GM BC4Realz's First Play-by-Post


Recruitment

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Dotting with interest


forgot stats
STR: 2d6 + 6 ⇒ (6, 4) + 6 = 16
DEX: 2d6 + 6 ⇒ (1, 3) + 6 = 10
CON: 2d6 + 6 ⇒ (2, 4) + 6 = 12
INT: 2d6 + 6 ⇒ (5, 3) + 6 = 14
WIS: 2d6 + 6 ⇒ (5, 1) + 6 = 12
CHA: 2d6 + 6 ⇒ (2, 6) + 6 = 14

24 PB


I'll randomise what my class is

Class:

Assault/Skill: 4d100 ⇒ (74, 11, 14, 39) = 138 *Bloodrager, Brawler, Bard, *Skald
Arc/Div: 4d100 ⇒ (63, 99, 92, 64) = 318 Alchemist, *Sorcerer, *Oracle, Paladin
Assault/Skill: 2d100 ⇒ (17, 100) = 117 Bloodrager, *Skald
Arc/Div: 2d100 ⇒ (89, 96) = 185 Sorcerer, *Oracle
Skill/Div: 2d100 ⇒ (11, 28) = 39 Oracle, *Skald

Skald


@GM BC4Realz
I plan on randomising my race, would you be OK with:
Changeling, Suli, Drow (not Noble), Aasimar, Tiefling, and or Skinwalker?

As I'll pick 2-4 OKed races above and add Human and Half-elf to the Rand list


Str: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Dex: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Con: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Int: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Wis: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Cah: 2d6 + 6 ⇒ (3, 2) + 6 = 11

Starting Gold: 5d6 ⇒ (6, 5, 5, 2, 1) = 19

Elven Ranger coming.


Rand Race:

Race1: 4d100 ⇒ (86, 16, 42, 44) = 188*Aasimar, Half-Elf, Human, *Tiefling
Race2: 4d100 ⇒ (19, 88, 49, 49) = 205Changeling, *Drow, *Skinwalker, Suli
Race2(tie): 2d100 ⇒ (84, 69) = 153
Race3: 4d100 ⇒ (53, 10, 81, 4) = 148*Aasimar, Drow, *Skinwalker, Tiefling
Race4: 2d10 ⇒ (9, 4) = 13*Aasimar, Skinwalker
Aasimar

Gender: 2d4 ⇒ (4, 4) = 8
Female


Daily update of submission status! Wee!

Completed:

Derz (Aka Raivin)

Crunch done, waiting on Fluff:

None

Fluff done, waiting on Crunch:

None

Interest expressed, waiting on Fluff and Crunch:

Junelee
Nekomimi^w^
Vasarde
Gavmania
Critzible
Fallen_Mage
The Archlich
ElegantlyWasted
RHMG Animator
Nickadeamous

@RHMG - I am fine with the Aasimar race. I think they are a little unbalanced from the Ability Score Racial Trait, but the classes that don't have Chr as a dump stat generally don't use wisdom too heavily...so we can roll with it and see how it goes.

@All - I hope to close recruitment on Friday the 6th. Not sure what time I will be on my PC on that day...so let's just say at 11:59 PM American Central Standard Time (-6 GMT), giving the full day (from my perspective). Provided that enough submissions are done by then I will take the weekend to look them over and come back on Monday with who makes it in (4 - 6 players depending on party composition and power level).


@GM

do you mind If I take an Aasimar Variant, I'm thinking Musetouched which is a racial variant likely to be skalds and bards


+Dex and +Chr is more consistently beneficial of racial traits in comparison to +Wis and +Chr...

Glitterdust as a spell like ability is far more powerful than Daylight. Useful in more situations both in and out of combat, even though Daylight is a higher level spell.

The racial variant gives 2 traits when we are only doing 1 in this campaign.

As written I am going to have to say no...That racial variant is more powerful than the base race in a couple of ways, and the base race already overshadows core races a little.

If you are interested I could change up musetouched a little to still give the flavor without giving as large of a crunch advantage.

At first glance it would probably look something like this:

Musetouched:

The musetouched epitomize freedom and joy. They travel the world to inspire others and encourage the masses.

Ancestry Azata

Typical Alignment CG
Ability Modifiers +2 Dex, +2 Cha, -2 Con - Amoung the most lithe and graceful of the Aasimar, the Musetouched are reknowned for their beauty, but are sometimes not as hardy as others of angelic descent.
Alternate Skill Modifiers Diplomacy, Perform, Linguistics
Alternate Spell-Like Ability Musetouched gain Voluminous Vocabulary as a spell-like ability. I am stuck between this and Tongues. I think they both work well thematically
The Musetouched's spell-like ability allows them to converse with nearly any intelligent being.


Not to sound mean or rude here, but I think you might be confusing some parts of the entry on the site (they put them together to say these Race Traits are with this specific variant).

