Fiery Wings Recuitment (full) [Pathfinder]

Started by Petrus02, March 17, 2017, 06:02:42 PM

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HopeFox

Having spent a bit more time reading about Oracles, I am sorely tempted by an Aged Oracle, because I've always wanted to play a GMILF. ;)

But mostly I'm thinking of an aasimar, with Lame and Nature. She's a shepherd who tends her flock on a hill near the village. She's very classical rural idyll, except for having a lot more sex than Little Bo Peep ever did.

Are you allowing variant aasimar heritages? Because I think she'd work very well as an Idyllkin.
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Zaer Darkwail

Rofl, GMILF could be fun NPC to encounter :). But I think Petrus02 looks for more standard 'beginner' harem members. A idyllkin aasimar would be pretty nice (minor animal traits + cute girl = win combo to me ;)).

Petrus02

Yes you can play and idlekin (pun intended), but you do not get to swap your spelllike ability for a roll or - god forbid ^^ - a pick on the big alternate stuff table.

An zear is right, i'm looking for a more standard harem members^^

HopeFox

#28
Yeah, those tables look pretty absurd! Idyllkin it is, then. I'm thinking she may focus on summoning animals in combat, using the Idyllkin SLA and the Nature revelation that lets me take Summon Nature's Ally spells. She should never be allowed near a ranged weapon.

Her Lame curse may be that she has hooves, but not the right mind of legs to take advantage of them. And she may be a little bit wooly under her dress. ;)

Are we using traits?
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Zaer Darkwail

Sounds good to me :). A summoner based build could be quite strong for oracle (more so all animals get charisma mod of oracle to all saves). Quite eager to see what sort pic you choose for her (and what overall appearance will be).

Kathyan

Oh an aasimar, I was thinking making my masochistic bodyguard paladin an angelkin aasimar, would two aasimars be ok? well in case they are both selected that is ^^

Zaer Darkwail

I think it's fine if GM decides pick them both as beginner harem members for the protagonist ;). I say go for it; make aasimar masochist paladin and see will it tempt GM take her (and the cute wooly idylkin oracle).

Chulanowa

Man, I tell you, it's hard to find a hapless dork image in fantasy art. So many burly, scowling, scruffy male power fantasies. Does no one ever draw a Wil Ohmsford or Schmendrick the Magician these days? Jeeze. Anyway, I wanna make a try at the protagonist and a girl, see what comes of it  ;D

Zaer Darkwail

Finding a meek sort young male pic for adventurer can be challenging; I myself got lucky :P.

Autocad

Oh and a question for our DM about starting ages, elves by core rules start at least age 110 which is even older than gmilf, which I think is kinda silly. So can we use a more reasonable age like 18 instead for an apprentice wizard. :p

PhantomPistoleer

#35
Simon Merryweather


Half-Elven Bard
~ ~ ~
Once upon a time, there was a young man named Simon Merryweather.  He was a charming cad with a winning smile who knew how to strum an upbeat fugue upon his wooden lyre.  Much beloved and sometimes maligned, young Merryweather had earned a reputation as a lazy rapscallion and a wandering philanderer, but such ignominy heaped upon youth is unfair even if it's warranted.  But it is indeed true that young Merryweather was a lazy cheat who had misused the fair (and a few unfair) maidens of Mormouth, all in the pursuit of his artistic muse.

Now, the Merryweathers were homesteaders that raised livestock and broke horses for the plow.  Alvin Merryweather, of the Pitax Merryweathers, fathered Simon with an elven milk-maiden, who gave up the child as a foundling.  Alvin and his wife, Elena, raised the child alongside the other eight Merryweather children.  For all intents and purposes, Simon had a natural upbringing until he received a wooden lyre on his seventh name day.

