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Author Topic: Lost on the Planes (Recruitment Thread)  (Read 4767 times)

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Offline SheerFantasiaTopic starter

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Lost on the Planes (Recruitment Thread)
« on: July 04, 2014, 08:08:59 AM »


All surviving members of the Sasskiana, stand to attention.  This is the Master of Arms, Thrane Baellryn, and as of this moment the current Acting Captain for this vessel, following the death of Captain Shorn Baellryn.  For those of you who are still in confusion over events, I shall do my best to relate events that have passed to you.

Now three weeks into our journey, disaster struck a few days ago when the decision was made to journey deeper into the planes to the enigmatic First World of the Fey.  Instead we found ourselves in a realm of fire.  This is ordinarily not a problem for such a ship as the Sasskiana, but then the rocks of fire began to rain from the sky like rain.  With our hulls shattered and our sails ripped to pieces, we were forced plot an emergency course to the nearest intersection of Leylines and hope that we did not find ourselves in worse circumstances.

Pharasma be praised, we were given reprieve.  Unfortunately we have lost nearly one two thirds of our crew, including numerous senior officers and our captain.  As of this moment we are slowly losing altitude and will be putting down in a nearby bay for repairs, and hopefully landing parties will be able to find provisions to replace what we have lost.  I'm sure most of you were not here to perform more than your ordinary duties, but the direness of circumstance forces me to call for volunteers to aid in a series of potentially dangerous, but crucial endeavours.  All able bodied volunteers are to report to the captain's nest on the high deck for further instructions.



And there's the basic premise.  Our intrepid adventurers find themselves far removed from home, their vessel damaged and not a clue how to get back home.  Adventures as varied as the planes themselves follows as the crew of the Sasskiana (pictured on the top right) as they repair their ship and explore the worlds they alight upon, searching for some clue how to make it back home safely.

The initial crew of the Sasskiana was by no means completely reputable - the journey was one into the unknown, possibly dangerous, and several criminals were given a pardon if they agreed to crew some of the more undesirable jobs on the ship.  In short, the crew of the Sasskiana is varied: don't let preconceptions get in the way of a good and colourful character!

Characters originate from the world of Nasskaris (generic fantasy world; slight more advanced on the magic-tech scale; very limited connection to the rest of the planes; players have full creative input over where they come from on Nasskaris).  Post up you character concepts here so that we'll see what we have to work with, subject to the following:
  • First character created starts at Level 6, with 20 points to buy attributes (consider it your main character)
  • Subsequent creations start at Level 4 with 15 points to buy attributes.
  • To begin with, character races available are: all the core races; aasimars, androids, catfolk, changelings, dhamphir, ifrits, kobolds, orcs, samsarans, sylphs, tieflings
  • Characters can have up to 2 traits, or 3 if they take 1 flaw.
  • To be safe, stick with all official Pathfinder details by Paizo.  If there's something 3rd party that you want to use, bring it to my attention first.
  • I'm creating some campaign specific traits, so watch this space.
  • Starting equipment at 16,000 gp.
  • Occupation of some of the senior position will be available after the first adventure
  • Some things to include: personality, quirks, sexual inclinations, reasons for joining
  • Characters have full Hp for the first 2 hit die, after which they can roll or take the average (half the max number of the dice roll + 0.5) as is their preference
  • Campaign will use the fast advancement track for levelling.
  • Every adventure, everyone allocates a solid 30 lbs. from their weight allowance (i.e. a floating 30 lbs. that is always on them); they have 150 gp floating equipment bonus until 8th level were they have 200 gp, and 250 gp at 12th level.  This floating equipment is a collection of odds and ends that they can pull out of their backpack or pockets at any time until they exhaust their gp limit (the maximum value of any item you retrieve is 5 gp at a time).
If you think I've missed anything that should be included, just let me know!


Player   Character   Gender   Race   Class   Position   
Anon315   Ferren   Male   Android   Rogue 6   Ship's Security   
Autocad            What are Birds? We just don't know.      
Bibliophilia   Kivana   Female   Sylph   Gunslinger 6   Master Gunner   
CarnivalOfTheGoat   Iksenitrix   Female   Kobold   Alchemist 6   Quartermaster?   
Chulanowa            Wizard?      
ExisD   Maia Lea Tesar   Female   Elf   Conjurer 6   Master Artificer?   
Ghostwheel   Ramza   Male   Half-Elf   Oracle 1, Paladin 2, Sorcerer 3      
Jecter   Roderick Rutgar   Male   Human   Ranger 6      
Kongming   Alluan Shera   Female   Aasimar   Bard 6      
Loki Aesir   Tsume   Male   Human   Monk (Zen Archer) 6   Master Carpenter?   
Phaia   Rainna   Female   Aasimar   Witch 6   Cook!   
« Last Edit: July 14, 2014, 08:31:12 AM by SheerFantasia »

Offline SheerFantasiaTopic starter

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Re: Lost on the Planes (Recruitment Thread)
« Reply #1 on: July 04, 2014, 08:09:13 AM »
DECK 1
Open Air Deck & Command


1. Open Deck (formerly guest recreation, viewing and sometimes storage space)
2. Indoor Garden & Topiary (badly damaged.  formerly most relaxing place on the Sasskiana)
E. Elevator (runs through all three tiers of the Sasskiana, mainly for moving goods in bulk)
S. Stairs (the smaller ones lead below, larger one leads to the captains nest)

DECK 2
Central Habitation


Red Lines indicate sections of a room's wall that has been almost or completely destroyed.  Any room that has a red line for a wall is considered destroyed and its former purpose null.  Anything that was once in this room was sucked out by the air pressure, and exposure to fiery elements has ruined what remained within.  The walls must be repaired before the room is (reasonably) usable again, at which point it can be repurposes for whatever is deemed fit, though people can still go in and out of them in the interim.

The grey area is a corridor.

1. Navigation Room & Elemental Control (sort of a control room and (phantasmal/holographic) map room; formerly limited to officers)
2. Store room (considered storeroom, but in practice the Officer's armoury; formerly limited to officers)
3. Officer's rest quarters
4. Crew rest quarters
5. Kitchen
6. Pantry
7. Banquet/Dinning hall for guests
8. Laboratory/Test room
9. Guest quarters (for the high-paying guests who accompanied the expedition)
10. Storage room
11. Rare/Exotic Component storage (officer access only)
12. Captain's library (captain access only)
13. Captain's quarters (captain access only)
14. Sanitation room (baths etc...)
15. Sanitation storage
E. Elevator (runs through all three tiers of the Sasskiana, mainly for moving goods in bulk)
S. Stairs (leads to Deck 1)

DECK 3
Cargo Hold and Stables


Cargo was generally loaded here from the rear section of the ship.  The grey area is corridor and generally doubled as a launching area for the gryphons.

