DM Oladon's Second Darkness

Game Master Oladon

Current Map - Named Drow


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Greetings!

This will be a joint DMing venture; I'll be running the odd-numbered books, and DM Feral will be running the even-numbered books. This means there will be a DMPC at any given time, but both of us are committed to avoiding the usual issues with such characters. Basically, the active DM's character will take a back seat, and only be involved if prompted.

Character Creation Guidelines
Starting level 1
20 point buy
2 traits
average starting gold by class
HP full at level 1, then average rounded up
core races
official Pathfinder materials only
(Exceptions to the last two items may be made on a case-by-case basis.)

We're looking for interesting characters for this; characters who'll be fun to read and engage with, and who have a reason (or a potential reason) to work together with the rest of the party for the common good and/or the good of others. I like heroes.

On Posting Frequency & DM History
Our target posting frequency is 1/day minimum, with more frequent being better. If you can't do that, please don't apply. With that said, I'm a fairly new DM and what with having to convert things from 3.5, my posting rate may be lower than Feral's... but still shouldn't fall below once per day. (Feral is an extremely experienced DM; in fact, we've just finished the entirety of Skull & Shackles as a play-by-post in four months. The overall posting rate was 75 ppd [posts per day].)

On Enjoyable Posts
If your posts aren't well-written, and spell-checked, you're going to be hurting your chances. I want to enjoy reading your posts and interacting with your character, and I find that incorrect grammar and orthography make that difficult.

Questions?
Ask.


Greetings.. Definitely interested here! I'll be posting a character either tonight or first thing tm.. Really enjoyed reading yalls S&S btw.. I'm looking up the players guide atm to get some campaign info.. Haven't read much on Second Darkness.. Dang no freebie players guide for this one.. If i were to make a ranger any ideas for some decent FE's?

Liberty's Edge

Any limits on abilities after racial adjustments?

Grand Lodge

Offering up my Human Cleric Ruthgar! Wanna jump into that healer/support spot before someone else snatches it up.


WerePox47 wrote:
Greetings.. Definitely interested here! I'll be posting a character either tonight or first thing tm.. Really enjoyed reading yalls S&S btw.. I'm looking up the players guide atm to get some campaign info.. Haven't read much on Second Darkness.. Dang no freebie players guide for this one.. If i were to make a ranger any ideas for some decent FE's?

Hmm... I haven't actually started reading the AP yet, but I'm pretty sure humanoid (human) is almost always a good choice, and based on the description, I'd guess drow would be good as well.


Forthepie wrote:
Any limits on abilities after racial adjustments?

No, but you should know that I'm not terribly fond of super minmaxed builds, and I'm pretty sure Feral feels the same way.

Liberty's Edge

What he said.

Putting caps on stats seems silly but I'd prefer to not see any char-op templates floating around. Use your best judgement.


Rut'hgar wrote:
Offering up my Human Cleric Ruthgar! Wanna jump into that healer/support spot before someone else snatches it up.

Could you post the rest of your character here or in your profile? There's not a whole lot to go on with what you've got in there now.


Interested. I started this with another GM quite some time back, but the game faded away due to RL issues for them. I honestly don't know how far we got because I have still refrained from reading the adventure hoping to find another chance... I would be happy to PM what I remember to avoid a spoiler for the other applicants.

Ironically, I've been thinking that my next character would be more vanilla than some recent ones I've been playing. I like the options of the complex builds, but I don't know that I've really given the base classes themselves enough of a chance.

I'm leaning toward proposing a halfling character, but the class is undecided. Rogue, bard, sorcerer, potentially arcane trickster eventually - all are floating around in my head right now.

I am pretty active on the PBP boards, so I will totally understand if another player with fewer irons in the fire gets the nod.


Ok cool.. I actually purchased the companion so a little info is known now.. Im thinking a ranger or an inquisitor.. Most likely a dwarf..

