DM ARC's Lantern Bearers (Inactive)

Game Master Aiunder


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A thick fog rolls in across the water as dusk settles over the sleepy port town. Through the fog a dim blue-white glow radiates and shutters and doors can be heard latching bolting tight against the unknown and unwelcome light.
Shadows begin to collect and form a shape deep in the fog that slowly solidifies around the light into the shape of a lantern. A lantern raised high by a wooden carving of a beautiful but stern woman. As the light gets closer, the woman resolves into the prow of a ship that slides gently and silent into port.
Quickly shadowy and indistinct figures descend from the ship and secure moorings while others ready a gangplank for a group of hooded and cowled figures waiting above. As the cowled figures descend from the ship and make their way across the docks the shadowy figures retract the gangplank and retreat back onto the dark vessel.
The hooded figures walk slowly down the main street and head out into the wilderness beyond, their cloaks and hoods clasped shut with a golden broach in the shape of a lantern that seems to glow when it catches the light.

Lantern Bearers:
The Lantern Bearers are a secret order composed of adventurers that have died and are given a second chance by Pharasma herself. Given temporary life to seek out and confront/solve/eliminate interruptions and obstructions to the natural order of life and death and in exchange earn the opportunity to be restored to life.

I'm looking to see if there is any interest in players looking to help me tell this story. I haven't finalized creation guidelines but I figure somewhere between second and eighth level. The various challenges to be overcome will include investigations, research, political/social interactions and various combats. Expect to confront undead, outsiders, evil spell casters and other entities that can gain power from souls.


You'll probably need to put up more info. Character rules, level, what sort of things they'll be doing, etc.


Intriguing none the less, tell us more!

Scarab Sages

I am also waiting for more.


I am interested. Is what you're are thinking of the sort of things paladins do or on the darker side of law, death and justice?


Is this a Green Lantern campaign set in Golarion? That sounds entertaining.

Silver Crusade

Definitley interested in this, Pharasma is one of my favorite deities


Could be interesting... a few more details, please?


yes i would like to know more about your idea as well, Pharasma is one of my favorite deities too.

oh that would be cool if we are tasked to take out a lot of undead/nectro NPCs since thats what is her main thing


looks exciting


Intriguing.


Dotting for interest will make a character once more details are givin

Dark Archive

Interested, if you can get the details posted on, I'd join


Here's a bit more info, I'll post more once I get home

What is a Lantern Bearer:
-A faithful of Pharasma adventurer who has died
-Offered a chance by Pharasma to live again provided they help her cause
-Each wears a lantern brooch that gives them a false life but only lasts for a certain amount of time, when time runs out they 'fade' away and lose their physical form
-While not on a mission they will reside on a "ghost ship" that acts as their transport to the different adventures and base of operations. Also where their brooches get recharged
-Acts in all ways as a living person, not undead or otherwise

What is a 'Disruption':
-A location or event that interferes with the flow of souls from the physical world to the afterlife
-An upswing or increase in undead or negative energies
-A sudden loss or disappearance of souls
-etc

Dark Archive

Will I have to create a new character, or may I use Nightwing? I'll ovously change my religion.


sounds good how about build rules stats, classes, Ect

Silver Crusade

Indeed, I'd love to create some crunch for this, but in the meantime I'll be working on a character personality and story while I await buld rules


Keeping with the Champions of Death route I'm thinking of a Shaman with the Bones spirit.


Actually, hilariously enough, I actually had a kobold oracle concept I came up with recently that was basically a tribe shaman and anti-undead magic user.

Lemme see if I can tinker with him and make a fun new concept out of him.

Edit: That didn't take too long!

