The Blackscour Taint (Inactive)

Game Master Azih



Background for Module:
In the past week, numerous residents of Falcon’s Hollow have fallen ill, each suffering from the same hacking affliction.

Local remedies prove as useless as prayers at the Church of Iomedae, goddess of valor, justice, and honor, and already at least one town elder has been claimed by the wheezing death.

You are a part of a group in a race against time to find a cure and save the townfolk. This a module for four first level characters.

Falcon's Hollow is located in the shadow of Droskar's Crag in Darkmoon Vale which is a frontier region in northwestern Andoran.

Starting Level:
First

Abilities:
20 Point buy
OR
Roll 4d6 drop lowest, reroll 1s. Roll in the recruitment page please.
IF you don't like what you get from the rolls then you can choose a 19 Point buy instead :)

Classes:
Any Paizo, Use Unchained versions where available.

Races:
Any Paizo, exotic races will need stronger submissions to get in.

Sources:
Only Paizo material. It's my first time DMing guys. Go easy.

Hit Points:
Max first level. Not going to level up in the module.

Starting Wealth:
Average for class

Alignment:
Strongly prefer good, no CN, CE.

NE or LE characters can play in this module but I want you to be a team player. Also you'll be afflicted by the sickness at the start so.... :|

Traits:
2 Traits.

Maps:
Nooo... I don't even know if I can handle the text part of this right now let alone maps. Will try and describe things to the best of my ability as we engage in Theater of the mind!

Number of Open Spots:
Three. One spot already taken by a Barbarian.

Length of Recruitment:
Until Wednesday, the 21st of December. Choices made on the 22nd of December.

What I'm looking for in Recruitment:

For verisimilitude I will be more likely to pick characters that seem like they would reasonably be in or around Darkmoon Vale. Resident of Falcon's Hollow or a merchant caravan from close by are two plausible approaches.

For my own sanity I will be less likely to pick highly optimized characters.

For the survivability of the group I will be looking for a well balanced party. So healing, martial, spell-casting, and skills should all be present across the four chosen characters.

Martial is probably already taken care of with the Barbarian. I wouldn't be averse to another well rounded front liner though.

Posting Rate:

Once daily. Nothing from me on weekends so I don't expect you to post then either. If I don't think I can post for a while then I will let everyone know to the best of my ability and I hope the rest of you would provide me and your fellow players the same courtesy :)

I will try and push things along though so hope you don't mind being botted :)

I do understand that this is right next to the holidays and there are more important things than the poor residents of Falcon's Hollow so while I'll probably start the game earlier I won't start trying to push the posting rate until the 3rd of January.

House Rule:

I'm going to play it pretty vanilla cause it's my first DM experience and all. ONE thing that I'd like is to try and streamline the more 'investigative' parts of the game and get on to the roleplay and the combat. In my experience the looking around and finding out part of Pathfinder really drags in PbP. Hell that might be true on the table too (I've never played live).

So this is what I'm thinking.

Out of combat/high stress situations your characters will be taking 10 on Perception and any trained Knowledge Skills AT ALL TIMES. I will keep track of these skills and in every new area and will let your character know in spoilers what they see. If there is information that is hidden behind a check that is greater than 10 and lower than 20 away from your relevant skill than I will roll a d10 for you and add it to your take 10. No need to wait a day for someone to make one roll and then one more day for me to respond. On a Knowledge check you'll have to ask the appropriate question though while Perception is always active.

So if your character has a +3 in Kn:Local then I'll just tell the character the knowledge checks that are DC13 or lower when you ask (so if you ask what the name of the mayor is and that's a DC5 then you won't be flummoxed if you roll a 1 on a d20). If knowing the name of the local cutpurse is at DC15 then I will roll a d10 and if it rolls a 2 or higher then I will let you know. This was inspired by a Gumshoe system recruitment on these boards. I think it'll work well and it's definitely worth a shot.

In combat/high stress situations you roll as normal.

