The Missing

Game Master ShallowHammer

Why can't the residents of Riddle Creek have children? Can you save the town from a slow extinction?



I'm looking for 4-5 players for a modified Beginner Box campaign that I wrote (adjusted for Core Rules) to take players from level 1 to level 5. At the end, your character should be ready to go to 6 (or will be soon) and if things are going well, we'll discuss adding more to the campaign.

Core Rulebook only. I don't want to spend a lot of my time looking stuff up on PRD because I'm not familiar with it. I just recently moved from BB to Core rules so that's important to me. Backstory is also important to me. I try to place events of the Pc's backstory into the plot without making it feel like the pc is being screwed by it.

I'm not going to use a battle-grid during combats, but just descriptive text. So be aware of this when picking feats/spells.

Work is slow right now so I can check the posts multiple times per day, but during mid-august to October, it will pick up so I'll be checking towards the evening PST.

Intro:

The town of Riddle Creek has not had any children born to it for years. The youngest resident is approaching adulthood and nearby villages are starting to avoid traveling to town to trade their goods; hoping to avoid the plague. The local priest has declared that a group of travelers will arrive during the next summer storms, and that they are the hope of the community. Can you find the cause of this plague and restore fertility to the residents or will the town die off?


Any chance you could post the specifics of your character creation guidelines (point-buy or rolling stats, etc.)? I'm perfectly fine with CRB-Only, and I'd be willing to whip up a character for this. Thinking a Rogue, Druid, or a Sorcerer, half-elf most likely (I'm trying to hit every core race at least once-still have halfling and gnome left to go!). Anything in particular you'd be interested in seeing for this campaign, or anything particularly thematic to the setting?


Budd the C.H.U.D. wrote:
Any chance you could post the specifics of your character creation guidelines (point-buy or rolling stats, etc.)? I'm perfectly fine with CRB-Only, and I'd be willing to whip up a character for this. Thinking a Rogue, Druid, or a Sorcerer, half-elf most likely (I'm trying to hit every core race at least once-still have halfling and gnome left to go!). Anything in particular you'd be interested in seeing for this campaign, or anything particularly thematic to the setting?

20-point buy. I'm very open to race/class. The pc's are supposed to be from out of town. Be aware that with trade being limited (due to others in the region being afraid) the availability of purchasable items in town will be restricted. Expect purchasing problems in outlaying areas if word gets out that the party has been to town. So choose gear carefully. I'm willing to start PC's off with 200gp to compensate (vs normal 150gp).


Interested. I will make a character later tonight.


Here is my submission for your consideration.

Tybalt:

Spoiler:
Tybalt
Male Human (Keleshite) Wizard 1
CG Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Wizard Spells Prepared (CL 1st; concentration +4):
1st—color spray{super}S{/super} (DC 14), mage armor, silent image (DC 14)
0 (at will)—light, mage hand, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Magical Aptitude, Scribe Scroll
Traits self-taught scholar, tireless logic, world traveler
Skills Bluff +3, Disguise +3, Perform (Street Magician) +3, Sense Motive +6, Sleight of Hand +5, Spellcraft +9 (+10 to decipher scrolls), Stealth +4, Survival +1 (+5 in urban and undergournd settings); Racial Modifiers +2 Sleight of Hand, +2 Stealth
Languages Common, Kelish, Osiriani, Skald, Varisian
SQ arcane bonds (arcane bond [familiar]), blinding ray, extended illusions, heart of the slums, heart of the streets, hedonistic, mixed heritage, opposition schools (abjuration, necromancy), specialized schools (illusion)
Other Gear dagger (5), backpack, bedroll, belt pouch, chalk, flint and steel, harrow deck, ink, black, inkpen, scroll case, spell component pouch, spellbook, waterskin, 13 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blinding Ray (6/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
--------------------
Tybalt was found as an infant in the wilderness, the fate of his parents unknown to him or to the traveler who adopted him after finding him by the roadside, for all appearances abandonded to fate. However, he never felt any sense of loss or sorrow at being an orphan after being taken under old Jerichau's wing. The traveler who adopted him and raised him as his own was a wandering performer, a street magician travelling the world for his coin earned mostly in honest preformance but sometimes in various cons, swindles, or petty larceny that kept the two often a few skips ahead of the local law. Every day broke over a new world, simple villages, glittering cities, the life of adventure and excitement any young boy might be envious of. Jerichau taught Tybalt his craft and Tybalt was an eager young apprecntice, mastering slieght of hand, reading crowds and other tricks of the trade, however the old man was not himself a true wizard. One day as the two were preforming young Tybalt was distracted by another display, a man juggling balls made of light and colour. He was fascinated and studied the act, trying to figure the trick of it. Much to Jerichau's surprise his foster son managed to replicate the feat of magic on his own, having just through observation learned the hand movements and words. Realizing his son had a talent for true magic Jerichau did his best to provide a means for Tybalt to study, however they were far too poor for any formal training. As the two travelled the world Jerichau obtained such scraps of arcane learing as he could for young Tybalt to devour, which the precocious child did, quickly becoming adept at simple spellcraft, particularly those magics associated with deception and trickery. With Tybalt's talents and Jerichau's sense of the theatric the pair soon found their lot in life improving both from their preformances as well as their scams. Sadly, their time together was short lived, Jerichau being of advanced years already when he had taken Tybalt in, the old prefomer died, leaving Tybalt a young man trying to find his path in the world.
Tybalt is a clever man, good humored and charming. He is well aware that he is no warrior and will always tackle any challenge with his wits, cunning, and magic before resorting to actual violence. He is a true adventurer, traveling to seek his fortune and will turn his hand to just about any task whether or not it is on the right side of the law or not. He is somewhat selfish and coming from a poor background does have a hunger for the finer things life has to offer. He is independant and does not like to be tied down, as soon as life in one place becomes to serious or boring he is looking off to the horizon for the next adventure or big score. To him life is a feast and he wishes to partake of all it has to offer, even if sometimes that may require duping a few rubes into passing him their plates

