GM of the Apes Serpent's Skull Recruitment


Recruitment

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Shipwrecked on the notorious island of Smuggler's Shiv, our heroes uncover a secret that could lead to unbelievable riches—or a swift death.

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Expectations
- Committed players who can ideally post once a day.
- If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
- Don't be a jerk.
- I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair.
- Applicants should be decent writers with a commitment to role-playing.
- You have read the Serpent's Skull Player's Guide and are at least somewhat knowledgeable about Golarion.

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Game Style
- We'll be using Roll20 to track combat, so if accepted, please make an account.
- I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. Ie all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
- I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.

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Level: 1

Ability Scores: 20 point buy

Alignment: Non-evil

Races: Anything official. The weirder it is, the better your story should be. Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table.

Classes: Anything Paizo, all archetypes available.

HP: Max at first, then 1/2+1

Traits: 2 traits, one must be a campaign trait.

Starting Gold: Average

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To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. Posting history will be taken into account. A deadline for recruitment will be forthcoming.

Good luck and thanks for applying! :)

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am quite interested! I'll start on a character immediately!


dropping a dot, i'll write something up. Going for either an unchained rogue, An Rogue like Oracle or rogue like Magus.

Human, Female, Kind of young for the career she's in

Dexterity Focused

Trait from campaign: Boarded in Mediogalti, my character is kind of an Assassin mercenary type.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've decided my character will be a Spireborn half-elf wizard, multiclassing into Trapper ranger to qualify for Eldritch Knight!


I present Felix Drovenge for your consideration. He's a refinement of a concept that's been kicking around my head for a while that feels like he'd be a perfect fit for this AP. While his first level is Gunslinger, I plan to take him into the Trophy Hunter archetype of Ranger from second level onward (and have made that his favored class). I've priced his black powder and bullets as though he's made them himself with the Gunsmithing feat (and he's packed enough to last him for a long expedition), but if that's a problem I can change it. Any comments are welcome.

Stat Block:

Felix Drovenge
Male Human Gunslinger (Musket Master) 1
LN Med Humanoid (Human)
Init +3; Senses perception +6
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Defense
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AC 15, touch 13, flat 12 (+2 armor, +3 dex)
HP 12 (1d10+2)
Fort +4, Ref +5, Will +2
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Offense
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Speed 30'
Melee cold iron dagger +2 (1d4+1/19-20)
Ranged battered musket +5 (1d12/x4/1-2 misfire)
Deeds deadeye, quick-clear, steady aim
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Statistics
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Str 13, Dex 16, Con 14, Int 12, Wis 14 Cha 10
BAB +1; CMB +2; CMD 15
Feats Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload
Languages Common, Polyglot
Skills Climb +4, Knowledge (Geography) +2 (+4 regarding Mwangi Expanse), Knowledge (Nature) +2, Perception +6, Survival +6, Swim +4
SQ Grit (2/2)
Combat Gear acid flask (2), black powder (100 doses), bullets (100), powder horns (10)
Other Gear battered musket, cold iron dagger, leather armor, masterwork backpack (50' silk rope, day's trail rations (5), detailed map of the Mwangi Expanse, gunsmith's kit, mess kit, shaving kit, waterskin, winter blanket), belt pouch, 19gp, 3sp
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Traits
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Black Powder Fortune You have little to fear when there's a gun in your hand. As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Boarded in Cheliax While you aren’t necessarily a native of Cheliax, you boarded the Jenivere at one of that country’s port cities. As the people of Cheliax generally know the Mwangi Expanse as a near legendary land home to strange beasts and exotic treasures, your views of the region have a distinctly romantic tinge, and the desire for fame, wealth, and adventure likely motivate your travels. You begin the campaign with a detailed map of the Mwangi Expanse (this grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle.

Backstory:

From an early age Felix gained a reputation as one of the black sheep of House Drovenge. While the rest of his his house eagerly and expertly engaged in the business and political scene in Westcrown and the Empire at large, Felix had other interests. He'd inherited a much greater portion of the old Taldan genes than his brothers and sisters, and with it also came and enhanced urge to explore. As his family came to better understand that he would never be a silver-tongued emissary or shrewd businessman, they eventually resigned themselves to supporting Felix's desire to visit far-flung locations, reasoning that it would cost them far less in the long run to pay for these frivolous excursions than it might to allow him any sort of responsibility within the power structure of the House.

One of the first places he chose to visit, once his family agreed to let him go, happened to be the strange, magic-free city Alkenstar. During the months that he stayed there he became fascinated by the unusual weapons they favored. Tiny black rocks that had the power to launch little metal balls at such high speeds intrigued him, and he had to know more. With his family's financial support, he was able to make contacts within the gunsmithing world, and to eventually gain the services of a mentor willing to teach him the weapons' secrets, and how to make those secrets his own, becoming both an accomplished marksman with a musket as well as an effective gunsmith in his own right.