My Background:

I started playing on these boards nearly three years ago and have really enjoyed it. I've only ever played P&P RPGs via PbP actually. Figured I'd try GMing and see how it goes.

My GMing style:

Hells if I know. But I'm sure it will involve plenty of mistakes.

Any questions?


any chance you could be persuaded to use the background skills system?


I like a lot of the Unchained stuff, but keeping that stuff to a minimum for my first game andygal :)


I'll support my fellow goblin here and submit something, thinking cleric or thief.

4d6: 4d6 ⇒ (2, 5, 5, 2) = 14 12
4d6: 4d6 ⇒ (6, 5, 5, 1) = 17 16
4d6: 4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6: 4d6 ⇒ (5, 6, 4, 5) = 20 16
4d6: 4d6 ⇒ (4, 3, 3, 2) = 12 10
4d6: 4d6 ⇒ (3, 6, 5, 4) = 18 15

Yeah, I think that will work.


Dot


Hey ho!

Let's see if a nice down the line roll gives me a fun character concept.

Str: 4d6 ⇒ (5, 6, 3, 4) = 18 15
Con: 4d6 ⇒ (1, 2, 1, 1) = 5
Dex: 4d6 ⇒ (2, 2, 1, 3) = 8
Int: 4d6 ⇒ (2, 3, 2, 5) = 12 10
Wis: 4d6 ⇒ (6, 3, 3, 1) = 13 12
Cha: 4d6 ⇒ (5, 5, 2, 2) = 14 12

Hah! That would be quite a Con roll without the reroll 1s.

Con Rerolls: 3d6 ⇒ (5, 2, 2) = 9 2+2+5 = 9
Dex Rerolls: 1d6 ⇒ 1
Wis Rerolls: 1d6 ⇒ 2 Still 12

Dex Reroll Again: 1d6 ⇒ 1

Oh Come On: 1d6 ⇒ 5

Str: 15
Con: 9
Dex: 10
Int: 10
Wis: 12
Cha: 12

Hum... That's a 10 pt buy. Cleric Maybe?


4d6: 4d6 ⇒ (3, 5, 2, 4) = 1412
4d6: 4d6 ⇒ (2, 2, 3, 4) = 119
4d6: 4d6 ⇒ (2, 4, 4, 1) = 11reroll 1: 1d6 ⇒ 2] 10
4d6: 4d6 ⇒ (3, 6, 3, 2) = 1412
4d6: 4d6 ⇒ (5, 1, 3, 3) = 12reroll 1: 1d6 ⇒ 311
4d6: 4d6 ⇒ (1, 3, 6, 1) = 11reroll 1: 2d6 ⇒ (2, 1) = 311

Yeah, this is why I hate rolling for stats. Going with 20pb.


You can go for the 19 point buy instead Diene.

Andygal since you tried your luck at the roll I'm afraid your other option is a 19 point buy :)


4d6 ⇒ (6, 4, 5, 3) = 18
4d6 ⇒ (3, 3, 3, 6) = 15
4d6 ⇒ (4, 1, 4, 1) = 10
4d6 ⇒ (4, 2, 6, 6) = 18
4d6 ⇒ (6, 1, 1, 4) = 12
4d6 ⇒ (6, 4, 3, 2) = 15

Rerolling 1s: 4d6 ⇒ (5, 6, 3, 4) = 18

Result: 15, 12, 15, 16, 14, 13

Shadow Lodge

4d6 ⇒ (6, 3, 6, 6) = 21 17
4d6 ⇒ (2, 1, 3, 5) = 11 13
4d6 ⇒ (2, 2, 5, 1) = 10 12
4d6 ⇒ (2, 5, 3, 3) = 13 11
4d6 ⇒ (4, 2, 2, 3) = 11 9
4d6 ⇒ (4, 2, 6, 1) = 13 15

Reroll
3d6 ⇒ (5, 5, 5) = 15

Huh
Interesting stat set... It'd make a good gish character or caster....
Hmm would you allow psionics? And do kitsune count as "exotic"
(If they do count as exotic and psionics aren't allowed I'll set up a human alchemist)


