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Tark's Council of Thieves: Rebels with a Cause

Game Master Tark the Ork

CURRENT COMBAT MAP!


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Well it appears another player in a different group of the same module I'm running needs a replacement.

Submission Guidelines:

Submit a character with backstory and a brief description of physical looks, personality, class and race. In addition please answer the following questions in whatever way you see fit.

1. Why are you in Westcrown?

2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government?

3. What will you be able to contribute to the group?

4. How do you expect the character to develop roleplay wise? Mechanically?

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?

Also, no Paladins thank you. The region can really mess with a paladins code and I'd be better off not dealing with a ticking time bomb ready to go on a Smitepage. I'm not going to get into a debate about it.

You also must be able to post at least once a day twice a day being a preferred minimum but not required. If you cannot post for a day or two please let me know in advance so we can get your character moved on. If you do not post for three days in a row without informing me then you will be dropped. Even if it is a simple one line post dictating your character picking his nose while other PC's are chatting it up that's fine so long as I know you're still there and interested.

Character Guidelines

Start at lvl3 with 2nd level character wealth.

20 point buy, core races plus tieflings others will be considered on an individual basis.

2 traits one must be a campaign trait.

I will be keeping an eye on this thread and make comments/heckles until then.

Group currently consists of

Aasimar Ranger
Human Barbarian
Human Cleric
Human Urban Druid

This will keep going until group decides there's someone they like.


I can't do a stat block until this evening, but I can give you a general character concept. A Tiefling Alchemist, native to Westcrown. His mother was a member of House Thrune who was an diabolist. Her dealings with demons led to his birth and he was subsequently ostracized for his impure heritage. His adoption by a kindly alchemist led to a strong streak of morality, but could not erase his bitterness at the status quo and the existing noble houses. To the group he would contribute his knowledge of the arcane and the planes, and an analytical mind. In combat he would be a ranged damage dealer and debuffer. I expect him develop from a less anarchistic outlook to one which focuses on a more fair government. I don't expect to change from the Alchemist class.

If a Hellknight were about to lay a beatdown on him, then I think he would pull a bomb and quietly explain its effects (greatly exaggerated) on both of them if he dropped it at their feet.

I am a regular poster in pbp's and do not have a problem posting several times a day in most cases.

Thanks for you consideration!

Deep Crow!


I worked up a stat block last night, but was unable to get a profile done before it got too late. I will have it done this evening.


I should mention this is part of the Council of Thieves Adventure Path.


I figured, which is one of the reasons I wanted to play. Plenty of intrigue. As I was building the character last night I assumed you wanted me to use the Tiefling background that limits the racial abilities a bit. The resistances are a little ridiculous for no level adjustment.


The Dorf wrote:
I figured, which is one of the reasons I wanted to play. Plenty of intrigue. As I was building the character last night I assumed you wanted me to use the Tiefling background that limits the racial abilities a bit. The resistances are a little ridiculous for no level adjustment.

I've got a full Aasimar in the group as well. In a few levels these things won't matter. Buuuuutt~ the aasimar is also part of the problem. Guess what he has as his favored enemy? And it's not because he's a fan.


If it's a problem then I don't need to be a Tiefling. I like the background, but I can easily make him a regular bastard instead of the progeny of a demon :-).


Well if you're willing to play something other than tiefling there's nothing stopping you from coming in by the looks of it. This is among the worst times imaginable to be coming in with a tiefling character.


This is the character. I have not added the background and appearance sections yet, but I will do so tomorrow. Is it ok if I buy alchemical items and potions that I can make for the crafting cost?

Assuming you roll Hit Points:
1d8 ⇒ 7
1d8 ⇒ 3


Lucin Krupt wrote:
This is the character. I have not added the background and appearance sections yet, but I will do so tomorrow. Is it ok if I buy alchemical items and potions that I can make for the crafting cost?

Do me a favor. Check the in game tab scroll close towards the bottom tell me the name of the character you believe im thinking about right now.


TarkXT wrote:


Do me a favor. Check the in game tab scroll close towards the bottom tell me the name of the character you believe im thinking about right now.

Lol, I guess we both looked in the Inner Seas Guide.


There you are.


Well looks like you win by sheer dint of being the only one who applied. Congratulations. Go ahead and post in the OOC thread to finalize anything with your character and we'll try to get you introduced shortly.

Also if you have a full backstory to go with your sheet I'd like that very much.


Aaaaannnddd now it looks like we're open for business again. I have not heard from the above player.


Hey TarkXT,

I've been chasing another online game for awhile. Hope you're still looking.

I've never played council of Thieves before so I'll read the gameplay thread a little to get a feel for it.

If you are still looking, I'll stat up a build or two for you to pick.

At a glance, you lack an arcane caster/knowledge guy so I'd probably go either Elf Witch or Diviner Wizard or a Human Sorcerer with decent Int and extra spells favored class bonus.

