To Those of Faith (Inactive)

Game Master JDPhipps

Roll20 campaign link!


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For those who were involved in the interest check for this campaign, sorry I took so long to get it up and running. For everyone, this is a recruitment for a home-brew game taking place largely within Absalom. I'll give you a quick run down of the campaign, and then I'll list rules for building characters, etc.

At the center of Absalom stands the Ascendant Court, the final resting place of the Starstone, maker of Gods. Raised from the sea by Aroden, the Last Azlanti, the Starstone stands today as the beacon of Absalom, solidifying its place as the City at the Center of the World. However, little is known of the Starstone or the god that raised it from the depths, and since Aroden's disappearance, more knowledge has been lost to time. Recently, however, you have heard tales of a man having arrived in the city who claims to be a disciple of the Last Azlanti. Over the last several weeks, the man has gained a following, with those who count themselves among his believers referring to him as "The Last Disciple". While originally assumed to be a charlatan, more and more have flocked to his cause for one reason; his miracles and magic have worked.

Now on to character build rules!

Character Creation Rules:

  • 20-point-buy, point for point. No scores above an 18 or below 8 before racial modifiers.
  • Level: We will be starting at 1st level. I do not hand out XP, I will let you know when you level up.
  • Alignment: I'd prefer no one evil. If you want to run an evil character, I will need a good reason.
  • Races: All Paizo material is allowed, but the stranger/more exotic your race, the better a backstory I'll expect from you as a result.
  • Classes: Again, all Paizo material is allowed. I will allow third party favored class options, but no classes. I'm not overly fond of psionics and I have not read through Path of War. Occult Adventures will be allowed, but once the official book is printed, all characters will have to be re-built according to those specifications.
  • Firearms: They are allowed. Enemies will have them as well. You have been warned.
  • Traits: Two traits, one must be a campaign trait. You are allowed to take a drawback for an additional trait.
  • Gold: Average gold for your class.
  • Unchained: Unchained classes are allowed. To anyone interested in playing an Unchained Rogue (or Slayer, for that matter), please PM me. I do have a small change I am making to the class. In addition, I will be using:

    --Background Skills
    --Disease/Poison Trackers
    --Removing Iterative Attacks
    --Wound Thresholds

  • House rules: I have a few house rules I always use. Others make come up in play, but these are relevant for character creation.
    --Dexterity to attack and damage is free, provided that you would be able to use Weapon Finesse with such a weapon OR you are using a ranged weapon. In addition, both the scimitar and falcata qualify for Dexterity to damage. Two-handed weapons that qualify for Weapon Finesse add 1.5x Dexterity modifier on a hit. You may also use the higher of your Strength or Dexterity to calculate your CMB.

    --Endurance now works as it does in Unchained, under the Wound Threshold entry. Diehard now allows you to ignore wound penalties for a number of rounds equal to your Constitution modifier, but after this expires, you are fatigued.
    --Combat Expertise is NOT required for Improved ______. I have eliminated some other feat taxes, though none of them SHOULD come up in character creation. If I spot any perusing your entries, I will let you know.

    If I remember any others for character creation, I WILL post into this thread. If a submitted character is using something modified by one of my rules, I will ALSO shoot you a PM. If you have played with me before, feel free to remind me of any I may be forgetting.

  • Player Expectations:

  • I ask that you be able to commit enough time to the game to post at least once a day. When I'm not working, I will likely post as frequently as possible. When I do work, I'll probably only post once a day, and occasionally I'll miss a day. If you'll be unable to post for more than a day or two at a time, I request you let me know ahead of time.
  • If you don't post for a week without an explanation, or have frequent absences lasting several days, I reserve the right to remove you from the game.
  • Please, don't be a jerk.
  • I use a few house rules, but otherwise run rules as written. If you think there's a mistake, let me know. I will do the same for you. I will be as fair as possible, so please don't try to cheat.
  • Have at least a passable knowledge of Golarion.
    Please be a decent writer and have a commitment to role-playing.
  • Roll20 will be used for combat maps, so please make an account if accepted.
  • I will roll initiative for all players during encounters. In addition, I will try to let you know whenever a skill check could be beneficial for you. If you, in character, would not think to roll a skill check (such as entering an area where you expect no resistance, so no Perception), I will use your passive skill check (Bonus +10) against their rolls and inform you if your character notices anything.
  • Completed submissions WILL include:

  • A completed stat block, with all relevant information on it. If I spot entries with missing information, I will inform you of it. If submissions have been closed and I inform you, you will have 24 hours until I consider your submission void.
  • A completed backstory, along with a physical description and an outline of your character's personality.
  • At your own discretion, feel free to also submit a small snippet of your writing/roleplaying in character. This is NOT required, and I will NOT hold it against you if this is not done. That said, if you want to showcase just how good at it your are, the option is there.
  • That should be everything. No definite end date for recruitment, however most likely I will end recruitment Monday night so that I may browse through all the entries on my day off. You may make two submissions for this game. Any questions, don't hesitate to ask. The campaign traits for this campaign will be listed below.

