Looking for GM for Jade Regent


Recruitment

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>

Our previous GM had some real life issues happen to him and he was forced to depart the forums. I and my fellow players decided to wait and see if he returned.

Well it's been over a month now and we decided, after talking about it, to go ahead and continue the campaign.

We lost both our warpriest and arcanist but right now we have a good crew consisting of a kitsune samurai (me), a kitsune oracle, a human paladin, and a human investigator.

We are still in Book 1, making our way to the goblin camp. Here is the campaign.

So if any GM would like to help us out we would gladly appreciate it!


I'm the player of the human paladin - I'm an active presence on the boards and not plannin' to disappear any time soon. My character's the younger brother of the human investigator; we decided it would be fun to have some family ties, since Jade Regent is so heavy on relationships!

Liberty's Edge

If you don't find anyone else, maybe I can DM for you.
}But let's see if you find another DM first.


Corsario wrote:

If you don't find anyone else, maybe I can DM for you.

}But let's see if you find another DM first.

Cool. We will probably give it until next week but if no one else shows any interest or the rest of the players decide to go ahead (whichever comes first), you'll be our GM then.


1 person marked this as a favorite.

Do you still accept applications for players?


We need to replace the warpriest and the arcanist, but really it will be up to whatever DM we recruit!


1 person marked this as a favorite.

I'm looking to get back into the boards and am up for DMing if you'll have me, let me look at my Jade Regent stuff over the next few days and go over the players and campaign so far.

As far as replacing the other players, tentative yes, but let me get caught up before I give a hard answer.


Almagafor wrote:

I'm looking to get back into the boards and am up for DMing if you'll have me, let me look at my Jade Regent stuff over the next few days and go over the players and campaign so far.

As far as replacing the other players, tentative yes, but let me get caught up before I give a hard answer.

Cool! Now during the original recruitment, the gm had an ic rp session where everyone roleplayed together. Pretty much Ameiko was attacked by goblins armed with fireworks. And she was injured. Shalelu saved her and brought her to Koya to heal. The party ventured into the swamps to stop the goblins with Shalelu as our guide. I hope that helps.


I remember that, I applied but due to work schedules was unable to participate. and I had a discussion with the GM about that.

I was in another table and it went nowhere.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber

Since it looks like you may have DM, I may just submit a character if you are looking for replacements. Possibly a ranger or Varisian sorcerer.


That might be good. It'll be up to the gm.

Right now, campaign trait wise we have:

Derric (me): childhood crush (Ameiko)

Kiko: younger sibling (Ameiko)

Damien: best friend (Sandru)

Leodegrance: best friend (Sandru)

Yeah no one for Shalelu and Koya. :(


1 person marked this as a favorite.

I have been working my way through the relevant threads, still have about half to go. Can I ask a favor? Can I have the current players post their backgrounds, stats, and any notes they find relevant in this thread? That way I'll have them all in one place. Thanks.


1 person marked this as a favorite.

Here's my big block o' cheese!

Leodegrance Tarrant:
Leodegrance Tarrant
Male human paladin (holy tactician) 1
LG medium humanoid (human)
Init +1; Senses Perception +2

--------------------
Defense
--------------------

AC 19, touch 11, flat-footed 18 (+5 armor, +3 shield, +1 Dex)
HP 12 (1d10 +1 Con +1 favored class)
Fort +3 (+2 base, +1 Con), Ref +1 (+0 base, +1 Dex), Will +3 (+2 base, +1 Wis)

--------------------
Offense
--------------------

Speed 30 ft. (20 ft. in armor)
Melee +3 Longsword (1d8+2/19-20/x2)
Melee +3 Warhammer (1d8+2/x3)
Ranged +2 Dagger (1d4+2/19-20/x2)

--------------------
Statistics
--------------------

Str 14, Dex 12, Con 13, Int 12, Wis 13, Cha 16
Base Atk +1; CMB +3; CMD 14
Languages: Common (Taldane), Celestial

--------------------
Feats
--------------------

Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Shield Focus: You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

--------------------
Traits
--------------------

Friend of the Family (Campaign): You have a close family friend.
Benefit: As long as your family friend remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your family friend.
Chosen Friend: Sandru

Sacred Touch (Faith): You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

--------------------
Adventuring Skills
--------------------

Diplomacy +7 (1 rank)
Heal +5 (1 rank)
Knowledge (religion) +5 (1 rank)
Perception +2 {+1 trait}
Sense Motive +5 (1 rank)

--------------------
Background Skills
--------------------

Handle Animal +7 (1 rank)
Profession (driver) +5 (1 rank)

--------------------
Gear
--------------------

Traveler's outfit (free)
Silver holy symbol (25 gp, 1 lb.)
Longsword (15 gp, 4 lbs.)
Warhammer (12 gp, 5 lbs.)
Dagger (2 gp, 1 lb.)
Scale mail (50 gp, 30 lbs.)
Heavy wooden shield (7 gp, 10 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
* Bedroll (1 sp, 5 lbs.)
* Blanket (5 sp, 3 lbs.)
* Canteen (1 gp, 1/2 lb.)
* Grooming kit (1 gp, 2 lbs.)
* Poncho (5 sp, 2 lbs.)
* Shaving kit (1 gp 5 sp, 1/2 lb.)
* 9 gp, 4 sp
]

--------------------
Special Abilities
--------------------

Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Paladin (holy tactician)

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Weal's Champion: Once per day as swift action, a holy tactician can call on the powers of good to aid her against evil. Against evil targets, the holy tactician gains her Charisma bonus (if any) on her attack rolls against evil creatures, and if she hits, she adds 1/2 her paladin level on her weapon damage rolls as well. These bonuses last for 1 round for every two paladin levels the holy tactician has attained (minimum 1 round). In addition, for 1 round after the holy tactician successfully strikes an evil creature, all non-evil allies within 30 feet of her gain a competence bonus on attack rolls equal to 1/2 her Charisma bonus against that creature as well as a +1 competence bonus on damage rolls. The bonus on damage rolls increases by +1 for every five levels the holy tactician attains (to a maximum of +5 at 20th level). She can grant this bonus against more than one creature at a time. To gain this benefit, the holy tactician’s allies must be able to see or hear her, and she must be conscious.

