Murder in Baldur's Gate-Sundering Adventure I (Inactive)

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Blood in the Streets!

Wealth flows into the city of Baldur’s Gate like water. Played with Pathfinder rules! Why miss out!
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I was wondering what the interest level would be for this module if I ran it. I am looking to start sometime in march. The only class I can see not be allowed in the Realms is the gunslinger unless you can point one out to me from Wotc book.

Liberty's Edge

Pathfinder Adventure Path Subscriber

Very interested, I love the Realms and have been thinking of trying to get something going here. I skipped 4th ed material so I'll have to dig around to catch up on current events. I'll likely put together a cleric (depending on which gods exist in current FR timeline) unless something else piques my interest.

If you have any other guidance on character creation (race restrictions, point buy or roll for abilities, etc.) post it here, I'll likely have something fleshed out later this week.

As far as gunslinger, I know there have been ideas of firearms in the Realms since 2nd ed. My group always ignored firearms so I don't know if there was a gunslinger parallel class in 3, 3.5 or 4ed rules specific to Forgotten Realms.


Wow, this would be very, very interesting. I am interested to say the least, Baldur's Gate being one of my top five RPGs of all time.

Full disclosure: I haven't played anything in the FR setting in about a decade so I'm probably a bit (hah!) rusty on the details, but I'd love to participate in this.

I'd be interested in playing an urban ranger. I was leaning dwarf, but the idea of playing a cocky elf noble sounds intriguing as well.

Please provide more details on character creation, good sir.


For charater creation I will accept Core, APG,ARG, Ult comabat and magic, and the playtest rules for the Advance Class. No third party stuff. It would be a 20 Point buy in as found in the Core rulebook. The starting level 2.

Ash


What level would we start as? I'm unfamiliar with the specifics of Balder's Gate, I've only heard of it.


Race restrictions and starting wealth?


Starting wealth found in the Corerule book and races from the ARG are allowed. Keep in mind for the uncommon races I need a good backstory.

Silver Crusade

Hello, is there any room left for this? I would like to participate if possible.


Very much interested.


Yes there is room left. If folks want to start submitting PC I will look and chose. I have 5 slots open at this time.


I'm working on my character and should have him for you by the weekend.

Basically he's a bastard dwarf who works for whichever noble house pays him the most. I usually play the jovial "nice guy" so hopefully this will be a nice departure from the norm for me.

I'm unfamiliar with the various plot hooks for the module, but maybe one of noble houses has an interest in finding out who is committing these murders and hires him to do their dirty work, for a fee, of course.

Silver Crusade

Im not well versed in FR setting bar reading Salvatore's books.

I am unfamiliar with the module but will make a character I have been wanted to play for a bit now.

Going either barbarian or bard.


There really is not super requirement to "know" the Realms. The module does a good job of getting you into it. I am huge fan Salvatore's books and have not played the Realms in many years. So I am looking foreward to this.

Silver Crusade

how do you want PC stats and stuff submitted? also, half page back story? 2?10? I can do any of these, though 10 is pushing my ADHD attention span.. lol.

Silver Crusade

I could raise her to level 2, but what do you think?


Color me interested, but I'd like to know a bit more about how often you'd need players to be able to post and when you think the game will start. Once per day? Twice per day? Varies? Starting in a week? I can post once per day once the game starts, but I can't assure I can post more often than that.

I don't have the module that you're talking about. I'm familiar enough with the Forgotten Realms, though. Does this take place before or after the 4th Edition Spellplague?

As far as character concepts go, I'd need to know more about how far this extends in and out of the city. With the focus on Baldur's Gate, one thing I'd actually love to request is permission to play a Skinwalker and roleplay the character as an afflicted lycanthrope (therefore not having any of the superb abilities of a lycanthrope but having the "feel" of one). Specifically, I'd like to play a Nightskulk (wererat-descended Skinwalker). The character would probably be a rogue or a martial class.

EDIT: As far as backstories go, the character would be someone that is just coming to grips with their affliction and has little control over it. They'd be a fairly ordinary person leading an ordinary life, up until "now."


