DM Jeremiziah's CoT Recruitment


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Liberty's Edge

Greetings, all -

Well, I have decided to give PbP DM'ing a try. Seeing as I'm in a Kingmaker game and a Serpent's Skull game already, I'm going to use Council Of Thieves for DM'ing. I've been fortunate enough to play under two or three really great DMs here, so I'm going to use a homogenized version of their character creation methods. Without further ado:

1) Please be able to post fairly regularly. I will most likely be posting 3 or more times per day as my situation allows. I'll be able to post generally during the hours of 9:00AM - 5:00PM EST, so I would (and will) prefer players that are available during that time, but I'll gladly consider all submitted characters, as long as you'll maintain a fairly active presence in the game.

2) Please respond to this thread with character concepts only. There's no sense in you wasting your time by statting up a character without having been accepted first. If you already have a character statted that you'd like to submit, that's fine, but please ensure that the profile is heavy on the backstory/concept, since that's what I'll really be looking at.

3) I'll be choosing a group by noon on 9/17, to start play on 9/20.
I'm not choosing on a first come, first served basis; I want to be sure to get a group that I think will work well together, and I want to be sure to give folks plenty of time to get good concepts together. Take your time.

4) I plan to accept 4 people with 2 alternates.
I want to keep the party small, as I think it will help me as a first-time PbP DM, and the AP's are written for 4 people.

Plan on a 20-point buy using anything published by Paizo with the exception of the Rich Parents Trait, and 1 AP Trait.

If all this sounds good to you, submit away! I'll be checking in occasionally if there are any questions.

Jeremy

Liberty's Edge

Wander Weir, You've basically got a spot as a Rogue already, as long as you're OK with the posting schedule. If you could post up a concept, I'd appreciate it, though.

JM


I am curious, Why are you wanting only players who can post between 9-5 Am?

Liberty's Edge

9AM - 5PM. It's when I'll be posting the most, and if other people are posting during the same time, the game will move along more quickly.

Just to clarify, though, character concept is far and away the most important thing.


While I statted this character out for Megan's Second Darkness, that one already has 12+ people vying for 5 positions in it.

High Level Concept:

CG Half Orc Sorcerer / Draconic (Brass) Bloodline. Daughter of a rape victim. Specializes in fire magic, Intimidate and Diplomacy.

Semenya Darkborn:

Samenya's mother, Tanila, was an adventuress, a sorceress who was the great great granddaughter of a brass dragon. She was separated from her adventuring party, and captured by the Deep Orcs of [Insert Campaign Locale here].

What happened next can't be stated in any genteel way. She was raped. Eventually, she was rescued, the Deep Orc tribe more or less exterminated over the course of that adventure.

Tanila felt that the child in her womb, even born of rape, was innocent of wrongdoing, and should be allowed to make its own way in the world. Against the advice of her friends, the pregnancy was not terminated by herb or spell.

The birthing was terrifying and painful...and the child was born with the dark jade hide of the Deep Orcs, and a set of brass-colored birthmarks that manifested as whorls of draconic protection. The face was striking, a mixture of human, Orcish and vaguely draconic bone structures.

After she was weaned, her mother sporadically took up adventuring again, leaving Semenya with nurses and guardians - the world needed saving. By the time Semenya was a toddler, her mother had effectively retired from adventuring to protect her daughter.

Even with her mother's protection, Samenya's childhood was challenging. At one point, teased by children for being taller than they, and worst of all, different, she lashed out, and the aspect of the dragon transformed her hands into claws. One child nearly died, the rest screaming "Monster!" as they fled.

At this, Tanila took closer action on protecting her daughter, teaching her right from wrong, and teaching her to cherish and protect those weaker than herself, and to not let the tempers of the dragons, or of the Deep Orcs, rule her. Even the discover the nature of her conception was contrasted with this message.

Still, the blood of dragons, and the heritage of the Deep Orcs have granted her power, and muscle memories generations deep have given her facility with a falchion and the greataxe. That power must eventually come to good use, and Westcrown is as good a place as any. She's currently working as a negotiator for [Insert Interesting NPC here], and looking for a chance to make a difference.

Appearance:

Semenya is a 6'2" tall woman with skin the color of deep jadeite, and a face that has a mildly protruding snout and jaw, with deep black eyes that appear to have nothing but pupils. Her canines go beyond her lips, and her entire exposed skin is covered in whorls of brass colored tattoos. She has broad shoulders, broad hips, and is muscular. Her hair is lustrous black with a green tint, and is worn in braids down her back. She dresses in embroidered robes of green and gold, and sometimes has a falchion in a scabbard over her back.

Female Half-Orc Sorcerer (Draconic, Brass), CG
Replace Orc Ferocity with Sacred Tattoos (+1 to all saves)

STR 14(5), DEX 12(2), CON 11(1), INT 12(2), WIS 10(0), CHA 16+2(10)

AC 11, Fort +1, Ref +2, Will +3. 6 HP

Traits:
Killer (+N damage on critical hits)
Looking For Work [Diplomacy]

Feats:
Deepsight (Darkvision 120')

Skills:
Intimidate: +10 (1 rank, 3 class skill, 2 for Half Orc, 4 for CHA)
Diplomacy: +9 (1 rank, 3 class skill, 1 for Trait, 4 for CHA)
Perception: +4 (1 rank, 3 class skill)

Spells:

0: Resistance, Acid Orb, Detect Poison, Detect Magic
1: Burning Hands (1d4+1 Fire Damage), Hypnotism

Favored Class Bonus: +1/2 pts of damage to all fire based spells.

Equipment:

Falchion
A set of robes, embroidered in green and gold.

Notes:

It should be clear how I've justified the melange of abilities here. Her starting gear comes out to 75 gp for the falchion, and roughly 3 gp for nice clothing.

