"Ilvarandin, Cradle of Nightmares" Investigation & Darklands campaign (Inactive)

Game Master CrusaderWolf

In the vibrant streets of Magnimar a new player has muscled into the underworld, and the City of Monuments isn't the only place they have their eyes on.

Roll20 Maps Link


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Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Alright, recruitment is open! Looking for five players for a non-AP campaign that starts off in Magnimar with investigative elements, but eventually heads into the Darklands as the mystery gets unraveled.

Character Application
1) 15pt buy
2) Open to all Paizo races under 15RP
3) Starting Level 2
4) No 3rd Party Material--I don't own any of it and don't feel like hunting it down. I'm going to have enough work as it is since this isn't a campaign from a book.

5) A quick note about homebrewing: I'm a firm believer that the published rules are not intended to be the sum total of what exists in the multiverse, and so on occasion I'll borrow/create concepts & rules for feats, monster abilities, etc. It's not a lot, maybe 5-10% of the time, but if you encounter a thing that makes you do a double take and say "I've never seen that before in PF" that's why. I'm careful not to make anything OP because whatever I create is potentially accessible to PCs too (i.e. feats, spells, items, etc).
6) Please include a decent-sized paragraph for character background, I'll be assessing characters based on the total
7) I'm really going to put my foot down about regular posting, at least once a day. I have another game where 2-3 players rarely post even with prompting and it's incredibly frustrating.

As always, feel free to ask any additional questions that I overlooked. Recruitment will remain open for two weeks, until April 18.


Dotting. Been following your interest check.

Just a couple of things...

Two traits? (Do you allow drawbacks? Would you consider a homebrew drawback if I run it past you first, the official ones always seem a little... limp.)

What sort of wealth do we start with?

Within the caveat of no third party, is all Paizo Pathfinder material on the table? Guns?

Think that's it for now, my mind's racing on this one...


Presenting Rónán "Rowdy" Mullane, bard.

Story:
Born into a family of well-known warriors, he earned his nickname as a lad by often causing trouble and solving problems with his fists. He became known for his bare-knuckle brawling (this will be represented by the Improved Unarmed Strike feat, even if he never actually uses it), and had every intention of becoming a soldier like his father, brothers, and cousins. He was always a smart lad, and got on well with those around him, as his was a friendly sort of belligerence. His family was not noble, but as highly regarded warriors, they were afforded more opportunity than most commoners, so his education was also of decent quality. He took his studies seriously, as he dreamed of someday becoming a general and it was impressed upon him that learning would be of as much importance as fighting skill if he had any chance at doing so.

As a teenager, an accident stemming from a horse race left him with a badly broken leg that never quite fully healed (lower Dex), giving him a permanent limp. His family convinced him that this would be too much of a hindrance to overcome as a soldier, and would increase his chances of getting killed needlessly. His dream of becoming a great warrior was hard to put aside, though, and he still continued to learn all he could about the great heroes of lore and their battles, and to work on his fighting. He served the family as an adviser, and entertained everyone with rousing stories of battles, myths, and great adventures.

His father and uncles took note of this, and arranged an apprenticeship with one of his distant cousins, who was a bard. At first, Rónán resisted the idea, as it would mean a final end to his dream of being a warrior. Eventually he came to terms with this, and accepted the offer. He embraced his training and excelled at it.

He studied history, religion, languages, diplomatic relations, how to pay keen attention to his surroundings and the people therein. He focused on his storytelling, and learned to carry a decent tune with his voice and with a lute. He learned about healing injuries and spent time on swordplay and archery, though he had less talent with a bow than he'd have liked. He also learned some magic, which was new to him, but quickly became something he loved. And so it was that after 10 years of training (now in his late 20s) he set out on a pilgrimage to study some of the places and historical landmarks he'd told stories of, sometimes traveling alone, and at other times with whatever good company he could find. Which brings us to now...

Crunch:
WIP, but he will be melee focused. I'll post it soon.

