The Journey of a Thousand Miles: Less a Couple Hundred - (Jade Regent AP) Rerecruitment


Recruitment

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Greetings, fellow roleplayers! The Journey of a Thousand Miles is not without its risks, and unfortunately a couple of my players have had to drop out of play, and I find myself in need of some other brave adventurers. I’m looking for one or two characters to complement these fine folks:

Hirabashi Yuto, Human Samurai (Yojimbo)
Teruko Kaijitsu, Human Oracle (Psychic Searcher) of Lore
and
Torra Voiliokerdam, Dwarf Geokineticist

Character Creation Rules:

Attributes: 25 point buy
Races/Ancestries: All core are welcome. Most Tian Xia associated races are also welcome - tengu, samsarans, and kitsune in particular. Planestouched will be considered, but generally uncommon creatures outside of that are less likely to be accepted.
Classes: No 3PP - sorry. Summoners must be unchained, all others may be chained or unchained. Rogues and ninja are equally welcome, and if you start as a rogue, you may later retrain to be a ninja, if you’re so inclined. Likewise cavaliers and samurai, but as we already have a samurai, they’re less likely to be chosen. Keep in mind the current party composition when choosing this.
Starting Level: 3rd
Hit Points: You get max at first level, then half your hit die+1 for each level afterwards. I find this removes some of the swingy nature of early combat.
Wealth: 3000 GP
Skills: I do use the Background Skills variant rule from Unchained.
Traits: Two traits, one of which may be a campaign trait, but does not have to be.
Campaign Trait Notes: There are a couple campaign traits that are inappropriate for the current state of affairs. Specifically, Younger Sibling for Ameiko or Sandru would not make sense in the current game state. Foreign-Tongued (Ameiko) allows you to take Minkaian rather than Tien.
Formatting for character sheets: Please ensure that your stats are easily available to me. If I cannot find something, I’ll let you know, but if I do, I’d like you to change it so that I can more easily find it - that is, don’t just point it out to me.
Backstory: Give me a story, with hooks and such! I don’t need a novella (but it wouldn’t be bad to have one), but I want at least a few paragraphs that let me know who your character is, and why they’re adventuring, etc. See below for more specifics.

Subsystems:

We aren’t using the caravan or romance rules from the AP. I’ve only heard bad things about the former, and the latter feels arbitrary and forced to me. That is not to say your characters can’t romance NPCs, just that they won’t do it using the mechanical system.
Redemption mechanics, though unlikely to come up, are open - sparing enemies might help you in the long run!
I may use the sanity mechanics from Horror Adventures later on in the AP, but that’s a long ways off.
Level Ups will be handled by Milestone - I don’t like having to track XP.

The party is currently at the ruined village of Brinewall in the northernmost reaches of Varisia, brought there by a letter they found in a swamp to the south of Sandpoint.

I have a couple ideas as to how your characters might be introduced: Firstly, your character was there all along in the caravan. This would be the answer if you want to have a campaign trait that ties you to one of the NPCs. Now they step in to take on the village of Brinewall. Alternatively, your character is present in Brinewall for other reasons - Ulfen characters in particular have a written-in reason to be present, but others can be brought there for their own reasons. This has many more possibilities, so we can chat about them either in the thread or via PM if you want to take this route.

Recruitment closes at 12 PM GMT-5 on the 6th of September.

Feel free to ask any questions, if you have them.

Dark Archive

I am interested. I think a Kitsune Kensai Magus would be fun to play in this campaign. I will put something together. I will make him to be able to handle traps as well to fit in with the party make up.


I'm intrigued. I am thinking about going with a classic Ulfen Barbarian. What would the easy tie-in be for an Ulfen be in Brinewall?


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Erm, it's not much of a spoiler, but I'd like to keep it a bit of a surprise, so...

Current Players Keep Out Please:

Essentially, a band of Ulfen adventurer-raiders came south from the Land of the Linnorm Kings to loot Brinewall, but got mostly slaughtered. An Ulfen PC interested in that particular reason would be a survivor of that largely doomed expedition.


Yes! (And hi again, Sensen!) I've wanted to play this AP for a while. Last time I tried, the group got to Brinewall before the GM vanished, so I'm not missing much. I'll think about possible character concepts. Looks like you can use a skill monkey, and as it happens I enjoy that type of character.

