Recruitment for Home brew pathfinder setting, high fanatsy


Recruitment

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Looking for 4/5 players. Set on Golarion, 20point build, starting at level 1. max starting wealth for that character. Players can use any pathfinder book to build, NO 3RD PARTY, and standard races only.

(DM is on GMT, but will accept players from any time zone. All I ask is one post a day minimum. accept between dates 23rd till 27th December, IF game starts before then.)

Bit of background;

Magic doesn't exist everywhere. Only gods and the fallen have powers beyond mortals. That is of course, except for the fabled chosen ones.(this is where you come in, you would be building a chosen one)

Before time began the Gods squabbled over who would be in charge. After many years of conflict and the worlds almost coming to an end, a decree was made. All the realms where divided amongst the Gods, no one god could rule more than one realm and no realm was greater than the next.

It was rumored however that; whom ever controls the mortal realms in it's entirety, controls the afterword. Whom ever controls the afterword controls life, death and all the realms in between.

Prophecy stated the obvious (as prophecy so often does) When it was predicted that some day, someone will try to do just that. Will try to control the mortal realms and therefore attempt to control everything.

If this person where to succeed then the mortal world is doomed. It will be destroyed to prevent it from being taken. The gods would rather lose one realm than lose them all.

Do not lose hope. For the universe is all about balance. If someone comes along with the desire to rule it all then someone will come along with the desire to prevent that.

These are known as the chosen ones, Chosen to save the world. or so the prophet thought......


This sounds... interesting to say the least. My only minor squabble is a desire to play a magic-using char, and I have no experience, lol. Also, I'll be gone from the 26th to the 1st, but I figure thats ok.

Anywho, dotting until I have a chance to flesh out my idea, cleric maybe?, later. :)


I have loads of ideas,
but due to a self-imposed rule
"Only play races of 50% or more human DNA"
it limits my ideas a lot.


I'd be interested in playing a bladebound magus with a fun, erm, quirk. This would only happen if the gm would allow me to create my own personality for the intelligent sword that comes with the class. Failing that, i'd be fine with either a quarter staff based magus, a switch hitter ranger, or a sneaky ninja, depending on the needs of the group.


Elondor wrote:
I'd be interested in playing a bladebound magus with a fun, erm, quirk. This would only happen if the gm would allow me to create my own personality for the intelligent sword that comes with the class. Failing that, i'd be fine with either a quarter staff based magus, a switch hitter ranger, or a sneaky ninja, depending on the needs of the group.

No Magic

Op wrote:
Magic doesn't exist everywhere. Only gods and the fallen have powers beyond mortals.

a Ranger maybe,

ninja would be clear


Hmmm ranger has spells after a point, so prolly not a ranger. How about an archer type? Either fighter archer or zen archer?


I have an idea for two characters let me know what you think would work best for your game dunno about time zone I live in Missouri USA i never know what time zone im in I moved too many times haha

and also we are saying we can not be a spell caster at all? if not disregard sorc but if Im reading it right we are the exception? if so I favor the sorc have to see how party fills out

also any traits elf has two sorc has none let me know so I can edit :)

Archaouss the Serpent Elf rouge poisoner:

ARCHAOUSS THE SERPENT CR 1/2
Male Elf Rogue (Poisoner) 1
CN Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +7
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12. . (+2 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +4 (1d4+1/19-20/x2) and
. . Dagger +4 (1d4+1/19-20/x2) and
. . Dagger +4 (1d4+1/19-20/x2) and
. . Dagger +4 (1d4+1/19-20/x2) and
. . Gauntlet, Spiked +4 (1d4+1/20/x2) and
. . Rapier +4 (1d6+1/18-20/x2) and
. . Unarmed Strike +4 (1d3+1/20/x2)
Ranged Crossbow, Hand +4 (1d4/19-20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 12, Dex 18, Con 10, Int 14, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Elven Weapon Proficiencies, Rogue Weapon Proficiencies, Weapon Finesse
Traits Dirty Fighter, Poverty-Stricken
Skills Acrobatics +8, Climb +5, Craft (Alchemy) +6, Intimidate +5, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Perception +7, Sense Motive +5, Sleight of Hand +8, Stealth +8, Survival +6
Languages Common, Elven, Goblin, Orc
SQ Elven Magic, Poison Use, Weapon Cord
Combat Gear Bolts, Crossbow (10), Crossbow, Hand, Dagger, Dagger, Dagger, Dagger, Gauntlet, Spiked, Leather, Rapier; Other Gear Grappling bolt, Weapon Cord

Starting gold 240 used 145
--------------------
SPECIAL ABILITIES
--------------------
Dirty Fighter +1 damage when flanking.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Weapon Cord Attached weapon can be recovered as a swift action.

