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Hi all, I am 20 year veteran of RPG fantasy games but new to these boards. I really enjoy high level play. but realize that PbP games take years to reach the "sweet spot" levels I enjoy if I started this campaign from 1st level. I don't have the patience...lol. So I thought to just jump to the conclusion of the Carrion Crown campaign, where the payers have to prevent the rise of the Whispering Tyrant! Sure, it may not be fun for some players to design 12th level characters from scratch, but I hope you can indulge me. Looking for 4-5 players who can post daily at least once. I promise consistency, fun, vivid action, and fair play.
Character creation guidelines:
Races: CRB + aasimar + tiefling + Dhampir
20 point buy
Alignment: No evil - I like heroic characters and this AP really shines for the valiant characters standing against the forces of evil/undeath.
Wealth: 108,000 gp (no more than 40k can be spent on one item)
Background skills in effect
No 3rd party
2 traits (do not have to be tied to this campaign)
Basic plot: The players, an established adventuring group of heroes, have been contacted to prevent the rise of the Whispering Tyrant and save humanity.. you know, the normal plot for high level games! ;) The party starts in Caliphas in Ustalav.
Concept: Looking for character's appearance, brief history and the moment that defined your character as a hero/anti-hero, and why you would be interested in preventing the Whispering Tyrant's rise. What actions have you done to garner the attention of the power players in the world? Let me know your time zone also. I am in EST.
Recruitment will end in 2 weeks or sooner if I receive enough qualified applications. I will post 48 hours in advance if I change the deadline. Let me know if you have any questions.
High level game!!! I've had an LG warpriest of Ragathiel bouncing around in my head for the last month for some reason and this would be the perfect opportunity to play him.
A couple of questions before I write him all up. Would a very powerful PC, mechanically speaking say level 18 with a couple mythic levels, knocked back down to level 12 by a cursed sword be ok, or is that too far out there for your liking? TLDR He was battling an elite demon general and after defeating it he picked up its' unholy sword which cursed and almost killed him. He had the sword cleansed and uses it in battle now, but he's still regaining his strength.
Second, could I take the Umbral Unmasking drawback? The sword took his shadow for some reason. Maybe it's still out there, boppin' around somewhere.
My first thought was a Paladin or a Good Warpriest, but I see some others were quicker to the draw on that one. So maybe the party needs some arcane support. I'm thinking a Draconic Sorcerer, but that raises a question for the GM: If I go Draconic Sorcerer, I'm going to go Dragon Disciple. Instead of doing that, would you permit me to take the Half-Dragon template and just take straight Sorcerer levels all the way up?
Thanks for the responses and the interest! In reference to your questions:
Crisischild: As long as the character fits the character creation guidelines, it is fine. We won't have any mythic levels, however, in this game. No drawbacks.
Ouachitonian: Player's choice for hps. Going to have to say no to Half-dragon template.
Andreww: No effect for item creation on starting equipment.
JoshB: Firearms are ok under very rare guns setting.
I think I got them all.
Saashaa: I prefer for players not to create characters with "5" or "7" in stats. I will be following the AP generally - will improvise as I see fit - so good combination of roll/role playing is recommended. I like challenging encounters too so good mix is fine.
Aja: Nice build - look forward to reading complete backstory.
I think I got it! He is a man that was born with nothing, and had to fight, kill, cheat, and steal his way to survival. He does what he has to. Eventually he become an assassin and worked for a time as one. Eventually, he left Not a day goes by that he doesn't think about the lives he has taken, and whether or not it was worth it. Not a night goes by that he gets peaceful sleep. That doesn't mean he doesn't still do it, he grew up in it, and working as a thief or killer for hire is
No trick is too underhanded to use, no tactic too evil. There is what works and does not. Efficiency is what is important. He is a man that would kill a young girl if it would stave off a war in a heart beat. He would see that girl in his sleep for the rest of his days, but it would be a price he chooses to bear to save the countless lives a war would cost.
" A knife in the dark is sometimes the most honorable and humane way to kill, because it only ever involves two people. A war involves countless. Even if the war is just, countless others will die. And what of the soldiers and people fighting for the "evil" side? Are they all bad people? I doubt it. How many good people would die in that conflict that a single dagger, or vial of poison, in the hands of someone willing, could have avoided? If I have to suffer the guilt of killing an innocent or three to save countless others... so be it. I don't sleep soundly anyway."
would this type of character fly in your game?
Before the rest of the paladin submissions, here is my dexterity-based paladin's crunch. Have to work on his backstory! Thanks for consideration.
