Re-recruitment: 2 spots open for Gestalt, Age of Worms in a Mesopotamian Corner of the Forgotten Realms


Recruitment

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Yea these many years ago, The God-King Gilgeam decreed a PBP. In that time many have smarted under his rod, which is his wrath and his joy at once. The many have dwindled and the Father of Victories tires of repeated smiting of those who remain. He hungers for new victims, two in number, who will join forthwith for the commencement of his second tablet.

Right then. I've lately lost two players who I seek to replace for a Gestalt Age of Worms game set in Theme Park Bablyonia. We are here if you wish to check us out. You may find setting information and chargen here. The only change I can think of at the moment from the previous is that the group are now third level. Take half your WBL for third and the rest is in automatic bonus progression.

Our current roster:
Amarekkashu human monk/oracle
Arundel elf unmonk/diviner
Regin human paladin (Ishtar)/bard

Questions welcome.

Recruitment shall be open until 11:59 PM on Wednesday, January 16th.


I would but I ran this and know all of it. :-)


Looks like you could use a healer and a ranged.


@scottg0 wrote:
Looks like you could use a healer and a ranged.

I don't think the players would mind either of those showing up. :)


How about a Cleric/Life Oracle that is not a fan of undead and doesn't mind the heat. Made a basic build for the idea but not finished, needs a few more spells. If picked I'll flesh out a background, pick a name, and make an alias.

healer:

Unnamed Hero
Male human cleric (blossoming light) of Ishtar 3/oracle 3/gestalt 3 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Adventurer's Guide 112)
NG Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 24 (3d8)
Fort +4, Ref +2, Will +6; +2 vs. death
--------------------
Offense
--------------------
Speed 30 ft.
Melee holy reliquary greenwood quarterstaff +3 (1d6)
Special Attacks channel positive energy 11/day (DC 20, 2d6), hand of the acolyte (5/day)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—rebuke death (1d4+1)
Oracle Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—cure light wounds, detect undead
. . 0 (at will)—detect magic, detect poison, mending, read magic, spark[APG] (DC 15)
. . Mystery Life
Cleric (Blossoming Light) Spells Prepared (CL 3rd; concentration +5)
. . 1st—endure elements, protection from evil, unbreakable heart[ISWG]
. . 0 (at will)—create water, light, purify food and drink (DC 12), stabilize
. . Domains Healing, Magic
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 11, Int 12, Wis 14, Cha 20
Base Atk +2; CMB +2; CMD 12
Feats Fey Foundling[ISWG], Improved Channel, Selective Channeling
Traits sacred conduit, student of faith
Skills Diplomacy +11 (+12 vs. good creatures, +12 to convince evil creatures to act against its nature), Heal +8, Knowledge (arcana) +5, Knowledge (history) +7, Knowledge (local) +4, Knowledge (nature) +5, Knowledge (planes) +5, Knowledge (religion) +7, Linguistics +7, Spellcraft +7, Survival +8
Languages Aglarondan, Ancient Untheric, Chessentan, Shaaran, Untheric
SQ luminous font, oracle's curse (clouded vision), revelations (life link, safe curing)
Other Gear holy reliquary greenwood quarterstaff, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Ishtar)[UE], masterwork backpack[APG], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Ishtar, 386 gp, 1 sp
--------------------
Special Abilities
--------------------
Cleric (Blossoming Light) Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric (Blossoming Light) Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Cleric Channel Positive Energy 2d6 (11/day, DC 20) (Su) Positive energy heals the living and harms undead, chaotic evil outsiders, and light sensitive evil creatures.
Clouded Vision You cannot see beyond 30'
Darkvision (60 feet) You can see in the dark (black and white only).
Fey Foundling Magical healing works better on you
Hand of the Acolyte (5/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Life Link (3 max bonds, 130 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Luminous Font (Su) Increased channel energy and bonus on Diplomacy.
Promise of Faith Cannot use spellcasting or class abilities while wearing (and 1 min after removing) armor or shield
Promise of Purity Lose all class features if you have commited an evil act.
Rebuke Death (5/day) (Sp) As a standard action, touch heals 1d4+1 dam to negative HP target.
Safe Curing (Su) Casting healing spells does not provoke AoO.
Selective Channeling Exclude targets from the area of your Channel Energy.


Damn, glad I came back to this to find you took the healer option. I've been building a ranged character - magus/slayer. I always find it easier to build a backstory if I'm comfortable with the crunch.

