Storyteller Shadow's Multi-Game Recruitment VI


Recruitment

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RECRUITMENT IS NOW CLOSED FOR ...AND MADNESS FOLLOWED. A 5TH/6TH EDITION CALL OF CTHULHU PBP


Will the names still be given out even if we create a new character?


TheoreticallyYours wrote:
Will the names still be given out even if we create a new character?

With your concept it'd be a new character with a new name. Tick is using a crewman so he'll have a listed name from the ship registry.


Here’s my crunch for Louis Laroche, French/Mi’kmaq Canadian sailor and Radio Operator of the Gabrielle. If you see any glaring oversights regarding skill selection, let me know :)

Stats:

STR 11
CON 12
POW 17
DEX 16
APP 7
EDU (+3) 15 (18)
Age 25
INT 16
SIZ 13
Hit Points 13
SAN 85
Idea 80; Luck 85, Know 90.
Occupation: Sailor

Occupational Skills:

Skill Points: 180 occupational, 340 discretionary

Astronomy (01%) 20% (constellations and navigation by stars)
Electronics (01%) 45% (radio equipment and other new-fangled naval tech)
History (20%) 30% (general history of North America and of WWI events/politics)
Mathematics (EDU x2%= 36%) 55% (for navigation, tonnage, times/speeds, etc.)
Navigate (10%) 40% (basic nautical navigation)
Radio Operator (01%) 75% (saw this was a skill being trained on board, figured he’s pretty good at it given his position, maybe even the trainer)
Rifle (25%) 40% (I think RCN sailors carried firearms…)
Swim (25%) 50%


Other Skills:

Skills marked with * have had points spent on them.
Accounting (10%)
Anthropology (01%)* 16%
Archaeology (01%)
Art (05%):_________
Bargain (05%)
Biology (01%)
Chemistry (01%)
Conceal (15%)
Credit Rating (15%)
Cthulhu Mythos (00) - YOU START WITH ZERO HERE AND CANNOT INCREASE EXCEPT THROUGH GAMEPLAY.
Dodge (DEX x2%) 32%
Drive Auto (20%)
Electrical Repair (10%)* 50%
Fast Talk (05%)
First Aid (30%)
Forensics (01%):_________
Geology (01%)
Hide (10%)
Hypnosis (05%)
Jump (25%)
Law (05%)
Library Use (25%)
Listen (25%)
Locksmith (01%)
Martial Arts (01%)
Mechanical Repair (20%)
Medicine (05%)
Natural History (10%)
Occult (05%)
Operate Hvy. Machine (01%)
Other Language (01%)* 50% English, Mi’kmaq
Other Language (01%)* 25% German, Arabic, Greek, Russian
Own Language ( EDU x5%) 90% French
Persuade (15%)* 25%
Pharmacy (01%)
Photography (10%)
Physics (01%)
Pilot (01%):
Psychiatry (01%)
Psychology (05%)
Psychotherapy (01%)
Ride (05%)
Sneak (10%)* 20%
Spot Hidden (25%)
Throw (25%)
Track (10%)* 25%

Axe (20%)
Blackjack (40%)
Club (25%)
Knife (25%)
Sabre (15%)
Sword (20%)
Handgun (20%)
Machine Gun (15%)
Shotgun (30%)
Submachine Gun (15%)
Fist/Punch (50%)
Head Butt (10%)
Kick (25%)
Grapple (25%)


The Tick in the Barrel wrote:

Here’s my crunch for Louis Laroche, French/Mi’kmaq Canadian sailor and Radio Operator of the Gabrielle. If you see any glaring oversights regarding skill selection, let me know :)

** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...

PM the submission to me so I don't forget to check it when I get back from vacation. If you do not hear from me till September don't be alarmed, I'll be away :-)


Tick and Theoretical, I received your PM's, will review them no later than the end of the week so I can get you both into the Cthulhu game, just wanted to let you both know.


No Really, the REAL Last of Shadow's Recruitments - "Sidekicks" An All Familiar Campaign Recruitment

Familiars

1. ONLY Familiars who have become independent of their Wizards can be selected.
2. 15 Point Buy.
3. Start at 5th Level.
4. 1 Trait.
5. All Characters start with - Evasion and Alertness and the Special Ability their Master's were granted for assuming a Familiar.