Silver Crusade RPG Superstar 2014 Top 16

Interested and dotting. Considering a Swarm Monger Druid as I just found out about the archetype and I LOVE it. :)


Dot.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Hey Louxman, to answer your questions:

1) Two Traits, with the usual caveat that they must be in different categories. I'm fine with a maximum of one drawback for an additional trait. Feel free to PM me your trait and I'll let you know my thoughts.

2) 3,000gp as per the Character Wealth by Level table.

3) I'm going to tentatively say 'yes' to all Paizo but naturally I retain my GM veto. Guns are a definite yes.


dotting, and working on a Cave Druid (from the APG).

-- david


CrusaderWolf wrote:


2) 3,000gp as per the Character Wealth by Level table.

Not to be a total bummer, but 3000gp is for third level characters. The OP says level 2?


Meet Osred, Human Fighter

Story:
Osred was only four when his family entered the small hamlet that would be his home. His parents, unskilled and penniless, were forced to choose between keeping Osgard and keeping him alive. They approached the local innkeeper, a man well known for his charity, who agreed to take Osred on as a stable hand. His parents agreed and left Osred to the care of the innkeeper and his wife.

While Osred (under the guardianship of the innkeeper) lived a passable life sleeping under a roof and avoiding the crippling hunger of his younger years, his adolescence wasn't without trial. The other children his age didn't consider him as an equal and routinely made game of beating Osred unconscious. These games came to a head when Osred (age 14) was found bloody tied to a tree on the edge of town. The town healers were immediately called to the scene and declared wouldn't survive the night. His first memory after this trauma was Her.

Irena was an independent daughter of the local tailor. Osred had previously thought it odd that she would forgo her training as a seamstress to take employment at the inn, that mystery dispelled by the way she had taken care of Osred after incident. She never lost hope and many in the town attribute his survival to her continued attention, while others to his uncanny ability to endure pain.

Alongside Irena, Osred continued to grow in strength and stature at the inn. He volunteered to take the most difficult tasks and trained the innkeepers son in the stables he managed. At the age of 17 Irena agreed to marry Osred and by 18 they had their daughter Margaret. The financial hardship of maintaining a family on a stable hand's pay was compounded by the news that the innkeepers son was assuming responsibility for the maintenance of the stable, leaving Osred unemployed. He was determined to keep his family together as his parents could not. Osred, who's hard labor had given him an intimidating appearance, signed on with a travelling merchant as a bodyguard. hiss intent to earn enough money to buy an inn of his own where his family could live and grow.

As Osred signed with other employers, his quest to save his family follows lead to where people (and available coin) congregate. This brings us to the present...


Crunch:

Osred
Male Human fighter 2
CN Medium humanoid (human)
Init +0, Senses Perception -1
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DEFENSE
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AC 16, touch 10, flat-footed 16 (+6 armor, )
hp 24 ((2d10)+8)
Fort +7, Ref +0, Will -1, +1 Will vs. fear

=================================================
OFFENSE
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Speed 20 ft.
Melee spear +5 (1d8+3/x3)
Ranged spear (thrown) +3 (1d8/x3)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
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Str 15, Dex 11, Con 17, Int 10, Wis 9, Cha 11,
Base Atk +2; CMB +4; CMD 14
Feats Mounted Combat, Power Attack, Pushing Assault, Weapon Focus (Spear)
Skills Handle Animal +5, Intimidate +5, Ride +4, Survival +3,
Traits Poverty-Stricken, Resilient,
Languages Common
SQ bonus feat, bonus feats, bravery, skilled,
Combat Gear rations (trail/per day) (5), potion of cure light wounds (2),
Other Gear spear, chainmail, outfit (peasant's), backpack, bedroll, whetstone, string (50 ft.), rope (hemp/50 ft.), sewing needle, pouch (belt), coin (silver piece) (58), coin (copper piece) (57), horse (light/combat trained), bit and bridle, saddle (riding), saddlebags, chest, small, lock (simple), amethyst, coin (gold piece) (73), coin (platinum piece) (39), barding (leather), stabling (per day) (7), 0.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +1 bonus to Will saves against fear effects.

Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Please let me know if I missed anything or left anything out. I used the 1,000gp for lvl2. Thank you and look forward to seeing how this builds.


I'll throw in a submission for this. Would be using this alias, and the basics of this character.

A human wizard.

Need to level him up, and change the background. Originally was made for the Iron Fang AP. So I need to change his background to be a resident of Magnimar. He's already 15 point buy. I'm a pretty reliable daily poster.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Yup, my bad. 1,000gp for level 2 but add your class's max starting wealth.

Contributor

Still working on the backstory, but here's the crunch so far. I'm building a ratfolk slayer with the Vanguard archetype, focusing on teamwork feats (so a semi-support character). Leaving most of my gold unspent for now, since I'm still unsure of what gear I want to pick up.

crunch:
Gaziq Neshar
Male Ratfolk Vanguard (Slayer) 1
NG S humanoid (ratfolk)
Init +4; Senses Darkvision 60; Perception +6

Defense

AC 16; Touch 14; Flat-Footed 13; (+2 armor, +3 dex, +1 size)
HP 18 (2d10+2)
Fort +3; Ref +6; Will +0

Offense

Speed 20 ft
Space 5ft; Reach 5ft
Melee 2 Shortswords +6 (1d4-1/19-20x2), Tailblade +6 (1d2-1/20x2)
Ranged Light Crossbow +6 (1d8/19-20x2)

Statistics

Str 8, Dex 17, Con 10, Int 16, Wis 10, Cha 13
Base Atk +2; CMB +0; CMD 12
Feats Weapon Finesse, Precise Strike
Traits Nimble Fingers Keen Mind, Ratfolk Avenger
Skills Acrobatics r1 +7, Bluff r1 +5, Climb r1 +3, Craft (Alchemy) r1 +10, Disable Device r1 +8, Intimidate r2 +6, Kno (Dungeoneering) r2 +8, Kno (Geography) r1 +7, Kno (Local) r1 +7, Perception r1 +6, Sense Motive r1 +4, Stealth r2 +12, Survival r2 +5, Swim r1 +3
Languages Common, Undercommon, Dwarven, Aklo
Combat Gear Leather armor, 20 crossbow bolts
Other Gear Portable alchemist’s lab, a backpack, a bedroll, a belt pouch, and a waterskin,1152 gp
Special Abilities

Cornered Fury - Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

Studied Target - A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

Lookout - At 1st level, a vanguard adds 1/2 his level (minimum 1) to initiative checks.
This ability replaces track.

Tactician - At 2nd level, a vanguard receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. Once per day as a standard action, the vanguard can grant one of his teamwork feats to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the vanguard possesses. Allies do not need to meet the prerequisites of this bonus feat. Whenever the vanguard is able to select a new slayer talent, he can instead choose to gain an additional use per day of this ability.
This ability replaces the slayer talent gained at 2nd level.


Okay...

Uuzkhangr is meant for a higher level campaign and I'll have to tinker with his stats and stuff. And his original background ended with him being a prisoner so I'll have to add an escape to the surface there. So I'll get working on those.

I can post once a day during the week but usually only once over the weekend.

GM: What is your formula for hit points? Rolled? Avg+1? Something else?

EDIT: The original concept used both the Cave Druid and Skinshaper archetypes. Technically this is not a legal combo since they both alter the wild shape ability, but the previous GM allowed me to take this combo and just ignore the Cave Druid's wild shape variant. If this is allowed in your game then that's great; otherwise I can get rid of the Cave Druid stuff. It was mainly for fluff anyway (to me it seems like all darklands druids ought to be cave druids!).

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

@Uuzkhangr, I'd prefer if you picked just one or the other.

Also, for hit points take max at first level, then Half +1 or rolling, but if you declare you're rolling you're stuck with the result.

Which reminds me,

A Couple of House Rules I Use:

1) A roll of "1" is not an auto-fail; instead treat it as a -5 and then add your modifiers from there. Likewise a "20" is treated as a 25 instead of as an auto-succeed.

