GM Aneirin's Second Darkness Campaign (Inactive)

Game Master Aneirin Rhodri

Strange portents loom over the city of Riddleport, and only the heroes can figure out what new menace has arisen in Varisia's freewheeling pirate cove of Riddleport.


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GM Aneirin wrote:
Jonahkan wrote:

Is it allowed to use the variant age-advancing rules listed here?

http://www.d20pfsrd.com/alignment-description/description

Thanks!

I assume you want to play someone above their 'prime', taking the negatives to physical and bonuses to mental stats yes?

I'd imagined to do that for middle-age, so +1 mental, -1 physical - although aasimar have the 'immortal spark' alternate racial trait which basically gets them out of the physical negatives. They pay quite a steep price for it though.

Anyway, so many people are going for Aasimar I thought maybe they were worth a look, hence the question!

Ah, I didn't have in mind to get more than 18 in any stat though. The points-buy for 17 is just too high.

Thanks!

The Exchange

I don't think I knew what this AP was before. I had it confused with another one that was out for a while. I'm dotting this for interest. Going to be playing Wiglaf, a Dwarven Paladin.


My friends and I have an interesting character set that we would like to play, the one drawback being that we want to be taken or left as a trio as our characters are designed as such. I have been playing Pathfinder for about a year, and pbp for nearly all of that as well. one of my bros is as new as me, but has yet to play pbp, and the other, while still new to pbp, has played pathfinder for years.

We are Ratfolk Triplets, accustomed to fighting together since birth.

First is Flynn, The charming Swashbuckler (Mouser archetype) who usually talks for the three and fights with many a taunt and wisecrack.
Then there is Frederick, The sneaky one (Rogue Knifemaster). Frederick is a quiet intellectual type with a penchant for making things bleed.
And lastly, Fidgit, The stinky Hoplophile. (Gulch Gunner) Fidgit loves nothing more than the sound of a gunshot felling a foe, and he's a little psychotic. (Fidgit may prefer the crossbow gunslinger archetype to avoid the disadvantage, but if you like the concept, we'll address that in the write up.)


@Jonahkan: An interesting concept. I'll allow it with the immortal spark alternate. And yes, quite a few Aasimar!

@Cardboard: Can't wait to see the write up!

@Ace: All three sound fun and interesting, but I can make no guarantee that all three, let alone 1 or 2 are even picked. I understand the desire to play with your friends, but like I said, no guarantees.

@the new applicants: I will review your characters and get them on the list sone time tonight! I'll also be putting your campaign traits up so I can keep track of those as well, and as always, best of luck to all!

The Exchange

Is it possible to submit two completely complete characters?


Cardboard Tube Knight wrote:

Is it possible to submit two completely complete characters?

One character only please.

The Exchange

Understood, I will pick the better of the two and go that route.


In other news, I did come up with one idea for integrating Kariel's appearance into things - I'll roleplay any attack she isn't hit by as having been blocked by that arm. XD I should be able to get at least some mileage out of that.


Melee
- Tierney Quade (Tiefling Magus [Kensai]) "Looking for Work"
- Sheoll Netenebri (Aasimar Bloodrager [rageshaper]) "Into Enemy Territory"
- Gabsen Halrydun (Human Fighter) "Looking for Work"
- Kostin Bolmosa (Half-elf Swashbuckler) "Looking for Work"
- Devon Prissault (Human Swashbuckler) "Optimistic Gambler"
- Adir Bloodmoon (Skinwalker Slayer [Vanguard]) "Into Enemy Territory"
Range
- Liara "Lee" Woodrunner (Aasimar Hunter [primal companion]) "Researching the Blot"
Arcane
- Laramir Kelthestral (Human Sorcerer [starsoul]) "Into Enemy Territory"
Divine
- Caida Hawk (Human Druid [feral shifter]) "Into Enemy Territory"
- Kariel (Aasimar Oracle [dual cursed]) "Researching the Blot"
Skill
- Elizabeth Ardoc (Human Rogue) "Looking for Work"

And an updated list (unless someone posted something while I made this)! Just need a background from 1 or 2 of them, but all else checks out!


Thinking of a Dwarf Warpriest.
Will have him done up in a day or two.


too many to think about taking a chance


Brox RedGloves wrote:
too many to think about taking a chance

This post confuses me. Are you not participating in trying to get into the game?


