May the blood run red

Game Master Helix Moltaran


51 to 100 of 107 << first < prev | 1 | 2 | 3 | next > last >>

Hmm, depending on what I roll I might have to make a proper Viking...

Roll 1: 4d6 ⇒ (3, 4, 3, 2) = 12 = 10
Roll 2: 4d6 ⇒ (2, 5, 2, 4) = 13 = 11
Roll 3: 4d6 ⇒ (6, 6, 2, 1) = 15 = 14
Roll 4: 4d6 ⇒ (4, 3, 1, 5) = 13 = 12
Roll 5: 4d6 ⇒ (1, 4, 4, 6) = 15 = 14
Roll 6: 4d6 ⇒ (3, 4, 3, 6) = 16 = 13
Roll 7: 4d6 ⇒ (6, 1, 2, 3) = 12 = 11

So 14, 14, 13, 12, 11, 11? If we were just doing Point Buy that's like a 17... Damn.


4d6 ⇒ (5, 3, 3, 2) = 13
4d6 ⇒ (4, 2, 6, 4) = 16
4d6 ⇒ (1, 4, 2, 4) = 11
4d6 ⇒ (1, 6, 1, 2) = 10
4d6 ⇒ (1, 4, 6, 5) = 16
4d6 ⇒ (4, 5, 4, 3) = 16
4d6 ⇒ (3, 6, 5, 5) = 19

GM would Path of War content be available (http://www.d20pfsrd.com/path-of-war)?


I'm going to be working up a Fighter (Viking) something to submit.

Looks like I'm going with either a Brawler (Strangler) 3/Fighter (unarmed fighter) 1 or a Brawler (Strangler) 3/Monk (Master of Many Styles) 1. I need to play with it a bit more and see. In any case he will be an older fighter, real salty dog. He's been on plenty of raids and is jaded about the viking lifestyle. Somewhat similar to Rollo Lothbrook on the Vikings show. In fact I'll end up looking like Rollo I think.


I'm interested in playing a gunslinger. Not sure what "feature races" are, but if they include Aasimar variants, I'd like to play a Plumekith (garuda-blooded), otherwise I'll play human.
Will I be allowed to craft advanced firearms at half price?


Viluki Yes paths of warare allowed.

Gavmania Yes you may.


DM Jelani here. Crunch is finished, I will work on the background as soon as I have time.


Lars (known as 'the crusader') has recently returned to his homeland from the Mendavian Crusade. His obviously non human bloodline left him convinced that he had descended from a Valkyrie. Considering his parents had found him left in the woods, it seemed like a plausible enough story. He was always a bit more pure than the others in his village. His great strength and force of personality always had him leading things, though he was never any sharper than the rest (so not all the plans went off). Eventually even in his small village, he heard of the Mendavian Crusade and the World Wound. He immediately set off to help. After fighting the good fight there for several years, he decided he had done his part and that perhaps he should at least see his homeland once more.

Lars is outgoing, optimistic, but decidedly average in intellect and common sense. While he is something of a leader, it is best if he has someone smarter around to tell him where to lead.

stats:

Lars
Male Angel-Blooded Aasimar (Angelkin) Bloodrager (Steelblood) 2/Paladin (Oath of Vengeance) 2 (Pathfinder RPG Advanced Race Guide 0; Pathfinder RPG Ultimate Magic 0)
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +3 shield, +1 Dex)
hp 36 (4d10+8)
Fort +12, Ref +6 (+1 bonus vs. trample attacks), Will +8
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 25 ft.
Melee adamantine cutlass +9 (1d6+4/18-20)
Special Attacks angelic attacks, bloodrage, smite evil
Spell-Like Abilities (CL 4th; concentration +7)
. . At will—detect evil
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 15, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +9; CMD 20 (21 vs. overrun)
Feats Power Attack, Raging Vitality[APG]
Traits armor expert, friend in every town, indomitable faith
Skills Acrobatics +1, Climb +3, Diplomacy +11, Heal +2, Perception +7, Profession (sailor) +4, Survival +5, Swim +3; Racial Modifiers +2 Heal
Languages Celestial, Common
SQ aura of good, bloodlines (celestial), indomitable stance, lay on hands
Other Gear +1 full plate, +1 heavy steel shield, adamantine cutlass, cloak of resistance +1, 165 gp
--------------------
Special Abilities
--------------------
Angelic Attacks (Su) Melee attacks are good-aligned, and do +1d6 to evil outsiders.
Armor Expert -1 Armor check penalty.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Bloodrage (8 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Lay on Hands (1d6, 4/day) (Su) You can heal 1d6 damage, 4/day
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.

