[AP] The Shackled City by GM Rutseg - Gate Discussion


Play-by-Post Discussion

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Venture-Agent, Play-by-Post

Hey everyone, I just wanted to pop in for a moment and address something that Hayato posted since I believe it's primarily in response to me. When I was posting potential character concepts over in the Tower thread yesterday, I did indeed posit a potential Gunslinger character and/or a Spellslinger - the latter largely inspired in by Black Dow's concept but also by the fact that this seems to be one of the few PbP games where gun-users would be allowed.

When I made my post I added the caveat that in addition to being one idea of several, that it would be something that I would only pursue further if (a) Black Dow did not use it himself and (b) if Black Dow gave his permission. Even if all of those criteria had been met, I would have put my own spin on such a character rather than copy any sort of background or personality that Black Dow might have come up with.

I'm sorry that my post has caused at least one person here to feel wary about sharing other concepts and ideas openly and I apologize, as that was not my intent. I'd really rather there not be any hard feelings among the preselected and so if there are any other concerns that anyone has with anything I've posted here or in the Tower thread, please let me know in either thread or via PM if you prefer!

*edit* Seems I'm getting ninjaed a lot these days. Good luck with your Spellslinger Black Dow - I look forward to seeing what sort of character he or she will be :)


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Hei LL

Sorry - not had the time to really look over the good work you guys are producing in the other thread.

Only one way to resolve this...

Gunfight! ;)

Frankly I have no problem with it - great minds and all that... Know by us submitting similar characters we'd limit each others chances of getting into the final group, but likewise GM Rutseg likes gunslingers so if you have a decent concept (as I said not check out what you've pitched) then its not my place to nix it.


Venture-Agent, Play-by-Post

Heh, while a battle royale to determine who gets to play whichever class or concept could be entertaining I somehow doubt that it's what Rutseg had in mind ;)

I'm glad that you don't mind that I also mentioned it as a potential concept but it looks like I'll likely be going with an oracle based on feedback from others so it should all be good for everyone, I hope.

One nice thing about oracles and sorcerers in this sort of setup is that there's a lot of flavor baked into the class depending on which mystery/bloodline you take so you can have two oracles or two sorcerers that are quite different from one another both mechanically and from a flavor/RP standpoint. Same applies to some of the other available classes based on the amount of archetypes they have available, like the bard or the chained monk. I also had potential monk and sorcerer concepts but I tried to make them different from the monk and sorcerer concepts that I knew others were considering over here, such as a controller/debuffer sorcerer rather than a blaster sorcerer like what Xunal has come up with.

Even with there still being what, 15 available classes to choose from (18 if you really wanted to try to pitch an alchemist or druid...or a small-race cavalier for some reason), with 10 people it will be hard to not have some degree of overlap on ideas and builds. It gets even stickier when you take into account that some folks just might not like certain classes or might want to play a class they've yet to try, which narrows things further. Or that if you want a dedicated healer (we'll define dedicated as having access to the full gamut of being able to heal damage, remove afflictions and resurrect the dead) the options are basically cleric or oracle. Or if you want to be a ranger or druid, the Urban Ranger/Druid archetypes (I've seen Urban Ranger posited in both threads) are about the only ones available that work with the setting and character creation guidelines without having to be shoehorned in. So...by all means, I'm definitely down to avoid there being too much overlap across all characters and it would definitely be really cool if no classes repeated themselves but I do think it's good to keep in mind that there might be at least a little overlap here and there, even if just on a purely conceptual level at this point.

Hopefully my ramble makes sense; just trying to explain my thought processes behind some of my own concepts I suppose :)


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

I'm totally fine with overlap and same class pitches - tis natural. And yes you make sense :)

With regards to my own flintloquer have a wee question for Rutseg regards one of the Alternate Race Traits for Dwarves:

Stoic Negotiator: Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning. Source PCS:ISR

As its from the Inner Sea Races its not on your allowed list. Am mulling that my dwarf moved to Cauldron trading either in goods or his own services. Thought this trait would fit well and help shape his character?

Thought I'd run it past you (and everyone else) as I build Maxim Snaphance my nom de spellslinger ;)


There are no hard feelings on my side, just wondering how all will work out. I really want to avoid the battle royal situation too^^ Especially since we perhaps get to play with each other!
Not overlapping with 10 characters each of which could be in a party is impossible probably though.

I´m aware of the silverdream thanks. It might be a good fight, but i was also considering being somehow related to a church and therefore with others characters. Here come my ideas, without names though, since finding a name is always the most difficult part for me and should i really be playing the character for a long time, it needs to be a name i really like, not a quickly chosen silly name^^ That´s where the most effort goes into for me when building a character.
I just finished Giantslayer yesterday where i played an unchained rogue named Fizz Calippo.

Monk:

Campaign trait: Scion of Surabar or cauldron faithfull, both fit.
Scion of Surabar maybe more, because that could be the reason he is in Cauldron, even though he is one of the last members of the roder of the silver dream. (Perhaps he might be a half-elf and his elven father or mother had already been a member of that order.)
Either way he would try to affiliate with the church of Pharasma or Sarenrae, both similar in belief to the tennets of the order of the silver dream regarding undead.
His knowledge in history and profession as a scribe or clerk would round that out and also determine what he is mainly doing in his everyday life while not fighting undead, which there were none so far.
That means he´s kinda leading a quiet life, what fits his serene personality. Unless someone mocks the Surabar legacy or there are undead to be seen. Of course he would also be helpful to all kinds of people with different problems. Being humble or at least trying to is a thing after all.
Every day he would practice his martial skills regularly, and if it´s just to stay in shape and please the gods, so he could do what is necessary should an undead plague rise someday.
Secretly he likes the looks of others when they admire his strong body. He would never admitt that though.
He also likes a good ale or wine from time to time and the folksiness that brings as a counterweight to his meditations. He tries not to get involved in bar fights, since he´s stronger than most there and doesn´t want unneeded attention. Probably he often visits the bar where GamingRagners Valkor often visits and tells tales or sings and know him from there.
He´s also likely to be friends with CharlesJ´s cleric and discussing philosophical and faith topics with him frequently.

The monk would start out with toughness and 2 scrolls of mage armor to give to someone who can buff him.
Besides improved unarmed strike he would use a bo staff (like a quarterstaff), a rope dart (there i would ask if it´s ok to use a longer rope on that, seems to be common) and shuriken, so there´s some melee and ranged ability right from the start. Of course one would need to be specialized a bit, perhaps over time both can. Rest can be mended to the needs of the party and the AP.

Other Idea:

Like i said i just played a halfling rogue and do that very often.
Yet i would be willing to play one again perhaps.
Traits would be City beggar or City Scoundrel, what already kinda tells the tale of that character. A bubbly low life halfling who will eventually aspire to heroics.
The twist on that would be taking some levels of rogue and multiclass gunslinger though. Musket Master or pistolero might be really good there. With pistolero he could be wielding a gun and a light weapon for TWF, what makes for a cool flavor.


