Expedition to Demonweb pits. (Inactive)

Game Master Aku Warashi

Map; Items of Legacy

Demonweb Map


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Hey, howdy!

I just got my hands in an adventure from 3.5 era: Expedition to demonweb pits!

And boy! I'm excited about it!

So, I’m inviting you, to create a character, at 9th level with the following pre-requisites:


  • Pathfinder rules.
  • World: Faerun.
  • Expect a lot of planar travel.
  • Gimme a background explaining why you are the famous hero you are, what have you done to make your feats known across the entire helms. From the recluse dwarfs in the deeps of the earth to the carefree elf’s in the forests.
  • You can be anything you want, except an impossible ninja, a samurai with his unbreakable vow, a summoner with his inseparable eidolon, dashing gunslinger with his I-don’t-know-what-it-is grit, and finally an anti-paladin seeking his archenemy!
  • You should have two traits, with no trait from campaigns Ap.
  • You cannot have a drawback, since I find it boring and no one ever role play it.
  • I’ll not consider min-maxers or optimizers.
  • I don’t really like when someone dump a mental status and don’t role play accordingly.
  • I don’t mind you being in 30 other games, however be warned that I’ll check the quality of your posting. If everything you do is only post one short line, with no real RP or interaction with the other players, your chances will be severely reduced.
  • You are more than welcome to create between you and the other applicants, some sort of adventure group/guild, or create a common history between players. I’m not saying that its guarantee I’ll pick the entire group, but it may raise chances if the histories are interesting.
  • It’s not mandatory, but feel free to do your application in a role play style.
  • Create a crunch.
  • Post up your char personality.
  • Don’t create an alias for this recruitment.
  • Races: No drows, any race other than the base ones, should have a well worked background that explains and gives reason why you have that race.
  • Abilities scores: 20pt
  • Monies: 46,000gp which you can’t expend more than 18,000 in a single item.
  • Multiclass: Allowed
  • Prestige class: Allowed
  • Combo Class: Will not be considered.

Recruitment will be open until November,29

I'm considering a party of 4~5.

Any question, drop me a line.

Edit: For those that want to role play with the other applicats, I'll open the discussion thread for that purpose. Don't do it on this recruitment thread please!

Edit2: Forgot about Alignment! You can be evil if that’s what you prefer. But you should know how to work in group, and “I’m evil, I need to steal/kill/be a jerk” will not be tolerated.

Edit3: I like fast paced games that I cannot lie! So 1+ daily posting is desirable.

I may accept third party content, but you should be willing to provide the material if your application is chosen.


Sounds fantastic! As a newcomer to the hobby I've been brushing up on my realms lore, but have yet to find a game that's gotten off the ground. I'll hit the drawing board.


thinking inquisitor

that or just a plain ole fighter showing the world ye dont need fancy gimmicks to kick some arse


So i take it lvl9 characters?

And will there be a lot of social or none what so ever?

If martial/spell like
Ill be making a ranger 6/horizon walker 3

Of there will be social stuff
Kitsune trickster7/master spy 2


Seth86 wrote:

So i take it lvl9 characters?

And will there be a lot of social or none what so ever?

Expect lots of social interaction, coupled with gruesome battles! :D (It’s always safe this approach!)


Trickster/spy then. Face of party. Help with infiltration etc. And provide the occasional flank bonus

+2 keen rapier = 18k
Headband of alluring charisma +6 = 18k
Cloak of resist +3 = 9k

Total of 45k

Rest for basic equipment =^^=


Ah, I forgot something else:

Only one archetype allowed per class.


Only have 1 archetype. So cool :)

With this character i cant exactly say what made her so famous. But at least i can say what she did. Just no one knows that she did it or that she was involved in said things in any way


Seth86 wrote:

+2 keen rapier = 18k

Headband of alluring charisma +6 = 18k
Cloak of resist +3 = 9k

Total of 45k

Please, take a loot here. +6 stats is 36k.

I think you are trying to craft it to have it at 18k.
Well, I had not considered that option, but I don't think I'll allow craft-pre game.

It puts melees and any other class that cannot craft at an unfair position.


Okay. No problem. +4 then. Mis read. And wont do crafting anyway. :)


Hoping to play a Calimshite Evoker based on a PC from a short lived Golarion game here on the boards. A flashy, over-the top charlatan merchant with a monkey familiar. He only has seven posts to date, but one of those was losing at chess to a monkey, and now I'm keen to give him another go (as well as use him as a vehicle to learn more about the Realms setting by adapting him).

I'll post in the Discussion thread in the wee hours of the morning, and fire some crunch questions at you when I'm happy with the fluff.


To what level does this go? Just so if i get selected i can plan ahead :P =^^=


Rosa did not get into another game, I thing she will be perfect for this, small bit of reworking and she will be fine. O and they know of her deeds, Shes a Hound of Hell, one of hells Cops. Her go is to go to any plan and bring back the souls that have got away from Hells Justice.

Lawful half Devil or close as I can get.

Rosa looks around for somewhere to sit.

Liberty's Edge

Sounds fantastic...the G-series, D-Series and Q-module were my first ones to play way back in the 70's! Maybe I will have to reactivate my old AD&D ranger and update him for Pathfinder...maybe as an arcane archer...will work on this and have some crunch up ASAP


Adventure should take us to level 12 or 13. Not much but I think it will be worth. At the adventure's end, if we have a good gaming group, I may extend it for some more levels.

-Posted with Wayfinder

Grand Lodge

dotting


If your going to into the demonweb pits, your going to need a Cleric who knows how to fight demons. A Cleric of the Church of The Hells, That's Rosa, the Church is all about, Law and paying for crime. Yes you can be evil but there are rules, brake them and its hell to play and Rosa is here to collect. Also how about a nice, bar in a no where place where we can all meet up, show off out builds and show why anyone should know our PCs.

Rosa came into being, Plan shifting was like that, one moment here the next there and the there in this case was an Inn come hotel. An odd place in one of those pocket Dimensions left over when a Demi-god gets culled in that great rat race known as tying to get godhood. Just another no place where the flotsam of the plans drifts in and out. In this case for a nice meal and drink. They say the hallway out back has doors to all manner of places. The Spike, Elysium, The iner-sea lands, The black worlds, Dragons Sun and they say to worlds before time. She did not care much for that kind of trip. All she carded about right now was a list of 10 names of hells most wanted. One of witch was last seen drinking in here. She looked around then up at the colonnade roof with its seeming endless balcony's.

A deep male voice said in Infernal.
"They must have been full of the faithful once, such a nice temple"

She smiled.
"It makes a much better Inn, I like the stained glass as well. Gives the place a nice desecrated feel."

Where the Alter had been now stood a long bar, a number of customers, Drinkers others at tables where getting on with life or what ever. A few turned looking at her, Rosa and her sword. A few knew who and what she was. One even scarred away quickly to the corridor of doors.

She said
"Make a note of that one"

The male voice again
"Already done, but he's not on our list so freck him"

That voice came from a very large blade on Rosa's back, a kind of cross between a great-sword and an executioners sword. It looked evil, adamantium, sharp, with its own mind. To some that looked there was no mistaking what it was, it was a Hell Hounds Blade, A Cleric of the Hells. The badge of office for A Hound of Hell. Looking some where worried, some looked mocking, some looked with pity others with plan old "who cares" indifference. She was used to it all. standing there 9 feet tall with metallic skin, dressed in Black and red, smart, clean, official looking aver bit of her saying Cop Her eyes, silver orb's of eyes looked around the Space. One large half Giant even upped his ale bucket at her.

