Motteditor's Ironfang Invasion PBP


Recruitment

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Thorn Greenleaf is a wild looking gnome with crazy bright green hair, natural of course. Unfortunately, or fortunately, depending how you look at it. A darkblight ran rampant through his community. He escaped, but barely. After getting lost in the Fangwood and near death, another fey found him and brought him back from the brink. But in doing so unlocked a hidden gift within. The ability to control the very forest around him.
Thorn, is a short and wiry gnome, with green hair and a a viscous scar above his right - a mark left from the burning blight.
He travels lightly and does not have much. A small backpack and pouch, a small dagger and a length of wood. A leather jerkin, breeches and sandals.
He prefers to be out in the wilds and enjoys the company of animals more than people. But if anyone gets through his wild ways and skin of bark, they will have faithful companion to be sure.
Within the party he would probably befriend someone who had an animal companion/familiar/mount first along with anyone respecting nature like druids or rangers or clerics of Erastil.
His motivation to fight off the invasion is that the refugees and rebellion have relocates to the woods, and that pisses him off, so to get them back into their houses and out of the woods he's got to get clear out the Iron Fang invasion first.

He operates just from outside the town and frequents it to stock up on any supplies and information he might need. He also frequently pesters the old Ranger Aubrin every visit to join the Chernasardo Rangers. Which Aubrin always turns down telling Thorn that his powers are too unpredictable and his temperament is to brash for the job.

I sort of see him finding out more about his powers and also seeking the question as to how and who gave them to him, what's the source that gave him his powers would be a nice mystery that he didn't know he needed to know because it's so different to what Druids and rangers are capable of.
There's probably something else too but can't think of it on the spot.

I'll make an Alias if I get chosen and I've already built him in herolab.

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I live in South Africa so my time is UTC+02:00 if that helps. work late so I usually post in the mornings or evenings and maybe once in the course of the day depending how busy work is.

I've played all sorts of tabletop rpgs since 1996 and have played Pathfinder for about, 7 years. Before that I've played every version of D&D since 2nd Ed.

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I've played on pbp for just over a year. A couple of games died but I've got a couple games that I'm on here at the moment. Below are some posts from them.

Darius redgrave

Kendra Ventari

And here's some combat posts.

The Hound of Kintargo 1
The Hound of kintargo 2
Iko 1
Iko 2
Darius redgrave


You are going to have lots and lots of applicants.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's the goal -- though then I always feel bad about only being able to take five. :(


Hey five's one more than the AP's are initially designed for, so I'm glad for the extra slot you're allowing! Better chances of me getting in!


Pathfinder Adventure Path Subscriber

Nice, my post got eaten.
Posting again tomorrow.

Silver Crusade

Submission: Korren, half-orc destined bloodrager.

Korren's parents, Kordlug and Jarra, were a pair of half-orcs who fled Belkzen Hold, seeking a more peaceful life, free from the abuse of full blooded orcs, who viewed them as weak. They settled in the Fangwood near Phaendar, and came into town often to trade for supplies.

Several years later, their six year old child Korren limped into town severely injured, and reported that "bad men had hurt Mom and Dad." They had been killed by bandits, and it was a miracle that he was still alive.

Twelve years later, he has just reached adulthood, after being raised communally by the town as a whole(but mostly by the town militia). He has grown into a confident, charismatic young man, 6' tall with a heavy muscular build, with black hair and piercing green eyes. He is easygoing and seemingly carefree for the most part, but can burst into fury suddenly at the sight of injustice or bullying.

He has become somewhat popular with other young members of the Phaendar militia, and many believe he may lead them one day. He is content with his life protecting the town that accepted his parents, when they were rejected by their own people.

*About me*
I have been playing RPGs since about 2000, in home games and the old Living Greyhawk, followed by the switch to Pathfinder when it first came out. I have GMed the entirety of Reign of Winter in a home game group, and I am starting Jade Regent with the same group.

I have been in PBP games for a little over 2 years now, and I am currently in 3 of them. I am in MST(GMT-6), and I tend to post in the late evening.

Some links to past posts:

Kelly Littlekettle:

This is from "Wardens of the Righteous," a campaign formed from people who weren't selected for a Wrath of the Righteous AP. It runs parallel to the AP. In this campaign I am Kelly Littlekettle, a halfling who grew up on the mean streets, but is content with being just a cook. Here is her introductory post in the Gameplay thread. There are few more by me soon after that.

Quinn Canyonsider:

This was one of my early forays into PBP, for the level 16 module The Moonscar. I had to improvisationally hint at a lot of backstory and history with the other characters. Sadly the game ended before it really began when the GM had to back out.


Going to dot for a Nature Shaman.

Also dude's spoiler tags. Feel like I'm doing an online version of a military obstacle course these walls are so high (meaning long).

Confused myself...

Though it does suck you can't have a spoiler in a spoiler. They need to get on that.


If you've lived in Phaendar for more than a month, it's probably likely you've heard or seen Siri, the half-elven bastard child of the town smith. Most likely you've watched her getting into a shouting match with some of the local youths, which considering her marriageable age is a source of embarrassment for her father. It certainly isn't her fault that her Kyonin elf mother left her there, but don't mention that to her. The last person to insult her like that is now eating with wooden teeth.

Despite her rather surly disposition, she seems rather good at the anvil, taking out the brunt of her personal frustrations with a hammer to hot metal. Her skill has actually surpassed the smith's eldest son Tyril, who even though would have every reason to fear losing his birthright seems more interested in wooing the daughters of Phaendar's citizens. So there has been more than one scene in the morning with Siri chasing her half-brother shirking his duties as he spent the night in revelry. But her reasons for doing so were somewhat selfish, not wanting to be saddled with the obligation to keep the smithy going.

When Siri isn't spending time pounding ingots, she's often found taking on odd jobs around the town, saving up coin for herself. She's been found porting goods, waiting tables, wrangling livestock and chopping wood wherever she could get a coin of two out of it. All of this effort and saving for herself is for the purpose of leaving her hometown behind and moving to a big city. Her grand dreams of adventure involve getting rich from prizes from fighting tournaments and treasure hoards from bandit chiefs she smacked down with gusto. Once she was filthy rich, she'd finally make her way to Kyonin, bribe them to let her in, and then show her mother why she was wrong to leave her.

That's all in the future, though closer now than ever. She's practiced her brawling fighting style for a couple years now, and feels almost ready to be able to handle herself out on the road. If her foppish half-brother doesn't find her stash and blow it on gifts for girls, she feels like she could finally be out of here in a few months. She just has to get through the days and keep her nose down and not punch the miller boy for claiming he'd bedded her a fortnight ago. Like he was even her type!

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

So that's an introduction to the character I'd like to play for this campaign. Her role in the party would probably be both fighting in the front line, and repairing armor in the downtime. She doesn't hate her town so much as she's excruciatingly bored with this lifestyle and desires to go somewhere more lively. Her class will probably be brawler or fighter, since those fit her the best.

As for me, I'm an EST person, and I primarily post between 9pm to 1am.

Scoria the Stalwart, Rise of the Runelords

Alanar the Firehearted

Talon Neverion, The Shattered Star


Mervikoth wrote:

This looks great! I have a half-orc druid I plan on getting the stats up for later today. A family man tempted by the sweet comforts of civilization in his middle age after a relatively boring life as a guide and a hunter.

I'm in Central Time, and usually post from 2-4 pm or 8-midnight. I'm still a novice at PbP. My IRL gaming group had too many scheduling problems, so we started a PbP with me as GM only 2 months ago. Then I joined an unofficial PFS scenario a few weeks ago to get a feel for what it's like as a player. So I'm still figuring out how to write good posts, but feel like I have a good grasp of how often I need to post, especially as GM (answer: often!).

My post as a PC, Prince Magniventris: LINK
And one as a GM: LINK

I tend to blab on in backstories, so here's my submission.

If there's any other info I'm missing, or if you need clarification, let me know.

Good luck to everyone!


Dotting interest


Ouch Azrael, Siri is very similar to what I already tossed out crunch and asked a few questions regarding my planned build and backstory.

Hmm, I'm gonna go ahead and throw mine out all the same, it's not too similar that they both won't be unique but looks like most likely you and I shall be competing for the same position.


Vitaliano da Riva wrote:

Ouch Azrael, Siri is very similar to what I already tossed out crunch and asked a few questions regarding my planned build and backstory.

Hmm, I'm gonna go ahead and throw mine out all the same, it's not too similar that they both won't be unique but looks like most likely you and I shall be competing for the same position.

Well, that can possibly work out with both of them in the party. This is a sketch of her life, but adjustments can be made to her so as not to step on your character's toes. Brawler might be my first choice, but fighter or barbarian also fit her as a class. She could be a blacksmith, not an armorer but tool maker.

