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There is No Certainty, Only Adventure!,

Fin!,

The last!,

Gen Con Booth Button: Sunday,

Sneaky sneak,

Chronicles of the Silver Rose Company

Game Master Patrick Curtin

This campaign is my attempt to play a canonical Planescape campaign using the updated Pathfinder ruleset. The game actually predates the release of Pathfinder, but we have managed to update as we have needed.


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Hamar Back Story:
The character ran through a modified version of the Age of Worms campaign adventure path. Below is an abbreviated version of his trials through that AP. At 9th level, for our pusposes his destiny will diverge into the Outer Plains…
Hamar was born on the Shaar in DR 1340, the great expanse of prairie that crosses from the Lake of Steam to Luiren land of the halflings. As a member of the Hyena tribe, Hamar was born to strike and run at his opponents. Growing up on the land made Hamar hardy and warlike. His role was that of a warrior and he was bred to be a scout as a teen by his father who wielded two weapons of great power he had won in raids against caravans and cities at the edge of the Shaar.

Tragically, when he was 14, his father was struck down by enemies who melted back into the shadows of the Sharawood forest. The exact identity of those assailants was unknown, at the time, his fathers’ fabulous swords lost. His mother was a great shaman of the tribe. After his fathers’ death her relationship with the Chieftain of a rival tribe, the Lion, was too comfortable for Hamar’s taste. He left the tribe looking for someone who would provide him answers regarding his fathers’ death.

He found those answers from a Barbarian Berserker known as Barouk of the Elephant tribe. Barouk recognized Hamar as the son of a warrior whom he tried to save at the battle of the Sharawood. Barouk turned Hamar’s fathers’ swords over to him as his birthright. Barouk also told Hamar a secret it seemed his mother withheld from him, the assailants of the Sharawood were undead, creatures whose bodies swarmed with small green worms.

Barouk recommended that Hamar seek advice at the Council Hill moot which would begin soon. Hamar journeyed with the Elephant tribe to the Moot. By the end of the first day, representatives of the Utherian Empire arrived at the Moot. As the former scourge of the Shaar, the tribes were ready to take up arms against the invaders. To the surprise of the Barbarians and outsiders who visited the Moot for trade, the Untherians came to meet and create a Challenge seeking Champions to fight in their arenas.

Interested in the test, Hamar signed up and was partnered with several other applicants some of whom were from the cities of the south. It was the first time that Hamar had met with any “civilized” men without trading blows. His group performed quite well and ended in a “tie” with another team.

The Untherian who hosted the Champions Games, Loris Raknian suggested a non-lethal combat to declare a winner. Hamar and his allies entered the makeshift arena against Auric and his Warband. The Warband summarily bested the group to the disgrace of Hamar.

However, an employer saw the groups’ performance and decided that he could use them for a mission. The employer, a Knight in the Realm of the Ready sword, a border Kingdom ruled by the sword, sought to annex territory to his west. He wanted the group to find a reason for him to invade or crate a casus belli justifying such an invasion. The amount of gold offered was more than Hamar or his new companions had ever seen in one place. Hamar in the excitement of the Moot did not gather further information about his father’s death nor did he meet with his mother whom he knew to be in attendance.

Hamar and his allies set out west across the Shaar, using his abilities to avoid danger and arrive in the City known as Diamond Lake. The group almost immediately gets into a tussle with a Half-Orc Kellen and his master Balabar Smenk. Before the tussle can be resolved, another member of the group finds an abandoned Cairn which the group explores in depth. The location, known as the Whispering Cairn was more ancient than anyone locally had realized, as ancient artifacts are uncovered from the location by the group.

Upon their return, to Diamond Lake, one of Hamar’s allies was kidnapped by Smenk and KUllen’s gang. As they attempt to rescue their ally, they fight to a stand-still with the rival group. Smenk offers a truce and makes the group and offer. If they will investigate the mine operations of one of his rivals and find proof to put him out of business, Smenk will not only free their ally but pay them handsomely.

