Kaer Magan Chronicles - The Godsmouth Heresy


Recruitment

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No one knows who carved the cyclopean faces that perch on the cliffs below the city of Kaer Maga, gazing sternly upon the lands of Varisia below. Some say these visages depict the legendary Runelords of Thassilon, while others claim they represent deities far more ancient than the upstart gods of modern Avistan. Their depths are still unplumbed, their mystery still unsolved, for when you venture inside the mouth of a god, who knows what you might find?

Hello, everyone, and welcome to the recruitment thread for a PbP adventure beginning with the module The Godsmouth Heresy.

I’d like to make applying as easy on you (and, frankly, me) as possible. So I’m not asking for a full-blown backstory or completely fleshed out crunch. I’d just like a taste or sample of your character, by your answering the questions below.

Character Creation Guidlines:

These are just for reference. You can go ahead and build out a character if you want, but it’s not required for your application.

1) 20-Point Buy, 1st Level

2) Paizo races only. I’d prefer core and featured races, but I’m open to uncommon races (particularly for a game set in Kaer Maga) if the story and concept is interesting.

3) Choose two traits. You can't have more than one of each type of trait (regional, combat, faith, etc.) 

4) I'd prefer no evil alignments, but if it makes sense for your backstory AND you can play relatively well with others, I'll allow it.

5) Max HP at first level

6) Max starting gold for your class

No 3pp material will be allowed. I apologize if that causes any character development issues.


Backstory Questions:


1. Are you from Kaer Maga or a visitor there? 

2. What traits have you chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices. 

3. What will your character contribute to the party mechanically, in and/or out of combat?

The More You Know:

Ideally, this game will continue beyond this initial module, following our newly formed party in their exploration and adventures in the wonderfully rich city of Kaer Maga.

I'm looking for 4 or 5 players. Because of this small number, it's important to have all four roles filled - martial, arcane, divine and skills. If you want a better shot of getting picked, don't apply with a character that already has a lot of applicants in that role.

I'm looking for at least one post per day, more if possible. If you can't post, just let us know. During combat, if you go 24 hours without a post, your actions will be botted.

If you lower an ability score to 8, there will be roleplaying consequences and should affect how you play your character. No score may be lower than 8.


Recruitment will be open until I feel like I have enough characters/players to choose from - I'm not certain when that will be, so get the apps in sooner, rather than later.
I look forward to seeing what everyone comes up with!


You didn't mention approved/unapproved classes. Might the Vigilante Playtest be allowed?

Liberty's Edge

Ok, I will try something new here. I hope you find it interesting.

Quote:

She is a simple Halfling maid, helping and cleaning at the "Price of Freedom" the well-respected fighting school on The bottoms on Kaer Maga. She is well like, if mostly ignored.

But sometimes she disappears, sometimes only a night, and sometimes for days at a time. And then "The Rose" appears, a freedom fighter sporting the symbol and blessings of the godess Milani!

My character would be a Halfling Vigilante (using the new Ultimate Intrigue Playtest Class) using the Zealot option.

Her traits would be Freedom Fighter (of course) and Augmented Disguise (to help with her "costume" when in her "Rose" persona).
The good part, she can be a "Face" for the group, a mysterious leader helping them navigate Kaer Maga. A secondary divine and skill PC.
The bad part... she would be a face, a secondary divine PC, but she won't really fit in the "martial, arcane, divine and skills" box.
I am easily do the "one post per day".
No abilities below 10.
Hope you like her.


I'm looking to keep it simple and as far away from my last few characters as possible, so I'd be looking to play a Catfolk Sorcerer, something I've wanted to play with for a while. I don't have solid details beyond the rough concept yet, but I will be starting to construct something more formal after I post this. I haven't decided on traits or the other details just yet, but I see her using divination spells balanced with enough blasting to be useful in a fight.

Rough Cut Backstory:
She's arrived in KM to flee persecution from her former chieftain, who was threatened by her natural magical talent, and is hoping to form bonds with a new "tribe." She is young and impetuous, but display's her people's typical curiosity.

UPDATE -
While she's not extremely religious, she has prayed to Desna and been granted a boon in the form of the Wanderer's Shroud religious trait. This has protected her from the chieftain's attempts to locate her and given her the freedom needed to find her own path in the world.

UPDATE THE SECOND -
Being on the run has resulted in her becoming justifiably suspicious of others. Her second trait will be Outcast's Intuition.


Tentatively dotting in for interest. I'll give it the rest of the evening to see what trends are in submissions, then come up with a character to shore up weaknesses in the submission list.


Might I present Attikus Blanc Ratfolk Conjuror who sanded a famous wizards tower from flames, and was rewarded with knowledge.


Pathfinder Adventure Path Subscriber

I give you Didier aka the Horned One.

