DM Irthos Master of the Fallen Fortress PbP

Game Master OmniChaos


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I was thinking of running a one shot adventure, sense I have never DMed here. If things go well it may turn into a longer series of adventures. If anyone is interested let me know. Below are some rules for character creation for the interested.

Character Stuff:

Starting level 1
25 point buy, no stat over 18 before racial mods and no stat under 8.
Core races are good but am willing to allow others.
Any class I have access to is allowed, but I reserve the right to disallow them with good reason.
One starting trait, I may allow more.
You get an extra 100 gp to starting your starting gold.
No evil alignments, all others are fine.

Let me know if I missed anything or if you have questions.


I haven't even played here before, or posted for that matter, but I would be interested in trying this out. What sort of setting is it, geographically and culturally? I don't want to look up information on the adventure and spoil the surprise. =P

I would be playing a Barbarian, I have several possible characters but I'd prefer to choose the one that best fits the environment.


I'm interested. I'd want to play as Deslin Swifthand an halfling bard (probably CG). Will expand later if you're interested.
I have two questions, how often would we be expected to post? How many PCs would there be in the party?
And I think it's just fair to let you know English is not my native language, and this would be my first PbP game.


It takes place on Absalom near the city of the same name. The setting is Golarion also known as the Inner Sea. I would expect at least 1/day post but depending on how things go could be more, I am normally active enough to be able to post a good number of times a day. I am looking for four PCs at the moment.

Liberty's Edge

I would be interested, as well...can you tell me a bit about the adventure background (city adventure vs Wilderness, etc) just so I do not create a completely useless character..lol
thanks


The adventure will be taking place outside the city for the most part. You just start in the city.


Are there limits regarding what material we can draw from? No Homebrew, no Third Party, some Paizo books excluded, so on so forth?


Interested :)

I'd love a chance to play a Lizardfolk Paladin.... Thoughts? :)


Anything Core is fine and other pazio books will be considered if I have access to them. Just run it by me.

Lizardfolk pally is iffy to me, give me a good reason and backstory to work with. For starters how would a lizardfolk even become a pally and which god backs him?


Will you be allowing traits? If so, How many? From which sources?


Keddah wrote:

Will you be allowing traits? If so, How many? From which sources?

As has been stated already, the DM is allowing any Paizo material that he has access to and approves of, and we get one trait.

Beyond that, I should have my character ready mid-tomorrow. Really looking forwards to this, I'm sure you'll do great Irthos!


I have never played a PbP before and am rather a beginner to D&D to begin with, but I've read a good many of the PbP's here including everything by Aubrey and really would like to get into a game and try my hand.

I will play anything but in RPG video games I tend to enjoy being a cleric or rogue type, I know it isnt the same so I'm willing to start in and see whats needed.

I enjoy roleplaying and writing backstory.


Misterpython wrote:

I have never played a PbP before and am rather a beginner to D&D to begin with, but I've read a good many of the PbP's here including everything by Aubrey and really would like to get into a game and try my hand.

I will play anything but in RPG video games I tend to enjoy being a cleric or rogue type, I know it isnt the same so I'm willing to start in and see whats needed.

I enjoy roleplaying and writing backstory.

If you're not already familiar with it, http://www.d20pfsrd.com/ could be quite helpful in learning the workings of Pathfinder. Note that material marked on that site as 3rd Party, Fan, or Homebrew might not be allowed in this campaign and (in my experience with non-PbP Pathfinder games) many others.


DM Irthos wrote:
Lizardfolk pally is iffy to me, give me a good reason and backstory to work with. For starters how would a lizardfolk even become a pally and which god backs him?

This is a very quick background idea that I can expand on or adjust..... would it work?

Appearance: Tall with bluish-green scales and gold-flecked eyes, S'skaar (pronounced S-scah-arr) appears to be a typical member of the Lizardfolk race, but should anyone approach close enough, they will see some humor and joy reflected in his eyes which is atypical for his kind.

Personality: Quiet and reserved, S'skaar has a tendency to observe rather than speak. Because of his upbringing, he's managed to be understanding about people taking him for one of his more savage kinsfolk, and tries to calm their fears when they take a breath from berating or cursing at him. When he enters combat though, his tendency is to be quick and precise, striking where he feels it will do the most good to protect his companions.

