El'Da'Vaughn, the Land Hidden in the Fog

Game Master Alshoodone

Alexander Augustus Vilger, a horribly evil theurge, has met with death's sweet embrace. He left everything he owned to specific individuals whom's ancestry he had dealt with, for better or worse, and now they, as the rightful heirs, must journey to the Land in the Fog to claim what is theirs. Madmen, Cultists, and Drow, as well as all manner of mischief and disease await them? How will they cope? How will they begin their reign? Lastly, what secrets did such a titan of a man die with?


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"You will recall, vaguely, a curious individual by the name of Alexsander Augustus Vilger. This is the monicker of the man who has had dealings with your family, whether recent or aeons ago. In the distant past he took interest in various business affairs that most would define as distasteful, or deviant. Perhaps even lecherous. Despite such assured thinking and proper judgemental minds I can personally claim that everything that the owner of the great estate did, he did it to aid the estate. Dark times as they were... Regardless of the circumstances by which you are related to the late groundskeeper, I assure you that this letter has come to you at the date it was supposed to, such is the master's will, and your glorious favor.

Whether by nefarious scheme, plot, coincidence or accident, the estate is now, in part, yours for the taking. You need only seek it.You will enter into joint custody of the place with 3 others, All that is in it is now yours to divvy between yourself and the other four owners. It is at this time that I unfortunately must leave said estate by the only method as of yet that has proven favorable. The means by which you will arrive are vague. The estate is accessible by both land and sea, but is not depicted on any map. Search your history. Search your family history. Trace back the deals and the many letters. Grasp at every hint and straw you can, and find the manor atop the hill beyond the Foggy Lamp Post. The road of black soil will reveal itself in time. Once you find it, you need only wait a time undisclosed.

Do not speak to the driver. He will take you to the estate. The place behind the fog, of which only he may tread betwixt. The estate of paradise forgotten. Where we were sequestered. May the gods have mercy on you. May the gods have mercy on me. May the gods have mercy on us all."

Hello! It a pleasure to meet you, my primary Alias is Alshoodone. If you believe it might be of concern to you, I request you read the following spoiler.

Why did the last EDV Fail?:
The prevous incarnation of El'Da'Vaughn ended abruptly without warning and, even worse, without me telling my players that the game had died. Such is the fate of the average play by post game, unfortunately, but it is not a mistake that I intend to make again. The primary cause as to why I had so little time to dedicate to the game was due to 7 day weeks at a 12 hour factory job. While it paid well, I had no social life, and found myself in a constant state of working and sleeping with no time to do anything else in addition to the ordinary chores of daily life.

If this disturbs you, look elsewhere, but I promise that this time I will not be so quick, or so uninformative. This campaign is my modus operandi, and I wish to see it completed and hopefully published. Should the campaign prove successful, the players whom stick with me through it will be rewarded with both an excellent story, and a copy of the adventure path for their own use.

Without further ado, allow me to give you some much-needed backstory towards this campaign. The late Alexander Augustus Vilger has died at the venerable, yet prodigious age of one hundred and thirteen. This is rather impressive, as he was just a human. In his life, the master of El'Da'Vaughn pursued such exuberant things in his hunt for knowledge. Deviancy, Hedonism, Unspeakable acts, Charity, on every edge of the spectrum did he travel to look at life from so many facets. What he ultimately learned in the end on his deathbed is knowledge that he has taken to his grave.

His many dealings and eldritch pursuits, however, rubbed off on many an individual in secretive ways. His appearances were either masked, or in the distance, and his simple symbol of A.A.V are the only hints he left behind, as Vilger survived all of his prominent apprentices. A fact many believe to be engineered. Regardless, with his passing he had to have someone to pass his findings, or, at least, his possessions to. That person is yourself, and your 3 cohorts whom are the rightful owners of the Land within the Fog. Everything in it is yours, and you shall rule. You shall defend it, and seize it back from the mock-masters that rule in the thrones empty shadow.