Simon soon developed an unusual ability to play the lyre.  Knowledge of his skill with the stringed instrument spread far beyond the small hamlet.  The youth earned coin by playing at all the fairs, festivals, fetes, and funerals of Mormouth, but never traveled beyond its boundaries.  When he turned eighteen, young Merryweather had become a bit stir-crazy about living in Mormouth, and sought any excuse to leave.
Always seeking 5E games.
O/O

HopeFox

Quote from: Petrus02 on March 17, 2017, 06:02:42 PM
Characters start out as level 3, a broken weapon of their choice, a backpack with 3 day's worth of rations, a spare set of clothing, and a broken armor (if any) from the following selection: Padded Armor, Hide Armor, or Splintmail

Broken padded armor is literally useless, isn't it? Being broken halves the AC bonus of armour, rounding down, so broken padded armour provides +0 AC. In any event, I think shepherd-girl will forgo armour for now, because she doesn't fancy a -6 to her Ride checks from broken hide armor, and she has plenty of AC from her DexterityCharisma bonus.
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HopeFox

Quote from: Kathyan on March 19, 2017, 05:49:02 PM
Oh an aasimar, I was thinking making my masochistic bodyguard paladin an angelkin aasimar, would two aasimars be ok? well in case they are both selected that is ^^

It's fine as far as I'm concerned! I am sure we will be very different aasimar.

I think this is going to be her:

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Petrus02

Quote from: HopeFox on March 20, 2017, 03:02:35 AM
Broken padded armor is literally useless, isn't it? Being broken halves the AC bonus of armour, rounding down, so broken padded armour provides +0 AC. In any event, I think shepherd-girl will forgo armour for now, because she doesn't fancy a -6 to her Ride checks from broken hide armor, and she has plenty of AC from her DexterityCharisma bonus.

your right,i did a mistake there, cut the broken part, only the other armors are broken.

--
two aasimar are fine

--

Elves have a very long lifespan, and mature slower than other races, thats why theres such a high starting age. But considering the maximum lifespan of an elf would be around 400, which would make an elf immature for more then a quarter of his/her lifespan, I think it would be Ok to halve the starting age for elves.

Zaer Darkwail

Quote from: HopeFox on March 20, 2017, 05:52:31 AM


She looks cute :). A definate candidate for childhood crush trait for my char (if he gets accepted).

Chulanowa

Hopefully after work, I'll be able to find some productive ways to use my time  ;D

Gateman

Here's a WIP for now. Will finish it tomorrow


Name: Norrin Loesse
Race: Half-Elf
Class: Bramble Brewer (alchemist)
Spoiler: Click to Show/Hide
Some half-elven alchemists merge human curiosity with their elven link to nature. Such alchemists can manipulate the forces of alchemy to create bombs that reshape terrain and defoliate swaths of vegetation or to create mutagens that bestow the resilience of oak or the tenacity of bamboo. A bramble brewer has the following class features.

Briar Bombs (Su): At 2nd level, a bramble brewer gains the tanglefoot bomb discovery, but the entanglement's duration persists for a number of rounds equal to the bramble brewer's Intelligence modifier (minimum 1 round). Additionally, when a bramble brewer throws a tanglefoot bomb, it transforms all squares in its splash radius into difficult terrain that persists for as long as the bomb's entangling effect. Although these bombs deal no damage, for every 1d6 points of damage the bramble brewer's regular bombs deal, the briar bomb's splash radius increases by 5 feet. This ability replaces the 2nd-level discovery class feature.

Dendrite Mutagen (Su): At 1st level, a bramble brewer's mutagen still contains transformative power, but grants a treelike sturdiness rather than the feral power of standard mutagens. When imbibed, dendrite mutagen grants a +4 natural armor bonus, a +2 alchemical bonus to one physical ability score, and a –2 penalty to the corresponding mental ability score. In addition, the alchemist gains fast healing 1 as long as he is in an area of bright light (such as sunlight or inside the area of a daylight spell). This otherwise works like the standard mutagen class feature and replaces that ability.

A bramble brewer who selects the greater mutagen discovery can create a dendrite mutagen that still grants a +4 natural armor bonus, and also grants a +4 alchemical bonus to one physical ability score and a +2 bonus to a second physical ability score. The bramble brewer takes a –2 penalty to both associated mental ability scores as long as the mutagen persists, but his fast healing increases to 3 as long as he is in an area of bright light. This otherwise works like the greater mutagen discovery and replaces that ability.

