Second Darkness Recruitment For Replacement Player


Recruitment

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Hello!

Our group has unfortunately lost a few members since we started playing last August. As such, this is an open call for one additional player. In particular, we're looking for a thief-type character - someone good at disabling locks and traps.

Our game is currently nearing the end of book one, so the party is working in the Gold Goblin. You are more than welcome to check out our gameplay thread to get an idea of where we're at, the character's personality, that sort of thing. Typically, players post 2-3 posts per week in our game, so we're somewhat slow-moving but are continuing to make progress.

Please include:

  • a backstory the includes how your character go to level 4

  • an explaination of what your character is currently doing in Riddleport

  • any planned arc you have for this character (including character development and/or character build progression

I'll talk with the accepted character about hooks into the campaign.

The character we're looking for should follow these build rules:

  • Level 4

  • 3000 starting gold + 1500 gp in consumables

  • 25 Point Buy with no stats higher than 18 (even including racials)

  • Core and APG preferred. If you wish to take something from outside these books, please ask first. If you’re taking something from material unavailable on the PRD, please provide a link to another source document. Rogues may use Unchained version of the class.

  • Races no higher than 19 RP

  • Maximum HP first level, average for levels 2-4. However, any creatures starting with multiple hit die, such as an animal companion, should start with average dice.

  • Two traits. If you already own the player’s companion or otherwise have access to it, please take a campaign trait.

I'm not on a terribly tight schedule to add in another character. Submissions will be open until June 5th or until I find the right character for the game.

Liberty's Edge

May I introduce Eldlen Meirdrerel, he started life as a PFS character which has been put on hold. He is presently at second level so that gives me two levels to get him to Gold Goblin. Since early childhood he has dreamed of being an Eldritch Knight, like the hero's of old. In reality he is an immature introvert who is really smart and good with traps.

I will change him to forth level, bump his stats, exchange his 'devotee of the green' trait for one from the player's companion, upgrade his equipment and add to his story so he is at Gold Goblin.

thank you for your consideration

Sovereign Court

Crowik is ready, just need to adjust stats.

Crowik is traveling and has come for the local alcohol!(drunken master here)


The profiled character is an Ustalavan human archaeologist bard--would that be OK? They're out of Ultimate Combat; see the PRD link HERE. I'd have to update him to fit the character creation rules. He's something of an Indiana Jones type--knocking around ruins and such across Varisia, finding artifacts, fighting tomb guardians, and like that. He's come to Riddleport to study the Cyphergate. I can see him potentially knowing Nel and/or Varknarnost in backstory, as he definitely sees himself as a scholar. I own a hard copy of the player's companion, and can pull a trait out of there if I find one that seems applicable. (I'm at work atm, though, so I don't have it to hand.)

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Ianez Gastnicht wrote:
The profiled character is an Ustalavan human archaeologist bard--would that be OK? They're out of Ultimate Combat; see the PRD link HERE. I'd have to update him to fit the character creation rules. He's something of an Indiana Jones type--knocking around ruins and such across Varisia, finding artifacts, fighting tomb guardians, and like that. He's come to Riddleport to study the Cyphergate. I can see him potentially knowing Nel and/or Varknarnost in backstory, as he definitely sees himself as a scholar. I own a hard copy of the player's companion, and can pull a trait out of there if I find one that seems applicable. (I'm at work atm, though, so I don't have it to hand.)

An archaeologist bard would be allowable. Please take a trait; I'll be happy to work with you on re-aligning the mechanics, since several of the traits are now defunct.


I found the Player's Guide online and checked the traits. The best fit I can find is Researching the Blot, although the mechanical benefit isn't significant in PF. Any thoughts?


Allow me to offer Loriana Redsteel to potentially be added to this merry little band. A Dwarven Rogue trained more for espionage and assassination, she had made her way to Riddleport in the hopes of establishing a wider net of connections for the organization she's putting together. One that will hopefully be utilized to recover missing/captured persons behind enemy lines, or by more demonic forces.


I have an idea but need to get it all together.

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Ianez Gastnicht wrote:

I found the Player's Guide online and checked the traits. The best fit I can find is Researching the Blot, although the mechanical benefit isn't significant in PF. Any thoughts?

I believe this is an appropriate adjustment:

You gain a +1 trait bonus on all Spellcraft checks and Use Magic Device checks. In addition, one of these skills (your choice) is always a class skill for you.

