Second Darkness: Quest of the Shin'Rakorath

Game Master Kybryn


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The Exchange

“Thank you for coming, please close the door behind you… We have brought you to the Mierani Forest because you have been chosen as candidates for the Shin’Rakorath. Our brotherhood has existed for nearly two thousand years, since the time of the return of our kind from Sovyrian, and our motto has remained the same: ‘To be the light against the coming darkness’. If you are selected, you shall be called to the noble task of protecting Elven-kind on Golarion.”

Campaign Summary:
Welcome to the recruitment thread for Second Darkness: Quest of the Shin’Rakorath. This adventure will begin towards the end of “Shadow in the Sky”, and proceed through book 2 from there (potentially further).
Where this campaign differs from your average second darkness campaign, is that you are not just a party of sells-swords, adventurers, capitalists, gamblers, etc. You are new recruits from of a society of organized Elven hunters, called the Shin’Rakorath (an actual part of the Second Darkness series). As a recruit, you don’t know much about the organization other than the fact that it works to protect the Elves of Golarion, and to protect Golarion from the Elves. The party will be injected into the story-line near the end of book one as the adventuring party, but with a much stronger purpose: to hunt renegade elves and eliminate them. I will be using the Pathfinder mechanics for all of the encounters in this campaign. Leveling will be event based, rather than XP based.

Posting Requirements:
• Minimum of once per day during the week
• Minimum of once over the entire weekend
These requirements aren’t hard and fast, but if not adhered to over a period of time I will start looking for replacements.

Crunch Guidelines:
• Level - 3rd
• Attributes - 20 point buy
• HP - Max at 1st, average +1 for levels 2 and 3, rolled in thread after that.
• Race - Elf or Urban Elf (Half elf stats)
• Classes - All except: Paladin, Gunslinger, Witch, Samurai, and Anti-Paladin.
• Wealth – 3,000 gp (nothing over 1,500 gp market value to start, with no more than 500 left over in gold)
• Three traits (No more than one from the same category)
• Sources - All Paizo is valid. Please list the source if it’s not core. 3PP will be considered on a case by case basis.
• Alignment – All except Evil. Remember the motto: ‘To be the light against the coming darkness’.

Fluff Guidelines:
While you may or may not have a recognizable name, your acts have been recognized in secret by the Shin’Rakorath. The Shin’Rakorath has agents in many parts of Golarion. As such, you may have received transportation from just about anywhere other than the Far East. Your character, regardless of origin, should have a loyalty to the elves.

Application Format:
Please include the following listed as spoilers in the thread (if you don’t know how just paste it as normal). Please feel free to complete an alias or include more if you would like to during recruitment.
• Class, Race, and Attributes
• Skills, Feats, and Traits (just tell me which skills you’ll have ranks in)
• Backstory, Personality, and Appearance (very important to me)
• Function (justify your characters existence in a party)
• Equipment (itemized breakdown including prices)
After I’ve made my selections, we’ll have 24 hours to finalize character sheets and aliases.

Recruitment Details:
Recruitment will close on Tuesday the 19th at 12:00pm MST, and posting my selections later that day.
There are no guaranteed spots. I will be judging each submission equally and fairly.
The more questions you ask the better. This will help you to align your concept with the campaign, and it will help me to understand where you’re coming from.
I will give each applicant some advice once to help them out. If I miss you then please remind me.
No need to read the Second Darkness Players Guide. I will supply you with all the relevant details in game.

Good luck to all of you!


I'm interested and I like the twist! Concept to come.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Sounds interesting. I'm thinking about an archaeologist bard; the only concern you may have is that I own the AP and was thinking of running it myself at some point. I can keep player and character knowledge separated, though. More detail coming later.


dotting.
thinking of using some ARG stuff

The Exchange

John Woodford wrote:
Sounds interesting. I'm thinking about an archaeologist bard; the only concern you may have is that I own the AP and was thinking of running it myself at some point. I can keep player and character knowledge separated, though. More detail coming later.

I don't mind that you own the AP, playing through it might even help you out with DMing. All I'd ask is that you not pull it out and read it with the intention of meta-gaming out campaign.

The Exchange

Azure_Zero wrote:

dotting.

thinking of using some ARG stuff

I encourage using it. I would like the variety for elves. If the Elf stuff becomes common knowledge or someone posts it here, I'd love for people to use it in their builds.

Also, building an Elven race I would be fine with, but I'd have to take a good look at it first.

The Exchange

David James Olsen wrote:

I'm interested and I like the twist! Concept to come.

Thanks, I look forward to it.


Interested definitely. Will have some concepts up later. Thinking an alchemist maybe.


Dotting for interest. I'm thinking of an archer.


