A Medieval Post-Apocalyptic Kingmaker Adventure. Recruitment for PREVAIL! with GM Mustache.


Recruitment

301 to 350 of 396 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Keep them all and do 'teams' of 4 or 5. If any drop there are replacements. ??


1 person marked this as a favorite.
Krugh Drawlin wrote:
Keep them all and do 'teams' of 4 or 5. If any drop there are replacements. ??

I've thought about it, for sure...

But there has to be some incentive for doing a good job on the entry, as it reflect the quality of gameplay I can expect from a player. Some of the backstories given here have been a little slipshod... bad grammar is what really kills it for me because I like a game with good writing and those will be the people that end up not being selected. People do have til the deadline to fix or polish.

Top of a new recruitment page... here is the spreadsheet link again.


I have purposefully put bad grammar in Mufasa’s entry to reflect his relatively low intelligence and general lack of education to be reflective of his character. Is that something I should change? The idea of a charismatic simple barbarian is quite amusing to me. I did try and make sure the sentences were still clear to read while keeping the desired style.


So I've tinkered a bit with my character idea sheet.

So far I'm thinking that the gillmen's tendency to simply melt if not dipped in water might be a harsh liability to dump on the community. (Worse then 5' hopping merfolk even!)

So I might abandon that plan and make a Samurai instead to get my fish out of water flavour. (Fun fact: the class allows you to get a 25' per round fin-hopping merfolk before racial features! ...But there might be more helpful ways to spend your character on ... ^^)

I'm planing to at least pitch a rough outline tomorrow : )


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Looking forward to game getting started. Sadly, it seems like it'll intersect right with the beginning of exams but such is life.


https://docs.google.com/document/d/1LT1_hKgzI0zhRHTROoTQh0Z0PrYKUEhaMF0uQc2 ifk0/edit?usp=drivesdk


Fishdies, paizo doesn't let you paste links, it automatically inserts a space in there to break them. Here is your corrected link

submission link

A few words about him with the link might be a nice touch. A plain old link with nothing is kind of... boring.


chunky04 wrote:
I have purposefully put bad grammar in Mufasa’s entry to reflect his relatively low intelligence and general lack of education to be reflective of his character. Is that something I should change? The idea of a charismatic simple barbarian is quite amusing to me. I did try and make sure the sentences were still clear to read while keeping the desired style.

At first I was confused, but I figured it out. No worries. I wasn't thinking of your post.


Here's my contemplative, reincarnated Samsaran arcanist; eager to find some light in a new and disturbingly dark world.

My character sheet


Just found this and its looks just bloody amazing so sign me right up!

Roll: 20d40 ⇒ (15, 28, 29, 38, 19, 26, 19, 18, 36, 13, 38, 12, 9, 34, 19, 25, 1, 15, 38, 6) = 438


Very good Fishdies, thanks for the updated post.


Werecaster wrote:

Just found this and its looks just bloody amazing so sign me right up!

I'm surprised you actually rolled a free number!

26. The green energy has sharpened your mind and destroyed your body!
Greater: Mr. Glass: Gain an additional +3 intelligence and a -2 constitution.

Lesser: Powerful memory: Make any knowledge check untrained.

Bad: Lame. Your stunted legs reduce your base speed by 10 feet.


Oh wow! It's good I didn't roll that one. ;) I would have jumped on that +3 int like a train to paradise.


You know, the irony is I planning a Kobold, this is gonna make it VERY interesting, question so since no stat can be under 8 I assume that means I"ll have to spend point to boost them to 8 if its below?

Silver Crusade

GM Mustache wrote:
15 point buy (Before mutations, no starting stat greater than 18 or lower than 8. Mutations may put you higher or lower.)

So you can have a 6 con if you want. :)


I know this PCSipio but kobolds start with -4 str remember, so trying to figure out if I have to use some of my points to manually take it to 8 or if its going to be freely set to 8.


Werecaster wrote:
I know this PCSipio but kobolds start with -4 str remember, so trying to figure out if I have to use some of my points to manually take it to 8 or if its going to be freely set to 8.

Let's see... So everything starts at a 10. If you lose four strength you are down to 6, so you will have to spend points to get up to 8.

Super smart kobold will be fun! Super slow, too! Slower than a zombie. **yom yom**


Cheers for that, just wanted to be sure before I got crunching, also this is why I intend to play a gunslinger.
(+3 intelligence but he choose's a gunslinger, what madness is this!)

Silver Crusade

Now you just need a custom-made backpack, with a built-in seat, so one of the stronger PCs can carry you. :)


So...an exotic saddle?

I am back guys...working on a Duergar barbarian that should be fleshed out this weekend intime for the deadline.


Should have the backstory to you all in a day, just ironing out its kinks.

Scarab Sages

The time approaches... :D

Edit: Also, HI Lessah!


