[GM Arcadius Blue] On The Fourth Day, We Kill Them All (Inactive)

Game Master B S 207

Listen now to a song of the North Wind. Hearken to a story of mystery, of honor amidst deceptions, of feud and betrayal and nightmarish horrors, and of those long forgotten rising to walk beneath the icy stars.
Listen now to a Tale of the North.

“On the Fourth Day, We Kill Them All” is a Northlands adventure for four to six 3rd-level PCs.

IronDesk's List'O'Loot


1 to 50 of 118 << first < prev | 1 | 2 | 3 | next > last >>

Listen now to a song of the North Wind. Hearken to a story of mystery, of honor amidst deceptions, of feud and betrayal and nightmarish horrors, and of those long forgotten rising to walk beneath the icy stars.
Listen now to a Tale of the North.

What Is This?
“On the Fourth Day, We Kill Them All” is a Northlands adventure for four to six 3rd-level PCs.
The Northlands are a part of the Midgard Campaign Setting by Kobold Press. Drawing heavily from traditional Nordic themes and set near the literal “edge of the world” where reality breaks down, the Northlands is a Pathfinder experience where bravery and honor takes much you further than coin. THIS IS NOT A FULL CAMPAIGN. This will be the only adventure that I will run for these characters… at least for now.

This adventure starts with PCs traveling aboard the Falgeirr, a small longship ferrying passengers and merchant wares down Three Glacier Fjord from the port village Skári to Viezla for the Ice-Break Þing. House Hávardr has hired you as guards to escort the beautiful maiden Fanna, as she is to be the Vetrdís in this year’s Þing.

Definitions and Name Meanings:
Falgeirr = means ‘Travel-Spear’.
Fanna = means ‘Snowdrift’.
Hávardr = means ‘High-Guard’.
Þing (pronounced ‘thing’) = A combination of trade fair and democratic court, this is a many-day event that brings travelers from all around.
Vetrdís = means ‘Winter Lady’.
Viezla = means ‘Meeting Place’.

Who Am I?
An enthusiastic GM with a few years of experience under his belt, running mostly Pathfinder and some Dungeon World through a mix of in-person and VTT play. I have never participated in PbP before, but I've been perusing these forums and advice threads for a little while, and I'm excited to try a new format of gameplay.

Understanding that PbP gaming requires consistency and commitment, I am safeguarding myself against overdoing by choosing to run a single adventure, rather than assembling a full level 1-20 campaign out the door. If you have any other questions about me, feel free to ask.

Who Are You?
Someone who has a solid grasp of the Pathfinder rules. Sorry, but I'm not looking to teach people the game as I've done that enough. That said, someone who is new to PbP, and even someone who maybe hasn't PLAYED the game before (but can show that they know the rules), is as welcome as any veterans to apply.

I will be looking for interesting characters who can function in the cultural/social environment as described, but direct ties to the Northlands is by no means required. As noted in the tag, much of the 3rd-party Pathfinder material out there will be welcome. It is, in fact, encouraged: I really enjoy much of what 3PP companies put out, and don't get to use their products often enough. I'll include a list of of approved content in the Character Creation rules below, but anything not covered there I probably just don’t own, so you are welcome to ask.

Character Creation
All Paizo content is available for use.

3PP:
=Alluria Publishing= Clever Classes:The Marauder and Remarkable Races Compendium allowed.
=Amora Games= Liber Influxus Communis and WIP Liber Xpansion allowed.
=Dreadfox= Swordmaster allowed.
=Dreamscarred Press= Allowed, except flying races.
=Drop Dead Studios= Spheres of Power and supplements.
=EN Publishing= All Trailseeker is welcome.
=Eric Morton Presents= All allowed except for flying races, as noted.
=Everyman Games= All allowed.
=Flaming Crab Games= All allowed.
=Forest Guardian Press= All allowed.
=Interjection Games= All allowed.
=Kobold Press= Complete Advanced Feats and New Paths Compendium allowed, as well as Northlands Campaign Setting. Ask about the rest.
=Legendary Games= Gothic Campaign Compendium and Ultimate Commander allowed. Ask about the rest.
=Little Red Goblin Games= Alternate Paths books allowed. Gonzo disallowed, for hopefully obvious reasons. Ask about anything else.
=Paizo Fans United= Wayfinder allowed.
=Purple Duck Games= All allowed.
=Radiance House= Grimoire of Lost Souls playtest document allowed.
=Rite Publishing= In the Company of Angels disallowed. Everything else allowed.
=Rogue (Super) Genius Games= Horrifically Overpowered Feats series and The Genius Guide to the Shaman disallowed. Everything else allowed.
=Total Party Kill Games= Feats Reforged series not in use. Laying Waste rules will be used in place of standard critical rules, and all options within are allowed. The basics of these rules, for those without them, will be explained at the game outset. Anything else, just ask.
=Wayward Rogues Publishing= Ask first, but generally allowed.

Race: Anything reasonable balanced against races presented in the CRB is okay. No races with either constant or shapechanging abilities that grant flight.
Starting Level: 3rd
HP: Max at 1st level, either average or as rolled in this thread for 2nd & 3rd levels - your choice.
Abilities: 15 point buy
Gear: Automatic Bonus Progression will be used. Starting wealth is 1500 gp, expected to be divvied up fairly evenly between offense, defense, magic, limited use, and gear - though some wiggle room is fine.
Alignment: Characters will have three loyalties that define them ideologically. Abilities dependent on alignment will be managed as per Subjective Morality, if/when they see use in play.
Religion: We will use the pantheon presented in the Northlands book. Lines up pretty nice with the old Norse pantheon if you want to go searching for more in-depth information.
Baldur, the Shining:
Youthful god of light and beauty, happiness, and rebirth
Domains: Charm, Good, Healing, Protection, Sun
Favored Weapon: Mace
Boreas, the Devouring Wind:
Cruel god of the North wind, bringer of storms and killing cold
Domains: Air, Evil, Madness, Travel, Weather
Favored Weapon: Pick
Donar, the Thunderer:
God of strength and thunder, slayer of monsters and protector of man
Domains: Destruction, Protection, Strength, War, Weather
Favored Weapon: Warhammer
Freyr & Freyja:
Twin Gods of Passion, Fertility, Magic, and the Natural World
Domains: Animal, Charm, Magic, Plants, Water
Favored Weapon: Sickle
Hod, the Blind:
Blind god of caves and darkness
Domains: Darkness, Earth, Liberation, Repose, Travel
Favored Weapon:
Loki, the Trickster:
Shapeshifting god of cunning, mischief, and malice
Domains: Chaos, Fire, Luck, Travel, Trickery
Favored Weapon: Net
Njord, the Ocean Master:
Fearless god of the sea travel
Domains: Artifice, Magic, Travel, Water, Weather
Favored Weapon: Harpoon
The Norns:
The Norns embody fate
Domains: Fate, Glory, Knowledge, Death, Luck
Favored Weapon: Dagger
Volund, the Master Smith:
Master of fire and anvil
Domains: Artifice, Community, Earth, Fire, Travel
Favored Weapon: Battle Axe
Wotan, the Rune Father:
God of strike and wily king of the Asgard
Domains: Fate, Knowledge, Nobility, Runes, War
Favored Weapon: Spear

