GM Yodler's Age of Worms

Game Master CrazyYodler

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"This adventure assumes that the PCs begin their adventuring careers in the lively mining town of Diamond Lake, a muddy smudge on the map of the hills east of the fabulous Free City. Diamond Lake’s inhabitants are predominately miners and laborers, serious folk who spend most of their lives toiling below ground. When not working, the miners celebrate along the Vein, a seedy road lined with alehouses and brothels. Overall, the village is a sooty, sullen place prone to unpleasant bursts of violence and passion. But Diamond Lake holds plenty of opportunities for adventure, for the uplands surrounding the town are rife with the ancient tombs and burial cairns of long-dead cultures."

Looking to start DM'ing for a PBP game. Will be my first PBP endeavor. Looking to start running an "Age of Worms" AP. Initially this will be an interests check as well as an application page.

First things first the needed information.

Level: Level One.

Ability Scores: 25 Point Buy (try not to cheese points too much, unless it co-insides with you character quite a bit.

Race: Core (might sway to others depending on the bio and such).

Class: All published minus summoners (no third party)

Skills and Feats: All published (no third party)

Traits: 2 from APG only

Buy Equipment: Max Gold (you can carry what you can afford)

Bio: Have a decent tidbit for me to get a feel of your character.

Frequency: Looking to keep it around a once per day frequency, think we could lay down some ground rules for inactivity (whether it be temporary GM control, or replacement after a certain amount of time.)

If you have any other question just let me know ;)

The Exchange

I'll ponder a candidate for submission.

Question: Is this being moved to Golarion or keeping with the Greyhawk deity structure?


I have an idea for an illusionist (phantasmist), who focuses on spells of terror and fear. I believe there was a feat used by bugbears that he'll eventually go for that relies on the emotion of Fear. Anyway, I'll come up with a better submission.

Alternatively, since I've never played Age of Worms and have no idea what to expect from it, if anyone wants to suggest something else, let me know.


Hmm, I'm thinking that using a Golarian based world would be easier for anyone newer or only interested in Pathfinder. Although I love Greyhawk, I think I would prefer Golarian deities / locations.


Arazni wrote:

I have an idea for an illusionist (phantasmist), who focuses on spells of terror and fear. I believe there was a feat used by bugbears that he'll eventually go for that relies on the emotion of Fear. Anyway, I'll come up with a better submission.

Alternatively, since I've never played Age of Worms and have no idea what to expect from it, if anyone wants to suggest something else, let me know.

I'm pretty open to adjusting certain stories to the players. So play what you want to in the end. One thing to expect is quite a bit of undead as well.


Also if you want information about the town you start in just let me know and I can PM you some specific info.


Gonna do a write up for a gnome oracle.. i'll have it finished tm..


I am unfamiliar with this one, I presume they're mining diamonds, given that 'Diamond Lake' is the name of the place? Is there a 'company' or local lordling or what have you that's making it rough for profits to be taken out, or is it just past its 'big strike' days and that's why it's full of 'serious, toiling' folk?

Just trying to get an idea in my head of the location. :)

Oh, and I'm possibly interested! But I'm pretty new to PF...Lots of 3.5 experience and I do have the PF books. If that's okay with you? I'll go re-read the Core rules and APG.


Ansaref Kalasfir:

Male Human Phantasmist (Illusionist) 1
CG Medium Humanoid (human)
Init +2, Senses Perception +2
-----DEFENSE-----
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+1+1 favored)
Fort +1, Ref +2, Will +4
-----OFFENSE-----
Move 30 ft.
Melee dagger +0 (1d4, crit. 20/x2)
Special Attacks Terror 6/day
Wizard Spells Typically Prepared(CL 1st, concentration +4)
1st(2) - cause fear (DC 15), vanish
0(4) - dancing lights, detect magic, ghost sound (4 normal humans, DC 14 to disbelieve), haunted fey aspect
Spellbook
1st - cause fear (DC 16), color spray (DC 16), vanish
0 - arcane mark, bleed, dancing lights, detect magic, detect poison, disrupt undead (+2 ranged touch), flare (DC 13), ghost sound (4 normal humans, DC 14 to disbelieve), haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost (+2 ranged touch), resistance, spark, touch of fatigue (+0 touch attack, DC 13)

