Established Carrion Crown campaign seeks a fast entry character


Recruitment

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Grand Lodge

I'm inheriting a PbP Carrion crown game that is due to move to module 3, Broken Moon.

Ideally we are looking for a wilderness type so a ranger would be a good fit, but Pally or Fighter, Barbarian or Slayer would be a good fit too.

Traits - pick any two NON campaign traits.

Any classes and feats from Core, Ult. Magic, Ult. Combat, Adv. players guide and Adv. class guide.

We want someone who can be a TEAM player and is affable - broody lone wolf types need not apply.

Some one with a desire to enter the lycanthrope infested Shudderwood would be good too.

Ideally we are looking to have the applicant start after thanksgiving.

The players will review your applications and select one.


What level. and do you have any problem with the Moon Mystery

Grand Lodge

Funny me... should have listed it. 25 pt build. Max HPs level 1, half Hp +1 per level after that (like PFS)

Level 6. Also take WBL for level 6 too. When buying armour, rings, amulets and weapons, stick to +1 items for now please. Special materials are fine if paid for.

I think the players are open minded in this game so sure, make it part of your submission, but they are looking for a more physical approach - the 5th player would be taking over the role covered by an archer paladin. If you can fill that gap then fantastic.

They have a:
cleric
Monk/Inquisitor
Rogue
Wizard

So find something that can fit.


Hope optimized is your group?

Can you describe your GM style?


Hey Helaman! Remember me? RL has calmed down quite a bit, and I've had a lot of games die since I left your E7 CC game. I now have time for some more PBP goodness. I'm thinking of applying for this game since I have Stalwart as a player in one of my games and she recommended it. It has the added advantage of being the third book and beyond, which I haven't read yet (my players are still in book 2). So I'd be experiencing the material for the first time.

My initial idea is a wealthy big game hunter who has been living in the Ascanor Lodge.

Page 20 Rule of Fear wrote:
Ascanor Lodge: Attracting wealthy hunters from across the country and beyond, the Ascanor Lodge advertises itself as an island of luxury in Ustalav’s final wilderness, where elite sportsmen can hunt the land’s deadliest and most abundant beasts without sacrificing the comforts of a country retreat. A palatial compound, the lodge’s rustic log construction and countless hunting trophies dress the myriad decadences—lavish apartments, fine restaurants, ballrooms, theaters, menageries, gardens, spas, and a “secret” brothel—in the ruggedness of a frontier outpost. While the wealthy clientele come and go as they please, for the retreat’s live-in servants the lodge is a prison, as none can afford passage upon the guests’ luxurious riverboats, and true dangers beyond the game warden’s stocked deer herds and drugged wolves stalk the surrounding Shudderwood.

He's sick of the easy prey provided in the lodge proper, and has been looking for a way to test his mettle against the true dangers of the Shudderwood.

What is the status of firearms in this Golarion? The default emerging? I'll need to think some more on specific aspects of the character, just want to put my interest out there.


LibraryRPGamer wrote:

Hope optimized is your group?

Can you describe your GM style?

Tolvan - Wizard

Anna Dunsany - Rogue

Danica Quinn - Monk (Sensi, Four Winds) 2/Inquisitor 4

Kimberly Snow - Oracle (Reincarnated Oracle) 6


So a crowd control/support wizard, a skill-focused rogue, a what looks to be defensively focused monk-type, and a healing oracle.

Y'all definitely need some beef.


Dot dot. Thinking war priest.


Further ideas percolating to the surface are that my character is a Sargavan pineapple baron. He owns a large pineapple plantation in Sargava, and uses his wealth to fuel his hunting trips (aka adventures) around the Inner Sea region.

Grand Lodge

My DM style: Tends to be more democratic than autocratic. I tend to lower power games... this game is not low powered. I post regularly and often.

There was this group lost their DM at the end of Book 2 and they wanted someone to take over the campaign. I am very familiar with the CC AP and thought I'd get some karmic points by helping out and taking over.