Dark Archive

Here is

Oshiron:

-------------------
Male Kitsune Magus (Kensai) 3
NG Medium humanoid (Kitsune, Shapeshifter)
Init +3 ; Senses Perception +12
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +3 Dex, + Shield, +3 Uncanny Defense)
hp 24 (3d8+6)
Fort +5, Ref +5, Will +4
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft
Melee: MW Katana +6 (1d8+2; 18+ x2)
Or
MW Katana +4 (1d8+2; 18+ x2)+ Spell and MW Katana +4 (1d8+2; 18+ x2) and Bite -1 (1d4+2; x2)

Ranged: Light crossbow +5 (1d8; 19+ x2)

Special Attacks: Spell Combat, Spell Strike, Bite

Spells Memorized (CL 3rd; concentration +6)
Level 0 [3]- Arcane Mark, Detect Magic, Light
Level 1 [3]- Mage Armor, Shield x2
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 13, Int 17, Wis 10, Cha 8
Base Atk +2 ; CMB +4; CMD

Racial Abilities:
Natural Weapons: 1d4 bite in normal form.

Low Light Vision: See twice as far as human in dim light.

Skilled: +1 skill point [gave up Kitsune Magic and Agile]

Keen Kitsune: Change stats to +2 Dex and Intelligence instead of Dex/Charisma.

Change Shape (SU):  A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Class Abilities:
Arcane Pool: [4/4] (½ level + Int Mod- Swift action. Spend 1 point to get +1 Enhancement bonus. More at 5th.]

Cantrips: You have Cantrips.

Spell Combat: [At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. ]

Spellstrike: [At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. ]

Magus Arcana:
[Wand Wielder- Use a Wand or Staff instead of casting a spell when using Spell Combat]

Weapon and Armor Proficiency: Simple Weapons and a single Martial or Exotic Weapon [Katana]; No armor shield proficiency.

Reduced Spell Casting: -1 spell cast per day of each level.

Canny Defense: When wielding his chosen weapon he gains Canny Defense ability which grants an Intelligence Bonus to AC as a dodge bonus up to his Kensai level. He looses this if he is flat-footed or loses his Dex modifier.

Feats:
Weapon Focus (Katana) [From Kensai]
Arcane Strike [Swift Action. Gain +1 damage +1 per 5 additional caster levels to a max of +5 at 20th.]
Power Attack [-1 to hit for +2 damage. At BAB 4 and each 4 above the penalty increases by -1 and +2 additional Damage.]

Traits: Trap Finder [+1 Trait bonus to Disable Device and it is a class skill. You can also disarm magical traps.]
Seeker [+1 Trait Bonus on Perception and it is a Class Skill].

Skills: Acrobatics +6 (3), Disable Device +12 (3), Handle Animals +2 (3), Knowledge [Arcana] +7 (1), Knowledge [Dungeoneering] +7 (1), Knowledge [Planes] +7 (1), Linguistics +6 (3) Perception +12 (3), Ride +9 (3), Spellcraft +9 (3)

Languages: Common, Sylvan, Tien, Tengu, Minkaian, Skald, Aklo, Celestial

SQ:
Combat Gear : Eyes of the Eagle, Cloak of Protection +1, MW Katana, light crossbow
Gold: 213 Silver: 5 Copper: 8
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
Rations 7/7 7
50 ft rope Silk 1/1 5
Pitons, Silent 10/10 5
Waterskin 1/1 4
Backpack, Common 1/1 2
Bedroll 1/1 5
Belt Pouch 2/2 1
Spell Component Pouch 1/1 2
Grappling Hook 1/1 4
MW Thieves Tools 1/1 2
Bolts 20/20 2
Whetstone 1/1 1
Speed Sheath 1/1 1
Crowbar 1/1 5

Total Weight 61 total (51 in bags) 66 lbs light/ 37-133 medium / 134-200 heavy
--------------------
Spellbook
--------------------
Level 0: All

Level 1: Burning Hands, Chill Touch, Expeditious Retreat, Feather Fall, Keep Watch, Ray of Enfeeblement, Shield, Shocking Grasp, Vanish, Corrosive Touch

And his

Background:

Oshiron was born in a small city along the route between Tian and the trade routes to the other side of the world. His family worked to hide the fact that they were Kitsune, but eventually someone saw Oshiron change while playing in the woods outside of town. The lord of the village, Miyashita Midayu, found word of Oshiron and his family to be fascinating as he had only ever heard of Kitsune in stories before that day. He demanded that Oshiron be given as an apprentice to the head of his guard, Hai Gaihou, as he saw great benefit in having a trained warrior who could change his shape naturally.