Character Creation
Starting Level: 1st
Starting Wealth: Maximum for respective class.
Star Array: 20 point buy.
Available Races: Human, Orc, Elf, Dwarf, Half-Orc, Halfling, Half-Elf, Aasimar, Tiefling, Dhampir, Drow, Fetchling, Genie Races, Lizardfolk, Tengu, Vishkanya, Changeling, Goblin, Orc, Kobold.
Traits: Choose 1 Trait from the Core Rulebook, or any other First Party Book that is unrelated to an Adventure Path. Your second trait is a Universal Trait that everyone must take that raises 2 skills by +2, and makes one of them a Class Skill. It is called "Rule Aspirant."

Character Backstory
Your character may come from any background and from anywhere within all of Golarion. The exact location of EDV is nowhere on the map, as it is lost to reality. Your backstory should look similar to the following.

- Your family, or a relative, or a close individual dealt with A.A.V as you grew up.
- You discover the letter above, dated with whatever day you find it. You can discover it in old writings, personal affects, or whatever you can think of.
- You learn of what your family/relative/individual did involving Vilger and set off to find "The Foggy Lamppost."

The Lamppost is often found by searching for quite some time, and often when a person has lost all hope of finding it. All 4 players arrive in the fog at the same time, regardless of when they enter the fog. (Time Schmuckery.)

If you have any questions I'd be delighted to answer them.

Ban List
Advanced Firearms
The Falcata
All Summoner Archtypes
Spiritualist
General Cheese
Leadership

Oh, and don't bring your family with you to the estate. Come alone.

Scarab Sages

Pathfinder Starfinder Society Subscriber

This sounds awesome. I'd be interested. Would anyone else who applies be interested in being siblings for this as it may make it more interesting?

EDIT: Just reread this and would such a concept go against the second to last sentence?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

interested.. sounds intriguing!... but I do get tired of failed games... can you at least promise that if you decide to end the game 'early' that you will move the game to inactive? And I'd like to play a goblin if that would be alright... I've a character that was in a game that ended, and I'd like to continue playing him, albeit back to 1st lvl.

Grand Lodge

Hmmmm the posibilites are rather intriguing


@Saashaa - I would reccomend not having a sibling present if at all possible, as it makes a key point in the story rather... confusing.

@JAFO - Yes, I can easily do that. Goblin is, as I believe I mentioned, a legal race. If it is not, it was added in post and is more than legal. Just make sure to accustom his backstory to the story present here.

@Critzible - Yeh

- Oh, and on another note, there was something that slipped my mind. All alignments are legal, barring chaotic evil, and no, gnomes (or any fey, for that matter) are not allowed. Vilger never dealt with them for personal reasons.


Here is my submission such as it is so far... just needs a background... goblins don't live very long, so I assume it was an ancestor who had history with Vilger... also have to figure out how Eekz got the news since goblins hate writing and don't read. period. ever.


@Eekz Half-ear - The idea is that he had something to do with your past, so having him dealing with your tribe/community would be a great way to have him in your backstory. It's entirely possible.


As I am a tiefling I dealt with him directly. 40 or so years back since I start adventuring in my 100's.


@Ozen Helix - Vilger is, surprisingly, a bit older than that. His capricious nature would still not have you know his full name, or actual physical appearance. He should come off as Enigmatic, yet astoundingly intelligent and pragmatic, if a bit abstract in his approaches to knowledge.


backstory:
Ozen Helix was thankfully for him born in the nation of Cheliax since his unnatural state would have doomed him in most other countries. Though the people in the nation still treated him like dirt. His mother was a maid in House Leroung. His father was unknown to him but his resemblance to the lord of the house led to him and his mother being cast out when he was still a child. His mother got work where and how she could for the next few years. She died a month after his seventeenth birthday from filth fever. Even the slightest aid would have saved her but they had no money and were turned away everywhere. Ozen decided on that day that he would take what ever he wanted from the world be it money or power. For more than four decades he led a gang of half orc and human thieves he cut a swath of blood up and down eastern Cheliax. Using his ability to summon darkness they raided caravans and noblemen aplenty. When he was 62 his second in command Davor decided that he would prefer to be the leader. He gave Ozen up to the Cheliax government. After weeks of running and hiding he could not escape the guards with his back to the wall he dove off a cliff into the Inner Sea. While his body was being dragged deeper into the ocean's darkness a voice spoke to him promising life in exchange of service. Ozen agreed and then woke suddenly the first thing he saw was a scorpion siting on his chest and feeling the sensation that he was changed forever.

