Recruiting player for COTCT


Recruitment


We have lost a Player to Real life sadly and are looking for a replacement.

Preferably a martial type to go with a Magus, Sorcerer/Rogue, Alchemist & Cleric.

Original recruitment thead here COTCT recruitment which has all the character build details.

5th level. 5th level gold to spend on equipment. Max HP at 1st, then roll for HP, if low take the average. Background skills & Elephant in the room are in use.

Any questions just ask.


I have a couple fighters to put into this. Let me read the Players Guide and see which I like better. Double-Sword wielder Two weapon warrior or Ronderlero Duelist.


Here is the character St. John Smythe I haven't updated to your build requirements but he's close. No love interest. Left Taldor to go to Sargava and was going to board ship in Varsia. While waiting for ship friend he was traveling with got addicted to shiver. He was originally made for Serpants Skull. Let me know what you think and if you want me to update him now.

Sovereign Court

I have a concept for a Shoanti melee Skald that I could give a whirl :-)


GM_DBH wrote:

We have lost a Player to Real life sadly and are looking for a replacement.

Preferably a martial type to go with a Magus, Sorcerer/Rogue, Alchemist & Cleric.

Original recruitment thead here COTCT recruitment which has all the character build details.

5th level. 5th level gold to spend on equipment. Max HP at 1st, then roll for HP, if low take the average. Background skills & Elephant in the room are in use.

Any questions just ask.

Hey GM_DBH, one question - when you say 'a martial type', do you mean someone who can hold his/her own in a scuffle, or a tank? Thinking if a melee Bard could fit the bill :D


@Trawets71. He looks good, as we are at the start of Book 2 you don't need a campaign trait from Curse of the crimson throne.

The party is fairly exotic in makeup, but solid in play. A Talden in a city with heavy Chelaxian roots like Korvosa could be interesting. :)

Albion, The Eye wrote:
GM_DBH wrote:

We have lost a Player to Real life sadly and are looking for a replacement.

Preferably a martial type to go with a Magus, Sorcerer/Rogue, Alchemist & Cleric.

Original recruitment thead here COTCT recruitment which has all the character build details.

5th level. 5th level gold to spend on equipment. Max HP at 1st, then roll for HP, if low take the average. Background skills & Elephant in the room are in use.

Any questions just ask.

Hey GM_DBH, one question - when you say 'a martial type', do you mean someone who can hold his/her own in a scuffle, or a tank? Thinking if a melee Bard could fit the bill :D

Both the Alchemist & the Magus are handy in melee, so someone who can hold their own in a scuffle is fine. Even the Fighter we've lost wasn't really a tank. He was trying out as a whip based fighter. :)

Dark Archive

Wondering if the 3rd party Feat for Deadly agility is available, thinking of doing up a twf deceptive ranger style slayer


Degnax wrote:
Wondering if the 3rd party Feat for Deadly agility is available, thinking of doing up a twf deceptive ranger style slayer

That looks fine to take.

Sovereign Court

Alright!

Here is a simple stat-block for my submission: Chochok Tooth-Gatherer, a CG Shoanti Skald, with a melee focus!

Role in the Party:

For the most part, he fights in melee with an Estoc, but when things get dicey, he can use Alter Self or Wild Shape to increase his number of attacks per round.

Apart from that, his spells focus mostly upon utility.

A Little Bit of Background:

Chochok Tooth-Gatherer is one of the many Shoanti who have been forced to live in the run-down slums on the edges of the city, after being driven from their traditional lands.

That would be bad enough, but his maternal grandmother was a Varisian woman, which marked him as 'different' to the other Shoanti slum children, making him a target of bullying. Chochok was forced to endure plenty of punishment, but he endured it with all of the fortitude and willpower he could muster.

This steely perseverance was recognised by an old, half-blind skald, who regaled him with the stories of his people, instilling a powerful longing for a homeland that he had never seen, and ancestors that he had never met, in the impressionable lad...

The Crunch:

Chochok Tooth-Gatherer

Male Human (Shoanti) Skald (Totem Skald) 5

CG Medium humanoid (human)

Init +6; Senses Perception +8

DEFENSE
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 47 (5d8+10) 4d8 + 8 ⇒ (7, 8, 8, 6) + 8 = 37
Fort +7, Ref +6, Will +5

+1 Save Vs. Disease

+5 on checks to stabilise, and die at -(Con+0.5xCL)

OFFENSE
Speed 30 ft.
Melee +1 Estoc +9 (2d4+5; 18+/×2)
Ranged -
Special Attacks
Skald Spells Known (CL 5th; concentration +7)
Cantrips (9 known): Detect Magic, Know Direction, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Spark
1st (6 known, 4+1/day): Alarm, Biting Words, Comprehend Languages, Cure Light Wounds, Feather Fall, Liberating Command
2nd (3 known, 2+1/day): Alter Self, Gallant Inspiration, Heroism

STATISTICS
Str 10, Dex 19, Con 14, Int 10, Wis 10, Cha 14

Base Atk +3; CMB +3; CMD 17

Feats Weapon Finesse, EWP: Estoc, WF: Estoc, Slashing Grace

Skills Acrobatics +12, Diplomacy +10, Perception +8, Perform(Percussion)* +10, Perform(Sing)* +10, Use Magic Device +10
*Background Skills

Traits: Reactionary, Varisian Immunity

Languages: Common, Shoanti

FC Bonus: +3 Cantrips, +2 1st level spells known

Combat Gear Amulet of Mighty Fists (Agile), +1 Mithril Chain Shirt, +1 Estoc, Cloak of Resistance +1, Boots of the Cat, Masterwork Backpack

SPECIAL ABILITIES
Heart of the Wilderness (Replaces Skilled Racial Trait)

Bardic Knowledge (Ex):
A skald adds 1/2 his class level (+2) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Raging Song (Su): (13/day).
- Inspired Rage (Su):
- Song of Marching (Su):

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

Versatile Performance (Ex): Sing (Bluff, Sense Motive)

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.

