Chummy's Mask (Inactive)

Game Master chubbs

Please post once per day, best you can on weekends, during combat I will automatically bot if 24 hours have past since the start of combat, combat will be grouped together.

Wati.
Caravan.
Necropolis.


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Ninevekhti "Neve" Khamutep wrote:

...missed the edit window.

Just wanted to add that I'm not set on her following Shelyn: if there's an Ancient Osirian deity of art, beauty, etc that would be good to know. Would make more sense thematically.

That could be either Hathor, Ptah, or Neith, but to be honest none of them are perfect.


@no levar- ya I can work with you on your concept.

@Neve- Hathor or possibly Ptah if you wanted the creation aspect of art.
Hathor
CG
Dance, joy, love, music, the sky
Air, Chaos, Charm, Good, Travel
Short sword

Ptah
N
Architecture, craftsmanship, creation, metalworking
Artifice, Earth, Fire, Knowledge, Travel
Quarterstaff

@rennaivx- no VMC, please.

interest list-
Neve- Bard-
zolexa13
Arknight
dwilhelmi
hedwicktheworldly-
derpdruid-
no levar
Rathtus
the tick
REdblade-
Fabain benavente
ouchitonain
Rani doompalm- Wiz (diviner)- completed
rennaivx
all seeing eye
Beastmaster-
jazar Emmeti- human inquisitor (expulsionist)- completed
Teos of An- Human Fighter- completed
Gadridan Layafette- Alchemist- (need rest of backstory)
Seth86- Human paladin- (need background)
Luuther- dwarven-rogue (needs background)
Julias Cleric Half-drow- completed
Marius vorloren- Human (archaeologist)- (need background)
Torsuuk sandahammer- (need more on background question 1)


Dotting for interest


HedwickTheWorldly, presenting Nkondo ("Safiri") Tambor. Crunch will come soon. I hope 9 things for the first prompt isn't too many? Also, let me know if this is sufficient for Osirionology/Ancient Osiriani at the start?

He'll be a Human Magaambyan Initiate Arcanist.

DM Chubbleston's Questions and Background:

1. 5+ points that capture the concept and story of the character.

Nkondo Tambor was the spoiled only child of a Bonuwat family whose trade empire in the Senghor has provided them great wealth through connections with the Aspis Consortium.

He was tutored as a child by Jali, a scholar from Magaambya, who sought to ultimately initiate Nkondo into the college as an Arcanist.

His parents, Ahmada (mother) and Halisi (also mother), refused to hear Jali's pleas, and insisted that Nkondo focused his studies on history and trade, so he could continue the family legacy and become a merchant like them. Jali mostly acquiesced, though he still snuck lessons of Magaambyan Arcana alongside mathematics, comparative religion, and history.

Nkondo took to these scholarly pursuits like a fish to water, though he was enthralled by Osirionology. The idea of a desert was strange and exotic to him, and the idea that there could be things buried in the sand, from thousands of years ago, sent his imagination to flight.

He especially loved the idea of Sphinxes - wise, riddle-loving beings, challenging passersby in high-stakes puzzles.

He longed to meet one and match wits with it, or uncover an ancient crypt in the sands, or even recover ancient relics from a buried necropolis, but found that any of these flights of fancy were met with derision from his family.

When the Ruby Prince announced the opening of Wati's necropolis to the public, Nkondo had to answer the call. He kept the initiate's spellbook that Jali had helped him construct, a pouch of medicinal herbs pilfered from his parents' pantry, and a handful of gold pieces that he had hoarded from his allowance, and fled his home under cover of night, heading to Osirion by boat.

He knotted and dreadlocked his hair like a fisherman, rather than keeping it finely combed in the fashion of nobility. He grew a beard, and, in an especially headstrong moment of stupidity/bravado, even scarred his own cheek below the eye with his traveling knife by a campfire.

He changed his name to Safiri Nkondo, eliminating his family surname entirely, in the hopes of masking his identity. After exploring Wati, it is Safiri's hope to return to the Expanse and attend Magaambya as a full-fledged Arcanist.

2) Two goals that you'd like the character to accomplish in-game.
Become a student at Magaambya, and return to his parents to prove them wrong.
Meet a Sphinx in person and solve one of its riddles!

3) Two secrets, one the PC keeps to himself, and one kept from the PC.
The secret of his wealthy family and identity is something Nkondo is reluctant to tell anyone.
Nkondo's parents have leveraged the tragic supposed death/disappearance of their son as part of their game of intrigue to curry sympathy and support in Senghor, and are not searching for him at all.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.

Ahmada and Halisi - Nkondo's mothers. Cutthroat merchants who had to pay for the finest education for their son, since they were highly regarded in the community, but did not much care for his adventurous nature. Were secretly quite relieved when Nkondo ran away, as their work with the Aspis Consortium is somewhat murky in morality, and hiding it from their son was proving more challenging as he grew smarter.

Jali - Nkondo's private tutor at home, and the only one who mourns his disappearance. Loves him like a father.

Malina - Chelish first-mate aboard the seafaring vessel Jatembe's Pride, accepted Nkondo's fare and allowed him on the ship. A friend at first, and casual lover during the long trip to Osirion. She only knows him as Safiri, and thinks of him sometimes, though he left the ship weeks ago.

Tarvin - Taldan Mercenary guarding the caravan Safiri/Nkondo travelled with upon arriving in Osirion. Hates Safiri because he thinks the boy a coward and a whelp of a child. Safiri did not help to defend the caravan during a raid by a small group of bandits because he was scared. As a result, Abdu lost his leg in the attack. He can clearly have it regrown via regeneration, or a wooden one made, but the resulting loss of income is devastating to Tarvin, who traveled far to join the Wati expedition.

Rafa - A struggling Watian apothecary living above her shop in Midwife. She is indebted to Safiri because, after taking him in off the street and agreeing to house him for his first nights in the city for very little money, he gifted her with the herbs he'd carried with him from distant Senghor, brought there from even more remote Arcadia. The salve Rafa could craft from the herbs would fetch a high price, and be in high demand. Such a favor would put her shop squarely under the eye of the wealthy travelers coming to the city.

5. Three key memories that define your character as the person they are at the time of submission.

1. Nkondo recalls the first time he met Jali, who challenged the pre-teen boy with the classic Sphinx's riddle about a creature with four, two, and three legs. It had taken him nearly three days to solve it, and Jali's delight was palpable.

2. Nkondo's first night on the streets of Senghor, huddled by a completely unnecessary campfire that had taken nearly two hours to create, swatting away mosquitoes and gnawing on tough salt-pork. He realized then that adventure was tough, and he needed to be tougher. It was the night he bound and braided and knotted his hair, and the night he held his knife over the fire until it was hot, before dragging the blade across his cheek. He is proud of the fact that he did not scream.

3. The first time Nkondo used the relatively minor magic he had learned to help Jali clean his guest house, he was beyond thrilled. The old man smiled and fawned over him like a father, elated at the progress made in the child's education. He glowed and grinned and recognized how powerful his magic could be if only he could further his studies, and how much good he could do for the world. It was the night before Nkondo asked his mothers about Magaambya, Jali at his side. That night, before his dreams were shattered by avarice, he knew he could learn magic and be a hero.

6. A fear or paranoia that causes your character to shiver, cower, or panic.
Nkondo is terrified to be alone. He has also lived a somewhat sheltered life until recently, so multi-segmented insects, like centipedes, have caused a deeply unpleasant, sickly feeling in Nkondo, and he find he is irrationally terrified of them.


I was thinking of taking a drawback (family ties) and adding the trait Osirionologist, if possible. Thanks

Grand Lodge

Fluff:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
He is a large man, big barrel chest and a gut. He has a big bushy beard, is always smiling despite the situation that is at hand. He uses his shield to protect those who need it, his hatred for undead is deep as he lost his younger sister in a Nexian raid on Geb.

2) Two goals that you'd like the character to accomplish in-game. To become one of the Knights of Ozem so that he can take a place of honor with the greatest undead slayers. To find out more about Pharasma and her faithful.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. Herbert’s faith is shaky, he knows that Iomedae is the Goddess who took over for Aroden and that she opposes all evil. Unknown to Him His sister yet lives, she took up with the Necromancers of Geb and sold out his countrymen during their raid.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
His father is a mage of some renown in Nex, he financed Herbert’s trip north. His Sister who took up necromancy and forsook the Arc Lords. His contacts in Last Wall who have set him up with opportunity to prove himself to become a Knight of Ozem.

5) Three key memories that define your character as the person they are at the time of submission. Learning to swing a sword and block with a shield, protecting himself from harm. Watching his sister and her strike force leaving for Geb, wishing her well while she headed south and he headed north to meet with the Knights in Last Wall. Receiving news that his sister and her strike force were slain to a person while only a few days into their mission.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own. ” Being without his shield, it is always with in arms reach. Herbert knows that it is a core part of his belief in the Inheritor and will make sure that he survives a fight.