Elf Alternate Racial Traits:

Arcane Focus: Some elven families have such long
traditions of producing wizards (and other arcane
spell casters) that they raise their children with the
assumption each is destined to be a powerful magic user,
with little need for mundane concerns such as skill
with weapons. Elves with this racial trait gain a +2 racial
bonus on concentration checks made to cast arcane spells
defensively. This racial trait replaces weapon familiarity.

Darkvision: Though uncommon, some groups of elves
are born with dark vision, rather than low-light vision. In
many cases this is taken as a sign of a drow in the elf ’s
ancestry, and can lead to persecution within the elf ’s home
community. Elves with this racial trait gain darkvision
with a range of 60 feet, but also gain sensitivity to light and
are dazzled in areas of bright light or within the radius of
a daylight spell. This racial trait replaces low-light vision.

Desert Runner: Some elves thrive in the deepest deserts,
forever roaming across burned and parched lands.
Elves with this racial trait receive a +4 racial bonus on
Constitution checks and Fortitude saves to avoid fatigue,
exhaustion, or ill effects from running, forced marches,
starvation, thirst, or hot or cold environments. This
racial trait replaces elven magic.

Dreamspeaker: A few elves have the ability to tap into
the power of sleep, dreams, and prescient reverie. Elves
with this racial trait add +1 to the saving throw DCs of
spells of the divination school and sleep effects they cast.
In addition, elves with Charisma scores of 15 or higher
may use dream once per day as a spell-like ability (caster
level is equal to the elf ’s character level). This racial trait
replaces elven immunities.

Elemental Resistance: Elves who dwell in the most
extreme environments, from arctic wastelands to volcanic
plains, develop natural resistance to the dangers of their
homelands over the course of a few generations. Elves
with this racial trait gain elemental resistance 5 to acid,
cold, electricity, or fire. This choice is made at character
creation, and once made it cannot be changed. This racial
trait replaces elven immunities.

Envoy: Elves often have trouble relating to neighbors of
other races, especially those with much shorter lifespans.
As a result, some are trained in minor magics that are
particularly useful when dealing with non-elves. Elves
with this racial trait and an Intelligence score of 11 or
higher gain the following spell-like abilities once per
day: comprehend languages, detect magic, detect poison, and
read magic. The caster level for these effects is equal to the
elf ’s level. This racial trait replaces elven magic.

Eternal Grudge: Some elves grow up in secluded,
isolationist communities where generations-old slights
and quarrels linger as eternal blood feuds. Elves with
this racial trait receive a +1 bonus on attack rolls against
humanoids of the dwarf and orc subtypes because of
special training against these hated foes. This racial trait
replaces elven magic.

Fleet-Footed: While all elves are naturally lithe and
agile, some also are naturally speedy and have a strong
desire to rush into situations rather than worrying about
looking ahead. Elves with this racial trait receive Run as a
bonus feat and a +2 racial bonus on initiative checks. This
racial trait replaces keen senses and weapon familiarity.

Lightbringer: Many elves revere the sun, moon, and
stars, but some are literally infused with the radiant power
of the heavens. Elves with this racial trait are immune to
light-based blindness and dazzle effects, and are treated
as one level higher when determining the effects of any
light-based spell or effect they cast (including spell-like
and supernatural abilities). Elves with Intelligence scores
of 10 or higher may use light at will as a spell-like ability.
This racial trait replaces the elven immunities and elven
magic racial traits.

Silent Hunter: Elves are renowned for their subtlety
and skill. Elves with this racial trait reduce the penalty
for using Stealth while moving by 5 and can make Stealth
checks while running at a –20 penalty (this number
includes the penalty reduction from this racial trait).
This racial trait replaces elven magic.

Spirit of the Waters: Some elves have adapted to life
in tune with the sea or along the reedy depths of wild
rivers and lakes. They gain a +4 racial bonus on Swim
checks, can always take 10 while swimming, and may
choose Aquan as a bonus language. They are proficient
with longspear, trident, and net. This racial trait replaces
elven magic and weapon familiarity.

Urbanite: Elves who live in cities for more than a century
can grow to know the ebb and f low of social situations
just as their forest-dwelling cousins know the rules of the
wild. Elves with this racial trait gain a +2 racial bonus
on Diplomacy checks made to gather information and
Sense Motive checks made to get a hunch about a social
situation. This racial trait replaces keen senses.

Woodcraft: Elves know the deep secrets of the wild like
no others, especially secrets of the forests. Elves with this
racial trait gain a +1 racial bonus on Knowledge (nature)
and Survival checks. In forest terrain, these bonuses
improve to +2. This racial trait replaces elven magic.


