The Shoals of Virtue (Inactive)

Game Master DreamAtelier

On the islands of Tian-Xia, political ambitions and a long forgotten dynasty will collide.


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Dont know if you are accepting PBP rookies (but veteran to RPGs), but I'd love to try this. I'll drop a character if you have open slots.

Sovereign Court

No no I was thinking of switching the spell list entirely, so there are cleric spells I cannot cast, but druid spells I can.
The reason for this is for access to the nature-y spells druids get. Some, yes, are at a lower level, some at a higher level.

Immoral means "not conforming to accepted standards of morality"; this is what I meant. He is also amoral, but he is NOT evil. He won't go out of his way to cause suffering, and he has a general appreciation for the sanctity of life, but that's about the extent of his virtue. If helping the empire puts food in him, then helping the empire is what he does. If torturing is the best way to get information that helps the empire, that's his course. His morals may not CONFORM to standard, but he's not a rampaging lunatic.

He is, and will be played, true neutral. Personally, I feel it is the most challenging alignment, and I will be erring on the side of lawful neutral. (Representing his loyalty to the empire, which has raised him out of the mud of his provenance and clothed him in silks)


Not to start an alignment debate, but 'evil' doesn't mean 'crazy rampager'. Neutral Evil means you only really care about yourself (and perhaps those close to you), and Chaotic Evil means you don't let laws of morals get in the way of what you want (which can involve supporting your empire).
Being willing to torture is generally a fairly evil quality. And if he's only torturing because helping the empire helps himself, it's a little Neutral Evil.
But it's possible to have him torturing for his own aims and still being Neutral. Just a little tricky.
Of course, I'm no expert, nor am I the GM. This is all my own opinion. :P

Oh, but definition-wise, immoral is generally taken to mean evil. Amoral is where you aren't particularly evil or good, but it still tends to land you near Evil when it comes to PF alignments.


Backstory:
Karval was filled with disgust when he learned of his talent. The hobgoblin had hoped to be remembered as a great hero, and instead he would be naught but a great hero's rescuer. Having never placed any stock in the healing arts, Karval suspected he'd not be remembered at all.
Hobgoblins are prone to powerful Talents, and Karval's family almost always passed down the Destruction spell. To instead be saddled with such a comparatively weak bit of magic shamed Karval. He would not be fate's weapon, but a mere bandage.
Karval was sent away from his family at the age of six--very young, even for a hobgoblin. Never being one to mope, he pushed his own concerns aside and trained alongside humans as a soldier. In his free time, he studied protective magics, and discovered he had a knack for wizardry. But this was only another taunt from destiny--such potential, he thought, to be squandered.
It never once entered his head to simply flee. Karval was a strong believer in fate. He became resigned to his 'worthlessness', and developed a peculiar brand of self pity.
Karval had ceased to equate his life with the lives of others. Instead, he saw himself as a mere tool. A valuable tool, which deserved to be more. Karval never stopped believing he could be great. But he also never stopped believing that he would not be, and that his very existence was little more than a joke.
That's around when he started to worship Pharasma. At that point, his self-pity transcended a new level. He began to worship the very force he believed to have betrayed him.
The hobgoblin despises fate, but believes it is the most important thing in the world. By the reverse, Karval adores himself, but believes he is the most worthless thing to be found.
Karval pushes all others away because he does not believe himself to be worth their time, and simultaneously does not believe them to be worth his time. And he becomes more and more wrapped in his own psych, and his self-pity becomes more and more complex.
The hobgoblin is quite ready for death. Every major decision of his life has been based around his eventual 'expenditure'. He enjoys life, but he does not believe it is really his to enjoy.
By now, the hobgoblin has practically driven himself mad. If anybody needs a new purpose in life--or a friend--it's him.


Kudos wrote:

Dont know if you are accepting PBP rookies (but veteran to RPGs), but I'd love to try this. I'll drop a character if you have open slots.

Rookie play by posters are fine with me. I'm not really much more than that myself.

Belle Mythix wrote:
Are the traits free skill ranks for all level or first level only?

