Captain Collateral Damage's Ruins of Azlant (Inactive)

Game Master Captain collateral damage

Island Map
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Gorglumch

Backstory:
Gorglumch was born a member of a wealthy goblin merchant trading shipping company. (Goblin Goods, Ltd.) His youth was spent swimming around, climbing rigging, and doing other sailor stuff, lending Gorglumch a natural athleticism and love of water. These happy days were brutally cut short when the trading convoy was sunk by a creature of the deeps. Gorglumch was only a child at the time, but vividly remembers the unnatural form and innumerable tentacles. Barely escaping with his life, Gorglumch drifted on floating wreckage until a passing fishing boat rescued him and delivered him to his home city. But a poor goblin orphan had nowhere to go and no chance of rising, so Gorglumch was forced to live off the streets, fighting for scraps. That is until war came through, meaning mass drafting of anyone who could reasonably carry and use a weapon. Gorglumch was forcibly "voluntarily enlisted" and sent off to war. There, as a small, barely trained soldier, Gorglumch got the honorable duty of "forward reconnaisse", i.e. cannon fodder. He survived, barely, mostly by hiding better and running faster than his larger compatriots. He lasted long enough to get promoted to a crossbowman (or is it crossbowgoblin?), where he showed an exceptional aptitude. Alas, even the best crossbowgoblin can turn the tide of a war, and Gorglumch's side was the unfortunate loser.
Once again on his own, Gorglumch had only the clothes on his back and some combat gear he "liberated" as the army "tactically withdrew." He managed to scrape by for a bit, till he heard about the expedition to explore the ruins of Azlant. Eager for a chance to regain the wealth his family once held, restoring his previous status, and a chance to hopefully find the creature of the deeps that stole his future so long ago, Gorglumch signed up on the spot.

Personality & Appearance:
With skin weathered from years of exposure, and scars from numerous battles, Gorglumch certainly makes an imposing sight... besides his vertical disadvantage, that is. A rough and tumble fellow, Gorglumch has a prickly exterior, concealing only a more prickly interior. While he practically spits venom when interacted with, when push comes to shove, Gorglumch can be counted upon to support his allies. From sailing to soldiering, camaraderie is bred into his bones.

Stat Block:

Goblin Ranger (Darklands Sailor, Skirmisher) 1
LN Small humanoid (goblinoid)
Init +5; Senses Darkvision 60ft, Perception +7
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Defense
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AC 19, touch 16, flat-footed 14 (+5 Dex, +1 size, +3 armor)
hp 13 (1d10+3) (favored class bonus)
Fort +4, Ref +7, Will +3
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Offense
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Speed 30 ft.
Light underwater crossbow +7 (1d6/19-20)
Trident +2 (1d6)
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Statistics
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Str 11, Dex 21, Con 15, Int 14, Wis 16, Cha 10
Base Atk +1; CMB +0; CMD 15
Feats Rapid Reload
Traits seasoned hunter (+1 attack vs aberrations), athletic (+1 swim)
Skills Acrobatics +6, Climb +4 (class skill), Intimidate +4 (class skill), Knowledge (nature) +6 (class skill), Perception +7 (class skill), Profession (sailor) +7 (class skill, background skill), Stealth +16 (class skill, ACP -1), Survival +7 (class skill), Swim +5 (class skill)
Languages Goblin, Common, Orc
SQ small, skilled, darkvision, favored enemy (1), skilled pilot, wild empathy
Combat Gear studded leather, light underwater crossbow, trident, 50 xbow bolts; Other Gear 40gp [probably consists of miscellaneous adventuring items]
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Special Abilities
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Small: +1 AC, +1 attack rolls, -1 CMB, -1 CMD, +4 Stealth
Skilled: +4 Ride, +4 Stealth
Darkvision: 60ft in darkness
Favored Enemy: +2 Bluff, Knowledge, Perception, Sense Motive, Survival, attack, damage vs Monstrous Humanoids (knowledge for identification can be untrained)
Skilled Pilot: A Darklands sailor adds half his level (minimum 1) to Profession (sailor) and Survival checks to navigate or avoid natural hazards in subterranean waterways.
Wild Empathy: Diplomacy on animals: 1d20+ranger level+cha. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.