Good choice Dow!
Ken I like the concept busy now will post more later


Black Dow stoic negotiator sounds fun to me. Reminds me a bit of Dark Sun dwarves :D There it as called single-mindedness though if i remember right.

Anyway dwarven spellslinger sounds like a solid and fun concept to me and i can already see a dwarf with a gun and a cigarre in his mouth.
The merchant campaign trade seems like a good fit too then.

I like the way this is going and slowly taking form^^


Male Human Sorcerer (inactive)

@ GM Rutseg:

Thanks for the suggestions. I have played around with quite a few crossblooded sorcerer builds on HL. They definitely have some challenges. I'd still like to give it a go, though.

I've tried to plan Juraan around the two biggest drawbacks: few spells and the big WILL save penalty.

But anyway … as far as the Shaitan/Black Dragon crossblooded mix goes:

My CUNNING Plan:

I picked the Shaitan so I could freely change any fire, cold, electricity, or force damge spell into acid damage spells, and get +1 per die. Without the slower casting time or higher spell slot that goes with the Elemental Spell metamagic feat. So, he can cast Burning Hands at level 3, doing 3d4+3 acid damage instead of 3d4 fire. I could have got the same effect with Elemental Earth as one bloodline, but I like the bonus spells a bit better for the Shaitan. And fire resistance or immunity seems to be a lot more common than with acid.

If I try making a crossblooded sorcerer, the first thing I look at is how cool (or useless) the mix of bloodline arcanas are.

I'm also planning on taking useful metamagic feats; like Reach Spell (APG). Crossbloods do lack spells, they still have that spell slots even if they know no spells for that slot. So, at level 4, I'd have no level 2 spells known, but I still have level 2 spell slots. So I can use a level 1 spell buffed with, say, Empower Spell as if it were a level 2 spell, and use up one of those level 2 slots. I hope that makes sense. It took me a while to figure that one out.

One of the reasons I went Half-Orc is because they get access to Half-Orc, Orc and human favoured class options. Just like Half-Elves can also access Elf and Human things. Both Half-Elves and Half-Orcs count as their 'parent' races for anything relating to races: both good and bad. It's easy to overlook Half-Orcs and Half-Elves having access to human feats, traits and favoured class options. But it can make for an interesting mix of feats in some characters!

If half-orcs or half-elves couldn't make use of the extra spell favoured class option for sorcerers, I wouldn't consider either race to play a crossblooded sorcerer.

The -2 hit to WILL saves for crossblooded sorcerers hurts too. I tried offsetting that with the Sacred Tattoo racial trait, Fate's Favoured faith trait, and a higher than average wisdom score.

I gave him higher than normal intelligence. I like having as many skill points as I can get. Which I hope can make him a bit more versatile as a sorcerer and a character.

That's what my cunning plan around this build are. There's definitely disadvantages to crossblooded sorcerers. No doubt about it. But I think it's still possible to have fun with it.

Thanks for the suggestions for the backstory and all. They're a lot more cohesive than what I had running through my mind. I'll try to work on that end of it on my way back to Victoria from Vancouver later today.

Thanks for the input! Appreciate it!


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Hey all here is the first run on crunch, probably needs some adjustment s. Slow typist, bad thing in PbP :(, but need to get typed up backstory approved by GM and then will toss to group for changes. Basically, Ryan came from one of the families in town; and one of their families honored traditions is to send a 2nd or 3rd son/daughter to the Clergy. This has happened for longer than most can remember but for Ryan it is an honor for him to go.

Got to step out for supper be back shortly.


I´m down for helping other party members with some stuff that would also help the whole party.
Like buying some wands, pages of spell knowledge, runestones of power etc from party funds.
For that purpose, a crafting feat might also be intersting if allowed.


Iron Gods: Iron maps;

Black Dow@, although the variant race trait seems fine, I would prefer to avoid adding exceptions to the Sources or this will become quite complicated very fast. You still have the 'Craftsman' racial trait that gives you that +2 to profession or craft. And there are traits that can bring you bonuses to Bluff, Diplomacy and similar social stuff, so I hope you can reach the same concept with those options.

Juraan@, I see you have placed a lot of thought on that crossblooded built, good thing :)
Let me know if you need more help with the background and hooks to the city/campaign.

Ryan/CharlesJ@, I see you finally decided for the Taskerhill line, good, the main Taskerhill in the city will be your ouncle, he has a daughter, this promises good fun ^_^ I will also need info about your brothers/sisters and parents.

Although I would prefer for you to share here your backstories and personality, do not hesitate to send me a PM if you prefer that method.

Good night!


CharlesJ (Ryan T), I like the build, very balanced. What I like best is your choice of feat, it is a great feat for a 3/4 BAB with a good armor class to help protect front-liners or spell casters.

Also Dow I think you will enjoy your choice.

That means I am back to the front lines, I am going to keep the bones of the background/personality/appearance I submitted earlier, basically a frontliner with personality. The way I see him is he is a little to light harted for a paladin (but I could tweak it to make it work) or Urban Ranger or (I am throwing this idea out there and would like some feed back) a Cavalier with the Musketeer maybe stacked with the Luring Cavalier. Basically you trade the mount feature for a gun.

I like the cavalier because of the free teamwork feats, he can be a good switch hitter, 4 skill points per level. Now the urban ranger gets more skills, disable traps (less necessary if ken dips Rogue), and a limited amount of spells.

As far as background goes he would still be a member of the guard but perhaps a member of a special musketeer unit (if you like the cavalier) or such I am open to ideas or comments on this.

I personally can play either build so no worries.


@ GM I haven't heard any comments/concerns/suggestions on the background I proposed anything I can tweak.


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

backstory up for review and suggestions....

backstory:

The sun beat down on the courtyard, making those within even more conscious of how much work the two men in the center were doing. The clash of steel on steel and the splinter of wood was punctuated by gasp for breath as they circled each other coming together again and again trying to best each other. The match was for the best of five, blades had been dulled and mace cushioned to protect, but this was the final match and mistakes could be costly. Tristan, greatsword in hand had won the first two matches easily and was the reigning champion in the courtyard battles, Ryan had won the last two out of shear grit and determination, smile however never leaving his face.

"Yield Tristan, you know your getting tired and the end is inevitable." Ryan mockingly calls out

"If I had both feet in the grave and a hand on the edge the answer will always be the same, Never!" the retort came.

Feinting a backhand with the mace, Ryan spun his shield into the side of the greatsword spinning right thinking to bring the mace around in an arc finishing the fight. Tristan, however was the champion for a reason, he executed a spin of his own opposite of Ryan's, dropping the tip of the sword downwards he grabbed the dulled section of the blade bringing the sword around cleanly blocking the mace before it could contact him. Sounding as if the great bell from the church steeple had clanged, when the weapons came together, a gasp was heard from those watching as the champion neatly hooked the mace head with his sword and pulled it loose from Ryan's now numb hands and with a flourish brought the sword around once more lightly tapping the younger man with the flat of the blade.