The free rank is a one time bonus, provided at the time the feat is acquired (first level, unless someone were getting it through extra traits later, somehow). As such, it doesn't adjust the cap on your maximum skill ranks in a skill.

So, they provide the first rank in the listed skill(s) at no cost to you, to represent the fact that you are at least modestly competent in your area of expertise.

Enaris:

Fair enough, the substitution of spells makes sense to me.

Glad we cleared up my confusion on what you meant. True Neutral can be hard, I agree with you there, so it will be interesting to see how it comes together for you.

As a side note to everyone, I'll be away from the computer for nearly all of tomorrow, which means I might not be particularly prompt when it comes to answering questions.

Dark Archive

What sort of military structure exists on the island? Working on a concept for my character and that would help me somewhat.

I have a pretty good idea how to play him, though. Reading how the Nagaji operate and what their values are makes it pretty simple. He's going to be one loyal bugger to the Satrap.


Indeed you are correct DreamAtelier. Whether it be the satrap themselves, or those whom he is looking to have fall in rank, those are the tasks that interest her the most. Of course, she does not mind the dull diplomacy in between, as long as she has some fun eventually.

Liberty's Edge

DreamAtelier wrote:

** spoiler omitted **

** spoiler omitted **

And, since it was asked for, more setting material! (Jelani sets a good precedent here, both in and out of game. If you want more detail or an explanation from me, please just ask. Chances are good I'll give it, and if I can't, I'll try to be as honest as possible about why.)

** spoiler omitted **...

Cool, thanks for more info. Which leads to a couple more questions. Where is Gui Lang (or the other Soldiers for that matter) stationed? Does he serve Shi Gongxi directly, or one of the lower functionaries? How common is internecine warfare in the islands? Ie. am I constantly on boats off killing things on other islands, or are there enough problems on Eastwall that I stay occupied keeping the woods clear for logging or something? Sorry to ask so many questions...can't help myself ~_~


Here is my character submission. I would like to go with the Sage trait. Backstory to follow...

Character:

MARLO

CR 1/2
Male Human Sorcerer 1
NN Medium Humanoid (Human)
Init +1; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+2)
Fort +2, Ref +1, Will +4
--------------------
OFFENSE
--------------------
Spd 35 ft.
Melee Quarterstaff +0 (1d6/20/x2) and
Unarmed Strike +0 (1d3/20/x2)
Sorcerer Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (4/day) Magic Missile, Disguise Self (DC 15)
0 (at will) Acid Splash, Touch of Fatigue (DC 14), Flare (DC 14), Mage Hand
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 14, Int 12, Wis 14, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats Eschew Materials, Fleet, Magical Aptitude
Skills Bluff +8, Diplomacy +8, Spellcraft +7, Use Magic Device +10
Languages Common, Elven
SQ Corrupting Touch (1r) (7/day) (Sp), Infernal
Combat Gear Quarterstaff;
--------------------
SPECIAL ABILITIES
--------------------
Corrupting Touch (1r) (7/day) (Sp) Melee touch attack leaves target shaken and -2 save vs. enchantment spells for 1 round.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Infernal +2 DC on Charm spells.

Lantern Lodge

Here is my character. I would like to go with the Sage trait.

character:

Scarn
Male Halfling Summoner 1
NG small humanoid
Init +4 Senses Normal Vision Listen +2 Spot +2
DEFENSE
AC 17, touch 15, flat-footed 13
hp 10
Fort 2 ,Ref ,Will 3
OFFENSE
Speed 20 ft
Ranged Crossbow, light +3 (1d8/19-20) or Dagger +3 (1d4+1/19-20)
Space 5 Reach 5
STATISTICS
STR 12 DEX 18 CON 12 INT 13 WIS 10 CHA 16
Base Atk 0 Grp00
Feats Point-Blank Shot, Childlike
Skills Knowledge (local) +5, herbalist +4, Stealth +5, Knowledge (local) +5
Languages Common, Halfling, Goblin
Gear Crossbow - light, Dagger (2), Sword - short, Backpack [Small creature], Pouch - belt (empty) [Small creature]

Minor back story:
Having been brought to this strange land very young, Scarn spent his young adult life collecting herbs for his parents business. Now that he is older he has set off to explore this land of foreigners.