Borus Gregorovitch III:

BORUS GREGOROVITCH III CR 1/2
Male Human (Taldan) Sorcerer (Wildblooded Sanguine) 1
CN Medium Humanoid (Human)
Init +3; Senses Perception +1
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +3
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2) and
. . Dagger +0 (1d4/19-20/x2) and
. . Dagger, Punching +0 (1d4/20/x3) and
. . Unarmed Strike +0 (1d3/20/x2)
Ranged Crossbow, Light +2 (1d8/19-20/x2)
Sorcerer (Wildblooded) Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (4/day) Chill Touch (DC 15), Ray of Enfeeblement (DC 15)
0 (at will) Dancing Lights, Ghost Sound (DC 13), Detect Magic, Disrupt Undead
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 10, Int 14, Wis 12, Cha 17
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Noble Scion of War, Spell Focus: Necromancy
Skills Bluff +7, Intimidate +7, Knowledge (Religion) +6, Sense Motive +2, Spellcraft +6, Stealth +3
Languages Common, Osiriani, Undercommon
SQ Sanguine, The Blood Is the Life (6/day)
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Dagger, Dagger, Dagger, Dagger, Punching;
--------------------
SPECIAL ABILITIES
--------------------
Eschew Materials Cast without materials, if material cost is <= 1gp.
Sanguine Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
The Blood Is the Life (6/day) At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood.This ability heals you 1d6 hit points
and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modif ier. This bloodline power replaces grave touch.

Hows that?


I was under the impression that we would be the exception to that rule, hence the "chosen ones". ;)

[edit]treed[/edit]


Also azure it says magic does not exist "everywhere" not anywhere which would mean no magic but as it says everywhere guess we just need more info from dm


Same here volty


dotting..need more info as to how this world differs from a traditional world with regard to magic, and availibility of magic items.


ok in case i wasn't clear (which is often lol)

You CAN play magic wielders as normal, no penalty's etc. you don't HAVE to, any non magic character is fine to make also.

You are the chosen ones so magic is fine.

Elendor, if you want to create a personality for your sword, i'll look at it and if it's ok you can use it. I wont impose a DM made personality but if its a game breaker its out.

any more question's feel free to ask.

checking out characters now.


ok, magic items are limited. the gods will have place some on Golarion , but non can be crafted or bought in most places. however as a sneak preview characters will get magic weapons, in game. not at creation (sorry should of said in first post.)

looked at your characters Raventhorne, both seem interesting, I would be reluctant to let the wild blooded sorcerer through though.

Only the chosen ones, and gods and the fallen (wich includes demons and other magic creatures working for the enemy are imbued with it.) no normal NPC can use it. no wild creature can use it. in general the people of Golarion have heard legends and tales of magic and know their gods can use it. However non (except those in the know) are aware that mortal races can.


Concepts for my blade are:
-The blade HATES being used to attack things, and complains about this frequently, while the magus LOVES to mess with the sword, often attacking the ugliest creature in the bunch or making a point to not clean it after particularly gruesome fights
-The blade is the magus' brother/sister/uncle fester and has a personality according to this (perhaps the magus failed an experiment with said family member, and had to bind the soul to the nearest object [bonus points for those who get the reference])I could also have it be a dead pet, such as a dog.
-The magus is quite shy and has confidence problems, and the sword is a controlling force for the player. This option essentially has the blade be the main character while the magus is the backup, which could be interesting. Essentially I play the sword who tells the magus what to do.(reference again?)
-The blade and magus are multiple personalities of the same person, and the sword was created when the magus seperated himself from, er, himself. The magus would be a shy, happy go lucky kind of guy, while the sword has all of the magus' previously bad behaviors and impulses. Maybe have the two personalities randomly switch vessels? Could be fun. I'd roll a 10 sided die. In that many hours/posts, the personalities switch.