There are Racial traits and then there are Race Traits

  • Racial Traits are given by the race automatically
  • Race Traits require a trait slot like other traits (social, combat, region, religion, faith, and magic traits),
    but have a race requirement and are completely optional.

    this is the given Muse touched with Racial traits and Race traits separated
    Racial traits:
    Typical Alignment: CG
    Ability Modifiers: +2 Dex, +2 Cha
    Alternate Skill Modifiers: Diplomacy, Perform
    Alternate Spell-Like Ability: glitterdust as a spell-like ability.

    Race Traits:
    Musetouched Race Traits: Bralani's Step, Lillend's Harp

    ----------------------------------------------
    These are alternates to the SLAs of Aasimars

    Variant Abilities:

    Table: Variant Aasimar Abilities d% Ability
    1 You can channel 1d6 points of positive energy once per day as a supernatural ability.
    2 You can use stabilize 3/day as a spell-like ability.
    3 As a move action, you can manifest or dismiss a halo around your head that sheds colored light as a torch.
    4 Once per day, you can drink a flask of holy water to heal 1d6 hit points.
    5 You gain a +4 racial bonus on Knowledge (religion) checks pertaining to a deity of your choice.
    6 You possess taloned fingers that act as natural weapons and deal 1d4 points of damage.
    7 You gain DR 2/evil.
    8 You use your Charisma score instead of your Constitution score to determine how many rounds you can hold your breath.
    9 You gain an additional +2 racial bonus to your Strength score.
    10 You can subsist entirely on honey and wine.
    11 You can breathe both thin and stale air without ill effects, and you never suffer from altitude sickness.
    12 You have a natural swim speed of 20 feet.
    13 You gain a +2 racial bonus on attack rolls made to confirm critical hits against evil outsiders.
    14 You possess the unnatural aura universal monster ability, except the DC to make animals come near you is equal to 10 + 1/2 your character level + your Charisma modifier.
    15 Once per day, when you are at 0 hit points, you can take a full round of actions without losing a hit point and falling unconscious.
    16 You display exceptional grace and easily keep your balance. You gain a +2 racial bonus on Acrobatics checks.
    17 You can cast spear of purity once per day as a spell-like ability.
    18 You gain a +2 racial bonus on saving throws made against poison.
    19 Once you've reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.
    20 You gain an additional +2 racial bonus to your Dexterity score.
    21 You can manipulate any metal armor you wear, causing it to appear to be made of shining silver or gold. This illusion lasts only as long as you wear your armor.
    22 You gain a +1 racial bonus on Will saves.
    23 You can cast create water three times per day as a spell-like ability.
    24 You gain sonic resistance 5.
    25 Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for 1 round.
    26 You gain a +2 dodge bonus to AC against attacks of opportunity made by creatures of the human subtype.
    27 You have a knack for creating high-quality objects. You gain a +2 racial bonus on any one kind of Craft check.
    28 Once per day, for 1 minute, you can understand and be understood by any creature as though using tongues.
    29 You gain a +2 racial bonus on initiative checks during the day.
    30 Pick one weapon that normally deals lethal damage. You can deal nonlethal damage with that weapon without the usual –4 penalty on your attack rolls.
    31 You gain a +2 racial bonus on saving throws against charm effects.
    32 You can cast shield other once per day as a spell-like ability.
    33 When coins or other small metal objects pass through your hands, they become perfectly clean and shiny again.
    34 You gain a +2 dodge bonus to your AC against attacks of opportunity from evil outsiders or undead.
    35 You can cast aid once per day as a spell-like ability.
    36 Non-magical insects never bite or sting you unless magically compelled to do so.
    37 You gain a +2 racial bonus on checks made with any one Perform skill.
    38 Once per day, you can generate a glowing aura that emanates in a 20-foot radius centered on you. Any creature within the aura that is at negative hit points stabilizes immediately. The aura lasts for 1 round.
    39 You can mimic the sound of any animal perfectly.
    40 You gain an additional +2 racial bonus to your Intelligence score.
    41 Three times per day, you can sing for 10 minutes to put one willing creature to sleep. Any creature that falls asleep to the sound of your song is protected from nightmare and similar spells for the duration of its rest.
    42 Whenever you successfully use the aid another action to help someone make a skill check, you grant a +3 bonus instead of +2.
    43 You gain a +2 racial bonus on saving throws made against fear effects.
    44 If you stand atop a grave and meditate for 10 minutes, you learn the name of whoever lies buried below.
    45 You have cat-like ears that grant you a +2 racial bonus on hearing-based Perception checks.
    46 Once per day, you can breathe frosty air in a 10-foot cone. This acts as a breath weapon that deals a number of points of cold damage equal to 1d4 + 1/2 your level, to a maximum of 1d4+5.
    47 You feel sick to your stomach and take a –1 penalty on ability checks when within 30 feet of an evil outsider.
    48 You can cast weapon of awe once per day as a spell-like ability.
    49 You gain a +1 racial bonus on Reflex saves.
    50 You gain an additional +2 racial bonus to your Wisdom score.
    51 You can make fruit ripen with a touch.
    52 You can understand any written material as though under the effects of comprehend languages.
    53 You gain a +2 racial bonus to your CMD.
    54 You gain a +2 racial bonus on saving throws against spells and effects that would cause you to become dazzled.
    55 You can cast augury once per day as a spell-like ability.
    56 You can cast zone of truth once per day as a spell-like ability.
    57 You gain a +2 racial bonus on Heal checks.
    58 Any creature that bites you must succeed at a DC 12 Fortitude save or become sickened for 1d4 rounds.
    59 Any good creature you call via summon monster remains for 3 rounds longer than usual.
    60 You always know the current position of the sun.
    61 You gain a +1 racial bonus on attack and damage rolls against evil outsiders.
    62 You gain a +4 racial bonus on saving throws to remove any temporary negative levels you possess.
    63 You have a strong and stable build. You gain a +2 racial bonus to CMD against bull rush and trip attempts.
    64 You gain a +4 racial bonus on Intimidate checks made to demoralize foes.
    65 Once per day as a full-round action, you can summon a silver holy symbol out of thin air. The holy symbol remains in existence for 1 hour or until you drop it.
    66 You are immune to undead creatures' create spawn special ability.
    67 You gain a +2 racial bonus on Sense Motive checks.
    68 You can cast whispering wind once per day as a spell-like ability.
    69 Your tears cure disease. You can cast remove disease once per day as a spell-like ability.
    70 You gain an additional +2 racial bonus to your Constitution score.
    71 You gain sustenance from sunlight. Standing in direct sunlight for half an hour nourishes you as though you had just eaten a hearty meal. You still need to drink water.
    72 You gain spell resistance equal to 10 + 1/2 your Hit Dice.
    73 If your body is placed on consecrated ground and prayers to your deity are recited continuously for 24 hours, you return to life as if by a raise dead spell. This ability works 1d4 times in your lifetime.
    74 Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
    75 You can sense when a creature is pregnant by standing within 10 feet of the creature.
    76 You gain a +2 racial bonus on saving throws made against curses.
    77 You gain a +2 racial bonus on Knowledge (planes) checks.
    78 You are always comfortably warm. You gain a +4 racial bonus to resist environmental cold effects.
    79 You always know the current position of the stars.
    80 You gain fire resistance 5.
    81 You heal double the normal amount of hit points while resting.
    82 You can cast mending three times per day as a spell-like ability.
    83 You feel energized and gain a +1 racial bonus on ability checks while you are within 30 feet of a good outsider.
    84 You gain a +4 racial bonus to resist environmental heat effects.
    85 When targeted by lesser restoration or another spell or effect that cures temporary ability damage, you heal an extra +1 point of temporary ability damage.
    86 You can cast blessing of courage and life once per day as a spell-like ability.
    87 You gain a +2 racial bonus on Handle Animal and Ride checks.
    88 Once per day as a move action, you can make a melee weapon you are wielding holy. The enchantment lasts for 3 rounds or until you drop or give away your weapon.
    89 You gain a +2 racial bonus on saving throws made against disease.
    90 You gain an additional +2 racial bonus to your Charisma score.
    91 If you die, your body can never be reanimated as an undead creature.
    92 You gain a +1 racial bonus on Fortitude saves.
    93 You can summon a lantern archon once per day as though by summon monster III.
    94 You can speak to horses and other equine animals.
    95 You gain a +2 racial bonus on Diplomacy checks.
    96 You gain a +2 racial bonus on Use Magic Device checks.
    97 You gain DR 2/magic.
    98 You can cast compassionate ally once per day as a spell-like ability.
    99 You have a natural fly speed of 20 feet (poor).


