| DM_Kumo Gekkou |
| 1 person marked this as a favorite. |
I have decided to start running the three modules back to back.
All that changed when Asar Vergas came to Kassen’s Hold with a host of mercenaries under his command. Asar was an old companion of Ekat, and the two had traveled together for some time before splitting up just after Ekat’s last adventure. Over the years, Asar became sure that Ekat had cheated him after that adventure. Promising great wealth to his mercenaries, Asar raided the town relentlessly for 2 months. Finally, the townsfolk managed to locate Asar’s camp in an ancient crypt deep in the forest, and Ekat himself went out to deal with his old companion. The battle was terribly bloody, with only a few townsfolk coming back to tell the tale. In the end, Asar was slain and his mercenaries scattered, but Ekat suffered a mortal wound. He died 2 days later, on the 11th day of Neth, 4535. In honor of their beloved founder, the townsfolk buried Kassen in the ancient crypt, interring his bones in a place of honor, above the simple sarcophagi used to inter Asar, his mercenaries, and the townsfolk that lost their lives in the bitter struggle. They placed an eternal flame above Kassen’s final resting place, so that all who visited might find warmth in the wilderness.
Over the years, the Crypt of the Everflame has become an important part of the history of the town, now simply called Kassen. The townsfolk view the crypt as a memorial to those difficult first years of the town’s history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of dventure before settling down to work and marriage. The quest starts out as a solemn ceremony in town, where the townsfolk gather to wish the
adventurers luck, just as it was when Kassen himself left to fight the mercenaries. When the adventurers return a few days later, the town holds a great celebration in their honor. This also marks the final harvest celebration before the long winter.
The quest itself is a relatively simple one. The adventurers must travel to the tomb (about 2 days’ travel outside of town), venture inside, light the lantern, and return home. Over the years, this ritual has grown more elaborate—now, some of the townsfolk head there in advance to set up simple traps, puzzles, and illusionary monsters for the adventurers to overcome.
DM Background: I have been playing pen and paper games for 8 years now. I picked up DMing 6 years ago and have yet to drop the mantle. I started out in D&D 4E to learn the game but quickly found it to lack the roleplay options I desired. A player in my game suggested I take a look at the Pathfinder game system, I did have not turned away yet. I enjoy the game for its roleplay aspect and do not enjoy powergamers or rules lawyers. I stick well to the basic rules and don't bend often but I will make exceptions to the rules if it drives the story.
I started my first PBP game in 2012 and have played a couple games since. I have only attempted to DM 1 PBP game which unfortunately died very early on because I lost players and had a major catastrophy in my life. I had a death in the family, lost my job, and was forced to find a new home. During all this time I lost internet access for a good period except the 3G on my phone which does not make for a conducive DM.
Player and DM Expectations:
1. You must post at least 1/day if not more.
2. You must notify the group in the discussion thread if you will not be able to post for any amount of time.
3. Characters will be 20 point buy. 1st level with Max HP. Average Wealth. Characters are expected to travel as light as possible, (Weapons, Armor, spellbooks, etc.) as rations, backpacks, etc will be provided in the adventure.
4. Characters must have at least 1 paragraph of background. You should have ties to Kessen and be living there at the start of the adventure.
5. No Gunslinger, Ninja or Samurai
6. Core races are preferred but I will not forbid non-core but it needs to be for story reasons not gameplay.
7. Paizo only content.
Things I look for when choosing players.
1. Don't be a jerk.
2. Having a completed stat block with a background
3. Telling me if you have played any of these adventures before and how much (spoiler tags if you have).
4. Posting history will get you far, but everyone needs a first chance so I will choose at least 1 new player. You must be willing to help them learn to PBP. We were all new once.
5. Reading the adventure background and Notable NPC's of this post and including them in your background would get you bonus points.
6. If you play a non-core class creating a mentor (similar to those listed below) would get you bonus points.
Notable NPC's:
had a number of apprentices who have gone on to become successful druids. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.
| Bane88 |
My submission. Alan Vargidan Tiefling Magus(Bladebound Kensai).
Alan, unlike all of his older siblings, manifested no inborn magical talent and was hence all but ignored by everyone in his home aside from his father's servants. Let to his own devices Alan wandered the town often, watching guard captain Wisslo drill the town guard, Alan mimicking with a stick. He also found a friend and mentor in Holgast the town's learned mystic. Finding the boy incredibly sharp, Holgast taught him the ways of learned and prepared arcane magic. Alan had a smile on his face when he passed up some of his weaker siblings in magical prowess.
