Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None
I just read through the entire thread and found no evidence of Tanics original hitpoints. Sigh. Does anyone remember whether we rolled anything for HP?
Male Duergar Unchained Barbarian 3 (Invul. Rager) | HP 35/35 (DR 1/-) +6hp w/Rage | Speed 30ft | AC 16, touch 12, flat-footed 14 (CMD 18) | Fort +7 : Ref +4 : Will +3 (+5) | Rage 20rds/Day | Init +1, Perception +6, Survival +6 | Active: End. Elements(Fire)
Harro should be ready.
Mostly just more HPs, +1BAB, and a LOT more rounds of Rage.
My 3rd level feat I took was Xtra Rage (+6 rounds!) and my favored class bonus was +1 xtra round of rage as well! With my level bonus of +2 that takes my 11rounds of rage and makes it 20 for the day.
(Harro has a LOT of suppressed issues.)
This way I should never have to worry about having enough rage for quite a while!
Whoops, I forgot we get a feat! Talindra wants/needs to change her skill assignments a bit. Let's go for this instead.
Warpriest 2 / Swashbuckler 1
+5 HP
+1 Fort
+1 Wis
+1 BAB
+1 Intimidate
+1 Knowledge (nobility)
+3 Knowledge (planes)
+1 Sleight of Hand
Fervor
Demonic Obedience - Nocticula
@EmEss - I'd like us to sell whatever random valuables we have, but I have no idea what they're worth. Do you happen to know? I can roleplay the selling if desired, but I don't really remember what we have. (If anyone else was tracking loot, that's cool too.)
The total value of the accumulated treasure gathered should sell for between 5,000 and 8,000 Gold Pieces. Feel free to roll play this if you want Appraise and Diplomacy or Bluff rolls will determine the exact value they are sold for.
Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None
I think the wand is an essential and a PoP would be great too. Anyone interested in a magic weapon (Harro, Micar, or Talindra)? We have the money for it.
Talindra, remember that Tanic has that corrosive dagger you said you were interested in too. I think, right now, Tanic has a +3 str, +2 BAB with it and you would have a +3 dex, +2 BAB with it so it is still a wash as to who uses it. That is probably going to change as Tanic starts to grow into his wild shape and build up his grappling abilities.
Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None
Vinexa wrote:
Besides the wand I'm not sure what else to look for.
A cloak of resistance is ALWAYS a good idea. A pearl of power or the the runestone thingie is great too. Don't mesmerists have items that add spells or reuse spells? A few scrolls of the right type are a great help, particularly 1st level spells that you hate to memoraize/learn but come in handy under odd situations. Like Comprehend languages, protection from evil/good, monkeyfish, etc.
@Tanic - Keep the dagger until you don't want it. Talindra can use it better now that she has a spring-loaded wrist sheath (solving the problem of how to draw the dagger after firing her crossbows), but she can get by just fine with whatever weapons. Now that she has Fervor, she will mostly be popping Divine Favor and relying on static bonuses for damage.
Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None
I figured that it could be used with the rapier now, your dagger after you beef up your rapier, and eventually Tanic can give you the corrosive dagger and use the scabbard for use with his scimitar when he uses it instead of his claws. In other words, its flexible and easily transferable.
Also our battles are typically less than 5 rounds, interspersed/not all concentrated in one day which makes it a good choice for us.
Half-Drow Magus 2/Unchained Rogue 1: [HP:21/21] [AC:20 T:16 F:14] [ Fort +5, Ref +7, Will +4] [CMD 16] [Init:+4, Percep:+8]
Active Abilities:
Wakizashi +1
Micar follows Harro into battle, drawing his Wakizashi as he moves. He focuses his arcane energy into his weapon and casts Shocking Grasp through his Wakizashi (I'm assuming the Giant is flat-footed to us).
Move action to move and draw
Swift Action to spend from Arcane Pool making Wakizashi +1 for 2 minutes.
Standard to cast shocking grasp, delivered through Spellstrike.
@Tanic - Way back here, I handed you the Wand of Cure Light Wounds (15 charges remaining). I didn't see it in your listed gear so wanted to make sure you still kept track of that.