Ozen's body was different where he was once obviously a tiefling the signs of his infernal heritage had diminished. His tail was gone but more surprisingly his hooves had been altered into feet. Ozen found that his alteration was more than skin deep his ability to call on darkness was gone but he had gained the ability to see the light of life in all living things. His skill with weapons and knowledge of fighting was all but washed away replaced by an almost crackling internal energy. These changes confused and worried him greatly but the biggest surprise came when he tried to leave the beach and started to choke on water. It didn't take him long to realize that the scorpion was at the center of his cage so he went back to have a look at it. Gazing at the scorpion a heavy understanding filled him. He knew that he had to keep to his word to the force that saved him and he had to serve his new master. He was terrified because he didn't know what it wanted. Picking up the scorpion he again attempted to leave the beach and was successful. He had found a road and was walking up it when his new senses picked up something on the side of the road. It was a middle-aged man being threatened by many men in armor several men in similar armor lay nearby on the ground. Trying to pass by it he started to choke again, the scorpion climbing his shoulder and realized what he had to do. He turned to the man and called out. When one of the soldiers turned turned and their eyes met he slammed his will against the other mans. He turned raised his hands up and was astonished when bright blue flames spread out in a wave dropping a soldier where he stood. The man he meet laughed long and hard at the sight before waving his hand and acid rained from the sky. Ozen was terrified as the man tapped his shoulder with a wicked smile before saying "Good job ignoring me would have been a bad choice. I do owe you one though and I will pay you back." before turning and walking away cackling. Ozen has been living with his changes and always careful to make sure to ask Luci his scorpion before any truly dangerous action immediately jumping to obey his orders no mater what he thinks. Until one day he gets a letter hell hero I have something for you and Luci prevents him from burning it up.


I thought he had just recently died so that the above backstory would be sensible.

Grand Lodge

Halfling Unchained Rogue


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This looks very interesting. I think I'm going to make a changeling cleric of Hanspur.


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@Ozen Helix - That backstory certainly works.

@Critzible - Enjoy that +1 to hit.

@Servant6 - Have fun drowning someone in your backstory.


I should make it a point to address the fact that Evil is most certainly allowed. Paladin, however, will be met with vehemently difficult attempts to not fall, as the game possesses something quite similar to the "Pact-like" clauses within Way of the Wicked, regardless of the players alignments. That said, Paladin is strongly advised to keep its distance from this game, if only because you will be dealing with your own personal laws, as well as the laws of the land, as well as the laws placed upon you by a contract that you are completely expected to sign.

It is, unfortunately, one of the more "Railroaded" portions of the campaign.


Do we get background skills? I hope so. As it would mean 2 more knowledge skills. ;)

Submission: Eluvias the Grim
Race: Elf
Class: Empiricist Investigator

Crunch:

Name Eluvias the Grim
Race Elf
Languages Common, Elven, Celestial, Draconic, Gnome, Sylvan, Ancient Azlanti
Class Empiricist Investigator
Stats
Str (10) Dex (18) Con (10) Int (18) Wis (10) Cha (8) HP (9) Fort (+1) Ref (+6) Will (+2) Initiative (+4) AC (18/14/14) CMD (14)

Traits
* Student of Philosophy (You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).)
* Forlorn (+1 fortitude saves)

Elf
* Darkvision (60ft)
* Lightbringer (Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability.)
* Keen Senses (+2 perception)
* Longlimbed (35ft movement)