Game Expectations
I live in Central Standard Time, and at the start of the campaign will post a minimum of twice a day Monday-Friday. My weekends are generally pretty hectic, but I will post at least 1/day. If, for any reason, I am unable to post as a GM, I will regardless notify you of that fact within the timeframe of this schedule. Players are expected to post 1/day throughout the week and once between Saturday and Sunday. On this I’ll be a little flexible, but if you end up over 48 hours overdue, ESPECIALLY without communicating, I reserve the right to post for you to the best of my interpretation of your character. Additionally, if you are new to PbP, like me, let me point you to some great advice threads.

Battlemaps, when in use, will be managed on Roll20. Roll20 supports tablets and conventional computers, but not mobile phones, so be aware of that. I will also use the Journal tools of the site for NPC portraits and descriptions, and quick rule references for stuff like the Laying Waste rules. You won't be required to learn how to navigate the Journals functionality, but I'm most comfortable GMing with Roll20's full array of features, and I believe it'd be a boon to your gaming experience if you did. Upon game start, I will send a link inviting you to the campaign, and if you do not have one already, you will be asked to make an account (don't worry, it's free).

Other than that, common sense rules apply: make characters that can work with others as well as the described hook. Communicate with me and with your party, and be pleasant when doing so.

Submissions will be accepted until Tuesday, February 2nd, at which time I will select five characters and two or three alternates.


Dot! And welcome to the forums.


I'll put together a proper statblock at some later point, but here's the basics

Eiríkr:
Angelkin Aasimar Warlord 3
Stats
Str 16, Dex 12, Con 14, Int 8, Wis 10, Cha 16

Maneuvsers
Blade of Breaking, Demoralizing Roar(R), Fear Eating Technique(R), Hunting Party, Panther on the Hunt(R), Primal Wrath(R), Ravaging Blow(R), Scything Strike,

Feats
1Power Attack, 1Hurtful, 3Weapon Focus(Greataxe), Scarred Legion

Traits
Unorthodox Methods (Trashing Dragon->Black Seraph), Bloody-Minded

Class Abilities
Brave Gambit, Force of Personality, Indomitable Presence, Victorious Gambit, Warleader

Racial Traits
+2 Heal & K(the Planes), Alter Self CL3 1/d, Celestial Resistance, Darkvision, Pass for Human

Skills
Climb +2, Diplomacy +7, Intimidate +11, Knowledge(History) +3, Knowledge(Nobility) +3, Perception +4, Sense Motive +4, Survival +4

Gear
Masterwork Greataxe, Chainmail, Heavy Wooden Shield, Longsword, Dagger, Composite Longbow +3str, Enlarge Person potion*3, Gravity Bow potion, 20 arrows, 405gp

Ideas:
-Obviously, there's a fear theme. It's something he's cultivating as a deterrent of sorts; he wants to get to a place where his reputation alone is scary enough that potential enemies think twice before they tangle with him.
-He's a minor noble, or the son of a noble.
-He's failed to protect either some of his family or some of his (farther's?) holdings before - that's what has him working on his reputation. He figures if everyone is scared of fighting him, he can have his lands in relative peace.
-Also, Eiríkr is a name with some lovely meanings behind it, so that's good.


Thanks for the dot and the welcome, Bane88! I look forward to seeing what my fellow Minnesotan might submit.

Thorn 'Rat' aka TwelvePointFivePercent, thanks for getting me the rough sketch here. Couple things I've picked out:

Mechanical:
Eiríkr's Traits wrote:
Unorthodox Methods (Thrashing Dragon->Black Seraph)

I've got the PoW expanded subscription, but not the original yet, so I'm using d20PFSRD.com and HeroLab community files for reference, and Unorthodox Methods isn't present. I'm assuming it lets you trade one discipline on your class list for another? And it's a trait category besides Combat?

Eiríkr's Gear wrote:
Gravity Bow potion

Personal range spells can't be made into potions.

Otherwise, looking good so far; here's a quick checklist of what's left, benefit yours & mine:

  • Two stances
  • Three loyalties
  • HP
  • The rest of your gear
Did I miss anything?

Concept
The fear concept's cool; definitely a path to respect when leveraged correctly. As for noble/son of noble - the head of House Hávardr is Jarl Ásvaldr, who holds the most power in the region. You seem to have a grasp of ancient Nordic-type government, but a quick primer if you or others don't, as well as to clarify what might be different in the Northlands.
Governance and society in the Northlands:
  • The common man is known as a karl. Generally farmers or craftsmen who participate in raids and trading. They are never bound to their local lords, but rather serve them as they choose. In the north, folk either work together, or they perish.
  • Above this is are the huskarls, who serve their lord directly as bodyguards, allies, and advisors.
  • Chieftains generally rule a family or a clan.
  • A jarl rules a region with their wealth and influence. They finance major expeditions, lead wars, and can be rallied to in troubled times.
  • A king is distinct from a jarl only in scope.
  • Thralls are slaves, but not always forever. Despite their position, a thrall is often treated well and considered a part of the family.
So you could definitely work an angle of an aspiring chieftain's son, or of a jarl who seeks to prove his bravery to his dwindling supporters, or somewhere in between - doing a good service to Jarl Ásvaldr will be a boon regardless of your actual goal.

And yeah, good name. Shows ambition.


DM Arcadius Blue wrote:

Thanks for the dot and the welcome, Bane88! I look forward to seeing what my fellow Minnesotan might submit.

