The Casters Castle (Inactive)

Game Master SkaTalon


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You and your like-minded adventurers have joined up to delve into a dungeon seeking a great treasure. You’ve each heard rumors of the Eye of Amrion, a legendary artifact belonging to a long dead wizard, Amrion. It is said to be the crown jewel of his treasure hoard kept locked away in his abandoned castle. Though no one is quite sure what it does or why it is so legendary. Whatever it is, it’s sure to fetch a hefty price. As you approach the rather unapproachable castle from the south, you get a strong sense of foreboding and the castle gates open automatically before you, their creak reminiscent of a wounded animal. Once through the gates, they creak shut behind you.
You are in the Front Courtyard. Exits are North, East, and West.
North you see the large castle entrance
West you see a walkway leading into ill-kept gardens
East you see a drop off with a rough cliff face and the sound of running water.
What do you do?

I’m new to play-by-post and couldn't seem to find a game that suits my style so i figured I’d try running one. I plan on paying homage to the text based adventures of the 70’s/80’s with a pretty standard fare dungeon crawl. I foresee this being a more hack’n’slash adventure, so if you need the full setting document and rich sprawling backstories of everything you meet, this may not be the game for you. You're adventurers in a dungeon. I plan on leaning heavily on the old school tropes of dungeon crawling with a few twists and turns. But I also want the players to contribute to the setting and overall story though character interactions and suggestions. I’m looking for for creative players and good storytellers.

Campaign:

Post Expectation: Every other day or better
Setting: Standard Fantasy Dungeon (ala Castlevania or Zork). Emerging guns before you ask.
System: Pathfinder RPG
Players: 3-4
Silliness level: Light to Moderate

Character Creation:

Starting Level: 3
Hit Points: PFS style (max 1st, then half rounded up)
Race: Any Paizo (obscure races may worsen your chance for selection, sorry)
Class: Any Paizo, VMC is allowed
Point Buy: 25
Traits: 2
Alignment: Any, just don’t betray the party.
Starting Gold: 3000gp No pre-game crafting.
Explanations are appreciated for complex or gimmicky builds
Up to two submissions per player,
Please submit character sheet or stat block with Background and Rumor(See below)

Background :

I don’t need a detailed backstory. Just answer these questions with your submission:
What was your profession before becoming an adventurer?
Why are you personally invested in finding Amrions Treasure?
What do you despise?

Also include 3 typical lines of dialogue or quotes from your character, displaying personality
Example (for a Wizard):
“Out of my way you neophytes! There’s Magic to be done!”
“Muscles are for the weak-minded. A good brain is stronger than a hundred backs. Now put your shirt back on lad!”
“ *wheeze* Nobody warned me I’d grow this old searching for immortality. *wheeze* ”

Worldbuilding Participation:

Include with your submission one rumor your character has heard about the Eye of Amrion, the treasure, the castle, Amrion himself or anything else. The rumor could be what peaked your interest and reason you are here, but doesn’t have to be. This is your chance to help write the story before it begins.
Examples: “I’ve heard that Amrion was a master of Illusions!”
“They say the castle reconfigures itself each night.”
“The Eye of Amrion supposedly contains the soul of the lost princess.”
Get creative. These will be taken into consideration during the selection process as well.

How it’ll work*:

*Hopefully
I’ll include exits when describing the room ar area you are in. Players can include the direction they’d like to go next in their post like ‘Go West’. Majority votes send the party that way. You can choose not to vote and let the others decide for you. Or you could pick a leader. We’ll figure it out. I'm very open to a more character driven campaign and will do my best to roll with your decisions.

A bit about me:

I’m a fairly improvisational GM though I do like establishing structure. I’ve been called a rules lawyer but I will fudge if it is for the good of the experience. I leave a lot to die rolls and random tables because I enjoy being surprised as much as a player. I will trust you until you are found to be untrustworthy. Being new to play-by-post I appreciate patience with technical things. lets not take it too seriously and have some fun.

Recruitment ends March 1st.

Grand Lodge

Dungeon crawling without heavy narrative. Yesss. Dotting.


Dot


Presenting Akron, stats in alias. I plan to multi-class with Warpriest next. I wouldn't say he is a gimmicky build, but he will have a lot of options in battle.

Background:
Akron was a Pathfinder Society initiate before becoming an adventurer. He washed out of the program before Confirmation however. He is hopeful that recovery the Eye will persuade the Society to allow him re-admittance and possibly count as his final test. Akron holds freedom and adventure in high regard and despises tyranny and oppression, particularly slavery and child abuse.

Quotes:
"May the Lucky Drunk bless our quest."

"You boys sure we can't settle this over a pint?"

"There's been a mistake alright, and buddy you've made it."

Rumor:
"Sure they SAY Amrion is dead, but have you ever met anyone who heard HOW he died? I say he could be in there still."


Dotting. Thinking of a Dragonheir Scion fighter.

Grand Lodge

Dotting. Thinking maybe a bard, following the archeologist archetype.


I like the section you call world building, coming up with a rumor about something we know nothing about... It's different. I'll be working up 2 characters because I can and one of those I think will be a gunslinger.


