GM Umineko's Carrion Crown

Game Master Umineko

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Hi GM! I’m a huge fan of horror and very excited for an opportunity to participate in Carrion Crown. I’m submitting Sister Agatha of the Eternal Slumber, psychic with the haunted discipline. She is a young girl (age 18) from Ustalav who, after it was determined she suffers from an uncomfortably close relationship with the spirit world, was raised within a Pharasman convent, ultimately intended to serve as a vessel or weapon against undeath. Agatha is a gentle soul, however, and quite frankly fears the world beyond her convent, which she has not yet experienced. Yet, gifted with frighteningly potent psychic powers, she may be instrumental in discovering the fate of Professor Lorrimor.

I have selected the Subject of Study campaign trait, along with the Warded Against Nature drawback (animals fear me) for a third trait. My favored class bonus is a bonus 0th level spell known.

Stats:

Sister Agatha of The Eternal Slumber
Human (Varisian) psychic 1
NG Medium humanoid (human)
Init +0; Senses Perception +6
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 7 (1d6+1)
Fort +1, Ref +0, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee longspear -1 (1d8/×3)
Ranged sling -1 (1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks phrenic amplification (will of the dead[OA]), phrenic pool (1 points)
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—hide from undead (swift action) (DC 12)
Psychic Spell-Like Abilities (CL 1st; concentration +5)
. . 4/day—ghost sound (swift action) (DC 11), grave words (swift action)[OA], mage hand (swift action), telekinetic projectile (swift action)[OA]
Psychic Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—detect undead, enlarge person (DC 15), shield
. . 0 (at will)—dancing lights, daze (DC 14), detect magic, message, stabilize
. . Psychic Discipline Haunted
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Statistics
--------------------
Str 11, Dex 11, Con 13, Int 19, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 10
Feats Eerie Sense, Spirit Sense[OA]
Traits corpse dodger (ustalav), subject of study
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +6, Spellcraft +8
Languages Ancient Osiriani, Common, Dwarven, Elven, Necril, Varisian
SQ gatekeeper (knowledge [planes]), lingering spirits, phrenology (knowledge [arcana]), read aura (perception)
Other Gear studded leather, longspear, sling, backpack, bedroll, belt pouch, flint and steel, prismatic crystal[OA], torch (10), trail rations (5), waterskin, 5 gp
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Special Abilities
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Eerie Sense You get a chill down your spine when within 60 ft. of a haunt or undead.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Lingering Spirits (4/day) (Sp) Gain a variety of minor spell like abilities, usable as a swift action.
Phrenic Pool (1/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Spirit Sense +5 bon on chks to notice haunts. When tar inc crea with cor spl or eff, have 75% of aff targ.
Will of the Dead (Su) 2 pool: overcome undead creature's immunity to mind-affecting effects for linked spell.

Background:

Agatha hails from Carrion Hill, a backwater wart rising from the swamps of Old Ustalav. She is a young girl cursed with a loathsome gift: She can look beyond the light of the living.

She was born the night of the new moon, a night that happened to coincide with a series of savage murders and large-scale demolitions in the city. Her father was an antique book dealer, her mother a simple seamstress. As she grew up, she had terrible nightmares that would leave her screaming in a cold sweat. At times, an abnormal light would emanate from the darkness of her room but, upon inspection, would vanish, its source unknown.

Her parents were at wits end. They didn't know what to do, but they knew they needed help, and so they turned to their church: The Grand Ossuary of Pharasma. It was clear to the priestesses that Agatha was a divine vessel, gifted by Pharasma with weapons to seek and combat undeath. And so at the tender age of six, Agatha began her life anew with The Sisters of Eternal Slumber, caretakers of the abbey of the Ossuary.

The odd occurrences surrounding the girl continued. Other children feared her. Animals shied away, as though sensing something other-worldly. Agatha grew into a quiet but polite young woman. One day she was visited by a professor from a large university in a city far off. He held a series of interviews with her, questioning her abilities and observing her talents at work. He proclaimed that he wished her to travel with him back to his home. Being timid and afraid of the world beyond Carrion Hill, Agatha refused, but the two of them continued to exchange letters in the years that followed.


Party Role:

Agatha will level as pure psychic, becoming a powerful buffer and crowd controller.


I love to roll characters

4d6 - 1 ⇒ (5, 1, 6, 6) - 1 = 17
4d6 - 2 ⇒ (2, 3, 4, 4) - 2 = 11
4d6 - 1 ⇒ (4, 1, 1, 1) - 1 = 6
4d6 - 3 ⇒ (3, 4, 3, 5) - 3 = 12
4d6 - 2 ⇒ (2, 3, 2, 6) - 2 = 11
4d6 - 1 ⇒ (1, 2, 1, 4) - 1 = 7

ick.

Silver Crusade

Before I get to far into this I want to let you know I have GMed this AP. If you are willing to accept someone that has prior knowledge of the path great, if not I understand.

4d6 - 1 ⇒ (5, 6, 1, 4) - 1 = 15
4d6 - 2 ⇒ (5, 2, 4, 2) - 2 = 11
4d6 - 1 ⇒ (2, 1, 6, 2) - 1 = 10
4d6 - 1 ⇒ (1, 2, 2, 5) - 1 = 9
4d6 - 2 ⇒ (2, 4, 2, 4) - 2 = 10
4d6 - 1 ⇒ (3, 1, 6, 3) - 1 = 12


GM, will you allow a Shifter? Specifically the weretouched archetype?
I feel like it would be a really good thematic fit for this campaign.

4d6 ⇒ (2, 5, 6, 1) = 14 13
4d6 ⇒ (4, 3, 3, 2) = 12 10
4d6 ⇒ (1, 2, 4, 6) = 13 12
4d6 ⇒ (1, 1, 6, 1) = 9 8
4d6 ⇒ (4, 4, 6, 2) = 16 14
4d6 ⇒ (4, 6, 3, 5) = 18 15

That is absolute garbage, I'll be taking PB thanks.


Stats: 4d6 ⇒ (6, 1, 4, 4) = 15
Stats: 4d6 ⇒ (5, 6, 6, 5) = 22
Stats: 4d6 ⇒ (1, 6, 1, 1) = 9
Stats: 4d6 ⇒ (4, 6, 6, 6) = 22
Stats: 4d6 ⇒ (3, 3, 4, 3) = 13
Stats: 4d6 ⇒ (2, 5, 6, 1) = 14

That's... the only time I've ever gotten a really good rolled set of stats for a game. Like ever. Oh yeah. I can make this work.


FedoraFerret wrote:

GM, will you allow a Shifter? Specifically the weretouched archetype?

I feel like it would be a really good thematic fit for this campaign.

4d6 13
4d6 10
4d6 12
4d6 8
4d6 14
4d6 15

That is absolute garbage, I'll be taking PB thanks.

I don't know why you'd subject yourself to playing a shifter, personally, but I have limited this to classes up to Occult Adventures. While I do agree to an extent that a weretouched shifter would be rather fitting for this campaign, I'm going to stick to my original limitations and exclude any classes and archetypes from UW. I'll admit that it's mostly due to me not having really read through or researched options presented in the book yet.


GM Umineko wrote:
I don't know why you'd subject yourself to playing a shifter, personally, but I have limited this to classes up to Occult Adventures. While I do agree to an extent that a weretouched shifter would be rather fitting for this campaign, I'm going to stick to my original limitations and exclude any classes and archetypes from UW. I'll admit that it's mostly due to me not having really read through or researched options presented in the book yet.

