The Deepest Shadows Lie Longest (Inactive)

Game Master Dreaming Warforged

Carrion Hill Module


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Deadline for applications in about 24 hours.


Iä! Good luck to everyone. I'd like to swap a spell out before the deadline; not a big deal. I'm inspired to read "The Mound" by HPL now. :)


Yep, lots of great submissions here. Best of luck to everyone!


Gottfried up now for consideration and ready... not sure if parish priest is a profession skill but its on there.

Grand Lodge

Will try to belt out a 3rd...


profile created. Missing some crunch, but the fluff should all be in place and I will continue to fill in gaps.

Zas, Human Bladebound Magus

Feats:

*Human Feat = Weapon Focus; Bastard Sword
*1st level feat= Exotic weapon proficency; Bastard Sword
*3rd levelf feat= Combat Expertise
*5th level feat= Imptoved Steal
•An extra feat= Skill Focus; Acrobatics.

•Starting cash is average for level 1. 140g

Skills:


Acrobatics 10=5+2+0+3
Bluff
Climb (Str),
Craft (Int),
Diplomacy
Heal
Fly (Dex),
Intimidate (Cha), 6=3+0+3
Knowledge (arcana) (Int), 10=4+3+3
Knowledge (dungeoneering) (Int), 10=4+3+3
Knowledge (planes) (Int),
Perception
Profession (Wis), Gambler 6=3+0+3
Ride (Dex),
Spellcraft (Int), 9=3+3+3
Stealth 6=3+0+3
Swim (Str),
Use Magic Device (Cha). 8=5+0+3

Description:
- Bastard Sword weilding human magus bounty hunter/investigator. Zas is a young man, in good shape though a bit short. His bastard sword is unique, in that it is a black blade, a sentient weapon that he has bonded with. When not using his arcane or martial abilities to track down bounties, Zas is often found in one fo the towns taverns or gambling dens.

Personality:

Zas is a careful thinker when it comes to magic and his job but a risk taker with his money and with women. He likes to analyze problems but once his mind is made up, he pursues his goal quickly and isn't afraid to take some chances (life is more exciting that way). Though in very good pysical shape and in possession of a quick mind, Zas is not nearly as charming as he thinks he is or wants to be. He generally has a tough time talking his way out of a situation and is not the ladies man. Hence he usually relies on his magic and sword to speak for him when his mouth has failed.

Motivation:

Zas is a local. Despite all its failings, this is home and it holds a certain charm and place in Zas's heart. Usually working for pay, bounty, or treasure Zas has a soft spot for home.

Connection to Commander Garus:

Beat the commander at cards and instead of payment has opted for a favor owed. Be it a Job or Tip down the road, or some "official" leverage is needed.

Connection to Arlend Hyve:

An authority on regional history and lore, Arlend has been Zas's go to person for knowledge on the arcane and legends. Zas also relies on Arlend for tips on local ruins, treasures, and maps.

Connection to Rupman Myre:

A successful merchant of middenstone, Rupman courted Zas's sister. Recently they were married, with Zas giving away his sister. Zas still has mixed feelings regarding the marriage, as he stills sees her as his little sister.

Three significant events:

1. His father's Death and his sister's marriage. With his father gone and his sister in capable hands, Zas has much less reason to stay.

2. Knowledge. Since befriending Arlend Hyve, Zas's knowledge of the Arcane has grown. The wealth of history and Knowledge that his freinds posseses has provided many clues to aid Zas as he seeks to blend blade and spell. Recently though, Zas has hit the seeming limit of that knowledge, at least in areas magical.

3. Adventure. Zas likes the adrenaline rush or combat, the risk of gambling, and the thrill of chasing young woman. An adventure of heroic scale would appeal greatly to his thrillseeking ways. Besides, those who return, usually do so with increased wealth and Power.

Called to investigate:

1. Experience - When not drinking, gambling or wooing, Zas is an Bounty Hunter/investigator.
2. Skilled - Zas has some skill in interogation and has knowledge in the arcane.
3. Ability - Skilled with a blade, ability to cast spells, strong, smart, and quick, Zas is able to handle the danger that comes with the job.
4. Conections - Zas knows some people, from hsi time spent drinking and gambling. There's a certain guard, Commander Garus that owes him, and Zas is willign to take a job or a tip as payment.

Cherished item:

Black Blade bastard Sword. This blade called to Zas the moment he found it. Strange that his father would have hid this blade away all these years. More surprising was that the balde was magical and sentient. Zas is still exploring the fast growing conenction between hiself and the sword.

Job or occupation:

Bounty Hunter and Investigator. Zas takes on bounties, be they criminal or monster. He will also accept private jobs, often recovering lost or stolen items. occasionally he supliments this with winnings from gambling (or looks a lot harder for work when loosing)

Grand Lodge

Polish redone... and I'm out - I'll stick with my two entries. Making 5th level characters is a lot of work.

For what its worth I am a few PbP's and I maintain regular posts - normally 2-3 a day on average between the discussion and gameplay threads per game I am involved in


Zas's profile should be pretty much complete, except for gear.