The group enters the mines and finds much more than it bargained for! Beneath the mine is a series of interconnected Temples dedicated to the Dark Three Gods, Bane, Bhaal and Myrkul. As the group infiltrates each Temple the fights become more and more vicious. To Hamar’s shock, the Priestess of the Temple of Bhaal is commanded by his sister! She perishes in the combat but not before hinting that the death of their father was no accident…

In the finale of the fight, a minor demon is summoned and the Priest of the Temple of Bane loses control of the creature and is forced to join with the characters to save his own life. He and his remaining followers exit the Temple after an uneasy truce with the group. Most shocking in the Temple of Myrkul located was the remains of a single green worm. The same type that Barouk claimed was found in Hamar’s father’s dead body.

As the group exits the mine they contemplate what they have discovered. By magical messenger, they tell the Knight of the Realm, that the Temples beneath the mine should be reason enough for him to invade and annex the City of Diamond Lake.

As the group awaits the arrival of the Knight words spreads from the south that an outpost of a southern city has been overrun by lizard men. Normally the news would be shrugworthy but the details of the lizard men from the survivors stated that the lizard men were undead and infected by the green worms!

Hamar convinces his allies to journey south without waiting for the Knight. As they arrive at the Keep, they relieve the soldiers under siege and lift it by striking the lizard men in a surprise attack. Within the Keep, a wizard from Diamond Lake who had befriended one of Hamars allies claimed that his long time apprentices was captured by the lizard men.

Hamar and his allies journeyed into the nearby swamps to free the wizardess. As they entered the warren, they encountered a shaman of the lizard people who parlayed. He claimed that the Chieftain’s mind was warped by an evil dragon ad he was slowly destroying the warren with the alliance. The group promised to bring low the Chieftain in exchange for the human prisoner. The shaman agrees provided none of his people are injured further.

The group carefully picks its way through the warren and confronts the Chieftain and his advisors. The battle is fierce and one of Hamar’s companions falls in the battle. They discover that the evil dragon who has warped the mind of the Chieftain also supplied him with the green worms used to infect some of his tribe!

Upon returning to the Keep, the wizard suggests that the group head to the Capital City of Unthalass of Unther to learn more about these strange worms.

Along the journey through the Shaar, Hamar considers detouring to confront his mother about discovering that he had a sister but thinks better of it.

Upon their arrival in the City, the group locates the Sage friend of the Diamond Lake wizard seeking information on the worms. As they await information from the Sage, agents of the enemy lure the group into a deathtrap! Surviving a deadly maze of monsters and mechanical slaying devices, the group confronts the dopplegangers behind the facade. Dispatching them they learn that the dopplegangers are just flunkies, the true master has yet to reveal his face. The masters’ symbol is located by one of Hamar’s companions and he notes it as a sigil of a magic user.

With no answer from the Sage the next day, the allies hire a local rogue to assist them in identifying the wizard’s mark. With his help they even find the underground lair of the magic-user. As the companions enter the lair of the master they discover that he has aligned himself with the Priest of Bane from the Temples below Diamond Lake! More disturbingly, the master is no human but a mind flayer!

The battle is difficult and two of Hamar’s allies perish in the process. The flayer seems to indicate that it too is merely a hired thug brought in to slay the group from prying into affairs “beyond the ken”. The flayer escapes though the Priest and its minions are all slain. The riches from the lair luckily provide the means to raise both of the dead allies from their graves.

The group at a dead end heads back to their Inn to rest. While resting they see a sign-up sheet for a Gladiator tournament, the same one which the Untherians were seeking groups for at Council Hill Moot months before! A picture of Raknian is on the flyer. One of Hamar’s eyes go wide as he realizes that the Priest of Bane was at the Moot and met with Loris Raknian surreptitiously. Hamar nods slowly perhaps Raknian is a villain involved then.