Weretouched archetype is one of the few good things about the shifter imo, but fair enough. I have no other decent ideas so I shall show myself out.


4d6 ⇒ (6, 6, 1, 5) = 18
4d6 ⇒ (6, 5, 1, 4) = 16
4d6 ⇒ (5, 5, 6, 1) = 17
4d6 ⇒ (6, 6, 1, 4) = 17
4d6 ⇒ (1, 1, 1, 5) = 8
4d6 ⇒ (3, 1, 6, 4) = 14

17, 15, 16, 16, 7, 13.

That's extremely delicious. Now there's only to decide what to do with it.


Stats: 4d6 ⇒ (1, 3, 2, 2) = 8 -1 = 7
Stats: 4d6 ⇒ (1, 3, 6, 4) = 14 -1 = 13
Stats: 4d6 ⇒ (5, 5, 4, 6) = 20 -4 = 16
Stats: 4d6 ⇒ (5, 1, 3, 2) = 11 -1 = 10
Stats: 4d6 ⇒ (6, 1, 5, 4) = 16 -1 = 15
Stats: 4d6 ⇒ (1, 5, 1, 5) = 12 -1 = 11

Almost a good character. I'll go with the PB.


Spoiler:
Fenja
CG Female Half-orc Beastmorph Alchemist 1
Initiative +4; Perception +6, Darkvision 30ft.
AC 15, T 12, FF 13, CMD 15, FFCMD 13
Hp 15
Fort +7, Ref +6, Will +3
30ft.
Greataxe +3, 1d12+4 (*3)
Dagger +3 or +2, 1d4+4 (19-20)
Bomb +3, 1d6+4 fire
Extracts(Cl 1)
1 - Enlarge Person
1 - Unprepared
Str 16, Dex 15, Con 16, Int 19, Wis 13, Cha 7
Feats Brew Potion, Toughness, Throw Anything
Traits Fate's Favored, Chance Savior
Skills Heal +5, Knowledge(Arcana) +8, Knowledge(Nature) +8, Knowledge(Religion) +5, Knowledge(Planes) +5, Perception +5, Sense Motive +2, Stealth +3
Languages Common, Orc, Skald, Varisian, Abyssal, Draconic
Special Intimidating, Orc Blood, Sacred Tattoo, Weapon Familiarity, Alchemy, Bombs(1d6, 5/d), Mutagen, Throw Anything

Would be the very bare bones statbloc. She's meant to be versatile, plugging whatever gaps we have in the party from moment to moment. One thing she doesn't do well is facing. I'll write the backstory up later but the bare bones version is that she's a warrior from the Hold, educated at Lepidstadt through a series of improbable events, and is currently one of the few reliable traders between Ustalav and the Hold of Belkzen.


I think I might resubmit this character from the original recruitment but I’m going to take another look through the materials and see if another idea hits me


Not sure what to play yet, but I have a strange desire to play a kobold. Would that be a good idea for this campaign?

Rolls:

Stat 1: 4d6 ⇒ (1, 1, 5, 2) = 9 = 8
Stat 2: 4d6 ⇒ (4, 5, 5, 1) = 15 = 14
Stat 3: 4d6 ⇒ (3, 4, 4, 1) = 12 = 11
Stat 4: 4d6 ⇒ (5, 5, 5, 1) = 16 = 15
Stat 5: 4d6 ⇒ (4, 4, 6, 5) = 19 = 15
Stat 6: 4d6 ⇒ (3, 5, 2, 5) = 15 = 13

21 point buy in total, so I will stick with it.


Race question: Are Skinwalkers allowed?


Drow Noble are legal still, right? ;p


So the recruitment said no more than 6 paragraphs. I did a backstory, loved it and then looked at length. 10 paragraphs. Well. *^@#. So I trimmed it down to fit (even if the paragraphs are huge). I mashed this thing down as hard as I could.

Background:
The first anyone knew of Kastian Martov was the night he was found as a small child, covered in blood and wandering the streets of Karcau. With only a long bloodied shirt he was barely old enough to talk, but the frozen winter streets slick with snow and ice had long frozen his small feet by the time someone noticed the child walking in a daze. Too young to even tell them what happened, or even his own name, he was without a single wound but still covered in half-frozen blood. He clutched at a small leather cord with a medallion necklace, an older Andoran coin stamped with the watchful eye of Aroden as the only hint of his past. Despite the best efforts of the guard, his trail disappeared into the falling snow before they could find where he came from.

There was talk of sending him to a temple of Pharasma, but was quickly cut short. A Sergent of the guard refused to let the 'worshipers of death' to surround the child with more of the same. Instead he took the child in himself. Vitaly and Poloma Martov were an older couple who had never been able to have children. Poloma was a minor Bard and had dreams of traveling the world when she was younger, but stayed when she fell in love with Vitaly. Together the couple cared for the boy. When he couldn't remember his own name they decided to name him after Poloma's father.

Growing up he was a quiet child. Almost always preferring to keep to himself rather than play with other children, and the few moments when he would smile and laugh were cherished by the older couple. It wasn't until his fourteenth winter that he awoke one night in a panic. Not remembering the dream, he felt a pull outside. One he knew he had to follow. Slipping into a pair of pants and a coat he ran out of the house, only following his instincts. In less than ten minutes he happened on an scene of a dead man face down in a dark alley and a creature with burning red eyes bearing down on an older man struggling to get up. In an instant the boy snatched the dead man's fallen shield and ran screaming into the alley, slamming into the thing as it leaped at the downed man.

In what felt like forever the boy braced as hard as he could, holding the snapping snarling thing back while the stunned man tried unsuccessfully to stand. Clad in an armored chest piece under a coat, a woman swept bast both of them and swung a blade that glew in the darkness. Whatever the horrid creature was he couldn't say. But the blazing light of her sword burnt it to ash. In the aftermath the three returned to the boy's home. The woman, Raziya, and the man, Professor Lorrimor, explained they were hunting things like the creature they'd seen that night. They explained that their child had come too close to one of those creatures in his youth, and that he needed help to channel his condition to a better end. Otherwise he would walk into trouble far over his own head unaided like tonight. In short order they agreed to allow Raziya to help their son.

In the years after that incident he was trained at first to control his urges and to let go of his fears of harming others. In the brief few years he learned to focus his once overwhelming senses and to control the ache in himself that he was afraid would hurt others. Even beyond that he learned of the kindness of the woman who did all of this for no reward, but out of a desire to do good. A gentleness he had only ever known from his parents. Through it he would sometimes receive letters from the Professor. Explaining techniques to try or herbs to mix in teas if he felt overwhelmed. But always a kind word from the older man. Before he came of age he became the son the couple had wanted. Smiling, laughing. The old pain and fear weren't gone, but it wasn't keeping him from them anymore.

When he finally came of age he left the small town with Raziya, bound to a temple to learn to hunt as she did. Though his parents were unhappy with the choice, they began to realize it might be his only chance at exorcising whatever demons lingered in him. His training took years. Studying books and strategies, combat techniques and most of all learning to calm his mind to accept the blessings of the Goddess he served. To let it complete the person he was meant to be. He had only just returned home briefly after completing his initial training when he received the summons that Professor Lorrimor had passed away and he was expected to attend a reading of his will.

The build (absolutely adjustable if selected to be more in-line with party structure). I'm flexible with this one.

