Recruitment: 4-5 Players for Legacy of Fire AP


Recruitment

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Quote:
The sands of the desert are unforgiving, and those who show weakness rarely survive. Beset by gnolls and genies, can the heroes stop a wish-maddened warlord from raising one of the infamous Spawn of Rovagug, a living holocaust cast down millennia before? In order to do so, they'll need to brave sand, flame, and the terrors of the Outer Planes—yet the forces at work against them are limited only by the reach of their imagination. And the enemy has had thousands of years to prepare...

Welcome to my recruitment.

Character Creation
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Level: 1
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Ability Scores: 15 Point Buy
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Races: Core, Geniekin, Aasimar and Tiefling (without variants), Fetchling, Gnoll, Hobgoblin, Kobold, Nagaji, Reptoid, and Samsaran (Normal and Reborn).
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Alignment: LG, LN, LE, NG, TN, CG only.
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Religion: Pathfinder deities are cool, but so were a lot of the racially specific pantheons of Dungeons and Dragons. For Humans or those choosing a non-racial deity, please stick to Pathfinder; if you'd like to opt for a racial from an earlier edition, talk to me about any relevant mechanics, especially Domains.
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Class: Any Paizo. You are not required to choose Unchained, but see below. No Alternate Classes.
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Sources: Any Paizo. No Third Party. If what you choose isn't available on one of the reference documents online, please include the full text of it with your character sheet. Examples include most of the OGC from Ultimate Wilderness.
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Variable Stats: Anything rolled at 1st is Maximized. HP and GP are all that immediately come to mind, but there might be one more on a specific archetype.
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Background Skills: Two extra skill points per level as is standard. If you'd like Artistry, that's fine, but Lore is too specific for my tastes.
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Traits: One, with a Drawback for a second if you so choose. No Campaign Traits.
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Pre-Game Crafting: You must be able to make the DC by taking a 10, including any situational bonuses like Crafter's Fortune or circumstance bonus items, provided you buy the item and have the spell.
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Other Variant Rules
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Combat Stamina: Free for Fighters and Warpriests at 1st level. Free to be taken by anyone. Brawlers, and other archetypes with Martial Flexibility, may not choose Combat Stamina with that ability.
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Skill Unlocks: Anyone may take the Signature Skill feat. If you have Skill Focus (including from the Human alternate racial), you automatically gain Signature Skill at five ranks for skills in which you also have Skill Focus. Unchained Rogues gain two skill unlocks via their Rogue's Edge ability each time it is gained in order to compensate; however, Unchained Rogues do not gain Signature Skill for free with Skill Focus.
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Equipment Trick: This feat applies to all listed equipment pieces with associated tricks, rather than requiring the feat be taken for each item. Most also require other feats, and the functions that do not are simple enough that I learned to do them in the Boy Scouts (burning a lamp at half height, or tying a quick release knot), which shouldn't mandate a "feat."
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Feat Taxes: See this document.
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Options: I would like to use the Wounds and Vigor and Armor as Damage Reduction variant rules. Since this is more book work, and a bit different, please indicate whether you'd be interested in using this system or not.

Likewise, I would like to add the Called Shots variant. But, people will cheat. Please vote on this as well, but know that if we opt to go this route, combat will be different. The burden of description relies on the player, and you would need to be very specific with your actions. Additionally, I would be doing all of the rolls in this scenario, but would need you to include your bonuses as though you had rolled.
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Character Background
Your mechanical choices are supposed to represent a living, breathing entity whose past shaped and molded those mechanical choices. I expect to see this in your background.

Please be from Garund, or have been living there for some time. The campaign is set in Katapesh, the immediate threats are local, and there's really little reason for the random tourist from Varisia to bother risking their life. Also, there are plenty of colors in the world, and everyone being European is boring. There is an abundance of legally available flavor material on the internet, I encourage you to make use of it.

I also encourage "reflavoring," to make something fit that otherwise doesn't. Traits in particular can be named just about anything and provide the same benefits. Similarly, you can be a "half-Dwarf" or an "Orcread" if you'd like; just pick one race as the base and flavor it to your whims. I would prefer to see some thought and care put into the characters, more than just the mechanics.

I also encourage shared character creations, particularly families or kindred schools of thought or training. If you would like to discuss the option of having a mutually-shared history of some kind, particularly for the incorporation of teamwork feats, I would be willing to make it easier. The Player's Guide for this AP is not free, so I can not point you to that as is normal; I'll design the location of your shared origins and allow for adjustments as necessary if you opt for this.

Also, please don't just copy/paste a HeroLab sheet. They're exceedingly difficult to read if not formatted, and it really shows a lack of effort on your part. Feel free to use it, even port it over, but at the very least, throw in some breaks so it doesn't show as a single running block.

Recruitment will close 12/30/17 at 11:59 PM PST. My partner will likely be joining us, so I'm looking for 4-5 more to fill the rest of the spots. This would be her first Pathfinder game, so you'll also forgive if I hold her to a different set of standards; it's worth it to me to get her going in the first place.

