Legendary Planet Re-Recruitment


Recruitment


An ongoing game is in need of a new player! Build rules are here - everyone died in the prologue (heh), so you'll be starting at Level 2, and we'll be getting into gear once the first main adventure is actually released. Which should be... soonish. (Probably within 2 weeks, assuming no unexpected delays from the publisher.)

The two players you're joining would prefer a melee/skilled type of character, to help cover bases and flesh out the party. This recruitment will be open until a player has been selected. ^^


I lived a short and brutal life.


Count me intrigued. Lemme see what I can come up with.


Interested, let's see how fast I can whip something up.
Seriously considering an Oread Warder (Zwiehander Sentinel)//Unchained Rogue (Trapsmith).
Will see where this goes.


Hmm. What's the current party composition? I have an idea floating around for a samsaran occultist/slayer.


Can we take campaign traits from the AP?


Can and should take a campaign trait. XD Right now, we have a Paladin/Sorcerer and a Ranged/Divine type.


Ok, here is my start. He still needs a name and some flesh to his background, but it'd be great to get some input on the direction.

Male oread warder (zweihander sentinel) 2/rogue (unchained, trapsmith) 2/gestalt 2

Crunch:
LG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +7
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Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 33 (2d12+9)
Fort +5, Ref +4, Will +5
Defensive Abilities evasion
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Offense
--------------------
Speed 20 ft.
Special Attacks 1 blade of breaking, 1 circular stance, 1 encouraging roar, 1 prince's attitude, 1 red zephyr's strike, 1 running hunter's stance, 1 scything strike, 2 regal blade, sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 16, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Combat Reflexes, Toughness, Weapon Finesse
Traits far-flung gladiator, guardian of the forge
Skills Acrobatics +5 (+1 to jump), Climb +7, Craft (armor) +8, Craft (blacksmith) +7, Craft (weapons) +8, Diplomacy +4, Disable Device +7, Intimidate +4, Knowledge (dungeoneering) +7, Knowledge (engineering) +9, Knowledge (geography) +4, Knowledge (history) +8, Knowledge (local) +7, Knowledge (martial) +8, Perception +7, Profession (brewer) +6, Profession (engineer) +7, Sense Motive +7, Survival +6, Swim +7
Languages Common, Dwarven, Gnome, Terran, Undercommon
SQ +1 hit point, Aegis, aegis bonus, armament shield, Armiger's Mark, crystalline form, Defensive Focus, ferrous growth, granite skin, martial discpline helper, rogue talent (trap spotter), trapfinding +1, zweihander training
Other Gear 150 gp
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Tracked Resources
--------------------
1 Encouraging Roar (Readied, 1/Encounter) (Ex) - 0/1
1 Red Zephyr's Strike (Readied, 1/Encounter) (Ex) - 0/1
1 Scything Strike (Readied, 1/Encounter) (Ex) - 0/1
2 Regal Blade (Readied, 1/Encounter) (Ex) - 0/1
Armiger's Mark -4 (3 rounds, 4/day) (Ex) - 0/4
Crystalline Form (1/day) - 0/1
Ferrous Growth (1/day) - 0/1
--------------------
Special Abilities
--------------------
+1 Hit Point +1 Hit Point
1 Blade of Breaking (Not Readied) (Ex) Strike: Make a melee attack against an opponent's weapon without provoking attacks of opportunity.
1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Prince's Attitude (Not Readied) (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.
1 Red Zephyr's Strike (Readied, 1/Encounter) (Ex) Strike: Make a melee attack, then make an immediate 10ft movement.
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
1 Scything Strike (Readied, 1/Encounter) (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
2 Regal Blade (Readied, 1/Encounter) (Ex) Boost: Add +2 to attack roll and +1d8 to damage roll on a single melee attack.
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -4 (3 rounds, 4/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +12% to ASF for 3 rounds
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Far-flung Gladiator The non-proficiency penalty for using an exotic weapon is only -2 for you.
Ferrous Growth (1/day) Make a piece of iron or steel grow into an object up to 10 pounds in weight.
Granite Skin Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
Guardian of the Forge (Knowledge [engineering]) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. Knowledge (engineering) is a class skill for you.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
Rogue Weapon Proficiencies You are proficient with the Hand Crossbow, Rapier, Sap, Shortbow and Shortsword.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Toughness You gain +3 hit points.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Finesse Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Basic background is that he's been working as a bodyguard and part time smith for a group of Dwarves working at the Torch in Numeria.