Background: S'skaar's beginnings were relatively humble. Born among a tribe of his own kind, his early years were typical for a lizardfolk. However, when he was just 5 years old a band of marauding ogres and giants tore through the encampment, killing everyone in their way. The marauders were pursued by a group of adventurers led by a cleric of Sarenrae. Feeling guilty that his actions had forced the marauders through the lizardfolk's camp, he took S'skaar back to his temple to raise.

Growing up, S'skaar endured everything from bullying and assault by the other youths of the temple, just because he was not a typical humanoid. He found himself studying more and more the martial arts rather than the divine ones. He also found himself being called by the goddess herself to serve. As he approached what would be an adult age for humans, his father, now patron of the temple sent him out to do good in the name of Sarenrae and to find his destiny.

What do people know about you:Follower of Sarenrae, good sense of humor when with friends.
What does your character want in life? To prove himself worthy of Sarenrae's faith and to lead the temple.


Looked thru gods and magic real quick and sounds good to me. You picked a god that works well with your concept, she is about redemption so you could be a redeemed lizardfolk. Just keep her symbol out in the open while in cities and you should not get bullied as much. ;)

In fact Absalom happens to be one of her centers of worship so that works well with why you would be there. Absalom is also alot more accepting then most cities about non humans.

Liberty's Edge

I submit for your approval a human highland warrior by the name of Colyne. I hope he fits your game...I will write up a background once I know the particulars from you.

COLYNE:

Male Human (Chelaxian) Fighter (Two-Weapon Fighter) 1
CG Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+5 armor, +1 shield, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Axe, Throwing +4 (1d6+3/20/x2) and
. . Handaxe +2 (1d6+3/20/x3) and
. . Handaxe +2 (1d6+1/20/x3)
--------------------
STATISTICS
--------------------
Str 17, Dex 15, Con 14, Int 14, Wis 11, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Point Blank Shot, Two-weapon Defense, Two-weapon Fighting
Traits Armor Expert
Skills Acrobatics +1, Climb +2, Craft (Siege Engines) +6, Escape Artist +1, Fly +1, Handle Animal +4, Intimidate +4, Knowledge (Engineering) +6, Profession (Soldier) +4, Ride +1, Stealth +1, Survival +4, Swim +2
Languages Common, Dwarven, Gnome
SQ Hero Points (1)
Combat Gear Axe, Throwing (2), Handaxe, Handaxe, Kilted Chain Shirt; Other Gear Backpack (8 @ 23.5 lbs), Bedroll, Case, map or scroll (empty), Flask, Flint and steel, Pouch, belt (3 @ 3.86 lbs), Rations, trail (per day) (4), Rope, hempen (50 ft.), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.


Indeo Hospice is a dwarf of rather advanced age, not decrepit by any means but wizened and calm. It is difficult to determine the age of an old dwarf in the best of circumstances but Indeo has a spark in his eye and a bounce to his step that is counter to his supposed 300ish years. There are some who believe him much older than that but to those he just smiles warmly and says "Child, would I be out gallivanting around if I were that old?"

This is all due, supposedly, to his worship of Irori, the God of enlightenment and self perfection who is said to have achieved absolute physical and mental perfection and thus attained divinity of his own volition. It doesn't hurt either that through his many years as a merciful healer he seems to have become infused with restorative healing energies.

Indeo grew up in a monastery deep in the hills far outside of Absalom surrounded by monks and a few clerics quietly meditating or seeking physical perfection in the many activities and sparring sessions with his monk friends. Early on he showed a proficiency for the healing arts; often taking in wounded strays and nursing them back to health. Indeo seems to have almost an empathic bond with all living creatures around him (for flavor only) and is drawn to the wounded or dying, guided no doubt by his deity Irori.

After many years at the monastery, seeing many others come and go, Indeo finally felt it was time for him to set out and begin his true pursuit of physical and mental perfection, possibly even joining his God in the afterlife.

Indeo is warm and charming but unless he is currently being engaged by someones attention he can be seen staring off into space in deep contemplation about the meaning of life or taking the opportunity to curl up in the lotus position (or as near as possible in bulky armor) and seek one-ness with his deity in deep meditation. Indeo never takes things too seriously and is almost as impervious to insult as a golem. A pacifist at heart he will not raise a hand against an innocent but will use his training to defend to the death those under his care.