Dotting for interest

Grand Lodge

Here is my submission. Isidora is a human archeologist bard, which means sacrificing the bardic performance ability but gaining access to some rogue abilities like uncanny dodge and trap sense as well as bonuses to disable device and perception checks. Since you mentioned you were using the emerging guns rules I'm thinking she will carry a pistol, so she'll be able to pack a punch as well as solve some puzzles. I'm hoping to have full stats posted soon.

Background:

What was your profession before becoming an adventurer? Isidora was employed as a librarian at the Kitharodian Academy in Oppara. It was here that she first read about the Eye of Amrion and the wizard's great treasure hoard, beginning a four year obsession that has led her here at last to the gates of the abandoned castle.

Why are you personally invested in finding Amrions Treasure? Isidora is hungry for knowledge and the idea that she could be the one to unlock the mystery of what the Eye's true purpose is has driven her far from home on this great quest.

What do you despise? Isidora believes that great knowledge should be shared, and hopes that whatever treasures are uncovered in the Caster's Castle will find their way into the museums and libraries of Golarian. She dislikes most treasure hunters who are just in it for the money, but moreover she despises those who would purchase found treasures only to add them to their own private hoards.

Quotes:

"This is incredible! Just a moment, I have to sketch this!"

"Do you think the great stories of our triumph here will include this part?"

"I think I've read about something like this..."

Rumor:

"By all accounts it is said that Amrion amassed a great collection of ancient scrolls and tomes during his long life. From what I've read it could be enough to fill the shelves at the Founder's Archive in Magnimar twice over."


Doot-doot

Gonna make a gnome daring cavalier, I think.


Submission time
.
.
.
.

Reck Klenderbeck

Statistics:
Male Gnome Cavalier (Daring Champion) 3
CG Small Humanoid (Gnome)
Init +5; Senses Perception +6
Darkvision 60ft.
------------------------------
DEFENSE
------------------------------
AC 20, touch 15, flat-footed 16 (+4 armor, +3 dex, +1 dodge, +1 shield, +1 size)
hp 32
Fort +6, Ref +4, Will +1
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee
Masterwork Longsword
+9 1d6+3

Dagger
+7 1d3-1

Ranged
Shortbow
+7 1d4-1
------------------------------
STATISTICS
------------------------------
Str 8, Dex 16, Con 16, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +1; CMD 15
Traits
Darklands Delver (Adds know dungeon to class skill list)
Ractionary (+2 init)
Feats
Armor Proficiency (Light)
Armor Proficiency (Medium)
Buckler Proficiency
Martial Weapon Proficiency
Precise Strike
Simple Weapon Proficiency
Slashing Grace (Longsword)
Weapon Focus (Longsword)
Skills (12 points; 12 class, 0 INT)
+0 Acrobatics
+0 Appraise
+7 Bluff
+0 Climb
+7 Diplomacy
+3 Disguise
+0 Escape Artist
+2 Fly
+0 Heal
+3 Intimidate
+9 Knowledge Dungeoneering
+0 Ride
+4 Sense Motive
+4 Stealth
+4 Survival
+0 Swim

Languages Common, Gnome

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Order of the Dragon
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1. is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Champion’s Finesse (Ex): At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements. This ability replaces mount.
Nimble (Ex): At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level). This ability replaces cavalier’s charge.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-57 lb. Medium 58-115 lb. Heavy 116-172 lb.
Current Load Carried 53 lb.
Alchemist Fire x5
Backpack
Bedroll
Canteen
Chalk
Crowbar
Fishhook
Flint and Steel
Grappling Arrow
Magnet
Mirror
Oil x5
Pathfinder Chronicle (1d4 rounds, +2 Knowledge Dungeoneering)
Saw
Signal Whistle
Silk Rope 50ft. x2
Twine 50ft.
Waterskin
Whestone

Masterwork Longsword
Dagger
Shortbow
Arrow x20
Blunt Arrow x20

Masterwork Buckler
Mithral Shirt

Muleback Cords

Money 203 GP 9 SP 2 CP

Background:

Reck hails from a subterranean Gnome settlement where his responsibilities involve keeping an eye on nearby tunnels and keeping them clear of danger.
The Eye of Amrion is well-known in this secluded hideout. The village’s oldest citizens tell stories of the treasure, and though no one is sure how, none doubt it is key to the settlement’s safety.
Reck despises the many unsavory folk that constantly threaten his home. Drow, Duergar, and Svirfneblin to name a few.

“Oh! I think I have something that can fix that”

“I’d rather be underground, it’s so … vulnerable up here”

“Hey guys c’mon, let’s all work together”

Rumor:
"The Eye of Amrion is the only thing keeping those beasts down in the Underdark. You must find it, I can feel it's power waning."


Forwent the Dragonheir Scion for a Tattooed Sorcerer. All the crunch and small background is in the alias. Here are the other items below:

Questions:
Val was a traveler before seeking the Eye of Amrion, seeking out information on the silver dragon within her ancestry.
She is now seeking the Eye of Amrion to see if her ancestor dragon's soul is truly trapped within the item.
She despises chromatic dragons and anything that resembles them, such as kobolds, etc.