After seeing the interest level be what it is. Here are details I want PC's with a 20PT buy in the wealth will from the Core rule book. As far background I will assume you are from the area of the Sword Coast.
As far posting goes I am looking to see at least once over two days. The pace will be easy going. I am in the Army so life for me can be busy. This will be my first my module as pbp but I think it will be fun. As far skin walkers or any race book outside of the Advance Race Guide will be the skin walkers. Cut off for submisson will be Saturday.

Silver Crusade

I would like to know more about what is in our party before I decide on which concept I will follow through with.


D'oh, didn't look over the book list very thoroughly. That's fine, I'll toss up a character idea in a day or so, fully fleshed out. A dwarf is sounding good.

EDIT: Though my application will also depend on if I get accepted into other PbP games. Either way, I'll work on the character tomorrow.


Based on the module I recommend at least someone with skills in diplomacy & a bit streetwise.

Silver Crusade

I will go bard then I guess.


This is sixteenbiticon's submission that I mentioned earlier in the thread. He is mostly done, although I think I will leave the background loose (as detailed above) and then tailor it down once we know a bit more about the setting and stage we are playing on.

I still need to complete his mundane equipment, but the rest is pretty much final.


Ovain looks goods.


I have a level 2 Elven rouge from an unfinished game if there are any more openings. This is the first time to play over message boards so I will need instructions on how to get a copy of my character to you. Sorry for being a newb. I just ordered this module to play with some friends to play with Pf rules. If you have already converted all the stats would you mind letting me have a look at them? this will be the first game I have converted. Oh and the module hasn't arrived yet so no need to worry with spoilers but if this is a conflict I completely understand.


@Willow Character looks good raise her to level 2.

@ Ryan what you do is go into your account page and set up a message board alisas. Out side of the main page there is a space thats where you can paste your info.

pc sheet:

Thanagar Hal
LG Medium Half Orc
Inquisitor (Favored Class)/3
Height 6'5”
Weight: 220
Eyes: Blue
Hair: Brown

[spoiler=Combat]
Defense
--------
AC:16,Touch: 11, Flat Footed:15
(+1 DEX +5 Scale mail)
HP:20(1D8+1Con +1 Favored Class)
Perception: +2=(2 Wis)
Fort: 4
Ref: 2
Will: 5

Offensive
----------
Init + 7
BAB: 2
CMD: 4
CMB:15
Melee: Warhammer(Favored Weapon) + 2 str (1d8+2(Str)
Speed: 30FT


Special Abilities:

Inquisitor
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. (Class Info)
Domain: Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Racial Abilities

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.


Feats/Skills/Traits:

Feats
Improved initiative Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Back to Back (Teamwork)
Your ally's eyes are your own, and yours are his.
Prerequisite: Perception 3 ranks.
Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.

Skills
(TB=AB+SkillRank+Misc Mod)
Bluff: 4=4
Climb: 2=2
Craft (Armor): 1 = 1
Diplomacy: 3=3
Disguise: 1=1
Heal: 3 = 2+1
Intimidate: 4=1+1+3
Knowledge (Arcana): 1 = 1
Knowledge (Dungeoneering): 1=1
Knowledge (Nobility)*: 2=1+1
Knowledge (Nature)*: 1= 1
Knowledge (Planes)*: 2=1+1
Perception: 5=2+3
Profession (Record Keeper): 2= 2
Ride: 1=1
Sense Motive=6=2+3+1
Spellcraft*: 2 = 2
Survival: 4=2+2
Swim:2=2

Traits

Child of the Temple: You have long served at a temple in a city, and not only did you pick up on many of the nobility's customs, you spent much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.
Divine Warrior (LG): From an early age, you were trained by a militaristic order of clerics. You are devoted both to the teachings of your goddess and to spreading those teachings by force. You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons.