Oshiron was apprenticed to Hai who began to teach him in both mystical martial prowess. Oshiron showed himself to be an apt student and eventually he reached the level of Kensai. Once Hai had said he was ready, Midayu began to order Oshiron to travel with the caravans as they headed north and then head back after reaching various sites along the path. Oshiron learned from various caravan drivers who showed him traps that bandits set along the path and how to disarm them so that the caravan's workers, animals or carts would not be damaged by what they left behind. Many of the men guarding the caravans thought Oshiron was crazy for not even owning armor, but he quickly proved himself valuable along the routes and so he had little trouble making friends among the different caravans.

Oshiron was set to turn back at the end of his most recent trek, but word of the Ulfen preparing to attack the city of Brinewall made him change his plans. He sent word back to his lord that he was going to investigate and see if the Ulfen might prove a threat to the trade or perhaps even to the city that Oshiron came from. Part of the reason Oshiron decided to do that is that he had hoped to see a caravan coming led by Shailine Monet, a Taldoran merchant who trades between the two sides of the globe. Oshiron had traveled with her several times and came to care for her. Her caravan should have passed Brinewall around the time that the Ulfen were attacking the city. When she did not appear and word of potential attacks reached him he decided he needed to move quickly to see if she was safe. So he decided not to worry about his lord's potential anger at him changing his mission, and instead set off for Brinewall.

Oshiron generally travels in his human form, but on occasion uses his Kitsune form when he wishes to hide the fact that he is doing something that others might not approve of.

Names are not meant to be in stone. So if there is a different female merchant or different lord that would be a better fit I am happy to change the names to make it work.


Awesome. I'm a tentative dot. The game I'm in recruitment for ends in the beginning of September so I'll make up a character if I don't get in.


I'm tempted to try again with my paladin (Sara) from the original recruitment thread. That said the party looks like it could do with an arcane character.


How would you feel about a Ratfolk?

They also have a heavy presence in Tian Xia, with their own underground kingdom that actually conquered surface cities in the past, more or less running Goka's Deepmarket and in a city in Kwanlai.
It would also be nice culture shock for an Inner Sea region Ratfolk to learn that his people have a more negative image in Tian Xia.


Here is Elvina Naieath for your consideration! She's a Varisian wanderer who supports allies and inconveniences foes. When she's not cackling or casting spells, she's shooting a crossbow. I originally created her for a different campaign but wasn't selected. Tweaked her to level 3. Her one point in Profession Herbalist is fluff for her character background.

Elvina would be part of the caravan group. It fits really well with her backstory. She's probably been to Sandpoint on occasion as well.

I'm familiar with Ameiko Kaijitsu from Runelords but I've never played Jade Regent. It looks fun :)


I am interested. Dotting in. I'll have something up soon.


Cuàn wrote:

How would you feel about a Ratfolk?

They also have a heavy presence in Tian Xia, with their own underground kingdom that actually conquered surface cities in the past, more or less running Goka's Deepmarket and in a city in Kwanlai.
It would also be nice culture shock for an Inner Sea region Ratfolk to learn that his people have a more negative image in Tian Xia.

Oops, I totally forgot about them. Yes, ratfolk would be fine by me.

I'll get to the other posts later today, I'm still kind of waking up.


I would be interested in resuscitating Scera from the original recruitment. I'm not sure how the rescued trait would work out a ways into the game though. I could probably figure something out since she is now higher level, maybe she was in an adventuring group and had her group get killed wiped out somehow "conveniently" leaving her stranded along the path the caravan would be taking.

I'll work on updating the character this evening/this weekend since I just got to work.


Okay, I'm awake now.

Linnea: Hi again! Looking forwards to seeing your ideas.

Malinor: No need to change the names, honestly - it looks good to me. I do wonder where you'd put the city that Oshiron was born in - it might just be along the ultimate path of the caravan, so I'd like to put some thought into it.

Ventiine: I kind of like Hedgie. A witch with a (mobile) familiar would be new to me as a GM, which might be why. But still, I find the idea of a hedgehog familiar oddly adorable. Other than that, I'm curious as to how old you see Elvina being, and when she left the Mierani Forest for wandering Varisia. It's quite likely that she's met Shalelu in the past, and possibly knew her parents (both of whom are sadly deceased by this point).

Scera: Good to have you back! I liked Scera before, and I'm keen to see how you'll change her to suit things. That said, she could still have the rescued trait, and just not have been "onscreen" so to speak, until this point. Unless that'd strain your credulity - it wouldn't bother me.

To everyone else: Thanks for your interest! I'm sure I'll see the usual outburst of excellent creativity that comes from these sorts of recruitments.


Fortunately the leveling up should be fairly simple and I will likely just have her have been "off screen" helping Koya along in the journey.