It was a stretch but the group found a manager to pay their entry fee into the games. As the awaited each round of non-lethal combat, the group stayed below the arena and snuck out at night to see if they could find dirt on Raknian. The night before the final fight which would be between Hamar and his allies and their old rivals, Auric’s Warband, the group discovers Raknians secret Temple to the worm God! They fight their way back out but not before they find a diary which shows the membership in the secretive group includes Hamar’s own mother is a secret follower of Bhaal Lord of Murder!

Sick with grief as it seems that Hamar’s own mother arranged for his father’s murder, his allies stop him from leaving to ride south to confront his mother. First they convince him, they must win the tournament then they can get close enough to Raknian to bring him down!

The fight goes poorly, Auric’s Warband is triumphant again. Before the awards can be doled out a creature bursts froth through the arena floor and begins slaying gladiators and spectatiors alike making them into the green worm infested undead!

Hamar seeks to fight back when his Githzerai ally is slain, the ally attempts to plane shift away from the attack accidentally sucking Hamar into the Astral Plane with him….

If I am chosen, we can flesh out how we get from there to where I will begin the campaign.


This thread live again and Im late, well you guys seem to have a way good head start to Ill not try and get that one spot, good luck all.


Ack! My crunch inspired fluff, which inspired changed to the crunch, which will require updating the fluff. The perils of a character muse that's very hard to satisfy.

But it will be an awesome character. I will be done by tonight.


1 person marked this as a favorite.

My consolidated submission.

Hamar of the Hyena Tribe:

Human Scout 6 (Favored Class)/Barbarian 1/Dervish 2

Chaotic Good
Strength 14, Dexterity 17, Constitution 10, Intelligence 18, Wisdom 10, Charisma 8
Initiative +4
Hit Points: (Assume Full HP ATM - 89)
Perception: +12
Move: 55
CMB +9 CMD 22
BAB +7/+2
Scimitar +1 Keen, Planar +10/+5 – 1d6+3 – 15-20x2
Scimitar Keen Invigorating +9/+4 – 1d6+2 – 15-20x2
Longbow +10/5 – 1d8+2
Armor Class 18 (Leather Armor+2 - Deathless, Dexterity Bonus, +1 AC Dervish) (+1 AC Bonus in Round where I move at least 10’)(+1 Dodge to Assigned Opponent)
Flat-footed 15
Touch 14
Fortitude +5
Reflexes +11
Will +5
Class Features:
Fast Movement
Rage
Skirmish (+2d6, +1 AC)
Trapfinding
Battle Fortitude +1
Uncanny Dodge
Fast Movement
Trackless Step
Evasion
Flawless Stride
Dervish Dance 1x Day
Movement Mastery
Slashing Blades
Fast Movement
Feats:
Dodge (1st)
Mobility (Human Bonus)
Weapon Focus (Scimitar) 3rd
Combat Expertise (Scout Bonus Feat)
Two Weapon Fighting (6th)
Improved Two Weapon Fighting (9th)
Skills: 1st 11 (Scout 1), 2 7 (Barbarian 1), 3 11 (Scout 2), 4 12 (Scout 3), 5 12 Scout 4), 6 12 (Scout 5), 7 12 (Scour 6), 8 8 (Dervish 1), 9 8 (Dervish 2) +9 As Human per level.