But Felix wasn't interested in the technology simply for reasons of esoteric knowledge. As soon as he felt he has learned all he needed to know he returned home to Westcrown. It wasn't long after his return to friends and family before he was already planning his next trip, this time to the Colonies. He'd never make a name for himself in his family's traditional way, but with this new technology at his grasp he could make a name for himself as a big game hunter instead. Sargava, in the Mwangi Expanse, with is vast jungles, ancient ruins, and tribes of savages (all conveniently close to hand) would be the perfect place find some adventure, hunt some fantastic beasts, and also perhaps find some long lost treasures if fortune happened to be smiling upon him.

He spent several months preparing himself. He put his new skills to use building up a sizable stockpile of bullets and black powder, and rationing that powder into a number of weatherproof powder horns. He studied hard to learn the local patois, to better hire a trustworthy local guide when he arrived. He spent hours pouring over maps of the region, studying where the best places to hunt might be and which areas were most likely to belong to tribes of savage cannibals instead. Finally, he also learned how to get along in the wilds of a jungle by reading through the accounts of others who had been there, and the expedition notes brought back from the earliest colonial settlers.

Then, all this knowledge in hand, he bid the rest of house Drovenge goodbye once again and boarded the Jenivere to seek trophies and acclaim among those backwards provincials of Sargava...

Description and Personality:

Felix is tall, fairly lean, and dresses primarily in shades of khaki. Clean-shaven, except for a well-trimmed mustache, and sporting closely cropped hair. He carries himself rather stiffly around other people, especially provincials, but once he's gotten to know someone (or has had a few drinks) he likes to tell stories he's heard of past expeditions, or give advice about how to get along on Safari. He likes to think that his extensive preparations make him just as much an expert on the Mwangi as the people who've lived there their whole lives, and would receive any arguments to the contrary as a personal sleight. Sometimes condescending and often arrogant, he's here to do two things: collect trophies and make a name for himself.

Liberty's Edge

D-d-d-dotting! Always wanted to give Serpent's Skull a spin, as It's one of the few AP's I'm not that familiar with and I hear it's a bit idiosyncratic.


Dot.

Do we have a limit on race points?


Dot for now.

I made Vitranna a while back for a Serpent game she didn't get into.

I will have to update her of course and try again.

She's a Shoanti Bard (Thundercaller)

Couple of questions on options/possible stuff:
(NOTE: not worried about any of it, just curious really.)

1. Background Skills?
2. Action/Hero Points?
3. Can we take a Drawback to get another Trait?
4. Variant Multiclassing (VMC)

I'm sure others may have similar questions.


I've got an Ulfen skinwalker barbarian who just missed out on a Skulls & Shackles game. I think I might retool him as a crewman, something along the lines of a marine (in their original role as shipboard security). Not too naval focused; he's short on knowledge of how to rig sails and long on knowledge of how to crack recalcitrant skulls.


Tanner Nielsen wrote:

Dot.

Do we have a limit on race points?

I'll set a cap on 20.

Vitranna wrote:

Dot for now.

I made Vitranna a while back for a Serpent game she didn't get into.

I will have to update her of course and try again.

She's a Shoanti Bard (Thundercaller)

Couple of questions on options/possible stuff:
(NOTE: not worried about any of it, just curious really.)

1. Background Skills?
2. Action/Hero Points?
3. Can we take a Drawback to get another Trait?
4. Variant Multiclassing (VMC)

I'm sure others may have similar questions.

Yes to all.


Tanner Nielsen wrote:

Dot.

Do we have a limit on race points?

The more excotic race, the better explanation you need. So if you want to play a drown noble or Aslanti you probably need a very compelling story (especially seeing as both those races have lesser versions, even playing a normal drow would probably be a though sell).

I know you said we can play alternate racial heritages without penalty, I'm thinking a demon-spawn bloodrager, however I would really like to have oversized limbs (roll 16 on the table), instead of the sla, would that be ok? It would let me wield a large 2h weapon right? Though ideally I would pick up exotic weapon proficiency (bastard sword) and use it to wield a huge bastard sword. That sounds so cool, would that work?


GM of the Apes wrote:


Vitranna wrote:

Dot for now.

I made Vitranna a while back for a Serpent game she didn't get into.

I will have to update her of course and try again.

She's a Shoanti Bard (Thundercaller)

Couple of questions on options/possible stuff:
(NOTE: not worried about any of it, just curious really.)

1. Background Skills?
2. Action/Hero Points?
3. Can we take a Drawback to get another Trait?
4. Variant Multiclassing (VMC)

I'm sure others may have similar questions.

Yes to all.

With background skills available, Felix's Knowledge (Geography) would become a background skill instead of an adventuring skill. So I'd choose the other background skill to be Knowledge (Engineering) and set the (now leftover) adventuring skill point that was Knowledge (Geography) to become Knowledge (Arcana) instead for the identification of magical beasts.

