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GM alientude's Shackled City

Game Master Kyle Smith 700

The frontier city of Cauldron has a dark future rapidly approaching. Will a disparate band of adventurers be able to save it?

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I'll use a Bard (ARCHAEOLOGIST) (change to either Aasimar or half-elf)
that didn't get selected in another recruitment.

GM, I am definitely interested. I am thinking about a human gunslinger with the mysterious stranger archetype. How do you feel about the gunslinger class? Some GMs don't like it because it ruins the fantasy element of the game by introducing firearms into the mix. Let me know. If not, I could work out another character concept.

Ok... here's the backstory for Dorian Cavendish, a human transmuter from Sasserine who's just returned to his birthplace of Cauldron.


Dorian Cavendish was a small child of about 5 or 6 when he and his parents moved south from Cauldron to Sasserine. Arcane ability had run strong in his family for generations, and his parents - both wizards in the employ of the Cauldron Town Guard - felt that Dorian could receive a better education among the Witchwardens of Sasserine.

They found a house in the Sunrise District (prefering the area over the vain Noble District) and enrolled Dorian in one of the many academies. A natural learner, he excelled at his studies and eventually earned a position at the Witchwarden Tower. He found his talents were best suited behind a book, researching about the various creatures that threatened the city from the vast Ameido Jungle. He took special interest in demon lore, believing that these beings from the Abyss posed the greatest threat to the world.

Through his research and study, Dorian uncovered many references to Cauldron and the threats of demonic armies from ages long past. Though he viewed Sasserine as his home, he always felt a connection to his city of birth and decided to return to further his studies.

Of course, research wasn't the only thing Dorian accomplished while studying with the Witchwardens. He also trained in the magical combat arts, learning to hone his powers for use against possible threats. Despite the reputation of transmuters as blowhards with something to prove, Dorian believed transmuation magic to be a tool of great utility. He didn't hold the popular choices of evocation and illusion in very high regard - nothing more than flashy effects designed to impress. Necromancy made him uneasy, though he did appreciate the work of enchanters. As a transmuter, he was most effective aiding others in combat... it's much easier to hide behind the big, beefy fighter after you doubled his size!

Lucendar: A gunslinger would be okay, but you'd have little chance finding much support for it in Cauldron - you'd probably be hard pressed to find new firearms without having to order them from another city. You'd probably have to craft your own ammunition, etc.

Grand Lodge

back ground:
Reginald was born into a farming family, there was nothing particularly special about them. They worked their land hard, and they were rewarded for it. Life was hard but it was a good life. When he was a boy a wandering group of bandits, ransacked and burned his village. His father, John ran to the defense of their home and was cut down before reginalds very eyes. He ran weeping to his fallen father, as Johns lungs filled with blood he looked upon his son for the last time and said only "run, my son" with these words John expired. At this he turned to his mother holding his dear sister, he saw their home's roof gave way, and collapsed on them, as he knelt their in the ground he wept openly. It would be the last time he would do such. After the bandits had moved on, he found his bow, still outside from the last hunt. He began wandering. After he had walked for 9 days, he collapsed from starvation,and weakness. As Reginald laid their thinking this the end, he closed his eyes and saw a wheel of bright white metal, illuminated by holy fire. It spoke to Reginald " This is not yet the time for you to move on young one Great things are in store for you." With that the entity had moved on. Reginald felt a small amount of strength return to him as he lay in the road As he began to rise an old man on horse back appeared. He bore the robes of a priest of Iomedae, as the old man grew closer, he could see the condition the boy was in. He got off of his horse and ran to the small boy trying to stand Reginald collapsed in his arms. When he awoke his injuries had been healed and he felt strong. The priests had healed him. They inquired how he had become in that predicament. He then recounted his vision. At the mention of this the priests fell silent and brought the before a man clad in Armour a divine radiance around him. He spoke to Reginald. " I have been waiting for you Reginald, Iomedae has told me of your coming we have much to do in your training." As Reginald looked up awe inspired he spoke " Training I am a simple farmer, I wish nothing but to have vengeance on the one who have done this to my family, and the others, they must be stopped for the good of all". At this the figure smiled "That is exactly what you will be trained to do" With this Reginald began training as a Paladin as imodea had called, him. He beseeched Iomedae, to allow him to swear an oath, and it was granted. He swore to bring to justice all those who trample on the weak, to protect those who can not protect them selves, and to root out evil in the land. Moving to the nearby city of cauldren living in the temple waiting for the correct operunity provided by imodea to set out.