Rumor:
Val heard the rumor that the Eye of Amrion was created by fusing the orb with the soul of a silver dragon and binding it within, which granted the Eye of Amrion the power to actually control silver dragons.

Sayings:
"A dragonborn must always have a new set of garments!"

"As the silver runs in my viens, so will I fight on."

"Two roads can cross, but only one can be taken."


Tossing Ritti 'Red' Rollo into the ring (alliteratively). Her profile is updated and all other info is presented here:

Required Stuff:
30 Second background
Ritti is a 13 year old red-head tomboy and troublemaker - one of six children born to dirt-poor farmers in a small thorp. She hates farming and - with 5 siblings - was absolutely unneeded, so she took to the road to become a legendary thief and never looked back. She oscillates between being a wide-eyed dreamer and a cynic.

Build-wise, I've made her below the minimum age but I haven't applied the 'young' age category to her - pending a DM decision. The problem is that there are some rules clashes. By the book, she'd have to be limited to a NPC class like Expert if 'young', which would really cut into her effectiveness as a character. Erring on the side of caution I went with the solution that required the least rules bending - giving her a young age but no related mechanical effects. If accepted into the game, I'm happy to tweak her in whatever way you prefer.

What was your profession before becoming an adventurer?
I was a farmer. I hated it. It sucked.

Why are you personally invested in finding Amrion's Treasure?
Uh, because it's TREASURE. Duh! Everybody knows you can't be a Legendary Lady Thief without stealing a Legendary Treasure!

What do you despise?
Girlie-girls! What with their hair and makeup and batting their stupid eyelashes at boys... Same goes for princesses and damsels in distress. Nothing worse than a useless girl with big cow eyes.

Quotes

"Rescue? Me? I'm Ritti Rallo." she says as if her name should carry some meaning, "I've got more lives than a basketful of kittens! I get out of more jams than a... jam-maker."

"Fv&< me with a titan's tallywacker!" Ritti clamps a hand over her mouth, mortified at what she said in front of an adult.

"I learnt Abyssal cuz my ma don't like me cussin' in Varisian. Best যৌনসঙ্গম choice ever!"

Rumour

"I hear that Amrion's castle is alive and it thinks! I bet it can make traps, animate doors, furniture, and such like... and maybe it ain't gonna like someone stealin' its Eye. I bet getting out of the castle with the goods is the real trick."


Well this is all I really wanted anyway, here is my hat in the ring.

Character 1 of Possibly 2

Niervah Barterblade

Stats:

Male Human Anti-Paladin (Insinuator) 3
NE Medium Humanoid (Human)
Init +2; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 22, touch 12, flat-footed 20 (+8 armor, +2 dex, +2 shield)
hp 27
Fort +8, Ref +7, Will +6
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee
Masterwork Sap
+6 1d6+2

Steel Terbutje
+5 1d6+2

Composite Longbow (+2)
+5 1d8+2
------------------------------
STATISTICS
------------------------------
Str 14, Dex 14, Con 14, Int 12, Wis 8, Cha 18
Base Atk +3; CMB +4; CMD 16
Traits
Trustworthy
Steel Skin
Feats
Fey Foundling
Enforcer
Antagonize
Skills (12 points; 6 class, 3 Human, 3 INT)
Diplomacy +3 (+11 total)
Intimidate +3 (+12 total)
Perception +3 (+5 total)
Sense Motive +3 (+5 total)
------------------------------
Abilities
------------------------------
Invocation
Detect Balance
Smite Impudence 1x Day
Unholy Resiliance
Selfish Healing
Aura of Ego
Stubborn Health
Greed: Shaken

Languages Common, Infernal

Quotes:
Quotes
"For wealth and glory!"
"Impertinent fool, face the wrath of...whoever it is I'm worshiping at the moment,"
"We cannot possibly fail in our endeavors, after all, you're traveling with me,"

Rumors:
Rumors
"Some say Amrion did not craft his crowning jewel. Nay, they say he won it in a game of chance. But who could have have bartered away such a prize from, and if this was what he won...what did he bet?"

Backstory:
Niervah Barterblade is a cocky yet charismatic SOB who leads from the front, attracting the brunt of his enemies blows and laughing away the damage thanks to his bartered powers. Niervah was training to become a paladin before he was flushed out from *where-ever*. Not sufficiently evil enough to fall into the clutches of the abyss, Niervah still desired the immense powers that a Paladin possessed. Leaving his home and seeking out information across the land, Niervah eventually discovered the rites to become an Insinuator. Succeeding where others had failed, Niervah gained the ability to call upon other outsides to satisfy his desire for power.

Despite being "EVIL", Niervah is really just selfish with an urge to claim what he views as his rightful reward. A diplomatic and intimidating figure, Niervah actually makes a great leader of men as long as he shares a goal with his companions. Now he is looking for a group of fellows with which to conquer the Legendary Castle of Amrion (TM).