Crunch?:

Orn Longclaw
Male Kobold Oracle 1
LE Small Humanoid (reptilian)
Deity: Pharasma Homeland: Ustalav

Init +3; Senses Perception +2 (+4 vs. invis, incorp) (Darkvision 60')
--------------------
Defense
--------------------
AC 18 Touch 14 (+3 Dex, +1 Size) Flat-footed 15 (+1 Size, +1 Natural, +3 Armor)
HP 9/9
Fort +0 Ref +3 Will +2
Curse Haunted
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear +0 (1d6/x2/Reach)

Spells
1st (4/day) - Charm Person (DC 14), Carrion Compass, Cure Light Wounds (DC 14)
0th (at will) - Mage Hand, Ghost Sound (DC 13), Detect Magic, Read Magic, Guidance, Create Water

Mystery Juju
Revelations Beast Tongue (vermin/rodents), False Death
--------------------
Statistics
--------------------
Str 9, Dex 16, Con 10, Int 10, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats Extra Revelation
Traits Gifted Adept (Charm Person), Spirit Sense
Skills Diplomacy +7, Heal +4, Kn. Religion +4, Linguistics +2, Stealth +7
Languages Draconic, Common
Combat Gear Studded Leather, Longspear
--------------------
Equipment
--------------------
Backpack
Bedroll
Silk rope (50')
Trail Rations (5 days)
Waterskin
Studded Leather
Longspear

"Will you shut up!? I'm trying to concentrate... DON'T GIVE ME THAT TONE!"

History:
Orn's tribe, the Longclaws, grew up close to a crypt that radiated negative energy, and consistently produced undead creatures. Being Ustalav, this sort of thing was to be expected, and the Longclaws, along with a few other tribes, had learned some unorthodox, but very effective ways to combat these beings, through a craft they dubbed "Juju". The shamen would consult the natural world for solutions to their unnatural problem (the problem being a near constant stream of undead creatures), and in turn, learned to combat, trick and cleanse areas of negative energy. This gave them great faith in the teachings of Pharasma, and one of these shamen was Orn.

However, things got strange for Orn during his last ceremony to deport a spirit from the world of the living. A particularly mischievous spirit of a long dead gnome had been pestering the Longclaws, and after much work, Orn had discovered a way to exorcise it. However, during the ritual, the gnome spirit (whom had long forgotten his living name and adopted the name Chitter in undeath), decided to play a prank on Orn and shuffled a few components of the ceremony around. This in turn caused a tragic backlash of positive and negative energy, killing Orn and bonding him and Chitter together spiritually.

Upon being brought for judging by Pharasma, Orn learned that his ceremony had inadvertently tried to bring back Chitter from the grave by offering his body as a host. However, Chitter pleaded to not have Orn looked upon poorly, and taking claim for his trickery in Orn's ceremony, causing it to go awry. As penance and to give him a chance to correct the mistake in life, Orn was given the option to join the Lantern Bearers and deal with Disruptions using his tribe's Juju practices. Orn agreed and, because Chitter's soul was bound to him, was permitted a "partner" to accompany him in his ventures.

Now, Orn seeks to right the wrongs of the spirit world and put an end to the large fluctuations of negative energy. With enough patience and progress, he may get the chance to return to life, and discover a way to undo the ritual that bound him and Chitter together.

Personality:
Orn is very meticulous about his practices with Juju and his searching out the undead. He likes everything in its place and is satisfied most when his hard work pays off. Being as small as he is, Orn knows he cannot afford to go traipsing into dangerous situations unprepared, and likes to have things ready before making his next move. When rushed, he becomes impatient, short-tempered and often foul-mouthed. Knowing that his last ritual was thrown off by his bound spirit companion does not sit well with him, and even now, Orn has a bit of a grudge against Chitter for his non-stop yammering and snarky tone. However, even he has to admit the spirit does come in handy, and having him take care of things from a distance is truly convenient. Even so, he often complains that if it wasn't Chitter, he wouldn't be in this mess to begin with.

Orn is extremely in tune with his surroundings on a spiritual level, and is able to communicate not just with spirits like Chitter, but also certain wildlife, particularly vermin and rodents. He never realizes that his constant conversations with mice, rats and thin air come across as weird for anyone, and often wonders why nobody else can hear them speak like he does. A lack of empathy makes it hard for him to consider things from other perspectives, and often, he loses his patience trying to explain something that is plain as day to him, but clear as mud for someone else.