She's got 2 GP in loose change for food.

Party Niche/Role

Out of combat, Intimidate and Diplomacy make her an unusual looking, but effective negotiator. In Westcrown, she may even blend in, appearance wise. For particularly tough negotiations, she will use the Hypnotism spell, relying on the fact that a target that fails the save doesn't remember it was cast on them.

The Detect Magic and Detect Poison spells are for games of intrigue. The Resistance spell allows her to buff saving throws, and Acid Orb is used to remove locks and dispose of papers when needed.

I'm figuring that a decent Perception skill check, plus 120' Darkvision will be generically useful.

Her primary combat ability is Burning Hands, followed by using her Falchion or her claws. I intend to take the Half-Orc Sorcerer Favored Class Bonus every level.

Likely future feats are Point Blank Shot (3rd), Expanded Arcana (5th),


I'd like toss my hat into the ring for this. I have three different concepts that I would be happy playing.

Kael, Son of Seas:

Gender: Male

Race: Human

Alignment: Chaotic good.

Height: 6' 1"

Weight: 180 lbs

Hair Color: Light brown, but bleached by the sun

Eye Color: Vivid green

Skin Tone: Bronze

Forseen Class: Aquatic druid

Description and Personality: Kael was born amidst a maelstrom. Aboard the research vessel Daughter of Dawn, Kael came into the world by accident, the product of a whimsical night of passion in what would turn out to be sincere yet short-lived romance.

Kael's father, Bastion, was a successful and famous researcher and chronicler, a man who devoted his life to uncovering the secrets of a lost age. He possessed a keen mind and a strong intuition, and had a habit of making those around him fabulously wealthy. This trend quickly made Bastion friends with several would be "merchant princes", those men and women with the coin to associate in the sort of social circles where normally only nobility would suffice.

His mother, Celeste, on the other hand, was very familiar with such circles. Born of both money and exquisite genetics, she was the favored daughter of a powerful noble house, and as such, was expected to uphold her royal duties and marry based on station. However, she could not ignore Bastion's handsome face, his wicked charm, or his complete disregard for the trappings and bureaucracy of nobility.

It was this disregard that would prove to be Bastion's undoing. On that fateful, stormy night, with his eloped and very pregnant wife, Bastion was on the verge of a monumental discovery that would rewrite history, a breakthrough that threatened to undermine the current monarchy and unseat them from power, forever altering the political and religious landscape in Golarion. Alas, the rumors of this discovery proved deadly enough, as the noble houses dispatched a ruthless band of pirates to overtake the Daughter of Dawn and eliminate everyone on board.

Everyone, except for one.

To this day, Kael does not know how he survived, a fragile newborn tossed into the angry depths of the sea. But over the years, he has been able to piece together his early history.

He miraculously washed up on a tiny island deep in the heart of the ocean. He was rescued and taken in by the island's inhabitants, a nomadic fishing people who thrived off of the ocean and traded in its exotic bounty.

Growing up as the only pale skinned boy in a village of brown bodies was not easy, and as an outsider he was relegated to slave status, where he was given the most strenuous and deadliest of duties, and forbidden to arm himself. Kael, though, was a resourceful child. With nothing more than a simple fishing spear, he learned to defend himself against dangers, both above and below the water. He took to the sea like a fish, far outpacing the other boys, and grew so comfortable in the water that the villagers would say he had more in common with the sea spirits than he did with land folk. This newfound talent had another unexpected yet lucrative consequence: Kael found he excelled at the villages most profitable and dangerous task - pearl diving.

He went out farther, dove deeper, and held his breath longer than even the village's most experienced divers, and as such, Kael became a profitable commodity to the villagers, and was afforded a measure of respect among their ranks. Kael kept the largest and rarest of his pearl findings in a secret cache, and used his newfound wealth to buy clothes, gear, and most importantly information.

It did not take long to catch stories and songs that sang the sorry tale of the Daughter of Dawn and her ill fated crew, specifically Bastion and his pregnant bride. After years of rumors and here-say, and even purchasing a few books on the subject, Kael set out to find the remains of his family.

Now a young man, Kael seeks to align himself with others like him, mercenaries for coin or lovers of adventure who will bring him one step closer to uncovering the truth behind his parents death, and possibly the secret that his father was willing to die for.

Bregan, the Swarm Singer:

Gender: Male

Race: Gnome

Alignment: Chaotic Neutral

Height: 3' 2"

Weight: 44 lbs

Hair Color: Stringy White

Eye Color: Violet

Skin Tone: Pale

Forseen Class: Vermin-centric Blight Druid. (to really make this one work, I'd need your permission for a couple of things. I would take the Vermin heart and Vermin Companion feats from the Campaign Setting, but I would like to use a small swarm as my animal companion rather than a single creature, similar to the Mite's Vermin Empathy class feature.)

Description and Personality: None of his brethren ever understood Bregan's fascination with vermin. While the other gnomes always looked up, seeking to emulate the larger races, Bregan kept his eyes to the dirt. The vermin became his teacher, his mentor, and his constant companion.

From the ant he learned that just because you're tiny doesn't mean that you can't be strong. From the termite, he learned that even the lowliest of creatures can bring down the biggest of obstacles, and from the cockroach, he learned that out-surviving your opponent is often just the same as beating him.

He studied and learned from his new friends to the point where he could communicate with them, even control them. Bregan's mind raced, surely the other gnomes would respect him now! Surely now they would see that these vermin were a help, not a hindrance!

But alas, Bregan was ignored, or treated as crazy, even for a gnome. His brethren called his friends "pests", and stomped them underfoot, or simply ran in fear of the larger swarms. Bregan was exiled, with nothing but his bugs for company.

