DM Darkthorne |
I am looking for five committed players who will be able to post regularly and will be enthusiastic. This is for fun! We need a variety of charaters, motives, and interests, so please consider the group dynamic when building your characters.
Title: The Black Phoenix
- Use of any races and classes in the Pathfinder core rulebook is acceptable
- 1st level
- No evil characters
- Use epic fantasy, 25 point buy
- Characters may start with maximum hit dice
- Take two traits and one campaign trait
- The game will not be simple “hack and slash,” it will involve a lot of role-playing, but do not worry; you will see plenty of action.
- The DM will roll all initiatives and control the game
- YOU WILL START WITH NO EQUIPMENT OR GOLD
- Please do not worry about this, and do not include it in your background.
- Make characters as normal with any abilities, feats, skills, and spells that you desire and are allowed.
- Please make a plausible, interesting background. You do not need to include the lack of gold and equipment. You may select your place of origin from the following:
Landrinor: The port city of Landrinor, capitol of Kreonata, on the southeastern coast.
Klontar: Klontar is a village in the mountains far in the northwest of Kreonata, where hunting is the main profession.
Turingen: Turingen is a mid-sized agricultural city in the northeastern plains.
Alior: You may choose to come from Alior, the neighboring country on the west.
Village X: You may choose to hail from a small town or village in the land of Kreonata. If you do, please also make a backstory for your village.
Please let me know if you are interested!
acidrica |
I'm certainly interested! At the moment I'm hoping for a human sorcerer of the elemental bloodline (water) from Landrinor. I recently got a new computer, and since I'm currently taking a break from school, and do schooling on line besides, I should have all the time in the world. The only possible problem is that I'll be out of town tomorrow until Sunday evening, but I can write up a background before I leave if you want. :)
DM Darkthorne |
I'm certainly interested! At the moment I'm hoping for a human sorcerer of the elemental bloodline (water) from Landrinor. I recently got a new computer, and since I'm currently taking a break from school, and do schooling on line besides, I should have all the time in the world. The only possible problem is that I'll be out of town tomorrow until Sunday evening, but I can write up a background before I leave if you want. :)
Deevor |
I'm beginning to like the idea of a half-orc paladin, with no ability to cast spells, as in the APG archetype Paladin(Warrior of the Holy Light) probably a follower of Cayden Cailen. As a follower, he is concerned with freedom and bravery. Although if another player is a cleric, there is the possibility of some shared background. Or with other fighters who may follow his god who might have been employed as mercenaries by the temple/abbey. May dip one level of fighter too.
Thinking mother's village destroyed by orcs, few female survivors who were ravished and left for dead. Mother so shamed she left the area, eventually turns up at a city/abbey very weak and ill. A cleric takes her in, she dies in childbirth and a half-orc boy is born.
Half-orc bought up by the cleric in the temple/abbey, but is unable to follow the holy orders, as he can't get the hang of prayers and divine magic. Becomes a paladin protector of the temple/abbey, often protecting his 'father' the cleric when he goes on missions for the church.
One such expedition, when the boy was not the assigned protector, his 'father' was killed by his foes (either undead or evil cult followers of Rovagug, Urgathoa or Zon-Kuthon. The boy may be on a mission to get justice and the truth about his 'father's' death, (all this can be built upon with you Mr DM.) Additionally, he wishes to bring the truth's about his god to the lands and protect good clerics everywhere.
He obviously has a thing about orcs, who he blames for his mother's demise.
Warrior of the Holy Light
Some paladins use their gifts to focus on the holy light that shines within their souls. With the gifts of purity and redemption, these paladins spend much of their lives helping others find the true path. Unleashing this power takes patience and comes at a steep price. Warriors of the holy light have the following class features.
Power of Faith (Su)
At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.
At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Shining Light (Su)
At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.
This ability replaces aura of faith.
Stomphoof |
To DM Darkhorse:
Would you be interested in a human monk who is self taught (from a book he found detailing martial art teachings) and is out to find more books from this master, as well as perfecting his skills?
I am getting ready to make a human monk and saw your game and figured that he would be a good fit. The idea behind him basically is going to be a young man from a small farming community who one day finds a buried book detailing the teachings of an old martial arts master. Some of the book is damaged, so he can only make out some of the basic forms and manuevers, and he fills in the rest with his own creations.
