Open Recruiting for two committed players for an ongoing campaign. Need at least 1 martial type.


Recruitment

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Just started a few months back running the Emerald Spire. Still on the first floor, but have lost our front-liner due to RL issues! We need at least one front-liner type and willing to take on one more besides, perhaps an arcane caster type? Maybe another healer type as well?
We currently have an Elf Inquisitor, an Aasimar oracle of life, a Werebat-kin Skinwalker (Bloodmarked) Witch, and a Dhampir Sniper Rogue. The Aasimar oracle/healer, is also an NPC run by the DM. If someone wants to replace him I'd be fine with that as well beside the other two I'm looking for!
I will not allow any type of summoning just because I'm a vary new DM and am not familiar enough with it to handle it and I don't want to cause any friction between DM and players. Friendly role-playing friction between players is fine. NO evil alignments.
For further details feel free to check out the campaign page. The recruitment tab will have all the info for character creation. You will also see many useful links at the top of the page to give you an idea of how I do things, plus a LOT of info on the campaign setting under the campaign tab. Please do NOT post anything there unless I have invited you to do so.
Darkvision is HIGHLY recommended!
If interested please submit a character concept to me on here and I will check it out. Depending on how many applications I get to see what I will do, but since this is an on ongoing campaign that is on pause waiting for this, I won't wait for long.
Any questions? Feel free to ask!


Stat Array One
Stat 1: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stat 4: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat 5: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat 6: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat 2: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stat 4: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (4, 2) + 6 = 12

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat 2: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stat 4: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat 5: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 6: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Okay... Decision time... Array One seems to be the best one. Now I need to look at what race/class I want to go for.


I'm interested. Thinking about submitting a Dwarven Martial of some variety.

Time for the question barrage. Is the party still level 1? Are you using background skills?

The Emerald Spire player's guide lists traits that are considered Campaign Traits. Do we have to choose one of those?

Stat Array One
Stat 1: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 2: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 3: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stat 6: 2d6 + 6 ⇒ (5, 3) + 6 = 14

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 6: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stat 2: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 4: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat 5: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stat 6: 2d6 + 6 ⇒ (3, 2) + 6 = 11

Well, Stat Array Two looks like the winner. I'll get to work on a character.

EDIT: How well would a paladin fit in with the group?


Reading over the gameplay thread now. Is it safe to assume that we will be starting at lvl2? Also for martial, would you include a warpriest as being a martial character? I'm thinking about having an elven warpriest, with darkvision and lightbringer traits. It might not be the most mechanically strong of choices, but I think that I can make it work.

2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (1, 5) + 6 = 12

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 5) + 6 = 16

2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 6) + 6 = 17

Crunch:

Eluvias the Grim
Race: Elf
* Darkvision
* Lightbringer (Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.)
* Long Limbed (35ft movement speed)
* Keen Senses (+2 perception)
Traits
* Fate's Favored (+1 luck bonuses)
*

Arsenl Champion Warpriest of Ragathiel (2)

Str (17) Dex (17) Con (13) Int (15) Wis (17) Cha (13)

Skills
* Perception: 2 skill points (+9)
* Knowledge Religion: 2 skill points (+7)
*
*

Feats
Lvl 1 Class: Weapon Focus (bastard sword)
Lvl 1: Power Attack

Feat Plan
Lvl 3: Weapon of the Chosen
Lvl 3 Bonus Feat: Improved Weapon of the Chosen
Lvl 5: Great Weapon of the Chosen
Lvl 6 Bonus Feat: Vital Strike
Lvl 7: Furious Focus


The party is still at level 1. So any newcomers will be level 1 as well.

EDIT: My mistake! The party is 2nd level so newcomers will be 2nd level! - I do admit it if I make mistakes.

You do not HAVE to choose a campaign trait, they are just available.

Background skills - I'll have to check and get back to you. - No time right now because I gotta go to work.

Paladin ... might be ok? Do have a Dhampir rogue .. So not so sure.

Warpriest, could work, but really prefer somebody more purely melee. We are currently losing a straight up barbarian after all.