I don't think I'll go the whole campaign route (Ob Portal with journal updates etc)

-------

HUGE Thanks Jelani on listing the PCs out and your concept sounds solid but we'd need any character joining to be in Lepidstadt in order to journey with the party and while I have zero issues with nobility we'd need you to be the happy inclusive noble.

A noble would make the tenuous link into the lodge a s@&$ load easier but it isn't necessary.

----

I dont have a complete say in who joins and who doesn't - at best I get a single vote SO don't let my notes distract anyone from a concept they wish to play.


Here's a draft of the crunch. If you guys like what you see, I'll finish off the fluff.

Pineapple Baron
Human (mwangi) bloodrager (primalist, steelblood) 6
NG Large humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
(Below all includes rage)
AC 17, touch 10, flat-footed 15 (+7 armor, +1 deflection, +2 Dex, -1 size, -2 untyped penalty)
hp 64 (6d10+24)

Fort +8, Ref +5 (+1 bonus vs. trample attacks), Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary

--------------------
Offense
--------------------
Speed 30 ft.

Melee (Includes Rage, Power Attack, Furious Focus, Reckless Rage)
+1 nodachi +15/+6 (2d8+25/18-20) or
. . mwk shortsword +11/+6 (1d8+16/19-20) or
. . 2 claws +11/+11 (1d8+16)

Ranged mwk composite longbow +8/+3 (1d8+5/×3)

Space 10 ft.; Reach 10 ft.

Special Attacks blood casting, bloodrage (14 rounds/day), claws

Bloodrager (Primalist, Steelblood) Spells Known (CL 6th; concentration +8)
. . 1st (2/day)—endure elements, expeditious retreat, long arm, ray of enfeeblement (DC 13)

. . Bloodline Abyssal

--------------------
Statistics
--------------------
Str 27, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +6; CMB +13; CMD 26 (27 vs. overrun)

Feats Eschew Materials, Extra Rage, Furious Focus, Power Attack, Reckless Rage, Toughness

Skills Acrobatics +4, Climb +10, Handle Animal +6, Intimidate +11, Perception +9, Spellcraft +5, Stealth +2, Survival +9, Swim +10

Languages Common, Polyglot
SQ armor training 1, demonic bulk, indomitable stance
Other Gear +1 mountain pattern armor, +1 nodachi, arrows (40), mwk composite longbow (+5 Str), mwk shortsword, belt of giant strength +2, cloak of resistance +1, ring of protection +1, ring of sustenance, 1,628 gp
--------------------
Special Abilities
--------------------
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (14 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Magic Claws (Su) 2 Magic Claw attacks deal 1d6 damage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.


eh, I just went for a paladin- here is is, Darien.


Temitope walks into the city of Lepidstadt through its eastern gate. His soft leather boots make little sound against the damp cobbles of the street. He pulls the collar of his cloak up higher, partially as a ward against the chilly air, and partially to block the stares of the cityfolk. His ebony skin draws an inordinate amount of attention this far north, especially in the provincial backwaters of Vieland.

He had left the Ascanor Lodge several days ago, and journeyed north through the forested wilds of Lozeri by river boat. The ferry had then taken him West, and South on the Moutray river until it dropped him off near Lepidstadt. His reasons for heading to the city were simple. He sought capable companions for a real hunt in Shudderwood. He had wasted weeks and lots of money in the Lodge, "hunting" drugged wolves and prearranged stags. The other noble patrons were sickening in their wealth and privilege. Not a single one wanted to brave the actual Shudderwood and its dangers. Temitope hadn't ripped a plantation from the wilds of the Mwangi Expanse to spend the rest of his days sipping sherry by the fire and pretending at manhood.

He had heard rumors of recent events in the city. Something about a group capturing a famous monster and having a trial for its crimes. As soon as he'd heard he headed for the city, hoping to catch the adventurers before they left. "Now to find them...." Temitope says aloud, glancing around at the wood and daub buildings of the old university town. He approaches a relatively friendly looking man at the side of the street who is selling produce from a cart. "Excuse me, sir," he greets the man in his deep baritone. He flashes his most charming smile, "I'm looking for the group who were responsible for the recent hubbub with the "Beast of Lepidstadt". Might you know where I could find them?" Temitope reaches into his purse and draws a gold coin, and then begins rolling it over the backs of his fingers. The vendor seems hesitant until he sees the flash of the yellow metal across the foreigner's fingers.