Crunch:
Kastian Martov
Male Dhampir Inquisitor (Sin Eater) 1
NG Medium humanoid (dhampir)
Init +5; Senses: Perception +9
--------------------
Defense
--------------------
AC 17, Touch 15, Flat-footed 14
hp 12 (1d10+2)
Fort +3, Ref +3, Will +5
Defensive Abilities:
--------------------
Offense
--------------------
Speed 30 ft. (20 ft in armor)
Melee Attack Block:
Scimitar (One-Handed) +4 (1d8+4/18-20x2)
Scimitar (Two-Handed) +4 (1d8+6/18-20x2)
Special Attacks:
Judgement 1/Day
--------------------
Racial Abilities
--------------------
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Dayborn: No Light sensitivity

Manipulative: +2 Perception and Bluff

Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Darkvision: 60 ft

Low-Light Vision
--------------------
Statistics
--------------------
Str 18 Dex 16, Con 13, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +4; CMD 16
Feats:
Improved Monster Lore (1st)
Traits:
Magical Knack (Inquisitor): +2 Caster Levels (up to maximum hit dice)

Chance Savior: +2 to Initiative

Adopted: Race trait from another race (see below)

Enlightened Warrior: Can take levels in Monk while being NG or N

Drawback:

Betrayed: Roll Sense Motive twice on all hunch checks and take lower result

Skills:
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate: 5, Knowledge (arcana) (Int), Knowledge (dungeoneering): 4, Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion): 4, Perception: 9, Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth: 7, Survival: 7, and Swim (Str).
Languages: Common
Gear:
Scimitar (One Handed Sword) 1d6 18-20x2, 4lbs (15 gp)
Dagger x3 (One handed light weapon) 1d4 19-20x2 (6 gp)
Armored Coat +4 AC, +3 Max Dex Bonus, -2 ACP, 20 lbs (50 gp)
Full Essentials Kit
Backpack 2 gp 2 lbs, Bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs, 7 days’ trail rations 3.5 gp 7 lbs
Total Cost: 5.63 gp
Weight: 15.5 lbs
Silver Holy Symbol (25 gp)
Remaining Gold: 38.37
--------------------
Special Abilities
--------------------
Eat Sin: At 1st level, as a free action, when the sin eater inquisitor kills an enemy, she may eat the sins of that enemy by spending 1 minute adjacent to its corpse. This provokes attacks of opportunity. The inquisitor can rush this ritual, performing it as a full-round action that provokes attacks of opportunity, but she only gains half the normal benefit (see below).

Eating the enemy’s sins heals the inquisitor of a number of hit points of damage equal to 1d8 + her inquisitor level (maximum +5). The enemy must have been killed by the sin eater within the last hour, and it must have had at least as many Hit Dice as half the inquisitor’s level. The inquisitor can use this ability once for each enemy she kills. This ability has no effect on mindless creatures or those with Intelligence 2 or less.

At 5th level, the healing increases to 2d8 plus her inquisitor level (maximum +10); it increases to 3d8 + her inquisitor level (maximum +15) at 9th level and to 4d8 + her inquisitor level (maximum +20) at 13th level.

In some faiths, this “eating” is a purely symbolic act, while in others, the inquisitor must eat a small amount of food and water as part of the ritual. A few extreme faiths actually require the inquisitor to eat some of the body of the slain enemy.

At 8th level, when a sin eater eats the sins of a creature that would rise as an undead (such as someone slain by a shadow, spectre, or vampire), the sin eater may choose to accept 1 temporary negative level to absorb the taint in the corpse, preventing it from rising as an undead. This negative level can be removed with the appropriate magic, though it automatically expires after 24 hours, and never becomes a permanent negative level. At the GM’s discretion, this ability may prevent a ghost from using its rejuvenation ability.
Monster Lore: Add Wisdom and half level to knowledge checks to identify weaknesses of creatures.
Stern Gaze: Add half level to intimidate checks.
--------------------
Spells Prepared
--------------------

Favored Class Bonus: +1 Hitpoint

As I said before build is fluid. Lemme explain...

Build:
Firstly I am looking to dip into Cleric around level 3(ish) and take the Channeling Scourge feat. That would give me a few channels a day to heal (or harm) as needed.

Secondly I'm not entirely sold on dipping a level of Unchained Monk, but I could be talked into it (depending on a few factors and party needs ect). Mostly because if we needed more offensive output it could help a lot with the Crusader's Flurry feat. I took a trait to allow me to take levels in it if I wanted (and basically threw away a trait if I don't) just so I have the option.

Lastly I'm looking to maximize skills and skill potential as I took the Improved Monster Lore feat to give me a scaling bonus where I don't feel like I'm being too handicapped to putting skill points into all knowledge skills all the time. I'll make my way around the block eventually and be sure to put at least a point into every skill at some point just so we have the availability if someone fails a roll or we don't have it otherwise. But knowing my luck there'll be a Bard and I'll have to retrain, LoL.

And role

Shenanigans Role:
One part skill monkey, one part helping hand-healer, one part damage but mostly support and space cowb-... wha?

Jokes aside I was aiming to be a gap filler. I rolled some nice stats so I decided it would be more interesting to play a supporting role to back everyone else up and add some help to their roles. A few extra healing spells so the healer isn't taxed, some extra damage in case we need it, face tank something (briefly) if I need to. But my build can change depending on party needs.

I created to be able to cover a jack of all trades, master of none type. But there's room in the build that if we're super light on healing I can step back and do that or if we need more damage go that route instead. If this were a home game I'd build this guy around everyone else, but in this case I'll settle for being able to pivot with whomever is chosen so they can do what they love and we're not short something vital. It just works with the character concept so well I couldn't help myself, honestly.

And I didn't want to play to type of the gruff Geralt Inquisitor guy stomping around intimidating people and carving up swaths of the town. I like to play against type. If I could have make a dhampir Oradin that wasn't total crap I'd have done that for the sheer WTF... reaction.


4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
4d6 - 2 ⇒ (6, 2, 6, 3) - 2 = 15
4d6 - 2 ⇒ (2, 3, 3, 2) - 2 = 8
4d6 - 5 ⇒ (5, 6, 5, 5) - 5 = 16
4d6 - 1 ⇒ (2, 1, 3, 4) - 1 = 9
4d6 - 2 ⇒ (5, 6, 3, 2) - 2 = 14

I'll go with 20 point buy. She was made for two Carrion Crown games that ended quickly.


Sorry, I thought I had expanded on her.

Build, role, and somesuch:

The build is the rather classic Bladebound Kensai magus: unarmored (I have a Silken Ceremonial Armor but I can ditch it if you don't like it) combatant with steel and magic. I don't like the usual Shocking Grasp shenanigans, so I'll go with whatever spell looks the most appropriate for the situation. I had originally thought about going the Enforcer route for demoralizing, but, well, undead. So her good Intimidate score is related to her explosive personality.
At third level she'll gain an intelligent weapon: as the Black Blade is one of Sarenrae's most sacred symbols, she'd see it as a sign of destiny, of being on the right path.
Also, she'll be a bit of a slow starter, coming into proper swing from level 3 onwards, and shining starting at level 9.
I have no plans to dip, although I may consider Wizard or Cleric if we get above level 10.
Finally, although she's built as a Magus, should you or the party prefer some more magic, she can be rebuilt as a Wizard or an Arcanist with minimal background adjustments (too bad Sword Binders and Blade Arcanists are so underwhelming in their capabilities).