Silver Crusade

"It is a great honor," the Yamaraj assures the woman as it lead her to Pharasma's tower, barely putting her concerns to rest. She had thought she served Pharasma faithfully through her life. She had hunted down those who would pervert the faith, those who would raise the dead for their own purposes. She guided people on how to protect their dead from the predations of those who would use them. Her inquisition was quite sucsessful, bringing to heel many deviant souls, and sending more than a few to Pharasma herself. Perhaps her punishment then came from joining the Medevian Crusade. Perhaps, despite what she thought, destroying demons wishing to convert souls to more demons was not the path to walk. Perhaps that set her soul off Pharasma's path. Perhaps that was enough to prevent her from spending eternity in the boneyard at the command of the Lady of Graves. It was what sent Kestra to her, in any case. "But why am I not flowing in the river of souls? Why am I not on the normal path to Pharasma's courts?"
The Yamaraj smiles at the question and responds, "Your service to the Lady of Bones has not gone unnoticed."

Well, there you have a more artistic rendition of Kestra, the Inquisitor of Pharasma's, background and reason for ending up in the boneyard. Lemme know what you think, super excited for the possibility of this campaign


Would a necromancer be allowed, or do I need to find my old druid?


I've added some info including creation guidelines in the main tab.

Please ask questions if you have them..

Alynthar: Considering Pharasma's opinion on undead I can't see how a Necromancer would work but if you have a great idea and reason feel free to pitch the character

Also there is a special archetype/domain that I will be posting tomorrow for Pharasma clerics


It works with Alynthar, but like you said, Pharasma isn't too fond of that.


This is my submission if nagaji are permitted. If not, I can change the race.

Rasamoro (Rah-zah-mo-ro; Raz to his friends) is a single-minded devout anti-necromancy oracle of metal. He is as cold in personality as the manifestation of his faith in Pharasma (that being his metal-powers), but he can always be counted on when it comes to carrying out her will.

In combat, he is a strong melee combatant while being able to supplement that with buff/debuff divine spells. Since he is lame, he tends to walk out front, taking on the first enemies who approach, and moving very little during the fight. If no one approaches, he'll buff until he can make it to one of the enemies, or use his crossbow if necessary.

Out of combat, he's extremely intimidating and can see through most lies. He's also very skilled in the use of magical devices.

His full sheet and backstory can be found in the alias.


@DM - Are Warpriests from the ACG allowed?

[EDIT] - ah, I see they may be allowed depending on backstory. Fair enough.

Was thinking a resolute undead-hater and faithful apparatnik of Pharasma, Our Lady of Bones who fell in battle with wraiths or other negative-level inducing beasties - so was, prior to dying, much more powerful than is now, and somewhat annoyed by this new, less powerful state, and also eager to regain said power.[/EDIT]


Here be my (Phylotus') submission for this campaign. Look forward to the possibility of being a Lantern Bearer! Let me know if I need to change anything


Are you willing to permit classes from the Occult Adventures Playtest? I have an idea for a medium, although I'd need to know the eligibility of the class before suggesting it.


I've never actually seen the play test Nostrus. If you can link me the class on pfsrd or something I'll look.


Kind of tempted to submit some sort of Lantern Bear, but I probably shouldn't.


@thunderbeard- DO IT!


Alynthar42 wrote:
@thunderbeard- DO IT!

Alright, because I have way too much free time this weekend, and because I was dared to, here goes, I guess. I will totally actually play this character.

Wojtek the Spirit Bear
Race: Totally not a disguised bear
Profession: Lantern Bear
Class: Lycanthrope 1, Monk/Inquisitor/Warpriest/Ranger/Barbearian (Whatever the party needs, I guess? Shouldn't make too much difference, will probably multiclass if not a caster/healer)

Fluff:
Years ago, in the mountains of Garund, lived a Sacred Huntsman of Pharasma. Traveling from land to land, he met and befriended a young bear cub, who became his hunting companion, trained to carry weapons and join in his master's noble quest against undeath [Or he could have started as another character's previous animal companion, if anyone has one]. On a journey to the Mana Wastes, a stray curse hit Wotjek, bringing him intelligence—but instead of turning on his master, he continued to fight by his side, his courage never faltering.

