Coins of Power - Table 2 (Inactive)

Game Master Edward Sobel

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DM of the coins wrote:

its not the cranky part its more along the lines of once a dm allows drow as a race more than half of all applicants are drow. what is it about that race?

also the SR...alternate tiefling traits are rolled randomly or you can take the feat, which you did take the feat to get claws. not the SR

sorry if I am sounding like an ass, but in most of the games at the game club a go to I have to deal with all sorts of guys that think the game is all about beating the DM. I have to look over everything in detail, its something I wish I didn't have to do.

but there are key things I initially look for to make me want to look deeper.

1. Drow in your race or a heavily drow themed story/character
2. SR
3. multiple natural attacks

while many of these things are legal, it just makes me look that much more detailed.

Hmm maybe I read how the tiefling alternate trait stuff works incorrectly. Thought it all worked out. He isn't drow, its just flavor for his origin story. Just trying to make something survivable and somewhat useful in combat. I could just dual wield some daggers and take TWF, that just seemed like normal and boring. But no worries, I am not attached to him. I will just scrap him and start over. Thanks for the input :)


Submitting Dremoran Alterna, human investigator extraordinaire.

Crunch is done and in his profile, getting to work on backstory now. Let me know if you have any questions Dm of the Coins.


All finished.

Statistics:

Dremoran Alterna
Male Human Investigator 1
NG Medium humanoid (human)
Init +2; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee morningstar +1 (1d8+1)
Ranged hand crossbow +3 (1d4+1)
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 14, Int 18, Wis 10, Cha 7
Base Atk +0; CMB +0; CMD 13
Languages Common, Elven, Celestial, Infernal, Aklo
--------------------
Feats
--------------------
Point Blank Shot
Skill Focus (Disable Device)
--------------------
Traits and Drawbacks
--------------------
Rich Parents You were born into a rich family, perhaps even the nobility. Your starting cash increases to 900 gp.

Magical Talent (Prestidigitation) Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast Prestidigitation once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
--------------------
Skills
--------------------
Acrobatics +5
Appraise +8
Bluff -2
Climb -2
Craft (Alchemy) +9
Diplomacy -2
Disable Device +10
Disguise -2
Escape Artist -1
Fly -1
Heal +0
Intimidate -2
Knowledge (Arcana) +8
Knowledge (Dungeoneering) +8
Knowledge (Engineering) +4
Knowledge (Geography) +4
Knowledge (History) +4
Knowledge (Local) +8
Knowledge (Nature) +4
Knowledge (Nobility) +4
Knowledge (Planes) +8
Knowledge (Religion) +4
Linguistics +4
Perception +4
Perform (Untrained) -2
Ride -1
Sense Motive +4
Spellcraft +8
Stealth +5
Survival +0
Swim -2
--------------------
Gear
--------------------
chain belt; masterwork lamellar (leather); dagger; fuse grenade; pellet grenade, iron (x3); sneezing powder (x2); tanglefoot bag; tar bomb (x2); thunderstone (x2); morningstar; Hand Crossbow ; Backpack, Masterwork [ Alchemical Cement; Alchemist's Fire (Flask) (x3); Alchemist's Kit; Antiplague (Vial); Antitoxin (Vial); Crossbow Bolts (10) (x2); Bolts (Crossbow/10/Alchemical Silver) (x2); Bolts (Crossbow/10/Cold Iron) (x2); Caltrops (x2); Flint and Steel; Halfling Trail Rations (x5); Hammer; Ink (1 oz. Vial); Inkpen; Liquid Ice (Flask) (x2); Mellowroot; Rope (Silk/50 ft.); Smelling Salts; Sunrod (x2); Thieves' Tools; Tindertwig (x3); Vial (x5); Waterskin (Filled); ]; Vial ;
--------------------
Special Abilities
--------------------
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Favored Class Bonus Skill Gain an additional skill point.

Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.

Trapfinding Adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps.