Grand Lodge

Sure thing. Was just markin' this thread and getting my character info together to present.

Feats and Features:

Deity: Torag
Domains: Protection and War

Spontaneous Casting
Bonus Language (Celestial)
Aura (Lawful)
Selective Channeling
Skill Focus (Religion)
Channel Energy
Lightning Reflexes

Skills:

Appraise [2]
Craft: Alchemy [6]
Diplomacy [7]
Heal [7]
Kn: Religion [9]
Linguistics [2]
Profession: Herbalist [3]
Sense Motive [3]
Spellcraft [2]

Combat:

HP: 9
Stats: STR 14/DEX 12/CON 12/INT 14/ WIS 16/CHAR 12
AC 17/Touch AC 11/Flat-Foot 14
Fortitude +4/Reflex +4/Willpower +6
Melee Mod +2/Ranged Mod +1/CMB +2/CMD +13
Hide Armor: +4 AC/+4 Max Dex/-2 Penalty
Heavy Wooden Shield: +2 AC/-2 Penalty

Warhammer: 1d8/Crit x3
Light Crossbow 1d8/Crit 19-20/x2. Range: 80 ft./20 Bolts

Equipment:

Healer's Kit (10 uses)
Backpack
Waterskin
Flint and Steel
Wooden Holy Symbol
Trail Rations (7 days0
Traveler's Outfit
Sack x3
Bedroll
Winter Blanket
Glass Bottle x3

Special Abilities:

Resistant Touch: Grant ally +1 to all saving throws for 1 min./level
Battle Rage: Grant ally bonus to melee damage equal to 1/2 current level for 1 round.

Spells:

Domain Spell: Magic Weapon

Lv 0
Stabilize, Light, Detect Magic, Read Magic

Lv 1
Cure Light Wounds, Doom

Silver Crusade

Doting for interest..Could you make room for a Catfolk Sorcerer?
Silverpaw
CG Medium Catfolk
Sorcerer 1 (Destined Bloodline)
Height 6'
Weight: 200
Eyes: Blue
Fur: Mix of Silver and Black

Combat:

Combat
Defense
--------
AC:13 ,Touch: 13, Flat Footed:10
(0Armor +3 DEX)
HP:10(1D6+1Con+ 3 Feat)
Fort: 1(+1 Con)
Ref: 3(+3 Dex)
Will: 2 (+2 Base Save)
Offensive
----------
Init + 3
BAB: 0
CMD: 14 (+1 Str, +3 Dex,+ 10)
CMB:1 (+1 Str)
Melee: Sickle (1d8 +1 Str, x2)
Cat’s Claw: 1d4+1
Ranged: Crossbow(Heavy) (+3 Dex) (1d10+1 str)
(100 bolts)
Speed: 30FT

Skills and Languages :

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier
-------------------------------------------------

Acrobatics: 3 = 2 + 0 + 0
Appraise: 4 = 1 + 0 + 3
Bluff`: 6 = 3 + 3 + 0
Climb: 0 = 0 + 0 + 0
Craft (X)`: 1 = 1 + 0 + 0
Diplomacy: 0 = 0 + 0 + 0
Disable Device*: 0 = 0 + 0 + 0
Disguise`: 0 = 0 + 0 + 0
Escape Artist: 0 = 0 + 0 + 0
Fly: 0 = 0 + 0 + 0
Handle Animal*: 0 = 0 + 0 + 0
Heal: 0 = 0 + 0 + 0
Intimidate: 6 = 3 + 0 + 3
Knowledge (Arcana)`*: 6 = 1 + 1 + 4
Knowledge (Dungeoneering)*: 0 = 1 + 0 + 0
Knowledge (Engineering)*: 0 = 1 + 0 + 0
Knowledge (Geography)*: 0 = 1 + 0 + 0
Knowledge (History)*: 6 = 1 + 1 + 4
Knowledge (Local)*: 0 = 1 + 0 + 0
Knowledge (Nature)*: 0 = 1 + 0 + 0
Knowledge (Nobility)*: 0 = 1 + 0 + 0
Knowledge (Planes)*: 0 = 1 + 0 + 0
Knowledge (Religion)*: 0 = 1 + 0 + 0
Linguistics*: 0 = 1 + 0 + 0
Perception: 0 = 0 + 0 + 0
Perform (Oratory)`: 0 = 4 + 0 + 0
Perform (X)`: 0 = 0 + 0 + 0
Profession (Librarian)`*: 3 = 0 + 0 + 3
Ride: 2 = 2 + 0 + 0
Sense Motive: 0 = 0 + 0 + 0
Sleight of Hand*: 0 = 2 + 0 + 0
Spellcraft*: 5 = 1 + 1 + 3
Stealth: 2 = 2 + 0 + 0
Survival: 0 = 0 + 0 + 0
Swim: 0 = 0 + 0 + 0
Use Magic Device*: 6 = 3 + 0 + 3
Languages
Common, Catfolk, Varisian, Thassilonian


