|Valence Niels d'Geiger|
|6 people marked this as a favorite.|
In the taverns and inns surrounding Magnimar, where adventurers and glory-seekers can most oft be found, you come across a flyer.
Seeking Brave Explorers and AdventurersTravel Across the Crown of the World!
Whether you seek fame or glory, wealth or power, thrill or challenge, all will be found on the Quest for the North!
Interested parties should be experienced, capable adventurers of their own merits and means. Arrive at the reclaimed Brinewall Castle, a day's ride North of Sandpoint. You must bring your own vehicles and supplies. The caravan will depart by the 16th of Desnus.
I'd like to recruit 4-6 players for the Jade Regent Adventure Path. We will, however, be skipping the first book, The Brinewall Legacy, as I find the first few character levels pretty boring, and it's hard to craft a solid character backstory when you begin at such an early stage.
Character Creation Rules
Starting Level: 4th
Ability Scores: 25 Point Buy
Classes: Gestalt, Any Paizo.
Races: Core + Aasimar, Ifrit, Oread, Sylph, Tiefling, Undine. Alternate racial traits are fine.
Hit Points: Max first, half+1 after.
Skills: Background skill points are in effect, the two skills (Artistry and Lore) are not.
Wealth: 7,500 GP. No single item costing more than 3,000 GP.
Traits: Two, normal rules, No Campaign; I'll give everyone one. No Drawbacks.
Other Stuff: Don't worry about the "vehicle and supplies" yet; I'll explain how that's going to work after selection. We will be using the Caravan Rules, modified slightly.
There will be minimal NPCs for the caravan; duties and responsibilities will largely fall on the PCs, and as such I would prefer a larger party.
I expect your mechanical choices to be clearly indicated by your background, in as near-seamless a mesh as possible. Power gaming is okay, but especially in the style of PbP, descriptions and the ability to tell a story are crucial, so please make sure you are able to justify your mechanics with your background.
Your characters begin at level 4, so they've done stuff. They should be at least a few years older than their base starting age.
I think that about covers it. Selection will run until 28 November 2017, and I'll make selection posts and give details over the Thanksgiving holiday here in the US.
Feel free to ask any questions.
E I forgot to mention that, due to the skipping of book 1, it's less necessary to have any direct connection to Sandpoint or its residents. The flyers were up all around Magnimar, so at most all you'd need to do is have some reason to have been there and spotted one.
|Kevin O'Rourke 440|
I am interested however a question. To clarify on the traits are we each choosing two traits and then you are giving us a campaign trait or will we be choosing one trait and then assigned a campaign trait?
|Valence Niels d'Geiger|
Any consideration on this?
Flavor it properly and I have no problem with them working together.
RE: Traits - Two traits, but do not select any campaign traits, as I will give each character a proper, third Campaign trait once selected.
RE: Post rate - Daily, not so enforced on weekends. It depends on the total party size; the more members, the more posts I expect, so no one is left out and it keeps a fair pace.
RE: Unchained - Either works. I don't really have time to theory craft archetypes from chained to un-, so pick a way and stick with it.
RE: 3PP - Not really too keen on using anything else but Paizo, unless it fills a broad niche. I can't link properly at the moment, but in a tristalt blight recruitment going on right now, someone wanted a class called Blacksmith. Something like that I would consider, but nothing that is just a Paizo class with a twist, if that makes sense. And no Spheres of Power or Path of War.
However, Feat Taxes are in play.
E: I'm pretty flexible when it comes to equipment. If you have a single item that costs 3,125gp, that's probably okay. I'll also readily consider 3.0/3.5/3PP items (mundane and the cheap magic you could afford with these limits), provided the 3pp is linkable; I have most of the old D&D books still, but if you want something, bring the description along with it just in case, and ask first.
EE: This is also a good time to mention that a large portion of the early campaign will be extremely mount-accessible. As long as it isn't the only trick to your build, a mount-oriented character would fit right in. It does comes with the cost of upkeep as well, however.