Didier:

Didier aka the Horned One
Male Tiefling Inquisitor 1 (Sarenrae)
CG outsider ( native )
Initiative +2; Perception +7
--------------------
Defense
--------------------
AC 17/19, Touch 12, Flat-Footed 15
HP 10
Fort +3, Ref +2, Will +4
Speed 30 ft.
--------------------
Offense
-------------------
Crossbow, light +2 1d8 19-20 *2
Mace, light +2 1d6+2 20 *2
Scimitar +2 1d6+2 18-20 *2
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 13, Wis 14, Cha 12
Base +0, CMB +2, CMD 14
Feats
Armor of the Pit
Traits
Seeker
Truth’s Agent
Skills
Acrobatics 0+2=2, Appraise 0+1=1, Bluff 1+8=9, Climb 0+2=2, Diplomacy 1+5=6, Disguise 0+1=1, Escape Artist 0+2=2, Fly 0+2=2, Heal 0+2=2, Intimidate 0+2=2, Knowledge Arcana 1+4=5, Knowledge Local 1+5=6 Knowledge Religion 1+4=5 Perception 1+6=7, Perform 0+1=1, Ride 0+2=2, Sense Motive 1+6=7, Spellcraft 1+4=5, Stealth 0+2=2, Survival 0+2=2, Swim 0+2=2
Languages
Abyssal, Common, Infernal
--------------------
Equipment
Backpack, Bedroll, Blanket, winter, Bolts (20), Chalk, Crossbow, Light, Mace, Light, Pouch, belt, Rations, trail 5 days, Rope, silk (50 ft.), Shield, heavy wooden, Studded leather, Waterskin ( water )
--------------------
Spells
Detect Magic, Disrupt Undead, Read Magic, Stabilize
Cure Light Wounds, Shield of Faith
--------------------
Special
Inquisitor
Domain Fire, Fire Bolt 5/day, Judgement 1/day, Monster Lore, Orisons, Stern Gaze
Tiefling
Beguiling Liar, Darkvision 60ft, Electricity resistance 5, Fire resistance 5, Scaled Skin, Soul Seer

Backstory:

Didier was born in Kaer Maga 18 years ago after an exotic union, his father, a human with some devilish blood laid with his mother, a whore from the Hospice district. At his birth, 9 months later, it became obvious that he wasn’t a normal boy. Small horns atop his head and eyes the color of blood with a dark center revealed his heritage. His mother raised him the best she could but it wasn’t much. At an early age he begged for food and later even became a thief of sorts.
He became an orphan around the age of 9 and lived on the streets. He was 12 years old when he met his mentor. By met I mean I tried to pick his pockets and he caught me. A priest of Sarenrae, he saw potential in me and took me in. He taught me everything I know now and I became a Inquisitor of Sarenrae. With the combination of street smarts and the teachings of Sarenrae I’m ready to start letting the world know who Didier is.

Description:

Tall, well-trained physique. Clean-shaven bold head with 2 small horns. Red eyes view the world with cunning and wisdom beyond his years. A dark cloak over his head hiding his features. Wearing a studded leather, scimitar at his belt, shield on his back.

Backstory Questions:

1. Are you from Kaer Maga or a visitor there? 


Yes, born and raised.

2. What traits have you chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices. 


Through his training as an inquisitor and his personal drive to seek out evil and injustice.

3. What will your character contribute to the party mechanically, in and/or out of combat?

In combat, some damage, healing. Out combat, knowledge/social skills.

I'm open to comments. Thanks for the chance to apply.

Sczarni

I'am thinking of a Half-Elven Wanderer Rogue.


Definitely a kobold knife master rogue.

All your shiny treasures shall be forfeit!


Here is Manny goblin. Fresh out of an apprenticeship from heck and eager to make his mark.(Or at least not become a mark on the floor.) He has lived in Kaer Maga his entire life and his traits reflect hos obsession with mixing items and finding the best spots to poke people with his dagger.

Manny offers healing and scouting right now. When he advances in level, he will brew potions and offer his extracts to his big friends so they stay healthy and in-between him and the monsters.

Silver Crusade

Tywynn grew up a nobles son wanting for nothing in life in fact the most tragic event to happen to Tywynn was the day his mother forgot to pack his lunch. Tywynn is a natural born leader destined for a kushy post among the military elite...However something untapped lurks within him something undiscovered yet familiar.

Tywynn will be a tank/protector and provide a decent amount of healing as well. He will also be a diplomacer


I'm looking to play some unusual concepts if allowable. I've got a masterless familiar (statted with bg [just filling in the derived values and such] but I suspect I'm not picked for the other game since I'm not quite done with the derived numbers), an awakened tiger searching for his captured/dead druid companion, or a lycanthrope. I've got some racemaker one's but I suspect they don't count as paizo.

The familiar and awakened tiger are pure core, except the familiar surviving her master's death of course.


I love Kaer Maga! I'd really like to play one of the Ardoc kids in Kaer Maga. Old enough to have finished his apprenticeship, but bored enough of ten years of repetitive work to want some adventure.
The obvious class is wizard, but I'm actually not sure how well it fits... Will get back to you. Obviously, will need to have Caster Levels and is probably Arcane.


Ok, I think I'm actually going to go ahead and throw my hat in the ring with a summoner. She'll be arcane support as well as providing some physical power.

Question for you, though: do you prefer regular or unchained? I'm fine with, and will build, whichever you prefer, but I'm going to use the unchained version to get started. I'm not going to go too crazy with the eidolon even if I use the regular version; I'm a) not one to go for crazy powergaming, and b) not well versed enough with the class to know all the tricks.

EDIT: Another question. Unchained eidolons have a preset alignment for each base type. The azata type is what would work best for the eidolon I want to make, but azatas have a preset alignment of chaotic good, and my eidolon's outlook is...a bit too single-minded to guarantee that it will always be acting within popular views of that alignment. I won't be disruptive at all, but I'm just wondering how strictly you'd be policing alignment for the eidolon.


