It began in Magnimar (Inactive)

Game Master Hawkwen Agricola

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Earlier this year my mom cleaned out her basement and sent me several boxes full of old gaming resources that I collected over many years of play. The boxes contained many old Dungeon Magazines, Dragon Magazines and Forgotten Realms material that I would like to make use of again. While it has been at least 100 years since I filled the role of DM (remember THAc0?) so I'd like to get back into it by running some short adventures from Dungeon Magazine and other resources converted to Pathfinder rules.

This might give you a chance to try out a character build without feeling like you have to commit to an entire adventure path.

Here is what I'm thinking as far as character creation for the start of play. If you have a really interesting idea that you can flesh out for me I might consider it (if it's not too far out there) but use the following general guidelines:

Character Creation
1. Core races (Dwarf, Elf, Gnome, Half-Elf, Half-Orc, Halfling, Human)
2. Core and Base classes minus gunslinger (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard, Alchemist, Cavalier, Inquisitor, Magus, Oracle, Summoner, Witch)
3. 20pt buy
4. Non-evil alignment
5. Two traits
6. Base starting money
7. Magnimar will be the starting location so initial back-story should have the characters being born in or finding their way there.
8. I like stories about normal well-meaning folks who get thrust into the business of being heroes or are bored with their routine and seek adventure. If your backstory is something like 'Dingus is a shadowy character born in a dark place full of dark deeds. He had to kill or be killed as evidenced by his black clothes, numerous daggers, nasty scars and cold scowl.' I'll assume your character is a sociopath and NPCs might think so too. If that's the case, be prepared to be treated accordingly.

Other notes:
1. Have fun. I fully expect to make some mistakes here and there, I'm not a rules cyclopedia.
2. One posting per weekday, I'm in the US Pacific timezone and will try to post once per day by noon.
3. My Pathfinder resources are limited so try to stick to what is listed in the Paizo PRD (or the d20pfsrd as a secondary resource).

This recruitment thread will be up until November 4 at midnight or longer depending on how much interest and feedback is generated.

If there are any questions (or if I've left anything out) let me know.


I am willing to jump in as either as a dwarf fighter or human cavalier, but I am not familiar with Magnimar.


I'm totally in. I'll update an alias and be back in a little while.


Here is some info about the city of Magnimar: http://pathfinderwiki.com/wiki/Magnimar


Thank you.


Cyniq al'Vysin, why her parents gave her that moniker she never could get a straight answer. Not that she cared all that much, about what her parents thought, at least. It wasn't her fault that her father had a dalliance with some Celestial. She figured she should be grateful that she could at least pass for a human at school. But that was years ago.

Cyniq sighed as she finished copying the scroll. She had thought that completing her schooling at the Stone of Seers would give her adventure! challenges! a life! But no, since she didn't fit the expectation of a diviner and had the audacity to barely pass marks in abjuring the placement counselor hadn't done much to find her employment.

She probably should be happy that she at least had a respectable job and lodging in the Grand Arches. Scribing for an old gnomish merchant wasn't too bad. And it did give her a nice view.

"I've finished this stack, can I take off now? I heard that Burgstem just received a couple cases of books, from Absalom!"

The old gnomish merchant, Hjigl Stormstrider smiled at the young girl, "sure, run along, but remember, I lock the door one mark past dusk, if you want dinner and a bed, be in before then!" Cyniq smiled and ran out the door, if she hurried she would have time to catch Jarek before he went to work. They hadn't spent any time together for days.

With her red hair streaming out from under the scarf she was wearing Cyniq reflected that life was good, even with the death of her parents last year. It still hurt, but not as much, anymore. She did wish she and her stepmother had gotten along better. But that was the past.

Crunch: Peri-based aasimar. If you don't want to deal with an aasimar, a couple of very minor tweaks and Cyniq is an elf. She has been trained as a wizard, and works as a scribe, having grown up in Magnimar.

Let me know which way on the race and I can start working on the rest of the crunch later.

Grand Lodge

I'm definitely interested.


Aasimar will work as long as the unique feature is very faint and the character doesn't stand out as non-human (meaning no metalic hair or skin, no halo, no wings, etc).

Hmm... since I can't go back and edit the original post I'll bold it here.

Add aasimar to the list of allowed races as long as they blend in and pass as human.


That would be the optional racial trait Scion of Humanity, which I was planing to take, no disguise role to pass as human.