Feats
* Weapon Finesse (dex to hit)

Skills
* Craft Alchemy: 1 skill point (+9)
* Disable Device: 1 skill point (+9)
* Perception: 1 skill point (+10 / +12 to find traps)
* Diplomacy: 1 skill point (+8)
* Linguistics: 1 skill point (+8+1d6)
* Spellcraft: 1 skill point (+8+1d6)
* Knowledge Arcana: 1 skill point (+8+1d6)
* Knowledge Religion: 1 skill point (+8+1d6)
* Knowledge Nature: 1 skill point (+8+1d6)
* Knowledge Planes: 1 skill point (+8+1d6)

Inspiration 5 points
* +1d6 for all trained knowledge, linguistics and spellcraft checks
* May spend 1 point to get +1d6 for any other skill check
* May spend 2 points to add +1d6 to any to-hit or saving throws.

Trapfinding
* May disarm magical traps
* +1/2 level in disable device and perception to find traps

Alchemy
* +1/2 level in craft (alchemy)
* Lvl 1 Extracts Known (Cure Light Wounds, Ant Hall, Comprehend Languages, Heightened Awareness, Reduce Person)
* Lvl 1 Extracts Prepared (Cure light wounds, Reduce Person)

Equipment
* Rapier (1d6, 18-30 crit)
* Studded Leather (+3 AC, -1 ACP)
* Buckler (+1 AC, -1 ACP)
* Thief Tools
* 15 gold

Background:

Eluvias is one of the forlorn. An elf who has grown to adulthood in human lands. He never knew his true parents, rather he was raised by a monk of Nethys by the name of Rodrim. Throughout his life his questions as to where he came from and how he came to be Rodrim's charge was always left unanswered. He stopped asking when he was old enough to recognize the air of sadness around Rodrim when the topic came up.

His early life was happy enough. He had a guardian who genuinely loved him, a community that accepted him, and he had the skills needed to thrive in his environment. Sadly, his story was destined to end in tragedy. Rodrim grew old while Eluvias, in true elven fashion, stayed young. Like all people, he had to watch his 'father' grow old and die. But his world fell apart when the same happened to the love of his life, a fellow monk whom he had grown up with. He watched her grow old before him, wilting like a flower before his very eyes. He held her hand as she died, vowing to love her forever. Just as she died, so too did all of his friends and comrades who researched and archived in the name of Nethys. For Eluvias, he felt that he had outlived his time.

He left the archives, fleeing in search of a new life. Having been born with an untrained talent for magic, he turned his abilities towards the production of potions and salves. He soon opened a small shop in a small village, making basic remedies. To supplement his income, he turned his natural dexterity towards also serving as their locksmith. In this, however, he earned the moniker 'the grim', for in his eyes there was no need to really get to know anyone else, for they would surely just grow old and die, leaving him alone once more. In this role he never grew rich, for every crown he saved quickly went towards buying new books. For to Eluvias, the only constant in life was knowledge. It was the only thing that would not leave him.

In all of this, however, there was one person whom Eluvias knew whose presence would continue making an impact in his life, even after death. That was Alexander Augustus Vilger, or AAV, as he called himself. He was the master of El'Da'Vaughn, and he pursued such exuberant things in his hunt for knowledge. Eluvias first met him in the archives of Nethys in which he grew up. He had assisted the masked man in finding a crumbling text that he was looking for, and to his surprise he was gifted with a tome from within the man's robes. It was an unmarked book, from which Eluvias learned how to enchant his potions with the innate magical ability that coursed through his veins. As the years went by the man would periodically appear in the archives, always hooded or masked. Each time he did so he had another tome that he needed assistance in finding.

It was while tending to his shop that Eluvias learned of A.A.V's passing, news which was both saddening and expected. What was unexpected, though, was the news that he was to be considered as a possible heir for the ancient scholar. For what Vilger knew was that to Eluvias, the only constant left in life was knowledge, and that the elf would treasure what was within his manor not as a tools to an end, but as a goal in itself.


