Storyteller-Shadows-Multi-Game-Recruitment III


Recruitment

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BUMPING SUBMISSIONS TO THE TOP PAGE


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'm still working on the 5E Ravenloft Character. Is the Unearthed Arcana ok to use? I'm thinking Warlock with the Raven Queen Patron, and the Pact of the Blade. That Patron seems to fit Ravenloft. It's the 5E background stuff I'm having issues with. I can't seem to get a combination that I'm happy with.


CariMac wrote:
I'm still working on the 5E Ravenloft Character. Is the Unearthed Arcana ok to use? I'm thinking Warlock with the Raven Queen Patron, and the Pact of the Blade. That Patron seems to fit Ravenloft. It's the 5E background stuff I'm having issues with. I can't seem to get a combination that I'm happy with.

Yep, Unearthed Arcana is ok, just please send me what you are using so I have it as a reference cause I don't have it.

If you feel the need to create some new Background types draft one up and PM it to me.


Submissions wrote:

SUBMISSIONS HAS BEEN UPDATED!

I have gone through the entire interest check thread and recruitment thread to make sure I have gotten the Submissions as up to date as possible...

...If you would like me to add something, or I got something wrong let me know. ^_^

Currently Mira is a Gray Paladin(Holy Gun) 1/ Gunslinger(Mysterious Stranger) 1. Still a devout Gun-Priest, just flavored for the grey areas.


think I got everything done. Let me know if you'd prefer any format changes


Finishing out Lillianne today or tommorrow, she ended up in a fun place.


For Ravenloft:

Although it looks like there's already some decent melee, would you consider the Pugilist class from Sterling Vermin?

Here is a nearly final version on tumblr

The final version is available for Pay What You Want at DM's Guild (or I would gladly pay for an extra copy for a DM) :)

Looking at them side by side, the only differences I found were:

  • Fisticuffs dice were increased a little (but I'm fine keeping them matching the monk if you want)
  • Iron Chin is now Con to AC instead of Dex (rather than temp hp as in the earlier version)
  • Level 20 ability is completely different but that's far off

The class just really drips with fun flavor and I've been keen on trying it out. Anything with "moxie points" and proficiency with improvised weapons definitely has fun times built in.


Ken Marable wrote:

For Ravenloft:

Although it looks like there's already some decent melee, would you consider the Pugilist class from Sterling Vermin?

Here is a nearly final version on tumblr

The final version is available for Pay What You Want at DM's Guild (or I would gladly pay for an extra copy for a DM) :)

Looking at them side by side, the only differences I found were:

  • Fisticuffs dice were increased a little (but I'm fine keeping them matching the monk if you want)
  • Iron Chin is now Con to AC instead of Dex (rather than temp hp as in the earlier version)
  • Level 20 ability is completely different but that's far off

The class just really drips with fun flavor and I've been keen on trying it out. Anything with "moxie points" and proficiency with improvised weapons definitely has fun times built in.

Sure. Submit it and if I review and accept we'll see about the cost and what not :-)


I could take on the role of party healer, although I won't be much good at it without a Cure Light Wounds wand. Would everyone be willing to chip in for one? It would be about 64 gp from each of us.

Verdant Wheel

Sorry I've not been the most active lately; it's been hectic. Kiana will be complete by the deadline, but I am sorry for leaving it so late.

Fury of the Tempest wrote:
Nitro~Nina wrote:
Athletics, mainly, for jumping off walls and people and such, but a couple of the more melee-attuned spheres too because Barrage allows for that. Berserking is catching my eye.

Hmmm... hopefully the VMC Breakdancer and the melee-attuned spheres might allow us to stand out from each other build wise...

How did you get your Dexterity to Firearm damage through?

Hopefully! I got it with the Gun Training talent, I think. It's not strictly necessary for the theme, but it helps make her viable given her low-ish to-hit.

Mylon Sivalra wrote:
I could take on the role of party healer, although I won't be much good at it without a Cure Light Wounds wand. Would everyone be willing to chip in for one? It would be about 64 gp from each of us.

Kiana is going to be seriously strapped for cash, but I'll see what I can do.


Hey, along those lines, I would also be a healer if selected.

That being said, I have a quick question for folks in this game. My second cleric domain is metal. I was thinking that just felt right as part of the character (even though metal isn't really the strongest domain). Would it be cheesy to go with Community instead? The spells are okay, but the ability to remove my own fatigue after raging would be pretty useful. (The black powder inquisition would also make sense)


Thanks!

