Darkwing_DM's Heroes of Damara (Inactive)

Game Master DarkWingD

PbP featuring many classic DnD elements out of the Aber-Toril. Save the kingdom, rescue the Girl, fights in taverns. that will be set up as a choose your own adventure/video game with free roaming unlocking quests from people you meet.

Damara


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This is The Vagrant Erudite's submission. Please let me know if I'm missing anything.


Dot!

Sczarni

StatBlock!:
Morgabir Swift-Feather
Male Half-Orc Ranger 1
CG medium humanoid (human, orc)
Init: +5; Senses: Perception +5; Darkvision 60’
Speed: 30, Languages: Common, Orc

Defense
AC 16 (+3 Dex +3 armor) Touch 13 FF 13
HP 13 (1d10+3)
Fort +4 Ref +5 Will +1

Offense
Melee: Pick +4 (1d6+4 20/x4) Power Attack -1/+2; +3 two handed
or Dagger +4 (1d4+3 19-20/x2)
or Club +4 (1d6+3 20/x2)
Ranged: Sling +4 (1d4+4 20/x2 Range 50; Ammo: 20)
BAB 1 CMB +4 CMD 17

Statistics
Abilities: Str 16 Dex 16 Con 14 Int 10 Wis 12 Cha 8
SQ: Favored Class (Ranger; HP), Ferocity, Track (+1), Wild Empathy (+0), Favored Enemy: Orc (+2 attack/damage/Bluff/Knowledge/Perception/Sense Motive/Survial)
Traits: Reactionary, Light Sleeper (sleep 4 hrs/night to regain HP/rest)
Feats: Imperial ConscriptB, Power Attack
Skills: Climb +7, Knowledge (dungeoneering) +4, Knowledge (nature) +4, Perception +5, Stealth +7, Survival +7 (+1 to follow tracks)
Combat Gear:
Equipment: traveler’s outfit, studded leather armor, heavy pick, dagger, sling, sling bullets (20), backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, torches (10), rope, trail rations (5 days), waterskin
Coin 6gp, 8sp

Here's the crunch to my half-orc ranger


Marek Wolf-Fang
Half Elf Fighter

Background:

Background

The earliest days of Marek’s life is a mystery. The first moment of his life he knows of is being found by his adoptive father Kuutch in the arms of a dead elven woman in the forest. Killed by a bandit’s arrow, she fell shielding him as a baby. The bandits, raiding a elven trading caravan, didn’t bother with the baby they’d left for dead. Kuutch, patrolling the woodlands around town, found him and the people the gang had killed. Securing the baby someplace safe he returned and killed all seven members of the gang before burying the dead and returning home with the infant.

With only a pendant of a silver wolf as identification, Kuutch took it as a sign as his clan name was Wolf-Fang. He took the boy home to raise. The other families in town were terrified that the secretive Half-Orc would eat the baby, but he raised the boy as if he was his own while trying to discover who owned the caravan. Sadly he never discovered who they were and would regularly pray for the spirits of those lost.

Working as a guard, Kuutch didn’t speak to many people because of their fear of his species. But the town had a limited supply of experienced woodsmen and employed him to patrol the woodlands around the town. Growing up Marek regularly went with his father as no one would babysit for the Half-Orc. He grew up stalking the forests and navigating the trees with him. In town the other children regularly teased him and beat him for either his father or for his own mixed heritage. His only friend was a local girl who didn’t care who his father was or his elvish parentage. But as they grew even she had to stop talking to him by threat of her father.

When he came of age he became a guard for the city like his father. Working mostly in town his duties mostly consisted of stopping fist fights and settling livestock disputes. One winter a couple years back someone came to him and said someone was hurt in the woods and they couldn’t move them. Knowing enough about woodcraft to help he ran with the other man out of town to help. In the woods he only found a group of local bullies gathered. Before he could even get his sword drawn they jumped him and beat him bloody and left him to die.

While he tried to crawl home he was attacked by a pack of wolves. In a bloody assault he killed one of them and drug himself back into town before collapsing. In the aftermath there was no solid proof the men had done anything to him so the town could do nothing to punish them. Marek actually set out of his home to kill the group in the local bar, witnesses be damned. His father stopped him and talked him into coming home.

In the aftermath Marek became harder to deal with and less idealistic. It only got worse after his father took ill last year. Old and in his later years, he finally got sick to the point he could no longer fight. Before he passed he gave Marek his family sword. A blade he’d found in the caravan, he’d kept it to give to Marek someday. With Marek at his bedside, he passed away quietly. Now Marek is looking for any chance to leave the town of his childhood. He wants to find the family he lost and answer the questions his father never had a chance to. He also wants to find members of his father’s clan and tell them of his father’s faith and service to the God Helm.

