GM WhtKnt's Saltmarsh and Beyond (Inactive)

Game Master WhtKnt

Amanda: HP 10/10; AC 17/14/14; F+4 R+4 W+6 (+2 vs. fear); Init +3
Tasius Augustus: HP 11/11; AC 15/11/14; F+4 R+1 W+2; Init +1
Caelryl: HP 12/12; AC 17/13/14; F+3 R+5 W+1; Init +5
Eristinian: HP 10/10; AC 15/13/12; F+1 R+4 W+1 (+2 vs. enchantments); Init +2
Galfon: HP 11/11; AC 18/14/15; F+3 R+4 W+3 (+2 vs. fear); Init +3

The little town of Saltmarsh lies at the center of a web of adventure and intrigue.


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Dark Archive

1 person marked this as a favorite.

I am looking for five bold adventurers who have never played or read (and therefore do not know) the Sinister Secret of Saltmarsh and the other modules in that series. On the border between Andor and Cheliax, there lies a small town called Saltmarsh. Nearby are said to lie the ruins of an abandoned stronghold. Those of an adventuring mind might find riches and glory therein, it is said. They might also find only death.

  • Characters begin at 1st level. They will eventually reach 10th level (with the possibility of continuing past that point if desired).
  • 20 point buy
  • No 3rd party materials
  • Characters may be of any race, subject to the rule above about 3rd party materials
  • Start with 150 gp to buy gear
  • No evil alignments because I said so
  • Two traits
  • Begin with maximum hit points. After that, you will take the average (just as for PFS play)
  • You do not have to write a lengthy background, but please offer at least a few sentences as to where you are from, how you came to Saltmarsh, and a description of your character.
  • Recruitment will end on Nov. 19, 2016 at 11:59 pm Central Time

    This prolonged adventure path will play through a revised B1 In Search of the Unknown, the Saltmarsh trilogy, and will culminate in an assault on the Caverns of Chaos. Be warned, however, that not all is what it seems, and several alterations to the originals have been made to preserve a sense of surprise.

    Contrary to the above, I will accept people who know the secrets (because I have made several changes to the adventures), but first preference will be given to those who do not. Please indicate your familiarity (or lack thereof) in your submission.

    You can role-play if you wish, though it will not affect your chance of being chosen. Please do so in the Discussion thread to avoid cluttering the Recruitment thread.


  • Hmm, I can cook something up.

    I am vaguely familiar with Saltmarsh (read it once decades ago, little recollection). I am fairly familiar with Keep on the Borderlands simply because I read and ran it so manny times. I would be vaguely familiar with In Search of the Unknown, having perused it decades ago.

    Probably will just make a fighter. I'm boring that way.

    Sovereign Court

    Good evening,

    I am not familiar with Saltmarsh, though the general politics and geography of Andor and Cheliax are known to me. GM, you mention "bold adventurers" while leaving much of what the adventure is in the dark. Is the intended motive the search for the riches and glory?

    Though you mentioned roleplay is not necessary for the recruitment, what is the balance of rollplay vs. roleplay in your game? I'm a few notches towards the latter.

    Many thanks!

    Dark Archive

    Initially, yes, the motivation will be fortune and glory. After the first couple of adventures, though, that will change. Your motivation will become one of doing the right thing. I like roleplay among the players and strongly encourage such. I believe that if the players have a commonality the adventures will flow more freely.

    Dark Archive

    Pathfinder Adventure Path Subscriber

    B1 and Saltmarsh are not familiar at all with me, but I'm passingly familiar with the Caverns of Chaos. I'm eager to get into this, let me work something up.


    I am not familiar with these modules at all, but I love the idea of giving older modules a chance! Are they deadly as older modules often tend to be?


    I have an elf ranger I started for GMTribute's thread earlier in the year. Will have to make some adjustments for point buy.

    I have not played Saltmarsh or B1 and it's been a few decades since last visiting the caves.

    Hopefully we can avoid having a "holier-than-thou" Paladin that gets us in over our heads in the first battle. ;)

    Sovereign Court

    Saltmarsh is one of my favorite series of all times. You guys should have a lot of fun. :)


    I am not familiar with Saltmarsh.