"ROSA! Long time no see, who ya after this time?"
He patted the back of a small human next to him.
"Dats Rosa Luminass dat is, she's like famous, she was the one who sent The Master of Evil Kalreg down to the blood wars."
He looked back at Rosa,
"ROSA order what ya want, on me and the lads. For Kalreg, he was a right [profanity] of a mothers [profanity] that [profanity]was, well done."
He then went back to telling the group he was with about Rosa and what she did for a living. Fame was like that, some liked you, some did not care but some, then even thanked you for being a Devil Spawn and working for the Hells.

The sword spoke again.
"He's not here is he?"
Her smile was gone, she waved her hand at the bar servant, a small green thing with lots of teeth.
"Nope! he is not"
The sword again.
"So what do we do?"
Rosa moved to a table, Pulled the sword off her back and pushed it tip 1st into the marble floor. It slit in like a knife into butter. she stopped when it was in a foot so that it stood up next to her. Then she sit sat down.the bar servant clean the table in front of her.

"We sword wait, ether he will come of some other things will turn up. You know how this works, of a battle of your best red and a tall glass" The last part was aimed to the green servant. Then Rosa got out her little not book and started to read her notes.

Also GM could I ask, can we use Templates?


Would you know where I can find conversions for deities' domains?

I was thinking a female cleric of Tempus, and I was wondering whether I should use Gorum's domains.


Here: The Pantheons of Faerûn, circa 1374 DR

There's a complete list of deities, and if you click in the deity name, it's portfolio and domains.

There's no information about subdomains tho.

I'll advise you to don't worry about it for now, if your application get's selected, we'll work with subdomains if that's needed.

@Templates

If you can't live without it, you may use, but it's CR is deduced in your level and wealth by level (cr-1), so it may not be a good choice.

And as always, Templates should add flavor to the character, not only power.

Example: You want to use an CR+2 template, you char should be level7 + Template, and it's wealth equivalent of a character level 8 (Level 9 - (CR2 -1) = 8)


Thanks. I'll work on something. Likely a cleric of Tempus.


so I could use the half celestial, or half-dragon templates?

Liberty's Edge

Ok..looking to play a Sorcerer 1/Ranger 6/Arcane Archer 2. Will have crunch up soon (when I get home from work). His most expensive item is a +2 Composite Longbow with the Planar ability (cost 18,700). I know it is a little over your max for one item, but I hope he can keep it (as we may need the extra ability if we are going up against lots of planar beasts)


Lord Inventor Reldic Emerson wrote:
so I could use the half celestial, or half-dragon templates?

Technically, yes.

However, don't forget that your choices will be heavily weighted against your background.

So, if you choose a template, but fail to come up with a good explanation or history, you'll be decreasing your chances.


Meet Miko, desert fox kitsune

Miko:

Miko
Female kitsune master spy 2/rogue (kitsune trickster) 7 (Pathfinder RPG Advanced Player's Guide 270, Pathfinder RPG Advanced Race Guide 192, 193)
CN Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 48 (9d8)
Fort +5, Ref +11, Will +7
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 keen rapier +7/+2 (1d6+1/15-20) or
. . bite +0 (1d4-1)
Special Attacks sneak attack +5d6
Rogue Spell-Like Abilities (CL 0th; concentration +0)
. . 3/day—minor magic
. . 2/day—charm person (DC 16), major magic
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 18, Wis 10, Cha 20
Base Atk +6; CMB +5; CMD 18
Feats Deceitful, Fox Shape, Iron Will, Realistic Likeness[ARG], Swift Kitsune Shapechanger
Skills Acrobatics +15, Appraise +8, Bluff +25, Climb +3, Diplomacy +21, Disable Device +17, Disguise +25, Escape Artist +15, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +12, Sense Motive +18, Sleight of Hand +15 (+19 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +15, Swim +3, Use Magic Device +17
Languages Aklo, Common, Elven, Nagaji, Sylvan, Tengu
SQ change shape, fast shifter, glib lie, gregarious, mask alignment, master of disguise, rogue talents (convincing lie, major magic, minor magic)
Other Gear +1 glamered mithral shirt, +2 keen rapier, cloak of resistance +2, headband of alluring charisma +4, ring of feather falling, bedroll, belt pouch, flint and steel, hip flask, masterwork backpack, masterwork thieves' tools, pocketed scarf, 519 gp, 6 cp
--------------------
Special Abilities
--------------------
Change Shape (Su) Assume a single human form.
Convincing Lie (8 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action
Fox Shape You can take the form of a specific fox, as beast shape II.
Glib Lie (DC 17) (Su) Truth-detecting magic used against you requires a caster level check to succeed.
Gregarious (Ex) Successful Diplomacy check causes target to take a –2 penalty vs further CHA skills for 24 hr.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Magic (Charm Person, 2/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Mask Alignment (Su) Detect as your choice of alignment (or none) when you wish.
Master of Disguise (Ex) Create disguises in half time, and reduce penalty for gender, race, age, or size by 1.
Minor Magic (Message, 3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Kitsune Shapechanger You can change shape into human, kitsune, or fox form as a swift action.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Liberty's Edge

Ok...here is my crunch for Gargamal

Gargamal:

Gargamal
Half-elf arcane archer 2/ranger 6/sorcerer 1
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 79 (9 HD; 1d6+8d10+18)
Fort +9, Ref +12, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +12/+7 (1d8+4/19-20)
Ranged +2 planar darkwood composite longbow +15/+10 (1d8+12/19-20/×3)
Special Attacks combat style (archery), enhance arrows (magic), favored enemies (elves +2, giants +4), imbue arrow
Bloodline Spell-Like Abilities (CL 2nd; concentration +3)
. . 4/day—elemental ray (1d6 fire)
Sorcerer Spells Known (CL 2nd; concentration +3)
. . 1st (5/day)—gravity bow[APG], mount
. . 0 (at will)—acid splash, dancing lights, disrupt undead, mending, prestidigitation
. . Bloodline Elemental
Ranger Spells Prepared (CL 3rd; concentration +3)
. . 1st—endure elements
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 14, Int 10, Wis 11, Cha 12
Base Atk +8; CMB +11; CMD 26
Feats Clustered Shots[UC], Deadly Aim, Endurance, Eschew Materials, Point Blank Master[APG], Point-blank Shot, Precise Shot, Skill Focus (Perception), Weapon Finesse, Weapon Focus (longbow)
Traits stalwart elk, warrior of old
Skills Craft (bows) +7, Handle Animal +8 (+12 to resist unnatural auras while on a Chernasardo riding elk), Heal +7, Knowledge (geography) +7, Knowledge (nature) +7, Knowledge (planes) +7, Perception +20, Ride +11 (+15 to resist unnatural auras while on a Chernasardo riding elk), Spellcraft +4, Stealth +17, Survival +12; Racial Modifiers +2 Perception
Languages Common, Elven
SQ bloodline arcana (change energy damage spells to match bloodline energy), elf blood, favored terrain (forest +2), hunter's bond (animal companion), track +3, wild empathy +7
Combat Gear potion of cure moderate wounds (4), potion of darkvision (2), potion of neutralize poison; Other Gear +2 mithral chain shirt, +1 longsword, +2 planar darkwood composite longbow (+3 Str), belt of physical might +2 (Str, Dex), bracers of falcon's aim, cloak of resistance +1, ring of sustenance, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork artisan's tools, mess kit, pot, torch (10), trail rations (5), waterskin, 41 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Elemental Ray (1d6 fire, 4/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Favored Enemy (Elves +2) (Ex) +2 to rolls vs. Favored Enemy (Elves) foes.
Favored Enemy (Giants +4) (Ex) +4 to rolls vs. Favored Enemy (Giants) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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

Animal Companion
No race
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 3 (+3)
Fort +0, Ref +0, Will +0
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 11, Dex 11, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10
Languages Common
--------------------
Special Abilities
--------------------
Evasion (Ex) No damage on successful reflex save.