Gear:

Masterwork O-yoroi, Masterwork Sap, Composite Longbow [+2 strength rating], Masterwork Heavy Steel Shield, Steel Tejubute, Masterwork Backpack, Masterwork Intimidate Kit [Specialization - Demoralize], 2x Oil of Magic Weapon, 100ft of rope, Grappling Hook, Crowbar, Masterwork Climbing Kit, Flint and Steel, Earplugs, Folding Pole, Chalk, 10 Torches, Bear Trap, Arrows 60, 1 potion of cure light wounds, 1 alchemist's fires, bedroll, blanket = 26.59 gold left over

Please let me know if there is some piece of equipment I am forgetting, its been a while since I've done this.


I really should have remembered a spring loaded wrist sheath (5gp) and a spiked gauntlet (5gp) so Niervah has 16.59 gold left over. Whoops, that is what I get for being a GM for so long. I forget the adventuring necessities.

Grand Lodge

Quick trait question, would the castle be old enough to make Relic Hunter worth while?
If so I think I have my stats finished:

Stats:


Female Human Archeologist Bard 3
NG Medium Humanoid
Init: +6, Perception: +9
Languages: Common, Draconic, Dwarven, Elven, Aklo
=================================================
DEFENSE
=================================================
AC 14, Touch 12, Flat-footed 12
HP 19
Fort: +1, Ref: +5, Will: +5
=================================================
OFFENSE
=================================================
Speed: 30 ft. (6 Squares)
Melee
Masterwork shortsword +2 (1d6-1/19-20/x2)
Ranged
Masterwork Pistol +5 (1d8/x4)
=================================================
STATISTICS
=================================================
Str 8, Dex 14, Con 10, Int 16, Wis 14, Cha 17
Base Atk: +2, CMB: +1, CMD 13

Proficiency: Simple weapons, longsword, rapier, sap, shortsword, shortbow, whip, light armor and shields (except tower shields).

Feats: Exotic Weapon Proficiency (Firearms), Gunsmithing, Improved Initiative
Traits: Trap Finder, Relic Hunter

Skills: Acrobatics +5*, Appraise +8, Craft (alchemy) +7, Diplomacy +7, Disable Device +10*, Escape Artist +7*, Knowledge (arcana) +8,Knowledge (dungeoneering) +8,Knowledge (geography) +8, Knowledge (history) +9, Knowledge (nature) +8, Knowledge (planes) +8,Knowledge (religion) +8, Linguistics +7, Perception +9, Profession (librarian) +7, Sleight of Hand +6*, Spellcraft +8, Stealth +7*, Use Magic Device +7

*Check Penalty of -3 while carrying backpack.

Combat Gear:
Masterwork Pistol, Masterwork Shortsword, Leather Armor
Ammunition:
Firearm bullets (30) Black powder (30 doses)
Other Possessions:
Masterwork backpack, bedroll, belt pouch, inkpen, ink, journal, chalk (2), flint and steel, concealable thieves tools, gunsmith's kit, mess kit, powder horn (3), silk rope (50 ft.), everburning torch, trail rations (5 days), canteen.
Wealth:
60 pp 43 gp 3 sp 3 cp
=================================================
SPECIAL ABILITIES
=================================================
Bardic Knowledge
Archaeologist’s Luck
Clever Explorer
Uncanny Dodge
Trap Sense
=================================================
SPELLCASTING
=================================================
Spells Known:
Cantrips – Detect Magic, Know Direction, Mending, Read Magic
1st Level – Cure Light Wounds, Detect Secret Doors
Spells per Day:
Cantrips
1st Level – 2


Kaavek: Portions of the castle are said to be that old, and Wizards are known to collect relics and artifacts. However the entire castle and all of its contents do not qualify as 'ruined'. but you'll use it.

Grand Lodge

@GM Ska: Sounds good! I'll be excited to track down these rumored relics and artifacts!


Dotting...


Here's my submission :)


Presenting Hueyotl, black-black magus, warrior, and champion of the southern jungles!

Stats:

Hueyotl
Human magus (bladebound) 3 (Pathfinder RPG Ultimate Magic 9, 47)
CN Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 23 (3d8+6)
Fort +5, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Macquahuitl, black blade +8 (1d8+7/19-20)
Special Attacks arcane pool (+1, 3 points), spell combat, spellstrike
Magus (Bladebound) Spells Prepared (CL 3rd; concentration +5)
. . 1st—infernal healing[ISWG], shield, shocking grasp (2)
. . 0 (at will)—detect magic, light, mage hand, ray of frost
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 15, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 18
Feats Arcane Strike, Power Attack, Weapon Focus (terbutje, steel)
Skills Climb +8, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Perception +5, Sense Motive +2, Spellcraft +8, Swim +8, Use Magic Device +5
Languages Ahuayoh, Common, Abyssal
SQ black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable
Other Gear +1 lamellar (leather) armor[UC], cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 768 gp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.

Questions:

What was your profession before becoming an adventurer? Hueyotl comes from the deep southern jungles of Ahuayoh, a place of stepped pyramids and thick foliage. Hueyotl has always been a warrior, bonding with a mysterious black terbutje at a young age to fight for the glory of the War God.

Why are you personally invested in finding Amiron's treasure? Hueyotl has heard that great weapons and powerful magic can be found deep within Amiron's castle.

