Stranded in Sargava recruitment


Recruitment

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the situation is that you have been treasure seeking in Sargava and have run afoul of the Aspis Consortium. you all now have a price on your heads. the Consortium currently controls all boats in and out of desperation bay so the situation is you either lay low in the city, strike inland to some extent, or get gutted by bounty hunters.

how the consortium got control of the place is simple. there was a massive native uprising that overthrew the government. without the government there was no one to pay protection money to the pirates. everyone started crapping their pantaloons when they realized that Cheliax was about to move in, but then the Aspis Consortium miraculously intervened before Cheliax could pounce. the natives realized their mistake too late when the slaving operations began and no one could or would stand up to them. a strict communications blackout is in place when outbound ships are concerned. only Aspis mercenaries, officials, and cargo leaves. it has been astoundingly effective with Cheliax cooperating in exchange for warships from the new shipyards on the coast, only very recently has anyone from the inner sea taken note of the situation. all this took place over a period of around 20 years and it has been 5 years of status quo

starting level 4

25 point buy

2 traits no drawbacks

max hp first level, average +1 every level after. all enemy hp maxed

6000 gp worth of gear. no one starts with a magic weapon

no antipaladins. no evil for evil's sake characters. no advanced class classes. core and featured races only. any playable race coming out after advanced race guide will be preapproved. anything coming out of a player companion will be preapproved. any third party content will be preapproved. no unchained

for backstory I want to know how your character got here and how they've gotten a price on their heads anything else would be appreciated

any inn or tavern or such in your backstory shall be named the Guppy Eater, if only for party cohesion and the campaign will start in the Guppy Eater.

there will be a dmpc. it is a concept I want to test out without having it mulched against the party. next to useless in combat until 7th level anyone who really wants in can control it and modify the spell list but i control class feat and stat choices. out of combat will make a decent face. is a bard(dervish dancer) and will have 3 levels of shadowdancer

4 slots open


Dotting, how long are you leaving application open? Are you considering background skills?


Interested. I have a halfling sorcerer that I'll update and submit.

Dark Archive

*sigh* for Pete's sake! I'm not evil just to be evil, I'm evil because the gods demand it! and I love the taste of the flesh of my fallen enemies, and their screams as I slowly torture them and... Yeah okay... I'll apply my Cleric Idea from the other thread as NE to make sure you know I'm not gonna just kill any person because I feel like it, plus it gives me some breathing room to be a team player.

However I am going to play evil so Palidan beware!

Dark Archive

William here, this is the alias I'm using so, Cleric to Lamashtu, going to be taking the Furosity subdomain for strength and the Canabalizm Subdomain for evil. Yes I'm gonna eat people- off screen of course.

As for my background, she'll be in town to find a magic item to her God.

And she is a Teifling. I'm taking prehensile tail in place of her sorcery, Fiendish sprinter in place of skilled, and claws instead of the spell-like ability.

And she is Pitborn(Demon spawn)


application open to the 27th, 2 background skills.

William, its not the alignment I'm worried about its the archetype. there's gonna be a lot of evil and neutral mercenaries, cannibals, and creatures, so the channeling may end up hurting the party.

this doesn't inherently hurt your chances with me. it just makes other people look good (ha ha)

edit: also this is my first online campaign and am not particularly adept with the forums. would appreciate it if someone told how to pm, link threads, etc. or just linked me a thread explaining this


Dotting! Will try to come up with something tomorrow evening. Maybe some sort of Druid, I want to work with the "barely tamed wilderness" theme that you get in Sargava.


dot. Thinking dwarven fighter/merc.


Interested..... I'm thinking a Magus of some kind...


I'm thinking a local who was trying to help free slaves. You said no "advanced classes" does that include Hybrid classes? I like bloodragers and Slayers but can easily do similar things with barbarians and rangers. Thinking melee or if we need a 'Trap guy' a trapper ranger. Probably an elf switch hitting ranger (dex build). the melee build would be a human barbarian, two handed fighter.