Due to increased activity in other games, I need to withdraw my submission, Sister Agatha. Good luck to all!


4d6 - 1 ⇒ (6, 1, 5, 1) - 1 = 12
4d6 - 3 ⇒ (3, 5, 4, 3) - 3 = 12
4d6 - 2 ⇒ (5, 3, 3, 2) - 2 = 11
4d6 - 2 ⇒ (4, 5, 2, 6) - 2 = 15
4d6 - 2 ⇒ (3, 5, 4, 2) - 2 = 12
4d6 - 1 ⇒ (1, 5, 5, 3) - 1 = 13
Hmmm lets see what we got.


I think I will get a twenty point build. I'll have it all posted in a moment.


Ouachitonian wrote:
Race question: Are Skinwalkers allowed?

Skinwalkers are listed as a standard race on the pfsrd, so I'm going to say no. They'd be fitting, I agree, but I must say no.

Azten wrote:
Drow Noble are legal still, right? ;p

I will eat your firstborn child.

Also, one of my previous players has made a return, so I will now be looking for one less player to replace the others, making it a total of four players that I need now.


I would like to present Anna. A dhampir swashbuckler!

story:
What lead her to her place in life.
She had a good relationship with her father, who was a vampire. He was the one who first taught her how to use a sword. She knew from a young age that her father was a monster but he never once harmed her or even scared her any more then a father should.

Mother was killed by bounty hunters trying to kill her father for a reward. She tried to warn her husband before the men broke into their home in the country side and was murdered for it.

Father actively fought evil creatures as well as undead, causing the call for his bounty. He was not a saint, simply siding against those who wished to harm others, but his family helped to keep him grounded and human. Anna never knew who put the bounty out on her fathers head, but the fact that both good and evil people would look to harm him leaves many potential masterminds.

After the attack her father was forced to leave her with a band of Varisian travelers. He knew it was to dangerous for Anna to be around him and so left him with a old friend who was leader of the travelers. From that day she considered the caravan her new family. It could never replace the one she had, but she took great pains to try and make sure they were protected as they traveled the country.

One day when the caravan was traveling they were attacked by a group of ghouls while they set up camp near a abadnoned home. The professor had been traveling with the caravan on his way to a city and was able to direct the fighters and helped to kill the undead. He even saved Anna after she had been paralyzed by one of the beasts. After that she looked up to him like a hero, talking with him until he eventually left the caravan to continue his studies. After that she looked up to him like a hero, looking to emulate his fight as well as her fathers against the forces of darkness.

Her goals

Her first goal is to track down her father so she can finally see him again, and help to stop what ever force is trying to destroy him.
Her second goal would be to track down the bounty hunters who killed her mother and bring them to justice.

Those important to her.

Ludvic Starburn: Anna’s missing Vampire father.
Erin Lee: He is the leader of the caravan, a cleric of desna in his late 60’s.
Yoric Silversheen: He was Anna's first love as well as being the caravans black smith. He was the most important love during her flirty teenage years.
Yanera Lin: She was Anna’s best friend in the group until her family left to settle down at one of the cities the caravan visited.

Her secrets and fears

Her personal secret is that once when she was young, after her best friend was hurt, Anna helped mend the wound. After though, she tasted a bit of the blood from her friend that was left on her hands and found that she enjoyed the taste. More so then any candy she had every had before or since. She dos her best to forget that memory and the craving she may find herself having every now and again.
What she also does not know is that Erin has known all along where her father fled and is currently living. He did not tell her even after she left the caravan for the funeral.
Her biggest fear in life is of anything long and smiley. Seed weed, slugs, leeches, worms, anything with that texture makes her weak and disgusted. Ever since a playful swim in a pond ended up with her covered in leeches she could never look at anything like them again.

Her memories

Her strongest memory if of her father and their flight from their home as the bounty hunters ransacked it.
Her second strongest memory would be the day Lorrimor saved her and the caravan. It is what inspired her to go on to help protect those in need no matter the threat.
Finally her last strongest memory would have been the first time she defended her new family from some wild animals attacking. She will never forget the pride and happiness when she realized she had the power to protect the things she cared about.

Her looks
Anna does take great pride in her appearance, having grown to appreciate the Varisian's flair as she grew. Her hair is dark with red streaks she dyes into it to help remind her of her mothers own red hair. She often dressed to match, wearing dark red and black dresses during relaxation. Her combat gear matches the motifs. She often wore a dark shirt over her chain shirt with red lace that has been stitched over it all. It helped that she had a figure that complimented the more tightly fitting attire she enjoyed, though she was much more lithe then full then most women. Even so she is takes any prejudice against her race in stride, having grown used to outsiders simply not understanding. She does not look to hide her heritage, knowing anyone who could not accept her for her nature as no one worth having in her life.

crunch:
Anna Lee Starburn
Dhampir swashbuckler (whirling dervish) 1 (Pathfinder Player Companion: Advanced Class Origins 23, Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 2 89)
CG Medium humanoid (dhampir)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6 (+4 when furthen than 10 feet from a fallen ally)
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 11 (1d10+1)
Fort +0, Ref +6, Will +0; +2 vs. disease and mind-affecting effects
Defensive Abilities negative energy affinity; Resist undead resistance
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +5 (1d6+1/18-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—charm person (DC 14), command (DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 11, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 17
Feats Dodge
Traits chance savior, merciful scimitar, undead slayer
Skills Acrobatics +2 (+0 when furthen than 10 feet from a fallen ally), Appraise +0 (-2 when furthen than 10 feet from a fallen ally), Bluff +5 (+3 when furthen than 10 feet from a fallen ally), Climb -1 (-3 when furthen than 10 feet from a fallen ally), Diplomacy +7 (+5 when furthen than 10 feet from a fallen ally), Disguise +3 (+1 when furthen than 10 feet from a fallen ally), Escape Artist +2 (+0 when furthen than 10 feet from a fallen ally), Fly +2 (+0 when furthen than 10 feet from a fallen ally), Heal +0 (-2 when furthen than 10 feet from a fallen ally), Intimidate +3 (+1 when furthen than 10 feet from a fallen ally), Perception +6 (+4 when furthen than 10 feet from a fallen ally), Ride +2 (+0 when furthen than 10 feet from a fallen ally), Sense Motive +4 (+2 when furthen than 10 feet from a fallen ally), Sleight of Hand +6 (+4 when furthen than 10 feet from a fallen ally), Stealth +2 (+0 when furthen than 10 feet from a fallen ally), Survival +0 (-2 when furthen than 10 feet from a fallen ally), Swim -1 (-3 when furthen than 10 feet from a fallen ally); Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ dawnflower's mercy, dervish finesse, heir to undying nobility, overprotective, resist level drain, swashbuckler finesse
Other Gear chain shirt, scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), medium chest[APG], mess kit[UE], soap, torch (10), trail rations (5), waterskin, 46 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dawnflower's Mercy (Ex) Doesn't gain panache for reducing foe to 0 hp if not an evil outsider or undead. Gain penache for causing an evildoer (HD at least 1/2 level) to surrender.
Deeds
Dervish Finesse (Ex) Treat scimitars as one-handed piercing melee weapons for swashbucker's finesse and all abilities that refer to such as weapon.
Heir to Undying Nobility Can use command and charm person each once per day.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects


Submitting Rheeg, a Kobold locksmith! I was mulling over character concepts, and decided I liked the idea of a worker-turned-hero. I decided to use Unchained Rogue as the class since it fit the concept the best, and the abundance of skill points allowed me to put into mechanics what Rheeg would have from his job.

