Gamemaster Zedth |
I started this new thread because I know the higher post-count tend to not get as many views.
The campaign I am recruiting for is here.
I encourage you to look over the game play, look over the Campaign Info tab for some detail and fluff, and please post if you're interested! We're a pretty fast-paced game. Most of us like to post a few times a day, but the minimum is once per day, excluding weekends.
We're looking for 1, maybe 2 new players. The current party makeup is:
-Human Barbarian
-Human Wizard
-Half-Elf Ranger
-Dwarf Cleric
Because they're so well-rounded already, almost any character could fit in well and bring strength to the group.
Here are the basic guidelines:
Basics: Level 2 character. (see house rules spoiler below regarding level 2 hit points) 20 Point buy. 500 GP starting wealth. No evil alignments. Choose 2 traits(APG only, choose from different lists, no two of the same type. *IF you want traits from other books, they must be approved.)
Classes, Races, Feats, Spells: Core Rulebook, Advanced Player Guide only.
*exception-No Summoners.
*exception. I will allow Tieflings as they directly tie into the theme of the campaign. If you choose tiefling as a race in this campaign, you must be Good-aligned. That's my only caveat. I will likely not pick more than one tiefling PC unless I'm really feeling generous. I really prefer the classic feel to my games, so I prefer sticking close to core.
Class archetypes and racial feature swaps: APG only.
Background Story: I'm big on flavor. I want a background story in your profile and I want it to make me either laugh, cry, or go "hell ya!" It doesn't have to be ultra long, just make it count for something.
Take a look at the "Factions of Note" spoiler, it will help with understanding your place in this land. All the players will be unofficial members of the Consortium of Light. As it is more or less a motley crew of heroes, your backgrounds can be as varied as you want. Feel free to make up town/city names, we might could revisit those places later if the story arc takes us there.
1) XP I don't use XP. I will arbitrarily level you up, every so often.
2) Hit Points Max HP at lvl 1. At level up roll as normal, but take a minimum of half your hit die if you roll low.
3) Crits A natural 20 is an auto-confirm crit, unless your opponent is 3+ HD more than you. The idea is to make natural 20s more exciting when you're in combat with an opponent that is about your level or lower.
4) Melee touch attacks Players may choose to add their DEX modifier or their STR modifier to their attack rolls when making a melee touch attack.
Hisao of the Yellow Reeds |
Give Hisao here a look see please. I made him for another campaign that he didn't get into. Might have to change him around to fit the character creation rules but should be minor. Would like to get feedback for the fluff and will refactor him as necessary.
Thanks for the consideration. His backstory is open ended enough that he could end up anywhere ready to join in.
Edit: Blah, I'm a psfrd player only so didn't realize that ninjas weren't in the APG or Core. If that disqualifies Hisao then so be it.
psychicmachinery |
I've been thinking about this a bit, maybe a bard would be useful to this group. The Archaeologist archetype is from Ultimate Combat, but can fill in as a rogue in a pinch and also help out as a party face. Based on your guidelines, it's probably not allowed, in which case I would probably go vanilla bard or arcane duelist archetype, but I guess it doesn't hurt to ask.
Daniel Stewart |
Would be interested in joining this group (read a little of the game posting already)...need to think of a good character, but since your rogue was canned, I might attempt to make a character to fit this role (and thus, no longer needing to NPC that character).
Will try and get something up when I get home from work tonight.....you seem like a fun group and the DM knows his stuff (and how to deal with 'stuff' too!)
Daniel Stewart |
Ok, here is the crunch (minus gear) for my submission...I will get the fluff up asap
Rowan the Hand
Male Halfling Rogue 2
N Small humanoid (halfling)
Init +4; Senses Perception +7
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Defense
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AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 15 (2d8+2)
Fort +2, Ref +8, Will +2; +2 vs. fear
Defensive Abilities evasion
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Offense
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Speed 20 ft.
Special Attacks sneak attack +1d6
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Statistics
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Str 10, Dex 18, Con 12, Int 13, Wis 13, Cha 12
Base Atk +1; CMB +0; CMD 14
Feats Stealthy
Traits criminal, vagabond child (urban)
Skills Acrobatics +11, Bluff +6, Climb +7, Disable Device +13, Disguise +6, Escape Artist +11, Knowledge (local) +5, Linguistics +5, Perception +7, Sense Motive +5, Sleight of Hand +9, Stealth +15; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Gnome, Goblin, Halfling
SQ rogue talents (fast stealth), trapfinding +1
Other Gear thieves' tools, masterwork, 30 gp
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Special Abilities
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Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fearless +2 racial bonus vs Fear saves.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Catcher |
”Hi, hello and welcome!” waves the young woman ”Nice to see you all interested!” she smiles ”I promise to be nice to each of you! I only can’t stand that damned barbarian! He is so reckless! Gods! Not to mention that elf-squashing stubborn dwarf! I like Tessa however, I just felt sorry that I laughed when the dwarf sat on her.” after says her part, the young woman starts to head back when she suddenly adds ”Ah, I was forgetting! I’m Catcher, said human-wizard, nice to meet you all! :P”
Daniel Stewart |
Ok..her is fluff and purchased equipment for Rowan the Hand. I have also copied his crunch again so it will all be in one place.
