GM SpiderBeard's Second Darkness (DrEvil Group) (Inactive)

Game Master Barvo Delancy

Chapter 4: Endless Night

Online Maps | Loot Tracker


1 to 50 of 120 << first < prev | 1 | 2 | 3 | next > last >>

Pathfinder Adventure Path, Maps Subscriber

A foul omen looms over the Varisian city of Riddleport. What could the dark blot over the city of swindlers and thieves mean? Apocalyptic whispers fill the street, priests search for signs from their gods, and rumors of strange happenings shake the city. Could this ominous portent be the work of a scheming crimeboss, mysterious cyphermages, or a petty pirate lord? Or does it prophesize some new menace come to Golarion? A step into Riddleport's high-stakes underworld of sin and debauchery reveals that not all in the pirate's paradise is as it seems. Only you can foil a terrible new plot that reaches from below to take hold of Varisia's city of sin.

As I think you can tell, I will be running the Second Darkness AP as PbP for level 1 characters. I hope to begin Friday, August 23 at the latest. If I get quality & qualified applications quick enough, we can start sooner.

About the GM: (I think this is important info, but I have a vested interest, sue me):
I have played PbP as PC, and have extensive (if a little dated) GM/DM experience in RL, going all the way back to 1st Edition. I have 4 other groups running other AP on the boards right now, and I think I would get a positive endorsement from any of my players (especially given those sweet magic items I dangled for them...)

I am in US Central Time (Nashville TN metro area, yee-haw!), and usually do most posting between 9-12 PM (after my girls are asleep), but will check throughout the day. If it’s really interesting, I will post when I should be working (but I may also work when I should be posting, so it evens out). I am a card-carrying Republican, have an MBA, and am employed by a Fortune 500 healthcare company in a Corporate (yes, that’s suits and ties, folks)role, and travel frequently. I also have 2 girls and associated familial responsibilities that I put before gaming. Sometimes there will be a hiatus as a result, but it will be brief and noted in advance whenever possible.

I am committed to your game playing enjoyment and plan to run this AP through to completion even if takes several months/years to complete. I am open to and welcome feedback and constructive criticism. I hope you will welcome the same.

Character Creation Guidelines:
The AP is geared for 4 PC’s covering the major classes types (melee, divine, arcane, and skills) and that’s what I’ll be looking for. I may expand the number to 6 to account for the eventual (and apparently certain) dropouts. Only complete applicants will be considered with Deadline of 10PM on Friday August 23 (sooner if the response is overwhelming). A complete application includes the following:
1. Characters are level one to begin
2. Good Alignment preferred (you are heroes, right?); I can live with Neutral; but Evil probably won’t make the cut. Chaotic, Lawful, what do I care???
3. 150gp starting wealth (spend wisely my friends)
4. Max HP 1st level (we’ll roll for subsequent levels)
5. Core classes from are preferred but not required; future multi-classing is okay provided it fits the story or build.
6. Standard races preferred. If you want to play something unusual I may allow it based on background, but will likely choose a Core-built player over you, if all else is equal.
7. Choosing from CRB, APG, or any Ultimate Book is okay. Picking from sourcebook or third party material is probably not. Run it by me first if you seek an exception.
8. 2 normal traits, plus 1 campaign trait. No free Player's Guide for this AP, so I will link the Campaign Traits below.
9. 20 point buy with no stat above 18 or below 7 before racial adjustment (obvious Min/Maxing will likely result in not being selected)
10. Plot appropriate Character background including reason you are in Riddleport (campaign traits help with that a little).
11. Full stat-block on your character, including link to character sheet. I am happy to transfer your build to Hero Lab if you need help with a formal character sheet.
12. Extended details on their Character Settings in their Class/Level field on the forums here. Details: Class Level | AC XX T XX FF XX | HP XX/XX | F +X R +X W +X | Init+X | Perc+X. Please keep these updated as the game progresses.
13. Give me an OOC run-down of your PbP experience, and your exposure to Second Darkness as player, GM, or both.

Expectations of Players
1. Drop-outs can be replaced, but it can cause delays so I would prefer individuals that can stick around for the whole AP
2. Prefer minimum posts of 1/day for weekdays, 1/weekend, more if at all possible, especially during combats (or when I’m bored).
3. I am all too familiar with RL distractions, and would appreciate the courtesy of a note if you need to miss chunks of time – you’ll get DM-PC’ed to keep the game moving. Hopefully, you’ll survive…
4. Use appropriate language, formatting, behavior, and decorum. I am all for having a good time, but let’s be respectful.
5. Ability to separate IC from OOC knowledge – if you’ve played or GMed this AP before, don’t worry you’re eligible, just don’t give the game away for others. Please don’t read private spoilers etc as they are marked private for a reason (usually to enhance your game play).
6. Understanding that role-play is more important to me than “roll-play”. Dice don’t always determine things like Diplomacy or Bluff, especially if you sell it!
7. Be prepared to play your alignment. This has always been a pet peeve of mine. (Does that make me Lawful? -- you decide). Lawful Good still gives you a wide range of options and behavior choices in situations, but ultimately your PC’s ethics, principals and mores (or lack thereof) need to win out.
8. I am NOT a stickler for RAW and may (from time to time) deviate in the interest of a better game (usually to the players benefit, but not always) or for what I think is more plausible in a given situation. Feel free to call me on it and to post your favorite rule references to back up your case, but GM’s rulings are FINAL (unless my wife walks in). If you want to get into a rules argument, go to the Message Boards…we’re here to have fun.
9. If you have unique spell or ability, please link or cut and paste via spoiler the PRD version so I don’t have to research to understand the power, range, duration, et al. I readily admit I don’t have all the rules memorized and you speed up things for everyone by this simple courtesy.

Good Luck with creation, sorry for boring you to tears, and hopefully I’ll see you in the game soon.


Pathfinder Adventure Path, Maps Subscriber

Campaign Traits (pick one) -

Fools for Friends:
You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you.

Benefit Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Into Enemy Territory:
The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship.

Benefit: Choose Fortitude, Reflex, or Will. You gain a +1 trait bonus on saving throws of that type.

Looking for Work:
Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer.

Benefit: Choose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Optomistic Gambler:
You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit.

Benefit Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

Researching the Blot:
You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance.

Benefit You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.

Scouting for Fiends:
You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement.

Benefit Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.


Pathfinder Adventure Path, Maps Subscriber

It appears there is an issue with the Researching the Blot trait. I will revise shortly.


Hello, I have had extensive experience playing and running DnD and Pathfinder and have run the Kingmaker adventure path. I have never played in Second Darkness however. I have less experience with play by post. I'd love to give this a go. Here is an human NG Urban Druid (Domain - Knowledge)

Deth Tobrin

Deth has chocolate colored eyes with light brown hair with just a hint of red. He has prominent cheekbones and wide feet and looks to be in his late teens (His actual age is 19). He stands 6’ tall and weighs 190 lbs. He has a farmer’s tan and carries a heavy oak walking stick with the spiral of Pharasma etched into the handle. He tends towards wearing flannel shirts.
Deth’s mother Eveleen Rexanna was the middle daughter a large shipping magnate. She fell in love with a dashing stranger named Crius. Crius was ultimately revealed to be a spy and did untold damage to the Rexanna Trading Company before he was discovered, reducing it to a secondary player in the politics of the city. Crius escaped unscathed but left Eveleen pregnant and despised by her family. They banished Eveleen from the city and she eventually settled in a small town north of Riddleton called Milton.
Milton is a small town known for its logging industry. Originally called Milltown it lies in the heart of a heavily forested area and has access to several navigable streams and lakes. (Actual location is up for debate, I'm not sure of the topography of the surrounding area) Eveleen found employment as a midwife and healer and eventually gave birth to a son that she wryly called Deth. Eventually Eveleen married a lumberjack named Gabriel Tobrin and he adopted the young boy.
Eveleen found the worship of Pharasma suited her profession of healer and Deth helped his mother a lot as he grew up. She had always been interested in medicine and she had managed to take a large collection of books dealing with the subject with her. Unfortunately they were written in a large variety of languages which required that Deth has become quite the linguist. He has a gift with learning languages which Evelenn believes he inherited from his father. Although strong, Deth has never been ‘lumberjack strong’ and never mastered the axe. He did come the notice of a druid named Aeron and eventually found employment as his apprentice. Aeron soon noticed that Deth has more of a knack with domesticated animals than wild ones. This fact coupled with horrible portents has led him to send Deth into the city. (Into Enemy Territory Trait)


I have experience playing in a number of PBPs, although most of them have petered out or I had to drop out of some time ago due to real-life concerns. I currently am playing in one Reign of Winter campaign that seems to be surviving, despite a hiccup or two.