"Well..." the man begins....

Sample for the other players to look at.


Going to toss this guy in for consideration. Infiltrator Ranger should benefit your group pretty well. He was part of a CC campaign that died due to inactivity not too far into the first chapter, so I'd love a chance to revive him. I can update his stats to reflect your parameters asap (but not tonight as it's way past my bedtime). In the meantime you can check out some game play from his previous campaign which is pretty cool.

Grand Lodge

Str 27 Jelani? Is that a typo?

Give your non raging stat block


Used hero lab so it should be correct.

I will double check when I get home later. From memory base strength is 18 then +1 at 4th level, then 4 from rage, 2 from belt and 2 from large size.

Edit:Though I just realized attack bonus is wrong. I couldn't figure out hero lab's math, but I was forgetting the size penalty. They should all be one lower I believe.


I'd guess 16 base, 2 human, 1 level4, 4 rage, 2 belt, 2 demonic bulk.


Here you are, Helaman. Non-raging statblock as requested:

Temitope
Human (mwangi) bloodrager (primalist, steelblood) 6
NG Medium humanoid (human)
Init +3; Senses Perception +9
--------------------
Defense
--------------------
AC 21, touch 14, flat-footed 18 (+7 armor, +1 deflection, +3 Dex)
hp 52 (6d10+12)

Fort +6, Ref +6 (+1 bonus vs. trample attacks), Will +3; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary
--------------------
Offense
--------------------
Speed 30 ft.

Melee (includes power attack)
+1 nodachi +10/+5 (1d10+14/18-20) or
. . mwk shortsword +10/+5 (1d6+9/19-20)

Ranged mwk composite longbow +10/+5 (1d8+5/×3)

Special Attacks blood casting, bloodrage (14 rounds/day), claws

Bloodrager (Primalist, Steelblood) Spells Known (CL 6th; concentration +8)
. . 1st (2/day)—endure elements, expeditious retreat, long arm{super}ACG{/super}, ray of enfeeblement (DC 13)

. . Bloodline Abyssal

--------------------
Statistics
--------------------
Str 21, Dex 16, Con 10, Int 10, Wis 10, Cha 14
Base Atk +6; CMB +10; CMD 25 (26 vs. overrun)

Feats Eschew Materials, Extra Rage, Furious Focus, Power Attack, Reckless Rage, Toughness

Skills Acrobatics +5, Climb +7, Handle Animal +6, Intimidate +11, Perception +9, Spellcraft +5, Stealth +7, Survival +9, Swim +7

Languages Common, Polyglot

SQ armor training 1, demonic bulk, indomitable stance

Other Gear +1 mountain pattern armor, +1 nodachi, arrows (40), mwk composite longbow (+5 Str), mwk shortsword, belt of giant strength +2, cloak of resistance +1, ring of protection +1, ring of sustenance, 1,628 gp

--------------------
Special Abilities
--------------------
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (14 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Demonic Bulk (Su) When entering bloodrage, can choose to increase size by one category (as enlarge person).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Magic Claws (Su) 2 Magic Claw attacks deal 1d6 damage.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.


As I mentioned before I didn't trust Hero Lab for some reason and messed up the raging statblock a bit above. Here are the correct values, with breakdowns:

Raging bonus to hit with nodachi: +14 (6 BAB, 8 str, 1 magic, -1 size)/+6 (1 BAB, 8 str, 1 magic, -1 size, -3 power attack+reckless rage)

Raging damage breakdown:+22 (12 strength, 1 magic, 9 power attack+RR)


A Flyer:

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Here's a character that I thought might fit what you wanted. Backstory is in the profile. The crunch is a work in progress, but should be up shortly. He's going to try and run some trade goods, whether his own or someone else's through Shudderwood. Would be glad to have a hook to someone else.