Thorn 'Rat' aka TwelvePointFivePercent, thanks for getting me the rough sketch here. Couple things I've picked out:** spoiler omitted **
Concept
The fear concept's cool; definitely a path to respect when leveraged correctly. As for noble/son of noble - the head of House Hávardr is Jarl Ásvaldr, who holds the most power in the region. You seem to have a grasp of ancient Nordic-type government, but a quick primer if you or others don't, as well as to clarify what might be different in the Northlands.** spoiler omitted **...

Unorthodox Method is indeed from the POWE playtest, and does precisely what you'd think. It doesn't have a trait category yet, which is admittedly odd. I don't know where they'll put it. If it's a problem, I can just use the Black Thorn Knights tradition instead. Only reason I didn't was that the fluff seems a little off for what I'm going for, but I can make it work if I have to.

And you're of course completely on the ball about potions. I was even thinking about how shield couldn't be a potion because of that restriction. Don't know what went wrong there.

I'll need to think some more on how the particulars of the background fits together. Loyalties will probably be a place to start.

In other news, I keep forgetting that pathfinder removed the ability for the shaken condition of intimidate to stack with anything. I might have pick some different maneuvers.

Thanks for looking over my notes.


No problem! Work in a fluff rational for why you've learned this Unorthodox Method, and why it, in that context, fits in a trait category besides combat, and we're good. I don't have any balance concerns with it. As for the potion, I only caught it because I was building what you gave me in Hero Lab - if not for that...well I probably would have noticed when you tried to quaff it. ;-)

Another note occurred to me during my commute this morning concerning your background. Considering your character's low INT (and therefore, a low bonus to Appraise), it's entirely possible that you may have damaged your reputation through one or more poor financial decisions. Perhaps this job also serves as a way to get yourself out of the red, so to speak.


Going to submit a Half orc Invulnerable rager named Little Don (pun on little john and Donar.) He will use a warhammer.


HP: 1d10 ⇒ 8
HP: 1d8 ⇒ 6


Dotski


*obligatory second daily post*

I await your submissions with bated breath.


Dot. I love Rogue (Super) Genius's Godling classes. Just saying.


Changing it up I actually would really like to play a Jotun(Fire) Jotun Paragon. That would be super cool.


TheWaskally wrote:
Dot. I love Rogue (Super) Genius's Godling classes. Just saying.
Bane88 wrote:
Changing it up I actually would really like to play a Jotun(Fire) Jotun Paragon. That would be super cool.

Cool! Folk in the Northlands live as peacefully with their human neighbors as they do with those of stranger heritage. Bane88's concept certainly wouldn't be the first giant seen at a human Þing, dominating contests of strength while in attendance. And a godling would be viewed as an omen of great import - but is it weal or woe?


character is almost done. Working on backstory. Will post tomorrow.


I'm dropping out of the running. Can't get my godling concept to work like it want it to. Good luck to all applicants.


Sounds good Ashe!

Thanks for your interest, TheWaskally. Another time, perhaps.


been swamped at work today. Will post just to have something up and will work on full backstory over the weekend.

Havark:

Havark Torgrimson
CG
Male Aasimar Azata-Blooded, Scion of Humanity
War Soul Soul Knife 2
Meditant Psychic Warrior 1
Traits: Community Minded, Adopted (Zest for Battle)
Init: +3; Perception +10: Darkvision

--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 21
(+4Armor,+1Nat,+3Dex, +4Wis, +2shield)
HP: 27
Fort +4, Ref +7, Will +10

--------------------
Offense
--------------------
Speed 30ft: In Scarlet Einhander

Temple Sword Mind Blade: +9 2d6+6+1d6 19-20x2

Temple Sword Flurry Strike: +9/+9 2d6+8+1d6 19-20x2

--------------------
Statistics
--------------------
Str 7, Dex 16, Con 13, Int 10, Wis 19, Cha 7
Base Atk +2; CMB +0; CMD:17

Feats:
Desperate Battler
Wild Talent (Bonus)
Weapon Focus Mind Blade (Bonus)
Extra Blade Skill

Skills: Ranks
Autohypnosis +8
Sense Motive +10
Perception +10
Acrobatics +9
Stealth +8

---------------------
Blade Skills
---------------------
Focused Offense
Discipline Blade Shapes

---------------------
Special Abilities
---------------------
Oversized Limbs: Wield a weapon one size up.
Scaled Skin: Resistance 5 Fire
Darkvision 60’
Skilled: +2 Appraise, +2 K. Local

---------------------------
Maneuvers and Stances
---------------------------
Martial Tradition: Scarlet Sentinels (Trade out Solar Wind)
Oath: Loyalty and Friendship
"By the blood we've shared and the blood we'll spill, I promise this - we're family, and though I may quarrel with my brothers and sisters, there are none who may quarrel with my brothers and sisters and not also quarrel with me. Your secrets are my secrets, and your dreams are my dreams. When you are sad, I will comfort you, and when you are happy I will exult with you, and woe be unto the one who threatens our bond - or betrays it."

Known:
ST: Scything Strike, Blade of Breaking
BB: Flurry Strike
TD: Leaping Dragon

Prepared: Scything Strike, Flurry Strike, Leaping Dragon

Stance: Scarlet Einhander

-------------------------
Gear:
-------------------------
Light:23lbs or less: Medium: 24-46lbs: Heavy: 47-70lbs
Weight Carried

Havark was born a runt. Tiny frame and signs of demonic heritage. He was left in the woods to die. A dwarven man and women unable to have children of their own came upon the crying baby before the wolves did. He was raised in isolation but taught the ways of family and honor of the gods. While his physical strength did not grow his mental did. Soon he was able to even form a blade from his mental energy. When he was around other he was made fun of and belittled for his size. He could never win test of strength, but because of this he set himself on a path of a duelist. He became very proficient in dueling with his blade. So much so he joined the Scarlet Sentinels where he has acted as bodyguard and protector for the local jarl.

That's it will go into more detail in the full story. The sheet is not complete. I have not done Psychic Warrior power or PP's and have not yet purchased gear. Though he wears no armor and manifest his sword so not sure what I will purchase yet.


Azul is a young Jotun, only 29. He is fiery red head with a temper and loud laugh. He loves people, partying and mead/ale. He has taken up jobs such as security to raise money to eventually open up a giant size pub/inn in the giant heavy population areas of the North. Humans Welcome, watch out for colossal size cups dropping! He is easily charmed by pretty human girls, or any girls for that matter, but the human ones are so small and delicate!

He stands now at 7'6 467 lbs.

He wears stag hide armor and has very good personal hygiene(for a giant)

Some background for Bane88's character.


