Price of Immortality

Game Master Birch33

Now on part three of a three part campaign for 1st-Level characters (who are now at 6th-Level)


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If this post seems a little detailed, it's not supposed to be scary.  Instead it is my way of letting you know what sort of game you will be getting into.  What I hope comes across is my love of fluff and aversion to crunch.  If you desire a rules-heavy GM, I'm not your guy.  I want to tell a story first and foremost.  I also like a fast-paced game with lots of posts and banter. 
 
I'm also English, so if you're offended by the 'correct' spelling of words like colour, grey or armour - you may need to look elsewhere!  Rest assured, I'm OK with the trans-Atlantic spelling of words.
 

Overall Philosophy:

I intend to start with Crypt of the Everflame and complete the Price of Immortality trilogy (with appropriate tweaks) to progress from 1st Level.  Once complete we can take a vote and continue with other canned adventures to progress to higher levels. Crypt of the Everflame starts in in the town of Kassen which is in Nirmathas (on the western shores of Lake Encarthan).
 
I'm looking for strong role-playing, so pick your class wisely.  Paladins that shoot first and ask questions later or rangers that care nothing for killing animals are noT (in my opinion) in character.

 
Character Build:

25-point buy
1st Level
Max starting gold
Max starting HP, thereafter average (max HP/2 rounded up)
Races - Any Paizo official that works within the setting (you may not want to be the only catperson within five thousand miles as it may make remaining anonymous a challenge).  The demographics of Kassen are 93% human, 3% hafling, 2% half-orc, 1% elf and 1% half-elf. 
Classes - Any Paizo official that works within the setting
Magic - Magical items are rare and GM approval needed to purchase
Weapons - No firearms
Feats - Two
Alignment - No evil characters
I would prefer 'new' characters to ones you've used before and the theme for the first adventure is broadly a dungeon-crawl.

 
Starting Players:

Likely to start with two too many players as people dropping out is always likely and it's easier to manage attrition this way than stop and recruit every time we fall below the set amount.  So eight may end up the likely number we begin with. Ideally it would be eight different classes as I don't want two rogues fighting over every trap.

 
Posting frequency:
  
I would expect at least a daily input but the pace of the group is key.  If the remainder of the players are posting regularly, it can be really frustrating to have to wait 24 hours to continue - especially in combat.  And posts don't have to be verbose.  A few lines will do if that's all that's needed.  However, eight strong and silent types might make for a dull game.

 
Battle Maps:

I will go with Battle Maps on a simple to use platform.  One of the slowest parts of play-by-post is combat. I intend to run as much as possible from my iPhone and iPad and so will always simplify combat i.e. describe the situation and ask for your response. This will mean no alpha-numeric maps to determine who can see or reach whom, and no waiting for the person with the highest initiative to decide what to do before you can decide your move (although actions will always follow initiative order).  I will use pictures if applicable – sometimes words can’t do something justice – and will use a simple link to Dropbox.

 
Rules:

1.  I have no house-rules at present (but reserve the right to change that later ; p)
 
2.  It would be helpful to have a volunteer rules-guy as one of the party - I love GMing but would appreciate someone who loves the crunch helping out in the Discussion thread concerning rules matters.
 
3.  Speech in bold and thoughts in italics.
 
4.  I won't be tracking XP, but instead will level up as and when it's appropriate for the encounters.  The published modules are explicit of the appropriate level and I'm not going to throw in random encounters to get you there - rather I'll amend the adventures to make sure you have enough 'experience.'

 
Applications:

So, you've made it this far down the post, and I presume you're still interested.  My aim is to close applications on Friday 25th January.  This is a long time ahead and allows as many prospective players to show interest.  It also allows me to see how many people re-post and interact with other prospective players on the thread.  In my experience, people who create outstanding applications don't always post frequently or well.  How often you post here (and add value) will be a factor in choosing the final party.  As will how often you post elsewhere (I will have a look to see what is your style and frequency).  It is therefore useful to let me know if you are an existing player on the boards, which alias best reflects your playing style.  I will open up the Discussion thread.  Pherein this thread with your character ideas and on the Discussion thread with general observations, questions about the game, setting up possible links between characters etc.
 
Now, what do I need on this thread?  Dotting for interest is OK.  Otherwise use the Discussion thread for questions.  Post here with your character concept (basic crunch is OK at this stage) and a back-story.  A reason for living in Kassen is needed, plus any link to other prospective characters.  As a would-be adventurer, you start the game with a mentor in town, so consider this when considering race and class.
 
Once selected, I will be asking for your character's overarching aim in life.  This will help with selecting appropriate adventures (or treasure).  You don't need one now, but can provide it if you wish (you may not want other players knowing what it is). An overarching aim is to be knighted, marry a handsome prince , create the ultimate spell-book or discover the Sword of Gryffindor.  Basically, what plot hook would have you forget any common sense and rush out to fight a dragon single-handed?

 

RPG Superstar 2014 Top 32

Definitely dotting for interest, will post a char concept as soon as possible.

Uhmm... Yes, yes, my little wizard would be perfect for this! I need to flesh her out right now!

Flies away to his cave.


I can help with crunch/rules. Love to role-plays and roll-play. That was a fragment, how badly did you cringe? Perhaps you cringe very well. :)

I typically fill in the needed role(s). A bit of a character acter. Love being the 'leader' but I've found folks don't often like leaders in pbp.

How are you on crafting?

And did you truly mean 2 Feats at level 1, or perhaps Traits?

Thanks!


Dotting in a way - since there is plenty of time, I will not hurry with character concept. So far I am indecisive between some kind of bard-archaeologist probably, or maybe a warrior of a sorts, monk or unarmed fighter, or cleric of Irori. Don't know why, but simple weapons or unarmed fighting looks attractive right now as an option :-)

EDIT: Btw - I am guessing there is no Player's Guide of a sorts? Or at least something along the lines - "do not take cavalier, only thing your horse might be good in this adventure is dinner", or some similar advice?

RPG Superstar 2014 Top 32

Mihajlo Velickovic wrote:
EDIT: Btw - I am guessing there is no Player's Guide of a sorts? Or at least something along the lines - "do not take cavalier, only thing your horse might be good in this adventure is dinner", or some similar advice?