1. Roost Storage (storage of equipment and food for the Sasskiana's gryphons)
2. Gryphon Roost (4 remaining gryphons, only 2 in condition to fly)
3. Bulk storage compartments (mostly ruined and empty; anything that was here was used to repair critical areas of the ship)
4. Artillery decks (formerly had 8 cannons and 2 ballista per side. now only 2 cannons per side.)
5. Elemental chambers (former power sources for the ship. needs at least 1 huge air elemental to get the ship airborne again. no elementals present.)
E. Elevator (runs through all three tiers of the Sasskiana, mainly for moving goods in bulk)

OFFICER POSITIONS...
...and their requirements
The Officer positions are heavy on their requirements, but seem to offer no equivalent bonus as the Crew positions do.  This is because the Officer positions not are allowed to decide the crucial functions of the Sasskiana, but will also have opportunities for unique advancements which I shan't list right now as getting them down is an extra workload that will delay the launch of the game.

Master Artificer
Feats: Craft Wondrous Item, Magical Aptitude
Skills: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks
Spells: Able to cast 3rd level spells, able to cast make whole
Special: Able to speak Draconic and Thassilonian
The Master Artificer is given authority to decide what type of elementals go into the Elemental Chambers, and is the only person permitted to issue elemental binding cubes from the special stores.  S/he also possess one of two master control keys (the other in possession of the captain) that can insert or remove elementals from their chambers.  Is also responsible for keeping the delicate astral sails in good repair.  Advises the captain on necessary components needed for general maintenance and those required for the construction of new rooms with significant magical aspects.

Master Navigator
Feats: Skill Focus (Profession - cartographer)
Skills: Knowledge (geography) 5 ranks, Knowledge (planes) 5 ranks, Profession (cartographer) 5 ranks
Special: Able to speak Elven and either Orvian or Thassilonian
The Master Navigator has final say over which intersection of ley lines the Sasskiana should head for, as well as charting the general route the astral ship should take on its voyage through any particular plane.  Advises the captain on general conditions and dangers to expect.  If the ship re-establishes the map room, it becomes the Master Navigator’s personal quarters.

Master Physician
Feats: Skill Focus (Heal)
Skills: Craft (alchemy) 5 ranks, Diplomacy 5 ranks, Heal 5 ranks, Profession (herbalist) 5 ranks
The Master Physician is responsible for the general health of the crew, be it physical or mental ailments, and is also responsible for creating health poultices, medicinal kits, and a host of other items beneficial to the crew.  The Master Physician is also expected to serve as a discreet confidante to the crew and alert the Captain of any mutinous sentiments.

Master of Carpenters
Feats: Skill Focus (Craft – carpentry)
Skills: Craft (carpentry) 5 ranks, Knowledge (engineering) 5 ranks, Profession (engineer) 5 ranks
The Master of Carpenters is responsible for the mundane maintenance of the integrity of the ship, especially most woodwork.  The Master of Carpenters also has a final say on what mundane-type rooms are permitted to be built on the ship as well as torn down.  Whenever a new room is being built, the Master of Carpenters will be right there in the thick of it.

Helmmaster
Skills: Perception 5 ranks, Profession (helmsman) 5 ranks
Special: Base Reflex save +4
Though not an officer position per se, but the Helmmaster possess considerable influence given their having the life and death of the ship in their hands.  In addition, having experienced the actual feel and manoeuvrability of the ship first hand, s/he is the only person who can overrule the charted destination of the ship through a plane by the Master Navigator is they deem it too dangerous.

Quartermaster
Skills: Appraise 5 ranks, Diplomacy 5 ranks, Profession (quartermaster) 5 ranks
Special: Able to speak 6 languages, including Common and Dwarven.
The Quartermaster determines the distribution of cargo across the ship and makes sure that nothing is missing and everything is accounted for.  S/he he authorises the removal of cargo and items from store rooms to individuals on ship errands with the consent of the captain.

Master of Scouts
Feats: Animal Affinity
Skills: Handle Animal 5 ranks, Heal 3 ranks, Knowledge (nature) 5 ranks, Profession (cartographer) 3 ranks, Profession (stable master) 5 ranks
Spells: Able to cast calm animals
Special: Able to speak Elven or Sylvan.
Though titled Master of Scouts, the actual duties of the Master of Scouts is to keep the animals on board in good health and good temper, rather than to ride out with the other scouts.  They are also required to coordinate all the information returned to them by the actual scouts who report back, turning it into something coherent and legible to be delivered to the Captain and Master Navigator.  The Master of Scouts brings forth concerns about the ships existing stable stock and has the final say over what animals are allowed on board the ship (excepting familiars and animal companions).

CREW POSITIONS...
...and their requirements
Note that any character can serve a particular position on board the Sasskiana if they meet the requirements, but only characters who started in the post gain the bonuses the position offers.


Artificer
Requirements: Able to cast at least three 1st level spells and one 2nd level spell a day (either as a result of class levels or bonus spells form the relevant ability score)
Bonus: +3 to resist Fatigue and Exhaustion effects.
Artificers are arcanists who maintain the Elemental Chambers of the Sasskiana where Huge elementals are bound and power the astral ship.  A general day for an artificer is to work in pairs upon a single chamber, each dispensing the energies of three 1st level spells over a period of 6 hours (2 hours for each spell), and a 2nd level spell over a period of 1 hour into the Elemental chambers.  This prevents the elementals from ‘burning out’ and thus losing the power source.

Cabin Boy/Girl
Requirements: Acrobatics 2 ranks, Climb 2 ranks, Profession (scribe) 2 ranks
Bonus: Whilst on board the Sasskiana, the cabin boy/girl gains a +10 circumstance bonus to movement rates, resulting from expert knowledge of the most common pathways through the ship.
The cabin boy/girl is the Captain’s personal servant; generally acting a message runner, note taker, and cabin cleaner.  Usually has access to the captain at any given moment (to see if s/he needs anything) unless order otherwise.

Cook
Requirements: Profession (cook) 1 rank
Bonus: Having to work in a busy kitchen requires quick and deft hands, resulting in a +2 circumstance bonus to Sleight-of-hand checks.  Constant access to food (and hence rarely going without meals) also grants them better health in the form of a +1 bonus to Fortitude saves.
Cooks help the Head Cook to make large volumes of meals and scurry to fetch the latest ingredients from the hold.  For every Cook that works under the Head Cook, the kitchen can produce meals (breakfast, lunch, dinner) for up to 6 people on board the ship (e.g. if the Sasskiana has a crew of 20, it will require a team of 4 Cooks, to make enough food during the course of a day).  Cooks answer to the Head Cook of the ship.

