DM Feral's Aspis - Loom of Fate (Inactive)

Game Master Feral

Combat Map

Murder Investigation

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Pathfinder Rulebook Subscriber

Tyvain, you are being sent to Magnimar. As you're aware, we've had a significant presence in this city for a number of years, but your predecessor grew complacent and has allowed it to fall into decline. She is no longer in our employ. Or counted among the living, for that matter. We send you with this letter, the chest of coins and the list of names - as you're aware, this list should be destroyed as soon as the names have been committed to memory. These items should be more than adequate for getting you up and running. One bit of advice: Your success hinges upon those you place below you to carry out our missives - the fingers of your hand, so to speak. Choose them wisely. We will be in contact as needed.

Adventure Background
Hello, everyone! I am opening recruitment for a PbP adventure here on the Paizo boards. This will be part of the multi-GM and multi-faction extravaganza, the Loom of Fate. I am serving as the GM for merchants and mercenaries interested in seeking obscene wealth as low-level associates of the Aspis Consortium.

Your character will start the campaign as a hired "gun" for a specific task. You won't know that it is the Aspis behind your hiring, and are simply looking to fill your pockets with coin. In time, the Consortium's presence and your role in the organization will increase in the game.

I'm looking for 4-5 players who are able to post at least once a day to keep things moving.

About The Aspis Consortium:

Most people believe the Aspis Consortium to be just another trade syndicate — albeit possibly the largest — and one neither controlled by a specific entity or bound within any single nation’s borders. Their "official" headquarters are in Westcrown, but they have established a powerful center of influence in Magnimar.

Employing a vast pool of hired mercenaries and local labor eager to earn coin (such as your character), their business unquestionably enriches many. But their clients and employees alike are merely puppets for the Consortium’s top-tier agents and merchant lords. Morals, laws, and national loyalties are sacrificed in the name of wealth. The Consortium acts superficially like many other merchant and trade guilds, but unlike them, it actively manipulates the market and its patrons to achieve its vast riches.

To apply, please complete the (hopefully minimal) steps below.

1. Build a character using the crunch below. You don't have to create an alias yet (unless you want to). I mostly just want to get a sense of what you're thinking.
2. Share how often you can post/contribute to the game. I don't want to put unrealistic expectations on the group, but I'd like to shoot for one post per day on weekdays. If we go faster, I'm down with that.
3. Share why your character is in Magnimar — is he/she a newcomer to the city or a lifer? What is his/her "day job?" Why would he/she be looking for taking on less-than-reputable work? What is her/her longterm aspirations for advancement in the Consortium (it's possible that he/she wouldn't even know that they are initially being hired by the AC, so it's ok if they're just looking for an immediate payout to start). This is also known as your back story.

Character Creation Crunch
1. All characters begin at level one.
2. 20-point ability buy.
3. No Lawful Good or Chaotic Evil alignments. I don't care too much about alignment. I really only care that you're able to play well with others.
4. All Paizo-created races are acceptable, but core races are preferred. No custom or third-party races are allowed.
5. Paizo-created classes and archetypes only. No paladins or summoners, please. We're playing with emerging guns in this campaign.
6. Two traits and one flaw (giving you three traits total). Try to pick traits that align with your backstory, not just add to your character's stats (or figure out how to add stat-boosting traits into your backstory). I'm fine with flavor tweaks to make traits align better with your character's story, but please let me know that you're making the tweak before you assume I'm ok with it (I probably will be).
8. Max gold for buying starting gear for your class.
9. Max HP at level one, roll or 1/2 HD + 1 thereafter. I'm fine with your rolling and then taking the better option for your level 2 roll.

Let me know if you have any questions. I can't wait to see the applications!

Something like this work? Inquisitor of Calistria.

Finding himself with downtime he takes jobs for extra cash.

Hagar here was created for another adventure long time ago, but unfortunatelly it died very soon after starting (adventure, not the orc).

He seems to fit the Aspis consortium "profile" for a mercenary quiet well, you can check his background and decide. I'd just need to add trait/flaw, check equipment and he's good to go.

I'd offer to make a character, but I travel a lot for work, and I can't guarantee 1 or more per day posts.

Dot - very interested!

I'm interested in this, but are the drawbacks mandatory? I'm not really a fan.

I may still put something in even if they are. It doesn't hurt to venture out of the old comfort zone from time to time.

Can I ask how long you intend to keep recruitment open? I have an avaricious alchemist in mind, though I won't have time to write him up until Monday.

Dotting for observation looks like it's going good.

Pathfinder Rulebook Subscriber

@Waterhammer - If you don't want a drawback, you don't have to have one, but I may assign a flaw to your character based on your attributes.

@Broken - I'll be running recruitment through this week. You have time.

I can usually post 2 or 3 times a day during the week. Usually that once in the morning and one more time at night. on occasion I can post in the afternoon.

Lvl 1 Sylph Fighter (Archer)
Mitténtes Arcus was born in Magnimar to a less than desirable situation. A lone poor mother and no father, Mitténtes was forced to find his way in the world. Always jealous of the wealth that he would never see, Mitténtes is seeking employment that pays quick and well. Its not important to get into the nitty-gritty of the job. Its all about how much can one make and how fast. Mitténtes has never had any real book learning and as such is rather naive. As a child, Mitténtes had always been quick on his feet, always outstripping his competitors in foot races and other street games.

Traits & Flaws
Paragon of Speed (Mitténtes is fast)
Eyes and Ears of the City (When you live on the streets, its important know whats going on in the city)
Unlearned (Like I said, Mitténtes is not the brightest crayon in the box)

I'll flesh stuff out more and get all the items set up. I just figured I'd drop the idea in. let me know if I need to adjust anything. I plan on taking alot of the variant Sylph traits as well so that I can move around a little better.

Right here we are Silas Garman, both my first alchemist and the lowest charisma character I have ever played, with a 5 - although his diplomacy is a +10 to persuade others, and +10 to lie, so he won't be a typical low charisma character. Worlds least charismatic party face? I'm very excited about this character, having never played around with the class before, I did not realize quite how versatile it was!

Would it be possible to assume that Sylas has an inkling that the Aspis Consortium are the ones hiring them? It fits much better with his personality that he would be implementing a long term scheme to join and ascend through the ranks, rather than being a random mercenary.