Inspiration (Ex): An investigator is beyond skilled
and knowledgeable—he also possesses keen powers of
observation and deduction above and beyond the abilities
of others. An investigator typically uses these powers to
aid in their investigations, but can use these f lashes of
inspiration for other situations.
An investigator has the ability to augment skill checks
and ability checks through his brilliant inspiration.
The investigator has an inspiration pool equal to 1/2 his
investigator level + his Intelligence bonus, minimum 1. As
a free action, he can expend one use of inspiration from
his pool to add 1d6 to the result of that check (including
any he takes 10 or 20 on). This choice is made after the
check is rolled and before the results are revealed. An
investigator can only use inspiration once per check or roll.
The investigator can use inspiration on any Knowledge,
Linguistics, or Spellcraft skill checks without spending a
use of inspiration, provided he’s trained in that skill. An
investigator’s inspiration pool refreshes each day, typically
after he gets a restful night’s sleep.
Inspiration can also be used on attack rolls and saving
throws, though at the cost of expending two uses of
inspiration from the investigator’s pool. In the case of
saving throws, using inspiration is an immediate action
rather than a free action.

Background:

--------------------
Background
--------------------
Dremoran Alterna was never satisfied with the concept of the unknown. To him, all things should be able to be both verified and quantified. Ever since he was a boy growing up in Magnimar, Dremoran has been on the hunt for answers. The Alterna family was a very well off one due to their grandfather’s life as an adventurer.

Most of the family was content to attend social events and live their lives in luxury. Dremoran found this boring indeed, by the time he was seven he had already read and digested most all the books in the estates personal library, and spent most of his days either at Magnimar’s enormous library, or hard at work in his alchemist’s lab in the basement of his parent’s mansion.

Another of Dremoran’s passions was inventing. At a young age he created a hand crossbow for himself after his mother signed him up for archery lessons. The exertion of using a bow and the amount of practice necessary to use one properly, seemed woefully inefficient to Dremoran, and so he built a device to do most all the work for him, much to his mother’s exasperation.

Dremoran’s boredom around the house soon turned to mischief as his parents would routinely lock the doors to rooms they were entertaining guests in to avoid the children bothering them. And so Dremoran became quite adept at picking locks. This trait that proved useful when an explosion from his alchemist’s lab while experimenting with volatile materials blew Dremoran backwards through a false wall in his parent’s basement.

Behind the wall lay a locked door, curiosity overtook Dremoran and he rushed upstairs to retrieve his tools. It took Dremoran much longer than normal to pick the lock on the door, but it eventually gave way. Inside he found a small room with an ornate chest, excited he opened the chest and inside he found a small silver key. Dremoran was ecstatic but it quickly subsided when he realized the key fit none of the doors in his house, and after checking everywhere he could, found no more false walls within the estate. Still, Dremoran couldn’t bring himself to throw away a trinket that he had earned, and so fashioned it into a necklace he wore around his neck.

As the years past and he grew into a young adult, Dremoran felt he had extracted all he could from his life at home, and decided to set out into the world in search of new curiosities, mysteries, and hopefully, more answers.

Silver Crusade

@Dremoran, Wealthy Parents is always a red flag for me, but I like your backstory.


Sarosha wrote:
@Dremoran, Wealthy Parents is always a red flag for me, but I like your backstory.

I thought it felt appropriate that he have an assortment of alchemical items on him, and it fit into his backstory well. If you absolutely hate it I suppose I can trash it, let me know.

Silver Crusade

Nope, don't hate it. But it should be justified by a good story surrounding it. I think you've done that.


Sarosha wrote:
Nope, don't hate it. But it should be justified by a good story surrounding it. I think you've done that.

Cool, thanks :)


Hi new pbp gamer here. I am putting together a Half-Orc Rogue as I speak, but was wondering if you are ok with alternate racial traits? I am thinking Bestial and Chain-fighter. Happy to play without them, but would prefer them. Will add them in for now, but happy to take them back out :)


Shulgo wrote:
DM of the coins wrote:

its not the cranky part its more along the lines of once a dm allows drow as a race more than half of all applicants are drow. what is it about that race?

also the SR...alternate tiefling traits are rolled randomly or you can take the feat, which you did take the feat to get claws. not the SR

sorry if I am sounding like an ass, but in most of the games at the game club a go to I have to deal with all sorts of guys that think the game is all about beating the DM. I have to look over everything in detail, its something I wish I didn't have to do.

but there are key things I initially look for to make me want to look deeper.

1. Drow in your race or a heavily drow themed story/character
2. SR
3. multiple natural attacks

while many of these things are legal, it just makes me look that much more detailed.