At 4th level, and every three levels thereafter, the holy tactician may use weal’s champion one additional time per day (to a maximum of seven times per day at 19th level).

This ability replaces smite evil.

--------------------
Backstory
--------------------

Description: Like much of his family, Leodegrance has dark hair but a fair countenance. He is a broad-shouldered man with a straight nose, solid chin, and pleasing smile.
Leo usually wears a gray drab traveling cloak over a simple brown tabard that covers his armor. When unarmored, he has a homespun gray traveling tunic and brown pants, belted with a simple leather tie belt, and a brown muffin cap and leather vest. Regardless of armor, he wears heavy mid-calf hobnailed boots.

Hair: Brown
Eyes: Brown
Height: 5' 10"
Weight: 169 lbs.
Age: 18

Background: Leodegrance is the younger brother of Damien Tarrant. Both of the boys come from a well-established local family of Sandpoint, and both lost their parents in the tragic fire that consumed the old temple.
While Damien has a highly intellectual bent and devoted his time to honing that craft in the wake of the disaster that cost the family, Leodegrance was always more outgoing and sociable and less concerned with erudition and specificity. After the fire claimed their parents' lives, Leodegrace scraped out a living by aiding in the construction of the new cathedral. As one of the labor boys he helped to guide horses and carts that hauled stone and mortar to the site. As the cathedral took shape, he would spend time listening to lectures and debates between the priests while eating his lunch or waiting for the next shipment of materials for the construction. Occasionally he would be invited to join the local militia in their exercises as well -- as a strapping young man, having some ability to handle a sword and shield would prove useful in the event of Sandpoint ever facing another goblin attack (or worse).
Once the cathedral was dedicated, Leo was invited by the local priests to discuss his plans for the future. Leo wasn't sure -- with the cathedral done, the demand for major work in hauling goods and driving carts was mostly over. He mulled over the possibility of working with his family's old friend Sandru as a caravan driver, but instead the priests proposed that he stay and work at the cathedral for a time, honing his natural leadership qualities and learning to help the town and perhaps other places where evil might rear its head against civilization.
Leo's involvement with the cathedral was a sore point between him and his brother Damien. Damien saw the cathedral as a reminder of the horrible tragedy suffered by their family. To Leo, building the cathedral was itself cathartic, by building a new future. This exacerbated one of their primary differences in personality; Damien tends toward a very whimsical, unordered lifestyle, while Leo favored regimentation and the security of predictability. Nevertheless, they survived the lean times after their parents' demise by sticking together, and this experience helped them to grow closer as siblings.
After going through several dedications and honing both his military and religious craft, Leo was ordained as a paladin in the service of Iomedae, and gifted with arms and armor to help him in the cause of defending the innocent.

Personality Traits: Leodegrance is outgoing and charming. He enjoys making new friends and sharing social time with others. He is a strong proponent of music, the arts, and literature, all of which he believes are important to enrich the spirit and help to build a healthy, vibrant culture.
Leo is a skilled combatant but also recognizes the value of using his leadership skill to inspire others, so he sometimes leans on oratorial and diplomatic skills to try to sway those who have strayed back onto the path of good. Though by no means a pacifist, he considers it a waste when violence becomes the final solution to conflicts between people who could otherwise be reasoned with.
While his older brother Damien turned his ferocious intellect to understanding logic, clues, deduction, and alchemy, Leo shares that quality in a different way: He sees the battlefield and its tactical situations as a similar puzzle to be solved, with the ebb and flow of combat a situation that can be altered by the careful application of just the right pressure in the right place. Though he lacks the incredible incisiveness of his brother, he has a talent for motivating and directing his allies in group formations.

Leo was recruited in tandem with Damien Tarrant - this character is Damien's younger brother. He was brought in because the group had just lost two players and needed replacements, and they felt that a frontliner with some minor healing ability was a good choice.

When I was originally recruited I also had a healing witch built, which also had a background tie to Damien, in case the group wanted a strong healer instead, so if our party make-up changes I could always switch.


Stats:

Derric
Male Kitsune samurai 1
NG Medium humanoid (kitsune, shapechanger)
Init +4, Senses low-light vision; Perception +1
=================================================
DEFENSE
=================================================
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield, )
hp 11 ((1d10)+1)
Fort +3, Ref +4, Will +2

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee katana +3 (1d8+3/18-20)
Melee buckler -1 (1d3+2)
Melee shortspear +3 (1d6+2)
Ranged shortspear (thrown) +3 (1d6+2)
Melee bite +3 (1d4+2)
Innate Spell-Like Abilities dancing lights (3/day),
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 14, Dex 14, Con 13, Int 12, Wis 10, Cha 15,
Base Atk +1; CMB +3; CMD 15
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Exotic Weapon Proficiency (Katana), Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency
Skills Diplomacy +6, Heal +4, Knowledge (Local) +5, Perception +1, Ride +4, Sense Motive +4
Background SkillsHandle Animal +6, Profession (Stablemaster) +4
Traits Childhood Crush (Ameiko), Reactionary,
Languages Common, Sylvan, Tien
SQ agile, challenge, change shape, kitsune magic, low-light vision, mount, natural weapon, natural weapons, order, order of the shield, determined, resolute, resolve, unstoppable,
Combat Gear Soap (50 charges), rations (trail/per day) (3), torch (2), feed (per day) (2),
Other Gear katana, outfit (explorer's), kikko armor, buckler, backpack, masterwork, bedroll, mess kit, soap, waterskin (filled), ink (1 oz. vial), inkpen, journal, shortspear, signal horn, bit and bridle, saddle (military), saddlebags, bite, 2 gp, 7 cp
=================================================
SPECIAL ABILITIES
=================================================
Agile (Ex) Kitsunes get a +2 racial bonus on Acrobatics checks.

