Count of the March (Inactive)

Game Master djdust

The fate of the world pivots around a trading post in the Verduran Forest

Date: Sunday, Gozran 8, 4718 AR
Campaign Info
Campaign Map
Battle Maps
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A pale elven woman with platinum blonde hair down to her waist enters the office. She is slender but curvy, and wears revealing and outrageous clothes. Chief among these are a pair of gold-rimmed glasses, red calfskin gloves, black crocodile hide boots, and silver-filigreed armbands. She performs an elaborate courtly bow.

"Greetings, Marquis Lambert. It's quite a pleasure to meet you!" She gracefully strides across the room and takes a seat, crossing her legs demurely--though the high-cut slit in her skirt leaves a lot of skin exposed. "I am Liamae Tesilikaria, an emissary to Taldor from the forests of Kyonin. I have been granted license to partake in endeavors that will be mutually beneficial to both our nations, and I believe your trading post fits the bill. I am quite skilled in negotiating courtly intrigues and can help with any diplomatic debacles that might occur. Plus, I have a modicum of magical abilities to aid in any potentially violent altercations."

Liamae favors the marquis with a dazzling smile. "I think you'll find me perfectly suited for all your needs. After all, who else knows the wild places of the world better than an elf?"

Stat block and background are in the alias' profile. Let me know if you have any questions or concerns. :)


2 people marked this as a favorite.

After some serious thought, I'm going to drop the use of any crit generator or similar variant. It's still something I would like to try out one day, perhaps running a pure combat simulator here on the forums to test out different options, but just not right now.

What's important is that everyone has fun. Although PC deaths are pretty much par for the course in Pathfinder, they should be rare and dramatic. If I'm consistently dropping you guys like flies, then I'm doing a poor job as GM. As a player too, I know that what you want is to see your character overcome challenges and growing. As a GM, what I would really like to see is a group learning to grow together. So then, the ultimate level of difficulty I'm aiming for is "Yay! we're victorious, but man, by the skin of our teeth!", and that's only for things that are meant to be major challenges.

I appreciate all the insight and feedback on this topic.

RPG Superstar Season 9 Top 32

dotting for possible interest


Ok, so, wow, pinning down what I want to submit to this has been a wild ride. But! I've finally settled on something. That Bard idea didn't really pan out but looking at the Divine Fighting Techniques did point me towards something I really like and an archetype I've wanted to play for a while.

@djdust: one final "yes or no" question for you. I know I've been "that guy" here, finding new toys from splat books, getting excited, running to you and asking "Can I!? Can I!?". As someone who has GMed quite a bit, I want to thank you for your patience with me in that regard. This should be the last of these questions:

How are we on the Well-Prepared Adventurer trait? I feel like I read something here about "no wealth increase traits", though I didn't spot it when I scrolled back through. It's basically "Rich Parents" but with a pre-packaged thematic set of gear, and with a slight refluff, dovetails nicely with a dramatic moment in my background. If it's a "no", no worries! I've already got secondary options in place.

Should have my character up today!


It's a pretty powerful trait, but I'm not totally against it. Considering the abundance of "old-money" in Taldor, it's not out of the realm of plausibility that a young start-up have some extra financial backing. And I didn't state "no wealth increase traits", just avg starting wealth per class. Especially if it's justified in your backstory, I think it should be fine.

As an afterthought, how would you feel about 'balancing' it out by taking a drawback as well?


djdust wrote:

It's a pretty powerful trait, but I'm not totally against it. Considering the abundance of "old-money" in Taldor, it's not out of the realm of plausibility that a young start-up have some extra financial backing. And I didn't state "no wealth increase traits", just avg starting wealth per class. Especially if it's justified in your backstory, I think it should be fine.

As an afterthought, how would you feel about 'balancing' it out by taking a drawback as well?

Ah, I must have read it in a different recruitment thread.

As for the Drawback: we're on the same wavelength. I know the "Attached" drawback is supposed to have the GM select the item, and of course you can do so, but I was going to suggest it be the best thing I get in my package: my weapon. There's a real, real good character/plot reason for it, and for a primary weapon it will come up often. I'm all about the character hook, so I don't mind at all taking it to balance Well Prepared and not getting a third trait.

I'm being vague on details because I don't want to write a novel here, but I'm putting this together with contingencies. So if there's something about it that doesn't work for you when I get it up, it won't be any hassle for me to change it.


Do you mind if I resubmit Cyril as an Alchemist? There is a lot of divine competition and I think it would work better for what I was going for anyway. The character and interview wouldn't change a whole lot just the mechanics


Cyril Markov wrote:
Do you mind if I resubmit Cyril as an Alchemist? There is a lot of divine competition and I think it would work better for what I was going for anyway. The character and interview wouldn't change a whole lot just the mechanics

Thats fine with me.


This is RamzaBeoulve's character: Kytes, the Half-Orc Chosen One/Warrior of The Holy Light Paladin. Basically, hayseed paladin that can't for the life of him figure out why Iomedae picked him for anything, but has gone all in on it anyways. The abilities of Warrior of The Holy Light, plus going into Iomedae's Divine Fighting Technique makes him into a combat buffer at the cost of his spells and a couple of his mercies. Also he's got a cute hawk buddy who can provide useful scouting at early levels and deliver his Lay on Hands for him: whoohoo, FedEx healing!

Character angle is, despite not being the sharpest (and very aware of it), he manages to inspire/lead by just being a really good dude. A sweet cinnamon roll too good for this world, but, like, he will also not hesitate to formally introduce evil to his sword.

Crunch is done except for his familiar's stats, which got eaten by a website error and I was too frustrated to re-type tonight. And the background is about 75% done. I did this thing I do that I hate where I come up with what should be a very simple background and I end up writing a novel. :P (No, seriously, I drive myself up a wall with that.)

That will all get topped off and I'l post the "interview" portion in the next couple days, but there's enough there for it to be pretty clear what the character is so you could start looking at it and let me know if anything doesn't work for you.


Rebuilt and ready to go! New mechanics and a modified backstory (same basic idea though) and personality. The current plan is single classed alchemist focusing on melee combat, poison, and buffing. Redoing the interview since since I have changed a bunch of things :)

Cyril, upon being acknowledged reseponds with a slight bow and it is evident that the armor he wears is strained at the movement. "Thank you sir" he says as he takes his seat. "My name is Cyril Markov and I want to thank you for this opportunity" he says, holding out his hand to shake. "I have various skills that I believe you will find make me quite suited to this kind of work. I am a capable fighter with plenty of experience guarding a tavern in my hometown." Cyril holds up his arms in front of him, elbows down and fists towards the ceiling, to show a multitude of scars presumably from rowdy patrons. "I also have at my disposal a fair bit of alchemy skills. They range from concoctions that can mimic spells to being able to hold my breath for hours and even to more mundane things like being an exceptional brewer" he says as he lays out some of his alchemical creations to prove his point, including a specially made bottle of his best mead which is positioned much closer to Marquis. "I also know when to keep my head down so you won't have to worry about me causing problems for the business or its customers" Cyril finishes with a grin. He sits on the edge of his chair, almost falling off, as he eagerly waits for a response.

What I want to go for personality wise is a capable and caring but a bit arrogant person who wants to be thought of as a hero for a bit of self centered reasons. He doesn't know of a good way to go about it so his current strategy is taking every odd job he can find and hoping to get a big break.