Hmm maybe I read how the tiefling alternate trait stuff works incorrectly. Thought it all worked out. He isn't drow, its just flavor for his origin story. Just trying to make something survivable and somewhat useful in combat. I could just dual wield some daggers and take TWF, that just seemed like normal and boring. But no worries, I am not attached to him. I will just scrap him and start over. Thanks for the input :)

don't scrap him, I am just saying, there are things that become red-flags. it does not make them banned, just something I need to keep an eye on.

the only thing I really would like to see for Shulgo is a little more in the back story.

how long has he been on the surface. a little more in personality.
also I may slid with the SR thing if you can wow me with a cool story/personality for him.


Wilhelm Shieldbreaker wrote:
Hi new pbp gamer here. I am putting together a Half-Orc Rogue as I speak, but was wondering if you are ok with alternate racial traits? I am thinking Bestial and Chain-fighter. Happy to play without them, but would prefer them. Will add them in for now, but happy to take them back out :)

please see above regarding red-flags

like I posted before these are things that make me delve deeper into the mechanics to ensure everything balances out.

so lets see what you got then we will go from there.


Ok cool, well I hope you like my completed version, although I can easily swap them back.

Statistics:
Bazan
Male Rogue 1
CG
Init: 3; Perception: 6

DEFENSE
AC: 16 (+3 Dex, +3 Armour); Flatfooted: 13; Touch: 13
HP: 10 (1D8 +2)
Fort: 1; Ref: 5; Will: 0

OFFENSE
Speed: 30ft
Melee: Heavy Flail +2 (1D10 +3)
Ranged: Shortbow +3 (D6)

STATISTICS
Str 14; Dex 16; Con 12; Int 14; Wis 11; Cha 12
BAB: +0; CMB: +2; CMD: +15
Languages: Common, Orc, Gnome and Infernal

FEATS
Combat Expertise

TRAITS AND DRAWBACKS
Crowd Dodger: +2 trait bonus on Acrobatics checks to move through another creature's square and to avoid attacks of opportunity when leaving a threatened square.
Dirty Fighter: +1 trait bonus to base damage (multiplied for crit) when flanking.

SKILLS
Acrobatics +7
Appraise +2
Bluff +5
Climb +6
Diplomacy +1
Disable Device +7
Disguise +1
Escape Artist +3
Fly +3
Heal +0
Intimidate +7
Knowledge(Local) +6
[b]Perception
+ 6
Perform +1
Ride +3
Sense Motive +4
Sleight of Hand +7
Stealth +7
Survival +0
Swim +2

GEAR
Heavy Flail, Dagger, Shortbow, 40 Arrows, Studded Leather Armour, Backpack, Bedroll, Chalk, Flint and Steel, Grappling Hook, Silk Rope, Signal Whistle, Waterskin, Masterwork Thieves' Tools, 5 days of Trail Rations. 47GP 5SP 9CP

SPECIAL ABILITIES
Darkvision
Intimidating +2 racial bonus to Intimidate (included)
Orc Blood Count as both Human and Orc
Bestial (replaces Orc Ferocity) Particularly prominent Orc features, gives +2 to Perception. (included)
Chain Fighter (replaces Wpn Familiarity) Escaped from slavery and reforged the chains into wpns. Proficient with Flails and Heavy flails, Dire flails and Spiked chains counted as martial.

Favoured class +1 HP

Sneak Attack 1D6
Trapfinding 1/2 lvl (min 1)to perception checks to locate traps and to Disable Device to disable them. Can use Disable Devive for magical traps.

Background:
BACKGROUND
Bazan's first memories are as a slave in Cheliax, where he spent his childhood as a messenger boy running errands through town. As he grew older he began to understand and resent his slavery, praying to Desna for freedom every night. Whilst in Kintargo opportunity presented itself and Bazan seized it with both hands, strangling his master with the manacles that he had picked only moments before. With his obvious Orc features Bazan knew he had no chance of hiding out in Kintargo so he moved on to Piren's Bluff. Here his fighting/intimidation skills and intelligence were recognised by Tenzekil Fingorberel a Gnome fence/trapmaker and he was employed as a bodyguard/enforcer.
Recently Bazan returned to his room to find a silver key lying on his bed. Believing this to be a 'mark' left by one of the many Chelaxian bounty hunter organisations, Bazan has left Piren's Bluff heading further in to Andoran carrying the silver key as a reminder that he can never get complacent.

At 6ft2 and 262lbs Bazan is an average sized Half-Orc with dark gray-green skin and prominent Orc features including long tusks. His long arms and the hunched way in which he walks suggest a bit of knuckle dragging thug, the only indication of his keen intellect in his eyes.

