Looking for 2 or 3 players for an open ended homebrew campaign, Rune Lords emphasis.


Recruitment

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Looking for two or three players who are willing to post once per day in this Homebrew game. 4th level!

I want a background first and foremost.

No psionics, gunslingers, alchemists, magus, summoners, or warlocks need apply.

I am not a fan of the buy out systems, and we all have to trust each other anyway so roll 4d6 seven times. Six of these will be your stats, taking the three highest and adding them together.

2 Traits, and one campaign trait... in campaign info.

4000 gp for wealth, but your background story is where you can gain more!

Create a quick blurb about your appearance, the more interesting your background story the more bonuses you might stumble upon or requests granted.

Goblin hunting right now, but it is open world so the direction of the campaign can change quickly and it will soon enough if not done by the players... a Rune Lord cometh!


I'll go ahead and join this brew.

rolls:

roll.1: 4d6 ⇒ (2, 6, 4, 2) = 14
roll.2: 4d6 ⇒ (2, 6, 3, 5) = 16
roll.3: 4d6 ⇒ (5, 5, 6, 5) = 21
roll.4: 4d6 ⇒ (5, 2, 2, 1) = 10
roll.5: 4d6 ⇒ (5, 2, 2, 3) = 12
roll.6: 4d6 ⇒ (2, 1, 5, 3) = 11
roll.7: 4d6 ⇒ (5, 4, 4, 3) = 16

I am a Dhampire Pries, undead lord. I have a skeleton companion who is dressed to look exactly like me. When we move, we move as one. Give me a few days and i'll have a character sheet ready for you.


Call me interested.  If I may ask, what is the current party makeup? Also, no ACG? I would assume not considering your list of disallowed classes.

Ability score: 4d6 ⇒ (1, 6, 4, 4) = 15
Ability score: 4d6 ⇒ (6, 6, 4, 3) = 19
Ability score: 4d6 ⇒ (4, 3, 1, 3) = 11
Ability score: 4d6 ⇒ (6, 6, 3, 2) = 17
Ability score: 4d6 ⇒ (6, 4, 4, 3) = 17
Ability score: 4d6 ⇒ (5, 1, 1, 2) = 9
Ability score: 4d6 ⇒ (1, 4, 1, 3) = 9

So I have 16, 15, 14, 14, 10, 8.


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Interested. I would be playing a Menhir Savant Druid 4, human. Terrean Dinelle.

Appearance:
Terrean is a pale complected male of about 25, he is short, about 5 feet tall. He has a sinewy build, he appears healthy now, but it is obvious from looking at him that he never matured properly. He has auburn hair and green eyes.

Backstory:
From a small village is Varisia, Terrean has always been attracted to sites of power. At the age of 14 he began feeling a gentle mental push in his head whenever he ventured away from the nearby woods. While at the same time he began to feel sickly in his small village. As time went on and his sickness progressed, he began spending more time in the woods, where the incessant mental push abated, until he came across a copse of ancient oak trees. As soon as he entered the perimeter of the copse he began to feel healthy and vital instead of the sickly child he normally felt like.

His health improved greatly during this time, but he found that whenever he was too far from the copse, or whenever he didn't visit often enough, his strength would begin to drain, leaving him weak and sickly again. Noticing the connection, Terrean began tearing up the copse area, looking for the source of what was happening, he cut into trees, dug into the ground, even burned away part of the root system, but although he could feel the power inside the earth, he couldn't find any source.

Sensing the nearby destruction of one of their forests, a small cabal of druids sought out the destroyed area, running into Terrean and apprehending him. When he explained what was happening the druids took him to see one of their members, Lenion May, who often talked of places and lines of power. The Lenion quickly found in Terrean the same ability manifest in himself, the ability to attune to leylines and places of power, thereby empowering themselves. He taught Terrean to control the magic attached to his place of power, and to channel that power through the leylines of the world. Quickly accepted into the community, and quickly accepting of the community Terrean began working with the druids to help undo some of the damage he had created, while helping the druids protect their forest from other people who would destroy it.

While on a standard patrol through the forest Terrean stumbled upon signs of distress which lead him to his former village, there finding the handiwork of rampaging goblins, people and goblins cut apart, food stores raided, houses burned and livestock eaten. Although he never found his parents remains, most of the bodies were mutilated too much to identify.