Liberty's Edge

Dot. Will think of something.


Presenting Janus

I'll double check he matches your criteria...


I am going to submit a sorcerer for this AP.
He's a Gillman of the Seaborn bloodline.

Jamis Deepcrest:

Jamis Deepcrest
Male gillman sorcerer (wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea World Guide 310, Pathfinder RPG Ultimate Magic 70)
CN Medium humanoid (aquatic)
Init +2; Senses Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2; +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments, -2 penalty vs. charm spells and spell-like abilities
Defensive Abilities enchantment resistance
Weaknesses vulnerable to fire
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Offense
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Speed 30 ft., swim 30 ft.
Melee unarmed strike +0 (1d3 nonlethal)
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—snowball (DC 15), unseen servant
. . 0 (at will)—detect magic, mage hand, prestidigitation, ray of frost
. . Bloodline Seaborn
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 9, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Eschew Materials, Waterway Caster
Traits boarded in the shackles, magical lineage, seeker
Skills Artistry (musical composition) +5, Craft (mapmaking) +3, Knowledge (arcana) +5, Perception +4 (2 vs. disguises), Sense Motive -3, Spellcraft +5, Swim +12
Languages Aboleth, Aquan, Common
SQ amphibious, lonely, water blast
Other Gear 150 gp
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Enchantment Resistance (Ex) +2 bonus vs. all enchantment not from aboleth, -2 vs. aboleth enchantment effects.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Lonely -2 Perception to see through disguises, on on saves vs. charm effects.
Seaborn Your powers rise like the tides.

Associated Bloodline: Aquatic**.

Bloodline Arcana: When you are in a body of water large enough to float in, your effective caster level is increased by 1.

Bloodline Powers: You prefer to
Swim (30 feet) You have a Swim speed.
Vulnerable to Fire You are vulnerable (+50% damage) to Fire damage.
Water Blast (7/day, DC 14) (Sp) As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC 10 +1/2 your sorcerer level + your Charis
Waterway Caster +4 bonus on concentration checks to cast spells underwater.
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Jamis Deepcrest is a bit strange. A gillman, he prefers to spend time either in the water, or sailing where the sea can be felt. He's boarded the Jenivere in Port Peril, one of the towns in the shackles, and has been aboard the ship since. Though he's not a great sailor, he can be relied on to rescue men gone overboard. He also posesses skill at magic, something that would help him when exploring the expanse.

Jamis is a handsome man, with silken blonde hair that never seems to get tangled despite the wind and waves. His hair is shoulder-length, and hides the gills on the sides of his neck most of the time. His eyes are seafoam green, and he has an easy smile and tanned skin. He typically goes shirtless and wears simple sandals. Jamis seems to be perpetually oiled up, and his skin is shiny and sleek even in the early morning or late night.

Jamis Deepcrest is loud and easily amused by even simple jokes. He actually is a lonely sort, since he hasn't been near his own people for years. He likes to spend time with others, especially beautiful women. He also has a great love of music and seafood. He dislikes fire, and has a couple of long faded burn scars across his back from incidents he had as a child. His confidence wavers when it comes to actual combat, since he's not a very good fighter on his own.


k so after much debate i've decided i'm writing an oracle of battle with the seeker archetype. i should be able to be done with this by tonight. net's me rogue like trap disabling, and battle makes me melee effective.

Going with the clouded vision curse, unless the gm would be willing to allow a 3rd party curse.


Dot

The Exchange

Alora:

Alora
Female Aasimar shaman (Life Spirit)
NG Medium Outsider (Counts as human too)
Init +6; Senses darkvision; Perception +3
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Defense
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AC 15, touch 12, flat-footed 13
hp 11 (1d8+2)
Fort +4, Ref +0, Will +5
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Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6) or Cold Iron Dagger +0 (1d4/19-20)
Shaman Spells Prepared (CL 1th; concentration +4)
. . 1st — Goodberry, Sleep, Detect Undead (Spirit Magic Spell)
. . 0 (at will)—Detect magic, Stabilize, Create Water
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 13, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Extra Channels
Skills Heal +7, Perception +3, Knowledge (religion) +5, Knowledge (nature) +5, Spellcraft +5, Survival +7, Diplomacy +6
Background skills Linguistics +3, Knowledge History +3
Languages Common, Celestial, Draconic, Polygot, Auran

Traits Boarded in Mwangi Expanse, Reactionary

Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Alternate Racial Traits
Scion of Humanity:Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Crusading Magic: Many aasimars feel obligated to train to defend the world against fiends. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.