Ashe,
Thanks for getting this out to me! I eagerly await to see the rest. Here's what I've picked out so far:

Mechanical:
d20PFSRD.com wrote:
Purchase: Each character receives a number of points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.

Your WIS and CHA are off. You've raised WIS to 19, when the max is 18 - and as you apply racial mods AFTER purchasing abilities, you've similarly lowered your CHA to 5, when the minimum is 7.

Also note that, instead of alignment, I am having characters select 3 loyalties for their characters as per Pathfinder Unchained's Removing Alignment rules, so make sure you change that in your final statblock.
Havark's Mechanical Checklist:
  • Fix ability scores.
  • Change alignment to loyalties.
  • Pick Psychic Warrior path (with path power).
  • Pick Psychic Warrior talents/powers.
  • Purchase gear
And I believe that's all.
The background concept is solid, it'll be cool to see it fleshed out. Is the jarl you mentioned protecting Jarl Ásvaldr of House Hávardr? Is it a neighboring jarl that we would see in attendance at the Ice-Break Þing? Or someone else altogether?

Bane88,
I love the tavern idea! I'm sticking to the plan of running this single adventure, but if Azul ends up playing, Human's Welcome will be a big push for me to pick up these characters again after we're done. Cool background, can't wait to see the build.

Both of you and everyone else,
Moving into the weekend, as stated above, I'll be getting pretty busy. It's about 2:45 PM CST right now: I'll post again tonight from between 9:00 PM - 12:00 AM CST, tomorrow in that same window, and then once Sunday sometime after 5:00 PM. Use these as personal deadlines for receiving feedback from me. When I'm not posting, I'll work on fleshing out this alias's profile so you guys know a bit more about me, my playstyle, expectations, etc. So keep an eye out for that. At this time, I've put up a little bit of basic who/what/where info, as well as my personal creedo for how I like to run games.

I'm hoping that we'll get a few more submissions over the weekend, but if not, I'll likely push the deadline back so we have a little more give and a few backups. Not that I advise counting on that - I just understand that people might be skittish because I don't have a posting record (and many people prefer playing to GMing, so I'm probably an anomaly for wanting to dive in from this side of the pool). So we may need to give it a little extra time. Regardless, I'm excited to see finished statblocks for Azul, Eiríkr, and Havark, and I hope that Mr. Sweetman will grace us with a character as well!


15pt buy

Str 7(+4), Dex 14(5spent), Con 13(3spent), Int 12(2spent), Wis 17(13spent), Cha 7(+4)

Total Pts 23, Spent 23, Racial is Asura Spawn Tiefling. I still had it as Aasimar in the copy paste.

Racials are +2 Dex, +2Wis, -2Int

Final scores are correct. You can't raise a score above 18 or bellow 7 before racial modifiers, but racials can raise a score or drop one bellow these number. Cha 5 tieflings are quite common in pathfinder society

Is there a players guide somewhere I can read? Would it be possible to have worked for Jarl Ásvaldr of House Hávardr, if not a neighboring one would be fine. I would like to work this out with you so that it meshes well and provides content and not conflict :)


Ah, that explains it! I was wondering about the demon child thing, and forgot to mention (but had picked up on) the oversized weapon and scaled skin trait being hard to track down as well... now it all fits. There is not a player's guide unfortunately; On The Fourth Day is part of a compilation of adventures for the Midgard Campaign setting, and therefore pretty wordcount-conscious. I won't get to it for a couple hours as I'm about to make my commute, but I'll PM you details concerning a closer tie with House Hávardr - the adventure assumes you're strangers to the house, but it shouldn't spoil anything having a bit more exposition upfront.


Nothing new in the thread in need of my attention at this point; so just checking in. Despite getting distracted by prep for my IRL game tomorrow night, I added some player expectations to the GM profile. They are by no means final.

P.S. - I sent you a PM, Ashe, if you didn't see. Anyone is welcome to know the same information about House Hávardr; just ask. I refrain from posting it here so that those who would rather discover it in play may do so.


dot.


intrested. Might play a Jotun


Welcome to the thread, you two. Eyfura, your profile hints that you've got an oracle in the works - neat, we haven't seen a full caster in this thread yet. And legoguy4492, as wth Bane88 above, a Jotun makes a great fit. I'm more than happy to answer any questions as you put your characters together.

Ashe:
I went over the statblock with a finer tooth comb and have a couple spots I'm hung up on. There's a discrepancy between the mindblade's damage for regular and flurry, and I'm not sure if it's an editing error or if I missed something. Additionally, where's your armor bonus to AC coming from? I know you add your WIS to AC, but that's already included in the math. Also insure that a final submission doesn't include any situational bonuses in the math, such as that from Desperate Battler.

I'll post again tomorrow evening as mentioned before, then back to twice a day starting Monday. I added a touch more to my GM alias. After having a friend review it, I've made a little clearer why I included my GM creedo. If anyone has questions or thinks there's something useful missing from that profile, please tell me. Otherwise, I think it's all done as it pertains to this recruitment.

Dark Archive

Are you expecting your players to mostly be min/max or role-play oriented?


I will judge characters on based on their ability to roleplay in this adventure - the amount of optimization, as long as it's passably functional, will be irrelevant. I do not subscribe to the school of thought that says a highly-optimal character cannot also be roleplayed to great effect, or that they can't exist comfortably next to those who don't meet the same mechanical achievement.

I will also consider players when making my decision. A lack of posting history won't work against you, but a poor history will (dropped games with no reason or communication, exceedingly negative attitude, etc.). Another piece of the player component is ability to read directions and successfully create a character in-line with the guidelines I set out.
Most in the thread so far have posted works-in-progress and mistakes in those mean a WHOLE lot less than a final submission. Mentioned to reassure those people posting so far that you're not suddenly at the bottom of the list because you tried to buy a gravity bow potion or anything.

I hope that over-answers your question. :-)

Dark Archive

That is perfect. I'll try to come up with something.


Glad to hear it.

Dark Archive

Ok, here is a ratfolk rogue1/illusionist2 that I put together via PCGen.
I have not selected his diety or loyalties. Nor have I come up with a backstory yet. I'm only used to generating 1st level PFS characters, so I wanted to make sure that I did not violate any of your rules before I got too far. Sorry it is nothing exotic.