I never personally run it, but what I gather from the official product page

is that:
the adventure will be full of undead, so plan accordingly!

Dudes... "crypt" is the first word in the title! :)


dotting for interest, will have time this afternoon to expand on character ideas


Black Thom wrote:

I can help with crunch/rules. Love to role-plays and roll-play. That was a fragment, how badly did you cringe? Perhaps you cringe very well. :)

I typically fill in the needed role(s). A bit of a character acter. Love being the 'leader' but I've found folks don't often like leaders in pbp.

How are you on crafting?

And did you truly mean 2 Feats at level 1, or perhaps Traits?

Thanks!

Answered on the Discussion Thread - and your assumption is correct - I did mean Traits


Mihajlo Velickovic wrote:
I am guessing there is no Player's Guide of a sorts? Or at least something along the lines - "do not take cavalier, only thing your horse might be good in this adventure is dinner", or some similar advice?

If you check out Campaign Info, I have linked a background PDF which should give enough flavour of the beginning without too many spoilers.

I've already stated that the opening is vey much a dungeon crawl. How useful a horse will be going forward? It's like taking points in Swim. At some point useful but not in every encounter.


Dotting for interest. Will work up idea in the discussion thread.

Dark Archive

I've been wanting to give this campaign a go for quite awhile now. Dotting for interest. :)


I'm interested as well.

Was thinking about playing a rogue or a ranger, either way it'd be a half-elf.


Dotting for interest, and I put my question in the discussion area


Dotting.

Thinking Cleric or Oracle of Life, or Ranger (switch-hitter - this build is so fun to me!), or Barbarian. Just getting my name 'out there'.


Big dot!


Dotting for intrest. I've been interested in Crypt of Everflame for a while now.

I'm on vacation for the next few days but I'll have a fleshed out submission for you on Tuesday or Wednesday.


Interested, I'd like to play a sorcerer. Let me read over the handout.


Grobradon's submission, now with new improved spoilers ;)

Crunch:

Grobradon
Male Half-Orc Fighter 1
NG Medium Humanoid (human, orc)
Init +1; Senses darkvision; Perception +0
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +1
Defensive Abilities orc ferocity (1/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
. . Greatsword +5 (2d6+6/19-20/x2)
Ranged Sling +2 (1d4+4/x2)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 15, Int 12, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 16
Feats Cleave, Power Attack -1/+2
Traits Indomitable Faith, Militia Veteran (any town or village) (Profession [soldier])
Skills Acrobatics -4 (-8 jump), Climb +3, Escape Artist -4, Fly -4, Intimidate +7, Profession (soldier) +5, Ride -4, Stealth -4, Survival +4, Swim -1
Languages Common, Goblin, Orc
Other Gear Chainmail, Dagger, Greatsword, Sling, Sling bullets (20), Backpack (4 @ 17 lbs), Bedroll, Blanket, Rope, Whetstone, 94 GP, 2 SP, 8 CP
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
--------------------

Background/Personality etc:

Background: Grobradon has an old Taldan name, but there is no denying half his heritage is orc. His mother was among a small group of women seized by an orc chieftain. Fortunately, the women were rescued, but by that time two of them had had babies by the orc chief.

Rather than desert or kill the infants, the mothers and their rescuers took the half orc babes to Kassen.

Grobradon grew up in Kassen facing some harsh treatment now and then. It wasn't simply his heritage either. Grimscar, one of the better known half orcs in the area tended to reinforce the idea of 'his kind' being violent, savage, and hateful. His example made it that much harder on Grobradon and his half brother to fit in.

It didn't stop Grobradon from trying though. WIth hard work and effort, he earned a chance from the Guard Captain. Grabradon was treated under strict discipline... JUST LIKE THE HUMANS!

That changed everything for Grob. Others might bad mouth the Guard Captain behind his back, but not Grobradon. He even made friends with Golfond and makes sure no one picks on the guy, simpleton or not.

Personality/Motivation: Grobradon still feels very passionate about things. Like many orc bloods, he can have a temper. But his training in the local guard has allowed him to direct that temper for the better. He wants to earn the respect of the town. He wants to get to know a nice girl who likes him back. He wouldn't mind getting enough coin to make sure his mother could live comfortably for the rest of her life. Which one he wants most, he couldn't say if pressed.

And, while he wouldn't want to scare anyone...sometimes it just feels good to beat the #### out of something.

While he favors his human side as much as he can, one area he embraces his heritage in is his faith. Like some other half orcs, he insists that Gorum, the god of war and iron, is indeed a half orc. He's gotten into a few fights over that.


Eep, so long. Spoilers, my friend, spoilers!


Dotting for interest. Having been educated overseas I will occasionally use English spelling as well.

I am also very familiar with crunch and can help out with the rules if needed.


Submitting Kieran Vetnar for your consideration

crunch

Spoiler:
Kieran Vetnar Rogue 1
Chaotic Goodl Medium Humanoid (Human Male)
Init +6; Senses Perception +4 (+5 traps)
--------------------
DEFENSE
--------------------

AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
HP 10 (1d8 + 1 con + 1 FC)
Fort +1, Ref +6, Will +0

--------------------
OFFENSE
--------------------

Speed 30 ft./ x4
Melee
Short Sword (2WP Primary) +2 (1d6+2) 19-20/x2
Short Sword (2WP Secondary) +2 (1d6+1) 19-20/x2
Dagger +4 (1d4+2) 19-20/x2
Ranged
Short Bow +4 (1d6) 20/x3
Special Attacks: Sneak Attack +1d6

--------------------
STATISTICS
--------------------

Str 14, Dex 18, Con 13, Int 14, Wis 10, Cha 12
Base Attack +0; CMB +2; CMD 16
Feats Weapon Finesse, Two Weapon Fighting
Traits Fast-Talker, Reactionary
Armor Check Penalty -1
Favored Class Rogue (+1 hit point)
Skills Acrobatics +7 (1), Bluff +6 (1), Climb +5 (1), Disable Device +8 (1), Knowledge (local) +6 (1), Perception +4 (1) (+5 traps), Profession (Gambler) +4 (1), Sense Motive +4 (1), Sleight of Hand +7 (1), Stealth +7 (1), Use Magic Device +5 (1)
Languages Common, Dwarven, Halfling
Equipment Studded Leather Armor, 2 Short Swords, Dagger, Short Bow, Quiver w/20 arrows, Mwk Thieves’ Tools, Explorer’s Outfit, Backpack, Belt Pouch, 2 Sacks, Waterskin, 2 days Trail Rations, 2 Sunrods, Whetstone.
Cash 50gp 26sp 18cp
Encumbrance Light (44.5 lbs)
--------------------
SPECIAL ABILITIES
--------------------

Weapon Finesse May use dexterity in place of strength for attack bonus.
Two Weapon Fighting Penalties for TWP fighting reduced
Sneak Attack +1d6 damage when when enemy denied dex bonus or flanked
Trapfinding +1 to perception to find traps and disable device, can disarm magic traps.

