Vaylen Trade Guild - Couriers with a Difference

Game Master Wolfwaker

No job too difficult, no fee too large - motto of the Vaylen Trade Guild affixed to the door of the wagon... mildly singed.
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Good luck and good ride everyone :-) !


Voice,

Will there be a "call back" list per role (published or otherwise)... or will the process start all over again?

Just wondering.

Liberty's Edge

Nadri waves goodby and wishes everyone good luck. "One door closes, another opens. But this employer does have my target market." On nearby lantern posts, she applies handbills. Heading back to the market, with a couple of handbills in her hand, smiling and complimenting the townfolk on thier wonderful city, inquiring about recommendations on where to stay, eat and work.


Black Thom - if there is a need for replacements, then I will get in touch directly with whoever fills the gap left behind.

I haven't got a specific list in mind, and will review the four left against the characters supplied to figure out who is an appropriate replacement.


Awesome, sounds more hopeful that a general call for submissions! Almost like having a bench. Thanks, much.

RPG Superstar 2013 Top 8

I have taken over as DM. To replace, my character we are looking for one more carriage guard. Current roster is a half-orc cavalier, halfling cleric of Yog-Sothoth, human rogue (driver), and human factotum (3.5 class). Departing character is an elven alchemist. See the original post in this thread for the full background.

DM - Voice of the Voiceless wrote:

A curious note is pinned to the lantern-post. The parchment is tattered and faded, the paper yellowed with age and the black lettering tending more to gray… and yet it is still legible. Handwritten in a precise script, it reads:

Vaylen Trade Guild seeking dedicated and skilled persons for immediate employment. Applicants must be willing to travel. Recompense will be commensurate with risk… and pays double in death.
Seek out Maester Stephan in the Bank of House Vaylen, Mercantile District.
Bereft of money and devoid of options, you shrug and decide that perhaps it would be worth a shot… besides… what’s the worst that can happen?

Campaign Summary:
This is a recruitment thread for a homebrew PbP set all over Golarion that will be a rip-off of the Trygalle Trade Guild from the Malazan Books of the Fallen by Steven Erikson.

The entirety of the campaign will center around running a series of courier jobs that will start mundane and gradually build up to the fantastical. Throughout this process you’ll be direct shareholders in the enterprise and getting a hefty percentage of the fees that the Vaylen Trade Guild charges for your services. As your reputation grows, so will the riskiness of your jobs and the payment that follows successful completion. Each time you complete a job, you’ll check back in with the local branch of the Bank of House Vaylen and get a choice of your next endeavors.

Crunch Application Guidelines:

3rd Level build
20 point buy.
HP Max @ 1st, average +1 (6 for d10, 5 for d8, etc) after that.
Two traits
All Paizo content is fine and 3PP may be considered on a case by case basis.

Race: Core preferred.
Class: Any Pathfinder. Fighting skills, magic skills, and social skills will all be useful.
assume 500gp, I may revise this number upwards a bit.


A couple minor tweeks and this character is ready to start, wizard 3rd lvl.

RPG Superstar 2013 Top 8

Ghanis: what kind of creature is your familiar? Or is Skitter a kind of creature?

Fair warning to all: I am fairly new to Pathfinder but I think I have a pretty good grasp of the rules. I used to GM Rolemaster about 20+ years ago in high school.

Players should be able to post at least once per day most of the time. Weekends are often slow though.


Skitter is the name, it's just the standard greensting scorpion.

The Exchange

This is a Varius Noma, an original applicant to the trade guild.

I've spent a solid amount of time updating and improving his backstory (where I feel he lacked most), so I'm confident in re-applying.

I've also moved a few things around in his build to make him better suited as a carriage guard. If you check out his skills, he would be extremely powerful in and outside of combat.

Edit: Found some errors, and fix those. Everything should be reflecting correctly now.

