GM Spike's Strings of Fate

Game Master GM Spike

Evil and good switch the wining sides every so often... Peace is temporary and storm is coming... Brace my friends...



Recruitment is now officially opened.
Anyone interested drop me a PM please.
Char lvl 6 according to the rules in Campaign Info.
2 places available.

Grand Lodge

Hey. are Aasimar allowed? Just wanted to know before I made a character up.

Grand Lodge

quick question what is the tone of the game?:

Investigation ? intrigue ? Dungeon crawl ? Resistance against the Goddess lolth ?

I see that you have a 7th level Sorcerer and a 7th level ranger (switch hitter). What is playing the 3rd person ?


Algar Lysandris
Investigation intrigue mystery In a Romanesque society
The ranger is archer-longbow man the player needs to change his stats.

grimdog73
That really depends on your story (and if you are willing to accept the worlds background)

Regarding the 3rd person im open to suggestion.

Grand Lodge

Ok i will be submitting a oracle tonight after getting home.


Here's my submission, the backstory is as setting neutral as I could make it, but if there are any problems just message me and I'll change it.

Amdoran

LG Medium Humanoid (Human)
Init +0

DEFENCE
AC 20, touch 10, flat-footed 20 (+3 Dex)
HP 68 (6d10)+24
Fort +11 Ref +5 Will +7

OFFENSE
Speed 30 ft.
Melee Longsword +8(1d8+2/19x2)
Melee Masterwork Cold Iron Longsword +9(1d8+2/19x2)

STATISTICS
Base Attk +6 CMB +8 CMD 18

Traits:

Courageous +2 on saves against fear
Ease of Faith +1 to diplomacy checks

Feats:

Alertness +2 on perception and sense motive
Catch Off-guard no penalties for using improvised weapons and unarmed opponents are flat-footed against my improvised weapon attacks
Deceitful +2 bluff and disguise
Persuasive +2 diplomacy and intimidate

Skills:

14 Diplomacy 5 ranks +3 ability +6 misc
10 Handle animal 4 ranks +3 ability +3 misc
8 Heal 6 ranks -1 ability +3 misc
10 Sense motive 6 ranks -1 ability +5 misc

Paladin:

Channel Positive Energy deal 3d6 positive energy damage to undead that fail DC 16 will save or heal 3d6 to living (costs 2 lay on hands uses)
Smite Evil +3 to attack and +6 to damage against Evil creatures. Against evil outsiders damage increases to +12. (2/day)
Aura of Courage Immune to fear, allies within 10 feet gain +4 to saving throws against fear effects.
Celestial Spirit +1 enhancement to weapon for 6 minutes
Detect Evil cast detect evil spell at will
Divine Health immune to disease, including magical and supernatural
Lay on Hands heal 3d6 hot points as standard action by touch (6 per day)

Spells:

Spell save DC 13+spell level
1st Level (2/day)

Gear:

Worn masterwork cold iron longsword
Readied Longsword, heavy steel shield, half-plate,
Backpack
Coin 33gp

Background:

(Amdorans backstory contains some assumptions about the world, these are based on standard fantasy, if any are wrong please correct me.)

Amdoran was born the only child of Heldor Hanselmen, captain of the town guard of a smallish city (you can pick one if you like, I don't know enough about the setting to make a decision). He was only six

when people started disappearing from his town. His father found the cave he believed the creature to hide during the day, and led an expodition into it. No-one returned from that expedition, but the

disappearances stopped. Later expeditions into the cave found it completely empty of any sign of life or the corpses of the guardsmen. Amdoran spent the next eight years with his uncle and aunty, but they

did not have the funds to support him properly. At the age of fourteen Amdoran left his uncle and aunty to pursue training for the town guard, hoping to follow in his fathers footsteps.

When he was sixteen, on only his third task with the guard his group was ambushed by wights in the middle of the night. Amdoran stood for what felt like years in the cold, oppressive darkness of the night,

with only the small bubble of light from his lamp offering him protection from the monstrosities that swirled around him, searching for a weakness in his defence. The oil of the lamp was beginning to run

out, and the wights were edging closer when a bright light appeared to east of Amdoran. At first he thought the light was the rising sun, but soon realised it was far too focused. The wights shied away from

the bright light and Amdoran was forced to drop his lamp to cover his eyes. the light soon dimmed, and Amdoran's eyes adjusted to the it and a man stepped forward. The man reached his hand towards

Amdoran and in that instant when Amdoran grabbed the man's hand all his fears, worries and wounds melted away. The man introduced himself as Kelfed, a paladin and hunter of the vile undead.

For the next five years Amdoran trained with Kelfed in the art of the sword and in that of the divine. One day when Amdoran was out training in the woods he felt the sinister presence of evil from the

direction of Kelfed's house. Amdoran sprinted there as fast as he could, but it was to no avail, as by the time Amdoran arrived the house was empty, with only small signs of struggle. The house was empty

of all holy insignia and relics, except for Kelfed's cold iron sword, lodged into the ground in the middle of the house.