And if somehow both of our characters are chosen, she could be your half-sister. It is a small town.


Alright I think I did some of this justice.... I did decide to change a few things, so I should be able to roll with what I got built at this point.

Backstory for Michael Tataru:

Michael had grown up a pretty typical life for a Varisian caravan child. He grew up seeing the world and never having a home that stayed still for very long. While it's true that he had family and friends to rely on and that he had places they would visit yearly, still to have a true home was something the man could not describe. Growing up, he showed no real aptitude for the bow, nor the bladed scarf that some Varisians used as their hidden line of defense. But, from an early age he learned how to use a shield to protect others. He couldn't fight normally, but he knew how to work a shield to protect those who could.

His talent in a fight didn't occur naturally for most, though perhaps it was so for a Varisian. He learned to fight with both his fists and the very shield he had used to protect others over time getting drunk in the taverns while getting in fights with the locals. It wasn't out of malice that the fights had started but eventually they turned ugly and this was where the boy became a man and a fighter. The bluster, the slight arrogance, the teasing desire to get under someone's skin from time to time once he'd had a drink or three where his demons, something that as he grew older he did his best to fight but occasionally lost to.

It was some time in his early twenties that he got a few too many drinks under the table. He awoke late in the day in the back of a wagon he personally didn't know. The knot on his head told him plenty though of how the night had gone. Once he'd got his bearings enough to stit up, the old dwarf driving the cart began speaking to him. It seemed in his arrogance and drink, he had made a wager. One that the dwarf knew he couldn't hold up, so the follower of Dranngvit made it a point to take care of the wager for him and in return, he'd pay the debt to the Dwarf through hard work and toil. Perhaps it was purely through kindness that the dwarf had chosen to do what he did, but all the same he had gained himself an apprentice.

Michael spent the next eight years working and sweating in the forge, his best friend a hammer, his armor the apron. He had only really need to work for a few years to pay back the dwarf but it was almost as if the man had found his calling at the anvil. So he toiled, he worked, and he learned under the elder who lived in Janderhoff. He wasn't sure if the old man had any family, it was hard to get him to talk on the subject but eventually near the end of his apprenticeship he finally broke down the old smith with a few high quality bottles of dark rum.

The old smith's story was one that he eventually found to be somewhat commonplace, though each time he heard the story it caused his heart to flame up once more. The smith had indeed had a family, his wife had passed thankfully a few decades ago so she didn't have to live to see her family destroyed by war. One of the many regiments of the Ironfang Legion had blown through his family's village, massacring the entire town. It wasn't until a few weeks later that the Smith had found out about the loss of his family when he traveled to meet his son and pick up the resources to take to market.

It was this first story that drove him to completing his training and leaving the old man behind. He accepted the gifts of the tools that the Smith himself had used for a century as his graduation present into being a full fledged blacksmith himself, and it was with these tools that he stood before the forge for three days and nights toiling to forge from his own blood, sweat, and tears the gear he'd need to survive. A shield, laden with jagged spikes and thin ringed chainmail that let him move freely when he needed while fighting and defending himself or those he remotely cared about. He passed out soon after completing his work, and awoke over a day later to gather up his supplies and prepare for the annual trip to Nirmathas to sell the goods that his master had prepared.

Apologies if it's a bit long, I started typing and my muse took over a bit as I worked and tweaked the crunch a bit. And now here is the updated crunch.

Crunch for Michael Tataru:

Michael Tataru
Male human (Varisian) brawler (shield champion) 1 (Pathfinder RPG Advanced Class Guide 23, 86)
CG Medium humanoid (human)
Init +3; Senses Perception +6
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee heavy shield bash +3 (1d6+2) or
unarmed strike +3 (1d6+2)
Special Attacks martial flexibility 4/day
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Statistics
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Str 14, Dex 17, Con 14, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 16
Feats Additional Traits, Improved Shield Bash, Improved Unarmed Strike
Traits affable, coincunning (janderhoff), shield-trained, world-weary
Skills Craft (armor) +7, Diplomacy +2 (+4 to gather information.), Knowledge (local) +5, Perception +6, Sense Motive +6, Survival +6
Languages Common, Dwarven, Varisian
SQ brawler's cunning, martial training
Other Gear chain shirt, shield spikes heavy steel shield, backpack, bedroll, masterwork armorsmithing tools, waterskin (2), weapon cord[APG], winter blanket, 1 gp, 9 sp, 7 cp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.

Now then, I suppose onto the other parts of the enlistment.

Enlistment Requests:

Surprisingly he is a bit older for someone just starting out in his life but once you've heard his story it's almost understandable. He has long red hair, frayed at the tips from long expose to fire and forge. Typically it is pulled back and held in place with some well maintained black leather straps, though on the rare occasion he will weave bits of leather and furs into his hair when he pulls it back into a braid that reaches the middle of his shoulder blades. He's not really that tall though compared to the dwarves he hangs around, he looks much like a giant standing at just shy of six feet. But the well toned muscle of a man who spends his life working metal and ores into armor and weapons shows easily in frame. This but with red hair, he comes off looking a bit feminine despite being 100% male.
He likes a good bed, a good ale, a fine woman, and the occasional fight. He's a simple man, But give him even one of these and he'll be set for a time.
What he doesn't like is needless bloodshed, involving the innocent, wine, jackasses who simply won't let go that he is simply a very very pretty man.
His long term ambition is to probably settle down, make a family in a safe environment, even if he has to forge the land to make such a place.
I think the connections are all well in place with the backstory, I hope I did not go overboard with.
Hmmm, I see the character perhaps maturing a bit, possibly hardening to the harsh realities of his 'homeland'. But mostly learning to fight with a team, learning to handle a shield better than anyone else, and eventually crafting a masterpiece that he could never top. (It doesn't necessarily have to be for his own use but I find it's always a good goal for a smith to craft something so beautiful that anything he were to put the hammer would pale in comparison.)
I am out of Central Standard Time or GMT-6? It's 2:30 ish AM as I write. However my posting habits are a bit all over the place. Typically anytime after noon CST to about 4 am CST. I try my best to offer 1 to 2 posts a day if I can help it and if the game speed allows it.
Hmm...well I have a small plethora of games I've been in both at table and by PbP. I will admit that most have not been to my liking mostly because of the fact that there is a promise of X posting rate...that seems to sluff off and slowly die. I have been apart of some absolutely wonderful campaigns despite this so I don't give up hope, after all you have to dig through the mud to find the gold
http://paizo.com/campaigns/DarkAgesVampireBloodlines/gameplay&page=198# 9868 One of my more recent posts as a Malkavian Politico in the Dark Ages of Venice.
http://paizo.com/campaigns/GIANTSOFAUTUMNTWILIGHT/gameplay&page=3 So this entire page is nothing but the GM having the characters that were going to possibly play (basically everyone who made a proper complete character and he approved to start roleplaying) to show up after five years apart from each other. He used it as a start for the campaign where all the youths of the village had gone away, traveled, or even stuck around...and they all met back this evening at the Tavern of their homeland to talk and reminisce. I feel all of it was good roleplay to really get character relationships established and help personify your character before selection. My character is Wulfrum Boulderhead. Most everything on this page is something I'd consider ok to good RP on everyone's part including my own.
http://paizo.com/campaigns/CouncilOfSongDMGuildMastersAllBardsCouncilOfThie vesAP/gameplay&page=5#227 This is my re-occuring character. I made him years back and I bring him out from time to time to play, though this iteration is a bit more human than I typically play him. (He's a catfolk with an emphasis on CAT most of the time.) Anyways I felt this was a pretty good moment in the early parts of the campaign where he had to puff up his chest, put on his false bravado, and lie his ass off to the Hellknights.

So I guess this is my submission. I like to think that each character I make is unique and I try to play them as their own individual person. Though there are some habits I always have a hard time letting go of. (I just....Lawful, it's so....constricting.) But hopefully you'll find the application to your requirements...and that I didn't overdo it. Let me know if you have further questions.


Hmm, maybe. I don't know if I could see the Half sister bit. He's Varisian and grew up in a caravan. On top of that, up till the start of the campaign (and he might still consider it to be) his home for the last... eight years was in Janderhoff.

Edit: But don't worry about it too much Azrael, certain campaigns bring out similar thoughts. I always offer this advice to anyone I run into or potentially play with. Play what makes the most fun for you and don't worry about what others create. The GM(s) will select what they like and if the party isn't 'traditional' then they will adjust the campaign or you will struggle a little sometimes...but otherwise it'll still be more interesting and fun if you are playing exactly what you wish.


Does anyone feel like doing a summary list of the submissions so far? Like Name/Race/Class? Or is that not a thing people do?


2 people marked this as a favorite.

Ask and ye shall receive...