...yadda yadda yadda, Wotjek had learned wisdom, cunning, and a bit of magic. And then, in one fateful battle, Wotjek and his master were set upon by a roving band of Osiriani undead, while escorting a band of beleaguered travelers on their way to Katapesh. Wotjek used a spell to grow mighty in side, batted away the humans and with a roar of rage settled down into the narrow mountain pass, blocking it with his enormous body and lashing out at the skeletal fiends until a small rock-slide buried him and his enemies alike.

In death, the intelligent animal found his way to the boneyard, unlike the simpler of his kind, and found himself praised for his courage and strength. Eventually, he was granted a chance to return to the world of the living, where he would serve for a time as a shield and symbol of strength against the enemies of life's circle. To that end, his brooch has given him a human form, to allow him a body more in line with his mind for when his work involves traveling among cities and humanfolk.

Perks:
-Excellent constitution and saves, lumbering meat shield, real hard to kill, can use size and combat maneuvers to protect the more fragile, is a bear
-Willing to be used as a combat mount by anyone he deems worthy
-High perception, can track by smell, really high wisdom could make him a good divine caster I guess
-With a 1-level dip into ranger, could disable traps maybe?
-Is a bear

Feats:
-Natural Spell
-?
-I honestly wish I could justify Flagbearer/Torchbearer, but neither of them make sense for a low-charisma character.


Thank you for everyone who has shown interest so far.

For those interested in submitting a character I'm interested in concepts and fluff first. Please look at the questions I posted in the character creation spoiler.

I also added a note about races due to the number of nonstandard and monstrous races submitted so far.


Seeing as core races are more desirable, I've gone ahead and made a human version of my character, just in case. He's ulfen, from the cold north, and therefore has a different name and slightly different origin, but otherwise more or less the same character.

Raznarr the Last:

Male human (Ulfen) oracle 2 (Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human)
Init +0; Senses Perception +1

--------------------
Defense:

--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 19 (2d8+3)
Fort +2, Ref +0, Will +4

--------------------
Offense:

--------------------
Speed 20 ft. (15 ft. in armor)
Melee mwk greataxe +5 (1d12+4/×3)
Ranged light crossbow +1 (1d8/19-20)
Oracle Spells Known (CL 2nd; concentration +4)
. . 1st (5/day)—cure light wounds, doom (DC 13), forbid action[UM] (DC 13), lead blades[APG]
. . 0 (at will)—detect magic, detect poison, guidance, purify food and drink (DC 12), virtue
. . Mystery Metal

--------------------
Statistics:

--------------------
Str 17, Dex 11, Con 13, Int 10, Wis 12, Cha 15
Base Atk +1; CMB +4; CMD 14
Feats Martial Weapon Proficiency (greataxe), Power Attack, Still Spell
Traits gifted adept, undead slayer
Skills Acrobatics -4 (-12 to jump), Appraise +5, Craft (weapons) +2, Disable Device -1, Intimidate +7, Sense Motive +6, Spellcraft +5, Use Magic Device +4
Languages Common, Skald
SQ oracle's curse (lame), revelation (iron constitution)
Combat Gear wand of shield (20 charges); Other Gear agile breastplate, light crossbow with 50 bolts and 5 heartstake crossbow bolt, mwk greataxe, adventurer's pack (2 lb), bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), mess kit, pot, soap, torch (10), trail rations (5), waterskin, lantern brooch, 147 gp

--------------------
Special Abilities:

--------------------
Gifted Adept (Spiritual Weapon) A chosen spell gets +1 CL.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Still Spell You can cast a spell with no somatic components. +1 Level.
Undead Slayer +1 weapon damage vs. undead.

--------------------
Background:

When Raznarr (called Raz by those who knew him well) was born, his mother and elderly father feared for their futures, as they saw a birthmark on his back which troubled them greatly: the Spiraling Comet of Pharasma. Their fears were nearly dissipated by the young man's 14th year of life, but a battle broke out in their town as a cult of necromancers laid siege. He did what he could, what he had to do in order to survive. Throughout the battle, it was clear that something was assisting him...making his skin hard as steel, weighing his axe down just as he struck. This intervention left him the only soldier standing on either side at the end of the battle, even if he was favoring his left leg. It was this fact that earned him the byname Raznarr the Last.

