[Non-PFS] Pathfinder 1-Shot

Game Master djpika

Maps
Plantation Basement

Full Moon Inn

Plantation House

Marais d'Tarascon
Cemetery


Hooked Horseman of Magnimar Escapes!
While being transported from Magnimar to Habe's Sanatorium, Trevol Greenway, known as the Hooked Horror of Magnimar for riding down his victims with an ogre hook and then hanging them like meat, is believed to have escaped when his wagon was assaulted by the goblins along the Brinestump Marshes. His body was not found amongst the dead. Authorities seek assistance in finding the fugitive. For details, speak to Sheriff Hemlock. Only the brave need apply.




Hooked Horseman of Magnimar Escapes!
While being transported from Magnimar to Habe's Sanatorium, Trevol Greenway, known as the Hooked Horror of Magnimar for riding down his victims with an ogre hook and then hanging them like meat, is believed to have escaped when his wagon was assaulted by the goblins along the Brinestump Marshes. His body was not found amongst the dead. Authorities seek assistance in finding the fugitive. For details, speak to Sheriff Hemlock. Only the brave need apply.

============================================================

I will be running an old-school module, ported to Pathfinder/Golarion. I do not plan on disclosing the name of the module until after the adventure completes to preserve the experience. The title gives away more than I would like.

This is my first time DM'ing PbP outside my normal play group, so please keep that in mind.

Players should expect:

  • To commit to posting 1/day.
  • A grittier, possibly macabre setting.
  • A balance between investigation and action.
  • A very lethal adventure; as a 2nd edition module, character deaths may occur.

Level: Characters will start at 1st level.
Attributes: 20 point buy.
Hit Point Generation: Max at first level.
Classes: Paizo and 3pp classes, provided that I have access to it and approve ahead of time. Some classes may not fit the theme.
Races: Paizo races no higher than 13 Racial Points, although I highly recommend humans. The adventure will encounter societies that are intolerant to things unknown.
Alignment: No evil.
Starting Wealth: Average starting wealth for your class.
Traits: Two traits from different categories. As an benefit for early submissions, I will treat the traits as "highlander" - once one is selected, no one else can use it. "Submitted" means the character is completed.

Submissions: Submissions close on Jan 10th. I'm looking for 4-6 characters.

In addition to providing a character description and using a template (example) for your character data, please fill out the following for your character:

  • Have a Goal: Strive to be the best at something, to create something, to see a place, to get married, or to achieve some other goal. Whatever it is, have something you want above all other things.
  • Have a Reputation: Maybe you’re a great juggler, or maybe you slipped on the stairs in front of the whole town. Whatever it is, it’s something locals remember about you.
  • Have a Friend: Whether a friend from school, a coworker, an army buddy, or someone you saved, have someone you’re close to and whom you wish well.
  • Have a Home: It might be a neighborhood you love, your parent’s house, or a room you rent; in any case, it’s the place you call home.
  • Have a Signature Item: A signature item is something that is recognizably yours, be it a weapon with a distinctive grip, a piece of jewelry, a lucky charm, or your favorite scarf.
  • Have a Problem: Maybe you don’t have any money, a member of your family is sick, or you’re trying to get home. Whatever the issue is, you’re doing your best to solve it.
  • Have a Secret: Maybe you can’t read, left your crewmates to die, or made your long-lost sister run away. This should be something that would embarrass or endanger you if others found out.
  • Have a Reason to Be Brave: Maybe it’s to be like your hero, maybe it’s to repay a debt, maybe it’s for your child, but have a reason to occasionally face your fears.

Grand Lodge

Here is my submission for Gavel Dulcimer, a Human Bloodrager. If a Barbarian would fit your game better let me know, and I'll adjust.

Crunch:

GAVEL DULCIMER
SHOANTI HUMAN BLOODRAGER 1
CG Medium humanoid (human)

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DEFENSE
-------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 15 (1d10+5)
Fort +4, Ref +2, Will +0
Init +2; Senses Perception +4

-------
OFFENSE
-------
Speed 30 ft., Fast Movement
Melee greatclub (two handed) +4 (1d10+4/x2)
Melee dagger +4  (1d4+3/19-20/x2)

Ranged dagger (thrown) +3  (1d4/19-20/x2)
Ranged dart +3  (1d4/x2)

Bloodraging:
Melee claw +6/+6  (1d6+5/x2)
Melee greatclub (two handed) +6 (1d10+7/x2)

-------
STATISTICS
-------
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
*Base Atk +1; CMB +4; CMD 16
*Feats Power Attack, Toughness
*Skills Acrobatics +2 , Climb -1 , Escape Artist -2 , Fly -2 , Intimidate +7, Perception +4, Ride -2, Spellcraft +4, Stealth -2, Survival +4, Swim -1
*Traits dirty fighter, omen
*Languages Common
*SQ abyssal bloodline, bloodrage, bonus feat, fast movement, skilled, weapon and armor proficiency
*Gear scale mail, greatclub, claw, dagger, dart (5), outfit (traveler's), barbarian's kit, buckler, backpack
*Weight - 80.2lbs - Medium Load

*Wealth:
Platinum- 6
Gold- 6
Silver- 2
Copper- 10

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FEATS
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*Power Attack
Sacrifice -1AB in order to add +2 to damage. Increase by 50% if using a two-handed weapon.