Concept Points:

Points of Concept

1. Adopted and raised by a Half-Orc, he’s known persecution his whole life. Even when he became a guard like his adoptive father he received the same derision as his father did.
2. Believes in fairness and equality, even when the law doesn’t provide it properly. As a town guard from a small village he’s use to making judgements based more on the spirit of the law than the letter of the law.
3. Was lured out of the town into the surrounding woods when he first became a guard. Men he grew up with swore someone was hurt and needed his help. He followed them into the snow on the winter night and was jumped by the men and beaten almost to death simply for being adopted by a half-orc. He barely made it back into town, having to kill a wolf that tried to eat him.
4. A devout worshipper of the Triad, he makes prayers to Tyr, Torm and Ilmater. He does sometimes whisper prayers to his father’s deity Helm when performing his work as a guard. However the blade he carries has a silver star near the pommel, showing the markings of Corellon. More than one traveling Cleric has been rather confused at his choices.
5. After his father passed a few seasons ago he has little reason to remain in the small town, but no means by which to leave. Any chance to escape the mundane is welcome.

Goals:

Goals

1. To bring honor among humans and elves to his father’s clan name. Reputation and acclaim for him, in his eyes, would make his father’s selfless struggles justified and praise his life of service and kindness.
2. To discover the family that lost him all those years ago in the caravan accident. His only clue is a pendant of a silver wolf’s head and a birthmark on his left shoulder in the shape of a star.

Relationships:

Relations

1. Kuutch Wolf-Fang (Adopted Father). Half-Orc guard and wilderness tracker who found Marek as a baby clutched in the arms of a dead elvish woman. He fought off bandits and helped save the child before taking him in to raise as his own. He passed away three seasons ago.
2. Janor Blane (Town Bully). One of the children who tormented Marek his whole life and one of the people who tried to beat him to death in the woods, Janor’s family is well liked in the town. Almost his whole life Marek has been looking for a reason to take the man down a few pegs. So far he hasn’t had the opportunity after he escaped punishment for his beating.
3. Tilsa Carver (Childhood Sweetheart). A kind and gentle woman, she was one of the few people who didn’t care that Marek was raised by a Half-Orc and befriended him. The two were inseparable for years and Marek had a crush on her almost the moment he understood what the word meant. Her father doesn’t want her to spend time with “an Orc’s pet” and they have been separated for years.
4. Neldan (Drunk). Over the last few years as a guard Marek has had to take Old Neldan home at least three dozen times because he was strolling around the middle of town drunk and loud. Despite this Neldan is a kindly old man who has lost his whole family to plague or accidents and is living out his twilight years in bottles and trying to find some comforts of his lost life. Despite their legal differences, Marek would call him one of his few friends as the man has only ever shown Marek kindness even when he was making a scene in town.

Fear:

Fear

After being left to die in the woods and almost dying to a wolf he has only slight apprehension to wolves themselves, but Dire Wolves and the like would scare him to the point of panic.

Crunch:

Marek Wolf-Fang
Male Half-Elf Fighter (Martial Master) 1
NG Medium humanoid (half-elf)
Init +4; Senses: Perception +6
--------------------
Defense
--------------------
AC 17, Touch 13, Flat-footed 14
hp 13 (1d10+3)
Fort +4, Ref +2, Will +0
Defensive Abilities:

--------------------
Offense
--------------------
Speed 30 ft.
Melee Attack Block:
Elven Curve Blade (Two-Handed) +4 (2d4+3/18-20x2)
Special Attacks:
w/Power Attack +3 (2d4+6/18-20x2)
--------------------
Racial Abilities
--------------------
Elven Immunities: Immune to sleep, +2 racial bonus to enchantment spells and effects
Keen Senses: +2 Racial to Perception
Low-Light Vision
Blended View: Darkvision 60 Ft
Weapon Familiarity
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 17
Feats:[b]
Fast Learner (1st), Power Attack (Fighter)
[b]Traits:

Ancestral Weapon: Elven Curve Blade (Cold Iron)

Eyes and Ears of the City: +1 Perception and it's a class skill

Defender of the Society

Drawbacks:

Betrayed: Must roll Sense Motive Twice for hunches

Skills:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate: 5, Knowledge (dungeoneering) (Int), Knowledge (engineering): , Linguistics: 2, Perception: 6, Profession (Wis), Ride (Dex), Survival: 5, and Swim (Str).
Languages: Common, Elven, Orcish
Gear:
Cold Iron Masterwork Elven Curve Blade 1d10 18-20x2 (Free)
Dagger (Light One Hand) 1d4 19-20x2, 1lbs, 10 ft range (2 gold)
Studded Leather Armor +3 AC, +5 Max Dex, -1 ACP
Full Essentials Kit
Backpack 2 gp 2 lbs, Bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs, 7 days’ trail rations 3.5 gp 7 lbs
Total Cost: 5.63 gp
Weight: 15.5 lbs
Outfits (10 GP free)
Executioner's Outfit (5 gp)
Cold-Weather Outfit (8 gp)
Remaining Gold: 14.37
--------------------
Special Abilities
--------------------

Favored Class Bonus: +1 Hit Point/+1 Skill Points

Planned to switch-hit if that matters. So he'd pick up bow feats whenever he could afford the bow. Which... might be a while?