Thanks for the quick responses! :D


Alright...the plan for the warpriest was going to go down the weapon of the gods large bastard sword route. At lvl 6, was going to have 1 attack, roll twice to hit (pick highest) that does 4d8 damage + modifiers.

As is...I'll switch from warpriest over to a swashbuckler or slayer.


In case you don't see my edit - SECOND level.


Eluvias the Grim
Race Elf
* Darkvision
* Lightbringer (Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.)
* Long Limbed (35ft movement speed)
* Keen Senses (+2 perception)
Traits
* Armor Expert (-1 ACP)
* Secret Knowledge (+2 knowledge nature and class skill)

Class: Slayer (2)

Str (17) Dex (17) Con (15) Int (15) Wis (15) Cha (11) HP (28) Saves (+5/+6/+2) Initiative (+3) Movement (40ft/30ft)

Equipment
* Masterwork Falchion
* Masterwork Agile Breastplate

Skills
* Acrobatics: 2 skill points (+10)
* Stealth: 2 skill points (+8)
* Perception: 2 skill points (+9)
* Intimidate: 2 skill points (+5)
* Survival: 2 skill points (+6/+7 to follow tracks)
* Knowledge Nature: 2 skill points (+9)
* Sense Motive: 2 skill points (+7)
* Knowledge Local: 2 skill points (+7)

Feats
Lvl 1: Tribal Scars (+6 HP, +5ft movement, +2 acrobatics)
Lvl 2 Ranger Talent: Power Attack

Slayer
* Studied Target (A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).)

-----

Rough draft. To be finished soon.


There are rogues with good skills for exploring, and then there are rogues with skills to commit crimes. A Paladin can easily get along with the first, and played well can work with the second (provided they aren't evil). The Dhampir rogue is NG, so I don't think there'd be too many conflicts. That being said, I'm going to stick with the classic Dwarven Fighter. Nice and grumpy, wearing heavy armor and smacking foes in melee.

Since we are starting at level 2, should we go with the standard WBL (1,000 gp) or a different amount?


After a bit of reading, I'm thinking a Hobgoblin Drill Sergeant (fighter). If this is ok with you, then I'll move forward and draft something up, if not I'll keep looking.


First try
stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14
stats: 2d6 + 6 ⇒ (5, 1) + 6 = 12
stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stats: 2d6 + 6 ⇒ (6, 5) + 6 = 17
stats: 2d6 + 6 ⇒ (3, 1) + 6 = 10
stats: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Second try
stats: 2d6 + 6 ⇒ (6, 3) + 6 = 15
stats: 2d6 + 6 ⇒ (2, 3) + 6 = 11
stats: 2d6 + 6 ⇒ (5, 4) + 6 = 15
stats: 2d6 + 6 ⇒ (5, 4) + 6 = 15
stats: 2d6 + 6 ⇒ (6, 2) + 6 = 14
stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Third try
stats: 2d6 + 6 ⇒ (1, 3) + 6 = 10
stats: 2d6 + 6 ⇒ (1, 1) + 6 = 8
stats: 2d6 + 6 ⇒ (3, 2) + 6 = 11
stats: 2d6 + 6 ⇒ (3, 3) + 6 = 12
stats: 2d6 + 6 ⇒ (1, 4) + 6 = 11
stats: 2d6 + 6 ⇒ (4, 1) + 6 = 11
I think about a healer. How about to replace an aasimar oracle with an aasimar oracle;-)


Dotting for interest, I'm on lunch at work at the moment so I'll create something when I get home tonight (potential interest in a Bloodrager since you're losing a barbarian).

Stat Array One
Stat 1: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 2: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat 5: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 6: 2d6 + 6 ⇒ (2, 1) + 6 = 9

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 2: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 4: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 5: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 6: 2d6 + 6 ⇒ (1, 3) + 6 = 10

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 2: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 4: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat 6: 2d6 + 6 ⇒ (2, 3) + 6 = 11

Silver Crusade

Stat Array One
Stat 1: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat 2: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 5: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 2: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat 3: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat 5: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 6: 2d6 + 6 ⇒ (5, 2) + 6 = 13

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat 2: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat 3: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 4: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 5: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (4, 3) + 6 = 13

I would want to make an angel-blooded paladin of Sarenrae. I find that paladins of NG deities who are all about redemption can be easier for others to get along with, because they can tolerate a little more misbehavior as long as they are gently encouraging the misbehaver to reform. I would build with strength and charisma as the two high stats.

