GM Zed seeks Interplanetary Travellers (Legendary Planet)


Recruitment

51 to 87 of 87 << first < prev | 1 | 2 | next > last >>

So I am going through the gameplay thread looking for the origins and backstory hooks when I found out where you guys first met it, back on page 29!
So, if I get selected then I will have to create a new alias named BR-N3R.
Somewhere along the way we need to orcastrate a little accident for him and the subsequent rebuilding/remoddeling/combining into a Claptrap unit :)
If Ravboom rebuilds me then I might just have to call him master XD

Other notes;
I was requisitioned by Lomrick as a research assistant in the Garsilt Research Facility from the Jagladines.
In this research facility we focused on Xenobiology, live test experements and creating hybird creatures known as Klaven, basically absolutely loyal super solders.
The Jagadines, my creators, are a form of superior beings with advanced intelect and a predesposition towards the biological sciences.

I have taken a rank in Lore: Xenobiology to represent my past work in the labs but I was wondering if there were some other skills that would be a good idea thematically. I could use some inspiration and I dont mind spending a few ranks on them. I can also spend future skill ranks as BR-N3R actively works to circumvent his internal firewalls and access restricted memory banks ;)

Well thats what I have read so far, I plan to keep reading until I have caught up so that I can make his history my history.


GM Zed wrote:
Shisumo wrote:
GM Zed wrote:


Avoron – Nathaniel Fletcher, Samsaran Witch
I really like Nathaniel’s backstory, there’s some motivation there as to what makes him tick but you’ve left the GM enough flexibility to be able to pick him up and place him into the game in a number of different ways… I’m not quite familiar enough with the familiar rules to understand what allows your flying fox to grow from Tiny to Medium?
He's using the mauler familiar archetype. Which is an interesting idea for a familiar that acts as a mount...
Excellent... thanks for the clarification - I can access the PRD at work but not d20pfsrd (and I haven't even bothered with Archives of Nethys!!!)

Is there a particular site that you would prefer we quote from and hyperlink to? I can do any of the three so just let me know which is easier for you :) default is PFSRD.

Lantern Lodge

Alecak – Cho, Android Bolt Ace
Hi, I have only briefly gone over your stat-block but all looks fine… you’ll need to give me something about your character’s personality / background so that I can think about how to weave you into the game… it is also worth noting that one of the groups already has an Android player so Cho would more likely be put into the ‘Goblins’ game…

I was going for a Cad Bane(from star wars)like character. Robotic Western type has worked as a bounty hunter but he is looking for something else. Doesn't understand people but gets the job done. Not really good but not evil. He tends to decide on which contracts by what the crime/reason behind it was and he doesn't bother with bring back prisoners(is going to question memebers of party if we need to bring anyone back alive). I have a little bit of background on the last page of the character sheet and will update there with more.

Thanks for your consideration.

Not sure if your aware but android bodies are "reused" once the host soul leaves it so i was going for a very rustic look to him. maybe his cloak is tattered.


No reason to make a new profile if you get picked Clap. By the time Rav's done stuffing random computer parts in and hooking them up randomly, the resulting end product could have 14 different logic circuits in it, and thus use a different name, like claptrap.


GM Zed wrote:
Shisumo wrote:
GM Zed wrote:


Avoron – Nathaniel Fletcher, Samsaran Witch
I really like Nathaniel’s backstory, there’s some motivation there as to what makes him tick but you’ve left the GM enough flexibility to be able to pick him up and place him into the game in a number of different ways… I’m not quite familiar enough with the familiar rules to understand what allows your flying fox to grow from Tiny to Medium?
He's using the mauler familiar archetype. Which is an interesting idea for a familiar that acts as a mount...
Excellent... thanks for the clarification - I can access the PRD at work but not d20pfsrd (and I haven't even bothered with Archives of Nethys!!!)

Yep, I used the Mauler familiar archetype to increase its size to medium when in battle form, then the Undersized Mount feat to allow Nathaniel to ride it.