Silas Garman Character Sheet:
Silas Garman
Male Tiefling Alchemist (Grenadier) 1
LE Medium Outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +5, Will -1
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee Longspear +1 (1d8+1/x3)
Ranged Bomb +4 (1d6+5 Fire/x2)
Ranged Acid +4 (1d6+5 Acid/x2)
Special Attacks bomb 1d6+5 (6/day) (dc 15)
Spell-Like Abilities
. . 1/day—darkness
Alchemist Spells Prepared (CL 1):
1 (3/day) Cure Light Wounds, Enlarge Person (DC 16), free slot
Str 12, Dex 16, Con 12, Int 20, Wis 8, Cha 5
Base Atk +0; CMB +1; CMD 14
Feats Martial Weapon Proficiency (Longbow), Point Blank Shot, Throw Anything
Traits World Traveler, Second Chance, Student of Philosophy
Drawback Avarice
Skills Acrobatics +2, Bluff -2 (or +10 to lie), Climb +0, Craft (alchemy) +9 (+10 to create alchemical items), Diplomacy +2 (or +10 to persuade), Escape Artist +2, Fly +2, Knowledge (arcana) +9, Knowledge (nature) +9, Perception +3, Ride +2, Sleight of Hand +6, Spellcraft +9, Stealth +2, Swim +0, Use Magic Device +1; Racial Modifiers alchemy +1
Languages Abyssal, Common, Draconic, Dwarven, Goblin, Halfling, Infernal
SQ mutagen (dc 15)
Combat Gear Mutagen: +4 STR, -2 INT, +2 Nat AC, Acid (5), Alkali flask; Other Gear Studded leather armor, Longspear, Alchemy crafting kit, Backpack, masterwork (1 @ 5 lbs), Hammock, Wrist sheath, spring loaded (5 @ 5 lbs), Wrist sheath, spring loaded (empty), 2 GP, 4 SP
Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+5 (6/day) (DC 15) (Su) Thrown Splash Weapon deals 1d6+5 fire damage. +1/2 (0) damage, due to favored class bonus.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Beguiling Liar You receive a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
Prehensile Tail You have a long, flexible tail that can be used to carry items. It can be used to retrieve small, stowed objects carried on your persons as a swift action.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.


Greetings. I am Silas Garman, pray do not allow my unseemly appearance to distract you from the fact that I am, and I state only facts, almost certainly the most intelligent being you will ever meet; Not only that, but I am a capable fighter, and a devastating wielder of alchemical substances. Simply my presence will drastically increase the odds of your tasks meeting and exceeding their objectives.

But why should you believe the wizened creature before you? Because I am willing and able to prove all of my points empirically. And why should you put your trust in me? Well, as a worshipper of The Prince of Law, Asmodeus, I believe in standing by my agreements, my word is my bond. I do not pretend to be a kind, good, or beautiful, I am a pragmatic person. And that pragmatism, coupled with the piercing power of my intellect will advance your cause - for fair recompense.

My previous experience? Born in Cheliax to a humble, but prosperous spice merchant, I learned the skills of alchemy from a slave my father purchased to tutor me and run his accounts. I invested my own coin and successfully parleyed my new found crafting abilities into enough coin to leave Cheliax, where the populace laughably think themselves superior to those of my ilk, and our extraplanar progenitors.

I secured passage to the former Chelaxian colony of Sargava where I enlisted for a time in the Colonial navy. In this time I learned secrets that improved my mastery of explosives, and to wield a bow. My voyages took me to the Shackles, throughout inner sea's countries, and even into the dark heart of the Mwangi Expanse.

But the navy was but a stepping stone, a place to foster my formidable alchemical arsenal. Now I seek to capitalize upon my prowess. I am an avaricious entity, and wish to accumulate the wealth my talents are due. It is my understanding that our philosophies are well matched, and that your organization believes in rewarding those who serve it well. None will serve better than I.


Silas is generally cloaked in the forgiving darkness of a thick cowl, but when revealed his visage is truly hideous. His skin is an unpleasant mottled red reminiscent of rotting meat, his beady eyes are a sickly pus yellow, and his thin worm-like lips part to reveal rows of tiny pointed teeth. He stands only five feet tall, though some of this results from a slight hunchback, and moves with a surprising grace. Occasionally a vein writhed tail can be seen darting out from beneath his clothing.

I am interested in playing a rogue with an eye to taking a few levels of the assassin PrC. I do presume that there is a need for an assassin in the Aspis Consortium's Magnimar division? Perhaps my character was hired to assassinate the former consortium commander for the region, listed in the original post, then kept on as a retainer. Ideally, the character will be extremely subtle in regards to his methods, though will still be a major threat to foes in actual combat as well. If the basic character concept is ok, I will begin building this absolute beast of a character and formulate a roleplay sample to display the character's personality and background. Apologies for the wording of this post, but it is almost 3 A.M. in my time zone and I'm about to go crash shortly. I just wanted to throw my question out there so I can have a reply quicker than if I waited on posting until later.

Pathfinder Rulebook Subscriber

@Everyone - I'm way more interested in interesting characters than overpowered ones. Min/maxing is not necessary or encouraged.

@Broken - I'm not sure I'm down with a 5 as a stat. At that level, I'd impose some SERIOUS penalties in addition to the negative rolls (i.e. not being able to successfully any charisma-related check with a DC 10 or higher). I'd prefer to have no attributes lower than 7. As for the flavor, I'm fine with your character having an inkling of the Consortium's involvement.

@Silver - The Assassin direction is a good one. I don't think though, that a level-one assassin would be able to take out a high-ranking Consortium official, so that won't work for your backstory.

Indeed GM, lack of sleep frayed my logic processor there for a moment! And I do presume there will be room for subtlety yes? Most GMs go for a combat approach and discourage stealth based elimination of threats except as a precursor to combat. Hence, I really want to go stealth based. As far as in-combat capabilities, the character will be using poisoned blades of some sort or grapples. I know what you're thinking, a rogue that grapples, right? Well, with one particular feat, I don't remember which one off hand, it allows the rogue to deal sneak attack damage with EVERY successful round it maintains the grapple. See how insanely powerful that can be?