Feats/Abilities/Traits :

Feats
Arcane Strike (Combat)
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Eschew Materials: can cast any spell with a material component costing 1 gp or less without needing that component)
Traits
A Sure Thing: Once per day, you gain a +2 bonus on a
single attack roll against an evil-aligned creature. If the
creature is not evil-aligned, this ability is wasted with
no benefit.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian
Abilities
Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Racials
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Cat's Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power


Background and Personality :

Background

Silverpaw was found abandoned on the steps of the Magnimar Library by Jade Hawkstorm a former Wizard who had moved to Magnimar from Sandpoint to study the Thassilon ruins. Hawkstorm felt sorry for the sickly baby left on the doorstep. The Wizard Jade imparted a strong sense of studying the Ancient Ruins Thassilon Empire as way for the young Silverpaw has embraced his heritage. Jade has encouraged Silverpaw to research his heritage. Silverpaw has made a attempts find his parents but realizes that is a dead end for him.
Personality
Silverpaw is headstrong and brash. More brave than wise, when he speaks he is very hyper. He knows he touched with magic and firmly believes he is here to save the world.

Gear :

Gear
Money: 45gp 6sp
--------------------
Weapons
--------------------
Sickle (1 lb)
Heavy Crossbow (8 lbs)
--------------------
Armor
--------------------
Pickpocket's Outfit (3 lbs)
Silken Ceremonial Armor [ACP: 0, Arcane Failure: 0%](4 lbs)
--------------------
General
--------------------
Backpack, common (2 lbs when empty)
Bedroll (5 lbs)
Belt Pouch (1/2 lbs)
Blanket, common (1 lb)
Cup, false-bottomed
Flint and Steel
Sewing Needle x2
Waterskin (- when empty, 4 lbs when full)
--------------------
Consumables
--------------------
Alchemist's Kindness x2
Belladonna x2
Ink (1 oz. vial)
Journal, blank (1 lb)
Rations, Trail x4 (1 lb each)
Soap 0 / 50
Sunrod (1 lb)
Wolfsbane x2
--------------------
Resources
--------------------
Heavy Crossbow Bolt, common 0 / 10 (1 lb)
--------------------
Carrying Capacity
(Str 11)
--------------------
Current Load: 32.5 lbs. (Light)
Light Load: <38 lbs.
Medium Load: 39 - 76 lbs.
Heavy Load: 77 - 110 lbs.


My dwarf zen archer is ready. He will be adjusted to Second Darkness as he was trying Shattered Star when the DM bailed.


This is Forthepie, decided to go with Elven Wizard.