Once every few months a pilgrim named Elissa Trotks visited the town. Alan had begun a conversation about rain with her, and the boy's sharp wit led to a deep discussion during which Elissa informed the boy of the Order of the First Sword. Alan made up his mind, on his fourteenth birthday he got a job sweeping and doing dishes for Trelvar Silvers, the innkeeper. With that and some money borrowed/stolen from his siblings he bought a sword. Showing Elissa when she returned the beautiful woman laughed heartily and ren Alan through a few routine sword motions, making him promise to keep practicing. And he did, checking in with his mentor every month or two when she came back through the town.
And so Alan's days progressed for the year, waking up in the dim light before dawn, his fiendish eyes seeing as if the noontime sun was high, to practice with the sword before going to the barracks to watch the morning drills and then to work at the inn prepping food and cleaning up after the last night's merriments, and of course fawning after Asina Silvers, Gods she was pretty, then evenings with Holgast, furthering his magical and natural learning.
Male Tiefling Magus (Bladebound, Kensai) 1 (Pathfinder RPG Ultimate Combat 0; Pathfinder RPG Ultimate Magic 0, 9)
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft., see in darkness; Perception +0
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Defense
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AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +2
Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee scimitar +0 (1d6-1/18-20)
Magus (Bladebound, Kensai) Spells Prepared (CL 1st; concentration +5):
1st—shield
0 (at will)—prestidigitation, read magic
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Statistics
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Str 8, Dex 18, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse, Weapon Focus (scimitar)
Skills Bluff +1, Fly +8, Knowledge (arcana) +8, Knowledge (planes) +8, Perform (dance) +0, Spellcraft +8, Stealth +6, Use Magic Device +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Dwarven, Elven, Gnome, Halfling, Infernal
SQ arcane pool, chosen weapon, spell combat
Other Gear scimitar, 135 gp
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Special Abilities
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Arcane Pool (+1, 5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +1 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
| Ezekiel Spengler |
Here is my submission. Ezekiel is a prophet of doom/cleric of Groetus/same thing. Recently he saw that the local blacksmith could not light a fire in his forge and believed this to be a sign from his god that the End Times are nearing and there is work to be done in preparation for them.
Most of his profile is done but I need to add skills and finalize his feats.
Alexander Kilcoyne
|
Berenkor is an Outrider; a strange sight in the small town of Kassen. A young, reckless and agile warrior; he is trained to fight atop his wolf Farkas. Ever since his youth, he was intrigued by the strange, wold-riding Halfling that made his home at the edge of the settlement; a Halfling known as Jamil Miloian.
Jamil Mioloian (Cavalier Mentor) is a near-ancient mentor with the mannerisms of an especially gruff Dwarf and a temper to match. It took quite a few years for the warrior to begin to bond with his frequent visitor Berenkor, but when he did he developed a soft spot for the young boy. Secretly, Jamil grew to like his visits; especially as Berenkor always made a tremendous fuss over his wolves and riding dogs. The lad was clearly not especially popular within the village and Jamil came to realise that Berenkor was lonely and lacking friends. The old veteran would tell Jamil of his role in the grand events of Andoran; of heroes both large and small freeing slaves and liberating the country from its oppressive rulers. Jamil was a small man himself but had ridden alongside great heroes on his steed and aided them in great glory. He granted Berenkor his own wolf when he was nearing adulthood- Farkas, grandson of Jamil's own fearsome mount Whitestreak.
Fiercely loyal to his community, extensive family and his friends, Berenkor has a fierce protective streak. In battle he is akin to a lightly armoured, furious dervish; continuously and relentlessly attacking with fast shallow cuts. He has pangs of doubt in his abilities that tends to undermine his self confidence and he draws a lot of strength from the prowess of his loyal wolf, Farkas. This doubt sometimes gives way to sheer acts of recklessness and derring-do that more closely resemble a daredevil.
If possible (and selected), I would like to tie Berenkor to another character, the Halfling acting as a bodyguard for that character. With his Aid Another action giving a very high bonus (+4 or higher dependent on Level) and with the Honor Guard archetype (including Bodyguard feat at 3rd level), he is ideal for this role.