Background added, all should be well!


@Mokshai: Can't wait to see it!

@Laramir: Sounds interesting, unique concept too.


Dare anyone else submit a character to be killed, skinned, boiled and thrown to writhing masses of the Darklands, hopefully in that order gloriously exalted as a hero?


Working on it :3


In the works!


Very good! More submissions the better!


Dot dot dot


I am submitting this character, built for a different SD recruitment. He is built at 25 PB, and average gold (70 for druid). Those changes are simple to fix (I just need to drop his Dex to 16 base and just spend more money).

EDIT: HERE is a link to his plant companion's profile as well.

EDIT 2: Oops, also need to drop a feat, the last recruitment gave us an extra one free.


Wow, just realized I worded that wrong. I need to drop his Dex to 16 (14 base).


Submitting Peony Lunascar, Grenadier Alchemist for consideration! Let me know if there's anything that needs to be changed or explained :)

This is a cliche that I've always wanted to play at least once, hehe.


Melee
- Tierney Quade (Tiefling Magus [Kensai]) "Looking for Work"
- Sheoll Netenebri (Aasimar Bloodrager [rageshaper]) "Into Enemy Territory"
- Gabsen Halrydun (Human Fighter) "Looking for Work"
- Kostin Bolmosa (Half-elf Swashbuckler) "Looking for Work"
- Devon Prissault (Human Swashbuckler) "Optimistic Gambler"
- Adir Bloodmoon (Skinwalker Slayer [Vanguard]) "Into Enemy Territory"
Range
- Liara "Lee" Woodrunner (Aasimar Hunter [primal companion]) "Researching the Blot"
Arcane
- Laramir Kelthestral (Human Sorcerer [starsoul]) "Into Enemy Territory"
Divine
- Caida Hawk (Human Druid [feral shifter]) "Into Enemy Territory"
- Kariel (Aasimar Oracle [dual cursed]) "Researching the Blot"
- Datura Oleander (Elf Druid [Treesinger]) "Into Enemy Territory"
Skill
- Elizabeth Ardoc (Human Rogue) "Looking for Work"
- Peony Lunascar (Gnome Alchemist [Grenadier]) "Researching the Blot"


Dotting, I think I'm going to try my hand at a magus.


How many players are you planning on accepting, Aneirin?


@Adam: Can't wait to see your submission!

@Tierney: Right now the focus is 4, but I may bump it to 5 if I find a good core group.


Finally completed him
Rorgar Anvilbreaker

General info:

Rorgar Anvilbreaker
Male Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)

stats, offence and defence:

Stats
STR 16, DEX 11, CON 14, INT 14, WIS 14, CHA 8
BAB 0, CMB 3, CMD 13

OFFENSE
Speed 20 ft
Melee
Waraxe, dwarven +3 (1d10+3/x3)
Warhammer +3 (1d8+3/x3)
Ranged Sling +0 (1d4+3/x2)
Space 5 Reach 5

DEFENSE
AC 16, touch 10, flat-footed 16
hp 13
F 4, R 1, W 4

traits, feats, skills and languages:

Racial Traits
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Jump Modifier (Core 88): You gain a -4 to jump checks.

Traits
Into Enemy Territory (Reflex) (APSD 15): You gain a +1 trait bonus on Reflex saves.

Fate's Favored (UCa 55): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1*.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Defensive Strategist (FoP 17): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Feats
Additional Traits, Steel Soul, Weapon Focus (Dwarven Waraxe)

Skills
Acrobatics -5, Appraise 2, Bluff -1, Climb -2, Diplomacy -1, Disguise -1, Escape Artist -5, Fly -5, Heal 6, Intimidate -1, Knowledge (religion) 6, Perception 3, Ride -5, Sense Motive 2, Spellcraft 6, Stealth -5, Survival 2, Swim -2, Use Magic Device 0

Languages Dwarven, Common, Undercommon, Celestial

class features:

Class Features
Weapon and Armor Proficiencies: A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity (Warhammer), and with all armor (heavy, light, and medium) and shields (except tower shields).

Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil on page 266 of the Core Rulebook for details).

