DM Brainiac's Ruins of Azlant: Gills and Grit! (Inactive)

Game Master Brainiac

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Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

After everyone enters the hidden room and they are able to shut the hidden door, being as sure as he can that they won't be interrupted, Gideon pulls out his thieves' tools and studies the look intently, proceeding carefully and methodically as he goes about opening the lockbox.

Disable Device-Take 20: 20 + 16 = 36


Note that this is not the hidden room, but the one behind the normal door.

Eventually, Gideon is able to pop the lock. Inside, he finds an extend metamagic rod and a pair of fine silk slippers that turn out to be slippers of the triton.


Female U Rogue (Eldritch Scoundrel) 1 I HP 9/9 I AC 14 [T 14 FF 10] I Fort +1 Ref +4 Will +2 I Init +5 I CMB +0 CMD 14 I I Perception +6
Gideon Ross wrote:
"By the Walker of Worlds, it's nice to have a fight that doesn't find us in a staring contest with Pharasma!"

"Maybe." Cathyriel surveys her own wounds closely, before calling on her goddess for healing.

Channel: 4d6 ⇒ (2, 2, 4, 5) = 13
Channel: 4d6 ⇒ (3, 5, 5, 1) = 14
Channel: 4d6 ⇒ (2, 4, 3, 3) = 12

Think Tobar and Terana were hurt too?

She watches as Gideon picks the lock, one hand on her sword and a prayer on her lips.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana meanwhile waits outside, the room is fairly small and she is of no help in detailed matters like lockpicking so she simply stays out of the way.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

I had missed the distinction between the doors; thank you for clarifying.

"Those slippers couldbe very useful. Cathyriel, do you have any gear that lets you breathe underwater? If not, you should take those. I think the rest of us have something to make it easier to move underwater."

"There was also a hidden door that we passed earlier, just outside. Definitely a thing we should check out." Gideon tells the others, showing the hidden door to the others.


INACTIVE - GAME DIED

As far as I know I'm fine. Advantage of being a ranged combatant.


Female U Rogue (Eldritch Scoundrel) 1 I HP 9/9 I AC 14 [T 14 FF 10] I Fort +1 Ref +4 Will +2 I Init +5 I CMB +0 CMD 14 I I Perception +6

Ok, but in that case your hp status bar is out of date, Mr I'm-too-cool-for-melee :P

Cathyriel drags one hand through her hair, absently. "My goddess can provide me with the ability to breathe water for a limited time, but other than that I have nothing."


INACTIVE - GAME DIED

* shrugs * I think I took some AoE damage at one point but I don't remember how long ago.


The secret door opens up onto a small storage room, crammed full of jars and scientific equipment, smells of salt and slime. The storage room contains a fully stocked alchemist’s lab as well as the following alchemical items: three vials of antitoxin, one vial of alchemical glue, three vials of armor ointment, 5 doses of bloodblock, and four sunrods. There are also 15 full jars of aboleth mucus extract in the room.

Aboleth Mucus Extract:
Price 100 GP

This jar contains 6 ounces of alchemically preserved aboleth mucus. When 1 ounce of the extract is applied to a living creature’s mouth, nose, and throat (a full-round action), the target loses its ability to breathe air but gains the ability to breathe water for 1 hour. An unwilling target can attempt a DC 14 Fortitude save to negate the effect. If additional doses are applied to the same creature, the duration of the effect extends by 1 hour for each ounce used, to a maximum of 3 hours.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

"That is disgusting!" Terana declares vehemently when the aboleth mucus is found. "We should destroy it at once!"


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

"Disgusting, definitely. However, we are about to enter the submerged portions of the complex...I think destroying them in premature. We should keep them on hand as a backup in case our other methods of underwater breathing fail us. My cloak, for example, only works in salt water, and nearly all the water we've been in since finding it has been fresh. If this water is fresh too, I'll need to use the mucus to continue moving forward."

"I think we have one more chamber we haven't had a peek in before we have to worry about the water, though; if I recall, there was a narrow entryway in the adjoining corridor we haven't checked, just south of us. A noise, can you tell us what that room was used for before we enter it?"


RETIRED - divine guardian of the Compass (Ruins of Azlant)

"If you wish..." Terana replies, clearly displeased by the whole situation. However she keeps her peace while Anoise speaks.


"That entryway leads to the sacristy. The resident priests stored coins and other valuables given as offerings to the church of Amaznen. Relics and items used during religious services and festivals were also stored there."


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Gideon nods to the explanation, then leads the group of them there, first peeping around the edge of the wall to see if there were any obvious enemies in the chamber.

Perception: 1d20 + 15 ⇒ (7) + 15 = 22


Battered steel chests lie scattered across the floor of this vault, their contents strewn throughout the room. The thick stone walls are reinforced with steel bars and look nearly impenetrable, but the door to the vault has been torn off the hinges. Gideon doesn't see any creatures in the chamber.

Survival DC 23:
The way the coins and other valuables are scattered suggests that whoever looted the place must have grabbed only the most obviously valuable items but was in too much of a hurry to be thorough, leaving a considerable amount of treasure strewn throughout the room.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Survival+AL: 1d20 + 9 + 3 ⇒ (5) + 9 + 3 = 17

Gideon looks around the room at the destruction and chests laying scattered about, scratching his head. "Somebody made quite a mess of this place..." he muses.

AL Round: 1/3; AL Remaining: 4/6

Tobar, you've got enough Survival to pass the check by taking 10.


INACTIVE - GAME DIED

"Someone ransacked this place in a hurry," says Tobar flatly. "Grabbed the most valuable bits, then hoofed it out right quick."


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

"Most valuable? So the less valuable stuff is still scattered around? Well heck, one man's trash is another man's treasure. Do we have time to gather up what's been left behind?" Gideon asks.

After a moment's thought, he shakes his head. "No...no, I think it can wait. The other colonists are here, somewhere, and I would be a terrible person if I tried to put sweeping the floor in front of getting them safely back home. They're more important."


RETIRED - divine guardian of the Compass (Ruins of Azlant)

"One man's trash is another man's trousers?" Terana asks, thoroughly confused. Then what Gideon actually said sorts itself out in her head and she looks a little sheepish. "Ahh, that makes more sense... Check the room for magical auras? We can spare five minutes if there's something that will help keep us alive."


Two magic auras emanate from a small pewter box on the far northeast corner of the room.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

The scholar doesn't even attempt to suppress a guffaw of laughter at the misheard noun. "Yes. Yes, Terana. It is fully my intention to commission a pair of pants made of various bits of flotsam and jetsam." he answers with an amused smile.

"That is a good idea..." he adds, and points out the magical auras emanating from the pewter box in the far corner of the room. He moves through the room quickly, trusting his senses to alert him to any danger from potential traps, and picks up the pewter box to see if it's locked or not.


Gideon Perception: 1d20 + 15 ⇒ (8) + 15 = 23

When Gideon picks up the box, an unnaturally strong feeling of jealousy threatens to take hold of him!

Gideon must make a DC 17 Will save or attack the nearest ally (Terana) as if under the effects of murderous command, while shouting "It's mine!" in Azlanti. Regardless of success or failure, he must attempt a new Will save each round until he leaves the room.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Will Save+AL: 1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21

The moment he picks up the box, Gideon glances back at Terana, his eyes narrowing as a flash of anger passes through them. Just as quickly, he blinks again and seems to snap to his senses. "Out of the room; don't touch anything else!" he says to the others as he moves to the exit as quickly as he can.

If it looks like he won't be able to make it out of the room before the feeling starts to come back, he'll squat as he runs and give the box a strong push to try and slide it across the floor and out of the room.

AL Round: 1/3; AL Remaining: 3/6


Running at top speed, you make it out of the room without incident. The box turns out to hold two lustrous pearls: a bluish pearl of the sirines and a dark pearl of power (3rd level).


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Unaffected by whatever seems to be assailing Gideon Terana is the last one out of the room, scanning it carefully for signs of evil as she goes.

Detect Evil and stand between the rest of the group and the door...


Terana senses a moderately powerful evil aura in the room. It's likely whatever affected Gideon is a haunt! It will have to be dealt with if you want to be able to gather the rest of the treasure in the room safely.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana thrusts her glaive into the room, releasing a wave of rose coloured light through the space.

