GM Netherpongo's Ruins of Azlant Recruitment (Book 3+)


Recruitment

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Hi everyone

I've been a player in a long-running game of Ruins of Azlant that has been proceeding in fits and starts since October 2017. Plague-related issues caused the game to grind to a halt once again, and I've decided to try my hand at GMing the game myself. We also need new players!

The party is currently in book 3 of Ruins of Azlant, but if you want to submit a character you should still reference the Ruins of Azlant Player's Guide, available from Paizo for free.

Character Creation Rules:
* Attributes: - 25 point buy
* Races: technically any Paizo, but I'll admit a preference for Core races. Among non-core races, Undines and Gillmen have an advantage since I'm trying to hew closely to the original recruitment guidelines and they were allowed there. We also have an Undine in the remaining party. The original recruitment said that Undines had to take the 'Mostly Human' racial trait, but I can't even find that.
* Classes: any Paizo, use Unchained versions if they exist.
* Starting Level: 7
* Wealth: for now, just get starting equipment. I'm still debating how to handle treasure as it applies to new recruits. Don't buy stuff using Wealth by Level, although that's still an option on the table as we start moving the game again.
* HP: Max first level, half die-size +1 for other levels
* Traits: 2 traits, no drawbacks, one of the two traits should be a campaign trait
* Optional Rules: – background skills & hero points are in effect

We have two PCs remaining in the party:
Aurelian Fache – human swashbuckler
Zay – undine druid (does a lot of wildshaping)

Those players might show up here to introduce themselves.

I'll be looking for two or (probably) three more players to fill out the rest of the party.

The story has progressed some since Book 1, but it would still be a really good idea for your character to be a colonist. If they aren't willing to become one at a minimum, they aren't going to fit in well.


Aurelian lifts his sword in a flourish and salute, welcoming any who would like to join him.

"Ah, yes, all are welcome with Aurelian Fache. Come, it is more than safe, as long as you do not have your body snatched. But you do not need to worry about this, because Aurelian Fache is here to keep you safe!"

--

Welcome all. We had a very fun group here (and Aurelian's a blast to play), so I'm hoping we can get going here. Looking forward to seeing what people have to offer for characters!


Wow, what good fortune on my part. I was in a Ruins of Azlant game that died before reaching the conclusion on the second book.

She was a ranger with disable device. I changed her stats a bit when the campaign died, but she was able to successfully disable the spider mechanical spy. She named it Scuttles. You can check out her posts.

Abiding by all the Character Creation rules, would you let her keep Scuttles from her previous campaign?


Interested and will put something together soon.

Dark Archive

I'd be interested, but can I ask 2 things...

1) what are the other player characters? Would be helpful to know when building something. read all the words

2) Can we get a synopsis of what has happened so far once we start?

Thanks!


Dotting

Deadline?


Is there still room available for this?


Corey Narsted wrote:
Is there still room available for this?

I'm 99% sure there is. I don't think we were going with first-come, first served, so should still be two or three spots available.


Dotting!


Gonna try and get something up in this one.

Edit: So what is your take on another Undine? Would core be preferable? I've got an Undine but if that's really not preferred I can roll with something else.

And here it is:

Mostly Human: A few undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.


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Momo Duline: I'll take a look at Scuttles if you join the campaign. I don't expect it will be a problem, but I'd like to look at what is going on before making any decision.

Silbeg: I'm avoiding saying what has happened so far here because there's no point spoiling two books of an AP for anyone that comes in the recruitment thread. If you join the game, we'll definitely give a recap. Plus there will be the (very large) Gameplay thread to read through if anyone feels like punishing themselves.

Pad300: I was sure that I had put a deadline in my original post, but I don't see it now. I must have lost that version. I'm planning for recruitment to run through February 19, 2021, inclusive.

Corey Narsted: as Aurelian stated, this is a process of allowing everyone to put their characters forward. Then I'll have to pick who will join the campaign out of the applicants. So there is definitely room, but no one (other than the existing players) is getting a spot yet.

