conquest of paradise: Andoran

Game Master katataban

The Andorans are looking for kind, goodhearted leaders, who will change the island into a haven for former slaves and other freedom loving people.



This is the recruitment for the andoran faction of the conquest of paradise campaign. See: http://paizo.com/campaigns/conquestOfParadiseGeneral/recruiting&page=la st

Additional rules:

Races = PHB core, other races may be considered, ask me.
Alignment = Any non evil.


May I present Chagindir and his companion Timber.

Chagindir:

Chagindir
Male Human (Shoanti) sorcerer 1
TN Medium humanoid (human)
Init +4, Senses Perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 8 ((1d6)+2)
Fort +3, Ref +2, Will +2

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OFFENSE
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Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged crossbow, light +2 (1d8/19-20)

Sorcerer Spells Known (CL 1st; concentration +7)
1st(4/day)-magic missile, summon monster i
0th(at will)-detect magic, light, message, ray of frost, read magic(DC )

=================================================
STATISTICS
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Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18,
Base Atk +0; CMB +0; CMD 12
Feats Augment Summoning, Eschew Materials, Spell Focus (Conjuration)
Skills Knowledge (Arcana) +4, Spellcraft +4, Use Magic Device +8,
Traits Focused Mind, Outlander, Outlander, Resilient,
Languages Common, Shoanti
SQ animal companion, bonus feat, bonus sorcerer spell, cantrips, humanoid traits, skilled, sylvan (wildblooded fey) bloodline,
Combat Gear
Other Gear quarterstaff, outfit (traveler's), backpack, pouch (belt), bolts, crossbow (10) (2), crossbow, light, 30.0 gp
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SPECIAL ABILITIES
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Animal Companion (Ex) You gain an animal companion. Your effective druid level for this ability is equal to 1.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Sorcerer Spell Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Eschew Materials

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Outlander You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.

Outlander / Exile For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sorcerer Spell Level 0

Sylvan (Wildblooded Fey) Bloodline Your ties to nature have more to do with creatures than with capriciousness.

History:

Born under a new moon, Chagindir was a small baby and small child, that grew into a short wiry teenager. During his formative years in the Lyrune-Quah (Moon Clan), while other boys learned about warfare, weapons and survival in the wild of the Storval Plateau near the Cinderlands, Chagindir sat at the feet of the Tribal Shaman, learning the ways of Nature and the mind. Although he was set to become an apprentice to the Shaman and the eventual Shaman himself, something happened on his Spirit Journey (the overnight stay outside the camp that all who were coming of age to find their Spirit Animal). Instead of having a dream about his animal, a wolf came to him and stayed, and when Chagindir came back to the village the wolf followed him and stayed with him. The village Shaman and Elders pondered this, as nothing like this ever happened before. Reaching into the Lore of the Wolf, the Shaman told young Chagindir that he must leave the village and make his way into the world. Traveling many months, and following his instincts the pair ended up in Sandpoint at Festival Time.

Timber:

Timber
Male Companion Wolf animal 2
None Medium animal
Init +2, Senses low-light vision; scent, Perception +6
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural, )
hp 20 ((2d8)+4)
Fort +5, Ref +5, Will +1

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OFFENSE
=================================================
Speed 50 ft.
Melee bite +2 (1d6+1)
Special Attacks Trip,

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STATISTICS
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +2; CMD 14 (18 vs trip)
Feats Improved Natural Armor
Skills Perception +6,
SQ combat training, animal traits, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel
Combat Gear
Other Gear bite, 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Animal Traits (Ex) Animals breathe, eat, and sleep.

Bonus Tricks 1

Improved Natural Armor The creature's natural armor bonus increases by +1. Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Bonus Tricks

Mod Link

Mod Share Spells

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

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ANIMAL TRICKS
=================================================
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.


Would love to submit a gunslinger for this if that sounds good.