I'll make a profile if selected.


1 person marked this as a favorite.

Hm... alright.

So, to be honest, what intrigued me most was the riddle. Purely statistically seen, which is the better solution:

GM Calvus wrote:
stats: Roll 4d6 7 times drop the lowest, or a 27 point buy.

Well, that's the output of a little program I wrote along with matching diagrams:

Expectancy value for single 4d6, discard lowest roll: 12.24
Standard deviation for a single 4d6, discard lowest roll: 0.97

Expectancy value for the point-buy value of six attributes: 24.53
Standard deviation for point buy: 10.86
Distribution diagram: pointbuy.png

Expectancy value for the sum of six attributes: 77.47
Standard deviation for sum: 6.51
Distribution diagram: sum.png

(However, if characters with high attribute scores are more likely to be considered for the group you do have to roll to even have the chance, given the good rolls which are already on the list. This was calculated using pb(3) = -13, pb(4) = -10, pb(5) = -7, pb(6) = -5, pb(7) = -3)

Dark Archive

On second thought, I decided to switch from Sylph Admixture Evoker to Tiefling Scryer Diviner. This lets me go right into Arcane Trickster/Evangelist more quickly, so I'll be more effective at lower levels.

14 STR - 14
18 DEX - 15 + 2 racial + 1 level
14 CON - 14
20 INT - 18 + 2 racial
14 WIS - 14
10 CHA - 12 - 2 racial

Hiiram Melech, Tiefling Arcane Trickster-in-training

Hiiram Melech:
HIIRAM MELECH
Male Tiefling
(Scryer Diviner) Wizard 1
(Mindchemist/Vivisectionist) Alchemist 1
(Snakebite Striker) Brawler 1
Evangelist of Nethys 1
NG Medium Outsider (Native)
Init +7; Senses Darkvision, Perception +9

--------------------
DEFENSE
--------------------

AC 17, touch 14, flat-footed 13. . (+4 Dex, +2 armor, +1 natural) [19 AC, 14 touch, 15 flat-footed w/ Mage Armor)
HP 45 (1d6+2d8+1d10+13)
Fort +7, Ref +11, Will +5
Resist cold 5, electricity 5, fire 5

--------------------
OFFENSE
--------------------

Speed 30 ft. (Light Armor)
Melee Morningstar +3 (1d8+2/20/x2)
. . Dagger +3 (1d4+2/19-20/x2)
. . Unarmed Strike +3 (1d6+2/20/x2)
Ranged Dagger +5 (1d4+2/20/x2)
Special Abilities forewarned (Su), sneak attack (Ex) (+2d6), cognatogen (Su)
Wizard Spells - (CL3, Concentration +12)
. . 1st (4/day) color spray [DC16] (1), detect secret doors, enlarge person, feather fall, forced quiet [DC16], identify (1), mage armor, magic missile, protection from evil, vanish (1)
. . 0 (at-will) acid splash (1), arcane mark, dancing lights, detect magic (1), detect poison, flare [DC15], ghost sound [DC15], light, mage hand, mending, message (1), open/close, prestidigitation, ray of frost, read magic, resistance
Alchemist Extracts - (CL1, Concentration +10)
. . 1st (3/day) comprehend language, reduce person, ant haul, endure elements, expeditious retreat (1), shield (1), true strike
Spell-like Abilities (CL 3, Concentration +12)
. . 3rd (8/day) send senses
. . 2nd (1/day) darkness