I'm running Emerald Spire in real life for my husband and kids, but I remember very little of the first few levels (it's been over a year since we were in level 2) and I'm good at separating what I know from what my character knows.


Stat 1: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 6: 2d6 + 6 ⇒ (6, 2) + 6 = 14

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 4: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 6: 2d6 + 6 ⇒ (1, 5) + 6 = 12

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat 2: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 3: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 4: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stat 5: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat 6: 2d6 + 6 ⇒ (4, 1) + 6 = 11

Question: Are you down to 3 players left from the original 7? Just curious if I have that right.


Dotting and rolling arrays! Are you opposed to third party products?

Stat Array One
Stat 1: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat 2: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat 3: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 4: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 6: 2d6 + 6 ⇒ (5, 4) + 6 = 15

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stat 4: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat 6: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 2: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 4: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 6: 2d6 + 6 ⇒ (2, 1) + 6 = 9

Looks like it's going to be array 1 for me. I'll put some thought into a concept, and get back to you!


Completed character below. Eluvias the Grim, elven bloodrager and man of the forest.

Eluvias the Grim:
Eluvias the Grim
Race Elf
* Darkvision
* Lightbringer (Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.)
* Long Limbed (35ft movement speed)
* Keen Senses (+2 perception)
Traits
* Slippery (+1 stealth and class skill)
* Secret Knowledge (+2 knowledge nature and class skill)

Class: Enlightened Bloodrager with Draconic Bloodline (2)

Str (17/21) Dex (17) Con (15/19) Int (13) Wis (15) Cha (15) Initiative (+3) Movement (45ft/35ft) AC (19/13/16) Rage (8 rounds)

Not Raging: HP (22) Saves (+5/+3/+2) AC (19/13/16)
Raging: HP (26) Saves (+7/+3/+4) AC (17/11/14)

Close Combat
* To Hit: +5 (+7 raging)
* Damage: 2d4 + 7 (+10 raging) (18-20 crit)

Shooting
* To Hit: +5
* Damage: 1d6 + 3 (+5 raging) 30ft range

Lvl 0 Spells
* Light (race)
* Prestidigitation
* Detect Magic
* Create Water

Equipment
* Masterwork Falchion
* Masterwork Agile Breastplate (-3 ACP, -1 ACP acrobatics and climb)
* 6x Javelins
* Fighter's Kit
* 16 gold

Skills
* Stealth: 2 skill points (+5)
* Intimidate: 2 skill points (+7)
* Survival: 2 skill points (+7)
* Acrobatics: 2 skill points (+7)
* Knowledge Nature: 2 skill points (+8)
* Perception: 2 skill points (+9)

Untrained Skills
* Diplomacy/Bluff (+2)
* Climb (+2)
* Swim (+0)
* Ride (+0)

Feats
Lvl 1: Power Attack

Feat Plan
Lvl 3: Furious Focus
Lvl 5: Dodge
Lvl 7: Toughness

Stat Plan
Lvl 4: +1 Strength (18)
Lvl 8: +1 Dexterity (18)
Lvl 12: +1 Constitution (16)
Lvl 16: +1 Charisma (16)
Lvl 20: +1 Wisdom (16)

Bloodrager
* Fast Movement (10ft in medium armor or less)
* Uncanny Dodge (At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.)

Bloodrage
* At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
* A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
* A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.)

Enlightened Spellcasting (alters spellcasting, replaces lvl1 bloodline power and all bloodline bonus spells)
* An enlightened bloodrager’s sophisticated outlook allows him to cast an expanded array of spells. Instead of his normal spells per day and spells known for his bloodrager level, an enlightened bloodrager uses the spells per day from the medium class. This grants him the ability to learn a number of 0-level spells, which are cast like any other spells, but don’t consume spell slots and can be used again.
* The enlightened bloodrager adds all 0-level spells from the sorcerer/wizard spell list to his bloodrager spell list. He also adds all druid spells of 4th level and lower (including 0-level spells). If a spell appears on both the bloodrager spell list and the druid spell list, the enlightened bloodrager uses the lower of the two spell levels listed for the spell. The bloodrager treats any druid spells he takes with this ability as bloodrager spells for the purposes of other abilities (such as greater bloodrage).