Background

Spoiler:
Kieran is the nephew of Colbin Vetnar. He was sent here by his mother who lives in Skelt to get him away from the city and the crowd he was running with. He quickly got under his uncle's skin as he wanted nothing to do with the family business and would often be found gambling at the Seven Silvers when he should have been working in the Woodman's guild hall. Kieran finally made a deal with his uncle, in return for his uncle leaving him to his own affairs, Kieran would take part in the lighting ceremony in the name of the guild and his uncle. Afterward, he would be free to leave town and start his own life and not be his uncle's responsibility anymore.

Kieran has spent the five months since the agreement was struck taking the money of many a woodcutter at the tables in the Seven Silvers. He is also quite the ladies man, and has caught the eye (and more) of a few farmer's daughters. He has made friends with Jimes, and has even helped him by distracting patrons at the tables long enough for Jimes to make his special kind of living.

When everyone is at work, Kieran entertains himself by sparring with some of the town guards. He has taken to hounding a burly half-orc, Gobradon, as he seems the most able of the militiamen. He will often buy the Fighter a drink or two after they have sparred, usually with coin won from another of the guards the night before.

In the last month, Kieran has started to tire of Kassen, it is too small a town for his ego. His latest past-time is trailing and spying on Cygar Anravis. He is utterly perplexed why someone would come to Kassen of his own accord and stick aroud for no discernable purpose.

Kieran is motivated by a burning desire for glory and wealth and to see the world beyond the borders of the Fangwood.


Dotting until I can come up with a character.

Doomed Hero:
Hey Boomer/Leon, this is Darius/Ithriel.


Think I would also like to be considered. I will browse the mentors and come up with something suitable.


I'd like to submit Grumadon, or 'Grum'. A half-orc Ranger (Guide). Ridge and I will make up the entire half-orc population of Kessan. :)

Background & Motivations:
Story
No one called him Grumadon except his mum, and sometimes his half-brother Grob. Ever since their mothers had been rescued from the Orc tribe that'd captured the helpless women, they'd essentially been raised as brothers. They even shared a father, the Orc Chieftain who'd abducted and impregnated their mothers. It had given them a certain bond, besides the similarity in their appearance, a bond which Grum relied on frequently during his formative years in Kessan. While Grob seemed to take to their human benefactors which such ease it boiled Grums blood! He always managed to stumble and make a fool of himself in front of peers and adults alike. Maybe if his lower canines weren't so large his mixed heritage would've been less noticeable. When he spoke he always sounded like he had a mouthful of food, and he had to work constantly to enunciate clearly.

For years he and Grob were virtually inseparable, but for some reason the Guard Captain gave his half brother a chance to be part of the guard. That overabundance of discipline and structure just rubbed him the wrong way, so Grum separated himself a little, and instead tried to hone his skills in the bow and the untamed outdoors. His large shoulders and thick chest allowed him to wield a club or sword with ease, but the bow demanded so much more of him. It was him own personal escape of sorts, practicing with the bow. The focus on his breathing, looking the target closer to himself, and the steadiness of his body that archery demanded allowed him to quell the angry, violence which oftimes rose up inside him.

His outdoor efforts gradually helped him became so familiar with the land that he began to guide others through the untamed wilds, to find game or to reach remote people or places. His travels began to take him farther and farther from Kassen, but he always happily returned home to his mother and his brother. Sometimes, when he found himself alone on those treks which took him far afield, he would find himself staring out at the hills and valleys, and wonder if his cursed father was out there, killing and raping others as had happened to Mum. He found himself hoping the great Orc Chieftain was still alive, so Grum would have the chance to repay him for all that was done, many times over. It was during those dark thoughts that he'd stand abruptly, take his bow from its resting place, and loose a dozen arrows into any handy stump or tree, the exercise driving the darkness back down--deep inside himself.

Motivations
Grum loves his freedom, and when others can enjoy freedom as well. There is enough Orc inside of him that the feel of the wind and the rain on his face as he traverses an empty expanse, are the times he feels most alive. He enjoys his guide business and being an expert in something. Despite not always in the center of the community, Grum cannot deny that he feels a part of it, and treasures those associations he does have... not that he'd say so out loud. The ghost of his Orc father, and the tribe that'd captured his mother comes often to the front of his mind, and the desire to find and destroy all vestiges of those who caused Mum pain rises hot and sharp inside him. While Grob and Mum yet breath, Grum seeks to keep them happy and safe.

Stat Sheet:

-----------------------------------------------------------------------
Basic Information

Character Name : Grumadon 'Grum'
Player Name : Jordan
Character Race : Half-Orc
Alignment : Neutral Good
Deity : unknown
Total Level : 1
Height : 6',2"
Weight : 195 lbs
Eyes : Brown
Hair : Grey/Green
Size : Medium
Speed : 30'
-----------------------------------------------------------------------
Character Class Information

Class and Level : Ranger 1
Class and Level :

Favored Class(es) : Ranger (Guide)
Favored Class Bonus : +1 hit point or +1 skill point
-----------------------------------------------------------------------
Ability Scores 25 - 10 - 5 - 5 - 5 = 0

Strength : 18 (4) 10 point buy + 2 racial + 0 level + 0 misc
Dexterity : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Constitution : 14 (2) 00 point buy + 0 racial + 0 level + 0 misc
Intelligence : 10 (0) 00 point buy + 0 racial + 0 level + 0 misc
Wisdom : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Charisma : 10 (0) 00 point buy + 0 racial + 0 level + 0 misc