    Made up the crunch for an Aasimar bard. Needs fluff.

    Dark Archive

    I have toned down the deadliness a wee bit and balanced the encounters but the feel is still intact.


    Never played these modules, in fact I'd never heard of them before :)

    In that spirit I'd to propose a glory seeker with a class I've not played before, a magus. I'm thinking of one based around frostbite and longer adventuring days with some social skills (played a few characters without diplomacy in a PbP and regretted it).


    drbuzzard wrote:

    Hmm, I can cook something up.

    I am vaguely familiar with Saltmarsh (read it once decades ago, little recollection). I am fairly familiar with Keep on the Borderlands simply because I read and ran it so manny times. I would be vaguely familiar with In Search of the Unknown, having perused it decades ago.

    Probably will just make a fighter. I'm boring that way.

    I'd like to throw my hat in the ring for this as well. In all my years of gaming, I've never gotten around to playing this series, though I've heard of it.

    Off the top of my head, I'd be interested in playing a Chelish cleric of Cayden Cailean who had to flee eastward after the Hellknights came close to arresting them.


    I'm sure I never did play those Saltmarsh things.
    But even if I did, it would've been long forgotten.
    I'll see if I can come up with something interesting for this.

    I've got a case of "alias bloat". So I have lots of inactive aliases I can tweak for this sort of thing.


    I'm thinking of a debuffer magus. Should be fun.

    Tasius Augustus:
    The name's Tasius Augustus, although all my friends call me Tas. So what am I doing here? Well to cut a long story short, even though I was borne there, I found myself rather unwelcome in Egorian. You see House Thrune are not exactly fans of The Dawnflower or her followers. No I'm not part of the clergy per se, but but lets just say I learned a lot form someone who is. Anyway once I'd learned all I could I resolved to head to Almas, I can't imagine something that'd annoy the old man more, hehe. Here? Well it's sort of in between. Besides I'm short on coin and I heard about an opportunity...

    Tasius Augustus
    Human (Chelaxian) magus (hexcrafter) 1 (Pathfinder RPG Ultimate Magic 9, 48)
    NG Medium humanoid (human)
    Init +1; Senses Perception +1
    --------------------
    Defense
    --------------------
    AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
    hp 11 (1d8+3)
    Fort +4, Ref +1, Will +2
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee scimitar +3 (1d6+3/18-20)
    Special Attacks arcane pool (+1, 4 points), spell combat
    Magus (Hexcrafter) Spells Prepared (CL 1st; concentration +4)
    . . 1st—rime frostbite[UM], shield
    . . 0 (at will)—brand[APG] (DC 13), detect magic, light
    --------------------
    Statistics
    --------------------
    Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 8
    Base Atk +0; CMB +3; CMD 14
    Feats Additional Traits, Rime Spell[UM]
    Traits bruising intellect, illuminator, magical lineage, merciful scimitar
    Skills Diplomacy +5, Intimidate +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +1, Spellcraft +7
    Languages Common, Dwarven, Elven, Halfling
    SQ hex arcana
    Other Gear lamellar (leather) armor[UC], scimitar, magus starting spellbook, 5 gp
    --------------------
    Special Abilities
    --------------------
    Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
    Hex Arcana You can substitute Hexes for Magus Arcana.
    Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
    Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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    Never played or read the Saltmarsh series, looking forward to hopefully playing.

    Grand Lodge

    Never played, I am working on A Cartomacer/Hedge Witch


    Heya. Haven't ever read either, but I really like the Andoran/Cheliax dynamic region of Golarion, so I'm interested on that front.