Background:
Eluvias is a woodsman, who has lived in self imposed exile for much of his life. For those who ask where he is from, he merely says Telvurin, which is the elven name for the River Kingdoms. In days long past, his family tended the lands, keeping them in safe condition for the nobility to hunt in. While his people have not owned the lands within the span of human memory, neither he nor his people have forgotten.

Eluvias would not have been there, if not for his blood. Like many elves, Eluvias has magic that runs through his veins. Where most elves learn to control this and become talented wizards and sorcerers, Eluvias found himself unable to master his innate talents. While he could create minor cantrips, he was just as prone to fits of inexplicable anger. Rage, even. For a people renown for their learning and self discipline, he was seen as a liability. A danger to society. For years he practiced the art of self-control, trying in vain to be a respectable member of society.

When he came of age, frustrated with being an outsider and desperate to come to grips with who he was, Eluvias left Kyonin for Teluvurin. There, in the wilds of the River Kingdoms, he lived the life of a hermit. Through the hardships of survival, the young elf grew into a man. Far stronger than most of this kin, though less refined, he began to make headway by being 'one with nature.'

However, he has reached the point where the silence of the forest has become deafening. That, and he knows that true control will only come from challenging himself. As such, he began to sell his services as a guide for travelers going through the woods, offering them safe passage in return for their company and supplies.

What Eluvias looks for now is purpose. Traveling companions that he can join, so that he might leave the woods behind him, to see the world, and to challenge himself so that he might fully learn self control.

There we go, my character submissions. An elven enlightened bloodrager, arcane bloodline. I don't get some of the usual buffs, as I traded them for druidic spellcasting and some arcane cantrips. But even so, it feels more elven to have the cantrips than to have the bloodline powers.

At lvl4 he will have learned the control that he is after (getting no more AC penalties for raging).

Despite being an elf, he is surprisingly efficient in close combat. When raging he has +7 to hit and does 2d4+10 damage, which is quite respectable. Sure, he doesn't have an 18 in any stat...but with bloodrage he can get up there.


After looking at the other party members, drill sergeant wouldn't be the best choice. So instead I'm thinking of Steelbound Fighter

I'll get the crunch going so that you can take a look.


2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (4, 4) + 6 = 14

2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13

2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11


Joseph Soltz wrote:

Dotting and rolling arrays! Are you opposed to third party products?

Stat Array One
[Dice=Stat 1]2d6 + 6
[Dice=Stat 2]2d6 + 6
[Dice=Stat 3]2d6 + 6
[Dice=Stat 4]2d6 + 6
[Dice=Stat 5]2d6 + 6
[Dice=Stat 6]2d6 + 6

Stat Array Two
[Dice=Stat 1]2d6 + 6
[Dice=Stat 2]2d6 + 6
[Dice=Stat 3]2d6 + 6
[Dice=Stat 4]2d6 + 6
[Dice=Stat 5]2d6 + 6
[Dice=Stat 6]2d6 + 6

Stat Array Two
[Dice=Stat 1]2d6 + 6
[Dice=Stat 2]2d6 + 6
[Dice=Stat 3]2d6 + 6
[Dice=Stat 4]2d6 + 6
[Dice=Stat 5]2d6 + 6
[Dice=Stat 6]2d6 + 6

Looks like it's going to be array 1 for me. I'll put some thought into a concept, and get back to you!

Currently, I'm still thinking about 3pp, namely psionics; I'm interested in either making an Aegis to fulfill a durable front liner role, or a healer, in the form of a Guardian or Soul thief vitalist.

That, or I could also see myself fulfilling both roles, to an extent, using the Medic base class from Dreamscarred Press, a mundane, albeit Path of War, melee healer.

