Coins of Power - Table 2 (Inactive)

Game Master Edward Sobel

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Looking run a Homebrew adventure set in Golorion. This is a second table not a re-recruitment of my original game.

This adventure is a series of various old modules re done for Pathfinder rules and altered to have a connection to each other with one overarching storyline.

I also relocated all of them onto Golorian.

Some modules are old 3.0 some are old 2nd (or 1st) edition, some are newer 3.5 stuff. None are official pathfinder modules though.

Here is the twist for recruitment.

Create a character back story. I am not telling you where the adventure takes place; you can start your character anywhere in the game world you want to. After character selection there will be some individual role playing to move the selected characters to the required starting point, and meet your fellow adventurers through the role-playing.

Start with a concept and a backstory. No Novels please but create a personality. Give your character some motivation. But see below…

Important info to include in your story!!!
Somehow, your character has to be in possession of a silver key. I don’t care how you got it. Your back story can revolve around this if you wish. The Key is non magical and you have never discovered any lock or door that it will open but for whatever reason you have it.

Pictures are great – got a picture of your character? Then link it in your application.
Along those lines: want to give your character a theme song? post a link to that as well. this will have no bearing on selection just a little something ot have fun and get some inspiration for your character.

I am looking for 5 or 6 depending on the number of applicants and will keep recruitment open till I have a good choice to choose from. (I will give 24 hours’ notice before closing recruitment).

Also based on learning from table #1...I do not want an entire party of characters that all try to stay in the back and wait to see what everyone else is going to do first.

Now on to the meat and potatoes of the character:

20 point-buy for stats.
2 traits as usual (any Paizo source including other AP’s)
One drawback allowed.
Max starting gold for class
Start at level 1
Max HP at level 1 - HP beyond level 1 are PFS standard (1/2 HD+1)
We will use the medium xp advancement.
No evil alignments please.

Allowed Races:
Core (human, dwarf, elf, etc.)
Aasimar
Fetchling
Tiefling
Changeling
Kitsune
Samsaran
Suli

Allowed Classes:
All Paizo (including ACG playtest)*

The following are exceptions:

No firearms – so no gunslingers (Using older edition stuff and I never did include firearms in it when I converted)

Alchemist - though, I like the bomb concept, I really am not a fan of the wacky mutagens that turn you into some monster or whatever (seems to Jekyll and Hyde for my taste), Also – I have Alchemists’ in the story, but they are your traditional Alchemists (wizards or experts or whatever with a lot of ranks in craft Alchemy), making alchemist fire, and smoke sticks, or whatever; as well as knowing the formula’s for crafting certain items (story line foreshadowing)
If you want to play an alchemist please bear this in mind during character creation. I am not going to outright ban the class, let’s just put on our team player caps here and be reasonable in your choices.

No Sythesist Summoner (not because of balance issues, just I have a hard time following the game mechanics of it) other summoners are fine.

No 3rd party – Period - do not ask (this include psionics)

I use Hero Lab and have just about every add-on Pathfinder data package that comes with it. (You can send me a por file or I can enter it in myself.)
…Let me know and I will PM my e-mail…

*ACG classes may require changes as the playtest is updated.

About myself:
I am in several PbP games I post at various times throughout the day.
Weekends are slow times I may not be available to post.

Timezone: I am Eastern coast US

I am looking at about 1 post a day but I am flexible. We are reasonable people and sometimes things happen. Any advance notice is appreciated and I will provide when necessary as well.

I will reserve 1 seat (maybe more) for a first time PbP player needing to get into a game. If this is you please indicate that in your application.

An Alias is not required initially, but it is appreciated.

Ok, Now my “pet-peeves”
I am stickler for clarity in character sheets and postings. As the reader I don’t want to be left guessing what your character is attempting to do. Or what your abilities are.
(More on this when the party is selected)

I hate these long strings of bonuses to a die roll without some explanation for each one. I need to be able to verify it off your character sheet or it is explained in an ooc addendum to your post. (Somewhere that is clear to me to understand) I will have enough to manage without having to figure out your character’s abilities as well.

I have limited access to the SRD info when at work (admin blocks) so, if there is something that needs me to look up, please be patient as I will have to wait till I am at home to look it up.

Please let me know if you want to take a prestige class, I want to work it into the story as best I can. And on that note, let’s keep the multi-classing to a reasonable level think character development not power development.


