Chronicles of Daggerford (Inactive)

Game Master Rhanloi Ehlyss

“Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”

Maps / Handouts


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Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Ami uses sword or crossbow generally, but she's middle-of-the-road enough that we may be better giving the better melee to primary melee and better ranged to primary ranged - she'll just fill the gap where required.


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Tyler is going to take Wizard levels now, so he'll be spellcasting, plus throwing his bombs. I think it would work better for the party if you take the crossbow Amelleanne.


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

And Tyler is done.

He hit the books, his pride damaged by his lack of knowledge on identifying magic items and has taken his first level of Wizard

HP: 1d6 + 1 ⇒ (6) + 1 = 7 Keeping that.

Alchemist(Cryptbreaker) 3/Wizard (Universalist) 1.

7 HP.

Skills.
Knowledge Dungeoneering 1
Knowledge History 1
Knowledge Local 1
Linguistics 1 (Draconic)
Perception 1
Spellcraft 1

Spells:

Dancing lights.
Detect magic.
Disrupt Undead.

Color spray.
Grease.
Shield.

Going to have to look at bracers and rings for protection now. Anyone want a mithril shirt?


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Was there a discussion as to wanting more healing in the group?

I could multiclass into either Bard (probably a less lore/perform orientated version such as Arcane Duelist or maybe Juggler) or Oracle (of shadow probably, maybe Legalistic curse?) My Intelligence or Wisdom aren't exactly shining so I think those are my options for healer-caster.


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

Liren increased the following skills by 1: Riding, Diplomacy and Perception. He also gained access to 2nd level spells and can now channel positive energy 3x a day (1d6)


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

I can take the chain shirt. I've been meaning to get one at some point anyway since it's basically the best light armor you can get.

I'll get to leveling shortly. Still trying to decide if I want to grab a level of inquisitor or if I'm going to go pure ranger.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Oops, brain-skip there, I forget we have a shiny new Warpriest (Hi Liren!).

Seriously though, I'll get to levelling up shortly.


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Alright, I'm leveled up.

Kyrus: Ranger Level 4
Class
+10 HP (D10 + 2 Con + 3 retroactive)
+1 BAB (+1 CMB, +1 CMD)
+2 Fort (+1 class, +1 Con)
+1 Reflex
+1 Constitution

Skills
+7 skill points (6 class + 1 favored)
+1 rank to Acrobatics, Diplomacy, Knowledge (Nature), Perception, Sense Motive, Stealth, Survival

Features
+1 Trapfinding
+1 Track
Hunter's Bond (Companion Bond)


M Human Warpriest 4. AC 17 Touch 11 FF 16. HP 35. Fort +6, Ref +2, Will +8. Init + 2. Perception +5

LOL...no problem, just along for the end of the last ride...hope to make a bigger impression in the next delve!!


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Level-Up Summary:

Level: +1 Fighter
HP: +9 (+6 class+2 CON+1 FC)
BAB: +1 (+4)
Saves: +1 Fort
Features: Bonus Feat (Weapon Specialization-Greataxe)

Skill Points: +4 (+1 Know-Dungeon, +1 Know-Eng, +1 Survival, +1 Intimidate)

Leveling up fighters is not a very complicated endeavor. Haha.


Ami, over the next couple of days, you feel healthier than ever. Although the memory of the swarm still gives you the creeps, and you have not seen much evidence that it has come out, since that happened you just feel better!

See the link above - the nanites are filtering your blood, giving you a +4 competence bonus on saving throws against disease and poison. In addition, when you attempt such a saving throw, you roll twice and take the higher result.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Cool, is that going to be something wierd that's going to slowly change me over time? Or should I unlevel and go nanite-bloodline sorcerer now just to play on it? Hmmm...

Levelled up and added xbow and swarm.

Also I sheepishly realise that I was supposed to have sneak attack and managed to completely forget about it for the entire duration of last level.


You will continue to get boons/benefits over time. Up to you if you want to multi-class as a Slayer/Sorceror... =)


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

If it makes you feel any better, Amelleanne, I've just realized that I haven't updated my character sheet on the site from my HeroLab sheet since I got the magic axe, so I've still been rolling from the one I had earlier. Gotta change that when I get home from work!


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Sorry, did anyone take the shortsword, if no-one else wants it I'll put it to use.


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

I don't think anyone else wanted the shortsword. Take it if you want it.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Was getting paranoid that someone would just beat me to the post on the translation there.


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

I never really started working on it honestly. Very nicely done though.


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

Nicely done. I had something like "Therefeere put een the full armeer eef geed...." then I gave up and cried a bit.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Used to love doing stuff like that as a teenager, hardly ever do it any more. Though in our real life group they've come around to just leaving puzzles to me (which amuses me as I have the least level of education on paper).

Substitution cyphers are usually a case of how long it takes, rather than being difficult, you just keep trying stuff that looks reasonable until it starts to make sense.


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

I'd have given it a shot myself if I'd seen it in time!

I think I could've had a guess at most of it after seeing the first few lines, since it's basically a D&D-styled reading of Ephesians 6:11-18.


=) So if you haven't guessed yet, I've added my own extra-special goodies into this dungeon, and the Armor of God is (potentially) a set of gear that could be the meat for follow-on quests!


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

Neat. I was curious what that meant. At least it will give us something interesting to do once we clear this dungeon.


Seems we've lost the groove. Guess that's the problem with a dungeon crawl on play-by-post...too tedious for online play. Do we call it? Maybe run you through an epic boss-battle to rid the dwarven area of the orc faction?


Male Half-Elf Ranger (Trapper) 4 | AC: 19 T: 15 FF: 14 | HP: 35/35 | F: +7 R: +10 W: +6 | Init: +5 | Perc: +11

I think it's more a thing of there needs to be a lot more stuff going on in the dungeon rather than a few traps and a lot of empty rooms. And having an actual goal other than just clearing the place out would be nice too, since it points us to a specific location with stuff to do rather than just wandering around. But I'm up for a raid on the orcs if we want to keep going.


M Human Alchemist (Crypt breaker) 3/Wizard 1. AC 12 Touch 12 FF 14. HP 31. Fort +4, Ref +5, Will +3. Init + 2. Perception + 7

I think many of the team felt they had little or nothing to do while we were busy with the exploration.

So yes, lets hit the Orcs.


Human Slayer 4 | AC 16 T 13 FF 13 AoO 20 | HP 31/31 | F +5 R +6 W +2 | Init +2 | Perc +7

Sorry, I'm still here, I've just had some personal troubles of late and not been very attentive.


I'm off to AWESOME CON DC so I won't be posting all weekend...just to build the suspense on what happens when the fog clears!!