Edit: I think my preference has changed; looking into what I've asked about more specifically, medic is calling to me much more than the vitalist or Aegis, to be honest.


This sounds cool, consider this a dot. How does the party deal with the "bad guy" races in general? I know there's a Dhampir but, is that an unusual thing? I usually lean towards those, but really, I'm pretty flexible.

Array the first
Stat 1: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 4: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat 6: 2d6 + 6 ⇒ (4, 5) + 6 = 15

Array the second
Stat 1: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 2: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat 3: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat 5: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stat 6: 2d6 + 6 ⇒ (3, 1) + 6 = 10

Array the third.
Stat 1: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stat 2: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 4: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 5: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Barring the races question, I'll have everything finished by tomorrow night. If allowed, I'd probably just submit my lizardfolk barbarian for speed and meshing with requests. Or the paladin one, I never get to play him.

Edit: Nothing too outstanding here, but array one looks the best rounded.


I am open to the possibility of 3pp, but as I posted in the my character creation, EVERYTHING is pending my approval once I look into it and have some time to read up/study it if I'm not familiar with it. I have a LOT of submissions to look through and I'm also going to be asking for the input/opinion of my current party members as well as I want them to get along with the newbies! So please allow me some time to look things over.

And yes, I originally started with like 7-8 players but some dropped before the game even started. I am currently down to 3 players, though the 4th one (the Barbarian)hasn't been officially announced as dropped yet, but he did tell me in person to go ahead without him for now. He may come back in the future and since he is a personal Real Life friend of mine, he will be allowed back in if he wants back. I may just have to adjust CR's as needed.

And by the way everybody, I am Stormstrider. Please see my profile page for some "General guidelines for my campaign." If you are chosen to join my campaign I 'Highly Reccomend' (In other words: you had better read it!) that you read this. You may want to read it even before I choose you as it has some just good 'conduct' recommendations in general besides other stuff.


Are you open to background skills? I'm a fan and it'll decide if my submission has "wasted" skill ranks or not.

Edit:Ah, nvm. I see you've responded to this question already.


Alright! When I get home from work tomorrow, I'll write up a Medic, giving links to appropriate information as needed. In play, he shall likely focus on a more defensive/supportive role, "smiting" foes, healing allies, and hopefully doing what he needs to to get the job done.


Hello. I have a half orc Barbarian/fighter that I have been wanting to try out. I will roll stats now and then build the full character right tomorrow afternoon.
Stat Array One
Stat 1: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 2: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 3: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 4: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 5: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat 6: 2d6 + 6 ⇒ (6, 3) + 6 = 15

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 2: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat 5: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 6: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat Array three
Stat 1: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 2: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat 5: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 6: 2d6 + 6 ⇒ (2, 6) + 6 = 14


Okay, I'm gonna throw this guy in there: Breach

Silver Crusade

dotting in.


Why not?

Stat Array One
Stat 1: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stat 2: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 3: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat 4: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stat 5: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (2, 1) + 6 = 9

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat 2: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat 3: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat 4: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Stat 5: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 6: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Stat Array Three
Stat 1: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 2: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Stat 3: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat 5: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stat 6: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Yeah, #3 is definitely the one. Let me see what I can come up with.


By the way, I forgot to mention, this is intended to be a LONG-TERM COMMITMENT/CAMPAIGN going at least to 16th level and possibly 20th! considering it's been about 4 months and we just barely reached 2nd level ... it's going to take a while! I would STRONGLY prefer players that are prepared to make that kind of commitment!

Also, recently the game has slowed down quite a bit, but along with the 'fresh-blood' I'm hoping to get things rolling again and I would be seeking for commitments to post once a day or every two days as minimum! Hopefully more!

If you are not prepared to make that kind of commitment please let me know to drop you from consideration and save my time. Thanks.


The All-Seeing Eye. wrote:

By the way, I forgot to mention, this is intended to be a LONG-TERM COMMITMENT/CAMPAIGN going at least to 16th level and possibly 20th! considering it's been about 4 months and we just barely reached 2nd level ... it's going to take a while! I would STRONGLY prefer players that are prepared to make that kind of commitment!