Challenge (Ex) Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai's concentration. The samurai takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.

Childhood Crush (Ameiko) You've never had the guts to act on it, but for as long as you can remember, you've had a crush on Ameiko. Someday, maybe you'll be able to earn her love, but for now, you're content to spend time in her proximity, or even to do things for her that might earn you a word of thanks or a smile. Once per day, you may attempt to earn a kind word or a smile from Ameiko by making a DC 15 Charisma check. If you're successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day. If you're ever lucky enough to win Ameiko's love, this +1 trait bonus on saving throws applies at all times, as long as your relationship remains active. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Ameiko.

Kitsune Magic (Ex) Kitsune add +1 to the DC of any enchantment spells they cast.

Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mount (Ex) A samurai gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the samurai's level as his effective druid level. The creature must be one that he is capable of riding and that is suitable as a mount. A Medium samurai can select a camel or a horse. A Small samurai can select a pony or a wolf, but can also select a boar or a dog if he is at least 4th level. The GM may approve other animals as suitable mounts. A samurai does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A samurai's mount does not gain the share spells special ability. A samurai's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a samurai's mount die, the samurai may find another mount to serve him after 1 week of mourning. The new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the samurai gains a level.

Natural Weapon (Ex) A kitsune has a bite attack in its natural form. This bite does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.

Natural Weapons (Ex) Kitsune have a bite attack in their natural form.

Order (Ex) At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description (see pages 34-37 of the Advanced Player's Guide), but such samurai are rare. A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Order of the Shield Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Determined As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Resolve (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Unstoppable When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Samurai Proficiencies

Blaze's Stats:

Blaze
Female Companion Horse animal 2
None Large animal
Init +1, Senses low-light vision; scent, Perception +1
=================================================
DEFENSE
=================================================
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size )
hp 20 ((2d8)+4)
Fort +5, Ref +4, Will +1

=================================================
OFFENSE
=================================================
Speed 50 ft.
Melee bite +3 (1d8+3)
Melee hoof -2/-2 (1d6+2)
Space 10 ft. Reach 10 ft.

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +5; CMD 16 (20 vs trip)
Traits Lastwall Jasper, Taldor Jennet
Feats Armor Proficiency, Light, Athletic
Skills Acrobatics +5, Acrobatics (Jump) +13, Climb +9,
SQ trained for combat riding, bonus tricks 2, link, low-light vision, scent,
Animal Tricks Trained for Combat Riding, Attack, Come, Defend, Down, Guard, Heel, Track
Combat Gear
Other Gear bite, hoof, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Athletic You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Bonus Tricks 2

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Lastwall Jasper +2 trait bonus on Swim checks, and Swim is a class skill for them.

Taldor Jennet learn a total of seven tricks when trained using the Handle Animal skill

=================================================
ANIMAL TRICKS
=================================================
Trained for Combat Riding An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

Background:

Sometimes fate has plans for us even before we are old enough to walk and talk. This was the case of a newborn kitsune with gold and silver fur. His family were retainers to the Kajitisu family dating back many years ago. However, the kitsune retainers were forced to flee one day several years ago upon learning some terrible things were happening to the other imperial families. The kitsune family knew that something was wrong and quickly fled in the night, hopping from one caravan to another, making their way to Varisia, and even going so far as to change their names, but when Brinewall was set upon by strange enemies, two survivors of that kitsune family fled into the night, but their flight was sadly spotted. The kitsunes soon realized that their pursuers would not stop until they were dead. Making the ultimate sacrifice, the kitsune babe’s parents tearfully said goodbye asking Daikitsu and Shelyn to watch over their child, hiding him in a trade caravan owned by a Varisian merchant before luring away the pursers from their son. This would be the last time they would ever see their child.

However, the Varisian merchant, a man named Doritian, discovered the kitsune baby and was immediately taken by the fox-like child. He and his wife, Kale, had been unable to have a child of their own, and they believed the kitsune was their prayers being answered. Raising him like he was their own, they named him Derric after Doritian’s father. Derric grew up feeling different from the other children who often bullied him, although once he realized that his teeth could hurt them, he was left alone for the most part. His father not wanting his son to become a bully himself told Derric stories of the Dragon Empires and the brave and honorable samurai that dwelt there.

Doritian later moved the family to Sandpoint, hoping to expand his connections to the small town. It was here where Derric would find a true friend: Ameiko Kaijitsu. While the other children would often shun or be wary around the golden furred kitsune, Ameiko did not. She sought him out to form a friendship with the strange fox-like boy, seeing past his fur and animal features. It was because of her kind friendship and his father’s stories that Derric grew up to become the person he is today. Still, something else was created in addition to his friendship with Ameiko: love. As they grew up together and strengthened their friendship, despite Ameiko’s father’s strictness and attempts to keep them apart, Derric developed a crush on the Tian woman, slowly falling in love with her. However, the kitsune was too reluctant to admit his feelings for her, afraid that it would ruin their friendship. He was there for her when things got rough for her.

When Ameiko left home after a serious argument with her family to start a life of adventure, Derric longed to go with her, but he was unsure of how he could help her. So, he stayed behind in Sandpoint. Later on, Ameiko came back home, and the kitsune was overjoyed…then he saw the pain and sorrow in her eyes and knew something had happened to her during her time as an adventurer. He chose not to pry into what happened after she told him not to ask her what had happened. Derric respected her wishes, but offered to be there for her whenever she needed help. After she bought the Rusty Dragon Inn, Derric decided to help her out by assisting her in running the Rusty Dragon. As a thank you from her, Ameiko gifted him with a beautiful black mare with a star shaped patch of red fur on its forehead. The kitsune named the horse Blaze. He still longs for the day he can express his love to her, but he is content to wait and be her friend.