Where are these unchained things coming from? This is the second game I've seen this week talking about unchained stuff.


Pathfinder Unchained is a new book that was released last month. It's basically a big collection of optional rules systems that can be included in games based on the needs of players, but one of the big things it included was remakes of a few classes. Monks, rogues, and barbarians got upgrades, while summoners got nerfed because of shenanigans people pulled with them that tended to make them overshadow any party they were with. If you're interested, the SRD has the new classes listed.


Dotting for interest. I'm thinking up a Human Wizard


Cool, thanks. :)


All right, this is Rennai with my character for consideration. I don't have the crunch ready yet, but her story's available for anyone who would like to review.

Lotte is a singer, growing quite popular in the Oriat district, with her performances enhanced by her magical ability. Her constant companion, however, is significantly more mysterious, a human-like figure cloaked in a gold mist, with folded wings evident on its back. The two share one feature - a mask-like mark covering the right half of each one's face, glowing with mysterious gold swirls and runes. On the rare occasions when Lotte is seen without her angel by her side, it's clear to see that the space the glowing marks normally occupy is in fact a port-wine-stain birthmark. The two are rarely seen apart, and her refusal of every suitor and social engagement is widespread gossip in the district.

Introductions:
1) Lotte is a Kaer Maga native, born to two priests of Nethys in the Tarheel Promenade and educated for a time in the Arcanists' circle.
2) Her traits will be Arcane Depth (for Spellcraft) to reflect her childhood raised in the faith of Nethys and her formal education (or what she finished of it, anyway); and Naturally Gifted to reflect her unusual innate magic ability (which she, and her family, believe to be a gift granted at birth by Nethys).
3) She will provide arcane utility, with spell choices still to be determined, but based on what the party will need; she will also potentially take some item creation feats if the opportunity presents itself. Her eidolon will provide some melee power.


Wil Ardoc is a fourth generation golemcrafter, born and bred in Bis, and the youngest Journeyman in family history. He was taught Alchemical symbols and planar conjunctions along with his numbers and letters. His father started teaching him craft details when he was a kid. He started his apprenticeship at ten. He made journeyman at 17.

He grew up spending most of his time in a gang of kids - pretty much standard for Kaer Maga - and participated in petty theft, pranks, one-upmanship and hijinks. Most of his companions outgrew it when they settled down to their apprenticeships, but Wil kept at it as he could - which was not much given how hard apprentices worked.

The Ardoc rule was : you were an Apprentice until you made a Construct, then you were a Journeyman. Apprentices couldn't marry, and didn't get a voice in the family - they were children, sometimes forever if they lacked the talent to succeed. Wil was a rebellious - if gifted - child, and that did not go down well. Apprentices were forced to save money and spend their own "spare" time assembling a Golem, and most had a body built long before they had the ability to animate it. Wil was one of these. One dark night he finished his construct's body. He was exhausted, angry, drunk, high, and just wanted to go out on the town. When he woke up he'd animated his construct while black out drunk. Or, as he told the family 'in a fit of inspiration while studying Jikstra runic inscriptions'.

So, here he is at seventeen, a Journeyman. A Golemcrafter with one Golem and no way to make more. An Ardoc looking to get out from under the family while not actually having to move out of home. Looking down the prospect of forty more years of boring, repetitive work before he could do anything interesting... Or, he could become an Adventurer.

Wil is a Construct Rider Trap Breaker Alchemist


1. Born and Bred, baby!
2. Hedge Magician: born and trained by those who build magic items. Even though he can't actually build any - yet - it makes a lot of sense.
Inspired: Relentlessly optimistic and militantly multi-pantheistic Wil figures as long as he's paying protection to all the gods he's golden. When he needs help at something, there's going to be some god to help him out. He has a tendency to go for the really obscure gods on the theory that while they may not be as powerful they're probably a lot more grateful.
3. Wil's the Skill roll. Human, heaps of skill points & the trapfinder archetype means he'll have the skill to fill the need.
In combat he's dual purpose - his Mount (Construct Rider Archetype) gives a decent melee combat ability, while Wil has Bombs to make him a ranged combatant. While he's not got much in the way of Extracts (lessened by Construct Rider Archetype), he's got enough to still give himself an edge.
Assuming the game makes it to fourth level, he'll get Craft Construct, and be able to help out a bit more with flanking as well.


Wow. There are some great submissions here.

So, it looks like I should have put some restrictions in place - there are some books I don't have access to, so I'm not familiar with some of the classes presented.

No one has to change their submission, as I'm picking on flavor more than crunch, but I may need some guidance once the game the begins. Thanks again for all the great submissions so far!


If you haven't seen it yet and want it for reference beforehand,here is the unchained summoner. I'm glad to use whichever you prefer and are more comfortable with.


I don't really care for PFS, but if this is a non-PFS game then I'd like to submit. I'm likely thinking a Slayer, going into Inspired Blade Swashbuckler for a few levels. On a final note, what are your thoughts on firearms?


I would need to retool this characters stats, but I would like to get into this game. All of her information is on her profile. But here is her backstory.

The Story of Jane:

Louisiana Jane comes from a wealthy trading family located in Cassomir. They made most of their money generations ago and have been living off of the deals that their ancestors made. The family hasn’t fallen on hard times, but the coffers are almost empty.