4 days until I end recruitment.

submitted-
Fire drake- Cavalier
mardaddy- witch
Rayner black- Paladin
The Vagrant Erudite-gunslinger
Helikon- Druid
Exiled mimic- fighter-
psionichamster- Ranger-

interested -
HawksOrd
Cloud-
Critz
Teiidae
Yas392
harms way


DarkWingD wrote:

4 days until I end recruitment.

submitted-
Fire drake- Cavalier
mardaddy- witch
Rayner black- Paladin
The Vagrant Erudite-gunslinger
Helikon- Druid
Exiled mimic- fighter-
psionichamster- Ranger-

interested -
HawksOrd
Cloud-
Critz
Teiidae
Yas392
harms way

I didn’t see my submission as awbattles in there, so I moved it all into this alias and am resubmitting.


dot-dot

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

@DarkWingD (re my Cunning Plan):

build framework:
• Half-drow female adopted and raised in Knobs Mine
• Abandoned there when she was pre-adolescent (10-14 years, maybe?)
• She being the result of an well-meaning rescue sort of thing
• Most locals are wary or hostile to her because of her heritage
• A loner as a result; but mostly stable
• Dexterous & Charismatic fighter; to level up as an eldritch scion magus later

Much more concrete details to follow...


@DarkWingD:

I got the the easy part done (i.e. the number crunching, through Hero Labs).
That was easy!
Easy-Peasy!

All kitted up on the cheap too (50 gp).
With a bonus recruitment feat (either Fast Learner or Quick Draw)

Let me know if there's something I ought not have in there.
I included the Half-Drow bits from the Bastards of Golarian (BoG) supplement.
Namely Thinblood Resilience.
The BoG material re half-elves can be found here, since it's not on the main Paizo site.

number crunching bits:
Xilfæ-îr draft #1
Female half-elf (Half Drow) fighter 1
CN Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4 (+2 racial bonus to resist poison and disesases, mundane and magical), Ref +3, Will +1
Defensive Abilities dual minded[APG]
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee brass knuckles +4 (1d3+1) or
. . dagger +4 (1d4+1/19-20) or
. . handaxe +3 (1d6+1/×3) or
. . kukri +3 (1d4+1/18-20)
Ranged dagger +4 (1d4+1/19-20) or
. . sling +4 (1d4+1)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 13, Wis 8, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Fast Learner[ARG], Quick Draw, Weapon Finesse
Traits bastard, dangerously curious, reactionary
Skills Climb +4, Craft (bows) +3, Craft (poison) +5, Perception +1, Sense Motive +4, Survival +3, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Elven, Literacy
SQ elf blood, paranoid, poison use, thinblood resilience
Other Gear lamellar cuirass[UC], buckler, brass knuckles[APG], dagger, handaxe, kukri, sling, sling bullets (10), sling bullets (10), backpack, basic maps (major landmarks only), belt pouch, belt pouch, flint and steel, knife, utility (0.5 lb), mess kit[UE], waterskin (2), 3 gp, 8 sp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/10
Sling bullets - 0/10
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Paranoid Aid Another DC 15 for attempts to help you.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Thinblood Resilience Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poiso
--------------------
High Fantasy (20 points): Half-Elf, Core Race
Str 12, Dex 17 (15), Con 14, Int 13, Wis 8, Cha 14

Bare-Bones Backstory Outline
• Half-drow female adopted and raised in Knobs Mine 
• Abandoned there when she was pre-adolescent (10-14 years, maybe?) 
• She being the result of an well-meaning rescue sort of thing 
• Most locals are wary or hostile to her because of her heritage 
• A loner as a result; but mostly stable 
• Dexterous & Charismatic fighter; to level up as an eldritch scion magus later

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

I'll get my thinking cap on and work on a proper backstory (i.e. the hard part) in the next day or two...


Wait I thought the bonus feat had to be imperial conscript due to the story? Believe me I would have enjoyed adding even somwthing as simple as improved initiative if it were open choice.


You should know, GM, this isn't your typical gunslinger. He's built around scatterguns and siege engines. Its a concept I've been tooling with for a while. Yeah, they take a while to set up and crew, but how cool will it be if the fighter hops in a catapult I built and goes flying towards the dragon, fastball special style? I have been that fighter (well, goblin rogue) and it was so goddamb awesome. GM gave me a free sneak attack cause there's NO WAY the dragon saw that coming. The fall damage wasn't fun after, but so worth it.

