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Tark's Council of Thieves: Nobles without a House

Game Master Tark the Ork

CURRENT COMBAT MAP


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Realizing that the threatening Hellknight has not moved in several hours, Zarnak taps the Hellknight on the side of his helmet. HELLO, ANYBODY HOME!!!!

Suddenly realizing that in fact the Hellknight was formerly a member of the Queen's Guard in London and just really good at standing motionless. Zarnak says:
oops, sorry, my bad.
He then turns tail and runs - much faster than a heavily armored Hellknight.


I was just reading through the OOC thread and noticed that you are rolling for HP.I was going for the 1/2+1 HD approach but will modify accordingly for all of your perusal. Here are the rolls: 2d10 + 2 + 2 ⇒ (10, 10) + 2 + 2 = 24 favored class included.

Holy crap those are nice rolls. Makes up for the fail on the will save against the channel negative I rolled. I will update the profile so you can have a better look at him.


@Zarnak: And thats when you're brought down ina hail of crossbow bolt fire. Yes, they carry those the group has quite a collection by now.

In any case I sincerely thank everyone for applying but it would appear that the group has chosen Tal to be the next human sacr...I mean player, yes, player to join them on wild adventures.

Bring your door and wait in the OOC thread. I'm afraid for nwo they're still slogging through the last dungeon in the first book. If it starts to take a while we'll roleplay out how you join the children of westcrown to make you an established character. In the meantime count yourself lucky...yes...that's the word...lucky.


Thank you Tark and Co. for the opportunity to join you all. See you in the OOC thread.

Good Luck to everyone else in trying to get in another game. I know the frustrations and hope someday to return the favor and DM once.


TarkXT - thanks for considering Zarnak. Let me know if you have another opening. I also apologize for the rather short background, was short on time and unable to put the time in that I have on most my other characters.

Good luck Tal and may you avoid the gifts of Lamashtu which the rest of the group appear to follow quite devoutly.


Tirion Jörðhár wrote:


Good luck Tal and may you avoid the gifts of Lamashtu which the rest of the group appear to follow quite devoutly.

Now, now, don't say that within earshot of the Inquisitor of Milani and Cleric of Rovagug.


Congrats, Tal.

May you sunder all, always.


TarkXT wrote:
Tirion Jörðhár wrote:


Good luck Tal and may you avoid the gifts of Lamashtu which the rest of the group appear to follow quite devoutly.
Now, now, don't say that within earshot of the Inquisitor of Milani and Cleric of Rovagug.

Lamashtu! Try Black-Goat-of-the-Woods-with-a-Thousand-Young. Lamashtu pffff.

~Pollux for Westcrown city council.
Why choose the lesser evil?


Sadly it appears our karcist accountant has gone missing. ;-;

Therefore recruitment for one more is open once more!

As the last time the players will have a bit more leeway than myself.

In any case recruitment is identical to earlier with the minor exception that the group has lost a wizard so some form of caster or half caster is what seems to be desired.

If you have made an older application and would like to reapply simply post your interest here. Thank you.


Right now I'm counting a
Fighter
Witch
Inquisitor
Cleric

Perhaps an Arcane duelist would help? You have high level magic covered so a 3/4 buffer to help the fighter/inquisitor? Low wealth might mean low on magic pointy sticks so a Arcane.Duelist might be best.

I'll have something up today.


That will be up mostly to the group since I'm leaving most of that decision making to them. :)


I have a human Thessalonian Specialist (transmutation) that I would like to submit. Adapting him to CoT should be easy enough. If that is something that peaks interest in the group I am happy to post him.


I would like to submit Raven Hawthorne, a LE Half-Elf Bard(Archaeologist) for consideration :-)

(I submitted Basil last time.)