Thank you.

E: She wants to play a child, as of now. I should make specific note, then, that if you wish to play a character below the normal starting age, you may do so, but specific differences will apply. Talk to me first.


I've never gotten to play this AP, so I'm definitely interested. Especially with the Feat Tax rules in play.

I've also never used Wounds and Vigor, Armor as DR, or Called shots. Let me look at them and get back to you.


Interested, with or without variant rules. I started this campaign on the boards before but had sort of an inappropriate character and dropped out, would like a chance to redeem myself.

Grand Lodge

Dot


Posting Rate
Forgot this bit, and for me it isn't as cut-and-dry as usual.

If we do not opt for the three extra variant rules, then during times of combat, I expect one post per day, including weekends unless you let me know in advance that you are absolutely unavailable. Some of the campaigns on here are older than my child, and any frequency less and we might still be playing this when I have grandchildren. During non-combat times, particularly important RP scenes, or the between-the-books moments, I'm willing to slacken to one post per two days, with weekends not mandatory. However, I also expect those posts to be longer, story-driven narratives, and be worth the wait to read.

Should we opt for the variants, I'm willing to allow for one post per two days, with weekends still included but able to be missed with proper timing. There's more math, especially from me, and I would welcome the extra time. That being said, again, these variants would rely on greater descriptions from the players, so the extra time should allow for the flavorful combat texts that comes from having a lack of rolls (or even vague knowledge of success).


Dotting for interest. I have been seeing the Feat Tax thing more and more often and I'm wanting to try playing with it to see what it is.

I am okay with trying wounds/vigor and Armor as DR, but I don't like the called shot option. I should be able to output my character with the rules if I reread through them. Does the rules cover barbarian DR and armor DR? (In case it's not evident, I was intending on making an unchained barb for the game. I'm thinking a Half-Orc that's from a small nomadic tribe entirely composed of half-orcs and their descendants, so he actually had half-orc parents, etc. He would be very, very dark skinned and go with the oiled upper body shirtless kind of hero.)

Is this the game where you start off knowing Haleen? I want to write something nice and in-depth but I need to know if I should include ties to that character.


rungok wrote:
Is this the game where you start off knowing Haleen? I want to write something nice and in-depth but I need to know if I should include ties to that character.

That's one of the available Campaign Traits, yes. If you want to write her in, be my guest, but we're not using the trait itself.

That Link Up There wrote:
DR/Armor: This type of DR blocks the damage of all attacks that would normally be affected by DR, based on the composition of the armor (see Table 5–1). Unlike most forms of damage reduction, DR/armor stacks with other types of DR. For instances, when fighting a skeleton with DR 5/bludgeoning and DR 4/armor (+2 for armor, +2 for natural armor), the skeleton's DR/armor reduces 9 points of damage from non-bludgeoning attacks, and 4 damage from bludgeoning weapon attacks. Magic weapons and attacks from Large or larger creatures bypass the DR 4/armor, but not the DR 5/bludgeoning.

So first, the DR/armor is taken off, followed by the Barbarian's DR/-.


I'm happy to play with all the variant rules - a few of them have interested me in the past so I'd like to see them work in practise.

I'll be doing a genie-touched Kineticist I think - would you allow Fetchlings for a Void-Kineticist or should I just stick to one of the big four? :)


Nikolaus de'Shade wrote:
I'll be doing a genie-touched Kineticist I think - would you allow Fetchlings for a Void-Kineticist or should I just stick to one of the big four? :)

Sure, that's thematic.

Also, as a note to everyone - she has decided to no longer be a child, so I revoke my previous statement allowing them, as I'd rather not if I didn't have to.

As far as characters go, she's playing some version of a Swarm Monger Druid - she's insisting on using a squirrel, so I have to make it work, but again, allowances for the wife and whatnot. I have no qualms about duplicating party roles, and I also sincerely doubt that anyone else is looking down this route...but I did want to keep you informed.

E: Thought of something else.

Half-Elves replace Multitalented with the human Fast Learner feat. Alternate racial traits that replace Multitalented may still be taken; ask me if you're interested in one and I'll tell you want you'd lose.


Armor as DR looks interesting to me, I'd be fine with that.

Wounds/Vigor seems pretty complicated, I'd rather leave it alone.

Called shot, meh. I'm not big on anything that uses a single attack action when I could be full attacking. I'm not opposed to it if someone else in the party wants it, but I doubt I'd ever make use of it myself.


Dotting. LoF is one I've never played or run, so I'm in, I like the Feat tax system, and the other variants look interesting to try. :)

I'm thinking of a Garundi or Kelish desert Ranger.


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Interested.

Noy so sure about the armor as damage reduction but willing to give it a go.


Armor as DR combined with Wounds and Vigor is a pretty significant change to the combat mechanics.

I'm not sure how stacking Called Shots into that will work. I do want to note that Improved Called Shot appears to belong to the Agile Maneuvers combination under the Feat Tax rules.

