Ibith's Great Game Recruitment


Recruitment


Welcome to the Great Game of Ibith!

I'm GMing a little homebrew game, likely to last 5-6 months (though things do tend to take longer than anticipated...). I have 3 players (rogue, ranger, inquisitor), looking for 1-2 more. Check out the campaign and gameplay tabs for more information.

I'm looking for a good post every day or two, with lots of PC interaction. This will be my first time GMing a PbP, and I'm looking for people who are looking to have fun, not rules lawyers.

As questions, post ideas for your character's fluff - it's more important than the crunch. We'll see who seems like the best fit for our team.

Looking forward to seeing what you've got!


Hmm, a survival of the fittest type team-based arena game? That sounds like a fun time. Glancing through the other pages, it looks like you have a fun group together already, so if you're looking for people to join I'd be happy to do so.

Seeing as your group so far doesn't seem to have a focused frontline fighter, I'd like to put forward Zeke Fightmaster, half-orc punchman extraordinaire. Zeke's been training for the Games all his life, whether he knew it or not, and for the past while it's been his direct goal. He may not be the sharpest tool in the shed--probably one or a dozen too many hits to the head while training--but he's got a grin on his face and a skull as hard as steel to go with his fists. Zeke does best when he's pointed in a direction and sent to knock down everyone in his way, and he'll do it with a laugh. He's instantly recognizable by his intricate tattoos and straightforward fighting style, which some would describe as foolish. That may be part of why most teams weren't exactly jumping to take him on--although if you ask Zeke, it's because they weren't prepared to handle his sheer awesomeness.


Is this open to anyone? I've got an idea for a Megaman/Samus style platformer character, shooting people, jumping around, using a Grapple Beam style maneuvering device, but it would require third party supplements to actually work remotely like that. I can likely fit in a character that will fit in a more Paizo-oriented game, but I figured that such a character could be a fun and interesting addition to your game.

For reference, I would be wanting to use the Spheres of Power magic subsystem, specifically the Blaster Archetype for the Armorist, Focused around using the arm cannon to do various types of damage, probably enhance his athleticism with spells, and take the Energy Tether blast shape along with the Tether Adept feat, also found on that wiki, for further maneuverability and stuff.

Edit: Only reason I bring crunch into things is that this concept kinda revolves around access to it, and otherwise I'd have to submit something else altogether.


@Loup - Zeke sounds fun, might be a good fit. We'll see what else comes up.

@Joseph - Considering that most of what you wrote was Latin to me, I'm going to say that I'm sticking with core rules. A lot of the 3rd party supplements look amazing, but I'm too new to GMing Pathfinder to be ready to deal with them.


No problem! Saddening, but understandable. I'll spend some time thinking about options that might be a little bit more down to earth. If you want to learn about any 3pp subsystems ĺike that, though, I'd be happy to o you along! I'm most familiar with drop dead studios (Spheres of Power, what I wanted to use) and Dreamscarred Press, who have a bunch of different things, mostly ports of a sort, from 3.5e.


I have a Dwarven Yaburi who would be -perfect- for this sort of thing. Khaddar Khaggan is a dwarf who disgraced himself at home and was exiled, and while on the wrong path met and befriended a bunch of monks. Their teachings put him back on the path to right, and he is bound and determined to return home with victories so impressive that when he prostrates himself before his father they have to take him back.

Yaburi is the Japanese concept of the banner-thief, or fight-challenger. They go from dojo to dojo challenging the top students or masters, fighting their way up the rank, and if they win they take the dojo's sign. Those that lose scrub floors and maintain the dojo in exchange for lessons.

Khaddar's classes reflect his upbringing, mixing levels of rogue with levels of monk (maneuver master), and he has a curious style of hurling himself at and through things to achieve results. He wears a short gi and iron-shod boots, and the rest of his outfit is made of loops of cord and generous sashes that can be used in the midst of combat to tie people up. WINNING the Great Game would certainly give him a reason to top his list for bringing honor back to his clan!

Also query: Your player was talking about a Master Summoner in the Discussion area. What happened to the Master Summoner (since you listed Rogue, Ranger, Inquisitor)?


@Purple - I had listed Inquisitor before he changed his mind to Summoner. So currently we stand at Rogue, Ranger, and Summoner.

Khaddar sounds like a really interesting character. My concern is - will he work well with others?


I PMed you, but I figured I'd throw a message here as well to say I'm absolutely interested. :) Since we're light on divine magic at the moment, I'm thinking I might finally suck it up and make a cleric for once...or maybe an oracle, just because spontaneous casting is the bestest. One question as I ponder: are we assuming normal Golarion deities for deifically-inclined characters? Kurgess seems like a quite natural fit, but if we aren't using Golarion deities I'll think along slightly different lines.


