GM Eldbale of Evergale's - The Dragon's Demand (RECRUITING)


Recruitment

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Need four lvl 1 PC's to run The Dragon's Demand "module."
-Race/Class: Anything from Core or Base. If there's an Unchained option, use it (you may present case to not use UC).
-Starting Level: 1
-Stats: 20 point buy
-Traits: pick two
-Starting wealth: roll or take average
-No 3rd-party sources
-Deadline: July 28
-Feel free to ask questions, either here or by PM.

This "module" takes characters from level 1 to level 7

All applications should include:
Concept/Background

Statblock

Timezone

Number of current PbP campaigns

Knowledge of this module? Have you run it before, and how far did you get? Prior experience of this module does not make submission ineligible for recruitment, it'll just let me know how much I should alter to keep it fresh.


Also,
Map PreferenceGoogle drive (docs, slides, etc), Roll20

Character Creation Guidelines

Race - Any core or standard races.

Class - Any Paizo published class. Classes with unchained options must be unchained unless the concept is reliant on an archetype that is only available to the core version.

Archetypes - Any Paizo published archetypes are allowed.

Traits - 2 traits, May take a 3rd with a drawback, but the drawback must be approved by the GM.

Starting wealth - Player's choice between a roll in the recruitment thread or take the average.

Crafting - Unchained crafting rules. You may add 25% to your starting gold if taking a crafting feat, and 15% to your starting gold for taking a rank in a crafting skill. These are cumulative.

Stats - 20 point buy, no stat can be below 8 after applying racial modifiers.

Alignment - Any, but must be willing to work with the party.

Optional rules - We will not be using background skills or hero points.


I'm dotting this with the plan to submit a Dwarven Gunslinger, and to let you (GM Eldbale of Evergale, anyone else,) know that there is interest in the module. I might not get the submission done until sometime next week given an impending vacation, but it should be coming.

-Zorblag R`Lyeh


Zorblag wrote:

I'm dotting this with the plan to submit a Dwarven Gunslinger, and to let you (GM Eldbale of Evergale, anyone else,) know that there is interest in the module. I might not get the submission done until sometime next week given an impending vacation, but it should be coming.

-Zorblag R`Lyeh

Thanks so much! That's fine, enjoy your vacation!


I'm gonna go ahead and say I'm interested, depending on how a couple other recruitments I'm in turn out. I think one of my games has died and I've always gotten started, but never finished this module.

Gonna have to think of a goodie!


CaptainFord wrote:

I'm gonna go ahead and say I'm interested, depending on how a couple other recruitments I'm in turn out. I think one of my games has died and I've always gotten started, but never finished this module.

Gonna have to think of a goodie!

I'm excited to see what you come up with!


me, Thomas 'Bellmanok' Riverdancer would like to dot for interest. I am a Possessed Oracle of Flame. The daemon Bellmanok has taken over part of my soul and is feeding me with his daemonic powers and magic. I'm constantly struggling to preserve my good soul, but in times of great stress I must give in.

more of me later, if you're interested...


Dotting for interest, and looking into unchained rogue.

I'm in a lot of games, but most of them are going inactive, and none of them are active daily.

I haven't ever played this module.


BastianQuinn wrote:

Dotting for interest, and looking into unchained rogue.

I'm in a lot of games, but most of them are going inactive, and none of them are active daily.

I haven't ever played this module.

UC Rogue is my personal favorite right now. I look forward to your character!


Thomas 'Bellmanok' Riverdancer wrote:

me, Thomas 'Bellmanok' Riverdancer would like to dot for interest. I am a Possessed Oracle of Flame. The daemon Bellmanok has taken over part of my soul and is feeding me with his daemonic powers and magic. I'm constantly struggling to preserve my good soul, but in times of great stress I must give in.

more of me later, if you're interested...

Color me intrigued! I'm excited (and a little afraid) to get his whole story.


I am discovering that whips are unloved.

My eye is on intimidation as my skill focus, which brought me to the Thug archytype and Enforcer, and naturally to Sap Adept and possibly Bludgeoner. I thought it might be cool to make them some kind of lion-tamer type with an arena-bred orc, but if you want to pick up a whip without spontaneously combusting in pathfinder you need at least seventyteen feats. T.T

I'm reworking with an Ifrit before I try something completely different...