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I apologize for changing things, but one of players just informed me that the relevant trait information is available on the Archive of Nethys.

Please use the Archive of Nethys to choose a trait. All characters must have a campaign trait.

Your options are Researching the Blot, Looking for Work, Scouting for Friends, Into Enemy Territory or Fools for Friends. In addition, you may opt to take a campaign trait from Varisia, Birthplace of Legends. Those options are Fixer of Odds or Daring Doomsayer.


Slothsy wrote:
Ianez Gastnicht wrote:

I found the Player's Guide online and checked the traits. The best fit I can find is Researching the Blot, although the mechanical benefit isn't significant in PF. Any thoughts?

I believe this is an appropriate adjustment:

You gain a +1 trait bonus on all Spellcraft checks and Use Magic Device checks. In addition, one of these skills (your choice) is always a class skill for you.

That sounds reasonable, thanks! I'll have the crunch together later today. In the meantime, here's some background and appearance, and his current professional ambition.

Ianez Gastnicht, Esq.:
Across the Inner Sea and beyond, the signs of previous ages lie all around--Thassilon's relics cover Varisia, the city of Kaer Maga itself is an enigma defying explanation, a few islands are all that remains of the glory of Azlant, the flying cities of Shory still have power to fascinate (though they no longer live up to their name), and before humans there were others: the ruins of Ghol-Gan are found throughout the jungles of the Mwangi Expanse, serpentfolk left their own signs in the same areas, and the aboleths are reputed to be far older than all the others. For the vast majority of people, all of these disparate civilizations and times blend into an amorphous sort of "In the old days...," with no attempt made to put them into their proper places in history.

Then there are people like Ianez. Born in Ustalav and educated first at the University in Lepidstadt before undertaking postgraduate studies in Oppara and Absalom itself, Ianez Gastnicht has recently finished his formal education and begun to explore the many Thassilonian ruins of Varisia, as well as (with permission from the dwarves) the Sky Citadel of Janderhoff. In the small but widely dispersed community of Golarion's human scholars and ancient historians, he is generally regarded as on track to become one of the finest researchers of the past century. (There is also an ongoing betting pool on whether his luck will run out first, but so far no one has collected on the pot. So far.)

In appearance, he is not at first terribly prepossessing--medium height and build (5'8", #150), light brown hair, pale blue eyes, and clean-shaven. His skin is tanned by years of working outdoors in many different settings, and his hands are roughened by years of digging. He typically dresses in workman's clothes, a long and well-worn brown coat over them when the weather demands it, and a largely shapeless wide-brimmed hat. When he presents his results, though, he dresses in much finer clothing, and it's times like this that it's clear he's a rather handsome fellow.

What he does not speak of openly, even to his closest colleagues, is his desire to explore the fabled Darklands. His studies in dwarven history, and of ruins in places like the Mobhad Leigh and the Crow in Magnimar, have convinced him that ancient wonders lie deep in the earth, and he burns with a desire to study them.


Will get Julio leveled up and tweak the background tonight.


Adventure Path Charter Subscriber

Dotting for interest

Elon - Elf Investigator.


I think I have everything up to date now. Let me know if you need anything adjusted.

Liberty's Edge

Due to things staying busy in RL and a couple of other games I am in speeding up, I am going to withdraw my application for the game, thank you for your consideration, good luck and have fun!


Summary of characters, classes, and personalities in the game currently:

Alraniel "Nel" Sandhal - Defacto group leader that wants no part in being the group leader, and begrudgingly does the duty. Very interested in books, and protecting written knowledge. Pragmatic. Sword and shield cavalier.

Tamiro - Hot headed Tien refugee Ronin from Minkai. Loves alcohol and fighting, very rude, and very straight forward. Two weapon fighting samurai.

Mazra of Sandpoint - Caydenite of the party. Appears to enjoy good drink, and good company. Easy to get along with. Bard.

Pluck - A darker Gandalf? Not much known by the party about Pluck besides his mysterious ways. Diviner/Scroll Scholar Wizard.


Tamiro, Mazra shows up as a Caydenite cleric, not a bard.