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Character - Race/Class - Player
Bristlebone - Half-Orc Druid (Saurian Shaman) - Mervikoth
Ein Silverkin - Half-Elf Ranger or Druid or Hunter - The Pale King
Elric Barrow, Human Fighter (Shielded) - HeftyUpTop
Janet Morde - Human Psychic (Abomination Discipline) - Chromantic Durgon <3
Korren, Half-Orc Bloodrager (Destined) - MattZ
Marius Greathammer - Dwarf Paladin (Tortured Crusader) - rungok
Michael Tataru - Human (Varisian) Brawler (Shield Champion) - Vitaliano da Riva
Ryarg Gravemaker - Dwarf Druid (Bear Shaman) - Nazard
Siri - Half-Elf Brawler - Azrael Dukshi
Skalla - Half-Orc Skald (Fated Champion) or Shaman - Kittenmancer
Teeton - Human (Shoanti) Skald - Helikon
Thorn Greenleaf - Gnome Kineticist (Wood) - That Sean Fellow
Tiago Mezinas - Half-Orc Bard - Isin Ghar
Unnamed - Dwarf Kineticist (Kinetic Knight) - Sapiens
Unnamed - Human Inquisitor - Raltus
Unnamed - Halfling Wizard - Digger Chandler

With this submission I was uncertain of the intended Race or Class.
Gregory Tiller - - derpdidruid

And this submission is likely unacceptable because Changeling are not an approved race
Callistra Winton - Changeling Witch (Herb Witch) - DBH

.

Please let me know of any mistakes! Also recruitment is open until the 18th so there is certainly still time to submit.


Huh, how did I miss that?

I'll change Callistra to Human and resubmit her then.


Thanks Yoricks, super helpful. Although I’m guessing with this many submissions that there’s going to be overlap on most submissions.


DBH wrote:
Huh, how did I miss that?

It broke my heart a bit, too, since I'm also working on a Witch and Changelings are so very perfect for them.


DBH resubmitting his Witch with an embarrassed expression.

Callistra Willowbark:

CALLISTRA WILLOWBARK

Female Human (Taldan) Witch 1. CG Medium humanoid (human)

Init +2; Senses Perception +8,

AC 12, touch 12, flat-footed 10 (+2 Dex, ). hp 8 (1d6)+2

Fort +1, Ref +2, Will +3

Prepared Spells Prepared Spell List
Witch (CL 1st):
1st - cure light wounds (DC 14) , mage armor (DC 14)
0th - dancing lights , detect magic , spark (DC 13) STATISTICS

Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12

Base Atk +0; CMB +1; CMD 13

Feats Alertness, Fast Learner, Point-Blank Shot

Skills
Craft (Alchemy) +7,
Heal +6,
Knowledge (Arcana) +7,
Knowledge (Nature) +8,
Perception +8,
Profession (Herbalist) +5,
Sense Motive +3,
Spellcraft +7,
Stealth +5,
Survival +1,

Languages Common, Draconic, Elven, Sylvan

Archetypes Herb Witch,

SQ Bonus Feat, Cantrips, Elements Patron, Familiar's Alertness ability active, Herb Lore, Hex, Patron, Skilled, Witch's Familiar, Witch Patron Spells,

Possessions

SPECIAL ABILITIES

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Elements Patron

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Frontier Healer: You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Herb Lore (Ex) An herb witch can attempt a Profession (herbalist) check in place of any Craft (alchemy) check and gains a +0 bonus on Profession (herbalist) checks. In addition, herb witches can prepare 6 remedies. A remedy becomes inert if it leaves the herb witch's possession, reactivating as soon as it returns to her keeping. A witch can never have more than 6 remedies. As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn't allow saving throws, the remedy is ineffective. An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn't allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy.

Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 13.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Background:

Callistra Willowbark
Female Human. Witch (Herb witch archetype)

Callistra isn’t native to Phaendar, but has lived there for the last six years since being found alone in the woods as a child of twelve. She’s never spoken of why she was alone in the woods and refuses to discuss her parents.

Callistra is a slender girl, her skin never seems to tan and her ink black she keeps cut short. She wears gloves almost constantly. Stating that gathering the various herbs and plants she uses to brew her remedies can be dangerous to bare skin.

When the subject isn’t about her past Callistra is a cheerful and helpful girl, always ready to aid others and happy to brew the various mixtures that people ask for. She makes her living from a small hut, surrounded by the gardens she keeps filled with herbs. Brewing the teas, remedies and drying herbs for cooking to sell.

While she’s primarily a minor healer at the moment I see her becoming more offensively inclined as she progresses. The Elements patron gives her a number of offensive spells to go with her Hexes. She loses her 1st level Hex to get Herb lore. Combined with the Frontier healer trait she will always be a backup healer. Depending on who else is in the party, and if she’s selected I will take the Healing Hex next if we’re light on healing.

I also see her becoming a skilled poison user as a backup to her magic when her skill in the Profession (Herbalist) and Craft (Alchemy) get better.

I had to change a few things, but she is almost the same. I just need to buy her equipment.

You're in one of the games I'm playing in. The Jade regent game where I play Calder Brandsson.

I'm also playing in this one as Brandt Holgarson, a Human Skald. Keep

And I've been playing a Female Half-elf Rogue here. RotRL


Character Tiago Mezinas is now complete. He is a half-orc arcane duelist bard. I have summarized character info and response to Motteditor's questions. So all should be here in one place.

Concept:

A brash, conceited and unscrupulous scoundrel, Tiago uses his great wit, charm and good looks to enjoy life working as little as possible. Hailing from distant Varisia he has found refuge and acceptance in the small town of Phaendar which has welcomed him despite his obvious Sczarni descent.

He is an entertainer, who firmly believes that an essential part of the job is staying up all night, graciously accepting drinks from patrons or bartenders, seducing smitten wenches, and sleeping all day. He performs at all the local taverns, festivals, weddings, birthdays, and special occasions. He strives to be the life of the party and makes sure to know everyone in town.

Why Phaendar?
He does not answer that question directly, but turns solemnly away and speaks of lost love and regret... He has known hardship on his travels from Varisia, confronted bigots and preconceptions because of his Sczarni roots and mixed heritage. But Phaendar was different. He was accepted, not judged, and given the opportunity to prove himself and his worth. Despite the orc blood that runs through his veins, he identifies completely with his human mother, is ashamed of his orc heritage and despises his father who was “just a sperm donor that forced himself on his mother”.

He has made many friends in the short years he has called Phaendar home. In particular, he has grown attached to the owner of ??? tavern Travis Vane, his wife Martha and their children Rusty and Rose. They remind him of his brothers and sisters he left in Korvosa who he misses terribly, and wishes to see again soon. He has a special affinity with children, and enjoys playing with them, hearing them laugh at his tall tales and raunchy limericks, and so has built a small following of loyal little fans that look for every opportunity to hear him play.

Appearance and Personality:

Tiago is a towering, muscular and ruggedly handsome half-orc that is covered in delicate and intricate tattoos that cover most of his body. He is always well-dressed in clean and pressed colorful shirts that combine with his equally loud bandanas and sashes. He is brash, conceited and egotistical. He is a born extrovert who thrives on being the center of attention. Flashy (yet cheap) earrings, necklaces and rings complement his wardrobe and a beautiful black silk poncho with scarlet embroidered patterns completes his outfit.

Character Role & Development:

He is a support front-line skirmisher. Strong melee arcane duelist bard, talented at performing (singing and playing the guitar), with good people skills. He will develop his natural magical talents over time, and shift towards more of a support role, buffing party members during combat, and building relationships with NPC's outside. He is built tough enough to support the front-line fighters when needed.