Herbert Rulan:

Herbert Rulan
Human paladin (oath against undeath, warrior of the holy light) 1
LG Medium humanoid (human)
Init +0; Senses Perception +2
—————
Defense
—————
AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
hp 13 (1d10+3)
Fort +5, Ref +0, Will +3; +0 morale bonus against saves to overcome negative levels
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
heavy shield bash +3 (1d6+2) or
longsword +3 (1d8+2/19-20) or
warhammer +3 (1d8+2/×3)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
—————
Statistics
—————
Str 14, Dex 10, Con 16, Int 11, Wis 12, Cha 14

Base Atk +1; CMB +3; CMD 13

Feats Improved Shield Bash, Shield Focus

Traits ozem-inspired, searing beacon, undead crusader

Skills Acrobatics -6 (-10 to jump), Diplomacy +6, Knowledge (nobility) +4, Knowledge (religion) +5,
Perception +2, Profession (cook) +5, Sense Motive +5
Languages Common
SQ detect undead, family ties
Combat Gear holy water; Other Gear scale mail, shield spikes heavy wooden shield, dagger, longsword,
warhammer, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae ) UE,
mess kit UE, pot, soap, torch (5), trail rations (5), waterskin, wooden holy symbol of Iomedae, 18 gp, 5 cp
—————
Special Abilities
—————
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect
undead instead of detect evil. This ability replaces detect evil.

Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC
20 Will negates).

Improved Shield Bash You still get your shield bonus while using Shield Bash.

Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Do you want more of a background or just the questions you have asked?


Hello, I'm submitting Iuni's application to be one of the new yet unnamed group of treasure/fame seeking adventurers. Thanks offering up the opportunity. Even if she isn't accepted I had a blast making her over the last couple of days. Let me know if I left anything out or you want more details or if anything should change.

Have fun deciding, I know it can't ever be easy.

History:

Iuni is a bastard, not personality wise, though she has her moments like everyone else. Nope, her father (a Kelishte merchant) showed up from one of long caravans with a little baby half elf that was his.
Her mother was a beautiful elven mage from an influential family with powerful trading connections, as well as being a bit of a slut.

Said mother and her powerful family wanted nothing to do with a halfbreed, but keeping her alive cemented a trade partnership that the merchant and his wife could not turn down.

So after the screaming, throwing of things, and one almost fatal stabbing, her new stepmother accepted the unwelcome new baby into the household.

Her father weathered a few months of cold nights and burning hate filled gazes, then quickly found an excuse to go on another caravan, and died. Bandits, Inui was told, occasionally she thinks maybe her stepmother had him killed. Iuni had to be alive to keep the money flowing, but her husband did not.

Life wasn't bad growing up. She was left alone as long as she stayed out of the way, and could read the moods of her stepmother and many older sisters well enough. She wasn't beaten, forced into slave labor, or told to eat her vegetables. She wasn't hugged, cradled, or even talked to much either. By the family at least. The servants liked her, and her father's library was amazing. The promiscuous man loved books even more than women it had seemed, so Iuni grew up reading and loving stories of adventures more than anything.

When she came of age, she left the family estate and dropped the Kelish last name she never felt a connection to. Adopting the name of one of her heroes in a tiny kid's book she loved. Pennywax, adding the second at the end since she isn't the original. Now she would become the adventurer she had always dreamed of. The tombs of Wati had been one of her favorite sources of countless daydreams, so off she went.


Appearance:

Iuni isn't a stunning beauty, at best she's cute. But she does have the exotic grace of a elven maid combined the generous curves of a happy baker's daughter. With hair the color of fading butter, eyes so deeply brown one could lose themselves in them, and a smile that is true and pure, she can turn heads... well as long as there isn't anyone else with breasts and hair standing next to her that is. Sigh...

Also she is rather short, and even worse, Pleasantly Plump as she would she rather you put it. Nothing like what a hardened adventure should look like. But she doesn't care, a hardened adventurer is what she IS!


-------------------------
The Five Points:

five points of who she is:
1. A lover of knowledge and books
2. A clinger to friends
3. Watchful and wary
4. A stress eater, though fit, a bit on the plump side
5. Too curious, too eager for new experiences, for her own good

2 Goals To Live By:

1. ADVENTURE which can be many things, from fame, wealth, trinkets, but all secondary to the story. That is his ultimate goal, to be the heroine from a story.
2. To be part of a family. Not a husband and kids, she's still got a lot of life ahead of her, but a group of people so bound together they'd lay their life down for one another.

2 Terrible Secrets:

One she knows: She knows nothing about where her powers came from. One day after being scratched by a sister's cat, she suddenly mentally threw it so hard again the wall it went disgustingly splat. She gets headaches at times when using them, not crippling, but bad enough she is worried why. She won't stop using them though, it is what she thinks makes her special, a use to the group.
One she doesn't know. Her stepmother's source of vast wealth dried up the moment it was found out Iuni had left, nearly a year ago. The trade contracts of her elven relatives seemed to be contingent on more than her simply being alive. Bounty hunters are searching for her, to drag her back kicking and screaming if need be.

4 Friends or Enemies:

1. Shai-Nefer, [mysterious mentor], a wealthy merchant-queen and owner of one of Eto’s premier trading houses, a friend of her fathers. Iuni had found letters bound together in the library that spoke of respect, maybe a fling, but enough Iuni sought her out when trying to find her bearings. It is Shai-Nefer who sent her Wati in the first place. [Osirion,Land of Pharaohs, page 6]
2. Jamila Shahine, [her stepmother and enemy she thinks she left behind], still beautiful, with a strong will, and a powerful ruthlessness. No longer overflowing with riches, she still is wealthy and uses those resources to hunt her stepdaughter down.
3. Jax Benthon[former lover]: A Chelaxian guard in a caravan Iuni had traveled with. And one that Iuni's desire for new experiences had lead her to do some rather regrettable things with, way too often. Jax is a little too on the thick side mentally and even though she had fun on the trip, she no longer desired to continue the relationship. Which would be fine if he had left with the first caravan, but he stayed on as a guard for a merchant in the next and the next. He is arrogant enough to not be able to get it through his skull she's moved on.
4. Khem: [friend of sorts] a quick witted apprentice cook who signed on to the caravan to get to Wati. He had plans, he says. A dream of a food stall, one specializing on Meat On A Stick. Says adventures always have to have one hand free to fight back evil, so a meal on a stick is perfect! Iuni never has any idea when he's serious or not, but he never seems to mind her uncontrolled giggles either way.

3 Sweet Memories:

1. "The Worst": her name for the time one of her "loving" sisters convinced her she was actually invited to one of her stepmother's parties. She was locked in a windowless room for a week. Only the most scared servants allowed to bring her food and changes of clothing. So a week alone, no books, no talking, just her thoughts.
2. "Leaving": The day she left her home, with a little more than a sack of extra clothes, her father's letters, and a pouch of money she has squirreled away. It was the most wonderful moment of her life.
3. "Proof": Adventures involve fighting, bleeding, and potentially joining Pharasma in the great beyond. She knew she'd have to face this after leaving her horrid safety. A ragged band of bandits hit her first caravan, got lucky enough to push through and she... she didn't die. A young man, looking decades older than he should, obviously starving did the dying instead. By her hand. He would have killed her for what little she had, she knew this, but still.

The One Fear:

A fear. Yes, she doesn't like rats, insects with more legs than sense, undead of course, getting trapped in pits, drowning, rabbits, being eaten alive by ants, etc. All perfectly good things to be afraid of. But The Fear is being alone. The gift her stepmother gave her time and again. Now that she's escaped the idea of it coming back could send her into a hysterical panic like no other.


Hey DM Chubbleston, It's quite the list of applicants you have already, but I would like to throw my hat in the ring also.

I will attempt to put together a wandering gunslinger human from the Grand Duchy of Alkenstar.


Updating the 5+ points for background:

Background:

1) A stonelord of the Master of the First Vaults has come to Osirion to find the treasures in the necropalis of Wati-not only to return the lost treasure to the country, but to also destroy the undead abominations who dare to keep the treasures for themselves.
2) His parents, Taria and Xorkuur Diamondhammer, were born, raised, and married in the city of Absalom-however they moved to Totra-then settling down in Sothis-to make a new living for their unborn child. They gave birth to Torsuuk shortly after arriving to the capital, and had thanked the priests of Abadar for assisting them in labor.
3) Torsuuk's name is Dwarven for "gold" or "golden"-named first for how the mother considered him the most valuable person in her entire life, but later he attributed the name to his golden blond beard.
4) His "father" is a merchant and smith that works in the shopping districts of Sothis, crafting armor and weaponry in styles more commonly found in the northern countries like Varisia than in Osirion. He tried to have Torsuuk be the heir to this business, but the dwarf turned it down when he became accepted for training as a paladin of Abadar.
5) Torsuuk's original last name was indeed Diamondhammer, but he changed it to Sandhammer once he discovered his powers as a stonelord-this brought great shame to his father, as he lived in a family that was tradition to pass down their profession of smithing to every firstborn child.

didn't know if there's a church of Abadar in Sothis or not; if there isn't, I'll change it.

Also, @DM Chubbleston, are alternate racial traits acceptable or not? If they are I wanted to replace greed with lorekeeper, defensive training, hatred and stonecunning with sky sentinel, and darkvision with surface survivalist.