"Some sort of evil here!" She snaps, "Cathyriel!"

Channel: 4d6 ⇒ (6, 3, 6, 1) = 16


Female U Rogue (Eldritch Scoundrel) 1 I HP 9/9 I AC 14 [T 14 FF 10] I Fort +1 Ref +4 Will +2 I Init +5 I CMB +0 CMD 14 I I Perception +6

Sorry, lost a couple days to illness.

Cathyriel brandishes her holy symbol and calls on her goddess' power to cleanse the room.

Channel: 4d6 ⇒ (1, 5, 6, 1) = 13

She tries to remember what she can about haunts and whether she's heard of anything like this one.

Know religion: 1d20 + 4 ⇒ (8) + 4 = 12

"Some haunts can be removed if you know what they are and how to do it. I'm not really an exorcist though, I'm a soldier. I know just enough to perform my goddess's rites but I spent more time training than I did listening."


Despite the channeled energy, Terana can still sense the haunt's evil aura. Perhaps more energy is needed to fully destroy it.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

"It's not enough." Terana says, "Do you have any more? We may be able to end it as we did before."

Knw R: 1d20 + 6 ⇒ (13) + 6 = 19


Female U Rogue (Eldritch Scoundrel) 1 I HP 9/9 I AC 14 [T 14 FF 10] I Fort +1 Ref +4 Will +2 I Init +5 I CMB +0 CMD 14 I I Perception +6

Cathyriel looks cautious. "This is all I have, I think..."

Drawing on her goddess' favour one last time, she calls forth another burst of positive energy.

Channel Energy: 4d6 ⇒ (4, 3, 2, 3) = 12


Fortunately, Cathyriel's channel does the trick, dispersing the haunt, at least for now. You are able to gather the rest of the valuables here safely. A total of 124 pp, 856 gp, and 352 sp in ancient Azlanti coins lie scattered on the floor, on the shelves, and in the chests.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

"Excellent work!" Gideon says after it's confirmed that the haunt has been eliminated. Once all the coins have been gathered and put away, Gideon leads the others toward the staircase leading into the flooded section of the cathedral. Before he steps into the water, though, he kneels down and dips his finger into the water.

"If this is freshwater, I'm going to need to use that pearl of the sirines to be as efficient as I can moving forward; the cloak I have only works in saltwater." he explains, touching his finger to his tongue.


INACTIVE - GAME DIED

It's salt?


The water is definitely salty!

"My parts were not designed to be waterproof," Aoinse says. "I shall remain here until you return."

Revealed more of the map. There are two staircases. Let me know which one you want to go down.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

The southern-most staircase is closest to our current position, so that's the one that Gideon would've headed toward.

Also, I'm super-excited that I finally get some mileage out of this cloak!


As you enter the water, the cloak transforms Gideon into a manta ray! It's a curious sensation, though he still has his wits about him. Submerged stairs lead down to a large set of doors.

Beyond the doors, a row of caryatid columns divides a long, flooded corridor. The sculpted figures are covered in spiny yellow coral and tentacled pink polyps, partially hiding their facial features and intricately detailed hairstyles, and giving them an eerily inhuman quality. An opening in the east wall leads into another hall.

Knowledge (engineering, geography, or local) DC 22:
You notice many similarities between the caryatid columns here and those in modern Absalom, Cheliax, and Taldor, where some nobles consider it fashionable to imitate Azlanti architecture.

Knowledge (nature) DC 25:
The coral growing over the statues is venomous. It reacts to changes in water pressure and extends its spines when a creature is nearby.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Terana slides easily through the water, clearly delighted to be swimming again. Her daily dips in whatever water can be found is no substitute for this!


Female U Rogue (Eldritch Scoundrel) 1 I HP 9/9 I AC 14 [T 14 FF 10] I Fort +1 Ref +4 Will +2 I Init +5 I CMB +0 CMD 14 I I Perception +6

Cathyriel looks deeply dubious as she looks at the water: plate armour (well, breastplate) means that she has generally stayed clear of anything more than ankle-deep.

She looks down at her feet. "I'm placing a lot of faith in these slippers. How do I activate them? Tap them together three times?"

She shakes her head wearily at the absurdity of the question. She knew when she joined the church of the Inheritor that she was saying goodbye to the life of nobility that she grew up with, but just occasionally the memories catch her off-guard. There is no place like home, after all.

"Here goes..." Her entry into the water is noisy rather than balletic.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

A slight shiver seems to run through the length of Gideon's body as he transforms, then he looks back, waiting for the others to enter the water after him, his wide "wings" moving slowly up and down. "That was certainly a curious sensation..." he remarks to the others as he hovers lazily in the salty water.

True to form, though, he can't help but look eagerly take in his immediate surroundings, alert both for danger and for pretty much any interesting thing that catches his eye.

Know(Geography)-Take 10+AL: 10 + 14 + 3 = 27

"These columns are interesting...they look very much like those that can be found in nations like Taldor and Cheliax. I suppose that's only logical, though, since the elite of those nations like to imitate Azlanti architecture." he remarks before examining the coral a little more critically.

Know(Nature)-Take 10+AL: 10 + 13 + 3 = 26

"Be wary of getting too close to that. It can react to changes in the water pressure and extrude venomous spines when approached. We might be better served coming into the water from the other staircase so we don't have to worry about navigating these things."

AL Round: 1/3; AL Remaining: 2/6


INACTIVE - GAME DIED

"So uh... while I have a magic ring that helps me to swim, I can't breathe water."

At least as far as I know.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

"Wuh...? I thought we all had something! Well, spit...if you don't I think your only choice is to use some of that aboleth slime we found earlier, I'm sorry to say."


Female U Rogue (Eldritch Scoundrel) 1 I HP 9/9 I AC 14 [T 14 FF 10] I Fort +1 Ref +4 Will +2 I Init +5 I CMB +0 CMD 14 I I Perception +6

Cathyriel looks back at Tobar, one eyebrow raised. "If you don't fancy the slime, I have a spell that will do the trick." Clambering out of the water, she treads a squelching path towards the crossbowman before placing one hand on him and invoking a prayer to her goddess.

"There. It won't last forever but it's good for the next 12 hours at least."


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

[B]"Definitely better than aboleth slime! Well let's keep going, then, some that issue's been put to bed."[b] Gideon says.

Backtracking, he leads the group to the other staircase leading down into the water.


INACTIVE - GAME DIED

”Uh, yes! Thank you!” says Tobar enthusiastically.


The other stairs lead underwater to a pair of doors that hang partially open. A corridor stretches east and west beyond the doors. At one end of the corridor stands a statue depicting a hooded figure with four arms. Her armor and mask are sculpted to give her the appearance of a woman, but the spaces between the plates of armor reveal that her body consists of clockwork gears. One of her arms is extended, pointing an accusing finger at a statue at the opposite end of the hallway. The other statue, standing in a semi-circular alcove behind thick steel bars, depicts a stern woman with no mouth.

Knowledge (religion) DC 25:
The first statue depicts Eyndea, one of Amaznen’s servitors. A powerful kolyarut inevitable inquisitor, Eyndea punished those who broke their oaths of secrecy or shared any secret information that would harm the church or the people of Azlant.

Knowledge (history or religion) DC 25:
The mouthless woman is Lissala, an evil deity of obedience, reward of service, and runes.

If you get 30 or higher on the second check:
In ancient Thassilon, Lissala was better known in her more warlike form, resembling a human woman with a snake’s lower half, six feathered wings, and a Sihedron rune for a head. Historians studying Azlant know her best for her rivalry with Amaznen, but according to some stories, there was a time when the two were close allies. It is said that Amaznen stole her mouth so that she would learn to keep secrets safe. Modern historians largely dismiss these stories as apocryphal, but the presence of the statue in the cathedral and the tableau it forms with the statue of Eyndea may lend some credence to such tales.

Of more immediate concern in the hall are four skum! The fish-like humanoids seem burlier than the typical skum, and they wear leather armor and jewelry made of seashells. Upon spotting you, they snarl and begin to swim towards you!