Experience with PbP / RPG:

I have been playing RPG's for a loooong time. PbP not so much. I started a few campaigns a couple of years ago when I moved overseas and could not play IRL. I enjoyed the campaigns but had to give up the games when I encountered internet connectivity issues in the remote work areas. I am back now in a real city again, so I will have no problems keeping up with at least 1 or 2 posts a day. I am at EST+1 (Buenos Aires, Argentina) but will be moving back to CST in 4-6 months from now. Best times to post for me are in the evenings and occasionally around lunch time.
Examples of PbP and writing style:
LINK to Lance Wyvernspur
LINK to Rhemus Frayne

Statistics:

Half-orc (arcane duelist Bard) 1
N Medium Humanoid
Init +2; Senses Darkvision 60ft., Perception +3, Sense Motive -1
------------------------------
DEFENSE
------------------------------
AC 14, touch 10, flat-footed 14 (+4 armor, +0 dex, +0 natural)
hp 14/14
Fort +4, Ref +4, Will +3
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Greataxe +4 [1d12+6 (20/x3)]
Melee Cold iron Dagger +4 [1d4+4 (19-20/x2)]
------------------------------
STATISTICS
------------------------------
Str 18, Dex 10, Con 14, Int 12, Wis 8, Cha 14

Base Atk +0; CMB +4; CMD 14

Traits Fate’s Favored, Reactionary, Ironfang Survivor

Drawbacks wip

Feats Arcane Strike, Armor Proficiency (light), Bard Weapon Proficiencies, Shield Proficiency, Simple Weapon Proficiency, Toughness

Skills (9 points; 6 class, 1 INT, 2 background)
*Acrobatics -2
Appraise +1
Bluff +6
*Climb +2
Diplomacy +6
Disguise +2
*Escape Artist -2
*Fly -2
Heal -1
Intimidate +8
Perception +3
Perform (sing) +6
Perform (string instruments) +6
*Ride -2
Sense Motive -1
Spellcraft +5
*Stealth +2
Survival -1
*Swim +2
Use Magic Device +6

ACP 0
*ACP applies to these skills

Non-Standard Skill Bonuses

Languages Common, Goblin, Orc

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Arcane Strike
Darkvision (60 feet)
Bardic Performance (standard action) 0/6
Bardic Performance: Distraction
Bardic Performance: Fascinate (1 target)
Bardic Performance: Inspire Courage +1
Bardic Performance: Rallying Cry
Darkvision (60 ft.)
Orc Blood

------------------------------
SPELL-LIKE ABILITIES
------------------------------

Spells:

------------------------------
Spells
------------------------------
0th (at will) detect magic, ghost sound, mending, prestidigitation

1st (2/day) cure light wounds, grease

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 53.5 lb.

Gear
Backpack (5 @ 5 lbs) 2 lbs
Belt pouch (empty) 0.5 lbs
Cold iron Dagger 1 lb
Entertainer’s outfit (Free) -
Greataxe 12 lbs
Musical instrument: mandolin 3 lbs
Poncho 2 lbs
Spell component pouch 2 lbs
Trail rations x5 <In: Backpack (5 @ 5 lbs)> 1 lb
Wrist sheath, spring loaded (Cold iron Dagger) 1 lb

Money 0 GP 0 SP 0 CP


Interested, very interested.

Your recruitment post hit all the high notes for me and you have the history to back up your claims, which is good and bad.

Good because it bodes well for the game but bad because it will be very difficult to get in. :(

In any case, I think it's definitely worth the effort.

I'll work on a dwarven geokineticist unless something else inspires me while I start fleshing out his PC.

Thanks for hosting!

Sovereign Court

Also dotting interest.


1 person marked this as a favorite.

Augur & Haganeil:
Name: Augur
Race: Human (Kellid)
Class: Summoner (God Caller)
Age: 15 + 1d6 ⇒ 15 + (1) = 16 years
Height: 58 + 2d10 ⇒ 58 + (4, 7) = 69 inches
Weight: 120 + 10d10 ⇒ 120 + (4, 8, 9, 4, 10, 6, 2, 9, 2, 5) = 179 pounds
Alignment: NN
Traits: World Weary (Campaign, Survival), Wary of Danger

Stats:
Str 14
Dex 14
Con 14
Int 10
Wis 10
Cha 14+2

History: When the Worldwound opened and the demons of the Rasping Rifts poured out into Sarkoris, Haganeil, the god of the Iron Snake clan, and his summoner held off the hoards while the rest of the clan fled. The whole clan felt their god die, sacrificing it's life for theirs. The clan fled south, prayers and fear the only thing sustaining them, as they slowly died off until eventually less than a dozen were left. They eventually settled in what would become Nirmathas, keeping to themselves and trying to contact their slain god. Over the next century, they kept their knowledge and traditions alive, desperately hopeful that one day their god would return to them.

The Iron Snake clan had always had a tradition of martially inclined members, and they integrated well into Nirmathas's guerrilla warfare culture, serving with distinction for years. Unfortunately this also served to slowly whittle their already low numbers. Augur, optimistically but sadly inappropriately named, initially showed only minor promise as either a warrior or a shaman, and so was rarely sent out with the militas. This, however, saved his life, as it meant he was not there at the Ramgate massacre, where his brothers and father, and most of the rest of the clan, were slain.

Heartsick and with only a few elderly or very young members of his clan left, he became much more devoted to improving himself, and with drastic results. For the first time in over 100 years, Haganeil was successfully summoned, and the Iron Snake clan heard the voice of their god. Though weakened to a shadow of its former self, Haganeil is glad to be amongst his followers once again, and pleased with the dedication of his new summoner.

Personality: An ISTJ personality stuck in a soul of only average intelligence and discernment, Augur is largely a quiet, withdrawn young man. Though tough and physically imposing, he does not possess the warrior's heart that drives most Kellids, fighting out of duty rather than passion, a trait that extends to most of his life. His one area of pride and passion however is his ability to summon his god, Haganeil. He is truly devoted to his god, and will do everything in his power to support and carry out its will.

Haganeil: Since the Kellids first began calling gods to worship, Haganeil has been summoned to give guidance and protection. At full power it is an imposing sight, well over 30 feet long and weighing several tons, the serpentine elemental is covered in metalic scales and possesses incredible strength and durability. A patient god, it teaches endurance and stoicism, knowing that most problems can be solved if worked at for long enough. While protective and caring of its own clan, Haganeil usually practices a certain level of detachment from outsiders, until they have spent the requisite time required for the god to observe and approve of them.

Development:
Augur will mostly play a support role, using a reach weapon and combat reflexes to provoke AoOs while spending his turns casting spells or using Aid Another. Haganeil can act as a tank, grabbing and constricting foes, and soaking up damage. The plan is to increase his size as much as possible (huge sized eventually). This will be offset by his ability to burrow/earth glide, so smaller spaces shouldn't be a huge (lol) issue.

I am on eastern time, and can post usually between 730 and 4 on weekdays. After that and on weekends is highly variable. While I don't do a ton of pbp games, I have played in a few, and am currently running one as well (can be seen here). I am very much into roleplaying and character building, and am more than willing to devote time and thought into my posts.

Example post #1

Example post #2

The above two are two posts from one of my favorite characters from one of the first games I played in.

Example post #3

This is a post from a different game by essentially the same character.

Example post #4

Example post of a different character, representing how I can roleplay different personalities.

Example prose

Example of writing/storytelling ability.


SOLDIER-1st wrote:

Example post #1

Example post #2

The above two are two posts from one of my favorite characters from one of the first games I played in.

I’ll note that I GMed this game and I knew exactly what post the first one was going to be


Oh should I have posted a little character sheet type things?

Spoiler:

Human (Psychic Abomination Dicipline) 1
NG Medium Humanoid
Init +0; Senses Perception +4, Sense Motive +4
------------------------------
DEFENSE
------------------------------
AC 14, touch 10, flat-footed 14 (+4 armor, +0 dex, +0 natural)
hp 14/14
Fort +2, Ref +0, Will +2
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Quarterstaff -1 [1d6-1 (20/x2)]
------------------------------
STATISTICS
------------------------------
Str 8, Dex 10, Con 14, Int 18, Wis 10, Cha 15
Base Atk +0; CMB -1; CMD 9

Traits Magical Lineage, Ironfang Survivor

Feats Spell Focus Divination, Spell Specialization Mind Thrust

Skills 7 (2 Base, 4 Int, 1 Skilled) I am unfamiliar with background skills O.o will have to look into it.

Invested
Knowledge Religion +8
Knowledge Planes +8
Knowledge Arcane +8
Perception +4
Sense Motive +4
Diplomacy +6
Spellcraft +8

Un-invested
*Acrobatics -2
Appraise +4
*Climb -3
Disguise +2
*Escape Artist -2
*Fly -2
Heal 1
Intimidate +2
*Ride -2
*Stealth -2
Survival 1
*Swim -3
Use Magic Device +2

Spells

0- Daze, Detect Magic, Prestidigitation, Mage Hand
1st- Mind Thrust I, Silent Image, Ray of Enfeeblement

Special Ability

Dark Half: By allowing the dark forces to overcome you, You can enter a state of instinctual cruelty as a swift action.

While you’re manifesting your dark half, you increase the DCs of your psychic spells by 1, gain a +2 morale bonus on Will saves, and become immune to fear effects. Whenever you cast a spell that deals damage while manifesting your dark half, you can cause one creature that took damage from the spell to also take 1 point of bleed damage. The amount of bleed damage increases to 2 points at 5th level and to 1d6 points at 13th level. While manifesting your dark half, You can’t use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration other than casting spells using psychic magic, using phrenic amplifications, or attempting to return to normal. You can attempt to return to your normal self as a free action, but must succeed at a concentration check with a DC equal to 10 + your caster level. If you fail, you continue to manifest your dark half and can’t attempt to change back for 1 round.