*Toughness
Add +3 to HP, and then at level 4 on, add +1HP/level.

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SPECIAL ABILITIES
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*Bloodrage (Su)[7rounds/day]
You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 7 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.

*Abyssal Bloodline Generations ago, a demon spread its filth into the essence of your bloodline.

*Bloodline Power:Claws (Su)
You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full-attack action using your full base attack bonus. They deal 1d6 damage.

*Fast Movement (Ex)
Your land speed is faster than the norm for your race by 10 feet. Your land speed is faster than the norm for your race by 10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonus to your land speed.

*Weapon and Armor Proficiency
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

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Basic Traits
-------
*Dirty Fighter
You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

*Omen
You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence.

-------
Racial Traits
-------
*Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

*Bonus Feat
Humans select one extra feat at 1st level.

Background:

Coajah was born under the sign of a blood red star, which the Shaman of his tribe interpreted as an omen of blood and death. He grew up with a sense in his tribe of being feared and shunned. His only friend was his older sister Bajira, who taught him to fight back when she provided him cover. When he was approaching adulthood the power of the abyss in his blood was manifested during a time when a group of young warriors in his tribe were taunting him, and their taunting turned violent. In this instance his sister was not there to protect him, and n a rage his fingers elongated into claws and he tore gaping wounds in their arms and legs before the tribal elders knocked him unconscious. The young men who had taunted him were saved by the Shaman from bleeding out. Coajah was exiled and traveled to Magnimar. He hopes to redeem his actions in the sight of the spirits and his ancestors, even if he cannot ever return home to his people. He has taken the name Gavel, in order to represent his desire to see justice brought to the powerless, for he was powerless once himself.

He is about 6'4", and weighs 235 lbs. He has light brown tanned skin, dark brown hair, and light brown eyes that glint red around the edges of his irises when he is bloodraging. While he is quite jovial and quick to joke around, he feels a deep sense of shame for his former lack of control, and has come to the decision that he must learn to master himself and the magic in his blood if he is ever going to be more than a monster.

*****Have a Goal: Strive to be the best at something, to create something, to see a place, to get married, or to achieve some other goal. Whatever it is, have something you want above all other things.

Gavel's goal is to redeem himself in his own eyes, and to conquer the rage and power that flows in his blood. He believes the best way to do this is to help people, to act as a defender. His experience has taught him that authorities aren't always the best at doing this, so he is more than willing to take matters into his own hands, even if it "fudges" the acceptable laws.

******Have a Reputation: Maybe you’re a great juggler, or maybe you slipped on the stairs in front of the whole town. Whatever it is, it’s something locals remember about you.

Gavel has spent the last three years defending caravans and travelers on the roads in and out of Magnimar. He has garnered a reputation as a fierce warrior who can be kind and jovial one moment, then fierce and ruthless if violence is called for. While he has a tendency to balk at commanding officers who stay in the back lines while others fight at the front, he has an appreciation for anyone who has a strong sense of battlefield tactics, since once he is in the fight his mental focus narrows to what is in front of him.

*****Have a Friend: Whether a friend from school, a coworker, an army buddy, or someone you saved, have someone you’re close to and whom you wish well.

Gavel's best friend in Ellimar, an elven merchant who travels between Mierani Forest and Magnimar with goods. Gavel saved his life once when a group of bandits hunting the road turned out to be more than the elven magus could handle.

*****((Have a Home: It might be a neighborhood you love, your parent’s house, or a room you rent; in any case, it’s the place you call home.

Gavel lives in the city district of underbridge. He rents a spare room from a local herbalist name Isilin Morwent who was looking to make a little extra coin, and having a hulking caravan guard living in your attic never hurts when it comes to thieves and robbers either.

******Have a Signature Item: A signature item is something that is recognizably yours, be it a weapon with a distinctive grip, a piece of jewelry, a lucky charm, or your favorite scarf.

In his belt Gavel carries a dagger with an ornately carved bone handle. It is the only thing he was given when he was exiled of his families, and he treasures it because with it he surviving the trek through the wilds of Varisia all the way to the lowlander's civilization.

*****Have a Problem: Maybe you don’t have any money, a member of your family is sick, or you’re trying to get home. Whatever the issue is, you’re doing your best to solve it.

On his last caravan trip, Gavel offended a new guard named Arvur who was mocking him by calling him a horser. He used his biting wit to intimidate the man down, and then mocked him in combat the next day when they were attacked and Arvur froze. Unfortunately on the trip back Arvur tried to prove himself in another attack and recklessly threw himself in the front. He suffered grievous wounds and lost one of his legs. Without the money to pay for a healer he has become bed-ridden and is relying on his wife and parents to support him. Gavel feels responsible and is looking for a way to help the man, paying for his healing if possible, or supporting him financially if not.