I have a PFS legal summoner that i would likely submit. But will add things in a spoiler that he's for your game.
I also have herolab. Will put him down there before i post.
Will add history etc.

Will a half elf with the half Drow alternate racial be allowed?

Thanks =^^=


Seth86 wrote:

I have a PFS legal summoner that i would likely submit. But will add things in a spoiler that he's for your game.

I also have herolab. Will put him down there before i post.
Will add history etc.

Will a half elf with the half Drow alternate racial be allowed?

Thanks =^^=

don't see why not. just have a decent story to go with it.


So far:
Drow noble had his way with an half elf slave. During a raid, she was saved, but only later found out she was with child. The boy grew up, ridiculed, bullied and was detested by most. At a young age he developed an "imaginary" friend that he played and talked with. As his adolessence age kicked in, well, his friend wasn't imaginary any more. It was a medium sized, 2 headed hydra. As young as he was. It earned him some looks of surprise as he walked about with his friend
See? Told you she was real!
Not only that , his parentage also showed a he developed magical powers, some now began to fear him, others respected him. But everyone knew him now


I'll submit a Human monk soon.

Grand Lodge

I'd like to build a warpriest based around the deadly dealer feat from Varisia, Birthplace of Legends. Are you okay with the FAQ that says spell like abilities count as being able to cast spells for getting Arcane Strike? If so I won't have to take a level of bard to get arcane strike and can just single class as a warpriest by being a tiefling.

The basic idea of the character is that he is an empyreal cultist from Magnimar, who worships Irez. He's a gambler and fortune teller of mixed Shoanti/Varisian lineage. I'd just like to make the crunch fit the idea of the character without being incredibly gimped, so increasing the damage die of the dart (and by extension cards from deadly dealer) by using warpriest will make that happen. As for a group role, he'd hand out buffs like candy and do ranged damage.


Dotting for interest.

BTW, I am not very familiar with many of the Golarion world settings. Is there anywhere that you could point me to so I could get a good understanding of some locales for building a backstory?


Kormil Summoner and Eidolon:

Kormil
Half-Elf (Drow-Descended) Summoner 1
NG Medium humanoid (elf, human)
Init +2; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
Weakness light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +3 (1d8+4/×3) and
. . spear +3 (1d8+4/×3)
Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—summon monster
. . 1/day—Magical Talent (Penumbra)
Half-Elf Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—dancing lights, darkness, faerie fire
Summoner Spells Known (CL 1st; concentration +3):
1st (2/day)—enlarge person (DC 13), shield
0 (at will)—guidance, open/close (DC 12), read magic, resistance
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Half-Drow Paragon
Traits loyalty across lifetimes, Magical Talent (Penumbra), wealthy dabbler
Skills Perception +2, Spellcraft +4, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ eidolon link, elf blood, life link, paranoid, share spells with eidolon
Other Gear chain shirt, spear, spear, hip flask, pathfinder's kit, rope, 2 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) (Drow-Blooded) You can see in the dark (black and white vision only).
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Loyalty across Lifetimes Eidolon treats Constitution score as 2 higher when dying.
Magical Talent (Penumbra) (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Paranoid Aid Another DC 15 for attempts to help you.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Summon Monster I (5/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.
Wealthy Dabbler (Penumbra, Penumbra) (2/day) Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.

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

Eidolon
Female Aquatic
NG Medium outsider
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 9 (+4)
Fort +3, Ref +3, Will +0 (+1 vs. Enchantment spells and effects)
--------------------
Offense
--------------------
Speed 20 ft., swim 40 ft.
Melee bite +4 (1d6+3) and
. . bite +4 (1d6+3)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 15 (can't be tripped)
Feats Toughness
Skills Bluff +4, Perception +4, Sense Motive +4, Stealth +5, Swim +11
Languages Common
SQ gills, head
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Gills (Ex) Breath underwater.
Head An eidolon grows an additional head. The eidolon does not gain any additional natural attacks for the additional head, but the additional head does allow the eidolon to take other evolutions that add an additional attack to a head (such as a bite, go
Swimming (40 feet) You have a Swim speed.

Grand Lodge

James:

http://pathfinder.wikia.com/wiki/Golariopedia


I'm trying to find a new campaign for this character (the one he was created for having died an early death).