Opposition Schools Conjuration, Enchantment
-----STATISTICS-----
Str 10, Con 12, Dex 14, Int 18, Wis 14, Cha 13
Base Atk +0, CMB +0, CMD 12
Feats Scribe Scroll, Spell Focus (Illusion), Stealthy
Skills Appraise +8, Escape Artist +5, Intimidate +6, Knowledge (arcana) +9, Knowledge (local) +8, Spellcraft +8, Stealth +5
Traits
Lore Seeker: Ansaref has a +1 trait bonus to Knowledge (arcane) skill checks, and is particularly adept at casting three arcane spells (cause fear, haunting mists, nightmare), which are cast at +1 caster level and +1 save DC if any.
Bully: Ansaref has +1 trait bonus to Intimidate skill checks, and Intimidate is a class skill for him.
Languages Common, Draconic, Dwarven, Elven, ?
Gear dagger, bonded wand (120 gp, still need to be spent)
-----FEATS AND SPECIAL ABILITIES-----
Arcane Bond (Sp) Ansaref has an arcane bond with a delicate wand of silver and gold filigree, jeweled with sapphires and amethyst. If he attempts to cast a spell without this wand in hand, Ansaref must make a concentration check. (DC 20 + spell level). Once per day, Ansaref can cast any spell in his spellbook, even if the spell is not prepared. This spell cannot be modified by metamagic feats or abilities, and cannot be of one of Ansaref's opposition schools.
Scribe Scroll (Feat) Ansaref can scribe an arcane scroll of any spell he knows, requiring 2 hours for any scroll costing 250 gp or less, and otherwise 1 day for each 1000 gp in its price. He must use raw materials equal to half the cost of the total price.
Spell Focus (Illusion) (Feat) When Ansaref casts a spell of the illusion school, its Save DC is increased by +1.
Stealthy (Feat) Ansaref has a +2 circumstance bonus to Escape Artist and Stealth skill checks.
Terror (Sp) As a standard action, Ansaref can make a touch attack to assail a creature with nightmares only it can see. The creature provokes an attack of opportunity from him or from an ally of your choice. Creatures with more hit dice than his wizard level are unaffected. He can use this ability 6 times per day.

I will get a background and story up for him once I see what other people are posting. I sometimes need more input before I can come up with something like that.

Shadow Lodge

I have been wanting to play in this AP for a while, let me see what I can come up with.


I would like to submit Devin here as a candidate.

I haven't fully fleshed him out yet (working on it), but here's the gist:

Grew up in Diamond Lake, is a newly ordained member of the Church of Pharasma, and works as a caretaker's assistant at the local cemetery.


I'm changing his name, but this is Ansaref Kalasfir, at least what he looks like. This way, I don't have to create another alias. I'll update his character stats in a while. :)


I would like to submit Xaiven Slingblade for this AP. His profile has a background but I'll need to post an updated stat block to accomidate a 25-pt buy. He'll still be a halfling rogue and I'll tailor a trait to the AP via Hero Lab. Hope to have it posted soon.


My profile has my character. He's a 20pt build so I'll need to tweak him some more, but it's a start. I don't like dumping stats so he won't be too much different from what he is now.

I'm not too familiar with Age of Worms. Is there a Players Guide out there somewhere? What little I found looks intriguing.


Profile is updated with a current stat block but here it is.