Lantern Lodge RPG Superstar 2014 Top 4

Very, very interested. Allow me to present Izah:

Izah, male ifrit Oracle (flame) 1
LE male Medium outsider (native)

Init +; Senses Darkvision 60, Perception +0

AC 20; touch 12; flat-footed 18 (+2 dex, +6 armor, +2 shield)
hp 9 (1d8 + 1 favored class)
Fort +0; Reflex +2; Will +2 (+2 to all saves vs [fire] and [light] spells)
Defensive Abilities Fire Resistance 5

Speed 30 ft (20 armored)

Light mace +3 (1d6+3 20/x2)


Special Attacks

Revelation: Heat Aura:

Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Str 16; Dex 15; Con 10; Int 10; Wis 10; Cha 16
BAB +0; CMB +3; CMD 15

> Aspiring Hellknight
> Contract Master
> Magical Knack (Oracle)
Drawback: Power Hungry

1st-Level: Scorching Weapons (Combat, Ifrit)

SKILLS (4+Int Modifier/Level) Asterix denotes class skill
(1) Intimidate* +8
(1) Knowledge (religion)* +4
(1) Knowledge (planes)* +4
(1) Linguistics +1

Common (taldan)


Racial Trait: Efreeti Magic:

Efreeti Magic Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.

Fire in the Blood:

Fire in the Blood Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.

Oracle Mystery (Flame):

Class Skills: An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.

Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).

Oracle's Curse (legalistic):

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.


Orisons (At Will)
* Spark
* Detect Magic
* Read Magic
* Enhanced Diplomacy

1st-Level 5/day
* Burning Disarm
* Tap Inner Beauty
B Cure Light Wounds

Chainmail (120gp)
Light mace (5gp)
Heavy steel shield (20gp)


Izah is a tall and muscular man with deep red skin accented by flecks of chromatic orange and yellow, standing six and a half feet in height. High cheekbones and a prominent brow give Izah a regal countenance tempered by stern expressions and eyes that glow like hot coals. A pair of broad, sweeping horns of black coloration extend from the sides of his head and curve forward like that of a bull's. Izah's horns are etched with rings of infernal writing indicating his oathbound service to Asmodeus and the structure of the Hellknight order, to those who can read the inscriptions. Izah's broad-shouldered frame is adorned with the matte black armor of a Hellknight Armiger; sooty black chainmail reinforced by steel plates across the chest and shoulders as well as armored graves and gauntlets. A night black cloak drapes over Izah's shoulders down to ground level and is dirtied with the dust and soil of the road. From his belt hangs a flanged mace of black iron, and on his back is slung a broad shield of featureless ebon, marred with scars and dents.


"Another failure, cast him into the abyss."

At his birth, Izah burned his way out of his mother's womb like a lump of molten steel, killing her in his entrance to this world. Izah was not born of parental love, not born out of violence or lust; Izah was born of sorcery and ritual. Izah knows nothing of his origin, save for fleeting recollections of robed figures and strange symbols, of disappointed old men laden with gold, and then what should have been a watery grave.

Izah's story truly began when he was cast into the sea after his birth, hurled like an animal carcass from rocky cliffs into water that exploded in a gout of scalding steam the moment his fiery body struck its surface. Whatever results Izah's creators were searching for was not seen in his bloody birth, and so he was to endure the fate of all those who had come before him, a fate that haunts his dreams. Just a few hours old, Izah was hurled into the Inner Sea; a violent death sentence. Instead of drowning at the bottom of that cliff as others had, fortune or fate smiled on Izah.

The steady delivery of corpses to these waters attracted the attention of aquatic predators, among which were the coastal-dwelling sand sharks that feasted on the remains of cast-off infants from unspeakable ritual. The gathering of sharks had attracted fishermen to the region, hoping to harvest the bounty of shark flesh for sale in local fishmarkets. Never did they imagine to haul up a horned child in their nets.

Never did his makers expect him to survive.

As of yet unnamed, the ifrit newborn was brought by the fishermen to the nearby island town of Chiron that they hailed from. Here, the newborn was cared for by the fisherman's family for several days as they struggled to determine what to do with the child. While the fisherman's family had ultimately decided to keep the child, the fisherman's brother Nekrit knew what riches an ifrit baby could fetch in the slave markets of Katapesh. In the dark of night, he stole into his brother's home and kidnapped the child, fleeing by boat from the village to make the long journey to the city of Katapesh.

Here, Nekrit sold the ifrit boy for two-hundred and seventy-six gold to a Katapesian gnoll slave-trader of the sandstalker tribe known as Thaxis the Knife. Thaxis was no fool to pay such a high price for an infant, he had a keen eye for flesh and the potential therein. Thaxis could tell that the ifrit boy was of no mere planar progeny, but possessed the blood of noble efreeti in his veins. Dubbing the child Izah (an Ignan word meaning "golden"), Thaxis kept the infant for himself and had it raised by his slave handlers for close to a decade until the slowly-maturing ifrit was of age to walk and speak, effectively a toddler.

By this time, young Izah had already begun to display his inherent fire-based powers, much to Thaxis' frustration. It was eventually decided to keep young Izah in a stone cell for the safety of others, so as to not burn down the remainder of Thaxis' holdings in Katapesh. Izah would endure three more years of captivity, but no amount of stone walls or lashings could repress his fiery personality and wildly destructive nature. He was a problematic child, lashing out at his captors, prone to fits and tantrums with destructive consequences.

Both unable and unwilling to wait the long years to maturation, Thaxis began feverishly searching for a way to cut profit on Izah as-is. After several failed attempts to sell Izah on the slave market, a middling -- but interested -- bidder from Cheliax was eventually the lawful owner of the ifrit child. Delera Hightower was a human woman unlike the kind Thaxis was accustomed to dealing with. Powerful, charismatic and dangerous, Delera served as a maralictor of the Hellknight order of the Pyre in Cheliax. It was Izah's auspicious origin and natural gift towards the flame that attracted Delera's eye; that, and the challenge of taming the beast that was his temper.

Within a year's time, Izah would call the fortress-city Citadel Krane just outside of Ostenso in eastern Cheliax -- seat of power for the Order of the Pyre -- home. Within the high walls of Krane, Izah was brought to bear under lash and chain. If he acted like an animal, he was treated like one. If he acted like a man, he was rewarded as one. Izah's rough edges were hammered out like iron being reforged into steel by the tempering hand of Maralictor Hightower for nearly thirty years, a time that barely accounted for half of Izah's youth and yet saw Delera withering away into a tired old woman who had lost her spark.

Ultimately, Delera would retire from her position as maralictor and leave the tutelage and care of Izah in the hands of other members of the order of the Pyre. In a way, the ifrit boy had become a child of the entire order, raised by members of the Order of the Pyre for years until the day his true gift would manifest.