This sounds like lots of fun. I've been wanting to play an alchemist or an archaeologist bard. I'll get something written up soonish.


fnord: I didn't realize that racial trait was available but it's perfect.


I'll submit a gnome sorceress. The crunch is already up behind this alias, I'll just need to add a background for her to fit the game and explain why she is in Magnimar.

If it's ok, I'd like to take the alternate racial trait of Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

I was going to have her selling handcrafted children's toys.


Willow: The alternate racial trait looks good to me.


I'm interested! Character is this alias, but I'm not quite done writing up the personality and background as of this posting.

Short version: Aasimar Paladin, combat/healer.

Also: Worked under the assumption that "Base starting money" = average starting money for that class, and that starting HP = MAX for class.


This looks very interesting.

I'd like to play the wayward son of an otherwise perfectly respectable magnimarian merchant family - a rogue in aspiration and in trade.

I'll come up with a character tomorrow or the day after.

EDIT: the current alias and name have been chosen for this character: Welmas, disowned son of the Hebmaro merchant family.


Still working on the character but here's what I am thinking so far:

Arimil Valdemar, a noble of house Valdemar from Sandpoint. Fancying himself a knight, Amimil has come to Magnimar to prove himself and win honor for his self.

Neutral Good and following the Order of the sword. Aiming for a naive but courageous character.


Right now I'm thinking my concept will be "reformed child thief". The poor little Gnome fell in with a bad crowd of mischievous Halflings when young and now tries to earn an honest living. She'll have lived her whole life here in Magnimar.


Color me interested if you've still got room. Will try to get something up a bit later tonight... I assume we're starting at level 1?


Dotting. And any chance you'd be willing to allow a Ninja? The concept I have could work with a multiclass Rogue, but Ninja seems to be a more effective route.


1d100 ⇒ 20 for alternate aasimar ability


This is GM_Jacob from up top. This alias is a conjurer/control wizard who loves math and is handy with traps.

If it works better, I also have readily available a combat cleric who carries an inspiring banner, an elven ranger who focuses on scouting, and a fighter with archery and tactical skills.

What criteria are you using to pick characters?


I'd like to play a gnomish bard, Zirt Fzerkinkrat from Whistledown. Still working out some details of her backstory, but would like to use the Gift of Tongues alternate racial trait, if that's alright.


Dovak: If choosing aasimar, use the alternate racial trait Human Scion and that should be fine. Characters should be (or pass for) the base races. Good catch, average starting money, max HP.

Welmas: Sounds good

OmNom: Sounds good

Oladon: Should still be room and yes, starting at lvl1

Seagull: No ninjas, if you can work your concept using rogue as the base class that would be better.

Alan/GM_Jacob: Interesting back story/unique character will be the primary factor. I figure if there are any holes in party composition I could always fill with a tagalong npc to fill the ranks.

Zirt: Sounds good


(Just to clarify, Zirt = Oladon = me) :)


Character crunch spoiler-ified for space saving. Scion of Humanity was part of the plan from the start =)

Dovak the Willing
Male Aasimar Paladin (Sacred Servant) 1
LG Medium Outsider [Native]/Humanoid [Human]
Init +1; Senses Darkvision 60'; Perception -2
XP: 0/1300

Basics:

--Defense--
AC 16, touch 11, flat-footed 15
CMD 14
hp 13/13 (1d10+2 CON+1 Favored Class)
Fort +4, Ref +1, Will +0

--Offense--
BAB +1; CMB +3;
Melee Lucerne Hammer +3 (1d12+3 / x2 / P or B / Brace, Reach, +2 Sunder M/H Armor) or Longsword +3 (1d8+3 / 19-20x2 / S)
Ranged Sling +2 (1d4+2 / x2 / 50 ft. / B / 10 bullets)

Speed 20 ft.
Init +1
Languages: Common, Draconic, Elven, Goblin,


Statistics:

Str 14 (12+2), Dex 12, Con 14, Int 12, Wis 7, Cha 19 (17+2)

Languages: Common, Draconic, Elven, Goblin,

--Carrying Capacity--
Light: 66
Medium: 133
Heavy: 200
Lift Over Head: 200
Lift Off Ground: 400
Drag & Push: 1000

Traits & Racial Features:

--Traits--
Altruistic Diplomat (Hwanggot): You gain a +2 trait bonus on Diplomacy checks. You must be Lawful Good, Neutral Good, or Chaotic Good to take this trait.
Adopted: You picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race: Militant Merchant (Dwarf): You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

--Racial Features (Aasimar; Angel-blooded)--
Alter Self (Sp) 1/day.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.