  • I will create an alias if selected. Using Sandpoint as the town he grew up in, but can be changed to where story takes place.

    Crunchy goodness:

    Fenlin Dell
    Half-elf investigator (empiricist) 1
    LN Medium humanoid (elf, human)
    Init +4; Senses darkvision 60 ft., low-light vision; Perception +7
    —————
    Defense
    —————
    AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
    hp 9 (1d8+1)
    Fort +1, Ref +4, Will +2; +2 vs. enchantments
    Immune sleep
    —————
    Offense
    —————
    Speed 30 ft.
    Melee elven curve blade +2 (1d10+1/18-20)
    Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
    1st—expeditious retreat , shield
    —————
    Statistics
    —————
    Str 12, Dex 15, Con 12, Int 18, Wis 10, Cha 9
    Base Atk +0; CMB +1; CMD 13
    Feats Weapon Finesse
    Traits reactionary, seeker of brightness
    Skills Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +3, Disable Device +6, Knowledge
    (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge
    (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +7, Stealth +5, Use Magic Device
    +3; Racial Modifiers +2 Perception
    Languages Common, Dwarven, Elven, Goblin, Infernal, Polyglot
    SQ alchemy (alchemy crafting +1), elf blood, inspiration (4/day), trapfinding +1
    Other Gear studded leather, elven curve blade, thieves' tools, 15 gp
    —————
    Special Abilities
    —————
    Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to
    attack or save.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

    fluff 'n stuff:

    1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

    Growing up as a half-elf in Sandpoint meant trying to find ways to fit in. For years Fenlin was the butt of countless jokes. He was never certain which was worse, the humans asking about why his ears were so 'dull', or the absolute disdain and silence he received from most elves. He spent hours upon hours in his mother’s apothecary shop. Though he lacked the healing touch of his human mother, Fen had a thorough understanding of what all the ingredients could do.
    Fenlin decided that instead of giving in to the barbs of others, he would pursue acceptance by becoming a guard for Sandpoint. He went through the basic training. He mastered the laws and academic material in short order. To ensure he was able to respond to any type of threat Sandpoint may face, Fenlin would study notes from esoteric texts describing any number of dangers. He expanded his research to include histories and royal lineages in order to protect the area from civil wars.

    Fenlin also spend time in the alchemy lab, expanding his knowledge and learning new ways to combine components. It turns out that just enough of his father’s arcane spark flowed through his veins. While he could never become another magus, he could duplicate spell effects using materials from the lab.

    At the end of the training, Fenlin was dismissed despite how well he had performed on the written and oral tests. It seems that preparing for theoretical threats impinged on his martial training. In the end, it was deemed that Fenlin was too lacking in melee ability. He was sent away with an invitation to return in the future. Once again, Fenlin found himself cast aside by society.

    When he returned home, he explained his frustration to his mother. He decided he would leave Sandpoint and make his own way in the world. His mother retrieved a long lacquered box from her room. She gave it to Fendlin, telling him that it had belonged to his father. Ilsia rarely spoke of elf who left her a widow. Anxiously curious, Fenlin opened the case. It was his father’s sword, the only item recovered when he died all those years ago. The only legacy he would pass down to his son.

    He looked up at his mother. With tears in her eyes, Ilsia asked Fenlin not to leave Sandpoint, not to leave her. She could not bare to loose another man from her life, not yet.

    Fen decided to stay and somehow find a way to make a difference in the lives of those who had mocked and belittled him. He felt beholden to them somehow, feeling that had they accepted him for who he had been, he would not have become the man he was.

    2) Two goals that you'd like the character to accomplish in-game.
    *To become titled or gain a position of prominence in the town.
    *To learn what happened to his father.

    3) Two secrets,
    one the PC keeps to himself~ His love for Keela
    one kept from the PC ~ Fen actually passed the martial test, but Captain Recho of the guard was a rival of Fenlin's father long ago (about the time of his disappearance), and failed Fenlin.

    4) 3-5 people that are tied to your PC
    blood ~ Ilsia - Mother, runs apothecary shop,
    love~Keela, Jeld's sister and daughter to Captain Recho
    rivalry/enemy-Jeld, son of the Captain of the guard.

    5) Three key memories that define your character as the person they are at the time of submission.

    *The day a messenger arrived with word his father was lost. Fen was too young to know what was happening, but remembers his mother falling to her knees in tears.
    *Spending time close to her mother in the Alchemy Shop, sometimes sneaking in after she went to sleep to play "mixing"!
    *The day Jeld asked him about his ears and got all the other kids to Fenlin "DULL"


    I'll just take Variant Ability number 19 to swap my SLA, since it does not add any power to the character is more a fluff thing removing SLA from character.

    19:
    Once you've reached adulthood, you never appear to age, although you take aging penalties normally and die when it is your time.

    Current Race Data:

    Ability Modifiers: +2 Dex, +2 Cha
    Alternate Skill Modifiers: Diplomacy, Perform
    NO SLA, instead have Number 19


    Sarrissa is mostly done, but I wanted to ask; any problems with the traits that grant additional starting money? I would like to start with a composite longbow, but they are pretty pricey for starting level.

    Also, to highlight my choices:

    Alternate Racial Trait: Lightbringer
    Archetype: Trapper (Ranger)

    Background:

    Concept Points
    1.) Sarrissa is a follower of Sarenrae.
    2.) She believes that the light will win out over the darkness, but it will be a battle.
    3.) Sarrissa is a light-bringer. She will bring the light to every corner of the darkness that she can.
    4.) She will protect those that cannot protect themselves.
    5.) She believes elves to be superior over other races, much like a parent believes their children are better than other kids.

    Goals
    1.) Spread the light of Sarenrae as much as she can. Not by preaching or religious actions, but by protecting people in the darkness.
    2.) Join the Lantern Bearers.