Maximum Load : 0/300lbs.
Lift Overhead : 300 lbs. (equal to Maximum Load)
Lift : 600 lbs. (equal to Maximum Load x2)
Drag or Push : 1500 lbs. (equal to Maximum Load x5)
-----------------------------------------------------------------------
Combat Statistics

Hit Points (d10) : (13) 2 Con + 1 FavClass
Base Attack (BAB) : (+1)
Initiative : (+2) 2 Dex + 0 misc

Base Melee : (+5) 1 BAB + 4 Str + 0 size + 0 misc
Base Ranged : (+3) 1 BAB + 2 Dex + 0 misc

Combat Maneuver : (+5) 1 BAB + 4 Str + 0 misc + 0 size <- CMB
Maneuver Defense : (+17) 10 + 1 BAB + 4 Str + 2 Dex + 0 misc + 0 size <- CMD

Armor Class : (18) 10 base + 6 armor + 0 shield + 2 Dex + 0 misc + 0 size
Touch AC : (12) 10 base + 2 Dex + 0 misc + 0 size
Flat-Footed AC : (16) 10 base + 6 armor + 0 shield + 0 misc + 0 size
-----------------------------------------------------------------------
Saving Throws

Fortitude : (+4) 2 base + 2 Con + 0 misc
Reflex : (+4) 2 base + 2 Dex + 0 misc
Will : (+2) 0 base + 2 Wis + 0 misc

Conditional Bonuses and Penalties :
-----------------------------------------------------------------------
Racial Abilities and Features
+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.

Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

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.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

----------------------------------------------------------------------
Class Abilities and Features
Ranger (Guide Archetype)

Many rangers are loners, but some choose to use their familiarity with the land to guide others safely through the wilderness. The guide forgoes a favored enemy to focus on the task or foe at hand, and can pass his knowledge and luck on to his charges. A guide has the following class features.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Ranger's Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2.
At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

-----------------------------------------------------------------------
Skills and Languages

Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] denotes a class skill.
^ denotes a skill that cannot be used untrained.
Skill Ranks per Level: 6 + Int modifier. (6+0=6)

[c] Acrobatic : (+00) 0 ranks + 2 Dex + 3 class + 1 misc - 3 armor
[c] Climb : (+00) 0 ranks + 4 Str + 3 class + 1 misc - 3 armor
[c] Craft: : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[c] Handle Animal ^ : (+04) 1 ranks + 0 Cha + 3 class + 0 misc
[c] Heal : (+00) 0 ranks + 2 Wis + 3 class + 0 misc
[c] Intimidate : (+00) 0 ranks + 0 Cha + 3 class + 0 misc
[ ] Know: Arcana ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Dungeon ^ : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[ ] Know: Engineer ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Geography ^ : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[ ] Know: History ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Local ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Know: Nature ^ : (+04) 1 ranks + 0 Int + 3 class + 0 misc
[ ] Know: Nobility ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Planes ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Know: Religion ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[ ] Linguistics ^ : (+00) 0 ranks + 0 Int + 0 class + 0 misc
[c] Perception : (+06) 1 ranks + 2 Wis + 3 class + 0 misc
[ ] Perform : (+00) 0 ranks + 0 Cha + 0 class + 0 misc
[ ] Profession : (+00) 0 ranks + 2 Wis + 0 class + 0 misc
[c] Ride : (+02) 0 ranks + 2 Dex + 3 class + 0 misc - 3 armor
[ ] Sense Motive : (+02) 0 ranks + 2 Wis + 0 class + 0 misc
[ ] Sleight of Hand ^ : (+00) 0 ranks + 2 Dex + 0 class + 0 misc - 3 armor
[c] Spellcraft ^ : (+00) 0 ranks + 0 Int + 3 class + 0 misc
[c] Stealth : (+06) 1 ranks + 2 Dex + 3 class + 0 misc - 3 armor
[c] Survival : (+06) 1 ranks + 2 Wis + 3 class + 0 misc
[c] Swim : (+08) 1 ranks + 4 Str + 3 class + 0 misc - 3 armor
[ ] Use Magic Device ^ : (+00) 0 ranks + 0 Cha + 0 class + 0 misc

Languages: Common, Orc
-----------------------------------------------------------------------
Traits and Feats

Trait #1 : Armor Expert - You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Trait #2 : Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Level 1 Feat : Power Attack (Combat) - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
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.

-----------------------------------------------------------------------
Money and Equipment

Armor : Studded leather (+3 AC, +4 Max Dex, -2 ACP, 30' Max Speed, 25 lbs)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield :
Shoulders :
Wrists :

Weapon #1 : Longbow; Composite (1d8+1, x3, Pierce, 3 lbs)
Ammo : Arrows (40) 6 lbs
Weapon #2 : Flail, heavy (1d10+6, 19-20/x2, Bludgeon, Disarm & Trip, 10 lbs)
Weapon #3 :

Other Equipment :
Backpack 2 lbs
Blanket (winter) 3 lbs
Belt Pouch .5 lbs
Rations x4 4 lbs
Waterskin 4 lbs
Torch x3 3 lbs
Travelers Outfit 5 lbs
Rope (50') 10 lbs
Grappling hook 4 lbs

Equipment Weight : 74 lbs

Money :
48 GP
4 SP
7 CP

-----------------------------------------------------------------------
*Temporary Bonuses and Conditions*

RPG Superstar 2013 Top 32

Another dot

Lantern Lodge

yet another dot.

ahh, imimrtl we meet again. Maybe we will get in this one together.

Thinking of an Oracle, Alchemist or Monk


I have a thought on this but not sure about a backstory yet.


Ayad

Shadow Lodge

Dotting for interest.