Description:

Derric is a young kitsune with golden yellow fur, although his forearms, feet, and ears are covered in silver fur. He also has snow white streaks underneath his eyes, as well as a white tip on his tail, while a black band separates his gold fur from touching the white tail tip. While he does wear shoes, he likes to wear sandals, although he is perfectly capable of wearing closed toe shoes. He keeps his hair pulled back in a ponytail.

When he is shapechanged into a human, an act he rarely does as he was raised to be true to himself, he appears as a golden haired man with Varisian and Tian-Min features, ponytail, and a gold mustache.

However, the most striking feature of him is his eyes: one a brilliant blue and the other of pure gold.

Personality:

Derric, having been inspired by the warriors of legend, tries to behave in a honorable and brave manner. He strives to be heroic and knightly, but at the same time, he is fascinated by what it means to be a true kitsune. He values friendship, and will always be willing to sacrifice his life for those he holds dear. Derric longs to express his true feelings to Ameiko, but has yet to find the right words or the right time to tell her. He treasures his friendship with her and cares about the bard deeply. While at times, the kitsune can be serious, but at other times, he can be carefree.

Here you go. I was one of the initial players at the beginning of the campaign. I also helped out during our second recruitment when we lost two players (they just disappeared on us), basically answering questions the applicants asked while the original gm looked over their submissions.

When I talked to my gm about my character's mount, he was impressed on how I did the traits for the horse since the horse is a hybrid between two different horses (the traits and horses are from the Knights of the Inner Sea sourcebook), so the traits it took wouldn't be a bit weaker than the full breed horses Blaze (Derric's horse) was descended from. Later I found out that the traits I listed my mount as having were to be taken by the rider not the mount according to the sourcebook's rules. I brought this to the gm's attention who agreed that it seemed odd for the traits to be taken by the rider, so he houseruled that the mount takes the traits. I hope you're okay with that as well.

During the opening roleplay, Shalelu pointed out that Derric's affections and crush towards Ameiko were pretty obvious to everyone which Derric wasn't too happy about it (for obvious reasons). So that was a neat little addition to the campaign.

When we first began the campaign I had discussed my character's advancement with the rest of the party and gm, as it was decided that my character would serve as both the face and tank of the party, what with my character having ranks in diplomacy and being a samurai of the order of the shield. One important thing is that my character doesn't particularly like being in his human form preferring to stay in his true form (he'll shapeshift if he has to though).

I hope that helps!


Stupid typo. I meant that the mount's traits would be weaker than the original traits. My iPhone likes to autocorrect in weird and often stupid ways. >.<

Sorry about that.


This here is Kiko Kajitsu-Qun. Any further details are in the profile.

Sheet:
Kiko Kajitsu
Female Kitsune Oracler (Seeker) 1
NG Medium Humanoid (Kitsune, Shapechanger)
Init +3; Senses Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 armor)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +3
Weaknesses +50% duration on poison, sickened condition and nauseated condition
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20), Longspear +0 (1d8/x3)
Ranged Sling +3 (1d4, 50 ft.)
Spell-Like Abilities (CL 1st; concentration +5)
Dancing Lights, 3/day
Disguise Self, 2/day
Oracle Spells known (CL 1st; concentration +5)
1st (4/day) - Bless, CLW, Murderous Command (DC 16)
0 (at will) - Create Water, Detect Magic, Light, Stabilize
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 13, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Magical Tail
Traits Seeker, Younger Sibling (Ameiko)
Skills Diplomacy +8, Disable Device +6, Handle Animal +5, Knowledge (History) +4, Perception +5, Spellcraft +4
Languages Common, Sylvan
SQ Curse (Wrecking Mysticism), Gregarious, Kitsune Magic, Mystery (Lunar), Revelation (Primal Companion), Tinkering
Other Gear Explorer's Outfit, Oracle'Kit, Studded Leather Armor, Thieves' Tools
--------------------
Tracked Resources
--------------------
Bullets: 20

13 gp 8 sp

Background:
Kiko was born in Magnimar to Eda Qun, a Kitsune from a line that had existed in Magnimar since a few years after the city's founding. She grew up without a father, her mother claiming he had fled the city before she knew she was pregnant. While this wasn't exactly the truth it was close. Her father actually simply returned home to Sandpoint, where he had another family, the day after Kiko was conceived.
Without a father Kiko was raised by her mother and grandmother. Her mother was a kitsune, like Kiko, but her grandmother was a human woman. Her grandfather who was a kitsune had passed on several years before her birth. While her mother was more focused on running the family business, selling imports from the Dragon Empires, with her sister it was grandmother who taught Kiko about her heritage, both of the Tien community in Magnimar and as a kitsune. It also was her grandmother that brought her in with the mystery cultists of Magnimar. As a little girl she already fell in love with the stories about Ashava.
It was through these contacts with the mystery cultists, who occasionally worked together with the various temples of the good gods, that Kiko first met Ameiko, though she did not know they were half sisters at that time. Kiko, then 12 years of age, was helping with the maintenance at Cynosure Tower, the temple of Desna. Here she met Ameiko, who had ran away from home in Sandpoint and was staying at the family's manor in Magnimar. She was wandering the city and decided to take a break at the Desnan temple. The two girls, who were almost the same age, struck up a conversation about living in Magnimar and the horribleness of (grand)parents and how neither of them would ever be anything like their parents. The two of them met several more times with Kiko once coming to Kaijitsu manor and being dumbfounded by the place. Their budding friendship was abruptly put on hold when Ameiko received the news that her mother had passed away and she rushed home to be with her family.