    Secrets
    1.) She is scared of the dark.
    2.) Unknown to her: She comes from a long line of elves that were Brightness Seekers.

    Acquaintances
    1.) Lanliss and Oparal, her parents. Very proud of Sarrissa, and very worried for her. This miss her and will support her. They have no other children anymore. Caladrel, their first born, and Sarrissa's older brother is dead, killed by a vampire.
    2.) Elsbeth, a half-elf cleric of Sarenrae that introduced Sarrissa to the deity's dogma.
    3.) Hakak, a half-orc that is infatuated with Sarrissa. She has no emotional interest in him, but he will not listen. A little insane, he believes she is just playing hard to get.

    Defining Memories
    1.) Sarrissa was always afraid of the dark. Her brother was killed by a creature of the dark, and she almost always had nightmares. She remembers dreaming of him being killed by the vampire after she learned of his death. She woke up screaming, alone in the dark, and terrified.

    2.) She will always remember the day her mother excepted her new found faith and gifted her a copy of "The Birth of Light and Truth." She carries it everywhere and often reads from it before bed. She has only barely begun to fill in the last empty pages, but instead of stories, she simply records the names of those she has helped.

    3.) She remembers the days of weapons training with her father. A purist of sorts, he only trained her to use 'elven' weapons. He wanted to instill in her a sense of pride and tradition and it has stuck, almost too well.


    I have no problems with the ART or Archetpye you have selected.

    I am fine with you electing a trait that increases your starting gold, but if you select that I would like to see it worked into your character bio as well. Who is your character (or her family) to have that much gold lying around.


    Late submission coming thru!
    I will roll stats, wipe out a nice concept and come back in a few hours.

    Str: 2d6 + 6 ⇒ (2, 6) + 6 = 14
    Dex: 2d6 + 6 ⇒ (5, 6) + 6 = 17
    Con: 2d6 + 6 ⇒ (4, 1) + 6 = 11
    Int: 2d6 + 6 ⇒ (4, 1) + 6 = 11
    Wis: 2d6 + 6 ⇒ (4, 1) + 6 = 11
    Cha: 2d6 + 6 ⇒ (6, 3) + 6 = 15

    Did somebody say dex and cha character?

    Silver Crusade

    dotting and rolling to see how it looks.

    str: 2d6 + 6 ⇒ (2, 4) + 6 = 12
    dex: 2d6 + 6 ⇒ (2, 4) + 6 = 12
    con: 2d6 + 6 ⇒ (6, 4) + 6 = 16
    int: 2d6 + 6 ⇒ (3, 4) + 6 = 13
    wis: 2d6 + 6 ⇒ (5, 4) + 6 = 15
    cha: 2d6 + 6 ⇒ (2, 1) + 6 = 9

    Hmmm. More than 20 pt buy and high con is always good. How about a Wild Blooded Empyreal Sorcerer? I don't see any arcane casters on this list yet. Doing crunch first, fluff later.

    starting gold: 2d6 ⇒ (5, 2) = 7x10 = 70

    GM, you approved an aasimar variant above, what about Archon-blooded? Their SLA is continual flame.


    @slin I hesitated to approve the aasimar variant...we are still in talks because almost all of the variants are more powerful than the base aasimar and unablanced in comparison to core races.

    That is true of the Archon-Blooded as well. +con +wis is categorically better than +wis +chr.

    Continual Flame does not seem dramatically different from Daylight with respect to uses, so that I am fine with.

    Two choices: Archon-Blooded can be as written, but with the base Aasimar stat adjustments (+wis +chr) or it can have +con +wis, but with -2 str or dex...I will make it your choice.

    Also, regarding the traits, you have either of those traits available to you, but you do not gain both automatically...keep in mind that we are only running 1 trait and 1 alternate racial trait in this game.

    And I think it would be safe to say that the alternate heritage should count as the ART...it seems to fill pretty much the same slot mechanically and fluff wise.

    @RHMG With no spell like ability at all you are now pretty much on par with a Human...replacing the bonus feat for an extra stat boost and the static skill bonuses for the skill bonus that grows with level. It is slightly more powerful at first level, but in the long run you will actually end up behind.

    I am fine with the proposed variant at this point. You may proceed with the build.


    I'm still slightly above human(9 RP != 12 RP),
    Putting in the full race is:
    Type: Outsider(Native) (this stops the spells with the word person in it)
    Size: Medium
    Speed: 30ft
    Ability Modifiers: +2 Dex, +2 Cha
    Alternate Skill Modifiers: Diplomacy, Perform
    NO SLA, instead have Number 19
    Resist 5 to Cold, Acid, Electricity
    Darkvision 60ft


    @TriShadow - Sorry, I missed your submission some how.

    Fluff and crunch both look good.