DM: I’m interested in using the lovesick drawback as a motivation for my character (male human cleric of Erastil, heading towards the hinterlander prestige class) to take the job (maybe because he needs a more reliable source of income now someone depends on him). Is this something you think could work in this campaign? If yes, are you okay with choosing a person (as suggested by the trait)?


Umbungo wrote:
DM: I’m interested in using the lovesick drawback as a motivation for my character (male human cleric of Erastil, heading towards the hinterlander prestige class) to take the job (maybe because he needs a more reliable source of income now someone depends on him). Is this something you think could work in this campaign? If yes, are you okay with choosing a person (as suggested by the trait)?

This can work. I don't mind if you want to create the significant other as part of the backstory. If you want me to do it, I'd need to read the backstory first I think, or that's something we can work out together in discussion if you are selected.


Recruitment will stay open till Saturday, so that I can have the weekend to make my selection. Since we're like half-way to that point, here's a list of the applicants so far and those who've expressed interest. This helps me sort things out, and might help those who are interested get an idea of what direction they might take.

Applied
Attai Kah - M Sylph Inquisitor (Suit Seeker) - Oceanshieldwolf
Cara Thrace - F Human Brawler - For the Night is Dark
Iagon Adrantis - M Human Kineticist - Nayr Trebrot
Paemil - M Human Druid - RxGus
Malryk - M Half-Orc URogue - JohnJK
Cyril Markov - M Human Alchemist (Internal Toxicant, Vivisectionist) - ClevrGamer
Dyseya Braze - F Aasimar (Peri-Blooded) Arcanist (Elemental Master) - Jesse Heinig
Liamae - F Elf Occultist (Silksworn) - Brainiac
Kytes - M Half-Orc Paladin (Chosen One, Warrior of the Holy Light) - RamzaBeoulve

Shown Interest
DBH
alexgndl
hustonj
ProbablyADog
Yas392
CaptainFord
“The Lucky Halfling”
pauljathome
GM_Solspiral
Umbungo


My guy's basically done, I'm just trying to get the interview portion written up. Hopefully will have something submitted today or tomorrow.

RPG Superstar Season 9 Top 32

I usually look for the hole, like if a recruitment is lacking in healers or melee I try to fill that. This is a fairly balanced recruitment meaning there's a lot more opportunity then normal.

I'm leaning towards an unchained summoner specifically an Azata blooded Aasamar with an Azata Eidolon, it's not super fleshed out yet.

I may well do an alchemist as skill monkey is only lightly covered.


Hello! Thanks for the fun of making a character. Let me know if something doesn't fit or is just plain wrong. Good luck with the deciding.

knowledge local: 1d20 + 8 ⇒ (5) + 8 = 13

"Cause I'm old... What? I figured you were going to ask why I was good for this type of work. It's cause I'm old!" snapped the wrinkled man who had shuffled in with a cane moment ago, stating his name was Ghort.
"Old People Know Stuff" he added more slowly explaining what he seems to think is obvious. "Young people don't know anything, but run around trying to act like they know EVERYTHING." he settled back with a grin, showing discolored teeth with a couple of gaps. "See. I'm perfect."

In the resulting silence his grin will fade a bit, not understanding why the Lord is not gushing his approval. Then perks up to exclaim "Oh! You're wondering why a grand old gentlemen would be applying for the job in the first place." he looks nothing like a grand gentleman. Frayed slightly stained robes. Thinning white hair. One eye stunningly green and the other a dull black. Leaning forward again, he whispers "I was evicted, you see. Apparently I lived past my early successes. And reading for the last several decades has earned not one copper toward rent." his eyes narrow as he thinks of his landlords "Ungrateful children, ever last one of them. Why I spawned I have no idea." he mutters angrily.

If his logic does not land him the position, he'll explain he was an adventurer in days long past, so he knows what is needed. Plus since Desna is enamored with him still to this day, he is a healer as well as a fighter. If that didn't work, he'll admit to being part demon, displaying his gnarled hoof at the end of his right leg from under his robe, and will demonstrate how his demon blood allows him, despite his many years, to break thing quite easily.

crunch:

Ghort
Male demon-spawn tiefling oracle of lore 1
LN Medium outsider (native)
Init -2; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +3
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy mace +4 (1d8+4) or
. . longspear +3 (1d8+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—shatter (DC 16)
Oracle Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—cure light wounds, inflict light wounds (DC 15), magic weapon
. . 0 (at will)—create water, detect magic, mending, spark[APG] (DC 14)
. . Mystery Lore
--------------------
Statistics
--------------------
Str 18, Dex 7, Con 10, Int 10, Wis 12, Cha 18
Base Atk +0.75; CMB +4; CMD 12
Feats Extra Revelation[APG]
Traits fiend blood, self-taught scholar
Skills Acrobatics -4 (-8 to jump), Diplomacy +8, Intimidate +5, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +4 (+5 to decipher unfamiliar language), Perception +3; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven
SQ oracle's curse (lame), revelations (lore keeper, sidestep secret)
Other Gear studded leather, buckler, heavy mace, longspear, 58 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Lore Keeper (Ex) Knowledge Skills become CHA-based.


@John Gs - is Ghort actually "old" in the game mechanic sense or just from flavor?


John Gs wrote:

Hello! Thanks for the fun of making a character. Let me know if something doesn't fit or is just plain wrong. Good luck with the deciding.

[dice=knowledge local]1d20+8

"Cause I'm old... What? I figured you were going to ask why I was good for this type of work. It's cause I'm old!" snapped the wrinkled man who had shuffled in with a cane moment ago, stating his name was Ghort.
"Old People Know Stuff" he added more slowly explaining what he seems to think is obvious. "Young people don't know anything, but run around trying to act like they know EVERYTHING." he settled back with a grin, showing discolored teeth with a couple of gaps. "See. I'm perfect."

In the resulting silence his grin will fade a bit, not understanding why the Lord is not gushing his approval. Then perks up to exclaim "Oh! You're wondering why a grand old gentlemen would be applying for the job in the first place." he looks nothing like a grand gentleman. Frayed slightly stained robes. Thinning white hair. One eye stunningly green and the other a dull black. Leaning forward again, he whispers "I was evicted, you see. Apparently I lived past my early successes. And reading for the last several decades has earned not one copper toward rent." his eyes narrow as he thinks of his landlords "Ungrateful children, ever last one of them. Why I spawned I have no idea." he mutters angrily.

If his logic does not land him the position, he'll explain he was an adventurer in days long past, so he knows what is needed. Plus since Desna is enamored with him still to this day, he is a healer as well as a fighter. If that didn't work, he'll admit to being part demon, displaying his gnarled hoof at the end of his right leg from under his robe, and will demonstrate how his demon blood allows him, despite his many years, to break thing quite easily.

** spoiler omitted **...

This is my favorite character submission so far

Silver Crusade

I've decided that I won't be creating a character for this campaign.

It sounds really interesting but
1) I'm already in too many campaigns ;-)
2) I'm just not able to come up with a character that is inspiring me.

Silver Crusade

Dotting to see If I can get a Ranger done in time to be considered.


Just for flavor Oceanshieldwolf. I've never tried to make a character mechanically old... I think I should look that up. Thank you.

And thank you very much Malryk! That means quite a lot :)


Penktos is a Tengu Unchained Monk.