Carpenter
Requirements: Craft (carpenter) 2 ranks
Bonus: Carpenters often have to maintain the astral sails and work on the side of the ship, granting a +2 circumstance bonus to Climb checks and a +1 bonus on Reflex saves.
Carpenters are responsible for the general mending of damage to the ship and basic maintenance of the mundane sort.  Carpenters operate under the direction of the Master of Carpenters.

Deckhand
Requirements: Profession (sailor) 1 ranks
Bonus: Due to the strenuous nature of their work, Deckhands gain the Toughness feat or the Skill Focus feat in either a Craft or Profession skill.
Deckhands are the most common workers on board the ship, generally assisting Artificers in mundane jobs, combating fires, and working the astral sails from the Captain’s Nest.  In a pinch, they also serve in battle if the ship is boarded, though they are not experts at it.

Entertainer
Requirements: Perform (any) 4 ranks total in any combination
Bonus: Entertainers gain a +1 circumstance bonus on Perception and Sense Motive checks, from having to keep an eye out for trouble and the unruly.  Additionally, Entertainers can make a Wisdom check (DC 15) to avoid being surprised at the start of combat.
Entertainers ideally serve to keep morale up on board the ship with dance, music, and song.  Practically though, on board a ship with criminal elements, rough soldiers, and rich bored guests, Entertainers (either by necessity or opportunity) often make other types of performances.

Gunner
Requirements: BaB +4; Acrobatics 2 ranks, Perception 4 ranks, Profession (sailor) 2 ranks
Bonus: Gunners are well used to aiming at distant targets.  The first range increment of a ranged weapon does not incur penalties when making an attack roll, but all range increments thereafter incur their full penalty to attack rolls.
Gunners work the artillery subdeck in the cargo hold, manning the canons and ballistae there.  When the Sasskiana does not have to use its artillery weapons, Gunners generally perform Deckhand duties.

Head Cook
Requirements: Appraise 4 ranks, Profession (cook) 4 ranks
Bonus: Long hours in the kitchen give the head cook a +2 bonus of Reflex saves vs. fire effects, and a +1 bonus to Fortitude saves vs. points
The Head Cook decides on what meals are prepared on board the ship, and is tasked with ensuring that meals are of an edible quality.  They also receive a special budget with which to buy food or ingredients when they get the chance to do so.  They also command the lesser cooks beneath them.

Scout
Requirements: Handle Animal 4 ranks, Perception 4 ranks, Ride 4 ranks
Bonus: When mounted on a flying creature, Scouts gain a +3 bonus to CMD to resist being Bull Rushed, or against any effect that would unseat them from their saddles.  Their constant vigil has also sharpened their senses, resulting in a +1 bonus to Perception checks.
Scouts on board the Sasskiana are trained riders of aerial mounts, who fly out from the ship to watch the horizon, survey the lands, and see the general weather.  All scouts report back to the Master of Scouts and require leave before taking a mount for a mission.)

SIGNIFICANT NPCS
(picture teaser)
The Sasskiana will boast 4 significant NPCs to accompany players on their journey through the planes, though they will be nominally stationed on board the ship.  All campaign traits link to these NPCs, and in addition to their other bonuses, grant a +4 bonus to relationship scores with relevant NPC (if you're familiar with Jade Empire adventure path, it works in exactly the same way).



From Left to Right:
  • Thrane Baellryn; Master of Arms & Acting Captain (Male Human; Mercenary captain of the Free Companions and Aldori Sworldlord of some fame, bastard son of the former Captain, Shorn Baellryn)
  • Illoryn Shast; Voice of the Forecastle (Female Elf; Experienced explorer and unofficial spokesperson for the 'rougher' working-class of the Sasskiana)
  • Tassil Lornfel; The Sasskiana's Charm (Male Half-drow; Desna's representative for this journey of exploration, and oft-considered lucky mascot of the ship)
  • Mellisan Nakillos; The Scholar of Planes (Female Human; Former noblewoman turned scholar and most knowledgeable person on board the ship regarding planar lore)

CAMPAIGN TRAITS
The following traits are campaign-specific traits that tie your character to a particular important NPC on board the Sasskiana and restrict the account of your history somewhat.  They are slightly more powerful than normal traits.  All campaign traits also grant a onetime +4 bonus to your Relationship score with the NPC associated with your campaign trait.

When the campaign trait lists more than one associate NPC, you must choose one from among them that the trait links to.  You may only choose one campaign trait at a time, though you need not choose any at all.

Best Friend
Associated NPC: Illoryn, Tassil
You are best friends with one of the NPCs, having known them since before the journey began.  By close association, you’ve managed to pick up a few things from your friend, but particularly their ability to interact with others.
Benefit: +2 trait bonus to; Diplomacy (Tassil), or Intimidate (Illoryn).  Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you.  In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend.

Chosen for Greatness
Associated NPCs: Mellisan, Thrane
Though many have always doubted you, your efforts caught the attention of the NPC, who believed s/he sensed you had untapped potential.  Though time passed by, the NPC always found the time to return and help you when you were stumbling, her/his unorthodox manner of teaching was easier to understand than what your conventional tutors had to offer.  In time, those who belittled you began to fall behind as you made great strides in your chosen area.  Wanting to repay the favour, you have followed your mentor on board the Sasskiana.
Benefit: If Mellisan was your mentor; +1 trait bonus on Spellcraft checks, and +2 bonus when using spellcraft to identify spells being cast and to identify the properties of a magic item using detect magic.  If Thrane was your mentor; twice per day, if you miss a melee attack roll, you may reroll that attack, but you must accept the result even if it is worse.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor.

Free Companion Hopeful
Associated NPC: Thrane
The Free Companions are a group of mercenaries led by Thrane Baellryn and have a reputation for getting the job done even if no one else can.  Always crisp and disciplined whenever they make an appearance in public, you’ve always wanted to be one of their number.  Despite your ardent efforts, Thrane has not accepted you.  But you have noticed that he allows you to remain close and even chat with his men and women on a casual basis, sometimes even relying on you to run errands.  When the Free Companions were contracted to provide security for the Sasskiana, and when Thrane invited you to follow, you knew that the day of acceptance could not be far now.
Benefit: +2 trait bonus on Profession (soldier), and +1 trait bonus on Will saving throws.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Thrane.