Teaching himself in secret, he manages to keep it that way until some thugs come into town to start trouble. Without thinking he goes to defend his family from them, and ends up greatly hurting a few with his self taught skills. His parents see this, and realizing that their son has greatness in him urge him to go out into the world and see if he can learn more, and train himself more.
Thus begins his journey into the wild world.
DM Darkthorne |
** spoiler omitted **...
monk or sorcerer (draconic bloodline) or quite possibly a multiclass of the two...
A self-trained Monk
I have not yet decided campaign traits. There is a list of traits here: APG Traits
Pick two from this list that fit your background. I will award each player a bonus trait when the backgrounds are presented to me.
Deevor |
How set are you on the orc-paladin?
The race should be Half-orc so that is a Core class.
The race should be Half-orc so that is a Core class, its just the archetype that is different. The powers essentially replace the spell powers, the other paladin powers, mercy, various auras, etc are still part of his class. The only thing he doesn't do is divine spellcasting or use any magical wand, scroll etc.
All the powers described are additional to the core class powers described in the PRPG Core Rulebook. With the one exception, at 14th level. Then there is a minor change of power at 14th level, when aura of faith is replaced with a different power.
Stomphoof |
Stomphoof wrote:A self-trained Monk** spoiler omitted **
I have not yet decided campaign traits. There is a list of traits here: APG Traits
Pick two from this list that fit your background. I will award each player a bonus trait when the backgrounds are presented to me.
I am going to create a board alias for the guy when I am done (should be done with him in the next 2 hours) and will post here when I am done.
That way you can just look at his profile. I did finish his backstory though:
The small farming commune of Norfa was isolated from most of the world by virtue of its location. Hidden in a small valley the people who had settled there had, over the last 50 years, created a small paradise for themselves. While it was not the easiest place to live, all the families knew each other and pitched in to help. One of the families, a group of apple farmers called the McCuen's, was known around the commune as being tough but friendly, and generous to all those who were a part of the group. Marric and Nancy were a happy pair, and they had one son, a young lad they named Roger.
Norfa had been founded by a group of settlers who left Turingen looking to setup their own land and town. Mostly made up of families who had nothing of their own in Turingen, the settlers faced biting cold from the mountains until they located the pleasant valley. The only contact they had with the outside world was a when they would leave town to go sell things at the market in Turingen, which usually took a month of travel to and from the city. On a few occasions, Marric took his son Roger with him to sell the apples the McCuen family grew.
It was on one of these trips when 10 year old Roger, during one night when the caravan had setup camp, discovered some old ruins hidden in a copse of trees off the road. Digging around, as young children do, he found a ratty book filled with strange pictures of men in odd poses. Marric had been teaching his son to read and do numbers, so the boy could take over the fathers duties with selling the apples when he got older, so Roger knew that the script was in common. But it named things like "Floating Eagle Stance" and other strange things. The boy knew he had found something special, so he wrapped up the book in his cloak and snuck it back into camp, hiding it in his pack.
Over the next several years Roger read the manual, and as he grew older he began to understand that it was some sort of training manual for a fighting style. It entranced him, and he began at the age of 13 to teach himself how to practice it. The book had been written by a "Master Tai Long", and while parts of the book were very damaged, Roger learned much. Between the work in the orchards and his own training with the book, Roger began to grow leaner, the muscles in his arms standing out. His parents just assumed that he was working extra hard, not knowing that at night in the barn he was practicing punches and kicks.
During the year when Roger turned 17, an event occured in the village that changed everything. Over the years, as the caravans had visited Turingen, people had begun to settle into the Valley, which had become known as Paradise Valley. The village had yet to grow large enough to be a true town, so it had no real defensive force to speak of. This came to a head when a group of bandits decided to assault the village, which they assumed to be easy pickings.