Indeo is a merciful healer cleric (if allowed). I'll work out the numbers and such later when I've worked my way through the character creation. If we already have a healer he could easily be adapted to a monk of some sort for striking. I was even considering taking a level of monk at some point, not sure though. Please let me know what you think of the intro.


@Daniel
I dont use hero points but otherwise everything seems good.

@Indeo
Where is merciful healer from?

Liberty's Edge

Excellent...I will remove the hero points. Thanks


Arlinthin d'Lanthandan /are-LIN-fin de La-FAN-din/ is a Elf Bow Fighter.

Arlinthin is an elf of very, very, few words. He is neither disdainful nor arrogant to the other races, but rather seeks to avoid verbal conflict at all costs. T

Born among humans, though of pure elf blood, his mother was a storekeeper, his father killed before his birth in a robbery gone awry. His parents were merchants specializing in fine bows and arrows.

He lacks any real 'knowledge' of elf ways, and thus is keenly interested in meeting and speaking with 'real' elves. He tends to look down on half-elves, who he simply thinks of as 'humans in denial.'

He is a devout worshipper of Ketephys, the elf god of the hunt. He enjoys the wilds and forests, but has no real training in wood craft or survival.

He has found his skill with bow and arrow to be a source of income, as well as enjoying the admiration and praise it brings him. He is seems well suited to the adventuring life.
DM NOTE:
I'm taking the 'forlorn' trait which grants +1 to fort saves. It also works well with the character concept.

Character crunch

crunch:

Male Elf Fighter 1
Chaotic Good

Strength 14 (+2) Size:
Dexterity 19 (+4) Height:
Constitution 10 (+0) Weight:
Intelligence 12 (+1) Eyes:
Wisdom 14 (+2) Hair:
Charisma 10 (+0) Skin:
Total Hit Points: 11
Speed: 30 feet
Armor Class: 17 = 10 + 3 [studded] + 4 [dexterity]
Touch AC: 14
Flat-footed: 13
Initiative modifier: 4 = + 4 [dexterity]
Fortitude save: 2 = 2 [base]
Reflex save: 4 = 0 [base] + 4 [dexterity]
Will save: 2 = 0 [base] + 2 [wisdom]
Attack (handheld): 3 = 1 [base] + 2 [strength]
Attack (missile): 5 = 1 [base] + 4 [dexterity]
Combat Maneuver Bonus: 3 = 1 [base] + 2 [strength]
Combat Maneuver Defense: 17 = 10 + 1 [base] + 2 [strength] + 4 [dexterity]
Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]
Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]
Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]
Feats:
Point Blank Shot +1 attack on damage on ranged targets within 30 feet
Precise Shot Fire into melee without penalty
Skill Name Key Skill
Skills
Climb+6 Str*
Intimidate+4
Perception+4
Swim+6 Str**


Ha, this group looks like we won't be all that chatty, buncha strong silent types.

The merciful healer I got from that d20pfsrd.com site but if I'm not mistaken they got it from the pathfinder ultimate combat book.

It is not critical by any means so if you don't like it I wont have any problem not using it.


Bertram Bobbleknock is perhaps best described as an inexhaustible ball of energy. The halfling spends most of his time in Absalom perusing it's many libraries, trying to cram as much knowledge as possible into the space between his ears. Despite his bookish nature, Bertram is more than capable of carrying a tune with either his voice or his lute, and often spends the time between library opening hours making money in the myriad of Absalom's bars and inns.

Mechanically, Bertram is a Halfling Bard with the Archivist archetype. Character sheet to follow.


Deslin Swifthand

The Crunch:

Male Halfling Bard 1 
CG Small Humanoid (Halfling) 
Init +5; Senses Perception + 
-------------------- 
DEFENSE 
-------------------- 
AC 18, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 Size) 
hp 8 (1d8) 
Fort +1, Ref +7, Will +3 
-------------------- 
OFFENSE 
-------------------- 
Spd 20 ft.
Melee Longsword +1 (1d6/19-20/x2)
Ranged Shortbow +5(1d4/20/x3)
-------------------- 
STATISTICS 
-------------------- 
Str 11, Dex 18, Con 10, Int 12, Wis 10, Cha 18 
Base Atk +0; CMB -1; CMD 13 
Feats Extra performance
Traits Reactionary
Skills Acrobatics +1, Climb +2, Craft (Siege Engines) +6, Escape Artist +1, Fly +1, Handle Animal +4, Intimidate +4, Knowledge (Engineering) +6, Profession (Soldier) +4, Ride +1, Stealth +1, Survival +4, Swim +2 
Languages Common, Halfling, Elven
Combat Gear arrows (20) (small), chain shirt (small), longsword (small), shortbow (small) Other Gear Backpack (Small) [ Bedroll (Small), Case (Map or Scroll), Flint and Steel, Ink (1 oz. Vial), Inkpen, Rations (Trail/Per Day) (Small) (x10); Torch (x2), Waterskin (Filled) (Small), Sack (Small), Marked Cards]
Pouch [39gp]
-------------------- 
SPECIAL ABILITIES 
-------------------- 
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Countersong