Hero Worship
Associated NPC: Illoryn
Almost everyone on the Sasskiana seems to admire Illoryn – her name has long been associated with daring journeys and ribald adventures in the most distant and inaccessible corners of Nasskaris – something you’ve known for a long time.  Unlike many, you have taken this admiration to a new level; you practically worship the thrill-seeking daredevil elf.  You may have eagerly read every journal detailing her exploits whilst stuck in some safe environment, or at some point you may have met her once in passing when she gave you the exact right words of encouragement or a kind gift at some point when you were young and impressionable.  In any case, you’ve done your best to emulate your hero’s talents at combat.
Benefit: You gain a +2 bonus to your AC against attacks of opportunity.  In addition, you gain a +1 trait bonus to all attack rolls against foes that threaten Illoryn.

Journey Seeker
Associated NPC: Tassil
Although believed to be something of a dreamer, Tassil has never been deterred from talking about the wonders of the world and the spaces beyond in public.  Whether you are a follower of Desna or not, his words have always had a way of capturing your imagination as though you were really there yourself.  Having seen you often at his orations, Tassil has taken to discussing with you in his off hours, potential adventures to be had on the venture to build an astral ship that would journey the planes.  The many hours of intense discussions and light hearted dreams has done wonders to opening the hidden avenues of your mind.
Benefit:  You gain a +1 trait bonus on two Knowledge skills of your choice, and +2 bonus on concentration checks.  In addition, you gain a +1 trait bonus to all attack rolls against foes that threaten Tassil.

Protégé
Associated NPC:Mellisan
You have long worked in the mansion of Mellisan as just another nameless servant.  The noblewoman has always kept a large collection of books which you had the chance to look over when you had chances to sneak away from your duties.  One day, you were caught by Mellisan, but instead of punishing you, she seemed impressed by your desire to learn and has since answered any particular questions you've had on your chosen subject.  When she decided to journey with the Sasskiana, she recommended you to be part of that journey.
Benefit: Choose any Knowledge skill – you gain a +2 bonus on skill checks with that Knowledge skill, and it becomes a class skill for you.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Mellisan.

Rescued
Associated NPC: Illoryn, Thrane
At some point in the past, you had a terrifyingly close brush with death.  Whatever the peril was, you would have certainly died if not for the swift actions of the NPC, who intervened just in time to save your life.  You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you.  Perhaps even more importantly, the method in which s/he saved you seems to have had an impact on your own skills.  If Illoryn saved you, she did so by pulling you to safety while simultaneously dealing with the peril that almost did you in.  If Thrane saved you, he did so by carrying you on his shoulder whilst striking down any who thought he was too burdened to react effectively.
Benefit: If Illoryn saved you: +1 trait bonus to Acrobatics and it becomes a class skill for you .  If Thrane saved you: +2 bonus on all attacks of opportunity that you make.  Regardless of who you choose, you gain a +1 trait bonus on all attack rolls against foes that threaten your saviour.

Secret Crush
Associated NPC: Illoryn, Mellisan, Tassil, Thrane
You’ve never had the guts to act on it, but for as long as you can remember, you've had a crush on one of the NPCs.  Someday, maybe you’ll be able to earn the NPCs affections, but for now, you’re content to spend time in the NPC’s proximity, or even to do things for the NPC that might earn you a word of thanks or a smile.
Benefit: Once per day, you may attempt to earn a kind word or a smile from the NPC whom you have a crush on by making DC 15 Charisma check.  If you’re successful, the elation and joy at the attention gives you a +1 trait bonus on all saving throws for the remainder of the day.  If you’re ever lucky enough to win the NPC’s love, this bonus applies at all times, as long as your relationship remains active.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your crush.
Special: All sexual orientations of NPCs are ambivalent, meaning you have a chance to start a relationship regardless of gender.  Note that Illoryn and Thrane slightly favour men and women respectively; it’s just a bit harder to get their attention as a member of the same gender, though not impossibly so.

Student of the Planes
Associated NPC: Mellisan, Tassil
Your love of the idea of other worlds and all the fantastic places that are waiting to be found lead you to pursue studies on this esoteric subject, and in your studies, the name of a particular NPC came to your notice.  Eager to know more, you set out to meet this expert, who, impressed with your enthusiasm, agreed to give you two hours of their time every day until they had imparted as much as you could absorb.  That was four years ago, during which time, you managed form a friendship of enthusiasts.  When your friend and mentor decided to undertake this potentially enlightening voyage, you decided that was where you were headed as well.
Benefit: You gain a +1 trait bonus to Knowledge (planes).  You also gain a +4 bonus to decipher writing using the Linguistics skill, and you may choose one of the following languages as a bonus language: Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Necril, Orvian, Sylvan, Terran, Thassilonian.  In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your teacher.
« Last Edit: July 11, 2014, 06:40:18 AM by SheerFantasia »

Offline Ghostwheel

Re: Lost on the Planes (Recruitment Thread)
« Reply #2 on: July 04, 2014, 08:17:55 AM »
Name: Ramza
Race: Half-Elf
Sex: Male

Background:
Within Nasskaris there are many nobles; some of them aloof and disdainful of the common citizens and serfs, others more friendly, open and sympathetic to listening to the woes brought before them. But amidst them, there were few more diverse than the family that bore Ramza. The telling of this tale though goes back further, to his parents. One, an elf maiden of almost two-hundred years, warm and kind to the people beholden to her, the other a human lad barely out of his teens, cold and aloof. Their marriage was not one of love or passion, but rather of necessity and politics, seeking to bridge the strife between the elf and human lands.

It was an uneasy truce, and though the couple kept up the appearance that all was well with them, there were often arguments behind closed doors--that the maiden was too forgiving of wrongs, that she did not have the strength of will to make hard decisions, or that the lad, no a virile young man, was as cool as ice and as hard as a rock with no passion or sympathy for anyone but his own poltiical gain and the stability of his domain, preferring what was politically correct over what was just.

It was no wonder, then, that they seldom bedded together, and oftimes they would part ways for a time, the man following his own pursuits among the wenches that filled the taverns and streetwalkers that prowled the streets at night, for he was a man, and as such had needs that were only rarely fulfilled by his wife. He barely made effort at keeping these visits from her knowledge, and few lacked the knowing of his infidelity, though none dared to speak it to her aloud.

It smote her heart and angered her to see him like this, but there was no one she could confide in, having left her own ancestral lands and people to dwell among his. And so she was left distraught and lonely. Time passed, yet finally she made a friend; a half-orc guardsman. The guardsman was an old adventurer who now dwelt within the lord's house for he had long since stopped his wanderings out in the wide world and now his heart longed for a place to call his own, a place to warm himself by a hearthfire without the need to prepare to journey on the morrow. It was he who opened himself to the lady, and oftimes they were deep in conversation of his past deeds, and her own rulings among her own people.