Male Human (Ulfen) Fighter 3 | AC 18 T 12 FF 16 | HP 33/33 | F +5 R +3 W +1 | Init +4 | Perc +1

Just letting everyone know that I'm on vacation in Daytona from now until the 24th. I will have access to the game through Wayfinder, but posting will be sporadic. Please bot me as necessary.

-Posted with Wayfinder

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“Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”

How will greatness find you? You start as a character in the trading city of Daggerford, a medium-sized town in the River Kingdoms. By agreement with the duke, the town maintains its own militia, trained by Duke Pwyll’s soldiers. By the law of Daggerford, every healthy resident of age is required to serve as a member of the militia. The territory around Daggerford is occasionally besieged by evil invaders, and everyone must be ready to defend their homes and lives. Even transients of the right age find themselves either training with the militia or asked to leave the town. If a person stays longer than two weeks, a militia soldier shows up at his residence to induct him…

Militia troops must stand guard three days out of the month, acting as both a street patrol and wall guard. Militiamen who participate in combat or other hazardous missions are entitled to split any loot they legally obtain among them. The town is entitled to buy any magical items deemed necessary for the well-being of the town.

Character Creation:

Stats: All the PC's start as 1st-level residents in the town of Daggerford. Character creation will involve a 20 point ability buy. Maximum HP at level one, you may choose to either roll or use 1/2 HD + 1 thereafter.

Races: Humans are the most numerous race in the game, but Daggerford is a fairly self-sufficient town with visitors from other regions. Half-elfs, dwarves, halflings, and other core races are allowed so long as you have an interesting back story. As for other races (Featured or Uncommon races from Advanced Race Guide[/]), you will have to provide a [i]really fantastic justification why something this "odd" is in a generally human town.

Classes: Any but Cavalier, Gunslinger, Inquisitor, Ninja, Samurai, or Swashbuckler. No Unchained rules as I am not at all familiar with that =( The twist is that you must fit your class to a role in the community. Some examples of this might be the tavern minstrel who studied as a Bard, a fighter who is an officer in the local militia, the local herbalist at the edge of town having Alchemist training. As such, each character gains 1 free rank in a single Craft or Profession Skill and +1 bonus to any 2 skills (including the Craft or Profession skill) relating to their profession.

Alignment: Your characters can be any Neutral or Good alignment. No evil characters allowed.

Traits: 2 traits of your choice. These should relate to your background and/or profession.

Starting Equipment: Average gold for your class. As the players are residents of Daggerford, you also start with 2 sets of clothing, 3 days of rations, a room or place to live, and common crafting/professional tools (as agreed upon by the GM).

Background: Please provide a paragraph or two with your background story. Have you always lived in Daggerford, or are you a recent immigrant? Do you live in the main town, or in one of the outlying farming communities? What is your current profession – feel free to tie in to one of the well-known businesses or guilds, or create your own. What are your dreams and aspirations? Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor.

About Me:
I’m a veteran gamer. I prefer a good story to mechanics. I have come to absolutely trust in the awesome power of randomness. I run PG-13 games. (Sometimes they can be dark, usually they are humorous, but I try to make them safe for the younger gamers…) I post once a day – usually. I rely solely on the online Pathfinder Reference Document for rules. If it’s not here, I won’t accept it. (In other words – no 3rd party content.) I expect players to let us know if you are going to be out of pocket for more than a day - I want everyone be involved but will move the story on without you if you disappear.

I intend to open this recruitment thread for one week. I will select a party on the evening of Tuesday, 2 August. I look forward to meeting your characters – good luck!


Dot.


dotting


I think I'm going to dot in. I have an idea for a trapper ranger who's a hunter that brings in supplies for the local tavern and the like.


Enzio lives outside the walls of Daggerford on a run down barge docked at what appears to be an abandoned pier. Enzio eagerly joined the Militia to ensure that he doesn't get kicked out of the barge. He doubts that the barge would actually function on the river, but it is his. Even if it is falling apart around him. He claimed it as his. He is quite stubborn in his possession of the pier and barge. So far he hasn't had to do anything too drastic to keep it.

His sword skill sets him apart from the common laborer just doing the mandatory Militia work. Enzio is a fighter, who works primarily in the Militia, trying to work that into a full time job. Depending on the law and custom of Daggerford, Enzio has approached or has been approached by wealthier residents to pay Enzio to take their 3 days of the month shift on the Militia.

Not too many Militiamen offer to patrol the docks outside of the walls. His best friend is Kevin the River Master (Harbor Master except on a River) who has noticed that Enzio always defends this area during evil invader attacks. Kevin hasn't made the connection yet to why Enzio has refused to deal with Duke Pwyll’s soldiers, instead training with other Militiamen.

During time off, Enzio is trying to repair the dock and his barge. Dreaming of setting up a fishery off his pier.

Truly for Enzio, greatness has to thrust upon him.


Question, did you mean Daggermark, not Daggerford?

Rolling up an Alchemist (Cryptbreaker archetype) who can cover rogue.


So i've thought of who and what i'm going to play. Scipio Valiere The Prince of Thieves. He is an Oracle of Wind designed more towards sleight of hand, stealth and burglary than trap disarming

By day he owns and runs a legitimate trading business. Long story short people come in trading things like furs and spices for gold he then sells those goods to people who can use them.

by night he steals things not for money but for challenge. So basically things like the kings crown or the cities flag. He steals it, makes sure people know he stole it an then makes a job out of returning it.


I'm thinking cleric of Apsu. If not cool with that god, I'm fine with doing the philosophical concept of creation instead.

Need to get a good backstory going, but here is crunch without inventory...

Easton Rider
NG Human Cleric [Artifice/Travel]
Deity: Apsu

Concept at a Glance:::::
An explorer and architect devoted to the primal concept of creation, raising beautiful structures across Apsu's gift rather than prosthelytize.

Crunch:

14,15,12,10,14,14

Traits:::::
Scholar of the Great Beyond (+1 his/planes, 1 is class skill)
Mathematical Prodigy (+1 Eng/arc, 1 is class skill)

Languages:::::
Common, Draconic, Celestial

Stats:::::
hp: 8+1=9
sv: 3/2/4
atk: 2/2/
def:
spd: 40 ft
init: +2
perc: +2

Feats:::::
Two-Weapon Fighting
Cosmopolitan

Skills::::: 2+1h+1fc+1free
craft(Carpentry) 1+3+0+1=5
Heal 1+3+2=6
k(Engineering) 1+3+1=5
k(Religion) 1+3=4
prof(Architect) 1+3+2=6

Spells Prepped:::::
0th(3): create water, read magic, stabilize
1st(2+1): animate rope (domain), magic weapon, obscuring mist

Abilities:::::
Artificer's Touch (Sp): Mending at will. Melee touch to 1d6 damage object/construct ignore DR and hardness. 5/day
Agile Feet (Su): Ignore difficult terrain 5/day
Channel (Su) 1d6 positive, DC 13 5/day


...or wait, is this Forgotten Realms Daggerford?


