Rise of the Necromancer (Inactive)

Game Master Tassadan

The Swallowtail festival is in full swing. Just as Father Zantus begins to make his speech, some nasty ol' goblins mess it all up!



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Hi everyone. Happy holidays and New Year to you all.

I'd like to start a slower paced game as my first PbP here. I have a campaign idea, which I've given the name Rise of the Necromancer. Oh-so-original, I know.

In my tabletop group, we started out using Rise of the Runelords, but I quickly changed things around and used the AP as inspiration. It starts off in Sandpoint, within the country of Varisia and progresses throughout the Inner Sea region.

Here's some of the basics:


  • Level: 4th

  • Races: Anything in the Core rulebook. If you want to use something from another source please ask first.

  • Classes: Anything that's from a Pathfinder source. 3rd party material might also be acceptable, please ask first. No Necromancers as Necromancy is a forbidden school of magic in my Golarion and plays a significant part of the campaign. (Sorry for the spoiler).

    Please, no more than 2 classes to begin with. Once we are high enough for prestige classes, no more than 3. This way, no one has ridiculous class combinations like Fighter 2 / Rogue 2 / Barbarian 1 / Sorcerer 2 / Prestige 3 at 10th level.

  • Alignment: Only Good or Neutral characters will be allowed. I don't want any Chaotic Stupid characters or evil ones. That means you can be LG, NG, N, LN, or CG.

  • Ability Scores: 20 points to spend. No abilities can be higher than 18 before applying racial modifiers. Don't forget your level bonuses.

  • Feats: You can use any feats from any Pathfinder source. If there's feats from 3.5 or 3rd party material, please ask me first. I will not allow any Exalted feats. You also get 1 additional bonus feat.

  • Traits: Take 2 traits from here. They must both be from different categories.

  • Hit Points: Maximum HP per character HD. That's right, you automatically get the best HP possible.

  • Starting Wealth and Equipment: Begin with 6,000 gp to spend however you'd like. Please, no items worth more than 4,500 gp. I'll give out plenty of treasure. Any equipment from a Pathfinder source is fine. If it's found elsewhere, ask me first. Don't worry about buying mundane equipment, add whatever you'd like within reason. For example, 7,000 feet of rope or 10 ladders is ridiculous.

  • Experience: We'll begin with 6,000 xp and use the Fast advancement table.

I'd like to have between 4 and 6 players in this game.

Please give me a brief description and background of your character.


  • Why are they in Sandpoint for the Swallowtail Festival?
  • What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
  • What sets them apart from others of their race, class, and race-class combination?
  • Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
  • Is there anything else that's important to know about this character?
  • What posting rate do you hope to expect?

Please also let me know if you have any questions or if I forgot to include something in my lists above.

Thanks everyone. Looking forward to playing some Pathfinder with you!


Ooh, this sounds interesting. I'll start making a Summoner to submit. :D


Dotting for interest. This looks fun. I'll try and submit something soon.


dotting here as well

may wait and see after the other Rise of the Runelords game recuitment is done (should have selections done by tomorrow)


I'd like to try something different. I'll work on a Samurai.


Hey thanx for starting a game!! very interested. I'm at work now but will keep the character ideas running through my mind all day. I'll try and get a character posted tonight.


Black Dow saying hi and noting interest.

GMB do you allow the Additional Traits feat? Also what about alternative racial traits from the Advanced Players Guide etc? Just wanted to check ahead of pulling together my character.

I'll be submitting Husfa Járntunga for your consideration; a Female Dwarf Bard (Savage Skald) 3/Fighter 1 who hails from Kalsgard in the North.

Will try and get a detailed character outline to you before the Hogmanay celebrations kick off here in Bonnie Scotland.


Black Dow wrote:

Will try and get a detailed character outline to you before the Hogmanay celebrations kick off here in Bonnie Scotland.

I can't believe after being stationed in Scotland for 4 years (Dunoon with the Navy) never had the chance to see those celbrations. shame really would have enjoyed that. I was either at sea or back home in the states with family.


Sounds like a cool concept! I'd like to submit Hew Norric, an Aasimar Shining Knight Paladin of Iomedae. Also, 1 additional bonus feat? Cool. Would that be taken at first level or just in any old place? As for your queries:

Why are they in Sandpoint for the Swallowtail Festival?
Hew is a joyful soul who loves festivals and piety. When he heard tell of Sandpoint's having a combination of the two, he spared no time whatsoever getting there. Hew has high hopes for this town, and is interested in helping it on its way to goodness in any way he can.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
Hew lives for doing what he considers to be good. Glory, honor, and good deeds are the only factors by which he calculates his self-worth, and he considers himself to be worth a lot.

What sets them apart from others of their race, class, and race-class combination?
Hew is an extremely focused individual, almost to a fault. While some clerics of Sarenrae or
Being part celestial and a Paladin, one might assume that Hew like the "Tranquil Guardian" archetype would be a gentle and peace-loving Paladin. This is not the case. Hew lives for the glory and honor of battle, and the destruction of evil in all its forms. Unfortunately, he can often get carried away, being harsh and overly pious when it comes to dealing with what he considers unseemly acts of society. He considers himself, however, above such expectations. He carries on with women, drink, and other things as he sees fit. He's a bit of a hypocrite.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
Pure Shining Knight Paladin. Hew would never deviate from his calling.

Is there anything else that's important to know about this character?
He named his horse "The Avatar of The Heavens" and wears a cape along with his heavy armor. He might be a bit Lawful Stupid and can get rather pigheaded at times. He is, nonetheless, Lawful Good, and will always do the right thing even if he's a pompous dick about it at the time.

What posting rate do you hope to expect?
Well, since you say it will be a slower campaign, I'd expect not quite so many posts. The rate I'm capable of, though, is extremely high. Due to my schedule, I'm on the computer for several hours per day at many times per day. I'd estimate I could easily post five times a day, if need be.

RPG Superstar Season 9 Top 32

I'm up for a slow-paced game. 2-5 posts per week, does it sound OK or is it too slow?

I think I will try a CG Male Human (Varisian) Magus (Kapenia Dancer) this time.

Why are they in Sandpoint for the Swallowtail Festival?
He was raised in a circus family and used to travel with a troupe, but recently decided to start a solo act. He came to Sandpoint to both enjoy the Festival himself and to earn some money performing in front of the crowd.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
Life of a traveler teaches a lot about what's right and what's wrong. While hardly an exemplar of a society, his heart is firmly in the right place. He knows from personal experience how compassion and cooperation help endure hardships and preserve one's dignity no matter the circumstances.

What sets them apart from others of their race, class, and race-class combination?
Well, first, he's male, while the majority of dancers are female. But apart from that he found himself plagued by a bit of vanity and arrogance, which was the cause of his falling out with the troupe where his parents still work. He is demanding of himself and of others.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
Haven't thought out the build in detail, but most likely will stick with the base. I am not a (good) optimizer.


Potentially interested as well. Not sure what I will play, just yet, but have a few ideas


Count me in with this Monk/Sorcerer.

Why are they in Sandpoint for the Swallowtail Festival? - Syndir is on the run from agents of his family. Real or imagined has yet to be determined to the suspicious young Qadiran.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral? - Syndir has an extreme sense of guilt over the actions of that fateful night and does at times seek atonement. Although he also understands the need for both ends of the specrtum.

What sets them apart from others of their race, class, and race-class combination? - Syndir has fully accepted his draconic heritage and his martial training has only enforced the path of his destiny.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base? - Syndir will continue to stack Monk and maybe another Sorcerer level until he qualifies for Dragon Disciple.

Is there anything else that's important to know about this character? - Syndir often has conversations with the 'Wyrm' in his head and is somewhat sure that his draconic mother has something to do with it but he tends to trust the voice none the less.

What posting rate do you hope to expect? - I prefer at least once a day but slower is ok as well as long as its not once a week.


Black Dow:
1) Yes, that feat should be fine if you want more traits. Just make sure they're all from different categories. Actually, you can have 1 overlap if you take the feat.
2) I'm unfamiliar with the alternate racial traits, but after glancing over them I don't see any problem. In fact, they probably make more fun and varied characters.
3) Give me Husfa's full write up and we'll talk some more. Sounds like a solid concept at face value.
4) Have a good festival! Drink much ale.