Blessings (Su): A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains).
Useable 3 times per day
DC=10+wis mod+1/2 level

Sacred Weapon (Su): At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

blessings:

Blessings
Earth Blessing
Acid Strike (minor): At 1st level, you can touch one weapon and enhance it with acidic potency. For 1 minute, this weapon emits acrid fumes that deal an additional 1d4 points of acid damage with each strike. This additional damage doesn’t stack with the additional damage from the corrosive weapon special ability.

Protection Blessing
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

gear:

Gear
Armour
Scale Mail, Light Wooden Sheild
Weapons
Waraxe - dwarven, Warhammer, Sling, Bullets - Sling (20),
Adventuring Gear
Kit - Warpriest (Medium Creature), Kit - Dungeoneering, Fishing Kit, Grappling Hook, Kit - Cooking (AA), Kit - Gear Maintenance, Kit - Grooming
Money Remaining
Gp 19
Sp 3
Cp

spells:

Spells Prepared
0 Level
Detect Magic
Read Magic
Guidance

1st Level
Divine Favour
Divine Favour

background:

Rorgar was born of a merchant family in the five kings mountains. While he was growing up, his family moved around a lot. Buying and selling things throughout the inner sea kingdoms.

When he was about 10 his parents entered him into the churches school, and then proceeded to take a caravan out. They were never seen from again.

From the age of 10 to 20, the church taught him how to read, write, as well, as weapon use. It was during this time that they found out that he had more of an affinity to the martial side of the church’s teachings than the religious side.
To best take advantage of this, and when he turned 20, they inducted him into the defenders of the church, where he thrived. For the next several years, he was stationed at the main church in the capital of the 5 kingdoms.

When he turned 25, they posted him to a smaller church in a dwarven hold in Janderhoff, where he continued to act as a guard for Torag’s church.
Shortly after he turned 30, the Abbot of the church pulled him aside, and gave him the tasking of going to Riddleport, to determine what the darkening in the sky was.
He arrived in Riddleport, and eventually found his way to the Gold Goblin, looking for a contact of his in the city. Knowing the reputation of the Gold Goblin, he was determined to stay and help him out if it was needed.

Will make an alias if selected.


@Mokshai: Good character! Warpriest of Torag, huh? Beat and pummel your foes into submission! And a solid background to boot.


Oh wow! No Fools for Friends or Scouting for Fiends yet.

Alright, so on the 5th I'll be closing the enrollment and announcing the party chosen. Aiming for 4, as stated earlier, but if I can find 5 who just give me that 'Wow!' factor then I'll think about a party of 5.

Once more, best of luck to all!


GM Aneirin, been trying to play one for a while.
If bypassed, no worries, will just try and try again. :)


Yeah, I saw you gunning for one in that Carrion Crown game. I understand, I wanted to play a Hunter, but alas!


Submitting Alia. Will make an alias if accepted. Thanks!

Crunchy!:
Alia Talin
Sylph wizard 1
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3

Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +3
Resist electricity 5

Offense
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged ranged touch attack +2 (x2)
Special Attacks binding darkness (1 rd, 7/day)
Sylph Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—feather fall
Wizard Spells Prepared (CL 1st; concentration +6):
. . 1st—grease, mage armor, silent image{super}S{/super} (DC 16)
. . 0 (at will)—acid splash, detect magic, ghost sound (DC 15)

Statistics
Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +0; CMB +0; CMD 12
Feats Scribe Scroll, Spell Focus (illusion), Spell Specialization (silent image)
Traits arcane temper, researching the blot
Skills Diplomacy +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Perception +3, Sense Motive +4, Spellcraft +9
Languages Aquan, Auran, Common, Draconic, Elven, Terran
SQ arcane bond (arcane bond [familiar]), breeze-kissed (1/day), extended illusions, opposition school (enchantment, necromancy), specialized school (shadow)
Gear dagger, acid flask, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal, soap, spell component pouch, spellbook, trail rations (5), waterskin, 107 gp, 11 sp

Background:
Alia didn't have the best of childhoods. She didn't have the worst, mind you, though, either. Her parents, both human, were very proud of her, their only daughter. Malik and Hawan Talin were successful merchants, and brought their child up as best they could. She received special teachings, especially when her leanings towards the use of magic was discovered. But somewhere in their ancestry, something happened. They searched and questioned, but never could find out what it was, but the knew the day Hawan bore a sylph daughter.