Can I ask what sort of gameplay balance you are aiming for, and what the posting rate expectations would be?


Pathfinder Adventure, Adventure Path Subscriber

dot


Brynderie was a smart child, always asking questions of every grown up that would come into her father's shop. "Where are you from? Do you live in Daggerford? What do you do? How do you do that?" She was always one to learn from any source she could. She spent most of her days following her father, watching him forge anything that would earn a coin or two. It was exciting to watch him work with the metal making horseshoes, a copper basin, an intricate silver locket, or perhaps even a sword.

When she wasn't found following her father as a pet might, she was with her mother. She was once a beautiful young lady who could have had any man in Daggerford. She was courted by many men, but once she set her eyes on Brynderie's father, no man could attract her eye. She had married for love. She was also an artisan, like her husband, but her skills lie in a different direction. She would work with leather and expensive cloth making beautiful items that would be seen all about town.

But Bryn's curiosity often caused issues with the other children of Daggerford. She refuse to engage with them in any games or playful activities. Rather she would watch them play for a brief bit, then head off to find something more interesting to learn. Eventually, the other children began to ridicule her, especially Calwynen, a particularly dim witted but rather large boy with a mean streak. His daily beatings of her arms and thighs drove Bryn even further from the children.

One afternoon, Bryn came upon the neighborhood boys, led by Calwynen, huddled in an alleyway laughing and shouting. As she crept forward, she saw them playing with a young rabbit. She giggled to herself and enjoyed watching them repeatedly let the rabbit go free, then chase it down. Finally, Clawynen grabbed the rabbit by the hind legs at threw it high in the air. Bryn cried in fear as the small creature fought in vain against the open air. She raced forward and caught the rabbit before any harm came to it. "Your no fun, Brynder-baby! Now give it back!" shouted the mischievous boys.

Bryn reacted quickly and raced from the alley with the boys in pursuit. She was quick, quicker than any of them. Soon, she was quite a bit ahead of them and would have escaped if she had not turned down a deadend. Without a thought, she rushed the wooden door at the end of the alley hoping her momentum would open the door. To her surprise, she felt herself shift into a insubstantial form for the briefest of moments. When she opened her eyes, she was inside. And the door was still closed. Bryn looked down at the rabbit in her arms, "Well, that was Lucky" she said with winded breath. And that was the start of her journey into magic.

Then came the day that Valheiman, the elder scribe of Daggermark, came to her father's shop. Valheiman was in need of a strongbox to secure some documents he intended to scribe. The locksmith had several wooden chests, but Valheiman desired a box made of steel. Together, Bryn's parents crafted the box... along with the locksmith installing an intricate lock requiring two very different keys Bryn noted to herself. When the day came to deliver the strongbox to Valheiman, Bryn begged her parents to accompany them to the scribe's shop.

She had never seen such beautiful works as she saw that first day in the scribe's office. She marveled at the calligraphy and the hand-crafted parchment. She was hooked. For the next year, Bryn visited Valheiman daily, asking questions and voicing her desire to learn his craft. Finally, the old scribe acquiesced, and, after conferring with Bryn's parents, took her as his apprentice.

That was over ten years ago. These days, only Bryn can be found at the scrivener's shop. Valheiman spends most of his days in his room above the shop, sometimes working on a document, but mainly drinking his tea and looking out his window at the ships that sail in and out of the harbor. He had taught her all he knew about the arts of the ink vial; to scribe, to tattoo, to translate... and unbeknownst to the rest of Daggerford... to cast the spells that he had copied.

This is a bit of Brynn's past. She's a teleportation wizard that hopes to be a crafter, if the campaign allows time for it. If not, she will still scribe scrolls and perhaps the odd tattoo, but will focus a little more on summoning.

Dark Archive

Probably been watching too much anime...

Amelleane, slayer(cleaner)/servant.
here

Excuse the formatting marks, intended so I can copy over to a profile easier.

Gear still to do, and final checks.


Dotting for now. Have ideas for a Drunken Dwarven alchemist (Profession: Brewer) who supplies all the taverns with their obvious drink of choice (i.e. his personal brew)

Liberty's Edge

Sounds interesting..will get something up ASAP


To clarify a few things from posts thus far:
- The city is Daggerford (I know there is a Daggermark on the Golarian maps...once I thought about using that but wanted to keep this separate)
- Although I'm using an old AD&D Forgotten Realms module, I am using all Pathfinder rules, creatures and deities
- Not exactly sure what is meant by gameplay balance, but I want to have a good mix of characters who can think and fight and find unique ways to handle situations. Mostly I want a fun group =)
- Posting rate should be once a day minimum - I will understand if the weekend is a bit less


Thanks :) And sorry, should have been clearer, for gameplay balance I might say something like this is a heavy RP module, or this is mostly a dungeon crawl with little RP, or this will be a sandbox style game akin to Kingmaker, etc.


TawnyKnight wrote:
Thanks :) And sorry, should have been clearer, for gameplay balance I might say something like this is a heavy RP module, or this is mostly a dungeon crawl with little RP, or this will be a sandbox style game akin to Kingmaker, etc.

OK - sort of what I was thinking! I plan on using/adapting several AD&D and Pathfinder adventures as a basis for telling a sandbox-style story about a set of ordinary folks with some unique skills/talents/training who become heroes! Each adventure will be a link to the greater storyline, and characters will help determine the plot. If we hit it off well, you can even help steer future adventures! This is where the "What are your dreams and aspirations? Finally, what is one thing you are known for in town – be it a well-known ‘secret’ or a common rumor." parts of your character creation come in =)


Enzio relations with others:

Scipio Valiere
Enzio makes his purchases from the store Scipio runs, because Enzio enjoys the conversation of the latest adventure that Scipio has done. No way you stole ole Man Haskins's smoking pipe. How the hell are you going to get that back to him without getting caught?

Calwynen
Hate that man. He killed my cat. No, tortured my cat to death while I was day dreaming watching the currents of the river. One of these days, no one will break up our fight. No respect for the man, but can respect the strength of the men he runs with.