Oath sworn paldin :
Reginald johnso CR 1/2
Male Human paladin 1
NN Medium Human
AC 16, touch 12, flat-footed 14. (+4 armor, +2 Dex)
hp 12 (1d10+1) ( favord class)
Fort +3, Ref +2, Will +2
Spd 30 ft.
Melee greatsword +2( 2d6+2/19-20/x2)
Ranged long bow, 1d8+2/3 if within 30ft
Str 14, Dex 14, Con 12, Int 8, Wis 10, Cha 18
Base Atk +1; CMB +3; CMD 15
Feats percise shot, point blank shot
Traits Ease of Faith +1 diplomacy, Child of the Temple+1 knowledge religion

Skills: diplomacy +9, Knowledge religon +3

Languages common

Combat Gear arrows 100, long bow, chain shirt, ; Other Gear Backpack, hemp rope x4 silver holy symbol bedroll.
arrows, longbow - 0/100
Dagger - 0/1
Aura of Good: = to paladin level
Detect Evil: cast detect evil at will
Smite evil: swift action add cha mod, to attack rolls and paladin lvl to damage rolls. +2 for every level against, evil outsiders, dragons, and undead. Add deflection bonus = to cha mod to AC from smite target.

Hope that this at least warrants a look.

I have Ryleer's Stat block finished. I decided to go with the Gladius(Short Sword) as his weapon of choice to go with his shield.


Ryleer Calimzer
Male Human Fighter 1
NG Medium Human
AC 17, touch 12, flat-footed 15. (+4 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will 0
Spd 30 ft.
Melee Gladius +5( 1d6+4/19-20/x2) Performance
Shield Bash +5(1d6+4/20/x2)
Ranged javelin, 1d6+4 30' increment
Str 18, Dex 15, Con 14, Int 8, Wis 10, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Improved Shield Bash, Two Weapon Fighting, Double Slice
Traits Reactionary +2 inititiave, Strong Arm 10' to thrown attack if moved at least 10' before
Skills:Perception +1, Survival +4, Perform(Combat) +1

Languages common

Weapons/Armor Chain Shirt, Light Spiked Wooden Shield, Gladius, Javelin(6), ; Other Backpack,bedroll, Food Rations(5), Water Skin, 35 Gp.

I still wanna know if we're using Golarion's locations

I'd like to submit Valamont Caine for consideration. I tried to flesh his backstory out from his traits, which can be found in his profile. Overall, Valamont is a jovial, good-humored fellow who believes strongly in carrying on the work his mother did before him - namely defending those who are unable to defend themselves.

As far as combat goes, Valamont would mainly be a striker who flows from wielding his mother's bastard sword in one hand to two as the situation warrants, supplementing his strikes with his spells.

Out of combat, I see him as a morally rooted man who is loyal and steadfast. His time in Cauldron has afforded him a particular near-addiction to coffee, and his rather peculiar habit of speaking audibly to his sword earns him more than a few sideways glances. Effectively, Valamont will often times blurt out his thoughts rather than thinking them privately, which hopefully will afford some amusing and rich opportunities for interacting with the rest of the party and the various NPCs we encounter.

Previous Experience with Shackled City: I own the module and plan to run it in the future, but have done little more than skim through the book.

Taanyth Tuilinn: I refer you to the first post:


Shackled City is set in Greyhawk. However, that's a setting I know nothing about, so Greyhawk lore will not be used. While Golarion's gods will be used, the game will not be set in Golarion. Since the AP takes place in Cauldron and it's surrounding environs, there won't be much need for information about distant lands. If you want to incorporate being a foreigner, feel free to write up a little detail about the place you come from.

Valamont Caine: Spire Defender archetype is fine. Nice story for the blackblade.

Updating my list of applicants.