Robert Henry wrote:
I'm thinking a local who was trying to help free slaves. You said no "advanced classes" does that include Hybrid classes? I like bloodragers and Slayers but can easily do similar things with barbarians and rangers. Thinking melee or if we need a 'Trap guy' a trapper ranger. Probably an elf switch hitting ranger (dex build). the melee build would be a human barbarian, two handed fighter.

I did mean no hybrid classes. sorry to burst your bubble, but those things are just weird. occult classes are ok


Here's the basic crunch

background:
was part of consortium split from them (not sure why) In saragava tracking down 3 reactants and looking for new alchemical formulas and materials.

Doesn't like physical work and uses alchemy or others to do it when he can. Likes moderate luxury in the way he lives.
Small and light for his race. Has his hair/fur braided and little trinkets hung as mementos on the braids. Has a tentacle growing out from his back between his shoulder blades. He uses it to hold a curelight usually during combat or another potion if needed. It assists with his alchemical mixing and such.

Quick to act especially when involving physical work or physical confrontations. Quick but somewhat fast and occasionally lengthy in speech. Not overtly outgoing

Would prefer not to have to kill humanoids and uses alchemical items to annoy or hamper them while he runs or avoids them and they tire. Will kill and not above killing if he feels there is not another way or he is out of options.

Statistics:
Male Catfolk Alchemist 4
N Medium Humanoid (Human)
Init +3; Senses Perception +10
------------------------------
DEFENSE
------------------------------
AC 13, touch 13, flat-footed 10 (+0 armor, +0 dex, +0 shield, + 1 dodge)
hp23
Fort +4, Ref +7, Will +20
------------------------------
OFFENSE
------------------------------
Speed 30 ft. 20 ft climb

weapons +3 bab --+4 Dagger ((d4))
--- +7 Bomb (fire)(( 2d6+4))
--- +4 sling ((reg -d4+1/ soft d4+1 non))
--- -1 tentacle ((grab -d4))
--- +7 Tanglefoot bomb ((2d4 rnds))-glued/entangle
------------------------------
STATISTICS
------------------------------
Str 12, Dex 17, Con 10, Int 18, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 18/14 fl
Traits coin hoarder,accelerated drinker

Feats dodge extra discovery=(tentacle)
Skills (0 points; 0 class, 0 INT)
ACP -0
acro +0 appraise +9 climb +11 craft alchemy +13 disable +1 Heal +2 Know arcane,geog,nature +11/6/9 perc 10 prof herbalist +6 sleight +4 Stealth +4 Survival +2

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common,cat-folk,elven gnome orc sylvan

Special Abilities:

------------------------------
SPECIAL ABILITIES mutagen,[fast]poison use, scent, tentacle(grab)(d4 dmge) Cat's luck 1/day accelerated drinker
------------------------------

extracts and Mutagens:

------------------------------
extracts known
level 1 =cure light enlarge exp retreat illusion calm reduce touch of sea
level 2 = alter self certain grip levitate
extracts
------------------------------
1st (4/day) Commonly prepped blend/cure lt/exp retreat/ill calm
2nd (2/day)Commonly prepped certain / levitate
Mutagen (# = 1) +4 dex + 2 nat -2 wis
infused (#=1) +4 con +2 nat -2 char


Oh, occult is ok? I'm thinking maybe a Dwarven geokinitisct then. Not entirely sure which I'll role with.


Is the Magus class acceptable?
Haven't really decided (yet) what to put forward, though.


Actually, I've gotten a new idea for an ex slave escapee. Air element, should have something up by Monday at the latest

Dark Archive

Hehe... Evil... What? Oh, right, no magic weapons? Fair enough. We can still have magic items right?


magus is acceptable, just hybrid and antipaladin is out. when I said hybrid classes were weird, I meant redundant. what I've seen from occult brings something new to the table.

only limits on items are under 6,000gp and you don't start with a magic weapon. there will be magic weapons, just not at the start of the campaign.


Right! Got it!
I'll see what I can come up with, then …


Are you allowing firearms at all?


yes to firearms, nothing advanced

Dark Archive

Are you okay with me taking the feindish heritage feat and using alternative traits on the table for variant Racial qualities?

In case I can:

1d100 ⇒ 33-You gain DR 2/silver

1d100 ⇒ 61-You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.