--------------------
STATISTICS
--------------------

Str 14, Dex 18, Con 14, Int 20, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Toughness, Scribe Scroll (bonus), Brew Potion (bonus), Throw Anything (bonus), Deific Obedience, Improved Unarmed Strike (bonus)
Traits Magical Knack (Wizard) (Caster level +2), Reactionary (+2 Initiative), Trap Finder (+1 Disable Device, Disable Device is a class skill, can disarm magical traps)
Skills Acrobatics 0 ranks (+4), Appraise 0 ranks (+5), Bluff 0 ranks (+2), Climb 1 rank (+6), Diplomacy 0 ranks (+0), Disable Device 4 ranks (+12), Disguise 0 ranks (+0), Escape Artist 4 ranks (+11), Fly 0 ranks (+4), Heal 0 ranks (+2), Intimidate 0 ranks (+0), Knowledge (arcana) 4 ranks (+12), Knowledge (local) 1 rank (+9), Knowledge (nature) 1 rank (+9), Knowledge (planes) 1 rank (+9), Knowledge (religion) 4 ranks (+12), Perception 4 ranks (+9), Sense Motive 0 ranks (+2), Spellcraft 4 ranks (+12), Stealth 4 ranks (+13), Survival 0 ranks (+2), Swim 0 ranks (+2), Use Magic Device 4 ranks (+7)
Languages Common, Auran, Draconic, Dwarven, Elven, Gnome, Halfling
Combat Gear flask of acid (10), flask of alchemist's fire (10), flask of liquid ice (2); Other Gear 10pp 20gp 0cp 0sp, +1 silken ceremonial armor, morningstar, dagger (5), bonded ring of sustenance, cloak of protection +1, amulet of natural armor +1, assisting gloves, handy haversack, wizard's spellbook, alchemist's formula book, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torch (10), trail ration (5 days), waterskin [i][Light encumbrance]

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Wizard (HP)
Tiefling Racial Traits (Prehensile Tail alternate racial trait)
Arcane Bond: Bonded Item (Sp) (Bonded Ring)
Diviner
. . Scryer focus
. . Forewarned (Su)
. . Send Senses (Su) (8/day)
. . Opposition Schools: Enchantment and Necromancy
Scribe Scroll
Alchemy (Su)
Sneak Attack (Ex) (+1d6)
Brew Potion (Ex)
Cognatogen (Su) (see cognatogen)
Throw Anything (Ex)
Brawler's Cunning (Ex)
Martial Training (Ex)
Sneak Attack (Ex) (+1d6)
Unarmed Strike
Obedience (Ex)
Skilled (Disguise and Intimidate)

Background:
Born to a pair of farmers, Hiiram came into the world at an inauspicious time. Recent crop failures had been blamed on demons, and though his infernal features were barely noticeable, the Melech family became the scapegoat for the community. Forced to flee, the family eventually settled down in Absalom, where the tiefling boy's father took up work as an unskilled laborer, and his mother as a baker. But unlike their simple life as farmers, the hustle and bustle of the city wore on Hiiram's parents. As he aged, his parents began to grow more and more despondent, and the blame for this was clearly pointed at their son.

When he turned 19, after years of trying and failing to find employment of any kind, the tiefling had had enough. Gathering his meager belongings, he stole away from his home and his family. Just by the circumstances of his birth, of things his family did decades or even centuries ago, the melancholy Melech boy had suffered through years of prejudice and disrespect. But now a man, Hiiram steeled himself to make a name for himself, on his own.

Of all the places that Hiiram visited after this, the Church of Nethys was the most welcoming. More than the distaste for his kind that he expected, the Nethians were more than happy to welcome him for the chance to study him. What had been planned as a few nights in the Church before moving on to another warm building to sleep in had become weeks, and then months. The warm (if a analytical) welcome from the clergy of the All-Seeing Eye convinced the young man to stay. And in time, Hiiram became enamored with the art of magic, and he too became one of Nethys' disciples.

Now, after many years of study, Hiiram is a well-respected evangelist of the All-Seeing Eye. Trained in magic, alchemy and martial arts, he keeps to the shadows, from which he serves Nethys and prevents the misuse of magic. This has led him on a quest to explore and experience the many forms of magic from the various parts of the Inner Sea. Today, he arrives in the lands of the Linnorm Kings, curious but wary of the magics of the cold north.

Personality and Appearance:
Hiiram is a generally a soft-spoken, reclusive fellow. He tends to prefer to blend into a crowd or spend his time by himself, studying magic. However, he is friendly and open with those he considers trustworthy, showing them a confident and, at times, smugly self-assured countenance.

Hiiram is a tiefling man of average height and weight. He appears, for the most part, to be a normal human with a few marks of infernal heritage. His silver hair and amber eyes are very fetching, but tend to be ignored in favor of his small red horns and short, scaled tail. He also has birthmarks of infernal runes on his stomach and legs, and small growths of red scales on his elbows.

Portrait of Hiiram (placeholder).


Here is Aubheroene (Ō-vər-ōn), a snow elf and Snowcaster from north of the Stormspear Mountains.