*****Have a Secret: Maybe you can’t read, left your crewmates to die, or made your long-lost sister run away. This should be something that would embarrass or endanger you if others found out.

Gavel isn't the first Shoanti to be exiled in his family for uncontrollable magic in his blood. His great-uncle was an abyssal bloodline sorcerer who was exiled for trying to manipulate the tribe for his own purposes. His grandson Torvau lives in Riddleport and is a Sorcerer like his grandfather. Once Gavel traveled to Riddleport and met Torvau. Torvau believes that if he and his second cousin united they could fulfill the omen of Gavel's birth and do terrible things. He may not be wrong...

*****Have a Reason to Be Brave: Maybe it’s to be like your hero, maybe it’s to repay a debt, maybe it’s for your child, but have a reason to occasionally face your fears.

Gavel's reason for being brave is that he fears his abyssal heritage and his rage as much as he values them. His desire to master these abilities is more about gaining control of himself than it is about growing in power. He also wants to redeem himself and prove the omen of his birth wrong.


dot


would goblin be an applicable race? Have an idea for an gobo alchemist.


Here's my entry, 'Sam' Samantha Ozrick.

Sam:

Samantha E. Ozrick
Female angel-blooded aasimar (angelkin) skald (battle scion) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Intrigue 48)
CG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +2; +1 trait bonus vs. charm and compulsion
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee gauntlet (from armor) +3 (1d3+3) or
. . unarmed strike +3 (1d3+3 nonlethal) or
. . war flute +3 (1d8+3)
Special Attacks raging song 7 rounds/day (inspired rage)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—alter self
Skald (Battle Scion) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—chord of shards[UM] (DC 15), enhance water
. . 0 (at will)—detect magic, prestidigitation, read magic, summon instrument
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +3; CMD 14
Feats Arcane Strike, Scribe Scroll
Traits idealized campaigner, varisian tattoo
Skills Acrobatics -5 (-9 to jump), Bluff +4 (+5 on checks to interact with good-aligned creatures who have never met you before), Diplomacy +8 (+9 on checks to interact with good-aligned creatures who have never met you before), Disguise +4 (+5 on checks to interact with good-aligned creatures who have never met you before), Heal +2, Intimidate +4 (+5 on checks to interact with good-aligned creatures who have never met you before), Knowledge (arcana) +4, Knowledge (planes) +6, Perception +4, Perform (sing) +8 (+9 on checks to interact with good-aligned creatures who have never met you before), Perform (wind instruments) +8 (+9 on checks to interact with good-aligned creatures who have never met you before); Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ bardic knowledge +1, courtly presence
Other Gear scale mail, heavy steel shield, war flute, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], mirror, pot, soap, spell component pouch, Steel Drum, trail rations (5), waterskin, 27 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Courtly Presence (Ex) Start verbal duels with extra edge for presence tactics
Darkvision (60 feet) You can see in the dark (black and white only).
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.
Raging Song (standard action, 7 rounds/day) (Su) Song can inspire allies in a variety of ways.
--------------------
Samantha is the daughter of a varisian hero, Gwendolyn D. Ozrick, and an angel whom she had fallen in love with. Her parents raised her mostly in her father's domains. Eventually, she spent more and more time in the material plane.

Eventually, Samantha decided to go out on her own journey, to make her own fortune and fame in the material plane. Her mother had done much in the past, but in the declining two decades, her name is almost entirely forgotten.

Samantha was 'dropped off' at Sandpoint to start her own legacy. She doesn't know what she's going to do *yet*, but she knows she's got a hero's soul and the desire to do great in the world.

Have a Goal: Sam wants to be a hero and have an adventure like her mother did.
Have a Reputation: Samantha is the daughter of a once-great hero.
Have a Friend: Samantha is on friendly terms with the mayor of Sandpoint; her mother and her were friends/compatriots once, and she's come by once and a while growing up.
Have a Home: The Ozrick house is in the alabaster district in Magnimar.
Have a Signature Item: Samantha wears a somewhat threadbare red scarf that she was given by her mother.
Have a Problem: Samantha wants to prove she's her own person. She's decided that having her own order of knights would be a great way to do that. She has no idea how to do it. however.
Have a Secret: Samantha knows that a bunch of the things that her mother Gwen did with her heroic friends was greatly overexaggerated.
Have a Reason to Be Brave: Samantha feels that she's got a degree of protection, that her angel father is watching over her... and she's the daughter of a hero, she can do it, right?


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I will be the first to say that I did like the way you put those questions to give more depth to our characters.

Maybe it's just me, but your explanations regarding said questions have given me inspiration.

Now to the meaty part: you said 3PP may be a yay if you have access to it and approve it. I am still undecided about what I will play but it never hurts asking if Path of War is allowed.


here is my application.

additional background questions:

1. Goals, at the moment he merely wants to see the world from his dragons back. As such he values his freedom, and enjoys living life. He doesn't like work, or doing things he finds boring or tiresome. If he did have a goal, at the moment it would be to get some "cool armor" for Azreal. Oh, and to impress Anna.