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I think I've settled on a half-elf rogue. Very agile, high-DEX build, pretty traditional. I'll try to whip up a proper character sheet by tomorrow.


Definitely interested, lots of ideas will spend time to narrow it down later.
When is the cutoff for recruitment?


Dotting for interest.
I like low level, sticking with the CRB adventuring.


Okay, I've finished a preliminary version of my rogue. Here he is, so feel free to peruse and offer feedback, critique, or come up with anything that could further tie him to the adventure, ShallowHammer.

Karim (Half-elf Rogue):
Karim
Male Half-elf Rogue/1
Chaotic Good Humanoid (elf, human)
Init +4; Senses low-light vision, Perception+8 (+9 v. traps)

==DEFENSE==
AC 18, touch 15, flat-footed 14 (+4 armor, +4 Dex)
hp 8/8
Fort +0, Reflex +6, Will +2
Defensive Abilities elven immunities

==OFFENSE==
Speed 30 ft.
Melee rapier +4 (1d6+1 / 18-20 x2) OR dagger +4 (1d4+1 / 19-20 x2)
Ranged shortbow +4 (1d6) OR dagger +4 (1d4+1 / 19-20 x2)

==STATISTICS==
Str 12, Dex 18, Con 11, Int 10, Wis 14, Cha 12
Base Atk +0; CMB +1, CMD 15
Feats Skill Focus (acrobatics), Weapon Finesse
Languages Common, Elven

==SKILLS==
Acrobatics +9
Appraise +4
Bluff +5
Climb +3
Diplomacy +1
Disable Device +7
Disguise +1
Escape Artist +6
Fly +2
Heal +2
Intimidate +1
Knowledge (Local) +4
Perception +8 (+9 v. traps)
Ride +2
Sense Motive +2
Stealth +6
Survival +2
Swim -1

==SPECIAL ABILITIES==
Elf Blood
Low-light vision
Sneak Attack +1d6
Trapfinding +1

==INVENTORY==
rapier, dagger, shortbow, arrows (20/20)
chain shirt
backpack, bedroll, caltrops, chalk, crowbar, flint and steel, grappling hook, rope, signal whistle, thieves' tools, trail rations (x4), waterskin
5 gp, 9 cp

==BACKGROUND==
Karim has never known his mother, but it is obvious from his heritage that she was not his father's wife. As one might expect from living proof of his father's infidelities, Karim has lived his life as the black sheep of his family. His father and mother are of minor nobility in a city near a settlement of wood-elves, and were quite wealthy, but shared little of that wealth with Karim, who was hidden from the public's eye and frequently out on the streets, where he learned to get by with quick fingers and a charming smile. Still, his father is not entirely unloving of him, and has bailed him out of more than a few sticky situations. His "mother," unrelated to him by blood, remains cold. Surprisingly, his best friend is his younger half-sister, Amelie, who has never beared him any ill will, and the two often hatched mischievous schemes together in their youths. Their only conflict is his constant disapproval of her choice in suitors- though physically he has almost a decade on his sister, due to the slowed aging of half-elves, she appears to be the older of the two.