This was one of those cases where the flavor and mechanics fed off each other really well. First came the image of a witch soaring around on his bat, then the notion of just how convenient it would be to cast spells and hexes down from the sky, then finally the realization that the rules offered a way to actually pull this off.

Grand Lodge

If you had gone the goblin route, there's an alchemist archetype called Winged Marauder that gives you either a dire bat or giant vulture as a mount.


Also fun.


Has everyone gone to drool over the Starfinder preorders yet?


Mayenyi wrote:
Has everyone gone to drool over the Starfinder preorders yet?

Yeah, interest definitely piqued... but am kinda dubious about the associated AP announcement. Taking this AP as a reference (which doesn't seem unfair given they both need to include information about new worlds, new civilisations, etc), excluding fiction and adverts, 'To Worlds Unknown' is 82 pages long whilst the next instalment of this AP (The Scavenged Codex) is 103 pages long!!! The AP for Starfinder is proposed to be bi-monthly at 64 pages... I'm a little underwhelmed right now but maybe I'll get more hyped as Paizo gives us more information...


Well, I dropped a preorder on basically everything, just to make sure that I'd done everything I could to encourage Paizo to add more SF books to the schedule. I figure that good sales numbers on Iron Gods and Distant Worlds are what got us here, so the more preorders they get, the better our odds for getting more down the line...


I'm on the fence about it honestly. I've yet to see a d20 conversion to a Sci-Fi setting that felt like a good fit. So far, they've all felt fairly sci-fi light (Star Wars being a prime example, although Traveller d20 came much closer to being hard SF).

I suspect that Starfinder is going to be more Star Fantasy, with the emphasis on Fantasy.


Well, they've been pretty clear on that from the beginning, but they've also said they want to be Shadowrun for space sci fi, which implies a fairly solid sci fi grounding...

Grand Lodge

Savage Worlds and Mutants & Masterminds do a good job with being hard sci-fi. d20 Modern can do it as well, though I'm not as fluent with it as I am other formats.


If they hit the sweet spot that Shadowrun hit, I'll be happy to throw money at them. I did preorder, I'm just preparing myself for dissapointment is all. :)

Grand Lodge

I prolly won't preorder, but I do plan on getting it when it's released.


I'm kind of on the fence as well, but trying to keep an open mind.


FINALLY!!
I have finally finished my submission :) it was a lot of work as I had to read through the last 500 posts so that I could learn my own characters backstory (and learn as much of his environment as I could), then build his crunch, then write Brainers short backstory, then write Claptraps backstory, then write them combined (literally) into their own special blend of psycosis :p
At least I didnt have to write the CL4P-TP race out this time!!!

There are a few minor points that I still have to decide on.
Hey guys, what do you think about...
Spells;
0: Enhanced Diplomacy, Guidance, or Stabalize. I can only choose 2.
1: Cause Fear, Infernal Healing, or Magic Weapon. I can only choose 1, and I am not sure if I should/need to take Infernal Healing or if the parties wand of CLW would be enough (I can use it proficently).
Deciding these things is so difficult :/

Who built BR-N3R? I curently have him as being built by the Dorgelf Coterie, and therefore local to Argosa. But I was wondering if I should have him be built by the Jagladines instead? (easy fix either way)

I also have 1 skill point too many, and I gave him the muleback chords as his major item, now he can be a kleptomaniac XD

Full Submission:
CL4P-TP All Purpose Maintenance Robot
Claptrap Robot Enlightened Oracle of Lore 3
CN Small Humanoid (Robot) Initiative +2 Senses Darkvision 60ft Perception +0
--------------------
Defences
--------------------
AC 20 Touch 14, Flat Footed 17 (+3 Cha, +6 Armor, +1 size, +2 Blind Panic)
hp 18/18 (3d8)
Fort 2 Ref 5 Will 4 (+4 vs mind-affecting effects, paralysis, poison, stun)
Immune fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Other Defences
--------------------
Offenses
--------------------
Speed 20ft (30ft)
Melee
Ranged +5 Light Crossbow (1d6 19-20/x2) 80ft range.
----------------------
Spells
----------------------
Spells Per Day
1: (6/6)
Spells Known Identify,
0: 5 Detect Magic, Enhanced Diplomacy, Guidance, Mending, Read Magic, Stablize
1: 3 Cause Fear, Infernal Healing, Doom, Magic Weapon, Murderous Command