He actually does have a fairly involved backstory, and that can be found in his profile. Here's the shortened version, with slight modifications to fit this campaign better.

Gundar's Story:

Gundar was the son of soldier's in his home, a smaller dwarven hold called Boulderfast which lay in a mountain forest on the borders of Andoran. His childhood was typical for his kind - learning the ways of metal and stone, training with axe and crossbow, taking his turns pumping the bellows for the hold smiths. Then came the day when he was taken to the surface as part of a grand greeting for a visiting Andoran noble. Gundar barely remembered anything of the celebration, because he could not stop staring at the trees, rising tall and majestic against the cliffs, their mighty roots splitting even rock in search of water.

Afterward, Gundar was obsessed with finding ways to return to the surface and explore this strange new world. Knowing it was a very odd desire for a dwarf, he kept it a secret. He befriended a guard named Old Hod, who stood watch at an ancient and unused door to the outside. Gundar was able to cajole his friend into opening his door: first for an hour, then two... soon Gundar was spending entire days in the forest beyond the hold, climbing trees and watching the animals. During one such outing, Gundar came upon a shallow cave in the cliffside - within he found an old leather sack containing a single silver key. Delighted with his newfound 'treasure' Gundar put the key on a chain and wears it about his neck.

Eventually, Gundar decided to take a crossbow outside with him, and he managed to pin a few squirrels to high branches. Due to this wanton slaughter, he was found by a druid of the woods. The druid dragged the errant dwarf back to the front gates of Boulderfast, where the discovery of his forays into the wilderness caused a minor uproar. In tears, Gundar confessed his love for the surface world, begging to be allowed to return there once he had atoned for his transgression. Hearing this, the druid took pity on the young dwarf - he convinced the hold Elders to allow Gundar to depart and enter the tutelage of the druid's friend, a ranger of the mountains woods.

The Elders agreed, and Gundar left his home and spent many years living with the ranger, a half-elf named Felaan Silverleaf. Eventually, Felaan told him that he had come as far as he could in his skills whilst ranging through the quiet woods where they lived, and sent Gundar out to see more of the world.

And now the crunch:

Stats:

Neutral Good Male Dwarf Ranger
Init +4
Senses: Darkvision 60ft, Perception +6

--------------------------------------
Defense
--------------------------------------
AC 18, Touch 14, Flat-Footed 14
Max HP: 13
Fortitude 5, Reflex 5, Will 2
Spell Resistance: 6 (alt Dwarf Trait)
Combat Maneuver Defense: 14 (+4 vs. Bull Rush or Trip)

--------------------------------------
Offense
--------------------------------------
Speed 20 ft

Melee:
Battleaxe, +1 / (1d8)
Dagger, +1 / (1d4)

Ranged:
L. Crssbw, +4 / (1d8)

Combat Maneuver Bonus: 1

--------------------------------------
Attributes
--------------------------------------
Str 10, Dex 16, Con 16, Int 13, Wis 14, Cha 8

Feats:
Dodge

Traits:
Ambush Training - +1 Initiative, +1 Damage in Surprise Rounds
Tree Climber (reflavored Cliff Master) - +1 to Climb and Survival Checks
Alt Racial Trait: Magic Resistant, SR 5 +CL (replaces Hardy)

Skills:
Climb +5, Heal +6, Know(Dungeon) +5, Know(Geo) +5, Know(Nature) +5, Perception +6, Stealth +7, Survival +7

Languages: Dwarven, Common, Goblin


Special Abilities:

Favored Enemy: Human
+2 to attack and damage rolls vs. creatures of this type
+2 to Bluff, Knowledge, Perception, Sense Motive, and Survival Checks vs creatures of this type

Gear:

Carried/Worn/Quiver
-----------
Chain Shirt
Battleaxe
Dagger
Light Crossbow
Bolts x30
Warm cloak
Silver and Bronze Ring, bearing the Forgelight Sigil
Silver key on a steel chain (necklace)
Potion of CLW x2

Backpack
----------
Rope, 50ft
Woodworking knife
Bedroll
Flint and steel
Beard comb
Leather beard and hair ties
Wooden flute
Trail rations (5 days)

Coin purse
----------------
30 gp (in various change)

Theme song, hmm... Old Friend Bear? Nah, too easy. I'll have to think on that one.


