A Simple Job (Inactive)

Game Master Aebliss

Travel to a tropical Island to recover an heirloom box stolen years ago, then wait for the already-chartered ship to take you back.
What could be easier? What could go wrong...?



The task before you is so easy!
All you need to do is go to a tropical island, scavenge an old, wrecked ship, and retrieve an heirloom box for your employer - but don't open it.
You will receive 100 gp per person for your troubles, plus travel expenses. The only wrinkle is having to wait for a ship to collect you after you have done the deed, but it has been chartered.
Who wouldn't want such an easy job...?

Looking for a maximum of 6 characters.
1st level only.
Background skills allowed.
Two traits from the APG allowed.
All species from CRB and ARG allowed.
All classes, archetypes, skills and feats from CRB, APG, ACG, UC, UM, OA, Inner Sea Magic allowed.
All alignments except CE allowed.
Maximum starting gold at first level.

Please provide at least two paragraphs of backstory, and include an explanation as to why you're desperate enough to take the job.


A tropical island? That sounds nice, I'm sure there won't be any cannibals and uh no sharks in the water or pirates. Defiantly no pirates, especially not the bloodthirsty kind from the stories! Right then it'll be a walk in the park, where does one sign up?

GM can you give us an idea of time commitment involved? Is this a one shot adventure taking a couple of months or something more involved? What are your posting expectations? Thanks!


It is essentially a one-shot, but if we play well together and everyone has fun, I can put up a sequel.

Liberty's Edge

Dotting for an Undine Witch I made for Skulls and Shackles, if you're alright with her.


"When do we leave?" A hooded figure seated behind the talkative Varisian asks.

Very interested to get back in the swing after a long hiatus. This sounds like fun! Feel free to double check Rasil's stats, he's on Hero Lab, so I can change him as needed.


How does a saltbeard bloordager dwarf sound?


Forgot to post this

Reason for Taking the Job:

Rasil's adoptive home town has fallen victim to a recession. Not enough to have a real impact on the working class and above, but the orphanage he helped set up has been seeing a steep decline in donations. So, Rasil's been hiring himself out for every odd job he can find to supplement the funds. That's when he heard about this job that should be an easy 100 gold...

And with a dwarven bloodrager, I think we have all the major roles filled...


I have a Suli Aerokineticist that missed the boat for a skull & shackles game.

For the stats, you are going with a 15, 20 or 25 buy point?

Sovereign Court

Hey, DM Q! How goes? I'm applying with a non-PFS version of this character. Human, straight bard.

Reasons for Leaving:
The sharp rapping at his inn room door roused Chamius from a profound and largely whiskey-induced stated of unconsciousness. His first thought was that the uncouth person at the door couldn't even keep a simple 3/4 time. His second thought was that he was laying on something remarkably uncomfortable. His third thought, on opening his eyes, was that it was far too bright in the room. Finally, as he sat up, he remembered the previous night's revel after his performance at the inn, and what had followed. Uh-oh. He found himself laying, fully clothed, on the wreckage of the bed. The curtains were torn from the window and the sconces from the wall, the thundermug was in pieces near an unpleasantly stained wall (he remembered the satisfying crash it had made when he hurled it there), and the chair and table looked to be more fit for kindling than for their intended purpose. The door slammed open and the innkeeper stormed in with two of her sons. "Get him out of here! And keep his purse--the b@stard owes us plenty for the room."

In short order Chamius found himself thrown out into the street, his pack and drum beside him, and no more than a copper or two to his name. Passers-by stared at him, then quickly looked the other way. Ah, I'm likely not very presentable. A quick cantrip served to neaten his appearance, but sadly could do nothing for the state of his finances. And that was the last place I could play. How the mighty are fallen. Perhaps I'll have to find honest work for a time...if anyone in this wretched port will hire me. He shook his head. Someone would have to be truly desperate. Then a hand fell heavily on his shoulder. He looked up to see one of the pair who'd thrown him out.

"I, ah, liked your playing. You might want to check this out, if you're looking to get out of town." The large young man passed over a creased piece of paper. Chamius skimmed over it, whistling tunelessly under his breath. Recover a box? Well, it can't be that hard. And it does get me away from here. He nodded his thanks and headed off purposefully.