Penktos Build Notes:
Tengu Unchained Monk

S 3 13 13 +1
D 5 14 +2 16 +3
C 5 14 -2 12 +1
I 2 12 12 +1
W 5 14 +2 16 +3
H 0 10 10 +0

Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, –2 Constitution.
Type: humanoids with the tengu subtype.
Size: Medium creature; no bonuses or penalties due to their size.
Speed: base speed of 30 feet.
Languages: Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Sneaky: +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Swordtrained: proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapons: bite attack that deals 1d3 points of damage.
Senses: low-light vision allowing them to see twice as far as humans in conditions of dim light.

Alignment: Any lawful
Hit Die: d10.
Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
1st +1 +2 +2 +0 Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike 1d6 +0 +0 ft.
Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, the monk can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

35 GP
.8.00 Kit, Monk's 22# (backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Traits:
Combat: Crowd Dodger: You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square.
Regional: Candidate for Perfection: You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

Feats:
M Combat Reflexes
M Improved Unarmed Strike
M Stunning Fist
1 Weapon Finesse

Skills: 5 Adventuring + 2 Background per Monk Level
+ 7~Acrobatics 3+1+3(+2 Crowd Dodger)(- AC)
+ 7-Escape Artist 3+1+3(- AC)
+ 5 Knowledge (History) 1+1+3 (Background)
+ 5 Knowledge (Religion) 1+1+3
+ 6 Linguistics 1+1+0+4 Racial (Background)
+ 9 Perception 3+1+3+2 Racial
+ 9-Stealth 3+1+3+2 Racial(- AC)

AC -0

Common, Tengu, Auran, Sylvan

Init +3
Move 30'

BAB +1, Str +2, Ranged/Finesse +4, CMB +2/+4

Bite +4 @ 1d3+1, x2, P
Unarmed +4 @ 1d6+1, x2, B
Flurry +4/+4 @ 1d6+1, x2, B

1 Stunning Fist/Day - Fort 13 or Stunned
+1 To Hit w. Unarmed AoOs

4 AoOs per Round

HP 12 (10 + [1xCon +1] + [1xFC])

AC16 T16 F13 CMD18 (Dex+3, Wis+3, Monk+0, Str+1, BAB+1)

Fort +3 (Base +2, Con +1)
Ref +5 (Base +2, Dex +3)
Will +3 (Base +0, Wis +3)

Penktos was raised within a Tengu monastery, but he never felt like he completely belonged. As a budding adolescent, at about 10, he worked to negotiate a student swap with human monastery. It took him 4 years to get the swap approved, but he quickly took advantage of it. Then he ended up spending even longer at the human monastery than he would have spent at home, not beginning his wandering of the world until the ripe old age of 26.

Penktos is dedicated to the tenets of Irori, as he understands them.

Standing only 4' 4" and weighing an amazingly light 76 pounds, Penktos is covered in blue-black feathers, clearing to pure black at his wrists and ankles. His visible skin, beak, eyes and talons are also black. He has a small open, blue, human hand icon glued to the left side of his beak.

Marquis Markus Lambert wrote:

The Threegates district of Cassomir is impressive with its broad avenues and rows of expansive villas. The Chateau Lambert is on the outer edge of the district, a stately home of three stories. At the door you are met by an uptight butler who ushers you to an office on the second floor. Inside, seated behind a large mahogany desk, is a man in his prime, sporting a thin strap of a beard. Behind him stands a portly fellow, rather gruff looking, who grumbles and snorts as you enter. The man behind the desk stands and gestures you towards a chair. "I am Marquis Markus Lambert. I assume you are here for the job. Please, sit, tell me about yourself."

Penktos greets the butler with a triple head-bob. "I am Penktos, here to speak with Marquis Lambert about his opportunity. May I see him, good sir?"

As he is led to the office, his head keeps popping as he focuses an eye on the artistic work scattered through the home. As the Marquis greets him, Penktos repeats the triple head-bob before accepting the offered seat. "I am Penktos, a tengu, if you do not know. We are famous for our swordsmen and dedication to perfection. As with nearly all tengu, I am familiar with most blades and can use them with some skill. I am dedicated to Irori and the perfection of my own form. The Master of Masters requires us to find ways to test ourselves, to explore aspects of ourselves that we could not see passively sitting in a monastery contemplating our beaks." He shifts, moving his lower talons up into the seat and changes to perching on it more than sitting in it. "I offer my ability to defend others, my willingness to explore risks that arise, and continued efforts as long as I can follow the path of exploration and self-testing that the Perfect Man requires."

Penktos bobs his head three times, again, and looks over the shoulder of the Marquis at the large man behind him. "You stand in a position of power and authority. Do you have questions?"

Yeah, I get there won't be a back and forth, but it is where Penktos would take the interview.

Penktos shrugs. "No matter. If there is nothing else, I will await word that you have chosen a team. I will return then to join them."

RPG Superstar Season 9 Top 32

I'm going to bow out on this one, just not feeling my character concept and my week got busier. Good luck to all.


I'm still here. I've been really trying to find a character I can sink my teeth in so to speak, but unfortunately was having issues with the original idea I had. I want something that really fits the settings, but meets my mechanical wants as well. For this reason, I'm looking at a shifter now. Part of the druid order, or one of the druid orders, protecting the area, he is there to hopefully ensure the continued upholding of the treaties of old. It can be hard to cover such a large area, but a trading post would be an opportune place to have an agent listening for violations of the treaties.


You stated that if we have the invested skill (Knowledge [Local]), we could try the check. Would be allowed to take 10 without having a rank invested in the skill to gain the first spoiler? Untrained knowledge skills can be tried with a max of 10 on the check.


"The Lucky Halfling" wrote:
You stated that if we have the invested skill (Knowledge [Local]), we could try the check. Would be allowed to take 10 without having a rank invested in the skill to gain the first spoiler? Untrained knowledge skills can be tried with a max of 10 on the check.

We can justify that as your character having done their research around town in preparation for their interview. Shows gumption.

A heads up! Roughly 24hrs left before I close this recruitment. Get your applications in if you can, or make final adjustments if you’ve already applied. I love everything I see so far, it’s already going to be a very difficult decision.


John Gs wrote:

Just for flavor Oceanshieldwolf. I've never tried to make a character mechanically old... I think I should look that up. Thank you.

And thank you very much Malryk! That means quite a lot :)

Table: Aging Effects


Alright. Took a bit to get it all together, but here's my entry for the game: Bark, the Goblin, and his wolf companion, Not-Dog. A cavalier build, he will eventually and ideally charging into encounters while wielding a torch and dogslicer. More of a thematic build than a maxed out specialized one. Will also provide many hilarious encounters in the rp sense as well. Goblins are my favorite race to play as. Will keep the character in this alias page for easy and quick viewing as well and make an actual alias if chosen.

Bark the Goblin

Interview:
-----------------------
Interview
-----------------------
The door to the office opens, and the Marquis looks up only to gasp as a small, green goblin comes in. Clothed in tattered, patchwork clothing with patches of fur here and there, the goblin was an atrocious sight, not to mention the smell it brought in with it.

"What in the world!" the Marquis sputters, getting up quickly.

Quickly following in behind the goblin, the Marquis' butler makes a small bow and tries to explain "Sir. I believe this...er, goblin has come to...well, apply for the job, sir."

"Me here for merk," the goblin suddenly says in common, suprising the Marquis once more. "Tor tell Bark that merk was here for Bark to do. Tell Bark he may get to burn stuff. Bark like to burn stuff."