1. Why are you in Westcrown?
Raven is in Westcrown, because he grew up there; despite being a bastard, foisted onto distant relatives, he had a fairly privileged and indolent upbringing, floating around the opera circles in Westcrown. Jaded with the ennui that afflicts much of the Westcrown's inhabitants, he engages in risk-taking / thrill-seeking to find the 'fire' of life, by doing such things as exploring the ruins beyond the walls, and walking the streets perilously close to nightfall.

2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government?
Raven is, quite frankly, fed-up with the indolent cancer that lurks at the heart of local government. Given the chance, he would like to see all of the crumbling political edifices swept away, and a new, invigorated government, which actually benefits the local populace, set-up in its place.

3. What will you be able to contribute to the group?
With a history in the theatre, Raven is good on the stage, and is a natural when it comes to talking with people. Thanks to his rather eclectic upbringing, he knows a little bit about a lot, and can often be counted on to recall some obscure fact at just the right time. He also has some exprience with traps, has a few spells that can benefit the party (mostly healing and buffs) and knows how to swing a blade...

4. How do you expect the character to develop roleplay wise? Mechanically?
Raven is interested in exploring Delvehaven, to justify his 'position' in the Pathfinder Society.

Beyond that, he would love to see a shift in local politics; the city should be doing more to make the night safe for the common folk, rather than focusing on the profit margins of the ruling classes.

Mechanically, I intend to take six levels of bard, and then take Dragon Disciple :-)

5. I'm a Hellknight about to lay down some police brutality down on you. What do you say to stop me from breaking off my spiked greaved boot in your butt?

"Sir, I am Raven, of the Westcrown Hawthornes. Perhaps you have heard of our theatre chain? I would never dream of breaking a law. I did, however, see the thug responsible for this incident disappearing down that side street; if you hurry, I am sure that you could still catch him..."


Rolling HP for Samuel, my bard submission

Max HP for first level (8)
1d8 ⇒ 3

1d8 ⇒ 7

So 18 plus con is 24 hp


Belsin, I would like to see what you have fleshed out. As a fighter type I like the transmuter aspect with enlarge person and other buffs. Will wait and see what the others like though.


Sorry this took so long.

Basically Deacon loves adventure for the sake of it and is not above making trouble so long as the events are noteworthy. He'd be happy to join the Party and compose a song or two about thier exploits (particularly if one of them seems destined for greatness)

Mechanically he's a buffer/secondary melee. Looking to complete the Crane Style of Fighting and maybe grab the Arcane Bloodline via eldritch Heritage.


1. Why are you in Westcrown? I was born here. I love this town. Sure the the place is a little stifling, but there's always a chance for fun IF you know where to look.

2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government? *I* wouldn't do anything. But if there's a group who want to cause trouble and reshape Westcrown like that, I'd love to be there to assist. The best tales are told from first hand and something like that would be truly epic.

3. What will you be able to contribute to the group? Besides good looks and a shoulder to cry on (ladies), I bring Sword and Spell and skills. There's not much I don't have at least some ability in, but I specialize in team combat. I have always had an uncanny knack for rousing tales and shouted instruction in a fight Inspire Courage, more than a few of my friends have noted how much better a fight goes when I'm around.

4. How do you expect the character to develop roleplay wise? Mechanically? At the moment, I'm working hard to perfect my swordplay, I picked up a couple of things from this Drunken Monk who used to frequent the Bawdy House I grew up in. So I'm working on My Crane Style at the moment. Once I throw out a couple of Buffing Spells and my perform is up I'm a force to be reckoned with (Though I'll happily be flanking the enemies blind side :)
As for roleplay, I'm here to compose ballads on great events and people. I may have to bide my time upon the release of such great works, but once I have sufficient reknown and power MY songs will be sung throughout every Tavern, Bar, Streetcorner, Lordly court and Whorehouse this continent has to offer! I'm not particularly fussy about who I work with, Tales of Villans and Scoundrals are every bit as interesting as one about heroes.