As far as Second Darkness, I started in one, then had to drop out some time back due to RL. I also started GM-ing it once, but had to drop it at the same time. The Alias I'm posting under is actually the character that I made for that campaign. It's built with 20-pt buy, and I'm adjusting the gear to match the stated requirements as well as adding in a trait. Also, the weapon she's currently listed as using is one that has two modes, either Double or Reach. Under 3.5 rules, it's listed as threatening adjacent and at reach when used in Reach mode. I can switch out for a different weapon if that rule is a no-go.

I don't, at present, have an ability to generate a character sheet. If there's somewhere I can do it online, I'd be glad to do that and give you a link. Otherwise, I have the complete stat block broken down by section in the character profile here.

Also, since Second Darkness was written for 3.5E, here's a link I used when I tried to GM it for conversions to Pathfinder. Don't remember how accurate it all is, but I remember most of it was good: http://paizo.com/threads/rzs2jmsh?Second-Darkness-Conversions-to-Pathfinder

I'm also pretty open to playing any class, so if DM DoctorEvil would prefer I start a different character to one who has played a little bit of the AP, I'll create something else. I have ideas in place for a Tattooed Sorcerer and a Rogue -> Master Spy build as well. I'll adjust their Stats to fit the AP for practice and post.

Background::
Kaylen has had a hard life from the start. Born to a pillow-girl in the slums of Korvosa, she was on the streets by age 3. She fell in with a street gang to survive. She didn't like it, but it kept her fed and alive. The first lesson she learned was that the streets didn't care who you were, and that if you wanted to survive you had to be tough. She taught herself to fight, and she learned to hide that she was a girl. When the boys in her gang and in others saw that she was a girl, they always treated her differently. She made sure they didn't make that mistake. As she grew, she became the best fighter in her gang, and one of the best fighters among all the street children. Her weapon of choice was something she found on the street when she was 7. It was a length of chain with weights on the end. She taught herself how to use it to smash opponents at range and to wrap the end around them to drag them closer.

When Kaylen was 12 or so, she entered the annual children's street tournament. The tournament was a fighting competition, and the winner earned a spot in the Korvosan Guard Academy. Kaylen entered the tournament in her guise as a boy. She won the tournament, earning the spot in the Academy. She kept her guise as a boy, not wanting to be treated differently because she was a woman. She managed to keep that guise for two years until her womanhood forced itself upon her. She was released from the Academy, pending a hearing, for having lied about who she was. She was permitted to keep her gear, but she was not to join any military or guard corps until after her fate was decided in seven years time.

That event was two years ago. In the interval, Kaylen has made her way as a mercenary. She has been a bodyguard, a caravan guard, and hired muscle. In the two years that she's been waiting for things at the Korvosan Guard Academy to be decided, she has made her way to Riddleport. Now she is looking for a long-term guard position where she might wait out the remainder of her sentence.


This is my character in one of the good Doctor's current PBP games.

He does a marvelous job of giving us room to interact and role-play AND nudging us forward to keep the story moving when we seem to need that help.

I think he also did a marvelous job choosing players form the submissions, because even the characters who are avoiding interacting with each other directly (such as my thief avoiding the guy who fancies himself a representative of the government) are complementary concepts played as such. Maybe we just got lucky. I like to think it is a result of his selection process.

I would expect to get a good view of the story and to enjoy yourselves should you get into this game.

Bon chance!


Simple fix for Reserching the Blot is a flat +1 Trait to Spellcraft checks.

A more complicated fix that fits the flavor is a +2 Trait bonus to Spellcraft that applies ONLY when identifying magical items.

Yeah, trying to decide if I want to apply or not. Currently running a Barbarian (3), a Fighter (1), an Oracle (2), a Paladin, a Ranger, and two Rogues. That's more games than I meant to get into. Two of them are horribly slow, though, and a third is not keeping my interest (a sandbox setting where the GM wants to control the NPCs, but posts like twice a week). No arcane in that list. Hmmm . . ..


Alternate character submission. Teliel, Elf Rogue building into Master Spy.

Teliel:
Teliel

Male Elf Rogue 1
CN Medium humanoid (human)
Init +4; Senses low-light vision; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
HP 8 (1d8)
Fort +0, Ref +6, Will +1; +2 vs. enchantment
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6-1/18-20)
Ranged dagger +4 (1d4-1/19-20)
Special Attacks sneak attack +1d6
Elven Spell-Like Abilities (CL 1st; concentration +4)
1/day––comprehend languages, detect magic, detect poison, read magic
TACTICS
Before Combat If Teliel knows he's going to be in combat soon, his first action is to draw his rapier, then to drop his backpack to free himself of the weight.
During Combat If in open combat, Teliel prefers to move around, keeping his opponents between himself and his allies, while insulting their honor and parentage to confuse them. Teliel much prefers to attack from Stealth, however, and to finish any combats quickly and as quietly as possible.
Morale Teliel retreats if reduced below 4 HP.
STATISTICS
Str 8, Dex 18, Con 10, Int 16, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 13
Traits Calistrian Courtesan, Convincing Liar, Into Enemy Territory
Feats Weapon Finesse
Skills Acrobatics +8, Appraise +7, Bluff +7, Diplomacy +7, Disable Device +8, Disguise +8, Know(local) +7, Perception +6, Sense Motive +5, Sleight of Hand +8, Stealth +8, Use Magic Device +6; Racial Bonuses +2 Perception
SQ keen senses, elven immunity, envoy
Languages Common, Celestial, Draconic, Elven, Sylvan
Gear leather armor, rapier, daggers (2), secondary weapon, backpack (disguise kit, thieves tools, silk rope [50 ft.]), belt pouch (signet ring, inkpens [2], ink, sewing needle, 7gp)

Background Teliel has long worked for the temple of Calistria, although not as a traditional priest. He had little interest in the devotions and the spells, although he does have some small abilities of his own. Teliel's talents, however, lie in his silver tongue and his ability to ferret information out of those who wish to keep it hidden. As such, he frequently engages in the same information-gathering exercises most Calistrians do, although he is generally sent outside the temple to do so. More than one woman has been sweet-talked into bringing Teliel into her bed, only to wake in the morning and find that she may have spoken slightly too freely.
Teliel's mission in Riddleport is of a similar nature. He is one of several Elves who was sent into Riddleport to try and uncover information about the Blot that has appeared in Riddleport's skies. It is hoped that his famed silver tongue will help him worm his way into the confidences of somebody who knows something about it. To that end, his first stop in town was the temple of Calistria, where he was to meet a contact to help him get settled so he might begin his inquiries.
Appearance Teliel is tall, for an elf, and lean. His 6'5" frame is spare, although his high cheekbones tend to be a hit with ladies of many races, and more than one woman who has brought him into her bed has remarked on his piercing violet eyes. His black hair is worn long, pulled back in a simple tail.


How would you feel about the Orc bloodline for a sorceror, from Orcs of Golarion? I'm thinking of a very melee/blaster sorceror, either human or half-orc, and the level 1 bloodline ability of the orc bloodline is very useful when used with the Opportunistic Gambler trait.


I have no experience in online play, but have quite a bit of experience in RL. I am currently running Rise of the Runelords for a party of 6. I would like to try this out because i'm the only person who knows how to GM (within my group), and I never get the chance to RP or be a PC anymore. I own Second Darkness, but i've never had the chance to run it yet, or even open the book.

Draven, NG Human Fighter

Stats:

Draven
Male, Human, Fighter 1
NG, Medium Humanoid

Init: +7 Perception: -1
AC: 17, Touch 12, Flatfooted 15 (+5 armor, +1 Dex, +1 Dodge)
HP: 14 (1d10)
Fort: +6 Ref: +1 Will: -2

Speed: 30ft/ 20ft (with armor)
Melee: Greatsword +5 (2d6+4)

STR: 17 DEX: 12 CON: 17 INT: 10 WIS: 8 CHA: 10
BAB: +1 CMB: +4 CMD: 15

Traits:
Reactionary: +2 on initiative
Resilient: +1 on fortitude
Looking for work: +1 to intimidate

Feats:
Dodge: +1 to AC
Imp. Initiative: +4 to initiative
Weapon Focus: Greatsword

Skills: Intimidate (5) Perception (-1)
Languages: Common
Gear: Scale mail, Greatsword, Backpack, Manacles (simple lock), Fishing Net, Crowbar, Flint and Steel, 6 gps

tactics:

During Combat: Draven will canvass the battle for the strongest looking opponent and try to take that threat out first. However if the target is more then 40ft away, he will run up to the closest target that is 20ft away and attack.

Background:

Draven was born in the slums of Riddleport. His father was a sailor, and his mother was a tavern wench.

At the age of seven Draven's father, Nathaniel (or as many knew him as "One-Eyed Nick"), left on a sea voyage and never returned. This left Draven's mother (Nora) alone with the burden of raising Draven.

When he turned eight, Nora had a baby girl with another man. Who the man was, no one was quite sure, but Draven cared for his sister Amelia, none the less. There never seemed to be enough food or clean water, but he always made sure that his sister ate well before he did. As the years passed, Draven always looked out for his little sister.