Initiative:
Cathyriel: 1d20 + 4 ⇒ (12) + 4 = 16
Gideon: 1d20 + 3 ⇒ (11) + 3 = 14
Terana: 1d20 + 1 ⇒ (2) + 1 = 3
Tobar: 1d20 + 6 ⇒ (14) + 6 = 20
Skum: 1d20 + 3 ⇒ (11) + 3 = 14
Tie Breaker (Gideon 1, Skum 2): 1d2 ⇒ 1

Everybody but Terana may act before the skum!


Female U Rogue (Eldritch Scoundrel) 1 I HP 9/9 I AC 14 [T 14 FF 10] I Fort +1 Ref +4 Will +2 I Init +5 I CMB +0 CMD 14 I I Perception +6

Cathyriel calls on the protection of her goddess before swimming forward to engage the enemy.

Casting shield of faith: AC 24


INACTIVE - GAME DIED

”Ehh. More of these guys,” grumbles Tobar as he takes aim with his crossbow, giving Cath some cover fire.

I’m on mobile and can’t see maps. Range is important because my underwater range increment is only 20’.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Though his eyes light up at the sight of the statue, Gideon tempers his excitement, realizing that the skum are more important than examining the local architecture, so he turns his attention to this new group of enemies.

Quickly weaving his magic, Gideon reaches over to give Terana his spell of Heroism.

Thinking about it, would the spell of Heroism I cast on Terana and Cathyriel still be active? Has it been over 80 minutes since we fought the elementals? We haven't rested yet that I can recall. If the Heroism is done, I re-up it on Terana. If it's still active on the ladies then I cast it on Tobar.


It has been more than 80 minutes since the elemental fight.

Tobar Attacks, One Range Increment: 1d20 + 11 ⇒ (17) + 11 = 281d20 + 11 ⇒ (11) + 11 = 221d20 + 6 ⇒ (13) + 6 = 19
Damage: 3d8 + 15 ⇒ (3, 5, 5) + 15 = 28

Gideon bolsters Terana while Cathyriel wards herself and swims forward. Tobar provides cover fire with a series of bolts, badly wounding the nearest skum!

That monster backs away from Cathryriel, consuming a potion sponge to heal his wounds. The others move in, reaching out to try to grapple Cathyriel and Terana. The cleric's spell protects her from harm, but the two skum grab the paladin, holding her about the neck and strangling her!

Cure Serious Wounds: 3d8 + 5 ⇒ (7, 6, 8) + 5 = 26
Grapple vs. Cathyriel, Gideon, Terana: 1d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (13) + 10 = 231d20 + 10 ⇒ (18) + 10 = 28
Strangle Damage: 2d6 ⇒ (6, 2) = 82d6 ⇒ (1, 1) = 2

Terana gets an AoO on the two skum who are grappling her. 10 damage to Terana and she is grappled. Everybody may act!

Enemy Status:
Red -2

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The Lobster wrote:
As long as being in three of your games alongside Nikolaus and Jesse isn't too much, I am very interested. Been reading this game for about eight months, am current with it.

Brainiac and I share seven games now - I think three is well within tolerance!

Some great ideas submitted so far, looking forward to seeing them all finished!


@Aldizog, you can start with crafted items, as long as they amount to n more than half of your starting wealth.

@Ellioti, you may use VMC.


Ok. So my submission will be a Grippli Shaman VMC Cleric. His role is Healer, Support, Debuff and his motivation is to search for signs and proof of ancient Grippli that ruled Azlant at one time.

Dark Archive

Grandloungegracias wrote:
Level 7

Gracias.


He'sDeadJim here.

I'm going to offer up Varloo Grimtide.

He's going to be (Once I'm done with him):
A Skinwalker Seascarred(Wereshark-kin)Cleric of Besmara (VMC Oni-Blooded Sorcerer)

Background idea: He appears to be Tien in origin, and has come to the island as a spy for the Hurricane King of the Shackles.


Here is my (Aldizog's) submission. A Pathfinder Savant (who actually isn't a member of the Society but learned these skills from his parents). I thought the class abilities would be useful, but the Players' Guide makes clear that the Society is not part of this venture... and Brogann isn't particularly good at keeping secrets.

Arcane Warden looked really thematic but in the end the tradeoffs just looked too difficult - losing the school spell slots is daunting.

Silver Crusade

I have a concept I'm playing with. A fairly martial cleric/Hellknight Signifier (order of the nail) who does at least some mounted combat.

Which leads to my question. How do you feel about characters mounted on snakes, Spinosaurus, giant turtles, etc? I'm looking for a mount that is functional both on land AND under water (options are limited ).

No big deal if it's not an option, worst comes to worst I can UMD some scrolls


Should we assume 7th level GP starting?


This The Lobster, gonna roll for some basics, including HP if that's okay (fine taking average, just wanna test my luck).

Height: 30 + 2d4 ⇒ 30 + (4, 4) = 38 or 3'2"
Weight: 25 + 2d4 ⇒ 25 + (2, 2) = 29
Age: 20 + 3d6 ⇒ 20 + (4, 2, 3) = 29
HP: 6d6 + 6 ⇒ (6, 5, 5, 5, 5, 5) + 6 = 37 Yahtzee!

Full build/backstory should be up soon.


1 person marked this as a favorite.

Varloo is now close to being finished. I'm too tired to see what's missing other than his Hit Points.


I believe everything's done except for the spells prepared; if I'm missing anything let me know. Alternate reasons for being in Ancorato include being secretly assigned by the PFS, being run out of town by them, anything really.

As a note, cure spells are not listed in my Spells Known because my Hedge Witch level 4 class feature gives me spontaneous cure spells regardless of knowing them or not; it was easier for me to count what I knew and what I didn't this way.

Mostly, she just stands at the side and throws cards and nasty looks at people to deliver touch spells to enemies and allies alike, buffing and debuffing, healing and inflicting damage.

Also, fun fact, this is my first full caster build in Pathfinder after 8 years of regular play.

Backstory:
Calamity Burrows was bad luck. At the age of 10, her formerly cheerful, jovial family (now hopelessly dour and ill-humored) left her behind at a farm stand. The next day, the farm and the stand burned down. It was only the mercy of a traveling band of Varisian nomads that would see her survive through the week.

As Calamity traveled with the nomads, they developed a strange plague. Fits of coughs, boils and pustules, intense fever, delirium. The crowd was quick to turn on the newcomer, untouched as she was by the disease. Just as they had cornered her, an older woman, Lady Anamarinda as Calamity came to know her, called for a return to order. The child was just a child. She was no ill omen, and not the source of the disease. Moreover, said Lady Anamarinda, the cards said all would be well within the week.

She was right in one account. Calamity had nothing to do with the plague.

It took a full month for the sickness to subside, and in that time, Calamity stuck close to her rescuer. Reminded strongly of her own wayward daughter, Lady Anamarinda herself grew attached to the young girl and decided she would train and teach her, gifting her the family Harrow deck and instructing her in the ways of the craft.

That was a mistake. Ten years later, the caravan, once numbering over a hundred souls, consisted of just thirteen. Many left, some disappeared, others fell victim to beasts, disease, or violent acts. And this time, Anamarinda's protection meant nothing. Thirteen was an unlucky number, and someone had to go.

It was time to deal with their bad luck once and for all.

They, like her first family before them, abandoned her at the side of the road and left her for dead.

She lived among the woods for nearly a decade more, solitary and alone, wary of the bad luck she brought others. She foraged and hunted, growing lithe and lean, using what she learned in her years with the Varisians to survive, staying out of trouble with the help of her cards. It was there that she was introduced to the Society.

One afternoon, an attractive halfling Society member named Felicity Proudfoot stumbled across Calamity's campsite. Stunned to meet anyone, much less a pretty lady like Felicity, Calamity acted without thinking and invited her for a meal. And unlike every other event in her life, the meal (and the night they shared) went swimmingly.

When Calamity explained her unnatural bad luck, Felicity grew excited. That was just the kind of action the Pathfinder Society needed, said Felicity. This type of jinx, was a quirk of some halflings. And if she could learn to control it as other halflings had- and yes, said Felicity, it could be directed -, why she'd make an amazing addition to the Society.

So Calamity packed up her camp and followed Felicity without another word.