Acrobatics +14 (+22 to Move through Threatened Squares)
Appraise +
Bluff +11
Climb +9
Diplomacy +10
Disable Device +14
Disguise +
Escape Artist +4
Handle Animal +6
Intimidate +11
Knowledge (Dungeon) +
Knowledge (Local) +8
Knowledge (Nature) +12
Linguistics +
Perception +12
Perform +11
Ride +9
Sense Motive +10
Sleight of Hand +11
Survival +6
Stealth +15
Swim + 7
Languages
Common
Abyssal
Draconic
Celestial
Gnoll
Gear:
Backpack
belt pouch
bedroll
flint and steel
hempen rope (50 ft.)
water skin
GP – 15 GP
Magic items: Belt of Tumbling, Assisting Gloves
Appearance & Personality: Hamar is a tall Human, standing 6’5’ but think and wiry weighing only 165 lbs. He is lightning quick on his feet and thinks just as quickly. He is quick to anger and slow to understand life lessons as his mouth often leads him into trouble. The right and left side of his head is shaved leaving a long mane of hair that flows down his back similar to the hair on a Hyenas back. His eyes burn with a light brown intensity to match his skin. From the numerous battles has has fought, his body is a criss-cross of wounds and scars.
Background:
The character ran through a modified version of the Age of Worms campaign adventure path. Below is an abbreviated version of his trials through that AP. At 9th level, for our pusposes his destiny will diverge into the Outer Plains…
Hamar was born on the Shaar in DR 1340, the great expanse of prairie that crosses from the Lake of Steam to Luiren land of the halflings. As a member of the Hyena tribe, Hamar was born to strike and run at his opponents. Growing up on the land made Hamar hardy and warlike. His role was that of a warrior and he was bred to be a scout as a teen by his father who wielded two weapons of great power he had won in raids against caravans and cities at the edge of the Shaar.
Tragically, when he was 14, his father was struck down by enemies who melted back into the shadows of the Sharawood forest. The exact identity of those assailants was unknown, at the time, his fathers’ fabulous swords lost. His mother was a great shaman of the tribe. After his fathers’ death her relationship with the Chieftain of a rival tribe, the Lion, was too comfortable for Hamar’s taste. He left the tribe looking for someone who would provide him answers regarding his fathers’ death.
He found those answers from a Barbarian Berserker known as Barouk of the Elephant tribe. Barouk recognized Hamar as the son of a warrior whom he tried to save at the battle of the Sharawood. Barouk turned Hamar’s fathers’ swords over to him as his birthright. Barouk also told Hamar a secret it seemed his mother withheld from him, the assailants of the Sharawood were undead, creatures whose bodies swarmed with small green worms.
Barouk recommended that Hamar seek advice at the Council Hill moot which would begin soon. Hamar journeyed with the Elephant tribe to the Moot. By the end of the first day, representatives of the Utherian Empire arrived at the Moot. As the former scourge of the Shaar, the tribes were ready to take up arms against the invaders. To the surprise of the Barbarians and outsiders who visited the Moot for trade, the Untherians came to meet and create a Challenge seeking Champions to fight in their arenas.
Interested in the test, Hamar signed up and was partnered with several other applicants some of whom were from the cities of the south. It was the first time that Hamar had met with any “civilized” men without trading blows. His group performed quite well and ended in a “tie” with another team.
The Untherian who hosted the Champions Games, Loris Raknian suggested a non-lethal combat to declare a winner. Hamar and his allies entered the makeshift arena against Auric and his Warband. The Warband summarily bested the group to the disgrace of Hamar.
However, an employer saw the groups’ performance and decided that he could use them for a mission. The employer, a Knight in the Realm of the Ready sword, a border Kingdom ruled by the sword, sought to annex territory to his west. He wanted the group to find a reason for him to invade or crate a casus belli justifying such an invasion. The amount of gold offered was more than Hamar or his new companions had ever seen in one place. Hamar in the excitement of the Moot did not gather further information about his father’s death nor did he meet with his mother whom he knew to be in attendance.
Hamar and his allies set out west across the Shaar, using his abilities to avoid danger and arrive in the City known as Diamond Lake. The group almost immediately gets into a tussle with a Half-Orc Kellen and his master Balabar Smenk. Before the tussle can be resolved, another member of the group finds an abandoned Cairn which the group explores in depth. The location, known as the Whispering Cairn was more ancient than anyone locally had realized, as ancient artifacts are uncovered from the location by the group.
Upon their return, to Diamond Lake, one of Hamar’s allies was kidnapped by Smenk and KUllen’s gang. As they attempt to rescue their ally, they fight to a stand-still with the rival group. Smenk offers a truce and makes the group and offer. If they will investigate the mine operations of one of his rivals and find proof to put him out of business, Smenk will not only free their ally but pay them handsomely.
The group enters the mines and finds much more than it bargained for! Beneath the mine is a series of interconnected Temples dedicated to the Dark Three Gods, Bane, Bhaal and Myrkul. As the group infiltrates each Temple the fights become more and more vicious. To Hamar’s shock, the Priestess of the Temple of Bhaal is commanded by his sister! She perishes in the combat but not before hinting that the death of their father was no accident…