Not much time passed before they fell from enjoying each other's company into a calm acceptance of one another, and shared pleasure in each other's flesh and warmth as well. From this union was born Ramza, though the lord took the babe to be his own son, born from the few times he had bedded his lady, and none disagreed with him for his wrath could be most terrible.

And so Ramza grew, and was trained in letters, figuring, weapons, and magic as any of the nobility should be. Yet there was always an air about him, as though he had a purpose greater than the cold keep within which he dwelled. Time passed and he reached his majority, and then struck out on his own for a time. It was during this wandering that he found his true calling, enacting good upon an unjust and cruel world where people could not defend themselves. It always brought a smile to his face and warmed his heart when he heard the thanks of the common folk after an unsuccessful orc raid and the like.

It was on his travels that he encountered another paladin, Mylla. They both traveled together, fitting well together. Their talk was comfortable, and a camaraderie grew between them. So much so that a deep respect for each other grew between them. Their relationship never went deeper than the clasping of hands or a hug after a nearly mortal situation, at least physically, but together they travelled for a long time and he learned of her just as she learned of him.

She told him of the ship from which she hailed, the Sasskiana, and of the wonders she had seen aboard it. She had bid them goodbye for a time, but soon was the promised time when they would once more dock into a port town in this plane, and she had decided to rejoin them once more. Ramza wished he might join her, but he knew that he had pressing matters to, that he must prepare to become the heir to his father's house.

Finally, the time was coming when they would have to part ways, he to his noble house, and she back to the ship. She agreed to accompany him to his home, for he wished to introduce her to his mother, and she agreed before they set out towards his ancestral home. But all was not as it seemed.

When they reached his home, something was amiss. Blood covered the stone floors and bodies lay strewn upon the cobbles, guards and soldiers he had grown up with, and even serving folk. Rushing into the keep with sword in hand and Mylla at his side, he found his father kneeling atop the body of a recently-slain guardsman, breath ragged and slowly dying of the dozens of wounds received that should have already put him down. A single word snarled at his son passed his lips. "Bastard!" There was so much venom and hate in the word that Ramza reeled back, almost as though it were a blow that might bring him to his knees, but before he could speak a syllable, his father expired, dead at his feet.

A noise reached them, a whimper of fear, and he and Mylla found one survivor, a goat girl who tended one of the flocks upon the property. She relayed to him what had happened, that the old half-orc had finally succumbed to a disease, and only afterwards his lady Mother had divulged to her lord of Ramza's parentage and her own betrayal. She had been the first he had killed in his rage, before going on to slaughter every other person in the keep he could find, continuing to fight on despite the wounds he took from a dozen slashes. She had escaped only because of her quick feet and small form, allowing her to hide in a cupboard and watch helplessly at the rampage.

It smote his heart to hear of it, and more to hear of his mother's act of betrayal. She had spoken of it only after the old guardsman had left this world so that her love would not have to suffer even if the truth were let out. He knew that his father had sired a dozen bastards out in the nearby town at the foot of the keep, and that each one was as conniving and scheming as the next, ready to snatch any advantage possible. And he, who had previously been the rightful heir to his father's land, was in no better position than the others to take possession of the keep and surrounding lands.

And so he left with Mylla. Her words could not lift his dour mood. Finally she was brought to shouting telling him to snap out of it. He lifted heavy eyes to her, red with unshed tears, and begged her to allow him to rejoin her on the ship, for there was nothing left to him here. She argued with him, telling him he should stay and see the keep was properly tended, but he knew in his heart that he had no will to do so, and that he could do no more here in his father's lands. Finally she acquiesed, and took him to see the captain when the ship made land.

It took time, but finally he was accepted into the ship's retinue, to help as he could, and so he joined her crew.



Name: Mylla
Race: Tiefling
Sex: Female

Mylla is a secondary character who's attempting to be the master physician, though she's one level shy of the skill requirements.
« Last Edit: July 12, 2014, 07:44:18 AM by Ghostwheel »

Offline Ghostwheel

Re: Lost on the Planes (Recruitment Thread)
« Reply #3 on: July 04, 2014, 09:14:49 AM »
How are we doing HP BTW?

Offline kongming

Re: Lost on the Planes (Recruitment Thread)
« Reply #4 on: July 04, 2014, 09:19:33 AM »
Ranger (scout/explorer/hunter role), reporting in, ready to help navigate!

Terinka of the Lost


Spoiler: Click to Show/Hide
Tiefling Ranger 6
Str 14 Dex 17 (19) Con 12 Int 12 Wis 13 Cha 13
Hit Points: 43/43
Initiative +5
Speed: 30' (20' armoured)

Racial Traits:
Languages: Common, Infernal, Abyssal, Goblin
Fiendish Resistance: Resist Fire 5 Cold 5 Electricity 5
Skilled: +2 to Bluff and Stealth
Spell-Like Ability: Darkness 1/day
Darkvision 60'
Prehensile Tail

BAB +6
CMB +8 CMD 20
Archery: +11/+11/+6 (1d8+3, 19-20/x3); Within 30 feet: +12/+12/+7 (1d8+4); 1st shot 2 hits
Fort +6 Ref +9 Will +3
AC: 21 flat 17 touch 14

Feats:
-Weapon Focus: Composite Longbow
-Point-Blank Shot (B)
-Rapid Shot
-Armour of the Pit
-Manyshot (B)
-Endurance (B)

Skills:
SkillRanksBonus
X Bluff2+5
Craft (Fletching)1+5
Handle Animal5+9
Heal6+10
Intimidate5+9
Know (Geography)5+9
Perception6+10
Stealth6+15
Survival6+10 (13 to Track)

Traits:
 Ambush Training (+1 damage during Surprise Round)
 Demon Slayer (+2 damage vs Demons, Evil Fey, Corrupted Animals/Plants)

Favoured Enemies:
Magical Beasts +4
Aberrations +2

Favoured Terrains:
Jungle +2

Wild Empathy +7
Hunter's Bond: Animal Companion level 4 (Badger)
Track

Spellcasting:
1st Level: 2/day DC 11
-Gravity Bow
-Gravity Bow

Equipment:
Composite (2) Longbow +1 (2,600 GP)
100 Arrows (5 GP)
Hide Armour +1 (1,165 GP)
Belt of Dexterity +2 (4,000 GP)
Bracers of Falcon's Aim (4,000 GP)
Swarmbane Clasp (3,000 GP)
1,230 GP (likely some amount to be spent on kits and potions etc.)