He is a blockbuster wizard.

His background is thin, which I will work on. Otherwise, he's ready to go.

cheers


I would love to play an Ulfen Ranger or a Barbarian Human, I know that is pretty exotic these days.

Maybe I could get real crazy and play an elf.


When are we expecting recruitment to end?


I'm thinking of an Ulfen barbarian who is highly motivated in becoming a Linnorm king. He has always wanted to be a king, but he hasn't quite figured out how to actually kill a Linnorm. Being a man of modest means, he has figured out that killing a dragon would probably involve flying, so he intends to best a beast and force it to to his bidding (Mounted Fury+the mounted combat rules in Inner Sea Combat).

Probably just take the point buy.

Backstory:
Olaf was born in the Icemark, and thus is no strangers to the dangers in this world. The undead from the moundlands, huge predators, and giants all make that their home, and so his family, like the rest, were nomads moving away from danger as it came. As he grew he questioned why the elders hold all the power among the Vakari, and why they should choose to migrate rather than deal with any particularly troublesome threat. Deciding that he'd carve a name for himself, perhaps in a slightly warmer part of the vast kingdoms, he left home.
He quickly found that making a fair coin for partaking in mercenary work was an easy living, and took to it well in the Broken Bay. As he made more of a name for himself, and gained riches, he also started to question what the Chelaxians had done to deserve this. Asking those questions he quickly found himself in search of a different kingdom where he might be more welcome. The land of Linnorm Kings is vast, and surely he can find somewhere to build a name so he can one day carve out a territory.

If I'm accepted I could put together a character relatively quickly. The basic details are up above.


I'm working on my background, and I am wondering if there's any particular location within the LotLK that we should set put our characters? Here is what I have so far...

Background Outline:
-Halbjorn is from the city of Bidlt in Broken Bay. He is a traditional warrior who sees King Ingimundr’s encouragement of the old ways as a good thing.

-Halbjorn was born in the muddy squalor of the poorer parts of Bildt, to a prostitute. He doesn’t know his father. His mother is still alive and well, now retired and living in a Hearth with other retired sex workers. Halbjorn pays her living expenses.

-Halbjorn gained fame as a teenager when he wrestled a polar bear while out fishing, and killed it with nothing but his axe.

-His feat with the bear earned him his first spot on a viking crew, and since that year he has gone on a raid every season.

-During the winter months, Halbjorn tries to increase his honor and standing amonst the other warriors by taking all challengers in no holds barred wrestling matches.

-Over the past half-decade he’s built a name for himself as a champion brawler and feared raider.

-He is married to Bjurna Windsong a skald who also functions as his promoter and the chronicler of his saga.

Any suggestions from you, GM Calvus, on where to take the rest of his story would be much appreciated. I prefer to make characters tailored to the adventure they will be in. Thanks!


Well I'm thinking of starting in The Ironbound Islands. You are going on your first ship raid.

recruitment ends december 1st


Hrm I wasn't aware this was going to be about raiding. Not sure how Erastil feels about that :p

I assumed it would take place near Karlsgard.I figure if it was sanctioned by Sven Blood-Eagle or another one of the higher ups whatever it is might work


As long as the raiding is of evil targets, Lars will work. If not, he's unlikely to be participating in such things. Hmm, problem is I don't see any likely evil targets since Irisen is land bound (unless we raid up a river).


GM Calvus wrote:

Well I'm thinking of starting in The Ironbound Islands. You are going on your first ship raid.

recruitment ends december 1st

So I guess I'll cut out the years of raiding from my background and just make it his youth and early teenage years.


Raiding eh? I do suppose I'll go along and then be appropriately horrified as I attempt to reduce loss of lives. lol


DM Jelani wrote:
GM Calvus wrote:

Well I'm thinking of starting in The Ironbound Islands. You are going on your first ship raid.

recruitment ends december 1st

So I guess I'll cut out the years of raiding from my background and just make it his youth and early teenage years.

I guess that'd go for my Barbarian as well. He'll probably be closer to 16-18 then when he left the relatively structured Icemark for the Ironbound Islands, and took up with a mercenary crew.


Destin doesn't care, he won't kill women and children for no reason, but he has grown up around war and the like. Though He will save a village, if he thinks it will bring him fame. He will raid a village, if he thinks it will bring him fame and glory.

