The WyrmScar Campaign

Game Master Gorum's Brother Borum

The land of Hedon, plauged by War, is in Need of Heroes


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All right I am beginning a Homebrew campaign on here, you'll all learn the plot and such later, I want characters, 3 ideas of such. I don't care what classes you take, BUT NO NINJAS, MONKS OR GUNSLINGERS! Gorum I hate those classes. Samurai...you better have a dam good reason to be in my Western orientated world but hit me with your best shots people

Races: All from Core, Advanced, Whatever. Attachments to race such as being half something I will need material beyond what I have on Heromachine engine. The maximum of being half something badass is 1/3 and one of the other two has to be human.
Recap, 1 Human, 2 whatevers, only 1 half(fiend, dragon etc)
Classes: Read above. Also, any archetypes taken I want the benefits of each and what is being replaced. *whistles and clicks tongue* thanks

And no, there is no 3PP content unless you supply me the material and then and only then will I consider it. Consider yourself warned ROLL-players. Also discount any race/class that increases base stats as you level before any of you get the idea.

As far as everything else for character creation, go nuts.

As far as point buy goes...you all may think its nuts but 30 is the rough starting point. Yeah, you're super human. You're also gonna be fighting super human enemies, so no power modding for you people (deal with it you babies XD)

Also, any stat dumping, your character is out until fixed. No stats above 18, none below 10. Thank you, I want people good in a lot of things, not just one. Annoying as hell...Also, if you're a guy playing a girl, make at least one guy please. If you're a girl playing a guy, likewise.

Anyways, this will be open a while, probably at most a week or so.

I want the Crunch of each LEVEL 1 character in a spoiler with
Race, Class, Gender
Appearance
Backstory
Vitals (AC, Health, Saves, etc)
Favored Class
Offense
Defense
Feats
Traits
Skills
Spells

Also do not under any circumstance try and create stuff beyond the characters. IE. secret schools, lineage to the Gods. It annoys me to be frank. Be prepared to suffer the cruel backhand of humility.

Will have racial stuff up soon. I still want character submissions. Ready GO! *whistles and clicks tongue*


Also, should have mentioned above.

I want EPIC characters. I don't want someone trying to be the badass fighter of the group using something ridiculous to fight with. True, biased, but if you make a fighter, expect to follow the guidelines of either a dual wielder, a sword and board, or a great weapon fighter.

THUS:
Fighty Types: Follow those fighting styles above

Rangers will use Bows and Dual wielding, also Two-handed, and mounted.

Clerical Types (That means you Paladins) If you serve your god, you use their weapon, or at least have one of it.

Casting Types, you will start with a martial proficiency of either a (Longsword, Rapier or Lance) choose one. This will be explained later. And if you pick a bloodline for Sorcerers, don't ask me to alter it. You follow the rules, or you get schooled *clicks tongue and whistles*

Druids, if you like a particular weapon, I'll take it under advisement if you normally couldn't use it.

Alchemists, throw one bomb vehemetly near a teammate when you could have prevented it, and it'll go off early. PLaying ranger, stupid half-orc alchemist I pissed off threw bomb at me, not the monster. Killed me. Kicked the player's ass. Just saying.

Barbarians: Fatigued is gonna suuuuuck for you guys. Cuz I actually reinforce it.

Again, more specifics will be covered, ask questions if you have any, I enjoy answering them. *whistles and clicks tongue*


Wait...I finally found a recruitment thread that allows Half-Dragons? Even though they're incredible super badass? O.O...

I'd really like to vest a HUGE interest in this, although I feel kinda intimidated by how you're phrasing the baddies...Foreshadowing our epic deaths much?

However, regardless, HUGE interest in this one, will be back on soon with character ideas! Keeping to your guidelines of course.

Sovereign Court

Hard (at least for me) to make a character with no information on the environment in which the character will be. Can you provide some details of your world?


Medieval Fantasy World, no guns.

The setting is a war torn country known as Hedon, in a fallen empire that at one time controlled all of the continent of Adaras. Now, however, the lands are plauged with turmoil as the Imperial city crumbles from within with political intrigue, and its lands are savaged by orc raiders, mercenary bandits and the looming threat of dragon sightings.

The Human ethnicalities are as follows:
Imperial, the most common ethnic group of the human population. Choose either: +1 Appraise, +1 Diplomacy or +1Knowledge: Nobility, and training in that skill

Commoners of Hedon, the general population of those not living in the Imperial City, choose either: +1 Survival, +1 to chosen Profession, +1 Knowledge Local, and training in that skill

All other races gain a +1 in one skill of their choosing and take it as a class skill, but it must be applicable to their class, most acceptable choices involve knowledge skills.

30 Point Buy (so far)

More to follow, once I start getting character submissions and questions.

Sovereign Court

How about this class from Tome of Secrets?

Swashbuckler:
Hit Die: d10.
The swashbuckler’s class skills (and the key ability
for each skill) are Acrobatics (Dex), Bluff (Cha),
Climb (Str), Craft (Int), Diplomacy (Cha), Escape
Artist (Dex), Handle Animal (Cha), Intimidate (Cha),
Profession (Wis), Ride (Dex), Sense Motive (Wis),
and Swim (Str).
Skill Points Per Level: 4 + Int modifier.
Good BAB, Good Reflex, Bad Fort and Will.
Table: The Swashbuckler
Level Special
1st Evade +1, Weapon Finesse
2nd Thrust +1d6, Uncanny Dodge
3rd Bonus Feat
4th Evade +2
5th Evasion, Thrust +2d6, Weapon Training 1
6th Bonus Feat
7th Improved uncanny Dodge
8th Find the Mark, Thrust +3d6
9th Bonus Feat, Evade +3, Weapon Training 2
10th Improved Evasion
11th Thrust +4d6
12th Bonus Feat
13th Deflect Arrows, Weapon Training 3
14th Evade +4, Thrust +5d6
15th Bonus Feat
16th Improved Mark
17th Thrust +6d6, Wepaon Training 4
18th Bonus Feat
19th Evade +5
20th Thrust +7d6, Weapon Mastery

Weapon and Armor Proficiency: A swashbuckler is proficient with all simple and martial weapons and light armor.

Evade (Ex): A swashbuckler is a fluid combatant, relying on quickness rather than heavy armor to deflect blows. When wearing no or light armor, the swashbuckler adds his Evade bonus to his armor class. This is considered a Dodge bonus and whenever the swashbuckler is denied his Dexterity bonus to armor class he also loses his Evade bonus. Evade may be substituted for the Dodge feat as a prerequisite for other feats (for example, a swashbuckler with Evade +1 need not take the Dodge feat in order to select the Mobility feat).

Weapon Finesse (Ex): While proficient in all martial weapons, dexterous swashbucklers are particularly effective with light weapons. The swashbuckler gets weapon finesse as a bonus feat.

Thrust (Ex): At 2nd level, the swashbuckler learns how to exploit an opening, dealing extra damage. The swashbuckler may thrust whenever his opponent is denied her Dexterity bonus to her armor class (whether the target actually has a Dexterity bonus or not) or when he flanks his opponent. This extra damage is indicated on the Swashbuckler Table. Should the swashbuckler score a critical hit with a thrust, this extra damage is not multiplied.
A swashbuckler may only thrust with a melee weapon that is covered under the weapon finesse feat. The thrust bonus stacks with the rogue’s sneak attack and similar abilities.

Uncanny Dodge (Ex): At 2nd level the swashbuckler retains his Dexterity bonus to armor class even when he is considered flat-footed.