Information is in the profile, but I am going to add it below

Crunch:
Jametor Darksbane
Male Elf Wizard 1
CG Medium Humanoid (elf)
Init +9; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Unarmed strike +0 (1d3/x2)
Ranged Shortbow +3 (1d6/x3)
Wizard Spells Prepared (CL 1):
1 (2/day) Mage Armor, Summon Monster I, Enlarge Person (DC 15)
0 (at will) Detect Magic, Prestidigitation (DC 14), Light
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Scribe Scroll
Traits Reactionary, Researching the Blot
Skills Knowledge (arcana) +8, Knowledge (local) +8, Knowledge (planes) +8, Perception +3, Spellcraft +8 (+10 to determine the properties of a magic item), Use Magic Device +1; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan
SQ +3 to appraise checks, acid dart (7/day), arcane bonds (swiftwing, raven), elven magic, empathic link with familiar, opposition schools (enchantment, necromancy), share spells with familiar, specialized schools (conjuration), summoner's charm (+1 rds)
Other Gear Arrows (20), Blunt arrows (20), Shortbow, Spellbook, Wizard's kit, 15 GP, 10 SP
--------------------
TRACKED RESOURCES
--------------------
Acid Dart (7/day) (Sp) - 0/7
Arrows - 0/20
Blunt arrows - 0/20
--------------------
Special Abilities
--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Acid Dart (7/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Researching the Blot You can use spellcraft (DC 20+caster level) to identify magic items.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

I can post several times a day, even on the weekends. I have a few times during the day where I might be unavailable to post for an hour or so.


Werepox here.. The crunch for ma dwarf ranger.. I'll get a backstory up for him tm..

Gromph Deepstar:

Gromph Deepstar
Dwarf Ranger (Urban Ranger) 1
CG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +2; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greataxe +4 (1d12+4/x3)
Special Attacks ancient enmity, favored enemy (humans +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 16 (20 vs. Bull Rush, 20 vs. Trip)
Feats Power Attack -1/+3
Traits Glory of Old, Scouting for Fiends
Skills Acrobatics -1 (-5 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff -1 (+1 vs. humans), Climb +4, Disable Device +3, Escape Artist -1, Fly -1, Knowledge (local) +4 (+6 vs. humans), Perception +6 (+8 vs. humans, +8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -1, Sense Motive +2 (+4 vs. humans), Stealth +3, Survival +6 (+8 vs. humans, +7 to track), Swim +0
Languages Common, Dwarven
SQ greed, hardy, slow and steady, stability, stonecunning +2, track, wild empathy
Combat Gear Caltrops (2), Tar bomb, Vermin repellent; Other Gear Armored coat, Greataxe, Blanket, winter, Grappling hook, Ranger's kit, Rope, Thieves' tools, Tindertwig (2), Trail rations (5), 12 GP
--------------------
Special Abilities
--------------------
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scouting for Fiends You gain +1 to attack rolls vs. evil outsiders.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Grand Lodge

Cilef here! Cleric Elf, idk how to post my info. Still new to all this, but i have my sheet completed


Looks like plenty of candidates, but are there any skill monkeys proposed yet? Since there's a wizard and a sorcerer already proposed, I'm leaning more toward rogue or bard.

I forget - does the urban ranger archetype grant trapfinding? If there are no other trapfinders, that will probably decide it for me.


I'd like to present Ghars for consideration as a member of the party for this AP. I can post at least twice a day more often than not, and while I don't have a lot of PbP experience yet, I like developing my characters and the story through roleplaying during tabletop games, so I'll be happy to put as much effort into each post as possible. The only caveat here is that being an Australian from a non-English speaking background (ie. English wasn't my first language, despite English being the main language spoken here), while I can guarantee I'll use a spellchecker, my grammar may sometimes be a little creative. I don't think the time-zone differences will make any real difference either.


AinvarG wrote:

Looks like plenty of candidates, but are there any skill monkeys proposed yet? Since there's a wizard and a sorcerer already proposed, I'm leaning more toward rogue or bard.

I forget - does the urban ranger archetype grant trapfinding? If there are no other trapfinders, that will probably decide it for me.

I'm considering playing a rogue, but certainly wouldn't mind another.