Thanks - Hathor would probably be the one to go with. Certainly the Khamutep family would worship the Ancient Osirian deities, so now I just need to decide if Neve does as well, or if her worship of Shelyn represents another break from her family. If you have any thoughts on that from a campaign/DM perspective, please chime in.

Few more questions:

1. Presumably bards count as arcane casters for the purpose of your Ancient tradition of Osirion trait?

2. Thinking of taking the Overwhelming Beauty trait, but I know there's a view that it is regarded as overpowered, so I just wanted to run it past you first.

3. Languages. Is "Common" still Taldane, or will it be Osirian for this campaign? I'd like Neve to speak Osirian and Ancient Osirian, but I'm running out of skill points/stat points.


GM:

Please consider Professor Lucius Mermont III for inclusion in your game.

His fluff is spoilered below; I will be tweaking it a bit after I read some more about the Esoteric Order of the Palitine Eye but you should have enough to see where I'm going with the professor.

His crunch is in the alias.

I am playing in a few games and am GMing two games on these boards. I am a long time poster and I like long-term games with committed players.

Let me know if you have any questions.

Thanks for hosting.

Game on!

----------

10-minute background:

Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
- older, refined, and well educated gentleman, well past his prime
- appreciates fine art and fine wine
- was a well-known professor in several subjects in the prestigious University of Lepidstadt
- takes his time before committing to action and does not like to take uninformed risks, researches
- no children and his wife Mariana died in a mysterious fire
- guilt-ridden because he blames himself for his wife’s death (‘people’ were out to get him and he wasted time saving ‘books’ instead of his wife)
- old fencing student, practiced with the university team and was quite the fencer in his day
- when it was clear that he and his wife would not have any children, he immersed himself in academia and slowly distanced himself from his wife
- bardic spells are released through appropriate use of his voice
- Esoteric Order of the Palitine Eye low ranking member that wants to go up the ladder by making a big discovery/procurement
Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
- find out who caused the fire that killed his wife
- discover something grandiose and gain recognition/status with the Esoteric Order of the Palitine Eye

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
- known: he could have saved his wife if he wasn’t so concerned about his precious books. He didn’t mean to let his wife burn; he thought he had enough time to save both his wife and his books. Only some of his books were spared.
- unknown: the ‘ancient’ books that were loaned to him were meant to stir his curiosity about Osirion and eventually get him accepted in the Eye of Palitine (i.e., he has someone in there rooting for him)

Step 4: Describe at least 3 to 5 people that are tied to the character. Two of them are friendly to the character, one is hostile.
- Professor Theodore Moore: friendly rival and always trying to outdo each other and gain the most fame in the university
- Lady Mireya Kurtsova: loaned him ‘forbidden books’ and then disappeared
- Lord Walton: greedy member of the Order who hinders him from escalating further in the Order

Step 5: Describe at least three key memories that define your character as the person they are at the time of submission.
- the day he was admitted to the Order because of his initiative and studies
- his first mummy unmasking party
- he relieves the fire and death of his wife constantly
- the day he was told that he no longer qualified for the upper echelons of the Order (he was told that it was because of lack of knowledge but he believes that greedy member wanted more money)
- the day he realized that he didn’t have enough money to get to the upper echelons of the Order so he would need a big discovery, event that prompted his trip to Osirion

Step 6: List one fear or paranoia that causes your character to shiver, cower, or panic.
- fear of fire and pain caused by fire (his wife’s screams still haunt on many nights)

Step 7 (BONUS FOR FLAVOR): Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
- arranges his glasses constantly
- sweats profusely and is always wiping his face and neck
- impeccably dressed, obsessive about cleanliness and orderliness
- clears his throat before speaking
- speaks in a low voice and speaks slowly to make sure others understand him


@ DM Chubbleston:

Dotting for interest too.

I have numerous unused aliases.
Mostly from campaigns that fizzled long ago.

Probably apply with a Bloodrager.
The tricky bit will be making a thematic back story.


Hello everyone, the player's guide for mummy's mask mentions People of the Sands, which is not one I've read. Does anyone have it? If so, is it worth it?

Liberty's Edge

Here is my character submission. I'll make a forum alias if accepted into the game.

Akori -- male human (garundi) alchemist (crypt-breaker)

Background Points


  • Abandoned as a young child, grew up as a street rat and ophan in Sothis for his first 10 years
  • Was adopted by a scholar (an elderly Garundi woman named Kemisi) who caught Akori stealing from her, and recognized a keen intellect and potential. She instilled in him a deep curiosity for knowledge about ancient Osirion, and for the treasures and lore hidden in the pyramids and tombs scattered about the country.
  • Learned alchemy from another mentor that he met a few years later, a man named Uro who was part of Kemisi's circle of scholarly friends.
  • Is now eager to go out on his own and make his own discoveries, and make a name for himself as somebody who has uncovered secrets from the history of his land.
  • Upon hearing about the opening of the tombs in Wati, he resolved to find an adventuring group to which he could attach himself, and to whom he could offer his services as a crypt-breaker alchemist.
  • Venerates several of the old gods, primarily Ptaha, and after that chiefly Thoth, Isis, and Bastet

Two Goals:


  • To make a name for himself as a field scholar of Ancient Osirion who has uncovered secrets from ages past.
  • To become as learned as Kemisi, that he might be able to hold his own in discussions with the best trained scholars in her circle Image

Two Secrets:


  • Akori's Secret: In his mid-teen years, when he wasn't ready, he tried to go into and explore a tomb. In over his head, he was nearly killed by a pair of zombies that attacked him. He was saved by the fortuitous appearance of a Pahmet dwarf. The dwarf was killed rescuing Akori; Akori feels guilty about the dwarf's death, for he knows that it was for his sake that the dwarf put himself in harm's way. He is afraid of what Kimisi and others would think of him if they learned his secret.
  • Unknown to Akori: Kimisi did not run into him by accident. Rather, she was asked by agents of the Ruby Prince to arrange an encounter with him, and to take him in and take care of him. Kimisi originally aopted him out of duty, but came to care for the boy and appreciate his abilities. She speculates that he may be the bastard son of some relative of the royal family.

People Tied to Akori:


  • Kimisi: elderly Garundi woman, his scholarly mentor and adoptive mother
  • Uro: middle-aged Garundi man, alchemist, another mentor and trainer.
  • Seherab: the Pahmet dwarf who saved his life, for reasons unknown to Akori. Also unknown to Akori is that Seherab was raised following his demise.
  • Haréré: another orphan from his orphanage. Had been a friend, but he left her behind when he was adopted by Kimisi. Haréré has been nursing a growing and increasingly irrational grudge against Akori since what she perceied as an abandonment. She is now a member of a rival adventuring group.
  • Dorian "Pyro" Warden: an alchemist and a member of the Pathfinder society (a high-level seeker). Regularly visits Sothis and Wati nowadays on his travels, and has mentioned to Akori that the young man should consider joining the Pathfinder Society. Akori is intrigued, but more interested in getting into the tombs with an adventuring group right away.

Gratuitous aside:
Pyro is actually one of my PFS characters; he's been through Eyes of the Ten and is indeed a seeker (15th) level character.

Three key memories:


  • The body of Seherab falling underneath the tearing claws of zombies, seen as Akori looked behind him while running away.
  • The first time Akori learned about the old gods from Kimisi, and the sense of wonder and revelation as he realized that the world was so much bigger than he had thought.
  • The first time he succesfully picked a difficult lock, as a boy soon to end his life as an orphan

Fear/Paranoia: Akori was scarred by the death of Seherab. He fears that he's a coward, and that he will be found out as a coward. If one of his companions is in jeapordy, and Akori cannot see a way to help rescue that companion, Akori is likely to freeze up with panic.

Statistics:

======================================================================
Akori -- Human (Garundi) Crypt-Breaker Alchemist 1
======================================================================
NG Humanoid (Human)
Init: +2 ; Senses: Perception +6

----------------------------------------
Defense
----------------------------------------
AC: 14, touch: 12, flat: 12 (+2 Armor, +2 Dex)
HP: 9 (1d8+1)
Fort: +3, Ref: +4, Will: +2

-------------------------------------------------
Offense
----------------------------------------
Speed: 30ft

Melee: dagger +0 (1d4/19-20)

Ranged: attack +3 (1d4+1/19-20) (-1 attack and damage outside 30ft),
or bomb +3 (1d4+4 force, splash 4hp 5ft, ref DC 13 for half;
1d8+4 vs. constructs and undead)
Space: 5ft; Reach: 5ft

Special Attacks: Alkahest Bombs, Throw Anything (+1 to attacks with
splash weapons, +3 to damage with splash weapons)

Alchemist Extracts Prepared: 1 - Shield, (open slot)

Alchemist Extracts Known: 1 - Comprehend Languages, Cure Light Wounds,
Monkey Fish, Shield, Targeted Bomb Admixture

----------------------------------------
Statistics
----------------------------------------
St 11 (+0), Dx 14 (+2), Cn 12 (+1), In 17 (+3), Wi 14 (+2), Ch 10 (+0)
BAB: +0; CMB: +0; CMD: 12

Feats: Extra Bombs, Point-Blank Shot, Osirionology

Skills: Appraise +7, Craft (Alchemy) +7, Disable Device +6, Knowledge
(Arcana) +7, Knowledge (Dungeoneering) +8, Knowledge (Geography) +5,
Knowledge (History) +5, Knowledge (Local) +4, Knowledge (Religion) +8,
Lore (Ancient Osirion History) +6, Perception +6; +1 to Craft
(Alchemy) to craft alchemical items; +3 to Knowledge (Hitory) and +1
to other Knowledge on Oirion and its people

Languages: Common, Osirion, Ancient Osirion, Kelish, Dwarven

SQ: Alchemy, Trapfinding +1, Crypt Breaker's Draught

Gear: Leather Armor, Hot-Weather Outfit, 2 Daggers, Backpack, Alchemy
Crafting Kit, Formula Book, Thieve's Tools, 2 Sunrod, Flint & Steel,
Journal, Ink, Inkpen, 5 Paper

Full
character sheet here


Sefanit is my submission. She is a Medium archetype Witch from Radahoum.