Half-Elf Alternate Racial Traits:
Ancestral Arms: Some half-elves receive training
in an unusual weapon. Half-elves with this racial trait
receive Exotic Weapon Proficiency or Martial Weapon
Proficiency with one weapon as a bonus feat at 1st level.
This racial trait replaces the adaptability racial trait.

Arcane Training: Half-elves occasionally seek tutoring to
help them master the magic in their blood. Half-elves with
this racial trait have only one favored class, and it must be an
arcane spellcasting class. They can use spell trigger and spell
completion items for their favored class as if one level higher
(or as a 1st-level character if they have no levels in that class).
This racial trait replaces the multitalented racial trait.

Drow-Blooded: Some half-elves born of drow parents
exhibit more drow traits than others—particularly many
of the physical features of the drow—and have darkvision
60 feet and light blindness (Bestiary 301). This racial trait
replaces the low-light vision racial trait.

Drow Magic: A few half-elves with drow ancestry exhibit
the innate magic of that race. Half-elves with this trait
have drow blood somewhere in their background, and can
cast dancing lights, darkness, and faerie fire each once per
day, using the half-elf ’s character level as the caster level
for these spell-like abilities. This racial trait replaces the
adaptability and multitalented racial traits.

Dual Minded: The mixed ancestry of some half-elves
makes them resistant to mental attacks. Half-elves with
this racial trait gain a +2 bonus on all Will saving throws.
This racial trait replaces the adaptability racial trait.

Integrated: Many half-elves are skilled in the art of
ingratiating themselves into a community as if they were
natives. Half-elves with this racial trait gain a +1 bonus
on Bluff, Disguise, and Knowledge (local) checks. This
racial trait replaces the adaptability racial trait.

Sociable: Half-elves are skilled at charming others and
recovering from faux pas. If half-elves with this racial trait
attempt to change a creature’s attitude with a Diplomacy
check and fail by 5 or more, they can try to inf luence the
creature a second time even if 24 hours have not passed.
This racial trait replaces the adaptability racial trait.

Wary: Many half-elves have spent their long lives
moving from place to place, often driven out by the
hostility of others. Such experiences have made them wary
of others’ motivations. Half-elves with this trait gain a +1
racial bonus on Sense Motive and Bluff checks. This racial
trait replaces the keen senses racial trait.

Water Child: Some half-elves are born of elves
adapted to life on or near the water. These half-elves
gain a +4 racial bonus on Swim checks, can always take
10 while swimming, and may choose Aquan as a bonus
language. This racial trait replaces the adaptability and
multitalented racial traits.


Odds are I'll go with a half-elf, I'll randomise the class and archetype.

The Exchange

Azure_Zero wrote:
Odds are I'll go with a half-elf, I'll randomise the class and archetype.

Azure_Zero,

Thanks for that!

The Exchange

All,

Please check Campaign Info for a few small facts about the Shin’Rakorath, as well as the Alternate Racial Traits for Elves and Half-Elves.


I'm thinking about this feat

Feat:
Half-Drow Paragon
Your drow blood is particularly strong.
Prerequisites: Drow-blooded and drow magic racial
traits, half-elf.
Benefit: You count as a drow for any effects that relate
to race. Furthermore, the spell-like abilities granted to
you by your drow magic racial trait count as drow spelllike
abilities for the purposes of any feat prerequisites.

Note this means I can take the Drow Feats

The Exchange

Just a note: Drows (for this game) are inherently evil (not easily overcome), and are a myth to the public. Be careful with how you build it, as Drow are "Rogue Elves" for all intents and purposes to the Shin'Rakorath.

I'll be back on tonight.


DM Drider wrote:
Azure_Zero wrote:
Odds are I'll go with a half-elf, I'll randomise the class and archetype.

Azure_Zero,

Thanks for that!

I think your thanking more for the listing of the traits


(To be named later)
Fighter(Archer) 3, Half-Elf(with dual minded racial trait)

18 Strength
14 Dexterity
14 Constitution
12 Intelligence
10 Wisdom
8 Charisma

Climb
Sleight of Hand
Survival
Swim

Point Blank Shot
Precise Shot
Rapid Shot
Weapon Focus

Child of the Streets
Resilient
Elven Reflexes

Backstory: His story is not that unusual, he grew up a street urchin on the mean streets of Brevoy. Orphaned at the age of 8 when his parents were killed in a riot, he started stealing just enough food and money to keep going. It was not easy even as an adult when he tried to become
legitimate. The elves in the city didn't trust a half-breed thief, former or not. And the humans were unsurprisingly just as racist due
to his elven heritage. Then he heard that Brevoy was sponsoring a settlement in the stolen lands. A fresh start is exactly when he needed.
He volunteered to become part of the watch for this new city. He found he had talent with a bow like his father's people. However, he soon found that this new city ruled by a man named Gindren was a corrupt leader hiring out assassins to dispense anyone who spoke against him. Granted he couldn't prove it, but it was something everyone knew. At first he tried to change things from within like petitioning the baron to make changes. When that didn't work he became a masked vigilante, intercepting the assassins and other lowlives before they could hurt anyone followed by escorting the target out of the city. But it became tiring after a year. So when the Shin'Rakorath called, he answered.