I'll check back and spoiler some builds later...


Sadly this thing was so dead for a while that I appealed to the other games I play in for a replacement and did manage to get one. Sorry.


Crap. Ah well. I'll check back periodically to see if anything changes.

Cheers


Welp! Two players disapeared without trace on me as the group was nearing the last part of the second book. Both divine casters.

As before it will be the groups decision on who they decide to add to the party. I am looking for two players to replace those last ones.

The group is currently 4th level 20pt buy. All paizo sources allowed no paladins and no gunslingers thank you.


They didn't actually disappear, we ate them. So, we need some more victims to replace our organic druid and beer battered cleric.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Tales Subscriber

Just adding a dot of interest, but won't be able to have a good look until Tuesday probably, Monday is RL game night ...

Do you still have a restriction on tieflings? ..

I'll have a look at the players guide and stuff before I get a concept together ...


Deevor wrote:

Just adding a dot of interest, but won't be able to have a good look until Tuesday probably, Monday is RL game night ...

Do you still have a restriction on tieflings? ..

I'll have a look at the players guide and stuff before I get a concept together ...

No restrictions that I know of, other than that our Aasimar ranger HATES them.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

I'd like to submit a witch, probably human or Elven for consideration. I'll get a concept ready tomorrow morning, if that's ok. I'll be taking the Healing Hex, so I can help with divine and arcane casting, as well as with Knowledge skills.

Edit: actually, I think I have an escaped slave halfling witch in mind.

DM

Spoiler:
Basic notes are a Chelaxian halfling, born into slavery at a fairly well to do house, known to consort with summoned devils. The master of the house is slain in a mysterious accident, in which the house was consumed by fire.

The slaves made a break for it and were eventually collected and sold at market. a Westcrown business owner purchased the witch (as well as his ever present familiar...I'm thinking something that could blend in like a thrush or a weasel). Unfortunately for the new master, after the witch received a taste of freedom, nothing less would suffice. The witch eventually escapes and for the last little bit has been living in the streets of Westcrown, getting by as best as he can.

This witch would definitely want to abolish the ruling households and allow a free government. I see him being very chaotic good. Like I said earlier, knowledge skills and a splash of arcane and divine casting would be my roles. I am thinking about one of the stealthier patrons, like agility or shadow, so I'd be pretty decent in the sneaker things as well. As far as the Hellknights go, I have no doubt this halfling would either turn tail and run, or attempt to hex the hellknight, to allow a getaway. He is not going back to his shackles. Ever.


What is the party make up of the remaining players? It looks like barbarian, ranger, and arcane trickster.

I am going to look at divine casters or a sorcerer.


Yes, yes, and yes. Aasimar, human, and elven respectively. Do be sure to read through the gameplay thread a bit to get an idea of what the city is like.


I am working on a vanilla bard: ranged/heals/utility/face.

What is the starting gold?


Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

If my witch is selected, I could also take the Healing patron to help cover the divine base a little bit more.

One question, DM, how do you feel about the Slumber hex? If it bugs you, I'm fine with selecting another hex instead.

I'll get the build up tomorrow morning. US Eastern time.


I was looking at divine casters, but I can't seem to decide on a build I like.

Shadow Lodge

I'd like to submit this character. Backstory, personality and the like is in the profile.

Name:Nathaniel Madson
Race:Half-Elf
Class(es):Summoner (Synthesist)
Alignment:Neutral Good

1. Why are you in Westcrown?
-I came here as my father often stopped through this city and I want to find him or at least some people who know him, to accomplish my goal of punching him in the face for abandoning me as a child.
2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government?
-I have a secret ambition to create a nation that would be friendly to creatures of all mixed races, thus I would seek to create a new form of government.
3. What will you be able to contribute to the group?
-Arcane Support
-Front-line Fighter
-Party Face, aided by the powers of my Top Hat.
4. How do you expect the character to develop roleplay wise? Mechanically?
-RPwise, I see Nathaniel as losing some of his childhood innocence and becoming more mature and inured to the brutality of the world and of Westcrown; he grew up in a fairly idyllic setting, despite some harsh bullying, so he still has some misconceptions to lose.
-Mechanically, just proceed down the Eidolon and Summoner advancement table, no significant other developments planned.
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?
-I give a toothy smile, tap my top hat (hat of disguise) and turn into a seven-foot-tall dinosaur with armoured scales, pull out a two-handed sword and roar [b}"I AM THE AVATAR OF THE CHAOS GOD BEL'SHAMARETH! FLEE OR FEEL MY WRATH!"... then roll for Bluff.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Tales Subscriber

Thinking Fletchling cleric of Count Ranalc ....


Nathaniel. wrote:


-I give a toothy smile, tap my top hat (hat of disguise) and turn into a seven-foot-tall dinosaur with armoured scales, pull out a two-handed sword and roar [b}"I AM THE AVATAR OF THE CHAOS GOD BEL'SHAMARETH! FLEE OR FEEL MY WRATH!"... then roll for Bluff.