At 16 Draven began working in the docks to help earn some extra money. He became very strong over the course of the time he worked there, and the money wasn't bad either. Only a year after getting the job, Draven caught a bad fever. It took many weeks for him to beat the virus, but eventually he did. His body was strong and despite living off grim, he was healthy. However, while taking care of her son, Nora contracted the virus and soon died.

For the next 3 years Draven began working at the docks during the day, and at a local tavern during the night as a bouncer. All of this was to provide for himself and his sister. As a man he was slightly average in height at 5'11, but his muscular build was quite impressive. While he was only of average looks and smarts, many ladies took to his brute nature. Draven was not interested in these women, he longed for Lialda, a half elf beauty who worked as a server in the tavern. He however was too shy and thought himself not charming enough to be with her.

When Draven became twenty, he began working for a mercenary company, The Crimson Brotherhood. Over the course of the past couple years, he made decent money to buy himself and his sister a home in the slums, rather then live on the streets. He also tried to visit the tavern as often as he could to see Lialda.

Draven has now decided to leave the Brotherhood in search of work as an adventurer to make more money. He still loves Lialda and hopes maybe an adventure will help his chances with her.

Draven is 5'11 with a large muscular frame. He has short brown hair and blue eyes, with an average appearance in terms of facial looks. However many woman seem to be attracted to his body.


All of my experience has been online, I got started in 07 or 08, but not with Pathfinder or anything related until probably last year. I have never played Second Darkness, and my knowledge of it begins and ends with the following: it involves Drow.

I'm debating whether he should be lawful good or lawful neutral. Probably the former, though I seem to have this mental block that says
'LGs are paladins' instead of the other way around.


Gudada Purrun wrote:

This is my character in one of the good Doctor's current PBP games.

He does a marvelous job of giving us room to interact and role-play AND nudging us forward to keep the story moving when we seem to need that help.

I think he also did a marvelous job choosing players form the submissions, because even the characters who are avoiding interacting with each other directly (such as my thief avoiding the guy who fancies himself a representative of the government) are complementary concepts played as such. Maybe we just got lucky. I like to think it is a result of his selection process.

I would expect to get a good view of the story and to enjoy yourselves should you get into this game.

Bon chance!

I can't say to much for the Dming, got bumped out on the first round of selections, wanted to join ya Gudada but just wasn't in the cards.

no bother though, got into a different game anyway.

don't know much at all about this AP. drawing a blank for character ideas at the moment. (might think of something)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I have an idea for a Tian Elf (Jinin) White-Haired Witch I hope might meet with your approval.

Background & Appearance:
May I present Bú nìng yīng huā jié (in your tongue Restless Cherry Blossom), Elven daughter of Jinin in far Tian Xia.

Consistently exhibiting the impetuousness characteristic of their ancestors pre-earthfall, the young elven girl first was called Restless Cherry Blossom by the elders of her community as an admonishment. As time passed however, it became painfully apparent to family, friends & neighbors alike that what they hoped was merely an extended immaturity was in fact evidence of a perhaps supernatural atavism.

When her hair turned from russet gold to a silvery white akin to freshly fallen snow & began moving about as though it were another limb it was no longer apparent, it was inescapable. Soon thereafter the Jill arrived, whispering secrets to her in the darkness & the quiet.

That night she left her childhood behind her & with it the only home she had ever known. Making her way from trade caravan to trade caravan she followed the Path of Aganhei, over the Wall of Heaven, across the Crown of the World, until the day she was able to put a name to the presence she felt whispering to the Jill. Calistria

With the Sacred Sting's name on her lips, Restless Cherry Blossom (now an admonishment of an entirely different order) danced where the whispers led her. Eventually, the whispers brought her South. At first, she thought the Elven enclave in the Mierani Forest was her destination, but it soon became apparent that they had no more use for a strangeling such as she than her Jinin kin. Not long thereafter, the name Riddleport crossed her ears. When it did, it was like the caress at the small of her back. The perfect, vicious, lover the presence promised her. How could she not come?

How could she not be bored? Oh, the Blot is certainly something she didn't expect & the never-ending parade of sailors & scalawags from Southern Garund to the Linnorm Kingdoms has kept her reasonably entertained, but the sad fact of the matter is that if you have witnessed one power-play induced street murder, there isn't a great deal that a second such will teach you...

On the other hand, a girl has to eat & as much as the House of the Silken Veil might welcome her, she came this far to make a place for herself, not beg for one. One way or another, this event of Vancaskerkin's is going to move things, best to keep an eye on things, see just how...

Restless Cherry Blossom stands just a finger's width shy of six foot, at a willowy but subtly curvaceous 111 pounds. Her silvery-white hair falls at least to her feet, curling freely & frequently independently of any air movement. Her eyes shine like unfaceted sapphires in the alabaster planes & curves of her face, her lips soft & full. Her steps betray a dancer's grace & her clothes flow loose & free as her feet carry her along, seemingly of their will, not hers.


Crunch:
Current Notes: 7/7 HP, 3/3 1st lvl. Witch
the Jill: Weasel familiar 3/3 HP

Bú nìng yīng huā jié (Restless Cherry Blossom)
Female Elf (Jinin)
Witch (White Haired Witch) 1

CG Medium humanoid
Initiative: +2 ; Senses: Perception +3, Low-Light Vision

Abilities
STR 10 (-) DEX 14 (2) CON 10 (-) INT 19 (4) WIS 8 (-1) CHA 14 (2)

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
CMD 12/16 (10 +0 BAB +2 Dex/10 +0 BAB +2 Dex +4 Int: Hair)
Hit Points 7 (6 +1 favored class)
Fortitude +0 (0 Base)
Reflex +4 (0 Base +2 Dex, +2 familiar)
Will +1 (2 Base -1 Wis)

OFFENSE
Speed 30 ft
Melee Hair +2/1d4+4; when successful, may attempt a grapple as a free action w/out provoking an attack of opportunity, when grappling in this manner Restless Cherry Blossom does not gain the grappled condition.
Ranged Sling +2/1d4B 20/x2 crit. 50 ft. range inc.
CMB 0/+4 (0 BAB/0 BAB +4 Int)

Traits:
Affable (Social, Champions of Purity pg. 13): +2 trait bonus on Diplomacy checks to gather information & each check takes half the time it normally would, also Diplomacy & Knowledge (local) are always class skills.
Calistrian Courtesan (Religion, Calistria): +1 trait bonus on Sense Motive checks & Diplomacy checks to gather information & Sense Motive is always a class skill.
Looking for Work (Campaign, Second Darkness): +1 trait bonus on Perform (dance) & Perform (dance) is always a class skill.

Skills (2+Int)
Diplomacy: 2/4 (+2 Cha/+2 trait to gather information checks)
Knowledge (History- Int): 7 (1 +3 Class +4 Int)
Knowledge (PIanes- Int): 8 (1 +3 Class +4 Int)
Linguistics (Int): 5 (1 +4 Int)
Perform (Dance- Cha): 7 (1 +3 Class +2 Cha +1 trait)
Sense Motive (Wis): 6 (1 +3 Class -1 Wis +1 trait +2 Alertness)
Use Magic Device (Cha): 5 (1 +3 Class +1 Cha)

Feats:
Weapon Finesse

Class Abilities:
Weapon and Armor Proficiency: all simple weapons. No armor or shields, Witch spells are subject to Arcane spell failure.
Witch Spells & Cantrips
Witch's Familiar: as Wizard's arcane bond class feature with the following additions.
If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch's level and her patron.
Store Spells: Starting at 1st level, a witch's familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or or use spell-trigger or spell completion items. Starting at 2nd level , and every two levels thereafter, a witch's familiar adds new bonus spells to the witch's spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells for her. If the witch and the familiar are in contact at teh time the witch casts a touch spell, she can designate her familiar as the "toucher". The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is deliverd, the touch spell dissipates.
White Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5ft. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch's Intelligence modifier. In addition, whenever the hair stikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples in this manner she does not gain the grappled condition.
At 4th level and every four levels thereafter, a white-haired witch's hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.
The hair cannot be sundered or attacked as a seperate creature. In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities.
Constrict (Ex): At 2nd level, when the white-haired witch's hair successfully grapples an opponent, it can begin constricting her victim as a free action, dealing damage equal to that of its attack.
Trip (Ex): At 4th level, a white-haired witch who successfully stikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action.
Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action.
Strangle (Ex): At 8th level, when a white-haired witch's hair is grappling with an opponent, that creature is considered stangled, and cannot speak or cast spells with verbal components.
This ability replaces hex.
Rogue Talents: At 10th level, a white-haired witch learns a rogue talent, using her white-haired witch level in place of her rogue level. At 12th level and for every two levels thereafter, she gains an additional rogue talent. A white-haired witch cannot select an individual rogue talent more than once, and can select from among the following: assault leader (Pathfinder APG), combat trick, finesse rogue, major magic, minor magic, positioning attack (Pathfinder APG), resilience, surprise attack, and weapon training. At 18th level and 20th level, a white-haired witch can choose from among the following advanced rogue talents: another day (Pathfinder APG), defensive roll, improved evasion, opportunist, redirect attack (Pathfinder APG), slippery mind and thoughtful reexamining (Pathfinder APG). This ability replaces major hex and grand hex.