@Seth86: waiting to see the back story, also, the Eidiolon is aquatic, the adventure may have some time in or on water but there will be large amounts in dungeons or in the wilderness.


Omg resubmitting what I submitted for the first table!


@DM I know its aquatic =^^=. Planning on buying extra limbs(Legs) for it, so it has a better land speed. The idea is Hydra. So aquatic works for idea the way i see it :)

Back Story:

Drow noble had his way with an half elf slave. During a raid, she was saved, but only later found out she was with child. The boy grew up, ridiculed, bullied and was detested by most. At a young age he developed an "imaginary" friend that he played and talked with. As his adolescence age kicked in, well, his friend wasn't imaginary any more. It was a medium sized, 2 headed hydra. As young as he was. It earned him some looks of surprise as he walked about with his friend
See? Told you she was real!
Not only that , his parentage also showed as he developed magical powers, some now began to fear him, others respected him. But everyone knew him now. Seeing this, his growth, his mother gives him a silver key. She does not know what it does or for what reason her Drow master had it, but she stole it the night of their rescue. They live now close to Absolom, a small farm house away from most people. For both their sakes


Hey Rickard glad you still want in. I went back and forth on weather to open a second table. well since I had a couple of games peter out and I still am SOL regarding a Way of the Wicked game, I decided what the heck and decided a second table.

Seth sorry, I forgot about that. does your Ediolon breathe air?


yes. the gills just say it can breath under water. nothing that says it cant be on land. it does have a land speed after all :)

Kormil

Voronwer: Female Hydra Companion Meaning: Loyal One


I am just leaving a paw print here. I will definitely come up with something, but for the time being my head is smoking.

But a self-made adventure in given campaign set always sounds perfect to me. More adaptability and less streamlined action whilst having a common setting to rely on.

Now I need to find out whether I try adapting an existing concept, complete a half finished one which still needs a few good ideas for a background, or come up with something new...

For now I can say, my favourite races are half-elf and assimar, and human always is a solid choice, most diverse and most plausible, so it's gonna be one of the three.


I'd like to submit Vedic Boreal for your consideration. He's an Elven Wizard with a knack for cyphers and puzzles. He provides solid blaster-y magical backup, plenty of utility, and can even find and disable traps.

He is extremely driven and focused (most of the time), and very goal-oriented. He's not much of a leader, but he is very good at keeping others on task (though he can be rather abrasive about it).

As for myself, I'm an avid and experienced poster. I have a bit of difficulty posting on Thursdays, but other than that I'm extremely consistent.

Vedic has been though a number of variations, as he's been accepted into two other games that have both died out. I'm pretty sure I've taken him all the way back to basics, but I may have missed something. If anything seems odd in his numbers, please let me know.


just a reminder to all. please indicate if you are new to PbP. I want to keep a seat open for someone that has never been in a game before.


I'm thinking of reworking an Alchemist character I did that didn't get much play in RL (because I moved) into an Investigator. She wanted to act more like that, but the mechanic want in place for that yet. I'll get the details worked out when I get home tomorrow.

Shadow Lodge

Dot for interest. Making a human brawler.


Introducing Fingers Mitchell. He is based in Korvosa for the time being, having been orphaned and raised on the mean streets of that storied city. He has grown to be a pick-pocket and sometime burglar, his latest score being a few coins and a mysterious silver key that doesn't seem to open anything.

Not thinking too much about it, Fingers pockets the key, thinking he can at least melt it down later and hock it for a meal or two.

Crunch:
"Fingers" Mitchell
Male Human (Chelaxian) Rogue (Burglar, Cutpurse) 1
N Medium humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +1, Ref +7, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) and
dagger +4 (1d4+2/19-20) and
rapier +4 (1d6+2/18-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats Deft Hands, Weapon Finesse
Traits child of the streets, deft dodger
Skills Appraise +4, Bluff +6, Diplomacy +6, Disable Device +10, Escape Artist +8, Knowledge (local) +4, Perception +3, Sense Motive +3, Sleight of Hand +11, Stealth +8; Racial Modifiers measure the mark
Languages Common
Combat Gear caltrops; Other Gear leather armor, arrows (40), dagger, dagger, rapier, shortbow, backpack, bedroll, belt pouch, belt pouch, chalk (3), flint and steel, grappling hook, mirror, piton (10), soap, thieves' tools, trail rations (5), waterskin, 24 gp, 21 sp
--------------------
Special Abilities
--------------------
Measure the Mark (Ex) Learn target's Perception result before pick pocket. Bluff check to go undetected if back out.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Fluff:

He never knew anything but life on the streets. Never knew his parents, or a home. Never even knew his name. All he had was that lion-head ring with a name scratched inside Mitchell.