Liberty's Edge

Hi, I am intrested to play a Human Alchemist (Grenadier). This are my stats.

stats:
BAPTISTE BOISLEVESQUE (Varisian)
Male human Alchemist 3
CN Medium humanoid (human)
Init +4 ; Senses Perception +8
==DEFENSE==
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
hp 21 (3d8+3)
Fort +4, Ref +7, Will +0
==OFFENSE==
Spd 30 ft/x4
Melee Scimitar +6 1d6+4 18-20/x2
Ranged Dart +6 1d4+1 20/x2
==STATISTICS==
Str 13, Dex 18, Con 12, Int 15, Wis 8, Cha 8
Base Atk +2, Cmb +3Cmd +17
Feats Armor Proficiency (LIGHT) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Brew Potion (PFCR 119), Dervish Dance (PFCaS: ISWG 286), Martial Weapon Proficiency (Scimitar) (PFCR 130), Power Attack (PFCR 131), Throw Anything (PFCR 135), Weapon Finesse (PFCR 136)
Skills Intimidate +5, Perception +8, Perform (dance) +1, Sense Motive +2, Spellcraft +7, Survival +6
Languages Common, Elven, Orc, Varisian
SQ Heart of the Wilderness
Combat Gear Scimitar, Dart, Studded Leather

I am currently doing the background story but in summary its about a Sargent who is an expert in explosives in the Orision army that left and joins the caravan.

Liberty's Edge

Hi I updated it with background.

Statistics and Background:

--------------------
Statistics
--------------------
BAPTISTE BOISLEVESQUE (Varisian)
Male human Alchemist 3
CN Medium humanoid (human)
Init +4 ; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
hp 21 (3d8+3)
Fort +4, Ref +7, Will +0
--------------------
Offense
--------------------
Spd 30 ft/x4
Melee Scimitar +6 1d6+4 18-20/x2
Ranged Dart +6 1d4+1 20/x2
Ranged Alchemist’s Bomb +7 2d6+2 20/x2
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 15, Wis 8, Cha 8
Base Atk +2, Cmb +3Cmd +17

Melee Attack Bonus: +3
Range Attack Bonus: +6
--------------------
Feats
--------------------
Armor Proficiency (LIGHT) (PFCR 118)
Power Attack
Weapon Finesse- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Dervish Dance- When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Throw Anything- You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
--------------------
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.
Militia Veteran- Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life.
Benefit: Select one of the following skills: Survival. You gain a +2 trait bonus on that skill, and it is always a class skill for you.
--------------------
Racial Traits
--------------------
Ability Score Racial Traits- +2 Dexterity
Heart of the Wilderness- Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.
--------------------
Spell List
--------------------
Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Target Bomb Admixture- When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
True strike- +20 on your next attack roll.
--------------------
Discoveries
--------------------
Explosive Bombs- The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
Precise Bombs- Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.
--------------------
Special Abilities
--------------------
Bomb- In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. (1D6+2)
Mutagen- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Alchemical Weapon- At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
--------------------
Skills
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Intimidate +5, Perception +8, Perform (dance) +1, Sense Motive +2, Spellcraft +7, Survival +9
--------------------
Equipment
--------------------
Scimitar, Dart(20), Studded Leather

--------------------
Background
--------------------
Baptiste was adopted by a local town Alchemist. He was taught the science of potion making and alchemy. However, he is often enamored with the soldiers of the local Andoran army garrison, he enlisted in the militia on the day he came of age. His nimbleness and accuracy stood him in good stead, and he adapted easily to military discipline and training. He excelled at scimitar training and grenade throwing, and was eventually granted the privilege of establishing a grenadier unit of 50 men in the Andoran army. Widely known for his generous nature, he was soon the most popular officer of the army.

When they were inevitably rotated out of garrison duty to front-line combat, it was Baptiste's grenadier bombarding in the front rank that held the other untested recruits in their first engagement and rallied them to victory. That first night, though, Baptiste was roaring drunk in the victory celebration and got in a fight with another company's sergeant who mocked his unit for being weaklings that need to resort to gadgets to fight the enemy. When his soldier finally pulled him off the sergeant, the foolishly unfortunate man had multiple broken bones and would require expensive healing from the Crown's healers if he were to serve again.