Alia grew up without too many friends. Children could be cruel to her, especially in the port city of Totra. Generations of ethnical distrust did not lend well to racial trust, especially to one with outsider blood. But friends she did make, and they became close. It was with a heavy heart that Alia left Totra for the capital, Sothis, to study with her mentor, Bay Irsu III. Famed for his manipulation of shadows, Alia eagerly learned all she could from him, but could never truly surpass the Master of Shadow Magic. The two became quite close, however, and Irsu adopted an uncle-like personage to the younger Alia.

Not long after her apprenticeship officially ended, some five years after they first met, a friend of Irsu, a Cyphermage he hadn't spoken with in a long time, sent a request for his aid in a matter of a strange and ominous shadow in the sky. Eager to test herself, Alia begged her master for the opportunity, and was overjoyed to be given the chance to prove her worth to the Master of Shadow Magic. The very next day, she was packed and on board the next ship set for Riddleport, not knowing what lay in store for her.

Appearance:
Alia is short with pale blonde hair. She is frail and carries a small dagger on her hip, though it does not look like it has seen much use. Her eyes seem to be a clear and crystal blue color, much more vivid than normal, and there seems to be a constant breeze following the young woman, blowing her fair hair and baby blue robes gently about.


@KBoom: It says in Alia's crunch she has a familiar, but I can't seem to find any other mention of it...


That's because familiars are sooooo easy to forget and overlook!

Willow the Familiar:
Willow
Female thrush
N Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +5

Defense
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural)
hp 3 (1d8-2)
Fort +0, Ref +4, Will +4

Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.

Statistics
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
Skills Diplomacy -1, Fly +12, Perception +5, Sense Motive +3, Spellcraft -1
Languages Common
SQ improved evasion


He's been updated to 20 PB and removed the extra feat. Is it okay if I hold off on spending the extra money until after I see if I make it or not?


@Datura: That's fine.


I’ll sort out the gear, the stats for the thrush familiar and so on if selected, if that’s okay?
Wyran Towerblood
Peri-blooded Aasimar Wizard (evocation, admixture) 1
Barred schools (necromancy, enchantment)
Neutral Good Male Medium Outsider (Peri-blooded Aasimar)

Spoiler:

You’ve spent a long time, since you were abandoned as a child, at the gates of the Academy of Magic. The mages there recognised the talent of your blood - the same talent that’d led your mother to forsake you. You learned well, mastering the darker impulses of your soul, even as you mastered the fire-magics you were so good at.

But… you were left wondering, is there nothing more? A life not merely neutral, lived for its own sake, but full of meaning? Defending the weak, proving your worth, putting your hand on the scales of good and evil and pressing, hard.

The Mendev Crusaders don’t quite trust you - the tainted blood of your fallen-angel ancestor sees to that - but, sometimes… they need an infiltrator. Someone who can pass unremarked if not unnoticed, through a devil-infested gambling tournament… and so it is that you’ve been led to Riddleport...


Spoiler:

Init +2 Senses Darkvision 60ft, Perception +0;
--------------------
DEFENSE
--------------------
AC 12 (10+2), touch 12, flat-footed 10 (+2 Dex)
hp 9 (d6+2+1)
Fort +2, Ref +2 , Will +3 (+2+1), +2 if have evil descriptor, +2 to stabilise
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Dagger
Ranged Crossbow
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 11, Cha 16 (NB, stats assume lesser age resistance cast daily… reduce physical stats by 1 if not)
Base Atk +0; CMB +0; CMD 12
Age: 120 Height: 5’7” Weight: 130lbs
Feats Angelic Blood, Spell Focus (enchantment), Scribe Scroll/Spell Specialisation (burning hands) (if the usual PFS swap can be made).
Traits/Drawbacks Magical Lineage, Hunting for Fiends
Trained Skills +8 (+4+3+1) Spellcraft, +8 (+4+3+1) Knowledge (arcane), +10 (+4+3+1+2) Knowledge (history), +8 (+4+3+1) Knowledge (planes, outsiders), +2 (+1+1) Perception, +7 (+1+3+3 thrush) Diplomacy
----------------------
Racial and Class Bonuses
----------------------
Familiar: Thrush
Exalted Resistance: Spell resistance 5+level vs. spells and spell-like abilities with evil descriptor, and those cast by evil outsiders.
Immortal Spark, lesser age resistance 1/day
Shift, 6/day, teleport 5/feet per level as a swift action
Darkvision, 60ft
Carrying Capacity 30lbs, 60lbs, 90lbs
Languages Common, Celestial, Draconic, Elven, Sylvan, Infernal
Favored Class +1 HP/level
Gear:
Spells Known: All Cantrips; 1st level, Burning Hands, Enlarge Person, Endure Elements, Protection from Evil, Mage Armor, Mount, Unseen Servant


I'd love to join in here. Second Darkness is on of the few AP's I still really want to play.