Hay sorry for the delay in getting this in, had some net problems, all seems sorted now tho.

Background:
Brod was born on a expansion expedition to a loving family, alas for poor Brod he would never get to know said family due to fates design.
The expedition was ambushed not even a month out into it by a large tribe of orcs, it was only by pure luck that Brod was not found due to his mother hiding him in the small hollow of a squirrel hole in a nearby tree.
It wouldn't be till a day later that he would be found by a nearby group of druid's sent to investigate the recent commotion in the forest by the local druid enclave.
Due to the druid's secretive nature, all barring the most eldest druid were for leaving him for nature to take its course.
Alas for poor old Finias Anumval due to his relatively low standing in the circle, he was given a ultimatum, leave the child to his fate or don't return at all, He choose the former and so it was that Brod unexpectedly found himself in the care of Finias.
As the years went by and Brod grew into a young dwarven teen, Brod found himself fascinated by the druidic arts and after much pestering and begging Finias would finally bend and teach him, after being granted permission by a "sign" of Gozreh. (most defently not a trick on the poor old elf by Brod)
Amazingly enough Brod had a natural talent for the druidic arts in all areas barring one, animals.
Animals just seemed to not like the young dwarf leading to himself doubting himself which resulted in a nervous tick of shaking when he failed something that would sometimes last hours.
After of being trained under Finias and travelling for many years, Finias would pass away in his sleep on the year of Brods 64th birthday, distraught and dismayed by the death of his long time mentor and parent brod would wonder aimlessly for the next two years.
Wandering aimlessly he ends up in Andoran, were he noticing a sign looking for people to explore a unexplored island, Brods adventurous spirit is once again ignited and he quickly signs up.

Statblock:
Brod Anumval
Male dwarf druid 1
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
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Defense
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AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 14 (1d8+6)
Fort +5, Ref +0, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee club +1 (1d6+1)
Special Attacks hatred
Druid Spells Prepared (CL 1st; concentration +5)
1st—entangle (DC 15), goodberry (x2)[D], snowball (DC 15)
0 (at will)—detect magic, detect poison, purify food and drink (DC 14)
D Domain spell; Domain Weather (Seasons domain[APG] subdomain)
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Statistics
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Str 13, Dex 10, Con 17, Int 12, Wis 18, Cha 10
Base Atk +0; CMB +1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Toughness
Traits adopted, - custom trait -, magical knack, warrior of old
Skills Acrobatics -6 (-10 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Craft (alchemy) +5, Knowledge (nature) +7, Perception +8 (+10 to notice unusual stonework), Profession (herbalist) +8, Survival +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Druidic, Dwarven, Terran
SQ doubt, nature bond (Seasons domain[APG]), nature sense, untouched by the seasons, wild empathy +1
Other Gear wooden armor[APG], light wooden shield, club, backpack, belt pouch, blanket[APG], feed (per day) (5), flask, flask, flask, flask, flask, flask, flask, flask, flask, flask, flint and steel, formula book[UE], holly and mistletoe, mess kit[UE], pot, shovel, soap, spell component pouch, torch (10), trail rations (5), vial (5), waterskin, 10 gp, 7 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Druid Domain (Seasons)
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Untouched by the Seasons (1 hours, 7/day) (Su) As per Endure Elements
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Resume to the Company:

-I'am trained in the basics of Alchemy, but will require a proper work space on the island due to a nasty accident with my last set of equipment involving a gnome, a experimental potion and A LOT of spiders.
-I'am a very proficient herbalist, so I will be able to cultivate herbs, medicinal plants and other such things for the community.
-Very knowledgeable about forestry, habitats and other such things.
-Am a experienced explorer of 50 years.
-Have been trained in the druidic arts and as such am able to decontaminate foods, waters and other such tasks.
-Have been also trained in combat, specialising in ranged spell-casting, support, control and close ranged combat if need be.