Spells:

Spells
0 Level (4)
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks
Detect Magic:You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
Light: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
1st Level (3 )
Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Truestrike: You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Wrath: You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that designated creature for every three caster levels you have (at least +1, maximum +3). You also receive this bonus on caster level checks made to overcome the creature's spell resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls made against the designated creature. This effect doesn't stack with any other effect that expands the threat range of a weapon.

Background:

Thanagar grew up in the Temple of Silver Flame. His parents are unknown to him. It was the Head Priest of Silver Flame that chose to train him as one of the faithful. Despite the racial stress of his background he is kind and ruthless at pursuing evil. He stands at six and half feet tall. He very upfront about the praises of Silver Flame to those around him. He seeks to protect those who cannot protect themselves .

Gear:

1 Warhammer
1 Cleric Vestments
1 Backpack w/various clothes and such..
1 Scale Mail

Class Info:

Inquisitor
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Silver Crusade

DM Ash: I have updated Willow to 2nd level, I have not played in the realms since 2E which coincidentally was a computer game/module, Pool of radiance and Curse of the azure bonds.


@ Willow that fine. If you get chance to read RA Salvatore books they are a good read for the Realms.


What is going in the Realms!

When Ao the Overgod destroyed the Tablets of Fate at the conclusion of the Time of Troubles, he instigated the Era of Upheaval. The Tablets defined the laws of Realmspace and kept it relatively stable. Without them, chaos ensued and the worlds of Abeir and Toril, separated many thousands of years ago, slowly started to overlap. The Spellplague drastically sped up this process. The Sundering involves the re-separation of those worlds. In addition, Ao will rewrite the Tablets of Fate, and the gods, unsure of what this will do to them and their power, make efforts with their most powerful servants to prepare for that event.
Note
The Sundering is somehow connected to The Sundering that took place around -17600 DR when an elven High Magic ritual went both forward and backward in time to create Evermeet.

Silver Crusade

DM Ashman wrote:

@ Willow that fine. If you get chance to read RA Salvatore books they are a good read for the Realms.

Must...resist...urge...to...bag....on....Drizz't.


@ Willow I also liked the Erin Evans Brimstone Angel series as well. No Drow...

Liberty's Edge

Pathfinder Adventure Path Subscriber

I'll have a cleric of Torm posted tomorrow night. Crunch is mostly done, just need to sort out a back story and fill in some blanks.

To sort out the domains for Torm I used the following: FR to Pathfinder deity domains conversion

Torm domains:
good, healing, law, protection, strength

I must admit, I'm a little excited about the possibility of being back in the Realms.


I'm going to go ahead and withdraw my entry before I submit it. I was working on a dwarf, but I just got into another PbP game and I want to make sure I have time to join the last one I've already finished a character for just in case.

Good luck though! And have fun, mateys.

Silver Crusade

Anyone have some ideas on what a sorceress should spend 850 gp on?

Silver Crusade

Willow Feywind wrote:
Anyone have some ideas on what a sorceress should spend 850 gp on?

scroll?


You may use Ultimate equipment if you want for gear options.


Thanks for the info! I started on it but all I have at home is a smart phone so I will finish it up tomorrow on my lunch break at work. Also do you want my ability scores included as well? I assume you do with the modifiers included. As far as the game goes I can post at least once aday but weekends will be iffy.


Changed my characters name from Riccard to Slivan. Sorry for the confusion if any.


So the roll call so far is
Willow sorceress
Sivan rogue
Degwyn Cleric ?
Ovain ranger

Who else am I missing?

Silver Crusade

rorek55 wrote:
Willow Feywind wrote:
Anyone have some ideas on what a sorceress should spend 850 gp on?
scroll?

I thought about that, gust of wind or more alchemist fire(I hate swarms)

By and by I am a fey blooded sorceress so no damage just charming as hell.


I have completed Slivan. If any changes or additions need to be made please let me know.

Silver Crusade

Lucky Number Slivan


Looks good ! Ryan


Good deal! Excited to start it up.


(submission from Degwyn)

This alias will be my 1/2 Elf Cleric of Torm.