5. I'm a Hellknight about to lay down some police brutality down on you. What do you say to stop me from breaking off my spiked greaved boot in your butt?
Oh,Sorry, sir. I didn't mean to ignore you, but I was in a rather heated argument with my Large, Burly friend here, who had the nerve to say that fine suit of plate you wear was far too large and that a REAL man wouldn't struggle to bear his own armored weight when he walked. I believe there was also something about your mother and a certain Devil, but I dare not repeat such Blasphemy. Walks around to provide a flank


Here is my submission; Petronicus Crispin. He is a "beef you up" (you or your weapons) type caster who will eventually be able to hold his own when he has access to more spells. If you like the concept I am open to changes that make him mesh with the story/group better.

Petronicus is in Westcrown to find his missing brother (Conspiracy Hunter Trait) He has set up shop as a low level merchant so that he has reason to move around without attracting attention to himself from the city and Hellknights while attracting the attention of those who took/killed his brother (and it is the trade he learned as a kid).

If picked I would just need to finish him up by rolling for HP and spending money (which I plan to use to buy more spells).... oh, and make an alias of course.

Character:

PETRONICUS CRISPIN CR 2
Male Human (Chelaxian) Wizard 3
NG Medium Humanoid (Human)
Hero Points 1
Init +1; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 6 (3d6)
Fort +1, Ref +2, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Wizard Spells Known (CL 3, 1 melee touch, 2 ranged touch):
2nd Lvl (2/day) Bull's Strength (x2) (DC 17), Web (DC 17), Web (DC 17)
1st Lvl (4/day) Magic Missile, Mage Armor (DC 16), Magic Weapon (x2) (DC 16), Enlarge Person (DC 16), Burning Disarm (DC 16)
0 Lvl (at will) Detect Magic, Prestidigitation (DC 15), Light, Jolt
--------------------
STATISTICS
--------------------
Str 10, Dex 11/12, Con 10, Int 20, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Combat Casting, Eschew Materials, Scribe Scroll, Spell Mastery, Wizard Weapon Proficiencies
Traits Conspiracy Hunter: Perception, World Traveler: Diplomacy
Skills Appraise +10, Diplomacy +6, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +11, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +11, Knowledge (Nature) +11, Knowledge (Nobility) +9, Knowledge (Planes) +9, Perception +8, Profession (Merchant) +5, Spellcraft +11
Languages Abyssal, Azlanti, Common, Draconic, Infernal, Thassilonian
SQ Augment (+2 ability or +1 AC, 1r) (Sp), Bonded Object: Ring (1/day) (Sp), Greed (Enhancement), Hero Points (1), Physical Enhancement +1: Dexterity (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Pathfinder's Kit, Ring
--------------------
SPECIAL ABILITIES
--------------------
Augment (+2 ability or +1 AC, 1r) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greed (Enhancement) Associated School: Transmutation; Barred Schools: Enchantment , Illusion
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Spell Mastery You can prepare spells without a spellbook. (Need to select 5 spells that can be prepared without spellbook)
--------------------

Background:

Petronicus is the younger of two sons. Although Chelaxian by blood Petronicus was born in Absalom, a product of his father's traveling merchant business. Petronicus was lucky enough to travel the world with his family. His father's merchant business took the family from Cheliax to Varisia, Nidal, Sargava, Rahadoum, Thurvia, Osirion, Absalom, Taldor, Andoran and the world. By the time he was 14 his father had tired of constantly forcing the family to travel for the sake of the business. With the decision made to offer his children a more stable life, Petronicus' father settled back in East Rikkan and started a small trade business that ran along the Adivian River.

Being an unusually smart child his father quickly realized the value of having his son work in the family business. When he realized that Petronicus was better at numbers he quickly passed on the book keeping responsibilities as well. Although he helped his father and older brother Petronicus knew that a merchant's life was not his fate. Traveling the worlds had shown him the possibilities that awaited any man. Seeing wizards perform magic, be it for his father or entertainment for a fair, had ignited a desire in him that would not be extinguished. Finally realizing that his son’s talents and passion were being wasted Petronicus was sent to study at the Arcanamirium in Absalom at the age of 17 .