Ravenloft Stats:

4d6 ⇒ (6, 1, 3, 2) = 12 11
4d6 ⇒ (3, 3, 3, 6) = 15 12
4d6 ⇒ (5, 5, 6, 6) = 22 17
4d6 ⇒ (2, 1, 1, 1) = 5 4
4d6 ⇒ (6, 4, 5, 4) = 19 15
4d6 ⇒ (6, 5, 6, 3) = 20 17

Wow, those are some awesomely interesting rolls. Hmm...


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Recruiting Now Open for - Chronicles of the God Touched – A Rise of the Runelords Campaign

25 point buy (standard Paizo sliding scale)
Alignment within 1 step of your god; no evil.

Level 3

Max HP first level Roll or 1/2+1 for each level thereafter.

Starting Gold x3 for your class.

Core Races
All Paizo Classes

Traits:
Everyone gets Birthmark as their campaign trait it's normally a faith trait, but for this campaign it will count in all ways as a campaign trait. this should be reflected in their backstory, and everyone's parents/guardians/whatever should have brought them to Sandpoint because of their birthmark (at least 6 months ago, but as early as infancy if you prefer).

Everyone may pick two more traits following the normal rules. No drawbacks.

"Special".
Each PC is "God Touched" i.e. somehow mystically blessed by one of the Deities worshipped in te eCathedral at Sandpoint granting them Divine Power:

1. Each character gets to pick one domain (or subdomain) granted by their god. The available gods are: Abadar, Desna, Erastil, Gozreh, Sarenrae, or Shelyn. Their domains and subdomains can be found at the Archives of Nethys.

2. The character gains all the granted powers of that domain, as a cleric of their character level (using Wis for DCs/# of uses/etc as normal). They also gain the domain's spells as Spell-like abilities. each SLA is usable 1/day starting when their character level is double the spell level (so they gain the 1st level spell at second, the 2nd level domain spell at 4th, 3rd at 6th, etc). The caster level for these SLAs is equal to their character level and any effect tied to their casting stat (such as DCs) is based on Cha. I understand that using 2 separate stats for the powers and spells might be tough on MAD characters, but it will help mitigate against anyone trying to super-specialize one stat like some pally or oracle builds do.

Recruitment will be open until June 2nd. I will take one player.


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RECRUITMENT FOR ...And Hell Came with Them! - DM Vengeant's Hells Vengeance Campaign Thread NOw OPEN!

2nd Level.

25 Point Buy.

All 3PP supplements welcomed for this one.

Max HP at 1st Level - Roll OR 1/2 +1 thereafter.

Background Skills will be utilized.

Three Traits (from any book including Campaign Traits unless they are tied to the core of that Campaign and would make little sense here) with One Campaign Trait from the Player's Guide.

You may take a single Drawback to gain another Trait.

Yes to Background Skills.

Starting Gold max x2 for your Class.

Recruitment will be open until June 2nd. I will take one player.


RECRUITMENT OPEN FOR ILL MET IN KARTAKASS - A 5E RAVENLOFT CAMPAIGN

6th Level

Stat Generation: 4d6 drop lowest 6 times, if you roll appallingly you can do 27 point buy as per the PHB.

Races: Let's keep it basic, the residents of Ravenloft are a superstitious bunch, they don't like their monsters right up in their faces...

Feats and Variant Humans are both allowed.

Setting: The Domain of Kartakass (for now)

Gear: As a 6th level character.

Background: You can be a Ravenloft Native or a resident of any other world who wandered in through the mists. The campaign is just kicking off so this is a pretty good time to jump on board.

Firearms:
Renaissance Firearms & explosives are available, but rare, and are treated as Martial Ranged Weapons, stats in the DMG p268. Note that when you run out of ammmo it may be some time before you can re-up your supply so be prudent.

I will keep Recruiting open until May 25th. Click on my profile to view the current PCs if you wish.


Recruitment is still OPEN for Bloodlines - A V20 Vampire the Dark Ages Campaign - Clan Assamite

The catch one of the following two characters has to be played (at least at this time):

Durdona Checheg 8th Generation Childe of El Cid.

OR

Giovanni Dal'este 7th Generation Childe of Lord Bajazet al Nasir.

I am considering allowing Childer of these two Vampires if a PC wants to create a new character from scratch...