Brynderie del'Agost
Could never afford anything made by a del'Agost. Always admired the replicas the Senior made, but because Father was a travelling merchant, never stayed in Daggerford much as a child. Always on the move, but enjoyed looking at wares when Father sold off items to Senior del'Agost when in Daggerford. Never noticed the Brynderie as Father only dealt with Senior del'Agost.

Liberty's Edge

Ok, here is the crunch for my submission..will work on background next!

Portia:

Portia
Female gnome hunter (divine hunter) 1 (Pathfinder RPG Advanced Class Guide 26, 95)
NG Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +5, Will +2; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee handaxe +4 (1d4+1/×3)
Ranged longbow +4 (1d6/×3)
Special Attacks hatred
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—dancing lights, ghost sound (DC 12), prestidigitation, speak with animals
Hunter (Divine Hunter) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, gravity bow[APG], summon nature's ally I
. . 0 (at will)—create water, detect magic, light, purify food and drink (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse
Traits harvester, naturally gifted
Skills Acrobatics +0 (-8 to jump), Craft (clothing) +6, Handle Animal +5, Heal +6, Knowledge (nature) +4, Perception +8, Profession (tanner) +7, Ride +4, Stealth +8, Survival +6; Racial Modifiers +2 Craft (clothing), +2 Perception
Languages Common, Gnome, Sylvan
SQ animal companion (axe beak named Kai), animal focus (1 minutes/day), gnome magic, nature training, wild empathy +2
Other Gear handaxe, longbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Erastil, 54 gp, 1 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (axe beak named Kai)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (1 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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

Kai
Axe beak (Pathfinder RPG Bestiary 3 311)
N Medium animal
Init +3; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 15 (2d8+2)
Fort +4, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee bite +2 (1d6)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Perception +4, Stealth +4
SQ animal focus, attack any target, combat riding
Other Gear exotic military saddle, saddlebags
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Liberty's Edge

Portia's Background:

Portia is an outside, plain and simple. Her father and older brother move to Daggerford several years ago after her mother’s death. They started a fur trading business and, while the two men were out trapping, Portia tending the store and cleaned and tanned the hides and furs. She even dabbled in some clothing design. That all changed a few years ago when neither her father nor brother returned from tending their trap lines. Weeks passed with no information until, late one evening, a fellow trapper stopped by to give her the bad news. It seems that they ran afoul of an owlbear that had somehow got mixed up in their traps. Although he could not be sure, it looked like the beast was playing dead until it could get the two gnomes within range. While the gnomes killed the monster, it also ended their lives. A large collection of furs were also found on the scene…the fruit of the families labours.
Taking the furs and cleaning them, Portia used the money from the sales to pay off all the families’ debts. This left very little for her, but she was undeterred. She had the gnomish knack of getting along with animals, and had been using her skills to train some local animals for their owners. While not trapping herself, she was able to act as a factor for a couple of trappers who had worked with her father. This and her animal training was enough to live a comfortable life.
Her biggest challenge to date had been the training of her axe beak mount and companion, Kai. Brought back by one of the trappers as an egg, Portia took the time to create an incubator and hatched the baby axe beak. She taught it as it grew to act as her mount and protector. Only 2 years old now, Kai is a stalwart companion to the young gnome lass, taking his role as protector seriously.
Originally overlooks for militia training (as her father and brother took her rotation) she is now required to serve her time. Unsure of what will be required of her, she has left the shop in the capable hands of Helga Spearsbottom, the wife of one of the local trappers. She has gathered some gear, as required, and with Kai awaits her first posting.


Pend Alemore. Dwarf Brewer (Alchemist) extraordinaire for submission

Crunch:

Pend Alemore
Male Dwarf Alchemist
CG Medium Humanoid (Dwarf)
Init +2;Senses Darkvision 60ft , Perception +5

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Defense
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AC 15 (+3 Armor, +2 Dex), Touch 12, Flat-Footed 13
HP 10
Fort +3, Ref +4, Will +1
Defensive Abilities Spell Resistance 10 ;

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Offense
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Speed 20 ft.
Melee Battleaxe +2 (1d6+2 / x3)
Ranged Bomb +3 (1d6+3)
Special Abilities Alchemy, Mutagen
Extracts
1st (2/day)(DC 14) – Crafter’s Fortune, Heightened Awareness, Tears to Wine, Comprehend Languages, Enlarge Person
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Statistics
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Str 14, Dex 14, Con 12, Int 16, Wis 12, Cha 8
Base Atk +0; CMB+2; CMD 14
Feats Potion Glutton, Throw Anything, Brew Potion
Traits Fortified Drinker, Pragmatic activator
Languages Common, Dwarven, Goblin, Gnome, Giant
SQ Bombs 1d6+3

Skills

Craft (Alchemy) +8 = 1 rank, +3 Class Skill, +3 Int, +1 Alchemist
Profession (Brewer) +5 = 1 rank, +3 Class Skill, +1 Wis
Knowledge (Nature) +7 = 1 rank, +3 Class, +3 Int
Use Magic Device +7 = 1 rank, +3 Class, +3 int
Sleight of Hand +5 = 1 rank, +3 Class, +2 Dex, -1 ACP
Perception +5 = 1 rank, +3 class, +1 Wis
Spellcraft +7 = 1 rank, +3 Class, +3 Int
Knowledge (Arcana) +7 = 1 rank, +3 Class, +3 Int
Survival +5 = 1 rank, +3 Class, +1 Wis
Appraise +7 = 1 rank, +3 Class, +3 Int

Equipment (starting gold = 105 GP)

Studded Leather Armor [25 GP]
Battleaxe [10 GP]
Alchemist’s Kindness x10 [5 GP]
Alchemist’s Kit [40 GP]
Sunrod [2 GP]
Acid x4 [20 GP]
Bandolier [5 GP]
Flasks x 4 [1 SP 3 CP]

1 GP 3SP 7CP Remaining

Background:

Pend was the youngest son of a large well respected forging family. He was not as skilled at the forges as his siblings, nor strong enough to compete in hand to hand combat with them. He often was invisible in the day to day stories of his family much to his dismay. As dedicated to the Dwarven way as he was, he simply did not have the abilities to make a name for himself or to bring pride to his family in their ways. Even his older sister, who seemed to care little for their ways had found the means to find respect among their clan.

Pend continued to toil, trying to create something worthwhile of his family’s pride, but never quite succeeding. His one success did not come from the forge but from the tavern; A masterful brew that he perfected over many years. It was not until his older sister left the Citadel that Pend realized that there could be another way. The idea that his life could have meaning beyond the walls of mountain was a life shattering revelation. So much of his life had been spent trying to perfect an art that just didn’t seem appreciated within the citadel. His sister had showed him that perhaps he could have a life outside of the forges.