Current Magical Effects

----------------------
Statistics
----------------------
Str 8, Dex 14, Con 10, Int 16, Wis 10, Cha 17
BAB +2 CMB +0 CMD +12

Feats Scribe Scroll, Persuasive
Revelations Focused Trance, Sidestep Secret
Traits Helpful

Skills (10 per level)
Appraise +6 (3 Ranks, +3 Int)
Acrobatics (Jump) -5 (-4 Racial, -1 Str, -0 ACP)
Craft: Alchemy +9 (1 Rank , +3 CS, +2 MWK tools, +3 Int)
Craft: Mechanics +9 (1 Rank, +3 CS, +2 MWK tools, +3 Int)
Diplomacy +11 (3 Ranks, +3 CS, +2 Persuasive, +3 Cha)
Disable Divice +9 (3 Ranks, +3 CS, +1 Racial, +2 Dex, -0 ACP)
Intimidate +8 (3 Ranks +2 Persuasive, +3 Cha)
Knowledge (Arcana) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Dungeoneering) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Engineering) +12 (3 Ranks, +3 CS, +1 Racial, +2 Mwt, +3 Int)
Knowledge (Geography) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (History) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Local) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Nature) +7 (1 Rank, +3 CS, +3 Int)
Knowledge (Planes) +7 (1 Rank, +3 CS, +3 Int)
Linguistics +9 (3 Ranks, +3 CS, +3 Int)
Lore (Xenobiology) +7 (1 Rank, +3 CS, +3 Int)
Perception +0 (+0 Wis)
Preform (Sing) +5 (0 Ranks, +2 Racial, +3 Cha)
Sense Motive -4 (-4 Racial, +0 Wis)
Spellcraft +9 (3 Ranks, +3 CS, +3 Int)

Languages Binary, Celestial, Common, Elven, Goblin, Infernal, Ultari
Gear
10 pints of oil, grease and liquid power (rations), (5gp, 5lb)
Metal Plating (breastplate) (300gp, 15lb)
Muleback Chords (1000gp, 1/8lb)
Mwt (Craft: Alchemy, Mechanics)(K: Engineering) (150gp, 3lb)
Light Crossbow (intigrated) (35gp, 2lb)
20 crossbow bolts (2gp, 2lb)
Pens, writing impliments and large stacks of papers
8gp

----------------------
TRACKED RESOURCES
----------------------
Focused Trance (3/3)

----------------------
Special Abilities
----------------------
Blind Panic at half hit points or fewer, no ally within 30 feet gain +2 racial bonus on melee attack rolls and AC.
Constructed counts as humanoid and construct. +4 racial bonus on saving throws vs mind-affecting effects, paralysis, poison, stun, immune to fatigue, exhaustion, disease, sleep, emotion-based effects except fear. Can never gain morale bonuses.
Eccentric gain +2 to Preform (Sing)
Emotionless –4 to sense motive.
Favored Class Bonus +3 Skill Ponts.
Focused Trance 3/day, enter a trance for 1d6 rounds during which you can only take move actions. Afterwards make 1 Inteligence based skill check with a +20 Circumstance bonus.
Helpful you provide a +4 bonus when you successfully aid another.
Lore Mystery Appraise and all Knowledge skills are class skills. Gain Identify as a bonus spell known.
Master Tinker +1 to Disable Device and Knowledge (engineering). Proficient with any weapon they have personally crafted.
Persuasive +2 to Diplomacy and Intimidate.
Resistance +1 Resistance bonus to all saves.
Scribe Scroll craft a scroll by spending 1 day per 1000gp, or 2 hours for 250gp or less.
Sidestep Secret add your Cha mod to your AC and Ref saves instead of your Dex mod.
Wheeled -4 to acrobatics checks made to jump. No feet slot.