1d100 ⇒ 87-You can survive on one-quarter the amount of food and water a human requires

Out of those I'd probably pick spikes.


Adriala Nightmoon wrote:

Are you okay with me taking the feindish heritage feat and using alternative traits on the table for variant Racial qualities?

** spoiler omitted **

do it, from natural weapon to manufactured you be


Dotting this sounds interesting


Greetings. Here's my applicant. Antisocial loner Samias North, who found the actions of the Aspis consortium more than even he could ignore.

Da Crunch:

SAMIAS NORTH

Male Human (Taldan) ranger 4, NG medium humanoid (human)

Init +3; Senses Low-Light Vision, Perception +9,

Languages Common, Polyglot, Sylvan

AC 17, touch 13, flat-footed 14, hp 40 (4HD)

Fort +6, Ref +7, Will +3, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Ranged crossbow, heavy (darkwood) +8 (1d10/19-20), within 30 ft. +9 (1d10+1)
Ranged crossbow, heavy (darkwood) [deadly aim] +6 (1d10+4/19-20), within 30 ft. +7 (1d10+5)
Melee silver dagger, masterwork +7 (1d4+1/19-20)
Ranged silver dagger, masterwork (thrown) +8 (1d4+2/19-20), within 30 ft. +9 (1d4+2)
Melee masterwork longsword +7 (1d8+2/19-20)
Melee handaxe +6 (1d6+2/x3)
Melee dagger (cold iron) +6 (1d4+2/19-20)
Ranged dagger (cold iron/thrown) +7 (1d4+3/19-20), within 30 ft. +8 (1d4+3)

Abilities Str 14, Dex 16, Con 14, Int 14, Wis 14, Cha 12,
Base Atk +4; CMB +6; CMD 19

Atk Options Deadly Aim, Humanoid (Human) +2,

Prepared Spells Prepared Spell List
Ranger (CL 4th):
1st - longstrider (DC )

Special Qualities Bonus Feat, Combat Style Feat, Favored Terrain (Plains) +2, Hunting Companions, Low-Light Vision, Skilled, Track +2, Wild Empathy +5,

Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, Rapid Reload (Crossbow (Heavy))

Skills
Climb +7,
Craft (Traps) +8,
Craft (Untrained) +2,
Handle Animal +5,
Heal +7,
Intimidate +5,
Knowledge (Dungeoneering) +6,
Knowledge (Geography) +7,
Knowledge (Nature) +9,
Perception +9,
Profession (Cook) +6,
Profession (Trapper) +7,
Ride +7,
Spellcraft +7,
Stealth +10,
Survival +9, Survival (Follow or identify tracks) +11,
Swim +7,

Possessions outfit (explorer's); mithral shirt; masterwork longsword; handaxe; dagger (cold iron); Crossbow, Heavy (Darkwood) ; Crossbow, Heavy (Darkwood) ; Handy Haversack [ Gear Maintenance Kit; Mess Kit; Ranger's Kit; Shaving Kit; Survival Kit (Masterwork); Cooking Kit; Coffee Pot; Potion of Cure Light Wounds (x4); Potion of Hide from Animals (x2); Oldlaw Whiskey (Bottle); Oil (1 Pint Flask) (x2); Lantern (Hooded/Waterproof); Coffee Beans (per lb.) (x2); Bolts, Crossbow (10) (x4); Bolts, Crossbow (10/Adamantine); Bolts, Crossbow (10/Alchemical Silver) (x2); Bolts, Crossbow (10/Cold Iron) (x2); ]; Wrist Sheath, Spring Loaded [ Silver Dagger, Masterwork; ];

Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Favored Terrain (Plains) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in plains terrain. Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Hunting Companions (Ex) You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 2 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Track (Ex) You gain +2 to Survival checks made to follow tracks.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Da fluffy bits:

How he got to Sargava.

Samias came to Sargava years ago, before the shutdown began. He came to hunt exotic creatures for pelts and parts. Samias rarely came into any major towns. Preferring to spend his time in the wilds, only coming in to sell his catch, buy supplies and equipment before heading out again.