The hellknight is given top honors for apprehennding the avatar of the chaos god Bel'shamareth. The only thing he can say is his surprise of how squishy his skull was when being driven into the cobble stones by his iron boot.

Shadow Lodge

Oh the avatar of the chaos god isn't squishy. I take it you dislike my submission?


Nathaniel. wrote:
Oh the avatar of the chaos god isn't squishy. I take it you dislike my submission?

Oh that's up to the group whether or not they like your submission. I just think it's funny that you would bluff a hellknight (a person who is probably the closest equivalent of Judge Dredd in this setting) into believing that you are an awesomesaurus ripe for slaying.

Shadow Lodge

I did it once in a Skype game, though I said I was Ganesh rather than Bel'Shamareth. Much laughs. Particularly as the half-platoon of guards we faced bought it and ran out of the house; though they were drunk at the time.


Questions:

1. Why are you in Westcrown?

Kedrick was born and raised in Westcrown to a member of House Narikopolus. Like many of the kids in this family, he was trained with a bow. He was the captain of the archery team at the local prep school where he also excelled in theater and the arcane arts. While still a young teenager, his parents were murdered under suspicious circumstances. Rumors were rampant that his father had been working with an underground society bent on finding out what was causing the disappearance of many of the locals. His famous uncle, Winston de Narikopolus, adopted him. Winston was a renowned actor in Westcrown. He was known for his extravagant lifestyle that involved gambling and drunkenness. In his late teens, Kedrick joined his uncle in a lifestyle of debauchery and even acted in several large theatrical performances in Westcrown gaining local notoriety. One evening after a wild night on the town, Kedrick came home to empty house. He would never see his uncle again. Winston's disappearance was being investigated by House Thrune and all of his possession were being withheld. Without his wealthy benefactor, Kedrick did what he could to survive. He has spent the last several years dealing in petty crimes and gambling. His infectious smile and charm coupled with his arcane gifts have helped him win the heart of several criminal organization as well as a local female tavern owner who has allowed Kedrick to live in one of her rooms

2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government?

Kedrick hasn't thought much about the ruling houses. Due to the state of his uncle's affairs, he doesn't have much love for House Thrune. His free spirit causes him to dislike the Church of Asmodeus and the Hellknights strict rules.

3. What will you be able to contribute to the group?

-Kedrick's charm and sly tongue always get him what he wants. He is the perfect face of any organization
-His archery skills are top notch
-He makes his allies better through his performances and spells. He has learned to be tactically minded due to his time in petty crime and knows how to get peoples butts out of trouble.

4. How do you expect the character to develop roleplay wise? Mechanically?

-Right now he is just looking for a more successful lifestyle. As he grows in maturity, he would want to understand what happened to his relatives and what organization his father was working for during the time of his death.
-Straight Bard

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?

Whoa! Whoa! Whoa! I am Kedrick de Narikopolus. Noble born of House Narikopolus. Let's see if we can work this out. You are not going to believe what happened here...{diplomacy}

Defense:

--------------------
DEFENSE
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +1 shield, +4 Dex)
hp 29 (4d8+4)
Fort +3, Ref +9, Will +4
CMB +5; CMD 19

Offense:

--------------------
OFFENSE
--------------------
Male Human (Chelaxian) Bard 4
CG Medium Humanoid (Human)
Init +4; Senses Perception +6
Spd 30 ft.
Base Atk +3
Melee Dagger +5 (1d4+2/19-20/x2) and
Unarmed Strike +5 (1d3+2/20/x2) and
Whip, Scorpion +5 (1d4+2/20/x2)
Ranged +1 Shortbow, Composite (Str +2) +8 (1d6+3/20/x3)

Special Abilities:

Special Attacks Bardic Performance (standard action) (15 rounds/da, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (2 targets) (DC 14), Bardic Performance: Inspire Competence +2, Bardic Performance: Inspire Courage +1
Bard Spells Known (CL 4, +5 melee touch, +7 ranged touch):
2 (2/day) Glitterdust (DC 14), Allegro (DC 14)
1 (4/day) Grease (DC 13), Cure Light Wounds (DC 13), Liberating Command, Saving Finale (DC 13), Vanish (DC 13)
0 (at will) Dancing Lights, Mage Hand, Read Magic (DC 12), Detect Magic, Message, Mending

Stats:

--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 8, Cha 14

Feats/Traits:

Feats Bard Weapon Proficiencies, Point Blank Shot, Precise Shot, Rapid Shot
Traits Child of Infamy, Maestro of Society

Skills:

Skills Acrobatics +8, Bluff +9, Climb +6, Diplomacy +9, Disguise +9, Escape Artist +8, Fly +3, Knowledge (Arcana) +3, Knowledge (Dungeoneering) +3, Knowledge (Engineering) +3, Knowledge (Geography) +3, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Knowledge (Nobility) +3, Knowledge (Planes) +3, Knowledge (Religion) +3, Perception +6, Perform (Act) +7, Perform (Oratory) +9, Ride +3, Sense Motive +9, Spellcraft +8, Stealth +10, Swim +1, Use Magic Device +9

other:
Languages Common, Infernal
SQ Bardic Knowledge +2 (Ex), Earplugs, Versatile Oratory +9 (Ex), Well Versed (Ex)
Combat Gear +1 Shortbow, Composite (Str +2), Arrows (40), Arrows, Blunt (20), Buckler, Cold Iron Arrows (50), Dagger, Mithral Chain Shirt, Silver Arrows (20), Whip, Scorpion; Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (83 @ 23.28 lbs), Case, map or scroll (empty), Chalk, 1 piece, Cloak of Resistance, +1, Courtier's outfit, Earplugs, Ink (1 oz. vial, black), Inkpen, Journal, Parchment (sheet) (3), Pouch, belt (empty), Spell component pouch, Wand of Cure Light Wounds, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (12 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Versatile Oratory +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

~Jman72


Here is Gerald's witch submission. I guessed at the gear, but want to be sure how much gold we get. All I have to do is create the weasel familiar, and I can switch the Patron to Healing, if the group needs it.

Thanks for the consideration.


Planning to add to the background this evening. Is there anything else you guys would like to see or know about Kedrick to make your decision easier? Any changes that would make the bard a better mechanical fit? Thank you for the opportunity to apply.


background:
Kedrick was born and raised in Westcrown to a member of House Narikopolus. Like many of the kids in this family, he was trained with a bow. He was the captain of the archery team at the local prep school where he also excelled in theater and the arcane arts. While still a young teenager, his parents were murdered under suspicious circumstances. Rumors were rampant that his father had been working with an underground society bent on finding out what was causing the disappearance of many of the locals. His famous uncle, Winston de Narikopolus, adopted him. Winston was a renowned actor in Westcrown. He was known for his extravagant lifestyle that involved gambling and drunkenness. In his late teens, Kedrick joined his uncle in a lifestyle of debauchery and even acted in several large theatrical performances in Westcrown gaining local notoriety. One evening after a wild night on the town, Kedrick came home to empty house. He would never see his uncle again. Winston's disappearance was being investigated by House Thrune and all of his possession were being withheld. Without his wealthy benefactor, Kedrick did what he could to survive. He has spent the last several years dealing in petty crimes and gambling. His infectious smile and charm coupled with his arcane gifts have helped him win the heart of several small criminal organizations as well as a local female tavern owner who has allowed Kedrick to live in one of her rooms.

Kedrick is a good hearted bard who has always had a problem with authority. This is a trait he received from his father who was always outspoken against House Thrune and their iron handed style of government. He stands 6'1 and weighs 180 pounds. He has dark hair which he usually has pulled up into a ponytail and an infectious smile. As a follower of Cayden Cailean, another thing he inherited from his father, he has tried to look out for the weak while enjoying life to the best of his ability. This love of life, especially ale and fine woman, was accentuated during his time living and acting with his uncle.

As of late, Kedrick has received word that the disappearance of his uncle and the death of his parents are both somehow related to House Thrune. Since learning of the House's involvement, an anger has begun to burn in Kedrick's heart which only grows the more he learns about the House and their actions. He has been introduced to a member of the secret group his father started and they have been trying to get him to take the position of his departed father. They are convinced his background in theater coupled with his charm would be a huge asset to the secret society and help in recruiting more numbers. Kedrick currently sits in his room plotting his best avenue for revenge and praying to the drunken hero for guidance.


Nathaniel. wrote:
I did it once in a Skype game, though I said I was Ganesh rather than Bel'Shamareth. Much laughs. Particularly as the half-platoon of guards we faced bought it and ran out of the house; though they were drunk at the time.

Don't feel too bad the question has had a very low survival rate.


TarkXT wrote:
Nathaniel. wrote:
I did it once in a Skype game, though I said I was Ganesh rather than Bel'Shamareth. Much laughs. Particularly as the half-platoon of guards we faced bought it and ran out of the house; though they were drunk at the time.
Don't feel too bad the question has had a very low survival rate.

He is joking, the question does not have a low survival rate. Unless you consider 0% low.


Morning guys! Mumbata from Tarks S&S game. I'll be following up later today after work. Rough concept is a Gnome Oracle of the Heavens who is a follower of Desna.


Mumbata here! Lomg workday has delayed much of my character creation, but its in progress. (about 50%) Heres where I am at right now. Much more will follow tomorrow.