When the attack happened, Roger had been practing a particular confusing move which the book called "Snake Opens Wine Bottle", which involved the person jumping feet first at a target while twisting in mid air like a corkscrew. When Roger heard his mothers screams he ran outside to find his father and mother being threatened by a pair of shaggy haired youths weilding short swords. Without thinking Roger charged into the fray, his toughened hands and feet lashing out into the youths, breaking bones and shattering teeth. The youths tried in vain the hit Roger, but he dodged, his training coming to the fore. Within moments, he had the two young men on the ground bleeding from several shattered limbs. He checked on his parents and once satisfied that they were fine, ran into the village to help defend it. Over the course of the day he took down several of the bandits bare handed to the amazement of the villagers, and assisted in saving the commune.
That night, his parents confronted him about his sudden skills. He showed them the book and told them the story of how he found it. Nodding, his father suddenly beamed and hugged him. He explained that he always knew his son was going to do great things, and that he should use his skills in the world for the good of all. Smiling, Rogers mother agreed. Within the next few days several other villagers stopped by and thanked young Roger, and gave him gifts. All the while Roger thought of what his parents said. Going out into the world to make a name for himself was a huge step for the 17 year old lad. Then he remembered his book. If he could find more texts by the same master, or from other masters, he could perfect his art. The next day he told his parents that by the end of the week he would be leaving home to seek his fortune, but swore to visit from time to time. His parents gave him some coins, food, and basic equipment, and he left. Thus began Roger's journey into the world.
That enough background for ya? Hope ya dont mind me taking liberties to name a few things :)
Grunty McGrunts |
Greetings - A friend of mine and myself are very interested in joining your campaign. The idea of starting with nothing but peasant clothes is intriguing. I have created a half-orc barbarian with little/no background that I was going to use for another campaign that ended up falling through - would that be adequate?
We are actually both willing to make completely new characters to accomodate any classes that the group lacks. We are both relatively new players (about 400 posts into our first campaign). Would you have any interest in allowing us to join?
acidrica |
Here's my backstory. I kept most things vague because I don't know much about the setting. I can add more/change things if you wish.
Kale grew up and was born in Landrino. He grew up in a fairly religious family devoted to -insert generic LG deity here-. His mother was a kind and loving priest, though his father was a fairly temperamental and stern man. His childhood was simple and easy, mostly due to his father's work as a merchant, which kept more than enough food on the table. Things didn't get difficult until Kale's sister, Lydia, was born when he was about 7. There were complications with his mother's pregnancy, and she died in childbirth.
Without a mother around, Kale had to learn responsibility at a young age, and found himself having to help take care of his sister as he grew older. However, instead of resenting Lydia, he saw her as the last remaining link to his mother. His relationship with Lydia became more and more important to him as he grew older, and his father grew more and more difficult to live with. While he never beat Kale, he would scream and yell at him if he didn't follow his directions to the letter. While Kale clung to his sister after his mother's death, his father clung to his late wife's religion. He'd have his two children perform services every day, and began to raise Kale with the intention of having him go into the priesthood, though this didn't become apparent to Kale until he was in his teens.
Kale didn't want to be a priest. In fact, he'd rather do anything but be a priest, even if it meant being a fisherman for the rest of his life. Despite his late mother's profession, Kale associated religion with his dad and long, boring ceremony. The more he thought about it, the more he realized that being a fisher wouldn't be so bad. The sea seemed to call to him, and he -did- visit the docks every chance he could get.
Eventually, Kale made his thoughts known to his father. It didn't end well. They argued for hours, until Kale was finally kicked out of the house. Angry and frightened, Kale roamed the streets of Landrino that night. He was only 16, and so presented an easy target to some muggers looking for an easy mark. They cornered him in an alley, and when they found that he had no money on him, they began to take their frustrations out on the boy. Heart still racing from the argument with his dad, Kale snapped once he felt fist hit his face. With an angry scream, he drew back a punch with everything he had, and...missed. That was all it took to drive him over the edge. Just beyond his hand, ice cold water formed and shot out at one of the muggers, hitting him in the face and knocking him out. Then, in a blast of light, Kale fired out a missile at the mugger who had hit him, striking the man in the chest and causing a fatal wound. The third mugger ran.
Kale was horrified at what he'd done. He ran back home and begged forgiveness from his dad. His father let him in without asking about the bruise on his son's face. In the days that followed, Kale tried to forget about that night. His dad was very critical of arcane magic, and he saw his power as a punishment from the gods. Curiosity though, eventually got the better of him, and he began practicing with his powers when he thought nobody was looking. Mostly he'd move various objects without touching them, though sometimes he'd create light with a snap of his fingers.