What do you despise? Hueyotl despises the weak and those who shy from battle, along with those who would dismiss his people as primitive barbarians.

Quotes and Rumor:

"Blood for glory! Blood for the War God!
"Ha! To battle, friends. To battle!
"Once we find this treasure, I shall owe you a drink."

Hueyotl has heard a great forest lies in an extradimensional space.


I'm still building this character stat-wise. He's a Nagaji crusader-archetype cleric.

Description/Backstory:

Dskani Ilyana is a 6'10" Nagaji who was born and raised in the Nagajor region of Tian Xia in a highly religious household, so he he became a cleric of Nalinivati. He has bright green eyes, and his scales are mainly a medium grey, with a ridge of muted blue going down his spine.

Questions:

Former profession
Before and after his exile, Dskani worked on boats, be they cargo-carrying or military.

Reason to look for the Eye
Dskani's mother was executed for murder, and Dskani was exiled from his home in Nagajor until he could prove her innocence and restore his family's honour. When he heard of an artifact called Amrion's Eye that could look across any distance in time and space, he immediately began the hunt.

Despised Things
-People who lie or don't keep their word
-Oppressive governments
-The smell of wet fur


Rumour:

As mentioned above, Dskani has heard that it allows the user to scry on any location or time.

Quotes:

"If you want something done right, you do it yourself."
"You just broke your word. Now I'm going to break your legs."
*14-meter waves, rain blowing sideways "You call this bad weather?"


Whoops, realized I wrote black-black instead of black-blade.


One question that I think I knkw the answer to but its not explicitly stated; Are you using battle maps? My guess is no but I have an idea for a foehammer fighter but he doesn't really work without a map so I just want to know before I spend time on him.


Uthraed: You are correct I don't plan on using battle maps. Thus some abilities loose their 'tactical' uses, but they do keep their 'story' uses. If you're concern is Bull Rushes as a Foehammer, then it wouldn't be as useful for setting up flanks or avoiding op attacks as in a mapped combat. But say you tried to bull rush an enemy off a bridge or into a trap. It may only require one check rather than count the number of squares he actually would need to move if we were using a map. There's pros and cons. Its you're call. I'll always try to keep things fair.


Razon Hammerfist- Half Orc Monk

Background:

Before becoming an adventurer, she was a simple monk who studied the martial arts as a way of controlling and overcoming the bestial rage she grew up with, a rsult of her orcish heritage.

She seeks the Eye of Amrion because of the rumors that she has heard of its properties (see Rumor).

She despises the anger and bestial nature within herself and strives every day to overcome it.

Sample Dialogue:

"I feel your rage, and I know it myself brother, but everyday that we fight that rage is another day in which we control and shape our world as we see fit."

"Violence may solve many problems, but it should never be the first course of action in resolving a dispute."

"If there is no other way to resolve our differences then I guess the only thing left to say is... Boot to the Head!"

Rumor:

Razon has heard that the Eye of Amrion was a holy item that granted serenity to all those that came in contact with it- she seeks it to cure herself of her inner turmoil due to her savage orcish nature.

Grand Lodge

This is my submission for this game. Yveryl Palano, Human Mesmerist

Background:

What was your profession before becoming an adventurer? A hypnotist and a mind healer.

Why are you personally invested in finding Amrions Treasure? To confirm if the rumors are true. It is a hot topic in town and everyone keeps talking about it because of one mad man continuous blabbering.

What do you despise? People who are bias or prejudice.

Quotes:

"Brilliant!"

"Oh, I was just doing that to see how you react."

"Most of the time, the majority overlooked what makes us beautiful. If they would stop and look a bit longer, they will come to appreciate it."

Rumor:

The Eye of Amrion is a dud. Amrion and his treasures did not exist. It is a false rumor spread by a shady organization to lure adventurers to the castle to test them in order to see if any of them is worthy of recruiting.


Choosing is gonna be harder than I thought.


Are you still planning to wait until March 1st before closing recruitment?


For now. We'll see how much the thread dies down.


Done the technical stuff. Out of curiosity, are you planning on this being a one-off, or part of an AP?


Dotting, will adjust tonight.


Right now I'm planning a just-for-fun one-off. If it goes well well keep options open.


Definitely interested. Primarily interested in a paladin, though I may drop off a more support based character as my second submission.


Done with the Paladin; will format it in an official character slot if I get accepted.

Build:
Name Ilyana Rosfel
Race Human
Alignment LG
Class Paladin 3
Languages Common, Celestial
Str 18 Dex 12 Con 13 Int 12 Wis 8 Cha 16
Traits
*Armor Expert - Reduce your armor check penalty by 1
*Magical Knack - +2 caster level to one spellcasting class up to your HD

Offense
Initiative: +1
BAB: +3
Falchion: +7 2d4+9
Gladius: +6 1d6+6
Composite Longbow: +4 1d8+1

Defense
HP: 25
AC: 20
Touch: 11
Flat-Footed: 19
Fort +8 Ref +6 Will +6

Racial Traits
Awareness: +1 racial bonus on all saving throws and concentration checks
Skilled: Gain an additional skill rank at first level and one additional rank whenever they gain a level

Equipment
Masterwork Falchion
Gladius
Composite Longbow
Wand of Cure Light Wounds (50)
Oil of Magic Weapon
Oil of Bless Weapon
Fullplate (worn)
Paladin's Kit
49 gp

Feats
*Power Attack
*Extra Lay On Hands

Skills
Diplomacy +8
Handle Animal +7
Kn Nobility +7
Kn Religion +7
Perception +2
Spellcraft +7

Aura of Good
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual 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, the paladin does not detect evil in any other object or individual within range.