A bramble brewer who selects the grand mutagen discovery can brew a dendrite mutagen that now grants a +6 natural armor bonus, a +6 alchemical bonus to one physical ability score, a +4 alchemical bonus to a second physical ability score, and a +2 alchemical bonus to a third physical ability score. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer's fast healing increases to 5 as long as he is within an area of bright light. This otherwise works like the grand mutagen discovery and replaces that ability.

Grand Discovery (Su): At 20th level, a bramble brewer who selects the true mutagen grand discovery can create a dendrite mutagen that grants a +8 natural armor bonus and a +6 alchemical bonus to Strength, Dexterity, and Constitution. The bramble brewer takes a –2 penalty to his Intelligence, Wisdom, and Charisma scores as long as the mutagen persists. The bramble brewer's gains fast healing 10, but instead of only gaining fast healing in bright light, this fast healing persists in areas of bright or normal light. A bramble brewer must possess the grand mutagen discovery before selecting this discovery.

Discoveries: The following discoveries complement the bramble brewer archetype: precise bombs ; defoliant bomb; lingering spirit, strafe bomb, sunlight bomb.
Favored Class: Alchemist and Druid
Level: 3
Alignment: Neutral
Background:
Results of background generator rolls

Homeland: City - civilized social trait, vagabond child regional trait

Parents: Dead - Orphaned social trait

Siblings: None

Circumstance of birth: Middle class: Artisan social trait and the Merchant social trait.

Major Childhood Event: Met a Fantastic Creature: Gifted Adept magic trait.

Training: Formulae Stickler:  You gain access to the Meticulous Concoction magic trait.

Influential Ally: The Fiend: You gain access to the Possessed magic trait and the Damned story feat.

No Deity: Even in a world filled with the powers of the divine, you have decided to follow reason, put your faith in the potential of mortals, or otherwise invest in the ways of the material world instead of embracing the teachings of deities. You gain access to the Tireless Logic social trait.

Several Inconsequential Relationships: You have had many lovers but no long-lasting, meaningful relationships.

Attachment (Object): You are attached to a precious possession with immense sentimental value and significance. Without it, you are no longer yourself and are prone to suffer from depression, moodiness, or aggressive behavior. You gain access to the Attached drawback.





Strength: 10 (Modifiers: -1) (+2 from racial trait)
Dexterity: 14 (Modifiers: +2
Constitution: 13 (Modifiers: +1)
Intelligence: 14 (Modifiers: +2)
Wisdom: 13 (Modifiers: +1)
Charisma: 7 (Modifiers: -2)




-Traits-
Artisan: You gain a +2 trait bonus on a single Craft skill (Alchemy).
Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

-Racial Traits-
Spoiler: Click to Show/Hide
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


-Skills-
Craft (Alchemy) 5
Heal 1
Knowledge (Nature) 5
Use Magic Device 4
Spellcraft 2
Perception 2

-Feats
Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.




-Weapons and Magic-





Armor Class: Light
Initiative:
Hit Points:

Languages: Common, Elven

Personality:

Brief History:
Norrin is the only son of a pair of merchants, Petril and Coelor Loesse. As middle class citizens of Daggermark, they knew relative comfort and safety between the walls of the town, plying their trade as Herbalists. Often, their customers would be nobles who feared reprise of the poisoner's guild, and wished to find an antidote to stop their imminent demise. Though good people at heart, neither parent saw any reason to avoid making an extra coin or twenty off the misery of others. As they entered their winter months, it was expected young Norrin would follow in their footsteps, and take over the family business. This was only made more apparent when Norrin, searching for medicinal plants outside the city walls, stumbled upon the home of an awakened leopard. Not knowing well enough to fear the beast, they struck up something of a friendship, the feline looking over him while he ran errands for his mother. For a time, things were good.

Once he was old enough, Norrin began his training in the alchemical arts. Under the tutelage of a strict master, and his stricter parents, he became aware of the finer points of the craft. How a single milligram more or less of an ingredient could turn a digestive into a poison, how the proper temperature can make the difference between a bomb that can level a building, or a dud that will blow off your hand. This instilled in him an almost pathological need for perfection in his concoctions, and his incessant desire for purity made his drafts the talk of merchants' row. For a time.