Also, recently the game has slowed down quite a bit, but along with the 'fresh-blood' I'm hoping to get things rolling again and I would be seeking for commitments to post once a day or every two days as minimum! Hopefully more!

If you are not prepared to make that kind of commitment please let me know to drop you from consideration and save my time. Thanks.

No problem on my part for that. I have a good posting history in PBP and I usualy post 5 to 6 times a week minimun. More if need be.

Also, I like to take the opportunity to present Staal Vegter. The Crunch is almost over, just need a confirmation of starting gold and if background skill are to be use.

The background should be up soon, I'm still in process of writing it.

HP roll:
1d10 ⇒ 1
Reroll: 1d10 ⇒ 5


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

I am currently running Emerald as part of my Kingmaker campaign, so I wanted to check if that was an issue. If allowed I might do the rolls and use the best stat array to make a martial character (probably a dwarf, half orc or human fighter, with an outside chance of slayer or paladin) and a healer character (probably a cleric) and see which one is preferred


Long term? Not a problem at all.


The All-Seeing Eye. wrote:

By the way, I forgot to mention, this is intended to be a LONG-TERM COMMITMENT/CAMPAIGN going at least to 16th level and possibly 20th! considering it's been about 4 months and we just barely reached 2nd level ... it's going to take a while! I would STRONGLY prefer players that are prepared to make that kind of commitment!

Also, recently the game has slowed down quite a bit, but along with the 'fresh-blood' I'm hoping to get things rolling again and I would be seeking for commitments to post once a day or every two days as minimum! Hopefully more!

If you are not prepared to make that kind of commitment please let me know to drop you from consideration and save my time. Thanks.

And I'll mimic Eluvias: This is no problem for me either. Been in plenty of games that lasted several years. Some died, some still going. Typical life in the pbp world.


Okay, here is Holbar Groshnel, Dwarven Fighter from Highhelm come to the Spire to find both glory and ancient Dwarves artifacts.

I also have no problems with a long-term commitment.


Question: Consolidated Skills or no?


This will be my application, though still some work to do.
An aasimar Lunar oracle, together with friend prowler.


wow another emerald spire.

would it matter that I have played and gm'd the whole thing for PFS, and I am currently playing with a core only character.

would this be an issue?

Stat Array One
Stat 1: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Stat 2: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 3: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stat 4: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 5: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat 2: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat 3: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 4: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (1, 5) + 6 = 12

Stat Array Two
Stat 1: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 2: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat 3: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 4: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat 6: 2d6 + 6 ⇒ (4, 5) + 6 = 15


I would prefer no one that has run the Emerald Spire previously, though for the right character I'll make the exception.

We could use one arcane caster as well - I'm thinking something more along the destructive line rather than the buffing.

Gold is 1,000 unless you take the rich parents trait or some other trait to increase wealth or possessions. Only 1 trait allowed that increases wealth or possessions. (If you take rich parents, then go with 1,900 GP).

I'm going to go ahead and say yes on background skills. Though in all honesty I'm not sure how useful they will be in this setting. There will be little role-play in town, most of your time will be in the Spire's depths.

I'll probably be closing recruitment to any new-comers by Monday 7/17 since I currently have more than enough and I'm going to have to pick and choose as is.

Sovereign Court

A bunch of rolls:

Array One
Stat 1: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat 2: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat 4: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Stat 6: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Array Two
Stat 1: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat 2: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat 3: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 4: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Stat 5: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 6: 2d6 + 6 ⇒ (3, 3) + 6 = 12

Array Three
Stat 1: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat 2: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 3: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stat 4: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat 5: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 6: 2d6 + 6 ⇒ (3, 2) + 6 = 11

Array Two seems to be the clear contender. Working up a sylph wizard (a blaster, as requested above).


GrinningJest3r wrote:
Question: Consolidated Skills or no?

No. Don't care for them. Personally I think Pathfinder already eliminated some useful skills from 3.5 (Use Rope for example) and I GREATLY dislike what DnD5E did with skills. But anyways, I don't mean to turn this into a debate about skills. So just, no.