This is Anna, popping in to say thanks for everyone interested in joining our group.

I'm really excited to be getting this game back underway (we've been on hiatus waiting on our long-lost GM for a long time). Unfortunately, we've also lost our archer-paladin during the wait.

I personally think our exploits are a pretty entertaining read, so you can always go and see for yourself, but we've got over 5,000 posts so I know that's a pretty big commitment.

Let me introduce the gang.

Danica Quinn is a monk of Sarenrae. I think she grew up in a monastery or something, but she showed up in Ravengro just when we needed someone to go into the haunted prison Harrowstone with us. She's got the coolest head out of all of us, and is a pretty good flank-buddy.

Tolvan is a powerful wizard as well as a great archer. I'm sure there's lots of wizards in their musty towers who are insanely jealous. If there's something about the arcane that he doesn't know, I'd be really surprised.

Don't let Kimberly's age fool you. She may appear to be just a creepy child with a teddy. Well, she is a creepy child with a teddy, but she's also an oracle of Pharasma and has some serious magic as well.

You just missed Andjela, who is moving on to other things. She's all right, if you like your Lawful Good to be all dark and brooding. She lectures a lot, which I'm not going to miss. But I'll miss her, no matter what she thinks.

As for me, I try to be the voice of reason in the group. I mean, did we really need to go off to that haunted prison? I suppose it worked out in the end, but we also didn't need to try to prove the Beast innocent either. Once we were convinced, we could have just broke him out of prison and not risked the trial. Yeah, that worked out okay too, I suppose.

Anyway, good luck on your submissions.


I have a character already made! Silas Lowe, former Chelexian Naval Captain turned Pirate Turned Drunk turned adventurer. He is actually for a campaign entering shudderwood, which is likely to die soon. He's a serious Melee tank of a Swashbuckler. I'll post his stats once I convert him back to six and to the appropriate buy.

Grand Lodge

Sounds both good and colourful - thanks. Got a link?


If Temitope is too powerful for the group’s taste I can easily change his class to something else. But any decently built 6th level melee character with a 25 point buy is going to be pretty nasty. The plain old half-elf ranger in my CC game just did 57 damage unbuffed in the first round of combat to the mummy in Caromarc. They are level 7 but only 20 point buy.

I’m going to write out an ouline of Temitope’s backstory as well, and post it. It might be a couple of days until I’ll have time to write it all out narratively.


hope you like him!


Here is Silas Lowe. Celexian Naval Captain falsely accused of High Treason by the powers that be. Turned Pirate with his best friend Lucith Abernathy upon his conviction and the (Supposed) murder of his Wife and son. After several years he gave up on piracy and tried to drink himself to death, and then tried to fight people until he got himself killed. Unfortunately he proved too badass to kill easily, and he found himself with a taste for adventure.

His stats are still way high because he was created on a fifteen point one-for-one. I will fix later.


I prefer not to min/max my characters to death:

Oathar The Vigilant

Oathar The Vigilant
Male human paladin 6
LG Medium humanoid (human)
Init +3; Senses Perception +4
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, +1 natural)
hp 58 (6d10+18)
Fort +9, Ref +5, Will +9
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +12/+7 (2d6+7/19-20)
Ranged +1 composite longbow +8/+3 (1d8+5/×3)
Special Attacks channel positive energy 2/day (DC 15, 3d6), smite evil 2/day (+2 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +5)
At will detect evil
Paladin Spells Prepared (CL 3rd; concentration +5)
1st bless weapon, divine favor
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 11, Wis 14, Cha 14
Base Atk +6; CMB +10; CMD 22
Feats Channel Smite, Extra Channel, Power Attack, Weapon Focus (greatsword)
Traits friend in every town, reactionary
Skills Acrobatics -4 (-8 to jump), Diplomacy +9, Handle Animal +6, Heal +7, Knowledge (local) +7, Knowledge (religion) +6, Perception +4, Ride +0, Sense Motive +7, Spellcraft +4
Languages Common
SQ divine bond (weapon +1, 1/day), lay on hands 5/day (3d6), mercies (diseased, shaken)
Other Gear +1 full plate, +1 composite longbow (+4 Str), +1 greatsword, arrows (40), amulet of natural armor +1, bag of holding I, ring of protection +1, bedroll, belt pouch, flint and steel, holy text, masterwork backpack, mess kit, pot, soap, spider's silk rope (50 ft.), torch (10), trail rations (5), waterskin, wooden holy symbol of Iomedae, 1,940 gp
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Channel Smite Channel energy can be delivered through a Smite attack.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 6 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition.
Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (2/day) (Su) +2 to hit, +6 to damage, +2 deflection bonus to AC when used.