    Presenting Avalie the aasimar bard

    Avalie:

    Avalie
    Female azata-blooded aasimar (musetouched) bard 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
    CG Medium outsider (native)
    Init +2; Senses darkvision 60 ft.; Perception +5
    --------------------
    Defense
    --------------------
    AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
    hp 11 (1d8+3)
    Fort +2, Ref +4, Will +3; +1 trait bonus vs. illusion effects.
    Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee rapier +2 (1d6+1/18-20)
    Ranged light crossbow +2 (1d8/19-20)
    Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
    Spell-Like Abilities (CL 1st; concentration +4)
    1/day—glitterdust (DC 15)
    Bard Spells Known (CL 1st; concentration +4)
    1st (2/day)—cure light wounds, sleep (DC 14)
    0 (at will)—daze (DC 13), detect magic, message, read magic
    --------------------
    Statistics
    --------------------
    Str 12, Dex 15, Con 14, Int 12, Wis 13, Cha 16
    Base Atk +0; CMB +1; CMD 13
    Feats Weapon Finesse
    Traits ear for music, hardly a fool
    Skills Diplomacy +9, Knowledge (arcana) +2, Knowledge (planes) +6, Knowledge (religion) +2, Perception +5, Perform (oratory) +10, Perform (sing) +9, Sense Motive +6, Spellcraft +5; Racial Modifiers +2 Diplomacy, +2 Perform (oratory), +2 Perform (sing)
    Languages Celestial, Common, Elven
    SQ bardic knowledge +1
    Other Gear padded armor, light crossbow, rapier, backpack, bedroll, flint and steel, piton, scroll case, silk rope (50 ft.), spell component pouch, trail rations (5), waterskin, 67 gp, 3 sp
    --------------------
    Special Abilities
    --------------------
    Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
    Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    --------------------
    Background:
    Avalie's parents were simple folk iving in a small isolated Andoran village. They longed to have a child but were unable until one day they played host to a poor traveler who unbeknoweed to them was actually a powerful raelis azata, and the couple was blessed as a reward for their kindness. Not long after that, they discovered they were going to have a child. Avalie was born with striking silver eyes that made her celestial-blessed status clear from the start. She displayed a great love of songs and stories from earliest childhood, and as a young adult, left home for the city to ply her talent in music, and arcane magic.

    Appearance
    Avalie has a slender, graceful, slightly androgynous figure. Her blonde hair is especially thick and lusterous and her intense silver eyes almost seem to glow at times. She perfers clothing in bright blues and greens.

    Personality
    Avalie is cheerful and gregarious by nature. She loves people and tends to see the good in all of them, and very few things can truly earn her hatred. She adores hearing and telling stories, and learning songs. She also greatly appreciates visual forms of art.


    Up till this point, I'd never even heard of this adventure, let alone its sequels. But it definitely sounds interesting!

    Here's my pitch for Galfon Tellow, a halfling paladin of Erastil.

    Galfon:
    Male halfling paladin of Erastil (divine hunter) 1
    LG Medium humanoid (halfling)
    Init +3; Senses Perception +2

    DEFENSE
    AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
    hp 11 (1d10+1)
    Fort +3, Ref +4, Will +3; +2 vs. fear

    OFFENSE
    Speed 20 ft.
    Melee short sword +4 (1d4+2/19-20)
    Ranged longbow +5 (1d6/x3)
    Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
    Spell-Like Abilities (CL 1st; concentration +3)
    At will-detect evil

    STATISTICS
    Str 14, Dex 17, Con 10, Int 10, Wis 10, Cha 15
    Base Atk +1; CMB +2; CMD 15
    Feats Point-Blank Shot, Precise Shot
    Skills Diplomacy +6, Knowledge (religion) +4
    Languages Common, Halfling
    SQ aura, fleet of foot
    Traits Deadeye Bowman, Oathbound
    Combat Gear holy water (1 flask); Other Gear hide armor, longbow with 20 arrows, short sword, backpack, bedroll, belt pouch, cheap holy text, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, wooden holy symbol of Erastil, 13 gp

    BACKGROUND
    During an escape attempt gone awry, Galfon’s parents were separated from the Bellflower Tiller contact that was supposed to guide them to Andoran. Lost in the woods and under the pursuit of their master’s men, they desperately offered their prayers to Erastil, asking for his protection. An elk appeared and led them to freedom, the trees shielding them from prying eyes, and the undergrowth hiding their tracks.

    Whether it was truly divine providence or just plain luck that saved his parents, this story was one that Galfon grew up with as a child. As far as he was concerned, he owed both his freedom and his very existence to it, as well to the Stag God. This, combined with the freedom-loving ideology that he grew up with in Andoran, was all the inspiration Galfon needed to decide on his path. The halfling was still a young man when he first took up the bow and swore his paladin’s oath to Old Deadeye. He resolved to one day join the Eagle Knights, so that he could help defend Andoran’s borders, as well as the freedom he holds so dear.