You can manifest your dark half for a number of rounds per day equal to 3 + 1/2 your psychic level + your Charisma modifier(5 Rounds); when these rounds are expended, you return to your normal self without requiring a concentration check.


Pathfinder Adventure Path Subscriber

Second try, after this post got eaten last night.

Halius Glimmerdazzle:

Male bleachling gnome ranger (ilsurian archer) 1 (Weapon Master's Handbook 6)
CG Small humanoid (gnome)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +4 (+6 to act during the surprise round)
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 shield, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +0; +2 vs. illusions
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +4 (1d6+2/×3) or
. . boarding axe +4 (1d4+2/×3) or
. . kukri +4 (1d3+2/18-20)
Ranged shortbow +5 (1d4/×3)
Special Attacks favored enemy (goblinoids +2), hatred
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Bullseye Shot, Point-Blank Shot
Traits forest senses, foxclaw scout
Skills Acrobatics +4 (+0 to jump), Climb +3, Handle Animal +4, Knowledge (nature) +4, Linguistics +1, Perception +4 (+6 to act during the surprise round), Stealth +8 (+10 in matching terrain), Survival +4
Languages Common, Gnome, Goblin, Sylvan
SQ gnome magic
Combat Gear cold iron arrows (50); Other Gear lamellar (leather) armor[UC], buckler, arrows (40), battleaxe, boarding axe, kukri, shortbow, backpack, bandolier[UE], bedroll, belt pouch, camouflage blanket, eternal candle, fishhook, flint and steel, grappling arrow[UE], hip flask[UE], silk rope (50 ft.), snorkel[UE], soap, waterproof bag[UE], 31 gp, 2 sp, 9 cp
--------------------
Special Abilities
--------------------
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.
Benefit: You can spend a move action to steady your shot. When yo
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Halius Origins:

Halius Glimmerdazzle is a relatively young gnome from Phaendar, where he lives with his family - his 2 fathers, his mother and several older and younger siblings.
Unlike most other gnomes, he has neither real interest nor talent for magic and tinkering, what made him the odd one in his family.
His life was really uneventful so far, a fact he struggles with so hard, he already has to fight the bleaching despite his age.
On his everlasting search for excitement he jined the foxclaw scouts, in the hopes of becoming a famous hunter, hunting down ferocious magical beasts. This commenced furious training with bows and spending countless time outside the city in the forests.
Halius also took pride in the gnomish tradition to prepare against the goblin and giant plague, his lack of magical talent driving him to ambition there. He probably wouldn´t know how to react to a real giant or goblin though, since he never met one in person, only in tales and his imagination.
Spending so much time in the forest, he also developed quite a knack for talking to animals. He thinks this gives him a deeper perspective of live, especially compared to people who mostly talk with other gnomes or humans, since animals opinions usualy are very different, but contain a lot of wisdom.

This Image neatly fits howi imagine Halius look.

Character development:

Class and archetpye provide most feats needed over time, so i would love to take some gnomish special feats with this character, like one letting him talk to animals at will and bringing out more of his quirky personality. The fate of his family and Phaender most likely will have a deep emotional impact on him and his further development will probably depend on his mates and further events to unfold. More bleaching and falling into despair or becoming more positive and lively again?

About me:

Based in europe i mostly post in the US afternoon, but posting times vary over the day depending on workload. Since i´m in some lighter and experimental games mostly at the moment, i´m searching for a more rp heavy game to develop a character of my own more deeply.
I tend to do short to medium sized posts moving action and story along, tagging other people as good as possible, prefering direct interactions over long monologues.
My history here should show that i´m a reliable poster and player.


I got Janet's HP wrong >.> by a lot.

She has 9 not 14. I think I copied her AC for some reason.

EDIT: also I've looked up background skills, they seem fun.

Should you agree Motteditor I'd like them to be knowledge Arcane due to her research into her powers during her adolescence and Handle animal just because of her rural up bringing.

I'd use the point from Arcane which is now unspent for either knowledge history or Intimidate, probably history as intimidate would like only be used in doing dark half form.


Knowledge (Arcana) isn't a background skill. Knowledge (History) is though, so just switch those two and no problem.


Thankies :)


I put Ryarg's background skills as Handle Animal and Profession-Vintner, though if you have others that make more sense to you, let me know.


Just posting a sheet for Siri now that I've gotten most of her character set up.

Siri the Surly:
Siri The Surly
Half-elf (Brawler) 1
N Medium Humanoid
Init +3; Senses low-light vision, Perception +7, Sense Motive +9

------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex, +0 natural)
hp 11/11
Fort +3, Ref +5, Will +1
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Unarmed Strike +5 [1d6+3 (20/x2)]
Melee Handaxe +4 [1d6+3 (20/x3]
------------------------------
STATISTICS
------------------------------
Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 14

Traits: Trade Talk (Craft), Bastard

Feats: Weapon Focus (Unarmed Strike), Improved Unarmed Strike, Skill Focus (Sense Motive), Light Armor Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency (Handaxe, short sword, Close fighter weapons group)

Skills (4 points; 4 class, 1 favored class)
*Acrobatics +7 (1 rank)
Appraise +0
Bluff +0
*Climb +3
* Craft (Weapons) +5 (1 rank, Trade Talk)
Diplomacy +0
Disguise +0
*Escape Artist +3
*Handle Animal +4 (1 rank)
Heal +1
*Intimidate +0
*Know (engineering) +0
*Know (Local) +0
*Perception +7 (1 rank, Keen Sense)
*Ride +3
*Sense Motive +9 (1 rank, Skill Focus, Bastard)
Stealth +3
*Swim +3

Languages: Common, Elven
---------------------
Special Abilities
---------------------
Keen Sense: +2 to Perception checks
Adaptability: Bonus Skill Focus Feat
Low-Light Vision
Elven Immunities
Elf Blood
Multitalented: Brawler and Rogue
Brawler's Cunning: Can take combat feats as if Int was 13
Martial Flexibility 4/day
Martial Training
Unarmed Strike
---------------------
Equipment
---------------------
48gp
Handaxe
Studded Leather Armor
Brawler's Kit
Artisan Tools (Weapons)
Artisan's Outfit
Explorer's Outfit
Peasant's Outfit with Corset
Soap
Compass
Honey (1/2 pound)


DM, this is Gerald's sylvan Sorcerer. Wren is basically a girl who loves her big, dumb dog.

Info:

Spoiler:
As always, if you have suggestions or questions, I'd be happy to change things as necessary. I don't really know how to link posts, but we have played in a game together before, and I hope you will recall me as an active participant in the revelry. I'm still in several games, please feel free to check them out! I'm quite fond of Nininox the gnome in my current Ruins of Azlant game, for example. Finally, I will be building a separate alias for Taravel, if I am accepted for ease of reference.

I know you've got a tough job ahead of you. Thanks for the consideration.


* Tell me about your character:
Description:
In one of the civilized moments, where Barhador is not expressing an animal focus, he seems a reasonably normal elf. His hair is the browns and reds found in pine bark, and depending on how long it has been since he cut it, it runs from a couple of inches long to shaggy and hanging in front of his eyes. Those eyes are the nearly glowing green of an unripe acorn. His skin is the pale colors of maple bark, with his calusses showing darker hues. Barhador's clothing is simple and functional, with no obvious adornment. It is made to serve him as he travels through the forest, and clearly reflects that focus. He stands shorter than most male elves, but seems not to care about it.

Background sketch:
Olbronadir was raised as part of a small, relatively isolated tribe of elves, who call themselves Nestornor, those who heal the trees. The Nestornor live deep in the Fangwood Forest. They are not savage or uncultured, but were started by a fairly diverse group of elven Green Faith followers who were looking to establish a way of life even more in tune with the natural world than most elven communities manage. The Nestornor were successful in creating the way of life they had sought. Over time, they began taming and returning the ruins (that others left behind when the Fangwood proved too much of a challenge) to the forest. During these efforts, the tribe has become expert in dealing with the incorporeal spirits that seem to prefer such ruins.
Olbronadir was born into the third generation of Nestornor. As he grew, he learned his skills and trade from a variety of teachers, developing a closer connection to the land than any one of them displayed. He combined their techniques into a unique set of capabilities reflecting their variety as much as his focus on the land itself. As he aged, Olbronadir became one of the most successful and respectful hunters among the young elves in the tribe. His early successes have him imagining himself on the tribal council in his later years.
Unfortunately, the tribe is slowly shrinking. They need an infusion of new blood. Olbronadir's mother, Celeblasel, and father, Erfaron, agreed with the tribal council that he should be one of the young men sent to seek wives worthy of the Nestornor so that the tribe could thrive and continue its good works. All of these elves were renamed Barhador to remind them of their responsibility to return home and help the tribe thrive.
As the newly named Barhador went exploring, he worked his way to Phaendar. He has been exploring around the edges of the small town, covering his limited costs through his hunting while getting to know the few elven lasses present. He has made several additional casual and business acquaintances, and is recognized by the locals as a new, potentially long-term, member of the community. He has even begun working with the Foxclaw Scouts, because it seems a positive way to contribute while he tries to woo a wife.
I assume the primary NPCs are described in SOME level of detail already, and will need to assume some familiarity with them. I do not know anything about the town of Phaendar, or who they are, though.
In a city of 400, with very few elves, I will assume there are only 2 elven lasses both single and close enough to his age to be considered. Let's say the first is Ladrengildes, a farmer's daughter, helping her widowed father tend the farm and animals. The second will be Galuchin, an entertainer who has to also do odd work in order to keep herself supported when there are no numbers of travelers in town. These can be reworked, expanded, or replaced by any that already are documented in town, of course.

what's your character's connection to Phaendar?:
Kind of nebulous, as described. Barhador's looking for a mate to take home. Home is, however, close enough that when the troubles start to hit, he will have every reason to work at controlling the problem in order to secure the safety of his own home.