REALLY BIG IMPORTANT THING
I can't calendar properly.
Recruitment closes 22 NOVEMBER , not the 28th. My bad.
I feel like my idea for a Vizier would fit your criteria but obviously I leave the final say up to you. The Akashic Mysteries is a Magic of Incarnum remake by Dreamscarred Press that I've had a desire to try out. There are other classes Dreamscarred has put out besides the Vizier but they haven't been added to the d20pfsrd yet so I can't easily link to them. In any case, the idea would be a Magus//Vizier.
The Vizier can be found here: The Vizier
If not approved, I'll probably start working on some kind of Paladin gestalt.
Sven sat below deck, dwarfing his fellow prisoners. The ulfen was nearly seven feet tall when he stood up...something which was impossible with the low ceiling. He was chained to the wall by manacles attached to his feet, much like the rest of the slaves. Nobody had said a word to him, which was fine. He preferred it that way. Even the guards didn't get too close to him, save for half-orc. If there was one thing that he couldn't stand, it was cowardice. The ship and its hold reeked of it. He looked up as he heard shouting on the deck, which drowned at even the pitiful crying of the woman-folk and the younglings.
Snow fell onto Sven's broad shoulders. He stood alone on the shore, his back to the slaver ship. The slavers had come to shore to raid a village. Sven and his shield-brothers intended to intercept them as they returned. They had come to his village a year prior, while he was out at sea. He had returned to find it a smoldering ruins, the survivors forlornly looking through the embers for the fallen. So many had been taken away in chains. So many had fallen. Sven's face twisted into a mask of rage as he remembered finding his father's body. He had been stabbed from behind. Of his mother and sister, there had been no sign. The mere thought of it had made him want to howl in rage. The berserker had taken a small ship and had vowed to track down those who had committed such an atrocity.
Around Sven stood his shield-brothers. They were tall, proud warriors. They waved their axes and shields and yelled their challenges. Sven towered over them, a giant among men. Unlike the rest of him, he held an axe which even he had to hold in two hands. The slavers crested the hill, moving quickly with their prizes lest they be overtaken by pursuers seeking vengeance. They looked at the Ulfen in surprise, reaching for their weapons.
All around him Sven's shield-brothers charged. Sven though...he started shaking as he reached deep down inside of himself. He reached into the potential within his blood, to the giant-blood that stormed through his veins. His eyes went white, and he seemed to grow in size. He lumbered forward, right behind his brothers. Frost formed on his fists. The slavers, true to form, met the assault with a barrage of nets, to entangle their attackers, and thunderstones to disorient them.
As the two lines met, the slavers quickly realized that this was not a raid. But a fight for survival. Sven was quickly entangled in a net.
Sven rested his head against the wall. The battle had been one sided. They were far too outnumbered. The shame of being taken alive weighed heavily on him. He had seen Bjorn die, bleeding out from an artery on his leg being cut. He had seen Skarphedon fall, an arrow to the neck. He had seen Brunhilda get run through. She had been pushing her thumbs into the eyes of a slaver, and the man's comrade had thrust his blade through her unprotected back. He didn't see Lief die, but he had heard the man's screams. The slavers did not even try to take any of them alive. But Sven? Sven the Giant-Blooded? Sven the Berserker? Sven, Breaker of Shields? The shame was crippling.
He had been entangled in nets. Deafened by thunderstones. Surrounded on all sides by trained men, who saw him as a prize worth taking. His ears ringing, his mobility hampered...they had cut away at him. With the bodies of his comrades and their victims staining the snow red, it was like a bear fight. Sven was the bear, chained, while the slavers were the dogs. Before long he bled from a dozen wounds, and then a dozen more. Roaring his rage he would swing his axe, daring any who got near. But he could not defend himself from every angle.