Gear Cold Iron Dagger, Silver Mace, Quarterstaff, Studded leather armor, Belt pouch, Backpack, 2 sacks, 2 Waterproof bags, Waterskin, Flint and Steel, Torch, Light crossbow, Rope, String, 20 crossbow bolts, 5 sheets of paper, Grappling bolt, Charcoal, Spell component pouch,3 days trail rations, 1 sack of flour, a bell, string, fishhook, signal whistle, 5 pieces chalk, compass, 2 pitons, 1 acid flask, 1 hammer, medium haramaki rhamphorhynus barding, 6.5 gp left over

Wt - 49.5 lbs (medium load)

Spirit animal - Pterosaur, Rhamphorhynchus (Mauler archetype)

How do you rule the human FCB for shaman? The forums are still trying to determine if it works or not.

"Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast."

Backstory - uhh tomorrow(currently have a brain fart)? Also, where was the Jenievere headed?

Also, I've played this before at least till the 3rd book or so, but that was 4 years back. Ill keep player and character knowledge seperate. If you have issues with my fore knowledge, let me know, I'll withdraw my submission.


I'll try again with Ferratal. This is one of those games that I'd just love to play, and I really loved this character.

As last time, I've taken a few liberties with the gold and equipment seeing as he's a slave (mainly some equipment broken, saying he crafted his hanbo and reducing total remainiing gold to 9 cp even though I didn't spend that much). If this is a problem, please, let me know and I'll fix them.


I'd like to submit this character, Machaera Selanna, a hexcrafter magus. The next couple of days are going to be quite busy for me, but I should be able to add a backstory late tomorrow night and go over the crunch more carefully to make sure everything adds up. (I originally rolled Machaera up for a Reign of Winter game here on the messageboards that wound down early on, so some of my older posts with this alias might give an idea of my writing style and vision for the character in the meanwhile, since the GM mentioned that our writing is important.)

Also, just to put my cards on the table, I was hoping to aim for the Sacred Geometry and Ritual Hex feats for later on, and to dip into primalist wizardry. I know the former are powerful and the latter can be a bit complicated (even if the character creation guidelines said all Paizo archetypes are available), so if that's too much for this game, I'll withdraw my submission.


oyzar wrote:
I know you said we can play alternate racial heritages without penalty, I'm thinking a demon-spawn bloodrager, however I would really like to have oversized limbs (roll 16 on the table), instead of the sla, would that be ok? It would let me wield a large 2h weapon right? Though ideally I would pick up exotic weapon proficiency (bastard sword) and use it to wield a huge bastard sword. That sounds so cool, would that work?

Technically, any Medium creature can't use a Large 2-handed weapons because of the difference in size, so in order to wield the bastard sword at all, you'd need EWP. And there's no way you'd be able to wield a Huge bastard sword.

With that being said, I didn't like the variant racial traits for a reason, so I'm going to say no to the concept. Sorry.

Just a Mort wrote:
** spoiler omitted **...

I'm not familiar with the problems around the Human FCB for Shamans. Could you link the thread where people are debating about it so I can weigh in?

The Jenivere is headed towards Eleder.

Meta-game knowledge is fine, provided that you make an effort to keep it out of the actual game.


Alright, this is Sapiens' submission, Lemon Waycarver, orc brawler raised by paladins, stevedore and help-cook aboard the Jeniver. He's here for all your punching, hitting and breaking needs.

The Exchange

http://paizo.com/threads/rzs2sjz5?Shaman-FCB-vs-Spell-Known-FAQ

This whole thread. They've been arguing it since last year and they haven't gotten a straight answer yet.

*facepalms*


Janus was devised for a serpent's skull game that never happened, then was not selected for your last run. I'm going to redo his crunch and reclass him as a hunter rather than a cavalier (Possibly VMC cavalier) His story will remain the same. Rewrite should take 24 hours tops. Any news on a deadline?


Well, scratch that idea then, sorry for not reading closely enough. What about a half-elf bloodrager looking to experience the land his adventuring father grew up in. He or she (haven't decided yet) will feel a strong draw to and affinity for the jungle (with the fey magic alternate racial trait to symbolize the bond to the land). Still thinking to use a large bastard sword, maybe one of his father's old swords (with the ancestral arms alternate racial trait and the ancestral weapon trait). The same wanderlust that once drowe his father to travel away from the jungle to see the world, now compels his son to go back to experience it for himself.

Does this idea sound better?


So here's the background part in full enjoy, or apologies if i rambled that happens sometimes.

still working on the mechanics. but anyway's oracle of battle with the clouded curse. Female Human, exchanged Skilled for Practiced hunter, racial bonus in Dexterity.

Feats
Weapon Focus Dagger - I get this via a revelation from my mystery
Weapon Finesse
Slashing Grace

Seeker archetype get's me tinkering which net's me trap finding and trap disabling abilities.