It was under the care of dwarven Hellknight Master of Blades Tros Gravhost that Izah would come into his own within the organization. While Tros' attempts to undo the affectations of diabolism instilled in the ifrit child by Delera were in vain, his structured teaching on balanced aspects of combat reinforced the boy's violent nature with field-tested tactics and a respect for the strengths of his enemies.

During a sparring match with an Armiger of the order, Izah was wracked by fitful spasms and collapsed on the training yard. When his opponent approached to see what was the matter, Izah's body erupted into a cloud of flames that left the boy he had been sparring against covered head-to-toe in flames. The boy survived, but he was mournfully disfigured by the incident. Gravhost, however, recognized that what Izah had undergone was a divine rapture representing an expression of deific will into mortal flesh. Izah was taken to see the Signifers of the Pyre, and quietly the order discussed accelerating his training to take advantage of this monumental discovery.

After a lengthy inquest it was determined that Izah was expressing the first instances of intuitive divine channeling, whereby he had been touched by some deific force and had become conduit to its power. Given his tutelage under Delere Hightower and her instilling of Asmodean principles to the boy at a young age, the Signifers of the Pyre unanimously agreed that it was likely the will of Asmodeus expressed in Izah's flesh. As time would go on, Izah's nature began to reflect that of his infernal patronage, possessing a keen eye for law and contracts while also fervently upholding his word.

The Hellknights agreed to fast-track Izah for training as an armiger of the order, to best capitalize on his newfound divine power. In turn, Izah became sculpted into an instrument of the order under the watchful eye of the signifers. Among the other armigers in training that rose alongside Izah, the ifrit child stood head and shoulders above them, both physically and metaphorically, becoming an exemplar of the rigid Hellknight doctrine. Izah found purpose in the structure presented, found comfort in the laws of the Asmodean faith, and found something he had been lacking most of his life...


Izah matured from a humbled child abandoned to a watery grave into a power-hungry man desiring both to appease the will of his Hellknight masters, but also to one day supplant them and claim the order of the Pyre as his own. Izah's ambitions are grand, rooted in his insatiable desire to never be the powerless child locked in a cold, stone cell again. It is this helpless child that has truly shackled Izah and put him on a path of unrepentant power-mad glory seeking.

As an eager armiger of the order, Izah has been ordered by Tros Gravhost to journey to Magnimar in Varisia on a personal assignment to seek out dangerous cults within the region while building his own understanding of the world and his place in it. This personal quest is one most armigers undergo once they have completed their training, though the scope of Izah's is analogous to his comparitive power to his peers.

While armed with his overarcing mission, Izah must start small and build his power base. Even if, for a time, that means working under the employ of other masters. Most Hellknights have performed mercenary work from time to time.

Time will teach Izah he is no different.

About Me:

I've been playing Pathfinder since the Alpha test and D&D since the late 1980s. I maintain three PbPs on the Paizo forums set in a post-apocalyptic shared Golarion universe and have a strong appreciation for well designed and thought-out roleplay. I'm also a new contributor to Paizo publications (bestiary design, Mummy's Mask book 5) and upcoming 3pp products.

I can post at least 1/day on weekdays, weekends may be slightly less.

Lantern Lodge RPG Superstar 2014 Top 4

Mechanically, the plan for Izah is to go Oracle with a little dabbling in fighter, then two levels of Hellknight, and the remainder in Hellknight Signifer. He should become a perfect switch-hitter with this build of classes and the right spells, serving as battlefield control, direct damage, healer or melee depending on the need.

I'd also, if it is available in the campaign, like to take Leadership with Izah and establish a small retinue of Hellknights of the Pyre in Magnimar.

GM Tallgrass wrote:

@Everyone - I'm way more interested in interesting characters than overpowered ones. Min/maxing is not necessary or encouraged.

@Broken - I'm not sure I'm down with a 5 as a stat. At that level, I'd impose some SERIOUS penalties in addition to the negative rolls (i.e. not being able to successfully any charisma-related check with a DC 10 or higher). I'd prefer to have no attributes lower than 7. As for the flavor, I'm fine with your character having an inkling of the Consortium's involvement.

Essentially my thought process when creating Silas was that I wanted to create the seeds of a BBEG. The fact that he is loathsome and simply utilizes logic and rhetoric to convince others of his worth, and to follow his schemes, is something that I was hoping would provide some fun RP.

While not an evil man I would suggest John Merrick(sp?), The Elephant Man, as an appropriate comparison. I think it would be pretty fair to say John had a rock bottom charisma, but to those prepared to give him a chance he proved himself to be an intelligent and thoughtful fellow and was able to have a profound effect upon them. However, if he were wandering around the standard attitudes would be contempt, pointing, etc. I would like Silas to play something like that, save that the initial hook would be greed and avarice, rather than compassion, or sympathy, with him leveraging his intellect and competence against having to deal with his hideous aspect and arrogance.

I'll own to being something of a power gamer, but I don't think Silas is a particularly minmaxed character. With point buy maxing a stat just isn't that optimal, I've spent two of my three traits on social skills where he has a significant disadvantage, have a terrible will save, and a low Con - okay not super low, but anything less than 14 makes me nervous.

I can see where you are coming from on the low stat, but I'm hoping the difference is that I've dumped a stat that will effect gameplay. I'm not running a silent but deadly type who would never use charisma based skills, I'm running a character who will attempt to be the party face in many situations and will be very much aware of his own unseemly aspect.

Perhaps a more appropriate penalty to impose would be to simply lower everyone's starting attitude a step towards Silas. That way those who were indifferent to normal people would be hostile to him, those friendly to the rest of the group indifferent, etc.

I think I will go for this one after all. Going with a sorcerer.

A posting rate of one a day is normal for me. Including weekends.

Adonrike Winters:
Born in Korvosa, Adonrike had a pleasant enough childhood, living with his parents and several siblings. His parents were middle class crafts people who owned a prosperous shoe shop. Adonrike would probably have taken up the family trade, except his sorcerous heritage reared up at an unfortunate time.

Sparked by jealousy, Adonrike caused a bolt of force to strike, and seriously injure one of his childhood friends. At issue was the favor of a local girl, one that Adonrike had a crush on. He found this girl and his friend kissing. It was too much. Too many emotions, and in Adonrike emotions can exhibit devastating effects.
Adonrike was instantly appalled. He had no idea that he was capable of such things. Worse the badly wounded lad was his friend, and now he looked to be dying, if not dead. The girl ran off screaming. Fearing the consequences of his actions Adonrike fled as well.