For several years Kiko's life continued as normal. She helped her mother and aunt out in the shop and occasionally the warehouse and she studied with her grandmother who taught her both history and proper etiquette. It also was her grandmother that helped Kiko make sense of the dreams she started to have in which she danced, naked and in her natural form, under the full moon, just like Ashava. The dreams started to get stranger when a wolf suddenly joined her in her dances and she started catches glimpses of this same wolf during the day while walking through the city. At first she told herself that it must have been a large dog but the chestnut colored fur was unmistakable. As such it wasn't a tremendous surprise when the wolf confronted Kiko on her way home at dusk and she wasn't scared either. She carefully approached the wolf, who backed away as she did, snarling. Then, making sure none could see her, she dropped her human appearance and instead approached the wolf in her natural, fox-like form. This time the reaction was different and the large canine eagerly approached her. Slightly too eager as he knocked her over before licking her face.

The ecstatic mood over finally meeting the moon wolf from her dreams and actually befriending it quickly vanished when she got home. Her grandmother had passed away a few hours earlier as time had finally gotten the better of her. She cried for hours on end, refusing to be be consoled by the rest of her family. She locked herself up in her sleeping quarters and refused to let anyone but her new-found companion even approach her. Eventually she cried herself to sleep.

That night she once more dreamt her dream of the moon and once more she was accompanied by her wolf, as she expected, but there was another presence as well. As she danced her grandmother seemed to descend from the moon before landing next to Kiko. She knew it was her grandmother but the woman next to her didn't look like the elderly woman she knew. Instead she looked like her grandmother must have looked when she was Kiko's age. The woman kissed Kiko's forehead and petted the wolf before she dissolved into a fine mist. Once she was gone Kiko shook awake, finding herself reverted to her natural state, like in the dream, and still feeling the kiss on her forehead. What was more, she suddenly seemed to have grown a second tail, something that usually only occurred in kitsune elders.

She did not show what had happened until after her grandmother's funeral but when she did her mother and her aunt were both shocked. While both knew what it was neither had any idea about the how or why. They both insisted though that the tail, combined with the dreams and her wolf, must be indicative of something greater and her being part of some cosmic scheme. What it was they didn't not know.

It was a few months after this, days after Kiko's 16th birthday, that she met Ameiko again. She had ran away from home again and intended to strike out on her own this time. She came to Magnimar to pick up some things and figured she'd say hi. Their meeting was very short and left both with more questions than answers.

In the year after Kiko paid a visit to Sandpoint in the hope of finding her friend but instead found Ameiko's family. While she did recognise something in Ameiko's father Lonjiku she mostly saw a bitter man and quickly returned to Magnimar.

Seeing Lonjiku triggered something in Kiko. For the first time she started asking her mother questions about who her father actually was. The answers she got were evasive and vague: He was a Tian man, human, they had only been together for a few days and he turned out to be an unreliable bastard. She refused to tell more or give a name.

It was years later that Kiko finally found out. Kiko was 19 and her mother had met an Andorran merchant who she had fallen in love with. She was to open up a new branch of the family business in Almas while Kiko's aunt would manage the stores in Magnimar. Her mother left Kiko the choice on whether or not she wanted to move to Almas with her mother but she refused. Saddened by the goodbye and feeling this might be the last chance she'd get, Kiko's mother sat her daughter down and finally told her everything. That her father was a man called Lonjiku Kaijitsu from Sandpoint, that he had other children there as well and that he refused to even speak with her when she told him she was pregnant. Kiko had already zoned out the moment she heard her father's name. She knew who he was and she knew at least one of his other children. She had a sister!

As a last thing before she left Kiko asked her mother to accompany her to Sandpoint to meet her father for she figured she needed her mother to prove it. When they arrived however they quickly discovered that Lonjiku had since passed away and that Sandpoint had been under attack the year before. Of the family she so longed to have only Ameiko remained. Initially Ameiko was rather reluctant to believe it all but the details of Kiko's mother's stories were undeniable, nor was the likeness between Kiko, Lonjiku and Ameiko herself. Childhood friends turned out to be sisters.

In the years after Kiko remained in Magnimar. Her mother had left for Almas and would occasionally send letters. Apparently her new lover still desired children of his own and despite the odds a new baby was on it's way. Kiko herself continued her studies and worked to figure out her own place in the world. She still helped her aunt and her two cousins, both in their teens now. She also made a point of visiting her new found sister at least once a month. She'd stay over in the Rusty Dragon and would help out where she could. Only recently has she shown Ameiko that she is, in fact, a kitsune.
Personality: Show

I'm one of the people that joined later, during the recruitment to cover for some vanishing people.

She's the illegitimate child of Ameiko's father and a kitsune living in Magnimar. She is very different from Derric in that she prefers her human form over her natural form. That's how she has been raised and in an area where Kitsune are rare but lycanthropes are known it just seemed more sensible.

Only change I would make if we start now is swap out her Mystery, switching the Lunar mystery for the new Intrigue mystery, ditching her animal companion. This would mean some minor background tweaking but the AC hasn't really played a role in game yet.

Kiko has not, in fact, joined the others yet. She was supposed to be rescued from the goblins but the others never managed to arrive before the other GM went.


Ok, just emailed Paizo so they can set me up as GM. I'm read up on discussion, gameplay, and have gotten up to the relevant areas on my copy of the AP so I just have a bit more to read.

I'll open recruitment to fill empty slots. As of now I'll give until Wednesday, 1200 US Central time for submissions, I'll have a decision on who gets in by the following day. I might extend the deadline a bit, depending on how many people bite.

Current players: Looks like you're at 20 point buy, go ahead and do 25 point buy, you'll need it. Looks like background skills are used, so we're good there. Were you using average starting gold? If so, use max for class. I'll also be giving you a free bonus feat based on written background, I'm pondering what for each of you.