So now the young gnome has set out, determined to right the centuries of wrongdoing and oppression the larger races have done to his tiny companions. And one day, he hopes that he will return to his homeland, a hero, and be received with open arms.

Or claws. Or pincers. Or antennae :)

Rooke, Master of the Serene Hand:

Gender: Male

Race: Half-Orc

Alignment: Lawful Neutral

Height: 7' 3"

Weight: 345 lbs

Hair Color: Brown

Eye Color: Topaz

Skin Tone: Green-gray

Forseen Class: Monk of the Lotus

Description and Personality: Though technically a bastard raised among pureblood orcs, few in Rooke's tribe ever tormented the imposing half-breed, and none ever did it twice. Rooke's physique belied his split parentage, and though he lacked the uglier, rougher features that distinguished true orcs, he dwarfed almost all of his pureblood brethren, both in size and sheer ferocity.

Anyone who crossed him payed for it with their lives, usually immediately. Those that did not follow his orders were beaten savagely until they changed their minds. In fact, Rooke was so imposing that entire nations of orcs would have unified under his name, had he cared for such ambition.

Instead, Rooke took what he wanted, when he wanted, and gave little thought to anything else. This ignorance proved his downfall, as Rooke was duped into indentured slavery and forced to fight in pits and arenas around the world. At first he was furious, and much gold and many lives were spent reigning in this most profitable of champions, but Rooke soon adapted to his new lifestyle, reveling in the fame, fortune and bloodshed.

All that changed the day he met Usan.

The small, elderly monk was led quietly into Rooke's lavish cell. At first the big orc took the frail man to be a servant, someone to wash his body and sharpen his weapons between bouts. So it was with great surprise and disbelief when Rooke discovered that Usan wasn't a servant at all, but was instead a fellow combatant, albeit one who refused to fight in the arena.

Rook assumed the man was placed in his cell as a form of punishment; his captors did not abide slaves who did not perform when they were supposed to (although Rooke wondered what good such a small worthless man would do on a battlefield).

Alas, to Rooke it did not matter for the man would either soon learn his place or he would die by the huge fighter's hand.

Rooke tossed a dirty set of armor at the monk's feet. "Clean it," he said. The frail man did not move, simply closed his eyes, as if meditating. Rooke immediately struck the man, bloodying his face and sending him crashing into the cell wall.

Interestingly, the man did not retaliate, and instead resumed his sitting position, closing his eyes once more.

No one had ever ignored the orc twice. Rooke flew into a rage, snatching up the man and repeatedly pounding his small body. Still, Usan did not resist, even when Rooke had him by the throat, slowly squeezing the life out of him with massive hands. Usan's face, though bloodied, and swollen purple, did not show a grimace of pain, or wide-eyed terror. Instead, it reflected something that suddenly took the fight out of the furious giant, something that Rooke had never seen before.

His face showed utter compassion.

Over the next few months, a change began in Rooke. Occasionally he would order his companion to serve him, only to be once again completely ignored. He would strike the old man a few times, but Rooke soon found that his heart was not in it. He could not kill a man who refused to lift a finger against him.

Even more surprising was the day that Usan intervened just as Rooke was about to throttle an attendant for misplacing his weapon. As he moved to strike the cowering servant, a small, wrinkled hand gripped his shoulder and suddenly the anger flooded out of Rooke. He was infused with an unearthly sense of calm, and serenity. In an instant he had been transformed from a violent assailant to a passive non combatant. The terrified servant glanced around nervously and then bolted for the door, eager to escape the violent youth and not believing his luck. Rooke should have been furious.

Instead, he found his anger replaced with intrigue.

He began to pose questions to his frail cellmate, questions that went unanswered more often than not. Gradually, however, he began to learn a bit about Usan's past, which turned out to be just as dark and checkered as his own. Formerly a degenerate gambler and murderer, Usan was on the run from a local loan shark when he encountered a group of men and women who offered to pay off his considerable debt in exchange for one year of Usan's service. These people, he explained, belonged to a monastic order that preached peace and serenity above all else. They trained Usan in their secret martial art, an ancient form of hand to hand combat that is designed around attacking nerve centers that lead to hostility and violence, thus calming the opponent and ending the fight with minimal bloodshed.

The more Rooke considered it, the more intrigued he became. Usan taught him how to clear his mind, purify his soul, and eliminate his anger and bloodlust. He taught him to eschew his weapons, and to use his strength for good instead of evil. And when Rooke was ready, he helped pay for the half-orc's freedom, and gave him one final commission; that he travel the land just as Usan did, promoting peace wherever possible.


Jeremiziah wrote:

Wander Weir, You've basically got a spot as a Rogue already, as long as you're OK with the posting schedule. If you could post up a concept, I'd appreciate it, though.

JM

Thanks!

Here's my character concept. Since I knew you were putting together a game, I've already got a lot of the character built. Alas, it's all at home at the moment but I'll be able to finish him and build a profile for him tonight.

Anyway, I'm very available between 9am - 5pm EST so that will work just perfect for me.

Sarien Ruseff: Human Rogue:

Under Aroden's light, Sarien Ruseff's family had known wealth, power and respect. Unfortunately, the patriach supported the wrong leader in the chaos after Aroden's death and the Ruseff family came into hard times with the rise of the house of Thrune.

Stories of better times and the family's power were Sarien's bread and water when he was a young lad. His father, a bitter drunkard, loved to tell those stories until he was too drunk to speak. That was when his fist would take over, telling harsher tales.

It was only natural for Sarien to take to the streets to escape those tiresome stories and painful blows. He fell in with a crowd of street urchins who often dared too much. More than one of his friends was taken away by the hellknights. Twice, that he knew of, a friend was lost to the strange shadows that haunted the streets.