Plus...cannons. As Alucard said in HSU Abridged "b&&!#es love cannons" (Thus Pietro's desire to "save the girl". Can't very well give a cannon to a captured maiden without setting her free.) He may be dextrous, but it is mostly from avoiding explosions when he first learned of black powder, but he will look for out of the box ways to solve problems - like destroying bridges to force the enemy to take alternate routes, or collapsing a ceiling on them, or blowing their head off with a cannon (which is pretty traditional admittedly except for the cannon part).

When he doesn't have time or a crew for a cannon, a blunderbuss is always fun for dealing with crowds with hit and run tactics.


@Xilfae- the free feat is the (Imperial conscript feat)- the description is given in the thread.


@ DarkWingD: Ooops! Not enough coffee... :P

Replaced the Quick Draw with Conscript feat.


@Pietro Morvan- I saw him as a young bella's father in beauty and the beast, where the town kinda sees him as a quack who has goggles and always trying to come up with something, and lives a little out of town where his "experiments" don't blow something up. (is that Kinda what your going for?)


Pretty much, only younger. Kind of based on Simnel in Pratchett's last novel, Rising Steam (RIP Sir Terry) only obviously a bit more aggressive, since he's tinkering with guns and cannons and black powder instead steam engines and trains.


3 days left to submit- I'm working on the start of the adventure right now and all the major NPC's list-

I'm looking for characters that are following the setting the best and RP wise. anyone who wants to make any changes on their character if you feel like you could do better to get it in line with the setting should do so. RP and setting is more important than builds and stats in this adventure path that I'm writing I got several ideas just looking into some characters, but you have until the submission date ending point to make any changes (I'm the author, y'all are the main characters, you wouldn't find Raistlin in wheel of time so I would recommend everyone to look at your characters and make sure they fit as best they can.).

submitted-
Fire drake- Cavalier
mardaddy- witch
Rayner black- Paladin
The Vagrant Erudite-gunslinger
Helikon- Druid
Exiled mimic- fighter-
psionichamster- Ranger-
Awbattles- Warpreist
Xunal- Fighter

interested -
HawksOrd
Cloud-
Critz
Teiidae
Yas392
harms way


Those that are interested I completed a outline to about 10th level on how I expect the campaign to go, along with a couple of sidetreks for those that wish to follow other tangents if they run into people they like. so I will give some rough summeries because I feel that on asking people to look at their characters to better fit the campaign I might need to give a little more to where in planning on taking you. this is subject to change depending on your choices, and it can go a whole different way. I told everyone that all my creativity will be going into this so i expect daily posting and excitment for this becuase i planning on this to be more of a choose your own adventure and if it goes to the left field and everyone is cool with it we are going with it.

Chapter 1 (lvls 1-3)- the honorable barron Felldane land is attacked by a menace of goblins along the way you find out clues to why the goblins have just started attacking after a farly somewhat long peace. wildrerness explotation and a couple of specific random encounters for foreshadowing.

possible sidetreks- (investigate the barrony, hear of other problems in neighboring towns, a bounty hunter going rogue, monks of Ilmater)

Chapter 2 (4-6) - a rogue druid exile from a rare Order of druids causing confict, choose a side for the campaign, a harsh winter, stop a worshiper of Malar the beastlord for a hunt. Romurs abound for the Zentariem making a move to the north.)

possible sidetreks- (help a evil dragon, Join the druidic Order, join the barronry, find what happened to the Town.)


Hmm my druid would fit nicely to that plot! ;-)


Any last moment submissions? one day before closing......


Ok I started up the thread and will be starting to look through people's submissions if anyone wants to look they will see some additional info. Because this will be my only DM adventure I will try to make it stand out with major NPC pictures and other things to try to immerse the group as best I can.

I will be closing the recruitment officially tomorrow at 10pm CST taking the weekend to ask any additional questions that I might have on people, and making the decisions with the plan on starting Monday 8th.

Liberty's Edge

Here is my proposed character. a bard.

Finn Fitzroy:

Background:

Finn is the ne'er-do-well of Knobs Mine, spending is time singing, playing and avoiding "honest work" with all his power and abilities.

Dáirine, his mother, is a drunkard and his father unknown.

His mother claim that his father is the brother of the current baron, but he has never meet him and his neighbors claim that it is a fancy tale born of excessive drinking.

He has learned his letters (and how he love writing and reading) from the local cleric of Ilmater and at the same time he has learned to despise that faith. The idea of accepting your fate, doing hard labor day to day to simply be able to eat, never enjoying life, is anathema for him. He hate even more the idea of enduring duress and never trying to rebel, something that is the core of that faith.

His great beauty and low social station made him the target of much bullying when he was young, he did run away a lot at the time. In more recent years, after he has grown up, he has learned to fight back and deeply hate bullies.

He make his living (and sustain his mother and sisters) selling his healing magic, mending broken items (using the mending spell, not his hands), some small larceny and singing during the town celebrations or in the locals (if there is any in town). He supplement his meager income hunting small animals, he is surprising good with the sling. He has even learned to channel a bit of his magic in it.