As far as leveling up I am debating whether to take 2 levels of wizard first or start to pick up the oracle levels I planned on taking. Probably wizard first because the gaining of her oracle levels should be a big transition in her story and it makes more sense to get the wizard levels done first.


Well, it looks like you lost your ninja and Cleric, I had applied in the original recruitment with TIng, a switch hitting Slayer from Kaer Maga’s Warren district. In that recruitment he had befriended and worked for Sandru.

Since I hadn't gotten in that game I cleared that portion off of his background. I will need to adjust him to third level. Do you have a preference as to the choices of how he joins the group. It would be easy for ting to have been working with the wagons the whole time but not necessary.

Aganhei GM wrote:
... I'm sure I'll see the usual outburst of excellent creativity that comes from these sorts of recruitments

I'm not sure I'm willing to promise an "outburst of excellent creativity" but I can promise consistent and competent posting...

What kind of posting rate is the game moving at presently and what kind of rate will you expect from new blood? Is the game at a pace you like, or do you want to invigorate it some?


Oh, yes, of course - I forgot to mention that. We're currently aiming for 1 post/day, though we've slowed down over the past couple weeks, due to various RL issues and my own faults with detail-obsession. I'd like to bring the posting rate back, and I think we've mostly made strides in that direction.

Silver Crusade

no samurai... unfortunate. I'll have a think.

Perhaps a Kitsune enchanter.

Also considering a catfolk ninja.

I do have one question- Do Ninja's gain the boons of the unchained rogue since they are technically an archetype and incompatible to level together? (debilitating injury, weapon finesse and dex to damage with a specific weapon type etc)

Dark Archive

I was planning on it being a city that the Caravan passed through. I did not select a city because I was avoiding potential spoilers, but I can look into it and select a city if that would help.


Nope, that's fine. I'll take my pick, then.

EDIT: Rorek, I wouldn't object to that, no. I haven't been running it as such so far, but I think it probably wouldn't break too much?


I'm dotting in, I'll have a character up soon!


I’m thinking a samsaran inquisitor of Shizuru, probably with the Good domain or Truth inquisition. She either pursued an enemy of the faith to Avistan or is investigating something that ties in with Zi Ha or the church of Shizuru… any ideas that would fit in with the campaign?


There may have been something that led such an inquisitor to Brinewall because of how (and why) the castle fell - she would not know why Shizuru tugged her there, but the Empress of Heaven would surely be invested in it.


I don't think it should too much. I played a game with one that got the unchained updates, the only noticeable thing was that he had a little easier time getting sneak attacks due to the vanishing trick. But it wasn't overly problematic, comparative to the barbarian/samurai.

On that note, this is a ninja I orignally made for a homebrew game with eastern and Arabian theme/flair.

His backstory may need a few twicks, but I think it wouldn't be overly difficult. I'll have a sheet up for him tonight or tomorrow.


@Aganhei thanks for your timely reply. I expect this will be a popular thread due in part to your consistency!

Age: 110 + 6d6 ⇒ 110 + (6, 5, 1, 5, 6, 3) = 136
Being an elf, I see Elvina as easily being over 100 years old. She probably spent a brief (lol, elves) 76 years in Mierani Forest, reading and fulfilling her duties. Then, another 60 as a Varisian wanderer.

Yeah, I was thinking Elvina would probably know Shalelu since they're both elves. With your permission, Elvina and Shalelu could be friends and Ameiko an acquaintance. Since (judging from your Gameplay) Ameiko and Shalelu are close friends, right?

Rise of Runelord Shalelu spoilers:
(With your permission) Elvina may have also met Jakardros, who was Shalelu's mother’s lover at one time. Shalelu called Jakardros her stepfather. Elvina probably knew Shalelu's mother depending on when she was slain in a dragon attack.

I don't remember learning anything about Shalelu's birth father in Runelords.

How do you feel your players referencing an NPC from another AP (Runelords) that is related to an NPC in this AP?


I don't mind that, Ventiine. Mind you, she'd be just a handful of years older than Shalelu herself, which would mean she'd also have had the chance to meet her father, who died when Shalelu was quite young.


Aganhei GM wrote:
There may have been something that led such an inquisitor to Brinewall because of how (and why) the castle fell - she would not know why Shizuru tugged her there, but the Empress of Heaven would surely be invested in it.

Works for me! I'll get to work on a sheet today or tomorrow. Thanks for allowing Tian Xia races, samsarans are an interesting race and I always wanted to play one.