Liberty's Edge

Question about animal companion, I have take as on of my traits Stalwart Elk, so I was hoping to get a Chernasardo Elk as my animal companion (stats as a river elk)

Silver Crusade

Rough draft of my character, I didn't use any templates... no need haha. Anyway, some finer details are still not done and up in the air on a spell or two but other than that... here ya go.

Aasimar cross blooded Dragon sorcerer (gold)5 /DD 4 alt racial swap SLA for +2 Str and truespeaker at racial.
Magical Lineage
Spell knack
Str: 15 +1 +2 +2+2+ 24
Dex: 14+2 16
Con: 12
Int: 12
Wis: 9+1 10
Cha: 14 +2+4 20

Feats: Toughness, Point blank shot, Dodge, weapon focus Natural attacks, Echoing spell, Empower spell,

Gear: Belt of Physical Might (+2) (10000), Ring of Sustenance (2500), Headband of alluring charisma +4 (16000). Cloak of resistance +2 (4000) Ring of protection+2 (8000), Robe of useful items (7000), Pearl of power 1st (1), Pearl of power (2nd) (4000), +1 long spear (2305) CLW potions (10)

Skills-
Perception-9
Fly-3
Know. Arcana-4
Linguistics-4
Acrobatics-5
Sense motive-2
Diplomacy-4
Bluff-4
Climb-1

spells-
1st Mage armor, Shield, Magic Missile, Grease, Alarm 8/day
2nd-Scorching ray, Invisibiity, Resist Energy 7/day
3rd-Rage, Fly 6/day
4th- N/A 4/day

Spoiler:
Born in the mountains, to a small village hidden away from the world, Darien Rhazael Vilander was born. He was the son of an angel, and a powerful sorcerer of the village. Darien’s lineage followed that of one of the last great gold Wyrms within the land. Ancient and powerful blood raged through his veins like wildfire. Leaving him golden, his hair, vibrant blonde, even his eyes were a brilliant gold, he even grew a set of golden wings, while not strong enough to grant him flight, they were able to be controlled slightly and gave him an aura of power. He was trained in controlling his powers by his mother, however there was a very aggressive nature to him. When he played, or learned he always had to be first. He had to be the best, not only because of his lineage but because he demanded it of himself. He wanted power, eventually the lessons did not come fast enough, his lust for strength driving him further on. In his brashness he left the mountain village, seeking ancient caverns surrounding it, and was set upon by a small group of orcs. Darien smiled, he raised his hands and let out a torrent of fire, felling several in an instant, however more came, and some were not deterred by the flames and soon were upon him. He was struck twice by poisoned blades. In pain, a rage came. A rage like nothing he had felt before, he grew claws of a dragon, his skin turned to scales and he was lost to a bloodlust. He shredded several more of the beasts, his physical fitness serving him well, but still more came and he fell deeper into the rage. Finally he was struck down and with blurry vision looked up to a greataxe ready to smash down on him when a golden wyrm lept from on high scattering the orcs. After the orcs fled the golden dragon returned to its normal form, it was his mother. She tended to him there for hours, too afraid to move him lest the poison spread faster. Eventually, the orcs returned with the full size of their war party and they were heading straight towards the village. His mother told him to wait where he lay as if I could move he thought in response. She turned and morphed into the golden dragon once again and flew off into the orc’s ranks. For hours shouting and roars were heard then silence. Darian laid there a day, falling asleep against his will that night, the next morn, his wounds were healed and the poison gone, his mother’s healing proving great. He made his way to the spot he had heard the battle coming from the night before, he looked around in awe as scores upon scores of dead and charred orcs lay where they were slain. It was then he heard a moan, and to his dismay, found his mother, laying beaten and bloody ontop of a pile of dead orcs. After he helped her off the pile and into a sitting position behind the rocks she told him of the battle, about how the orcs warband had been an extremely large one, about the great orc warboss that had lead them, how she fell, to volleys of arrows and the mighty sword stroke of the warboss. Darien laid there crying, blaming himself for roaming so far from the village in the mountains, knowing that orcs and other monsters called these mountains there home.
I swear to you this day mother, The orc shall pay for what they’ve done. I will garner the strength, and power to destroy them all. I swear to you… (sobs) They will all pay, and I will never let something like this happen again. I HATE THEM!
His mother, her glamour now fading due to her loss of strength placed a gentle hand on his face and said.
My son, bear no ill towards them, it is but the way of things… (deep breath) I have something I need to tell you, something I should have told you long before. She pauses a moment and gathers her strength.
know that no matter what, I will always love you, I was not sure if what I knew was true, I thought perhaps, your other great lineage’s would wash it away, and for a while, and at least physically, they have. But when I saw you fight yesterday, I saw not only the strength, a nobility of dragon, and angel, but pure ferociousness and the savagery of orcs. Your drive for power, your reckless ways and pride, Even the way you fight, stems from the blood of orcs. You see, you have orc blood coursing in your veins, it is weaker, and lesser than that of your dragon blood, but it will cause you to seek out power, it will tempt you to anger, and hate, to pride. While these are all emotions we use, it will attempt to force you into feeling only these. You must fight it, you have the strength to do so, you can master it, as I have. as her glamour falls away, her skin turns to a light green, tusks appear on her bottom lip, and her hair vanishes.
The orc leader is your half-brother, my son, the son of me and a human man. His lineage has almost overtaken him, physically, and emotionally. But I saw something in his eyes. A glimmer of hope, there I still, what was once my first baby boy in there somewhere and I could not strike him down. I am sure he hated me, for I am sure he feels I abandoned him… our village was attacked by orcs, burned to the ground, his father slain… I could not find him. I killed many of them that night, but I could not find him. So I left, I left that part of my life behind, leaving him for dead, until today, when I saw him. He recognized me to I am sure… Your half-brothers name is David, my son, forgive me. You must leave these mountains… there is nothing left for you here, find your way, My grandfather, an elf named Tariel, resides in Irrisen, so too, my father, an orc named Krumush, lives there. Seek them out, and remember always I love you.
Darien could only mutter a single world. No…. as he looked on in disbelief, not long after she spoke to him, his mother died. She had saved her last energy to live until she could speak with him, one last time. Darien sat in silent shock for over a day, before returning to the village carry his mother. When he got there the village was in ruins, the houses were burning, the livestock slaughtered. Bodies of the men in the militia of the small village lay about pillaged and brutalized. He buried his mother at the peak of the mountain. Casting a permanent light spell to forever illuminate the site, to this day he still cannot say how he accomplished the task, it just… happened. When he returned to the village he checked the small cave where the children and women would hide during other incidents, though of smaller caliber and found most of the children and a few mothers there alive, some, wrapped in cloth at the back, killed by blades or smoke. He told them they had to leave, the village they had called home for over 200 years was no longer safe for them. He guided them out of the mountains to the closest town nearby and said his farewells, even to his beloved Anna. He promised them he would be back after speaking with his grandfather, and after he gain greater strength. He told them he would come back one day and once again make the mountains theirs, that he would keep them safe. As he left the town, Darian knew what he had to do for now, to anyone looking it seemed he had everything under control, but inside his heart, emotions were swirling, he wasn’t sure of anything anymore. He had a brother, that brother had killed his mother, and his family, but his mother wanted him to save his half-brother from himself? How? Why shouldn’t he just kill him? Why couldn’t he hate that bastard? Why did he feel this pity, this… caring? He could only hope his grandfather Tariel could tell him. Hoped he would tell him what to do, that he should hate his half-brother, hate orcs and kill them all… but yet, somewhere in his heart, he hoped not.