Sarien didn't worry overmuch about such things. It was ill times for everyone, and the only joy in life came from the thrill that came with taking what wasn't yours from those who had plenty. The greater the danger, the greater the thrill.

Yet something was missing. Each night, as he hid away in the corner of the small hut he shared with his passed-out father, examining his takings for the day's work, he felt a hollowness in him. That was when the stories began to haunt him. Not of riches and power; he didn't know whether to believe his father or not. It was the idea that there had been better times. A world without the hellknights or the worship of Asmodean. Plainly that was impossible, a fairy tale that no man could believe. Yet in the dark reaches of the night, he'd find himself daring to dream.

A dream that began to be realized when he discovered the Children of Westcrown.


Working on rewriting the backstory for this character. I ran him in a pbp I had to drop out of (the site it being played on was a pain). I'm on the east coast and I am currently in two other pbp's so I'm checking these boards quite often during the day. Basics for this character are:
Awve
Male forlorn Elf
Inquisitor (Desna?)
Probably go with Conspiracy Hunter and Forlorn traits.

Liberty's Edge

Great stuff, folks - keep it coming!

Sovereign Court

Have a great game all, and I can vouch that Jeremiziah isn't likely to disappear as DM's seem to do on these forums...


I second Alexander's thoughts on the matter. Good luck to all.


And I'll third Alexander's and Talomyr's thoughts. You all are in for a great game!


hey, same timezone as myself, and I've always wanted to try CoT.

Kayl, Human Cleric of cayden calien:
Most people are surprised that Kayl is a cleric. He believes strongly in luck, drinks often, and spends more time adventuring than in a church. Hearing the tails of diabolism in chelix, kayl decided to go there himself. Like his god, he believes strongly in personal freedom. Charm and travel domains probable but not set in stone.

Grog, 1/2 orc 2 handed fighter:
Chelix, one of the few places where half-orcs aren't the worst thing one could be born as. Grog has been able to make a living off his strong back as bodyguard and day laborer. He sees corruption and evil all around him but he's just a simple fighter, what can he do to change things? Still sooner or later the people will make a stand and will be ready to act.

Human Cavalier:
Returning to the city of his youth, he is determined to fight the evil and corruption, but where to start. He has always been interested in the pathfinders, especially that abandoned lodge. order of the dragon, dedicated to the pathfinders. Where others would have returned home a hero, he returns to find his home in need of heroes.


Now I'm triply excited about this game.

Liberty's Edge

Concept: Soldier who had his mind magically messed with in secret evil government testing. Start as fighter, multi into caster class, head towards eldritch knight. Hard to describe the idea, so I put a little passage together that hopefully works to illustrate what I'm talking about.

Spoiler:
"I wasn't always this way. This...mad," the man says with heavy emphasis, fingers gripping the mug like a lifeline.

'Do you remember fire, Orlan?' It asks with a giggle, voice like a little child. 'I do.'

"Once, I was better. More...whole. Not this dirty wreckage." He drinks suddenly, as though he's been plotting that one drink all night. "Not this burned out husk."

'It dances, so alive, so beautiful.' Now It speaks with a dark voice. So human, and yet...

"They did something to me!" The monstrous intensity in the man's voice is surprising. He believes this with all of his being. Sinking into a sudden hoarse whisper, he continues, "Broke my mind! There are holes where I used to remember things. I could have done anything, but I can't remember any of it!"

'I want to watch the fire again Orlan. Do you know how to light one?' It asks, so innocent. But behind that innocence...

"And the worst of it..." he slowly trails off as he holds up his hand, a band of black deeper than any natural darkness encircling his left ring finger. "This darkness. This evil!"

'Won't you do it, Orlan?

"It torments me. Day and night, night and day I get no rest from it! When I sleep, it seeps into my dreams and they become nightmares. Black dreams of terror, madness...and fire." The man starts panting, grinding his teeth. A mental demon?

'Now, Orlan. Do it now!'

"I resist as best I can, but-!" He grips the table with a desperate fury as he goes on, "-it breaks me again and again. The only thing that keeps me going is the thought of [u]killing[/u] those bastards that made me this way."

'Do it, Orlan.'

"But sooner...or later...I break." The man's face changes minutely, almost imperceptibly. Slowly, a smile grows on his face. The voice that speaks is a twisted, dark thing. "And then, the world burns."


Bumping.

Quick question, Jeremiziah. In the first post you said 1 AP Trait. Does that mean you don't want us to take a second Trait from the Trait Supplement rules (or APG) like normal?

Liberty's Edge

Two traits, one from the CoT Player's Guide, one from elsewhere. The only one I'm not allowing is Rich parents. If you take Heirloom Weapon, though, please have a fairly detailed story about it available. "This was my daddy's sword" ain't cutting it, LOL!


Jeremiziah wrote:
Two traits, one from the CoT Player's Guide, one from elsewhere. The only one I'm not allowing is Rich parents. If you take Heirloom Weapon, though, please have a fairly detailed story about it available. "This was my daddy's sword" ain't cutting it, LOL!

Okay, great. I totally agree with outlawing Rich Parents. That one is kind of absurd.


Jeremiziah wrote:


"This was my daddy's sword" ain't cutting it, LOL!

Shoot and I was thinking I might submit my Pathfinder society character

Kayluss:)


I will submit "Big" Tom Fisher, Paladin of Iomedae. Two-hander smiter.

Details:

Tom was born in a small village on the coast of Cheliax. His father was a fisherman as was his father before him and Tom grew up tough and strong in the family trade his life the sea, the nets and the catch.

Never the greatest fisherman, or indeed the brightest spark in the village, Tom nonetheless became a genial boy and man, a good neighbour and friend and a tireless worker for the community. As fond as a drink and a gamble as his neighbours Tom was nonetheless a slow and careful thinker always careful of harming others with his prodigious size and strength.