I would be interested in playing in this! I want to be upfront though, I did run Dragon's Demand at one point, but it was awhile ago so I only remember the basic plot and some other random points. I'm very good at not metagaming and would want to play a monk or warpriest. But if you're not comfortable with that I understand :) let me know if you're willing to consider and I'll roll you a character for you!


Tevforshort wrote:
I would be interested in playing in this! I want to be upfront though, I did run Dragon's Demand at one point, but it was awhile ago so I only remember the basic plot and some other random points. I'm very good at not metagaming and would want to play a monk or warpriest. But if you're not comfortable with that I understand :) let me know if you're willing to consider and I'll roll you a character for you!

That’s fine with me! Go for it!


BastianQuinn wrote:

I am discovering that whips are unloved.

My eye is on intimidation as my skill focus, which brought me to the Thug archytype and Enforcer, and naturally to Sap Adept and possibly Bludgeoner. I thought it might be cool to make them some kind of lion-tamer type with an arena-bred orc, but if you want to pick up a whip without spontaneously combusting in pathfinder you need at least seventyteen feats. T.T

I'm reworking with an Ifrit before I try something completely different...

Do whatever, but an Ifrit Rogue will have a VERY hard time being stealthy. He glows.

;)


Was there a player's guide for this adventure?


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Here's my submission of Yantri Ironshield, Dwarven Musket Master:

Concept/Background:

Yantri Ironshield was a dwarf raised away from other dwarves. Other than her Uncle, Groltorn she was raised away from anyone of any race. Her uncle never told her why the two of them lived alone in their little cabin in the hills, but her earliest memories are of the delight in his returning from hunting or checking his traps with fresh meat.

When she grew old enough Yantri began to accompany her uncle on his trips and learned the skills she needed to track prey, forage for berries, hide from dangerous beasts, and generally make use of the land. Groltorn eventually brought her along on his rare trading forays with the local colony of gnomes, and it was there that she learned of alchemy and black powder.

Groltorn called both corruptions and would occasionally mutter about how much he had sacrificed to get away from such things, but no amount of admonishment from her uncle could keep Yantri from experimenting.

She had almost completed her first musket, working behind the cabin with makeshift tools late at night, when her uncle found her. His approach was silent, so when he thundered “What are you doing here!” she was so surprised her hands flew from their task and the lantern she was using for light was knocked directly into a bag of black powder.

When the smoke cleared, Groltorn was lying in the dirt, never to rise again, and Yantri’s face and body were a mess of burns and open wounds. She managed to pull herself into the cabin and apply the country heals she knew of, but the scars were there to stay, a reminder of how dangerous her obsessions could be.

After that, Yantri decided that she needed to learn more of the world. She packed what supplies she could from the cabin, visited the gnomish trading post to barter for new gunsmithing and alchemical supplies, and then made her way across the country.

She wandered without much purpose, taking what she needed from the land, and stopping to sell the pelts and hides in local inns as she came across them, ignoring the horrified stares every gave her terrible scars. She managed to cobble together a working musket after several attempts, but creating a meager amount of ammunition to make it useful took the last of the supplies she managed to scrounge together.

When she heard a rumor of a Baroness recruiting adventurers to investigate a fallen tower she decided this was as good a source of gold for alchemical cartridges as any. She has found her way to Belhaim to see where her fortunes will lead her next.

In the future, Yantri will pursue Gunslinger until around level 5, but then will probably multiclass to a Mutation Warrior Fighter as she delves further into the alchemy side of the character. I don't think that mutagens would come online for her till level 8 which is beyond the scope of what we'd be doing, but that's the path she'd be taking if she continued on.

I've also just given the 15% bonus to starting gold (I took average) for taking Craft: alchemy as a skill; gunsmithing doesn't seem like the sort of crafting feat that you likely had in mind.


