Long standing homebrew game needs one or two more!


Recruitment

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Sczarni

Greetings!

I am looking for ONE (maybe two) freedom fighters to join a Special Forces strike team who have been charged to champion democracy and freedom in a world full of slavery and oppression.

We currently have a wizard, a rogue, and an Oracle/fighter (archer).

What we need is a meat shield/ damager with decent survival and tracking skills.

This is a homebrew world and there is much information in the Campaign Tab and in the early pages of the Discussion thread.

People who follow the advice and conventions listed therein will be more heavily considered than those who don’t.

You will be an agent of or an ally of Amerys: the first and only country to abolish slavery. They are a true democracy and are zealous about ending slavery in the world.

There are three other primary countries you can be from, but you’ll need a good reason to be working for Amerys.

I am happy to answer any questions here.

Additional information can be found HERE.

Character Creation:

8th level characters

Roll 2d6+6 six times and arrange to your liking. (Rolls must be made in the recruitment thread. You may roll two sets and take your pick)

Standard Wealth by Level (No one item worth more than 25%)

Most PF races available, HOWEVER, PF races in this world represent the many variations of humanity. Therefore, they are purely for stat reasons. Everyone in this game is a human where RP is concerned.

No Alchemist, Gunslinger, Magus, Ninja, Paladin, Samurai, Summoner, or Witch

Advice: Look at the MAP. There are two ways to travel and trade: Land and sea. It would be a good idea to be able to do both.

You are from, have immigrated to, or are trying to immigrate to(this one is harder) Amerys: the country on the left of the horseshoe.

I should also mention that this is a relatively low magic campaign. Arcane casters (Please no application for mages) are exceptionally rare. Divine casters are slightly more common, but both a generally feared by the common folk.

World News:

Slavery in allowed in the Kingdoms of Erenon, Isteroth, and Thelkon. The Freeland of Amerys outlawed slavery 20 years ago and opposes it openly.

Erenon is known for training the best high-end slaves in the known world: bed slaves, scribes, healers, warriors; everything a ruling class could desire. They are very costly and take years to train. Erenon treats its slaves with dignity and respect when possible.

Isteroth is a Triarchy (Dagan(M), Ekur(M), and Ninbanda(F). Think a cross between Egypt, Sumeria, Mesopotamia and add a dash of Slaver's Bay from Game of Thrones.) Isteroth imports slaves from wherever they may and uses them for mining, farming, logging, and construction. They use they slaves hard and are cruel and careless with them, but they do not sell slaves and are therefore the only country with whom Amerys will openly trade.

Thelkon is a kingdom in that there is a High King (Jarl Magnus Torstein), but there are many, many kings that pay him allegiance. Thelkon sells the majority of the slaves in the world. With their love of reaving and their population crisis, slaves are easy to find and easier to sell. They are untrained, undisciplined things though.

The Freeland of Amerys is a true democracy. Education, Art, and Philosophy are paramount there. Don’t think them weak though, every citizen is conscripted to fight in the People’s Army from 16-21 and again from 38-50. It is said that if the whole nation was called to arms, they would have close to 100,000 trained swords.

Sczarni

Bump.


Consider me interested - I'll give it a more thorough look-over when I get home =) Sounds pretty awesome thus far though. At the moment thinking either some shade of Cavalier, Barbarian, or Metal/Battle Oracle. I'll need to think it over when I have books to look at.


Hmm, since it is low magic, I could consider a fighter for this. How much optimizing is there on the present characters? I wouldn't want to make something out of line.


Hello all, this is the wizard of the current party.

We're not super optimized (now that our bard/fighter/monk is gone). Our crunch is decent, but we generally excel at tactics. Don't slouch on combat effectiveness, but don't go over the top either.


This seems interesting, though I am going to need to need a few minutes to consider what I want to do. first thought had been a heavily armored shield bashing paladin of great justice. Then I looked at the class limitations and was sad.

Though I am considering a druid application now. That could end up as a very woodsy combat character, though I suppose I would need to supplement my armor class and hit points somewhat to be considered a Tank rather than damage and support.