Personality: Snarky, sarcastic, and seemingly immature. He is yet loyal to his friends and loved ones. Will not hesitate to state the obvious just in case someone was confused about the situation. Keeps few secrets except from corrupt baron's of course, mostly an open book.
Appearance: Short blond hair with green eyes above the ever present smirk. He wears a mixture of black and brown clothes over his
armor. His bow strapped to his back is always seen with him as well as a falchion.
Function: To kill things from range or in the air. Can switch to melee to tank easily.

Equipment:
Masterwork Composite Longbow(Str+4) 800
Mithral Shirt 1100
Masterwork Falchion 375
Potion) CLW x2 100
Potion) Lessor Restoration 300

Equipment is not quite complete. I need to pick out the mundane stuff, but it's otherwise all there.


Ok, so I have a rather strange twist on a basic concept-

Spoiler:
I want to play a Drow. Not just any Drow, but the son of the First Queen, the one who let the first darkness in.

It's all there in the background description in the alias, and I swear it really does make sense.

The catch is that when the Meteorite falls and lets loose all the nasties, Llaen falls with it. That means he's be separated from the party until they found the meteor site. I'm fine with that.

So he's a Drow from before the Drow were really a civilization, back when they were just a nasty little splinter group. He doesn't even know that they still exist, but when he finds out he's going to be mad as hell.

As for his class, I'm going to go with Invulnerable Rager Barbarian and take a couple Eldritch Heritage feats (to simulate his Celestial ancestry)

The background stuff is there in the alias. I'll be working on the crunch over the next hour or two.

What do you think?


Interested and have an elven magus (bladebound and kensai archetypes) I was itching to try out. Only will take a minor tweeking of her background to fit for this and leveling to 3rd.


Dotting for interest. This is my basic concept. I just have to level her up and add some new equipment.

Dark Archive

Would love to play this. I like the background and like the sound of your character selection process.

I'll post a character with all the details sometime this weekend.

Thanks for running!


Kathin-Kos and Tallon

Class, Race and Attributes:
Summoner 2
Fighter 1, Unbreakable
Half-Elf

13 Strength
15 Dexterity
12 Constitution
16 Intelligence
8 Wisdom
14 Charisma

Eidolon:

Eidolon: Tallon
Quadraped, Evolutions TBD, Stealth & Perception based.

Skills, Feats and Traits:

Skills:
Climb
Craft, Jeweler
Knowledge, Arcana
Knowledge, Religion
Knowledge, Local
Linguistics
Ride
Spellcraft
Survival
Swim

Feats:
Spell Focus (Conj)
Endurance
Die Hard
Augmented Summoning

Alt Half-Elf Traits:
Ancestrial Arms (Elven Curved Blade)
Arcane Training
Drow-Blooded

Traits:
Researching the Blot (Campaign)
Magical Knack (Magical)
Sacred Touch (Faith)

Backstory, Personality and Appearance:
Backstory: Kathin has been an enigma from the day he was left abandoned as a babe at the temple steps, with nothing more than swaddling, a lantern which either served as light or warmth and an elven curved blade.

He displayed more curiosity than an alleyful of cats. His dark skin was a concern, but the priests could not turn away an infant. And, when he smiled with their eyes, they were touched.

He grew in mind and body in the temple's care, devouring equal parts of food and knowledge. Sure, he slept in and was prone to staying out late, making some comment he was nocturnal. They weren't far from the truth. His dark skin always distinguished him. His keen silver eyes daring any to challenge him. And challenge him they did... they had their reasons and he gave them more. But, he lived... though at times it was close.

They started calling him Kat, for his nine lives. To learn more, he'd do chores and run errands and menial labor. They'd reward him with knowledge and martial training. They waited for the boy to get bored... He didn't.

One day, a sigil appeared on Kat's forehead. And, they finally knew what he was... it was rare among the people. But, he had more life that one person should... More energy, exhuberance than could be contained in a single body... And it had always yearned for release.

He stood before them, unknowable. He stood before them, Summoner. They had little experience, but from the writings they taught him yet could not bring forth the beast. One night, in his wanderings... he fell prey to a gang of predators... cornered in an alley, hunkering down. He prayed, a prayer that sounded very much like the ritual. "Like the eyes of the cat in the black and blue, something is coming for you..."