Potential Recruits: 25 point buy, background skills, max starting gold

Liberty's Edge

Seems you are on your way. Good luck and have fun!

Silver Crusade

There are two options.
You do not have a 2handed fighter, I would apply with my samurai.
Or if you prefer with wu-jen. (Witch)
I leave that up to you what you prefer!


Actually Derric uses his katana with two hands, but having an extra warrior wouldn't be bad. Although a witch could be useful as well.


Basically that would prompt me to switch -- if you play your samurai, I'd play my witch; if you play your witch, I'd stick with my paladin (here). Both of my characters have background ties to Damien Tarrant, so either way is fine.

At the time that Damien and I joined the group had just met us in the swamp, fighting a couple goblins. The DM had to bow out immediately after that so there's not a lot of backstory that would have to change if I needed to switch.


I'm not sure if recruitment is officially open or not but I've got this hunter who was adopted by Koya who could help round out the party if need be! I will have to adjust her to fit these creation rules but on the whole her background and such should be fine as-is. I'm also happy to change her companion to a wolf if the leopard would be too out of place :)


1 person marked this as a favorite.

Yes, recruitment is officially open. Potential recruits have until Wednesday 1200 US Central to at least get a hat in the ring and a background for my review.

Has anyone heard from Damien Tarrant? Do I need to send a PM?

Rishana: Looked at background, I like what you have. If you're selected the leopard will be fine, no need to change that.

Gohei: I'd like to get a look at your witch if they are already built.

Kito: Changing your mystery is fine, just have the original stuff documented where I can find it. I have plans for all current characters so if they rebuild I need to know what changed. Increases in stats due to higher point buy, new skills, stuff like that is no problem. Changing a mystery or something on that level of change I do want though.


I've sent a message to Damien, in case he missed this thread.


Hey, Derric and I have been chatting and I'm interested in throwing my hat in to the ring as a replacement player.

I have an idea for a kineticist. He's the reincarnation of one of the Amatatsu's guardian kami and has been raised as the adoptive child of one of the Kaijitsu's servants. His element is probably going to be earth (to connect to the kami angle) and I'm thinking of making him an aasimar with the archon bloodline since it's closest to the Lawful nature of the kami. Would that be alright?


Kamenhero: Give me a background write up. I like the idea for a kami based aasimar, I'm working on an NPC with a similar concept, though I was eyeing angelic bloodline for certain thematic reasons. The kami are kind of a weird lot, so I don't see any problem with any of the aasimar bloodlines, or even some tiefling bloodlines for that matter.

Potential Recruits: What I want most is a background, we can get to crunch later.


1 person marked this as a favorite.

Gotcha covered. Made a few changes as it got written out. I get dramatic sometimes.

Daichi:
Daichi's existence began well before his life. Even far before any who live today. Many centuries ago when the Amatatsu family rose to power in Minkai, the kami rained blessings on those who showed them honor and respect, granting the great Imperial Families great power and wealth. Many of lesser kami were even taken in to these families as guardian spirits and protectors of the lineages of the noble bloodlines. Others sprang in to being in places where the families built great shrines and fabulous palaces. One of these was a spirit named Daichi. A guardian spirit of one of the great shrines built by the Amatatsu family, his duty was to guard the land from intruders and to protect the honored burial sights of the departed family members. As he watched one family member after another pass through his temple, he came to not only respect the Amatatsu's but to care for them as his own family. For generations, his gentle watch was enough to guard the temple from harm. But it would not last.

The onslaught was quick and brutal. Before he even knew what was happening, the generations long plot of the Five Storms came to fruition. He could feel the souls of the Amatatsu as they fell, joining their kin as they passed through his shrine and he realized that something truly terrible must have happened. But as one bound to the land, he could not leave. He could only continue his duty and plead that one of the family would come to tell him what had befallen Minkai. Sadly, those that came were not of the Amatatsu. Minions of the Five Storms, not merely content to slaughter their enemies, arrived to desecrate and defame the shrine so that they might humiliate them as well. The battle at the temple gate lasted a full day and night before the kami fell, riddled with more wounds than any mortal could hope to survive. And as he lay dying, he could still feel the last souls of the Amatatsu, far away but still burning with the family's incredible fire.

With this last spark of hope, Daichi's soul refused to return to the earth. Instead, his spirit flew north, continuing until he was so far north that he began to fly south again. The further he traveled from his shrine, the more his soul began to degrade and his power drifted away from him, only his bond with the Amatatsu family holding his will together. He knew not how long her traveled, nor how many years had passed since the family had fled their rightful home, nor did he even know how long it took him to find that single spark of light that was the spirits of the Amatatsu's last scions. Finally, his ragged, spirit, little more than will and loyalty held together by hope, found its way to Sandpoint and to the home of the Kaijitsu family. As he entered the house, he felt the familiar sensation of a life about to leave the mortal realm. His spirit was drawn, not to the main family, but to a servant couple who's newborn barely clung to life. In that instant, Daichi realized why he had been brought here. His life merged with that of the baby and he was reborn into the world as the son of two of Lonjiku Kaijitsu's servants, and destined to serve his daughter.

Daichi was a somber boy growing up. Though the life of the kami he once was had been lost when he was reborn, he still felt the drive that had driven the first Daichi to travel halfway around the world to find his family. His loyalty and care for the Kaijitsu family was never called in to question, though many wondered if his 'care' for Ameiko was from more... inappropriate desires. Daichi denied each of these claims. He felt the love for her that he might for a sister, but not a lover.

His appearance did not make such claims easy though. He wasn't terribly handsome, but his appearance was... exotic. His skin was pale as marble and as smooth as well, yet it felt like ordinary skin to the touch. His hair was jet black and his eyes were an almost unnaturally pale blue. Which was strange for, other than his coloring, his Tien heritage was obvious at a glance. His parents came to believe that some divine force touched him that night that he nearly died and that his appearance was a sign of celestial grace. They were not far off...