Despite living in and out of jail for most of his youth (mostly on petty theft and burglary charges, with occasional fraud thrown in just for kicks and giggles), Karim likes to believe himself a good man, and spends a great deal of time hatching schemes to punish those he sees as wicked while bettering the lives of the unfortunate- usually without their ever knowing of his involvement. He has had more than a few lovers, but seldom commits to anything longer than a fling, as his tastes change with the wind.

Upon hearing of the crisis in Riddle Creek, Karim would be quick to offer his services. Likely he would not take the threat too seriously at first, but upon realization that this is serious business, would definitely want to help them.

==DESCRIPTION==
Karim is a handsome half-elf who stands well over six feet tall and possesses a lean build. He has shoulder-length black hair often pulled back into a ponytail, and wears sturdy leather clothing and a stylish jacket over his chain shirt.

This is just the initial version. I'd be happy to make any changes necessary, not to mention that I need to come up with a good last name for him.


I like the Rogue submitted by Budd the C.H.U.D. and the wizard by Oddr Last-Laugh. You two are in with Karim and Tybalt.

Budd, will the following work for your backstory?

Karim:
Your father has noticed that his business with Riddle Creek has been steadily suffering the last few years and has heard of the strange plague. Eager to please his wife who is non-too-happy about "his son," he sends Karim to Riddle Creek to investigate and perhaps redeem himself somehow.

Oddr, how about this addition?

Tybalt:
After a recent performance in the city of Felspar, the local magistrate was faced with what to do with such a promising, yet aimless person. Hitting upon inspiration, he sends Tybalt on a quest to Riddle Creek to investigate what is behind the town's supposed curse and expose whoever is behind it and what is truly going on there. The alternative was an 18 month jail sentence plus restitution and fines.


brent brent wrote:

Definitely interested, lots of ideas will spend time to narrow it down later.

When is the cutoff for recruitment?

By Monday morning when I check in (about 8 or 9 am pacific time).


I like the addition to Tybalt's back story and it makes a good deal of sense as to how he would become involved with the adventure. I'm all for it. I also just want to say I'm new to this whole PbP thing and I thank you for the opportunity to play :-)


This is brent brent's alias Barbarian for your inspection. I haven't come up with a backstory but here is the crunch and a lil bit of personality info.

Basic Stats and Info:

Strength 18 (+4)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 10 (+0)

Total Hit Points: 15

Speed: 30 feet [barbarian]

Armor Class: 16 = 10 + 5 [scale] + 1 [dexterity]

Touch AC: 11
Flat-footed: 15

Initiative modifier: + 1 = + 1 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 1 = 0 [base] + 1 [dexterity]
Will save: + 1 = 0 [base] + 1 [wisdom]
Attack (handheld): + 5 = 1 [base] + 4 [strength]
Attack (missile): + 2 = 1 [base] + 1 [dexterity]
Combat Maneuver Bonus: + 5 = 1 [base] + 4 [strength]
Combat Maneuver Defense: + 16 = 10 + 1 [base] + 4 [strength] + 1 [dexterity]

Languages: Common

Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]

Scale mail [medium; + 5 AC; max dex + 3; check penalty -4 30 lb.]ARMOR SPIKES UPGRADE


Feats and Skills:

Feats
Extra Rage x1 Rage 6 extra rounds per day per feat
Power Attack Take penalty on attack for larger bonus on damage