Smite Evil
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her 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 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets 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 the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Aura of Courage
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Selected Mercies: Fatigued


Background:

What was your profession before becoming an adventurer?
A priestess working at a temple of Shelyn. Stories of great and powerful adventurers inspired her to pick up a sword and start working out.

Why are you personally invested in finding Amrions Treasure?
Officially to rid the world of a great evil. Honestly because the idea of being this incredible hero the bards will sing of for ages to come excites her like nothing else.

What do you despise?
Like a good Shelynite, the ugliness of wickedness. She has a special hatred for undead, the rotting visages of depravity that they are.

Rumor has it...
While assumed dead, Amrion was actually a powerful and wicked lich in his day, and the Eye of Amrion is his phylactery. He may be biding his time even now; the only way to ensure his demise is to destroy the profane artifact...

Three Quotes
"The world will be just a bit more beautiful without you tainting it, zombie filth."

"My armor is blessed with the guiding light of the Eternal Rose, as well as the touch of many young ladies."

"Don't be afraid; what could possibly go wrong while I'm here?"


I would like to throw my hat in the ring.


Background:

What was your profession before becoming an adventurer?
Fra Ezekiel is the younger of two town priest in the frontier town of Sweetwater
Why are you personally invested in finding Amrions Treasure?
After his town has been raided twice now in the last 4 years, the last raid killing his wife and brother,
Fra Ezekiel tries to find the White Stag, a fabled whitewood Holy Symbol with strong protective powers, supposed to be in the treasure horde right to the Eye of Amrion
What do you despise?
Fra Ezekiel despises Marauders and Pillagers, lowlife scum who take from the weak.
Also include 3 typical lines of dialogue or quotes from your character, displaying personality
”Faith manages!”
”Gather round and let me bathe you in my faith's healing light!”
“I am never alone, I can always ask friends to join the fight!”


I was wondering based on my background for the character, if I should go ahead and stat her up or if she is not what you re looking for- the reason I ask is I just started one game and have a submission in review for another and don't want to take up your time if my submission is not to your flavor.


Mostly finished, will tweak the background soon.


fbdaury: There's nothing in particular I am 'looking for', especially with backgrounds. I'm more interested in the future than the past.

Dark Archive

Dotting will post character later today.

Dark Archive

Jagger:

Jagger
Half-elf rogue 1/illusionist 2
CN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 19 (3 HD; 2d6+1d8+3)
Fort +2, Ref +6, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged mwk elder thing dart gun +3/+3 (1d4/19-20)
Special Attacks sneak attack +2d6
Arcane School Spell-Like Abilities (CL 2nd; concentration +7)
8/day—blinding ray
Illusionist Spells Prepared (CL 3rd; concentration +8)
1st—color spray (DC 17), color spray (4, DC 17)
0 (at will)—detect magic, message, prestidigitation, read magic
Opposition Schools Evocation, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 7
Base Atk +1; CMB +1; CMD 14
Feats - Custom Feat -, Scribe Scroll, Skill Focus (Stealth), Spell Focus (illusion)
Traits magical knack, reactionary
Skills Acrobatics +7, Appraise +9, Bluff +2, Climb +4, Diplomacy +2, Disable Device +12, Escape Artist +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +8, Sense Motive +4, Sleight of Hand +7, Spellcraft +9, Stealth +12, Swim +4, Use Magic Device +2; Racial Modifiers +2 Perception
Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Sylvan
SQ arcane bond (masterwork elder thing dart gun), elf blood, extended illusions (1 round), trapfinding +1
Combat Gear potion of cure light wounds (3), scroll of infernal healing (5), wand of stabilize (50 charges); Other Gear mwk elder thing dart gun, cloak of resistance +1, backpack, masterwork thieves' tools, parchment (50), silk rope (50 ft.), spell component pouch (5), wizard starting spellbook, 3 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Masterwork elder thing dart gun) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (8/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Backstory:

Jagger was a scholar before he "took up" a life of adventuring. He worked in the archives of an arcane college. He frequently cataloged strange new finds and donations. It was working there where he found it. His crossbow. A wonderful piece of machinery that would load the darts automatically when fired, yet it did not detect as magic. When he brought this to his superiors attention they locked it into the forbidden vault, ordering him not to waste his time on it.

He did not listen. He fell behind in his studies of Evocation and Necromancy researching the magical protections of the vault and finding out the dart gun came from some Amrion fellow's castle. The magical protections were unbreakable. Fortunately the lock was not and Jagger had his prize. He grabbed the contents of the apprentice workshop as he left the college forever, searching for a way to duplicate his dart gun and hating the restriction of study.