The world upon which we will be playing will be based on what the PCs selected choose out of the following:

1. Golarion,
2. Krynn,
3. Oerth,
4. Faerun,
5. Eberron,
6. Athas, or
7. Termana (Scarred Lands).

Not sure about starting gold yet as Familiars don't generally have the use of hands like the usual PC Races do. I'll have more on that next week as well as I am done mulling the thought over.

This will not be an AP but a series of Dungeon Modules that I piece together as I don't see an AP working well here.

All 3rd Party Materials Welcome.

I have a few Feats in mind I will also create, more on that next week.

No Background Skills.

Currently, there is no end date for the Recruitment. I have four interested PCs [DarkLightHitomi, Mister Lurch, Loup Blanc, and Doomed Hero] so I would be looking for 2 to 3 more.


INTERESTED!!! Sounds super fun!! Plus, I like all 4 of the listed players!!

Edit: When you say 5th level, does that mean we 5 levels in a normal PC class, or we have the stats of a 5th level familiar?


Monkeygod wrote:

INTERESTED!!! Sounds super fun!! Plus, I like all 4 of the listed players!!

Edit: When you say 5th level, does that mean we 5 levels in a normal PC class, or we have the stats of a 5th level familiar?

5 levels of PC class.


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If the PCs pick Oerth I'll make you all ex Familiars' of the Circle of 8 ;')

But not Mordenkainen.


Storyteller Shadow wrote:

If the PCs pick Oerth I'll make you all ex Familiars' of the Circle of 8 ;')

But not Mordenkainen.

Aw, guess I shouldn't pick dog then, lol


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Well, you know my character pitch already.

Anaxian the Pseudodragon Necromancer Wizard. Formerly the familiar to a Drow Wizard who is now quite dead (and animated).

This character is neutral evil, but also pragmatic and willing to work with others as long as they are willing to work with him.

Anaxian fancies himself an artist, has a dry sense of humor, likes sleeping on a small pile of gold, and hates other dragons with every fiber of his tiny being.


OMG! Anaxian is back?! WHOOOT!!!


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That's the plan. Consider this a prequel. At 5th level he has yet to become the multi-lich we know and love. :)


Any idea what the other concepts are? Considering a cat rogue, cuz of course.

Also, will Anaxian have more or the less the same personality?


Hey Shadow, what about using Automatic Bonus Progression, but start it at level 1, instead of 3? Should we get up to 17, have the legendary gifts kick in there(Or some other benefit)

While it's not a perfect solution to magic items and familiars, it would go a an awful long way to resolving a lot of the need for magical gear, even more so than for humanoid PCs.


Monkeygod wrote:
will Anaxian have more or the less the same personality?

Yes, mostly. Less detached due to being alive still. At this stage in Anaxian's life, everything is very personal.


Hey Shadow,
Just familiars, or would you be open to an awakened animal companion?


...or perhaps an Unfettered Eidelon?


Interesting sounding game. Thinking of maybe a Faerie Dragon or some type of Mephit.


Interested


I'm already playing a familiar in another game, so of *course* I'd be interested in this. :D


I have an idea, but I want to ask something to determine how I'll play it out. I'll say this much for a basic concept, though: Goat Simulator.

Question for GM:
Would you allow the Feral Combat Training feat to let an unchained monk apply all their class features to the chosen natural weapon, like style strikes? The feat came out well before Pathfinder Unchained, so it makes sense it could apply to unchained abilities as well.

Also, as a more general question, do the familiars' natural ability scores interact with the point buy at all, or do we more or less ignore them? I suppose I'm asking if they'd have any sort of "racial modifiers," probably using the subtract 10 and round down method. (So, for example, a goat would have +2 Str, +2 Dex, +2 Con, -6 Cha. I'm assuming we'd ignore the Intelligence drop since we're free familiars, maybe the Charisma hits as well?)


@Loup - Not sure what the GM plans to do, but I do know that in the past when I've run something like this, I used the 'Awaken Animal' spell to awaken the animal, which means the base INT would be a 3d6, so the 'racial mod' for INT would depend on what you rolled. Again, note, this is just me chatting in the thread, not pushing the GM one way or another.


Can the familiar acquire a familiar? Like a wizard...I would like to have a humanoid as my familiar...lol


I've played in a game once where I was a human familiar of a Bronze Dragon.


Couple of questions:

1) Are an sorts of improved familiars allowed?

2) If we're a non improved familiar, will we be allowed basic speech, so we can talk to the other PCs?

3) How is stuff like combat going to be handled? Are we all going to swarm one monster at a time, cuz we're small(not necessarily the size category) and don't really deal lots of damage with weapons?