Also... party make-up is overrated. Better to have good players with good characters for a good party.


7 Wizards no Fighters, Done!


I'm going to try to get together a submission for a dwarven maneuver master monk, bullrushing and overrunning opponents into position. I'll see what I can come up with.

Thanks.


Here's a character with backstory and crunch mostly done, missing gear and a picture. Concept is an evoker mage with a GIGANTIC chip on his shoulder. I'm interested in starting him with ornate robes and staff as in his description, let me know how much I should spend on those before I outfit him with gear.

Liberty's Edge

It's looking like we're going to have a fighter/alchemist, caster oracle, and rogue/arcane trickster.

We're not super worried about party balance but I would like to limit the stepping on of toes. I suggest applicants keep that in mind. Submitting something that stands apart from those characters would certainly be a mark in your favor.


I was just directed this way by a mate of mine after I expressed interest in joining a play by post.
I've got a Dwarven Barbarian I knocked together for a game that never got off the ground. Ulrik Hammerbane stands ready should he be needed. I'll knock him back to a 20pt buy and join the queue.


And yes Urban Rangers have trapfinding.. But if your gonna have a rogue already than i might switch him to an Inquisitor.. Is the rogue gonna be dedicated to traps?

Grand Lodge

Here is mine
Female Elf
Sorcerer 1 (crossblooded: Sylvan / Sage)
Init +1; Senses Perception +3, Low-light Vision, Keen Senses
==DEFENSE==
AC 11, touch 11, flat-footed 10 (+1 dex)
hp 6 (1d6)
SR 0
Fort +0, Ref +1, Will +0
Defensive Abilities Elven Immunities (PFCR 22), Arcane Focus (PFARG 22)
==OFFENSE==
Spd 30 ft/x4
Special Attacks Arcane Bolt (PFUM 72)
==STATISTICS==
Str 8, Dex 12, Con 11, Int 20, Wis 10, Cha 12
BAB +0, CMB -1, CMD +10
Feats Eschew Materials (PFCR 123), Spell Focus (Enchantment) (PFCR 134)
Skills Bluff +5 [w/ persons attracted to you +6], Knowledge (arcana) +11, Knowledge (planes) +6, Linguistics +6, Perception +3, Spellcraft +11 [Identify properties of magic items +13], Use Magic Device +5
SQ Elven Magic (PFCR 22)
SU Bloodline (PFCR 71), Bloodline Powers: Arcane Bolt (0), Sorcerer Spells (PFCR 70-71)
MC Bloodline Arcana (0), Eschew Materials (PFCR 71)
Traits Charming (Social) (PFAPG 330), Desperate Focus (Magic) (PFCo: CEoD 19)
Languages Common, Draconic, Elven, Gnoll, Goblin, Orc, Sylvan, Thassilonian

----
very short fluff (train to catch)
Even if she is a scholar for a sorcerer (a very oddity by herself) she come from a very, very long line of wizards
Good thing none in her family realise it so much (or chose to not dwell on it)
Her city was sacked by drow while she was away to study Thassilionian language (family killed etc)

she pend 10 years drowning in sorrow and now she comes back to the world looking for a new direction in life and something to do.


I'd be very interested in taking part in this, been looking for Second Darkness for quite a while.

My idea is for a Half Elf who comes from a line of Elven Lantern Bearers and traditionalists (he is the result of a tryst of his rebellious mother) who seeks to prove himself in the eyes of his grandfather.

I'm not entirely sure on class yet, but it would be either a melee character or a martial archer (fighter, ranger, rogue & magus being the top of the list) and I'd love to eventually take the Lantern Bearer PrC. As a result of that things like Cavalier, Oracle or Bard, which would be great fits on their own, become less interesting.

As far as post rates go, I should be able to meet the 1/day minimum, no problem. Do know though that my timezone is GMT+1, which could make interaction and past paced posting a bit more difficult.