* How do you see the character developing?:
I expect he will keep his deep natural focus, but I am uncertain if long-term associations with heroic characters will redirect him away from his desires to become an established leader back home and more into a different sort of life. I'm curious to see how that goes, actually.

* What timezone are you in and when do you typically post?:
I am in Central US Time zone. I normally post weeknights after work and before bed. I also post on weekends when i am not working at one BSA event or another.

* Tell me about your gaming experience.:
I stared playing table-top RPGS back in 1979. My first exposure was using the AD&D PHB to build a character that soloed through a friend's little dungeon concept written using the red box.

Since then I have been an RPGA judge; a Living Greyhawk Triad member; Founded and ran a local public gaming club for about a dozen years; helped organize and run conventions in Nebraska, Iowa, Kansas, South Dakota and Missouri; been a Pathfinder judge; been a judge for The Gathering at Origins for several years; both did RPGA judging at Gen Con and worked in the WOTC booth; etc. I've been doing this for long enough that I know it is about the story and getting the story told. The mechanics are a tool to tell the story. The common fun comes from the story. Mechanics can provide a little spice, but no number of critical hits can make up for not caring about the combat.

I really enjoyed playing this character. I should try to get him into another game. Maybe one will last.
Read through my next two posts, if you would.
Sample 2
Sample 3

This was an interesting character. The dynamics were a little different than I epxected, though.
Sample

Another character I'm still trying to get to play . . ..
Sample

Build Notes:
Race:
Elf
+2 Dex, +2Int, -2 Con
Medium
humanoid (elf)
30'
Common, Elven - Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
Elven Immunities - immune ot Sleep effects;+2 vs enchantments
Keen Senses - +2 racial on Perception
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity.
Low-Light Vision
Class:
Feral Hunter
Any Neutral
D8
4d6x10 GP
The hunter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
6+Int/Level
+0/+2/+2/+0/Animal Companion/Animal Focus/Nature Training/Orisons/Wild Empathy/Spell Casting
Know 4 @ 0, 2 @ 1
Cast 1 @ 1 + Wis
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Solitary

Unlike most hunters, a feral hunter does not gain an animal companion.

Feral Focus (Su)

At 1st level, a feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability’s duration. She can end this ability as a free action.

When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.

This ability alters animal focus and replaces the hunter tactics and speak with master class abilities.

Animal Focus (Su)

At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day—it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Nature Training (Ex)

A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex)

A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier 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, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

S 5 14 - 14 +2
D 5 14 - 16 +3
C 2 12 - 10 +0
I 0 10 - 12 +1
W 7 15 - 15 +2
H 1 11 - 11 +0
140 GP - No gear purchased, yet
8 HP
Campaign Trait: Foxclaw Scout:
You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
Racial (elf) Trait: Wild Stride: Forest: You can move through naturally occurring difficult terrain without any penalty while within your favored terrain. Terrain created or modified by magic or traps affects you normally.
Feat: Graceful Athlete: Add your Dexterity modifier instead of your Strength bonus to Climb and Swim checks. If you have a Strength penalty, you must apply both your Strength penalty and your Dexterity modifier. This feat grants no benefit to creatures that already add their Dexterity modifier to Climb and Swim checks (such as all Tiny or smaller creatures).
Acrobatics (non class) (Dex), Climb (Dex), Knowledge (Nature) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Dex).


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Yooo! It's begun!
Mott's hands down one of the best GMs I've had the privilege of playing under on the boards. Best of luck to all you interested and be sure to bring your A-game, Mott's more than worth it!


Do you prefer first-person backstories or a third person version? I note most here have done 3rd person and your question format seems to encourage it. Just asking if you want to read a two pages story or not.

Thanks!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Mowque -- I'm totally fine with backstories either way (I've done it both ways when I've applied to games as a player depending on the character).

(That said, I will be expecting third-person for the actual game thread.)

--

Also just to make sure it's clear, while you're certainly not penalized for it, no one has to post your sheet at this point. I'm not going to be looking closely at them until I've picked the players.


motteditor wrote:


Also just to make sure it's clear, while you're certainly not penalized for it, no one has to post your sheet at this point. I'm not going to be looking closely at them until I've picked the players.

That's good to know. I should have a submission coming soon then.


Shadowtail24 Submission
Gnome Bard (Celebrity): Zarkar the Story Teller

Player Details:

Timezone: EST. I primarily post after work (I work 8-5), but I also check in before work and at lunch.

Gaming Experience: I started playing DnD 4 when it came out, and then the group moved to the Pathfinder playtest and eventually Pathfinder. In college, I moved from primarily a player to a GM and would run quests over the summer when I was home. After college when I was in a new city I started playing on the forums, where again I’ve mostly been a GM. I picked up a new IRL group a couple of years ago and played through DnD 5 before moving them to Pathfinder. That group is on hiatus so I’m back to the forums. I’m playing in a quest my friend runs (Soldier1st) and will probably do another run of my Cheliax House Politics quest again.

I’ll note too, that outside of DnD 5 (Hoard of the Dragon Queen), I’ve played and/or ran entirely home-brew quests. I’m excited to try out an adventure path to see how they compare.

Example Posts:

Post Example 1: This is the introduction to a quest I ran online. The quest is actual a re-telling of the first Pathfinder quest I played, and the characters involved are all the originally played characters (including Dante in post two).

Post Example 1: Intro to the Merc Guild

Post Example 2: The ship is in a new location that no one can recognize. The Captain and most of the crew are dead. The first mate is in hysterics. Everyone has lost their hearing. Drysten takes the command.
Post Example 2: Dristen takes the command

Post Example 3: another GM post. The party has woken up with no recent memories, and has only one link to their past lives. That link is then hanged for treason.
Post example 3: The Ringleader Dies

Character Build:

Zarkar The Story Teller
Male middle-aged gnome bard (celebrity) 1
NG
Str 8, Dex 12, Con 12, Int 13, Wis 14, Cha 19
Feats Persuasive
Traits ironfang survivor, natural-born leader

Role: Combat support, leadership and charisma, and information-gathering

Long-term development: Zarkar is transitioning from a teller of stories to a liver of stories. Early on he’ll be thrilled, and will have some idea with what to do based one what he’s heard from others, but he won’t have strong natural reactions or inclinations. For the long-term he’s going to convert the love for attention while performing to the love for attention while adventuring. His stories will start to be about himself, and he’ll build up a following. He would pick up the leadership feat, and likely pair with a tactically minded cohort similar to the blackjacket portrayed in the background (That’s Dante by the way, from the follow up post to Post Example 1). He’ll never be a strong combatant, but he should have an extensive understand of situations after all of his story recordings and notes.

My friend Soldier1st showed me the spell Sand Table and I love the idea of having the bard character using that spell while working with a tactical cohort, especially in an AP like this.

Early Background:

Born to wealthy parents in Northern Cheliax, near the borders with Molthune and Isgar, Zarkar had a relatively easy childhood. He was fed the best of meals, educated by private tutors, and instructed in social etiquette. When his basic tutoring was complete, he was given options among the various finishing schools. His father wanted him to become a craftsman, but his father was a busy man and never had time to really pressure him to that calling. His mother just wanted to make sure that he didn't enlist in the militia, and he was more than happy to oblige.

