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Temple of Elemental Evil - Delving the depths of the Abyss on Golarian.

Game Master Tirion Jörðhár

The classic AD&D Temple of Elemental Evil - with a Pathfinder and Golarian twist.

Village of Hommlet - with building numbers <-- Legend in Campaign Info


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Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber
Azure_Zero wrote:
GM wrote:
Modified Focus/Foible 
25 point buy 
1 stat must be 17 or higher before racial modifiers and 1 must be 9 or lower - minimum is 7 after racial modifiers and I expect you to play a low score (ugly, weak, clumsy, bad decision maker, etc).

Wow this part is throwing me for a loop, since I tend to evenly distribute my points as so I don't have a weak point, and am not power gaming on min-maxing.

I'll see What I come up with for stats.

I actually mentioned that in one of my notes to the DM, Azure, it threw me off since my characters 'thing' is that he wants to try and be balanced in all things, having a pretty big weak(and heavily favored) spot seemed to be odd for him.

However, I think it actually ended up making the character more interesting. For my character, his pursuit of perfection can have him come off a little pompous and make it harder to relate to others, something which is reflected in those stats and can be a growth point throughout the game.

Limitations can sometimes make for deeper characters.


Azure_Zero wrote:
GM wrote:
Modified Focus/Foible 
25 point buy 
1 stat must be 17 or higher before racial modifiers and 1 must be 9 or lower - minimum is 7 after racial modifiers and I expect you to play a low score (ugly, weak, clumsy, bad decision maker, etc).

Wow this part is throwing me for a loop, since I tend to evenly distribute my points as so I don't have a weak point, and am not power gaming on min-maxing.

I'll see What I come up with for stats.

For clarification:

1 Stat must be 17 or higher before Racial mods.
1 Stat must be 9 or lower before Racial mods.

The lowest any stat can be is 7 before or after all adjustments.
(ie: 9-2 is fine, 8 is fine and 7 is fine. 8-2 is not good and neither is 7-2).
I am doing this to avoid someone dumping a stat to 6 or 5 for 6 or 9 extra points and then raising it back to the requirement with racial modifiers.

I apologize if this was confusing.

This should not affect very many characters as most that I have looked at appeared legal already.


Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber

I'll admit it can create interesting characters,
but I have my own limiter, a few self imposed character creation rules I use.

and I tend to have my character stats as low as 10, and as high as 15, though I did a 16 once, and it was good, but I would never go higher.

Note I sent you a PM before you posted the above.

RPG Superstar 2008 Top 32

I removed a post. Redistributing pages from Paizo's books is not cool, and is not allowed.


While in 'Uffish' thought I did stand, there came an idea.

Might I present .Sunset. as a Sarenrae Saracen. A Dawn Flower Paladin.

While she has no divine power. Her large, one handed sword style would be an interesting addition to the organizations mode of operation.

Just a thought/musings.

Will have stats on the character sheet soon. *Bows*


Pathfinder Card Game Subscriber
DM Chaos wrote:
Azure_Zero wrote:
GM wrote:
Modified Focus/Foible 
25 point buy 
1 stat must be 17 or higher before racial modifiers and 1 must be 9 or lower - minimum is 7 after racial modifiers and I expect you to play a low score (ugly, weak, clumsy, bad decision maker, etc).

Wow this part is throwing me for a loop, since I tend to evenly distribute my points as so I don't have a weak point, and am not power gaming on min-maxing.

I'll see What I come up with for stats.

For clarification:

1 Stat must be 17 or higher before Racial mods.
1 Stat must be 9 or lower before Racial mods.

The lowest any stat can be is 7 before or after all adjustments.
(ie: 9-2 is fine, 8 is fine and 7 is fine. 8-2 is not good and neither is 7-2).
I am doing this to avoid someone dumping a stat to 6 or 5 for 6 or 9 extra points and then raising it back to the requirement with racial modifiers.

I apologize if this was confusing.

This should not affect very many characters as most that I have looked at appeared legal already.

How do you rule this with middle-aged characters? For example, I have a middle-aged Dwarf (+2 Wis, +2 Con, -2 Cha).

Is either of these arrays legal?

Str 15 (10 pts, original 16, -1 age)
Dex 10 (1 pt, original 11, -1 age)
Con 14 (3 pts, original 13, -1 age, +2 racial)
Int 17 (10 pts, original 16, +1 age)
Wis 17 (5 pts, original 14, +1 age, +2 racial)
Cha 6 (-4 pts, original 7, +1 age, -2 racial)

After age adjustments but before racial adjustments I have an 8 and a 17, but after racial adjustments I then have a 6, violating the above rule).

If I change it to the following, another problem occurs:

Str 14 (7 pts, original 15, -1 age)
Dex 10 (1 pt, original 11, -1 age)
Con 14 (3 pts, original 13, -1 age, +2 racial)
Int 17 (10 pts, original 16, +1 age)
Wis 17 (5 pts, original 14, +1 age, +2 racial)
Cha 8 (-1 pts, original 9, +1 age, -2 racial)

After age adjustments I have a 17 but a 10 Cha, which is illegal per the focus/foible rule, but then after racial it is 8 which is legal.

What do you think I should do? Should I just make him not middle-aged? (It's kind of the whole point of my background that he's been smithing for a very long time before adventuring).

Should I try to change other stats around or something? I don't want to make an uber-high wisdom at the expense of his intelligence, since I think the idea of an intelligent dwarven cleric is pretty cool.

Taldor

May I present Falco Montajay, Halfling Cavalier.

Crunch Summary:

I have completed the full character sheet in Falco's profile, but here is a quick rundown

NG Male Halfling Cavalier (Honor Guard/Strategist) of the Order of the Shield.

S 15 (17-2) 13BP
D 16 (14+2) 5BP
C 16 (16) 10BP
I 10 (10) 0 BP
W 9 (10-1) -1 BP
Ch 10 (8+2) -2 BP

Total BP 25

Skills Handle Animal 6, Heal 4, Knowledge (Local) 4, Perception 1, Ride 9, Stealth 4

Traits Helpful (Racial) and Self-Sacrifice (Religion)

Feats Combat Reflexes (1st), Paired Opportunist (Team Work)

Note if chosen some of this could change depending on party makeup, and buy in from others

Falco's fighting strategy is a little out of the box, he is about helping others to succeed while being able to contribute at the same time. He will not be a main damage dealer but should be able to hang into fights and keep others in the fight longer.

