GM Darkblade |
It would seem we have about 35 filed apps thus far. I am going to begin looking at a few of these each day between now and the 28th. If yours is not fully ready yet that is fine, I will return it to the pile, you still have some time to make final choices and changes. Don't feel rushed or stressed, it is a game after all.
Those I do review, if I have any questions or comments I may send you a private message for clarification or discussion. Perusing most of these everything seems in order without a need to do so, a few though I may wish just a little more from you to make an informed decision.
It all appears good so far folks, I look forward to going over these and filling the story roles so we can tell one heck of a good giant-slaying adventure.
Diego Rossi |
Submission
Karl Lawbringer
Karl Lawbringer
Human (taldan) cleric of Abadar 1
LN Medium humanoid (human)
Init +0; Senses Perception +9
Aura deflection aura (2 ft.)
—————
Defense
—————
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 13 (1d8+5)
Fort +5, Ref +1, Will +7
—————
Offense
—————
Speed 40 ft. (30 ft. in armor)
Melee morningstar +2 (1d8+2)
Ranged light crossbow +0 (1d8/19-20) or
sling +0 (1d4+2)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Cleric Spells Prepared (CL 1st; concentration +7)
D Domain spell; Domains Protection (Defense subdomain), Travel
—————
Statistics
—————
Str 14, Dex 10, Con 14, Int 14, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Scribe Scroll, Toughness
Traits - custom trait -, desperate focus, eyes and ears of the city, natural-born leader
Skills Craft (sculpture) +4, Diplomacy +4 (-1 to improve other creatures' attitudes towards you), Heal +8,
Intimidate +0 (-5 to improve other creatures' attitudes towards you), Knowledge (religion) +6, Perception
+9, Spellcraft +6
Languages Common, Hallit, Orc
SQ agile feet (7/day), condescending
Combat Gear acid, alchemist's fire, healer's kit, oil (5); Other Gear scale mail, light wooden shield,
crossbow bolts (20), light crossbow, morningstar, sling, sling bullets (20), backpack, basic maps (major
landmarks only), bedroll, belt pouch, brush, shaving (0.1 lb), buttons (0.1 lb), candle (10), chewing stick,
comb (0.2 lb), conditioning oil for leather (0.4 lb), cup, shaving (0.2 lb), file, small (0.1 lb), flint and steel,
flint and steel, hairbrush (0.3 lb), hemp rope (50 ft.), holy text, knife, utility (0.5 lb), leather paring knife
(0.5 lb), leather straps (0.4 lb), mess kit, mess kit, metal polish (0.3 lb), mirror, nail file (0.1 lb), pot,
scissors (0.3 lb), sewing needle, shaving powder (one shave) (0.01 lb) (50), soap, soap, soft cloth (0.1 lb)
(2), spell component pouch, sponge, straight razor (0.2 lb), surgeon's tools, tindertwig, tooth powder (0.1
lb), torch (10), torch (10), trail rations (5), waterskin, waterskin (2), whetstone, wooden holy symbol of
Adabar, 11 gp
—————
Special Abilities
—————
Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Defense)
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of
travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Natural-Born Leader: Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Sorry, the abilities aren't in the format you used, but I wanted to put this submission in the forum now. The important thing is the background, let's me know if it is acceptable.
Native of Korvosa, Karl was born and raised in the church of Abadar. His mother and father were faithful followers and lay priests of the church and followers of the Prophecy of Kallistrade.
They always treated Karl fairly but they had little emotional investment in the child, their 3rd son.
Karl studied with the church and learned to be a cleric.
While a cleric of Adabar he is not a follower of the prophecy.
He was disgusted with the chaos in the city during and following the events of Curse of the Crimson Throne and the weakness show by the church of Adabar there (it is only a background thing unless the GM want to make it relevant in the adventure).
He decided to leave the city and go in a location where he could help the spread of civilization as currently he can't influence his native city politics.
Trunau seem the location where he can gain influence and power fast, getting a chance of shaping the community.
This seemingly positive attitude has some problem:
- Karl is humanocentric, he think that humans are the best race in the universe, and that those of Taldane blood are the best humans. He will not persecute or mistreat elves, half-elves, dwarfs, halflings or gnomes but he feel that they are inferior.