Adventure Path Charter Subscriber

Elon Mulstoneberry

Elf Investigator 4:

STR 12
DEX 18
CON 12
INT 18
WIS 12
CHA 9

HP 27
Speed 20
INIT +6
AC 18 Tch 13 FF 15
Fort 2 Reflex 8 Will 5
BAB 3
CMB 4 CMD 18

=== Skills ===
Acrobatics (4 ranks) 11
Appraise 4
Bluff -1
Climb 1
Craft Alchemy (4 ranks) 12
Diplomacy -1
Disable Device (4 ranks) 15
Disguise -1
Escape Artist 4
Fly 4
Heal 1
Intimidate -1
Knowledge Arcana (1 rank) 8
Knowledge Dungeoneering (2 ranks) 9
Knowledge Engineering (2 ranks) 9
Knowledge Geography (2 ranks) 9
Knowledge History (2 ranks) 9
Knowledge local (2 ranks) 9
Knowledge nature (2 ranks) 9
Knowledge Nobility (1 rank) 8
Knowledge planes (1 rank) 8
Knowledge religiion (1 rank) 8
Linguistics (4 ranks) 11
Perception (4 ranks) 10
Ride 4
Sense motive 1
Stealth 4
Survival 1
Swim 1
Use magic device (4 ranks) 6

=== Elf Traits ===
* Immune to magic sleep
* +2 vs enchantment
* +2 to overcome spell resistance
* +2 Perception
=== Favored Class Bonus ===
4 * Add 1/3 to inspiration pool
=== Traits ===
* Perfectionist’s Brew (UCa 58): You gain a +2 trait bonus on all Craft (alchemy) checks* and on Spellcraft checks made to brew potions.
* Reactionary (APG 328): You gain a +2 trait bonus to Initiative checks*.
================
* Alchemy (Su) (ACG 30): When using Craft (alchemy) to create an alchemical item, you gain a +4 competence bonus. You can use Craft (alchemy) to identify potions as if using detect magic. You can cast spells like an alchemist.

* Inspiration (Ex) (ACG 31): You begin each day with 7 inspiration points in your pool. You can expend one use of inspiration to add 1d6 to the result of that check (including taking 10 or 20). This choice is made after the check is rolled and before the results are revealed. You can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided you are trained in the skill.

* Trapfinding (ACG 31): You add +2 to Perception skill checks made to locate traps and to Disable Device checks. You can use Disable Device to disarm magical traps.

* Poison Lore (Ex) (ACG 31): You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison.

* Poison Resistance (Ex) (ACG 31): You gain a +2 bonus on all saving throws against poison.

* Keen Recollection (ACG 34): You can attempt all Knowledge skill checks untrained.*

* Trap Sense (Ex) (ACG 34): You gain an intuitive sense that alerts you to danger from traps, granting you a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.

* Studied Combat (Ex) (ACG 34): You can use a move action to study a single enemy that you can see. Upon doing so, you add +2 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 4 rounds or until you deal damage with a studied strike. You can only have one target of studied combat at a time, and once a creature has become the target of your studied combat, it cannot become the target of your studied combat again for 24 hours unless you expend one use of inspiration when taking the action to use this ability.

* Studied Strike (Ex) (ACG 34): You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal 1d6 additional damage. The damage of studied strike is precision damage

* Swift Alchemy (Ex) (ACG 34): It takes you half the normal amount of time to create alchemical items. You can also apply poison to a weapon as a move action instead of a standard action.

=== Feats ===

* Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

* Precise Shot (Core 131): You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

* Armor Proficiency, Light (Core 118): You are proficient wearing light armor.

=== Languages ===


  • Elven
  • Common
  • Draconic
  • Sylvan
  • Celestial
  • Gnoll
  • Aklo
  • Ignan
  • Aquan
  • Auran

=== Offense ===
Ranged touch +7 (or +8 within 30 ft)
Masterwork Shortbow, Composite (+1 STR) +8 (+9) 1d6+1 x3
Gauntlet, spiked +4 1d4+1

=== Other Gear ===
+1 Mithral Chain Shirt
40 Arrows
20 Blunt arrows
Masterwork Backpack
* Flint and Steel
* Inquisitor's kit
* Periscope
* 2 silk ropes
Belt Pouch
* Earplugs
* String
* Masterwork thieves' tools
Waterskin
Wand of Cure Light Wounds (34 charges)
Wand of Burning Hands (27 charges)
Wand of Shield (24 charges)
Wand of Expeditious Retreat (13 charges)

Known Formulae:

=== 1st level ===
Comprehend Languages
Cure Light Wounds
Disguise Self
Enlarge Person
Touch of the Sea
True Strike
=== 2nd level ===
Blur
Invisibility
See Invisibility
Spider Climb

Normally prepared extracts:

=== 1st ===
Comprehend Languages
Cure Light Wounds
Enlarge Person
True Strike
=== 2nd ===
Spider Climb
Blur


Ianez Gastnicht wrote:
Tamiro, Mazra shows up as a Caydenite cleric, not a bard.