Bit by bit he weakened. The rage left his mind. Even the power of the blood became harder to hold on to. As his mind cleared from the battle haze, he realized too late that he had not found vengeance. He had not even found a heroic death like his comrades. For him, this was no battle worthy of a saga.
Barely on his feet, Sven looked past the slavers and saw their captain, smiling at him. The coward hadn't joined the battle, instead he stayed back with the chained slaves that were being led to his ship. He thought to himself, that he would kill this man. He would kill him, and the men who had hired him. He would-
He woke, chained below deck. His wounds had been treated, for what use was the corpse of a giant like him? No, he would sell well in the slave markets in the south. Of that the slavers were certain. They thought him trapped, he thought glumly. Reaching out he gripped his chains. Ice began forming on them, weakening the iron with the touch of winter. Eventually, when they were weak enough he ripped them free from the wall, the iron breaking as it did so. Standing up as tall as he could, he looked around with a savage glint in his eyes.
Even washed up on the foreign shore with little besides the clothes on his back. None of the slavers survived the slave revolt that came from below deck. Few of the slaves did for that matter. Especially when the ship had crashed as it had drifted far too close to shore. He knew not where he was. Only that he had achieved his vengeance, and was now somewhere far from home. He knew that to have any hope of returning he would have to gather a good amount of coin...
Str (18) Dex (14) Con (14) Int (10) Wis (16) Cha (8)
- Free Feat (alternate racial: Frost Giant)
- Skilled (+1 skill point per level)
* Northern Ancestry (You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.)
* Heavy Blows (+1 unarmed damage)
Not sure yet...crunch to come. :)
|Valence Niels d'Geiger|
I'm going to allow this one; it's unique, you caught exactly what I was talking about. That being said, I'm stubborn, and I don't like learning new things, especially without an actual book. Having this won't disqualify you from entry, but your background will be weighed against me having to learn a new system, as well (and probably more importantly, because I did like Incarnum and there is not a PF equivalent) as the fact that you're one of very few (probably the only you'll encounter) people using this form of casting.
How do the race/class unique favored class bonuses work with gestalt rules? Do you just pick one?
Yes. Pick a favored class as normal, and pick any corresponding benefit you'd like. IF there is an instance where people want to multiclass as well as Gestalt, we'll deal with that then, but in any case you only get one class-specific bonus.
Can Aasimar or Tieflings roll on the variant ability chart?
As long as it's rolled in here.
Seeing as how Kitsune are not on your list, would you allow a Human with Racial Heritage Kitsune to take the Magical Tail feats?
I left off the Tian Xia races intentionally; the story line is slightly different from the base, and I'm going to include some racial tensions. However, what you're asking is well within the rules, so go ahead; just keep that in mind.
Feat Tax Stuff
Yeah, I'm sorry I forgot it in the initial post; I'm a fan of martial characters, and combat maneuvers, so for that alone I opt for those tax options. I also really hate Combat Expertise!
Glad to see such interest folks. You can see the difference between a good, computer post and a poor, phone post, but I'm always (almost) able to make one or the other.
Was looking at a Zen Archer / Inquisitor build. Would you allow this conversion of the zen archer archetype to unchained? I know you said you don't have time for the theorycraft, so it's done for you. Otherwise I can go standard zen archer, I really just lose 1/4 BAB and the improved flurry.
|Valence Niels d'Geiger|
A light advance on what I had written for this character, now working on a bit more. So that you have an idea.
I was born in a small settlement in our ancestral territory, the Cinderlands. My father was one of the chieftain’s closest warriors, and so we were an important family in the village. We were as happy as we could be, though it all changed when the Guardian of the Night, our chieftain, got married.
At first, everything was fine, Shadi seemed a good wife and woman. But as time went by and fire-water started to take its toll on the Guardian, she began to put her eyes on other men, and she put them on the most cruel, envious and vile men of them all: Tahoma the Cutthroat.
For many moons, they were both developing their plan. They poisoned other villagers’ minds, slandering the Guardian’s name and convincing them that their once proud and brave chieftain was now just a useless old drunk. On a night of new moon, they set everything in motion – such was their cowardice, that they feared our Mother-Totem would witness it.