@Movin. We would certainly appreciate a dedicated front linen as opposed to a class that could be in the front lines. Your first idea I really liked, but paladins unfortunately do not fit thematically with the campaign. However I see no reason why you couldn't take the concept and try it with a LG fighter. People often underestimate the power of a defensive fighter, but my first Pathfinder character ever was a dwarven stalwart defender and he was actually a nightmare because he was unkillable and could soak hits for the party.


Potentially interested.
I've got an idea for a Cavalier(Huntsmaster) with the Order of the Cockatrice. First though is to check the rolls.

Set 1:
Roll 1, Set 1: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Roll 2, Set 1: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Roll 3, Set 1: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Roll 4, Set 1: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Roll 5, Set 1: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Roll 6, Set 1: 2d6 + 6 ⇒ (6, 6) + 6 = 18

Set 2:
Roll 1, Set 2: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Roll 2, Set 2: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Roll 3, Set 2: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Roll 4, Set 2: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Roll 5, Set 2: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Roll 6, Set 2: 2d6 + 6 ⇒ (3, 6) + 6 = 15


@WOLead - Very nice rolls. While that concept would make for a superior tracker, I fear for it's ability to be the primary damage soaker, which in my mind is more important than the tracking.

Also to remind everybody I'm just a very vocal player, not the GM. He may absolutely love the cavalier idea, my words are my own.

P.S. Don't let his alias fool you. His real name is GM DPS.

Sczarni

I haven't killed that many characters...


And i would like to add that even the guy one might be meeting randomly in a barn can be a 10th level fighter.

So prepare accordingly (and bring ad least an ac of 27...)

he ain't dm dps for nothing :)


This looks like a job for a melee druid!

Set 1:

2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (6, 5) + 6 = 17

Set 2:

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (4, 3) + 6 = 13

Set 2 it seems. Glad that I get another chance to apply to this game. I submitted an Oracle of Life last go around.


Let me work things out on the combat part. Currently going over feats to see where things work or not.

Oh, and thank you for that warning Esther. I'll factor that in as I work on the concept.


Might as well see if the stat rolls like me.

Set 1
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12

Set 2
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8

Set 1 looks good. I'll cook up a sword and board then.

Victor Freedman:

Victor Freedman
Male Human Fighter 8
CG Medium humanoid (human)
Init +2; Senses Perception +18
--------------------
Defense
--------------------
AC 31, touch 14, flat-footed 28 (+11 armor, +5 shield, +2 Dex, +1 natural, +1 deflection, +1 dodge)
hp 68 (8d10+16)
Fort +8, Ref +4, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine scimitar +17/+12 (1d6+10/15-20)
Ranged +1 adaptive composite longbow +11/+6 (1d8+7/×3)
Special Attacks weapon trainings (heavy blades +1)
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 15, Int 13, Wis 13, Cha 12
Base Atk +8; CMB +14 (+18 trip); CMD 28 (30 vs. trip)
Feats Combat Expertise, Dodge, Felling Smash[UC], Greater Trip, Improved Critical (scimitar), Improved Trip, Power Attack, Shield Focus, Weapon Focus (scimitar), Weapon Specialization (scimitar)
Traits indomitable faith, seeker
Skills Climb +11, Handle Animal +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +6, Perception +18, Profession (soldier) +7, Ride +6, Survival +12, Swim +11
Languages Common
SQ armor training 2
Combat Gear arrow, durable (50); Other Gear +2 full plate, +2 heavy steel shield, +1 adamantine scimitar, +1 adaptive composite longbow, amulet of natural armor +1, belt of giant strength +2, boots of the cat, eyes of the eagle, handy haversack, ring of protection +1, dungeoneering kit, deluxe, 1,085 gp
--------------------
Special Abilities
--------------------
Boots of the cat When falling, always land on feet and take the minimum damage.
Bravery +2 (Ex) +2 to Will save vs. Fear
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Felling Smash Trip a foe when you make a power attack
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

Victor is the son of two slaves freed by the edict from 20 years ago. He was born a slave to slaves, and so has a greater understanding of the value of freedom than most. His parents raised him to love his country and cherish the freedom they were given.

He channeled this into service to the state, staying with the army past his mandatory term of service as a non-commissioned officer. He was involved both in training new recruits as well as active campaigns depending on the need. He is a talented wilderness scout and one of the most talented swordsmen in the nation. He is somewhat reckless as he considers even military discipline an infringement on his freedom, but he generally manages to stay close enough to within the rules to not really rile his superiors. They give him some leeway since he has a knack for getting the job done.