With renewed focus on his studies, Terrean began searching the leylines for sources of power which could help him avenge his village. However, in Varisia there are other people looking for these places of power, and still others crafting their own. Terrean's mentor began sensing a disturbance in the leylines around Sandpoint and despite not wanting to leave Terrean in his time of anger and anguish, went to search for the cause. Lenion still hasn't yet returned. Terrean's anger is now tinging with the beginnings of worry because his mentor has never been gone this long before.

3 main points/hooks of the backstory:
1. Was a sickly child, so likely has an affinity for other people who appear sick. He regained his strength by tapping into a local place of power and the leylines that connect it.
2. Family has been destroyed by a goblin attack, Terrean is currently searching for destructive magic to retaliate.
3. Terrean's wrath is tempered by worry for his missing mentor, Lenion, who is searching for places of power around Varisia.

If my backstory is too long, too short, not detailed enough, too detailed, whatever I can change it.


Maybe I'm just being silly, but I'm having a hard time finding your 'campaign info' page. Others seem to be finding it with no problem, but...

I don't know enough about what you're looking for, either. Seems like there's a lot of information missing if I'm gonna make a character for this, without that info page :)

Dark Archive

I might be interested, but I'd like some more info as well. I have an idea for a Hunter (Primal Companion) which I think would look pretty cool. Here are my rolls (I'll add the backstory I'm drafting as soon as I find out more about the campaign, so I can create something on the same lines).

Roll1: 4d6 ⇒ (3, 3, 2, 6) = 14
Roll2: 4d6 ⇒ (3, 3, 4, 2) = 12
Roll3: 4d6 ⇒ (3, 2, 5, 3) = 13
Roll4: 4d6 ⇒ (5, 6, 4, 5) = 20
Roll5: 4d6 ⇒ (6, 6, 5, 5) = 22
Roll6: 4d6 ⇒ (4, 1, 2, 5) = 12
Roll7: 4d6 ⇒ (2, 6, 4, 3) = 15

Dark Archive

I ended up with 17, 16, 13, 12, 11 and 11. Sounds good enough... Character to follow soon as well. :)


Good point. May as well roll while I've nothing better to do.

Stats:

Stats: 4d6 ⇒ (1, 5, 2, 5) = 13
Stats: 4d6 ⇒ (4, 5, 1, 3) = 13
Stats: 4d6 ⇒ (5, 1, 5, 3) = 14
Stats: 4d6 ⇒ (4, 6, 3, 5) = 18
Stats: 4d6 ⇒ (4, 4, 4, 6) = 18
Stats: 4d6 ⇒ (4, 6, 4, 1) = 15
Stats: 4d6 ⇒ (4, 5, 1, 1) = 11
12, 12, 13, 15, 14, 14. The stats were -great-... before I removed a dice from each. XD 24 point buy.

Can't really complain, though. I tend to like balanced over widely varied.


Don't worry, I haven't been able to find the campaign info tab either. It either doesn't exist or is under a different alias.

I'm interested in playing a half-elf slayer if ACG
is allowed, rogue if not.

I have a rough idea that my character was an associate of Shalelu who was captured by the goblins. Then the party could rescue me from enslavement or I escape and run across them in the wild, whichever makes more sense.


4d6 ⇒ (4, 5, 6, 3) = 18>15>
4d6 ⇒ (5, 6, 1, 4) = 16>15>
4d6 ⇒ (4, 4, 6, 6) = 20>16>
4d6 ⇒ (3, 1, 4, 1) = 9>8 Discarded
4d6 ⇒ (6, 3, 2, 5) = 16>14>
4d6 ⇒ (2, 2, 6, 3) = 13>11>
4d6 ⇒ (5, 5, 5, 4) = 19>15>

15,15,16,14,11,15.
I must be in heaven, 35pt.
Are they in that order or can they be assigned as you choose?
Alignments?


Interest!

Roll1: 4d6 ⇒ (4, 6, 3, 6) = 19=> 16
Roll2: 4d6 ⇒ (1, 3, 5, 2) = 11=> 10 Eliminated
Roll3: 4d6 ⇒ (5, 3, 6, 1) = 15=> 14
Roll4: 4d6 ⇒ (1, 3, 5, 6) = 15=> 14
Roll5: 4d6 ⇒ (4, 2, 5, 6) = 17=> 15
Roll6: 4d6 ⇒ (5, 2, 1, 5) = 13=> 12
Roll7: 4d6 ⇒ (4, 3, 3, 6) = 16=> 13
The equivalent of a 32 point buy...