They killed the Guardian and his family. They killed his warriors and everyone that supported Napayshni or didn’t believe Shadi’s lies. My father was among the first fallen.
At the time, I was already fifteen, so I was old enough to realise what would happen to me. I had to flee. I only took the first weapon I could find with me - a bow and some arrows. Nobody noticed, and I fled through the night till I fell exhausted. My last thought before fading was about my parents and the treachery suffered that night.
I wandered alone for several days. I didn’t want to go to other Shoanti settlements, in case Tahoma had informants there, so I tried to live off the land and look for a place to stay inhabited by Varisians. And so I found Master Alonso.
He's gonna be Warpriest (Arsenal Chaplain) / Ranger (Ilsurian Archer).
|"The Lucky Halfling"|
An Ulfen skald who specialized in the raising of wolves. After the recent loss of his clan, he has taken up serving as a guide and trader. His current form of transportation is a dog sled pulled by the remainder of the wolves he was training. The first is the father of the other three. Their mother was lost along with the Ulfen's clan.
Mechanically I would be looking at a human packmaster (hunter) | herald of the horn (skald).
Posting interest. I presume that the NPCs listed in the player's guide is no longer considered part of the game?
If the NPCs still are, I have an Bard//(Oracle or Swashbuckler) that was an old lover of Koya, and has only just reunited with her in such a passing fashion! Oh woe be him whose love leaves once more, But yet! The day might be his, as might the woman he fell in love with so long ago! To a distant land he shall travel, dancing on the edge of starlight!
Alternatively, an Artisan//Investigator is an interesting character, focused on party support. An old private eye who's pack is full of old tools to solve the issues they have on hand.
I'd like to put Tilly into the running. I've just got her spell selection and mundane gear to finish and she'll be all done.
Essentially, she was forced to become an adventurer when she fell off the side of her home city Gogpodda. Drifting around the steaming sea for a while, she was eventually pulled under the waves by a dying Abolith. It messed with her mind and ended up melding with her spiritually as to stave off death. Afterwards waking up on the shore near sandpoint.
So I almost submitted an Investigator/Occultist that I really loved the idea behind but for some reason this character idea came to midn and its not really like anything I've done before so I decided to take a chance and roll with it. I am submitting Khalid al-Shirin the Sanctified UnRogue|UnMonk.
He knows a little about alchemy but very little about the arcane. He's got a pretty good knowledge skill for people [local] and religion due to his time on the streets and studying under a cleric respectively. He's curious about the world and wants to see more of it. I might end up giving him a level in Investigator because of that at some point to make him a bit better at various skill checks. It was definitely suppose to be thematic of his background that what he couldn't overcome with his less than stellar strength he found a way to out-think and overcome with his mind.
He wants to see the world more and help as many people as he can along the way. He's definitely paying forward the treatment he was given when he was recovering from a dark period in his life. I love the idea of Sanctified Rogue because while mechanically it doesnt add a ton [though bonus to saves arent bad] it seems to perfectly represent him seeking redemption and a way to use those skills for a good cause rather than a selfish and criminal one.
As a child in the Red-Thorn Rose harem Khalid had played with the children of other women there and occasionally with the children of the establishment’s owners. Some of these sons and daughters were older, starting to learn parts of the business from their parents. Not everything they did was strictly legal, and when a young Khalid began begging for ways to help earn money for him and his mother they were only too happy to help. Early on Khalid was trained as a pick pocket, he would move through the stalls of markets as a beggar and steal from people when they looked vulnerable or inattentive. He did earn some slight change from begging as well, but much of his income came from his cut of the stolen coins and trinkets. In truth, this illicit business brought in more than his mother had and he found he enjoyed being able to earn money he could splurge with. His mother wasn’t especially happy about it but he minimized the risks to her and over time he told her less and less of the details, instead just happy he could afford the medicine to ease her aches and pains.