Stat Block:
Xaivan Slingblade
Male Halfling Rogue 1
CN Small Humanoid (halfling)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +7, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Armor spikes (rosewood) -4 (1d4-1/x2) and
Dagger +0 (1d3-1/19-20/x2) and
Rapier +0 (1d4-1/18-20/x2)
Ranged Shortbow +5 (1d4-1/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 10, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +3; CMD 12
Feats Agile Maneuvers
Traits Fast-Talker, Power of Suggestion
Skills Acrobatics +10 (+6 jump), Bluff +8, Climb +1, Diplomacy +7, Disable Device +9, Escape Artist +8, Fly +6, Perception +9 (+10 to locate traps), Sense Motive +7, Sleight of Hand +8, Stealth +12; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fearless, trapfinding +1
Other Gear Rosewood armor, Arrows (20), Dagger, Rapier, Shortbow, Backpack (empty), Bedroll, Belt pouch (empty), Thieves' tools, Waterskin, Whetstone, 12 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Fearless +2 racial bonus vs Fear saves.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


Interested - Thinking a Unarmed fighter type....

Dark Archive

Dotting for interest.


Dot for interest

Scarab Sages

I would like to submit a human fighter

Ingvar the Red:

Ingvar the Red
Male Human (Ulfen) Fighter 1
NG Medium Humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee Light Shield Bash +2 (1d4+3/x2) and
. . Chakram +3 (1d8+3/x2) and
. . Chakram +3 (1d8+3/x2) and
. . Chakram +3 (1d8+3/x2) and
. . Chakram +3 (1d8+3/x2) and
. . Longsword +2 (1d8+3/19-20/x2)
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 14, Int 14, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Double Slice, Improved Shield Bash, Two-weapon Fighting
Traits Dangerously Curious, Ease of Faith
Skills Acrobatics -3 (-7 jump), Climb +2, Diplomacy +5, Escape Artist -3, Fly -3, Knowledge (dungeoneering) +6, Ride -3, Stealth -3, Survival +4, Swim +2, Use Magic Device +5
Languages Common, Goblin, Infernal, Skald
Combat Gear Alchemist's fire (2); Other Gear Scale mail, Shield Spikes Light steel shield, Chakram, Chakram, Chakram, Chakram, Longsword, Ioun torch, Grappling hook, Pathfinder's kit, Silk rope, 97 GP
--------------------
Special Abilities
--------------------
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free.
--------------------
Born in the city if Irresin under the harsh rule of the White Witches, Ingvar grew up learning to both fear and respect the power of magic.

A year ago, on a drunken bet, Ingvar and his older bothers Signumd and Regin waylaid a solitary witch, in an attempt to prove they were not afraid of their oppressors.

The witch retaliated with the very magic that Ingvar so feared, killing both of his brothers before he struck her down from behind.

In a panic, Ingvar stole the magic stone floating above the gravely wounded witches head, fleeing the city before anyone could discover his crime.

After nearly a year of running, Ingvar has arrived in the filthy mining town of Diamond Lake, looking for work as a mercenary or guard.

Given his strength, speed and skill at arms, Ingvar doubts it will take long for employment opportunities to become available.

Sczarni

I am very interested. Submitting Oberst, a Half-elf Bard.

The Exchange

The Story of Zilch:

Zilch bangs his head against his deck for the fourth time, bumping rocks and papers onto the floor. His beloved bow lies near the door, waiting to be used for the weekend.

Zilch stops his banging to stare again at the door, waiting the last batch of mining reports. Zilch, working for the sector two of the SilverDuster Mining Company, just wanted the final numbers to come in so he could go out for the weekend.

Sadly, daylight was fading fast and the runners still weren't arriving.

Zilch continues to bonk, his desire to leave the office for the night but having to tend to his duty is driving him crazy.

To be continued...

Zilch Role:

Still working on final build, but the character above won't change.

Zilchus "Zilch" Cain
Male Human (Something) 1
Neutral Good

Role: Ranged Artillery/Archer
Class: Something, likely divine or rangerish

Personality: Zilchus feels trapped by his current lot in life. He knows he's destined for more, but doesn't know quite how to find it. He's friendly, loyal, and outgoing...at least he would be if he could find his path in life. Currently, he spends much of his day waiting for the chance to get out and explore. That passion and desire makes him restless and uneasy.