Javel DeLeon: applying with an Undine won't kill your chances. I do have a preference for Core races, but Undine/Gillmen have an advantage among non-Core. Broadly speaking, I'd recommend that everyone apply with what they really want to play, even if you think it might lower your chances of getting in. Being unsatisfied with your character for a long campaign is very likely worse than not being chosen to be in the game.


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GM Netherpongo wrote:
Javel DeLeon: applying with an Undine won't kill your chances. I do have a preference for Core races, but Undine/Gillmen have an advantage among non-Core. Broadly speaking, I'd recommend that everyone apply with what they really want to play, even if you think it might lower your chances of getting in. Being unsatisfied with your character for a long campaign is very likely worse than not being chosen to be in the game.

You know, that's a good point. I cannot argue that. Okay then, will get to work on it.


Dotting for interest.....


GM: May I use an aquatic elf? They're pretty much elves but, as the name says, more adapted to the water environment. I'm considering a sort of alchemist :)


Archlich:

I'd consider aquatic elves to be a different race than normal elves for the purpose of my Race section in the initial recruitment post. They'd be a non-Core, non-Gillmen/Undine race. That isn't to say that you can't submit one.

I'll throw in a potentially important note though: your question caused me to do some rummaging around, and I found this bit in the AP Player's Guide:

Quote:

Some races might make more sense later in the

campaign rather than at the beginning. Since the
expedition to Talmandor’s Bounty begins in Almas,
it’s not as likely that exotic races would be a part of
the initial expedition (of course, exceptions to this are
always possible as PCs are exceptional among their
kind). For example, a half-elf from the Mordant Spire
could be a thematically appropriate race selection for
this campaign, but it’s unlikely that such a character
would be hanging out in Almas applying for the
expedition. An option for exploring a more exotic race
later in the campaign is to change characters, having
your original character fade into the background of the
colony while your new character (such as a merfolk or
Mordant Spire elf ) enters the scene and joins up with
the fledgling colonists or the rest of the party.

For the purposes of that quote, the party is not yet 'later' in the campaign. When they do arrive at 'later' however, I may take the quote quite seriously. Changing characters to play a more heavily aquatic race may be an option, and if we go that direction aquatic elves would definitely qualify. (Most of the 'may' is that I'm not sure how the party will feel about it. I quite like the idea.)

I'll briefly note about alchemists that bomb-throwing may be (very) difficult in underwater encounters. Arrow-shooting & gun-toting would face similar difficulties.


Thanks! My idea for the alchemist is actually to use breath weapon bombs of acid or similar :) I was building it more like a melee (in combat) type of character, but actually more focused in skills, RP and out of combat stuff. I just don’t want to gimp my chances by picking a race you don’t feel to be too normal, even though you might be approaching the point in the adventure where it could make sense to be found.


Please consider Adney the wizard for this game. Thank you


I would like to submit Zilybar for the expedition...I will adjust soon

Scarab Sages

I'm thinking about submitting a Human Antiquarian Investigator with the Pathfinder campaign trait. Hopefully I can get the character built this evening.

Would new players be arriving on a later ship, or would they have already been there for a while?


Our tradition in this game has been to have new players arrive on the next boat arriving at Talmandor's Bounty. There is no reason that has to have been the case though. Your character could have arrived on the original boat of PCs (second boat of colonists) and the character could be stepping up to a larger role, perhaps.

There have been developments since book 1 that I'm not mentioning due to spoiler concerns. Don't try to take that into account, except to know that there may be more to your character's story.

Scarab Sages

I'm fine with either way of arriving. Just asking before I settle on a backstory. I suppose arriving on a later ship is the simpler scenario.

Dark Archive

I'd be fine with that.

I am considering the as of yet not fully fledged half-elven (or maybe human, not 100% sure) wizard/cleric/mystic theurge. Still working on the exact deity that I'd like... likely one that would sponsor exploration and adventure.