My mistake! I have no idea why I thought he was a bard...

Grand Lodge

Presenting (an interesting alternate trap expert):

Fluff:

Sophia was born to her mother as her third child. His birth however wasn’t the blessing omen most people would receive. Isilda Coric was a lower noblewoman in the Dragon isle who was in an arranged marriage that proved unfruitful. Unknown that it was her husband who couldn’t conceive, he turned against her in a violent way. Isilda eventually fell into the arms of an other man, Talathel Mertan. This affair wound up with carrying his child. When the child was born, her husband was furious and sent her away. Talathel followed her to Nybor, and they both named the boy Kyras. 4 years later, they had a girl who was named Liadla. As time passed, both Isilda and Talathel began to make plans for them to leave Nybor. However, once they had decided to act on their plans, they discovered she was pregnant once again. 10 years after Liadla, Sophia was born.

Upon Sophia birth, Talathel made his own assumption that the child wasn’t his. He figured that because she had done it once before, Isilda had an affair against him and he left, leaving her and their children behind. In truth though, the child was his. Sophia was to be born, however Isilda’s very distant and dormant celestial bloodline destined Sophia for other plans. SHe was born human, but after Talathel left, a local cleric of Shelyn identified hr father as an aasimar. Kyras stepped up in place of his father abandoning them, but there was only so much he could do. In his first few years, Sophia was treated kindly. As she continued to grow up, more and more people began see her for something else as ther Birthmark grew. Isilda soon fell for the cleric who helped her get through his birth and they had two girls of their own, the first 3 years after Sophia and the other one year later. She was now the middle child.

As Kyras was now 18 after the births of Mari and Saleen, and decided to take up arms against the rising goblin raids in the area. Liadla, being 14, decided the nonviolent path and became in tune with nature. As time went by, Sophia began to idolize her half elven siblings. When she was old enough, Sophia underwent training in the religious order at is was apparent that she was chosen. Sophia continued to grow up, learning , her fiery personality becoming stronger. She made friends and developed a relationship that taught her about love. But like most first love it ended after a year or two rather badly. That is when she took up to travelling.

Now a few years older confident and secure in the divine power she Lands on a new port ready for new challenges to arise.

"Female Seeker Oracle SpellScar 4
Medium Samsaran / Humanoid (Samsaran)
Init +1; Senses Perception +10, Low-light Vision
==DEFENSE==
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 dex)
hp 26 (4d8+6)
Fort +3, Ref +2, Will +6
Armor Steel Lamellar, Medium
Shield Heavy Steel Shield
Defensive Abilities Lifebound (PFCaS: DrEG)
==OFFENSE==
Spd 20 ft/x4
Melee Spiked Gauntlet -2 (1d4-1) 20/x2 disarm
==STATISTICS==
Str 8, Dex 12, Con 12, Int 16, Wis 15, Cha 17
BAB +3, CMB +2, CMD +13
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Extra Revelation (PFAPG 160), Shield Proficiency (PFCR 133), Spell Penetration (PFCR 134)
Skills Diplomacy +10, Disable Device +5, Knowledge (religion) +10, Knowledge (planes) +10, Perception +10 [Find Traps +12, Opposed +10, Opposed in bright light +10, Opposed in dark or shadows +10, Secret doors/compartments +10, Sight-based +10, Smell-based +10, Sound-based +10, Taste-based +10, Touch-based +10, Tracking - 1/2 speed +10, Tracking - Normal Speed +10, Tracking - x2 speed +10, Unusual stonework +10], Sense Motive +9, Spellcraft +10
MC Oracle Curse; Burned (PFAPG 43 - 44), Mystery: Spellscar (PFAPG 43), Revelation: Eldrich Bolt, Animate Primal Force (PFAPG 45), Tinkering (PFSc: SFG 59)
Traits Into Enemy Territory (Campaign: Second Darkness) (PFAP: SD Companion 15), Seeker (Social) (PFUCgn 61)
Languages Samsaran, Tien
Racial Mystic Past Lives

----

Tinkering (Ex)

Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.