Relatively complete applications:

stardust - Sir Adolphus Ministhrien, Human Fighter
spalapagas - Ryleer Calimzer, Human Fighter
tonyz - Darthal Blackaxe, Dwarf Cave Druid
Chainmail - Diurn Selestro, Aasimar Cleric
osuracnaes - Dorian Cavendish, Human(?) Transmutation Wizard
arathorn johnson - Reginald Johnson, Human Oathbound Paladin
John Hathaway - Valamont Caine, Half-Elf Bladebound Spire Defender Magus

Incomplete applications:

Benoit LeBlanc - Possibly a Bard or Magus
Kratzee - Urban Ranger
Valeamon - Half-Orc Rogue
scranford - Faruk El'amin, Fetchling Summoner
Lucendar - Gunslinger
Azure_Zero - Aasimar or Half-Elf Archaeologist Bard

Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber

Ingrid Anika Nina Jones

Valamont's profile has been updated & now reflects his stats as well.

GM, not a problem with the little support for firearms in Cauldron. I assumed that would be the case and with the gunsmithing feat, the character can craft his own ammunition and repair his firearms. Without further ado, I present Luk Theriot, human gunslinger:


Lucas Therian was orphaned at the age of two, when his family, consisting of local coffee merchants, was killed in an attack in the countrysides outside of Cauldron. Thus, Lucas spent most of his youth at a local orphanage in Cauldron, where he suffered much at the hands of bullies and the loss of his loved ones. To escape the pain of his reality, he imagined a new history and identity for himself, one where he was a rich and handsome foreigner, known as Luk Theriot, heir to some mysterious fortune. This identity/persona allowed him to survive the ills of the orphanage, until he was forcibly released at age 16, as the government would no longer pay for his care. Fully immersed in his delusion, Luk Theriot left Cauldron to explore the world. On his trip, a mere 20 miles away from the city, a gnome traveler rescued him from certain death at the hands of brigands. It turned out that the gnome was testing out one of his inventions (a firearm) in the woods when he happened upon Luk. In repayment for his services, Luk vowed to serve the gnome as an apprentice, who turned out to be an eccentric inventor, for a year. Their personalities meshed and the gnome, (insert name here) shared with him the greatest secret: the magic of gunpowder and firearms! Luk trained with the gnome and learned all the gnome had to teach him before his mentor died of natural causes. On his deathbed, the gnome inventor asked that Luk return to Cauldron and learn what happened to his former gnome family, who disappeared during the Vanishing. Luk has now returned to his home city, eager to fulfill his vow and serve the city in any way possible. He also wishes to investigate the death of his parents those 16 years ago.
Feel free to modify story to fit into Campaign.

Stats: S 10, D 18, Con 12, Int 8, Wis 10, Cha 16
Personality: Luk is charismatic, grandiose, and charming, fighting with firearm and rapier. He is also quick to anger and very hyperactive. In combat, his bravado could get him killed and he is prone to using acrobatics. Despite outward appearances, Luk is still Lucas deep down, and he sometimes wakes up crying in the middle of the night. He still carries his family's crest on his ring as evidence of his Cauldronite citizenship.
Campaign Trait: Scarred Soul
Motivations: See above
Number crunch will be provided upon request or upon being selected for game. Thanks!

Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber

I'll be fixing the back story a bit later.

Here is Faruk's finished character sheet. As soon as the Paizo site lets me access my account, and make a Alias I will. History being written now.

Character Sheet


Male Fetchling Summoner 1
CG Medium Outsider (Native)
Init +5; Senses Darkvision (60 feet), Low-Light Vision; Perception +0
AC 15, touch 13, flat-footed 12. . (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +2
Defensive Abilities Shadow Blending; Resist cold 5, electricity 5
Spd 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Spear +0 (1d8/20/x3) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Sling +3 (1d4/20/x2)
Spell-Like Abilities Disguise Self (humanoid only) (1/day), Summon Monster I (6/day)
Summoner Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (2/day) Mage Armor (DC 14), Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Mage Hand, Detect Magic, Message
Str 10, Dex 16, Con 14, Int 12, Wis 11, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Extra Evolution
Traits Child of the Streets, Deft Dodger
Skills Acrobatics +0, Climb -3, Craft (Alchemy) +5, Escape Artist +0, Fly +0, Knowledge (Arcana) +5, Knowledge (Planes) +7, Ride +0, Spellcraft +5, Stealth +2, Swim -3
Languages Common, Draconic
SQ Eidolon Link (Ex), Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Dagger, Leather, Sling, Spear; Other Gear Adventurer's Sash (3 @ 6.5 lbs), Alchemist's Kit, Blanket, winter (2), Flint and steel, Potion of Cure Light Wounds, Pouch, belt (3 @ 0.12 lbs), Sack (3 @ 11 lbs), Sack (empty), Spell component pouch, Waterskin
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summon Monster I (6/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I didn't see a slum / poor area of Calderon listed in the players guide, so I'll just be generic with the description.