The backstory and crunch are in the alias. Thanks for the consideration, Umineko!


4d6 - 3 ⇒ (5, 3, 5, 3) - 3 = 13
4d6 - 2 ⇒ (4, 2, 5, 4) - 2 = 13
4d6 - 2 ⇒ (6, 4, 2, 2) - 2 = 12
4d6 - 1 ⇒ (1, 5, 3, 2) - 1 = 10
4d6 ⇒ (1, 2, 1, 2) = 6
4d6 - 3 ⇒ (6, 3, 5, 5) - 3 = 16
4d6 - 2 ⇒ (4, 2, 3, 6) - 2 = 13

21 point buy, I'll take it. Thinking about a crusty dwarven foehammer fighter who hates undead...


1 person marked this as a favorite.

Dotting. I'll see what I can come up with, but first...

4d6 - 2 ⇒ (2, 5, 2, 4) - 2 = 11
4d6 - 1 ⇒ (1, 4, 6, 1) - 1 = 11
4d6 - 1 ⇒ (4, 5, 1, 2) - 1 = 11
4d6 - 1 ⇒ (1, 5, 1, 1) - 1 = 7
4d6 - 1 ⇒ (4, 3, 1, 5) - 1 = 12
4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12

The legendary 3 point buy character, basis of all commoners everywhere! I'm not just bad. I'm uniquely bad.

Okay. I guess I'm going to go 20 PB for this one. I'll give the pg a once-over and see what calls to me.


1 person marked this as a favorite.
Trinam wrote:

Dotting. I'll see what I can come up with, but first...

4d6-2
4d6-1
4d6-1
4d6-1
4d6-1
4d6-1

The legendary 3 point buy character, basis of all commoners everywhere! I'm not just bad. I'm uniquely bad.

Okay. I guess I'm going to go 20 PB for this one. I'll give the pg a once-over and see what calls to me.

Seriously... I feel like there needs to be a campaign where your entire goal is to protect a 3 point buy commoner. Legendary Escort Quest!


Don't tempt me.


Rolls:
4d6 - 1 ⇒ (5, 1, 4, 3) - 1 = 12 2
4d6 - 2 ⇒ (4, 6, 6, 2) - 2 = 16 10
4d6 - 1 ⇒ (3, 4, 1, 3) - 1 = 10 0
4d6 - 5 ⇒ (5, 5, 6, 6) - 5 = 17 13
4d6 - 1 ⇒ (1, 4, 2, 6) - 1 = 12 2
4d6 - 1 ⇒ (6, 3, 4, 1) - 1 = 13 3

30 point buy equivalent? If you can't work with that . . ..

17, 16, 13, 12, 12, 10

I'll have to see what inspiration I get scanning through the player's guide.


After reading and playing around a little bit, I'm thinking a full-orc barbarian (dreadnought, invulnerable rager). He'll stay a 2-stat wonder, but he should take full advantage of those two stats!

Long way to go to get through building a submission, though.


Karnoth had a very unusual childhood for an orc. He was born into the Burning Sun tribe, a group of orcs dedicated to Sarenrae, living in the hold of Belkzen, surrounded by unnumbered tribes following more traditionally orcish views. Even so, Karnoth is a big orc. So big that he was placed on the traditional path of melee combatant almost from the point he could walk.

Strangely, though, Karnoth never displayed the racial ferocity, or loss of temper generally seen in candidates for berserker training, so his training focused more on armors and techniques. When Professor Lorrimar asked Chief Mahja Firehair for a small cadre of orc escorts to protect him as he was in the region, Karnoth was sent along as part of his training. Professor Lorrimor came to appreciate Karnoth's almost preternatural calm, and began requesting him as part of other hired protection teams.

The young orc found himself wondering about the world as Professor Lorrimor saw it, and asked if he could provide services outside of the hold of Belkzen. The request was granted, a couple of times, and Karnoth learned about the perception of orcs in the rest of the world. He learned that a holy symbol of Sarenrae could overcome some of the bigotry, but not much.

Combat:
Init +1 (+1 Dex)
Speed 20' (armor, 30' w/o armor)

BAB+1, Melee+6, Ranged+0; CMB+6
Greataxe +6 for 1d12+7 @ x3 S [melee+6]
Hammer, Lucerne +6 for 1d12+7 @ x2 P or B (Brace, Reach, sunder armor bonus) [melee+6]

+1 Attack (& CMB), +1 Damage (+2 2-handed) during Dead Calm

AC 17, T10, F17, CMD16 (Armor+7, Dex+0 (Armor limit), Str+5, BAB+1)

+1 CMD during Dead Calm
+1 CMD vs effects to slow or immoblize (additional +1 during Dead Calm beyond above line)

HP 15 (12+[3 Conx1]) (+Level when Dead Calm)

Fort +5 (2 Base, Con+3)
Ref +1 (0 Base, Dex+1)
Will +0 (0 Base, Wis+0)

+1 Will during Dead Calm
+1 vs effects to slow or immoblize (additional +1 during Dead Calm)

Dead Calm - 8 Rounds per Day


Skills:
4 Base-1 Int for 3 per level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 1~Acrobatics 1+0+0(+4 racial to maintain balance)(-6 Armor)
+ 9~Climb 5+1+3(+4 racial w/o Rope)(-6 Armor)
+ 4 Perception 0+1+3
+ 9-Swim 5+1+3(-6 Armor)

Languages: Orc, Common


Feats & Traits:
Feats
Armor Proficiency, Heavy

Traits
Campaign: On The Payroll: You begin play with an additional 150 gp in starting wealth.
Combat: Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.


Gear:
105 GP Budget+150 Campaign Trait for 255 total
200.00 Splint Mail 45# +7/+0/-7/40%/20'/x3
.20.00 Greataxe 12# 1d12/x3/S
.15.00 Hammer, Lucerne 12# 1d12/x2/BorP/Brace, Reach, +2 CMB to sunder medium or heavy armor
..9.00 Kit, Barbarian's 26# (a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin)
..5.00 Holy Symbol, Iron 1# (Sarenrae)

249 GP spent for 96#
6 GP on hand

133 Light (armor only)
266 Medium +3/-3/20'/x4
400 Heavy +1/-6/20'/x3


ARG Orc:
Ability Score Racial Traits: +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
Type: humanoid with the orc subtype.
Size: Medium creatures; thus no bonuses or penalties
Base Speed: base speed of 30 feet.
Languages: Common and Orc. Can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.
Reckless Climber: gain a +4 racial bonus on Climb checks without rope and on Acrobatics checks to maintain balance. This racial trait replaces ferocity.
Weapon Familiarity: proficient with greataxes and falchions; treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision: see perfectly in the dark up to 60 feet.
Dayrunner: take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.

