Allence's Last Hope

Game Master sarpadian

Can the heroes retrieve the magic artifact that will break the half-century stalemate between the Kingdom of Kassht and the Taloth orcs?

Intiative:

Rhona
Chantif
Umash
Det
Enemy
Drexel


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@Morg: The patron deity of the Kingdom of Kassht as a whole is the Judge (Abadar re-skinned). As far as the players know, the artifact has no religious significance.

@Ash: Sounds good. Incidentally, the Iron Mountain dwarves (north of the Teeth) are considered the best stonemasons in the world, so that might help explain why you want to cross the Teeth.


Any love for the Cleric of Desna-esque? Or don't bother? Works love to join, but only if you feel I'm contributing.


@Arasmis: I'm having a hard time following your skill modifiers. Everything else seems to be correct, though.

@Nathan: You don't qualify for Weapon Focus, and you need to choose orisons.

@Morg: It sounds interesting, but I'm not sure how well it would work out. Feel free to give it a shot, though.


Woops forgive me I did not notice I missed the 0 levels...Create Water, Detect Magic, Purify Food and Water, Read Magic.

I'm not sure how I don't qualify for Weapon Focus...you said level two for the character creation and shaman's are proficient with a longspear. So...I should be able to qualify for it.

Edit:Bah, you are right good sir. I did not think about that at the time, Thank you Morg. Had a brain fart. Distance Thrower for now


Vincent Fleming wrote:

Woops forgive me I did not notice I missed the 0 levels...Create Water, Detect Magic, Purify Food and Water, Read Magic.

I'm not sure how I don't qualify for Weapon Focus...you said level two for the character creation and shaman's are proficient with a longspear. So...I should be able to qualify for it.

I think because both feats would have been chosen @ Level 1, at which point you were BAB +0.

You can take it as your Level 3 feat.


GM Sarpadian wrote:
@Morg: It sounds interesting, but I'm not sure how well it would work out. Feel free to give it a shot, though.

Thanks for the feedback.

Do you mean in the campaign or as a character concept... or either/both?


GM Sarpadian wrote:
@Arasmis: I'm having a hard time following your skill modifiers. Everything else seems to be correct, though.

I have reformatted my skills on the profile and they have been copied here for ease of reference.

Skills:

Skill Points Bard (6) + Cleric (2) + Skilled Racial alternate class feature (2) = 10

Skills {ACP* = Armor Check Penalty (-6) = {-4 armor & -2 shield}
Acrobatics 1 [-1*] (1 rank + 3 class + 1 Dex - 6 ACP)
Appraise
Bluff
Climb
Craft
Diplomacy
Disguise
Escape Artist 1 [-1*] (1 rank + 3 class + 1 Dex - 6 ACP)
Heal
Intimidate
Knowledge (arcana)
Knowledge (history)
Knowledge (local) 1 [+4] (1 rank + 3 class + 0 Int)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion) 1 [+4] (1 rank + 3 class + 0 Int)
Linguistics
Perception 1 [+6] (1 rank + 3 class + 2 Wis)
Perform (oratory)1 [+7] (1 rank + 3 class + 3 Cha)
Perform (sing) 1 [+7] (1 rank + 3 class + 3 Cha)
Profession
Sense Motive
Sleight of Hand
Spellcraft 1 [+4] (1 rank + 3 class + 0 Int)
Stealth 1 [-1*] (1 rank + 3 class + 1 Dex - 6 ACP)
Use Magic Device 1 [+7] (1 rank + 3 class + 3 Cha)


GM Sarpadian wrote:


@Ash: Sounds good. Incidentally, the Iron Mountain dwarves (north of the Teeth) are considered the best stonemasons in the world, so that might help explain why you want to cross the Teeth.

Dwarves? I don't think they exist. [Immediately a Dwarf Appears]


@Morg: I was mainly thinking in the campaign. There's already a ranger with Deadly Aim in the party, but he's using it with a longbow, so you're probably distinct enough to be making a unique contribution.

@Arasmis: Thank you. Everything seems to be in order except you're missing a favored class benefit.

@Ash: Could I get you to break down your skill modifiers like Arasmis has done?


Sure, they're pretty simple.