Those are the basic's i'll have actual stat blocks and stuff up by tomorrow

The Assassin known as Phantom:

Whenever i think about that night i know i should feel angry...i should feel something, but i don’t. It was a normal night, cold , clear skies and snow on the ground. I was returning from an unsuccessful hunt, i called to my family as i walked in, eye closed only briefly “I’m home”. Opening them I saw pools of blood, Tristan stood there. A look in his eye, A look I recognized...”he broke”. His addiction finally got to him, consumed him until the voices drove him insane.
I charged him my blade drawn, he simply threw me aside. “Little sister, the voices stopped” He said not a hint of remorse, “ all i had to do was kill them and drink their blood.” his white coat stained with blood and tattered. He paused for a brief moment holding his head in pain, he muttered, “Remember”
We had a promise, i would kill him if he ever gave in... “I can’t”
“Then run, save yourself” He began screaming the pain growing worse.
I ran far away into the night, through the snow and moonlight. The days past i grew cold and hungry, game was scarce this year, as it always was. Wandering into a town nearby, I checked the bounty board in the local tavern...I was desperate I picked one, A group of thieves wanted dead...How different could it be from hunting?
Things would continue like this, with each kill, each bounty it became easier.

Personality and Appearance:

Ashling, generally wears a dark purple hooded cloak and usually carries a belt of knives, a silvery pendant of Ashava hangs from her neck in memory of her parents. She generally wear's a mask Much like this one

Ashling bares many resemblances to the rest of her family; silvery white hair that she wears short and unkempt, She has pale clouded violet eye's. Having only just become an adult she is still rather short and small by human standards.

She's learned to separate her two identities (Her assassin self and her normal self) As the Assassin Phantom she is ruthless, cold and distant. Prone to lack of self control and fit's of passion during combat.

When not on a job she's learned to act in a way that makes people feel comfortable. she act's as the quiet heroic type. her True self is lost to her.

Ten minute background:

Concept

1)Ashling has virtually no family left, the only other person is her brother who is a mass murdering psychopath. She has mixed feeling's about the subject, she doesn't want to kill him but feel's she has too.

2) She's always been adept at killing, she grew up hunting alongside her father and was considered a prodigy.

3)After the tragedy of her Family's murder and her initial act's of bounty hunting. She became the Phantom, a name given to her by the masses for her stealth and mannerism's during mission's. She gained greater power's about this time (Oracle abilities), though her vision grew cloudy she could suddenly see through the darkness she so often found herself in.

4)Ashling believes her powers are a gift from Ashava, an empyreal lord that her family worshiped. She carries a pendant as a reminder of this and past event's.

5)Ashling has one normal hobby, she loves to dance. it often is a calming influence on her.

Quirks and mannerisms

1)Ashling always has had an issue smiling, she tries however it only ends up unnerving people.

Goal

1) To become strong enough to find and kill her older brother, who has become a mass murdering, blood drinking psychopath.

Secret

She tries to keep her last name hidden from most people, as she doesn't want people to know she has any relation to her Brother who is widely known as a mass murdering psychopath.


Archpaladin Zousha here with my new character, Ioskyasean! A Spireborn half-elf wizard angling to become an Eldritch Knight.

Background:
Ioskyasean's tale begins like that of many other Spireborn. An elf of the Mordant Spire visits a secluded village on the Varisian coast, woos a local girl, and disappears until her child is born, returning only to take it and leave behind a wealthy gift that well last her to the end of her days. Ioskyasean's father was much the same, though no mere Mordant Spire elf, but a prime censor, one of their leaders who prevents the plunder of the Azlanti sites in the Steaming Sea. His duties meant Ioskyasean spent much of his time growing up without him, in the company of other Spireborn children and some of the younger full-blooded elves.

Like his kin, Ioskyasean began his education almost as soon as he could grasp the basics of walking and speaking. Being immersed in elven history, Azlanti language, and the arts of magic he grew up quickly, as half-elf children do among the elven people, quickly showing a drive to prove himself. While he was never outright bullied or discriminated against because of his Varisian mother, he felt that he had to live up to his father's high expectations, even if he was not there to enforce them. He took a strong interest in the nature of the ancient Azlanti humans, what drove them and how their legacy spread across the Inner Sea. He even developed an admiration of the dead god Aroden, for his effortless blending of magic and swordfighting, and how long his shadow loomed across history. This, unfortunately, led to a conflict when his father invited him to display his skills aboard one of their ships on a mission with him.

The group of censors led by Ioskyasean's father confronted a group of adventurers returning from an Azlanti ruin, intent on preventing them from returning to civilization with information they shouldn't have found. When they arrived, however, they found the wills of these adventurers would not bend to their magic or threats. Ioskyasean's father coldly ordered that they be slain as quickly as possible, only to be surprised when his son interrupted him. Ioskyasean argued that these people, not just humans among them but a dwarf and a gnome, could be reasoned with. That if they just presented their case and explained why Azlant's secrets should remain so, they would listen. He even argued some of the treasure could be easily parted with to assure their silence. His father did not even dignify his son's plea for mercy with a response, firing a spell at the band, leading to a fight the experienced censors quickly won. Ioskyasean and his father did not speak to each other, even after returning to the Mordant Spire. After several days in his chambers, pondering all the possible responses his behavior had warranted, Ioskyasean's father came to him, informing him that the Spire's council of censors wished him to come before them. Ioskyasean assumed he was walking into the equivalent of a human court-martial. He was wrong.