Falco will both be mounted on his wolf at times, but the wolf may also be used as a flanking or adjacent partner tripping opponents while both the wolf and Falco can use combat reflexes for AoO. As Falco gains levels he can make others adjacent to him better by using the bodyguard feat to help in their AC and or use his trait to grant some cover. He can also contribute in damage either mounted or on foot.

Background/Appearance:

Also on character sheet but added here for reference. Wouldn't mind tying in a little more with someone else if possible

Appearance:

Falco is solidly built and hardy for a halfling, but still displays his natural grace when riding his wolf. His close cut hair as well as maintained clothes and equipment displays the military training he has received.
Age Just over 24 years. Still carries his wolf standing on its hind legs pin from his coming of age trial where he had to ride standing up on his wolf for a mile.
Height 3'1''
Weight 38lbs
Eyes Deep brown eyes that show how much he cares for others well-being
Hair Light brown bordering on blond. Cut short and always kept well maintained.
Personality Falco is a good natured halfling who genuinely cares for people of any race or nation. Falco is a focused on his training which shows his serious side but knows how to let lose especially with the 'unbearded' (aka the common class). Falco is quick to anger when the innocent or helpless is threatened and will do anything in his power to aid them in their time of need.

Background:

Though life in the Verduran Forest is rough, from ettercaps, savage fey, a pair of white dragons, and most recently river pirates, there are always groups ready to protect the common or unbearded folk that cannot protect themselves. The Outriders, wolf riding halflings that scout the forest and it surroundings protecting the people from danger have answered that call for the last hundred years. The Outriders were originally formed to combat the rise of bandits in the area as well as other evil creatures. The Outriders joined the forces of good 80 years ago in the great battle that was waged across Galt. They returned victorious, but with their numbers greatly dwindled. The loss was worth it however as the bandit activity in the region was almost wiped out up until recently. The need to protect the community is foremost in such a dangerous environment. The Outriders today join together with the druids who provide the wolves needed for their group while the Outriders help the druids protect the woods and the area around the forest.

Falco is originally from a small community north-east of Wispil in the Verduran Forest. His family has always had at least one member in the Outriders, many times much more than one. Falco can trace back 5 generations before even the Great War. Falco has always enjoyed an affinity with animals and the ability to ride. His father encouraged him to train and ride and learn all of the skills needed while his mother wanted him to stay and protect the village. Erastil and Shelyn are important gods to their community, and Falco always seemed to want to protect others, even over his own safety. Many times he would throw himself in danger to protect another, sometimes even getting wounded in the process.

Four years ago he officially became an adult and officially joined the Outriders, training and receiving his very own wolf to eventually ride. His father has since retired, but his older brother Perno has been out on assignment for too long and hasn't returned when he was supposed to. His younger brother Gorlo needs more time before he is ready for an assignment.

Recently banditry and river pirates have seen an increase along both the Sullen and Verduan Fork. For months, Falco has been requesting to have some time off to search for his brothers, but the request has been refused. However recently due to his father's influence, Falco has been given the Ok to go off on his own for awhile and search for his brother. Even though he isn't tasked with an assignment, Falco still represents the outriders and they gave him the side task to try and find out any information on the increased banditry.

After a couple weeks of traveling, Falco finds himself in Yanmass still looking for any information. Seems like the Inn of the Spider Queen is the place to, though its reputation precedes itself. But as a gathering place of many people, it is sure to lead to something promising.

Answers to Questions:

Question 1 Before you is a huge web. In it are a priest of Iomedae and a beautiful maiden. You have time to rescue one of them, which one and why?

While Falco would not give up on saving both of them, and would do his best to avenge either of their deaths, Falco would first go to the maiden. Not because of her beauty, but because she should be the most vulnerable and the most in need of aid. If the priest was truly lost before Falco could save him, he would feel sadness in the death of the priest, but proud in saving a life.

Question 2) You are traveling through the forest and you suddenly see three goblins poking at a bound prisoner on the ground. What do you do?

Falco would spring to action in saving the bound prisoner. As defender of the helpless, Falco would do what it takes in saving his life. He would send his wolf scatter the goblins while placing himself in between them. If he got a chance he would cut the prisoner free to allow him to escape.

Question 3 You just returned from successfully defeating a dragon which had been terrorizing the local villages. An orphanage requested that the brave heroes come so that the children can meet them. You accept, but then receive an invitation from the King to join him at a banquet in your honor. You cannot do both, what do you do?

Falco fits right in with the common man. But even so, as he has already made the commitment to the children, he would honor it, no matter the fallout in not taking the king up for the banquet. After his commitment is fulfilled, Falco would go to the king and apologize and explain why he couldn't make it. If the king is just and understanding he would do what he could to make it up to the king. If the king could not understand, then Falco's mind would be at ease with his choice.

Question 4 How do you expect your character to develop by level 5? Level 10?

He'll be going cavalier all the way. As he gains levels from 2-5, his ability to protect and bolster the party will grow. As he passes 5th his mounted and combat skills will grow. Between aiding in AC and attacks as well as the wolf tripping and flanking, combined with teamwork feats, Falco should help the party survive.

Question 5 Who is your favorite villain and your favorite hero from a medieval story and why? Can be historic, from a book, or from a movie. 


Gerald Terrant from the Coldfire Trilogy, though he is a little of both. I like the grey villain/hero at times

Vlad Taltos as a wise cracking assassin is one of my favorites as well. I dig sarcasm.

Question 6 Let me know if/how much you have played/read the ToEE - any version including AD&D, 3rd Ed., Return to ToEE, or any video games or novels. 


I own the original Temple of Elemental Evil collection as well as the 3.5 Return product. I have played and GM'd the original way back in the day. I also have played the video game including the Circle of 8 mods.

Question 7 You are sitting in a tavern when a distraught father runs in and announces that his daughter has been kidnapped by brigands and now they are demanding a ransom or will kill her. He says he has no money to reward the party but hears that the brigands have had much success. What do you do?

Falco would set out immediately to save her if possible. The safety of the girl would supersede the loss of money. If he had enough money for the ransom he would give it to the father to save his daughter first then track down the brigands and stop them from doing it again. He would then try and recompense the victims if possible.


@ mbauers - you need at least a 17 and a 9 before any modifiers and cannot have anything below a 7 after modifiers. Ie - You need to spend at least 13 points on one stat, and have negative points on another. If you racial/age penalty affects you foible, then the lowest it can be is 7 after all modifiers. If you have age and race bonuses/penalties, the minimum is still 7.