Thoughts?

Failing bladebound magus, I'd be fine with a zen archer, quarterstaff magus, or switch hitter ranger.


by "everywhere" I meant it exists only in people not places in the human realm.

hope all that helps.


Raventhorn wrote:
Also azure it says magic does not exist "everywhere" not anywhere which would mean no magic but as it says everywhere guess we just need more info from dm

Good point didn't see it from that angle.


I am thinking of playing my first wizard in 7 years as a player. Those NPC's don't count. :)

I will try to come up with a backgroundstory, and post it tomorrow.

Any houserules other than what was mentioned?
Are traits allowed?


Elondor, all concepts seem fine. I love the first one. not so keen on sword being the controlling force, though would allow any of the one's you have put forward. What ever works with your character.

though please note, if you are going as bladebound magus then you would only get this sword in game when others get their magic weapons. so it would not be on your character sheet until then. but if you wish to pick its personalty upfront I'm fine with that.


ah good question Mr. Swagger, yes traits are allowed. No other house rules regarding character creation.


The ability doesn't come into play until 3rd level anyway, so I'm ok with that. Since we start at 1st level, concept 4 is out. So I believe that number one is the answer. I'll wait and see what the other players make first, then choose what to play. You should attach this to a campaign page! Also, as asked above, are you doing traits?


Are you focusing on a balanced party--> one damage type, one healer type and so on or will you be choosing the best background stories without regard to having everything covered.

I ask because not being arcane caster 10 might be important.


I mostly go off best background story and builds, though I wouldn't have a party of all healer for example. I like a mix. character concepts will win over party balance as encounters can be made to stretch every type to the limit.


np will just focus on the elf then as sorc was more meant to play a diff angle (no he was not going to be the guy that turns evil just plays that as a farce lol)


If needed I can go into background for both though as both have been rattling around in my head for some time haha


I am certainly interested, would most likely play a human, either Magus or Monk or something. Concept is a little up in the air at the moment.
Give me 24 hours and I will have something work looking into.

Just out of interest, is anyone else looking into the teamwork feats? I was thinking of a possible concept based around that set of feats


Pathfinder Starfinder Roleplaying Game Subscriber

I am interested as well. I am thinking either a martial artist Monk, or(leaning towards) a Summoner who's Eidolon is his childhood imaginary friend come real! . If there's still room of course. What's needed to apply?


Love to play a gnome summoner. The world should be saved by a gnome, that halfling thing is way out of hand. One ring indeed.


Any chance that guns will be available? With magic being rare as it is, I was thinking that gunpowder would have advanced a little more.

In which case, I have an idea for a lone spellslinger, who for obvious reasons, has abilities that are say... different from his gunslinger brethren.

Liberty's Edge

I would assume that if magic and magic items are so rare/scarce that the "Use Magic Device" skill might be adversely affected. If for no other reason then if there aren't any magic items to practice on, how can one gain/improve the skill?


for now to apply I just need Crunch and background. There is still plenty of time to apply. I plan on having around 4/5 players, first reserves around 4/5 and any one that puts up a character will be 2nd reserves.

Use magic device wont be much help till much later on in campaign, I would suggest other skills first, but not demand. Guns are available, I believe some one wanted to play a gunslinger. You can use advanced weapons era but I'm not advancing or expanding the weapons beyond what are in the books.


I'm interested in playing an Alchemist which I guess would have largely taken the place of magic?

Half-Orc Mindchemist who has turned to alchemy after being ostracised for much of his life by his peers who fear his half-blood heritage, despite the violent circumstances surrounding his conception. Through his science, he hopes to divorce his violent heritage and elevate himself to a higher existence.

However, I'm in the mind that this elevation to a greater intelligence will take the place of cunning and a relaxation of his morals.


I've got a charming, dwarven explorer (archaeologist archetype) who might fit this campaign.

Um... I've built her and you can find her in the avatar.

Meet Velana.