Although initially having had only concerns for his own freedom, time spent in Andoran has healed Bazan and he is beginning to see the value in helping others to escape the bondage of slavery. However he is not yet prepared to risk slavery himself again quite yet.


If you're still recruiting I have a Changeling Witch with an adorable fox familiar I'd like to submit. Note: I am a first-time PbPer.

Statistics:
Valeriya Ilyinishna
Female Changeling Witch 1 | [Chaotic Neutral]
Description
Age 18
Looks Br hair, GrBL eyes
Height/Weight 5' 3" tall, 115lbs. (Medium)
Deity Calistria

HP= 7

Strength
9 (-1)
Dexterity
12 (+1)
Constitution
10 (+0)
Intelligence
17 (+3)
Wisdom
14 (+2)
Charisma
14 (+2)

Initiative +1 = 1 [Dex]

Skills
Acrobatics* +1 = DEX 1+0+0
Appraise +3 = INT 3+0+0
Bluff +6 = CHA 2+1+3
Climb* -1 = STR -1+0+0
Diplomacy +2 = CHA 2+0+0
Disguise +2 = CHA 2+0+0
Escape Artist* +1 = DEX 1+0+0
Fly* +1 = DEX 1+0+0
Handle Animal† +2 = CHA 2+0+0
Heal +2 = WIS 2+0+0
Intimidate +2 = CHA 2+0+0
K (Arcana)† +7 = INT 3+1+3
Perception +2 = WIS 2+0+0
Perform +2 = CHA 2+0+0
Perform +2 = CHA 2+0+0
Profession (Herbalist)† +6 = WIS 2+1+3
Ride +1 = DEX 1+0+0
Sense Motive +2 = WIS 2+0+0
Spellcraft† +7 = INT 3+1+3
Stealth* +1 = DEX 1+0+0
Survival +2 = WIS 2+0+0
Swim* -1 = STR -1+0+0
Use Magic Device† +6 = CHA 2+1+3

Base Speed [ 30 (6 sq.) ]

AC [11] = 11
Touch AC [11]
Flat-Footed [10]

Base Attack Bonus +1
Basic Melee Attack +0
Basic Ranged Attack +2

Fortitude Save +0 = 0 [base] +0 [Con]
Reflex Save +1 = 0 [base] +1 [Dex]
Will Save +4 = 2 [base] +2 [Wis]

CMB +0 = 1 [BAB] -1 [Str] +0 [size]
CMD +11 = 10 +1 [BAB] -1 [Str] +1 [Dex] +0 [size]

Feats
Accursed Hex

Traits
convincing liar (bluff) +1 to bluff and it's a class skill
creative manipulator (changeling Racial trait) "Once per day, you may reroll a Charisma check you just made. You must take the result of the second roll, even if it is worse."

Carrying Capacity
Light Load: 30lbs.
Medium Load: 60lbs.
Heavy Load: 90lbs.
Lift Over Head: 90lbs.
Lift Off Ground: 180lbs.
Push or Drag: 450lbs.

Languages
Common

3 Bonus Languages (Int)
Elven, Sylvan, Celestial

Starting Gold: 180 gp

Equipment: Iron Holy Symbol (Calistria) (5gp)
Night Tea (She made it)
Various Herbs (gathered not purchased)
Traveler's Outfit (1gp)
Scarf (5sp)
Cauldron (1 gp)
Witch's Kit: backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. (21gp)
Light Crossbow (35gp)

116 gp
95 sp

Patron: Deception

Witch Spells Per Day
Cantrips: 4

Level 1: 2 + 1 [Int]

Witch Spells Known

Level 1
mage armor, sow thought, ray of enfeeblement, ray of sickening, obscuring mist, charm person.

Save DC: 10 + 3 + 1 = 14
Charm Person Save DC: 10 + 3 + 1 + 1 = 15

Hexes
Evil Eye

Save DC = 10 + 1 + 3 = 14

Special Abilities
Fox Familiar (pilferer archetype)
Fox Stats except +1 natural armor and 6 intelligence

Changeling Racial Abilities:
Nails: Two 1d4 primary natural attacks
Darkvision 60ft.
Object of Desire: +1 to her caster level when casting charm person and charm monster. This replaces green widow.

I figured Object of Desire would be better for my character RP and mechanics-wise and be easier for you because you don't have to decide if a character is sexually attracted to mine every time I bluff.