Not sure what I think of this set-up. Let's see if I find inspiration.


I'm thinking a Gnoll Shifter or Ranger. Too bad there's a no Hyena aspect. None of the existing ones really seem that thematic for a Gnoll.


But squirrells are awesome! :)

In any case, not so interested in wounds/vigor. I like the idea of more than simply hp, but not really how wounds/vigor achieves it. I'd still play if it got picked though.

I'd vote against called shots. The mechanics for penalties would be pretty neat as critical hit effects and injury effects for wounds or such, but I don't really like them as callinb shots.

I love the concept of armor as dr, and while pathfinder improved it a bit, it still is done horribly. It also fails to fix the static ac problem. I wouldn't mind this one, I just find it a disappointing implementation.

I really like that feat taxes. Can't wait to see how those play out.


Dotting...


I'm submitting Isadriewen for your consideration.


Dotting! Never had the chance to play this AP!

I'm actually thinking of a mildly silly, but interesting concept: a Kobold Kensai Magus, specializing in using a lasso. Perhaps a wrangler type who casts spells through his lasso...

As for variant rules, I do like feat tax rules. Haven't used much of the others, except called shots... I could see a lasso user getting use out of those, however, roping limbs and heads to disable them!


Okay, so I have the character planned out. I would love for other applicants to mesh or interweave with mine, so the initial backstory for the character is kind of mild, but in later posts I'd like to flesh it out more with stuff dovetailed with other players.

Gram was once a child of a migrant clan of half-orcs, all of whom were second or even third generation descendants of their half-orc parents. He spent many of his first and formative years learning the hard life out on the savanna and desert sands.

Many years later, he worked as a warrior of his clan, fighting to defend his home and territory. Though they were somewhat stably established near Katapesh, they migrated west towards Solku with the seasons. During travel one year, the clan was ambushed by gnolls. Though the clan was ferocious, several of them fell before the gnolls were driven off, including Gram.

When he awoke, he found he had been thought dead and buried alive in a mass grave alongside his parents. Struggling to the surface, he surprised a Pharasmin cleric who had discovered the site of the battle and had been in the process of burying the dead when Gram crawled his way out of the dirt.

The Pharasmin nursed him back into health, teaching him about things he never knew. Along the days of recovery, he found that while most of the clan survived, they had moved on. He had a choice: Try to catch up to his clan, or try to live anew and do something with his life that would honor the dead.

Though he's somewhat simple of mind, he knows he's strong and tough and could use that to bring the hurt to the gnolls. Or anyone else he sees as an enemy.

That Statblock:

Gram Sandspring
Male half-orc unchained barbarian 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder Unchained 8)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +4
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Defense
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Defense 10, flat-footed 10
Armor DR: 5/magic or Large. . (+4 armor, +1 natural armor)
Critical Defense: +5. . (+5 DR)
Vig 13 (1d12) Wnd 28 (Threshold 14)
Fort +5, Ref +1, Will +1; +1 trait bonus vs. fire, +4 trait bonus vs. hot conditions
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 40 ft.
Melee falchion +5 (2d4+6/18-20)
Ranged throwing axe +1 (1d6+4)
Special Attacks rage (6 rounds/day)
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Statistics
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Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Combat Expertise, Deadly Aim, Endurance, Ironhide[APG], Power Attack
Traits desert child (desert)
Skills Acrobatics -2 (+2 to jump), Artistry (criticism) +4, Craft (weapons) +6, Intimidate +4, Knowledge (nature) +4, Perception +4, Survival +4
Languages Common, Orc
SQ fast movement, orc blood
Other Gear lamellar (leather) armor[UC], falchion, throwing axe (4), backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), masterwork weaponsmithing tools, pot, soap, torch (10), trail rations (5), waterskin, 66 gp, 3 sp, 4 cp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 6 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sacred Tattoo +1 to all saves.
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Sporocystian wrote:
Nikolaus de'Shade wrote:
I'll be doing a genie-touched Kineticist I think - would you allow Fetchlings for a Void-Kineticist or should I just stick to one of the big four? :)
Sure, that's thematic.

I'm narrowed down to an Ifrit Fire Kineticist, pending the answer to this question. I know later in the AP the players end up in the City of Brass - would this mean I'd face loads of fire immune enemies? If so I might have to pick a different element!


I'm thinking a kobald from a kobald tribe that is more good than normal as her grandmother had encountered and killed a human, then believing that humans were individually no more powerful than a kobald (save perhaps for physical strength) and thus wondered why they were collectively so powerful. So after a few years of discreet research, she finagled her way into practically raising a whole tribe of kobalds, incorporating societal elements she from the more powerful races. So now she commands a tribe of kobalds with an unusual amount of education, skill, and civility.

My kobald would thus represent the tribe to Katapesh or other nearby towns for trade and other diplomatic issues. Not that much credit or thought has been given yet, as most feel the tribe will fall to evil if they aren't up to no good already, but enough are willing to trade that she is generally accepted, if with a bit of suspicion.