Backstory will come later
« Last Edit: July 04, 2014, 11:30:48 PM by kongming »

Offline SheerFantasiaTopic starter

  • The Dreaming One ~ Elliquiy's Resident Uchiha
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Re: Lost on the Planes (Recruitment Thread)
« Reply #5 on: July 04, 2014, 09:23:39 AM »
Maximum Hp at 1st Level. Roll or take average as is your choice.

Offline Phaia

Re: Lost on the Planes (Recruitment Thread)
« Reply #6 on: July 04, 2014, 09:42:11 AM »
@kongming If you are interested I have a bunch of Tiefling art!

Phaia

Like This

Online Chulanowa

Re: Lost on the Planes (Recruitment Thread)
« Reply #7 on: July 04, 2014, 11:26:43 AM »
Setting down a placeholder while I dream up something!

Offline Anon315

Re: Lost on the Planes (Recruitment Thread)
« Reply #8 on: July 04, 2014, 11:50:40 AM »
No to disagree with you, but....

Maximum Hp at 1st Level. Roll or take average as is your choice.

Can we take Average rounded up or rolled, as all average die rolls end in .5? I.E. d4 becomes 3, d6 becomes 4, d8 becomes 5, d10 becomes 6, d12 becomes 7.... obviously this helps those with smaller dice a bit more, but even so it prevents the fighters from rolling 1, 1, 3, 5, 3 and having no HP at all. (Otherwise average on a d4 is 2.5)
« Last Edit: July 04, 2014, 12:04:28 PM by Anon315 »

Offline Foxfyr

Re: Lost on the Planes (Recruitment Thread)
« Reply #9 on: July 04, 2014, 12:35:32 PM »
Name: Tsume
Race: Human
Sex: Male
Class: Monk (Zen Archer)
Role: Carpenter (Master of Carpenters if allowed)
Character Sheet

Personality: Tsume is somewhat unusual for a monk in terms of his personality.  Inwardly, his mind is as calm and collected as any of his kind even in the most stressful of situations; outwardly he behaves like anybody else, which has the added benefit of making him more approachable.  He made it a point of avoiding the vows many of his order takes, particularly because he feels the flavors of life (drinking, sex, etc.) are meant to be savored even if in moderation.

Quirks: Rather than repeating a mantra or going into a zen-like trance when the pressure is on, he finds the use of complaining and swearing to be the most soothing method of sorting his mind by expunging all those frustrations as they arise.

Sexual Inclinations: Tsume is in the belief that most flavors of life should be savored at least once; while he has preferences for strong, assertive females, he is open minded to trying new things and experiencing new kinks.

Reasons for Joining: The mindset of enlightenment being attained through reflection and meditation never made much sense to Tsume.  It is his belief that true enlightenment is found through understanding of the world, which is only possible through experiencing what it has to offer firsthand.  For several years he wandered the land and taking every opportunity to experience new things in the pursuit of enlightenment, but all those adventures paled in comparison to the opportunities that were presented in exploring planes that were largely untraveled.
« Last Edit: July 09, 2014, 08:04:04 AM by Loki Aesir »

Offline Muse

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Re: Lost on the Planes (Recruitment Thread)
« Reply #10 on: July 04, 2014, 01:40:29 PM »
Sheer, do you still have space in this game? 

Offline CarnivalOfTheGoat

Re: Lost on the Planes (Recruitment Thread)
« Reply #11 on: July 04, 2014, 03:21:04 PM »


Planesjammmers hoooooo!

Kobold ranger/alchemist. Was originally considering Quartermaster, but if officer positions aren't available to start I'll set her up as a scout. Tiny angry women, gryphons and bombs...What's not to like?

Offline ExisD

Re: Lost on the Planes (Recruitment Thread)
« Reply #12 on: July 04, 2014, 04:24:32 PM »
Place holder for a more finalized character sheet. I have a background thought up, I just don't have the time to put it to words before the weekend.

Applying for a ship's artificer role and as such building things is important. Would she be able to make use of item crafting feats to reduce the costs of her initial items?

Work in progress sheet.

Offline Phaia

Re: Lost on the Planes (Recruitment Thread)
« Reply #13 on: July 04, 2014, 04:42:49 PM »
@ExisD Wow Looks like we have some over lapping skills at comparable levels. Arcanna and planes we both have over +10!! If ya want to use those skill points someplace else go for it. If not I may drop down a bit!
Lets work to make sure we are not overlapping with spells as well...Mine are more battlefield control and buffs! There is a craft[shipbuilding] and craft [alchemy] would be very useful with all the things that can be made!

Drop me a PM and lets work out some things....oh yes "princess' Trait we do need to talk  ;) ;)

Sheer, do you still have space in this game?

Since we can make multiple characters I would have to say there is plenty of room!!

Phaia
« Last Edit: July 04, 2014, 04:45:07 PM by Phaia »

Offline Belisuavious

Re: Lost on the Planes (Recruitment Thread)
« Reply #14 on: July 04, 2014, 05:18:57 PM »
Character Sheet:
http://www.myth-weavers.com/sheetview.php?sheetid=948727

Biography:
Roderick Rutgar was born into a life where he didn't have much expected of him, and yet he continually managed to disappoint everyone around him. The fifth son of the Rutgar family, a noble line stretching back just under a thousand years in the Swabian Vale, none of his family expected him to accomplish much. All of his older brothers and two of his sisters were either refined courtiers, married to other old dynasties, masterful commanders or daring statesmen. There simply wasn't much else for him to accomplish. Any marriage alliances he could bring to the family would be lesser, the Messers of the city were already wary of having so many Rutgar's in positions of power so those routes were barred to him, his parents fearing that if Roderick entered either the political or military career, it would be seen as an attempt to overthrow the council and establish a new line of kings.

Of course, nobody told Roderick that. All he knew growing up was that whenever he showed some desire to follow his older brothers, it was blocked. By the time he was in his early teens, he had stopped trying to better himself, hardly going to any of his lessons outside of the fencing school. He would often go off hunting for days at a time, accompanied only by his valet and one of the huntsmen employed by the family. Meanwhile, his parents were baffled by the lifestyle Roderick was beginning to lead, though they were unable to connect it to any of their actions. They just believed the boy was a lazy hedonist.

Of course, that was turning out to be true. By his late teens he was actively slumming, and had become the dark stain on the impeccable honour of the Rutgar family. Drinking, whoring, brawling and dueling with other youths to gain scars and prestige among their silly little social groups, had become his daily routine. The sheer amount of prestige the Rutgar family had always guaranteed him an invitation to the balls and banquets thrown by the nobility, and for many months his life was a cycle of drunken binges and wild parties.