    The campaign will be starting in the small city of Wellspring. It would be a large enough of an environment that it will be no issue to make Sandpoint be Wellspring.

    You may want to be thinking about why your character would be interested in joining a merc band and willing to travel outside of Wellspring. If selected the hook will conflict with the fluff that you have written currently.

    You do have two traits selected. We are only running with one in this campaign. Please select one and drop the other.

    After that your application will be complete.

    @RHMG Well within the range of acceptability. Run with it. We can adjust later if we run into balance issues, but I don't expect to.


    Cash: 3d6 ⇒ (4, 2, 6) = 12
    120gp


    GM: What do you think about Skinwalkers?


    @Archlich - An offbrand Shifter that doesn't really work as well.

    I would be more comfortable with using the Shifter that Neko and I spent so much time working on getting balanced. This is where it landed:

    Quote from earlier:

    @Neko - This is my last pass at Shifter. So this or a different race.

    Shift can be played as is with three changes.

    1) Standard racial stat adjustment is +2 Con -2 Chr. A shifter's body is made hardier through the shocks that their systems take from being able to shift at an early age, but their changing and sometimes monsterous appearance can make them outcasts amoungst other races.

    We are dropping the dex because not all of the shifter traits really tell the story of being lithe and fast. Wisdom doesn't really seem to fit either. + to con is a nice boost for almost everyone and - to chr would be a dump stat for most (but not all) classes.

    2) The child of the pit alternate racial trait reads: "Some shifters are raised to fight for other's amusement from the moment they learn to shift. They gain a +2 racial bonus to Intimidate and a +2 bonus to CMB. This bonus is constant and stacks with any bonus gained from shifting. This racial trait replaces child of the wild." Still don't like armor bonuses as a racial trait. AC comes up more often than saving throws over the course of a character's life.

    3) I don't like that Incremental Shifting makes Shift to be nearly on par with class features. I am replacing it with this feat:

    Multi-shift - Prerequisite: Shifter, at least 1 other Shifter feat
    Benefit - A Shifter can activate his shift ability a number of times per day equal to 1/2 his Character level + 1, to a maximum of 11 times per day at level 20.

    Activating and deactivating the ability is still the same kind of action. Unlike other shifter feats, this feat does not increase the total duration that a Shifter can Shift per day.

    Other than that I am okay with the race as it is stated on https://sites.google.com/site/eberronpathfinder/conversion-info/races/shift ers. I don't think it needs any other ART like bloodline shifting. Anything we did would replace the standard shifting and require a lot more work and balance.

    Feel free to use that, or select a different race.

    Silver Crusade

    Aran, like most Assimar, is an orphan. He does not remember his birth parents or have knowledge of any family. As an infant, Aran was left at a small monastery dedicated to Ragathiel, the empyreal lord and General of Vengeance.

    5 character concepts:

    1. A mysterious past leaves a hole in his soul. Aran is not sure who he is because he doesn’t know from where he came.
    2. Aran’s internal motivations are driven by a mix of sorrow/empathy for those who are less fortunate, guilt for thinking he was not good enough for his birth parents, and fear of abandonment.
    3. Growing up in a Ragathiel monastery means a very disciplined lifestyle. Aran begins each day with meditation through the cleaning of his weapons and gear. This daily ritual represents the preparedness all followers of Ragathiel must have to face the world’s evils. Aran always ensures his companions have eaten before he eats and goes out of his to aid those who have been wronged seek retribution and justice.
    4. Aran is 6’ tall and a scrawny 165 lbs. Most servants of Ragathiel are beefy knights so Aran has always stood out. He was never that great with a sword and heavy armor was too uncomfortable. However, Aran is durable and strong-willed. His endurance allowed him to keep pace with most of his peers but it was his insight that allowed him to excel in certain settings. Aran has learned to “trust his gut” above all else.
    5. Now, as he reaches his 26th year (or so they guessed. He’s actually reaching his 25th year.), there have been inklings of manifestations that betray his celestial heritage. This will be represented by taking a level of Sorcerer (Wild Blooded-Empyreal) at 2nd level.
    6. As a child, Aran looked like a typical human with blond hair and green eyes. However, with the manifestation of his celestial heritage, his hair has become more silver and his green eyes are turning flame red.
    7. Aran only knows life in the monastery. Unbeknownst to him, it is his destiny to leave the sheltered life and make a lasting imprint upon the world. The blood of Ragathiel flows in his veins and will manifest itself soon. He doesn’t know why yet but Aran feels whatever path the gods have set for him, they all lead outside the monastery.

    2 in-game goals:

    1. Discover who and what happened to his birth parents. His mother’s great-great-grandmother was a paladin of Ragathiel whose deeds prompted the angel to bestow her with some of his blood. That blood has lain dormant for 6 generations.
    2. Through traveling with the party and adventuring, Aran one day realizes that family is more than just blood. He returns to the monastery and supports them monetarily and other aid. Maybe the monastery will be destroyed by an evil force and the true spirit of Ragathiel will be awakened within Aran, the spirit of vengeance and righteous retribution.