Nikolaus de'Shade wrote:
I know later in the AP the players end up in the City of Brass - would this mean I'd face loads of fire immune enemies? If so I might have to pick a different element!

You do indeed go to the City of Brass. What you'd fight there, you can only speculate, but it's probably a safe bet you're on the right track.

That being said, I'm generating new Campaign Traits to better reflect the modern system, and depending on who I select, one I was considering gave social stats to the Geniekin when dealing with true Genies. An Ifrit Pyrokineticist on the Plane of Fire might not be as effective in combat as elsewhere, but there's a level of respect, even if it's grudging, that they would earn by their very nature.

In other words, if you wanted to go that route, don't let the fire-immune enemies stop you; you may just be able to talk yourself out of it.


This is the wife's character. I've got her largely finished.


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Sporocystian wrote:
Nikolaus de'Shade wrote:
I know later in the AP the players end up in the City of Brass - would this mean I'd face loads of fire immune enemies? If so I might have to pick a different element!

You do indeed go to the City of Brass. What you'd fight there, you can only speculate, but it's probably a safe bet you're on the right track.

In other words, if you wanted to go that route, don't let the fire-immune enemies stop you; you may just be able to talk yourself out of it.

That's a fair point - but if I'm trying to talk my way out of EVERY combat then it's not going to go well... I'll save the Ifrit Pyrokineticist for another campaign I think.

Fetchling Chaokineticist I think!


CaptainFord's submission here! I decided to change things up a little and move from a kensai magus to a bard aspiring to become a Pathfinder Chronicler! A friend of mine asked if he was like Deekin Scalesinger, who I had to look up... and after a bit of reading... yeah, he is.

Meet Azzerix Wyrmclaw, Pathfinder, poet, writer, singer, hoarder, bundle of energy, comic relief, and general sidekick! I'm still working on his stat block, but the bulk of his fluff and stats are finished. If you need something, ask Azzy! He's probably hidden it in his backpack somewhere...

"You will be a footnote in my legend!"

Stats:
Azzerix Wyrmclaw
Male Kobold Bard (Studious Librarian)
CG Small Humanoid (Reptilian)
Deity: Desna Homeland: Andoran

Init +3; Perception +6, Low light vision 60'
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Defense
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AC 18 Touch 14 Flat-footed 15
HP 8/8
Fort -1 Ref +5 Will +2
Favored Class Bard (+1 HP)
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Offense
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Speed 30 ft.
Melee Rapier +4 (1d4-1/18-20)
Ranged Light Crossbow +4 (1d6/19-20) 80'
Special Bardic Performance 8/day

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Statistics
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Str 9, Dex 16, Con 8, Int 12 Wis 10, Cha 14
Base Atk +0; CMB -2; CMD 12
Feats Scribe Scroll, Weapon Finesse
Traits Maestro of the Society
Skills
Languages Draconic, Common, Undercommon
SQ Day Raider, Armor, Crafty
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Equipment
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History:
Some creatures simply aren't happy with their lot in life. Few have the ability to voice their discontent. Even fewer have the will to change it, if they can. Many times, it is far easier to simply make the best of your situation and hope that things may improve with time and hard work.

Not Azzerix!

A former member of the Wyrmclaw tribe,
Azzerix knew his place on the pecking order was low. But he knew, he just KNEW that he was meant for greater things!
So when a raiding party brought back a sack full of what they perceived as worthless kindling, Azzerix dug through the collection and found the document that changed his life forever: a copy of the Pathfinder Chronicles!

Azzerix devoured the writing, being the only member of the tribe who had taken the time to learn how to read. It told of epic adventures and daring heroes and dragons and treasures and a whole host of fantastic tales and myths, wonders so far beyond his little warren and legends none in his tribe could appreciate the way he did!

He read the Chronicles again and again and in short time, tired of them. But his cravings only grew! He had to read more! Know more! Gathering his meager possession and swiping a few coins from the chief's horde, Azzerix quickly snuck up to the surface and clambered quietly into the back of a merchant wagon,hopping from shipment to shipment until he'd made his way to Absalom, the home of his beloved Chronicles. Azzerix approached the Grand Lodge and begged to be a part of the Society. He wanted to read more about these wonderful tales! He wanted to meet the legends he'd read so much about! And perhaps... if he was lucky... he could come along on one of these adventures and see the sights for himself!

While admittedly an odd applicant, a few members found his plight amusing, and campaigned to let him join if only for his enthusiasm alone. Finally, he was accepted, brought into the Pathfinders, and made an official member! Azzerix spent years pouring over the endless texts of the Society library. He trained with master casters and heroic scholars, and learned how to keep himself safe, as well as numerous arts of almost every kind. He developed a knack for writing and poetry, and began putting his own unique voice to papers.