His mother passed away when he was fifteen. The illness she had been suffering from finally caught up to her. It was some small consolation that Khalid had been able to afford enough drugs to dull her pain in the last few weeks. But he had been forced to ask for loans from his bosses to cover the expensive alchemical treatments. To repay them he agreed to take a more active role in the business. Although he wasn’t especially strong, not cut out to be an enforcer, Khalid was clever. So, he began going out on collection runs, helping intimidate and manipulate people who owed his bosses protection money. Despite most of his childhood being relatively pleasant it hadn’t been without its upsets. He had never been a strong child and outside of the harem he was an easy target for bullies when he couldn’t dodge away and escape them. In his mind this was his chance for payback. He didn’t need to be the strongest thug, not if he was clever and used his street smarts to come out on top.
Khalid al-Shirin became one of the Red-Thorn’s best enforcers. He knew how to hurt people and push people without causing enough damage to draw too much attention. And a part of him took immense pride in his work. He grew arrogant and conceited. Nights were spent drinking and taking various intoxicants and stimulants. He believed that he was owed everything he could take, so he kept on taking. Until one day he decided to take a little extra from the Red-Thorn’s cut. His boss found out about it. Although Khalid hadn’t known it there was some resentment towards him among the crew of the Red-Thorn. Some who thought that a “whoreson” was getting too big headed and needed to be taken down a peg. The bosses on children were among this group. So, when they found out about the theft the punishment was swift and severe. They left Khalid bloody and broken by the side of a road leading out of town. He would had died had it not been for the halfling cleric of Sarenrae who found him.
Kind elderly Nubara nursed him slowly back to health over several weeks. She tended to the cuts and stab wounds in his back and set his broken leg and arm. It was an incredibly strange experience for Khalid and it moved him deeply. Up to that point in his life his mother had been the only person who seemed to freely give themselves to others, to offer up all they had for someone else’s benefit. It pained him to realize that over the last couple of years he had begun to see that as a weakness. It was only as he lay broken after trying so hard to take everything for himself that he saw once again his mother’s strength all those years. Nubara was a traveling healer. She would go from town to town, big or small and offer her services to those in need—often for no charge at all. If a patient seemed receptive Nubara would talk to them of Sarenrae and encourage them to pass the good will along in whatever way they were able. Khalid traveled alongside Nubara for two years. Along the way he learned bits of healing, herb lore and some small number of alchemical infusions. He also learned of Sarenrae and how no matter how far he had strayed down a darker path, there would always be hope for redemption in her light. So, he began his long quest for redemption. With Nubara’s guidance he took vows of repentance for his past crimes. He would shun the manipulative nature and fall into decadence that had led him astray. He took all he had learned as an enforcer and dedicated it towards protecting those same people that he had once prayed on. Eventually he parted from Nubara, but he did so knowing that she believed in him and had faith he found find his redemption. Following the principle Nubara had, Khalid set out onto the road to try and help as many people as possible. He found his travels fascinating. His old world had been a small one. There was so much beauty and good to see and so many different forms for it to take. Wherever the light of the sun fell Khalid decided he wished to see it. And if that light seemed to grow dim in some places, well it was his duty to shine it ever brighter.
Male human (Keleshite) unchained monk 4/unchained sanctified rogue 4/gestalt 4 (Pathfinder RPG Ultimate Combat 73, Pathfinder Unchained 14, 20)
LN Medium humanoid (human)
Init +6; Senses Perception +10
AC 20, touch 19, flat-footed 15 (+1 armor, +4 Dex, +1 dodge, +1 monk, +3 Wis)
hp 28 (4d10)
Fort +6, Ref +9, Will +6; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion
Speed 40 ft.