"I win, however you are getting much better, next year may well prove a different ending young Taskerhill." With a nod to Ryan and a wave to those watching Tristan returns to care for his gear, matches over for the day.

Shaking his head at the sudden end to his match Ryan chuckles before moving to get his fallen mace. Things had changed greatly for him in the past 6 years, from gangly stripling as Tristan was so fond of calling them in the practice yard, to young man able to get a fifth match from the champion. His father Eric, younger brother to Ankhin Taskerhill, had brought him to the Church of St Cuthbert on his twelfth birthday, a tradition long held within their family.

The church had protected their many-greats-grandfather when he first came to town, nearly dead after being left for dead with a broken leg in the jungle half way between Sasserine and Cauldron. In one of his moments of gratitude after his recovery he promised to send his bloodline to protect the church that had saved him. For some it was a chore that had to be done and was born in quiet servitude until released from their service, others like Ryan looked forward to it from the time it is explained what would happen.

The first born son was always released from service so that the family line could be continued, however the next son or daughter would fulfill the fifteen year service to the church. There had been clerics of all types, from lowly library caretakers to mighty paladins. Ryan strove to be a paladin when he first came but didn't quite have the disposition for it. While he studied well in both his divine studies and his martial ones, he couldn't find it to be as impartial as his mentors wishes. So spending more time in his studies he has worked to be able to protect those for whom the forefront of the battle would be their domain while at the same time being a strong enough fighter to dispatch any who survived and made it past the front line.

Aerin and Anelia, his older brother and younger sister, had grown up working for his father learning the family business, mining. They ran several mine's day to day operations, part of the large holdings that Uncle Ankhin owned. Having removed the wrapping from his mace, Ryan straps his shield to his back and circles the yard looking for any who might need help recovering from mistakes made during the day's matches. Few if any had left waiting to see the final set of matches between Tristan and Ryan.....


Nice!


Black Dow - Spellslinger Wizard Dwarf - Trader? - Merchant Life trait?
Xunal - Half-Orc Sorcerer - ??? Wyrm Blooded
CharlesJ - Human Cleric of Gorum- Working in temple - Taskerhill Line Nobility trait? Or Cauldron faithful?
GamingRanger - Human Bard/Cavalier - Townguard
HayatoKen - Human Monk - Scribe/Barrister - Lantern Street Orphan?

Some thoughts:
While cavalier would make an excellent second frontliner and ranged combatant with a musket, i also like the bard. With a large social part in this campaign a bard will be awesome. Bard is always awesome^^
I guess the spellslinger will be the true ranged PC here though with his gun? You plan on putting on more magic feats or ranged combat feats?
The blaster sorcerer is also ranged. You´ll be relying on are blasts though? If you want to use single target blasts that require touch attacks, i think i would recommend you raising your dexterity a bit.
Foes being in melee and people standing in front of them quickly adds up. Your other ideas are really cool though!

Players Guide wrote:


The original traits were published before the Advanced Player’s Guide and thus are not equivalent to what is nowadays understood by a trait. They come with a drawback in addition to a benefit, and thus can be picked freely in addition to normal traits. Alternatively, your GM might allow you to pick them as a normal trait hand waving its associated drawback.

How do we treat this? If we use this, Ryan Taskerhill could be both noble and a Cauldron faithfull? Would be cool.

Also will the Golarion deity names and stuff be used or the D&D deities?

I didn´t write so much on my background yet since i thought we develop that together.
Anyway, the monk background i wrote above pretty much fits i think, with some twists:
-Lantern Street Orphan raised by Gretchyn Tashykk
-Helps out Tygot Maspis as a scribe, who introduced him to Master X
-Followed Master X to learn about the ways of the Silver Dream Order
-Came back, helps Tygot Maspis again

Edit: ninjaéd^^


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Thanks the cavelier idea looks interesting. Waiting to see the GM'S call. Basically giving up the mount for the gun as a mount not overly needed in the city.... will read better tomorrow


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Thanks for catching the Gorum part. Actually ST Cuthbert but had to work out the domains on the fly.


Male Human Sorcerer (inactive)
GM Rusteg, who doth wrote:

Juraan@, I see you have placed a lot of thought on that crossblooded built, good thing :)

Let me know if you need more help with the background and hooks to the city/campaign.

@ GM Rusteg:

Thanks for that! The problem with any class and archetype is they tend to shine in one area in particular, but not so much in others. So, it's all good.

My plan is to try and make Juraan good at elemental blasting; acid damage in particular. Proficiency with flails should give him a wee bit more 'oomph' in a pinch than most sorcerer types.

I'll work on the backstory tomorrow. I just got back to Victoria from Vancouver, so my brain isn't quite up to scratch right now. I have a few ideas kicking around, it's just a matter making them readable.

My basic idea fore the backstory is for him to have had a really roughshod childhood before ending up in the Cauldron. With extremes of good and bad luck. Which left him scarred, but tough as nails in some less obvious ways. He'll be a back up support sort of team player, and keen on improvising. And not absolutely helpless in combat either.

Hopefully, I'll have something readable for a backstory by tomorrow afternoon.


Male Human Sorcerer (inactive)

@ Hayato Ken

Thanks for that. There's always a bit of a trick with ranged spells and touch spells. My plan is to take the Reach Spell feat at level 3 or 5, so I can use damaging touch spells that don't allow saving throws, like Corrosive Touch or Shocking Grasp at range, instead of having to be in melee range, where sorcerers tend to get hurt (a lot).

I can also use the acid ray thing a few times a day. And I can use Acid Splash (doing 1d3+1) as much as I like. In a pinch.

You're quite right about having higher dexterity, though. I'll alter the stats slightly, to this:
STR 12, DEX 14, CON 12, INT 14, WIS 11, CHA 16
was: STR 12, DEX 12, CON 12, INT 15, WIS 12, CHA 16

That'll hurt a wee bit for WILL saves for a while. But sorcerers do get a fast progression in WILL saves, and I can still bump up Wisdom at level 4 with lots of time to bump charisma to get higher level spells.

I'll change my alias profile stuff shortly to reflect those slightly altered stats.

As far as my own playing style goes, I don't like having any stat going below 10. Even if the key class stat isn't optimal.


@Jurann I like the higher dex stat array better especially since you get good will save progression. Reach spell is a good choice and adds to your options. What do you see your PC contributing outside of combat? With a high charisma and int are you could pick one social skill to specialize in, I think you said you plan on playing him as being a little surly, intimidate maybe? Also I think you need to pick two background skills here is a link. One could be linguistics freeing up a skill point for you. What ideas do you have for a background?

@Ken I agree about the bard I think this is the perfect AP for this class. I keep forgetting that the unchained monk is a full bab class with d10 hit points (duh). Let me read the players guide again before I comment on your background ideas as I don't remember who some of the NPCs you are referencing are.

@ Group do we think the Melee built bard and the monk can handle the front lines together with help from the cleric? How does everyone feel about that? If we decide cavalier (and the GM is fine with it) is a better option then we each probably need to specialize in a Knowlege skill. I think the cavalier can handle the social skills alright.