So Pend left, risking it all to live with the surface dwellers. It was slow going but eventually he found himself in the city of Daggerford, brewing his ale’s out of a decrepit building in the Caravan Quarter, and selling his special brew (at basically his cost to produce) to the taverns and Inn’s around the city, but at least he was doing something he loved now, and sort of getting paid to do it. If only he could find a way to get his brew flowing in the richer areas of town, or even in the cities surrounding Daggerford!

Well Known Secret: Pend enjoys his own brew a little bit too much. Everyone acknowledges the brew’s superior flavouring to the other local choices but Pend’s drunken antics are hurting his ability to really get the brew accepted in the richer areas of the city.

Description/Personality:

Shorter than the average dwarf, Pend keeps his brown hair and beard in long braids. He has a stocky build perhaps a little on the chubby side from his consumption.

Abrasive and politically incorrect, Pend usually makes more enemy then friends when he opens his mouth.

Fluff Alterations to Alchemy: Pend's "Alchemy" is actually him drinking from his super special brew, flasks of which he always carries with him, by tinkering with ingredients in his flasks ever so slightly he's been able to get it to do some pretty magical things. His bombs are made from the swill he siphons off the top of his brew each morning.


Dot

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm interested! What churches, if any, are located in Daggerford? I'm thinking I'd like to play a priest of some sort...


quick update on what i'm doing, still making a thief esq character but i'm going to build his as an Arcane trickster. focusing on support and skill type things. So basically Rogue maybe adding in an archetype and then Sorcerer/Wizard with a focus on teleportation somehow...why? teleportation is awesome and works for thiefery


Archpaladin Zousha wrote:
I'm interested! What churches, if any, are located in Daggerford? I'm thinking I'd like to play a priest of some sort...

Check the Campaign tab - lots of good information about Daggerford - and the three main churches in it!


Dotting for interest, and probably going to submit a Fighter (Two-Handed Weapon) for my character. I'll get something up very soon!


Ammon Knight of Ragathiel wrote:
quick update on what i'm doing, still making a thief esq character but i'm going to build his as an Arcane trickster. focusing on support and skill type things. So basically Rogue maybe adding in an archetype and then Sorcerer/Wizard with a focus on teleportation somehow...why? teleportation is awesome and works for thiefery

You could take the Eldritch Scoundrel archetype. It gives a full six levels of wizard casting.


kamenhero25 wrote:
Ammon Knight of Ragathiel wrote:
quick update on what i'm doing, still making a thief esq character but i'm going to build his as an Arcane trickster. focusing on support and skill type things. So basically Rogue maybe adding in an archetype and then Sorcerer/Wizard with a focus on teleportation somehow...why? teleportation is awesome and works for thiefery
You could take the Eldritch Scoundrel archetype. It gives a full six levels of wizard casting.

Thanks i did not know that was a thing, it's a lot simpler for what i want. So from what i read magus spells amounts with Wizard superior spell list


Ammon Knight of Ragathiel wrote:
kamenhero25 wrote:
Ammon Knight of Ragathiel wrote:
quick update on what i'm doing, still making a thief esq character but i'm going to build his as an Arcane trickster. focusing on support and skill type things. So basically Rogue maybe adding in an archetype and then Sorcerer/Wizard with a focus on teleportation somehow...why? teleportation is awesome and works for thiefery
You could take the Eldritch Scoundrel archetype. It gives a full six levels of wizard casting.
Thanks i did not know that was a thing, it's a lot simpler for what i want. So from what i read magus spells amounts with Wizard superior spell list

Basically yes. You get less sneak attack and fewer rogue talents, but for the versatility of the wizard spell list...

There's also a feat you'd qualify for at 3rd level called Accomplished Sneak Attacker that allows you to get an extra d6 sneak attack to make up for a little of the loss.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Hmm...another question: Gunslinger is banned, I know...but what about its Bolt Ace counterpart, which focuses on crossbows?


Okay, I think I have most of my ranger worked out. Please let me know if there's anything that needs to be expanded upon or that feels like it doesn't fit the campaign.

Crunch:
Kyrus Leafstrider
Male Half-Elf Ranger (Trapper) 1
NG Humanoid (Elf and Human)
Init: +4 Sense: Low-Light Vision, Perception: +8

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AC: 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
HP: 11 (1d10+1)
Fort: +3 Reflex: +6 Will: +4
Defense: Elven Immunities (+2 vs. enchantment, immune sleep)

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Speed: 30 feet
Melee: Shortsword +5 (1d6+1/19-20)
Ranged: Longbow +5 (1d8/x3)
Special: Favored Enemy (Animal +2)

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Str: 12 +1
Dex: 18 +4
Con: 13 +1
Int: 10 0
Wis: 14 +2
Cha: 10 0
BAB: +1 CMB: +2 CMD: 16

Feats: Weapon Finesse
Skills: Acrobatics +8 (1 rank), Craft (Traps) +4 (1 rank), Diplomacy +5 (1 rank, +1 trait), Disable Device +9 (1 rank, +1 profession), Perception +8 (1 rank, +2 racial), Sense Motive +7 (1 rank, +1 trait), Stealth +8 (1 rank), Survival +7 (1 rank, +1 profession)
Traits: Honest, Suspicious
Languages: Common, Elven
Special: Dual Minded, Fey Thoughts (Acrobatics, Diplomacy), Keen Senses, Trapfinding, Wild Empathy
Other Gear: Shortsword, Longbow, Arrows (40), Leather Armor, Canteen, Flint and Steel, Backpack, Rope (50 ft.), Small Tent, Sunrod (4), Thieves’ Tools, 26 gp

Backstory:
Kyrus Leafstrider has lived in Daggerford for his entire life, as has his family before him. His mother was a waitress working in the Lady Luck tavern for years, and she always regaled him with stories of his father’s many adventures. There was hardly a night when he wasn’t talked to sleep with the tale of the brave elven warrior who has traveled the lengths of the River Kingdoms slaying monsters and saving people from the dangers of the wilds. The image of the great hero became Kyrus’s idol and he swore to himself that he would be a great warrior one day. This dream helped him a great deal as he grew, for Kyrus always felt a bit… odd. Not simply due to his elven ancestry (he was hardly the only half-elf in town) but because something about being within the walls of the town seemed to grate on him. He was far more comfortable running through the fields and forests outside the town than he ever was within. Nature seemed to call to him, even when he was warm and safe in bed.