Could we come from anywhere on Golarion, or should we pick a certain region?

Would you like us to pick Golarion gods, or hold on for your own creations?


Hm, I forgot how expensive ammunition is. Is there any chance that I could craft some with Gunsmithing using my starting wealth?


Trying a true neutral cleric concept. Don't know if I got the right definition for realm... but in any case, the location is not that important.

Background:
In Pharasma's realm a terrible prophecy appeared: that a new evil power will appear whose might and power can only be matched by “the chosen ones” . Feeling concerned that it might spread chaos, the high ranked clerics have hidden all documents concerning that fact.

And just when they thought they have erased any hint of evidence, they received an odd report stating that an apprentice is using unknown powers to heal people. The apprentice was claiming that she received the power from her goddess, yet she cannot explain how she communicated with the divine being or why she received the powers. Fearing that this event cannot be swept under the rug, or that it might be connected with the prophecy, they called the apprentice to their headquarters.

The apprentice whose name was Agira, seamed quite obedient and it appeared that her mind was always somewhere else. She responded calmly to their questions and it appeared that she didn't knew almost nothing related to her powers, aside from the fact that they were quite limited and linked to Pharasma somehow. Most of the time her face showed no expression as if she she did not care about what they had to say and that thing infuriated some of them. The fact that she couldn't focus too much on a subject didn't help either. Yet some of them saw her as a symbol of their faith and suggested that she should remain at their headquarters. As the news of the miraculous healer spread like wild fire more and more people sought appointments with the Agira. which didn't went well with some high rank clerics who until that moment enjoyed absolute power.

As she began to know her power better she discovered that they can also be used for harm and that was the blunder her enemies wanted to happen.
They started claiming that she was the evil from the prophecy. As more and more turned against her she fled the abbey fearing for her own safety.


Would be happy to edit this chracter to a 20 pt buy, if selected.


Would be happy to edit this chracter to a 20 pt buy, if selected. Full chracter back ground available in the description, would simply have to add traits and adjust point buy


Two characters I can have made are:

Erilon, CN Elf Bladebound Magus:

Erilon is an odd elf, to say the least. As a young boy, he always sought adventure and battle, daydreaming often of leaving the forest and becoming a hero. His parents attempted to discourage his affinity for weapons, and failing on numerous occasions he was sent to study magic. Where his parents saw discipline and patience, Erilon saw opportunity. At school he excelled in the destructive arts. Eventually, after much trial and error, Erilon found he could effectively merge magic and might much to the dismay of the school and their statues. Soon after Erilon was kicked out of the school and sent home. His parents then confronted him with an ultimatum; if you want to continue to live in the forest, he'd have to give up his silly dreams and renounce the sword. Without more than a thought Erilon gathered his things and left to seek a life of adventure.

Kennen, LN Human Ranger:

Kennen had an uneventful childhood. He grew up in a village, had some friends, and enjoyed hunting with his father. As a young man, Kennen proposed to the love of his life in a moonlit grove. Unfortunately for the young couple a black owlbear happened upon the grove. Kennen nearly died trying to protect his love, who did not escape the owlbear. Waking up 4 days later, bedridden in a hospital and struck with grief, Kennen vowed to avenge his dead fiance. Over the next several years, he trained in the arts of tracking, swordmanship, and archery. Many owlbears died to his hand, but none that bore resemblance to the beast he sought. To this day, he seeks the black owlbear.

I'd be totally fine with either of these characters. Ultimately the decision is up to the GM and the needs of the group. If you'd like me to provide the stats and what not for them, I can do so pretty quickly. Also, if melee looks well covered, I'd be happy to make a zen archer.


lore oracle:

He would be a better off as human, but the background story is much better as a half-orc. I will probably keep him as a half-orc.

Size: Rhual Ghaan is a larger than average human standing at about 6'3 220 pounds.

What a shame it is to have the talent you don't care for, and to have a lack of talent for that which you love the most. Such is the case of Rhual Ghaan, an imposing half-orc, who would have loved the life of a scholar and artist. Now Rhual Ghaan is not as mentally deficient as many his's, nor as quick-tempered as many half-orcs. His patience and demeanor could match that patience of any human or even elf. Rhual Ghaan while charming, and perceptive, never had the book smarts to truly be called a scholar. For some reason he always had an easier time with learning things if they were presented in the form of entertainment. His dreams of being a scholar were were not helped by his father, who was a successful mercenary and adventurer who insisted that any son of his would fight and kill for a living.