Orphaned and alone since before he could remember, "Fingers" survived. If that meant mucking out stalls, it paid for bread. If it meant rolling a drunken nobleman in any alleyway, it was less work and paid better.

Staying alive by begging, trickery, and outright stealing had become second nature to him. Eventually, his wily ways attracted the notice of the Cerulean Society, the Korovosan thieves guild. Unable and unwilling to pay dues to the "higher ups" , Fingers was roughed up told to quite his stealing upon threat of violence or imprisonment. Knowing that the Society has the means to get him pinched, hurt, or killed, he is at a crossroads in his career.

He is irresolutely independent, and very suspicious and resentful of those in authority. His primary motivation is gold, gems, and jewels in that order, but he also has an itch to find out about his family ring and what might have been left behind. He is not a hero and will not go to serve Good, unless the pay is right. Neither will he serve Evil, it'd just bring down the Law that much faster.


@ Kenji sorry I didn't respond sooner, I just wanted to be sure on everything. but yeah it should work as per the FAQ and approved changes.

let me see if I have this list so far:

Kormil: 1/2 elf (half-drow) summoner
Fingers Mitchel: Human Rogue (cutpurse / burgler)
Vedic Boreal: Elf Wizard (Spellbound Admixture Evoker)
Rickard Raven: Human Ranger
Gundar Forgelight: Dwarf Ranger


Going to try to come up with a dwarf cleric later today. Currently, at work and have a little free time but not sure if I will be able to do everything before I get off work. If not I will post my character after work around 9-930pm (Eastern Time)


This is DM Cuc's cleric, here is a quick background, but will hopefully be able to expand on it later. Will add more crunch and stuff to his profile later today/tonight.

Background:

Keldgrim was born and raised in Sandpoint, not a common place for dwarves. It was said that Keldgrim’s family was shunned or banished by their people, but his father always told him they left due to the ever increasing war with the orcs and wanted Keldgrim to live and be able to spread the word of Torag. His mother often told him it was a vision that led the family here and that Keldgrim was destined to do great things in the name of Torag. However, when Keldgrim was but 10 years old, his parents abandoned him at the steps of the local church and disappeared. Many rumors persist about what truly happened to them, and Keldgrim vows that one day he will find out the truth. Life in Sandpoint was quite boring for Keldgrim, he was raised by the local dwarven priests to devote everything he had to Torag, and lived in poverty and servitude most of his life. He always dreamed of returning to his people’s homeland one day, after he made a name for himself, but knows that his calling is to spread the word of Torag, and protect the people of Sandpoint. Never much for a fight, instead he prefers to use his divine powers to help others and try to solve problems without violence. Despite not liking violence Keldgrim is ever protective of his people and will do whatever it takes to keep them out of harm’s way. After spending his whole life in Sandpoint, Keldgrim is ready to venture out and spread the word of Torag, like he believes he is meant to.

Grand Lodge

dotting for interest....

I'm new, i've tried to play pbp before but either my characters didn't fit the bill or just was never picked. So i should have an idea up soon.


Kayne Rhal wrote:

dotting for interest....

I'm new, i've tried to play pbp before but either my characters didn't fit the bill or just was never picked. So i should have an idea up soon.

Well lets see what you come up with, this game could be your lucky break, but we will see how things go.


Time for a bump,

I know I'm not the greatest DM out there, but I do hope to inspire more interest...

Shadow Lodge

long day still working on the char.

Grand Lodge

Got a build done, just need to create a back story.