2. He. Raised. A. Dragon. And he's a decent smith.

3. Anna, a girl that's a year younger than him. They've been friends since they were 10. While many started to keep their distance after the, ah, dragon appeared with him. She never did.

4. The only places he calls home are his old home with his parents and Azreal's saddle.

5. The blade he forged mostly himself, with guidance from the Smithy Hemms.

6.

7.

8. He desires to be a renowned hero like the ones in the tales told by the bards.


Gwahir777 wrote:

Here is my submission for Gavel Dulcimer, a Human Bloodrager. If a Barbarian would fit your game better let me know, and I'll adjust.

** spoiler omitted **...

A bloodrager is fine. No need to switch. Although please note that I plan on having the party start in Sandpoint (and that they will take the task to track down the escaped killer).


EmissaryOfTheNorth wrote:

I will be the first to say that I did like the way you put those questions to give more depth to our characters.

Maybe it's just me, but your explanations regarding said questions have given me inspiration.

Now to the meaty part: you said 3PP may be a yay if you have access to it and approve it. I am still undecided about what I will play but it never hurts asking if Path of War is allowed.

I don't own Path of War, sorry.


EmissaryOfTheNorth wrote:

I will be the first to say that I did like the way you put those questions to give more depth to our characters.

Maybe it's just me, but your explanations regarding said questions have given me inspiration.

I honestly can't take credit for these questions; I took them from the Horror Adventures book. Although I have seen various sets of questions like these proposed in the past. There's a few flavors of sets out there.


Dot. Currently building a Human Wizard (Necromancer).


Question for the GM - are you allowing taking a drawback for an additional trait?


TPJ wrote:
Question for the GM - are you allowing taking a drawback for an additional trait?

Sure, I'll allow that.


Is this game set on Golarion, or somewhere else?

I have a halfling Unchained Rogue character who was raised among the Shoanti and is a devotee of Pharasma. I played him a little while in a campaign that died.


Will try my luck with that character.

Do we get Background skills?


Dot. Interested. Thinking of playing a human herb witch.


Dot. Questions:

- Does "possibly macabre" mean occult classes are appropriate?
- How long of a module is this? Will we be moving past 1st level?


Peet wrote:

Is this game set on Golarion, or somewhere else?

I have a halfling Unchained Rogue character who was raised among the Shoanti and is a devotee of Pharasma. I played him a little while in a campaign that died.

This game starts in Golarion. If you want to use the same character, that's fine. Just reset items/xp to starting values.


Atsushia Greyeyes wrote:

Will try my luck with that character.

Do we get Background skills?

I didn't call out the background skills at the beginning, so we'll say no for now. It wouldn't be fair to those that posted already. Once the folks are selected, we can revisit minor tweeks before starting.


Tundran wrote:

Dot. Questions:

- Does "possibly macabre" mean occult classes are appropriate?
- How long of a module is this? Will we be moving past 1st level?

I expect the party to move to 2nd level going into the last third.

Occult classes are a mixed bag. I believe the Occultist, Kineticist, and Psion are ok. I need to think about the others. Note that the emotional element to psychic magic may be more challenging here...


Got to say that I love gritty campaigns where there is a real chance of dying. Reminds me of my years of WFRP. Please see my submission below, I hope it is in the spirit of your campaign. Please tell me if anything is missing.

Name Lars Ulcaster
Race Human
Class Slayer
Alignment Chaotic Good
Deity Calistra
Str (18) Dex (14) Con (14) Int (10) Wis (10) Cha (10)

Traits
Ease of Faith (+1 Diplomacy and class skill)
Armor Expert (-1 ACP)

Equipment
Chain Shirt (+4 AC, -1 ACP)
Falchion (2d4, 18-20 x2)

Skills
Stealth +6 (+5 in armor)
Perception +4
Diplomacy +7
Bluff +4
Intimidate +6
Sense Motive +4
Profession-Watchman +4

Feats
Power Attack
Persuasive

Studied Target
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

Track
A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Background

Have a Goal: To bring Trevol Greenway to justice
Have a Reputation: A fair and just watchman
Have a Friend: Sergeant Ostwalder: Worked under him. This was his best friend and mentor.
Have a Home: Magnimar
Have a Signature Item: Wedding ring.
Have a Problem: Lars was once a watchman in Magnimar. His daughter was one of Trevol's victims. He quit when his daughter died, and he was allowed to be put on the case to find her killer. He tried on his own, and failed. Trevol was discovered and arrested. He turned to alcohol, which has become a recurring problem. While he could have rejoined the watch, he blames them for not allowing him to hunt Trevol, though he understands why they did so. He is still 'technically' married. He and his wife grew distant after the murder, and his alcoholism didn't help. His wife went back to her parents' in another town to grieve, leaving him to his obsession.
Have a Secret: He has secretly become a devotee of Calistra. He will do anything for vengeance against Trevol, though he hides this out of fear that his companions will treat him the same way the watch did.
Have a Reason to Be Brave: If he lets fear conquer him in this hunt, then his entire reason for living (and his love for his daughter). He fears that if he is not brave, then he will disgrace his daughter's memory and make his loss of career and marriage for nothing.