ETA: One other question--you specified traits from the APG. So nothing from Ultimate Campaign?


Sounds like you might be able to use an Aasimar sorcerer (pyromancer)? I'd like to join! (But I'm very new to PBP.)

IC "Going to a tropical island? Having a chance to lay around in the sun? Surely there won't be any nasty, evil creatures hanging around an old wrecked ship right?

Well, sounds like my skills might come in handy in such a situation. An old wrecked ship like that should burn easily right? Just my kind of fun! Count me in please!"

Dark Archive

What are your feelings about a Summoner (Synthesist). I created this alias as a PFS player before I found out that this archetype was banned and he's yet to find a game since.


Shall I post a backstory?

I second the question about point buys. I assumed 15 but 20 is always better!


20-pt. buy! ^_^; The things I forget...


I was just about to ask lol. Profile will be set up soon.


There we go, one Suli Areokineticist all ready to go.

The background is include on his profile. I hope everything is in order.


I would like to submit Virgil here.
He has been in two homebrew games here on the boards, but, alas, both DMs either went missing, or dropped the game.
I would really like to get to know him better...lol.
I will make adjustments, as needed.
Please any questions or comments would be welcome.

Thank you for running.

Dark Archive

Quoth if you will accept a Synthesis Summoner I will write up his 2 paragraph background and reason for wanting to join the quest.


Thirus Undershale wrote:
How does a saltbeard bloordager dwarf sound?

Like an interesting possibility. ^_^


Chamius Lune PFS wrote:

Hey, DM Q! How goes? I'm applying with a non-PFS version of this character. Human, straight bard.

** spoiler omitted **...

No, indeed. The UC stands for Ultimate Combat, NOT ultimate campaign; NO material from ultimate campaign!


Halungalom Shortstack wrote:
Quoth if you will accept a Synthesis Summoner I will write up his 2 paragraph background and reason for wanting to join the quest.

Synthesis Summoner is fine. ^_^ I have no bias against Summoners.


Reason:
Having been traveling around the country with a gypsy band, Virgil was frequenting a local tavern when he over heard the rumor of an easy--and quick--pay day. Figuring that he would be easily back by the time the gypsy band leaves the area, he decides Why not!

@GM: Apologies, but he has a drawback and a 3rd trait. I can easily drop those, if you wanted?


*Waves*

I is rilly gooder at Island adventures. Why, 'tis like second nature t' me selfs.

(^_^)

As for classes. There's Ninja/Monk or a "Magic spell shooter" multi class I've been experimenting with. Thoughts, comments?

Sovereign Court

Chamius Crunch:
Daily Expendables
1st-level Spells (2/day) [ ] [ ]
Performance (7 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
hp 10 (1d8+2)
Current hp

Male human bard 1
N Medium humanoid (human)
Init +2 (+2 DEX) Perception +4

DEFENSE
AC 16/12 touch/14 flatfooted (+2 DEX, +3 armor, +1 shield)
Fort +2, Ref +4, Will +2

OFFENSE
Speed 30 ft.
Melee whip +2 (1d3 nonlethal/x2) or rapier +2 (1d6/18-20/x2) or dagger +2 (1d4/19-20/x2)
Ranged shortbow +2 (1d6/x3)
Special Attacks None

Spells Known (CL 1st)
1st (4/day)-grease (DC 14 Reflex), hypnotism (DC 14 Will)]
0 (at will)-detect magic, prestidigitation, light, mage hand

STATISTICS
Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 17
Base Atk +0; CMB +4/+6 w/whip; CMD 14

Feats
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (L1)

Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus. (human bonus)

Skills
Bluff +7 (1 ranks, +3 CHA, +3 class skill)
Knowledge (Local) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Nature) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Arcana) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Perception +4 (1 ranks, +0 WIS, +3 class skill)
Perform (Comedy) +7 (1 ranks, +3 CHA, +3 class skill)
Perform (Percussion) +8 (1 ranks, +3 CHA, +3 class skill, +1 trait)
Sleight of Hand +7/+6 in armor (1 ranks, +2 DEX, +3 class skill, +1 trait bonus)
Spellcraft +5 (1 ranks, +1 INT, +3 class skill)

Racial Modifiers +1 SR/level
Note: ACP -1

Traits
Child of the Streets You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person. You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Ear for Music You spent countless hours of your youth in one of your goddess's temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks (Percussion) and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.