2) "Death from Massive Damage" If a single attack does 51+ points of damage the creature struck must succeed on a DC20 Fortitude save or die from massive trauma. For this campaign I'm waiving the higher number for larger creatures rule, it's always 51 or more.

3) Vital Strike gains the benefits of it's Improved & Greater versions automatically at the relevant levels (so more like Power Attack instead of three separate feats). Otherwise all other restrictions apply, so no charging! :p

4) Much more negotiable: instead of hitting on Touch AC, firearms deal damage as though they were one size category higher. This also allows Deadly Aim to be taken with firearms.


Ooh, imma dot. I want to give an investigator a try, but before I can write anything down, I'm off to work.


dot


I have the crunch figured out, but I just can not wrap my head around the fluff for some reason, so I will drop out of consideration. Good luck to all, and good gaming.

-- david

Silver Crusade RPG Superstar 2014 Top 16

With only ~1,000gp to start off, would you be okay with us including half-charge wands? It's so much more appealing to spend 375gp on a 25-use wand than 750gp on a 50-use one with relatively limited resources.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Presumably your characters would have lives & careers prior to campaign's start, so yeah go for it.

Grand Lodge

Here's a Ranger, with some rogue skills to boot, that I'd like to submit...still tweaking a bit but mostly done...

If selected, I should be able to post multiple times a day, as needed...

Crunch:

Name: Dylph
Sex: Male
Race: Half-Orc
Class: Ranger
Level: 2
Alignment: Chaotic Good
Size: Medium
Languages: Common, Orc, Draconic

Strength 13 (+1)
Dexterity 18 (+4)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 7 (-2)

Total Hit Points: 20
Speed: 30 feet
Armor Class: 18 = 10 + 3 [MW studded] + 1 [MW buckler] + 4 [dexterity]
Touch AC: 14
Flat-footed: 14

Initiative modifier: + 6 = + 4 [dexterity] + 2 [trait]
Fortitude save: + 4 = 3 [base] + 1 [constitution]
Reflex save: + 7 = 3 [base] + 4 [dexterity]
Will save: + 1 = 0 [base] + 1 [wisdom]
Attack (handheld): + 3 = 2 [base] + 1 [strength]
Attack (missile): + 6 = 2 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 3 = 2 [base] + 1 [strength]
Combat Maneuver Defense: + 17 = 10 + 2 [base] + 1 [strength] + 4 [dexterity]

Dagger +3 [1d4 + 1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] (3 daggers: Steel/Silver/Cold Iron)
Masterwork Composite Longbow +7 [1d8 + 1, crit x3, range incr. 110 ft., 3 lb, piercing]
Masterwork Studded Leather armor [light; +3 AC; max dex +5; check penalty 0, 20 lb.]
Masterwork Buckler [+1 AC; check penalty 0; hardness 10; hp 5; 5 lb.]

Feats:
Point Blank Shot: +1 to attack and damage on ranged targets within 30 feet
Precise Shot: Fire into melee without penalty

Traits:
Vagabond: +1 to Disable Device; Disable Device is considered a class skill
Deadeye Bowman: When using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC
Reactionary: +2 to Initiative

Drawback:
Paranoid: You have trust issues; anyone who attempts an aid another action to assist you must succeed at a DC 15 check