But it's time for me to go to bed. I'll add more to him somewhere between tomorrow and Monday. I'm moving this weekend so tomorrow is packing day and then everything else depends on when the internet gets switched over and when I get everything unpacked. So definitely back online by Sunday night, but whether I have the energy to work on him, who knows?


I'll have a look after work.


Yeah, some kind of combination with Rogue that can work fine as a Price of Persia-like thing. Maybe Rogue/Fighter or Rogue/Swashbuckler. Or maybe Rogue/Wizard since there seems to be done lack of Arcanes.Let me check more thoroughly later.


Jereru wrote:
Yeah, some kind of combination with Rogue that can work fine as a Price of Persia-like thing. Maybe Rogue/Fighter or Rogue/Swashbuckler. Or maybe Rogue/Wizard since there seems to be done lack of Arcanes.Let me check more thoroughly later.

We do have a diviner and bard in the group, though the bard tends to melee more.


Yeah, I noticed afterwards... I honestly don't know what you need. I don't want to step on anyone's toes. Any idea of what would you like?


For what it's worth, I'm not worried in the slightest about stepping on toes. You could even submit an unmonk/diviner, and as long as it was an interesting character it wouldn't bother me at all!


Alright... So, can you give us a small direction on how is the game going? What side are the PCs on? What is their current mission/adventure? I'm trying to read through the gameplay section, but there are more than 2,000 posts...


Jereru wrote:
Alright... So, can you give us a small direction on how is the game going? What side are the PCs on? What is their current mission/adventure? I'm trying to read through the gameplay section, but there are more than 2,000 posts...

Sure. The group were gathered by Zummabu, the local wizard. He's gotten news that there was an unexplored god-tomb -where the Ancient Untheri buried their dead divinities way back, with divinity being everything from a proper god to an important celestial or servitor- missed by a previous gold rush through the area about fifty years back. He wanted it looked into, but quietly because he's a scholar and not a looter and also because if he was interested in a public way then it could cause political problems -his brother runs the town and is not a great dude- and/or tip off a group of adventurers who recently showed up from the capital keen to loot some tombs.

Our Heroes found that tomb, investigations of which led them to believe there's more going on about Dalath. Specifically they found a cavern/temple thing with a small portal hub that looked active and some heretical carvings. They also found out that there was a necromancer active in town, whom they've just beaten and captured. He's told them that there's a cult operating out of the nearby mines which has something to do with unkillable zombies and green worms, the latter of which he had a preserved specimen of. Our Heroes are just finishing up handing over the prisoner and probably on to that next.


I made Reza here for another game a few years ago. She is set up to toy with the minds of her foes...what do you think?


ReZa Furskin wrote:
I made Reza here for another game a few years ago. She is set up to toy with the minds of her foes...what do you think?

This is a fairly undead-heavy campaign, so toying with minds will not be an option reasonably often, though I know mesmerist has a way around that problem. I'm not set against Reza by any means, but don't want to set you up for frustration either.


Hey Samnell, I loved age of worms when I played it a long time ago. I think it was one of the last campaigns I played before moving to pathfinder. We never did get far into it, and I can't hardly remember anything.

I haven't played a ranged character in awhile, I was considering a switch hitter. Slayer/alchemist(Vivisectionist) going for something like a witcher. Mainly ranged.

I have a backstory idea... I need to read and see if what I remember sinks up. I will be a human, from outside so a mercenary most likely.

I just wanted to ask what the posting expectation is? I've just finished up a pretty fast paced game and was hoping for something the same.


how do you feel about animal companions? I was considering a freed slave halfling archer on an animal friend. If yes, what are good choices for common animals in the area?


I'm new to the boards. But I have rpg experience.

Curious: would you allow a build that goes for Red Mantis Assassin?


Hmm, maybe I'll put together something. I was playing in an Age of Worms game, but it croaked a while back. It was quite a nasty module.

I remember it was amusing when I made the character, and somehow thought it was Age of Wyrms, so I made an anti-dragon character. Doh!

Hmm, maybe a fighter/slayer thrower. I like throwing builds. I'll do some fiddling in Herolab.


Definitely interested! I can easily have an "Arcane Trickster" type built quick if that sounds interesting to your group. Would most likely be UnRogue/Wizard. I can build to focus on ranged combat and bring some much needed skill diversity to the party, as well as some Spell utility. Let me know if you'd like to see the crunch I can have it up within the next day or so!