Plan
Take trapfinding at Lvl 2. Be the party scout, and fight on the front lines. Will switch leveling profession to disable device upon leveling up.


Here's my application, Lazarus Baer, Human Necromancer. I'm looking forward to this as it combines my two loves, old-school adventures and horror.

Lazarus Baer:

Lazarus Baer
Male Human necromancer 1
TN Medium humanoid (human)
Init +3, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 7 ((1d6)+1)
Fort +1, Ref +2, Will +3

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee dagger -2 (1d4-2/19-20)
Ranged dagger (thrown) +2 (1d4-2/19-20)
Special Attacks Grave Touch, Power Over Undead ~ Command Undead,

Prepared Spells
Wizard (CL 1st; concentration +6)
1st-cause fear(DC 16), mage armor(DC 15), sleep(DC 15)
0th-daze(DC 14), light, detect magic
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 7, Dex 14, Con 12, Int 18, Wis 12, Cha 14,
Base Atk +0; CMB -2; CMD 10
Feats Alertness, Command Undead, Scribe Scroll, Spell Focus (Necromancy)
Skills Bluff +3, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +8, Spellcraft +8,
Traits Arcane Temper, Seeker, Spirit Sense,
Drawbacks Power-Hungry
Languages Abyssal, Common, Infernal, Sylvan, Truespeech
SQ abjuration opposition school, arcane bond, arcane school, bonded object, bonus feat, bonus wizard spell, cantrips, necromancy school, skilled, transmutation opposition school,
Combat Gear rations (trail/per day) (5),
Other Gear dagger (2), outfit (traveler's), backpack, common, flint and steel, ink (1 oz. vial), inkpen, waterskin (filled), spell component pouch, signet ring, spellbook (wizard's/blank), 41.4 gp
=================================================
SPECIAL ABILITIES
=================================================
Abjuration Opposition School You have chosen abjuration spells as an opposition school. Preparing an abjuration 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 abjuration spell as a prerequisite.

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

Arcane School

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

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.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Wizard Spell Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.

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.

Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for 1 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 1 Hit Dice. You can use this ability 7 times per day.

Necromancy School You have chosen to specialize in necromancy spells.

No Racial Subtype You have chosen no racial subtype.

Power-Hungry You're addicted to power. You take a -2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Power Over Undead

Power Over Undead ~ Command Undead (Su) You can channel energy 7 times per day to command undead. You can command up to 1 hit dice of undead. The will save DC of your command undead attempts is 12.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spirit Sense You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Transmutation Opposition School You have chosen transmutation spells as an opposition school. Preparing an transmutation 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 transmutation spell as a prerequisite.

=================================================
Spellbook (Wizard's/Blank)
=================================================
Wizard Spells
1st -cause fear, chill touch, mage armor, ray of enfeeblement, ray of sickening, sleep, unseen servant
0th -dancing lights, prestidigitation, arcane mark, detect poison, bleed, haunted fey aspect, daze, disrupt undead, read magic, ghost sound, flare, acid splash, light, detect magic, ray of frost, spark, *touch of fatigue

=================================================
Background
=================================================

Lazarus Baer hails from Ustalav. He's a former professor of history at a local university in Caliphas who left with his family to a smaller countryside village after tiring of the internal politics. He became principal of the local school, and for years he and his family quietly lived in peace. Then one fateful night, they welcomed a weary traveler to their home to join them for dinner. They quickly discovered the traveler was a roaming vampire seeking fresh victims. The vamprire attacked Lazarus and his family. Lazarus was able to kill the creature with a silver dagger that had been a family heirloom, mostly because the creature was weak from hunger. However, it was too late for his wife and children.

Alone and broken, Lazarus spent several years in seclusion trying to learn all he could about the bridges between life and death. He'd finally apprenticed himself to a powerful Necromancer in Caliphas, who taught him the basics of magic with the promise of one day teaching him to become a more powerful wizard. The Necromancer was old and nearing the end of his life, and called upon Lazarus
to assist him with a dangerous ceremony by which he would transfer his soul from his body and live on eternally as a Lich. Lazarus, horrified at this prospect, sabotaged the ceremony and the Necromancer died.

Alone again, Lazarus has taken to traveling Golarion in search of knowledge about both life and death, and hoping to amass the power he needs to master death without it costing him his soul. He is currently settled at least temporarily in Sandpoint.

--
Have a Goal: Lazarus seeks mastery over life and death itself. He sees himself in a position of balance between the two, and with great care and precision he can maintain that balance without falling to darker forces.

Have a Reputation: He's always friendly, but distant, and always carries a stack of books with him. He's quick witted but never gets close.

Have a Friend: There is an old colleague from his university, Szandór, whom Lazarus has continued to correspond with over the years. He's aware of the tragedy that Lazarus has faced and has remained supportive as he's pursued the dark arts, though he has expressed concern that Lazarus's lust for power may one day consume him.