Statistics:
Yantri Ironshield
Female Dwarf Gunslinger (Musket Master) 1 (Pathfinder RPG Ultimate Combat)
CG Medium Humanoid (Dwarf)
Init +3; Perception +7
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10 +1 con)
Fort +3, Ref +5, Will +3
+2 racial bonus on saving throws against poison, spells, and spell like abilities
--------------------
Offense
--------------------
Battered Musket: Ranged +4 (1d12/ x4), +5 (1d12+1/x4) when within 30 feet
Light Crossbow: Ranged +4 (1d8/19-20 x2), +5 (1d8+1/19-20 x2) when within 30 feet
Machete: Melee +1 (1d6/19-20 ×2)
Speed 20 ft.
Space 5 ft.; Reach 5 ft.

--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 12, Wis 16, Cha 8
Base Atk +1; CMB +1; CMD 13
--------------------
Racial Traits
--------------------
Lasting Grudge: Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
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.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
--------------------
Class Features
--------------------
Grit (3 max)
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Favored Class Bonus: 1/4 reduction in misfire chance for Muskets.
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Feats
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Gunsmithing (Gunslinger Bonus Feat)
Rapid Reload: Musket (Musket Master Bonus Feat)
Point-Blank Shot (Level 1)
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Traits
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Alchemical Adept Magic: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.
Highlander (Hills) Regional: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Never Stop Shooting Combat: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
--------------------
Drawback
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Scarred: An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
--------------------
Skills
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Craft: Alchemy +5 (1)
Knowledge: Nature +2 (1)
Perceptions +7 (1)
Stealth +7 (1)
Survival +7 (1)
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Languages
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Common, Dwarven, Gnome
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Gear
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Battered Musket, 10 Alchemical Cartridges, Studded Leather Armor, Light Crossbow, 10 Bolts, Machete, Backpack, Bedroll, Flint and Steel, Waterskin, Whetstone, 50 ft Rope (silk), Signal Whistle, Mirror (Small, Steel), Gunsmith's Kit, Alchemy Crafting Kit, 4 gold, 3 silver, 3 copper

Timezone: PDT, UCT -7 (until Daylight Savings Time ends.)

Number of current PbP campaigns: None, though I have submitted a character for one other.

Knowledge of this module? I have not played any part of the module.

Map Preference: I'm open to whatever people want to use, and should be able to learn any new format.

Let me know if you have any questions or if anything would need changing. I'm assuming max HP for level 1, and I did go for scarred as a drawback because I thought it fit well, but if you don't like it I can work with that.

Thanks for the consideration!

-Zorblag R`Lyeh


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Here's my close-to-finish submission. Crunch tweaks will of course happen and might be suggested by the GM or the campaign.

Concept
Human Oracle of the Occult mystery possessed by a daemon. Will quickly multiclass into unchained barbarian. His rage is the daemon taking over during combat. The tongues curse makes him only speak

Infernal during combat. His alignment used to be NG, but shifted towards TN, due to questionable actions by his possessing other.

Role: Frontliner

Background
see profile

Statblock
see profile

Timezone
UTC +2

Number of current PbP campaigns
none, so fully invested. This is my first PF PbP, but I did a few SR PbPs in the past.

Knowledge of this module
none

Map Preference
Roll20, but anything will do.


djpika wrote:
Was there a player's guide for this adventure?

There is not. This was the first of the "super" modules (twice the length of normal modules). The adventure has a bit of everything and will take you from a level 1, poor, stranded adventurer to a level 7 dragon-slayer.

Given it's called "The Dragon's Demand," I don't feel like it's much of a spoiler to say there will be a dragon to slay.

Grand Lodge

1 person marked this as a favorite.

Here is my submission: a Taldan noble wizard with an obsession for languages and studying. I'm actually thinking that by the end of the module, I might grab a couple levels in the Riftwarden prestige class, since he might be headed that way towards the end. That, or the Runesage class... both seem pretty feasible for him to train into!

"Languages are so fascinating! We have so many ways of saying the same thing!"