And so his life would have no doubt spun out if raiders had not come to his village one spring seeking coin and slaves. With only an oar Tom fought against the raiders as his kin and neighbours fell or fled around him. When his father died still he fought on, divine power flooding miraculously through his body in response to his unspoken prayer to Iomadae for assistance in protecting what was left of his home.

Later with only the sand and gulls for witnesses he pledged his life in service to his god. The government had done nothing to protect or even help his people and he determined that as long as that was the case individuals must take up the burden instead. For some years he has wandered his homeland, a champion of the poor and the downtrodden. With no connection with the church of Iomedae he knows as little of its formal precepts as any other simple peasant but believes in simple values of bravery and honour. Eventially he has found his way to westcrown following stories of bandits and beasts of shadow preying on the common people. Taking hard work on the docks he keeps his eyes and ears open for chances to help.


I'll throw in my idea for a character. I'm thinking this out as I type, so forgive some of the scatter brained-ness. :) Human Bard (Child of Infamy campaign trait), native of Westcrown, worshiper of Shelyn. Born into a family of performers, living up to their brother's life as a performer. Brother died in a freak accident on stage in the middle of the act, with the second child of the family stepping in to complete the play in his bother's stead. A bit of a spiritualist and idealist, finds music and theater to be an outlet for anything. Would be built as an obvious buffer and ranged attacker, could also be used for healing on the side.

Liberty's Edge

Evan Whitefield wrote:
Jeremiziah wrote:


"This was my daddy's sword" ain't cutting it, LOL!

Shoot and I was thinking I might submit my Pathfinder society character

Kayluss:)

That's a very good example of what I'm talking about - a really well-thought-out and meaningful Heirloom weapon.

Are you actually submitting Kayluss? I'd be happy to consider him along with the rest of the great concepts I'm seeing.


I submit Gideon Walker, Inquisitor of Aroden.

History:
When Aroden disappeared over a century ago, a number of his clerics believed that he had been imprisoned, not killed. One of these clerics was Temuros Walker, the great-grandfather of Gideon Walker. Before his death during the ascension of the House of Thune, Temuros passed his knowledge and wisdom down to his youngest son, Johanan. Johanan likewise passed on his beliefs to his only son, Malchiel. Malchiel was in the process of teaching Gideon, an only child, when Hellknights raided their house in the night. Gideon's parents were executed on the spot for treason in front of Gideon. After their death, he was raised by his father's sister and her husband, who provided a loving home but discouraged him from doing or saying anything that would cause him to share his parents' fate. Johanan, now a lame and wily old man, secretly taught his grandson the secret rituals of Aroden and encouraged him to seek out the truth of Aroden's captivity by the forces of Hell.

Personality:
Gideon strongly believes that the government of Cheliax has been corrupted by Hell, which is plotting to use Cheliax to invade and conquer the world. He is resolute in this belief and believes that Cheliax needs to be restored for the sake of the world. He has lived in Westcrown his whole life and believes that it can be saved if only the people could see that they are being used. He is stern but not humorless. He is quick to anger, even rage, but has learned to discipline it into a dispassionate hatred in order to avoid the notice of the authorities.

Appearance:
Gideon is tall with a medium build. Like most native Chelaxians, he is light-skinned and has dark brown hair. Except for having blue eyes, he does not stand out in a crowd.

Character Sheet:

GIDEON WALKER
Male Human (Chelaxian) Inquisitor 1
LG Medium Humanoid (Human)
Init +4; Senses Perception +7
--------------------
DEFENSE
--------------------

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+1)
Fort +3, Ref +4, Will +5
--------------------
OFFENSE
--------------------

Spd 30 ft.
Melee Longsword +0 (1d8/19-20/x2)
Ranged Crossbow, Heavy +4 (1d10/19-20/x2)
Spell-Like Abilities Lore Keeper (At will)
Inquisitor Spells Known (CL 1, +0 melee touch, +4 ranged touch):
-1st (2/day) Divine Favor, Protection from Evil
-0th (at will) Read Magic, Light, Detect Magic, Sift
--------------------
STATISTICS
--------------------

Str 10, Dex 18, Con 13, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Point Blank Shot, Rapid Reload: Heavy Crossbow
Traits Conspiracy Hunter: Perception, Indomitable Faith
Skills Intimidate +4, Knowledge: Arcana +5, Knowledge: Local +5, Knowledge: Nature +5, Knowledge: Religion +5, Knowledge: The Planes +5, Perception +7, Sense Motive +6
Languages Chelaxian, Common, Infernal
Gear Heavy Crossbow, Crossbow Bolts (100), Longsword, Studded Leather;
--------------------
SPECIAL ABILITIES
--------------------

Inquisitor Domain: Knowledge
Judgement (1/day)
- Destruction +1 Weapon Damage bonus.
- Healing 1 Fast Healing
- Justice +1 Attack bonus
- Piercing +1 Concentration and vs. SR bonus
- Protection +1 AC bonus
- Purity +1 Save bonus
- Resiliency 1: Magic DR/magic
- Resistance 2: Fire Energy Resistances
- Smiting (Magic) DR bypass


Minor edit on the above concept, replacing Traits with ones that better fit Council of Thieves.

Edits & Adjusted Skills:
Replace Killer with Ease of Faith (reflecting her mother's teachings)
Replace Looking For Work [Diplomacy] with Conspiracy Hunter [Stealth] to have one that comes from the CoT player's guide.

I have conflicting sources on whether Keleshite Princess [Diplomacy] is considered a General Trait or a Regional Trait. If it's available, I'd take it preferentially over Ease of Faith, (getting Diplomacy as a class skill, and an additional +1 to Intimidate) as a representation of her mother saying that mercy and 'getting along' needs to be tempered with steel in the spine.