Answers:

What was your profession before becoming an adventurer?
A scholar working in the archives of an arcane college. He left because he stole from the collection

Why are you personally invested in finding Amrions Treasure?
He seeks to find the notes of someone who could manufacture his dart gun.

What do you despise?
The restriction of knowledge is the antithesis of Jagger's life.

Rumor has it...
Amrion was a master Golem designer yet his creations had no magic holding them together.
Three Quotes
"You will see. I'll be making 10 of these a day soon enough"

"What do you mean forbidden! That dart gun is my thesis. I demand to speak to the Professor!"

"If they wont give it freely I'll just have to take it from them."


Dotting, will post character tonight.


This looks pretty interesting. I've been playing around in some text adventures lately, and I've also had an itch to play the fighter that has a weapon in every possible place on his body with no preference for which he uses at any given time.

Not many places to use a character that isn't super deep but is stylistically fun, and a classic dungeon crawler sounds like a good fit for him. Not having a weapon specialization also means he can pick up whatever enchanted pointy things we find and not have to worry about specialty crafting and such.


Señor Ska, would you say the core and featured races are pretty much on the "not obscure and less likely to get picked" list? It isn't an ideal choice stat wize, but I rather like Tiefling for my guy.

Link to Tiefling

And if you're cool with those, what are your thoughts on the alternate choices like the alternate heritage and/or roll tables?


♣♠Magic♦♥: Check that link again, it didn't work for me. It depends on what else your Tiefling brings to the table, and how you plan on playing him. If you want to take the Fiendish Heritage feat I'll roll the tables for you and we'll see what you get.


Agh, the stupid HTTP glitch.

Here's a better link, though you may not need it: Tiefling

The character I have in mind is Rakshasa kin and is driven by his desire to collect weaponry, ergo Rakshasa for being worldly and materialistic. He's NN, but more than happy to help and make sacrifices for the team and the end goal.

As far as class goes, I like Free Hand Fighter and paying special attention to using the Quick Draw feat and throwing weapons.


Submission is complete

Answers:

My back ground has all the answer in it but to save you some time I placed them here as well
What was your profession before becoming an adventurer?
The character was trained as a scout

Why are you personally invested in finding Amrions Treasure?
The character feels he needs to find answer to who or what the ring belong to. It is what saved him from his family. The ring has a symbol of Amrions on it.

What do you despise?
The character hates his family especially the females...and priestesses of Lloth.

Also include 3 typical lines of dialogue or quotes from your character, displaying personality

“sometimes a spider is a just a spider and not a fiend poised to rip your head off”

"If you don't get caught, you deserve everything you steal.”

"I'm not afraid of death, I just do not want to be there when it happens."


Submitting my human unchained barbarian for approval below.

Kildel Kursaand


Here's my entry. I hope you like it.

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| (pushing spoilers so they don't wrap with avatar)
V

Character:
Basics
Name: Wolfgang
Race: Oread
Type: Outsider (Native)
Size: Medium
Class: Warpriest 3

Appearance
Age: 28
Gender: Male
Height: 5'0" (152cm)
Weight: 234lbs (106kg)
Skin Tone: Purplish-Gray (#BFAFB2)
Eye Color: Emerald (#50C878)
Hair: None
Detail: Horrific Burn Scars Across Entire Body

Ideology
Philosophy: Deontologist (Divine Command)
Religion: Torag, the Father of Creation
Alignment: Lawful Good
Languages: Common, Terran

Statistics:
Ability Scores
Strength: 20 (18 base; 2 racial)
Constitution: 10 (10 base)
Dexterity: 12 (12 base)
Intelligence: 10 (10 base)
Charisma: 5 (7 base; -2 racial)
Wisdom: 18 (16 base; 2 racial)

Offense
Base Attack: +2
Combat Maneuver: +7 (2 BAB; 5 STR)
Masterwork Cold Iron Warhammer
-Attack: 9 (2 BAB; 5 STR; 1 enhancement; 1 competence)
-Damage: 1d8+5 Bludgeoning
-Threat: 20/x2
-Range: Melee 5ft

Defense
Hit Points: 21 (18 HD; 3 favored class)
Full Armor Class: 25 (10 base; 9 armor; 5 shield; 1 DEX)
Touch Armor Class: 11 (10 base; 1 DEX)
Flat-Footed Armor Class: 24 (10 base; 9 armor; 5 shield)
Combat Maneuver Defense: 18 (10 base; 2 BAB; 5 STR; 1 DEX)
Fortitude Save: +3 (3 base)
Reflex Save: +2 (1 base; 1 DEX)
Will Save: +7 (3 base; 4 WIS)