Unfortunately, his small family life was not to last. When he was thirteen, his mother fell ill with a particularly virulent disease that even the priests could not cure. Despite their efforts, she became worse and worse over the next weeks until finally she was on her death bed. Kyrus sat by his mother’s side through the night and she shared with him one last story. In truth, she and his father had not shared some whirlwind romance. Rather, he had been the result of a single night together when his father had passed through on his way to parts unknown. While he had indeed been an elf of some skill with both blade and magic, the tales she’d told had been meant to inspire him and give him a good father to look up to rather than adventures that he had shared with his lover. Kyrus forgave his mother for the deception and she passed away in peace.

Kyrus was taken in by Darryl Orcslayer, his mother’s employer and a close family friend. He spent the next half a decade raised beside Darryl’s son and the two lads became close friends, and remain so to this day. Yet, Kyrus seemed to drift even further from civilization. With his mother’s death, it seemed that his balance was lost. His nights were filled with dreams of running with beasts and hunting through the starry forests and he found himself spending more and more days learning the skills needed to be a woodsman from anyone who would teach him. In truth, it was the Church of Erastil that finally brought some semblance of balance to Kyrus’s wild heart. The idea of the successful hunt brought back to hearth and home seemed to resonate with the young man and helped him find a little ground to stand on when his spirit was called to the wild again.

As soon as he reached manhood, he found a small home of his own near the edge of town, though he rarely uses it. Instead, he’s often found sleeping out in the wood, tracking some animal or another to bring home to his foster brother’s tavern to add to the menu for the hungry adventurers to indulge in while the spend the night sharing the tales of their own adventures at the Lady Luck. When he has a particularly good haul, he sells the fresh kills to the other taverns in town, or even at a small stall in the market when he has some good venison to trade for good coin.

Character Notes:
- Alternate Racial Traits: Kyrus's Dual Minded and Fey Thoughts traits both come from his father. Perhaps an elven wizard with ties to the First World or a druid infused with natural energies, some of the natural energy that flowed through him has been inherited by Kyrus. It draws him to nature and the wild, though he's managed to find some semblance of balance in his life.
- Suspicious: Though Kyrus forgave his mother for her made-up stories, he's always been a bit wary of others lying to him ever since.
- Honest: The church of Erastil's many tenants include integrity and faith, which have both been well imbued in Kyrus over the years.
- Thieves' Tools: Kyrus doesn't carry a literal set of thieves' tools, but more a kit meant for assembling and disassembling traps while he's out hunting. While they could function as ordinary thieves' tools, he's no criminal and uses them entirely for his trips into the nearby wilds.


Dotting. But I'm having such a hard time choosing a character to play. Daggerford holds so many options for play.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I have a rough idea for a tailor/ dressmaker character but have a few questions.

1. Is material from Ultimate Intrigue allowed?

2. Is the setting Forgotten Realms or Golarion? You mention the River Kingdoms and Golarion Gods but also Waterdeep.


SO i can't really get behind the arcane rogue idea right now so i'm going to try and come up with something else. once i actually figure out what i want to play i'll post with everything.


mishima here, did a name change and quite a few other changes to my cleric of Apsu, but I think I have something interesting now. Crunch is in profile, backstory and description here:

Backstory::::::

In order to destroy nothing, Apsu had to create something: existence. The birth of the universe was therefore at its heart a destructive act. This warped (likely untrue) human version of draconic myth forms the backbone of Ziyad's beliefs. Serving Apsu means joining in creation, so Ziyad has travelled wide, leaving his mark in various ways while paying reverence to the aesthetics of the natural world.

From a young age Ziyad took an accelerated path through the typical philosophical arguments leading to modern philosophy. What began with mathematics and form led to law and ultimately the hidden laws behind nature itself. It was during those latter musings he first experienced a communion with Apsu. Wandering the Osirion deserts he was assailed by a storm and forced to take refuge in a collapsed ruin. There on the brink of death, appealing to only creation in name he brought water into existence. Time and introspection has led him to believe this force was Apsu, and more gifts have slowly come as his philosophical studies have branched into religion.

For the past 20 years Ziyad has meandered across Golarion, his favorite form of creation being the construction of inns and travel lodges, forming a kind of network ensuring he always has a comfortable place to stay on his travels. Most recently he has began construction of an inn in Daggerford, the 'Slow Horse'. Only his best customers know of his affiliation with Apsu, other regulars simply see his odd stories, strange mannerisms and easy nature as foreign. He enjoys providing security for his patrons, crafting the locks for their rooms himself, relishing the challenge of such complicated and intricate devices.

A bear of a man, Ziyad unknowingly is the reincarnation of a lizardfolk cleric, perhaps being what truly guided him to the draconic pantheon. He is as fierce in battle as in that previous life and will stride boldly into danger under a righteous cause, or at least when he can be persuaded.

He often carries a simply folded cloth tied round the end of his staff, keeping a neat beard and wearing comfortable clothes. Ziyad owns a scale mail awarded to him for a recent debate performance, he is quite proud of it and keeps it clean.

edit: Inventory also finished


Good new Everyone! i figured out what i'm going to do...

Okay so the concept is basically a guy who was raised by wolves, or wolf rather...

Said wolf is his animal companion

he lives in town specifically in or at least near the farmer quarter (i took a peek at the campaign tab). He works basically as a hunter, he hunts game in the forests and then sells the meat or at least most of it to the town butchers.

gonna be mainly a nature fang druid, taking a single level dip in wild child brawler to get a few neat little things. basically melee druid, probably using a spear or staff, works in tandem with his animal companion.

i should have everything done in a few hours


Archpaladin Zousha wrote:
Hmm...another question: Gunslinger is banned, I know...but what about its Bolt Ace counterpart, which focuses on crossbows?

Yes - that is a great alternate!

EmEss wrote:

I have a rough idea for a tailor/ dressmaker character but have a few questions.

1. Is material from Ultimate Intrigue allowed?

2. Is the setting Forgotten Realms or Golarion? You mention the River Kingdoms and Golarion Gods but also Waterdeep.

1. Because Ultimate Intrigue is not up on the Pathfinder PRD site, no.

2. I'm using an old Forgotten Realms adventure modified for Pathfinder and set in Golarion. I will also use Pathfinder modules, and maybe something I created. There are a lot of open spaces on the map and this little slice is in one of them!!

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So here's what I have so far on a Friday evening!

DBH - alchemist (cryptbreaker)
Ammon (Scipio Valiere) - druid (nature fang) - hunter
Kamenhero25 (Kyrus Leafstrider) - ½-elf ranger (trapper) - trapper
Enzio - human fighter - riverman
Ziyad - human cleric (artifice/travel) - architect
TawnyKnight - ?
Deevor - ?
Brynderie del’Agost - human wizard - scribe
Spinningdice / Amelleane - human slayer (cleaner) - servant
Blondebandit / Pend Alemore - dwarf alchemist - brewer
Daniel Stewart / Portia - gnome hunter (divine) - fur trader
Captain collateral damage - ?
Archpaladin Zousha - ?
Phillip0614 - fighter (2 handed wpn)
TheWaskally - ?
EmEss - ?