Any questions or comments let me know.


I submit Grigore Golea a human diviner

-Big OM


So far (incomplete and complete):

  • Maddigan: Xavian Graves, Human Diviner
  • John Woodford: Windle Thetra, Human Inquisitor of Pharasma
  • Nazard: Petrova: Fetchling Fighter/Bard
  • psychicmachinery: Drovya Gregorovitch Half-elf Magus
  • Axolotl: Kanthuun, Human Protean Sorcerer
  • Helaman: Grigor Vachkov, Human Urban Ranger
  • Helaman: Gottfried Daimler, Human Inquisitor
  • eakratz: Denison Delgado, Varisian Arcane Duelist
  • ZetaGilgamesh: Valiard Tessar, Taldan Rogue
  • Joana: Mireza, Changeling Witch
  • Lucendar: Kragan the Bloody, Human Fighter
  • I know Magic!: Zas, Human Bladebound Magus
  • Big OM: Grigore Golea, Human Diviner


My character is mostly finished, but I'd like to wait to make the finishing touches like spells and skills if I am chosen and can see what the group composition is.

Grand Lodge

Its a pity we have no cleric applications... that would have been my third

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Windle Thetra Crunch:

Male Andoran human inquisitor 5
N Medium humanoid (human)
Init +5 Perception +10

DEFENSE
AC TBD, touch TBD, flat-footed TBD
hp TBD (5d8 + 5 + 3)
Current hp
Fort +5, Ref +4, Will +6
Immunities None

OFFENSE
Speed 30 ft.
Melee light mace +4 (1d6+1/x2)) or dagger +4 (1d4+1/x2)
Ranged longbow +6 (1d8/x3) or hand crossbow +6 (1d4/19-20/x2)
Special Attacks Bane, judgments
Spells Known
Zero Level (unlimited) brand, detect magic, disrupt undead, light, read magic, sift
First Level (5/day) comprehend languages, cure light wounds, detect undead, wratht
Second Level (3/day) cure moderate wounds, detect thoughts, perceive cues

STATISTICS
Str 12, Dex 16, Con 13, Int 12, Wis 14, Cha 14
Base Atk +3; CMB +4; CMD 17
Feats
Point-Blank Shot, Precise Shot, Persuasive, TBD
Skills
Diplomacy +12 (+5 ranks, +2 CHA, +3 class skill, +2 feat)
Heal +7 (+2 ranks, +2 WIS, +3 class skill)
Intimidate +14 (+5 ranks, +2 CHA, +3 class skill, +2 stern gaze, +2 feat)
Knowledge (Dungeoneering) +9/+11 (+5 ranks, +1 INT, +3 class skill, +2 WIS for monster identification only)
Knowledge (Religion) +9/+11 (+5 ranks, +1 INT, +3 class skill, +2 WIS for monster identification only)
Linguistics +3 (+2 ranks, +1 INT) (Varisian, Elvish)
Perception +10 (+5 ranks, +2 WIS, +3 class skill)
Profession (Scribe) +8 (+3 ranks, +2 WIS, +3 class skill)
Sense Motive +12 (+5 ranks, +2 WIS, +3 class skill, +2 stern gaze)
Survival +10/+12 tracking (+5 ranks, +2 WIS, +3 class skill, +2 tracking)

Racial Modifiers None
Languages Common (Taldane), Elvish, Varisian, Undercommon
SQ None

Combat Gear TBD

SPECIAL ABILITIES

Favored Classes: Inquisitor; L1-L2: +1 skill point each; L3-L5 +1 HP each

Tracking: +(level/2) to Survival checks when following trails

Judgments, Solo Tactics, Detect Alignment, Discern Lies, Bane


Iozef's background:
Iozef Kolnikov was born and raised in Carrion Hill. Growing up, he showed a great deal of promise with the ability to retain knowledge, which would in turn, lead him to the man he becomes. Well, that and an incident that occured when he was but a boy. His mother was bearing his sister, Iolana, and during it all, Iozef nearly lost his mother during the process. If it weren't for the midwife, she would have surely perished.

Iozef has never forgotten that day. Ever since, he knew what he was calling was to be.

Being the studious fellow he was, his parents had scrimped and saved for several years so they could send him to a school of higher learning. Once accomplished, they sent him to Caliphas where he could further his education. Living his whole life in Carrion Hill, being sent off to Caliphas was quite the experience. Having always lived at home with his family, he had no idea what to expect. But it was for a greater purpose, so he was ready. He would take advantage and learn all he could on death, and how various cultures would celebrate it.

After returning home and settling back in, he made his way to the temple of Pharasma and was taken in as an acolyte. After a short time--being as well learned as Iozef is--he was given a position within the hall of records.

Iozef mostly keeps to himself, but when he manages trips into town, he makes it a point to stop and see Arlend Hyve. He always enjoys their talks. Arlend's endless knowledge on that of Ustalav, has always fascinated Iozef.