Totem (Su): (Mountain Lion - Tiger)

Song of the Beast (Su):

Totem Empathy (Ex and Sp):
Wild Empathy for felines, and Charm Animals (Felines) 1/day

Wild Shape (Su): (Caster Level CL-1)
1/day (Small or Medium Felines only)


My character would look something like this:

Reknar:
Reknar
Male half-orc bard 2/ranger 3
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +2 Dex, +1 dodge)
hp 37 (5 HD; 2d8+3d10+5)
Fort +7, Ref +11, Will +7; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bardiche +9 (1d10+7/19-20) or
. . mwk cold iron morningstar +9 (1d8+5)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1), combat style (weapon and shield[APG]), favored enemy (humans +2)
Bard Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—cure light wounds, feather fall, saving finale[APG] (DC 12)
. . 0 (at will)—detect magic, light, mending, message, read magic
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 13, Wis 10, Cha 13
Base Atk +4; CMB +8; CMD 21
Feats Arcane Strike, Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Endurance, Power Attack, Two-weapon Fighting
Traits fate's favored
Skills Acrobatics +7, Bluff +5, Climb +7, Handle Animal +8, Intimidate +7, Knowledge (dungeoneering) +8, Knowledge (local) +10, Linguistics +5, Perception +8, Perform (oratory) +9, Ride +9, Survival +8, Swim +7, Use Magic Device +9; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Orc
SQ bardic knowledge +1, favored terrain (urban +2), finesse weapon attack attribute, orc blood, track +1, versatile performance (oratory), wild empathy +4
Combat Gear wand of shield (50 charges); Other Gear +1 mithral breastplate, mwk heavy steel shield, mwk bardiche[APG], mwk cold iron morningstar, cloak of resistance +1
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in urban terrain.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Track +1 Add the listed bonus to Survival checks made to track.
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

=================================

I envision him as perhaps a sergeant in the Sable Company (considering taking that 4th level of Ranger,and grabbing a Griffon! :O) - if that is possible to start as, otherwise he could simply want to become one as a later objective. His 'Inspire Courage' would take the shape of 'barking orders and motivation' :D

An half-orc with a violent past like so many in the region, without really a place to call home he ended up in Old Korvosa, like many other half-orcs have.
A strong arm, resiliency, a great way with words, a rugged charisma, and the will to take on almost any job thrown at him, allowed him to make a better life for himself, and perhaps even gain a measure of respect among the local inhabitants (even more so if he is actually part of the Sable Company).

Mechanically he is a 'martial combatant with options', who tries to use as much advantages as he can. He will use a reach weapon and combat reflexes, and try to force their foes to come at them. He will switch to morningstar and shield if cornered into melee, he will buff himself and others while always trying to make them fight SMART. He commands some innate magic, but also puts his UMD to the best use he can (one of his most prized possessions is his wand of Shield).

Even though rough and callous sometimes, he is trying to be better.

I like several of the Player Backgrounds in the Guide, but not sure if they make sense since we are starting at level 5?


I’ve been wanting to play a Sable Company Marine Ranger Archetype in this AP for a while, never quite get the chance. I’ll try to put one together over the weekend.

Dark Archive

LOBROC CYNAL:

Chaotic Neutral Medium Human Slayer 5;

6ft, 180lb, shoulder length brown hair, beard, Hazel eyes, 28 years old

Init 5; Senses: Perception: +9

DEFENSE

AC 19, touch 14, flat-footed 15

hp 43

Fort 6, Ref 8, Will 3

Armor
Mithral Chain Shirt(+1)
ac:+5 maxdex:+6 spellfail:10% armorcheck:0

OFFENSE

Speed 30 ft.

Melee
Kukri(+1) to hit:+9 dmg:1d4+5 crit:18-20/x2
Kukri(+1) to hit:+9 dmg:1d4+5 crit:18-20/x2

Ranged
Shortbow to hit:+9 dmg:1d6 crit:x3

STATISTICS

Str 10, Dex 19, Con 14, Int 14, Wis 12, Cha 8

Base Atk +5; CMB +5; CMD 19

Feat

Deadly Agility; Double Slice; Piranha Strike; Two-Weapon Feint; Two-Weapon Fighting; Weapon Finesse; Weapon Focus: Kukri;

Class Features

Sneak Attack +1d6; Studied Target +2; Track; Talents: Ranger Combat Style 1; Rogue Talent; Combat Styles: Deceptive; Rogue Talents: Combat Trick;

Skills

Adventuring Skills
Acrobatics +12; Bluff +9; Climb +8; Intimidate +13; Perception +9; Sense Motive +9; Stealth +12; Survival +9; Swim +8;

Background Skills
Knowledge Local +10;
Lore Korvosan Underground +10

Magic Items

Slotless: Ioun Torch

Rings: Ring of Eloquence

Shoulder: Protean Cloak(+1) (base wis)

Equipment

2x Caltrops; 2x Oil, kerosine; 2x Potion of Cure light wounds; 3x Arrows, common (20); 3x Waterskin; 7x Rations, trail; Backpack, masterwork; Bedroll; Flint and steel; Hook, grappling, common; Rope, hemp (50 ft.);

Backstory:

Lobroc Cynal was once a typical young man in love. Set to be married to his childhood sweetheart, Munie, he was a man on top of the world. He had saved his wages from working for the Korvosan Guard for months to save for the ring he would give his love when he proposed marriage. He surprised her when she came home from her job as a tavern server, and she quickly said yes. They didn’t have much, but they were happy and were to be wed a month later. Then it happened; one fateful night a tavern goer had spotted the ring on her hand and had decided it was meant to be theirs instead. On the way home from work that night Munie had taken her usual way home by cutting through the alleys, and that’s when it happened. The tavern goer grabbed her and threatened her with a knife to give her ring and any money she had on her, but Munie refused to give up the ring her love had given her. In a rage the tavern goer, lunged at her with the knife and caught her right in the chest. It was the next morning that Lobroc’s coworkers, the Korvosan Guard, brought him to the site where his lover lied still. His heart shattered at the sight, and it was all he could do to keep his feet under him. His life felt meaningless and empty. As he stared at his partners lifeless body in shock and distress, he noticed the ring, the one he had worked months to have specially crafted, was missing. A rage came over him, accompanying the distress, as he thought about how someone could do this to the love of his life over a trinket. He vowed to himself he would not let himself grieve her death until his Munie could be avenged. He began scouring the pawn shops with fervor, searching for the ring. As fate would have it, he managed to find the shop it was sold too. He forced the, less than willing, pawn shop owner into giving up the description and name of the one who sold it to them. He finally had a lead, one that may take him forever to fish out, but a lead, nonetheless. He would find this person and force them to tell him if they did it or who they got the ring from. He had a direction now, one that staying in the guard would not allow him to pursue. He left the guard and sold all his belongings, as none of them had meaning to him anymore. Making his way to the underground of Korvosa to set up his new base of operations. He began taking odd jobs, using his experience in combat as a guard to help him. He switched his weapons to knives, to make his revenge more poetic, settling on the kukris. He began to analyze anyone he came across, studying their weakness and strengths, and how to use them against them. The loss of his love had made him jaded, changing his morals and his bottom line no longer existed. 3 years have passed, and those odd jobs have gotten darker, almost anything to further his desire for revenge was acceptable at this point. He bounces from tavern to tavern, keeping himself free and taking jobs from anyone to pay for his drink and his bed. He has not forgotten, and he has not forgiven, and he is still on the hunt for the one that took his life away.

I think I got everything, let me know if I missed anything or if something needs to change

Planning on playing him as a twf Melee fighter using Feint and Intimidation to score Sneak Attacks and demoralize opponent. Out of combat he's kind of gruffer and prefers to lie and intimdate to get information out of people instead of coaxing, he's very knowledgeable on the Lore of the underground of korvosa and holds general knowledge about the local city as a whole

Dark Archive

Apologies, had to make some equipment ammendments. Here is the repost with accurate equipment and stats to represent

LOBROC CYNAL:

Chaotic Neutral Medium Human Slayer 5;

6ft, 180lb, shoulder length brown hair, beard, Hazel eyes, 28 years old

Init 5; Senses: Perception: +9

DEFENSE

AC 18, touch 14, flat-footed 14

hp 43

Fort 6, Ref 8, Will 3

Armor
Mithral Chain Shirt
ac:+4 maxdex:+6 spellfail:10% armorcheck:0

OFFENSE

Speed 30 ft.

Melee
Kukri(+1) to hit:+9 dmg:1d4+5 crit:18-20/x2
Kukri(+1) to hit:+9 dmg:1d4+5 crit:18-20/x2

Ranged
Shortbow to hit:+9 dmg:1d6 crit:x3

STATISTICS

Str 10, Dex 19, Con 14, Int 14, Wis 12, Cha 8

Base Atk +5; CMB +5; CMD 19

Feat

Deadly Agility; Double Slice; Piranha Strike; Two-Weapon Feint; Two-Weapon Fighting; Weapon Finesse; Weapon Focus: Kukri;

Class Features

Sneak Attack +1d6; Studied Target +2; Track; Talents: Ranger Combat Style 1; Rogue Talent; Combat Styles: Deceptive; Rogue Talents: Combat Trick;

Skills

Adventuring Skills
Acrobatics +12; Bluff +9; Climb +8; Intimidate +13; Perception +9; Sense Motive +9; Stealth +12; Survival +9; Swim +8;

Background Skills
Knowledge Local +10;
Lore Korvosan Underground +10

Magic Items

Slotless: Ioun Torch; Bag of holding, Minor

Rings: Ring of Eloquence

Shoulder: Protean Cloak(+1) (base wis)

Equipment

Backpack; 2x Caltrops; 2x Oil; 3x Potion of Cure light wounds; 3x Arrows, common (20); 3x Waterskin; 7x Rations, trail; Bedroll; Flint and steel; arrow, grappling; Rope, silk (50 ft.);

62gp 2sp 5cp

Backstory:

Lobroc Cynal was once a typical young man in love. Set to be married to his childhood sweetheart, Munie, he was a man on top of the world. He had saved his wages from working for the Korvosan Guard for months to save for the ring he would give his love when he proposed marriage. He surprised her when she came home from her job as a tavern server, and she quickly said yes. They didn’t have much, but they were happy and were to be wed a month later. Then it happened; one fateful night a tavern goer had spotted the ring on her hand and had decided it was meant to be theirs instead. On the way home from work that night Munie had taken her usual way home by cutting through the alleys, and that’s when it happened. The tavern goer grabbed her and threatened her with a knife to give her ring and any money she had on her, but Munie refused to give up the ring her love had given her. In a rage the tavern goer, lunged at her with the knife and caught her right in the chest. It was the next morning that Lobroc’s coworkers, the Korvosan Guard, brought him to the site where his lover lied still. His heart shattered at the sight, and it was all he could do to keep his feet under him. His life felt meaningless and empty. As he stared at his partners lifeless body in shock and distress, he noticed the ring, the one he had worked months to have specially crafted, was missing. A rage came over him, accompanying the distress, as he thought about how someone could do this to the love of his life over a trinket. He vowed to himself he would not let himself grieve her death until his Munie could be avenged. He began scouring the pawn shops with fervor, searching for the ring. As fate would have it, he managed to find the shop it was sold too. He forced the, less than willing, pawn shop owner into giving up the description and name of the one who sold it to them. He finally had a lead, one that may take him forever to fish out, but a lead, nonetheless. He would find this person and force them to tell him if they did it or who they got the ring from. He had a direction now, one that staying in the guard would not allow him to pursue. He left the guard and sold all his belongings, as none of them had meaning to him anymore. Making his way to the underground of Korvosa to set up his new base of operations. He began taking odd jobs, using his experience in combat as a guard to help him. He switched his weapons to knives, to make his revenge more poetic, settling on the kukris. He began to analyze anyone he came across, studying their weakness and strengths, and how to use them against them. The loss of his love had made him jaded, changing his morals and his bottom line no longer existed. 3 years have passed, and those odd jobs have gotten darker, almost anything to further his desire for revenge was acceptable at this point. He bounces from tavern to tavern, keeping himself free and taking jobs from anyone to pay for his drink and his bed. He has not forgotten, and he has not forgiven, and he is still on the hunt for the one that took his life away.