Hey everyone, sorry I wasn't able to tend the thread yesterday.

Ictoo wrote:
Hey Samnell, I loved age of worms when I played it a long time ago. I think it was one of the last campaigns I played before moving to pathfinder. We never did get far into it, and I can't hardly remember anything.

Not a problem.

Ictoo wrote:


I just wanted to ask what the posting expectation is? I've just finished up a pretty fast paced game and was hoping for something the same.

I try to get something substantive out on my end every other day. In a perfect world, I'd do every day and sometimes I get that on top of things but RL often does not cooperate. There are also the usual PBP things where I hold off because RP is going on or questions are going back and forth that may slow things up. My recent performance has been relatively consistent, but I tend to slip maybe once a week. I know there are PBPs that can get several posts out a day and run almost like live games but that's not something I could deliver.


Ellioti wrote:
how do you feel about animal companions? I was considering a freed slave halfling archer on an animal friend. If yes, what are good choices for common animals in the area?

Animal friends are a-ok. Anything native to a hot desert, hills, or mountains would be a good fit. Unther's toasty and dry.


drbuzzard wrote:

Hmm, maybe I'll put together something. I was playing in an Age of Worms game, but it croaked a while back. It was quite a nasty module.

I remember it was amusing when I made the character, and somehow thought it was Age of Wyrms, so I made an anti-dragon character. Doh!

Hmm, maybe a fighter/slayer thrower. I like throwing builds. I'll do some fiddling in Herolab.

Red Mantis isn't really a thing in the Forgotten Realms, but if you want to use the mechanics and the general theme of assassinating the powerful then that fits easily enough. Such an organization might have some connections with the cult of Tiamat, which accepts all alignment types and is sort of the umbrella underground resistance to the rule of Gilgeam because he is objectively terrible for everyone except his priests.

Also: we just had the "do you mean worms or wyrms?" thing IC a few weeks ago. There are definitely some dragons later on, but they're not the main enemy and most of them are quite far down the line.


Alistus wrote:
Definitely interested! I can easily have an "Arcane Trickster" type built quick if that sounds interesting to your group. Would most likely be UnRogue/Wizard. I can build to focus on ranged combat and bring some much needed skill diversity to the party, as well as some Spell utility. Let me know if you'd like to see the crunch I can have it up within the next day or so!

I would like to see that crunch.


Do ACs get ABP, too?
My concept is a dwarven archer cavalry from the Great Rift riding a boar.
A to-be-named worm had attacked them and he hunted it for days and weeks until he lost the trail near Dalath.


Ok, decided on a fighter alchemist. This offers a lot of flexibility. He's a thrower which synergizes with bombs fairly well.

I'm contemplating a background. A rather overly curious experimenter who does a lot of alchemical healing to pay the bills (after some time served in the militia). I'm working on it. Should have it together by Wednesday. I have the build done.


For mesopotamia I think a Bow casting ranger Inquisitor would work very well! It would pack some serious punch and but interesting to play!


Samnell wrote:
Alistus wrote:
Definitely interested! I can easily have an "Arcane Trickster" type built quick if that sounds interesting to your group. Would most likely be UnRogue/Wizard. I can build to focus on ranged combat and bring some much needed skill diversity to the party, as well as some Spell utility. Let me know if you'd like to see the crunch I can have it up within the next day or so!
I would like to see that crunch.

I'll have it up by the end of the night! I'm contemplating Divination or Evocation, is the group in desperate need of damage?


Ellioti wrote:

Do ACs get ABP, too?

My concept is a dwarven archer cavalry from the Great Rift riding a boar.
A to-be-named worm had attacked them and he hunted it for days and weeks until he lost the trail near Dalath.

Animal companions advance as normal. That should keep them roughly on par, but I could reconsider if they end up extremely vulnerable down the road.


Helikon wrote:
For mesopotamia I think a Bow casting ranger Inquisitor would work very well! It would pack some serious punch and but interesting to play!

Sounds cool.


Alistus wrote:
Samnell wrote:
Alistus wrote:
Definitely interested! I can easily have an "Arcane Trickster" type built quick if that sounds interesting to your group. Would most likely be UnRogue/Wizard. I can build to focus on ranged combat and bring some much needed skill diversity to the party, as well as some Spell utility. Let me know if you'd like to see the crunch I can have it up within the next day or so!
I would like to see that crunch.
I'll have it up by the end of the night! I'm contemplating Divination or Evocation, is the group in desperate need of damage?