Both the Marquis and the butler stare at the creature for a bit, not knowing what to do. Finally, the Marquis tries to compose himself and sits back down. "Yes, I see. Well then...let's get on with the, uh, interview. Please, sit," he says, gesturing to the chair across from his desk. Upon looking at the filthy goblin again, though, he quickly admends, "Actually, on second thought, why don't you just stand for now? Why don't you tell me about...what you can do?"

"Bark can do lots," Bark replies, stretching up with his fingers on the desk to see over it. "Like, Bark can kill dogs, and set things on fire, and stab things, and stand on his hands some of times. Other of times, Bark fall down. Always makes Bark laugh, because Bark not know if he fall or not when Bark do it."

The Marquis clears his throat, stopping the goblin's rambling. "Do you have any particular talents, though, Mister...Bark? Why should I hire you?"

"Longshanks higher than Bark because longshanks is longshanks. Most longshanks are higher than Bark. Longshanks are longshanks because they are higher than Bark. Bark can fight, though. Bark fight on top of Not-Dog. Not-Dog is Bark's pet. Not-Dog is not a dog, though. No."

"I think he means the wolf back downstairs," the butler helpfully adds, unraveling just a bit of the goblin's nonsense.

Bark was still going as though he hadn't spoke, though. "Bark can also make fire. If Bark take stick and touch it real hard..." At this, Bark reaches as far as he can onto the desk and randomly grabs a wooden plaque off of it. Before the Marquis has time to jump across and grab the item, Bark shouts, "BOOM!"

The plaque bursts into flames, and in mere moments, the plaque is ruined. With a bunch of shouting and cursing and stomping, the butler finally manages to put out the fire before anything else catches. Furious, the Marquis, already out of his seat, shouts, "Get out! Get out of my home this instant, you vile creature!"

Undisturbed, Bark heads out of the room on his own. After a crash, the butler drops the remains of the plaque and rushes out of the room to get the goblin fully out of the house before more damage can be done.

After a few minutes, the butler returns. "The goblin has been removed from the property. Forgive me, my lord, for allowing such a creature in."

Still steaming, the Marquis simply mutters, "Like I'd ever hire such a savage thing for my task."

"Actually, sir..." the butler begins, pausing for a moment until the Marquis waves him on. "Well, I was just thinking that it might actually be better to do it. Then he's out of town and can cause less damage. Who knows what it will get into while down in the town. Plus, it will be stuck on a river most of the ride, right?"

The Marquis is silent for a while before replying, "I'll have to think on it. But how in the world did it get into this part of the city without being arrested?"

Character Concept:
-----------------------
Background
-----------------------
Bark was born to the Hound Fur tribe, a small group of goblins in the Taldor region. His birth was heralded by a prophecy from the tribe's oracle, See-All. The prophecy was that he would 'bring fire to fur', a statement believed to be a sign of Bark Breaker's blessing. This, along with his unusual patches of fur, marked him as chosen, and the oracle of the Hound Fur tribe began to instruct Bark about the ways of Bark Breaker, the deity of the small tribe. These rituals and superstitions constantly contradicted one another, but Bark didn't notice like the rest of the goblins, mostly because he wasn't paying attention half the time.

See-All also had Bark be given a wolf pup to raise, a special priviledge among the tribe as the mounted warriors were of the highest rank. Bark named the wolf Not-Dog like most of the other goblins had done, since Bark knew for sure that Not-Dog was definitely not a dog. Bark liked to spend most of his time rough-housing with his pet and generally getting into mischief as he grew up.

It wasn't long before Bark learned of his ability to set things aflame with just the touch of his hand. Delighted, he began to use the ability often, gaining favor with all the other goblins with his remarkable talent...until he ended up setting the whole tribe ablaze one day, unknowingly fulfilling the prophecy he had been given at birth.

Homeless, Bark wandered away with Not-Dog. Soon, One-Eye, the legendary goblin killing dog that everyone in the tribe feared, came after Bark and attacked him. It was during this, when Bark was almost a goner, that a longshank of all things saved him and took him in.

The name of the longshanks was Tor. Apparently, Tor was somehow both human and orc at the same time, though Bark could not see how he could be two at once. Despite this mystery, Tor taught Bark a lot about longshanks and how to even speak to them in their tongue. More than anything, he showed Bark how he could kill things and set things on fire all while making other longshanks happy. Something called 'mercenariwork'. Bark didn't like the huge lonshanks word and decided to shorten it to merk.

Now that Bark had become a goblin 'merk', Tor left to do some of his own merking, and left Bark with information about a merk in Cassomir. Gathering what stuff he had, he headed for the city, ready for this newest merk and hoping it paid well.

-----------------------
Personality
-----------------------
Bark loves to sing and cause mayhem. The edge of his goblin cruelty has been taken off from his training with Tor, but a goblin is still a goblin, and Bark loves to dissolve order where he can. He is at least cunning enough to know when to hold back at important times, though.

Though Bark has utter faith that he can kill anything, he allows Not-Dog to fight with him to 'cause mayhem faster'. He also is willing to bring subjects along to finish a job, since even goblins need meatshields.

Bark is rather prideful of his own talents and skill, and believes himself to be the best dog-killer there ever was. Plus, Bark happens to know a vast fount of goblin knowledge and logic, so he can solve any problem or argument.

Not-Dog is quite a loyal companion, despite Bark's mischeviousness and constant demands. Captured as a pup, Not-Dog is already used to combat and fire, but prefers to sleep in cool places rather than doing anything else.

-----------------------
Description
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Bark is a green-skinned goblin with a red flame symbol on the back of his left hand, the source of his magical talent, spark. All across his body are small clumps of black, tangled fur, though, a sign of Bark Breaker's favour. He wears patchwork goblin clothing, but desires to obtain a dog robe soon as a sign of honor, for him at least. The goblin clothing is simply scrapes made of leftover pieces from other sources and generally looks worse than a beggar's.

Not-Dog is a black furred wolf with a few patches here and there singed from Bark's antics. He constantly has a banner goblin-rigged on his sides displaying a sloppy picture of a dead dog on fire.

-----------------------
10 Minute Background
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1)Step 1: Write 5 background and 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. 5 is just a minimum...more elements are encouraged!

- Bark is a pyromaniac goblin that loves to set things on fire and watch things burn. Especially when using his own innate power to do so.

- Based around Bark Breaker, using fire and dogslicers while riding a wolf. Favorite enemy being dogs. Still afraid of horses, and dogs as well if without allies and companion.

- Easily distracted and not the wisest, Bark can usually easily be persuaded. He is quite cunning, though, and loves to believe that he can't actually be tricked.

- Always stays with his companion, Not-Dog. Not-Dog is a wolf, and Bark is easily antagonized by any comparison between Not-Dog and actually dogs. Because Not-Dog is in no way a dog.

- Has become somewhat of a Goblin Mercenary, desiring jobs that involve fire and dog-killing. Has yet to figure out why all jobs don't involve both.

2) List at least two 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.

Kill all dogs, create a dog hide outfit for him and his mount, and make his banner out of dog fur; perferably One-Eye's fur. (Character's Desire)

Become great goblin hero and create new tribe. (Character's Desire)

Fly into battle on a wolf with torch and dogslicer flying against a pack of dogs, causing hayhem and general goblin delight. While perhaps leading a tribe of goblins doing so. Epic. (Player's Desire)

3) List at least two 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.