Max would be 20 in the same scenario. You cannot be old and jack you int/Cha/wis above 20.


Yello. I'll be submitting a changeling rogue later. I promise that you'll have plenty of hooks to use against the poor girl.


Also, for all, look at the character requirements. If you want 2 stats with 17, put one as your focus, and switch the racial bonus to the other and make it a 15. Your ability to switch one racial stat bonus/penalty is described in my first post.


Pathfinder Card Game Subscriber

Ok, thanks! I'll work this out and post full writeup tonight


Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber

Currently compiling my character.

I've sent a feat question PM.


AdamWarnock wrote:
Yello. I'll be submitting a changeling rogue later. I promise that you'll have plenty of hooks to use against the poor girl.

Change that to a Changeling Inquisitor of Pharasma. Not going to be changing the story much, so you'll still have plenty of hooks. :D


Posting with an alias to bring all the info together, and because I made some tweaks to the mechanics. All finished, now!

Repost of Questions:

1. Maegge would rescue the priest; he would be confident that the priest would do better to help other people than a woman about whom nothing is known.

2. Surprise the goblins and rescue their prisoner.

3. Visit orphans; he had a wonderful childhood, and orphans need something like that. Kings have always had everything they could ever think of.

4. I don't plan character development; I prefer to grow them organically according to their adventures. That said, by level 5 I'd say Maegge would at least be fully grown into being a druid, a calling he'd never really grew up with or anticipated becoming. By 10, he'll become much more "spiritual" about (alignment shift of LN to TN) life and nature.

5. Favorite "hero" would be Eleanor of Aquitaine. "Villian", curiously enough, is her youngest son - the infamous King John.

6. Never read ToEE, or played a video game of it.

7. Give the father money, then stalk him to the meeting place and observe that everything happens that is supposed to. When the father and his daughter leave, ambush the bandits and tie them up to be arrested for kidnapping and extortion.


This is mbauers, Forgemaster Dwarven Cleric of Torag is done, everything is in my profile.


The hobbit conjurer. This middle-aged halfling is escaping an arranged marriage and running the family business to do his part to stop evil. He is so excited to get started, he only had two breakfasts.

If applicable, he talked his younger brother Falco to come along.

Everything should be in the alias--looks like there are plenty of good applicants--some are even medium-sized!

Taldor

Braden Montajay wrote:


If applicable, he talked his younger brother Falco to come along.

I could see crazy...I mean beloved uncle.


This is AdamWarnock. I give you Allysen, a NG Changeling Inquisitor of Pharasma. Her mother is an Annis Hag, but she believes that she is a half-elf and not a changeling, despite evidence to the contrary. She has been trained to destroy undead and pursues that aspect of her role with great zeal when it is called for. She has traveled to northeastern Taldan because she feels a divine pull to the events happening in and around the Fog Peaks.

That is what I think pertains to the module, there's much more to the character below.

Abilities, Skills, Traits, and Feats:

Abilities: Score (Points) + Racial = Final
STR: 14 (5) + 0 = 14
DEX: 17 (13)+ 0 = 17
CON: 10 (0) - 2 = 8
INT: 12 (2) + 0 = 12
WIS: 14 (5) + 2 = 16
CHA: 10 (0) + 2 = 12

Skills: ACP: -1, STR: +2, DEX: +3, INT: +1, WIS: +3, CHA: +1, *class skill
DEX: Acrobatics +2
INT: Appraise +1
CHA:*Bluff +5
STR:*Climb +1
CHA:*Diplomacy +5
DEX: Disable Device +3
CHA:*Disguise +1
DEX: Escape Artist +2
DEX: Fly +2
WIS:*Heal +3
CHA:*Intimidate +2
INT:*Knowledge (Religion) +5
WIS:*Perception +7
CHA: Perform (Oratory) +2
DEX:*Ride +2
WIS:*Sense Motive +4
INT:*Spellcraft +5
DEX:*Stealth +6
WIS:*Survival +3
STR:*Swim +1

Traits:
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hulking Changeling A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.
Icicle (1d6+0) (6/day) 30' Ranged touch attack deals 1d6+0 Cold damage.
Inquisitor Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Judgement (1/day) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 Weapon Damage bonus.
Judgement of Sacred Healing 1 Fast Healing
Judgement of Sacred Justice +1 Attack bonus
Judgement of Sacred Piercing +1 Concentration and vs. SR bonus
Judgement of Sacred Protection +1 AC bonus
Judgement of Sacred Purity +1 Save bonus
Judgement of Sacred Resiliency 1: Magic DR/magic
Judgement of Sacred Resistance 2: Cold Energy Resistances
Judgement of Sacred Smiting (Magic) DR bypass
Monster Lore +3 +3 to Knowledge checks when identifying the weaknessess of creatures.
Undead Slayer +1 weapon damage vs. undead.
Heirloom Weapon (Proficiency: Longsword) Gain Proficiency with longswords.

Feats:
Toughness: +3 hitpoints, and +1 hitpoint every for every level above third.

Questions:
1) Before you is a huge web. In it are a priest of Iomedae and a beautiful maiden. You have time to rescue one of them, which one and why?

Allysen thinks for a long moment, her sleeve-covered hands twisting around each other. She looks up and plainly states, "I save the maiden. The priest would probably be shouting at me to leave him and save her anyway. Hopefully the girl will see this and live in a way that honors the holy-man." Her eyes shift to looking at her sleeves as she breathes a heavy sigh.

2) You are traveling through the forest and you suddenly see three goblins poking at a bound prisoner on the ground. What do you do?

"I lure them out by pegging one with my bow and then using my sword to kill or chase them off."

3) You just returned from successfully defeating a dragon which had been terrorizing the local villages. An orphanage requested that the brave heroes come so that the children can meet them. You accept, but then receive an invitation from the King to join him at a banquet in your honor. You cannot do both, what do you do?

"I apologize about not being to attend the banquet, but I had already made plans. I would say, however, that I would love to be invited to give the King the thrilling tale of what happened later if he wishes. Then, I spend the time I would have spent listening to self-important braggarts telling stories and playing games with children."

4) How do you expect your character to develop by level 5? Level 10?

Level 5: Inquisitor with a dip into Rogue. I imagine Allysen as a sneaky character with skills moving towards a Rogue's. So, as a guess a Inquisitor 3/Rogue 5, it depends on how useful those skills are and what the party needs.

