First defence and last stand
It is year 4712 many crusaders head to Mendev and the Worldwound leaving the defence against the Orcs of the Hold of Belkzen and the watch of Gallowspire undermanned. The Watcher-Lord cries out in rage against this desertion, you have for some reason answered the call and are heading to Castle Firrine to protect the nations around Lake Encarthan.
This is my first PbP game as a gm, so you’ll have to be prepared for some hiccups along the way. I have gm’ed tabletop a couple of times before and played a few PbP.
As this is my first PbP, it might not be as sandbox as I would like, some linear plots might come along.
I expect you to post once a day in weekdays and at least once during weekends
I am looking for 4 to 5 players and expect to close applications the 5th of September 1200 GMT
Race: Core primarily, I might be open to other classes such as aasimar and tieflings
Classes: Pathfinder only, no psionics
Stats: 20 pt. point buy
Traits: 2 chosen within the normal rules
Wealth: Maximal starting gold for class
Background: I appreciate a good background, but try to keep it to 3-4 paragraphs max.
|GM Spugly Fuglet|
Here is my concept for this campaign. A cavalier, Order of the Star, worshiper of Iomedae, who until recently had been working in Razmiran helping the community of Whispertruth against the false god. He can not ignore his countrymen's call and returns to do his part. He will be a melee-support role for the party
Here's my alias. It still needs a background because I'm hoping you'll approve this race I made with the ARG rules. It's supposed to be a watered down aasimar, mostly human. It looses the resistances and spell like abilities for a bonus feat. 9 RP total as compared to the normal aasimar at 15 RP or the normal human at 9 RP. The way I currently have him written up is as a human in case you don't approve the race.
The idea is his grandfather was an aasimar. He would consider himself human with really good night vision thanks to gramps.
Type Outsider (native) 3 RP
Size Medium 0 RP
Base Speed Normal 0 RP
Ability Score Modifiers Flexible (+2 Str, +2 Cha) 2 RP
Languages Standard 0 RP
Feat and Skill Racial Traits
-Flexible Bonus Feat (4 RP)
Senses Racial Traits
-Darkvision 60 ft. — RP
Total 9 RP
Here is my Elven Druid Vaslo! Also my Alias!
Vaslo Garethka NG
Elf Druid 1 (Favored Class+ 1 Skill)
Str – 11
Dex – 16
Con – 11
Int – 14
Wis – 17
Cha – 7
Courageous - +2 against fear effects
Poverty Stricken - + Survival
HP – 8
Init – 3
AC – 17
Touch – 13
Flat – 14
Fort – 2
Ref – 3
Will – 5
CMB – 0
CMD – 13
Speed – 30ft
Longbow – +3, DMG 1d8, Crit x3
Hide - +4 AC, 4 Dex, AC Penalty -3
Handle Animal – 2(1 Rank, -2 Ability, +3 Misc)
Heal – 7(1 Rank, +3 Ability, +3 Misc)
Knowledge(Geography) – 6(1 Rank, +2 Ability, +3 Misc)
Knowledge(Nature) – 8(1 Rank, +2 Ability, + 5 Misc)
Perception – 9(1 Rank, +3 Ability, + 5 Misc)
Spellcraft – 6(1 Rank, +2 Ability, + 3 Misc)
Survival – 10(1 Rank, + 3 Ability, + 6 Misc)
Point Blank Shot
Animal Companion Link
Share Spells with Companion
Wild Empathy -1
Arrows x60 – 0.15 lbs
Backpack – 2 lbs
Bedroll – 5 lbs
Blanket, winter – 3 lbs
Flint and steel
Hide – 25 lbs
Longbow – 3 lbs
Longsword – 4 lbs
Waterskin x5 – 4 lbs
Carried – 46
Light – 38
Medium – 76
Heavy – 115
Zeke the Lion
STR 13 (+1), DEX 17 (+3), CON 13 (+1), INT 2 (-4), WIS
15 (+2), CHA 10 (0); Fortitude +4, Reflex +6, Will +2
HP: 15/15; Init: +3; Speed: 40 feet
Attack Bonus: +1; Armor Class: 15 / 13 Tch / 12 Fl
Zeke (Animal Companion), Lion - CL2 - CR 2
Perception +6, Stealth +7
Bite (Lion) +2, 1d6+1, x2
Claw x2 (Lion) +2 x2 , 1d4+1, x2
Rake x2 (Lion) +2 x2 , 1d4+1, x2
Special: +4 Stealth in Undergrowth (Ex), Attack Any Target [Trick],
Come [Trick], Defend [Trick], Down [Trick], Heel [Trick], Low-Light Vision,
Scent (Ex), Track [Trick]
Vaslo Garethka is a lonesome individual. He is also a enigma, not many people know of the true origins of this elf. Vaslo was born in Kyonin, but his family felt the need to abandon their homeland and travel through the Inner Sea region. Even from a young age, Vaslo was unsettling to be around. He frequently made conversations awkward, or would ignore others to examine interesting things about the natural world. His family seemed unconcerned about his behavior, believing he would grow out of it. They would regret their nonchalance when Vaslo disappeared.