Hey DSP, how do you feel about playtest classes? I'm thinking of possibly submitting a Slayer.

#1
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 4) + 6 = 16

#2
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8


Looks like this one filled up pretty quick =) Good luck whoever gets in.

Sczarni

I would consider a slayer.


Won't be playtest for long. The book is out in 2 days.


Pathfinder Rulebook Subscriber

Set 1
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (2, 2) + 6 = 10

Set 2
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 5) + 6 = 12

Hello all, hope im not too late! Id like to play the Mad Dog archetype for the barbarian this campaign, since you need a good damage soaker, and youd get, well two.

This' d be my first foray into rpgs over the internet. But im a veteran player and GM off the big system of tubes. Thanks!


Close rolls, which set do you intend on using? Do you have an idea of what animal companion you'll pick yet?


Pathfinder Rulebook Subscriber

Ehh, I think I favor the second set. Gives me more to work with, and having a poor stat is always good fun to roleplay with. As for animal companion, the roc thing you and I found, while amazing, probably doesnt fit the scope of the campaign. Even if it doesnt get to full roc size. I think a good tracker/tank would do well with a wolf. Scent and trip yo. But a tiger would be cool too, it pounces while I get a charge attack with my spear!

Sadly a full build will come late if at all today, since I have packing and preparations to make for my trip to Gencon. But I will do my best to work on it!


dice: 2d6 + 6 ⇒ (4, 4) + 6 = 14
dice: 2d6 + 6 ⇒ (2, 4) + 6 = 12
dice: 2d6 + 6 ⇒ (3, 2) + 6 = 11
dice: 2d6 + 6 ⇒ (4, 4) + 6 = 14
dice: 2d6 + 6 ⇒ (2, 6) + 6 = 14
dice: 2d6 + 6 ⇒ (2, 5) + 6 = 13

Set II

dice: 2d6 + 6 ⇒ (6, 1) + 6 = 13
dice: 2d6 + 6 ⇒ (5, 1) + 6 = 12
dice: 2d6 + 6 ⇒ (1, 1) + 6 = 8
dice: 2d6 + 6 ⇒ (5, 2) + 6 = 13
dice: 2d6 + 6 ⇒ (1, 1) + 6 = 8
dice: 2d6 + 6 ⇒ (4, 1) + 6 = 11

Hm. I managed to get two minimum rolls in set 2 and nothing above a 14? Point buy has been spoiling me. The first set is actually a 25 pointer but very spread. Sword and Board it is then.


2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16

2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 3) + 6 = 14

I've been itching to play a druid. The animal companion and this array should allow me to fill a frontline/flanker roll and a tracking position.


2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 1) + 6 = 10

2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (2, 5) + 6 = 13

Cool, I applyed for this back in october 2 years ago come this october. Titus was the brawler build then and did too much damage. I will submit him again, but different build. Question is item crafting ok? Also can we retrain feats: Example would be Imroved Critical takes Base attack +8 is it ok to retrain a feat into this at level 8 instead of waiting untill level 9. Cost is 400gp. level 8 x 10gp x 5days

Guess thats all will work up build thanks.


1 person marked this as a favorite.

Can't really commit to another game and I don't think I'd get it anyway. Just wanted to chime in and say that's an awesome setting.

Sczarni

UPDATE:

Interest from:

Ashe - Titus the Bralwer
fnord72 - Melee Druid
KakkarottoZ - Sword and Board Something
Lynxx_XVI - Mad Dog Barbarian
stormraven - Slayer
Cosmic Dream Lord - Melee Druid
WOLead - Cavalier (Huntsmaster)

Crunch from:

drbuzzard - Victor Freeman
_____________________

I would like some backstory, please keep it generic so we can fit you into the setting nicely, OR an example of the roleplay the character would provide.

This is not necessary, but will go a long way to helping me decide who to take.


Pathfinder Rulebook Subscriber

CG Human Mad Dog Barbarian: Dirk

Dirk had a hard life. Starving and alone, and deep in the forests at a mere 10 years old, none can deny that. But this isn't the same sob story you've heard countless times before. Dirk wasn't abandoned or orphaned in the woods to become a girly man druid, suckling the rotten teat of some wolf b**** who didn't know any better. Dirk CHOSE this life. He got sick of being fed everything from mummy and daddy.

