NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
Stefan sends one of his dancing lights into one of the empty niches and examines it.
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
Stefan retrieves his notebook and scribbles something inscrutable therein.
My bad. I thought we were going to rewind with new players. But you're right, it would be better to finish scene. I have a way to bring new players in that would make sense. I will update map tonight.
The niches are empty. It appears no dead are interred in this crypt. Mortimer notices a faint line of tracks leading to the north. The room ends in a pair of closed doors.
Drake moves up to listen to them and presses his ear to the wall. A few seconds later, he examines the handle and again gives the clear sign. Gregorius and/or Anselm detects evil to feel the presence of undead or any other sign of malevolence, but no one senses anything.
With the party's permission, Drake opens the door and before he can react, he feels a bite on his arm and he starts to feel lethargic. To his horror, he sees a lengthy, segmented horror writhing and twisting, pulsing its venomous mandibles in search of prey.
Due to Stefan's dancing lights, the room is well-lit and the party is not surprised to see 2 more giant centipedes (medium size) crawl out of the wall!
Round 1:
Drake draws his rapier and tries to stab the centipede who bit him, but his thrust is too slow and it glances off the insect's thick exoskeleton!
Attack: 1d20 + 1 ⇒ (11) + 1 = 12...miss!
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
"Ugh. Those things have altogether too many legs!!"
Stefan steps next to the statue and intones words of power while gesticulating. He points an outstretched finger at the centipede on the stairs, as a glittering blue-white ray flashes at the creature.
ray of frost: ranged touch attack:1d20 + 1 ⇒ (20) + 1 = 21 Critical Threat! Roll to confirm:1d20 + 1 ⇒ (6) + 1 = 7Nope! Cold damage:1d3 ⇒ 1
You proceed forward, although Drake is worst of all (having lost 4 points of Dex). You go through the doors and see a single large sarcophagus. Drakes looks it over for traps and finds none. Anselm and Greogorius remove the lid and inside you find the following:
Dozen silver arrows
Four sun rods
Six flasks of holy water
10 identical arrows (glow magical)
Five identical arrows with wispy elven runes on them (glow magical)
Two identical arrows with a sun etched on them (glow magical)
Five identical potions of aqua blue liquid (glow magical)
Two potions of milky liquid (glow magical)
Scroll of detect undead
Two scrolls of hide from undead
Scroll of protection from evil
A thin darkwood case decorated with an image of a scarab with a single eye glaring from its back—the same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in the professor’s collection.
Inside the case is a thin wooden board printed with numerous letters and numbers etched out of brass, as well as four iron and glass vials. The glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. All the items in the case radiate magic.
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
"Drake, how are you feeling? I regret that those bandits stole my doctor's bag-- I had some antivenom that could have helped you in there."
Stefan takes a few minutes to examine the items we recovered.
Casts detect magic.
Attempting to identify the auras on all magic items: Knowlege (arcana) check, DC 15+caster level.
Don't really need 2 checks, Stefan, but I appreciate it (will use the higher roll). Also the arrows magically transform to bolts. You discover:
Magic bolts: 10 +1 arrows
Magic bolts with elven runes: five +1 ghost touch bolts
Magic bolts with sun rune: two +1 undead bane bolts
Blue potions: five potions of cure light wounds
Milky potions: two potions of lesser restoration
Wooden board: unknown but used to communicate with spirits, there are 3 kinds of boards, this is the weakest one (think of a Quija board)
Glass vials: Haunt siphons used to capture haunts
Game terms of siphons:
To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
Got it!
After examining the various items found within the sarcophagus, Stefan explains:
"All of these quarrels have been enhanced with magic. The bolts with additional runes have been further enhanced: those with the elven rune can affect insubstantial spirits, such as ghosts. Those with the sun rune have a dweomer particularly damaging to the walking dead."
He hands the magical quarrels to his companions armed with crossbows.
"As for these potions, these five containing bluish fluids are curative and can cause wounds to close themselves up. These two containing milky drams can restore lost vitality."
He picks up the board. "This is some kind of a spirit board-- a device used to communicte with spirits of the dead. I'm not familiar with this particular design, nor do I know exactly how one uses it."
He finally picks up the rack of glass vials.