This ability replaces all of the bonus class skills he would otherwise normally gain from his mystery.


Would an Unchained Rogue multiclassed w/Stalker from Path of War be acceptable?

Go to Stalker..


Devon is a rakish fellow that was selected for a Second Darkness campaign that didn't get very far. I could work up a bit of continued backstory and as a Swashbuckler, he could take some class features/multiclass into more of a trapspotter or urban ranger to get the trapfinding and DD that is requested.

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Tamiro, thank you for those introductions!

WabbitHuntr wrote:

Would an Unchained Rogue multiclassed w/Stalker from Path of War be acceptable?

Go to Stalker..

At this moment, I'm not familiar with the class and am uncomfortable GMing a class I'm not familiar with, especially since I do not have time to learn a new class. It'll be a no at this time.

Algar Lysandris wrote:


Racial Mystic Past Lives

Okay, I know Samsaran is a legal race based off of my build rules, but if you want to use that alternate trait, I have a few guidelines (as I play plenty of Samsarans and know what that gets up to).

Rules for MPL:
1) You must choose one class from which you pull your mystic past life spells
2) That class must be a 9-level spell casting class
3) You may not use this trait to gain early access to a spell already on your spell list
4) I want to see your complete spell selection as part of characterization finalizaiton


Ianez is largely updated, except for equipment.

Grand Lodge

Sure DM:

MPL spell will be chosen from the Wizard / sorcerer spell list and probably be blaster type spell (to be approved by DM of course) in order to go with the Curse / Blaster type (on top of normal abilities of the oracle class) battlefield role for the character.

Current spell selection will be something along those line:

L0: Detect Magic, Stabilize, Light, Guidance
L1: (6/Day): CLW, Shield of Faith, Bless, Liberating Command, (b)Burning hands, (d)Ray of enfeeblement
L2: (4/day): CMW, Delay poison

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Algar Lysandris wrote:

Sure DM:

MPL spell will be chosen from the Wizard / sorcerer spell list and probably be blaster type spell (to be approved by DM of course) in order to go with the Curse / Blaster type (on top of normal abilities of the oracle class) battlefield role for the character.

Current spell selection will be something along those line:

L0: Detect Magic, Stabilize, Light, Guidance
L1: (6/Day): CLW, Shield of Faith, Bless, Liberating Command, (b)Burning hands, (d)Ray of enfeeblement
L2: (4/day): CMW, Delay poison

From the ability's write-up:

PRD wrote:
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Grand Lodge

ar yes indeed the Druid spell list it is then.

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I'm really interested in all the submissions I've been seeing so far! As a reminder, the submission deadline is Friday!


A little late to the party, but I figured I might as well toss this character into the pot. He's from another Second Darkness game that died off shortly after getting to the island.

He's kind of an odd character concept, but I'll go for the hail mary toss.

GM:

Llaen is a drow noble from the first darkness, back when the Drow had just committed the great heresy that blackened their skin and turned them forever to darkness. He was banished to the outer dark for betraying his mother when she tried to blacken the world. He's been stuck in a timeless, hellish outer plane ever since.

Now, with the meteors falling and heralding the return of the darkness, Llaen has managed to escape, falling from the sky with the stones and ending up on the island, confused and feral.

In spite of being Drow, Llaen is not evil. He was once, but he sought to atone. His atonement has effectively been on hold while he sought simply to survive in the outer dark, but he's never forgotten that goal

He is a man out of time, in many ways extremely alien, but knows the dangers that are coming better than anyone. He wants nothing more than to stop them.

Thoughts?