    Until that time comes however, Galfon has been content to patrol the borders of his own volition, practicing his skill with the bow and keeping his eyes open for escaped slaves, ever mindful of the ever-present Chelaxian threat. Saltmarsh is the first major prospect that he has laid his eyes on; if he could claim the stronghold there for Andoran, then their presence on the border would be strengthened. Little does he know of the true danger that awaits him there…

    DESCRIPTION
    Galfon is a ruggedly handsome halfling with a barrel chest and strapping arms, testaments to his skill with the bow. He has short, tousled blonde hair, and persistent stubble on his chin that resists any attempts to shave it.

    Dark Archive

    Intrested. Never heard of the Champaign. Will brew a character. Thinking a psychic, a psychedelic focus kitsune I've had but never got to play.

    Sovereign Court

    This is the alias, tweaking for your adjustments.


    I played B1 and Saltmarsh many years ago (early 80's). I have forgotten a great deal of it, and with your alterations, it should be like a new experience for me.

    I present to you my character submission, Friar O'Grady,a male human cleric.

    Friar O'Grady
    Male human (Ulfen) cleric of Desna 1
    CG Medium humanoid (human)
    Init +3; Senses Perception +4
    --------------------
    Defense
    --------------------
    AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
    hp 10 (1d8+2)
    Fort +4, Ref +1, Will +5
    --------------------
    Offense
    --------------------
    Speed 40 ft. (30 ft. in armor)
    Melee dagger +0 (1d4/19-20) or
    . . morningstar +0 (1d8)
    Ranged dart +1 (1d4)
    Special Attacks channel positive energy 6/day (DC 16, 1d6)
    Cleric Spells Prepared (CL 1st; concentration +4)
    . . 1st—bless, cure light wounds, remove fear[D]
    . . 0 (at will)—detect magic, light, read magic
    . . D Domain spell; Domains Liberation, Travel
    --------------------
    Statistics
    --------------------
    Str 10, Dex 12, Con 14, Int 7, Wis 16, Cha 17
    Base Atk +0; CMB +0; CMD 11
    Feats Improved Channel, Selective Channeling
    Traits reactionary, sacred conduit
    Skills Knowledge (religion) +2, Perception +4, Spellcraft +2
    Languages Common, Skald
    SQ agile feet (6/day), liberation (1 rounds/day), variant channeling (ale/wine variant channeling[UM])
    Other Gear scale mail, heavy wooden shield, dagger, dart (6), morningstar, backpack, belt pouch, chalk, halfling trail rations[UE] (5), marbles[APG], marbles[APG], silk rope (50 ft.), soap, waterskin, wooden holy symbol of Desna, 54 gp, 7 sp, 8 cp
    --------------------
    Special Abilities
    --------------------
    Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
    Ale/Wine Variant Channeling Ignore nauseated & sickened, or become nauseated.
    Cleric Channel Positive Energy 1d6 (6/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
    Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
    Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
    Selective Channeling Exclude targets from the area of your Channel Energy.
    --------------------
    A portly friar with black hair cut in a cleric's tonsure, Friar O'Grady is a hale and hearty fellow, devoted to the Sciptures but enjoying a mug of ale now and then.

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    Sovereign Court

    Is this the same saltmarsh from D&D that appears in the Dungeonmaster guide 2?
    If so, then I know if it but have played no games in it, if not then I have no experience with it.

    Dark Archive

    That Saltmarsh is a later incarnation of the one that is featured in this adventure. Mine is considerably smaller and uses a different map, but yes, it is the same town.


    I made a profile for Tasius. I fleshed him out a little bit too.

    Sovereign Court

    Oh, so this is the game that puts the town on the map, good old advanced D&D. I know a little about it, mostly about the lizardfolk but nothing else. Will love to play the game, heard great things about it.


    WhtKnt wrote:


  • Characters may be of any race, subject to the rule above about 3rd
  • I would like to submit a drider Spellsage


    Dotting in case I have time to make a character.