Background: Zilch has lead a simple, if not blessed, life in Diamond Valley. His parents are fairly well off and so it's been within Zilchus' life to have the luxury to dream for more. His dad is part owner of a trading company and his connections got Zilch his current employment. Mom, oh sweet Mom, lives alone in the outskirts of town. Zilch has no brothers or sisters that he knows of.

Appearance: Zilch is plain looking human, 5'11" tall, and weighs about 180 lbs. In the office, he wears the clothes of a scribe, but when he is hunting, he dons his father's hand-me-down studded leather armor.


Can I be a half-giant, was hoping to recreate my Goliath barbarian from my limited 3.5 playing of this :)

Grand Lodge

Doting for lots of interest :)


I just got home from a small trip with the family and am going to post some more info on the city right now for anyone that wanted it. Not sure there is a players supplement.

As it goes:

Dotted for Interest: 5 or so.

Submitted: 4 Characters (5 with tweeking)


Gilthanis wrote:
Can I be a half-giant, was hoping to recreate my Goliath barbarian from my limited 3.5 playing of this :)

Do you have the advanced Race guide? I could possibly go ahead with an Odread possibly not sure what resource would contain a half giant.


Diamond Lake nestles in the rocky crags of the Cairn Hills, three days east of the Egoria to which it is subject. Iron and silver from Diamond Lake’s mines fuel the capital’s markets and support its soldiers and nobles with the raw materials necessary for weapons and finery. This trade draws hundreds of skilled and unskilled laborers and artisans, all hoping to strike it rich. In ages past, Diamond Lake boasted an export more valuable than metal in the form of treasure liberated from the numerous tombs and burial cairns crowding the hills around the town. These remnants of a half-dozen long-dead cultures commanded scandalous prices from the Free City elite, whose insatiable covetousness triggered a boom in the local economy. Those days are long gone, though. The last cairn in the region coughed up its treasures decades ago, and few locals pay much mind to stories of yet-undiscovered tombs and unplundered burial cairns. These days, only a handful of treasure seekers visit the town, and few return to the Free City with anything more valuable than a wall rubbing or an ancient tool fragment.

In the hills surrounding the town, hundreds of laborers spend weeks at a time underground, breathing recycled air pumped in via systems worth ten times their combined annual salary. The miners are the chattel of Diamond Lake, its seething, tainted blood. But they are also Diamond Lake’s foundation, their weekly pay cycling back into the community via a gaggle of gambling dens, bordellos, ale halls, and temples. Because work in the mines is so demanding and dangerous, most folk come to Diamond Lake because they have nowhere else to turn, seeking an honest trade of hard labor for subsistence-level pay simply because the system has allowed them no other option. Many are foreigners displaced from native lands by war or famine. Work in a Diamond Lake mine is the last honest step before utter destitution or crimes of desperation. For some, it is the first step in the opposite direction: a careful work assignment to ease the burden on debtor-filled prisons, one last chance to make it in civil society.

Despite its squalor, Diamond Lake is crucial to the Egoria's economy. The city’s directors thus take a keen interest in local affairs, noting the rise and fall of the managers who run Diamond Lake’s mines in trust for the government. The city’s chief man in the region is Governor-Mayor Lanod Neff, a lecherous philanderer eager to solidify his power and keep the mine managers in line. Neff exerts his capricious will via the agency of the grandiloquent Sheriff Cubbin, a man so renowned for corruption that many citizens assumed the announcement of his commission was a joke until he started arresting people.

Just a small tidbit to clear any questions and possibly stir some creativity.


That does help. I will expand on my background tonight.


This is Merck's submission. A human barbarian who work at the mines.


Half-Giant...if not than that's cool.