Male N/N Oread Druid(cave)/3 | HP: 24/24 | AC Norm/FF/Tch: 18/17/12 | CMB/CMD: +5/16 | F/R/W: +5/3/8 | Init: +2 | Speed 15 ft | Climb +6, Heal +8, Perception +10, Sense Motive +4, Sleight of Hand +3, Survival +11, Swim +6 | Active Conditions: None
I've had a lot of GMs bumped into slow mode for one reason or other lately. No problems here. I've got plenty of Pathfinder PbP games to keep me busy :)
Imprisoned in a remote drow outpost! You wouldn't wish this fate upon anyone, yet here you are - locked in a dark cave, the cold, heavy weight of metal tight around your throat and wrists. You are not alone. Other prisoners are trapped in here with you, in an underground outpost far from the light of the sun.
Your captors include a cruel drow priestess who calls herself Mistress Ilvara of House Mizzrym. Over the past several days, you've met her several times, robed in silken garments and flanked by two male drow, one of whom has a mass of scars along one side of his face and neck.
Mistress Ilvara likes to impress her will with scourge in hand and remind you that your life now belongs to her.
"Forget who you were, learn to obey, and you may survive."
Her words echo in your memory, even as you plot your escape.
As discussed in this thread I will be running an underdark campaign based around a modified version of the 5th Edition Adventure Out of the Abyss converted to Pathfinder rules. The posters in the original thread were interested in a mostly drow game but other races will be considered provided they have a plausible reason for being imprisoned in a remote drow outpost.
In terms of setting I generally run the Underdark as having openings to multiple planes, including alternate material planes and the game will therefore include a mixture of elements from Golarion and Faerun (Forgotten Realms). Notably drow faith is divided fairly evenly between those who worship Lolth and those who worship one of the Demon Lords, with a small minority worshiping other evil deities.
Character Creation
Starting Level 2nd
Ability Score 20 point buy
Classes All Paizo classes allowed. Summoners must be unchained.
Races Any Paizo but with a preference for drow and other underdark races.
Alignment Any non-stupid alignment. Your character should be able to function as part of a group with varying alignments. Both good and evil characters will be considered and will have motivation to participate but they must be willing to "play nice"
Skills Standard plus background skills from unchained. Minimum number of standard skill points per level is 4
Spoiler:
So a fighter with 10 int would get 4 standard skill points plus 2 background skill points per level (2 for class + 0 for int bonus + 2 to get to min). A fighter with 14 int would also get 4 standard skill points (2 for class + 2 for int bonus)
Traits 2. Campaign traits provisionally accepted provided they fit with the character.
Wealth 0gp. As prisoners you have had all your belongings confiscated. You may however have managed to get your hands on something during your time as a prisoner
Spoiler:
Roll 1d20 + 1d10
2-9 nothing
10-12 A gold coin
13-15 A living spider the size of a tarantula
16-18 A 5-foot long strand of spider silk rope
19-21 A flawed carnelion gemstone
22-24 A rusty iron bar that can be used as a club
25-27 A flint shard that can be used as a dagger
28-30 A crossbow bolt coated in drow poison
Health Max for first level. 1/2 +1 for subsequent levels
Fluff
Your background can contain elements from Faerun or Golarion. Things to include are where your character came from and how they ended up imprisoned in a drow outpost, a description of their appearance and personality, and their goals and ambitions. Of note for those creating drow characters, there is an above average level of tension and strife in Menzoberranzan, City of Spiders at this moment in time, particularly between worshipers of Lolth and of the Demon Lords, between the arcane magic using Council of Spiders and the divine magic users of the Ruling Council, and between the mercenary company Bregan D'aerthe and the city's lesser noble houses.
Other Details
I intend to post at least once a day.
Recruitment will stay open until midnight BST on the 24th of July.
I intend to recruit 4 to 6 players.
Very interested in this. Question: With all the chaos running around in this, would the possibility of being a Hellknight open up later in the game? Thats the first idea I had for this, sorta fighting back the chaos of Menzoberranzan with the order of hell. Just curious if you'd have a way for me to acquire that prestige.
If not I've got ideas and I'm dotting regardless. xD
Very interested in this. Question: With all the chaos running around in this, would the possibility of being a Hellknight open up later in the game? Thats the first idea I had for this, sorta fighting back the chaos of Menzoberranzan with the order of hell. Just curious if you'd have a way for me to acquire that prestige.