What interested him was adventuring. Well, actually, it wasn't adventuring itself that called to him, it was the stories of the adventures. His parent’s estate had a tavern on the premises, and Zarkar was there every night to listen to the traveling minstrels, bards, and singers. He loved the stories, even when he could that a story teller wasn't very good. After one particularly terrible performance, Zarkar decided to write down the key points of the story so that when he learned to be a story teller, he could tell it better. He performed to the servants on the estate later that week, and they loved it. He wasn't impressed with the performance, but the attention of the servants was amazing; he loved it. He already thought he wanted to tell stories, but now he was sure. He decided to make it a regular discipline now to take notes on all of the performances, for both content and deliverance, so he could recreate them in his own performances.

His parents weren't thrilled that he wanted to go to the bardic school, but they weren't really disappointed either and they let him follow through with the choice. His mother at least was happy that he was going into an safe profession.

________________________________________

At the bardic school, he stayed away from instruments as much as possible, and focused on the oratory performances, and the movement and tone studies. He was well ahead of most of the class in his repertoire thanks to his notes, but that also came with a price. During once performance he referred to himself as a human, and everyone quickly figured out he had taken the story from another source. Most story tellers steal stories, but to have it confirmed during a performance is a blunder of the worst kind. His classmates started calling him the Story Taker then. They meant it as an insult, but he embraced it. The meaning could be more than just stealing stories, it could also be about recording stories.

As he finished his classes and set out as an apprentice under a master bard, he took the story recording to heart. His main question to just about everyone he met was, "Tell me a story." And the people obliged, telling him daring tales of adventure, pain, heartache, survival, or even crime. He payed close attention to the story, and would later write it down and assign the originator to it. He changed enough of the specifics of the story to make it a general tale, and in some cases to protect the individual.

The dedication to collection and deliverance helped raise him to Journeyman and Master quickly, and he settled into that life. He mostly stayed in the area of his family, traveling only short distances to the various taverns and performance halls in the area. He married a gnome lady who had worked in a performance hall, and started a family. He was happy, content and settled as he entered his second century.

Adventure Hook:

"And this was in Andoran? Can you be more specific about the location?" Zarkar kept his voice amicable, though he was beginning to wonder if it was worth it with the adventurer, even if the man was a Blackjacket. He seemed to have a wonderful tale, but he was averse to talking about it, and it was taking an incredible amount of questions to piece it together.

"No," came from the reply from the man. He was still in his full plate, even in the tavern. It was a deep black, with intricate trimmings around on the shield and scabbard. They were standing against the back wall of the bar; the man leaning against the wall and Zarkar on a stool.

Zarkar grimaced as the man took a sip. "So let me try to make sure I have the details right? You were in this area just passing through, but learned of a mercenary guild that would be forming there soon. Were you already a blackjacket at the time?" The man nodded stiffly. "Then why show interest in a small mercenary guild?" Zarkar honeyed his voice that time, it was an important question to the tone.

"They were all going to die; I wanted to stop that." Zarkar nods and makes a note.

"As the group is first meeting-" Zarkar cuts off with a squeak as a scream is heard outside. The man takes a step to the door, and stops when more screams are heard outside.

The man bellows out commands as he strides for the door. "If you can fight, stay here. Others, upstairs; now! Lock yourselves in and don't open the door for anyone you don't know." The man strides to the door, his shield buckled on by the time he reaches it. Zarkar stays where he is, frozen. He pulls the flap back and peers outside. "Ironfang legion." He closes the flap, and bolts the door. "Move the furniture to bar the door and then blow out the lights."

The mad scramble of movement washes by Zarkar, who without really thinking turns his journal too a new page and starts writing furiously. He notes the helpless moving upstairs, but stays in place, documenting the man's commands and the work to barricade the door.

Too late he realizes what the man's last command had been, as darkness envelopes the tavern. He stashes his journal, quill, and ink in his back by feel. As his eyes adjust to the darkness, he sees that the others are all bunkered down behind tables. He jumps from the stool to the bar and then stoops down behind that. He grabs a barrel, lays it on it's end, and stands on it so he can see over the bar.

Minutes pass with more screams echoing outside. There are sounds of fighting as well, and of metal ringing on metal. Without warning, the door shutters as something impacts it from outside. There's a curse from just outside the door, and then another shutter. The men behind the tables shift nervously. The door holds, though, and there are no more impacts.

More time passes, and then harder impacts barrage the door. An axe blade slices through. Someone looses an arrow but it only hits the door. The man in armor whispers a sharp "Hold!" The axe blade comes through again. And then again. The hole in the door grows, and through the moonlight shining in Zarkar can see that there are quite a few goblins standing outside the door, eager to get inside. The hole is large enough to see through, but the tables are still keeping the door from opening.

Someone outside shouts, "Burn it down." The voice doesn't sound human. Zarkar shakes at the thought, nearly upending his barrel. The man with the axe shouts back, "No, keep the ale." An arrow flies through the hole and buries itself into the goblin's shoulder. He screams and curses, stepping to the side and striking at the door with renewed fury. The door yields quickly, and then the attackers are jumping the tables and surging into the bar. Two of them are dead before they hit the ground, courtesy of the Blackjacket's sword. A few more get hit with arrows as they enter, but they keep pressing in.

Zarker's nervousness spikes, but something else joins it. Even as he watches men coming near him, he can't help but marvel at the thrill, at the rush of adrenaline he is getting. It's just like all of the stories; I'm living one now. Panic sweeps back over him as he sees sees some of the tavern crowd get struck down. What do I do? A more important question comes to his mind though, What would the men in the stories do? His mentally rifles through his stores until he gets to one about a tavern brawl. That's it, the man who knocked out an opponent with a mug. He grabs a mug from under the table. No one is close enough, so he throws it at a goblin. It's a poor throw, but it does come to a rest on the floor near a goblin's foot. When the goblin tries to parry a thrust he steps on it an falls prone, and then is quickly run through by a spear.

Zarker smiles, I'm a hero! I just helped that guy kill that goblin. He smiles disappears as he hurls up his dinner all over the bar. He starts throwing cups at goblins, though the rest have no effect on the fights. The tavern crowd manages to repel the goblin attack, sending them running back out into the streets. A few follow, but most remind behind, including Zarkar. The gnome is still full of adrenaline, amazed at the feeling. One negative through does creep through though, Why have I wasted my life telling stories, when I could be making them. Zarkar, the Store Maker. He smiled again at that moniker; that would be a name to aspire too.

________________________________________

"WHAT DO YOU MEAN YOU'RE LEAVING! YOU HAVE KIDS; YOU HAVE ME; YOU HAVE A GOOD LIFE!" Zarker winces at the explosion, but he knew it was coming as soon as he told the servants of his intentions. He had managed to pack some of his gear when his wife had burst into the room. Zarker kept his voice calm, though he tried to leave the charm out of it, he was pretty sure he know how his wife would react to that.

"It's the stories, they're just... Well I want to live them, not just tell them." He pauses, trying to figure out how to say the next part. "When I perform well and the crowd claps, I get a rush of excitement. But when I was living out the adventure, when I was staring death in it's ugly green face," he paused to make a mental note to remember that line in the retelling, "I felt that excitement a hundred fold. A thousand fold! It was incredible, and I must experience more of it." He knew it was a somber moment, but he couldn't help smiling as he dwelt on the rush of adrenaline.

His wife harrumphed, then turned an walked out, smashing a pot on the floor as she left. Zarker frowned after her, and then continued packing.

He had almost finished packing when his wife came back with his mother. He steels himself, but the tone is sweet and caring. "Zarkar, I know that you think you want to travel and find adventures, but you don't really want to. That way leads only to death, and you don't want to die, do you."

Zarker pauses, thrown off by the tone. "But I didn't die," he says lamely, "I made it through an attack."

"Yes, one attack, and that was very brave of you-" He stops listening at the point. That was very brave of me, wasn't it. I stayed an fought, and I helped. The rush came back. He smiled, and interrupted whatever his mother was saying.

"Sorry, Mother, but I've made up my mind." He shoulders his pack and walks out, not listening to the shouts now coming from both ladies. Now that was a properly dramatic exit.

________________________________________

He spent the night at an inn, and then woke up with the dawn. Alright, now, where to? In his haste last night he hadn't considered that. He remembered the man had called the goblins the "ironfang legion." He knew plenty of stories about them in Molthune and Nirmatha. He had met a man from Nirmatha once, a former soldier with a crippled leg. The man had left Nirmatha, fearing more wars, and come down to Cheliax to live out the rest of his life. Oh yes, that man had stories to tell. He lived it all, war, famine, monsters, unforgiving terrain. Where had he been from. His memory failed him so he pulled of his journal, and found the entries from the man. He flipped to the front of them, where he had noted the man's details. Phaendar? He didn't recall ever hearing that from anyone else, but if the man had experienced all that there, he knew where he would go.


Hey GM,

Thanks for hosting. Like Is aid before, your recruitment post was music to my ears.

Please consider Harnar, male dwarf geokinesis, for inclusion your game. His crunch should be pretty complete and his fluff is spoilered below.