Spells Known:
Cantrips: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink (Pathfinder APG), read magic, resistance, spark (Pathfinder APG), stabilize, touch of fatigue.
1st level spells: bungle (Ultimate Magic), cure light wounds, fumbletongue (Ultimate Magic), identify, inflict light wounds, obscuring mist, sleep.


My experience:
I am in possession of this AP, which is one of the reasons I very much wish to play in it, particularly with this character, almost everything about it just tickles me (I was in a SD game on the boards previously, unfortunately it died not long into the first scene). If you check my profile you will note that I am a tolerably prolific poster & am involved in several other PbP games on these boards. While I do have RL events which require my occasional absence from the boards for noteworthy lengths of time, I always make an effort to inform others ahead of time when possible, which is usually.


Drawing up a Ranger, just working on fluffy details. Should have her up tomorrow.

Shadow Lodge

Previously posted as Kaylen. At this point, I think it might be logical to withdraw Kaylen as a submission and to replace her with Teliel, Elf Rogue.

Crunch:
Teliel

Male Elf Rogue 1
CN Medium humanoid (human)
Init +4; Senses low-light vision; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
HP 8 (1d8)
Fort +0, Ref +6, Will +1; +2 vs. enchantment
Immune sleep
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6-1/18-20)
Ranged dagger +4 (1d4-1/19-20)
Special Attacks sneak attack +1d6
Elven Spell-Like Abilities (CL 1st; concentration +4) Envoy
1/day––comprehend languages, detect magic, detect poison, read magic
TACTICS
Before Combat If Teliel knows he's going to be in combat soon, his first action is to draw his rapier, then to drop his backpack to free himself of the weight.
During Combat If in open combat, Teliel prefers to move around, keeping his opponents between himself and his allies, while insulting their honor and parentage to confuse them. Teliel much prefers to attack from Stealth, however, and to finish any combats quickly and as quietly as possible.
Morale Teliel retreats if reduced below 4 HP.
STATISTICS
Str 8, Dex 18, Con 10, Int 16, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 13
Traits Calistrian Courtesan, Convincing Liar, Into Enemy Territory
Feats Weapon Finesse
Skills Acrobatics +8, Appraise +7, Bluff +7, Diplomacy +7, Disable Device +8, Disguise +8, Know(local) +7, Perception +6, Sense Motive +5, Sleight of Hand +8, Stealth +8, Use Magic Device +6; Racial Bonuses +2 Perception
SQ keen senses, elven immunity, envoy (traded for Elven Magic)
Languages Common, Celestial, Draconic, Elven, Sylvan
Gear leather armor, rapier, daggers (2), secondary weapon, backpack (disguise kit, thieves tools, silk rope [50 ft.]), belt pouch (signet ring, inkpens [2], ink, sewing needle, 7gp)

Background:
Teliel has long worked for the temple of Calistria, although not as a traditional priest. He had little interest in the devotions and the spells, although he does have some small abilities of his own. Teliel's talents, however, lie in his silver tongue and his ability to ferret information out of those who wish to keep it hidden. As such, he frequently engages in the same information-gathering exercises most Calistrians do, although he is generally sent outside the temple to do so. More than one woman has been sweet-talked into bringing Teliel into her bed, only to wake in the morning and find that she may have spoken slightly too freely.
Teliel's mission in Riddleport is of a similar nature. He is one of several Elves who was sent into Riddleport to try and uncover information about the Blot that has appeared in Riddleport's skies. It is hoped that his famed silver tongue will help him worm his way into the confidences of somebody who knows something about it. To that end, his first stop in town was the temple of Calistria, where he was to meet a contact to help him get settled so he might begin his inquiries.

Appearance:
Teliel is tall, for an elf, and lean. His 6'5" frame is spare, although his high cheekbones tend to be a hit with ladies of many races, and more than one woman who has brought him into her bed has remarked on his piercing violet eyes. His black hair is worn long, pulled back in a simple tail. However, as his mission requires him to ingratiate himself among many types of people, he changes his appearance frequently.


Ok, I'm submitting Zack, a Varisian human monk, and a guy we all met once in our lifetime. I know he can come across as somewhat parodistic, but he is not a joke character.

Background:

Meditation is for losers.
When Zack climbed the seven hundred and seventy-seven steps to bang at the door of the Red Lotus Monastery, he did it to learn how to punch through a wooden board and deflect arrows, not to spend hours sitting cross-legged trying to think about a falling snowflake. That was stupid. Mind over matter is a thing for wizards, not warriors!
And that thing about inner peace? Zack did not get it.
A hundred push-ups get your muscles bigger and stronger.
Four hours of sparring practice take away fear of being hit and improve your technique.
But inner peace? What does that do? That’s just crazy old monk talk.
Let’s not even talk about sexual abstinence.

No, the Red Lotus monastery was not the right place for Zack. Yeah, the monks were impressive fighters, but he was pretty sure they didn’t train him right. They were keeping their best techniques hidden while they made him waste time trying to feel his inner chi. Who in his right mind would believe such a ridiculous thing?
So one night Zack packed his things, grabbed a nice-looking blade he always saw hanging on the wall, and left. Red Lotus always kinda sounded like a sissy name to him. He kept training himself, improving his form, finally free not to waste any time on that idiotic meditation.

He travels from town to town, earning a bit of food by working as a bouncer or more often challenging some rich drunk idiot to a wrestling or boxing match. He ended up in Riddleport, and while the Gold Goblin could be a nice place to work for a while, he is more eager to gamble away some of the money he has left.

Appearance:
Zack is a 6 feet tall Varisian in his early twenties. He is impressively built, bundles of slender and explosive muscles darting under his tanned skin and not an ounce of extra fat anywhere on his body. His exercise routine isn’t solely aimed at strength and agility: he wants his muscles to show. He shaves head and face each morning, and wears loose, comfortable pants, soft boots, and a tight, sleeveless shirt.
He has tattoos on both his triceps: the right one sports a roaring dragon, and the left one a sentence in the Tian language, meaning “All ducks are named queen blue”. Someone has yet to tell him that, and he still thinks it means “Let the dragon rule the sky” (that Sczarni tattoo artist was less honest and knowledgeable than he looked).

Personality:
While lacking true malice and being a basically decent person, Zack’s superficial flaws are so evident that he comes across as pretty unpleasant. He is extremely stubborn and hard to sway from his convictions, and even worse he is vain beyond belief. He is the type of guy who flexes in front of the mirror and kisses his bicep.

He constantly flirts with girls, and while he is actually very handsome usually opening his mouth ruins his chances.
On the plus side, he is very brave (almost reckless), and his desire to make show of himself often bring him to take risks for his teammates: maybe he does this just to have them praise him afterwards, but still, it's something...

Crunch:
Dragon Zack (real name Zacarias)
Male Human (Varisian) Monk (martial artist) 1
CG Medium humanoid (human)
Initiative +7 ; Senses Perception +5

================
Defense
================
AC 15, touch 15, flat-footed 10 (+3 dex, +1 wis, +1 dodge)
HP 11 (1d8+3)
Fort +4, Ref +6, Will +3

================
Offense
================
Speed 30 feet
Melee unarmed strike/cestus +3 (1d6+3, 19/20x2)
……………spear +3 (1d8+4, x3)
……………temple sword (1d8+3, 19/20 x2)
Ranged spear +3 (1d8+3, x3)
……………shuriken +3 (1d2+3)
……………dagger +3 (1d4+3, 19/20x2)
Special attacks flurry of blows (+2/+2)

=================
Statistics
=================
Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 8
BA +0; CMB +3; CMD 16 (+2 grapple)

Feats: Improved unarmed strike, Improved grapple, Stunning Fist, Dodge, Improved initiative
Skills: Acrobatics +8, Climb +7, Perception +5, Stealth +7, Swim +7
Languages: Common, Varisian
Traits: deft dodger, reckless, optimistic gambler
SQ:

===========
Gear:
===========

Monk’s kit (backpack, belt pouch, blanket, rope, soap, torches (10), trail rations (5 days), waterskin) 8 gp
Monk’s outfit 5 gp

Spear 2 gp
10 Shuriken 2 gp
2 Daggers 4 gp
Dragon’s claw (Cold Iron temple sword) 60 gp

Potion of cure light wounds 50 gp

19 gp

About me: I'm a 26 year old warehouse worker born and living in Northern Italy. I spend most of my meager earnings traveling around the world, usually with volunteer projects.
I've been roleplaying for the past 5 years, not just D&D, my group likes to branch out. I roleplayed via PbP for 6 months with the folks at Freedom City Play by Post, then ended up here. Currently I'm in 4 PbP here on these boards.
As for Second Darkness, I quickly skimmed the Player's Guide: I know there's a lot of drows. I like the Golarion setting a lot and I know quite a bit about it.