Skills:

Skill Points = 4 (Oracle) + 2 (Paladin) + 2 (Int*lvl) = 10

Armor Check Penalty, (ACP)
Total: -7 = -5 Armor + -2 Shield

Speed Penalty To Jump
Total: -8 = -4* 2 (increments below 30' base speed, Lame Curse + armor)

2 Ranks Spent, One Skill
Craft (Stonemasonry)
Total: 6 = 2 Ranks +3 (Class) + 1 (Int) + 0 (Normal tools (5gp))

1 Rank Spent, Eight Skills

Diplomacy
Total: 8 = 1 Rank + 3 (Class) + 4 (Cha)

Heal
Total: 2 = 1 rank + 3 (Class) - 2 (Wis)

Kn(Dungeon)
Total: 5 = 1 rank + 3 (Class) + 1 (Int)

Kn(Planes)
Total: 5 = 1 rank + 3 (Class) + 1 (Int)

Kn(Religion)
Total: 5 = 1 rank + 3 (Class) + 1 (Int)

Ride
Total: -2 = 1 rank + 3 (Class) + 1 (Dex) -7 (ACP)

Sense Motive
Total: 2 = 1 rank + 3 (Class) - 2 (Wis)

Spellcraft
Total: 5 = 1 rank + 3 (Class) + 1 (Int)


GM Sarpadian wrote:
@Arasmis: Thank you. Everything seems to be in order except you're missing a favored class benefit.

Corrected on Profile.

Favored Class: Cleric +1 skill point spent on Profession (cook).


Hmm... point taken.


@Ash: The archetypes you've chosen don't stack with each other. The oracle archetypes both replace revelations, and the paladin archetypes both modify or replace smite evil.


please click on my Alias to see my submission for your campaign. Hopefully you are still accepting??

Rok ForgeFist is an Oread Warpriest (Sacred Fist archetype) from Bodekgrim.
Adopted and raised by the dwarves and taught their unarmed fighting style, he has been sent as their contribution(representative) to this mission. In return for helping to recover the artifact, Overlord Shem d'Allence has promised to use its power to break the Orc siege of Bodekgrim.

Appearance and further background are WIP


GM Sarpadian wrote:
@Ash: The archetypes you've chosen don't stack with each other. The oracle archetypes both replace revelations, and the paladin archetypes both modify or replace smite evil.

Ack! I put down the archetypes I was considering but didn't edit the statblock for question marks. Assuming those archetypes are kosher, he can be a hospitaler/spirit guide.


@Rok: You've clearly done your research into my world, which I appreciate, but unfortunately all of the characters in this campaign need to have the human sub-type. If I have to open recruitment for the dwarf campaign again, this submission would be appropriate there.

@Ash: The archetypes are fine, provided you realize that the channel energy you get from the life mystery doesn't stack with the hospitaler's channel energy.


I would like to offer a submission as well. I was reading through the original recruitment thread not realizing it was a year old and got all excited. The basic idea for this character is an Inquisitor of the Infiltrator archetype that was trained in subterfuge to serve as a scout and operative against the orc incursion. With this being a seemingly simple mission, this will be my first official assignment and test in the field. I will read more into your setting and the campaign events today to try and get a better understanding for a more in-depth background. Unless, of course, recruitment is closed. I have the crunch in the alias, story to come.


GM Sarpadian wrote:

@Rok: You've clearly done your research into my world, which I appreciate, but unfortunately all of the characters in this campaign need to have the human sub-type. If I have to open recruitment for the dwarf campaign again, this submission would be appropriate there.

I went with Oread based on this quote from d20pfsrd. "Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along the line, often that of a shaitan genie" and so thought it would qualify.

My character does not have to be an Oread. I looked at the beginning of the thread and saw that an Aasimar w/Scion of Humanity would be acceptable for this campaign.

Can I change my submission to an Aasimar w/Scion of Humanity? Class intended role and Background (adopted and raised by Dwarves) would remain the same?

Should I revise my crunch and resubmit?


GM Sarpadian wrote:


@Ash: The archetypes are fine, provided you realize that the channel energy you get from the life mystery doesn't stack with the hospitaler's channel energy.

I'm up in the air about how many levels of hospitaler I'm taking anyways, so it might not even come up, but my goal was 2 separate pools which gives more flexible options for topping off minor vs major wounds.


@Meurig: Recruitment is still open. I'll check out the crunch shortly.
@WabbitHuntr: Please do revise and resubmit.
@Ash: Just checking. I'd rather make sure we're on the same page ahead of time than have it come up and find out we weren't.

@Everybody: Recruitment will continue until the party reaches Meston. They're currently about two days out in game time, but I'm not sure how long it will take to cover that.


