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DougFungus' Crypt of the Everflame (Inactive)

Game Master DougFungus

The Crypt where Ekat Kassen was laid to rest has become an important part of the town's history. This year a group of hand selected individuals have been chosen to venture to the crypt and retrieve the Everflame in time for the autumn celebration.



Crypt of the Everflame is the first module in the Price of Immortality trilogy. It takes characters from level 1-2 through a simple dungeon crawl. If things are go well with this adventure I’d like to continue playing out the whole trilogy and then maybe continuing on with some other stuff I have planned. For now though I am only committing to this adventure module. This will be my first attempt at running a PBP. I have some experience playing PBP but nothing too elaborate.

I have recently reworked all the maps for this adventure using MapTool. Each player will be given their own dedicated map with each update. The Line of Sight feature that is incorporated in MapTool will be used to add certain aspects of realism to the adventure. I’m hoping to allow each player to function as much independently as with a group.

Exapmle: This is a quick scenario I created to demonstrate what each player will see on their map. Let’s just say in this scenario that the adventuring party was hired to investigate the disappearance of a wealthy noble. The party starts by exploring his house and immediately moves on to the basement and then splits up to cover every room.

  • Player 1 is holding a candle for light. She forgot her torches at home and the basement is not lit. More candles are located on a nearby table. She lights them to help her see. It’s still very dark, but she can make out her partner through the shadows over in the next room thanks to player 3's torch.
  • Player 2 has no light sources. He figured everybody else would have one so he didn’t need any. He also has low light vision so he can see quite well with everybody else's light.
  • Player 3 has a torch. He also discovered the missing Noble lying in a pool of his own blood. I guess the noble didn't make it out alive.
  • Payer 4 has Darkvision. He went straight to the store room. He is currently eying the nobles safe against the East wall. He’s debating on taking its contents since he’s sure the others probably wouldn’t find out. He probably doesn’t have a good alignment either.

All maps will be uploaded to my Skydrive for easy file management. This will also be handy for keeping other things like lists or character sheets etc… if you should so desire. Keeping them in your Alias is fine too if you prefer.

  • Sources: CRB, APG, UM, UC, World Guide. Other content may be available on DM approval.
  • Point Buy: 20 pts
  • Traits: 2
  • Starting Gold: Average. Trail rations, water skins, tents and blankets are all supplied at the beginning of the adventure. You are welcome to purchase more if you think you need them though.
  • Races: Core or any Human looking race with a CR ½ or less.
  • Alignments: Any, but you need to commit to working with the party and toward the adventure goal.
  • Background Story: I’m not really looking for a background story since the adventure is pretty linear. If you feel you must include one go for it but it is not a requirement for selection. If you opt to make one you character must be from Kassen and please keep it short.
  • Personality Description: For each character I'd like a brief description for their personality. I want to know how they will act throughout the adventure. Morals, Beliefs, Attitude etc…

Other Things:

  • Players who are both new to PBP and experienced with PBP are encouraged to apply. I will ask that you have a fairly good understanding of the Pathfinder rules if applying though.
  • Creating an Alias for character submission is not necessary, though you can if you want to. I’d hate for you to go through the trouble of making one if your character is not selected. Also, feel free to re-use past Aliases for submissions. Your odds will not be affected by recycling Aliases.
  • I will ask everybody to use the standard statblock for their character sheets to keep everything uniform.
  • Simple characters will have higher odds of being chosen. i.e. a basic sword and board fighter will be chosen before a complex summoner with an archetype. I’m imagining things will be fairly complex on my end already so if your character is more straightforward it will make things easier for me.
  • I’m hoping to keep things moving on a regular basis so please only submit a character if you can post a minimum of 1+ times per day. I can do frequent updates from my smartphone from work to keep the dialogue flowing but I will need my computer to update the map. Right now I’m hoping to update the map 4-6 times per week but we will need to work out a routine as a group. The map for the Crypt is fairly large and will be run on a turn by turn basis. I don't want to get hung up on players who don't keep up with the group.