The council began the meeting by reading a list of Ioskyasean's achievements and praise-worthy deeds in the community, then presented a very dry recounting of his altercation with his father. They concluded by stating that this was the final piece of evidence they needed to prove his worthiness for the task they were going to present him with. Much to Ioskyasean's surprise, the council was making him an envoy of the Mordant Spire to the wider world. They revealed that they had been watching him for this position for some time, noting that the empathy for non-elves that he had shown in the most recent events made him a prime candidate for interfacing with other cultures and peoples, both the larger elven population in places like Varisia and Kyonin, and with organizations the Spire maintained contact with, like the Pathfinder Society, as well as to defend Azlanti ruins at risk of being tampered with or intruded into further inland, where the Spire had no influence. After a week or two of preparation, he was given his instructions. He was to travel to Varisia and board a ship named the Jenivere, which would take him to Sargava and the Mwangi Expanse, both to make contact with the elves of the Ekujae tribes and explore the jungle for Azlanti sites to report back to them.

Personality:
Conciliatory; As both a child of two very different worlds as well as a diplomat by profession, Ioskyasean knows the value of compromise and agreement, even while coming from a highly secretive and even outright xenophobic culture.

Curious; Ioskyasean was seemingly a natural choice to send as a representative to the Mwangi Expanse, as while the average Mordant Spire elf is set in their ways, protecting the past and holding all at spear's length, Ioskyasean actively looks to the present, and even into the future somewhat, believing the outside world has just as much to teach the Mordant Spire as they have to teach them. For him, this journey is as much exploration as it is ambassadorship.

Laconic; Ioskyasean chooses his words carefully, knowing his mask will make him stand out in any crowd and his every move will be scrutinized. This can make him seem anti-social, but he's of the mind that the wise person speaks because he has something to say, while a fool speaks because he has to say something.

Patient; Having been raised by his elven kin, Ioskyasean had the elven virtues of patience and observation instilled in him throughout his life. He prefers to take his time observing situations and analyzing his options before taking decisive action.

Relentless; Despite his cool exterior, Ioskyasean is intense in his pursuit of excellence, whether in intellectual brilliance, valor in battle, or the completion of his assigned tasks as a representative of the Mordant Spire. He hates both laziness and misdirected effort.

Secretive; Ioskyasean is still a child of the Mordant Spire, despite his human blood coloring his perspective. His mission is equally about making sure Azlanti secrets in the region do not fall into the wrong hands. He has yet to see who to trust, and while not really keeping to himself among the others, he makes it clear that he will only answer questions about the Spire and its people when absolutely necessary.

Description:
Ht: 5'11"
Wt: 155 lbs
Age: 29
Hair: Platinum Blond
Eyes: Emerald Green
Skin: Pale

Ioskyasean is of average height with a slim, athletic build. He keeps his face hidden most of the time behind a Mordant Spire mask, but his green, human-like eyes are clearly visible, marking him as not fully elven. On the rare instances he removes it completely, his features become clear, the sharp elven lines blending with Varisian comeliness he inherited from his human mother. He dresses in light, sturdily made elven robes that can stand up to the wear and tear of exploration. He carries a finely-made elven sword, with two crossguards, one slightly smaller than the other, though he has yet to fully master its use.


I'd like to submit Adornis for consideration, an 'elf' mesmerist with the fey trickster archetype. My plan for him is to be a pretty good face and also a decent support/debuffer. Nothing really optimized though!

Background:
Adornis was born in Carpenden in the year of 4629 AR, when Andoran was still part of Cheliax. Born in the nobility, Adornis grew up as a spoiled boy with everything he ever wanted quite within his reach. His family was quite wealthy, owning several vineyards and orchards of olives, and Adornis was able to study on the best schools of Egorian.

One day, when he was around his twenties, Adornis and a couple of his patrician friends went on a hunt on the Verduran Forest and unluckily got lost and surrounded by mischievous fey. Used to get everything he wanted and astonished by the beauty of the fey, Adornis insinuated himself to the fey. The fey smiled and asked him to follow them… Adornis was never saw again by his friends.

Wishing to give the presumptuous boy a lesson, the fey brought him to the First World into the Hollow Hall, a gigantic tree stump that had been hollowed out and since then hosted one of the biggest parties in the First World. Walkways corkscrewed up the sides of the stump’s caldera, offering views of the festivities below. Tunnels into the root network provided even more rooms, but the central floor of the hollow was the primary attraction, for there satyrs and their admirers danced and feasted in a never-ending orgy of music and wine.