I think I got everything, let me know if I missed anything or if something needs to change

Planning on playing him as a twf Melee fighter using Feint and Intimidation to score Sneak Attacks and demoralize opponent. Out of combat he's kind of gruffer and prefers to lie and intimdate to get information out of people instead of coaxing, he's very knowledgeable on the Lore of the underground of korvosa and holds general knowledge about the local city as a whole


I have an idea for a fighter who served in the Korvosan Guard, a tanky sword and board type, but I have a question about how you handle the shield brace feat. RAW the polearm or spear is still a 2-handed weapon (and uses 1.5 Str and the better power attack bonus), but PFS has a rule that it counts as a 1 handed weapon (which negates those benefits but makes it a valid target for feats/abilities that only work with 1-handed weapons); which version do you use?

Dark Archive

Hello, I would like to put in Sumak. When will you pick the new player?

Sumak Wildheart:

-------------------
Male Human Bloodrager (Steelblood- Draconic Bloodline) 5
N Medium humanoid (Human: Shoanti)
Init + 2; Senses Perception +13
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 21 (+11 armor, +2 Dex, +1 Dodge)
hp: (5d10 + 10 Con + 10 FC + 5 Toughness)
Fort +6, Ref +3, Will +3
Defensive Abilities:
--------------------
Offense
--------------------
Speed: 25 (30) Ft
Melee: Greatsword +11 (2d6+6; 19+ x2)
Ranged: Longbow +8 (d8+4 ; x3)
Special Attacks:
Spells (CL 5; Concentration +6)
Level 1 (2/2): [3] Feather Fall, Long Arm, Shield
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 13
Base Atk +5 ; CMB +9 ; CMD 21

Racial Abilities:
Skilled: +1 Skill Point

Class Abilities:
Bloodline (Draconic- Blue Dragon):
Bloodline Power:
Claws: At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
Draconic Resistance: At 4th level, you gain resistance 5 against your energy type and a +1 natural armor bonus to AC. At 8th level, your energy resistance increases to 10 and your natural armor bonus increases to +2. At 16th level, your natural armor bonus increases to +4.
Bloodrage: The bloodrager’s source of internal power grants him the ability to bloodrage.

At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Indomitable Stance: At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
This ability replaces uncanny dodge.
Armored Swiftness: At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
This ability replaces uncanny dodge.
Blood Sanctuary: At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Blood casting: At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
IArmor Training: At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by 1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class feature of the same name.
This ability replaces improved uncanny dodge.

Traits
Framed (Dropout): +2 bonus on Spellcraft Checks.
Indomitable Faith: +2 Trait bonus to Will Saves.

Feats:
Toughness:
Dodge:
WF- Greatsword:
Armor Focus (Full Plate): Select one type of armor, such as chain shirt or splint mail. The AC bonus granted by the selected armor increases by 1.
Arcane Strike:
Eschew Materials:

Skills: Acrobatics +10 (6) [5], Knowledge: Arcana +10 [5], Linguistics (b) +5 [5], Perception +8 (13) [5], Profession [Soldier] (b) + 8 [5], Spellcraft +12 [5], Survival +8 [5]

Languages: Common, Draconic, Varisian, Shoanti, Necril, Infernal

Combat Gear: MW Greatsword (350 gp, lbs), MW Composite Longbow (+4 Str) (800 gp, lbs), Cloak of Protection +2 (4000 gp, - lbs), +1 Full plate (2650 gp, 50 lbs) [AB +11, Max Dex +2, ACP -4], Eyes of the Eagle (2500 gp, - lbs), Spiked Gauntlet (5 gp, 1 lb), 40 arrows (2 gp, 6 lbs)
Gold: 173 Silver: 4 Copper:
--------------------
Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll 1/1 5 0.1 gp

Background:

Sumak is a Shoanti whose family has lived in Korvosa for generations. Many of his family members were associated with the church of Abadar and worked as guards for the city. Because of this, Sumak was given training by the church of Abadar when he was framed for a crime. His name was eventually cleared, but he was considered tainted and forced to drop out of his work with the church. Although this happened, Sumak still has great faith in Abadar and creating a community that is safe for the Shoanti people in Korvosa. He has since worked as a soldier protecting merchants and looking for a way to join the city watch or the temple of Abadar once more.

What does Sumak bring to the table?:

Sumak is a Steelblood Bloodrager. He will focus on having a solid AC while being a melee damage dealer. He can also supplement his combat with spells that create utility, like reach when necessary, or additional AC buffs.
As a dropout from an arcane school, he also has excellent knowledge of Arcane matters and spellcraft which can assist the party in knowing what is happening during the missions.


Getting some interesting and colorful characters.

Since it's been such a good response I'll look over everyone on Monday and hopefully be able to announce the teams pick by then,

Thanks for imaginative and wild characters. :)


Got an idea for a languid halfling swashbuckler, of it's not too late will whip something up soon.


Hi GM! I'd like to offer Zahur for your consideration. I'm Sir Longears and I have been gaming with Jhon Gs for a while now.

Short Background:
First a disclaimer. Lately I'm preferring to go with just bare bones background stating only the basics so I can more easily adapt during the game. I can write a far longer one if required.

Zahur was born and raised in Old Korvosa. His parents are shoanti and there is some orc blood from his father side, making Zahur a third-generation half-orc with barely orc features (mostly his bulk size and some slightly bigger tusks). He is his mother's single son and his parents don't really get along at all, to the point that his father has returned to the Plateau.