His first night in the forest, it rained for hours. Freezing cold and huddling under a tree, he barely heard the leopard's growl before it was on him. After the first exhilarating battle for his life, still clutching the cat's pulverized larynx in his hand, the rain stopped and the moon shone on the bloody scene. He realized this is where he should be.

"Nature is hard. But I am HARDER."

His connection with animals and nature drew the attention of the druids, and for a while he studied their ways. Ultimately, however, he left the grove. While he liked living with them more than in the city, he still disagreed with them on one key point. Mother nature isnt a benevolent lady, feeding and protecting all of her creatures. She is a harsh mistress, who helps you by forcing you to help YOURSELF. or die.

Dirk is a massive man, with an even more massive beard. He is rarely seen without his great black tiger(they have scent too!), Lady. Those who ask how she got her name will get a wild grin and this response.

"She's my civilized side. HAHAHAHA!"

As for why Dirk would ally with Amerys, he believes that slavery and monarchy/aristocracy are disgusting and against his way of life. Nature rarely takes slaves. Ultimately he is an anarchist, but he can get behind a democracy much more easily, especially if the nobility cant call all the shots.

Crunch will come later. hope you enjoyed!


Alright, colour me interested. Let see how the dice rolls go
Set 1:
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13

Set 2:
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 3) + 6 = 15

Well definitely going with Set 1 then. Think I will build a Ranger. Crunch and Fluff to come shortly.


slight change. Still going to be a front line damage dealer type, Will be a woman though. Won't be able to post so RP and background till tomorrow morning.

Liberty's Edge

Hrm.

#1
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14

#2
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (6, 4) + 6 = 16

I'll put something together tonight. I'm leaning towards a brawler.


Okay blondebandit's submission of Ezebelle Thesun Ranger 8 (Skirmisher)! Mentioned it was a low-magic campaign so skirmisher seemed like a perfect fit.

Still need to write the backstory/fluff, but the crunch is mostly complete (Haven't gone through the process of buying all my mundane items, yet. Should be done with my background later tonight or early tomorrow).


So if I wanted to make a druid named Atticus...

Having felt the pain of the earth for many years, the druid gravitated to Amerys several years ago. He felt drawn to the land where a healing was taking root.

Recognizing that it was not just the abolishment of slavery, but the active determination to end slavery everywhere that has given him a purpose blessed by the earth.


You know, I wanted to jump in because I really like the setting, but nothing's really coming to me that fits, so I guess I have to bow out.


Rolling HP:

Level 1
10

Level 2
1d8 ⇒ 3

1d8 ⇒ 8

Level 3
1d8 ⇒ 4

1d8 ⇒ 4

Level 4
1d8 ⇒ 7

1d8 ⇒ 4

Level 5
1d8 ⇒ 7

1d8 ⇒ 8

Level 6
1d8 ⇒ 2

1d8 ⇒ 4

Level 7
1d10 ⇒ 7

1d10 ⇒ 8

Level 8
1d10 ⇒ 1

1d10 ⇒ 8

So: 10, 8, 4, 7, 8, 4, 8, 8= 57

Sczarni

Set 1

Role 1: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Role 2: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Role 3: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Role 4: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Role 5: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Role 6: 2d6 + 6 ⇒ (4, 2) + 6 = 12

Set 2

Role 1: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Role 2: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Role 3: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Role 4: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Role 5: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Role 6: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Sczarni

Withdrawn. These stats are no good.


Pathfinder Rulebook Subscriber

Rolling HP, will edit later for later crunch.

1:
12

2:
1d12 ⇒ 1
1d12 ⇒ 4

3:
1d12 ⇒ 7
1d12 ⇒ 3

4:
1d12 ⇒ 9
1d12 ⇒ 9

5:
1d12 ⇒ 5
1d12 ⇒ 2

6:
1d12 ⇒ 12
1d12 ⇒ 3

7:
1d12 ⇒ 4
1d12 ⇒ 9

8:
1d12 ⇒ 11
1d12 ⇒ 11

12+4+7+9+5+12+9+11=69

Nice! Above average.