The military forces of the islands as a whole functionally exist in three parts:

-Imperial Forces: Individuals who are sworn directly to the sitting emperor, and do not answer to any of the Satraps. Functionally these troops serve to keep the various satraps in check, and ensure no one acquires enough power to think about altering the status quo. As such, they guard a few particular points (such as the City of Spires), and the emperor's person. When they do take the field, it is usually because one of the satraps has decided to try and expand his control over multiple islands, and they're working to disrupt that attempt. An officer in the imperial forces can legally conscript any other individual on the islands if they consider themselves to need that person's aide, but this power is used only in the rarest and most dire of circumstances. The fact that there's no campaign trait for this is intentional. The in society power they wield is too powerful to not be disruptive at the low levels of the campaign.

-Domestic Guards: Individuals who serve their particular satrap by protecting his holdings, and aide in maintaining law and order. Usually these individuals are motivated by loyalty to their satrap, and make their service into a life long career. Many actually make it a family lineage, which means the guards have a greater problem with nepotism among their officer corps than any of the other military branches. They almost never see activity in an offensive capacity; On the rare occasions they do, it is either because there is a full fledged civil war in the satrapy they're sworn to, or their satrap has decided to actually conquer another island. They have a tendency towards heavier armor, because the (typically) land bound nature of their service makes this less of a liability. They usually have a very structured command arrangement, and may be more loyal to a local commander than their actual satrap, simply because of familiarity born of garrison duty. The guard campaign trait would be most reflective of service in this capacity.

-Raiding Forces: The soldiery of the islands, and the troops that are most likely to see actual conflict. While the Emperor and his troops disapprove of attempts to actually conquer other islands by a satrap, they recognize that raiding is often an integral part of life, and maintaining the status quo. Each island has its own oddities, and produces different things that the other islands need, which means that there is always the risk one island might try to exploit a stranglehold to gain power over the others. Raiding serves as a preventative measure: if an island makes the price of their goods too high, it becomes more expedient to raid to acquire those goods than to pay for them. Officially sanctioned raiding forces are usually stationed with their ship, and used to patrol the waters each satrapy claims and escort their merchant and dipolmatic vessels, when not raiding other islands (many raiders will never make landfall on another island in their entire time of service, as the vast majority of raids are conducted between ships). Because of the higher mortality rate (brought on by greater chances of seeing conflict), raiding is not usually seen as a viable career path, but those individuals who make it such often rise to high esteem and power: after all, they are the ones bringing in the food during the leanest of times.
Raiders try to be careful not to kill any member of the peasantry save those who actively resist, when they are on other islands. This is partially because the more often you kill peasants the more likely they are to resist, but also because the islanders recognize they can't afford to be too disruptive to their overall population. Armed personages are not usually treated so kindly, however.

------

Soldiers and guards (ie, those who take the campaign traits), will be stationed relatively close to their Satrap, either in the city of Einjeru, or at Southport. You're low ranking members of each group, which means you do have commanding officers inbetween you and the satrap (probably about 4 layers of such), but you are sufficently high in rank to be recognized as members of the satrap's court (essentially you're at the first level of commissioned officers, in modern terms)

Eastwall is a bit unique in that they rarely see other islands attempt to raid them: the darkwood tress are large enough to be difficult to transport. As such, their soldiery (of both types) spends a lot more time working to keep the lumber camps protected (the island, while not massive, is still sparsely populated enough that monsters can be a problem out in the woods), and engaging in police activities (like looking for smugglers and catching criminals).


Went ahead an made an alias (I am Jelani).

Backstory:

Spoiler:

Gui's father and all the first born sons for generations have served in the Shi clan's military as raiders, and in times of peace, thief takers. The family can trace its roots back to the mainland where they were Ulfen guards in the imperial court. They were from a tribe which worshiped a Wolf Spirit totem, prized for their loyalty and ferocity. However, many generations of intermarriage with the Tian caused the family to largely abandon worship of the Wolf Spirit. All that remained was the family symbol.