Louisiana was tutored in the finer subjects during her youth. She struggled at mathematics and religion but she excelled on history and chemistry. Guess that’s what lead her to tinker with alchemy. As she grew her parents wanted her to focus more on the business of trading and selling widgets and gadgets. She was able to pawn off most of the responsibility on her younger siblings and retreat back into her lab with her pet flying squirrel, Data and that’s what she likes to do. Hang out in her lab mixing potions and dreaming about adventure.

That all changed when Louisiana’s family tried to get her to marry some rich merchant from Qadira to seal a trading contract. As soon as Louisiana found out, she snatched some money from her parents, grabbed Data and snuck out.

Since then, she has been gathering trinkets and stuff she needs for adventure. Though, the world is not as gentle as she thought it would be, she had has to turn her chemical concoctions against more than one over sided jerk trying to have his way. She has grown a little tough, but she has also grown more adventurous. She heard about the opening of the Necropolis in Wati and headed down to find more adventure. Upon arriving, she was turned away for her bookish looks.


Here is the masterless familiar Zizi. Needs to be adapted to this game, but the BG is there in the profile. Still need to clean up the sheet though since I stopped in the middle.

Basically her master died and she somehow survived. She believes her master to be soul trapped and is now preparing herself to rescue him.

I need to make minor adjustments, change a campaign trait, change the 3pp archtype, get rid of the unchained stuff, fill in the derived numbers, etc. Was built on 20 point buy though, so you can see what the stats will be.

BG questions,
1) Zizi is a visitor here. She left Absalom to travel in search of clues about the group that killed her master and presumably still has her master. She also searches for knowledge and ways that will help her succeed.

2) Skeptic was chosen as she has first hand experience with magic and a great wizard who used multiple styles of casting (was a wizard and bard classwise) who did things differently depending on audience. I haven't chosen the other trait yet.

3) Zizi is amazing at stealth. Sorcerers can learn other spells outside their spelllist through study, so I figure that given her BG, she could easily know a couple bard spells including cure light. So during a fight she will likely snipe with ray of frost and sometimes using cure on the others. I plan on taking rogue at second level which will enhance her for the scouting role and she will have knowledge about various subjects, not to mention some suppirt magic.

I will only take a rogue level rarely, so she will be the sneaky yet knowledgable spellcaster. I'd be willing to respec as bard or oracle if that fits better to fill some desired role.


I'm thinking Shy'mon. Again a local lad who's grown up totally intrigued by and delighting in the undead that wander KM.

The twist is that he's a cleric of a god not normally associated with undeath, so there's a bit of guilt/ ambiguity in him, anywhere other than KM and he'd be in real trouble for his dabbling. here it's considered a little strange but allowed to go unchecked for now...

basic crunch:
human. s 8 d 12 c 14 i 10 w 16 ch 16 feats - command undead and versatile channel. deity - open to interesting/flavourful suggestions. traits - deathspeaker and unsure about 2nd.


Dang, I had an idea for a troll diviner/oracle. Hmm, let's see what else can be done...

Silver Crusade

ok so not sure if i get any bonus points for being one of the people that expressed interest in the initial interest check and voted for this AP. but just in case... :P

this is my character that i have been wanting to play in this AP for AGES!!

her name is Bertha she is a Sorcerer and a worshiper of Urgathoa. SHe is born and raised in Kaer Maga to a noble family. She has the undead bloodline and has a knack for dealing with undead. Later on she is going to spec into Bloatmage. Mechanically she summons undead in particular a skeleton who is her sister called Bloody Mary check the detailed background for more info.

Background:

Bertha was raised by a wealthy family she never wanted for anything, she had servents (undead ones or twice born as they are known in Kaer Maga) to look after her. She was always a jolly child who enjoyed food most of all in life. The only thing Bertha ever wanted was a sister, and Bertha wasn't very used to hearing no. Her father was a merchant and her mother was a head of a large social club, both were extremely busy and didnt spend much time with Bertha or each other and had no desire to have any more children.

So Bertha Deciced to take matters into her own hands, one day she went out into the streets and befriended a young street urchin. Her name was Mary, Bertha invited mary back to her house to play and have tea and scones and bertha promised to feed her as long as she played with bertha. Mary hadn't eaten in days so she couldn't refuse.

Everything was going well at the play date, until Mary became very dizzy and nauseous, Bertha had slipped some poison into Mary's tea while she was distracted. Bertha had her zombie Servants bury Mary in the garden. and from that day on when ever Bertha felt like company she would summon marry who was a bloody skeleton hence "Bloody Marry".

Now Bertha has grown up she is not a concerned with the company although she does summon mary from time to time but these days she is more concerned with finding mary a husband. When ever Bertha thinks she finds a suitable companion she summons mary but so far no one has hung around to meet her properly.

ok so she is a bit loopy, she's not crazy and she's not evil. The best way to describe Bertha is a twisted mrs doubtfire :P she is very charasmatic and enjoys conversing over tea and scones.... she loves her scones.