=====

Hew Norric:
I'm really not certain that character would fit into the game. I wish I could like paladins more, but sometimes they cause more problems in the party and for the DM and make it not as fun.

Why don't you try another variation of Hew for me?

=====

flykiller:
I was thinking about that posting rate. Possibly more, possibly less. I suffer from migraines and when one strikes I can't use screens of any kind. I'll try to give some warning if I can't get on, but it's hard to tell when something will trigger a migraine attack. Since it's slow, I might do an abbreviated combat scenario so the first encounter doesn't take 3 years to complete. But I'll think more about that when the time comes.

Your concept is solid and should work well for the game. I've never had an opportunity to play with a Magus. You'll just need to make a character name.

=====

Syndir Apep:
A dragon sorcerer/monk should be cool. Will you take the Arcane Strike feat? That sounds like a solid choice for any melee-caster.

If the posting rate indicated above sounds too slow for you, it might be best to find another game and open up a slot for another slow-posting player. Let me know what you decide.

=====

That's 3 players with good concepts for the game. If we're going for a truly balanced party we're missing a meat shield and a dedicated healer, but I don't want to pigeonhole anyone so there's between 1 and 3 slots still available. Maybe between 2 and 4 slots if Syndir decides the posting rate is too slow for his/her taste. There also might be 1 fewer slot available if Hew ends up changing his concept to a more party-friendly version.

Thanks for all the replies. I'll keep checking the thread off and on throughout the day and get back to you as quickly as I'm able.


Hew Norric wrote:


What sets them apart from others of their race, class, and race-class combination?
Hew is an extremely focused individual, almost to a fault. While some clerics of Sarenrae or
Being part celestial and a Paladin...

Oops, looks like I copied and pasted some of the wrong character bio. Ignore the "clerics of Sarenrae" bit, please. A correct version will be posted to Hew's character page. Also, here's Hew's crunch and appearance for himself and his horse.

Appearance:
Hew sports semi-long golden hair with a bright metallic sheen. His irises shine like sapphires around his black pupils. Most of the time, Hew can be found sporting his armor and a short cape, reminding people of his glorious figure, but he never wears a helmet for fear of concealing his unnaturally beautiful features. His voice also seems to echo dramatically whenever he speaks. Hew goes almost everywhere with his white horse, "Ava."

Crunch:

Hew Norric
Angelkin Aasimar Shining Knight 4
LG Medium Outsider (Native)
Init +1
Senses: Darkvision 60
Perception +0
--------------------
Defense
--------------------
Defense AC 21 , flat-footed 20, Touch 11. (1 Dex, 10 armor)
hp 40 (4d10)
Fort +7, Ref +5, Will +7
Resistance: 5 negative energy, +2 vs. death, energy drain, negative energy, necromancy, +4 vs. Fear effects.

Special
Deathless Spirit, Aura of Good, Aura of Courage
--------------------
Offense
--------------------
Speed 20 ft. (50 on horseback)
Melee: Lance/Longsword +10 (1d6+9) or Greatsword +10 (2d6+9)
Ranged: Composite Longbow +5 (1d8) [130 ft. w/ flight arrows]

Special Attacks

Smite Evil 2/day, Ride-By Attack, Spirited Charge

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

Statistics

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

Str 23
 Dex 12 
Con 10 Int 7 
Wis 10 
Cha 16
Base Atk +4
 CMB +10 
CMD 21

Feats 
Mounted Combat, Ride-By Attack, Spirited Charge

Traits

T- Inspiring Rush: +1 Attack and Damage Bonus on 1 charge per day, bonus also applies to any allies who do the same before Hew's next turn
T- Fast-Talker: +1 on Bluff and is a class skill

Skills
Bluff:+8

Diplomacy: +7
Handle Animal: +7
Ride: +8
Sense Motive: +4


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

Special Abilities

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

Smite Evil 2/day
Lay on Hands: 5/day 2d6 positive energy. Mercy: Fatigued
Spells: 1st- 1/day, usually Hero’s Defiance
Spell-like Abilities: 
1/day: Alter Self


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

Race and Class Features

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

Deathless Spirit(Su): gain resistance 5 against negative energy damage. Does not lose hit points when gaining a negative level, and gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. Replaces Celestial Resistance

Aura of Good (Ex)

Detect Evil (Sp)

Smite Evil (Su)

Divine Grace (Su)

Lay on Hands (Su)

Skilled Rider (Ex and Su): At 3rd level, a shining knight does not take any penalty to her Ride skill due to her armor check penalty. In addition, any mount she is riding gains the benefit of her divine grace class feature, adding her Charisma bonus (if any) to its saving throws.

Mercy (Su)

Channel Positive Energy (Su)

Spells


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

Gear

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

Full Plate: 1,500 gp
Armored Kilt: 20 gp
Belt of Giant’s Strength +2: 4,000
 gp
Lance: 10 gp
Greatsword: 50 gp
Longsword: 15 gp
Composite Longbow: 100 gp
Heavy War-Trained Horse: 300 gp
40 Flight Arrows: 4 gp
1 gold piece


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

Horse

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

Avatar of the Heavens or "Ava"
Draft (Heavy) Horse
CR 2
N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE
AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +11, Ref +10, Will +6

OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +5 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8
SQ Combat Trained

SPECIAL ABILITIES
Combat Trained (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.


DM Bacon wrote:


Hew Norric:
I'm really not certain that character would fit into the game. I wish I could like paladins more, but sometimes they cause more problems in the party and for the DM and make it not as fun.

Why don't you try another variation of Hew for me?

Ah crap, and I already did the work... ignore my last post about crunch and such as well as his character page. Would you prefer a Barbarian? Inquisitor?

The campaign also seems to lack full-casters at the moment, so I could go that route. I am at your disposal. What would you like to see?


Would love to apply with this character. Give me a day or so and I can tweak him (traits etc) if you like the looks of him.


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DM Bacon wrote:


=====

Syndir Apep:
A dragon sorcerer/monk should be cool. Will you take the Arcane Strike feat? That sounds like a solid choice for any melee-caster.

If the posting rate indicated above sounds too slow for you, it might be best to find another game and open up a slot for another slow-posting player. Let me know what you decide.

=====

The Arcane Strike is a good choice and would make a solid additional feat per your house rules. It would have come in real handy in my last game actually. Thanks for the heads up on that.

I can definitely get down with a 2-5/week posting rate. Quality over quantity. Plus there's still plenty of opportunity for more posting between players. I also suffer from migraines from time to time so I understand where you're coming from on that.


Hufsa will likely progress at 2/1 Bard/Fighter levels, so while not a front line meatshield she'll likely make a decent scrapper.

She's not finished - please consider the profile as a placeholder for the time being as I build her crunch (the fluff is done though)...

Would make quite an interesting party if they are sans "meatshield" as such.

Here's her answers to date:

Why are they in Sandpoint for the Swallowtail Festival?: Hufsa has not come to Sandpoint for the festival per say, the Bard has been drawn to the region with tales of monsters befitting the Sagas of the North; the Sandpoint Devil, Murdermaw and more regionally, Black Magga. She seeks knowledge and rumour of these beasts and more, so she may make a name for herself in the world and the words of song and ode. If there is a Sage or one knowledgeable of these legends in Sandpoint, Hufsa will have come to seek them out. The festival is a mere distraction.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?: Hufsa is a driven young woman... She seeks fame and to make her name, and as such can be selfish and bullheaded in its pursuit. To be a hero one must be heroic, as such Hufsa is keen to take up quests and challenges that will win her fame, and oppose evil.

What sets them apart from others of their race, class, and race-class combination?: As a dwarven skald of Kalgard Hufsa has spent many long winters listening to both the tales of the longbeards and learning the skills of a warrior poet. A fighter with the flair for the dramatic, Hufsa uses her Dwarven Longhammer as both a weapon and to add a forboding atmosphere to her verse.