Got some solid ideas for the build right now... though the character may be a little interesting to play for a few levels.

Will be able to do healing, but their channels will be pathetic, as I am looking at Eccliesietheurge (sp?) archetype.

Likely will be a support caster, given that there is druid in the group will not probably go with a lot of conjuration/summoning.

Several ideas still bouncing around my head... I am guessing that an Andoran background would still be best.


Hi GM! It's Archlich here. I decided to abandon the Aquatic Elf Alchemist idea, and instead I built Amon :) Amon is an Undine as well (with the Mostly Human trait), and a Spiritualist with the Drowned Channeler archetype. He works as a healer and buffer, and I just feel he thematically hits all the right keys (hence why I wanted to submit him!). Please feel free to send me any questions or concerns. Cheers!

Silver Crusade

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Color me intrigued. I actually have a couple of concepts that would work for this and I know the players are good :D

I'll see if I have time to pull something together


I think I can fit one more game onto my roster. Let's see what I can come up with.

I'm going to assume that based on your earlier post, you're not quite ready for Spiresworn Elves?


That's correct. Spire elves wouldn't fit in well right now.


Gotcha. I'll try to figure something else out, then.


Dotting for interest. Thinking of applying with an occultist archeologist type.


List as I know it so far:

Characters
Momo Duline - Human Ranger
Amon Toph - Undine Spiritualist
Adney de Monchele - Human Wizard
Zilybar Gnaz - Halfling Unchained Rogue

Interest but no character yet
Jovich
Silbeg
pad300
Corey Narsted
Javell Deleon
Laird_Thorne
rdknight
Hrothdane
Sensen
Fighting Chicken

If you are in the no character yet section, don't stress it at all yet. We still have more than a week before cutoff.

If I've made an error in the list above, feel free to let me know but there shouldn't be any ramifications to a slipup this early.


As you said it's too early for Spireborn elves, but how would you feel about a Spire Half Elf?
They are used quite often as spies or other agents to work outside the Spire itself. The idea for the character would be a Spire Half Elf, who obviously keeps the Spire part a secret, and who was sent by the Mordant Spire to join the colony via regular means in order to keep an eye on what was happening and report on them so they know if things interfere with the Spire's agenda.

As such the character would do it's very best to work with everyone, not blowing their cover. He'd pay very close attention to any Azlanti knowledge uncovered by the colonists, cataloguing it and sending that information onward.


Cuan: A Spire half-elf (or Spire elf, really) background like that could work as far as it goes. There probably isn't a good reason to restrict them until the thread's non-definition of 'later' in the first place.

After thinking about it more, though, I'm not sure why the Player's Guide thinks that Spire elves of any sort are a fit for the campaign. I'm not a big fan of party members working against the party's ultimate interests covertly (or otherwise) and especially not for long periods of time. Maybe that's just personal taste on my part.

I could imagine someone choosing to play a Spire elf (or half-elf) and have an intended character arc of growing to like and accept the colonists, deciding eventually to give up their opposition to them. But the whole reason the Spire elves work to keep others away from fallen Azlant is that they see humans (and others) as reckless lunatics likely to blow up the world again if they discover the secrets that Azlant lost. I'm not sure that they'll find much evidence that would reasonably dissuade them from that position over the course of the Adventure Path. They'd be hanging out with PCs, who tend to resemble reckless lunatics even on their best behavior. And besides, how much could people change in only ten thousand years, really?

Could someone come up with a cool character arc that handles all of that in a reasonable way? I can't say they couldn't. Or maybe they do want to play a character whose ultimate interests will never align with the party...an alliance of convenience sort of situation. Those are my concerns though. It feels like inviting Galtan revolutionaries into a Hell's Vengeance party.