Male half-elf paladin 12
LG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +18
Aura courage (20 ft.), justice (20 ft.), resolve (20 ft.)
AC 28, touch 17, flat-footed 21 (+9 armor, +6 Dex, +1 dodge, +2 shield)
hp 102 (12d10+26)
Fort +17, Ref +18, Will +16; +2 vs. enchantments
Immune sleep, charm, disease, fear
Speed 30 ft.
Melee +3 agile undead-bane adamantine elven curve blade +17/+12/+7 (1d10+21/15-20 plus 2d6 vs. Undead)
Special Attacks channel positive energy 5/day (DC 21, 6d6), smite evil 4/day (+5 attack and AC, +16 damage)
Paladin Spell-Like Abilities (CL 12th; concentration +17)
. . At will—detect evil
Paladin Spells Prepared (CL 9th; concentration +14)
. . 3rd—blade of bright victory[UM] (DC 18), greater magic weapon
. . 2nd—aura of greater courage[APG] (DC 17), blade tutor's spirit, widen auras[ACG]
. . 1st—bless weapon, divine favor (2), hero's defiance[APG]
Str 13, Dex 22, Con 12, Int 10, Wis 10, Cha 20
Base Atk +12; CMB +9; CMD 30
Feats Dodge, Greater Mercy[UM], Improved Critical (elven curve blade), Power Attack, Toughness, Weapon Finesse
Traits seeker, warrior of old
Skills Diplomacy +20, Knowledge (nobility) +15, Linguistics +6, Perception +18, Profession (soldier) +9; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Elven, Goblin, Infernal, Kelish, Orc
SQ divine bond (weapon +3, 2/day), elf blood, lay on hands 11/day (6d6), mercies (diseased, exhausted, fatigued, paralyzed)
Combat Gear lesser extend metamagic rod; Other Gear celestial armor, +1 agile undead-bane adamantine elven curve blade, belt of physical might +2 (Dex, Con), bracers of the avenging knight[UE], cloak of resistance +3, handy haversack, headband of alluring charisma +4, ring of force shield, ring of sustenance, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae
Aura of Courage +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (20 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Greater Mercy Lay on hands heals extra hit points if the target doesn't need a mercy
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (6d6 hit points, 11/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Paladin Channel Positive Energy 6d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Evil (4/day) (Su) +5 to hit, +16 to damage, +5 deflection bonus to AC when used.
I have a feeling we're not reaching a well-rounded party, thus I'll compile, what we have so far:
(almost) completed submissions:
Lucendar - Lucent Cloudspire - Paladin
eriktd - Sister Zephra - Warpriest (Divine Champion)
Dread - Eren Denollar - Wizard (Evoker)
Ellioti - Aja - Sorcerer 5 / Soul Warden 7
Ouachitonian - Dragon Disciple
Giant Halfling - virtuous bravo paladin
The Archlich - alchemist / master chymist
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Eriktd: Thanks for the submission.Eren: Look forward to the final version.
Rorek: An assassin is evil, per the rules, and that alignment is not permitted. Just my thoughts.
James Bond wants you to hold his martini. Sure, he may not be bound by Golarion’s ruleset, but an assassin (pastime/profession) is different from an Assassin (class ruled evil).
I present to you, Zurged Rush, half orc folk hero(Order of the flame constable cavalier), and meatsheild extraordinaire! My goal is to someday get down to negative AC! Hope you all like the build, I'm open to thoughts, PM's, and I hope there's nothing wrong with it!