Appearance
Stepping across the mud filled street towards the wood and brick building the first thing you think is that like much of Westcrown, this building has seen better days. The brick is crumbling and the wooden shingles are grey with age. Set next to the door of the aged building is a small bell and a brass plaque that reads “Bingomite Ralorphus Tealeaf, Printer and Typographer. No word too big, no story too small” Shrugging you ring the bell. Within moments you can hear the sound of footsteps and the creak of old boards. ”Come in! announces a slightly high-pitched voice.

Entering into the building you are overcome, first with the rich smell of paper and second by the fact that the interior seems much nicer then would have been expected. From across the short counter an orange haired gnome smiles warmly. He is wearing an ink spattered apron and wears spectacles. Greetings illustrious sir! I am Bingomite Ralorphs Tealeaf, but you call me Bingo. What can I do for you today? Perhaps a billfold? Or a societal news-letter? Or something else…”

Personality

Warm and inviting Bingo Tealeaf is a ray of sunshine in an otherwise dreary city. Where most spirits would have been crushed long ago under the tyranny of House Thrune, Bingo is an eternal optimist. Still he is also realistic about the horrific state of Westcrown and can remember a time before the rise of Asmodeus. Bingo still believes that things can get better, but it needs a push in the right direction. To that end Bingo has been using his print shop to begin producing anti-Thrune news bills, and motivational posers in an effort to uplift the people of his adopted city. Working in concert with the Bellflower Network, he has begun to distribute these bills throughout the city. As of late the exploits of the Haloran League have inspired Bingo, and he has begun to distribute pro-Haloran posters throughout the city


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Tales Subscriber

Hope this lets you get a flavor for Janzu, can add more details on background etc, if you want clarification. Just wanted to get what I had to you and not miss the cut for consideration.

In the UK, I post most days, sometimes twice, although Mondays can sometimes be tricky as its RL game day. A fair number of games I've been involved with have slowed and I want to get back into a moving adventure path, with the time I've available.

Janzu Homillie, Fletchling Cleric of Count Janalc (Exploration, Night):

Janzu Homillie
Background
His family are traders, not merchants in the accepted sense, but to the few magic users that knew them, they could provide rare and expensive spell components. They provided other services as well, for those who might need them, for gold they would gather information, for few would notice who lurks in the shadows. Unfortunately, whilst such activities can gain riches, they can also be deadly. His parents were discovered in such an activity and summarily dispatched by the Hellknights, leaving Janzu an orphan, but an orphan with certain abilities and a need for revenge upon the authorities who captured and killed his parents. In the weeks that have followed their deaths, he has sought out those who might oppose the regime and bring it down.

He follows the family's secret religion, old as Golarion itself, though it's diety has long been banished to the Shadow Realm, the home of Janzu's ancestors. This fact is in itself a reason he follows the ancient diety. Here on the material plane, his name is all but a forgotten relic of the past, though for his few devoted followers his divinity manifests itself when called upon.

Appearance:
His skin is palid and pale, lacking any real colour, its is grey and sickly looking. His drawn face, thin lips and small nose seem noting but a background to two dark black orbs, his eyes, which look out unblinking. Long black hair cascades down to his shoulders, straight and greasy. He wears a dark grey cloak and deep cowl over his head, so that his face can hardly be seen, unless he chooses to remove it. Here hidden from sight, few realise his heritage is of a dofferent plane.

Personality:
A serious and sad individual, who sinks into the shadows when the occasion calls for it. He is loyal and protective of his friends and those who share his outlook. Would avoid direct confrontation, unless he and his friends had the advantage, seeks to talk his way out of things if he can without becoming an outright liar.

1. Why are you in Westcrown? Born in Westcrown to spies and traders on the black market, his parents were eventually summarily executed by Hellknights.
2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government? He has no new form of government, but would seek revenge on the authorities and Hellknights.
3. What will you be able to contribute to the group? A spy type healing machine, not designed for the front line, but capable of inflicting some injury with his rapier.
4. How do you expect the character to develop roleplay wise? Mechanically? To develop friendships with those in the party and be loyal to them. I see him maxing on cleric, although I'm toying with maybe a bard or rogue level or two, as such a Spy archetype maybe. Mechanically, he can be manipulated to provide a more rounded party if required.
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? Ducking into the nearest alleyway, using his ability to disguise himself as a cleric of Asmodeus, then coming out and instructing the knight to search and find the rogue who just assaulted me, whilst I go to the temple and compose myself. With the required rolls thown in. Of course the narrative would be more detailed in character.

First pass build - equipment is more a wish list, its not been costed correctly for the build.