Either way I feel I need to tweek my background a bit and help tie it in with the group and better explain some things. Some things I thought about changing/adding giving him Nobel background (might work better for cavalier) making him pious and tieing him in on that angle. Also adding explaining more about his bard background/ training. Ideas?


@Ryan/ Charles I like Ken's suggestion of also adding the nobility (Origional) campaign trait to your PC. What do you think? The extra gold could be used to buy better armor or potions.

@Ken I like your background idea, perhaps I could tie my PC to your PC that way by having his mother die of filth fever. Just a thought (too many orphans?). Anyway perhaps your master lives at St. Cuthbert's temple allowing you to know Charles PC. Also are you going halfling?


Iron Gods: Iron maps;
Gaming Ranger wrote:
@ GM I haven't heard any comments/concerns/suggestions on the background I proposed anything I can tweak.

Sorry, I read it some days ago in the bus and forgot to comment later on.

Your connection with the guard, and the hook with your father assassination are very promising, I like them ;)

Town guard
Your existence in the Town guard is probably not that pleasant as you have thought. Since the assassinations 9 years ago the number of voluntaries has been scarce. It has not helped either the stagnant salaries. In fact it is not rare your fellow companions take a second job or perform additional tasks for extra money after their labour hours in order to feed their families. Terseon Skellerang, the Captain has raised the claim for higher salaries and more guards to watch the city, and Lord Valantru and other noblemen had been trying to convince the Mayor Severen Navalant to increase the city taxes to obtain the required funds. But this has found the strong opposition of powerful merchants as Maavu and other local mid-class men.

Therefore, the guard is overloaded and overpassed in multiple fronts. You have had extra shifts all over the past year, and have found yourself in positions you do not specially like. The number of hours guarding the city gates and collecting the gate tax have been unbearable for your rather 'action' self.

As a consequence, even if the increasing number of disappearances during last week are known by the watch (or at least those reported to the watch), little to no resource has been placed in the matter.

You are probably in need of money as much as other members of the guard, so any additional coin might come well received by your family (if you have) or your hobbies.

Bard magic
I see you took the time to think about the source of your knowledge, the Bluecrater Academy while your mom was cleaning. I can also see the town guard trained you at weapons. But it would be cool to have some idea on what is the source of your magic, arcane (bard) or divine (ranger), even if it is just a mystery, like some secret heritage in your bloodline, an old event that caused you to develop those powers, or it is just training and study in magic.


@Dow like the merchant idea here are some traits that might help you achieve the same thing as the alt. Racial trait you were looking at:

Influence: Your position in society grants you special insight into others, and special consideration or outright awe from others. Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill

Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluffchecks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Also have you seen the dwarf favored class advancement option ties in well with your background. And if you are interested in item creation feats.

Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.


Iron Gods: Iron maps;

Master X
There is really no one in the book that can act as a monk master/mentor. As such, we can try to create one for your monk Ken. I propose he will be an old man in his final days, someone a bit 'crazy' from the point of view of most Cauldron citizens. The kind of delirious old man people receive happily but do not really take seriously.

He could be a kind of 'beggar' without house, or we can link it to the clerical background you point out, making him part of Pharasma's church (I think that fits a bit better) or otherwise Serenrae as you propose because of the undead hunter you point out. Another option is to link it to Kord (Gorum) because the prowess on combat and physical might, something that links good to a monk also.


@GM thanks for the feedback, I left some things vague (or out) because I was sure what class/ direction I was going. The second job option opens up some possibilities too. What do you think about the cavalier(musketeer) idea? Is it a viable option for the guard to have someone like that in their employ?


Iron Gods: Iron maps;
Hayato Ken wrote:
How do we treat this? If we use this, Ryan Taskerhill could be both noble and a Cauldron faithfull? Would be cool.

CharlesJ already asked me about the noble trait in a PM, so that is indeed his idea I think. He will pick the Nobility original campaign trait, the Cauldron faithfull community campaign trait and another trait of the Ultimate Campaign book.

Because the original campaign traits come with a drawback, you can all chose that one as a third free trait. Remember at least one community or original campaign trait need to be chosen. Just for clarification, if you wish to pick an original campaign trait and two Ultimate Campaign traits, that is also cool, although I think the community campaign traits link better the background with the city.

Hayato Ken wrote:
Also will the Golarion deity names and stuff be used or the D&D deities?

The Golarion and Greyhawk names of the deities will be used indistinctly along the adventure. The Greyhawk names will be the local names of the deities in the region. So my criteria will be the following:

- Use the Greyhawk name when referring to the local Church (the Church of St. Cuthbert for example).
- Use the Golarion name when referring to the god ("Abadar bless us!")
- Use the Golarion gods mechanics. The Golarion source will dictate which domains, favoured weapon, etc. you have access to.
- NPCs I find no conversion or time to convert might be tied up to portfolios, domains and other mechanics that refer to the Greyhawk gods as in the original campaign statblocks (I hope this happens the less possible though).
- Churches and followers fluff might be slightly different from that of the Golarion setting, as to accommodate to the original campaign. For example, the Church of Wee Jas will be a bit more focused on magic than Pharasma church would do usually.

Just to clarify, you will be in Golarion, although in a remote island where this fact will matter little.

Gaming Ranger wrote:
What do you think about the cavalier(musketeer) idea? Is it a viable option for the guard to have someone like that in their employ?

Given the previous origin I proposed for gunsmithing, I think it might be better to link that musket option to your 'second job'. Let's say a local gnome or dwarf is doing tests with powder and needs a guinea pig for testing and so he pays you for that (origin of your initial musket and powder). That might be a good contact also between your character and Black Dow's.

That said, take into consideration not having access to the Gun Training class feature (Dex to damage with firearms), Quick Clear and Dead Eye deeds from the gunslinger class will make firearms use painful and a subpar option compared to the use of a composed bow in my opinion. I think this is less important for Black Dow, whom will benefit of the firearm at lower levels but will basically rely on his spells later on at mid and high-levels.

If you really like the musketeer concept I advise to directly go for gunslinger or otherwise do not focus your cavalier on firearms, but rather just pick it as a cool addition for fluff and use it as a secondary combat style when melee is not possible rather than focusing all your strategy on firearms.


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7
GM Rutseg wrote:

Black Dow@, although the variant race trait seems fine, I would prefer to avoid adding exceptions to the Sources or this will become quite complicated very fast. You still have the 'Craftsman' racial trait that gives you that +2 to profession or craft. And there are traits that can bring you bonuses to Bluff, Diplomacy and similar social stuff, so I hope you can reach the same concept with those options.

Good night!

Nae bother GMR - plenty options available. Craftsman was already part of my changes :)

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker
GamingRanger wrote:
@Ryan/ Charles I like Ken's suggestion of also adding the nobility (Origional) campaign trait to your PC. What do you think? The extra gold could be used to buy better armor or potions.