When Gui's father died on a raid, the Wolf Spirit appeared to his mother in a dream. It told her that her baby would be born without color, and that he would be chosen of the Wolf Spirit. He grew up mostly alone with his mother in a cottage several miles outside Southport. Due to his coloring most contact he had with outsiders was a negative experience. He was quickly given the name Gui Lang (Ghost Wolf in Tian), by the children on neighboring farms. He spent most of his days in the forest reading and exploring, where nothing cared what color he was. Upon reaching maturity he was taller and stronger than the other boys in the area, and calls of his name had taken on a respectful tone. He took his father's fauchard and armor and moved to Southport where he swore his oath as a soldier. When he's not on duty he escapes on long hunts in the forests with a backpack full of books.


Appearance:
Spoiler:

A strange sight by any account, this man stands well over six feet tall. His most striking feature is the parchment whiteness of his skin and hair. Even his irises lack color, except for the slightest blue tinge of translucent material seen at certain angles. His head is dominated by the masses of scruffy hair that combine with his full beard to form a mane-like halo around his feral looking face. He is clothed in simple buckskin. Tunic, breeches and moccasins, with a chain shirt to protect his torso. Across his shoulders is a half-cloak clasped with a pewter brooch in the shape of a wolf's head. A belt around his waist is ringed with darts and he is carrying a six foot long pole topped with a large curved blade.


I also made an alias. :)

Sovereign Court

I think it should be a challenge, yeah. Looking forward to it!

On a rules- related topic, I have a few issues to bring up.

Issues:
    I plan to use the Waves mystery, but, as you may notice, it has a distinctive "cold" feel to it. I'm not really looking for cold abilities and such, and they don't fit the character. To this end, I'd like to:
  • (painfully) Replace Wall of Ice(8th-level bonus spell) with Control Water, a spell of equal level but significantly less power, imo.
  • Remove any revelation that specifies a "cold" effect: Blizzard, Freezing Spells, Ice Armor, Icy Skin, Wintry Touch.
  • Add revelations from the Wind Revelation, including Gaseous Form(Which I see as a stormcloud) and Thunderburst, and possibly Wind Sight and even (tentatively) Wings of Air.
  • Just an interesting observation, but, it'd be pretty cool to replace the standard bonus spells entirely with the Weather Domain spells, at the appropriate levels.
  • Doubt this will come to be an issue, but replace the Final Revelation "Upon reaching 20th level, you become a master of cold and water. You can apply any one of the following feats to any cold or water spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell." With "Upon reaching 20th level, you become a master of storms. You can apply any one of the following feats to any air or water spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell."

To summarize, I'd like to make my revelation more about storms and the ocean in general than about just water and cold.


Also made an Alias. Dezhem posting this.

Backstory:
"Honour. Loyalty. Service. Remember these words and live by them." So was Rasamoro raised and bred. Instilled with these values he grew into a fine warrior, utterly loyal to the Satrap and his own company. He has become a low ranking officer tasked with the defense of Eastwall, something he takes great pride in. Though he can be a bit blunt at times he is not completely without social graces, something that has helped in his slow but steady rise in rank. He is quite skilled in the art of mounted combat and shares a particularly close bond with his bonded mount, Jun.
Rasamoro is quite perceptive and his talent has been very useful to him, allowing him to not be caught unawares and successfully set up ambushes.

And just to consolidate everything, here's the character stats again.