Now, a year later and a junior member of the Pathfinder Society, Felicity is missing and Calamity has come to Ancorato on a supply ship, having heard a rumor of her lover and mentor's arrival on the island. If you asked her more specifically, she would just say the cards told her.

Appearance:
Calamity is nothing special to look at. Her eyes are a little glassy and too large, and her skin is a little too smooth but other than that, she is unremarkable. A pale woman with frumpy brown hair, face and clothes never quite clean. At 3’2”, she’s quite tall for a halfling woman.

Personality:
Dour, grim and overly apologetic, Calamity has difficulty ingratiating herself to new people. She’s positively wracked with abandonment issues and though she clings to those who show her the scarcest bit of positive reinforcement, she never lets herself get too invested- you never know when the people you love will up and leave you. She begins everyday with a lengthy read from the Harrow, often citing the knowledge and wisdom of the cards.

Sheet:

Init +6; Perception +1
-----------------
DEFENSE
-----------------
AC 14, touch 14, flatfooted 10
HP 44 (7d6+7)
Fort +2, Ref +6, Will +6
-----------------
OFFENSE
-----------------
Speed 25ft.
+1 Harrow Card (Without/With Arcane Strike) d20+9, d3+0/+4
Mithril Dagger d20-1, d3-1
-----------------
STATISTICS
-----------------
Str 7, Dex 18, Con 10, Int 18, Wis 12, Cha 9
BAB +3; CMB +5; CMD 14
Racial Traits Creepy Doll (no size penalty to Intimidate, can use Stealth in plain sight; replaces Keen Senses, Surefooted), Fey Thoughts (Stealth, Swim class skills; replaces Fearless), Halfling Jinx (replaces Halfling Luck), [i]
Feats Point Blank Shot, Deadly Dealer, Arcane Strike (only with Harrow Cards), Precise Shot, Malicious Eye, Far Shot.
Traits Bruising Intellect (Social; Intimidate uses INT), Intrepid Volunteer (Racial; Swim uses DEX), Pathfinder Recruit (Campaign; +1 Initiative, wayfinder).
Drawback Stigmatized (-3 to Dip).
FCB 7 HP
Class Features Hexes (Cackle, Evil Eye), Healing Patron, Spell Deck (Deliver Touch Spells, Spontaneous Healing
Skills (6/Witch) Intimidate +16 (7 ranks, 4 INT, 3 class skill, 2 competence), Fly +8 (1 ranks, 4 DEX, 3 class skill), Heal +16 (7 ranks, 1 WIS, 3 class skill, 5 competence) Spellcraft +12 (5 ranks, 4 INT, 3 class skill) Stealth +19 (7 ranks, 4 DEX, 4 size, 3 class skill, 1 competence), Survival +2 (1 rank, 1 WIS) Swim +14 (7 ranks, 4 DEX, 3 class skill), UMD +9 (7 ranks, -1 CHA, 3 class skill)
Background Skills Sleight of Hand +11 (7 ranks, 4 DEX), Profession: Fortune Teller +13 (7 Ranks, 1 WIS, 3 class skill, 2 circumstance masterwork tools?)
Languages Common, Halfling, Varisian, Sylvan, Aquan, Celestial

Gear:

Deck of Slivering Fate (13000 gp)
Cackling Hag’s Blouse (6000 gp)
Small Mithril Dagger (251 gp)
Witch Kit (21 gp)
Wayfinder (free)
Cracked Dusty Rose Prism Ioun Stone (500 gp)
Cracked Pale Ruby Trillian Ioun Stone (200 gp)
Healer’s Gloves (2500 gp)
428 gp

Prepared Spells:

Silver Crusade

One more question.

I'm definitely going to go with a lance wielding, animal companion riding cleric of Erastial/Hellknight Signifier. Note - still very much a healer as well, of course. Not at all sure about race (with a companion there can be a lot to be said for being small :-)).

I'll either end up going with one of the ones that can operate on both land and sea (yes, the backstory ties this all together :-)) if you'll let me use one as a mount OR I'll go with the Elemental Companion (Water) archetype.

Which brings me to my question.

Animal Companions vary wildly in how powerful they are. I don't want to bring one that is either more OR less powerful than you think appropriate. This character is intended to be a primary spell caster and healer and backup melee support character. But still decent at the melee role. Advice on the appropriate power level for the animal companion is solicited :-).


@Varloo, 7th-level starting gold.

@pauljathome, any type of mount or elemental companion is okay, though you'll have to have a pretty impressive backstory to justify some of the stranger choices. I'd prefer for your character to be more powerful than the companion, though. Otherwise, it makes it seem like they're the star of the show and you're just their companion. ;)

Grand Lodge

I will wrap up purchases tonight and I think my PC will be good to go.

Sovereign Court

Saeros Timekeeper, Oracle (Ancient Lorekeeper) 7, at your disposal.

I have yet to do purchases and have some additional ideas to flesh out my background, but I'll go ahead and submit at this point.

The character will be a full divine caster with heals and support spells, but because of the Ancient Lorekeeper and additional arcane spells from my Mystery, will end up playing like a Mystic Theurge.

It seems like this rarely comes up during the application process where we're asking everyone for a multi-year commitment, but I've been here for about 5 years and have nearly 19,000 posts, so if you're looking for someone to see the game through to the end, I'll be in for the long-haul.

I've actually been very interested in joining one of your games after seeing some positive feedback from other players in a different game. So if selected, be aware that I've been stalking you in your other games. ;P

Thank you for your consideration.


Another one I forgot to ask?

Hero Points? Or no?

Feel free to check any of my current or old posts out. I have extensive characters in many games, current and defunct as well.


No hero points.

Silver Crusade

Here is my submission. I'll create an alias if I'm selected.

Summary - Ionus is a human cleric of Erastil/Hellknight Signifer who rides his armoured Aurochs into battle.

History:

Ionus grew up in a small village on the coast north of Sandpoint, a village unknown and unimportant to almost everybody who was not born there.

He was the son of Tavian, the local priest of Erastil and spiritual leader of the community.

Tavian was a good, kind hearted man who did a good of leading his flock. Ionus was proud of his father and expected, one day, to himself take on the mantle of Erastil. In fact, by the age of 16 he had indeed been ordained into the Church and was acting as his fathers assistant.

Ionus learnt what his father taught him. He became a very devout worshipper of Erastil, whenever any dilemma arose he always found his answer by asking himself "What would Erastil do?". Ionus became competent at several crafts and professions because Erastil is a teacher. He learnt to hunt because Erastil is the greatest hunter. He made his own weapons and armor because Erastil teaches that one should be self reliant where possible. He was young and had a small desire to see the world but he was fundamentally happy and content in his village and might well never have left if events had happened differently.

And then the bad times came. The village was raided by Shoanti barbarians who took what they wanted from the helpless village, sometimes just killing for sport. But they were not the worst problem. Raiders from the sea came one night, some kind of ugly fish men. They killed everybody who did not manage to flee in time, everybody regardless of age, gender, frailty. At least the Shoanti had only killed a few and only adults.

Tavian was helpless to do anything about what happened. He tried to organize the village into some kind of defence force but he sought consensus and none was to be found. Everybody wanted somebody ELSE to shoulder the burden, to take the risk. Tavian argued and pled to no avail.

The village would surely have been destroyed if it was not for the lucky fact that a Hellknight happened upon the village in its time of travail. A man named Sir Evaro. A follower of the Order of the Nail.

Sir Evaro saw what had to be done and he did it. He tried persuasion and soft words but when they didn't work he used the steel glove. Several people were beaten, one was slain. But he saved the village.

Sir Evaro got the villagers working together to build defences, to learn how to fight. He worked them mercilessly from dawn to far past dusk. Although even the villagers had to admit that the knight worked longer and harder than any of them.

When the sea raiders returned the village was ready. Sir Evaro was the rock that the defence was centered around, he was the one who slew the barbarian fish man leader, he was the one who rallied the defenders. Without him the village would surely have fallen.

Yet Sir Evaro couldn't have done it alone. Without the villagers fighting together as an organized force the village would surely have fallen. Together, they won.

