For Queen and Country - Filling Empty Slots (Frontliners Needed)


Recruitment

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Hi all,

I'm looking to fill 2 vacancies for my ongoing game. You can find the gameplay thread here.

We currently are in need of 2 frontline characters. People that can be bruisers and in the face of the enemy are desired, not necessarily "tanks" though those are fine too. My hope is to have at least one evil character among the two and it should be noted that the party is in need of someone that can either make decisions or at least help push the party in a direction when it is indecisive.

For prospective applicants, the party currently has both a bard and a skald so characters that can benefit from both of those buffs would be preferred.

From my initial recruitment:

The story is a simple start - Queen Abrogail II has put out a call for groups of heroes that will proudly travel Cheliax and the surrounding lands helping to promote stability and address local (and greater) issues. While the PCs don't know this, it is the intent of the Queen to eventually retake Traitorous Sargava and show the world that Cheliax is once again at the height of its power. In order to accomplish this goal, she has decided to use these groups of heroes to increase public trust and patriotism as well as solidifying alliances with other nations and, through challenges, strengthen the groups and determine which one will rise to the top.

For this campaign, I am looking for characters that are loyal to Cheliax at lease in the general sense. Asmodeous worship is not required and characters need not be thrilled about the alliance with Hell (though that is also fine). This is a game about the peace that law brings with it winning out over chaos. This is a game about Chelish traits - the gorwing and solidifying of power, nationalism, patriotism, and peace through strength. Characters that have backgrounds in line with those themes and strong ties to the Chelish structure (anything from former slave up to aspiring noble) will be given preference.

Creation Guidelines

No third party products of any kind will be considered.

Attributes: 25 point buy.
Races: Any up to 15 RP.
Classes: Any except the following: Antipaladin, Spiritualist, Summoner. Paladins, while permitted, are likely to be a hard sell.
Alignments: Any non-chaotic.
Traits: Three traits, one of which must be a Cheliax regional trait or a trait from Cheliax, Empire of Devils. No drawbacks.
Starting Level: Second.
Starting Gold: 1,000
Starting HP: Max at first level. Subsequent levels average.

Posting Guidelines: Once per day.

SUBMISSION DEADLINE: Midnight eastern time on Sunday, October 30.


Rubbing his hands together, TheWaskally smiles with glee.
" I originally submitted a character for this campaign. Hmm. I wonder if I still have it", wonders the dwarf.
"I think my original concept was 'evil Avengers', so will likely do that again."


Dotting


Ah, can I ask if the party is fighting mainly Good-aligned enemies, or Chaos-aligned enemies (e.g. demons), or dealing with the internal dynamics of fighting between devils?

Liberty's Edge

Great, just as I think I'm tasked to capacity... Oh, well, I've been dying to play a heavy-metal Bloodrager, I can easily take the Lawful Evil, duty-above-all, Asmodeus-worshipping kind of attitude.
Two small questions: Background Skills? And might I get the Asmodean Acolyte trait from Hell's Vengeance? Seems appropriate and it's not too tightly knit to the AP.


Just curious, why won't you allow lawful evil antipaladins of for example Asmodeus?

I've been wanting to try out a melee alchemist, probably with the vivisectionist archtype, but maybe with the toxicant archtype as well. That would benefit wonderfully from both the bard and the skald. For this idea I'm thinking to maybe make a tiefling with at least one half-orc parent in order to get tusked to combine with claws from tiefling (since a toxicant can't benefit from feral mutagen). I feel like such a character would fit wonderfully in an evil game. What do you think?

Liberty's Edge

Antipaladins need to be Chaotic Evil.


Not with the Tyrant or Insinuator archetypes.

Liberty's Edge

I stand corrected.


Jonahkan wrote:
Ah, can I ask if the party is fighting mainly Good-aligned enemies, or Chaos-aligned enemies (e.g. demons), or dealing with the internal dynamics of fighting between devils?

The party is primarily going to be fighting "enemies of the state". There will also be political intrigue, but killing actual devils isn't the primary thrust of the campaign.

With that said, the PCs may have to face demons, good aligned folks, dissidents, and anything in between.


oyzar wrote:

Just curious, why won't you allow lawful evil antipaladins of for example Asmodeus?