Alice:

Alice
Female Human(Aasimar Muse Touched)
Bard 4/Swashbuckler 1/Monk 1/Ranger 2
Archetypes:Dawn Flower Dervish, Master of Many Styles, Falconer
CG Medium Outsider
Init +6
Trait: Defender of the Society, Fates Favored
Favored Class Bard: +2 to Bard Level for Inspire Courage
--------------------
Defense
--------------------
AC 28, touch 20, flat-footed 22
(+6armor,+2shield,+6Dex,+2Luck,+1Deflection,+1trait)
hp 73
Fort +9, Ref +18, Will +8
--------------------
Offense
--------------------
Speed 30ft.

Unarmed Attack: +17 1d6+4
Unarmed Attack VS Humans: +21 3d6+8

Full Attack Unarmed: +15/+15/+10/+10 1d6+4/Each
Full Attack Unarmed VS Humans: +19/+19/+14/+14 3d6+8/Each

Battle Dance:

Unarmed Attack: +21 1d6+8
Unarmed Attack VS Humans: +25 3d6+12

Full Attack Unarmed: +19/+19/+14/+14 1d6+8/Each
Full Attack Unarmed VS Humans: +23/+23/+18/+18 3d6+12/Each

--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 14, Wis 12, Cha 16
Base Atk +7; CMB +8; CMD 24

Feats:
Swashbuckler Finesse (B)
Improved Unarmed Strike (B)
Two Weapon Fighting (B)
Snake Syle (B)
Flag Bearer (1st)
Weapon Focus Unarmed(3rd)
Combat Reflexes (5th)
Improved Two Weapon Fighting (7th)

Skills: 60 Ranks

Perform Dance +16 (8ranks,3class,3cha,2race) (Acrobatics, Fly)
Stealth +17 (8rank,3class,6Dex)
Perception +12 (8rank,3class,1wis)
Sense Motive +14 (8rank,3class,1wis,2feat)
Survival +12 (8rank,3class,1wis) +1 track, +3 Human tracks
Intimidate +14 (8rank,3class,3cha)
Diplomacy +16 (8rank,3class,3cha,2race)
K. Geography +6 (1rank,3class,2int)
K. Local +6 (1rank,3class,2int)
K. Nature +6 (1rank,3class,2int)
Profession Sailor +5 (1rank,3class,1wis)

---------------------
Racial Abilities
---------------------
•Darkvision: 60 feet
•Celestial Resistance 5acid/5cold/5electricity
•Skilled +2perform/+2diplomacy
•Spell Like Ability: Glitterdust 1/day DC 15

---------------------
Special Abilities
---------------------
Bardic Music 13/13 Rounds Per Day
Panache 3/3
Favored Enemy Human

-------------------------
Gear: Starting Gold 33,000gp, Max Per Item 8,250 Remaining 39gp
-------------------------

+1 Brawling Mithral Kikko 8,030gp
+1 Buckler 2155gp
Belt of Dex +2 4000gp
Ring of Protection +1 2000gp
Amulet Mighty Fist Human Bane 4000gp
Jingasa of the Fortunate Soldier 5000gp
Cloak of Resistance +1 1000gp
Wand of Blade Dash 50chgs 6000gp
Wand of Cure Light 50chgs 750gp
Pathfinder Kit 12gp
Javelin (3) 3gp
Rope 50' 10gp
Grappling Hook 1gp

Backstory:

Alice was born into slavery in the kingdom of Erenon. She was the bastard of a noble man that raped her mother. The birth was kept secret to prevent harm to the nobleman’s reputation. Later on when Alice’s mother tried to user her for leverage to gain money and position the nobleman snapped out of anger. Her killed the mother and took the young girl. The pits always needed more bodies to die for entertainment. Knowing this the man sold Alice for a few coin into the pits. Now even the pits wouldn’t throw a young girl out to die. So Alice was made into a slave girl. She tended to those her master ordered her too, sometimes given as a gift to the victors.

Alice grew into a beautiful woman. The master noticed and started keeping her for himself. Alice continued to do her duty, but she watched and learned from the other gladiators. She wanted more, and more than anything wanted to be free. As time passed she sharpened her skill. She had become quite skilled in combat and the power of seduction. She used the latter to cause an uprising in which the gladiators were able to kill the master and set themselves free. The matter was short lived though, as many were caught trying to flee the city, Alice among them. When it was learned that she caused the revolt, she was sentenced to death in the pits.