And as the ugly, petty, insignificant men closed in... a black form launched itself from where, he did not know... The thing was part cat and part bear. Silvery teeth and claws gleaming in the darkness. It barreled into the knot of them... until only it was left standing. Turning, it stalked towards the youth... his same sigil on its brow. And just before he blacked out, he realized he'd never considered it was coming to help him.

Personality: NG Respecting and defending Life, Freedom and Beauty in that order. Quiet, pensive, accepting... until observation and inaction is unbearable, then prone to outbursts. Sometimes acting out in a dangerous or foolheardy manner (low Wisdom).

Appearance: Dark near drow complexion, but the softened elven features or a half-blood. Silver eyes and black shoulder length hair that is usually kept in a ponytail. Typically wears charcoal and all manner of grey from near black (and black) to light heathers. An enchanted chain shirt for protection and an elven curved blade across his back. The tall cool one.

Function:

Function: Scout/Recon, via Eidolon. Depending on how "crafting friendly" the campaign is... Crafting utility items to help buff the team. Even the odds, with Summoning when outnumbered. At mid-levels, Eidolon can tank.

Equipment:

Equipment:
+1 Chain Shirt, 1250
Elven Curved Blade 80
Potion CLW x2 100
Wand or two: Infernal Healing, Disrupt Undead (maybe)

Dark Archive

Interested, but won't be able to pitch a character concept until at least tomorrow.

Leaning toward maybe giving an Inquisitor a try.

The Exchange

Amazing Red wrote:

(To be named later)

Fighter(Archer) 3, Half-Elf(with dual minded racial trait)

Looks good so far. I'll get back to you later with any advice. Thanks for applying!

Llaen Skyfallen wrote:


What do you think?

I'm going to PM you my impressions.

Cristiel wrote:
Interested and have an elven magus (bladebound and kensai archetypes) I was itching to try out. Only will take a minor tweeking of her background to fit for this and leveling to 3rd.

I noticed that you leveled her, thank you. I'd like to see the background fleshed out a tiny bit more, and her personality elaborated on before I give you any feedback!

Narkari Evergreen wrote:
Dotting for interest. This is my basic concept. I just have to level her up and add some new equipment.

Cool so far. If you need to create another alias to flesh her out, or just post the updated stuff below or something that's fine. I wanna know more about her!

Hassan Ahmed wrote:
Kathin-Kos and Tallon

Good for now! Thanks.

Dark Archive

Okay, I can't help but think about my character concept - don't have books on hand, so I won't have anything concrete until tomorrow, but I've firmly got a picture of an Elven Inquisitor of Calistria in mind.

Expect a full write up sometime in the morning.

The Exchange

scottybomb wrote:
Expect a full write up sometime in the morning.

Take you're time! I'm not in a rush. As long as it's in on time I'll give it a good look.

The Exchange

Celeador Thran'dros

Class, Race and Attributes:

Fighter 3

Elf

14 Strength
18 Dexterity
12 Constitution
14 Intelligence
12 Wisdom
7 Charisma

+8 Initiative (+4 Dex, +2 Warrior of Old, +2 Reactionary)
21 Armor Class (+10 Base, +6 Armor, +1 Shield, + 4 Dex)
+5 Fort (+3 Class, +1 Con, +1 Cloak)
+6 Ref (+1 Class, +4 Dex, +1 Cloak)
+4 Will (+1 Class, +1 Wis, +1 Cloak, +1 Indomitable Faith)

Masterwork Composite Longbow (Str +2)
Attack +8 (Range 110')
Damage 1d8+2 (+1 to hit/dmg if 30 feet or less, -1 to hit for +2 extra damage, -2 to hit for 2nd attack)


Skills, Feats, and Traits:

Skills
Acrobatics
Craft (bowmaking)
Perception
Ride
Stealth
Survival
Swim

Feats
Armor Proficency (Light, Medium, Heavy)
Tower Shield Proficiency
Shield Proficiency
Martial Weapon Proficiency (All)
Point Blank Shot
Precise Shot
Deadly Aim
Rapid Shot

Traits
Indiomitable Faith (Faith)
Warrior of Old (Race)
Reactionary (Combat)


Backstory, Personality and Appearance:

Backstory]

"I can hear you out there, so you may as well come out. Come closer boy, I won't hurt you. Here, you can warm yourself by the fire, the nights here do tend to be cold. Eat some stag, it looks like you haven't had a good meal in a week and there's plenty here to share, just make sure you thank Ketephys for her bounty before you do. What am I doing out here? I could ask you the same thing? Well its a bit of a long story... a few miles over that ridge over there is a small town named Hillshire, Oh you know it? Well it seems they have been having a problem with Goblins lately. *spits* can't stand the little beasts myself. Ugly, stupid and clumsey, and thats if your being generious. See this scar here? *points at his face* Still, they do get lucky from time to time, *sighs* I wish that was a easer lesson to learn. Anyhow, the mayor has a bounty of ten gold a ear on the beasts, I like nature and can't stand the little runts, so its hard to beat the offer. Why do I hate them so much? *shrugs* The little ones arn't so dangerous, but the large ones, well... when I was a child I was trained as a warrior for my tribe, I was to protect them in times of need, but what happens when you no longer have your clan? Almost makes you wonder about the gods... almost. Anyhow, *coughs* I would prefer if we diden't speak anymore about it.

