Gauging interest for game types[Interest Check]

Any preference?

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Actually, given our makeup, what do we need more: a full bab character, or a divine caster?
 
Due to a nice cold, I didn't get a chance to do a full write up yet. I figured I would post the technical bits though while I was still conscious. I should have him fleshed out by tomorrow.


On a somewhat related note, does anyone have a good example sheet for posting here?


Name Tobedetermined The Third


Human Magus


Str 14


Dex 12


Sta 14


Int 18


Wis 12


Cha 11


Skills


Athletics 1


Climb 1


Craft


Fly


Intimidate


Knowledge (Arcana) 1


Knowledge (Dungeoneering)


Knowledge (Planes) 1


Profession


Ride


Spellcraft 1


Swim 1


Use Magic Device 1


Feats


Spell Penetration


Combat Casting


Trait


Westcrown Firebrand


Spells:


0th Level


All Magus


1st Level


Warding Weapon


Hydraulic Push


Burning Hands


Shield


Shocking Grasp


True Strike


Unseen Servant
 
Aww, Norts doesn't seem to like the idea of a full-arcane party. :P I think I've decided to go with a control monster because DPS Eidolons make the game boring, so I'm starting on mechanics. I alternate between the two during creation, crunch gives me something to hang fluff on which then helps me decide where to put other points which helps me round out personality, so I'll be working on both concept and sheet for just a bit longer. Norts, in terms of what we need, we have a melee caster, a healer-buffer, and a reach-control specialist, so I think we'd be best served with a nuke. Play what you like, though - I don't think any of us are too concerned with making sure to cover every base. A party with this many casters is sure to be able to find a way to do what needs done. I'm slightly more concerned with non-combat roles than combat, actually - hopefully Bushranger will be able to cover either thievery or diplomacy, but I'm not sure he'll be able to get both. Maybe I'll try to cover diplomacy, I'll let you guys know as soon as I get to Skills.
 
ooh, I forgot about the Witch. That Healing Hex is awesome when teamed with a summoner, btw - since you get a free heal per target per day, you can heal my Eidolon who doesn't regenerate and any number of summoned creatures, plus the whole party including familiars and companions, without using a single spell...


Yeah, if I were in charge of assigning roles, I'd ask you to play a Witch. I didn't mean to sound pushy about the all-arcane thing, though, it's just that three of us had picked arcane independently, and I thought it'd be awesome if the fourth did the same. I'm not going to be disappointed if you use something else. Play what's fun for you first.


I've gotten slightly busy between company and (sort of a kind of) work, so my full write-up will be a little delayed. I'll have it to you in the next few days at latest, though.
 
Write up is going to start once I decide what I'm doing. I'd love to just play a sorcerer, cause I could really do with less planning for all the characters I have in different games, but I think my concept, and what the party needs, point more towards the witch.
 
So...I tried to make my concept come out in the form of a character, but it didn't really work. I think I'm just all magicked out right now. So I checked with my other interests, and remembered fondly my previous night of 80's fantasy movies extravaganza. Thusly inspired, here is what I'm submitting:


Stat Rolls


Zasha the Red, Human Barbarianess


Zasha is swift. Zasha is strong. Zasha is beautiful. Zasha is cunning.


Zasha is also the only woman to have survived more than a decade in the gladitorial pits of Cheliax.


Born to bloodsport, Zasha has only two memories of her childhood: her father Olaf Gnurlsson fighting in the pits, his massive sword Jormundgandr rasied high, and his massive hands holding hers around the hilt of her first sword. As she grew, her father taught her to fight, to feel her anger bubbling deep beneath the surface: the furious battle rage that was the birthright of every Ulfen warrior. By the time she was 13 she could wrestle with the men, and win. By the time she was 15, she could lift her father's sword with ease. It was her happiest moment, and her father's proudest.


All happiness must end, however. She had always wondered how they had survived so well, been fed so easily when so many other fighters seemed to be starving. Her father's actions, taken to protect her, now came back to haunt their family.


He had stolen from powerful men, they said. Robbed them of a grand bet, by throwing a fight. They wouldn't stand for it.


That day, her father was tortured for the amusement of the Egorian nobility. He was fed to conjured devils when they were through with him.


They told her she would find plenty of work in the whorehouses, laughing as they sold her and her father's sword to a fat man from a place called Westcrown. In the darkness of a slave wagon, chained to the walls, she felt not sadness, or pity for herself. Zasha felt only one thing.


Rage.


Her new life at the rundown brothel did not begin well: she fought every madam who tried to sell her virginity, and broke the bones of every man who tried to take it. The last man who tried it was not put off, however, but rather seemed impressed with her skills. He bought her from the madam that very night, and before she knew it, Zasha found herself in the local fight pits, fighting for her life against wild beasts, deadly traps, and as many warriors as could be thrown against her. As she survived, oftentimes by the skin of her teeth, her legend grew. It didn't take long for her to develop her calling card: her bright red hair did it for her. Zasha the Red, they called her. A legend of the bloodsport pits.