Appearance wise she is about 5'5" and she weighs about 100kg (220ish pounds). she has light brown shoulder length hair and a fair complexion and green eyes. She always dresses immaculately as a lady of her station would. She is a fan of the opera and is a devout follower of Urgathoa.

stats:

Bertha
Female aasimar sorcerer 1
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +0, Ref +1, Will +4
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee sickle +0 (1d6)
Ranged sling +1 (1d4) or
stingchuck +1 (1d4) or
stingchuck +1 (1d4)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—daylight
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
7/day—grave touch (1 round)
Sorcerer Spells Known (CL 1st; concentration +5)
1st (4/day)—ray of enfeeblement (DC 16), summon monster I
0 (at will)—daze (DC 14), detect magic, disrupt undead, ray of frost
Bloodline Undead
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 10, Int 14, Wis 15, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Spell Focus (necromancy)
Traits gifted adept, master of pentacles
Skills Acrobatics -2 (-6 to jump), Diplomacy +6, Knowledge (arcana) +6, Knowledge (religion) +6, Perception +5, Spellcraft +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Halfling, Shadowtongue
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells)
Combat Gear potion of cure light wounds (2); Other Gear sickle, sling, stingchuck, stingchuck, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, pot, soap, torch (10), trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gifted Adept (Ray of Enfeeblement) A chosen spell gets +1 CL.
Grave Touch (1 rds, 7/day) (Sp) Melee touch attack leaves target shaken for 1 round or frightened for 1 round.
Master of Pentacles (1/day) Conjuration spell gains +2 CL for the purpose of duration.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.

Additional Info:

As a worshiper of Urgathoa she has access to alternate summoning lists provided through adventure path 47

the alternate list and links can be found here

bloody mary:

Bloody Mary CR 1/3
XP 135
Female bloody human skeleton (Varisian) (Pathfinder RPG Bestiary 250, 251)
NE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+2 armor, +1 Dex, +2 natural)
hp 6 (1d8+2); fast healing 1
Fort +2, Ref +1, Will +2; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4; DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +2 (1d4+2)
--------------------
Statistics
--------------------
Str 15, Dex 12, Con —, Int —, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 13
Feats Improved Initiative
Languages Common, Varisian
SQ deathless
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless (Su) Return to unlife 1 hour after being destroyed.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.


Is there opposition to the Path of war materiel found on the srd?

They seem balanced enough and make combats considerably more fun, allowing martial characters to have more skill points and options outside of combat and give them some fun battlefield control and debuffing options.


So, I couldn't decide between arcane or sneaky sneak, so I decided to go with both and make a kobold bloodline sorcerer! Presenting the mostly finished Azzerix Wyrmclaw, resident kobold, trap master, and future leader of the Wyrmclaw tribe... as soon as he finds more kobolds to follow his lead!

Still have to work on the history, but for the most part, he's working.

Stats:
Azzerix Wyrmclaw
Male Kobold Sorcerer
LE Small Humanoid (Reptilian)
Deity: Nethys Homeland: Varisia

Init +7; Senses Perception +2
--------------------
Defense
--------------------
AC 15 Touch 14 Flat-footed 12
HP 6/6
Fort +0 Ref +3 Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Trap Rune 6/day (1d8+1, DC 14)

Spells
1st (4/day) - Burning Hands (2d4, DC 15), Vanish
0th (at will) - Acid Splash, Detect Magic, Ghost Sound (DC 13), Mage Hand

Bloodline Kobold
--------------------
Statistics
--------------------
Str 6, Dex 16, Con 10, Int 13, Wis 10, Cha 16
Base Atk +0; CMB -3; CMD 10
Feats Improved Initiative
Traits Gifted Adept (Burning Hands), Trap Savvy
Skills Disable Device +7, Kn. Arcana +6, Spellcraft +5
Languages Draconic, Common
--------------------
Equipment
--------------------
Backpack
Bedroll
Trail Rations (5 days)
Acid Flask x3
Total Weight - lbs

Personality:
Azzerix is not so much evil as he is selfish, entitled, and demanding. He thinks highly of himself, and thus, deserves all the special and rare items he comes across. No questions. He generally does not like to jump into the fray, preferring to augment his ambushes with his sorcery, and lure enemies into traps. However, that does not mean he is afraid to leap to battle and show foes just why a kobold should be feared.

Azzerix is zealously proud of his draconic green scales, and he believes his sorcery is proof of his superiority. And he is not afraid to let others know it. He sees everyone as either potential threats or 'underlings' to serve under his mighty reign. He'll make casual demands, hold grudges, and generally expect everyone to bow down to his power. And when one sees how well he wields it, it's hard to argue with his logic. Even so, his callous personality can rub others the wrong way, and just as quick as he is to start plotting revenge on others, he can motivate others to do the same with him.

However, Azzerix does have a slightly more noble side to him. He truly believes that as the superior member of a superior race, he doesn't just have a right to lead, but a duty. His tribe is counting on him to make things safe and hospitable for them when they get here, and he takes the task very seriously. He is constantly on the look out for threats to both his tribe and dominion, and will answer them swiftly. His grace even extends to those outside his species - after all, how can one rule without subjects? And bigger races have their uses too. Azzerix is quick to offer compliment to those who show competence, and to those who aid him in his tasks, they may even see rewards coming their way!


I'm thinking of a CG ratfolk rogue brought to Kaer Maga as a slave when he was a ratling, and freed during a raid by the Freemen, whom he happily joined. He has since become a freedom fighter himself, sneaking into or infiltrating slave-holders' homes and staging raids to free the slaves.

Traits: Dirty fighter and something I haven't picked yet, want to throw my hat in the ring while I still can!

In combat: sneak attacks. Out of combat: stealthy skill monkey.