That was many years ago, He never found his grandfather, after arriving at heldren he was told he had left, He has since wandered, looking for him. He has grown much over the years. Folks talk about how he, and a few others, slew a great red dragon, living in the mountains north of a large city that had terrorized them for quite a while. Tales tell of how he smote the rogue Devil attempting to summon up an army in the material land. He found a goodly dragon, that taught him more about his blood and magic than he could have ever known, allowing him to further manipulate his powerful Draconian heritage. Today he once again is reunited with friends for word of a great danger has come, and he once again answers the call, hoping beyond hope that it leads him to his grandfather or his half brother... both of which he wishes to see, though for very different reasons.


I asked about templates GM as the half devil template fully cements her background of being sold to the hells as a child and my idea of what rosa is like. Rosa is not a healing cleric, she's big scary and hunts the dammanded kind of operative of the hells, she's not interested in twisting new souls to feed the hells, she is only interested in bringing back or claming souls already fallen or sold. Also she's culturered, she's been around, polite, well spoken, kind at times, she's more law then evil,

GM asked if applicants could show the personality of thier PCs. My am is to do that by having a little roll playing space, The lost God bar in a deni plan, open to all so that applicants can have PCs, with or without crunch drop. in, meet and talk. I think working from crunch to PC, may not be what's being asked for here. I like the way the GM has asked us to show what our PCs are like in actions over what they are like in games rules.

Feel free to come join rosa.

Rosa sipped her wine and waited so see if any other plans walkers dropped in to the bar in no space.


When the masses talk of Erasmes the Sly, they might tell of the tale of his daring escape from Spellhold, or his making the journey from Calimshan to the Crown of the World in under three days, or of his bluffing past the great wyrm Tuelonth and making off with his prize sapphires. However, there is little truth among this collection of fanciful lies, just good business sense. Murmurs of his coming have echoed through the streets of Waterdeep for weeks, and by the time his enchanted carpet touches down in the trades ward square a throng of onlookers have gathered for a glimpse of his untold (and alas, entirely fictional) riches.

"Calimport silks! Tashalan pomengranates! Spices from the Shining Sea!"

A flash of brightly coloured smoke fills the square, clearing to reveal a small monkey, bow-legged and struggling under the weight of a heavy calishite rug. A second flash, and a dazzling display of brass and golden jewelry, exotic fruits, brightly coloured silks and magical curiosities is laid out before him.

I know you said to not create an alias for this recruitment, but this one existed already. Build in profile, but will need to be leveled up. I've done most of the work in notepad, just need to update it after work.

Crunch Notes/Questions:
A flying carpet is out of that 18k range so I'll likely just rely on overland flight spells and a bit of imagination.

Erasmes has a heavy evocation focus, and may also opt for augment/superior summoning.

I've given my familiar disable device and a decent UMD score (a literal skill monkey. I crack myself up.) I was hoping to have a simple animal rather than a mephit or something, however I'm uncertain of how command words for wands would work with a creature without a language. Would my monkey be able to use a command word to activate a wand?

Strictly speaking said word doesn't have to be in common, but can it be in monkey-speak? I've sunk Erasmes' skill points, ability scores (to qualify for the feat) and one of his feats (evolved familiar) to allow Sajjad to activate wands, and that'll be further gated by my wealth (I'm thinking for now a CL5 magic missile wand and maybe one other, as well as a range of alchemical thrown weapons and some thieves tools. He's useful but not gamebreaking and I dont want to push it any further). As it stands, does that sound okay to you?

Looking forward both for a chance to play some old-school adventures, Forgotten Realms, and a PC concept that never quite got to leave the cradle. I hope you like what you see.


Here's my application for a cleric (evangelist) of Torm.

Karla Teg:

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KARLA TEG
Female Human (Chelaxian Descent) Cleric (Evangelist) (9) of Torm
NG, M, Humanoid
Init +0; Senses Perception +17
Languages Common, Varisian, Shoanti, Giant

DEFENSE
AC 19, touch 11, flat-footed 18 (armor +7, nat +1, dex +1, defl, dodge)
HP 71 (9d8+9(Toughness)+9(Con), +9(FC)); DR --
Fort +7, Ref +4, Will +10
Immune
Resist
Spcl Def. Channel Energy 3d6 (StA, 3 per day), Countersong, Fascinate.

OFFENSE
Speed 20 (Medium Armor)
Melee +1 Spellstoring Greatsword +12 (1d12+8 or +14 PA, FF; 20/x3) w/ Inflict Serious Wounds
Melee Longspear +11 (1d8+7 or +13 PA, FF; 20/x3)
Range Javelin +7 (1d6+5; 20/x2 inc. 30 ft, P)
Spcl Att. Inspire Courage +2 (MvA, hit and damage competence, charm and fear morale, 15 rounds per day), Big Game Hunter (+1 H, +2 D vs Large or larger), Inspire Greatness, Aura of Heroism (SwA, 30 ft aura).
Memorized Spells
5 (1+1): [open] + righteous might // greater command
4 (2+1+1, DC 18): blessing of fervor, air walk, greater magic weapon + holy smite // suggestion
3 (3+1+1, DC 17): [open], invisibility purge, communal resist energy, dispel magic + heroism // tongues
2 (4+1+1, DC 16): [open], [open], cure moderate wounds, cure moderate wounds, bear’s endurance + bless weapon // enthrall
1 (4+1+1, DC 15): cure light wounds, divine favor, divine favor, divine favor, shield of faith + shield of faith // command
0 (4+1, DC 14): detect magic, create water, light, purify food and drink, read magic

OTHER
Str 20, Dex 12, Con 13, Int 10, Wis 18, Cha 8; (20 pt buy, Human +2 Str, +1 Str lvl 4, Belt of Strength, Headband of Wisdom)
BAB +6/+1 ; CMB +11; CMD 21
Feats H-Medium Armor Proficiency, 1-Toughness, 3-Power Attack, 5-Furious Focus, 7-Big Game Hunter, 9-Vital Strike.
Traits Fate’s Favored (+1 luck bonus), Eyes and Ears of the City (Perception)
Skills (Cleric 2, Human 1) x 9
ACP
Craft (Weaponsmith) (Int) +4 = 1+0+3*
Diplomacy (Cha) +5 = 3-1+3*
Heal (Wis) +8 = 1+4+3*
Knowledge (religion) (Int) +4 = 1+0+3*
Linguistics (Chr) +1 = 2-1
Perception (Wis) +17 = 9+4+3+1 Trait
Perform (Oratory) (Chr) +5 = 3-1+3*
Profession (Wis) trained*
Sense Motive (Wis) +13 = 6+4+3*
Spellcraft (Int) +4 = 1+0+3*
* cleric class skills
Languages Common, Varisian, Shoanti, Giant
SQ Orisons, Domains (Heroism), Touch of Glory (StA, +lvl on Chr check, one hour max, 3+Wis/day), Bardic Performance (Countersong, Fascinate, Inspire Courage, Inspire Greatness), Aura of Heroism.