I'm interested in this. I came up with a character concept I really liked for a submission to a different game, a Catfolk bloodrager, and I'm thinking I might use that. But first:

Rolls:

4d6 ⇒ (6, 1, 5, 2) = 14 13
4d6 ⇒ (3, 4, 4, 5) = 16 13
4d6 ⇒ (4, 6, 1, 5) = 16 15
4d6 ⇒ (1, 6, 2, 4) = 13 12
4d6 ⇒ (2, 4, 3, 4) = 13 11
4d6 ⇒ (4, 3, 4, 1) = 12 11
4d6 ⇒ (3, 5, 4, 6) = 18 15


Catching up... from back to front! ;)

Sorry here is the link to campaign info: KickInTheDoor
I just looked it over and don't see the campaign traits there. I will be scrounging for them. No campaign traits at least until I find them.

We have a female elf magus, a male 'human' cleric of 'Sarenrae', and a Male Hobgoblin fighter.

I will allow ACG, though those who choose to go with base or core classes have a higher chance to get accepted into the game.

Alignments: Evil should be shied away from. So far we have: True Neutral, Neutral Good, and can't find hers.

The ability scores can be moved around, so the first roll does not need to be strength.

Just for clarification this is not Rise of the RuneLords but a homebrew sandbox, with hintings toward some freaky magicalness happenings. This campaign is located in the NorthEastern corner of Chelax but that could change as needed. A Venture Captain has been recruiting pathfinders to come and venture into the ruins of the area, deal with the goblins, and even offering guard duty to those who want it.

So far:
Avoron, Catfolk bloodrager

Sixteenbiticon, half-elf slayer if ACG

adsapiens, Hunter (Primal Companion)

jesuscraig, Menhir Savant Druid 4, human. Terrean Dinelle.

Number 13 or 14, Dhampire Pries, undead lord.


The campaign right now is a collection of modules, the world is as is, so if the encounter feels too strong RUN!!! Don't you see the skulls! :P

You are in the North East corner of Cheliax, dealing with undead and goblins most likely. There will be some exploring though.

The campaign is using the Inner Sea Campaign setting.
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Any item over 1,000 gp should get approved. If you have an item made up of a special material make sure to add into your background how you found it, bought it, or acquired the special material.

Oh I should tell you the sooner you get it done the sooner you get tested!

Creating the background of your character could gain you an additional feat, trait, ability score bonus, items or most likely more wealth to start with.

Step one is to create the background story of the character.
Step two is to create the crunch or character sheet.
Step three is to join the game in the Dragon's Draught and get noticed or accepted into a group.
Step four play the game and continue to have fun!


The following can be chosen as your Campaign Trait, if nothing works for you here look at Carrion Crown campaign traits and get back to me.:

There can be a few changes to these campaign traits. If you want to suggest some other addition or bonus to the trait please do. I will be updating the list in the campaign info.

Dream-Called: Visions of a horrible apocalypse have haunted you for months. They have grown more vivid in the recent weeks with the most recent dream showing your only escape from destruction is an inn called the Dragon's Draught. Panicked, you woke in the night and made way for the Dragon's Draught, leaving your life behind. You gain a +1 trait bonus to Will saves and you have uncovered a secret magical place along your way here and uncovered a magical item, that is worth no more than 2,500 gp.

Scholar: With newfound ruins and artifacts in the region, they have attracted many intellectuals and arcanists. You made your way over as well, but quickly found yourself short of funding. You gain a +1 trait bonus to Knowledge (Arcana) or Knowledge (History) and that skill is always a class skill for you.

Whisper Woods Hunter(Whisper Woods): Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.

Patient Optimist (Desna, Erastil,Sarenrae): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.

Hellknight Ancestry:At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.

Demon Hunter: Raised in a church, you've focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Brastlewark Student: You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in nontraditional ways. As a result you have learned to look at both skills in a new way.
You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.

Asmodean Demon Hunter (Asmodeus): Raised in the church of Asmodeus (whether or not you are currently a follower of the Prince of Darkness), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Patient Optimist (Desna, Erastil): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.

Social Traits:
Lost Nobility: Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against these officials.

These traits can be used for your basic traits:

Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Threatening Defender: You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Magical Traits:
These regional traits are available to all Chelish characters.

Desperate Focus: You’ve often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks.

Diabolical Dabbler: Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.

Theoretical Magician: You’ve studied more magic than what you can actually perform. You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster.

Race Traits
These race traits are available to all characters of the appropriate race.

Brastlewark Businessman (Gnome): Your time among the Brastlewark elite has led to an extensive knowledge of alchemy and ready connections in the trade. You gain a +2 trait bonus on all Craft (alchemy) checks.

