Salty GM |
Got a couple of openings for those who to join in. We are in need of a arcane spellcaster and a front-line fighter/meatshield. Characters must meet the following requirements:
Class: All except Ninja, Samurai, and Gunslingers. ACG classes are okay, but make the changes when the book comes out.
Race: Core and Feature except Drow.
Traits: 2 trait, one from campaign, no drawbacks
HD: Max 1st, Roll or average+1
Alignment: Good and Neutral preferably. Those who want to play evil characters must be willing work with the group and must not sabotage others fun.
Average Starting Gold
Paizo books only
Back-story at least a paragraph long.
Description and Personality
The current characters are at level one right now. Deadline is next week, so good luck.
Kiri Windfeather |
My submission, I adjusted her from a submission for another campaign so if there are issues, feel free to let me know. Build included as spoiler for ease of reading.
Fauniel Darkleaf
female dhampir (svetocher) arcanist (twilight sage) 1
N medium humanoid (dhampir)
Init +2; Senses darkvision 60ft, low-light vision, Perception -1
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Defense
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AC 12 (16 mage armor), touch 12, flat-footed 10 (14 mage armor) (+0 (4 mage armor) armor, , +2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1
Defensive Abilities twilight barrier
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1 19-20/x2)
Ranged +2
Special Attacks bite (1d3), arcane reservoir (3/4), consume life (Su), flame jet (dc 12)
Spells (CL 1; concentration +5):
1st (3/3 perday)—mage armor, cause fear (dc 14)
0 (at will)—detect magic, read magic, ray of frost, disrupt undead
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Statistics
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Str 9, Dex 14, Con 10, Int 17, Wis 9, Cha 14
Base Atk +0; CMB -1;CMD 12
Feats extra arcanist exploit
Traits extremely fashionable, boarded in varisia
Skills Diplomacy +5 (+6 if charming). Knowledge (arcana) +7, Knowledge (religion) +7, Spellcraft +8, Use Magic Device +6
Languages common, varissian, elven, sylvan, draconic
SQ bite, cantrips, arcane reservoir, consume life, necromantic focus, arcane exploit, twilight barrier,
Combat Gear dagger; Other Gear potion of inflict light wounds
Misc Gear
Spellbook 3 lbs 15 (free)
Traveler's Outfit 5 lbs 1 (free)
Backpack, Common 2 lbs 2
Belt Pouch 0.5 lbs 1
Spell Component Pouch 2 lbs 5
Waterskin 4 lbs 1
Bedroll 5 lbs 0.1
Trail Rations (6) 3 lbs 6
Mess Kit 1 lbs 0.2
3 gp 7 sp
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Special Abilities
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Alternate Weakness -1 penalty on saves against effects that deal positive energy damage.
Boarded in VarisiaMind-affecting descriptor as being +1 caster level higher.
when cast against creatures and natives of the jungle.
Consume Life (Su) By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.
This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature's Hit Dice equaled or exceeded the sage's character level, or 1 point if the creature's Hit Dice equaled at least 1/2 her character level.
This ability is a death effect.
This ability replaces consume spells.
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
FangsOn occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
Flame Jet (Su): The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist's Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.
Necromantic Focus (Ex)
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.
Resist Level Drain (Ex) A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Skilled Dhampire gain a +2 racial bonus on Diplomacy and Knowledge (nobility) checks.
Twilight Barrier (Ex)
A twilight sage's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage's arcane barrier, the barrier's negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier's maximum temporary hit point capacity.
This ability alters the arcanist exploit gained at 1st level.
Undead Resistance Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Personality Fauniel has a very obsessive personality, she is focused on her research and eventual vengeance for it's disruption. She tends to get engrossed and miss important things, like stray kids watching her, or making an appointment on time, but is otherwise very intelligent.
Book 1 (85 pages used)
0-Level (30 pages): All
1-Level (9 pages): ray of enfeeblement, mage armor, grease, cause fear, protection from evil, color spray
Over the years, Fauniel, much to everyone's surprise, aged at the same rate as the elven children her age and, eventually, she displayed a predilection for magic. Fauniel found herself apprenticed to a wizard named Liellenora who began teaching Fauniel the basics. Her mentor was not happy when Fauniel began to experiment with necromancy, and even more so when she began studying a book from the country of Geb written by a twilight sage. Learning what she did, she began to use the magical exploits of the arcanist. This angered her mentor so much that she dismissed Fauniel from her apprenticeship, much to the chagrin of her elven kin.
Left to her won devices once more, Fauniel continued to study, and began to notice the elven men much more than before. While this did not make her neglect her studies, she learned to balance the two fairly well. Eventually, she fell in love with an elven boy her own age, they pledged to each other, though their families were both against it. Not long after that, Fauniel's hunger began to awaken, her hunger for blood. While she and her lover were together, both adults now, she found herself captivated by the desire to taste his blood. With his consent she used her fangs to pierce his neck and taste him, delighted by the flavor. She ceased when he asked her too, but they were caught in the act. His family was outraged and claimed that she had him under her thrall and needed to be put down like the monster she was. Fauniel's family got her out of Kyonin, exiled on pain of death, instead of executed.