@Grumbaki - Background skills are, unfortunately, not a thing in this.


Ah well. I suppose 10 skill points a level will have to be enough for me. (Only slightly joking...trying to be a great rogue and a librarian isn't easy!)

Think that I'll probably end up putting 5 ranks in each knowledge skill. Assuming Int20, that'd be +10 right there. Throw on breadth of experience and dilettante for +17 to each. Maybe divine obedience Irori for another +4, pushing each knowledge skill up to +21. And of course inspiration adds another +1d6.

Hopefully that'll be enough, while still keeping diplomacy, stealth, perception, disable device and use magic items up to high enough levels.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Thinking of a skin-walker, descendant of AAV's groundskeeper who was a lycanthrope which AAV experimented with and thus skin-walker was born. The groundskeeper was not just the gardener but also the second line of defense (I'm assuming the lines of 2nd). Is there still an opening?


@Saashaa - Unfortunately, the groundskeeper actually exists and Vilger was quite extensive when it came to keeping those that were actually close to him in top condition and free of... foreign effects.

Please do what you can to stay relatively distant from being a close personal compatriot to AAV if you can.

Scarab Sages

Pathfinder Starfinder Society Subscriber

I seem to be misunderstanding the relation you are looking for then.


Alexander Augustus Vilger wrote:

Hello! It a pleasure to meet you, my primary Alias is Alshoodone. If you believe it might be of concern to you, I request you read the following spoiler.

Why did the last EDV Fail?

No worries, Alexander/Alshoodone- happens to everyone at some point in their lives; as a one of those former players, it's good to see you back in the GMing seat again. ;)


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@SaaShaa - Essentially he has to have influenced your family, or you, but in a vague way that you'd have to look for. Why not just shoot a backstory first and we'll see if it's nice?

@Here4dafreeswag - You should apply.


Cool and thank you for the invite. :)

Just wanted to make sure though, just Paizo material only, no third party stuff?


Is Eluvias' backstory kosher with AAV?


I think I'd actually like to play this guy.

I made him for a Carrion Crown game that never really went anywhere, but with a Vampiric taint in his bloodline, a hatred for any and all things undead, relying on the powers of both Pharasma and Iomedae to guide him and being a very studious man with his own Ustalavian Castle (passed down through the generations), not only was he in regular contact with Professor Lorrimor, but other notable and well respected figures throughout Golarion.

As such, it's quite easy for me to have Alexander Vilger as a distant pen pal or at least contact of his. The way I see it is Vilger was somebody Charles' parents knew and as such, Charles knows him as a family friend and greets him as such, but has no idea of the circumstances to which Vilger and his parents met.

News of Vilger's death would come as a surprise, but not as a shock, due to just how old he was at his time of death.

Though not overly trusting of the letter, Charles is at the least, curious. He has his own place and has no intention of giving it up, but he would like to learn more about Vilger and that in itself is enough for him to make the trip.

Any of that work for you? He hunts down the supernatural and even detests the blood that flows through his body. He's still human, but any further taints would make him a full on Dhampir.


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@Here4dafreeswag - 3rd party, in this particular instance, is vehemently prohibited. I've even gone to great lengths to keep everything in the campaign (on the enemy side.) completely first party. The only exceptions are the things that I, myself, designed.

@Grumbaki - A little "close" but, altogether it is a lovely backstory. To be in such close proximity is a bit of a stretch, but you didn't know much about him and that's what's ultimately important. One particular gripe is your knowledge of El'Da'Vaughn's existence, as it's rather esoteric knowledge to a very, very privvied few.

@Lord Charles Iridian Bloodgrave - I don't know about owning an entire castle, but it's not like you can bring it with you to El'Da'Vaughn. It seems, however, that he would be able to slide right into it.


@GM: Thank you. I can gladly retcon that bit out of existence.