Skill Name Key SkillMod AbilMod Ranks MiscMod
Acrobatics Dex* 8 = +4 +1 +3 [class skill]
Appraise Int 1 = +1
Bluff Cha -2 = -2
Climb Str* 5 = +1 +1 +3 [class skill]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha -2 = -2
Disable Device Dex 10 = +4 +2 +3 [class skill] +1 [trait]
Disguise Cha -2 = -2
Escape Artist Dex* 5 = +4 +1
Fly Dex* 4 = +4
Heal Wis 5 = +1 +1 +3 [class skill]
Intimidate Cha 0 = -2 +2 [half-orc]
Knowledge(dun) Int 5 = +1 +1 +3 [class skill]
Knowledge(nat) Int 5 = +1 +1 +3 [class skill]
Perception Wis 6 = +1 +2 +3 [class skill]
Perform_1 Cha -2 = -2
Perform_2 Cha -2 = -2
Perform_3 Cha -2 = -2
Perform_4 Cha -2 = -2
Perform_5 Cha -2 = -2
Ride Dex* 8 = +4 +1 +3 [class skill]
Sense Motive Wis 1 = +1
Stealth Dex* 9 = +4 +2 +3 [class skill]
Survival Wis 5 = +1 +1 +3 [class skill]
Swim Str** 5 = +1 +1 +3 [class skill]

Half-Orc
-- This half-orc chose +2 to dexterity (already included)
-- Darkvision (see 60 feet in pitch-dark)
-- +2 on intimidate (already included)
-- Orc Ferocity -- if brought below 0 hp, fight for 1 round anyway
-- All orcs know greataxes and falchions

Ranger
-- Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.
-- Favored terrains. Bonus applies to initiative, geography, perception, stealth, surival; need not leave tracks.
-- Bonus to tracking
-- Combat Style (Archery)
-- Endurance
-- Wild empathy (roll level + charisma bonus)
-- Endurance (level 3)
-- Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)

Favored Enemies:
-- Humanoids (reptilian) + 2

This ranger chose the archery track.

Backstory:

Dylph was born, and apparently abandoned at birth, in the city of Magnimar. His early childhood revolved around the orphanage he was raised in, but 'twas a sorry lot for him. It was more of an indentured servitude into a life of thievery as opposed to an orphanage. The orphans were treated poorly and Dylph even moreso, living in a cage during most daylight hours since his race was deemed untrustworthy. The orphans were expected to repay their "benefactors" by stealing and turning over their gains in exchange for room and board, such as it was.

Unlike most half-Orcs, Dylph is more finesse than brute strength; he became adept at sneaking around as that was his livelihood. He also became adept at picking locks and escaping his cage regularly, which is how he got his name. The brute running the orphanage would say how Dylph snuck around like a dark-elf...and that eventually morphed into the single syllable word that became his name.

Dylph was caught stealing one evening during his 10th year, outside a tavern, by a sympathetic soul. An old hunter had come into town to restock supplies and, upon catching Dylph, took pity on him and took him in. Dylph eagerly accepted his new master, learning how to hunt from the Mushfens to as far as the Sanos Forest, and fish along the Yondabakari River. He soon became self-sufficient and was able to carry on for his mentor when the man became too old to hunt or travel any more.

The death of his mentor recently brought Dylph back to Magnimar, to bury the old hunter beside his long dead wife. He now looks for new opportunities to ply the honest trade he was taught by his mentor. His trust issues, dating back to the orphanage, are a little less severe now as the old man proved to be a trustworthy and honorable master. Dylph is still cautious around others and his friendship is hard to come by but, once gained, he's loyal to a fault...


Is unchained rogue permitted?

Would you consider ruling that hand axes are simple light melee weapons as opposed the martial light weapons? I envision him being a dual handaxe wielding dwarf rogue but that becomes harder to accomplish if I have to spend a feat for handaxe proficiency.


I can get to my computer every day, so I don't foresee any trouble with my posting rate. Now presenting Raleigh! He's an Investigator with a silly amount of things running off of Int. I would describe him as a resourceful everyman in a general sense, but you be the judge.