While initially he will be a little weak in melee, he will rely on Aid Another actions and his wolf to make up the difference until he can afford an Agile weapon. I picture Berenkor as incredibly acrobatic/agile and he will be doing all kinds of cool trick riding :).
| Zayne Iwatani |
Sorry this a little wordy. Couldn't stop myself.
Moira Renet an irrepressibly exuberant child. She was born to Hana and James Renet. Together the two own Renet Steel near the town center. Hana takes care of financial affairs and customers while James works the forge. James is also a retired ranger of some renown. The whole town of Kassen remembers the time he risked his life to take out the
commanding officer of a patrol of orcs that made it past the vigilant Lastwall. So most nights, before being tucked into bed, James would tell Moira stories about his days as a ranger. Those stories are what fueled her desire to be a ranger herself one day. Her mother was, of course, opposed to the idea. She would much prefer her daughter marry a
nice boy here is town and settle down to a comfortable life. She remembers that horrible time years ago when her husband went to stop the orcs. Everyday she waited by the gate, hoping and praying he would come home. It was the worst time of her life and she never wanted to feel that way again, especially over her daughter.
Unfortunately for them, the orcs weren't done. Years later, the son of that commanding officer came to get revenge. A fellow ranger came to Kassen one day, badly wounded and barely alive. He had been captured by a band of orcs in the area and sent back with a message that they were looking for James and if he didn't show up, other people would get
hurt. James meant to leave that day to challenge the orcs but the townspeople convinced him not to go. They didn't want to see a town hero walk right into a trap. So he stayed. Sir Dramott sent a message to Lastwall for reinforcements and Wisslo tightened the watch. But even with the extra protection, the orcs stuck the very next day.
They got another ranger but this time he didn't survive. They found his body hung in a tree not far from the city proper. James knew the ranger too. A real veteran of the wild. If they got to him they were dealing with a very experienced band of orcs. James didn't wait for another body to show up. He left that night so no one could stop him.
It took a week for the reinforcements form Lastwall to arrive and track down the band from Belken. It wasn't hard to follow them either. All they had to do was follow the bodies. James had systematically picked off the vast majority of the group and lead them on a marry chase through the forest. When they finally came upon the group they were too
late to save James who had already fallen but they were able to wipe out the remainder of the hunting party of orcs. They were too wounded and tired to put up a fight. Nearly two dozen well-trained orcs had made it to the outskirts of Kassen but only 6 remained alive, including the commanding officers son, by the time James fell.
They told all this to his family and the town held a celebration for James' sacrifice and victory. Hana was distraught for days but she knew she couldn't leave the shop untended. She had to keep going to provide for her daughter. So she took up her husband's hammer and went to work. She wasn't good at it and her products were of low quality but
out of respect for James the people continued to buy. Eventually her blacksmithing got to the point were it would be considered adequate. It may not have been up to Braggar's standards but she was a lot easier to deal with than he was.
Moira dealt with her father's passing a little better. She cried for days with her mother but his sacrifice made her even more determined to live up to his reputation. Determined enough to even deal with Arnama's teaching methods. Arnama arrived a little before James' death and the fact that she couldn't take the orcs down and protect the city angered her. She respected him but hated how weak she was. It made her even more strict when his daughter came to her house with aspirations as a ranger. But no matter how hard she tried to break the girl she kept coming back. Nothing could dampen the girl's mood and excitement to learn the trade of her father.
By the time she was 18, Moira was considered a full ranger. And she was just in time for the Autumn festival to retrieve the fire the Everflame.
| Zayne Iwatani |
Traits?
Female Human Ranger (Guide) 1
LG medium humanoid (Human)
Init +3; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (3+ armor 3+ Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
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Offense
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Speed 30 ft.
Longbow +4 (1d8)
Longsword +3 (1d8+3 19-20)
Shorsword +3 (1d6+3 19-20)
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Statistics
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Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 11
Base Atk +1; CMB +3; CMD 16
Feats Point Blank-Shot, Two-Weapon Fighting
Traits:
Skills: Cimb +6, Craft (Bower) +5, Heal +6, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Stealth +7, Survival +6
Languages Common, Orc
SQ: Ranger's Focus, track, wild empathy
Other Gear: Studded Leather, Longsword, Shortsword, Longbow, Common Arrow (20), Blunt Arrow (20), Whistling Arrow (20) 44gp
Encumbrance 38 lbs
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Special Abilities
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Ranger’s Focus: At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the Ranger can use this ability one additional time per day.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
| Sjurd |
Here is the submission for Tanner Nielsen.