Level 10: Same as at level 5, but more weighted to the inquisitor side, so Inquisitor 7/ Rogue 3. Again, it depends on party needs and how much those skills are being used.

5) Who is your favorite villain and your favorite hero from a medieval story and why? Can be historic, from a book, or from a movie. 


Hmmm, that's a tough one. I would have to say Jarlaxle. I know, I know, a character from the Legend of Drizzt saga, how utterly bleh. But hear me out. I like the suave, calculating villain archetype and Jarlaxle is a pretty good example of it, but there are times where he miscalculates and has to let go of the pride and arrogance that is his trademark in order to save his skin. It's a lot like the mouse bullying the cat, and it's interesting to me.

6) Let me know if/how much you have played/read the ToEE - any version including AD&D, 3rd Ed., Return to ToEE, or any video games or novels. 


Nope. I've heard of it, but most of what I know came from your intro post.

7) You are sitting in a tavern when a distraught father runs in and announces that his daughter has been kidnapped by brigands and now they are demanding a ransom or will kill her. He says he has no money to reward the party but hears that the brigands have had much success. What do you do?

"I tell him to hang a red kerchief on the lintel of his home and I'll return as soon as I am able with his daughter."


A Wonderful Bloody Night...:

Blood and death. Those smells still haunted her after almost three years. Blood, her mentor's blood, her sister's blood, the blood of the sick and dying, all of it blurred into a horrific metallic smell that wanted her to scream until her throat and lungs bleed. The smell of death hovered like a specter over the grisly scene as lives were ripped out with wicked claws, or slipped away through ragged rends in skin and flesh.

Then there was the screams of terror, the howls of pain, the ripping of flesh from bone, and the smacking of bloodied lips. The symphony of horror played its macabre song as the scents of that terrible night swept over her and wrapped her mind in bonds of fear. Above all of it, there was the voice, the mewling voice, calling out to her, begging her to join in the slaughter.

Worst of all was the scene that completed the play of horrors. The glassy eyes of friends staring at her as the life behind them faded accused her. The blood of the clergy pooling on the floor damned her. The monster, that mewling, horrific monster, rending of her sister haunted her, even as she lay there listening to the screams.

Then it ended. Just ended. No more screams. No more slaughter. Just the lone voice whispering to her, "Such a shame you didn't join in such a wonderful, bloody night my dear Allysen."

"My dear daughter."


Background:

Allysen was left at a small temple of Pharasma one cold winter's night just after her birth. The newborn changeling was taken in by the young priest who presided over the temple and soon developed a fatherly affection for the strange child left in his care. He named her after his mother, and taught her the tenets of Pharasma, and gifted her with a love of storytelling. As she grew older, the man taught her to wield a sword and call upon the Lady of Graves to pass judgement on those who would violate the cycle of life and death, and their undead creations.

As Allysen began to approach womanhood, however, her mentor, and others of the church, started to notice things that were not normal. First it was her tough skin, then her unusually canny night-sight, and finally, the sharp claws that her fingernails were becoming. After hearing a farmer whisper about hag-spawn, Allysen wore robes and tunics with sleeves long enough to cover her hands. She had always been told that she looked like a half-elf, and her human parent was probably Chelish. She wasn't the spawn of a hag. She couldn't be. She was kind while hags were evil, preyed upon the weak, and made pacts with unnatural powers. She did none of those things. She refused to answer the call and stubbornly refused to be acknowledged as anything other than a half-elf.

She was a half-elf, she told herself, but even the most accepting of the clergy were beginning to wonder if that was true. As she reached her fifteenth year, though, all the initial fear and mistrust among the local farmers and craftsmen gave way to an outpouring of support as they learned of her love of storytelling and her love of children, especially those orphaned by plague, bandits, or monsters.

On the eve of her fifteenth birthday, however, something dark and terrible happened. An annis hag of surprising cunning and malice attacked the Pharasmin temple and slaughtered everyone, save a small scared girl clinging to her mentor's longsword as if it was a lifeline in a storm-tossed sea. She helped bury the dead and blessed the ground where her friends and family now lay. She left the next night and never looked back. The hag had called out to her, and claimed her as its daughter. That couldn't be. She was a half-elf, right?

The first few months saw the meager funds she had saved spent and her body wracked with hunger pains. She was no hunter, but she was light on her feet and deft in her hands. She stole picks from a drunken thief, then bread from a bakery. Shame lead her to pay over three times what she took when she found a few loose coins. She'd tell stories for money and work in the temple for food and shelter, but she always left a few days after arriving. Fear, a fear that she was the child of something that could do something that haunted her even after three years had passed, drove her on. Trying to run away from her past and that fear.

Now the nightmares come less often, and the shame from the first few weeks alone had faded. Allysen was reaching a new normal of traveling from church to church and helping in anyway she could, but rumors were spreading. Strange things were happening in the Fog Peaks. A voice, a different voice from the mewling voice that sometimes called out to her, or the meek voice that begged her to run away and never stay in any place longer than a day, urged her to head up to those mountains. Things that threatened to upset the cycle of life and death were there, waiting to be judged by her blade.

Now a shady inn looms ahead. The pale woman pulls the hood of her cloak tighter around her midnight-dark hair. Her sleeves cover her hands against the cold and prying eyes. Blue and gray eyes sweep the dark road and fire-lit windows of the Inn of the Spider Queen.

Nice place Her lips purse in an expression of mild dismay. Well, better get inside before I freeze out here. Or worse...


Personality and Appearance:

Allysen is skittish around new people. Experience has taught her that not everyone accepts her and are less likely to if they think she's the spawn of a hag. Whenever hags or the events on the eve of her fifteenth birthday come up in conversation, she gets visibly tense and takes the first opportunity to change the subject. Children, on the other hand, bring out a different side. Allysen loves nothing more than weaving a tale of derring-do and dastardly villains to the cheers and gasps of her young audience. She isn't above playing games with them and is more than happy to watch over them for a few hours while their parents go about their business.

Beyond that, she's loyal and selfless to her friends, when she makes them. Those that get past the shell of shyness and fear find a fiercely determined woman with a heart and mind that have weathered the ravages of that nightmare-fueling night and its aftereffects far better than most. She does not tolerate the wicked and tolerates the undead and those that make them even less.

