Hollows Last Hope

Game Master Pompey

First time GMing, so be nice. I want to start off with a really basic game for less experienced players. Details are in campaign info.


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First time GMing, so be nice. I want to start off with a really basic game for less experienced players.

Adventure Background:
In the past week, numerous residents of Falcon’s Hollow have fallen ill, each suffering from the same hacking affliction. Local remedies prove as useless as prayers at the Church of Iomedae, goddess of valor, justice, and honor, and already at least one town elder has been claimed by the wheezing death. Fortunately for Falcon’s Hollow, a canny local herbalist named Laurel has traced the
The source of the malady to Brookman’s well, a small spring on the edge of town, and a rare fungus called blackscour. By banning the use of the spring, the town constabulary hopes to prevent further infection, but such measures offer little respite to those already afflicted. While Laurel has attempted numerous treatments, she has been unable to cure the disease. She lacks the reagents to brew one last unusual medicine, though all the necessary elements can be found within nearby Darkmoon Vale. Thus far, though, no townsfolk have dared to venture into the wooded reaches and secure the ingredients for this potential cure.

Character Creation Rules:
Stats: 20-point Buy
Traits: 0
Classes allowed: CORE RULE BOOK ONLY
Archetypes: NONE
Races allowed: CORE RULE BOOK ONLY
Source Materials allowed: CORE RULE BOOK ONLY
3PP: NONE, So Don't Ask
Starting Cash: Average
Alignments: Non-evil
Character Background: Pretty much anything, Player Character motivation for ending the plague can be anything from afflicted family members to financial reward.


Dot


I'm interested. I assume this is starting at first level? Also, how is HP being decided? Apologies if this was already answered somewhere in the OP.


This is Falcon's Hollow Module, so it's level 1


I will probably build a straight up fighte to submit, however it may be a barbarian.


DM Azure_Zero wrote:
This is Falcon's Hollow Module, so it's level 1

I see. I guess a first level human sorcerer would be fun to try, and maybe fail at :P


Usmo I would strongly suggest creating an alias for your character and not using your main page.


Roger roger.


I would like to try a switch-hitter ranger. I've played a fair amount of Pathfinder IRL but haven't done any PBP.


Dotty dit dot

Grand Lodge

Any room for a Druid?


Well done Pompey, having a larger pool of GMs improve the boards. I appreciate your willingness to run a game! I won't submit a character just because I'm too "experienced" for your standards, but I hope this game will have success!


@Gm Giuseppe You can submit a character if you want, it would actually be handy if there was a more experienced player.


I don't mind giving you a hand as a GM and as a player, Pompey.
There are many tricks one can learn for any game, some can be discovered easily, others need someone to drop the hint or give advise on.


I'm thinking a paladin, or a Rogue. (Yeah yeah, core rogue is bad). Or, possibly a wizard/Sorcerer


This is the beginning of my character, I am missing fluff and hp count.


oddly enough, I think I may submit a cleric


Go for it, clerics are one of my personal favorite classes. They are extremely versatile and are able to contribute to a party from level one.


I'm guessing sub-domains are out? Would love to take Healings(medicine) or restoration.


Still fiddling round a little bit, especially on fluff, but, here's me. Probably not the most optimized thing, but still I'd say it's pretty workable.

Until the enemy makes their save against color spray, that is :P


I'm far from inexperienced with either Pathfinder or PbP, but I've always wanted to play this adventure. If you're full up on those long in the teeth, no worries, and hope the game goes well.

Otherwise, I'd like to play a traveling bard. She came to town to make some coin, but it seems her luck is as black as these townfolk's lungs! She makes out like her primary motivation in helping is to get people back on their feet so they can rain gold and thanks down on her...but deep down she can't bring herself to walk away when she thinks she could help.