"I've heard tale of these contraptions, but I've never held one in my hand before. They are called haunt siphons. Sometimes, a malevolent spirit can become tied to a location, and will haunt the living. These devices can temporarily neutralize such a haunt. Each can only be used once, by drawing off some the necromantic energy that causes the spirit to cling to unlife. However, once charged with a haunt's necromantic energy, opening or smashing the vial can release the energy, which will damage anything nearby that is alive."
The doctor replaces the spirit board and haunt siphons back within the darkwood case. Looking up, he adds, "If you wouldn't mind, I'd like to hang on to this for now."
Stefan looks around the crypt some more.
"Detective, are there any hidden passages out of this chamber? Someone or something disabled the lock on the door to this crypt, and I wonder if it's still here!"
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
"Let's head back to Miss Lorrimor's house. I would like to peruse Petros' books, if Kendra will allow it. Perhaps I can learn more about this spirit board."
We should also figure out who is carrying which of the magic items!
The distribution of the magic items can be done in the OOC thread.
You sneak back out of the crypt easily, given the lack of traffic at this time. You head back to town, the eerie gloomy feel still in the air of the village. Everyone is quiet, particularly Drake and you assume it must be due to the centipede's poison. Anselm binds his wounds and you eventually retire for the night. The good doctor cannot pierce the secrets of the spirit board (he can try another Identify check in the morning).
Kendra prepares dinner and hears of your progress and then retires for the night. Eventually you all head to your rooms and try to catch up on some much needed rest.
What appears to be seconds after your eyes close, but in reality is 4 hours later, a scream from outside wakes you up! As you wake in your bed, you hear the scream again, and you identify it as a male scream for help coming from outside the house.
You rush outside and you see a homeless man, waving his arms. As you approach, you can smell the alcohol on his breath. "I saw the man, he was holding a razor, whispering "Watch the blood" over and over and he ran down the street. That way, toward the memorial." The homeless man points down the street. As you look around, you see realize Drake is not with you and did not come out of the house.
Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6
Mortimer looks over the ammunition with eyes gleaming as he handles the beautifully made bolts. "Not often you see craftsmanship like this!" he breathes. He tucks the bolts into his own case and lets the others pack up the rest.
----------------------
Mortimer vaults out of bed when he hears the scream, and bounds down the stairs after throwing on his breeches and a shirt, his scimitar in its sheath held in his hand. "What's going on?" he asks the first person he sees. He rushes out of the house, his hat snagged off the coat tree. He slows to take in the information from the man, turning to tell Drake something. "Uh... huh. Someone make sure that man doesn't wander too far." he says before running in the direction pointed.
Dwarf Cleric of Brigh 1/ HP 14 of 14 / F+6 R+0 W+6 / AC 16.10.16 / Init. +0 / Perc +5
Light on his sleep, Gregorius reacts quickly to the screaming outside. He jumps out of bed and rushes to the front yard, where he meets the homeless, drunken man. He grabs the man by the shoulders and shakes him once.
"What happened? Were you attacked?" His eyes wander from the man to the path he is pointing towards to, trying to spot anything odd in the distance.
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
Stefan also stumbles out of the house, looking uncharacteristically disheveled. He pauses to cast a spell, then follows Mortimer.
You all rush out in the direction where the homeless man pointed and you eventually reach the hamlet's most distinctive landmark: a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon.
As you approach, you hear a man singing loudly over and over in a malevolent voice, with his back turned to you:
Drops of red so sparkly bright.
Splatters spell her name just right
When you come within 40' of the man, he turns around you see it is actually Drake and he is holding a razor to his throat! He has a deranged look on his face as he continues to sing!
A small crowd of people have come out to investigate the disturbance, holding onto their kids, as they witness the eerie scene. Harold, you are present as well. If you scroll up in the earlier posts, you will see what Drake looks like.
Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6
Mortimer's expression becomes one of shock when he sees Drake. He skids to a halt and looks at the detective, stunned momentarily. "Drake! Drop the razor!" he shouts.
A tall, thin, tired-looking man, his cloak still clad in the dust of the road, wearily steps forward into the open area.