Crunch:

Ojo Kabbalah
Male Human Cleric 1
LN Medium humanoid (human)
Init: +4, Senses: Perception +5
Aura: Aura of Law,

DEFENSE

AC 12, Touch 12, Flat-footed 10 (+2 Dex, )
HP 14 (1d8)+6
Fort: +4, Ref: +2, Will: +6

OFFENSE

Speed: 30 ft. (6 Squares)
Melee Quarterstaff (2H) +1 ((2H) 1d6+1)
Space 5 ft. Reach 5 ft.
Special Attacks Channel Positive Energy (1d6, DC 11, 4/day),
Prepared Spell List
Cleric(CL 1st):
1st-bless,cure light wounds(DC15),obscuring mist
0th-create water,guidance(DC14),stabilize(DC14)
*:Domainspell.
Deity Irori; Domains Inevitable Subdomain, Restoration Subdomain,

STATISTICS

Str 13, Dex 14, Con 14, Int 10, Wis 18, Cha 12
Base Atk: +0, CMB: +1, CMD: 13
Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Shield Proficiency, Simple Weapon Proficiency, Toughness, Weapon Finesse
Skills: Acrobatics +2, Bluff +1, Climb +1, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +2, Heal +4, Intimidate +1, Knowledge (Planes) +5, Knowledge (Religion) +4, Perception +5, Perform (Untrained) +1, Ride +2, Sense Motive +4, Stealth +2, Survival +4, Swim +1,
Languages:Common
SpecialQualities: Aura of Law, Bonus Feat, Command, Orisons, Restorative Touch, Skilled, Spontaneous Casting,

Possessions quarterstaff; holy symbol (wooden); Backpack[Bedroll;Rations (Trail/Per Day)(x4);Sunrod(x5);Waterskin (Filled);];Pouch (Belt)[Coin (Gold Piece)(x2);Coin (Platinum Piece)(x17);Coin (Silver Piece)(x9);Scroll (Cure Light Wounds)(x2);];

SPECIAL ABILITIES

Aura of Law (Ex) You project a faint lawful aura.

Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this abilty 4 times per day.

Command (Su) As a standard action, you can give a creature an emotionless yet undeniable order, as per the spell command. A Will save negates this effect. You cannot target a creature more than once per day with this ability. You can use this ability 7 times per day.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Restorative Touch (Su) You can touch a creature, letting the healing power of your deity from through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability 7 times per day.

Scholar of the Great Beyond (Knowledge (Planes)) Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era. You gain a +1 trait bonus on Knowledge (History) and Knowledge (Planes) checks, and Knowledge (Planes) is always a class skill for you.

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

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).


Description:
Ojo is 5 foot 5 inches tall, weighing in around 130 pounds. He has brown shaggy hair, and piercing blue eyes. Dressed in simple travelers gear, and carrying a staff, he looks to be at peace with himself and the world as he goes about his business.

History:
Ojo Kabbalah is from the village of Crossfen about 20 miles from Kassen, which is in the Nirmathas region of the Inner Sea of Golarion.

His real first name was Joe, but during his early years, as he got into trouble his mother would say "Oh Joe, what now?", so when he left his village, he took the name Ojo and added the surname of Kabbalah, meaning Servant of the Enlightened One.

As a youth, he, like all the other boys, was put to work in the logging trade. His strength and agility were a source of pride to him as he was able to do as much as most men several years older than him. This got him into trouble with the other boys, and he learned to react quickly to avoid their fists and feet. During this time, the wandering priest of the area saw something in him and began teaching him the way of the faithful. While Ojo was learning the ways of the goodly gods in general, he discovered the mysteries of Irori, and the gods quest for self-perfection. This fit his way of looking at the world, so when his mentor told him that there was nothing else he could teach, Ojo took his leave from his family and headed to Kassen to study under Father Prasst and complete his training in the ways of Irori.


Notes to DM:

1) Depending on how you rule on the potion/scroll question, his inventory may change.
2) As per my post in the other thread: 1st - Cleric, 2nd - Monk, 3rd+ - Cleric
3) If I am selected, I will create an alias for this character and post under that.

Created using PCGen 6.00.0 on Jan 12, 2013


Hello all.

First time message board user-- though I have RPed in various formats for many years.

Dotting for interest, will check with Discussion to see what's already being brewed up.


@Damiani - always glad to see a first timer. Welcome!


Crunch:

Remove two scrolls of cure light wounds and remove 5 platinum pieces.
Add two potions of cure light wounds.

Updated per your response in the discussion thread, and thanks!

-- david


EDIT: Whoops! didn't see Oladons list of applicants in the discussion thread. Mine is removed. There's a great list there for those interested.

Dark Archive

I'm working on Savren's fluff now, I'll probably post up a full thing for him later tonight!

Shadow Lodge

Here is the first part of my submission. Romund, half orc scout rogue, going for a skill-monkey type/ melee damage dealer.

Fluff:
Romund grew up alone in Kassen. Being the soon of one of Belkzen's raids he was left to fend for himself since very early. His mother was a poor farm hand with no family left after the orc raid. She "disappeared" one day when Romund was little more than a toddler. It was explained to him how she was attacked by a beast in the woods and died from her wounds. But what people said when they though the half orc child was not around was that she ran away. He become very good in "not being around".

Nobody wanted a half human kid anyway and Romund always escaped the temple when he was caught. Growing up on the streets he would steal food when he could. The guard gave him a blind eye and Captain Wisslo help him with a meal now and then, sometimes he would talk to the kid even if he never got an answer back. He was one of the few people who did so.

Romund would spend most of his time in the woods. There he meet his only friend, Grimscar, one of the few half orcs in the village. He was not a gentle man and did not care about the world of humans. But he looked after Romund and gave him a home and an honest job as a lumberjack. The orphan does not hold it againt his mother for running away, he wants nothing more than escape Kassen himself.

Dark Archive

Dr. Savren "Doc" Redforge, Dwarven Chirurgeon

Background:
Having come to Kassen in the past decade, Doctor Savren "Doc" Redforge has found himself as someone on the outskirts of the community. Hailing from the Dwarven Sky Citadel of Kraggodan, Savren was trained in alchemy and chirurgy by the finest dwarven minds. However, his lack of experience with humans, in addition to his inborn nature to simply say whatever is on his mind, has left him as one of Kassen's less-favored sons.

Savren has been fascinated by humans for many years. He took to the path of medicine quite young, and while he has dabbled in working in a smithy, alchemy has always been his passion. After his training in Kraggodan, the dwarven doctor found himself thoroughly intrigued by humans. Though unused to them and their culture, he found the workings of the human body to be quite fascinating. Because of this, Savren traveled to many small human villages in Nirmathas, before finally settling in Kassen. Though they were quite open and welcoming to the dwarf at first, his mouth soon started getting him in trouble. After a year or two, most people would not suffer his presence for very long unless they were bedridden. In all honesty, it seemed that if it weren't for his intelligence and great skill in making potions and medicines, they would have likely run him out of town years ago.