I got everything done except equipment. I know what I'm getting, just running the numbers for price, weight etc.

Grand Lodge

We're closing this up in a few hours. If you've posted a concept and not a character then firm up the character with a character sheet/stat block.


I think I've got everything set up right.


Well here's an outline of Temitope's background

-His family were Bekyar tribesmen, and demon worshipers before the Chelaxians came.
-They were conquered, and some enslaved. After a couple of generations most were free, but still second class citzens.
-Temitope's father ran a river boat bringing cargo from inland to Eleder
-Temitope worked on the boat as a kid, then became a guard for his father when he got older.
-When his father passed, he used the family's money to buy a small piece of land out in the Expanse.
-He hired native only workers, and paid them a fair wage. After a decade or so of hard work, he had established a successful pinapple plantation.
-Temitope then began a life a traveling "Big Game Hunter". He's been to many exotic locales around the Inner Sea hunting the more dangerous beasts that are present there.
-His most recent hunt has taken him to Ustalav, and the scenario in my above post.


It would be rather easy to introduce Silas. He's looking for his next Challenge and is about to accompany Durston into the woods on his Werewolf hunt.

As a Chaotic Neutral Character, you might think he'd have trouble gelling with a party. To the contrary, in fact, I find it easy to let Silas become rather attached to the members of a group and want to help them. He was originally Lawful Good, and though he's lost faith in lawfulness, he is working his way back toward goodness.


After reading the discussion thread it's clear the group's not comfortable with ability scores above 18. I won't be working on Temitope anymore.

Maybe next time if you want a certain power level of character, make it explicit so people don't waste time? ;)

Good luck to whichever paladin gets picked, and may you all have a great game!


I'd like to assert that Silas's adjusted stats are not over 18 and he is most certainly NOT as broken as a Paladin :P


Darien has a 19, because of the +1 from level 4, haha.


Ok, here is Oathar's sheet.

Background:
Oathar grew up on the southern frontier of Lastwall. He was taught temperance and patience by his mother and the virtues of Iomedae. From his father he learned the use of a sword and bow. The oldest of three Oathar always looked after his two brothers even his adopted brother Svar who is half-orc.
Upon reaching 18, Oathar joined the Crusaders to serve his oath to Iomedae. His initial post after training was at an outpost to watch the orcs in Northern Fangwood who commonly raided the area. He was involved in the battle of Roslar’s Coffer and helped track down the orcs that raided the village. Soon thereafter, he was sent to the northern border with Belkzen and spent the next five years in border skirmishes. His bravery in battle earned him the title of Oathar the Valiant. This did not go unnoticed by his superiors when a champion was needed to go to Ustalav to investigate rumors of activities of The Whispering Way there.


I am a bit late in stumbling in the door, it looks like you have a couple of Paladins applying, I could play one as well, but I was thinking an Elven ranger might be a good fit or some other character that can serve on the front line.

Ranger idea
I have never played the AP before, but the Paizo summary mentioned that book 3 takes place in a forest of were creatures. I could make a ranger that fights undead and were creatures which I assume would make him an easy merge into the party. He would fight with a curve blade and bow. CG or NG, noble bearing and patience that comes from being alive a long time. Not too head strong in combat, but willing to engage in combat for his cause.

Fighter
I have been wanting to play a straight fighter, but I am worried the group needs a bit more survival in the woods type character. I have a tank type in my head. He smokes cigars in his full helm and fights with weapons like a heavy flail, lucerne hammer and other scary weapons. N alignment, but with a deep down "Ah crud, better do the right thing I guess streak."

