Storyteller Shadow's Multi-Game Recruitment VIII


Recruitment

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Simeon wrote:
Ouachitonian, a wyrwood might be what you’re looking for? They’re Small constructs, and have more of a stealth and magic flavor than the warforged, but it’s something to consider.

You know, I’ve never really looked at Wyrwoods. That’s not a bad idea. I shall go and do some tinkering.


Jereru wrote:
Vrog, the game is not a proper Gestalt. One of the Gestalt classes must come from the list SS gave in his post

It is, I just had fighter written for his class and missed fixing it to student of war.


This is very interesting, but I'm curious; are the saves in the base classes different from normal save progressions on purpose?

Edit: With the 3rd party stuff, I'm gonna look into finally getting into something related to Akashic Mysteries stuff. More information to come when I actually make decisions.


Vrog Skyreaver wrote:
Jereru wrote:
Vrog, the game is not a proper Gestalt. One of the Gestalt classes must come from the list SS gave in his post
It is, I just had fighter written for his class and missed fixing it to student of war.

Ah, right, sorry then :P


Josh.Ingle wrote:

This is very interesting, but I'm curious; are the saves in the base classes different from normal save progressions on purpose?

Edit: With the 3rd party stuff, I'm gonna look into finally getting into something related to Akashic Mysteries stuff. More information to come when I actually make decisions.

Probably. Did that a long time ago so I don't remember my rationale back then.

Ok!


Doing the math, yes, it seems you left some classes with +1 to saves, whereas some others kept the normal +2 progression. Seems weird. I guess the simplest thing would be to keep them all coherent (either all with prestige class progression or all with base class progression), though that is up to you, SS.


Jereru wrote:
Doing the math, yes, it seems you left some classes with +1 to saves, whereas some others kept the normal +2 progression. Seems weird. I guess the simplest thing would be to keep them all coherent (either all with prestige class progression or all with base class progression), though that is up to you, SS.

I will leave it incoherent. It's Gestalt anyway so the PC would get the better save based on the Class on the other side of the equation.


I think I’ve settled on my concept, a technician/pathfinder delver following in the footsteps of Gojan the Sharp. Basically a mildly crazy inventor who wants to find lost Azlanti technology.


Good luck to all applying. I think I'm going to sit this one out.


Hi, I'm interested in this game. I've been away from pathfinder for a long time, but I'm ready to jump back into it. I hope you will accept me back Shadow? If so I'll look more closely at what sort of character to make... So many option.


Ah Shadow, how you vex me. I am so so tempted


Presenting Gnarok, Numerian exile, former rebel, and mad tinkerer!

Stats:

Gnarok
Male Human (Kellid) Technician/Pathfinder Delver 1
Chaotic Good Medium Humanoid (Human)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Battered Musket +3 (1d12/x4)
Melee Dagger +0 (1d4/19-20x2)
Special Attacks Detonator +3 (1d6/x2)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 14, Int 18, Wis 10 Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Deadly Aim, Gunsmithing, Skill Focus (Perception)
Traits Scion (Gojan the Sharp), Resourceful, Improvisational Equipment
Skills 13 ranks/level
Disable Device +10 (1 rank, +3 class, +3 dex, +2 circ, 1 untyped)
Knowledge (arcana) +8 (1 rank, +4 int, +3 class)
Knowledge (dungeoneering) +8 (1 rank, +4 int, +3 class)
Knowledge (local) +8 (1 rank, +4 int, +3 class)
Knowledge (nature) +8 (1 rank, +4 int, +3 class)
Knowledge (planes) +8 (1 rank, +4 int, +3 class)
Knowledge (religion) +8 (1 rank, +4 int, +3 class)
Perception +8 (1 rank, +3 class, +3 skill focus, +1 untyped)
Sleight of Hand +7 (1 rank, +3 dex, +3 class)
Stealth +7 (1 rank, +3 dex, +3 class)
Background Skills 2 ranks/level
Craft (alchemy) +9 (1 rank, +4 int, +3 class, +1 trait)
Craft (traps) +8 (1 rank, +4 int, +3 class)
Craft (weapons) +8 (1 rank, +4 int, +3 class)
Knowledge (engineering) + 10 (1 rank, +4 int, +3 class, +2 legacy)
Knowledge (history) +8 (1 rank, +4 int, +3 class)
Languages Common, Hallit, Aquan, Azlanti, Giant, Orc
Other Gear battered musket, dagger, leather armor, masterwork thieves tools, 188 GP
--------------------
Pathfinder Delver Abilities
--------------------
Bardic Knowledge: Receive 1/2 class level to all knowledge skills, can make all knowledge checks untrained
Master Explorer: Add 1/2 class level to all Disable Device and Perception checks. Disable intricate and complex traps and devices in half the normal time, and open lock as a standard instead of a full round. Can always take 10 on Disable Device, and can use it to disarm magical traps