He was lucky. His dad never found out, and Kale was able to convince Lydia to never tell anyone. He continued to practice his abilities alone until the day he was made to serve at a temple. He studied with priests until he turned 19, after which he left of his own volition. He'd watched many of his fellow priests in training do miracles with power granted by the gods, but Kale's faith was never strong enough. His mother's god had let her die, so why should he worship him/her? Some of their doctrines made no sense to Kale, and he began to suspect more and more that he shouldn't be ashamed of his natural ability. He is either heading home to have a final confrontation with his dad or spending his last night at the temple when the game starts.
Tanner Nielsen |
Dieter Stolzdorf, Human Bard
Dieter was born the son of a Landrinor nobleman and a prostitute. Though his father doted on his paramour and their bastard son for the first few years of Dieter's life, the same lack of discipline that led him into the arms of a whore also led him into ruinous gambling. Crippled by debts to underworld players, Dieter's father was forced to sell most of his birthright to avoid a knife in the dark. Squandering what little was left on drink, his last act before disappearing was to bestow on Dieter's mother his signet ring before he fled his their home in shame. Dieter never saw him again, nor learned his name beyond 'Papa.'
His mother's love wore thin rather quickly at the prospect of feeding two mouths. Dieter's birth and the subsequent years did little to improve her ability to sell herself. The boy was shuffled off to a workhouse in exchange for a small pouch of silver. The next few years were spent in mindless toil and petty errands for. Success was not rewarded, and failure was swiftly punished.
After just reaching his teenage years, Dieter escaped servitude and found his mother, wasted away from disease and alcohol. Feeling regret for once in her life, she begged for forgiveness. Dieter left his mother to find solace and companionship in a local theatre troupe. He has lived the past few years in the care of the actors and singers, learning oration and control of the crowd. He looks forward now to making his mark on the world.
DM Darkthorne |
To all:
This will be an exciting campaign and we will probably want to try to post once a day at least. If this is difficult, I understand, but let me know if you will be out for a while so I can work the story around it. When creating characters, please observe the other posters and try not to make any duplicates. When characters are finished, please post their profiles in a spoiler on this board for my review.
So far, we're looking at, tentatively:
An Elemental water sorcerer
A Half-Orc Paladin
A Human Monk
A Human Bard
A...Grunty? (perhaps Cleric)
And a Grunty's friend... I like to give the new guys a chance to play! (perhaps rogue)
Stomphoof |
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **
To all:
This will be an exciting campaign and we will probably want to try to post once a day at least. If this is difficult, I understand, but let me know if you will be out for a while so I can work the story around it. When creating characters, please observe the other posters and try not to make any duplicates. When characters are finished, please post their profiles in a spoiler on this board for my review.
My Alias is Roger McCuen (the above guy) but here is the full profile / character sheet in Spoiler Form. I made up the Campaign Trait for now based on what you suggest earlier. I can easily change it to fit what you want.
EDIT: Oh and I am totally new to PBP, but I have been playing and DMing D&D (2nd ed and up) for about 11 years now. And I have done alot of Freeform RPing on forums. So I am not a complete newbie ;) And if my background doesn't show it I do now how to 'paint a scene'
Name: Roger McCuen
Race: Human
Size: Medium
Gender: Male
Height: 6'
Weight: 180lb's
Hair: Red
Eyes: Blue
Languages: Common
History:
The small farming commune of Norfa was isolated from most of the world by virtue of its location. Hidden in a small valley the people who had settled there had, over the last 50 years, created a small paradise for themselves. While it was not the easiest place to live, all the families knew each other and pitched in to help. One of the families, a group of apple farmers called the McCuen's, was known around the commune as being tough but friendly, and generous to all those who were a part of the group. Marric and Nancy were a happy pair, and they had one son, a young lad they named Roger.
Norfa had been founded by a group of settlers who left Turingen looking to setup their own land and town. Mostly made up of families who had nothing of their own in Turingen, the settlers faced biting cold from the mountains until they located the pleasant valley. The only contact they had with the outside world was a when they would leave town to go sell things at the market in Turingen, which usually took a month of travel to and from the city. On a few occasions, Marric took his son Roger with him to sell the apples the McCuen family grew.