Sjurd
CG Human Male Skald
Hair: Sandy Brown
Eyes: Blue
Height: 6'4"
Weight: 230lb
You see a well-groomed human male with wild, sandy-brown hair hanging to his collar. His eyes are a deep blue, with small flecks of silver near the iris. His skin is tanned and dotted with scars, with high cheek bones, and a strong jaw. He is dressed in metal-studded leathers, with a black cloak. He bears a greatsword strapped across his back, a dagger at his side, and a bundle of curved chakram on the other. He is quite tall, with a muscled frame and straight posture.
Sjurd's family traces its lineage to the Land of the Linnorm Kings, home of the reclusive and brutal northern folk. His forefathers found ready work as mercenaries, campaigning during the harsh winters and returning in the spring with bounties for their family. This established a tradition of sorts, with each passing generation choosing whether to take up the mantle of 'coin-sword.'
Sjurd followed a different route initially, spending his time with the village loremaster rather than sparring with the other children during the long winter months. He absorbed stories and legends of his people, and gained a great deal of practice in reciting and committing to memory the epics of heroes and monsters.
Coming of age as a man, his father decided one spring that it was time for Sjurd to join him on a venture southward. They skirted the coast until they came to southern Varisia, where a trading caravan just outside the Mushfens hired the company to escort them to Nirmathas. After several uneventful weeks, where Sjurd entertained the men with storytelling around the campfires, the caravan was attacked by a band of ettercaps in the western woods. The company was victorious, but Sjurd's father fell in battle along with most of the guards. The merchant caravan made it through the forest, and unceremoniously dropped the boy in the first village they found - Kassen.
Sjurd was taken in by the Silvers family and did odd jobs and manual labor at the Seven Silvers Inn. Asina had just been born when he arrived, and he was an unofficial 'big brother' to the girl. He was content to spend his days as an innkeeper, until Jocyn Elmaran arrived in town. He was enthralled by the bard, and shared with him the legends and epics he remembered from his far-away home. The minstrel took the boy on as an apprentice, and helped him to refine and channel his talents. It did little, however, to calm the brooding anger that festered whenever he thought of his father, and the family he knew he would never see again. In time, he grew into a man, with great height and heft thanks to his northern blood. In battle he is inspired by the tales of heroes of old, and enthusiastically shares them with his comrades.
| Cotton Majet |
Introducing for your consideration: Cotton Majet!
I have been in two games of Crypt of the Everflame, but both petered out before we even got inside the crypt. I think I've forgotten most of what happens along the way, so... ^^; Yeah... You needn't fear any metagaming on my account.
Needless to say, I'd love to play! :)
| Jolly Roger |
DM Kumo, would you give out PFS credit for running the modules?
I already played the first one but would be interested in getting credit for the other two.
Have a half-orc scarred witch in mind, would create a mentor that is sort of the witchdoctor/wisewoman as I fluff her hexes as bad spirits affecting the opponents.
| GM Wolf |
I am DMing the crypt of the Everflame module right now. I offer my services of any questions you may have.
I would like to offer to be around to play as some NPCs or if there is a lack of PCs to jump in as a random PC that hinders or helps them along the way. A rogue that likes to play with luck and chaos.
List of those with mostly done apps:
Abeliss - Cotten Mojat - Female Gnome Sorcerer 7
Crizible - Sir Willard Wyvernspur - human paladin 6
Bill Lumberg - Ezekiel Spengler - Human Cleric of dooooom! ;) 5
Sjurd - Tanner Nielsen - Human Male Skald 4
ZayneIwatani - Moira Renet - Female Human Ranger (Guide) 3
Alexander K. - Berenkor Trandoran (Halfling Cavalier with loyal Wolf companion). 2
Bane88 - Alan Vargidan Tiefling Magus(Bladebound Kensai). (1st)
Interest:
Jolley Roger - half-orc scarred witch (5th)
Caps (4th)
Wasted (3rd)
Chiillblame (2nd)
Sixteenbiticon (1st)
The numbers are just where I found you, I know sometimes that helps when stuck between two great options.