It was only his popularity with the other troops and the fact that it had been he who literally saved the day that kept him from being hanged. Lashed instead, his rank was stripped.

On one of the minor campaigns against the Cheliexan Slavers rumored to be set up by Necromancers. Baptiste and his grenadiers joined one of the platoon and quickly setting up camp and sending out patrols to the local villages. The patrols easily wiped out a few roving bands of undead, and began following up on clues to hunt down the Necromancer behind the slave trade. The night before they were to set out for the final raid, the camp was swarmed by an immense horde of zombies, ghouls, skeletons, and necromancers. The fighting was fierce, as fallen soldiers were animated to fight against their own comrades. Through it all, Baptiste was there with his men slaying the undead horde with their firepower and used up all their grenades. Eventually, the horde was thinned to the point at which the few remaining soldiers could pick out the necromancers and captured them.

The necromancer laughed hysterically and in between bouts of coughing up blood revealed he was that same sergeant who Baptiste had, many years before, beat nearly to death. Enraged at what had been done, and all for the purpose of killing him, Baptiste moved to execute the necromancer.

Grieving for the loss of so many friends, Baptiste disbanded what was left of the grenadiers and paid out the entirety of his accumulated fortune to the widows and heirs of his fallen soldiers. He kept only enough for himself and leave for the city of Almas to serve as a mercenary.

Liberty's Edge

Btw I have absolutely no idea the previous alchemists is also a grenadier lol....I plan to play it slightly more melee on the frontline.

Liberty's Edge

Also, since the encounters are outdoor I am considering to let him ride a combat horse too.

RPG Superstar 2013 Top 8

I don't think we need another mounted character at this point.

Shadow Lodge

Alternativly I also present one of my existing character. Can do magic and fight at the same time.

The Exchange

Interested in this. Revising this alias to make caravan guard / good Samaritan


Ratfolk (keep the Halfling company)

Wizard 2/Rogue 1

Shadow Wizard/Trapsmith

10, 19, 12, 15, 12, 8

Takes care of Arcane Magic, Crafting, Traps... can serve as backup Driver or backup Navigator.

Weapon Finesse... can mix it up in melee, too.

If something like that would work for you and the current group, I'll flesh it out. But, if it's a bad idea... then, not so much.

RPG Superstar 2013 Top 8

Some good submissions here. I'll look them over this weekend. Anybody else interested, get in soon....


If ratfolk doesn't fit, could go elf or human.

RPG Superstar 2013 Top 8

Hassan, go ahead and submit an elf or human. I'm not too keen on a ratfolk PC for this campaign. Don't worry about the equipment yet but the feats and traits and so forth should be picked.

The Exchange

Hey, just checking in.

Questions or feedback?

The Exchange

Ok, revision complete. Feats, skills, traits, etc all input. Tentative equipment listed. Feedback welcomed!


I was one of the original applicants and am still interested. I would have to update to 3rd level, but the character would not change beyond the level update.

RPG Superstar 2013 Top 8

Numair, does being a guard/delivery person fit in with your Paladin ideals? What are your ideals?


Sure thing, will flesh out a little more.

The Exchange

Numair is trying to follow in his stepfather's shoes. Gregory was a cleric of Torag that travelled for many years with a group of performers. His travels let him see the world and he would regail Numair with the tales of his travels helping people.

Numair has had visions of Torag since he hit puberty, and is filled with a powerful wanderlust. He knows that there is some purpose he is supposed to fulfil, but it has eluded him so far. He can sense that he is being called to serve, and he can occasionally channel Torag's fury, so he is working as a caravan guard until he finds the quest he is destined for. This isn't the first job he's taken, and it is taking him into a new area.