Rowan the Hand
Male Halfling Rogue 2
N Small humanoid (halfling)
Init +4; Senses Perception +7
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 15 (2d8+2)
Fort +2, Ref +8, Will +2; +2 vs. fear
Defensive Abilities evasion
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Offense
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Speed 20 ft.
Melee dagger +2 (1d3/19-20) and
. . shortsword +2 (1d4/19-20)
Ranged shortbow +6 (1d4/×3)
Special Attacks sneak attack +1d6
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Statistics
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Str 10, Dex 18, Con 12, Int 13, Wis 13, Cha 12
Base Atk +1; CMB +0; CMD 14
Feats Stealthy
Traits criminal, vagabond child (urban)
Skills Acrobatics +11, Bluff +6, Climb +7, Disable Device +13, Disguise +6, Escape Artist +11, Knowledge (local) +5, Linguistics +5, Perception +7, Sense Motive +5, Sleight of Hand +9, Stealth +15; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Gnome, Goblin, Halfling
SQ rogue talents (fast stealth), trapfinding +1
Combat Gear potion of cure light wounds (2); Other Gear masterwork studded leather, dagger (2), shortbow, shortsword, backpack, bedroll, belt pouch, canteen, flint and steel, mess kit, silk rope (50 ft.), thieves' tools, masterwork, 96 gp, 7 sp
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Special Abilities
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Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fearless +2 racial bonus vs Fear saves.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Roland learned early on that he could rely on no one but himself. From his earliest memories he was always ignored or dismissed by others. He was told that his family had been killed by bandits, but they probably just left him in that squalid little town because they no longer wanted to care for him. The first, and only, people to try and help him had a very strange notion of 'help'. They basically made him their slave...cooking, cleaning and doing whatever they wanted with the threat of being 'put back onto the road where we found you'. By the time he was 16, the road seemed a much better place to be, so he took anything of value from his 'family' and escaped into he night.
Knowing that his foster parents would attempt to recapture him, Rowan decided to head to the city where he felt his skills would help him win a new life for himself, as well as hide him from the 'tender' graces of his 'parents'. He first stopped in the town of Broaklesh, but the many thugs and thieves chased the halfling off before he could even ply his trade. So he followed the road to Sweetwaters and stayed for a few months, gaining some money and purchasing better equipment, but too soon he had a feeling of unease, and decided to travel the roads once again.
Up until this point, Rowan had been very lucky in his travels not to be attacked by any of the hellish brigands and monsters that roamed the land, but that luck would soon run out as he attempted to take the south road to Sojourn. Not an hour outside of Sweetwater was he confronted by a band of fiery imps who chased the poor halfling for several days. By the time he had finally lost his pursuers, he was somewhere north of Sweetwater and heading to who knew where! A day or so later he came into the little village of Archdale. Resting and recuperating from his run-in with the imps, Rowan stayed in the town a few days, but again the feeling of unease settled in the pit of his stomach, so he readied to move on once more.
Tessandriel Siannodel |
I'm probably not going to have time to put something decent together, so I'm going to withdraw. Happy gaming to all!
Please take your time. The aforementioned deadline was to help keep things moving along. If you have a really fun concept that you want to make go ahead and zap that bad boy (or girl) up! The GM will be understanding if you need some extra time to complete it.
Oh, and I play the ranger of the group.
"Bah."
"And don't worry about him. He just likes the taste of his foot." she says with a smirk.
Torrosk Brokenblade |
Male Half-Orc Inquisitor 2 (Pathfinder RPG Advanced Player's Guide 38)
N Medium humanoid (human, orc)
Hero Points 1
Init +7; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 18 (2d8+6)
Fort +5, Ref +2, Will +6
Defensive Abilities orc ferocity
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Offense
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Speed 20 ft.
Melee falchion +3 (2d4+3/18-20)
Ranged composite longbow +3 (1d8+1/×3)
Spell-Like Abilities (CL 2nd; concentration +1)
. . At will—detect alignment
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—bleeding touch (1 round)
Inquisitor Spells Known (CL 2nd; concentration +5):
. . 1st (3/day)—bless, cure light wounds, touch of combustion{super}ARG{/super} (DC 14)
. . 0 (at will)—acid splash, detect magic, disrupt undead, read magic, stabilize
. . Domain Death
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Statistics
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Str 15, Dex 14, Con 14, Int 9, Wis 16, Cha 9
Base Atk +1; CMB +3; CMD 15
Feats Point-Blank Shot
Traits reactionary, undead slayer
Skills Heal +8, Intimidate +7, Knowledge (planes) +4, Knowledge (religion) +3, Perception +8, Sense Motive +4, Swim +2; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ cunning initiative, hero points, judgement 1/day, monster lore +3, orc blood, weapon familiarity, stern gaze, track +1
Other Gear breastplate, arrows (20), composite longbow, falchion, backpack, masterwork, bedroll, belt pouch, chalk, flint and steel, wooden holy symbol (Pharasma), manacles, hemp rope (50 ft.), torch (10), trail rations (5), waterskin, 52 gp, 9 sp, 9 cp
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Special Abilities
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Bleeding Touch (1 round, 6/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Undead Slayer +1 weapon damage vs. undead.