Bonus Feat: At 3rd level and every 3 levels thereafter, the swashbuckler gains a bonus feat from the following list:

Blind-Fight, Catcht Off-Guard, Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Double Slice, Greater Two-Weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Disarm, Improved Critical, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Improved Vital Strike, Improvised Weapon Mastery, Intimidating Prowess, Lightning Stance, Mobility, Quick Draw, Spring Attack,Throw Anything, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus, Weapon Specialization, Whirlwind Attack, Wind Stance.

The swashbuckler must meet all prerequisites in order to select a bonus feat. A swashbuckler counts as a fighter of equal level for fighter feats.

Evasion (Ex): At 5th level the swashbuckler is adept at avoiding unusual attacks. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the swashbuckler is wearing light or no armor. A helpless swashbuckler does not gain
the benefit of evasion.

Weapon Training (Ex): At 5th level, the swashbuckler receives weapon training as per the fighter special ability except that the bonuses only apply to finessable weapons.

Improved Uncanny Dodge (Ex): At 7th level the swashbuckler’s uncanny ability to dodge is honed to the point where he can no longer be flanked.

Find the Mark (Ex): At 8th level, the swashbuckler increases his threat range by one when using any melee weapon with which he has Weapon Finesse. A weapon that would threaten a critical on 20 would now do so on a 19 or 20, and one which threatens on a 19 or 20 would now do so on an 18 to 20. This ability works with other abilities which increase threat ranges, but the bonus is applied after any multiplying effect.

Improved Evasion (Ex): At 10th level, the swashbuckler’s evasion improves. In addition to taking no damage on successful saves, the
swashbuckler now takes only half damage on failed
saves.

Deflect Arrows (Ex): At 13th level, the swashbuckler may use any weapon covered under the weapon finesse feat to deflect ranged attacks. This ability functions exactly as the feat of the same name, except that the swashbuckler uses a weapon instead of his bare hands.

Improved Mark (Ex): At 16th level, the swashbuckler becomes even more adept at finding marks. The threat range now improves by two when the swashbuckler uses his Find the Mark ability.

Weapon Mastery (Ex): This functions the same as the fighter ability except only a finessable weapon may be chosen.


i Would prefer to stick to classes and archetypes only from Core, Advanced Players Guide, Ultimate Magic and Ultimate Combat. I'll take the Swashbuckler under advisement, but for now merely add it to the list of characters being made and create some others for me. thank you.

Sovereign Court

Oops, another question, in the original post, you said no stat above 18 or below 10. Is that before racial modifiers?


Galahad0430 wrote:
Oops, another question, in the original post, you said no stat above 18 or below 10. Is that before racial modifiers?

No, but in retrospect I realize that this makes a couple things impossible, so the MAX stat is 20 with racial modifiers.

Example. Putting an 16 into strength as a half-dragon's bonus of +8 str so you have a 24. No. Max stat is 20. thank you for asking that.


Game Master Borum wrote:

ROLL-players. Also discount any race/class that increases base stats as you level before any of you get the idea.

What PF class/race does this? I want to be sure we have the same idea of what this is?

Also explain this:

Quote:

Races: All from Core, Advanced, Whatever. Attachments to race such as being half something I will need material beyond what I have on Heromachine engine. The maximum of being half something badass is 1/3 and one of the other two has to be human.

Recap, 1 Human, 2 whatevers, only 1 half(fiend, dragon etc)


Ok I am asking this for my brother would you allow an eagle shaman with a roc companion, he also has no idea why bows are not allowed for duids but thought I should ask this before I tell him about this good looking game :)

Sovereign Court

Looking at the creation of a Dwarven Living Monolith. However, as the setting is your own, my question is could the Egyptian-style tenets of the class be tailored more to your own flavor?


Firstly, at Flamestrike: All races listed in the Core Rulebook are allowed, plus the two ethnic builds for human characters. Remember people, I want three submission ideas, ideally 1 Martial, 1 Arcane and 1 Divine.

At Ragathiel: Brother's idea of having a Roc sounds perfectly fine to me. Just be sure to make it EPPPPPIC. thank you. and yes Half-Dragons are allowed. As are Half-Fiends and Half-Angels. Specifics to come later along with backstory of each.

At Stratos: I have never seen or heard of that prestige class, so I will ask you to create character off of level 1 based off of the classes I listed as available. All except Gunslingers, Ninjas and Monks, with limitations on classes as mentioned above.

I will have backstory items for this world and its races soon. The campaign is due to be named: Scars of the Wyrmfall thank you all for your interest and I will get back to you all as soon as I get off of work at the Bar.

*whistles and clicks Tongue* btw, anyone who is interested, check out DBZ abridged. Frikin hilarious.


Also forgot to address, but Ragathiel? Until informed of his name your brother's name is now Athel Loren, trying to have a Roc and a bow.

Bow sounds fine, just take it as your weapon. Regular please though, not composite. thank you.


Hey athel loran sounds kick ass to me :) of course that is exactly where i got the inspiration :)

yes this is Ragatheil's brother


All right, here is what I have in mind for characters, 1 Martial, 1 Divine, and 1 Arcane

Human Cavalier
Human Druid (Eagle Shaman with Roc Companion)
Human Magus

Basic details as of right now, will have more up tomorrow :)


All right, doing some thinking, I do change my mind a lot so sue me, I have decided on the Point Buy system. For regular raced characters, you shall use a 35 point buy system, following the same rules as before with 20 max stat and 10 minimum all with racial bonuses. I want to see bonuses in each stat mind you all, because I have played alongside ROLL players for years and frankly...they both bore and piss me off more than Rovagug on Tuesdays.

Anywho, for people playing Half-Celestial s (Angels), and Half-Fiends you will be using a 23 Point Buy, as both receive lots of bonuses to stats as well as other abilities which will be modded. COnsider yourself for now just with the ability bumps and the very rare ability to fly. No Damage Reduction, No extra Spells, No Spell Resistance.

FOr those playing Half-Dragons, you will employ a 20 Point buy because of how fricking powerful this race is. More background to come in just a moment for each, I promise each of you twill be epic so sit down and enjoy. Really you can stand to read if you want but IM sitting down so...yeah. whatever. *whistles and clicks tongue* You also only have resistance 5 instead of immunity to your chosen element, you are not immune to paralysis, yet, but you are immune to sleep. Your breath weapon is once per day and you may only fly, this includes Fiends and Angels, for 6 rounds a day. For now. As you progress in level you unlock more of your racial potential. Humans and others you get nice things too created by DM before you all start complaining or making only half stuff.

Also, all traits from Core, Advanced, UM and UC are allowed, even Kingmaker.

All characters will start with 150 gold. Also, whenever you recieve your first bonus language, you must take Draconic. it will be explained later.


Male Human Wizard - Sewyn Vherghet is a student of the arcane. Well-built Sewyn is a few inches short of six feet, he does his best to stay in shape while continuing to study his craft. He has a richly colored auburn hair worn in a long braid and wears a cotton shirt and a scarf.

Female Halfling Barbarian - Clemence is the adopted daughter of a barbarian clan occupying what equates to the steppes, a tundra-esque body of land. A Rough, inhospitable land and even moreso the people that live there. When she was a baby she was thought to be human but when she made several years, still ungrown they learned her to be an LP. Deciding to eat her one of the chefs went with a cleaver to cut her up, she bit off three of his fingers. While small she quickly earned a reputation among her clan as one who took what she wanted when she wanted it, even men twice her size.