In the finale of the fight, a minor demon is summoned and the Priest of the Temple of Bane loses control of the creature and is forced to join with the characters to save his own life. He and his remaining followers exit the Temple after an uneasy truce with the group. Most shocking in the Temple of Myrkul located was the remains of a single green worm. The same type that Barouk claimed was found in Hamar’s father’s dead body.
As the group exits the mine they contemplate what they have discovered. By magical messenger, they tell the Knight of the Realm, that the Temples beneath the mine should be reason enough for him to invade and annex the City of Diamond Lake.
As the group awaits the arrival of the Knight words spreads from the south that an outpost of a southern city has been overrun by lizard men. Normally the news would be shrugworthy but the details of the lizard men from the survivors stated that the lizard men were undead and infected by the green worms!
Hamar convinces his allies to journey south without waiting for the Knight. As they arrive at the Keep, they relieve the soldiers under siege and lift it by striking the lizard men in a surprise attack. Within the Keep, a wizard from Diamond Lake who had befriended one of Hamars allies claimed that his long time apprentices was captured by the lizard men.
Hamar and his allies journeyed into the nearby swamps to free the wizardess. As they entered the warren, they encountered a shaman of the lizard people who parlayed. He claimed that the Chieftain’s mind was warped by an evil dragon ad he was slowly destroying the warren with the alliance. The group promised to bring low the Chieftain in exchange for the human prisoner. The shaman agrees provided none of his people are injured further.
The group carefully picks its way through the warren and confronts the Chieftain and his advisors. The battle is fierce and one of Hamar’s companions falls in the battle. They discover that the evil dragon who has warped the mind of the Chieftain also supplied him with the green worms used to infect some of his tribe!
Upon returning to the Keep, the wizard suggests that the group head to the Capital City of Unthalass of Unther to learn more about these strange worms.
Along the journey through the Shaar, Hamar considers detouring to confront his mother about discovering that he had a sister but thinks better of it.
Upon their arrival in the City, the group locates the Sage friend of the Diamond Lake wizard seeking information on the worms. As they await information from the Sage, agents of the enemy lure the group into a deathtrap! Surviving a deadly maze of monsters and mechanical slaying devices, the group confronts the dopplegangers behind the facade. Dispatching them they learn that the dopplegangers are just flunkies, the true master has yet to reveal his face. The masters’ symbol is located by one of Hamar’s companions and he notes it as a sigil of a magic user.
With no answer from the Sage the next day, the allies hire a local rogue to assist them in identifying the wizard’s mark. With his help they even find the underground lair of the magic-user. As the companions enter the lair of the master they discover that he has aligned himself with the Priest of Bane from the Temples below Diamond Lake! More disturbingly, the master is no human but a mind flayer!
The battle is difficult and two of Hamar’s allies perish in the process. The flayer seems to indicate that it too is merely a hired thug brought in to slay the group from prying into affairs “beyond the ken”. The flayer escapes though the Priest and its minions are all slain. The riches from the lair luckily provide the means to raise both of the dead allies from their graves.
The group at a dead end heads back to their Inn to rest. While resting they see a sign-up sheet for a Gladiator tournament, the same one which the Untherians were seeking groups for at Council Hill Moot months before! A picture of Raknian is on the flyer. One of Hamar’s eyes go wide as he realizes that the Priest of Bane was at the Moot and met with Loris Raknian surreptitiously. Hamar nods slowly perhaps Raknian is a villain involved then.
It was a stretch but the group found a manager to pay their entry fee into the games. As the awaited each round of non-lethal combat, the group stayed below the arena and snuck out at night to see if they could find dirt on Raknian. The night before the final fight which would be between Hamar and his allies and their old rivals, Auric’s Warband, the group discovers Raknians secret Temple to the worm God! They fight their way back out but not before they find a diary which shows the membership in the secretive group includes Hamar’s own mother is a secret follower of Bhaal Lord of Murder!
Sick with grief as it seems that Hamar’s own mother arranged for his father’s murder, his allies stop him from leaving to ride south to confront his mother. First they convince him, they must win the tournament then they can get close enough to Raknian to bring him down!
The fight goes poorly, Auric’s Warband is triumphant again. Before the awards can be doled out a creature bursts froth through the arena floor and begins slaying gladiators and spectatiors alike making them into the green worm infested undead!
Hamar seeks to fight back when his Githzerai ally is slain, the ally attempts to plane shift away from the attack accidentally sucking Hamar into the Astral Plane with him….
If I am chosen, we can flesh out how we get from there to where I will begin the campaign.


