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Dm Mathpro's Crypt of the Everflame Game
Game Master mathpro18


Recruitment

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I need a replacement player for my Crypt of the everflame game. The origonal recruitment thread can be found here. But here is a general recap on character creation.

Stats-I am going to be generous and let you do 2d6+6 for stats, roll two sets and take your favorate.

Races-All core + Advanced Races playtest races are available to play. I'm limiting RP to 22 if you do an advanced race.

Books-Core, APG, Inner Sea World Guide, UM, and UC.

HP-Max HP at first level, roll after that

Gold-Average starting gold

Traits- 2 traits

Hero Points- I will be using hero points for this game. You all start
out with 1 hero point.

Currently we have:
A rogue
A bard
A ranger
and a Paladin

and I'd like to round out the party a little. Note that this module ends at level 3 and I'm not sure if I'm going to be doing the other two books in the line but I probably will.

Any questions can be asked here and if you want to check out the game it can be found here

(Pathfinder Roleplaying Game, Campaign Setting, Companion, Tales Subscriber)

tempting, and dotting


I would be interested. I'll have to change my background and roll my stats, but otherwise this character would not change too much.

Stat rolls 1:

2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (4, 3) + 6 = 13

Stat rolls 2:

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11


I would not mind trying a wizard the race is undecided at the moment.

stat 1:
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14

stat 2:
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 6) + 6 = 15

edit:I decided to go wizard instead.


I'll see what I can whip up.
stats rolls:

Spoiler:
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 1) + 6 = 13

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11

That first set looks awesome. I'm assuming we can arrange them?


You may also need to replace Fealix. He will be leaving the current battle once it is concluded. Since Xeros died.


Shano, check the Thread again.


Here is my as of yet unnamed custom made race:

11RP:
Monstrous Humanoid (2 RP)
Monstrous humanoids are similar to humanoids, but
with monstrous or animalistic features. They often have
magical abilities as well. A monstrous humanoid race has
the following features.
• Monstrous humanoid races have the darkvision 60 ft.
racial ability.
• Monstrous humanoids breathe, eat, and sleep.

Medium (0 RP)

Normal Speed (0 RP): The race has a base speed of 30 feet.

Flexible Modifiers (2 RP): Members of this race gain a
+2 bonus to any two ability scores.

Standard Array (1 RP): Members of this race start with
Common plus their racial language (if any). Furthermore,
choose up to seven languages (except for Druidic or
other secret languages). Members of this race with high
Intelligence scores can choose any of those languages as
their bonus languages.

Advanced Strength (4 RP): Prerequisites: None; Benefit:
Members of this race receive a +2 racial bonus to Strength.
This bonus can be taken multiple times. Its effects stack.

Natural Armor (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +1 natural armor bonus.


DM Mathpro,
How will you be determining who gets in?


Just checking...

Set 1:

Those are some pretty good wizard stats...

1. 2d6 + 6 ⇒ (6, 6) + 6 = 18
2. 2d6 + 6 ⇒ (1, 3) + 6 = 10
3. 2d6 + 6 ⇒ (1, 5) + 6 = 12
4. 2d6 + 6 ⇒ (4, 3) + 6 = 13
5. 2d6 + 6 ⇒ (2, 2) + 6 = 10
6. 2d6 + 6 ⇒ (1, 3) + 6 = 10

Set 2:
1. 2d6 + 6 ⇒ (1, 4) + 6 = 11
2. 2d6 + 6 ⇒ (2, 1) + 6 = 9
3. 2d6 + 6 ⇒ (5, 3) + 6 = 14
4. 2d6 + 6 ⇒ (2, 6) + 6 = 14
5. 2d6 + 6 ⇒ (4, 5) + 6 = 15
6. 2d6 + 6 ⇒ (1, 1) + 6 = 8


fray wrote:

DM Mathpro,

How will you be determining who gets in?

Good question, and what is the deadline. I need to think of a race origin, and background story as it stands, but if the time is almost up then I will choose an official race instead of trying to flesh out the one I created which I might do anyway.


Set 1:
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (3, 5) + 6 = 14

Set 2:
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 6) + 6 = 15

Human Witch:

Traits:
9 Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
1 Adopted: You were adopted and raised by someone not of your actual race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. Race traits can befound in Pathfinder Companion products—if you don’t have access to a selection of race traits, it’s best to simply pick a different social feat. {Elf - weapon familiarty}

Feats:
Extra hex
Extra hex

Familiar:
Fox - Master gains a +2 bonus on Reflex saves

Patron:
Transformation: 2nd—jump, 4th—bear's endurance, 6th—beast shape I, 8th—beast shape II, 10th—beast shape III, 12th—form of the dragon I, 14th—form of the dragon II, 16th—form of the dragon III, 18th—shapechange.

Hexes:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Spells (3/2)
0 – arcane mark, bleed, [dancing lights], [daze], [detect magic], detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.
1 - burning hands, [cure light wounds], identify, [mage armor], ray of enfeeblement, summon minor monster
[readied]

I'd take set 2


Well sorry I haven't been by to check this in a few days...been busy here.

I am going to keep this open until tonight(maybe tomorrow morning depending on need) and will want the person I select to be ready to post by tomorrow night.

To answer some questions from before:

Yes stats can be arranged how ever you like.
Mr. Swagger your race looks good.
And I will be determining who gets in by what character concepts are submitted and then making the best decision.

(Pathfinder Roleplaying Game, Campaign Setting, Companion, Tales Subscriber)

No problem, got busy here as well

Looking at testing my sample race here

I'm going to randomise the class through.
Bard, Cleric, Monk, Ninja, Paladin, or Sorcerer.

Set1:
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 3) + 6 = 11

Set2:
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 2) + 6 = 14

I'll go for set 2.

(Pathfinder Roleplaying Game, Campaign Setting, Companion, Tales Subscriber)

2d6 ⇒ (1, 6) = 7 Cleric/Bard
2d6 ⇒ (6, 1) = 7 Ninja/Monk
2d6 ⇒ (3, 4) = 7 Sorcerer/Paladin

Bard, Ninja, Paladin

(Pathfinder Roleplaying Game, Campaign Setting, Companion, Tales Subscriber)

3d8 ⇒ (3, 8, 5) = 16 Paladin, Ninja, Bard
Ninja it is.


I have made my choice.

Azure_Zero please throw up a full character sheet in the discussion thread and then wait for the players to camp for the night before introducing yourself.


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