RECRUITMENT OPEN FOR the Magnificent Seven - All Gunslingers Kingmaker into Iron Gods AP

Character Generation
---------------------
Pathfinder rules.
1. 25 Point Buy.
2. 2nd Level.
3. Max HP 1st level. Roll or 1/2+1 thereafter.
4. 1000gp starting wealth.
5. 200gp bonus for firearm related costs.
6. Guns Everywhere rules in effect.
6a. Note. That means that all firearms and ammunition costs 10% of the listed price.
7. All 3PP Archtypes welcome.
8. I will allow most races but reserve the right to say no if it's too far out there.
9. Background Skills will be used.
10. Two Traits: The Traits should be chosen from Iron Gods Kingmaker or from the Homebrew Traits I posted for the Wastes and Freedom. One Drawback is allowed if it fits the theme of the character. That Drawback can be used to purchase traits outside of these lists. I created new Drawbacks as well.
10a. Ignore the backgrounds of the Campaign Traits and only take the crunchy bits. (source)
11. I will allow alternate submissions on a case by case basis where the build lends itself towards a Gunslinging concept.
11a. Multi-classing is acceptable but I would like 50-55% of the levels to be Gunslinger or a Archetype/Iteration of that class.
12. Characters can be from wherever they want but I will be staring the game I think in the River Lands.
12a. Note that ALL PCs will know one another having adventured in the Wastes at first level (I will create the synopsis of what took place). The group will be taking a well deserved break in the town of Last Stop (see the map I linked above).

See THIS LINK for ALL Details

Submission Deadline: May 28th
Selections made May 31st or June 1st
Players: 7


Yes, that's FIVE open Recruitments.

I guess when it rains it pours...

Those of you new to the Paizo site would probably be most interested in the Rise game if you are looking for something Pathfinder Heroic OR the Hells Vengeance game if you are looking for something Pathfinder villainous.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Ah man that's a lot of recruitment posts, and so many interesting games.


Storyteller you hurt me. So many games, if I don't make into the gunslinger one. You better believe I will throw in my hat for Hell's vengeance. Btw is the hell's vengeance title a Tombstone reference?


Teiidae wrote:
Btw is the hell's vengeance title a Tombstone reference?

Yes... :-)

Of course that has no bearing on the game itself other than the fact that it's a Villains campaign, just always liked that line since I saw the movie in the theater!


Oh it's a great movie.


You don't check a recruitment thread for a couple weeks and it blows up. yeesh, that's a lot of recruitments...


@Me'mori, change made.
@Verra Vulcan, moved you to Completed Submissions.
@Keerok, same as above.

Mylon Sivalra wrote:
I could take on the role of party healer, although I won't be much good at it without a Cure Light Wounds wand. Would everyone be willing to chip in for one? It would be about 64 gp from each of us.

Well, considering that I have not bought a starting weapon, I don't need Mwk Armor and half of my ammunition is "free"... Well I have a bit of extra cash ^_^

I could probably pitch in 300gp or so.

Question! I have currently given Alex Profession: Blacksmith but the image I have in my head is more of a smith who creates guns, like everything about them.
He works in a forge crafting gun barrels and stocks and cartridges and whatnot. Basically everything about firearms, he is also from Numeria which explains a lot :)
Instead of Profession: Blacksmith, what would be a better fit for his profession?


Profession (gunsmithing)


Storyteller Shadow wrote:
Teiidae wrote:
Btw is the hell's vengeance title a Tombstone reference?

Yes... :-)

Of course that has no bearing on the game itself other than the fact that it's a Villains campaign, just always liked that line since I saw the movie in the theater!

That's one of Loup's favorite movies, actually. I watched it for the first time last year when he brought it over on DvD. I can't believe I never noticed that. I'm sure he did and I wasn't listening when he told me.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Alright here's my 5e Ravenloft Submission. I'm not 100% I've gotten everything correct. I couldn't find what 6th level gear should be. I assume there should be a magic item or two by 6th level.

Carella Fletcher Crunch:

Female Human Warlock 6
Medium humanoid, neutral
--------------------
Armor Class 13 (studded leather)
Hit Points 51 (6d8+18)
Speed 30 ft.
--------------------
STR 11 (+0), DEX 13 (+1), CON 16 (+3), INT 14 (+2), WIS 8 (-1), CHA 16 (+3)
--------------------
Saving Throws Wis +2, Cha +6
Skills Arcana +5, Deception +6, Investigation +5, Sleight of Hand +4
Senses passive Perception 9
Languages Common, Infernal

Actions
--------------------

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target.
Hit: 1d8+1 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+1 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+1 piercing damage.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6 bludgeoning damage or 1d8 bludgeoning damage if used with two hands to make a melee attack.

Patron
--------------------
Warlock Raven Queen Patron
Pact of the Blade
1st Level: Sentinel Raven
6th Level: Soul of the Raven
Unearthed Arcana Warlock

Cantrip:
Eldrich Blast
Minor Illusion
Prestidigitation

Spells:
False Life
Command
Hellish Rebuke
Silence
Spiritual Weapon
Fly
Vampiric Touch
Spell Slots 2

Invocations:
Agonizing Blast
Prerequisite: eldritch blast* cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Thirsting Blade
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Improved Pact Weapon
Prerequisite: 5th level, Pact of the Blade feature
Any weapon you create using your Pact of the Blade feature is a +1 weapon. This invocation doesn’t affect a magic weapon you transformed into your pact weapon.