And though his memories had faded to rare flashes and occasional visions or dreams, Daichi's power had faded far less. He could still feel the call of the earth and the power of the world flowing through him. And with focus, he could make the earth bend to his will. He did everything in his power to harness this skill, training himself in its uses so that he might protect the family that he cared for. For some reason, he was certain that they were in danger...


1 person marked this as a favorite.

Okay, I updated Rishana to a 25 pt buy and adjusted skills to reflect the addition of Background skills. I also adjusted her feats a little to give her more of an archery focus since the party already has a paladin and a samurai for melee combat. Senga is her animal companion; no changes were needed to her.

I believe that's everything but please let me know if there's something I've missed :)


I just remembered that Damien's player recently moved and he's now trying to get things settled. He's coming back though. He mentioned this in a recruitment thread of his for an Ancient Greek pathfinder game.

Sorry about that.


1 person marked this as a favorite.

I had gotten into one of the other tables for this Table 3. It faded before we got out of the Tavern. I'd love to have her play. I will need to update her a bit.


She has been updated with the point buy.


I have updated Jayna's background a bit.


Pathfinder Adventure Path, Lost Omens Subscriber

I will likely not have the numbers up before this afternoon, but here's my two options. I am flexible to play whatever accommodates the party.

Etellio:

Etellio was part of a Varisian Magnimarian clan of artists and crafters; his mother, Emyrala, had ties to the Mvashtis of Sandpoint - so their migrations often brought them to the town. His father was an enigmatic man - a talented dancer; spellcaster; and stage magician going by the name, Thrakanos the Magnificent. He captured all the adventure and vitality Varisians love, despite his unknown heritage. A whirlwind romance; a few years of joyful journeys together; and then suddenly, Thrakanos left - marching straight into the Ashwood and disappearing as if he were but a figment.

Despite her sadness, Emyrala was overjoyed at her son and he was raised to love the adventure traveling brought; always inquisitive into what he saw. While among those kin of Magnimar, he felt somewhat displaced as sort of questionable, it was Niska Mvashti who never let him doubt he was true member of the clan. She always said he had a special quality about him; pointing to the innate magic he showed growing up.

But eight years ago, his clan was attacked by raiders out of the Cinderlands. Many were killed; his mother disappeared in the chaos (presumably captured); he survived only by having been away at a performance in town. Unsuccessful in locating any of his Varisian relations, he journeyed back to Sandpoint to the only family that accepted him - Niska and Koya (who he thought of as his aunt). The old Varsian woman welcomed him; but also used her prophetic talents try an assuage his fears and reassure him that he would find some family. In return for her kindness, he promised to look after Koya should the time ever come that she needed his help. Now, having been wandering in his searches, he comes backs to Sandpoint to help "Aunt Koya" after the passing of Niska.

A lean, muscular man, Etellio's olive skin and sharp features accent an exotic, but handsome appearance. His black hair shows an accent of steel-grey hair that gives his looks a more striking quality. He tends to dress in Varisian style, with accents on blues; tattoos are limited to his arms and back - so his Varisian hallmark isn't as overt.

*Starting with the Friend of the Family and Skeptic trait. This would be a sorcerer class with draconic bloodline.*

Frasides:

Frasides (or Fraz as his nickname went) was a member of a merchant family residing in Korvosa. Specializing in making leather goods and armors, he was the third son of the family and spent most of the time working in the wilds to retrieve pelts and transport cargo from other towns. A promising career was leading to him considering joining the city's famed Sable company.

Then came the plague and the tyranny of the Queen Illeosa that left his whole family dead by either illness or violence; and the family's business absorbed by the Queen's troops. It was his little sister's death that probably hit him hardest. With no family and no prospects in the demolished city, he simply walked away and began wandering the Lost Coast.

He probably would have died out there; his will to survive only barely stronger than his will to live. It was a chance meeting with Shalelu Andosana that saved him. The experienced ranger took him under her care - training the frontiersman on more than trapping. She never said why, but they seemed to both bond over the experience of lost family and the grief that comes with it. For Fraz, having someone care about his loss and being able to help Sandpoint after a fashion has reawakened a sense that maybe he can have a new life here on the frontier.

A mixed heritage of Chelaxian and Shoanti, Fraz stands is tall; broad; and a little rough-looking. Brownish-blond hair and hazel eyes stand again tan skin and a stern countenance. A greenish leather armor that looks well worn and hunting boots dominate his look; a gold amulet wrapped on his belt the only thing out of place.

*Starting with either Rescued or Student Survivalist as one trait, and then Exile as the other. This would be a ranger class (possibly guide or warden version) with emphasis on ranged attack.*


If the gm does not mind we could switch Leodegrance. An old game that was in hiatus due to GM burnout has been restarted and I play a witch there. Also I somehow have some issues getting my head on a witch.
A samurai, as my favorite class is diffrent.


Ok, Paizo hasn't yet made the switch to have me as GM and I haven't heard from Damien yet, so I'm going to extend recruitment until Friday.

On how recruits will be chosen: Each of the current players will vote for two recruits, I'll vote for two. Votes will be sent to me as PMs. I'll check the totals and the characters with the most votes are in, if there is a tie then I'll make the call. I want the current players input and I think that's the best way to do it.

I like all the submissions so far.

Leo: If you want to switch characters it's up to you. I have a slight preference for you remaining Leo though.


I have the build for Daichi mostly ready. I just have a question about traits. Would you allow a religion trait to be reflavored a bit to allow someone who's not a follower of that faith to take it? I'm looking at Iomedae's Purity of Faith trait, since it seems fitting for someone with exceptional strength of spirit, but he's not a terribly religious sort.


Kamenhero: Reskins on traits are generally not a problem, it looks good and fits with the concept.