Bardic Knowledge (Ex) You add +1 to all Knowledge checks any may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 14 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

The fluff:

Born to a family of slaves in Cheliax, Deslin was since very young age taught the arts of theater, song and dance to entertain his owners. His parents felt very proud that his son had been chosen to the honor, as they called it, of being alongside their lords when they wanted to have fun, instead of having to perform some menial and tiring labour.

Since the first day his tutor punished him for trying to improvise he longed for the day he would have the freedom to create his own music. The day his training was complete and he had the chance to amaze his lords with his great talent and creativity. But that day would never come. He was considered the best singer in the city, other noble families asked for his services in their parties and paid his ownes highly for them, in money and favors, but yet, he was restricted to the same old songs over and over. He grew bitter, he started to question his parents loyalty to those who had taken away their freedom.

Then the day came, during the summer the noble family who owned him, sent him to a summer manor near the Andoran border. He expected people near the border to be more receptive to his innovative creations so after several succesful performances he decided to go for it. He sang a song about freedom of mind, about the great things anybody could achieve if given the chance... everybody stood silent during the whole song... he saw tears in the eyes of some slaves... then a terrible silence for a few seconds... and then shouts, they called him a traitor, a rebel, an Andoran lover. They beat him, tortured him, his voice was broken many times, and all he could dream of was escaping. One day his old owners went to visit him, they berated him for all he had cost them, the effort they had made in his formation as an artist. His fathers came alongside them, but they refused to share a word with this "betraying shame".

And he snapped, something in his mind broke that very moment, he had still held a little hope that these powerful people could come to understand his longing for freedom was a creative wish, not a political one. He then understood that powerful people are just as stupid as the slaves who accept their fate, they couldn't understand his love of music went beyond anything else, even when they had instilled it. He bit his old lady, he ran, and ran, and jumped into a river...

He woke up several days later, in a cottage on the other side of the border. He was told his life was his now. He decided he would enjoy his music and add as many experiences to his life as he could so he could create better songs. He started singing in taverns across Andoran, and when he grew tired of it he embarked a boat to Absalom, the gratest city in the world.


Love that backstory keddah, makes excellent reading. I'm looking forward to seeing whats in store for the young bard.

DM irthos, will this be a 4e game or 3.5e. I was considering using iplay4e.com to build my character.


This is a pathfinder game, also I have said that their is only space for four PCs. So by my count we have 8, not everyone will make it sadly.

@HarbinNick
That looks good to me, have not seen to many forlorn elves myself. :)

@Keddah
Your good too, nice background btw.


here's the crunch for S'skaar (with the exception of the general gear)

Crunch:
S'SKAAR CR 1/2
Male Lizardfolk Paladin (Divine Defender, Holy Tactician, Warrior of the Holy Light) 1
LG Medium Humanoid
Init +0; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 19, touch 10, flat-footed 19. . (+5 armor, +2 shield, +2 natural)
hp 11 (1d10+1)
Fort +3, Ref +0, Will +4
--------------------
OFFENSE
--------------------
Spd 20 ft., Swimming (15 feet)
Melee Claw (Lizardfolk) +3 (1d4+3/20/x2) and
. . Gauntlet (from Armor) +3 (1d3+2/20/x2) and
. . Scimitar +3 (1d6+2/18-20/x2) and
. . Shield, Heavy Steel +3 (1d4+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Spell-Like Abilities Detect Evil (At will)
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 12, Int 12, Wis 14, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Hardened Scales
Traits Child of the Temple: Knowledge (Nobility)
Skills Acrobatics +2, Climb -4, Diplomacy +7, Escape Artist -6, Fly -6, Knowledge (Geography) +2, Knowledge (Religion) +6, Ride -6, Sense Motive +6, Stealth -6, Swim +4
Languages Common, Draconic, Orc
SQ Aura of Good (Ex), Hold Breath (x4) (Ex), Weal's Champion +3/+0 (self), +1/+1 (allies) (1/day) (Su)
Combat Gear Scale Mail, Scimitar, Shield, Heavy Steel;
--------------------
TRACKED RESOURCES
--------------------
Weal's Champion +3/+0 (self), +1/+1 (allies) (1/day) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Swimming (15 feet) You have a Swim speed.
Weal's Champion +3/+0 (self), +1/+1 (allies) (1/day) (Su) Self bonus for 1 rds. If hit then allies get bonuses vs same foe for 1 rd.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Well flipping hell. Looks like I took too long.