    Campaign Traits:

    New Convert
    -----
    In Absalom, those of faith are by no means uncommon. However, recently someone close to you--a member of your family, or a close friend or lover--has begun to speak of a new religious movement within the city, with sermons being held in the Ascendant Court. While originally not worrisome, they've begun to spend more and more time at these sermons, and you've begun to worry about just what this new movement entails. Due to your own investigations, you've picked up some degree of skill in maneuvering through Absalom. Choose Diplomacy, Knowledge (Local), Knowledge (Religion), Perception, or Sense Motive. You gain a +1 bonus to that skill, and that skill is always considered a class skill for you.

    Starstone Scholar
    -----
    Like many, you have long been obsessed with the object now known as the Starstone. While many have tried, few who attempt to pass the Test of the Starstone survive, and even fewer manage to leave in any state to speak of what lies within the cathedral. Most are content to listen to old legends and folk tales, but not you. When you discovered a new religious movement that claimed to know new facts about the powers of the Starstone, you were hooked. While most of your research has turned up dead ends on the Starstone, you've learned a large number of things you'd have never discovered otherwise; you are able to make Knowledge checks untrained, and you recieve a +1 trait bonus to any knowledge skill of your choice.

    Rank and File
    -----
    While not a member of the infamous Gray Guards of the Ascendant Court, you are (or were) a member of the typical guards of Absalom. Recently, you've heard rumors that guardsmen have been drafted into the Gray Guard to keep the peace due to the arrival of a new, increasingly popular religious leader that has arrived in Absalom. While peculiar in itself, you've heard whispers a member of the Gray Guard has defected, pledging himself to the cause of the this new outsider. Your work as a guardsman has steeled you towards physical assault; you gain a +1 bonus to Fortitude saves.

    Servant of the Cloth
    -----
    Absalom's Ascendant Court features a litany of churches and cathedrals to the many gods that are worshipped across Absalom and Golarion. Whether raised to do so from a young age or a recent recruit, you've found yourself working in one of the many temples. Recently, you've stopped seeing some of the familiar faces that frequent your place of worship; after inquiring, it seems some of them have joined some new faith that has recently arrived in Absalom. The tenants of your faith have empowered you; you gain a +2 trait bonus to your Will save against mind-affecting effects.

    The Problem Element
    -----
    You've worked in Absalom's underground for some time now. You're by no means a big shot, or someone with a reputation, but you've done well enough that people have started to bother learning your name. You've heard a lot of rumors about some man attracting followers in the city. Not one to be made a fool of, there's a lot of money being offered for any information on this newcomer, and you're not looking to miss out on a jackpot. Your time in the seedy underbelly of Absalom has paid off through criminal connections; when rolling in an attempt to gather information, you may roll twice before you learn the result of the first roll. You must take the result of the second roll, even if it is worse.

    [b]Guildsman
    ----------
    Either an aspiring merchant or an apprentice to a master of your trade, you've been working an honest life in Absalom for many years. While business is restricted largely to the Coins, you have friends among those from God's Market that have told you of a strange man attracting a following in the Ascendant Court. With his growing popularity, many businesses--including your own, in some way or another--are attempting to gain his favor or even his endorsement for their wares. While none have had any luck, a man who's influence grows so quickly would be a valuable business partner.

    Chellish Ambassador
    -----
    Originally hailing from Cheliax, you've moved here to assist your employer--a prominent Chellish dignitary serving as an ambassador to Absalom--and now live in what was once the Temple of Aroden before his disappearance. Recently, the ambassador has been on edge, hearing news of some new religious upstart planning to claim the Temple of Aroden as his own, and force you and the other Chellish residents to either pruchase or construct a new embassy somewhere in the city. Having been embroiled in Chellish politics your whole life, you've developed a level of political savvy; whenever you roll either a Diplomacy check to persuade another person or a Sense Motive to determine if someone is lying to you, you gain a +2 trait bonus on your roll.


    You should update your Dex to damage houserule. In your CoT recruitment thread, you mentioned that it's only for melee weapons that are finessable. Might be ideal to clarify this earlier than later :)


    Very true. I forgot that I had to to that in the thread for CoT. Thanks for pointing that out.


    The Guildsman seems like it is missing a sentence or two. Interested in the game, but have also submitted a character for the CoT thread. If not selected for CoT will submit a character for this one.