Absolutely! He was 'too easygoing' and fell in with a bad crowd as a mid-twenties dwarf, and since leaving the delve he's gone abroad and made himself more and more the Dwarf his father would hae been proud ae callin' haes trrrruuuu son!

XD

He's really sociable for a Dwarf, and remarkably open-minded, and his beard doesn't touch his chest so who's he to judge, right? Losing against a master means he runs back and forth with a mop for several weeks, and makes friends within the school, whatever school that might be.

He's trying to create a NEW fighting style out of a host of half-understood concepts, and he's just plain a good dwarf. A Lawful Good dwarf, actually.

Can I adapt Maneuver Master to the Unchained Monk by just tossing out the ki powers at the given levels, or am I stuck with the chained monk?


I believe this is everything!

Kharacter Sheet:

Khaddar Khaggan
M LG Male Dwarf Unchained Rogue 2/*Unchained Monk (Maneuver Master) 1
Speed 20, 61yo, Brown/Brown, 4'3”, 195#

Str: 12 (2)
Dex: 16 (10)
Con: 15 (3)
Int: 10 (0)
Wis: 15 (3)
Cha: 10 (2)

Stonecunning → Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed → Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred → Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Weapon Familiarity → Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.
Darkvision – Dwarves have 60' Darkvision

TRAITS:
Zest for Battle: When receiving a morale bonus to attack, also gain a +1 trait bonus on damage rolls.
Giant Harried: You were robbed by giants or nearly killed by a giant’s prank, and the experience gave you a keen instinct for outmaneuvering bigger creatures. You gain a +1 trait bonus on combat maneuver checks against creatures larger than you and a +1 trait bonus to CMD against such creatures.

Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent (2): Ninja Trick: Pressure Points: A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.

Bonus Feat: In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.

Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver - regardless of whether the maneuver normally replaces a melee attack or requires a standard action – at his highest attack bonus. At 8th level, a maneuver master may attempt a second additional combat maneuver, at a -3 penalty, and at 15th level, a maneuver master may attempt a third additional combat maneuver at a -7 penalty. A maneuver master loses this ability when wearing armor, using a shield, or carrying a medium or heavy load. This ability replaces flurry of blows.

FEATS:
1)Agile Maneuvers: Use Dex to CMB instead of strength
MB1)Improved Trip: +2 CMB to trip, do not provoke AoO
M1)Stunning Fist: Fort DC 15 or be stunned for 1 round; 2/day
3)Mantis Style: +2 DC to Stunning fist attempts, +1 attempt per day

20 skills (8/8/4)

Acrobatics (Dex) 3+3+3=9
Appraise (Int)
Bluff (Cha)
Climb (Str) 2+1+3=6
Craft (Int)
Diplomacy (Cha)
Disable Device (Dex) 1+2+3=6
Disguise (Cha)
Escape Artist (Dex)
*Heal (Wis) 3+2+0=5
Intimidate (Cha)
Knowledge (dungeoneering) (Int) 1+0+3=4
Knowledge (history) (Int) 1+0+3+2=6
Knowledge (local) (Int) 1+0+3=4
Knowledge (religion) (Int) 1+0+3=4
Linguistics (Int)
Perception (Wis) 3+2+3=8
Perform (Cha)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis)
Sleight of Hand (Dex)
Stealth (Dex) 2+3+3=8
Swim (Str) 1+1+3=5
Use Magic Device (Cha) 1+0+3=4

AC: 15 (Flat 12, Touch 15)
HP: 25/25
*NL: 0
THP: 0

CMD: 18

Fort: 4
Ref: 8
Will: 2

Unarmed Strike: +5, 1d6+1 (b)
Sneak Attack 1d6 (and 1 str or dex damage)

CMB: +5 (Trip +7, Grapple +8)

EQUIPMENT:
GP: 42
SP: 10
CP: 10
Monk's Outfit x2 (5)
Dan Bong (1sp)
DWARVEN Cleats (5)
Sparring Gear (35)
Rogue's Kit (50)*
Alchemist's Kindness x10 (10)
Antiplague (50)
Anti Toxin (50)
Wand of CLW – Charge: 50 (750)
Armbands of the Brawler (500)
Hip Flask (1) & 2 cups whiskey (2sp)
Bottle of Common Wine (2sp)
Gallon of Pear Ale (2sp)

*This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.