Languages Common, TBD

Combat Gear TBD, 180 gp, 0 sp, 0 cp;

SQ None

SPECIAL ABILITIES

Favored Class: Bard; +1 SR at L1

Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around her, including herself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that she has mastered, as indicated by her level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Chamius Fluff:
Born to a fairly ordinary couple, Chamius gave no early indication of his musical talent (or if he did, it was well-hidden by other less socially-acceptable behavior). To put it mildly, Chamius was not very well behaved, seemingly incapable of keeping still for more than a minute or two. He spent much of his time running with a gang of older children, his ready wit and deft hands earning him a reputation with them. Desperate, his parents finally hit on music as a means of getting him to settle down. They got him a post as an acolyte at a local temple to Shelyn, where he discovered a knack for drumming. It seemed that he could sit still by channeling all of his nervous energy into his playing. His quick wit transformed into a rather black sense of humor as well.

As he grew to adulthood, he began to play in various less savory venues than the temple, and he developed a taste for alcohol and some other destructive habits. Now he travels from town to town, drumming until he gets kicked out of every place to perform. At some point he thinks he should get over the drinking, driving people away with his mordant wit, and wrecking inns, but so far these particular habits haven't interfered with his music. When that happens, he thinks, he'll go with the music. Perhaps a sea voyage away from ready access to strong drink will help him....


"Sunny" wrote:

*Waves*

I is rilly gooder at Island adventures. Why, 'tis like second nature t' me selfs.

(^_^)

As for classes. There's Ninja/Monk or a "Magic spell shooter" multi class I've been experimenting with. Thoughts, comments?

I don't know about everyone else, but the magic spell shooter sounds very intriguing to me.


Rasil wrote:
"Sunny" wrote:

*Waves*

I is rilly gooder at Island adventures. Why, 'tis like second nature t' me selfs.

(^_^)

As for classes. There's Ninja/Monk or a "Magic spell shooter" multi class I've been experimenting with. Thoughts, comments?

I don't know about everyone else, but the magic spell shooter sounds very intriguing to me.

*Bows*

So.. the one thing I'm not sure about is how certain abilities 'stack'. Plus it kind of relies on a DM allowing a change in how 'Familiars' are used/viewed/built.

Basically the Clock-work familiar can have a wand installed which it can 'shoot' a 2D8 bolt of acid at targets. If the DM allows the caster to change the shape of the familiar then you have, in essence, a 'Magic gun'. (^_^)

Take 1st level in 'Spell Slinger". This gives the 'basic' spell slinger/shooter abilities. A gun that spells can be launched/cast from.

Then alternate levels in Alchemist(Tinkerer archetype) with Sorcerer. The Sorcerer adds 'shooty' spells better than the Wizard and the Alchemist archetype gives some bonuses to the clock-work familiar.

Of a side note is that the Sorcerer bloodline is NOT arcane! Since the Alchemist/Sorcerer would merge the familiars and you'd only get one.

Instead, the feats 'Skill Focus' (On a Knowledge skill) and then "Eldritch Heritage=Socerer(Arcane)".

This allows for a second clockwork familiar. I am pretty sure by the rules.

So! We have a character that has effectively three magic guns.

One magic gun at 1st level casting shooty, ray spells through the gun as need be and then, at about about 5th or 7th level, increasing their 'shots per day' at the higher levels with the gun shaped clockwork familiar.

Range is only ever about 30' but...

People's thoughts? Ideas? Comments?

Much cheers to all!


quotes:
"Sunny" wrote:
Rasil wrote:
"Sunny" wrote:

*Waves*

I is rilly gooder at Island adventures. Why, 'tis like second nature t' me selfs.