Crunch and fluff finally done for Dakkragg Kellid - Half-orc Bloodrager. Sorry it took so long, I ended up delving much further into the River Kingdoms that I originally intended to, but it all worked out.

fluff:

Dakkragg wandered into Thornkeep, feral and vicious, at a mere eight years old. His green skin - so dark as to be nearly black - and unkepmt black hair signified him as a junglekin, though without indication whether the clan that abandoned him resided in Echo Wood or elsewhere. No family, themselves refugees from the Mosswood Massacre, bothered to take him in, and the various vagabonds and adventurers filtering in and out of the town would often antagonize him. He learned quickly that kratocracy - might makes right - is the way of the world and understood that he was not yet strong enough to matter. With that revelation, as suddenly as he had wandered in, he left, disappearing back into the Echo Wood.

After leaving Thornkeep, Dakkragg embraced the primal energies of the wilderness, letting his rage fuel and protect him while fighting against the goblins, trolls, and other monstrosities residing in the Echo Wood. As he grew older, Dakkragg sought out the clan of his birth, returning to the location where he remembered them residing, and eventually chasing them into Numeria.

Dakkragg forced himself to be patient. He waited until his siblings and father wandered out of the protection of the clan site, and ambushed them. Hamstringing his father - the largest and strongest of the group - the surprise attack allowed Dakkragg to decapitate one of his siblings before the other two fully registered his presence. The fight after that was entirely one sided. With his kin dead or dying, Dakkragg walked back to his father and plunged his axe into his father's head.

A small hunting party of Kellid barbarians found Dakkragg alone, surrounded by the fresh corpses of four full-blooded orcs. Impressed by the feat from one who was easily half the size of any of the dead orcs, and younger besides, the hunters invited Dakragg to follow them back to their tribehold. Kellid barbarians taught Dakkragg how to harness the primal energy within him at will and also how to protect himself from the arcane forces used by the Technic Mages of nearby Starfall. Dakkragg has taken the second name of Kellid as a tribute to the only people who have ever treated him as an equal.

Now Dakkragg has returned to the River Kingdoms, remembering the insult to his honor received in Thornkeep. If Power rules the Echo Wood, then Power is what he will obtain.

Basic Statblock:

Dakkragg Kellid
Male half-orc bloodrager (untouchable rager) 2 (Pathfinder RPG Advanced Class Guide 15, 85)
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 24 (2d10+6)
Fort +6, Ref +2, Will +1
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +7 (1d3+5) or
greataxe +7 (1d12+7/×3) or
unarmed strike +7 (1d3+5 nonlethal)
Special Attacks bloodrage (11 rounds/day)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 17, Int 10, Wis 12, Cha 12
Base Atk +2; CMB +7; CMD 19
Feats Desperate Battler[ISWG]
Traits axe to grind, seeker
Skills Climb +5, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +8, Perception +7, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ elemental strikes, fast movement, orc blood, pride
Combat Gear rager's aid[ACG] (2); Other Gear chainmail, greataxe, backpack, bear trap[APG], bear trap[APG], bear trap[APG], belt pouch, blanket[APG], flint and steel, folding shovel[UE], hemp rope (50 ft.), medium treasure chest, pot, soap, torch (10), trail rations (5), waterskin, weapon cord[APG], 914 gp, 9 sp
--------------------
Special Abilities
--------------------
Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Electricity dam for 1 rd.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Basic fighting solo:

--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 24 (2d10+6)
Fort +6, Ref +2, Will +1
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +8 (1d3+6) or
greataxe +8 (1d12+8/×3) or
unarmed strike +8 (1d3+6 nonlethal)
Special Attacks bloodrage (11 rounds/day)

Raging basic:

--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 14 (+6 armor, +2 Dex, -2 Raging)
hp 28 (2d10+10)
Fort +8, Ref +2, Will +3
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +7 (1d3+5) or
greataxe +9 (1d12+10/×3) or
unarmed strike +9 (1d3+7 nonlethal)
Special Attacks bloodrage (11 rounds/day)

Raging fighting solo:

--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 14 (+6 armor, +2 Dex, -2 Raging)
hp 28 (2d10+10)
Fort +8, Ref +2, Will +3
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +10 (1d3+8) or
greataxe +10 (1d12+11/×3) or
unarmed strike +10 (1d3+8 nonlethal)
Special Attacks bloodrage (11 rounds/day)


The All-Seeing Eye. wrote:

I would prefer no one that has run the Emerald Spire previously, though for the right character I'll make the exception.