Dwarven Longhammer:

These heavy-headed bludgeons are often carved or cast with monstrous faces or drilled with tiny holes to create a menacing whistling as they are swung through the air. (Advanced Race Guide)

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?: Hufsa will continue to multiclass at the rate of 2 Bardic levels for every 1 in Fighter. Don’t plan to take any levels in a Prestige Class at present.

b][Is there anything else that's important to know about this character?[/b]: While Hufsa does not hunger for gold nor coin like other dwarves, she does hunger for fame and a place in the Sagas of the North. This can cloud her judgement, something she stubbornly refuses to admit...

What posting rate do you hope to expect?: Slow and steady (like Hufsa) is fine with me, every couple of days would suit, but depending on the pace I’ll flexibly post every day or when required.

So far 3 concepts that mix arcane and combat... calling on the gods to send us some divine inspired comrades :)

@DMB - thanks for the clarification and answers. Ale will indeed be drunk :)

Happy Hogmanay One and All!


I think I can solve both the lack of a high AC tank and a healer. Once I'm home (I'm working off my mobile at the moment) I'll start work on a NG Plumekith Cleric of Sarenrae 4 with Dervish Dance and an AC of at least 19.


So a Plumekith is sort of like a coatl-aasimar?


Here are the basics for my Samauri...Tiko...

He was sent to Varisa by his order to seek out the whereabouts of an agent sent to research the Thassilonian ruins in the area. As he seemed to show a scholarly interest in addition to his martial skill, he was the natural choice for the assignment.

Raised by his order from an orphan, he is finally realizing his potential, and is eager not to fail.

Character Sheet (Preliminary)

Spoiler:

Tiko Masuit
Male Human (Tian-Dan) Samurai (Sword Saint) 4
LN Medium Humanoid (human)
Init +6; Senses Perception +0
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 19 (+8 armor, +1 shield, +2 Dex)
hp 56 (4d10+12)
Fort +6, Ref +3, Will +1; +2 vs. the spells and spell-like abilities of the subject of your challenge
Defensive Abilities resolve (2/day)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Katana +7 (1d8+4/18-20/x2) and
. . Masterwork Naginata +9 (1d8+6/x4) and
. . Masterwork Wakizashi +7 (1d6+2/18-20/x2)
Ranged Masterwork Composite longbow (Str +3) +7 (1d8+3/x3)
Special Attacks brutal slash +2, iajutsu strike +2d6/-4 ac (full-round), tome's challenge +4 (2/day)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 14, Int 10, Wis 10, Cha 11
Base Atk +4; CMB +8; CMD 20
Feats Improved Initiative, Toughness +4, Two-weapon Defense, Two-weapon Fighting
Traits Armor Expert, Scholar of the Ancients
Skills Acrobatics -2 (-6 jump), Climb +6, Craft (calligraphy) +2, Diplomacy +4, Escape Artist -2, Fly -2, Intimidate +7, Knowledge (arcana) +8, Knowledge (religion) +4, Linguistics +7, Ride -2, Sense Motive +5, Stealth -2, Swim +5
Languages Common, Draconic, Osiriani, Ancient, Shoanti, Thassilonian, Tien
SQ mounted archer, orders (order of the tome), specialized knowledge (knowledge [arcana]), weapon expertise (katana)
Other Gear +1 Tatami-do armor, Masterwork Composite longbow (Str +3), Masterwork Katana, Masterwork Naginata, Masterwork Wakizashi, 2815 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Brutal Slash +2 (Ex) Gain a bonus to confirm Iajutsu Strike criticals.
Iajutsu Strike +2d6/-4 AC (Full-round) (Ex) Draw sword as strike challenged foe for extra dam, but take AC penalty for 1 rd. You can use this once per foe, each day.
Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
Order of the Tome Knowledge is the stepping stone of both truth and power.

The members of this order devote themselves to the preservation of knowledge. Most would protect written knowledge at all costs, but there are members that believe there is such thing as kno
Resolve (2/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond
Specialized Knowledge (Knowledge [arcana]) (Ex) +2 on Know (Arcana) checks involving books, tomes, scrolls, or any other form of written knowledge.
Tome's Challenge +4 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, +2 bonus on all saving throws against spells or spell-like abilities cast by the subject of his challenge and a +2 bonus on all Bluff and Sense motive checks involving the subject of his challenge.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Expertise (Katana) (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.
--------------------
Why are they in Sandpoint for the Swallowtail Festival?
Tiko has been in the area for quite some time. His order is curious about the Thassilonian era, and has sent several scholars to this area in the past for research. One is missing, and Tiko is in the territory looking for clues. He just happens to be in town at the same time as the festival.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
There must be balance in the world for it to function as intended. Only by following a strict set of morals, and duties can this balance be achieved. Tiko finds hiself being pulled to combat evil, as good seems to pretty much take care of itself.

What sets them apart from others of their race, class, and race-class combination?
Most of his family and friends have never left the general area they were born in. Tiko finds different cultures, and places fascinating, and is pleased when his approach to life is able to make a difference to others...for deep inside, people are the same everywhere. He is inclined to use a little restraint when dealing out violence, but when he decides to do so he doesen't hesitate.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
At this point Tiko plans on following his dreams as a Samauri.

Is there anything else that's important to know about this character?
Tiko has a soft spot in his heart for animals...seeing them as the imbodiment of neutrality. If he can ever be accused of being reckless, it would probably involve trying to help an animal.

What posting rate do you hope to expect?
I can post once a day for the most part...but don't have a problem with every couple of days, as long as the plot moves forward. Waiting all week to go through a door is a bit taxing :-).

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Why are they in Sandpoint for the Swallowtail Festival?
Tiko has been in the area for quite some time. His order is curious about the Thassilonian era, and has sent several scholars to this area in the past for research. One is missing, and Tiko is in the territory looking for clues. He just happens to be in town at the same time as the festival.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
There must be balance in the world for it to function as intended. Only by following a strict set of morals, and duties can this balance be achieved. Tiko finds hiself being pulled to combat evil, as good seems to pretty much take care of itself.

What sets them apart from others of their race, class, and race-class combination?
Most of his family and friends have never left the general area they were born in. Tiko finds different cultures, and places fascinating, and is pleased when his approach to life is able to make a difference to others...for deep inside, people are the same everywhere. He is inclined to use a little restraint when dealing out violence, but when he decides to do so he doesen't hesitate.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
At this point Tiko plans on following his dreams as a Samauri.

Is there anything else that's important to know about this character?
Tiko has a soft spot in his heart for animals...seeing them as the imbodiment of neutrality. If he can ever be accused of being reckless, it would probably involve trying to help an animal.

What posting rate do you hope to expect?
I can post once a day for the most part...but don't have a problem with every couple of days, as long as the plot moves forward. Waiting all week to go through a door is a bit taxing :-).


DM Bacon wrote:
So a Plumekith is sort of like a coatl-aasimar?

Kind of, but also irrelevant now. I figured out that if I want my cleric to be remotely decent at channeling I'd have to go with regular aasimar rather than any of the variant heritages. Below is the beginnings of what I have mechanics-wise. Before I go into it more, are you good with an Aasimar Cleric of Sarenrae that can Craft Wondrous Items? I have yet to decide on domains.

Aasimar Cleric of Sarenrae Crunch:
DM Bacon wrote:
So a Plumekith is sort of like a coatl-aasimar?

Hew Norric

Aasimar Cleric of Sarenrae 4
NG Medium Outsider (Native)
Init +1
Senses: Darkvision 60
Perception +12
--------------------
Defense
--------------------
Defense AC 25 , flat-footed 24, Touch 11. (1 Dex, 11 armor, 2 shield, 1 Natural)
hp 32 (4d8)
Fort +4, Ref +2, Will +10
Resistance: 5 negative energy, +2 vs. death, energy drain, negative energy, necromancy,
Special
Deathless Spirit, Aura of Good, Aura of Courage
--------------------
Offense
--------------------
Speed 20 ft.
Melee: Scimitar +3 (1d6)
Ranged: Crossbow +4 (1d8)

Special Attacks

Channel Smite

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

Statistics

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

Str 10
 Dex 12 
Con 10 Int 7 
Wis 23 
Cha 16
Base Atk +3
 CMB +4 
CMD 14

Feats: Channel Smite, Heavy Armor Proficiency, Craft Wondrous Item

Traits

T- Exalted Of The Society: Channel Energy one more time per day
T- Underbridge Dweller: +2 on perception and Perception is always a class Skill

Skills
Diplomacy: +7
Kn: Religion: +2
Perception+12
Spellcraft: +7
Sense Motive: +10


Wondrous Items crafted at half-price
+1 Full Plate: 2,500 gp
Armored Kilt: 20 gp
Headband of Inspired Wisdom +2: 2,000
 gp
Sanctified Heavy Wooden Shield: 157gp
MWK Scimitar: 315gp
Amulet of Natural Armor +1: 1,000 gp
Wooden Holy Symbol
27 gp left over


Alright, so I've changed the character completely to "Hewyn Norric" as you can see. The gender change seemed like the right thing to do for the character, and her now-complete Crunch is in her character info. Here are her new answers to your campaign questions!