Barbarian hybrid
Another idea is to play a barbarian hybrid. He would not be a frothing anger type, but rather an athletic who lacks regimented drill yard instruction, but makes up for it in combat with heart and raw talent. He could be mixed with a level or two of rogue or ranger. Giving good perception, athletics, some knowledges, etc and front line combat, boosted by rage. It would make him a bit of a utilitarian character. He could be older and crusty or younger and egar to join the group to help stop the evil in his land type. Definately CG.

I came up with these on the fly, do any of the ideas interest the PCs more than the others?


Thorvald: I would like to see the ranger idea personally


Were creatures, orcs or dragons. Oathar is used to fighting in the forest after spending a couple of years in the Fangwood! Ever fight a red reaver? Nasty creature, kept driving us off! Some day...


Okay, just got home from work.

Two more refined thoughts:

The elven ranger as mentioned above. Either as a straight ranger as mentioned above, or with a single level of cleric to add some minor magic flair to him a bit like the elves of Tolkien. I am thinking of taking elven debutante. He is a traveler and has shared the roads and paths of many over the years. He will easily ally and join with the party engaged in a similar effort.

I developed an extensive backstory for the ranger hybrid idea. He is a dwarf and has a very very strong hook based around your young oracle. Not in a creepy way, but as a father who has lost his own child and would have his own reasons for ensuring her safety. At the moment he would be a 2nd lvl ranger, 2nd lvl barb, 2nd level rogue. A very survivable character that would not compete with the established experts in their fields, but could stand front line, snipe, sneak when needed, perceive and fill the role of a woodsman.

If any of you are on please advise me on honing in on the final details.


I would like to submit White Scar, an awakened mountain lion (based on the leopard) ranger.
White Scar was born to a lioness named Whisper, an animal companion to the druid Escariel Winterborn. When her cubs were born, Escariel offered to free her, but she didn't want to leave him, and asked instead for him to awaken her cubs. The cubs grew up learning the ways of nature from both their mother, and the druid.
When they reached adulthood, the cubs, still driven by their instincts to some extent, chose to go their own way. White Scar, who was at that time was called Tailchaser, had become a ranger, while his sister, Butterfly Stalker had become a druid.
Tailchaser roamed widely, even spending some time fighting at the Worldwound. It was there that he took a raking wound to the face, and when it healed, leaving the fur over it a stark white, he changed his name to White Scar.
He's had many companions in his career, most of whom find him friendly, and wryly humorous, once they get past the whole "talking mountain lion" thing. He enjoys meeting new people, and that actually adds to his wanderlust.
His nose has lead him to Ustalov, and he's heard rumors of trouble in the Shudderwood.
He'll be looking for companions before he heads in, though. He's not stupid.

I've started the character sheet - built him on 25 pts, and gave him a single +2. Other than that, I'll build him with the racial abilities of the leopard, instead of say, the abilities of the dwarf. I'll finish him tomorrow.


Sample

Erestelle Celebrendor Miston’del, meaning in elven, The Firstborn Son of the Silvery Warden in the Wooded Moor of Mists, was born before the woods became the hideous cradle of undeath and lycanthropy it is today.

When the werewolf packs came his world was turned upside down. A mysterious savior rescued him and many other children from the ensuing chaos. The woman wore the symbol of Desna from her neck. Somehow she threaded her charges through the blasted landscape avoiding fires, twisted flora and fauna, undead horrors and the incurring man-beasts.

After several days of this deadly cat and mouse game she delivered Erestelle and the others to a band of survivors. She simply gave a gentle smile then turned back into the thick of it saying she went to seek out and rescue others that might need her help.

Erestelle never forgot the words of the songs she had sung in a near whisper in the most beautiful voice he has ever heard in his long years. When things were at their darkest and the small elflings were gripped by near panic. She sung:

"I'll Take a silver thread from a spider’s web and spin, spin, spin.
You silver wings to fly and sing and let you dance upon the wind"

"We'll fly high above the trees and across the seas, up through the sky."