Yup you got a great many applications, PM me if anything above can be used or if you have any questions, I will not be checking back here unless someone sends me a link. Good Luck to all of you!
| Galt Ironscales |
I'd like to toss my hat in the ring to join this campaign. Presenting Galt Ironscales, a dedicated (and slightly lonely) kobold soldier who's looking to complete this quest to become a proper citizen of Kessen.
Male Kobold Fighter 1
NG Small Humanoid (Reptilian)
Deity: Iomedae, Faction: None, Homeland: Varisia
Init +2; Senses Perception +3
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Defense
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AC 19 Touch 13 Flat-footed 17 (+4 Armor, +1 Light Wooden Shield)
HP 12/12
Fort +3 Ref +3 Will +1
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Offense
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Speed 30 ft.
Melee Longsword +3 (1d6+1/19-20) or Longsword/Shield Bash +1/+1 (1d6+1/19-20)/(1d2/x2)
Ranged Light Crossbow +4 (1d6/19-20)
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Statistics
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Str 12, Dex 15, Con 12, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Two-Weapon Fighting, Improved Shield Bash
Traits Armor Expert, Poverty-stricken
Skills Climb +3, Craft (Trapmaking) +2, Knowledge (Dungeoneering) +5, Profession (Mining) +2, Survival +6
Languages Draconic, Common
Combat Gear Chain Shirt, Light Wooden Shield, Longsword, Light Crossbow w/ 20 bolts
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Equipment
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Fighter's Kit (w/o torches)
11 gp 9 sp
Settling in Kessen with his sister, Sir Felhollow was inititally criticized for his choice to teach a kobold how to fight. In particular, Captain Wisslo argued that his innate instincts would take over and threaten the citizens of Kessen. Sir Felhollow stuck up for Galt, promising to keep a good eye on the kobold and punish him if need be. Since then, Galt has grown into a capable little warrior, even aiding in repelling the natural threats of the surrounding wilderness and garnering a more trustworthy reputation with the townsfolk.
However, just before being made a "true warrior" by his mentor, Galt's adopted father received a letter. Galt never knew the contents, but he knew reading it made Sir Felhollow sigh grimly, sad at whatever news had been conveyed. Dusting off and donning his old armor, Sir Felhollow told Galt that he had to go; however, he should not fret, for he had everything he needed to finish his training on his own. In spite of his pleas to come with him, Sir Felhollow told Galt that he'd been asked to join a dangerous mission that required his unique expertise. He asked instead for Galt to stay with with the Felhollow family in Kessen, grow stronger and become a knight worthy of Kessen himself.
Galt has since stayed alone in Kessen, training himself to be a knight worthy of his former teacher, even taking on the title "Sir Galt Ironscales" to reflect the impact and respect his master had. With the quest for the Everflame fast approaching, Galt approached the mayor and begged to join the group on their way. His argument was that if he completed this journey, he could finally complete Sir Felhollow's task and become a knight of Kessen. Captain Wisslo was opposed to this notion of a kobold becoming a proper citizen, but Galt countered by arguing that if he was, he and his guard would no longer have to worry about Galt being a danger; why would Galt every plot against his own home? After much back and forth, the mayor finally relented to Galt's persistence and enthusiasm, permitting him to join the search for the Everflame.
Now, finally about to fulfill his master's task, Galt eagerly prepares for the journey to Kessen's tomb and finding the Everflame.
| Pavo Dent |
This is sixteenbiticon's submission. I created this character for use in another campaign, but it barely got off of the ground before the GM disappeared.
I have modified his build to fit your chargen guidelines and worked some details from the NPCs in Kassen into his background as well.
Thank you for your consideration!
| Runge |
Alright, can't hurt to submit some characters. I also just noticed that you had already answered my question above, sorry.
Aakon Huldraborn
Male Human (Ulfen) Skald 1
CG medium humanoid (Human)
Deity Shelyn
Init +2; Perception -2
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +0
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Offense
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Speed 30 ft.