Half orcs are a dangerous abominations, thankfully one that will correct itself, as either the orc blood will thin with subsequent generations and disappear or tick and make the descendant of the half orc true orcs, only worth to be killed.
He has no problems with abortion or infanticide in the event of a orc raping an human (and he will always assume rape).
- he is convinced that the rapid breeding rate of races like orcs and goblins is a real and immediate danger. Only the savage ways of those races and the lack of knowledge in the arts of healing keep their numbers in check.
A single misguided cleric of Sheyling teaching a tribe orc how to prevent disease and how to increase the survival rate of babies and mothers could change that, creating unstoppable hordes of orcs, capable to overwhelm any defense. So those races should be exterminated.
No mercy should be show to womens and children as they will only grow to generate new enemies.
His opinion and project on how to do that is relatively simple.
He count to start in a small city willing to do what should be done, i.e. Trunau.
He would gather power and resources, until he will be capable to create expendable troops: undeads. Ogre skeletons seem the optimal choice. Those skeletons will become the first line of defense against the orc hordes, fearless and remorseless.
If and when the number of undead become too large, approaching the maximum number that can be controlled, managing them will be simple: send some of them away in the direction of the nearest orc village, with the order to slay any orc they encounter. Wait a couple of days and then release them from control. Is still operative they will be in enemy lands and will continue to kill enemies until they are destroyed.
After further rising in level this tactic will be refined, making bone constructs instead of undead. If properly made they will be way more reliable than undedad even if a bit more costly.
A perfect LE scheme.
Karl currently has really meet very few orcs and half orcs and hasn't done any of the above he is LN. His future actions will show if he will fall or redeem.
DoubleGold |
It would seem we have about 35 filed apps thus far. I am going to begin looking at a few of these each day between now and the 28th. If yours is not fully ready yet that is fine, I will return it to the pile, you still have some time to make final choices and changes. Don't feel rushed or stressed, it is a game after all.
Those I do review, if I have any questions or comments I may send you a private message for clarification or discussion. Perusing most of these everything seems in order without a need to do so, a few though I may wish just a little more from you to make an informed decision.
It all appears good so far folks, I look forward to going over these and filling the story roles so we can tell one heck of a good giant-slaying adventure.
You might want to mark off what you looked at and what you didn't, especially if people keep getting added. I know as a DM who usually gets about 10 people signing up for aps, or 8 for modules, I almost always skip over someone unless I mark off which ones I looked at.
Also, when you do read mine, regardless if I'm selected or not, I would like feedback. This ensures me that you didn't just skip over mine entirely.
GM Darkblade |
I believe Morgrim is completely finished and ready to play ;)
If you see anything that you'd like changed/removed/expanded/clarified please don't hesitate to ask. (And, like DoubleGold, I'd love to have feedback whether selected or not). Thanks!
I will send you feedback once reviewed. I am currently about halfway through the first pass of the list.
trawets71 |
Here is my "hat" I'm throwing into the ring. Dolgrym Giantfoe, Dwarven Ranger.
edit. Link doesn't seem to be working right for some reason extra data is getting in the link address but not in what I put in: www.paizo.com/people/DolgrymGiantfoe
Delia Everheart |
Okay, pretty much done. The only thing I have yet to do is pick one last trait. I decided to go with the Attached Drawback and I feel it really works with Delia, but I need to find another Trait that I feel fits the character.
I'd like to do some polishing on the background with you, Darkblade, if Delia gets selected (which I hope she does!). Other than than, please do let me know if there's anything you see that stands out or if see any mistakes! Everything is in the profile and if you'd rather me change out the style to match the requested one.... that is not an issue at all! That's just the standard layout I use for my character profiles.
Clousuk Sootscale |
I wasn't sure whether to make an alias for Davik, but I liked the idea of him enough to give it a go. Turns out that I forgot to give him a second feat - I'll go ahead and pick the classic Toughness.
The lack of Intimidate on the skill list seemed a little unfortunate to me, so I went ahead and just replaced Knowledge (history) with it.
One slight problem that arose from the build was that the herald of the horn has to be holding the horn while spellcasting, making it impossible to cast while the other hand is holding a sword... but I figure a move action to sheathe it wouldn't be too bad.