Along with his trips into town from time to time, Iozef would occasionally run into Old Man Marshan. He always had a tale to offer. Iozef always found him a bit annoying, but refused to be rude and would halt whatever errand he was running and listen. He never realized one man could go on so many grand adventures. And as much of a hindrance it was to have to stop and listen, Iozef couldn't help but find such tales fascinating.

More often than not, his trips consisted of visiting Rupman Myre's and informing of what information was acquired about his ancestors. The man was determined to know if his family line could be traced back to the Ustav lineage. No matter how many times Iozef had come back with a response of: "Nothing yet.", Rupman was determined he was related somehow. Iozef didn't mind, though, he enjoyed delving into records.

Reason for investigating strange occurrences, defending the city, or finding a murder: Iozef has lived in Carrion Hill all his life. This is home. This was his ancestors home. If he was called upon in any situation to where he could be of some help, he wouldn't hesitate to respond.

Iozef is 6'5", 215lbs, and is 26 years old. Tall and lanky, he is straightfoward, brusk, yet respectful. He owns a book that consists of his family tree his parents passed down to him when he became of age. He keeps it with him at all times.

Iozef:

IOZEF KOLNIKOV CR 4
Male Human (Varisian) Cleric (Cloistered Cleric) 5
NG Medium Humanoid (Human)
Init +1; Senses Perception +11
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 28 (5d8)
Fort +4, Ref +2, Will +8
--------------------
OFFENSE
--------------------
Spd 30 ft.
Special Attacks Gentle Rest (7/day)
Spell-Like Abilities Gentle Rest (7/day)
Cleric (Cloistered Cleric) Spells Known (CL 5, 3 melee touch, 4 ranged touch):
3 (1/day) Prayer, Speak with Dead (DC 17)
2 (2/day) Blessing of Courage and Life (DC 16), Restoration, Lesser (DC 16), Gentle Repose (DC 16)
1 (3/day) Protection from Evil (DC 15), Comprehend Languages (DC 15), Bless, Deathwatch
0 (at will) Read Magic (DC 14), Detect Magic, Mending
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 11, Int 14, Wis 18, Cha 14
Base Atk +3; CMB +3; CMD 14
Feats Alertness, Dilettante, Extra Channel, Scholar: Knowledge (Religion), Knowledge (Dungeoneering), Scribe Scroll, Selective Channeling
Skills Diplomacy +10, Heal +8, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +10, Knowledge (Geography) +12, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Nobility) +10, Knowledge (Planes) +11, Knowledge (Religion) +15, Perception +11, Profession (Librarian) +8, Sense Motive +14, Spellcraft +6
Languages Common, Varisian
SQ Aura (Ex), Breadth of Knowledge +2, Channel Positive Energy 3d6 (7/day) (DC 14) (Su), Cleric (Cloistered Cleric) Domain: Repose, Spontaneous Casting, Verbal Instruction (1 allies) (Ex), Well-Read (Ex)

--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Breadth of Knowledge +2 Add + 2 to all knowledge skill checks.
Channel Positive Energy 3d6 (7/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric (Cloistered Cleric) Domain: Repose Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Dilettante You can make untrained Knowledge checks up to DC 15.
Gentle Rest (7/day) (Sp) Melee touch attack staggers target for 1r.
Scholar: Knowledge (Religion), Knowledge (Dungeoneering) +2 bonus on two Knowledge skills
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Verbal Instruction (1 allies) (Ex) Use aid another on one or more allies in 30 ft. Full rd if different tasks.
Well-Read (Ex) +2 to skills, CL checks, or saves if pertain to glyphs, symbols, or writings.

If chosen, will go through the avatars and get a better idea of what he looks like. Will also deal with equipment and such as well.

Grand Lodge

Yay - a cleric!!! And a Thematically satisfying cloistered one.


Please note deadline is in approximately two hours.


Doing my best to finish a submission by the deadline.

Edit: Nah, not going to make it. Oh well. Have fun everyone!


Wander Weir wrote:

Doing my best to finish a submission by the deadline.

Edit: Nah, not going to make it. Oh well. Have fun everyone!

You told me about your busy schedule. Let me know if you need more time and how much. I'll see what I can do.


Well it's a little past 11 am my time and I probably need at least two hours. Juggling this and work and work keeps interfering.

Edit: Incidentally, I am working on a Half-Orc Sorcerer with the Orc bloodline. Kind of a mix between sorcerer and melee combat. So if that isn't something that fits for you, knowing that now might make the decision easier.


Given that little bit of info, I don't think it would fit so well.


Okay, no problem. I'll withdraw the submission.


That's it for recruitment. I will post my selection later today.

The applications were mostly all of very good quality. Always makes a DM's life harder.


I wish to thank everyone who has put together an application. They were all well thought out and made decision hard.

The selected players for the game are:

  • Helaman: Grigor Vachkov, Human Urban Ranger
  • Javell DeLeon: Iozef, Human Cloistered Cleric
  • Joana: Mireza, Changeling Witch
  • John Woodford: Windle Thetra, Human Inquisitor of Pharasma
  • ZetaGilgamesh: Valiard Tessar, Taldan Rogue

The chosen players can head to the discussion thread.

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