"Until the bad times end and the land comes to mend for your dreams will never die."

The song has forever haunted him and fostered the will to someday be like the mysterious rescuer. Who was this woman? Was it the god Desna herself? How did she keep them safe through the whole ordeal? She somehow hid and snuck them through unspeakable conditions and delivered them all whole.

The young elf dedicated himself to becoming like her memory. Although he was blessed with some minor magic, he took up the training of a traditional ranger, a scion of his race. But, growing up in the disappearing elven lands was a harsh environment. He turned to the Elven god Ketephys for his guidance. The long faced god suited the young ranger well and the lessons of self reliance and keeping ones enemies at a distance helped keep him alive.

He proved himself deadly and more than persistent.

Soon the more intelligent of this chosen prey began leaving traps for him, even some of magical nature. He learned to avoid the easier and clearer paths and took to rock climbing, ridge walking, swimming and even leaping from tree to tree to go around these hazards. But, as time went on he studied these magical and mechanical devices until he learned how to disable them.

Eventually he would set traps of his own.

The enemy is one of lies and deception, this has taught the elf to be suspicious of his surroundings and cautious of new comers. In his maturity he often muses on the teachings of the various elven gods. Like the patron god of elven hunters, he often finds himself quiet in contemplation or intensely thinking while remaining outwardly still.

This introspection may lead some to think of him as stoic, but Erestelle is not unfriendly or unkind. Especially to children or those in need, because it gives him a chance to feel like he is paying forward what was done for him.

The ranger has come to the city on a rumor. A traveling peddler told Erestelle about a strange woman he had met just a day outside the city. She wore the symbol of Desna about her neck and said she was looking for a lost human child. Could it be that the woman was still alive? Erestelle had to try and find her. He wanted to thank her and ask oh so many questions. Perhaps she would even let him join her on her travels. . .

Grand Lodge

Okay - no more submissions. I mean it ;)

We are in the final down select ATM but the group consensus may allow an extra player.


Finished with all my bells and whistles. Unless I suddenly figure I've forgot something. Lots of good looking characters here in any case. I'm sure hopping on the trail with any of them would be fun.


Party face, Tank, Damage Carry... All a paladin has on me is support magic, which I balance with more skills and mobility. And I work better with inquisitors because of my high mobility!


Hey just in case anyone is still checking this for an answer, they picked Oathar. Congrats


Actually we are possibly taking another in the near future. its more of a phased introduction.

the additional person has not been picked yet.


Okay great! I will keep watching the thread then. What does the group think of the feat Breadth of Knowledge? I picked it to help portray my character as having the knowledge and experience of an elf who has lived many human lifetimes and has traveled and experienced many things in his time. I read a few threads where some people felt that it was overpowered or took away from the roles of the other characters.

I was wondering what the party thought about it.


A slight variation. I dropped the animal companion on this one just to see how it would work out. Also I saw that a 6th level character gets 13k starting wealth.