----------------------
Encumbrance 27 1/8b
Light 57lb, Medium 114.75lb, Heavy 172.5lb
----------------------

--------------------------------------------------------
A Tale of Two Robots

-------
BR-N3R
-------
BR-N3R was designed and built by the working class of Dorgelf Coterie and sold to Lomrick to help him in his research and work involving the transformation of various species into Klaven and other, related Xenobiology in the Garsilt Research Facility. There he worked faithfully and tirelessly aquiring knowledge and expertise in those chosen fields.
While Br-N3R happily toiled away at his chosen chores (or as happily as a robot gets) it was not meant to last. Garsilt was struck by an extinction level interplanetary object at one point and the "Incident' threw the inhabatants into chaos and the seismic aftershocks compromised containment cells, stasis chambers and power plants.
While the researcers evacuated, they left BR-N3R behind along with most of the equipment (who saves the toaster when the house burns down?), yet despite this BR-N3R tried to faithfully continue his work to the best of the facilities failing abilities when he ran into a group of escaped test subjects. He proceeded to guide them around the facility and assist them as he was needed (he was programmed to assist the researchers and it was a logical progression that that extended to the test subjects as well), eventually leading them to the Garsilt Gate, and from there helping them power it up escape through it to Argosa. One of the last orders that the test subject; 382-461a had given him,
...Brainer go to. Brainer say Brainer job protect as much of Gar Silt as possible. Gar Silt going to go boom soon, only thing Brainer can protect of Gar Silt is Brainer, and only by going through gate...

So through the gate went BR-N3R to Argosa, a land of sand, fufilling his orders faithfully...
And then he got shot not more then 10 minutes on the new planet, deactivated, and dragged off to Zel-Argose to be sold for scrap.
The last thought going through his CPUs ---did...did I do a good job master?---...___

-------
CL4P-TP
-------
CL4P-TP was one of the last of his series created by the Dahl Corporation and his series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair he was created to be a maintainence bot or to do other manual labour and this he does well and with a cheery attitude.
"With age comes Wisdom" is not a saying that applies to robots and indeed the opposite is usually true. The longer a piece of software has been in existance the greater the chance for external influences to corrupt the data, and the more glitches and other inconsistencies can occur. With Claptrap this breakdown happened at an accelerated rate and by halfway through his expected service life he had developed a full-blown personality. It didnt help that Claptrap was on a rarely visited backwater station on an abandoned astroid with little maintainence and oversight and this was probably what allowed him to deteriorate so significantly.
Well one day his eccentricities became too much for his superiors to ignore and he was ordered to the deconstruction station to be dismantled. Unthinkably, he fled.
Now there is not many places to run away to on an enclosed outpost on a barren asteroid and he should have been easily found and deactivated however he managed to find an ancient and unused gate. This particular gate had not been activated in over a thousand years but Claptrap was able to identify it as (some sort of) wormhole generator and then power it up by connecting it to the outposts power generators (and nearly destroying the station in the process), then punch a set of random co-ordinates into it and flee through...
On Argosa (where he ended up) he did not make it very far as he searched out a new civilization to integrate into when he fell into a low-powered electrical field designed to trap the local wildlife and fried half his circits...
Later the hunters who frequented the traps found him laying there and took him back with them, selling him to a local Scrapper as scrap, who then tossed him into a pile next to another yellow, scorpion-like robot...

-------
Currently
-------
There are now 2 yellow robots laying side by side in Jims Scrap Heap, the first one RavBoom will instantly recognize as the Brainer who helped them escape off of the Garsilt Research Facility and while it would appear that most of its circitry is still working, its chassis is shot to bits and missing most of its legs. Beside it is another yellow robot, this on has a completely functioning chassis but its circuits are half fried. Luckily they seem somewhat compatable and it wouldnt seem too difficult to combine them together...