GM Netherpongo wrote:
I'm not sure that they'll find much evidence that would reasonably dissuade them from that position over the course of the Adventure Path. They'd be hanging out with PCs, who tend to resemble reckless lunatics even on their best behavior.

Hey! Aurelian Fache is reckless, but he is not a lunatic!


That is understandable.

How would you feel if I say Paizo has already written a way around this?
According to the Mordant Spire Elf article on Pathfinderwiki.com there is a faction within the Mordant Spire, the Veiled Lanterns, who seek to break with the isolationism and xenophobia of their kin so they can cooperate with outsiders against what the see as the real enemy.

That said, if you are just not comfortable with the whole thing I'll think of something else.


I wasn't aware of that article at all, actually. I can't take time to read it right now, but based on your description it sounds like a legitimate way around the issues I was talking about.

Edit: to borrow from my Galtan revolutionaries example upthread, it would perhaps be someone from Galt, but is disgusted by the Revolution. Such a character might fit nicely in Hell's Vengeance.


Aurelian Fache wrote:
GM Netherpongo wrote:
I'm not sure that they'll find much evidence that would reasonably dissuade them from that position over the course of the Adventure Path. They'd be hanging out with PCs, who tend to resemble reckless lunatics even on their best behavior.
Hey! Aurelian Fache is reckless, but he is not a lunatic!

I'll agree that Aurelian isn't a normal variety of lunatic.


So, if we could do a Spiresworn Elf Veiled Lantern, I'd do that. Otherwise, I'm thinking of a human Sword-Binder Wizard or a Deep Shaman of some description.


I present to you Etune Greenwaithe, halfling Deep Shaman, sailor, and swimmer extraordinaire, and Hosetter, her blue-ringed octopus spirit animal.

Er, she just needs feats. Which I'm getting to.

Scarab Sages

I couldn't quite get where I wanted to go with an Investigator, so it'll be Inquisitor of Brigh going into Evangelist instead. Either human or half-elf. I'm sticking with Pathfinder Recruit as the campaign trait.


Might also throw in a dot.

Grand Lodge

Enzo the Elven Arcanist throws his hat in the ring.


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Here's my application.

Kassiani is a half-elven Rogue 1 / Sanctified Slayer Inquisitor of Brigh 6. She's a Pathfinder Agent who needs a break from her old life.

I'm still working on details but the mechanics are mostly finished and her background is completed.


Ooh, Brigh. A rare deity, but interesting.


Bharnarol would also have worked well for the character, maybe even a tad better given the life mission she's taken on for herself. But he's extra obscure, and I'm still weighing going into Evangelist, which doesn't exist for Bharnarol.


This Jovich's submission...
I am almost finished adjusting.
I do have a question
since we are coming in at 7th Level and in Book 3
Do you want a background for the characters?


Kassiani Timarete wrote:
Bharnarol would also have worked well for the character, maybe even a tad better given the life mission she's taken on for herself. But he's extra obscure, and I'm still weighing going into Evangelist, which doesn't exist for Bharnarol.

Wow, you aren't kidding. I didn't even remember he was a thing.


Zilybar Gnaz: definitely include a background that would get your character into the AP. The approach we've used to bring in new characters in the past was to have them arrive on supply ships coming from Andoran as more colonists. You don't have to follow that model, of course, but it is an easy way to have your character make sense in the story.

In terms of handling how the AP is progressed, I'd have to give out a bunch of spoilers if I wanted you to include that material in your background now. So don't worry about it! Those who join the campaign will get a summary of what has happened so far and a chance to expand their backgrounds based on it.


Just out of curiosity, y'all aren't using Elephant in the Room Feat Taxes are you?

This is the updated version just in case: Updated

Anyway, I'm going to throw this guy in there: Sh'torek


I believe our first GM used the feat tax rules, but then the second didn't. I'm not sure what Netherpongo plans, since I don't think we've discussed that.


This is Fighting Chicken's submission. I ended up ditching the occultist build as an Archaeologist Bard really fit the backstory I wrote.