14 Years old.
6' 8"
304#

Favored Class Bonus +1 Round of Dead Calm per Day per Level


Barbarian (Dreadnought; Invulnerable Rager:

Alignment: Any non-lawful
Hit Die: d12
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Table: Barbarian
Level BAB Fort Ref Will Special8:05 PM 1/14/2018
1st +1 +2 +0 +0 Steady Gait, Dead Calm
2nd +2 +3 +0 +0 Rage Power, Invulnerability DR1/-
3rd +3 +3 +1 +1 Extreme Endurance
4th +4 +4 +1 +1 Rage Power, Invulnerability DR2/-
5th +5 +4 +1 +1 -
6th +6/+1 +5 +2 +2 Rage Power, Invulnerability DR3/-
7th +7/+2 +5 +2 +2 -
8th +8/+3 +6 +2 +2 Rage Power, Invulnerability DR4/-
9th +9/+4 +6 +3 +3 -
10th +10/+5 +7 +3 +3 Rage Power, Invulnerability DR5/
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Rage Power, Invulnerability DR6/-
13th +13/+8/+3 +8 +4 +4 -
14th +14/+9/+4 +9 +4 +4 Fearless Killer, Rage Power, Invulnerability DR7/-
15th +15/+10/+5 +9 +5 +5 -
16th +16/+11/+6/+1 +10 +5 +5 Rage Power, Invulnerability DR8/-
17th +17/+12/+7/+2 +10 +5 +5 Instant Dispassion
18th +18/+13/+8/+3 +11 +6 +6 Rage Power, Invulnerability DR9/-
19th +19/+14/+9/+4 +11 +6 +6 -
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, Rage Power, Invulnerability DR10/
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Steady Gait (Ex): A dreadnought advances steadily, shrugging off attempts to slow her advance. The dreadnought gains a +1 bonus on saving throws and to her CMD against effects that would slow or immobilize her. This bonus increases to +2 when she gains rage and +3 when she gains mighty rage.
This ability replaces fast movement.
Dead Calm (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a dreadnought gains a +2 morale bonus to her Strength and Constitution, as well as a +1 morale bonus on Will saves. The increase to Constitution grants the dreadnought 1 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points.
A dreadnought can end her rage as a free action. A dreadnought cannot enter a new rage for 1 minute afte rending a rage. A dreadnought can not chrae or run while under the effects of rage. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Modified by dreadnought archetype.
Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Any barbarian who meets the powers’ prerequisites can select and use rage powers. Totem rage powers grant powers related to a theme. A barbarian cannot select from more than one group of totem rage powers; for example, a barbarian who selects a beast totem rage power cannot later choose to gain any of the dragon totem rage powers (any rage power with “dragon totem” in its title).
Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.
This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.
This ability replaces trap sense.
Greater Rage (Ex): At 11th level, when a dreadnought enters rage, the morale bonus to her Strength and Constitution increases to +3 and the morale bonus on her Will saves increases to +2.
Modified by dreadnought archetype.
Fearless Killer (Su): Starting at 14th level, a dreadnought becomes implacable in her pursuit of slaughter. While in rage, she is immune to fear effects.
This ability replaces indomitable will.
Instant Dispassion (Ex): At 17th level, a dreadnought can quickly turn her compassion on and off. She can enter a rage as soon as she wants after ending a previous rage.
This ability replaces tireless rage.
Mighty Rage (Ex): At 20th level, when a dreadnought enters rage, the morale bonus to her Strength and Constitution increases to +4 and the morale bonus on her Will saves increases to +2.
Modified by dreadnought archetype.

Advancement Thoughts:

Planning: Extreme Endurance will reflect comfort in cold conditions.
Rage Power thoughts: (* I have no idea if I'll even stick close to these marked ideas in particular, and am considering interleaving the DR increase Rage Power, if you rule it work with the invulnerable rager archetype)
2 Spirit Totem, Lesser
4 Elemental Rage, Lesser
6 Spirit Totem
8 Elemental Rage
10 Spirit Totem, Greater
12 Elemental Rage, Greater
14 Renewed Vigor *
16 Regenrative Vigor *
18 Renewed Vitality *
20 Renewed Life *
Feat thoughts: Lots of room for change on this one
1 Heavy Armor Proficiency
3 Toughness
5 Ironhide
7 Vital Strike
9 Hammer the Gap
11 Improved Vital Strike
13 Devastating Strike
15 Power Attack
17 Greater Vital Strike
19 Cleave
Other advancement
4 - +1 Cha (12) - Bonus to spirit attacks
8 - +1 Str (21) - Rage to 23, 24 for Level 11
12 - +1 Str (22) - Rage to 25
16 - +1 Str (23) - Rage to 26, 27 for level 20
20 - +1 Con (18)

Attributes:

16 +4 20 +5
12 12 +1
17 17 +3
10 -2 8 -1
12 -2 10 +0
13 -2 11 +0


Roll: 4d6 ⇒ (6, 2, 3, 5) = 16 14
Roll: 4d6 ⇒ (1, 5, 6, 1) = 13 12
Roll: 4d6 ⇒ (1, 1, 6, 2) = 10 9
Roll: 4d6 ⇒ (3, 4, 5, 6) = 18 15
Roll: 4d6 ⇒ (5, 2, 1, 6) = 14 13
Roll: 4d6 ⇒ (5, 6, 6, 1) = 18 17

I have an idea for a half-orc cylopean seer that I'll work on. Any idea when you plan on cutting off recruitment?


Decided to go with an old character that I'm fond of - who never got past the initial conversations in an alternate universe where Lorrimor hadn't died (yet).

I present: Kemerit, Osirian tomb explorer.

Background and Description:
Background
Kemerit is a distant descendant of an ancient Pharaoh of Osirion, one of many whose names have been lost to the sands. Ever since he can remember, he has had vivid visions and dreams of this nameless ruler - his rise, his reign, his downfall, his death - as if he were trying to send a message from the depths of the past. From what he can piece together of these frequent dreams, Kemerit has become convinced that in the Pharaoh's tomb lies a powerful magical artifact, one that may change the course of history - though whether for good or bad, he cannot be sure. As the visions grew ever more frequent and vivid, Kemerit was driven to finding this artifact in an attempt to stop them. There is, however, a little problem: Garund is littered with old Osirian tombs, each as deadly as the next.

After nearly dying on his first venture, Kemerit trained his mind and body intensively in the heat of the desert, hoping to prepare for anything he could possibly encounter. As he gained more and more experience and refined his methods, he also began to develop more discipline. Whereas in his early raids, he would carelessly loot and destroy, he now began to leave as much as he could in place, seeking favor from the old Osirian god Anubis to help him survive and find what he was looking for. By his last raids, not a single trap was triggered nor any treasure touched as he scoured the entirety of the tombs fruitlessly.

However, Kemerit's activities were not to last much longer. While he had encountered rival tomb raiders in the past, the foolish Prince Khemet III opened the ancient tombs of Osirion that Kemerit now held sacred to foreign explorers and adventurers, who flooded in to clear them of all their valuables. Many unprepared groups met their doom in the harsh desert as Kemerit watched from a safe distance, but he was unable to avoid contact with the outsiders as they ravaged the treasured tombs of his ancestors. Still, he persevered wearily in his quest, for the visions grew ever more unbearable.

On one expedition, Kemerit encountered a different foreigner - one whose primary goal was to study, not to pillage. This man was Professor Petros Lorrimor, from the frigid faraway land of Ustalav. Whereas Kemerit would have been happy to leave any other foreigner to wither in the desert, he felt somehow compelled to help this man, as if the strings of fate had drawn them together for reasons beyond mortal comprehension. Warily, but willingly, Kemerit rescued the strange man from near death and journeyed with him through a few tombs, even turning a blind eye when the man grabbed a few souvenirs "for further study". After sharing his story and giving the man tips on how to survive in the harsh climate of Osirion, Kemerit bid him farewell, but not before they arranged contact in case either discovered anything of worth.