I will give the closing date for recruitment at a later time depending on how applications go. Ask any questions you may have and I will answer them.

Thanks,

-DougFungus


Are you intending to continue past crypt of the everflame?


Yes. As stated above I would like to go through the whole Price of Immortality trilogy and continue on to other things if everything is working out.

Masks of the Living God isn't all that appealing to me so it would probably be modified slightly to make it less complex for forum play.

City of Golden Death looks exciting and I'm already coming up with lots of ideas for it.

After that (if we get that far) there is an old 3.5 adventure I want to convert to Pathfinder for 7th level. I don't want to say which one at this time.


I would really like to join. I've been on deployment the past six-seven months and would really like to start gaming again. Haven't played PBP before but I have a few years of experience with tabletop gaming.

Most likely I'll play as a human female witch who works in Kassen village as a midwife/care taker.

Taldor

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Tales Subscriber

I'm not sure what you mean by 'standard statblock'?

Is it okay to use the bbcode layout from herolab?


This is the gist of what I'd like to see. The same format statblock as what you'd see in any Bestiary or AP. It doesn't need to be perfect but I'd like something close. Every time I look through somebody's Alias and all I see is Spoiler tabs I cringe. I like it when things look the same.


How often would you play and what day of the weeks? I haven't gotten to play for 5 years due to DMing.


I like maptools and use it when in GM pbp.

This is a prospective human cleric of Erastil, he has a trait from the inner-sea primer but otherwise fits the list and that can easily be changed.

He is keen but green, enjoys archery and bird-watching and appreciates that adventure can serve the community on a profound level.

Andoran

Link

I've never played in a PBP but have been playing pathfinder since beta, 3.5 some years before that.

This is a character i've been working on for the past week or so. The character's intent was to craft portable traps and use quick trapsmith to set them, but after looking into the rules it seems that it would be impractical. They say a minimum of 250g per CR then I look at the bear trap and it's a CR 1 trap that costs 2g... Sigh. Figure I'll give it a go and see how it works out.

Anyway hes a skill rogue very little real head to head combat ability mostly trickery and crosbow. I plan to take craft wonderous as well, his gnome magic will meet the CL requirement. I havn't finished gear yet.

Let me know if you have questions.

Edit:
I have also been thinking of playing a Pally archer if that would fit better with what you had planned.


I've got Lorant here for you. I think he fits a nice local boy flavor. Also, I wasn't able to see the maps linked in your original post. Do I need something special?


I am more than interested into trying out here. I will have char. sheet ready in a few hours. Also, as Lorant above, I could not see any of the maps linked :-(

Andoran

My kindle wont open any of he links either

Taldor

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Tales Subscriber

I use photobucket to host maps, that seems to work for everyone when I GM pbp.

That stuff is easy to sort out when the game starts.


It seems that I forgot to make the files available for public viewing. Everything should be fixed now. I tested it on another computer and my smart phone and everything worked fine.

I want to use skydrive because I find it easier for file management. I also have a Windows Phone 7 that syncs right up with it to make things easier if I'm not right in front of my computer.

If things continue to be a problem I will switch to something else like Photobucket.

Let me know if you are still having problems.


It works from my iPad now (map access).

Guys I see fighter, cleric, rogue and maybe a witch up there. I have concept and majority of things for human ranger (archer) already worked-out, how does it sound to you? I could go with something else also, ideas I have right now are maybe some enchanter or illusionist mage, or maybe even a dwarven alchemist. What do you say?


Flashohol wrote:
I have also been thinking of playing a Pally archer if that would fit better with what you had planned.
Mihajlo Velickovic wrote:
I have concept and majority of things for human ranger (archer) already worked-out, how does it sound to you? I could go with something else also, ideas I have right now are maybe some enchanter or illusionist mage, or maybe even a dwarven alchemist. What do you say?