-------
In the Future
-------
The Claptrap as I will be playing him is a conflicted machine. On one side he has the mind of an inteligent CPU full of knowledge but in a full-blown lockdown, and locked out of any external control, and on the other side we have a half-fried, almost parasite-like CPU who is constantly tring to take complete control and desperate to survive. Claptrap is constantly trying to plumb Brainer for his knowledge and secrets and assert complete contol, however both sides are in a constant war of re-written code, hacks and firewalls in this deadly game of wills. So far it would seem that Claptrap is slowly winning and it is just a matter of time before he dominates Brainer completely.

To the party, and especially to RavBoom (who he will call master) he will claim and maintain that he is the same Brainer (indeed, he has access to all those memories together) that they knew, and that he simply goes by the name Clappy while he reconfigures himself.
He will also refer to himself as "We", using the plural form :p

-------
Appearance and Attitude
-------
CL4P-TP stands just over 2 feet high with a small build with heavy plates and supported by a single wheel, has two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of his chassis lies a single lens that acts as his eye to the world and his front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect. He also has an integrated crossbow in his right hand that can spring forwards when under threat.
Always ready to help out with his cheery attitude or to offer advice, yet he tends to come off as annoying more than anything else and due to his extensive memory banks can be a bit of a know-it-all. However underneath this face is a driven mind (two of them in fact) that is determined to survive.
Often in an attempt to cheer others up or simply to while away the time he has taken to singing and dancing which further cements his annoying demeanor yet dispite this he usually wishes to remain in the background supporting and fixing out of the spotlight. He is also a Kleptomaniac who will pick up and haul anything thag he thinks might give him that much of a chance to survive, and especially knowledge in any of its forms or mechanical contraptions.


CL4-TP:

CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there...
You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs 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.

Defence racial Traits
_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Eccentric: CL4P-TPs have been known to have any of a number of bizare personality quirks. Choose one Perform skill. Gain +2 racial bonus to that skill.
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.
Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

Favoured Class Options
________________________________________________________
Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard: Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin: Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue: The rogue gains +1/6 of a new rogue talent.
Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

Spoiler:

Race Points: CL4P-TP
Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp (+2 dex, +2 int, -2 str)
Linguist: 1rp
Cornered Fury: 4rp
Eccentric: 1rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 10rp

What do you think? I purposefully made them about the strength of the core races as they arnt meant to be super powerful, instead just a small robot, about as strong as the average human.
The constructed type was taken from the Android monster listing and seems more powerful than half-construct while being cheaper but gets a lot closer to the feel I was looking for. If needed you can up the race points associated with it. I also slightly modified it so that they can be afraid, as that happens a lot in the game :) Some other ideas you might like is to give it natural armour/improved to represent its metal shell or deathless spirit further setting it apart as a construct.
Also note that while it is a *robot*, it still needs to eat oil, enter sleep cycles and feed oxygen into it motors. It also bleeds oil and its sofisticated design acts more like an organic body then a piece of machinery.

The CL4P-TP series was one of the last created by the Dahl Corporation and the series was known for its tendencies to malfunction or otherwise become exceedingly eccentric. Programed to serve and repair they were created to be maintainence bots or to do other manual labour and this they do well and with cheery attitudes.
A CL4P-TP stands just over 2 feet high with a slim build supported by a single wheel, and have two spindly arms ending in a pair of surprisingly dextrous pincers. At the top-center of the chassis lies a single lens that acts as their eye to the world and their front pannel hinges open to reveal a compartment used to store whatever odds and ends they collect.
While they are always ready to help out with a cheery attitude or to offer advice, they tend to come off as annoying more than anything else and due to their extensive memory banks they can be known for being know-it-alls. Often in attempts to cheer others up or simply to while away the time a few have been known to take to singing or dancing, further cementing their annoying image yet dispite these outbursts of "personality" they are usually content with remaining in the background supporting and fixing out of the spotlight.