EQUIPMENT
Starting Gold: 23,500 GP
Worn or carried gear
-Longspear (5 GP, 9 lbs)
-Javelin (5) (5 GP, 10 lbs)
-Signal whistle (8 SP, -)
-Traveler’s Outfit (1 GP, 5 lbs)
-Greatsword (50 GP, 4 lbs)
-Cold Iron Dagger (4 gp, 1 lb)
-Greatsword +1 Spellstoring (8050 GP, 4 lbs)
-Slippers of Feather Steps (2,000 GP)
-Breastplate +1 (1,200 GP)
-Amulet of natural Armor +1 (2,000 GP)
-Belt of Giant Strength +2 (4,000 gp)
-Headband of Inspired Wisdom +2 (4,000 gp)

Pouch, Belt (1 gp, 0.5 lb)
-3 GP
-5 SP
-5 CP


Handy Haversack (2,000 gp, 3 lbs)
-Waterproof Bag (0.5 gp, 0.5 lb)
-Crowbar (2 gp, 5 lbs) 
-Caltrops (1 gp, 2 lbs) 
-Marbles (0.1 gp, 2 lbs) 
-Chalk (0.01 gp) 
-Earplugs (0.03 gp) 
-2 Sunrods (4 gp, 2 lbs) 
-Flint and steel (1 gp)
-Signal Whistle (0.8 gp)
-Torch (0.01 gp, 1 lb)
-Grappling Hook (1 gp, 3 lbs)
-Silk Rope (50 ft) (10 gp, 5 lbs) 
-Tobacco (1 sp, 0.2 lb)
-Smoking Pipe (5 sp)
-Bedroll (0.1 gp, 5 lbs)
-Rations (3 days) (1.5 gp, 3 lbs)
-Waterskin (1 gp, 4 lbs)

-Potion of Air Bubble (50 GP)
-Potion of Touch of the Sea (50 GP)
-4x Oil of Enlarge Person (200 GP)
-Potion of Feather Fall (50 GP)
-Antiplague (50 GP)
-Antitoxin (50 GP)
-5x Vermin Repellent (25 GP)
-Weapon Blanch, Ghost Salt (200 GP)

DESCRIPTION
A thick cascade of lumped blood-red hair crowns a thin stern face lit by grey eyes of steel. Her mouth and nose seem to either show indifference or outright disdain for the weak. Karla’s impeccable posture supports a muscular body showing numerous cuts, burns and bruises. She prefers to wear the dark gray burlap tunic of her order, usually under a form of metallic armor. Her battered greatsword, a symbol of function over form and a souvenir from her father, stands almost as tall as she, strapped to her back or lying on her shoulder.

Despite her impressive and threatening stance, Karla’s voice, sharp as steel, is filled with a calmness that tells of an old soul having found a true connection to the divine.

On her arm sits a red birthmark shaped like a hand, symbol of her destiny.

BACKGROUND
The only daughter of Ragan Teg, a fervent tormite of Neverwinter, Karla was first seen as a punishment from the Loyal Fury, for with her fiery birth died her mother, and all hope for a warrior son. Still, he took the punishment with a cynical laughter and took on Karla in the Service the instant she could walk. He was a harsh master, beating her regularly, often crying while doing so, cursing the Loyal Fury for her birth.

Knowing little else, the girls showed great passion for the worship and the training. She lifted her father’s sword before she became nubile. She pushed herself, training longer and harder than the boys, standing up defiant after they beat her up.

When she turned sixteen, she started to accompany her father to defend the city against raiders. During an ambush, she was grievously wounded and thought dead. Her father prayed for the mending of her wounds, but Torm decided not to answer. She managed to survive, and took days to recover. As the Loyal Fury had turned her back on her in battle, so did the tormites. She was denied teaching and asked to serve the priests instead.

For a year she served, but the shame was too great to bear forever, and one night, she stole her father’s sword, a battered armour and food from the temple, and fled south for Waterdeep, hearing amazing stories of the Crown of the North.

On the road, raiders found and harassed her for days, refusing to engage in face to face combat, firing instead arrows from a safe distance. Filled with anger and rage, her face wet with tears, she ran after them, calling them all sorts of names. Steadily, as the days passed, she felt her strength vanish, as arrows struck true and brought her down. As she laid in the dirt, a rider approached to grab her sword as a trophy. Torn by pain, feeling warm blood flow through her fingers, loosing her senses, she raised her head and saw the Loyal Fury himself stand over her and laugh at her suffering. Mad with anger, she suddenly gripped her sword and stood up to her Lord, striking with steel. She felt the divine touch her as she struck down the rider. A shower of blood washed over her, filling her mouth with the taste of iron, marking her birth as a true tormite.

She stayed on the road, making it to Waterdeep, only to get fleeced by con artists. She managed to keep her father’s sword at least, and fought her way back from the deepest streets, working mostly as muscle, learning the more subtle ways of Torm as it applies not on the open battlefield, but in the every day life of the street, hopeless and without glory. She got noticed and joined different small bands of adventurers. With them, she explored the High Forest, The High Moor, and the Graypeak Mountains, unearthing ancient ruins and fighting the darkest evils. She felt a sense of companionship and purpose, feeling like she was making the Coast a better place.

Equipment is partial. Let me know if you have questions or comments.


@All

I've opened the discussion thread for role play purposes.
Please move there and role play to your heart content.


For any role play, please report Here


I am still working on the crunch but I thought I had best submit Tenegar for consideration. Tenegar Oldsoul, male human druid (Nature fang) lv 9.

Description:
Tenegar is a 6'4 uthgardt man, with the long black hair and blue eyes common to his people. His build is burly, a thick bodied man with plenty of weight to throw around. He wears animal skins, and there is no pretense of civilization adorning his wild form.
Despite this seeming savagery, there is a glint of deep wisdom in his eyes. Tenegar also has a hobby of acquiring "Souvenirs". Small items that capture something of the natural energy of the places he has visited. These items are then transformed into makeshift talismans that hand around his neck in a motley array.

Personality:
Tenegar is reserved in most of his actions; never using two-words when one will do and preferring to communicate in body language if possible. When he does deem it necessary to make himself heard, his voice booms out like the thunder of a coming avalanche.
Tenegar is distrustful of most, especially those he deems too "civilized". Anyone who is afraid of nature is quick to earn his contempt. However, if someone proves themselves a friend of the wilds and a capable warrior, then they will have a powerful friend in Tenegar.