Have a Home: Currently Lazarus rents a small room in Sandpoint. He still has his house in the Ustalav countryside.

Have a Signature Item: Lazarus still carries the silver dagger that he used to kill the vampire so many years ago. It has a skull engraved in the hilt.

Have a Problem: Lazarus wants to amass enough power to bring back his family, even though he knows this is nigh impossible to do.

Have a Secret: Lazarus sabotaged the Necromancer's ritual by accident and fully wanted to see him become a powerful Lich. He's taken credit for doing it deliberately to avoid questions about his motives.

Have a Reason to Be Brave: Lazarus does not fear death, having been so close to it, and seeks instead to master it.


Current Contestants:

  • Gavel Dulcimer, Human Bloodrager
  • Samantha E. Ozrick, aasimar skald
  • Roran Rydell, .5 elf Dragonrider
  • Atsushia Greyeyes, Halfling Abjurer
  • Lars Ulcaster, Human Slayer
  • Lazarus Baer, Human Necromancer


I'll add to the list as people make their submissions. It looks like there may be 3 more coming?


Hi! Dotting for interest with this character here, a Lamplighter investigator. The profile is complete except for the character description and answers to the questions, which I should be able to finish tomorrow evening :)


I actually won't be able to submit a character for this game. Thanks and have fun! :D


Pathfinder Adventure Path Subscriber

I'll be submitting a cleric or druid either later today or tomorrow :-)


Current Contestants:

  • Gavel Dulcimer, Human Bloodrager
  • Samantha E. Ozrick, aasimar skald
  • Roran Rydell, .5 elf Dragonrider
  • Atsushia Greyeyes, Halfling Abjurer
  • Lars Ulcaster, Human Slayer
  • Lazarus Baer, Human Necromancer
  • Davina Alazario, Human Investigator


4.5 more days left for people working on submissions still...

Grand Lodge

I'll be removing my submission. Got into two c pbps this week and don't have time for a third.


I'll be withdrawing as well. Apologies and best of luck to everyone else.


Current Contestants:

Gavel Dulcimer, Human Bloodrager
Samantha E. Ozrick, aasimar skald
Roran Rydell, .5 elf Dragonrider
Atsushia Greyeyes, Halfling Abjurer
Lars Ulcaster, Human Slayer
Lazarus Baer, Human Necromancer
Davina Alazario, Human Investigator


Haven't forgotten, have just been busy! I'll try to get Dav here finished up by tomorrow :)


stats:

Ourias
Human Paladin of Abadar
LG Medium humanoid
Init +4; Senses- none, Perception +0
_____________________
Defense
_____________________
AC 19, touch 12, flat-footed 17, CMD 16
HP 12 (1d10+2)
Fort +4, Ref +2, Will + 1 (+2 Will vs Divine spell of other faiths)
_____________________
Offense
_____________________
Speed 20 ft (30 Base
Melee Bastard Sword +4 (1d10+3) 19-20x2
Melee
Ranged Lt. Crossbow +3 (1d8) 19-20x2 80ft.
____________________
Statistics
_____________________
Str 17, Dex 14, Con 14, Int 10, Wis 8, Cha 14
Base Attack +1, CMB +4, CMD 17
Feats: Fey Foundling, Exotic Weapon Prof. (Bastard Sword)
Traits: Reactionary, Disdainful Defender
Skills:
Diplomacy +6 (Rank +1, Class +3, Cha +2)
Heal +3 (Rank +1, Class +3, Wis -1)
Knowledge Religion +4 (Rank +1, Class +3)
Perception +0 (Rank +1, Wis-1
Languages: Common
Gear: Scale mail (50gp), Bastard Sword (35gp), 2 daggers (4gp), Light Crossbow (35gp), 20 blots (2gp), Heavy Wooden Shield (7gp), (Paladin’s kit: This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. (11gp) 31gp
____________________
Racial Abilities
____________________
Bound feat
Skilled
______________________
Special Abilities
_______________________
Aura of Good.
Detect Evil
Smite Evil 1/day

Goal: Spread law and civilization
Reputation: Ambitious
Friend: Jonathan Dirk, childhood friend who now finds himself on the opposite side of the law
Home: A small bare room in the Church of Abadar
Signature item: A book of laws that he keeps from his travels
Problem: He has no family
Secret: He questions the closeness between the Church of Abadar and Tyrants
Reason to be brave: To inspire others

I play on making a fuller back ground later


more background:

Found naked and in the woods by a caravan guard traveling with a group of merchants to Magnimar, the child was turned over to the temple of Abadar, the guard’s employer, once they arrived in the city. Ziya, a priestess named the child Ourias and decided to raise him at the temple. This wasn’t an unusual practice in Magnimar as many of the temples would keep children as wards, it served to alleviate the stress on the orphanages and provided cheap labor for the temples. The priests saw to the child’s education and he performed tasks such as cleaning and cooking. During his time at the temple Ourias became friends with the other children at the temple, namely Jonathan Dirk, who had a talent for sleight of hand and close up magic.

