GM Kip |
Join Quinn and Brayken in tracking down the Bandits that raided Kassen's Crypt!
This campaign is following on from a Crypt of the Everflame PBP but some of the players have decided not to continue. So I'm looking for 2-3 characters.
Character Creation
Level: 3 (average +1 for hp above 1st level.)
Point Buy: 20 points
Classes: Core, (archetypes, feats and spells from the APG are allowed. If you really want to use something from another book run it past me and I'll probably ok it.)
Races: Core
Traits: None
Alignments: No evil
Starting Gold: 3000gp
The continuing characters are a Rogue and a Fighter.
Your Character has grown up in or has recently made their way to Kassen a town on the border of Nirmathas and Lastwall. There you've been contracted by a Pathfinder named Cygar to track down some bandits that raided Kassen's Crypt a few months ago and recover the artefacts they stole.
GM Kip |
I would love to play a gnome illusionist wizard. I can try to have something up for crunch in the morning.
I'm very interested. I have a reach cleric who can assist the current two melee guys and sit on the second row buffing/healing them. I'll post him this evening.
Sage Sorcerer? The Sorcerer is a Core class, Sage is a bloodline from UM.
The Sage Bloodline is fine.
These all sound great. I'm looking forward to seeing the builds.
Jman72 |
Human Cleric (evangelist) of Desna 2/fighter 1
CG Medium humanoid (human)
Init +4; Senses Perception +2
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 26 (3 HD; 2d8+1d10+6)
Fort +6, Ref +4, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+2/19-20) or
morningstar +4 (1d8+2)
Ranged mwk composite longbow +7 (1d8+2/×3)
Special Attacks countersong, fascinate, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—bit of luck
Cleric (Evangelist) Spells Prepared (CL 2nd; concentration +4)
1st—bless, divine favor, shield of faith, true strike[D]
0 (at will)—create water, guidance, light, mending
D Domain spell; Domain Luck
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Statistics
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Str 14, Dex 18, Con 12, Int 7, Wis 14, Cha 12
Base Atk +2; CMB +4; CMD 18
Feats Lingering Performance[APG], Point-blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +1 (-3 to jump), Climb +3, Heal +7, Knowledge (religion) +2, Sense Motive +6, Swim +3
Languages Common, Varisian
SQ public speaker, spontaneous casting
Combat Gear scroll of bless x2, comprehend languages x2, divine favor x2, obscuring mist x2, protection from evil x4, shield of faith x2, wand of cure light wounds; Other Gear kikko armor, arrows (60), blunt arrows (20), dagger, morningstar, mwk composite longbow (+2 Str), Masterwork Backpack, Healer's Kit (10/10), Minor Bag of Holding Type One
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Special Abilities
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Bardic Performance: Fascinate (1 targets, DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bit of Luck (5/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric (Evangelist) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot
Public Speaker (-3 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sermonic Performance (standard action, 7 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
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I went with a ranged/support cleric instead. It looks like the fighter and rogue have the melee deal held down pretty well. I bought a wand of CLW and a few utility scrolls to aid the group. I also took the evangelist archetype (If you are OK with this GM) to pick up inspire courage for the group. He also has the luck domain to assist the fighter if he needs help hitting or to assist the rogue with tricky skill checks. I think he is a good guy for the current group. He can also lay down some decent damage when called upon:
Mswk Composite Longbow w/ PBS/Rapid Shot/Inspire Courage +7/+7 1d8+4/1d8+4 (Add +1 to hit and damage if Divine Favor is cast)
Let me know what you guys think! He is a Cleric of Desna for now, but can change for group needs.
GM Kip |
Wow, you've certainly got a lot going on there Jman72. I like it though. The evangelist archetype is ok. Is the character going to have an eastern background or mentor? I've just noticed the Kikko armor and was wondering how that fits.
I'm still looking forward to seeing the submissions from Jaime and Zomblisham.
Jaime Sommers |
Hello GM, here's my submission for the Sage Sorceress:
Deirdre "Dee" Elendir
APPEARANCE
Dee is quite unusual for an elf. Her childhood experiences have changed her significantly: she lost her parents in an ambush while she was still very young, and she was rescued by a human couple, the Woodsons, who adopted her and raised her as their own child for ten years in a farm just outside Kassen. She became very attached to George and Henry, their young twins: the three children shared food, play, siblings' quarrels and siblings' unwavering camaraderie. When George and Henry celebrated their sixteenth birthday, with no apparent reason whatsoever (or at least, no reason that Dee would understand until she became much, much older) their mother decided that it was time for Dee to go back to her own people, to learn of their ways and explore her true heritage, including her innate magic. She was therefore brought to an elf colony and remained there for the next eighty years, but the memory of those amazing days in Kassen have stayed with her, and she became almost obsessed with anything human-related. As soon as she became an adult, she decided to go back to Kassen; even though George and Henry were probably dead by now, she wanted to find her own place in a human community, where she feels she ultimately belongs. Her positive and adventurous spirit and her magic power have brought her to Cygar's attention: she accepted his offer gladly, since she sees the Pathfinders as a shining example of a dedicated, successful human community.