Leaving the city Adonrike, was befriended by a group of traveling Varasians. Not the honest kind, these were Sczarni. They used Adonrike as a cat's paw for many thefts and scams, but by luck, he escaped being caught and learned a great deal about the way of the world.

Reaching Magnamar, Adonrike left the Sczarni, though not on the best terms. It was time to play cat's paw for someone who pays more, Adonrike has decided.

That's a start anyway...

Adonrike Winters
Human (Varisian) Sorcerer 1
N Medium Humanoid (human)
Init +3; Senses Perception +1
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2
Speed 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2)
Ranged Sling +3 (1d4+1/x2)
Special Attacks minute meteors (1d4) (6/day) (dc 13)
Sorcerer Spells Known (CL 1):
1 (4/day) Magic Missile, Mage Armor
0 (at will) Ray of Frost, Detect Magic, Flare (DC 13), Prestidigitation (DC 13)
Str 12, Dex 16, Con 11, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +1; CMD 15
Feats Dodge, Eschew Materials, Stealthy
Traits Artisan (Craft [leather]), Gifted Adept (Magic Missile), World Traveler (Diplomacy)
Skills Appraise +5, Bluff +7, Craft (leather) +5, Diplomacy +4 (+2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Escape Artist +5, Perception +1, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth +5
Languages Common, Elven, Varisian
SQ bloodlines (starsoul), pride
Combat Gear Oil, Smokestick (2); Other Gear Dagger (5), Sling, Sling bullets (20), Backpack (9 @ 12.5 lbs), Belt pouch (16 @ 1 lbs), Blanket, Chalk (3), Flint and steel, Ink, black, Inkpen, Paper (7), Scroll case (9 @ 0 lbs), Signal whistle, Silk rope, Tindertwig (10), Torch (3), Trail rations (3), Waterskin, 29 GP, 9 SP, 4 CP
Special Abilities
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.
Minute Meteors (1d4) (6/day) (DC 13) (Sp) Summon fiery column in 30 ft (5 ft wide and 30 ft high) that deals fire dam (Ref neg).
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Starsoul Dazzle foes who fail a save vs. your Evocation spells for 1 rd/spell level.

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Lantern Lodge RPG Superstar 2014 Top 4

Quiet day in here.

Yes, I really hope I have not thread-jacked with my finagling, should have PMed. The Aspis Consortium is the perfect home for that ruthless greedy character you've had in your back pocket! Also note that the DMs have said you can apply to multiple Loom of Fate games if you feel you can separate player and character knowledge.

After some deliberation, I'd like to ask you if I can re-fluff/tweak one of the drawbacks. What I'm thinking is:

Xenophobic: You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a —2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

I'd like to change that, if allowed to a bit different thing - intead of xenophobic (distrust towards other races/religions), I'd say that Hagar shares that kind of distrust to anyone who never served the army or fought in a war. Do, something like:

Army brat: You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a —2 penalty on Diplomacy and Sense Motive checks made against any and all "civilians".

I say it fits Hagar's character much better - he does not distrust someone based on race, religion or sex, but spending better part of his life in the army, he is not used to civilian life. So, he could potentialy "value" more the opinions of even an enemy soldier, over his own "civilian" chief. Of course, that would not stop him from killing the same enemy soldier should he have to do it, but in the overall scheme of things, it is much easier for him to find a common ground with those who are soldiers, one way or another.

I hope you are able to understand the reasoning behind it, so please do tell me if this is acceptable?

Pathfinder Rulebook Subscriber

Sorry for being silent - let's keep the applications flooding in!

@Silver - I'm intrigued by the concept. Write it up!

@Robert - I approve and encourage Leadership for those with the gumption to take it.

@Broken - Good points. I'll certainly consider it and I like your imposed penalty of attitudes. That could work for me.

@Hagar - I'm totally fine with the change.

Also, here's a brief overview of what we're hoping will happen with the campaign:
About The Campaign
The game will take place in Magnimar, a large, wealthy and adventure-filled Varisian city. Multiple factions exist in the same city, each with their own goals, territories, and members. You will play a character in one (or more, GM-approving) of these factions alongside the other factions in other threads, with other GMs. Your actions or inactions will affect them and theirs will do the same to you.

As you work towards the aims of your faction, you will increase not only your experience and character's fame, but that of your faction, granting you and your allies bonuses, equipment and prestige.

There will be intrigue. Interactions with other factions (yes, that potentially means PvP combat). All manner of urban adventures. And hopefully, a grand tale will be spun.

Why You Should Play as an Aspis Consortium Member
There is nothing money cannot acquire - power, knowledge, love (the bards are wrong) or simply a cold cup of ale. The Aspis Consortium recognizes and embraces this reality, granting its loyal members access to obscene wealth, power and knowledge.

We are not noble. We have no desire to save the downtrodden. We exist for profit at any cost.

Those who align with our ambitions will be richly rewarded. All others are simply annoyances to be bought off, stepped upon or wiped out.

Here is my character concept for this game, this is a dexterity based Karpenian dancer magus (he will likely focus on combat manoeuvers, as the bladed scarf seems ideal for that).

I have written his backstory, the crunch will follow soon:

Melshanto Tamri was born and raised in a group of varisian itinerary dancers. Performing traditional varisian dances all over Golarion, they managed to earn just enough to live a simple life. A simple life however did not satisfy Melshanto, as he aspired for more. As he became an adult, he considered leaving the group, and becoming an adventurer. But he was well too aware of his own shortcoming. He did not know how to wield a weapon, nor did he know how to use armor. And while he could perform the most basic arcane spell, it was certainly not enough to ensure his survival.

Instead, he decided to move back to Varisia and settle down in Riddleport. Riddleport is never in short of entertainer and dancer, so finding work here wasn’t particularly hard. However, Melanshto also learned that very few people in Riddleport played by the rules. If he wanted to become more than a simple dancer, and gain the wealth and recognition he aspired to, he needed to step outside of the boundaries of the law. He adapted quickly and learned fast, became friend with the right persons, and stayed invisible to the eyes of others.

A few years later, Melshanto was at the head of his own institution. From what looked like a simple dance theater from the outside, he carefully planned burglaries (the merchant galley coming into the port often made very good targets), and ran his own black market, where stolen goods often reappeared.