Background:
Valeriya is a Changeling which means she is born of a hag and the hapless man that she ensorcelled. Like most victims of the hag, Valeriya’s father was killed soon afterwards. As soon as Valeriya no longer needed her mother for sustenance, she was placed on the doorstep of a couple in the nearest city of Algidheart in Irrisen.

Out of the kindness of their hearts, the couple took Valeriya in and raised her as their own alongside their own child. They were herbalists who owned their own shop in town. Valeriya grew up learning their trade so that she may one day take over. She knew was different than other kids. Her nails were hard as stone and sharp as a dagger. Her eyes were fully heterochromatic which is rare in humans. She could see in darkness as though it were daylight. But she never knew exactly what she was. Despite her uncertain heritage, life passed by uneventfully until she was 15.

It was then her adoptive parents died under mysterious circumstances. Valeriya blamed the Thieves’ Guild that operated a protection racket in the city. In truth, it was her biological mother who killed them in order to remove the positive influence in her life.

Valeriya took over the shop and ran it as best she could. She had a hard time keeping the shop afloat with the Thieves’ Guild demanding increasing protection fees and ingredients at or below cost. The man who collected the fees and placed the orders was a thug named Rhys. Despite being well into his 40s, he took an interest in Valeriya. At first, he was nice. He gave her compliments, sometimes even gifts, and always remembered her birthday. Over the next three years, he became increasingly impatient, mean, and forward. Things came to a head when he tried to do something…untoward. She tried to back away but he cornered her. In fear, she used her secret weapon: her nails. She drove them deep into his neck until he died.

Valeriya knew that the Thieves’ Guild would not take kindly to a dead enforcer so she thought up a plan in desperation. She wrote a note explaining everything and left it on his corpse. She knew they wouldn’t just accept that so she packed only what gold and ingredients she could carry and left them the rest along with the deed to the shop. She then ran out of Algidheart as fast as she could. The Thieves’ Guild decided to accept her self-imposed exile as long as she doesn't ever set foot in the city again.

It was only after she had gotten 5 miles out of the city and in the middle of a thick forest that she realized that she had no idea where she was or what she was doing. After hearing a roar in the distance, she became scared. It then she heard a rustling from the undergrowth. Figuring that it might attack, she readied her nails and held her breath. And then, the mysterious rustling bust forth from the undergrowth and revealed the form of a red fox. She breathed a sigh of relief and lowered her hands. The fox stared up at her and she relaxed.

And then, a cascade of visions flooded her mind. She saw herself placed on her parents’ doorstep. She saw the time when she was bullied for being adopted. She saw the night of her adoptive parents’ death. And then, she saw something she couldn’t recognize: the face of a woman she had never met. This woman was unnaturally ugly with pasty green skin, motley hair, and ratty clothes. Valeriya had seen many races while in the city but not the one that this woman belonged to.

The visions then stopped as soon as they had appeared. She realized that the visions were not visions at all but memories, memories of the fox. She knew something was wrong with the fox, something unnatural. But, strangely, she felt a sense of calm when around it. She tried to ask it questions but it couldn’t understand her completely. She gave up and decided to give it a name so she could refer to him as something other than “fox.” She cycled through names: Damir, Ilik, Viktor, and finally Viska. It perked up and yipped at Viska.

Viska then motioned with his head for Valeriya to follow. He led her to a small cave with enough water and plants to sustain her before she fell into a restful sleep. When she awoke, Viska stared into her eyes and she fell into a trance.

A voice, vague and distant, called out to her by name. Valeriya asked for its name but it refused to answer. It identified itself as her protector and the master of Viska. Valeriya asked why it came to her, why it had watched all her life. The voice told Valeriya that she was special and could host great power if she accepted the power within her. It gave her a choice: either Viska would lead her to the nearest city and she would lead a plain, ordinary life or she could accept the gift of magic and possibly become extraordinary. She didn’t even have to think about it for one second; she took the chance to be someone great without hesitation or reservation. The deal was sealed and Valeriya became a witch.

After that fateful morning, Valeriya and Viska have been inseparable. They travel the world experiencing everything that they possibly can. They never stay in one place for too long but they never leave on bad terms.

Sorry if this breaks the "no novels" thing. I've been wanting to play this character for a while so I've had time to really develop her backstory.

Also if CN is a red-flag, she's CN because she wants to be good but her mother's influence gives her dark urges she can't always control.