I don't think they'd mind, but two of the PCs are already primarily melee so they're not desperate for it. Either way should be cool.


Alistus here! This is Lucian Harrowborn, backstory and a bit of refining to come, however almost everything is in this profile for your perusal. Lucian will focus on Utility casting and general skill-monekying around while also pumping out some big spells in combat.Might hold off on choosing those spells for party input if that's alright and I'm accepted of course.


Just completed the profile, hopefully everything looks neat and well put-together. Please forgive any weird grammar in the backstory, it's pretty late and I'm a bit tired. Also I noticed you actually lost a rogue/sorcerer somewhere along the way, Lucian is a bit taller than your previous companion but I think he'd still fit that role perfectly!


I'll build something and see how it goes. Slayer/warpriest


Samnell wrote:
Ellioti wrote:

Do ACs get ABP, too?

My concept is a dwarven archer cavalry from the Great Rift riding a boar.
A to-be-named worm had attacked them and he hunted it for days and weeks until he lost the trail near Dalath.
Animal companions advance as normal. That should keep them roughly on par, but I could reconsider if they end up extremely vulnerable down the road.

Yeah. In the long run, an AC needs the big 6 the same way a PC needs it. But if they don't exist ingame, that would be a problem. Especially, considering that ACs will be much weaker in comparison to the beefed up gestalted enemies. I can't gestalt the AC :D. or what about a dragon-boar? :)

Anyway here is my submission:


Dolgrin Ironhead:

Dolgrin Ironhead
Male Dwarf Monk (Zen Archer) 3 // Druid (Nature Fang) 3
LG Medium humanoid (dwarf)
Init +3, Senses darkvision (60 ft.); Perception +10
=================================================
DEFENSE
=================================================
AC 17, touch 17, flat-footed 14 (+0 armor, +3 Dex, +4 Wis)
hp 33 ((1d8) +2 con +1 fcb)
Fort +6, Ref +7, Will +8, Bonuses +3 vs. poison, +5 vs. spells and spell-like abilities
=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee Unarmed strike +5 (1d6 +2)
Ranged Longbow +7/+7 (1d8 +2)
=================================================
STATISTICS
=================================================
Str 14, Dex 16, Con 14, Int 10, Wis 18, Cha 6
Base Atk +2; CMB +4 CMD 21
Feats Steel Soul, Improved Unarmed Strike, Perfect Strike, Precise Shot, Weapon Focus (Longbow), Point-Blank Shot, Undersized Mount, Point Blank Master
Skills Acrobatics +7, Knowledge (Nature) +6, Perception +10, Ride +10, Sense Motive +8, Spellcraft +4
Background Skill Handle Animal +7, Knowledge (history) +4 (+2 pertaining dwarves or their enemies), Knowledge (geography) +4, Profession (Soldier) +8
Traits Glory of Old, Born Rider
Languages Common, Dwarven
Gear see bottom
=================================================
SPECIAL ABILITIES
=================================================
Spoiler:

Druid (Nature Fang)
Studied Target At 1st level, a nature fang gains the slayer’s studied target class feature. At 5th level and every 5 levels thereafter, the nature fang’s bonus against her studied target increases by 1. Unlike a slayer, a nature fang does not gain the ability to maintain more than one studied target at the same time.
This ability replaces nature sense, wild empathy, and woodland stride.
Trackless Step Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Nature Bond Animal Companion Bristle Boar

Monk (Zen Archer)
Flurry of Blows Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.
A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
Fast Movement At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Zen Archery At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.

Racial
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Wyrmscourged Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred, and stonecunning.
Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Traits
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Born Rider You gain a +1 trait bonus on Handle Animal and Ride checks.


=================================================
BACKGROUND
=================================================
Dolgrin Ironhead comes from a long line of gold dwarves from the Great Rift. While one half of the dwarfen military force defended their people against the underdark forces, the other half lived on the ground in the valley and fought against surfaces enemies. The surface army valued very different tactics and weaponry, like ranged combat and cavalry. This is where Dolgrin was trained and served for many years. His parents were miners, so are his brothers, but his calling was the cavalry. With a natural apptitude towards animals and boars in particular he quickly found his place in the dwarfen society. Dolgrin is a calm and wise man that values tactics over brute force. He's often looked at with incomprehension when mounting for war without any armor, but his willpower and reflexes had always kept him save. Nowadays he's ranked a middle officer and is in charge of the mounts. While those are mostly interchangeable and deemed tools of war, one particular boar piglet is his favourit and he's rearing it personally. It's called Bob and it has accepted him as his companion already. They're almost friends.