Dot. I've been GM'ing a few 5E games on these boards. I'm trying to learn to love Pathfinder again (never GM'd it though). :)

I'll go with 20 point buy, either a witch or a paladin.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

dot


Dotting

4d6 ⇒ (3, 6, 6, 2) = 17 Total:15
4d6 ⇒ (1, 2, 5, 3) = 11 1d6 ⇒ 3Total:11
4d6 ⇒ (2, 3, 5, 4) = 14 Total:12
4d6 ⇒ (2, 3, 5, 5) = 15 Total:13
4d6 ⇒ (5, 5, 1, 2) = 13 1d6 ⇒ 6 Total:16
4d6 ⇒ (5, 5, 5, 1) = 16 1d6 ⇒ 6 Total: 16

This is an acceptable arrangement of stats for me.

I'll make something and post it in the morn.


This could be fun. And I always enjoy rolling for stats.

Pendrak going for broke:

4d6 ⇒ (6, 1, 5, 4) = 16
rerolling the 1: 1d6 ⇒ 1
4d6 ⇒ (3, 6, 5, 4) = 18
4d6 ⇒ (5, 5, 1, 2) = 13
rerolling the 1: 1d6 ⇒ 4
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (3, 4, 5, 3) = 15
4d6 ⇒ (4, 5, 2, 5) = 16
4d6 ⇒ (3, 6, 1, 5) = 15
rerolling the 1: 1d6 ⇒ 2

15, 15, 14, 14, 14, 12

Not bad.


Dot.

4d6 ⇒ (4, 6, 4, 5) = 19 = 15
4d6 ⇒ (1, 2, 5, 2) = 10 = 12
4d6 ⇒ (4, 1, 3, 1) = 9 = 11
4d6 ⇒ (6, 6, 4, 3) = 19 = 16
4d6 ⇒ (3, 3, 4, 3) = 13 = 10
4d6 ⇒ (1, 6, 6, 2) = 15 = 15

reroll 1s: 4d6 ⇒ (5, 4, 2, 3) = 14

not bad!


4d6 ⇒ (5, 1, 6, 3) = 15 1d6 ⇒ 4 => 15
4d6 ⇒ (3, 1, 3, 2) = 9 1d6 ⇒ 3 => 9
4d6 ⇒ (1, 4, 6, 4) = 15 1d6 ⇒ 3 => 14
4d6 ⇒ (5, 6, 1, 6) = 18 1d6 ⇒ 4 => 17
4d6 ⇒ (3, 2, 2, 5) = 12 => 12
4d6 ⇒ (1, 3, 5, 5) = 14 1d6 ⇒ 5 =>15

Thats 17, 15, 15, 14, 12, 9

Effectively(since no levelling anyway) 16,14,14,14,12,8 - slightly better than the offered point buy.

But not sure if outstanding enough that I want to make something(not a huge fan of single modules)...but best of luck either way!


@Lord Foul III

No psionics

For a little bit more guidance on 'exotic' races. Think of how people in a hardscrabble mostly human lumber town would react to you. They'd definitely think of kitsune as exotic.

@TPJ

Witch and Palidan are two very different classes! Looking forward to your submission

@rungok

Looking forward to seeing what you make

@Pendrak

Looks like a very well rounded character, but I think you rolled seven times instead of six. Ignoring the seventh roll I think your array is
15,15,14,14,12,12 which is still really good.

@Tundran

Looking forward to seeing what you come up with

@MorderOfFairy

I think on your 5th roll you should have a 10 not a 12. Thanks for the well wishes either way!


GM Stargin wrote:


Looks like a very well rounded character, but I think you rolled seven times instead of six. Ignoring the seventh roll I think your array is
15,15,14,14,12,12 which is still really good.

Oops! Also, do we re-roll ones again if they come up, or just on the initial six rolls?


Keep re-rolling until you get a not 1.


