GM Rennai's Flight of the Red Raven (Inactive)

Game Master Rennaivx

Campaign maps in Google Slides


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Here is the crunch. I am still spending money on it so the equipment is not done. All I have on here currently is the weapons and armor. There are so many wonderful things that I want and I am having trouble deciding! And apparently I forgot to make my familiar but I will do that later.

Good Luck everybody!

Spoiler:
Ulric Calien Human male LG lvl 4 Paladin Chosen One Oath of Charity Senses low light vision, Perception +2
DEFENSE
AC 17, touch, flat-footed (+4 armor, +3 Dex)
hp (4d10+8)
Fort(+9) class+4, stat +2, divine grace +3 / Ref(+7) class+1, stat +3, divine grace +3 / Will(+6) class+4, stat -1, divine grace +3
OFFENSE
Speed 30ft
Melee Rapier 1d6 18-20x2 20gp
Kukri 1d4 18-20x2 8gp
Ranged longbow 1d8+1str x3 100ft 175gp arrows x20 1gp
Special Attacks Smite evil = x2 per day = swift action to add cha bonus to attack roll and level to damage if target is evil.
Spells Prepared (CL 1st; concentration ) DC 15
1st— one per day plus the oath spell
STATISTICS
Str 12, Dex 16, Con 14, Int 12, Wis 9, Cha 16
Base Atk +4 ; CMB +6; CMD 18
Feats Weapon Finesse, Weapon Focus (rapier). Fencing Grace (dex to damage with a rapier)
Skills 2class+1int+1human= 4 per level * not a class skill ^ background skill
^Appraise (int) Rank +2, Mod +1 = +3
Diplomacy (cha) Rank +3, Mod +3, Class +3, Trait +2 = +11
Heal (wis) Rank +2, Mod -1, Class +3 = +4
^Knowledge geography (int) Rank +2, Mod +1 = +3
Knowledge local (int) Rank +1, Mod +1, Class +3 = + 6
Knowledge nobility (int) Rank +1, Mod +1, Class +3 = +6
Knowledge religion (int) Rank +2, Mod +1, Class +3 = +6
^Perform Dance (cha) Rank +4, Mod +3 = +7
*Perception (wis) Rank +2, Mod-1, Trait +1 = +2
Sense Motive (Wis) Rank +3, Mod -1, Class +3 = +5
*Stealth (dex) Rank +2, Mod +3 = +5
Languages Common, Celestial
SQ Aura of Good = Moderate aura.
Detect Evil = at will as a move action detect evil as if studied for 3 rounds
Smite Evil x2 per day = swift action to add cha bonus to attack roll and level to damage if target is evil. If target is evil subtype, an evil-aligned dragon, or an undead creature damage is 2 points per level. Smite bypasses all DR. Cha modifier bonus to deflection against target of smite
Divine Grace = cha bonus to all saves.
Lay on Hands x6 per day = 1d6 to heal self as a swift action and 3d6 to heal others as a standard action and 2d6 to undead as a standard action with a melee touch attack, no AoO and undead do not get a saving throw.
Mercy =
Aura of Courage = immune to fear. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health = immune to all diseases, including supernatural and magical diseases, including mummy rot.
Channel Positive Energy = 2d6, 30ft, uses two lay on hands
Combat Gear chain shirt 100gp,

Chosen One

Most paladins train for years at a temple to attain a holy status, but rarely, an emissary of the divine appears to one of humble origins and calls her directly to the charge.
These chosen ones may lack experience, but their teamwork with their emissaries allows them to defeat any evil.
Bondless: A chosen one does not gain the divine bond class feature.
Divine Emissary (Ex)
At 1st level, a chosen one gains an emissary familiar, treating her paladin level as her wizard level for the purpose of this ability.
Religious Mentor (Ex)
The familiar's sworn duty is to help train the chosen one for her future glory. The familiar is treated as having a number of ranks in Knowledge (religion) equal to the chosen one's paladin level. The chosen one doesn't gain Knowledge (religion) as a class skill.
Delayed Grace (Su)
A chosen one begins her adventuring career without fully understanding her true potential. The chosen one uses the barbarian, rogue, sorcerer column to calculate her typical starting age. She receives the smite evil ability at 2nd level and the divine grace ability at 4th level. This does not affect the rate at which she gains additional uses per day of smite evil, so she still gains her second use at 4th level, her third at 7th level, and so on.
This ability alters divine grace and smite evil.
Lay on Paws (Su)
At 2nd level, a chosen one's familiar is able to borrow some of her divine energy to heal itself and others. The familiar can use the chosen one's lay on hands ability, including all of her mercies, but each such use consumes two uses of the paladin's lay on hands ability. Starting at 4th level, the familiar can also channel positive energy, but each such use consumes four uses of the paladin's lay on hands ability.
This ability alters lay on hands and channel positive energy.