It was on one of these trips when 10 year old Roger, during one night when the caravan had setup camp, discovered some old ruins hidden in a copse of trees off the road. Digging around, as young children do, he found a ratty book filled with strange pictures of men in odd poses. Marric had been teaching his son to read and do numbers, so the boy could take over the fathers duties with selling the apples when he got older, so Roger knew that the script was in common. But it named things like "Floating Eagle Stance" and other strange things. The boy knew he had found something special, so he wrapped up the book in his cloak and snuck it back into camp, hiding it in his pack.
Over the next several years Roger read the manual, and as he grew older he began to understand that it was some sort of training manual for a fighting style. It entranced him, and he began at the age of 13 to teach himself how to practice it. The book had been written by a "Master Tai Long", and while parts of the book were very damaged, Roger learned much. Between the work in the orchards and his own training with the book, Roger began to grow leaner, the muscles in his arms standing out. His parents just assumed that he was working extra hard, not knowing that at night in the barn he was practicing punches and kicks.
During the year when Roger turned 17, an event occured in the village that changed everything. Over the years, as the caravans had visited Turingen, people had begun to settle into the Valley, which had become known as Paradise Valley. The village had yet to grow large enough to be a true town, so it had no real defensive force to speak of. This came to a head when a group of bandits decided to assault the village, which they assumed to be easy pickings.
When the attack happened, Roger had been practing a particular confusing move which the book called "Snake Opens Wine Bottle", which involved the person jumping feet first at a target while twisting in mid air like a corkscrew. When Roger heard his mothers screams he ran outside to find his father and mother being threatened by a pair of shaggy haired youths weilding short swords. Without thinking Roger charged into the fray, his toughened hands and feet lashing out into the youths, breaking bones and shattering teeth. The youths tried in vain the hit Roger, but he dodged, his training coming to the fore. Within moments, he had the two young men on the ground bleeding from several shattered limbs. He checked on his parents and once satisfied that they were fine, ran into the village to help defend it. Over the course of the day he took down several of the bandits bare handed to the amazement of the villagers, and assisted in saving the commune.
That night, his parents confronted him about his sudden skills. He showed them the book and told them the story of how he found it. Nodding, his father suddenly beamed and hugged him. He explained that he always knew his son was going to do great things, and that he should use his skills in the world for the good of all. Smiling, Rogers mother agreed. Within the next few days several other villagers stopped by and thanked young Roger, and gave him gifts. All the while Roger thought of what his parents said. Going out into the world to make a name for himself was a huge step for the 17 year old lad. Then he remembered his book. If he could find more texts by the same master, or from other masters, he could perfect his art. The next day he told his parents that by the end of the week he would be leaving home to seek his fortune, but swore to visit from time to time. His parents gave him some coins, food, and basic equipment, and he left. Thus began Roger's journey into the world.
Appearence:
Roger is lanky and obviously muscular. In combat he moves with a fluid grace, but outside of it he seems shy and moves as if trying to hide something. He has a shock of bright red hair which he keeps cut close, and his eyes are a bright blue. His skin is sunburned from being outside so much as well. His face is almost constantly set into a grin.
Personality wise Roger loves to help people. Growing up in a farming commune taught him that only by working together can people accomplish greatness. He tends to think of others first beyond himself. His one passion in life however is his training. Roger seeks to perfect the art which has consumed him since he was 10 years old.