(^_^)

As for classes. There's Ninja/Monk or a "Magic spell shooter" multi class I've been experimenting with. Thoughts, comments?

I don't know about everyone else, but the magic spell shooter sounds very intriguing to me.

*Bows*

So.. the one thing I'm not sure about is how certain abilities 'stack'. Plus it kind of relies on a DM allowing a change in how 'Familiars' are used/viewed/built.

Basically the Clock-work familiar can have a wand installed which it can 'shoot' a 2D8 bolt of acid at targets. If the DM allows the caster to change the shape of the familiar then you have, in essence, a 'Magic gun'. (^_^)

Take 1st level in 'Spell Slinger". This gives the 'basic' spell slinger/shooter abilities. A gun that spells can be launched/cast from.

Then alternate levels in Alchemist(Tinkerer archetype) with Sorcerer. The Sorcerer adds 'shooty' spells better than the Wizard and the Alchemist archetype gives some bonuses to the clock-work familiar.

Of a side note is that the Sorcerer bloodline is NOT arcane! Since the Alchemist/Sorcerer would merge the familiars and you'd only get one.

Instead, the feats 'Skill Focus' (On a Knowledge skill) and then "Eldritch Heritage=Socerer(Arcane)".

This allows for a second clockwork familiar. I am pretty sure by the rules.

So! We have a character that has effectively three magic guns.

One magic gun at 1st level casting shooty, ray spells through the gun as need be and then, at about about 5th or 7th level, increasing their 'shots per day' at the higher levels with the gun shaped clockwork familiar.

Range is only ever about 30' but...

People's thoughts? Ideas? Comments?

Much cheers to all!

This sounds a lot like an alternate prestige class that a friend of mine and I came up with: arcane gunner, which basically replaces everything bow-related about arcane archer to its gun-related counterpart.

Might be a little easier on the GM? Even though you'd have to work for it a bit.

Liberty's Edge

I found myself busier than I thought so I'm withdrawing. Good luck.

Sovereign Court

Forgot about the background skills.

Revised Skills:
Bluff +7 (1 ranks, +3 CHA, +3 class skill)
Knowledge (Local) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Nature) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Arcana) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Knowledge (Religion) +6 (1 ranks, +1 INT, +3 class skill, +1 bardic knowledge)
Perception +4 (1 ranks, +0 WIS, +3 class skill)
Perform (Comedy) +7 (1 ranks, +3 CHA, +3 class skill) (background)
Perform (Percussion) +8 (1 ranks, +3 CHA, +3 class skill, +1 trait)
Sleight of Hand +7/+6 in armor (1 ranks, +2 DEX, +3 class skill, +1 trait bonus) (background)
Spellcraft +5 (1 ranks, +1 INT, +3 class skill)
Stealth +6/+5 in armor (1 ranks, +2 DEX, +3 class skill)


Hey DM Quoth what kind of posting rate are you looking for and how long are you leaving recruitment open?

Dark Archive

The more I looked at this profile I'm noticing that I had edited it to be a traditional Summoner before giving up on it. I'm now changing it back and will submit his back story as soon as he's ready.


Had to read up on Background Skills, the profile is updated.


My proposal: Quarick Frezhal.

Quarick is the saddest of all things. A conman who fell for his own lies.

Born in Absalom to a family with deep crime connections, he learned about lying early. He took to it well, as well as the rudimentary magic he picked up off the streets. While the criminal world suited him, he didn't get along with his family. For one thing, he was too willing to lie to them as much as any mark. Secondly, he had a wanderlust which suited him because when his lies were found out, he preferred to be in another city.

So he took to the Shackles, and became a famous conman in the area. I'll let his...customers speak...

“Bloody halfling, I'll gave his guts for garters! He comes sailing into port, with a big ship under his command. A fine looking vessel she was, painted and all dressed up. He offers bottom rate prices and all. I ask him why and he says, smiling the whole time- “I don't know how to sail her. Won her in a dice game!” Sos I buy her, after looking her over, course. Next day it starts to sink! There was a hole in her side, filled with sand and painted over. I go looking for him, but the little bugger had hopped on a ship that night, Never caught up with him.”