Monkeygod wrote:
don't really deal lots of damage with weapons?

Speak for yourself, I've got a pretty solid build worked out to make a goat frontliner.


Would you consider a Homonculus that was created by the Craft construct?

Was thinking with the base starting gold of a 5th level: 10500

First 2 HD: 2050gp(unless you would spot me this as "the creators expenses")

Next 3 HD: 2000gp per = 6000gp

Voice:500gp

Acid Breath: 1500 gp

That would bring the total to 10050 of the base 10500

Idea is he would be an Alchemist who would get the promethean disciple discovery at 6 to upgrade himself as he earned wealth)

(Spotting me the first 2050 or allowing me to go over 50 gp on the base wealth and I may be able to get a cheap spell-like ability...or 1 or 2 really cheap items)

Just kicking this around as an idea


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That's a clever idea, Voodoo.


Anybody plan on playing a snake enchanter? Bonus points if it's a Mesmerist, lol


There is a Clockwork Familiar. 2 types actually. One type allows for Item Installation. Both forms take the shape of a mechanical raven.


So I have an idea for a interesting familiar. This was a familiar I created for a Table Top game many years ago and thought it just might work here. I will of course adjust it to the game...
so here we are

A living spell familiar that was awakened. This is how he broke away form his master.
Amanuensis Spell as a Specialist Diviner.
Living Spell Template.

Siri:

Size:Medium
Type: Magical Beast
Hit Dice: Its Hit Dice are d10s.
Speed: 20
Armor Class: +1 Deflection
Attack: 1 Slam attack 1d4 +strx1.5
Special Attacks: A living spell has two special attacks.

Spell Effect (Su): An object or objects with writing hit by a living spell's slam attack is subjected to the normal effect of the spell, as if it were within the area or effect of the spell itself. Saves apply as normal for the spell; the DC is 10 + spell level + Cha modifier. The living spell causes writing from one source (such as a book) to be copied into the memory of the living spell, coping 250 words per minute and creates a perfect duplicate of the original. The spell effect copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains text and illustration, only the text is copied. The spell triggers (but does not copy) writing-based magic traps in the material being copied. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.

Engulf (Ex): A living spell can flow around creatures/items that fit within its space as a standard action. It cannot make a slam attack during a round in which it engulfs. The living spell merely has to move over the opponents/item, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + spell level + Cha modifier) or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the spell moves forward. Engulfed creatures are subject to the full normal effect of the living spell each round on the living spell's turn, and are considered to be grappled.
The living spell causes those creature or items to be copied into its memory, enabling it to take the shape of the person or item creating a perfect duplicate of the original albeit in a gray color. The Living Spell can engulf illustrations creating a duplicates of the image.

Special Qualities: A living spell has ooze traits, damage reduction 10/magic, and spell resistance equal to 10 + its caster level.

Saves: A living spell has normal saves for a creature of the ooze type (no good saves). F+1 R+1 W+1 It gains a resistance bonus on all saves equal to the spell level of the highest-level spell upon which it is based(+1).

Abilities: A living spell has Strength(11), Constitution(11), and Charisma(11+1d3) scores equal to 10 + its spell level.

Its Dexterity(8) and Wisdom (8) scores are 7 + its spell level. It is mindless, and has no Intelligence(3d6) score.

Environment: Any land.

Organization: Solitary.


Hello, here is some info I put down for coming up with Zizi's initial build, (it will be changing to Incanter from Spheres of Power but otherwise she'll be the same character.)

Racial and beyond:

Race, Cat,
-8 int*
+2 wis*
-2 cha*
+4 stealth and climb
low light vision
scent
2 claws at d2
bite at d3
size tiny {-8 str, +4 dex, -2 con, +/-2 size modifier, +8 stealth, +4 fly}

*Note, found racial modifiers by subtracting 10 from even numbers, and 11 from odd numbers. There were 3 of each. Then accounted for the size modifiers.

Familiar, (assumed lvl 1 master)
change type to magical beast,
improve int by 4
grant improved evasion
gain +1 nat armor
useless abilities, (not listing those that apply to the master but not the familiar), empathic link and share spells,

Since spellcasters can use verbal components in any language, and somatic components can be learned with weapons, I assume that the specific language and body parts are not specifically required, rather that any creature with the intellect to do so can develop spellcasting methods for their own form, and thus consider that to be the case with Zizi. If she ever was polymorphed into a human she wouldn't be able to cast her spells without using Silent and Still metamagic because she only knows how to use her cat voice and body for the verbal and somatic components.