Despite being a city-born, Zahur loves the outdoors, specially the mountains, so from time to time he visits his father in the Plateau and climbs the mountains. He is a pretty good climber as it happens. When in Korvosa, he runs a small bar/restaurant specialized in shoanti dishes. The place is small but slowly getting some notoriety, both because of the quality of the food and for Zahur's infamous rants... as it happens, he doesn't have much patience for annoying customers.

Party Role:
Zahur is a brawler specialized in improvised weapons. He mostly fights with his climber's grappling hook, for he cares too much for his precious kitchen knives to use them against a!++$~+s. He is... surprisingly good with his hook though.

Zahur is not remarkably tanky, but he should be very versatile specially with martial versatility. He is also very good with disarm and soon will be good with trip as well. Since he basically already has "everything he needs", his build could go in very different ways to supplement the others.

HP:
HP: 4d10 ⇒ (5, 2, 8, 3) = 18 6, 6, 8, 6

Sample RP:
"Zahur, some customers are complaining about the food... they are saying it is too strong..." Lira's voice seemed a perfect mixture of fear, anger and excitement.

"Strong! Ha! Nonsense. The tripe isn't strong, people nowadays are weak! That is the truth and you know it!" He doesn't even turn to her. He did not want to deal with her Varisian puppy eyes and her smirk. He had promised mother he'd stop ranting at the customers and that imp of a maid would not bait him.

"They say they won't pay..."

"Ha, that is why I charge first. I'm learning. If they do not want to eat, they can leave... I really don't get from where these annoying people are coming from..." And that was true. For a while he only cooked for the poor, mostly shoanti and varisian, but lately, probably because of some curse, some rich folk have been showing up.

"They said it smells and taste like s~*!..."

THUMP! That was the knife hitting the board. He hated to break a promise to his mother, specially since this was the second time this evening. Throwing the apron on the counter, it takes him two steps to leave the minuscule kitchen. He can see the eyes of the customers going wide. Are some of the f$#+ers amused?

"LIKE S~~#?" He scans the tables for the one with the tripe. "That I can't honestly counter, my lords! For I'm not used to the taste! Oh, I might live in Old Korvosa, but I don't spend my day licking an a~+@#*$* to the point of becoming a s#+@ taster!" Taking the fork from a shocked lady's hand, he tastes his own food. Delicious, of course, with bold flavors as it was expected for a classic shoanti goat tripe stew. "Out. My food don't deserve you bunch... you are confusing it for as you speak s$$+, my food now doesn't know where is your mouths or asses! OUUUUT."

He has basically to push the customers away, livid with anger, and to make things even worse, was there some laughs from the other customers? "This is a place to eat food!" He shouts back at the dinning room. "I'm not here to entertain you!"

Lira was... amused. How? Just how did this came to happen?


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I'd like to submit Karinna Porphyria, a fighter/vigilante who believes that she is the rightful heir to the Crimson Throne, and who has come to Korvosa from Kaer Maga to rally the people of her city against Queen Ileosa. She must maintain her cover identity until she has the support of enough of nobility to stage a coup, though word of her existence has spread in some channels-- and possibly even reached the ears of the new monarch. She believes that Field Marshal Kroft knows about her secret identity, though she has not yet had that confirmed, and has just received word that the commander wishes to see her about a new assignment.

HD:
4d8 ⇒ (4, 7, 1, 4) = 16


Here is my submission (still in progress). He's a former member of the Korvosan Guard who had taken a street urchin under his wing and was making sure he had enough food/clothing/etc until the kid disappeared; he tried to get the Guard to investigate but his superiors weren't interested in spending resources on one street kid. He did some digging in his off time that pointed him to Gaedren Lamm, and when his contract expired he left the Guard so he could get to the bottom of things. He's heard about Lamm's defeat (possibly through underworld rumors, depending on how public that is) and is seeking out the heroes who beat him (to confirm its true and) to thank them.

hit points:
4d10 ⇒ (9, 5, 5, 2) = 21

edit: for the purpose of "if its low take the average" does that mean total or per die? Like, do my rolls change to 9, 6, 6, 6, or does my total change to 24 (average for 4d10)?


Here is my submission. I read that a bunch of ships in Korvosa are crewed by halflings (because less space for crew = more space for cargo), so that's how she's made a living so far. She's a swashbuckler, but not the flashy kind, more wait-for-the-right-moment-then-act kind.
Still got to flesh out the background a bit and have to work out basic equipment.

Marigold Silverleaf

NG Halfling Swashbuckler 5

Description:

At first glance, Marigold embodies the essence of a seasoned sailor, her demeanor unassuming and her attire practical. Beneath a weathered poncho, she wears armor worn smooth by salt and sea spray. Her tanned face is shaded beneath a brown sou'wester hat that mostly conceals curly chestnut hair. The rest of her clothes are simple sailor garb, apart from a pair of red fingerless gloves, which, though faded, still catch the eye with their bright colour. Her movements are measured and deliberate, and she's often found reclining in her chair and puffing contentedly on her pipe.

Upon closer inspection, faint remnants of a scar can be seen across her jawline, and the rapier at her hip is sharp and well-cared for, and behind her languid demeanor her eyes remain sharp and vigilant, ever scanning her surroundings for potential threats.

Background:

* Many of the ships in Korvosa are crewed by halflings - Marigold has spent most of her adult life working on these ships.
* She had a bad experience in a fight at some point, which made her more cautious.
* She is currently between ships.