Still sorting out backstory but it will include Orlpar having served with the local guard in Baldur's Gate as a company healer.

statblock:

Orlpar Amalith
Male Half-Elf Cleric 2
LG Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +9
Aura deflection aura (2 ft.)
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 16 (2d8+4)
Fort +6, Ref +1, Will +7; +2 vs. enchantments
Immune magic sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +3 (1d4+2/19-20) and
. . dagger +3 (1d4+2/19-20) and
. . greatsword +3 (2d6+3/19-20)
Special Attacks channel positive energy 6/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—rebuke death
Cleric Spells Prepared (CL 2nd; concentration +5):
1st—bless (x2), sanctuary (DC 14), shield [D]
0 (at will)—detect magic, guidance, light, mending
[D] Domain spell; Domains Defense, Healing, Protection
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 14, Int 12, Wis 16, Cha 13
Base Atk +1; CMB +3; CMD 13
Feats Extra Channel, Skill Focus (Perception)
Traits militia veteran (any town or village), spirit sense
Skills Diplomacy +5, Heal +7, Knowledge (history) +5, Knowledge (local) +2, Perception +9 (+11 vs. Surprise and to Detect Invisible or Incorporeal creatures), Ride +1, Sense Motive +7, Spellcraft +5; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven
SQ aura, domains (defense, healing), elf blood
Other Gear scale mail, dagger, dagger, greatsword, cleric's kit, 62 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) Associated Domain: Protection
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Deflection Aura (2 rounds) (1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rebuke Death (6/day) (Sp) Heal 1d4+1 damage to creatures at negative HP
--------------------
Dogma of Torm:
"Salvation may be found through service. Every failure of duty diminishes Torm and every success adds to his luster. Strive to maintain law and order. Obey your masters with alert judgment and anticipation. Stand ever alert against corruption. Strike quickly and forcefully against rot in the hearts of mortals. Bring painful, quick death to traitors. Question unjust laws by suggesting improvement or alternatives, not additional laws. Your fourfold duties are to faith, family, masters, and all good beings of Faerûn"


Looks good Orlpar! Last call !

Silver Crusade

I am on the west coast of the US and usually post between 7am-3pm PST. Weekends are kinda iffy

Silver Crusade

Arrak StormBringer.

quick overview-barbarian from icewindale? (that is the same realm correct?)

his tribe was decimated by a necromancer's undead horde because they had discovered some artefact in a glacier, He was left alive along with 3 of his fellows because he was out on a hunt when it happened. He has vowed his life to finding and this lich/necromancer/insert plot hook here and avenging his people, to do this he has forced himself to enter civilized lands and learn the ways of the people there so he may gather information on this evil and possibly find fellows in which to aid him.

intelligent for his people, kind hearted but harsh(tough love sortata) so he comes off gruff, prideful and headstrong. He has a thing for orphans as he lost his parents early in his child hood. not easily angered but once angered he is deadly.

Stat block (sorry I don't have those fancy looking stuff the others have :( ) I may change a few small things if selected.

Spoiler:

Half elf, Dual minded alt racial
Sea Reaver
HP:17
AC:15

Str:18
Dex:12
Con:15
Int:10
Wis:14
Cha:7

Feats- Power attack, Iron Will,
Gear- Greatsword, Longspear, Chain Shirt, Spiked Gauntlet
items
Backback
Flint and tinder
watersken (2)
Rope (50ft)
Rations (20)
Fishing Net
Grappling hook
bedroll
Belt Pouch

SKills (only skills with points in them are listed)
Acrobatics-1
Perception-1
Climb-1
Swim-1


Here is last updated rollcall did I miss anyone?
Willow sorceress
Sivan rogue
Orplar Cleric
Ovain ranger
Arrak barbian

Silver Crusade

I am so digging this party makeup, I can't wait to get started! This character is so completely different from my comfort zone.

Silver Crusade

We somehow managed to get the "roles" covered with people just making what they want. Awesome this should be epic. BTW. My character is 18 :3 I'll get an alias for him later tonight.

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