    2 secrets:

    1. Aran doesn’t want anyone to know that he was abandoned as an infant. If people ask, he tells them that his parents died bravely saving him from a bear (or some other large local predatory animal).
    2. The monks who raised Aran know of his history. They know he has the blood of Ragathiel but have never told him since the blood had not manifested in 6 generations. Aran’s mother, like her mother and grandmothers before her, was a Paladin of Ragathiel who died fighting a demon for justice and freedom.

    5 family/acquaintances:

    1. Brother Markham (age 77) – He is Aran’s father figure who raised the boy. In his youth, Markham was a great marksman with the longbow but Aran has only known old and venerable Markham. In addition to watching over the boy, Markham did try and teach Aran the ways of the longbow.
    2. Brother Allister (age 62) – He was Aran’s tutor in history and religion, the only two subjects that stuck with young Aran. Aran loved hearing stories of glorious battles and honorable heroes.
    3. Rodrick Cleareye (age 23) – Aran’s childhood friend and erstwhile sparring partner. Rodrick is how you picture a paladin of Ragathiel to look. Strong and big with fierce eyes and an even fiercer glare. Despite the outer toughness, Rodrick the one of the kindest souls Aran has met. Several years ago, Rodrick completed his training and left the monastery to serve Ragathiel in the world.
    4. Bartlett Earhard (age 25) – Aran’s chief rival. Bartlett never like the weird, scrawny boy and went out of his way to make Aran’s life difficult in the monastery. If it wasn’t for Rodrick, Aran would have received many beatings from this bully. After Rodrick left, Bartlett made it a point to torment Aran, so much so that the brothers in the monastery banished Bartlett for his evil behavior. Bartlett blames Aran for his banishment and hopes to seek revenge one day.
    5. Illiana (age 24) – Illiana is a girl that lived in a village near the monastery. She was always curious about the monastery and would hang out around there as a child. After a chance meeting, Aran and Illiana became fast friends. There was always an undercurrent of attraction between them but nothing ever came to fruition. An intelligent lady, Illian left the village at the age of 18 to study at the arcane academy. She should be completing her training soon and graduate as a full-fledged wizard.

    3 key memories:

    1. Age 7, sword training: Aran was handily beaten by a much larger boy, Rodrick. After having been knocked on his butt, Aran looks up to see a smiling Rodrick offer a helping hand. The two have been fast friends ever since.
    2. Age 12, fields near the monastery: During a brief moment of freedom, Aran snuck out to meet Illiana. They had a wonderful time spinning around in the fields until they were dizzy and falling down. Aran and Illiana fell in a way where their noses were almost touching. There was a moment where Aran thought they were going to kiss but then Rodrick showed up laughing, breaking the moment. Aran often thinks back to that day and kicks himself for wasting an opportunity. Who knows when will be the next time he’ll get to see Illiana?
    3. Age 25, his bedroom: Aran woke up one night in a sweat. He felt like his body was changing but he didn't know why. Suddenly, a jolt of energy shot from his fingertips. This is the first time his celestial blood triggered a physical response.

    I think your proposal for the Archon Aasimar is very fair and I’ll be taking a -2 to Str.

    Crunch:
    Plan to take Sorcerer at 2nd level to demonstrate manifestation of celestial blood but then go Zen Archer the rest of the way.

    Aran Ragason
    Male Aasimar, Archon Blooded Monk 1
    LN medium humanoid
    Init +1 Senses Darkvision (60) Perception +7
    DEFENSE
    AC 14, touch 14, flat-footed 13
    hp 13
    Fort 6 Reflex 3 Will 5
    OFFENSE
    Speed 30 ft
    Space 5 Reach 5
    STATISTICS
    STR 10 DEX 12 CON 18 INT 13 WIS 17 CHA 9
    BAB 0 CMB 0 CMD 14
    Skills Acrobatics 5, Appraise 1, Bluff -1, Climb 0, Diplomacy -1, Disguise -1, Escape Artist 1, Fly 1, Heal 3, Intimidate 5, Knowledge (history) 5, Knowledge (religion) 5, Perception 7, Ride 1, Sense Motive 9, Stealth 1, Survival 3, Swim 0
    Languages Celestial, Common, Sylvan
    Equipment 70 gp

    I'll create an avatar if selected.


    GM BC4Realz wrote:

    @Archlich - An offbrand Shifter that doesn't really work as well.

    I would be more comfortable with using the Shifter that Neko and I spent so much time working on getting balanced. This is where it landed:

    ** spoiler omitted **...

    Thanks, but I'm not much on the mood for a homebrew race. I'd rather stick with the official material ;)


    That's fine. Besides the core races so far the races approved without revision are Tengu, Vanara, Kitsune, and Aasimar (possible revisions for the alternate racials depending).