A curvaceous little halfling she wears her kills, assorted furs thrown over her shoulders. She has small grey-green eyes and her coarse chestnut hair is in tortured curls. She acts seriously most of the time but has a silly grin for those she doesn't feel the immediate urge to behead.

(This is probably the one I'd most enjoy playing out of the three)

Male Human Ranger - Tondberct is a hunter, and he hunts one of the most dangerous and cunning prey alive, he hunts people. He has close-set black eyes and his fine blonde hair is short and businesslike and when he smiles you see several teeth missing from his stupid grin. Despite his profession he is quite sociable, oftentimes going out of his way to help people. It just so happens that if they skip out on their debts he's the one that's gonna bring em home to roost.


The World Today:

Long ago, the world was kept in balance by a fragile peace, between the 4 earthly powers. The Demons, the Angels, the Mortals and the Dragons. Each race kept to their realms, content on living out their existences as they had for eons before. But, as with all things, change must come to pass. The Dragons, led by a one Aldramax Carrion, entered into the Material world and laid seige to the human, elven, and Dwarven kingdoms. Aldramax himself led his vast host upon the Imperial City of Maraz, slaughtering the armies of the Human King Joseph Ironbrow and his allies.

The Demons and Angels, deceived by the Dragons until the dawn of that catastrophic battle, were outraged that the Dragonfolk had so broken their vows of peace, and led their forces onto the Material Plane to aid the brave and wounded King Ironbrow. THe Dragons were eventually beaten back, but not before many a beautiful Angel, powerful Demon and noble Human Knight, Mage, Ranger and Priest had been slain on the field of Battle. The King himself was mortally wounded by Carrion. He died soon after, and thus did the fragile treaties begin to smolder. With no heir, Ironbrow's proud kingdom devolved into infighting for the throne, the grand Imperial city collapsing in upon its own ideals through assassinations, murder and treason.

The Angels and Demons did their best to help their allies, until they found themselves the scapegoats and they soon fled the Mortal World. WIth no one left to guide them, the Human Kingdom of Maraz split into two factions. Those who stayed in the Chaos of the ruined Imperial city, and those who left its walls for the uncertain dangers of a world at war.

In the absence of Knights, Angels and Demons to guard its borders, Hedon knew for the first time a slow invasion by foul forces of Orcs and bandits. Raiders sacked village after village, with no hope of revenge or justice. The Imperial City would not help, so enraptured in politics and strife, for none had claimed the throne as of yet. So the Commoners, calling themselves the True Hedonites, banded together into a united front to defend themselves.

As the world stands today, things look bleak. It has been over a 100 years since the Dragon War, and chaos still ravages the land. WHat is worse, there have been again sightings of Dragons in the mountains far to the North, villages found burned to ash or melted by acid in great paths of destruction. This age is a dark one, and in need of true heroes to take up the challenge to defend their beloved home.


At Roshan, I believe I enjoy the Wizard the most out of the three, but I will need to see more of each of them.

Racial Backgrounds:

Human: Humans are the most popular race in Hedon, comprising over 80% of the population of the country, whether they live in the Imperial City or as a member of the True Hedonites. The two groups see each other as traitors to their origins, share the same gods and occupations but only differ in the location. Also, Hedonites are slightly more durable to the hardships of the world, while Imperials are more skilled in intrigue and interaction.

Elf: The elves of Hedon come from the Eastern and Western Forests. There is little to no difference between the two tribes, merely differing opinouns on certain matters. Elves are seen as friends by all Humans, and share a gruding respect with the Dwarves.

Dwarf: The Dwarves of Hammerfell Mount and Icewater Valley are a dour, hardry folk, bred for strength and endurance with a knack for the crafting of glorious weapons. They are respected by all races for their skill in crafting and battle, and have been known to train others in their ways, for the right deal.

Halflings: Halflings live peacefully alongside the Humans in the Common lands, or in the Forests with the Elves. THey are a light-hearted folk but stout and driven to the core. Overall, they are a peaceful race, not one seen to be taken seriously by most others, despite their courage and skill. The right hero from these brave people may just turn the eyes of favor upon his or her people.

Half-Angels (Ashy): Before the mistake of driving them away, many Angels found solace and companionship among the human and elven races of Hedon, and thus, many half-celestial children were born and flourished during the reign of Ironbrow. They are a just and honorable people with strict moral codes and have the closest connection to whatever gods truly exist.

Half-Fiends (Roak): Like Angels, Demons were often seen taking Human and Elven mates, more out of the need for companionship than love, but nevertheless, many of their progeny still exist in the world today. Unlike their half-angel bretheren, most Half-Demons are bitter towards humans and the world in general, and while not evil at heart, they begrudge the Imperials driving them from the Material Plane.

Half-Dragons (Drakon): Before the Great Dragon Wars, some humans were lucky enough to be chosen to become life-mates to the all powerful dragons. The children born from these unions are among the most powerful in the world. Sadly, many of these majestic warriors and sorcerers were wiped out in the post-war raids on the Drakon people, leading them to become all but recluses in their home plane. Those that remain have had years to refine their strength and cunning, but their attitudes vary towards Humans and their Draconic ancestors. Many of their breed share a wish to restore their good name in the eyes of the Gods.


So far I have three submissions for you sir Borum :)

A Human Bard
A Human Paladin
A Half-Dragon Fighter

All follow your guidelines about ability scores and such

Jaiten Corrus: Commoner Bard
STR:14
DEX:16
CON:13
INT:14
WIS:12
CHA:18 (+2 from human)

Sir Isaac Teyln: Imperial Paladin
STR: 18 (+2 from Human)
DEX: 11
CON: 15
INT: 14
WIS: 12
CHA: 16

Arjhann: Half-Dragon Fighter
STR: 20 (+8 from Dragon)
DEX: 18 (+2 from Human)
CON: 18 (+6 from Dragon)
INT: 14 (+2 from Dragon)
WIS: 12
CHA: 14 (+2 from Dragon)

Out of all of them, I would most like to play Arjhann, because I've always wanted to play a Half-Dragon and this is the first chance i've ever had to even getting to make one :) thank you for that oppertunity, not wanting to sound like a kiss ass, I just really really like Dragons.


Rune Walsh:
Rune Walsh Male Human Wizard Age 23 Neutral Good born to well off parents was a child prodigy when it came to magic he took to the magic school with a ravenous hunger quickly outstripping the potential of even his most powerful teacher. While still incapable of the higher circles of casting all knew one day he would be an wizard of the first calibur.

Rune is the second of two children. Alara Walsh his older sister a vain mischevious child quickly growing into a cruel young woman. Her only saving grace that she wouldn't kill for no reason.

STR: 12 (+1)(2pts), CON: 14 (+2)(5pts), DEX: 16 (+3)(10pts),
INT: 20 (+5)(17pts +2Race), WIS: 11 (+0)(1pts), CHA: 10 (+0)(0pts)

Favored Class: Wizard
Class: Wizard 1 (Universalist)
AC: 13 Touch AC: 13
HP: 9 (+2 Con, +1 Favored Class, Assuming Max)
Reflex: +3 Will: +2 Fort: +2
Feats: Improved Initiative, Scribe Scroll, Magical Aptitude (+2 Spellcraft, +2 Use Magical Device)
Initiative: +7 (+3 Dex, +4 Feat)
BAB: 0
Skills: Fly +7, Knowledge(Arcana) +9, Knowledge(Local) +9, Knowledge(Planes) +9, Knowledge(History) +9, Linguistics +9, Spellcraft +11, Use Magic Device +3.