Bark knows that he is destined to 'bring fire to fur', though he doesn't know that was actually referring to when he set fire to his own tribe.

He also doesn't know that his tribe was being watched by a group of rangers, and now they plan to finish wiping them out now that there are only a few left.

4) Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

See-All - Oracle of Goblin Tribe - See-All was the respected oracle of Bark's tribe. Upon Bark's birth, he made a prophecy that Bark would bring fire to fur. Misinterpreting this for good, See-All announced him as a harbringer of Bark-Breaker's fortune. He taught Bark all that he knew of Bark Breaker. Which wasn't much at all, except from a goblin's perspective.

Bark has not seen See-All since the tribe burned down, but See-All must be alive. After all, See-All must have seen fire coming.

Tor - Mercenary - A scarred half-orc, Tor was the subject of much persecution during his younger years. His many encounters and brawling left him as a soloist when it came to taking jobs.

When he found Bark being attacked by a hound, he decided to save it and take the goblin in mostly for laughs. He was rather surprised when the creature actually began to pick up common and orc from him and changed his mind. Training him as a proper student, he tried to instill some order into the chaotic bundle that was Bark. Well...it didn't work completely, but at least the bugger was able to find his own jobs from civilized folks before they parted.

Tor didn't really care to part with him, but his newest task was certainly too precision based to bring a goblin along. Promising to meet again, Tor left him with a letter about a possible job in Cassomir, explaining what to do since Bark wouldn't learn to read. Bark promptly burned the letter as he spoke, hating the cursed word stealing tree peeling.

One-Eye - Big Bad Dog - One-Eye is a large, mean, blue-furred dog with a nasty scar blinding one of its eyes. Relying on scent, the dog was known to Bark's tribe for its many kills. The dog quickly became legend among the goblins, with many boasting that they would be the one to kill it.

After the tribe burned down, One-Eye hunted down many of the survivors, and finally landed upon Bark's trail. Launching an attack on the surprised goblin, One-Eye almost killed Bark before Tor showed up to save him. Bark has been waiting for the dog to find him again, ready to kill the dog this time and become one of the great goblin heroes.

5) Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

- Talks to his food because he belives the stomach is the seat of knowledge, emotion, and desire. Plus, eating his words gives him more words to say later on.

- The first answer for any problem Bark faces is fire. Except for dogs, which is to skin it completely, stab it dead, and then burn it alive. In that order.

- Comes up with songs on the fly, and his common somehow gets better as he sings than when he speaks, though his accent is still atrocious.

Stat Block:
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Bark
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Male Goblin Cavalier (Order of the Cockatrice*) 1
Age 15; Skin Green; Faith Bark Breaker (Zarongel)
CN Small goblinoid (goblin)
Init +4; Senses Darkvision (60ft), Perception +0
*Called various names by Bark, usually including his own name in it

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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
HP 12
Fort +4, Ref +4, Will +0

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Offense
-----------------------
Speed 30 ft.
Melee dogslicer +6 (1d4/19-20)
. . . horsechopper +2 (1d8/x3)

Special Options
Challenge - +1 damage, -2 AC, and +1 damage/4 lvs if soloing target
Spark (Magical Talent) - DC 10

-----------------------
Statistics
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Str 11 (+0), Dex 18 (+4), Con 14 (+2), Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
Base Atk +1; CMB +0; CMD 14

Traits
Magical Talent (Spark) - Can cast Spark 1/day at CL 1st.
Wolf Cub (Zarongel) - 1/day gain Scent ability for 1 minute.

Feats
Tandem Trip - Whenever you attempt to trip an enemy threatened by an ally with this feat, you roll twice and take the better result.
Weapon Finesse - Can use Dex on attack rolls with finesseable weapons (dogslicer).

Skills (8 ranks - 4 class, 2 Int, 2 Background Skills)
Bluff +4 (1 rank, 3 class)
Craft (Banners) +6 (1 rank, 3 class, 2 Int)
Handle Animal +4 (1 rank, 3 class)
Intimidate +4 (1 rank, 3 class)
Perform (Sing) +4 (1 rank, 3 class)
Ride +12 (1 rank, 3 class, 4 Dex, 4 racial)
Stealth +13 (1 rank, 4 size, 4 Dex, 4 racial)*
Survival +1 (1 rank)
*-2 armor check penalty

Favored Class Bonuses
Cavalier - 2 Bonus Hit Point to Mount (Goblins of Golarion page 31)

Languages*
Goblin, Common, Orc
*All only spoken. No written knowledge.

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Possessions
-----------------------
Inventory
three dogslicers (small), outfit (goblin rags), chain shirt, horsechopper, torch, tindertwig, two flasks of questionable water, pouch of sand (belt), pouch of two Goblin pickle jars (belt)

Inventory Weight and Load
Current Load - 20.5 lbs (light up to 29 lbs)

Possessions Carried/Used by Companion
saddle (riding), saddlebags, simple banner (Bark's insignia)

Possessions in Saddlebags
fangfile, fetish (tribal), fire carrier, goblin pickles (jar) (x13), torch (x2), tindertwig (x3), pig grease, tossglove, sack (empty)

Wealth
6 gp 4 sp

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Special Abilities
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Mount (Ex) - A cavalier gains a mount that acts as a Druid's companion, except for the share spells ability.

Order of the Cockatrice (Ex) - Add Cha modifier to the DC on any attempts to Intimidate this cavalier.

Tactician (Tandem Trip) (Ex) - As a standard action, the cavalier can grant this teamwork feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 time per day.
----------

Mount:
-----------------------
Not-Dog
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HD: 2
Medium animal (wolf, companion)
Init +2; Senses low-light vision, Scent, Perception +5
-----------------------
Defense
-----------------------
AC 14, touch 12, flat-footed 12 (+2 natural armor, +2 Dex)
HP 22 (HD: 1d10+2*) (*+2 from Cavalier Class Bonus)
Fort +5, Ref +5, Will +1

-----------------------
Offense
-----------------------
Speed 50 ft.
Melee bite, primary natural +2 (1d6+1, plus Trip)

-----------------------
Statistics
-----------------------
Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Base Atk +1; CMB 2; CMD 14

Feats
Armor Proficiency (Light)
Tandem Trip

Skills
Perception +5 (1 rank, 3 class, 1 Wis)
Stealth +6 (1 rank, 3 class, 2 Dex)

-----------------------
Equipment
-----------------------
Carrying
Saddle (riding), saddlebags, banner


Does the Wildwood Lodge have a current representative at the trading depot? I envision Brother Zaganos sending the young druid to meet the Marquis to secure a Wildwood Lodge representative at the trading depot. While the representative is wary of people, he understands the importance of the mission and hopes that the trading depot may get him away from the more bustling streets of Cassomir.


"The Lucky Halfling" wrote:
Does the Wildwood Lodge have a current representative at the trading depot? I envision Brother Zaganos sending the young druid to meet the Marquis to secure a Wildwood Lodge representative at the trading depot. While the representative is wary of people, he understands the importance of the mission and hopes that the trading depot may get him away from the more bustling streets of Cassomir.

Good question. As of right now, I do have a representative of the Wildwood Lodge stationed at the depot. I’m trying to be careful here as I don’t want to give too much plot info away, but many agreements were brokered in order to have the trading post to be built. The Wildwood Lodge is probably the most politically significant (humanoid) influence in the Verduran Forest, so they definitely want a representative there to insure all ends of the agreements are being met.