Despite this, however, Savren has found a comrade in his fellow dwarf, Braggar Ironhame. The surly dwarf is prone to bouts of violence, and such events inevitably leave him wounded. It is almost ritual for "Doc," as the dwarven blacksmith likes to call him, to tend to his wounds. Though they don't particularly agree on religious or moral matters, they are close friends, spending many a night over a mug or ten of Savren's home-brewed ale. His ale recipe is actually the result of his attempts to make new medicines, and while it failed at its intended purpose, the alchemist is in no way unhappy with it. He loves his drink, though he tends to partake only infrequently, as it interferes with his work. Still, he has discovered that the especially potent brew can even be used as an explosive when mixed with a certain herb that is often found near Kassen. He tends to keep a few vials full of this ale, ready to be drunk or used as a weapon in case of danger.

Now, because of his effective outcast status among the population of Kassen, Savren Redforge has received permission to participate in the Quest for the Everflame. Hoping to ingratiate himself with the citizenry and earn his place in the town, the doctor has gathered all the equipment he will need for this sojourn, and steeled himself for whatever he may have to face.

Physical Description:
Savren is a friendly-looking dwarf, with neat gray hair and big brown eyes. Though he is physically as large as most of his brethren, standing 4'7" tall and weighing 200 pounds, he is not particularly strong. Instead, he is agile (in both mind and body) and deft with his fingers like few other dwarves can be.

Portrait of Savren.

Personality:
Kind and caring, Savren does his best to be considered a good doctor. His patience for his patients is great, allowing him to help heal even the most stubborn child or cantankerous adult with his chirurgy and potions. However, his oath to "do no harm" does not extend to those who have chosen to openly and unrepentantly do wrong. The undead, bandits and other evils will most certainly not appreciate his bedside manner.

Though friendly and highly intelligent, Savren has a tendency to say the wrong thing at the wrong time. It has gotten so bad that the people of Kassen have pretty much taken to ignoring him during his visits, simply allowing him to treat them. The dwarven man is not particularly happy with this, but as he's the one at fault, he can't really complain about it.

Character Sheet:
SAVREN REDFORGE
Male Dwarf Alchemist (Chirurgeon) 1
NG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision, Perception +5

--------------------
DEFENSE
--------------------

AC 16, touch 13, flat-footed 13. . (+3 Dex, +3 armor)
HP 11 (1d8+2+1)
Fort +4, Ref +5, Will +1 (+3 vs. poison, spells and spell-like abilities)

--------------------
OFFENSE
--------------------

Speed 20 ft. (Light Armor)
Melee Walking Stick (Warhammer) +0 (1d8/20/x3)
. . Dagger +0 (1d4/19-20/x2)
Ranged Bomb +3 (1d6+4 fire damage, 5 splash damage, DC15 reflex) OR
. . Bomb +5 (1d6+4 fire damage, 5 splash damage, DC 15 reflex) (with Mutagen) OR
. . Light Crossbow +3 (1d8/19-20/x2) OR
. . Light Crossbow +5 (1d8/19-20/x2) (with Mutagen)
Special Abilities Mutagen (Su) (+4 Dex, +2 NA, -2 Wis, 10 min duration)

--------------------
STATISTICS
--------------------

Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 13
Feats Point Blank Shot, Brew Potion (Class), Throw Anything (Class)
Traits Accelerated Drinker (Drink held potion as a move action), Glory of Old (+1 vs. poison, spells and spell-like abilities)
Skills Craft (Alchemy) 1 rank (+8), Knowledge (Arcana) 1 rank (+8), Knowledge (Nature) 1 rank (+8), Spellcraft 1 rank (+8), Perception 1 rank (+5), Stealth 1 rank (+3), Heal 1 rank (+2)
Languages Common, Dwarven, Gnome, Giant, Goblin, Orc
Combat Gear Light Crossbow, Walking Stick (Warhammer), Dagger, Studded Leather Armor, Crossbow Bolts (20); Other Gear 1pp 2gp 6sp 5cp, traveler's outfit, satchel, bedroll, winter blanket, candle (5), flint and steel, healer's kit (10/10), oil (1-pint flask) (2), silk rope (50 ft.), alchemist's kit, torch (5), 5 days trail rations, waterskin [Medium Encumbrance]

--------------------
SPECIAL ABILITIES
--------------------

Favored Class: Alchemist (HP)
Dwarven Racial Traits (Rock Stepper alternate racial trait)
Alchemy (Su)
Bomb (Su)
Brew Potion (Ex)
Throw Anything (Ex)
Mutagen (Su)

--------------------
SPELLS
--------------------

Alchemist (CL 1, Concentration +5)
1- [DC15] 2/day bomber's eye, cure light wounds (1), expeditious retreat, identify, reduce person, shield


Black Thom here, presenting...

Kyrah Moonshadow
LG Female Halfling Paladin
Archetype - Divine Hunter/Warrior of the Holy Light


I'd be very interested in playing. A friend of mine loves this module and insists I should play it if given a chance, so here I am.

The character would a Hellspawn Tiefling Inquisitor who worship Ragathiel. He is convinced that if the son of an archduke of hell can turn to good he should be able to do it as well.

He'd be lawful good but his fiendish heritage pushes him more to the lawful side of things and he has problems with always doing the good thing. He does actually seek to atone for his sins and whenever he crosses what he considers a boundary of good he repents by doing things like offering himself for unpaid hard labour at a local farmstead.


Can someone give me some advice on the following?

How far, in terms of levels, does these 'pbp' campaigns typically take someone to? assuming you don't die, go insane and die, or die and get turned into a slathering undead horror, etc?

Just curious how far out I should potentially plan the character's life.

Thanks.

Dark Archive

It generally depends on the campaign. I don't recall what level the Price of Immortality trilogy goes to, but planning to about level 12 should hold you for quite awhile. My Life Oracle (who is my longest-lasting PbP character at 6 months) is only level three. ;)


Seranov's about right, though in my opinion planning to 12 is pretty excessive. You're most likely looking at a minimum of a few months per level, with the length of time between each getting longer as you go.

Then again, I'm not a big pre-planner for characters, so this post may be worth what you paid for it. :)

Shadow Lodge

Here is the second part of my submission, Romund the half-orc rogue. I consolidated both posts into this one for easier reference.