Re-rolling that last 1:

1d6 ⇒ 6

Even better. That makes it 17, 15, 14, 14, 12, 12.

Thinking maybe bard.


haha, yeah, the only line without a 1, and i just copied the value over. Of course it's a 10. Sorry. ^_^


I present to you "Redeemer" Ephram Carver, a Sin-Eater Inquisitor of Sarenrae. His duties to the church include going among the sick and dying and taking confessions, easing suffering, and taking on the sins of the guilty so they may be redeemed. He came to Falcon's Hollow because he was traveling the area and heard word that a possible plague was starting. He would take on the role of secondary frontliner and healer for the group.

Ephram Carver:

Redeemer Ephram Carver
Male human (Taldan) inquisitor (sin eater) of Sarenrae 1 (Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Magic 46)
NG Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +5; +4 vs. disease, nausea, and sickening effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . scimitar +0 (1d6/18-20) or
. . unarmed strike +2 (1d3 nonlethal)
Ranged shortbow +3 (1d6/×3)
Special Attacks judgment 1/day
Inquisitor (Sin Eater) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—cure light wounds, divine favor
. . 0 (at will)—detect magic, detect poison, light, stabilize
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 13, Int 12, Wis 17, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Filth Forager, Weapon Finesse
Traits flame of the dawnflower, merciful scimitar
Skills Diplomacy +7, Heal +7, Intimidate +8, Knowledge (arcana) +5, Knowledge (religion) +5, Perception +7, Sense Motive +8, Spellcraft +5
Languages Celestial, Common
SQ eat sin, monster lore +3, stern gaze +1
Other Gear studded leather, buckler, arrows (20), dagger, scimitar, shortbow, backpack, bedroll, belt pouch, candle (10), doctor's mask, flint and steel, hemp rope (50 ft.), holy text (Sarenrae)[UE], manacles, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Sarenrae, 25 gp, 3 sp, 3 cp
--------------------
Special Abilities
--------------------
Eat Sin 1d8+1 (Sp) 1 min, eat sins of adjacent corpse to heal self. Rush as full rd for half benefit.
Filth Forager +4 bonus on saves vs disease & effects that cause nausea or sickened conditions.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
--------------------
'Redeemer' Ephram Carver is an inquisitor of the Church of Sarenrae. His job is, primarily, to secure the confessions of the dying so they may be redeemed in the afterlife. Authorized to provide executions, he is capable of literally eating the sins of the dying as their souls leave the body. He has proven to be especially good at handling areas where plagues have been encountered, and has spent the last three years serving abroad, taking confessions.

When Carver found out about the outbreak in Falcon's Hollow, he rushed to the site. If he could stop the disease, then the town would be saved. If not... then at least their souls would be redeemed.

Redeemer Ephram Carver is a lean man, with broad shoulders and whipcord-like arms. He wears his clerical vestments of Sarenrae with his armor on the outside, reinforcing it. He has a broad-rimmed hat he wears and an iron-studded leather plague doctor's mask when he's working. When he's not, people can see his warm brown eyes and handsome, if somber, features.

The ring finger on his left hand is missing at the second knuckle. He doesn't explain how he lost it.


Thanks a lot for the submission rungok. Looks like a very well rounded character with a good reason to be in Falcon's Hallow.


I'd love to put forth a character for consideration. Aelerie Mirisen, assistant shopkeeper at Goose 'n' Gander and apprentice to the only (known) wizard in Falcon's Hollow. Aelerie's poor mother, Vimea, has contracted the mysterious illness that's plaguing the town; thus is her motivation for helping to find a cure. That, and she's an insufferably good-natured person. Her role would cover spell-casting and knowledge skills.

I understand that some GMs prefer not to have "summon heavy" classes and archetypes in their games, so if that's your preference, please let me know and I'll happily remove the Occultist archetype.