Skill ranks at level 1 are:

Perception=1 (Net +4)
Stealth=1 (Net +6)
Diplomacy=1 (Net +9)

I'll have to get by on a default Intimidate of +6 for now.


As I am procastinating at work I've prepared a full sheet as well.

Details:

TOM FISHER
Male Human (Chelaxian) Paladin 1
LG Medium Humanoid (Human)
Init +2; Senses Perception +0
Favoured Class: Paladin
--------------------
DEFENSE
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 13
Fort +4, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Falchion +6 (2d4+6/18-20/x2) power attk +5 (2d4+9/18-20/x2), Greatclub +5 (1d10/20/x3)

Spell-Like Abilities Detect Evil (will), Smite Evil (1/day)

--------------------
STATISTICS
--------------------
Str 18, Dex 12, Con 14, Int 7, Wis 10, Cha 15
Base Atk +1; CMB +5; CMD 16
Feats Weapon Focus (Falchion), Power Attack
Traits Indomitable Faith, Westcrown Firebrand
Skills Profession Fisherman (1,+4), Diplomacy (1,+6)
Languages Chelaxian, Common
Gear Scalemail (+5AC), Falchion, Greatclub, Dagger, Holy Symbol

APPEARANCE

Height 6ft 4in
Build Muscular

Tom is light skinned and handsome with fair hair and blue eyes. He has a youthful face although his skin is tanned and lined from a life spent working out of doors. His hands are covered in small scars. His clothing is clean but worn and he wears battered scale mail under an old grey cloak (and outdoors he wears an equally battered grey hat). He looks like an out of work mercenary or guard and he keeps his holy symbol well hidden.


Eyeballing concepts submitted:

One aquatic druid
One vermin gnome druid
One monk
One forlorn elf inquisitor of Desna
One human inquisitor of Aroden
One human rogue
One half-orc sorcerer
One two-handed half-orc fighter
One bastard sword and shield human fighter
One human fighter leading to multi-classing and eldritch knight
One cavalier
One cleric of Cayden Caeliean, God of Luck and Beer.
One paladin

Tallies by Niche:

Melee: 5 1/2 (Counting Orlan as half arcane, half melee)
Arcane: 1 1/2 (Counting Orlan as half arcane, half melee)
Rogue: 1
Divine: 5

Question for Jeremiziah:

Some PBP games I've seen have been combat heavy, some have been skill check heavy. Got any clue which is going to be more indicative of your game style?


Most of my Rogue's character sheet is done. I just have to buy equipment and include the dice info for attacks.

Sarien Ruseff

I may make a few changes before play but that's pretty much what he looks like.


Freya Gilles, human witch:
Freya Gilles's family had once meant something in Cheliax; so her parents had always told her. Unfortunately, when the House of Thrune arose, her ancestors had chosen unwisely, believing that the status quo would crush the ambitious upstarts. When their reckoning proved fatally mistaken, the family's aspirations were permanently dashed. The family themselves, however, persisted, handing down a constant grudge against the Thrunes and the diabolist power structure. Oh, they attended all the required festivals and paid lip service to Asmodeus, but in the privacy of their own home, they bitterly mocked their so-called social "betters" and taught their children to do the same. Freya was raised on stories of the privileges that ought rightfully to have been hers, if the House of Thrune and their sycophant hangers-on hadn't come along.

All this changed, however, when Freya was about 14 years old and her older sister, a remarkably pretty girl, attracted the attentions of the son of one of the wealthiest and most powerful families in Egorian. The noble family the Gilleses had once railed against as Johnny-come-latelys, they now courted and flattered assiduously. As the betrothal negatiations commenced, a difficulty arose, however, in the general reputation of the Gilleses as not sufficiently devout. On the spot, Freya's parents denounced such scurrilous rumors and announced that their younger daughter was, in fact, on the brink of joining a religous order of Asmodean sisters.

Freya found herself seized by family retainers and forcibly entered into the Most Diabolical Order of Asmodean Sisters, an adjunct to the cathedral which her family had always mocked as a whorehouse of weak-minded girls for the ranks of the Asmodean priesthood. The "education" Freya was to benefit from consisted of lessons in the greatness of House Thrune, instruction in the benefits of worshipping Asmodeus, and, most of all, the drumming into her head of the supreme importance of obedience. Punishments for disobedience were harsh, and Freya, being both naturally stubborn and nurtured to disobey, lived the next few years in a near-constant state of punishment.

One of the common denominators of the punishments she endured was isolation. In theory, she shared a common room with other sisters of the same age; in practice, she spent virtually every night locked in a small dusty room in a tower, an open window of which let in the chilly breeze as well as numerous vermin and the occasional bat, to "examine herself and reflect on the benefits of obedience."

One night, she was, as usual, locked in the dark room, lying on the cold stone floor among bird feces and bat guano and being pelted by a cold rain that blew through the high window. She was not examining herself but sobbing in rage and hatred for the Asmodeans who tormented her and the family that had abandoned her. She wished a particularly gruesome fate on the sister for whose benefit she had been sacrificed. It was not unlike any other night, until, out of the dark corners of the room where the vermin lived, a rather large centipede crawled toward her, stopped, and raised its upper body in the air, multiple legs waving, as if examining her.

With a shudder of revulsion, she drew away from the creature. Then, she heard a voice, whether in her mind or from all around her in the room, she didn't know. Accept my gift, and I can free you. Looking wildly around her, she could see no one who could be addressing her, but the voice spoke again: Accept my gift and be free.