I may go for a fox sorceress--Silvertail, who I've played as a familiar before.


Foxes should definitely be able to take the Kitsune Tail feats.


Doomed Hero wrote:
Foxes should definitely be able to take the Kitsune Tail feats.

Oooo, I like that idea...


It was mentioned before, but it is a good question. How will be handle the 15 point buy for attributes and racial modifiers?

Example is the Faerie Dragon has -1 STR, +7 DEX, +3 CON, +6 INT, +4 WIS, +6 CHA.
You add in 15 point buy and you have some really high attributes.

Also levels. Will racial levels be in effect? A Faerie Dragon would be a level 3 race, leaving 2 free levels for class.


The GM is behind now on posting between family movie night and the site being down!

I will look at all of the questions posted here on Sunday and come up with a more comprehensive (or more basic) set of rules for how to create the Familiars and whether other types of servants will be allowed for submission.

Glad to see there is a lot of interest for this though!


Of course Shadow needs to confirm, but my post extends the natural rules in 3.x/pf on the subject in that all beastiary entries assume stats of 10 or 11 for all ability scores plus size modifiers, and that all modifiers are even numbers. Thus extracting 10 or 11 and the size modifiers gives the racial ability score modifiers.

Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16

So a Fearie dragon is tiny, so they have the following size modifiers,
size tiny {-8 str, +4 dex, -2 con, +/-2 size modifier, +8 stealth, +4 fly}

And since three stats will be 10 (int, wis, and cha in this case), the other three are 11s (str, dex, and con).

Removing size modifiers give the fearie dragon (17, 13, 15, 16, 14, 16).
Then the racials are (+6, +2, +4, +6, +4, +6). Powerful, but befitting a dragon type creature.

(hit dice if course aren't a problem here as Fearie dragons are only hd 3)


I used the Hero Lab software and created a Wizard like normal then gave him a Faerie Dragon familiar. The Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16 scores came up like was above.


Ninja'd
:)

In any case, I'd recommend against racial level in most cases, as for the most part, hit dice come with feats, ability increases, and skill point expenditures that should be chosen by the player. There are some cases though, where the creature gets lots of special abilities, that would be best handled as a racial class. (fearie dragon's spells or high ability scores for example, remind me a bit of dragon disciple prestige class.)

Just my opinion on that.


Double nina'd

Most character builders don't customize familiar stats. They just c&p the beasiary entries.


Yeah. Faerie dragon gets a lot of racial spells, those high ability scores, Spell Resistance, and a couple of immunities. I can see them being treated with racial levels.


Truth is, the rules don't deny familiars their own growth, but the rules don't seem to expect anyone to actually try giving xp to familiars, and that attitude seems to carry over into the mainstream attitudes, including the character builder designers.


Fairy Dragons are by far the most mechanically powerful familiars in the game. They have high stats, 3d16 hit dice, very useful spell like abilities, telepathy, and count as 3rd level sorcerers out the gate.

They are probably a bad metric to base character building mechanics around.

Racial abilities tend to even out by 5th level or so, but the bonuses from Hit Dice go a long way and get wonky. If you ignore them you end up with too-powerful martial characters. If you count them toward levels you end up with stunted casters. Just using CR as a baseline tends to work but can need some adjudication for certain abuseable abilities (like a Nosoi's At Will Invisibility)

My general suggestion is for everyone to agree on a CR to start with. If we are allowing Improved Familiars it should probably be CR 2. Anything higher than that maybe shouldn't be allowed. Everything lower than that might get to Advanced template to boost them up a bit.

That's just my suggestions though. I trust Shadow to come up with a good set of building guidelines.


Whatever works for group balance. I think it would be fun to play a Faerie Dragon, but if there is a CR restriction or something like that, then I'll go with another type of familiar. I'm still looking at the Mephits also.

Long time ago, I once played a Wizard that had 6 different types of Mephit familiars. They were fun to roleplay. Had them look like tiny elemental female fairies.


Almonihah wrote:
Doomed Hero wrote:
Foxes should definitely be able to take the Kitsune Tail feats.
Oooo, I like that idea...

I kinda want to see a Pipefox with all the Tail feats. Just a fox head with 9 tails. A Squidfox.


I think you just made a new monster in need of a beastiary entry. :)

I'll do it, I need unique monsters for my setting anyway.


Kitsune in Fox form breeds with Pipefox. Offspring is... weird.

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