Equipment Dagger, Dagger, Light Crossbow, Quarterstaff, Sickle, studded leather, clothes, fine, crossbow bolts (20), dice set, disguise kit, forgery kit, 16 gp, 7 sp

Background:

Charlatan
Proficiency: Deception, Sleight of Hand
Scheme: I cheat at games of chance.
Personality Trait: I fall in and out of love easily, and am always pursuing someone.
Ideal: Aspiration: I’m determined to make something of myself.
Bond: I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
Flaw: I can’t resist a handsome face.

Background:
Carella Fletcher is a human Warlock who is in her early 20’s. She is also known as Lady Carella Fletcher Backstabber or Lady Carella Fletcher Heartbreaker. She stands barely five feet tall. Her hair is dark red with black highlights, and she has bright blue eyes. Every time she gains a new power from her patron more black appears in her hair. She has a very bubbly personality, and has a live and let live attitude. Except when it comes to what her Patron asks of her.

She loves to play games of chance. She has excellent luck at them. Probably because she cheats. She found her way through the mists from the Sword Coast to Ravenloft, and is trying to find her footing. She sincerely hopes the Raven Queen can't find her in Ravenloft. Deep down she knows better.


Godsdang it Shadow!! I want to play in both yours and Loup's Rise games!! And your Hell's Vengeance! Y u do dis!!

Quick question regarding Rise, are you not allowing background skills? That's usually a standard for your games.


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Gobo Horde wrote:
what would be a better fit for his profession?

Gunsmith? In an era when guns are widespread enough, gunsmith deserves to be a profession on its own. They probably have a guild and the like.

Also, still concerned about touch AC, so I decided to have a look at spells that might help with that. If you happen to know anyone I skipped, please tell me. I haven't delved into 3PP deep enough.

Interesting spells that increase your AC vs Firearms at 1st level:

:Protection from X (though you need to know the alignment beforehand) gives +2 Deflection for 1 min/level (and is super effective vs summoned creatures).
·Shield of Faith gives +2 Deflection for 1 min/level and escalates (slowly).
·Nereid's Grace (though it needs you to wear no armor) gives +Cha Deflection for 1 round/level (max +3 which escalates slowly).
·Stone Shield (though it defends only from one attacker and needs rocks nearby) gives +4 Cover for 1 round and is cast as an Immediate Action.
·Reduce Person (though reduces Str and damage due to size) gives a total +2 to AC (the result of a +2 to Dex and a +1 Size) for 1 min/level.
·Hedging Weapons gives +1 Deflection for 1 min/level and escalates slowly, plus a thrown attack.
·Entropic Shield doesn't give AC but a 20% chance of failure to any ranged attack for 1 min/level.

This is, of course, in addition to any active defense (Grease, etc.) or any other utility (Summon Monster?), and only at 1st level (where PCs are highly vulnerable to someone who can make 2 shots per round vs touch AC and for 1d10 damage each).

Hope it helps.


Dotting for Vengeance


Introducing Ren'Shaw, of the Gate

Ren'Shaw:

Ren'Shaw
Male oread cleric (divine paragon, divine scourge) of Magdh 2 (Pathfinder Player Companion: Divine Anthology 15, Pathfinder Player Companion: Magic Tactics Toolbox 23, Pathfinder RPG Bestiary 2 205)
LE Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 natural)
hp 17 (2d8+4)
Fort +5, Ref +2, Will +6
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee silversheen switchscythe +4 (2d4+7/×4)
Cleric (Divine Paragon, Divine Scourge) Spells Prepared (CL 2nd; concentration +5)
. . 1st—bane[D] (DC 14), cure light wounds, cure light wounds, shield of faith
. . 0 (at will)—create water, detect magic, purify food and drink (DC 13), stabilize
. . D Domain spell; Domain Luck (Curse[APG] subdomain)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 12, Wis 16, Cha 9
Base Atk +1; CMB +3; CMD 16
Feats Deific Obedience, Power Attack
Traits aspiring Hellknight (Cheliax), hellknight aspirant (Order of the Gate), hellknight initiate, signature moves
Skills Acrobatics -2 (-10 to jump), Appraise +5, Bluff -1 (+0 while wielding Masterwork Silversheen Scyth), Intimidate +5 (+6 while wielding Masterwork Silversheen Scyth), Knowledge (planes) +11, Linguistics +10, Profession (torturer) +8, Sense Motive +8, Spellcraft +10
Languages Celestial, Common, Draconic, Infernal, Terran
SQ +4 to intelligence skill checks, cruelty, crystalline form[ARG], devoted domain, divine brand, malign eye, treacherous earth[ARG]
Other Gear breastplate, blunted bolts (10), crossbow bolts (10), silversheen switchscythe, bedroll, belt pouch, canteen[UE], flint and steel, heretic's fork, holy text (Magdh)[UE], manacles, masterwork (barbed)[ARG], masterwork backpack[APG], meditation book, mess kit[UE], silk rope (50 ft.), soap, spell component pouch, thumbscrew, trail rations (5), waterskin, 70 gp, 3 sp, 4 cp
--------------------
Special Abilities
--------------------
+4 to Intelligence skill checks Gain a +4 bonus on Intelligence-based skill checks.
Cleric (Divine Paragon, Divine Scourge) Domain (Curse)
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon, Divine Scourge] Domain [Curse]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Malign Eye (6/day) (Su) Target suffers -2 to saves vs. your spells until they hit you with an attack.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Treacherous Earth (2 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.