At some point before he reached adulthood, Norrin came in contact with a fiend, who twisted his mind and filled it with visions of a neighboring merchant - a peddler of rare magical antiquities - buying up his family home. Not in his right mind, he broke into the merchant's shop, stealing a ring and planning to sell it and do what he believed the merchant would do. Unfortunately, it was easily apparent who had burgled the merchant, and when the law came knocking, Petril and Coeler took the blame, as well as his place in the hangman's noose. Overcome with guilt, he left Daggermark shortly after, always clutching the ring that he'd paid for with his parents' lives. To this day, he continues to covet the ring, despite not knowing it's true nature, and the few times it has left his possession, he became an engine of alchemical destruction.


Appearance:

HopeFox

#42
Thirty years ago, a very young girl was found wandering the hills near Mormouth, playing with the sheep owned by the old widow Harlowe. There was no sign of how she got there, nor could she speak a word of Common. She was an unusual child, judging by the sheep horns adorning her head and the fine layer of wool covering her lower body. Still, the sheep seemed to like her, so Widow Harlowe took her in and trained her to help tend the flock.

The girl became identified as Rhialla, which was one of the words she would often speak in the strange language of hers, and Harlowe gave her the surname Ramkin, after the sheep with which she had such an affinity. When the widow passed away, Rhialla inherited the flock, tending them with her preternatural talent and almost divine patience.

Time passed, and Rhialla grew to be an adult, and one of the most beautiful young women in Mormouth. She spent most of her time tending her flock on the hillside, but she visited the village regularly to trade, socialize, and help her fellow villagers. She soon gained a reputation for being willing to help the other local herders at any time of day or night, in any season, thanks to her ability to see in the dark and her indifference to cold and rain. Many calves, sheep and goats were rescued thanks to her abilities and dedication. Those same abilities have also led to her odd habit of forgetting to wear clothes unless she plans to visit the village, a trait which has earned her no small number of eager visitors to her hillside.

Life was not all idyllic herding for young Rhialla, though. When she was just a child, she was caught in a trap another herder had set to catch a wolf that had been preying on his flock. She survived the experience, but her right foot was mangled by the steel jaws of the trap, an injury that never fully healed. She says that the experience taught her to emphathise with the plight of animals hunted by humanoid civilization, and, indeed, that incident coincided with her discovering the ability to cure wounds and summon animals, and the arrival of her strangely intelligent and wise stallion companion, Sunshine.

Rhialla is almost thirty-five years old now, being blessed with an extended youth in the eyes of the humans of Mormouth, and great beauty to go with it. She has never left the vicinity of Mormouth, seeming content to stay with her sheep and her fellow villagers, so she is still naive about the wider world. She still has her youthful energy and enthusiasm, which is typically channelled into helping others. She has enjoyed several pleasant dalliances with the other young people of Mormouth, but has never seen fit to tie herself to any one of them.
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Petrus02

#43
I like all those ideas o.o guess that will be a hard decision, but for now i'll let this up and open for another three maybe four days in case somebody else stumples upon this and wants to join, or somebody wants to add something to his character, and i think there are a few who have shown interest by did not submit a character so far :-)

Kathyan

Update on my previously submitted ideas




When young she was one of the finest swordswoman in the city, she was so good and promising that even before finishing her training as a fighter she had been already promised with a high position in the city guard. It wasn't long before she was given the rank of marshal and then of captain though she never went outside of the walls of the city looking for adventure, she was comfortable with her current talents, her lifestyle and her rank and so she grew up to be overconfident and arrogant.

When she retired she had to give away her captain position to a younger capable fighter but she enjoyed being a warrior and she still felt young so she didn't fully liked the idea but they wouln't accept her back in the guard though so she decided to go back to the barracks and become a teacher for the new warriors to be. She was abusive and a bully and even harassed her students both male and female and when anyone asked her about her methods she shielded herself claiming she was just preparing her student to real life situation, one never knows when this kind of things can happen to you. As she was a good teacher she never really had any troubles with that.