Ionus learned an important lesson then, a lesson that has shaped his life ever since. It is not enough to be a good man. The dangers out there can only be met by organized force. A society must stand together in an organized whole or it will fail.

Ionus swore to repay the debt that his village owed to the Hellknights in the only possible way. He would become a Hellknight himself, take on part of their burden. However, he would also remain true to the teachings of Erastil. He sees no fundamental contradiction. It is his job to protect others, to organize them. To protect them from the monsters and the savage barbarians.

It took him some time before he could pass the tests and become a Hellknight. During that time he acted as a protector of many small villages, especially coastal villages like the one he grew up in.

When it was time for him to get help from Erastil he prayed at great length and with great fervor. He needed an animal that he could ride, that would let him take the battle TO the sea marauders. Too many times they had fled into the sea only to return another day. He needed a way to kill them even after they fled.

After fasting for a week while praying every day, his prayers were answered. One morning, a young foal wandered into his camp. It was like no horse he'd ever seen before, it almost glowed a golden colour. Unusually intelligent for a horse, it was obvious to Ionus that this was truly a gift from Erastil.

Spoiler:
Mechanically, its a Shissah horse with the Elemental Companion (Water) archetype

It was not long after the foal had become an adult that Ionus finally managed to pass his test and become a Signifer of the Nail and a great defender of the coast

Recently news came to Citadel Vraig of a colony on an island in the sea to the west, a colony apparently in great trouble. Hearing the call Sir Ionus set out and quickly convinced the Bountiful Venture Company that somebody of his skills would be a valuable asset.

Personality:

Somewhat surprisingly, Ionus has managed to find the balance point where he can firmly embrace the tenets of Erastil AND the tenets of the Order of the Nail. He is compassionate, kind, friendly, stern, merciless, honourable at the same time.

He very firmly believes that the Taldan/Chelaxian civilization is the best, that barbarians should be pitied and converted. But it is for THEIR benefit. They would be so much better off if they were just civilized.

He is the best of European Imperialism. He genuinely is NOT at all a racist. He has no problems at all with Shoanti or Varisians as a people (he is part Varisian himself, after all) as long as they convert to the clearly superior civilization when opportunity presents itself.

He believes that order is absolutely essential in order for civilization to survive. However, whenever it is at all possible, compassion mercy and kindness should ALSO be shown. To the deserving.

Over many a bottle of ale or brandy he has had philosophical discussions with Hellknights, Paladins of Erastil, Inquisitors of Sarenrae, etc. He concedes that there are a great many theoretical cases where his tenets could conflict. But, so far, they are all theoretical. In a practical sense they are in concert.

Of course, he is smart enough to deliberately try and avoid the possiblity of conflict. Defending small isolated villages from clear threats is pretty unlikely to lead to a conflict between his views.

Despite the clearly martial outlook of a Hellknight he is also a man of peace. He prefers peaceful solutions IF they are a good long term solution. He knows the cost of war and wishes to avoid it. But he also knows the cost of appeasement is still higher.

On a personal level, he is a friendly happy person. Its not at all uncommon for a jovial laugh to come out of his black armour.

Appearance:

Ionus is essentially always wearing his armour so its a bit hard to see who he is under it. Even when out of armour he wears a signifier mask.

The back of his left hand is armored not in steel but in crystal. This allows his Holy Brand to shine through (the holy symbol of Erastil).

He is a large man, especially for a Varisian, at 6'2" and 208 lbs. Under the armor, he is brown haired with blue eyes and has a scar across the left half of his face.

His armor prominently shows BOTH the sign of the Order of the Nail AND the holy symbol of Erastil.

Stats:

Ionus
Male human (Varisian) cleric (divine paragon) of Erastil 5/Hellknight signifer 2 (Pathfinder Player Companion: Divine Anthology 15, Pathfinder RPG Adventurer's Guide 92)
LG Medium humanoid (human)
Init +4 (+6 during surprise rounds); Senses Perception +6
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+9 armor, +3 Dex, +1 shield)
hp 57 (7d8+19)
Fort +7, Ref +5, Will +9
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 lance +8 (1d8+5/×3) or
. . dagger +7 (1d4+3/19-20) or
. . lance +7 (1d8+4/×3) or
. . morningstar +7 (1d8+3)
Ranged mwk composite longbow +8 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 lance, 10 ft. with lance)
Special Attacks channel positive energy 2/day (DC 11, 3d6)
Spell-Like Abilities (CL 7th; concentration +6)
. . 1/day—prayer
Cleric (Divine Paragon) Spells Prepared (CL 7th; concentration +11)
. . 4th—blessing of fervor[APG] (DC 18), freedom of movement, summon nature's ally IV (animals only)[D]
. . 3rd—deadly juggernaut[UC], dispel magic, fly[D], prayer
. . 2nd—barkskin[D], bull's strength, path of glory[ACG], resist energy, status (DC 16)
. . 1st—air bubble[UC], command (DC 15), divine favor, divine favor, entangle[D] (DC 15), murderous command[UM] (DC 15)
. . 0 (at will)—detect magic, guidance, light, stabilize
. . D Domain spell; Domains Animal (Feather[APG] subdomain), Plant
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 14, Int 12, Wis 19, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Alignment Channel, Boon Companion[UW], Craft Wondrous Item, Deific Obedience, Mounted Combat, Power Attack, Warrior Priest[UM]
Traits Armored Rider, fates favoured, resourceful, Xenophobic (drawback)
Skills Acrobatics +0 (-4 to jump), Bluff -1 (+1 Wehn wearing), Craft (armor) +10, Craft (carpentry) +7, Craft (stonemasonry) +7, Craft (weapons) +10, Diplomacy +3, Handle Animal +0, Heal +10, Intimidate +4, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (planes) +9, Knowledge (religion) +5, Perception +6, Profession (farmer) +10, Profession (soldier) +10, Ride +14, Sense Motive +8, Spellcraft +9, Survival +13; Racial Modifiers +2 Perception
Languages Celestial, Common, Varisian
SQ animal companion (horse named Pasto), devoted domain, divine brand, eyes of the hawk, family’s bond, Order of the Nail[ISWG], signifer mask
Combat Gear oil of bless weapon, potion of air bubble, potion of touch of the sea, scroll of divine favor, divine favor, divine favor, scroll of lesser restoration, lesser restoration, lesser restoration, scroll of obscuring mist, obscuring mist, obscuring mist, scroll of remove fear, remove fear, remove paralysis, wand of cure light wounds (50 charges), alchemist's fire (2), healer's kit, tanglefoot bag (2); Other Gear mithral Hellknight plate[ISWG], mwk buckler, +1 lance, dagger, lance (2), morningstar, mwk composite longbow (+3 Str), belt of physical might +2 (Str, Dex), headband of inspired wisdom +2, traveler's any-tool[UE], belt pouch, flint and steel, holy text (Erastil)[UE], potion sponge[ARG], potion sponge[ARG], silk rope (50 ft.), soap, spell component pouch, waterskin, wooden holy symbol of Erastil, wrist sheath, spring loaded, wrist sheath, spring loaded, 570 gp, 4 sp, 6 cp
--------------------
Special Abilities
--------------------
Alignment Channel (Chaos) Channel Energy heals or harms outsiders of the chosen alignment.
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Cleric (Divine Paragon) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric (Divine Paragon) Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Cleric Channel Positive Energy 3d6 (2/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devoted Domain (Cleric [Divine Paragon] Domain [Feather]) Gain domain powers of only one domain, and obediences gained earlier.
Divine Brand (Ex) Brand appears on body which can be used as holy symbol.
Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Family’s Bond (Sp) cure light wounds 3/day, shield other 2/day, or prayer 1/day
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Signifer Mask (Su) While wearing the mask, +2 to Sense Motive and vs. spells that rely on visual effects.
Warrior Priest +2 on concentration checks when casting defensively or grappling.

