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The Diplomatic Mission (Inactive)

Game Master Wofguy


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My submission to the ambassador of the mages collage

Rosalyn Thornton:

Crunch
Female Human Wizard (Enchanter) 5
Medium Human
Init +2; Senses Perception + 6
--------------------
DEFENSE
--------------------
AC , touch , flat-footed (+2 Dex)
hp (6+4x4+5x2+5+5)
Fort +3, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4/19-20/x2)
--------------------
STATISTICS
--------------------
Str10, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Combat casting, Extend spell, Improved initiative, Spell focus – Enchantment, Toughness, Scribe scroll
Traits Charming, Reactionary
Skills Bluff +10, Escape Artist +7, Diplomacy +13, Knowledge (Arcana) +12, Knowledge (Plane) +12, Knowledge (Nobility) +12, Perception +6, Sense Motive +9, Spellcraft +12
Languages Celestial, Common, Elven, Dwarven, Gnome
Combat Gear Dagger,
Other Gear
10620gp
--------------------
SPECIAL ABILITIES
--------------------
Spells
Spells pr. day
.. 0 – 4
.. 1st – 3+1 School:
.. 2nd – 2+1 School:
.. 3rd – 1+1 School:
Spellbook:
.. 0: Resistance, Acid splash, Detect magic, Detect poison, Read magic, Daze, Ghost sounds, Mage hand, Mending, Message, Open/close, Arcane mark, Prestidigitation
.. 1st: Protection form evil, Grease, Mage armour, Identify, Charm person, Silent image, Enlarge person, Feather fall, Expeditious retreat
.. 2nd: Summon monster II, Glitterdust, Hideous laughter, Mirror Image
.. 3rd: Suggestion, Haste

Cantrips
Arcane bond – Bonded item, a wand

Arcane School – Enchanting
.. Opposition Schools: Evocation and Necromancy
.. Enchanting Smile, +3 to Bluff, Diplomacy and Intimidate
.. Dazing smile

Background
Rosalyn Thornton grew up in the shadows of the Amular court. Her parents works as servants to the court, her father the steward’s man, her mother a chambermaid. They only had two children Rosalyn and her older brother.

As a child of servants Rosalyn grew up playing with the other children of equal status in and around the castle. More than once these games turned into a fight for dominance amongst the boys and thus the young girl learned to spot the signs of a fight arising. Not being one to back down Rosalyn had more than her share of brawls, as her chances were poor against the stronger boys, she soon excelled in escaping their holds.

All the servants’ children were offered some education, primarily taught by wizard apprentices and clerics in training. Rosalyn excelled her compared to many of the other children, she was just smarter than most, much to her parents rejoice.

The small girl was a late bloomer and as she entered her teens, she saw how the other girls started to develop. It soon became apparent to Rosalyn how a girl could use this to her advantage with boys and she longed for her day to come. When it did she was prepared having watched and learned from her friend experiences. Gone were the times where she was ignored and suddenly many offered their help.

Realizing however that she didn’t want to be a chambermaid like her mother she look for ways out. Not many presented themselves to the young girl as she didn’t have any skills or devotions. Her future path revealed itself in the form of an older wizard tasked with teaching the teenagers. Deciding this was her path, she tried with sweet words that had helped her many times before, but the old man laughed at her attempts. Infuriated she let herself go in a discussion and her intellect earned her a spot in the classes of the Schola Scientiae.

She left the service of the court and began her education. She was among the better of the students with a natural aptitude for the required readings. It became apparent to her teachers that she excelled in her manipulation of the mind of others and never really cared about the matters of energy. When the time came for her apprenticeship she had many offers from the male wizards but they were all swept aside when the head of enchanting decide on Rosalyn as her new apprentice. Rosalyn debated many times during the apprenticeship if it was the right decision as the old woman pushed her hard and her charmed never did anything good with the old hag.

When her apprenticeship ended she taught for a time at the school, her enchanting classes popular with the male student body. Tiring of the academic life she decided to try adventuring. It was a disaster all those romantic stories didn’t match the harsh reality of laying in a ditch hiding from some monster during a storm, adventuring was not for her, she was much to fond of sleeping on a real bed.

Her next experience was as a court wizard to some minor noble. Court wizard was more of a title than a reality. She worked as a teacher to the children and an advisor on magical manners but rarely practiced any magic. Deciding that she wanted something different she left when the Schola Scientiae offered her a position with limited teaching responsibility as ambassador for the school attached to the enchanting department.

Appearance
Age: 28 (Adult)
Size: Medium, 4'11", 105 lbs
Type: Humanoid (Human)

Rosalyn is somewhat smaller than most in fact many jest that her small stature is the result of a halfling or gnome somewhere in the family tree. She stands out in most crowds not because of her brown eyes, brunette hair or delicate features but because of complete picture. She is beautiful to those who are willing to look past her size, most are.

It is still missing equipment including the spells I would like to inscribe but the other spells have been chosen. I were wondering if you had any imputes before I finish it of?

Andoran

DM:
Ah yes it won't be difficult for me to just look up an ability. The main reason I had all the details is because you never know what a DM wants in a character, so I figured more details would be better than less. Can't wait for judgement day

Good lucky everyone!


Kraymar is fully aliasized... :)

Good luck everyone!!!!


@ Khelldrin:

I do like that idea, there is a need for knowledge in the group. Hope to read an exciting background, maybe a few of the missions you went on.

I could approve Dervish Dance for that use on a a case by case basis. However, since a ruling here would affect anyone that applies, I'm not willing to let Dervish Dance apply to anything but scimitar. Since combat isn't going to be that big of a deal, it really won't matter that much. If you get picked, we can work together and maybe make some compromises. Until then, don't plan on it.

@Big OM:

Looks very good. Back story is solid, like how she escaped from a life of servitude. Being an ambassador seems a far cry from teaching. Expand that last paragraph a bit more, and I think your back story is good.

Crunch looks good. Not sure where you got all the HP numbers from. I'd also like to see a breakdown of your skills as well.

Do those few things and I think you'll be set.

@ Yix:

Feel free to think about his personality, how will he speak, how will he react to things, ect. Not a requirement though, its for your personal benefit.

@ Kraymar:

You left out the last paragraph of your background. Otherwise you have the seal of completion. Feel free to think about his personality, how will he speak, how will he react to things, ect. Not a requirement though, its for your personal benefit.

Andoran

DM:
He is a very calming father figure that always tries to make friends, even if he doesn't like the person. He talks with a silver tongue, using lots of gestures and a flair of theatrics if he wants to attract attention. He reacts quickly and seriously to situations, often having a knife in hand before the fighting even starts.

There's a start, anything else you'd be interested in? P.s. typing it out helps me develope it anyways


Since there hasn't been a formal character to serve as the church ambassador from what I can see, I think I'm going to submit that. Thinking a Paladin, with the Warrior of the Holy Light and Hospitaler archetypes... Not sure on race or deity just yet. I'll draft an alias together.


After some thought, I'm going to pull out. Have fun and Good luck to the rest of you.


GM

Spoiler:
Kraymar is like water in his personality, changing with whomever he deals with. But when he gets to gambling, he is a fast talker trying to feint his enemy with words while performing card tricks. He is smooth but an excellent actor. He thinks before he speaks and is very calculated... However his man strong point is that he listens.

In disguise, he always carries his sword cane which has grooves on the side and a screw on the top to convert it into a parasol as when he pretended to be the countess.

The paragraph is in the alias...


Almost done Wof, how many complete submissions do you have?