Character I'm working on is a Elven Slayer using the Vanguard archetype. The guy is an archer and I'd love him to eventually become a Lantern Bearer (the PrC).

In short: He is one of the Forlorn and has been raised by a Gnomish couple in Whistledown after his mother succumbed to an unknown illness. He seeks to reconnect with his Elven roots without losing what his parents taught him. He'll take the Fools for Friends trait, the fool in question being his younger brother, the biological child of his parents, who is an addicted gambler.


Changed my mind. Going with a bard instead.

I'll post the stats later, but I want to clear a few things first.

-Are you alright with Alternate racial traits for half-elves?
-Is it okay to use the Snowborn heritage? (I was planning on having her mother be a Snowcaster.)
-By racial feats, you mean feats that have a racial requirement, correct?

Other than that, I have a pretty solid idea about what I'm making.


AdamWarnock wrote:

Changed my mind. Going with a bard instead.

I'll post the stats later, but I want to clear a few things first.

-Are you alright with Alternate racial traits for half-elves?
-Is it okay to use the Snowborn heritage? (I was planning on having her mother be a Snowcaster.)
-By racial feats, you mean feats that have a racial requirement, correct?

Other than that, I have a pretty solid idea about what I'm making.

Alternate racials are allowed, and now that I think about it I don't think I've ever seen a Snowborn Half-Elf. Pretty rare subrace, I think. And yes, a feat with a racial requirement, much like the Tiefling only feat "Grasping Tail".


Cool. I'm still working on the background, but I should have it up tonight.


Melee
- Tierney Quade (Tiefling Magus [Kensai]) "Looking for Work"
- Sheoll Netenebri (Aasimar Bloodrager [rageshaper]) "Into Enemy Territory"
- Gabsen Halrydun (Human Fighter) "Looking for Work"
- Kostin Bolmosa (Half-elf Swashbuckler) "Looking for Work"
- Devon Prissault (Human Swashbuckler) "Optimistic Gambler"
- Adir Bloodmoon (Skinwalker Slayer [Vanguard]) "Into Enemy Territory"
Range
- Liara "Lee" Woodrunner (Aasimar Hunter [primal companion]) "Researching the Blot"
Arcane
- Laramir Kelthestral (Human Sorcerer [starsoul]) "Into Enemy Territory"
- Alia Talin (Sylph Wizard) "Researching the Blot"
- Wyran Towernlood (Aasimar Wizard) "Hunting for Fiends"
Divine
- Caida Hawk (Human Druid [feral shifter]) "Into Enemy Territory"
- Kariel (Aasimar Oracle [dual cursed]) "Researching the Blot"
- Datura Oleander (Elf Druid [Treesinger]) "Into Enemy Territory"
- Rorgar Anvilbreaker (Dwarf Warpriest) "Into Enemy Territory"
Skill
- Elizabeth Ardoc (Human Rogue) "Looking for Work"
- Peony Lunascar (Gnome Alchemist [Grenadier]) "Researching the Blot"

Liking what I see so far! Keep the submissions coming!


Here's that backstory I promised.

The Life of an Optimist:

Here you go, Smeed, Devon said as he threw down a small sack of coins. There was a hint of satisfaction in his voice, but he kept his cool. Getting out from under the debt of Lymas Smeed had been a long time in coming, and he had no desire to drag out this exchange.

The loanshark undid the strings and dumped the contents on the table. He did not look happy, despite the large number of coins that formed the pile. Coppers? Really? he sneered.

Devon straightened his shoulders and cleared his voice. There's plenty of silver in there. And quite a few gold as well. Go ahead and count it; it's all there.

My time is worth so much more than counting these bleeding coppers. You've just cost yourself another ten gold by insulting me like this.

You have got to be kidding me! It's not like most of these flea-infested sailors gamble with anything better than coppers, the rakish human gestured at the glinting pile.