Feats & Class Abilities:

--Feats--
Lvl 1
Fey Foundling: Prerequisites: You may only select this feat at 1st level.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

--Class Abilities--
Paladin; Sacred Servant
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 7th* level, and at every six* levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of four* times per day at 19th level. *Sacred Servant modifications.

Skills (*trained):

-2 Acrobatics
+1 Appraise
+4 Bluff
-1 Climb
+1 Craft
+10 Diplomacy*
-- Disable Device
+4 Disguise
-2 Escape Artist
-2 Fly
-2 Heal
+4 Intimidate
+5 Knowledge (Religion)*
+7 Linguistics*
-2 Perception
+4 Perform
-- Profession
-2 Ride
+0 Sense Motive
-- Sleight of Hand
-- Spellcraft
-2 Stealth
-2 Survival
-1 Swim
-- Use Magic Device

Gear (113/133 lbs.--Med Load):

--Combat Gear--
Lucerne Hammer
Longsword
Sling
10 Bullets, sling
Peasant's Outfit
Kikko Armor
Wrist sheath, spring-loaded

--Other Gear--
Masterwork Backpack
10xCandle
Case, Map or Scroll
10xChalk
Cold Weather Outfit
Crowbar
Earplugs
2 Flask (empty)
Grappling Hook
Hammer
3xOil (1-pint flask)
5xPiton
Bedroll
Flint and Steel
Pouch, belt (empty)
Rope, silk (50 feet)
Shovel or spade
Signal Whistle
4xVial, ink or potion
Paladin's Kit: (Contains)
Bedroll
Pouch, belt (empty)
Holy Text
Flint and Steel
Pot, iron
Mess kit
Rope, hemp (50 feet)
Soap
5xRations, trail (per day)
Waterskin

--Money, Gems & Jewelery--
<145g 5s 9c spent; Paladin average starting money=175g>
29g 4s 1c

Paladin Spells Known:

Spell List Index
Lvl 1
None yet

Appearance, Personality & Background:

--Appearance--
21 yrs old; 5' 5"; 155 lb; pale brownish skin, black hair, brown eyes.

--Personality--
Dovak tends to be a bit of a pushover when it comes to doing things for others. He likes simple, straighforward tasks and, to a point, made a simple life of doing them. He likes talking to others, and will generally engage people in conversation just for the sake of interacting. He has, recently, become somewhat wary of doing tasks for authority figures, however. He also has a significant persecution complex, and complains about said persecution almost as often as he talks to people. His greatest joy would be to return to living a simple life; he does not want to continue adventuring or "Destroying the Enemies of Humanity" as it was put to him when he became a Paladin, but he does not feel that he has a choice in the matter: Iomedae set him upon this path and wants him to follow it.

--Background--
Dovak grew up travelling--he was a foundling of sorts: a clan of travelling Dwarven merchants found a single baby alive in a town in the Hwanggot region that had been destroyed. They kept the baby as a curiosity and a worker, largely to show good faith to locals. He grew up with these merchant dwarves, learning to negotiate good prices with various people and also to watch his back and the backs of his "brothers." He enjoyed helping them and improving their deals through shrewd but honest effort.
In his early teens, he and his foundling parents parted ways. Dovak had, by this time, grown to be significantly taller than the Dwarves he thought of as his family. He knew that he was not a dwarf, if only for his lack of beard, but as he aged the differences became more pronounced and he grew to notice them more often. He wanted to know more about "his" people--the humans that were usually thought of as "customers." A youth looking to join Human society has few options; but something seemed to be watching over Dovak. A missionary knight and devotee of Iomedae, Gunther Heilsh, met with the Dwarves and asked to travel with them for a time. The Dwarves allowed him to come along with nods and whispers of how a strong arm is never unwanted "in these uncertain times."
Dovak, who already had a love of conversation, talked to the knight incessantly. And the knight, of course, was happy to tell Dovak of the glory of Iomedae and the importance of destroying the various evils that infest the world. He told Dovak of Aroden, the god of Humanity who died and how Iomedae had been his follower and herald until his death. These stories resonated with Dovak, and he asked the knight to allow him to become his squire. Heilsh accepted and taught Dovak the basics of combat along with the tenets of Iomedaen faith. Due to his willingness to take on new tasks and to serve as they travelled, Heilsh began to call Dovak "the Willing."
Dovak was happy as a squire: he liked working with the horses and the straightforward tasks that were asked of him. This continued for some time, until Iomedae made Her will known to him: Heilsh was slain in a battle against demons, and Dovak felt holy power rise within him as his master fell. With eyes full of tears, he took up Heilsh's weapons and swung at the creatures. He fought for his own life, but even more, he fought to save his master's body that it might be given a proper burial, and to protect his master's honor: the demons would not escape Iomedae's judgment. Since then, Dovak has followed in his master's footsteps, but he feels put-upon by his god who let his master die and saddled him with the "responsibility" of cleansing the land of evil; he much preferred the simple life of a squire.