Hi DM,

Just rushing out an idea for the spot Bodyguard. Its a 3 arm fighter, wielding a heavy shield and 2 handed greatsword. Two weapon fighting style

Spoiler:

Male human Fighter 3/ Alchemist 2
CN Medium humanoid (human)
Init +3 ; Senses Perception +0
==DEFENSE==
AC 25, touch 11, flat-footed 24 (+10 armor, +4 shield, +1 dex)
hp 56 (2d8+3d10+10)
Fort +8, Ref +7, Will +1
==OFFENSE==
Spd 20 ft/x3
Melee Mwk Spiked Shield, Heavy +6 1d6+5 20/x2
Melee Mwk Greatsword +6 2d6+5 19-20/x2
==STATISTICS==
Str 20, Dex 17, Con 15, Int 10, Wis 10, Cha 8
Base Atk +4, Cmb +9Cmd +22
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Brew Potion (PFCR 119), Combat Reflexes (PFCR 119-120), Double Slice (PFCR 122), Improved Shield Bash (PFCR 128), Power Attack (PFCR 131), Shield Focus (PFCR 133), Shield Proficiency (PFCR 133), Tower Shield Proficiency (PFCR 135-136), Two-Weapon Fighting (PFCR 136)
Skills
Languages Common
Combat Gear Mwk Shield, Heavy, Mwk Greatsword, Full Plate +1, Heavy Steel Shield +1
Magic Items Equipped by Slot Belt/Waist: Belt of Giant Strength +2.


@ Yix:

Nothing else. If I think of something I'll let you know.

@ Kraymer:

Ok, when I first saw it, the paragraph wasn't there, and I was confused until I looked back. Go ahead and sit back until submissions close, then bite your nails in anticipation.

@ Ross: There is two completed submissions, and 3 partial submissions. Big initial interest, however it takes time for people to submit and have the character approved. So there is at least a couple more days.

@ DM Heterocephalus:

Wow, you're really taking a -4 to attack for that one extra ac? I'm not complaining, just surprised.

It looks like you have a great damage dealer there, however, I'm not seeing how you your going to help the party outside of combat. Its difficult to negotiate with a 3 armed man in the group. You can try and run with it, but I'll need a good back story as to why you would be considered for the body guard.


Mostly done with David Trufant III, let me know what you think and what other information you may need for approval of concept :)


Alright, background is written and a bit of information about Jazz, my previously unnamed Ratfolk Ninja. Sorry the background is really long, I had a long bus ride and my imagination got the better of me -- I also took some creative liberties with the campaign world, let me know if you'd rather I change some things. Let me know if you'd like me to shorten it, haha. Also, I put some equipment down there, but it's not completely finished. I was wondering if you allow purchasing of wands with half or quarter the normal amount of charges?

Background & Information:

Jazz grew up in a community made up of his own kind underneath Amular’s coastal city, Dresden. The ratfolk tribe lived in relative peace for a long time in a section of abandoned sewers near the waterfront -- they would venture to the surface every few days and hold a market for rare trading goods and odd trinkets they had found, collected, or made. Jazz’s father was especially fond of magical devices, and had quite a large collection of them. Many of Jazz’s earliest, most infantile memories are of playing with various wands and other peculiar magical contraptions under his father’s ever-watchful eye. It was said that Jazz must have had some magic in him, the way he handled the devices so naturally, but as he grew older it was clear that he would answer a different calling.

As he grew older, Jazz found himself drawn to the playground that was civilization. Exploring the metropolis above, he observed the nuances of city life with a sort of guarded contempt -- not because he was jealous of their life’s complicated and unpredictable opportunities, nor because he felt entitled in his own, structured existence. Rather, he merely watched and observed, and eventually decided that he could do everything they were doing on the surface, and probably do it better. He learned the ropes of social interactions by eavesdropping and paying close attention to the locals everywhere they went -- eventually, he began making friends.

Despite his obscure race, he learned to adapt to and fit in with the new culture very quickly, and soon spent almost more time above ground than below. The Ratfolk community, being a content but friendly one, merely considered him a particularly quirky Ratfolk specimen, and let him do as he wished. Jazz began frequenting taverns and city markets near the waterfront, where he felt most comfortable. It was here that he was introduced to a group of poor, young riff raff who quickly adopted him. Their lives had been much more difficult than Jazz’s, but they respected him because he had emerged from the sewers and defied the nature of his own species by doing so. They considered him an outcast, like themselves, and welcomed him for it.

Unfortunately, peaceful times with friends on the waterfront didn’t last: an especially brutal sea-merchants’ quarrel broke out one particularly rough year for the market, and Dresden’s waterfront became something of a battleground. Jazz and his friends were soon picked up by a powerful merchant, Dain Sa’Hohme, who offered them good pay to serve as footsoldiers in the new, bloody, and illegal war. When his friends accepted this chance for fortune and glory, Jazz, who now felt at home with the gang, followed suit. His relation with the Ratfolk community was all but severed, with his time almost entirely devoted to fighting alongside his friends in the volatile waterfront above.

Jazz found that he was not particularly suited to the open warfare skirmishes that broke out every once in a while, but rather served better gathering information about the enemy’s goals, movements, and, most importantly, their product shipments. He sometimes stowed away on opposing merchants’ ships, sabotaged them by poisoning the water barrels when they left the harbor, and then would jump overboard and return to shore. Sa’Hohme, the merchant, took special note of Jazz’s newfound talents, and decided to see the young rat boy proplerly trained. After several months of combat training, formal instruction on the art of poisons, and even more standard schooling, Jazz had been sculpted into a powerful tool for Sa’Hohme’s uses.

The war was not going well, however, and several of Jazz’s friends had succumbed to the battlefield. The waterfront community was becoming ever more divided, and the city itself was beginning to take sides among the battling merchants. Officially, Sa’Hohme never admitted to being involved in the conflicts, but his makeshift armies were fighting daily against his ruthless competition. Finally, a substantial bribe from the other side bought over the local law enforcement, who suddenly snapped down on Sa’Hohme’s operation, citing dozens of infractions that before had been “overlooked.” Things were looking very bleak for Jazz’s employer, who decided that his safest bet would be to simply sell his trading empire while there was still something of value to be sold.

Barely a week after the sell out, a raging storm swept up the Amular coast, and the bustling, unprepared harbor of Dresden was hammered hard. Nearly all of the merchant ships, half of which had been owned by Mr. Sa’Hohme himself, were destroyed, their cargoes lost to the storm and looters. Sa’Hohme was, undeniably, now the most accomplished sea merchant in the city, because he had sold all of his ships and products right before they all would have been destroyed. He offered deals to his former opponents that fronted them cash to begin rebuilding their fleets and scavenging what could be found in the harbor. In return, they began paying him royalties on every deal they did, and to this day he has been ever strengthening his vicegrip on Dresden’s sea trade.

For Jazz, however, the storm also brought a tragic turn of events. The sewers where his family and community had lived, where he had grown up as a curious youngster ratfolk, were flash flooded in one of the storm’s many surges. Most of the underground Ratfolk colony was flooded, smashed against the walls of the sewers, and then washed out to sea. Ratfolk corpses were washing up in the harbor for a week, and when his parents were identified among them, Jazz knew that there would be no turning away from his new life -- he had nowhere left to go back to.