Balic Giantsmasher:
Balic Giantsmasher
Male Dwarf Barbarian (Invulnerable Rager, Beast Totem) 1
NG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +6
Defense
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 15 (1d12+3)
Fort +5, Ref +2, Will +2; +1 trait bonus vs. arcane spells, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed 30 ft.
Melee cestus +4 (1d4+3/19-20) and
dagger +4 (1d4+3/19-20) and
greataxe +4 (1d12+4/×3)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, rage (8 rounds/day)
Statistics
Str 16, Dex 14, Con 16, Int 12, Wis 14, Cha 5
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Power Attack
Traits reactionary, superstitious (realm of the mammoth lords), zest for battle
Skills Acrobatics +2, Climb +3, Perception +6 (+8 to notice unusual stonework), Survival +6, Swim +3
Languages Common, Dwarven, Goblin
SQ family ties, fast movement, tireless rage
Other Gear mountain pattern armor, heavy wooden shield, cestus, dagger (5), greataxe, backpack, masterwork, bandolier, bedroll, belt pouch, crowbar, flask (2), flask, flint and steel, grappling hook, mess kit, mug/tankard, rope, whetstone (3), 11 gp, 3 cp
Special Abilities
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Superstitious (Realm of the Mammoth Lords) +1 trait bonus on all saving throws against arcane spells.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.


I'd like to submit Daniel Chelas.
A young man from Cheliaxan lineage, desiring a career with the cavalry opposed to his family's tradition. Insulting Asmodeus got him into hell, his family started a ritual on him during a banquet.
He made a deal with a devil who wanted to know the outside world. The devil was restrained to be down there, handling "paperwork". An set-up riot and a curse got him out of hell. Tracked down by a demon that wanted to "tie up" loose ends, he killed it and claimed it's spiked chain.

I could have put up his detailed background, but you preferred it shorter. :)

A chain wielding fighter with a temper but a good heart.

GM, can i use a campaign trait from jade regent?


I'd like to submit Jovalson, a human cleric of Desna, for your consideration. His backstory and character sheet details (with homepage link to google drive to see a better sheet) are in the profile. As per your request, the backstory and his motivation are based upon a silver key.

This will be my first time playing a cleric but not my first time playing PbP. I'm retired so I tend to post a decent amount relative to you working folks.


@Daniel (and everyone else) campaign traits are fine, some may not have any effect on this game if they are specific to certain NPC's or locations.


Since the trait will be a perfect fit for the silver key.

Silver Crusade

Presented for approval, Sarosha, a Fetchling (she prefers the term "Kayal") Summoner who has a love/hate relationship with her eidolon.

Shadow Lodge

Completed Char.:
Donkor
Male Human (Garundi) Brawler 1
N Medium humanoid (human)
Init +1; Senses Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee gladius +4 (1d6+3/19-20) and
. . unarmed strike +4 (1d6+4)
Ranged sling +2 (1d4+3)
--------------------
Statistics
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Str 16, Dex 12, Con 14, Int 13, Wis 13, Cha 12
Base Atk +1; CMB +4 (+6 dirty trick); CMD 15 (17 vs. dirty trick)
Feats Combat Expertise, Improved Dirty Trick, Improved Unarmed Strike
Traits quain martial artist, world traveler
Skills Acrobatics +3, Climb +5, Intimidate +5, Knowledge (dungeoneering) +5, Perception +5, Sense Motive +6
Languages Common, Draconic, Osiriani
SQ martial maneuvers, unarmed strike
Combat Gear acid (2), alchemist's fire; Other Gear lamellar (leather) armor, gladius, sling, backpack, masterwork, monk's kit, 7 gp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Maneuvers (1/day) (Ex) Spend a move action to gain the benefit of a combat feat for 1 minute.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
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Donkor travels the world looking for a challenge. He's traveled from the crown of the world to the darklands. During his travels he found a silver key. He figures it might be worth something so he's planning to hawk at the next town.

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RPG Superstar 2015 Top 32

Dotting for interest. I'll try to get a character made up sometime today. I'd like to try out one of the ACG classes, but I'll need to take another look at them before I make any decisions.


May I present Sirsi O'Bannon.
I need to rewrite her history for the campaign, but I'll be going back to her original concept.

Brief Background:

Will expand this later in the profile, but in brief.
Sirsi was left at an adventurers Tavern one evening, no-one can recall who left her, or even seeing a baby in the Tavern earlier, but there she was wrapped up and asleep at closing time, with a silver key around her neck.
The Tavern keeper and his wife had never had children, and after keeping her a few weeks to see if anyone came for her, they adopted her into their family.

As the years passed Sirsi grew up, she always knew she was adopted as her parents didn't believe in lying to her about it. While she loved her parents she always fantasised that she was the daughter of some famous adventurer or other and has been fascinated by Adventurers and exploring dangerous dungeons and wildlands.