Starting Spells Spells Known: All Cantrips, +8 First Level Spells
Spells/Day: 3 0-level, 2 1st-level +2 Bonus 1st-level

Alara Walsh Cleric:
Alara Walsh Female Human Cleric Age 25 Neutral Evil

Alara Walsh, Rune's older sister a vain mischevious child quickly growing into a cruel young woman. Her only saving grace that she wouldn't kill for no reason. She joined a church as a disciple to please her parents and try to put aside her evil thoughts. However this didn't last she grew compitent at the divine teachings and decided to leave. She joined a small adventuring band where she found her love of fighting. Gleefully she will charge onto the front lines in her armor and wielding her warmhammer and divine might. While not a Lesbian, any man who attempts to take her will find only her warhammer waiting to crush their attempts. She also has a apathetic dislike for the smaller races. Halflings, Gnomes, and Dwarves are always called 'Pint Size' rather than whatever their names, or if nothing else simply "Ask the Dwarf"

STR: 14 (+2)(5pts), CON: 15 (+2)(7pts), DEX: 14 (+2)(5pts),
INT: 11 (+0)(1pts), WIS: 17 (+3)(7pts, +2Race), CHA: 16 (+3)(10pts)

Alara Walsh Fighter:
Alara Walsh Female Human Fighter Age 25 Neutral Evil

Alara Walsh, Rune's older sister a vain mischevious child quickly growing into a cruel young woman. Her only saving grace that she wouldn't kill for no reason. She joined a small adventuring band where she found her love of fighting. Gleefully she will charge onto the front lines in her armor and wielding her warmhammer, or longsword. While not a Lesbian, any man who attempts to take her will find only her warhammer waiting to crush their attempts. She also has a apathetic dislike for the smaller races. Halflings, Gnomes, and Dwarves are always called 'Pint Size' rather than whatever their names, or if nothing else simply "Ask the Dwarf"

STR: 17 (+3)(7pts, +2Race), CON: 16 (+3)(10pts), DEX: 14 (+2)(5pts),
INT: 11 (+0)(1pts), WIS: 14 (+2)(5pts), CHA: 15 (+2)(7pts)

How many traits??

Also I know its not finished but its 1130pm here and I need to be up in a few hours for work. I will finish tomorrow afternoon.


Game Master Borum wrote:
At Roshan, I believe I enjoy the Wizard the most out of the three, but I will need to see more of each of them.

Yea, I guess there are already a lot of people leaning on a martial class, and honestly I probably wouldn't be that useful, as funny as a halfling barbarian is, the -2 to str really hurts them in point buy.

Background:
Sewyn Vherghet is a I guess a True Hedonite though the scope of his vision was not on the scale of nations but of villages, I doubt he would truly have any notion either way. Politics are the concerns of people that don't do an honest day's work.

He was born to a family of fundamentalists who opposed him learning any more about his gifts than was necessary to keep them from getting out of hand. He was raised with a tool in his hand and sweat on his brow to be a man of honor. As his father said, "While a man's friends are important, what he must truly hold above all else is his family". Sewyn has always tried his best to live up to these expectations but after his father died he found it hard to support his family. With the market for crops begining to drop he knew he had to find an alternative to support his family as the man of the house.

He raised his younger siblings as the big brother/father figure and once he felt his younger brother was mature and responsible enough to become the family patriarch he decided to attempt becoming a hired adventurer, despite the protestations of his mother he soon found that despite the extremely dangerous situations it put him in, the payoffs were more than enough to support his struggling household.

Personality:
As a boy growing up in a society where childhood was virtually non-existent he was a man at 10 years old. As such despite his relatively young age he has the personality of a wise, world weary man who has seen and done everything. As such he feels a responsibility to "take care" of people.


AT Ragathiel, all of those sound fine. Arjhann sounds good, just be aware that Half-Dragons aren't exactly popular with the locals so you're really going to have to prove yourself to the world that you aren't like your ancestors. Really up to you. Thanks for the submissions.

AT Roshan, I like the Wizard idea, thank you.

At Rune Walsh, The Wizard is fine, but I want to make something clear to everyone. I do not condone PVP, and I expect your girl to get ALONG with the other party members if she is taken. The whole 'warhammer to the face bit' is fine for a character, but a subtle warning. I do NOT like people who take evil alignments for lots of personal reasons. You may keep her thus, but I DO expect you to pitch a third character, not just the same woman in two different roles. thank you.

Also to everyone, if I seem stuck up or heavy on personal rules, you're just going to have to deal with it. This IS my world, and I do not want to see PVP breaking up the epic adventures I have planned. Had way too many games destroyed by pvp interaction.

Any questions or concerns with my style?

Btw its two traits per character.


Hello again changing the characters a little

Elven Cavalier Emissary

Human Eagle Shaman

Human Sanguine bloodline sorcerer


Ok got them all done :)

Athel Loran, Divine:

Human Druid Roc Shaman,Male
Imperial citizen-Diplomacy
Level 1
Neutral Good

A tall young man with plaited brown hair with many charms and feathers braided throughout his plait. Slightly pale with piercing green eyes he is prone to smiling. With his companion Xlarian, a young black Roc, he travels from his mountain home wishing to see the world and not just be confined to his peoples mountains anymore.

HP:9/9
+3 Initiative
AC: 16, 13 Tch, 13 Fl

14 Str +2
16 Dex +3
12 Con +1
14 Int +2
18 Wis +4
13 Cha +1

+3 Fort
+3 Reflex
+6 Will

Favored Class bonus:
Level 1- Skill point

Offense:
Melee +2
Ranged +3

+2 CMB

Longbow +3 1d8 x3 P 100 ft range

Scimitar +2 1d6+2 18-20/x2 S

Defense:
16 Ac 13 Tch 13 Fl

15 CMD

Feats:
Point Blank Shot
Precise Shot

Traits:
Charming
Highlander (Mountains)

Skills Trained:

+3 Acrobatics
+5 Diplomacy
+5 Handle Animal
+8 Know Nature
+8 Perception
+6 Spellcraft
+10 Survival
+6 Swim

Spells:

0 Level-
Detect Magic
Guidance
Light

1st Level-
Aspect of the Falcon
Produce Flame

Xlarian Animal Companion
Roc level 1
HP: 8/8

AC: 19, 14 Tch, 15 Fl

Flyspeed 80 ft

+2 Fort
+7 Ref
+1 Will

Bite +2 1d6+1 x2 B/P/S

Clawsx2 +2 1d4+1 x2 S

Feats:
Death from Above

Skills Trained:

+8 Fly
+5 Perception

Vladmier Tarkonoff III, Arcane:

Sorcerer Sanguine Bloodline, Male
True Neutral

This midsize man dressed in court finery walks through life with the grace of a predator charming others with a small tight small never showing his teeth. Very pale skin shows up brightly against his exceedingly dark clothes, his long hair pulled back in court fashion. It is said his family line dates back through the history of Imperial rule. Though dark rumors of a pact with a mysterious stranger persist through their lives and Vladmier III keeps these rumors alive with his very stature. Sometimes a little fear is useful.