As Ourias grew he became strong and devoted to the temple’s teaching and became a true follower of Abadar. No longer a child he began training as a paladin, aspiring to one day be a member of the Justice Court. These aspirations would put him and his longtime friend Jonathan on opposite side of the law. Jonathan left the temple as soon as he could, he found it to be stifling. While Ourias trained to be a soldier for law and order, Jonathan became a skilled street performer and pick pocket, and rumor had it on his way to becoming a full blown member of the thieves guild.

Ourias finished the final stages of training shortly after his sixteenth birthday. He was excited but nervous, he was about to leave behind his home in hopes of spreading the law. His first assignment was to travel to Sandpoint with a caravan of merchants. Strange that a merchant caravan would bring me her and a merchant caravan will now take me away. After a uneventful journey to Sandpoint the caravan was met with much commotion. I would appear a violent prisoner had escaped.


DM rel20 wrote:
This game starts in Golarion. If you want to use the same character, that's fine. Just reset items/xp to starting values.

In that case may I present Morthak Bonerattle, halfling rogue. He is an Unchained Rogue with the Knife Master archetype.

About Morthak:
Morthak was raised by Varisian river traders who ran the routes along the Yondabakari and Runtash rivers. The traders were not his birth family (they were mostly human and he was a halfling) but they cared for him as best as they could. Morthak does not know who his birth family is.

When Morthak was thirteen, the riverboat he lived on was accosted by a large group of Shoanti warriors. The warriors explained that living among the traders was a boy who was the reincarnation of a great Shoanti, and that this boy had to come with them. This boy was Morthak. Since it seemed like the Shoanti were willing to commit violence to obtain him, the Varisians surrendered the boy to the Shoanti, after receiving a promise that they Shoanti would care for him.

Morthak was then raised among the Shoanti. The adjustment to tribal life was difficult, and Morthak never tried to emulate the warriors; rather, he tried to be helpful where he could, and stay out of sight when he could not. If he had to fight, he would try to exploit an enemy's weakness somehow instead of facing them straight on. Eventually he became known as a quiet scout who was handy with a knife.

Morthak lived among the Skoan-Quah, or Skull Clan of the Shoanti. Faithful Pharasmins, these Shoanti saw it as their duty to guard the burial mounds of the Shoanti and to fight undead wherever they found them. Morthak took up this cause with the fervor of the newly converted. When he came of age he decided to roam the land,

* Have a Goal: Morthak seeks to put the dead to rest by fighting undead.

* Have a Reputation: Morthak's obvious Shoanti background makes those around him assume that he is an ignorant savage, one that he does little to correct, as he is for the most part indifferent to the opinions of civilized folk.

* Have a Friend: (Need to know a bit more about the setting before I can do this one)

* Have a Home: Morthak is a nomad, wandering wherever fate takes him. If anything, he would consider the Shoanti tribal camp his home, but he has not been there for a long time.

* Have a Signature Item: Bones. Morthak's clothing, armor, and hair are all decorated by tiny bones, mostly taken from small animals. He recites The Bones Land in a Spiral daily.

* Have a Problem: Morthak wanders according to the paths laid out for him by Pharasma, but for the most part this means that he casts bones and tries to interpret their meaning. But Morthak has no actual divination ability and so this is mostly just random wandering. Morthak seeks a quest worthy of him, and thinks he will know it when he sees it, but he has no idea how to find it.

* Have a Secret: Morthak's Varisian family were actually pirates, thieves, and con artists as much as they were river traders, a fact that shames him when he thinks about it. The Shoanti taught him to live by his own efforts and not to prey on others.

* Have a Reason to Be Brave: Morthak knows that in the end all souls are gathered to Pharasma for their final reward, and that death is not to be feared.


Just stumbled back onto the boards today.

If my math is right, today is the last day for submissions. This looks intriguing to me for getting back into pbp, but I can't get an entry up that fast. Any chance of an extension?


Although I did manage to finish a rough submission late last night I'm afraid that I'm going to bow out as well; not really feeling the character when it comes down to it and I don't have the time to come up with another one that speaks to me.

I hope those remaining have a good game! :)


I'll give the full day today and review tomorrow, if that helps.


Current Contestants:

Gavel Dulcimer, Human Bloodrager
Samantha E. Ozrick, aasimar skald
Roran Rydell, .5 elf Dragonrider
Atsushia Greyeyes, Halfling Abjurer
Lars Ulcaster, Human Slayer
Lazarus Baer, Human Necromancer
Davina Alazario, Human Investigator
Ourias, Human Paladin
Morthak Bonerattle, Halfling UC Rogue


Close but not quite done. Tired, so time to sleep.

If I get a submission in in time awesome, otherwise better luck next time.


Here is my submission. It looked like you were low on divine healing source choices, so I decided to do a melee based cleric.