For some years Sa’Hohme kept Jazz and a few of his old comrades from the street wars around to serve as a sort of collection agency. This concept was new to Jazz, who had grown so used to dealing behind the law; now his job was performed with every authority of the law -- the merchants under Sa’Hohme’s control were bound to their agreements by legal documentation. Jazz continued improving his skills in subtle infiltration and deceit, and Sa’Hohme developed an even further appreciation for the aging Ratfolk. Eventually, the Sa’Hohme Enterprise -- as it had come to be known -- began doing international deals with neighboring Talfor. The prospects were very good, and for another year Sa’Hohme began making ludicrous amounts of money. He hired on extra help to run the books, and decided to move to Auga Ignis, the capital of Amular, so that he could keep a closer eye on international political developments. He invited Jazz to come along, who immediately said yes.

Jazz enjoyed getting to know a new city, meeting new people and another new culture, but unfortunately he would not be there long. Soon, Sa’Hohme caught word of a war brewing between Amular and Talfor, and he realized that such a thing would bring terrible consequences for his international trade network. He paid some bribes, made up an identity, and secured Jazz a slot in the diplomatic party being sent to Talfor. Jazz now joins the diplomatic party under the title of “Ambassador to the Amular Merchant’s Guild,” which is actually not a real thing, but something of a cover for Sa’Hohme’s international trade organization.

-----

While Jazz has a very peculiar lifestyle compared to most other Ratfolk, he does still show much of his heritage in his habits. He is forever tinkering around with various wands, scrolls, or other magic devices, and deeply enjoys the brewing of alchemical (often poisonous) solutions. For a long time he respectfully requested payment not in coin, but in expensive, odd treasures and magical gear -- Sa’Hohme did his best to keep Jazz’s hoarding nature satisfied, but often Jazz would simply decline a payment until something worth his interest would pique his attention. As a person, Jazz is extremely dedicated to the job at hand. He knows that keeping this war from developing any further will only benefit him in the future, and will likely help him rise even higher up the social and economic ladder. He has put the tragedy of his parents and home behind him as best he can, and has become a powerfully stubborn, clever, and subtle force to be reckoned with.

Stats:
Jazz Sedarik, Ratfolk Ninja 5
Init: +4, Senses: Perception +11
Languages (3): Common, Ratfolk, Elven, Dwarven, Halfling, Deity: ???
=================================================
=====================DEFENSE=====================
=================================================
AC 15, Touch 15, Flat-footed 11, CMD 17
HP 34 (5d8+5 favored class)
Fort: +2, Ref: +8, Will: +2
Spell Resistance: NA
=================================================
=====================OFFENSE=====================
=================================================
Speed: 20ft (4 Squares)
Melee: Cane Sword (Masterwork Wakizashi) +8 (1d4) 18-20/x2
Ranged:
Space: 5 ft. Reach: 5 ft.
Base Atk: +3, CMB: +2
=================================================
====================STATISTICS====================
=================================================
Abilities: Str 10 (-1), Dex 18 (+4), Con 10 (+0), Int 12 (+1), Wis 13 (+1), Cha 16 (+3)
Feats (3): Weapon Finesse, Quick Draw, Extra Ki
Ninja Tricks (2): Vanishing Trick, Sudden Disguise
Skills (55): +12 Acrobatics (5 ranks), +5 Appraise (1 rank), +11 Bluff (5 ranks), +8 Diplomacy (2 ranks), +11 Craft (alchemy) (5 ranks), +12 Disable Device (5 ranks), +9 Disguise (3 ranks), +9 Escape Artist (2 ranks), +9 Intimidate (3 ranks), +5 Knowledge (local) (1 rank), +5 Knowledge (nobility) (1 rank), +6 Linguistics (2 ranks), +11 Perception (5 ranks), +16 Stealth (5 ranks), +12 Sleight of Hand + (5 ranks), +14 Use Magic Device (5 ranks).
Class Skills: The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft(Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate(Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
=================================================
=================SPECIAL ABILITIES=================
=================================================
Trait: Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result. You gain a +1 trait bonus on Fortitude saves.
Trait: Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Small: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Speed (Slow): Ratfolk have a base speed of 20 ft.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Sneak Attack: The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.
Ki Pool (7): At 2nd level, a ninja gains a pool of ki points. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
No Trace (+1): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.
Uncanny Dodge: Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Gear & Possessions:

Gear,
Cloak of Resistance, 1000 gp, 1/2 lbs.
Circlet of Persuasion, 4500 gp, -- lbs.
Wand of Cure Light Wounds,
Wand of True Strike,
Wand of
Wand of

Handy Haversack, 2,000 gp, 5 lbs.
Masterwork Thieves Tools, 100 gp, 1 lb.
Key of Lock Jamming x2, 800 gp, -- lbs.
Alchemist’s Fire x2, 150 gp?, -- lbs.
Silk Rope (50 ft) x2, 20 gp, 2 lbs.
Bedroll,
Tobacco Pipe, 2 gp, -- lbs.


Crunch:

Female Human Wizard (Enchanter) 5
Medium Human
Init +2; Senses Perception + 6
--------------------
DEFENSE
--------------------
AC , touch , flat-footed (+2 Dex)
hp (6+4x4+5x2+5+5)
Fort +3, Ref +3, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4/19-20/x2)
--------------------
STATISTICS
--------------------
Str10, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Combat casting, Extend spell, Improved initiative, Spell focus – Enchantment, Toughness, Scribe scroll
Traits Charming, Reactionary
Skills Bluff +10, Escape Artist +7, Diplomacy +13, Knowledge (Arcana) +12, Knowledge (Plane) +12, Knowledge (Nobility) +12, Perception +6, Sense Motive +9, Spellcraft +12
Languages Celestial, Common, Elven, Dwarven, Gnome
Combat Gear Dagger,
Other Gear
10620gp
--------------------
SPECIAL ABILITIES
--------------------
Spells
Spells pr. day
.. 0 – 4
.. 1st – 3+1 School:
.. 2nd – 2+1 School:
.. 3rd – 1+1 School:
Spellbook:
.. 0: Resistance, Acid splash, Detect magic, Detect poison, Read magic, Daze, Ghost sounds, Mage hand, Mending, Message, Open/close, Arcane mark, Prestidigitation
.. 1st: Protection form evil, Grease, Mage armour, Identify, Charm person, Silent image, Enlarge person, Feather fall, Expeditious retreat
.. 2nd: Invisability, Glitterdust, Hideous laughter, Mirror Image
.. 3rd: Suggestion, Haste

Cantrips
Arcane bond – Bonded item, a wand

Arcane School – Enchanting
.. Opposition Schools: Evocation and Necromancy
.. Enchanting Smile, +3 to Bluff, Diplomacy and Intimidate
.. Dazing smile

Background:

Rosalyn Thornton grew up in the shadows of the Amular court. Her parents works as servants to the court, her father the steward’s man, her mother a chambermaid. They only had two children Rosalyn and her older brother.

As a child of servants Rosalyn grew up playing with the other children of equal status in and around the castle. More than once these games turned into a fight for dominance amongst the boys and thus the young girl learned to spot the signs of a fight arising. Not being one to back down Rosalyn had more than her share of brawls, as her chances were poor against the stronger boys, she soon excelled in escaping their holds.

All the servants’ children were offered some education, primarily taught by wizard apprentices and clerics in training. Rosalyn excelled her compared to many of the other children, she was just smarter than most, much to her parents rejoice.

The small girl was a late bloomer and as she entered her teens, she saw how the other girls started to develop. It soon became apparent to Rosalyn how a girl could use this to her advantage with boys and she longed for her day to come. When it did she was prepared having watched and learned from her friend experiences. Gone were the times where she was ignored and suddenly many offered their help.