As he travels, he does his best to right any wrongs he finds. He doesn't want to change the world, he just wants to find meaning in it. Plus, he's gathering stories to tell his own children.

He is quite relaxed and more NG most times. Only when he is in the grips of Torag's Fury does he take on a intimidating and vengeful aspect, with little patience and swift justice.


Dotting for interest if only to follow out of curiosity...I may present a character concept for a driver so that way if one is needed for whatever reason (bench role). I should have him posted is a day or two.

And good luck to everyone involved :)


Hassan here, presenting...

Grenadel "Rena" Aeleanir

Female Elf Wizard 2/Ranger 1, School/Archetype - Shadow/Trapper
CG Medium (Humanoid) Elf

Grenadel 'Rena' Aeleanir:

Female Elf Wizard 2/Ranger 1
School/Archetype - Shadow/Trapper
CG Medium (Humanoid) Elf
Init +4; Low Light Vision (60 feet); Perception +4
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 10. (+4 Dex)
HP 20 (10+2d6+2)
Fort +2, Ref +8, Will +4
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Elven Curved Blade +6 (1d10/18-20/x2), Dagger +6 (1d4/19-20/x2)
Ranged
Lt Crosssbow +6 (1d8/19-20/x2)

Wizard Lvl 1 - Arcane Bond, Arcane School, Cantrips, Scribe Scroll

Wizard Spells Known (CL 2, +6 melee touch, +6 ranged touch):
Spl Lvl 0 (4/day - unlimited use) Mage Hand, Mend, Message, Ray of Frost
Spl Lvl 1 (3-1*/day) Mage Armor, Magic Missile, Shield, Color Spray*

--------------------
STATISTICS
--------------------
Str 10, Dex 19, Con 10, Int 16, Wis 12, Cha 8

Base Atk +2; CMB +2; CMD 16

Feats: Weapon Finesse, Opening Volley

Traits: Magical Knack

Skills:
1 Appraise +7
2 Disable Device +9
2 Kn Arcana +8
1 Kn Nature +7
2 Kn Planes +8
1 Kn Geography +7
1 Linguistics +7
1 Perception +5
1 Prof Driver +5
1 Sense Motive +5
3 Spellcraft +9
2 Stealth +9
1 Swim +4

Languages Common, Draconic, Elven, Celestial, Sylvan, Gnoll

Favored Enemy (Ex): Evil Outsider

Shadow School:

Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion

Binding Darkness (Sp): As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

RPG Superstar 2013 Top 8

Thanks to everyone for your submissions. They were all good entries. I am going to bring in Grenadel (Hassan) on the recommendation of one of our players, and because she is a nice fit for our party. Check the discussion thread for further instructions.

Other folks, I'll keep you in mind if we have need for a replacement or extra player in the future. Thanks again.

RPG Superstar 2013 Top 8

Reopening this. Need one or 2 extra characters. The team is an elite delivery service, taking on mundane and unusual deliveries in their horse drawn carriage. Current location is going to be Gralton, in the River Kingdoms. We work for the Vaylen trade guild out of Andoran, but they have extensive contacts throughout the region, so you can assume you have been sent there to meet up with the party.

Current party is
Halfling Cleric (Yog-Sothoth)
Elf Wizard/Ranger
Human Factotum (3e)

Obviously we could use some muscle. We lost a cavalier so a mounted character would be good to have. Other skills that might be useful would include tracking/outdoor skills, subterfuge, and social skills.

Character creation:
4th level, 20 point build
2500 gold for gear
All Paizo content OK except where noted
Races: core only
Classes: any Paizo (no occult playtest). Also Time Thief, Luckbringer.

I just need a couple of paragraphs about your character. A basic outline--ability scores, class choices, racial abilities, feats and traits (2). To avoid wasted effort, I don't need a complete character sheet with all skill points allocated and gear purchased until you are chosen.