Still have some finishing touches to take care of, but her questions are done. Sorry, they got a little long.

Background Questions:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

1. As a scholar and historian, Sefanit is accomplished, poised, and confident. She knows she has few equals in her field considering her young age. Given time, she is on course to become truly immanent and famous (at least among those few who pay attention to history).

2. Sefanit has always been a conventional Rahadoumi like the rest of her family. She follows the Laws of Man, and has no interest in religion beyond its place in history. While she has read religious texts, it has been for academic purposes and she has no divine faith. Religious study has (carefully and inconspicuously) become more important to her since her rebirth as a witch and medium though. She believes there is much about religion that can help her guide souls on their journeys.

3. As a witch and medium Sefanit is far less confident, and has always been extremely secretive. She does not understand where her abilities come from, and cannot offer any rational explanation for them. This is particularly problematic in Rahadoum because they look suspiciously divine. She has never revealed her relationship with spirits, ability to perform magic, or the existence of Kushi to anyone, including her parents. Only in Osirion will she reveal any of these things publicly, and she is not sure how she will wear that identity yet.

4. Life in Manaket has been less comfortable for Sefanit since her return to life. Her experience came to the attention of the Pure Legion by some means, and she and her family were investigated. While nothing was found, and officially she was never actually dead, whispers and rumors have continued to follow her. The Pure Legion has taken an interest and almost surely still watch her. Her and her family’s relationships have been damaged in some cases. Sefanit left for Wati as much to escape this cloud of suspicion as to test her abilities in a place where she could do it freely.

5. Sefanit is rather outgoing for an academic. She has always made friends easily and her manners are well polished. She knows that few people share her particular interests at the same depth she does, and is careful not to bore others. She can converse on many subjects and tries to steer conversations to those things that interest others. She shows the typical Rahadoumi traits of discipline and responsibility, but is warm and compassionate with family and friends. Her sense of humor is well developed, though it tends toward irony and a certain dark fatalism. Death is often on her mind after all.

2) Two goals that you'd like the character to accomplish in-game.

1. The first goal is not achievable in the sense an end outcome can be reached. Sefanit wants to collect as much history, both of the standard type, and of spirits’ stories and knowledge as she can. No matter how much she collects there will always be more. She is at peace with that realization, it is the way of knowledge that a pinnacle can never be reached. But the thought of scaling ever higher always drives her on.

2. The second is unlikely but achievable. She wants to discover the identity or identities of her patron.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

1. Sefanit keeps to herself that a grain of distrust exists between Kushi, her familiar, and herself. Kushi is committed to the mission they have been given, and Sefanit allows her scorpion to believe the same is true of her. In truth Sefanit is motivated by the knowledge she gleams from spirits rather than the mission of helping them. She feels good when she helps, but if it involved great danger or sacrifice, Sefanit might abandon the mission.

She also suspects Kushi of knowing more about her patron’s identity and purposes than her familiar will admit.

2. Sefanit does not know that her parents are relieved that she has traveled to Osirion. They do love Sefanit, and are both very happy to have her back. But there is no escaping the knowledge that she was dead. It cannot be explained or avoided. Deep down they wonder if it is truly Sefanit that returned, or something else.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

1. Sefanit’s parents (Blood): Her relationship with them had always been good, and became closer after the death of her younger brother. After her own death things did not seem different on the surface, but underneath there were fissures. Sefanit is now keeping significant secrets from her parents. Her parents know she came back from the dead. They cannot understand how or why, and their inability to comprehend what happened to their daughter makes her strange to them now.

2. Kawab Menna (Rivalry): Another very talented young historian in Menaket, Kawab and Sefanit both participated in their rivalry. Kawab was the more hardened and jealous of the two though. He is more than willing to believe Sefanit is guilty of some violation of the Laws of Man involving divine tampering. When he learned Sefanit was leaving for the opening of Wati’s necropolis. Not to be outdone, Kawab claimed he would do the same, though whether he will follow through is unknown.

3. Dedi Nebetah (Love-ish?): The long, lazy boat ride from Sothis to Wati left little for passengers to do for an extended time. What better circumstances for a new romance? Dedi, a conjurer wizard, was a fellow passenger. Sefanit and he talked much, shared meals, and eventually, discreetly shared a bed. Dedi’s had promises to keep to friends in Wati, and he and Sefanit separated upon their arrival in the city.

5) Three key memories that define your character as the person they are at the time of submission.

1. Waking up after dying to a talking scorpion on her chest, unable to remember anything about the time during which she was dead.

2. The first time she helped a soul move on. It was her little brother. He had died three years before Sefanit did, at the age of five. He had fallen ill and was feverish and disoriented at the time. He remained that way after death and lingered in their house, unknown to the family. When she discovered he had remained in the house, Sefanit worked several days to bring him to awareness of what had happened to him. Beginning with playing silly word rhyming games as they had when he was alive, she slowly eased his confusion and brought him into an understanding of what had happened to him, and what needed to come next. While it is a sad memory for her, it was also satisfying to know she could help him.

3. A little over a year later, Sefanit helped a spirit depart, a woman who had lingered a very long time. Sefanit had to use Ancient Osirioni to communicate with her, and in the process learned the woman also spoke Tekritanin. She heard the sounds of a dead language, known only by it’s writing. It was then when she truly grasped her ability’s power for unlocking the otherwise unknowable past.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.

Sefanit carries no grudge against Kushi for killing her. The experience did leave its marks though. She is very afraid of being poisoned.

Liberty's Edge

Decided to give this a shot. Went with the Pistolero. All info is in the profile. Thanks for the consideration and putting together a game!


GM, my character came here to Osirion from Absalom. I'll try and work in at least one local, but would it be viewed ill if the prominent people in his past are located abroad?


@ DM Chubbleston:

Hi!

It's Xunal here. I'll be using this alias for Ûzorgráng ("oo-zoar-GRANG") for my submission.
The campaign he was in fizzled about 2 years ago, so I'm ust recycling this alias.

Anyway, I got the easy part done. The number crunching.
I've got a few ideas for a back story.
I just have to sit down and put pen to paper first.
Should be done before the deadline, though.

During the meanwhilst, here's his stat block, if you want to have a quick look and let me know if I've made any glaring errors there.

Ûzorgráng's Stat Block:

Half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CN Medium humanoid (human, orc)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armour, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +0
Defensive Abilities orc ferocity
--------------------
Offence
--------------------
Speed 40 ft. (30 ft. in armour)
Melee glaive +3 (1d10+3/×3) or
. . spiked chain +3 (2d4+3) or
. . morningstar +3 (1d8+3)
Ranged sling +4 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks bloodrage (6 rounds/day), claws
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 14, Int 12, Wis 8, Cha 13
Base Atk +1; CMB +3; CMD 16
Feats Grudge Fighter[ARG]
Traits armour expert, blood of pharaohs, friend in every town
Skills Acrobatics +4, Climb +3, Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +5, Knowledge (arcana) +5, Knowledge (nobility) +6, Perception +3, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +5, Survival +3; Racial Modifiers +2 Diplomacy
Languages Ancient Osiriani, Common, Orc
SQ fast movement, orc blood, pride
Other Gear scale mail, glaive, morningstar, sling, sling bullets (10), spiked chain, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (5), trail rations (5), waterskin, 4 gp, 9 sp, 5 cp
--------------------
Tracked Resources
--------------------
Bloodrage (6 rounds/day) (Su) - 0/6
Orc Ferocity (1/day) - 0/1
Sling bullets - 0/10
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
--------------------

Physical Description
Age, Height, and Weight: 17 years old, 5 ft.7 in. (170 cm), 215 lb. (98 kg)
Skin: Ruddy green
Build: Squat and muscular
Hair: Jet black
Eyes: Light brown
————————————————————
Traits and Drawbacks:
• Armour Expert (combat) . . -1 AC Penalty for armour worn
• Blood of Pharaohs (campaign) . . +1 WILL, and +1 Know (nobility), which is a class skill
• Friend in Every Town (social) . . +1 Diplomacy, which is a class skill
• Pride . . -2 Diplomacy and SM to subject without apology for insults
————————————————————
Racial Traits (§ marks alternate racial traits):
• Sandkin Heritage § . . half-orcs from Northern Garund or Qadira
• +2 to one ability score . . Dexterity
• Burning Assurance § . . Sandkin get +2 to Diplomacy (replaces Intimidating)
• Chain Fighter § . . proficient with flails, and both spiked chains and dire flails are martial weapons (replaces Weapon Familiarity)
• Orc Blood . . both human and half-orc for race effects
• Orc Ferocity . . stays conscious, as disabled, for 1 round a 0 HP or less if not dead
• Skilled § . . +1 skill point per level (replaces Darkvision)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Thanks!