Infernal Influence (Chelaxian): Your family boasts secret diabolical ties that may go back much further than the Thrune regime, and much deeper. You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison.

Masterful Demeanor (Chelaxian): As a proud Chelaxian, you are confident that members of other, inferior races will obey you, and quickly. You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.

Successful Shirker (Halfling): Born and raised a slave with no hope of advancement, you are adept at avoiding your overseer’s ire and attention, the better to spend time on your own interests. You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.

Regional Traits
These regional traits are available to all Chelish characters.

Cliff Jumper (Cliffs of Fury): You spent your early years exploring and foraging along the coastal cliffs. You gain a +1 trait bonus on Acrobatics and Climb checks, and on Reflex saves to avoid falling.

Dump Salvager (Westcrown): You grew up in or around Westcrown’s rubbish-strewn shores and spent your spare time digging through trash looking for things worth selling. You gain a +3 trait bonus on Perception checks to search for concealed items.

Egorian School Apprentice (Egorian): You studied under one of the masters of the Egorian School style of architecture.
You gain a +3 trait bonus on Knowledge (engineering) checks and a +2 trait bonus on Perception checks to find secret doors or traps in buildings built in the Egorian School style.

Wharf Rat (Ostenso): You may never have been on a boat larger than a garbage scow, but you’ve been helping them dock all your life. You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.

Whisper Woods Hunter (Whisper Woods): Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.

Brastlewark Student (Brastlewark): You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in untraditional ways. As a result you have learned to look at both skills in a new way.
You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.

Religion Traits
These religion traits are available to all characters of the listed faith.

Asmodean Demon Hunter (Asmodeus): Raised in the church of Asmodeus (whether or not you are currently a follower of the Prince of Darkness), you’ve focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Patient Optimist (Desna, Erastil): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.

Social Traits
These regional traits are available to all Chelish characters.

Hellknight Ancestry: At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.

Lost Nobility: Your family was prominent before the rise of Thrune, but that legacy is now forgotten by all but you. You hold every Chelish government official (including Hellknights) personally responsible for your lost glory. You gain a +1 trait bonus on attack and damage rolls against these officials.

Nonchalant Thuggery: You are adept at keeping witnesses from noticing that anything is wrong. You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.

__________________________

As a note, once you are in the Dragon's Draught, look at the first page of the Gameplay thread for what and who you see.

The Dragon's Draught can be found in Cheliax. On the North side of the Brastle River, some 40 miles down the river from Brastlewark heading towards Laekastel. Brastlewark is the nearest town.
________________
Special points: post each day (even to just check in), first person done, Background has really good descriptions, makes lists for me, etc.
_________________

Some of the gameplay information that I need all the time needs to be posted right on your character right in the forum. "How is that?" you may ask. Well let me tell you! Just post this in your Class/Levels area of your profile:

Vital: 13/13 HP, AC: 18 _ Touch: 12 _ FF: 16 _ Perception: +7 _ Initiative: +4 _ Fort: +4 _ Ref: +2 _ Will: +2 _ CMB: +4 _ CMD: 16, Speed: 20

Also under race you can add your skill modifiers:

Skills: Acrobatics +10, Appraise +2, Climb +3, Diplomacy +9, Heal +11 (w/ kit), Handle Animal +5, Inti +9, K(A, H, Na, R) +6, Linguistics +6, Profession +10, Ride +4, Sense Motive +7, Stealth +5, Survival +6, Spellcraft +7, Swim +1

If you need an example look at one of my aliases. Any questions on what is what, let me know.

This way if I need to roll something for you (by the way I'll be rolling a lot of your saving throws, perception, and initiative) I can do it without having to dig up your character sheet.

___________________________

To All: I need you to be thinking why you are at the Dragon's Draught? Perhaps you were recruited to become a Pathfinder agent, recruited from another Pathfinder group, saw a bounty and came to claim it for yourself (create one), curiosity to see those ruins, just traveling through, to find those exotic herbs to fix a disease or something else? Add this into your background information.

Also a few more questions to thing about:

Were you born in Cheliax?
How do you view the Cheliaxians?

________________________________

If you have been traveling much in the region you would know the lay of the land:

You are traveling through plains which has much open space.

The primary change of the flowing sea of plains would be farms. Farms mark this land, a huge sea of maize, wheat, oats, and barley; cattle ranches and pig farms take up the rest.