I look forward to potentially playing with everyone and wish everyone luck!
And may the odds ever be in your favour!


BWAAAAA!!!!! I got this done a couple days ago and thought i had posted it but I hadn't, I'm sorry ;_;

Statblock:
Name Ebirah “Ebby” Blackmoor
_____________________________________________
Race Malenti
Gender Male
Age 18
Class Slayer (Witch Killer/Pureblade) Level 1
Init +3; Senses Perception +5
AL Chaotic Good
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DEFENSE
_____________________________________________
AC 13, touch 13, flat-footed 10
hp 13
Fort +5, Ref +5, Will +3
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OFFENSE
_____________________________________________
Speed 30 ft., swim 50ft.
Melee halberd +3 (1d10+3 piercing, slashing/x3)
or ranseur +3 (2d4+3 piercing/x3)
or boarding axe +3 (1d6+2 piercing, slashing/x3)
Ranged composite longbow +4 (1d8 piercing/x3)
or brass knife +3 (1d4+2 piercing/19-20)
Special Attacks blood frenzy, studied target +1 (1st, move action)
_____________________________________________
STATISTICS
_____________________________________________
Str 15, Dex 16, Con 17, Int 10, Wis 13, Cha 6
Base Atk +1; CMB +3; CMD 15
Feats Iron Will
Traits Broken, not Beaten (combat), Eagle Knight Recruit (campaign), Andoran Freedom Fighter (regional); Drawback: Righteous Indignation
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SKILLS
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Climb +6 (+1 rank, + 3 class, +2 Str)
Knowledge (arcana) +4 (+1 rank, +3 class, +0 Int)
Knowledge (dungeoneering) +4 (+1 rank, +3 class, +0 Int)
Perception +5 (+1 ranks, +3 class, +1 Wis)
Profession (sailor) +5 (+1 rank, +3 class, +1 Wis)
Stealth +7 (1 rank, +3 class, +3 Dex)
Swim +14 (+1 rank, +3 class, +2 Str, +8 swim speed)
Languages Common, Aquan, speak with sharks
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EQUIPMENT AND GOLD
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Gear halberd, breastplate, boarding axe 6g, ranseur 10g, brass knife 2g x10, composite longbow 100g, arrows 1g (20)x2, barbed vest 10g, bandolier 5sp, signal whistle 8sp, whetstone 2cp, antiplague 50g, alchemist’s fire 20g, swashbuckler's kit 9g (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
Carrying Capacity (Str 15): Light: 66 lbs. or less; Medium: 67–133 lbs.; Heavy: 134-200 lbs.
Gold 2gp, 6sp, 8cp
____________________________________________
APPEARANCE
____________________________________________
Height 6’8”
Weight 200 lbs.
Eye Color black
Hair Color green

Background:
While there is usually nothing but misery to be found aboard an Okeno slave ship, there is the occasional little spot of hope, however rarely. Which is why people take it into their own hands to manufacture that hope, and the sight of a blue sails of Andoran is the surest way to relight the flame within any slave’s soul. It was during one such righteous assault upon a slave galley that a group of Gray Corsairs made a rather peculiar discovery.

Among the slaves of many races and ages there was one too young to move on their own, a few months old blue skinned elven toddler wrapped up and held by another slave who knew absolutely nothing about the child or where the slavers had acquired him. Faced with an additional dilemma while escorting the freed slaves back to the safety of Andoran two of the Corsairs, the couple John and Trevor Blackmoor, decided to take the child and raise him as their own one they returned to their country.

Growing up Ebirah Blackmoor, or Ebby, as John would call him, had a mostly unremarkable childhood. If you discounted that he was an elf being raised by humans. And the blue skin. And the gills. And the eyes and teeth of a shark. And the boundless appetite and energy-okay that one is pretty much a given. Other than that he grew up like most of the children of the Eagle Knights, hearing the heroic tales of their parents interspaced with the horrors inflicted upon people by humans and monsters alike and the decision they too might to have to face one day.