If not I've got ideas and I'm dotting regardless. xD
That could certainly be a possibility down the line. In fact it would be an interesting mirror to the Hell's Rebel campaign I am running with my RL group, in which we have a Demonic Apostle fighting against the tyranny of Cheliax with the chaos of the Abyss.
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks
1st level: 3/day,
Color Spray
Chill Touch
Shocking Grasp
Vanish
Feather Fall
Longstrider
Mage Armor
Gear/Possessions:
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor:
Misc Gear:
Magic Items:
Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
Here is the crunch, background underway, for a short summary he was a teifling that moved underground(underdark) and works as a guide through the treacherous caverns for anyone brave, or foolish, enough to traverse them. Eventually he was caught and enslaved.
dot, I already expressed interest in the original thread. I will probably end up making a LE drow character as I have had a particular one in mind for a while and it's hard to find a game that accepts evil characters even though her personality is one that would be willing to work in a group ("any non-stupid" is the best alignment requirement ever, by the way, haha).
I would like to do maybe a drow psyhic, if played in the Realms, from the drow house of Menzoberranzan that had all the psionic characters. Regular or noble drow? If regular is it possible to take what is needed to take the noble drow feats?
Or what about a drow magus bladesinger of Eilistrae?
I would like to do maybe a drow psyhic, if played in the Realms, from the drow house of Menzoberranzan that had all the psionic characters. Regular or noble drow? If regular is it possible to take what is needed to take the noble drow feats?
Or what about a drow magus bladesinger of Eilistrae?
The Underdark I shall be using is mostly Realms, but with openings to the surface of both Golarion and Faerun. Psychic rules would be those from Occult Adventures. Regular drow as standard but I will allow noble drow with a 2 level adjustment (i.e you start with no class levels). If you choose this option then you also get +1 BAB, +3 Will Save, and 2 + Int Skills per level (Turning noble drow into a 2 level custom class.) Comparing a noble drow's abilities to a 2nd level wizard or sorcerer makes this seem roughly balanced. Using the feats to slowly gain the powers of a noble drow would also be possible.
Would a dhampir count as underdark enough? Maybe not human mother but drow mother?
A half drow dhamphir could be interesting, I look forward to seeing your character.
Seth86 wrote:
Would you allow other races thats from realms? If so. Which?
I'll allow dragonborn as modified kobolds. I probably won't allow any other race that doesn't have a Paizo equivalent unless it is a reskin. Is there any particular race you had in mind?
At the moment. I do not know. :P once i can use my pc and get my herolab working again (this involves using the internet. Which is off atm) i will have a clearer idea of what i actually want to do.
A warforged might be interesting...
Edit: nvm. Remembered thats an eberron race :P
But preliminary idea. Wanting to build toward Soul Drinker
Would you allow a Munavri character with the same caveat as a drow noble?
Seeing as they seem less overpowered and versatile than drow noble I'll allow it with only 1 level adjustment (i.e. you start with 1 class level). + 0 BAB, +2 Will Save, 2 + Int skills for first level.
Mmkay. What would the HP be for that first level, a d8? Also, what are your thoughts on using the Fractional Base Bonuses rules from the Unchained book?
Mmkay. What would the HP be for that first level, a d8? Also, what are your thoughts on using the Fractional Base Bonuses rules from the Unchained book?
D8 for HP sounds reasonable for the Munavri. For drow noble I would probably say d6. I'm generally all in favour of multi-classing and anything that makes that easier so will allow Fractional Base Bonuses.
I kinda like my drow bladesinger, IIRC in the Complete Book of Elves in 2nd edition there is an indication that the drow have their own form and it makes sense if she is going to be a devotee of the Veiled Maiden.
The idea is that he has been sold to his current owners by his former Duergar masters who wanted to get rid of an overly rebellious slave. They of course didn't mention this to the buyers.
The idea is that he has been sold to his current owners by his former Duergar masters who wanted to get rid of an overly rebellious slave. They of course didn't mention this to the buyers.
Tentative yes but I'm going to set a cap of 22 strength after racial modifiers at first level.
The idea is that he has been sold to his current owners by his former Duergar masters who wanted to get rid of an overly rebellious slave. They of course didn't mention this to the buyers.