And I am posting this section seperately, because it is importiant and I didnt want it to get lost in the wall of text :)
Its my intro, and how my character will function.

-------
Currently
-------
There are now 2 yellow robots laying side by side in Jims Scrap Heap, the first one RavBoom will instantly recognize as the Brainer who helped them escape off of the Garsilt Research Facility and while it would appear that most of its circitry is still working, its chassis is shot to bits and missing most of its legs. Beside it is another yellow robot, this on has a completely functioning chassis but its circuits are half fried. Luckily they seem somewhat compatable and it wouldnt seem too difficult to combine them together...

-------
In the Future
-------
The Claptrap as I will be playing him is a conflicted machine. On one side he has the mind of an inteligent CPU full of knowledge but in a full-blown lockdown, and locked out of any external control, and on the other side we have a half-fried, almost parasite-like CPU who is constantly tring to take complete control and desperate to survive. Claptrap is constantly trying to plumb Brainer for his knowledge and secrets and assert complete contol, however both sides are in a constant war of re-written code, hacks and firewalls in this deadly game of wills. So far it would seem that Claptrap is slowly winning and it is just a matter of time before he dominates Brainer completely.

To the party, and especially to RavBoom (who he will call master) he will claim and maintain that he is the same Brainer (indeed, he has access to all those memories together) that they knew, and that he simply goes by the name Clappy while he reconfigures himself.
He will also refer to himself as "We", using the plural form :p


Aahhh I love it. All of this robotic backstory makes my day.

I'll also chip in my two cents for spell selection, since I know how easy it is to be caught up by indecision about those last few spells. For orisons, I'd go with Guidance and Stabilize - Enhanced Diplomacy is nice but more situational and Guidance covers part of it anyway. The level 1 spell choice is more difficult, just because all of those options have their downsides. Cause Fear seems sort of redundant with Doom and Murderous Command: all three are ranged single-target mind-affecting spells that allow for Will saves. Infernal Healing is nice, but it works much better in wand form. And Magic Weapon would become largely obsolete next level when the party gains their weapon attunement automatic bonus progression.


You want Infernal Healing. Constructs aren't affected by CLW, but they are affected by IH.

On a separate note, Brainer is in Rav's backpack, not in the scrap yard. He made it through with Rav, but got fried in the process.

Doesn't make much difference in background if you're chosen, but thought you should know.


Decision day! (I think!)


The Construct quality that androids get (and that Claptrap derives from) has them count as both construct and humanoid for purposes and effects, such as Enlarge Person, Favored Enemy, Inflict Light Wounds, and, I assumed, Cure Light wounds. A big point in my reasoning for this is that I would likely be the only person that could heal myself and if I go down then Im screwed. Game over.
Its a lot less of a headache then having to deal with being unable to be raised, bonus hps, death-at-zero, healing and half of the more powerful immunities that a full construct gets.

Basically I have built up the Claptraps to be mechanically more humanoid with construct traits instead of pure construct.
In game fluff reasons might include living robotics so advanced that they almost mimic organics, CPU units designed and based off of a humans brain (the better to create a true AI), or simply Cuz Magic :/

Constructed:
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Good points about the spells! I like the advice (especially the ABP bit) and I think that I will go with Guidance, Stabalize and Infernal Healing (as a backup).
Glad you liked the backstory! It changed derastically from what I first expected :)
I will also change the bit where Brainer goes through the gate so that I am with RavBoom. It shouldnt be too difficult.


Mayenyi wrote:
Decision day! (I think!)

Indeed... from PM's I'm expecting maybe one or two more characters to be suggested before the end of the day. And then I've got some thinking to do!!!


Exciting! Good luck to all my fellow aspiring starfarers.


You appear to be somewhat lacking in Arcane magic. How about a void touched Fetchling sorcerer who got himself stranded due to a mishap with a magical gate? Sound interesting enough to possibly be included? If yes, i'll write him up further.