And while most of the other children boasted of being heroes and joining the Eagle Knights as they aged it would be up to time to see if they still remained on that path set forth by their parents. Ebby though, launched himself forward headfirst as soon as his fathers would let him. Picking no other life had ever even occurred to him.

Due to his natural biology and his dads’ occupation as Gray Corsair’s themselves Ebby naturally acclimated to being on a ship and in the ocean. And although he took to the sea and ship life with ease, and possessed of a burning hatred of slavers and tyranny, perhaps a fire burning too strong, too fast, as his parents and superior officers soon noticed. While he was always aware of the Gray Corsair’s true mission, that of freeing slaves rather than just simply going after slavers, he fell into the rage much more easier than the benevolence. This was much more apparent during combat drills, as whatever training he had would be broken down whenever he was hit and an atavistic violence would take hold of him and he would go into a frenzy against his opponent.

All of this, even weighed against his good intentions and want to help people while following in his fathers’ footsteps, kept him from officially joining the ranks of the Gray Corsairs. Until an opportunity presented itself in the form of the Bountiful Venture Company and the second expedition they were putting together with the government of Andoran to look into an earlier expedition. His fathers and his superiors officers talked it over, and even though he would be sent an ocean away, they felt an opportunity to fulfill the Gray Corsair’s tenants that didn’t involve killing slavers might enlighten the young man and focus the fire inside him. It would be a mission of investigation and possible rescue, rather than an assault, they thought, there had been no reports of slavery in the area they were headed, and it was too far away from Cheliax and Okeno fro them to likely be involved.

Talking it over with their son he was silent for a good while as he weighed his options over. It wasn’t that he wouldn’t be fighting slavers that made him pause, but the fact that he would be so far apart from his dads for so long, and at quite a distance. The thought had never occurred to him till now, even though it would have been very likely had been made a Gray Corsair as well. Taking a deep breath he looked up at his fathers. And agreed to undertake the interview in order to find out what happened to the colonists, and hopefully return them safe and sound.

Personality & Appearance:
Possessing the tall and athletic almost androgynous build of an elf Ebby would be quite the attractive young man, if not for certain features. While the blue skin and green hair that looked more like seaweed made him stick out it wasn't quite the a detractor to his looks,or even his gills, rather it was his mouth full of sharp teeth and the way that his dark eyes dilated when he looked at someone that unnerved everyone who didn't know them, more so if he was staring at them, which he was apt to do. Even aside that, simply being around him was enough to put people off, as although he looked human, or rather, elf, there was just enough... off.

Young and energetic Ebby has a tendency to hyper focus on things, to the exclusion of having any actual hobbies. While polite and friendly to talk to any social niceties will let people notice he always seems to want to be somewhere else, or rather, doing something else, even if he says he's enjoying whatever it is he's currently doing. Rarely idle, he always feels like he could be doing something more, helping out just a bit more.


Pennate, here. I didn't have much time to work on my submission this week, but I was able to throw together a basic idea. If I have the time, I might add a "personality" section to my character's profile and spruce up the backstory a bit. Regardless, I have to say that I'm excited about the chance of being able to play with you people!

Also, if it is all right with you, GM, I would like to acquire the animal companion after the game starts, as I think that would be fun to roleplay. If you don't like this idea, then I can probably try to whip up a backstory for Shesikor and his companion's meeting, but I doubt I'll be able to do so for a few hours.


Thank you everyone so much for your time, effort, and applications. :)
If you are still looking to get into a ruins of azlant game, There's one here, and I suspect there will be many more in the future.
My selections:
Bhookaj
Gorglumch
Elia Sonelle
Ebirah Blackmoor
Kela Vorn
Valdern DeepIron
Lorelei
Again, thank you all so much for your submissions.
Discussion thread will be up momentarily.


Huzzah! Thanks, Captain collateral damage!


Congratz guys an gals!


Good luck everybody.


Congratulations!


Thankies!

Good luck to everyone in your future recruitments ^w^


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Have fun!

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