Finally, however, his mentors came to him with a proposition: his own adventure! Word had reached them that an effort was being made to resettle a deserted village named Kelmarane in Ketapesh, and while the significance was generally small, rumors of ruins and old churches had given them reason enough to send a new agent to report back findings of any caravans headed out that way. Needless to say, Azzerix was thrilled and set about packing his things immediately for the journey.

Arriving in Ketapesh, Azzerix has learned of a caravan destined for the ruined town, and that they were looking for volunteers! Signing up immediately, Azzerix is waiting on pins and needles to hear if he gets to go. His mind raced with the prospects of whatever little scrap he would find that may prove some significance. He would be a Pathfinder Chronicler!

Personality:
Azzerix is excitable, eager, and ever observant for possible action or danger. He pens things religiously in the hopes that any small detail might make it into one of his reports and get published by the Society. Ever curious and constantly in awe of the world around him, even if such things seem relatively mundane, he listens with fascination to anyone who tells him about themselves, never sure where the next "great hero" will come from. He is constantly trying to get in on the action in the hopes that one of these prospective heroes will bring him along to catalog their next big venture.

At times, Azzerix can become too fascinated with something, and start to collect or drag things back that are generally worthless. His constant badgering for answers can also be a bit grating. A natural hoarder, Azzerix always seems to have a backpack full of useless junk, believing that one day, it will prove to be the tipping point in a great plan concocted by his penned heroes. As much as Azzerix wants to find the next hero, he is even more eager to be a part of the story himself, and can often over exaggerate his role in things. Even so, his wish is to see folks live up to their potential and pull off magnificent feats and wonders. After all, a great story involves great people!


I would like to submit some version of this character. This character was previously used in a Council of Thieves game that died very early.
I am all for either or both of wounds and vigor and/or Armor as DR. I am not so much a fan of called shot as it seems like it would slow the game down.

I will modify this character as soon as these optional rules are decided.

On another note, I think this character's back story works as an escaped slave. Is this campaign starting in the city of Katapesh or has it recently left the city? I remember something about starting with a caravan and can see the character joining the caravan to escape the city where he was a slave.

Thanks for running this.


So it seem Katapesh is a city of merchants. How would you feel about a character that was a Jeweler?

I'm considering submitting a Vigilante who is a merchant in his social identity and crafts jewelry. Would building a social identity around using time for crafting and then selling wares to increase the party gold be a good fit for this game/you as a GM?


Dot for interest. I'd be interested in the Wounds/Vigor and armor as DR variant rules. I don't know about called shots, though.

I have a high-level concept that goes: a gnoll (probably a martial of some stripe) is a bit different than his kin, in that all this killing and raiding and mayhem aren't fulfilling. He looks to the human world, with all they've built and achieved and conquered, and envies.

He will go, undercover if need be, walk among them, and learn what makes these weaklings so powerful! He will bring back the knowledge to the gnoll tribes, and begin a new era!

I'm thinking he'll be CG or TN. Going to go look at classes now.

Silver Crusade

Azzerix Wyrmclaw wrote:

CaptainFord's submission here! I decided to change things up a little and move from a kensai magus to a bard aspiring to become a Pathfinder Chronicler! A friend of mine asked if he was like Deekin Scalesinger, who I had to look up... and after a bit of reading... yeah, he is.

Meet Azzerix Wyrmclaw, Pathfinder, poet, writer, singer, hoarder, bundle of energy, comic relief, and general sidekick! I'm still working on his stat block, but the bulk of his fluff and stats are finished. If you need something, ask Azzy! He's probably hidden it in his backpack somewhere...

OMG!!!!! Azzerix! You adorable, draconic delusions of grandeur maniac! I've missed you! :)


Adolina d'Jhaltera wrote:


OMG!!!!! Azzerix! You adorable, draconic delusions of grandeur maniac! I've missed you! :)

!?!?!?!

You have read Azzerix's works!? Amazing! I have not even published anything and already I have fans! Imagine how popular I will be when I actually write something!

:)


hustonj wrote:
I do want to note that Improved Called Shot appears to belong to the Agile Maneuvers combination under the Feat Tax rules.

:facepalm:

DEFT Maneuvers. DEFT, not Agile. My apologies.

Grand Lodge

Dot for interest, everything sounds really cool except for call shots, id be ok with them if you needed it, but just know called shots are rediculous when done with Touch attacks or fighters, as they can almost always hit anything no-matter the debuff, so you can have fighters one shotting everything by saying

"I aim for the heart!" Or "I aim for the neck!"

I'm ok with it either way, just something to consider yeh?

I'm thinking about making a human Ranger, probably a archetype that doesnt get the animal companion as it doesn't fit the design I have in my head.

Basically my character has the standard parents killed scenario but I hope to do something better with it, maybe add a twist or two

Edit: decided on hooded champion for ranger.

Silver Crusade

Azzerix Wyrmclaw wrote:
Adolina d'Jhaltera wrote:


OMG!!!!! Azzerix! You adorable, draconic delusions of grandeur maniac! I've missed you! :)

!?!?!?!