I've been wanting to try out a melee alchemist, probably with the vivisectionist archtype, but maybe with the toxicant archtype as well. That would benefit wonderfully from both the bard and the skald. For this idea I'm thinking to maybe make a tiefling with at least one half-orc parent in order to get tusked to combine with claws from tiefling (since a toxicant can't benefit from feral mutagen). I feel like such a character would fit wonderfully in an evil game. What do you think?

When this game was created neither Ultimate Intrigue nor Agents of Evil had been printed. I'm primarily sticking with my initial creation guidelines, but if someone made a compelling case for a suitable-alignment Antipaladin, I'd be willing to consider it.

As for alchemists, I'd consider melee alchemists, sure.


Hi,

Okay, I have two possibilities in mind.

First is a straightforward human two weapon fighter of a noble house.

Second is a tiefling cleric of Asmodeus. The trick for this is that I'd be channelling negative energy. Thus, I'd need the 'fiendish heritage' feat, with the specific result of 49 ' You are healed by both positive and negative channeled energy.' The feat does say player and DM can just agree a particular result - would that be okay? I'd then have a tough level till 3rd, when I can pick up selective channelling so my allies aren't affected by it, but I'm willing to live with not being able to channel most of the time at first.

Thoughts?


I would like Krixus to be considered. I need to write up his backstory but the short of it is an abandoned Half Orc raised by a shaman who lived outside of Cheliax but worshiped Asmodeus. Through experimenting the shaman was able to infuse Krixus's blood with that of an angel. This blood gave him the ability to rage and better fight the demons the shaman trained him to hunt down in service to Asmodeus.

As a player I'm very active and have no problem making decisions and moving the games along. You can check my other games if you want and see. Thanks for the consideration.


I'm thinking of either a tyrant antipaladin of Asmodeus or a hussar or courtly knight cavalier. I should have the submission up by the end of the week.


Unsolicited advice from someone in the game: If you're interested in an antipaladin, then just play a warpriest. All around it's just a better class for what antipaladin is trying to be.


Ihon Volarian wrote:
Unsolicited advice from someone in the game: If you're interested in an antipaladin, then just play a warpriest. All around it's just a better class for what antipaladin is trying to be.

Understood, I'll keep it in mind when I get around to building a character.


Here is the write-up for Jediah Mountainstrong. Barbarian,Templar and Headcrusher

Boop:

Full Name : Jediah Mountainstrong

Race: Human
Classes/Levels : Barbarian 2
Gender : M
Size : M
Age : 18
Special Abilities :
Alignment: LE
Deity : Asmodeus
Location : Cheliax
Languages : Common
Occupation : Templar
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10
Wisdom 14 (+2)
Charisma 10
Height: 6'4" Weight: Hair: Black Eyes: Grey
Favored Class: Barbarian (HP)
EXP: 0
Hit Points: 24 (28 with rage)
Spd: 40
Init: +6
AC: 17 (+5 armor shield +2 Dex)/Touch 12/FF 15)
BAB: +2
CMB: +5
CMD: 17
Saves: Fort +6 Ref +2 Will +2 (+4 w/rage)
Weapons:
Earthbreaker +6 2d6+5
PA Earthbreaker +4 2d6+8
Dagger +5 1d4+4 19-20
Shortbow +3 1d6 x3 60 feet
Skills: 5/level
Perception (2+2+3) 7
Ride (2+2+3) 7
Swim (2+4+3) 9
Climb (2+4+3) 9
Survival (2+2+3) 7
Back Ground Skills
Handle Animal (2+3) 5
Craft-Stonemasonry (2+3) 5
Feats:Power attack(-1/+2),Improved Initiative,
Traits:Resiliant(+1 Fort saves),Child of the Temple (+1 Know-Nobility/Religon. Know-Religon is class skill),
Special Abilities: Fast Movement +10 speed,Rage 8 Rounds +4 Str/Con +2 will Saves -2 AC,Uncanny Dodge(Cannot be flat-footed or lose dex against invisible foes)
Rage Power:Knockdown(Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful,
the target takes damage equal to the barbarian’s Strength modifier and is knocked prone. This does not provoke an attack of opportunity.)