Lastly, the region is on a military footing, great citadels loom over the plains, ready to discharge their forces. Though they focus more on protecting the borders than fighting off village problems.

Here near the Dragon's Draught there are no fortresses that are filled with Chelexian soldiers. Those are near the borders or larger cities.


I know so much to read but I am trying to bring together information that helps understand what I am expecting and ideas for the players.

I don't think it happens a lot. ;)


Warlocks? You mean Male Witches? I also noticed you said no Magus I assume this is because you already have one?


I'll work on the rest tonight.
But i'll answer your 2 questions right now.

1) Born in Cheliax?
- Yes, to aristocrats

2) How do i view them?
- Daniel loathes them, the devil worshippers that is, especially his parents. The juicy details on that are up in his profile. He's a fighter in that stat block, but i might change it with another class.

Also, can we advance into prestige classes later on?


I think I'll be withdrawing from this one. Have fun guys!

Dark Archive

Hey Wolf! Thanks for the extra info. I have now some ideas popping and will write a background soon. I'm now considering an Aasimar or Half-Elf Bard (Thundercaller) - sticking with the core classes, something simple. My concept is more related to the sea and the Cheliax corsairs and all...

Silver Crusade

I'm not entirely clear on what to do with the stat rolls. Add the top three together? And what are people doing to adjust their rolls afterward, and why?

Anywho, I'm interested, so I'll roll

4d6 ⇒ (3, 1, 1, 1) = 6-->Nope
4d6 ⇒ (4, 4, 5, 2) = 15
4d6 ⇒ (6, 5, 4, 5) = 20
4d6 ⇒ (6, 1, 2, 1) = 10
4d6 ⇒ (6, 2, 3, 4) = 15
4d6 ⇒ (2, 6, 5, 3) = 16
4d6 ⇒ (6, 1, 4, 5) = 16

I'd like rewrite a character for this, but I need to know your take on Variant Heritages, etc. for tieflings.


Just subtract the lowest. While it's less intuitive if you're used to doing this with dice, I find it's much faster.

Dark Archive

Little king, the adjust we're making is to add the top 3 out of the 4 dice. Your numbers are 13, 16, 9, 13, 14 and 15.


As a player in this DM here is a few words of advice:

The is a Homebrew. and the Environment is dangerous WOLF is a no gloves DM :)

But if you get in you are in for a treat, this game features Politics / intrigue / Mystery / lots of combats per day with our lives on the line each time (or almost)

Lots of Lore.

Having played in this game for over a year now I highly recommend it but careful for what you wish.

(as a FYI Evil will not be permitted and those dabbling in raising undead have next to no chance of getting accepted. And i will says that when not exploring we are very vested in Politics / intrigue. )


What is the group looking for?

You know, if 3 out of 5 are martials or squishies lacking front liners.


We are not looking for anything in particular. Locke (the cleric) and I have survived this far.

The cleric is mostly a spellcasting focus but with spell he is decent in Melee

Mirage the Mobile Fighter is your 2 handed PA specialist with a Full place for Decent AC

and i am the Kn specialist able to handle her own in a fight.

----

So all in all you can play what you want to play i was merely informing you of the context of the game


Lots of competition, limited slots, and an already running game... combine into me sliding out. :) Good luck, all!


thats a lot of melee, so I will make that ranged character I have been hankering to make. lets see my stats.

4d6 ⇒ (4, 1, 4, 3) = 12 11
4d6 ⇒ (6, 5, 4, 3) = 18 15
4d6 ⇒ (2, 3, 4, 1) = 10 9
4d6 ⇒ (1, 5, 6, 4) = 16 15
4d6 ⇒ (5, 2, 2, 4) = 13 11
4d6 ⇒ (2, 5, 5, 2) = 14 12
4d6 ⇒ (6, 6, 1, 2) = 15 14

well I have had better... but I've had worse as well I guess. so many odd numbers... >.>


here is my application, I haven't quite finished him but eh, I feel I need to get him up here, GM, I know its one of those things but, I would rather have a favored enemy choice that at least has a possibility of showing up so often.


Backstory of Alken Kerelinth, Catfolk Bloodrager (Chaotic/Good):

Impulsive. That's what they called Alken, others in his town of humans and catfolk on the outskirts of Cheliax. For good reason, of course. He was impulsive, and very.

Impulsive, just like his parents. That's why they got involved with those strange cultists from another land. If they hadn't been so impulsive, maybe they wouldn't have had officials of Cheliax come knocking at night. Maybe they would never been imprisoned. Maybe they would have been able to know their son as he grew into an adult.