Know living member of the family:
- his mother Dáirine, a 45 years old alcoholic that work as a seamstress. Each of her sons has a different father, the men all left her after some time. The problems linked to her alcohol dependence have made her almost unable to work. She isn't a mean drunk, but suffer from bouts of depression. with all her defect she did all she could to raise her sons and daughters well.
- his elder brother Mark, 28 years old. He left the town 8 years ago to seek to make a fortune. he wasn't ever heard after that.
- his elder sisters Finnabair (28) and Deirdre (24) and the smaller one, Siobhán (14).

Finnabair is married with a woodcutter and help the family as much as he can;
Deirdre is working as a seamstress and is single, she has a deep distrust of men, she live with the family;
Siobhán is weak and suffer from Down syndrome. She is a sweet person that is becoming a woman but has the mind of a child. Some people say that she was cursed for Dáirine sins.
Finn love his family e feel that he should protect Siobhán as he is the man of the family. He has even considered finding what others call "real work" to be able to better care for her.

He has a very bad relationship with the local cleric of Ilmater. Initially he was seen as one of his best students for his ability to rapidly learn, but the different world view between the two lead rapidly to fights and the priest fell he has stolen his teaching, using them to bad ends. He even dare using healing magic while refusing the god. The priest fear he is under the influence of some dark deity.
The priest despise and fear Finn, while Finn only feel contempt for him.

He has a hate-hate relationship with Biff, the son of a local guardsman, that bullied him during his younger years.

Future goals:
- learn more magic to heal Siobhán. He has learned a bit of healing magic, maybe if he can become strong enough he can heal her (or remove the curse if it is a curse). He has heard that there is some magic that cure addictions too, maybe he can cure his mother too?
- become rich enough to be able to live without working and to be able to care for his family. From what he hear, it is possible to live splendidly singing and writing poetry outside this town ... that is fun, not sweat work!
- find a soulmate that will live with him forever. He don't want something that will last only a night. Deep down he is a romantic.

Fear:
- losing his mind. The idea of something that can break your mind and make you stupid or unable to decide for yourself send cold sweat down his spine.

Statblock and relevant abilities:

Finn Fitzroy
Male human bard 1
NG Medium humanoid (human)
Init +5; Senses Perception +4
—————
Defense
—————
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +2
—————
Offense
—————
Speed 30 ft.
Melee club +1 (1d6+1)
Ranged sling +3 (1d4+1)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)— cure light wounds , hideous laughter (DC 14)
0 (at will)— light, mending, prestidigitation, summon instrument
—————
Statistics
—————
Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 16

Base Atk +0; CMB +1; CMD 14

Feats Arcane Strike, Taldan Conscript

Traits overwhelming beauty, reactionary

Skills Acrobatics +6, Bluff +7, Diplomacy +7, Linguistics +5, Perception +4, Perform (string instruments) +7, Sleight of Hand +6, Spellcraft +5, Stealth +6, Use Magic Device +7

Languages Common, Dwarven, Goblin

SQ bardic knowledge +1

Other Gear hide shirt, club, sling, sling bullets (20), backpack, bedroll, flint and steel, Lute, waterskin, 7 sp
—————
Tracked Resources
—————
Bardic Performance (standard action, 7 rounds/day) - 0/7
Club - 0/1
Sling bullets - 0/20
—————
Special Abilities
—————
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.

Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.

Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.

Taldan Conscript When wielding a farm implement (such as a hand axe, pick, pitchfork, or scythe) as a weapon, you get a +1 bonus on damage rolls. When fighting alongside other conscripts you get a +1 bonus on initiative checks.

Alternate racial trait: dual talented.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.


Sounds good. I went and made some changes to my background and crunch. It’s really important for the origin story that I worship Sune, so I stuck with that, and switched to whips to strengthen the premise of devotion to Sune and the protection of all things beautiful. I primarily deal non-lethal damage when possible, and only resort to lethal when it’s deemed necessary. Dropped the luck Blessing for protection, which works just as well for this concept. As far as the class selection goes, I saw the Warpriest as being the kind of “practical, tradeschool” alternative to a cleric. Without a formal education, but still trained in the core beliefs of the goddess, which seemed perfect for the setting. Few in small towns can afford to just study, so even religious clergy still perform real-world work and practical functions. He isn’t focused on preaching and teaching, but on living among people. Less a pastor, more a food kitchen volunteer. If the clerics are Sune’s voice, he’s her hand. Good luck with the selection process .


in case anyone is wondering as I'm looking at the characters I have a point system that your characters are graded by consisting of four categories in a scale of 1-3 stars. The people with the most stars are in (with any tie breaks my choice). I know you cant tell by my alias but I have been doing this for a long time. (I quit a while ago completely and am just getting back into it, but I don't want to make the same mistakes I originally did by running to many campaigns that why I am trying too only do one.) I developed this process of choosing but never sharing with anyone over trial and error. If you cant tell by my posts I'm meticulous and analytical on almost everything I do. And this time DMing I'm trying to be more transparent and open about expectations.