--------------------
Technician Abilities
--------------------
Trap Specialist: Gain Trap sphere as bonus sphere
Trapfinding: A technician adds 1/2 his level on Perception checks to locate traps and on all Disable Device checks (minimum +1). A technician can use Disable Device to disarm magic traps.

Gadgets (5/day):
Improvised Tools: Expend 1 use of gadgets to make a skill check that requires tools as if you had them. Expend 2 uses to be treated as having masterwork tools.
Constructed Weapons: Expend 1 use of gadgets to treat an improvised weapon as a simple weapon for 1 minute
Detonator (1d6, DC 18): Expend 1 use of gadgets to create a grenade that explodes at end of turn, dealing damage to every creature within 5 feet of the square where the detonator is.
Hook and Pulley: Expend 1 use of gadgets to make ranged touch against unattented object, can move object to hand as a free action. Can also be used to make drag, disarm, trip, and steal combat maneuvers at range.
Launcher (15 ft): Expend 1 use of gadgets to add to first range increment of thrown object

Inventions:
Improved Firearm: Enhanced Reliability
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Spheres
--------------------
Martial Tradition:
Mechanic:
Expert Reloading
Firearm Proficiency
Sniper Sphere

Sniper
Can shoot into melee without penalties
Deadly Shot: As special attack action, add snipe talents to ranged attack. Can also expend martial focus to add 1d6 to damage
Focusing Reload: Reload as a move action to regain martial focus

Trap
Gain 5 ranks in craft (traps) plus 5 ranks per additional talent. Can attempt a DC 5 craft (traps) as a full-round to deploy a temporary trap, DC to notice is 10+craft (traps bonus)

Dart Trap +8, 1d6, x3 crit
Targets a line that extends out to close range, make an attack roll against each creature in the line. Can forgo dart damage to add alchemical item or splash weapon to affect creature with the item.

Snare DC 18
Snare targets first creature to enter it’s square, though it may attempt a reflex save to avoid the effects. Can attach an alchemical item or inhaled poison to snare, and creature is effected by it. Can also apply one of the following effects:
Tripwire: A creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save. Running and charging creatures take a -2 penalty on their Reflex saves against this trap.

Background:

Gnarok hails from Starfall, the intersection of savage clans and arcane hypertechnology, all under the adamantine-clad fist of the Technic League. His parents were rebels, fighting the League for a better future. He found that their ideals were easy to follow, and though life was rife with danger, he grew up knowing that it was a just cause. In particular, legends of Gojan the Sharp fascinated him, partially because his mother claimed that the Pathfinder was a distant ancestor.

His parents were taken by the League when he was seventeen, and he found himself largely adrift in the world. He found himself alone, sliding into madness and Numerian fluid addiction. All that changed when he met Ursk, another young Kellid of a similar rebel temperament.

They fought and scavenged together, selling tech they couldn’t salvage to the black market and turning what they could into weapons to fight the League. As time passed, they started to attract others to their cause, and what started as two misfits became twenty. They named themselves the Cog-Gnashers and committed themselves to the fight against the Technic League. Full of challenge and desire, they wanted to change Numeria for the better.