Character Stats:
RASAMORO
Male Nagaji Samurai 1
LN Medium Humanoid
Init +2; Senses Low-Light Vision; Perception +1
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16. . (+5 armor, +2 Dex, +1 natural)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +0
Defensive Abilities Resolve (1/day)
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Light Shield Bash +5 (1d3+4/20/x2) and
. . Gauntlet (from Armor) +5 (1d3+4/20/x2) and
. . Lance +5 (1d8+6/20/x3) and
. . Longsword +5 (1d8+4/19-20/x2) and
. . Lucerne Hammer +5 (1d12+6/20/x2) and
. . Unarmed Strike +5 (1d3+4/20/x2)
Special Attacks Warrior's Challenge +1/+1 (1/day)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +5; CMD 17
Feats Endurance, Power Attack -1/+2
Traits Armor Expert
Skills Acrobatics -1, Climb +1, Escape Artist -1, Fly -1, Handle Animal +5, Intimidate +5, Perception +1, Ride +3, Stealth -1, Swim +1 Modifiers +3 Ride while riding your bonded mount.
Languages Nagaji, Tien
SQ Animal Companion Link (Ex), Resistant (Ex), Serpent's Sense (Ex), Warrior's Skills +1
Combat Gear Lance, Longsword, Lucerne Hammer, Scale Mail, Shield, Light Wooden;
--------------------
SPECIAL ABILITIES
--------------------
+3 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -3 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Resistant (Ex) +2 racial saving throw bonus against mind-affecting effects and poison.
Resolve (1/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles.
Warrior's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, DR 1/- against attacks from challenge target.
Warrior's Skills +1 +1 For Knowledge (Nobility) checks relating to the nobles or politics of your land.
--------------------

JUN
Male Horse
NN Large Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
DEFENSE
--------------------
AC 16, touch 10, flat-footed 15. . (+2 armor, +1 Dex, -1 size, +4 natural)
hp 17 (+4)
Fort +5, Ref +4, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse) +3 (1d4+3/20/x2) and
. . Hooves x2 (Horse) +3 x2 (1d6+3/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Power Attack -1/+2
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Track [Trick]
Skills Acrobatics +5, Fly -1, Perception +5, Stealth -3
Languages
SQ Combat Riding [Trick], Track [Trick]
Combat Gear Leather;
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.


Hmmm...

PFSRD wrote:
The reptilian nagaji have scaly flesh...
PFSRD wrote:
...observers from outside such societies might call the nagaji “born slaves,”
PFSRD wrote:
Most nagaji are lawful...

Nagaji: Kobolds on steroids.

;)

Sovereign Court

Awww, man... Tridents are martial weapons...
-grumbles-


As are scimitars, but Karval wields one. And what are these bonus feats for, if not flavor? :P

Sovereign Court

I do believe the Bonus Feat was specified to be non-combat, and as I'm a multiclassed character, taking MWP(Trident) is redundant. As much as I make choices based on RP, not power, I'm not willing to burn a feat on an ability I'll get in a level.
It's not at all a setback, but, still, grumble. Grumble, grumble grumble; mutter.


Actually, I don't think Proficiency feats are combat feats. I'll check....
Yeah, they ain't. Anyways, I ain't trying to tell you how to play, just giving one possible solution. I didn't know you'd be multiclassing, so my bad. :33


To consolidate a list of proposed characters:

Belle Mythix > Araki (male Catfolk ninja)
drawesome > Tong Kai (Nagaji Samurai (ronin))
dezhem > Rasamoro (Nagaji Samurai)
Nesodr > Nesodr (Elf Wizard)
Jelani > Gui Lang (Human Inquisitor)
Kobold Cleaver > Karval (Hobgoblin Abjurer)
Me'Mori > Kanoko (Kitsune Witch (trickery))
Enaris > Tophan Stormwalker (Half Orc Oracle)
Arknight > Unnamed (Samsaran Soulknife)
Kudos > Marlo (Human Sorcerer)
Martin Homer Jay > Scarn (Halfling Summoner)

If I missed anyone on this, pleas let me know.


Can't wait to get started!


Enaris wrote:

I think it should be a challenge, yeah. Looking forward to it!

On a rules- related topic, I have a few issues to bring up.
** spoiler omitted **

Between these and the change in the list you're choosing your spells form, we're rapidly reworking large portions of the published oracle class, and I'm worried that keeping track of the changes we agree to may become a bit onerous in the long run.

I'm wondering if it might not be easier to just use the Storm Druid archetype, at least from the perspective of keeping track of things?