As he and his father buried his mother, Rasamoro couldn't leave her grave for days despite his father's best efforts. One night as he was crying himself to sleep, a strange-double bodied serpent-angel who identified itself as the Steward of Skein, the herald of Pharasma appeared to the young nagaji. It explained to him that he'd been chosen from birth to do what he'd just done here, to hunt down and destroy the blasphemers against Pharasma using the divine mystery of metal to empower his weapons and armor in battle against blasphemers.

He gladly accepted this new purpose and trained under the town militia's leader for three more years, learning how to fight with a chronically damaged left leg. Having done so, the young oracle set off to fullfill his destiny with nothing to guide him but his faith in Pharasma.

Before long, Raznarr's purpose became apparent to many select individuals throughout Golarion. As such, he was called to battle alongside other followers of Pharasma as well as those of Sarenrae and Iomedae against a quickly growing cult dedicated to necromancy. Raznarr was reckless in his faith, however, and made the poor decision to take on a powerful Urgathoan cleric one-on-one.

His death was not the end, however. For this same faith which lead to his demise likewise caught the eye of The Lady of Graves, and he was chosen to be one of her elite: a Lantern Bearer.


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Sounds good. My character remains highly unusual, but I may as well put in the bit of work necessary to finish this, as it'll at least encourage other people to follow.

Wojtek the Spirit Bear
Race: Totally not a disguised bear
Profession: Lantern Bear
Human Werebear (CL +1) / Warpriest 1 (Sacred Fist)

Story:
Years ago, in the mountains of Garund, lived a Sacred Huntsman of Pharasma. Traveling from land to land, he met and befriended a young bear cub, who became his hunting companion, trained to carry weapons and join in his master's noble quest against undeath [Or he could have started as another character's previous animal companion, if anyone has one]. On a journey to the Mana Wastes, a stray curse hit Wotjek, bringing him intelligence—but instead of turning on his master, he continued to fight by his side, his courage never faltering.

...yadda yadda yadda, Wotjek had learned wisdom, cunning, and a bit of magic. And then, in one fateful battle, Wotjek and his master were set upon by a roving band of Osiriani undead, while escorting a band of beleaguered travelers on their way to Katapesh. Wotjek used a spell to grow mighty in side, batted away the humans and with a roar of rage settled down into the narrow mountain pass, blocking it with his enormous body and lashing out at the skeletal fiends until a small rock-slide buried him and his enemies alike.

In death, the intelligent animal found his way to the boneyard, unlike the simpler of his kind, and found himself praised for his courage and strength. Eventually, he was granted a chance to return to the world of the living, where he would serve for a time as a shield and symbol of strength against the enemies of life's circle. To that end, his brooch has given him a human form, to allow him a body more in line with his mind for when his work involves traveling among cities and humanfolk.

Stats:

Bear form: 21 Str (doesn't go up with levels), 8 Natural Armor, L size, claws, etc., can't cast spells
-DC 15 Constitution check to transform

Str 10 (21)
Dex 14
Con 20
Int 12
Wis 16
Cha 8

Offense:
(Human) Masterwork Crossbow +3 (1d8)
(Human) Unarmed +0 (1d6)
(Human) Flurry of Blows -1/-1 (1d6/1d6)
(Bear) Claw +5 (1d8+5)
(Bear) Flurry of Claws +4/+4 (1d8+5/1d8+5)

CMB: +0 or +6 (+10 to Grapple)
CMD: 15 or 21 (25 vs trip)

Defense:
HP: 15, DR 5/silver
AC (human): 15 (+2 Dex, +3 Wis)
AC (bear): 22 (+2 Dex, +3 Wis, +8 Natural, -1 Size)
Fort +7, Ref +2, Will +5

Feats:
Improved Unarmed Strike (Sacred Fist Bonus)
Weapon Focus: Claw (Human Bonus)
Feral Combat Training: Claw

Skills:
Perception +7 (Scent, Low-Light Vision) (1 rank)
Knowledge (nature) +2 (1 rank)
Survival +4 (1 rank)
Intimidate +0/+4 (1 rank)

Equipment:
Cap of Human Guise (to seem extra-human)
Masterwork Crossbow
200 gp


DM - ARC, follow the link below to the (free) playtest. I acknowledge that upon OA's release, it may require changes to the character if Medium is amended upon release.