Please let me know if there is anything missing from the submission. And if it is too late just disregard, that is fine.

crunch:

Konst
Half-Orc Cleric (Crusader) of Iomedae
LG Medium humanoid
Init +2; Senses- Darkvision 60', Perception +3
_____________________
Defense
_____________________
AC 20, touch 13, flat-footed 17, CMD 15
HP 9 (1d8+1)
Fort +3, Ref +2, Will + 5
_____________________
Offense
_____________________
Speed 20 ft (30 Base
Melee Longsword +3 (1d8+3) 19-20x2
Melee Whip +3 (1d3+3 (0 v Armor +1 or Nat +3) NL) x2
- Reach 15', Trip, Provokes AOO
Ranged Sling +2 (1d4 +3) x2 50ft.
____________________
Statistics
_____________________
Str 16, Dex 14, Con 13, Int 9, Wis 16, Cha 8
Base Attack +0, CMB +3, CMD 15
Feats: Saving Shield, Dodge

Traits: Child of the Temple, Law Enforcer

Skills:
Sense Motive +9 (Rank +1, Class +3, Wis +3, Law Enforcer +2)
Intimidate +1 (Intimidating +2, Chr -1)

Languages: Common

Gear: Scale mail (50gp), Longsword (15gp), Whip (1gp) Sling, 20 bullets (2sp), Heavy Steel Shield (20gp), (Cleric’s kit: This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. (16gp), Masterwork Manacles (Law Enforcer), Puzzle Box DC 20 (1gp), Explorer's Outfit
____________________
Racial Abilities
City Raised - Weapon Prof Longsword & Whip & +2 Know Local, No Racial Weap Prof - Does not know Orcish Language (Flavor Homebrew)
Orc Ferocity - Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Darkvision 60'
Orc Blood
Intimidating - +2 intimidate Checks
______________________
Special Abilities
_______________________

Channel Positive Energy 1d6 (Standard Action)
3 +chr / day (2/day)

Touch of Law (Standard Action)
1 willing creature touched d20 rolls auto 11 for 1 round
3 +wis / day (6/day)

Aura of Good

Spell Casting
Orisons - Light, Create Water, Spark
- Standard Prep -
1st - D:Protection from Chaos, Shield of Faith

Spontaneous Spell Casting -
Exchange prepared spell slot for Cure Wounds of equivalent level

Background:

Konst is known throughout town as that half-orc orphan that plays at city guard. Most of the town accepts him, although there were incidents in his childhood of other children bullying and goading him that many prefer not to think on too much.

No one remembers too much about the night Konst was left at the temple of Iomedae. Many assume he was left there by a female villager too ashamed of his parentage to raise him herself. There was a travelling troupe in town that month, most likely he is of that brood. But Father Reimord of the temple brought the baby in from the cold and cared for him despite the unsightly tusks jutting from his bottom lips. Raised in the tutelage of the Lady of the Shining Blade, Inheritor of Justice, it was no surprise when he announced that he wanted to spend his life making the town safer for all.

Goal: Be a good example of lawfulness and serve the community that took him in by bringing others to justice.

Reputation: Caustiously trusted - Konst has proven himself over the years to be unlike other orcs and half-breeds, but he is still given a wide berth in the community.

Friend: Father Reimord - Adopted father and the only person that really fully believes that Konst can be trusted fully to be an upstanding member of the community.

Home: A cot within the barracks hall of the temple of Iomedae

Signature item: Puzzlebox- When accepted into the priesthood Father Reimord gifted Konst with this puzzlebox. He has never been able to open it, but apparently inside is a revelation from Iomedae regarding his true purpose.

Problem: Konst feels the fire of his orc blood within him. He constantly tries to contain it and channel it into the good work he does finding evil doers. His greatest fear is that one day it will burst forth and he will hurt an innocent.

Secret: Konst hears a feral calling. Now that he is an adult there is something within that whispers that he should travel into the wilderness and find a herd. He has shared this with noone, fearing what it would mean for him to abandon everything he has ever known.

Reason to be brave: Father Reimord promises Konst that he has a greater purpose. Konst believes him, although he does not see it himself. Perhaps one day it will come into focus. Until then Konst needs to stand strong against the dangers and temptations of both the world and the fire in his heart.


Ok, here is my decision:

To be fair to those that submitted their characters within the time limits, I'm going to go with the following 6:

Samantha E. Ozrick, aasimar skald
Atsushia Greyeyes, Halfling Abjurer
Lars Ulcaster, Human Slayer
Lazarus Baer, Human Necromancer
Ourias, Human Paladin
Morthak Bonerattle, Halfling UC Rogue

Please check into the discussion thread so we can take care of any loose ends before starting. For example, any character tweaks that you might not have been aware of earlier on (i.e., trait/drawbacks, background skills).

@BC4Realz - I'll keep you on stand by in case one of the above has changed their mind.

To be honest, the party is low on healing at the moment, but I'd hate to punish someone for submitting their character earlier in the process.

Thanks to everyone, including the early withdrawals, for their interest and submissions.


No prob. Best of luck to all.

I will let you know if I get into another game, that way you won't count on me as a back up if I am not available.

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