So if everybody died in the prologue will we be starting from scratch?


Yyyyyyup. Oh, and those who care about their equipment should note that you MIGHT not be starting with it. I need to actually get the book in and find out, but it's possible things will be a liiiiiittle bit crazy to start with. XD

(Oh, and you no longer have to be from Golarion.)


Hmm, don't have to be from Golarion?
That may change my ideas.
What are your thoughts on Tretharri?


So, how many people you looking for?

Oh, and if I go Picaroon, can we modifty the abilites that don't work if your TWFing to work if your TWFing with a pistol? Because otherwise the archetype doesn't exactly function that well.


Fury of the Tempest wrote:
So, how many people you looking for?

The OP linked to the old recuitement heat specified three characters. This says that there will be two others, so I'm pretty sure they're looking for only one.


The game is in need of "a" new player. Singular. So, yes, I'm only picking one. ^^

As for Picaroon, remember that TWF is optional, even if you're holding things in both hands. Rules are as written.


GM Rednal wrote:
As for Picaroon, remember that TWF is optional, even if you're holding things in both hands. Rules are as written.

... May I ask why exactly? Even if TWFing is optional, Picaroon is DESIGNED for you to do TWFing with a sword and gun. I mean, there's only one ability that actually needs you to not be TWFing, but its basically the reason why you play as a Swashbuckler: Percise Strike. Locking Picaroon out of that ability, means you simply don't play a Swashbuckler, just a guy with a gun and a sword.

There is litterally no reason why the Picaroon shouldn't be allowed to use Percise Strike with a one-handed or light melee piercing weapon when they are attacking with a one-handed firearm in their other hand. Even if its limited to 1/2 of Percise Strike's normal damage... its necesarry even. Otherwise, you just aren't playing as a Swashbuckler.


I'd once again be interested in this. I'd be looking at Spiritualist(Ectoplasmist) on one end and at least 4 levels of Unchained Rogue (Scout) and possible switching to Slayer or Fighter after.


@Fury: *Flips through a few things* Hmm... actually, using things that way might be fine. I'll allow it.


How do you reload?


As I'm starting level 2, and Mixed Combat is a level 6 feat... I'm probably gonna play Tiefling with a Prehensile tail, its a free action to swap things from tail to hand and back. Don't need to wield the weapon, just hold it so I have the free hand in order to reload.

I'm gonna fluff it that the fact that the Tiefling practiced quite a bit in order to do that, originally in order to duel wield pistols but decided it was best to go sword and pistol for that CQC power.

Course, nothing says I can't get Mixed Combat at level 6 anyway and have the flexible of either going sword and pistol right in an enemies face, or dual pistols to pound them at range.


GM Rednal, I think you may have missed my question about Tretharri. Would that be an ok race now that Golarion is not a necessary starting point?


Races from the Player's Guide are fully accepted now.


Ok, here's a rough draft of my submission. He's an ex-gladiator who fights with a two-handed weapon and two light weapons. He escaped the pits using his extracts and rogue skills. Please let me know what you think.

Ooran Thaal
Male tretharri investigator (empiricist) 2//warder (dervish defender, zweihander sentinel) 2
NG Medium humanoid (tretharri)

Crunch:

Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 31 (2d12+7)
Fort +4, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks 1 circular stance, 1 encouraging roar, 1 inner sphere stance, 1 prince's attitude, 1 red zephyr's strike, 1 scything strike, 1 swift claws, 2 defending the pride
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +5)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 16, Wis 12, Cha 9
Base Atk +2; CMB +4; CMD 17
Feats Combat Reflexes, Multiweapon Fighting, Toughness
Traits far-flung gladiator, reactionary
Skills Acrobatics +8, Climb +8, Craft (weapons) +8, Diplomacy -1 (+3 to gather information), Disable Device +9, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +8, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (martial) +8, Knowledge (nature) +7, Knowledge (planes) +7, Linguistics +7, Perception +8, Profession (gladiator) +6, Sense Motive +8, Swim +8
Racial Modifiers +2 Climb, +2 Swim
Languages Common, Draconic, Dwarven, Elven, Tretharri
SQ +1 hit point, Aegis, aegis bonus, alchemy (alchemy crafting +2), armament shield, Armiger's Mark, athletic, ceaseless observation, Defensive Focus, inspiration (4/day), multi-armed, trapfinding +1, two-weapon defense, zweihander training
Other Gear 150 gp
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Tracked Resources
--------------------
Armiger's Mark -4 (3 rounds, 4/day) (Ex) - 0/4
Inspiration (+1d6, 4/day) (Ex) - 0/4
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Special Abilities
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+1 Hit Point +1 Hit Point
1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Encouraging Roar (Not Readied) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Inner Sphere Stance (Ex) Stance: When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.
1 Prince's Attitude (Not Readied) (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.
1 Red Zephyr's Strike (Not Readied) (Ex) Strike: Make a melee attack, then make an immediate 10ft movement.
1 Scything Strike (Not Readied) (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
1 Swift Claws (Not Readied) (Ex) Strike: Attack a single target with two wielded weapons.
2 Defending the Pride (Not Readied) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -4 (3 rounds, 4/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +12% to ASF for 3 rounds
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Athletic Tretharri receive a +2 racial bonus on Climb and Swim checks.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Far-flung Gladiator The non-proficiency penalty for using an exotic weapon is only -2 for you.
Guidance +1 on one attack roll, saving throw, or skill check.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
Multi-Armed (Ex) Has one primary and 3 off hands.
Multiweapon Fighting Counts as Two-Weapon Fighting for creatures with multiple arms.
Reactionary +2 Initiative
Simple Weapon Proficiency - All Proficient with all simple weapons.
Toughness You gain +3 hit points.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense (Ex) Gain INT to AC when dual-wielding and wearing light or no armor and no shield.
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


GM Rednal, would you allow Spheres of Power for a submission? I've got a character in mind that would use the shifter class. I didn't see on the list of approved 3pp, but I searched through the thread to see if it was asked about and found that you own it.


Been playing with the Ooran. Thinking I may swap Investigator for Cryptic. I think I may like the feel better.


Spheres of Power is fine - it's fair, balanced, and fun. XD


I submitted the first time around but I get the feeling that Sigvarr wasn't really welcome. May as well take another shot, though. No skin off my bones.

I've got a Harbinger/Barbarian to submit. It's using the Masquerade Reveler archetype which would need to be approved but otherwise things should mostly be in order. I just need to update some math real quick. Otherwise let me know if you see anything you aren't fond of.


Updated crunch below. Fluff in the works. Unfortunately I missed out on her Kickstarter and do not have access to the Player's Guide. I am eagerly awaiting its release. I am working with the 3pp pack in Hero Lab, so hopefully there aren't any mistakes.

Male tretharri cryptic (pattern breaker) 2//warder (dervish defender, zweihander sentinel) 2
NG Medium humanoid (tretharri)

Crunch:

Init +2; Senses Perception +8

Defense
AC 18, touch 15, flat-footed 16 (+2 armor, +2 Dex, +1 shield, +3 untyped (Two-Weapon Defense))
HP 29 (2d12+5)
Fort +4, Ref +5, Will +6

Offense
Speed 30 ft.
Melee armament shield bash +3 (1d3+1) or
dagger +5 (1d4+2/19-20) or
greatsword +3 (2d6+3/19-20) or
short sword +3 (1d6+1/19-20) or
short sword +3 (1d6+1/19-20)
Ranged disrupt pattern +5 (1d6+3)
Special Attacks 1 circular stance, 1 encouraging roar, 1 panthera on the hunt, 1 prince's attitude, 1 red zephyr's strike, 1 running hunter's stance, 1 scything strike, 2 defending the pride
Cryptic (Pattern Breaker) Powers Known (power points 5, ML 2nd; concentration +4)
1st—inevitable strike, kinetic legerdemain
0 (at will)—far hand, my light

Statistics
Str 14, Dex 14, Con 13, Int 16, Wis 16, Cha 8
BAB +2; CMB +5; CMD 19
Feats Combat Reflexes, Multiweapon Fighting, Scribe Tattoo, Toughness, Two-weapon Fighting
Traits dedicated defender, far-flung gladiator
SQ +1 skill point, Aegis, altered defense, altered defense (absorb), altered defense (deflect), altered defense (retaliate), armament shield, Armiger's Mark, athletic, Defensive Focus, disable lock, disrupt pattern, multi-armed, pattern designs, sunder pattern, trapfinding +1, trapmaker, two-weapon defense, zweihander training