Charles: Eluvias won't care one way or another what anyone else's goals are, so long as they don't get in his way of collecting knowledge. This elf would rather talk to a liche rather than kill it. But looted tomes read just the same as borrowed ones.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Loscivia of House Ilvarian ally of Aesdurath, a female drow. Many years ago the House Ilvarian rose to prominence in Drow society swiftly and unexpectedly. Outside of the house, there was no knowledge of how thy managed to learn what they learned about their rival at the time House Volundeil. Inside the house however there was rumor that the matron Cylellinth worked with a human. And a male no less. There has been no proof to be had of these accusations and as such are now regarded as slave's tales or rival's jealousies.


Still working on the fluff, but here's the crunch at least for my submission: Karin LeBlanke


Withdrawing my desire to ply play by posts has waned.


finally got Eekz's background written... let me know if you want any changes made.

Grand Lodge

Funny enough, i was half-way through writing out a gnome's backstory when i decided to read some more posts. Derp.
Well then, time to change that a bit.


Alright. A barbarian of the north! If you'll have me.

Background:

Hailing from the land of the north, Taht is a human male belonging to a tribe of Kellid warriors. While his tribe-mates were ferocious, very rarely would he share the same eagerness that they did... to them he appeared weak. Exceedingly weak. Rarely did he relish in the joy of a fight, and while he did his share of work among the tribe he never seemed to take joy in the hunt like his brothers. Ever since he was young he would be thrown out into the wild to prove himself despite having done so time and time again. Each time, he would come back dragging the animal he was told to hunt while covered in blood, often a horn jutting through his leg. Despite this, he walked as though it didn't phase him. Eventually, they decided to pit him in a fight against a warrior of his age; during the fight the two fighters traded blows, more often than not Taht on the receiving end. In fact, it almost seemed as though Taht intentionally walked into them for the sake of potentially getting a hit himself. At the end it was always him standing, bruised and cut up by victorious.

By the time he was a young adult, Taht was respected by the tribe despite the many misgivings about his belonging. Often he would be used as bait or a distraction when raiding or hunting. He would voice his complaints about this but ultimately wouldn't argue and go with it. One day, a raid on a village went awry. His memories of that night were vague, remembering little but his fallen brothers and his blood boiling and the heat of a true fight for the first time in his life. Other than that, it was just him waking up in the snow outside of the town in a bloody snow angel of his own creation with a letter of apology. At least, that's how it was described to him by the village shaman as he couldn't read at this time. What truly aggravated him about this wasn't necessarily that his brothers had been slaughtered, or even that he'd been left alive to live with such a shame... but that whoever had led this series of events to come to fruition had decided to apologize about doing so.

They'd proceed to raid the village later on to find no information about the letter or the one who wrote it, leaving Taht to brood over it for the coming years. He'd learn the language of the Taldans so he could understand it himself. He'd train to draw upon that inner strength he'd not felt until that vague night. He'd find who wrote the letter and make peace with his brothers who died to a someone who would be sorry about having to "deal" with them. Whether that peace was ending the man or ending himself.

Until a new letter came that is. While there was no means of indicating a relation, something was itching at the back of his mind. If this letter was really about him though... Taht, he would find out.

Specifics:

Name Taht
Race Human
Languages Common, Kellid
Class Invulnerable Rager Barbarian 1
Stats
Str (14) Dex (8) Con (20) Int (10) Wis (10) Cha (10) HP (24) Fort (+1) Ref (+6) Will (+2) Initiative (+4) AC (18/14/14) CMD (14)

Traits
* Not determined yet
* the scenario one

Human
* Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Feats
Human: Tribal Scars, Sloth Jaw (+6 HP, +1 Will, +2 Handle Animal)
Lvl(1): Endurance (Avoid some fatigue, hot/cold conditions)

Skills
* Acrobatics: +1 (3/1 rank, -1 Dex, -1 ACP)
* Handle Animal: +6 (3/1 rank, +2 Feat)
* Knowledge Nature: +4 (3/1 rank)
* Perception: +4 (3/1 rank)
* Survival: +4 (3/1 rank)

Barbarian
* Fast Movement (+10 ft Movement Speed)
* Rage 9/day (+4 Str/Con, +2 Will, -2 AC)

Equipment
* Greatsword (2d6 S, 2H, 19-20)
* Sap (1d6, non-lethal)
* Heavy Pick (1d6 P, x4)
* Dagger (1d4 P or S, 19-20)
* Studded Leather (+3 AC, -1 ACP)
+Armor Spikes (1d6 P)
* Barbarian's Kit (backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), waterskin)
* 34 gold


Dotting for now. Working on a Sylph Wizard.