Well, good luck to you folks!


I will choose four once everyone is done making their PCs. Let me know when your set everyone.

Edit-@Arknight
You cant be a holy tactician and divine defender as one takes away an ability that the other changes which just seems contradictory to me. Being a holy tactician and warrior of holy light is fine.

Liberty's Edge

I believe I am set...was there anything else you needed from me?? I could write up a basic background, but was waiting to here the particulars from you before I rushed into anything.
thanks


Besides a PC alias with your sheet I think your good Daniel. Also some kind of background tied in with Absalom would be good, does not have to be really detailed but at least a reason why your there.


DM Irthos wrote:


Edit-@Arknight
You cant be a holy tactician and divine defender as one takes away an ability that the other changes which just seems contradictory to me. Being a holy tactician and warrior of holy light is fine.

NP :) It looks like it's (in Herolab at least) a matter of when you apply the archetype. If you apply Divine Defender first, there's a Divine Bond for Holy Tactician to replace, bit if you apply Holy Tactician first, then there's no Divine Bond to be changed for the Divine Defender.

I won't be able to make the actual crunch change until very late or in the morning due to having a night class until around 10pm tonight (CST)

Here's hoping S'skaar makes the end cut :)


Ok...new alias for Colyne (daniel stewart) with a history...hope all is good and look forward to playing!!


I would be interested in joining this campaign. I would be interested in playing either a Wizard(Transmuter - opposition, enchantment/necromancy) or an Oracle(Lore or Fire). I am at work right now, but should be able to get a good background together later tonight. My thought is a female elven wizard from Geb/Mwangi.

Basic background:

Nngara Erebrian

Born to parents who were powerful elven wizards in the Mwangi Expanse, Nngara's early life was spent living in the wilderness and being raised as a jungle elf. However, her father began to use his magical skills to reanimate the dead and study forbidden necromancy. Likewise, her mother began to focus her wizard powers on enchanting and controlling others. One day, her mother attempted to charm and reprogram one of the village elders. However she failed resulting in a magical battle of almost epic proportions which included her father raising an army of undead to support his wife. Knowing that their lives would be forfeit should they remain in their village, her parents fled with young Nngara into neighboring Geb where her father's necromancy and her mother's enchantment skills were not only accepted, but held in high regard.

Following in her parents' footsteps, Nngara was sent to a wizard academy to learn. However, while Nngara loved her parents, she despised their need to control and dominate others. Thus, while her fellow students focused on the arts of controlling the dead and the minds of the living, Nngara chose to instead study other fields focusing on transmutation and changing things for the better. When her instructors discovered that not only was Nngara not concentrating on necromancy, but was in fact actively isolating herself from this field, they ordered that she be caught and turned into a wight.

Fortunately, Nngara had foreseen this occurring and managed to escape from the academy and flee Mechitar aboard a ship headed north. Now homeless and an exile from two lands, after several months of traveling and hiding, Nngara has finally reached the Eye of the Inner Sea, the famous Absalom.

I should be able to put together a character sheet this evening.


Here is a new alias for Deslin Swifthand with it's stats, backstory, appearance and personality.


Here's my submission for Jen, the Gnome Master Summoner

Spoiler:

Backstory:

Many would say that the path of magic leads to power. Others would say that it is a dark path, leading to soul crushing corruption. But to Jen, magic would lead to fame. Above all things, Jen was a show(wo)man and an entertainer; everything that she did was done with grace, finesse, and style. And naturally, what better way to perform than using the magic of conjuration and illusions?

