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| 351 to 395 of 395 |
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| Flori the Fabulous |
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Flori the Fabulous wrote:Oh, my god...
Bluff 1d20+4She's this sexy!
I know, right? Strange world out there in the ether...
| Nik Alset |
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Nik Alset wrote:I know, right? Strange world out there in the ether...Flori the Fabulous wrote:Oh, my god...
Bluff 1d20+4She's this sexy!
Dang it, that link was supposed to direct to an image, but now just goes to their home page. It was a phallus joke, anyway...
| Selene Fox-Ear |
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Selene Fox-Ear wrote:I just updated Selene's back story, when you've the chance to read it.Howdy!
My comments below are a little more mechanically-based than usual, because a number of things caught my eye as I was going through Selene's character sheet...
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As far as background/character concept goes, I'd like to see more of a match between the background and Selene's abysmal Charisma score. Other than being 'socially awkward', I'm not seeing a lot of examples in her history that express the effect of that low score. Is she prickly? Does she blurt out silly things when she shouldn't? (Probably not with a...
As far as personality and history goes, I updated Selene's history to being more involved in a small Canterwall settlement (not terribly far from Ravengro) and had her be a part of the local militia to help keep the town safe from orcs and undead, ect ect. I also changed her archetype from Trapper to Urban ranger to reflect the change, and changed a lot of her personality to match up with her belittled self-image and mildly militant attitude. Any other thoughts or questions for her? *smiles*
| Kratzee |
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Also, don't worry if there are some little niggling changes that you're wondering if you should make; the first day or two after the announcement of the successful party will be dedicated to sorting out party dynamics--which will include mechanics if required.
That's good. My stats are just a rough draft. I figure I wouldn't really polish it up unless I get picked. Then I will nitpick Haunrar to death to get him just right.
| Dragonserpent |
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I just had a free moment to check out some of the applicant's and was very impressed. It would be a real pleasure to role-play with any of you folk, and if I don't make it into this game, I might just take the time to read along! I'll also just move my applications over to the other carrion crown recruitment running and maybe I'll see some of you there!
P.S. I was very sad to see that no Gnomes applied, and wish I'd had the time to roll one up! The Bleaching makes for a great plot hook for gnomes that works well with a setting like this one.
| cynarion |
| Pathfinder Roleplaying Game, Adventure Path Subscriber |
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Well, it's (after!) 8am, so here goes. The successful applicants are:
Sorry for the delayed announcement, we had some issues at home with our littlest one this morning. I would normally have been at work two hours ago!
To everyone else, thank you for your submissions and I'm sorry you didn't make it this time; it was tough whittling the numbers down from 28 to eight, let alone the original target of six. If you are after any particular feedback then feel free to ask here or by PM.
For the party, congratulations! I will have the discussion thread up momentarily; it hasn't been the best of mornings for meeting deadlines, unfortunately, but that's life with little kiddies!
| Void Munchkin |
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I made something worse than Anna.
Defense:
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +1
Offense:
Speed: 30 ft.
Melee: longsword +3 (1d8+2/19–20)
Ranged: Masterwork Composite (+ 2 Str) longbow +5 (1d8+2/×3)
Special Attacks: favored enemy (Undead +2)
Statistics:
Str 14, Dex 16, Con 14, Int 13, Wis 12, Cha 14
Base Atk +1; CMB +3; CMD 16
Feats Weapon: Improved Initiative
Traits: Rich Parents, Teacher's Pet (Knowledge Dungeoneering)
Skills: Climb (Str) +6 , Knowledge (dungeoneering) (Int) +7, Perception (Wis) +7, Ride (Dex) +7, Stealth (Dex) +9, Survival (Wis) +7, and Swim (Str) +6 ; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages: Catfolk, Common, Varisian
SQ: cat's luck, sprinter, track +1, wild empathy +2
Special Abilities:
Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.
Sprinter (Ex): A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
Equipment:
Carrying Capacity: Light 58, medium, 116, heavy 175,
Combat gear: Dagger, Longsword, Masterwork Composite (+2 Str) Longbow, Arrows (20), Leather,
Other gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail Rations, Soap, Watherskin, Traveler's outfit, Antitoxin, Holy water (3 flasks) ; 17,1 Gp ; 50,5 lbs (light)
Light Warhorse: Bit and bridle, Feed (4 days), Riding Saddle, (66 lbs)
Carrying Capacity: Light 228 , Medium 459 , Heavy 690
Professor Lorrimor took a liking to the misterious Catfolk... Alexana took a liking to the Professor, she loved hearing is stories and would often intrude on conversations about different subjects, her favorites were the ones about ruins and dungeons, she would have lengthy chat about those with the Professor and the elders.
When she grew old enough, she went with the Professor on some of his digs. She tried her best to keep contact with Professor Lorrimor after he retired.
| Void Munchkin |
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Good think I "left", our shedules wouldn't match very well.
More weirdo.
Defence:
AC 15 (+3 masterwork Studded leather, +2 dex), touch 12, flat-footed 13
HP 13 (1D8+5)
Fort +2, Ref +2, Will +4
Offence:
Speed: 30 ft.
Melee: Masterwork GreatSword +3, 2D6 + 3 (19-20/x2) (S)
Dagger +2, 1D4 +2 (19-20/x2) (P or S)
Silver Dagger +2, 1D4 +1 (19-20/x2) (P or S)
Statistics:
Str 15, Dex 14, Con 14, Int 12, Wis 14, Cha 14
Base Atk +0; CMB +2; CMD +14
Feats: Improved initiative, Thoughness
Skills: Diplomacy (Cha) +6, Knowledge (Nobility) (int) +5, Knowledge (Religion) (int) +5, Perception (Wis) +6, Perform (act) (Cha) +6, Sense Motive (Wis) +6
Traits: Rich Parents, Subject of Study (Undead)
Languages: Common, Elvan, Varisian
SQ: Haunted ("Malevolent" spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.)
Equipment:
Car cap 66 Light , 133 Medium , 200 Heavy
Combat Gear: Dagger, Masterwork GreatSword, Masterwork Studded Leather, Silver Dagger,
Other gear: Backpack, Bedroll, Fishhook, Flint and steel, Ink (1 oz. vial), Inkpen, Belt pouch, Trail rations (4), Signet ring, Soap, Waterskin, Antitoxin, Tindertwig (4), Book, Traveler's outfit, Unguent of timelessness, Holy water (3 flask) ; 56,5 lbs (light) ; 37,2 GP
Background:
Zander was born from some Noble merchant man and an unnamed woman (who died at child-birth). Zander has always been surronded by strange happening and often attracted Undeads, even becoming one once or twice (thank having a dad rich enough to pay for true resurection); after a while, his father made contact with an old "friend", Professor Petros Lorrimor about all this. for the years that followed, Zander kept in touch with the professor about this "ghostly problem" while trying to learn/do his noble duties.
When he learned of the Professor's death, Zander ditched his noble attires and duties, booked some transportation and left for Ravengro.
| 351 to 395 of 395 |
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