Actually I dropped the architect part and went with innkeeper in the last update. There was just too much going on in the first iteration...


Character Profile

Okay so it's pretty much done Character's name is Leon Primrose and his wolf Lorelei. I'm going to make a profile separately for the Animal in a bit. Otherwise everything equipment included is all set


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Okay, if Ultimate Intrigue is out I'll probably go Bard(Archaeologist) from Ultimate Combat for my dress maker. I'll write up the crunch and the fluff tomorrow.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think I will bow out of this one. I'm coming up short for ideas and probably won't make the deadline. Have fun everyone! :)


DBH here. Sorry for the delay, I was away for a few days on family business.

Here is Tyler Crane, a local Herbalist and Alchemist.

Tyler:

TYLER CRANE

Male Human (Taldan) alchemist 1. NG medium humanoid (human). Init +2; Senses Perception +4,

Languages Ancient Osiriani, Common, Dwarven, Osiriani

AC 14, touch 12, flat-footed 12. hp 10 (1HD). Fort +3, Ref +4, Will +0. Speed 30 ft. (6 squares)

Ranged light crossbow +2 (1d8/19-20)
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) +2 (1d4+1/19-20)
Melee club +1 (1d6+1)
Ranged club (thrown) +2 (1d6+1)
Ranged bomb +3 (1d8+3)

Base Atk +0; CMB +1; CMD 13

Special Actions Alkahest Bombs, Throw Anything,

Abilities Str 13, Dex 15, Con 13, Int 16, Wis 10, Cha 12

Special Qualities Alchemy, Bonus Feat, Crypt Breaker's Draught, Formulae, Skilled, Trapfinding,

Feats Fast Learner, Splash Weapon Mastery, Throw Anything

Skills Acrobatics +2, Appraise +7, Artistry +3, Bluff +1, Climb +1, Craft (Alchemy) +7, Craft (Alchemy) (Create item) +8, Craft (Untrained) +3, Diplomacy +1, Disable Device +7, Disguise +1, Escape Artist +2, Fly +2, Heal +4, Intimidate +1, Knowledge (Arcana) +7, Knowledge (Nature) +7, Perception +4, Perception (Trapfinding) +5, Perform (Untrained) +1, Profession (Gardener) +4, Profession (Herbalist) +4, Ride +2, Spellcraft +7, Stealth +2, Survival +4, Swim +1,

Possessions leather; outfit (artisan's); alchemist's kit; survival kit (common); dagger; crossbow bolts (10) (x4); club; formula book; bomb; Light Crossbow ; Waterproof Bag ;

Alchemical Adept You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Alkahest Bombs (Su) A crypt breaker's bombs are specially designed to work best against constructs and corporeal undead-two foes commonly encountered in ancient tombs. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn't work as well against other targets. You can use 4 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. Against constructs and corporeal undead, on a direct hit, your bomb inflicts 1d8+3 points of acid damage plus an additional 0d8 points of acid damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Against all other other creatures, alkahest bombs deal 1d4+3 plus 0d4 points of acid damage. Splash damage from an your bomb is always equal to the bomb's minimum damage (4). Those caught in the splash damage can attempt a DC 13 Reflex save for half damage.
Bonus Feat Humans select one extra feat at 1st level.

Crypt Breaker's Draught (Su) Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker's draught, the alchemist also gains light blindness.

Formulae An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Scholar of Ruins (Knowledge (Dungeoneering)) From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Trapfinding A crypt breaker adds 1 on Perception checks made to locate traps and to Disable Device checks. A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.

Background:

Tyler is a local boy, born and raised in Daggerford. His small hut is marked by the garden filled with the herbs of his trade, and he is often seen in the local woods looking for more ingredients.

Tyler is a quiet, polite and studious young man, but get a drink or two into him and he'll soon be telling you his great desire to travel the world, discovering and exploring ancient ruins. Much of his study is devoted to his preparing for this goal.

He serves in the miltia as a crossbowman, and a field medic if needed.


I'll be submitting a human fighter. I'm going to have about couple days. If I don't submit by the deadline, I guess I miss out.


This is Phillip0614, officially submitting human two-handed fighter, Úlfhedinn Sigmundarson. Fluff and crunch are available on the profile, but I'm going to put them here too for ease of access. If there's anything I can add, please let me know!

Character Sheet:
Úlfheðinn Sigmundarson
Male human (Ulfen) fighter (two-handed fighter) 1 (Pathfinder RPG Advanced Player's Guide 108)
NG Medium humanoid (human)
Init +4; Senses Perception +1
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 16 (1d10+6)
Fort +4, Ref +2, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee greataxe +5 (1d12+4/×3) or
. . lucerne hammer +4 (1d12+4)
Ranged throwing axe +3 (1d6+3)
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Statistics
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Str 16, Dex 14, Con 14, Int 12, Wis 11, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Toughness, Weapon Focus (greataxe)
Traits world traveler (diplomacy), reactionary
Skills Acrobatics -2 (-6 to jump), Climb +3, Diplomacy +6, Intimidate +5, Perception +1, Survival +4
Languages Common, Dwarven, Skald
Other Gear scale mail, greataxe, lucerne hammer[APG], throwing axe (3), bedroll, flint and steel, masterwork backpack[APG], silk rope (50 ft.), tindertwig (2), trail rations (2), waterskin, weapon cord[APG], 8 sp
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Special Abilities
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Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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Background:

Úlfheðinn Sigmundarson was born in the city of Jol, one of the only inland realms in the Lands of the Linnorm Kings. His mother and father were both relatively well-known members of their particular community within the city, his father a ranger who was just as much at home in nearby Grungir Forest as he was within the city and his mother a priestess of Desna.

Úlfheðinn, on the other hand, didn't quite live up to the expectations of his parents or the community around him. Awkward for a youngster, his height outgrew his weight, leading to other male Ulfen adolescents to tease him for not being of the bulk that was more commonly expected. While growing up without the normal strength of his people did further develop his reflexes, it didn't take long for him to grow weary of the treatment despite winning his fair share of the picked fights.

As a result, at the age of 15, he joined a caravan traveling south, out of the cold marshland he had always known and into the storied land of Varisia. The caravan passed through a number of different towns throughout the country, exposing him to many different cultures; along the way, memories of his childhood inspired him to make a change in himself, and he would spend days on end training his muscles, building his strength and toughening his body, determined that, were he ever to travel north again, he would not bring shame to his heritage; he would be a warrior the Ulfen would be proud to have among their ranks.