Skills
Acrobatics +7; (Ranks:2, +3 class, +2 Dex, -0 ACP)
Appraise +3; (Untrained, +0 class, +3 Int)
Bluff -1; (Untrained, -1 Cha)
Climb +8; (Ranks:1, +3 class, +2 Str, -0 ACP, +2 racial (Athletic))
Craft (tattoo) +8; (Ranks:2, +3 class, +3 Int)
Craft (traps) +9; (Ranks:1, +3 class, +3 Int, +2 untyped (Trapmaker))
Diplomacy -1; (Untrained, +0 class, -1 Cha)
Disable Device +8; (Ranks:2, +3 class, +2 Dex, -0 ACP, +2 untyped (Trapmaker))
Disguise -1; (Untrained, +0 class, -1 Cha)
Escape Artist +2; (Untrained, +0 class, +2 Dex, -0 ACP)
Fly +2; (Untrained, +2 Dex, -0 ACP)
Heal +3; (Untrained, +3 Wis)
Intimidate -1; (Untrained, +0 class, -1 Cha)
Knowledge (dungeoneering) +7; (Ranks:1, +3 class, +3 Int)
Knowledge (engineering) +8; (Ranks:2, +3 class, +3 Int)
Knowledge (geography) +7; (Ranks:1, +3 class, +3 Int)
Knowledge (local) +7; (Ranks:1, +3 class, +3 Int)
Knowledge (martial) +7; (Ranks:1, +3 class, +3 Int)
Knowledge (psionics) +7; (Ranks:1, +3 class, +3 Int)
Perception +8 (+9 to locate traps); (Ranks:2, +3 class, +3 Wis) (+1 trapfinding)
Profession (engineer) +7; (Ranks:1, +3 class, +3 Wis)
Profession (gladiator) +7; (Ranks:1, +3 class, +3 Wis)
Ride +2; (Untrained, +0 class, +2 Dex, -0 ACP)
Sense Motive +8; (Ranks:2, +3 class, +3 Wis)
Spellcraft +7; (Ranks:1, +3 class, +3 Int)
Stealth +2; (Untrained, +0 class, +2 Dex, -0 ACP)
Survival +7; (Ranks:1, +3 class, +3 Wis)
Swim +8; (Ranks:1, +3 class, +2 Str, -0 ACP, +2 racial (Athletic))
Racial Modifiers +2 Climb, +2 Swim
Languages Common, Draconic, Dwarven, Elven

Equipment and Encumberence
Weapons and Ammo dagger (2), greatsword, short sword (2)
Armor and Defense leather armor
Combat Gear
Other Gear backpack (artisan's tools (tattoo), bedroll, flint and steel, thieves' tools), belt pouch (money)
Coins 26 gp, 9 sp
Carrying Capacity
L / M / H - 58 / 116 / 175 lbs.
Encumberence
Light load, 43.2 lbs.

Tracked Resources
1 Encouraging Roar (Readied, 1/Encounter) (Ex) - 0/1
1 Panthera on the Hunt (Readied, 1/Encounter) (Ex) - 0/1
1 Prince's Attitude (Readied, 1/Encounter) (Ex) - 0/1
2 Defending the Pride (Readied, 1/Encounter) (Ex) - 0/1
Altered Defense 1 (7 rounds) (Su) - 0/7
Armiger's Mark -4 (3 rounds, 4/day) (Ex) - 0/4
Dagger - 0/2

Special Abilities
+1 Skill Point FCB (2)+1 Skill Point
1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Panthera on the Hunt (Readied, 1/Encounter) (Ex) Strike: The martial disciple gains a +2 damage bonus on a charge attack, and ignores attacks of opportunity
1 Prince's Attitude (Readied, 1/Encounter) (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.
1 Red Zephyr's Strike (Not Readied) (Ex) Strike: Make a melee attack, then make an immediate 10ft movement.
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
1 Scything Strike (Not Readied) (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
2 Defending the Pride (Readied, 1/Encounter) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Altered Defense 1 (7 rounds) (Su) A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time.
Altered Defense, Absorb DR 1/- (Su) The cryptic gains DR 1/-
Altered Defense, Deflect +1 (Su) The cryptic gains a +1 dodge bonus to her AC.
Altered Defense, Retaliate +1 (Su) +1 bonus on your attack rolls against any opponent that hit you since your last turn.
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -4 (3 rounds, 4/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +12% to ASF for 3 rounds
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Athletic Tretharri receive a +2 racial bonus on Climb and Swim checks.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dedicated Defender +1 to attack and checks vs. SR while adjacent to a dying/disabled ally.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Disable Lock (6/day) (Su) A 2nd level pattern breaker gains the ability to disable a lock a number of times per day equal to 3 + her Intelligence modifier. Using this ability is a standard action with a range of 30 ft.
Disrupt Pattern (Su) As a standard action make a ranged touch attack with a range of 30 feet.
Far-flung Gladiator The non-proficiency penalty for using an exotic weapon is only -2 for you.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
Multi-Armed (Ex) Has one primary and 3 off hands.
Multiweapon Fighting Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands. Replaces Two-Weapon Fighting for creatures with multiple arms.
Pattern Designs (Su) Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos.
Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sunder Pattern At 2nd level, the pattern breaker gains a bonus on sunder attempts equal to half her class level. This replaces hidden pattern.
Toughness You gain +3 hit points.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trapmaker A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.
Two-Weapon Defense (Ex) Gain INT to AC when dual-wielding and wearing light or no armor and no shield.
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon


I think they'll be releasing the Player's Guide to the public once the prologue module is out for everyone... I'll have to doublecheck on that, but at the very least, players in my game will have access. ^^


GM Rednal wrote:
I think they'll be releasing the Player's Guide to the public once the prologue module is out for everyone... I'll have to doublecheck on that, but at the very least, players in my game will have access. ^^

Yeah. That's what their blog said. It looks like they're trying to get it out sometime this month.

I'm trying to write up the description and background, but I don't have much more than a basic idea of what the race really looks like. (Skin, hair, eyes? That sort of thing.)


Oh, and just to be clear - we are not starting this game until To Worlds Unknown is out (I backed the KS, so I get it early - the same time the Player's Guide is released to the public, most likely). They went to layout a few days ago, so it should be... soon. But I literally do not have the adventure yet, and mostly I'm just waiting on that.

About the Northlands Saga Complete Game: For those of you who've expressed interest in that, I'd like to note that I plan to strongly support the Norse themes of that game. If you make a character who'd really fit in with one of their stories, you'll have a much better chance of being selected.


You know, I really don't get why Musket Master gets a free Rapid Reload feat for Muskets, whilst the Pistolero gets nothing of the sort... aways seemed unfair to me.

Edit: Ummm, what do we have in terms of gold/gear for this campaign? Also, I was planning to go Picaroon/Pistolero, and then after level 5 swap to a Investigator on the Pistolero side, but even with the Picaroon giving me Two-Weapon Fighting with a One-Handed Pistol, I'm gonna need Sword and Pistol ASAP. Which requires: Point-Blank Shot, Rapid Shot, Snap Shot and Weapon Focus (for Snap Shot), on top of Deadly Agility for my melee fighting. Is it okay that I instead go Trench Fighter in order to get two bonus feats and Gun Training and level 3? That would make it significantly easier to get the combat feats I require, and I'll be able to multi-class into Investigator sooner. Through, if allow me to take Trench Fighter I have to ask, would Combat Stamina from the Swashbuckler & Fighter stack? Or would I only get it once?

It doesn't work just from a mechanical stand point either, but a fluff standpoint as well. The way I see it, my character was brought up around and using firearms, as well as their construction. However, he's interested in alchemy and how it is involved in firearm ammo, and whiches to expand his knowledge in firearms. Being brought around and using firearms would explain why he would have several firearm related feats from the get-go, as well as why he would multi-class into Investigator rather soon into the campaign.


Because Paizo hates firearms and all firearm using classes suck at this point with the exception of Trench Fighter and Savage Technologist. Speaking of; Savage Technologist is your best mechanical route given your concept for sword and pistol.


Eh... Savage Technologist might work best mechanically, as is something I'll have to think of playing it sometime. But it really, really, REALLY does not suit the character I'm making.


Standard WBL for Level 2. Archetypes needs to be compatible with each other, of course, and follow the normal rules for that.

Combat Stamina doesn't stack.


Reason I asked about Trench Fighter, is that its a kinda high-tech archetype. It talks about modern firearms like machines guns and rifles, and I wanted to make sure I could take it for non-modern firearms.


This is Legendary Planet - your character can be from basically any world, so details like that are not as important. XD


Alright, just making sure. I'll go and change her up then.


Oh man, now I have to figure out what to spend money on.


Okay, trying to get that occultist/slayer together. Should be able to fill skills and melee pretty well. How long are you willing to give us?


Ok. Here is my finalized submission.

May I introduce Ooran Thaal.