After ten years, it seemed that all she would ever do was fight. Life had other surprises in store for Zasha, however. Ten years to the day she was bought, her master called her into his office. She had been unsure why he felt the need to be so secretive about this meeting. Usually he simply spoke to fighters in their quarters. He had been especially insistent, however, so she had come. What she found was hardly what she expected.


Laying on her master's desk was her father's sword, shining in the candlelight like she remembered it from so long ago. "This is yours, my Zasha. Take it, and go. You are no longer mine. You are free." His words rang in her ears, and it seemed the whole world had become a dream. She took the sword that night, and left.


Zasha never has understood why he let her go. What fight promoter lets their star attraction simply walk out? Confused, but excited, Zasha made the best of things. It isn't hard to find work of the more musclebound type when you bear the name of the most famous pitfighter in the city. After a year, Zasha has come into her own. She's made a new name for herself amongst those clientele seeking bodyguards. Few enemies are willing to face Zasha the Red in open combat, it seems.


So, whatcha think? This was all spawned from a desire to twist the Child of Infamy trait into something more visceral, and certainly less traditional. Would you be okay with me doing so?
 
And finally a name and some background. Sorry it took me so long, I was feeling somewhat under the weather this weekend and yesterday. I wanted to make this its own post, but I can combine the mechanics and background in this or another post sometime. Now, to find a good format for the sheet...


Korvus Wintrish, secret follower of Milani The Everbloom


Korvus is a man in his mid-20s, well-built, of medium height with the pale skin, dark brown, almost black hair, and dark brown eyes that mark him as a native of Chelliax, albeit of a smaller city called Westpool, north of Westcrown. He moved to Westcrown to deepen his training as a magus, hiring himself out both for magical expertise as well as muscle, experiences of both have served him well, but the best experience he may have gained was in finding those secretive followers of Milani, the Everbloom hiding within the city. They speak of a time when hope and good will once again come to Chelliax, and that the people must be ready to rise up and cast down the devil worshippers in power currently.


In standard Chellaxian fashion, Korvus has his own ideas on how that might be achieved. In honor of his patron diety, he often wears a rose, though he keeps a minor holy symbol of hers upon his person at all times.
 
I'm still pretty torn deciding between a reach/control Eidolon or a Master Summoner. It'll have some effect on my backstory too, as I'm planning to go human for the Master Summoner or half-elf for the reach/control specialist... if no one has an opinion on which I should do, I'll probably just finish both backstories and then decide which I like best. The half-elf will be a little more combat capable himself, and have a more powerful Eidolon to protect him and any other party members that need it. The human will be more of a traditional caster, solidly back row while he gauges how many of his spells to use up in a given fight vs. how many he'll need later on, probably using a simple ranged weapon. He can have a Summon Monster spell out at the same time as his (weakened) Eidolon, though, so he's still got some combat potential there. Or he can dismiss the Eidolon and start burning spells to simply crush the enemy beneath his army.
 
Well, here is Zasha's sheet. Feel free to look it over.


L1 Female Human Barbarian


CG Medium Humanoid (Human)


Init: +3, Perception: +3


AC 17 (15 during Rage) [+2 Dex, +5 Armor], Touch 11 (9 during Rage), Flat Footed 15 (13 during Rage)


HP 14 (1d12+2)


Fort +4, Ref +2, Will -1 (+1 during Rage)


Speed 40ft (30ft in armor)


Melee: Jormungandr (Mwk Greatsword) +5 (2d6+6, 19-20/x2) w/Power Attack


Str 17, Dex 14, Con 15, Int 11, Wis 9, Cha 13


Base Attack: +1, CMB +4, CMD 16


Feats: Power Attack, Furious Focus


Traits: Reactionary (+2 Init), Child of Infamy (+1 Perform (Act), always a class skill, 300gp)


Skills: Acrobatics +2, Intimidate +5, Perception +3, Perform (act) +6, Survival +3


Languages: Common, Ulfen


Racial Traits:


Bonus Feat


Bonus Skill
 
I just realized I'd never posted the concept I decided on, my apologies. I'm still working on a name, but otherwise my concept and sheet are both done.


My character was a half-elf born into a noble family shortly before the Thrune revolution in Cheliax. Still (comparatively) rich but mostly demoted in influence for failing to support the Thrune regime, his family's holdings have been whittled away at until they hold just a single manor house in one of Westcrown's high-end districts. Owing to the family's failure to produce a human heir, the bastard child half-elf stands to inherit what's left of the fortune - and he's certain forces stand assembled to take it from him. He's spent years preparing to take on the Thrune usurpers, and studying the way of the adventurer - he knows he can't fund or organize a military assault, so striking from the shadows will have to do. Additionally, to reduce the threats against him and to strengthen his personal power, he took up learning to summon devils - an outward show of loyalty to the Thrune regime - but was self-taught, and thus his magical style is previously unknown (or little known, at GM discretion) in Cheliax. He has hidden away all the things he thinks an adventurer needs, just waiting for an opportunity to strike, or even just to test his prowess and expand his capability.