Silver Crusade

I'm also quite interested in this adventure path as I've heard it's supposedly one of the very best ones! Applied a few times in the past but competition has always been very fierce.

Though, that said, my formal application might be closer to the deadline. I need to evaluate my writing time the following week due to some real life circumstances, but should have a clearer picture by the sixth.

For now, I wanted to ask about my current concept just in case:

Minor campaign spoiler?:
I had an Ilverani (Snow Elf) Twillight Speaker (skald) as a submission for the last recruitment, as I was told the campaign will eventually cross the Icy Spine of the World by caravan into Tian Xia. I imagined her as either a guide of sorts employed to help cross that area, someone travelling to gather news of a particularly troubling prediction Koya might have made, or both.

Would such a character fit into the campaign? Or are we too far away from that area still to make sense?


Looks like Hirabashi Yuto has the frontliner role covered so I reskinned Sara to be an archer and changed her background to make more sense under the circumstances.

Sara’s Background:
My parents were wine merchants, they married late and died when I was little in an accident. Our caravan plunged down a ravine in sight of Sandpoint. Badly wounded, I was the only survivor. That's when Shalelu stepped into my life, she was the first one on the scene and did what she could for momma and pappa to make them comfortable but they had passed away by the time Father Zantus arrived. With nowhere else to go took me under her wing and from her I learned everything I know about bows, hunting and tracking.

Years passed and Shalelu became increasingly restless, itching to travel, so it came as little surprise when I learned she was following Ameiko on her grand quest over the crown of the world to far off Tian Xia. I too found life in Sandpoint stifling, the other girls my age spent their days gossiping about boys. I didn’t know what I wanted but I knew it wasn’t that! I’ve always had an affinity for people, finding it easy to make friends but I’ve never wanted more than that. I'd rather spend my time hiking with Shalelu or sitting on the beach sketching the boats and the sea and watching the world go by.

Around that time I started to feed songbirds down by the beach, after a week or so one of them took a shine to me and started following me around. I named him Tiki, he’s quite fearless and happily eats corn out of my hand. I thought he was just a bird at first, but he's something special, always nudging me to do the right thing as if he was my moral compass! When Shalelu talked about going away with Ameiko, Tiki got excited and I sensed he wanted me to go. I found I did too, so I signed on the caravan as a guard, and well here I am far away from the lands I once called home.

There's nowhere else I'd rather be, the home is where heart is and my heart is where my friends are. Ameiko is one of an kind and I fully support her claim, she deserves a chance!

Description & Personality:
Still in her first blush of youth, Sara is a few inches shy of 6 foot, with raven black shoulder length hair, pale skin (although she tans easily), brown eyes and a penchant for wide brimmed hats. Her smile is radiant and is often seen with an easel painting in the late afternoon light when the sun’s rays are golden.

When outfitted for combat, she is never far from her compound bow and usually wears a coat of lamellar steel. She has an old cold iron longsword as a sidearm but it’s rarely seen much use.

Sara has a warm personality and views combat an ugly truth, sometimes it can’t be avoided but it’s always worth trying. She is a starry eyed optimist, and is firmly in the belief that you need to show not tell when it comes to behaving well and being honourable. She enjoys travel and finds the quest to be both romantic and exciting. Sarah is not one to put on Airs and Graces and she is still quite shy around Ameiko.

Things Sara doesn’t know:

Tiki was sent by Shelyn and the Goddess of Art and Love has called Sara to be her Paladin.

Sara’s parents were murdered, their carriage was sabotaged to make the crash look like an accident.

Her name is also used in Tian Xia and she has a distant ancestor from there and she’ll fall in love with the place when she gets there.

How Sara might get added to the party:

Sara has been travelling along with the Caravan. At first she was unremarkable but along the way her powers started to manifest and people looked at her with new eyes after she helped defend the caravan from raiders.

Build:
Sara
Human (Varisian) paladin (chosen one) 3 (Pathfinder Player Companion: Familiar Folio 6, Ultimate Wilderness 210)
LG Medium humanoid (human)
Init +3; Senses Perception +7
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 25 (3d10+3)
Fort +5, Ref +5, Will +4
Defensive Abilities share will; Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron longsword +6 (1d8+2/19-20)
Ranged mwk composite longbow +7 (1d8+2/×3)
Special Attacks smite evil 1/day (+3 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid Shot
Traits seeker, student survivalist
Skills Acrobatics -1 (-5 to jump), Craft (painting) +5, Diplomacy +12, Knowledge (nobility) +7, Perception +7, Sense Motive +6, Spellcraft +7, Survival +8
Languages Common, Elven, Varisian
SQ lay on hands 4/day (1d6), lay on paws, mercy (fatigued)
Other Gear mwk lamellar (steel) armor[UC], arrows (20), blunt arrows[APG] (20), mwk cold iron longsword, mwk composite longbow (+2 Str), cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, torch (10), waterskin, wooden holy symbol
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lay on Paws (Su) Familiar can use lay on hands ability, including mercies for 2 lay on hands uses.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.