Pathfinder Adventure Path Charter Subscriber

Good stuff. I will be making a decision this weekend.


well good luck to all, I hope to get a nod.

also any questions for Talon - just let me know


thought I would add a simplified overview of the long story I linked to a bit back.

Talon is from Ridwan in Nodal on Golarion. th key feature of that city is the rift into the shadow plane that exist there.

Talon is a fetchling that was spawned from that rift as a child.

he grew up on the streets of the city.

eventually he was caught and sentenced to the gladiator trial. where if he survived he could go free. (of course nobody survives) but talon did survive and soon became wanted by numerous orginazations for his talents.

he was eventually recuited by a Baron Marcus. a member of the Umbral court. and Talon was trained as Marcus' personal assassin. doing business for the Umbral court and the the shadier side of government.

we did work with Nidal's military performing special infiltration missions. which is where he met a woman named Raven who was practically his equal in "assassination" and infiltration. they have that love/hate relationship.

where the story ends and coming to this adventure... Marcus ends up missing. possibly kidnapped. Talon tracks them to the Sahdow rift which leads him to the plane of shadow and eventually into the world of Planescape.

the journal story continues on with Marcus still operating in Nidal but to mesh into this game I wanted some sort of hook to get him there.

so after chapter 14 (my last posted chapter) the story takes a tangent as a few years after that chapter closes this event occurs.


Okay, done. Tempest is quite the dabbler.

Crunch:

Tempest Rainbow Aurora Sky
Sylph Factotum 6/hunter (feral hunter) 1/investigator (sleuth) 1/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 26, 30, 56, 95, 101, 125, Pathfinder RPG Advanced Race Guide 156)
NG Medium outsider (native)
Hero Points 3
Init +6; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 18 (+6 armor, +4 Dex, +2 shield)
hp 59 (9 HD; 8d8+1d10+9)
Fort +6, Ref +15, Will +6; +4 vs. [air] or [electricity] spells, or electricity damage
--------------------
Offense
--------------------
Speed 45 ft., fly 35 ft. (good)
Melee +1 agile mithral rapier +11 (1d6+5/18-20) or
dagger +9 (1d4-1/19-20) or
mwk cold iron rapier +11 (1d6-1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (8)
Hunter (Feral Hunter) Spells Known (CL 1st; concentration +2)
1st (2/day)—heightened awareness[ACG], summon nature's ally I, windy escape[ARG]
0 (at will)—create water, detect magic, know direction, purify food and drink (DC 11)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 12, Int 22, Wis 12, Cha 10
Base Atk +5; CMB +10; CMD 24
Feats Airy Step[ARG], Flyby Attack, Weapon Finesse, Weapon Focus (rapier), Wings Of Air[ARG], Font of Inspiration x2 (http://archive.wizards.com/default.asp?x=dnd/frcc/20070606)
Traits indomitable faith, resilient
Skills Acrobatics +14 (+18 to jump), Appraise +10, Bluff +9, Climb +5, Diplomacy +9, Disable Device +27, Disguise +3, Escape Artist +14, Fly +20, Handle Animal +7, Heal +5, Intimidate +7, Knowledge (arcana) +15, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +10, Knowledge (planes) +15, Knowledge (religion) +13, Linguistics +18, Perception +18, Perform (dance) +9, Perform (oratory) +9, Perform (sing) +9, Ride +10, Sense Motive +11, Sleight of Hand +14 (+16 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +11, Stealth +22, Survival +7, Swim +9, Use Magic Device +15; Racial Modifiers +4 Stealth
Languages Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Draconic, Elven, Gnome, Ignan, Infernal, Orc, Shae, Sphinx, Sylvan, Terran
SQ breeze-kissed, deed: daring, deed: oppurtunist evasion, deed: sleuth's initiative, feral focus, hero points, inspiration (6/day), inspired panache, nature training, sleuth's luck, trapfinding +3, wild empathy
Combat Gear wand of cure light wounds (50 charges), wand of produce flame (CL 5th, 29 charges), wand of snowball (CL 5th, 32 charges), air crystal, holy water (5); Other Gear +2 darkleaf cloth lamellar (leather) armor, +1 buckler, +1 agile mithral rapier, dagger, mwk cold iron rapier, apprentice's cheating gloves, belt of incredible dexterity +2, boots of striding and springing, circlet of persuasion, eyes of the eagle, handy haversack, headband of vast intelligence +2, backpack, bedroll, belt pouch, courtier's outfit, fishhook (2), flint and steel, masterwork thieves' tools, mug/tankard, sewing needle, signal whistle (2), smoked goggles, string or twine, thread (50 ft.), trail rations (7), waterskin, weapon cord, whetstone, wrist sheath (2), jewlery (worth 50 gp), 320 gp, 1 sp
--------------------
Special Abilities
--------------------
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw light/1-hand melee weap as part of the initiative check.
Feral Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Flight (45 feet, Good) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Inspiration (inv) (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Wand of cure light wounds (50 charges) Add this item to create a wand of a chosen spell.
Wand of produce flame (CL 5th, 29 charges) Add this item to create a wand of a chosen spell.
Wand of snowball (CL 5th, 32 charges) Add this item to create a wand of a chosen spell.
Weapon cord Attached weapon can be recovered as a swift action.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wings of Air +4 bonus vs. effects with air or electricity descriptor.
Factotum Inspiration - (7/enc)
Cunning Insight (Ex) Spend one Factotum Inspiration to get Int as a bonus to Attack rolls, Damage rolls, Saving Throws
Cunning Knowledge (Ex) Spend one Factotum Inspiration to get Factotum level as a bonus to skill rolls. Usable 1/day per skill.
Arcane Dilettante (Sp) Prepare 2 sor/wiz spells per day. Max level 2nd (one at this level). Cast as spell-like abilities at factotum level.
Brains over Brawn (Ex) Gain Int as a bonus to all Str and Dex based checks and skills.
Cunning Defense (Ex) Spend one Factotum Inspiration to get Int as a bonus to AC against one opponent for one round
Cunning Strike (Ex) Spend one or more Factotum Inspiration to get that many dice of sneak attack
Opportunistic Piety (Su) (4/day) Spend one Factotum Inspiration to heal 2x Factotum level + Int. Damages undead.