Class: Monk
Level: 1
Experience Points: 0
GP: 0
Alignment: LG
Homeland: Norfa Village, in Paradise Valley
Deity: Any (he prays depending on the situation)
HP: 9
Speed: 30
BAB +0 (Flurry of Blows -1 / -1)
STR: 14 +2
DEX: 18 +4
CON: 12 +1
INT: 10 0
WIS: 16 +3
CHA: 8 -1
Defenses / Saves:
Total / Armor / Shield / Dex / Wis / Nat Armor / Misc / Base
AC: 18 / 0 / 0 / 4 / 3 / 0 / 1 (Dodge) / 10
Touch: 18
Flatfooted: 13
Total / Base / Mod / Special
Fort: +4 / 2 / 1 / 1
Ref: +6 / 2 / 4
Will: +5 / 2 / 3
Combat Maneuvers:
Total / BAB / Str Mod / Size Mod / Dex Mod / Base
CMB: +2 / 0 / 2 / 0 / 0 /
CMD: +15/ 0 / 2 / 0 / 3 / 10
Weapons:
Name / ATK Bonus / Crit Range / Type / Range / Damage / Special notes
Unarmed Strike: +5 / x2 / Light, Natural / Melee / 1d6+2
Flurry of Blows: (+4 / +4) / x2 / Light, Natural / Melee / 1d6+2 x2(2 Attacks at -1 bonus)
Armor Items:
Name / Bonus / Type / Check Penalty / Weight
NA
Feat List -
Weapon Finesse: Dex Mod instead of Str Mod to attack bonus with Light/Natural Weapons
Scorpion Style: (Monk Bonus Feat) Make a single unarmed attack as a standard action. If it hits, deal normal damage and the targets base land speed is reduced to 5ft for a number of rounds equal to my Wis Mod (3) unless it makes a Fort Save (DC 10 + 1/2 Char Leve + Wis Mod) DC 14
Dodge: (Human Bonus Feat) +1 Dodge AC Bonus. Lose this if I lose my Dex Mod to AC
Improved Unarmed Strike: Considered armed even when unarmed. Do not provoke AoO striking unarmed. Can do lethal or subdual by choice
Stunning Fist: Declare that I am using this prior to attack, and make a normal unarmed attack. If it hits, deal normal damage. Target must make a Fort Save (DC 10 + half char level + Wis Mod) or be stunned for 1 round (just before my next turn). If immune to crit hits its immune to this. Can do it once per day per monk level. Current DC 14
Traits/Class Features/Special Abilities:
Proficient with: Club, Crossbow (Light or Heavy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Sai, Shortspear, Short Sword, Shuriken, Siangham, Sling, Spear
Flurry of Blows: Can act as if I had Improved 2 Weapon Fighting when using my fists, treating my BAB as my Monk Level.
Trait - Resilient: +1 Fort Saves (living in the wilds has given Roger a tougher stomach, do to not always having fresh food to eat / fresh water to drink)
Trait - Poverty Stricken: +1 to Survival Checks, and its always a class skill (when travelling sometimes Roger and his family had to forage for food)
Campaign Trait - Master Long's Teachings: Training from the "Book of Long" has granted Roger a +1 Circumstance bonus to Unarmed Attack Rolls.
Skills:
Name / Ability / Ranks / Trained / Mod Bonus / Total
Class Skills:
Acrobatics / Dex / 1 / 3 / 4 / +8
Climb / Str / 1 / 3 / 2 / +6
Perception / Wis / 1 / 3 / 3 / +7
Survival / Wis / 1 / 3 / 3 / +8 (+1 from Trait)
Non Class / Non Trained Skills:
Craft (Weapons) / Int /
Craft (Alchemy) / Int /
Disable Device / Dex /
Heal / Wis /
Knowledge (Arcana) / Int /
Knowledge (Engineering) / Int /
Spellcraft / Int /
Bluff / Cha
Diplomacy / Cha
Disguise / Cha
Escape Artist / Dex
Fly / Dex
Handle Animal / Cha
Intimidate / Cha
Knowledge (Nature) / Int
Knowledge (Dungeoneering) / Int
Knowledge (Geography) / Int
Knowledge (History) / Int
Knowledge (Local) / Int
Knowledge (Nobility) / Int
Knowledge (Planes) / Int
Knowledge (Religion) / Int
Linguistics / Int
Perform / Cha
Profession / Wis
Ride / Dex
Sense Motive / Wis
Sleight of Hand / Dex
Stealth / Dex
Swim / Str
Use Magic Device / Cha
Gear / Inventory / Equipment:
None!