It was at the Arcanamirium that Petronicus learned of the Thassilonian Magic. So intrigued he decided to master the art and soon became a Thassilonian Specialist. His pursuit of Thassilonian knowledge led him to Riddleport and Magnimar in Varisia. Whenever he made one of his trips from Absalom to Varisia Petronicus would always stop in East Rikkan to see his father, mother and older brother.

It was during one of these trips that Petronicus learned of the disappearance of his older brother. Apparently his older brother had been escorting some cargo to Westcrown and never came home. Investigation revealed nothing. Apparently there was no record of the cargo or his brother ever entering Westcrown. Convinced that something happened to his brother Petronicus has moved to Westcrown to investigate himself. More than familiar with the Chelaxian ways, and more importantly the Westcrown ways, he has set himself up as a merchant in Westcrown. He is convinced that something happened to his brother and that it is related to the criminal organizations.

Spellbook:

Wizard 0
Acid Splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Sotto Voce
Spark
Touch of Fatigue

Wizard 1
Burning Disarm
Burning Hands
Enlarge Person
Expeditious Retreat
Feather Fall
Mage Armor
Magic Missile
Magic Weapon
Reduce Person
Shield

Wizard 2
Bull's Strength
Web

TarkXT Questions:

1. Why are you in Westcrown?
Petronicus is in Westcrown to find out what happened to his brother and bring those responsible to justice/revenge.

2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government?
Not wanting anything to do with running a government Petronicus would want to create a new form of government

3. What will you be able to contribute to the group?
Aside from his abilities as a wizard Petronicus can also add his skills in knowledge. His Transmutation focus allows him to help with a wide variety of spells that can hinder the enemy while helping the party (but I still plan on learning fireball >< ). I also hope to contribute to the fun the group will have while playing the game.

4. How do you expect the character to develop roleplay wise? Mechanically?
Roleplay wise the character’s development will be influence by how the adventures go, party interactions and story advancement. Mechanically I see him moving forward as a wizard unless party dynamics and/or story advancement dictate otherwise.

5. I'm a Hellknight about to lay down some police brutality down on you. What do you say to stop me from breaking off my spiked greaved boot in your butt?
Not much can stop a Hellknight who is ready to lay down some police brutality. The key is to avoid his notice of you in the first place… but that isn’t the question is it. Assuming it is a lone Hellknight then I *might* get lucky with casting Reduce Person, Burning Disarm or Web and then run away (but I'll probably have to deal with the spotlight from the helicopter that tells all the other cops in the area where I am, leading to my eventual capture anyway). I can always try Diplomacy and Knowledge to at least be spared the beating, but still have to go ‘downtown’. “I am beholden to your might and righteousness in this matter. I freely and willingly castrate myself to your execution of law. I do humbly wish to point out that per the dictum of the Paravicar’s amendment of the code, being a mage I am to be brought to him to face judgment in this type of matter. If that is the case then let us be on our way. I present my arms if you wish to shackle me.”


Just posting to say we are still open for applicants.


Still here


Still here. I can finish up my character if need be if you just let me know how much gold I have to spend. I would buy scrolls to copy into spell book. Although not knowing much about the AP/needs of the party it would be a shot in the dark as to what spells I would want to buy.


Not sure if you have checked but I can dump Deacon's Optimistic Gambler trait for Westcrown Firebrand if the second darkness trait is not allowed.


Belsin - I think I'm gonna have to say no to thassilonian specialist. Perhaps if we was much more enarmored in thassilonian culture or if the AP itself dealt with the old empire directly I would have been finde with it but as it is I don't see it fitting particularly well with the game.