OK since the stupid website (It's really crappy the last three days or so won't let me edit my above post to add my Eidalon, I'll do it here.



Male Biped (Pincers)
CG Medium Outsider
Init +1; Senses Darkvision (60 feet); Perception +4
AC 13, touch 11, flat-footed 12. . (+1 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +1, Will +2
Spd 40 ft.
Melee Pincer x2 (Pincers) +4 x2 (1d6+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15 (19 vs. Trip)
Feats Skill Focus: Stealth
Skills Craft (Alchemy) +2, Intimidate +1, Perception +4, Stealth +8 Modifiers Tail
Languages Common

Darkvision (60 feet) You can see in the dark (black and white vision only).
Tail (Ex) Tail grants +2 Acrobatics checks for balance.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Here is Faruk's history.


Faruk didn’t know who his parents were. He didn’t even know what he was. He just knew he was different. The other street kids used to mercilessly tease him, and call him “drow boy”, and other equally insulting names. He couldn’t help the color of his skin, or his general appearance, so he tended to keep to himself. From the time he could remember he was always picked on, and many tried to pick fights with him because he was “different”. He was also small and slight, so really couldn’t defend himself. That’s when he discovered he had an advantage. He could see in the dark, and they couldn’t. Well except for some of the halfbreeds, and the few Dwarven children in the slums. So he found places to sleep during the day, and stalked the dark streets by night. It was a lonely child hood, hungry, often beaten and in pain, and alone…then he discovered his secret friends.
At first they were only imaginary. He’s not sure when they took form, but when the orcish appearing Kraggok tried to push him off the sewer ledge, and into the sewer, the bite of his imaginary badger was real enough. So he called and made friends with all the animals he could find out about. They didn’t last long, and he couldn’t do it very often, but they were real. So, Faruk decided to learn all he could about these creations. He taught himself to read, and quickly devoured any books he could get his hands on, particularly those about magic, or the cosmos, or nature.
And, he got better, not only could the creatures he summoned stay longer, but he learned some other magical tricks. That’s when the dreams began. He dreamed of a black monster with big pinchers, and a stinging tail. It looked like a scorpion, but as as big as a large dog. He ran from it, but no matter where he went it seemed to follow. Finally he befriended a young human girl by the name of Harina. He was sitting on a short wall talking to her just before sunset one evening, when his nemesis Kraggok reared his ugly head again. He grabbed little Harina by the hair and began to drag her around shouting taunts at Faruk, about how “He wasn’t allowed to have friends, so he was going to take this one”. Suddenly the monster from his dreams appeared…what else could go wrong, then and unexpected turn of events. The monster charged Kraggok, and with a couple of quick swipes, tore out the half-orc’s throat. It was over just like that. Shaking Harina ran to Faruk’s arms, but just as she got close, she cringed away in horror.
“What’s that on your head”, she cried, pointing at the stunned Fletchling. “Get away, you monster”. Then she ran into the streets, and though he saw her several other times she had nothing else to do with him. So he returned to his studies, and to the darkness of Calderon. Until such time as adventure, and curiosity drew him forward again.

Ostarian, a human Oracle

for DM:

H doesn't really worship a deity, his abilities hes sees as payment for his curse. Hes bitter and angry about loosing his heritage, but resolved to deal with his situation. His shield from the family used to bear the family crest, its now scarred and scratched from it and the painting on it being removed. I want to play off his knowledge planes and speaking abyssal as things not trained and subconscious. I would also like to have his spells take on a more shadowy or dark aspect. For example next first level spell to know will be sun metal, id like it to be a blue flame, rather than normal. I would also love things to happen from his haunted curse.
My first PbP, just fyi.
Hes dual cursed, from ultimate magic.