Personality
(N) At first glance Celeador Thran'dros seems to be carefree and happy, with few concerns about his life or where he is going. The longer you come to know him however, you can begin see a deep sadness that surrounds him. Celeador is a Elf without a home, a vagabond traveler who sells his bow, one meal at a time. He can often be quiet, but in the middle of combat, when he can forget about his past, sharp ears might hear the wisper of elven names upon his lips. Celeador is slow to trust, but once you have earned his friendship, it will be a lifelong commitment.

Appearance
Hard angles and lines, granite would be smoother. Sharp green eyes and short brown hair as if it had been hacked off with a dagger. A long scar on the rightside of his face from hairline to jaw made by a dog-slicer as a boy. Usually wears browns and greens that have been patched and repatched over years of hard use. The only beautful thing about him is the silvery-wood bow that never leaves his side.


Function:

Function
Celeador will act as a damage dealer and scout with a specific focus on Archery. Should the campaign make it past level 6 Celeador plans to move into the Arcane Archer path with a single level in Wizard, in order to add utility via spells.

Equipment:

Equipment
Masterwork Composite Longbow(Str+2): 600g
(5) +1 Frost Arrows: 830.25g
(50) Arrows: 2.5g
Masterwork Breastplate: 350g
Buckler: 5g
Elven Curve Blade: 24g
(2) Cure Light Wounds Potion: 100g
Cloak of Resistance +1
General Equipment (Radions, Rope, Backpack ect) 25g
Remaining Gold: 64g


I'm working on an Life Oracle, should have it posted in the next day or so.


Submitting Baelin, was hoping he could be wood elf. so dropping elf magic and keen senses for the +2 str. I'm tired and going to bed and still brainstorming the background. I will have it up tomorrow. I guess let me know what you think of the wood elf. thanks and this sounds awesome.

Role:
Baelin will be support. His main focus is being able to subdue renegade elves for questioning. He is good at dealing damage in melee or at range and has a lot of survivability with the crane style.


Colour me interested. Big Elf fan. Have a few concepts but maybe I'll go with an Arcane Archer style, since I'm not playing that at the moment. Wizard (diviner)/Fighter. Probably just one level of fighter and then level up Wizard (so at this point, Ftr 1/Wiz 2).

I'll post the full application when I can, hopefully later today.

Questions:
- You mentioned not to bother reading the players guide. Does that mean don't pick a campaign trait as part of the three?
- Do you allow the different arrows from Elves of Golarion (which was out prior to PF)?


Hmm, or perhaps a Zen Archer Monk 2 / Wizard (diviner) 1+. Well, I'll post something when I narrow it down.


Dotting for interest. This sounds good.

The Exchange

Dark Netwerk wrote:

Questions:

- You mentioned not to bother reading the players guide. Does that mean don't pick a campaign trait as part of the three?
- Do you allow the different arrows from Elves of Golarion (which was out prior to PF)?

The campaign traits shouldn't have any tie to your story really. I'm offering 3 traits for maximum customization of you're character. If there's a campaign trait that fits, take it by all means.

As for EoG, go nuts with it!


Can I use a custom trait?
Devotee of Ketephys
Religion/Ketephys
You are devoted to the Elven god Ketephys. Pick one of the following skills: Handle Animal, Perception, Stealth or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

er.. trait not feat (corrected)


Right now I'm thinking about a Dex based Kensai Magus using a Rapier (Scimitar may be better but doesn't really fit the concept).

Role in group:
Secondary Meele, Damage Dealer and a bit magical support. While no tank he has better AC than a rogue and can keep enemys at bay for a few rounds so the archers can shoot free.

Therefore I have a few questions:

-If we should get far enough to own enough money: Will the agile enchantment be (relatively easy) available? For now dealing 4-5 less Damage per hit isn't that bad but later on it'll get annoying. Should it not be I'll have to go with Scimitar (or could in that case a Dervish Dance version for Rapier be made available?)

-Do you have any problems with Magical Lineage (Treating it as not being able to reduce below original level. Shocking Grasp as Cantrip is slighty unalanced)? After all even this way it's crazy powerfull for a trait.

The Exchange

2goth4U wrote:

Can I use a custom feat?

