thelizardwizard |
Submissions
Jovich- Sir A. Wellington- human rogue/fighter
MT66- Anduriel Silverthorn half-elf Magus
Adamwarlock- Dalen Felder- human Fighter
Bosszog- Damari Wilder - human Cleric
Johnnycat- Dreadguard Lienhol - half-elf Paladin/oracle
Repete- Posh Nanjet- gnome Bard
chris biddle- Ol' Rols -druid/cavalier
Oroden- Savos Adze- halfling barbarian/rogue
Diamonddust- Serill Elamaer Elf Wizard
Simeon- Tordrek the Rusted- Dwarf Gunslinger
Drbuzzard- Wilf- Dwarven Fighter
timeskeeper- Atemis juno - Human fighter
Alfrazar- Lily Frosthood,
Yorick'srequim- Kostya Tarasov - gnome machinesmith/gunslinger
The pale King: - interest, (dawnflower bard?)
Browman: - Interest
Herebemonsters- interest
zerceses - Interest
Xunal - Interest
Warforgedman - Interest, swashbuckler/divine?
Bane88 - Interest
Valjoen_KC - interest
TGA - Interest
If I missed anyone, please let me know and my apologies in advance.
Those that have dotted with interest, please let me know if you are still interested/with us. Not wanting to rush you, just checking to see if ya'll still out there.
Also, I will be starting up a discussion thread for a bit of pre-selection RP so I can get a feel for everyones style. It'll be based around your graduation to the order ceremony/party.
AdamWarnock |
OKay, done with Dalen and Elaina. This is the final submission. I'll create an alias for Dalen if I'm accepted.
Dalen Felder
Male human fighter 4
LN Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 48 (4d10+16)
Fort +8, Ref +3, Will +3 (+1 vs. fear)
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greatsword +9 (2d6+5/19-20) or
. . gauntlet (from armor) +7 (1d3+3) or
. . mwk gladius +8 (1d6+3/19-20) or
. . unarmed strike +7 (1d3+3 nonlethal)
Ranged mwk composite longbow +6 (1d8+3/×3)
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Statistics
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Str 17, Dex 12, Con 16, Int 14, Wis 12, Cha 12
Base Atk +4; CMB +7; CMD 18
Feats Cleave, Power Attack, Scholar[ISWG], Squire, Toughness, Weapon Focus (greatsword)
Traits affable, eye for quality
Skills Acrobatics -4 (-8 to jump), Appraise +10, Climb +3, Craft (alchemy) +6 (+8 on Craft (alchemy) checks to produce alcoholic beverages), Diplomacy +7 (+9 to gather information.), Handle Animal +6, Intimidate +5, Knowledge (local) +10, Knowledge (nobility) +7, Perception +3, Profession (cook) +5, Profession (merchant) +6, Profession (peddler) +7, Ride +1, Sense Motive +3, Survival +5
Languages Common, Dwarven, Elven
SQ armor training 1
Combat Gear masterwork brewer's kit; Other Gear +1 half-plate, +1 greatsword, arrows (20), mwk composite longbow (+3 Str), mwk gladius[UC], ale (per gallon) (4), ale (per gallon) (4), ale (per gallon) (4), ale (per gallon) (4), applejack (per gallon)[UE] (4), applejack (per gallon)[UE] (4), barrel, barrel, bedroll (4), blanket[APG] (6), canvas (10'x10'.) (2), cold weather outfit (2), courtier's outfit (2), cutting board, wooden (2 lb), explorer's outfit (2), feed (per day) (20), grappling hook (2), honey (per jar)[UE] (4), jewelry[UE], jewelry[UE], knife, cutting (0.5 lb), ladle (0.5 lb), masterwork backpack[APG], mead (per gallon)[UE] (4), mess kit[UE] (4), pot, riding saddle, riding saddle, sack, sack, sack (8), saddlebags, saddlebags, seasonings, local (0.5 lb), silk rope (100 ft.), skewer (1 lb), skillet[UE], small cask 1 (worth 0.5 gp, 10 lb), small cask 2 (worth 0.5 gp, 10 lb), small cask 3 (worth 0.5 gp, 10 lb), small cask 4 (worth 0.5 gp, 10 lb), small cask 5 (worth 0.5 gp, 10 lb), small cask 6 (worth 0.5 gp, 10 lb), small cask 7 (worth 0.5 gp, 10 lb), tent, large[APG], tinder packet (0.5 lb), trade goods (worth 150 gp, 1,000 lb), trail rations (10), trail rations (10), tripod, iron (3 lb), wagon, medium[UC], waterskin (8), light horse, bit and bridle, light horse, bit and bridle, 7 gp, 1 sp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scholar (Knowledge [local], Knowledge [nobility]) +2 bonus on two Knowledge skills
Squire (Base Score 5) You attract a squire to aid you in your knightly endeavors.