HP 135 BaB 12 Fort: 12 Ref: 7 Will: 5(8 vs charm, compulsion, fear) AC 13 | T 12 | F 10 | DR 10 | 20% miss chance
Half Orc features:
Shaman's apprentice: Endurance
Sacred tattoo: +1(2) luck bonus on saving throws
Fey Thoughts: Stealth and UMD are class skills
Skills Ranks Stat Class Misc Total
Acrobatics 3 1 N - 4
Perception 12 -1 Y 3 17
UMD 12 0 Y - 15
Bluff 5 0 Y - 8
Swim 1 7 Y - 11
Climb 6 7 Y - 16
Stealth 12 1 Y - 16
Ride 1 1 Y - 5
Diplomancy 8 0 Y - 11
Lore(Fashion) 12 1 Y - 16
Profession(Folk Hero) 12 -1 Y - 14
Cool class features:
Tactician (3/day) Wild Flanking, broken wing gambit activated as a swift, lasts for 9 rounds
6th, 12th level bonus combat feat
Challenge (4/day): Swift action, add level to damage, take -2 to AC from non-challanged foe
Order of the Flame
Glorious Challenge: Immediate action when you knock out a challanged target, challange another target within 15ft, take a cumulative -2 AC, and do 2x (x=unbroken glorious challenges) extra damage
Foolhardy rush: If an 11 or higher is rolled on the die for innitative, can spend an immediate action to move up to speed, and not flat-footed, if moving is attempted next turn, initative moving is subtracted from that
Daunting Success: 1/combat: immediate action upon confirming a crit, intimidate all foes within 15ft
Improved Unarmed strike, Can grapple at the end of a charge, +1 to perception and disarm/trip/grapple every 5 levels past 2nd(3)
Can spend 1 minute to lay out a plan that when triggered, will activate tactician without counting as a use, lasts for 1hr, when activated lasts for lvl/minutes. Only one plan at a time
Can use diplomacy to gather information in 1d6x5 minutes, and to change an attitude in 5 rounds
Badge: +3 morale to all allies against charm, compulsion, fear, and +2 to attack rolls vs challanged foe
Instant order: Can use a standard action to tell an ally within 30ft to immediately take a move/standard action. If they do, it dazes them for a round.
1st: IUS/Power Attack/Endurance/Wild Flanking
5th Tennacious Survivor
9th Brilliant Planner (600gp)/Broken Wing Gambit
11th Improved Stalwart
12th Crane Style
Cautious warrior: +1 to ac when fighting defensively
Fate's Favored: +1 to all luck bonus's
Fighting defensively: -1 to hit, +10 DR
+2 Ghost Touch, Undead Bane Scythe(32,318)
Belt of physical might+4 Str/Con (40000)
Cloak of displacement (24000)
Reinforced Tunic (1)
+1 adaptive longbow (3410)
Sleeves of many garments(200)
Bow time = 13/8/3(1d8+7)
*add +2/2+2d6 if undead
** +lvl+2xglorious if challenged
If flanking with someone with wild flanking, add 12 damage
A relatively average looking half orc, the first thing one might notice about Zurged is the incredibly fashionable clothing that he wears. The second thing you might notice is the massive scythe on his back. The third is the distressing lack of any substantial armor. Zurged has long black hair, which he often keeps tucked under his hat, and pale green skin. His body, should you see it beneith all the frills and fancy velvet, is criscrossed with scars. His face has a few, but not as many. But do not let the dapper appearance fool you, this man is a savage warrior through and through, combining orcish savagery with human tactics. Zurged had a very strange background. The humans and orcs that occupied the same area were actually quite amiable towards each other, and as such, half orcs were a fairly regular occurance. Zurged underwent a dual study, spending weeks at a time either learning of human culture, or (much less enjoyable) weeks learning the customs of orcish shamans. Zurged cared for neither society, and decided to set off to find his own people. His unnatural pain tolerance, even for an orc meant that he gathered many scars, but he did not wear them with pride, nor shame. Aspects of his orcish culture appealed to him, and although he never quite captured the savage rage that many of his bretheren could manage, he nevertheless was a force to be reckoned with in a prolonged battle. On the other hand, he had grown up hearing tales of folk heroes, and decided that perhaps he would give that a shot. Around he would wander, looking for peoples in trouble, and doing what he could to save them. The moment that defined him though was when a blade shattered against his body in the middle of a town square, as he singlehandedly held off a bandit gang. Whispers and rumors started then, about the wandering orc, who was secretly a devil in disguise, here to collect sinners souls early. This simply would not do, so he studied up on modern fashion, and made himself look presentable when going into towns. That did the trick, and the negative rumors surrounding him seemed to go away. Known for his pennance for fighting with his fists, one day he strode into a town with a mysterious scythe. When questioned about it, he claimed he wrested it from a reaper, and would speak no more on the subject. Whether that's what happend or not... well it's hard to know?
The Whispering Tyrant. That'd certainly put a damper on things if there was no one around to protect anymore. Besides, there's a lot of glory in being the one to take him down, no?
Zurged doesn't respect tradition or rule, often doing what he wants, and what he wants is to be seen as the protector of the common folk. That often brings him into conflict with local authorities, organized crime, and dangerous wildlife. Despite being in it primarily for the reputation, and not the actual satisfaction of saving people, Zurged would rather die than let his reputation be tarnished even a little bit, always practising the act he feels he's putting on. Always brash, and willing to be the first in, Zurged has found himself in deep s~&% a multitude of times, but has always come out the other side with another scar to show for it.
EST as well!