Deirdre "Dee" Elendir
Sage Sorceress 3
NG Elf
Init +3 Perception +6
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Defense
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AC 13, touch 13, flat footed 10
CMB 1 CMD 13
HP (6+1)+3 + (4+1)*2 =20
Fort 3, Reflex 5, Will 5 (immune magic sleep, +2 racial saving throw bonus against enchantment spells and effects)
Concentration +6
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Offense
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BAB +1
Speed 30 ft
Ranged +4
Melee +1
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Statistics
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Str 11, Dex (14+2 racial)=16, Con (14-2 racial)=12, Int (15+2 racial)=17, Wis 12, Cha 10
Languages Common, Elven, Celestial, Draconic, Sylvan
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Feats
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Free: Eschew Materials
1- Toughness
3- Spell focus: Conjuration
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Traits
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None
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Skills
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Skill points: (2+3+1 fav. class)*3=18
(class skill+charact.+skill ranks+miscell)
Acrobatics* (dex) 0+3+1=4
Appraise (int) 3+3+1=7
Bluff (Cha)
Climb* (Str) 0+0+1=1
Craft (Int)
Diplomacy (Cha)
Disguise (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) (Int) 3+3+3+2=11
Knowledge (dungeoneering) (Int)
Knowledge (nature) (Int)
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Linguistics (Int)
Perception (Wis) 0+1+3+2 racial=6
Profession (Wis)
Ride* (Dex) 0+3+1=4
Sense Motive (Wis)
Spellcraft (Int) 3+3+3+2=11 (+2 to identify the properties of magic items)
Stealth* (Dex) 0+3+1=4
Survival (Wis)
Swim* (Str) 0+0+1=1
Use Magic Device (Cha) 3+0+3=6
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Gear
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(3000 gp)
Masterwork Composite Longbow + 40 arrows 404 gp
Masterwork Longsword 315 gp
Silver dagger 22 gp
Cloak of resistance +1 1000 gp
SORCERER'S KIT Price 8 gp; Weight 19 lbs. (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin).
1 wand of Shield 750 gp
5 scrolls of Burning Hands 125 gp
2 potions of CLW 100 gp
2 scrolls of Mending 25 gp
1 Acid Flask 10 gp (focus x Acid Splash)
1 Alchemist Fire 20 gp
2 pounds of flour 4 cp
Blanket, winter 5 sp 3 lbs
Signal whistle 8 sp
Explorer's outfit 8 gp
Scholar's outfit 5 gp
TOT: 2.793,34 gp // 206,66 gp remaining
Caster Level: 3 (+2 racial against SR)
Level_____Known_____________Available slots per day
0_____________5__________________n/a
1_____________3__________________5+1
Spells known
Cantrips: Acid splash / Detect Magic / Dancing Lights / Ghost sound / Message
Level 1: Mage Armor, Color Spray (DC 14), Grease (DC 15)
Racial
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Bloodline (Wildblooded: Sage)
Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Bloodline Powers: Your preferred focus is a bolt of mind-spun magic.
Arcane Bolt (6/day, 1d4+1) (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces arcane bond.
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Your feedback will be appreciated. Thanks for your consideration.
Samuel Soulkeeper |
I think it would be fair to know Samuel has finally decided to follow up the search even after his son and wife perished recently in the Crypt.
It was my fault at first I told Kip I was not following up the module but recently changed my mind.
This is a kind group and GM, and I recommend to join us for anyone willing to have a pleasant group RP experience :)
There are still a couple of spots to fill in, mainly a support/healer or/and a social/skills character. And yes, in my opinion melee is well covered, and there might be more space for some ranged backup.
DoubleGold |
No, however, I did hand out chronicle sheets at the end of Crypt of the Everflame as if people had played pregens and I will most likely do the same for this game.
cool, making my sorcerer now. I have to make him very similar to the pfs chracter I already have as if the character himself went through it. As the pfs character I have went through crypt and I want this character to have that same feel as that other character I have. I hope you can take a sorcerer.
Mordack Dunstar |
here is Mordack Dunstar, I copied and pasted everything from my pfs character Mordack. The only thing I had to change was gear, because pfs gives out a lot more gear than the normal advancement.
If I have a feat or trait or anything that is not core, it is only because I just copied an pasted everything and I wanted the character to have the same feel.
Edit: Just realized there are no traits as for your rules, so I deleted my traits and adjusted the new characters stats accordingly.
IronHelixx |
Hey, Guys:
First off, Thank you for running these games GM Kip.
I realize there has been some confusion on applying PFS credit for Sanctioned modules in the past. There was some effort to clear that up in the last PFS Guide.
On page 29-30 of the current guide you can find the rules for applying credit for PFS Sanctioned Modules and Adventure Paths.
For Sanctioned Modules you must play legal PFS PCs to get PFS credit, you cannot play non-legal PCs and apply credit as if you played a pre-gen. That is not legal.
So, if you wish to play the module for PFS credit you will need to use legal PFS PCs and run according to the Guide to Organized play.
If you have any questions/concerns, please feel free to email us at PFSOnlineVOs@GMail.com.
Have fun,
- Jesse [IronHelixx]
PFS VC, Online Play
No, however, I did hand out chronicle sheets at the end of Crypt of the Everflame as if people had played pregens and I will most likely do the same for this game.
GM Kip |
Ah my bad. Perhaps I don't have the most up to date guide. I'll download the new one.
I will talk to my current players and see what they wish to do.
-Roll up there characters as legal PFS characters
Or
-Play the module without PFS credit.
Once I have a consensus I'll start a new recruitment thread and put a link here.