Here is my revised Warpriest/Monk now an Aasimar Scion of Humanity

Devran ForgeFist:

Devran ForgeFist is an Aasimar Scion of Humanity Warpriest (Sacred Fist archetype) from Bodekgrim.
Adopted and raised by the dwarves and taught their unarmed fighting style, he has been sent as their contribution(representative) to this mission. In return for helping to recover the artifact, Overlord Shem d'Allence has promised to use its power to break the Orc siege of Bodekgrim.

personality, further background and appearance WIP.

Statistics Warpriest (Sacred Fist)1, Monk Master of Many Styles 1
LG Medium Male Aasimar Scion of Humanity
Init +2; Senses Perception +8, Darkvision 60ft
------------------------------
DEFENSE
------------------------------
AC 15, touch 15, flat-footed 13 (+3 wis, +2 dex)
hp 19 {13,+6Con}
Fort +7 {+4 Base,+3 Con}
Ref +4, {+2 Base,+2 Dex}
Will +7,{+4 Base,+3 Wis}
CMD 12
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +2;
Base Atk +0
Melee+2 {+0Base, +2Str }

--Melee +2 (1d6+2/x2)
--Flurry +1/+1 (1d6+2/x2)

------------------------------
STATISTICS
------------------------------
Str 15, Dex 14, Con 17, Int 10, Wis 17, Cha 9

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

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

----------------
Race Traits
------------------
Archon-Blooded (Lawbringers)
Lawbringers are champions of justice and of doling out punishment to the wicked, and often believe chaos is the cause of all mortal suffering.

Ancestry Archon
Typical Alignment Lg

Ability Modifiers +2 Con, +2 Wis

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Alternate Skill Modifiers Intimidate, Sense Motive

Alternate Spell-Like Ability Lawbringers gain continual flame as a spell-like ability.

Lawbringer Race Traits: Good Influence, Lantern Spirit

Lawbringers reflect the patience of their archon ancestors in their daily lives; they understand the need for rules and routines, and use their inherent discipline to train in their chosen field as they seek to do good. They develop their talents faster than most of their peers and show exceptional skill at whatever they focus their attention on.
Lawbringers feel most comfortable in regions where a clear hierarchy and system of justice exists, preferably alongside good people and honest rulers.

-------------
Feats
----------------
Warpriest Sacred Fist 1: Additional Traits see Trait section, BF: Improved Unarmed Strike

Monk Master of Many Styles 1: BF Stunning Fist, BF Pummeling Style

Traits from additional trait feat
Magical Knack: +2 CL up to Character lvl

Fate’s Favored| Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

--------------
Skills (6 points; 6 class, 0 INT)
-----------

Climb*(Str)____+6{+1rank,+2Str, +3Class}
Perception(Wis)____+8{+2rank,+3Wis, +3Class}
Stealth* (Dex)____+6{+1rank,+2Dex, +3Class}
Survival(Wis)____+7{+1rank,+3Wis,+3Class}
Swim*(Str)____+6{+1rank,+2Str+3class}

Languages Common Celestial. Although as he was raised by Dwarves I think celestial should be replaced with Dwarven.

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Warpriest (Sacred Fist) lvl 1
Aura (Ex)
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings (Su)
A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdommodifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform

Bonus Languages
A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

AC Bonus (Su)
A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name.
This ability replaces sacred weapon.

Unarmed Strike
At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.
This ability replaces focus weapon.

Monk (Master of Many Styles) 1
Bonus Feat
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path. 
This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex)
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as aswift action.
At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. 
This ability replaces flurry of blows.

Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

------------------------------
Spells
------------------------------
0th (3)
Detect Magic
Read Magic
Create Water

1st (1+1bonus/day)
Divine Favor x2

Blessings
3+ 1/2 per Warpriest lvl

Good Blessing
Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Luck Blessing
Lucky Presence (minor): At 1st level, you can touch an ally and grant it a lucky presence. The target of this luck can call upon it to roll any one ability check, attack roll, saving throw, or skill check twice and take the better result. The decision to use this ability must be made before the roll is made. Once used, the effect ends.

Gear/Possessions Will be completed if chosen
------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 150 GP 0 SP 0 CP

To be completed if chosen

Background
He's an Aasimar Scion of Humanity Warpriest Sacred Fist archetype from Bodekgrim.
Adopted and raised by the dwarves and taught their unarmed fighting style, he has been sent as their contribution(representative) to this mission. In return for helping to recover the artifact, Overlord Shem d'Allence has promised to use its power to break the Orc siege of Bodekgrim.


I've looked over your gameplay thread and it looks like you need more healing than my Sacred fist Warpriest can offer.