Cyniq al’Vysin
Aasimar Wizard 1
TN Medium Outsider(native), humanoid(human)
Age: 50 6’1” 120
Deity:
Initiative +8, Perception +3, Dark Vision 60’
Languages (8) Azlanti, Celestial, Common, Draconic, Elven, Gnome, Sylvan, Thassilonian
-------------------------------------

COMBAT STATISTICS:

DEFENSE
AC 12[16], touch 12, flat-footed 10 (+2 Dex)[+4 Magic Armor]
hp 7 (1d6+1)
CMD 13 (10 +1 STR, +2 DEX)
DR
Immune: magic sleep effects
Resist: Acid, Cold, electricity 5
Vulnerable
Fort +1, Ref +2, Will +2
--------------------------------------
OFFENSE
Speed 30 ft.
Melee
Dagger +1 (1d4) 19x2 10ft P/S
Ranged
Base Atk +0; CMB +0
Atk Options
Special Actions:
Shift (Su) 5' LoS, No AoO, swift action as Dimension Door, /day

SPELLS:
Spells per Day: 3/10/0/0/0/0/0/0/0/0
1st Lvl: Comprehend Languages x2, Crafter’s Fortune x2, Feather Fall, Grease*, Mage Armor*, Magic Missile, Obscuring Mist*, Silent Image
Cantrips Detect Magic, Mage Hand, Read Magic


--------------------------------------
Abilities:

Attributes Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 16

Feats: Scribe Scroll, Spell Focus (Conjuration)
Weapon Proficiency: Club, Dagger, Heavy Crossbow, Light Crossbow, Quarterstaff.
Armor Proficiency: None
Shield Proficiency: None
Traits: Fast-Talker

Favored Class: Wizard: HP: Skills:1

Skills (2 class + 5 Int + 1 FC): 8
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +5, 0+2+0+3 +3 Familiar
Appraise (Int)* +5, 0+5+3+0
Bluff (Cha) +9, 1+4+3+1 +1 Trait
Climb (Str) +0, 0+0+0+0
Craft (Alchemy) (Int)* +9, 1+5+3+0
Diplomacy (Cha) +5, 1+4+0+0
Disable Device (Dex)t +2, 0+2+0+0
Disguise (Cha) +4, 0+4+0+0
Escape Artist (Dex) +2, 0+2+0+0
Fly (Dex)* +2, 0+2+3+0
Handle Animal (Cha)t +4, 0+4+0+0
Heal (Wis) +0, 0+0+0+0
Intimidate (Cha) +4, 0+4+0+0
Knowledge (arcana)*t +9, 1+5+3+0
Knowledge (dung)*t +5, 0+5+3+0
Knowledge (eng)*t +5, 0+5+3+0
Knowledge (geog)*t +5, 0+5+3+0
Knowledge (hist)*t +5, 0+5+3+0
Knowledge (local)*t +9, 1+5+3+0
Knowledge (nature)*t +5, 0+5+3+0
Knowledge (nobility)*t +5, 0+5+3+0
Knowledge (planes)*t +5, 0+5+3+0
Knowledge (religion)*t +5, 0+5+3+0
Linguistics (Int)*t +11, 1+5+3+2 +2 race
Perception (Wis) +2, 0+0+0+2 +2 Familiar, arms reach
Perform (Oratory) (Cha) +4, 0+4+0+0
Prof (Scribe) (Wis)*t +4, 1+0+3+0
Ride (Dex) +2, 0+2+0+0
Sense Motive (Wis) +4, 0+0+0+4 +2 Familiar, arms reach, +2 race
Sleight of Hand (Dex)t +2, 0+2+0+0
Spellcraft (Int)*t +9, 1+5+3+0
Stealth (Dex) +2, 0+2+0+0
Survival (Wis) +0, 0+0+0+0
Swim (Str) +0, 0+0+0+0
Use Magic Device (Cha)t +4, 0+4+0+0