@ DM Chubbleston:

This is Akurna Kenezor. She is currently in a game that recently started at 3rd level and is set in Nirmathas, but since the GM of that game only posts on two days out of the week I have a feeling the campaign may wither and die soon. He has 28 posts in gameplay and I have 54. Normally the GM to PC post proportion should be the other way around.

So I'd like you to consider Akurna.

Akurna is a LN necromancer cleric of Anubis. She is intended to be a typical command undead/animate dead necromancer. I know it's been done before, but I've never played one, and this might be the kind of campaign where you can get away with doing that. Raising the dead is normally considered evil but the logic for this character is that Anubis reserves the right to create undead for his purposes, but does not condone undead that are uncontrolled. I don't want her to be evil so this is how she justifies what she does.

Obviously there is some interpretation of alignment here so if that doesn't work for you the character may not fit.

In her backstory she studied to be a cleric in Osirion (though she was originally from Geb) so I wouldn't have to change much if she joined this game. Her backstory is pretty long but I think meets most of your requirements already.

I'm not going to reconfigure stats for your build rules yet in case the other game turns around. But I do want the chance to play this character and if chosen will withdraw from the other game (if it still going when the deadline hits).


I'd like to try my luck here!

Saedue, elf alchemist. I played the first few encounters of the first tome of the AP, then the game died.

I must re-do her equipment.

What about starting money? did I missed it? Do you allow the Rich parents trait?

I'll work on your questions too


It's average starting wealth, Saedue. I forgot, rolled, got less, noticed later, and then was happy. Only by 10gp, but its going to allow her to buy a coffee pot, and what adventure group can live without a coffee pot!

Good Luck. :)


Dotting for interest. Planning on making a halfling medium.


Brainiac wrote:
Dotting for interest. Planning on making a halfling medium.

If it's a halfling, shouldn't it be called a small?

Nyuk nyuk nyuk...


This is Derpdidruid coming back with something a little different than I said I would bring. I couldn't get any new concept nailed down that I liked so I'm re-purposing an old favorite of mine that didn't get into a RotRL game.

So here's Taria.

Questions:

________________________
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
________________________
1) Taria is only really concerned with having fun, the pursuit of fun has driven almost all of her decisions up to this point in her life.

2) She LOVES animals, a lot. She will go farther out of her way to not hurt an animal than she will to not hurt a person.

3) She dislikes charity, at least directed towards her. It just dosn't feel right to take from others what she could get on her own.

4) Traveling has been a large part of Taria's life for the past couple years, she has a little inconsequential surface level knowledge of almost every major city or town around the inner sea.

5) Misleading people is something that Taria is good at, a well placed lie can make things exponentially easier on oneself.
________________________

2) Two goals that you'd like the character to accomplish in-game.
________________________
1) Pay off her debt too whoever placed it on her.

2) Talk to a sphinx and beat them in a battle of riddles.
________________________

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
________________________
1) Taria is very insecure about her body, living in osirian for a few years has gotten her used to wearing thin cloths despite her hat for them.

2) The gang that has her under their thumb in debt plans to increase her debt when she pays up under the guise of interest. They expected her to run, not actually try to pay it off.
________________________

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
________________________
1) Manny: A large half-orc circus worker whom is very good friends with Taria.

2) Farland: Owner off the circus Taria went on the road with. Their circuit should be looping around again soon, It'll be nice to see some familiar faces.

3) Gang member: Taria lost money too this man, she doesn't even know his name but he and his goons harass her constantly.
________________________

5) Three key memories that define your character as the person they are at the time of submission.
________________________
1) Discovering her sorcery wasn't just par for the course with gnomes! She had extra magic!

2) Leaving home for the first time really instilled her with a certainty that traveling was what she wanted to do with her life. To bad about what happened after.

3) That first grey hair that popped out of her head on the 4 1/2 year mark of work. It nearly paralyzed her with fear...
________________________

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own.
________________________

Taria has been avoiding mirrors lately because of her encroaching condition. When she gets near a reflective surface she averts her eyes and shivers in her boots.


1 person marked this as a favorite.
Peet wrote:
Brainiac wrote:
Dotting for interest. Planning on making a halfling medium.

If it's a halfling, shouldn't it be called a small?

Nyuk nyuk nyuk...

A small medium at large! ;)


Here's my submission, Melii the medium.

Questions:
5 Points

Melii was adopted. Her parents found her on their doorstep and took them in as their own. She loves them dearly, but can't help but be intensely curious about her birth family and their reasons for abandoning her.

Melii was a rebellious youth. She often sneaked out of her home at night to explore the streets of Wati, even climbing over the wall to the Necropolis several times. It was on one of these excursions that her friends dared her to perform a seance to try to contact the spirits of the dead. To her surprise, some entity actually answered her call. That was her first taste of psychic power.

Melii has been good at keeping her powers a secret, but life in Wati has started to become boring. She's eager to use her abilities to start an adventuring career and begin crafting her own legend.

Melii is a generally happy and outgoing woman. She gets along well with others and is quick with a joke. Her moods shift slightly depending on the spirit she is channeling, growing more extreme as they gain influence over her.

Melii favors the champion spirit, but is willing to assume different roles as the situation demands.

2 Goals

To carve her own legend in the world so that one day other mediums might be able to channel her spirit.

To discover the fate of her birth family.

2 Secrets

The first time Melii contacted a spirit through seance, she allowed it to gain total influence over her actions. She woke up the next morning with no recollection of what she had done while under its influence, but she's never told anybody about her loss of control.

Though she's tried her best to keep them hidden, the church of Pharasma is aware of her abilities. The priests are keeping a close eye on Melii, unsure what should be done about her.

3-5 People

Milo and Mandi, her adoptive halfling parents
Teromi, a human who was a childhood friend (may or may not have a crush on her)
Unknown Priest of Pharasma, keeping a close watch on her

3 Key Memories

The rush of power the first time she contacted a spirit.
Teromi scooping her up in his arms and laughing as they outran a merchant they had stolen sweet fruit from.
Her parents sitting her down to tell her that she was adopted.

1 Fear

When channeling a spirit, Melii gives up influence over her actions to the enigmatic entity. She often toes the line towards losing complete control, but ever since that first contact, she has never gone over it again. She fears what might happen if she ever lost herself again.


For your consideration, Khafra Almaktoum, Bloodrager 1.

The answers to all of the questions are in his Background spoiler. He should be an excellent fit for the adventure, and will eventually be a Living Monolith. I'd be happy to make any changes to better fit the campaign.

On another note, I have accumulated over 15,000 posts on the boards over the last several years...if you want a consistent player, look no further.

Looks like it would be fun!


Things have gotten crazy on me and I'm having trouble getting sparks to ignite on a character for this campaign, so I think I'm going to bow out. Hope the game goes great!

Liberty's Edge

When is the cut off date?


Daniel Stewart wrote:
When is the cut off date?

May 28 at earliest per DM Chubbleston's first post.

I may have to back out of this recruitment as well, as I'm not finding a character concept I like while other submissions pile up around me; definitely not submitting an oracle as I first suggested, life mystery or otherwise, in case that was dissuading anyone from going that route.


Hello,

Here's the background information on Badhru, my steel hound investigator. I'll get crunch up later; I wanted to get this part in.

Background:

5+ points that capture the concept and story of the character.
  • Street urchin who went from orphan on the streets of Absalom to private detective, and is now setting out on his first solo case. Here’s hoping it’s not also his last.
  • Badhru was orphaned at a fairly young age, and lived on his own for a while until he met Woodrose, an investigator. Woodrose took pity on the young half-orc, and in turns the boy was an informant, then a gofer, then finally Woodrose’s apprentice. When the old man died, he left what he had to Badhru.
  • Badhru’s finally got his first paying client, a wealthy Osirian expatriate named Lord Nethymose, who wants Badhru to retrieve a specific artifact from the ruins of Wati, ostensibly for family/sentimental reasons.
  • Because he so often had to live off practically nothing in his youth, it’s not too hard to put Dhru in a position to make rash choices, if he feels the figurative wolf is at the door (hence the trip all the way to the far end of nowhere).
  • Badhru’s not ashamed of his past, but he doesn’t advertise it, and he certainly doesn’t talk about it by choice.
  • Dhru’s grown up fast, but he’s still barely more than a kid, now thrust into a bigger world than even he could have imagined. He’ll be keenly aware of comments about his age/being “too young”.

Two goals that you'd like the character to accomplish in-game.

  • To live up to the legacy of Woodrose, and become his worthy successor.
  • Odds are long at this point, but find out who his father was, and what became of him.

Two secrets, one the PC keeps to himself, and one kept from the PC.