Male tretharri cryptic (pattern breaker) 2//warder (dervish defender, zweihander sentinel) 2
NG Medium humanoid (tretharri)

Crunch:

Init +2; Senses Perception +8

Defense
AC 18, touch 15, flat-footed 16 (+2 armor, +2 Dex, +1 shield, +3 untyped (Two-Weapon Defense))
HP 29 (2d12+5)
Fort +4, Ref +5, Will +6

Offense
Speed 30 ft.
Melee armament shield bash +3 (1d3+1) or
dagger +5 (1d4+2/19-20) or
greatsword +3 (2d6+3/19-20) or
short sword +3 (1d6+1/19-20) or
short sword +3 (1d6+1/19-20)
Ranged disrupt pattern +5 (1d6+3)
Special Attacks 1 circular stance, 1 encouraging roar, 1 panthera on the hunt, 1 prince's attitude, 1 red zephyr's strike, 1 running hunter's stance, 1 scything strike, 2 defending the pride
Cryptic (Pattern Breaker) Powers Known (power points 5, ML 2nd; concentration +4)
1st—inevitable strike, kinetic legerdemain
0 (at will)—far hand, my light

Statistics
Str 14, Dex 14, Con 13, Int 16, Wis 16, Cha 8
BAB +2; CMB +5; CMD 19
Feats Combat Reflexes, Multiweapon Fighting, Scribe Tattoo, Toughness, Two-weapon Fighting
Traits dedicated defender, far-flung gladiator
SQ +1 skill point, Aegis, altered defense, altered defense (absorb), altered defense (deflect), altered defense (retaliate), armament shield, Armiger's Mark, athletic, Defensive Focus, disable lock, disrupt pattern, multi-armed, pattern designs, sunder pattern, trapfinding +1, trapmaker, two-weapon defense, zweihander training

Skills
Acrobatics +7; (Ranks:2, +3 class, +2 Dex, -0 ACP)
Appraise +3; (Untrained, +0 class, +3 Int)
Bluff -1; (Untrained, -1 Cha)
Climb +8; (Ranks:1, +3 class, +2 Str, -0 ACP, +2 racial (Athletic))
Craft (tattoo) +8; (Ranks:2, +3 class, +3 Int)
Craft (traps) +9; (Ranks:1, +3 class, +3 Int, +2 untyped (Trapmaker))
Diplomacy -1; (Untrained, +0 class, -1 Cha)
Disable Device +8; (Ranks:2, +3 class, +2 Dex, -0 ACP, +2 untyped (Trapmaker))
Disguise -1; (Untrained, +0 class, -1 Cha)
Escape Artist +2; (Untrained, +0 class, +2 Dex, -0 ACP)
Fly +2; (Untrained, +2 Dex, -0 ACP)
Heal +3; (Untrained, +3 Wis)
Intimidate -1; (Untrained, +0 class, -1 Cha)
Knowledge (dungeoneering) +7; (Ranks:1, +3 class, +3 Int)
Knowledge (engineering) +8; (Ranks:2, +3 class, +3 Int)
Knowledge (geography) +7; (Ranks:1, +3 class, +3 Int)
Knowledge (local) +7; (Ranks:1, +3 class, +3 Int)
Knowledge (martial) +7; (Ranks:1, +3 class, +3 Int)
Knowledge (psionics) +7; (Ranks:1, +3 class, +3 Int)
Perception +8 (+9 to locate traps); (Ranks:2, +3 class, +3 Wis) (+1 trapfinding)
Profession (engineer) +7; (Ranks:1, +3 class, +3 Wis)
Profession (gladiator) +7; (Ranks:1, +3 class, +3 Wis)
Ride +2; (Untrained, +0 class, +2 Dex, -0 ACP)
Sense Motive +8; (Ranks:2, +3 class, +3 Wis)
Spellcraft +7; (Ranks:1, +3 class, +3 Int)
Stealth +2; (Untrained, +0 class, +2 Dex, -0 ACP)
Survival +7; (Ranks:1, +3 class, +3 Wis)
Swim +8; (Ranks:1, +3 class, +2 Str, -0 ACP, +2 racial (Athletic))
Racial Modifiers +2 Climb, +2 Swim
Languages Common, Draconic, Dwarven, Elven