“He played me good. I knew him, a little. He had made a name for himself in port lately, playing cards and dice. Good at it too. Should have warned me,. Anyway, he calls me to his inn room. I get there, he says he is dying. He looked it too. Yellow skin, pouchy eyes, big red marks all over. He croaks that he has a treasure map and he needs to sell it to buy medicine. I look it over and it seems good and the man is dying here. So I pay him. By the time I get it looked at and see it is a fake, he is healed and gone, hiding somewhere. But if I do find him....”

So Quarick lived high in those years, going from scam to scam, job to job, working alone and making money. But he became addicted. Not just metaphorically, but literally. He used alchemists potions to make himself smarter, wiser, more charming. It got worse and worse until his 'face', his conman life was more real. Eventually it all came tumbling down around his ears. Chased out of the islands by hoards of marks, he is hoping a simple job like this can get him started again.

Quarick is a party face and alchemist bomber. At level one he packs a punch but mostly through bombs and such. Otherwise he is much better at avoiding trouble then fighting his way out. If you need a man to lie, deceive or cheat he is your man.

Do you need him?

crunch in profile

Dark Archive

"You can never trust a longshanks." Halungalom thinks to himself while looking at the want-ads posted on the wall of his local tavern. You see until recently Halungalom was a member of the Pathfinder Society and he was actually starting to enjoy it. And then the longshanks entered his lab. Halungalom still can't believe it. They fired him for the "mistreatment of an eidolon," just because the connection he has with his eidolon isn't "normal." You see Halungalom's eidolon doesn't follow him around like a pet, instead Halungalom joins with Bodyguard, his eidolon, to become one being who is both smart and strong. Now according to the Society this is an abuse of the eidolon’s natural nature and grounds for termination.

Now that you know the past let's return to the present. Now without the backing of the Pathfinder Society Halungalom has to find his own work and his own money to survive. So when he saw a flyer posted about easy money and all he would have to do is retrieve a little box he thought to himself "Ice can't pass this up, but if some darn longshank thinks to try and swindle me then they better pray to whatever deity they can find that I don't make it back."
I swear he is a good guy, but one of the 4 humanoids subtypes he has a hatred towards are humans so I felt he needed an explanation on why hated humans but would still work with/for them.
Crunch is in his profile.


Previously posted one time as Stormstrider. Presenting for your consideration Nemurial - The Aasimar Sorcerer/Pyromancer

I would be very interested in joining this game & can post as frequently as needed. Just had RL & my memory both got in my way these last few days.


Nemurial's backstory

Nemurial was born & raised right here in this very city. This is home for him. His family was very poor & worked the land as best they could as tenant farmers.
When he was a young child, Nemurial was always fascinated watching the flames leaping & dancing in the fireplace or anywhere he could see the tongues of fire. His 3 brothers (Calvert, Farrell, & Sherm) & his sister (Shahana) liked the fire, but they did not find it near as fascinating as Dolok did.
It was his HUGE delight whenever the village had a festival with a big bonfire & more than once he had to be pulled back or he would have wandered right into the fire itself. This worried his parents greatly.
As he grew a little older he would often be found in an old barn or off in the woods starting fires with his flint & steel or a tinder box if he could get his hands on one. At least one old abandoned barn was burnt down accidentally (or maybe not so accidentally...). After it happened the first time they could never lay the blame on him for sure ... but the suspicion was always there. Shahana (his sister) tried to discourage him from playing with fire so much, she knew how dangerous it could be, but his 3 brothers found it quite fun! BUT, one fateful day Nemurial was not aware that his little brother Sherm was in the barn watching him, waiting for the fun fires that usually sprung up around Nemurial. The fire did come & spread faster than Sherm expected it! There was nothing Nemurial could do! Sherm was lost to Nemurial's passion & carelessness that day. Nemurial quit playing with fires.
Then ... he saw the blacksmith's fire!!! He realized the potential that this fire was in a 'controlled' environment. He started hanging out there as much as he could, it was so intense & hotter than the previous fires! At first the Blacksmith would chase him off, but then the blacksmith (Mr Figueroa) figured maybe the boy could be of some help keeping his fire stoked since that was what the boy seemed to like so much anyways. And free help is always usefull! As time went on Mr Figueroa came to realize that his fire was burning better & hotter than it ever had before, making his work faster & easier. Nemurial was quite content getting to play with this fire all the time & the village was content not to have any other buildings being burnt down.
The more time that Nemurial spent in front of the the fire, he could almost imagine he could hear the tongues of fire whispering to him, encouraging him & instructing him on how to make them burn hotter & longer.
Naturally as he spent time there, he would also observe the blacksmith at his work some & he started realizing that this was another use to fire, for without his fire Master Figueroa would not be able to creat the things he did. So then Nemurial started getting more interested in how he could create things by means of his fire & he has recently started to learn how to make some minor armor & weapons. He has also become closely attached to Master Figueroa who claims to care not for but the use the boy is, but of course he is just a great, big lovable guy who actually has come to care deeply for "the boy".
"The boy" is finally becoming of age, but many people still distrust him due to the fires of the past. He must find some way to gain their trust ... .