Equipment
Barbarian's Kit (9)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin
Earthbreaker (40)
Dagger (2)
Scale Mail (50) -4 ACP
Shortbow (30)
20 arrows (2)
17 gp
Jediah is a towering young man who is just beginning to reach his full growth. His dark hair is kept cut close and his armor bears the sign
of Asmodeus on the chest along with prayer strips that he often reads when at rest.
Jediah was an orphan of a Thrune soldier who was killed along with his mother in a raid by Shackles pirates on his port home. When Thrune forces repelled the pirates Jediah was taken with other children to work for the church of Asmodeus and earn his keep. Jediah showed a keen hand and eye for stonework and during his brief times off from other duties, chisels stone into art for the church and even has lent aid constructing walls and buildings. His true occupation though is a templar who exists as a shock trooper, breaking through lines and smashing foes to the ground with his massive weapon that looks like a clenched spiked fist, Jediah often loses himself in the thrill of battle.
RP: These walls are beginning to crack around the mortar. Clean off the moss and weeds before it becomes a hazard.
My life exists to be in service to our Dark Father, I train myself to smite all foes be they Andorian,Shackles or Chelish traitors and will
continue to do this until I fall.


MannyGoblin wrote:

Here is the write-up for Jediah Mountainstrong. Barbarian,Templar and Headcrusher

** spoiler omitted **...

This comes up surprisingly often: Barbarians can't be Lawful.


What are the builds of other players? I would love to plan for either a duelist or a stalwart defender.


I present, Kardoc Brazien. Half-orc brawler. Everything is finished justa bout here, will need to fill in minor gear and make alias if chosen.

Crunch:
About Kardoc Brazien
Medium Neutral Humanoid (Half-Orc) Brawler 1 
Saves  
--------------------------------------  
Reflex 5 = 3 Base + 2 Reflex 
Fortitude 4 = 3 base + 1 Con 
Will 0 = 0 base 
Attacks  
--------------------------------------  
BAB 2  
Unarmed +6 (1d6+4 Damage)
Initiative +3 +2 Dex +1 Feat
Speed 30'  
CMB 2 = 2 BAB + 4 Str Bonus
Defenses  
--------------------------------------  
HP: 10/19 
AC: 17 = 10 + 4 Armor+2 Dex
Touch: 13 Flat-footed: 15 
CMD 19 = 11 + 2 BAB + +4 Str. +2 Dex  + 1 Size
Skills  
--------------------------------------  
Skill points: 8 (4 +0 per level)  
Acrobatics +6
Climb+4
Appraise
Craft
Bluff +5
Diplomacy+9
Disable Device* +2 (untrained)
Disguise +2
Escape Artist +2
Fly +2
Handle Animal* +2 (untrained)
Heal
Intimidate +7
Knowledge (arcana)*
Knowledge (dungeoneering)*
Knowledge (engineering)*
Knowledge (geography)*
Knowledge (history)*
Knowledge (local)* +1 (untrained)
Knowledge (nature)*
Knowledge (nobility)*
Knowledge (planes)*
Knowledge (religion)*
Linguistics*
Perception +5
Perform +2
Profession*
Ride +2
Sense Motive +7
Sleight of Hand* +2 (untrained)
Spellcraft*
Stealth +2
Survival
Swim +4
Use Magic Device +2 (untrained)
Favored Class:Brawler(+1 HP point per level)
--------------------------------------  
Traits:  
TRAITS 
Bloody Minded
+1 Intimidate, +1 Initiative
Nonchalant Thuggery
+4 Bluff to keep others from noticing aggressive actions.
Friend in Every Town
+1 Diplomacy, +1 Knowledge (Local), Diplomacy Class Skill.