Campaign Queries:

Why are they in Sandpoint for the Swallowtail Festival?
If Hewyn (pronounced Hay-win or Heh-win, she doesn't care) were a bird, then Magnimar would be her cage. Having been born there, abandoned there, and then trained in her vocation there, Hewyn just wants to get out of this damned city for once! The Swallowtail Festival in Sandpoint sounded like the perfect opportunity: celebration of a good deity granting a gift to a girl not too unlike her former self. Perhaps Sarenrae would smile upon her luck the way that Desna had upon that little girl.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
Hewyn has dedicated her life to Sarenrae, whose clergy saved her from the darkness of the Shadow district. She will help those in need without judgement or complaint, but will sorely punish those who refuse to change their ways, and destroy evil such as demons or undead without hesitation.

What sets them apart from others of their race, class, and race-class combination?
Hewyn was never gifted much in the realm of physical ability, so she's learned to compensate with almost excessive use of equipment. Between her heavy armor proficiency and her magic items, Hewyn's defense is almost impermeable. Hewyn also mixes it up between Channel-smiting, offensive casting, and debuff spells. When it comes to defense, she's a tank. When it comes to offense she's a swiss-army knife. And on top of that she can spontaneously cast healing spells! There are few things that Hewyn can't do.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
Hewyn is pretty cut-out for Cleric. If her physical abilities were better, would probably go into Dawnflower Dervish (Fighter).

Is there anything else that's important to know about this character?
She's not the brightest bulb in the box, but her intuition and attention to detail are impeccable. Through hard work and perseverance, she has also succeeded at becoming a talented magic item crafter.

What posting rate do you hope to expect?
Same answer as before: I can post as often or as seldom as you wish. Doesn't really matter to me.


well thought I would add my submission for this game.

I have an alias reserved for the character but not updated yet so here is all the needed info for the chaarcter here. I will update the alias as required if selected for the game.

sorry about the lengthy backstory, I started to get into it and needed a little more since he was level 4 instead of level 1.

Fulito Ferrywarden:

Male Halfling Bard (focused Performer) 4
NG Small Humanoid (halfling)
Init +2; Senses Perception +9

--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 32 (4d8)
Fort +2, Ref +7, Will +5; +2 vs. fear, +4 vs. bardic performance, sonic, and language-dependant effects

--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Shortsword +4 (1d4-1/19-20/x2) and
. . Unarmed strike +3 (1d2-1/x2)
Ranged Sling +6 (1d3-1/x2)
Special Attacks bardic performance (standard action) (14 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance:

fascinate (2 targets) (dc 16), bardic performance: inspire competence +2, bardic performance: inspire courage +1

Bard Spells Known (CL 4, Conc. check +8):
2 (2/day) Cure Moderate Wounds (2d8+4), Distressing Tone (DC 16)
1 (4/day) Chord of Shards (DC 15), Cure Light Wounds (1d8+4), Play Instrument, Windy Escape
0 (at will) Summon Instrument, Read Magic, Daze (DC 14), Detect Magic, Prestidigitation (DC 14), Light

--------------------
Statistics
--------------------
Str 9, Dex 14, Con 10, Int 16, Wis 10, Cha 18
Base Atk +3; CMB +1; CMD 13
Feats Extra Performance (Perform (wind instruments)), Harmonic Spell, Lingering Performance, Voice of the Sibyl (house rule bonus feat)
Traits Ear for Music (Perform [wind instruments]), Intense Artist (Perform [string instruments], Perform [sing])

Skills
Acrobatics +1
Bluff +6
Climb -2
Diplomacy +13
Escape Artist +7
Handle Animal +5
Knowledge (arcana) +9
Knowledge (geography) +9
Knowledge (local) +9 (+11 on checks that deal with the local art or music scene)
Linguistics +9
Perception +9
Perform (oratory) +12
Perform (sing) +10
Perform (string instruments) +10
Perform (wind instruments) +13
Profession (barkeep) +4
Profession (cook) +5
Profession (scribe) +7
Ride +1
Sense Motive +5
Spellcraft +7
Stealth +9
Swim -2

Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Varisian

SQ bardic knowledge, fearless, well versed

Combat Gear Potion of cure light wounds, Scroll of Cure Light Wounds, Wayfinder, shining (1 @ 0 lbs), Darkflare (10), Groaning bullets (5), Sling bullets, little starstone (5); Other Gear +1 Chain shirt, Groaning bullets (5), Masterwork Shortsword, Sling, Sling bullets (5), Sling bullets, little starstone (5),Ioun stone (mulberry pentacle, cracked), Pathfinder's coin, Adventurer's sash (4 @ 0.5 lbs), Backpack (4 @ 2 lbs), Belt pouch (10 @ 0 lbs), Hat, Ink, black, Inkpen, Journal, Lantern, miner's, Musical instrument, masterwork (Harmonica), Roar cord, Spell component pouch, Towel, 15 GP, 7 SP, 7 CP

--------------------
Special Abilities and item descriptions
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action) (14 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 16) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Ear for Music (Perform [wind instruments]) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene.
Extra Performance (Perform (wind instruments)) +6 rounds/day of Bardic Performance.
Fearless +2 racial bonus vs Fear saves.
Harmonic Spell Casting spells extends duration of bardic performance
Intense Artist (Perform [string instruments], Perform [sing]) Your devotion to Shelyn has caused you to delve more deeply into your art. You gain a +1 trait bonus on two Perform skills of your choice, and Perform is always a class skill for you.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Voice of the Sibyl You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when using the skill (such as using Bluff to feint in combat).
Roar Cord This thin length of rope has many oddly shaped bits of hollow metal fixed along its length. As a standard action, a creature can swing a roar cord over its head to generate a variety of eerie noises. For the next round, any creature within 60 feet of the roar cord takes a –2 penalty on Perception checks that rely on sound and a –1 penalty on saving throws against fear effects. The roar cord can be used as a bardic instrument (string instrument) that grants the bard a +2 bonus on Perform checks when using the countersong bardic performance.
Wayfinder, Shining A shining wayfinder is a polished silver compass favored by members of the Shining Crusade.
In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).
Ioun stone (mulberry pentacle, cracked) This stone grants a +1 competence bonus on Bluff and Diplomacy checks. Price: 400 gp.
Pathfinder's coin This apparently simple coin, usually styled to resemble ancient currency, hides intricate gold and platinum wires within. This matrix, carefully modeled after fragmentary Azlanti coins, causes the Pathfinder’s coin to rise an inch into the air and slowly spin in place if placed atop a wayfinder. In addition, when levitating above a wayfinder, the coin can be given a message of 25 words or fewer. This message repeats in the speaker’s voice the next time the coin is floated above a wayfinder. Only one message may be stored at a time, and once it is triggered, the message is expended and a new one may be recorded.