Why does he have a price on his head?.

While hunting Samias arrived at a village of natives he was familiar with, and which he used as a rest point. He was just in time to see Consortium slavers sacking the place. Despite having no one in the village he felt strongly about Samias was still disgusted by what he saw and decided to intervene.

Striking from his preferred ambush Samias killed enough of the slavers for the villagers to fight back and drive the remainder off. The survivors however had seen Samias and he now finds himself now in the strange position of being the hunted.

Realizing he can't survive on his own anymore, and now aware of just how bad things are in Sargava Samias is now looking for allies, either to make a successful escape, or to wipe out enough of the Consortium to allow the natives to rise up and remove them.

Any questions, changes needed or suggestions please let me know.


happynslappy wrote:
any third party content will be preapproved.

Would you allow SoP content? I am debating on going an Incanter with a bunch of wall effects.


Gobo Horde wrote:
happynslappy wrote:
any third party content will be preapproved.
Would you allow SoP content? I am debating on going an Incanter with a bunch of wall effects.

as nice as it looks I wont be overhauling magic for the campaign


Here is my submission

Karla Firemane, the little inferno
female, halfling, sorcerer (efreet bloodline) 4, CG
Escaped slave, arsonist.

Str 10 Int 12
Dex 18 Wis 12
Con 12 Cha 18
Hp 25
Init +6

Offence:

BA +2
CMB +1
Dagger +2 1d3-1
MW lt crossbow +8 1d8
Ray +7 1d6+2

Defence:

CMD 16
Fort +4 Ref +7 Will +7
AC 18 FF 12 T 17
Fire resistance 10, +2 vs fear

Feats:

Dodge: +1 to AC and CMD
Point blank shot: +1 to hit and damage at range 30’
Eschew materials (b)

Traits:

Reactionary: +2 to initiative
Seeker: +1 perception and now class skill

Skills:

+10 Perception 4+3+1+2
+8 Spellcraft 4+3+1
+8 Bluff 1+3+4
+2 Sense motive 1+1
+10 Stealth 2+4+4
+2 Linguistics 1+1
+2 Survival 1+1
+1 Know arcana 1+1
+4 Know planes 1+3+1
+2 Lore sagava(b) 1+1
+2 Profession guide(b) 1+1
Languages: common, halfling, varisian

Race traits:

Fleet of foot: 30 foot move
Halfling luck: +1 to saves
Keen senses: +2 to perception
Fearless: +2 vs fear

Class traits:

Can convert spells to fire type
Firebolt: 1d6+1 ranged touch, 7/day
Fire resistance 10

Spells:

Level 0: Read magic, light, disrupt undead, detect magic, prestidigitation, spark
Level 1 (6/day): Mage armour, burning hands, magic missile, enlarge person
Level 2 (4/day): knock

Equipment:

MW lt xbow 335gp
Dagger 2gp
Ring of protection +1 2000gp
Cloak of resistance +1 1000gp
Amulet of natural armour +1 2000gp
Wooden holy symbol of Desna 0
Sorcerers kit 8gp
Potion of cure moderate wounds x2 600gp
Vermin repellent x3
40gp

Background:

Kara Firemane was born in Varisia, and grew up there. She came into her gift as a sorcerer early in life when she accidently burned down her family's home during a goblin raid. Ridden by guilt, she left soon after. She took to the adventuring life thereafter, with a habit of sending gold back to her family. During her travels, she ended up of a ship heading south. It was attacked by pirates, while she was asleep (having drunk too much the night before) and she woke up in chains. Suddenly, she was a slave. As she had been the only passenger, and was a halfling, that was her fate. The rest of the crew either died during the attack, or either joined the pirates or fed the sharks. She joined two other halflings, destined for sale. Apparently, halfling slaves were in vogue right now.
She decided to play along, as it seemed they didn’t know she was a sorcerer, and wait for an opportunity to escape. The vessel was an Aspis consortium privateer, and so went to offload its cargo in Sagava. It docked in the evening, and the captain decided to unload in the morning. It was an unfortunate choice. Only shackling her and her companion’s legs was another.
Using a spell to open her and the other’s shackles, they slipped onto the deck quietly. But the gang plank was guarded by two large, burley pirates. Karla whispered Wait here. I’ll make a distraction. Go when it’s clear.
She slipped away, and ignited the rolled-up sails hanging low on the mast. The guards yelled in alarm and came after her. She felled one with a magic missile and dodged the other. She saw both her compatriots slip down the now unguarded gang way. More guards appeared. Desperate she cast another spell, fanning flames over the bulk of them. But this time the ship was alight, and the pirates became more interested in fleeing, than fighting. She quickly looted a few choice items, then fled off the ship.
The building codes in the Aspis port were built for efficiency, not fire safety. So, when the main mast fell, it hit a too close warehouse, setting it alight. Before a mage could arrive to extinguish the blaze, two other warehouses and an inn joined it.
Well, the local corporation head was furious, the pirate captain was furious, and lots of people joined them. Karla suddenly ended up with a hefty price on her head. With the help of some anti-slavery halflings, she sold her loot and equipped herself. Then she tried to work out how to get out of this place. She was too hot (ha!) to stay with the halflings, so she intends to find alternatives. She is going to the Guppy Eater is search of those, on their advice.
One good thing. They never got her name. She is just called the Halfling Mage on the wanted posters. Bad news, they did get a good description. But some call her the little Inferno.
She worships Desna, but also says a pray or two to Pharasma.
Likes: Food, fire, and magic.
Dislikes: undead (she had a bad ghoul incident), slavers, The Aspis consortium, and religious nutters (because they'll get you killed)
Fears: caught alone with undead, being caught, being a slave.
Habits: overly fascinated by fire, she quite often conjures a small fire mote (via a prestidigitation spell) to dance on her hands as she watches.


Going to be working on a half-orc scarred witch doctor. errata or pre-errata?


pre-errata. thats the strength as casting stat right? I never liked it when Paizo backs off on a bold move like that


No, pre-errata Scarred Witch Doctor uses CON as its casting stat. It's Orc/Half-Orc only though, so your witch is gonna have a crapload of STR either way.

Also, may I ask why no Unchained, at least not for Rogues?


alexgndl wrote:

No, pre-errata Scarred Witch Doctor uses CON as its casting stat. It's Orc/Half-Orc only though, so your witch is gonna have a crapload of STR either way.

Also, may I ask why no Unchained, at least not for Rogues?

I know that sucks for rogues, but it is a fairly radical change. one I'm not as familiar with as I should be


@ happynslappy:

Hi! It's me, Xunal again.

I've got the number crunchy bits for my submission done.
I'm using an old unused alias.
Revamped, of course.

I just need to put together a back story. Should have that done tonight or tomorrow sometime.

Here's his stat block, if you want to give that a quick look.
Just to make sure I didn't include something you'd rather not have:

Nurûrsh's Stat Block:
Nurûrsh

Male human (Keleshite) fighter 1/sorcerer (crossblooded, wildblooded) 3 (Pathfinder RPG Ultimate Magic 69, 70)
CG Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+1 deflection, +2 Dex, +2 natural)
hp 34 (4 HD; 3d6+1d10+12)
Fort +5, Ref +3, Will +4
Resist acid 5
--------------------
Offence
--------------------
Speed 30 ft.
Melee scimitar +4 (1d6+2/18-20) or
. . light mace +4 (1d6+2) or
. . brass knuckles +4 (1d3+2) or
. . dagger +4 (1d4+2/19-20)
Ranged dark thorn +6 (1d8+2/×3) (m.w. composite longbow, for +2 STR)
Sorcerer Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—elemental ray (1d6+1 acid)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—burning hands (bloodline energy type) (DC 15), gravity bow[APG], magic weapon
. . 0 (at will)—acid splash, detect magic, disrupt undead, light, mending, read magic, resistance
. . Bloodline Draconic, Primal
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 16
Base Atk +2; CMB +4; CMD 17
Feats Eschew Materials, Iron Will, Spell Focus (evocation), Toughness, Weapon Focus (longbow)
Traits reactionary, trustworthy
Skills Appraise +6, Bluff +7 (+8 to fool others), Climb +6, Diplomacy +8, Handle Animal +7, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +6, Knowledge (planes) +7, Perception +5, Ride +6, Spellcraft +6, Survival +5, Use Magic Device +7; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (dungeoneering), +1 Knowledge (engineering), +1 Knowledge (planes)
Languages Common, Kelish, Osiriani, Polyglot
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), comprehensive education
Combat Gear wand of cure light wounds (25 charges), wand of mage armour (25 charges), acid (2), alchemist's fire, alkali flask[APG] (2); Other Gear dark shield[APG], arrows (20), brass knuckles[APG], dagger, dagger, dark thorn (+2 Str) with 20 arrows, light mace, scimitar, amulet of natural armour +1, ring of protection +1, bandoleer[UE], bedroll, belt pouch, everburning torch, flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], mess kit[UE], pot, scroll case, silk rope (50 ft.), soap, spell component pouch, trail rations (5), waterskin, wrist sheath[UE], wrist sheath[UE], 56 gp, 6 sp
--------------------
Tracked Resources
--------------------
Acid - 0/2
Alchemist's fire - 0/1
Alkali flask - 0/2
Arrows - 0/20
Arrows - 0/20
Dagger - 0/1
Dagger - 0/1
Elemental Ray (1d6+1 acid, 6/day) (Sp) - 0/6
Trail rations - 0/5
Wand of cure light wounds (25 charges) - 0/25
Wand of mage armour (25 charges) - 0/25
--------------------
Special Abilities
--------------------
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skills from classes.
Elemental Ray (1d6+1 acid, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Primal (Earth) +1 damage per die for [Acid] spells.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
--------------------

Build Notes:

Starting Stats: STR 14, DEX 14, CON 14, INT 13, WIS 10, CHA 17(15)

Physical Description
Human Male
Age, Height, and Weight: 18 years old, 5 ft.8 in. (173 cm), 170 lb. (77 kg)
Skin: Ruddy
Build: Average
Hair: Black
Eyes: Grey

Traits:
• Reactionary (combat) . . +2 to Initiative
• Trustworthy (social) . . +1 Bluff to fool someone and +1 Diplomacy, which is a class skill

Racial Traits (§ marks alternate racial traits):
• +2 to one ability score . . Charisma
• Bonus Feat . . an extra feat at first level
• Comprehensive Education § . . all kn skills are class skills, and +1 to class kn skills; replaces Skilled
⋯ ¤ . . from Inner Sea Races,

Additional:
• Level 1 Class: Fighter
• Favoured Class: Sorcerer
⋯ ¤ Favoured Class bonus: +1 level 0 spell per sor. levels 1 to 3
• The Cunning Plan is to become an Eldritch Knight, eventually

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Thanks!


Have the rest of backstory completed. It is in my profile.

Am I missing anything?


Hi Again!

Got my profile updated to include the backstory.

Hope it's a plausible one.

Let me know I should change anything.

Thanks.

Backstory:
Nurûrsh is originally from Katheer, the capital of Qadira. From a wealthy family, he grew not wanting for anything. He received a good education and quality martial training, and in a family devoted to the worship of Sarenrae. Although kindly, Nurûrsh is not as disciplined nor devout as the rest of his family.

While Nurûrsh is competent enough as a soldier, a potentially profitable career in the Satrapy's army did not appeal to Nurûrsh. He was far more interested in learning and travelling than covering himself with glory. Having the luxury of minor nobility behind him, he set off for a career of travel and exploration. It also helped that he had the backing of his elder sister, Khirrî, a respected and formidable member of Sarenrae's clergy.

He started with a trip to Sothis, in Osirion, where he was befriended by Nekau, a fellow restless minor noble. They shared a few profitable adventures together before parting ways. It was while he was travelling with Nekau that Nurûrsh discovered his own latent sorcerous talents. He knows some of his distant ancestors were sorcerous, and that probably explains is mixed potent earth-magics.

Largely based on reports of interesting ruins to explore in Sargava, Nurûrsh head out for that area. It took him quite a long time. He joined a variety of caravans and other groups to get there as safely as possible. Like much of the rest of the world, he was also blissfully ignorant of the Aspis stranglehold on power in Sargava.