Allysen is built much like a dancer. Her frame is slight, but still has feminine curves, though far less pronounced than those of stouter and taller women. Her skin is pale to the point of being as close to white as one can get and still look healthy. Her midnight-black hair frames her round face and falls to about the middle of her back when not pulled up in its customary pony-tail. Pointed ears like those of a half-elf stick out a little when not covered by her cloak. Her blue and gray eyes are often wide and alert. Her small button nose sits above a thin and delicate mouth. Her hands are the biggest clue to her heritage, the sharp nails especially.

She wears black leather armor with dulled studs to help hide her in the shadows. A black padded tunic is under the armor. The sleeves cover the leather bracers, the dark under-tunic that reaches her wrist, and her clawed hands. A wide belt protects her stomach and kidneys and holds her quiver and longsword. Hardened leather plates protect her thighs while her boots include hardened leather armor to protect her lower legs. Thick black britches go under the armor strapped to her legs and provide a little more padding between any blows and her legs. She wears a black cloak to help keep her warm and hide her face and eyes when among people she's uncomfortable around.


What I have so far. If there are any mistakes, please post and let me know.

I have tried to get through most of the apps.
For everyone - please add a Stat Spoiler to your character sheet so that I can see how you generated your Stats.
ie -

Stat Creation:

Str 19 (17+2race) (13 points)
Dex 10 (10) (0 points)
Con 19 (17+2race) (13 points)
Int 10 (10) (0 points)
Wis 10 (10) (0 points)
Cha 7 (9-2race) (-1 point)

Please also list which racial stat was changed if any. I am having a tough time with some of these figuring out how you reached your final stats and with so many, would prefer not having to calculate each character to check proper point buys. - Thanks

Now for the applications so far.

Melee:
Derith Ralomen - Tarlane - Human - Monk (master of many styles) - LN - questions answered
Illiana - Vonzara - Female Elf - Ranger(beast master) - NG - questions answered
Cathetal - Aroach1188 - Aasimar - Paladin - LG - questions answered
(no name) - Mark Sweetman - Aassimar(Archon Blooded-dwarf) - Paladin(Stonelord) - LG - questions answered
Cha Gio - Sai Ling - Human - Monk(possible archetype) - LN - questions answered
Belor Bladethirst - Dark Netwerk - Male Human - Barbarian(invulnerable rager) - (no alignment) - questions answered
Porthos Ballantica - WesternWold777 - Tiefling(pitborn) - Ranger(infiltrator) - N - questions answered
Theodric Milan - Pirate Rob(AxeMurderer0) - Human - Fighter(rondelero duelist) - N - questions answered
Rona’Nathaniel Gassan - Faelar Braegen - Male Elf - Fighter(tactician) - CG - questions answered
(no name) - [i[Sunset[/i] - (no race) - Paladin of Sarenrae - (no alignment) - questions answered
Jin Takashi - STR Ranger - Elf - Magus(Hexcrafter-Staff Magus) - questions answered
Falco Montajay - David James Olson - Male Halfling - Cavalier(Honor guard/Strategist)(Order of the Shield) - NG - questions answered
Berthold - Dreaming Warforged - Halfling - Barbarian - interest only <-- application withdrawn
Andjela Daywalker - Hassan Ahmed - Dhampir - Paladin(Divine Defender) - LG <-- application withdrawn
Beinn-Árd-Càrnborn - Black Dow - Oread - Monk(student of stone) --> <-- application withdrawn
Hywel Mawr - [i[Poor Wandering One[/i] - Male Human - Fighter(tactician) - NG - character sheet missing a lot of info
(no name) - Monkeygod - no race - Bard(Dervish Dancer) - (no alignment) - interest only
Gideon Samus Shaw - Tiny Coffee Golem(wesF) - Half-Orc - Staff-Magus - LN - character sheet incomplete

Skill:
Already Accepted - Dwarf(I believe) - Rogue
Ranim Nejem - Xzaral - Suli - Bard - (no alignment) - questions answered
(no name) - hgsolo - (no sex) Suli - Bard(arcane duelist) - (no alignment) - incomplete submission
Dolum Breaker - ZetaGilgamesh - Dwarf - Rogue - LN - questions answered --> Note: although not specifically disallowed, Shadowdancers tend to not be Lawful

Divine:
Maegge Weissam - Macharius - Male Halfling - Druid - LN - questions answered
Whoric Whywarf - Nazard - Male Dwarf - Cleric of Angradd - LG - questions answered
Ramos the Herald - Celeador - Male Human - Cleric of Groetus - CG - questions answered
Orion Stormbringer - BudFox - Male Half-Elf - Inquisitor - NG - questions answered
Oleg Torgun - mbauers - Male Dwarf - Cleric of Torag(Forgemaster) - NG - questions not answered
Malaswyn Tyddewi - GeraintElberion - Male Elf - Cleric - CG - questions answered
Zariah - Mark Thomas 66 - Female Ilfrit - Oracle - N - questions not answered
Arindale - terok - Male Human - Cleric of Cayden - CG - questions answered
Allysen - AdamWarnock - Female Changeling - Inquisitor of Pharasma - NG - Check you stats - no foible - see the requirements and my previous posts

Arcane:
Fosco Weatherbee - Oterisk - Halfling - Alchemist(mindchemist) - questions answered
Rhodes “Rao” Redflame - Me’mori - Human - Sorcerer(Wildblooded - Primal/Fire) - NG - questions answered
Pasara Foucault - Big OM - Female Human - Sorcerer(destined) - N - questions answered
Saeldur Vehiron - wakedown - Male Elf - Witch - LN - questions answered
Tessa Stormrage - Rune - Female Suli - (no class) - questions answered
Braden Montajay - Chainmail - Male Halfling - Wizard(conjurer) - NG - questions answered

Interest, but missing many details:
(no name) - Mr. Swagger - (no details)
(no name) - wolfman1911 - (possible Barbarian)
(no name) - Jman72 - (no race) - Wizard(no specialty) - interest only

__________________
I expect to have more questions, but work is nuts for me for the next 3 days. I will respond to questions when I can, but do not expect any final decisions for a few days. I will definitely try to respond to any questions before the submission deadline in just under 24 hours.

Also, for everyone, check you stats. I have posted what the requirements are a half dozen times. The focus/foible should not be that difficult. If you have questions on them, please PM me. If you want an exception, the answer is NO.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Roleplaying Game Subscriber

I haven't made a alias for Derith yet, since I don't know if I'm in the game or not, so I am reposting his character sheet here with the requested note about stats at the bottom.