This is the last day of recruitment.
I'll choose the players tomorrow. ^_^

The Exchange

Iryani:

Iryani
Undine Cloistered Cleric of Abadar (Nobility Domain)
N Humanoid
Init +3
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft, swim 30 ft
Melee quarterstaff +0 (1d6) or Cold Iron Dagger +0(1d4/19-20)
Cleric Spells Prepared (CL 1th; concentration +4)
. . 1st —Magic Weapon
. . 0 (at will)—Light, Create Water
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 12, Int 14, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 11
Feats Selective Channels
Skills Knowledge Religion +7, Knowledge Nature +7, Knowledge Local +7, Knowledge Arcana +7, Swim +11, Knowledge Dungeoneering +7, Diplomacy +6
Background skills Knowledge History +7, Knowledge Geography +7,
Languages Common, Aquan
Traits Reactionary, Birthmark
Alternate racial traits: Amphibious
Gear Cold Iron Dagger, Silver Mace, Quarterstaff, Studded leather armor, Belt pouch, Backpack, 2 Waterproof bags, Waterskin, Flint and Steel, Torch, Light crossbow, Rope, String, 20 crossbow bolts, Grappling bolt, Charcoal, Spell component pouch, 2 wooden holy symbols of Abadar, 3 days trail rations, 2 pitons, 1 hammer, TBD
--------------------
Special Abilities
--------------------
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. (5 uses per day - DC 12 - Positive energy selected)
Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependent mind-affecting effect.

Backstory:

Iryani was raised in an orphanage where she was picked on for her blue skin. When the orphanage burned down, one night, the priests of Abadar took in the orphans as additional workers. Those that showed some religious bent were taken in as Acolytes, the rest became employees of Abadar, and the priests arranged jobs for them across the city, with them having to pay part of their salary as a tithe to the Church of Abadar.
Iryani was one of those Acolytes, but as the Head Banker owed a favour to the employer, he contracted Iryani out to the employer of the notice, feeling that the job might be suited to her unique talents. She has applied to join the team to retrieve the heirloom box.


Alright, I've made my selection:

Cael Melum - Suli Kineticist
Chamius Lune - Human Bard. But please downgrade to 1st-level character, hmm?
Halungalom Shortstack - Gnome Summoner
Quarick Frezhal - Halfling Alchemist
Virgil Geryon - Half-Orc Mesmerist. But please explain to me why you seem to have three feats...?

Seeing as there is no dedicated healer among those selected, I'd advise Chamius and Quarick to swap out a spell known for Cure light wounds and for everyone to stock up on healing potions.

Alright, I'm off to create the opening post....

Sovereign Court

Thanks! I'll be making a separate profile for him; I was using my similar PFS character to submit, though.


@ GM Thank you for the selection.

The Crunch is the actual character sheet; while the spoilers are, mostly, for my reference, including future selections.

Community / Forums / Online Campaigns / Recruitment / A simple job All Messageboards

Want to post a reply? Sign in.