Hi guys, I DM a few PbPs on this site and I've got a problem: one of the players just quit, as he was too busy to keep up with the thread. We're still in the Prequel intro scene (less than 100 posts) of my second Council of Thieves PbP. Link to Main thread
Current groups consists of:
There is good chemistry among the group and the rping posts have been coming fast and quick, so if you're the type to post once in a 24 hour period at around 3am EST, this is not the game for you. Looking for a good rper and frequent poster. Recruiting ends tomorrow 6 pm EST since just looking for one player.
Rules: Core races, 20 pt buy, 1st level, avg gold, 2 traits (1 of which must be campaign). Submit background concept with traits and time zone.
@Mr. Swagger: There's been no combat so I couldn't tell you combat wise (cleric and fighter are both heavily melee, 18 Str types). The player who dropped out was playing a paladin. The bard, as can be expected, is the skill monkey with the social skills. I'm choosing the best character concept.
@Tuktuk: Remind me of your concept again...gnome alchemist, maybe?
@Nostrus: No ninja, samurai, gunslinger, summoner
Thanks for your interest.
Indeed, my apologies!
As soon as he grew of age to accept responsibility, Tuktuk came to Westcrown to apprentice to one of the dozens...no hundreds...of summoners who traveled to the great city to make a living dealing with the various demons and devils that make Cheliax their home. His uncle, a level-headed artisan named Zazwol, had a small business there and room for the young gnome to stay with him as he sought out his calling. It wasn't long before the small fellow learned that his talents lie in other areas, and summoning with a safe circle was a concept that he'd just never get. Three botched summoning and two half-devoured fellow apprentices later, Tuktuk was asked...kindly but firmly...to find where his other talents may lie. It was all the same for Tuktuk, who felt wrong...dirty perhaps...after consorting with such vile creatures as his parents had grown so accustomed to.
Downtrodden...for a gnome...which was still relatively happy, Tuktuk thought of the things that made him so and, more importanty, kept his interest. It seemed to him that some of his favorite times where when he was testing a new concoction that could blow up in his face. The excitement...the danger...he was always on edge, with just his talents and knowledge keeping him from being the next statistic. That was what kept him happy...alchemy.
Feeling rejuvenated, Tuktuk opened a small practice to show his wares...little did he know that the Order of the Rack would force him into immediate, heavy taxation, so much that he couldn't keep his shop without contracting with nefarious denizens of those places that the elite of Cheliax came from. He spoke with his uncle at length about the nature of business in Westcrown, but he soon found that his uncle's business, and nearly all others in Westcrown, were under similar duress.
Well, he would have none of it. Tuktuk closed up his shop after only a few weeks of business, and set to ply his trade to focus on his own wishes...that one such as him could do business as he should, without fearing that the next customer in the door may be one who wants your soul as well as your hard-earned revenues. Tuktuk moved back in with his uncle and now helps Zazwol with the day-to-day of his own shop, while he secretly waits for the day when he can do his own part to help those "small folk" like himself who just want to make an honest living.
Now, with whispers being heard about the horrors that hide in the night in Westcrown, Tuktuk fears for the safety of his uncle and, particularly, his cousin, the young girl Penny. Having gotten so bad that one cannot go out the door at night, Westcrown has become a place that needs fixed...it only remains to be seen if Tuktuk is the man...err, gnome for the job.
Tuktuk is ready to smile, usually happy, though recent events have left him less than happy with the people around him. He's jaded, but only against those who rule against the common man....or gnome...with an iron fist, watching everything that they do. His well-being has been taken from him, his shop closed, and he has little left to lose...a dangerous combination in a gnome who enjoys blowing stuff up
Alternate racial trait - Pyromaniac
Traits - Rapscallion, Conspiracy Hunter
I don't know yet, but I was thinking of going beastmaster which would allow me to choose from the druid list.
I was looking at the wolf as an option if the druid's companions would not work.