Melee unarmed strike +9/+9 (1d8+4)
Ranged mwk shortbow +9 (1d6/×3)
Special Attacks flurry of blows (unchained), sneak attack (unchained) +2d6, stunning fist (4/day, DC 15)
Monk (Unchained) Spell-Like Abilities (CL 4th; concentration +3)
. . —barkskin (self only, 1 ki)[UM]
Str 10, Dex 18, Con 10, Int 16, Wis 16, Cha 8
Base Atk +4; CMB +4; CMD 23
Feats Dazzling Display, Dodge, Enforcer[APG], Improved Unarmed Strike, Sap Adept[UC], Scorpion Style, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)
Traits bruising intellect, reactionary
Skills Acrobatics +11 (+15 to jump), Appraise +7, Bluff +3, Climb +4, Craft (alchemy) +7, Diplomacy +6, Disable Device +13, Disguise +3, Escape Artist +8, Intimidate +10, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (local) +10, Knowledge (religion) +10, Linguistics +7, Perception +10, Ride +9, Sense Motive +10, Sleight of Hand +11, Stealth +11, Swim +4, Use Magic Device +6
Languages Common, Kelish, Halfling Varisian, Tien
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, fast movement (unchained), ki pool (8 points magic), ki power (qinggong power), monk vows (vow of fasting[UM], vow of truth[UM]), rogue talents (vanishing trick[UC], weapon training), trapfinding +2
Combat Gear caltrops; Other Gear mwk shortbow, bracers of armor +1, ioun torch ioun stone[APG], ring of resistance +1, ring of sustenance, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), holy text (The Birth of Light and Truth)[UE], ink, inkpen, journal[UE], mess kit[UE], mirror, piton (10), pot, soap, tattoo holy symbol of Angelic Ankh[UE], thieves' tools, torch (10), trail rations (5), waterskin, 1,901 gp, 9 sp
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Dazzling Display (Unarmed strike) Intimidate check to demoralize can affect those within 30' who see you.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Sap Adept Gain bonus damage on nonlethal attacks, +1 Damage for every die of sneak attack damage rolled.
Scorpion Style (DC 15) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 3 rds (Fort neg).
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stunning Fist (4/day, DC 15) You can stun an opponent with an unarmed attack.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 4 rounds.
Vow of Fasting (+1 ki) The monk eats nothing but rice (or a similar bland, staple food) and drinks nothing but water. On certain days (usually once per month or on a religious holiday), he may eat a small portion of other simple, bland food to maintain proper nutrition. This prohibits the use of tobacco, alcohol, potions or alchemist items.
Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would endanger his allies the monk may remain silent instead.
|Valence Niels d'Geiger|
|1 person marked this as a favorite.|
My phone doesn't like the preview today, so I'm going to try to cover the questions, but if I miss one, it's not intentional.
Re: Changeling - No, I'm sorry, and particularly not the variants.
Re: Koya - The standard 4 NPCs (Ameiko, Koya, Sandru and Shalelu) will be there. But unlike the standard AP, that is all that will come, including the two drivers and others you pick up. The main reason I included that note was to say the party will need the caravan skills, rather than counting on NPCs to be drivers/repairers/cooks etc.
Re: Bow - That's a bit much over, but if you, or anyone else, wants something like that, grab the base now (all but Adaptive for you) and we can make sure you get the rest of it later. I plan for this to be challenging, so just let me know if y'all need stuff for your builds..
Re: Muliple companions - Absolutely you get both. This is a great time for characters with many minions, so long as you're willing to essentially make three posts (one to include you and your two pets).
Intentionally not checking submissions yet either. I'll give them a read after I work this evening, but I prefer to have people largely complete before I evaluate.
Re: About Me - I wanted a real post for this, but alas, not today. I've been playing table tops since 2002, Pathfinder since the beta release of the CRB. Most of my time came at the table, but I did a few Roll20s (most of which died, as seems to be typical) and I used to free-form RP on enworld forums.
I started on/discovered this site's PbP almost two years ago; got nice and into it and ready, and then a series of expensive and useless family stuff pulled me out altogether until just a few weeks ago. Given that the court business is finally over, I'm ready (and have the time and emotional energy) to start back here again.