I'm also kind of curious how such a broad traveled individual (went to Nidal even!) can manage to know better of westcrown ways than general chelaxian ones seeing as he's likely spent less than a third of his life in cheliax being born in Absalom and all.


I have re-jigged Raven slightly :-)


No worries. I can change him to just an Enhancement (Transmutation) specialist. I'll most likely pick illusion and necromancy as my opposed schools. As for the traveling, I was trying to justify the World Traveler trait so that I could be proficient in diplomacy. What would you say is the minimum amount of time to travel to justify taking that trait?

I am more than happy to re-work things. I should be able to post something later tonight..... if that is ok (not sure when you are closing applications)


I should have something by tonight. RL didn't allow me time to re-work concept last night.


OK... here is an updated version of Petronicus. Changed his background slightly and removed Thassilonian Specialist. He is still specialized in Transmutation (Enchantment) and has Necromancy and Conjuration as opposition schools. Dropped World Traveler trait for Extremely Fashionable trait (still focused on diplomacy). I also read the description of the AP @ Paizo's site and given that the adventure is a deadly play I swapped Web for Eagle's Splendor.

Character Sheet:

PETRONICUS CRISPIN CR 2
Male Human (Chelaxian) Wizard 3
NG Medium Humanoid (Human)
Init +1; Senses Perception +8
--------------------
DEFENSE
--------------------
Defense 11, flat-footed 10. . (+1 Dex)
Armor DR: 0
Critical Defense: +1. . (+1 Dex)
hp 8 (3d6)
Fort +1, Ref +2, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2) and
. . Unarmed Strike +1 (1d3/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Wizard Spells Known (CL 3, 1 melee touch, 2 ranged touch):
2nd Lvl (2/day) Bull's Strength (DC 17), Eagle's Splendor (DC 17), Eagle's Splendor (DC 17)
1st Lvl (4/day) Magic Missile, Shield (DC 16), Magic Weapon (DC 16), Enlarge Person (DC 16), Burning Disarm (DC 16)
0 Lvl (at will) Detect Magic, Prestidigitation (DC 15), Light, Jolt
--------------------
STATISTICS
--------------------
Str 10, Dex 11/12, Con 10, Int 20, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Combat Casting, Eschew Materials, Scribe Scroll, Spell Mastery, Wizard Weapon Proficiencies
Traits Conspiracy Hunter: Perception, Extremely Fashionable: Diplomacy
Skills Appraise +10, Diplomacy +5, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +11, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +11, Knowledge (Nature) +11, Knowledge (Nobility) +9, Knowledge (Planes) +9, Perception +8, Profession (Merchant) +5, Spellcraft +11
Languages Abyssal, Azlanti, Common, Draconic, Infernal, Thassilonian
SQ Augment (+2 ability or +1 AC, 1r) (Sp), Bonded Object: Ring (1/day) (Sp), Conjuration, Enhancement, Necromancy, Physical Enhancement +1: Dexterity (Su)
Combat Gear Bolts, Crossbow (20), Crossbow, Light, Dagger; Other Gear Pathfinder's Kit, Ring(Arcane Bond)
--------------------
SPECIAL ABILITIES
--------------------
Augment (+2 ability or +1 AC, 1r) (Sp) Grant either +2 to an ability score or +2 natural armor by touch.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Enhancement Associated School: Transmutation
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Spell Mastery You can prepare spells without a spellbook. (Need to select 5 spells that can be prepared without spellbook)
--------------------


Background:

Petronicus is the younger of two sons. Born and raised in East Rikkan the family lived by his father's trade business that ran along the Adivian River.

Being an unusually smart child his father quickly realized the value of having his son work in the family business. When he realized that Petronicus was better at numbers he quickly passed on the book keeping responsibilities as well. Although he helped his father and older brother Petronicus knew that a merchant's life was not his fate. Seeing wizards perform magic, be it for his father's business or entertainment for a fair, had ignited a desire in him that would not be extinguished. Finally realizing that his son's talents and passion were being wasted Petronicus was sent to study at the Arcanamirium in Absalom at the age of 17.