Statblock:
Male Human Wizard (Abjurer) 1
NG Small Humanoid (Human)
Deity: Irori Homeland: Oppara, Taldor

Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 12 Touch 12 Flat-footed 10
HP 12/12
Fort +2 Ref +2 Will +2
Favored Class Wizard (+1 HP)
Defensive Abilities Fire Resistance 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Battleaxe +3 (1d8+2/x3)
Special Protective Ward 6/day, +1 Deflection, 3 rounds

Spells Concentration +5
0th - Light, Detect Magic, Ray of Frost
1st - Shield, Protection from Evil, Color Spray
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 16, Wis 13, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Martial Weapon Proficiency (Battleaxe), Toughness, Scribe Scroll
Traits Prince (Diplomacy), Arcane Temper
Skills
(1) Diplomacy +5
(1) Kn. Arcana +7
(1) Kn. Local +7
(1) Kn. Religion +7
(1) Linguistics +7
(1) Spellcraft +7
Languages Common, Elven, Dwarven, Undercommon, Draconic
Combat Gear MWK Battleaxe
SQ Arcane Bond (Battleaxe), Arcane School (Abjuration), Opposition Schools (Enchantment, Necromancy)
--------------------
Equipment
--------------------

Background:
Kane is the son of one of the many Taldan nobles that clog the upper echelons on of Taldor's aristocracy. However, Kane has always had more of an interest in academic pursuits than any political scheming that his parents have tried to toss him into. In particular, Kane was first intrigued by a passing Tien magician who used pieces of paper with strange writing on them, which the mage called "ofuda", which he used to cast powerful spells. His interest piqued, Kane began collecting as much information on the subject as he could, theorizing that these must be related to the runes used by ancient Thassilon to cast their own magic. And in doing so, unlocked a realm of study that would become his obsession.

Kane's wealthy upbringing allowed him access to a variety of opportunities, and one of them was travel. He ventured to schools and academies across Avistan in search of his growing need to understand languages and how they related to magic. From the runes of Thassilon's ancient society to the scrolls created by the scholars of the Arcanarium in Absalom. He studied the etchings of runes not only in dwarven culture, but in Ulfen cultures far to the north! And of course, he managed to collect tomes on the subject of ofuda from the far reaches of the Tian Xia empires. With all his knowledge collected, Kane has come to a theory that he has dedicated his life to understanding better: that the mere act of writing is somehow inherently magical, and that this is magic in its purest form. Something about the use of words when written out grants those with the capacity to use them power. Why? How? Where did it start? The answers to these questions drives Kane forward.

Kane is returning from a recent trip to the northern regions of Brevoy, having acquired his latest piece of his personal puzzle: a rune-carved battleaxe used by Ulfen warriors to ward off dangerous witch magic. Kane is eager to return home and begin extensive study of his new acquisition, but, in his journey home, has opted to stop in the small town of Belheim to rest and refresh himself. It seems small and peaceful... and truth be told, he LOVE to get a closer look at his latest prize!

Personality:
Kane may come across as a foppish noble interested only in his academics, but the truth is, his years of travel to far off places have instilled a sense of wonder and adventure in him that few can match. Every new locale is a potential treasure trove of new information, which he values almost as much as gold itself, and he is never one to turn down a chance to explore new secrets. Although he has little interest in political pursuits, his youth spent learning the ins and outs of the courts his parents frequented has taught him a decent bit of social mannerisms, and he knows how to cool things that get heated before they become an all out confrontation. His cheerful demeanor and positive outlook help add to his general charm.

Kane is intensely focused on his life's greatest work: the origins of magical writing, and while his knowledge is nothing to sneeze at, his fascination with learning can sometimes get in the way of greater priorities. He can also be a tad more concerned with the planning phase of things over actually taking action, so he might need a little push in the right direction at times. Kane believes that knowledge and magic are ways to self improvement. While Nethys would seem like a natural deity for Kane to venerate, he actually looks to Irori for guidance, believing that knowledge for its own sake is a waste. One should use it to better himself and those around him than hide it away from others.

Timezone EDT (UTC -4)

# of PbPs About 4 that are active on a semi-regular basis

Module Knowledge I know how it starts for the first few scenes, that the opening town is called Belhaim, and that (MASSIVE SPOILERS!) there is, in fact, a dragon, who will at some point make a demand of some kind.

Map Preference I prefer Google images and the like, since that's easier to access on mobile, but I'm not picky


@Kane Callahan: What an interesting character! He seems very believable to me. I really like the Irori concept! All in all, a job well done on this one.


Looks like you might need a front liner?


5d6 ⇒ (6, 6, 1, 5, 1) = 19x10


The Goblin wrote:
Looks like you might need a front liner?

Perhaps. 5d6, you putting together a fighter? I look forward to seeing what you come up with!