Here's my Holy Tactician for submission

Sam'hain:
Init +2; Perception + 0
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DEFENSE
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AC 16, touch 10, flat-footed 16
hp 13
Fort + 4, Ref + 0, Will + 2
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OFFENSE
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Spd 20 ft.
Melee: + 5/ 2d6 +3

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STATISTICS
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Base Atk +1; CMB +3; CMD 13
Feats:
Weapon focus: greatsword
Power Attack
Traits: Sacred touch (stabilize by touch), reactionary
Skills: Diplomacy +5, Heal +1, Sense motive + 1

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SPECIAL ABILITIES
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Weal's champion: Cha bonus att vs evil; add 1/2 level to damage / allies get 1/2 cha bonus on att and +1 competence bonus on damage for 1 round after Holy tactician hits
Aura of good
Detect evil

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WEALTH
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39gp

Languages Common

Combat Gear: Breastplate, greatsword
Paladin's kit: backpack, bedroll, belt pouch, cheap holy text, flint and steel, iron pot, mess kit, rope, soap, torches (10), 5 days rations, waterskin, wooden holy symbol

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Spells
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Background:
Wanting was one thing that Sam'hain did very little of as a boy. Growing up in a Lord's family, he was far removed from the worries of the common man. His meals were bountiful and fine, he was rarely too cold or dirty. No, his life was one of ease, but by design. His father was a pious Lord, dedicated to the teachings of Iomedae. He believed in duty, and in finding closeness to his shining mistress through helping the common man. Thus, faith, duty, and fellowship were instilled in Sam'hain at an early age.

As Sam'hain grew, any around him knew that there was only one life for him - one of service. He was caring nearly to a fault, and wanted to save any whose cause he found to champion. His path took him to the place where he thought that he could do the most good - the military. His first days were life changing indeed, as Sam'hain was put through brutal training with common men, and even thieves and liars as his fellows. How could he trust such people with his life, or with the safety of those that he so desperately sought to protect?

It was among the first days out of his initial training when one such rogue, a prostitute's daughter named Liandra Nightwind, pulled Sam'hain from a fire that surely would have left him crippled, if not sent him to Iomedae's sheltering embrace. The Nightwind girl was born from lust and sin, but Sam'hain saw a nobility in her that most couldn't hope to match. After that, Sam'hain found himself with a more open mind and heart, willing to admit that there is good in any man...or woman; it may just be harder to find in some. He now acts as a leader among the Andoran military, providing front line support and bolstering the lines of defense against any who might harm his land, his charges, his people. His savior, Liandra, was always present in his thoughts, reminding him to take full measure of someone before rushing to judgement.

Appearance:
Sam'hain is a large man, of working muscle, not muscle for show. His skin is well tanned from days spent on horseback with little cover from the sun. His eyes are the cold gray of steel and his hair, cut short, is dark brown. He is clean shaven, showing a hairline scar that runs vertically from the cleft of his chin to his bottom lip. He is handsome, but sometimes stern and implacable.
Sam'hain is very difficult to anger, but can be quick to judge. He is trying to temper his severe nature, but at times slips into an attitude of superiority in faith. He's often naive, and doesn't seem capable of telling a lie


Dot, will be back this weekend for more.


@ Papa-DRB and Sam'hain Both interesting concepts. I'll definitely consider both for this team

@Azih: Yeah, I see no reason a gunslinger couldn't work.

@Nathan: Feel free.

There'll be six spots in each group, I'll let you know by next Friday who made it. Those who don't get picked, I may contact to see if you'd like to be in another faction.


Thanks katataban; I'd be happy to switch over to Taldor if needed.


katataban wrote:

This is the recruitment for the andoran faction of the conquest of paradise campaign. See: this thread.

Additional rules:

Races = PHB core, other races may be considered, ask me.
Alignment = Any non evil.

Link added.


I am going to withdraw from consideration.


Papa-DRB wrote:
I am going to withdraw from consideration.

I'm really sorry to hear that. Love the character concept. If you reconsider, don't be afraid to join back. If not, enjoy your other games.


I'm interested. Fairly new to PBP in general, but currently involved in one elsewhere on this site, and quite enjoying it. I'll need to get back to you on the specifics, but the germ of an idea is a Tiefling who escaped slavery in Cheliax and now fights against them. Thinking Warpriest, but I'm absolutely open to changing if another class would work better with the rest of the group.


katataban wrote:
This is the recruitment for the andoran faction of the conquest of paradise campaign. See: Link

Fixed the link. Will be back with character/concept.

Questions: HP is max at 1st level, or something else?
Background Skills: yes or no?
6 spots/group: If these spots are not filled what becomes of the group?