Special Abilities:

Arcane School Power: Shift (Su): Teleport swift action as dimension door, no AoO, range 15’ LoS, usable 10/day

[b]Spells: DC 14+ spell level
Arcane School: Conjuration(Teleportation)
Opposed Schools: Abjuration, Necromancy

1st (8) Comprehend Languages, Crafter’s Fortune, Feather Fall, Grease*, Mage Armor*, Magic Missile, Obscuring Mist*, Silent Image
Cantrips 18) Acid Splash*, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

Book of Numbered Matter
1st (8) Comprehend Languages, Crafter’s Fortune, Feather Fall, Grease*, Mage Armor*, Magic Missile, Obscuring Mist*, Silent Image
Cantrips 18) Acid Splash*, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
Pages Used: 26/100

Familiar:

Compsognathus
N Tiny Animal
Init +6
Senses: Low-light vision; scent; Perception +4
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural armor)
HP 3
Fort +5, Ref +5, Will +2
OFFENSE
Speed 40 ft, swim 20 ft
Melee bite +1 melee (1d3-1 plus poison)
Space 2 ½ ft Reach 0 ft
Special Ability Poison: bite-injury; save Fort DC 12; frequency 1/rd 4 rds; effect 1d2 STR; cure 1 save.
STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +0; CMD 9
Feats: Improved Initiative,
Special: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver touch spells, Speak with master, Speak with animals of its kind
Skills: Perception +4, Swim +7;

--------------------------------------

Equipment:

Background:

Cyniq al'Vysin, why her parents gave her that moniker she never could get a straight answer. Not that she cared all that much, about what her parents thought, at least. It wasn't her fault that her father had a dalliance with some Celestial. She figured she should be grateful that she could at least pass for a human at school. But that was years ago.
Cyniq sighed as she finished copying the scroll. She had thought that completing her schooling at the Stone of Seers would give her adventure! challenges! a life! But no, since she didn't fit the expectation of a diviner and had the audacity to barely pass marks in abjuring the placement counselor hadn't done much to find her employment.
She probably should be happy that she at least had a respectable job and lodging in the Grand Arches. Scribing for an old gnomish merchant wasn't too bad. And it did give her a nice view.
"I've finished this stack, can I take off now? I heard that Burgstem just received a couple cases of books, from Absalom!"
The old gnomish merchant, Hjigl Stormstrider smiled at the young girl, "sure, run along, but remember, I lock the door one mark past dusk, if you want dinner and a bed, be in before then!" Cyniq smiled and ran out the door, if she hurried she would have time to catch Jarek before he went to work. They hadn't spent any time together for days.
With her red hair streaming out from under the scarf she was wearing Cyniq reflected that life was good, even with the death of her parents last year. It still hurt, but not as much, anymore. She did wish she and her stepmother had gotten along better. But that was the past.

Appearance:

Aasimar:

Aasimar
Alternate Trait: Scion of Humanity
Alternate Trait: Truespeaker
Variant Heritage: Peri-blooded
Variant Ability: d100=20 +2 racial dex


Working on a Lore Warden with the intention to take him into Student of War. Early concept is that he will be liberally mixing Called Shots and Vital Strike to cripple his foes.

Professor Morrow is a rather peculiar brand of academic. The kind that, more often than not, finds he has to defend his theories and treatise with blade and shield as often as evidence and debate. Lately it has come into fashion that some intellectual bullies will challenge academic opponents to duels in order to scare them off. Scholars without the funds to hire a proxy are often forced to retract entirely valid works in the face of a blade.

Professor Morrow, a young and somewhat foolhardy academic decided not to be cowed by such affronts and has taken up his father's blade and shield. Already he has made a bit of a splash in the academic world as a defender of higher learning and intellectual progress. He has come to Magnimar at the bequest of an acquaintance who wishes him to help with a somewhat more complicated matter.