So here's what we have currently:
Thomas 'Bellmanok' Riverdancer - Human Oracle of Flame (Possessed)
Yantri Ironshield - Dwarven Gunslinger (Musket Master)
Kane Callahan - Human Wizard

Still be completed/submitted:
@BastianQuinn - working on an Unchained Rogue
@The Goblin - working on a front liner, maybe fighter or paladin?
@Trevforshort - dotted

If we get some really interesting submissions (nearly everything so far!), I might consider a party of 5 instead of 4. It depends on how original/interesting your PC's background is, the party needs, and if I think it will make things more fun.


Don't be fooled by the word oracle. I am indeed a frontliner. (will multiclass into barbarian quickly)


Okay, I don’t want to bleed into the oracles party role, so how about someone who helps stop bleeding all together?!

How about a cleric?:
Dragons Demand
Human cleric of Ragathiel 1
NG Medium humanoid (human)
Init +2; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee bastard sword +2 (1d10+2/19-20) or
cestus +2 (1d4+2/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks revenge/vengeance variant channeling 4/day (DC 11, 1d6 plus 1 channel bonus)
Domain Spell-Like Abilities (CL 1st; concentration +3)
5/day—inspiring word (1 round), rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—bless, divine favor[D], shield of faith
0 (at will)—detect magic, guidance, light
D Domain spell; Domains Healing, Nobility (Martyr[APG] subdomain)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con 12, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +2; CMD 14
Feats Combat Casting, Selective Channeling
Traits armor expert, eyes and ears of the city
Skills Diplomacy +5, Perception +7, Sense Motive +6, Spellcraft +5
Languages Celestial, Common
Combat Gear oil; Other Gear lamellar (leather) armor[UC], bastard sword, cestus[APG], light crossbow, backpack, bedroll, belt pouch, brush, shaving (0.1 lb), candle (10), cup, shaving (0.2 lb), flint and steel, holy text[UE], ink, inkpen, mess kit[UE], mirror, parchment (2), sack, shaving powder (one shave) (0.01 lb) (50), soap, spell component pouch, straight razor (0.2 lb), torch (5), trail rations (5), waterskin, whetstone, wooden holy symbol
--------------------
Special Abilities
--------------------
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Martyr)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Inspiring Word (5/day) (Sp) Target receives +2 on attack, skill checks, ability checks and saving throws for 1 rds.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Revenge/Vengeance Variant Channeling (±1 Sacred) Standard channel/attack penalty
Revenge/Vengeance Variant Channeling 1d6 plus 1 channel bonus (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I am working on a name, but he is a cleric who follows Ragathiel. I figure a party could always use healing and battle buffs. He is sturdily built with a bastard sword on his back and a winged bastard sword holy symbol proudly displayed on his neck.

His face appears calm though there is a touch of too much knowledge in his eyes. Around town he can be seen engrossed in a well worn an bookmarked tome his brow furrowed as his finger follows the text intently.

Dang thing ate half my post so the quick version

Concept/Background
He was saved from a hard and miscible life through the church of Ragathiel. The church fed his body and showed him kindness and forgiveness for how he had lived and survived unto adulthood. Now he is learning about the war of the Heavens and it’s influence on the world. Ragathiel has shown him a path in which his rage and vengeance can be channeled for good. It is as important to heal as it is to destroy evil. Destruction is meaningless if there is nothing left that you were destroying for.

Statblock
Oops. See above

Timezone
West Coast USA Pacific Time Zone

Number of current PbP campaigns
Well five, but only two are daily posting pace. One has been on hold since January.

Knowledge of this module
Zero, other than what is in this thread.


Concept
A lightning-fast disabler/fearmonger and impulsive romantic.

Background / Statblock
see profile

Timezone
UTC -4 (EDT) Work from home, less time to post on Wednesdays.

Number of current PbP campaigns
3 (Technically 11, but 8 have slowed to a semi-monthly posting schedule because a friend got a new job.)

Knowledge of this module
Going in blind.

Map Preference
Google or Roll20, but whatever suits. If you have a roll20 account with all the bells and whistles, that would be a fun experience.