An archer might have a hard time for the first and second modules of this adventure. Keep in mind that this module is a dungeon crawl with a lot of hallways and small rooms. The third installment might benefit from it since everything will be out in the open.

Just make whatever you want to play. I want this to be fun. If you have a number of character ideas submit them all. It can only increase your odds.


Pathfinder Card Game Subscriber

I'd be interested in playing if there is room. Sent you a pm with details on Pip Nimblefinger. I also have a dwarven barbarian rolled up as well if needed.


I've been keen on getting an arcane bloodline Sorcerer into a game.

I'll put something together and get back to you.

Concept: At low levels he'll be a straight blaster (with Spell Specialisation) but between human favored bonuses and arcane bloodline he gets plenty of extra spells for utility stuff and battle control.

Silver Crusade

After some musing, and some changes, I give you this guy. Decided to try a different approach - dwarven crossbow ranger.

Whurly.


Str Ranger here. Work in progress. Likely finish tomorrow.

I can post 2+ times a day everyday. (Smartphone)

A few games i play in for reference to game style:
Megan's Curse of Crimson Throne (Varrel, Magus)
DM Carbide's through a cracked mirror (Xavier, Fighter)
Ryko's Kingmaker: A Nation is born (Deacon, Wizard)


This sounds like fun, here's my first submission (all stats in profile).


Sounds like a cool game. I've got a couple of characters I'd like to play.

Foryn Crake, Male Human Fighter 1:

Foryn Crake
Human Male Fighter 1 Age 19
NG Medium Humanoid
Init +3; Senses Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 armor)
HP 13 (1d10+3);
Fort +4, Ref +1, Will +0
--------------------
OFFENSE
--------------------
Speed 30 ft. (20ft.)
Melee Guisarme +5 (2d4+6/x3) or Guisarme w/ Power Attack, +4 (2d4+9/x3) or Heavy Flail +5 (1d10+6/19-20) or Heavy Flail w/ Power Attack +4 (1d10+9/19-20) or Kukri +5 (1d4+4) or Kukri w/Power Attack +4 (1d4+6)
Ranged Short Bow +2 (1d6) 60ft.
Space 5 ft., Reach 5 ft. (10ft. w/Guisarme)
Special Attacks Improved Trip +7
--------------------
STATISTICS
--------------------
Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 10
Base Atk +1; CMB +5 (+7 trip); CMD 16
Feats Power Attack, Combat Expertise, Improved Trip
Traits Reactionary, Eyes and Ears of the City
Skills Acrobatics +1(-3), Appraise +1, Bluff +0, Climb +4(+0), Diplomacy +0, Disguise +0, Escape Artist +1(-3), Fly +1(-3), Handle Animal +0, Heal +0, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (engineering) +1, Linguistics +1, Perception +5, Ride +1(-3), Sense Motive +0, Stealth +1(-3), Survival +4, Swim +4(+0)
Racial Modifiers Human +2 Str, +1 Skill Point/Lvl, Bonus Feat(Combat Expertise)
Languages Common, Chelaxian
--------------------
GEAR/POSSESSIONS
--------------------
Loaction: On Person
Carrying Capacity Light: 100 Medium: 200 Heavy: 300
GP: 68
Guisarme 12 lbs. - 9 GP
Heavy Flail 10 lbs. - 15 GP
Shortbow 2 lbs. – 30 GP
Kukri 2 lbs. – 8GP
Explorers Outfit worn
Scale Mail 30lbs. – 50 GP

(Will fill in remainder of equipment if selected)

Total Weight: 56 lbs.

Appearance / Personality: Foryn has recently left the Kassen militia after an unsuccessful romantic infatuation with the daughter of his commander. He is a fun loving and easy going young man with brown hair and eyes. He treats most things as a joke and usually does not think his actions through. While he is relatively intelligent, he lacks caution and common sense, and can be quite reckless. He is over six feet tall with the well muscled body of a natural athlete. He enjoys music and taverns, but rarely drinks to excess. After being drummed out of the militia, he is looking to demonstrate that he is a man of quality and definitely feels that he has something to prove.