Sirsi's skills grew piecemeal, she's had no formal training, but a talent for music and picking things up here and there from anyone who would teach her (she did live an a tavern frequented by adventurers after all) and has slowly been accruing some adventuring gear while keeping it hidden from the watchful eye of her father.

Not sure where to place her in the world, her backstory doesn't really rely on any particular area. Need to re-run through stats.

Sirsi is enthusiastic, though sometimes naive and often chaotic. She doesn't tend to think things through.


Sirsi O'Bannon wrote:

May I present Sirsi O'Bannon.

I need to rewrite her history for the campaign, but I'll be going back to her original concept.

Oh u damn ninja i used that piece of cheese to tie silver key to my backstory (or whatever passes for it) and was about to post it :D

Well i still have bunch of loose ends i can tie that thing to.


Okay, here is the guy - he did not made it into other campaign so i refit him to new rules.

Melchior
Elf Inquisitor (Preacher) 1
CG Medium Humanoid (elf)
Init +2; Senses Darkvision 60 ft.; Perception +8

Detalied info:

--------------------
DEFENSE
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
HP 10 (1d8+2)
Fort +3, Ref +2, Will +4; +2 vs Enchantments
Immune sleep
Weaknesses light sensitivity
--------------------
OFFENSE
--------------------
Speed 20 ft.
Melee greatsword +2 (2d6+3/19-20) or spiked gauntlet +2 (1d4+2) or dagger +2 (1d4+2/19-20)
Ranged dagger +2 (1d4+2/19-20)
Special Attacks Destructive Smite (+1 damage) 5/day
Inquisitor Spells Known (CL 1; concentration +3)
1st (2/day) - Cure Light Wounds, Disguise Self
0 (at will) - Conjure Water, Detect Magic, Guidance, Disrupt Undead
Domain Rage
--------------------
STATISTICS
--------------------
Str 14, Dex 14, Con 12, Int 12, Wis 14, Cha 13
Base Atk +0; CMB +2; CMD 14
Feats Breadth of Experience
Skills Bluff +5, Disguise +5, Intimidate +6, Knowledge (any) +3, Knowledge (religion) +7, Linguistics +2, Perception +8, Ride +2; Racial Modifiers +2 Perception
Languages Common, Elven, Sylvan, Undercommon
SQ monster lore, stern gaze
Traits Charming, Frostborn, Paranoid, Reckless
Other Gear scale mail, greatsword, iron holy symbol of Gorum, spiked gauntlet, signet ring (5gp), spell component pouch, large hip flask, dagger, explorer's outfit, masterwork backpack (3 days of dwarven trail rations, 3 days of elven trail rations, jar of honey, jar of maple syrup, flute, flint and steel, blanket, soap, gear maintenance kit, silver key), bandolier (2 daggers), leather scroll case, 35gp 2sp 9cp
--------------------
SPECIAL ABILITIES
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Judgment (Su) Inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Monster Lore (Ex) Inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
--------------------
BACKGROUND
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Melchior was found in the woods of Brevoy by elven hunter, who replaced him a father, while hunter's daughter replaced him mother. They had to hide Mel's drow heritage (wich may be the reason his was abandoned) because that would surely lead to bad treatment from other townsfolk.
After his father was attacked by hobgoblins and badly injured (he told Melchior to run, which he did, later hating himself for this) Mel then left the town and traveled across Brevoy in search of martial school that can make him stronger. But before he left father gave him the silver key he found in the stomach of a bear, saying he feels like Mel is one who will find the lock. During his journey Mel found church of Gorum and joined it. He shown great ability to channel divine power of God of War, and while clerics wanted him to be a paladin, he was too "unwieldy" for strict paladin codices and ended up as inquisitor.

Melchior do not believe in law and think its but a mockery to true justice. He have strange affection to tiny female fey creatures.

Pic
Theme song (youtube), till 37 min

While technically new to PBP i had few games in roll20 and some roleplaying in the pre-game taverns so not sure if it counts.


Sorry. That was her original backstory when I originally played the character long ago, I just added the key.

My other option was simply finding it in a patron's room, but that seemed somewhat lacklustre.

Though to be fair, a bunch of orphans found with mysterious silver keys makes for an interesting plot hook to swing from.