Was doing the with Child of Faith (+1 trait bonus to nobility and religion knowledge checks) and the Nobility campaign trait (+200gp)

However taking the noble family campaign trait might work out better and then take rich parents (+900gp) which should allow a 1st lvl wand purchase. I'll loose a +1 trait bonus on religion but gain +4 in addition to the standard +1 on kn:nobility checks. Will work that out when I get back home.

Suggestions for the wand?

@GM
The player guide shows Abadar (St Cuthbert) to have destruction and strength domains but not showing them for him in the cleric domains. So for the moment that is why mine came in as Gorum.


Iron Gods: Iron maps;

My initial approach is to grant clerics access to the Abadar domains instead of the St. Cuthbert (the ones that appear in the guide). But if you all prefer to go with the Greyhawk deities, we can just try to adapt the D&D3.5 material.

Abadar or Gorum, I am ok with both options. Although nobles are probably more inclined to support Abadar, Gorum's high stamina probably attracts easily the interest of a young man like your character.

Stats wise, Abadar gives you access to the Nobility and Travel domains which bring interesting powers for a noble secondary frontliner. That said I understand the interest on getting easy access to a Greatsword in comparison to the standard simple weapons cleric's use and the bonus powers to Strength.

Stats-wise both are solid options, the Abadar a bit more AC focused using shield than the share damage output achievable by the Gorum's two-handed weapon. From a campaign perspective both should work, although I fear Abadar characters receive much more attention by the main plot of the vanilla campaign.

About the traits extra money, the options you cited seem understandable for a local noble.


Wow lots of awesome stuff^^

@CharlesJ:
-I actually thought about the campaign trait that gives a wand for 350 and take a wand of mage armor, so the monk gets higher AC. Else i would buy 2 scrolls of that. Of course a CLW wand is always good too. I always buy a potion of CLW, so i can heal the healer in times of need^^

@GM: That´s indeed a cool way to tie the PC´s into the campaign with 2 campaign traits and connections to NPC´s. I like that.
I also had the idea to use the Wilderness trait or Pathwarden stuff. That could give me survival as a class skill and i could say he´s a wanderer who wants to get out of the city sometimes, protects the roads and learned his fighting there?
The other ideas are all good points too though.

@Gaming Ranger:
Good point from the GM with the gun feats. That´s why i would go 5 levels of gunslinger too with a rogue. Thing is, you only really need 5 levels though like with a swashbuckler, the rest of the class is not as attractive, so you could take 5 levels and then go cavalier? That might be a good development too, as your character elevates in society and behavior, getting a code of conduct later on?

@Juraan:
Hate to critisize your build there, but that melee notion of yours...
Your AC is low, your CON is low, your BAB is low and your melee damage will be low without spells. Reading that the campaign guide says this is a difficult campaign and the GM said he likes tactics stuff etc that might be really difficult.
I can understand where you want to go though.
Have you thought about weapon finesse to deliver touch attacks?
Another feat, but makes you less MAD.
There´s also a spell "longarm" somewhere which extends your reach by 5 feet, perfect to deliver save touch attacks. I use that on another character, but it´s difficult to hit.

@Spellslinger&Sorcerer:
Please consider that you both are planning to blast.
That´s cool and can make for our ranged damage.
It would be very cool thought if you also could split buff and utility spells between you^^

@Cleric&Bard
Inspire Courage and Strenght varaint channeling stack.
That would make for a +2 on attack and damage on level 1 (if you use STR to attack). That´s pretty awesome i would say^^

@Master X:
Let me think on this a bit.

If anyone has notes or thoughts on my monk, don´t hesitate to tell me!
I´ll post him later today and also the feats and stuff i would probably take, so you can see where i´m going.


Good points about grit/damage. I think it is less important as front liner as he would only get off 1 shot before he would engage in Melee. Lots of thing to consider.

I like how things are coming together.


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@Juraan, I think you can choose one of these traits in addition to you wyrm blood trait:

Traits:

Community created traits
Because the official campaign traits for this AP were a first approach to what we understand campaign traits are towards their campaigns nowadays, we offer here a list of community traits that fill the gaps of the official traits. All this traits tie up with different events of the campaign giving your character a reason to live in Cauldron and constituting a very good starting point for your character background:

Town guard: Either you, your parents or some other familiar is or was part of Cauldron’s town guard. Perhaps you are friend or even a relative of Terseon Skellerang the guard Captain or one of the guards assassinated by a young guard traitor named Triel 9 years ago. You get a +5 trait bonus on Diplomacy checks related to improving Cauldron’s guard attitude or persuading them. You begin play with a mundane masterwork intermediate or light armor or shield (no special materials allowed and only Core armors or shields) and a +1 bonus trait to Profession (soldier).

Noble family: You are member of a minor branch from one of Cauldron’s noble families. Choose between the Taskerhill, Lathenmire, Tercival, Navalant, Aslaxin, Skellerang, Knowlern, Rhiavadi, Hollow, Spellmason, Vhalantru and Vanderboren families. Although not necessarily well regarded by the main branch of your family (this attitude is chosen by your GM) You gain +1 trait to one Perform skill and Knowledge nobility. The Knowledge nobility bonus raises to +5 when performing checks related to your own family. Both of them are class skills for you.

Merchant life: Your family has long lived of commerce in Cauldron. Whether you came from a rich and well positioned family as Maavu Arlintal, Tygot Maspis or a humble fruit seller as Beppo, you are knowledgeable of how commerce works in Cauldron. Thanks to your contacts, items not found in Cauldron and requested to Sasserine or beyond require half the time to arrive to the city. +1 trait to Appraise and Sense motives, and one of them is a class skill for you. If both are already class skills for you, you can make Sense motives checks based on Intelligence instead of Wisdom.

City beggar: Whether you are a recent arrival to the city or your family has been living here for long, you life upon the charity of others. You might be an itinerant artist, a shameless hustler or an unfortunate poor. You are well known in the Drunken Morkoth Inn, the Tipped Tankard Tavern and other crowded places of Cauldron and perhaps even a Last Laugh or Town guard informant. Your knowledge of the city’s underworld keeps you informed of most events going on around, and you fool people with ease. You get a +1 trait bonus to Knowledge local and Bluff, and one of them becomes a class skill for you. If both are already class skills for you, you can make Knowledge local checks based on Charisma instead of Intelligence.

Beasts hunter: You come from a family of wardens, have always been attracted to hunt down odd creatures, or have been charged by your tribe or community to protect the region. Choose between undead, aberration and magical beast creature types. You have heard rumors one of those creatures hides in Cauldron and have been preparing yourself to confront it just in case they are true. You get a +1 trait bonus to hit, weapon damage and the DC of your spells versus that creature type and can make knowledge checks relative to that type of creatures untrained.

Cauldron’s adventurer: You have already been adventuring in the Cauldron area. Dispute over loot sharing, an injury or the other members death has separated you from your previous party. You blame one of your previous companions or patron about the events that took you out of the party (work with your GM to tie this up with one of the adventurers and patrons appearing in the AP as the Stormblades or patrons as Vhalantru, Terseon Skellerang, Celeste or other nobles). You start the adventure with a masterwork weapon or a partially filled wand worth 350gp or less and get a +1 trait bonus to Knowledge dungeoneering.