Fluff:

Romund grew up alone in Kassen. Being the soon of one of Belkzen's raids he was left to fend for himself since very early. His mother was a poor farm hand with no family left after the orc attack. She "disappeared" one day when Romund was little more than a toddler. It was explained to him how she was attacked by a beast in the woods and died from her wounds. But what people said when they though the half orc child was not around was that she ran away. He become very good in "not being around".

Nobody wanted a half human kid anyway and Romund always escaped the temple when he was caught. Growing up on the streets he would steal food when he could. The guard gave him a blind eye and Captain Wisslo help him with a meal now and then, sometimes he would talk to the kid even if he never got an answer back. He was one of the very few people who did so.

Romund would spend most of his time in the woods. There he meet his only friend, Grimscar, one of the few half orcs in the village. He was not a gentle man and did not care about the world of humans. But he looked after Romund and gave him a home and an honest job as a lumberjack. The orphan does not hold it againt his mother for running away, he wants nothing more than escape Kassen himself.

Crunch:

Half Orc
STR 18, DEX 14, CON 14, INT 14, WIS 12, CHA 8
Male
Medium Size
Alignment CN (maybe CG depending on group setup)
Rogue, Scout archetype LVL 1

COMBAT STATS
BaB +0
Init +8; Senses Perception +7, Darkvision 60ft
CMB +4 (+0BaB +4strength)
CMD 16 (+0BaB +4strength +2dexterity +10)
Favored class Rogue (+1 HP at lvl 1)

DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex,)
HP 11 (1d8+2)(+1 Favored Class)
Fort +2
Ref +4
Will +1

OFFENSE
Speed 30 ft, 30 ft Armored
Melee Greataxe +3 (1d12+6/x3)
Melee Dagger +4 (1d4+4/19-20x2)
Ranged Sling +2 (1d4+4/x2), range 50 ft.
Space 5 ft; Reach 5 ft

TRAITS
Paragon of Speed: +2 trait bonus on Initiative checks.

Armor Expert: When you wear armor of any sort, reduce that suit’s armor check penalty by 1

RACIAL TRAITS
+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 (see darkvision.)

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.

Bestial The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

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.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

FEATS
Improved Initiative

SKILS
Acrobatics (Dex) 6 (1 Rank)
Appraise (Int) 6 (1 Rank)
Bluff (Cha) 3 (1 Rank)
Climb (Str) 8 (1 Rank)
Diplomacy (Cha)
Disable Device (Dex) 6 (1 Rank)
Intimidate (Cha) 5 (1 Rank)
Knowledge (local) (Int) 6 (1 Rank)
Perception (Wis) 7 (1 Rank)
Sense Motive (Wis)
Stealth (Dex) 6 (1 Rank)
Swim (Str) 8 (1 Rank)

EQUIPMENT
Greataxe (S), 1d12 dmg, crit x3, 20gp, 12 lbs
Dagger (P or S), 1d4 dmg, crit 19-20x2, 2gp, 1 lbs
Sling (B), 1d4 dmg, crit x2, range 50 ft.
Lamellar Leather (+4/+3/-2), 60gp, 25 lbs
Backpack, 2gp, 2 lbs
Flint and Steel, 1gp, - lbs
Bedroll, 1sp, 5 lbs
Winter blanket 5sp, 3 lbs
Belt Pouch, 1gp, 1/2 lbs
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Thieve's Tools, 30gp, 1 lbs
Tent (1person), 10gp, 20 lbs

12gp left

Notes:

Notes on the build: My intention with Romund is going the first 3 lvls as a rogue, then grabbing the next 3 as a fighter and the rest rogue again. He is a brutish kind of scoundrel who stays in melee with a two-handed weapon and heavier armor. More of a bruiser then an acrobat.


This trilogy goes to level 6 (I'm running it in PBP right now as well). My game's been going on for a month or two now, and we're still in the beginning of the first dungeon.


Good to know -- thanks, DM Jelani!


Manzcar here submiting I haven't fleshed out the gear but that shouldn't be too long. Let me know if you need any clarification.

Back Ground:

The look of love is easy to see in the young. She will look at him with a sparkle in her eyes and a quiver of anticipation on her lips. The anticipation of what could happen in his arms. He looks at her with an intensity that leaves room for nothing else. The kind of intensity where a war could break out around him and he wouldn't notice it at all. All he could see or want to see is her.

This was how Rachael looked at Xavier and how Xavier looked at her. Rachael was of old blood in Magnimar, nobility ran through her veins. Her father sat on the Council of Ushers and was a good man who used his position to try to do good for the people. Xavier was from new money. His father was a trader of goods and antiquities. His father is rumored to have made his fortune as an adventurer delving into dungeons and completing deeds for coin. These rumors were never denied nor authenticated by his father.

At nineteen each was excited about how their lives would unfold together. Xavier had proposed to Rachael and she had accepted. Xavier had planned to work with his father in the business of antiquities buying and selling. They would have a family and live a life of splendor and joy. Or so that was their plan. One night after spending the evening at parties and having their fill of wine in the the Vista they took a moonlight stroll in the gardens. They looked into each others eyes and as Xavier bent down to kiss her he was thrown to the ground. He hit the ground and rolled over and looked up to see several skeletal figures clawing at Rachael. Xavier stood up and rushed at the figures trying to get them away from his love, but he was not skilled at the art of fighting and the skeletons simply knocked him away. As Xavier laid on the ground bleeding and about to pass out he saw the skeletal figures take Rachael away her body was limp in their grasp and blood streamed from her face.

When Xavier woke he was in the temple of Iomedae being overseen by the priests and clerics there. Xavier was always a devout follower of Iomedae as was his father. Xavier was asked many questions about that night and had no other answers than what he saw. He knew of no reason for her being taken and in all likelihood being killed. He spent the next six months searching for clues as to who and why this had happened. He became obsessed to find out what had happened but came no closer to the truth than the night it happened. Of course there were rumors of a Necromancer but nothing that could be proven.

Xavier turned to his faith for comfort and understanding while never giving up the hope of finding truth. He in fact enrolled as a student of the order. He studied the art of the longsword, the undead, and healing. He became very accomplished with the sword and knowledge in religion but the healing arts escaped his abiltiy. In fact in first those two years he never felt even a glimmer of power from Iomedae.