Everything went fine with her life though she was always looking for more emotion, or perhaps she was just looking for someone to pick at, when she casually saw him. How many years had it been since she last saw him, it seemed as if she had seen him a couple of days ago but no it had been years and now she was hardly able to recognize the child that once was her student in that full grown man

a middle aged human fighter (mid forties), carefree and overconfident even arrogant, she was the lecherous combat teacher of the boy when he was young but also happens to likes him a lot.




Since little she never fully understood humans too much yet, or any other humanoids as well, their whole world was so hectic so chaotic and they fought against each other yet for some reason she knew she had to protect them. It felt as if she had been given that mission from her celestial ancestors, to protect them... him in particular from his own kind and so she had to be prepared for that, she barely saw him a few times when they were both so young, she wondered if she could remember her for she could not forget his warm eyes as they played together by the fountain.

She was taken to many temples and religious orders who were not only in charge of teaching her and preparing but also protecting her from the temptations from the flesh that lied in every corner in the world of men. And so years passed and despite not being a little girl anymore she is still a virgin pure and innocent, perhaps to innocent but she had been put through so many hard tests so she could be his protector and thinking about him gave her strength to pass them always feeling good to be able to defend others, perhaps too glad about being her the one who received the punishment instead of others slowly growing fond of that feeling.

She would be a masochistic paladin, an extremely naive and submissive angelblooded aasimar who intensely devotes herself to protect others, perhaps too much as she has grown quite addicted to putting herself in the harm's way and receive herself the punishment.

HopeFox

I really like the masochistic aasimar paladin idea! And also the middle-aged lecherous fighter lady.

How many players are you hoping to take on, Petrus?
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Petrus02

#46
3 to 4 regulars ( i will take 4 in the beginning, but i plan to continue even if one or maybe two to drop out or go silent, the recruitment threat will then be reopened again)
and about as many NPCs, sidekicks and enemies controlled by players as i have ppl who show interest and do post now and then.

Guess I'll explain a little bit more in depth.

I will open only one IC thread in the beginning, the one for the regulars, and we'll be playing a bit of the story i have envisioned, but after a certain time (namely when you reach the first bigger city, or whenever/whereever you decide to set up main camp) I will open a second thread for side adventures, interaction between the regulars that goes up and beyond a certain length to not slow down the game too much, and of course interaction between players and NPCs played by other E members.

The aforementioned NPCs could be anything as far as it concerns me, the baker's girl from next door, the resident King's second daughter or a fellow adventurer  looking for a bit of trouble. Ppl will have to speak with me about their planned character before posting, but that's mainly to not have a Lichking from outer space enter the backwater swamp village where the heroes decided to set up camp to explore the ancient ruins... if you get what I'm talking about. Charsheets would be nice, but are not mandatory.

In addition, there will be a few spots for reoccurring adversaries. Those have more restrictions and need an actual charsheet. Ppl interested in playing such will still have a lot of freedom to make the character their own, but less then NPCs.

hmm. did i forget something to explain... dunno. ask if ye have questions




concerning the girls there wasn't too much to decide, thus in are


  • Lulu the Apprentice (Autocad) [Charsheet missing]
  • Rhialla Ramkin, the naughty shepherdess (HopeFox) Charsheet
  • and the girl without a name (yet), innocent masochistic Paladin (Kathyan) [Charsheet missing]

For the male there was a bit more competition, but in the end i decided on

Simon Merryweather (PhantomPistoleer) [charsheet missing]




for those who haven't finished their charsheets yet: no problem! take your time, and if you run into problems let me know, i'll help you :-)

IC and OC threads will be up soon, maybe even tomorrow, but i doubt that, as i have a lot to do tomorrow. I'll write you guys a Pn with the links when they are up.

PS: I'll be writing you guys a pm anyway, to fit your backgroundstories into the world, don't worry, i won't interfere with it, just work with you to add more :-)



HopeFox

 Yay! This should be a lot of fun. I really like the idea of having extra players for "guest NPCs".

So, assuming Rhialla is a Mormouth girl, PhantomPistoleer and I will need to figure out her relationship with Simon. Have they gotten together before, and did it end well or badly? I could see them having a fun, flirty friendship, but it could also be amusing for her to have an "ugh, that guy thinks he's Sarenrae's gift to women" attitude towards him at first. What do you think?
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