Realizing however that she didn’t want to be a chambermaid like her mother she look for ways out. Not many presented themselves to the young girl as she didn’t have any skills or devotions. Her future path revealed itself in the form of an older wizard tasked with teaching the teenagers. Deciding this was her path, she tried with sweet words that had helped her many times before, but the old man laughed at her attempts. Infuriated she let herself go in a discussion and her intellect earned her a spot in the classes of the Schola Scientiae.

She left the service of the court and began her education. She was among the better of the students with a natural aptitude for the required readings. It became apparent to her teachers that she excelled in her manipulation of the mind of others and never really cared about the matters of energy. When the time came for her apprenticeship she had many offers from the male wizards but they were all swept aside when the head of enchanting decide on Rosalyn as her new apprentice. Rosalyn debated many times during the apprenticeship if it was the right decision as the old woman pushed her hard and her charmed never did anything good with the old hag.

When her apprenticeship ended she taught for a time at the school, her enchanting classes popular with the male student body. Tiring of the academic life she decided to try adventuring. It was a disaster all those romantic stories didn’t match the harsh reality of laying in a ditch hiding from some monster during a storm, adventuring was not for her, she was much to fond of sleeping on a real bed.

Her next experience was as a court wizard to some minor noble. Court wizard was more of a title than a reality. She worked as a teacher to the children and an advisor on magical manners but rarely practiced any magic. Still this was not quiet what she was looking for but closer. Now all she missed was magic. Deciding that she wanted change yet again she left for Schola Scientiae perhaps to take up teaching again. Her old master however told her in no uncertain terms that teaching was not her forte and no position would be available to her. Angry with her old master she argued that her experience surly would make her more than qualified but nothing moved the old crone. Rosalyn did however receive an offer when she quieted down, she had been chosen to represent the colleges of mages.

Appearance:

Age: 28 (Adult)
Size: Medium, 4'11", 105 lbs
Type: Humanoid (Human)

Rosalyn is somewhat smaller than most in fact many jest that her small stature is the result of a halfling or gnome somewhere in the family tree. She stands out in most crowds not because of her brown eyes, brunette hair or delicate features but because of complete picture. She is beautiful to those who are willing to look past her size, most are.

Suggested equipment and spell purchase:

Magic equipment
Handy Haversack 2000
Cloak of resistance +1 1000
Ring of protection +1 2000
Pearl of power 1 x2 2000
Scolls:
3rd:
Slow 375
Summon Monster III 375
Fly 375
Hold Person 375

1500/360=1860

2nd:
Rope trick 150
Dark vision 150
Resist Energy 150

450/120= 570

Hp breakdown:

Level 1 = 6hp
Level 2-5 = 4x4hp
Con bonus 1-5 = 5x2hp
Toughness = 5hp
Favoured class 1-5 = 5x1hp

Skill breakdown:

Total skill points
5x(2 from Wizard, 4 from Intelligence bonus, 1 from Human, 2 from Campaign)

Bluff +10, 5 Skillpoints, 2 Charisma, 3 Enchanting smile
Escape Artist +7, 5 Skillpoints, 2 Dexterity
Diplomacy +13, 5 Skillpoints, 2 Charisma, 3 Enchanting smile, 3 Class skill
Knowledge (Arcana) +12, 5 Skillpoints, 4 Intelligence, 3 Class skill
Knowledge (Plane) +12, 5 Skillpoints, 4 Intelligence, 3 Class skill
Knowledge (Nobility) +12, 5 Skillpoints, 4 Intelligence, 3 Class skill
Perception +6, 5 Skillpoints, 1 Wisdom
Sense Motive +9, 5 Skillpoints, 1 Wisdom, 3 Class skill
Spellcraft +12 5 Skillpoints, 4 Intelligence, 3 Class skill


I see your point DM. in that case I will do a Level 5 paladin with Sacred Shield variant. Purpose is to be a bodyguard by being a defence knight. Do you allow variant channeling? If yes I got some in mind to further position this character as a bodyguard.

Either that a stonelord paladin with intention for stalwart defender too seems possible.


DM Wofguy,

I've got a couple of other characters submitted for some other campaigns but I'd like to make a submission in this one as well.

Basic Character Concept:
I'm thinking of the church ambassador. My thought is an Aasimar Inquisitor, perhaps with the conversion inquisition. I was thinking of him as a worshiper of Iomedae.

Basic Personality:
He would be Lawful Good. He embraces his angelic heritage and believes strongly in peace but recognizes that when words fail, peace must be brought about by bringing those who oppose it to justice. He hopes to represent a strong heavenly showing of faith and honor in this diplomatic mission. Ultimately, he believes his skills as an inquisitor can be used to identify deception and those who would oppose these peace talks.

I should note that I will be unavailable for about a week in December. If that will not disqualify me and you like the basic idea then let me know and I will try to flesh him out.

Thank you.


NEW CHARACTER CREATION RULE
For those I haven't given the seal of completion, I need a break down of your skill points. I'm having trouble figuring out how your getting what you have. Put it to the right of your skills in the crunch. It probably won't look good, but once I approve it, you can clean it back up.
Example: Diplomacy: +14 = 3 cha + 5 ranks + 3 class + 2 feat + 1 trait

@ Gilthanis:

Background looks good. I like the "Never forget that battles are not always won with arms and armor but with words as well." I can't think of anything you'd need to add to your background, looks well thought out and complete.

Looks like you have the bonuses on your will and reflex saved switched. I'm reading it that you put 3 ranks into perception, which means the bonus should be 2 wis + 3 ranks + 3 class skill + 1 trait = 9. Go ahead and break down your skills points for me. Going to have the kings banner? I'll have to draft one up for you if you make it. Crunch looks good otherwise.

Finish up with the crunch, and you should be set. Let me know when your ready for inspection soldier.

@ Garrabott:

I see a -1 for your strength mod, assuming that's a typo. Otherwise crunch is fine. At this point, no buying wands without full charges. Look at flash powder and thunderstones as other useful mundane items. I have your skills figured out, so I don't need a break down of them.

I wrote a background just as long. Suggestion for future, include a short summary. Lol at city name. Great back story, a good read. No suggestions.

Figure out the rest of your gear, go ahead and set up an alias for him (don't need to post that way you can delete if not chosen) and I'll give you the seal of completion.

@ Big OM:

Ok, HP and skill breakdown is good. Equipment and spell purchases are good. We'll roll for your spell craft checks in the discussion forum if you get chosen.

That's what I needed for your background, that is all set.

You have the seal of completion. If you can create an alias for her that would be great, makes it easier for me in the decision process. You don't have to post with it, so you can delete it if not chosen.

@ DM Hetero:

Sacred Shield looks fine. I'm fine with variant channeling.

Its funny, I just started looking into building a stonelord today. They are a really cool flavor build, unfortunately they aren't the most sound archetype, with a lot of things not explained in the text. Though the earth elemental is cool, its underpowered vs your level (It'll have 13 hp). I'm fine with you taking it, just letting you know if you decide to go that route.

@ Malacki:

Idea looks good. Go ahead and work him up. Unavailability will be fine.


Any roles/slots not getting the proper attention?


There is a lot going for body guard, only 2 interested in military ambassador. The others are getting about equal attention.


Right-o, here's my submission for the "Insurance Policy" role:

Bryn Goao

Full profile, crunch, and fluff can be found on his page as well as information on the noble house Ausum.