Unnamed Hero
Male elf cleric of Desna 1/ranger 5
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +12
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Defense
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AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 50 (6 HD; 1d8+5d10+11)
Fort +7, Ref +8, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 silversheen elven curve blade +10 (1d10+4/18-20) or
. . mwk cold iron hatchet +10 (1d6+2/×3) or
. . mwk silver cestus +10 (1d4+2/19-20) or
. . silver daggers +9 (1d4+1/19-20) or
. . unarmed strike +9 (1d3+2 nonlethal) or
. . wooden stake +9 (1d4+2)
Ranged +1 composite longbow +10 (1d8+3/×3)
Special Attacks channel positive energy 4/day (DC 11, 1d6), combat style (archery), favored enemies (lacanthropes +2, undead +4), hand of the acolyte (4/day)
Domain Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—bit of luck
Cleric Spells Prepared (CL 1st; concentration +2)
. . 1st—fallback strategy, sun metal[UC] (DC 12), true strike[D]
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Luck, Magic
Ranger Spells Prepared (CL 2nd; concentration +3)
. . 1st—entangle (DC 12), lead blades[APG]
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Statistics
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Str 14, Dex 18, Con 12, Int 14, Wis 13, Cha 12
Base Atk +5; CMB +7; CMD 21
Feats Breadth Of Experience[APG], Endurance, Quick Draw, Rapid Shot, Weapon Finesse
Traits chance savior, sacred touch, vagabond child (urban)
Skills Acrobatics +5, Appraise +6, Climb +8, Diplomacy +5, Disable Device +6, Handle Animal +5, Heal +5, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8 (+10 to navigate underground), Knowledge (engineering) +4, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +4, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +6, Perception +12, Profession (architect) +3, Profession (astronomer) +3, Profession (baker) +3, Profession (barkeep) +3, Profession (barmaid) +3, Profession (barrister) +3, Profession (brewer) +3, Profession (butcher) +3, Profession (clerk) +3, Profession (cook) +3, Profession (courtesean) +3, Profession (driver) +3, Profession (engineer) +3, Profession (farmer) +3, Profession (fisherman) +3, Profession (fortune-teller) +3, Profession (gambler) +3, Profession (gardener) +3, Profession (gladiator) +3, Profession (herbalist) +3, Profession (innkeeper) +3, Profession (librarian) +3, Profession (medium) +3, Profession (merchant) +3, Profession (midwife) +3, Profession (miller) +3, Profession (miner) +3, Profession (porter) +3, Profession (sailor) +3, Profession (scribe) +3, Profession (shepherd) +3, Profession (siege engineer) +3, Profession (soldier) +3, Profession (soothsayer) +3, Profession (stable master) +3, Profession (tanner) +3, Profession (teacher) +3, Profession (torturer) +3, Profession (trapper) +3, Profession (woodcutter) +3, Ride +7, Sense Motive +8, Spellcraft +6 (+8 to identify magic item properties), Stealth +11, Survival +10 (+12 to avoid becoming lost when using this), Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Elven, Sylvan
SQ elven magic, favored terrain (forest +2), hunter's bond (companions), track +2, wild empathy +6
Combat Gear potion of cure light wounds, potion of protection from evil, potion of restoration, lesser, alchemist's kindness (2), antiplague (2), antitoxin (2), bloodblock (2), caltrops, healer's kit, holy water (2), oil (5), smelling salts, soothe syrup (2); Other Gear +1 mithral agile breastplate, +1 composite longbow (+2 Str), +1 silversheen elven curve blade, mwk cold iron hatchet, mwk silver cestus, silver daggers , wooden stake, handy haversack, backpack, bedroll, bell, belt pouch, belt pouch, blotter (0.2 lb), bottle of strong brandy (1.5 lb), buttons (0.1 lb), chalk, cleric's vestments, compass, conditioning oil for leather (0.4 lb), crowbar, earplugs, elven trail rations (14), file, small (0.1 lb), fishhook, flask, flint and steel, hammer, hemp rope (50 ft.), hooded lantern, waterproof, inkpen, journal, knife for cutting quills into pens (0.5 lb), leather paring knife (0.5 lb), leather straps (0.4 lb), mess kit, metal polish (0.3 lb), mug/tankard, neck guard, necklace of garlic bulbs (2 lb), noble's outfit, parchment (5), pen nibs, perfume/cologne, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), sack, saw, scroll case, sealing wax, sewing needle, signal horn, signal whistle, signet ring, silk rope (50 ft.), soap, soft cloth (0.1 lb) (2), stationery, torch (10), trail rations (5), vial, waterskin, wooden holy symbol of Desna, light horse (combat trained), 150 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bit of Luck (4/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Magic) Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Lacanthropes +2) (Ex) +2 to rolls vs. Favored Enemy (Lacanthropes) foes.
Favored Enemy (Undead +4) (Ex) +4 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Hand of the Acolyte (4/day) (Su) As a standard action, melee weapon strikes at foe in 30 ft. Use Wis for att bonus instead of Str.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Neck guard +1 AC vs attacks that specifically target your throat when worn with light, medium, or no armor.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Thanks all. We've selected one of you. We are discussing the next character.

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