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.
Someone must have been listening, but not anyone Torrosk would have wanted listening. Just after Torrosk’s 14th birthday, the camp was attacked. The shadows themselves boiled and came to life, hideous creatures, grey flesh the color of death, taloned fingers and horribly sharp teeth bounded after the shadows, snarling in glee as they started to rend their way through the orc encampment. Torrosk knew that he needed to hide, and found his way into the woodshed and hid under the wood pile, pulling logs and kindling over himself in a futile effort to hide from the creatures.
A shadow slid in amidst the wood, and leered at the ½ orc boy with a soft, creaky voice, that oozed malevolence. “Foolish, foolish child. You cannot hide from a shadow in the dark.”
The things hand reached out for the wide-eyed boy’s ankle, and Torrosks ankle, and Torrosk felt a cold so intense it burned. Worse still was the horrific pulling that started, making Torrosk gasp for breath that wouldn’t come. Torrosk’s vision went dim, and the cold spread throughout his limbs. Torrosk fought but the cold…it just made him want to sleep, and Torrosk slipped into that feeling.
He awoke with a start, and a sharp intake of breath. Bright light caused him to blink and shade his eyes with one hand. White walls surrounded him, a small basin atop a nightstand showed recent use, and a washcloth hung lazily over the lip. Torrosk looked down and found he was in a bed with fresh linens. He tore the cloth off his feet looking down, the horrible memory of the things cold grasp on his ankle flooding back. The foot was still there, but just above the ball of his ankle was a stark white handprint that stood out against his tanned-greenish skin.
The door to the room opened then, and a woman in a grey robe, wearing a necklace bearing a spiral comet symbol on it stepped through. “You are awake. Good. It would seem that Pharasma is not quite done with you.” Her smile put Torrosk at ease, and the mention of Pharasma instilled a certain sense of peace in the young ½ orc.
***********************************************************************
Time passed for Torrosk, and he tried the best he could to fit into Pharasma’s clergy, but his orcish blood gave over to rage just a bit too often. He understood that death came to everyone, just or unjust, and followed the prophecies as best he could, but his blood cried out for action. To put it simply, he was terminally bored. He started to question how undead were allowed to exist, since they stopped a soul from getting to its deserved rest, or unrest. They tore at the frayed end of prophecy, and unraveled them, changed them where they weren’t supposed to.
He often brought up his questions, to the exasperation of his instructors. This in turn led to many chores. Between gathering firewood, splitting chord upon chord of that same wood, fetching water from the river, helping fix the masonry with the stonemason, and basically, any other sort of labor his instructions could invent, the boy grew up, large and broad. With the boy still questioning his instructors,( and the church looking better, and being stocked better than ever) the clerics of Pharasma were at a loss. What to do with Torrosk?
Fortunately, the answer came in the form of Terrant Ulish. The cleric of Pharasma offered the boy another path. “You ask a lot of questions, lad. A lot of the right questions.” Terrant told him by way of an introduction one day at vespers. The man didn’t look like the others. He was travel worn, his clothing threadbare, and well used. He looked like he was a man of action. This was something Torrosk looked for. Torrosk waited on Terrant’s every word. “You strive for action, your blood calls for it.” Torrosk only nodded. “I have one question to ask then. If you found a man breaking the bond of Pharasma, robbing souls of their rest, what would you do?”
Torrosk thought for a moment. His first reaction was that he’d hunt the man down, and strike him down with the retribution of Pharasma, but this was not impartial, not what he’d been taught. He started to speak his first thought, and then stammered, “I would seek the guidance of Pharasma that those spirits could be pulled from the man.”
The backhand blow that slapped Torrosk, left stars in his vision and the coppery taste of blood in his mouth. Torrosk growled deep in his throat, but stayed retaliation. “Don’t ever lie to me boy, or I’ll unleash more than the back of my hand!” Terrant snarled out at him. “What would you do?”
Torrosk growled “I’d hunt the man down and show Pharasma’s might as I struck him down for his sins!”
Terrant laughed and ruffled Torrosk’s hair, “Now THAT’S and honest answer.” He turned back to the head cleric, who had been standing back in the shadows. “He’ll fit right in. You were right to contact me. He has the wisdom to server our Goddess, but his temperament is wrong for the lay clergy. I’ll claim him and teach him. He’ll join Pharasma’s inquisitors starting today.”
Gamemaster Zedth |
THANK YOU ALL for your submissions. I liked them all. I've done some weighing back and forth about character fluff, character stats, party needs, and tone of our game thus far... and I have reached a decision.
We would like to invite Miro Ammar the Halfling Bard to our game.
Again, thank you all for your interest. I decided that just one player will be best at this juncture, despite some of the neat submissions.
Miro, please confirm you acceptance here and/or in the discussion thread here.