Devotee of Ketephys
Religion/Ketephys

This looks more like a trait to me. If so yes, as a religion trait.

The Exchange

@Finkmilkana
-Will the agile enchantment be (relatively easy) available?
If you can afford it, it will be available to you.

-Do you have any problems with Magical Lineage (Treating it as not being able to reduce below original level. Shocking Grasp as Cantrip is slighty unalanced)? After all even this way it's crazy powerfull for a trait
You'd have to take up a spell slot of a higher level for the Meta magic and have the metamagic feat you wanna use it with. I'm okay with that.

The Exchange

Baelin The Huntsman wrote:

so dropping elf magic and keen senses for the +2 str.

You're saying the trade-off is +2 strength in exchange for +2 perception? If so that's pretty strong. Is this in a book somewhere?


HP Average +1 means ?
d6 = 4 or 5 or 4.5
d8 = 5 or 6 or 5.5
d10 = 6 or 7 or 6.5
d12 = 7 or 8 or 7.5


DM Drider wrote:


You'd have to take up a spell slot of a higher level for the Meta magic and have the metamagic feat you wanna use it with. I'm okay with that.

Actually with Magical Lineage for example a Intensified Shocking Grasp is still a Level 1 Spell, so it wouldn't use a higher level spell slot and in effect make one (+1) Metamagic Feat "free" for that one spell (at least if you don't houserule something about it, but I haven't found such info yet).


DM Drider wrote:
Baelin The Huntsman wrote:

so dropping elf magic and keen senses for the +2 str.

You're saying the trade-off is +2 strength in exchange for +2 perception? If so that's pretty strong. Is this in a book somewhere?

It's not in the ARG, but using the race building rules for a swap.

He is swapping +2 Perception and Elven Magic (5 RP) for Advanced Strength(+2 STR) (4RP)

I'm surprise he did not go and swap Keen Senses(2RP) and his HUman heritage stat for the Flexable stat(+2STR and +2DEX) (2RP)


@DM Drider: It's in the Advanced Race Guide Playtest

He's removing Perception (2 RP) and Elf Magic (2 RP) for Advanced Strength (4 RP).

The Exchange

2goth4U wrote:

HP Average +1 means ?

d6 = 4 or 5 or 4.5
d8 = 5 or 6 or 5.5
d10 = 6 or 7 or 6.5
d12 = 7 or 8 or 7.5

The assumption is that you're always rounding down. So a d8+1=5

The Exchange

Duh, I missed the part about elf magic. That's fine with me Baelin.

Thanks for the corrections.


I'm interested in this though not really sure what I'm going to throw together...we'll see what I come up with with my laptop in my lap this afternoon. Might do barbarian...been a LONG time since I've played one of them in a PBP.


mathpro18 wrote:
I'm interested in this though not really sure what I'm going to throw together...we'll see what I come up with with my laptop in my lap this afternoon. Might do barbarian...been a LONG time since I've played one of them in a PBP.

are you going for a full elf or a Half-elf, Mathpro?


I just read that elves got a promising new magus archetype in the ARG, if I manage to get my hand on a copy (there are a few people who may or may not had preordered it, I'll have to ask them about it) or find anyone who posted the archetype online I would maybe want to switch from kensai to it.


@Azure: Not really sure...I'll look over the ARG tonight and see which strikes me as better.

@Finkmilkana: Not sure if i can do this but...here is the archetype that was released in ARG:

New Magus Archetype:

Spell Dancer (Magus)
The strong emphasis on wizards within elven
culture inf luences how even non-wizard elves
see themselves. Many elven magi do not consider
themselves masters of a blend of martial and
magical talents, but rather a sub-category of
wizards who study the effect of physical movement
and techniques upon spellcasting ability. They
believe their ability to cast spells while fighting is
an outgrowth of the concept of the “spell dance,”
which itself is just another kind of wizardry.
A spell dancer has the following class features.
Class Skills: A spell dancer adds Acrobatics and
Perform (dance) to his list of class skills and removes
Intimidate and Ride from his list of class skills.
Spell Dance (Su): At 1st level, a spell dancer gains
the ability to expend 1 point from his arcane pool as
a swift action to gain a +10 enhancement bonus to his
movement rate and a +2 dodge bonus to Armor Class
against attacks of opportunity provoked by moving
through threatened spaces for 1 minute. For every
four levels beyond 1st, the spell dancer gains another
+10 enhancement bonus to movement and +2 to AC
against attacks of opportunity provoked from movement.
At 5th level, once per spell dance as a swift action, the
spell dancer may use one of the following on himself as
a swift action: blur, f ly, or haste. These abilities last for
1 round. At 9th level, the spell dancer may instead take
a swift action to use dimension door as a spell-like ability
once during a spelldance. At 13th level, the spell dancer
may instead choose to take a swift action to gain freedom
of movement for 1d4 rounds.
This ability replaces the magus’s ability to expend
points from his arcane pool as a swift action to grant any
weapon he is holding magic bonuses for 1 minute.
Arcane Movement (Su): At 5th level, whenever a spell
dancer casts a magus spell, he gains a competence bonus on
Acrobatics, Climb, Escape Artist, and Stealth checks equal
to the spell’s level until the beginning of his next turn. This
ability replaces the bonus feat a magus receives at 5th level.
Dance of Avoidance (Su): At 7th level, while wearing
light armor or no armor, a spell dancer gains a +2 insight
bonus to Armor Class. This ability replaces the medium
armor class feature.
Greater Dance of Avoidance (Su): At 13th level, while
wearing light armor or no armor, a spell dancer’s insight
bonus to Armor Class increases to +4. This ability replaces
the heavy armor class feature.
Magus Arcana: The following magus arcana complement
the spell dancer archetype: arcane cloak, prescient defense
(Ultimate Combat); close range, concentrate, hasted assault,
spell shield (Ultimate Magic).

