipment
Soldier’s Uniform, 0 gp, 5 lbs.
Masterwork Bardiche, 313 gp, 14 lbs.
Masterwork Agile Breastplate with armor spikes, 600 gp, 25 lbs.
Tower Shield, 30 gp, 45 lbs.
2 spears, 4 gp, 12 lbs.
Warhammer, 12 gp, 5 lbs.
Spring-Loaded Wrist sheath with Dagger, 7 gp, 2 lbs.
Backpack, 0 gp, 2 lbs.
Waterskin, 0 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
Bedroll, 0 gp, 5 lbs.
2 sunrods, 0 gp, 2 lbs.
Tindertwig x2, 1 gp (1 free in adventurer’s kit)
50 ft of hemp rope /w grappling hook, 0 gp, 15 lbs. (guessed the hook weighs 5 lbs, couldn’t find it)
2 pitons, 0 gp, 2 lbs. (guessed 2 lbs.)
Smelling Salts, 25 gp
Belt pouch, 0 gp, 0.5 lbs.
6 gp in belt pouch
Weight Carried: 142 lbs. (medium load)
Total Equipment Cost: 994 gp
SPECIAL ABILITIES
Darkvision Up to 60 ft.
Orc Blood Counts as both an orc and a human
Shaman’s Apprentice Gain the Endurance Feat
Sacred Tattoo +1 luck bonus to all saving throws
Stand Firm (Ex) Bonus to saves vs trample and CMD vs bull rush, drag, overrun, and trip
Phalanx Fighting When Rybal wields a shield, he can use any polearm or spear of his size as a one-handed weapon.
Proficiencies Rybal is proficient in all martial and simple weapons, all weapons with “orc” in their name, all armor, and all shields (Fighter class, Weapon Familiarity)

Davachido |

@Mbauers: The Int 13 is removed as well, I find that quite a bad requirement considering most of the classes that want those don't usually need much Int.
Rybal, Malthu and Drak seem like good characters to me. It's only one over the amount of people I need but I don't mind 7 members in the party I can deal with. Report to the discussion thread I'll have a last comb over character sheets to make sure nothing is out of place.