Jen was part of a nomadic group of people (kinda think of gypsies) that originated in Avistan. Originally living in the outskirts of Cheliax, her gnomish clan was approached several times by the diabolical (in the sense of demon summoning) government, attempting to recruit them as spellcasters, as gnomes were prized among other things as potent spellcasters. The nomadic band, unwilling to involve themselves in the dark arts, fled Cheliax and over the course of several decades reached the city of Absalom. Not to mention that besides the basic gnome cantrips, they were not actually spellcasters. While the true reason that they chose this city is not known to Jen, a contributing factor might have been its large population of gnomes and its cultural diversity.

And of course, its money. As performers, the clan was reliant on a population base flush with expendable income, and Absalom, with its large population of traders and wealthy guildsmen made it the prime location. By the time Jen had been born, the nomadic group had already settled down comfortably within the city and had become well-known for its entertainment. Jen was trained in this vein and proved remarkably gifted.

She took gnome magic to the next level, using spells to create spectacles of sight and sound. And when she realized that she was not going to be able to dazzle a loud crowd by herself, she enlisted the aid of summoned creatures, to help perform with her. So began Jen's amazing circus and her career as a ringmaster.

But of course, crowds are always fickle and after dazzling crowds for years, they grew tired of her. Her profits began to sink and she had to close down. As gnomes always do, she went to seek more excitement, this time, in the form of adventuring. Her summoning skills from her circus days were also useful for the battlefield. Still, she retains her flair for the dramatic from her theater days.

Personality:

Jen is incredibly acrobatic and charismatic. She is always willing to try new things or discover new lands, in style, of course. While she may have a penchant for wearing showy clothes during adventures and talking too much. Sometimes she treats combat as a circus and monsters as circus animals, one of her frequent downfalls.

Crunch:

About Jen the Master Showman

JEN CR 1/2
Female Gnome Summoner 1
CG Small Outsider
Init +3; Senses Lowlight Vision; Perception +1
--------------------
DEFENSE
--------------------
AC 17
hp 9 (1d8+1)
Fort +1, Ref +3, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Ranged
Special Attacks
Summoner Spells per Day

Dancing Lights, Ghost Sounds, Prestidigitation, Speak with Animals 1/day

Level 0: Infinite (Detect Magic, Guidance, Read Magic, Message)
Level 1: 3 (1 + 2 [Cha])(Grease, Summon Monster 1, Unseen Servant)

--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 12, Wis 8, Cha 20
Base Atk +0; CMB -2; CMD 11
Feats Spell Focus (Conjuration
Traits Trickster
Skills Acrobatics +4, Fly +7, Handle Animal +10, Spellcraft +5, Stealth +7
Modifiers Gnome +1 Perception, +4 Stealth,
Languages Common, Elven
SQ

--------------------
TRACKED RESOURCES
--------------------
Summon Monster X 10/day
---------------------
INVENTORY
---------------------

Ringmaster Hoop (+1 to Handle Animal)
Chain Shirt


DM, I'm creating the character sheet now but I would like to know if Merciful Healer is Ok to use. I understand it isn't core so if you decide against it thats fine, I'd just like to know.


I am closing submissions tonight before I end up with more people. Once everyone is done I will post who made the cut. Regardless I would like everyone to know that their characters are all interesting in their own way and I wish I could run a bigger adventure or more then one but sadly I dont think it would work with my lack of exp in DMing. Thanks again for all your interest guys.

@Indeo
Its fine, I see nothing wrong with it.