Unable to believe in his ‘luck’, Adornis partied with the fey, dancing their mysterious and joyful music, eating and drinking their exotic and comforting food, sleeping with faeries from different species… he never felt tired for the food was extremely nourishing, he never felt sad for the wine elevated his spirit, and he never felt bored for there was always a new room, or a new attraction, or even a new partner for him.

At the end of the night... or the beginning of the day, since it was practically impossible to discern day and night in the Hollow Hall, Adornis looked his reflex in his goblet of wine and noticed he had pointed ears. Frightened, he came to his senses and decided to go home… after all, his family might be worried about his whereabouts. Initially he thought the fey would oppose his wishes but instead they kindly guided him back to the fringe of the Verduran Forest where he could see Carpenden in the distance.

To his shock, everything was different Carpenden. His home was not part of Cheliax anymore but instead of some ‘Andoran’ because his former kingdom decided to worship devils, the city was larger and prosperous than before, and finally his parents and friends were long gone… Adornis had spent almost seventy years partying in the Hollowed Hall with the fey, he partied until he almost became one of them.

Adornis discovered that his younger brother was still alive and after a couple hours of arduous conversation, he was able to convince his brother of his tale and that didn’t help him at all. With so many years away and looking like an elf, Adornis would have no valid claim on his inheritance as the elder son and his nephews had already taken control of all the family business… there was no place for Adornis in Carpenden anymore and, strangely, he didn’t complain at all. With the feeling that he had already lost too many years and fully aware of how his presumption backstabbed him, Adornis was changed.

Adornis make an agreement with his brother and nephews: in exchange for a few hundred coins, he would leave them to their business and vanish into the world, almost as if the long dead son of the Vrastoyllar had never been found. After leaving Carpenden he never looked back, traveling along the coast from town to town, until he eventually reached Corentyn in Cheliax, where he bought a passage to Eleder… it should be fun!

I hope everything is alright!


Pathfinder Adventure Path Subscriber

Dotting for now. I am building a Warpriest of Cayden Cailean looking to secretly (or not) stir up trouble for slave holders.


Dotting.

Quick Description:

I'm experimenting with an idea: a Vishkanya Alchemist with the Chirurgeon, Toxicant, and Vivisectionist Archetypes, all without any overlaps. I'm calling the resulting build the 'Dread Doctor'.

It's this alias actually, and he's a Lawful Neutral pantheist that heeds different aspects of 5 neutral core deities in a belief structure I'm calling The Pentalibrium.

He travels the world healing and killing, all at a cost, and is learning to utilize a variety of poisons, including his own, to both harm and to heal.

I figured the build would be excellent as a support character with a penchant for quick kills with Sneak Attacks + Poisons.

The Exchange

Alora's backstory:

Sometimes it's hard being different. Alora was born of 2 human parents, but was shunned by the rest of the village for the slight tinge of otherwordly features. When her parents died in a hunting accident, she was forced to scavenge for food and fend for herself. She was at the bottom of the pecking order in their unamed village. That is, right until a visiting medicine man took her as his apprentice, seeing the spirits were strong in her. He was getting on years and wanted someone to take his place. He trained her in the ways of the land and spirit, but soon saw that her destiny lay not in the Mwangi, but in Eleder. He bade her to leave, despite her protests, as the spirits must not be disobeyed.

Alora has boarded the Jenivere to go to Eleder, to see what the winds of fate have in store for her.

Alora's appearance:

Alora is dark skinned like the rest of her village, but her hair and eyes have a metallic golden sheen in them. She usually wears brown robes in civilised regions and her studded leather armor in the wilds.


This alias is done. I hope it makes sense.


Leedwashere wrote:


With background skills available, Felix's Knowledge (Geography) would become a background skill instead of an adventuring skill. So I'd choose the other background skill to be Knowledge (Engineering) and set the (now leftover) adventuring skill point that was Knowledge (Geography) to become Knowledge (Arcana) instead for the identification of magical beasts.

I also just noticed that some of the numbers in my stat block are still based on an older iteration with a different point buy with a lower strength and higher dex. Here's the corrected stat block:

Corrected Felix Drovenge Stats:

Felix Drovenge
Male Human Gunslinger (Musket Master) 1
LN Med Humanoid (Human)
Init +3; Senses perception +6
---------------------------------------
Defense
---------------------------------------
AC
15, touch 13, flat 12 (+2 armor, +3 dex)
HP 12 (1d10+2)
Fort +4, Ref +5, Will +2
---------------------------------------
Offense
---------------------------------------
Speed
30'
Melee cold iron dagger +2 (1d4+1/19-20)
Ranged battered musket +4 (1d12/x4/1-2 misfire)
Deeds deadeye, quick-clear, steady aim
---------------------------------------
Statistics
---------------------------------------
Str
13, Dex 16, Con 14, Int 12, Wis 14 Cha 10
BAB +1; CMB +2; CMD 15
Feats Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload
Languages Common, Polyglot
Skills Climb +5, Knowledge (Arcana) +2, Knowledge (Engineering)(B) +5, Knowledge (Geography)(B) +2 (+4 regarding Mwangi Expanse), Knowledge (Nature) +2, Perception +6, Survival +6, Swim +5
SQ Grit (2/2)
Combat Gear acid flask (2), black powder (100 doses), bullets (100), powder horns (10)
Other Gear battered musket, cold iron dagger, leather armor, masterwork backpack (50' silk rope, day's trail rations (5), detailed map of the Mwangi Expanse, gunsmith's kit, mess kit, shaving kit, waterskin, winter blanket), belt pouch, 19gp, 3sp
---------------------------------------
Traits
---------------------------------------
Black Powder Fortune
You have little to fear when there's a gun in your hand. As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Boarded in Cheliax While you aren’t necessarily a native of Cheliax, you boarded the Jenivere at one of that country’s port cities. As the people of Cheliax generally know the Mwangi Expanse as a near legendary land home to strange beasts and exotic treasures, your views of the region have a distinctly romantic tinge, and the desire for fame, wealth, and adventure likely motivate your travels. You begin the campaign with a detailed map of the Mwangi Expanse (this grants +2 competence bonus on all Knowledge [geography] checks made regarding this region) and 200 gp worth of mundane equipment to aid your exploration of the jungle.


@Just a Mort: This seems pretty straight forward to me. You can add the cleric spells and also cast them. Does that clear it up? :)

There are some really interesting submissions so far. Looking good, guys!

I think I'll say that the deadline will be set for Friday, October 7th @ midnight EST.


Hmmm, I might adjust my Shabti I applied with for this. My thirst for playing a ranged based character is unreal xD

Do you oppose cheese builds? If so, I'll change the class for the submission too. Eldritch Archer was too cool sounding to pass up :P


Done.

May I Present Janus, a Chelaxian refugee, for your consideration.

Any Questions, don't hesitate to ask.

Janus

Owner - Gator Games & Hobby

Dotting for now - thinking something skillsy..


Submitting Cethel Iphesilia, Gnome nature oracle.


Here's my submission.

Grand Lodge

I have a character idea here for a Druid Kraken Caller, elf or human most likely.

Dotting, I'll be back later today -- after work -- to finish the character!


Anything wrong with my math?

Liberty's Edge

Dotting with interest


Ioskyasean wrote:
Anything wrong with my math?

I think you are 1 hp and 1 Fort higher than you should... probably your Con was higher on your first draft.

The Exchange

Thanks. Because there is ambiguity, I need to check.


This is Machaera again; I'm just checking in to report that she's been updated, with her numbers double-checked and a brief backstory. I've also added a longer bit in character, but that's only in case the short version is a bit sketchy on the details or anyone's bored and hankering for some purple fantasy prose.

I realize it might be a bit strange that as it stands her backstory has her taking to sea for Garund again after shipwreck and painful wanderings, and that she has another destination in mind when adventure happens, but hey, it worked for Odysseus. Is she cursed by the gods, that she's destined for Smuggler's Shiv? Please don't throw her overboard! Then again, can anything she says be trusted? ;)

... Darn, I guess that is part of what might have been going on in the back of my head with this character: what if Odysseus were a young elf woman studying magic, and dabbling in firearms? Oh well. "Sing to me of the elf-witch, Muse, the woman of twists and turns..."


I'd like to put up a character for consideration: Imhara Khamisi. My plan would be for her to serve primarily as a buffer/debuffer and secondarily as a healer/damage dealer. I believe everything is accounted for in the alias, but please let me know if something needs revising. Thanks!


Dotting for now. No idea what yet. =^^=


Dotting, with interest.

Karathiel is an elf gunslinger; she's eschewed elf magic and chaotic outlook in favour of black powder and a straight-shooting (Lawful Neutral) worldview.


Here is Abasi Ghaiji, a Mercenary coming through Osirion and the Barrier Walls Mountains, through the Mwangi Expanse, and working out of Port Peril afterwards over the course of 4 years.

Enjoy! Also, I messaged you about his trait, as it asks that I do so!


Alright, this is Ouachitonian's submission, Cnut Bjornsson. Cnut is an Ulfen werebear-kin skinwalker from the Lands of the Linnorm Kings who joined the Jenivere's crew a few trips ago as a marine, enforcing the captain's rules and defending the ship against pirate attacks.

An Invulnerable Rager, Cnut is there for the frontlines. High STR, high CON, scaling DR, and multiple weapon choices make him good at it. He'll be taking the Beast Totem line. In combat, he'll probably start out using his Bardiche's reach, but when the fighting gets close he'll shape-change, rage, and attack in a whirlwind of tooth, claw, and armor spikes. I might eventually go into the Stalwart Defender prestige class, but haven't decided yet. Plenty of time to think about it.

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