Lucky Monkey employee: You have been working in the prosperous inn between Sasserine and Cauldron either as a guard, cooker, waiter or stable lad, or perhaps you are a member of the owner family. You might have been told to look for a safer spot to build a business within Cauldron or you needed a change of life and are looking for new opportunities in the city. Your previous work gave you a profession and you got used to talk with people of very different origins. You get a +1 trait bonus in the Profession skill related to what you were doing in the Lucky Monkey and Diplomacy, and one of the two are considered a class skill for you.

Spared by the wilderness: Perhaps one of your parents were often missing, being a member of the Striders, or perhaps you were saved by the Striders from a wild animal when you were a child. You gain a +1 trait bonus to Survival and Knowledge nature, and one of the two is a class skill for you.

Lantern street orphan: Your family died when you were a child, perhaps during the plague of filth fever 7 years ago, or you were given to the Orphanage in mysterious circumstances. If you prefer a violent death for your parents talk with your GM to see one of the Campaign villains or one of his most prominent minions to be involved. Whether you are still young and live in the Orphanage or you have find your own way in life, you are familiar with the institution and know the headmistress Gretchyn Tashykk and most of the children that have lived in it during the years. In addition you have become resolved and strong willed to keep going in life. You get a +1 trait bonus to Will saves.
Cauldron faithful: Pick a church sited in Cauldron: St. Cuthbert (Abadar), Pelor (Serenrae), Kod (Gorum) or Wee Jass (Pharasma). You usually attend the religious services in your selected church and personally know their leaders. If you are a cleric or paladin, you can be part of the organisation and have different responsibilities. Among them, you are charged to use the wands of control water during the Flood Festival to keep the rain waters at bay. If you are another type of class, you can be a church guardian, servant, scribe or scholar with simple responsibilities in the Church. You earn a +1 trait bonus to Knowledge religion and Heal skill, and one of them is a class skill for you. If both skills are already class skills for you (if you are a cleric or paladin for example), you also start the game with a free Healing kit and get a +2 bonus trait on Diplomacy and Knowledge checks regarding your chosen church.

Splintershield squire (only dwarven characters): Your parents or perhaps even yourself fought side by side with the dwarven defender Zenith Splintershield against the forces of the Underdark until he disappeared in a foolish campaign against the Underdark forces ten years ago. For some reason you found your way to the surface after losing track of the dwarven hero and have now also lost contact with your people in the undergrounds of the Malachite Fortress. You are trained to fight against the darker underground creatures even in the worst conditions. The misschance penalty for fighting creatures under total concealment (for example under deeper darkness or invisibility) is reduced to 35% instead of 50%, and normal concealment affects you only 15% of times instead of 20%. In addition you can perform untrained knowledge checks related to the Underdark, local dwarves and the Malachite Fortress.

Local gnome (only gnome characters): When you were a child your grandparents told you stories about a mythical place under Cauldron they named Jzadirune. Your ancestors lived there, a place full of gnomish devices and magic objects that in the end corrupted most of your kind. Fortunately your family developed some kind of resistance and finally emerged to the daylight. You are immune to the vanishing and get a +2 trait bonus to saves versus curses and transmutation effects.

Bluecrater Student: You are a student or alumni of the Bluecrater Academy. Your tuition fee was paid by your family with great effort or a patron interested in your capabilities. Perhaps the Academy itself got impressedS you and provided a scholarship. You know most of the students and professors that went through the academy during recent years, including the recently disappeared mathematician and illusionist gnome Jasper Drundlesput. You have free access to the academy library (which provides a +6 to Knowledge checks made with its aid). In addition your studies made you specially proficient in one topic, one of the following skills becomes a class skill for you: Linguistics, Spellcraft, Use Magic Device or one Knowledge skill of your choice. If the skill is already a class skill for you, you get a +1 trait bonus instead.

Taint of Heaven: There is an ancient touch of angelic blood in your heritage. Whether you know it or not, one of your ancestors escaped and hide in Cauldron after a chunk of Celestia was teared apart. Even if your blood has mingled afterwards with those of common humanoids, you still feel a strong animosity versus fiends. Creatures and effects able to detect celestial creatures can feel you as a creature of that type, but other spells or effects work just normal for a creature of your type. Once a day you can Lay on Hands as a paladin of a level equal to your character level (if you are a paladin treat this as an additional use of your class feature and apply all your mercies and other effects). You can select Feats and other options that require the Lay on Hands class ability. At level 1 you can use this power as if you were already level 2 even if paladins get this power normally at level 2.

City Scoundrel: You live upon small thefts in Cauldron or are used to sneak and fly out of homes for other reasons. Whether you choose your victims among the most dishonest merchants or you only guide yourself by greed you are a white-collar thief or perhaps a young lady's lover. You prefer to sneak when you are not seen jumping from roof to roof without leaving trace. Your activities have probably taken the attention of the Last Laugh, the Alleybashers or other thieves organisation surely not liking your actions in their territory. You get a +1 trait bonus to Acrobatics and Disable Device, and one of them becomes a class skill for you. If both were already class skills for you, your skill in the most tense circumstances allows you to take 10 on both skills even under pressure.


Male Human Sorcerer (inactive)
Hayato Ken wrote:

@Juraan:

Hate to critisize your build there, but that melee notion of yours...
Your AC is low, your CON is low, your BAB is low and your melee damage will be low without spells. Reading that the campaign guide says this is a difficult campaign and the GM said he likes tactics stuff etc that might be really difficult.
I can understand where you want to go though.
Have you thought about weapon finesse to deliver touch attacks?
Another feat, but makes you less MAD.
There´s also a spell "longarm" somewhere which extends your reach by 5 feet, perfect to deliver save touch attacks. I use that on another character, but it´s difficult to hit.

It goes without saying that Sorcerers are pretty bad in melee. My idea is to make him not as bad in melee if he can't avoid it. Which happens sometimes.

Weapon Finesse would be useful. I'll have to wait to see how things progress before deciding on a feat at level 3. I prefer to see how a character's experiences shape what feats he/she takes later. Because of the limited number of feat slots, I'll probably giver priority to metamagic and other spell enhancing feats.


Male Human Sorcerer (inactive)
Gaming Ranger wrote:
@Jurann I like the higher dex stat array better especially since you get good will save progression. Reach spell is a good choice and adds to your options. What do you see your PC contributing outside of combat? With a high charisma and int are you could pick one social skill to specialize in, I think you said you plan on playing him as being a little surly, intimidate maybe? Also I think you need to pick two background skills here is a link. One could be linguistics freeing up a skill point for you. What ideas do you have for a background?

Thanks for mentioning the Intimidate thing. Swapping that out for the Shaman's Apprentice and Mystic alternate Racial traits didn't make a lot of sense. I guess I just did that for flavour. I got rid of those two and will go with regular +2 Half Orc intimidating bonus. Even without a skill point in it, he'll be at +5. Which is a start.