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

Flim-Flam
Horse, Pony
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/x2) and
. . Unarmed strike +2 (1d3+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +1 (+5 to jump with a running start, +5 jump), Perception +5, Swim +1 (+5 to resist nonlethal damage from exhaustion)
Languages
SQ riding [trick]
Combat Gear Tindertwig (10); Other Gear Leather armor, Ioun torch, Bedroll, Bit and bridle, Flint and steel, Mess kit, Musical instrument (Harmonica),

Pathfinder chronicle (Knowledge [arcana]), Riding saddle, Saddlebags (5 @ 7.75 lbs), Soap, Stationery (10), Tent, small, Orc, Umbrella, Waffle iron, Waterskin
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

backstory:

Where to begin? Life has always been an adventure for me, even from the start. After twelve hours of labor my mamma shot me out like a professional skiprock. After some extensive bungee action, I am told; I finally came to hang with a cord wrapped around my neck. Well things could only get wilder from there…

My ma and pa, Cillia and Kulobi, raised me on what they knew. During the day, I’d help dad run the little Jolly Halfling Inn in Artume. I’d watch and sometimes help

dad haggle prices with merchants and tell tales of his great adventuring days. He was the most famous man I’ve ever met up that point in my life and not everybody has ever seen a great dragon, except of course Ole Carl, which was how he became Sheriff after all! Anyway I digress this is about me after all and who wants to hear about old man Carl anyway.

Artume is a small domain amid hills and fertile plains within the River Kingdoms. Artume lies on a western branch of the Sellen River, not far from the cities of Daggermark, Gralton, and Sevenarches. The region boasts high quality livestock, especially horses, as well as leather goods and stone. The kingdom welcomes adventurers, who Regent Waike frequently uses to deal with bandits and nagas.

Anyhows; after working with Pa, I’d come home and make a big batch 0’ food with ma. She was always hosting elaborate parties, so I specialize in hors d’oeuvres.

While I love getting good prices on candies and I can’t get enough of my “Pattonded Homemade Out-Of-This-World Moon Waffles,” However, neither baking nor haggling was the life for me. At least not at that time; Ahh Youth, when your young and in love, and as pa would say, “stupid”.

So when I turned 16 I began looking for a way out and as fate would have it on my birthday bash, a group of adventuring types came to the Inn. Clumsy big folk they were; and my first real experience with them. I soon realized that they were dumber than a young hobbit in love. They had in their midst a lovely hobbit girl named Lily. She was the reason they were in here. She told me tales of great things they were planning on doing like free some human nation from the hands of evil or some such nonsense. I told her there was no evil here. But she insisted there was a bigger world than Artume.

Now with a lust for adventure in my heart and raging hormones are my loins, I pleaded with the human folk to take me with them. Of course Ma and Pa disagreed but Pa saw the look in my eye (and the bulge in me breeches) and said it was time to sow my oats. Don’t really know what he meant, I had no intention of farming but I thanked him anyway. So equipped with a frying pan (a gift from ma), a towel (father said “always bring a towel”) and the clothes on my back I left the next morn in the company

of two humans and a fat tall hobbit with a big beard, He said he was a dwarf but I say he’s a “hobbit in denial.” I wanted to survive on my own, bring home my own bread, reel in my own fish, and tame my own wild badger… (Note: no farming dad!)

Lily and I became friends on the course of our travels, here is a picture of us (I drew it myself, well sort of):

See pa no farming yet!

Well now back to the story:

We journeyed for several days seeing wondrous sights like trees, and bushes, and trees, and shrubberies, and trees, ohh look a squirrel, and did I mention Trees, and Hobgoblins, and trees, and what! Hobgoblins Ahhh!

Well we fought them Hobgoblins and killed them all, but one, and the humans decided to question him about some great evil that need to be stopped, like the Hobby (that’s what I called them) had a clue about what they were talking about, maybe he was a farmer. Well we learned from the Hobgoblin that “gruu grack!” (Or something like that) meant I ain’t talking! So he ended up dying instead. I got my first kill and it wasn’t fun at all I will never do that again! At least not that way it was very… ahhhh… un-heroic!

Several days later after seeing more trees we found out that Hobbys like to travel in really big groups. And the hardy human adventurers fought them bravely. I

protected that rock like my life depended on it (and I think it did) Lily had a rock to, but she kept throwing it at the Hobbies I told her come over here my rock is bigger! Boy did that come out wrong.

Anyway, she did, and oh boy was I proud of that skill! I love that rock.

We hid while the humans and that hobbit in denial got slaughtered. Really felt bad about it but if I was to keep them in my memories and tell the tales of their great deeds (and about my rock) I would have to stay alive. Never met a dead hobbit that told me an edge of your seat tale.

The Hobbys never found us and we slipped away, left to our own devices in the wilds of a non-shire place.

We made our way to a place called Baneta somewhere in a place called Pekal. Well after 16 years with 5 full meals a day, independence sure made my stomach growl. Far from home and only Lily with me I shifted to crime in a moment of weakness. Well, the guy looked like an easy mark, but I guess I’m not quite the pickpocket I thought I was. His ear twitched as I approached, and he promptly spun around and bonked me on the head with some sort of guitar.

When I came to, my vision was blurred and I though I saw Lily kneeling beside me so I reached for her and boy was that guy mad and he gave me gift I won’t soon forget, a second bump on the noggin!

When I came to again, my vision was still blurred (I got to stop getting bumped on the noggin). The sun hurt my eyes so I just shut them again. But then I heard the most enlightening music. It was soft and low, with a strange buzz to it. The slow tempo was depressing, but it touched my heart and seemed to liven up my spirits.

Opening my eyes, I saw the man responsible for the bump and the source of the tune, He was sitting on a barrel, he was elegantly dressed in performers motley, and he sat there legs crossed creating a beautiful sound from what I later learned to be called a harmonica. And behind him I could smell home style cooking and there was Lily making me my favorite meal, “Pattonded Homemade Out-Of-This-World Moon Waffles” at least the best she could, considering it was my recipe. Isn’t she wonderful, I need a shower, (now I understand the bit about the towel)?

I also noticed the ground had turned to wood and was rocking and I heard the sounds of the ocean, just like when Ma and Pa took me to the ocean to swim. Hey I am on a boat! Wonder where I was going?

The man noticed I had awakened and discontinued his melody. “Hungry little fella?” he asked politely. “Eat now, and tomorrow you can begin to work off your little crime” shame fell over me, and a little embarrassment.

I’ll tell ya, they make new definitions for words every day. Who would think that by work, he meant learn to play an instrument. I spent the next couple of days taking harmonica lessons from Fflewddur Fflam the Music Man, and at the same time we got to know each other and I got to know Lily even better (wink) (Guess what Pa! I am a farmer!!). Anyway he explained his story and I told him mine especially about the big rock and the trees. [I might be going crazy, but whenever he got to describing some epic battle he fought in, I could swear his harp strings would break].

Eventually we arrived in a city called Tamran in Nirmathas. I learned a lot on that ship, the ship was a merchant ship and the crew, with the way they talked reminded me a lot of home with pa and the merchants. I managed to trade a bit with them and they told me all about something called merchant’s run; A secret trade route which is heavily protected that connects Lake Encarthan and Conqueror’s Bay.

We spent almost 6 months with Fflewddur travelling the Merchant’s Run learning all sorts of new things along the way, and Lily and I became very close we were married not long after my farming incident (shame ma and pa missed out, but at least they didn’t know about big rock). But alas we had to part ways with Fflewddur. He said I could never discover who I was until I made it for myself. As a parting gift he offered me his harmonica, on which he engraved the warning:

“It is the mark of an immature man to die nobly for a cause, and it is the mark of a mature man to live humbly for one.”

Lily and I settled down in a little gnome community called Whistledown and we opened a small Inn, aptly named the Jolly Halfling Inn (Western Style).

The new Inn wasn’t open for very long when we were asked to perform at some girl’s 40th birthday bash. Never being one to turn down a chance to play the harmonica and I readily accepted.

But that is when it all happened. Townsfolk go missing, strange happenings at night. It was on the night of the birthday bash that everyone was ordered inside by the mayor and the town militia was to take up guard posts to put an end to the strange happenings.

Their blood curdling screams woke the town in the dead of night, and after the sun came up only the bravest of the townsfolk ventured out to investigate—(I stayed in the Inn with Lily) -- they found only scattered weapons, dented helmets, and pools of congealed blood.

The next day, a group of Pathfinders came to town. Mayor Bagalom managed to persuade the adventurers to take care of the problem for the town. Many of us were excited to have people of such prominence in town even though they were from so place called Sothis or some such place and I think they were looking for some dead prostitute. I know, weird huh?