Skills
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 1 =
+1
+ 1 + 3 [class skill] -4 [armor]
Appraise Int 0 =
+0
Bluff Cha 0 =
+0
Climb Str* 4 =
+4
+ 1 + 3 [class skill] -4 [armor]
Craft_1 Int 0 =
+0
Craft_2 Int 0 =
+0
Craft_3 Int 0 =
+0
Diplomacy Cha 0 =
+0
Disguise Cha 0 =
+0
Escape Artist Dex* -3 =
+1
-4 [armor]
Fly Dex* -3 =
+1
-4 [armor]
Heal Wis 1 =
+1
Intimidate Cha 4 =
+0
+ 1 + 3 [class skill]
Perception Wis 5 =
+1
+ 1 + 3 [class skill]
Perform_1 Cha 0 =
+0
Perform_2 Cha 0 =
+0
Perform_3 Cha 0 =
+0
Perform_4 Cha 0 =
+0
Perform_5 Cha 0 =
+0
Ride Dex* -3 =
+1
-4 [armor]
Sense Motive Wis 1 =
+1
Stealth Dex* -3 =
+1
-4 [armor]
Survival Wis 5 =
+1
+ 1 + 3 [class skill]
Swim Str** 0 =
+4
-4 [armor]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.


Class and Race Info:

Human

This human chose +2 to strength (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Barbarian
Fast Movement (+10 feet, already included)

Rage -- 4 + con mod rounds per day. Two more rounds / day for each level above 1. +4 strength, +4 constitution, +2 on will saves, -2 on AC.

At each even-numbered level, barbabarians gain a new rage power

Uncanny Dodge (level 2) -- cannot be caught flat-footed, keeps dexterity bonus to AC unless feinted or immobilized

Trap Sense (level 3) -- bonuses on AC / reflex to avoid trap damage

Improved Uncanny Dodge (level 5) -- cannot be flanked

Damage Reduction 1 from any natural or weapon attack (level 7)

Damage Reduction 2 from any natural or weapon attack (level 10)

Greater Rage (level 11) -- +6 strength, +6 constitution, +3 will

Damage Reduction 3 from any natural or weapon attack (level 13)

Indominitable Will (level 14) -- +4 on will, stacks with rage and all other plusses

Damage Reduction 4 from any natural or weapon attack (level 16)

Tireless Rage (level 17) -- no longer fatigued after raging

Damage Reduction 5 from any natural or weapon attack (level 19)

Mighty Rage (level 20) -- +8 strength, +8 constitution, +4 will


Equipment:

Backpack
Bedroll
Blanket, winter x1
Chest
Crowbar
Fishing net
Flint and steel
Grappling hook
Manacles x1
Rations (1 day) x10
Rope (50', hempen) x1
Soap
Spade / shovel
Tent
Waterskins x1


Personality:

He is a brutish looking human common for a barbarian. He has long black hair drawn in a ponytail. His eyes are icy blue.

He has sympathy for those who are weak, but has an intense rivalry for those who could be equally as strong as he. He dislikes magic and hates when people use his limited Intelligence against him


That's great! I'll add that bit in when I make Karim's alias later.


Here's the alias for Budd the C.H.U.D.'s rogue, Karim Amir Salamandi. Thus far I've only copypasta'd my build info into the alias, so I'll update his backstory with additional details as soon as I get the chance.


So if I'm correct these are the current submissions:

Yiniv(Brent Brent)- Human Barbarian

Tybalt(Oddr Last-Laugh)- Human Wizard

Karim Salamandi(Bud the C.H.U.D's)- Half-Elven Rogue


I'm tossing a slightly modified version of a PFS alt I have into this mix, if that's cool. He's a high int Fighter, so he tries to solve most troubles with his brain versus his brawn (which he distinctly lacks). If we can go up to 200 gp, that gives me an extra 25 gp to work with; I'll think of something, but this should do in the meantime.

"Two seconds, alright!? I'll think of something!"

Statblock:
Rod Benteft
Male Human Fighter
NG Medium Humanoid (Human)
Deity: Cayden Cailien Homeland: Magnimar, Varisia

Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 17 Touch 13 Flat-footed 14
HP 11/11
Fort +2 Ref +3 Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Longsword +2 (1d8+1/19-20) or Light Flail +2 (1d8+1/x2) or Scythe +2 (2d4+1/x4)
Ranged Light Crossbow +4 (1d8/19-20)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 14, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 15/12 Fl
Feats Combat Expertise, Agile Maneuvers, Improved Trip
Traits Fast-Talker, Armor Expert
Skills Bluff +7, Climb +3, Intimidate +6, Knowledge (Engineering) +6, Perception +1, Survival +5
Languages Common, Varisian, Orc, Goblin
Combat Gear Light Crossbow w/ 20 bolts, Longsword, Light Flail, Scythe, Hide Armor
--------------------
Equipment
-------------------
-Fighter's Kit
-Backpack
-Bedroll
-Flint & steel
-Iron pot
-Mess kit
-Rope, hempen (50 ft)
-Soap
-Spell component pouch
-Torches (10)
-Trail rations (5 days)
-Waterskin
Acid (3 flasks)
Lamp Oil (10 bottles)
Tindertwig x3
Potion of Cure Light Wounds
14 gp