Occult Adventures Playtest

As a brief outline, I see the background of the character as being one of the deeply devout of Pharasma. As a Medium, the character borrows the strengths of the recently dead in order to further Pharasma's aim. I would think that the Medium may have even worked with the Lantern Bearers before his own passing.

I shall work on the character and post it later today.


This is my concept as explained via the questions posted in the campaign tab:

Where did you come from?

I was born in Teboro, a small and dusty Mwangi village.

Who are you?

Antor Kintash

The son of Pharasmin functionaries from Taldor that were stationed in Mwangi by the Pharasmin Church. Trained to become a priest, and due to return to Taldor, but trained in the ways of the Dying Select, a special branch of Pharasmin servitors skilled in battle and refused the benefit of resurrection. Being selected to join this elite cadre was a great honor, and I served Pharasma well.

How did you become an adventurer?

I was never an adventurer per se, rather a dedicated undead hunter. I rose to lead my fellow Dying Select in northern Garund.

How did you die?

Having tracked down the vile wraith buccaneer Doss Hellgarde within the region known as the Shackles - the unit under my direction were ambushed and slaughtered. i was captured, tortured, drained and finally ritually executed.

I awoke on the Mournful Maiden and have been awaiting Pharasma's honor ever since.

What else is important about your character?

I am middle aged and I have been waiting for close to six hundred years - my ways are old fashioned and my equipment archaic. I am the oldest of the old school. ;)

*****

Human middle aged male Warpriest of Pharasma.

Looking to dual wield daggers (favored weapon of Pharasma) or kukris.


Please, for the love of Cthulhu, allow Wotjek into this game. That would be epic.


Okay so here is a list of applications so far (In no specific order)

Phylotus -> Kestra (Inquisitor) } waiting on answers
Oceanshieldwolf -> Antor Kintash (Warpriest) } waiting on crunch
The Little King -> Raznar (Metal Oracle) } Looks good
Alynthar42 -> ??? (Necromancer wizard) } concept needs rework to fit
NostrusUK -> ??? (medium)
Thunderbeard -> Wojtek (a bear) } I honestly can't tell if this is serious or a joke lol
CaptainFord -> Orn Longclaw (Juju Oracle) } neat concept and idea
William Nightmoon -> William Nightwing (Necromancer Wizard) } needs concept

Sorry if I missed anyone.

Interesting how there are basically only two kinds of characters submitted so far, divine casters and necromancers


Actually, I'm gonna be submitting my druid, as soon as I can find his stats.


I'm going to dot for interest even though you've got plenty to choose from at the moment. Any estimated end of recruitment?


Hungry Ghost Monk/Rogue, I think... Not sure if 20pt buy will be enough.

So, were we higher level when we originally "passed"? I can't see second level folks grabbing the attention of a major Goddess, then again... Her attention should be infinite.

We going for a "Legion of the Damned" vibe?


It sounds more like we're supposed to be Davey Jones' shore crew.


Oh? I'd taken the ghost ship as more metaphysical.


This sounds...really really cool. Not often you get to join a game where you can add "Cause of Death" to your backstory.

Though 20 PB with no stat below 10 is kinda restrictive for any MAD classes. Monk, Warpriest, Alchemist, Inquisitor, and so on.

If you don't want stats below 10, I'd suggest bumping Point Buy to 25, that way frontliners can have a good Str/Dex/Con while still having points to spare for Int/Wis or Cha.

Either way, can I play an Investigator? I have a Mwangi Investigator from a Skull and Shackles game that I didn't get to play in much, and I'd like to get some use from the alias.


GrinningJest3r here.