My other thought was an Evoker wizard, side alchemist. Banished from the Free City because he accidentally blew up his teacher's lab be mixing the wrong ingredients together...AGAIN. He was told he would never learn and banished from learning with him. Word spread about his lab failures and nobody else would bring him on as a student. He left the Free City and headed towards Diamond Lake. One, because it was closest to his current locale. Second, it was a fresh start, and hopefully would let him rebuild his name and practice his alchemy and magic to become better.


Color me interested!

I'd like to submit Travigan Frost for consideration. He'd been drafted for a previous campaign (Curse of the Crimson Throne), but that campaign folded in on itself really, really early. We hit level 2 and then pfffft! =(

I've rolled Travigan back to level 1 and adjusted his background.

Basically, Travigan is a loud, burly, gruff-and-grumpy, heart-of-gold type with a quick temper and a brash vocabulary. He's mainly a heavy-hitter, gaining a little bit of utility down the line as his blood-line begins to manifest (sorcerer levels, then dragon disciple levels later).

Thanks for the consideration!


Adoris Kalmath is a magician with a purpose. He has traveled from distant desert lands in search of the undiscovered tomb of an ancient and powerful wizard, and his research indicates that it is is somewhere near the Diamond Mines. Hopefully it is not one of those tombs that has already been plundered, and unlike other residents of Diamond Lake, he avidly listens for any rumors of as-of-yet-uncovered tombs. He hopes to find the spellbook or at least some valuable scrolls of said wizard. Enhancing his power over the minds of his enemies.

Growing up on the streets as he did, Adoris had many enemies. He learned to control them quickly enough, through fear and intimidation, and began focusing his mental prowess towards the examination of magic that did the same thing. Since then, he's been regarded as a skilled 'manager' of human resources; often capable of getting work teams to do what's required of them when others don't.

While he is waiting to hear word from treasure hunters and adventure seekers, Adoris puts forth his services as an assistant manager in one of the mines.


Interested. Have a number of concepts floating around in y head which I'll have to consider.

Dark Archive

I'm very interested and love this AP. Full disclosure: I own all issues and have read it in its entirety. I'm good at setting aside player vs. character knowledge though. Question: what's the deadline for a character submission? I'm currently in Italy on business with limited free time and it may take me a few days.


Think a good day for closing recruitment will be Wednesday since I would want to get this up and running when I can. Although bare with me, I will be getting a Campaign page up and running and answering any questions till then. At that time I will pick the the band of adventurers ;)


Gilthanis wrote:

Half-Giant...if not than that's cool.

My other thought was an Evoker wizard, side alchemist. Banished from the Free City because he accidentally blew up his teacher's lab be mixing the wrong ingredients together...AGAIN. He was told he would never learn and banished from learning with him. Word spread about his lab failures and nobody else would bring him on as a student. He left the Free City and headed towards Diamond Lake. One, because it was closest to his current locale. Second, it was a fresh start, and hopefully would let him rebuild his name and practice his alchemy and magic to become better.

Don't see why not make sure to include any bio specific details as well. From what I can read Half giants are usually pretty nomadic and/or tribe based. Would have to think of a way to incorporate them into the town setting ;) ill leave that up to you.


Xaivan Slingblade wrote:

Profile is updated with a current stat block but here it is.

** spoiler omitted **

Also looked over your sheet and saw that you may have to take a max dex bonus of +3, armor check of -3, and run x4.

Your items on your character add up to ~28 pounds. With 8 strength you will need a load of 19.5 to keep your character at a "light load" to negate these penalties. Is currently at a "medium load".