Bollo Thisltedown
Male Verdant Sorcerer 4
Small Gnome
Init+6;Senses+5 Perception, Low-light vision
==Defenses==
AC14, touch 13, flat-footed 12 (+2 armor, small, natural)
HP31
Fort4, Ref3, Will5
Armor None
==Offense==
Spd20/15 ft
Ranged Light Crossbow +5 (1d6)
==Statistics==
Str11, Dex14, Con16, Int14, Wis12, Cha17
BAB+2, CMB+1, CMD+13
FeatsCombat Casting, Improved Initiative
Skills Bluff +8, Intimidate +10, Know(Arcana) +7, Know(Nature) +10, Perception +5, Spellcraft +9
Spells 2nd (4/day) Acid Arrow, 1st (7/day) Mage Armor, Magic Missle, Obscuring Mist, Entangle (Bloodline Power), 0 (unlimited)Detect Magic, Light, Mage Hand, Message, Prestidigitation, Ray Frost
SQBloodeline Verdant (Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have), Tanglevine (At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier), Eschew Materials
Traits Scholar of the Ancients(Giantslayer AP) Stachild(APG)
Languages Common, Dwarf, Sylvan, Goblin, Gnome

Ill post intro later


would you allow a Slayer?


Your current party makeup appears to be lacking a full arcane caster. I think a Seeker Sorcerer would be suitable; I'll get to drawing one up.


Arachnofiend wrote:
Your current party makeup appears to be lacking a full arcane caster. I think a Seeker Sorcerer would be suitable; I'll get to drawing one up.

We have a full wizard, Pluck. He is a diviner...

What we have:

1. Front line tank/leader
2. Front line off tank/dps
3. Support Cleric
4. Wizard

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Adney de Montchele wrote:
would you allow a Slayer?

Yes, but please be aware that we're mainly looking for a thief-type character. Our front line is very crowded at the moment, so a melee combat-focused character is not advisable.

Llaen Skyfallen wrote:

A little late to the party, but I figured I might as well toss this character into the pot. He's from another Second Darkness game that died off shortly after getting to the island.

He's kind of an odd character concept, but I'll go for the hail mary toss.

** spoiler omitted **

Thoughts?

I'm sorry; I should have stated this earlier, but I do not want to have drow in the party.

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Arachnofiend wrote:
Your current party makeup appears to be lacking a full arcane caster. I think a Seeker Sorcerer would be suitable; I'll get to drawing one up.

We have a wizard, as Tamiro mentioned earlier.

We have a very cluttered front line (3 characters go into melee regularly), a full divine caster and a full arcane caster. The party most recently struggled when they had to unlock a door and couldn't. They also have no way to disable magical traps. The characters we are replacing were a Druid X/Brawler 1 and a Bard.


my slayer is a archer build with disable device. I am playing a rogue in another pbp so I will come up with something off the front line in a support role who can disable device... hmmm sounds like a bard to me and I can still go with an archer build.


please see this as my final selection for consideration, Adney de Montchele Halfling Fire Dancer Bard 4th lv, background and full character being worked on now. Thanks.


Slothsy wrote:
Arachnofiend wrote:
Your current party makeup appears to be lacking a full arcane caster. I think a Seeker Sorcerer would be suitable; I'll get to drawing one up.

We have a wizard, as Tamiro mentioned earlier.

We have a very cluttered front line (3 characters go into melee regularly), a full divine caster and a full arcane caster. The party most recently struggled when they had to unlock a door and couldn't. They also have no way to disable magical traps. The characters we are replacing were a Druid X/Brawler 1 and a Bard.

Ah, okay, must have read it wrong when I skimmed through the gameplay posts. An Archery Ranger might be more suitable then. Will be submitting an Urban Ranger of course, to cover Trapfinding.


Character Sheet

Biography:
Cath's early life was a rough time. She never knew her mother, and she only knew her father as the man who lives with her, drinks a lot, and never seemed to have food for her. Cath was not content with this life; she did not like being hungry, and was smart enough to know that you needed gold to not be hungry. Cath knew there was only one good way for a girl like her to make gold in Riddleport, and that was to take it from people who already had plenty.

Cath started out small, swiping from apple carts and pickpocketing passersby. Eventually she learned how to pick locks; that was when she started getting not just money, but prestige. Her exploits caught the attention of a gang of thieves, who (fortunately for Cath) decided to treat her as a potential asset rather than competition and recruit her. The thieves taught her how to use a bow so she could defend herself, and she proved quite proficient with it. She moved from just stealing to killing, removing guards from their posts with the pull of a string. Cath told herself that she deserved to live more.

With their numbers bolstered by the surprisingly competent and fast-learning new member, the small group of thieves decided to move on to bigger things. Cath was assigned to steal a very valuable necklace from a wealthy merchant who was visiting Riddleport. Stealing the necklace would be simple, and fencing it would be even simpler, had there not been an adventuring group staying in the local tavern.