Dark Archive

Will there be any allied spellcasters going on the raid? So long as he gets a chance to study the magic of the native peoples, Hiiram will have plenty of reason to be following them into combat.


For what its worth guys the Ironbound Islands do participate in raiding, but they're no where near as bad as the Broken Bay.

Grand Lodge

dot

(I'm hoping to lurk during this PBP to broaden my PBP experience -- it's all new to me.)


Hmm, I would like to give this a try.

4d6 ⇒ (5, 6, 5, 6) = 22
4d6 ⇒ (6, 2, 3, 6) = 17
4d6 ⇒ (4, 1, 5, 5) = 15
4d6 ⇒ (5, 6, 1, 2) = 14
4d6 ⇒ (3, 2, 6, 3) = 14
4d6 ⇒ (5, 3, 4, 5) = 17
4d6 ⇒ (3, 4, 2, 5) = 14

Interesting. I could try out a mongrel mage or a bloodrager with this.


I was looking at it a bit and I think it'd be fun to try one of the new classes so I might keep the backstory, and do a bloodrager instead, I also updated the backstory to support this a bit and the first time raid background stated earlier.

Backstory:
Olaf was born in the Icemark, and thus is no strangers to the dangers in this world. The undead from the moundlands, huge predators, and giants all make that their home, and so his family, like the rest, were nomads moving away from danger as it came. Growing up he felt close to his ancestors, and felt as though he could sometimes see them, and especially talk to them during dreams. This fostered a curiosity as to why they are so afraid of the mound lands, and refuse to acknowledge their ancestors. This gift manifested a few times as a child and mostly scared others. As he grew he questioned many traditions of the Vakari. Particularly he wondered why the elders hold all the power among the Vakari, why they refused contact with the ancestors who've returned in the Mournlands, why they should migrate away from threats rather than face them, and what he was meant to do with his gift. Eventually it became clear that were he to advance further, without waiting for old age, he'd have to leave Icemark and carve a name for himself, perhaps in a slightly warmer part of the vast kingdoms, he left home.
He wanted to keep the structure he'd found in Icemark, while being able to advance a name, and not be ashamed of his growing magics, so he set out for the Ironbound Islands and at sought out mercenary work. For a while he stuck to land, acting as a caravan guard and other sorts of honest work, but he quickly learned that the real route to coin, prestige and fame in the ironbound isles is to participate in raids in the sea. Hoping that White Estrid would eventually learn his name, he set out to become a raider.

Character Details:
Bloodrager (4) with the Undead bloodline. I was thinking about the primalist archetype, and if you have issues with the undead bloodline (or anything else) I could certainly change it. I was sort of skinning it based on the ancestral traditions of Ulfens but I can certainly understand if you don't like the "somewhere in your bloodline is the taint of undeath" aspect of it.

I'm somewhat playing with making him a half-orc, but it seems Half-orcs are very uncommon everywhere except the Ironbound Islands. I sort of liked the idea of someone who was trained to be stoic in Icemark but the blood of his ancestors incites him to rage, so I'll probably just go with human since that meshes better with the above backstory.


I'm going to withdraw Halbjorn from the running. I'm not feeling the background flow. I've also got some other possible new games in the fire and don't want to overload my plate. Good gaming everyone!


It will be a raid from ironbound islands against Broken bay actually


Brandt would have fought them before, so he would be fine with this. It is but the way of life.

just a tid bit, I would like to say my name means "Determined blade" apparently lol.


Ok, Broken Bay is a Chaotic Evil kingdom, so Lars would be ok with raiding that.


What's the current stance on firearms? I'm thinking I'd like to play a slayer, but if I can grab a rifle, I'd play the sniper archetype.


I'm backing out. Have fun all.


I am all in if you'll have me. I am done traveling and will get to whipping up a character sheet!


Dragonflyer1243 wrote:

All right, here's the crunch for Soral Darkrent, my Half-Elven Mystic Theurge submission. He'll take his first level of Theurge next level, and will eventually return to wizard to focus on arcane casting. I'm afraid that I won't have time to finish and upload the background tonight, but here's the crunch.

** spoiler omitted **...

Sorry about how long it took, it's been a busy few days. Here's the backstory for Soral Darkrent.