Well, this group brought back fond memories of our time with Fflewddur and our journeys along the Merchant’s Run. Anyway the group spent some time at our little Inn and I could tell that the birthday girl we were supposed to perform for had a thing for the Halfling in their group. Well its none of my business what they do, but I did make sure he had plenty of clean towels. Maybe he was a farmer to?

Well, the adventurers succeeded in stopping whatever it was that plagued Whistledown. And there was a great festival in their honor. (Though the fact that they were carting around a 400-year-old corpse of an Osirian concubine was a tad unsettling for most of us). And I served everyone a heaping of my “Pattonded Homemade Out-Of-This-World Moon Waffles,”

Well the adventurers left and that gnome girl left with them, I confided in that Halfling fellow that liked her about Merchant’s Run and they were off on another adventure.

I moped around the Inn for the next several days yearning for adventure just like before. But then it happened. A message arrived. It was from someone named Ms Cherry

Blossom (What?!? Do gods think I should be a farmer too?) Anyway after some grumbling about the name, Lily said it was her mother coming to visit.

“Oh Great, Company, this will be so much fun!” But lily just looked at me weird.

“You don’t understand, she doesn’t know about you and expects me to marry Bernard” Lily seemed rather upset over this but I told her that Ma wanted me to marry Ingred but she had buck teeth and almost no hair on her feet. No respectable halfling boy would marry such a girl, and luckily Pa agreed.

Well Lilly decided that I needed to go away for a spell while she visited so Lily could straighten things out. And that very same day (Like there wasn’t enough coincidence in my life) I found a flyer talking about a Swallow your tail festival in a place near a sandy point, or was that the town of Sandpoint. Oh well who cares it was an adventure, and a means to be away from “Ms. Cherry Blossom”.

So I told Lily all about it and she was thrilled for me and helped me pack. So off I went heading to the swallow and have a tail festival and headed east out of town.

Lily called to me after no more than 3 minutes of leaving. “Isn’t she sweet she missed me already”?

“The town is West”. (Lily always was good with directions like that. Never could understand that whole North – South thing. But anyway once pointed in the right direction I headed to a point in the sand to swallow my tail at a festival!!

GM questions:

Why are they in Sandpoint for the Swallowtail Festival?
o Well it’s a festival and I am a “Bard of the River Kingdoms, chronicler of events and happening wherever I go”. Besides I need to get away from the Mother-in-law visit.
What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
o Fulito never was much for violence and evil to him is far too violent, he has seen his share of blood and death but he has always preferred good food and good company over all that evil plotting and scheming.
What sets them apart from others of their race, class, and race-class combination?
o Nothing much to be honest, he is a happy-go-lucky halfling but someday he hopes to write a book of his grand adventures.
Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
o He hopes to advance as a bard and eventually become a Pathfinder Chronicler prestige class
Is there anything else that's important to know about this character?
o He is not the up-front in the face of the enemy kind of character. He is a diplomat, entertainer and diplomat. His main party role is support and haggling the best deal from merchants
What posting rate do you hope to expect?
o I have aimed for once a day minimum but at time can be more frequent depending on the scene. I tend to post less frequently in weekends and on nights I am at my table-top game


Why are they in Sandpoint for the Swallowtail Festival?

With tales of creatures like the Sandpoint Devil, Reynard’s instincts draw him to communities like Sandpoint, seeking to be there when something ugly rears its head. He seems to have an almost supernatural gift for being in the right place when things go very wrong.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?

Having seen first hand the damage maurauding monsters and cunning evil creatures can do to a community, Reynard has devoted himself to protecting others from the dark creatures that would prey on the weak. He seeks to bring the hunt to the hunters.

What sets them apart from others of their race, class, and race-class combination?

Reynard was born to deal with monsters. At the age of 10 Reynard was struck with the oddity of the woman whose hut stood next to his father’s. Why did no one else see the dark things that crept over her house? Why did she look old occasionally, but only for a second?

Still no one believed him, so determined and courageous, the boy crept into the sweat lodge one feasting night and stood up, asking why a witch was allowed to live in the village. Was she good then?

That night young Reynard was on the receiving end of a merciless beating from his father, for causing such embarrassment. It was only a few days later, when one of the village elders followed up on the boy’s claim, more out of thoroughness than an actual belief of the child, did it become clear that the boy had a gift for seeing through veils. A Hag had manipulated the minds of those living near, hiding in plain sight.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?

Most likely staying with the class.

Is there anything else that's important to know about this character?

Reynard doesn’t hesitate to leap into danger, most often with a grin, yet is one of the best people to be standing next to when it all goes to hell.

What posting rate do you hope to expect?

I’m fine with whatever develops, some games are fast, some slow, as long as we’re all having fun that’s all that really matters.


I'd like to submit Tsukiko, a human paladin born in Minkai but raised on the road. Her character sheet and backstory are on her profile.

Quote:
•Why are they in Sandpoint for the Swallowtail Festival?

She has a deep interest in people's cultures that stems from being exposed to a great many as a child, and she came to see the festival out of curiousity about it.

Quote:
•What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?

She was raised to do whatever was moral, even if it cost her everything. She aslo spent time under the tutelage of a paladin, and a lot of his beliefs rubbed off on her.

Quote:
•What sets them apart from others of their race, class, and race-class combination?

She's quite chatty for a paladin, and much more worldly than most people. She is not very sanctimonious, only bugging her companions about their behavior when she feels it is downright evil. Though born in Minkai, she spent very little time there and doesn't remember it, so she doesn't particularly act like someone from Minkai.

Quote:
•Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?

I'll either keep her a straight Paladin or multiclass into Bard.

Quote:
•Is there anything else that's important to know about this character?

I imagine her as being openly lesbian, but I have no problem keeping that out of the RP if you'd rather stay away from those themes in this game.

Quote:
•What posting rate do you hope to expect?

Anything up to three or four a day, most often in the afternoon and evening.


Lucky me, not much in the way of Full Caster types so far.

I'd like to present Vedic, Elven Evoker with a knack for puzzles and a rough-around-the-edges demeanor, for your consideration.

Aside from picking equipment and a a couple more spells, his sheet is complete.

Why are they in Sandpoint for the Swallowtail Festival?
Vedic was originally built for a Legacy of Fire game that didn't get far. I loved the concept so I leveled him up to submit here. The short version is that Vedic was raised in Sandpoint by his adopted mother. He went on a quest to Issen to find an object that held clues about his real mother. The information he found sent him back to the deserts he grew up in for another piece of the puzzle. When he got back he discovered his adopted mother missing as well. Not surprisingly, he decided that the quest could wait until he found out what happened to her.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
Vedic is very into understanding the reasons behind things. He's not much of a moralist, but he's pretty good at breaking things down to their basics. Working together, trusting each other and building stable homes and communities is desirable, therefor things that disrupt those things need to be rooted out and destroyed. His sense of goodness is rather academic, but it is strongly rooted.

What sets them apart from others of their race, class, and race-class combination?
Vedic is an elf raised away from his people. He grew up in the desert, and then spent his adolescence in the Issan snow-fields among the Ulfen. He's a rather rough and tumble elf. He doesn't mind rolling up his sleeves and getting dirty.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
Pretty sure I'm just sticking with wizard. No plans to Prestige at the moment.

Is there anything else that's important to know about this character?
Vedic looks at everything as a sequence of puzzles. He's a little obsessive and manic about understanding and solving problems. I'm not sure how exactly to model it within the system, but I picture him as a savant on the same level as Sherlock Holmes and Rain Man when it comes to drawing conclusions from evidence.

What posting rate do you hope to expect?
I can keep up any posting rate you need, fast or slow. I have a lot of down time at work, so I can post often, and I'm also patient and dedicated so there's no danger of losing me. One of the games I'm in here is going on year three. I'm in it for the long haul.


Heya! Submitting my summoner!

Question: What would you say the HD for my eidolon should be? If I recall correctly, the usual rule for eidolons is the same as monsters (take average).

I've also taken the liberty of having my eidolon's home plane be a demiplane unique only to that eidolon. Backstory is that the eidolon was effectively trapped there an unknown amount of time ago by another summoner and my character only stumbled upon the ritual to call him when reading from a journal that the summoner left behind. (The summoner was one of his ancestors, banished because of his practices and some also say because he was afflicted by the fey.)