It was here her legend was forged. Her beauty was unmatched and so was her skill. What was supposed to be her death sentence turned into her rebirth. She carried a great blue banner embroidered around its edges with the words, “Freedom for all.” She would plant the flag and start a dance. What was first thought to be a simple dance of seduction to throw off here enemy, turned out to be much more. She would spin and leap landing kicks, knees and elbows to her enemy. Her attacks were fast and relentless. Her enemy’s best efforts were often deflected away with ease. She started to amass fame. She was often sought out by other nobles who wished to lay with a champion. It was one of these encounters that led to her freedom.

It was a night like many others. A noble came and paid for the pleasure of here company, but this time Alice was ready. She had dinner and drink with the man. After when things started to become intimate, she made her move. She subdued the man. She took up a dagger and shaved here head. She changed and disguised herself to look like a man. She stole what money and precious things she could. She then made her way to the docks. There she proclaimed that she had made some unsavory types mad by winning a bet or two. She bargained for transport. A few days on the ship passed she seemed to be in the clear, but the captain was quite perceptive. He noticed the way she carried herself and called some men. The men took Alice and when the captain opened her shirt his theory was proven. She had become a slave again.

The captain kept her around. She was good for the morale of the men.. She picked up duties and learned her way around a ship a bit. She was always planning though for her next escape. It was a few months before an opportunity presented itself. She knew she couldn’t go back to Erenon, so she had to wait till the summer. It was then they would sail and trade with the other kingdoms. The time finally came. They had sailed to off the coast of Amerys. The ship changed their sails and flew different colors as Amerys had abolished slavery and didn’t want to trade with those still in support of it. Alice waited till the captain and a few others went to shore to make trade. She slept that day and waited till night. She knew the captain and the ones that went inland would be drinking and staying inland tonight. This also would mean the ones on the boat would shirk off their duties and probably be drinking as well. She easily overtook any in her way. She took the other boat and made her way inland.

She couldn’t believe it. She had made it to Amerys, a kingdom where slavery is illegal. She took what money she had taken from the ship and got a place for the night. She soon found work at at a local inn. She served during the day and danced at night. She earned a lot of gold here from drunken sailors. It was now she wanted more. She had made freedom possible for herself, but there were so many more not free. She seeks to join the army of the freeland and work to make a difference.

Hope Alice is what your looking for. Meatshield, check. Decent AC, but can also parry up to 3 attacks. This makes here pretty survivable and she has the ability to deal out good damage. She is ok at survival and tracking and has a Falcon friend to aid her. I will stat up the bird and do spells and make an alias if selected. Thanks for the consideration. Oh also as you can see I'm on the boards offten as I tried to get into this game almost 2 years ago. So if your looking for someone to stick around then here I am :)

Sczarni

Just an FYI, Ahse, favored enemy still uses the PF base race tp consider, so it will not work 100% of the time.

It'd be too cheesey otherwise. Also, I don;t like surprising my players in game that their build doesn't work based on my rulings. I only do that with rules.


Gave up on the Cavalier here, so working on a Brawler in its place from the Advanced Class Guide.


Rolling HP:

Lvl 1: 10
Lvl 2-8 1: 7d10 ⇒ (5, 10, 2, 8, 6, 4, 7) = 42
lvl 2-8 2: 7d10 ⇒ (10, 9, 8, 10, 5, 2, 2) = 46

HP = 10+46+24 = 80


Rolling HP.
Lvl 1 10
Lvl 2-8 (1): 7d10 ⇒ (4, 10, 1, 10, 1, 3, 3) = 32
Lvl 2-8 (2): 7d10 ⇒ (5, 4, 6, 7, 3, 8, 2) = 35

Eh, 7 under average.