Dotting for interest and just to check, how do you feel about 3PP(mainly Dreamscarred Press's Soulknife)


Deth Tobrin:

Male Neutral Good Human
Druid (Urban Druid) 1

STATISTICS

Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 17 (+3)
Charisma: 12 (+1)

SKILLS
Handle Animal: +5
Heal: +10 (+13 with tools)
Knowledge (nature): +8
Knowledge (religion): +6
Linguistics: +3
Sense Motive: +8
Spellcraft: +6
Survival: +9

CLASS
Hit Points: 10 HP
Hit Dice: 1d8+2 (1 for Con, 1 for Fast Learner)
Initiative: +1

Attack Bonus: +0
(melee: +1)
(ranged: +1)
CMB +1
CMD 12

SAVES
Fortitude Save: +3
Reflex Save: +2
Will Save: +5

AC WEARING HIDE AND SHIELD
Armor Class: 17
(touch: 11)
(flat-footed: 16)
AC WEARING LEATHER
Armor Class :13
Flat footed : 12

Feats & Traits: Armor Proficiency (Light), Armor Proficiency (Medium), Druid Weapon Proficiencies, Fast Learner, Shield Proficiency, Skill Focus (Heal) (Focused Study), Extremely Fashionable (Bluff), Into Enemy Territory (Reflex Save), Suspicious

Special Abilities: Lore Keeper (At will) (Sp), Druid (Urban Druid) Domain (Thought), Spontaneous Casting, Wild Empathy +2 (Ex)

Heavy Shield Bash (-3, 1d4+1 damage, crit x2)
Club (+1, 1d6+1 damage, crit x2)
Obsidian Dagger (+1, 1d4+1 damage, crit 19-20/x2)
Sling (+1, 1d4+1 damage, crit 20)

Other Gear: Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Club, Healer's kit (10/10 uses remaining), Heavy wooden shield, Hide armor, Holy symbol, wooden (Pharasma in staff), Leather armor, Rope, Sling, Sling bullets (x10), Soap, Spell component pouch, Sunrod (x2), Surgeon's tools, Tindertwig (x2), Trail rations (x4), Waterskin

Spells: Comprehend Languages (1), Create Water (0), Goodberry (1), Mending (0), Shillelagh (1), Stabilize (0)

Languages: Varisan, Common, Druidic, Elven, Undercommon, Dwarven


Background:

Deth has chocolate colored eyes with light brown hair with just a hint of red. He has prominent cheekbones and wide feet and looks to be in his late teens (His actual age is 19). He stands 6’ tall and weighs 190 lbs. He has a farmer’s tan and carries a heavy oak walking stick with the spiral of Pharasma etched into the handle. He tends towards wearing flannel shirts.
Deth’s mother Eveleen Rexanna was the middle daughter a large shipping magnate. She fell in love with a dashing stranger named Crius. Crius was ultimately revealed to be a spy and did untold damage to the Rexanna Trading Company before he was discovered, reducing it to a secondary player in the politics of the city. Crius escaped unscathed but left Eveleen pregnant and despised by her family. They banished Eveleen from the city and she eventually settled in a small town north of Riddleton called Milton.
Milton is a small town known for its logging industry. Originally called Milltown it lies in the heart of a heavily forested area and has access to several navigable streams and lakes. (Actual location is up for debate, I'm not sure of the topography of the surrounding area) Eveleen found employment as a midwife and healer and eventually gave birth to a son that she wryly called Deth. Eventually Eveleen married a lumberjack named Gabriel Tobrin and he adopted the young boy.
Eveleen found the worship of Pharasma suited her profession of healer and Deth helped his mother a lot as he grew up. She had always been interested in medicine and she had managed to take a large collection of books dealing with the subject with her. Unfortunately they were written in a large variety of languages which required that Deth has become quite the linguist. He has a gift with learning languages which Evelenn believes he inherited from his father. Although strong, Deth has never been ‘lumberjack strong’ and never mastered the axe. He did come the notice of a druid named Aeron and eventually found employment as his apprentice. Aeron soon noticed that Deth has more of a knack with domesticated animals than wild ones. This fact coupled with horrible portents has led him to send Deth into the city. (Into Enemy Territory Trait)


Time for bed, so I won't finish tonight. I've got most of a pretty aggressive min-max BOOM wizard built, and a back story that almost makes the build reasonable, I think. I could make him nastier by making him a Sorcerer instead (or REALLY min-maxing stats), but it just doesn't fit the feel I had when I started outlining the concept . . ..

We'll see when I finish the character if I like it enough to want to play it or not. <shrug>


Pathfinder Adventure Path, Maps Subscriber

Talon - Would prefer to keep 3PP out, sorry!

Paladin - I would prefer to not use sourcebook material. harder for me to track especially when you upgrade.

Gudada - should be well rested since he spent most of that last fight unconscious...thanks for the kind words and endorsement. Your check is in the mail.

I am out of time to start looking over builds in too much detail tonight, but will try to peek at them tomorrow and comment besides to direct questions.

BTW, we will use the suggested +2 on identify Spellcraft for Researching the Blot trait if you so choose. I'm sure we'll stumble on some other 3.5 conversion issues as we go along.

See you all soon!


If it helps, the orc bloodline can be found here.


Absolutely interested! I'll have an application in this afternoon.


Well, here's my ranger. Hopefully she's up to scratch. (Full statblock and fluffy details in the spoiler.)

Zilenna Iorana:

Zilenna Iorana
Female Human (Varisian) Ranger (Skirmisher) 1
NG Medium Humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC
16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 10 (1d10)
Fort +2, Ref +6, Will +2
--------------------
Offense
--------------------
Speed
30 ft.
Melee Scimitar +3 (1d6+2/18-20/x2)
Ranged Longbow +6 (1d8/x3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str
14, Dex 18, Con 10, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 17
Feats Point Blank Shot, Weapon Focus (Longbow)
Traits Looking for Work (Profession [gambler]), Reactionary, Suspicious
Skills Bluff -1 (+1 vs. humans), Handle Animal +3, Knowledge (geography) +5 (+7 vs.
humans), Knowledge (nature) +5 (+7 vs. humans), Perception +6 (+8 vs. humans), Profession (gambler)
+7, Sense Motive +7 (+9 vs. humans), Sleight of Hand +5, Stealth +8, Survival +6 (+8 vs. humans, +7 to track)
Languages Common, Elven, Varisian
SQ track, wild empathy
Other Gear Leather armor, Arrows (20), Longbow, Scimitar, Backpack (12 @ 27 lbs), Bedroll, Belt pouch
(1 @ 0.98 lbs), Flint and steel, Rope, Torch (5), Trail rations (3), Waterskin, 41 GP, 3 SP, 5 CP
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex)
+2 to rolls vs Favored Enemy (Humans).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Part of Riddleport's settled Varisian population, Zilenna is a woman of two souls - while she feels at home in the wilds surrounding the city, she's equally comfortable in Riddleport itself. She manages to make a living as a bounty hunter of sorts - mainly tracking down those who think they can avoid paying gambling debts. Of course, spending so much time around such practices has intrigued her - the flicking of cards, the quick shuffling, the probability that always seems to favour the house - and she's decided she wants a slice of the action, as it were. Not as a gambler herself - nothing so crass. No, she wants to be on the other side of the table, wheeling and dealing, and thinks she's as suited to such a task as any.

Zilenna speaks little of her past, finding it of no great import - she was born in Riddleport, grew up in Riddleport, and could well die in Riddleport, for all she knows. She took to archery at a young age, young enough that the reason has been forgotten, and ever since has been honing her skills on both the streets and the woodland paths (and off of them, as well).

Zilenna has deep tanned skin, short black hair, and brown eyes. She is tall, at about 5'10", and has a thin, wiry frame. Her face isn't particularly special - she has small hints of Varisian beauty in her lips and cheekbones, but doesn't bother looking after her appearance enough to flatter herself. In conversations, she is rather blunt, not understanding the appeal of flowery prose or needless questions. She has a very practical nature, and a small measure of arrogance when it comes to topics she's familiar with. And if anything should get out of hand, she's uncannily adept at simply vanishing, blending into the surrounds to wait patiently.

About me / regarding your points:

I live in Adelaide, South Australia, so my posting times can be a pain in the neck - mostly for myself, when I get up in the morning to over a dozen posts, and I'm missing out on juicy role-playing. I haven't been in a PBP that's lasted very long, but I'm pretty active (in active groups). I can post at least once a day on weekdays; weekends can be different - my other half recently complained about me spending too much time online while I'm supposed to be with him, so I'm trying to cut down my constant refreshing. On that note, I tend to have an obsessive personality, particularly when it comes to RPGs. >.>

I believe completely in respect at the table (or on the forum, as the case may be), and I hope that if I say something out of line, someone calls me up on it so I can avoid doing it again. I've purchased and read the entire Second Darkness AP, and was planning on running it for my group, but I finished reading it several months ago. Since then, I've also read a few other APs, so while I'm familiar with the overall plot, the details are sketchy, and I'd still love to play.