Char Sheet

Spoiler:
DERITH CR 1/2
Male Human Monk (Master of Many Styles) 1
LN Medium Humanoid (Human)
Init +2; Senses Perception +8
--------------------
DEFENSE
--------------------
AC 16, touch 16, flat-footed 14. . (+2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Unarmed Strike +2 (1d6+2/20/x2)
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 13, Int 10, Wis 19, Cha 9
Base Atk +0; CMB +2; CMD 18
Feats Combat Reflexes (3 AoO/round), Crane Style, Improved Unarmed Strike, Monk Weapon Proficiencies, Panther Style (1/round), Stunning Fist (1/day) (DC 14)
Traits Skeptic, Threatening Defender
Skills Acrobatics +6, Climb +6, Perception +8, Sense Motive +8, Stealth +6, Swim +6
Languages Common
SQ AC Bonus +4, Fuse Style (2 styles) (Ex), Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Dagger; Other Gear Backpack (empty), Bedroll, Blanket, Chalk, 1 piece, Darkflare, Drill, Flint and steel, Grappling hook, Holy symbol, wooden: Irori, Piton (5), Rations, trail (per day) (5), Rope, hempen (50 ft.), Sack (empty), Soap, Bar (50 uses), Sunrod, Tindertwig (2), Torch (2), Waterskin, Wrist sheath, spring loaded (empty)
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed.
Crane Style Take -2 penalty when fighting defensively
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Panther Style (1/round) Retaliate against opponents that take attacks of opportunity against you
Skeptic +2 save vs. illusion.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Stat notes(I used hero lab to make these)

Spoiler:
Str 14(14)+5 Points
Dex 14(14) +5 Points
Con 13(13) +3 Points
Int 10(10) +0 Points
Wis 19(17 + 2race) +13 Points
Cha 9(9) -1 Point

5 + 5 + 3 + 13 = 26 -1 = 25


Is there even a chance to be a skillmonkey? Do you know the build for the already accepted rogue?

I like the shadowdancer prestige class, but there are plenty of other things to do with rogues...focusing on locks and traps would be extremely useful in an old-school dungeon. I imagine that the traps are fiendishly nefarious.


@Chaos: Stat spoiler has been added to Ramos along with a slightly polished background.


Stat Breakdown:

Starting Points : 25

Str : 10
Dex : 20 (18 + 2 Racial) (- 17 Points)
Con : 12 (14 - 2 Racial) (- 5 Points)
Int : 16 (14 + 2 Racial) (- 5 Points)
Wis : 10
Cha : 8 (- 2) (+ 2 Points)

No Stats changes or Age modifiers were applied.

Traits changes:

Silent Hunter : Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces the elven magic racial trait. Found in the Advanced Players Guide.

Fleet-Footed : While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. Found in the Advanced Race Guide.


For Whoric Whyrwarf:

Str 18 (17 points)
Dex 10 (0 points)
Con 14+2 (5 points)
Int 7 (-4 points)
Wis 14+2 (5 points)
Cha 12-2 (2 points)

I'll get an alias made up AsAP.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

Sorry, Ranim's alignment is Chaotic Good.


There is clearly a lot of interest, specifically in my category. As interestign as I think this is I'm going to gracefully bow out.

Best of luck everyone. Good gaming.


DM Chaos--my questions were answered, they were just at the bottom of the other info in my alias profile. Did you want me to post them here in the thread too?

Thanks!


For all, you do not need to post the stat breakdown here, just add a spoiler to your character sheet so that when I am reviewing the I do not have to search for them.

Thanks - sorry for any confusion, I posted that big post at about 1:00 am.


No worries--it must be an extremely hard task to choose between all of those applications. I just copied and pasted my personality and Gm Questions here for ease of reference.

Appearance and Personality:
A strong and sturdy dwarf, with his right arm noticeably larger than his left—the right arm bears a recent burn-mark that is in the shape of a warhammer—Torag’s holy symbol. His skin is leathery and tanned from many years at the forge. His hair is reddish-turning-gray, and his eyes are blue. He stands upright and moves slowly and methodically, watching others with a discerning, mistrustful gaze.

Oleg has been a loner for a long time and, because of this, finds it very hard to relate to others, particularly humans. As a man of knowledge and experience, he finds the prattling of humans to be tiresome and annoying. His saving grace is that he is both meticulous and patient, which helps him to plan for and adapt to many difficult situations, combat, social, or otherwise.

Background:
Oleg is from Highhelm in the Five Kings Mountains. At a young age he swore service to the temple of Torag, first as an apprentice and ultimately becoming a priest and weapon/armor smith. For over 80 years Oleg toiled at the forge—he was not one for talking or spreading the faith through travels or working great deeds. He was long content to hammer away at the forge patiently, monotonously, day after day. It was Oleg’s belief that metalworking was the best form of prayer to honor Torag—armor to protect his chosen people, and weapons to smite their enemies.

Some of the recent weather anomalies reached as far as the Five Kings Mountains, but they didn’t much concern Oleg at the time—he had seen much worse in his lifetime, and what could he do about the weather, if Torag willed it so?

But one day, while forging a suit of mail, the dwarf inadvertently burned his arm. Accidents happened occasionally and he could bear the pain easily, but he started when he noticed the mark on his arm—a warhammer, and not just any hammer, but THE Hammer of Torag. An image flashed before his eyes of the elements thrown into chaos—storms and seas, earthquakes and wildfires. He knew then that the happenings in Taldor could not be ignored, that he was called to bring the strength of his arm, his faith, and Torag’s might to the embattled region.

Oleg finished the armor and approached his superiors, requesting permission to travel to Taldor on a holy pilgrimage. They scoffed at the idea of losing a master smith to boredom, wandering around with delusions of grandeur in his head. He showed them the sign on his arm and they relented, realizing it was Torag’s will.

Now here he stands in Yanmass, at the door of the Inn of the Spider Queen, with nothing more than the armor on his back and the weapons on his belt. He strides forward boldly, and opens the door.

GM questions:

1) Before you is a huge web. In it are a priest of Iomedae and a beautiful maiden. You have time to rescue one of them, which one and why?

The maiden. Then stand and fight the creature that spun the web and, at the very least, take some of the priest’s hair back to his temple to get him resurrected.

2) You are traveling through the forest and you suddenly see three goblins poking at a bound prisoner on the ground. What do you do? [/b
]
Kill the goblins. What else?

[b] 3) You just returned from successfully defeating a dragon which had been terrorizing the local villages. An orphanage requested that the brave heroes come so that the children can meet them. You accept, but then receive an invitation from the King to join him at a banquet in your honor. You cannot do both, what do you do?