Stats for Pasto (his Horse like mount):

Pasto CR –
Shissah
N Large animal
Init +5; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 16 (+5 Dex, +4 natural, -1 size, +3 Armor, +1 dodge)
hp 51 (6d8+24)
Fort +8, Ref +10, Will +4 (+4 morale bonus vs. enchantment effects)
Defensive Abilities
--------------------
Offense
--------------------
Speed 80 ft/20 ft swim.
Melee bite +7 (1d8+5), 2 hooves +2 (1d4+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 21, Con 16, Int 2, Wis 14, Cha 10
Base Atk +4; CMB +10; CMD 24 (30 vs. trip)
Feats Narrow Frame, Toughness, Dodge
Tricks Air Walk, Attack, Attack, Attack, Attack Any Target, Combat Riding, Combat Riding, Come, Come, Defend, Defend, Down, Down, Flank, Guard, Guard, Heel, Heel
Skills Acrobatics +6 (+26 to jump), Climb +9, Escape Artist +3, Fly +4, Perception +5, Swim +9
SQ air walk, attack any target, combat riding, devotion, flank
Other Gear horseshoes of speed, bedroll, exotic military saddle, mess kit[UE], pot, saddlebags (2), trail rations (5), waterskin (2), 250 gp
--------------------
Special Abilities
--------------------
Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Lesser Elemental Manifestaton +2 Dodge vs attacks of opportunity
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Narrow Frame No attack or AC penalty while squeezing through space half your size or larger.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
.


Should I post the info in the thread as well as in the linked profile? Here it is.
Open to picking up other spells as requested by the party, and if selected taking suggestions on Esoteric Magic (though I will not use it for early access to things already on the wizard list).

Appearance and Personality:
Brogann is a curious and soft-spoken elf. He is fascinated with humans and their accomplishments. The sentiment sounds so strange coming from an elf that he is sometimes mistaken for being sarcastically patronizing, when in fact he is totally sincere. The ruins of the ancient Azlanti civilization holds great interest for him, although he’s also fascinated by the community-building skills humans are showing in this new colony. Brogann is relatively upbeat and optimistic, believing that the secrets of the past hold the key to a better future for all people. He is polite and tries to observe the proper courtesies, but he lacks comfort in small talk and comes off as just a bit awkward. Brogann is of average height for an elf and slim (6’3” and 133 lbs), with red hair. He wears sturdy leather breeches which give a fair degree of protection from cuts and scrapes as he explores ruins.

Role:
Brogann is a utility caster. Most of his spells will be Abjuration, Divination, and Transmutation. At higher levels, he will probably boost his Dispel checks, so he can ready to Counterspell enemy casters or strip away their protections (with Prescience to help get a good Dispel roll). Once he gets Scroll Mastery (next level), he will stock up on scrolls of CLW, Magic Missile, Shield of Faith, and other 1st-level spells that benefit from increased caster level. Spells with DCs are better gained through Esoteric Magic. His first Esoteric Magic spell is Cure Serious Wounds so he can have some in-combat healing utility for emergencies, though he’d normally rely on wands. Of course, he will also pick up staple condition-removal spells on scrolls, which he will have no problem using. He auto-succeeds on wands, and can Take 10 on UMD for a 28 at present (allowing scrolls of 4th-level cleric spells, as long as he firsts uses Owl’s Wisdom to have the necessary ability score.

Background:
Brogann was born about 150 years ago in Absalom, and he remembers the beginning of the Age of Lost Omens. The whole world was wracked by turmoil and storms, but of course the humans took it the hardest – it was their god that died. Still, the humans rebounded, faster and stronger than Brogann could have imagined any other race doing.
His parents are members of the Pathfinder Society, and he watched with respect at how this (mostly) human-led organization brought together members from all different races and saved many relics and artifacts during the time of chaos. Despite this admiration, his parents warned him that the Society was not all that good an employer, and that its agents were often forced to conduct some morally dubious operations for their mysterious leaders. They taught him the skills of a Pathfinder Savant, and instilled the values of exploration and discovery, but Brogann is not actually a member of the Society. The Decemvirate, for reasons of their own, have not objected to Brogann learning the skills, possibly in recognition of his parents’ service. He has struck out for Talmandor’s Bounty to contribute to this human-led endeavor of exploration, discovery, and society-building.

Character Sheet:

Brogann
Elf Wizard 5 (Foresight Diviner) / Pathfinder Savant 2; opposition schools Necromancy and Enchantment
N Medium Humanoid
Init +10 (+4 Dex, +4 feat, +2 class); Perception +15 (+7 ranks, +1 Wis, +2 race, +3 class, +2 feat); always acts in surprise round
-----------------
DEFENSE
-----------------
AC 19, touch 15, flatfooted 15 (+4 Dex, +4 Mage Armor, +1 Deflection)
HP 44 (7d6+14)
Fort +5, Ref +7, Will +7
-----------------
OFFENSE
-----------------
Speed 30ft.
Melee Staff +3 (1d6)
Ranged +1 Heavy Crossbow +8 (1d10+1/19-20x2)
-----------------
STATISTICS
-----------------
Str 10, Dex 16 (18), Con 12, Int 19 (21) Wis 12, Cha 8
BAB +3; CMB +3; CMD 18
Feats Scribe Scroll (B), Magical Aptitude, Improved Initiative, Craft Wondrous Item (B), Favored Prestige Class (Perception), Prestigious Spellcaster
Traits Pragmatic Activator, Healthy
FCB Wizard and Pathfinder Savant +7 Hit Points
Skills (6 per level, plus headband skill)
Knowledge (Arcana) 7 +16 (always Take 10)
Knowledge (Dungeoneering) 1 +9
Knowledge (Planes) 1 +9
Knowledge (Religion) 1 +9
Knowledge (Nature) 1 +9
Spellcraft 7 +18 (+20 to identify items; always Take 10)
UMD 7 +18 (always Take 10 except when activating blindly) (+7 ranks, +3 class skill, +5 Int, +1 savant, +2 feat)
Swim 7 +7
Perception 7 +15
Acrobatics 3 +7
Escape Artist 7 +11 (headband skill)

Background Skills
Linguistics 7 +12
Knowledge (History) 1 +9
Knowledge (Engineering) 1 +9
Knowledge (Geography) 1 +9
Appraise 4 +12
Languages Common, Elven, Celestial, Draconic, Sylvan, Gnome, Azlanti, Dark Folk, Cyclops, Thassilonian, Aklo, Ancient Osiriani, Undercommon

Equipment
(7th-level starting gold: 23,500)
Headband of Vast Intelligence +2 (Escape Artist) (2,000)
Belt of Incredible Dexterity +2 (2,000)
Blessed Book (6,250)
Cloak of Resistance +1 (500)
Handy Haversack (1,000)
Total crafted items: 11,750 (50% of starting wealth)

Ring of Protection +1 (2,000)
+1 Heavy Crossbow (2,350)
20 Cold Iron Bolts (4)
Spell Component Pouch (5)
Pathfinder’s Kit (12)
Explorer’s Outfit
Bonded Item (Amulet)

Wand of Cure Light Wounds (750)
Elixir of Swimming (250)
Spell Access (50+240+360+320 = 970; free scribing into Blessed Book, only pay to borrow for access)

Scrolls: Protection from Evil, Grease, Mount, Comprehend Languages, Detect Undead, True Strike, Moment of Greatness, Heightened Awareness, Ventriloquism, Alter Winds, Swift Girding, Touch of the Sea (12*25 = 300)
Lesser Restoration *2 (300)
Owl’s Wisdom *4 (600)
Remove Blindness/Deafness (375)
Remove Curse (375)
Remove Disease (375)
Prayer (375)
Death Ward (700)
Freedom of Movement (700)
Restoration (800)

Remaining Gold: 509

Special Abilities
Race: Elven Immunities (immune to Sleep, +2 vs enchantments), Keen Senses, Elven Magic (+2 to overcome spell resistance, and +2 Spellcraft to ID magic items), Low-Light Vision, Arcane Focus (+2 Concentration when casting defensively)
Class: Forewarned (+2 Init, always act in surprise round), Prescience (8/day), Bonded Item (Amulet)
Prestige Class: Adept Activation (always Take 10 on UMD except when activating blindly), Master Scholar (+1 Knowledge-Arcana, Spellcraft, UMD), Esoteric Magic (CSW), Glyph-Finding (Spellcraft to search for writing-based magical traps)
Cantrips Prepared Detect Magic, Open/Close, Message, Prestidigitation
Spells 7/5/4/3 (* prepared)
Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation (20 pages)