Smeed gave him a look of contempt. Not my problem. You needed funding for the big score? You live under my terms. And my terms mean no flipping coppers!

Devon looked at him dubiously. Smeed seemed to have forgotten to mention that when the original deal was done. He winced inwardly, making sure it didn't register on his face. The deal was supposed to set him up for a long time. Devon had needed the coin to grease a few palms so that the big concave lens made at the Sandpoint Glassworks got to the Cyphermages. It was a beautiful piece that he had hidden in the bottom of a wine barrel. From the Publican House to the Cypher Lodge, a nice bit of smuggling that would have paid off Smeed's loan three times over. If only he hadn't made that tiny wager with Arnando Rolf...

Devon felt his fingers ache for the feel of the hilt of his rapier, but he resisted. It was absolutely not worth it. Instead, he reached into his boot cuff and pulls out a small number of coins. He slaps them down on the table. Five gold. Best I can do; best you'll get from me. We're done here.

Devon ignored Smeed's curses and threats as he stood and pushed away from the table. He hustled out of the seedy tavern and avoided the eyes of what had to be his hired goons. Stepping out into the light of the street, he pushed his way through the crowd, hoping to put some distance between Smeed's men and himself. Cutting down alleys and working his way through Riddleport, he took several twists and turns before allowing him to think he got away. He figured -- well, hoped, really -- that Smeed only wanted to rough him up and not give him the snickersnak, but he wanted to avoid that entirely. Especially since he had held out on him, and kept a few gold in reserve.

He reached a small plaza where a shiny new gambling hall stood. Well, new-ish. Probably just renovated, but it looked promising. Catching a glimpse of a couple of Smeed's men out of the corner of his eye, the decision was made. He put on a broad smile, strode up to the front of the hall and produced a gold coin.

Evening, gentlemen. Where do I sign up?

Personality and role-playing notes:

Devon is a rake. He has no qualms about putting it all on the line and letting it ride. He has a roguish grin and a charming air that can get him into just as much trouble as it gets him out. When the time comes for him to draw his rapier, he taunts and japes to keep his assailants off guard. He's not the biggest, not the strongest, but he likes to think that he's the quickest and that suits him.


My original ideas have shifted -- currenltly flip-flopping between a Sylph Investigator (Empiricist) [Into Enemy Territory] or a Half-Orc Skald (Fated Champion) [Hunting for Fiends]


Got the basics down. I'll post a more fleshed out version tomorrow. Background outline is below.

Stats:

Alfsigr Snowborne
Female arctic elf (snowborn) bard 1
CG Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +5, Will +1
Resist cold 5
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) and
. . longsword +1 (1d8+1/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +3):
. . 1st (2/day)—cure light wounds, vanish{super}APG{/super} (DC 13)
. . 0 (at will)—dancing lights, detect magic, message, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 12, Wis 9, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Human Spirit[ARG], Point-blank Shot
Traits charming, looking for work
Skills Acrobatics +6, Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +6 (+7 vs. characters who could be attracted to you), Intimidate +6, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +6, Perform (dance) +6, Perform (sing) +6, Spellcraft +5, Stealth +6; Racial Modifiers +2 Perception
Languages Common, Elven, Skald
SQ bardic knowledge +1, desert runner, elf blood
Other Gear studded leather, arrows (40), dagger (4), longbow, longsword, backpack, bedroll, blanket, entertainer's outfit (2), traveler's outfit, 15 gp, 4 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Background Outline:

-Was born after a tryst between a Snowcaster elf and an Ulfen sailor in Kalsgard.
-Mother died in childbirth
-Father was found murdered in an alley shortly after her birth. She hadn't been named yet.
-The orphanage that took her named her Alfsigr Snowborne.
-Was taken in by some elven merchants from Kyonin when she was six. They taught her Elven and how to use a bow.
-Also learned to sing an dance. Much to her adoptive parents embarrassment, she took a liking to the bawdy tavern tunes and rowdy jigs of the Ulfens over the songs and dances of Kyonin.
-Her mother's brother finds out she's alive and tries to kill her when she's nineteen. He doesn't succeed, but he keeps trying for the next year.
-Shortly after her twentieth birthday, she's wounded by her uncle in one last big attack on her adoptive parent's home. He's slain in the fighting, and Alfsigr almost follows him to the grave. She recovers, but her humor tends to be a bit darker since the incident.
-After she recovers, her adoptive parents are "asked" to send Alfsigr away from their home and the other elves. Her adoptive parents fight it for almost a year, but eventually cave to the pressure of their peers.
-Alfsigr, feeling betrayed runs away after a bitter argument and pays for passage on an Ulfen ship bound for Riddleport.
-She arrives in Riddleport, noting, then dismissing the Blot. She's focused more on finding a way to earn some coin, and after some gentle persuasion (not to mention tactical use of her more feminine features) finds that the Golden Goblin may be in need of all manner of guards, entertainers, and service staff if the big tournament is a success.