More details to come.


OK, I've narrowed down the last trait to either Underworld Explorer (if the party lacks Survival), Local Know-it-all, or Freed Slave (+1 Fort, for the abuse he survived).

Alternately, a catfolk duskwarden (urban ranger) might be fun... Maybe an ex-arena fighter slave paying back the one who bought his freedom.

traits: armor expert, regional recluse

In combat: rowr fight! Ranged or melee, as the party needs most

Out of combat: I was thinking some kind of Diplomacy would be interesting, but I probably won't have the points to swing that kind of Charisma if he has to go melee, which seems likely in such close spaces. His connection to the Duskwardens could prove an interesting plot hook, though, and he would still have extensive local knowledge.

DM Sound, would you have a preference for either character?

EDIT:
OR, if you prefer a core race, a Shoanti unbreakable fighter, multiclassing into barbarian, could be a mercenary who left the Sklar-Quah due to being mocked for his inability to handle horses, and thus become a burn-rider. He would not be a native of Kaer Maga, unlike the other two. He's a grumpy one. ;)

Traits: Auspicious Tattoo and Threatening Defender.

In combat: HULK SMASH

Out of combat: Intimidation and quick judgements. ;P He'd also have Survival.


Okay, my other trait is Grief Filled which grants a bonus against emotion based spells and effects. Zizi was a familiar, as such she had a very strong bond with her master, and now he is lost to her. This is her primary motivation for doing something other than lazing around, she suffers that loss, but instead of crumbling, she has become driven to find answers and if required, to have the power to rescue her master (as she suspects her master is soul trapped.)

She holds herself as superior to others, but not because she believes it, but because she feels she needs to be better and the best way to be better is emulate those who are better. She acts noble but doesn't fault those who aren't, instead she tries to inspire others to be noble like her, when she can, being a cat has led to most people dismissing her out of hand as a normal cat when she can't speak, luckily some of her friends can cast Tongues on her. Her ideas of honor and morals are from her master, who was very much a combo of machiavelli and idealism, to strive for the ideal while understanding the limits of practicality.


Anyone want to tie backstories together?


@GM Sound: Being honest, two major factors for choosing Construct Rider Alchemist was (A) it seemed to match Golemcrafter better than anything else and (B) There were a lot of Arcane entries - I didn't want to add a Wizard to the pot.
Q: Is the Archetype a problem?
Q: Is Craft: Construct a problem when we hit level 4? It's pretty core to the character.
Q: Regarding Wil's religion, I'd like him to be constantly giving small donations to shrines to small, forgotten para-demi-gods. After all, Nethys gets a million coins a month, but who worships Lissala? Isn't Lissala more likely to be grateful for a few coins and some prayers? This would include Evil as well as Good gods, but more "paying them off" then genuine worship. Thinking this is going to make his alignment sort of "True Neutral" by default, and make Pharasma go crazy when he finally gets to the Boneyard. Is this okay, or too weird?


Here's my submission: Allyan Chants is an Aasimar, and a Paladin of Pharasma. He has an Oath against Undeath, and he was personally chosen by his goddess as an emissary against such, having a small familiar that resembles an Endless Gravestone. He's the classic "undead hunter" paladin ;)

As for the questions:

1. Are you from Kaer Maga or a visitor there?

He's not from Kaer Maga, he's a visitor, originally from Sandpoint, Varisia. He has, however, being visiting Galduria, Ravenmoor and Kaer Maga for a while as an Emissary (he comes and goes in his quests, never staying for long), and is used to all the exotic lands.

2. What traits have you chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.

I thought about the Emissary (Kaer Maga) and the Undead Slayer (Religion/Pharasma) traits. He is, in fact, an Emissary and hunts Undead for his goddess.

3. What will your character contribute to the party mechanically, in and/or out of combat?

Allyan is a martial character, the classic paladin with a longsword and board. As all paladins, he comes with some divine powers and in the future will be able to do some off-healing to help the party. Out of combat, he has some good Charisma and can do some Diplomacy, plus RP'ing the religious side.

Here's a character sheet I put together for him to "help me think" the concept. :) This isn't written in stone, obviously. I'm open for any changes and improvements necessary.

Spoiler:

Allyan Chants
Angel-blooded aasimar (angelkin) paladin (oath against undeath, chosen one) 1 (Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (human, native)
Init +1; Senses darkvision 60 ft.; Perception -1
--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +1; +2 vs. death, energy drain, negative energy, or necromancy spells, +0 morale bonus against saves to overcome negative levels
Resist negative energy 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +5 (1d3+4) or
. . heavy shield bash +5 (1d4+4) or
. . longsword +5 (1d8+4/19-20) or
. . unarmed strike +5 (1d3+4 nonlethal)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +5; CMD 16
Feats Celestial Servant[ARG], Spirit's Gift[ACG]
Traits emissary (kaer maga), undead slayer
Skills Acrobatics -5 (-9 to jump), Diplomacy +7, Sense Motive +1
Languages Common
SQ deathless spirit, detect undead, divine guidance, scion of humanity, share will, truespeaker
Other Gear chainmail, heavy steel shield, longsword, backpack, bedroll, flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, silver holy symbol of Pharasma, soap, trail rations (5), waterskin, weapon cord, 80 gp, 10 sp
--------------------
Tracked Resources
--------------------
Alter Self (1/day) - 0/1
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deathless Spirit +2 saves vs death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil.
Divine Guidance (Sp) An emissary can cast guidance at will.
Emissary (Kaer Maga) +2 on Diplomacy with aberations, mon. humanoids, undead, giants.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Negative Energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Share Will (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Spirit's Gift (Life, Arcane Familiar) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.Truespeaker Learn two languages for each rank you put in Linguistics.
Undead Slayer +1 weapon damage vs. undead.
Weapon cord Attached weapon can be recovered as a swift action.