Alarm, Air Bubble*, Burning Hands, Color Spray, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Construction, Feather Fall, Heightened Awareness*, Hydraulic Push, Liberating Command*, Mage Armor*, Magic Missile*, Reduce Person, Shield, Sure Casting, Touch of the Sea*, True Strike, Vanish* (8 initially, 2 from leveling; 10 bought at 5 gp each;)

Alter Self, Bear’s Endurance, Buoyancy, Continual Flame, Create Pit, Darkvision, Gust of Wind, Invisibility, Mirror Image, Pilfering Hand*, Resist Energy, See Invisibility*, Scorching Ray*, Spider Climb*, Track Ship, Twisted Space (4 from leveling; 12 bought at 20 gp each)

Arcane Sight*, Communal Resist Energy*, Dispel Magic*, Fly, Fireball, Haste*, Lightning Bolt, Magic Circle Against Evil, Tongues, Water Breathing (2 from leveling; 8 bought at 45 gp each)

Arcane Eye*, Cure Serious Wounds*, Dimension Door*, Dimensional Anchor (4 bought at 80 gp each)

Pages Used: 20+20+32+30+16 = 119


@Brogann, I'm interested, how you managed to buy spells for your book so cheap?
Edit: I think I found it. You payed a fee to borrow. Nver played a wizard. Where can I find this rule?


@Elliotti - yes, the Blessed Book isn't cheap (even with crafting) but it avoids scribing costs so pays off in the long run. Plus its capacity is so much better.

The rule is under "Adding Spells to a Wizard's Spellbook" here.

Spells Copied From Another's Spellbook or a Scroll wrote:


In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.


Applying with Cathyriel Alaro, a slightly jaded cleric of Iomedae (alignment NG rather than LG). Background and so on are in the profile, but tl;dr - she's seeking escape from the increasingly pointless and bloody civil war in Cheliax and hoping that the oceans can wash away the blood she has spilled.

(I don't always do character portraits, but in this instance my inspiration for her came from this image)


Cathyriel Alaro wrote:
(I don't always do character portraits, but in this instance my inspiration for her came from this image)

Cool! I love that photo! I can definately see that character come to life!

I found a few for Varloo...

Shark-like.

Human-like.


So here is Haji, Half-elf Paladin/Inquisitor. He's an alternative to the standard Oradin, except he's WIS-based. He can heal and fight. I don't know how good he will be under water, though.

Crunch&Background:

Haji Hamidi Musaraji
Male Half-elf Paladin (Tortured Crusader) 4 // Inquisitor (Ravener Hunter) 3
LG medium humanoid (human, elf)
Deity none
Init +5, Senses low-light vision; Perception +16
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DEFENSE
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AC 25, touch 11, flat-footed 24 (+10 armor, +1 Dex, +3 shield, +1 natural)
hp 57 ((4d10+3d8) +7*2 con +3 FCB)
Fort +11, Ref +5, Will +15
Immune all diseases, fear, sleep
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OFFENSE
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Speed 20 ft.
Melee Greatsword +10/5 (2d6+14)
Ranged Longbow +8/+3 (1d8+5)

Inquisitor Spells known (CL 3rd; concentration +7)
1st (4/4 used)-Expeditious Retreat, Protection from Evil, Shield of Faith, Cure Light Wounds
0th-Detect Poison, Detect Magic, Light, Read Magic, Stabilize, Guidance

Paladin spells prepared (CL 1st; concentration +5)
1st-Lesser Restoration, Grace

Special Abilities Life Bond (3 at a time), Detect Alignment (at will), Judgement (1/day), Lay on Hands (6/day, 2d6+3 (others), 2d6+7 (self)), Smite Evil (2/day)
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STATISTICS
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Str 20, Dex 12, Con 14, Int 10, Wis 18, Cha 7
Base Atk +6; CMB +11 CMD 22
Feats Fey Foundling, Power Attack, Shield Focus, Demon Hunter, Unhindering Shield
Skills Acrobatics +7, Climb +9, Knowledge (Arcana) +4, Knowledge (Nature) +4, Knowledge (Dungeoneering) +4, Knowledge (Planes) +4 (+2 demons), Knowledge (Religion) +10, Intimidate +3, Perception +16, Ride +9, Sense Motive +15, Stealth +5, Survival +8 (+1 tracking), Swim +10; +4 for identifying monsters; [ACP] -4 (-1 for Acrobatics, Climb, Swim)
Background Skill Profession (Soldier) +14, Lore (Mwangi tradition) +7, Lore (Demon Lord Angazhan) +6
Traits Blessed Touch, Sargavan Guard, Athletic (Swim) // Drawback: Bitter
Languages Common, Polyglot
Gear see bottom
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SPECIAL ABILITIES
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Spoiler:

Paladin (Tortured Crusader)
TormentA tortured crusader’s great suffering in the face of inevitable horror strengthens her faith and resolve, even as it makes her introverted and far less personable than most paladins. A tortured crusader uses Wisdom instead of Charisma as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, bonus on concentration checks, and so on), and to determine the effects of lay on hands.
Self-Sufficient A tortured crusader adds Knowledge (arcana), Knowledge (dungeoneering), Knowledge (planes), Perception, Stealth, Survival, and Use Magic Device to her list of class skills, instead of Diplomacy and Handle Animal. She gains a number of skill ranks equal to 4 + her Intelligence modifier at each level, instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier.
All Is Darkness Everything around a tortured crusader is so bleak that detecting evil only reminds her that the odds are always against her. A tortured crusader doesn’t gain the detect evil or divine grace class features. At 1st (level, a tortured crusader gains the smite evil ability, but she doesn’t add her Charisma bonus to attack rolls or a deflection bonus equal to her Charisma bonus to her AC against the target of her smite. At 2nd level, she adds a +4 bonus to attack rolls and a +4 deflection bonus to AC against the target of her smite.
Alone in the Dark Faced with endless foes, a tortured crusader can’t ask others to confront the same horrors she does. She can’t use her lay on hands ability to heal others or to channel energy, though starting at 4th level, she can convert two uses of lay on hands into an additional use of smite evil. Her aura of courage, aura of resolve, aura of faith, and aura of righteousness affect only her, not her allies. When she selects a divine bond, it must be with a weapon, not a mount.
Second Chance At 2nd level, once per day, a tortured crusader can spend two uses of lay on hands and choose an unambiguous trigger such as “when I am paralyzed” or “when I am about to fall unconscious from hit point damage,” as well as a mercy she knows starting at 3rd level.When the named trigger occurs, the tortured crusader gains the benefits of a lay on hands with the chosen mercy without spending an action. This healing can prevent her from falling unconscious or dying. If the effect doesn’t trigger, it expires the next time the tortured crusader recovers uses of lay on hands.
Mercy Fatigued

Inquisitor
Monster Lore The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Charged by Nature Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level. This ability replaces domain.
Life Link As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
Holy Magic A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast a spell with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
Demon Hunter At 3rd level, a ravener hunter gains Demon Hunter as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity. This ability replaces the teamwork feat gained at 3rd level.
Stern Gaze An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment At 2nd level, at will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.