Janzu Homillie
Fetchling Cleric 4
CN Medium Outsider (native)
Init +2; Senses Darkvision, Low-Light Vision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 27 (4d8)
Fort +5, Ref +3, Will +7
Defensive Abilities Shadow Blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +1 (1d3-1/x2) and
Light mace +5 (1d6-1/x2) and
Masterwork Rapier +6 (1d6-1/18-20/x2)
Spell-Like Abilities Disguise Self (1/day)
Cleric Spells Prepared (CL 4, 2 melee touch, 5 ranged touch):
2 (3/day) Blindness/Deafness (DC 15), Silence (DC 15), Darkness, Consecrate
1 (4/day) Shield of Faith (DC 14), Expeditious Retreat, Summon Monster I, Protection from Evil (DC 14), Unbreakable Heart
0 (at will) Purify Food and Drink (DC 13), Detect Poison, Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 10, Wis 16, Cha 16
Base Atk +3; CMB +2; CMD 14
Feats Blind-Fight, Selective Channeling, Weapon Finesse
Traits Conspiracy Hunter (Stealth), Resilient
Skills Acrobatics -1, Climb -4, Diplomacy +7, Escape Artist -1, Fly -1, Heal +7, Knowledge (nobility) +4, Knowledge (planes) +6, Knowledge (religion) +4, Ride -1, Sense Motive +7, Stealth +7, Swim -4
Languages Common
SQ Aura, Cleric Channel Positive Energy 2d6 (6/day) (DC 15), Cleric Domain: Exploration, Cleric Domain: Night, Door Sight (6/day), Night Hunter (2 rounds) (6/day), Spontaneous Casting
Combat Gear +1 Armored coat, Light mace, Masterwork Light steel shield, Masterwork Rapier;
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Positive Energy 2d6 (6/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Exploration Associated Domain: Travel
Cleric Domain: Night Associated Domain: Darkness
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Night Hunter (2 rounds) (6/day) (Su) Become invisible to all but darkvision in dim light or darkness.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Tales Subscriber

Actually just made a Bard(detective)1/Cleric3, which suits the background and adds some interesting options, actually making the characters stats more in line with my idea of what the character would be like. so this too could be an option.

Janzu Homillie, Fletchling Bard1/Cleric3:

As before, equipment is a wish list and would meet the build requirements. This is after all a first build and will change in line with the game requirements etc. but it does give an indication of what the build looks like.

Janzu Homillie
Fetchling Bard (Detective) 1 Cleric 3
CN Medium Outsider (native)
Init +2; Senses Darkvision, Low-Light Vision; Perception +4
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 23 (4d8)
Fort +4, Ref +5, Will +8
Defensive Abilities Shadow Blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +0 (1d3-1/x2) and
Light mace +4 (1d6-1/x2) and
Masterwork Rapier +5 (1d6-1/18-20/x2)
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (1 targets) (DC 13)
Spell-Like Abilities Disguise Self (1/day)

Bard (Detective) Spells Known (CL 1, +4 melee touch, +4 ranged touch):
1 (2/day) Feather Step (DC 14), Unbreakable Heart
0 (at will) Mage Hand, Message, Prestidigitation (DC 13), Unwitting Ally (DC 13)

Cleric Spells Prepared (CL 3, 1 melee touch, 4 ranged touch):
2 (2/day) Blindness/Deafness (DC 15), Silence (DC 15), Darkness
1 (3/day) Shield of Faith (DC 14), Expeditious Retreat, Protection from Evil (DC 14), Consecrate
0 (at will) Purify Food and Drink (DC 13), Detect Poison, Read Magic, Detect Magic
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 10, Wis 16, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Bard Weapon Proficiencies, Blind-Fight, Selective Channeling, Weapon Finesse
Traits Conspiracy Hunter (Stealth), Resilient
Skills Acrobatics -1, Climb -4, Diplomacy +10, Escape Artist -1, Fly -1, Heal +7, Knowledge (local) +5, Knowledge (nobility) +4, Knowledge (planes) +6, Knowledge (religion) +5, Perception +4, Perform (oratory) +7, Ride -1, Sense Motive +8, Stealth +8, Swim -4
Languages Common
SQ Aura, Bardic Performance: Careful Teamwork +1, Cleric Channel Positive Energy 2d6 (6/day) (DC 14), Cleric Domain: Exploration, Cleric Domain: Night, Door Sight (6/day), Eye for Detail +1, Night Hunter (1 rounds) (6/day), Spontaneous Casting
Combat Gear +1 Armored coat, Light mace, Masterwork Light steel shield, Masterwork Rapier;
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Careful Teamwork +1 (Su) Bonuses to initiative, perception, disable device and against traps or while flat-footed.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 13) (Su) One or more creatures becomes fascinated with you.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Positive Energy 2d6 (6/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Exploration Associated Domain: Travel
Cleric Domain: Night Associated Domain: Darkness
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Night Hunter (1 rounds) (6/day) (Su) Become invisible to all but darkvision in dim light or darkness.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Taldor RPG Superstar 2010 Top 16, 2011 Top 32

Damn you, Bingo! I had a very similar idea for a background as well, at least regarding the printing of scandalous newspapers...I wrote this up yesterday during the day, while the site was down.. Oh well, great minds and all... ;)