Now, the job that you are applying for is basically the security detail/militia of the trading post, operating under the command of the Marquis and in ultimate service to the Crown of Taldor.

I don’t wish to dissuade you or ruin your character concept. I think having a character associated with the Wildwood Lodge is still acceptable, however you may need to reconsider the character’s agenda behind applying for the position, ie. maybe it’s more personal, or secretive, etc.


I could change the character so that he is trying to use the Wildwood Lodge's name to garner a better chance at selection, but I don't know that that would fit as well. I'll do a bit more contemplation on what I want to play. There are other possibilities. That bit of information gives me a more to go off in regards to creating a character. Honestly I was thinking a merchant trying to get a foothold on the market would be cool as well. I just need to figure out how I would want to make such a character. Perhaps a bard.


I will have mine up in time. Finally have it done, just need to finish it.

One pit-born teifling summoner coming up!


This is alexgndl’s submission, my character sheet is on his profile page. If you need me to convert it to Herolab format, just let me know.

Kn. Local: 1d20 + 5 ⇒ (17) + 5 = 22

A halfling strides into the manor confidently, as if he’s been here before. He barely pauses to nod at the butler as he passes through the office doors to take a seat in front of the Marquis. While his clothes look to be very fancy at first glance, a closer inspection reveals them to be rather threadbare, having been sewn and patched over many times. At the Marquis’s introduction, he smiles winningly at him.

”Ah, so you’re the one who just got his title, then? Congratulations on that, and on the new marriage. Right then, well...my name is Roger McFarren. Feel free to call me whatever-Roger, Rog, Get Out Of My Shop...heard them all. And...why I am the best candidate for this post. Oof. In retrospect...really should’ve been expecting that question.”

He exhales deeply and folds his arms across his chest. ”Look, I’m gonna be honest with you here. You’re going to get all sorts of people in here, you know? People who can decapitate a goblin with whatever happens to be laying around, or burn their brain out of their skull, or put an arrow where the sun don’t shine...I can’t do that. You know what none of those guys are going to have though? Audacity. A little bit of cheek. Any modicum of people skills. I can guarantee you that nobody else is going to come in here with the ability to herd cats, sometimes literally, and say that they want to work out in the middle of nowhere. Lucky for you, I’ve been down on my luck for a while and you know...need to skip town for a while. You’re building a ferry out there? On the Sellen? The river that cuts through a dozen odd nations? You’re going to need someone a little out there to wrangle the melting pot that place is going to be. Someone who can cut through the BS and get right to the heart of all that crazy diplomatic stuff that comes along with that pretty little parcel of land you just got. And buddy...”
He leans forward, eyes glinting excitedly.

”...I’m your guy.”

Roger does have a bit of combat utility-with Archaeologist’s Luck, he can pretty much mitigate his puny 14 strength and do some decent damage. He’s definitely more of a utility character though, since archaeologists are pretty much THE jack-of-all-trades class. If you have any questions or need anything else from me, just let me know.


Headed to a Boy Scout Shooting Sports campout to run the archery range. In the Hill Country and a valley, so there is no cell service after I get there.

Will be back Sunday night.


@Roger McFarren

please remember to include a backstory :)


Bah, I knew I forgot something, will have it up later tonight. Finally, an excuse to go through that new Taldor campaign setting book.


Yas392's application here. All of his fluff is on his profile page.

Knowledge (Local): 1d20 + 4 ⇒ (10) + 4 = 14

Just as the last applicant left, there is a dissatisfied cry coming from outside the manor that sounds like a mules.

"No, no. Heel, I say! That's it. Good boy. Here is a carrot."

A human with frizzled yellow hair and matching flashy though cheap clothing wearing a symbol resembling the symbol of Erastil on his neck enters the office, scratching his head with an embarrassed grin. He either has the appearance of a walking sunflower or living beacon.

"Sorry bout Ol' Hairy out there. He can be quite jumpy when he does not get his feed at the right time.

The Marquis then interviews him.

"Yep, I am here for the job that I saw on your notice board. Name's Glimmer, a travelling bard. Nice ta meet ya."

He holds his hand out for the Marquis to shake it. After that, he puffs his chest in pride.

"As for why I would be best man for the job. I can control animals like the one outside. I can deliver what you want me to deliver be it message or a parcel half the amount of time an average deliverer can deliver who could act as a scout. I am good with words. Magic does not need to be mentioned. What separates me from other magic users and bards is that I also have a special ability that can get people out of danger. I am very versatile. I would make a fine addition to your workforce if you have me."


Roger McFarren wrote:
Bah, I knew I forgot something, will have it up later tonight. Finally, an excuse to go through that new Taldor campaign setting book.

Yes, haha, which, btw, I haven’t read yet. I started cooking up this campaign before I even knew that that was a thing. Go ahead and use it for inspiration though! I’m just saying, all my inspiration comes from whatevr’s on the pathfinder wiki :P


Age mechanics are horrible! :) Guess fantasy can mimic real life.

I'll stick flavor if that is allowed, good sir.

Grand Lodge

Phew, made it before the due date.


I present Traskan, a tiefling pit-born summoner and his not-so-nice ediolon.

Backstory:
The Verduran forest was a place to strike it rich, or so they said. A land of honest work, big pay checks and freedom from the suffocating rules and laws of the cities. It was the Taldan frontier at it's finest, far from the intricate and byzantine culture that stifled so many. It drew many desperate, hungry or simply adventurous.

Traskan had been all three, once. The fifth son of a poor trapper, he had little option then head into the forest to make a living. His family had no way to provide for him, and the tiny plot they owned would go to his brothers.

His rural background earned him a spot in the Lumber Consortium, as a very minor wood cutter, assigned to a more experienced team. They roamed the deep woods, removing valuable trees and taking the trunks back to the mills. It was dangerous and difficult work, made worse by how often they broke the sacred rules of the forest. They cut trees that were not supposed to be felled and risked, at every turn, the fury of the powerful druids. In the end though, it was not the druids that caught up with them, but fate itself.

Traskan's group had been sent to a very thick part of the forest, where the trees were old, bent, gnarled like ancient bitter men. On the edge of a rocky shelf they found a massive oak, with reaching branches like fingers, and a trunk wider then a small house. The bark was cracked and pitted, worn by a thousand storms, crusted with dark moss. From the instant Traskan had seen it, he felt the evil there, but pressured by the others, ignored it and set to work.

They used axes, saws and other blades to cut the tree. The dark, stained wood was the hardest thing they had ever set blade to and it dulled many of the tools. Traskan felt, dimly, that perhaps this tree was not meant to be cut. Not by the likes of them. Little did they know they were cutting into a prison.

Then, with one final sweep of the saw, they hit an open pocket of the massive trunk. There was a horrible gurgling noise, as a noxious tar like ooze poured out of the wound they had created. The harsh stench of ammonia filled the woods as the shape lurched onto the leaf-strewn forest floor. For a moment they all stared at it, in horrid fascination.

Then the killing began. Moving faster then a striking snake, the ooze took the shapes of reaching claws, savage hooves and massive gaping jaws. It pulled the men to it, rending and tearing them apart. There was the crackle of some arcane energy as it feasted, as if death stoked the unholy fire inside of it. Traskan fainted and all went dark.

He awoke later and found, to his horror, to be in the same clearing, now a charnel house. Body parts, blood and bones spattered the nearby trees. In the center, sitting was the weird creature. It was more fully formed now,a more solid shape, surface the iridescence color of oil.