One day as he was getting the temple ready for services a father brought his young daughter to the temple as she had fallen and injured herself. The father asked that Xavier do something to help his dying daughter, but Xavier kept telling him he did not have the healing power. Xavier yelled for one of the clerics to help but none seemed to hear his plea. The father kept insisting that Xavier do something and in frustration Xavier yelled that he could do nothing. But at that very moment Xavier's body glowed with brightness and a beam of light shot out from his holy symbol into the girl healing her. Iomedae had finally blessed him and he could feel the power coursing through him.

For the next year he studied even harder and grew in his power and understanding. He moved up in the church and became a full cleric of Iomedae. In the spring of the fourth year after the disappearance of Rachael, Xavier received a letter at the temple from no one. The letter stated that if he wanted to know about his lost love he should travel to the town of Kassan and speak with Father Prasst. It stated no more, but after all this time his wounds were being ripped open again. Xavier spent several weeks searching his heart and soul and he enlisted the help of the other clerics to decide what to do. It was decided after much meditation that he would go and find where this clue led.

Xavier traveled to Kassan and met with Father Prasst showing him the letter hoping that this would be ther begining of closure. Father Prasst was compassionate of his trial but had no answers for Xavier. The Father had never heard of either Xavier nor Rachael, and definitely never sent him a letter instructing him to come to Kassan. Xavier spent a couple day contemplating the events that brought him to Kassan and decided that he was brought here for a reason and would wait it out to find its conclusion. So Xavier helps Father Prasst with the temple and healing and waits patiently for what ever or whom ever has brought him here. For Xavier would cross Hell and back to find the truth of his lost love.

Personality and Physical description:

Xavier is strong willed and opinionated. He believes in protecting the weak and championing the down trodden. He obviously has a hatred for the undead and will almost forget himself trying to eliminate them. He mourns for his lost Rachael and wishes to find the answers of her disappearance and or death.

Xavier stands six feet tall and is of a slender yet muscular build. he has brown hair and a close kept goatee. He is an attractive man but always seems to have a serious look upon his face.He is skilled with the long sword and shield. His healing arts of channeling are strong

General Combat:

Initative +2
AC = 20 6-chainmail, 2-Heavy Wooden Shield, 2-Dexterity
AC Touch 12 Flat Footed 18
Melee 2
Ranged 2
CMB 2
CMD 14
Fort Save 2
Reflex Save 2
Will Save 6
Perception 4

Spells and Abilities:

Aura
3 Orisons DC 15
2 1st level DC 15
Channel Energy 7/day DC 15 (17 vs Undead)
Suns's Blessing Channel gains 1 to dmg Undead and Undead can not add any channel resistance to saves.
Touch of Glory 7/day touch grants 1 to single Charisma based skill check or ability.

Traits
Sacred Touch- As a standard action auto stabalize
Sacred Conduit 1 to Trait bonus on save DC of channeled pen


Zack Muad'Dweeb here.

Most of the crunch is done, just have to fill in some miscellaneous gear and pick another trait.

Fluff will be forthcoming.


Hello again all.

Here is my Summoner submission, revisited and updated, per the instructions-- now of the town, grew up there, and teenager / young adult gleeful to join the Flame carrying procession to the tomb of the founder.

Nilofar Varssin, Crunch, No Equipment:

Female Human Summoner 1
LN Medium Humanoid (human)
Init +1; Senses Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities Summon Monster I (7/day)
Summoner Spells Known (CL 1):
1 (2/day) Enlarge Person (DC 15), Shield
0 (at will) Message, Light, Detect Magic, Mending
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 14, Wis 10, Cha 19
Base Atk +0; CMB +0; CMD 11
Feats Augment Summoning, Spell Focus (Conjuration)
Traits Caretaker, Poverty-Stricken
Skills Heal +5, Knowledge (planes) +6, Linguistics +6, Spellcraft +6, Survival +5, Use Magic Device +8
Languages Abyssal, Celestial, Common, Infernal
SQ eidolon link, life link, share spells with eidolon
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Eidolon Link (Ex) Mental link allows communication over any distance, but share magic item slots.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Share Spells with Eidolon (Ex) Your spells ignore type restrictions for Eidolon and it can recieve your personal spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster I (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

--------------------
Gabriel, the Eidolon
Quadruped
LN Medium Outsider
Init +2; Senses darkvision; Perception +4
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (+1)
Fort +3, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite (Bite) +2 (1d6+4/x2) and
Claw x2 (Claws) +2 x2 (1d6+4/x2)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Power Attack -1/+2
Skills Acrobatics +2 (+6 jump), Bluff +4, Perception +4, Sense Motive +4, Stealth +6
Languages Common
SQ pounce
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Pounce (Ex) You can make a full attack after a charge.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Nilofar's History (Brief):
Mother came to town. Mother died just after child birth. Made arrangements with village to ensure Nilofar was cared for and brought up, leaving a small wealth for Nilofar's 'adulthood' with local temple.

In her younger teenage years, Nilofar demonstrated caster talents, per her mother's warnings to the Priest. As she grew up, she oddly bonded more with Olmira and Arnama, while helping in the temple to tend to the ill or injured.

She spent some time with Holgast, learning a few things, but mostly found him to sleep too much.

Nilofar eventually has proven herself to be a Summoner, able to pull creatures forth from the Great Beyond, most often, Gabriel, a black panther with dark green eyes-- matching her own hair and eye coloring, as her personal guardian.

She rarely does this *in* town, but it's obvious to whoever knows her from living there that she is a caster with wonderful abilities and a medium sized, unearthly, panther that some people say can speak. In defense of the village, Gabriel would be seen, but mostly, she claims he's 'elsewhere' when just wandering town, a bit of a 'caster pariah' even though she is amazingly charismatic.

Eventually she's asked to partake in the lighting ceremony, which delights her to no end.

Drafting up the alias now, in case!


Here is Colin McNair, an arcane sorcerer who wants to be admired by the people of Kassen. If he is chosen I might make some minor adjustments to him, but he is complete for the most part.


Just a warning that I may not let the recruitment run until the 25th - due to the high volume of interest. If I shorten the timeframe, I'll give 48 hours notice.

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