Messy Dice Rolls:
Stat #1: 4d6 - 6 ⇒ (6, 6, 6, 6) - 6 = 18
Stat #2: 4d6 - 4 ⇒ (4, 5, 4, 5) - 4 = 14
Stat #3: 4d6 + 2 + 5 - 1 - 1 - 2 ⇒ (1, 2, 2, 1) + 2 + 5 - 1 - 1 - 2 = 9
Stat #4: 4d6 + 4 + 5 - 1 - 1 - 4 ⇒ (1, 1, 6, 6) + 4 + 5 - 1 - 1 - 4 = 17
Stat #5: 4d6 + 2 + 5 - 1 - 1 - 2 ⇒ (6, 1, 1, 5) + 2 + 5 - 1 - 1 - 2 = 16
Stat #6: 4d6 + 6 - 1 - 3 ⇒ (4, 5, 3, 1) + 6 - 1 - 3 = 15

Reroll for #3: 2d6 ⇒ (2, 5) = 7
Reroll for #4: 2d6 ⇒ (1, 4) = 5 1d6 ⇒ 5
Reroll for #5: 2d6 ⇒ (2, 5) = 7
Reroll for #6: 1d6 ⇒ 6


Here's my entry.

Albus Wodeward, tragic local recently returned from bandit hunting.

I did take the liberty of looking up Falcon Hallow online to get a little local info. I have read a bit of online gameplay about FH but it was a couple of years ago, and all I really remember is some trouble between the town and the lumber people.

Aiming for the skill master slot, he's a scout, forester, minor mundane healer, and secondary fighter type. Can make changes if useful.

Any questions, comments, suggestions, or anything else, greatly appreciated.


@Aelerie. Thanks for the submission. Seems pretty good. Should your CHA be 17 maybe? I think you should be fine with Occultist. Without it you'd only be summoning creatures for 1 round and that's not really useful in a level 1 module :). Question for you, how do you think your character would react to her mother dying?

@Albus. Thanks for the submission, Seems like a good switch hitting wilderness character. I'm assuming you did 20 point buy? I like the tie ins to the lumber people in your background.


Ah, yes I did a 20 point buy, I'm not a fan of rolling (or rolling is not a fan of me.) Sorry should have made that clear.

Thanks for your kind words; I like, in smaller area campaigns, for the heroes not to be totally rootless vagabonds. Local people should know my character, to love, to hate, or not care at all.


Thanks for catching that. I started writing up the character sheet before I read your post that we could reroll 1s on rerolls, too. It's been fixed.

As for how Aelerie would react to her mother dying, I imagine she would be devastated coming back to a silent home with a cure in hand, only to find out that she's too late. That eternal optimism of hers would obviously be tested, and I could see a number of ways in which her grief would manifest, depending on the circumstances. That said, as a player, it's something I'm interested in roleplaying out if it comes to it.

I will say that overly gloomy characters are not a favorite of mine, so her grieving period would not last too long. I think she would be able to move on from the loss, say, in time for the next module. ; )

Shadow Lodge

GM Stargin wrote:

@Lord Foul III

No psionics

For a little bit more guidance on 'exotic' races. Think of how people in a hardscrabble mostly human lumber town would react to you. They'd definitely think of kitsune as exotic.

@TPJ

Witch and Palidan are two very different classes! Looking forward to your submission

@rungok

Looking forward to seeing what you make

@Pendrak

Looks like a very well rounded character, but I think you rolled seven times instead of six. Ignoring the seventh roll I think your array is
15,15,14,14,12,12 which is still really good.

@Tundran

Looking forward to seeing what you come up with

@MorderOfFairy

I think on your 5th roll you should have a 10 not a 12. Thanks for the well wishes either way!

to be fair. Kitsune have shapeshift

A mostly human town would see one of their own in a kitsune


Nice characters so far. I am kind of thinking about a paper merchant can't stand the smell of paper mills but daydreams of exploring the dwarven ruins in the area. Would be the party face and probably do some buffing.

Not sure what class/race yet though.