@DM

Movie plot spoiler:
Hadrian Carac (Name sound good?) Elf Paladin LG Level 5
HP: 63 (Favored into HP w/ Toughness) 12 per level
Initiative= 1
AC: 23
Touch 12
Flat Foot 22
Str- 18
Dex- 13
Con -10
Int- 14
Wis- 10
Cha- 16
(This is w/ lvl 4 increase and race increase)
Saves:
Fort= 7
Reflex= 5
Will= 7
Base= +5
Elf traits- elven magic, keen senses etc.
Skills= 30 (Thats w/ extra 2 per level) 6 skills per level
Diplomacy =12 Perception 8 (W/ keen senses)
Sense Motive= 12 (Skill focus) (+2 in social situations)
Knowledge Religion= 7
Spellcraft= 7 (9 If identifying magical items)
Swim= 5 Acrobatics= 3 Craft 7
Preform (Oratory) 9
Prepared spells Cure Light Wounds 1D8+ CL (Max 5) (1)
Equipment- Masterwork Manacles, +2 Full Plate Keen Elven Blade +1 Ring Of protection Comp. Long Bow (4 str rating) 100 Arrows 495 Spare gold

Weapons- Keen Elven Blade +10 1D10 +6 (15-20) Composite Long Bow +6 1D8+4
TRAITS:
Sacred Touch
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.
Law Enforcer
If you follow this code, you are always alert to those who transgress against the laws of civilization.
Benefits: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles.
The unnamed paladin was born into a family where the mother was a talented cleric granting the sacred touch power.
Being a faithful paladin he always has manacles to detain offenders of the law and good with the hopes that instead of killing them, redemption is possible. With that in mind he also has been lied to many times in his travel and has caught on to an easy trick to detect liars. This has granted him the law enforcer trait.
Feats- Lvl 1 Toughness Lvl 3 Selective Channeling Lvl 5 Skill Focus sense Motive
Will update to level 5 if selected for campaign. For equipment etc.
Can be used to fill variety of positions since diplomacy will be used.
Unnamed.... has always lived a carefree life with elves living with harmony in nature, rules were not as valued as so and so thought they should have been. Upon reaching adult hood so and so left his brothers and sisters to pursue a meaningful existence. The paladin future was most desired and so the mantle of paladin was achieved in order to bring law, order, and goodness to all no matter the cost.
Striving towards Law brought shame upon the unnamed man, but his quest for law and good persuaded him not to care. Dishonored by his family he abandoned the notion that they were his family and that his family are the ones at his side, fighting evil and the chaos that dwells in many people.
So and so isn't easily intimidated and doesn't enjoy talking with people who don't have the general welfare of others in mind. With a non-impressive wisdom score so and so sometimes is rash to decisions and quick to yelling with decent charisma. As time went on so and so found his way to working as an ambassador for the church/military. As LG he could fill either.


I could also be an ambassador who dobles as a bodygard with how I have my diplocay and other charisma skills :) and on a side note can I submit more then one character if I find the time to? Was thinking an actual ambassador maybe not sure just something to think about while at work lol


I would like to submit to this game Knight-Brother Valimar of the Iomedaean church of Amular. He was originally intended to be the church ambassador, but he would also work fine as the military ambassador, seeing as he is a paladin (and I even gave him a relatively ambiguous title!)

A couple notes on him: he's built much more for diplomacy than combat, which I think is fine in this game. Also, I wasn't quite sure what to spend money on, so I bought him a pet pseudodragon! Ideally, I'd love to have this, maybe even create an alias for the little guy, but if you don't want me keeping that, it's fine. Also, he's an old character right now--I applied the bonuses and penalties of this to his stats.

Only crunch is complete as of yet; I'll get up fluff when I can.


Please see Ilamin Davenish, Aasimar Inquisitor of Iomadae:

Build:

Name: Ilamin Davenish
Race & Class: Aasimar Inquisitor 5
Alignment: LG
Languages: Common, Celestial, Elven
Current Stats:
Str 16 (7) (+1 4th Level)
Dex 12 (2)
Con 14 (5)
Int 12 (2)
Wis 17 (7) (+2 Racial)
Cha 14 (2) (+2 Racial)

HP: 43
AC: FF: Touch:
Resistance: Acid 5, Cold 5, Electricity 5
Fortitude:
Reflex:
Will:
Init: +4=+1(Dex)+3(Wis from Cunning Initiative)

Combat:
BAB: +3
To Be Updated if Selected

Skills: 45 Skill Points
Conversion Inquisition Replaces Cha with Wis on Bluff, Diplomacy, and Intimidate.
Bluff +11 = 3 wis + 5 ranks + 3 class
Climb +7 = 3 str + 1 rank + 3 class
Diplomacy +13 = 3 wis + 5 ranks + 3 class +2 (race)
Heal +9 = 3 wis + 3 ranks + 3 class
Intimidate +13 = 3 wis + 5 ranks + 3 class +2 (Stern Gaze)
Knowledge (arcana) +7 = 3 int + 1 ranks + 3 class
Knowledge (dungeoneering) +7 = 3 int + 1 ranks + 3 class
Knowledge (nature) +7 = 3 int + 1 ranks + 3 class
Knowledge (planes) +7 = 3 int + 1 ranks + 3 class
Knowledge (Religion) +9 = 3 int + 3 ranks + 3 class
Perception +13 = 3 wis + 5 ranks + 3 class +2 (race)
Ride +5 = 1 dex + 1 ranks + 3 class
Sense Motive +13 = 3 wis + 5 ranks + 3 class +2 (Stern Gaze)
Spellcraft +9 = 3 int + 3 ranks + 3 class
Survival +10 = 3 wis + 4 ranks + 3 class [+2 to track]
Swim +7 = 3 str + 1 rank + 3 class

Feats:
1st Level: Angelic Blood
3rd Level: Heavy Armor Proficiency
5th Level: Weapon Focus (Longsword)

Traits:
To be selected.
Spells:
If selected I'd like some discretion to amend these
0-Level (At Will)-Bleed, Brand, Detect Magic, Light, Read Magic, Stabilize
1-Level (5)-Bless, Comprehend Languages, Cure Light Wounds, Shield of Faith
2-Level (3)-Cure Moderate Wounds, Flames of the Faithful, Spiritual Weapon

Equipment:
To Be Updated if Selected

Alternate Racial Traits:
Halo Manifest a halo as light centered on her head at will as a spell-like ability. When using her halo, gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Background:

Ilamin was an orphan who was raised by the Church of Iomadae in the Capital of Amular. All he was ever told about his origin at the church was that he was brought there as a young baby with a glowing halo atop his head. As a child, Ilamin realized that he was different from the other humanoids at the church. He spent much of his time listening and watching the interactions of the various people around him. As he studied the creatures around him, he learned how to interact with all types of creatures to gain their trust and detect their deceptions.

While growing up the in the church, Ilamin received specialized training with the longsword as well as training in wearing full plate. The church of Iomadae expected to raise Ilamin as a Paladin but his skills manifested as an Inquisitor.

Ilamin did not take the traditional route of subterfuge with his Inquisitor skills. He focused his skills on understanding others and being able to relate to others. He believes that violence should only be a last resort. For this reason the church has sent him on a number of diplomatic missions.

Ilamin has been sent to various parts of the continent on these missions. Many of the missions resulted in peaceful resolutions but Ilamin has fought in his share of battles.

He views his role in the world as one of peace an understanding. He believes he was sent here for a higher purpose, one that transcends the humanoid races. Once he heard about the king's mission to send a Church Ambassador to Talfor he knew that this is what he had been sent here for and what his special skill set was meant for. Ilamin immediately requested to be sent as the Church's Ambassador and now awaits the King's response.

From your previous posts it seemed as though you did not want all the detail of the character but a more general build. If you need any more specificity on the build or the background for this be a complete submission please let me know.