Stat Block for Alcannicus Vile:

Alcannicus Vile
NG Elf Male Wizard 4 (Wood Elementalist; Spellbinder)
Init +4; Senses Perception +3; low-light vision
------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------
AC 15, touch 15, flat-footed 11 (+1 deflection, +4 dex)
hp x (4d6+4 FC)
Fort +3, Ref +6, Will +6 (+2 vs enchantments; immune sleep)
------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------
Spd 30'
Melee walking stick +2 (1d6)
Ranged splintered spear +6 (1d6+4 plus 1 bleed) or mwk dw longbow +7 (1d8)
Space 5'; Reach 5'
------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------
Str 10, Dex 18*, Con 10, Int 18, Wis 13, Cha 10
BAB +2; CMB +2; CMD 16
Feats (2) scribe scroll*, eschew materials, spell mastery (magic missile, charm person, mage armor, scorching ray)
Skills (6 skill) Know (Arcana) +11, Know (local) +11, Know (nobility) +11, Know (planes) +11, Spellcraft +11, Sense Motive +9
Spells/Day (4/4+1/3+1, DC 14+level)
0th level: light, detect magic, read magic, acid splash
1st level: charm person*, mage armor, color spray, burning hands, identify
2nd level: entangle*, cat's grace, scorching ray x2
Special Abilities: splintered spear 7/day, flexible enhancement, opposition school: metal, +2 Perception, elven magic, spell bond (magic missile, true strike)
Traits: conspiracy hunter, forlorn
Language: Elven, Common, Celestial, Draconic, Sylvan, Goblin
Possessions (6,000 gp): ring of protection +1 (2,000 gp), cloak of resistance +1 (1,000 gp), efficient quiver (1,800 gp), masterwork darkwood comp longbow (430 gp), 20 cold iron arrows (2 gp), 40 arrows (2 gp), 4 clw potions (200 gp), 10 +1 arrows (470 gp), pathfinder's kit (12 gp), 2 scrolls of identify (50 gp), 34 gp
------------------------------------------------------------------------

Spells Known:
0th - all
1st (9) - charm person*, alter winds*, mage armor, burning hands, magic missile, color spray, true strike, identify, alarm
2nd (4) - entangle*, cat's grace*, scorching ray, arrow eruption

Stat Math:
Str 10 (0 points)
Dex 17 (5 points +2 racial +1 4th level)
Con 10 (2 points -2 racial)
Int 18 (10 points +2 racial)
Wis 13 (3 points)
Cha 10 (0 points)

Alcannicus grew up during Cheliax’s heyday, before Aroden died. In the Westcrown he knew, speech was free and vibrant and life was good. Alcannicus was an orphan, raised by his elven mother’s half-elf brother, Gerald Vile, who ran a local newspaper, The Westcrown Herald. Alannicus’ parents were both dead, victims of a plague that swept through the densely populated city. Vile raised him as well as he could, in as many elven ways as he could, teaching him the bow and instilling in him a love of nature and the rhythms of life.

Then came the death of Aroden and thirty years of civil war, during which time Alcannicus came of age seeing the evil that men could do, and feeling the dark hands of the Thrunes slowly close around his nation. Gerald, recognizing his intelligence and arcane talent, sent him to Absalom for schooling. It was there that he excelled, channeling his love of the bow and its philosophy into an artful mastery of magic. He graduated and stayed on as a teacher, continuing to explore the flow of magic, likening it to the way trees move in the wind. This influenced his magic, and his view of the world.

He was gone when Gerald Vile died, a victim of one of the shadow beasts that came from nowhere to stalk the night. He received word that he had an inheritance waiting for him, so he packed up and returned to Westcrown, appalled by what he found. The once beautiful city was run down and hard. He spent a year just adapting to the place, learning to keep his head down and his wizardry private. After a year he began to feel a sense of anger at the way the city had fallen, so he dusted off the printing press and resurrected the newspaper, instead calling it the Westcrown Firebrand, and slipping it under doors early in the morning to avoid identification. He knows that the truths he publishes are unwanted and will eventually result in his arrest, but he plans to last as long as he can, and then to go underground to continue his work. He’s worked hard to keep his magic secret, knowing that any weapon is best when the enemy doesn’t know its power.

Alcannicus is a tall elf, thin and gaunt. His thick black hair is usually pulled back into a pony tail to keep it out of his eyes, and he wears normal clothing, choosing to look like one of the crowd. His bow is stashed in his quiver as well as a few scrolls. He wears none of the usual wizardly component pouches, having mastered the art of working without material components. Personality wise, he is quiet until he knows someone and quick to demur in conversation, choosing his battles wisely. If he trusts a person, or if the person is working for a cause he supports, he gives himself over totally, believing in the righteousness of his cause.