Gromph Deepstar wrote:
And yes Urban Rangers have trapfinding.. But if your gonna have a rogue already than i might switch him to an Inquisitor.. Is the rogue gonna be dedicated to traps?

I'm thinking he's going to be a furtive little sneak if I go rogue, but if you have trapfinding covered, I could go a different way. Don't let me dissuade you from your plans. He would probably be designed for high-strealth, high-trapfinding and less of a combatant. We seem to have that aspect of the party covered well, anyway.

Alternatively, I would take him toward bard, but I'm liking the little sneak more and more. The arcane trickster comment, Feral, was totally off the cuff because I like the synergy of the sorcerer class and the halfling race. It's not an optimal choice and he would be less blaster and more buffer - possibly more self-buffer - so I don't think I would be stepping on toes, but I hear what you are saying.

I'll see if I can't put together the little fella today.


Cool - Second Darkness!

Any advice on background/backstory hooks, aside from starting in Riddleport?


Good morning.

Some good posts here. I'm going to post some specific comments for people a bit later, and will be interested in hearing the responses.

In the meantime, would someone be willing to compile a list of applicants?


Blackacre wrote:

Cool - Second Darkness!

Any advice on background/backstory hooks, aside from starting in Riddleport?

Hmm, not really. One thing I'm hearing from a few sources is not to tie your character too tightly to Riddleport.

Just make an interesting character. :)


Rut'hgar wrote:

Sure thing. Was just markin' this thread and getting my character info together to present.

** spoiler omitted **

Rut'hgar:
Tell me Rut'hgar's story. How did he come to follow Torag? Why is he in Riddleport?

Silverpaw Hawkstorm wrote:

Doting for interest..Could you make room for a Catfolk Sorcerer?

Silverpaw
CG Medium Catfolk
Sorcerer 1 (Destined Bloodline)
Height 6'
Weight: 200
Eyes: Blue
Fur: Mix of Silver and Black
** spoiler omitted **

Silverpaw Hawkstorm:
It looks like you submit the same character to tons of games with no changes for the specific game. That's not too promising. Why would Silverpaw be in Riddleport? Have you read through the description of Second Darkness to get an idea of what it's about?

I was working on a character list for you and hit the wrong button and lost the list. I'll try to get it done later today.


Bimbur Longstrike wrote:
My dwarf zen archer is ready. He will be adjusted to Second Darkness as he was trying Shattered Star when the DM bailed.

Bimbur Longstrike:
Naïve characters can be fun to play, but can also cause problems. Give me a few examples of things that you imagine could happen to show his naïveté... how would he respond? How do you imagine the party responding?

How does Bimbur feel about normal (non-dark) elves?


Jametor Darksbane wrote:
I was working on a character list for you and hit the wrong button and lost the list. I'll try to get it done later today.

Sadness. Don't go anywhere...


Jametor Darksbane wrote:

This is Forthepie, decided to go with Elven Wizard.

Information is in the profile, but I am going to add it below

** spoiler omitted **...

Jametor Darksbane:
What's Jametor's story? How did he learn such a wide variety of languages?

Sunic Askoor wrote:
Cilef here! Cleric Elf, idk how to post my info. Still new to all this, but i have my sheet completed

Sunic Askoor:
We're going to need more than a name and race/class combo.

OK, I really was looking at a vanilla rogue, but I looked at the ARG and the racial archetype (filcher) for the halfling seems to fit the character, so I'm planning to go forward with it unless someone (especially a GM or two) has reservations.

Other than that, he's together, but I will need to pull his data into a post-friendly format.

DM Oladon, when you say not to tie the character too closely to Riddleport, do you want them to be coming from somewhere else? My thought is that Randall will essentially have spent his whole life in Riddleport but he would be willing to leave because of limited opportunities. And old grudges. And outstanding warrants, maybe. Does that work or should I plan otherwise?