Spoiler:

Bob
small Boar
Init +1, Senses low-light vision, scent; Perception +5
=================================================
DEFENSE
=================================================
AC 23, touch 12, flat-footed 22 (+3 armor, +1 Dex, +8 natural, +1 size)
hp 22 ((1d8) +2 con)
Fort +5, Ref +4, Will +4
=================================================
OFFENSE
=================================================
Speed 40 ft.
Melee gore +5 (1d6 +2)
=================================================
STATISTICS
=================================================
Str 14, Dex 13, Con 15, Int 2, Wis 13, Cha 4
Base Atk +2; CMB +4 CMD 15
Feats Tougness, Iron Will
Skills Acrobatics +4, Perception +5, Survival +5
Gear Training Harness,
small studded leather barding

Spoiler:

Billy
Combat trained Boar
N Medium animal
Init +0; Senses low-light vision, scent; Perception +6

DEFENSE

AC 17, touch 10, flat-footed 17 (+3 armor, +4 natural)
hp 18 (2d8+9)
Fort +6, Ref +3, Will +1
Defensive Abilities ferocity

OFFENSE

Speed 40 ft.
Melee gore +4 (1d8+4)

STATISTICS

Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +4; CMD 14
Feats: Toughness, light armor proficiency
Skills: Perception +6
Gear: Training Harness,
studded leather barding, exotic military saddle



I'll go ahead and throw Maka in for the running for this. Her character sheet needs to be edited a bit to fit your level and build but the overall idea is there, Monkadin/Kineticist. Fire element for Kineticst will focus on ranged damage, but will give plenty of melee when Kinetic Blade kicks in. Monk and Paladin abilities will focus on defense, utility, and a bit of melee boost. I had her tied to Apsu but that should translate over to Bahamut easily enough. I'm super rusty in my Forgotten Realms lore but I think Bahamut had an aspect in the Untheric Pantheon at the time?


Oof. A bit overwhelming with all the applicants. I think I need to rather sit this one out =^^=


Ok, I have it built.

Balashi crunch:

Balashi the apothecary
Human alchemist 3/fighter 3/gestalt 3 (Pathfinder RPG Advanced Player's Guide 26)
N Medium humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 36 (3d10+6)
Fort +6, Ref +7, Will +3 (+1 vs. fear); +2 bonus vs. poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee starknife +7 (1d4+3/×3)
Ranged bomb +8 (2d6+2 fire)
Special Attacks bomb 5/day (2d6+2 fire, DC 13)
Alchemist Extracts Prepared (CL 3rd; concentration +5)
. . 1st—cure light wounds (3), endure elements
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 14, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 19 (22 vs. awesome blow, 22 vs. grapple)
Feats Brew Potion, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Throw Anything, Weapon Focus (starknife)
Traits firebug, indomitable faith
Skills Acrobatics -2 (-6 to jump), Appraise +8, Climb +3, Craft (alchemy) +8 (+11 to create alchemical items), Disable Device +2, Heal +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Perception +6, Survival +6, Swim +3, Use Magic Device +4
Languages Common
SQ alchemy (alchemy crafting +3), armor training 1, discovery (infusion), mutagen (+4/-2, +2 natural armor, 30 minutes), poison use, swift alchemy
Other Gear lamellar (steel) armor[UC], buckler, starknife, alchemist starting formula book, alchemy crafting kit[APG], bedroll, belt pouch, candle (2), chalk, everburning torch, flint and steel, hammer, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), soap, sunrod (3), tindertwig (4), torch (10), trail rations (5), waterskin, 1,001 gp
--------------------
Special Abilities
--------------------
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bomb 2d6+2 (5/day, DC 13) (Su) Thrown Splash Weapon deals 2d6+2 fire damage.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 30 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Balashi is the local apothecary used by Zummabu for his alchemical needs. Balashi was a street urchin who managed to survive long enough to join the militia. Therein he was a common soldier, but the squad medic (an alchemist) took him under his wing. As I see it, since the local priesthood isn't terribly popular, I imagine alchemical healing has quite a bit of demand. After serving some time in the militia he got out and used his bonus to open a business which has had managed reasonably well for some years now.