Personality:
The son of a mildly disappointed paladin, Ford has never lived up to the standard his father set for him. Bound and determined to see his son follow in his footsteps, Ford simply couldn't complete the rigorous training handed to him, preferring to rely on his wit and cunning over brute force. His willingness to hear both sides of an argument and take his time with a decision never pleased his dad either.
At 16 years old, Ford ran away early before dawn, setting out to prove that he could be every bit the warrior his father was using his mind as opposed to his muscles. A quick study and quicker wit, Ford's mind is his greatest weapon, though his flail and scythe are nothing to sneeze at either. Learning the more barbaric tongues like Orcish and even some Goblin, Ford has come to understand that traveling suits him well. He detests strict schedules, having grown up to them all his life, and typically has a defiance against overbearing authority. He also has a love of women, and often chases after any skirt that catches his eye (or simply pursues a lady in hopes of winning her affections through some strange game of his).
But the morals and principles his father instilled in him early on stick with Ford to this day; he always endeavors to help those in need of aid, and will rarely turn down a request (he enjoys challenges-it gives him the chance to flex his mental fortitude). In spite of his flirting, he is a gentlemen and will gladly step up to a lady's defense if necessary.
Ford has gotten caught up in the Riddle Creek mystery entirely by chance; he simply happened to be wandering through town and staying the night when he noticed a distinct somber air and lack of children. Having asked about, Ford has tasked himself with solving this plague, considering it his first real step to become a legendary hero like his father back in Magnimar.


Arbolos Algren

First go at forum PBP and it's late at night after a long day... too tired to do much else right now.

Brief personality summary and statblock:

PERSONALITY:

While many Elves spend their lives studying dusty arcane tomes, Arbolos is happiest sitting on a hillside smoking his pipe, digging up exotic herbs, and playing his wood flute for the animals of the woods.

Arbolos see beauty in everything; the play of light on the leaves, the sound of summer rain, and even in the blood of evil foes dripping from his blade. Many years ago, his life was saved by a human druid, and this influenced Arbolos deeply. He now directs his enthusiasm towards helping others, tending plants and herbs in the forest, and his owl companion, Avi.

STATS:

Name: Arbolos Algren
Race: Elf
Classes: Druid1
Hit Points: 9
Experience: 0 / 2000
Alignment: Neutral Good
Vision: Low-Light Vision
Speed: Walk 30 ft.
Languages: Common, Druidic, Elven, Sylvan
Stat Score Mod
STR 13 (+1)
DEX 14 (+2)
CON 10 (+0)
INT 13 (+1)
WIS 16 (+3)
CHA 12 (+1)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 1 0.0 2 -1
Appraise 1 0.0 1 0
Bluff 1 0.0 1 0
Climb 0 0.0 1 -1
Craft (Alchemy) 5 1.0 1 3
Craft (Untrained) 1 0.0 1 0
Diplomacy 1 0.0 1 0
Disguise 1 0.0 1 0
Escape Artist 1 0.0 2 -1
Fly 1 0.0 2 -1
Heal 5 0.0 3 2
Intimidate 1 0.0 1 0
Knowledge (Nature) 7 1.0 1 5
Perception 9 1.0 3 5
Perform (Untrained) 1 0.0 1 0
Perform (Wind Instruments) 2 1.0 1 0
Ride 1 0.0 2 -1
Sense Motive 3 0.0 3 0
Stealth 1 0.0 2 -1
Survival 11 1.0 3 7
Swim 0 0.0 1 -1

-------------------------- Feats ---------------------------
Self-Sufficient
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 15 / 12 / 13
Initiative: +2
BAB: +0
Melee tohit: +1
Ranged tohit: +2
Fortitude: +2
Reflex: +2
Will: +5
Unarmed attack:
to hit: +1
damage: 1d3+1
critical: 20/x2
Longbow:
to hit: +2
damage: 1d8
critical: 20/x3
range: 100 ft.
Longsword:
to hit: +1
damage: 1d8+1
critical: 19-20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Studded Leather 1 20lbs
Outfit (Explorer's) 1 8lbs
Potion of Cure Light Wounds 1 0lbs Special: Cures 1d8+1 points of damage
Longbow (3 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 50
Medium: 100
Heavy: 150


I've got a character concept I'd like to try: cleric/rogue. Hoping I can make it viable. Level 1 will be cleric.