Looking like I am not going to have time to finish a submission before the deadline...boo.

Oh well, I withdraw. which means number 38 is up for grabs...

38:

Green energy has turned you into a living weapon, but the power has drained the strength from your body.

Greater: Green Energy Blast: As a standard action 3 times a day, you can pull green energy from your body and coalesce it into a glowing ball of green energy, and throw it as a ranged touch attack to deal d4 constitution damage. Range: 30 feet. Provokes an AoO. Enemies immune to poison are unaffected.

Lesser: Green Energy Belly: Your stomach is roiling with green energy, but it does not consume you. As a swift action 3 times a day, you can breathe a 15 ft cone of green energy that deals 1d2 constitution damage, Reflex DC 12+ 1/2 level for half, minimum 1. Enemies immune to poison are unaffected.

Bad: Fragile consitution: When you fail a Reflex save, you fall prone. When you fail a Fortitude save, you are staggered for 1 round.


Second time someone gave up that one. Guess it wasn’t compelling enough!

But you have like a half week left. I could make 10 characters in that time.


I'm tempted to take that 38, change the character to a Grippli and redo the backstory, but I'm pretty happy with Prachi now, so I won't. Fragile seems less crippling than being afraid of water from an RP perspective, but perhaps less fun also?


I've firmly decided to stay with my original concept, the little summer witch, rather than switch to bard.

Rather than go the popular debuffer route, Handsome Dan will focus on support. I'm going to make one small change to my plan for him: I'm going to focus on fortune and cackle, and wait a bit to take the fly hex. That way I'll have an amazing buff that stacks with what others are doing, on top of the other goodies he'll be using later.


If you are looking for an incredible buff hex, try this one! Protective Luck. Stand behind your favorite tank and make him untouchable....


I did a review of our submission to get a feel for party breakdown.

We have two submission who are healing capable... a druid and a cleric. I'm sure neither is interested in being a healbot,but they can if needed.

Some other classes can probably cast a spell or two or use wands.

It might be in the best interests of the group to get another two clerics, oracles, or inquisitors, or something like that; also would have a high chance of getting in.


GM Mustache wrote:
We have two submission who are healing capable... a druid and a cleric. I'm sure neither is interested in being a healbot,but they can if needed.

And a hex channeler witch makes three.

At level two he will gain the ability to channel positive energy, and the plan is to keep using hex slots to boost that to keep pace in channeling with a cleric one level higher.

And using feats for extra hex will keep him relevant as a witch, not to mention the witch spells and wands.


Krugh Drawlin wrote:
If you are looking for an incredible buff hex, try this one! Protective Luck. Stand behind your favorite tank and make him untouchable....

I was planning on eventually getting this.

Upside, affects pretty much any d20 rolls. Downside, only affects one target, whereas protective luck affects all who attack the beneficiary.


@Choon - Hello : )

@Healing - Surprisingly the Samurai get Cure Light Wounds once-per-day on downtime days :P

@Character - Not going as quickly and smoothly as I hoped, but I'm on it. I updated the sheet at least with my race and class picks; Slyph Samurai.

Silver Crusade

The Spiritualist spell list has a reasonable selection of healing options.


The alchemists can heal themselves and maybe others if one of them takes infusion. The arcanes can also use celestial healing, which has the good descriptor. Kind of a confusing spell but cool! I think it'll be mostly a matter of planning with the party we have.

That protective luck hex is awesome... I might have to take that for my Kingmaker witch... I spend all day every day cackling anyway. Even when we're just talking to people. It's fun!


Myrandya will take infusion and craft cure wands, but I take the GM's point that the alchemists won't be able to do more than occasional healing extracts and end-of-day top-off healing.

Unfortunately, celestial healing is really awful. At caster level 1, it heals 1 hp. At caster level 10, it heals 5 hp. At caster level 20, it only heals 10 hp!


Gotta join the dark side for that sweet Infernal Healing. Because apparently devil blood just is healthier :P


"No, no, no... Quicker, easier, more seductive." :)


19 levels quicker and easier in this case yeah^^

Plus I'm sure there's no need to be thrown into lava in pathfinder right?


So, who else's character has a sever allergic reaction to dying? :P


Ok, sounds like lots of people at least have some basic healing available. Thanks for all the responses.

Silver Crusade

PCScipio wrote:
The Spiritualist spell list has a reasonable selection of healing options.

To expand on this, Karash will have access to the following spells:

1st: Cure Light Wounds
2nd: Cure Moderate Wounds, Lesser Restoration, Remove Paralysis
3rd: Cure Serious Wounds, Remove Blindness/Deafness, Remove Disease
4th: Cure Critical Wounds, Death Ward, Neutralize Poison, Remove Curse, Restoration
5th: Break Enchantment, Breath of Life, Raise Dead
6th: Heal

He's a spontaneous caster, with limited spells known, so some of these will have to be scrolls.