Thank you.


Well since so many applying for Bodyguard then I will do a Polearm master Military ambassador then.

Spoiler:

Male human Fighter 5
LN Medium humanoid (human)
Init +3 ; Senses Perception +7
==DEFENSE==
AC 21, touch 11, flat-footed 20 (+10 armor, +1 dex)
hp 65 (5d10+10)
Fort +6, Ref +3, Will +2
==OFFENSE==
Spd 20 ft/x3
Melee Mwk Glaive-Guisarme +10 1d10+6 20/x3
==STATISTICS==
Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 14
Base Atk +5, Cmb +9Cmd +21
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Combat Reflexes (PFCR 119-120), Dazzling Display (PFCR 120), Intimidating Prowess (PFCR 128), Paired Opportunists (PFAPG 166), Power Attack (PFCR 131), Shield of Swings (PFAPG 169), Shield Proficiency (PFCR 133), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136)
Skills Climb +4, Diplomacy +5, Handle Animal +6, Intimidate +12, Linguistics +1, Perception +7, Ride +2, Sense Motive +3, Survival +5
Languages Common, Varisian
Combat Gear Mwk Glaive, Full Plate +1


As per my earlier post, here is Khelreddin Evreskar, Lore Warden and knowledge-based ambassador on behalf of the Amularan military. I've got everything done except equipment, which I don't expect will be the basis of your selection.

Thanks for checking him out, and let me know if you have questions or need more info.


I have completed Rosalyn Thornton and bought mundane items, let me know if there are any comments to the latest version.


David Trufant III updated with breakdown. Let me know if you have an other questions or concerns :)


NEW CHARACTER CREATION RULES
I'm only accepting one character submission per person. There is enough interest in this, that people submitting more than one character just makes my job more difficult, and not fair for those that don't submit extra.

New submissions will no longer be accepted after: Wednesday, November 14th at Midnight, Pacific Standard Time. Those that have submitted something, will have until Saturday night (this may change) to get your seal of completion from me. That means your character doesn't have to be 100% complete by Wednesday night.

@ Rashly5:

I like how you spent more time on the Noble House than your own back story. Whether you make it in or not, I'll probably be stealing your House. Your background looks good. Maybe expand how your family got into the business. More details is good details.

You forgot to add the deceitful bonus to your bluff skill. Otherwise your crunch looks good. You'll be a strong diplomat if you are chosen.

I don't see anything too important that needs to be worked on. You have my seal of completion.

@ Alazar:

Your HP seems high. Break that down for me. You can't put keen on your elven blade until you have a +1 on it. That would make a +1 Keen Elven Blade 8000 gp, which isn't allowed because you can't spend more than half your gold on 1 magic item.

Name is fine. Once you get those things fixed up, I'll grant you the seal of completion.

@ Gilthanis:

We will see how the party breaks down when the time comes, and we will adjust roles accordingly.

Looks like you did what I asked. You have my seal of completion.

@ Loup:

Crunch looks good. I'd suggest the church position, just because you don't seem that strong in combat, so how could you represent the military? I'm going to say no on the Pseudodragon for now, just because if I let you have one, everyone may want one. However, something may be worked out if you get chosen.

Get that backstory up, and I'll get you approved.

@ Malacki:

Backstory is good. How did his skills manifest as an inquisitor instead of a paladin? Is there any missions that strongly affected him?

Crunch looks good. Spells can be switched in the discussion forum if chosen. I know I said backstory is more important, but I'm finding a lot of discrepancies in peoples crunch, so I'm needing them complete so I can approve them.

Go ahead and put together an alias for him (don't need to post with him, so he can be deleted if not chosen). Flesh out his background a bit, more details is good details. Put together the rest of his crunch, any magic items he's going to buy. Let me know when your ready.

@ Hetero:

Your HP seems rather high. Break that down for me. You could also go for the phalanx archetype, that makes a very good pole arm tank that helps protect others. I'd suggest dropping one or two combat feats to beef up your interaction skills. Maybe take a skill focus. Your diplomacy and sense motive should be higher, because they have been designated as class skills, so one rank should make them higher.

If you can shore up your diplomacy and sense motive higher (though you can still focusing on intimidate as your primary), I'll be fine with you taking the Military Ambassador Position.

@ Khelreddin:

Great backstory, a good read. If you can tie in how you got chosen to represent the military on this mission, then it will be perfect.

Crunch looks very strong. Definitely an interesting way to work with fighting only one handed. I approve your use of dervish dance for your elven scimitar.

Go ahead and finish of your crunch, getting gear and such, and that last paragraph and I'll give you the seal of approval.

@Big OM:

Everything looks good. Now wait with baited breath.


If it isn't too late, I have an applicant for the military job.

Sigghild, level 5 human fighter, basher of all that is evil.

As for the player, I've never PbP'ed before. I'm pretty new to Pathfinder. I have roleplayed for a long time and am generally considered to be mellow, fun, prone to awful puns and cheap jokes and responsible. I prefer to do Internet things in the morning.


Should the characters be built expecting to travel or adventure? For example, should they have bed rolls, ropes, rations, etc or just what they would be in town with?


Alias updated as requested.

DM Wofguy:

That's fine, it struck me as quite possibly kind of odd anyway. "Yeah, you know these guys? They can speak, and they have telepathy, they're as smart as humans, they can fly and they've got a poison stinger... picked him up for less than this sword!"

That said, I'd love to have one ;) Could make for some interesting RP in-game to find/purchase one. Perhaps Talfor has an interesting marketplace?


Hi DM,

DM Hetero here. Updated the crunch. Now got to work on fluff. See if it works. Human Phalanx Soldier with skill focus Diplomacy.

Spoiler:

--------------------
Appearance
--------------------
Leonidas puts you in mind of a gallant stallion. He has slanted golden eyes, He has a defined nose and high cheekbones. His silver body armor is of Hellknight heritage which is a full-body field armor that combines both metal lamellar and kikko components into a suit of mail with a cloth backing. It includes a collapsible armored hood, as well as arm, shoulder, and thigh guards.
--------------------
Personality
--------------------
--------------------
Statistics
--------------------
Male human Fighter 5(Phalanx Fighter)
LN Medium humanoid (human)
Init +2 ; Senses Perception +6
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +3 shield, +1 dex)
hp 49 (5d10+10)
Fort +6, Ref +3, Will +1
--------------------
Offense
--------------------
Spd 20 ft/x3
Melee Mwk Glaive-Guisarme +11 1d10+6 20/x3
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 14, Int 10, Wis 10, Cha 12
Base Atk +5, Cmb +11Cmd +23

Melee Attack Bonus: +11
Range Attack Bonus: +7
--------------------
Feats
--------------------
Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Combat Reflexes (PFCR 119-120), Dazzling Display (PFCR 120), Intimidating Prowess (PFCR 128), Power Attack (PFCR 131), Saving Shield (PFAPG 168), Shield Proficiency (PFCR 133), Skill Focus (Diplomacy) (PFCR 134), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136), Weapon Focus (Glaive-Guisarme) (PFCR 136-137)
--------------------
Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Sacred Avenger(Calistria)- When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is your ilduliel this bonus increases to +2.
--------------------
Racial Traits
--------------------
Bonus Human- +2 Strength
--------------------
Fighter Special Abilities
--------------------
Favored Class(Fighter)- +5 skillpoints

Stand Firm (Ex)

At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

Phalanx Fighting (Ex)

At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.

Ready Pike (Ex)

At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed.