Unfortunately for Melshanto, he could only operate so long without making a mistake. Unaware that one of his targeted victims had very strong connections with the local Sczarni family, he put himself into a very uncomfortable position. It did not take long before several sczarni thugs ambushed him and attempted to his life. Having learned how to defend himself, Melshanto survived the attack, but as he wasnt powerful enough to stand up against the Sczarni, he had to leave the city and everything he had accomplished there.

He had to start over in a new city, and traveled to Magnimar, planning to keep a low profile while the sczarni forgot about him, then starting a new ‘business’ over again. He was no longer the dancer he used to be, but the skills he learned in Riddleport allowed him to find some work with the Aspis Consortium.

Posting once a day, even on week end, is not an issue for me.

I would very much like to join this campaign. It sounds like a whole lot of fun. Magnimar is probably my favorite city in Golarion!

Note: I originally created this character for the Loom of Fate: Order of Tears faction. I thought I'd increase my chances of playing by submitting in this faction as well. If Lynnda is accepted to this faction, here is her amended backstory. The background includes a few references to the Rise of the Runelords adventure path-- I originally designed a 5th-level version of Lynnda for my tabletop Runelords campaign as part of a side-quest.

Background:Born into a family of bandits, Lynnda and her borther Kaven spent their childhoods on the Lost Coast Road, mostly north of Magnimar. Lynnda's powers manifested when she was a child, and both of her parents encouraged her quiet reflectiveness. "With a witch in the family, we'll be twice as successful!" he father regularly told her. Unfortunately, Lynnda's parents were captured by the authorities when she was 14, but she and Kaven managed to run into the woods and escape. Not long thereafter, they crossed paths with another bandit group: the infamous Bilger Gang. The leader of that band, "Redshiv" Bilger, took a linking to the Windstrike kids, and let them join his band. Always a bit too reckless, Kaven was captured during a heist gone wrong in 4699, and was sentenced to the Black Arrows; Lynnda hasn't seen him in years.

Lynnda has few qualms about robbery, but always drew the line at killing. She has so far never taken a human life herself, and has no desire to do so. She uses her magic to confound or distract her opponents while other members of her band got their hands dirty. Lynnda has a black cat familiar named Shadow that she dotes on and is extremely protective of.

After Redshiv's mysterious death in 4707, the Bilger Gang became both more ambitious and more reckless, leading to an unfortunate attempt to waylay a band of adventurers heading to Magnimar from Sandpoint. The adventurers defeated the gang, but Lynnda managed to run into the woods and eluded capture.

Lynnda then started working small wayside inns with a new scheme: she would cozy up to attractive travelers, charming them with her personality or (if that failed) her magic, scamming them out of their gold. She got rather good at it, and developed a taste for the finer things in life. Yet, small-time cons started to bore her, so she decided to head over to the big city to see what opportunities were in store for her. And that's when she decided to try to hire herself to the Aspis Consortium.

Having been a member of a band for most of her life, Lynnda understands the value of teamwork. Yet at the same time, she knows that if it's a choice between her friends and her own skin... well, she knows very well when to make an exit.

Edited to add: Now that I have written an amended backstory for Lynnda, I think I like this one better than the original!

Lantern Lodge RPG Superstar 2014 Top 4

In the general Loom of Fate's campaign tab it lists the following house rules:

House Rules wrote:

A nat 1 is always a failure unless there is no penalty for failure. It is not necesarilly a spectacular failure unless it caused you to miss your DC by a significant amount.
A nat 20 is always a success even when it should be impossible to succeed. You may only barely succeed or do so with flying colors based on how much you overcome your DC.
furthermore, I rule in combat that if you roll a nat 20 to hit, you confirm for critical as normal. However if you nat 20 on the confirm you automatically do max damage. Furthermore you roll once more, if you nat 20 on this last roll you instantly kill or subdue your target depending on the damage type.
Normally I also rule that three nat 1's in a row anywhere also kills your character but this game will be difficult enough without that rule.

Are these house rules going to be in effect, or is that text a holdover from when Tobaris was going to be running it alone?

Pathfinder Rulebook Subscriber

Rules I'll be using:
A nat 1 is always a failure.
A nat 20 is always a success even when it should be impossible to succeed.

The others are too much for me.

Lantern Lodge RPG Superstar 2014 Top 4

Thanks for the response, Tallgrass. I'll keep that in mind.

I would like to apply for this game. I spoke briefly with DM Alaion about joining the Consortium, but my character is, unfortunately, an impossible fit. Looking at the other factions, this one seems the best suited for my character.

I am a member of two other games where I have established myself as a heavy role player and another two I have just begun. I post once a day without problems and only fall behind when there are about 20 or so long roleplaying posts put up in a day, which happens sometimes in Robert's game. Even this is not normally a problem, except during midterms, which, unfortunately, is now.

So, without further ado, here is my application:

Ghilanna Daevon'lyr:

Ghilanna is a Drow Tiefling (tiefling stats) who was recently on the losing end of a family dispute. She is in Magnimar trying to establish a new life. At this time, her main activity is killing minor mob figures and seizing their territories in the Shadows. She is a cleric/tiefling of Camazotz, the demon lord of bats. I have two plans for her development - a) a minionmancer and b) a bat-mounted melee combatant.

While I have made her with Pitborn Tiefling stats currently, she could be made with Drow stats just as easily. She is neutral evil, but it's the "I am the center of the universe and will do anything to get ahead" kind rather than the "I love evil and just want to destroy life" kind. The way I see it, this makes her little different from most other characters, she just doesn't feel bad about it in the morning.

Lastly, I have a favor to ask. I am very excited to play in this campaign. If Ghilanna is an obvious no-fit in your campaign, could you please let me know early so that I can either make another character or apply to one of the other games. I don't want to be a pain, but I'd sure hate to miss out on this campaign because my character doesn't fit into one of the groups.

Thank you for reading my application!

Should have a character up later before the Halloween partying begins!

Okay, the crunch for this character is done. Let me know if you have any question / remarks :)

Two years ago...

"I have a really bad feeling about this," whispered Lynnda to Geoff, her fellow bandit. He looked uncomfortable in his heavy tabard. I probably don't look much better, she thought. The coarse fabric of her own tabard hung heavy on her shoulders, as did the unfamiliar weight of a broadsword at her side. She knew she would never draw that sword if it came to a fight, but she had to look the part. The heraldry on the tabards she and her band-mates wore falsely identified them as Magnimar city guards. Of course, they now stood a dozen miles north of the City of Monuments, well beyond patrols of actual guardsmen. But, hopefully, the approaching group of travelers wouldn't know that.