Years later, the caravan made its way to the settlement of Daggerford in the River Kingdoms. Something about the place struck a chord with Úlf, reminding him of home, despite its smaller size, and he decided to stay on and work as a guard for the local constabulary; such service suited him, giving him a chance to both continue his physical conditioning and protect the town's residents to a greater degree than most of the temporary militiamen. As recent an immigrant as he is, he has found his place there, his normally easy-going demeanor and his experience among other cultures making it easy for him to get along with locals despite being a foreigner. Still, the youthful wanderlust of his teenage years has begun to give way to a desire to settle down and really make a home for himself and his thoughts have turned to establishing more permanent roots in the town that he has now come to think of as "home."


Physical Description:

Úlfheðinn stands tall at 6'5" with a muscular, 220 lb. build. His dark red-blonde hair reaches to the bottom of his shoulder blades; both his hair and his full beard are almost always seen in a simple braid. His skin is pale, his complexion unchanged from years out of the Lands of the Linnorm Kings, his eyes a piercing, icy blue and his voice a gruff baritone. One thing has changed from his normal heritage, however: he has learned that very few people from these lands look favorably upon the notably strong odor most Ulfen possess, and has therefore rid himself of that particular trait.

Personality:
Úlfheðinn is a jovial, gentle giant to those who know him, enjoying a good ale in the local taverns after a day out patrolling with the militia. He enjoys singing songs of his homeland in his native Skald, be they drinking songs or songs of battle. He takes life in full stride, his experiences as a child cementing his resolve to never let himself be bullied again, nor will he tolerate anyone bullying someone he considers a friend. To his enemies, the flash of his axe and the boisterous war-songs echoing through the air are all the evidence they need that this Ulfen is not to be trifled with.


Enzio's stats:

Male human fighter 1
CN Medium humanoid (human) 
Init +2; Senses Perception +2 
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Defense 
-------------------- 
AC 17, touch 13, flat-footed 12 (+2 armor, +2 shield, +2 Dex, +1 Dodge) 
hp 12 (1d10+2) 
Fort +3, Ref +3, Will +3 
-------------------- 
Offense 
-------------------- 
Speed 30 ft. (30 ft. in armor) 
Melee longsword +4(1d8+3/19-20 ×2)
Ranged  Shortbow +3 (1d6/ x3)
-------------------- 
Statistics 
-------------------- 
Str 17, Dex 14, Con 12, Int 12, Wis 12, Cha 12 
Base Atk +1; CMB +4; CMD 16 
Feats Fey Foundling, Iron Will, Dodge 
Traits Ease of Faith, Deft Dodger 
Skills Craft Barge/ships + 5 , Diplomacy +6, Bonus for Watch Ride +6, Perception +1 mod +1 bonus for Watch = +2, Survival +5, Swim +7 without armor
Languages Common, Sylvan,  

32 gold
Explorers clothing, Fey courtier clothing, 3 days of rations, run down barge, and common crafting for barge repair 
longsword, shortbow +20 arrows, Shield, heavy wooden, Leather
backpack, bedroll (1 gp for bedding), lantern bullseye, manacles, 50 gp worth of jewelry of Fey design


this will be the profile I plan on using, crunch is finished although I will adjust the sheet

Trun Rumbo

Theres usually one in every town... in this case there is a family. The Rumbo's are always in the thick of any sort of problems, when someones tools go missing, they are the first people you check. Drunken brawl at the tavern? Uncle Abe Rumbo probably started it. Your rhubarb pie missing from the windowsill, well you know you've been Trun'ed.

Trun particular vice was, is and probably always will be food. All the wife's of the village learned quickly to keep their pies of of their windowsills because the hungry young lad was known for making off with them despite his size. Despite his problem with his weight Trun is very light on his feet and has quite agle if pudgy fingers.

He actually works as a cook at the local tavern now after actually leaving the small town to study abroad only recently returning home. For the most part he has given up his larcenous ways, after all no need to still the miller's wife's pie when you can whip up one better.

Trun is a good ol fashioned rogue. Good luck everyone


Some really good characters and story lines developing here. I will select my group on Tuesday night. Thanks for the interest!!


EmEss here submitting Archaeologist Bard Felicity Spaniotia- Dressmaker. Details in the profile but fluff repeated here. I know silk ceremonial armour is worse in almost every way for a bard than leather armour but Felecity wouldn't wear leather if she can wear silk!

background:

Felecity grew up listening to the tales of chivalry, romance and adventure her Mercenary Father brought back with him from his adventures. Tales of Aldori Swordlords from Brevoy, Fugitive Aristocrats from Galt, and the decadent yet deadly courts of Taldor. She used to dream of travelling the world with her father as a dashing adventurer. As well as these tales her father also taught her how to defend herself and how to use her agility and deft hands to offset her lack of strength.

While her father was away she used to help her mother in the dress shop, and discovered that she possessed real artist talent, something she believes, coupled with her beauty, to be a gift from Shelyn.

Her dreams slowly shifted as she grew older, she would still travel the world, but as an artiste not a grubby adventurer. Noblewomen from Korvosa to Oppara would desire, nay, demand her latest creations.

These dreams were put on indefinite hold however by the death of first her Mother, through illness, and then her Father, killed on campaign, which left her with the dress shop to run, and a younger sister, Bella, to support.

The dress shop provides just enough money to get by, unfortunately many of Felecity's creations are somewhat more flamboyant (and expensive) than the citizens of Daggerford expect and serve only to decorate the boutique windows. Meanwhile service in the town militia helps provide Felicity with the excitement she craves, even if it does distract from her art.

Appearance and Personality:

Felicity always tries her best to stay in style, wearing the latest fashions and with her hair immaculately coiffed. She speaks with a Taldane accent, which is clearly a mere affection as she has lived her whole life in Daggerford. She can seem a little arrogant and snobbish, and is perhaps a little too fond of creature comforts, but is also exceeding generous and always willing to lend a hand. She is not above using a little flirtation to help get her way but at the same time is also astonishingly innocent, even naive, still believing the world to be like her Father's tales.


One day left. I have four solid character concepts and four possibles. We'll see what I get in the next 23 hours...My plan is to announce the party tomorrow, then give them a few days to interact in the Discussion tab, building some additional connections between them and their stories. I plan to kick off the first adventure Friday evening (my time in Washington D.C.)

Thanks everyone for your input so far...I'm excited to get this started!
=)

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