Hopefully you find both myself and Zilenna suitable! Any questions about / comments on the character, fire away. I'll alias her if picked (or if I get bored, which could well happen anyway).


OK, fair enough. Well, Let me re-envision a character...

Trig Glittergold:
A gnome with the Bedrock sorceror bloodline who likes to tell the story about how her grandfather is a Svirfneblin, a race of gnomes who live deep, deep underground. The grandfather didn't talk much about what it was like living there, but she inherited his darkvision and preference for enclosed spaces, as well as the power of the deep earth.

Her spells will be summoning and illusion focused, as those two types of spells are enhanced by the bloodline and her race, respectively. I'll be going for the enhanced summoning feat tree, i.e. Spell Focus (Conjuration), Augment summoning, superior summoning, and after that should be good to go.

I'll work on a stat block a little later. I noticed there weren't a lot of arcane applicants so I figured I'd give you an option.


Still toying with my character concept. But I thought I'd play record-keeper since I'd always intended to do that. Plus it's fun reading applications. :D

EDIT: Considering an Inquisitor. What are you thoughts on the Empyreal Lords from Chronicle of the Righteous?

Divine
Deth Tobrin, Urban Druid

Hybrid Divine

Martial, Melee
Draven, Human Fighter
Zack, Human Monk

Martial, Ranged
Zilenna Iorana, Human Ranger (Skirmisher)

Skilled:
Teliel, Elven Rogue

Arcane
Bú nìng yīng huā jié, Elven Witch
Trig Glittergold, Gnome Sorceror (incomplete)

Hybrid Arcane

Pending Submission
Andiemus
Shadowyfox
Barvo Delancy
Arevin Cadash
Edward Sobel
hustonj


Please see Reva Meirani for your consideration.

About me:

I live in a small village in northern Canada where the woods are cold and the mooses do roam. Mountain time. I've been playing roleplaying games on and off for over twenty years now, largely as a game master. Pathfinder for the last two years. RL I'm currently running Rise of the Runelords and I also do Carrion Crown over roll20. I work in project management at University.

I recently joined the PBP forums here in late June and am now involved in one adventure path and a PFS game. I believe you're playing in a game with me right now as Herman Halfshanks - I'm Storn the noisy cleric. My job allows for posting from work and I can certainly manage posts at night.

About my character:

Ignoring the Empyreal Lord thing and just choosing Iomedae. No need to complicate. I wanted to play a kind of detective Inquisitor and tend to enjoy playing naive characters with a lesson to learn. I also love religious types because it gives clear motivation and structure for the character. Reva is mean to be introverted, kind of a jerk, and extremely efficient. Think a slightly nicer Angela from The Office with a sword.

Background:

Reva was born to a travelling Varisian tinker, result of a chance tryst with an elf of the Meirani forest. Growing up as a half-elven, half-Varsiain Reva found herself an outcast from her youth, never remaining in one place long enough to form relationships, and always on the outside. Despite a gregarious and outgoing mother, Reva became severely introverted and spent most of her time hiding from her mother’s customers. Her first love was books, channeling her loneliness into a powerful obsession with knowledge.

As a teenager she spent all of her time reading, scraping together money to buy books only to sell them at the next town over. Her mother repeatedly failed to get Reva interested in picking up the trade; she had no interest in talking to customers and was useless with tools. Her life changed drastically when during a long trek from Riddleport to Korvosa, her mother travelled with a group of young men intent on joining the Mendevian crusade.

Their bravado, tales of heroism, and love for their God spoke immediately to Reva, who engaged enthusiastically. She had met the first people who seemed not to care about her life as a Varisian half-elf, and had memorized the 11 Acts of Iomedae. By the time their long journey was over, Reva made the decision to leave her mother to join the crusade.
Reva was brought to Nerosyan, where the teenager swore her service to Iomedae, and began her training. Years passed as she was moved from training for priesthood, to martial training, to finally find her home in the Inquisitors of Iomedae. Her flexible mind and deviousness were a good fit for the group. Eager to join in on the crusade, Reva was crushed when she received her first orders: a return to Varisia to investigate rumors of demonic activity at Riddleport.

Reva is a quiet, intense half-elven woman. Her force of personality can be powerful when focused, but she is closed-mouthed and does not keep friends well. She mistrusts most everybody and has an inflexible definition of good and evil which can be difficult to deal with. However, she is fanatically loyal friends she does make, and will never let herself give up in her duty to her Goddess.

Character Sheet:

Reva Meirani
Female Half-Elf Inquisitor of Iomedae
NG Medium Humanoid
Init +5; Senses Perception+11, low-light vision
Favored Class Inquisitor, Rogue. Bonuses: 1, skill point.
DEFENSE
AC 14, touch 11, flat-footed 13 (+3 armor)
HP 8 (1d8)
Saves Fort +3, Refl +1, Will +4
OFFENSE
Speed 30 ft.
Melee two-handed longsword +1 (1d8+3/19-20)
Ranged crossbow +1 (1d8/19-20)
Special Abilities Judgments, Monster Lore, Orisons, Stern Gaze, Low-light Vision
Spells Known (CL 1st, concentration +2)
1st—Cure Light Wounds, Divine Favour
0 (at will)—Guidance, Light, Detect Magic, Daze
Special Abilities
Judgement (1/day), Monster Lore (+2), Stern Gaze (+1), Illuminating Touch (+1, 5/day)
Deity Iomedae, Illumination Inquisition

STATISTICS

Str 14, Dex 12, Con 10, Int 16, Wis 14, Cha 13
Base Atk +0; CMB +2; CMD 13
Feats Weapon Focus: Longsword
Traits Elven Reflexes (+2 Initiative), Scouting for Fiends (+1 vs evil outsiders), Resilient (+1 fort saves)
Skills (-1 Armor Check) Acrobatics +1, Bluff +5, Climb +2, Diplomacy +5, Disguise +1, Escape Artist +1, Fly +1, Heal +6, Intimidate +6, Knowledge (Religion) +7, Knowledge (Dungeoneering) +7, Knowledge (Planes) +7, Perception +11, Ride +1, Sense Motive +6, Spellcraft +7, Stealth +1, Survival +2, Swim +2
Languages Common, Elven, Varisian, Celestial, Abyssal, Infernal
Gear Bastard sword, studded leather, light crossbow, 20 bolts, two candles, chalk, hammer, four pitons, 50’ hemp rope, hooded lantern, 5 flasks oil, two sacks, 4 tindertwigs, backpack, bedroll, belt pouch, 10 candles, holy text, iron pot, mess kit, soap, spell component pouch, 5 days trail rations, waterskin, holy symbol.
Money 23 gold


OK, for starters I'm using your stated requirements of no stats below 7 before racial modifiers, nor above 18. However, I do see this as some min-maxing, so if it's too much, I'll adjust it.

If you're OK with this, I'm going to go with STR 6, DEX 14, CON 12, INT 12, WIS 8, CHA 20. If that's too min-max for your taste, I'll do STR 8, DEX 14, CON 12, INT 12, WIS 10, CHA 19. (Actually I kinda like that array, to be honest. However, the additional first-level spell is really tempting.)

Trig Glittergold statblock:
Trig Glittergold
Gnome Sorcerer 1
LN Small Humanoid (gnome)
Init +2; Senses darkvision 60 ft; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +1; +2 vs. illusions
Defensive Abilities warden of nature
--------------------
Offense
--------------------
Speed 20 ft.
Melee Club -1 (1d4-2/x2) and
. . Dagger -1 (1d3-2/19-20/x2)
Ranged Light crossbow +3 (1d6/19-20/x2)
Special Attacks Warden of Nature
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day), Tremor (8/day)
Sorcerer Spells Known (CL 1):
1 (5/day) Color Spray (DC 17), Summon Monster I (CL 2)
0 (at will) Acid Splash, Detect Magic, Message, Read Magic
--------------------
Statistics
--------------------
Str 6, Dex 14, Con 12, Int 12, Wis 8, Cha 20
Base Atk +0; CMB -3; CMD 9
Feats Eschew Materials, Spell Focus (Conjuration)
Traits Eyes and Ears of the City, Gifted Adept (Summon Monster I)
Skills Acrobatics +2 (-2 jump), Climb -2, Diplomacy +6, Escape Artist +2, Fly +4, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +5, Ride +2, Spellcraft +5, Stealth +6, Swim -2; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Sylvan
SQ bloodlines (Bedrock), illusion resistance
Combat Gear Potion of cure light wounds, Scroll of Summon Monster I; Other Gear Club, Cold Iron Crossbow bolts (30), Dagger, Light crossbow, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, winter, Chalk, Flint and steel, Ink, black, Inkpen, Parchment (5), Scroll case (empty), Spell component pouch, Trail rations (7), Whetstone, 10 GP, 5 SP, 7 CP
--------------------
Special Abilities
--------------------
Bedrock Arcana Summoned creatures gain DR 1/adamantine.
Tremor (8/day) (Ex) You can as a standard action cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver with CMB of +6.
Warden of Nature gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Illusion Resistance +2 racial bonus to saves against illusions.
Darkvision Can see in the dark up to 60 ft.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.