I am not doing the tiger, because that has been done already in a real game with a druid. I did want something that was good though.
|Esmeralda "Emmy" Emberglow|
I am very interested. I have put together a "rough" crunch for Emmy, female dwarf Transmuter, and her trusted toad familiar named Prince. I am still working on the detailed background.
Emmy is the daughter of a successful dwarven merchant. She was raised, like most dwarves with an battleaxe in hand and an eye for precious gems. Unlike other dwarves, Emmy also had a passion for arcane magic that could not be suppressed. Being the only girl and the gem of her father's eye, she was allowed to study magic with a human wizard. Emmy may not have been his brightest pupil but she is as tough as most fighters and more than willing to "take a tumble" with her battleaxe. Typical of a stubborn dwarf, Emmy refuses to set aside her armor and buckler and this sometimes causes her spells to fail. She figures that she will eventually get the knack of casting in armor.
Lemme know if yer thinkin a' might be the right kinda lass to join yer group!
Lhuar grew up in a small village, and his parents rarely if ever visited the city known as Westcrown. When they did go to the city they were quick to leave. As he became older, and more capable of taking care of himself he would prefer to stay behind at the village since the trip was never enjoyable anyway.
Decades later, and after he had developed a strong bond with Erastil he made his first trip into the city since he was about 14 years old. The change in the city was magnificant, or was it that he had not been able to see things as they really were when he was younger? Either way he noticed that the people often had a certain timidness or as he would call it fear that pushed them into obediance.
After returning home he spoke to his parent who informed him that things have gotten worse over the years. Knowing their son the way they did they knew he might try to get involved. He was simply told that to take on an entire city was impossible, and that while his ideals were noble he should not die foolishly. Thanking them for their advice he packed his things, and set off to Westcrown hoping to find allies.
Lhuar is a man of integrity with a high sense of justice, often getting involved in situations that don't exactly concern him, as other people see it. He would tell you that they concern him, and anyone who is capable of righting the wrong. It is often joked that he is secretly a paladin disguised as a ranger. Unlike a paladin however he does not often have the social skills to sway people, and comes across as gruff with a “matter of fact” attitude.
Lhuar is about 4'5 200 pounds. His eyes are coal black which disturbs some people, and he has long black hair, with a shaven his beard, which he refuses to let it grow back until he has made significant strides with regard to the city of Westcrown. His preferred weapons is a longbow. In melee he prefers the scythe, but also sports a dagger for backup.
Animal Companion: Snake, Constrictor which is unnamed at the moment.
What I bring to the party: knowledge nature, perception, sense motive, ranged combat, scouting ability, and Lhuar is useful when out in the wild, among other things.
I would like to refluff the Indomitable Faith trait to represent the fact that people have often given him a hard time about righting wrongs. It annoys him even when he knows they are just joking.
Male Dwarf Ranger (Beast Master) 1
LG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +6
AC 16, touch 13, flat-footed 13. . (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +3
Defensive Abilities Defensive Training
Spd 20 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
. . Scythe +3 (2d4+3/20/x4) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Longbow +4 (1d8/20/x3)
Ranger (Beast Master) Spells Known (CL 0, 3 melee touch, 4 ranged touch):
Str 14, Dex 16, Con 14, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Point Blank Shot
Traits Conspiracy Hunter: Sense Motive, Indomitable Faith
Skills Acrobatics +0, Climb +3, Escape Artist +0, Fly +0, Handle Animal +3, Knowledge (Nature) +4, Perception +6, Ride +0, Sense Motive +7, Spellcraft +4, Stealth +0, Survival +6, Swim -1
Languages Common, Dwarven
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Greed, Hardy +2, Hatred, Slow and Steady, Stability, Stonecunning +2, Track +1, Wild Empathy +0 (Ex)
Combat Gear Arrows (60), Dagger, Longbow, Scythe, Studded Leather; Other Gear Backpack (empty), Blanket, winter, Flint and steel, Grappling hook, Holy symbol, silver: Erastil, Ink (1 oz. vial, black), Inkpen, Paper (sheet) (10), Pouch, belt (empty), Rations, trail (per day) (4), Rope, hempen (50 ft.), Tindertwig (5), Twine (50'), Waterskin
Money: 7GP, 9SP, 9CP
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Half-Orc Inquisitor (Sin Eater)
The priests of Erastil sheltered the newborn and nursed him on goat’s milk. Their compassion was rewarded when Kargen was found to have a birthmark on his neck in the remarkable shape of an arrow. Taking this as a sign, the priests raised him in the faith. As he grew up, Kargen took to his duties well, first becoming an altar boy, then a simple acolyte. Kargen showed excellent skills in the bow too, another sacred sign that he was destined for great things. Kargen was pious, but very protective, and he spoke out strongly against those he perceived as enemies of Erastil. With the strong sway of Asmodeus over Cheliax, Kargen constantly spoke of the need to defend the simple farmers and hunters who held fast to Erastil. Over time, this instinct to protect became a desire to hunt those who would do his church and its faithful harm. When the time came for him to join the members of the clergy, he chose instead to become an Inquisitor of the Faith. Not only was Kargen accepted into the Inquisitor ranks, he also sought out a small sect intent on understanding the nature of sin and using it to stamp out evil.