When Rhual Ghaan was 16 he was sent off to a military academy. His father was blind to the boys pleas of not wanting to go, and once he got there he frustrated the placement officers to no end. The boy's physical attributes were those of a fine solider, but he did not have the resolve to become a fighter, or even a warrior. At the same time he did not have the mental aptitude for wizardry either. Now normally in such situations the candidate is just sent back home, but this was the son of Gorumax Strongtusk and people would lose their jobs if he was not placed. In order to stall the inevitable he was placed on a delayed status until they could think of another idea.

While he was given odd jobs to do around the academy until he could be placed he ran into Kazallin, an instructor and former adventurer. Kazallin was about to retire from the academy as an instructor and go on one last adventurer or two. Somehow Kazallin was convinced that Rhual Ghaan had the potiential to be a wizard. Transferring a student to an outside instructor, which is what Kazallin was about to become was unheard of, but if it got Gorumax off their backs it was a done deal.

Rhual Ghaan having already received some weapon training from his father really only had to learn the spellcasting from Kazallin. Well that was easier said than done, and Rhual Ghaan was struggling with simple cantrips. Now I know what you are thinking. There is no such thing as magic, not for us mortals anyway. Well you see Kazallin had found some strange book with even stranger markings in it, and came to the conclusion that it was magic. If you believe his claims he was even able to get 1 or 2 of them to work. Now if he could do it then it should also be easy for his young scholar to do so, but after about 6 months and not a single cantrip cast, Kaz(Kazallin) was at his wits end, and Rhual Ghaan could sense it. Eventually his patience ran out. Kaz also figured sending the boy home or back to the academy would not be so bad, and that his father would just have to accept the bad news.

Gorumax was devastated. He was determined to make something out of his son. He took him down to the mercenary company where he had cut his teeth when he was young. As he was pulling strings Rhual Ghaan walked off unnoticed , and started to mess around with maps which had the battleplans for small units. He corrected several tactical errors, and to make a long story short he had a new job, even though his "know it all" attitude almost made him lose the job on several occasions.

Everyone was expected to do field work however, even tactical planners. One particular mission had them investigating a sorcerer that was accused of necromancy and dealing with demons. The rumors turned out to be true. After he was captured, the group which included Rhual Ghaan was investigating the remainder of the house, and Rhual Ghaan wandered off on his own and found a secret door. Inside a cage of magical energy was a monstrous beast. It claimed the sorcerer held it prisoner, and that if released it would grant him anything. Part of Rhual Ghaan wanted to run, but if he could outwit the creature, which he presumed to be evil he could get a "gift" and not be bothered with the beast ever again. The monster was informed of the fact that there were others searching the house, and the deal would have to be done later. He bid the young half-orc farewell for the time being.

A few days later Rhual Ghaan returns, and while he was away he did some research which let him know some outsiders could grant power, but he had to be careful with his wording of the agreement. Well Rhual Ghaan did well, but the words were not quiet perfect. The demon gave him more intelligence, but a curse was also attached. Whenever he tried to share knowledge the words and writing came out garbled. This meant of course that he could no longer do his job. Realizing he had been tricked, and eventually no longer without a job he begged the gods to remove this curse. After many years Nethys took pity on him. He sent his herald to inform Rhual Ghaan that he would change the curse, but not remove it, to always remind him that knowledge must be gained over timed, not instantly. Rhual Ghaan also had to agree to continue to pursue knowledge and pass it on as needed, and in return he would be given powers to help him on this quest.
During his travels he has accepted combat more and more but he still does not like it.

Personality:
He is not a bad person, but he does talk down to people, and he fancies himself an artist and scholar when in reality he is not that much smart than the average person if at all, and hates to be proven wrong.

Party contribution:
He can cast cure spells, among other cleric spells. He is decent in combat, can serve as the party face, and having 4 skill points he is not too bad in that department either. It will get even better over time.