Tentative yes but I'm going to set a cap of 22 strength after racial modifiers at first level.
Would they start with 1 class level as well?
Not an issue at all. I'm looking at making him somewhat odd for a Trox. Probably a Geokineticist with 1 level of either Brawler or Monk.
Warpriest or Skald might also be interesting options.
EDIT: Most annoying thing is the lack of a proper portrait.
Actually, I've narrowed it down to Skald or Bard. I just love the thought of such a massive being making music. My idea is that he'd sing a bit like Mongolian throat singing but extending in the sub-sonic (which he'd still hear). The Bard version would probably be a Sorrowsoul while the Skald would probably be a Fated Champion.
Not an issue at all. I'm looking at making him somewhat odd for a Trox. Probably a Geokineticist with 1 level of either Brawler or Monk.
Warpriest or Skald might also be interesting options.
EDIT: Most annoying thing is the lack of a proper portrait.
Actually, I've narrowed it down to Skald or Bard. I just love the thought of such a massive being making music. My idea is that he'd sing a bit like Mongolian throat singing but extending in the sub-sonic (which he'd still hear).
Yup. One class level for the Trox. Looks like an interesting concept.
I've just opened up the gameplay thread if anyone wants to do a little preliminary roleplaying. It isn't mandatory, I just made it to pass the time and possibly introduce an NPC or two if I feel like it. I've seen this done on a number of other threads where the PCs start within a large group of similar people (such as a school) setting and it seemed to go down quite well. Not participating will not harm your chances of selection but it will provide a chance to show more of your character's personality.
Liloth
Female drow magus (spell dancer) 2 ( Pathfinder RPG Advanced Race Guide 24, Pathfinder RPG Bestiary
114, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +4
—————
Defense
—————
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 14 (2d8+1)
Fort +3, Ref +3, Will +5; +2 vs. enchantments
Immune sleep; SR 8
Weaknesses light blindness
—————
Offense
—————
Speed 30 ft.
Special Attacks arcane pool (+1, 4 points), spell combat, spellstrike
Spell-Like Abilities (CL 2nd; concentration +3)
At will— detect magic
1/day—dancing lights , darkness, faerie fire , feather fall , levitate
Magus (Spell Dancer) Spells Prepared (CL 2nd; concentration +5)
1st—magic weapon , shocking grasp , true strike
0 (at will)— acid splash , disrupt undead , ghost sound (DC 13), open/close (DC 13)
—————
Statistics
—————
Str 11, Dex 16, Con 10, Int 16, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14
Feats Drow Nobility ARG
Traits demon smiter, indomitable faith
Skills Acrobatics +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7,
Perception +4, Perform (dance) +6, Spellcraft +8, Survival +2; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven, Gnome, Undercommon
SQ poison use, spell dance
Other Gear magus starting spellbook,
—————
Special Abilities
—————
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Poison Use (Ex) This race is skilled in the use of poison and never risk accidentally poisoning
themselves.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Dance (+10 ft/round, +2 AC vs. attacks of opportunity) (Su) Spend 1 arcane pool point for
enhanced speed, maneuverability.
Spell Resistance (8) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Well, here is the crunch for Akri, the munavri chaokineticist.
Fluffy Bits:
Born in a small outlier settlement deep in the Underdark, Akri always had to fight for what he had. Quickly developing a temper to match his surroundings, he survived his childhood through simply outlasting everybody else. One day, though, his temper got the best of him. Getting into a street brawl with the elder's son, a boy more tenacious than he was, the frustration of the fight caused something within him to snap. With a loud cry, a force of something flew from his hand a hit the kid, snapping his neck. Fearing what might happen to him, Akri fled the village. He survived in the wilds of the Underdark for weeks, before going to sleep one day and waking up, bound and gagged, eyes locked onto his drow captors.
Akri is of average height, with long, pale-blond hair -almost white-, and bright red eyes and skin the color of cream.
I've just opened up the gameplay thread if anyone wants to do a little preliminary roleplaying. It isn't mandatory, I just made it to pass the time and possibly introduce an NPC or two if I feel like it. I've seen this done on a number of other threads where the PCs start within a large group of similar people (such as a school) setting and it seemed to go down quite well. Not participating will not harm your chances of selection but it will provide a chance to show more of your character's personality.