Glowen:

Glówen
Male Ratfolk rogue 1 / illusionist 2
TN Small humanoid (ratfolk)
Init +8, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size )
hp 13 ((1d8)+(2d6)-3)
Fort -1, Ref +4, Will +4

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee sword (short) (small) +1 (1d4-1/19-20)
Ranged shortbow (small) +4 (1d4-1/x3)
Special Attacks Blinding Ray, Sneak Attack 1d6,

Prepared Spells
Wizard (CL 2nd; concentration +4)
1st-charm person(DC 14), grease(DC 14), hypnotism(DC 14), *silent image(DC 14)
0th-detect magic, ghost sound(DC 13), message, prestidigitation(DC 13)
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 8, Dex 14, Con 9, Int 17, Wis 12, Cha 14,
Base Atk +1; CMB -1; CMD 11
Feats Go Unnoticed, Improved Initiative, Scribe Scroll
Skills Acrobatics +6, Bluff +6, Diplomacy +6, Disable Device +7, Disguise +6, Escape Artist +6, Heal +2, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Linguistics(Read Lips) +7, Perception +8, Sense Motive +6, Sleight of Hand +6, Spellcraft +9, Stealth +13, Use Magic Device +9,
Traits Reactionary, Suspicious,
Languages Common, Gnome, Goblin, Read Lips, Undercommon
SQ arcane bond, bonded object, bonus rogue escape artist, cantrips, darkvision, evocation opposition school, extended illusion, illusion school, necromancy opposition school, rodent empathy, swarming, tinker, trapfinding,
Combat Gear potion of cure light wounds, scroll (darkness), scroll (daze), scroll (detect secret doors), scroll (grease), scroll (jump), scroll (mage armor), scroll (obscuring mist), scroll (ray of enfeeblement), scroll (reduce person), scroll (sleep),
Other Gear sword (short) (small), outfit (pickpocket's/small), snakeskin belt (bonded object), quiet boots (stealth +1), backpack (masterwork) (small), thieves' tools (masterwork), flint and steel, halfling trail rations (small) (5), rope, spider silk (50 ft.), waterskin, pouch (belt) (small), scroll case, scroll case, scroll case, scroll case (2), scroll case, spell component pouch, shortbow (small), arrows (20) (small), 674.5 gp
=================================================
SPECIAL ABILITIES
=================================================
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Blinding Ray (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 6 times per day.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Rogue Escape Artist Rogue: Add a +1/2 bonus on Escape Artist checks.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Darkvision Ratfolk can see in the dark up to 60 feet

Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.

Extended Illusion (Su) Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration.

Illusion School You have chosen to specialize in illusion spells.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

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

Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.

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

Dark Archive

Here is some background for Glowen.

Description:

The first thing you notice about Glowen, aside from being a ratfok, is the color of his fur. It is a remarkable silver-grey that makes him look older than a typical middle-aged rat. Adding to his elderly appearance is the fact that he is scrawny, even for ratfolk. On the other hand, he is quite friendly, polite, and cheerful. A tiny bow and small dagger (at his belt, not on his tail) are his only weapons.


BIO:

Glowen's oldest memory starts with him waking up in the rain amidst the smoking ruins of a what appears to have been a wizard's tower, perhaps belonging to a powerful necromancer. His fur is singed, his body hurts all over, and his mind is foggy. He does not know how he got there or what happened. He cannot remember a thing before he woke. Around his neck is a black chain holding a small crystal sphere. In the sphere is the face of a female elf. He does not know her but he feels a strong connection to her (although he cannot decide if it is love, awe, disgust, or hate). Over time, the expression of the face changes as would a normal person's in their daily life, even closing her eyes and resting at times.

He wandered in the woods for a while until he found a human village. When he approached for help, he was run off. They shouted things at him that he did not understand (but mostly they seemed to imply he had committed a series of horrible crimes). The same was repeated with seeral other settlements and he nearly died of exposure before he found a large town and slipped into the sewers. The ratfolk there did not appear to know him and took him in. It was a group of thieves and he learned their trade. It was a dangerous time, though, and he spent much of it hiding. Eventually he found he had an aptitude for magic, especially illusions.


No, actually, I will do a Ironborn(Rite Publishing) Direlock(Forest Guardian Press)

The Exchange

I've got to drop out, real life has bitten me hard and time is against me completing the oracle.

Good luck with the game
FW


Just started my character. Just wanted to see if you were good with the formatting

Dark Archive

I'm a bit fuzzy on loyalties, but here is a stab at them for Glowen

1) Making children laugh
2) Finding the elf girl in the sphere around his neck
3) Mastering the art of illusion

Diety: Loki

(By the way. In case it was not obvious, the ruined tower that Glowen woke up in was his. He was a high level, evil necromancer, but while attempting an ancient rite, he screwed up. The resulting magical cataclysm destroyed the tower and erased his mind. He had to start all over again. This time, however, the fates set him on the path of goodness, rather than evil. I have not decided who the elf gal in the sphere around his neck is (friend/advisary/wife/prisoner/...) ).


Thanks for the heads up, FW.

French Wolf:
If the RL attack is fairly temporary and you still have an interest, watch the thread. I don't have any submissions besides Archmage's at 100% completion yet (and it wasn't when I started writing this), so I may need to push the deadline out a bit yet, and you're still welcome to submit, should it work out for you. Otherwise, maybe another time.

Archmage of Entropy,
Here are my thoughts on Glówen.

Mechanical:
First a quick note: Don't worry about being 'exotic'. I made sure people knew that 3PP was welcomed because I've seen a lot of negative gut-reactions to it, both online and in-person. What really matters, though, is that you're submitting a character you want to play; assuming you've done that, it's all good.