Quickly assessing the situation, he straightens up, and calls out in a loud, booming voice:
"By the authority invested in me by the Church of the Lady of Graves, I declare that this man is either deranged, ensorcelled, or possessed, and needs to be restrained for his own protection - he is clearly not in full possession of his faculties..."
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
"Everlight's mercy... Drake! Drop it!"
Stefan then casts a spell. His eyes glow faintly with a pale blue light. He gazes at Drake, attempting to discern any evil magic that could be influencing his friend.
Drake, with a crazed glee, despite the arterial spray of blood pouring out of his neck, continues chanting before slashing his throat again! The crowd looks on horrified! 1d4 + 1d6 ⇒ (1) + (1) = 2 additional damage.
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
Stefan runs up to and attempts to use his cane to assist Gregorius in taking Drake's razor away. He attempts to position himself opposite Gregorius.
"Drake! Snap out of it! This isn't you!"
Aid Another attempt:1d20 - 1 ⇒ (11) - 1 = 10
That hits AC 10! Gregorius' next combat maneuver after my action receives a +2 bonus. Also, attempting to move into a flanking position.
Dwarf Cleric of Brigh 1/ HP 14 of 14 / F+6 R+0 W+6 / AC 16.10.16 / Init. +0 / Perc +5
Gregorius draws his weapons and strikes with the blunt side of the sabres, hoping to get Drake unconscious before the man kills himself. When Drake looks at Stefan, he takes advantage of the detective's temporary distraction
Harald missed
Stefan aided
Gregorius missed wildly
Mortimer missed
Round 2:
Drake, still deranged, screams, yelling even louder (during the part in bold):
Drops of red so sparkly bright.
SPLATTERS spell her name just right
And he then takes another slice of his throat, inflicting 1d4 + 1d6 + 3 ⇒ (2) + (3) + 3 = 8, collapsing to the ground, the metal razor clanging to the ground. The mothers cover the eyes of their children, as they all gasp in horror. Blood pours out of Drake's throat, forming a small pool.
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
Stefan also attempts to stop the bleeding, silently cursing the bandits who stole his medical bag and chiurgeon's tools.
Heal check:1d20 + 9 ⇒ (11) + 9 = 20
Coordinating with this other healer, Stefan remarks, "You seem quite skilled. Did you attend medical school?"
Harold stops the bleeding in time and between he and Stefan, you save Drake's life, though he is still unconscious.
You hear mumbles from the crowd. A woman speaks, "What is happening with Ravengro? I have lived here all my life and nothing like this has ever happened." Another man speaks and says, "Perhaps these accursed outsiders are responsible and are the cause for the recent troubles." You sense the onlookers are getting a little restless.
"I am afraid that I did not attend medical school, but I did attend the seminary; Pharasmin doctrine is quite clear when it comes to the matter of tending to the sick and wounded... By the by, my name is Harold, Harold Wainright."
Harold's voice trails off as he recognises the increasing ugly mood of the surrounding townsfolk.
Clearing his throat, he speaks-up.
"People of Ravengro, my name is Harold, and I am a loyal servant of the Lady of Graves. I have spent my life traveling Ustalav, trying to help the smallfolk with their problems, and I can tell you that there is Evil which stalks the night, bringing death, pain, and misfortune to those unlucky enough to encounter it. However, it is rarely the fault of outsiders, or at least, those brazen enough to stand in your midst, enjoying your hospitality. It is usually a hidden cancer, occupying the shadows, and striking when least expected.
Although we are strangers, that does not make us dangerous. We clearly want to help; if we were the cause of what just happened, why would we have attempted to stop this poor man from killing himself? As it is, he will have a nasty scar, but at least he will live!"
Dwarf Cleric of Brigh 1/ HP 14 of 14 / F+6 R+0 W+6 / AC 16.10.16 / Init. +0 / Perc +5
Gregorius turns to Stefan and whispers to the doctor with exasperation. "I've had enough of these accusations." For a moment, he feels the teachings of Achaekek coming back to his mind, and almost lashes out against the people of Ravengro. He manages to stay his tongue and let Harold do the talking, while he takes Drake in his arms to take him back to the house.
Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6
Mortimer draws himself up to stand before the crowd should they become violent, trusting in his noble status to cow them into docility. Harold's intercession is backed up by the Ranger's display, but he does not look happy about it. After the villagers disperse, he looks to Stefan. "Will Drake live?" he asks. "And thank you for your speech, Mr. Wainright." he says. "We can take it from here."
DMPCStefan speaks up, "Actually, we're staying with the late Professor's daughter at his old residence. Please, tell us Harold, how do you know of the professor?"
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
To Mortimer's question: "Yes, I think he will. Alas, I don't know what state he'll be in-- mentally-- when he awakes." The doctor asks Gregorius' assistance in picking up the detective's unconscious body.
As the group heads toward MissLorrimor's home, Stefan turns to the newcomer. "Thanks again for your assistance, Mr. Wainwright. That was an excellent speech. As you probably gathered, the locals are slow to trust outsiders. We've been getting the cold shoulder from them since we arrived."
"Oh! Where are my manners? I'm Doctor Stefan von Herzog, a former student and more recent colleague of Petros. I am so sorry you missed the funeral. It was very moving... Although it got a bit too exciting. But I interrupt myself. How did you know Petros?"
"Well met, Doctor von Herzog. I wish it could have been under more pleasant circumstances, but I have found that the commonfolk tend to distrust outsiders, especially when there is something 'supernatural' going on..."
He then sighs.
"As to how I knew the Professor, well, He was a visiting lecturer when I was still in the seminary at the Cathedral in Caliphas; I was impressed with the depth of his knowledge, and his passion for his subject matter, and we had kept in contact via letters ever since. I am sorry that I missed the funeral, but I was on a 'hunt' in the forest up north, and did not receive the notice until it was too late.
Has anything else unusual been happening around here lately?"
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
"Yes. Petros' funeral was attacked by the walking dead. Fortunately, the five of us were able to put them back into their graves. An unnerving thing is that the undead leader spoke to us-- cursing Petros by name!" Stefan lowers his voice. "We also have reason to believe that Petros was murdered."
"That... is troubling. Do you have any leads as to whom was responsible for animating the dead, and/or murdering the Professor? Also, how is the Professor's daughter holding up?"
NG Male Human Wizard (Necromancer) 6 | hp 31/32 | AC 17 (Touch 12; FF 16) | Init +5 | Per +5 | Fort +3; Ref +3; Will +7 | CMB +3; CMD 13 | Speed 30 ft.
At Harold's question, Stefan looks up. "Ah! We're here. Why don't you come in with us." Stefan looks around suspiciously. "I think it's best if we explained inside."
Lucendar-- Can we retcon that Harold's name was in the will? That should make us want to trust him automatically.
Male Human Ranger 1 (Skirmisher, Infiltrator) AC 16 | HP 11/11 | F +2, R +5, W +2 (+4 vs fear) / Init +3 / Perc +6
Mortimer's eyes narrow slightly with suspicion as the Warpriest's connection to the Professor is laid bare. "Ah yes, your name was listed in the will." he says somewhat coolly. "Mortimer Valdebridge of Ardis." he says with a nod before turning to return to the house, taking over from Stefan with the carrying of Drake.
Hello all, I'm back from a long hiatus and I've picked up GMing my Savage Tide PbP and I find myself with time on my hands so I'd like to give this AP a shot. After all, it's Halloween and I think a horror-filled campaign would be quite fun to play. At least that's how I'll be playing Ustalav: dark (shadowy during the day) and ominous. Looking for 4-5 souls to sacrifice...uh, I mean have some fun rping with. :-)
1st level, 15 point build (want to get gritty) (20 points only if you want to be a monk or paladin), all races from RG are open (your back story just has to make sense). No summoners, ninjas, or samurai. Average gold and 2 traits (1 has to be chosen from Player's Guide).
Familiarize yourself with the Player's Guide and come up with a connection to the Professor and why/how your character is in Ustalav, this Gods-forsaken land. Look forward to reading your concepts (I enjoy interesting backgrounds that I can possibly weave into the storyline later). Also list your posting frequency. Will close recruitment on 11/10 although, if I receive enough applicants, I reserve right to close earlier.
As you can see I want Ozen to be a tiefling but want to give him a non-human background. Not for the modifiers I like his +int/dex -cha but for story flavor is that alright. Also what are the limits to alignment.
