
Wareagle |

Still waiting on mittean's submission and if I like he can come and join the group as of now Group will be:
Chandos Tiberias
Melsimar
Oropher
Vaniel
Sylavel
Dric "The Quarter Orc"
For those who didn't make it I am very sorry as you all made great characters I will remember you if we so need replacements ty all feel free to follow.

mittean |

I have a question about the psionic bloodline that was presented in the Wayfinder. It is built PF compatible, and if I'm doing a Psion Sorcerer, that might be interesting.
At some point in your family's history, one of your relatives manifested psionic abilities. Though you failed to inherit these innate powers yourself, some spark of mental mastery fuels your arcane talent as well.
Class Skill: Sense Motive
Bonus Spells: hypnotism (3rd), detect thoughts (5th), clairaudience/clairvoyance (7th), phantasmal killer (9th), telepathic bond (11th), mass suggestion (13th), vision (15th), mind blank (17th), dominate monster (19th)
Bonus Feats: Alertness, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Quicken Spell, Silent Spell, Still Spell
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2
Bloodline Powers: Your magic benefits from the latent psionic energy of your mind, growing more potent as you gain levels.
Hand of the Psion (Su) - At 1st level, you can cause a melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Charisma modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Mental Resistance (Ex) - At 3rd level, you gain a +2 bonus on saving throws against enchantments and illusions. At 9th level, your bonus on saving throws against enchantments and illusions increases to +4.
Psionic Blast (Sp) - At 9th level, you can unleash a psionic blast of mental energy once per day. This 30-foot cone-shaped burst does 1d6 points of nonlethal damage for every 2 sorcerer levels (maximum 10d6) and stuns creatures in its path for 1 round. Those caught in the area of your blast receive a Will save. A successful save negates the stunned effect and reduces the damage by half. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Willful Magic (Ex) - At 15th level, you can increase the potency of your spells through sheer force of will, allowing you to reroll any caster level check to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result even if it is worse. You can use this ability at will.
Transcendant Mind (Su) - At 20th level, you gain immunity to all mind-affecting effects and the ability to communicate telepathically with any creature within 100 feet that has a language. Once per day, you can cast astral projection as a spell-like ability using your sorcerer level as your caster level.

Wareagle |

Need two more people if any are interested preferably divine or martial types but any are okay.
You will be required to read through the main thread first before posting first two to make up characters and background are in.
Please read the Adventure background is earlier in thread and in Cmapaign Info.
Thanks please submit if interested.

valliss |

Propose FireSnap - Gnome Cleric of Brigh (Gnomes of Golarian, Gods and Magic)
Domains Fire/Black Powder Inquisition(Ultimate Combat)
Be A fire wielding, Gun toting cleric
Deity AL Areas of Concern Domains Fav. Weapon
Brigh N invention, clockwork Artifice, Earth, Fire, Knowledge light hammer (Gods and Magic)
Brigh: This clockwork goddess is often beloved in
the abstract, as an assemblage. Many gnome worshipers
regard her not as a true goddess but as an example of a
perfected construct, though others defend her divinity
with a passion that borders on (and sometimes appears to
take the form of ) romantic love. When they offer her their
devotion, many gnomes ask her to share her perfection
with their crafts and to help bring them
closer to the smooth function of natural
biology. Their offerings to her are of oil,
grease, and beloved tools. (Gnomes of Golarian)
Black Powder Inquisition
Deities: Any (with GM approval).
Granted Powers: You gain Exotic Weapon Proficiency
(firearms) and Gunsmithing as bonus feats. When you
hit an arcane spellcaster or a creature that uses spell-like
abilities with a firearm attack, that creature must succeed
at a Fortitude saving throw. If the spellcaster fails, he takes
a –4 penalty on concentration checks for 1 round.
Didn't see anything if you allowed guns...and the Inquisition is from Ultimate Combat (which would need your approval)

Muddy Bearclaw |

I'm thinking of going with a barbarian... Don't know if that's the right choice. I'll add the stats as soon as I can.
In the year of the Worm the Bearclaw tribe was one of the many settlements that were attacked by wyrms. Unlike the bigger cities that had some decent defenses and somehow survived the slaughter this tribe has been all but wiped out. However some of the members are still alive: fleeing as soon as they saw the enemy approaching and not even trying to put up a fight they have dishonored the clan. And the shaman leader of the tribe, in his last dying moments, cursed the ones that fled saying that they will have no peace and that the ghosts of their fallen clan members shall haunt them for as long as they live.
One of the few remaining Bearclaw, Muddy the seeks to amend for what he has done, hoping that through doing crazily courageous things he can somehow brake the curse placed upon him. So the moment he sees the poster about Phlan, he knew what he had to do...

Muddy Bearclaw |

Male human barbarian
Alignment: neutral chaotic
Languages: Common, Orc
Atributes:
Str:16 (+3)
Dex:13 (+1)
Con:14 (+2)
Int:12 (+1)
Wis:10 (0)
Cha:14 (+2)
Fortitude +4
Reflex +2
Will +0
AC=10+5(armor)+1(dex)=16
Touch AC:11
Flat footed AC:15
HP:15 (from bonus to favored class also)
Base attack: +1
Initiative:+1
Spd:40/30ft
CM Bonus +4,
CM Defense 15
Weapons
heavy flail (+5 attack), 1d10+4 (19-20*2) disarm,trip,B, 2 handed
Gauntlets (from armor) (+4 attack), 1d10+4 (19-20*2) disarm,trip,B, 2 handed
Armor
Scalemale +5 (armor check -4)
Skills:
Acrobatics +1,Appraise +1,Bluff +7, Climb -1, Diplomacy +2,Disguise +2, Escape Artist -3,Heal +0, Fly -3, Intimidate +6, Knowledge (Nature) +5, Perception +4, Ride -3, Stealth -3,,Sense Motive +0,Survival +4, Swim -1
Feats: Armor proficiency(light and medium), Dazling display+Weapon Focus(Flail Heavy),Martial Weapons profiency(all),Shield Proficiency,Simple Weapon Proficiency(All)
Traits:Deft dodger,Fast Talker
Special Abilities:Rage (6 times/day),Fast Movement +10
Gear
Rations *5
Bedroll
Backpack
Flint and steel
Ale
Waterskin
Whetstone
Tent