--------------------
Skills
--------------------
Bluff +5, Climb +5, Diplomacy +13, Handle Animal +5, Intimidate +16, Perception +6, Profession (soldier) +4, Sense Motive +9, Survival +6, Swim +4
--------------------
Combat Gear
--------------------
Mwk Glaive, Hellknight plate +1, Heavy Steel Shield +1
Magic Items Equipped by Slot Belt/Waist: Belt of Giant Strength +2.
--------------------
Background
--------------------


DM Wofguy,

Please see this complete version of Ilamin Davenish.

He includes a more detailed background and a completed character.

Thank you.


Here's Khel again, with a slight amendment to his story, a little more physical description, gear acquired and relevant changes made. I haven't done mundane gear, as I'll wait until I know a bit more about travel plans, locations, etc.

Thanks


Fixed

Movie plot spoiler:

Hadrian Carac Elf Paladin LG Level 5
HP: 42 (Favored into HP w/ Toughness) (In description Hp per level= 1/2 HD+1) Level 1= 11+3(TOUGHNESS)+0=14 CON Level 2= 5+1+1(Toughness)7
Level 3= 7 Level 4= 7 Level 5=7 Total= 42
Initiative= 1
AC: 23
Touch 12
Flat Foot 22
Str- 18
Dex- 13
Con -10
Int- 14
Wis- 10
Cha- 16
(This is w/ lvl 4 increase and race increase)
Saves:
Fort= 7
Reflex= 5
Will= 7
Base= +5
Elf traits- elven magic, keen senses etc.
Skills= 30 (Thats w/ extra 2 per level) 6 skills per level
Diplomacy =12 Perception 8 (W/ keen senses)
Sense Motive= 12 (Skill focus) (+2 in social situations)
Knowledge Religion= 7
Spellcraft= 7 (9 If identifying magical items)
Swim= 5 Acrobatics= 3 Craft 7
Preform (Oratory) 9
Prepared spells Cure Light Wounds 1D8+ CL (Max 5) (1)
Equipment- Masterwork Manacles, +2 Full Plate +1 Elven Blade +1 Ring Of protection Comp. Long Bow (4 str rating) 100 Arrows 495 Spare gold
Weapons- +1 Elven Blade +10 1D10 +7 (15-20) Composite Long Bow +6 1D8+4
TRAITS:
Sacred Touch
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.
Law Enforcer
If you follow this code, you are always alert to those who transgress against the laws of civilization.
Benefits: You receive a +2 bonus on Sense Motive checks to gain a hunch from social situations, and begin play with a pair of masterwork manacles.
The unnamed paladin was born into a family where the mother was a talented cleric granting the sacred touch power.
Being a faithful paladin he always has manacles to detain offenders of the law and good with the hopes that instead of killing them, redemption is possible. With that in mind he also has been lied to many times in his travel and has caught on to an easy trick to detect liars. This has granted him the law enforcer trait.
Feats- Lvl 1 Toughness Lvl 3 Selective Channeling Lvl 5 Skill Focus sense Motive
Will update to level 5 if selected for campaign. For equipment etc.
Can be used to fill variety of positions since diplomacy will be used.
Unnamed.... has always lived a carefree life with elves living with harmony in nature, rules were not as valued as so and so thought they should have been. Upon reaching adult hood so and so left his brothers and sisters to pursue a meaningful existence. The paladin future was most desired and so the mantle of paladin was achieved in order to bring law, order, and goodness to all no matter the cost.
Striving towards Law brought shame upon the unnamed man, but his quest for law and good persuaded him not to care. Dishonored by his family he abandoned the notion that they were his family and that his family are the ones at his side, fighting evil and the chaos that dwells in many people.
So and so isn't easily intimidated and doesn't enjoy talking with people who don't have the general welfare of others in mind. With a non-impressive wisdom score so and so sometimes is rash to decisions and quick to yelling with decent charisma. As time went on so and so found his way to working as an ambassador for the church/military. As LG he could fill either.


NEW CAMPAIGN INFO
You will be traveling by horse (one is provided unless you have one already) from the capital of Amular to the capital of Talfor. This travel could take from a week to two weeks, depending on what happens. While in the kingdom, people should respect your position, and you may even get accommodation for free in cities. However, once you enter Talfor, there will most likely be no favors shown, because right now, they kind of hate you. So expect camping under the stars a lot.(This is where you'll wish you had a wizard with Mage's Magnificent Mansion).

There will be time for those that are chosen, to collaborate in the discussion forums on what everyone should bring, so probably leave a couple hundred gold left over for mundane items.

@ mousestalker:

Background looks like a good outline. I like breaking up the prostitution ring, and a mysterious encounter that shaped her life. I'd like to see you expand it out. I think there is good potential here for a great background. Here's some ideas on how you can expand it. Explain more of how she was before her "experience". What made her happy go lucky? How did she get into the military in the first place? That will make the contrast of what she became even clearer. Include the name of the pro-active god (I missed it on the first read through). Try explaining exactly how she brought down the prostitution ring. How exactly did she get picked for a diplomatic mission? It is a far cry from breaking up prostitution rings.

Build looks mostly good. Remember, this is primarily a diplomatic mission (so less fighting), and if you are going to be a military ambassador you need more charisma. I'd suggest dropping your strength to be 16 before racial modifiers, drop your dex to 13, then you can have your charisma be 14. Then I'd suggest dropping cleave for persuasive (+2 diplo, +2 intim)
One technical thing for your crunch: Bracers of Armor give you an armor bonus, which doesn't stack with wearing armor.

Work on your background, maybe change your crunch around, and let me know when you are done.

@ Malacki:

BAM! That's what I'm talking about. Great backstory. You crunch also looks complete, and no mistakes that I see. I give you the seal of completion.

@ Loup:

Good background there. I like how you try selling him in the last paragraph, and the way he got into the church, definitely unique. I'm curious about the type of personality he has. Does that battle still haunt him, that when he gets into conflict he sometimes second guesses himself when it involves others? Or some other kind of doubts about his life? It would provide a unique character, one that's not driven by the death of a loved one, but by the death of those he feels responsible for. Just some food for thought.

I don't think you'll be shopping for a pseudodragon while war is on the line. Maybe you are looking for a companion in your old age though, but wouldn't that be your horse? Just get him a helm of telepathy.

I'd like to see the breakdown of your ability scores, since you have penalties/bonuses in there. Do that and maybe expand your backstory a bit more (a paragraph on the battle would be cool) and I think you'll be set.

@ Hetero:

I see you liked the idea of a phalanx. I'm not wanting people to have an ability score higher than 16 before racial modifiers. Let me also see a breakdown of your skill points. Otherwise I say run with the idea.

@ Khel:

Perfect ending to a good story, and I approve of the rest of the crunch. I give you the seal of completion.

@ Alazar:

Toughness gives you +3 the first level, but then doesn't give you more until after level three. In other words, it gives you +1 hp per level. I assume you will fix that when the time comes. Otherwise, everything looks good. I give you the seal of completion.


Here ye here ye, a proclamation hath come forth from the Dungeon Master, Wofguy!

Current Breakdown of Submissions

We have 8 people with completed submissions, 4 with partial submissions. For the different positions:

Body Guard: 1 (Lots of people ended up switching, and some people that showed interest haven't submitted anything)
Military Ambassador: 4
Church Ambassador: 2
Mage College Ambassador: 2
"Insurance Policy": 3

11 others have shown interest, but haven't submitted.

49 more hours for those that want to get in on the campaign of the century!