Can I ask why you feel Monks and Paladins should get such a boost in PB? Paladins are commonly regarded as a top tier none caster class and it would seem likely they will be extra effective in this campaign. I might to go paladin, but would honestly feel a bit bad about doing so. Also seems like there are plenty of other classes that need multiple stats.
Alignment: non-evil
Gold: max
Paladin and monks: since these classes are so MAD, I thought 15pt build would hamper them severely.
Core races: will get special boost, if selected (at my discretion as incentive)
I think Bards are also MAD ^_^ May I get 20 points then?
Seriously, I also believe Paladins and Monks are Multiple Ability USERS, because they have MULTIPLE features that make them so good at what they do (look at that Divine Grace - That's a must!), but not necessarily they all need to be perfect at every feature. Paladins with 14 for charisma are good enough. The single ability dependents won't even get a status to 18, unless they leave everything else to dust...
My backstory is done. My statblock will be up tomorrow in my profile.
backstory:
Ozen Helix was thankfully for him born in the nation of Cheliax since his unnatural state would have doomed him in most other countries. His mother was a maid in House Leroung. His father was unknown to him but his resemblance to the lord of the house led to him and his mother being cast out when he was still a child. His mother got work where and how she could for the next few years. She died a month after his seventeenth birthday from filth fever. Even the slightest aid would have saved her but they had no money and were turned away everywhere. Ozen decided on that day that he would take what ever he wanted from the world be it money or power. For more than four decades he led a gang of half orc and human thieves he cut a swath of blood up and down eastern Cheliax. Using his ability to summon darkness they raided caravans and noblemen aplenty. When he was 62 his second in command Davor decided that he would prefer to be the leader. He gave Ozen up to the Cheliax government. After weeks of running and hiding he could not escape the guards with his back to the wall he dove off a cliff into the Inner Sea. While his body was being dragged deeper into the ocean's darkness a voice spoke to him promising life in exchange of service. Ozen agreed and then woke suddenly the first thing he saw was a scorpion siting on his chest and feeling the sensation that he was changed forever.
Ozen's body was different where he was once obviously a tiefling the signs of his infernal heritage had diminished. His tail was gone but more surprisingly his hooves had been altered into feet. Ozen found that his alteration was more than skin deep his ability to call on darkness was gone but he had gained the ability to see the light of life in all living things. His skill with weapons and knowledge of fighting was all but washed away replaced by an almost crackling internal energy. These changes confused and worried him greatly but the biggest surprise came when he tried to leave the beach and started to choke on water. It didn't take him long to realize that the scorpion was at the center of his cage so he went back to have a look at it. Gazing at the scorpion a heavy understanding filled him. He knew that he had to keep to his word to the force that saved him and he had to serve his new master. He was terrified because he didn't know what it wanted. Picking up the scorpion he again attempted to leave the beach and was successful. He had found a road and was walking up it when his new senses picked up something on the side of the road. It was a middle-aged man being beaten and by a larger man in armor several men in similar armor lay nearby on the ground. Trying to pass by it he started to choke again, the scorpion climbing his shoulder and realized what he had to do. He turned to the man and called out. when he turned and their eyes met he slammed his will against the other mans. He turned raised his hands up and was astonished when bright blue flames spread out in a wave dropping the solider where he stood. Then he walked to the middle-aged mans two fallen compatriots and healed them. The middle-aged man came over introduced himself. His name was Petros Lorrimor and he said "thank you I didn't expect to run into a witch today but I am sure glad to see you Ranulf and Coben would not have made it without your help. Then again neither would I." Ozen just nodded bemused by what he had just done and followed the men out of the forest into town. Ozen spent the next several years understanding what happened to him and helping people until his actions were no longer at the behest of the power that guided him but because it made him feel good to save people. Called to the grave of the man who helped him find out what he had become Ozen prepared for what ever was next.
I've wanted to play this AP for awhile now, thanks for running it. I'd like to apply with Andrash Sand-Born, a bookish Kellish barbarian blacksmith.