Kerret Malconnen, Male Human Sorcerer (Draconic(Gold)) 1:

Kerret Malconnen
Human Male Sorcerer (Draconic (Gold)) 1 Age 23
CG Medium Humanoid
Init +4; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 12 , touch 12, flat-footed 10 (+2 Dex) Arcane Spell Failure 0%
HP 11 (1d6+2); Toughness
Fort +2, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Claws(Ex) -2 (1d4-2) or Longspear -2 (1d8-2/x3), brace, reach
Ranged Light Crossbow +2 (1d8/19-20) 80ft.
Space 5 ft., Reach 5 ft.
Special Attacks Spellcasting (Concentration +7); Claws (Ex) (7/day)
Spells Known
0 – Detect Magic, Disrupt Undead, Light, Ray of Frost, Read Magic
1 – Burning Hands, Grease
--------------------
STATISTICS
--------------------
Str 7, Dex 14, Con 14, Int 12, Wis 12, Cha 18
Base Atk +0; CMB -2 ; CMD 10
Feats Eschew Materials, Spell Focus (Evocation), Toughness
Traits Reactionary, Focused Mind
Skills Acrobatics +2, Appraise +1, Bluff +4, Climb -2, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Heal +0, Intimidate +4, Knowledge (arcana) +5, Linguistics +1, Perception +4, Ride +2, Sense Motive +0, Spellcraft +5, Stealth +2, Survival +0, Swim -2, UMD +8
Racial Modifiers Human +2 Cha, +1 Skill Point/Lvl, Bonus Feat(Elemental Spell), +1 Spell Known/Lvl
Languages Common, Draconic
SQ Bloodline Arcana (+1 dmg/die fire)
--------------------
GEAR/POSSESSIONS
--------------------
Loaction: On Persons
Carrying Capacity Light: 23 Medium: 46 Heavy: 70
GP: 28
Longspear 9 lbs. - 5 GP
Light Crossbow 4 lbs. – 35 GP
20 bolts 2 lbs. – 2 GP
Explorers Outfit worn -

(Will fill in remainder of equipment if selected)

Total Weight: 15 lbs.

Appearance / Personality: Kerret is a well known and liked local from the countryside surrounding Kassen. He is good looking, with blond hair and blue eyes, charming and very used to getting his own way. He believes that he has been chosen for great things due to his natural magical talents and charmed existence. When confronted with those who do not follow his lead, Kerret is genuinely surprised and somewhat at a loss. Despite his cavalier attitude and lack of worldly experience, he has a good heart and does his best to make the world around him a better place.


Current Character Submissions:


  1. Koldir Shadowhammer: Male Dwarf Cleric (Jehova)
  2. Vastar: Male Human Cleric of Erastile (GeraintElberion)
  3. Lorant Pelus: Male Human Fighter (Enchanter Tim)
  4. Foryn Crake: Male Human Fighter (psychicmachinery)
  5. Whurly Deepforger: Male Dwarf Spirit Ranger (Mihajlo Velickovic)
  6. Cerin Springblade: Male Gnome Trapsmith Rogue (Flashol)
  7. Pip Nimblefinger: Male Halfling Rogue (parvusmachina)
  8. Kenji Jihu: Male Human Arcane Bloodline Sorcerer (Str Ranger)
  9. Kerret Malconnen: Male Human Draconic (Gold) Bloodline Sorcerer (psychicmachinery)
  10. UnNamed: Female Witch (Doc Watson)

Thank you to everybody who has submitted characters so far. I didn't expect to get such quick responses.

For all future submissions, updates and questions please post them here and don't sent them to me via PM. My PM inbox is currently being flooded with messages from another PBP I'm in and its difficult to sort things at the moment.

Keep the new submissions coming.