It was at the Arcanamirium, in Absalom that Petronicus learned of the deep love he has for magic. So much so that he secretly began to worship Nethys instead of Asmodeous. Although, being a proper Chelaxian, he continues to publicly worship Asmodeous.

After his three years of study Petronicus was able to graduate and come back home a mage. The influence of his father's business had unconsciously led him to pursue the school of transmutation. Changing one thing into another would only benefit his father's business and benefit the family, whereas summoning devils was only a hassle in his mind.

It was on his return home that Petronicus learned of the disappearance of his older brother. Apparently his older brother had been escorting some cargo to Westcrown and never came home. Investigation revealed nothing. Apparently there was no record of the cargo or his brother ever entering Westcrown. Convinced that something happened to his brother Petronicus has moved to Westcrown to investigate himself. More than familiar with the Chelaxian ways, and more importantly the Westcrown ways, he has set himself up as a merchant in Westcrown. He is convinced that something happened to his brother and that it is related to the criminal organizations.

Spellbook:

[b[Wizard 0[/b]
Acid Splash
Arcane Mark
Bleed
Breeze
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Drench
Flare
Ghost Sound
Haunted Fey Aspect
Jolt
Light
Mage Hand
Mending
Message
Open/Close
Penumbra
Prestidigitation
Ray of Frost
Read Magic
Resistance
Root
Scoop
Scrivener's Chant
Sotto Voce
Spark
Touch of Fatigue

Wizard 1
Burning Disarm
Burning Hands
Enlarge Person
Expeditious Retreat
Feather Fall
Mage Armor
Magic Missile
Magic Weapon
Reduce Person
Shield

Wizard 2
Bull's Strength
Eagle's Splendor

Any questions, please ask as I am flexible on the character details. Just looking to play a mage who is a transmutation specialist.
Thanks again for the opportunity!!

Lantern Lodge

So I'm completely new to the whole play-by-post thing but I want to give it a shot and hope that you already didn't decide.

I also know almost nothing about the setting that the campaign is taking place in so my character will probably reflect that.

Since it seems like you needed a buffer and a ranged damager I went with Zian a Minkai Alchemist

1. A fresh off the boat immigrant seeking a better life in Westcrown either because he has family here or because this is the only place the boat would take him.

2. Seeing that the city hasn't fallen apart on its own and is in at least a semi-decent state, Zian has seen what civil war does to a country no matter how just the cause is and sees a corrupt government a better alternative to complete anarchy. Probably wouldn't do anything unless grievously slighted and even then would only take vengence on government officials personally responsible.

3. Zian thinks that while explosions solve most of life's problems, it is probably best that bombs are plan B, making it so that he does not first respond with violence but does not necessarily shy away from it. Also the first discovery taken is most definitely infusion so that all the potions the alchemist makes can affect everyone.

4. From a roleplaying perspective, I hope to be able to play him as a person who has a completely different way of looking at problems and solving them then what other people in Westcrown are used to(which can lead to better or worse results). From a mechanical standpoint, it will probably begin with helping buff the party with whatever they need and then dissolve into throwing bombs at enemies from there.

5. The Hellknight situation is a bit trickier due to the fact that Zian does not want trouble, especially when he is so new to the city and has no idea how the culture operates. It would probably begin with the standard apology and if that doesn't work then it ends with a smoke bomb and running away. This is mostly due to the fact that even if Zian ended up defeating the Hellknight, it would draw scrutiny and attention that he does not want or need.

I hope you consider my character for your game and even if you say no, it would be a huge favor to me if you please tell me what needs tweaking and what parts of the character you find lacking.

Thanks, Zachman


Sorry guys. Made it into 2 new PBP's and so now 9 is all I can handle. cheers.


Looks like Belsin gets it. Please report to the OOC thread. Thank you all the rest for your interest.

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