Creation Notes (GP / Stat Generation)
For Stats: Everything Starts at 10:
25 Starting Points.
Cha to 8 (up to 27 points)
Dex and Wis up to 16 each (7 points left)
Str to 14 (2 left)
Con to 12 (0 left)
+2 to Dex, Human Bonus
STR 14
DEX 18
CON 12
INT 8
WIS 16
CHA 10
Grunty McGrunts |
My experience so far is only playing as a Paladin (playing on table-top and in post). Like I said, we'd gladly fill in whatever you need. If you would like a fighter I could definitely be a fighter or cleric and my friend could easily be a rogue or anything else you'd like. We're both very committed and would rarely post as little as once a day.
Dieter Stolzdorf |
Here is the character for Tanner Nielsen.
Dieter Stolzdorf
6’0”, 150lb, black hair, brown eyes, 25 y.o.
–––––––––––––––––––––––––
Human Male Bard 1
Lawful Neutral
Languages: Common
–––––––––––––––––––––––––
AC 13, touch 10, flat-footed 10
CMD 13
Fortitude +4 (+2 base, +2 Con)
Reflex +5 (+2 base, +3 Dex)
Will +0 (+0 base, +0 Wis)
HD 1d8+3; HP 11/11
–––––––––––––––––––––––––
Str 10, Dex 16, Con 14, Int 10, Wis 10, Cha 18
–––––––––––––––––––––––––
Spd 30ft
Initiative +5
CMB +0
Base Attack +0
Melee:
Ranged:
–––––––––––––––––––––––––
Class Features
Bardic Knowledge (Ex) - A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. (+1)
Bardic Performance (Su)
He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. (8/day)
Starting is a standard action, maintaining is a free action. Changing a bardic performance is a standard action. A bard cannot have more than one bardic performance in effect at one time.
Countersong - Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw.
Distraction - Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw. If a creature within range of the distraction is already under the effect, it gains another saving throw.
Fascinate - Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Inspire Courage - To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Cantrips (Sp) - Bard's learn a number of cantrips, or 0-level spells, as noted. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells Known (4/2) / Spells per Day (--/2)
0 - detect magic, ghost sound, prestidigitation, read magic
1 - charm person, silent image
–––––––––––––––––––––––––
Traits
Reactionary - +2 initiative checks.
Charming - +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
–––––––––––––––––––––––––
Feats: Point Blank Shot, Precise Shot.
Skills (6 class, 1 race)
Acrobatics +4 (1 ranks, 3 class, 3 Dex)
Appraise +4 (1 ranks, 3 class, 0 Int)
Perception +4 (1 ranks, 3 class, 0 Wis)
Perform (oratory) +8 (1 ranks, 3 class, 4 Cha)
Perform (act) +8 (1 ranks, 3 class,4 Cha)
Stealth +7 (1 ranks, 3 class, 3 Dex)
Use Magic Device +8 (1 ranks, 3 class, 4 Cha)
–––––––––––––––––––––––––
Possessions: .
Weight: 0.0lb
Load: Light
–––––––––––––––––––––––––
Dementia Walker |
I would love to join a new game, haven't been able to play for a couple of months and would easily be able to post at least once a day. I have a couple of character ideas.
Human Cleric, that is (or thinks he is) a demi-god
Human Bard, based off the pied piper
Human Rogue, that used alchemical arrows. Based off of Garret from Thief
Me'mori |
The study of combat was a different thing. Sure, he understood the motions, but each item as an extension was subtly different. Unsatisfied, he continued to study as armsman. Other things came from there. He had learned the body, so pains were not very difficult. Common roots to many things led him to understand history.
Occupations were time-consuming in Landrinor, just as much as anywhere else, despite the benefits of some and the necessity of others. Most expedient was gambling, despite the.. "uncertainty" of some situations. The money was to provide for his continued study, nothing more.
Dillan Surestep |
Posting for Azoun
Making a slight bow, "Dillian Suresteps the name and," His eyes fall on the attractive blonde in the corner, "Is that your wife?"
"No." Smiling, "Well i'll just be a moment. " Righting himself, adjusting his hair and his clothing he walks over to the woman who you see quickly blush. In a short few breaths she gets up with him and they exit the building.
DM Darkthorne |
Azoun The Sage |
DM
Just curious, how would the character not be successful? All the features of the trapman and with some diplomacy for RP flavor. :D I know there was a bard and so I made the rogue at your request, obviously after I offered to make one.
In the end it's your game and i'm sorry I couldn't make something worthy of it, the thought of no memory and no gear intrigued me.