She looked again at the centipede, and the thought of its tiny grasping legs and smooth segments touching her body made her skin crawl. On the other hand, the thought of enduring endless years imprisoned in the Asmodean sisterhood ... well, that was unthinkable. Slowly, reluctantly, she lowered her hand toward the verminous creature. As soon as it could reach, it scurried up her arm and curled around her neck as quick as lightning. Freya suffered a moment of nausea and disgust, but only a moment. After that, power flooded into her very being: power and understanding and ... kinship with the centipede. With a tiny smile curling her lips, she climbed up to the sill of the window, looked down at the lights of Egorian 60 feet below ... and stepped out into a new life.


AdAstraGames wrote:

Eyeballing concepts submitted:

One aquatic druid
One vermin gnome druid
One monk
One forlorn elf inquisitor of Desna
One human inquisitor of Aroden
One human rogue
One half-orc sorcerer
One two-handed half-orc fighter
One bastard sword and shield human fighter
One human fighter leading to multi-classing and eldritch knight
One cavalier
One cleric of Cayden Caeliean, God of Luck and Beer.
One paladin

Tallies by Niche:

Melee: 5 1/2 (Counting Orlan as half arcane, half melee)
Arcane: 1 1/2 (Counting Orlan as half arcane, half melee)
Rogue: 1
Divine: 5

Question for Jeremiziah:

Some PBP games I've seen have been combat heavy, some have been skill check heavy. Got any clue which is going to be more indicative of your game style?

Gideon (Human Inquisitor of Aroden) is actually a ranged character.

Liberty's Edge

AdAstraGames wrote:


Question for Jeremiziah:

Some PBP games I've seen have been combat heavy, some have been skill check heavy. Got any clue which is going to be more indicative of your game style?

Thanks for the tally, that's helpful.

I hope to achieve an even balance of those two aspects of the game, honestly. I know that's sort of a cop-out answer, but it's the truth. If I had to lean one way or the other, I'd probably say that skill checks might be (an infinitismally small amount) more useful than pure combat ability. Trust me, though, there will be plenty of fighting. :-)


If there is any character concept i listed that you want more detail on, I'd be happy to accommodate, but at this point its hard to go back and add more, didn't want to post again and muddy the water so to speak.


Thanks for the correction, Barcas. I'm not terribly familiar with the Inquisitor class. Seems to be sort of a divine powered bard with more focus on self buffs and ranged damage than party buffs and ranged weapons.

I'd had both Inquisitors tallied as a Divine caster and more or less left it at that.

Freya Gilles is another arcane caster. Not terribly familiar with the Witch as a class, either.

We're now at 14 concepts jockeying for 4 slots and 2 alternates.


Jeremiziah wrote:
If I had to lean one way or the other, I'd probably say that skill checks might be (an infinitismally small amount) more useful than pure combat ability. Trust me, though, there will be plenty of fighting. :-)

Thanks. That helps.

I'm trying to decide how to split Semenya's niches between being the party talker/data extractor and fire magic thwackoomenator. With enough Stealth and Perception that that 120' darkvision doesn't go to waste.


AdAstraGames wrote:
We're now at 14 concepts jockeying for 4 slots and 2 alternates.

Quite a lot of fantastic concepts out there too. I suspect Jeremiziah is going to have a rough choice before him, particularly with a day and a half more to go before the selections are made.

Liberty's Edge

If the submissions stopped now, I'd have a rough choice! I'd like as many options as I can get, though, so the extra day-and-a-half is a good thing. Next week will be when the real fun starts, looking forward to it!


Jeremiziah, this is blatant self promotion on my part.

However, you might want to look at Minimus.

In particular, many of the character generation techniques will help players not only come up with backgrounds, but with backgrounds that link together and which can be tied directly to NPCs in CoT and into the plot arc of CoT.

Page 4 is a concise description of the techniques I use when running a tabletop game, with the relationship maps between players, their attendant NPCs and the antagonist and their attendant NPCs. It also tends to spread out some of the descriptive load a little bit.

(Everyone else who's looking to flesh out a concept is welcome to look at it - the RPG is donation-ware - so you can read it before you decide if you want to pay for it.)


One trait and that is the AP trait, correct or one other?

Concept: Jan Whetstone was considered a talented fighter back in his home town, until the day came where his own family turned on him and exiled him. He was accused of killing another dwarf in cold blood with his weapon found nearby. Jan knew the real reason, new people were in charge and pushed him out as they knew his connections to the old traditions and rulers might start a revolution.

Jan travelled long and hard to get to this city, the nearest possible where he felt he could do the most good. Upon arriving here he noticed many suspecious things going on, most importantly the people who dissappeared and then the next day when he asked about them people would act as if they never existed. Being stubbern and hard-headed he continued to search for these people, getting into many arguments with anyone who blocked his path and dragging around a reputation of Notorioty.

What hurt him most was that one of these people who went missing was a young woman who had lost her own father in a similar way. He promised her that he would try to find him but not long after that happened she too stopped existing and he grew so angry with the keeper of the Tavern he was in that he smashed a nearby chair to intimidate him, but he remained tight lipped. He looks for Larina now in hopes to find her and the others that went missing still alive.

Will need to alter the stats. I used the template off another character so I need to change a few things.


To the best of my knowledge, and backed up by other character sheet examples, it appears to be one CoT Trait, and one "Generally Available" Trait.


AdAstraGames wrote:
To the best of my knowledge, and backed up by other character sheet examples, it appears to be one CoT Trait, and one "Generally Available" Trait.

okey, ty.


Jeremiziah wrote:
If the submissions stopped now, I'd have a rough choice! I'd like as many options as I can get, though, so the extra day-and-a-half is a good thing. Next week will be when the real fun starts, looking forward to it!

Thanks for not cutting it off yet! After reading through some of the submissions you already have, I think this is a game I'd like to join in if I make the cut. I'm working on the character now!


For your consideration... Rauno Redpath, a Varisian half-elf wizard far from his home.