Crunch:

Name: Sibeesha the Bold
Race: Sylph, Female
Languages: Auran, Common, Draconic, Ignan, Aquan, Terran
Class: Air Wizard 1

Stats
STR: 7, DEX: 16, CON: 14, INT: 18, WIS: 11, CHA: 8
HP: 8 Fort:3 Ref: 3 Will: +2 Initiative: 7 AC: 14 T.AC: 13 Ff.AC:11 CMB: 11 [b]CMD: -2

Traits
* Deathtouched: +1 fort save
* the scenario one

Sylph
* Energy Resistance: Electricity 5
* Spell-Like Ability: Feather Fall 1/day.
* Air Affinity: Air Domain spells are +1 caster level.

Feats
Wizard: Scribe Scroll
Lvl(1): Improved Initiative +4 Init

Skills
* Craft: +8
* Fly: +9
* Knowledge Arcana: +8
* Knowledge Planes: +8
* Perception: +6
* Spellcraft: +10

Wizard
* Arcane Bond: Hawk
* Arcane School: Air

Equipment
* Light Crossbow
* Crossbow Bolts (20)
* Dagger (1d4 P or S, 19-20)
* Paper Sheets (10)
* Haramaki (+1 AC, -0 ACP)
* Spell Book (lvl 1 – Sleep, Protection from Evil, Grease, Color Spray, Vanish, Enlarge Person, Mage Armor)
* Wizard’s Kit (Masterwork Backpack (upgrade), bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (10), trail rations (5 days) and water skin.)
* 4 gold

Working on the background. But going to have her father as a former servant of the house and was freed. The father went wondering for a few years and met her mother. Childhood and training is something i am working on. In her later, Adult life, she went traveling in the desert and received word from her father and the letter was in the message. Still a work in progress.


Dotting in as well, going to go with a Fighter, mixing in both Opportunist/Opportunist Fighter and Mutation Warrior archetypes. Might go with Human but still not sure on that.


I made a few adjustments to my submission. She is now an evangelist cleric. Trying to make her as support-focused as possible. I also added some fluff so let me know if you have any critiques.


Dotting. I want to play lizardfolk. Is the RP 8 one from pfsrd.com viable?

Also "come alone", does this mean selecting classespecially without animal companions?


Quick question for Alexander: How does plausible does this background sound for Vilger; Vilger sets up a "correspondence course" style of institutional learning of sorts for Fighters, one involving alchemy. The intention was to set up a new paradigm in collective alchemical warfare knowledge in the world. Only problem was that a lot of Gnomes really seemed to take to this form of fighting, so AAV chalked things up as an unfortunate loss and closed down the institution. My character would be among the non-gnomes that took to this learning and has somehow gotten the attention of AAV to go and learn more at his place.


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@Here4daFreeSwag - That would be a fantastic background.

@Teuni-Hexa - The rule is only there to prevent people from bringing relatives and the like. Animal companions are fair game.


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Well, it seems we've certainly got a rather suitable number of folks... I do believe it might be about the time to pick who is in, and, well, who isn't. Good luck to everyone, and may the team composition forever be in your favor.


Fingers crossed in hope of good luck

I've been busy this week with finals, graduation ceremonies and preparing for my kickstarter's launch (months away still.) Haven't had time to flush out the background of Sibeesha.


Great! Fingers crossed


Hope for the best. For myself, of course, but also the game to progress to its completion this time regardless of my presence.


ooh... good luck everyone!