Born to noble land owners outside sasserine Ostarian spend his beginning years rich and spoiled and wanting for nothing. He had toys, siblings and playmates and an easy life until puberty started to change things.
He started to have strange occurrences happen nearby. Doors closed on their own, drinks moved, breezes when the windows were closed. As these became more common the very shadows would move. Shadows would pass over him like a cloud with no clouds out. Shadows would lengthen toward him as he passed and some shadows his touched would disappear. This was followed be a cough and paleness making his caretakers think him sick.
Thought to have some kind of sickness sores began to appear, mostly on his chest, but some on his lower face. Experts, spell casters, just about anyone that might help was called in as time went on.
Even as sores healed leaving scars new sores appeared. Years passed as treatment after treatment was applied, yet it was like his body was wasting away. He was still fit, and had its strength, but it was like his body wasted away. By the time the sores stopped they had scared his whole lower face including eating away part of his left nostril and most of his upper body.
His parents were in mourning, being rich and from a long line they could have no part in a family embarrassment. Giving him a large sum of money, and a shield Ostarian went out into the world as a young adult. Naturally he found the city to be a trial, brigands, cutpurses and swindlers the least of his worries. He soon learned he needed to hide. Wearing a scarf over his lower face he spent time quickly learning about life. Healers in the city were no different, unable to cure or heal him. He roomed at an inn while he took some fighting training.
As being waylaid became more common he learned to be agile and the benefits of his abilities manifested. Calling down doom and enhancing his weapon he could fight off most attackers, especially if he lowered his scarf. Knowing he needed to travel to find a cure he had a mask made. Made of steel and made to cover most of his face, over his nose and just below his eyes to under chin. A combination of slits over his mouth allows him to talk with it on, only needing to remove it to eat.
As he traveled he’s learned to cultivate his look, walking with a limp and allowing his coughing to show his sickness. When they tried to attack him he would disappear, or draw up to his full height showing himself able. This would scare off almost all, and if not they soon ran from the shadows that would draw around him. His travels took him north; walking from inn to inn he finally came across a lone priest in a small village that recognized his talents. He trained him in his spells, even showed him his style of making magic items. In the end when a child caught sick the village nearly mobbed him, forcing him to move on.
Ostarian has traveled to Cauldron in search of a cure, a growing feeling that he could never be cured growing in him.


human Oracle 1
CG Medium humanoid Mystery, Dark Tapestry
<<Init >> +1 ; <<Senses>> Perception +0
<<AC>> 17, touch 11, flat-footed 14 (+3 armor, +2 shield, +1 dex, +1 dodge)
<<hp>> 9 (1d8)
<<Fort>> +0, <<Ref>> +1, <<Will>> +2
+4 save VS Disease
<<Spd>> 30 ft/x4
<<Melee>> Morningstar +2 1d8+2 20/x2
<<Melee>> Dagger, Melee +2 1d4+2 19-20/x2
<<Str>> 14, <<Dex>> 13, <<Con>> 10, <<Int>> 12, <<Wis>> 10, <<Cha>> 18
<<Base Atk>> +0, <<Cmb>> +2<<Cmd>> +14
• COMBAT CASTING: You get a +4 bonus on Concentration checks made to cast a
spell or use a spell-like ability while casting on the defensive or while
grappled. (PFCR 119)

• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this
bonus too. (PFCR 122)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
Acrobatics +1
Appraise +1
Bluff +4
Climb +2
Diplomacy +4
Disguise +0
Escape Artist +1
Heal +4
Intimidate +4
Knowledge (Planes) +5
Linguistics +0
Perception +0
Ride +1
Sense Motive +4
Spellcraft +5
Stealth +5
Survival +0
Swim +2
Caster Level 1, Concentration 5, +4 Defensive
Spells Known
Orisons DC 14
Detect Magic, Read Magic, Light, Stabilize
1st, DC 15, 4 Per Day
Divine Favor, Doom, Cure Lt. Wounds
Dual Cursed
Haunted (no progression) Minor mishaps and strange occurances, retrieve stored item takes a standard round.
Wasting -4 to Charisma based skill checks except Intimidate
<<Languages>> Abyssal, Common,
<<Combat Gear>> Morningstar, Dagger x2, MW Studded Leather, Darkwood Heavy Wooden Shield
<<Other Gear>> 262 gold
MW backpack
Winder blanket
Flint + Steel
Healers Kit
Belt Pouch (4) one for money, one componets
Waterskin (2) one full of water, one empty
Soap (1 lb)
Travelers outfit (one worn, one spare)
Mask (Covers lower face, steel, dark blue enamel
Wrist Sheath (2)
• HEDGE MAGICIAN (Magic): Whenever you craft a magic item, you reduce the cost of gp and XP required to make the item by 5%. (PFAPG 329)
• RICH PARENTS (Social): Your starting cash increases to 900 gp. (PFAPG 330)

RPG Superstar Season 9 Top 32

Gelik Brittlefinger, a Gnome Alchemist (Cryptbreaker, Internal Alchemist, Chirurgeon). He's going to take the Child of Jzadirune campaign trait.