    @ WhtKnt:

    I'll submit Manzuqari for this one.

    I still need to do the back-story bit.
    But I've got the number-crunchy bits done.
    Let me know if there is anything I ought to change.

    Just a couple of things:
    • Masterwork backpack, so he can carry slightly more gear
    • Armed with Atlatls from UC; they're cheap and add STR to damage
    • At the end of the statblock, I included traits and racial traits for easy viewing

    During the mean-whilst, here's his statblock to have a quick look-see:

    Manzuqari stat block:
    Manzuari (Ifrit Skald)

    Male ifrit skald 1 (Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Bestiary 2 160)
    CN Medium outsider (native)
    Init +5; Senses darkvision 60 ft.; Perception +3
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+3 armour, +3 Dex, +1 shield)
    hp 11 (1d8+3)
    Fort +4, Ref +3, Will +1
    Resist fire 5
    --------------------
    Offence
    --------------------
    Speed 30 ft.
    Melee short sword +2 (1d6+2/19-20)
    Ranged atlatl +3 (1d6+2)
    Special Attacks raging song 5 rounds/day (inspired rage)
    Spell-Like Abilities (CL 1st; concentration +3)
    1/day—efreeti magic[ARG]
    Skald Spells Known (CL 1st; concentration +3)
    1st (2/day)—chord of shards[UM] (DC 13), cure light wounds
    0 (at will)—detect magic, know direction, resistance, summon instrument
    --------------------
    Statistics
    --------------------
    Str 14, Dex 16, Con 14, Int 12, Wis 8, Cha 15
    Base Atk +0; CMB +2; CMD 15
    Feats Lingering Performance[APG], Scribe Scroll
    Traits hot-headed, reactionary
    Skills Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Perform (oratory) +6, Spellcraft +5, Use Magic Device +6
    Languages Common, Halfling, Ignan
    SQ bardic knowledge +1, hypnotic
    Other Gear studded leather, buckler, atlatl[UC], atlatl dart[UC] (3), short sword, bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], mirror, pot, soap, spell component pouch, trail rations (5), waterskin, 26 gp, 1 sp
    --------------------
    Tracked Resources
    --------------------
    Atlatl dart - 0/3
    Efreeti Magic (1/day) (Sp) - 0/1
    Hypnotic (1/day) - 0/1
    Raging Song (standard action, 5 rounds/day) (Su) - 0/5
    Trail rations - 0/5
    --------------------
    Special Abilities
    --------------------
    Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
    Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
    Hypnotic (1/day) +1 to DC of spells that fascinate. May make creature reroll against such 1/day.
    Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
    Raging Song (standard action, 5 rounds/day) (Su) Song can inspire allies in a variety of ways.
    --------------------

    Traits:
    • Hot Headed (racial) — +1 damage on a charge attack
    • Reactionary (combat) — +2 to Initiative

    Racial Traits:
    • Darkvision — 60 ft.
    • Efreeti Magic — Reduce or Enlarge person 1/day, replaces Burning Hands
    • Energy Resistance — Fire 5
    • Hypnotic — +1 DC fascinate spells, replaces Fire Affinity

    Additional:
    • stats: STR 14, DEX 16(14), CON 14, INT 12, WIS 8(10), CHA 15(13)
    • Ifrit male: 86 years old
    • 5 ft.6 in. (168 cm)
    • 130 lb. (59 kg)

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    I should have a (tweaked) back-story for Manzuqari in the next day or two.

    Thanks!


    I discarded my idea for a cleric and now I'm working up a Ranger with the Falconer archetype from Ultimate Combat and the Andoren Falconry Feat from Pathfinder Chronicles: Campaign Setting. If I can figure out this formatting, I'll post them up later today.


    @ WhtKnt:

    Hello again! Xunal here again. Using the new profile for this submission.

    I got the Manzuqari back story finished faster than I expected.
    And tided up a few tings in the profile as well.

    Should be all done.

    Let me know if there's anything I need to change.

    Thanks!