Backstory:
Andrash was born a bastard in a northern Kellish nomad tribe, with an unknown father and a mother who died soon after his birth. Without family or status, Andrash struggled to prove his worth and provide for himself in the clan. Because of his low status, he was a natural target for the bullying and attacks of the other children, and he soon learned how to fight defensively and stoically suffer the blows that did get through. Andrash was also bookish and intelligent, which didn't lessen his tormenters' attentions in the slightest.
Upon reaching adolescence, Andrash gained an apprenticeship with a sympathetic smith who taught him the ways of the forge. Andrash soon discovered a talent and liking for the work, and diligently applied himself to the trade. Upon reaching journeyman's status and fulfilling his apprenticeship contract, Andrash parted ways from his tribe and looked elsewhere for work, leaving his past behind.
Andrash found his way into Ustalav, where he earned his coin with mercenary work and crafting weapons and armor. By chance, he stumbled upon Professor Lorrimor in Caliphas, as the distinguished academic was being menaced by a trio of thugs who were after gold but perfectly happy to settle for blood. Andrash dealt the thugs a medium-sized beating and drove them off. Talking with the Professor, Andrash was fascinated by his vast knowledge and wit, and traveled with him for some time. Eventually, Lorrimor left for a distant lecture series, and Andrash won a bid to provide armorer services to a mercenary band for several years. The two men drifted out of contact, and Andrash had put Lorrimor almost out of his mind when notice reached him of the Professor's death.
Mournfully, Andrash travelled to the funeral to pay his respects, and figure out what the old man left for him. He hopes it's textbooks.
Hi Tallor here. I had been an apprentice wizard for several years in the city of Lepidstadt before everything went topsy turvy. My life before that was pretty mundane not counting the magic that was all around me. Magic was my gift and I wished to help make the world a better place. Not a thing done easily in a place like Ustulav. So many dark legends haunt the place and the people. The Whispering Tyrant being only one of those. Another is the haunted forest of Shudderwood not too far from my residence in Lepidstadt. It was just across the river really. Anyway I had grown up on a farm, my parents had not a bit of magical ability in all their family line going back as far as they could remember, which for not so well off families such as theirs is probably not that far judging by the quality of their records. My mother would sometimes accuse my father of cheating on her when he would go into town to sell extra produce. Very rarely was he allowed to go into town alone from then on. Mother still loved me like her own son, I looked like their son so whether my father had some fun one time or not shall likely never be known. I did not take much after my father though, a fact which disappointed him. I liked to spend most of my time thinking, or talking to girls whenever I had the chance. It wasn't until I almost burnt the whole farm down with a measly spark did I realize I had a gift. My parents didn't believe me until I showed them, this time setting alight my mother's dress accidentally. Well they promptly sent me off to Lepidstadt after that. With what little savings they had to put together I was sent to the academy only barely being accepted because of my natural talent. They also didn't want to see another sorcerer running around and so my training began. I was lucky enough to be able to hear several talks that the Professor gave and was quite excited by the way that he spoke unlike most of the boring and very old tutors that I usually had to listen to. I began to correspond after speaking to him over a dinner one night and when he heard how interested I was in his work we kept in touch. He would always make time to instruct me whenever he was in Lepidstadt. Then I received a letter. Stating the death of the professor. It was a very sad day for me and I decided to honour him by attending the funeral though I had never traveled but to visit the family farm. I would have normally jumped at the opportunity to finally meet his daughter whom he often spoke highly of. I can't lie that I was still excited to meet her regardless. That day, the day of his funeral, was when everything changed for me. The dull university life was replaced with adventure. If you have stayed with me this far, I beg of you to read until the end. For I have had quite an adventure and am eager to share it with you, whomever you may be.
Sincerely,
Hale Tomlin Gregory Trellor
Submitting a human wizard. Haven't decided shcool and other whatnots. But I hope the background is enough for now.
My backstory is done. My statblock will be up tomorrow in my profile.
** spoiler omitted **...
I don't know much about witches but your character looks like a sorcerer with the Shadow bloodline, not a witch. And how did he get 2 feats at 1st level as a tiefling?
I am interested! The first concept that comes to mind is a Varisian witch with connection to Harrow...
Are feats from the Inner Sea World Guide allowed?
Will stat up and submit this evening.
What will be the pace of the game? (i.e: How often do you expect your players to post?)