After about two years of serving the interests of Erastil, Kargen was called into the Temple Master’s office. He was told that several of Erastil’s worshippers had disappeared over the past year. They had mostly been tradesmen and farmers who were carrying goods to market in Westcrown. Some of the clergy were concerned the lost members were being kidnapped and sold into slavery. Others said the goods were the real target and the tradesmen were simply being robbed and killed. Rumors of a large criminal organization in Westcrown were concerning the church. Kargen was asked to travel to the city in secret, to investigate the missing members, and to help protect any others coming into the city. His Half-Orc features wouldn’t pose any problem in operating in the city and his unique skills were perfect for the job. With the Church of Asmodeus’s influence, the Church of Erastil dared not make their concern openly known. Kargen promised to keep a low profile and pledged to root out the cause of the problem.
Conspiracy Hunter (Campaign) - +1 trait bonus and Knowledge, Local is a class skill
@Mr. Swagger - You do know you get the animal companion at 4th level, not 1st, right?@Enchanter Tim - Which form of sin-eating do you practice? The symbolic act, eat food and water as part of ritual, or the actual eating of an enemy's flesh?
Yeah I know. It should not be in my character sheet yet since I used Herolab which is pretty accurate.
edit: If it somehow got put in I will take it out and resubmit the build.
edit2: It did not get put in. If you brought it up because I asked about it I was just wanted to know what my options were. I like to plan things ahead of time.
Ok, thank you to all the applicants but it is decision time and even though choosing from six applicants is less complicated, it still bothers me that I have to reject five of you and I know the feeling, as my character concept has not been chosen for the last 2 PbPs I've applied. But in the end, I felt darkvision and stealth would best complement the party right now, so my selection is:
Lhuar, dwarf ranger
Please report to discussion thread when you can: Link
Thank you all.
Well, I'm recruiting....again for my Council of Thieves AP PbP! Group lost its sorcerer so an arcane presence would fit nicely. We just finished the prequel and are about to start the AP in full. Current group is:
There is good chemistry among the group and the rping posts have been coming fast and quick, so if you're the type to post once in a 24 hour period at around 3am EST, this is not the game for you. Looking for a good rper and frequent poster. Recruiting ends tomorrow 3 pm EST since just looking for one player.
Rules: Core races, 20 pt buy, 1st level, avg gold, 2 traits (1 of which must be campaign). Submit background concept with traits and time zone.
Any questions, let me know.
Str Ranger here, My witch is done. Just need to pick spells but that will depend on group composition.
Deception Patron. Will play as a save or die and debuffer specialist. Taking Slumber Hex for offense and Minor Healing Hex at 1st to take some load of the cleric.
Will type fluff later but he's an apothecary by trade who claims he's a pacifist. He does chaff under the regime in Westcrown and wants freedom for the masses. Think of him as a Pathfinder.hippie but with Magic.
Edit: Crap. Missed it by mere minutes...