Harnar should be a very good ranged combatant and decent melee at later levels. His skill with rock will be useful given the topography of the area. Out of combat, he will tend to want to lead and move things along, a remnant from his past as construction crew supervisor. I'm sure his personality will develop once I start playing him.

I would like to tie him more closely with some of the people of Phaendar, specifically to craftsmen of the town (and others?) Is this something we can do now or wait until an eventual selection?

As for me, Fabian, I am currently hosting three PBPs and playing in six more. Feel free to check my posting history and/or reach out to my current (and past) GMs for references.

I live in EST and tend to post throughout the day, unless I'm traveling from work, at which time I will post very early in the morning and late at evening/night.

Let me know if you have any questions and thanks for hosting again.

-----------

fluff:

APPEARANCE

A rusty red mane in a mohawk style with shaved sides and braided beard frame Harnar’s face. Slightly taller than the common dwarf but not less stockier, Harnar paints an imposing figure. The dwarf has a couple of tattoos, representing the destructive power of rock, which are visible on his arms with one creeping towards his neck.

A well-oiled chain shirt covering his grey clothes and his warhammer make up the rest of appearance.

BACKGROUND

Born in in the mining town of Longshadow in the Hollow Hills, rock and stone was all the young dwarf knew growing up. He started working deep underground and in open pit mining at a young age. His innate sense of rock strength made him very suitable to work on the mine’s fortification, making sure the tunnels remained open and safe.

From there it was only a simple step to convert to making traps. After all, knowing the innate strength of rock allowed him to either make it safe for mining or very unstable (and easily triggered) as a trap.

Harnar became well known in Longshadow for his craft and led a small team of dwarves. A simple disagreement with the elder dwarf in charge of the town’s fortifications made him want to get some air for a time. The elder dwarf was very meticulous with his stone craft and always berated Harnar for doing a ‘sloppy job’. Harnar would always tell him that he was building traps and not monuments to last centuries. It was time to get a new perspective.

He traveled to different mining outposts along the Hollow Hills offering his services as a stone mason.

It was during one of these times, traveling from village to village, that his team was viciously attacked by the what he later learned was the Ironfang Legion, the monster regiment from Molthune. Harnar a couple of his team were able to escape into the local caves but some did not survive the attack.

Battered in both body and spirit, Harnar bid his fellow workers good-bye and ventured down river with a trading barge to visit Phaendar. He’s been in town for a couple of years now, working on their fortifications and stone craft.

PERSONALITY

Stubborn as a rock and explosive like an avalanche. Harnar has been described as stubborn and hot-headed but that could probably be said of many young dwarves.

While he certainly has the skill for fine stone work, he lacks the patience needed to craft masterpieces, preferring to do what is right and necessary and then move on to another project.

His connection to the rock spirit, as he calls it, is uncanny and the dwarf will at times put his ear to the rock and listen. He knows that he is connected to the rock spirit somehow and can call on it to barrage his enemies. This still has not ceased to amaze him and he can be seen praying to and thanking the rock spirit for its aid.
- Interested in how and why things work. Excellent skills with mechanical things. Risk-taker who lives for the moment.

- Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.

- Adaptable, action-oriented. Focused on immediate results. Impatient with long explanations.

- Assertive and outspoken - he is driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed. He values knowledge and competence, and usually has little patience with inefficiency or disorganization.


Just a note, DM, I am tweaking the background etc., in my profile up until your decision day. I'd prefer to do it there rather than to clutter your thread with a bunch of ideas that hit me at random times. Thanks.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's fine. I'm starting to go back and read submissions more carefully, though I still have a ways to go.


Submitting Jase Everluck, unchained Rogue, for this recruitment!

Answers to questions...:

Jase dislikes the country of Molthune and in particular the Ironfang Legion after what happened to the company he served in. He has a weakness for alcohol since that happened, and always feels a need to prove himself, in general.

Jase just wants to be viewed as his own man, a capable friend and companion who can handle himself in a fight. He would like for the conflict with Molthune to end, but as long as Nirmathas remains free that is what's important.

Character Development - Jase currently has no long-term planning...he just thinks about the next fight and drink. Over time I'd like him to get to thinking about the big picture...true freedom for Nirmathas, in addition to becoming more confident in himself and learning to fit in where he naturally belongs instead of trying to follow in any footsteps.

Timezone is US Central Time. I post throughout the day, usually, so no particular time to note.

I'm a 25 year D&D & Pathfinder veteran, though I haven't been playing PbP for too long. I love the fact that there seems to be more room for telling a story in this medium.

Background/Description/and sample posts from my other aliases are all in the alias itself. Let me know if you have any questions, and thanks for the opportunity!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

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A couple people have asked about NPCs and others in the village, so here are some folks that you may know. There will be others you'll meet (some who may be there for the Market Festival and thus are not known to you and some that will come along later), but if you want to incorporate them, you can. (Note that one's a smith; for those of you who've got smithery [not a real word, I know] in your background, if you're selected, I'll work with you to make sure the background fits in.]

Aubrin the Green is a retired Chernasardo Ranger and local legend — either intentionally or because the best parties tend to spring up around the foulmouthed priestess of Cayden Cailean.

Vane Oreld is the closest thing Phaendar has to a doctor, though he swears vociferously when his healing skills are required. Oreld is a middle-aged Taldan with light brown skin, amber eyes, dark brown hair, and a neatly trimmed goatee. He wears a shirt whose cuffs are stained with unknown substances and breeches under a thick leather apron.

Kining Blondebeard is the owner of the Phaendar Trading Company, and the local smith. Countless burn scars mar the somewhat taciturn Kining’s pale skin, and she keeps her iron-gray hair cut in a short wedge.

Noelan Epharn is the elderly caretaker of the village shrine, a kind man whose advanced lack of hearing sometimes means what were intended to be private conversations with him are instead heard throughout the area devoted mainly to Erastil, Desna and the Green Faith.

Rhyna, Noelan's assistant, is an irritatingly optimistic Chelish woman with bronze skin, wavy blond hair, and pale green eyes.

Jet owns the Taproot -- the village imn referred to by locals simply as "the Root." She is a recent transplant to Phaendar of mixed Shoanti and Varisian descent with twin black braids, black eyes, and an iconic teal scarf worn around her waist.


Ryarg would have connections with lots of those people.

Aubrin because he's a wine maker. Vane because Ryarg also has healing skill and magic. Kining because Ryarg has to sell his wines. Noelan because Ryarg worships nature. Jet because she would probably stock some of his fruit wines.


Same for Skalla, she's been living here for about a decade. If any of the NPCs have children or grandchildren, Skalla probably taught them.


Hey @motteditor my initial inclination would be that of those NPCs Janet would probably be closest Noelan Epharn, the kindly old man figure seems to me like a safe space for a shy and academically inclined young woman.

I could also see her being slightly awed by Vane for his extroverted controversial behavior that I think she'd consider to be braking the mold for someone educated. As he obviously is, being a doctor.

I think she's built quite a small box for herself so people living far outside that would be fascinating to her.


Faunra is a female half elf who recently (3 or 4 months ago) became a Nature Shaman.

She was born and raised in Phaendar, spending a lot of time in or around the forest.

If anyone wants to have a previous relationship with her because everyone in Phaendar knows each other, that'd be good to form. They don't need to be friends, but familiar enough to know each other as locals.

Her background is done, just working on the other few questions.

She wad raised by her human mother, who is a herbalist, and her father visits from Kyonin regularly, who is a naturalist and studying the impact the blight is having on the ecology and fey magic of the forest.

She likes animals, plants, music, the forest and, recently, magic. Her house is full of injured, stray, or abandoned animals. She's currently 18 and works as a Nature Guide.

So if that sounds like someone your character would know or even be friends with awesome.


Janet probably would have been interested in her father since he studies magic, so I could imagine them knowing eachother that way :P


TheoreticallyYours wrote:

Faunra is a female half elf who recently (3 or 4 months ago) became a Nature Shaman.

She was born and raised in Phaendar, spending a lot of time in or around the forest.

If anyone wants to have a previous relationship with her because everyone in Phaendar knows each other, that'd be good to form. They don't need to be friends, but familiar enough to know each other as locals.

Her background is done, just working on the other few questions.

She wad raised by her human mother, who is a herbalist, and her father visits from Kyonin regularly, who is a naturalist and studying the impact the blight is having on the ecology and fey magic of the forest.

She likes animals, plants, music, the forest and, recently, magic. Her house is full of injured, stray, or abandoned animals. She's currently 18 and works as a Nature Guide.

So if that sounds like someone your character would know or even be friends with awesome.

If she hangs in the forest around Phaendar then Thorn (my gnome wood kinetecist) would definitely have crossed paths with her often I think.

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