You have read Azzerix's works!? Amazing! I have not even published anything and already I have fans! Imagine how popular I will be when I actually write something! :)

We played together in a short RotL game which was one of my first on the boards. Adolina has grown up a lot since then!


Quite interested in playing. I'm good with the optional systems except for Called Shots, since that seems as though it would slow fights down too much. Called Shots also doesn't work too well with Wounds and Vigor in my experience.

I have a few ideas swirling in my head, but could a goblin character be allowed? I love playing the wackier kinds of characters.

Grand Lodge

Quick question, with defense scores, how do attacks resolved by touch ac work? Is it just the defense score without the shield bonus...?

Dark Archive

TurtSnacko wrote:

Dot for interest, everything sounds really cool except for call shots, id be ok with them if you needed it, but just know called shots are rediculous when done with Touch attacks or fighters, as they can almost always hit anything no-matter the debuff, so you can have fighters one shotting everything by saying

Called Shots Additional Rules wrote:
Touch Attacks: Touch attacks and ranged touch attacks made as called shots must target AC rather than touch AC. This represents the care it takes to target such strikes.

Grand Lodge

Ah, I see, very interesting. Thanks for that info.


Adolina d'Jhaltera wrote:


We played together in a short RotL game which was one of my first on the boards. Adolina has grown up a lot since then!

Hahahaha! I recall! It's so nice to see your loyal little Talons come into their own! *sniff*

Naturally, you will make it into his newest work, as soon as he has a new work to make!

Liberty's Edge

Turt Snacko's submission here, I changed from a hooded champion as with a 15 point buy it gets really MAD. So I instead went Infiltrator Ranger, a cooler premise to me and helps me get closer to the inspiration that let me do this character.

Introducing Kuro 'Archer' Emiya, a barely a man with a distorted mindset, who deserately wants to be a hero. He wants to save everyone, even if he knows its not possible.

Stats:

Kuro 'Archer' Emiya
CG Infiltrator/1
Int +3 Senses perception +6
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Defense
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Defense Score 13 Flat-Footed 10
WP 28 VP 8 DR 2/Armor
Fort +4 Ref +4 Will +2
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Offense
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Speed 30ft
Melee Machete +3(1d6+2)(19+)
Melee Machete +3(1d6+2)(19+)
Melee
Ranged Longbow, +1 composite +4(1d8+1)(x3)
Special Favored Enemy (Human)+2
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Statistics
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Str 14 Dex 16 Con 14 Int 11 Wis 13 Cha 7
Base Atk +1
CMB +4
CMD 16
Feats Precise Shot, Two weapon Fighting
Skills Craft(Cooking) +4, Climb +6, Knowledge (Geography)(Nature) +4, Perception +6, Spellcraft +4, Survival +6, Stealth +7, Stealth +7
Traits Idiot Savant(Magical Knack) Shattered Mind(Indomitable faith)
Drawbacks Overprotective
Racial Traits talented
Languages Common
Combat Gear leather armor, machete(2)
Other Gear 56 gold, 3 silver, bedroll, blanket, small tent, fishing net, silk rope (50 feet)
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Special Abilities
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Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check

backstory:

Kuro was born in southern Katapesh, away from the dry and anarchic north. Raised in a small port town called Fuyuki, a city of people who migrated from Tien, Kuro was constantly surrounded by injustice. Whether it was the stalls that would cheat each other for a few more coppers, or the slavers/drug dealers who would prowl the night, it didn't matter as there was always something. He was okay with it, it never really bothered him as he was just a kid, being taught that this was all normal.

But it change quickly one day, too quickly.

A fire, great and all consuming, broke out when he was 8. The flames rolled over buildings and streets, trapping and burning everyone. All around were the screams of the tormented, cursed smoke rising to the skies as the hell on earth manifested. No matter how high was the screams or how heartfelt were the tears.

It was all meaningless, the fire consumes all. Except for a white haired boy, walking amongst carnage.

With every step he took a part of him was lost. Memories and everything he ever did was gone with each thud of his foot, his first day of school, gone like it was never there, his seventh birthday, his first crush, his mother telling him stories of heroes long gone, every ounce of self-worth burned to a crisp by the time he reached the center of his once cheerful neighborhood, but even so he refused to die.

He had no memory of what was happening, that was consumed by the fire.

He no longer felt anything about the hell around him, his emotions were already devoured. He only had hope left, but soon enough that was also extinguished.

His unwavering will had nothing more to sacrifice to him, but he continued his trek. Soon however, he missed a step and fell on the now barren ground, the rain chose that exact moment to start.
As he gazed to the sky above him, he couldn't feel anything, he couldn't think anything and he couldn't BE anything, but just as his life was about to end, in the place of the sky now was the face of a crying and smiling man. As the young boy stared at his overjoyed face, only one thought surfaced.

"... I wonder if I can be as happy as him someday..."

That man was Kisturugi Emiya, a Inquisitor from Andoran, his face was filled with tears, he was so happy.
It was because he saved him, he was so happy because he saved him....
He wants to smile like that.