Edit: I also updated the Campaign Info tab with some background information regarding the adventure.


Here is an Alias for my submission. Had all the stats in the profile and then board ate them. Will retype them later tonight ~_~.

Basically a nerdy peasant boy, who bloomed late and grew into a very large man. Wears thick spectacles and fights with a spiked shield which is omnipresent on his back, thus the nickname Turtle.

Edit:Stats are in the profile now.


Here's Ghislan Darronnen, Deep Earth Sorcerer. He's a thoughtful and cheerful fellow who enjoys wandering around in caves.

Spoiler:

GHISLAN DARRONNEN

Male Human sorcerer 1
NG medium humanoid (human)
Init +8; Senses Perception +2,
Languages Common
AC 12, touch 12, flat-footed 10
hp 10 (1HD)
Fort +1, Ref +2, Will +3
Speed 30 ft. (6 squares)
Ranged crossbow, light +2 (1d8/19-20)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +0; CMD 12
Known Sorcerer Spells (CL 1st):
1st (4/day) - grease (DC 15) , mage armor (DC 15)
0th (at will) - detect magic , light , open/close (DC 14) , read magic (DC ) Abilities Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 18
Special Qualities Bloodline Arcana, Bloodline Powers, Bonus Feat, Cantrips, Deepearth Bloodline, Skilled, Tremor,
Feats Eschew Materials, Improved Initiative, Simple Weapon Proficiency, Toughness
Skills Acrobatics +2, Bluff +4, Diplomacy +4, Disguise +4, Escape Artist +2, Fly +2, Heal +1, Intimidate +4, Knowledge (Dungeoneering) +4, Perception +2, Perform (Untrained) +4, Ride +2, Sense Motive +2, Spellcraft +4, Stealth +2, Survival +1,
Possessions barbed vest; bolts, crossbow (10) (x2); bolts, crossbow (10); dagger; explorer's outfit; Crossbow, Light ; Bloodline Arcana Whenever you and the target of your spell are both underground, increase the spell's save DC by +1.
Bloodline Powers The powers of the living rock are within you, and your communion with the strength of stone is refined and enhanced as your power grows.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Deepearth Bloodline The echoing cave-songs and the rumble and creak of primal spirits deep below the ground thrum in your soul and in all your family line. You are likely slow, steady, and stable in your thinking, little prone to wandering and preferring to instead find depth in contemplation.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Tremor (Sp) At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day 7 [equal to 3 + your Charisma modifier].

Created using PCGen 5.16.4 on Apr 23, 2012


I submit for your review Gua Zhen, a Flowing Monk. I've put a little of his background in the bio, but let me know if you'd like to see more. The spoiler info below is also in the profile.

Gua Zhen:

GUA ZHEN CR 1/2
Male Human (Tian-Shu) Monk (Flowing Monk) 1
LN Medium Humanoid (Human)
Init +2; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 15, flat-footed 12. . (+2 Dex, +1 dodge)
hp 14 (1d8+5)
Fort +4, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +3 (1d6+3/20/x2)
Ranged Shuriken +2 (1d2+3/20/x2)
Special Attacks Flurry of Blows -1/-1
--------------------
STATISTICS
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 18
Feats Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Snapping Turtle Style +1, Toughness +3
Traits Bullied, Suspicious
Skills Acrobatics +6, Escape Artist +6, Knowledge (Religion) +4, Perception +6, Sense Motive +7
Languages Common, Tien
SQ AC Bonus +2, Redirection (1/day) (DC 12) (Ex), Unarmed Strike (1d6)
Combat Gear Shuriken (20); Other Gear Pouch, belt (empty)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Bullied +1 to hit with unarmed AoEs.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Redirection (1/day) (DC 12) (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Gua Zhen is middle child in a family with six other brothers. His father, a Tian noble, is a wealthy merchant who traveled with his family in a caravan, visiting villages all over the continent to sell the families exotic wares. As an added bonus to the villages he visits, he often set up martial art demonstrations with his children. Zhen was always smaller than the others and, thusly, was frequently beaten bloody by even his younger brothers.