He has the tongues curse

half-orc battle oracle:

An imposing figure at 6'4 240 pounds, not many would know Rhual Ghaan first entered military service as a medic. His strength allowed him to carry wounded allies to safety, but unlike many support oriented soldiers he relished the opportunity to get his hand dirty. He has killed more solders than he has assisted to a healthy recovery, however, if anyone has enough fights they will eventually fall. Hav'k was no exception.
One day as he was tending to a soldier there was a tap on his shoulder. He turns around to see a little green man with a wide grin and sharp teeth, a goblin!!!! Before he could even react there was a dagger in between his eyes. Feeling his life force slip away he begged the gods to give him another chance at life. He could accept dying, but like this, and to a goblin no less, was not how he envisioned his end coming. Of all the deities only one answered his pleas, Gorum the deity of battle. He was impressed by one so adept at taking and also sparing life. Gorum only asked that he continued to fight when the opportunity presented itself, and to heal those comrades worthy of being healed. He promised to make Hav'k stronger by gifting him with power, and a new chance at life. Along with the gifts he was about to receive, he also was given a curse. Due to him being dying because he did not hear the goblin sneaking up on him, he would lose his hearing. If he was not going to use it he did not deserve to keep it. Gorum told him that as he gained more experience he would gain other gifts to help him in combat. Hav'k rose again, using his new found powers to ensure victory. This caused his popularity to swell, and he ending up leading battles instead of just supporting them. After a while he tired of fighting for the sake of fighting so Iomedae became his new patron, but she did not remove his curse. He is not happy with that, but you make due with what you can.

Personality:
He is brash and straight forward, not caring much for sparing feelings. Evil must be dealt with harshly and if you can't stand a few unkind words being throws your way then you maybe you should sit back and let real men do it. He thinks of himself more as a commander than a combat medic now but he can't truly let go of his old role.

Party contribution:
He can fight well, and heal when needed. He is more of a face than the Lore Oracle since he also has intimidate, but you won't get much in the way of knowledge skills. He will also have cure spells.

He has the curse of being deaf.

I have both builds made up. I don't know how you will run the game so I don't know who will be more useful.
The battle oracle is more of the holy crusader type.


I can offer up a Cavalier for this little foray. What is high fantasy without the dashing knight,haha? Vidor Varkony will be of the more eastern European style of mounted warrior and less the English/German/French tradition. Dashing with a bit of exotic flavor. Capable in and out of the saddle as well as the court, Vidor will serve as both back up face character and frontliner. I can have a sheet up later today. (This character will be re-skinned and class corrected.)

Cavalier will be of the Emissary type and Order of the Blue Rose. He wanders the world correcting injustices, saving damsels, slaying evil things,loving the ladies, and showing mercy to even the worst of those who surrender.

Shadow Lodge

How about a arcana duelist bard?


My understanding of the situation is that we make the builds, post them here and just bide our time.


you can come from where ever you chose in Golarion, and yes gods from Golarion.

I don't have much time tonight, but will look through characters tomorrow and give feed back.

anyone who has an idea for a character, go ahead and build it, post crunch and as long as they are legal builds they will be considered. all ideas I've heard so far sound really interesting.


*crunch and background.

Shadow Lodge

ok I all ready have one

Ormizd:
ORMIZD CR 1/2
Male Human Bard (Arcane Duelist) 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 10 (1d8+1)
Fort +1, Ref +4, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Rapier +1 (1d6+1/18-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Shortbow +2 (1d6/20/x3)
Special Attacks Bardic Performance (standard action) (7 rounds/day, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 13), Bardic Performance: Inspire Courage +1
Bard (Arcane Duelist) Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (2/day) Identify, Grease (DC 14)
0 (at will) Dancing Lights, Ghost Sound (DC 13), Mending, Lullaby (DC 13)
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 13
Feats Arcane Strike, Bard Weapon Proficiencies, Point Blank Shot, Precise Shot
Skills Acrobatics +5, Bluff +7, Climb +0, Diplomacy +7, Disguise +7, Escape Artist +1, Fly +1, Perception +4, Ride +1, Spellcraft +5, Stealth +5, Swim +0, Use Magic Device +7
Languages Common, Elven
SQ Bardic Performance: Rallying Cry (Su)
Combat Gear Arrows (20), Rapier, Shortbow, Studded Leather; Other Gear Backpack (empty), Lantern, bullseye
--------------------
SPECIAL ABILITIES
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (standard action) (7 rounds/day) Your performances can create magical effects.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Gm did you want background for sorc as well or would you rather just go ahead and have me subit just the poisoner?