HP: 8/8
+5 Initiative
AC: 13, 13 Tch, 10 Fl

12 Str +1
16 Dex +3
12 Con +1
12 Int +1
12 Wis +1
20 Cha +5

+1 Fort
+3 Ref
+3 Will

Favored Class:
Level 1-Skill point

Offense:
+1 Melee
+3 Range
+1 CMB
Crossbow, Light +3 1d8 19-20 x2 P 80' range

Punching Dagger +1 1d4+1 20/x3 P

Defense:
AC: 13, 13 Tch, 10 Fl
14 CMD

Feats:
Combat Casting
Spell Focus- Necromancy

Traits:
Gifted Adept- Vampiric Touch
Reactionary

Skills Trained:

+5 Appraise
+9 Bluff
+9 Intimidate
+5 Know Arcana
+5 Spellcraft

Spells:
*Special anytime I cast a spell from Necromancy School treat caster level as +1
0 level
Detect Magic
Disrupt Undead
Ray of Frost
Touch of Fatigue

1st Level 4 per day
Chill Touch
Ray of Enfeeblement

Jermayan Swiftrider, Melee:

12/12 health
+6 Initiative
Lawful Neutral Elf from Western Forest

14 str +2
18 dex +4
14 con +2
12 int +1
14 wis +1
14 cha +0

+4 Fort
+4 Ref
+2 Will (+4 vs Fear)

Favored Class Bonus:
Level 1 Skill point

Backstory:
Jermayan served as most of his ancestors have, protecting the woods of his people from invaders such as trolls, orcs, or even malicious humans. he earned his horse in battle by rescuing the chieftain's son under fire from orc archers. Once he was given this great boon, he was allowed to wander throughout the land as long as he came back to the tribe to tell of what was going on in the outside world. Becoming an outridr of his people was an honor on his families name and was given his second name Thalysaer Myl, "favored son". Slowly Jermayan through battle and hard won skirmishes won experience and renown earning his third name Swiftrider, or how the humans called him as he darted in and out of the battles like a hawk. However he never claimed credit for fights always deferring to the humans who had given their lives. Jermayan looked upon humans with favor, unlike most of his tribe he saw them as a diverse and passionate race capable of great love and great triumph. This is how he came to know Jon Rivers, a dear human friend that taught him the way of the knight not only in combat but also in conduct and mannerism. One night Jon invited him to a ball thrown in the honor of the heroes. Hesitant Jermayan accepted the offer even though he knew he should be getting back to his people. After the ball Jermayan made his way slowly back to his tribe, however as he grew closer he saw signs of a massive orc war party, their path littered with squalor and the burning ruins of small villages that had been put up near his forest home, some of these villages his father had watched the very foundations set into the soft ground. Growing worried Jermayan rushed back through the forest only to see the horrible remains of his people littered about the village. he had failed, he had been too late inn warning them. The tracks looked fresh and could not be a few days old and as Jermayan looked about him in despair he heard another horse come close. In fury he had turned only to see Jon, his dear friend, sorrow mixed with his normally cheerful features. Jon had known of the orc party, they had heard reports of them passing close and had feared for his elven friend. After many minutes of arguing Jon made Jermayan see reason and helped him bury the dead. however when they left Jermayan streaked his face with the ashes of his home taking his final name Shasos shor bai cysti or "Warrior with no home".

Offense:
Melee +3
Ranged +5

Defense:
17(18 with shield) 14 tch, 13(14)Fl

Feats:

Point Blank Shot
Armor prof Light
Martial Weapon Prof all
Mounted Combat
Shield Prof
Simple weapon prof all

Traits:
Courageous
Warrior of Old

Background Traits:

Low Light vision
Elven Immunities
Eternal Grudge replacing Elven Magic
Keen Senses
Weapon Familiarity

Class Traits:

Order of the Dragon
Ride Mount
Animal Companion Link
Dragon Skills
In or Out of the Saddle
Aid Allies +3
Cavalier's Charge
Challenge 2/ day

Skills Trained:
+3 Acrobatics
+6 Diplomacy
+6 Handle Animal
+8 Perception
+6 Ride
+6 Survival

Animal Companion Jhyr Thosi:
Horse Level 1

16 Str +3
13 Dex +1
15 Con +2
2 Int
12 Wis +1
6 Cha

Defense:
14 AC 10 tch/13 FL

Offense:
+1 BAB
Bite +3 1d4+3 20/x2 B/P/S
Hooves x2 +3 1d6+3 20/x2 B

Feats:
Step Up
Mobility
Armor Prof Light

Skills:

+5 Acrobatics
+5 Perception


Borum,

I apologize if my character Alara came off as a pvper that wasnt my intent. I was trying to emphasize her personality that she doesnt take kindly to being hit on. Shes the kind of girl more like to slap you then date you. I just thought the way I worded it would have gotten that point across.

Also again I apologize but I won't make a third person just to have a third. I have had two character concepts I've wanted to try for awhile now personality and storywise. While I am willing to turn Alara into either a cleric or fighter as both fit her personality. I am unwilling to invent a third character at this time. Please don't be too pissed off by this.


Arjhann the Drakon:

An immense towering figure, Arjhann is a truly massive being. Standing well over the height of most humans and nearly a full dwarf and a half wide, he looms over others. His face is broad and muzzle like, with a heavy set jaw, yellow cat-like eyes and Golden skin covered in scales. Where hair should be on the crown of his head are two long black horns that sweep back over his head and cascading mane of braided brown hair. On his chin protrude a collection of chin spikes and whenever he opens his mouth to speak rows of sharp fangs glitter, as well as razor-sharp talons on his huge fists.

14/14 health
+6 Initiative
Neutral Good Half-Dragon, Human Fighter

20 str +5
18 dex +4
18 con +4
14 int +2
12 wis +1
14 cha +2

+6 Fort
+4 Ref
+1 Will

Favored Class Bonus:
Level 1 Skill point

Backstory:
Born long ago before the Great War, Arjhann lost his parents in the battles between Angels, Demons Mortals, and the Dragons. For several years, he lived alone, or at least he did until he was adopted at a young age by a hermit wholived far removed from the squabbles of Imperials, Hedonites and the wide world of chaos beyond. The Hermit's name was Edgar Larreu, an aged and tired old warrior who had retreated into the mountains after years of fighting to escape. At first, the elderly fighter was hesitant about taking in a half-dragon, but soon got over his trepidation when he realized that beneath the scales and horns, it was only a little boy, alone and afraid in an unforgiving world. With Edgar taking care of and training him, albeit after much pleading, Arjhann grew quickly into a formidable warrior, following Edgar's tenets of moral conduct as best he could. Knowing nothing of the Laws of the civilized world, the Drakon grew up believing that one should always strive to live a good and honorable life, but not allowing things such as Laws to prevent him from helping those in need.

When Edgar passed from this life, Arjhann took over custody of their small cabin for a long time until he realized that he needed more of this life than simple solitude. Thus, the Drakon set out from the mountains, carrying with him his tutors old equipment, a scarred suit of Scale-mail armor, a battle axe and a sword. Now in the current age, Arjhann works as a sell-sword to any who will hire him and whose cause and need is both dire and goodly-aligned. He fights to the best of his ability, and strives always to prove to everyone what Edgar realized long ago. While Arjhann is indeed half-dragon, he is also Half-human.