Crunch:

"Statistics
STR: 12 = Base: 14; Racial: (-2) Halfling
DEX: 16 = Base: 14; Racial: (+2) Halfling
CON: 10 = Base: 10
INT: 10 = Base: 10
WIS: 13 = Base: 13
CHA: 18 = Base: 15; Racial: (+2) Halfling; Misc: (+1) Ability Modifier (Level 4)

Fort: +3 = Base: +1; CON: +0; Racial: (+1) Halfling Luck; Resistance: (+1) Automatic Bonus Progression - Resistance
Ref: +9 = Base: +4; DEX: +3; Racial: (+1) Halfling Luck; Resistance: (+1) Automatic Bonus Progression - Resistance
Will: +4 = Base: +1; WIS: +1; Racial: (+1) Halfling Luck; Resistance: (+1) Automatic Bonus Progression - Resistance

AC: 23 = Base: (+10); Dexterity: (+3); Armor: (+3) +1 Leather; Shield: (+3) +2 Buckler; Deflection: (+1) Ring of Protection +1, (+1) Automatic Bonus Progression - Deflection; Size: (+1) Small; Dodge: (+1) Dodge, (+1) Nimble
Touch: 17
FF: 18

BAB: 5
CMB: 5 = BAB: (+5); Strength: (+1); Size: (-1) Small
CMD: 21 = Base: (+10); BAB: (+5); Strength: (+1); Dexterity: (+3); Deflection: (+1) Ring of Protection +1, (+1) Automatic Bonus Progression - Deflection; Size: (-1) Small; Dodge: (+1) Dodge, (+1) Nimble

Init: +3 = Dexterity: +3
Speed: 20ft
HP: 15
Languages: Halfling, Common

Attacks

Melee
+1 Rapier (Small) +12 (1d4+7, 15-20)
+1 Rapier (Small) +10 (1d4+11, 15-20) (Power Attack)
Sap (Small) +7 (1d4+1, x2)
Dagger (Small) +10 (1d3+2, 17-20)
+1 Rapier (Small) +10 (1d4+7, 15-20) (Combat Expertise)
Ranged
Dagger (Small) +9 (1d3+1, 19-20/x2)

Skills

Acrobatics: 13 = +5 ranks; +3 DEX; Misc: (+3) Class Skill; Racial: (+2) Sure-Footed
Appraise: 2 = +2 ranks; +0 INT
Bluff: 12 = +5 ranks; +4 CHA; Misc: (+3) Class Skill
Climb: 11 = +5 ranks; +1 STR; Misc: (+3) Class Skill; Racial: (+2) Sure-Footed
Diplomacy: 4 = +4 CHA
Disguise: 4 = +4 CHA
Escape Artist: 7 = +1 rank; +3 DEX; Misc: (+3) Class Skill
Fly: 5 = +3 DEX; Size: (+2) Size Modifier
Heal: 1 = +1 WIS
Intimidate: 4 = +4 CHA
Knowledge (geography): 1 = +1 rank; +0 INT
Knowledge (local): 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Perception: 7 = +1 rank; +1 WIS; Misc: (+3) Class Skill; Racial: (+2) Keen Senses
Profession (Sailor): 9 = +5 ranks; +1 WIS; Misc: (+3) Class Skill
Ride: 3 = +3 DEX
Sense Motive: 5 = +1 rank; +1 WIS; Misc: (+3) Class Skill
Sleight of Hand: 8 = +2 ranks; +3 DEX; Misc: (+3) Class Skill
Stealth: 7 = +3 DEX; Size: (+4) Size Modifier
Survival: 1 = +1 WIS
Swim: 5 = +1 rank; +1 STR; Misc: (+3) Class Skill

Race Features
Type (CRB 26): You are a humanoid with the halfling subtype.
Fearless (CRB 26): You receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck (CRB 26): You receive a +1 racial bonus on all saving throws.*
Keen Senses (CRB 26): You receive a +2 racial bonus on Perception skill checks.*
Sure-Footed (CRB 26): You receive a +2 racial bonus on Acrobatics and Climb skill checks.*
Weapon Familiarity (CRB 26): You are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.*

Class Features
Armor Proficiency: You are proficient in Light Armor. You are proficient with bucklers. *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Swashbuckler Weapons (ACG 56): Your preferred weapons are light or one-handed piercing weapons. Many of your panache and deed abilities require using these weapons.
Panache (Ex) (ACG 56) (4 panache points): At the start of each day, you gain a pool of 4 panache points that you can spend to accomplish deeds. You can regain panache by confirming a critical hit or reducing a target to 0 or fewer hit points with a swashbuckler weapon, as long as the target is not helpless or unaware and has at least 2HD.
Deeds (ACG 56): You have the following deeds:

  • Derring-Do (Ex) (ACG 56): When you make an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check, you can spend one panache to roll 1d6 and add the result to the check. You can do this after you make the check but before the result is revealed. If the d6 is a natural 6, you can roll another 1d6 and add it to the check. You can keep doing this as long as you keep rolling 6s, up to 3 additional dice.
  • Dodging Panache (Ex) (ACG 57): When an opponent attempts a melee attack against you, as an immediate action you may spend 1 panache to move 5 feet. This does not negate the attack, which resolves as if you had not moved, but grants you a +4 dodge bonus to AC against the attack. This is not a 5ft step and can provoke attacks of opportunity from other enemies. You may do this only while wearing light or no armor and only carrying a light load.
  • Opportune Parry and Riposte (Ex) (ACG 57): When an opponent attempts a melee attack against you, before they make their attack roll you can spend 1 panache and expend an attack of opportunity to attempt to parry the attack. Make an attack roll as if you were making an attack of opportunity, with a -2 penalty for each size category the attacker is larger than you. If your attack roll is more than the attacker's, you successfully parry the blow. If you parrry and still have at least 1 panache, you can make an attack against the creature as an immediate action, if it is within your reach. This deed's panache cost cannot be reduced by any ability or effect.
  • Kip-Up (Ex) (ACG 57): While you have at least 1 panache, you can kip-up from prone as a move action without provoking an attack of opportunity. You can kip-up as a swift action by spending a panache.
  • Menacing Swordplay (Ex) (ACG 57): While you have at least 1 panache, when you hit an opponent with a swashbuckler weapon you can choose to use Intimidate to demoralize them as a swift action.
  • Precise Strike (Ex) (ACG 57): While you have at least 1 panache, you gain the ability to strike precisely with a swashbuckler weapon, adding +5 to the damage. You must not attack with a weapon in your other hand, or use a shield other than a buckler. This also applies to a thrown swashbuckler weapon if the target is within 30ft. Targets with protection against sneak attacks or critical hits are not affected by the additional damage. The extra damage is precision damage and not multiplied on a critical hit. As a swift action, you can spend 1 panache to double this damage bonus on your next attack, as long as it is before the end of your next turn. You cannot reduce the cost of this deed with any other ability.
  • Swashbuckler Initiative (Ex) (ACG 58): While you have at least 1 panache, you gain a +2 bonus on initiative.
Swashbuckler Finesse (Ex) (ACG 59): You gain the benefit of Weapon Finesse with swashbuckler weapons* and can use your Charisma in place of Intelligence as a prerequisite for combat feats.* You count as having Weapon Finesse for meeting feat prerequisites.*
Charmed Life (Ex) (ACG 59) (3 /day): 3 times per day, as an immediate action before attempting to make a saving throw, you can choose to add your Charisma modifier (+4) to the result.
Nimble (Ex) (ACG 59): While wearing light or no armor, you gain a +1 dodge bonus to AC*. Anything that causes you to lost your DEX bonus to AC also causes you to lose this bonus.
Swashbuckler Weapon Training (Ex) (ACG 59): You gain a +1 bonus on attack and damage rolls with swashbuckler weapons*, and gain the benefits of Improved Critical while wielding these weapons.*