In a panic, Traskan ran away from that horror. In unthinking fear he leapt into the woods, tripping over trunks and scattered piles of ancient leaves. Then he slipped on a wet stone and fell face first into a small pool. Shaking he pulled himself up, breathing heavily. The man glanced into the waving reflection and saw himself.

Then he started to scream.

Interview:
A heavily cloaked man follows in behind the Marquis, somewhat furtively. The cowled face, invisible, turns from the portly man to the sitting man, obviously unsure who to address. Then, with a visible shrug he sits down. Despite being nearly as tall as the younger man, he has a slightly hunched over, secretive air. Two hands slowly come up, to pull the masking hood down. Then they pause, ”I apologize for the hood. It can be hard to get into buildings when you look as I do.”

The hands have long, splayed fingers, unnaturally long. The skin however is is shiny with burns and calluses, as if regularly exposed to harsh chemicals or acids. Before either get a good look however, the hood is thrown back and a face quite unlike any other arrests both them.

It is a stark, skeletal face with sharp angular lines around the jaw and forehead. The skin is somewhat translucent, giving glimpses beneath. Pulsing veins of multi-hued blood flows there, in streams of red, blue or green. The eyes bloodshot and yellowed, surrounded by scars and burns. All over there is a thin film of liquid like oil, shining unwholesomely in the light.

He holds up a hand at their reaction, ”No alarm. I'm not nearly as dangerous as I look. Just a humble teifling.” His voice is a soft, liquid tone, oiled to perfection. ”May I smoke? It helps with..well, it helps.”

Without a word a long tail snakes from beneath the robe. It is a slick, rubbery looking appendage, and it roots in a pocket, pulling out a pipe, which the tiefling takes. Next, the tail finds and strikes a match, lighting the pipe. After a long deep breath he man sighs.

”Yes, the job. My name is Traskan and I'd like to apply.” Then he stops, and frowns at a seemingly empty corner of the room.

They could not see what he could see, no one did. Behind him followed, as it always did, the horrible creature that bonded with him that unholy night in the woods, months ago. The ooze has changed however, and become more horrifying.

It was a dark bulky shape, set on four powerful legs. Hoary bristles covered the body, standing out like ragged spines. Here and there you could see the outline of gears or other machine parts below the muscles, st reaching and working. The skin shimmered like an oil slick, glittering purples and blues, a symbol of pollution. It had no face, merely shifts in the currents of that iridescent fluid as eyes, nose and ears formed and dissolved with sickening speed. But it did have a mouth, oh yes. A gaping jaw with a tangle of razor sharp teeth, set among a tar like body. The sound though, the sound was the worst and it haunted Traskan's nightmares. A muffled roar that sounded like an animal and grinding, screeching metal all at once. It called itself the Whisper Within, but Traskan called it The Machine.

It wasn't really here. At least Traskan didn't think so. Unless he called it into this world, it could not effect anything, and no one else could sense it. But it was always there to him, sometimes on the edge of sight, other times right besides him. Was it just his madness that fooled him or was it his maddess that drew it here? The teifling did not know.

For now The Machine prowled about the Marquis's room, slavering hungrily at the two men, investigating them, snapping at their throats. In his mind, he could hear it asking him, begging him, taunting him.

”If you need money, let me kill them and take it. It would be easy to tear them, to rip them...”

He shook his head and focused, resolutely, on the interviewer.

”I saw your notice, that you were looking for men to go north and help set up a camp. Sir, I can do that. I grew up in the woods and have even worked in that area before, for the Lumber Consortium. I know the woods, and know the rules of that Forest. I can track animals and make traps. I even have some magical abilities that can prove useful.”

He waves his hand and rattles one of the windows in the room. Then he shuffles some of the papers on the richly made desk before settling back down.

”I know I don't look it, but I can do the work and I'm used to working in a group. I could be a useful addition to your team, sir.” he adds that title on hastily, realizing he hadn't used it yet.

Then, his voice lower, ”I know what the forest can do. I'm more prepared then anyone else you'll meet in this city, I guarantee you that.”

With a shudder he glances at The Machine, now grinning at the interviewer's throat.

'Will you have me?” Traskan asks, ignoring the horrible sight in front of him.

Crunch Traskan:

Tiefling (Pitborn) Summoner (Naturalist) 1
N Medium outsider (native)
Init +4; Senses Perception +3; Darkvision 60ft.

DEFENSE
AC 12, touch 12, flat-footed 10 (+ armor, +2 Dex)
hp 8 (1d8)
Fort +0, Ref +2, Will +3
Defensive abilities; Resist cold 5, electricity 5, fire 5

OFFENSE
Speed 30 ft.
Melee

Spell-Like Abilities (CL 1st)
1/day- shatter (DC 15)
7/day- Summon Natures Ally I

Summoner Spells Known (CL 1st; concentration +4)
1st (2/day)— Grease (DC 16), Magic Fang
0th (at will)- Acid Splash, Detect magic, Mage Hand, Open/Close

STATISTICS
Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Spell Focus (Conjuration)
Traits Convincing Liar, Reactionary
Skills Bluff +5, Craft (Traps) +5, Disable Device +4, Handle Animal +8, Intimidate +8, Knowledge (nature) +5, Lore (Verduran Forest) +2, Perception +3, Spellcraft +5

Languages Common, Abyssal, Elven

Prehensile Tail (Ex)
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Life Link (Su)
Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane.
In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal.

Equipment: If chosen, will fill in.

Crunch Ediolon:
The Machine
CE Medium outsider (demon)
Init +2; Senses Perception +1; Darkvision 60ft.

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 natural, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +0 (+4 vs. poison)
Defensive abilities; Resist electricity 5, fire 5

OFFENSE
Speed 40 ft.
Melee Bite +3 (1d6+2)

STATISTICS
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Skills Acrobatics +3, Perception +1, Sense Motive +1, Stealth +3
Languages Common, Abyssal, Elven

Evolutions: Bite, Limbs [legs, 2], Reach [bite], Resistance [electricity, fire]

Link (Ex)
A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to use a magic item.

Share Spells (Ex)
The summoner can cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Notes and Remarks about the character:

1. Traskan is a teifling but didn't know it until that incident with the tree, which triggered his transformation.
2.Not that Traskan knows it, but the evil ediolon is linked to this demon lord, Haagenti
WIKI LINK. You can use that angle or not, up to you.

3. The fact that it is always there, in his mind, tormenting him, is just fluff. The ediolon is not really here and it may just be Traskan's madness. I will not post about it enough to distract from the game. If you don't like it, I can strike the idea, but I think it might be fun.

Party Role:
Traskan is a summoner so he has decent spells, can summon animals to help the party out, and has his ediolon (not that he likes it). He also has some basic face skills, with a decent Charisma. He will also, soon, get UMD so he can use wands and such for the party.

Character Arc:
I really like the idea of constant temptation and his dealing with it. He actually has become a better person since this horrible event, due to making sure The Machine doesn't slip him up, or corrupt him. Still, it isn't easy and sometimes drives Traskan to the edge.

About Me:
I'm a librarian in the EST. I GM a number of solo games here and am playing in one group game, one set in the Shackles. Playing an inquisitor. Really enjoying it, so I am throwing my hat in for this. Much prefer home brew stories to APs or modules.