Oath of Charity
Charity is more than just giving money to a temple or a cause—it is about the necessity of sacrifice to help others. Those who take this oath dedicate their lives to protecting those who can’t protect themselves and giving to those who are in need. They are generous to a fault, the most steadfast of friends, and give without anyone needing to ask. Paladins who take the oath of charity often turn over a fifth or more of their acquired wealth gained through adventuring to their temples or community.
Charitable Hands (Su)
At 2nd level, a paladin with this oath heals 50% less when she uses lay on hands on herself, but 50% more than the normal amount when she uses it to heal others. Using lay on hands to harm undead deals the normal amount of damage.
This ability otherwise works like and replaces lay on hands.
Charitable Mercy (Su)
At 5th level, a paladin with this oath is more flexible with her mercies than other paladins. At the start of each day, a paladin with this oath can select her mercies anew from the list of available mercies.
This ability replaces divine bond.
Code of Conduct
Always offer help to good creatures who need it. Always offer help to the poor and destitute. (In settlements, this help is often handled by donating to charitable religious organizations, rather than the paladin being required to dole out coppers to every beggar in the street.)
Oath Spells
1st—magic stone; 2nd—make whole; 3rd—magic vestment; 4th—imbue with spell ability.

Drawback and Traits
Vain: You are sensitive about the way others perceive you.
Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Affable: You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

Surprise Weapon:You are skilled at fighting with objects not traditionally considered weapons.
Benefit: You gain a +2 trait bonus on attack rolls with improvised weapons.

Life of Adventure: You make your living as an adventurer, and right now it seems you’re between adventures. Whether you’re passing through on your way to somewhere else or interested in the fabled hidden chambers beneath Azurestone’s namesake menhir or the stories of the Jarl's fabulous treasure horde, you’ve arrived in town just in time for a celebration, it seems. The festival seems like a perfect chance to unwind, take a load off - although if your travels have taught you anything, it’s that surprises always come when you least expect them. You gain a +1 trait bonus on Perception checks.


And recruitment is now officially closed!

If there's any last minute changes you'd like to get in, feel free; however, I will be starting the process of reviewing everyone's characters now. As I said before, I should have a decision by Tuesday evening. Thanks so much to everyone for your interest! It's going to be a tough call. :)


And our complete list of applicants, I believe:

Full BAB
Korvus Gloomhammer, half-orc fighter
Nathaniel the Bull, half-orc brawler
Siuloir MacBruthe, human skirmisher ranger
Ulric Cailean, human chosen one paladin
Hoss'r Stonekind, oread phalanx soldier fighter

Three-quarters BAB
Xander Ravencourt, human reincarnated seeker oracle
Dengar, dwarf hunter
Pykromer ("Pick"), dwarf investigator
Rowena Sabelia, human vigilante
Mum Hruska, human animist speaker for the past slums shaman
Torg Ironheart, dwarf inquisitor
Donnen Phelps, half-elf treesinger druid
Brezik IronDrum, half-orc skald

Half BAB
Renato Vitrotti, human imperious sorcerer

In-progress (if you're going to be considered, I need something pretty quick)
Dojen Bloodmoon, human warpriest

Dots (if you're going to be considered, I need something pretty quick)
Drenel
zomblisham

If I've missed anyone, let me know!


Oohhh the anticipation! :)


It's amazing how different all those characters are. :)

Torg here, by the way.


Pins and needles.....


Well, I think I've finally come to a decision...and let me tell you, it was a doozy of a choice to make. Everyone's submissions were great, but in the end, it has to come down to six...

So, will Siuloir MacBruthe, Pick, Rowena Sabelia, Torg Ironheart, Donnen Phelps, and Renato Vitrotti join me in the Discussion thread?

Truly, everyone would have made a great choice, and I want to thank everyone who made a character. I enjoyed seeing what you guys had to offer, and I hope to come across each of you again. Those chosen, chime in on the Discussion thread in the next twenty four hours, and we'll make final adjustments and get started!


Sad that my paladin will not live but best of luck to those that made it.


Congrats all! As a player in another of Rennai's games, I can assure you that you'll have a blast!


I appreciate your thoughts and i hope the game goes well.

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