Traits
Careful Combatant (CoP 11): When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.
Helpful (Halfling) (HoG 30): Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Feats
Weapon Focus (Rapier) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Weapon Specialization (Rapier) (Core 137): You gain a +2 bonus on all damage rolls you make using this weapon.*
Fencing Grace (ACO 27): When wielding an appropriately sized rapier one-handed, you can add your Dexterity modifier instead of Strength modifier to that weapon's damage.* If you have at least 1 panache point, you gain a +2 bonus to CMD against attempts to disarm you.
Combat Expertise (Core 119): You can choose to take a -2 penalty on melee attack rolls and combat maneuver checks to gain a +2 to your Armor Class.
Power Attack (Core 131): You can choose to take a -2 penalty on all melee attack rolls and combat maneuver checks to gain a +4 bonus on all melee damage rolls. This bonus to damage is increased to +6 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +2 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.

Equipment
+2 Buckler, +1 Leather, +1 Rapier, Masterwork Alchemical Silver Dagger, Sap, Dagger, Ring of Protection +1


I ran out of time for now, but everything except my background is in my profile now (although my hp might need to be adjusted slightly).


Rolling HP 4 times, submission still wip.

HP: 4d10 ⇒ (4, 6, 7, 9) = 26 4 becomes a 5, 37 hp from leveling +10 from 14 con =47/47 hp.

background:

Aekold is a former drug addicted who succesfully unmessed himself in the Korvosan armed forces (picking up some pretty nice alchemy skills in the process), and has used his immense physical strength to act as a formation breaker against enemies. Alas, demonstrating this capabilities against the new all women elite unit, succesfully by overruning 3 of them like they were bowling pins, didnt exactly endear him to the towns new leadership, and he in essence got fired, with the specific firing grounds being "likely abyssal heritage", "sufficient bodily steroid levels to be a health hazard if he were to be turned into emergency rations" and "having a combat style that is also a noise violation".

Having some payback seems fine.

what does he bring to the table:

He is a very tanky lad, and can act as an occassional face, should this be needed.
He does not do all that much damage compared to a more conventional attacker, but his prowress at making people fall flat is considerable and thus enabling his party member is considerable.

personality:

He has a rather black if quirky sense of humor, his word is steel, and he is a teamplayer. He will talk a lot about workout routines with Ariadne, who manages the rare feat of having more HP then he does, talk about alchemy with Brigitta. And seems to have a similar sense of humor as the Vedika.

mechanics:

Aekold makes use of the overrun featline, and also does some nifty damage at level 5 from the combination of the siege breaker ability and bullette rampage style. At level 6 he gets greater overrun, so the party can benefit from the associated goodness. He then intends to get some vicious stomping going.
He uses the Abyssal bloodline because it could add an interesting demon vs devil angle, and the size increase at level 4 (character level 8) is really cool with this build.


I have a complicated rules question, and I am totally fine with whatever the GM is going to decide:

I am a combination of Steelblood, a Bloodrager archetype with armor training, and fighter (siegebreaker, which retains armor training).

My fighter levels and steelblood levels stack for the purposes of armor training, but only on the steelblood side. Steelblood gets armor training at level 5, fighters get it at level 3. When does my character, currently a level 2 fighter/level 2 steelblood, get armor training?

A) at when his combined fighter and steelblood level reach level 5

B) when his steelblood level reaches level 5

C) when his combined fighter and steelblood levels reach level 3

I think B is raw (i get the ability at steelblood level 5, before that i dont have the ability so it cant stack with any also existing fighter levels)
A) may be RAI (means I would get it at level 7 at my current building plan.
C) is my wishfull thinking :).

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Aekold Helstrom wrote:
Question

Unless the GM makes a house rule, you get armor training when you reach fighter 3 and/or when you reach bloodrager 5, so if you are both, you'll get armor training 2.

The phrasing on bloodrager doesn't actually let his levels attack with fighter, but the effects of the ability itself do stack. Because of this, both sides will increase on their own.

Here: Armor Training (Ex): At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by 1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class feature of the same name. This ability replaces improved uncanny dodge.

Example: The bloodrager gets armor training at lvls 5, 9, 13 and 17, while the fighter gets it at lvls 3, 7, 11 and 15.

Let's say you are focusing on the bloodrager side. You'll get armor training 1 at lvl 5. Then, for armor training 2 you can either reach bloodrager lvl 9 or multiclass to fighter lvl 3, and you choose the later. From this point on, to reach armor training 3, you'll need to either reach bloodrager 9 or fighter 7, so if you are bloodrager 8/ fighter 6, you'll still be at armor training 2.


4d10 ⇒ (4, 5, 3, 2) = 14

Eww.


dot


When I say take the average that means if your roll is low on a D10 then you take a 6 as the average. Then add your Con bonus.