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Submissions wrote:

Deadlands

Wastelands Map
Freedom Charter
Game Setting wrote:

A brief explanation of the setting as I am envisioning it. Guns are Advanced because we have move 50 years into the future of the Timeline.

The events of IronFang Invasion led to a destructive explosion that wiped out Nirmathas and caused great devastation to the surrounding lands. This explosion in turn freed the Whispering Tyrant from his prison.

The burgeoning Kingdom of the Freelands (Kingmaker) recognized the dangers as the Orcs commanded by the Tyrant once again invaded much of Ustalav with what appeared to be the intent of heading even farther east. The new Council journeyed into Numeria seeking weapons with which to combat the evils of the Tyrant now that much of the strength of Lastwall was spent. There they discovered that Firearms could be produced on a mass scale, if the investment was made.

With the aid of the King of Brevoy the furnaces began to churn out firearms and gunpowder on a massive scale. These weapons turned the tide and pushed the invaders back into the Hold and the Gallowspires. This did not of course come without great loss of life and resources and was a long struggle which ended only recently.

Then the creatures came... invaders from Numeria into the Freelands. Another war the young Kingdom could not afford. With the heroes who founded it old beyond their adventuring years, they will need new heroes to aid them and investigate why their neighbors from the north are invading and if they are not, what exactly is taking place.

First of course, they will need to clear out the creatures that have come south looking for trouble...

Thank you. Thank you very, very much. This is exactly what I needed to write my background.

Liberty's Edge

Here is Alsande for Iron Gods brought up to snuff. I'm not too satisfied with how I wrote the background, but the basic sense is there.

Alsande:

Alsande
Male Android Technician 2
Alignment Neutral
Init +4; Senses Perception +5, Sense Motive -3, Darkvision 60 ft., low-light vision
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 chainshirt, +4 Dex)
hp 19 (8 + 5 + 4 Con + 2 FCB)
Fort +2, Ref +7, Will +4
Save bonuses: +4 to saving throws against mind-affecting effects, paralysis, poison, and stun effects, +2 against pain
Immunities: fatigue, exhaustion, disease, sleep, fear and emotion-based effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 BAB, +0 Str
- Spear +1 (1d8) [x3, Piercing]
Ranged +1 BAB, +4 Dex
- Railgun Rifle +5 (1d10) [x4, Piercing, 240 ft.]
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 18, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 15
Skills (10+2/level) (6 class, +4 Int, +Craft(traps), +Stealth)
- Craft(traps) +9 (2 rank, +4 Int, +3 class)
- Disable Device +8 (2 rank, +4 Dex, +3 class, -2 armor, +1 trapfinding)
- Heal +6 (2 rank, +1 Wis, +3 class)
- Knowledge(dungeoneering) +9 (2 rank, +4 Int, +3 class)
- Knowledge(engineering) +10 (2 rank, +4 Int, +3 class, +1 technically minded)
- Knowledge(geography) +6 (2 ranks, +4 Int)
- Knowledge(local) +9 (2 rank, +4 Int, +3 class)
- Knowledge(geography) +9 (2 rank, +4 Int, +3 class) [+1 against traps]
- Perception +6 (2 rank, +1 Wis, +3 class)
- Sense Motive -3 (0 ranks, +1 Wis, -4 race)
- Stealth +9 (2 rank, +4 Dex, +3 class, -2 armor)
- Survival +6 (2 rank, +1 Wis, +3 class)
- Use Magic Device +3 (2 rank, -2 Cha, +3 class)
Background Skills
- Craft(mechanical) +9 (2 rank, +4 Int, +3 class)
- Linguistics +9 (2 rank, +4 Int, +3 class) [Halfling, Gnomish]
Armor Check Penalty: -2
Traits
- Blood Algorithm (android) (+2 trait bonus on saving throws against spells with the pain descriptor. 1/day when healed by a spell that targets constructs, heal 1 extra hit point per spell level)
- Numerian Archaeologist (learn Androffan, can roll twice for timeworn glitches)
Feats
1 from levels
- Extra Combat Talent(Equipment Sphere(Expert Reloading))
Favored Class Bonus +2 HP
Languages Common, Elven, Dwarven, Hallit, Orc, Androffan, Halfling, Gnomish
SQ Nanite Surge (1/day, get +3+HD on a d20 roll), trapfinding, gadgets (1/2HD+Int=5 per day), inventions
Mundane Gear Trap bag, weapons, armor, gunslinger's kit
Magic Items --
Money 550 gp
Encumbrance light