FEATS 
Improved Initiative 
+4 Initiative
Combat Casting 
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
FEATS
Level 1: Dirty Fighting
When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

Brawler 1: Improved Unarmed Strike

Brawler 2: Power Attack
-2 Attack, +4 Damage
--------------------------------------  
RACIAL 
Overlooked Mastermind:
+2 racial bonus on Bluff, Diplomacy, and Sense Motive checks. This bonus increases to +4 against other humanoids. They also receive a +2 racial bonus on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages, and this stacks with the above bonus.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Languages: Common

--------------------------------------  
  
-------------------------------------- 
Gear
Chainmail Shirt

750 Gold

Background:
Hellknight Dossier
Order of the Rack
Westcrown

Prepared by Simeon Varell, Knight of the Rack, 2nd Level

Name: Kardoc Brazien
Age:25
Race: Half-Orc
Note on Parentage: Mother unknown, Father Westcrown Comissoner on Trade: Hizal Brazien

Loyalty: Secure

Known Crimes: None

Religion: Asmodeus

Physical Description: Tall, with strong, muscled limbs. Often goes bare chested, several notable burns on upper torso. Large scar on back of neck, from a bar brawl. Left ear ripped, small 'orc' tusks, missing small finger on left hand.

Mental Description: Driven. Seems to have equated the Chelish need for respect of authority with self-worth. More clever then appears, dangerous. Despite being of mixed blood, has a way with words and has been known to charm others. Keeps views to himself and is very tough-minded. The best agents have been able to glean little from working with him, other then he desires his own power and respect.

History: Born to noted Trade Commissioner Hazil Braizen. For reasons unknown father recognized him as blood, but did not bring him into household. Child was raised by dockworkers known to the father. Worked odd job on docks until teen years. Served as hired muscle for several underground thieves guilds working on docks. No dissent groups. Gathered bribes and protection money. Worked with father to punish enemies of the state. Traveled through Chelish ports in same capacity, working with many Chelish government agents. Brought to HellKnight attention during the apprehension of the Bellowflower Cell in Corentyn, noted for his blunt drive and keen desire for self-improvement.

Skills: A talented fighter and leader, able to both talk and fight. Knows the rough underworld of the Empire, as well as unswerving loyalty to himself and the state.

Weakness: Seems to avoid unneedful deaths or torture. Investigation pending. Perhaps weak stomach.

Usefulness: Unknown, pending further review from higher authorities.

Basically Kardoc sees the Chelish wish for rule and order as a model for his own life. To be secure is to be safe, to be strong is to be needed, to be hard is to be wise. He desires nothing more then to be an empire unto himself, a powerful gear in the machinery of Cheliax. Driven for self and country, he is a potent force. His link tot he upper classes through his father give me a greedy eye toward wealth and power and his connections tot he seedy underworld let him know who he has to step on to make it happen.

Kardoc likes to step, regardless of who gets crushed.

Myself:
I am an active player and GM, who loves PBP. I know the system well and post very frequently. Will be happy to push things along if the party and GM wants it. Looking forward to this game


Characters can be found here.

The current characters are:
Phaedra Valerius, NE Female Human Skald
Ihon Volarian, LN Male Human Wizard (diviner)
Andre Karoxin, LN Male Human Cleric of Erastil
Sazu Magauge, NG Male Gnome Bard


Cruor Proelii, fanatical Bloodrager, reporting here.
I can add a paragraph about personality if you want to, generally my idea is to make a devotee of Asmodeus who's fanatically in love with the Queen. He will be a staunch believer that might makes right, and will stop at nothing to bring glory to himself and Cheliax. He's not a psycho, when not bloodraging he can be uncannily cold, but he will not take kindly to slights or stupidity.
I may bring him towards becoming a Hell Knight Commander, if appropriate to the campaign.
The Asmodean Acolyte trait can be swapped, if not appropriate.

About posting, I am an assiduous stalker of threads, and I usually have to restain myself from pushing too much, so I'd definitely say I could move the party.


Something to note because there seems to be a misunderstand about "pushing things along": It's less important how often you post (though that's important enough) than that you make a character that's willing to make decisions. We have a bunch of advisors and no real director in the group at the moment. There are a lot of characters that are kind of willing to just follow along and have no real drive to tell people what to do. We need someone willing to do that. Even if all they do is listen to everyone else and then act.


Yes, I guessed so, you can trust me and Cruor to act decisively, if not always according to common sense and logic. This especially if he should become a Hell Knight, but as a firm believer in "might makes right" you'll see him take action, swiftly and decisively.