Edit: Oh wait. i may have missed the window. Oh well. Good gaming everyone. Maybe next time.


This is my submission for the first group.

Alafair:

Female elf oracle (spirit guide) 3 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 27 (3d8+9)
Fort +4, Ref +5, Will +4; +2 vs. enchantments, -2 penalty vs mind-affected effects
Defensive Abilities elven immunities; Immune sleep
--------------------
Offense
--------------------
Speed 40 ft.
Melee mwk halberd +5 (1d10+7/×3)
Ranged mwk composite longbow +5 (1d8+3/×3)
Oracle (Spirit Guide) Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—charm person (DC 14), command (DC 14), cure light wounds, divine favor, hypnotism (DC 14), identify, shield of faith
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 13), read magic
. . Mystery Lore
. . S spirit magic spell; Spirit Flame Wandering Spirit
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +4; CMD 17
Feats Extra Revelation[APG], Power Attack
Traits reckless
Skills Acrobatics +7 (+11 to jump), Appraise +5, Bluff +7, Diplomacy +8, Heal +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +5, Perception +4, Sense Motive +4, Spellcraft +8
Languages Common, Elven
SQ bonded spirit, bonded spirit hex (cinder dance), limited telepathy, oracle's curse (aboleth), revelations (lore keeper, sidestep secret), spirit ()
Other Gear mwk chain shirt, mwk composite longbow (+3 Str), mwk halberd, backpack, bedroll, belt pouch, blanket[APG], canteen[UE], silk rope (50 ft.), 224 gp, 4 sp
--------------------
Special Abilities
--------------------
Aboleth -2 penalty on saving throws vs mind-affecting effects. Bonus spells known.
Bonded Spirit Gain a wandering spirit each day.
Elven Immunities (Ex) +2 save bonus vs. Enchantments.
Immunity to Magic Sleep You are immune to magic sleep effects.
Limited Telepathy A void elf is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
--------------------
Background
--------------------
Alafair is a member of an elven tribe far away from Golarion. It is believed that their origins are somehow tied to lost gate magic, but that has been forgotten ages ago, as their home planet had been overrun by wars and catastrophes. Now the ancient homeworld is ravaged and bears many ruins, only in small spots civilization still thrives while monsters and savages roam the rest.
One of those spots of civilization is Alafairs home, where the gathering and keeping of knowledge is revered to prevent desasters like in the past. Her Mentor Okuton decide the time had come for her to contribute and sent her out to gather new knowledge among the stars to bring home into the eternal library of her people.
--------------------
Character
--------------------
Alafair has a mixed character, on one side social adept and easy going, her love of knowledge often destracts her and makes her absent minded.
Instead of only browsing and cataloguing books she prefers a more practical approach, getting herself in dangerous situations often enough when.


Good luck. LUCK! Yes, that is what you will need... Claptrap begins muttering to himself in an evil monologue.
Those other applicants shall have no chances at succeeding when I am in the race! luck indeed.
He then pauses for just a moment, his CPU rapidly contemplating something.
But I guess there is always a chance... I will need something. Ill need insurance. hmmmm. Sabotage. sabotage is good.


Good fortune to all!


And here´s a goblin character.
Don´t really know why goblins are in space right now though.

Goblin:

Goblin unchained rogue 3 (Pathfinder Player Companion: Giant Hunter's Handbook 21, Pathfinder RPG Bestiary 156, Pathfinder Unchained 20)
CN Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 27 (3d8+9)
Fort +4, Ref +8, Will +3
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk punching dagger +8 (1d3+4/×3)
Ranged blowgun +7 (1) or
. . shortbow +7 (1d4/×3) or
. . shortbow +7 (1d4/×3)
Special Attacks sneak attack (unchained) +2d6
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 15, Int 12, Wis 12, Cha 10
Base Atk +2; CMB +1 (+3 dirty trick); CMD 15 (17 vs. dirty trick)
Feats Expert Sniper, Graceful Athlete, Improved Dirty Trick[APG], Weapon Finesse
Traits darklands delver
Skills Acrobatics +9 (+10 vs. creatures at least 1 size category larger), Appraise +5, Bluff +4, Climb +9 (+10 vs. creatures at least 1 size category larger), Diplomacy +4, Disable Device +9, Disguise +4, Escape Artist +7 (+8 vs. creatures at least 1 size category larger), Knowledge (dungeoneering) +6, Knowledge (local) +5, Linguistics +6, Perception +7, Ride +7, Sense Motive +5, Sleight of Hand +9, Stealth +19, Survival +7, Swim +9, Use Magic Device +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin
SQ limb climber, underfoot agility
Combat Gear caltrops; Other Gear mwk chain shirt, arrows (20), blowgun, blowgun darts (50), mwk punching dagger, shortbow, shortbow, bandolier[UE], bedroll, bell tripwire trap, belt pouch, blanket[APG], masterwork backpack[APG], masterwork thieves' tools, shinobi shozoku, 677 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Limb Climber (Ex) You can climb up creatures at least 1 size category larger than you.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Underfoot Agility (Ex) Gain morale bonus on acrobatics, climb, and escape artist checks vs. larger foe.


Recruitment is closed - thanks for all of your characters, and for giving me quite the dilemma. I have some idea as to how I will progress but I need to play with a few combinations...

FYI, this is where we finally ended up....

Gobo Horde, CL4P-TP – Claptrap Robot, Oracle of Lore

Avoron – Nathaniel Fletcher, Samsaran Witch

Yoricks Requiem – Kasia, Umbra DeadEye Hexer

Shisumo – Mayenyi, Chlorvian Oracle of Wood

Alecak – Cho, Android Bolt Ace

Hayato Ken - Alafair, Elf Oracle (Spirit Guide) or Goblin


Okay, apologies for taking a little more time than I expected to... as always, it was a difficult decision to make and I toyed with the idea of returning both groups to six players for a while... but, in the end, I've gone with two groups of five...

For my 'Legendary Planet, An Adventure beyond this World' game, I've gone with:

Mayenyi, Chlorvian Oracle of Wood
Kasia, Umbra Deadeye Hexer

Joining

Zoreck the Unclean, Human Savage Technologist
Rikkan, Ratfolk Alchemist
Drancis, Human Telekineticist

And for 'Legendary Planet, Goblins in Spaaace!!!', I've gone with:

CL4P-TP, Robot Oracle of Lore

Joining

Ravboom, Goblin Savage Technologist
Palomia, Human Summoner
Biggun Walker, Goblin Fighter
Vael Dahl, Auttaine Shaman

*****

Thanks to everyone who submitted a character, I appeciate that each one is a labour of love and I will keep your names in mind in the event taht we lose any more folks down the road (or if I decide to jump to six players in either game).

If thise folksnwho were chose could go and say Hi in their respective Discussion Threads, we can start working out how to integrate them into the games....

Discussion Thread for Adventure beyond this World.

Discussion Thread for Goblins in Spaaace!!!!


Well happy gaming to the selected ones.
Please PM if there should be other spots free.


Yeah, have lots of fun with your space adventures, and let us know if you end up looking for anyone else.


SQUEEEEEEEEEEEEEEEE, huff huff. AaannEEEEEEEEEEEEE!
Claptrap squeals excitedly from his voicebox. He doesnt need to breath but he has seen humans do it, so it must be importiant >__>

Lantern Lodge

I see Cho was chosen but for what game?


Alecak wrote:
I see Cho was chosen but for what game?

Sorry - my first list which Cho was in was the list of all acceptable submissions - but of those six, I only took three into the game (Kasia, Mayenyi and Claptrap) - I can see how my first post was ambiguous though - apologies for that.

Lantern Lodge

Sadness well good luck and safe travels

51 to 87 of 87 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / GM Zed seeks Interplanetary Travellers (Legendary Planet) All Messageboards

Want to post a reply? Sign in.