In regards to several campaigns, i'm only in two: I'm running one, and playing in one.
Thanks for you time and I hope the game goes well! I'll probably pop in to read the game thread, the concept is intriguing!!! :D
Dementia Walker |
I apologize it took me so long to get my character up the site was down for most of the day yesterday and when it went back up I fried my computer and had to go buy a new one. well here is my character.
Edit: was having trouble with the link for a second there. it should be working now.
Arvind "The Hammer" Grunwald |
Posting for Deevor.
Character under construction...but its a start...
Sorry about the hammer bit, but I'm reusing the name for a character that didn't get anywhere as a dwarf, so better luck this time as a half-orc. I'm in several games, and try to post daily except weekends when family time comes to the fore.
As I said, I'm not sold on a particular deity, if it would help the background story.
DM Darkthorne |
Student of The Lost Tome Earlier in your life, you discovered a mysterious book or writings buried in an odd, obscure, or difficult to get to place. Through careful study of this book, you have learned much. You gain a +1 trait bonus on Knowledge (History) and Knowledge (Religion) skill checks. You also gain a +1 trait bonus on any one class skill.
Your class-related skill will be acrobatics.
The correct for this is [sppoiler =(insert name/title here)] (insert text here) [/sppoiler]
Please also note that I have spelled spoiler incorrectly only to demonstrate the proper form.
Your story is certainly good, but bear in mind that a cleric channels energy related to his alignment, and if creatures are also chaotic, they will not be affected by your powers. Please change your alignment to chaotic or neutral good. This is still okay with Gozreh.
Also, as a cleric, you will be instrumental in keeping people alive. Please consider the following traits.
Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Tiny Coffee Golem |
If you haven't filled up I have a character concept I've been wanting to play.
He's a charismatic halfling rogue named Cousin Schmitty. He prefers to be called "cousin" by everyone regardless of race. Mechanically he's basically a standard skill monkey, but roleplaying wise he's got that old school Kender penchant for getting himself into and out of trouble. He's got a good heart, but sometimes "borrows" things and forgets to put them back in people's pockets where he found them. :-)
I have a boring job with Internet access and play no other pbp's, so I'll be a very regular poster. I'm new to pbp, but I've been playing tabletop for over 15 years. If you're interested in having me as a player just let me know and I'll flesh out Cousin Schmity.
Thanks in advance.
Tiny Coffee Golem
DM Darkthorne |
Tiny Coffee Golem
Re: Yes, I would say something with dexterity. Perhaps daggers or a bow, or both.
Voem Cubskel |
Posting for Gruny McGrunts
@ DMDT
I have finished making my character save for the background, which I will begin working on as soon as I am able. Thank you for being so nice to me as a new player. I regretfully believe that my friend will now be unable to join the campaign. Sorry about that.
Please feel free to review my character to make any suggestions/ see if I have made any mistakes.
Arvind "The Hammer" Grunwald |
No once I get in a game I am committed, many of the other games I'm in a struggling a bit at the moment, posting quite infrequently. So I like games that have players posting once a day or more. I have no worries about contributing.
I just wanted you to know, so that if you wanted just people with few games then you could.
Dementia Walker |
Also, as a cleric, you will be instrumental in keeping people alive. "
As a cleric I channel Positive energy as far as I can tell from reading the Players guide, there is a feat that would allow me to channel chaotic energy verses outsiders but other then that all my spells should effect anyone of any alignment. The only thing that I can find that my alignment would affect is my aura at higher levels. of course if you want me to change my alignment to fit better into your idea of how the party should be that is fine just let me know.
As far as the other two traits, I feel that the ones I picked work for my character. From what I read in the Players guide Channeling positive energy or healing someone with a healing spell also stabilizes a character. so if I am close enough to touch them it should be a moot point anyway
DM Darkthorne |
Ear for Music (NG): You spent countless hours of your youth in one of your goddess’s temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
wraithstrike |
I am looking for five committed players who will be able to post regularly and will be enthusiastic. This is for fun! We need a variety of charaters, motives, and interests, so please consider the group dynamic when building your characters.
- The DM will roll all initiatives and control the game
What does controlling the game mean?
DM Darkthorne |