Offense:
Melee +5
Ranged +5
CMB: +6 CMD 19/16FF

Battle Axe: +4 1d8+5 (+3, 1d8+7 Power Attack)
Short Sword: +4 1d6+5 (+3, 1d6+7 Power Attack)
Spear: x3 (Thrown) +5 1d8+7
Bite: +1 1d6+2

Defense:
22 +5 Scale-male, +4 Natural Armor, +3 Dex. 13 tch, 19 FF

Feats:

Armor prof Light
Double Slice
Martial Weapon Prof all
Power Attack
Shield Prof
Simple weapon prof all
Two-Weapon Fighting

Traits:
Ease of Faith
Reactionary

Background Traits:

Bonus Feat
Skilled
Low Light vision
Darkvision
Breath Weapon (Fire, 30' Cone)
Claws
Bite
Flight

Class Traits:

Power Attack

Skills:
+0 Acrobatics
+2 Appraise
+2 Bluff
+5 Climb
+7 Diplomacy
+2 Disguise
+4 Fly
+6 Intimitdate
+6 Knowledge (Dungeoneering)
+1 Perception
+0 Ride
+1 Sense Motive
+0 Stealth
+5 Survival
+1 Swim

Jaiten Corrus:

A young, handsome man with a full head of blond curls, bright blue eyes and a cheery smile. Jaiten is tall and possessed of a decently muscled body, wielding a longsword and his fearsome oratory voice both. His speeches, songs and epics are among some of the best tellings in all the land.

HP: 9/9
+4 Initiative
AC: 16, 13 Tch, 13 Fl
Chaotic Good Human Bard (Savage Skald)
Commoner of Hedon (+1 Knowledge Local)

14 Str +2
16 Dex +3
13 Con +1
14 Int +2
12 Wis +1
18 Cha +4

+1 Fort
+5 Ref
+3 Will

Favored Class:
Level 1-Skill point

Offense:
+2 Melee
+3 Range
+2 CMB CMD: 15/12 FF
Longsword +2 1d8+2

Defense:
AC: 16, 13 Tch, 13 Fl

Feats:
Noble Scion of War
Spell-Song

Traits:
Gifted Adept- Vampiric Touch
Reactionary

Skills:

+2 Acrobatics
+2 Appraise
+4 Bluff
+1 Climb
+8 Diplomacy
+1 Heal
+4 Intimidate
+7 Knowledge (Arcana)
+7 Knowledge (Dungeoneering)
+3 Knowledge (Engineering)
+3 Knowledge (Geology)
+3 Knowledge (History)
+4 Knowledge (Local)
+7 Knowledge (Nature)
+9 Knowledge (Nobility)
+7 Knowledge (Planes)
+3 Knowledge (Religion)
+5 Perception
+8 Perform (Oratory)
+2 Ride
+5 Sense Motive
+6 Spellcraft
+2 Stealth
+1 Survival
+1 Swim
Spells:

0 Level Spells

I will have the spells for Jaiten as well as the Paladin up soon :) limited access to Herolab. Hope you like what I have so far.


Lol just makes me laugh a little your saying there is a type of woman that never likes to be hit on....please lol never your saying never..... what id say is just make a character that you just dont like? just place them in order of what you would play obviously you have wizard 1st or is it the girl? anyways then third character is third and put as side note that you would rather not play them its like when you sign up for the army you have to put three places you would like to be deployed lol

sorry just my two cents thought id try and help cool down the situation :)

neways on another note would you let me know if I need to fix anything on my submissions gm? looking forward to feedback I actually have gotten attached to all three submissions so if you take any of them ill be happy lol

EDIT:

On jermayan his class traits only is challenge 1/day, dragon skills, Order of the dragon, and in and out of the saddle the others are for later levels just read it wrong when transferring to laptop :)


Thank you Raventhorn. The Reason I want three different character ideas, first, is to test how well you guys are at assuming different roles and creating entirely different characters. Two, its nice to have multiple characters you are interested in playing in a certain campaign.

At Raventhorn, they all look good, very detailed, not sure which I like best right now, but fill me out everything for them in background and such and I'll have more to go on.

At Ragathiel, Arjhann looks good, I like him already. I'm glad you're taking a chance to play this race, they don't get a good rep in my world and I'm eager to see how he would handle it.

AT Rune Walsh, simply do as Raventhorn suggests. I go by how my gaming groups have been over the years, not by what you meant when it comes to morality because most of them have said the exact same thing. I apologize if this seems dikeish but I know what I'm talking about. As far as the third character option goes, read above for the reasons why. I want 3 different character ideas, and then which one you would prefer to play. It lets me know that you really are committed to playing in my game.

Commitment, frequency, potential, imagination, these are the things i am going to demand of all of you. *whistles and clicks tongue*

I am surprised at the amount of submissions I have gotten so far. There are several posters on Paizo that I was sure would leap at this chance to make characters this strong, whether or not I actually like them as players. I dont know maybe they'll show up soon. Whatever. Keep submitting this awesome stuff guys and we'll have a party built up soon.

EDITed: Actually ya'll invite your other gaming buddies if you are involved in other games. I'd love new meat, I mean character builds to survey


lol i think I know who you mean ;) lol

I sent out url to a few game buddies im in a few games with hopefully they join in as they are good players


Sewyn Vherghet:
Sewyn Vherghet
Male Human wizard 1
CN medium humanoid (human)
Init +2; Senses Perception +1
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal
--------------------
  DEFENSE
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1 Ref +1 Will +3
--------------------
  OFFENSE
--------------------
Speed 30 ft.
Melee quarterstaff +4 (1d6+4), longsword +3 (1d8+3)
Special Attacks Telekinetic Fist 8/day (+1 ranged touch, 1d4 dmg)
Prepared Spells Wizard Spells (CL 1st, +1 ranged touch, +8 Concentration):
1st - feather fall (DC 16) , hold portal , hydraulic push (CMB +6)
0th - acid splash , detect magic , open/close (DC 15)
--------------------
  STATISTICS
--------------------
Base Atk +0; CMB +3; CMD 14
Str 15 (16) Dex 12 Con 12 Int 20 Wis 12 Cha 14
Special Qualities Arcane Bond (Object), Cantrips, Transmutation School, Opposition Schools (Illusion, Necromancy)
Feats Merciful Spell, Scribe Scroll, Spell Focus (Evocation)
Skills Acrobatics +1, Appraise +5, Bluff +2, Climb +2, Craft (Wood Carving) +9, Craft (Weapons) +9, Diplomacy +2, Disguise +2, Escape Artist +1, Fly +1, Heal +1, Intimidate +3, Knowledge (Arcana) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Planes) +9, Linguistics +9, Perception +1, Perform (Wind Instruments) +3, Ride +1, Sense Motive +1, Spellcraft +9, Stealth +1, Survival +1, Swim +2
Combat Gear masterwork quarterstaff (bonded object), longsword
Other Gear spade, sledge, tent, lantern, oil (1 pint), rope (50 ft/hemp), hand-carved flute, whittling knife
Wealth 26 gold
--------------------
  TRAITS
--------------------
Focused Mind Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Resilient Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
--------------------------------
  SPECIAL ABILITIES
--------------------------------
Arcane Bond (Su) At 1st level, wizards form a powerful bond with an object, as a bonded object, or a creature, as a familiar. Once a wizard makes this choice, it is permanent and cannot be changed.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Illusion Opposition School You have chosen illusion spells as an opposition school. Preparing an illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an illusion spell as a prerequisite.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Physical Enhancement (Su) You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). You can change this bonus to a new ability score when you prepare spells.

Transmutation School
You have chosen to specialize in transmutation spells.


All right, as of right now, I am beginning to take on players. The only one I am taking as of right however is Raventhorn, as he has completed my specifics with all 3 characters. I will be taking on more once they all have completed all 3. Congrats Raventhorn, begin thinking on which character you would prefer to play. Dot in the Discussion thread once I have it up, thank you.

Recruitment will be up until next Wednesday at latest.


Out of curiosity, what is the long game on this?