Not surprisingly, Nurûrsh soon ran afoul of the Aspis-run authorities in the area. He was with a small band of travellers heading for Eledar when a group of toughs tried to capture them for breaking some unspecified laws. A pretext to capture foreigners in Sargava's hinterlands. Nurûrsh and his companions were not having any of that and fought back, driving off what they assumed were bandits in the rough. Nurûrsh took a leading role in driving off the Aspis slavers. Most of the slavers survived, but many of them sported some nasty scars courtesy of Nurûrsh's caustic magic powers.

Only when Nurûrsh reach Eledar, did he learn of the true scope of Aspis control in the old Chelish colony. And, much to his chagrin, he found out about a bounty being on his head for resisting “rightful authority”. Luckily, the description of him was not very good, or he probably would have been thrown in chains, or worse, in short order.

With a bit of luck, Nurûrsh soon found himself safely at the Guppy Eater tavern. As far as he knows, this is a good place to meet those wanting to throw off Aspis rule. He is at least hoping to find safety in numbers. With Sarenrae's blessing, maybe he can play a art in driving the Aspis Consortium out of Sargava.


I'm gonna say the cutoff point is at 2:00 pm central Saturday.

was hoping for thelizardwizard and alexgndl to submit something but thelizardwizard dropped off the forums on Sunday and it seems alexgndl seems to have decided against it.

I will be allowing some last minute tweaks and will introduce some house rules concerning a few feats and possibly and extra feat. If no-one wants to play as the Dervish Dancer someone is definitely gonna have to role play him outside of combat

also William, you're gonna have to choose between claws and the spiky thing as they both replace the spell like


I'm still here, bouncing between a few different builds. I'm thinking of either a Goliath Druid, or a Halfling archaeologist bard that eventually goes into the Halfling Opportunist prestige class. Just need to nail down which I want to play.


My Character is almost done and will be posted tomorrow.


Alright, sorry it's taken so long to get this up, it's been tough figuring out how I want to build this character and where I want to take it. But, here’s Roger McFarren's character sheet, he's a Halfling Bard with the Archaeologist archetype. I plan on going Bard for 2 more levels, then at 7 I’m going to start with the Halfling Opportunist prestige class.

Backstory/Personality:
Roger (Rog to his friends) is basically one of those people who always seems to fly by on the seat of their pants. We all know someone like that-they always have the exact right thing to say, they have absolutely ridiculous luck, and they always seem to get out of any trouble they may be in. Roger is a wanderer, originally from Cheliax. He wasn’t entirely onboard with their whole “devil worshipper” thing, and angering said worshippers got old quickly. One day, Roger picked a passenger ship at random, sweet-talked his way onboard, and found himself on his way to Sargava. This was no problem to Roger, he’d heard stories of Sargava and the wonders of the Mwangi Expanse.

Once he got there, he made his way to the closest bar-a place called the Guppy Eater. There, he quickly made a name for himself as the bar’s best friend. He’d almost always be there, buying drinks and basically making friends with anyone who decided to come in. This went on for three months, before people started asking where exactly this halfling was getting all of his money from. Turns out, it was from the Aspis Consortium. Roger had been taking out loans from them, claiming it was to “finance an expedition into the Laughing Jungle”. This was only partially true. Roger had bought a few items for his own collection, but nothing that would really help out too much on a prolonged adventure. In essence, he’d taken out a bunch of loans, gotten a bunch of shiny toys, and was planning on talking his way out of repaying, like he did with pretty much everything else in his life.

Aspis, understandably, was a bit miffed when they tried to collect and Roger tried to pay with a smile and a wink.

So now, for the first time in his life, Roger is on the run. He’s in unfamiliar territory, he’s being hunted by bounty hunters, and his ego has taken a massive beating because for the first time, he hasn’t gotten his way. He’s confident he can survive, though. Because at the end of the day, he’s Roger McFarren, the world’s greatest ever Halfling. According to him.