Background:
Once one of the most talented mages in Kalsgard, Soral grew up the son of a merchant in the Amber quarter of the city. There, his father paid for tutors from all across Golarion to come and teach his son the fundamentals of arcane magic. However, as they did so, they realized that there was something different about this boy. Alongside the reserves of magical power that all wizards possess, he contained a spark of something new, something previously unseen by any who taught him.
This spark was mostly ignored as Soral grew into a lanky teenager, mostly staying in the back of his father's busy jewelry shop. One day, however, the peace and quiet of his studying was interrupted by his younger brother, who had been playing in the street. The young boy had been struck by a mule, and was severely bleeding. As Soral ran to his aid, attempting to drag him to safety and desperately trying to remember what his books said about first aid, a voice in the back of his mind spoke. The kind whisper instructed him to cast a spell he had never used before, and he followed its orders. Within seconds, his glowing hands had healed his brother of his wounds.
That night, a woman visited his dreams, appearing before him and offering to him a small charm in the shape of a blade. She explained that she was Sarenrae, the goddess of healing and redemption, and that she had chosen him as her scion. He would share the wizardly powers he had possessed before, and would gain new powers, both to heal and to kill. In exchange, all Soral had to do was to follow her doctrine, and uphold it with his life. After having seen his brother brought back from the brink of death, Soral agreed quickly to her offer, accepting the charm and tying it around his neck. What shall I do first, my lady? Within his dream, she manifested a small map of the Linnorm Kingdoms and pointed to the Ironbound Isles. You shall go there, and attempt to reform what evil that resides inside that kingdom. Should you fail in your attempts at redeeming the evildoers, you shall slay them. Such is my way, and now, yours.
With that, Soral woke suddenly, clutching at his throat to find the charm, which had remained around his neck as he had awoken. After quickly packing his bags, he left a note for his family and left immediately, sneaking into the still-dark morning to join the first ship to the Ironbound Isles, for regardless of how he got there, he knew that it was there that he must go.


**Waves to Scranford**

Just noticed this thread as my inter webs in Bonnie Scotland have been troublesome... so quickly throwing my hat into this holmgang:

Thinking of a Human (Ulfen) Skald (Fated Champion)

The Tangled Skein of Fate:

4d6 ⇒ (2, 1, 4, 6) = 13 DEX
4d6 ⇒ (3, 1, 3, 4) = 11 WIS
4d6 ⇒ (5, 5, 2, 5) = 17 STR
4d6 ⇒ (1, 4, 2, 3) = 10 (Drop)
4d6 ⇒ (2, 3, 6, 4) = 15 CON
4d6 ⇒ (6, 1, 3, 3) = 13 INT
4d6 ⇒ (3, 6, 1, 6) = 16 CHA

Initial thoughts:

Hálvr Grímmrsǫngr: an exile returning to the North to right old wrongs and to find his place in the Sagas. Known as a Breaker of both Oaths and Shields, and as a Tavern Truth Seeker, Hálvr is Sword Tongued and a Chanter of Woe with hair the colour of pitch and a mood to match.

Full profile to follow...

Grand Lodge

Ok, Blake Hunter is (mostly) ready for action. I just have to double check his purchases.


Here's Black Dow's work-in-progress Skald for consideration.

Still some crunch and flavour to complete/settle on, but the bones and much of the Northern meat is there.

Jist will be he was an exile from Bildt... did some time travelling the world as a black-mooded raider/mercenary/adventurer (Riddleport/Varisia I'm thinking) - Hears word that White Astrid may be looking to raid again and travels back North to reclaim his honour and possible gain some vengeance in the process.

He'll feel very much guided by fate and have selected traits to touch on this.

Hálvr isn't necessarily a good guy but he's a good one to have in your corner...


1 person marked this as a favorite.

<Hey BD>

OK a few more notes. J'Larky ended up not fitting in real well no matter where he traveled. Maybe this ship, and it's journeys would bring him closer to what he is seeking... Knowledge... adventure... fortune... and acceptance (Not to mention a good dose of "I told you so".)

He is fresh out of the forest, but holds no contempt or superiority to other races or cultures. Anything to help him get ahead. He is just a bit Naive, but very smart.