Battleaxe +3 (1d8+3 x3)
Two-Weapon Fighting +1/+1 (1d8+3/1d6+1 x3/x2)
Shield Bash +3 (1d3+3)
Throwing Axe +2 (1d6+3)
1st—Cure Light Wounds, Eagle's Splendor, Moment of Greatness, Saving Finale (2 of these, depending on party comp)
0th (at-will)—Detect Magic, Know Direction, Prestidigitation, Read Magic
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Statistics
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Str 16, Dex 15, Con 14, Int 12, Wis 7, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats: Scribe Scroll, Two-Weapon Fighting,
Traits: Ear for Music (Religion), Huldra's Luck (Regional)
Skills: Climb +7(4), Handle Animal +6, Knowledge (history) +6, Knowledge (nature) +6, Linguistics +5, Perform (oratory) +7
Languages Common, Varisian, Ulfen
SQ: Bardic Knowledge (+1), Raging Song (+2 Str/Con)
Other Gear: Battleaxe, Throwing Axe (2), Light Wooden Shield, Hide, Belt Pouch (61 gp)
Encumbrance 45 lbs
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Special Abilities
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Bardic Knowledge (Ex): A skald adds half his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Raging Song (Su): As a standard action, a skald can perform to grant his allies +2 Strength, +2 Constitution, +1 Will saves morale bonus, but also +2 AC. Allies must decide at the start of each of their turns if they wish to receive the benefits of Ragins Song. Allies with its own rage class ability may use their own rage modifiers instead of those of the bard, without expending rounds of their own rage, if they choose to do so, they cannot use their own rage powers. 5 rounds each day.
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Background:
Aakon was born in Grungir forest, from a warrior woman on a quest to slay Fafnheir. As this woman was too busy in her quest to tend to the needs of a toddler, Aakon was left in the care of a fey friend of the warrior woman, a huldra by the name Unda.
Undas age meant that she had tons of stories to pass on to Aakon, who grew up in Grungir forest among the fey of the forest, and he relished these stories. However, some people are not content with stories, and wish to experience all life has to offer for themselves, and just such a person was Aakon.
He left his home to go make a story for himself, hopeing to one day come back, and finally put an end to the Linnorm Fafnheir, and as a result unite all of the Ulfen into a glorious, mighty nation. So far, all he has accomplished is the title "Huldraborn" as a result of an arm-wrestling match overseen by a famous bard.
As he went south in his travels, he discovered his talents of tale-telling and axe-wielding, but he never found a mentor to teach him these things proper, so he continued southward. Until he came to Kassen. In kassen, he finally found a mentor, willing to accept this brazen youth as a student: Jocyn Elmaran.
Quirks:
Aakon hated that his voice changed as he became an adult. His voice was a treasure to the world, and now it is lost forever. There is nothing wrong with his current voice, only Aakon feels there is.
Aakon does not like it when he is forced to use his shield. He recognises that it's a relevant piece of equipment, but he wishes it wasnt.
Aakon does not use instruments for most of his performances, but he has a great respect for string instruments and performers.
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Dorian Godellé
Male Human (Taldan) Investigator 1
CG medium humanoid (Human)
Deity Sarenrae
Init +2; Perception +8
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +3
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Offense
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Speed 30 ft.
Battle aspergillum +2 (1d6)
Sword cane +2 (1d6)
1st—Cure Light Wounds
1/day—Hide from Undead
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Statistics
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Str 10, Dex 14, Con 10, Int 18, Wis 13, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats: Weapon Finesse, Skill Focus (Perception)
Traits: Corpse Dodger (Ustalav), Life of Toil
Skills: Acrobatics +6, Craft (alchemy) +8 (+9 to alchemical items), Diplomacy +5, Disable Device +7, Knowledge (dungeoneering, nature, religion) +8, Linguistics +8, Perception +8 (+9 to find traps), Sense Motive +5, Spellcraft +8
Languages Common,
SQ: Alchemy (alchemy crafting +1), Inspiration (4), Trapfinding +1
Other Gear: Alchemy Crafting Kit, Formulae Book (Crafter’s Fortune, Cure Light Wounds, Detect Secret Doors, Detect Undead, Identify, Shield), Belt Pouch (30 gp)
Encumbrance 33 lbs
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Special Abilities
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Alchemy (Su) By holding a potion for 1 round, you can use Craft (alchemy) to identify it as if using detect magic.
Inspiration (Ex) You begin each day with a pool of 5 uses of inspiration. As a free action, you can expend 1 use of inspiration to add 1d6 to the result of a skill check or ability check (including any you take 10 or 20 on). You can do this after you make the roll, but must do so before the results are revealed. You can only use inspiration once per roll. You can use inspiration on any Knowledge, Linguistics, or Spellcraft check without spending a use of inspiration, provided you’re trained in that skill. As an immediate action by expending 2 uses of inspiration, you can use inspiration on attack rolls and saving throws.