Now on to my actual assessment:

  • Glówen's gear states that your bonded object is a snakeskin belt. That is not an option for a wizard, but I suspect something may have gone awry because your backstory seems to indicate that your bond actually takes the form of an amulet.
  • I don't know what source quiet boots are from - didn't show up in Hero Lab or with a quick Google search. If you answer that question for me, we're good.
  • Concerning that, quiet boots indicate that they grant +1 to Stealth - but factoring that in, I still only get a bonus of +12 (with 2 ranks).
  • With the Automatic Bonus Progression rules, 3rd-level characters get +1 resistance bonus to saves. His F/R/W should be +0/+5/+5.
  • You are welcome to use the Pathfinder Unchained rogue. I realize I did not clarify this at the start of the thread, but I'd recommend using that instead of core. The changes made would grant you Weapon Finesse as a bonus feat, and sneak attack is altered to work against targets with concealment (but not total).
  • Pathfinder Society grants 4 hp per d6, but the actual average of a d6 is 3.5, so you should have 1 less hit point. That said, your FCB isn't pulling a lot of weight currently. I haven't calculated total XP for this adventure (yet), but I wouldn't count on leveling up during it.
  • Since you have masterwork tools, you should have Disable Device at +9.
  • What's in your spellbook?
  • Loyalties are sort-of there; they're reading more like motivations currently. They should generally be idealogical, and therefore broader - the seven deadly sins/seven heavenly virtues are the starting point I usually think of. Another possibility is allegiance - maybe your family, maybe your nation, etc. If I were creating Glówen, I'd turn the first loyalty into Mirth, and combine the other two into Discovery; but that's an example, and may not be how you see him. Think about this: detect evil in this system finds ideological auras that oppose your loyalties. If you've written a good loyalty, then it shouldn't be a stretch for you to imagine a creature (that's never met you, or knows anything about you) who embraces the opposite of that, such that you would detect as evil to them, and that they might attack you using only that information. So Mirth could be a strange example, but it's not in a world that includes demons and undead. Same with Discovery - a secretive cabal leader would immediately see you as a threat.
Background:
This looks pretty good! I hadn't pieced together the former evil-caster; it's a nice touch. Some food for thought: is Glówen from the Northlands, or does he come from somewhere further south, a land of strange magic and sometimes stranger science? If he's from the Northlands, know that large settlements are almost exclusively coastal, mountainous, or both. How did he come to this escort job? Would he have been hired independently or would he have connections to another character? You don't have to answer any of these questions for the application, but have some ideas in the works if you get chosen.

legoguy4492,
It doesn't look like you've gotten much farther than when you caught me reading the Google Doc earlier tonight. Just let me know when it needs my eyes on it.

A note for all applicants,
It seems that I may have understated this: your party will start this adventure traveling aboard a longship in the far north of the world. Despite the fact that it is nearly spring, nights will still be quite cold, and the land will offer you little sustenance, should complications arise. That's a thing that happens to adventurers sometimes, right? Complications? ;-) This isn't a hexcrawl by any stretch, but characters would nonetheless be wise to have some amount of survival gear, based on this information.

Tomorrow resumes twice-a-day posting for me. First post will show up between 11:00 AM-4:00 PM, and the second between 9:00 PM-12:00 AM. Should I need to push the submission deadline back, I will make that decision on Tuesday's evening post. Between then and now, some of you with more PbP experience than I (read: any at all) could share some insight into how long that extension should be. Otherwise, the deadline for submissions will be 11:59 PM on Tuesday night. Wednesday's daytime post will then provide selections and alternates. Thanks again for your interest, everyone!


The 4 armor bonus is Inertial Armor. As said I hadn't put the Psychic warrior stuff on that sheet sorry. It is my first path power and can be cast for free by expending my psionic focus so He is able to keep it up all day besides for sleeping. He just spends 12 seconds every hour to recast it. One round to use one round to refocus. The Flurry is a Broken Blade Maneuver so.

From PSRD wrote:

The Broken Blade’s associated skill is Acrobatics, and its associated weapon groups are close, monk, and natural.

Maneuvers from this discipline require the initiator to be using discipline weapons or be unarmed. Use of discipline-specific weapons with Broken Blade inflict an additional 2 points of damage.

As Havark's mind blade is a temple sword. Desperate battler was first draft I didn't realize I hadn't changed it on the above. I think I took the 3PP feat signature weapon. I will be posting complete final build with backstory later today.

On the deadline for submission: Take a look at everyone's posting history. Are they in active games? I have almost 40 games that have ended b/c the GM or players stop posting and the game dies. I have never walked from a game and I currently have 8 active some more than others. If you have 3-5 that post often then your good to go. Smaller tables allow the game to move without constant post from all the players. I'm not sure why this hasn't got more attention as I know other north land games have. Gestalt is the new hotness on the boards. I know I have passed up applying for many games because I wanted another gestalt. Also most hate 15pt buy. I expect many are passing on that. I don't know this for certain this just seems to by what I have seen on the boards.

Dark Archive

All of the stats for Glowen came straight out of PCGen. If they are wrong, I'll happily correct them.
Yes, I would like to go unchained rogue (at the very least for the weapon finess), but I cannot figure out how to get PCGen to let me do that.
Yes, his bonded object should be the amulet, not the belt.
The boots, I made up via PCGen... brain fart. I'll delete them.

I changed his age to middle-age and so had to tweak some stats. Will repost later. I wanted old or venerable, but then he'd have no hit points. :(

Mirth and Discovery sound good, I'll see if I can come up with a third.

Thanks for the warning, I'll add cold weather gear and more food/water.

About the posting rate. I can probably keep up with the 1/day but will sometimes miss it. I do not expect any long absences and will communicate them if something comes up. If I'm slowing down things, I'm perfectly fine letting you bot him (even if it gets him killed or destroys a prized item!)

Dark Archive

Three Loyalties for Glowen:

1) Mirth: He has become a kid at heart, (unknowingly freed of the burden of his previous sins), and wants everyone around him to feel likewise. Children are the hope of the future and the sound of their laughter is more precious than gold. [I assume a deeply depressed person would detect him as evil, seeking to destroy the happiness in others and further their own sadness].

2) Fear: He also does not like confrontations and often seeks to smooth things over. To that end, he is willing to go to great lengths to circumnavigate direct confrontation.

3) Pride: Glowen suffers deeply from the sin of pride with respect to his ability to make people believe what he wants them to believe. Be it with diplomacy, bluffing, illusions, or simply hiding.


Loyalties for Azul

1) Honor: Azul's word is his bond and though he may run off at the mouth and curse and shout and roar with his fiery temper, he won't make promises he can't keep, nor will he dishonor himself with underhanded deeds.

2) Friends: He is fiercely loyal to those who earn his trust and respect. Always believing the best in them and accepting them for who they are flaws and all. For his friends, Azul is very self sacrificing.

3) Freedom/Honest: Azul abhors slavery. He even finds people who are willing servants, in the polite sense of the word, annoying. He understands military service, but probably wouldn't choose it for himself. He also only ever speaks true and doesn't like the silver tongued or people who bend the truth.

EDIT: Also, switching to Storm Aspect, because there are like no options at all for fire in the Jotun paragon class. Maybe because they are usually bad.