I've never been a huge fan of playing heal-bots. But...I have found an interesting build that will satisfy both the parties need for healing and my desire to have a character with interesting options.

lvl 1 Cleric

lvl 2 Paladin

lvl 3 Cleric

lvl 4 Paladin

pretty standard right? channeling and lay on hands for healing. from 5th on is where this gets interesting

lvl 5 Go to Warder.

note: gains Martial maneuvers like :

Enduring Crane Strike:

Enduring Crane Strike

Discipline: Silver Crane (Strike) [good]; Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: Target creature(s)
Duration: Instance

DESCRIPTION

Making his soul a wellspring of holy power, the disciple strikes out at a foe to unleashed his holy power to restore health to himself or an ally. The initiator makes an attack against a target creature, inflicting damage as normal, and the strike restores 1d6 hit points plus his initiation modifier to the initiator or to an ally within 30-ft.


---------------
Now my character has interesting tactical options. Is Drexel getting attacked while the rest of the party is engaged with enemies. Charge over and hit the enemy with a Standard action Enduring Crane Strike damaging the enemy and healing Drexel 1d6+Int mod.

Win win for everyone I provide in combat tactical healing for the party and I get to do interesting stuff.

lvl 6+ Go to Battle-Templar.

this prestige class advances Channeling, Lay on Hands and Divine Spellcasting

@ lvl 7 gains the ability to cast a divine spell on himself or an ally in touch range as a move action when initiating a martial strike.

@ lvl 8 gains

Martial Healing:

Martial Healing (Su)

The battle templar's divine power is so firmly blended with his martial talents that when he utilizes a martial maneuver, the power of his faith infuses it and aids him and his allies. When the battle templar initiates a martial strike, as a swift action he can heal himself or an ally within close range (25 ft. plus 5 ft. per two initiator levels) for 1d4/maneuver level + the battle templar's class level in hit points.

What do you think? Should I write up this character and submit?


No because you're trampling my dreams. (Yes of course you should write up your guy, good luck!)


@ash. I think they should take both of us on. . Healing for everyone. . Just for fun we might heal our enemies and kill them again.


As far as I know, Sarpadian is not including any 3pp material.


@Chantif

That's why I was asking if this character is worth writing up for submission. . Wasn't sure if 3pp was allowed or if not maybe an exception could be made to allow a heal-bot to become a fun character to play.

Personally I consider Dreamscarred Press to be core but that's just cause I love psionics ;)

There is a good reason why in most Recruitments there are fewer submissions for full divine casters than for other roles. . So much of the characters resources goes into patching everyone up that there is not much left to do interesting stuff.

I'm not including druids in that assessment because they get the fun craziness of wildshaping

If this character build is not acceptable because of a ban on 3pp I will understand.

Just saying that this is the only way playing a heal-bot would be interesting for me.

And looking at the game play it looks like a heal-bot is what you need.


I'm not sure we need a heal bot. We've managed to stay alive long enough to drop the stuff we've been fighting--our problem is getting back up to full health after the fight is over. It's taking days. If we had a wand of CLW, or someone who could channel energy after the fight, we'd be entering fights at 100% (or close to it) much more often.


Personally, I'm fine with any character type. Healing is great, but I've run an entire campaign without a proper healer before and it worked out fine, so I wouldn't feel too obligated to drop all the fun stuff in favor of full-on healing.

By the way, these have been some really cool submissions. Whoever Sarpadian ends up picking, I'll be happy.


I managed to read all of the gameplay. There were some seriously close encounters and great combats (I especially liked Drexels attempts to trick the gnolls). I have an idea for Meurig with personal history and how he ended up in Meston, but I don't want to make assumptions about the world you've created. But here is the basics of what I had in mind, and maybe I could get more information on the town of Meston and any orders that he could join to fit this idea. Based on the feedback, I will do a thorough write-up:

Meurig grew up in New Allence in a middle-class working family, employed to one of the farmers for the city. His father is a drunk whose beatings and family defamation led to a fallout without the church. When Meurig was 16, he came home to find his father in rage worse than any other and his mother lying motionless on the ground, bloody and battered. Meurig knew he had crossed the line as his father shouted at him, "It's your fault - your fault she's dead!" Meurig fled and grabbed some supplies from the farm - a sickle so familiar to him. Returning in the dead of night, Meurig had planned to take the life of his father, just has he had stolen that of his mother. He crouched behind the house, seeking to sneak in from the back entrance. As he opened the door, sickle in hand, he felt the hand of another reach out and stop him, whispering, "I don't know who it is or what they've done, but there are other ways..." Looking back with tears in his eyes, Meurig saw the old priest whose sermons he grew up listening to. What the kindly old man was doing there, Meurig never asked.