Stats:
CN female human cleric of Calistria
Str 12 Dex 18 Con 12 Int 10 Wis 14 Cha 10
Domains: Charm, Luck
Channel negative energy 1d6, 3/day

Initiative +4, Perception +6
--------------------
Defense
--------------------
AC 17 Touch 14 Flat-footed 13
HP 10/10
Fort +1 Ref +6 Will +2
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: shortsword +4 (1d6+1/19-20) or whip +4 (1d3/x2)
Ranged: shortbow +4 (1d6/x3)
--------------------
Other Stuff
--------------------
Feats: Weapon Finesse, Channel Smite
Traits: Charming, Armor Expert
Skills: Acrobatics +5, Knowledge (religion) +4, Spellcraft +4
Languages: Common
Gear: shortbow, shortsword, whip, buckler, studded leather armor


Ok, so I've gotten a good set of responses from people. I'm making my final decisions based on backstory and character concept. I have three that I like thus far:

Oddr Last-Laugh's Tybalt (Wizard)
Karim Salamandi (Rogue)
Ford Bennett's Rod Benteft (Fighter)

So I have 2 spots left.

Brent Brent's Yiniv (Barbarian) is under consideration, but I want to see the backstory. Explain why he's the way he is in the back story and I'd like to see something about why he's traveling near Riddle Creek. I'm willing to help if you get stuck for ideas.

It would also be useful to have someone to handle buffs during combat so a Cleric build is interesting. Again, I'm looking for story and personality.

For backstory, here's what I'm looking for:

1. Explain why your character is the way they are
2. Tell me why they are traveling. Whether it be near Riddle Creek intentionally or by chance
3. What would motivate them to help the town once they learn of the troubles (if they already don't know about it)


SodiumTelluride wrote:

I've got a character concept I'd like to try: cleric/rogue. Hoping I can make it viable. Level 1 will be cleric.

** spoiler omitted **

I like your concept. Write up a backstory (see my post just before this one) and I'll look at it.


Okay, updated the profile for Karim (and changed avatars... the first one I picked was too sulky-looking). Seems like some neat characters here- I really like the idea of a whip-wielding Calistrian cleric!

Liberty's Edge

Hey I am extremely new to pathfinder and but I would like to submit and dwarf monk for your campaign.

Backstory:
When Caine was born, his mother said he was born with bruises hat after 60 years still have yet to heal. Caine was a brawler, unarmed dwarf to dwarf was his way of "letting off steam". although he loved a good fight he never fought without a purpose. He was always fitting for the little dwarf making sure those who could not defend themselves wouldn't need to. Between training and fighting his hand to hand skills because renown throughout the area, but as did his compassion for those who needed protection. As more and more news started coming into town about horrible things happening he new that he would be needed else where. So he headed out to help others and maybe even find an adventure or two where his strengths could be an asset to helping those who could not help themselves. While on his travels he started to hear rumors about a mysterious plague of some kind that was effecting the small town of Riddle creak. Seeing as it wasn't far away he headed out to see if he could be of some assistance.

I will have a character sheet made shortly and post it, If you don't needed me cause you are full I would still very much appreciate some advice you had on the backstory I wrote.

Liberty's Edge

Char sheet:

Name: Caine Al'thor
Race: Dwarf
Classes: Monk 1
Hit Points: 10
Experience: 0 / 2000
Alignment: Neutral Good
Vision: Darkvision
Speed: Walk 20 ft.
Languages: Common, Dwarven
Stat Score Mod
STR 14 (+2)
DEX 14 (+2)
CON 14 (+2)
INT 10 (+1)
WIS 16 (+3)
CHA 11 (+1)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics +6
Appraise 0
Bluff 0
Climb +2
Diplomacy 0
Disguise 0
Escape Artist +2
Fly +2
Heal +3
Intimidate 0
Knowledge (History)+4
Perception +7
Ride +2
Sense Motive +3
Stealth +2
Survival +4
Swim +2