    Manzuqari back story:
    Manzuqari is an ifrit who knows virtually nothing about his own past. His few childhood memories are dream memories of a slave market in the fabled Efreet City of Brass in the Plane of Fire. He was found, insensible and lost, wandering near the Katapeshi town of Bronze Hook. He was soon captured by slavers in the area who sold him off to the markets in the city of Katapesh.

    Like many other slaves, Manzuqari soon found himself on the Vested Squire; an innocuously named Chelish slave ship. However, luck was with Manzuqari and his fellow slaves on the Chelish slaver. The Vested Squire was intercepted by an Andoran 'pirate' ship looking to free slaves. Especially those bound for Cheliax. The Chelish sailors and their guards were stiff opposition, but the Andoran raiders overcame them and freed their cargo of slaves.

    So it was that Manzuqari, an Ifrit who knows virtually nothing of his past, came to live in Andoran. Many of the slaves Manzuqari first met were halflings, which is how he came to know their language so well. His first real friend was Moitra; a halfling bard from Almas. She recognized Manzuqari's talents and taught him how to sing and compose poetry.

    While Manzuqari has the poise and grace of Moitra, he has a much different temperament. He lacks Moitra's restraint and composure, and is also both impetuous and ardent when faced with violence. His own fiery blood, and recent past, gives him a knack to impart a florid rage to others.

    Despite their different temperaments, Manzuqari is still Moitra's most devoted friend. Since he knows nothing of his own past, Manzuqari naturally sees Moitra as the beginning of his own life.

    However, the sedentary life does not agree with Manzuqari. In that much, at least, he is a typical ifrit. As restless as a flame seeking fuel, he seeks glory and adventure.


    And submitted! Elven investigator (empiricist), interested in proving himself to society, his father, and himself, not necessarily in that order.

    Dark Archive

    Okay, so far we have:

    Avalie - Aasimar bard [Andygal]
    Galfron Tellow - Halfling paladin of Erastil [Mahorfeus]
    Tasius Augustus - Human magus [FangDragon]
    Sitko Liliyfrond - Kitsune psychic [William Nightmoon]
    Manzuqari - Ifrit skald [Xunal]
    Friar O'Grady - Human priest of Desna [Fat Friar]
    Eristinian the Younger - Elven investigator [Misroi]

    POSSIBLES
    Unnamed drider spellsage [Yokaiboi]
    Unnamed ranger [Marc L]
    Unnamed cartomancer [Raltus]

    Did I miss anyone?

    Also, Manzuqari, a masterwork backpack is 302 gp by my reckoning. That will have to go on the wish list, as you only start with 150 gp.


    Masterwork Backpack is 50 GP

    Interested. I'll try my hand at tanky character I think.


    I'll be submitting an archery-focused ranger. Just have to adjust the point buy and clean up the sheet.

    Dark Archive

    Whoops! Sorry, memory fault. Yes, the MW backpack is 50 gp, so you can have it. Please ignore my idiocy.


    I have an elven unchained rogue that I will submit Friday night.


    thanks for reminding me the masterwork backpack was a thing. I have now managed to spend most of my extra starting gold and get some more hopefully useful stuff.