For weeks on end his family searched for the missing boy, but the only thing they found was strips of torn bloodied clothes and bear tracks.. Giving up hope, his mother and father said their final goodbyes and returned to Kyonin, however Vaslo was still alive. The boy had been severely mauled by a bear and left to expire when the leader of a nearby druid circle found the boy and rushed him to the grove to receive aid. During the weeks of his Parents frantic search, the druids took their time helping the boy recover from his wounds. The mauling would leave terrible scars on his face for the rest of his life.
By the time Vaslo had recovered, his Parents had already left for Kyonin, Vaslo decided on the spot to learn from the druids and dedicate himself to Nature. Surprised by his decision(considering his recent bear experience) the head Druid asked him his reasoning. What Vaslo said to the Druid is unknown, as well as the next portion of his life.
The next time Vaslo appears in history he has a powerful Lion by his side(who he affectionately refers to as Zeke) and a burning fire in his eyes as he answers the Watcher-Lords call for aid.
Appearance/Personality – Although a Druid, Vaslo sports a clean appearance. His hair is long and brown and fall straight down past his shoulders. His eyes are also a dark brown, but thoses features are hardly what people notice first. Vaslo’s face is a misshapen mass. Brutal scars mar this Elf’s appearance, and he tends to unnerve those around him. Despite his intimidating appearance, Vaslo is hardly the type. Socially he is very awkward and tends to not speak at all if he can help it. He frequently turns things awkward and the only being he seems to be able to communicate with any success with is Zeke.
Thank you for the submitions, I will keep the recruitment open as stated above, but I will begin to look through the submitions.
@Hoogie - I am not sure an Orc would fit in, you would meet to much prejudice. Would you consider a Half-orc
@Logen - Half-orcs are fine with me, but know that most npcs would be unfriendly towards you. If that is ok then fine with me.
Recriutmen ends on 5th of September.
@ DM Jelani - The race is okay with me.
Would you elaborate on the community you hail from? More specific, why does he worship Iomedae and how was he initiated into Order of the star? Do you have a different take on Wispertruth than the World guide? How did he escape from Razmiran.
I might be calculating your point buy wrong but haven't you spend 21 points? Do you still want him the have the Sea Reaver archtype? His properly never going to use it. Could you elaborate a little more on his time on land. Why does he decide to spy for Lastwall and not the Orcs, why come to Lastwall at all, he could have an easier time many other places?
Where did you get your animal companion, lions are not common in Lastwall? Why did he answers the call by the Watcer-Lord? How did he hear about it?
Have you thought about where this grove might be i.e. country, North Fangwood in Lastwall might be an option, South Fangwood in Nirmathas is another.
I am not going to give your background away to the other players if you are chosen for the game.
No problem, I just wanted to bes sure so you wouldn't be disapointed. It sounds like a good development plan you have for him.
|Sir Gerard Paschal|
Elf Conjurer (Teleporter) 1
Init +15; Senses Darkvision 60ft.; Perception +1
AC 13, touch 13, flat-footed 10 (+3 dex)
Fort +1, Ref +3, Will +2; +2 vs. enchantments
Speed 30 ft.
Ranged Longbow +3 (1d8/x3)
Special Attacks: summoner's charm
Arcane School Spell-Like Abilities (CL 1st, concentration +6) 8/day— shift
Opposition Schools: Enchantment, Necromancy
Str 7, Dex 16, Con 12, Int 20, Wis 11 Cha 7
Base Atk +0; CMB -2; CMD 11
Feats: Improved Initiative, Scribe Scroll, Run
Traits: Reactionary, Dangerously Curious
Alternate Racial Traits: Darkvision, Fleet-Footed
Skills: Knowledge (arcana) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +1, Use Magic Device +3, Spellcraft +9; +2 to identify properties of magic items
Languages: Common, Elven, Auran, Ignan, Celestial, Abyssal, Infernal
SQ: arcane bond (green sting scorpion), elven magic
Ever since Jimuel arrived at Ustalav 50 years ago from the borders of Numeria with nothing but a book on his hands and his eyes on the book, he has always been known as an odd lad, as odd as elves could be. He is friendly and eager to help around, but also shy and soft spoken, often hiding from new people and not saying much other than a few words. Although he loves to smile and make friends, not much people know about him, due to him never being able to open up. He has the naivety of a child but the intelligence of a philosopher, quite knowledgeable in many fields and also a practitioner of magic. He is a lost puppy.
He joins the defense as an act of friendship, treating it much like helping the bartender stack his crates or helping the little girl retrieve her kitten stuck in a tree, and brings with him his faithful pet scorpion, Skipper.