Sovereign Court

Changing things, yes, would be very difficult. Instead, I'm sticking to a rather basic list of swaps. Since I generally stick to a levelplan ANYWAYS, I could even get you emailed a table of the specific changes. Additionally, you're free to veto any- even on the grounds it's one too many.

recap of changes:
  • Use Druid Spell List
  • Replace Revelations with "cold" in them with revelations Gaseous Form; Thunderburst from Wind mystery
  • Replace 8th-level bonus spell with Control Water

To answer your Storm Druid suggestion, yes.

to keep this post from taking real estate:
I *could* use storm druid to simulate the concept, but he's also a little wild, represented by barbarian, which meshes well with oracle in the Rage Prophet prestige class.

I'm actually perfectly okay with using Sea Reaver/Storm Druid build.
Think I'll call it a Storm Reaver =]

Mechanics are secondary, as far as I'm concerned, and I admit I've adapted to a loose interpretation of the classes because my own group adopts unique classes every time we play.

I really just want to play in the refreshingly new, and yet so familiar, setting you've created, and to see where the mind that made it takes us, and if a storm druid works, it works.
He's still totally deaf, though.


Story:
Tong Kai is a veteran of many a combat. He trained as a great samurai in the service of his familial lord. The highest virtue in his mind was that of serving honorably and protecting the Satrap from any harm. However, he was betrayed by a fellow soldier. The other soldier, Ling Zin, gave assassins the location of his master and while he was weakest, they struck. Kai wouldn't let himself believe that Zin was the betrayer. When he went to confront his comrade in arms he found Zin's quarters empty and Zin was nowhere to be found. Tong swore vengeance on Zin for his betrayal, and with the death of his lord he set out as a wandering ronin. Taking up the role of Samurai for hire. He offers his skills to the local Satrap while he searches for Lin in order to exact his revenge. He holds the highest standards for chivalry and honor and will do anything to protect the lord he serves. However, he has become bitter and is often suspicious of peoples' motives. Kai speaks his mind, and doesn't hold back both in battle and out. He tends to be a loner, but will defend those he cares about. He has only one notable feature, that is he bears a long scar down his arm from a battle, but he doesn't speak of it.

Kai rides along the road, heading for the next town. His hand briefly rests on his trusted nodachi, and then moves back to the saddle.
Almost there he thinks.Perhaps this town will prove more fruitful than the last. As he gazes at the sun setting over the shore, he bows his head ever so slightly and urges his steed on.


Enaris Posting my Avatar.


By the way, is anybody interested in linking backstories? Karval isn't the type to make friends, but him having a PC 'acquaintance' might make it a bit easier for him to be a part of the team.
Obviously, the relation can't be pivotal--that would make things awkward if one of the linked PCs doesn't make the cut.


Add the Soldier traits for Araki, and Talent; Purify food and drinks.

I had two other character ideas, one is noble Bard, the other might be too much trouble (being mute).


Yeah...in a PbP, one of the main services a player can render is taking part in the roleplaying and keeping things moving. I can see how muteness would be a challenge.
I need to stop commenting on every single post on this thread. >_>


Here's the bard:

Larika:

Male Human Bard 1
N Medium Humanoid (Human)
Initiative +6 ; Senses ; Perception +6

Defence:
AC 14 (+2 armor, +2 dex), touch 12, flat-footed 12
HP 9 (1D8+1)
Fort +1, Ref +4, Will +4

Offence:
Speed 30 ft.
Melee: Masterwork Longsword +3, 1D8 + 2 (19-20/x2) (S)
Dagger +2, 1D4 +2 (19-20/x2) (P or S)
Special Attack: bardic performance 10 rounds/day, countersong, distraction, fascinate, inspire courage +1,