Xaivan Slingblade:

Xavian Slingblade
Halfling Rogue 1
CN Small Humanoid (halfling)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +7, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 15 ft.
Melee Armor spikes -4 (1d4-1/x2) and
Dagger +0 (1d3-1/19-20/x2) and
Rapier +0 (1d4-1/18-20/x2)
Ranged Shortbow +5 (1d4-1/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 10, Int 10, Wis 16, Cha 16
Base Atk +0; CMB +3; CMD 11
Feats Agile Maneuvers
Traits Fast-Talker, Power of Suggestion
Skills Acrobatics +7 (-1 jump), Bluff +8, Climb -2, Diplomacy +7, Disable Device +6, Escape Artist +5, Fly +3, Perception +9 (+10 to locate traps), Ride +1, Sense Motive +7, Sleight of Hand +5, Stealth +9, Swim -4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fearless, trapfinding +1
Other Gear Armor spikes Rosewood armor, Arrows (20), Dagger, Rapier, Shortbow, Backpack (empty), Bedroll, Belt pouch (empty), Thieves' tools, Waterskin, Whetstone, 62 GP, 8 SP, 8 CP
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Fearless +2 racial bonus vs Fear saves.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

I may have something amiss, not sure. If i am incorrect let me know ;)


I'll be submitting Beromar Copperkettle. He's a Dwarven Ranger using the Freebooter Archetype. I'll likely be making a few minor changes to the crunch as I recently submitted him to another game. I'd kind of like to roughly stick to the Background I have in the profile but would like to adapt it to Diamond Lake. Which NPCs would likely be hiring us on the mission or are we independently setting out on adventure?


the players will have a common interest in making their fortune by putting together a rag tag group of adventurers to either quench wanderlust and get out of the town or look to make their supposed fortune in the surrounding cairn. As of now ill just have to wait until i get home to elaborate more on the subject (seeing as my resources are located at my place).


Ooooh ...perhaps a Demogogue Bard archetype ...someone trying to organize the miners ...

Grand Lodge

Hello DM, looking at the submission for characters from others and seeing that there aren't any divine yet. i'll go and do that than...

Grand Lodge

Here is my submission:

Henry Clay
Male Magus 1
Init +2; Senses Perception +2

==DEFENSE==
AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 10 (1d8+2)
SR 0
Fort +5, Ref +2, Will +3
Armor Chain Shirt, Light

==OFFENSE==
Spd 30 ft/x4
Melee Sap +3 (1d6+3) 20/x2
Melee Scimitar +3 (1d6+3) 18-20/x2

==STATISTICS==
Str 17, Dex 14, Con 14, Int 14, Wis 10, Cha 8

BAB +0, CMB +4, CMD +15

Concentration +2

Feats Arcane Strike (PFCR 118), Armor Proficiency (LIGHT) (PFCR 118), Enforcer (PFAPG 159)

Skills Intimidate +4, Knowledge (arcana) +6, Knowledge (planes) +6, Perception +2, Spellcraft +7, Use Magic Device +4

Traits Magical Lineage (Magic)

Languages Common, Draconic, Thassilonian

Ex Spell Combat
Su 2/Day Arcane Pool
Spells
L0: 4/day
L1: 2/day

Henry is working currently as a bouncer in one of the local inn, as he needed the cash on order to reimburse a loan he had make a few years back. a Loan used to pay for his studies to become a magus. But you seen, between spending time to find the loan his studies and now his job in order to pay for it he isn't in his twenties now. more in his early 30's. he ad once as a kid worked in the mines and word that he would do something with his life and that he would become a least able to really become someone. It just hasn't happened yet. as there is still some cash due and he is growing older.

ps still has some tweeks to do but will work on hit if chosen...


OK, here's what I've rolled up:

Tanna Highlander: Bar Wench, Rabble Rouser, Bard:
Tanna Highlander
Bard (Demagogue) 1
CN Female Medium Humanoid (human)
Init +2; Perception -1
--------------------
Defense
--------------------
AC 16 (12 touch, 14 flat-footed)
hp 9
Fort +1, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee: Dagger +0 1d4
Melee:
Melee:
Ranged: Shortbow +2 (+3 w/in 30 feet), 1d6
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 16, Wis 8, Cha 18
Base Atk +0; CMB 0; CMD 12
Feats: Point Blank Shot, Precise Shot
Traits: Resilient, Fast Talker
Skills: Acrobatics 6 (2+1+3), Appraise 7 (3+1+3), Bluff 9 (+4+1+3+1), Diplomacy 8 (+4+1+3), Intimidate 8 (+4+1+3), Knowledge (Local) 8 (3+1+3+1), Knowledge (Untrained) 4 (3+1) Linguistics 7 (3+1+3), Perform (Oratory) 8 (+4+1+3), Profession (Bar Wench) 3 (-1+1+3), Sleight of Hand 6 (2+1+3), Stealth 6 (2+1+3)
Languages: Common, Elven, Dwarven, Draconic, Orcish
--------------------
Class Abilities
--------------------
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
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 the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Performcheck result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's 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 the bard's 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): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues 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.