  • (His secret) Woodrose had a diary in which he kept any and all dirt he knew about goings-on around Absalom. Badhru’s got it, and he doesn’t know what to do with it; he took it with him to Osirion for safekeeping. He’s pretty sure no one knows he’s got it. (added possibility: the book might be written in some code the Dhru hasn't yet figured out how to decipher).
  • (Secret kept from him) Lord Nethymose’s aims almost certainly have nothing to do with what he’s told Badhru. Maybe the item in question is needed to remove a curse, maybe Dhru’s actions will “intercept” a curse or a prophecy meant for Nethymose and place it on Dhru. Whatever Nethymose’s plan is, he likely sees Badhru as an expendable pawn.

People that are tied to your PC by blood, love, rivalry, honor, etc.

  • A Pharasmin priestess who’d known Woodrose back in the day, but had relocated to Sothis a few years ago now. Badhru paid her a courtesy call when he arrived in Osirion, and while she was saddened to hear of Woodrose’s passing, she was quite taken with Badhru, and feels Woodrose did a fine job picking an apprentice.
  • On the boat to Osirion, Dhru noted several retainers of a young nobleman he’d run across a few times in Absalom. Mostly harmless, but even more inexperienced than he is, a bit of a dandy who can still cause trouble just with the amount of money he can throw at a situation.
  • One of Woodrose’s last cases involved a match-fixing scandal at the Irorium. He and Badhru exposed the match-rigging and got a number of “small fish” caught, but whoever was behind it has eluded notice, and is presumably not too pleased.

Three key memories that define your character as the person they are at the time of submission.

  • The night of the fire that took his mother’s life. She basically threw Badhru out a window to safety moments before a burning room collapsed around her.
  • The day Woodrose started teaching him the trade, filling out his formula book, and learning how to handle a pistol.
  • The first time Badhru actually worked with Woodrose as his assistant on a case, rescuing a young woman from a demon cult that wanted to sacrifice her. There was a bit of a to-do as a warehouse caught fire. It almost ended very badly for Badhru.

A fear or paranoia that causes your character to shiver, cower, or panic.

  • Dhru’s mother died in a tenement fire, so an uncontrolled fire inside a building or trapping him in a smoke-filled room is probably the most direct way to make him lose his s**t.

DM, the bonus language choices for a Half-orc feel really "off" for my concept. Any chance I could replace Giant and Draconic with other human languages from the region?

Sczarni

Dotting for interest, since I was looking over the characters and an idea popped into my head. It would require a (hopefully young) nobleman or nobleman of non-Orisiani descent to work with me, and be in a dire need of a manservant. Of course, someone older and more informed of his previous affiliations would work as well.

Maurice, Halfling Manservant:

5+ points that capture the concept and story of the character.
- Maurice an incredibly pristine and stone-faced butler. Few words slip through his mouth that weren't intended to be heard.
- Has worked in the family for over two decades, and has earned a reputation for reliability, politeness and quick-thinking.
- Will politely and tactfully refuse to answer personal questions, instead deflecting with high-brow humour.
- Grew up as a part of a bandit/street gang, and has committed a fair amount of heinous crimes, for which has escaped justice, instead fleeing his hometown and gaining employment as a servant, and learning the trade.
- Has been tasked by the cooperating PC's parent/grandparent several times to protect the reputation or assets of the family in less than moral or legal means. Whether by quietly bribing bastard-bearing women to leave town, scaring away friends being bad influence, or even 'silencing' nosy maids or guests, he's carried them without question, save for the occasional suggestion on how things might be carried out differently.

Two goals
- Maurice'd like to propagate and aid his charge and the family's legacy, by ensuring that they live long enough to retire in luxury.
- Stop illegal slavery wherever he sees it. Being a willful servant is an entirely different than being a slave. One is a choice of profession, the other is an affront to decency and morality.
- Find a way to redeem himself of sins past.

Secrets
- (Personal) One of the first paramours of the noble were deemed unsuitable by their parent due to their commoner's blood. After offering them a fair sum to leave their lives, and being turned down due to the reason of 'true love', he was forced to cut down the individual in cold blood to prevent the secret of being discovered. The killed was later blamed for stealing from the family, tarnishing their and their family's reputation.
- (Kept from him.) An inquisitor/paladin of Iomedae was investigating his final act as a bandit, a most horrible raid on a small village, with most of the inhabitants put to the sword. The individual in question has relentlessly hunted and put down many of the bandits in the years in a quest for justice, slowly turning into vengeance, and has decided not to stop before they're all put down.

People
- His charge. (I've tried leaving all individuals involved as vague as possible, so we could possibly work together.)
- Gillianne, an escaped halfling slave from Cheliax, making her way to Osirion on the same ship that led them there. He's aided her to afford the travel there, and has spent a long time talking to her on the travels, and is the first person he's opened to in almost two decades. Leaving her to go on her way as soon as they'd hit Osirion, he's went outside in the dim streets to her new place to observe and see how she's settling in, and is considering approaching any day now.
- Gaharo the Red Scorpion. A seemingly outstanding member of society in Wati, and a trader, has been discovered by Maurice to be a bandit and pesh runner during one of his nightly walks, his 'bodyguards' being his gang. He'd like to bring him down at a certain point.

Key memories.
- Sinking daggers into men, women, and even teens young enough to be called children, only to pilfer what he can and run. Those memories still haunt him from night to night.
- Mimicking and listening to the head butler at the first noble house he worked at, mumbling words and working on his accent and pronounciation.
- Appearing at the mansion's door in a pristine suit, and asking for a job as a manservant, under a fake name, different outlook and story, and being accepted.
- Staring in a mirror after being promoted to personal manservant, trying to find similarities between himself back in the day and himself now. Whether for the authorities, or himself, he still doesn't know.
- The first time he'd been offered a glass of liquor by the lord/lady of the house, and offering his skills to 'arrange' the situation better, and staring in the mirror once more the next morning.

Fear/Paranoia
- Any mention of magical mind reading would break his usual stony expression visibly, and he will attempt to excuse himself from the premises, or if the situation doesn't allow it, attempt to silence the source as soon as possible.

The crunch of it would be an Unchained Rogue, possibly knife master, going in a more Bluff/Stealth route.


I’m working on an investigator (sleuth archetype). A Chelaxian Osirinologist. Baron Hetshepsullus Ocella. Probably just go by Sullus for a bit of anonymity.

If we both get into the game, I’d be very willing to create some game points with you The Lion Cleric; most readily leaping to my mind is that you knew/worked for Sullus’ father Baron Vetterio Ocella, who spent more time in Osirion than Cheliax.


Raltus- You can add any you want the background is just for people who like answering questions and giving definitive plot hooks.

Torsuuk- I'll let there be one, the new gods are replacing the old gods. (yes alt race traits are good)

Neve-
1. yes they do.
2. I'm cool with it as long as you take a drawback. because its as good as a feat. (that way it takes two trait slots basically)
3. I believe Oririan

Iuni- its ok, I don't know if it really worth it. it gives plot hooks.

REdblade- not really but you will have less auto hooks to pull your character in. so you will need a character that is self motivating. (second question, I'm fine with you choosing native Lang)

Saedue- yes rich parents are fine, starting money is class average.

Daneil stuart- hoping around 28.


Ah yes, I sort of assumed you allowed native language, and one of my traits gives me the native language of both my parents (a Drow and an Orision) I used my bonus language to pick ancient Orision. I think then my trait would allow for the ancient Orision and I get one more language


@ DM Chubbleston

Hi! It's me again (a.k.a. Xunal).

Got the back story and all its attendant[color=purple] stuff [/color]done.
It was a tough assignment, involving some Espressoand and Turkish coffee (yum, yum).
But annnywaaay, here's what I got:

backstory for Ûzorgráng:
Ûzorgráng is the half-orc son of Grâltár, his half-orc barbarian father, and Shælát, his human sorcerous mother. He inherited his toughness and rage from Grâltár, and his poise and sorcerous traits from Shælát. His sister, Shenmát, lacks her brother's rage, but is a skilled warrior, with more of her mother's sorcerous traits.

Ûzorgráng's parents settled in Shælát's home town of Soklu, where both he and his sister were born. Grâltár has no desire to return to his home in Varisia, much less live there again. Shælát's family, while not rich, is of some means and proud of their pharonic heritage. They have yet to find hard evidence of this heritage, though, as it goes back many centuries.

Not long after reaching manhood, Ûzorgráng joined a caravan to the city of Katapesh to get supplies for the family's modest, but prosperous, shop. Unfortunately, the caravan was set upon by a sizable gnoll war band. Ûzorgráng was one of several caravan members captured by the gnolls but had killed several gnolls in the fighting. Not surprisingly, Ûzorgráng was starved and frequently beaten by his gnoll captors en route to the slave markets in the city of Katapesh.

He soon found himself in the slave stalls of Remmírja, an amoral and pompous slave merchant. Had believed Ûzorgráng's claims of being a citizen from Soklu, he could not have cared less. His profits come ahead of such niceties.