    (Did I miss any others guys?)

    If there are others that you would like for me to look at please let me know.

    Right now, the answer for skinwalkers is no.


    There has been a lot of activity today!

    Daily update of submission status! Wee!

    Completed:

    Derz (Aka Raivin)
    slin2678 (Aka Aran Ragason)
    TriShadow (Aka Finlin Dell)

    Crunch done, waiting on Fluff:

    None

    Fluff done, waiting on Crunch:

    Sarrissa

    Interest expressed, waiting on Fluff and Crunch:

    Junelee
    Nekomimi^w^
    Vasarde
    Gavmania
    Critzible
    Fallen_Mage
    The Archlich
    ElegantlyWasted
    RHMG Animator
    Nickadeamous

    If there are any status changes that I missed please let me know.

    Looking over the campaign I am leaning towards the 5 - 6 member party..I feel like this adventure book is pretty rough for a group of lvl 1s...

    Hopefully we will get the bodies we need. :D


    RHMG's Sub

    Character render will be ready tomorrow...


    When does recruitment end?


    GM BC4Realz wrote:

    .....

    @All - I hope to close recruitment on Friday the 6th. Not sure what time I will be on my PC on that day...so let's just say at 11:59 PM American Central Standard Time (-6 GMT), giving the full day (from my perspective). Provided that enough submissions are done by then I will take the weekend to look them over and come back on Monday with who makes it in (4 - 6 players depending on party composition and power level).

    You have less then 36 hours to complete a submission, Gnomezrule.


    Cool. I will see what I can come up with.


    Net broken at home. Can't finish submission. Get me off list. Sorry :/

    Silver Crusade

    Dotting for interest, and rolls.

    STR: 2d6 + 6 ⇒ (1, 6) + 6 = 13
    DEX: 2d6 + 6 ⇒ (4, 2) + 6 = 12
    CON: 2d6 + 6 ⇒ (6, 2) + 6 = 14
    INT: 2d6 + 6 ⇒ (4, 3) + 6 = 13
    WIS: 2d6 + 6 ⇒ (3, 1) + 6 = 10
    CHA: 2d6 + 6 ⇒ (2, 2) + 6 = 10

    Edit: well, that's bland. I was hoping to let the rolls guide me, but I think I'll be putting together a point-buy character. This will be a submission that doesn't get in until late tonight; I won't be able to crunch or fluff until after work.


    Deadline warning. Recruitment will close in 12 hours.


    Updated Alias
    Render Added in Description spoiler...


    1 hour remaining!!

    You can do it. Put in your submission now!


    I will drop the 'reactionary' trait.

    I can rewrite the end of the fluff with Fen deciding it is important to travel outside of Wellspring in order to find himself, and hopefully learn more about what happened to his father. If he is good enough to return as a hero, Fen will have proved he belongs.


    So by my count completed submissions include:

    Derz (Aka Raivin)
    slin2678 (Aka Aran Ragason)
    TriShadow (Aka Finlin Dell)
    RHMG (Aka Titania Evangeline Snow-fell)

    By my count I think that is it...did I miss anyone?

    You guys have made it easy to put together a team of 4 - 6. :D

    I will take one last look over submissions this weekend, and then we will get started on Monday.


    Sarrissa should be ready.


    So you are. Sorry I missed that. Added to the list.

    Silver Crusade

    Is the 300 gp up front per person or pooled for the party?

    Sovereign Court

    I'm a little late to the party but I'll throw something in. I have a few characters in cold storage.

    2d6 + 6 ⇒ (1, 1) + 6 = 8
    2d6 + 6 ⇒ (6, 3) + 6 = 15
    2d6 + 6 ⇒ (6, 2) + 6 = 14
    2d6 + 6 ⇒ (2, 1) + 6 = 9
    2d6 + 6 ⇒ (1, 5) + 6 = 12
    2d6 + 6 ⇒ (3, 1) + 6 = 10

    Well, I probably won't use these roles.


    Here's my 20-point buy alias, Krah the Bloodrager.

    I have ideas for the backstory but I'm headed out. I'll have to finish this in the morning.


    Wow, I just wrote out all of that background information and the profile didn't save. This is the second time this has happened trying to update a character. I'll try to write it all out again tomorrow.


    I'm sorry Krah, recruitment closed on Friday. Your submission is not eligible for consideration. It would not be fair to the other players that were not able to submit on time and so stopped working on theirs.


    looks like we have our party, the only question is, is anyone going to not be in it?


    @slin the 300 gold is total to the party for the purchase of supplies to head to the mining town (about a weeks journey. Shorter if you swing some kind of transport)

    @eva everyone is in. A party of 5 seems perfectly 90s. ;).

    I will post the starter to the campaign thread tomorrow and we can get started.


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