    reposting statblock for the record:
    Avalie
    Female azata-blooded aasimar (musetouched) bard 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7)
    CG Medium outsider (native)
    Init +2; Senses darkvision 60 ft.; Perception +5
    --------------------
    Defense
    --------------------
    AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
    hp 11 (1d8+3)
    Fort +2, Ref +4, Will +3; +1 trait bonus vs. illusion effects.
    Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee rapier +2 (1d6+1/18-20)
    Ranged light crossbow +2 (1d8/19-20)
    Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
    Spell-Like Abilities (CL 1st; concentration +4)
    1/day—glitterdust (DC 15)
    Bard Spells Known (CL 1st; concentration +4)
    1st (2/day)—cure light wounds, sleep (DC 14)
    0 (at will)—daze (DC 13), detect magic, message, read magic
    --------------------
    Statistics
    --------------------
    Str 12, Dex 15, Con 14, Int 12, Wis 13, Cha 16
    Base Atk +0; CMB +1; CMD 13
    Feats Weapon Finesse
    Traits ear for music, hardly a fool
    Skills Diplomacy +9, Knowledge (arcana) +2, Knowledge (planes) +6, Knowledge (religion) +2, Perception +5, Perform (oratory) +10, Perform (sing) +9, Sense Motive +6, Spellcraft +5; Racial Modifiers +2 Diplomacy, +2 Perform (oratory), +2 Perform (sing)
    Languages Celestial, Common, Elven
    SQ bardic knowledge +1
    Other Gear padded armor, crossbow bolts (10), light crossbow, rapier, bedroll, blanket[APG], flint and steel, grappling hook, masterwork backpack[APG], piton, scroll case, silk rope (50 ft.), spell component pouch, trail rations (5), waterskin, 16 gp, 8 sp
    --------------------
    Special Abilities
    --------------------
    Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
    Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    --------------------
    Avalie's parents were simple folk iving in a small isolated Andoran village. They longed to have a child but were unable until one day they played host to a poor traveler who unbeknoweed to them was actually a powerful raelis azata, and the couple was blessed as a reward for their kindness. Not long after that, they discovered they were going to have a child. Avalie was born with striking silver eyes that made her celestial-blessed status clear from the start. She displayed a great love of songs and stories from earliest childhood, and as a young adult, left home for the city to ply her talent in music, and arcane magic.

    Appearance
    Avalie has a slender, graceful, slightly androgynous figure. Her blonde hair is especially thick and lusterous and her intense silver eyes almost seem to glow at times. She perfers clothing in bright blues and greens.

    Personality
    Avalie is cheerful and gregarious by nature. She loves people and tends to see the good in all of them, and very few things can truly earn her hatred. She adores hearing and telling stories, and learning songs. She also greatly appreciates visual forms of art.

    Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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    This sounds amazing! Let me decide on a character.

    Sovereign Court

    I'm going to be altering Sitko's background over the next little while. Mostly I'll be making a 10 minute backstory.

    Dark Archive

    Aasimar Undead Lord Cleric submitting myself for a chance to play.
    "These undead, these skeletons will obey my command."


    Digger's submission is a slightly dim good hearted rabble rousing son of an Andoran officer. Need to switch a trait but he's done. Inspiration drawn from the personas/characters of Will Rogers and Andy Griffith. Possible too-deep-cut a synthesis of Andy Griffith's characters in the Andy Griffith Show and Elia Kazan's A Face in the Crowd (important viewing, these days).

    EDIT: Trait changed. He's done. I like the arc of mercenary-to-good. Very fun to rp.

    Sovereign Court

    Okay, I made Sitko a mutation mind archetype. It makes sence, mostly because she is a shapechanger. Her psychic powers are altering her natural abilities and making her more mutated.

    Altered some things to accommodate.


    Ok, got my submission done.

    Wilf the shepard:

    Wilf is the son of an adventurer from Andoran. His father died on one of his expeditions, His father's comrades brought back dad's backpack as a keepsake for his son. Left as an adolescent with no father, Wilf took up herding sheep as a profession. This was not an easy life, and it toughened up Wilf, but left him a bit short on education. He did receive a bit of militia training to supplement what his father taught him before his last, fateful expedition. His equipment is minimal, just some hide armor made from wolf hide (gained protecting his flock), and a stout club. The elaborate equipment in his backpack is rather out of place compared to his threadbare clothing and improvised arms and armor.

    Wilf is willing to talk to people, but rather dull. He's used to talking to sheep, and they are not overly picky about quality of conversation. He's not traveled much, but has long longed to take up his father's profession as being a shepherd really isn't that much fun. Sheep really are dumb.

    He's a tall lad, 6'3", heavy of build, with brown hair and beard.

    Wilf
    Human fighter 1
    NG Medium humanoid (human)
    Init +2; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
    hp 12 (1d10+2)
    Fort +4, Ref +2, Will +2
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee greatclub +5 (1d10+6)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8
    Base Atk +1; CMB +5; CMD 18
    Feats Dodge, Furious Focus[APG], Power Attack
    Traits indomitable faith, seeker
    Skills Acrobatics -1 (-5 to jump), Handle Animal +3, Perception +6, Profession (shepherd) +5, Survival +5
    Languages Common
    Other Gear hide armor, greatclub, candle (2), chalk, everburning torch, hammer, piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4)
    --------------------
    Special Abilities
    --------------------
    Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.