And copying her history:

Background:

Growing up as a child in the Society of Sensation is ... surprising. At school, children are encouraged to follow their instincts. They direct their own learning based on their interests. When you have a child that taught themselves to read before they were out of diapers, it can be hard for the parents and facilitators to keep up. Tempest Rainbow Aurora Sky was such a child. She was literally interested in everything. Given that the Sensates felt that knowledge came from experiences and not books this meant that it was challenging to keep up with the young student.
On top of learning, they felt that children should be surprised and challenged. Trips to different planes. Coming in to find the school filled with animals of all kinds. Giving the whole class potions of gender shift. Plays performed in the midst of the children. Polymorphing the students into giants. Exploring how drink and drugs affects the mind. Feather falling from great heights.

And even some less pleasant experiences. Sensates understand that fear and pain are teachers as much as fun and joy are. Children need to learn from that, but under controlled situations. Emotion spells to start with, Fear followed by Joy to ensure that they understood that fear is transitory. Later there was Pain training. Students who withstood pain well were celebrated. Older students were taken to other wards and left, to learn how to navigate the city. They were watched, but didn't know that.

Tempest's parents were keepers at the Sensorium. Recording memories is dear to sensates - being able to step into the feet of another and relive their most cherished moments is priceless. The keepers limit access, in part because so many people want it that the need to control the time. But there's a darker reason. Too many memories in too short a time can lead to madness. Sensates in the know sometimes see this in certain Xaositects.

They rotate the memories in the sensorium, and store the extras in a secret vault under the festhall. Figuring out how to steal they keys, defeat the traps and avoid the guards was a challenge for a young girl. She was found after a day, unconscious, with two crystals in her hand at once. She recovered with no lasting damage.

Having so many experiences all her life was a thrill to Tempest. She was always bright, and saw patterns well. She figured out that if you study the tricks of the true experts in any field you could achieve greatness without all that tedious building up the basics. Of course there's limits to that, but when you need to know everything it's a worthwhile tradeoff.

As an adult, she's leapt from one thing to another. She circled the ring in 83 days, travelling through all of the outer planes from portal to portal. Naturally, she didn't do all of the planes alone. She's fought in wars, dined with kings, danced with a devil in the pale moonlight (It was a difficult relationship, and eventually she had to cut him off. At the neck.) She's gained and lost fortunes. She's loved and lost and moved on.


Ok. Now that I have the particulars I will have a descison soon. By Sunday at the latest.

I am very impressed with all of your concepts and effort in making the characters. The choice won't be easy. I will add that there are occasionally openings. The two who are not chosen will be on the high alternate list if we have other vacancies.

I also don't want there to be hard feelings. Two won't be chosen. I'd love to include yo all, but it would just be too much. Whoever I choose will be on probation. Any problems and I will go back to the alternate list. So please do not take it personally should you not be chosen. I would be happy to game with any of you, and within a year or so I am actually planning on a few more PbPs, once again I will keep the alternates in mind.


well good luck to all

selected or not, I will be what lurks in the shadows....


no worries Dungeon Monkey, we would all prefer to be chosen but it is impossible to be accepted on every Recruitment thread you post on!


Hi folks. As I said it was a hard choice. I've gone over things, and I have decided that Storyteller Shadow gets the nod.

Edward and Philo: thank you for your dedication in posting characters. This wasn't an easy choice. As I mentioned before I have you up on the high alternate list. You have my utmost respect for your skills in creating character crunch and backstory.

Shadow, if you could PM me, I'd like to discuss a few options in getting your PC integrated.


Congrats,

I doubt you will need anothet skills chatacter for long time but i hope i am remembered by then, Talon is probably gonna be shelved for awhile so he will probably be available.

Maybe i'll level dip in three or four other classes to be better rounded.


Thank you DM. Ed and Philo had excellent submissions!


Oh, I'm an old hand at PBP on both sides of the table. I know that it's hard and everybody can't fit.

Best of luck to you all!

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