Stat Block:
Raleigh Blanc
Male Half-Elf Investigator/2
NG Medium Humanoid (Human, Elf)
Init +2; Senses Low-light vision; Perception +10
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Defense
--------------------
AC 16, flat-footed 14, touch 12 (+4 armor, +2 Dex, other)
hp 15 (2d8 +2)
Fort +1; Ref +5; Will +5 (7 vs Enchantment)
Defensive Abilities: Dual-minded, Elven Immunities
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Offense
--------------------
Speed: 30 ft.
Melee: MWK Longspear +3 (1d8 + 1; x3)
Formula prepared: (CL 2, Concentration +5)

1st (2/day): Shield.
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 13, Int 16, Wis 11, Cha 8
Base Atk +1; CMB +2; CMD 14 (15 vs disarm/sunder)
Feats: Combat Reflexes
Traits: Bruising Intellect, Student of Philosophy
Skills: +8 Diplomacy, +8 Disable Device, +8 Intimidate, +8 Know: Arcana/Dungeoneering/Planes, +7 Know: Local/Nobility, +10 Perception, +8 Sense Motive, +6 Stealth [FCB]
Languages: Common, Draconic, Dwarven, Elven, Undercommon
Special Qualities: Alchemy, Ceaseless Observation, Inspiration
Combat Gear: MWK Longspear, Chain Shirt
Misc. gear: 595 GP.
--------------------
Special Abilities
Alchemy (su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

Inspiration (ex): An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

--------------------

Backstory:
Raleigh claims to be a knight of sorts. Granted, he spends a lot of time around the shady district of Underbridge in Magnimar. But the man certainly looks and acts the part. His chain armor is fitted over cloth with the symbol of the city proudly shown. His helmet is a bit on the tall side with a sharp point to it. Whats more knightly than someone who just so happens to find things poor folks need that others take for granted? His prices are even more reasonable than the other guys too. Raleigh even trained in an actual courtyard to learn his weapons he says. Well, not really trained in the courtyard as much as watched the knights in one with a spyglass for as long as he can remember. And well, he isn't really a knight so much as he is some guy who feels like his hometown needs people like your stereotypical heroic knights.

Unfortunately, as the boy grew into a man, he didn't seem to have the skills for it. He didn't know exactly where his parents went, so they couldn't help, but at least it's hard to miss people you don't know. When fights would break out (and a lot of them break out in Underbridge), he tried to learn combat skills whenever he could. His record was also... spotty. But he did get to know some of the right people. Raleigh learned how to plan out what he was going to say, how to identify certain personality types quickly, and he could act damn near suave when he had his guard up. There came a point where he became the go-to man for all sorts of services of a quasi-legal nature. Maybe this is a better way for him to help the common man. At this point he keeps up the soldier look for the simple reason that most folks either know who he is by now (in fact, a lot of people seem to recognize him from all walks of life), or they see a guard and mind themselves.

Things are looking pretty good for Raleigh. For now.

Behavior:
If Raleigh ever acted the stuck-in-the-mud soldier, he's certainly given up by now. He gestures with a laid-back attitude, but his knowledge seems to suggest a thorough education, likely a self-imposed one. If a hint of opportunity pops up, Raleigh will follow that lead to the ends of the earth. Well, not really the ends of the earth so much as the immediate area around Magnimar. Raleigh hasn't gotten much of a chance to travel personally. Corresponding with people called tieflings has occurred, but from what he hears, he's better off away from them. The agent has heard of a lot of other races besides the seven he grew up around, but the idea of meeting them (and their well-off friends) is just intriguing.

Raleigh's made his share of bad calls, and they've burned him. It turns out that the "pretty face" cliche is still around because it still works. He's gotten to become very cagey about discussing people he knows, but always relatively open when it comes to himself.

I have left out most equipment since that would have taken quite a bit more time, but I will fill out the rest of the sheet and formula list if selected. I also plan on expanding the behavior section a bit.

Edit: Not to bombard with requests, but would to be willing to work together on something either here, after recruitment, or in PM to improve either: Black Market Connections or Underworld Connections? They're, uh, really bad on their own, but the flavor to them is perfect for this guy.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

@baldwin Unchained classes are fine, but I think handaxes should remain martial. Maybe a one-level dip into Slayer or Ranger for the martial proficiency?

@Raleigh No promises, but PM me your request and we can talk about it.


Still working on Gaziq's backstory, but I've got a quick draft done. I'll flesh it out some more over the weekend.