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So here's what we have currently:
-Thomas 'Bellmanok' Riverdancer - Human Oracle of Flame (Possessed)
-Yantri Ironshield - Dwarven Gunslinger (Musket Master)
-Kane Callahan - Human Wizard
-Unnamed - Human Cleric of Ragathiel
-Sheridan Driftwood - Ifrit Unchained Rogue

Still be completed/submitted:
@Trevforshort - dotted

If I missed you, please let me know.

Deadline is still the 28th, slightly more than a week.

(However, if nothing knew comes in before Sunday, I'll probably cut recruitment short and get everything "started" on Monday).

***I have a business trip to Nashville on Tuesday and Wednesday next week, so those days will be mostly for the discussion feed, letting your characters figure out how well they know each other, final crunching and edits to your character, etc.***

This module really does work best with 4 PC's so I'm going to limit it to that unless I get really indecisive. And to be fair, all of these submissions are seriously cool (or hot, if you're an Ifrit, I suppose...)

Good luck to you all!
Grace & Peace


1 person marked this as a favorite.

The origin of... EL SERPENTO!:

Edward de la Vega was the youngest son of a farmer in a remote mountain village in Cheliax. He spent much of his formative years staring at the ass end of an ox, tilling his family's fields. But all that changed....

One day, while indulging his vice of reading lurid adventure stories, a passing cart threw a stone up, striking our hero in the head. He laid in a coma for many days, and when he awoke it was if he was a completely different person - a figure from his stories.

He was no longer Edward, plowboy. He was... EL SERPENTO, champion of the weak!

His father, torn between bemusement and resignation, gave him a small stipend and shipped him off to make his own way in the world. Through sheer natural talent, as well as shoulders built from a backbreaking farmer's life, El Serpento wanders the words fighting for those who cannot fight for themselves.

(Intentionally very 4 color pulp, by the way. I'm envisioning his delusion being over the top at the beginning, then slowly receding as Edward realizes he doesn't need to adopt a persona to be a hero)

Da Stats:

Male Human Chained Monk (Tetori) 1
LN Medium Humanoid (Human)
Deity: Irori Homeland: Cheliax
Init +3; Senses Perception +5
--------------------
Defense
--------------------
AC 13 Touch 13 Flat-footed 11
HP 14/14
Fort +4 Ref +3 Will +3
Favored Class Monk (+1 HP)
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed +4 (1d6+4)
Ranged Sling +1 (1d4+4)
Special Stunning Fist (DC 11, 1/day)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +5 (Grapple +8); CMD 15 (Grapple 18)
Feats Improved Grapple, Improved Unarmed Strike, Snapping Turtle Style, Stunning Fist, Toughness
Traits Bred for War, Reactionary
Skills
(1) Intimidate +5
(1) Perception +5
(1) Sense Motive +5
(1) Acrobatics +5
(1) Climb +8

Languages Common
Combat Gear Sling, 20 bullets

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Equipment
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Tight pants, Luchador mask, monk's kit (backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

16gp, 8 sp

Timezone - Central US

Number of current PbP campaigns - 0

Knowledge of this module? - None


I should add - the reason I didn't go Unchained Monk is that I wanted to play a 'rassler, and the Tetori archetype is not for Unchained.

If you want Unchained only, there are some conversions on the web for Tetori - but they are by nature homebrew.


I withdraw my submission. I've been accepted somewhere else and want to focus on one character for the time being.


Thomas 'Bellmanok' Riverdancer wrote:
I withdraw my submission. I've been accepted somewhere else and want to focus on one character for the time being.

Understand. Thanks so much for your interest and submission. Maybe I'll run this again at some point. Hopefully our paths will cross in some form or fashion in the future.


Sgtdrill wrote:

I should add - the reason I didn't go Unchained Monk is that I wanted to play a 'rassler, and the Tetori archetype is not for Unchained.

If you want Unchained only, there are some conversions on the web for Tetori - but they are by nature homebrew.

As long as you understand how the character works I'm fine. If you want to convert it to let him be unchained, and he's not too OP, that's fine too.

It seems like you'll be doing a lot of grappling, so I'll have to refresh myself on those rules. It rarely comes up in campaigns I've played in.

Ultimately, I want you to play a character you enjoy!