RPG Superstar 2013 Top 8

I would also lean toward a more well-rounded martial character than just a big dumb brute. There will be combat but also other challenges. Skill with horses, navigation, wilderness survival, and wagon upgrade/repair also handy.


Would a paladin of Abadar be an issue in this campaign? If not, I'd like to submit a gnome paladin. Will work on it more over the next little while and get back to you when I have a workable concept.

RPG Superstar 2013 Top 8

I think that would work. Protecting commerce.


Alright, I'll get to it, then. By the way, this is Vera from the Western game. Hi!

RPG Superstar 2013 Top 8

Small correction, we will start in Galt in the town of Woodsedge near the Verduran Forest. Woodsedge is known as a home of revolutionary writers and dissidents.


Okay. I'll have a statblock and reason to be there up ASAP, if you're waiting on my character.

RPG Superstar 2013 Top 8

No huge hurry, I'll give it 2-3 more days to see how much interest there is.


Yeah, of course. Sorry, it's been a long week and my brain is pretty shot right now.


DM - Voice of the Voiceless wrote:


and 3PP may be considered on a case by case basis

Pitching the only three cases of good 3pp I've seen (though they are actually 2.5pp) - ultimate psionics, path of war, pact magic unbound.

Wolfwaker wrote:
I would also lean toward a more well-rounded martial character than just a big dumb brute. There will be combat but also other challenges. Skill with horses, navigation, wilderness survival, and wagon upgrade/repair also handy.

I have literally zero idea how to make one with Paizo material. Druid have no reason to work for courier service... right?

A warpriest of Abadar maybe?


This looks awesome, if I wasn't already in/applying for so many games I'd apply in a heart beat, that said, have fun everybody


A current player here!

My character will only "dip" in Ranger, I can go Fighter as well (as I'm rebuilding her).

Rangers are welcome! Don't worry about my toes!

Good Luck!


Wolfwaker if you accept new players I would submit Sarah Wyrmtooth Female Human Bloodrager(she is curently level 1 and I need to adapt her backstory)

RPG Superstar 2013 Top 8

Nyaa wrote:
DM - Voice of the Voiceless wrote:


and 3PP may be considered on a case by case basis
Pitching the only three cases of good 3pp I've seen (though they are actually 2.5pp) - ultimate psionics, path of war, pact magic unbound.

Note I took over GM'ing this from the original GM (Voice of the Voiceless) so my requirements are slightly different. I'm willing to consider 3pp but there are enough Paizo options, it would have to be a good reason. (And I normally like exotic races but I'm scaling that impulse back here to keep it more of a low-magic-item/ordinary guys kind of vibe.)

Quote:


I have literally zero idea how to make one with Paizo material. Druid have no reason to work for courier service... right?
A warpriest of Abadar maybe?

I love druids but yeah, you'd need to come up with a good justification. Some obvious useful classes are:

Barbarian, Ranger (wilderness guide)
Cavalier, Fighter (guard)

We probably need one martial type and possibly would take one more that could be anything. Maybe for some reason you are on the run or a restless drifter and have reason to take this job.

Someone with some sneaky smuggler-type skills might come in handy too. We are honest businessmen, but might need to get around some prying guards from time to time. (Think Han Solo or Firefly).

Alignment should be good or LN. You are definitely expected to be a team player.


Submitting info for Fijit Fildeblin, Paladin of Abadar.

Appearance:

Eyes: Blue-grey, Hair: Cotton-Candy Blue, in a pair of waist-long loose tails, Skin: heavily tanned, Height: 3’1”, Weight: 24 lbs

Fijit wears a steel breastplate with gold inlays, over which sits a silken surcoat embroidered with tiny golden keys. Her helmet features a visor, two folding mouthguards that clasp in the middle, and a pair of holes in the back for her long tails of hair to exit. She keeps her halberd on a strap over her back. Her pony, Dusker, is a dark gray mare. A saddle, similarly emblazoned with golden keys, holds a pair of long tubes on the left side; in the first is a lance and in the second is a longbow and arrows. A heavy steel shield is fastened to the right side of Dusker’s saddle.