Mechanics:

Female Human Bard (favored class, if we're using that, +1hp)
Str: 10; Dex: 16; Con: 12; Int: 07; Wis: 12; Cha: 18;
Skills: Acrobatics, Diplomacy, Perception, Perform (comedy), Sense Motive
Feats: Improved Initiative, Weapon Finesse
Spells Known: Cure Light Wounds, Grease
Gear: whip, short sword, short bow, quiver, 38 gold worth of basic traveling gear (water skin, rations, bedroll, that kind of minutia)


crunch for Brom Armstrong:

Male Human Cleric 1
NG, Medium,
Init:+1; Senses:Perception +3
--------------------
Defense:
--------------------
AC: 18, touch 11, flat-footed 17
HP:11 (1d8+2+1)
Fort: +4
Ref: +1
Will: +5
--------------------
Offense:
--------------------
Speed :30 ft.
Melee:
Shield: +3
Damage: 1d6+5

Ranged:

Special Attacks:
--------------------
Statistics
--------------------
Str: 16, Dex:12, Con: 12, Int: 10, Wis: 16, Cha: 12
Base Atk: +0CMB +3; CMD 14
Feats: Improved Shield Bash, Selective Channel
Traits:
Languages: common
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Special Abilities
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Channel: 4/day 30ft 1d6 healing

Domains: Good, Sun
Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

--------------------
Spells:
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0th level:
Light
Create Water
Mending

1st- 2+1/day
protection from evil- 1 Domain slot
Sun metal-1
Cause Fear- 1

--------------------
Skills: 3/level
--------------------
Diplomacy: 1 +5
Sense Motive: 1 +7
Heal: 1 +7

--------------------
Equipment:
--------------------
Arms and Armor: Heavy Steel shield, Scale Mail,

misc: backpack, bedroll, 100ft silk rope, grappling hook, waterkskin, (in progress)

here is the crunch. The idea is that he is a large, burly man, but is extremely kind hearted and caring. (he is mildly based on a mixture of two characters.. )


These all look great :).

I think I'm going to focus on getting a game going for newer players, but the more people create characters the easier it will be too keep the game going if people drop out.

The more descriptive you make your character entries the better, as I will have more material to work with as the game progresses. The same with character races, the more elves, halflings and half orcs in the party the better. Remember that Hollows Last Hope is set in Andoran so there are plenty of ways to make your character stand out even if they are human.


I'd be interested. I'm fairly new to Pathfinder and this would be my first PbP game. Here is a paladin I've worked up.

Ilbryn Felmirr:

Ilbryn Felmirr
Male Elf paladin 1
LG Medium humanoid (elf)
Init +3, Senses low-light vision; Perception +2
Aura aura of good,
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DEFENSE
=================================================
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, )
hp 12 ((1d10)+2)
Fort +3, Ref +3, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
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Speed 20 ft.
Melee curve blade, elven +4 (1d10+3/18-20)
Ranged shortbow +4 (1d6/x3)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 14,
Base Atk +1; CMB +3; CMD 16
Feats Weapon Finesse
Skills Diplomacy +6, Heal +4,
Languages Common, Elven
SQ aura of good, detect evil, elven immunities, elven magic, keen senses, low-light vision, weapon familiarity,
Combat Gear rations (trail/per day) (4), torch (2),
Other Gear curve blade, elven, scale mail, arrows (20), backpack, chalk (1 piece), flint and steel, rope (hemp/50 ft.), shortbow, bedroll, outfit (monk's), holy symbol (wooden), sack, waterskin (filled), 5.87 gp
=================================================
SPECIAL ABILITIES
=================================================
Aura of Good (Ex) You project a faint good aura.

Aura of Good

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +2 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +2 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.


Still a work in progress...


Updated crunch working on background now.

Dark Archive

Pathfinder Adventure Path Subscriber

I'm not new to Pathfinder at all, but I'd be interested in playing, especially if it helps get new players interested in the hobby. I'll rework an older character of mine, a half-orc monk, since that'd be less likely to steal the spotlight from new players.


"I would welcome companions on the road to Darkmoon Vale, for the road is long and dark."

Dark Archive

For for interest.

Looking for ideas...


relative beginner to PbP and pathfinder here. can't seem to find the answer: what's the deadline for the submission?