Professor Hiram Morrow

Base Stats:
Str: 17
Dex: 14
Con: 10
Int: 16
Wis: 10
Cha: 8

Defense:
AC: 17
Touch: 12
Flat-Footed: 15
Fort: 2
Ref: 2
Will: 1
CMD: 16

Offense:
BAB: 1
CMB: 4

Weapons:
Falcata
Attack Bonus: +5
Damage: 1d8+3
Crit: 19-20x3

Shield Bash
Attack Bonus: +4
Damage 1d3+3
Crit: x2

Skills:
(Class+Bonus+Ranks+Misc)
Knowledge Arcana 7 (3+3+1)
Knowledge Dungeon 7 (3+3+1)
Knowledge History 7 (3+3+1)
Knowledge Local 7 (3+3+1)
Knowledge Nature 7 (3+3+1)
Knowledge Planes 7 (3+3+1)
Knowledge Religion 7 (3+3+1)
Perception 1 (0+0+1)

Equipment:
Chain Shirt
AC: +4
Max Dex: +4
Penalty: -3

Light Wooden Shield
AC: +1
Penalty: -1

Sundry Items:

Gold: 72

Class Abilities:
Scholastic: Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.

Feats and Traits:

Traits:
Deft Dodger: +1 to Ref
Indomitable Faith: +1 to Will

Feats:
Shield Proficiency
Exotic Weapon Proficiency: Falacata
Weapon Focus: Falcata

Racial:
Skilled: +1 skill rank per level
Bonus Feat


*Fluff to follow shortly*


Well, I'm gonna pull out of this recruitment thread. I realized I don't have the time for it just right now.

Have fun, everyone :-) !

Grand Lodge

Haven't had free time to put a character foward. Can have one to you tomorrow if your still recruiting.


Not sure i really see young and professor in the same sentence... :)

Iam seeing Cyniq as a young rather naive individual that has read a rather sheltered and easy life with adventure being nothing more than finding a good deal at the market.


Pre-industrial society. Relatively speaking, having a basic education and then pursuing further education would probably qualify him as a professor.

Silver Crusade

I'll be submitting an Elf Urban Ranger shortly


Zirt Fzerkinkrat
Female Gnomish Bard 1
NG Small Humanoid (Gnome)
Age: 38, 3'4", 37 lbs.
Deity: Sinashakti
Init: +3, Perception: +7, Low-light vision

Basics:

Defense:
AC 15, Tch 12, FF 14
CMD 9
HP 9/9
Fort +1, Ref +3, Will +3
(+2 to all vs illusions)

Offense:
BAB +0, CMB -2,
Melee: Dagger, +0 (1d3-1, 19-20/x2, P)
Ranged: Shortbow, +2 (1d4-1, 20/x3, 60ft, 20 arrows)

Speed: 20ft
Languages: Common, Gnome, Sylvan, Dwarven, Elven, Halfling

Stats:

Str: 8
Dex: 12
Con: 12
Int: 13
Wis: 12
Cha: 19

(Includes Gnome adjustments: Str-2, Con+2, Cha+2)

Feats & Traits:

Feats:
Harmonic Spell

Traits:
Excitable: +2 trait bonus to Init
Trickster: +1 trait bonus on CL when determining duration, range, and area of illusion spells

Alternate Racial Traits:
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.

Skills:

Acrobatics: +0
Appraise: +1
Bluff: +9
Climb: -2
Diplomacy: +5
Disguise: +4
Esc. Art.: +0
Heal: +1
Intimidate: +6
Know. Arcana: +6
Know. Dung.: +2
Know. Eng.: +2
Know. Geo.: +2
Know. Hist.: +8
Know. Loc.: +2
Know. Nat.: +6
Know. Nob.: +2
Know. Planes: +2
Know. Rel.: +2
Linguistics: +5
Perception: +7
Perform (act): +4
" (oratory): +8
Ride: +0
Sense Motive: +1
Stealth: +4
Survival: +1
Swim: -2

Spells & Abilities:

Bardic Performance: 9 rnds/day
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells they cast.
SLA:
dancing lights 1/day DC 14
ghost sound 1/day DC 14
prestidigitation 1/day DC 14
speak with animals 1/day DC 15
Cantrips:
detect magic
flare (DC 14 Fortitude)
light
message
Level 1 spells (2 known, 3 per day):
chord of shards (DC 15 Reflex)
cure light wounds