The four categories I grade by.

Background- (including how closely people followed the premise, and how many hooks I can use)

Character- (including build, need for group, amount of mistakes in build)

Posting history (I reserve two spots for new players. the rest are based on frequency, posting history and number of campaigns.)

How I feel About your character (this one unfortunately is completely arbitrary based upon any willingness to work with/friendliness/overall feel for the Poster or super cool concepts)


Should have mine in sometime tomorrow...


This is Yas392's bard submission.

Crunch:

Male Human Bard (First World Minstrel) 1
CN Medium humanoid (human)
Init +2; Senses Perception +4

--------------------------------------------------------------------------- -------------------------------------------------------------
DEFENSE
--------------------------------------------------------------------------- -------------------------------------------------------------

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +2;

--------------------------------------------------------------------------- -------------------------------------------------------------
OFFENSE
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Speed 30 ft.
Melee Rapier +2 (1d8/18–20)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate, Echoes of the First World)

Bard Spells Known (CL 1st; concentration +5)

1st (2/day)—Vanish, Silent Image (DC 15)
0th (at will)—Light, detect magic, ghost sound (DC 14), Daze (DC 14)
--------------------------------------------------------------------------- -------------------------------------------------------------
STATISTICS
--------------------------------------------------------------------------- -------------------------------------------------------------

Str 10, Dex 14, Con 12, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Traits Beast Bond, Thrown together Fashion
Feats Run, Fast Crawl, Imperial Conscript
Skills Acrobatics +6, Knowledge (Nature) +4, Climb +4, Swim +4, Spellcraft +5, Perception +4, Perform (Act) +8, Handle Animal +9, Linguistic +4, Stealth +6
Languages Common, Slyvan, Draconic
SQ Wild Empathy (1d20+5)
Other Gear leather armor, cestus, dagger, sling, backpack, bedroll, spell component pouch, trail rations (2), 5 gp 9 sp

Concept Points:

(1) He was kidnapped by a fey when he was young. When he was found near the woods a week later, he suffers from amnesia and is a changed person.

(2) Because of the fey's influence, he inherit some of their traits; crafty, joyful and seemingly unconcerned with the daily lives of the village. He is a minor troublemaker although unintentional. Most problem usually starts with his retaliation after someone messed with him first.

(3) He spends a lot of his time exploring and hanging around the outskirts woods which to him is a more exciting place than the boring village despite the villager's warnings.

(4) He tamed and befriended a wolf when it attacked the field that he led his family's sheep to feed. He released back into the wild and it kept him company in the woods whenever they meet ever since.

(5) In the times that he thinks that staying village was more appealing than the woods, he created makeshift disguises and paraded around the village to get a reaction and opinion from the villagers.

(6) He is disrespectful to seniors that are not his family. In part, his rebellious phase but true reason came from an incident.

(7) He is a bit delusion and pretentious. He talks to a self-fabricated imaginary friend that he thought to be real and acts dumb even though he has an idea of what is going on.

(8) He has a short attention span. He can be spaced out or dragged away by curiosity and disinterest.

(9) He is quite a runner, having finished a milk delivery to a client half time that it is normally takes for an average person to finished.

(10) Post return, he learned how to use magic after his parents passed on their knowledge to him. He practiced it away from the eyes of the villagers and employed it to drive off his disturbers. Having the knowledge also helps him understand another separate power within him in which he dubs “weird tingly effect” and “believing power” that he unknowingly used to save his life in many times whenever he was in grave danger or trouble.

(11) Prior change, he gets along with people. Now, he is somewhat a loner since he cannot fit in any circle other than his family and close relative with his weirdness and finds solace in the company of animals and his imaginary friend.

(12) His manner of speech is direct and lowbrow.

(13) He likes to wear flashy and overalls with the colour that matches with his sunny mane.

(14) As the village becomes more stale and unexciting, he hope to leave the village one day after he saved up and become strong to find Mr.Tuffers to recover his memories.

Goals:

(1) Become a capable adventurer.

(2) Find Mr.Tuffers to recover lost memories.

Relationships:

(1) Krona (Friendly) Glimmer's tomboyish cousin from his extended family who is four years older than him and closest confidant. A tough farmgirl, she is matured, reliable, carefree and a good listener. She is quite a popular model for some girls in the village. Some boys attempted to date her but she always rejected their advance. Despite her tough exterior, she has a girly side and is prone to embarrassment to some things. Glimmers likes to tease her on her weaknesses and likewise, she does the same to her baby cousin since she knows all of his weak points. The new him did not spend a lot of time with her and she understood his feelings. Still, he allocated some time to visit her even if he largely absent from the village, a sign of a strong bond.