FireSnap |

Need background and equipment still but this is Firesnap otherwise
Coming Soon
Craft Siege Engines +7
Diplomacy +1
Disable Device +5
Heal +3
Know Religion +5
Perception +5
Sense Motive +3
Spellcraft +5
Survival +3
BAB +1
Attack Melee +0
Attack Range +2
CMB -2
CMD 9
Fort +4
Reflex +1
Will +5
AC 12
HP 10
Init +1
Speed 20
Feats
Extra Channel
Amour Prof (Light/Med)
Shield Prof
Simple weapon All
Traits
Excitable (+2 Init)
Nimble Fingers, Keen Mind (+1 bonus to Disable Device, Disable Device is a class skill)
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Positive Energy 6/day DC 11
Dancing Lights 1/day
Defensive Training (+4 dodge bonus vs giants subtype)
Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Ghost Sound 1/day
Gnome Magic (+1 DC to illusions)
Hatred (+1 to attacks vs reptilian and goblinoid subtypes)
Illusion resistance (+2 to saves vs Illusion)
Low Light Vision
Prestidigitation 1/day
Speak with Animal 1/day
Spontaneous Casting
0 level
Detect Magic,guidance, stabilize
1st Level
Burning Disarm, Shield of faith, Burning Hands(D)

Wareagle |

Both your characters are good Gameplay
Firesnap please work out background and equipment before posting in gameplay. When you have that worked out please post in the Disscusion thread So I can look over. Thanks.

FireSnap |

Background done
Firesnap was born the son of a career Militia man. At a young age, he would love to hang out with dad on the job. Tho frowned upon by his superiors, attacks against the town were far and infrequent so they let the lad hang out with his dad, who just happened to be their best siege engine expert. So dad would take his son on the inspections of towns Engines as few as they were and would point out to him the important things to look for to keep them running. Firesnap enjoyed these days with dad and took notes on things when he could, hoping to one day follow in his footsteps. Then one day when he was 11 the town was attacked by goblins and his father was killed. The clerics of Brigh, found his knowledge of siege engines amazing, so they took him in as it seemed fit for a son of a hero the town and they wanted to pick his brain for all the secrets his dad had passed on to him. Firesnap earned his name at church as he grew adept at creating fire, once setting several pews on fire accidentally. Firesnap tries to use the churches knowledge of artificng to help improve his knowledge of siege weapons. Firesnap volunteers to help to inspect the siege engines his dad loved in his spare time,and his advice is always welcome by the local militia.

Khaladon |

Hey wow! PHLAN!! Man this brings back memories of what is still one of the best Computer RPGs I've ever played.
I know you're likely all full up and good at the moment, but I will for sure be following this thread from now on and if you ever lose any players (or decide to take one more) for whatever reason, I have several characters ready and waiting to go or could whip one up lickity split. So if you'll have me, I'd love to be considered your first alternate, Wareagle.
If you'd need me to post anything like background and/or possible pc's first just let me know.
PS LOVING that Recruitment Poster! lol

Khaladon |

Khaladon wrote:PS LOVING that Recruitment Poster! lolIt comes right from the back of the case of the original Nintendo version :)
We have a player who hasn't posted for some time and if I can't get a hold of him I will consider you as my first alternate.
That would be awesome, thanks so much! Does the party need anything in particular? Or am I free to bring in whoever's calling to me the loudest ; )
@Dric: I'd be happy to step in for ya, but Only if you don't want to, or can't, continue yourself mate.

Dric "The Quarter Orc" Ghawn |

Pathfinder Reference Document. It's free, and has all the non setting-specific rules on it.

Khaladon |

Your choice I don't mind if you make a new character whatever fits you I guess.
Cool. Thanks. Do you happen to have a list handy of who/what the party is composed of so far? Once I get a good idea of what will fit best, I'll have a PC up and ready in a day or two at the most, ready and waiting for whenever Blythe steps out.

Khaladon |

Hey sorry for the absence, got swamped with work for a bit and as you're all still in the think of it, thought there was no rush. But just wanted to let you know that I'm still here and still raring to go.
I have a Warlock I'd like to play that's up and ready to go from another game which has died off early from a absent GM. May need to be tweaked a bit for your creation rules,and modify the backstory a bit will have to double check. But if you notice anything let me know.
But I also notice that the group seems to be sorely lacking a rogue, so, if it would be better for the group as a whole, I could play one. I was considering a Time Thief, just for something different, it that would be allowed?
Also, as the party is not too magic heavy, I was thinking it might be cool and helpful to play the Magister class, is that is allowed as well.
If anyone has any preferences or suggestions I'm open to hearing them. If there are none, I'll probably just go with the Warlock. Can't wait to join in the fun! : )

Wareagle |

Khaladon anything will work fine although the party is rogueless it is not going to be completely necessary to have one in this campaign of mine. If you wish to play said Warlock than come on over to the discussion thread and we can get started. Just came back from disappearing myself and I do hope the rest of the party was patient enough to wait for me if not we may need a lot more people ;) I was really swamped with work.