Gnarok looks back on those heady days as some of his finest memories. Fighting through the shantytowns, scavenging in archeotech ruins, living each day like it might be their last. Ursk was the face of the cause, his winning smile and cutting remarks attracting many to the cause. Gnarok however, was the brains. His desire for knowledge was only outstripped by his skills with technology. Though the deepest secrets of hypertech were beyond him, he was quite skilled with mechanical devices and black powder which made him quite valuable in sabotage missions.

The Cog-Gnashers grew, and between supplying teams and covering their tracks, they had little money to spare. What they could scrape together went towards a fund to buy an illegal copy of the third volume of the Pathfinder Chronicles, containing records of Gojan’s exploration into the Silver Mount.

Eventually, they scraped together enough money to make the purchase, and they ventured to the rendezvous point, an old ruin a day outside of Starfall. There was nobody there to greet them, or so they thought. The Technic League fell upon them, technomancers backed up by twisted, half mechanical zombies. It was a slaughter. Of the twenty, three survived, Gnarok included. Ursk was killed in the battle, torn apart by drill-wielding cyberghoul. Try as he might, Gnarok could not save the survivors. They perished on the dry Numerian plains.

Gnarok wandered for a time, drowning his sorrows in moonshine and Numerian fluids. Nothing worked. Nothing could replace the family he had just lost. Twice then, had he lost his family. With the meager coin he had left after months of boozing he purchased passage along the Sellen river. As he sailed, he realized his purpose. He would join the Pathfinder Society, follow in the footsteps of Gojan the Sharp.

He continued along the Sellen Passage, taking a ship hauling Brevic timber to Absalom. He stumbled onto the docks, astounded at the sheer size of the city. In the distance was Skyreach, his goal above all else. He wandered the streets of Absalom, scaring off a few thugs with a mildly explosive contraption.

Eventually, he made it, and was granted a field commision for his valuable knowledge of technology, especially useful in deciphering the arcane technology found in the Red Redoubt of Karamoss.

He found a new purpose among the Society, and three years later passed his Confirmation, having performed admirably in protecting a group of scribes from charau-ka and deadly traps in an Ekujae ruin deep in the Mwangi Expanse.

Upon learning of the Bountiful Venture Company’s settlement in lost Azlant, he was immediately intrigued. Only the Numerian ruins surpassed Azlant in technological sophistication, but their mastery of magic and everything else made the prospect of living there ever more tantalizing. Upon learning of his selection, he was overjoyed. His skills with engineering, smithing, and knowledge of many fields of study were deemed useful.

His life had changed drastically, for the better. Several years ago he was drunk and alone, wanting nothing more than to die. Now, he was a Pathfinder, part of a team who would reinforce a colony on Azlant, the greatest trove of knowledge on Golarion.

Appearance and Personality:

Gnarok is a younger Kellid man, thin but quite nimble. His black hair is long in the style of the Kellids, and he wears red face paint in the shape of a gear around his left eye. It was a custom that the Cog-Gnashers did to build morale, and as the last of the Cog-Gnashers, Gnarok sees it as his duty to keep up the tradition. He wears leather armor, and a pack bulging with mechanical odds and ends. He carries several powder horns, a pouch full of bullets, and a musket slung over his back. Strangely, his years of Numerian fluid abuse left him with a bizarre mutation. His teeth fall out and grow back with stunning speed, losing smaller teeth every few weeks and wisdom teeth every summer like clockwork.

Gnarok is an odd character. Years of running and hiding left him paranoid, and his parent’s taking by the League before that didn't help much either. The abuse of liquor and Numerian fluids really didn’t help his mental state, leaving him more than a bit unhinged. Despite all that, he is deeply committed to freedom and equality. He strives to keep the memory of his lost friends alive, whether it’s applying the red cog to his face every morning, or going out of his way to fight against cruel and unjust leaders. Above most other things, however, is his love of learning and building. He wants to learn all there is to know, about technology especially.