Meet the children first. If the banquet is held in my honor, the king won’t mind waiting a bit.

4) How do you expect your character to develop by level 5? Level 10?

Build bonds with the other characters—he’s lived a long life but has sheltered himself from the world and others for a long time. I’d like him to get to the point where he can trust the others with his life, and where they can trust him.

Crunch-wise, I want to use my spells primarily to buff my allies and myself. I want to be a buffer/healer that has a lot of front-line survivability.

5) Who is your favorite villain and your favorite hero from a medieval story and why? Can be historic, from a book, or from a movie

Hmm, probably either Ned Stark from Game of Thrones (book) or maybe Roland of Gilead from the Dark Tower series. Not strictly medieval, but certainly has elements of a fantasy/medieval setting. William Wallace was pretty cool too. I like when people who are up against all odds keep fighting anyway—it’s not important to me whether they are successful or not. They have honor and integrity and keep fighting the good fight, whatever the odds.

For villain I’d have to pick Redcloak the Goblin Priest from the Order of the Stick webcomic. He’s not the overt, face of the “bad guys”, he’s the second-in-command. But really, he’s the power behind the “big bad”. I like that he can minimize harm/attention to himself while still getting his goals met.

6) Let me know if/how much you have played/read the ToEE - any version including AD&D, 3rd Ed., Return to ToEE, or any video games or novels

I briefly played some of Return to the Temple of Elemental Evil, approximately 10 years ago. We stopped playing before we got very far into the temple itself, IIRC.

7) You are sitting in a tavern when a distraught father runs in and announces that his daughter has been kidnapped by brigands and now they are demanding a ransom or will kill her. He says he has no money to reward the party but hears that the brigands have had much success. What do you do?

Gather up a group of like-minded individuals, learn as much as I can about the brigands—motivations, whereabouts, tactics, etc. Then ride out to save her.


Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber

EvanglineVenusVanAurora
Fixing up backstory

Stat Breakdown:

STR: 12 (2 points)
DEX: 14 (5 points)
CON: 13 (3 points)
INT: 15 (3 points +2Racial)
WIS: 9 (-1 points)
CHA: 19 (13 points +2 Racial)

I did the questions earlier
and I'm not on the list.


Quick post for interest with a elven necromancer. Will have more up later.


DM Chaos wrote:

Please add a Stat Spoiler to your character sheet so that I can see how you generated your Stats.

Please also list which racial stat was changed if any.

Updated!


Oops, wasn't paying attention as much as I should have been. Fixed stats are below. I'll have to wait to fix the sheet until I get home tonight.

Fixed stats:
Score (Points) + Racial = Final
STR: 14 (5) + 0 = 14
DEX: 17 (13)+ 0 = 17
CON: 9 (-1) - 2 = 7
INT: 12 (2) + 0 = 12
WIS: 14 (5) + 2 = 16
CHA: 11 (1) + 2 = 13


Sorry. Didn't realize I hadn't put the alignment in there. Thinking CG.

Stat breakdown:

Str 19 (17+2 race) {13 points}
Dex 14 (14) {5 points}
Con 16 (16) {10 points}
Int 7 (7) {-4 points}
Wis 10 (10) {0 points}
Cha 11 (11) {1 point}


Stats breakdown:

Str: 8 (-2)
Dex: 14(+5)
Con: 14(+5)
Int: 10(+0)
Wis: 10(+0)
Cha: 18+2(+17)


Character sheet updated with Stat Breakdown at the bottom.

Good luck to everyone!


CONSUMABLES:

HP 11/11; non-lethal: 0

Ammunition
Sling bullets (10) [] [] [] [] [] [] [] [] [] []

Spell-Like or Racial Abilities
None

Class Abilities
Channel energy (3) [] [] []

Cleric Spells
Firsts
bless []
divine favour [] *domain spell
magic stone []

WHORIC WHYRWARF

Male dwarf Cleric (Angradd {Archon, Tactics}) 1
LG Medium humanoid (dwarf)
Init +0; Senses Perception +3, darkvision 90’

DEFENSE
AC 15 (+5 armour), touch 10, flat-footed 15 (+2 dodge bonus versus aberrations)
CMD 14 (16 versus aberrations; +4 versus bull rush and trip when standing on ground)
HP 11 (1d8+3)
Fort (2) +5, Ref (0) +0, Will (2) +5
(+2 versus spells, spell-like abilities, poisons)
Defensive Abilities None
Immunities None
Resistances None

OFFENSE
Speed 20 ft
Melee
Greataxe +4 (1d12+6; 20/x3)
Cold iron battle axe +4 (1d8+6; 20/x3)
Ranged
Sling +0 (1d4+4; 20/x2; 50 feet)
Special Actions
Channel Energy (3/day): 1d6; Will save DC 10

STATISTICS
Abilities Str 18 (+4), Dex 10 (+0), Con 16 (+3), Int 7 (-2), Wis 16 (+3), Cha 10 (+0)
Base Attack +0; Melee Touch +4; Ranged Touch +0
CMB +4 (+6 to grapple aberrations)

Feats
Heavy Armour Proficiency (1): can wear heavy armour without penalty

Race Traits
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Traits
Zest for Battle: +1 damage when he has a morale bonus to attack
Battlefield Caster: +1 bonus to concentration checks to cast defensively; +1 to AC against attacks provoked by spellcasting

Skills
Climb (1) +5

Languages
Common, Dwarven

MAGIC
Cleric
Caster Level 1; Concentration +4 (+5 to cast defensively); Spell Penetration +1
Domains
Archon, Tactics
Abilities
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6).
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (6).

COINS
PP – 0
GP – 9
SP – 4
CP – 0

EQUIPMENT
Carrying Capacity: Light – 100 lbs; Medium – 200 lbs; Heavy - 300 lbs; Current – 106 lbs (Medium)

Weapons – greataxe (20 gp, 12 lbs), sling (0 gp, 0 lbs), bullets x 10 (0.1 gp, 1 lb), cold iron battle axe (20 gp, 6 lbs)
Armour – scale mail (50 gp, 30 lbs), leather (10 gp, 15 lbs)
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – wooden holy symbol (1 gp, 0 lbs), backpack (2 gp, 2 lbs), explorer’s outfit (10 gp, 8 lbs), hammer (0.5 gp, 2 lbs), pitons x 10 (1 gp, 5 lbs), silk rope x 100’ (20 gp, 10 lbs), grappling hook (1 gp, 4 lbs), crowbar (2 gp, 5 lbs), caltrops x 3 (3 gp, 6 lbs),

BACKGROUND

DESCRIPTION

Background and description are done (in my mind). I'll get them committed to screen ASAP, but have to break for lunch.