APPLICATIONS
J'Larky = Elf Arcanist
Hálvr Grímmrsǫngr = Ulfen Skald (Fated Champion)
Blake Hunter = Aasimar Gunslinger
Thorvald the Black Shield = Ulfen Barbarian
Destin Brandt = Ulfen fighter (viking)
Dalgar Carver = Skinwalker Coldborn Warpriest
Ogrin Schwarson = Ulfen Cleric
Aubheroene = Elf Wizard (Admixture)
Hiiram Melech = Tiefling (Scryer Diviner) Wizard 1 / (Mindchemist/Vivisectionist) Alchemist 1 / (Snakebite Striker) Brawler 1 / Evangelist of Nethys 1
Calder the Cursed = Ulfen Brawler (mutagenic mauler, shield champion)
Soral Darkrent = Half-Drow Admixture Wizard 3, Cleric 1
Alfred Redhill = Human Bard

INTERESTED
David_Bross = Bloodrager

Sorry if I missed anyone.

Cheers


missed mine, Lars the crusader (Aasimar Paladin/Bloodrager)


Ugh, I wanted in on this, but I've been busier than I thought this weekend. Not gonna make that date. Good luck, everyone.


Good luck everyone.


Jubal Breakbottle wrote:

APPLICATIONS

J'Larky = Elf Arcanist
Hálvr Grímmrsǫngr = Ulfen Skald (Fated Champion)
Blake Hunter = Aasimar Gunslinger
Thorvald the Black Shield = Ulfen Barbarian
Destin Brandt = Ulfen fighter (viking)
Dalgar Carver = Skinwalker Coldborn Warpriest
Ogrin Schwarson = Ulfen Cleric
Aubheroene = Elf Wizard (Admixture)
Hiiram Melech = Tiefling (Scryer Diviner) Wizard 1 / (Mindchemist/Vivisectionist) Alchemist 1 / (Snakebite Striker) Brawler 1 / Evangelist of Nethys 1
Calder the Cursed = Ulfen Brawler (mutagenic mauler, shield champion)
Soral Darkrent = Half-Drow Admixture Wizard 3, Cleric 1
Alfred Redhill = Human Bard

Thank you for keeping track.


Adventure Path Charter Subscriber

Missed mine also -- Alfred Redhill, Bard


I guess my application is incomplete without a character. Here it is. (David Bross here). I went with the half-orc. Certainly makes him more of an outcast (which I was already going for), and he'd certainly have a better reason for going to The Ironbound Islands.

Snow seems a fitting last name for a bastard from Icemark....

Full details below:

Background:
Olaf was born in the Icemark, and thus is no strangers to the dangers in this world. The undead from the moundlands, huge predators, and giants all make that their home, and so his family, like the rest, were nomads moving away from danger as it came. Growing up he felt close to his ancestors, and felt as though he could sometimes see them, and especially talk to them during dreams. As if this were not enough to make him an outcast, he also had no acknowledged father, nor one that'd ever be welcome in Icemark. Being a half-orc, and one who constantly talked of his Ulfen Ancestors, he ended up in quite a few brawls as a child. Olaf never understood how despite talking to his ancestors in visions, and being taught of Torag and the values of those ancestors, he could be so rejected in his homeland. Eventually he found himself less and less welcome, and combined realizing he'd never hold any true power in the Vakari as half-blooded, he sought out a home in a more welcoming kingdom.
Olaf quickly found that despite the intolerance of his heritage by those in Icemark, many other Ulfen's were worse. Eventually he found some work as a caravan guard and other sorts of honest work, but most refused him despite his best efforts. Eventually he heard of a land far south that promised both prestige and fame in the ironbound isles to those who participate in raids in the sea. Hearing this he sought out Halgrim to make it his new home. Shortly there he was amazed to find himself among so many kin, and better yet, how quickly he found work on a ship.

Personality:
Olaf always remembers being told repeatedly to respect his elders. More than this he remembers the bullying as a child and the fistfights that resulted. He won those that were close to fair, not many by his recollection. He has a huge sense of pride, especially displayed by the prominent tattoo's on his body. He tries to be respectful, as he was taught, but often loses his temper, fueled by his pride when he should best keep his mouth shut.