Edit: Put in starting equipment.
Double Edit: I also realized I didn't put in her save dcs. They are calculated differently but at first level they came out the same.


CN is not a red flag for me.

also I thought you had a novel?

this is a character novel


DM of the coins wrote:

CN is not a red flag for me.

also I thought you had a novel?

this is a character novel

I'm glad you allow CN. I've seen a lot of people who don't so I wanted to clarify I'm not playing the annoying Kender-esque Chaotic Stupid.

Edit: In my haste to finally join a campaign I am interested in, I missed the post about you wanting a melee character. It was my mistake and I harbor no ill will if that means I can't join.


Haven't worked out how to edit a previous post yet, so here is an updated and hopefully improved backstory.

Backstory:
BACKGROUND
Bazan's first memories are as a slave in Cheliax, where he spent his childhood as a messenger boy running errands through town. As he grew older he began to understand and resent his slavery, praying to Desna for freedom every night. Whilst in Kintargo opportunity presented itself and Bazan seized it with both hands, strangling his master with the manacles that he had picked only moments before. With his obvious Orc features Bazan knew he had no chance of hiding out in Kintargo so he moved on to Piren's Bluff. Whilst attempting to sell off some of the loot taken from his previous master's house he arrived at the pawn shop of Tenzekil Fingorberel a Gnome fence/trapmaker. As he was arriving he saw a man standing over the prone Gnome and chased him off before he could do any further injury. Thanking him Tenzekil offered him employment as a night watchman on the store, explaining that he had run-ins with someone trying to start up a rival fencing ring. Over time the Tenzekil came to appreciate the keen intelligence and inquisitiveness in Bazan and trained him in traps and safe cracking.
A couple of years later, arriving at work Bazan was met by a worried Tenzekil who quickly explained that people had been asking after Bazan. Clapping a bag of gold into his hand Tenekil urged him to leave town and head further into Andoran. He then handed him a silver key, explaining "It ain't magical or nuthin, but I gained this from a job a long time ago, I could never bring myself to part with it and it has always brought me luck, but it feels like you might need it more than me now.". Bazan understood that those 'people' were likely to be one of the many Chelaxian bounty hunter organisations, and wanting to never again be enslaved Bazan has left Piren's Bluff heading further in to Andoran. The silver key his only reminder of the first person to be kind to him.

At 6ft2 and 262lbs Bazan is an average sized Half-Orc with dark gray-green skin and prominent Orc features including long tusks. His long arms and the hunched way in which he walks suggest a bit of knuckle dragging thug, the only indication of his keen intellect in his eyes.

Although initially having had only concerns for his own freedom, Bazan's time spent in Andoran and with Tenzekil has healed Bazan and he is beginning to see the value in helping others to escape the bondage of slavery. However he is more than happy to improve his lot at the expense of those who can afford it!


Bazan wrote:

Haven't worked out how to edit a previous post yet, so here is an updated and hopefully improved backstory.

** spoiler omitted **...

There's a button by the reply, flag, and list buttons. You can only edit posts before 1 hour has passed since you made it.


Thanks Larkos, getting the hang of it all slowly. Oh and good luck finding an adventure for your witch.

And DM of the coins you asked earlier about prestige classes etc. I see Bazan as a straight up rogue looking to move towards improved trip/disarm, definitely a melee rogue.


that is cool, I really only ask about prestige classes so I can make it happen in game. I think all prestige classes should have some sort of quest or training before entering it.

BTW to type faster (or save time, youcan just use DMC instead of DM of the coins


Bazan wrote:

Thanks Larkos, getting the hang of it all slowly. Oh and good luck finding an adventure for your witch.

And DM of the coins you asked earlier about prestige classes etc. I see Bazan as a straight up rogue looking to move towards improved trip/disarm, definitely a melee rogue.

Thanks! I find that a good attitude trumps experience every time when it comes to these things. You can teach someone the rules and tools but you usually can't fix an attitude problem...


Figured I would leave it a week. Just a gentle poke to find out what is happening. Keen to get started if I get picked.


DM appears to have gone AWOL, no posts in any of the 3 games he is apart of in about a week but daily posts on his main account.

In any case, I don't believe I want to be apart of a game where the DM takes extended breaks from his games with no warning to his players, especially when he remains active on the boards.

So ill be withdrawing my submission to the game, good luck if he comes back.

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