@GM- I'm planning a deaf halfling oracle of intrigue as my paper merchant. Reading on pathfinderwiki, it says there is a halfling magistrate in Falcon's Hollow named Vamros Harg. Would it be ok for my character to be Harg's brother or some more distant relation?


Either is fine Tundran. Looking forward to it.


Lord Foul II wrote:

to be fair. Kitsune have shapeshift

A mostly human town would see one of their own in a kitsune

Fair enough. And also I'm not shutting the door on 'exotic' race submission in any case.

Shadow Lodge

Just trying to decide between kitsune sorcerer and human alchemist


Here is the rogue I decided on Laro Farfeet. If you have any comments or questions please let me know.


Here is Virdel Harg, paper merchant. I will create an alias if selected. Let me know if you have any questions or suggestions.

One question before finalizing: if I take the deaf curse, will I still be able to communicate with others? I.E. reading lips and speaking well enough to be understood? There is nothing in the deafened condition which would prevent communicating but I just want to make sure.

Spoiler:
Virdel Harg
male halfling oracle of intrigue 1
neutral good small humanoid (halfling)

Init +1; Senses deaf; Perception +7 (autofail based on sound)

DEFENSE
AC
17, touch 14, flat-footed 14 (+3 armor, +3 dex, +1 size)
HP 11 (1d8 +2 Con +1 FC)
Fort +3, Ref +4, Will +3
Special Defenses +2 saves vs. fear

OFFENSE
Speed
30 ft
Melee dagger +1 (1d3, 19-20/x2, 10' range, P or S)
Ranged light crossbow +4 (1d6, 19-20/x2, 80' range, P)
Special Attacks desire sight 1/day

STATISTICS
Str
10 (+0), Dex 17 (+3), Con 15 (+2), Int 10 (+0), Wis 11 (+0), Cha 18 (+4)
BAB +0, CMB -1, CMD 12

Feats
Proficiencies:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Traits
Seeker:
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Reactionary: You gain a +2 trait bonus on initiative checks.

Skills 4 skill points/level +0/level (Int)= 4
Diplomacy +8, Knowledge (History) +4, Perception +7 (autofail based on sound), Sense Motive +4, Spellcraft +4, Stealth +6 AC Penalty -1

Languages
Common, Halfling

Racial Abilities
Size:
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

SQ
Spells:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Mystery: INTRIGUE Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
Oracle’s Curse: DEAF Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity.
Orisons: Oracles learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Class Skills: An oracle with the intrigue mystery adds Bluff, Disguise, Sleight of Hand, and Stealth to her list of class skills.
Whispered Glimpses: The whispers of intrigue sing to you with glimpses of insight into others' presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
Desire Sight: As a standard action, you can learn the desires of any creature you can see within 100 feet, as if you had concentrated until the third round of detect desires. As usual for detect desires, the target can attempt a Will save to negate the effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.
Deaf: You cannot hear and suffer all of the usual penalties for being deafened. A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.

Spells
1 (4/day) - Bless, Magic Weapon + Cure Light Wounds
0 (at will) - Detect Magic, Guidance, Light, Mending

GEAR
Combat Gear

dagger, light crossbow, 10 crossbow bolts, studded leather, 1 flask acid

Other Gear
traveler's outfit, oracle's kit This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin

Money 23 gp

FLUFF
Description

Virdel is an officious looking merchant, always dressing to impress. For this mission, he wears traveling gear which looks to have never been used before.

He stands tall for a halfling and has a keen look in his eye, especially when shaking hands. One wouldn't necessarily peg his as deaf on first glance but further observation makes it clear.

History
Virdel was born into the illustrious Harg family of halflings, well-known and respected within Falcon's Hollow. His eldest brother Vamros is currently a magistrate in the town.

Virdel as the fourth son has very little inheritance relatively. He was apprenticed to the most powerful paper merchant in town and is in line to take over the business when the merchant retires. He has little interest in paper or other trade goods. He excels at dealing with people and prefers opportunities to make use of his talents at reading others. This makes him a natural success as a trader but he finds it boring work.