You have full permission to steal my House! I'll also update my character's own backstory with more details and maybe a short history of the Goao line by this Saturday.

And thanks for catching that missing bonus.

Some important things I thought of that I need to know if I'm chosen is what possible bonus I receive for my trait with my noble house and also, since I would also be going with the "merchant/civilian ambassador" cover, whether or not the other ambassadors would be privy to the knowledge that he would be acting in an "Insurance Policy" role rather than just another ambassador.

Thanks!


@ rashly:

Well now that you posted without a spoiler, everyone knows! It would depend on whether you want them to know, and whether the king would want it a secret or not. That will be figured out at a later time.

As far as trait goes, you gain a +1 trait bonus to appraise and a +1 trait bonus to linguistics to create or detect forgeries. Does that sound fair?

As a question, by show of hands, who reads the other characters backstories and my spoilers to them? (This isn't a trick question, I'm just curious)


I did, part of the fun is seeing how others create their character and get inspired by that. I got some ideas for my own submission by reading the other submissions.


Hi DM,

Adjusted the ability score. For skill points i noticed i put in 6 HD worth while it should be 5 HD worth. Adjusted it.

Spoiler:

--------------------
Appearance
--------------------
Leonidas puts you in mind of a gallant stallion. He has slanted golden eyes, He has a defined nose and high cheekbones. His silver body armor is of Hellknight heritage which is a full-body field armor that combines both metal lamellar and kikko components into a suit of mail with a cloth backing. It includes a collapsible armored hood, as well as arm, shoulder, and thigh guards.
--------------------
Personality
--------------------
--------------------
Statistics
--------------------
Male human Fighter 5(Phalanx Fighter)
LN Medium humanoid (human)
Init +1 ; Senses Perception +6
--------------------
Defense
--------------------
AC 24, touch 11, flat-footed 23 (+10 armor, +3 shield, +1 dex)
hp 54 (5d10+15)
Fort +7, Ref +2, Will +1
--------------------
Offense
--------------------
Spd 20 ft/x3
Melee Mwk Glaive-Guisarme +10 1d10+5 20/x3
--------------------
Statistics
--------------------
Str 20, Dex 12, Con 16, Int 10, Wis 10, Cha 14
Base Atk +5, Cmb +10Cmd +21

Melee Attack Bonus: +10
Range Attack Bonus: +6
--------------------
Feats
--------------------
Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Armor Proficiency (Medium) (PFCR 118), Combat Reflexes (PFCR 119-120), Dazzling Display (PFCR 120), Intimidating Prowess (PFCR 128), Power Attack (PFCR 131), Saving Shield (PFAPG 168), Shield Proficiency (PFCR 133), Skill Focus (Diplomacy) (PFCR 134), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136), Weapon Focus (Glaive-Guisarme) (PFCR 136-137)
--------------------
Traits
--------------------
Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Sacred Avenger(Calistria)- When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is your ilduliel this bonus increases to +2.
--------------------
Racial Traits
--------------------
Bonus Human- +2 Strength
--------------------
Fighter Special Abilities
--------------------
Favored Class(Fighter)- +5 skillpoints

Stand Firm (Ex)

At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

Phalanx Fighting (Ex)

At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon.

Ready Pike (Ex)

At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed.

--------------------
Skills
--------------------
Bluff +5, Climb +4, Diplomacy +13, Handle Animal +6, Intimidate +15, Perception +5, Profession (soldier) +4, Sense Motive +8, Survival +5, Swim +3
--------------------
Combat Gear
--------------------
Mwk Glaive, Hellknight plate +1, Heavy Steel Shield +1
Magic Items Equipped by Slot Belt/Waist: Belt of Giant Strength +2.
--------------------
Background
--------------------


Hi DM,

Drafted a small draft of his backstory. Since there is no one for the bodyguard position. Can I apply for that role? Rationale: I can drop skill focus and get another combat feat, I got high intimidate with a saving shield feat to "guard" ally.

Spoiler:

--------------------
Background
--------------------
We fight...
...as a single, impenetrable unit.
That is the source of our strength.

Each Volox protects the man
to his left...
...from thigh to neck with his shield.

A single weak spot
and the phalanx shatters.

From thigh to neck, Leonidas.

Leonidas opened his eyes as he focused his vision on the wide open fields as his troops of House Volox trained. The famous Phalanx formation that earned House Volox the fame, a crush unit heavily utilized by the King of Amular when they require hard shield tactics forming the vanguard on military invasions.

The typical vanguard is a formation of 500 to 1500 men, led by a strategos (general). Volox phalanxes usually deployed in ranks of 16 men deep, sometimes to as much as 32 men deep. The phalanx depth could vary depending on the needs of the moment and plans of the general.

Leonidas looks on proudly at the efficiency of how quickly his men changed upon his commands issued through a flag bearer waving various colored flags.

Leonidas is the eldest son of General Theosson, Patriarch of House Volox. An established phalanx fighter himself, he is able to wield both spear and shield very well even without the phalanx formation. He returns to his room and requested his squire to put on his armor and passed him his huge round shield which he named Aegis and his spear Sting.

His father has called him to represent House Volox on a diplomatic mission to Kingdom of Talfor. A peace talk hoping to resolve the issues within this 2 kingdoms. However should all things fail, he has been explicitly told to raise House Volox vanguard of 1500 men in a show of force and if necessary take matters into hand..


I try to stay abreast of what's going on but I don't read the spoilers... I like to see people's rationale or if they are more about the mechanics or the story. c'est la guerre...

@DM

Spoiler:
My character can represent the Military as a whole or just the Navy and work for the secret service with his cover being either of the two, shoot he could even represent mercantile interests and go undercover...


I personally don't really read other submissions or spoilers, beyond getting an idea of who's applied and for what position. For example, before settling on Valimar, I did a quick check on what other people had submitted--notes like "half-elf ranger (freebooter)1/rogue (spy)4 [naval interests] for Kraymar there.


Sigghild's stats changed and background expanded.

I did read some of the other petitioners' postings, mostly just to get a feel of what to do.


I make a point of reading others' backstories and builds - I almost always find them interesting from a story standpoint, I learn useful things about crunch-building, and in a recruitment thread, it helps me know what else is in the mix.

And I often manage to resist the temptation to read what's in a spoiler, but I do succumb from time to time.


I don't read anyone's back stories or your spoilers to them. I did read some of what people said they were applying for in the recruitment thread that was not under a spoiler.

I do this because it will help me play out the character not knowing the other PCs, if I am selected. I may go back and read them if not selected.


Ok, interesting to note. You all show more restraint than me as far as the spoilers. Usually I don't read backgrounds just because I don't want to take the time.

NEW RULE
I never said it in the original post, but I figure I should make it clear. I expect those that are chosen to post once a day. If this doesn't work for some people (Like they need weekends off or something) we can work that out once they are chosen. Also, I understand that life happens, and you may need to take a break for awhile. Just let me know and we will 1d20 ⇒ 1 with it. (Get it? roll with it? Ha ha, ha, ha... Joke was a critical fail)

@ Hetero:

Go ahead and switch to bodyguard, and you can drop skill focus. I like how your background is going, and the way you present it. Flesh it out and you'll have a good background.

@mousestalker:

There we go. It looks like you did pick up persuasive, but didn't change your feats. Stats look good, diplomacy looks good, intimidate looks really good. Also, since you dropped dex by 1, your initiative goes down by one.

Backstory looks very good now. I don't see anything you can add.

I assume you'll fix the initiative, so I give you the seal of completion.


I read over others backstories, they are just fun to read if I have free time. Love to get character ideas.

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