The plan is to have her support the front lines with arrows and spells in combat, then be the party's face out of it. As far as personality goes, she is little goofy with a dark sense of humor and a quick wit. She's a tease when she needs to be, and while she knows full well the power of exposed breasts and legs, she prefers to be much subtler and hint at these things. She is quick to point out to those that try to push things further, that things only go as far as she lets them, and if they have an issue with that, well, that's what the daggers are for.

Dang that was more than I was planning on posting tonight. Oh well.


@Devon: Very good! Now I can put a tally next to your name saying you're complete.

@Tilnar: Either would work, I just want the party to be happy with their characters and mesh well. Build the character you want.

@Adam: Solid character, and all I really need is a cohesive background properly written out. When I post the submissions later I'll have Alfsigr on it.


And I shall... continue waiting for the 5th. XD Kariel's been done for awhile, so I don't have much else to say until then.


GM Aneirin wrote:
@Adam: Solid character, and all I really need is a cohesive background properly written out. When I post the submissions later I'll have Alfsigr on it.

Roger. I should have that up later today. I'll also make sure to include the stats and other stuff for your convenience.


background:
Alfsigr wasn't given her name by her parents. In fact, her parents never laid eyes on her.

Her mother was one of the Snowcaster Elves from the Crown of the World, while her father was an Ulfen tracker and guide who operated out of Kalsgard. What was meant to be a single night of passion, however, turned into the scandal of the century for her tribe when she was found to be with child. Her brother was greatly angered and vowed to kill the man with whom she had slept with. After she refused, he chased her out of the tribe's village and swore to see the father dead.

It was the dead of winter when she finally made it to Kalsgard. The journey from the Crown had taken its toll on her and she was found collapsed at the gates. Luck was with her, and Alfsigr's father was on his way back from a job when the guard was helping his one-time lover into Kalsgard. Recognizing who she was and how great her belly had become in the months since their tryst, he helped her to his home where he cared for her with the aid of a couple of midwives.

Fate was not to be so kind to either of them. As the time for their child's birth came closer, Alfsigr's father grew more worried for her mother. The elf was deathly ill, and when the time came, he realized she'd likely die in the process without help. He ran into the streets, hoping to fetch a healer to aid his child's mother, only to be killed by her brother with two arrows to his back. Several hours later, Alfsigr's mother soon followed her lover into death's embrace.

Her parent's dead, and no other family to claim her, she was sent to an orphanage and the staff there named her Alfsigr Snowborne. She grew over the next six years into a quiet child with a well-hidden sense of humor. It was then that an elven couple heard of her and decided to adopt her, and raise her to be a proper elven lady, rather than let her become more like the savage Snowcasters. She was given lessons in both the longbow and the longsword. She was trained to use her sweet voice as an instrument and turn her body into living sculpture through dancing. Things seemed to be going well up until the girl passed her fifteenth birthday.

Alfsigr always felt out of place among the elves that lived or visited in Kalsgard. She was never allowed to leave the section of the city the Kyonin elves had taken for themselves, but curiosity and a desire to see more of the world lead her to start sneaking out and exploring the city. Outside of the quiet and calm of the elven community, she found a city rich in lore and entertainment. She swapped the traditional elven songs and their flowing lyrics for the energetic and lilting tunes of the taverns. She switched from the graceful lines of traditional elven dance for the stomping, stuttering steps of the jig.

After managing to keep her escapades secret, she was caught one evening after turning eighteen while getting ready to head out. Her adoptive parents were furious, and even more so when they learned of her love for the drinking songs and dances of her father's people. They locked her away, hoping to salvage something from this fiasco.