Spoiler:
INDEO HOSPICE CR 1/2
Male Dwarf Cleric (Merciful Healer) 1
LG Medium Humanoid
Init +0; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 9 (1d8+1)
Fort +4, Ref +0, Will +6
--------------------
OFFENSE
--------------------
Speed 20 ft.
Gauntlet (from Armor) +0 (1d3/20/x2)
Unarmed Strike +0 (1d3/20/x2)
Morningstar +0 (1d8/20/x2)
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 14, Int 14, Wis 18, Cha 13
Base Atk +0; CMB +0; CMD 10
Feats Selective Channeling
Traits Sacred Touch (Stabilize on touch, standard action)
Skills Acrobatics -6, Climb -6, Diplomacy +6, Escape Artist -6, Fly -6, Knowledge (Religion) +2, Knowledge (Religion) +6, Ride -6, Sense Motive +6, Stealth -6, Swim +4
Languages Common, Dwarven, Celestial, Giant
Combat Gear: Scale Mail, Potion of Sanctuary.
--------------------
SPECIAL ABILITIES
--------------------
Channel Positive Energy 1D6 (4/day)(DC 11)(Su)
Cleric Domain: Healing
As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.
Combat Medic (Ex)A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Darkvision (60ft)
Greed (+2 Appraise checks, nonmagical)
Hardy (+2 Racial bonus to poison spells and spell like effects)
Hatred(+1 racial bonus against Orcs and Goblinoids)
Slow and Steady (base speed never modified by encumberance
Spontaneous Casting
Stability (+4 against bull rush or trip attempts)
Stonecunning (+2 perception vs unusual stonework.

I'll flesh it more later on.

btw how do you change the name of the spoiler?


@Indeo
You type {spoiler=name here}, also why do you have negitive skill mods?


I'm not sure, I think its an artifact of the Hero Lab I was using. I'll fix them.


Here is the character -- Wizard(Transmuter) mentioned by Tirion above. Click on the name to see the full profile.


Just to make sure I am keeping track of everyone, here is a list. Let me know if I missed someone and if your ready to go or need more time.

Indeo Hospice- Dwarf Cleric
Jen- Gnome Summoner
Deslin Swifthand- Halfling Bard
Nngara Erebrian- Elf Transmuter
Colyne- Chelaxian Two Weapon Fighter
S'skaar- Lizardfolk Paladin
Bertram Bobbleknock- Halfling Bard
Arlinthin- Forlorn Elf Bow Fighter


DM Irthos wrote:

Just to make sure I am keeping track of everyone, here is a list. Let me know if I missed someone and if your ready to go or need more time.

Arlinthin- Forlorn Elf Bow Fighter

ready.


Ready


Ready to go.


Deslin Swifthand wrote:
Ready to go.

1d20 + 5 ⇒ (2) + 5 = 7 did I hit the darkness?


Revised Crunch:
S'SKAAR CR 1/2
Male Lizardfolk Paladin (Holy Tactician, Warrior of the Holy Light) 1
LG Medium Humanoid
Init +0; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 19, touch 10, flat-footed 19. . (+5 armor, +2 shield, +2 natural)
hp 11 (1d10+1)
Fort +3, Ref +0, Will +4
--------------------
OFFENSE
--------------------
Spd 20 ft., Swimming (15 feet)
Melee Claw (Lizardfolk) +3 (1d4+3/20/x2) and
. . Gauntlet (from Armor) +3 (1d3+2/20/x2) and
. . Scimitar +3 (1d6+2/18-20/x2) and
. . Shield, Heavy Steel +3 (1d4+2/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Spell-Like Abilities Detect Evil (At will)
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 12, Int 12, Wis 14, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Hardened Scales
Traits Child of the Temple: Knowledge (Nobility)
Skills Acrobatics +2, Climb -4, Diplomacy +7, Escape Artist -6, Fly -6, Knowledge (Geography) +2, Knowledge (Religion) +6, Ride -6, Sense Motive +6, Stealth -6, Swim +4
Languages Common, Draconic, Orc
SQ Aura of Good (Ex), Hold Breath (x4) (Ex), Weal's Champion +3/+0 (self), +1/+1 (allies) (1/day) (Su)
Combat Gear Scale Mail, Scimitar, Shield, Heavy Steel;
--------------------
TRACKED RESOURCES
--------------------
Weal's Champion +3/+0 (self), +1/+1 (allies) (1/day) (Su) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Swimming (15 feet) You have a Swim speed.
Weal's Champion +3/+0 (self), +1/+1 (allies) (1/day) (Su) Self bonus for 1 rds. If hit then allies get bonuses vs same foe for 1 rd.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Ready to go for S'skaar here. :)

@indeo - the '-' modifiers on your skill mods are for the skills where the Armor Check penalty is being applied due to the Scale Mail.


All ready here as well (Hmmm...my last post disappeared...strange!)


HarbinNick wrote:
1d20+5 did I hit the darkness?

Lol! I remember that, where's that from....

@arknight: so why is it -6 and not -4?


I will have the crunch up for Bertram tonight.

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