Finally his parents had had enough. They had heard of a ship that was to explore the many different planes, and seeing a way to get Roderick away from the city, confronted him with an ultimatum. Either he would voluntarily sign on to join the crew, or he would be arrested the next day and thrown into the Oblivion Prison, his name wiped from public memory and anyone mentioning his name would be lashed in the town square.

Seeing no choice, he sullenly accepted the terms, and left the city of Doria, and wound up on the Sasskiana

Also Adding 790 to the pool of wand buying and other equipment getting.
« Last Edit: July 06, 2014, 10:50:37 PM by Jecter »

Offline kongming

Re: Lost on the Planes (Recruitment Thread)
« Reply #15 on: July 04, 2014, 11:32:27 PM »
Phaia: thanks, but it occurred to me to do a quick Google search and I found one that seems pretty close. I really didn't want to emphasise the horns. Thank you very fucking much, 4th edition!

Offline Phaia

Re: Lost on the Planes (Recruitment Thread)
« Reply #16 on: July 05, 2014, 10:30:17 AM »
@Sheer I was wondering if I could do something like this...'200gp for various and sundry normal personal items at 40 pounds weight'...This would include all the things it could take a page to list like candles, rope, field kit...clothing [normal], waterskins etc. nothing over say 5 gp but it is considered part of what Rainna has...

I hate going through and listing every little piece of chalk, candle, flask of oil, length of rope.

Based on what I have done before 200gp should be more then enough to cover the basics [100gp should do it but I am for being reasonable and paying for not haveing to list everything] I do see things like rations, expensive wine/whiskey etc anything over 5 gp as needed to be listed or anything that is not normal...IE 1 pound of pepper [not normal in most adventurer kits though it should be]

At the moment I am looking at some finishing touches on the main aspect of the character.
Is it okay to create nations, cities etc that are in the world the mission started from as part of a background...Referenced Elf Kingdom of Farlin above as an example!



I would love to open some discussion here about building some team ideas....examples already have Rainna and ExisD character having very similar Knowledge areas [Planes and arcana]. Some over lap may be good but add in a bard and now we have an over abundance of knowledge skills and not much else...so I was thinking....I can see then need for Craft- Alchemy [not the class] there are way to many useful things that can be made with alchemy skill...and having strange puffs of smoke come up from the portholes and the various and sundry smells wafting around would add some fun.

I can also see the need for craft-bow and arrows, profession-sailor [which Rainna has], profession-merchant, Craft-shipbuilding. It would also behoove us to not have a bunch of the same sorts of main characters... already we have a witch and wizard [both arcane casters] and a ranger/archer....we do need that big bad tank type as well as all sorts of others.

I would also be willing to put part of whatever gold I have left for group wands of light healing....750 a pop and ya can never have to many of them!

Suggestions?? Ideas??




Would she be able to make use of item crafting feats to reduce the costs of her initial items?

@ExisD I have wondered at that very question before so I went looking for help here is what I found!!

Quote
Adjusting Character Wealth by Level
 
You can take advantage of the item creation rules to hand-craft most or all of your magic items. Because you've spent gp equal to only half the price of these items, you could end up with more gear than what the Character Wealth by Level table suggests for you. This is especially the case if you're a new character starting above 1st level or one with the versatile Craft Wondrous Item feat. With these advantages, you can carefully craft optimized gear rather than acquiring GM-selected gear over the course of a campaign. For example, a newly created 4th-level character should have about 6,000 gp worth of gear, but you can craft up to 12,000 gp worth of gear with that much gold, all of it taking place before the character enters the campaign, making the time-cost of crafting irrelevant.
 
Some GMs might be tempted to reduce the amount or value of the treasure you acquire to offset this and keep your overall wealth in line with the Character Wealth by Level table. Unfortunately, that has the net result of negating the main benefit of crafting magic items — in effect negating your choice of a feat. However, game balance for the default campaign experience expects you and all other PCs to be close to the listed wealth values, so the GM shouldn't just let you craft double the normal amount of gear. As a guideline, allowing a crafting PC to exceed the Character Wealth by Level guidelines by about 25% is fair, or even up to 50% if the PC has multiple crafting feats.
 
If you are creating items for other characters in the party, the increased wealth for the other characters should come out of your increased allotment. Not only does this prevent you from skewing the wealth by level for everyone in the party, but it encourages other characters to learn item creation feats.

Example: The Character Wealth by Level table states that an 8th-level character should have about 33,000 gp worth of items. Using the above 25% rule, Patrick's 8th-level wizard with Craft Wondrous Item is allowed an additional 8,250 gp worth of crafted wondrous items. If he uses his feat to craft items for the rest of the party, any excess value the other PCs have because of those items should count toward Patrick's additional 8,250 gp worth of crafted items.

Another idea has been to say it is starting Wealth not starting gold...so the listed price of an item, not its crafting price, is its wealth price....ie a 1st level scroll wealth is 25gp and its crafted at 12.5gp

Hey I would be thrilled to have ya craft a couple of scrolls of spells I can add to my list and even pay ya almost full price  ;D :P

I had considered taking craft tattoo ...its a sailory thing after all and a caster could have 5-6 extra spells tattooed on them at a decent price!!

Phaia

« Last Edit: July 05, 2014, 11:15:08 AM by Phaia »

Offline CarnivalOfTheGoat

Re: Lost on the Planes (Recruitment Thread)
« Reply #17 on: July 05, 2014, 04:14:05 PM »
I would love to open some discussion here about building some team ideas....examples already have Rainna and ExisD character having very similar Knowledge areas [Planes and arcana]. Some over lap may be good but add in a bard and now we have an over abundance of knowledge skills and not much else...so I was thinking....I can see then need for Craft- Alchemy [not the class] there are way to many useful things that can be made with alchemy skill...and having strange puffs of smoke come up from the portholes and the various and sundry smells wafting around would add some fun.

For starters, there WILL BE skill overlap in any party. Most classes get some knowledge skills or other. While I agree that the party will also need a tank and some melee types, saying 'we have an overabundance' is overstating things. Additionally, since this appears to be shaping up to be the sort of game where characters will come and go as part of the expected campaign mechanic (in addition to the usual players coming and going that one expects in PbP), it's not necessarily a bad idea to have more than one member of a party capable of a given role.

Next, on Craft-Alchemy...The class gets a class-level bonus to all Craft-Alchemy checks, as well as Swift Alchemy:

Quote from: Pathfinder Advanced Player's Guide p.27
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.