Months passed, and Kemerit, desperate and nearly overwhelmed by the dreams and visions, had not heard back from the Professor, until one day a letter arrived. Hoping for a breakthrough discovery, Kemerit was instead shocked to find that the Professor had died, and that his only hope of help was now gone. Along with the letter was an invitation to attend the Professor's funeral in Ustalav. Seeing this as his best chance to find out if the old man had discovered anything, Kemerit embarked on the long journey north from Osirion, where he made a strange discovery - the further he got from his homeland, the weaker the dreams became. Able to think with a clear head for the first time in years, Kemerit hopes that this journey will be the key to finally ridding himself of the Pharaoh's maddening influence.

Description
Short and well-built, with a pair of small Osirian khopesh [OOC: refluffed sickles] at his side, Kemerit's weary eyes look out from his shaved head over the frigid wastelands of Ustalav - at least, compared to his scorching home in Osirion. Years spent braving the desert and scouring the countless tombs there have left Kemerit with a thousand scars, but his spirit has never been broken.

Personality
Kemerit has only recently rediscovered what it means to have a personality. As his mind and that of the Pharaoh began to merge, Kemerit nearly became a raving loon, another casualty of the cruel desert. Now that his influence is lessened - though not completely gone - Kemerit is once again in control. While he is distrustful of strangers and foreigners for their antics in his sacred lands, he understands that where he is going, he will be the strange and foreign one, and hopes that the natives will show him the compassion that he once extended to the Professor.

Statistics and Skills:
Male Unchained Rogue 1
True Neutral Medium Humanoid (human)

Languages Modern Osiriani, Kelish, Common

HP 10/10 Initiative +6 Speed walk 30 ft Senses perception +5

STR 13(+1) DEX 18(+4) CON 13(+1) INT 13(+1) WIS 12(+1) CHA 10(+0)

Acrobatics +8 Appraise +5 Climb +5 Disable Device +9 Escape Artist +8 Knowledge (Dungeoneering) +5 Perception +5 (+1 to locate traps) Sense Motive +5 Stealth +8 Use Magic Device +4

Offense:
BAB +0 Melee +1 Ranged +4 CMB +1

Weapons
Sickle (+4, 20/x2, 1d6+1 S)
Kunai (+4, 20/x2, 10/50 ft, 1d4+1 B or P)

Defense:
AC 14 (16 with armor) TAC 14 FFAC 10 (12 with armor)
CMD 15 FFCMD 11
Fort +1 Reflex +6 Will +2
Damage Resistance none
Energy Resistance none
Spell Resistance none

Armor/Shield
Leather Armor (+2 AC, 0 ACP, +6 max DEX)

Feats and Traits:
Feats
Weapon Finesse [Finesse Training]
Two-Weapon Fighting [Human]
Combat Reflexes

Traits
Chance Savior
Indomitable Faith
Possessed
Loner (Drawback)

Special Abilities:
Race
Bonus Feat
Skilled

Class
Weapon Proficiency (Simple/Rogue)
Armor Proficiency (Light)
Sneak Attack +1d6
Trapfinding +1
Finesse Training (Ex)

Favored Class Rogue (+1 HP)

Gear:
pp 0 gp 1 sp 4 cp 0

Weight 55.5 (26 in backpack)
Carrying Capacity 50/100/150

Traveler's Outfit
Sickle x2
Kunai x2
Leather Armor
Common Backpack
-Bedroll
-Trail Rations x5
-Waterskin
-Hemp Rope (50 ft)
Belt Pouch
-Common Thieves' Tools
-Ioun Torch

Future Plans:
Build: TWF, combat reflexes, trip


Ok so this is what I've come up with, Davian Lucan the Half-Orc Cyclopean Seer Lore Oracle from Magnimar. Davian is a melee combatant with a strong emphasis on knowledge capabilities. I will be taking Focused trance at level 3 as well as Flash of Insight, which will let me nail most knowledge checks with time. I plan on mostly focusing my spells on buffing and will be getting lots of divination spells from Cyclopean Seer.

Statistics:

Davian Lucan
Half-Orc Cyclopean Seer Lore Oracle 1
LN Medium Humanoid (Human, Orc, Half-orc)
Init +1; Perception -1
------------
Defense
------------
AC 16, Touch 11, Flat-footed 15 (+5 Armor, +1 Dex)
HP 10 (1d8)
Fort +4, Ref +3, Will +3
------------
Offense
------------
Speed 20
Melee Longsword +3 (1d8+3 +2 Attack/Damage with Divine Favor, -1 Attack/+2 Damage with Power Attack)
------------
Statistics
------------
Str 17 Dex 12 Con 14 Int 13 Wis 9 Cha 17
Base Attack +0, CMB +3, CMD 14
Feats: Power Attack
Traits: Fate's Favored (+1 to luck bonuses), Teacher's Pet (+2 Knowledge: History),
Skills: Diplomacy +7, Spellcraft +5, Knowledge(Arcana) +5, Knowledge(History) +5, Knowledge(Local) +5, Knowledge(Planes) +5, Knowledge(Religion) +5
Languages: Common, Orc, Giant
Racial Traits: Skilled (+1 skill points per lvl in place of darkvision), Sacred Tattoo (+1 luck bonus to saving throws in place of Orc Ferocity), City-Raised (Longsword and whip proficiency and +2 racial to Knowledge: Local in placed of weapon familiarity)
------------
Special Abilities
------------
Oracles Curse Haunted -
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.

Assume Fate (Su) - As an immediate action when targeted by an effect that requires a saving throw, you can choose another creature within line of sight that is attempting a save against the same effect. The target takes a penalty on its saving throw equal to 1d4 + 1 for every 4 levels you possess. You gain the value of their penalty as a luck bonus on your saving throw. You can use this ability a number of times per day equal to your Charisma bonus.
------------
Spells
------------
Lvl 0

Detect Magic
Ghost Sound
Guidance
Light
Mage Sound
Read Magic

Lvl 1 - 3 per day

Cure Light Wounds - When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Divine Favor - Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage. +1 extra with fates favored

Shield of Faith - This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
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Equipment
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Scale Mail, Longsword, Explorer's Outfit, Backpack, Waterskin, Trail Rations x4, Spell Component Pouch, Bedroll
29 Gold 9 Silver

Backstory:

Davian was raised an orphan in Magnimar and stayed there for much of his early life. Due to his strength he received work acting as a bodyguard or doing manual labor. This was not enough for Davian though and he spent as much time as possible reading books and attending classes at local schools and universities.

It was in his studies that Davian learned about the mythical cylopean civilization that existed in the time period before Azlant. It was said the cyclopses had the gift of forsight and had vast knowledge of the world, but lost it before decending into their current state.

Davian further learned that there were still existing cylopses out in the world. Meeting a real cyclops was an oppurtunity Davian could not pass up, so he planned an expidition to Iblydos where cyclopses still lived among humans.

In Ilybdos Davian found was he was looking for among the cyclops mystery cults. He was able to take part in a ritual that gave him mysterious powers in exchange for his left eye.

Davian returned to Magnimar and fell into fully into his studies and began learning at a greatly increased pace. While in Magnimar Davian happened to attend a lecture run by Professor Lorrimor on phrophetic visions and their role in divination. This led to somewhat of a friendship between the two and regular corresespondance even after Lorrimor returned to Ustalav.