Trapfinding You gain +1 bonus on Perception skill checks made to locate traps and to Disable Device checks. You can use Disable Device to disarm magical traps.
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Background:
Dorian is originally from the town Ravengro of the county Canterwall in Ustalav. However, after a particular gruesome pair of months where an infestation of zombies ran amok, almost killing Dorian and his mother, Dorians father finally had enough. They moved south, to Nirmathas, where Dorians uncle and his wife lived. Unfortunatly, the zombie attack had been costly, and Dorians mother had been infected with Zombie Rot and within a fortnight, died and arose a zombie. Dorian had to end his mothers undeath by himself, as his father did not have the heart.
Dorian and his father have settled in Kassen, but they have been unale to locate their relatives. After losing his wife, Dorian’s father, Alex Godellé, has degenerated into a wreck of a man, relying on alcohol and drugs to take the edge off of his pain and sorrow.
In Kassen, Dorian makes money using his alchemical knowledge, and he has attained a tenuous title of “Doctor”.
Quirks:
Dorian has a particular hatred for the undead, mainly as a result of devastation they have caused to his family.
Dorian has a hope that one day he can rid Ustalav of the corruption. His plans revolve around political involvement, and investigating the conspiracy theories. Hopefully he can make neighbouring nations assist him with military power or resources.
He holds it against his father that things have not been easy after moving from Ravengro. Dorian blames his father for: Not moving sooner, forcing Dorian to be the one killing his mother, falling to drink and worse, and making Dorian earn all the money.
Secretly Dorian relishes his title Doctor, as he considers himself not only a healer of the people, but also the surgeon that will cut out the corruption from within Ustalav.
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| Alex Martin |
Dotting the thread means you have put an entry in the thread. Anytime you are on the boards (and logged-in as yourself), the thread should have a dot next to it. It makes a way to track what you have been looking at on the messageboards.
Usually, you post a character in the recruitment thread for the Pbp you are interested in. For example, if you are interested in this thread, you would create a character (by making a different messageboard alias than your current one); placing character info in the alias; and then posting as that alias here for the DM to review.
Hope that proves helpful.
| SodiumTelluride |
Dotting the thread means you have put an entry in the thread. Anytime you are on the boards (and logged-in as yourself), the thread should have a dot next to it. It makes a way to track what you have been looking at on the messageboards.
Usually, you post a character in the recruitment thread for the Pbp you are interested in. For example, if you are interested in this thread, you would create a character (by making a different messageboard alias than your current one); placing character info in the alias; and then posting as that alias here for the DM to review.
Hope that proves helpful.
Ah ok. I suspected that was how character submissions worked, but didn't want to be missing something. Thanks!
Sa'sori Kalissreavil
|
Hmmm... dotting in. Was invited to look into this by Er.. hmm.. don't see her here plays Sonya Amir in Weraegle's Legacy of Fire.
I'm thinking of doing a female, Half-elf, Sorceress {who isn't}.. going for Tattooed [Arcane] bloodline with eventual Eldritch knight.. and craft magic weapons & armor and craft wondrous items...
| Joel VA |
I'd like to add Flynn Miller to the list.
Flynn Miller
Male Human (Chelaxian) Ranger 1
NG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +1
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Offense
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Speed 20 ft.
Melee dagger +4 (1d4+3/19-20) and
. . longsword +5 (1d8+3/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
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Statistics
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Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Weapon Focus (longsword)
Traits deft dodger, erastil's speaker
Skills Climb +3, Diplomacy +1, Handle Animal +4, Knowledge (nature) +4, Perception +5, Profession (farmer) +5, Ride +2, Stealth +2, Survival +5
Languages Common
SQ track +1, wild empathy +1
Other Gear scale mail, arrows (60), dagger, longbow, longsword, 30 gp
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Erastil's Speaker You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Flynn grew up on the outskirts of town working the farm lands. When he was 15 years old, his parents were killed in a raid. He was quickly taken in by Arnama, and began his training as a ranger.
He has spent a lot of time exploring the local forests with Armana, and while she has taught him much, he is ready to head out on his own.
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