Class:
Bloodrager 4, Primalist, Metamagic Rager archetypes
Undead Bloodline (Flavoring this based on Ancestors, if this doesn't work I'll go with a different one)
Bloodrage 17 rounds a day [4+2*(3)+3(con)+4 (FCB)]
Frightful Charger
Fast Movement
Uncanny Dodge
Blood Sanctuary
Bloodcasting
Primal bloodline (4th) for (2) rage powers
Superstitious (4th)
Lesser Beast Totem (4th)

Race:
Half-Orc, Sacred Tattoo (Toragian markings of his ancestors)

Traits:
Fate's Favored (His ancestor's protecting him, as they've always done)
Tusked (That orc blood showing through)
Drawback: Pride (Aren't almost all Ulfen's?)
(If the drawback grants a third trait probably Reactionary, as he got into quite a few scrapes a youth)

Feats:

Raging Vitality 1st
Power attack 3rd
Eschew Materials 4th (Bonus, Bloodrager)

Skills:

Intimidate +11
Perception +5
Spellcraft +7
Ride +8
Diplomacy +2
Sense Motive -2

Equipment:

Boots of the Earth (He took them from home; as long as you hold faith and the line, you'll persevere) 5000gp
MW Falchion 375p
MW Lance 310 gp
MW Backpack 50gp
MW Chain Shirt 250gp
Barbarian's Kit 9gp
100' silk Rope 20gp
Wand of Long Arm 750p
2 Oils of Magic Weapon 100p

Spells known:

Mount, Enlarge Person


Jubal Breakbottle wrote:

APPLICATIONS

J'Larky = Elf Arcanist
Hálvr Grímmrsǫngr = Ulfen Skald (Fated Champion)
Blake Hunter = Aasimar Gunslinger
Thorvald the Black Shield = Ulfen Barbarian
Destin Brandt = Ulfen fighter (viking)
Dalgar Carver = Skinwalker Coldborn Warpriest
Ogrin Schwarson = Ulfen Cleric
Aubheroene = Elf Wizard (Admixture)
Hiiram Melech = Tiefling (Scryer Diviner) Wizard 1 / (Mindchemist/Vivisectionist) Alchemist 1 / (Snakebite Striker) Brawler 1 / Evangelist of Nethys 1
Calder the Cursed = Ulfen Brawler (mutagenic mauler, shield champion)
Soral Darkrent = Half-Drow Admixture Wizard 3, Cleric 1
Alfred Redhill = Human Bard

INTERESTED
David_Bross = Bloodrager

Sorry if I missed anyone.

Cheers

Thank you very much for keeping track of all the submissions! Just for the record, Soral is a half-elf with the Drow Magic racial characteristic.


APPLICATIONS
J'Larky = Elf Arcanist
Hálvr Grímmrsǫngr = Ulfen Skald (Fated Champion)
Blake Hunter = Aasimar Gunslinger
Thorvald the Black Shield = Ulfen Barbarian
Destin Brandt = Ulfen fighter (viking)
Dalgar Carver = Skinwalker Coldborn Warpriest
Ogrin Schwarson = Ulfen Cleric
Aubheroene = Elf Wizard (Admixture)
Hiiram Melech = Tiefling (Scryer Diviner) Wizard 1 / (Mindchemist/Vivisectionist) Alchemist 1 / (Snakebite Striker) Brawler 1 / Evangelist of Nethys 1
Calder the Cursed = Ulfen Brawler (mutagenic mauler, shield champion)
Soral Darkrent = Half-Elf Admixture Wizard 3, Cleric 1
Alfred Redhill = Human Bard
Lars (known as 'the crusader') = Aasimar (Angelkin) Bloodrager (Steelblood) 2/Paladin (Oath of Vengeance) 2
Olaf Snow = Half-Orc Bloodrager 4, Primalist, Metamagic Rager

Sorry if I missed anyone.

Cheers

Dark Archive

Man, my guy's class field is going to be silly until level 5 when I just replace the whole thing with "He's an Arcane Trickster. Honest."

I suppose I should get this confirmed: I can use the Evangelist's Aligned Class feature to get levels of Arcane Trickster, right? It doesn't say you can't use it on prestige classes, but that's up to you, DM.


DM, I submitted my character on page 1 and I didn't get included in the list. Please don't miss me!


1 person marked this as a favorite.

I’ll go yes on seranovs question. here is the list of 8. I did look at everyone so don't worry Rance. I am sorry i couldn't pick all of you.
Im sorry for those who I couldn't pick and well I added a slot because all of your submissions were great. It really is maddening that I could only run so few, but it gets complicated otherwise. This decision was very hard, and truly was the hardest one ever.

Those accepted are:
Hálvr Grímmrsǫngr
Dalgar Carver
Hiiram Melech
Aubheroene
Alfred Redhill
Olaf Snow
Soral Darkrent
J’larky

51 to 100 of 107 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Land of the Linnorm Kings Recruitment All Messageboards

Want to post a reply? Sign in.