Would a hobgoblin fit in? I'm thinking a thug-style rogue who got caught embezzling, escaped military confinement and fled into the Underdark, only to be captured by a Drow adventuring party and turned over to Mistress Ilvara for pay.
I've just opened up the gameplay thread if anyone wants to do a little preliminary roleplaying. It isn't mandatory, I just made it to pass the time and possibly introduce an NPC or two if I feel like it. I've seen this done on a number of other threads where the PCs start within a large group of similar people (such as a school) setting and it seemed to go down quite well. Not participating will not harm your chances of selection but it will provide a chance to show more of your character's personality.
Does this mean that everyone is in the game?
Not necessarily but given the manageable number of submissions and the fact that there are more prisoners at the outpost than there will be PCs I felt that allowing people to RP before the game starts, even if they ultimately don't get chosen, would add to the experience and help give people something to keep interest up until recruitment closes. If you'd rather not get invested in a character who may not be picked that's fine but I've seen this done well elsewhere.
Would a hobgoblin fit in? I'm thinking a thug-style rogue who got caught embezzling, escaped military confinement and fled into the Underdark, only to be captured by a Drow adventuring party and turned over to Mistress Ilvara for pay.
Could certainly work. The adventure I'm using as inspiration has the assumption that most of the PCs are from the surface but I thought this would be a good opportunity for people to play slightly unusual races.
I've just opened up the gameplay thread if anyone wants to do a little preliminary roleplaying. It isn't mandatory, I just made it to pass the time and possibly introduce an NPC or two if I feel like it. I've seen this done on a number of other threads where the PCs start within a large group of similar people (such as a school) setting and it seemed to go down quite well. Not participating will not harm your chances of selection but it will provide a chance to show more of your character's personality.
Does this mean that everyone is in the game?
Not necessarily but given the manageable number of submissions and the fact that there are more prisoners at the outpost than there will be PCs I felt that allowing people to RP before the game starts, even if they ultimately don't get chosen, would add to the experience and help give people something to keep interest up until recruitment closes. If you'd rather not get invested in a character who may not be picked that's fine but I've seen this done well elsewhere.
I would rather not set up a profile or get invested in a character if she isnt chosen to be in the final game.
If Akri was any other race I probably would, but I don't know how often I'd be allowed to play a munavri so I don't want to make an alias for one then not get picked.
Hey there! baja1000 here finally submitting my character for consideration! only thing remaining in crunch is this roll for what i possess. Lets see if its good xP
1d20 + 1d10 ⇒ (5) + (2) = 7
Looks like I got nothing, which makes sense. Drow wouldn't trust me kind with anything. Alright, lets see what happens xP
Saves: Fort +5, Ref +5, Will +0, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, Resistances Cold 5, Electricity 5, Fire 5,
Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler's Flurry (Ex)
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Mercenary For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.
Oni-Spawn Skilled Oni-Spawn tieflings have a +2 racial bonus on Disguise and Intimidate checks.
Oni-Spawn Spell-Like Ability Oni-Spawn tieflings can use alter self 1/day as a spell-like ability.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).
item?:1d20 + 1d10 ⇒ (11) + (1) = 12 Kara has found a gold coin.
Background:
Kara is a tall, attractive woman, except for the air of cold brutality she carries. Her fiendish heritage obvious thanks to the horns and fangs she doesn't bother to conceal.
Born in Cheliax Kara never knew her parents, surviving on the streets by begging at first, then as she grew stronger by violence. By the time she was fully grown Kara was an enforcer for the local crime syndicate.
She doesn't know who she pissed off enough to have arranged this fate for her? Drugged and beaten unconcious, awaking in a slavers caravan already deep in the Darklands.
Kara is patient, she's been waiting and watching for her chance to escape. It's made difficult by her lack of knowledge of the world underground. She isn't even aware that she's traveled through a portal and is on a different world.
It wouldn't matter if she did, Kara has a very pragmatic outlook on life. She knows she needs aid to survive down here and is looking for people she can work with to do so. While completely ruthless and out for herself Kara is smart enough to know she needs to work with people of different viewpoints and can do that for as long as needed.