From a very young age, Gelik was both scared and enthralled by the stories of the mysterious Vanishing which his ancestors have gone through. In fact, several of his close relatives fell prey to it, his parents surviving only by chance. But while the Vanishing has spared their bodies, the horror of witnessing everyone around them die has left their toll on their minds, turning them into emotionally scarred, troubled people.
Gelik has sworn to himself that he is going to uncover the mystery of Jzadirune. But soon he realized that simply studying written accounts of the events won't get him anywhere. So he became obsessed with the goal of infiltrating the quarantined ruins of the Jzadirune enclave and finding out the truth. To that end, he has studied medicine and alchemical practices, learning to make his body resistant to the harmful effects of the diseases. He has also trained to evade the deadly magical traps which the reclusive Jzadirune gnomes were known for, and mentally preparing himslelf to face the restless spirits of his ancestors.
But while he was still not confident enough to brave the secrets of Jzadirune on his own, he has found that his growing skills can serve him to make a decent living. He opened a small shop of assorted herbs and concoctions, which over time has earned him some reputation in the district as a gnome who knows what's good for your health.

Stat block to come tonight.

Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber

3 days til deadline

And here is Gelik's alias with the stat block.

I wasn't able to get a good feeling for the urban ranger that I originally planned, but here is a dwarf rogue that I have created instead.

Dreygard Splintershield

Dreygard Splintershield
dwarf rogue

Str 16
Dex 14
Con 14
Int 10
Wis 13
Cha 10

traits scarred soul


9 skills
disable device
k. dungeon
sleight of hand

Dreygard is the youngest brother of the famous Zenith Splintershield, who launched an expedition against the evils of the underdark. Although most people would think it fascinating to be related to a genuine hero, Dreygard took the loss of the brother he looked up to very hard. He was still too young at the time to go on the expedition himself and stayed behind with the younglings. Every month that Zenith didn’t come back was another month that Dreygard sank into depression. Eventually, he found himself hanging out with the seedier elements of Cauldron and took to a life of petty crimes for a while.

He has cleaned up his act for the last year and has been trying to turn a new leaf by hiring on with Clan Arduun to work the newly discovered mines. A good honest labor would do the young dwarf some good. He soon discovered that mining wasn’t his forte, but luckily his employers did recognized that this dwarf had other skills that made Dreygard more useful to the clan than a pick swinger. He was soon acting as part-time security and part time spy against those who would seek to undermine Clan Arduun’s claims; such as Clan Blackaxe.

Relatively complete applications:

stardust - Sir Adolphus Ministhrien, Human Fighter
spalapagas - Ryleer Calimzer, Human Fighter
tonyz - Darthal Blackaxe, Dwarf Cave Druid
Chainmail - Diurn Selestro, Aasimar Cleric
osuracnaes - Dorian Cavendish, Human(?) Transmutation Wizard
arathorn johnson - Reginald Johnson, Human Oathbound Paladin
John Hathaway - Valamont Caine, Half-Elf Bladebound Spire Defender Magus
Azure_Zero - Ingrid Anika Nina Jones, Aasimar Archaeologist Bard
Lucendar - Luk Therian, Human Mysterious Stranger Gunslinger
scranford - Faruk El'amin, Fetchling Summoner
okuth0r - Ostarian, Human Dual-Cursed Oracle of the Dark Tapestry
flykiller - Gelik Brittlefinger, Gnome Cryptbreaker Chirugeon Internal Alchemist
Kratzee - Dreygard Splintershield, Dwarf Rogue

Incomplete applications:

Benoit LeBlanc - Possibly a Bard or Magus
Valeamon - Half-Orc Rogue

Liberty's Edge

I hope you don't mind that I haven't made a profile for him yet. I'll wait to see if he's selected. However, if it is helpful, he has the feats Antagonize, Cleave, and Power Attack.

For the recruitment, I don't need stat blocks. I'm looking for characters. Working out the exact details of character builds isn't important yet.