Ashe,

Build:

About AC: Sure - when you posted Havark, my takeaway was "I haven't made any choices for psychic warrior," rather than "there are aspects of the build not presented here."
Concerning mind blade damage: Ah, I missed that line of text. Despite it's popularity, I'm less well-versed in DSP material than other third-party productss, so thanks for bearing with me and clearing that up. Hero Lab also failed me, and was calculating flurry of blows for you, even though the Meditant archetype doesn't grant anything of that sort until 6th level. So I didn't understand that you were listing the Flurry Strike maneuver.

Feedback:
Thanks for the feedback. Posting rate was definitely a part of my 'player review' process. I'd seen a lot of gestalt, but I'm only familiar with it in actual play with NPCs I've built to survive against the brutal players of my F2F campaign. So between that and the point-buy, it's just a matter of staying in my comfort zone for running my first PbP. When I was drafting this up, I was wondering if I should do an interest check thread first, as others have, but I couldn't conceptualize WHY I would do that. I can see the wisdom in it now.

Archmage of Entropy,

Build:
Sounds good. The new loyalties work great. I'll warn you that due to the culture of the Northlands, Fear would define you as 'evil' by their standards. You're not a high enough level to worry about setting off detect cowards, but be aware that, for most NPCs, their alignment-based spells would be effective against you. I think this is a fine choice for your character, but I don't want you to be blindsided if it comes up in play.
For your reference, this is my math for your Stealth mod...
Stealth wrote:
2 (ranks) + 3 (class skill) + 2 (Dex mod) + 4 (Small size) = +11

Posting:
I assume that everyone has real lives outside of the boards, I know I do. I intend to be understanding, but I don't want to flex so much that the game falls apart. Remember that I only expect 1 post/weekend, working out to 6/week, so be honest with yourself about whether that's realistic. My gut says that if I'm bot-ing you every other week, that's too much - less is acceptable. But that statement is probably the least-informed I've posted in this thread so far, so don't take that as a rule; I won't know until the game starts and I can figure it out for myself. The good communication you've been demonstrating will take you a lot farther with me than a player who posts more consistently, but doesn't tell me when something comes up.

Bane88,
I can't wait to see Azul's build! In the meantime...

Loyalties:
These are great, but I'd like to see you go one way or the other with Freedom or Honesty because they are different concepts (both as I see them, and as you explained them). It's not implausible to roll Friends into Honor, if you're set on keeping the other two. Be aware that Freedom will be difficult for you, because thralls are ABSOLUTELY a part of Northlands culture. See my second post in this thread for details on Governance and society in the Northlands.

For both Bane88 and Archmage of Entropy, take note that your characters hold conflicting values - the skills that Glówen takes Pride in exist in direct opposition of the Honesty that Azul values. Should they both be chosen, ensure that you each have brainstormed ways for your characters to be working together, even as they may get into disagreements. This is the biggest area where immersion takes a backseat in my games, despite the importance I place on it in my creedo. If characters are going to come into conflict (especially if it's regularly), players need to be on the same page about it, or someone's going to get their feelings hurt. This game is fun, but it's social fun - one player's good time can't come at the expense of another's.

My nightside Monday post might come a little later than it would otherwise tonight. One of the two F2F campaigns I play in occur on Mondays (the other is every-other Friday), and it's the GM (my girlfriend)'s schedule that we wrap up by. Considering we're supposed to get hit with a massive amount of snow tonight, she'll probably risk a crappy night's sleep on the grounds that she won't be able go to work tomorrow, and run the game a bit longer than she would otherwise. But I'll be watching this thread throughout the afternoon yet and taking notes.


Ok I'll go with Honesty over freedom, because one can be both servant and master and still be honest, kind and fair with one another.

Azul certainly enjoys his personal freedom because, I'm guessing that other than maybe Jarls, no one probably has Jotun Thralls.

An easy way around this would be for his character to befriend me, before I have a chance to see his cowardice. Because if Azul can find unconventional value in folks, it's value none the less. He is probably less inclined to do human things in reaction to cowardice.

Humans with their books and stripping people's name's from the book of ancestors and all that nonsense.


I should have done more this morning when I was slow. I had a long meeting this afternoon. I will finish up tonight when I play my roll20 game with friends. I will post final build and backstory tomorrow.

No worries on any questions. I like when people ask, means they are paying attention which is good. I know what I was doing now with Desperate Battler. I took the adopted trait Dwarf(Zest for Battle) So Desperate Battler became a +1attack/+2damage. The other trait is optimistic gamble so that even when an ally is close desperate battler will remain active for 1d4 rounds.

Dark Archive

GM wrote:
the skills that Glówen takes Pride in exist in direct opposition of the Honesty that Azul values

Well... Glowen is not so much a charlatan as an entertainer, never seeking to deceive purely to meet his own selfish gain. And while there may still be conflicts, I think Glowen's Fear would kick in and he'd back off to smooth the confrontation, perhaps agreeing to a more straight-forward approach. He would likely, though, attempt to toss in a suggest or two which might lead Azul to see that slamming his head against a wall might not be the best solution. :)

I think they can get along just fine.


Cool, sounds like you guys figured out how you'd work it. I'll keep watching for final builds to roll in over the next hour or two, but I'm starting to get a bit of a head cold, so I'm posting earlier rather than later tonight. If I'm not nearly as verbose tomorrow, I'm probably without power and posting from my phone. Otherwise, we're still looking to be a little short at about 26 hours away, so that extension is looking more and more likely - but I'm not going to make that call until tomorrow night. I'll keep you all in the loop.

Dark Archive

OK, here is Glowen with the tweaked stats for being middle-aged, the quite slippers gone, cold weather equipment bought, bio, description, and loyalties all together.

I have manually added weapon finesse to his list of feats but have not recomputed anything yet (in an uber hurry right now). I have also not adjusted his saves and such for that progressive bonus thingy.