Thanks for your time and consideration.

Liberty's Edge

Here is the character submission for the Andoran Recruitment.

Fluff and crunch in the character profile.


@Nathan.

Sorry, I'm so used to HP being max at 1 I forget to mention it. So yes

Background skills, no. Just regular skill progression as skills are more important in this type of game.

If the groups don't fill up I'll first see if people want to consolidate groups, if not I'll ask if they want to play with less, getting a few NPC's to fill the spots where needed. (Mostly in ruler roles)

I'll make a first decision on the 12th. Then if there are still spaces, I'll give it a few more days. But those who applied before coming friday at midnight server time will get first serve


Sounds exciting! Here's my application: Felix Xeno

This will be my 2nd ever pbp, so I hope that's ok.

Felix Xeno

Statistics:
Felix Xeno (Barbarian) 1
N Medium (Human)
Init +6; Senses Perception +4
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DEFENSE
------------------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex, +0 shield)
hp 16
Fort +4, Ref +2, Will +2
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OFFENSE
------------------------------
Speed 30 ft. (20 for medium armor + 10 barbarian)

Melee
Falchion. +3 to hit, 2d4 dmg, 18-20 critical range.

Ranged
Javelin. +3 to hit, 1d6 dmg, 30ft range, x2 on critical
------------------------------
STATISTICS
------------------------------
Str 14, Dex 14, Con 18, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 15
Traits
Drawbacks
Feats
Improved Initiative
Power Attack
Skills (4 points; 0 class, 0 INT)
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Rage class skill 8 / day

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Buckler. Not equipped normally.
Adventurer's outfit
Purposely ineffective manacles
Caltrops
Flint and Tinder
Sleeping Bag
Carrying Capacity

Money 0 GP 0 SP 0 CP

Background:

Felix was conscripted by the military of Cheilax as a youth, and fought valiantly in many battles, believing their cause just. His natural skill and battle talents manifested with an almost wild abandon and indomitable spirit. He had unwaivering faith in his leaders, and did not question orders or political motivations, until one day.
On this day the order was given to butcher defenceless women, children, and elderly in a conquered city. Felix refused, and when the captain demanded his obedience, Felix refused again and was sent to 15 lashes in the camp since the captain was unwilling to execute one of such talent. Before first light, he deserted the army and vowed instead to liberate people from oppressors such as these. "No man should feel the boot upon his face by these men again". Time led him to join the Andoran and aide them in their struggle for freedom.

Appearance and Personality:

Felix stands tall and broad with darker tan skin, short black hair, dark penetrating eyes and a wisp of a half smile always upon his face. He bears a number of battle scars but suffers no lasting injury. A large Falchion is often strapped to his back or at the ready with a few smaller accoutrement dangling about his person.


Hi, so this is the alias that I am going to downlevel if I get accepted. Here's the 1st level crunch for Pistolero Jenya:

Jenya Poole Basics:

Female Human Gunslinger/Pistolero 1
NG medium humanoid
Init +6 (2 Trait +4 Reflex)
Senses Normal Vision
Perception +6

STR: 10 DEX: 18 CON: 12 INT: 13 WIS: 15 CHA: 8

DEFENSE:

AC 17 (10 + 3 armor +4 dex)
touch 14 (17 - 3)
flat-footed 13 (10 - 4)

hp 12 (1d10(10) + 1 x 1 Con + 1 X 1 FCB)

Fort 3 (2 Base + 1 Con)
Ref 6 (2 Base + 4 Ref)
Will 2 (0 Base +2 Wis)

OFFENSE:

Speed 30 ft
Range
Pistol +5(1 BAB + 4 DEX) (1d8/x4) 20 feet 1d20+5;1d8 On Touch
Acid +5(1 BAB + 4 DEX) (1d6/x2) 10 feet 1d20+5;1d6 On Touch Splash
Fire +5(1 BAB + 4 DEX) (1d6/x2) 10 feet 1d20+5;1d6 On Touch Splash

Melee
Dagger +1(1 BAB) (1d4/19-20/x2) 1d20+1;1d4

Space 5 Reach 5

TRAITS:

Reactionary +2 to Initiative
Starchild +4 to Survival to avoid getting lost

FEATS:

Lev 1: Point-Blank Shot
Human: Precise Shot
Class: Gunsmith

Special Abilities:

Human:
Extra Feat at Lev 1
Extra skill point every level

Gunslinger:
Gunsmith, starting pistol, gunsmithing bonus feat
Grit: Grit points equal to Wisdom Modifier per day, regained by critical hit or killing blow

Deeds:
Up Close and Deadly Spend grit to add 1d6 damage on hit, on miss deal half damage anyway
Gunslinger's Doge: When attacked at range as immediate action spend grit to move 5 feet for +2 to AC against attack or drop prone for +4
Quick Clear: If at least one grit point Remove broken condition on gun caused by misfire as a standard action. Spend grit to do it as move action

SKILLS:

4 +1 human +1 int per level

Acrobatics 8 (1 rank + 3 class + 4 dex)
Appraise 1 (1 int)
Bluff 3 (1 rank + 3 class -1 cha)
Climb 0 (0 str)
Craft Alchemy 5 (1 rank + 3 class + 1 int)
Diplomacy -1 (-1 cha)
Disable Device Untrained
Disguise -1 (-1 cha)
Escape Artist 4 (4 dex)
Fly 4 (4 dex)
Heal 2 (2 wis)
Intimidate -1 (-1 cha)
Knowledge (local) Untrained
Perception 6 (1 rank + 3 class + 2 wis)
Ride 4
Sense Motive 2 (2 wis)
Sleight of Hand 8 (1 rank +3 class + 4 dex)
Stealth 4 (4 dex)
Survival 6 (1 rank +3 class +2 wis)
Swim 0 (0 str)


LANGUAGES:

Common, Gnome

GEAR:

Headband
Shield
Head
Armor Hide Shirt
Ring
Ring 2
Shoulder
Neck
Chest
Body
Belt
Wrists
Hands
Feet
Weapon Pistol, 20 standard ammo, 10 paper cartidge
Eyes
Slotless

Other Weapons
Dagger
Alchemist Fire
Acid Flask

Other Items
Explorer's outfit
1 Potion of CLW
Gunslinger's Kit
Compass
Map Maker's Kit

Shopping List

Initial
00 GP Pistol (from Gunsmith Class Feature)
00 GP Explorer's Outfit (Starting outfit)
22 GP 20 blackpowder+bullet
26 GP Gunslinger's kit
02 GP Dagger
60 GP 10 paper cartridges
20 GP Hide Shirt
50 GP Potion of CLW
40 GP 2 X Alchemist Fire
20 GP 2 X Acid Flask
10 GP Compass
10 GP Mapmaker's Kit

Remaining 40 GP

Gunslinger's kit includes:
a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.

Gunsmith's kit:
This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms.

Wealth 40 GP

BACKGROUND:

Jenya hails from the mostly gnomish settlement of Jovvox, located in the chaotic River Kingdom. Her mother, who raised Jenya herself, runs a successful local alchemist’s shop there and Jenya, bright and inquisitive, was an eager and willing student. She spent her youth spending running errands for her mother and helping to run the shop and, even though she longed for adventure and travel, was content enough to learn the basics of alchemy at her mother’s knee. Her fingers were nimble and her mind was sharp and it seemed like she would succeed her mother as alchemist and shop-keeper.
She would have too if it wasn’t for a discarded gun she found in a trash heap outside one of the many factories, specializing in cheap and poor quality weapons, that make up a large part of the Jovvox economy. She noticed it during a regular delivery run of acid and other substances from her mother’s shop to the factory and, even though it was obviously rubbish, something about its exotic curves and handsome profile appealed to her greatly. She inquired within and learned that the gnomish weapon-smith who ran the place had got it in his head to experiment with making firearms. To say the experiments had gone poorly would have been an understatement and the pistol, flung outside in a fit of pique, was the latest failure. With permission Jenya retrieved the battered gun and thus began her obsession.
With her mother’s help, as well as that of the many metal workers and weapon-smiths around, Jenya tinkered and toyed with the gun, trying one thing or the other, until finally, learning its habits and quirks, she managed to get it working. She could have used her newly learned skills to become an accomplished gunsmith in her hometown but her wanderlust caught a hold of her. Her gun (nicknamed ‘Misfire’) could be her ticket out of Jovvox and out into the wider world that she yearned to see. Her natural dexterity and determination served her well as she taught herself to become an expert markswoman. Finally when she thought herself ready she bid her mother farewell and set out for the city at the center of the word, Absalom, to fulfill her dreams of travel and adventure.