"What do you mean? It's a great plan! We don't have to threaten people any more-- they'll just hand over their gold and go on their merry way! It's not like when ol' Redshiv Bilger was still with us, and we always shot first." Lynnda looked at the pike crossing the road, and Garl, their leader, astride his horse behind it. She also glanced up at their four archers in the trees alongside the road.

"I still don't like it. Merchants are going to complain to the Council of Ushers about these new tolls, and then there will be patrols marching up here from the Arvensoar! And then we might have to fight trained soldiers. Bodyguards are one thing, but soldiers..."

"Quiet, you two!" ordered Garl. Looking at the approaching riders, she counted six horses, and as they got closer, she saw that three of them appeared to be wearing heavy armor. And that they were armed to the teeth!

"I really don't like this," she muttered again to herself. She felt a slight nudge against her booted ankle. --Afraid?-- came the questioning emotion from her black cat Shadow. Lynnda bent down to scratch her pet between the ears. The creature purred, and Lynnda felt a twinge of vicarious pleasure from Shadow's enjoyment of the attention --Good--. And she felt a little better herself.

The approaching party stopped a few yards from the turned pike. Still astride his steed, Garl approached. "Greetings, travelers! The toll today for riders is ten gold ducats each. The Lord-Mayor thanks you for your cooperation!"

One of the travelers, a Chelish-looking woman wearing full armor, approached. She bore the radiant sword image of Iomedae on her shield. She spoke to Garl, and he replied, but they were too far away to understand their words. Great. A paladin. That's all we need today. This will not end well, Lynnda thought to herself. She also noticed that the travelers were getting weapons to the ready. The voices of Garl and the Chelish woman were also raising, and she heard the woman say, "...and to underscore my point, your tabards have the wrong crest. The Lord-Mayor's private guard would not be collecting tolls!" As the woman drew her own sword, Garl gave the signal to attack! Arrows whizzed out of the trees toward the travelers, and four other band-mates jumped out from the bushes along the road.

Instinctively, Lynnda stepped forward and let loose some magic: a cone of brilliant colors engulfed the now-hostile travelers. Two of them seemed to hesitate, but the rest didn't, and the fight was on! The paladin dismounted Garl with one swing, and her horse reared and kicked him as he fell-- and Garl now sprawled limp on the road! She heard the whisper of an arrow zip past her left, followed by the sickening thump of an arrow hitting flesh. Geoff staggered to his knees, a quarrel protruding from his chest. And she then saw a flash of orange fire as a bolt of flame shot from the outstretched hand of an older-looking man in green robes, engulfing another of her band.

--Afraid-- she felt from Shadow. Scooping her cat with her left arm, the sorceress cast another spell, this one at the paladin. The paladin looked blank for a moment, hesitating, as one of the bandits smacked her in the leg with a mace. That snapped the paladin out of the enchantment, and she ran him through with her sword.

Garl is down, as is Geoff, Harry, and Vos... and they're hardly scratched. There will be no profit in this. Time to leave! Lynnda turned and ran off the road into the woods. As she ran, she shed her tabard and stuffed Shadow into her backpack.

Half an hour later, Lynnda was sitting as still as she could in the brances of an elm tree, fifteen feet off the forest floor. Shadow was at the base of the tree, hiding in some underbrush. --Followed. Coming-- warned Shadow. --Return-- asked Lynnda, and she heard her cat scramble up the tree, landing in her lap. Shadow's ears were flat against her head, and she was not purring now. Lynnda sat as still as she could, as she heard footsteps approach.

An Ulfen man carrying a battleaxe came up to the bottom of the tree. He then looked up into the branches. At first he seemed to look past her, but then his eyes locked with hers. "I found you. Come down, and you won't be harmed." He took a longbow from his shoulder and nocked an arrow.

I don't think so, thought Lynnda. She unbuttoned the top button of her blouse. "I guess you did. And what are you going to do to me now that you have me?" She smiled at him. The Ulfen hesitated, and Lynnda cast another spell, her soothing words a blur to the warrior. "I'll tell you what. You go back to your friends and tell them that you didn't find me, and I'll wait here for you. It's getting dark now, and we can have a LOT of fun tonight. What do you think?"

The Ulfen relaxed his arm and dropped his arrow. He smiled back, "That sounds like a lot of fun! You promise not to go anywhere?" He gazed at her loningly.

"I promise." Lynnda crossed her heart, and undid another button with the same motion.

The young Ulfen man's mouth was agape. "Um, stay right there! I'll be back in an hour!" He then ran back into the woods in the direction he'd come from.

Lynnda relaxed, thankful that her magic had saved her yet again. Hmm... I hadn't tried that angle before. Maybe there's some profit in that... She climbed down the tree, and started moving quickly north, parallel to the road, Shadow trotting behind her.

I really didn't intend to shut down this thread with an in-character background vignette...

Hopefully this is not dead already :/

I really hope this campaign isn't dead out of the gate-- I pulled this character from the running in the Order of the Tears faction when I realized she'd be a better fit with the Aspis Consortium.

Take a look at the background on this wizard. She was in another game that went belly up and never leveled. She'll need a few minor edits but should otherwise be able to drop right in.

I think sheltered is an obvious drawback for her.

This is character I submitted for the other Loom of Fate campaign which I didn't make it in. I still like the character and so I am applying for the Loom of Fate campaign if there are still openings.