Pathfinder Adventure Path Subscriber

I am indeed tempted as well and am planning a human (so far) uc rogue tidal trickster/pathfinder delver originated from Garund with the old mage Jatembe trait.
Playing one of the more oddball races like aquatic elves or merfolk right from the start seems a bit wrong to me.
It's also time i play a rogue again :D


I think I'll make a warder (dervish defender) paired with savant (wizard)


And I'll pick Janira Gavix, hopefully that doesn't clash with anyone... Do we start with the wayfinder and all the ioun stones slotted into it?

I'll trade my warder proficiencies for a sphere martial tradition if that's ok? It's mentioned you can do that for martial classes under sphere rules. I was thinking to take the dedicated duelist tradition, but I was wondering if I could replace duelist or fencing sphere with shield sphere?


Been a busy week. I will check in tomorrow and start to gather up the people and their submissions tomorrow night.

I am anticipating starting within the next two weeks or so, so plenty of time for more people to submit a character.


Are we allowed to have the character built with two pathfinder classes?


"The Lucky Halfling" wrote:
Are we allowed to have the character built with two pathfinder classes?

Sure!


We'll call you "The Trans-Pathfinder"! :P


Neziana Fentel (picture) is almost done (stats in profile). You didn't answer my question about the fencing/duelist => shield sphere swap. Can I do that, or do I have to pay 50 GP for retraining?

She'll do her best to keep the party alive by tanking enemies and drawing attention, though sadly she can't actually mark enemies before next level.


Really long day, will do that list tomorrow as I am fading and want to update an active game before I head to bed.


Here's my Pathfinder Delver Rogue!


Storyteller Shadow wrote:
Really long day, will do that list tomorrow as I am fading and want to update an active game before I head to bed.

Yesterday becomes today already!

I will put up that list tonight after I put my daughter to bed.


Storyteller Shadow wrote:
Storyteller Shadow wrote:
Really long day, will do that list tomorrow as I am fading and want to update an active game before I head to bed.

Yesterday becomes today already!

I will put up that list tonight after I put my daughter to bed.

And then your daughter refuses to sleep, or wakes up, or something else happens. We know how it is with small kids. Sometimes you just don't have enough time or energy for the things you want to do. We'll be here for you to play with once you have time for it. Hope you're doing well.


Pathfinder Adventure Path Subscriber
Storyteller Shadow wrote:
Storyteller Shadow wrote:
Really long day, will do that list tomorrow as I am fading and want to update an active game before I head to bed.

Yesterday becomes today already!

I will put up that list tonight after I put my daughter to bed.

This sounds very familiar.

It is not only the children who refuse to sleep, but the parents falling asleep as well, which is often critical^^


Tonight it was work instead of my daughter.

Perhaps tomorrow :-(


One question:

The Pathfinder Savant gains spells, but I'm not sure I'm getting how it works. What it seems to do is:

1) You pick if you want Arcane, Divine or Psionic.

2) You pick which class you want to mimic, inside the type of magic you chose before.
-If you chose Arcane, you'll use the Wizard/Sorcerer spell list, and then you can pick Wizard and use Int and have prepared casting, or pick Sorcerer and use Cha and have spontaneous casting.
-If you chose Divine, you'll use Wis and have prepared casting, and you can pick between the Cleric or Druid spell lists.
-If you chose Psionic, you can pick Psion and use Int and the Psion power list, or you can pick Wilder and use Cha and the Wilder power list.

Is it that way?


That's how I understood it too. Spells progress as per the table, which is basically one level later than normal. I've picked wizard, though I wonder if Psion would have been better, but it would take a while to learn psionics as I haven't played much with them before.


So I'm a genius (really I'm excellent): I completely forgot to write a backstory for my character.

I'm going to repost his crunch here to make for a single submission.