I am looking at your initiative and can't quite get to 15 could you elaborate please?
Are you sure you want to go with Jimmy and skipper as your names for an elf and his familiar?
How does he feel about other eleves and their culture?
How did he hear about the "crusade" in Lastwall and why did he decide to join?
@ Tirq - Feel free to apply it close on the 5th of September, so you have plenty of time.
He had been a citizen of Ustalav for decades, growing with the human culture, being adopted by them, growing the name Jimmy as humans became accustomed to him and vice versa as a pet would receive a name from its master. Adopting these same human traits, Jimuel ended up naming his pet scorpion Skipper. His story with Kyonin is supposed to be kept a myster, but I plan to later reveal his rejection of life there and his distaste for their arrogance. The crusade of Lastwall reached his ears as it did to many Ustalavians, however he did not decide to join this crusade due to its sadistic nature. However when word got to him about the defense of Castle Firrine, he decided to trek there himself to help the people he grew up with.
Do you mind if I also apply? I'm thinking this party needs a face and an arcane user. Bard should do it. Court Scribe.
EDIT: I actually took half an hour to write a nice backstory, but the forums booted me out and I was left without anything to show for it.
Tip: write it somewhere else then copy-paste it.
Maybe a rogue...
Male Human rogue 1
CN Medium humanoid (Human)
Init +6; Senses Perception +6
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +2
Speed 30 ft.
Special Attacks sneak attack +1d6
Str 14, Dex 14, Con 14, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats: Improved Initiative, Fast Learner
Skills: Acrobatics (Dex) +6, Climb (Str) +6, Disable Device (Dex) +6, Escape Artist (Dex) +6, Knowledge (local) +5, Perception (Wis) +6, Sense Motive (Wis) +6, Sleight of Hand (Dex) +6, Stealth (Dex) +6, Survival +7, Swim (Str) +6,
Traits: Poverty-Stricken, Magical Talent (Prestidigitation)
SQ trapfinding +1,
Still need to adjust a few things, and make a backgroud.
Daruis has won several duels in the court, and has inspired many soldiers whether the speech was read by himself or by the House Firrine master. His most recent order is to man a small mission for the crusades. This is the first mission he has ever been on outside of the court, so he is afraid that the other men will make fun of his "Green" or naive nature.
Male Human bard 1
LN medium humanoid (human, human)
Init +3; Senses Perception +0,
AC 17, touch 14, flat-footed 13
hp 11 (1HD)
Fort +2, Ref +5, Will +2
Speed 30 ft. (6 squares)
Melee rapier +2 (1d6+2/18-20)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +2; CMD 16
Special Actions Distraction, Fascinate,
Known Bard Spells (CL 1st):
1st (2/day) - comprehend languages (DC ) , vanish (DC 13)
0th (at will) - detect magic , lullaby (DC 12) , prestidigitation (DC 12) , unwitting ally (DC 12) Abilities Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Special Qualities Arcane Strike, Armored Casting, Bardic Performance, Bonus Feat, Bonus Feats, Cantrips, Inspire Courage, Rallying Cry, Skilled,
Feats Arcane Strike, Armor Proficiency, Light, Dodge, Mobility, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +6, Bluff +6, Climb +1, Craft (Calligraphy) +4, Diplomacy +6, Disguise +2, Escape Artist +2, Fly +2, Intimidate +2, Perform (Oratory) +6, Perform (Untrained) +2, Profession (Scribe) +4, Ride +2, Stealth +2, Swim +1, Use Magic Device +6,
Possessions ink (1 oz. vial); outfit (artisan's); paper (sheet) (x10); rapier; scroll (cure light wounds); studded leather; Arcane Strike Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 6 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level-Combat Casting, 6th level-Disruptive, 10th level-Spellbreaker, 14th level-Penetrating Strike, 18th level-Greater Penetrating Strike. This ability replaces versatile performance and well-versed.
Cantrips You have learned 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.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 12) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Fencer You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime.
Honey-Tongued (Abadar)You have a deep understanding of human nature and social philosophy. You gain a +1 trait bonus on Diplomacy or Bluff checks when dealing with agents of the law, whether judges, guards, or paladins.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Rallying Cry (Su) At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
@Big OM - Do you mind if a Cleric didn't have a specific deity... But revered principles (picking two domains that do not appear in the same deity's portfolio)?
Was thinking a Dwarven Cleric, Fire & Protection (Defense, subdomain) Domains.
A bitter, massacre survivor... taking dangerous duty as some form of penance/suicide mission. Gruff, gritty, no BS realist.
14, 14, 9, 14, 17, 10
@ CampinCarl9127 - I'll let you decide which one you would rather play, but I would prefer if you only submit on application.
Where did you get the bard abilities from? If it is an archtype would please state it.
@ Hassan - I have no problem with you choosing revered principles, but I would like you to include it in a background.