I forgot Kardoc's base stats:

Kardoc's Base stats:
Stats:
STR 18
DEX 15
CON 13
INT 10
WIS 10
CHA 14


Just wanted to validate what Ihon said. We need at least one of the accepted characters to be willing to push a final decision for the party. People are very willing to help discuss what should be done, but we need at least one character willing to "pull the trigger" so to speak on decisions.


I've got an Inquisitor of Dispater that I could update and submit, I have a paper due so it will have to wait until Thursday night or Friday.

Before I do so, what are one's feelings on Leadership? Since the base character was written up with Nobility domain.


Hi,

This is my character application. Regarding the forward-motion issue, I’ve written Appula as a somewhat spoiled rich-girl, so she won’t have a problem simply going ahead and expecting others to follow - though since she’s also the scion of a (slave-)trading noble house, she’ll act on a well-advised consensus (i.e. I don’t intend to be an ass whilst playing her, even if she is one herself). As a fighter, she’d be a fine frontliner, with an emphasis on dealing damage, and making use of the Intimidate skill ‘demoralise’ action. She’ll benefit nicely from bard-derived bonuses to hit, saves, and Intimidate skill checks.

Thanks!


Just as a note, it's very important that the characters can take advantage of both the bard's buff *and* the Skald's rage. This doesn't necessarily mean the character needs to be a two-handed weapon user. That'd get the *most* benefit, but it's not necessary to get the maximum out of it as long as you're getting *something*. Characters that refuse the Rage benefit waste a huge party resource.

(Not that anyone has submitted a character that this is likely for, but we've run into this issue in this game before.)


I'm basically getting extra bloodrage rounds, so it's pretty nice.


As a Two-Handed-Archetype Fighter (i.e. wielding a greatsword two-handed) I'd benefit strongly from the Skald's Raging Song. +2 to STR gives me +1 to hit and +2 to damage (Two-Weapon Archetype fighters add x2 STR to damage), and +1 will supports my most vulnerable save. Intimidate - an important skill for me in combat - is one of the charisma-based skills that can still be used under the affect of raging song. The AC penalty trades off against the +2 CON.

I'd benefit very nicely from the Bard's +1 to hit and to damage from Inspire Courage, and the +1 vs. fear won't go amiss either.


Almagafor wrote:


Before I do so, what are one's feelings on Leadership? Since the base character was written up with Nobility domain.

I don't really have any feelings either way. Leadership is permitted and, in and of itself, is neither a plus nor a minus for an application.


Let me know if anyone else has questions as you work through final writeups of submissions!

Edit: Also, we forgot before, but someone with Survival might be helpful!


I'm interested. Building someone now. Do you have a problem with animal companions?


Cruor Proelii wrote:
I'm basically getting extra bloodrage rounds, so it's pretty nice.

I'm a huge fan of the bloodrager. And I do think this game is a good fit for one. But, Bloodragers do work surprisingly poorly with skald rage. You're not going to be in danger of running out of rounds and that is pretty much the only benefit. It makes me quite sad as the two classes *should* have much better synergy.

With that said, I don't think it's a deal-breaker, just not ideal.


Ihon Volarian wrote:
Cruor Proelii wrote:
I'm basically getting extra bloodrage rounds, so it's pretty nice.

I'm a huge fan of the bloodrager. And I do think this game is a good fit for one. But, Bloodragers do work surprisingly poorly with skald rage. You're not going to be in danger of running out of rounds and that is pretty much the only benefit. It makes me quite sad as the two classes *should* have much better synergy.

With that said, I don't think it's a deal-breaker, just not ideal.

From a mechanical standpoint, I agree that both bloodragers and barbarians could have much more, but on the other hand I believe that getting full rage/bloodrage could be too strong. The +4/+4 instead of a +2/+2, however, is nice, usually enough for most encounters and this way I can save up the "real" bloodrage for the challenging foes.

From a narrative point of view, furthermore, I believe that they have deep, powerful heavy-metal synergy. Not only is a hulking dude in heavy armor turning enemies into fountains of blood, he does so as a gorgeous raven-haired lady is shouting death metal, and if that's not beautiful then I don't know what is.