Caiden Valsin:

CG Human Student of War 1 | Bard 1

str 16
dex 14
con 14
int 10
wis 10
cha 16

HP 13
AC: 18; T: 12; FF: 16 (10 base +2 dex +4 armor +2 shield)
BAB 1; CMB: +4; CMD: 16
Init +2
Fort +4
Ref +4
Will +2

Speed 30'

Weapons:
1) Longsword: +5 to hit; 1d8+3 damage; 19-20/x2 crit
Adventuring Skills:
Acrobatics r1 +6
Bluff r1 +7
Disable Device r1 +6
Intimidate r1 +9
Perception r1 +4
Sense Motive r1 +4
Stealth r1 +6

Background Skills:
Knowledge (History) r1 +5
Linguistics r1 +4

Languages:
Azlanti
Common
Orcish

Bard Class Features:
*Archetype (Archeologist)
- Archeologist's Luck (x rnds/day; swift action; +2 luck bonus to attack rolls, saving throws, skill checks, and weapon damage rolls)
*Bardic Knowledge (+.5 bard level to knowledge skills and can make knowledge skills untrained)

Student of War Class Features:
*Know your Enemy (move action; study a visible foe and makes an appropriate knowledge check. +1 insight bonus to one of the following stances: Defense (AC and Saving Throws), Martial (Attack and Damage Rolls), Tactical Stance (CMB and CMD). Can change to a different stance as a move action. Lasts 1 minute/class level)

Traits:
*Azlanti Scholar (+1 trait bonus to know: history, know: local, and UMD checks, and know: history is a class skill. additionally, gain Azlanti as a bonus language; campaign)
*Ambrus Valsin (+2 legacy bonus to intimidate and intimidate as a class skill)
*Fate's Favored (increase luck bonuses by +1; faith)

Feats:
*Extra Performance
*Lingering Performance
*Weapon Focus (Longsword)

Spells:
Spell DC: 13 +Spell Level
Spells/Day: -/2

*Cantrip: 4
- Dancing Lights
- Detect Magic
- Know Direction
- Prestidigitation

*First: 2
- Cure Light Wounds
- Heightened Awareness

Equipment:
Chain Shirt
Heavy Shield
Longsword
Spell Component Pouch

Backstory:

Caiden is the grandson of Ambrus Valsin, legendary leader of the grand lodge faction of the Pathfinder society, and the man who also runs the day-to-day operations of the Spire.

Ambrus had a daughter, Elsa, from a youthful fling. He was unaware of this child until her son, Caiden, approached him and told him the story.

Cautious at first, Caiden passed all of Ambrus' tests with flying colors. Eventually, after his first year, Ambrus recognized Caiden as his grandson.

For his part, Caiden grew up in a small village Kassen, hearing stories of his famous grandfather from his mother, who worked as a blacksmith in the village. When he came of age, Caiden decided that he was going to join the Pathfinder Society and meet his grandfather. His mother refused to allow this, eventually setting a task before him: if he could plumb the depths of the crypt of the everflame and return unscathed, she would allow it.

Needless to say, he did indeed succeed; in fact, he is credited by the others will keeping them focused and working together to complete the trials.

Once his group emerged from the crypt, Caiden's mother wrote a letter of introduction and explanation to the father she had never known, and sent her son towards what he believed was his destiny.

Three years have now passed, and Caiden is about to take his first step into a wider world than even he could imagine...


oyzar wrote:
That's how I understood it too. Spells progress as per the table, which is basically one level later than normal. I've picked wizard, though I wonder if Psion would have been better, but it would take a while to learn psionics as I haven't played much with them before.

Thank you, that's what I first thought. So, this "blank" you get at 1st level, what do you think? Does it mean you get no spells yet, or you get zero spells (and thus you'd get only the bonus spells if your casting attribute is high enough)?