Remmírja soon sold Ûzorgráng to Elohesra, a thoroughly nasty piece of work, and owner of a notorious drinking house called the Silver Gauntlet. As well as selling the expensive potent pesh wine, Oznepesh, the Silver Gauntlet is best known for its vicious pit-fighting arena. Patrons place bets with the house about which hapless victim would die next, or how long some would last before dying. Many killed in the Silver Gauntlet for entertainment were condemned criminals bought by Elohesra for a pittance from the city jails. The Silver Gauntlet also operated with impunity because Elohesra's clients included several city officials, who enjoyed these sadistic blood sports.

With little choice but to kill to survive, Ûzorgráng not only survived for several months of this appalling treatment, he became something of a crowd favourite. Despite becoming something of a draw and money maker for Elohesra, Ûzorgráng was still treated worse than an abused farm animal. He was barely fed much more than needed to survive and kept chained in a pen. His only company was usually the the recently dead from the Silver Gauntlet pit, as well as the rodents who fed off them.

One day, a new ‘acquisition’ of Elohesra was chained up with Ûzorgráng in his pen. One of the rare times someone alive was kept in Ûzorgráng's pen. Hoentin, a nimble halfling, had been caught stealing in the markets of Katapesh, and sold as another criminal to die in the pit of the Silver Gauntlet. Her and Ûzorgráng, both impulsive and talented at improvising, saw in each other a golden opportunity to escape the Silver Gauntlet.

Despite a lack of tools, Hoentin was soon able to unlock her own manacles, and Ûzorgráng's, and soon unlocked their pen. She soon unlocked the pens and chains of the other dozen or so slaves in the Silver Gauntlet's other pens. All were prepared to die trying rather than spend another moment as pit fighters.

As it turned out, the timing of this impromptu escape was near miraculous. Elohesra and his guards, after an especially profitable night, had drunk themselves into a helpless stupor on some Oznepesh. Their bodies, or what was left of them, were hurriedly thrown into the Silver Gauntlet's fighting pit and Ûzorgráng, along with Hoentin and the other slaves made good their escape into the night, armed with the dead guards' weapons, manacles, and whatever makeshift weapons they could lay their hands on. Thanks to Hoentin's skills and Ûzorgráng's brash leadership, they snuck out of the city unnoticed.

Ûzorgráng and the others soon joined a caravan bound for Soklu. The caravan leaders were convinced Ûzorgráng that his rag tag band of mercenaries had fallen on hard times, but ready and capable. They certainly looked the part. On the way to Soklu, there were several small-scale gnoll raids on this caravan. Ûzorgráng and his ‘mercenaries’ handily dealt with them all, making sure none survived. What they lacked in finesse they made up for in savage enthusiasm.

Needless to say, Ûzorgráng's family was overjoyed with his return to Soklu. Leading a now-hardened rag-tag band of hardened fighters no less! They assumed he died months earlier when they received news of his original caravan's attack by a large gnoll mob.

Ûzorgráng and Grâltár soon helped the other escaped slaves settle into Soklu. Most joined the garrison of Soklu. Hoentin, however, decided to work with Shælát in the family shop. It is a happy arrangement. Hoentin not only gets along famously with Shælát and Shenmát, her background makes her useful in securing their shop against thievery.

Although Ûzorgráng's unexpected adventure, or misadventure, turned out far happier than he could have hoped, he soon became bored and restless. His recent ordeal whetted his appetite for the dangerous life of adventuring. Mich like his own parents in their own youth.

A solution to his newfound boredom soon arrived in Soklu in the form of news from Wati, In Osirion. It seems the authorities there will be opening the infamous Wati necropolis, by lottery, to treasure seekers.

Former adventurers themselves, Ûzorgráng's parents soon gave him their blessing to try his own luck in Wati. He soon set out for Wati, safely with numerous caravans. He wants to prove himself a mighty warrior, like his father. He also hopes that Wati will provide proof of his mother's pharonic lineage. And therefore his own; though he does not yet know what he can do with such proof. He will worry about that if and when the time comes.

Though this is doubtless a dangerous endeavour, he is quite happy as he travels to Wati. Even should he die in the attempt, he has already redeemed himself from the disgraced of being forced to kill for the entertainment of a few corrupt and idle rich.

[color=blue]The story is longer than it needs to be, I know.
But I got wrapped up in the fun of the process once I finally got started.[/color]

====================

[color=blue]Here are the other pieces of background information you asked for:[/color]

1. five plus points:
"I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five."
1. Ûzorgráng's father is a barbarian originally from Varisia: his source of rage and martial training
2. Ûzorgráng's mother is a sorceress from Katapesh: his source of black draconic bloodline and smooth-talking
3. Ûzorgráng's mother is descended from an Osirian pharaoh in the distant past; evidence is lacking, of course
4. A younger half-orc sister; probably an eldritch scion magus of the black draconic bloodline
5. Ûzorgráng and his sister were born and raised in Solku, in Western Katapesh, where their parents settled.
6. Was enslaved briefly and forced to fight and kill to survive in a seedy pit fighting in Katapesh.
7. Won't turn to the authorities except as a last resort after his enslavement experience.
8. After being captured and sold into slavery, any excuse is a good excuse to kill Gnolls; even if it means allying with those he normally would not normally associate with
9. He is desperate to prove himself to himself, and his parents and younger sister. Wants to prove himself a formidable warrior like his father and to find concrete proof of his mother's pharonic blood ties.

2. two goals:
"Two goals that you'd like the character to accomplish in-game."
1. To make and prove himself to be a mighty warrior in his own right
2. To find concrete proof of his the pharonic lineage of his mother, and therefore himself and his sister (he has not given any thought to do with this knowledge, should he find it)

3. two secrets:
"Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player are not aware of, in hopes of shocking surprises within the storytelling."
1. [color=blue]Aware of: [/color]When Ûzorgráng led the escape out of slavery, it was his idea to kill Elohesra and the guards. They were all helplessly drunk and killing them was not necessary. It was an act of [justifiable, to Ûzorgráng] hatred
2. [color=red]Unaware of: [/color]Elohesra has children, as well as influential friends in the city of Katapesh; who may or may not be aware of Ûzorgráng and his part in killing their father

4. three to five folks:
"Three to five people that are tied to your PC by blood, love, rivalry, honour, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas."
1. Grâltár ("grahl-TAR"); his father, a proud and formidable barbarian half-orc warrior
2. Shælát ("shail-AT") his mother, his sorcerous mum of distant pharonic lineage
3. Shenmát ("shen-MAT"); his kid sister, who is tough as nails in her own right
4. Hoentin ("hoin-TIN"); the halfling woman who helped him escape slavery
5. Remmírja ("rem-MEER-ja"); the pompous, and ruthless, human slave dealer who sold off Ûzorgráng. He is angry that his name was sullied in the markets with Ûzorgráng´s brutal escape from a customer.

5. three key memories:
"Three key memories that define your character as the person they are at the time of submission."
1. Pleasant childhood; especially being trained in war by his father, Grâltár
2. Abrupt brutal end to childhood by being put into slavery (albeit briefly)
3. The pure hated he felt that caused him to murder Elohesra and his guards when it wasn't necessary

6. fear or paranoia:
"Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic. Anything from spiders to unexplained happenstance, but I'm sure you'll all come up with some awful stuff on your own."
Fear of mice [and rats]; from having seen people he was forced to kill being eaten by vermin.
Cause: Ûzorgráng and his fellow slaves were penned in plain sight of the losers, and the rodents feasting on their corpses before the bodies were removed

From The Phobia List: Suriphobia; Fear of mice.

====================

Ûzorgráng's Stat Block (to recap):

[color=purple]Ûzorgráng[/color]
Half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CN Medium humanoid (human, orc)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armour, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +0
Defensive Abilities orc ferocity
--------------------
Offence
--------------------
Speed 40 ft. (30 ft. in armour)
Melee glaive +3 (1d10+3/×3) or
. . spiked chain +3 (2d4+3) or
. . morningstar +3 (1d8+3)
Ranged sling +4 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks bloodrage (6 rounds/day), claws
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 14, Int 12, Wis 8, Cha 13
Base Atk +1; CMB +3; CMD 16
Feats Grudge Fighter[ARG]
Traits armour expert, blood of pharaohs, friend in every town
Skills Acrobatics +4, Climb +3, Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Handle Animal +5, Knowledge (arcana) +5, Knowledge (nobility) +6, Perception +3, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +5, Survival +3; Racial Modifiers +2 Diplomacy
Languages Ancient Osiriani, Common, Orc
SQ fast movement, orc blood, pride
Other Gear scale mail, glaive, morningstar, sling, sling bullets (10), spiked chain, backpack, belt pouch, blanket[APG], flint and steel, pot, soap, torch (5), trail rations (5), waterskin, 4 gp, 9 sp, 5 cp
--------------------
Tracked Resources
--------------------
Bloodrage (6 rounds/day) (Su) - 0/6
Orc Ferocity (1/day) - 0/1
Sling bullets - 0/10
Torch - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
--------------------

Physical Description
Age, Height, and Weight: 17 years old, 5 ft.7 in. (170 cm), 215 lb. (98 kg)
Skin: Ruddy green
Build: Squat and muscular
Hair: Jet black
Eyes: Light brown
————————————————————
Traits and Drawbacks:
• Armour Expert (combat) . . -1 AC Penalty for armour worn
• Blood of Pharaohs (campaign) . . +1 WILL, and +1 Know (nobility), which is a class skill
• Friend in Every Town (social) . . +1 Diplomacy, which is a class skill
• Pride . . -2 Diplomacy and SM to subject without apology for insults
————————————————————
Racial Traits (§ marks alternate racial traits):
• Sandkin Heritage § . . half-orcs from Northern Garund or Qadira (BoG)
• +2 to one ability score . . Dexterity
• Burning Assurance § . . Sandkin get +2 to Diplomacy (BoG) replaces Intimidating)
• Chain Fighter § . . proficient with flails, and both spiked chains and dire flails are martial weapons (replaces Weapon Familiarity)
• Orc Blood . . both human and half-orc for race effects
• Orc Ferocity . . stays conscious, as disabled, for 1 round a 0 HP or less if not dead
• Skilled § . . +1 skill point per level (replaces Darkvision)

"BoG" = "Bastards of Golarian"

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

====================

Oh, Phew!