sorry about the lack of formatting...just copied and pasted.

Dark Archive

I give you Eledlara, The Killer Wasp

Class, Race and Attributes:

Elf Inquisitor (Infiltrator) of Calistria 3
STR 10
DEX 14
CON 12
INT 10
WIS 16
CHA 14

Skills, Feats and Traits:

Skills
Bluff
Diplomacy
Escape Artist
Heal
Intimidate
Knowledge (Planes)
Knowledge (Religion)
Perception
Profession (Courtesan)
Sense Motive
Spellcraft
Stealth

Feats
Stealthy
Weapon Finesse

Traits
Calistrian Prostitute
Killer
Vagabond Child (Urban)


Backstory, Personality and Appearance:

Backstory
Eledlara earliest memories are of the slums of Riddleport, running with other urchins in the shadows of the city, and scraping by a bare existence. Vagabond Child (Urban) Her life changed the day she tried to steal from the Temple of Calistria... and was caught. The priestess who caught her whipped her raw, then set her to work scrubbing floors. In due course, Eledlara found her life had improved - she had found a home amongst the followers of Calistria, and soon underwent a religious conversion.

For several years, Eledlara worked as a lay member of the church, being instructed in the ways of seduction and pleasure, and served as a holy prostitute. Calistrian Prostitute However, her natural aptitude for stealth, her zeal for vengeance against the enemies of the temple, and her keen judge of character eventually attracted the attention of the Calistrian Inquisition, and she was brought into the fold. Here, she would undergo further years of training in the secrets of deceiving and hunting the enemies of Calistria... and inflicting her Lady's bloody vengeance upon them. Killer.

Since taking her oaths and accepting her holy orders, Eledlara has earned a reputation as "The Killer Wasp of the Calistrian Church." She is a skilled assassin, but is most often called upon to hunt, capture and enact cold-blooded torture on the foes of the church. She uses the information gleaned to help root out further enemies of her Lady.

Personality
The Killer Wasp (TN) is totally dedicated to the church of Calistria. She is generally inclined toward the greater good, and certainly wishes people well... but she will not hesitate to do terrible things to her enemies. Eledlara is generally charming, pleasant and outgoing, whether carousing with friends or cutting up a victim for information. She approaches work and play with the exact same zeal, which can be somewhat unnerving.

Appearance
Eledlara has flowing blonde hair, with deep, dark brown eyes. She dresses in tight fitting clothes that offer her a full range of motion, while also showing off her comely figure, and all her clothing is in the church colours of yellow with black stripes. She wears an armoured mithril shirt for protection, and is rarely without her weaponry. Her rapier is of fine quality and is shaped to look like a wasp's stinger - a gift from the priestess who first took her into Calistria's fold. The Killer Wasp has Calistria's holy symbol tattooed on her left hip, and has a swarm of angry wasps tattooed as a sleeve down her right arm.


Function:

Eledlara's primary function is as a interrogator and information gatherer, with skill in stealth and tracking. She's also an excellent support fighter. The Killer Wasp is a cruel killer, and can perform questionable acts more scrupulous party members would hesitate to do.

Equipment:

+1 Mithril Chain Shirt (2100 GP)
Masterwork Rapier (320 GP)
Masterwork Whip (301 GP)
Dagger (2 GP)
Light Crossbow (35 GP)
30 Bolts (3 GP)
2 Potions CLW (100 GP)
Masterwork Backpack (50 GP)
50 ft Silk Rope (10 GP)
Whetstone (2 CP)
Silver Holy Symbol (25 GP)
Flint & Steel (1 GP)
53 GP

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