(also, hello, @thelizardwizard, I swear I'm not following you)


@panegyric

Deadlines tend to be between 1 to 2 weeks after the OP (Opening Post)

Dark Archive

Eh... too restricted for me. I'm a very exotic and strange guy, so being restricted to only the core book :/

Why is this? Do you not know of the PRD or the archives of Nethis?


@william Nightmoon

He is a new GM, and having every player option open is overwhelming for new GMs (I know from experience) that and powergamers would ruin the game with broken combos from splat books.
And think of it as a challenge to make a basic character again after tasting all those extra options.
I love the exotic stuff myself, but I enjoy the challenge of using what is available and it helps in keeping a flexible and open mind on possibilities.

Dark Archive

Ah... but my problem isn't using just the core... my problem is not being able to use the small things for flavor. Like my character using wooden armor, or having a non-core bloodline. And to be honest, I dislike the standard cleric. Sure, it works, but overall my least liked class.

I think I'll make a oddball, Halfling palidan. See what I can do with that! Strange, and challenging.


This is the alias for my Halfling paladin.

He is currently a WIP.


william Nightmoon wrote:

....

I think I'll make a oddball, Halfling palidan. See what I can do with that! Strange, and challenging.

lol, I did not see that coming... really...

Now that is an interesting character.
Though I think Halfling barbarian takes more of the cake on a strange character.


I'll randomise my entry some..

Fighter/Barbarian, Cleric/Paladin, Rogue/Ranger
ClassRand: 6d100 ⇒ (19, 64, 99, 5, 13, 63) = 263
Barbarian,Cleric,Ranger
ClassRand: 3d8 ⇒ (5, 1, 1) = 7 Barbarian,Cleric,Ranger
Barbarian

Human/half-elf
raceRand: 2d6 ⇒ (2, 1) = 3
Human

So I'll cook up a Human Barbarian.


Rogue Elf Level 1 created per campaign rules

HP 9 AC 17 F0 R6 W0
Str 10 Dex 19 Con 10 Int 16 Wis 10 Cha 10

Shortsword 1d6 19x2, Longbow +4 1d8 20x3 Studded Leather

Background and personality via RP


@DM Azure_Zero: thanks! Just checking if there was still time to submit something. I'll go with a wizard specialised in divination (have most of it ready, just need to finalise background/etc).


DM Azure_Zero wrote:

...

Though I think Halfling barbarian takes more of the cake on a strange character.

Not if you focus on slings and throwing weapons. Then all you need to do is take feats that give you bonuses to throwing weapons. Although, using the core rules does make that difficult.


Linx Valorfoot wrote:
DM Azure_Zero wrote:

...

Though I think Halfling barbarian takes more of the cake on a strange character.
Not if you focus on slings and throwing weapons. Then all you need to do is take feats that give you bonuses to throwing weapons. Although, using the core rules does make that difficult.

I'm imagining more of a halfling with a sword bigger then him, and the personality of him being a bad*$$ with a napoleon complex.


DM Azure_Zero wrote:


I'm imagining more of a halfling with a sword bigger then him, and the personality of him being a bad*$$ with a napoleon complex.

I actually read a book with a Halfling fighter who used a greatsword as his primary weapon. Of course, I'm sure he was multi-classing in rouge.


Pathfinder Adventure, Adventure Path Subscriber

As they say round our parts ... Play Up Pompey... ;-)

Looks like you'll be running a good game heer.


Complete Characters:
AZ - Human Barbarian
Rathgar the Ranger
Okana the Druid
Ulmarr
Fraust - Human Bard
thelizardwizard - Human Cleric
Sponge - Elf paladin
Paji
Kowaru
Linx

Interest:
panegyric
Seldlron

Edit: removed a withdrawn entry


True, Deevor. The ball is in his court. Looks like he will need to break some hearts as his first duty as GM. More applications than player slots.


There always is, I am withdrawing my application as I just placed in another game and would feel guilty pulling the slot away from someone who is new. Good luck to everyone I will watch this game for sure.