DM Eldbale,

I would like to respectfully suggest that I think most PbP go better with five players for a couple of reasons.

First being people always disappear, sometimes with a “sorry (insert RL drama here) or they are simply abducted by aliens and never heard from again. Party’s of three are almost always unbalanced. Things stagnate for 3-4 weeks looking for a replacement, sometimes it is hard to slip in a new character and you loose dynamic and the game dies. Party’s of four continue to operate through those times.

More players means more posts. More posts means more interest and more momentum. People hit refresh and see a post it is the best intermittent reinforcement to stay with the game.

More minds mean more ideas and ways to overcome challenges.

I think the larger parties allow players to have characters like bards which really need other supporting classes or a group of less traveled classes/archetype combinations. A party of three really can’t afford a Mite Paladin, but a Party of five might and have fun with it.

PbP by nature has to be somewhat story driven and since there is so much time between posts character driven interparty interaction can actually make it more colorful and sometimes easier for the DM.

Again, I don’t know the module or your style yet, but just offering my thoughts from several years of experience on these boards.


3 people marked this as a favorite.

Also, the party looks like it's shaping up to be three or four sub-optimal frontliners (glowing rogue, weapon bond wizard, grapple monk, combat cleric) and that sounds like hilarious fun.


1 person marked this as a favorite.
The Goblin wrote:

DM Eldbale,

I would like to respectfully suggest that I think most PbP go better with five players for a couple of reasons.

First being people always disappear, sometimes with a “sorry (insert RL drama here) or they are simply abducted by aliens and never heard from again. Party’s of three are almost always unbalanced. Things stagnate for 3-4 weeks looking for a replacement, sometimes it is hard to slip in a new character and you loose dynamic and the game dies. Party’s of four continue to operate through those times.

More players means more posts. More posts means more interest and more momentum. People hit refresh and see a post it is the best intermittent reinforcement to stay with the game.

More minds mean more ideas and ways to overcome challenges.

I think the larger parties allow players to have characters like bards which really need other supporting classes or a group of less traveled classes/archetype combinations. A party of three really can’t afford a Mite Paladin, but a Party of five might and have fun with it.

PbP by nature has to be somewhat story driven and since there is so much time between posts character driven interparty interaction can actually make it more colorful and sometimes easier for the DM.

Again, I don’t know the module or your style yet, but just offering my thoughts from several years of experience on these boards.

Thanks for your suggestion Goblin. What you say makes a lot of sense. We will probably go that route. The last thing I want is for the campaign to lose momentum or for the players to lose interest.

Character-driven narrative is what I've enjoyed the most about Pathfinder (table-top in general). The roleplaying and exploration has always felt more interesting than combat, to me. Which is why my hopes are high for 2nd edition to make combat simple enough to be interesting too!

We'll go ahead and say a party of 5!
If any of the current submissions wish to alter anything to reflect more of what you want to play, as opposed to "party need," feel free to do so.

I'm so excited to get this thing started!


Need FIVE lvl 1 PC's to run The Dragon's Demand "module."
-Race/Class: Anything from Core or Base. If there's an Unchained option, use it (you may present case to not use UC).
-Starting Level: 1
-Stats: 20 point buy
-Traits: pick two (may take a drawback as a third)
-Starting wealth: roll in recruitment feed or take average
-No 3rd-party sources
-Deadline: July 28
-Feel free to ask questions, either here or by PM.

This "module" takes characters from level 1 to level 7

For more specifics on Character Creation, see the Campaign Info tab

All applications should include:
Concept/Background

Statblock

Timezone

Number of current PbP campaigns

Knowledge of this module? Have you run it before, and how far did you get? Prior experience of this module does not make submission ineligible for recruitment, it'll just let me know how much I should alter to keep it fresh.


2 people marked this as a favorite.
Sheridan Driftwood wrote:
Also, the party looks like it's shaping up to be three or four sub-optimal frontliners (glowing rogue, weapon bond wizard, grapple monk, combat cleric) and that sounds like hilarious fun.

And one optimal gun guy, behind that front line, loving life.


Muy character concept is a half elf inquisitor (sacred huntsman) of Erastil. She is more focused on the community than nature. She has lived in the gnome town Wispil and travels to Belhaim a few times a year as part of her religious duties. She ensures that the community is close and does her best to help solve disputes. If there's any danger she helps get rid of that too.