As written in my profile (crunch will come tomorrow as will additional fluff, but any questions you have I will answer):
A wide brimmed hat, high collar, and a painted face make identification impossible. The light from the lantern at his side throws his features into more confusion and you're not even sure if he is a he - until he speaks. He speaks slowly, breathily, with a very distinctive lilt to his tongue, though the origin is hard to place. The unique meter to his speech is enough to hold your attention onto his every word.

Who are you?
"I've had many names. Many faces. Always what is needed for the soul on hand. You may call me Cole."

Where did you come from?
"I am the standard bearer for - and the voice of - the Mourning Maiden. Have been for as long as I can remember, drifting along the River of Souls in the Astral Plane. I carved her figurehead myself several centuries ago. It is only recently that the Lady of Graves has seen fit to call upon my services and furnish me with a crew."

How did you become an adventurer?
"I am at my Lady's beck and call. I am here because she asked my to take up her mantle and dock the ship for a short while. We shall depart once our business in concluded."

How did you die?
"'One by one they follow me, laughing, drowning, into the sea...'
I remember the phrase, loud in my ears even as I sank below the surface of the seas. I remember laughing at the absurdity of it all even as thewater filled my lungs. But what caused it, what actually happened, I couldn't say. Probably pissed off the wrong passenger."

What else is important about your character.
This is a man who has been drifting in the Astral Plane for so long that he's forgotten who he used to be. A couple of skills picked up over the duration, only what has been useful in his dealing with the other guardians of the River. An amicable personality, he has known (without knowing how) that he has been under the protection of Pharasma. He also knows that, should he falter in his duties, so shall her protection of him and the vessel.


Oops, missed the "no stat less than 10 before racial modifiers." Wotjek has a racial -2 to Cha but +2 to Str—so in that case, his stats should be Str 12 (21), Dex 14, Con 20, Int 12, Wis 15, Cha 8

As for whether the character is serious: Let's just say it started as a pun that now looks like it would actually be fun to play, but if it doesn't fit well in the campaign, I won't feel bad about that decision.

* * *

As for all the divine casters: The characters in this game have a direct connection to a deity. Aside from being a monk or a few holy archetypes, the classes that do that the most are inquisitor, warpriest, cleric and oracle, and inquisitor and warpriest have the advantage of lending themselves to a wide range of combat roles (and unlike clerics, not everybody's played one before). I picked Sacred Fist, because it's a Warpriest archetype that lends itself well to unarmed/unarmored combat and plays like a monk whose bonus feats have been replaced by a connection to the divine.

* * *

Jared: If you're worried about 20pt buy, remember that you really only need two stats (wisdom and dex) and could just put 16 into them before modifiers, leaving everything else at 10. With an Agile Amulet of Mighty Fists in a few levels, you'd be all set to not worry about strength. Also, you may be interested in the Sanctified Rogue archetype for flavor—I've had a lot of fun playing one in an AP before.


Working on Background story.


As for when recruitment ends... Probably Friday but earlier if I find a team I'm excited about.

Starting off having lost levels was merely one characters concept. Anyone could have attracted either Pharasma's or one of her agents attention, after all who says that their past is actually what they noticed. Pharasma was also known for prophecy as well.

Anyone could be devoted to Pharasma enough to get her notice. A soldier that prays to Pharasma before battle in hopes that should he die that it would be quick rather than slow and agonizing, then prays that the souls of those he killed have a safe journey to their final resting place. A trapper that takes up his bow and with his trusty hound hunts down and slays any undead he can find after loosing his family to them could pray for Pharasma's aid in his endeavour.


So was that yea or nay on Investigator?

Either way I'm using this alias probably.

His backstory (roughly) is that he was the shaman/wise man to a tribe in the Mwangi, one of the ones oppressed and enslaved by Cheliax. He was sort of a freedom fighter (subtly), and I'm not sure how he died yet.


This is the alias of OSW, mostly a placeholder. Will get to it over the next 24 hours.

@DM - ARC - Do we get traits? Two?

And we get the starting gear mentioned in the campaign tab + 1000 gp starting gold?

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