I'm not pending, all my info is in my profile.


Here is my idea for Turkinvok, a Shaonti graduate of the Acadamae (of all things).

I think you already know a little something about me and how I approach the game.

Description:
The young human might be Shoanti, with his ruddish skin and shaved head, but he seems far too small to fit the Shoanti mold. His height is almost right, at just under 6 feet, but his thin frame simply misses the mark for a typical Shoanti warrior. Carrying only a crossbow and staff as weapons also keeps him from looking very much like a Shaonti warrior. Add to that his basically unblemished, soft skin, and there's no reason to consider this young man a warrior. Then, looking past the general appearance, you see his eyes burning with an inner fire that speaks of impending doom for those upon whom he sets his gaze.

Neutral Good

Background:
Kristah was an injured war widow captured by the enemy forces. Unlike the expectations of her tribe, she was well treated, healed, and brought into House Ornelos as a servant after her tribe lost a fight with House forces. A fight over nothing that anyone remembers anymore. She had been part of the household for about 4 years before she gave birth to her son, Turkinvok.

A half-Shoanti child, Turkinvok displayed an amazing intellect. Growing up in House Ornelos, even as a servant, meant that his innate intelligence was recognized and gained him access to the Acadamae. He was old enough by then to have accepted many of his mother's outlooks on life, though, and his studies took a far more martial bent than his instructors expected from such a gifted local student. His plans, once he graduated and repaid his debt to Shunt Ornelos, the man who sponsored his way through the Acadamae, is to join a portion of his ancestral clan and wreak havoc upon the enemies of his people.

First, though, he has to pay off his debt.

Shunt Ornelos has two major goals in his life. He wants to increase his knowledge of all things arcane, and he wants to increase his influence as a member of the House Ornelos. Given Turkinvok's unique combination of talents and attitude, he has hopes that Turkinvok will assist with both goals. Before he can turn Turkinvok upon his enemies within the House, he needs to groom him more. In order to do that, he's decided to send Turkinvok to Riddleport to study the Cyphergate and to learn what he can from both it and the Order of Cyphers.

As Turkinvok travels to Riddleport, he begins hearing about the Blot. He recognizes that while the Blot is not what Shunt told him to research, it is unusual enough that the opportunity should not be missed. Thus, Turkinvok arrives at Riddleport, looking to find out what he can about the Blot, the Cyphergate, and the Order of Cyphers. Finding someone to talk to about these topics, intelligently, has proven far more difficult than expected, though. Turkinvok is hoping that this gambling tournament Mr. Vancaskerkin is planning will attract someone to help Turkinvok break out of his unproductive rut.

Combat Stats:
Initiative +3

BAB+0 Melee +0 Ranged +2
Staff at +1 for 1d6 @ x2
Light Crossbow at +2 for 1d8 @ 19+ (20 bolts)
CMB+0

Intense Spell +1
Force Missile 1d4, 7/day

AC12 T12 F10 (+2 Dex; +4 Mage Armor when applicable)
CMD12

HP 6

Fort +0
Ref +2 (+2 Dex)
Will +3 (+1 Wis)

Concentration Check: 1d20+Level+Int Bonus+1

Spells Prepared:
0 DC 14 (16 Evocation *) - 3 (Dancing Lights *, Detect Magic, Read Magic)
1 DC 15 (17 Evocation *) - 1+1 (+1) (Ear-Piercing Scream *, Mage Armor, Sleep)

Skills:

2+4 int+1 skilled+1 Favored Class
+2 Acrobatics +2+0+0
+4 Appraise +4+0+0
+1 Bluff +1+0+0
+0 Climb +0+0+0
+8 Craft (Alchemy) +4+1+3
+1 Diplomacy +1+0+0
+1 Disguise +1+0+0
+2 Escape Artist +2+0+0
+2 Fly +2+0+0
+1 Heal +1+0+0
+1 Intimidate +1+0+0
+8 Knowledge (arcana) +4+1+3
+8 Knowledge (dungeoneering) +4+1+3
+8 Knowledge (engineering) +4+1+3
+8 Knowledge (history) +4+1+3
+8 Knowledge (planes) +4+1+3
+9 Linguistics +4+1+3+1 Trait
+1 Perception +1+0+0
+1 Perform +1+0+0
+1 Profession +1+0+0
+2 Ride +2+0+0
+1 Sense Motive +1+0+0
+8+Spellcraft +4+1+3(+2 Trait to Identify Magc Items)
+2 Stealth +2+0+0
+1 Survival +1+0+0
+0 Swim +0+0+0

Feats & Traits:
Spell Focus (Evocation)
Greater Spell Focus (Evocation)
Scribe Scroll

Researching the Blot (Campaign) +2 Spellcraft to Identify Items
Arcane Temper (Magic) +1 Concentration & Initiative
Unintentional Linguist (Social) +1 Linguist & Terran

Gear:
150 gp
FREE0.0 MW Staff
FREE0.0 Scholar's Oufit 6# (a robe, a belt, a cap, soft shoes, and a cloak)
021.0.0 Wizard's Kit 21#
backpack (Worn)
bedroll (Pack)
belt pouch (Worn)
flint and steel (Pouch)
ink (Pack)
inkpen (Pack)
iron pot (Pack)
mess kit (Pack)
soap (Pack)
spell component pouch (Worn)
torches (10) (Pack)
trail rations (5 days) (Pack)
waterskin (Pack)
FREE0.0 Spellbook (Pack)
035.0.0 Light Crossbow 4# 1d8/19+/80'/P
002.0.0 Bolts 2# (20)

92 gp change, 33 carried (Light)
Carrying Capacity: 33/66/100

Spellbook:
0 - Acid Splash, Arcane Mark, Dancing Lights *, Daze, Detect Magic, Detect Poison, Flare *, Light *, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost *, Read magic, Resistance, Spark *
1 - Bungle, Burning Hands *, Ear-Piercing Scream *, Flare Burst *, Gravity Bow, Mage Armor, Sleep

Race:
Human (Shoanti)
+2 Int
Medium
Normal Speed
Bonus Feat
Skilled
Languages: Common (Taldane), Draconic, Elven, Gnome, Shoanti, Skald, Terran, Varisian [Common, Ethnic, Linguist, Unintentional Linguist, +4]
Favored Class: Wizard +1 Skill Point
From the Sklar-Quah (Sun Clan)

Class:
Wizard (Evocation Specialist)
D6
+0/+0/+0/+2
Arcane Bond (Staff)
Arcane School (Evocation -Illusion; -Necromancy)
Cantrips
Scribe Scroll
Proficient with club, dagger, heavy crossbow, light crossbow, quarterstaff
Spells
Spellbook

Evocation:
Intense Spell: +1/2 Level damage to Evocation Spells (+1)
Force Missile: 1d4+Intense Spell Force effect (auto-hit) 3+int times/day
Elemental Wall: Lvl 8: Lvl Rds/Day: Wall of Fire effect using acid, cold, electric or fire

Attributes:
S 1 11 - 11 +0
D 5 14 - 14 +2
C 0 10 - 10 +0
I 10 16 - 18 +4
W 2 12 - 12 +1
H 2 12 - 12 +1

EDIT: Oh, and I know nothing about this AP other than DROW.


Forgot to add a campaign trait. Trig will use Looking for Work (Perception) and switch out Eyes and Ears for Indomitable Faith. She's still an Abadarian.

Finally got time to write the answer to your last question, DrEvil.

OOC info about me:
I've been playing PbP for several months now and I make sure to make at least one post per day in all my campaigns, except for those where I'm waiting on the GM to do something. I enjoy the additional RP opportunity that being able to compose a post at leisure affords me, and although I admit to being pretty into optimization, I make sure to come up with a fun backstory and reasoning for the particular optimization in order to spur roleplay.

As far as Second Darkness is concerned, I have only read the synopses of the adventures in the PathfinderWiki. So I know the general outline of the adventure, but none of the details. I'm looking forward to finding them out!


Pathfinder Adventure Path, Maps Subscriber

Thanks, everyone for the great submissions. I can see this is going to be a tough decision already and it's only Tuesday (ok technically Wednesdday early AM).

I do have a few answeres and questions. Just because I don't ask, doesn't mean I'm not interested so don't read too much into it.

Teliel - you were sent to Riddleport, but by who, from where, and for what purpose?