I think I’ve got everything down, if you have any questions just ask.


deadline moved back to 3:00 PM central


Happynslappy, this is RH’s character ‘Taldo the Tanner’ I apologize for taking so long putting him together, I had his crunch done as a fighter/barbarian, but decided to go with a ‘trapper’ ranger instead. The answers to the questions are brief, but I will flesh him out more when I have time tonight.

how Taldo got here:

Taldo’s family moved to Sargava three generations ago. They came from a small tribe that was technologically backwards, think stone age. The tribes near them were preying on their tribe selling members they could capture to the consortium as slaves. Taldo’s grandfather Usawati, decided to move his family to the settlement in Sargava for two reasons. He believed the raiders would be afraid to pursue them there. He also felt if they could offer a service to the town, then no one would take them as slaves to sell elsewhere.

So when grandfather arrived in Sargava he saw that the only thing that his family had to offer to the more advanced settlers was the ability to catch and tan hides. They were good hunters and trappers and their ability to make leather was second to none. Also, the task of making leather from hide was a smelly nasty business, that no one wanted to do and no one wanted to be near. So his family was left in peace.

How Taldo got a price on his head.:
When the consortium took over in Sargava, Taldo’s father Untadi, insisted the family stay away from town keeping a low profile. But when he saw more and more people being taken as slaves he decided the family needed to help stop the atrocities where and when they could. The family started helping escaped slaves, hiding them in the tannery. Then Taldo would lead them out of town, when he would go check his traps.

Taldo thought the rescue attempts were fairly successful until that fateful trip. Whether the family became overconfident or the money, for turning in abolitionists, became too great, the inevitable finally happened. After escorting a dozen freed slaves into the jungle and away from the settlement, Taldo returned home to find the tannery burned to the ground and his family gone. Since he did not hear of their deaths, he believes they have been sold into slavery. Living in the jungle around the settlement he stays clear except for those few times he sneaks into the Guppy Eater, where he knows other likeminded people go, seeking information.

A little about Taldo:

I will flesh this out more before we start the game
Taldo is a young man stuck between worlds. His very name a reflection of that. Named Taldo, a traditional Song'o name, by his father, Untadi and grandfather Usawoti. But given the surname of 'tanner' for the trade that his family does, because the Northerners cared not for learning traditional names.

Taldos family were members of the Song’o tribe. Who, when they came to Sargava, were using stoneage equipment. So he learned to make weapons of wood, bone and stone. But he also learned to use the weapons and equipment of the northerners from across the water. His family crafted leather and wore traditional Song’o clothing of animal skins, woven baskets and leather pouches. But he purchases metal items when he could afford them.

Taldo proudly carries the Taiaha his father made for him. But he also has the cold iron machete, used to cut through the jungle, purchased from the trader. He gratefully wears his grandfathers magical cloak and clasp. But he is just as proud of the magical breastplate he took from the corpse of a slave merchant that he killed.

Taldo now looks for his family while he hides from the consortium with a price on his head. He is clearly a young man stuck between two worlds.


aaaand time

Characters Chosen: Adrialla Nightmoon, Samias North, Karla Firemane, and Nurush

to the trapper archetypes, you made good characters and backstories. but I'm not liable to use traps in my games and seeing class features wasted makes my skin crawl. to Grumbles everyone else just made more of an impression on me

will need to know by the end of the long weekend if you all are still available to play. if you are we might even be able to start the introductory scene.

Will get the Dervish Dancer up sometime tonight in the discussion section. if any of the runners up want to they can take over him


Dang it! I just read all the way to here! Lol. Timing.


1 person marked this as a favorite.

Thanks for the selection. As always sympathy for those who didn't get in.

Samias is ready to go.


Huh, maybe I should have stuck with the fighter/barbarian.

Sorry, not really interested in running a bard, good luck and good gaming everyone.

Happynslappy, thanks for running the game, you guys have fun!


Woot. Game on.
I'll set up my character profile asap.


Do you still need another player if Roberts out?


Character profile


if anyone wants to play the preset bard just post here, you can change the name, spell list, and skills. its posted in the discussion

first come first serve


I'll do it to be a part of your game!


recruitment closed

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