Famous: At 1st level, a demagogue bard may choose a region where he is famous, and within that region, the locals are more likely to react favorably toward the bard. The bard gains a bonus on Diplomacy and Intimidate checks in that area and to influence people from that area.
At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Diplomacy and Intimidate checks is +1. As the celebrity grows more famous, additional areas learn of him (typically places where he has lived or traveled, or settlements adjacent to those where he is known) and his bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Diplomacy and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Diplomacy and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Diplomacy and Intimidate is +4. At 17th level and above, the bard's renown has spread far, and most civilized folk know of him (GM's discretion); the bard's modifier on Diplomacy and Intimidate checks is +5.
This ability replaces inspire courage.

Spells Known:
0: Daze, Mending, Message, Spark
1 (2/day): Sow Thought, Hideous Laughter

EQUIPMENT:
Shortbow
40 Arrows
Chain Shirt
Dagger x4
Backpack
Ink
Inkpen
Paper x10
Pint of Oil x9
Entertainer's Outift
Explorer's Outfit
22gp


I may start over and make sure I have what I want where I want it when it comes to the crunch. I'm using Hero Lab so if it doesn't add up, blame it. :)

I'm going to adjust my background first since you gave some nice info about the place. I think it'll work just fine with what I'm tring to do with this guy.


Tanna grew up in town, mostly on her own with a father in the mines. She loved the times he'd take her to the tavern with him, and eventually started working there. She hates the way the miners are treated and wants to help make things better. She also wants things to be better for herself, so she's not above working dangerous jobs for some extra coin.

Often underestimated intellectually due to her stunning looks, she uses that underestimation to her advantage, manipulating less intelligent people to get an outcome she desires that they probably won't even notice.


I can definitely see Tanna knowing a bouncer ...a shady halfling, too.


I have always wanted to play this AP. I am going to submit my Dwarf Monk. he has a lot of class, and would be a charming addition to any party....yeah right. He's a hoot to have a round though. His feelings are a little hurt because he didn't get in to another campaign last week, so I will re-tool him to meet your guidelines, while keeping the core of the character.


OK, stat block updated here

Stat Block:
Xavian Slingblade
Male Halfling Rogue (Cutpurse) 1
CN Small Humanoid (halfling)
Init +4; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +7, Will +3; +2 bonus vs. illusions
Resist practicality (profession [gambler])
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +0 (1d3-1/19-20/x2) and
Rapier +0 (1d4-1/18-20/x2)
Ranged Shortbow +5 (1d4-1/x3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 10, Int 14, Wis 14, Cha 16
Base Atk +0; CMB -2; CMD 12
Feats Well-Prepared (Sleight of Hand)
Traits Fast-Talker, Power of Suggestion
Skills Acrobatics +4 (+0 jump), Appraise +6, Bluff +8, Diplomacy +7, Escape Artist +8, Fly +6, Intimidate +7, Knowledge (local) +6, Perception +8, Profession (gambler) +8, Sense Motive +8, Sleight of Hand +8 (+10 to hide small objects on your person, +10 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +12; Racial Modifiers +2 Perception, measure the mark
Languages Common, Dwarven, Elven, Halfling
Other Gear Leather armor, Arrows (20), Dagger, Rapier, Shortbow, Backpack, masterwork (3 @ 3.25 lbs), Bedroll, Belt pouch (3 @ 1 lbs), Chalk, Loaded dice, superior, Marked cards, Pickpocket's outfit, Thieves' tools, Waterskin, Wrist sheath (1 @ 0.5 lbs), 3 GP, 8 SP, 9 CP
--------------------
Special Abilities
--------------------
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Practicality (Profession [gambler]) +2 Bonus to saves vs. illusion spells and effects.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Well-Prepared (Sleight of Hand) DC 10+ gp cost check and you "happen" to have the desired item on your person.