--------------------

Tiki CR –
Thrush (Pathfinder RPG Ultimate Magic)
NG Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 12 (1d8-2)
Fort +1, Ref +4, Will +5
Defensive Abilities improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite +2 (1d2-5)
Space 1 ft.; Reach 0 ft.
Domain Spell-Like Abilities
. . 1/day—bit of luck
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +3; CMB +1; CMD 6
Feats Skill Focus (Perception)
[b]Skills
Acrobatics +2 (-6 to jump), Diplomacy +1, Fly +12, Knowledge (religion) +4, Perception +11, Sense Motive +8, Spellcraft +1, Survival +5
SQ domain influence (Luck), empathic link, share will
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Special Abilities
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Bit of Luck (1/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Divine Guidance (Sp) An emissary can cast guidance at will.
Domain Influence (Sp, Su) Gain domain power.
Domain Influence Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.

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I really like samsarans. One day I shall play one, and I shall be quite happy.

Trevor86 wrote:

I'm also quite interested in this adventure path as I've heard it's supposedly one of the very best ones! Applied a few times in the past but competition has always been very fierce.

Though, that said, my formal application might be closer to the deadline. I need to evaluate my writing time the following week due to some real life circumstances, but should have a clearer picture by the sixth.

For now, I wanted to ask about my current concept just in case:

** spoiler omitted **

With regards to the spoiler - yes, that is a valid option, but know that that specific region is still about a book and a third away from where we are at the moment.

I'm not quite up to looking in detail at Sarah, so I'll come back to that - sorry.


Naumys here is my application. She's an Ilverani Elf who is a Twilight Speaker Skald. She's focused around archery, social skills, and party support and bluffing. Twilight Speakers lose most of the knowledge benefits of Skalds, but their Inspired Rage performance is replaced by a buff all character types can benefit from.

I'm still reworking her background and so forth but the fundamentals are all in place.

She would be joining the party at Brinewall.


One thing you might want to consider as an Ilverani is the fact that most of them use sobriquets when outside of their own culture - even among other elves. So it's worthwhile to consider what that might be.


Ah yeah, I'd forgotten about that. Thinking of one is gonna be fun!


This is RH's Slayer Ting. He's a switch hitter, but leaning on a dex build for a high init. and ability to deal with traps.

It looks like Hirabashi has melee/frontliner taken care of and Torra has ranged dealt with. Ting will be able to help on either end: while dealing with traps, perception and languages. I see that Hirabashi, Teruko and Torra are all lawful, so a little chaos might be fun. But don't worry Ting's very affable and the best sort of chaotic.

I found the backstory I had for him, I think it still works. Aganhei GM please take a look at it and tell me if you think it's too much. Originally you asked for some hooks so I tried to do that without giving him "too much" experience. Now that he's 3rd lvl that shouldn't be a problem. To keep things simple, I'm assuming he was with the caravan the whole time working for Sandru.

If I don't get the chance to say it later, thanks for running the game, we players appreciate it. Good luck to everyone.


Just to note- I think I may take a 1 level dip into samurai (warrior poet)

Purely so I can use naginata/katana as finesse weapons ;).

If I do though, I would gain weapon finesse as a bonus feat twice, would you be open to swapping this out for another feat? If not, eh. But, figured I'd ask.


I think I might have it: "Stars Like Rain".

Hm, I guess "Stars Fall Like Rain" is absolutely crystal clear about the meaning, but it's kind of long.


Emili was part of another Jade Regent campaign that (sadly) stalled out (coincidentally?) at Brinewall. He’s built mostly with the same ruleset, though he’ll have to increase his ability scores to match the 25 pt buy.

Mechanically, Emili is a whip fighter and planning on becoming a Sentinel of Calistria in the future. He’s not so much about dealing damage, but tripping/disarming/setting other folks up for success. He can deal damage when needed, but it’ll never be at the same level as a barbarian.

There are a few funky things with his build that were GM fiat in his previous game - the main one being the removal of Combat Expertise as a prereq for the various Combat Maneuver feats. If this is not something you would wish to continue, I can rework Emili to accommodate (we both just thought the Free-Handed Fighter archetype was a much better fit for his character idea).