Equipment and Encumberence
Weapons and Ammo dagger (4), greatsword, short sword (2)
Armor and Defense mwk leather armor
Combat Gear potion of cure light wounds (5)
Other Gear belt pouch (ioun torch ioun stone, flint and steel, twine (50'), whetstone), belt pouch (masterwork thieves' tools), belt pouch (money), masterwork backpack (artisan's tools (traps), bedroll, ink (2), masterwork artisan's tools (tattoo), mess kit, shovel (folding), silk rope (50 ft.), soap, trail rations (10), ), traveler's outfit, wrist sheath (spring loaded) (4)
Coins 13 pp, 14 gp, 6 sp, 6 cp
Carrying Capacity L / M / H
With backpack - 66 / 133 / 200 lbs.
Without backpack - 58 / 116 / 175 lbs.
Encumberence
With backpack - Medium load, 93.28 lbs.
Without backpack - Light load, 45.78 lbs.

Tracked Resources
1 Encouraging Roar (Readied, 1/Encounter) (Ex) - 0/1
1 Panthera on the Hunt (Readied, 1/Encounter) (Ex) - 0/1
1 Prince's Attitude (Readied, 1/Encounter) (Ex) - 0/1
2 Defending the Pride (Readied, 1/Encounter) (Ex) - 0/1
Altered Defense 1 (7 rounds) (Su) - 0/7
Armiger's Mark -4 (3 rounds, 4/day) (Ex) - 0/4
Dagger - 0/2

Special Abilities
+1 Skill Point FCB (2)+1 Skill Point
1 Circular Stance (Ex) Stance: Flankers do not receive combat bonus against you when flanking.
1 Encouraging Roar (Readied, 1/Encounter) (Ex) Boost - Until next turn, all allies gain a +2 morale bonus to all attacks and damage.
1 Panthera on the Hunt (Readied, 1/Encounter) (Ex) Strike: The martial disciple gains a +2 damage bonus on a charge attack, and ignores attacks of opportunity
1 Prince's Attitude (Readied, 1/Encounter) (Ex) Boost: +4 AC against attacks of opportunity while moving, +2 bonus to Reflex saves and Initiative.
1 Red Zephyr's Strike (Not Readied) (Ex) Strike: Make a melee attack, then make an immediate 10ft movement.
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
1 Scything Strike (Not Readied) (Ex) Strike: Make a melee attack on two adjacent enemies as a single attack.
2 Defending the Pride (Readied, 1/Encounter) (Ex) Boost - Grant all allies within 60 ft. a +4 bonus to AC for one round.
Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet
Altered Defense 1 (7 rounds) (Su) A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time.
Altered Defense, Absorb DR 1/- (Su) The cryptic gains DR 1/-
Altered Defense, Deflect +1 (Su) The cryptic gains a +1 dodge bonus to her AC.
Altered Defense, Retaliate +1 (Su) +1 bonus on your attack rolls against any opponent that hit you since your last turn.
Armament Shield Your weapon can bash as a light shield if wielded in two hands
Armiger's Mark -4 (3 rounds, 4/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +12% to ASF for 3 rounds
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Athletic Tretharri receive a +2 racial bonus on Climb and Swim checks.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dedicated Defender +1 to attack and checks vs. SR while adjacent to a dying/disabled ally.
Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +5 to CMD vs. Acro to avoid AoO
Disable Lock (6/day) (Su) A 2nd level pattern breaker gains the ability to disable a lock a number of times per day equal to 3 + her Intelligence modifier. Using this ability is a standard action with a range of 30 ft.
Disrupt Pattern (Su) As a standard action make a ranged touch attack with a range of 30 feet.
Far-flung Gladiator The non-proficiency penalty for using an exotic weapon is only -2 for you.
Martial Weapon Proficiency - All You are proficient with all Martial weapons.
Multi-Armed (Ex) Has one primary and 3 off hands.
Multiweapon Fighting Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands. Replaces Two-Weapon Fighting for creatures with multiple arms.
Pattern Designs (Su) Unlike normal manifesters, a cryptic manipulates the world around her by creating tattoos and patterns that alters reality in different ways. Cryptic powers show up on the cryptic’s body in the form of tattoos.
Scribe Tattoo You can create psionic tattoos, which store powers within their designs.
Simple Weapon Proficiency - All Proficient with all simple weapons.
Sunder Pattern At 2nd level, the pattern breaker gains a bonus on sunder attempts equal to half her class level. This replaces hidden pattern.
Toughness You gain +3 hit points.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trapmaker A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.
Two-Weapon Defense (Ex) Gain INT to AC when dual-wielding and wearing light or no armor and no shield.
Two-Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Zweihander Training Gain your Aegis bonus as a shield bonus when using a two-handed weapon

Fluff:

Background and Description
Ooran Thaal is a large man. He stands over six and a half feet tall. He is lean and well muscled. He wears simple clothing, but carries a staggering arsenal. He can usually be found with a greatsword across his back, a shortswords on each hip, and a dagger on each wrist.