Jereru wrote:
oyzar wrote:
That's how I understood it too. Spells progress as per the table, which is basically one level later than normal. I've picked wizard, though I wonder if Psion would have been better, but it would take a while to learn psionics as I haven't played much with them before.
Thank you, that's what I first thought. So, this "blank" you get at 1st level, what do you think? Does it mean you get no spells yet, or you get zero spells (and thus you'd get only the bonus spells if your casting attribute is high enough)?

I think we get no spells, though I think it would be more fair\fun if we got 0 spells (and maybe a cantrip). I guess it's up to shadow if he's willing to change it. One thing I'm wondering about myself is if our caster level is 1 or 2 at level 2? The idea of obviously that you'll get less power from this class than the regular version of the caster, but it does feel a bit tame at level 1...


Jereru wrote:
oyzar wrote:
That's how I understood it too. Spells progress as per the table, which is basically one level later than normal. I've picked wizard, though I wonder if Psion would have been better, but it would take a while to learn psionics as I haven't played much with them before.
Thank you, that's what I first thought. So, this "blank" you get at 1st level, what do you think? Does it mean you get no spells yet, or you get zero spells (and thus you'd get only the bonus spells if your casting attribute is high enough)?

NO spells.

Sorry, I am home all day and ridiculously busy despite the end of the world out there...


Don't worry.

I'm going to adjust the character, since most of the links to the Spheres wiki page are now obsolete. Also, I will try to adjust for giving the character Cleric spells, which we seem to lack.


Recruitment for The Ruins of Azlant AP

Submissions:

1. Makanaky - Human Conscript / Pathfinder Savant
2. Darvan Waverider - Human Druid-Student of War
3. Gnarok - Human (Kellid) Technician/Pathfinder Delver
4. Neziana Fentel - Tiefling Warder (Dervish Defender) // Pathfinder Savant
5. Lalali-Re - human (Garundi) pathfinder delver /unchained rogue (counterfeit mage, tidal trickster, expanded)
6. Caiden Valsin - Human Student of War 1 | Bard 1

---

No need to re-train Oyzar, you can do the swap.

---

I said I would take 8 and I have 6.

Unless any late submission come in to be added, that will be the group!

I plan to try and get this thread up and running this weekend.


So, what do we have in the party? My character is mostly a tank at the moment, with some melee damage. Eventually she'll be a decent caster as well, providing utility, buffs and control through arcane spells.


Makanaky is Captain America a shield fighter, mostly throwing it. He's not really the best at anything, but neither is he really bad (well, maybe at Charisma things). Since he's using Spheres, he'll be quite flexible, and Cleric spells from Savant will bring nice buffs and removal for the party.


I received a PM that there should be at least one more submission within the next few days.

Scarab Sages

I'll be applying with a Champion of the Faith Warpriest (Cayden Cailean) / Pathfinder Chronicler.

Sheila Heidmarch Scion Trait.

Hopefully I'll have the character finished and posted by the end of today.


Gnarok is a ranged and support character, with some hefty trapfinding skills.


Darvan is going to play Aquaman.


Alright, here's Vigny the Caydenite Warpriest and Pathfinder Chronicler.

There are still some minor details to attend to, and I'm sure the character sheet needs to be gussied up with some editing. Otherwise she's all done.


I'm a Student of War/Bard (Archeologist)


Vrog Skyreaver wrote:
I'm a Student of War/Bard (Archeologist)

Too bad you traded away inspire courage. With such a large group, buffing everyone would have been handy. Though maybe someone else gets it from the pathfinder side? An archeologist does seem to fit perfectly thematically with this adventure.


Vigny picks up bardic performance from Pathfinder Chronicler, but not right away.


And Vigny makes 7.

I have seen interest but no other actual submissions. If someone comes late I will consider allowing them in but for now, we have 7 and that is plenty to start.

Recruitment for Ruins of Azlant - Closed.

Ruins of Azlant - Gameplay


Ya, it's hard to pass up two of the more powerful class features on my favorite class' chassis.

I'm going to get alias made and post there shortly!

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