Well based on this and there are other arcane submissions, I will withdraw.


Due to the sheer number of other submissions, I think I'll withdraw as well. Happy gaming everybody!

Sovereign Court

Ok, here's Sama Kattan, sylph wizard (air elementalist). She's made to work as a blaster specializing in electrical magic, though of course I will pick up the occasional other spell in case of, y'know, monsters with immunities. :)

Sama is loaded with the usual wizardly skills (knowledge [arcana], spellcraft, etc.) and an assortment of languages. She has a few extra utility spells in her spellbook that may be handy down the road (heightened awareness, erase - great for magic rune traps; etc.). As recommended earlier in the campaign recruitment thread, she has darkvision, and she has some really good mobility abilities that come online at 5th and 10th level.

About me as a player: I like good RP but I also enjoy a good dungeon crawl. I run several games here on the boards and play in several others so I am not going away any time soon. I occasionally take camping trips (once every couple months) and will be gone for a weekend, but I give advance notice when I do. I like working constructively in a team and figuring out ways to help everyone have a good time.


Background done, skill done, and equipment mostly done. Aside from a few minor purchase, I think he is ready.

Staal Vegter

Shadow Lodge

Roll Them Bones:
Array 1
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15

Array 2
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (2, 3) + 6 = 11

Array 3
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (3, 2) + 6 = 11

I like Array 2 for a bloodrager, let's see what I can come up with


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
The All-Seeing Eye. wrote:
I would prefer no one that has run the Emerald Spire previously, though for the right character I'll make the exception.

I'll steer clear of making a character, you'll have enough applicants.

However I will extend the offer if you ever want another GM familiar with the book to bounce ideas off of I would be quite happy to help if you want to add in Levels. I did notice a few weird bits about it that aren't immediately apparent, like an awkward plot whole that can be fixed with resources already available in the Emerald Spire.


First of all I did play Emerald spire once before. BUT not beyond the first round of the first encounter in the fort. I hope that does not count.
Also the work on Runa is almost completly done, barring backstory


Backstory is done.


I all so played emerald spire before, we just reached the first underground floor (started by going downward), but I don't remember too much of it.
Do druids receive something in exchange for the spontaneous summoning?

Stat Array One 
Stat 1: 2d6 + 6 ⇒ (2, 6) + 6 = 14 
Stat 2: 2d6 + 6 ⇒ (2, 2) + 6 = 10 
Stat 3: 2d6 + 6 ⇒ (3, 2) + 6 = 11 
Stat 4: 2d6 + 6 ⇒ (4, 3) + 6 = 13 
Stat 5: 2d6 + 6 ⇒ (1, 4) + 6 = 11 
Stat 6: 2d6 + 6 ⇒ (1, 5) + 6 = 12

Stat Array Two 
Stat 1: 2d6 + 6 ⇒ (3, 1) + 6 = 10 
Stat 2: 2d6 + 6 ⇒ (2, 6) + 6 = 14 
Stat 3: 2d6 + 6 ⇒ (6, 3) + 6 = 15 
Stat 4: 2d6 + 6 ⇒ (6, 3) + 6 = 15 
Stat 5: 2d6 + 6 ⇒ (1, 5) + 6 = 12 
Stat 6: 2d6 + 6 ⇒ (3, 3) + 6 = 12

Stat Array Two 
Stat 1: 2d6 + 6 ⇒ (1, 4) + 6 = 11 
Stat 2: 2d6 + 6 ⇒ (1, 6) + 6 = 13 
Stat 3: 2d6 + 6 ⇒ (6, 2) + 6 = 14 
Stat 4: 2d6 + 6 ⇒ (6, 2) + 6 = 14 
Stat 5: 2d6 + 6 ⇒ (2, 3) + 6 = 11 
Stat 6: 2d6 + 6 ⇒ (2, 2) + 6 = 10

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