Davian is 29 years old, about 6ft tall with a heavy build, and slightly green pale skin. Davians left eye was ripped from his head in the ritual that gave him divine powers and he wears a simple leather eye patch over it. Davian's favored deity is Pharasma due to her power over prophecy. Davian is typically politely friendly, but tends to be reserved and pensive.


Dotting

4d6 ⇒ (2, 1, 1, 6) = 10
4d6 ⇒ (5, 4, 3, 3) = 15
4d6 ⇒ (6, 1, 4, 1) = 12
4d6 ⇒ (2, 5, 1, 3) = 11
4d6 ⇒ (2, 1, 1, 6) = 10
4d6 ⇒ (1, 4, 6, 5) = 16

Can one still use PB?


Is this still going?


Yes, this is still going, and it probably will for a while. I still don't really have a set deadline yet, as I don't know how long I should give everyone a shot to apply. I might aim for the middle of next month, but I'm not sure if that's too short or too long a wait yet.

I am reading everyone's applications, don't worry. I'm just not saying much until a while longer, just to see what else everyone brings in.


I personally think it's a bit of a long wait, but maybe that's just me. Generally, most re-recruitments don't last more than a couple of weeks.


GM Umineko wrote:

Yes, this is still going, and it probably will for a while. I still don't really have a set deadline yet, as I don't know how long I should give everyone a shot to apply. I might aim for the middle of next month, but I'm not sure if that's too short or too long a wait yet.

I am reading everyone's applications, don't worry. I'm just not saying much until a while longer, just to see what else everyone brings in.

Thanks. Was beginning to wonder if I'd missed something, especially since there seem to be a few unanswered questions.


Dice:
4d6 - 5 ⇒ (5, 5, 6, 5) - 5 = 16
4d6 - 2 ⇒ (4, 3, 2, 5) - 2 = 12
4d6 - 2 ⇒ (2, 4, 2, 6) - 2 = 12
4d6 - 1 ⇒ (3, 6, 4, 1) - 1 = 13
4d6 - 3 ⇒ (4, 5, 3, 5) - 3 = 14
4d6 - 2 ⇒ (3, 6, 5, 2) - 2 = 14

16, 14, 14, 13, 12, 12

Plenty of options.


Well, as long as you're still open, I might as well give it a roll...

Rolls:
4d6 ⇒ (6, 6, 1, 4) = 17 = 16
4d6 ⇒ (2, 2, 6, 2) = 12 = 10
4d6 ⇒ (4, 4, 1, 5) = 14 = 13
4d6 ⇒ (1, 4, 3, 6) = 14 = 13
4d6 ⇒ (3, 3, 1, 4) = 11 = 10
4d6 ⇒ (3, 2, 3, 2) = 10 = 8
Ugh, a 14-point buy. I guess I'll plan on a 20-point buy instead!

I'm thinking a cleric of Pharasma, let me see what I can come up with.


Stats: 4d6 ⇒ (4, 6, 1, 5) = 16 15
Stats: 4d6 ⇒ (5, 6, 5, 5) = 21 16
Stats: 4d6 ⇒ (5, 2, 1, 5) = 13 12
Stats: 4d6 ⇒ (1, 4, 2, 6) = 13 12
Stats: 4d6 ⇒ (4, 6, 4, 5) = 19 15
Stats: 4d6 ⇒ (6, 3, 3, 2) = 14 12

Hmmm....Alright stats to make something. Not amazing at anything but good at one, above average at everything else.

Hmm, nice nice.

A six player group? A smell a bard...but I could branch out, decisions decisions.


Ended up making a Warpriest instead.

Submitted for your approval, Sister Zephra: a naive, introverted young slayer of undead monsters, trained by the militant wing of Pharasma's temple to wield the power of the goddess against those who would defy her protection of souls at rest.

Thanks for your consideration! It looks like a good game.


GM Umineko:

What kind of posting rate are you looking to maintain? Looking back at the Gameplay thread shows 83 posts from Jun to Nov, 33 of them from August to November. The first 50 were at about 6 a week. The last 30 were at less than 3 a week.

So, is the GOAL one post per player per week?


That is the goal, yes. Unfortunately, I am prone to illness, so there may be times where I'm unable to maintain that goal, myself. When I'm well, I definitely am willing and able to keep things going at a steady pace, but when the illness hits, it hits pretty hard. If that's a problem for any applicants, I do apologize, but I also understand if that's an issue for you.


Question for a player that is looking to build a bard. Versatile Performance drives me insane. You either sack points in Performance skills for many levels (The big hits for a bard are 2 and 6 where they gain their first two versatile performances) or if a GM allows, you put points in one of the two skills and retrain them at the appropriate levels so that you can be useful throughout the levels and still use the ability.

Otherwise, it feel super awkward as you jump immensely in capability in two skills at random levels. How would you prefer a bard player to handle this?

I would be looking at using Perform Oratory and Perform Sing. (Which translates at 2nd level Perform Oratory replaces Diplomacy and Sense Motive and at 6th level Perform Sing replaces Bluff and Sense Motive. Obviously worse case I am just going to put ranks in Perform Oratory and Bluff if you don't wanna retrain.)


...sure, why not? I've got an old and amusing concept kicking around that would be fantastic for this! Come on, baby, show me them numbers!

4d6 ⇒ (3, 1, 6, 4) = 14 13
4d6 ⇒ (3, 3, 5, 1) = 12 11
4d6 ⇒ (1, 5, 5, 5) = 16 15
4d6 ⇒ (2, 5, 4, 2) = 13 11
4d6 ⇒ (3, 3, 2, 2) = 10 8
4d6 ⇒ (1, 3, 2, 4) = 10 9

Yikes...that could've gone better. Uhm... yeah, I'm just gonna take that 20 pt buy, thanks...


Vitaliano da Riva wrote:

Question for a player that is looking to build a bard. Versatile Performance drives me insane. You either sack points in Performance skills for many levels (The big hits for a bard are 2 and 6 where they gain their first two versatile performances) or if a GM allows, you put points in one of the two skills and retrain them at the appropriate levels so that you can be useful throughout the levels and still use the ability.

Otherwise, it feel super awkward as you jump immensely in capability in two skills at random levels. How would you prefer a bard player to handle this?

I would be looking at using Perform Oratory and Perform Sing. (Which translates at 2nd level Perform Oratory replaces Diplomacy and Sense Motive and at 6th level Perform Sing replaces Bluff and Sense Motive. Obviously worse case I am just going to put ranks in Perform Oratory and Bluff if you don't wanna retrain.)

I don't see why retraining would be a problem. I'd say it's pretty much you take the ranks out of the associated skills when you hit the level, then put either max ranks or the combined total into the perform skill, whichever is lower. On a flavor level, though, there may have to be some justification on why the bard that normally gave speeches is suddenly able to sing rather well.

Of course, that said, since both Oratory and Sing replace Sense Motive, to me, it doesn't seem like that big a factor, as you'd be getting the same benefit if you just put ranks into Oratory and Bluff without Sing. If that's what you want, though, I'm not going to judge.


Alright, this is the time to put down the deadline. Those still working on characters have until this Friday to finish up for submission. I'll be cutting off applications in the evening that day, and will be making the decision during the weekend, which I will announce the following Monday. I would have done this earlier, but I did get ill last week, so it had to be delayed.


Pencils down! Back away from the character sheet!

Rerecruitment is closed! What I have now is what I'll work with. I'll be considering all the options before me, and I'll post my decision once I get home from work on Monday.


Good luck, everyone!

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