Special Abilities:
- Improved Firearm: Railgun: triple range, no need for black powder.
- Gadgets: see document. Additionally,
- Taser: You may create a gadget that sends electric shocks through a target to incapacitate them. Make a melee touch attack against a target. That target suffers 1d8 electricity damage for every technician level you possess, half of which is nonlethal damage. You may choose to make the taser weaker than your maximum damage if you so choose.
You may expend 2 gadgets instead of one. When doing so, you may make a ranged touch attack against the target instead of a melee touch attack, to a maximum distance of Close range (25 ft. + 5 ft. per 2 technician levels.)
- Shocker: You may attach a gadget to a target that fills them with low-grade electric shocks, debilitating them.
Make a melee touch attack against a target. You may also throw the gadget as a ranged touch attack. If successful, the target suffers 1d8 nonlethal damage to the target per round for a number of rounds equal to your technician level. Each round the target suffers this damage, their muscles seize up causing them to be sickened and staggered.
Either the affected target or another creature may remove this gadget as a standard action. The gadget cannot be used again after being removed.

- Technically Minded: At 2nd level, a technician gains a bonus to all Knowledge (engineering) checks equal to 1/2 his technician level, and takes half the usual time when using the Craft skill to repair an object.
Whenever the technician uses the Disable Device skill to pick a lock or disarm a trap, he reduces the required time by 1 step: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

Spheremighting Adept]
Practitioner modifier: Intelligence
1 talent + 4 (tradition) + Trap sphere (free for class), +1 for drawback

Equipment Sphere: Dedicate: +1 to hit with attack actions made with firearms.
- Expert Reloading: Rapid Reload with any weapon
- Firearm Proficiency: proficiency with firearms
- Mechanical Savant: add 1/2 HD to damage with crossbow or firearm.

Scout Sphere: gain HD ranks in Stealth, can scout (Perception -5 as Knowledge to identify weaknesses)
- Dedicate: gain +1/2 HD bonus to Perception

Sniping Sphere: can make a deadly shot, expending martial focus to Vital Strike. Dedicate: can roll twice and take the best result for cover and concealment.
- Covering Fire: as a standard action, can choose a 5ft. area, then make AoOs into it.
- Weapon Shot: free disarm attempt on succesful deadly shot, using attack as CMB roll.

Trap Sphere: gain HD ranks into Craft(traps). Dedicate: can set a trap as a standard action. Full rules are too long, on the document.

Martial Tradition: Scrapper Sniper (Equipment: Firearm Proficiency, Equipment: Mechanical Savant, Scout Sphere, Sniping Sphere)
Drawbacks:
- CQC Shooter: don't halve range penalties, only perform deadly shots within first range increment.

Background:

The birth of an android is more like an awakening, really. A soul wakes up in a body after its previous inhabitant has left, often feeling disoriented and lost, as a baby with the mind and body of an adult yet no knowledge of the world.

Alsande's body had evidently belonged to some sort of an archaeologist, as he woke up in the bowels of a large, technological ruin, surrounded by strange crafts and handwritten research notes, and he did the obvious thing. He started reading, and he started looking around. A week passed, and he had learned much of technology, mechanics and the advanced crafts of the ruin. Two weeks passed, and he had crafted himself a rifle from spare parts scavenged from the ruin. Three weeks passed, and he had deciphered the Androffan languages. In the fourth week, his food supplies started dwindling.

Carrying only his gun and a map that he had found in the notes, he climbed out of the ruin and saw only desolation. Whatever the ruin was, it was lying in a large desert spreading as far as his eyes could see, the dreaded Waste. Stoically, he wrapped a long scrap of cloth over his head, strapped makeshift goggles across it and set out towards the land marked as Numeria.