Their story was standard fare for an adventuring group just starting out; hear the merchant's plea to get his necklace back, go to the thieves' den and kill everyone you see. Cath stood in the back with her bow. Her hands shook as she watched the golden-haired woman in shining plate armor cut down everyone she knew.

At last, the adventurers turned to her. In every job she ever did, Cath had never been so close to death as she was right there in her own home. In that moment, she was not a hardened criminal who would kill without flinching; she was a 16-year-old child who knew too well what it felt like to have nothing and was desperate to not feel that way again. It was therefore no surprise when Cath dropped on her knees, crying and begging for her life to the woman who's sword still dripped with the blood of her comrades. It was a surprise when it worked.

The woman introduced herself as Johanna, a Paladin of Sarenrae. As her comrades looked on with obviously varying opinions on what she was doing, she explained to Cath that she worshipped a deity who's primary tenets involved forgiveness and the possibility of redemption for anyone. Johanna told Cath that she would spare her life if she promised to go to the Temple of Sarenrae and seek redemption. Cath, having no intention of dying and being genuinely fascinated by a god that asks Paladins not to kill people, agreed with sincere intention.

That was two years ago. Today, Cath has returned to Riddleport to seek honest pay for honest work. With the counseling of the clerics and most of all the advice of the beautiful, gracious, noble, and all-together wonderful Johanna Cath has fully converted to Sarenrae's faith. Her theiving days are over, and today she just wants to do her best to be a Good Person, and do for others what Johanna did for her.

Here's my character submission. If it gets accepted I'll put it into a character profile.


Rollin20satm wrote:

Bollo Thisltedown

Male Verdant Sorcerer 4
Small Gnome
Init+6;Senses+5 Perception, Low-light vision
==Defenses==
AC14, touch 13, flat-footed 12 (+2 armor, small, natural)
HP31
Fort4, Ref3, Will5
Armor None
==Offense==
Spd20/15 ft
Ranged Light Crossbow +5 (1d6)
==Statistics==
Str11, Dex14, Con16, Int14, Wis12, Cha17
BAB+2, CMB+1, CMD+13
FeatsCombat Casting, Improved Initiative
Skills Bluff +8, Intimidate +10, Know(Arcana) +7, Know(Nature) +10, Perception +5, Spellcraft +9
Spells 2nd (4/day) Acid Arrow, 1st (7/day) Mage Armor, Magic Missle, Obscuring Mist, Entangle (Bloodline Power), 0 (unlimited)Detect Magic, Light, Mage Hand, Message, Prestidigitation, Ray Frost
SQBloodeline Verdant (Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have), Tanglevine (At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier), Eschew Materials
Traits Scholar of the Ancients(Giantslayer AP) Stachild(APG)
Languages Common, Dwarf, Sylvan, Goblin, Gnome

Background:
Bollo grew up in the town of Whistledown with his parents who ran a Herbs and poultices shop, his family always did have a green thumb whether it was from their fey background or a learned way with plants and medicines either case no one was surprised that he discovered his talent with plant life in a more magical way his parents were delighted unfortunately they didn't have alot of money to help train him so he could properly learn and control his power so he saved up enough money from doing odd jobs around the village and saving up to go to Korvosa where he apprenticed himself to a sorcerous teacher who began teaching him how to use his powers efficiently. Those few months learning his trade were great, however those good times weren't to last as he began hearing rumors of goblins raiding near Sandpoint and fearing for his village and family close by he decided to leave his teacher and training to go home his teacher was more than happy to send him on his way with a spell however whether he misspelled a word or misaligned a gesture Bollo ended up in Northern Riddleport confused and worried he began frantically running around the city searching for someway to get back home...


please remove me from consideration, and thank you for your time

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

As a reminder, submissions will close tonight.

Thank you all for your submissions and time!

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Thank you everyone for your submissions! This recruitment thread is now closed. I am re-reading submissions and will announce my decision shortly.


Good luck to all of you

Liberty's Edge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I am excited to announce that Ianez Gasnicht has been accepted into my Second Darkness campaign. Thank you all for your submissions.

Community / Forums / Online Campaigns / Recruitment / Second Darkness Recruitment For Replacement Player All Messageboards

Want to post a reply? Sign in.