And as luck would have it; I was completely unaware of that background skills alternate system (since I don't have a copy of Unchained). That would be handy! Are we using that option in this campaign? It would certainly help my character, since sorcerers don't get many class skill points.

Backstory ideas running through my head at the moment:
• Bred for the slave market to be a warrior type (in Katapesh or Mwangi)
• Dumped/abandoned (or something) for not being strong enough
• Ended up in the Lantern Steet Orphanage, etcetera, etcetera

It's a starting point.


Male Human Sorcerer (inactive)
Gaming Ranger wrote:

@Juraan, I think you can choose one of these traits in addition to you wyrm blood trait:

** spoiler omitted **...

Those are cool options, but I think I'll stick with the Fate's Favoured and Wrym Blooded. The Fates' Favoured and Sacred Tattoo together give him +2 on all his saving throws, which is nothing to sneeze at! Especially with the WILL save hit he takes for being crossblooded.


Yeah looking forward to your story^^


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)
Juraan wrote:
And as luck would have it; I was completely unaware of that background skills alternate system (since I don't have a copy of Unchained). That would be handy! Are we using that option in this campaign? It would certainly help my character, since sorcerers don't get many class skill points.
GM opening to this section wrote:
Background skills: Players are allowed 2 extra skill ranks per level as per the background skills option from Unchained. You are allowed to use those rules.

Click where it says 'background skills' in his opening. it's actually a hyper-link to the PRD page for them. Granted it is a light blue and not necessarily easy to see in the text. At least not so if using a laptop like me and the screen is off angle just a bit :)

**Edit Nevermind you found what you needed


Male Human Sorcerer (inactive)

Oh, Oh, Oh!

I just realized I do have access to the Unchained stuff with Hero Labs. I'll update my profile on the assumption that we'll be using the background skills thingy. Following Gaming Ranger's advice on that:

Adventuring Skills: 1 point each in Intimidate (+9), Perception (+5), Spellcraft (+6), and Use Magic Device (+7)

Background Skills: 1 point each in Craft alchemy (+6) and Linguistics (+3)

What a cool system!

@ GM Ranger; thanks for bringing that one to my attention!


M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

@GM Went with Abadar and the Law and Travel domains, A straight up bonus from the Travel domain is it gave me back the 10' of movement I lost because of my Armor penalty, back to 30'. The ability to ignore difficult terrain 6/day isn't bad either when trying to get to someone for their protection.

Inspiring Word can be useful as well although perhaps not as much if Gaming Ranger goes bard but no matter, in early levels it will save him precious rounds of bardic performance.

Originally thought we were supposed to use the Player Guide domains and Deities, sorry bought the mix up.

Do you need additional family background from Ryan, if so I can work on it this weekend while we are at tournament.

@Ken still get the +1 to attack and saving throws just not damage rolls.


Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1
DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.
Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Here's my first run at my Dwarven Wizard (Spellslinger)... feedback more than welcomed.

I've tried to build him with poor AC in mind (even with +2 DEX bonus) and hence high CON. His INT will be pretty extensively build throughout the campaign (most ability advances will go on it - thinking long game).

I'm not a min/maxer - never have been, and not into optimised builds at the expense of a curveball in the ability scores.

Have a looksee taking into account above :)

Cheers

Black Dow


There is no Internet in my street atm don't know why do I'm only online mobile until they some the problem.


Hey all had a long day at work and din't get to answer your PMs. Thanks for all the help and ideas! I will return your PMs shortly. I have tomorrow off an will have a definite decision on what I intend to play (and build hopefully).

I put this together to help focus my thoughts on our roles and needs:

PC Name Player Name Race, Class (roles/ secondary): Skills
Juraan Xunal, Half Orc, Cross Blooded Sorcerer (Blaster): Use Magic Device, Intimidate
Maxim Snaphance Black Dow, Dwarf, Spellslinger (Blaster): Appraise, Know. Arcana, Know. Local
Ryan Taskerhill CharlesJ, Human, Cleric (healing/ buffing /melee): Diplomacy, Know. Religion, Know. Nobility
? Hayato Ken Human?, Monk (Switch Hitter/ Stealth/Traps): Skills?
Valkor Gaming Ranger Human, Anybody’s guess? (?): Skills?

What does everyone see our needs being? For me I see my build priorities as Melee/face/buffing/healing/traps


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M HP 101/101 | AC 23, touch 11, flat-footed 22 | Fort +13, Ref +7, Will +15 | Init +1, Perception +7, Stealth -2 | speed 30' | Channel Positive Energy 7/7 (6d6 ) | Inspiring Word 8/8 (+2 / 6 round) | Agile Feet 8/8 |Cleric Spells (0 -4/4, 1st -7/7, 2nd-6/6, 3rd-6/6, 4th-5/5, 5th-5/5, 6th-3/3)

Granted not all of these skills are necessary but hopefully someone else's acrobatics skill is better than Ryan's or we are in trouble :)

These are the skills so far the 3 posted characters have listed and the highest total given on their 'sheets'.

Acrobatics -5 Ryan
Appraise +6 Maxim
Bluff +1 Ryan
Climb -4 Ryan
Craft(Alchemy) +8 Maxim
Craft(Weapons) +6 Maxim
Diplomacy +5 Ryan
Disguise +1 Ryan
Escape Artist -5 Ryan
Fly -5 Ryan
Heal +4 Ryan
Intimidate +9 Juraan
Kn:Arcana +6 Maxim
Kn:Local +6 Maxim
Kn:Nobles +4 Ryan
Kn:Religion +5 Ryan
Linguistics +4 Ryan
Perception +5 Juraan
Ride -5 Ryan
Sense Motive +3 Ryan
Spellcraft +6 Maxim/Juraan
Stealth -5 Ryan
Survival +3 Ryan
Swim +3 Juraan
UMD +7 Juraan

Haven't created the most characters to sit back and critique your choices but glad to collect information and help sift through it. Appears we are short on Bluff, Sense Motive, Stealth, and Survival. Wasn't overly concerned for the moment with acrobatics, climb, fly, ride, or swim. Current values being based on Ryan's lousy Dex numbers and armor combination.


My monk has good acrobatics, perception, sense motive, stealth and perhaps i can give him good survival too.


Good list Charlesj! We definitely need disable device.


Male Human Sorcerer (inactive)

Right! I have a backstory now. I just have to drink enough coffee to give an elephant the jitters, sit down and write out a story with pen and pencil. I can never seem to type out a first draft. Always has to be by hand and then let the story flow out without thinking too hard. Well not the first time, anyway.

Here's what I put together today. Updated on Juraan's profile too:

Early Life of Juraan:
"Come back here, you little freak!" the gnoll slaver shouted angrily, over the distant din of battle. "We did not let you live after killing your family because we actually LIKE you, you useless little runt! Collectors in Katapesh will pay a good money for a little freak show kid like you. Don't think we won't make money selling you off, just because those prissy Andorrans ambushed us! Come back here! NOW! Or it's the lash and cane for you again, you little bastard!"