Norvallen Prototype:

Norvallen
Male Human Brawler (Steel-Breaker) 8
NG Medium humanoid (human)
Init +9; Senses Perception +14
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Defense
--------------------
AC 27, touch 21, flat-footed 21 (+6 armor, +6 Dex, +3 dodge, +2 deflection)
hp 75 (8d10(45)+30)
Fort +9, Ref +13, Will +5
Defensive Abilities +5 racial bonus on Con checks to Stabilize while dying. -20 HP to die.
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Offense
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Speed 30 ft.
Melee Agile Unarmed Strike +1 +16/+11 (1d10+8/x2, B)
--Flurry +14/+14/+9/+9 (1d10+8/x2)
Special Attacks Knockout (1/1 Fort DC: 21), Brawler's Flurry, Pummeling Style, Exploit Weakness
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 16, Int 13, Wis 16, Cha 13
(Starting: Str 14, Dex 18, Con 16, Int 13, Wis 16, Cha 11)
Base Atk +8; CMB +10(+15 WFinesse, +17 Disarm, +18 Sunder); CMD 29(31 Disarm, 32 Sunder)
Feats Weapon Finesse, Dodge, Combat Expertise, Combat Reflexes, Crane Style, Crane Wing, Combat Style Master, Pummeling Style
Traits Know the Land, Reactionary
Skills Acrobatics +18, Climb +8, Escape Artist +11, Knowledge(Engineering) +5, Knowledge(Local) +5, Perception +14, Profession(Sailor) +14, Sense Motive +7, Survival +19, Swim +8
Languages Common, +1
Combat Gear: Mithral Chain Shirt +2, Ring of Protection +2, Belt of Dexterity +2, Agile Amulet of Mighty Fists +1, Cape of the Swashbuckler, Wand of Cure Light Wounds
Other Gear: In Progress
Wealth: 650 GP
--------------------
Special Abilities
--------------------
Favored Class Bonus: 6 HP, 2 Skill Ranks
Alternate Racial Trait:
Heart of the Wilderness: Gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Martial Flexibility (7/7): For 1 minute, gain a Combat Feat you have prerequisites for. Swift Action for 1 Feat. Move Action for 2 Feats. Number of feats per day is 3+1/2 Brawler level.
Martial Training: Brawler levels count for Fighter or Monk for feats, and for extras concerning Fights and Monks regarding feats and magic items.
Unarmed Strike: Gain Improved Unarmed Strike as a bonus feat. 1d10 dmg
Bonus Combat Feats: 2nd level and every 3 levels thereafter, gain a bonus combat feat that must improve defenses or melee attacks. (Also retrain possible)
Brawler's Flurry: Full-Attack Action. Gain Two-Weapon Fighting and Improved Two-Weapon Fighting with unarmed strikes, weapons from close fighter weapon group, or monk special feature weapons. Does not need to use two different weapons to use this ability. Applies full Strength modifier to damage rolls for all attacks made with brawler's flurry. Can substitute disarm, sunder, and trip combat manuevers for unarmed attacks as a part of brawler's flurry.
Sunder Training: +3 to Sunder Checks and CMDs vs Sunder. +2 to Disarm Checks and CMDs vs Disarm.
AC Bonus: +1 Dodge bonus to AC and CMD. Increases by one at 9th, 13th, and 18th levels. Loose bonus while immobilized, helpless, wearing medium/heavy armor, using shield, or carrying medium/heavy load.
Knockout: Once per day. Announce before making attack roll. If attack hits and target takes damage from the blow, target must succeed against Fort Saving Throw of 21 (10+1/2 Brawler Levels+Dex) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. 10th level, 2/day. 16th level, 3/day.
Exploit Weakness: Swift Action for Wisdom Check, adding brawler level against a DC of 10+object hardness or target's Cr. Success, brawler gains +2 bonus on attack rolls until the end of their turn, and any attacks they make until the end of their turn ignore the creature or object's DR or hardness. Or the Brawler can instead use this ability as a Swift Action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive Checks, Reflex Saving Throws, and a Dodge Bonus to AC against that creature equaling 1/2 brawler level until the start of their next turn.
Close Weapon Mastery: Wielding a Fighter's Close Weapon, use unarmed strike damage 4 levels lower instead of base damage. (1d8)
Crane Style + Wing: -2 Penalty on attack rolls for fighting defensively. While using the style and fighting defensively or total defense action, gain an additional +1 dodge bonus to AC. Once per round while fighting defensively with at least one hand free, before the roll is made +4 dodge bonus to AC against that attack. In Total Defense, deflect one melee attack that would normally hit you. Must be aware of the attack and not flat-footed.
Pummeling Style: As a full-round action, make a number of attacks you can make with a full attack or Flurry with the normal attack bonus for each attack. For each roll that hits, deal normal amount of damage adding it to any damage the attack has already dealt from previous rolls. If any attacks are critical threats, make one confirmation roll for the entire attack at your highest base bonus. If it succeeds, the entire attack is a confirmed critical hit.