Backstory:
Tenegar was raised from birth to be a shaman for his people and was placed through almost inhuman trials to bring him closer to the spirits that would guide his tribe. His first memory was being curled up in the freezing cold, feeling his lungs struggle to capture every chilling breath. He was 6 years old left alone in the cold wilderness with only his elk-skin britches to keep him warm. It was during this, when he felt closest to death, that he first heard the words carried upon the wind. Words that made sense to him and stole away the cold from his bones.
He returned to his people, his head held high even as he was nearly corpse-blue from exposure. From this point onward he spoke with a changed voice. An ancient wisdom now guided him, tasking him with protecting the wilderness from all that would defile it. He spent many winters with his people but always knew that he could not stay with them. Something pulled at his very marrow, tasking him to go forth and seek out the mysteries of the horizon.
It was during a hunting trip, where Tenegar used his magics to stave off the cold that he first met Birger. A mastodon with a madness within it that threatened to tear itself apart in its tribulations. The creature tore at the ground and bellowed at the heavens, challenging all that would hear to put it out of it's misery. Tenegar sensed its' affliction was far from natural and was able to draw out the vileness within it. Taking that sickness spirit into himself rendered Tenegar comatose for over a week. Battling the creature through a twilight of spirit until it finally dissipated. When he awoke the bond had been forged between the young mastodon and himself. It was this event that catalyzed him leaving the Uthgardt to seek out all signs of The Sickness and expunge them.


As Dreaming Warforged has offered a cleric and I think its a better idea than mine, I am hoping to go a whole new way with my PC offering,
Name Change, race change and class change I hope. I really like this new idea more.

GM I sent a PM with my new core idea. :)

If it ok'ed I will rewrite the PC's background and crunch.


Answered the PM.


I'm gonna have to throw up some numbers, but I'm feeling either Swashbuckler or Mongrel Mage Sorcerer.


Ok, I'm gonna throw in with a Tiefling Kensai. Born to a family of Eladrin in Evermeet, he was disowned at birth and left at the gates of an institute. While the Eladrin are ashamed of the occasional sign of "impure" blood, they rarely resort to infanticide due to the rarity of births, instead giving the child to various institutes that raise them on the periphery of society. Thus it was that young Galathiel was raised in an institute alongside drowborn and half elves and other outcasts.
Life in the institute wasn't bad. He was given an education and taught the basics of swordplay, both of which he proved quite adept at. Then, when he came of age, he was banished.
Fortunately, Evermeet was in prime at the time, and Galathiel soon made his way to Waterdeep and fell in with the adventuring crowd. At first, he used his talents to work as a bounty hunter, taking down tough criminals. His sense of Justice endeared him to the authorities, and soon he gathered a bit of a reputation. His success also came to the attention of the rogue elements, who are always scouting for talent. Realising that he was too straight to be an enforcer, they nevertheless found a use for him as a bodyguard.
From there his career moved onto working with the Harper's, then joining an expedition into the underwear.


*underdark #+/! Spellchecker


So, this is what we have up until now:

Dots:


  • Lord Inventor Reldic Emerson
  • grimdog73
  • aceDiamond
  • Gavmania

Partial Applications:


  • Miko (Seth86)
  • rorek55
  • Karla Teg(Dreaming Warforged)
  • Tenegar(TheShadowKnows)
  • Gargamal(Daniel Stewart)
  • Erasmes al-Amin(Twigs)

Complete applications:


Daniel Stewart wrote:
Question about animal companion, I have take as on of my traits Stalwart Elk, so I was hoping to get a Chernasardo Elk as my animal companion (stats as a river elk)

I don't mind re-flavoring as long the utility does not change.

Grand Lodge

(Hello again DM Aku /Kirraak...)

Presenting:

Cedric Targayrian

Warprist 9 (blessing of Liberation, Plant)
Medium Tiefling Oni-Spawn / Outsider (Native)
Init +3; Senses Perception +7, Darkvision 60 ft
==DEFENSE==
AC 34, touch 14, flat-footed 33 (+11 armor, +5 shield, +1 dex, +4 natural armor, +2 deflection)
hp 99 (9d8+9)
ER Cold 5, Electricity 5, Fire 5 Fort +9, Ref +6, Will +11
Armor Full Plate +2, Heavy
Shield Heavy Steel Shield +2
Defensive Abilities Tiefling Resistances (PFBty 264)
==OFFENSE==
Spd 20 ft/x3
Melee Bane (Outsider [Evil]) Scimitar +1 +13/+8 (1d6+7) 18-20/x2 CM +3; +2 hit, +2d6 vs Outsider (evil)
==STATISTICS==
Str 18, Dex 12, Con 12, Int 10, Wis 16, Cha 9
BAB +6, CMB +10, CMD +24
Feats Arcane Strike (PFCR 118), Armor of the Pit (PFARG 172), Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Greater Weapon Focus (Scimitar) (PFCR 126), Lunge (PFCR 130), Power Attack (PFCR 131), Shield Focus (PFCR 133), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Weapon Focus (Scimitar) (PFCR 136-137), Weapon Specialization (Scimitar) (PFCR 137)
Skills Diplomacy +8, Knowledge (religion) +5, Knowledge (planes) +5, Perception +7, Sense Motive +10
SQ Fervor 8/ day [Channel / 3d6] (PFCR 40)
SU Blessing Powers 8 / day
MC Sacred Weapon (1d8), Sacred Armor
Traits Fate's Favored (Faith) (PFUCgn 55), Reactionary (Combat) (PFAPG 328)
Languages Abyssal, Common, Infernal
==Magic==
Eq'd Magic Jingasa of Fortunate Soldier, Amulet of Natural Armor +2, Ring of Protection +2 (R), Cloak of Resistance +2

43k /48k gp spend

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Fluff:

Cedric is a slave refugee. He unfortunately wasn't captured slaved for too long (under a year) but still it has left his mark. He had drifted a an other year from place to place trying to find some port of call to attach himself. That is when he landed in Siverymoon. He enjoyed the freedom of the city.But still he had liked the city to a certain extend of course. He had figured to live here for a bit. And so he found a job, a harsh and dangerous job: Working for the sewers maintenance groupe as an otyughs Enforcer. Occasionally these creatures escape their pens and break into the main sewers, or even make their way onto the city streets, causing untold damage. And its his job to track and kill those dangerous escaped creature.
Hurting Children is the one thing completely unforgivable to Cedrec. Adults have the tools (moral values, intelligence, education, cultures etc...) to understand that they are responsible for their actions, children aren't usually.

Character goal:

Goal- To become an Arbiter or maybe, just maybe Cedric would dream to become a minor noble.

Contacts

Dengaro Hes a drinking buddy of yours He works as an Instructor at Orsini's Academy. An Academy showing the finer arts of swordplay. He's been telling you for years to join and let him and Orsini make a better swordsman of you, but you have declined up to this point (its besides the point its expensive ;) )

Grau Soldando , a Former student at Orsini's and a Former Guardsman Now a drunk. Occasionally he joins you and Dengaro, though it always ends up in a disagreement with how he's wasting his life.

Ariana Summersault (13 y/o) 2-3 years ago ariana family has been killed during an otyugh escape. When cedric found her she was the sole survivor. The city official placed her in an orphanage but cedric came to visit often in the beginning. Not only did he feel for the lone child but he also took a liking to her. He even help finance her tuition and school's expense. Fortunately ariana was a bright mind and even though she always complain about the orphanage she considered herself lucky. It has been a few years since they have know each other and more often then not he thanks the gods for giving him a purpose in his immediate life.