I'm going to withdrawal from consideration. Good gaming to all.


Withdrawing from consideration (I mean, I was on the interest check thread) simply because I don't think I have the time and energy this term to really engage with the ruleset and go deep on setting and backstory. Good luck to everyone.


I am very interested. Do you have more information on the setting and story to aid in my story writing? Thanks!! ~Mason

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

@Eminem, our story begins in Magnimar and slowly reveals a very sinister mystery. In the course of unraveling said mystery, the party will need to follow the trail into the Darklands--potentially deep into the Darklands!

I'm loathe to give out much more than that because spoilers, but your character should have a reason to care about the wellbeing of people in Magnimar/elsewhere (even if just generally) and also the willingness/capacity to pursue the matter as far as it goes.


baldwin the merciful wrote:

Is unchained rogue permitted?

Would you consider ruling that hand axes are simple light melee weapons as opposed the martial light weapons? I envision him being a dual handaxe wielding dwarf rogue but that becomes harder to accomplish if I have to spend a feat for handaxe proficiency.

CrusaderWolf wrote:
@baldwin Unchained classes are fine, but I think handaxes should remain martial. Maybe a one-level dip into Slayer or Ranger for the martial proficiency?

You could also do this with the Heirloom Weapon trait.


GM: I don't see a listing for a temple of Irori in Magnimar. Do you mind if I add a small one there for my character's background?


Presenting Sokkla, a driven but naive paladin, for consideration (along with her chickens!)

All critiques welcome.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

UuzkhangrGo for it. I think the military barracks in Arvensoar has a shrine but it's probably not open to the general public.

Silver Crusade RPG Superstar 2014 Top 16

I've got my character mostly statted up, I'll work on the fluff and get it posted by Monday at latest.


This is Cartmanbeck with my submission, Regna Swarmskin. Check her profile for stats and background.


Oi, 'ere be Ivar Twisted Ear, bouncer at the Gilded Rose as of late.

[A Duergar Stygian Slayer/2]

Ivar crunch:

Ivar Twisted Ear
Duergar slayer (stygian slayer) 2 (Pathfinder RPG Advanced Class Guide 53, 120, Pathfinder RPG Bestiary 117)
NE Medium humanoid (dwarf)
Init +3 (+5 while underground); Senses darkvision 120 ft.; Perception +1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 22 (2d10+6)
Fort +5, Ref +6, Will +0; +8 circumstance bonus vs. visual-based attacks, +2 bonus vs. spells and spell-like abilities, +2 trait bonus vs. fear
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +5 (1d4/19-20) or
. . silversheen short sword +4 (1d6/19-20) or
. . starknife +3 (1d4/×3)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks studied target +1 (1st, move action)
Spell-Like Abilities (CL 2nd; concentration +0)
. . 1/day—enlarge person (self only) (DC 9), invisibility (self only)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 14, Int 11, Wis 10, Cha 6
Base Atk +2; CMB +2; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Two-weapon Fighting, Weapon Finesse
Traits courageous, tunnel fighter
Skills Acrobatics +5 (+1 to jump), Climb +1, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Perception +1, Stealth +9, Survival +5, Swim +1; Racial Modifiers +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slayer talent (finesse rogue), slow and steady, stability, track +1
Other Gear chain shirt, dagger, light crossbow, silversheen short sword, starknife, belt pouch, candle (10), crowbar, flask, flint and steel, grappling hook, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, mug/tankard, paper (20), silk rope (50 ft.), smoked goggles[APG], trail rations (10), waterskin, winter blanket, 176 gp, 2 sp, 8 cp
--------------------
Special Abilities
--------------------
Darkvision (120 feet) You can see in the dark (black and white only).
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Slow and Steady Your base speed is never modified by armor or encumbrance.
Stability +4 Gain bonus to CMD vs. bull rush/trip while standing on ground.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

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background:
Ivar is a Duergar, formerly of a merchant clan located in the Darklands. The clan was involved in Trade War with their competitors (a normal situation in the Duergar Darklands). Duergar trade wars are indeed wars - they don't fight by cutting their prices, rather they fight by cutting their competition!