Let me present Phagin Harwood. Yes, I know that there is already a Elven Rogue being presented but the characters seem reasonably different and I'm sure Raventhorn doesn't mind the company.

Phagin is a heavy RP rogue with a positive attitude. He brings skill monkey talents and witty banter along with a true zest for adventure.


Pathfinder Starfinder Roleplaying Game Subscriber

Here's Nathan, the halfling summoner!

Nathen:

NATHAN SAYN CR 1/2
Male Halfling Summoner 1
CG Small Humanoid (Halfling)
Init +5; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +4
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Longspear +0 (1d6-1/20/x3) and
Unarmed Strike +0 (1d2-1/20/x2)
Ranged Crossbow, Light +4 (1d6/19-20/x2)
Spell-Like Abilities Summon Monster I (6/day)
Summoner Spells Known (CL 1, +0 melee touch, +4 ranged touch):
1 (2/day) Magic Fang (DC 14), Mage Armor (DC 14)
0 (at will) Acid Splash, Mage Hand, Read Magic (DC 13), Detect Magic
--------------------
STATISTICS
--------------------
Str 9, Dex 16, Con 12, Int 14, Wis 12, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats Childlike
Traits Fast-Talker, Reactionary
Skills Acrobatics +5, Bluff +8, Climb +1, Disguise +4, Fly +5, Knowledge (Arcana) +6, Perception +3, Spellcraft +6, Stealth +8
Languages Common, Dwarven, Elven, Halfling
SQ Earplugs, Eidolon Link (Ex), Fearless, Life Link (Su), Share Spells with Eidolon (Ex)
Combat Gear Bolts, Crossbow (10), Crossbow, Light, Longspear; Other Gear Backpack (1 @ 0 lbs), Earplugs
--------------------
SPECIAL ABILITIES
--------------------
Childlike +2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Fearless +2 morale bonus vs Fear saves.
Life Link (Su) Sacrifice HP to prevent that much damage to your Eidolon.
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summon Monster I (6/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


And his Eidolon, his "imaginary friend", Jhock!

Jhock:

JHOCK CR 1
Male Quadruped
CG Medium Outsider
Init +2; Senses Darkvision (60 feet); Perception +4
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DEFENSE
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 11 (+1)
Fort +3, Ref +4, Will +0
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Bite (Bite) +3 (1d6+2/20/x2) and
Claw x2 (Claws) +3 x2 (1d4+2/20/x2) and
Unarmed Strike +3 (1d3+2/20/x2)
Special Attacks Trip
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Improved Natural Armor
Skills Perception +4, Sense Motive +4, Stealth +6, Survival +1
Languages Common
Other Gear Bedroll, Saddle (Riding)
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Trip (Ex) You can make a trip attempt on a successful attack.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I'll get a good background posted here soonish.


Lol i dont mind at all haha my rouge is the sarcastic sometimes grim "scary" one is is effecient with all the meanings that go along with that word hahaha but not EVIL lol


Elon Shabin at your service.

Crunch:

ELON Shabin
Male Human Inquisitor 1
LN Medium Humanoid (Human)
Init +2; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 8 (1d8); Judgement of Sacred Healing 1
Fort +2, Ref +2, Will +4
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Fire)
--------------------
OFFENSE
--------------------
Spd 40 ft.
Melee Quarterstaff +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Longbow +2 (1d8/20/x3)
Special Attacks Agile Feet (5/day), Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Inquisitor Spells Known (CL 1, +1 melee touch, +2 ranged touch):
1 (2/day) Detect Evil, Interrogation (DC 13)
0 (at will) Create Water, Detect Magic, Guidance (DC 12), Stabilize
--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 11, Int 16, Wis 14, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Combat Expertise +/-1, Improved Unarmed Strike
Traits Charming, Ease of Faith
Skills Acrobatics +1, Bluff +5, Climb +4, Diplomacy +6, Disguise +5, Escape Artist +1, Fly +1, Heal +6, Intimidate +2, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Nature) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +6, Ride +1, Sense Motive +3, Stealth +1, Swim +0 Modifiers Monster Lore
Languages Abyssal, Common, Daemonic, Infernal
SQ Inquisitor Domain: Travel, Judgement (1/day) (Su)
Combat Gear Arrows (20), Longbow, Quarterstaff, Studded Leather; Other Gear Alchemist's Kindness (5), Backpack, Masterwork (12 @ 10.58 lbs), Bedroll, Blanket, winter, Flint and steel, Heatstone, Loaded Dice, Average, Marked Cards, Thunderstone (3)
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (5/day) (Su) For 1r, you ignore difficult terrain.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inquisitor Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.

Fluff:

Elon, a scholar almost unknown among the race of men, and for good reason. Those that he hunts are devious, sly and tricky foe, and he prides himself in staying one step ahead of them at all times. Cautious in his approach to many things, he has found that states of inebriation often help with the extraction of information that he needs. Whilst he does not consider himself a drunk, it is true that he will often drink to excess if given the chance.

Knowledge gained from his parents long ago leads him to believe that he has a lost twin somewhere, and at least part of his reason for travelling as much as he has is to find his twin.

The staff he carries is worn and marked in many places, a small split going from top to bottom. Held together by leather, the staff looks battered, but servicable, testament to the creatures that he has fought.
Closer inspection of his hands show that they too have seen claw and fang, the skin toughened and hardened.

Elon's approach to combat is that of believing that a good defence is the best thing to have, and thus little else matters. If one can defend themselves, they buy themselves time to attack and give the killing blow to one that would give them it instead. Therefore he has learnt how to use whatever weapon he has in a manner that defends him as best as he can.


Right guys, had a look through characters, here is some feedback. I've 'spoilered' them so you can go straight to yours. feel free to look at the others if you wish, I just did this to save people some time.

ok plan is to pick the main players and first alternates by Sunday evening (GMT). As I said before, anyone that posts a character who isn't picked as a player or first Alternate will be second alternate.

In general all characters sound really interesting, crunch looks good on most of them. (I am not posting in any order of preference)

Raventhorn:
I like the Rouge poisoner best of what you submitted. Just need back story for him. lookign forward to seeing what you come up with.

Elondor:
Not many people have gone for rangers, so if you wanted party best then that one, however I love the idea of them both so give me Crunch for the one you feel you can play best.

Mr. Swagger:
I like the Background for the Lore Oracle more than the Battle oracle. However I love the idea of both characters. So give me crunch for the one you think you can play best. Excellent back story's. you definitely have a strong idea of your characters.

Jestem:
I loved the back story and build looks good. keep an eye out on the board and I will let you know by Sunday if your in.

Morrin:
I really liked your Eidolon idea. Crunch looks good.Need Back story for your character.

Nostrus:
Good concept, need crunch and a bit more back story.

Velana:
Characrer needs to be level 1, and after that just need back story from you. looking interesting so far.

Agira Lyrpas:
Love the back story, very in keeping with campaign idea. Just need Crunch.

Riginald johnson:
Other than making a 20pointbuild the rest looks good. Very interesting take on a paladin.

Vidor Varkony:
Look sliek a very intereting idea, just need Crunch and Back story.

Catman123456:
Duelist bard very interesting. Need Back story.

Phagin Harwood:
Interesting concept, just need a back story from you.

Mahorfeus, Yes feel free to craft bullets with your starting wealth and like others if you are still interested, need crunch and background.

Mina Seewicket, Volty, Azure Zero and Cutlass, if you guys are still interested, get me Crunch and Back story.

Is there anyone so far I have forgotten? (if I have it wasn't on purpose)

and anyone else who may be out there who hasn't posted yet, as long as I have crunch and background story's before Sunday you will be considered. anyone posting after Sunday will be an alternate.

Final decisions will be made and posted on Sunday, any questions in the mean time, just ask.

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