Two months later, a few new trinkets in his pocket and a map in his hand, he set off again from a town named Torch. Destination, another ancient ruin, filled with ancient knowledge, tools and materials.

And two years later, he was still roaming, exploring and trying to unravel the mysteries of the world. But this time he wasn't alone. He had tagged along a ragtag bunch of misfits, each with their own reasons for going around, each wielding guns against the dangerous creatures who haunted the land. Seven drifters, looking for adventure.


After carefully thinking about it, I have decided this is the perfect time to try these Spheres of Might. I am currently changing my Gunslinger level for something that gives SoM talents (torn between Conscript and Blacksmith).

I have thought about this tradition, tell me what you think:

Long Gunner

Equipment Talents: Firearms Proficiency, Expert Reloading.
Spheres: Choose between Alchemy and Sniping.
Extra Talent: Firearm Fiend

If not approved, I'll probably use one of the ones that got approved for other players, if that's ok for you, or the Mechanical Mastery one.

Also, guys that control SoM better than me, is there any talent that helps improving touch AC?


Reverend Rob wrote:

After carefully thinking about it, I have decided this is the perfect time to try these Spheres of Might. I am currently changing my Gunslinger level for something that gives SoM talents (torn between Conscript and Blacksmith).

I have thought about this tradition, tell me what you think:

Long Gunner

Equipment Talents: Firearms Proficiency, Expert Reloading.
Spheres: Choose between Alchemy and Sniping.
Extra Talent: Firearm Fiend

If not approved, I'll probably use one of the ones that got approved for other players, if that's ok for you, or the Mechanical Mastery one.

Also, guys that control SoM better than me, is there any talent that helps improving touch AC?

New Tradition approved.

This is going to be an interesting selection process. I'll REALLY need to vet the submissions as much of this stuff is unique! :-)


Sapiens wrote:

Here is Alsande for Iron Gods brought up to snuff. I'm not too satisfied with how I wrote the background, but the basic sense is there.

** spoiler omitted **...

You have time to work on the background.

Also, the backgrounds will be further fleshed out before we begin Gameplay.


Monkeygod wrote:

Godsdang it Shadow!! I want to play in both yours and Loup's Rise games!! And your Hell's Vengeance! Y u do dis!!

Quick question regarding Rise, are you not allowing background skills? That's usually a standard for your games.

Turns out in Rise we are using Background Skills, the original Recruitment did not allow them, I allowed them after the fact.

This game was borne out of someone else's Recruitment that had a MONSTER response. I did not get in and subsequently decided to run the AP as there was an extra table full of people (there was a third table but that died pretty quickly unfortunately). The current game is a mash up of tables II and III.

Verdant Wheel

Reverend Rob wrote:
Also, guys that control SoM better than me, is there any talent that helps improving touch AC?

I'm most familiar with the Athletics talents, so here are a few that could help:

Moving Target (motion) - Not an AC thing, but a miss chance all the same, so long as you can reload as a Free Action (which you can with your Tradition) and get a chance to move.

Reactive Motion - Dodge AC and Reflex, but you need to predict an attack and expend your Move Action. Perhaps not good if you're going for Sniping, since you'

Tumbling Recovery (run) - Drops you prone (making you harder to hit at range) at any time without expending an Action, AND gives you an AC/Reflex bonus against one attack. Pretty ideal since you can still fire from prone and the talent gives an option to stand up quickly anyway. Needs you to take the Run package, but that's a good choice anyway. Also good for re-positioning if you don't need to keep your Immediate Action.

All of these are good, but I think the best for you is Tumbling Recovery.


DMD wrote:
This game was borne out of someone else's Recruitment that had a MONSTER response. I did not get in and subsequently decided to run the AP as there was an extra table full of people (there was a third table but that died pretty quickly unfortunately). The current game is a mash up of tables II and III.

Out of curiosity, was the original recruitment the one run by nate lange/DM Nate a year or two ago?


goodwicki wrote:
DMD wrote:
This game was borne out of someone else's Recruitment that had a MONSTER response. I did not get in and subsequently decided to run the AP as there was an extra table full of people (there was a third table but that died pretty quickly unfortunately). The current game is a mash up of tables II and III.
Out of curiosity, was the original recruitment the one run by nate lange/DM Nate a year or two ago?

Indeed it was!

His Table is still going strong, a bit farther along then mine but then I run a LOT of games which tends to slow things down a bit overall...


Nitro~Nina wrote:
Super nice advice.

Oh, thank you. Yeah, probably the tumbling thing is the best. I'll think carefully about it.