"Impulsive?" his aunt once said to him. "Hah! Your mothers family has always been more than impulsive. Fey-touched, that's what I've heard. But your father didn't think of that before he married her, did he? And to think, our family used to be nobility in Cheliax. But that was before."

Impulsive, as his tribe's librarian called him when he asked about books on demons. "You're problem is that you don't think before you act. How could you become involved in something like that in these delicate times, especially with your history? Don't you know what people will think?" It didn't matter. He took the books anyway. There were more important things to care about.

"Impulsive" was what the rumors said, about his actions on the day he was banned from the temple of Shelyn he had attended for years. "We have many concerns right now," the human priest had told him, "and the last thing we need is to be associated with someone, well, someone like..." Alken didn't know how he was going to finish the sentence, but he didn't wait to find out. He slid out his claws and slashed, smashing apart stained glass windows in a dazzling flash of color and light. He ripped the door off of its hinges and charged into the morning. He was furious, but fought to control himself and focus on what was right. What was good. What mattered.

Impulsive. That was what they called Alken, those people with whom he had once shared a town. Impulsive, like when he sold everything he owned for some fancy weapons and armor, before leaving that same day for a nearby caravan route. Like when he set off for what he was sure was right and never looked back.

Yes. Impulsive.

Answers:

Why is he at the Dragon's Draught?

Alken is searching for information about demons. This will be difficult to find in Cheliax, of course, but he has nowhere else to turn. He wants to find more about what exactly his parents were involved in, and why Cheliax took such drastic measures.

Was he born in Cheliax?

Technically, yes. But Alken grew up in an area on the far outskirts, where their control was much less strict. He recently traveled further towards the center.

What is his attitude toward the Cheliaxians?

Alken has mixed feelings about this. On one hand, he resents Cheliaxian officials for what they did to his parents. On the other hand, perhaps those actions were justified, as he doesn't really know what his parents were doing to warrant those actions. And he doesn't extrapolate these feelings toward Cheliaxians in general; after all, he is one.

I will post the character information soon.


@ Gin Kyomaru, No I mean warlocks, it is a class from 3.5. Male witches are fine.

@ Daniel Chelas, prestige classes are fine though you will need to make a reason why you want to do it, or even learn about it. This could even be incorporated into your background.

@ The Little King,
d6 ⇒ (4, 4, 5, 2) = 15 -2 = 13
4d6 ⇒ (6, 5, 4, 5) = 20 -4 = 16
4d6 ⇒ (6, 1, 2, 1) = 10 -1 = 9
4d6 ⇒ (6, 2, 3, 4) = 15 -2 = 13
4d6 ⇒ (2, 6, 5, 3) = 16 -2 = 14
4d6 ⇒ (6, 1, 4, 5) = 16 -1 = 15

These are your stats. You either add the three highest rolls together of the 4d6 or you subtract the lowest roll from the total. I am open to variant rules for tieflings.

Thanks Arsil I think that does help with, "here is the line, be careful!" ;) The context does help I am sure of it.

Lord Inventor a quick help and this goes for everyone else as well, if you want to take 1 point from one ability score and give it to another you may. So a str of 13 and a int of 15, you could make the str 12 and int 16. Or the other way around.

Can someone compile the list of applicants so far please!!!


Damphir priest undead lord- #13 or 14
Menhir Savant Druid- jesuscraig
Alken Kerelinth, Catfolk Bloodrager- Avoron
Alexander Dart Dumonte Ranger archetype(unkown)- Rorek55 (Lord inventor reldic)

I think this is all of the full filled applications so far.


4d6 ⇒ (4, 5, 6, 1) = 16
4d6 ⇒ (6, 5, 3, 2) = 16
4d6 ⇒ (3, 3, 2, 6) = 14
4d6 ⇒ (3, 2, 5, 6) = 16
4d6 ⇒ (1, 4, 5, 4) = 14
4d6 ⇒ (4, 6, 1, 1) = 12
4d6 ⇒ (4, 3, 1, 1) = 9

15, 14, 14, 13, 12, 11 .. a 22 pb not amazing but not bad either. With he work around it'd be a 25 pb let me get working on another character.


looking at demonslayer archetype and divine tracker.... hmm.


Alexander and Alken good starts, but in your background story you will also need why you are a 4th level adventurer... If you have played in Rise of the RuneLords perhaps you could add some of the modules to your back ground, let me know before you head down this rabbit hole.