Equipment:

Total Weight: 17.75 lbs (light encumbrance)

Weapons and Armor:
sm. dagger .5 lbs
sm. shortbow 1 lb
arrows (20) 1.5 lbs

studded leather 10 lbs

Various:
backpack .5 lbs
bedroll 1.25 lbs
chalk x2 --
flint & steel --
ink --
inkpen --
parchment x5 --
rations x4 1 lb
needle --
outfit, expl. 2 lbs

Cash: 32gp, 2sp, 8cp

Background:

Zirt grew up in Whistledown, roughly halfway between Magnimar and Korvosa. Her parents, both respected members of the gnomish community there, fostered her curious and friendly nature from her birth. When she was still quite young, she began to earn a reputation for her story-telling.

Zirt loved stories. By the time she was just over halfway to gnomish adulthood, she had learned every popular story in her community, and was asked to tell one (or more) at almost every community gathering. With help from her parents, she realized that her skill in story-telling could be expanded and honed to apply to almost all aspects of interpersonal relations. She learned to befriend complete strangers, carry on conversations with local politicians, and even scare off bullies by simply speaking to them.

Zirt's skills grew, and her thirst for more knowledge grew with them. She would sit for hours at the houses of the eldest in the community, listening to their tales of life (and fantasy), and adding them one by one to her mental repertoire.

In time, Zirt's parents realized that her thirst for learning could not be satisfied much longer in Whistledown. Having sent a letter to a friend in Magnimar to secure for Zirt a place to stay, they kissed her and sent her on her way, with a member of the community as an escort.

(Can go a couple of different ways from here, depending on what works best for you.)


Submissions look pretty good so far, recruitment thread will be open through the weekend and I'll get the campaign thread started Tuesday.

This is where we are so far by my count:
Characters Submitted
Cyniq al'Vysin (fnord72) - Aasimar Wizard
Willow Earthsong - Gnome Sorceress
Dovak the Willing - Aasimar Paladin
Alan Taselson, Jr. - Human Wizard
Zirt Fzerkinkrat - Gnome Bard
Ptolmaus Arvenus - Human Fighter

Submitted interest, waiting for details
psychicmachinery
OmNomNid
A CR20 Seagull
Hawken Agricola
no417


I would like to join the fray. I have a basic Male human fighter that I have developed. I want to try and play him in a non-traditional manner. Still a tank, but with manuevers other than standard power attck and cleave. I'll be submitting stats and background this weekend.


Hey it's Hawkwen, here is my first submission:Rogue. Probably send a Sorcerer along soon.


Or a Bard Archaeologist;)


Ratchet Piper here, on the trail of ruins to survey and lost treasures to find, and Magnimar's the place to do it!

Originally built for another game, so I'll need to tweak the background a bit. The mechanics should all be good though.

Ratchet fills the "trapspringer" role of a party and has quite the assortment of tricks up his sleeve.


this may be fun will work on a character (archetypes allowed?)


I have my character mostly done, just need to touch up and double check a couple of figures.


Given that there isn't any real divine submissions yet, but a number of arcane one, I would like to change my class from sorceress to cleric if you will approve of my deity.

Brigh, The Whisperer in Bronze With the portfolio of invention and clockwork which will still go well with my orignal concept of tinker and toymaker.


Would you be up for a Gnome Alchemist who is searching for a way of bottling the "true" magic of his heritage and loves crafting? I can bang up a profile if that would spike your interest.


Lem

I'm interested. PM-ing you a character build...straight up dwarven cleric of Angradd...nothing fancy but pretty dang crunchy.


I'm working on a half-orc druid character, if you still have any room. If so, would you be willing to allow the "Mystic" subtype?


Pendin Fust wrote:
Would you be up for a Gnome Alchemist who is searching for a way of bottling the "true" magic of his heritage and loves crafting? I can bang up a profile if that would spike your interest.

Changed it up a bit, to a Half Orc Alchemist, who's interested in his tinkerings and crafts. Background and such in the profile! Thanks for the consideration!


Okay, I've switched up my little tinker Gnome to be a Cleric of Brigh. Crunch has been updated to reflect the switch. :)


There's more than one way to be a divine caster you know!


True enough dear, but you're not much of a healer at first level. :)


I can present an aasimar cleric instead of the wizard.

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