The Clan was betrayed by a mercenary soldier, who let the enemy into the Clan Hold. Most were slain, some were enslaved, and a few escaped. Ivar was one of these. He was hounded through the Darklands by hunting parties. After a period of time - hard to tell how long in the Great Dark - he found himself on the surface at night. Here his pursuers stopped, unwilling to chase him on the surface for fear of the sunrise.

Ivar found himself struggling on the surface, but eventually found his way into a human city, and made his home with a low level gang - first as a bouncer in their headquarters / tavern (the Gilded Rose), and later helping as muscle on raids, protection rackets, and gambling houses. He found it much like home in the dark underbelly of the city, except that most folk was taller than him.

Still, Ivar dreams of revenge against those who chased him away and drove him to this surface world.


Elven Grenadier Alchemist

I will put a background together as soon as possible.


Sokkla wrote:

Presenting Sokkla, a driven but naive paladin, for consideration (along with her chickens!)

All critiques welcome.

Well, if you're interested in advice, I recommend dropping Str down to 16, you lose a fair bit to gain what's effectively a one point bonus to hit and damage. You could spend the extra points in Dex for the minor bonuses you get from that. You'll want to get Full-plate at some point, right? 12 dex would let you get the most out of it. Or you could put those points into Con. Everyone likes not dying. Added bonus, higher constitution is fitting for someone who did hard labor for a long time.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

For everyone's interest, and likely directly applicable to this campaign:

It drops April 26th in PDF form

Contributor

I've looked through it, and it's got some good options in it. I have a few feats and items picked out for later levels. (Spellcasters especially might wanna give it a look)


Well, that's conveniently timed.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Ooh heck yes, I'll need to pick that up right away.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Also, in no particular order these are the characters we have so far, looks like Nathalion is the only arcane caster submitted thus far.

Completed Submissions:
Ceinwynn Larrieux, elf Grenadier Alchemist
Ivar Twisted-Ear, duergar Stygian Slayer
UUzkhangr, duergar Skinchanger Druid
Regna Swarmskin, human Swarm-Monger Druid
Sokkla, half-orc Chosen One Paladin
Raleigh Blanc, half-elf Empiricist Investigator
Gaziq Neshar, ratfolk Vanguarg Slayer
Dylph, half-orc Ranger
Nathalion Grimarc, human Wizard
Osred, human Fighter

Incomplete Submissions:
Rónán "Rowdy" Mullane, human(?) bard


I'm usually a core races only guy, but something about this game makes me want to try something a bit different. There is an ifrit UC rogue intimidate build I've been dying to try out. I'm excited about the concept so I hope I can do it justice and get into this game.

He is LN with a very specific personal code that he follows. Since I am utilizing the rake and bandit archetypes, he is a boastful man with a firey (heh) passion for life and all that it offers. While he does raid trade caravans just outside of Magnimar, he does so only against those caravans he has verified are transporting stolen goods or goods that are being distributed by a corrupt or downright evil merchant.

He loves life, loves to laugh, and makes no claims as to hide who and what he is. He loves his city and will defend it with his life. He is proud of who he is and challenges any who may try to take him down. Bring it on, he says, and let us see who is the better scoundrel!


Interested


Approval request for Trap Finder from Mummy's Mask? I'd hate to not be able to disable magical traps because of my archetype.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Jovich, is that a submission? Or just dotting?

Sixteenbiticon, the Trap Finder trait is just fine.

Grand Lodge

CrusaderWolf wrote:
Sixteenbiticon, the Trap Finder trait is just fine.

I'd not heard of that one...then it would be OK for my Ranger to swap out the Vagabond trait (gives disable traps as a class skill but not magical ones) for this one as well?


Submission, need to adjust him.

Silver Crusade

Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Go for it Dylph!


Okay, Nathalion is leveled up, and ready to go. I reworked his background to place him in Magnimar.

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