Interested as a Druid seeking a new land where democracy and nature can live hand in hand.


Lysander, Tiefling Warpriest ("The Archer" is just because the name by itself was taken. He doesn't use it IC)

Crunch:

Spoiler:

Lysander CR 1/2
Male Tiefling Warpriest 1
N Medium Outsider (Native)
Init +6; Senses Darkvision; Perception +3;
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex)
hp 10 (1d8 + 2)
Fort +3, Ref +4, Will +4;
OFFENSE
Speed 30 ft.
Melee 2 Claws +2 (1d4+1)
Ranged Shortbow +4 (1d6)
Warpriest Blessings (4/day)
Spells 0- Light, Create Water, Purify Food and Drink
1-Shield of Faith, Summon Monster I
STATISTICS
Str 12 , Dex 18 , Con 12 , Int 12 , Wis 14 , Cha 6
Base Atk +0; CMB +1; CMD +15
Feats Armor of the Pit, Weapon Focus (Claws)
Skills Craft +6, Knowledge (Religion) +6, Perception +3, Spellcraft +6, Survival +1
Traits Reactionary, Poverty-Stricken
Languages Common, Infernal, Abyssal, Celestial
SQ Aura, Blessings (Chaos, Protection), Spontaneous Casting
Gear Chain Shirt, Shortbow, Arrows (40), Paladin’s Kit (backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.), Grooming Kit, Dagger, Holy Symbol Tattoo, 44GP
SPECIAL ABILITIES
Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment.
Warpriest Channel Positive Energy (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Warpriest blessing: (Chaos, Protection) (Su)
Spontaneous Casting The Warpriest can convert stored spells into Cure or Inflict spells.
Sacred Weapon (Su) Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type.
Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sprinter 10-foot racial bonus to speed when using the charge, run, or withdraw actions.
Maw or Claw Two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
Prehensile Tail Tail that can be used to retrieve small, stowed objects carried on the person as a swift action.

Background:

Spoiler:
Born a slave in Cheliax, Lysander never knew his father, and lost his mother before he became a teenager. He expected to live out his days as a slave to his infernal masters, until the day he mat a Twilight Talon undercover operative. Cooperating with this operative, he was able to help a force of Steel Falcons liberate himself and many others. Taking his new name (and vowing never to speak the old one again), Lysander dedicated himself to the causes of freedom and good, studying in a temple of Milani for years, before becoming a militant priest himself.

Appearance:

Spoiler:
At first glance, Lysander may be indistinguishable from a human, of average build, black hair, and pinkish, sunburned-looking skin. A closer examination, however, reveals clawed hands and taloned feet, eyes the golden-orange color of fire, a tail (which he usually keeps tucked into his clothes), and that his skin is not, as first appears, merely a sunburn, but his normal complexion. Finally, his breath and sweat give off faint whiffs of smoke and blood. Perhaps his most prominent feature is a tattoo; his right arm is covered from elbow to shoulder with a bloody pavement design, Milani's scarlet rose growing up from the middle. This tattoo functions as his holy symbol, and only in the most dire situations will he wear any garment that covers it.

Note that I'm still fairly new to some of this, if my formatting is off, numbers calculated wrong, etc let me know. I guess I should break down and buy Hero Lab, but I'm still making these things by hand at least for now.


Okay. I'm looking through the characters and this looks incredibly promissing. Andoran and Cheliax especially have a lot of interest. Taldor seems a bit less so. Recruitment is open for another day and a half, I'll announce the groups after.


So far i have:

lysander
Felix
Akkuya
Sam'hain

With Jenya pulling out I have everyone I think? Did I miss someone?


Happy to go to Taldor, if it helps


Sounds like a fun setup!
Looks like I forgot to pick Traits. Is it too late to make minor changes to my char sheet?


minor changes no, you can do them as long as the concept doesn't change much.


if there are still spots free I would like to enter Keila


Ok. Thanks. I'll try to update them today.


Likewise, I've got a couple of tweaks to make.

Liberty's Edge

So any news on this front?


nothing yet from Kataban after his family emergency out post'

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