Glowen:

Glówen (aka Silverbolt)
Male Ratfolk rogue(unchained) 1 / illusionist 2
TN Small humanoid (ratfolk)
Init +8, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size )
hp 13 ((1d8)+(2d6)-3)
Fort -1, Ref +4, Will +3

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee sword (short) (small) +1 (1d4-1/19-20)
Ranged shortbow (small) +4 (1d4-1/x3)
Special Attacks Blinding Ray, Sneak Attack 1d6,

Prepared Spells
Wizard (CL 2nd; concentration +5)
1st-charm person(DC 15), grease(DC 15), hypnotism(DC 15), *silent image(DC 15)
0th-detect magic, ghost sound(DC 14), prestidigitation(DC 14), message
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 8, Dex 14, Con 8, Int 18, Wis 11, Cha 15,
Base Atk +1; CMB -1; CMD 11
Feats Go Unnoticed, Improved Initiative, Scribe Scroll, Weapon Finesse
Skills Acrobatics +6, Bluff +6, Diplomacy +6, Disable Device +7, Disguise +6, Escape Artist +6, Heal +1, Knowledge (Dungeoneering) +8, Knowledge (Local) +8, Linguistics(Read Lips) +8, Perception +8, Perform (Act) +6, Perform (Comedy) +6, Sense Motive +5, Sleight of Hand +6, Spellcraft +10, Stealth +12, Use Magic Device +9,
Traits Reactionary, Suspicious,
Languages Common, Gnome, Goblin, Halfling, Read Lips, Undercommon
SQ arcane bond, bonded object, bonus rogue escape artist, cantrips, darkvision, evocation opposition school, extended illusion, illusion school, necromancy opposition school, rodent empathy, swarming, tinker, trapfinding,
Combat Gear potion of cure light wounds, scroll (darkness), scroll (daze), scroll (detect secret doors), scroll (grease), scroll (jump), scroll (mage armor), scroll (obscuring mist), scroll (ray of enfeeblement), scroll (reduce person), scroll (sleep),
Other Gear amulet (bonded object), sword (short) (small), outfit (cold-weather) (small), snowshoes (small), backpack (masterwork) (small), thieves' tools (masterwork), flint and steel, halfling trail rations (small) (5), rope, spider silk (50 ft.), waterskin, map maker's kit, pouch (belt) (small), scroll case, scroll case (2), scroll case, scroll case, scroll case, compass, spell component pouch, shortbow (small), arrows (20) (small), 741.5 gp
=================================================
SPECIAL ABILITIES
=================================================
Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Blinding Ray (Sp) As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more than 2 Hit Dice are dazzled for 1 round instead. This ability can be used 7 times per day.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Rogue Escape Artist Rogue: Add a +1/2 bonus on Escape Artist checks.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Darkvision Ratfolk can see in the dark up to 60 feet

Evocation Opposition School You have chosen evocation spells as an opposition school. Preparing an evocation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an evocation spell as a prerequisite.

Extended Illusion (Su) Any illusion spell you cast with a duration of "Concentration" lasts an additional 1 rounds after you stop maintaining concentration.

Illusion School You have chosen to specialize in illusion spells.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

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

Suspicious You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.

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

=================================================
DESCRIPTION
=================================================
The first thing you notice about Glowen, aside from being a ratfok, is the color of his fur. It is a remarkable silver-grey that makes him look older than a typical middle-aged rat. Adding to his elderly appearance is the fact that he is scrawny, even for ratfolk. On the other hand, he is quite friendly, polite, and cheerful. A tiny bow and small dagger (at his belt, not on his tail) are his only weapons.

=================================================
BIO
=================================================
Glowen's oldest memory starts with him waking up in the rain amidst the smoking ruins of a what appears to have been a wizard's tower, perhaps belonging to a powerful necromancer. His fur is singed, his body hurts all over, and his mind is foggy. He does not know how he got there or what happened. He cannot remember a thing before he woke. Around his neck is a black chain holding a small crystal sphere. In the sphere is the face of a female elf. He does not know her but he feels a strong connection to her (although he cannot decide if it is love, awe, disgust, or hate). Over time, the expression of the face changes as would a normal person's in their daily life, even closing her eyes and resting at times.

He wandered in the woods for a while until he found a human village. When he approached for help, he was run off. They shouted things at him that he did not understand (but mostly they seemed to imply he had committed a series of horrible crimes). The same was repeated with seeral other settlements and he nearly died of exposure before he found a large town and slipped into the sewers. The ratfolk there did not appear to know him and took him in. It was a group of thieves and he learned their trade. It was a dangerous time, though, and he spent much of it hiding. It was this tendancy to disapear at the first sign of trouble that earned him the nickname 'Silverbolt'
Eventually he found he had an aptitude for magic, especially illusions. He truly delighted in making children laugh.

(By the way. In case it was not obvious, the ruined tower that Glowen woke up in was his. He was a high level, evil necromancer, but while attempting an ancient rite, he screwed up. The resulting magical cataclysm destroyed the tower and erased his mind. He had to start all over again. This time, however, the fates set him on the path of goodness, rather than evil. I have not decided who the elf gal in the sphere around his neck is (friend/advisary/wife/prisoner/...) ).

=================================================
THREE LOYALTIES
=================================================
1) Mirth: He has become a kid at heart, (unknowingly freed of the burden of his previous sins), and wants everyone around him to feel likewise. Children are the hope of the future and the sound of their laughter is more precious than gold. [I assume a deeply depressed person would detect him as evil, seeking to destroy the happiness in others and further their own sadness].

2) Fear: He also does not like confrontations and often seeks to smooth things over. To that end, he is willing to go to great lengths to circumnavigate direct confrontation.

3) Pride: Glowen suffers deeply from the sin of pride with respect to his ability to make people believe what he wants them to believe. Be it with diplomacy, bluffing, illusions, or simply hiding.


One final nitpick for you Archmage, knowing you haven't done any recalculating yet: About half your starting wealth is unspent, I'd like to see it brought down at least a little bit. If you want a quick fix: make a weapon masterwork. Also don't forget your spellbook, and otherwise it looks good.

Dark Archive

I was tempted to buy a wand of magic missile, so he'd have at least some offensive ability, but it seemed out of character for him.

Maybe I can stock up on more potions and scrolls. Ugh, weight. He is already at med encumbrance. Is there a magic item he can afford that will give him increased carrying capacity or freedom of movemen? Maybe he should buy a mule, dog, or servant?


There's no affordable item I've found, muleback cord is about the closest. It's within the GP limit but then swings the wealth mis-distribution the other way Edit: therefore, not an option. You could also put some of the basics into a sack to carry around - hold it in one hand and drop it at the first sign of trouble, or for Stealth. Could go with the beast/man of burden as well, but you'll have to consider feeding and protecting them in addition to whatever else it is you're doing.

Dark Archive

Just had a thought... Is it even possible to stealth in snow shoes?

1 to 50 of 118 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / [Pathfinder Open Recruitment | 3PP-Friendly] On the Fourth Day, We Kill Them All All Messageboards

Want to post a reply? Sign in.