Ever since he was young, Virdel has had an interest in the old dwarven ruins around his hometown. Although never strong nor brave enough to venture in on his own, nevertheless he yearns for an opportunity and a group to present themselves.

Virdel was born with a degenerative disease which ultimately led to his total hearing loss. At the same time, he developed a sixth sense wherein he can commune with the essence of intrigue itself, learning useful information about those who would underestimate him.

Age 25


@trawets71 Thanks for the submission. I really like the dice section on your character sheet.

@Tundran Thanks for the character. There's no reason why Virdel wouldn't be able to communicate just fine out of combat. In combat it would be a little harder.

Just a reminder recruitment ends midnight (Pacific time) on Wednesday (21st of Dec).


Here is TPJ's submission, Astrianna, half-elf paladin.

Spoiler:

Astrianna
Female Half-Elf (Human-Raised) paladin 1
LG Medium humanoid (elf, human)
Init +0, Senses low-light vision; Perception +0
Aura aura of good,

=================================================
DEFENSE
=================================================
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield, )
hp 13 ((1d10)+3)
Fort +4, Ref +0, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee longsword +5 (1d8+3/19-20)
Melee shield, light steel +4 (1d3+1)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger (thrown) +1 (1d4+3/19-20)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 10, Con 14, Int 10, Wis 10, Cha 16,
Base Atk +1; CMB +4; CMD 14
Feats Skill Focus (Diplomacy), Weapon Focus (Longsword)
Skills Diplomacy +10, Knowledge (Religion) +4,
Traits Armor Expert, Chosen of lomedae,
Languages Common, Elven
SQ aura of good, detect evil, elf blood, elven immunities, human-raised, integrated, low-light vision, multitalented, wary,
Combat Gear
Other Gear longsword, shield, light steel, outfit (traveler's), scale mail, paladin's kit, dagger, 86.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Aura of Good (Ex) You project a faint good aura.

Aura of Good

Chosen of lomedae At your birth, your parents dedicated your soul to Iomedae to mold into a sword of her light. The goddess blessed you, granting you a gift of light to brighten your path through darkness and a fine sword with which to spread her will. You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Human-Raised These half-elves were born and raised into accepting human communities, often raised by generations of a single family, or through the charity of churches and temples. These half-elves have the integrated and wary racial traits.

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.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +3 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +3 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

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.

Background
Astrianna was born of a human father and elven mother. Her father was a powerful Cleric of Iomedae, and she herself was raised into the tradition, becoming devoted at a very early age. While she grew as strong and hearty as her father, she lacked the temperance and wisdom to be a Cleric, choosing instead to become a soldier for the cause of justice. The Church of Iomedae hoped that through experience she would grow in wisdom and one day join her father. She has since been dispatched to serve in Falcon’s Hollow. Though she is fairly new in the town and still learning her way around, she has noticed strange happenings, and is intent on finding their source and righting them.


Thanks of the submission Astrianna. I see you decided to go for paladin instead of witch!


The countdown begins.
13 hours remain...


rungok is indeed right. If there's any other submissions then please get them in.


Ok everyone. I'm already running into a terrible part of the GMing experience. Having to pick a group. I'd love to take everyone but I'm not confident in being able to ramp up the encounters enough for that in my first GMing experience. So here are my picks:

Aelerie Mirisen
Albus Wodeward
Astrianna
Virdel Harg.

Please report to the discussion tab. I took four as the barbarian player I mentioned sadly had to drop out.

rungok, trawets71, I loved your character concepts as well, would you mind me keeping your submissions in mind if we need alternates in the future?


Thank you for selecting me. I look forward to playing with this group.


Sure thing and good luck.


Yeah, go ahead. Have fun!


Thanks for selecting me as well. This should be fun.

Community / Forums / Online Campaigns / Recruitment / First time GM looking to run Hollow's Last Hope. First Level Module. Looking for three players with high tolerance for clumsy mistakes. All Messageboards

Want to post a reply? Sign in.