GM alientude wrote:
osuracnaes - Dorian Cavendish, Human(?) Transmutation Wizard

Dorian is indeed a human.

Kratzee: In your background, you imply that Dreygard believes his brother Zenith to be dead. However, the Dwarves in Cauldron generally believe the fact he hasn't returned means he's been successful, and is pursuing his cleansing of the Underdark. Does Dreygard have a reason for not believing like the others?

stardust: Antagonize will not be used as written in UM, as I think it's an exceptionally poorly worded and troublesome feat. The feat would be rewritten as such (bolded sections are changes):

Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.

Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target's Hit Dice + the target's Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

Diplomacy: You fluster your enemy. For a number of rounds equal to your Charisma modifier (minimum 1), the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.

Intimidate: The creature flies into a rage. On its next turn, the target must attempt to harm you in some way. The effect ends if the creature is prevented from reaching you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire), or as soon as the creature attempts to harm you.

This still isn't great wording, but it should suffice. For these purposes, harm is anything that would break invisibility.

Liberty's Edge

That's fine, I just felt it fit the character. I kind of expected the abilities to just last for one round, so that method works better actually.

GM alientude wrote:
Kratzee: In your background, you imply that Dreygard believes his brother Zenith to be dead. However, the Dwarves in Cauldron generally believe the fact he hasn't returned means he's been successful, and is pursuing his cleansing of the Underdark. Does Dreygard have a reason for not believing like the others?

My take is that the general populace is assuming that the local hero was successful, but the little brother looks at it as his big brother took off and has disappeared. He is assuming the worst.

Reltag parents are hard working miners that have made there home in cauldron,his family is in very freandly relations whit the head priest of Kurgess- Asfelkir Hranleurt,and Reltag's elder sister ,Virka(the pride of the family)is training as cleric in the temple of Lordly Might.

Reltag was content to work as miner whit his parents but that changed when he fall in love with Jane, rather spoiled and egocentric girl,he has turned to crime in order to impress her with gifts and wealth,but has only managed to disappoint his family.

Recently Reltag is haunted by strange visions and nightmares,he only shared this whit his sister and she belive this is sign for him to change his way of life.

Reltag will jump at any opportunity to gain wealth and fame in hope to redeem himself in the eyes of his family(and to impres Jane)

half-orc rogue(favorite class-rogue+1hp per level)


traits reactionary.The Flexing Arm (Kurgess),dream haunted

feats-Intimidating Prowess


dis divace-4
escape artist-4


MWK Thieves tools,Chainshirt,backpack,2 daggers,greataxe,explorer outfit

Recruitment will close tomorrow (2/19) at 12:00pm PST. I'll post the chosen players that same afternoon, and we can set about discussing and finalizing builds in the OOC discussion thread.

Complete applications:

stardust - Sir Adolphus Ministhrien, Human Fighter
spalapagas - Ryleer Calimzer, Human Fighter
tonyz - Darthal Blackaxe, Dwarf Cave Druid
Chainmail - Diurn Selestro, Aasimar Cleric
osuracnaes - Dorian Cavendish, Human(?) Transmutation Wizard
arathorn johnson - Reginald Johnson, Human Oathbound Paladin
John Hathaway - Valamont Caine, Half-Elf Bladebound Spire Defender Magus
Azure_Zero - Ingrid Anika Nina Jones, Aasimar Archaeologist Bard
Lucendar - Luk Therian, Human Mysterious Stranger Gunslinger
scranford - Faruk El'amin, Fetchling Summoner
okuth0r - Ostarian, Human Dual-Cursed Oracle of the Dark Tapestry
flykiller - Gelik Brittlefinger, Gnome Cryptbreaker Chirugeon Internal Alchemist
Kratzee - Dreygard Splintershield, Dwarf Rogue
Valeamon - Reltag, Half-Orc Rogue

Incomplete applications:

Benoit LeBlanc - Possibly a Bard or Magus

First off, I want to thank everybody who applied. You guys made it really hard for me to choose the selected characters. It was so hard, in fact, that I'm upping the number of players to 7.

So, here we go. Will the following characters please report to the Discussion thread:

Sir Adolphus Ministhrien
Diurn Selestro
Valamont Caine
Dreygard Splintershield
Luk Therian
Dorian Cavendish
Darthal Blackaxe

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