I'll have the character done soon, along with a complete backstory!


You know, I was originally wanting to play a front liner, but I have never played a straight cleric and I’ve got this character really forming in my mind so I am going to stick with it.

Anyone else thinking of changing up their character?


As long as I have flanking buddies I think I'm ok... open to suggestions though.


I'm certainly open to changing if you guys think I need to. Have a pretty good idea for a Mesmer - which can fill the Bard role.


Sheridan, do you actually glow in the dark?


The Goblin wrote:
Sheridan, do you actually glow in the dark?

I don't think there is any mechanical reason. (Ifrit don't shed light or get a penalty to stealth) but I've used the DM's comment as a reason to avoid stealth and build a rogue I've never built before.

Instead, a racial feature gives him +4 to initiative, so I plan to strike first and depend on a flanking partner for sneak attacks. The enlarge/reduce person should help me finagle my Str/Dex bonuses early on.


Sheridan Driftwood wrote:
The Goblin wrote:
Sheridan, do you actually glow in the dark?

I don't think there is any mechanical reason. (Ifrit don't shed light or get a penalty to stealth) but I've used the DM's comment as a reason to avoid stealth and build a rogue I've never built before.

Instead, a racial feature gives him +4 to initiative, so I plan to strike first and depend on a flanking partner for sneak attacks. The enlarge/reduce person should help me finagle my Str/Dex bonuses early on.

You’re right. In my current RL campaign, the GM described an Ifrit caravan driver as glowing like the embers of a dying fire in the night, but providing enough light to see maybe 5 ft. (Idk)

But since all Ifrits vary widely, we can say she doesn’t glow. Keep her the same or rebuild her.


GM Eldbale of Evergale wrote:

You’re right. In my current RL campaign, the GM described an Ifrit caravan driver as glowing like the embers of a dying fire in the night, but providing enough light to see maybe 5 ft. (Idk)

But since all Ifrits vary widely, we can say she doesn’t glow. Keep her the same or rebuild her.

No worries. I like this center-of-attention Rogue.


Sheridan, do you have Perception so you can find the traps to disable?


Thug replaces Trapfinding.

Sheridan is #notAllRogues


Okay, as it is right now we don’t have a character submission that can spot or remove magical and non-magical traps yet. Trap Sense is a bonus to Perception, but Sheridan’s current build shows NO Perception skill. Is that by design? Or just an oversight? Because you have put a point in Disable, but if you can’t perceive it you can’t disarm it. Like a minesweeping technician with no detector. See what I’m saying?

I think if you waited to put a point in appraise next level and put that point in Perception you would make the character more vital for selection and increase your survivability and maybe the entire party’s survival.

I totally like the character I’m only saying something because it’s either a typo and you already have Perception it’s just not in the stat block or maybe? Not trying to be a butt =).

And we do not have a frontliner submission unless I am missing something. SgtDrill I am guessing Mesmer is a grapple and submit type, but can he realistically be a front line striker in a few levels? I like the Nacho Libre Vibe with a dash of Don Quixote for flavor by the way!

Tevforshort, are you going to be a melee or ranged based character?

Yantri reads like a sneaky sniper type. I like your story too. I actually haven’t played Pathfinder with guns yet.

Kane is a tough wizard with a freaking battle axe that speaks languages! I hope I get to see how you play it!

Mine is a straight cleric with combat and healing domains, you won’t get to find out the fluffy bit about his name unless he is selected ;).


I'm now back from vacation so I'll be much more responsive in this thread. It is shaping up to be an interesting recruitment!

I think it would be reasonable for Yantri (who is supposed to be a sneaky tracker/sniper type who blows her cover when the boom stick comes out,) to take a rank in disable device next level. She wouldn't be able to handle magic traps, but perhaps detect magic can at least warn us when those are about. On the other hand, mechanical (and alchemical) things are right up her alley. It wouldn't help us right at the start, and she wouldn't be providing what a rogue could, but she can at least toss something towards contribution in that direction if the party needs it should she be selected.

And for what it's worth, this would be my first time playing with guns as well. We'll see how often it blows up in my face.

-Zorblag R`Lyeh

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