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Twaddle
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1.5; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear bit and bridle
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Tweedle
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee unarmed strike +3 (1d4+3 nonlethal) or
. . 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1.5; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear bit and bridle
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Born the youngest son of four brothers, and the youngest child of eight siblings, Dalen was almost an afterthought in many ways. His eldest brother would inherit the family's fortune and main businesses while the younger siblings were each groomed to aid in growing that same fortune or the family's influence. By the time Dalen was born, the Felders really only had one thing left for their youngest son, to join the Brotherhood and help the family get a foothold there. So, after a childhood of learning all of the niceties of high society, Dalen was apprenticed as a squire at the age of fourteen.
Dalen found that he was well suited to the physical demands of his job, and the knight assigned to mentor him was impressed with his strength and toughness. So much so that he began to test Dalen to see how he handled different situations. The affable young man rose to the challenge with tact, charm, and wit. The knight, Sir Aldon Rhodes, fast tracked Dalen and did his best to teach his young squire all he knew and how to navigate the politics of the Brotherhood.
Unfortunately for Dalen, Sir Aldon's second squire, Frodericke Holton, felt that the commoner, however well off his family may be, had no place in the Brotherhood. Using his family's connections, he delayed Dalen's trials until he could take them as well. Dalen's success, and the praise Sir Aldon and his peers laid upon him, rankled the young noble's nose and had begun to blame Dalen for any bit of ill fortune that came his way. Dalen, who had no idea why the noble hated him so, tried to mend the rift between them, but was rejected in a rather spectacular fashion. If he could, Frodericke would have Dalen expelled from the Brotherhood and find some way to make him pay for every perceived slight.
Now that Dalen has succeeded his trials, however, Frodericke is unlikely to succeed without more dangerous methods. Dalen's parents have also been pulling strings to have Dalen mentor a squire of his own now that he is to be a full knight, and their influence helps shield their youngest son somewhat from Frodericke's ire. Given the praise he received and the influence his family had over trade, the Brotherhood felt it best to assign a squire to him. Dalen, always obedient, accepted, with misgivings, and now awaits the day he is officially a knight.
Dalen is a genial sort. He gets along with just about everybody, though he can be a stickler for the rules. There are a few things that do get him into a foul mood, his parents, his squire, and moneychangers. Those that get to know him, or are assigned to the same mission as he is find that he is a shrewd businessman and often makes money on the side by selling and buying goods in the towns he visits along the way.
Despite his image as a moonlighting merchant, he does look the part of a man at arms if not a knight. He stands at 6 foot 4 inches and possesses a thick torso and arms. His hair is black and his eyes are green.
Elaina Tirel
Female human ranger 1
LG Medium humanoid (human)
Init +5; Senses Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
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Offense
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Speed 30 ft.
Melee mwk longsword +3 (1d8+1/19-20) or
. . unarmed strike +2 (1d3+1 nonlethal)
Ranged mwk composite longbow +5 (1d8+1/×3)
Special Attacks favored enemy (monstrous humanoids +2)
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Statistics
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Str 13, Dex 16, Con 12, Int 12, Wis 14, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits bastard, reactionary
Skills Climb +5, Handle Animal +5, Heal +6, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Profession (trapper) +6, Ride +7, Sense Motive +7, Stealth +7, Survival +6
Languages Common, Sylvan
SQ track +1, wild empathy
Other Gear mwk studded leather, arrows (40), mwk composite longbow (+1 Str), mwk longsword, masterwork backpack[APG]
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Special Abilities
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Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. Favored Enemy (Monstrous Humanoids) foes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Elaina was born in Aldune as the result of a tryst between two foolish adolescents on the cusp of adulthood. Her father, an unsuccessful blacksmith's apprentice and her mother, a lazy scullery maid, soon learned how large of a mistake they made when their families could not support them and their newborn daughter. Rather than face starvation, the two abandoned the infant to the woods. She was discovered by one of the better trackers and hunters in Aldune and he took her in as his own. He taught her the skills she needed to be able to survive, and for fifteen years, everything seemed to be going right. That was until one of the knights of the Brotherhood came and called on the tracker's services as a hunting guide.