Now Amdoran hunts for who or what it was that took his father and his mentor, as he attempts to continue Kelfed's legacy and protect the worlds peace from threats both natural and unnatural.

Grand Lodge

Presenting Sumak

SUMAK DEVIR
Male Gendarm Cavalier 1/ Oracle of Nature 6
Small Halfling / Humanoid (Halfling)
Init +0; Senses Perception +5, Low-light Vision, Keen Senses,
==DEFENSE==
AC 23, touch 15, flat-footed 19 (+5 armor, +3 shield, +4 dex, +1 size)
hp 52 (6d8+1d10)
Fort +5, Ref +3, Will +6
Armor Mithral Chain Shirt +1, Light
Shield Heavy Steel Shield +1
Defensive Abilities Underfoot (PFAPG 21)
==OFFENSE==
Spd 15 ft/x4
Melee Cold Iron Lance +1 +10 (1d6+5) 20/x3 CM +1; reach
Melee Cold Iron Longsword +9 (1d6+3) 19-20/x2
==STATISTICS==
Str 16, Dex 10, Con 10, Int 14, Wis 10, Cha 18
BAB +5, CMB +7, CMD +21
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Mounted Combat (PFCR 131), Power Attack (PFCR 131), Ride-By Attack (PFCR 132), Risky Striker (PFARG 67), Shield Proficiency (PFCR 133), Spirited Charge (PFCR 134)
Skills Bluff +14, Diplomacy +14, Handle Animal +10, Knowledge (nature) +9, Knowledge (religion) +9, Knowledge (planes) +9, Perception +5, Ride +11, Survival +8
MC Oracle Curse (PFAPG 43 - 44), Mystery (PFAPG 43), Revelation (PFAPG 45)
Traits Fate's Favored (Faith) (PFUCgn 55)
Languages Common, Halfling
==Magic==
Eq'd Magic Belt of Giant Str +2, Cloak of Resistance +1

==ANIMAL COMPANION==
Wolf 6
Init +2; Perception +6
==DEFENSE==
AC 23, touch 11, flat-footed 21 (4 armor, +2 dex, +8 natural armor)
hp 57 (6d8+30)

Fort +10, Ref +7, Will +3
==OFFENSE==
Spd LAND 50 ft
Bite +10 (1d8+9) [Trip]
==STATISTICS==
Str 23, Dex 15, Con 20, Int 6, Wis 12, Cha 6
BAB +4, CMB +11, CMD +23
Feats Armor Proficiency (Light) (PFCR 118), Weapon Focus (Bite) (PFCR 136-137), Combat Reflexes (PFCR 119-120), Bodyguard (PFAPG 151)
Skills Acrobatics +0, Climb +4, Escape Artist +0, Fly +0, Intimidate -2, Perception +6, Stealth +6, Survival +2, Swim +4
Special Qualities Low-Light Vision, Scent, Link, Share Spells, Evasion, Devotion

Fluff:

Sumak has read stories about great halfling nomad riders of the Talenta plains all through his childhood . Being a city dweller he knew of little of these strongest halflings
Living in Gonduras with the small community of halflings he had many opportunities to visit or to travel. One day when he got old enough with dream of the wild planes and of the Halflings riders he left home for good.

The first step was for him to try in join the ranks of the mighty Knights of Gondura. Sumak figured that since we wasn't going to go to the great planes, the knights was the next best thing.

In his imagination knights and halfling nomad rider while not really on the same side of lifestyle shared a common noble behavior.

He first got a good look at this dream when the recruiting officer informed him that no small sized person would be recruited as knights rode on heavy war horse and not on small sized mounts.

But that didn't deterred sumak as he figured that is he could just get his foot inside the door eventually he could show them that he was quite skilled. And so he signed on to be a Stable boy.

After a year of service he eventually got to go on active duty as a scout with a light cavalry group. By then he had become a decent scout. But during one of the outings the weather turned horrible. As the company of turned for home in the hailstorm he got struck by lightning. He survived it but his mount no so much. As it felt from under him he was unable to leap from the saddle stunned as he was. And then the worse happened. his mount's entire body crushed his left leg.

The healers were unable to repair all of the extensive damage. And as it took a long time for his leg to recover to a certain extend, the Outriders didn't want him anymore.

His dream crush (like his leg) he almost gave up.

But it seemed that he was given a second chance, a different kinds of chance. The lightning has either bestowed him or awakened some divine power. He had become an oracle of nature.

He was left out of the action with his leg until where he was effectively demoted and sacked while having failed to achieve anything much of his dreams.

Having nothing else to look for sumak just looked for anything to do. It rapidly hit him that even is he had difficulties to walk, with his new found powers he could travel. And so traveling he did.

In fact he reasoned that with his basic training, his powers he would prove to himself that he could achieve something. That on his own he could be the beast rider he envisioned in his childhood.

Sumak went forth to quench his wanderlust, and eventually started working as a caravan guard .

----
I did just basic equipment will finish if chosen to play


2 players in.
Until further notice the recruitment is closed.

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