I mean... there could always be an eleven person party... surely absolutely nothing could ever go wrong with that! :P


Panegyric here. Presenting Tiresias Iqbar, an osirian half-elf wizard specialised in divination. Very much open to suggestions!

statistics:

Tiresias Iqbal
Male Half-Elf diviner 1
CG Medium humanoid (elf, human)
Init +6, Senses low-light vision; Perception +6
=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 8 ((1d6)+2)
Fort +1, Ref +1, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee quarterstaff -1 (1d6-1)
Ranged crossbow, light +1 (1d8/19-20)

Prepared Spells
Wizard (CL 1st; concentration +6)
1st-mage armor(DC 16), magic missile, silent image(DC 16), *true strike(DC )
0th-ghost sound(DC 15), ray of frost, *detect magic

=================================================
STATISTICS
=================================================
Str 8, Dex 12, Con 12, Int 20, Wis 11, Cha 10,
Base Atk +0; CMB -1; CMD 10
Feats Improved Initiative, Scribe Scroll, Skill Focus (Perception)
Skills Heal +1, Knowledge (Arcana) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Perception +6, Spellcraft +9,
Languages Aklo, Celestial, Common, Draconic, Elven, Orc, Read Lips
SQ adaptability, arcane bond, arcane school, bonded object, cantrips, divination school, diviner's fortune, elf blood, elven immunities, enchantment opposition school, forwarned, keen senses, low-light vision, multitalented, necromancy opposition school,
Combat Gear rations (trail/per day) (2), candle (5),
Other Gear glass amulet (bonded item), quarterstaff, outfit (monk's), spell component pouch, spellbook (tiresias), pouch (belt), crossbow, light, bolts, crossbow (10) (2), sack, bedroll, waterskin, chalk (1 piece) (5), flint and steel, 8.45 gp
=================================================
SPECIAL ABILITIES
=================================================
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Arcane School

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Divination School You have chosen to specialize in divination spells.

Diviner's Fortune (Sp) When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1 for one round. You can use this ability 8 times per day.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchantment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Forwarned (Su) You can always act in the surprise round, but you are still considered flat-footed until you take an action. In addition, you receive a +1 bonus on initiative rolls.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

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Spellbook (Tiresias)
=================================================
Wizard Spells
1st -color spray, identify, mage armor, magic missile, obscuring mist, silent image, summon monster i, *true strike
0th -light, detect poison, dancing lights, mage hand, open/close, flare, resistance, mending, prestidigitation, ghost sound, ray of frost, detect magic, read magic, acid splash, arcane mark, message

background:

Tiresias is part of a small group of osirian wizards who work for the ruby prince advisors. Though their advice is solemnly ignored most of the times, the Sunreaders are a proud cabal that trace their organisation back to the Age of Darkness. Tiresias Iqbar is one of its youngest members, a half-elf adopted by the current archmage, Jahal Iqbar, 40 years ago. His adoptive father, wishing to not only broaden his son's horizons but also test his skills in the real world, has outlined a list of 10 minor prophecies the Sunreaders have divined. Tiresias' task is to travel to each place and attest the truthfulness of said prophecies.

motivation/personality:

Not being a particularly orderly person (and not having received specific instructions to follow the order of the list), Tiresias was very intrigued by the prediction of a whooping cough assailing a distant andoran town. Furthermore, he saw there was nothing on the prophecy regarding the fate of the afflicted people. Since his instructions did not prevent him from intervening, he simply could not pass on the opportunity of both helping a few poor souls and travelling to a far away and exotic land.

description:

Tiresias is a relatively short half-elf who barely shows his mixed heritage: with brown skin (probably due to an osirian parent) and slightly pointed ears, his elvish blood is mostly evident in his soft features and graceful movements (as well as in his sometimes arrogant attitude).


Ulmarr wrote:
I mean... there could always be an eleven person party... surely absolutely nothing could ever go wrong with that! :P

I have actually played a 16 player kingmaker game where everyone had the leadership feat and where therefore playing two people, bringing the total character count to 32. They have a re-recruitment going on right now, which I have also applied to.


Ok I have made my picks. I'll create the gameplay thread soon

@Rathgar,@Ulmarr,@Brom,@Sponge, you're up.

Thanks to everyone else for their submissions.

Edit:I had to re-optimise the party, apologies to those who were initially selected.

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