Not a great amount but it beats getting a run of 1's & 2's for HP.

As for armor training it is as Sir Longears says. You get it at Fighter 3 & Steelblood 5.


I have some additional question, once more, any ruling by the GM is totally fine:

1: If I am a siegebreaker 3/Steelblood 1/Mutagenic mauler 1 and purchase a sash of the war champion, my effective fighter level for purposes of armor training is 7, would this allow me to grab an advanced armor training option?

2: Does Poised bearing stack with enlarge person for the purposes of defining the maximum size of things I can overrun? I am reasonably certain it does, which would result in me being "huge" for those purposes and thus capable of overrunning gargantuan creatures.

3:Overrunning vs fliers: As far as I understand, I cannot knock a flier prone if I fly myself and overrun him, but I can still inflict my siege breaker + bulette rampage damage (since this just needs a succesfull overrun attempt), I do not however get an AoO if If I have greater overrun since greater overrun specifically says "if they are knocked prone by your overrun", not "if you succeed at the overrun".

4:If I have greater overrun and vicious stomp, it seems that unlike greater trip and vicious stomp, I only get one AoO not 2 since both are triggered by someone falling prone next to me. Sadface, but I dont have the feats for that anyway.

But I do think that the build should actually work even on relatively high levels. I dont do jack against Ghosts, or against things with a way too high CMD, but it works, at reduced capacity, against fliers and not extremely high CMD foes.
A bigger worry is my willsave :).


Revised the backstory a bit, Aekold had a natural talent for violence, got caught up in some shiver related drug stuff, Marshall Croft had him arrested, but was sufficiently impressed she sorted him out. He then became a mercenary in the cities employ and has been away "adjusting the attitude of some nearby orcs tangentially related to the Hold of Belkzen".


HP: 4d10 ⇒ (7, 5, 3, 5) = 20

Submitting this profile. Getting it up to speed.


The recruitment certainly filled up quickly.

I'll close it here and go over the candidates with the rest of the team over the next few days.

Thank you everyone for such a varied and interesting selection.

===============================================================

@Aekold.

1. No, the sash boosts existing Armor training and Bravery. You can't take advanced training options. If you lose the Sash you're not able to use them.

2. Yes it does.

3. Correct. Can't knock a flier prone if they are in the air.


A list of who has sent in a complete application.

Trawets71 - St. John Smythe - Fighter (Rondelero Duelist) 5.
Luke_Parry - Chochok Tooth-Gatherer - Skald (Totem Skald) 5.
Albion, The eye - Reknar - bard 2/ranger 3.
Degnax - Lobroc Cynal - Slayer 5.
Malinor - Sumak Wildheart - Bloodrager (Steelblood-Draconic Bloodline) 5.
Sir Longears - Zahur of Crowstreet -brawler (hinyasi) 5.
Eriktd - Karinna Porphyria - Fighter (Lore Warden), Vigilante.
Giant Halfling - Andrei Markescu - Fighter 5.
Rabscuttle - Marigold Silverleaf - Swashbuckler 5.
Mightypion - Aekold Helstrom - Mutagenic Mauler 1; Steelblood (Abyssal) 1; Siegebreaker (3).


My background isn't in my profile yet, but I'll have it up before I go to bed tonight.


Andrei’s background is up and he’s ready to go. Good luck all.


Making final tweaks


Adding.

Ironperenti - Alistair Fox - Swashbuckler/Paladin.

We closed. No more thanks.


Have a great game!


A great pick and a great player! Enjoy!

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Aekold Helstrom wrote:
A great pick and a great player! Enjoy!

I believe the GM is just adding the name to the list, since Alistair was finished after the GM had closed the recruitment.

Selection is still ongoing.


Ah that's good news :D
Thanks Sir Longears!


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Sir Longears is correct.

I just added Alistair to the candidates. You are all still in the running. :)


How is the party looking wand wise? I have some cash left to burn on some party wide utility items.

I very rarely see poison used much by PCs so that definitly cool too.

Hilarious question: but can Vedika apply her poison to the outside of my armor, (I could get some armor spikes, due to Elephant in the room I have improved grapple because I have improved unarmed strike).


I hate to be impatient but do you by any chance have an ETA on a decision? Or would you possibly be open to PMing me and just letting me know if I’m not one of the ‘finalists’? I know these things time, and don’t want to make extra work for you, but there’s another game I’m considering applying to and I know I don’t have the bandwidth to add 2 new games.


Added some slice of life

slice of life:

One f!@%ing day, I will manage to dance the descent of the Valkyries in full plate armor. Now, technically that needs a flight spell but.
I say to myself in my room in the baracks, as I begin my little dance training, after making sure the door is locked and nobody is watching.

I can jump pretty high! Blessed be this unusual application of the Bullette style leap combined with a strength mutagen! OUCH On second thought, good f%+$ing thing I am wearing a helmet

I say to myself as I, fueled by my mutagen, jump a bit higher then expected, my head massively impacting with the ceiling above me.

I think rather little of my fauxpax, until Marshall Cresida croft kicks in the door sword drawn and... mirrored?

Antigravity spell? She says as she sees the helmet shaped dent on the ceiling
Is there a Glabrezu? Where? Quick!

Glab-what? Is this a specialist term for "burly dude in plate armor and on a strength mutagen trying to dance the descent of the Valkyries and hitting the ceiling by accident since he jumped a bit higher then expected?" I answer, knowing better then to lie to her.

No, its a jerk of a demon with claws, extra hands coming out from the nipples and a hankering for antigravity spells and She answers in rapid fire words, and then blinks

What did you just say? She starts laughing


One of the players was slow in responding but the others gave me their choices.

So congratulations Zahur of Crow street.

Sorry for the other characters, my players gave me several choices and the common one was Zahur.

Thank you for some interesting and imaginative characters.

If we do need another player in the future rather than recruiting I will first contact the people who posted here first.


Congrats, and have a great game!


It was fun building Aekold! Enjoy everyone!

Dark Archive

Happy gaming all!


Congrats, have fun.

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