    Interesting not much in the way of arcane character submissions. Still I actually quite like groups with unusual class combinations, adds to the challenge.


    Here is my ranger.

    Caelryl:
    Caelryl
    Male Elf Ranger 1
    CG M
    Init +5; Senses Low-Light vision 60’; Perception +7

    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+4 Hide armor, +3 Dex)
    hp 12 (1d10 + 1 Con + 1 fcb)
    Fort +3, Ref +5, Will +1
    Resist Immune to sleep, +2 vs. enchantment spells and effects

    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Ranged: Shortbow +4 (1d6/x3)
    Melee: Long sword +3 (1d8+2/19x2)
    Melee: Cold-iron Morningstar +3 (1d8+2/x2)
    Melee: Elven branched spear +3 (1d8+2/x3)
    Melee: Dagger +3 (1d4+2/19x2)

    --------------------
    Statistics
    --------------------
    Str 14, Dex 16, Con 12, Int 12, Wis 13, Cha 12
    Base Atk +1; CMB +3; CMD 15
    Triats: Warrior of Old, Hunter’s Knack
    Feats: Point Blank Shot
    Skills: Handle Animal +5, Know (geography) +5, Know (nature) +5, Perception +7, Stealth +7, Survival +5, Swim +6
    Languages: Common, Elf, Sylvan

    Other Gear: Ranger's Kit, 2 flasks of acid

    19 GP, 0 SP, 0 CP
    --------------------
    Special Abilities
    --------------------
    Ability Name (Type) Description

    Background

    Caelryl is the youngest child of Corryl and Baelrae and grew up in Dreadwood. His father, a ranger, worked to clear the forest of evil creatures while his mother, a druid, cared for the animals. His parents taught him how to track and hunt, as well as how to communicate with wild animals. While his older brother joined in the protection of the forest, his sister had a gift for healing and used that to help the warriors.

    When Caelryl became old enough, he too joined in the defense of the forest but quickly became disillusioned as there seemed to be an unending supply of creatures entering from the marshes. He urged the leaders to send forces into the marsh to find the source, but they were too concerned that it could be seen as an act of aggression against the neighboring kingdoms. When he learned of the haunted manor in Saltmarsh, he knew it was his chance to help cleanse the area for good. He resigned his position and set out to find his destiny.

    Description

    Caelryl is of average height for an elf. However, being a little stronger than average, he looks stockier and is slightly heavier than typical for his height. His brownish-green skin is offset by his tan hair and emerald green eyes.

    He is fiercely independent, but is extremely loyal to his friends. He will not hesitate to come to the aid of an ally.

    Character Outline

    Mechanically, he will be an elf ranger focused on archery but carrying an elven curve blade for melee (once he can afford one). He will also eventually have an animal companion.

    Dark Archive

    Right then, we're up to:

    Avalie - Aasimar bard [Andygal]
    Galfron Tellow - Halfling paladin of Erastil [Mahorfeus]
    Tasius Augustus - Human magus [FangDragon]
    Sitko Liliyfrond - Kitsune psychic [William Nightmoon]
    Manzuqari - Ifrit skald [Xunal]
    Friar O'Grady - Human cleric of Desna [Fat Friar]
    Eristinian the Younger - Elven investigator [Misroi]
    Wilf the Shepard - Human fighter [drbuzzard]
    Caelryl - Elf ranger [AGamer70]
    Glexit Nenroy - Aasimar cleric of Urgathoa [Valeron De Stinzite]
    Anjru Kazan - Human skald [Digger Chandler]

    POSSIBLES
    Unnamed drider spellsage [Yokaiboi]
    Unnamed ranger [Marc L]
    Unnamed cartomancer [Raltus]

    Definitely some good characters there. I'm going to have a time picking just five. Friar O'Grady, I need a brief backstory. Just a paragraph about your origin will suffice.


    Gunslingers?

    Dark Archive

    Feel free to submit a gunslinger if you wish.


    This is my submission
    Will have a background up in the morning sometime

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