If selected, Taty will provide good support, with strong knowledges, two social skills, and UMD. She's got some spells to buff the party, and with a reach weapon and the ability to give herself and allies the Outflank feat through a bardic masterpiece, she can facilitate AoOs with flankers via crit fishing.

On the other hand, her AB and damage are middling without a lot of setup, and her AC is abysmal, so she's intended to be a second liner, or at least protected with a bit of reach.

Personality-wise, Taty is a fairly accomplished and - in some circles - minorly famous explorer. She's genial and culturally competent, but a bit full of herself, which I imagine would play well off of Aurelian's personality, where I could see them being friendly rivals.


“Nicolai Wiccfalz“
Party Role: Face, Knowledge Monkey, buffing

Background for players:

A fisherman and a trader, Nicolai talked his way onto the expedition as a man who could help feed the colony immediately (fishing), before crops came in. Now he's here, he's making his making a living as a a jack of all trades, able to do nearly anything, but spends most of his time storytelling. He says he was a younger son, thus was not going to inherit the family boat, and would have been a crewman all his life if he’d stayed at home…
Nicolai claims to have won his boat in a card game and decided to leave town thereafter because of the hard feelings engendered. He talked his way on with the colonists, and his fishing boat was towed behind the ship as it crossed the Arcadian Ocean to a new life.
There are those who figure he simply stole the boat, or even is a former pirate, looking for a place to hide… Certainly, there are things that add to the rumors. He flies his own personal flag and few fisherman use a lucerne hammer as a fisherman’s gaff (although it does work fine), nor wear a chain shirt...

Background for the GM:

His gills pulsed as he waited to hear the council’s orders, deep in the sea-cave fortress. The elders had summoned him; they had a mission for him. The head of the council spoke: ” Il-kuġini tal-wiċċ tagħna qed jibdew jerġgħu joqogħdu fuq Azlant. Dan żgur li jqajjem is-slavers tal-qedem. Int forsi l-iktar aġent versatili tagħna. Infiltra l-kolonja. Sib l-infezzjoni. Kawterizzah.” {Our surface cousins are starting to re-settle Azlant. This is sure to arouse the ancient slavers. You are perhaps our most versatile agent. Infiltrate the colony. Find the infection. Cauterize it.} The elders had spoken, their will would be done.

Kaccatur is a Gillman anti-Aboleth agent, assigned to infiltrate the human mission to Azlant to engage the ancient enemy – the elders are sure the abominations will be actively scheming, now that the humans are returning to the ancient homeland…

His clan, the Riħiswedunar, have been resisting the Aboleth for millennia (slime-hunter racial trait). Kaccatur was born 27 years ago, near Escadar (Absalom), and has seen some of life both below and above the waves. He was raised in their traditions, and has inherited a fanatical hatred for Aboleths. He is a loyal agent for the Riħiswedunar elder’s council, and is happy with his open-ended mission; if he succeeds, he will be able to return to the clan with great honor and take a bride!

He has come to the human colony undercover as a fisherman (see player’s background).

Appearance:
:
Human, 6’2“ 210 lbs, green eyes, black hair. Well tanned and weathered – a man who’s spent a lifetime at sea. Scar on the back of his left hand. He’s a man who has a story for every occasion.

Appearance for the GM:
:
Gillman, 6’3“, 205 lbs, Purple eyes, sandy brown skin with dark brown hair, gills on his neck. Handsome and well formed.

Demeanour:

Charming, gregarious, has a smile for everyone. Always glad-handing, willing to talk about anything and nothing. Loves to tell stories.

Demeanour for the GM:

Colder and calmer, hates Aboleths and their servants.