Cleric Spells
Orisons: 4/day DC 14
1st-Level: 4/day DC 15

Skills
Acrobatics: -13 (1 DEX; -14 ACP)
Appraise: +0
Bluff: -3 (-3 CHA)
Climb: -9 (5 STR; -14 ACP)
Craft (All): +0
Diplomacy: -3 (-3 CHA)
Disguise: -3 (-3 CHA)
Escape Artist: -13 (1 DEX; -14 ACP)
Fly: -13 (1 DEX; -14 ACP)
Heal: +9 (2 rank; 4 WIS; 3 class skill)
Intimidate: -3 (-3 CHA)
Knowledge (Engineering): +4 (1 rank; 3 class skill)
Knowledge (Planes): +1 (1 rank)
Knowledge (Religion): +4 (1 rank; 3 class skill)
Perception: +4 (4 WIS)
Perform (All): -3 (-3 CHA)
Profession (Miner): +8 (1 rank; 4 WIS; 3 class skill)
Ride: -13 (1 DEX; -14 ACP)
Sense Motive: +4 (4 WIS)
Stealth: -13 (1 DEX; -14 ACP)
Survival: +4 (4 WIS)
Swim: -9 (5 STR; -14 ACP)

Racial Traits
Strong and Stoic: +2 STR; +2 WIS; -2 CHA
Energy Resistance: Resist 5/Acid
Oread Spell-Like Ability: magic stone 1/day DC 9
Darkvision: ignore effects of Dim Light and Darkness up to 60ft
Stone in the Blood: gain Fast Healing 2 for 1rd when subject to Acid damage as free action 1/day

Actual Traits
Demon Hunter: +3 trait bonus to Knowledge (Planes) related to Demons; +2 trait bonus to Will vs Mind-Affecting from Demons
Demon Slayer: +2 trait bonus to weapon damage vs Demons, evil Fey, and Plants/Animals corrupted by evil

Class Features
Divine Spells: cast prepared Orisons and spells from Cleric spell list
Spontaneous Casting: may lose prepared spell to cast cure of equal or lower level
Forbidden Spells: cannot prepare or cast Chaotic or Evil spells
Aura: powerful aura of Good and Law
Bonus Languages: Abyssal, Celestial, and Infernal available as bonus languages
Blessing: use minor blessing from Earth and Protection domains 4/day
Minor Blessing (Acid Strike): cause 1 touched weapon to gain +1d4 Acid damage for 1min as swift action
Minor Blessing (Increased Defense): gain +1 sacred bonus to AC and saves for 1min as swift action
Focus Weapon: gain Weapon Focus with deity's favored weapon (Warhammer) as bonus feat
Sacred Weapon: may treat deity's favored weapon (Warhammer) as dealing 1d6 damage
Fervor: heal self (as swift action) or touched ally (as standard action) for 1d6, harm Undead for 1d6 with melee touch attack as standard action, or cast prepared self-target spell as thought Quickened as a swift action 5/day

Feats
Simple Weapon Proficiency: removes competence penalty with all Simple Weapons
Martial Weapon Proficiency (All): removes competence penalty with all Martial Weapons
Light Armor Proficiency: ACP for Light Armor applies only to STR- and DEX-based skilled
Medium Armor Proficiency: ACP for Medium Armor applies only to STR- and DEX-based skilled
Heavy Armor Proficiency: ACP for Heavy Armor applies only to STR- and DEX-based skilled
Shield Proficiency: ACP for Bucklers, Light Shields, and Heavy Shields applies only to STR- and DEX-based skilled
Tower Shield Proficiency: ACP for Tower Shields applies only to STR- and DEX-based skilled
Shield Focus: increase shield bonus to AC by 1 while using any Shield
Weapon Focus (Warhammer): +1 competence bonus to attack with Warhammers
Weapon of the Chosen (Torag): may treat Warhammers as Magic for the purpose of overcoming DR and reroll miss chance from Concealment on next attack as swift action

Gear:
Start: 300000cp

Traveler's Outfit (0cp)
-Asbestos Cloth (50cp)
-Shark Skin (25cp)
Full Plate (150000cp)
-Masterwork (15000cp)
-Iron Eye (5000cp)
Tower Shield (3000cp)
-Masterwork (15000cp)
Warhammer (1200cp)
-Masterwork (30000cp)
-Cold Iron (1200cp)
Iron Holy Symbol of Torag (500cp)
Bedroll (10cp)
Small Tent (1000cp)
Masterwork Backpack (5000cp)
Belt Pouch (100cp)
Waterskin (100cp)
Trail Rations x7 (350cp)
Gear Maintenance Kit (500cp)
Mess Kit (20cp)
Folding Shovel (1000cp)
Chains of Contrition x2 (40000cp)
Heatstone (2000cp)
Whetstone (2cp)
Subtotal: 269657cp

Platinum Coin x27 (27000cp)
Gold Coin x17 (1700cp)
Silver Coin x23 (230cp)
Copper Coin x13 (13cp)
Subotal: 30343cp

Final: 300000cp

Other Stuff:
Background
Wolfgang was a miner before becoming an adventurer. He is not interested in finding Amrion's treasure, but in dispatching the creatures guarding it. He despises demons above all else.

Sample Quotes
"You will each have a turn to feel the weight of my hammer."
"If it is not a demon, what business is it of ours?"
"I am afraid I am not much for mingling."

Rumor
Wolfgang has heard rumors that demons now reside within Amrion's castle. Perhaps they are the demons he seeks, the ones responsible for his hideous scars, for the loss of his family. And if not? Well, the world could use fewer demons regardless.

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