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

Familiar: The Singing Gravestone

Celestial ioun wyrd (Pathfinder RPG Bestiary)
N Tiny construct
Init +2; Senses blindsight 30 ft., darkvision 60 ft., low-light vision; Perception +2
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size)
hp 6 (1d10); fast healing 1
Fort +2, Ref +2, Will +4
Immune construct traits; Resist acid 5, cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed fly 30 ft. (average)
Melee unarmed strike +0 (1 nonlethal) or
. . slam +0 (1d4-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks smite evil
--------------------
Statistics
--------------------
Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 9
Feats Dodge
Skills Acrobatics +3, Diplomacy -2, Fly +10
Languages Common (can't speak)
SQ improved evasion, ioun affinity, share iouns, share will
--------------------
Tracked Resources
--------------------
Share Will (1/day) (Su) - 0/1
Smite Evil (1/day) (Su) - 0/1
--------------------
Special Abilities
--------------------
Blindsight (30 feet) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Guidance (At will) (Sp) An emissary can cast guidance at will.
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.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flight (30 feet, Average) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Ioun Affinity (1 stones) (Su) May integrate a number of stones into its body.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Share Iouns (Su) Master shares benefits of ioun stones while within 30 feet.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Smite Evil (1/day) (Su) +0 to hit, +1 to damage when used.
Spell Resistance (6) You have Spell Resistance.


I didn't know if you'd prefer any one of my ideas, so I went ahead and fleshed all of them out a little.

Rikkek, ratfolk rogue:

Stolen from his nest in a small town in Varisia along with the rest of his siblings, Rikkek doesn't know his parents' fate, though he suspects the worst. The slavers took him and his brethren to Kaer Maga, where they were sold off, one by one. Rikkek never saw his siblings again.

He was sold to a high-standing family in Bis, where he served at the pleasure of petulant children who loved to make him fight. The more "ratlike" he acted, the better they liked it. Thus, he cultivated a down-and-dirty fighting style, ganging up on others whenever he could. [Trait: Dirty Fighter]

Rikkek never gave up his dream of freedom, but had little hope of attaining it... until one night, the Freemen raided the compound he lived in, and took him and his fellow slaves with them to the Bottoms. [Trait: Freed slave] Rikkek was so overwhelmed with gratitude and inspiration that he, too, swore to free slaves whenever he could, and joined the Freemen. Now he is a fearless freedom fighter with a strong sense of vigilante justice.

Mruf, catfolk urban ranger:

Mruf was born a slave in Kaer Maga. Destined for arena fights, he was trained from childhood to fight. [Trait: Armor expert] When he grew old enough to enter the arena, he was often pitted against gangs of orcs or the undead to show off his "fierce and feral nature." Yet, behind the scenes, there was not so much animosity among the fighters. They knew their lot was to fight, and to die. Mruf had little hope of anything else.

Mruf's ferocious fighting gained him many fans, but only one who cared enough to barter for his freedom. As soon as he was freed, Mruf took off running, but his benefactor tracked him down easily, and offered Mruf more than freedom: a life, and a home. The catfolk couldn't refuse.

Mruf was trained in the ways of the Duskwardens, and in time joined them, with a newfound sense of community and self-reliance. [Trait: Regional recluse] Now he patrols the Halflight Path, wishing to repay his benefactor's belief in him.

Jargar, Shoanti unbreakable fighter:

Native to the Cinderlands, Jargar was mocked by his quah for his lack of speed, horse training and riding prowess, perhaps in jealousy of his coveted Emberstorm tattoo. [Trait: Auspicious tattoo] In any case, he could never become the burn-rider he wished to be with his total lack of animal empathy. He turned his back on his Quah and went to Kaer Maga, where he earned a living as a mercenary among strangers. He had talent at that, at least, and though his temper was hot, he knew how to keep his enemies at bay. [Trait: Threatening defender]

Now Jargar sells his service to the highest bidder, bitter about his past and looking for honor to upweigh the slights he felt he has been dealt.


Found a suitable paizo archtype
Sorcerer (Wildblooded [Sage bloodline])

It modifies the arcane bloodline and makes my spells run on Int instead of Cha. It also replaces Arcane Bond with a damaging ray of force. It also gives a +2 to K Arcana and Spellcraft checks.

I normally use learned sorcery but it is 3pp.


Good looking submissions, everyone. Keep it up.

One quick note, just to keep things fair and level, I will only be reviewing those submissions that comply with the submission guidelines shared in the first post. Sharing a character is great, but I need to understand how you would tie into the specific adventure we’re playing.

Now, to answer some questions:

@JD Phipps - I’m ok with firearms, but I’ve never run a game with them before, so I’m not wholly comfortable with the rules regarding them. That said, there will be a lot of rules it looks like I’m unfamiliar with, so one more doesn’t bother me overly much.