Ooran Thaal was born to the gladiatorial slave pit. He doesn't know where, or even on which planet. By the time he gained his freedom he had been bought and sold many times and moved to new arenas. New opponents, new weapons, new terrain, new dangers, but it was all the same.

He learned quickly how to defend himself, how to fight with two weapons, a large two-handed weapon, sword and shield, or any combination, depending upon what was provided in the arena. He also found ways to see hidden patterns in reality, and learned how to force his will upon those patterns. He learned how to store those patterns within his flesh. He learned, when teams were provided, to defend those who might have useful skill or talent that he may not.

Eventually one of those he defended proposed escape. He was uncertain if that was something he wanted. He was comfortable there. But he realized that he could be more than a simple brute, fighting before the crowds. His compatriot was a technical genius, and the two of them were soon free. Since their escape, Ooran has learned much more about technology and engineering.

Recently Ooran and his co-escapee parted ways. He doesn't know if the arena patrons are still searching for them or not. He hopes that they've given up, but keep own that someday he may wind up back in the gladiator arena.


All right, for those of you wondering where I'm at with this, I've asked the current players to look over your submissions. The final decision is mine, but I do like to know if there's any character they're especially interested in playing with. ^^ I'm hoping to make a decision within the next few days.


Okay, here is Fury of the Tempest's submisson.

Mythweavers Character Sheet

Background:
Volirath. The City of Invention. Tall crystal spires soared into the sky, competing to be the tallest and most fantastic of creations. Great golems roamed the streets. Some huge, clanking hissing monstrosities. Some smaller, quiet and graceful. Stores were filled with wondrous magical items, rare and potent alchemical ingredients, and books of great knowledge.

Is it any wonder that a child born into such a city, would be one of intelligence and knowledge?

Karliah’s parents are black powder specialists. Focusing on the construction and use of firearms and their munitions. Whilst Karliah went to school, learning how to read and write in the three main languages of Volirath. Common, Dwarven and Gnome, as well as basic maths and rudimentary science. It was at home where Karliah received her main education.

Alchemy in order to understand and construct the ammo and use black powder safety. Firearm construction in order to be able to strip, repair and rebuild any firearm that came into the shop in a short amount of time. And engineering, in order to construct the placements for artillery and know how to safely aim and fire them... but of course, when one uses firearms all the time, you learn how to use one.

Disliking the muskets, Karliah found herself preferring the simple pistol due to its speed and lightness. Once she began taking the optional fencing lessons as offered by the school, Karliah began working on a rather unique fighting style out of the bounds of normal training. Using her rapier and pistol in conjunction with one another. Bringing both melee and close ranged capabilities to her, though Karliah desires to be able to use her firearm at melee range for devastating damage...

Still, whilst she enjoys learning to fight, especially with her developing fighting style. It is alchemy which is Karliah’s main passion, and she hopes to learn much more about it. Not just as an alchemist, but to refine the black powder formula... after all. One doesn’t live in Volirath without aspirations to invention.


Looking, but very busy today, may or may not take me a day to state a preference(just letting you know I'm here caring...)


I've been quite busy and unable to really put the time into my concept I'd like - it unfortunately takes me quite awhile. I hope to have a submission in to you soon, but if not, good luck everyone that got theirs in (and good luck regardless, really!).


Ah, damn... too late...


Actually, not quite. XD

To Worlds Unknown has been released, so I'd like to make the selection soon. ^^ If there's any last-minute submissions or tweaks you want to make, now's a good time to do that.


Sounds awesome. I'm gonna try to get a submission in real quick.


Picked up a copy of the Players' Guide. Great resource, I'll be tweaking Ooran's fluff. Description and personality are being influenced by the guide.


It really is a good resource - heck, even if you're NOT playing this game, the Auttaine are a pretty cool option to have. XD

I plan to pick the third player for this game before I go to bed, by the way, which'll be... two and a half hours from now.


All right, having looked over the submissions... I slightly regret having two of the same race here, but Ooran Thaal, welcome to the game. ^^ Feel free to dot the gameplay and discussion threads now (you can get to the campaign through the link at the top).

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