Background:

Fijit is an eternal optimist, seeing her divine calling as a grand opportunity for adventure. Unfortunately, she found herself in a bit of debt as a result of her adventures, and took on the first job she could find. Fortuitously, that took the form of a handbill in Almas, which blew up and hit her in the face as she was riding along. She took this as a sign from Abadar and followed its lead, being hired because the employer never reneged on job offers. She was sent to Woodsedge in Galt, where she’s kept a low profile by renting out the largest room she could find with the last of her coin, eating only the finest meals, and generally behaving foolishly for an outsider in Galt.

Crunch:

Female Gnome Paladin of Abadar 4
LG Small Humanoid (Gnome)
Initiative +4; Perception +1
--------------------
Defense
--------------------
AC 19, Touch 11, Flat-Footed 18 (+6 Breastplate, +2 Shield, + 1 Dex)
HP 40 (4d10+12)
Fort +9, Ref +6, Will +6
Speed 15 ft
--------------------
Offense
--------------------
Melee
Mwk Lance +7 (1d6+3/x3) OR +7 (1d6+5/x3), Double Damage on Charge
Halberd +7 (1d6+3/x3)
Ranged
Composite Longbow (+3) +6 (1d6+3)
Special Attacks
Smite Evil 2/day
--------------------
Statistics
--------------------
Str 15 Dex 12 Con 14 Int 10 Wis 8 Cha 16
BAB +4, CMB +4, CMD 13
Feats
Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Radiant Charge: When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.
Traits
Naturally Gifted (Magic): Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.
Armor Expert (Combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Skills (Format is name: total (explanation for total) (8 total)
Craft (carpentry) 6 (1 rank, 3 CS, 2 Race)
Diplomacy 7 (1 rank, 3 ability, 3 CS)
Perception 1 (-1 ability, 2 race)
Ride 7 (2 ranks, 2 ability, 3 CS)
Handle Animal 6 (2 ranks, 3 ability, 3 CS, -2 ACP)
Sense Motive 5 (2 ranks, 3 CS)
Note: -2 Armor Check Penalty (mwk Breastplate, Armor Expert)
Languages: Common, Gnome
--------------------
Equipment
--------------------
Will Calculate if Selected
--------------------
Spells/Race Features/Class Features
--------------------
Spells
1st: Divine Favor

Race Features
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Class Features
Detect Evil, Smite Evil, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Mercy, Channel Positive Energy
Class Features

RPG Superstar 2013 Top 8

Yokaiboy wrote:
Wolfwaker if you accept new players I would submit Sarah Wyrmtooth Female Human Bloodrager(she is curently level 1 and I need to adapt her backstory)

Newcomers are welcome. In fact, this campaign was my first one as a Pathfinder player, and then I took over as GM later when the original GM was going to retire it. Go ahead and give me a background/description.

RPG Superstar 2013 Top 8

Questions for new applicants... (Answers don't have to be long and can be in character or out of character.)

What are your character's ideals? Goals? Strengths and weaknesses? Hobbies?


I am thinking about applying to this roleplay. Right now I am looking at all of the options and feeling a bit overwhelmed with the application process for this site, just because I've not done it before. I believe the term is dotting? I am going to dot this, it looks like great fun and I'd like to make a character for something, even if it isn't accepted due to me being so...new, I suppose. Heh.


Oops, wait--is this thread open with a new GM? I'm a little confused now, but if it is I'd still like to submit something if possible. :]


Wolfwaker wrote:
low-magic-item/ordinary guys kind of vibe

With Pathfinder as a system and Golarion as a setting? Well, good luck with your endeavors.

Bjornhona wrote:
I believe the term is dotting?

It's a Paizo forum-specific term for expressing interest. When you reply to a thread, you see a dot next to its title on the threads list page.

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