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Name: Flug Riddari
Race: Ulfen Human
Class: Summoner
Alignment: Neutral Good

Eidolon's Name: Dreki Nottmodhr
Base Form: Quadruped (dragon-like)
Alignment: Chaotic Neutral

Crunch:

Flug Riddari
Male Summoner 4
NG Medium humanoid (human)
Init +1; Senses Perception +1;
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Defense
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Armor)
hp 40 (4d8+4+4)
Fort +2, Ref +2, Will +5;
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Offense
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Spd 30 ft.
Melee MW Lance +6 [1d8+2,20/x3,P]
Ranged Light Crossbow +4 [1d8,19-20/x2,80 ft.,P]
Spells (CL 4th, touch +5, ranged touch +4, concentration +8):
see Spells below.
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Statistics
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Str 14 (+2), Dex 12 (+1), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Base Atk +3; CMB +5; CMD +16
Feats Mounted Combat, Resilient Eidolon, Ride-by Attack, Martial Weapon Proficiency (Lance)
Skills Handle Animal +9, Knowledge (arcana) +5, Knowledge (nature) +5, Knowledge (planes) +5, Ride +8, Spellcraft +10, Use Magic Device +11
Languages Common, Draconic
Gear See items.
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Special Abilities
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Summon Monster (Sp): Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures.

Life Link (Su): Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane. The eidolon must also remain a certain distance from the summoner or be weakened or returned to their home plane.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Eidolon:

Dreki Nottmodhr
Male Eidolon 4
CN Medium outsider (extraplanar)
Init +2; Senses Darkvision 60 ft.; Perception +7
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Defense
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AC 18, touch 12, flat-footed 16 (+2 Dex, +4 Nat, +2 Armor Bonus)
hp 3d10+3 con
Fort +6, Ref +5, Will +1;
Defensive Abilities Evasion
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Offense
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Speed 40 ft.
Melee bite +6 (1d6+4); x2 claws +6 (1d4+4)
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Statistics
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Str 17 (+3), Dex 15 (+2), Con 13 (+1), Int 7 (-2), Wis 10 (+0), Cha 11 (+0)
Base Atk +0; CMB +0; CMD 6
Feats Flyby Attack, Power Attack
Skills Acrobatics +8, Fly +8, Sense Motive +5, Stealth +6, Perception +7
Languages Common, Draconic
SQ Quadruped (Bite, Limbs [legs] x2), Evolution Points (Ability Increase [strength], Bite, Claws, Improved Natural Armor, Mount, Pounce)
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Special Abilities
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Darkvision (60 ft.)

Link (Ex): A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. The summoner and his eidolon share magic item slots.

Share Spells (Ex): The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

Evasion (Ex): If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Stats:

Ability Scores
Strength 14 (+2)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 18 (+4) [15 + 2 [Human Bonus] + 1 [Ability Score Increase]

Saving Throws
Fortitude: +2 = 1 [base] + 1 [con]
Reflex: +2 = 1 [base] + 1 [dex]
Will: +5 = 4 [base] + 1 [wis]

HP: 40 = (4d8 max [summoner] + 4 [favoured] + 4 [con])
AC: 15 = 10 + 1 [dex] + 4 [armor]
Touch: 11, Flat-footed: 14
BAB: +3
Attack (melee): +5 = 3 [BAB] + 2 [str]
Attack (ranged): +4 = 3 [BAB] + 1 [dex]

Base Speed: 30 ft. = 30 [base]
Initiative: +1 = 1 [dex]
SR: 0
CMB: +5= 3 [BAB] + 2 [str]
CMD: +16 = 10 + 3 [BAB] + 2 [str] + 1 [dex]

Favored Class Bonus: +4 HP

Spells:

<Summoner Spell List>
Spell Save DC - Level - Spells Per Day - Bonus Spells
14 - 0th - 6 - N/A
15 - 1st - 3 - 1
16 - 2nd - 1 - 1

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0th
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Detect Magic
Guidance
Mage Hand
Message
Open/Close
Read Magic
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1st
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Enlarge Person
Feather Fall
Lesser Rejuvenate Eidolon
Mage Armor
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2nd
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Lesser Evolution Surge
Haste

Traits, Feats, Abilities:

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Traits
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Animalistic Affliction (+1 Handle Animal)
Theoretical Magician (+2 Spellcraft)
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Taken Feats
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Mounted Combat
Resilient Eidolon
Ride-by Attack
Martial Weapon Proficiency (Lance)
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Class Abilities
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Cantrips
Eidolon
Life Link
Summon Monster
Bond Senses
Shield Ally (+2 AC & +2 saves when within Eidolon's reach)

Skills:

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier

Acrobatics +1 = 1 + 0 + 0
Appraise +1 = 1 + 0 + 0
Bluff +4 = 4 + 0 + 0
Climb +1 = 1 + 0 + 0
Craft (X) = 1 + 0 + 0
Diplomacy +4 = 4 + 0 + 0
Disguise +4 = 4 + 0 + 0
Escape Artist +1 = 1 + 0 + 0
Fly +1= 1 + 0 + 0
Handle Animal +9 = 4 + 1 + 3 [class skill] + 1 [Animalistic Affliction]
Heal +1 = 1 + 0 + 0
Intimidate +4 = 4 + 0 + 0
Knowledge (arcana) +5 = 1 + 1 + 3 [class skill]
Knowledge (nature) +5 = 1 + 1 + 3 [class skill]
Knowledge (planes) +5 = 1 + 1 + 3 [class skill]
Perception +1 = 1 + 0 + 0
Perform (X) +4 = 4 + 0 + 0
Ride +8 = 1 + 4 + 3 [class skill]
Sense Motive +1 = 1 + 0 + 0
Spellcraft +10 = 1 + 4 + 3 [class skill] + 2 [Theoretical Magician]
Stealth 1 = 1 + 0 + 0
Survival 1 = 1 + 0 +0
Swim 1 = 1 + 0 + 0
Use Magic Device +11 = 4 + 4 + 3 [class skill]

Items:

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Noteable Equipment
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Weapons: Masterwork Lance [310], Light Crossbow [35], Dagger [2]

Armor: Chain Shirt [100]

Other Gear: Handy Haversack [2000], Ring of Sustenance [2500], Exotic Military Saddle (Dragon) [60], Wand of Enlarge Person (CL 1) [375], Wand of Lesser Rejuvenate Eidolon (CL 1) [375], Scroll of Cure Light Wounds (CL 1) x3 [75], Scroll of Mage Armour (CL 1) x2 [50], Smelling Salts [25], Ioun Torch [75]

Total: 5,982

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Other
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Rations, Light Crossbow Bolts, traveling equipment, clothes, rope, etc.

Appearance:
A pale-skinned youth wearing light furs. His forehead is hidden with a bandana and short red hair sticks out from the gaps of the cloth. He is of average height and has a lithe frame.

Personality:
Flug loves fun and likes activities that engage him. He is humble and has a low self-confidence. He constantly seeks approval but doesn't quite know how to react to compliments. He's somewhat detached from other humans and most beings and finds animals easier to relate to.

He displays some animalistic tendencies from time to time, such as attempting to sniff the air, and he moves with an almost bestial gait.

He believes everyone should have a chance and is, at heart, optimistic. Despite his good heart, he can be selfish and values his eidolon and best friend, Dreki, above everything else.

History:

Hailing from the Lands of the Linnorm Kings, Flug Riddari was born to a pair of high-ranking warriors in a small settlement near Tomgruv in Southmoor.

Despite high hopes from his parents and the community, Flug turned out smaller and thinner than most Ulfens, as well as having below average height. The taste of disappointment was familiar to Flug even at an early age.

His mother died in battle when he was young, leaving his father to take care of him for the most part, and whose method of child-rearing involved leaving Flug to his own devices most of the time or entrusting him to friends, all of whom who either also did the same or asked him to perform labor, which bored him.

Despite his appearance, Flug was strong and skilled. However, he could not prove himself to his father because he was never given the chance and a few disastrous mistakes involving his own clumsiness further cemented his reputation.