Also, if I need to be as strong as possible please tell me, so that I switch bloodline to the quite cheesy Arcane one (and tweak the background accordingly).


I'm sorry, but due to illness, I will not be able to submit my character for this campaign in time. Good luck to all applicants.


Oh! I'm sorry. Feel better soon!


I'm sorry, but I don't think I want to take on another game right now, so I'll withdraw my interest. I would have liked to make a skinwalker (ragebred) alchemist (vivisectionist/beastmorph) for this. 6 attacks would benefit a lot from all the songs. In the skill department disable device would probably be useful.


It's true, a multi-attack melee would benefit a lot from both buffs.

One day left, get the applications in!


Introducing Amideo Caluzzo di Solva of Cermaine, cavalier and knight of Cheliax!

Stats:

Sir Amideo Caluzzo di Solva of Cermaine
Human (Chelaxian) cavalier 2 (Pathfinder RPG Advanced Player's Guide 32)
LN Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 shield)
hp 21 (2d10+6)
Fort +5, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee lance +6 (1d8+6/×3) or
. . mwk longsword +7 (1d8+4/19-20)
Special Attacks challenge 1/day (+2 damage, gain +1 AC), tactician 1/day (Shake It Off, 4 rds)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 17
Feats Mounted Combat, Power Attack, Shake It Off[UC]
Traits indomitable faith, inspiring rush, masterful demeanor
Skills Acrobatics -3 (-7 to jump), Bluff +6, Diplomacy +7, Intimidate +6 (+9 against non-human humanoids), Knowledge (local) +4, Knowledge (nobility) +4 (+5 on checks involving your sovereign), Perception +3, Ride +2
Languages Common
SQ lion's call, mount (horse named Mahouf), order of the lion
Other Gear mwk breastplate, light steel shield, lance, mwk longsword, backpack, bedroll, belt pouch, cards[UE], complex banner[UE], flint and steel, hemp rope (50 ft.), mess kit[UE], pot, signal horn[APG], soap, soldier's uniform[UE], waterskin, 275 gp, 9 sp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Lion's Call +2/+1 (Ex) Grant allies +2 save vs. Fear, +1 to attack, new save vs. fear.
Lion's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, +1 Dodge AC vs. the target of your challenge.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician (Shake It Off, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

Background:

Sir Amideo Caluzzo di Solva of Cermaine, Knight of Cheliax, Third to the Throne of Cermaine and Protector of Duzzan was born into the minor noble house of Cermaine, situated in the small city of Anzolano along the Bay of Solva. As the third son, he was not destined to rule like his eldest brother, or to join the clergy of Asmodeus like the brother before him. His fate was to become a knight-errant and bring glory to House Cermaine. His upbringing was that of a warrior, trained in the valourous martial arts and the ways of chivalry and honor. Indeed, he excelled at his training and his family saw fit to send him as the honorary leader of an escort for one of his sisters. He was bound for far-off Oppara, where his sister was to be married to a Taldan noble. Along the way the escort was waylaid by bandits, and a skirmish ensued. His steed was killed by the leader of the bandits, a Keleshite warrior astride a fine Qadiran charger. But Amideo, never one to back down from battle, struck the Qadiran off his horse. Amideo saw the warrior as an equal in combat, and decided he deserved a final act of chivalry. Even though the man was an uncouth brigand, an oath is an oath. He swore that he would care for and protect the horse, as the bandit would not live much longer, on the sole condition that the man tell him the horse's name. And so, Amideo met his trusty steed, a pearly white Qadiran charger named Mahouf. The mission, aside from that encounter, was a success. For his completion of the task, he was awarded the title of Protector of Duzzan. If the guard captain of the small town of Duzzan could not, for whatever reason, lead the guard, Amideo may be selected to lead them in an emergency. His life was uneventful enough until the day came that he was recruited to serve his Queen and his Empire. He was the perfect candidate, with enough ties to the nobility to represent their interests, but just obscure enough to not cause a ruckus if he were killed.