As you prefer not to switch, how would you feel about a hunter to join the caravan?
Runa, a young varisian girl lived close to sandpoint for almost all her life. While many varisians travel around, she was always hindered by her mother, who was outcast of her tribe after she found her husband with another woman and the following fight. To work with her wanderlust, Runa was always outside, traveling through the woods and making a lifing as hunter and as some say poacher. Her keen eyes and sure hands brought many a deer on the table and she was always ready to listen to other varisians stories in the rusty dragon, spending some meager coins to the excellent brew.
She always had a special liking to Sandru.
As her mother has finally found another man to live with Runa feels ready to leave the home and find a new destiny.


Helikon: I have no problems with hunters or witches. We do have one hunter applicant, but I care more about backstory than crunch so that's not a problem. Submit what you'll think you will have the most fun with. I'll vote for the two submissions that I think I can do the most with, how the current players vote is up to them but in cases of a tie background will win.


I understand. Just I looked at my other witch and thought, yes that is the witch I would like to play. And I will play her again.
My most prefered Char is my samurai though, but if we have someone like that, who is already in the team, I do not want to challenge his position. I thought, what char did I always want to play, but never have... and finally thought about a ranged hunter.


I'm liking these characters as well.


1 person marked this as a favorite.

Here's a link to Yvette LaBelle, the witch I mentioned as an alternative. She's a straight-up healer witch, so if we have no other healers she can fill that role. Being a ley line guardian makes her a spontaneous caster, so she doesn't have to worry about how many cure spells to prepare; they're just on her list.

Ultimately my call on which to play (paladin or witch) is based on:
* When Damien comes back, which would he like to see? We built our characters in tandem so I don't want to yank the rug out from under him.
* What does the group need? If we have no healers, I should play the witch.


1 person marked this as a favorite.

Awesome. Then here's my build to go with the backstory above.

Daichi Mechanics:
Male Aasimar (Archon-Blooded) Geokineticist 1
LN Outsider (Native)
Init: +3 Senses: Darkvision 60 ft., Perception +6
------------------------------------------------------
AC: 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
HP: 12 (1d8+4)
Fort: +6 Reflex: +5 Will: +3
Defense: Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5
------------------------------------------------------
Speed: 30 feet
Melee: Dagger +0 (1d4/19-20)
Special Attacks: Kinetic Blast
Spell-like Abilities
1/day - Continual Flame
Kineticist Wild Talents Known
Infusions - Extended Range
Kinetic Blasts - Earth Blast +3 (1d6+5)
Utility - Basic Geokinesis
------------------------------------------------------
Str: 10 0
Dex: 16 +3
Con: 18 +4
Int: 13 +1
Wis: 14 +2
Cha: 10 0
BAB: +0 CMB: +0 CMD: 13
Feats: Point Blank Shot
Skills: Acrobatics +9, Diplomacy +6, Perception +6, Sense Motive +5, Stealth +9
Traits: Best Friend (Ameiko), Purity of Faith
Languages: Celestial, Common, Tien
Special: Burn (1/round, max 7), Gather Power
Gear: Dagger, Haramaki, Masterwork Backpack, Flint and Steel, Waterskin, 3gp


Lou Kasuri wrote:

I remember that, I applied but due to work schedules was unable to participate. and I had a discussion with the GM about that.

I was in another table and it went nowhere.

I was at that table too.


Also, it is the AP I am mad interested in, not playing class xyz I am interested in. Just I have to feel fine with the char. ;-)


1 person marked this as a favorite.

So as a bit of a teaser on what I'm working on for the game:

I'm writing up foils for your characters, NPCs who complement and contrast you and are likely to be nipping at your heels for a while. I've got one for Derric all ready to go, next on the list is one for Kiko.

Next is the way I'm handling the weirdness of switching GMs, I plan on some little spoiler boxes of information to twist your characters' perceptions of reality. Looking to show them alternate pasts and presents and possible futures. Also lets me show you what's going on "offscreen" so to speak.

Any thoughts?


Almagafor wrote:

So as a bit of a teaser on what I'm working on for the game:

I'm writing up foils for your characters, NPCs who complement and contrast you and are likely to be nipping at your heels for a while. I've got one for Derric all ready to go, next on the list is one for Kiko.

Next is the way I'm handling the weirdness of switching GMs, I plan on some little spoiler boxes of information to twist your characters' perceptions of reality. Looking to show them alternate pasts and presents and possible futures. Also lets me show you what's going on "offscreen" so to speak.

Any thoughts?

I like the idea of the foils. That's a good idea. I've always liked the idea of rivals and enemies (actually the gm of my Giantslayer game had us put down one known and one unknown enemy to make things interesting).

But what do you mean by showing us alternate pasts, presents, and futures? That one is confusing me.


Sounds good to me. It gives a hidden depth to the game.
We do the same in our tabletop games and it works well!


Derric: It's kinda hard to explain without giving away too much. Essentially, I'll have the events as your characters are currently experiencing them, where you have full agency, and what "might" of happened, where it's narrative. Right now I'm planning for the weirdness to be only narrative but that might change over time. The characters who have the weirdness happening to them will have two sets of memories, a complete memory of the "now" and a partial memory of the "maybe". Initially it's going to account for the party members suddenly changing and the new characters showing up. Later, it will let me show you what's going on with the villains when you're not around or what's happening in Sandpoint when you have moved on, stuff like that.


Okay so pretty much we're experiencing deja vu? And I'm guessing with the villains and what's happening in Sandpoint it sort of is like where in comic books they say "Meanwhile, the villains gather in an abandoned warehouse on the edge of town while awaiting the Evil Pizza Delivery Guy to join them and hoping he brings the beer too." Something like I guess right?

That's okay although it's going to be difficult to figure out on how to write Derric's journal.

Hope that's okay that my character keeps a journal.

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Looking for GM for Jade Regent All Messageboards

Want to post a reply? Sign in.