The knight got drunk one night in the camp and made advances towards Elaina, which were rejected. The knight grew furious, but the tracker swiftly knocked him out. The next morning the tracker was informed that there was a penalty for striking a knight, but the knight would be merciful and only take his adoptive daughter instead. Unable to do anything, the tracker could only apologize to Elaina before she was dragged back to the capital and pressed into the Brotherhood.
The knight lied about how Elaina had come to accompany him back to the capital city, and promised to go back and make her watch while he slowly tortured her adoptive father to death if she didn't play along. She did and feared that she would be stuck with the corrupt knight, but was surprised to find herself apprenticed to a young knight named Dalen. In the few months since her time as a squire began, she's come to see Dalen as her older brother, though she would never admit it to him. Teasing him is too much fun after all.
Elaina is wise beyond her years, and can see things from both sides. She is a skilled archer and tracker and will likely surpass her adoptive father in time. While reserved most of the time, she possesses a rapier wit that comes out when people annoy her, or she's around Dalen. One of the things she hates the most is being called a kid or child, which is very easy to do given her red-haired, blue-eyed, freckled face looks a year or two younger than her sixteen years to most people.
Elaina stands only a little over five feet tall and is all lean, wiry muscle. Her boyish figure, like her freckled face, does little to help
thelizardwizard |
I will be closing submissions this coming Tuesday night I believe, I will be selecting 5-6 players. Also, if you are not chosen, but want to stick around there may be some special "one-off" characters for certain times. You all made it into the Order after all, just not all of you will be given the same assignments.
Anduriel Silverthorn |
Updated.
Also Swapped the usual Multi-talented trait for : Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
thelizardwizard |
Screw it! I don't want to have to pick, and I shan't, I'll give a go at running two tables of a joint campaign. That said, I unfortunately still had to make some cuts. (my apologies to those who did not make it)
What I am going to do with this, is run two different "tables" of the same campaign. Each team will be given different tasks however, they will all take place in the same world. So you will still know of each other, and may even have times where you are required to work together. (If I do decide to create a short scenario like this, I'll let you know ahead of time and ask that everyone be sure to post at least 1/day or more during that period to keep it from bogging down with around 10 people. Unsure if I will attempt this, but it is a possibility, if a mild one). That, Or I may simply cross reference actions taken by each group as background fluff/rp during those situations, which might be more manageable.
I will assign teams as I see fit, however if you feel your character meshes better with someone elses, or wish to be on another team/have a concern feel free to let me know. Changes can be made for a bit as we still make our way through the intro.
Team 1
Lily Frosthood
Dalen and Eliana (sitting in a tree)
Anduriel Silverthorn
Damari Wilder
Serill Elamaer
Sir A. Wellington
team 2
Posh Nanjet
Artemis Juno
Alvin Timo
Tordrek the Rusted
Dreadguard Lienhol
Ol' Rols
I realize some may notice one party is heavy on the arcane, so I balanced it out by making the other more heavily on the divine. Neither should be a problem however due to the general idea of the casters and their apparent role.
Gameplay should be up with the day. Please go ahead and finish any alias you have not yet finished.
I will also begin detailed inspection of character sheets, but one thing before I do, what I suppose is a houserule on a certain ability-
channel energy, lay on hands, anything of that nature always increased every two levels. so if you obtained an ability at first level that is based on half your level, you get another boost to it at level 3. However, if you did not obtain said ability until level 2, you don't get an increase until level 4. Its not a big change, but its something I prefer as it avoids the needs for rounding and is in my own humble opinion simpler.