Kisturugi nursed him back to health and adopted him as his own, raising him and teaching him the wonders of mage craft...not that Kuro was any good. Kuro was told he was absolutely terrible at it...but through pure stubborness and stupidity, he promised he could do it.

5 years later, Kisturugi succumbed to a terminal disease. As he laid there dieing, Kuro promised to uphold and accomplish the dream Kitsurugi could never do.

To become a true hero of justice. To help and save everyone, even if he knew it was impossible.

And after that, Kisturugi died, and Kuro left the rebuilt Fuyuki, traveling and searching for people to save.

For he is Kuro Emiya, a Sword that saves.

personality and appearance:

Kuro appears as a man in his late 20's with a muscular build. Kuro has white lightly messy hair, gray eyes and tanned skin colour. His eyes are slightly narrowed, showing his Tien descent.

Due to the trauma he suffered during the great fire, Kuro has a constant emptiness in his personality and suffers from tremendous survivor's guilt. He feels that, as the only survivor, it is unfair to the deceased to prioritize his own needs before those of others. He has a distorted sense of values where he only finds self-worth from helping people without any compensation, feeling that the very act “helping people” is its own reward. He believes it is highly unfair that some people survive and others do not. When it comes down to receiving an injury or even giving up his life to help someone, he will do it without a second thought. The people who see this side of him are often very worried and attempt to correct his behavior, though they are unable to change his opinions.

Besides that, he enjoys cooking and cleaning, especially for other people. Its kinda easy to take advantage of his kindness, and he know it but makes no effort to change it.

When he's out and about, he goes by the name Archer, he's freed a good bit of slaves, so he thought it safer that nobody knows his name.


Dotting for interest, the vigor system and armor as DR sound like they would make for a fun and different game. Called shots I have no issue playing with. If possible, I'd like to use this character, an idea from a campaign that just didn't work out, reworked to fit the system.


Having some overtime tonight, I'll be able to answer questions tomorrow. Good to see this level of interest; it was close enough between this and Council in the check, and I wasn't sure I'd made the correct choice.


Here's my entry. Are you opposed to multiple entries, Sporocystian?


Giving up on the kineticist... can't figure out a way to make it work well.

Looking at doing a shifter now! :)

The Exchange

OK for wounds and vigor and armor as DR. No for called shots.

Liriel:

Female Half Elf(1 Summoner)
N Alignment
Init +4; Perception +2
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Defense
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Defense 12
DR 2/armor
Vigor 8, Wound Points 14, Wound Threshold 28
Fort +2, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee
Spells known (CL 1st, concentration +4)
. . At will— Guidance, Message, Mage Hand
Lv 1 spells(2/day): Mage Armour, Infernal healing

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Statistics
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Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +0; CMB - 1; CMD 11
Feats Versatile summons(Aerial, Dark), Skill focus(stealth)
Traits Elven reflexes
Languages Common, Elven, Draconic

Keen Senses: Half-elves receive a +2 racial bonus on Perception Checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light
Elf Blood: Half Elves count as both elves and humans for any effect related to either race
Multi-talented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Skills
Knowledge arcana +5,Knowledge planes +5,Diplomacy +7, Stealth +5

Background skills
Craft(sculpture) +5,Linguistics +5

Equipment:leather armor, 1 admantine durable arrow, grappling hook, common backpack, water skin, 50ft hemp rope, dagger, 2 days trail rations, waterskin, hot weather outfit

The Exchange

Eldarin:

Eidolon - Aquatic
Init +1 Perception +4
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Defense
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AC 11, touch 11, Flat footed 10
Vigor 5, Wound points 13, Wound Threshold 26
DR 6/magic
Fort +3, Ref +1, Will +3
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Offense
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Speed 20 ft.
Melee Bite +4 (1d6+3), Claw +4 (1d4+3), Claw +4(1d4+3)
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Statistics
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15
Feats Power Attack(from feat tax), Endurance
Skills - Perception +4, Climb +6, Survival +4, Sense Motive +4

Evolutions
Claws (1), Improved Natural armour (1), Magic attacks (1)

Free evolutions
Gills, Bite, Improved natural armor

I'm assuming feat tax applies to animal companions, eidolons, summons and familiars. Please inform me if it is not so.

Will work out backstory later.

The Exchange

Lirel's backstory:

Lirel never knew her mother - she died in childbirth. Lirel's first memories were of her father's shop, and that of his big helper, a strange creature that called himself Eldarin, who'd help her father out in the shop with any heavy chores. Her father never spoke of her mother, being too devastated by her death, and just concentrating on raising Lirel the best he could. She learnt from young her fathers craft, and eventually took over his shop. When he eventually died of old age, he bequeathed the family servant, Eldarin, to her. She would have been content as a shop keeper, except one day she found her shop broken into, and the locket containing a potrait of her father stolen. She reported it to the authorities but they did not seem to be doing anything about it. Thus she decided to take matters into her own hands to find the thief herself.