N half-elf summoner 1


Age: 34


Height: 5'4"


Weight: 115 lbs


Skin: Fair to pale


Hair: gold


Eyes: Violet


13 STR


15 DEX


14 CON


11 INT


11 WIS


16 CHA +2 race = 18 CHA


Traits:


Lost Nobility and Rich Parents


Campaign Trait:


Conspiracy Hunter


(I was rather torn between 3 of the Campaign Traits, and ended up settling for this one. His background and motivation suggested Diabolist Raised and Westcrown Firebrand in addition to Conspiracy Hunter.)


Alternate Racial Traits:


Ancestral Arms and Arcane Training


Feats:


Extra Evolution


I have a full breakdown of what I bought with the money from the Rich Parents trait, but I won't bore you with it just yet. I still need to clean up his stats and make them presentable, probably as soon as we get a forum. I'll go ahead and say what I ~DIDN'T~ get with the money, though - no masterwork weapons or armor. No massive stockpiles of alchemical items (I think he has a handful of tindertwigs and a single acid flask). No poisons (although he very much wants them, and does have some equipment designed to use them). The only magical item is an everburning torch. Mostly what he has is general quality-of-life stuff that most parties try to cobble together eventually - a wagon, a few chests, rope, chalk, a ladder, a tent, a 10-ft pole (you can't adventure without a 10-ft pole). I don't think this Adventure Path has any overland travel or anything like that, but if it does, or if we decide to keep playing after the AP is played through, he's prepared with the stuff the party needs to share.
 
Right, it seems most of us have been slightly busy,but i should be asking for a forum soon.Remember that you have a total of 3 traits to choose from.


As you may or may not know until know, the adventure starts with an individual recruitment of your characters to a recently formed rebellious group that wants to improve the lives of the regular citizens of Westcrown.


Because, you know; corruption, haunted houses, increasing bandit activities and summoning arenas don't really make the nicest place to raise a family, and that's ignoring the shadow beasts that prowl around the streets every night, sometimes taking care not only of that oblivious thief that tried to enter your house, but also of your neighboor Ole Jonah, who probably received Pharasma's judgment with the nastiest hangover.


So, i need a reason to have your activities call the attention of the main members. The adventure starts with each of you attending to a meeting, but if you want, we can rp the initial recruitment.


gatherer818:Take into account that Aroden's death was in the year 4606, with the first Thrune monarch (Abrogail I) ascending on the year 4640. Considering the usual rule of PF dates on adventures (publication date + 2700) it's 4709. (http://pathfinder.wikia.com/wiki/House_Thrune). That beign said, a type of wiscrani (Westcrown natives) entretainment organizing fights between summoned devils or other creatures in arenas.
 
Sorry, I'm crap with the timeline - it works out better if we've been suffering under Thrune rule for longer anyway. Considering roughly 20 years to the generation, we've had just enough time for me to manage to say something like "Now I avenge my grandfathers' grandfathers!", which officially makes me epic. ^_^ The torch of hatred and pride has been passed just often enough that it actually carries some weight.


So, we can reword my original history a bit - I could have sworn I'd read it was newer than that, but I'm sure you know it much better than I do. My apologies. I get carried away crafting a background and don't let things like "canon" or "common sense" get in my way =P
 
Pathfinder fanatic here. Any chance you guys might need a fifth wheel? I have a Cleric concept stuck in my head for a while who'd be perfect for this game.
 
Madmal said:
I wouldn't mind much, but i'd like to hear more about the concept.
Okay!


In short, he's a sort of Robin-Hood-type. He's a grifter and con artist who just so happens to be a radical Cleric of Abadar (separatist ACF). He believes very strongly in the power of trade in regards to strengthening individuals and communities, in the philosophy of the rule of law, and the necessity of maintaining ordered communities. Most importantly, he believes all of those exist for the benefit of not just a few, but all individuals. However, he's a realist - he sees that power corrupts, and that in both economical and political systems, power develops to become ordered and centralized, and in doing so often becomes tainted by the very destructiveness the order evolved to prevent. Because of this, he believes that the only way to uphold the rule of law (common law, that is), he is morally required to bring disruption and disorder to the system, and that such subversive actions are carried out in accordance with returning the rightful spirit of order. His views mainly come from personal experience, having seen firsthand corruption in both the church of Abadar as well as among those in places of power.


As such, he sees the current powers in control of Cheliax to be an abomination in the face of the rule of law, and the Clerics of Abadar who carry on good relations with those in power to be terribly wrong. The Asmodean church, to him, is a corruption on the very nature of law. Naturally, these views have garnered him all sorts of unwanted attention. Being a consummate liar, changing identities often, and having a full understanding of the law has allowed him to escape most punishment, luckily.


As far as alignment goes, he will either be Chaotic Good or Chaotic Neutral (or Neutral Good/Neutral, if alignment restrictions are in effect - though Chaotic is more fitting for his nature). He will definitely have the Trade subdomain as his domain from Abadar, and his non-deity domain (c/o separatist) will be Trickery.
 
Sorry, I'm gonna have to bail before I even get you a full application. Things are getting busy for me, and will probably only get worse as the weeks progress. Have fun!
 

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