@Rotolutundro - Of the three you’ve posted, I think the Urban Ranger seems most interesting and tied to Kaer Maga.

@Harakani -
1. The archetype isn’t a problem. I’ll just have to read up on how it works if you’re selected.
2. I don’t think Craft:Construct will be a problem at all. It’s thematic and crunchy, so I dig it.
3. I’m ok with it.

Let me know if I missed your questions!


Added a fair bit of background in the profile.


I realized I still need to get my crunch done - I'll work on it tonight.


Ok, I'm thinking of Gruingar de'Morcaine. An inquisitor of Pharasma. Yes, they didn't want to send down the standard clergy, but inquisitors are considered ... well... Inquisitors are considered a bit more expendable than most clergy members.


1. Are you from Kaer Maga or a visitor there? 
Joined temple to get away from family trouble. Not abusive just so poor that they couldn't feed them all and were looking at debtor's prison and indentured servitude. Absolutely dedicated to the church that has been his salvation from the slums. Actually not sure about race yet. Almost anything would work and I don't really want/need the boring human. Would want something at least a little less common since we are in Kaer Maga.
2. What traits have you chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices. 
The first trait will be either Beacon of Faith or Schooled Inquisitor. Not sure which yet, they both fit the personality and backstory. The second trait will be Undead Slayer (faith trait of Pharasma).
He's absolutely dedicated to Pharasma's temple, so learning about and destroying undead is a big part of that faith.

3. What will your character contribute to the party mechanically, in and/or out of combat? Skill monkey and archer. Monster knowledges but also either face or scout skills depending upon which the group needs more.

Can we take a drawback for a 3rd trait?


1. Are you from Kaer Maga or a visitor there?

He's a local boy from a well-to-do family. He's got a bit of a guilty secret though - he's deeply fascinated by the undead.

2. What traits have you chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.

Deathspeaker as his undead fetish and then convincing liar as how he's getting away with hiding what he's upto

3. What will your character contribute to the party mechanically, in and/or out of combat?

Cleric, so - some buffing with nobility and bless. Party face with diplomacy and bluff. Healing with lots of Channels. And of course the possibility of an undead gang!


Here is Mruf.


Need to get the Pharesmians and Urgathoens together for hilarity!

Silver Crusade

its going to be pretty hilarious to see these Pharesmians (especially the paladin) as they enter the city of Kaer Maga, there is literally undead everywhere, they are servants to noble families called twice born.

I can imagine it would go something like this:

GM: read opening description of town and mentions undead
Pharesmians: we attack the undead in the name of our god
GM: you kill the undead
Nobles: You owe us a ton of money!
Players: But we are level 1
Nobles: Hires a group of lvl 20 adventures to chase you out of town
GM: The END


And the cat sits back to watch "Amateurs."


Tech5bb wrote:
its going to be pretty hilarious to see these Pharesmians (especially the paladin) as they enter the city of Kaer Maga, there is literally undead everywhere, they are servants to noble families called twice born. ...

Hmm... I didn't know about that. I was just going by the description of the module that says the PC's are being sent by the temple of Pharasma.

Does sound like I should change my choice though.


I humbly submit Daiker, Half-Orc Slayer (Stygian Slayer) for consideration.

1. Are you from Kaer Maga or a visitor there?

Daiker was born and bred on the Storval Plateau near Urgin. He moved to Kaer Maga some time back to get away from his human tribe as due to his ancestry he did not fit in well. A more cosmopolitan place seamed better to him. As a somewhat liberal follower of Desna, he shared her love of exploring the world. He is also a strong believer in luck, if one is willing to help it a bit.

Upon his arrival he sought work as a mercenary, bodyguard and (later) as a general problem solver. He aims to be an investigator but he is more of a problem smasher at the moment. Not that he is quick to get violent, but his way of investigating sometimes leads others to attack him. It does look like Lady Luck is watching over him though, as he has survived so far.

He has worked mainly freelance, not wanting (and not trusting) to stay with any one group for long. “I am not here for you to like me, I am here to solve your problem,” is his motto.

2. What traits have you chosen and how do they tie into your backstory - I'd like more than a mechanic justification for your choices.

Fate’s Favored: Always relying more on luck than skill Daiker thinks he was blessed by Desna with a healthy dose of luck. He reinforced this believe with having his body tattooed in the orc fashion, though careful examining of his tattoos show many of them are stylized butterflies (Sacred Tattoo alternate half-orc trait). If anybody asks him about the tattoos, his usual response is “I love butterflies, you have a problem with that?”

Friend in Every Town: Although his orcish features and tattoos combined with his lack of social grace do not make him especially likable (Cha only 8), he does seem to have a knack for making friends and finding information. This helped him during his childhood, when he was able to reduce the number of beatings he got from human children. It is helping him in his chosen profession as well. He likes to act the part of a dumb half-orc as others tend to underestimate him and reveal more information that way. “You seem like a very knowledgeable man, but I don’t get it. Who do you think could do that?” is one of his tactics.

3. What will your character contribute to the party mechanically, in and/or out of combat?

In combat – melee (relatively strong offence, weaker defense)

Out of combat – scout, some investigative skills (Knowledge(local), gather information, Perception, Sense Motive, Survival), secondary party face (Diplomacy, Intimidate)


Do we know when/if the campaign will be beginning, or when we can expect a decision on the character roster? :)

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