Wildspeaker Torren |
Here is my application, Wildspeaker Torren, Goliath Druid.
Oren stood by his wife though, supporting her beliefs and eventually leaving the military. Lyssa and Oren fled the city with their now 3 year old son Torren and eventually made their way to Trunau.
Torren and his family enjoyed their new lives of freedom among the equally sturdy folk of Trunau. Sure it was hard, but honest folk working together made it a bit easier on everyone. The raids came, there were funerals, but babies were born as well. For 5 years, Oren worked on the town guard, putting his military background to use, and Lyssa became a weaver and sat on the city council.
Life seemed so simple. On a warm summer evening in the eighth summer of Torren's life, an Orc raid came, one like the folks of Trunau had never seen. Their defenses were overrun and violence pervaded the town. In the chaos, Torren was separated from his parents, captured by the Orcs. He didn't know why they didn't just kill him, but he was stuffed crying in a sack and soon the sounds of screams and the roar of flame from his village was receding. Hours that felt like days passed as he was carried by an orc and at least a few of its kin through the forest and mountain passes of Belkzan.
Suddenly there was a thunderous "CRACK!!" and his sack tumbled to the ground. He scurried out, wiping the tears and dirt from his face. A man, bigger than any he had ever seen was among the Orcs, destroying them with a tree trunk. When it was over, the giant bent and looked at the wild haired boy. Torren smiled at it and the massive fellow smiled back. A few hours later, Torren was among a tribe of peaceful and gentle giants. It took him nearly a year to figure out the language, but eventually he did. The giant who found him was called Rooggo and was the son of a tribe elder. His son Roogog was like a brother to Torren, albeit one who was significantly larger than the boy's actual father.
Torren spent the next 15 years among the giants, learning to fight with them, studying them. Simply taken with the massiveness of their spirits and bodies. He grew in his understanding of nature, and Roogog would take him on long trips into the deepest reaches of the forest or the highest peaks of the mountains, showing him were things that were gigantic still thrived. Torren learned of the balance of life, and the respect for the power of nature.
His tribe awarded him the title of Wildspeaker when he ventured south alone for a year, into the jungles and staying clear of major civilizations when he could. He returned with Garm, a primordial reptile called a dinosaur.(allosaurus) Having sensed a kindred spirit with the beast he befriended it and Garm followed him back to his mountain home.
Now 23 Torren has recently felt the urge to return to Trunau, to see what became of it after the raid. To see if his family still lived. Now confident and strong enough to make the harrowing journey through the wilds of Belkzan alone, he made the trip and arrives in Trunau.
Redblade8 |
Hello,
Below are my notes for my submission, Irlena, Sword-Priestess of Iomedae. If I'm chosen for this I'll make up a profile for her first thing. DM, if any points need expanding/clarifying/what have you, feel free to ask.
Sister Ursula kept her promise, and took the orphaned girl to Lastwall. She was raised in the temple orphanage, and eagerly took to training to join the priesthood of Iomedae. Having recently completed her studies, she has been sent by her superiors on a “forward observation” to the town of Trunau, eventually to report back on the state of affairs on the frontier.
Thanks for your consideration.
Ghorrin Redblade
GM Darkblade |
1 person marked this as a favorite. |
Here is my "hat" I'm throwing into the ring. Dolgrym Giantfoe, Dwarven Ranger.
edit. Link doesn't seem to be working right for some reason extra data is getting in the link address but not in what I put in: www.paizo.com/people/DolgrymGiantfoe
Added to the list.
Also, sorry all for the slight delay there, I had an icefall and will be one-armed for a week or so mending. Failed a reflex save on some ice.
GM Darkblade |
Okay, pretty much done. The only thing I have yet to do is pick one last trait. I decided to go with the Attached Drawback and I feel it really works with Delia, but I need to find another Trait that I feel fits the character.
I'd like to do some polishing on the background with you, Darkblade, if Delia gets selected (which I hope she does!). Other than than, please do let me know if there's anything you see that stands out or if see any mistakes! Everything is in the profile and if you'd rather me change out the style to match the requested one.... that is not an issue at all! That's just the standard layout I use for my character profiles.
Layout seems to be fine.