Malkus Zhurgoth
Half Orc Rogue 1
STR 18
DEX 14
CON 14
INT 10
WIS 10
CHA 10

Traits Dirty Fighter, Reactionary
Alt Racial Trait: Acute Darkvision
ALign NE; (He is more neutral than evil and as he gains in power will prob become N all things being equal. However, he grew up on the mean streets of underbridge and has had to do some nasty stuff to survive and is willing to do some more if he has to but doesn't necessary like that about himself)

Malkus Zhurgoth the Half-Orc sits waiting in a relaxed position in the Inn laughing and telling jokes and gossiping with fellow patrons. He is dressed in clerical vestments, of the initiate level, covering dusty unadorned leather armor. He looks to be slightly inebriated. A very , very keen observer may note he is in a booth facing the entrance and within an easy distance to the back door. Further, a keen observer may note the inebriation is somewhat feigned. Further a very keen observer may note while his wardrobe is unexceptional, the boots are in excellent condition. At least the soles are in excellent condition. Malkus was growing increasingly impatient and was finding it difficult waiting for the meeting with the new employer. He understood that he would also be working with some other freelancers (PCs) on the job. Growing up on the mean streets of Underbridge tends to make a man cautious and it was not easy for Malkus to stay in one place for too long or to trust new people. The clerical vestments were an old habit from his time as an orphan in Underbridge. Malkus was far from religious, but sometimes the thugs would leave a weak boy or man alone if he was a cleric. Malkus still keep up the habit even though he was far from weak anymore. Besides, the gods never seemed to help him out too much. Malkus wasn't pride of what it had taken to gain strength and gain some relative wealth and security in his short life. The next step in gaining some more wealth and security would be to join a guild or even better team up with some other skilled individuals. In the city of monuments, anything was possible.
MALKUS got up abruptly from the table for the bathroom, cutting off a Dwarven merchant's story midstream about the problems with haggling with gnomes over alchemical ingredients. "Sorry good sir, I must unload some of this swill" said Malkus, referencing the dwarf's earlier story's punchline, while chuckling jovially and backslapping the dwarf in a friendly manner. Malkus thought while doing this stagecraft, his information seems useless. People sitting silently at a tavern alone draw attention so bad conversation seemed the order of the afternoon.
Malkus reached the privy and reread the note about this meeting in secrecy. Damn it all..... in his nervousness about meeting with the House, he had attended the wrong tavern. Worse he had spent the better part of the day, observing and making sure the place was secure beforehand at the wrong location. Now he would have to rush to the other tavern without any time for observing the place beforehand. He silently and smoothly exited the tavern from the back entrance and headed to the proper meeting place.

I'm afraid I'll need to withdraw, committed to too many other games. Best of luck all.

Liberty's Edge

Is this game still taking apps? If so I'd like to port over (with some modifications) a character I applied with in another LoF game.

I was accepted to the House Caedmon game. I'm not against playing in this one as well, but it's not looking very healthy right now.

Grand Lodge

If this game is still accepting new application i will submit mine in 8h...

Haven't heard from the GM in awhile...

Liberty's Edge

It looks like Longrass hasn't been on since Tuesday.

Hopefully whatever's holding him up is a momentary blip.

Grand Lodge

Barbarian 1
Medium Half-elf / Humanoid (Half-elf)
Init +1; Senses Perception +6, Low-light Vision, Keen Senses,
AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
hp 14 (1d12+1)
Fort +3, Ref +1, Will +2
Armor Chain Shirt, Light
Defensive Abilities Elven Immunities (PFCR 24), Dual Minded (PFAPG 17)
Spd 30 ft/x4
Melee Ranseur +5 (2d4+6) 20/x3 disarm, reach
Str 19, Dex 12, Con 12, Int 14, Wis 10, Cha 8
BAB +1, CMB +5, CMD +16
Feats Armor Proficiency (LIGHT) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Acrobatics +3, Bluff +4, Diplomacy +3, Perception +6, Stealth +0, Survival +1
Traits Accelerated Drinker (Combat) (PFCo: CEoD 18 - 19), Convincing Liar (Social: Bellflower Network) (PFCh: FcGd 63)
Languages Common, Elven


Cruch: Character will be going melee and level as an Bramble Brewer Alchemyst



Azgal was an orphan who grew up in the area between Varisia and Cheliax.

He survived these years because the was a long stronger then the rest of the kids that lived in the streets.

At 16 not really wanting to stay and enlist with the local thief guild
The next night, besotted with cheap ale and languishing in a humor most foul, Azgal signed off and became a mercenary
He had been captured fighting in the Yerasol's about a year before the end of the company's engagement contract. Shortly thereafter he was bought from the work camp, a shell of his former robust self. He had lost over 80 lbs from his former 160+ pounds, and sleeping sores and unhealed cuts left his body a mass of scar tissue. He also had a slight limp from an improperly set broken ankle, but he was alive, and on a wagon headed for who knows where....

It happened to be Magnimar. There he was told that we was going to be free as he had been chosen to be send to the Aspis Consortium as a replacement for the Son of Cleric Bromius of the Church of Abadar.

In the camp: bad treatment, little food, lots of work was the daily routine. The only person who showed some compassion was another prisoner given the task to keep the prisoner in working condition was an alchemist. He took my character as a helper for the heavy lifting. The alchemyst was also task to experiment on corpse and bodies from time to time. They had an escape plan has the alchemyst was trying to make a mutagen that could be taken by others. But he was purchased before all that came to happened.

Those who exhibit special knowledge or skill useful to the laborers are treated with respect and given appropriate task. The Alchemyst did his best to act as a doctor to all, amongst other "skilled, specialty" workers. My character being very strong and strong willed intervened to rescue the old man from a beating as he refused to carry out an vivisection asked. He insulted the Taskmaster and got himself a great beating (ankle broken) And that is where the relationship began. (in fact not quite as the alchemyst has treated him a few times before for whip lashes.) Working with the alchemyst they both came in with a plan. He would try to synthese his mutagen extracts in order for non alchemyst to be able to use them in order to be stronger so that they would be able to escape one night (And so a team of specialty people was chosen to carry out the Great Escape Plan (think about the WW2 movie). On the day they were going to carry out a bunch of slaver traveling from Cheliax to Magnimar stop at the Labor camp. They had suffered a bandit attack and figure they could replenish some of the lost slave / guard with what they could find. He was purchased amongst 10 others. The other were able to carry out the Great escape anyway while my character was taken to Magnimar and acted as a guard caravan on the way. Once more the caravan was attacked by bandits but this time Leading the "purchased" guards they were able to survive the raid.

The application deadline was yesterday, but the GM hasn't made an appearance on the Paizo boards in almost a week. His last post said that there was a crisis at work, and he'd be silent for a few days. I hope this campaign is still happening!

Grand Lodge

The other gzme thread for this multi dm did launch...

Liberty's Edge

I was hoping the Over-DM might have picked up someone to run this one since the original DM seems to be MIA.

Grand Lodge

Still no news....

/cast Raise Thread

It looks like I'm taking over this branch of the Loom of Fate campaign.

I'm going to be rebooting applications and choosing a party this Saturday.

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