27 AC is at the lower end of the spectrum, but there are ways to boost his AC in combat. Crane Style feats let me use Defensive Fighting for a +3 bonus, at a -2 attack penalty then boosted further with Combat Expertise. Exploit Weakness can let me add +4 more against one target. Decent Initiative to help start first. Decent Initiative and Perception to attempt to go first or at least early. Further Martial Flexibility makes things interesting, allowing to get certain combat feats on the fly for a bit.
A Sailor, a survivalist, and a brawler. Not completely done yet, as I still need to fill out his non-magical inventory, and flesh out the back story more and make it more ledgible.
Backstory v1:

In any other time of history, Norvallen would have been a pirate. He can sail, survive off the sea and land, loves to drink and brawl, and has a mighty fine time with it all. But this isn't any other time, and Amerys called to serve, which Norvallen served cheerfully. He has sailed ships attacking slavers, seeing the atrocities done to their victims, and it lit a cause in his heart. Even turning 22, and being released from the service for a number of years, Norvallen is more then willing to join any service or cause to cause more havoc against those wretches.
One thing weighs on Norvallen's mind, a victim he failed to save and promised he would come back to free. The fair Erana, trained as a bed slave and healer, Norvallen was smitten by the lady but the situation turned sour before he could attempt to rescue her. He has made a vow to find her and take her free those lands, even if she is already dead, he'll still carry her away.


Dotting for interest. Will post again when character is complete. I'll be making a monk.

Rolls:

Set 1
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (1, 3) + 6 = 10

Set 2
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 5) + 6 = 15

Clearly taking the 2nd set.

HP 2: 2d8 ⇒ (7, 2) = 9
HP 3: 2d8 ⇒ (6, 5) = 11
HP 4: 2d8 ⇒ (6, 7) = 13
HP 5: 2d8 ⇒ (4, 4) = 8
HP 6: 2d8 ⇒ (6, 8) = 14
HP 7: 2d8 ⇒ (4, 2) = 6
HP 8: 2d8 ⇒ (6, 7) = 13

Liberty's Edge

I'll be dropping out of this one. Best of luck guys.


Ok, crunch and backstory mostly done (it's in this profile. Will make an alias if chosen). Still need to buy some mundane items.

Kaladin's AC is 28, but I bought a pearl of power 1 in the hopes that I could get the wizard to cast Mage Armor for another +4, but I'm not really sure how that would interact with the low magic nature of the campaign.


Looking good everybody. I look forward to the rest of your characters.

Buying items for me? Not that I'm complaining, but why would a non spellcaster have that?


So two monks already :)

Nice crunch so far :)


no problem on that. I guessed as much, I wasn't going to take the Ranger level, but none of the other classes I was dipping had survival and you guys wanted a tracker so falconer seemed to fit okay. I think my build will be fine. Even without the bonus I will be at +19/+19/+14/+14 so I'm not worried about the bonus.


I will be bowing out. Best of luck.


Mortimer Talinth wrote:

Looking good everybody. I look forward to the rest of your characters.

Buying items for me? Not that I'm complaining, but why would a non spellcaster have that?

As I said, it's in the hopes of getting you to cast Mage Armor on me for an extra +4 AC. I mean, I suppose I could ask for that anyway, but it seems polite/better to include a pearl of power, so you're not expending a spell slot on me. Hmmm, although looking at it, you don't have Mage Armor on your spell list (I guess I missed your response to the DM saying you'd get a wand of it), so I could also grab a scroll of it and pay for copying it into your spell book. But then you'd have to prepare it anyway, so it might still be a waste of your spell slot. Hmmm....

Also, as I said, I'm not really sure how all that would interact with the low-magic nature of the campaign. I would imagine it would only make sense if he were told ahead of time that he'd be working with a wizard, and decided to pick it up then, having heard rumors that this strange rock could be used by wizards to make your skin tougher and more rock-like.

I also bought a wand of CLW for the oracle, but the reasoning behind that should be obvious.

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