Draven - Where is your sister Amelia now? What is the Crimson Brotherhood? What tavern is your girl Lialda working in? Is she still in Riddleport?

Restless Cherry Blossom - how long have you been in town?

Zilena - I have 2 Aussies in my ROTRL games and they fit in posts when they can (mebbe they are up until all hours?) but I enjoy waking up and reading their posts. It's no trouble for me. Explain to me Zilena's motivation to be "the house" in a gambling ring rather than the gambler?

Trig Glittergold- I prefer the lower CHA option, but it's your submission.

Reva - thanks for taking Iomedae, makes my life easier. I do like Storn, both in concept and execution.

Like I said, lots of good choices already. Will look again tomorrow night to see who joined the fray and may start asking some additional questions to narrow down applicants. Good job all!

Shadow Lodge

Teliel was sent to Riddleport by his superiors in the Calistrian hierarchy in Kyonin. His orders are to bring back any information that he can about the Blot. From certain things that his superiors said, he suspects that the orders to send Elves in to investigate the Blot come either from Queen Telandia herself, or from somebody very close to her. He also has reason to suspect that they think the Blot is linked to something, but he's unsure about what, and if any link is to present or past events.

Also, just to clarify. The contact he was supposed to meet at the House of the Silken Veil was deliberately left open-ended, because I thought it might be possible to make that one of the other PCs for purpose of the campaign trait. I was thinking he'd been in town for 1-3 days.


Basically, the dexterity involved in the shuffling of cards. She's fascinated by the flipping, shuffling, and sliding, and figures that being quick-fingered herself, she'd be able to do it. She's also noticed that the house tends to win most of the time, and she doesn't like being on the losing side. :P


Twigs here! I'd love to play a martial character, but I'm also considering my elf bard of old.

I want to play a dwarf or elf. Someone at home in the Darklands and with a lot of history with the Drow. I'm gunning for a Dwarf Fighter or an Elf Drunkard, but given I already have an elf in one of your games I'm leaning toward the former.


Judging by the makeup of the party I'll submit a dwarf under this alias. I've already tried the whole "submit two PCs" before and slipped under the radar, but I don't fancy my chances of getting away with it twice. :P

I'll make sure Magnus is ready for review before the weeks out. Thanks for the heads up, boss!


Dotting for imminent character proposal. I still have the radioactive killer wasps handy Doc, so maybe something in a Calistrian cleric? Erm, or maybe not... :p

Silver Crusade

Interested, I should have my application done by Friday... That is if I don't lose this page...

Idea:
I am looking to make a backup character for the inevitable dropout...
Thus I am thinking my character will interact with theirs but not go out with them on their fights and such, I am not for sure if this will work, but it is just an option.

Background:
A Elven paladin that has lost his way with gambling and other vices, he works as a bouncer and keeping the law for several inns/taverns. I will likely develop the main place that he stays at and works if you want me to.

Most call him 'bounce' others call him 'swift', most never learn the truth for he throws them out before that can happen.

When not working he is looking for a cause, one that can bring him grace back to the goddess. He protects the innocent and tries to find them a good place to work and live, through this he has made many enemies for he does not believe in killing. His skills that he has been developing make him the skills and rogue of the group, the few years as a paladin adept was actually a ploy by a mob boss and got him as a thug for a few jobs, before being left in the mud nearly dead.

Character leading towards Sap Adept and Sap Master. Non-lethal master.


Tell me what you think?


Hi! This is Aziza again Doc.

Here's my proposed character for Second Darkness; an elven priestess of Shelyn with the Fools for Friends campaign trait (for which I'll have to find a background link with some other character). I'm still working on a background blurb - should have something up on her profile by tomorrow.

I know literally nothing about the Second Darkness AP, I'm in two of your other campaigns, and have currently active characters in another two (although I think one of those campaigns is about to die due to the GM dropping off the face of the Earth).


Hello all. I need some help. I've finished Deth up in Hero Lab but I'm not sure how to link a PDF to this messageboard. So if someone could drop me some advice I'd appreciate it.
Thanks


Ragnarok Fimbulwinter wrote:

Hello all. I need some help. I've finished Deth up in Hero Lab but I'm not sure how to link a PDF to this messageboard. So if someone could drop me some advice I'd appreciate it.

Thanks

I just copy the text of the PDF stat block from HL and paste it into the profile page, then go through and format it properly. If there's a simpler way to do it, I haven't found it yet either.


Let me know if you're listed inaccurately or if you've submitted and I missed it.

Applications Thus Far:

Divine
Deth Tobrin, Human Urban Druid
Vris Fontessa, Elven Cleric of Shelyn

Hybrid Divine
Reva Meirandi, Inquisitor of Iomedae

Martial, Melee
Draven, Human Fighter
Zack, Human Monk
Aervin Cadash, Human Fighter
Magnus Ironfoot, Dwarven Fighter

Martial, Ranged
Zilenna Iorana, Human Ranger (Skirmisher)

Skilled:
Teliel, Elven Rogue

Arcane
Bú nìng yīng huā jié, Elven Witch
Trig Glittergold, Gnome Sorceror (incomplete)

Hybrid Arcane

Pending Submission
Talonhawke
Iscariel (martial elf or dwarf)
BloodWolven (paladin)
Edward Sobel
hustonj (wizard)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Bú nìng yīng huā jié has been in Riddleport likely no more than a season, maybe half a year. Long enough to get a feel for the place & become known to some of the citizens, long enough to get bored by the violence, or at least the reasons for the violence...


Thanks Aziza, I was afraid of that :(. Here's some more background on Deth and his choice of traits and feats

Deth's Traits:

With his Knowledge (Thoughts) domain and the spontaneous casting ability of the Urban Druid, Deth is a bit of a divine telepath. I choose Suspicious as a trait not because he is a suspicious person but because he should be really good at sensing people's motives. I've got a question about the Lore Keeper ability of the Knowledge domain. By touching someone firmly and with a will to do so he can determine everything a knowledge check would tell him as if he rolls a 19 at his present level of ability. I'm really not sure how that would work versus disguise, shapeshifting or illusion. Do you get info based on what they are or what they appear to be? As for the Extremely Fashionable Trait whats not fahionable about wearing flannel :). Actually his mom Rexanna has always been a stickler for protocol and dressing well. So even though Deth may currently appear as a hick from out of town, he actually has some social training and will clean up well. He will NOT mention anything about his mother, he is very aware of her history. SF (Heal) is a pretty obvious choice concerning his background and the 8th level Skill Focus he'll pick up will almost certainly be Sense Motive. Fast Lerner is the first step to Improvisation and Improved Improvisation.
As to Deth's personality, he's a little introspective but he really likes people and the more time he spends in the city the more he'll grow to love it. His long term plans are to solve whatever problem his druid master thinks is in town and then settle down in the city and start a medical practice.
Hope this helps settle down Deth's plans and future development and I'm really hoping I'll get a chance to play him.


OK, I kinda prefer the more moderate set of abilities anyway. Makes the level 4 boost an immediate powerup, and makes the skills all more reasonable. I'll post a revised statblock later tonight.


I need to come up with a background, but I'll be submitting an Inquisitor of Desna. Whitethorne is a wandering gambler come to the Golden Goblin for a chance to win the 'Cheat the Devil' contest and, perhaps, get a semi-permanent position there.


1) Amelia would be still living in her brothers home in the slum (Rotgut District). She would be 16. Draven does not want her to work, but rather focus on studies.

2) The Crimson Brotherhood is a mercenary company, led by Stephen Lenman. The jobs taken by the mercenary company range from: hunting down dangerous criminals/monsters or animals; protection of person; protection of property; collection for businesses etc.

3) Instead of a tavern i'll change it to be the Gold Goblin Gambling Hall where Draven worked as a bouncer and met Lialda. She is still working there as a server (i'm assuming these gambling halls try to get their clients drunk like modern casinos today). Lialda is still working at the Gambling Hall in Riddleport.

It is while bouncing at the gambling hall that he caught the attention of Stephen Lenman and offered him a job with the brotherhood. While Draven was at first going to turn down the offer, what changed his mind was wanting to provide for him and his sister. He wasn't making enough money at the Gambling Hall, and the work as a mercenary would be able to feed them properly and well.


Just FYI I changed Vris from being an elf to a half-elf. It works better for the background concept I'm writing up, and since she will be taking some levels of bard (big surprise for a cleric of Shelyn) it also works there. Swapped out the Adaptability racial trait for the Sociable alternate trait, changed a few stat points, and re-purchased her gear.


Reva: My big post above with all the spoiler text in it is a complete submission for Turkinvok, a Shoanti Evocation specialist graduate of the Acadamae.


Interested, I'll see if I can come up with something.

Edit: Leaning towards a half elven archaeologist bard with the optimistic gambler archetype, using an elven curve blade.

1 to 50 of 120 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / DM Doctor Evil's Second Darkness - What Happens in Riddleport ,Stays in Riddleport. All Messageboards

Want to post a reply? Sign in.