Ghars Stonefist wrote:
I'd like to present Ghars for consideration as a member of the party for this AP. I can post at least twice a day more often than not, and while I don't have a lot of PbP experience yet, I like developing my characters and the story through roleplaying during tabletop games, so I'll be happy to put as much effort into each post as possible. The only caveat here is that being an Australian from a non-English speaking background (ie. English wasn't my first language, despite English being the main language spoken here), while I can guarantee I'll use a spellchecker, my grammar may sometimes be a little creative. I don't think the time-zone differences will make any real difference either.

Ghars Stonefist:
When you say you'd be able to post twice a day, would that be checking twice a day as well? If so, when do you usually check? "Flurry of posts" is one of the really neat things about PbPs, and it can be hard to pull that off if one or more people are always on different schedules.

I'm looking forward to reading the updated version of Ghars' story, and thanks for putting the OOC notes in your profile.


AinvarG wrote:

OK, I really was looking at a vanilla rogue, but I looked at the ARG and the racial archetype (filcher) for the halfling seems to fit the character, so I'm planning to go forward with it unless someone (especially a GM or two) has reservations.

Other than that, he's together, but I will need to pull his data into a post-friendly format.

Could be fun... and no objections here. As Feral noted, I'm leaning toward a rogue/arcane trickster for my character, but as I said previously, party composition class-wise isn't as important to me as party composition character-wise.

AinvarG wrote:
DM Oladon, when you say not to tie the character too closely to Riddleport, do you want them to be coming from somewhere else? My thought is that Randall will essentially have spent his whole life in Riddleport but he would be willing to leave because of limited opportunities. And old grudges. And outstanding warrants, maybe. Does that work or should I plan otherwise?

Something along those lines should be fine.


Im seriously considering going inquisitor over ranger now.. If thats the case i would not have disable device.. But i see you dont loose trapfinding so you could still be the disabler..


I got a concept in mind. A human Saurian Shaman from the Mwangi Expanse with a Raptor animal companion. I can get him and his dino to riddleport, I just need approval that I can actually use a dinosaur focused class in the first place.

If I cannot use him it is okay. Got a few ideas. If I need a different concept, how do you feel about evil characters who are actually capable of party cohesion?


@Gromph Deepstar: Yeah, if he's selected, Randall can cover that role. I hope you aren't changing because of me, though.

@DM Oladon: Considering the length of time it would take for a rogue/sorcerer/arcane trickster to come together (if I take Randall in that direction), there would be plenty of time for us to find our niche if we both decide to follow that path. Randall might just go UMD to self-buff from wands, too. That might actually be the more logical choice as he comes together in my mind.

I'm not terribly tied to any particular idea, as you can tell, and the characters sometimes decide they need to go some other direction than I'd planned, so we'll just have to see what happens.

I'll try to just paste his character sheet in, but I'm not sure how well it will turn out.

Randall Quickstep:

RANDALL QUICKSTEP
Male Halfling Rogue (filcher) 1
CG Small humanoid (halfling)
Init +7; Senses Perception +8

DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +6, Will +3, +2 vs. fear

OFFENSE
Speed 30 ft.
Melee dagger (small) +1 (1d3/19-20)
Ranged dagger (small/thrown) +4 (1d3/19-20)
Melee dagger (punching) (small) +1 (1d3/x3)
Special Attacks Sneak Attack 1d6

STATISTICS
Str 10, Dex 16, Con 11, Int 12, Wis 14, Cha 16
Base Atk +0; CMB -1; CMD 12
Feats Armor Proficiency, Light; Improved Initiative; Simple Weapon Proficiency
Skills Acrobatics +9, Acrobatics (Jump) +5, Appraise +5, Bluff +8, Climb +6, Craft (Untrained) +1, Diplomacy +3, Disable Device +10, Disguise +3, Escape Artist +7, Fly +5, Heal +2, Intimidate +3, Knowledge (Local) +5, Perception +8, Perception (Trapfinding) +9, Perform (Untrained) +3, Ride +3, Sense Motive +2, Sleight of Hand +8, Stealth +11, Survival +2,
Languages Common, Gnome, Halfling
SQ Fearless, Fleet of Foot, Halfling Luck, Keen Senses, Trapfinding, Weapon Familiarity
Possessions dagger (small) (x5); dagger (punching) (small); leather armor (small); outfit (explorer's/small); masterwork thieves' tools