Scratch the goblin question. I decided on a different idea that I preferred more. Here's my submission. I'll also keep it ready in this profile. Will finish up equipment if selected.

Sara of the Fey

Character Concept:
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Background
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Born to an aging wizard in the middle of a desert, Sara never knew her mother growing up. Her father would tell her that a forest suddenly appeared around his tower one day, and that was how he met her mother, a dryad. The forest disappeared the next day, and only to reappear momentarily later on to leave her behind on the doorstep. Her strange appearance lends credance to that fact that fey blood does in fact run through her.

As a child, Sara lived alone with her father, isolated in a solitary tower. Her father was a man of intellect, rarely leaving his lonely tower, and enjoyed the company of books more than people. Stern and emotionless, Sara was taught to read and cast simple magic early on. Curious and quick-witted, Sara quickly grew bored of pouring over the same books over and over, though, and it wasn't long before she sought for other things to occupy her time. After she began playing an old lute hidden away, her father finally sent her away before her antics would distract him any further from his studies.

Sent to become a librarian at the closest city, Katapesh, Sara ignored the order and starting learning the first thing that came to her eye: the rapier. She still doesn't know what called to her about it, especially as her father was against martial weapons, but call to her it did. And it wasn't long until she began to mix her spellcasting into her fighting style.

After learning all she could from her teacher, Sara decided to set a new goal. Finding the wandering forest her father spoke of. Her attention once more turned to studies, this time of the fey. She desired to find her mother and finally get some real answers to her heritage.

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Personality
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Sara often reflects the fey through her personality. Whimsical and quick to change, Sara is open and friendly to most. Her curiosity and lack of control has gotten her in more than one pickle, though. Common sense isn't so common for her, despite her book learning.

When it comes to social situations, though, Sara finds that she can read others like a book naturally, possibly a power rising from her fey origins. Sara does not anger easily, yet is quick to pass up forgiving and just simply forget whatever had angered her.

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Description
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Sara mostly resembles a human, the race of her father. With pale skin and long brown hair, his Varisian roots continue on in her, despite the local appearance.

However, the fey blood of her mother comes out in the form of a large, bushy tail with fox-like ears on her head. The ends of her hair and tail are green, and her skin has yet to have a spot of imperfection.

These traits all often lead to the wrong kind of attention, so Sara usually wears a cloak, both for disguise and protection in the desert climate.

Stat Block:
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Sara
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Female Human (fey) Magus (Bladebound) 1
Age 22; Skin White; Faith Desna
NG Medium humanoid (human)
Init +2; Senses Low-Light Vision, Perception -1

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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 10
Fort +4, Ref +2, Will +1

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Offense
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Speed 30 ft.
Melee rapier +2 (1d6/18-20)

Special Options
Spell Combat - Full-Round action to attack and cast a spell

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Statistics
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Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 8 (-1), Cha 12 (+1)
Base Atk +0; CMB +0; CMD 12

Traits
Fey Protection - +1 to AC against AoO made by fey; +1 to saving throws against effects of fey creatures.

Feats
Skill Focus: Knowledge (Nature) - +3 to skill
Weapon Finesse - Use Dex for att rolls

Skills (7 ranks - 2 class, 3 Int, 2 Background Skills)
Diplomacy +5 (1 rank, 3 class, 1 Cha)
Knowledge (Arcana) +7 (1 rank, 3 class, 3 Int)
Knowledge (Nature) +7 (1 rank, 3 feat, 3 Int)
Linguistics +4 (1 rank, 3 Int)
Perform (Lute) +2 (1 rank, 1 Cha)
Sense Motive +3 (1 rank, 3 class, -1 Wis)
Spellcraft +7 (1 rank, 3 class, 3 Int)

Favored Class Bonuses
Magus - Human - +1/4 Arcana pool point - x1

Languages
Common, Slyvan, Elvish, Gnome

Alternate Racial Traits
Fey Magic - Diplomacy and Sense Motive are class skills, and Sara can perform druidic magic while in a forest. Also, gain Low-Light Vision.
Focused Study - Skill Focus at 1st, 8th, and 16th levels.

Class Archetypes
Magus - Bladebound

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Possessions
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Spells per day
0 - cantrips, 3
1 - 2

Spells in Spellbook
0 - acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1 - color spray, feather fall, grease, shield, shocking grasp

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Possessions
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Inventory
longsword, chain shirt

Inventory Weight and Load

Wealth

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Special Abilities
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Arcane Pool - 4.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat - At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a ?2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

More than willing to do a shared background with other characters. Just let me know if anyone's willing.


I've got a street rat brewing somewhere in me, lemme see if I can make it work.

Grand Lodge

The idea of shared backgrounds ARE pretty interesting...I'd open my self to that as well if someone wants, have a freind that doesn't like Kuro's unconcern with his safety amd recklessness would be a cool hook the more I think about it.


I wouldn't mind a shared background. Only trouble is, mine is kinda specific. So unless someone is associated with the Society, those options are a bit limited...

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