Amideo is a tall, strapping Chelish man, with the lightly tanned skin and auburn hair common among those living along the Bay of Solva. He wears a Chelish military uniform and a finely crafted breastplate. In battle, he proudly flies the crest of House Cermaine, a silver dolphin flanked by harpoons emblazoned on an azure field. A longsword is sheathed at his waist and a light steel shield is strapped to his back. He is oft accompanied by a proud white Qadiran horse, with a lance lashed to its side for use in combat.

As the child of a noble house, Amideo is rather stuck-up. He is used to luxury and having many of his whims met. However, his loyalty to his nation and his devotion to law tend to outweigh those instincts. His two great passions in life are upholding the law and customs of his nation and house, and making sure his horse is healthy and well cared-for. For all that he cares for his horse, he is at some times annoyed by the horses lack of knowledge in the common tongue, as it was trained to understand Qadiram. While a language barrier with another person may be tricky, with a horse it is more of a great wall. Despite all his refinement however, Amideo has the irksome habit of taking food from others without asking. While he may be chivalrous in heated combat and in noble courts, his manners at the dinner table are as polished as a battle-scarred shield.

Amideo benefits from both Raging Song and Bardic Performance, as it stacks with his challenge and gives an enhanced damage bonus on his lance. On the matter of decision-making, Amideo is a noble who was raised to make big decisions. He tries to be precise and methodical in his actions, and is always grateful for good counsel. Also, to DM Morvius, would his horse be able to benefit from raging song? I’m not particularly passionate either way, I’ve just had GMs who have run it different ways. Feel free to ask any questions about the character, and I'll answer them to the best of my ability.


I have a warpriest build in mind. I should have it in before the deadline.


rungok wrote:
I'm interested. Building someone now. Do you have a problem with animal companions?

No issue with companions, familiars, etc.


Simeon wrote:
Also, to DM Morvius, would his horse be able to benefit from raging song?

Since unconscious allies automatically accept a song, I don't really care if non-sentient allies do too.


DM Morvius wrote:
Simeon wrote:
Also, to DM Morvius, would his horse be able to benefit from raging song?
Since unconscious allies automatically accept a song, I don't really care if non-sentient allies do too.

Got it, thanks for the response.


Just a reminder that final submissions are due tonight at midnight eastern time. Get in your final ideas and/or changes!


Here's my submission, Devron Marr. He's a loyal Chellish citizen and a professional groom (Animal breeder)
Backstory: Devron Marr has always enjoyed the company of animals more than people and has worked as a groom for one of the noble houses of Chelliax for several years. He had recently broken away from the noble house now that he had enough experience to start an independent business doing so. However, the first thing he needs to do is secure contacts, get land ownership, and acquire potential stock. He used some of his ties to the nobility to secure him a potential plot of land, but first, they need him to perform a few 'favors' for them...

He has a pet allosaurus; the egg had been acquired at great expense and effort, which he has named Bubbles. (the first time he tried to bathe the newly hatched dino she kept trying to eat the bubbly water and he found it hilarious) Quite a contrast, bubbles was trained to enjoy wearing little accouterments that Devron buys for her, like a pink ribbon bow she wears on her head. It does little to belies the fact she's a toothy reptile, but Devron does his best to make her feel welcome around other people.

Appearance: Devron Marr has the tanned, slightly green-tinted skin, blocky muscles and rough edges of a half-orc. He keeps his wavy black hair pulled back into a ponytail, and wears supple black leather gloves almost all the time, no matter what other outfits he's got on. The man is only 6 foot, but weighs about 240 lbs. Most of it is muscle; he has a little padding on his body, but not a lot. He wears a suit of full-body chainmail when he is out in the field, which includes a coif that only leaves his face open. He has pronounced lower teeth, but they're fairly small for a half-orc.

Personality: Devron Marr believes in the order of hell as a diabolist, but perpetually struggles with the actual act of following it, like many people do with their faiths. It's not been a huge part of his life, more of a philosophical example he hopes to stick to most of the time. He his loyal to his country, but also is looking out for himself at all times. He considers any animals he owns as both his property and as an extension of him, so he takes any abuse of his animals, especially his companion, as an attack on him.
He is not all grim and dour expressions, though. When at ease he can be friendly and is a somewhat lusty drunkard when he's in his cups. He knows how to bend knee and cow-tow to the upper class, but can also talk crap about them when no one important's around. Having come from a history of working with nobility, he can connect with people of both upper and lower standings. He's not the kind of person to beat around the bush, and calls things as he sees them; the frankness has been found refreshing to the lower class and a brusque but acceptable quirk among the upper class.