Spoiler:

Rauno Redpath is a long way from Varisia, and he never felt that more acutely than when his mother disappeared.

Rauno was born to a Varisian woman. His mother had left her caravan family for several years to experience the life in a big city, but stayed within Varisia. She adapted well, finding great success as an actress and street performer, but found herself longing for the intimacy of life with her clan. When she found that she was pregnant by her elven lover, she left him and tracked down the caravan again. They accepted her warmly, and she stayed with them through the birth and beyond.

As a child, Rauno was raised in the travelling caravan, meandering from one Varisian town to another. The clan was tight-knit, and Rauno was accepted despite his half-elven heritage. His childhood was grand, and he spent a great deal of time in the wild. It wasn’t until one autumn eve that everything began to change. The caravan had picked up a traveler, a bookish wizard, who was seeking passage to an obscure ruins site that the caravan sometimes passed. An early winter storm came, and the caravan hunkered down to wait it out. Several days passed, and Rauno spent a good deal of time with their visitor. By the time the storm cleared, Rauno was already showing remarkable talent with wizardry. When his mother saw this amazing talent she knew what she had to do.

Once again, his mother left the caravan with Rauno in tow. She tried tracking down his father to see if he could aid in Rauno’s magical training. The trail led to Cheliax, but disappeared there. Not ready to give up, she took up working as an actress in Westcrown and found a healthy measure of success. She was able to pay for tutors for Rauno and lead a comfortable lifestyle. This continued for several years and ended abruptly when his mother disappeared.

No one could say what happened to her. Rauno vacillated back and forth between mourning her and denying the loss of her. He could no longer afford the tutors and his education stalled. His demeanor grew darker, and he spent his days and nights stalking the city, working odd jobs where he could, but mostly just watching. He began listening to those individuals that most dismissed as paranoid. They whispered of strange forces in the city, acting behind the scenes, controlling things. The more he watched, the more he came to believe these things. He frequently had run ins with various authority figures, and always managed to wiggle his way out, whether by clever talk, pure stealth or discreet use of magic. As time has passed, he has mostly given up on ever finding out what happened to his mother. He continues his search into these mysteries. If he gets to the bottom of it, perhaps he will expose it, or perhaps he will use it to continue his rise in power.

Only one thing is certain: he cannot go back to Varisia. Bitter and jaded, he would no longer fit in with his clan and he couldn’t face them with the loss of his mother. He clings to some elements of his past life: garish elements of clothing or light humor when he snaps away from his usual dark mind frame. For better or worse, this is his home now and he will make sure his mother’s sacrifice was not in vain.

-----------------------------------------------------------------

Rauno will start as a true neutral half-elven wizard (transmuter) with favored classes of wizard and ranger. His traits would be fast talker (he learned to bluff watching his mother and his clan, and perfected it evading trouble as he investigated the strange going-ons in the city) and Conspiracy Hunter. At second level he will probably multiclass into ranger, reflecting his efforts stalking the city looking for clues to conspiracies, following and evading people, etc. Depending on how play and the story went, he would probably keep going as a wizard, though he may consider something like an eldritch knight.

Having discovered the city’s distrust of half-elves, Rauno does his best to conceal that portion of his heritage and play up his Varisian roots. His long dark hair is usually loosely braided in the back, allowing it to spill down on the sides to hide his ears. His clothing would be plain and non-descript if it weren’t for the colorful scarves he wears. The scarves are chosen careful so that colorful ones can quickly be tucked away if stealth is called for, and ones with darker, richer colors can be used to cover his lower face and hands to aid in sneaking. He wears his clothes loose to help conceal how slight his frame is.


Jeremiziah,
I want to thank you for starting up this game and I am very excited to see how this game turns out... that being said I unfortunately must drop out of concideration. My work just started bloking Paizo today so I will be unable to post regularly. I will be keeping an eye on the game though so if my situation changes and you ever need a new player maybe I'll be able to get in.
Thanks Again,
Evan


I've added Rauno, Jan and Freya's concepts to my local copy of the tally. We're now at 16 concepts chasing 4 slots and 2 alternates.

Edit: Removed Kayluss from the list as Evan can't play.


A bit of "mechanical" information about Freya. Obviously, she's taking the Flight hex at first level. Haven't decided on a patron yet; if she's selected, I'll probably see what seems like a good complement to the rest of the party. Alignment most likely chaotic neutral. Lost Nobility trait from the Cheliax companion; campaign trait as yet undecided.


Awve wrote:

Awve

Male forlorn Elf
Inquisitor (Desna?)
Probably go with Conspiracy Hunter and Forlorn traits.

You can also remove Awve from the list since this was also one of my submitions.

Thanks,
Evan


Forgot to do this "Dotting"


Also are you allowing Alternative class features like from the APG? If so I'd like to choose two-weapon warrior or weapon master.

Liberty's Edge

Jan Whetstone wrote:
Also are you allowing Alternative class features like from the APG? If so I'd like to choose two-weapon warrior or weapon master.

Yes, the APG is fair game.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
AdAstraGames wrote:

Thanks for the correction, Barcas. I'm not terribly familiar with the Inquisitor class. Seems to be sort of a divine powered bard with more focus on self buffs and ranged damage than party buffs and ranged weapons.

Think the Van Helsing movie and you'll have it down.

Liberty's Edge

Evan Whitefield wrote:

Jeremiziah,

I want to thank you for starting up this game and I am very excited to see how this game turns out... that being said I unfortunately must drop out of concideration. My work just started bloking Paizo today so I will be unable to post regularly. I will be keeping an eye on the game though so if my situation changes and you ever need a new player maybe I'll be able to get in.
Thanks Again,
Evan

Sorry to hear that, Evan - I understand completely, though - the work firewall is my worst fear. I've been lucky so far, though, and I hope that continues.

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