Deskhription:

*physical description
Khaddar Khaggan is thin for a dwarf, but only of about average height. He still stands stocky and low at only four foot and three inches, but he carries himself upright with a hopeful kind of pride. His brown hair is shaved and tied into a little bun over the top of his head, and his beard is neatly trimmed, a wedge of brown whiskers that just brushes his chest a few inches below his scarred chin when he dips his head, not yet bound or knotted or clasped. Bushy brows wag over beady brown eyes, and a few of his teeth are crooked, with one off center bearing a notable chip. Other than the brass and leather bracers, and the completely incongruous spiked metal boots he wears, the dwarf is clad in linen jammies, like a short robe and calf-length shorts, his waist tied off with a black cloth belt tied in an ornate knot. Around his shoulders, laced around his forearms, and twice around his waist, thick sashes of bright saffron hues glare against the otherwise un-dyed off-white linen of his robelet, and a nine inch stick dangles from a leather thong around his left wrist. Cap that off with a backpack that groans under the weight of odds and ends, and you have a dwarf who cuts a most unusual image.

BakhGROOND!:

*2 important/defining life events
Born and raised in the Silver Song Delve, Khaddar trained in defense as all young dwarves are meant to do. He drilled lines, swung an axe at an orc-shaped target, and and dodged the mushroom-stuffed hemp sacks that stood in for giant's boulders. But he was a restless child, and by the time his beard grew down to his ribs he had already started to be a trouble maker. He stayed out nights, got into drinking and gambling, and eventually snuck about at all hours lifting things which didn't belong to him with a gang of other surly, irritated young dwarves.
When Khaddar was reported for trying to strong-arm a brewer for 'free samples' his father called him up before the whole clan and gave him a sharp dressing down. His beard was shorn to his chin and he was thrown out, literally, carried hand and foot to the gate of the delve and tossed into the snow. Half-heartedly, he resulted to low level banditry to survive, and eventually fell in with a group of brigands who taught him some of the finer points of cracking locks and lifting goods without being seen.
After several years living on the road and growing ever more disgusted with himself, the morose dwarf led a raid against a group of travelers in silly robes. Humans to the last, with shaved heads and belled necklaces and thoroughly ridiculous. Without ever drawing a weapon the whole group of bandits was disarmed, knocked down, and tied up, and not one of them had suffered more than some bruising. Khaddar was -flabbergasted-. When the other bandits were turned away without their weapons, the monks set him free as well, but rather than leaving with his comrades, he followed the monks, asking questions, pestering them, and generally being a nuisance. Tsu Sun Bak, the leader of the monks, eventually invited him to sit with them when they broke camp, and they fed him on simple meals of rice and water while explaining to him the philosophy of the self.
Something about tempering the body and mind together resonated deeply within him and – teary eyed – he explained his history to the monk. Only a few years older than he himself, Khaddar still somehow felt that the human was an honored elder, and treated him as such. He learned about the strength hidden in compassion, the joy of honorable service to fellows and to community, and the peace that comes with purpose and direction. Vowing never to raise his hands against another for selfish reasons, and to return honor to his father and his clan, the dwarf followed the humans for six years as they traveled from town to town, monastery to monastery, learning philosophy and religion and history alongside the animal-inspired movements that made up their curious style of fighting. He learned to strike without harm, to defend himself and others by pacifying rather than killing, and eventually he ran up against differences between he and the monks in the physicality of dwarves and humans.
After six years of travel and training he took to the road himself, looking for other styles of combat, be they academies of swordsmanship or monastic creeds of unarmed fighting, or even raw pits where youths were paid to scrap with one another for the betting pleasure of others. He tried them all, working his way up to those who could defeat him and doing his best to turn opponents into allies, and learn all they had to offer, while his own style and form slowly grew into being, one bruise at a time.
*3 quirks/habits that define your PC
1) AYE! He taends tae be a BIT SHOUTY!
2) Khaddar is slow to humor unless you tell him up front: This is a joke. He takes things seriously and literally.
3) Khaddar is a firm believer in 'appropriate force'. He is more likely to use non-lethal than lethal means, unless his opponent is a giant, an orc or goblin, undead, aberration, or demon or devil.
*3 people tied to your PC: one related, one friendly, on unfriendly
Father – Kheggar Khaggan
Friendly – Tsu Sun Bak, the monk/priest who first encouraged Khaddar to bring order back into his life
Unfriendly – While Kheggar would certainly qualify as unfriendly to Khaddar, a more realistic choice would be Morrir Gholbruk, the leader of Khaddar's 'little gang'.
*2 secrets, one known by your PC, one unknown by them
Known: Khaddar's 'little gang' was responsible for vandalism and theft in the delve, which went on under the radar for years before he left home.
Unknown: Since his departure that 'little gang' has grown up quite a lot, and acts as a black market in trading dwarven artifacts to those outside dwarven lands.
*your PCs main goal for entering the great game.
Khaddar hopes to WIN. In so winning he brings great honor to his family, and can return home to rejoin the clan and apologize to his father for his wild, disrespectful behavior as a child.


Successful candidates have been contacted, and recruitment is now closed. Thanks to all who applied!

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