Cecile Fanguard is a clerk in the arbiter's office and is the go to person that handles the legal and administrative paperwork involved in dealing with the problems caused by escaped otyughs. For some reason when cedric's boss sends him to take care of the paperwork it always goes smoothly, while not so much with any one else.

John Cripteron is now Cedric's partner as an otyughs enforcer. Cedric found the old teenager about a year ago in a pool of his own blood in a shady alley. Left for dead cedric managed to save his life. Nursing him back to health the only thing john told him was that he used to be called Stickyfinger and that he was part of underground thief gang The Drudgespades. He had wanted to leave and that was how he ended up in that alley stabbed. His old accomplice thinking that john was dead he was able to resume his goal of making an honest living, and so cedric helped him to get an interview.

After a few years his skilled having increased and Ariana had aged a little Cedric went out and join a band of adventurers.

They took on the name of The Warden Crusader. They goal help the dwarven to fight off the orc invasion in 1370 DR from King Obould.

During this Fight he illustrated himself while single handedly engaging a powerful trio of Tanarukk (Orc whose blood had been tainted by an evil outsider, in many cases a tanar'ri demon.)

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The idea of playing a Tieflin who is the outcast champion is what is appealing to me in this story

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As for myself i play in a few games (posting 2-3 times a day) and i am Dm'ing a Game that is over a year and 1/2 old (with 1-2 post per day min) And you have seen me post as we both played in a game


Galathiel

Magus 9 (Kensai)
Medium Tiefling / Outsider (Native)
Init +12; Senses Perception +9, Darkvision 60 ft
==DEFENSE==
AC 25, touch 24, flat-footed 17 (+4 armor, +4 dex, +5 Canny defensive, +1 natural armor, +1 deflection)
hp 75 (9d8+27)
ER Cold 5, Electricity 5, Fire 5 Fort +10, Ref +8, Will +8
Armor Silken ceremonial +2, Light
Defensive Abilities Tiefling Resistances, Opportunistic party and riposte
==OFFENSE==
Spd 30 ft
Melee Keen Agile Katana +1 +12/+7 (1d8+5+9) 15-20/x2 (Spellstrike -2, +3 Arcane enhancement, +5 Arcane Accuracy)

==STATISTICS==
Str 10, Dex 18, Con 14, Int 20, Wis 10, Cha 8
BAB +6, CMB +10, CMD +19
Feats Arcane Strike, Bodyguard, Armor Proficiency (Light) , Combat Reflexes, Extra Arcana, Intensified Spell, Weapon Finesse, Weapon Focus (Katana), Weapon proficiency (Katana)
Skills Acrobatics +7, Appraise +5, Fly +11, Knowledge (Arcana) +14, Knowledge (Dungeoneering) +11, Knowledge (Engineering) +7, Knowledge (Geography, History, Local) +6, Knowledge (Planes) +13, Perception +9, Spellcraft +15, Stealth +14, Swim +5, Use Magic Device +17
SQ Arcane Accuracy, Arcane Pool (9), Canny Defense, Cantrips, Critical Perfection, Iaijutsu, Improved Spell Combat, Opportunistic Party and Riposte, Perfect Strike, Precise Strike, Spell combat, Spell-like Ability (Darkness 1/day), Spellstrike
Traits Kin guardian, Pragmatic activator
Languages Common, Dwarven, Elven, Gnome, Goblin, Infernal, Orc
==Magic==
Eq'd Magic +1 Keen Agile Katana, Amulet of Natural Armor +1, Belt of Incredible Dexterity +2, Benevolent Silken Ceremonial +2, Gloves of Arcane Striking, Ring of Protection +1 , Cloak of Resistance +2, Pearl of Power (1st), Wand of Shield, Wand of true strike

1500gp left for scrolls/potions

----
Personality:

Galathiel has known both deep rejection and a form of love. Somewhere in the back of his mind, he feels as though he must overcome the taint of his heritage and strives to be law abiding. He is less concerned with matters of good/evil, but has a highly developed sense of order. He is somewhat fastidious in his habits, and prefers to stick to a routine.


@Algar Lysandris: you're hit points are wrong as stated. Either you should not be 99hp or you're bonus is wrong (in fact it is wrong; Con gives +1 per level, Toughness gives +1 per level and Fcbonus gives +1 per level, that's +27 for starters)

Query: How are we doing hp? Are we doing max per level, or max first and half hd+1 for all other levels? Or are we rolling some or all of the hp? I have assumed max 1st then 1/2hd+1 for the rest.


This looks like a good opportunity to play a LN Half-Orc Hungry Ghost Monk!

12, 18, 14, 12, 16, 7

Orne was orphaned and used for child labor, a powerful half-orc was useful... fed and clothed, he was otherwise enslaved to menial labor. A hard life.

On the verge of becoming a teenager, he'd fallen ill. The disease had him fevered, bedridden and useless as a worker as it atrophied his powerful muscles.

Kicked out and left to die, he crawled away from his "home". Dizzy and fevered, he inched his way out of town... anything to get further away. It's there, in the cold wet darkness that a monk had come across him.

It took months to nurse the youth back to health, but he always complained of being cold. His muscle mass never fully returned, but he exceled in speed and something had opened his third eye, his intuition.


Equipment done.

Karla Teg:

KARLA TEG
Female Human (Chelaxian Descent) Cleric (Evangelist) (9) of Torm
NG, M, Humanoid
Init +0; Senses Perception +17
Languages Common, Varisian, Shoanti, Giant

DEFENSE
AC 22, touch 11, flat-footed 21 (armor +10, nat +1, dex +1, defl, dodge)
HP 80 (9d8 +9 (Toughness) +18 (Con) +9 (FC)); DR --
Fort +8, Ref +4, Will +10
Immune
Resist
Spcl Def. Channel Energy 3d6 (StA, 3 per day), Countersong, Fascinate.

OFFENSE
Speed 20 (Medium Armor)
Melee +2 Spellstoring Greatsword +13 (2d6+9 or +15 PA, FF; 20/x3) w/ Inflict Serious Wounds
Melee Longspear +11 (1d8+7 or +13 PA, FF; 20/x3)
Range Javelin +7 (1d6+5; 20/x2 inc. 30 ft, P)
Spcl Att. Inspire Courage +2 (MvA, hit and damage competence, charm and fear morale, 15 rounds per day), Big Game Hunter (+1 H, +2 D vs Large or larger), Inspire Greatness, Aura of Heroism (SwA, 30 ft aura).
Memorized Spells
5 (1+1): [open] + righteous might // greater command
4 (2+1+1, DC 18): blessing of fervor, air walk, greater magic weapon + holy smite // suggestion
3 (3+1+1, DC 17): [open], invisibility purge, communal resist energy, dispel magic + heroism // tongues
2 (4+1+1, DC 16): [open], [open], cure moderate wounds, cure moderate wounds, bear’s endurance + bless weapon // enthrall
1 (4+1+1, DC 15): cure light wounds, divine favor, divine favor, divine favor, shield of faith + shield of faith // command
0 (4+1, DC 14): detect magic, create water, light, purify food and drink, read magic