Str 18 (17 points)
Dex 10 (0 points)
Con 14+2 (5 points)
Int 7 (-4 points)
Wis 14+2 (5 points)
Cha 12-2 (2 points)


For all those asking about the mystery rogue. I believe he is going to be more melee oriented, and a dwarf. Most likely a straight Rogue without archetypes as well. I am pretty sure that this is what he is planning, but, changes are possible as he finalizes things.

Thanks for the updates those who have added them. I will be rechecking all of the characters after tonight - which will be a slow process because of the number, so I will see the stats at that point. You are welcome to post the breakdowns here, but I will be mostly going from character sheet to character sheet and may miss things posted directly on the recruitment thread. So, make sure that everything you want looked at is on the character sheet. For the few people without character sheets, I will review what you have here on the thread.

A note for the people who get tired of not getting accepted and having a bunch of extra aliases which cannot be deleted. One option that I use is to create the alias, but rather than posting with the alias, which makes it undeleteable, post a link to the alias and make all you posts here with your main posting alias that includes a link to the application alias.

ie - [&&url=http://paizo.com/people/DMChaos]DM Chaos[/url] <-- remove the && and you get
DM Chaos

This gives consistency to your posts making it easier for the DM (me) to follow you, and allows you to delete the alias if not accepted. I have started doing this on several applications.


Working on the sheet. She's officially a Wizard :)


Answers to questions:

1) Before you is a huge web. In it are a priest of Iomedae and a beautiful maiden. You have time to rescue one of them, which one and why?

Set the web ablaze, the free priest should be able to fend for himself. The girl I will free myself, perhaps she will come to appreciate the liberating beauty of fire.

2) You are traveling through the forest and you suddenly see three goblins poking at a bound prisoner on the ground. What do you do?

Goblins are never up to any good, and proclaim to love fire. Let us see how much they love it.

3) You just returned from successfully defeating a dragon which had been terrorizing the local villages. An orphanage requested that the brave heroes come so that the children can meet them. You accept, but then receive an invitation from the King to join him at a banquet in your honor. You cannot do both, what do you do?

I am far more suited to entertaining kings than children, perhaps they were mistaken and want to meet one of my companions. Besides, a banquet would be a great place to dance.

4) How do you expect your character to develop by level 5? Level 10?

By 5th level she will have grown in both her magic and natural abilities embracing her elemental nature. By 10th she may possibly have a few bard levels, enhancing the power of her damce and embodying the flickering flame.

5) Who is your favorite villain and your favorite hero from a medieval story and why? Can be historic, from a book, or from a movie. 


Favorite hero is Mat Cauthon from the Wheel of time for his grumbling reluctant yet spectacular heroism. A leader and a hero despite his best efforts. From the same series one of my favorite villians is the sadistic Semirhage of the Chosen, a brilliant portrayal of how obsession with power can turn the greatest healer of all time into a monster.

6) Let me know if/how much you have played/read the ToEE - any version including AD&D, 3rd Ed., Return to ToEE, or any video games or novels. 


Never played any of the games or read anything ToEE related

7) You are sitting in a tavern when a distraught father runs in and announces that his daughter has been kidnapped by brigands and now they are demanding a ransom or will kill her. He says he has no money to reward the party but hears that the brigands have had much success. What do you do?

These scum prey on the weak. But are they strong enough to face a real enemy, or a force of nature? The town obviously needs a cleansing fire, to burn away the rot and decay and start anew. I think I’ll pay them a visit.

Will finish details like skills today


DM Chaos, that's a great tip. I'll use it.

Here is Whoric Whyrwarf. As promised, background and description are done, and for once, I found the perfect avatar for him after I came up with his description.


Sheet updated.

Stats breakdown included.

Not bothering with combat stats/wespons/armor/languages unless you think it's important or I get some extra time.

Looks like this PBP has drawn serious interest.
~Poor Wandering One


DM Chaos wrote:


A note for the people who get tired of not getting accepted and having a bunch of extra aliases which cannot be deleted. One option that I use is to create the alias, but rather than posting with the alias, which makes it undeleteable, post a link to the alias and make all you posts here with your main posting alias that includes a link to the application alias.

This gives consistency to your posts making it easier for the DM (me) to follow you, and allows you to delete the alias if not accepted. I have started doing this on several applications.

One thing I like about the pbp application process is that you know GMs get it and take it seriously cause they go through the same things themselves.


Nazard wrote:

DM Chaos, that's a great tip. I'll use it.

Here is Whoric Whyrwarf. As promised, background and description are done, and for once, I found the perfect avatar for him after I came up with his description.

No problem.

Another hint for some of you. Make sure that you read how to make spoilers. I see many people who do the following:

Spoiler:

Junk in spoiler

instead of:

Cool Spoiler Title that can be REALLY long like this:

Really cool stuff in spoiler

Using just [spoiler] instead of [spoiler=NAME OF SPOILER], you end us with a spoiler named Spoiler. Not really that interesting, and more difficult for any reader to figure out what is in the spoiler unless other extra descriptions are typed elsewhere on the post.

For me it is easier and cleaner, to have the name of the title of the spoiler be the spoiler and that is what it is set up for if you look at the "How to format your text" spoiler below the text box. You type everything in.


Tessa's sheet is almsot complete. When I get home later I'll add equipment and finish the spells. The idea is to get a lot of utility spells (such as Enlarge Person, alarm, protection from evil, etc) and write them as scrolls, while her prepared spells would be more combat-focused.

Taldor

Putting finishing touches on a character for a last minute submission.


Updated.

Shadow Lodge

Lots of exciting looking characters. I'm really looking forward to either playing this or watching it unfold. Ever since playing the Troika ToEE computer game I've been curious about this module.


Me'mori wrote:

Rhodes "Rao" Redflame

** spoiler omitted **

** spoiler omitted **...

Good luck and if the person who posted a Aasimar Paladin gets in, that'll be two games you're in with Aasimar Paladins, though will Rhodes be chasing that one as Edan is chasing Godelina?


Orion Stormbringer said wrote:
One thing I like about the pbp application process is that you know GMs get it and take it seriously cause they go through the same things themselves

I agree with you Orion, everyone starts in the same place with the application process. Its a good system.

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