Haha, no problem i was just like "ow in the story he is an orphan, gonna do the iconic baby with key on its neck thingy", but you were faster. I guess great minds think alike.


I present Sol'Quan, shaman of the Shoanti. He's a sort of mellow, spiritualistic type, but he's still Shoanti - he'll fight like a cornered animal if he has to.

His background in short:

Spoiler:

Born to a one of the eldest shaman, Sol'Quan was destined to become a shaman before he could even speak. He showed great prowess with the spirits of nature, but when a spirit finally chose him, it was unlike any the tribe had ever seen.

With a somewhat confusing future told by the spirits, Sol'Quan continued an uneventful life until a dying stranger was found in the middle of the Storval Plateau's wastelands. Unable to understand most of what the man had told him, all Sol'Quan knew was that the key given to him had a special import beyond the knowledge of even the spirits.

With the blessings of his father, Sol'Quan began a journey that few Shoanti ever did - to venture beyond their native lands in search of destiny.

As for me: I've played a few PbP games, and have DM'd one or two myself. None of them have run to completion, although two of them are still alive and kicking. I can usually post at least once a day, if not more. However, I am on the opposite side of the world - I currently live in Korea.


I am going to have to withdraw, I haven't had to time to properly expand and complete this character, and at have been busy with RL stuff. Also I am not really feeling this character anymore and doubt I will have time to propose a new one. Good luck!


Dotting for interest.

I'm thinking about playing as a gambling halfling sorcerer ( Illusionist / Conjuration? ).

Quick crunch: He won the silver key as a prize from a game of towers thinking it led to some noble's vault, but try as he might, the key hadn't been able to open anything of his interest. Rather than toss it aside, he's incorporated it into his lucky symbol, thinking that one day it'll lead to a dragon's horde of cash.

I should have an alias done before the end of the day.


I will try and get a list of submissions later today unless someone wants to take the initiative

Silver Crusade

DM of the coins[/quote wrote:
I will try and get a list of submissions later today unless someone wants to take the initiative

*** Submitted ***

Gundar Forgelight: Dwarf Ranger
Kormil: 1/2 elf (half-drow) summoner
Vedic Boreal: Elf Wizard (Spellbound Admixture Evoker)
"Fingers" Mitchell: Human Rogue (cutpurse / burgler)
Rickard Raven: Human Ranger
(*) Balic Giantsmasher: Dwarf Barbarian (Invulnerable Rager, Beast Totem)
Daniel Chelas: Human Fighter
Jovalson: Human Cleric
Sarosha: Fetchling Summoner
Donkor: Human Brawler
(*) Melchior the Wicked: Elf Inquisitor (Preacher)
Sirsi O'Bannon: Half-Elf Bard
Sol'Quan: Human Shaman

(*) = newbie to PbP

*** Coming Soon! ***
Kenji Elindir: Warpriest
Billybrainpan: Human monk
James Kondolow: unknown
FratManCy: Halfling sorceror
Helio: unknown

*** Withdrawn ***
Keldgrim Earthcrusher: dwarf cleric

If I missed you, apologies in advance.


I'm interested, though I'm not sure I can fit one more campaign...

RPG Superstar 2015 Top 32

Helio here - I'm Sol'Quan. Probably should have mentioned that.

Edit: Thanks, Sarosha!

Silver Crusade

*** Submitted ***
Gundar Forgelight: Dwarf Ranger
Kormil: 1/2 elf (half-drow) summoner
Vedic Boreal: Elf Wizard (Spellbound Admixture Evoker)
"Fingers" Mitchell: Human Rogue (cutpurse / burgler)
Rickard Raven: Human Ranger
(*) Balic Giantsmasher: Dwarf Barbarian (Invulnerable Rager, Beast Totem)
Daniel Chelas: Human Fighter
Jovalson: Human Cleric
Sarosha: Fetchling Summoner
Donkor: Human Brawler
(*) Melchior the Wicked: Elf Inquisitor (Preacher)
Sirsi O'Bannon: Half-Elf Bard
Sol'Quan: Human Shaman

(*) = newbie to PbP

*** Coming Soon! ***
Kenji Elindir: Warpriest
Billybrainpan: Human monk
James Kondolow: unknown
FratManCy: Halfling sorceror

*** Withdrawn ***
Keldgrim Earthcrusher: dwarf cleric

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