Yes to feats question.
Posting: The more the better with at least once per day during week. I tend to be on frequently so I will move game along fairly quickly, but will give ample time for party rp and interaction.
I've never played in a play by post but I've been wanting to for a while now. This has gotten my interest. I don't have the back story finished yet(I only have the bare bones at the moment), but using Hero Labs I did finish the "Crunch". I used hero labs with a 15pt stat buy, 170gp for equipment (average gold for a fighter), and I selected the Duel Talent alternative racial trait.
Character Sheet:
Belor Spearbreaker
Male Human (Shoanti) Fighter (Lore Warden) 1
NG Medium Humanoid (human)
Init +5; Senses Perception +0
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will -1
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Offense
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Speed 30 ft.
Melee Cestus +4 (1d4+3/19-20/x2) and
Chakram +3 (1d8+3/x2) and
Dagger +4 (1d4+3/19-20/x2) and
Glaive +4 (1d10+4/x3) and
Morningstar +4 (1d8+3/x2)
Missle Chakram +4 (1d8+3/x2)and
Dagger +4 (1d4+3/19-20/x2
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Statistics
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Str 17, Dex 17, Con 12, Int 14, Wis 8, Cha 7
Traits
Bred for War (Shoanti),
Chance Savior,
Clever Wordplay (Diplomacy),
Illuminator
Skills
Acrobatics +1,
Climb +1,
Diplomacy +8,
Escape Artist +1,
Fly +1,
Intimidate -1,
Knowledge (dungeoneering) +6 (+8 to navigate underground),
Knowledge (geography) +6,
Knowledge (history) +6,
Knowledge (religion) +6,
Linguistics +6,
Perception +0,
Ride +1,
Stealth +1,
Survival -1 (+1 to avoid becoming lost when using compass),
Swim +1
Languages
Common, Draconic, Shoanti, Skald, Varisian
Combat Gear Alchemist's fire (2); Other Gear Lamellar (leather) armor, Cestus (2), Chakram (4), Dagger (2), Glaive, Morningstar, Backpack (5 @ 12 lbs), Bedroll, Belt pouch (10 @ 0.5 lbs), Candle (4), Chalk, Compass, Earplugs, Fishhook (2), Flint and steel, Rope, Torch (4), Trail rations (3), Waterskin, Whetstone, 22 GP, 10 SP, 6 CP
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Special Abilities
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Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
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Young Belor was heading toward a life as a typical Shoanti tribesman of the Shundar-Quah (Spire Clan) when the Professor's life intersected his. An encounter with a band of orcs led to Belor saving the Professor's life, him earning his adult name (The Spear Breaker), and set him on the path of the warrior Scholar.
Like many academics, Belor has trouble relating with people he often misreads social situations and often blurts out the wrong thing at the worst moment. He is however aware of this flaw and has put a great deal of effort in overcoming this flaw (Diplomacy).
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Abandoning the witch concept, I submit the physician Dr. Stefan von Herzog, a necromancer who hates the undead and studies their secrets in order to destroy them more effectively.
Appreciate all the interest to date and look forward to reading the backgrounds of your characters. Wren, you are free to submit something else, if you wish.
Also could you please list your posting rate (a general idea) in your subsequent posts? Thanks!
I can usually post once a day on weekdays, sometimes more often than that, depending on my work schedule and life events. I've found that I do sometimes go dark for a day or two in PbPs, although I do try to note that in the discussion thread if I have any warning myself. Weekends are sometimes problematic for me: I'm either silent or prolific.
I just finished doing the crunch for Ioann a civilized barbarian (urban + invulnerable). The background is in my head and will be added over the course of the weekend.
I live on the east coast and can usually post 2-4 times a day. The weekends are much more variable for me.
I'd like to get in on this... Would you allow the new skinwalker race from Blood of the Moon? They are like half-lycanthropes. The synergy here would be fantastic! As soon as I get an answer, I will role up a character
I'd like to get in on this... Would you allow the new skinwalker race from Blood of the Moon? They are like half-lycanthropes. The synergy here would be fantastic! As soon as I get an answer, I will role up a character
I don't have that book. Could you tell me the specs of the race so I can make a decision?