-------------------------- Feats ---------------------------
Dodge
Improved Grapple
Improved Unarmed Strike
Monk Weapon Proficiencies
Stunning Fist
-------------------- Special Abilities ---------------------
AC Bonus +3
Darkvision
Defensive training +4
Flurry of Blows -1/-1
Stunning Fist
------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 16 / 16 / 13
Initiative: +2
BAB: +0
Melee tohit: +2
Ranged tohit: +2
Fortitude: +5
Reflex: +4
Will: +6
Unarmed attack:
to hit: +2
damage: 1d6+2
critical: 20/x2

--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS

Outfit (Traviller's) 1 8lbs
Potion of Cure Light Wounds 2 0lbs Special: Cures 1d8+1 points of damage
Potion of Mage Armor 1 0lbs Special : Bonus AC +4
Backpack 2 lb
bedroll 5 lb
belt pouch .5 lb
fishhook
Grappling Hook 4 lb
Rope (50ft.) 10 lb
lamp 1 lb
Money (41 gp) 1.14 lb
Oilx2 1 lb
Torch x3 1 lb
Trail Rations x15
Waterskin x2 4 lb
Total weight carried: 51.64
Current load: Light
Encumbrance
Light: 58
Medium: 116
Heavy: 175


I'll work on his backstory this weekend but come hell or high water it'll be finished on Monday.


May I present my gnome bard Kromlite Nebthorn for your consideration as support/buffer.


Caine Al'thor wrote:

Hey I am extremely new to pathfinder and but I would like to submit and dwarf monk for your campaign.

** spoiler omitted **

I will have a character sheet made shortly and post it, If you don't needed me cause you are full I would still very much appreciate some advice you had on the backstory I wrote.

You're in the running. I'm holding off on making my final decisions until Monday morning.

As far as your backstory, it's pretty solid. I would suggest adding a little bit as to why he wants to stand up for others so much. Was there a specific event in his life? For example, perhaps a respected adult advocated that way of life and then was unjustly killed? That's just personal preference, though. You covered what I wanted covered for this game.


Profile update with backstory

BackStory:

There was an infant abandoned to die who wandered the harsh polar ice-lands. He wandered for hours through the bitter cold, without much scraps of clothing to protect against the icy knife of a blizzard. Through the hours of wandering around, the infant stumbled upon an orc village. Specifically, an orc named Gutar found him.

At first he was disgusted and relished seeing an inferior human baby, but as the infant slowly made its way towards him not showing any fear at all. The orc began to feel a ping of interest in the creature.

He brought him to the orc village, and allowed to live with him and his mate in their hut. His mate loved it, and cared for it as if it were her own. The infant began to show signs of immense strength at an early age, at 6 years old he wrestled a bear who had molested their pastures of sheep. However, the rest of the village did not seem to accept him into their kind as Gutar and his mate had.

They openly and commonly shunned him, which led to immense frustration and violence from the human child who struggled to fit in. However, the wise chief of the village had watched the human closely and offered his shamanistic blessings on the boy. They graciously agreed for they knew the elder only did so when he felt there was a great fate attached.

The Elder-Shaman uttered chants and finally said "What is his name?", thinking quickly but having no real names to give they responded so honestly. The Elder thought for a moment and said "Yiniv, will be his name", the name origins from an ancient orcish dialect that means "Man of Fury"

Dubbed thee Yiniv, the now teen was started to fit in. 3 years later the elder passed, and the struggle for the chief was beginning to descend to violence. Among the people nominated, Yiniv stood amoung them. They were all put in an area to test their skills in battle as that is the old ways of the orcs settling disputes. Yiniv fought and slew almost all the combatants except for one. This was one of the biggest orc warriors in the village, thundering towards Yiniv. Yiniv dodged and exploded into a fury and cut him down in a gruesome fashion.

Feeling as though he had won, he raised his fist in triumph. However, because he was not orc many of the villagers cried curses on his name. Yiniv realized that they did not believe a human could lead a village of orcs. So he vowed to come back with riches and heads of powerful enemies, so that he could earn all of his people's respect and they're obedience.

While wandering, he came across a town named Riddle Creek. He had listened to many of the villagers pains and decided he could earn himself quite a bit of fame in these uncertain lands, and hopefully come by more quests of more danger and epic. However, he acknowledged that he must start here.


ok. So here's who's in right now...

Karim Salamandi
Ford Benett
Kromlite Nebthorn
Yiniv

Please post in the discussion forum which I'll open up.

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