    Isin Ghar wrote:
    The Guildsman seems like it is missing a sentence or two. Interested in the game, but have also submitted a character for the CoT thread. If not selected for CoT will submit a character for this one.

    You are correct. The full text should read:

    Guildsman
    ----------
    Either an aspiring merchant or an apprentice to a master of your trade, you've been working an honest life in Absalom for many years. While business is restricted largely to the Coins, you have friends among those from God's Market that have told you of a strange man attracting a following in the Ascendant Court. With his growing popularity, many businesses--including your own, in some way or another--are attempting to gain his favor or even his endorsement for their wares. While none have had any luck, a man who's influence grows so quickly would be a valuable business partner. Due to your diligent plying of your trade, you've managed to scrape together more money than you'd otherwise be able to; you begin play with double your class's average starting wealth.


    Pathfinder Lost Omens Subscriber

    Same boat as Isin Ghar. If I don't make it into CoT, i'll apply here.


    dot


    dottin


    Dotting in for interest here, probably going to submit the Kuthite inquisitor I mentioned in the last thread.


    I'm definitely interested, but I'm not sure yet what I'd like to do for a character. I'll have some time tonight, so I'll look and see what I can come up with.


    Was on the interest check thread and am highly intrigued. Thinking (given the direction of the campaign) a religious character would be most enjoyable for me to play. Question is, what faith? Thinking an inquisitor or warpriest, though an Oracle could also allow for some cool thematic tie ins.


    I would like to submit Crack-jawed Ahto for your consideration.

    He is a brawler by class, and works as an independent contractor in the field of hired muscle and/or leg-breaker.

    His hobbies include fighting, drinking, and carousing.

    He is (of course) built around the "Problem Element" campaign trait.


    @Ahto: Your submission looks good (and congrats on being the first!) but it looks like you're missing one point for your ability scores. You've got 19, not 20. I've love a LITTLE more on his background and personality, but what you've got so far is an excellent start. As this is a homebrew campaign, elements of your background WILL show up and be relevant.


    This is Rennaivx - I think I actually have a character that will fit the bill for the campaign. Her backstory and appearance/personality are about where they'll be (although I'll add a couple of details to get her into Absalom), but her stat block is very much a work in progress (it was based on normal 20-point buy stats instead of point for point). Her stat block should be up to snuff by tomorrow morning; I just wanted to get the character concept into the conversation.

    She'll have the Servant of the Cloth campaign trait once I decide which trait I want to swap out; she's employed in the temple of Calistria as a courtesan. She's also a sacred huntsmaster inquisitor with a giant wasp animal companion, with a personal mission to act as a mortal avatar of vengeance for her goddess after being wronged fairly harshly in her past. Definitely chaotic neutral, but not outright evil - she reserves her ire for those who fairly clearly deserve it.

    A tall, lean woman with long, rounded ears saunters into the open courtyard of the Ascendant Court, leaning on a long, graceful spear and taking in the opulent cathedral. By her side is an unusual sight, even for Absalom - a wasp the size of a small bear, hovering a few inches off the ground with a low buzz.

    "It's something, huh?" the half elf woman says, absently reaching over and running her hand over the beast's hard chitin. "I wonder sometimes what it'd be like to try for the Starstone - but everyone knows no one makes it through that folly. The Cathedral of Failure is filled with the legacy of those fools." She turns for the knot of people surrounding the improvised dais in the square, where she can see the upstart preacher calling to his new flock. "Well, that must be the new guy, that 'Last Disciple'. Must be something else, to pull so many patrons away from the Savored Sting's finest delights - let's go see what all the fuss is about."


    Jon, The Evil DM wrote:
    @Ahto: Your submission looks good (and congrats on being the first!) but it looks like you're missing one point for your ability scores. You've got 19, not 20. I've love a LITTLE more on his background and personality, but what you've got so far is an excellent start. As this is a homebrew campaign, elements of your background WILL show up and be relevant.

    Thanks. I fleshed out his background a bit more, including specific references to his known haunts and associations.

    As for his stats: Oops, overlooked that point-for-point part. I'll fix it.


    Ahto stifled a shudder as he walked beneath the sign of the Black Mask costume and masque shop. Although the exterior matched the refinement of the entire Ascendent Court, those who purported to work here were as unsavory as they came. Just another collection job. That's it. Some fool needs reminding that he needs to pay his debts. I hope that's it...

    Ahto couldn't help but dread each new job from the proprieters of the Black Mask. They weren't run-of-the-mill thieves or racketeers; they were something else, and Ahto had a feeling that each bag of coins they pressed into his palm brought him closer to seeing the true face behind the multiple layers of masks.