GM Darkblade |
Hello,
Below are my notes for my submission, Irlena, Sword-Priestess of Iomedae. If I'm chosen for this I'll make up a profile for her first thing. DM, if any points need expanding/clarifying/what have you, feel free to ask.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
Added to the list
Kulak Kreech |
PsionicFox wrote:Alright, so I have some ideas for a Half-Orc. I'm wondering, DM how you feel about a Bloodrager and Dragon Disciple combining together?I see no reason a bloodrager of the draconic bloodline could not also take levels in Dragon Disciple once the requirements are met.
Good to hear, my submission may well be going the same way (or not), depending on how he plays out in game.
Everything is done except buying the little things.
I left his actual dragon heritage blank, as I have no real preference except not one of the Acid ones (Black, Green, or Copper). Other than that, I'm willing to leave it up to what he learns about his family history.
Roseline Groundsower |
I would like to submit Roseline Groundsower, a Cleric of Gozreh for your consideration.
Roseline
Female Half-Orc Cleric of Gozreh 1
CN Medium Humaniod (Human, Orc)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Shortspear +0 (1d6+1/x2)
Ranged
Sling +0 (1d4+1/x2)
Special Attacks channel positive energy 6/day (DC 14, 1d6); storm burst +0 (7/day, 1d6); enlarge (7/day)
Cleric Spells Prepared (CL 1st; concentration +5)
..1st - Bless, Divine Favor, Enlarge Person[D]
..0 (at will) - Create Water, Mending, Purify Food and Drink (DC 14)
..D Domain Spell; Domains Growth, Weather
--------------------
Statistics
--------------------
Str 12, Dex 11, Con 12, Int 10, Wis 18, Cha 16
Base Atk +0; CMB +1; CMD 11
Feats Selective Channeling
Traits Sacred Conduit, Trunau Native
Skills Diplomacy +6, Profession (farmer) +8
Languages Common, Orc
SQ aura, orc blood, weapon familiarity
Combat Gear Shortspear, Sling with 30 sling bullets, potion of cure light wounds, scroll of remove fear, scroll of delay poison;
Other Gear backpack, bedroll, belt pouch, candle (10), flint and steel, holy text, masterwork dagger, mess kit, pot, rope (50 ft), soap, spell component pouch, studded leather, torch, trail rations (5), wooden holy symbol, 97 gp, 7 sp
--------------------
Special Abilities
--------------------
Channel Energy (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision Half-orcs can see in the dark up to 60 feet.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, she can fight on for one more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Trunau Native: You were born and raised in the town of Trunau, one of the few human settlements in the orc dominated Hold of Belkzen. Orc attacks are an ever-present threat, and like all Trunauans, you have made the Standing Vow: to hold Trunau against all attackers, orc or otherwise, to stand your ground, and to live free or die trying. Upon coming of age, you were given a hopeknife—a small, sheathed dagger, usually worn on a chain under your clothes—and taught how to use it to take your own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, you have served in Trunau’s militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
When Roseline was young, she lost her temper against a childhood bully who was teasing her about not having a father. She accidentally summoned a lightening storm, which struck the boy. He was fine, however the manifested power required the Council of Defenders to step in. After several long weeks, The council found her to not be a threat, but she would need to learn how to control her abilities. Everyday for five years Roseline was sent to mediate with Silvermane, the local druid who watched over the Hopespring.
While Silvermane did not say anything to Roseline, she did learn how to control her aggressive tendencies, instead turning that destructive prowess into a green thumb. Most anything that Roseline plants grows significantly larger than other plants from the same harvest. As such, Roseline makes a nice living off being a farmer.
Her sweetness carries a rage of its own, and she is equally quick to jump to defend the innocent or, more important, inflict punishment on those that take advantage of and injure others. Once she had determined that someone has crossed a line, be it through animal abuse or bullying, she does not stop before she considers justice having been served, despite the best efforts at times of her friends. During these times, she is unstoppable as the rivers that flow through the land, and in some cases has spent years attempting to exact her particular brand of justice.
GM Darkblade |
I'm going to have to switch campaign traits on Irlena. I took Vexing Defender, but I just realized that you can't Acrobatics through threatened squares in medium or heavy armor. Derp...
Ghorrin Redblade
I had it on my notes to review the armor or feat choice, but no biggie, I didn't ding points off. Easy to miss in initial character creation.