Mechanical:

Kaccatur Telhama
Skald 7 (Red Tongue, Urban Skald)
Male Gillman (favored class: Skald)

Init + = +2 (dex)
Speed 30 ft

Defense
AC : 16 = 10+2 Dex +4 armor
HP 59 = 8 (d8 maxed at first) + 3 x 7 (con) + 30 (6d8)
Fort +8 = +5 Skald (7) +3 Con
Ref +4 = +2 Skald (7) +2 Dex
Will +4 = +5 Skald (7) -1 Wis
use cha in place wis vs charm, compulsion = +5 effective
CMD 19 = 10+5 Bab+2 Str +2 dex

Offense
Melee: ***
Ranged: ***
BAB : +5
CMB : +7 = +5 Bab +2 Str
Stats
Str 14 = 14 (5 pts)
Dex 14 = 14 (5 pts)
Con 16 = 14 (5 pts) +2 racial
Int 13 = 13 (3 pts)
Wis 8 = 10 (0 pts) -2 Racial
Cha 18 = 15 (7 pts) +2 racial+1 lvl 4
Feats : Flagbearer (1st), Scribe Scroll (Skald 1), Lingering Performance (3ed), Extra Traits (5th), *** (7th)

Traits : Resourceful (campaign), Irrepressible (faith), Almost Human (Social), Armor Expert (Combat)

Skills (4+1 (FCB)+1(int) /lvl) (skill roll NOT INCLUDING ACP)
Perception (+9= 7 Ranks +3 trained -1 wis),
Spellcraft (+11=7 Ranks +3 trained +1 int),
Use Magic Device (+14 =7 Ranks +3 Trained +4 Cha),
Intimidate (+14 =7 Ranks +3 Trained +4 Cha) & Rile
Bluff (+14 =7 Ranks +3 Trained +4 Cha) & Rile
Disguise (+14 = 7 ranks +3 trained +4 cha) & Almost Human

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Perform (Oratory) ( +14 =7 Ranks +3 Trained +4 Cha) This does Diplomacy and Sense Motive as well.)
Linguistics (+10=3 ranks +3 trained +2 int)
Perform (Dance) (+8 = 4 ranks +4 Cha)

Languages : Common, Aboleth, Aklo (int bonus), +3 linguistics ( Azlanti, Sahuagin, Alghollthu)

Mechanical notes for the GM:

Ok, the Almost Human trait is half-orc racial, but it’s perfect for Gillmen (and if I had to, I could do Adopted> Almost human, but it doesn’t fit the backstory).
Azlanti & Alghollthu languages from linguistics seems appropriate given the character background, but I’ll bring it to your attention…
His cover a Nicolai Wicfalz is a disguise that he took 20 on setting up – which would make it a DC 36 to penetrate ( 20 +14 skill +4 trait -2 cross race).

Class Abilities:

Seed of Discord (Su): The fiery outlook of the red tongue imparts instinctual knowledge to invest arcane energy into his proclamations and denouncements. The red tongue gains the following bonus spells known as he reaches the appropriate level to cast each spell: doom (1st), castigate (2nd), charm monster (3rd), denounce (4th), greater command (5th), mass eagle’s splendor (6th).

Rile (Ex): The red tongue is particularly skilled at provoking others to action, even when ignorant on a subject. He adds 1/2 his skald level on Bluff checks to deceive or conceal his motives and on Intimidate checks to improve a creature’s attitude. This ability replaces bardic knowledge.

Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21).
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.
Controlled Inspired Rage (Su): When the urban skald inspires rage, he does not grant the normal benefits. Instead, he can apply a +2 morale bonus to his allies’ Strength, Dexterity, or Constitution. This bonus increases to +4 at 8th level and to +6 at 16th level. The urban skald can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. The choice applies to all affected allies. The controlled inspired rage grants no bonus on Will saves, imposes no penalties to AC, and does not prevent affected allies from using Intelligence-, Dexterity-, or Charisma-based skills. This alters inspired rage.
Infuriating Mockery (Su): At 3rd level, the urban skald can inspire reckless fury in one foe within 30 feet. If the foe fails a Will saving throw, it takes a –2 penalty to AC and on attack rolls, cannot use any Intelligence-, Dexterity-, or Charisma based skills, and must succeed at a concentration check to cast spells (DC = 15 + spell level) for as long as it remains in range of the skald and the performance is maintained. At 7th level and every 4 levels thereafter, the urban skald can target an additional foe with this ability. This replaces song of marching and damage reduction.
Raging Song Rounds 16 = 3+3 (cha) +2*3 (level) +4 FCB

Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat.