...and eventually (assuming a campaign lasted so long which is unlikely in PbP) Instant Alchemy, which is exactly what it sounds like. Already had an alchemist's lab in my character's equipment list.

The vast majority of crew will of necessity have something along the lines of Profession - Sailor. As we have cannon, some may also have Profession - Gunnery. There are probably more people who can manage and ride a gryphon than there are gryphons (even when the ship had a full complement of gryphons). Officer-types, including midshipmen, will be likely to also have things like Profession - Navigation, Profession - Administration, and so on by specific role. The mixture of propulsion (wind and elementals) suggests a divide similar to that in early steamships which were also fully rigged for sail: there's probably a master engineer (elementalist/artificer) as well as a master sailor/sailing master (insert mistress where appropriate since we're not actually in the historic 19th c.).

A little Googling suggests you got your quote and rules example from the website Magic Items - Pathfinder_OGC. It'd probably be helpful when you're pulling up rules in future to let everyone know where you're getting them from. :)
« Last Edit: July 05, 2014, 04:17:05 PM by CarnivalOfTheGoat »

Offline Belisuavious

Re: Lost on the Planes (Recruitment Thread)
« Reply #18 on: July 05, 2014, 04:24:32 PM »
Well, my fop of a character can handle some of the close combat stuff. The current backstory-in-progress has him as a noble scion who is only interested in dueling, hunting and going to parties. I do have him as the ranger class, and an unfortunately (for gaming purposes, though not for RP purposes) high Charisma skill, but the rest of it is mostly in strength. So he can hit hard but might not stand up to a prolonged beating.

Online Chulanowa

Re: Lost on the Planes (Recruitment Thread)
« Reply #19 on: July 05, 2014, 04:33:15 PM »
Been rolling around a few ideas - the foremost one is a bard (could possibly be a cleric or oracle?) who's basically a diplomancer - packed on charisma and social skills / spells, to serve as sort of an "away team diplomat" - think Deanna Troi. Since the theme of the game looks to be more "Us vs. Situation" rather than "Us vs. Things To Beat Up" (most of the time) such a character might not be too hindered, as they are in the typical "kill monster acquire loot" angle of many PF games. ...Buuuut I always play that kind of character, it seems. It can get old, always being the "face / skillmonkey," even when you're good at it (as I like to think I am, YMMV  O8) )

Also looks like we have a lot of Rangers going in. Hmm!

Assuming my power doesn't disappear again tonight, I'll hopefully have something workable by tomorrow. In the meantime, I'm open to suggestions!

One question for the GM, though - are the classes from the Advanced Class Guide playtest allowed? Bloodrager, Swashbuckler, Arcanist, Slayer, etc?

Offline Ghostwheel

Re: Lost on the Planes (Recruitment Thread)
« Reply #20 on: July 05, 2014, 04:36:02 PM »
I've got close combat covered, pretty tankish though not too high on HP (high resistances and AC over tons of HP).

Also a primary-cha character, from what I've got written up so far, I've got +14 to the charisma-based social trio, though that might change a bit as I finalize the character sheet.

Offline ExisD

Re: Lost on the Planes (Recruitment Thread)
« Reply #21 on: July 05, 2014, 06:56:51 PM »
I'm not sure what we'd be able to do about skill overlap as well, especially given things like knowledge(planes) being very useful and also in character for many people to have. Most casting classes are also broad enough that you could have a group of all clerics/wizards and provided they pick different spells they'll still feel like completely different characters.

On that, I was thinking of picking up craft-siege engine just in case we need to make/repair ship based artillery.

For tanking, I was also thinking of picking up augment summoning with my remaining feats. Which would let me call in things to stand in front if no one wants to play a melee character. Depending on which, if any, of the alternate summons allowed that could go a long way.

Offline Phaia

Re: Lost on the Planes (Recruitment Thread)
« Reply #22 on: July 05, 2014, 07:10:37 PM »
I'm not sure what we'd be able to do about skill overlap as well, especially given things like knowledge(planes) being very useful and also in character for many people to have. Most casting classes are also broad enough that you could have a group of all clerics/wizards and provided they pick different spells they'll still feel like completely different characters.

On that, I was thinking of picking up craft-siege engine just in case we need to make/repair ship based artillery.

For tanking, I was also thinking of picking up augment summoning with my remaining feats. Which would let me call in things to stand in front if no one wants to play a melee character. Depending on which, if any, of the alternate summons allowed that could go a long way.

All Nice ideas. You do know that Augment Summoning has a prereg? Treemonks guides to Wizards and druids really point up the idea of using summoning...they offer extra hit points, ways to control the battle field, extra targets...my druids love to summon simple first level natural allies striges...they do con damage on to hits which makes them very nasty even if they die fast at times... cheetahs and lions are great summon monsters at level 3!!

My witch has summon monsters 3 though it would be a while before she gets augment!!  ;D ;D tossing out a pair of summonings after we are both invisible...well that would just be mean!!!  O:) ;D
Btw most guides I have looked at, look at item creation feats as basically a wasted feat...most characters don't have that many to begin with

Phaia

Offline ExisD

Re: Lost on the Planes (Recruitment Thread)
« Reply #23 on: July 05, 2014, 07:23:25 PM »
All Nice ideas. You do know that Augment Summoning has a prereg? Treemonks guides to Wizards and druids really point up the idea of using summoning...they offer extra hit points, ways to control the battle field, extra targets...my druids love to summon simple first level natural allies striges...they do con damage on to hits which makes them very nasty even if they die fast at times... cheetahs and lions are great summon monsters at level 3!!

My witch has summon monsters 3 though it would be a while before she gets augment!!  ;D ;D tossing out a pair of summonings after we are both invisible...well that would just be mean!!!  O:) ;D
Btw most guides I have looked at, look at item creation feats as basically a wasted feat...most characters don't have that many to begin with

Phaia


Summons are crazy good if you spec into it fully, but they also tend to be a pain to manage once you get past one or two extra pets.

I know item creation feats aren't usually good, then again starting with 12 con and cha 13 on a wizard is also really bad. Both fit the character for thematic reasons though.

If we wind up needing the bodies, I'll swap it for balanced summoning and pick up augment summoning to get reliable meatshields for everyone.

Offline Phaia

Re: Lost on the Planes (Recruitment Thread)
« Reply #24 on: July 05, 2014, 08:07:48 PM »
LOL I am so glad we are still in the building stage...My blond head just had a Big idea that made wisps of smoke curl up...just ask my husband!!
 :o :o >:)

So I may very well do some major changes race wise ...but still be the witch and the cook!!

Phaia
« Last Edit: July 05, 2014, 09:24:48 PM by Phaia »