Her adoptive parents weren't the only ones to notice her escapades. Her uncle, kicked out from the tribe after his murder of her father had driven himself mad and blamed everything on his wayward sister. When he learned that she had born a daughter, and that she was alive, his anger suddenly shifted from his sister to his niece. All of his hatred and fury focused on her and he meant to kill her.

Six months after she was put under constant guard, Alfsigr was attacked by her uncle. The elf managed to slay one of her guards, but he was driven back by the others. Thus began a series of attempts on her life, culminating with the last one that saw her uncle dead, but not before he pierced her lungs and belly with his arrows. Despite all that healing magics could do, it was months before Afsigr was well again, and her sense of humor took a darker bent.

Her parents meanwhile had been fighting to keep the other elves from kicking her out into the streets to fend for herself. For almost a year they fought against it, but finally caved when it became clear that the others would not budge on the issue. When Alfsigr found out, she was heartbroken, which soon turned to rage when she discovered that the elves that had raised her held no more love for her than they would for a pet. That night she gathered her things and stole into the night. She found a ship heading south and paid for passage to the first port they would reach.

As things turned out, she was offloaded in Riddleport. She knew the city's reputation, but a combination of luck, charm, and obviously not being worth the fight to take what she had kept her safe enough to learn about the Gold Goblin and the tournament that was happening that very night. In need of a place to stay and a way to earn some coin, she makes her way to the Gold Goblin, hoping that things will be better now that she's free to do what she sees fit.


Stats:

Alfsigr Snowborne
Female arctic elf (snowborn) bard 1
CG Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1 (+4 vs. fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments), Ref +5, Will +1
Resist cold 5
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) and
. . longsword +1 (1d8+1/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Bard Spells Known (CL 1st; concentration +3):
. . 1st (2/day)—cure light wounds, vanish{super}APG{/super} (DC 13)
. . 0 (at will)—dancing lights, detect magic, message, prestidigitation
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 12, Wis 9, Cha 15
Base Atk +0; CMB +1; CMD 14
Feats Human Spirit[ARG], Point-blank Shot
Traits charming, looking for work
Skills Acrobatics +6, Bluff +2 (+3 vs. characters who could be attracted to you), Diplomacy +6 (+7 vs. characters who could be attracted to you), Intimidate +6, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +6, Perform (dance) +6, Perform (sing) +6, Spellcraft +5, Stealth +6; Racial Modifiers +2 Perception
Languages Common, Elven, Skald
SQ bardic knowledge +1, desert runner, elf blood
Other Gear studded leather, arrows (40), dagger (4), longbow, longsword, backpack, bedroll, blanket, entertainer's outfit (2), traveler's outfit, 15 gp, 4 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Runner +4 Con checks and Fort vs. fatigue, exhaustion, running, forced marches, hot or cold environments.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.


Melee
- Tierney Quade (Tiefling Magus [Kensai]) "Looking for Work"
- Sheoll Netenebri (Aasimar Bloodrager [rageshaper]) "Into Enemy Territory"
- Gabsen Halrydun (Human Fighter) "Looking for Work"
- Kostin Bolmosa (Half-elf Swashbuckler) "Looking for Work"
- Devon Prissault (Human Swashbuckler) "Optimistic Gambler"
- Adir Bloodmoon (Skinwalker Slayer [Vanguard]) "Into Enemy Territory"
Range
- Liara "Lee" Woodrunner (Aasimar Hunter [primal companion]) "Researching the Blot"
Arcane
- Laramir Kelthestral (Human Sorcerer [starsoul]) "Into Enemy Territory"
- Alia Talin (Sylph Wizard) "Researching the Blot"
- Wyran Towernlood (Aasimar Wizard) "Hunting for Fiends"
Divine
- Caida Hawk (Human Druid [feral shifter]) "Into Enemy Territory"
- Kariel (Aasimar Oracle [dual cursed]) "Researching the Blot"
- Datura Oleander (Elf Druid [Treesinger]) "Into Enemy Territory"
- Rorgar Anvilbreaker (Dwarf Warpriest) "Into Enemy Territory"
Skill
- Elizabeth Ardoc (Human Rogue) "Looking for Work"
- Peony Lunascar (Gnome Alchemist [Grenadier]) "Researching the Blot"
- Alfsigr Snowborne (Half-Elf Bard) "Looking for Work"

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