He's a fairly average looking fellow for the region, with dark hair, dark eyes, and well tanned skin. He's very curious about things and enjoys experimentation. Luckily this is offset by his ability to brew healing potions for himself and anyone he might hurt in the explosions.


May I present
Ithuriel the amber lion, a hunter of the unliving, a hunter dedicated to exterminating the unduying.
Using his trusted Longbow he is ready to lay down the smack on his enemies, augmented by his faith and spells.
Minor twinks still in the works.


Marduk was the aspect of Bahamut in the Unther pantheon. I'll do some research and see how that could fit in. Not tied to it if it doesn't though. Obviously the details and events of Maka's current backstory don't fit for another dimension. However, I do think her overall concept of a draconic monkadin/firebender wandering around, doing some good, and getting in to trouble can work. Looks like there could be any number of reasons for her to be and/or stay in the area. Though as I said I'll need to do some more research.

Looking at Amarekashu, I'd love to weave the characters together if Maka is selected, and the player is in agreement. With his melee focus and her ranged, they feel like two sides of the same coin. Though not as much overlap as one might think. A lot of RP material there.


drbuzzard wrote:

Ok, I have it built.

** spoiler omitted **...

Nice, Alchemist fighters are a blast to play. Basically endless fluff to play with as well.


Helikon wrote:

May I present

Ithuriel the amber lion, a hunter of the unliving, a hunter dedicated to exterminating the unduying.
Using his trusted Longbow he is ready to lay down the smack on his enemies, augmented by his faith and spells.
Minor twinks still in the works.

Rules look cool. Has he got a backstory?


Here's a roster of completed submissions. Let me know if I've missed anyone.


I knew I forgot something, a background.


@Samnell

Still heavily workshopping the new background but I like the idea of leaning in to the slave angle. Using the Earning Your Freedom trait to explain her presence in the city and connection to Zummabu. Through some means of trouble, Maka finds herself enslaved in Dalath. I imagine a fighting pits type situation where she could come to the attention of Zummabu. Zummabu would purchase her in return for her helping the party with their quest. Would that fit? Just want to double check before I start sanding away.


Samnell wrote:
Helikon wrote:

May I present

Ithuriel the amber lion, a hunter of the unliving, a hunter dedicated to exterminating the unduying.
Using his trusted Longbow he is ready to lay down the smack on his enemies, augmented by his faith and spells.
Minor twinks still in the works.
Rules look cool. Has he got a backstory?

I will work on it today!


There's technically a 2nd part to Dolgrin's background. He needs to get to know Zummabu. But I'd design this with you, in case of acceptance. Maybe he was looking for a local wizard to get some information on wyrms and/or restock some consumables.


Corrik wrote:

@Samnell

Still heavily workshopping the new background but I like the idea of leaning in to the slave angle. Using the Earning Your Freedom trait to explain her presence in the city and connection to Zummabu. Through some means of trouble, Maka finds herself enslaved in Dalath. I imagine a fighting pits type situation where she could come to the attention of Zummabu. Zummabu would purchase her in return for her helping the party with their quest. Would that fit? Just want to double check before I start sanding away.

That would indeed fit.


Here is my entry for Maka:

Appearance:
Tall, well-muscled build with tan skin and black hair. Notable draconic features, including: glowing, golden eyes, elongated canines, and scaled patches of skin. Sides of head are shaved, remaining hair tied back in a long braid. Numerous tattoos, dresses in monastic clothing. Maka initially makes for an imposing impression but this fades as soon as she smiles, which is frequently.

Personality:
Personality: Maka is well suited to her element; brash, compulsive, destructive, powerful, but also energetic, passionate, pure, and warm. Maka burns with a true zeal for life, often finding joy where she looks and creating it where there is none. A creature of emotions, Maka is quick to anger but also quick to forgive. She has a friendly, outgoing nature which helps offset her more destructive and violent impulses. Though she has a true love for combat, she takes no joy in the suffering of others. For her, a fight is a test, an action of purity. A way to learn something about yourself and your opponent. They are also a lot of fun. Though she has experienced harsh treatment during her time of enslavement, it has done little to dim her flame.