I've wanted to build a diplomancing battle herald for a while now, and this seems like the best opportunity to, but that's a general type which is extremely long game.

Also thinking of a full druid since I've only ever seen them played wrong, and again, with 35 pts, you could cast AND go into melee pretty darn well.

And a paladin. Never made one before since they're so MAD, but I think one could be fun.


Game Master Borum wrote:

All right, as of right now, I am beginning to take on players. The only one I am taking as of right however is Raventhorn, as he has completed my specifics with all 3 characters. I will be taking on more once they all have completed all 3. Congrats Raventhorn, begin thinking on which character you would prefer to play. Dot in the Discussion thread once I have it up, thank you.

Recruitment will be up until next Wednesday at latest.

I think the issue is not wanting to create 3 background stories, and stat blocks and still not get picked. A 1st level stat block takes almost no time at all, but the background stories can take time, especially for those of us slow to come up with ideas.

I do have other characters from failed campaigns I can present since I never got to finish playing them. I think those who have characters they have played, but do not want to play again, should be an option if their only purpose is to show what they can do.

If the second or third choice is selected then the player would be expected to adapt them to your campaign of course. If the adaption is not done within X amount of time their slot goes to someone else.


Hu5tru wrote:

Out of curiosity, what is the long game on this?

I've wanted to build a diplomancing battle herald for a while now, and this seems like the best opportunity to, but that's a general type which is extremely long game.

Also thinking of a full druid since I've only ever seen them played wrong, and again, with 35 pts, you could cast AND go into melee pretty darn well.

And a paladin. Never made one before since they're so MAD, but I think one could be fun.

Out of curiosity, what is "long game"?


"long game" is a term used to describe your character's ultimate ambition. 10,000 ships launched for Helen of Troy's face, but most of the sailors on them were there for Trojan loot and women.

A battle herald's long game is to become a general, taking leadership and building up reputation to build an army. That's the sort of thing that takes several levels, and might be achieved around 13-15.


Aspirant players will reach at least lvl 18 in this campaign, possibly 20 I am not sure but there are quests that wll have substantial rewards and I will warn you all now, the enemies are all customized for maximum hurting. *Whistles and clicks tongue*

To all newcomers, just throw ur ideas at me and I'll tell you what I think for em.


Game Master Borum wrote:

Aspirant players will reach at least lvl 18 in this campaign, possibly 20 I am not sure but there are quests that wll have substantial rewards and I will warn you all now, the enemies are all customized for maximum hurting. *Whistles and clicks tongue*

To all newcomers, just throw ur ideas at me and I'll tell you what I think for em.

What category does not inquisitor/rogue fall into?

I will post the other 2 characters on Monday most likely.


Umm I am pretty sure the Inquisitor is Divine and the Rogue is Martial :)


Arjhann the Drakon:

An immense towering figure, Arjhann is a truly massive being. Standing well over the height of most humans and nearly a full dwarf and a half wide, he looms over others. His face is broad and muzzle like, with a heavy set jaw, yellow cat-like eyes and Golden skin covered in scales. Where hair should be on the crown of his head are two long black horns that sweep back over his head and cascading mane of braided brown hair. On his chin protrude a collection of chin spikes and whenever he opens his mouth to speak rows of sharp fangs glitter, as well as razor-sharp talons on his huge fists.

14/14 health
+6 Initiative
Neutral Good Half-Dragon, Human Fighter

20 str +5
18 dex +4
18 con +4
14 int +2
12 wis +1
14 cha +2

+6 Fort
+4 Ref
+1 Will

Favored Class Bonus:
Level 1 Skill point

Backstory:
Born long ago before the Great War, Arjhann lost his parents in the battles between Angels, Demons Mortals, and the Dragons. For several years, he lived alone, or at least he did until he was adopted at a young age by a hermit wholived far removed from the squabbles of Imperials, Hedonites and the wide world of chaos beyond. The Hermit's name was Edgar Larreu, an aged and tired old warrior who had retreated into the mountains after years of fighting to escape. At first, the elderly fighter was hesitant about taking in a half-dragon, but soon got over his trepidation when he realized that beneath the scales and horns, it was only a little boy, alone and afraid in an unforgiving world. With Edgar taking care of and training him, albeit after much pleading, Arjhann grew quickly into a formidable warrior, following Edgar's tenets of moral conduct as best he could. Knowing nothing of the Laws of the civilized world, the Drakon grew up believing that one should always strive to live a good and honorable life, but not allowing things such as Laws to prevent him from helping those in need.

When Edgar passed from this life, Arjhann took over custody of their small cabin for a long time until he realized that he needed more of this life than simple solitude. Thus, the Drakon set out from the mountains, carrying with him his tutors old equipment, a scarred suit of Scale-mail armor, a battle axe and a sword. Now in the current age, Arjhann works as a sell-sword to any who will hire him and whose cause and need is both dire and goodly-aligned. He fights to the best of his ability, and strives always to prove to everyone what Edgar realized long ago. While Arjhann is indeed half-dragon, he is also Half-human.

Offense:
Melee +5
Ranged +5
CMB: +6 CMD 19/16FF

Battle Axe: +4 1d8+5 (+3, 1d8+7 Power Attack)
Short Sword: +4 1d6+5 (+3, 1d6+7 Power Attack)
Spear: x3 (Thrown) +5 1d8+7
Bite: +1 1d6+2

Defense:
22 +5 Scale-male, +4 Natural Armor, +3 Dex. 13 tch, 19 FF

Feats:

Armor prof Light
Double Slice
Martial Weapon Prof all
Power Attack
Shield Prof
Simple weapon prof all
Two-Weapon Fighting

Traits:
Ease of Faith
Reactionary

Background Traits:

Bonus Feat
Skilled
Low Light vision
Darkvision
Breath Weapon (Fire, 30' Cone)
Claws
Bite
Flight

Class Traits:

Power Attack

Skills:
+0 Acrobatics
+2 Appraise
+2 Bluff
+5 Climb
+7 Diplomacy
+2 Disguise
+4 Fly
+6 Intimitdate
+6 Knowledge (Dungeoneering)
+1 Perception
+0 Ride
+1 Sense Motive
+0 Stealth
+5 Survival
+1 Swim

Jaiten Corrus:

A young, handsome man with a full head of blond curls, bright blue eyes and a cheery smile. Jaiten is tall and possessed of a decently muscled body, wielding a longsword and his fearsome oratory voice both. His speeches, songs and epics are among some of the best tellings in all the land.