Devron Marr:

Half-orc hunter 2 (Pathfinder RPG Advanced Class Guide 26)
NE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 20 (2d8+7)
Fort +6, Ref +4, Will +5
Defensive Abilities sacred tattoo
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron spiked gauntlet +4 (1d4+3) or
. . gauntlet (from armor) +4 (1d3+3) or
. . mwk ranseur +5 (2d4+4/×3) or
. . unarmed strike +4 (1d3+3 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork ranseur)
Hunter Spells Known (CL 2nd; concentration +6)
. . 1st (3/day)—keep watch, lead blades[APG], magic fang, summon nature's ally I
. . 0 (at will)—create water, detect magic, guidance, know direction, stabilize
--------------------
Statistics
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Str 16, Dex 10, Con 14, Int 10, Wis 18, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Endurance, Outflank[APG], Toughness
Traits ambush training, animal rustler, diabolical dabbler
Skills Acrobatics -4 (-8 to jump), Climb +3, Handle Animal +5, Intimidate +5, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +9, Profession (Groom) +8, Spellcraft +4, Stealth +0, Survival +9, Swim +3
Languages Common, Orc
SQ animal companion (allosaurus named Bubbles), animal focus (2 minutes/day), nature training, orc blood, track +1, wild empathy +2
Other Gear mwk chainmail, cold iron spiked gauntlet, mwk ranseur, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, spell component pouch, trail rations (5), waterskin, 136 gp, 1 sp
--------------------
Special Abilities
--------------------
Animal Companion (animal companion (allosaurus named Bubbles)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Sacred Tattoo +1 to all saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.

--------------------


Bubbles:

Allosaurus (Pathfinder RPG Bestiary 2 90)
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 21 (3d8+8)
Fort +3, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +4 (1d3+2 nonlethal) or
. . bite +4 (1d6+2), 2 claws +4 (1d4+2)
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 18
Feats Dodge, Outflank[APG], Toughness
Tricks Attack, Defend, Down, Fighting, Seek, Sneak, Stay, Watch
Skills Acrobatics +3 (+7 to jump), Perception +6, Stealth +7, Swim +6
SQ animal focus, defend, fighting, seek, sneak, watch
--------------------
Special Abilities
--------------------
Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Animal Focus (Bear) +2 Con
Defend [Trick] The animal will defend you.
Fighting [Trick] The animal has been trained to fight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Sneak [Trick] Creature stays hidden.
Watch [Trick] Stands watch over designated area.
--------------------


"Did I hear you are in need of a decisive, battle-hardened warrior? Look no further. Under my leadership we will purge Cheliax of those who would dare stand against her majesty. There is no place for lawlessness in our fine empire. And there is no one more fit for command of this operation than I."

Goren is a confident and disciplined warpriest of Asmodeus who is unwavering when he commits to a goal, whether that goal be furthering his prowess through physical training and prayer, or keeping order in his homeland hunting down enemies of the state. He is a fearsome enemy to behold, but is also loyal to those who have gained his trust by proving their worth.


Bubbles? Don't you mean BEEZELBUBBLES?!


Maybe a little late asking this considering I've got four hours to put it together, but would you consider allowing a character that has more levels, but has enough negative levels to put him at 2? I ask because the character I have in mind is too old and experienced for 2nd level to be his peak.

Character concept:

First, let me caveat this by saying that yes, it is heavily inspired by the trailer for the new Wolverine movie Logan.

I was thinking about grizzled Hellknight in his middle years that has a multitude scars and has seen a lot of crap, from abolitionists to demon cultists to undead cultists. He's a dirty tricks combat specialist with a mean streak, he'll try to cripple opponents that seem like they know something so they can be taken alive. He's currently in disgrace due to a fiasco that left him nearly dead and the rest of his mean as fodder for undead monsters.

Mechanically, he's a LE fighter with some maneuver feats and catch off guard. I was thinking sixth level then four negative levels to bring him to an effective second level.

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