Background:

Maka’s draconic nature and ability with fire developed at an extremely young age, possibly at birth. However, she is not sure as she has no memories of her family. She was found living in the wild by Bala Isa, a monk of the Dragon’s Eye Monastery, during one of his travels.

Unwilling to leave the child alone, and knowing her nature made her ill suited for most homes, he took her to be raised at the monastery. The monastery was lead by a gold dragon named Eku. It featured a wide range of students, teachers, and techniques. This proved to be an ideal environment to hone her abilities and gave Maka an accepting nature and a true love of combat. Though she lacked the ability to push herself as far as other Kineticists, her abilities came more naturally than most, easily combining with her monastic training. Maka’s monastic training taught her to judge herself by her own worth, not in how she stands above or below others. That a loss is as good as a victory if you grow. Lessons that heavily color her outlook on life.

Eku believed Maka to be touched by the dragon god Mardu, and taught her of the god’s ways. Maka was always enthralled by Eku's lessons and stories of Marduk. As she learned of the god, she began to have dreams of flying with dragons. Her prayers sometimes received answers in the way of small signs. She also learned to purify her flames for healing, though the strain of the effort limited their use compared to her normal flames. Somewhere along the line Bala started claiming he found his adopted daughter in a giant egg. A story that always brought a smile to Maka’s face.

Maka truly loved her home, yet despite that, she long had the urge to leave. For years, her dreams about flying with dragons grew stronger, more visceral. Then, one night something new happened in her dreams; The dragons flew so far away that Maka could no longer see her home. They kept flying, faster and faster. In what felt like both a lifetime and a heartbeat, the dragons circled the globe, showing Maka things she had never dreamed of. Maka awoke with a start. For the first time, she had a true idea of the scope of the world. Just how far it stretched beyond the monastery. Excitement overtook Maka as she packed her few belongings in preparation for the long, long journey before her.

She had many adventures in her travels, helping those in need and making friends. She tended to stay longer than she needed, enjoying the company of her friends and making sure they would be alright after she left. Eventually though, the dreams with the dragons returned, and before long she returned to her travels.

Things went on like this for some time until she ran into some trouble near the borders of Unther. A group of fellow travelers had come under attack by a band of slavers. Maka lept to the travelers’ defense, buying time for most of them to escape. Eventually however, she was overwhelmed and captured. Her injuries left mostly untreated, Maka spent a time in a state of fever and delirium.

She eventually awoke in a cell in Dalath, having been sold to the The God’s Pit as a slave in their bloodsports. Maka’s monastic training and command of fire proved their worth in the pits, and brought her some attention. Unfortunately, this attention mostly earned her tougher fights. The conditions were terrible, but she attempted to stay strong, to remember her training and grow from the trial.

This was made easier by her friend Sullivan Queen. ‘Sully’ was a halfling who had used his speed and wit to stay alive in the pits. Befriending Maka, the pair worked together to keep each other safe and make life more livable. Sully educated Maka on the way things worked in the pits and Dalath. His humor made everyday brighter. Maka set people that gave Sully trouble on fire. The pair made a good team, and good friends. Unfortunately they eventually garnered too much attention. After winning a team match, a special death match was called between Maka and Sully, with the winner gaining their freedom. Neither wanted to harm the other, but failing to fight would lead to both of their deaths. After a hesitant and prolonged fight, Maka was able to guide one of Sully’s blades between her liver and kidney, while using meditation to slow her heartbeat enough to appear dead.

The ploy worked, with Sully winning his freedom. Maka later “revived” in a pool of her own blood. Though Maka missed her friend, she took solace that he was free. The lessons he taught her helped to keep her alive and, despite the conditions, Maka’s flame endured. After several months, Maka caught the attention of the wizard Zummabu. He approached her with an offer, he would procure her release in retain for her aid with a certain task...