HP: 9/9
+4 Initiative
AC: 16, 13 Tch, 13 Fl
Chaotic Good Human Bard (Savage Skald)
Commoner of Hedon (+1 Knowledge Local)

14 Str +2
16 Dex +3
13 Con +1
14 Int +2
12 Wis +1
18 Cha +4

+1 Fort
+5 Ref
+3 Will

Favored Class:
Level 1-Skill point

Offense:
+2 Melee
+3 Range
+2 CMB CMD: 15/12 FF
Longsword +2 1d8+2

Defense:
AC: 16, 13 Tch, 13 Fl

Feats:
Noble Scion of War
Spell-Song

Traits:
Gifted Adept- Vampiric Touch
Reactionary

Skills:

+2 Acrobatics
+2 Appraise
+4 Bluff
+1 Climb
+8 Diplomacy
+1 Heal
+4 Intimidate
+7 Knowledge (Arcana)
+7 Knowledge (Dungeoneering)
+3 Knowledge (Engineering)
+3 Knowledge (Geology)
+3 Knowledge (History)
+4 Knowledge (Local)
+7 Knowledge (Nature)
+9 Knowledge (Nobility)
+7 Knowledge (Planes)
+3 Knowledge (Religion)
+5 Perception
+8 Perform (Oratory)
+2 Ride
+5 Sense Motive
+6 Spellcraft
+2 Stealth
+1 Survival
+1 Swim
Spells:

0 Level Spells
Dancing Lights
Detect Magic
Lullaby
Prestidigitation

1 Level Spells
Chord of Shards
Cure Light Wounds

Sir Isaac Teylin:

A tall militaristic man of experience and honor, possessed of an athletic and well-muscled body and charismatic manner. Sir Isaac is an Imperial Knight and Paladin, well respected and liked by many, posssed of a natural air of good will and able to talk down even mortal rivals to peaceful negotiations. He is tall for most, with long brown hair pulled back and held there by a bandanna, with a clean-shaven face and blue eyes. A single scar twists his face from brow to chin but it adds more character than it takes away.
12/12 health
+6 Initiative
Lawful Good Human Paladin of Iomadae

18 str +4
11 dex +0
15 con +2
14 int +2
12 wis +1
16 cha +3

+4 Fort
+0 Ref
+5 Will

Favored Class Bonus:
Level 1 Skill point

Offense:
Melee +5
Ranged +1
CMB: +5 CMD 15/15FF

Heavy Mace: +5 1d8+4 (+6. 1d8+5 when Flag is visible)

Defense:
15 +5 Scale-male 10 tch, 15 FF

Feats:

Armor prof Light
Armor prof Medium
Armor Prof Heavy
Flagbearer
Iron Will
Martial Weapon Prof all
Shield Prof
Simple weapon prof all

Traits:
Ease of Faith
Reactionary

Background Traits:

Bonus Feat
Skilled

Class Traits:
Aura of Good
Bravery/Valiant Channeling
Detect Evil/At Will
Flagbearer
Smile Evil/1 per Day

Skills:
-4 Acrobatics
+2 Appraise
+3 Bluff
+0 Climb
+8 Diplomacy
+3 Disguise
-4 Fly
+4 Heal
+3 Intimitdate
+6 Knowledge (Religion)
+1 Perception
+0 Ride
+5 Sense Motive
+6 Spellcraft
-4 Stealth
+1 Survival
+0 Swim

I would much rather play the first two :)


Those look good Ragathiel, you're in, please dot on the discussion once you're able.

At Mr. Swagger, those sound fine look forwards to seeing what you make.

Short post due to how ficking tired I am. Posing more later on.


I just got pulled into another PbP. I don't want to be greedy so I will drop myself out of the running.


Hum de dum we need more submissions


Alright. Bear with me, as I'm a newbie at this (but not RPing in general). I'd love to get into a game, and I'm active as all hell. The things I like to do tend to stray from the traditional martial very shallow types and into the more conflicted, deep types. Anywho... I'll give descriptions and try and get HeroLab to make characters (help appreciated!).

Alisa Thatcher:
- 21yo Human Cleric - Chaotic Good (following a diety that is Neutral Good). Alisa grew up as a member of the true Hedonites, coming from a single mother who squatted in a rundown hovel, trying to provide for her daughter by begging. It never worked, and until she was 6yo, Alisa had little food to eat, and little safety. She ran the streets as a child, stealing anything she could get her hands on to provide for his family. Alisa's mother was rundown by a horse, leaving her with no home, and no parents. A passing cleric of (previously mentioned neutral good deity) took the girl and began her training as a cleric of her order. Alisa found acceptance and excelled in the arts therein, but never connected with others, preferring her own company. At 21, Alisa was chosen to leave to attend to others, showing them the goodness of her divine ways. While she has a desire to help others, being quick to anger often makes her a reluctant companion, at first.

Alisa is small, thin and with a fairly nondescript face. Quick to anger, and quick to compassion, Alisa exhibits many of the symptoms of an abandoned child forced to try and live as an adult.

Aldric:
- 40yo Half-Fiend Sorcerer (Arcane bloodline?) - Aldric never knew his father, but clearly something made him different from the other kids. His mother, a poor seamstress, always swore it was some soldier that fathered him, while she was a "camp follower." Aldric knew that was a lie from the beginning. When he got angry, strange things began to happen. Fires would grow larger, walls would crack and people got scared. Aldric had few friends those days, but those that knew him knew he was not a bad person, just afraid of who he was, or might become. Aldric left the city at a young age, wandering the forest living off of the land, doing odd jobs for farmers who didnt ask many questions. Soon, he began gaining more power, feeling stronger and not understanding why. First he could see other pieces of magic, notice the traveling wizards as they occasionally passed. Then he found he no longer needed flint to start fires. Hiding out in the woods, his power began to slow, but not for long.

Aldric is a tall, wiry man, dressed as a common woodsman or farmer. While he desires companionship and friends, he is afraid of who he might become.

Frakkus Smith:
- 20yo Dwarf Fighter - Chaotic Neutral - Frakkus came from a long line of dwarven smiths. His father, grandfather, ad infinitum, had worked with metals. His older brother was the chosen son to continue the tradition, leaving Frakkus to his own devices. He found that fighting for his own gain was his true calling. Always a troublemaker, but not a bully, Frakkus gained a reputation as a child for being the tough guy. Fight after fight drew others to him, out of fear and greed. This continued until he was 16, and beat another boy to death over a card game. His family had some influence, and rather than be punished, he was cast from his home. Frakkus found work immediately, looking the part of a caravan guard. Short, but thickly built, he carried a large sword on his back as a last gift from his father. Too large for his own good, but knowing he'd grow into it. While guarding caravans provides a welcome change of scenery, it is exceedingly boring and Frakkus finds himself growing weary. He wants to prove himself, and get rich in the process.

Alright, I think that does it. Let me know if you have any suggestions. I listed the characters in order of interest.

Thanks!

[edit] Switched genders of a character.


Is this campaign still open? I've got a character that I've been dying to play, and I could have a character build/summary written before the end of the day.

Also, any info you could give on the pantheon/deities for this campaign, Borum? It'd be much appreciated.


yes Lunar campaign still open till wed :) gods are probably the same but if you made a character based around an alignment probably would be ok


Raventhorn wrote:
yes Lunar campaign still open till wed :) gods are probably the same but if you made a character based around an alignment probably would be ok

Sweet! Thanks, Raventhorn. ^_^ I'll have my character submissions up by tonight. Btw: just call me Luna ^_-

Current Ideas:

Human or Half-elf Wizard
Human or Half-elf Oracle
Human or Half-elf Bard

Again, character builds to be posted later tonight


Hey Borum, just to clarify something. When we post/email you the actual builds for these character submissions, what are your restrictions for sources for spell choices? I'm sticking to Pathfinder core books (CRB, APG, UM and UC) primarily, but I'm seeing some spells in Paizo supplements that would be fun/useful to take.

The arcane submission will for sure be up tonight. Divine and martial, if not up tonight, will be finished before Wednesday. ^_-


Glad to see more submissions *whistles and clicks tongue*

AT Volty, those sound fine, just hit me with the full descriptions so I can look them over, thanks.

At Luna, looking forwards to seeing what you make, all of those sound excellent.

AT everyone: backgrounds are not entirely necessary for each character minus the one you would most like to play, thank you. Also for SKILLS, make the entire list for me with all the bonuses, then place a * next to each trained one with a rank (#)

Also at Luna, I will only be allowing material from those 4 books, thank you.

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