Miserable, Flug dedicated himself to learning crafts or reading what scarce books he could find. He took solace in animals and soon growed to prefer the company of beasts.

It was when he discovered his mother's ancestral spellbooks and journals that he found something he could put his mind to. The spellbooks were more of discourses on magic and theories, a few spells in the pages. The journals were personal and one series seemed to be focused on summoning. He started slow and didn't mean to learn how to cast but eventually tried to and found that he was capable of it.

Excited, he delved into the art wholeheartedly, disappearing from his home and only returning for necessities.

It was his trying an undescribed ritual in the journals that would change his life. Not knowing what to expect, he was surprised when it summoned a lizard-like creature. But what was more surprising was that the creature spoke and that they were now apparently bound.

The creature told Flug he was a dragon, and aside from that he was trapped in another plane, he couldn't remember much else. Flug named the creature Dreki and they became best friends. Flug hated that Dreki had to go back to the plane he was trapped in everyday and eventually vowed to help him get free.

Throughout all this, his frequent absences were finally noticed. Interactions with him revealed the new habits he had picked up, either from his time with animals or with Dreki, and there were whispers of lycanthropy or a curse from the fey, some of them having seen a strange growing symbol on his forehead.

Eventually, his father confronted him about it where Flug revealed that he had been learning from his mother's books. He wanted to show him Dreki but didn't get that far when his father banned him from continuing, locking away the books where he couldn't find it.

Hurt and shamed, Flug pleaded but his father couldn't understand his desire for something more.

He ultimately decided to leave. He asked for his father's blessing but didn't receive it, but left anyway with his new partner to look for somewhere else and to learn more about summoning so that he could help Dreki.

He had heard stories of the Ulfen maidens called the Wind Sisters, who rode flying mounts, and dreams of taking to the skies one day with Dreki. Though it seemed demeaning to treat him as a mount, the dragon assured Flug he didn't mind and would actually enjoy it.

Flug travels the world, experiencing it for the first time. He spends time with his partner and works to release him from the plane he's trapped in.

Questions:

Why are they in Sandpoint for the Swallowtail Festival?
He's travelling around the world, both to enjoy it in itself and also to learn more about summoning magic. He was previously in Galduria trying to gain knowledge when he heard it was a good time to visit Sandpoint because of the new cathedral and the festival.

Dreki also wanted to experience the festival and he needed a break from learning anyway.

What motivates them to do good deeds proactively, or at least oppose Evil while staying more or less neutral?
He has a good heart and doesn't like to see people suffering when he can help. Making others happy makes him happy.

What sets them apart from others of their race, class, and race-class combination?
Well, for a human, he has some pretty animalistic/draconic traits. They'll get even more developed as his and Dreki's bond grows.

What's unique about him as a summoner is in that he's a mounted combatant and can substitute as a frontliner. He still works great as a buffer and spellcasting support.

Oh, and he doesn't think he's really good at the summoning thing but keeps at it because he wants to get Dreki out of that plane he's stuck in. He knows more magic than he can actually do since he studies a lot for that purpose.

Where do you see this character's classes going when we level up? Are you going to take a prestige class? Or stick with the base?
Summoner all the way!

Eventually making something like a dragon rider wannabe. Suited for (flying!) mounted combat but my character alone can provide good support as a buffer, maybe even tanking for the casters while the eidolon makes for a nice damage-dealer as a charging pouncer but functions well as a tank or flanker. They're also good for scouting and carrying things. The summoner also casts a lot from magical items, so I see his high UMD getting used a bunch with him in a role as an emergency or spare spellcaster.

Is there anything else that's important to know about this character?
DRAGONS DRAGONS DRAGONS.

Threatening his eidolon is a no-no because he will get really angry and RAAAAWR. Threatening him will make his eidolon go RAAAAWR. Just don't make them go RAAAAWR and they're nice people!

What posting rate do you hope to expect?
I think something around two or three times a week for a slower-paced game. I'm fine if it's slower (as long as it doesn't die) and I'm okay with faster since I'm online most days.

RPG Superstar Season 9 Top 32

I've used this alias for my Magus. I've gone ahead and added the Hexcrafter archetype to him for good measure, playing on the 'evil-eyed gypsy' stereotype. I still have to pick his gear and flesh out a consistent backstory.


Interested. Will try and adapt this alias to the game. The previous pbp died due to lack of posters. :-/

Thanks!


Rashly5, I noticed a couple things about the eidolon. (Only becuase I was actually working on a summoner to submit here myself. :p You beat me to it.)

You gave it Flyby Attack, but not the ability to fly. Flight would be a 2pt evo. Also you gave it the evo Bite again, which is not necessary since it's free with quad-base. And lastly you gave it Mount, but that requires the eidolon to be at least 1 size larger then the rider. You would have to give it the 4pt evo Large if you wanted to be able to ride it yourself since humans are medium sized, as are the eidolons normally.


should have proof read my backstory better found some mistakes.

...still had references to Kingdoms of Kalamar (which is the game world we were using before Pathfinder) will post an updated story here


spacefurry, thanks for the feedback!

Flyby Attack is just in preparation for next level when the eidolon will take flight. Bite can be taken again to let the eidolon add 1-1/2 times its strength modifier instead of just the strength modifier. And for Mount, that's why I took the Enlarge Person spell and also the wand! To make 'em mountable for a Human. (I didn't want to opt for another race just to get a Small rider. I wanted Humaaaan.)

Such a build looks weird because it can't use its abilities to its fullest extent yet (Flight isn't available until 5th level and Large until 8th).


Ah, I see. Sorry for the misunderstanding. I didn't look at your gear cause I was just curious how you built your eidolon. I'm still trying to work mine out going for the Broodmaster build. I didn't notice the thing with Bite, I'll have to remember that. :)


No problem! Hope your character turns out great. :D

Oh, and a tip: the only reason you'll want to take Bite again instead of saving the evolution point for something else is because you want to use Power Attack to its fullest extent. For a natural attack that deals additional damage equal to strength modifier, Power Attack lets you deal +2 damage, but for a natural attack that deals additional damage equal to 1-1/2 times the strength modifier, Power Attack deals +50% more damage! For 4th level, that makes +3 additional damage, and at 5th level when the BAB reaches 4, it's +6 more damage. Yum!

And I just noticed that I accidentally forgot to change the BAB/CMB/CMD stat line on my eidolon. *glares at it*

It should be:
Base Atk +3; CMB +6; CMD 18


I think that a consistent ability to fly is a prerequisite for Fly By Attack. GM's call of course. I don't play a lot of flying characters so I admit I could be wrong.


Vedic, that is correct. I was going to bring it up if chosen since the rules as stated can be vague about this sorta thing. GM's call thing whether he'll allow it.

The eidolon doesn't have a fly speed until next level so he technically can't qualify for the feat at all.

I'm fine with whatever is ruled since I can just have the eidolon take it at 6th level while I pick some other feat, perhaps Improved Initiative or Improved Natural Attack.

It does also bring up this other statement about the skill Fly:

d20pfsrd wrote:

You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day . . . .

<source>

Since the eidolon doesn't 'have a consisent ability to fly', then he possibly wouldn't be able to take ranks in Fly.

Somewhat messes my skill distribution, but when I get the Wings evolution, I also get skill points so I'll just throw everything into Fly no problem.

Anyway, I'm flexible. Want to tweak the build a bit anyway. (Note to self: replace Resilient Eidolon with Extra Evolution and get a tail because a dragon without a tail makes me sad.)


any idea when recuitment will close for this?


Dotting. Think I'll go Rogue.


I've been away due to the holiday and stuff like that. I can't have too many characters, so here's who I've narrowed it down to. I apologize to anybody who did a bunch of work, but like I said, I can only handle so many.

flykiller
Syndir Apep
Hufsa Járntunga
scranford
Haewyn Norric
Edward Sobel
Reynard Varvanyuk
Vedic

Those eight re all in.

The rest of you, please keep checking the IC thread because if some go missing, I'll need replacements.

Thanks a bunch, I'm closing the recruitment for now.

I hope I make the IC game correctly! Wish me luck!


Congratulations to those selected. :D I'll be glad to be available for replacements.

Hope you all have fun!

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