One particular village-visit would alter his life forever. While visiting [CURRENT VILLAGE IN WHICH AP TAKES PLACE], his father, in an effort to toughen up young Zhen, put him in a duel against both his oldest and youngest brothers. Zhen, in a rare display, actually faired quite well for a few moments, dodging the attacks of his brothers' in a zen-like state. Without thinking about what he was doing, he lashed out at his youngest brother's exposed neck. In an instant, the young child crumpled to the ground.

Zhen stopped immeaditely and looked in horror at what he done - his brother laid unmoving and unbreathing at his feet. The oldest, unaware of the severity of the blow, finally caught Zhen unaware and struck him in the side of the head with his heel. Spinning, Zhen tried to catch his balance and stop the fight, but no one else seemed to be aware of what happened. His brother pressed on, striking Zhen with practiced blows. In only a few moments, one such blow landed on Zhen's temple, knocking him out.

He awoke a few hours later, a strange smell and an unfamiliar face above him. A woman was dabbing his forhead, with a sad, pitiful smile on her face. She quietly told him that his family had left him in [CURRENT VILLAGE], that he had disgraced the family name by killing his brother and that he would now need to make his own way in the world.


Rathalk Rinson, a half orc alchemist adventuring for two reasons; research and profit. Gear to follow if selected.

RATHALK RINSON CR 1/2
Male Half-Orc Alchemist 1
NN Medium Humanoid (Orc)
Init +4; Senses Darkvision (60 feet); Perception +5
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Ranged Bomb +3 (1d6+4 Fire)
Special Attacks Bomb 1d6+4 (5/day) (DC 14)
Alchemist Spells Known (CL 1, 0 melee touch, 2 ranged touch):
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 11, Int 19, Wis 13, Cha 7
Base Atk +0; CMB +0; CMD 12
Feats Brew Potion, Point Blank Shot, Throw Anything
Traits Hedge Magician, Reactionary
Skills Craft (Alchemy) +8, Fly +6, Heal +5, Intimidate +0, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Knowledge (Nature) +8, Perception +5, Spellcraft +8, Survival +5 Modifiers Alchemy +1
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
SQ Mutagen (DC 14) (Su), Orc Ferocity (1/day)

--------------------
SPECIAL ABILITIES
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hedge Magician Magic item gp costs -5%.
Mutagen (DC 14) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


I present for your entertainment, Barros, Oracle of Sarenrae

Background:
Barros has always been a bit of an unusual person. As a small child, he always seemed to be bigger than the other youths. The other youths called him names, because he always seemed to be a bit slow and uncoordinated. As he grew, he kept growing taller than his peers, but seemed to not be as smart as most of them.

It all boiled over when his parents and he were in a wagon on the way to town from their small farm and it crashed. While his parents died, Barros was trapped by his leg and could not move. In a fevered state after being trapped for days, the goddess of healing appeared to him and promised that he would live and serve. While many may not believe he was given her ear, she told him that indeed he did.

Trusting her word, he agreed. At the goddess' touch, he passed out, but awakened to villagers pulling him out from under the wagon. When he shared what he had seen and experienced, he was laughed at. He shrugged and continued to work the farm by himself, not to much success. He felt his power growing and his inner confidence grew just awaiting an opportunity to burst forth.

That moment came when a orc shaman, with several undead minions included in his throng, raided the village. The shaman focused on the village priest, nearly killing him when he was confronted by a large teenage human. With a gesture, the boy called upon the will of the goddess and caused the undead to flee, only to be destroyed by other villagers. The shaman watched as the boy waded through several smaller orcs to confront him. As the shaman began to cast a spell on the boy, the boy smiled and hurled a hammer into the orc's face.