Dotting for Hell's Vengeance :)


In regards to Defence against guns, there is a cheap alternative you can go. If you take a set of Quilted Cloth armor you trade out normal AC (you only get a +1 bonus) for DR 3/- against "small piercing weapons" which should include bullets and arrows. And it only costs 100gp!
DR 3/- is pretty significant at this level :)


Not bad, Gobo, thank you. Will seriously think about it.

In the end I picked the Alchemy Sphere, and chose to make healing salves. 1d8/2 levels at no cost for a craft dc of 15 seems quite juicy, and maybe in the future some nice damage dealing flasks. All changes from Gunslinger to Conscript should now be reflected on the sheet.

I guess it's okay if I leave a certain amount of money unspent and wait to see if I get chosen and who else gets chosen. Depending on the group, I could put some money on the table for scrolls or a wand, or purchase some potions or alchemical reagents.

Also, the Pioneer trait gives me a horse. I suppose it's a light horse. Combat horse, maybe? Idk, it's free anyway... and it's going to die on the very first session... :P


Reverend Rob wrote:

Not bad, Gobo, thank you. Will seriously think about it.

In the end I picked the Alchemy Sphere, and chose to make healing salves. 1d8/2 levels at no cost for a craft dc of 15 seems quite juicy, and maybe in the future some nice damage dealing flasks. All changes from Gunslinger to Conscript should now be reflected on the sheet.

I guess it's okay if I leave a certain amount of money unspent and wait to see if I get chosen and who else gets chosen. Depending on the group, I could put some money on the table for scrolls or a wand, or purchase some potions or alchemical reagents.

Also, the Pioneer trait gives me a horse. I suppose it's a light horse. Combat horse, maybe? Idk, it's free anyway... and it's going to die on the very first session... :P

That last paragraph sounds like one of my table top players talking :-)


Hey Shadow! Chess here with my submission to the Hell's Vengeance game. A work in progress, but the lines of the character are there already. :)


Reverend Rob wrote:

Also, the Pioneer trait gives me a horse. I suppose it's a light horse. Combat horse, maybe? Idk, it's free anyway... and it's going to die on the very first session... :P

Hey, horses are decent combatants until like level 3. I actually once saw a podcast where a horse saved the party from a TPK during an encounter in Kingmaker.

Speaking of, Shadow, I'm assuming it's alright that I know Kingmaker already? After all, you're in the game I'm running, so I figured you noticed but I wanted to check.

Verdant Wheel

Gobo Horde wrote:

In regards to Defence against guns, there is a cheap alternative you can go. If you take a set of Quilted Cloth armor you trade out normal AC (you only get a +1 bonus) for DR 3/- against "small piercing weapons" which should include bullets and arrows. And it only costs 100gp!

DR 3/- is pretty significant at this level :)

Unfortunately, the fact that bullets do Bludgeoning damage as well rather puts a hole in this idea... and in quilted cloth. I considered the same for my character, but I can't convince myself that it's legal.

Mind you, if Storyteller Shadow allows it, go ahead! I know I'll be following along, and it's hardly game-breaking.


OZ-M1; "Ozymandias" wrote:
Reverend Rob wrote:

Also, the Pioneer trait gives me a horse. I suppose it's a light horse. Combat horse, maybe? Idk, it's free anyway... and it's going to die on the very first session... :P

Hey, horses are decent combatants until like level 3. I actually once saw a podcast where a horse saved the party from a TPK during an encounter in Kingmaker.

Speaking of, Shadow, I'm assuming it's alright that I know Kingmaker already? After all, you're in the game I'm running, so I figured you noticed but I wanted to check.

Yep cause you don't know this Kingmaker :-)

I'll be using it more as inspiration than keeping it perfectly on point. Sure there will be things you will see hat will be similar but it will be different enough that it won't matter.

PLUS, with SOOOO many wonderful submissions (that could never be used elsewhere) I might do a little something different with PC overflow this time.


Nitro~Nina wrote:
Gobo Horde wrote:

In regards to Defence against guns, there is a cheap alternative you can go. If you take a set of Quilted Cloth armor you trade out normal AC (you only get a +1 bonus) for DR 3/- against "small piercing weapons" which should include bullets and arrows. And it only costs 100gp!

DR 3/- is pretty significant at this level :)

Unfortunately, the fact that bullets do Bludgeoning damage as well rather puts a hole in this idea... and in quilted cloth. I considered the same for my character, but I can't convince myself that it's legal.

Mind you, if Storyteller Shadow allows it, go ahead! I know I'll be following along, and it's hardly game-breaking.

I'll make a ruling on things like this right before we move forward with the game.

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