Let me know if there's anything I need to change in all that.
Thanks for the consideration!
And the patience it takes to read through posts like mine!
:o


Fightin' Folk (0/9 or 4/9 casters, Full BAB)
Seth86 - Anapa - Human (Garundi) Paladin (Holy Gun, Undead Scourge) of Anubis
Kool Kobold - Torsuuk Sandhammer - Dwarf Paladin (Stonelord) of Abadar
Daniel Stewart - Teos of An - Human Fighter
Raltus - Herbert Rulan - Human Paladin (Oath Against Undeath, Warrior of the Holy Light)
Andrew Ninemire - Gabradon "Gabs" Thelos - Human Gunslinger (Pistolero)
Xunal - Uzorgrang - Half-Orc Bloodrager
PatheticWretch - Khafra Almaktoum - Human Bloodrager (Steelblood)

9-level Divine
william Nightmoon - Julias Noran - Half-Drow Cleric of Anubis
Peet - Akurna Kenezor - Changeling Cleric of Anubis

Utility (6/9 casters, Rogues, Face-people)
Brainiac - Melii - Halfling Medium
TheSuperDodo - Jazar Emmeti - Human Inquisitor (Expulsionist) of Pharasma
scranford - Luuther - Dwarf Rogue (Unchained, Sanctified Rogue)
Vanulf Wulfson - Marius Vorloren - Human Bard (Archaeologist)
Maar the Volcano Monk - No Levar - Human Magus (Kensai, Blackblade (Bladebound?))
Darkness Rising - Ninevekhti "Neve" Khamutep - Bard
Redblade8 - Badhru - Half-Orc Investigator (Steel Hound)
Escharid Blackrose - Saedue Menura - Elf Alchemist
rknop - Akori - Human Alchemist (Crypt-Breaker)
Fabian Benevente - Lucius Mermont III - Human Investigator (Questioner)

9-level Arcane/Psychic
Veshly - Rani Doompalm - Human Wizard (Diviner)
HedwickTheWorldly - Nkondo "Safiri" Tambor - Human Arcanist (Magaambyan Initiate)
John Gs - Iuni Pennywax II - Half-Elf Psychic
rdknight - Sefanit Batinayad - Human Witch (Medium)
Derpidruid - Tarianium Cholandari - Gnome Sorcerer (Wild Blooded (Sylvan))

Unfinished:
The Lion Cleric - Maurice - Unchained Rogue?
tomtesserae - Baron Hetshepsullus Ocella - Investigator (Sleuth)?

Rennaivx - Zahrah Kesi - Human Occultist - withdrawn submission

I may be missing people, but this is what I saw, in case DM Chubbleston wants to review submissions or close early.


Still making final tweaks to the background, but this is the almost-complete submission for dwilhelmi. He's a telekineticist with the trap finder trait, so ranged blaster with rogue-like utility.


DM Chubbleston -

Thanks. I've given her the "Secret Shame" drawback, which fits well into the concepts I'd already created.

I've finalised the mechanics and the character is now completed.


Ty Hedwick I was just about to do that again.


DM Chubbleston wrote:
Ty Hedwick I was just about to do that again.

Gurrrrl, I got you!

(I don't know if 'gurrrrl' is detrimental or if my snarky sense of humor is a boon...Rolling the dice here :P)


I'm going over everyone characters one at a time now and there is questions on several I'm going strait down the list. so if your name is not on there now it will be tomorrow.

Like I said looking for RPers first before characters.

Also feel free if you see everyone's submission and you feel like changing your class to have better shot just let me know. I know I have done that if you feel that way. you have up to the final day probably around 28th to change anything.

Fightin' Folk (0/9 or 4/9 casters, Full BAB)
Seth86 - Anapa - Human (Garundi) Paladin (Holy Gun, Undead Scourge) of Anubis - (seth you cannot start with double barreled musket as your firearm please, missing background)

Kool Kobold - Torsuuk Sandhammer - Dwarf Paladin (Stonelord) of Abadar ( Done.)

Daniel Stewart - Teos of An - Human Fighter (done)

Raltus - Herbert Rulan - Human Paladin (Oath Against Undeath, Warrior of the Holy Light) (done)

Andrew Ninemire - Gabradon "Gabs" Thelos - Human Gunslinger (Pistolero) (hey Andrew I need to ask your posting history is non existent, are you new or change your profile? I like looking at everyone's history along with their characters. and if new to online what is your background in Dnd?)

Xunal - Uzorgrang - Half-Orc Bloodrager (didn't see bloodline needed to confirm, dragon right?)(done)

PatheticWretch - Khafra Almaktoum - Human Bloodrager (Steelblood) (need to ask; were you going the tumor familiar archetype?. I typically don't allow the tumor's to take archetype, especially protector. Its too powerful. I'm ok with just having a tumor familiar though. where ill assume you will go with die for your master.)

9-level Divine
william Nightmoon - Julias Noran - Half-Drow Cleric of Anubis (do you have Drow magic or Spell resistance, both give up adaptability race trait.)

Peet - Akurna Kenezor - Changeling Cleric of Anubis (1. what will your race be if chosen, and your Ability scores. , your background will be fine you have good stuff in it)

Utility (6/9 casters, Rogues, Face-people)
Brainiac - Melii - Halfling Medium (what build path for meduim you planning on going for a better idea of your niche. I know you can go many routes but how do you see her playing out.)


Sefanit's background isn't completely finished yet. I've had a few very busy days and an out of town trip. If her answers to the questions don't completely add up when you read through them, (As well as the reason for her drawback) it's because they depend on background info that isn't yet in place. I'll try to have it finished within the next couple of days.


DM Chubbleston wrote:
Peet - Akurna Kenezor - Changeling Cleric of Anubis (1. what will your race be if chosen, and your Ability scores. , your background will be fine you have good stuff in it)

Hi, DM Chubbleston.

My race will be changeling. Ethnically she is Garundi, though because she is a changeling she looks paler than other Garundi.

Ability scores will remain as-is in the profile: STR 10, DEX 14, CON 10, INT 13, WIS 16, CHA 16. That is for 20-point buy.

FYI some of the stuff in the profile looks a little weird because we are using the Armor as DR variant.

My main concern is the issue of alignment and raising skeletons and zombies (which she is designed to do). I don't want to create a crisis within the party if a paladin objects to what she does, for example, and I also want to make sure that this actually fits within the scope of what is feasible in the campaign.


Changeling is not a core race. Was there a particular reason you are using it?

Don't worry about the alignment. I think necromancers can be LN depending on background.


I've put Badhru up in a profile, with both background and statblock there.

And DM...

DM Chubbleston wrote:
REdblade- not really but you will have less auto hooks to pull your character in. so you will need a character that is self motivating.

To that end I did my best with this to at least "extend the chain" of his relationships into Osirion, as much as I felt I plausibly could.

Sczarni

*Clears throat, puts hands behind back.*
"The esteemed gentlemen and ladies would find me eager to accompany them in whatever endeavours they might see fit to engage themselves in."

Mr. Maurice is ready for scrutiny - I'll update with the backstory questions and the actual background soon. I see a lot of great submission, yet not as full of noblemen and women as expected, which is a shame for my concept.

On the other hand, everyone has submitted great characters! I'll definitely be trying to read the campaign, even if I don't participate!


DM Chubbleston wrote:
Changeling is not a core race. Was there a particular reason you are using it?

Ah, didn't realize that by "Standard Races" you meant core only.

But being part hag is pretty central to her background. I took the fluff from changelings and based a character around it.

Akurna looks fairly human (she is half-human, after all), though her eyes give her away.


GM Chubbleston wrote:
Xunal - Uzorgrang - Half-Orc Bloodrager (didn't see bloodline needed to confirm, dragon right?)(done)

@ GM Chubbleston:

Yes, that is the Draconic (black) bloodrager bloodline for Ûzorgráng.

I assumed it would just be in the Hero Lab BB output.
But apparently not.
Thanks for spotting that for me.
I inserted in it at the end of his stat block.

Thanks again!


I was planning on going with an archer build for her--primarily using the champion spirit and peppering enemies with arrows. But she'll still be versatile to help fill in skills or spellcasting if needed, depending on what we're facing at that particular time in-game.

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