Racial
Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Multitalented Favored Classes: Paladin, Inquisitor
FCB Paladin 4x +1/2 level healing lay on hands
FCB Inquisitor 3x 1 hp


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BACKGROUND
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Haji Hamidi Musaraji
Haji is the son of Elena and Hamidi. His young human mother was part of a diplomatic mission into the Mwangi Expanse of Andoran traders. She was only 15 years old and worked as a maid to a noble woman. His father was an elven native of the Alijae tribe, who fell madly in love with the young woman. However, this was not mutual and Haji's mother being overwhelmed with and much to young for the responsibility left her child with its father and returned home. She would eventually atone and become a nun.
The half-elven and half-Andoran bastard child was too much for the natives and deemed an evil omen. Father and son were exiled from the elven tribes. Hamidi loved his child above everything and fearing for their lives fled the tribal lands into the jungle, where he was sheltered by strangely benevolent fey creatures. They helped him feed and caress the newborn until it was strong enough to travel on. Finally, in outer Sargava, where Hamidi and his son settled down. He made a living as a mercanary for the Chelaxian colonials in an outpost village of peaceful settlers. The village Calahari was a dangerous place for both natives and settlers. An evil cult of the the demon lord Angazhan reigned over the land and raided and pillage at will. Haji was only five years old, when h father fell to a cultist's sword in protection of the village.
He was taken in at the local orphanage that belonged to the small Chelaxian church of Abadar. There, Haji recieved a more "western" education with a strong religious base. Haji respected his education and the Abadarian believe, but never became a follower as he was deeply connencted with the Mwangi spirits that his father worshipped.
Haji was a difficult child. The abondonment of his mother and the death of his father made him angry. He was constantly picking fights with other kids or getting in trouble for running away. The local priest, Father Muril, took all his efforts and being a guide, teacher and surrogate father.
When he got older, Haji was so full of anger that he needed a focus. He started martial training. First on his own, later with the local soldiers, but he never felt like one of them. The Chelaxian were too much of an oppressor as that he would have ever allied with them. He was still picking fights, but now it was with monster around the village or with unjust soldiers. Almost every night he'd come home with at least a bruised eye that he got in a bar fight. The priest was of course not pleased, but at supported Haji nevertheless, because this at least kept him in check.
Eventually Haji left. His need to do good and his anger for his lost father made him a crusader against the Angazhan cult. So he went after them. One-by-one he brought them in and delivered them to justice. He always prefered non-lethal methods. He knew, if he ever stepped over and killed unneccesarrily, he'd be a lost soul. In addition to the physical pain he endured on his crusades, he was tortured by the violence he had to inflict on others. But he cannot stop as it was his duty to help the innocent and protect the village that gave him and his father refuge many years ago.
When he had erradicated the evil cult he didn't stop. He took on other, bigger evils, like jungle monsters or Mwangi necromancers. He even fought against chelaxian slavers and defended against raids by his own people.
Haji feels no fear and never stops. Every night he has nightmares. They come from the struggles he had to live with, the guilt of never being able to save everyone.
One day, Angazhan himself decided to take revenge and imprisoned him. For months he tortures the paladin in revenge and for pleasure. But Haji never stops, never gives up. Pure determination eventually led to his escape barley alive. Somehow, he managed to reach Calahari and took weeks to recover. The moment he could walk on his own feet, he starts his hunt for the demon lord, who he knew would return and come for him and his friends. Two weeks later, he returned from an unsuccessful investigation into the mountains only to find his village burned to the ground, the ashes still warm. Father Muril dies in his arms within the orphanage's ruins.
With his bare hands he burried all 250 villagers before leaving his blighted home and never return.

GEAR:
Amulet of natural armor +1 2000
Headband of wisdom +2 4000
Belt of Giant Strength +2 4000
+1 Great Sword 2350
Inquisitor's Kit 30
Cloak of Resistance +2 4000
+1 Buckler 1155
+1 Full plate 2650
minor Bag of Holding 1000
wand of clw 750
mw Longbow, composite (+5) 900
665gp


All of the equipment has been purchased. The character is good to go. I Invite you to look at my posting history if you like. I tried to build a character that will easily work into the group. I'm happy to make any changes if needed.

Original Character post.


We have lots of good submissions so far. I'll give anybody else who wants to apply another 24 hours to get their submissions in. I'll close recruitment at this time tomorrow, then the players and I will make our decision.


Apologies for the late-ish entry. I felt compelled to toss my hat in the ring for this juicy adventure.

The pre-reqs said 'Standard' races. I wasn't sure if that meant Core only or the usual assortment of Core plus some commonly accepted Featured races. I built UU as an Aasimar but I could easily convert her to Human if Aasimar is off the list.

Cliff's Notes Background:
Udaya was raised Varisian, has made her career as a tattooist, and relatively late in life 'felt the call' of her Aasimar heritage to do something worthwhile. She is now a Warrior-Priestess of Shelyn... but not the singing/dancing, bard-wannabe type. She leaves proselytizing to other priests and focuses on kicking ass for her Goddess to defend civilization/culture by aggressively defending the arts and the people who appreciate and support them. She is no shrinking violet.

Long Background:
When asked about her relationship with Shelyn, all Udaya could say about it - lamely - was "It's complicated." Of course, she knew Shelyn. She'd grown up in Varisia where the Eternal Maiden was a cottage industry for bards and entertainers. But Udaya wasn't exactly checking all the Goddess' boxes. Pretty? Not really. Gifted at singing or dancing, poetry or painting? Nope, nope, nope. Devastatingly charismatic or graceful as a swan? Not really. Udaya's miniscule artistic talents (Craft:Tattoos) put her squarely in the 'ugly duckling' category. And she took the gross splotch on the back of her hand (Trait:Birthmark) not so much as a sign of Shelyn's favor but more of an indicator that the Gods understood irony.

It wasn't until her teenage years, when her unearthly heritage (Plumekith Aasimar / Scion of Humanity) started to assert itself that she had to revisit the notion. Something was calling to her blood, but it wasn't clear how she should serve. The intervening years hadn't made her any more graceful or talented or charismatic - not like every member of Shelyn's wandering clergy she'd ever met. She couldn't compete with that crowd and - truth be told - she didn't want to. She wanted to play to her strengths and not be quacking around pitifully after all the swans.

Maybe it was serendipity, or maybe 'someone' put her on the right path... because it seemed a freak occurrence that Udaya was scraping out a few coins while doing tattoos in yet another backwater town in the hinterlands of Taldor when the wiry old hag ambled in and demanded a Songbird tattoo. It was a complicated (and expensive) tattoo so they had time to chat while Udaya worked. What she learned that day was a revelation and set the course for her life. It was valuable enough that Udaya 'gifted' the tattoo to the hag in exchange for an introduction to the Order.

While most of Shelyn's clergy is out creating works of beauty and spreading the faith... there is a small group of militant warrior-priests(esses) (Class Combo: Cleric/Monk) whose job it is to defend artists, their works, and by extension their church to prevent their destruction. And sometimes the best way to prevent destruction is to stop would-be destroyers. The task isn't pretty and neither are the members of the Order (in general), but their methods are effective. And Udaya liked being one of many 'ugly ducklings' who served the Goddess in their own way. It was a harsh and long apprenticeship but Udaya thrived.

The trip to old Azlant wasn't an assignment per se. It just dovetailed with Udaya's interests. As a tattooist, she was intrigued with the Thassalonian script necessary to create magical tattoos. (planning to take that feat) And the basis for that ancient tongue was Azlanti. Even her birth tongue of Varisian was descended from Azlanti and the stories of that lost nation and culture were woven throughout Varisian myths. In her time, she'd wandered a good portion of the Inner Sea but had never seen anything so wondrous as the tales of Azlant. And if their ruins could be rediscovered, maybe some portion of their art and culture still remained? Those discoveries would surely make Shelyn smile. There would also be dangers in equal measure... requiring warriors who could fight to secure and protect those discoveries along with the new civilization trying to rise from the cold ashes of Azlant. It seemed a worthy endeavor.

Build Highlights:
UU is built (and I play) as a tactical team player. She has good spell-casting abilities - and I'm happy to tweak my loadout to work with any particularly devious team tactics :). I've also goosed her channeling abilities with a Phylactery of Positive Channeling and Quick Channel. In addition, her domains (Defense and Fate) give some fun offensive and defensive bumps to the team and front-liners in particular. She is also pretty decent in melee, being able to use her glaive as part of her FOB.

Personality:
UU doesn't preach, isn't a holy roller, and won't try to convert anyone. She is irreverent, bawdy, sometimes funny, and generally personable.

Thanks for considering her!


Submissions are now closed! Thanks to all who applied. We will make our decision soon.


Good luck everyone!
=)


Indeed!


Yes good luck all. The submission I have had a chance to look at are great.


We are close to making our decision. Just a little bit more back and forth and we will announce the winner soon!


We have made our decision. Congratulations to Cathyriel Alaro! Please check in on the discussion thread so we can get you integrated into the game soon.

Thank you to everyone who applied. There were lots of great submissions, and it wasn't an easy choice. Hope to see you in future games!


Completely ignored that it wasn't my turn yet, didn't I? I might revise my action depending on what happens.

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