As the angry armed gnoll approaches, oblivious to his numerous bleeding wounds, his eyes open in astonishment. Then everything unfolds as if time has slowed. As if the air itself has thickened to molasses. A child's hands swing up into view, with manacles extending out from them. With impossible slowness, the manacles slough into the gnoll's jaw, shattering it slowly and silently. Blood and teeth ooze out slowly, like sap from the gash in a tree's bark. The gnoll seems to flow, rather than fall, toward the ground. The life fading from his eyes.

With the same surreal torpid slowness, the manacles repeatedly flow, or smash, into the dead gnoll's skull. Until all that can be seen is a bloodied pulp where a head once was. Then time and speed returns to normal in the viewer's eyes. A glowing key flies from the mangled gnoll's belt, and then unlocks the manacles from the child's hand of its own accord. Then everything fades to black. Again. Like it always does.

Juraan awoke with a jolt of alertness that comes from the sudden end of a vivid dream. As jarring as delicate crystal being shattered by stone. He was standing, as always, wearing little more than a loin cloth in his room. A small bloodied knife in one hand. Only then does he feel the fading pain of yet more cuts to his flesh to add to the numerous self-inflicted scars all over his body. All done in his sleep over the years. Always when waking up from the same dream.

"Damn it! Not again!" he muttered repeatedly to himself. "SHE is just going to know I did this again. She always does. No matter how much I clean up the mess!" He muttered to himself along those lines while cleaning and bandaging himself up expertly, from years of practice. He did not know what was worse. Reliving his killing of that gnoll when he was a child, or being berated by the elderly halfling headmistress for scarring himself up again. Gretchyn knew very well he never intentionally scarred himself. She pitied for him for it. But she never seemed to tire going through the motions of scolding him for it. In public, of course. AND watching him squirm like a youngster in her orphanage being caught stealing sweetmeats from the larder.

Gretchyn always just KNEW when Juraan had scarred himself in his sleep again. No matter how carefully he bandaged and cleaned himself up his latest wounds. Then, he thought with a wry smile, she was the closest thing he had to a mother. And mothers always know when something is wrong. And like anyone's mother, Gretchyn always knew WHAT was wrong too.

He never relished getting a public dressing down, as usual, in the streets of Cauldron. Even though it was in good fun. Locals were used to the sight by now. But there always seemed to be at least one stranger wandering by who couldn't help but gawk. It was a rather odd spectacle, truth be known. An elderly halfling woman chiding a young muscular half-orc easily many times her own size. A half-orc who acted like a sheepish tot being scolded.

"Oh well … " Juraan sighed "… I might as well get this over with. It would be easier for me to change the weather than avoid her!" As he dreaded, while walking to work, Gretchyn spotted him trying, as unsuccessful as ever, to avoid her. Despite her age, she was in front of Juraan in a heartbeat. "SO! Avoiding your dear old Gretchyn after cutting yourself up? AGAIN?! Don't you ever get tired of that, you silly little boy?"

"Yrsh. S'rry Maarm" was all Juraan could mumble while blushing furiously. He gave her some money, as always, for her orphanage. The same orphanage Juraan grew up in after stumbling up to the city gates of Cauldron, delirious with hunger and exhaustion. Babbling about his parents and sister having been killed by Gnoll raiders.

It was an amazing stroke of luck that brought the young Juraan to Cauldron. Or maybe it was fate. Who knows? All he remembers was running AWAY from gnolls. He was not running to anything he was aware of. He was well cared for in the Lantern Street Orphanage, where he grew up. He certainly did far better for himself in Cauldron than he could have done after being sold as an exotic pet or slave in the markets of Katapesh. Which was far, far away.

He still has vague memories of stories his parents told him before they were killed by gnolls. All scattered recollections of tales when he was not really old enough to understand at the time. He is pretty sure that his had a maternal great grandparent who had been the result of a tryst with a draconic stranger. And a maternal grandparent who was actually an earth genie; a Shaitan. These accounts would probably explain is appearance. Which is quite unusual for any half-orc. His eyes are two colours. One is lapis lazuli blue and the other is jade green. His hair glistens black, like obsidian, and has streaks of lapis lazuli blue and jade green. Both eyes are also reptilian. Irises so large you can't see the white of his eyes. And the pupils are silted, like the eyes of a crocodile. His skin is also a much lighter green than most half-orcs, almost jaundiced.

He long ago got used to people gawking at his odd appearance. The only person who could ever say anything about his odd appearance without him having a spectacular temper tantrum was Gretchyn.

Juraan continued on to work, musing about his 'Mum', which is how he usually referred to Gretchyn (but never to her face). "Oh well, it's a good thing one of Mum's former charges discovered I had sorcerous blood. I know I drove her spare, but she was always good to me. No doubt of it."

"I did alright by Cauldron, I reckon. The laws here are a bit stodgy. But no real complaints. I wish I could find some way to do my bit for Cauldron after what happened to me as a kid. I'm sure I'll have a chance. I always seem to blunder into luck. Both good and bad."

And so, Juraan continued trundling off to work. Humming a disjointed nonsensical tune to himself.

Personality:
Juraan is headstrong, moody, with an intense personal code of honour and loyalty. Although compulsive and sometimes obstinate to the extreme, he could have been much worse. The kindly upbringing he received in the Lantern Street Orphanage greatly diluted his worst tendencies. He even thinks of the headmistress of the Orphanage as his Mum. Although he would never tell her that!

Motivation:
Juraan wants to do his bit to help Cauldron; if given the chance. He also wants to prove that his abilities are not novelties nor parlour tricks.


@Juran I like the background (I feel sorry for the little guy) these are somethings to consider:

1. You've taken skill ranks in craft(alchemy), Linguistics, and intimidate try to work those into your background. (Maybe you had lessons, an apprenticeship, or both.)

2. Your personality sounds more CG than CN

3. Start thinking how the other PC's fit into your background (perhaps only one does, the most obvious being Ken's monk) but work a lttle blurb on that into your background. Were you friends, enemies, PM him and see what he sees your relationship as being. Some ideas he could have been your protector or nemesis (some background aren't done yet but there is enough info in these posts to get an idea)

4. Does he know anyone who died of the filth fever? Recently disappeared? Reread the players guide and see if anything jumps out at you.


Male Human Sorcerer (inactive)

@ Gaming Ranger:

Fair points. It was a first draft, after all.

I'll work on that tomorrow.

Thanks for the tips!


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Iron Gods: Iron maps;

There is one resource I like to use when preparing my own characters.

Now that most of you have a clear role in the party and are settling on a background, I think it is a good moment to share for extra inspiration.

I do not ask you to use it, is just an extra resource I am sharing for inspiration. Take the bits that seem useful to you if any.

Ash’s Guide to RPG Personality & Background

Only thing I would perhaps ask from everyone is a Primary motivator.

I am a bit busy today, thus I cannot review everything, thus if you feel you need feedback about any point, please let me know directly on what exactly!

Thanks!

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