and my background is here :

Background:
Xaivan Slingblade is the adopted son of humans Willock and Vyssa Slingblade, struggling owners of The Slingblade Traders in the town of Diamond Lake. Xavian's mother died in childbirth and since his late father was a dear friend and companion of Willock during his adventuring days, he and Vyssa were happy to take him as one of their own when the father, Zalver, either refused to or felt he was unable to care for him.

Xavian soon learned to take advantage of his small stature and began to steal odd trinkets and, when hungry, food. However, his father frowned upon stealing, even though his was aware that they were barely able to provide for themselves. He was never harsh on Xavian for he felt that his heart was in the right place and also saw some of himself in his eyes. His parents feared for Xavian due to his small size, though they vastly underestimate his dexterity and resolve. In fact, Xavian found the cairns in and around the area to be quite fascinating and became quite knowledgeable as to their locations and what they once held.

Xavian began to help with the bartering at the trading post when he became older and enjoyed haggling and dealmaking. After a while he soon learned that he could easily persuade the miners and travellers that came by into deals that favored him more than they should. He used his local knowledge of the cairns to have the treasure seekers pay for his advice, though Xavian often embellished the stories in order to pick up more coin. As he grew of age he tired of the store and began to venture out into the town during the bustle of the day when the streets were crowded. Here is when he honed his knack for "finding things", whether they were on another's person or simply lying around.

While he was well known due to the family store, he soon learned to use his charm and his size to his advantage whenever he got caught with mischief. Some thought he was just harmlessly acting out, being an adopted child and all, others felt he was taking advantage of it. For the most part, Xavian really just had the wanderlust most halflings get, however he just never could figure out how he could leave this droll mining town.

As he became an adult, simple pickpocketing and dealmaking at the store just didn't cut it for Xaivan anymore. He eventually discovered the real excitement of the town, the type that usually happens at night in the gambling houses, brothels and other somewat unsavory places that could be found there. Here Xavian found new ways to take advantage of his talents and quickly became quite good at confidence games, games of chance and other forms of income that wasn't quite necessarily a true occupation (unless a gambler is a profession to you, in which he is self-employed).

His parents, very unhappy at the life Xavian had chosen for himself, kicked him out of their home, something that the halfling felt could be considered a blessing. He eventually found a small place to live in a room above one of the gambling halls, though he was rarely there. If he wasn't gambling he was at a brothel spending the money he had earned on the women there or drinking and eating at the ale houses about town. he always had money, yet he always needed money at the same time.

Xaivan knows many people, though has few true friends, if any at all. He is well liked but never fully trusted (though he always repays what he owes, one lesson he did keep from his adopted father). He has had more than his fair share of run-ins with Sheriff Cubbin, some to do with the law, some not so much.

So this is how Xaivan Slingblade is currently going about his life, one big circle of drinking, debauchery, and cunning games of chance. In the end, all he really would want to do is find a reason to leave.

Dark Archive

Evesdropping on this forum out of interest... Will submit a character before the deadline for review under DM's discretion. Leaning towards to create someone with "comic relief" in the character's description... *SPOILER*


Amber Dreiling wrote:
Evesdropping on this forum out of interest... Will submit a character before the deadline for review under DM's discretion. Leaning towards to create someone with "comic relief" in the character's description... *SPOILER*

Comic relief is always good to have in a campaign, and it always brings about curve balls as far as DMing goes ;)

Shadow Lodge

Dot for interest, working on character concept.

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