Well-Versed (Ex): At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.

Versatile Performance (Ex): At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive),

Great Orator: A red tongue can activate his raging song performances only by using the Perform (oratory) skill. He must select Perform (oratory) as his versatile performance choice at 2nd level. This ability modifies the raging song and versatile performance abilities.

Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptiveAPG, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.
Spirit Totem, Lesser (Su) .
Savage Dirty Trick (Ex)

Back of the Crowd (Ex): At 3rd level, an urban skald has learned to maximize the defensive benefit of being near allies. He gains a +1 dodge bonus to AC when adjacent to 2 or more allies. This bonus increases to +2 at 9th level and to +3 at 15th level.

Uncanny Dodge (Ex): At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Spell Kenning (Su): At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes’ spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell.
At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day.

Lore Master (Ex): At 7th level, the skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action, instead of spending the normal time taking 20 requires. He can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.

Rogue Talents (Ex): At 7th level, the red tongue learns a rogue talent of his choice, treating his skald level as his rogue level. He cannot select a talent that requires or modif ies a class feature he does not have (such as sneak attack), and he must meet all other prerequisites. For every 5 skald levels beyond 7th, he gains a new rogue talent.
This ability replaces the versatile performance selections normally gained at 7th, 12th, and 17th levels.
Rogue Talent: Underhanded Dirty Trick

Duplicitous Rhetoric (Su): At 7th level, when a red tongue begins a raging song, he can select a single rogue talent he knows and grant it to all creatures under the inf luence of his inspired rage. If a rogue talent is limited to a certain number of uses per day, each creature affected is limited to a single use and cannot gain additional uses from a raging song for 24 hours, even if the red tongue ends his raging song and starts again.


Racial Abilities:

Medium: Gillmen are Medium creatures and have no bonuses or penalties due to their size.
Aquatic: Gillmen are humanoids with the aquatic subtype.
Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic creatures, they also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Amphibious: Gillmen have the aquatic subtype, but can breathe both water and air.
Slimehunter: Gillmen with this trait are from lineages that have fought against aboleths since the aberrations rescued their human ancestors. They receive a +2 racial bonus on saving throws against aboleth spells, spell-like abilities, and supernatural abilities. This racial trait replaces enchantment resistance.
Water Dependent: A gillman's body requires constant submersion in fresh or salt water. Gillmen who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Equipment: ???? gp:

Obviously this is incomplete, but you haven’t set a GP limit
Magic Items: A disguise item? Mithral Breastplate?
Weapons: Underwater Light Crossbow, 20 bolts, Cestus, Lucern Hammer, switchblade knife, dagger
Armor: Chain Shirt (intent to upgrade to mithral breastplate
Equipment: Explorer’s outfit, tent (small) 10 gp, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp),), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), poncho (5 sp), Fishing boat and equipment (*** gp)

Spells:
L0 (DC 13, *) Detect Magic, Read Magic, Mage Hand, Mending, Message, Sift
L1 (DC 15, 4+1): Grease, Saving Finale, Silent Image, Vanish, Timely Inspiration, Ears of the City, Doom (Seed of Discord)
L2 (DC 16, 3+1): Mirror Image, Pageant of the Peacock (bardic masterpiece), Heroism, Glitterdust, Castigate (Seed of Discord)
L3 (DC 17, 1+1) Haste, Glibness, Charm Monster (Seed of Discord)

and yes, I do need to think of what to do with that last feat...

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