Does anyone else plan to take magic item crafting feats?


Strongly considering it. The benefit is amplified SO far in a 16 man party.

Liberty's Edge

I can't squeeze it in until later levels. Niko is going to be an all-rounder but not excellent at any one thing, I hope that doesn't hamper him or leave him without a niche in the groups.

Silver Crusade

Karash's spell list is a bit limited for magic item creation. He could potentially craft Cloaks of Resistance, but he doesn't have the appropriate spells for stat boosting items.


Craft Magic Arms and Armor doesn't take any special spells for enhancement bonuses. :)


I'm still working on my war priest who will have healing abilities. I haven't noticed anyone taking craft armor so I'll also take that and will take craft magic weapons and armor. Would be at lvl 3 at the earliest though.

I still need to finish though. Can you clarify when the deadline is? Is it the end of the day (EST) on the 14th or 15th?


PCScipio wrote:
Karash's spell list is a bit limited for magic item creation. He could potentially craft Cloaks of Resistance, but he doesn't have the appropriate spells for stat boosting items.

There are so many other casters in the party who can cast the spell while you're crafting that it won't be an issue.

AGamer79 wrote:
I'm still working on my war priest who will have healing abilities. I haven't noticed anyone taking craft armor so I'll also take that and will take craft magic weapons and armor. Would be at lvl 3 at the earliest though.

That's awesome! I doubt we'll have the wealth to need it before level 3 anyhow.

I'm thinking that perhaps we should have a system that incentivizes crafters, perhaps a 10% tip.


AGamer70 wrote:

I'm still working on my war priest who will have healing abilities. I haven't noticed anyone taking craft armor so I'll also take that and will take craft magic weapons and armor. Would be at lvl 3 at the earliest though.

I still need to finish though. Can you clarify when the deadline is? Is it the end of the day (EST) on the 14th or 15th?

End of the day (EST) on the 15th. I'll look at things on the 16th.

Scarab Sages

What mutations are still left that people have given up? If there is need for a healer I have something I've been wanting to try but want to see if there may be a different mutation available.


Dakcenturi wrote:
What mutations are still left that people have given up? If there is need for a healer I have something I've been wanting to try but want to see if there may be a different mutation available.

At the beginning of this, I made 40 sets. At this point, there are only 3 remaining! All of them are up for grabs now, if someone wants to make a last minute change including you, Dakcenturi. (I'm sure most people who initially expressed interest and then went quiet will not submit a character at this point).

Here:

37
Green energy has greatly enhanced your emotional states; but harsh anger is unsettling for you!
Greater: Empath: You always understand the moods and feelings of others. You automatically succeed in Sense Motive checks, and as a free action can feel the emotions of enemies while you are fighting them. You tend to mirror the emotions of the other PCs and NPCs around you.
Lesser: Copycat: If you watch someone closely enough, you are able to copy their actions. Twice a day, you are able to use another's bonus in any skill check, provided that person did the action in the last 5 minutes. You are considered trained in that skill if the person you are copying is also trained.
Bad: Phobia: When presented by a common place item or situation, you must make a Will Save DC12+ 1/2 character to avoid being shaken. Failure by 5 causes you to be frightened. Phobia: Anger.

35.
The green energy left a thin layer of steel across your entire body, for good and ill!
Greater: Steelskin. You gain DR2/, +1 green energy bonus to AC, and a +1 stacking Armor Check Penalty.
Lesser: Energy Resistance and Vulnerability: You gain a green energy bonus 2 to Fire Resistance, Cold Resistance, Acid, and 10% vulnerability to Sonic and Electricity damage.
Bad: Missing Toes: The steel sheathe across your body failed to cover your toes; instead, it chopped them off. You take a -4 to all dexterity based skill checks.

38
Green energy has turned you into a living weapon, but the power has drained the strength from your body.
Greater: Green Energy Blast: As a standard action 3 times a day, you can pull green energy from your body and coalesce it into a glowing ball of green energy, and throw it as a ranged touch attack to deal d4 constitution damage. Range: 30 feet. Provokes an AoO. Enemies immune to poison are unaffected.
Lesser: Green Energy Belly: Your stomach is roiling with green energy, but it does not consume you. As a swift action 3 times a day, you can breathe a 15 ft cone of green energy that deals 1d2 constitution damage, Reflex DC 12+ 1/2 level for half, minimum 1. Enemies immune to poison are unaffected.
Bad: Fragile consitution: When you fail a Reflex save, you fall prone. When you fail a Fortitude save, you are staggered for 1 round.

301 to 350 of 396 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Recruitment / A Medieval Post-Apocalyptic Kingmaker Adventure. Recruitment for PREVAIL! with GM Mustache. All Messageboards

Want to post a reply? Sign in.