OTHER
Str 20, Dex 12, Con 15, Int 10, Wis 18, Cha 8; (20 pt buy, Human +2 Str, +1 Str lvl 4, Belt of Str and Con, Headband of Wisdom)
BAB +6/+1 ; CMB +11; CMD 21
Feats H-Medium Armor Proficiency, 1-Toughness, 3-Power Attack, 5-Furious Focus, 7-Big Game Hunter, 9-Heavy Armour Proficiency.
Traits Fate’s Favored (+1 luck bonus), Eyes and Ears of the City (Perception)
Skills (Cleric 2, Human 1) x 9
ACP
Craft (Weaponsmith) (Int) +4 = 1+0+3*
Diplomacy (Cha) +5 = 3-1+3*
Heal (Wis) +8 = 1+4+3*
Knowledge (religion) (Int) +4 = 1+0+3*
Linguistics (Chr) +1 = 2-1
Perception (Wis) +17 = 9+4+3+1 Trait
Perform (Oratory) (Chr) +5 = 3-1+3*
Profession (Wis) trained*
Sense Motive (Wis) +13 = 6+4+3*
Spellcraft (Int) +4 = 1+0+3*
* cleric class skills
Languages Common, Varisian, Shoanti, Giant
SQ Orisons, Domains (Heroism), Touch of Glory (StA, +lvl on Chr check, one hour max, 3+Wis/day), Bardic Performance (Countersong, Fascinate, Inspire Courage, Inspire Greatness), Aura of Heroism.

EQUIPMENT
Starting Gold: 45,850 GP / 46,000 GP
Worn or carried gear
-Longspear (5 GP, 9 lbs)
-Javelin (5) (5 GP, 10 lbs)
-Signal whistle (8 SP, -)
-Traveler’s Outfit (1 GP, 5 lbs)
-Greatsword (50 GP, 4 lbs)
-Cold Iron Dagger (4 gp, 1 lb)
-Greatsword +2 Spellstoring (18,050 GP, 4 lbs)
-Slippers of Feather Steps (2,000 GP)
-Fullplate +1 (2,500 GP)
-Amulet of natural Armor +1 (2,000 GP)
-Belt of Physical Might +2 Str and Con (10,000 gp)
-Headband of Inspired Wisdom +2 (4,000 gp)
-Cloak of Resistance +2 (4,000 gp)

Pouch, Belt (1 gp, 0.5 lb)
-103 GP
-5 SP
-5 CP


Handy Haversack (2,000 gp, 3 lbs)
-Waterproof Bag (0.5 gp, 0.5 lb)
-Crowbar (2 gp, 5 lbs) 
-Caltrops (1 gp, 2 lbs) 
-Marbles (0.1 gp, 2 lbs) 
-Chalk (0.01 gp) 
-Earplugs (0.03 gp) 
-2 Sunrods (4 gp, 2 lbs) 
-Flint and steel (1 gp)
-Signal Whistle (0.8 gp)
-Torch (0.01 gp, 1 lb)
-Grappling Hook (1 gp, 3 lbs)
-Silk Rope (50 ft) (10 gp, 5 lbs) 
-Tobacco (1 sp, 0.2 lb)
-Smoking Pipe (5 sp)
-Bedroll (0.1 gp, 5 lbs)
-Rations (3 days) (1.5 gp, 3 lbs)
-Waterskin (1 gp, 4 lbs)

-2x Potion of Air Bubble (100 GP)
-2x Potion of Touch of the Sea (100 GP)
-4x Oil of Enlarge Person (200 GP)
-4x Oil of Magic Weapon (200 GP)
-Potion of Feather Fall (50 GP)
-Antiplague (50 GP)
-Antitoxin (50 GP)
-5x Vermin Repellent (25 GP)
-Weapon Blanch, Ghost Salt (200 GP)
-Wand of Cure Light Wounds (750 GP) (50)

DESCRIPTION
A thick cascade of lumped blood-red hair crowns a thin stern face lit by grey eyes of steel. Her mouth and nose seem to either show indifference or outright disdain for the weak. Karla’s impeccable posture supports a muscular body showing numerous cuts, burns and bruises. She prefers to wear the dark gray burlap tunic of her order, usually under a form of metallic armor. Her battered greatsword, a symbol of function over form and a souvenir from her father, stands almost as tall as she, strapped to her back or lying on her shoulder.

Despite her impressive and threatening stance, Karla’s voice, sharp as steel, is filled with a calmness that tells of an old soul having found a true connection to the divine.

On her arm sits a red birthmark shaped like a hand, symbol of her destiny.

BACKGROUND
The only daughter of Ragan Teg, a fervent tormite of Neverwinter, Karla was first seen as a punishment from the Loyal Fury, for with her fiery birth died her mother, and all hope for a warrior son. Still, he took the punishment with a cynical laughter and took on Karla in the Service the instant she could walk. He was a harsh master, beating her regularly, often crying while doing so, cursing the Loyal Fury for her birth.

Knowing little else, the girls showed great passion for the worship and the training. She lifted her father’s sword before she became nubile. She pushed herself, training longer and harder than the boys, standing up defiant after they beat her up.

When she turned sixteen, she started to accompany her father to defend the city against raiders. During an ambush, she was grievously wounded and thought dead. Her father prayed for the mending of her wounds, but Torm decided not to answer. She managed to survive, and took days to recover. As the Loyal Fury had turned her back on her in battle, so did the tormites. She was denied teaching and asked to serve the priests instead.

For a year she served, but the shame was too great to bear forever, and one night, she stole her father’s sword, a battered armour and food from the temple, and fled south for Waterdeep, hearing amazing stories of the Crown of the North.

On the road, raiders found and harassed her for days, refusing to engage in face to face combat, firing instead arrows from a safe distance. Filled with anger and rage, her face wet with tears, she ran after them, calling them all sorts of names. Steadily, as the days passed, she felt her strength vanish, as arrows struck true and brought her down. As she laid in the dirt, a rider approached to grab her sword as a trophy. Torn by pain, feeling warm blood flow through her fingers, loosing her senses, she raised her head and saw the Loyal Fury himself stand over her and laugh at her suffering. Mad with anger, she suddenly gripped her sword and stood up to her Lord, striking with steel. She felt the divine touch her as she struck down the rider. A shower of blood washed over her, filling her mouth with the taste of iron, marking her birth as a true tormite.

She stayed on the road, making it to Waterdeep, only to get fleeced by con artists. She managed to keep her father’s sword at least, and fought her way back from the deepest streets, working mostly as muscle, learning the more subtle ways of Torm as it applies not on the open battlefield, but in the every day life of the street, hopeless and without glory. She got noticed and joined different small bands of adventurers. With them, she explored the High Forest, The High Moor, and the Graypeak Mountains, unearthing ancient ruins and fighting the darkest evils. She felt a sense of companionship and purpose, feeling like she was making the Coast a better place.


Is crafting allowed?

Is retraining Feats allowed? Thanks.

Liberty's Edge

A little late to notice this one, but dotting until I'm off work and I can submit something...

Grand Lodge

The HP currently is just a placeholder until given by the DM and is correct

Max for the D8 => 8 (Hd) +1 (Con) +1 Fcb +1 (toughness feat) = 11 Hp per level * 9 level = 99 hp


Ashe wrote:

Is crafting allowed?

Is retraining Feats allowed? Thanks.

Pre game craft is not allowed.

And no retrainings.

==//==

About hp, I usually am in favor of rolling it, but I'll decide after choosing the party.


OK here is my nearly finished character...just need to write background

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