Story-wise, Emili fits into an older brother and caretaker role. He’s friends with Sandru and grew up raising sheep before the opportunity to become an adventurer like his role model presented itself.

Please do let me know if there are any questions or concerns I can answer, and best of luck with the campaign!


There, that should have Scera fully leveled up and tweaked. I decided to go with the "she's been there in the background helping Koya all this time" idea since it sounded like something she would do. I just need to deal with upgrading equipment...guess I am not quite finished yet after all. At least I've got the biggest part done.

*EDIT*
There, equipment done as well.


I'm awake, I'm awake. Let's see...

Sara: Looks good to me. I do love the Chosen One archetype - it's so nice. Would you want to play Tikl, or would you prefer I did? Thrush familiars can speak a language of your choosing, after all.

Naumys: Minor nitpick - your sheet says "Humanoid (Human)," rather than "Humanoid (Elf)." Other than that, I like what I've seen! Also, thanks for the link to the rage powers thing - I'd been wondering that myself with my own Twilight Speaker.

Akio: You're right that your backstory doesn't require much adjustment - it'd look fine in Varisia or somewhere else in Golarion. As for the Weapon Finesse thing, I'd probably say no to the extra feat, unfortunately - sorry.

Emili: Currently your sheet has three traits - minor thing, but worth changing. As to your question... hm. Probably I'd ask that you'd take Combat Expertise, as one of my players (Yuto) currently has it, and I'd feel bad for him if I waived it for someone else.

Scera: Looking fine to me, as I mentioned last time - I do like the additions you've made, too.


@Agenhei: Ugh, I copy/paste in a sheet from another character to keep the formatting and make changes. I always miss something though. Fixed.

A few minor things:

I chose an Erutaki Coat for armor, but what time of year and so forth is it at the campaign's current location? Is it too hot for the location?

I like to refluff weapons when there isn't one that fits what I want the character to be using. In this case the boarding axe isn't literally a ship's boarding axe, but a hand axe with the spike for ice climbing. The kukri is a long, heavy bladed knife with an antler handle. I see Ilverani as being more basic and outside the mainstream as far as elven weapons are concerned. No elven curved blades and so forth. I wish the Broken-back seax wasn't exotic, it sounds like a good fit.

I've currently chosen Swift Foot as the Rage Power Naumys can share. It's not flashy, but who can't use a little extra movement? Rage Power are tricky to combine with Twilight Speaker though because moral and competence bonus are so common and won't stack with the baseline Inspired Ferver bonuses. If Naumys is selected I'd like to put Rage Power selection, including this first one, to a party vote to see what everyone likes most. Many of the classic go to rage powers aren't viable so it may be harder to find things players want. Does that sound alright?


Chosen One is one of my favorite archetypes too. Perhaps Tiki could be a shared resource, useful for RP and as an option for advancing the plot. Tiki knows things Sara does not, part of me wondered if that should include a foreign language but it's probably simplest if he knows Varisian.


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Naumys Sariandi wrote:

@Agenhei: Ugh, I copy/paste in a sheet from another character to keep the formatting and make changes. I always miss something though. Fixed.

A few minor things:

I chose an Erutaki Coat for armor, but what time of year and so forth is it at the campaign's current location? Is it too hot for the location?

It's currently autumn, but it's also nearly in the Linnorm Kingdoms, so it's... pretty chilly. An Erutaki coat wouldn't be that excessive.

Naumys Sariandi wrote:
I like to refluff weapons when there isn't one that fits what I want the character to be using. In this case the boarding axe isn't literally a ship's boarding axe, but a hand axe with the spike for ice climbing. The kukri is a long, heavy bladed knife with an antler handle. I see Ilverani as being more basic and outside the mainstream as far as elven weapons are concerned. No elven curved blades and so forth. I wish the Broken-back seax wasn't exotic, it sounds like a good fit.

Twilight Speakers in particular are known for their quarterstaffs, as those are the favored weapon of Findeladlara. Not a huge issue to be without one, but worth consideration. Other than that, I don't mind the reflavoring of weaponry like that.

Naumys Sariandi wrote:

I've currently chosen Swift Foot as the Rage Power Naumys can share. It's not flashy, but who can't use a little extra movement? Rage Power are tricky to combine with Twilight Speaker though because moral and competence bonus are so common and won't stack with the baseline Inspired Ferver bonuses. If Naumys is selected I'd like to put Rage Power selection, including this first one, to a party vote to see what everyone likes most. Many of the classic go to rage powers aren't viable so it may be harder to find things players want. Does that sound alright?