Fauniel found her way to the country of Ustalav to study more of the manipulation of life and death, falling into the tutelage of Professor Lorrimor, who took her on in fascination of what she was and what she studied. Fauniel excelled in her studies with the Professor, and began learning how to hone her abilities to exploit magic. She learned to create a barrier of energy which could re-direct damage back upon her enemies, and how to conjure a gout of flame to burn them. Eventually she left her tutelage with him and went to Varisia and from there heard about things happening in the Mwangi territories. She decided to go see what was happening and boarded a ship called the Jenivere and made her way to go explore this dark and dangerous area of the world.
Marik Whiterose |
Submitting Marik Whiterose, Human Diviner. Marik has been haunted since his childhood by a recurring dream of the Mwangi expanse and this dream has shaped his life. He studied divination magic at Magnimar's Stone of the Seers academy and has just recently graduated. After graduation he booked passage on the Jenivire to the Expanse so that he can discover what his dream really means.
With his only knowledge of what adventuring is all about is what he has learned from books and read about in novels, Marik has an idealized notion of what adventuring is all about. A notion that's about to be completely disabused.
Vallenjos |
This is Linamie'lu... I'll be switching my submission to this character as I believe he is more suitable to your needs. He was build for another campaign submission so I might need to adjust him a bit, but he is a 20-point built Human Fighter.
I also may need to adjust his gear. I'll clean him up asap.
Robert Henry |
The two individuals that you will be inviting to the game, would they have been people who had booked passage on the Jenivere and shipwrecked with the rest of the party ? Or is it possible that they had been shipwrecked earlier and will be introduced to the party for the first time?
Also, will you be accepting Hybrid Classes from the Advanced Class Guide?
Tribim |
This is Eran of House Katharevousa, Robert Henry's Aasimar Bloodraging meatshield, for your entertainment. I have the crunch done and will finish the fluff soon.
Eran of House Katharevousa
The manse had all the appearance of a noble family with the right political disposition: the shrine, the summoning circle, the dungeon, and all the proper religious props to look the part. But even at his young age Eran new the truth. It was all a front, all for appearances. To appear to the Hell Knights that the Katherevousa family were no longer rebels. To appear to the other noble families they were no longer loyal followers of Aroden, which was true, though the full truth was they now followed Iomedae, as many of Aroden’s Azlanti followers did upon his death. It was important to keep up appearances; it’s what kept Eran alive.
Without appearances the scrutiny would become even greater and they would find Eran and he, along with his entire family would be arrested. It was illegal to have an unregisterd Aasimar child in Cheliax. It had been rumored that House Katharevousa had a celestial ancestry but it wasn’t manifest until his father married a sorceress with a celestial bloodline, and Eran was the result. His blue hair, his porcelain skin, his blue star sapphire eyes with their dark-vision, his slow aging; after House Katharevousa opposing the ascension of House Thrune to the throne, a manifestation of a celestial bloodline would be the death nail of the entire house.
So they kept Eran hidden and kept up appearances. No one paid too much attention here in Kintargo, except occasionally when one group of hell knights, or another, decides to look for rebels. They always start with House Katharevousa; like they did on that fateful day.
Eran had been playing in the courtyard when he heard the faint pounding on the front gate. He knew what to do and started to go straight to the basement and the hidden entrance into the secret cellar. But the Hell knights were already in the mansion, this was no ordinary inspection. Eran keeping his cool turned and moving alongside the hedge headed to the barn to hide in the hay loft. But as he approached the carriage house he could hear voices, they had used the back gate and were moving quickly, he would not be able to get to the barn undetected. Starting to get a little nervous he ran through the gardens and went to the private docks on the River, no longer called the Katharevousa River, by many in Cheliax; in popular circles it was now referred to as the Yolubilis. Eran slipped down over the edge of the flood wall into the cold quick running water.
As Eran held onto the pier he heard voices and boots on the pier above. As the sound of the voices moved away, feeling that it was safe to return, Eran started to release the wooden beam to swim back to the wall when calamity struck. He lost his grip and was washed down river, it was all he could do to stay afloat. He rushed down river knowing not to scream, hoping he could make his way to the shore and somehow back to the Manse without being caught. His swimming was in vain, the tide was washing him out into Nisroch Bay.
After being washed by the quick current out into the bay he was finally able to grasp the anchor line of a large caravel. He held onto the line hoping no one would see him. As dusk approached he began to climb the line, by the time he reached the rail he was exhausted. He climbed over the rail and crawled under a pile of canvas and rope falling asleep. When he awoke they were out to sea, he had become a stowaway.
In the intro I intentionally avoided describing Eran’s age, when he meets the party he will be an adolescent aasimar, just on the cusp of manhood, he will have reached his full height but still a gangly youth.
There are a few possibilities of being marooned on the island. If he and the other person selected were marooned together, not long before the adventure takes place, he is approximately the same age as when he became a stowaway.
If he met the other person selected, on the island, after they had been marooned. separately. He would have been much younger and marooned on the island as a child and finished growing up there. This would explain why he is a near-barbarian and why he doesn’t return home once rescued, because his human parents would be dead.
I’m happy to do either, I just think being marooned as a child fits better. Either way all of his equipment and gear will be scavenged from the ship wreck and the island. Thanks for your consideration!