Daniel, I can't wait to see what else you have for your story. I would suggest a few small alterations. First you got sent to Cheliax instead of Varisia. Second, it would make more sense if the scholar or other allies that find you help kill the devil.

jesuscraig, your background story is good. It could use more detail but it leaves much of the details vague as if you were telling the story of your life to those around a campfire. I would suggest to add in why you have moved to Cheliax, perhaps you heard of some powerful ley lines.

Characters so far...
Damphir priest undead lord- #13 or 14
Menhir Savant Druid- jesuscraig
Alken Kerelinth, Catfolk Bloodrager- Avoron
Alexander Dart Dumonte Ranger archetype(unkown)- Rorek55 (Lord inventor reldic)
Daniel Chelas Human fighter


Got an idea brewing for a ranger hunt... Taking out demons under the nose of chelix hell knights. IMA have fun with this.


Ah, i didn't edit that out?
Since this was originally a submission for Carrion Crown.

I'll work on it some more later today. There's some stuff i need to do this morning.


Hmm, since the frontline sounds covered, i'm thinking of speccing crossbows, keeping his current melee weapon though.

A moving turret sounds appealing.

I forgot, how will we go with HP gain?
Average or roll?


@ Alexander:

Goblin has been our main enemy for most of our combats with some undead and some Evil outsiders

----

dunno if i have said this but: The Dragon inn (our base of operation) is in the middle of nowhere and our current goal is to secure the surrounding (fighting off goblins / worgs etc) in the area to secure it for those that will settle.

So far we have tacked down a few different tribes of the greenskins.

Some seems to have access to weird and powerful magics.

Grand Lodge

4d6 ⇒ (2, 5, 1, 6) = 14-13
4d6 ⇒ (5, 2, 5, 6) = 18-16
4d6 ⇒ (1, 3, 4, 3) = 11-10
4d6 ⇒ (1, 6, 5, 1) = 13-12
4d6 ⇒ (2, 1, 1, 5) = 9-8
4d6 ⇒ (2, 3, 4, 6) = 15-13
4d6 ⇒ (4, 4, 2, 4) = 14-12

Human Paladin(Hospitaler)/4 of Serenrae, LG
Str 16
Dex 12
Con 13
Int 12
Wis 10
Cha 13+1+2

Crunch:

Traits: Eyes and Ears of the City
Feats:Fey Foundling, Extra Lay of Hands, Greater Mercy

Skills: Diplomacy +10, Heal +4, Knowledge (Nobility & Religion) +5, Linguists +6, Ride +8, Perception +8, Sense Motive +7

Languages: Abyssal, Common, Draconic, Goblin, Infernal

Equipment
MS Full Plate 1650 GP (Pending GM Approval)
MS Greatsword 350 GP +8 (2d6+4/19-20x2)
MS CI Morningstar 316 GP +8 (1d8+4/20x2)
Heavy Horse, Wartrained 300 GP
+1 Cloak of Resistance 1000 GP
Saddle, Military 20 GP
Paladin's Kit 11 GP
Holy Symbol, Silver 25 GP
Signal Horn 1 GP
2x Bandolier 1 Gp
Wand of Cure Light Wounds 750 GP

576 GP left over

Backstory
Derik is a son of City Guard and his mother is a Cleric of Serenrae. He was born in small city on the outskirts of Cheliax. He learned both the ways Serenrae from his mother and trained as a fighter so that he too could join the City Guard as a fighter.

Tall and strong, good natured and partial to mead. Willing to help those in need and set an example for those who stray from the goodly path.

In his first year after joining the Guard while on a scouting mission being led by his father, their party was ambushed by a gang of hobgoblins. They were able to fend off the goblins and escape but not without taking heavy casualties, one of whom was his father.

After he prayed daily to Serenrae in search of an answers. Why did father die, why does such evil exist. He was filled with new zeal in his duties channelling his anger into his training and his duties.

A few years later, now a young sergeant he was leading another patrol when his party found themselves beset by hobgoblins whos numbers had been increasing in the area. This time however things went differently. Suddenly, he found his sword gleaming with holy light as he fought the foul creatures and his presence his men fought with renewed vigour finding their wounds healed.