Statistics:
Str 14, Dex 14, Con 13, Int 12, Wis 14, Cha 16
Base Atk +0; CMB +2; CMD +14
Feats: Improved initiative, Noble Scion (art), Toughness(b)
Skills: Diplomacy (Cha) + 7, Knowledge (Arcana) (Int) +2, Knowledge (Dungeoneering) (Int) +2, Knowledge (Engineering) (Int) +2, Knowledge (Geography) (Int) +2, Knowledge (History) (Int) +2, Knowledge (Local) (Int) +6, Knowledge (Nature) (Int) +2, Knowledge (Nobility) (Int) +8, Knowledge (Planes) (Int) +2, Knowledge (Religion) (Int) +2, Perception (Wis) +6, Perform (Dance) (Cha) +8, Perform (Oratory) (Cha) +8, Perform (String instruments) (Cha) +8, Perform (sing) (Cha) +8, Sense Motive (Wis) +6,
Traits: Rich Parents, Entertainer (perform Oratory)
Languages: Common, Sylvan, Tien/Tian
SQ: Bardic knowledge, Purify Food and Drinks (SP) 1/day,

Equipment:
Car cap 58 Light , 116 Medium , 175 Heavy
Combat Gear: Dagger, Masterwork Longsword, Masterwork Leather,
Other Gear: Backpack, Bedroll, Candle (5), Belt pouch, Trail Rations, Soap, Waterskin, Tindertwig (6), "expensive"Entertainer's outfit, Expensive Masterwork Mandolin, Expensive Silk Scarf, ; 44,6 lbs (80,35 GP

quick background; a noble on the run from his responsibilities and a few potential arranged marriage

Sovereign Court

Hey KC, check out the game in which I played a mute character. You can find it here.


A quiet goblin? Blasphemy!

Sovereign Court

Ahahaha, I know! It was madness. I wanted to foil the blabberings of all the other goblins, and play a slightly more serious and dark character, so the other character's silliness would be that much more apparent.

Worked BEAUTIFULLY.


Always fun to play the straight man.
I's assuming.
;D


Just clarifying, my first level is Barbarian. We'll see later if I'll be taking Oracle or Storm Druid, but, as I read Storm Druid... I like it. I like it a lot.

I submit Toph!:
Toph was born on the water. No one knows what possessed his mother to venture into a storm in little more than a rowboat, but, she did.
Whatever she was fleeing, it was far more fearsome than the thunderheads.
Some would say that her decision was a mistake; that she had failed. The dark clouds and peals of thunder on that day nearly twenty years ago had transformed into the whirling vortex and howling wind of a furious hurricane, and the mast of her little boat was smashed to splinters by it's rage.
Yet, she did not fail. She delivered the most delicate of things, a baby, from both the storm, and the terror that had chased her into it, to the least likely of caregivers: A bitter old man, callous of the heart, who had lost his wife and her own unborn baby years before.
Taken aback by the presentation of a screaming child held tight by the cold arms of it's dying mother washed ashore in the sorry remains of their ship, he took them both to his shack overlooking the storm-tossed sea. As he tended the dying mother and rocked the babe to sleep after it's meager meal of goatmilk, the ocean calmed, as if placated by their rescue.

Toph's mother died later that same year, never recovering from the sickness she had washed ashore with. She never said who his father was, but it was clear from birth he must have been a dire monster indeed. With skin the gray of ash, eyes red as the sky in the morning, and tusks that jut upwards from his wide mouth, Toph is obviously inhuman, and doesn't often care to hide it.

Having joined up with the Empire's military force, Toph has distinguished himself on deck with his homespun fighting style of Trident and Net, and earned somewhat of a reputation for being half-fish. Soldiers in his company often joke that his father was a sea monster, but seldomly in the behemoth's presence.

Standing almost 6'7" and weighing nearly 300 pounds, Toph is not the first choice of sailors enemies wish to test their mettle against. More than once, his mere presence has dissuaded acts of violence.


Okay, sorry it took me so long to get the chosen taken care of, folks. Ended up being out and about for most of Friday and Saturday. I want to thank everyone who submitted a character or simply expressed interest in playing.

In the end, I decided on seven of you. A larger group than I'd originally advertised, but ultimately a decision I think I'll be happy with:
Me'Mori (Kanoko)
Enaris (Tophan Stormwalker)
Belle Mythis (Araki)
Jelani (Gui Lang)
Kobold Cleaver (Karval)
drawesome (Tong Kai)
dezhem (Rasamoro)

I'll see everyone in the discussion and game play threads! Thanks again for applying folks.


Discussion thread is now live.


Will this ever restart?

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