I'll be submitting Galudos, a tiefling paladin/bloodrager, who wants to travel the world to find himself.
LG Medium Humanoid (Human) and Outsider(native)
Init +1; Senses Darkvision 60ft., Perception +10
AC 21, touch 11, flat-footed 10 (+10 armor, +1 dex, +0 shield)
Fort +10, Ref +6, Will +9
Resist cold 5, electricity 5, fire 5
Immune Fear, Disease
Speed 25 ft.
Melee +1 Greatsword +10 (2d6+9/19-20) (+12 and 2d6+12 when in rage) or mwk dagger +8 (1d4 +4/19-20)
Ranged mwk longbow +6 (1d8)
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 16
Base Atk +4; CMB +8(+1 on combat maneuvers); CMD 19(+1 vs overrun)
Traits Affable(+2 to gather information, ½ time), Honest(+1 on Diplomacy, +2 when already friendly or helpful)
Feats Weapon Focus(Heavy Blades), Weapon Specialization(Heavy Blades) Toughness, Eschew Materials
Skills (4 points; 4 class, 0 INT) Diplomacy +11, Intimidate +10, Knowledge(religion) +7, Perception +10
Aura of Good
Smite Evil 2/day
Lay on Hands 5/day 2d6 (Mercies: Fatigued)
Aura of Courage
Channel Energy 2d6
Bloodrage (Arcane) 12/day:
Arcane Bloodrage(blur, protection from arrows, resist energy, spider climb)
1st (2/day) Enlarge Person, Protection from Evil
At will: Deathwatch
+1 Greatsword, mwk dagger, mwk longbow, +1 Full Plate, Cloak of Resistance +1, 40 arrows, Robe of Infinite Twine
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 69 lb.
Money 271 GP 0 SP 0 CP
Galudos’ childhood was that of misery. His mother died in childbirth, and his father fled in the night, with many villagers later concluding that he was a demon himself. Initially, his aunts and uncles saw fit to take care of him, but when his fiendish heritage came to light, they quickly abandoned him to the streets. He wandered them for some time, before being picked up by a wizard by the name Oliveir. While he raised Galudos as little more than a slave, Galudos was content with being fed and having shelter. Oliveir never bothered teaching magic to the boy - rather, he discredited Galudos for any attempt to do so.
Galudos served his master diligently, whose age was beginning to wane on his sanity. Oliveir went mad, obsessed with his life, and began to strive for immortality. Researching magics most would consider forbidden, he sought to find a new body to host his mind and soul. Forcing Galudos into the ritual, Oliveir sought to kill him, and then raise him with Oliveir’s soul inside.
Whether the ritual would have worked or not would be a fine question, for it was intervened by the local guard, who had gotten wind of the less scrupulous items Oliveir had gotten for the ritual (which consisted of, but was not limited to, a head of a goat, 3 pig hooves, the skull of his mother, and nearly 15,000 gold in rubies). They were a step too late, however - while the ritual was disrupted, it still activated, and the soul of Oliveir went into Galudos’ body.
Yet Galudos didn’t quite pass away. Instead, his body was infused slightly with the power of the wizard’s. A member of the town guard, Adgar, adopted the tiefling, and raised him on the path of good, lest the mad wizard return.
Galudos never truly got over the discrimination for his heritage, hidden as it was. He decided to leave his adopted family behind, and explore the world, both to understand himself and for others to understand him.
Galudos is a blonde-haired man with a set jawline and fair skin. He keeps his armor clean and white, coupled with bright red cloth. His eyes are of greenish flame, the only trace of his tiefling blood.
Galudos is friendly and kind, not keen on following what his heritage would claim. He is, however, quick to anger, especially to those doing cruelties and immoral actions. He struggles with his own identity, as he understands that he is not quite as he was before the ritual, and fears that some part of the wizard still holds on to him.