For seven days and seven nights he prayed for guidance on the eight morning he resigned from the Guard and set out, guided by Serenrae, in search of evil to vanquish. Along the way he has made several friends and had more than a few adventures.


cool, if evil outsiders show up somewhat regularly I won't feel bad taking the full fluff version of my guy into practice. (I think.. I have 7 different types of arrows XD)

added more backstory, will probably add more at a later time.

probably something about establishing a base within the kingdom so as to have a reason to join the party. also- wolf companion, I did not mention it in the backstory because he has not got it yet, the last section I add will be him befriending the Wolf,


alrighty! tell me what you think of the story! I think its one of my better ones, though a bit vague on details... which I will fill out indefinitely probably.


Character:

Alken Kerelinth [bracketed stats for when in rage]
Male Catfolk Bloodrager (Primalist) 4 (Fey Bloodline)
CG Medium humanoid (catfolk)
Init +5, Perception +6
Defense:
AC 20[18], touch 13, flat-footed 15 (+3 Dex, +7 armor)
HP: 38 [46] (4d10+12)
Fort +6[+6], Ref +4, Will -1[+1]

Offense:
Speed 40ft (30ft in armor)
Melee:
2 Claws +7 [+9] (1d6+3[+5]) x2
[Bite +9 (1d4+2)]
[Gore +9 (1d8+5)]
Range:
Composite Longbow +7 (1d8+3) x3

Statistics:
Str 16(+3)[+5], Dex 16(+3), Con 15(+2)[+4], Int 12(+1), Wis 8(-1), Cha 15(+2)
BAB +4, CMB +7[9], CMD 20[22]

Spells Known:
1 (2/day):
Enlarge Person
Frostbite

Feats: Catfolk Exemplar(sharp claws), Nimble Striker

Skills: Acrobatics +10, Climb +10 [12], Perception +6, Survival +6

Languages: Common, Catfolk, Sylvan

Traits: Axe to Grind, Lost Nobility, Reactionary

Special Abilities:
+10 speed when running/charging
Scent
Cat's Luck (1/day, roll Reflex twice, take better result)
Bloodrage 12/day
Confusing Critical (on crit in bloodrage, DC 16 Will or confused 1 round)
Rage Powers: Animal Fury, Lesser Fiend Totem

Gear:
Composite Longbow (+3 Str)
+1 Agile Breastplate
Wand of Enlarge Person (50 charges)
Wand of Infernal Healing (50 charges)
Potion of Vanish (CL5)
100 arrows
20 pheromone arrows
10 smoke arrows
Backpack
Bedroll
50 ft. of hemp rope
Flint and steel
20 torches
1 day of trail rations


So that's my character. I'll make some backstory edits soon to account for his level, some items, and certain other aspects of the character.

My only item over 1000 gp is my +1 Agile Breastplate. I also have a couple of wands. I'll explain how I got all of these in my backstory edits.


how do we calculate hp?


@alexander: i wouldn't say evil outsider showed up regularly it did a few times out of the many combat we had over a year.

I like the story but i don't understand the character's motivation yet.


Still interested, but have been having issues, my documents are on pc (which is KO for the moment) and a mobile device isn't the best to type on.


Hell knights would help you destroy demons, devils are an entirely different story.

Max HP at first level and roll for HP after that, re-roll any ones.

Right I understand Daniel get in when you can.

Welcome Derik Henderthane and all that have set out to join the hunt for bounties.

Characters so far...
Damphir priest undead lord- #13 or 14
Menhir Savant Druid- jesuscraig
Alken Kerelinth, Catfolk Bloodrager- Avoron
Alexander Dart Dumonte Ranger archetype(unkown)- Rorek55 (Lord inventor reldic)
Daniel Chelas Human fighter
Derik Henderthane, aasimar male paladin


Demon, devil, they are all the same to Alex.


In advance..
HP: 10 + 3d10 + 8 + 4 ⇒ 10 + (9, 7, 9) + 8 + 4 = 47

Quite happy with that.


I would be interested in applying with Dairkal, leveled up to 4th, with re-rolled stats and adjusted background to take him from Varisia to Cheliax.

Would rather like him to be Swashbuckler from ACG, but if being a core class is better, I keep him Rogue.

4d6 ⇒ (5, 1, 1, 2) = 9 = 8

4d6 ⇒ (5, 5, 3, 2) = 15 = 13

4d6 ⇒ (6, 1, 5, 6) = 18 = 17

4d6 ⇒ (3, 6, 4, 4) = 17 = 14

4d6 ⇒ (5, 5, 3, 6) = 19 = 16

4d6 ⇒ (3, 1, 1, 2) = 7 = 6

4d6 ⇒ (5, 3, 2, 3) = 13 = 11

So, that should be 8, 13, 17, 14, 16, 11.

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