Stat Block:
Maka Zaci
Female Human UC Monk(Scaled Fist/Invested Regent): 1 / Paladin(Faithful Wanderer) 2 --- Kineticist(Overwhelming Soul) 2
LG Medium humanoid (human)
Init +4; Senses Lowlight Vision.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 18, flat-footed 14
HP: 36
Fort +12, Ref +10, Will +9; -1 Will saves vs spells with emotion descriptor, excluding fear
--------------------
Offense
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Unarmed +5 (1d6+2)
Flurry of Blows +5/+5 (1d6+2)
Fire Blast +7 (2d6+4) ; Touch, 30ft

Statistics
--------------------
Str 14, Dex 17, Con 14, Int 8, Wis 10, Cha 18
Base Atk +3; CMB +5; CMD 23
Feats: Point Blank Shot, Precise Shot
Traits: Blood of Dragons, Arcane Temper, Earning Your Freedom, Righteous Indignation
Skills: Acrobatic 7, Appraise -1, Bluff 4, Climb 6, Diplomacy 4, Disguise 4, Handle Animal 4, Linguistics 1, Perception 5, Sense Motive 0, Stealth 3, Survival 6, Swim 2, Use Magic Device 4, Know: Geography 2, Know: Religion 3, Know: Planes 3, Profession Monk 4
Languages: Untheric, Aglarondan, Draconic, Halfing
SQ:
Other Gear: Masterwork Backpack, 4x Mage Armor Potion, Pathfinder’s Kit, Grooming Kit, Mess Kit, Hot Weather Outfit, Traveler’s Any Tool, Lesser Pentacle Talisman, Pocketed Scarf, Dancer’s Garb, Holy Symbol, 20x Incense, Tea Ceremony Set, Powdered Milk, 10x Dragon’s Blend, 3x Chocolate Bar, Halfling Trail Rations, 4x Sugar, 4x Ceremonial Tea
--------------------
Special Abilities
--------------------
Mind Over Matter: Cha instead of Con for Kineticist Abilities.
Mental Prowess: Can’t choose to accept burn
Elemental Focus Fire: Ability to attack with and control fire.
Basic Pyrokinesis: Replicate cantrips with fire.
Kinetic Blast: Attack a single foe with element
Gather Power: Spend actions to reduce Burn
Wild Talent: Gain new abilities or alter blasts
Overwhelming Power: Gain bonuses to attack and damage with Kinetic Blast.
Draconic Might: Use Cha for Monk Abilities
Investiture: Gain pool of investiture points, swift action sacred bonus to saves
AC Bonus: Cha to AC
Flurry of blows: Extra unarmed attack on full-attacks
Stunning Fist: Attempt to stun target of unarmed strike
Wanderer’s Lore: Lose detect evil for more skills
Hidden Aura: Do not have an aura of good
Stalk Evil: Gain bonuses on skills and attack and damage against evil outsiders
Divine Grace: Gain a bonus equal to Cha on all saves
Lay on Hands: Heal 1d6 points of damage

Character Sheet

Class Abilities(Needs editing)

References

Maka is already inclined to go on quests, so she'll definitely be along for the ride. Especially considering this might be one of those world ending type of threats. Obviously she isn't a fan of Dalath or it's current state, but her enslavement has taught her some hard lessons. The problem is too big for her to punch. She tried that already and she failed to save everyone and nearly got killed.


Backstory for Ithuriel:

Ithuriel was born in the little village of Blackford, a tiny collection of maybe 20 huts, populated mainly by famers, loggers and few hunters. The nearby forest is home to lots of game and sometimes logged for its darkwood.
Ithuriel´s father Istramas was the towns woodcarver, a true artist that was well known for his craftsmanship and his way to include inlays into chests, wooden items and prestigious objects. This was work that required high concentration, so Ithuriel often accompanied his uncle Istronus, a hunter of game and cats.
With Istronus he learned how to stalk it´s pray, how to shoot the bow, how to skin the prey and prepare the meat.
The words to appease the gods and pray for a successful hunt.
When Ithuriel was thirteen, he was allowed to hunt his first lion. It was a long, long journey, journey that would start with the boy and lead to the man. In the end Ithuriel took careful aim and with just two arrows slew a young mountain lion. Istronus took a bowl from his pack, filled it with the blood of the great cat and marked the body with the sacred runes.
But the night Ithuriel became a man a ghoul clan attacked the village.
The hunter´s returned to a village in ruins, with bits and pieces of body parts lying around.
Uncle and nephew ran to their hut, but alas, the inside was painted in crimson.
After burning the remains of his family Ithuriel vowed bloody vengeance.
Vengeance to kill each and every undead he could find.
Together with his uncle he tracked them down for many moons but in the end they met their match and Ithuriel had to leave his uncle behind, eviscerated by a ghoul matriarch.
He has now come to the capital, to find more people to help him fulfill his vow!

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