Reiterating all the best wishes to my fellow campaign respondents. :)

If it's already too late past the final cut-off date, then feel free to ignore, otherwise here is my entry for this game:

Stenson Traglioni

Male human (Taldan) fighter (mutation warrior, opportunist) 1 (Pathfinder Player Companion: Blood of the Beast 20, Pathfinder RPG Advanced Class Guide 93)

N Medium humanoid (human)

Init +3;

Senses darkvision 10 ft., low-light vision; Perception +3

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Defense
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AC 19, touch 13, flat-footed 16 (+5 armor, +3 Dex, +1 shield)

hp 12 (1d10+2), fcb=1 hit point

Fort +3, Ref +3, Will +3; +2 bonus vs. negative levels

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Offense
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Speed 30 ft. (20 ft. in armor)

Melee boar spear +4 (1d8+4) or
club +4 (1d6+3)

Ranged launching crossbow +4 () or
stonebow +4 (1d6)

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Statistics
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Str 16, Dex 16, Con 12, Int 13, Wis 12, Cha 8 (+2 stat added to Dex which was originally 14)

Base Atk +1; CMB +4 (+6 dirty trick); CMD 17 (19 vs. dirty trick)

Feats Exotic Weapon Proficiency (launching crossbow), Improved Dirty Trick[APG], Iron Will

Traits muscle of the society, rule aspirant (+2 craft:alchemy and perception, class skill=perception)

Skills Acrobatics -2 (-6 to jump), Craft (alchemy) +7:1r, Knowledge (engineering) +5:1r, Perception +3, Sense Motive +5:1r, Stealth +2:1r, Survival +5:1r

Languages Common, Draconic

SQ draconic heritage, duplicitous, shadowhunter, underhanded

Other Gear armored coat[APG], scale mail, buckler, boar spear[APG], club, launching crossbow, sling bullets (10), stonebow (RTT), alchemy crafting kit[APG], artisan's outfit, bandolier[UE], bedroll, masterwork backpack[APG], mess kit[UE], waterskin, 2 gp, 1 sp (from 300 gp)

Currently wearing the Scalemail and wielding the Club or Stonebow and wearing the Explorer's Outfit. At Light load at 106 lbs., well under 116 lbs. maximum for light loads.

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Special Abilities
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Darkvision (10 feet) You can see in the dark (black and white only).

Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats. Gain 10' Darkvision and Low Light Vision.

Duplicitous (Ex) An opportunist adds Bluff, Sense Motive, Sleight of Hand, and Stealth to his list of class skills. He gains 2 bonus skill ranks at each level, which must be allocated among these skills. This ability replaces bravery and alters the fighter’s class skills

Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels., gain Iron Will as bonus feat if human only.

Underhanded (Ex) Gain Improved Dirty Trick as a bonus feat.

Backstory: Stenson Traglioni was among the few that attended Vilger's now disbanded correspondence course on utilizing Alchemical Warfare that wasn't either a Ratfolk or a Gnome (to this day, both races blame each other for being the cause of the course's eventual closure). It came as quite a surprise to Stenson when he got AAV's invitation to further continue his studies into Alchemical Warfare. Thus, Stenson has arrived, just in time, along with the others...


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It has come to pass that, after long deliberation and careful consideration of both crunch and fluff, that the following are permitted to beta test "El'Da'Vaughn, the Land in the Fog"

Eekz Half Ear - Goblin Ninja, Skill Monkey, Trap Finder.
Charles Iridian Bloodgrave - Human Ranger (Infiltrator), Martial
Teuni-Hexa - Lizardfolk Hunter (Divine Hunter), Divine, Martial
Sibeesha the Bold - Sylph Wizard, Arcane, Windy


oh awesome! thanks should we check in and dot/delete in gameplay?


Momentarily I will be posting the link to the discussion thread, as well as the very first Gameplay thread. There will be no need to dot, as we're going to jump right into it.


ok... sounds great!

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