Roger’s Backstory:
Despite its lucrative place on the Sellen River, Cassomir is infamous for being one of the most brutally poor cities in all of Taldor. While the rich have their townhouses and casinos, the rest of the population is left to fend for themselves, regardless of their circumstances. Here, only the brutal-or the lucky-survive. It’s a good thing that even though the overall course of his life has been fairly crappy, Roger McFarren is an exceptionally lucky halfling.

Roger was born 23 years ago in Cassomir. His mother Rosie had briefly been a Pathfinder Society member before an incident in Numeria left her without a leg. After leaving the Society, she became a shipwright for the Taldan navy, and was a tenacious foreman with an even more ferocious temper. His father Mel had been a servant for a local nobleman. The family lived more or less happily on a houseboat on the Sellen. They were dirt poor, his mom used to say, but they still had each other. Roger learned some of the most important lessons from his parents, namely that if you wear nice clothes and act like you belong, generally people won’t question you. And if they do, yell loudly enough and you’ll usually get what you wanted in the first place.

When Roger was 15, his houseboat caught fire. He was never sure of the cause-it WAS dinnertime and dad was a horrific cook, but on the other hand, his mom had just sacked a full third of her workforce because of budget cuts the week before and some of the workers had been less than pleased. Whatever the cause, the fire spread quickly-a combination of being on a boat and the fact that the McFarrens hadn’t paid for their fire service that month meant that Roger quickly found himself floating in the Sellen. The only other thing, living or otherwise, that had made it out of the inferno that had recently been his home was his father’s other set of work clothes. This is an actual thing in Cassomir-you have to pay to have firefighting or law enforcement services, otherwise they just don’t care.

Suddenly finding himself homeless and orphaned, Roger took to the streets and found that he was pretty good at the whole homeless orphan schtick. He’d do odd jobs during the day, and at night would shelter either in an alley, or if he had enough coin, would take a bed in the Greasefire, an old, rundown pub and inn. The owner of the Greasefire, an old lady by the name of Angela, never outright gave him charity-he had to pay just like the rest of the customers. But the regulars always noticed that more often than not, the price of a bed and meal would just happen to change for the night depending on how much money Roger had that day. And if someone came in looking for help, then Roger was normally the one to hear first about it.

This isn’t to say that Rog had an easy go of it, though. He had more than his fair share of scrapes and near-misses, but no matter what happened, whether it was getting seen by a guard while pickpocketing someone or a dog smelling him climbing through the window, he always managed to get away just by the skin of his neck. Eventually, he became a bit more reliant on his luck, to the point of cockiness. Which of course, is the worst thing to do. After making a bad deal and borrowing quite a lot of unpayable loan money from the crime lord Stirge, Roger found yet another place he called home engulfed in flames-this time, the Greasefire. Thankfully, he had been warned of Stirge’s rampage by Angela, who shooed him out the back just as Stirge’s goons entered the bar. Now, Roger has no idea whether or not Stirge thinks he’s still alive, and he has no desire to find out. All he knows is, he’s got to get out of Cassomir before his luck finally runs out.

I plan to play Roger as a Bard (Archaeologist) for at least 5 levels, maybe 6, and then prestige class into Halfling Opportunist. It seems like a really fun and flavorful build and I’ve always wanted to play as that stupidly lucky halfling who seems to just have the most insane things happen to him. If there’s anything else you need from me, or if you’ve got any questions, just let me know. Thanks for the consideration!


Good luck to everyone!


After the steady stream of applicants finally came to an end, the Marquis stands and begins pacing the elegant Osirian rug in front of his desk. "Certainly a cast of characters." he says, contemplatively running his fingers along hist close-groomed beard. "Certainly," echoes the butler as he sweeps the ashes of what once was an heirloom placard into the dustbin. "Makes ye wonder where's all the decent folk in Cassomir gone," chimes in Hans Marosa, the Marquis' administrator, who, up until now, has been doing his best to keep his mouth shut.

"Hmmm... we have a difficult decision ahead of us."

--<<>>--<<>>--<<>>--<<>>--

With this post, recruitment for this campaign is officially closed

First off, I want to thank all who have applied and expressed interest. By my account, that's 15 applications. This is my first time to GM here on the boards, so I feel honored to have garnered this much interest.

All of your submissions were wonderful; I thoroughly enjoyed reading your backgrounds and interviews. The level of writing and characterization is inspirational. I seriously have a very difficult choice to make. I want to take all of you and not turn any one away :)

But I'm keeping it to a 5 member group.

I want to have the final roster up by the end of the day Sunday (I'm on Mountain Time (UTC−6)) and open up the discussion tab then. My partner and I don't have days off together, and we both have this Monday off, so it's pretty sacred. So, if I don't have it up tomorrow, you can expect it on Tuesday.

Thank you all again for your excellency and diligence!

--<<>>--<<>>--<<>>--<<>>--

This is the final submission list:

Please, if I've missed anyone, speak up now or forever hold your peace.

Attai Kah - M Sylph Inquisitor (Suit Seeker) - Oceanshieldwolf
Cara Thrace - F Human Brawler - For the Night is Dark
Iagon Adrantis - M Human Kineticist - Nayr Trebrot
Paemil - M Human Druid - RxGus
Malryk - M Half-Orc URogue - JohnJK
Cyril Markov - M Human Alchemist (Internal Toxicant, Vivisectionist) - ClevrGamer
Dyseya Braze - F Aasimar (Peri-Blooded) Arcanist (Elemental Master) - Jesse Heinig
Liamae - F Elf Occultist (Silksworn) - Brainiac
Kytes - M Half-Orc Paladin (Chosen One, Warrior of the Holy Light) - RamzaBeoulve
Ghort - M Tiefling (Demon-spawn) Oracle 1 - John Gs
Penktos - M Tengu UMonk - hustonj
Bark the Goblin - M Goblin Cavalier - Fire Drake
Roger McFarren - M Halfling Bard (Archaeologist) - alexgndl
Glimmers - M Human Bard (First World Minstrel) - Yas392
Traskan - M Tiefling (pitborn) Summoner (naturalist) - GM Mowque


Look forward to seeing who makes it. There are a number of interesting possible parties here.


Sorry I haven't gotten my last bits up yet. It's been an... unexpectedly hectic few days and I haven't had the opportunity to sit down for another Big Write to top it all off.

I'll try to do something after work tonight, but if not having my background finished and not having done my interview means I get dropped from consideration no hard feelings! And thanks again for fielding my constant stream of inquiries.


No worries, you're in the pool. If you get the interview in this weekend, great!

There will be time to fine tune things later if you are selected.


Ok. Here we go.

Iagon Adrantis - M Human Kineticist - Nayr Trebrot
Malryk - M Half-Orc URogue - JohnJK
Liamae - F Elf Occultist (Silksworn) - Brainiac
Kytes - M Half-Orc Paladin (Chosen One, Warrior of the Holy Light) - RamzaBeoulve
Roger McFarren - M Halfling Bard (Archaeologist) - alexgndl

I keep finding my way back to this line-up. Congratulations you five. My deepest sincerest thanks to you all for your applications. I wish everyone the best of luck in your future games.

As always, if for whatever unforeseeable reason a player needs to drop out, I will pull from you all for a replacement first.

Happy gaming and all blessings!


Thank you and congrats to my other companions. I also wanted to say that I enjoyed the other submissions also. They created a wonderful beginning to this adventure.


Have fun, guys! That's why we play these silly games, right?

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