From then on, he rejoined the church and gave himself up to the Judge. His father was tried and imprisoned, sentenced to meet with the Judge in due time. Meurig spent a couple years as a servant of the Judge until one day, the same priest that had saved him approached him again. The priest told him about an organization being composed by both the church and government as an attempt to combat the Taloth. Agents of the Judge who discard their material want in pursuit of justice and retribution. They would be stationed in Meston where they could train close enough to the front lines yet remain out of sight and be deployed expeditiously if need be. Wanting an escape from the constant reminder of his past, Meurig accepts the offer and prepares for the challenges ahead.

After a year of training to be an infiltrator for the order, he is summoned when a small band of servicemen arrive in Meston with a mission from the Overlord.


I may also consider doing a build of Cleric 1/Inquisitor 1 to represent his time in the church + this inquisition when I get off work. Seems like it would make more sense character-wise.


Just asking for feedback on which of the 2 characters the party would prefer so that I can flesh out their backstory and personality.

If you can give me a hint of where I should focus my energies, that would be great. I'd like to submit a character that actually gets considered by your group.

Should I

A) stick with my Warpriest/Monk (1 or 2 lvls of monk the rest warpriest)

or

B) submit my Cleric/Paladin/Warder a healbot, yet a fun and tactically interesting character. Warder is 3pp from Dreamscarred Press so I will need GM approval to go this route.

or

C) the Warpriest will not fit your needs and the Cleric/Paladin/Warder Healbot is 3pp and therefore will not be considered. If it is C please let me know and I will completely understand. And will be thankful for your honesty as it will allow me to focus my time on other recruitments.

I was recently on the other side of a recruitment situation like this and what I voted for and what we went with was, a full divine caster who fit our needs rather than the other submissions that were solid characters but whose strengths overlapped rather than complemented ours.

I will enjoy playing either of these characters.

I know there are other characters up for consideration from other players. Just asking for feedback so I can make my submission as competitive as possible.

thanks
WabbitHuntr


As far as you are concerned WabbitHuntr, Warpriest/Monk sounds fine and interesting.

-Posted with Wayfinder


I'd like to stay away from the 3rd party stuff, but the Warpriest/Monk sounds fine to me.


I think that I'm going to stick with my current build. The time Meurig would have spent in the church would have been doing simple tasks rather than training in clerical magic.

Also, I am always looking for new ways to brush on my Photoshop skills, so I did up an illustrated version of the region map that I thought I'd share. I hope you enjoy it or can put it to good use. Some of the areas I wasn't sure if I was misinterpreting (Lower Alenka) and others I took some artistic liberties (the marshes).

Image Here

Shout out to fantasticmaps.com for the great tips.


GM Sarpadian wrote:


@Ash: Just checking. I'd rather make sure we're on the same page ahead of time than have it come up and find out we weren't.

@Everybody: Recruitment will continue until the party reaches Meston. They're currently about two days out in game time, but I'm not sure how long it will take to cover that.

I totally understand.

Meanwhile, I am enjoying poison ivy and other hazards of the wilds like gravity and rocks quite a bit. Drexel-as-narrator is also amusing.


Just a note, I switched from a two-weapon fighting build to more of a ranged, at least to start. I wanted him to be mobile, which is hard to do when two-weapon fighting with all of the full-round attacks.


I've been accepted into some other games so I'm going to officially withdraw my submission. Good luck to all and I look forward to reading your adventures.


I am assuming this is still open pending the party reaching meston?


I haven't heard anything to indicate otherwise. Who has made a submission so far?

I see
Meurig Crowder (laughmask21)
Devran Forgefist (WabbitHuntr)
Morg "Tinker" Blackflame (Hassan Ahmed) (profile says he is a dwarf... needs to be a human subtype, I believe)
Master Mason Jones "River" Hammerson (Ash..)
Nathan Ladamire (Jing the Bandit)

Did I miss anyone? Are you all still submitting?

And Arasmis withdrew.


Also, very nice work on the map, laughmask21.


Yeah, I'm just seeing that map for the first time, but damn, that's a nice map. Well done, sir!

I do hope we are still recruiting. I'm not quite sure what the status is on everything.


Ash wrote:
I am assuming this is still open pending the party reaching meston?

Right.


The party is about to reach Meston. Please let me know if you're still interested. New submissions are still welcome, provided you can get the character together quickly; the entire point of opening recruitment up early was so that the character would be ready to go when I was ready to introduce him or her.


I'm still around.


Still around as well

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