(2) His parents (Friendly) Mild couple that settled down to a simple life as farmers in Knobs Mine after retiring from adventuring. They chose to settled there because they want to be near Glimmer's uncle. They are supportive of their son's welfare and passed on their knowledge of magic to him.

(3) Darian (Hostile) Friends with Glimmers during childhood. That changed when both of them grew up. Their ideologies differs and being unable to connect to each other caused them to drifted apart. He is now part of the group that are big shots and popular around the village that are prejudice towards freaks and picks them. Originally, Glimmers was on their list but they do not dare approach after Glimmer taught the group a lesson when he lured them into the woods and by illusion magic, spooked them terribly. To this day, Darian and his group hold a lasting grudge towards him and promised to pay him back for scaring them but they act on their promise in fear of getting another dose of Glimmer's tricks.

(4) Old Man Garry (Unfriendly) A senior villager whom Glimmers helped in the past. After showing a shred of kindness to him, Garry became close to Glimmers and was thought of as a kind old man. However, as time goes on, more of his true nature was revealed to him. Garry was getting close to him to exploit his kindness to his advantage. He was also shown to be manipulative and controlling such as using age to get what he wants. These traits and the person was responsible for Glimmer cultivating dislike and disrespect towards old people. With his eyes were opened, Glimmer ended his relationship with this person not before a tongue lashing.

(5) Mr Tuffers (Friendly) Obviously not his real name but it is what Glimmer calls him. A wandering fey that had a large influence in the direction of Glimmers's life and gave Glimmers his blessing. His absence from his life made Glimmers more determined to find him to fill the gaps that is missing. Glimmers create an imaginary version of him based on the image that still remains in his mind to cope with his loneliness.

Fears:

Glimmers has a few fears; being denied freedom, failure to accomplish his dreams and heavy dependency.


Submission for Xilfæ-îr

Concept Points:

• Half-drow female adopted and raised in Knobs Mine 
• Abandoned there when she was pre-adolescent (10-14 years, maybe?) 
• She being the result of an well-meaning rescue sort of thing 
• Most locals are wary or hostile to her because of her heritage 
• A loner as a result; but mostly stable 
• Dexterous & Charismatic fighter; to level up as an eldritch scion magus later

Goals:

• To repay her adoptive family (Hulrica, Oonanda, and Hisurand) for their kindness and patience with her. Even if it means serving as a soldier defending Knobs Mine.
• Given half the chance, she wants to kill her natural mother, T'nnyl, although her expectations are not high about having the chance to do so.

Relationships:

T'nyll: Xilfæ-îr's mother; whom she loathes, since what little she can remember of T'nyll is horrifying
Hlotho: the human adventurer who rescued Xilfæ-îr and brought her to the surface. It's not know if he killed T'nyll or not.
Hulrica: Xilfæ-îr's adoptive father, a blacksmith with some fighting skill, as well as strength and endurance
Oonanda: Hulrica's wife, and an accomplished herbalist. While not obvious, she too is capable in a fight.
Hisurand: Hulrica and Oonanda's son. Even bigger and stronger than his father and fiercely loyal to Xilfæ-îr.
Brellos: a local drunk and bully who tormented Xilfæ-îr until finding out the hard way she isn't all that delicate.

Fears:

• A full, or nearly full, moon. She's been frightened of that ever since she first saw one leaving the underworld with Hlotho.
• Lights brighter than fires or lanterns. Mostly because sunlight is still downright painful for her.

Personality:

Xilfæ-îr is a loner by nature. She was born the lowest of low in the drow society she was rescued from.
While not inherently vicious, she does still have some rough edges because of drow torments as a toddler, and by one human bully in particular.

Early life of Xilfæ-îr:

Xilfæ-îr is an oddity anywhere she goes. In her late twenties, she is youthful,
for a half-elf, just having reached womanhood. While comely, as half-elven women
are, she cuts a strange figure. Her hair is silver, her skin is alabaster white
and the whites of her eyes are liquid blue. She has been living in the town of
Knobs mine ever since she was left there by a war-hardened veteran named Hlotho,
who got horseshoes for his warhorse made by Hulrica, a local blacksmith, and
Xilfæ-îr’s future father by adoption.

After staying in Knobs Mine long enough to get provisions and horseshoes, Hlotho
left Xilfæ-îr behind, in the care of Hlotho, and his wife, Oonanda, who is a
skilled herbalist. Unknown to most, Hlotho left a tidy sum of gold with Hulrica
and Oonanda to help raise Xilfæ-îr. It seems Hlotho was very fond of Xilfæ-îr,
but dynastic infighting in his family may well have gotten her killed.

Most villagers were horrified to discover that Xilfæ-îr was not just a half-elf.
She was a half-drow. The fact she was raised in appalling conditions as a
chattel slave abused by her mother, a minor drow noble named T'nnyl, and her
half-siblings, was irrelevant to the villagers. They are still convinced she is
loyal to the drow by association. The fact she has always found sunlight painful
only helped fuel the paranoia against her.