That sounds fair to me.


Looks around nervously at not being included in the comments.

Agenhei any observations on Ting? Happy to be willing to tweak things to make him more appealing...


Oh, shoot. I thought I'd gotten everyone. Sorry.

He looks fine - there're a few caravan guard NPCs I'd like to introduce to you if he gets selected. Just a minor question - why not go with the Caravan Guard trait? It's not a huge deal, but I am curious.


So is Ting Ting a double first name like Mary Ann or John Henry or is Ting the middle name? :o

Also, does being hatched present unique social barriers when understanding courting and romantic relationships of non-tengu? (How assimilated is he?) I can only imagine the hilarious dating advice a tengu might give.


Aganhei GM wrote:

Oh, shoot. I thought I'd gotten everyone. Sorry.

He looks fine - there're a few caravan guard NPCs I'd like to introduce to you if he gets selected. Just a minor question - why not go with the Caravan Guard trait? It's not a huge deal, but I am curious.

I had created this iteration of Ting for your original recruitment. After not getting in I altered him slightly, still first level but making him a little more generic, thus the change in traits. That's why I made the earlier comment about tracking down the 'original' backstory.

When I saw the re-recruitment said "one of which may be a campaign trait, but does not have to be." I focused more on making him third level and seeing that he fit the need of the group. If you had said "one trait needs to be from the AP", I would have pulled out the players guide and that would have been the selection. If I remember right that is what it originally was. But if I'm picking between +1 to survival or + 2 to init. I'd rather Ting be faster in combat. There's a few things he prides himself on, speed is one of them: Perception and trap skills are the others. Languages are just a happy bonus. He really likes the sound of his own voice.

If it makes a difference in the selection I'd be happy to change it back. Ting is a character that I'd love to play high enough to retire him.


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No big deal - I was just curious, as I said.


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Ventiine wrote:
So is Ting Ting a double first name like Mary Ann or John Henry or is Ting the middle name? :o

Good question, he goes by Ting, so I guess a middle name.

The Tengu (at least the ones from Kaer Maga) name their children from an event during or near their hatching. Then as they become adults some select another name, which ting has yet to do.

Depending on who you ask you'll get different answers on how his name came about. His mother Kankai says that it was raining the morning of his hatching and he was named after the sound of the rain hitting the tin roof. His father, Maous, says that he had to fight his way out of his egg and he was named after the sound of him chipping at the egg with his sharp little beak. His grandmother Zim said he was named after the sound of one of his clutch-mates rapping him on his empty head repeatedly.

Ventiine wrote:
Also, does being hatched present unique social barriers when understanding courting and romantic relationships of non-tengu? (How assimilated is he?) I can only imagine the hilarious dating advice a tengu might give.

lol great video! Ting understands some of the courting rituals of the mammals he works with, but the Kaer Maga Tengu are very traditional in the sense that the elders of the families still arrange marriages, and Ting has no desire to settle down so he avoids the topic as much as possible.

Silver Crusade

All right, the other Ilverani submission had me rethinking my submission for a different character, one I might have more inspiration for as well. I wanted to ask, for those of us not familiar with the AP past the information presented in the player's guide (as in, have never played even part of it), are all caravan members aware of what their eventual destination is? Do they know they're heading for Tian Xia?

If so, my altered concept would be a physician apprentice, who in the process of styduying different kinds of healing makes joins the caravan in hopes of learning more on medicine in Tian Xia. Of course, only to learn he has more ties to the country (and probably Ameiko, mostly) than he originally thought. I'd obviously have to fleshen this out a lot still, but it's the start of what comes to me now :)

Mechanically, it would be an alchemist of sorts focussing on a combination of healing, buffing, and a mix of melee and/or ranged combat. I've never played one and it seems he might fit the group well, able to help out on both the 'arcane' department and the martial one. If refluffing the 'evil' fluff components is allowed, he'd might be a vivisectionist alchemist roleplayed as a chirurgeon. Alternatively, a Grenadier/Chirurgeon who fights with a Nodachi (or Fauchard - as a giant scalpel) up close and bombs at range.


Aganhei GM wrote:
Currently your sheet has three traits - minor thing, but worth changing. As to your question... hm. Probably I'd ask that you'd take Combat Expertise, as one of my players (Yuto) currently has it, and I'd feel bad for him if I waived it for someone else.

Thanks for the feedback- the third trait (Opportunistic) is easily removed. I would swap out Slashing Grace for Combat Expertise since it seems that this group is less in need of damage dealers.

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