After the battle, the villagers apologized and took the boy in as one of their own finally. They gave him the opportunity to join the quest for the Everflame. He shrugged and accepted. Some feel the young man's slowness both physically and mentally will be a hindrance, but others have the faith in him that the goddess did. Only time will tell which group is right.

Stats (still needs equipment):
BARROS CR 1/2
Male Human Oracle 1
NG Medium Humanoid (Human)
Init +1; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3
Weakness Lame
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +3 (1d3+3/20/x2)
Oracle Spells Known (CL 1, +3 melee touch, +1 ranged touch):
1 (4/day) Magic Stone (DC 14), Cure Light Wounds (DC 14), Shield of Faith (DC 14)
0 (at will) Resistance (DC 13), Light, Create Water, Purify Food and Drink (DC 13)
--------------------
STATISTICS
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Str 16, Dex 13, Con 12, Int 8, Wis 12, Cha 16
Base Atk +0; CMB +3; CMD 14
Feats Extra Revelation, Turn Undead (DC 13)
Traits Magical Heritage: Root (1/day) (Sp), Sacred Touch
Skills Diplomacy +7, Handle Animal +7, Sense Motive +5, Spellcraft +3, Survival +5
Languages Common
SQ Channel Positive Energy (Su), Channel Positive Energy 1d6 (4/day) (DC 13) (Su), Enhanced Cures (level 1) (Su)

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TRACKED RESOURCES
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Channel Positive Energy 1d6 (4/day) (DC 13) (Su) - 0/4
Magical Heritage: Root (1/day) (Sp) - 0/1
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SPECIAL ABILITIES
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Channel Positive Energy (Su) Channel Positive Energy
Channel Positive Energy 1d6 (4/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Enhanced Cures (level 1) (Su) For cure spells, any level caps in the spell become your oracle level
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
Magical Heritage: Root (1/day) (Sp) You have magical ability in your background, such as a sorcerer in your bloodline, or you gained access to magic at a particularly young age (by discovering a spellbook in your attic, for example). As a result, you mastered some basic spellcasting.

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 mer
Turn Undead (DC 13) Your Channel Energy can make undead flee.

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Here is Kaylee Pruitt, Hedge Witch and midwife in the village of Kassen. Stats are in the profile.

She's didn't get to participate in the last Quest due to her father's death a few months prior and is looking to venture forth this year to honor his memory.

EditThis is Doc Watson btw.


Character Submissions:


  1. Koldir Shadowhammer: Male Dwarf Cleric (Jehova)
  2. Vastar: Male Human Cleric of Erastile (GeraintElberion)
  3. Lorant Pelus: Male Human Fighter (Enchanter Tim)
  4. Foryn Crake: Male Human Fighter (psychicmachinery)
  5. Whurly Deepforger: Male Dwarf Spirit Ranger (Mihajlo Velickovic)
  6. Cerin Springblade: Male Gnome Trapsmith Rogue (Flashol)
  7. Pip Nimblefinger: Male Halfling Rogue (parvusmachina)
  8. Kenji Jihu: Male Human Arcane Bloodline Sorcerer (Str Ranger)
  9. Kerret Malconnen: Male Human Draconic (Gold) Bloodline Sorcerer (psychicmachinery)
  10. Kaylee Pruitt: Female Witch (Doc Watson)
  11. Turtle: Male Human Fighter (WesternWolf777)
  12. Ghislan Darronnen: Male Human Deep Earth Sorcerer (Axolotol)
  13. Gua Zhen: Male Human Monk (GM Idyll)
  14. Rathalk Rinson: Male Half-Orc Alchemist (SuperUberGeek)
  15. Barros: Male Huan Oracle (Arknight)

Thanks for applying everyone. I know its short notice but I will be closing recruitment now. I already want to pick more of you than I have space for and more applicants will just make the decision process harder for me.

Vastar, Lorant, Pip & Kerret I have selected you as the adventuring party. Because of the short notice I'll also send you a PM to let you know.

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