However, Hulrica and Oonanda made it clear that Xilfæ-îr was there to stay.
Since Hulrica is big and strong, and no stranger to fighting, and many relied on
Oonanda to cure many ailments, Xilfæ-îr stayed. Although this uproar left her
rather distrustful of most in Knobs Mine. Most grudgingly accept her because of
her formidable adoptive parents. In time, her step-brother, Hisurand, grew to be
even bigger and stronger than Hulrica and his fierce loyalty to Xilfæ-îr alone
is enough to keep most villagers from harming her.

Most villagers grudgingly came to accept Xilfæ-îr over time. She is adept at
helping Oonanda with herbal cures. Especially in identifying and poisons and
their cures. She also proved her worth finding anyone lost in the local mines,
as she can navigate easily in the dark without torches that would exhaust the
limited air in a mine.

One villager who has always been openly hostile to Xilfæ-îr is a bully and drunk
named Brellos who is Hisurand’s equal in size and strength. He would mercilessly
torment, even beat, Xilfæ-îr, regardless of the consequences. Until shortly
after Hisurand made Xilfæ-îr a set of brass knuckles in his father’s smithy. To
this day, you can still see the scars from Brellos’ once shattered left cheek
bone. Needless to say, this set of brass knuckles is one of Xilfæ-îr’s prized
possessions. Brellos has kept his distance ever since.

Xilfæ-îr figures she has decent life in Knobs Mine. Maybe not ideal, but still
far better than she could have hoped for in the household of T'nnyl. She’s
fiercely loyal to her adoptive parents and brother and also Knobs Mine, despite
her early difficulties there. She does keep herself to herself, though. She only
finds it comfortable to be out and about on overcast days or at night time as
her sensitivity to light has never lessened. The only nights Xilfæ-îr won’t come
out, if she can help it, are the nights of the full moon, or when the moon is
almost full. She’s always found that a frightful sight ever since Hlotho rescued
her.

Still, if Knobs Hill needs her to defend it, she will. More out of love for her
parents and brothers than louts like Brellos.

Stat Blocks, etcetera:

@ DarkWingD:
I haven't updated Xilfæ-îr's profile as yet.
But the following stat block is what I have in mind.

Xilfæ-îr draft
Female half-elf (Half Drow) fighter 1
CN Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft.; Perception +1
--------------------
Defence
--------------------
AC 16, touch 13, flat-footed 13 (+2 armour, +3 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4 (+2 racial bonus to resist poison and diseases, mundane and magical), Ref +3, Will +1
Defensive Abilities dual minded[APG]
Weaknesses light blindness
--------------------
Offence
--------------------
Speed 30 ft.
Melee brass knuckles +4 (1d3+1) or
. . dagger +4 (1d4+1/19-20) or
. . handaxe +3 (1d6+1/×3) or
. . kukri +3 (1d4+1/18-20)
Ranged dagger +4 (1d4+1/19-20) or
. . sling +4 (1d4+1)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 13, Wis 8, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Conscript (Custom Feat), Fast Learner[ARG], Weapon Finesse
Traits bastard, dangerously curious, reactionary
Skills Climb +4, Craft (bows) +3, Craft (poison) +5, Perception +1, Sense Motive +4, Survival +3, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Common, Elven, Literacy
SQ elf blood, paranoid, poison use, thinblood resilience
Other Gear lamellar cuirass[UC], buckler, brass knuckles[APG], dagger, handaxe, kukri, sling, sling bullets (10), sling bullets (10), backpack, basic maps (major landmarks only), belt pouch, belt pouch, flint and steel, knife, utility (0.5 lb), mess kit[UE], waterskin (2), 3 gp, 8 sp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Sling bullets - 0/10
Sling bullets - 0/10
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Paranoid Aid Another DC 15 for attempts to help you.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Thinblood Resilience Darkborn are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves

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

Starting Stats:
High Fantasy (20 points): Half-Elf, Core Race
Str 12, Dex 17 (15), Con 14, Int 13, Wis 8, Cha 14

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I'm going to go ahead and close the recruitment, if anyone posts within the next hour I'll consider it, but nothing beyond that. thank you everyone for the time and effort everyone put into your characters. I'll Pm anyone that I might have any questions on. I APPRECIATE you. Check back Monday for whom will start the adventure.


Thank you for everyone's time I appreciate the work everyone did on their characters. Unfortunatly I could only chose up to six people and without any further waiting-

will the following people please report to the Discussion thread before the Gameplay thread.

Daren Del'him- Cavalier
Oalin Donkas- witch
Freja and Bjorn- Druid
Morgabir Swift-Feather- Ranger
Virid Dillest of Sune
Finn the bard


Congrats, all.

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