Questions:

1. Why are you in Westcrown?
I was brought up here by my Uncle. It was my home until I left to attend the academy. Now my Uncle is dead and I have returned to claim my inheritance, and take up the cause of a free and just Cheliax.

2. Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government?
I believe in the rule of the people. The Houses have become corrupted by their power and must be replaced. I would stand for election, of course, but I expect to have the same vote as any other person.

3. What will you be able to contribute to the group?
Arcane skill and my not-inconsiderable archery skills. I take the long view and plan when I must, acting when I have to. I would seek to insure that our plans are successful, no matter what.

4. How do you expect the character to develop roleplay wise? Mechanically?
I think Alcannicus would develop roleplaying-wise as a calming influence. He believes that when the wind blows, one must bend and adapt. I expect facing the devilishness of the Thrunes will try his beliefs, but I also expect him to either overcome or adapt. Perhaps some of his youthful idealism will wane, but he will survive and thrive, I've no doubt. Mechanically I plan to continue pursuing the Wizard class, gaining power and spells as he goes.

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?
"My good man, I fear you have mistaken me. I am a loyal citizen of Westcrown, a supporter of the law! My gods, what is that man doing over there?!? (quickly casts charm person) Oh, you see, it's simply a misunderstanding. Thank you for your service, sir. I will leave you to your work." And then run the hell out of there...


Tarks Questions:

Why are you in Westcrown?

Bingo is a long time resident of Westcrown. He grew up just as House Thrune was cementing their hold during the bloody civil war following the death of Aroden. Bingo remembers when Westcrown was still named the City of Nine Stars, before the shadows over-ran the streets. Reciently he began to experience his first bout with the bleaching, and knew that something had to change. So begins his story.

Given a chance would you hurl down the ruling houses and take their place? Or create a new form of government?

Bingo is a modest gnome who doesn’t think that he would make a good ruler. In fact I doubt he has even considered the option. Bingo is more concerned with the rise of a better system then being the one running it.

What will you be able to contribute to the group?

First off Bingo is made to be a team player that can support the group as a whole. First is his varied skill set. He has excellent Stealth, Bluff, Diplomacy, Perception, Spellcraft and Knowledge (religion) skills. He can set up to be able to assist in Aid Another checks for other multiple skills. Bingo is also able to provide a mix of buffs and support via his spells, as well as able to provide some offense via his Colorspray + Awesome Display combo. Bingo is also able to provide some battlefield control via command, hold person and Hypnotic Pattern. Finally Bingo will be able to provide additional healing as required via wands and Cure Light Wounds.

How do you expect the character to develop roleplay wise Mechanically?

Roleplay wise, I would like to see Bingo, on the cusp of middle age. He has had his first-in with the bleaching and it has shocked him out of his comfortable sedimentary life. As Bingo develops, I hope to see him grow as an inspirer of the masses. If resources allow Bingo would like to work with his contacts in the Bellflower Network to blanket the city of Westcrown with his underground newspaper “The Rego Rampant”. Mechanically as Bingo gains additional level he will continue to advance in his Eldrich Herritage, as well as gaining Improved Familiar to take a Pseudo Dragon.

As a note, I took Eldrich Herritage specifically so that Bingo would start with his Familiar, a Thrush named Nightsong. Roleplay wise I would like Nightsong to be a Swallowtail who is the holy bird of Desna.

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, please, please sir!” Whimpers the oranges haired gnome (perhaps theactrically). ”I have my merchant papers right here! It’s a lawful writ!” Digging around the gnome cautiously withdraws his license. ”If I have made a mistake in my documentation, I would be happy to pay any fees with you, here and now.” (Diplomacy)

Bingo is mostly done. I picked two traits, let me know if I would need to adjust, and I need to buy gear, but I am not sure if you would want me to start with level 3 or 4 gold. Like I said before, I have been following this whole campaign, from the very begining fight where you had to decide if you wanted to kill the helpless hellknight initatie, to your more recient antics with the smoking planescape devil and the six-fold trial. It would be a honor to join you guys.

P.S. James, considering your a two-time RPG superstar, i'll take that as one hell of a compliment. If we both got selected, perhaps we could have gone into business together as partners in the Westcrown Firebrand/Rego Rampant.


I'm giving my group until the end of the weekend to make their final selections. I'm seeing strong candidates but I'm leaving it up to them.

As for gold I'm going to say 3rd level gold for now which may end up stil being a touch more than what the party has right now.


I went ahead and switched to Healing Patron so I could help with healing a bit more.


Would you be willing to accept a Strix?
The Strix Airborne Ambusher archetype mixes interestingly with the Dawnflower Dervish archetype for fighter.

If not, I may go for a tactically teleporting magus (Would take a while to reach that phase).


Hmmmm a human disliking race of fliers in an ap with lots of indoor combat and social situations where you might be killed or arrested purely on the whim and byzantine laws of the black oppressive city the group lives in.


Right, I get it, nevermind

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