SPECIAL ABILITIES

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

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

Fleet of Foot (Ex) Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

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

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

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Vagabond Child (urban) (Sleight of Hand) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

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


Alern "Flare" Rikkard wrote:
Here's a character with backstory and crunch mostly done, missing gear and a picture. Concept is an evoker mage with a GIGANTIC chip on his shoulder. I'm interested in starting him with ornate robes and staff as in his description, let me know how much I should spend on those before I outfit him with gear.

Alern 'Flare' Rikkard:
How do you imagine Flare getting along with the rest of the party? Why would the rest of the party want someone "desperate for attention" around?
Grand Lodge

DM Oladon wrote:


** spoiler omitted **

DM Oladon:

The thing to know about Ruth'gar is that he isn't an atypical Cleric, he isn't a devout follower of his chosen deity. At times, he'll question his god, and wonder if what he, or Torag, is doing is the right way. Or the only way. Why he follows Torag is that he believes in a good plan, or three, and preparation. Along with strong steel to support said plan if words don't suffice.

As to why he's in Riddleport, he hitched a ride with a trader that has the city on his regular route. After finding out a good porting of his shipment may have gone bad through magic means, or even been laced with poison to make it rot faster, Ruth'gar agrees to go with him to his main source of trade goods to find out what happened. As well as help anyone who may have been affected by these 'rigged' goods and offer some comfort and healing if possible.


Splod wrote:

I was just directed this way by a mate of mine after I expressed interest in joining a play by post.

I've got a Dwarven Barbarian I knocked together for a game that never got off the ground. Ulrik Hammerbane stands ready should he be needed. I'll knock him back to a 20pt buy and join the queue.

Splod:
Still here?

Post the character for us if you don't mind... you can use spoiler tags to make for a cleaner post.


Gromph Deepstar wrote:
And yes Urban Rangers have trapfinding.. But if your gonna have a rogue already than i might switch him to an Inquisitor.. Is the rogue gonna be dedicated to traps?

At this point I'm not specifically planning on trading away Trapfinding/Trap Sense, but I'm not too attached to them either.


These are, as best as I can tell, the Characters who've been posted in the thread. Concepts weren't included, basically if there was not a name and a character sheet (with one exception) I didn't include you in the list. Based on the spoiler feedback from DM Oladon, I think he's on the same page. Obviously, if I missed someone, let me know.

Human Cleric--Rut'hgar
Catfolk Sorcerer--Silverpaw Hawkstorm
Dwarven Zen Archer--Bimbur Longstrike
Elven Wizard--Jametor Darksbane
Dwarven Ranger-Gromph Deepstar
Elven Cleric--Sunic Askoor
Human Barbarian--Ghars Stonefist
Human Mage--Alern "Flare" Rikkard--Evoker
Elven Sorcerer--Algar Lysandris

I tried to add archetypes if I could tell or if it makes a difference. I don't know how all the archetypes change the class though, so if I need to update with your archetype, let me know. Gromph, I know you are waffling on your archetype, maybe?

Anyway, let me know if I messed anything up.


Algar Lysandris wrote:

Here is mine

Female Elf
Sorcerer 1 (crossblooded: Sylvan / Sage)
Init +1; Senses Perception +3, Low-light Vision, Keen Senses

Algar Lysandris:
What does no one in her family realize? Why is it good?

Her whole city was sacked? That seems pretty extreme; what city was it? Was everyone killed? What motivates her -- why is she still alive?

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