    "Well met, good sir," Ahto said, nodding to the rather non-descript shop keeper. "I understand that you had call for a hotspur. Am I to meet the client here, or is there an address?"

    Ahto waited for him to hand over the piece of paper with address. He was never told that he would meet the client here. His job as a hotspur was, as usual, his cover for his real job.

    "You would be Ahto, yes?" the clerk replied, making a tracing gesture on the side of his own face.

    Yes, you twit. Everyone knows me by my scar. Ahto growled inside his head. Just give me the address, already.

    "Wait here," the clerk quipped, not giving Ahto a chance to reply. He moved swiftly through the curtain dividing the counter from the stock room. He returned a few moments later, drawing back the curtain and motioning him inside.

    "This way please, Ahto." he said he in an oily, overly proper manner.

    I was afraid of this. Things are about to get uncomfortable. Ahto scanned the area for possible exits. I may have to make a run for it.

    "Thank you," Ahto replied with a nod of his head. Trying his best not to appear unnerved by the invitation, he strode purposefully through the curtain and into a maze of crates, barrels, boxes and clothing racks.

    He waited for the shop keeper to step through and guide him, but the man did not follow.

    "This way," said a soft voice from somewhere within the maze. "Behind the rack of ballgowns."

    Ahto made his way through the narrow paths between the stacks of stock and eventually found himself standing in front of a large desk stacked with ledgers, rolls of parchment, ink pots, quills, a blotter and an abacus.

    Sitting at the desk was a matronly looking woman in her later years. She was plump, with an apple-cheeked face and salt-and-pepper hair that may have originally been auburn. She looked like every mother, seamstress, and good wife he'd ever seen on the street, but didn't know by name. She was so ordinary that he found her appearance disturbing.

    "Crack-jawed Ahto," she said in a tone that weighed and measured every inch of him. "We have done business before, and we have been quite satisfied with your professionalism. As such, we have a job for you that requires discretion. We have decided to make this request in person, here, in a location that we know is secure from prying eyes and ears rather than by our usual means of communication. We cannot risk any correspondence on this matter falling into unknown hands."

    "What's the job?" Ahto asked, trying to sound unconcerned.

    "We are looking for information," the woman replied. "There is a new player in the political landscape of Absalom, a man who folk have taken to calling 'the Last Disciple'. He is quickly making a name for himself, and followers are flocking to him. We want you to use your contacts and networks to find out what you can about the man and report your findings to us. Understand, you are not to write anything down, and you are only to report directly to us and to our agents. For now, that means you will come here and speak with us, only. If circumstances require, we will make other locations in the city known to you where you can make reports. If this becomes necessary, you will be notified of these new locations from here, or an already revealed location. No one on the street will notify you. Please make certain that you understand this."

    Her motherly smile turned stone cold with her last statement. There was to be no doubt that this was deadly serious business.

    "Understood," Ahto replied, keeping his tone level. "So, what's the pay for this job?"

    It better be a fortune.


    @Kierana: I'll reserve any judgement on your mechanics until you've got them done. The rest of your submission looks fine, though. Remember when working on your skills that you get background skills from Pathfinder Unchained. If you don't have access to the book, let me know and I'll explain it to you.

    @Ahto: Thank you very much for that snippet of role-play, and for fixing your ability scores. I'm still not sure how you get the masterwork studded leather, though. Also, you've got a typo in your skills; you have seven (which you should), but say you get six. Also, keep in mind you get background skills for your character as well. If you don't have Pathfinder Unchained, let me know and I can give you the run-down.


    Ooh, I love background skills! A few weeks before Unchained came out, I wrote an archetype for my paladin that was basically precisely the concept of background skills, without having any idea they were going to be in Unchained. I was super stoked when I got the book and saw that section.

    I'll repost when I've got all the crunch in place - like I said, should be by tomorrow morning. Basic idea is going to be melee with an elven curve blade (not an elven branched spear...an oops in my roleplay intro), working Combat Reflexes and teamwork feats to maximise attacks of opportunity along with my wasp companion. I should also be a reasonable party face/skill monkey.


    Jon, The Evil DM wrote:


    @Ahto: Thank you very much for that snippet of role-play, and for fixing your ability scores. I'm still not sure how you get the masterwork studded leather, though. Also, you've got a typo in your skills; you have seven (which you should), but say you get six. Also, keep in mind you get background skills for your character as well. If you don't have Pathfinder Unchained, let me know and I can give you the run-down.

    Thanks for the feedback!

    I fixed the typo in the Skills section. The masterwork studded leather was left over from a previous PbP application where the GM allowed for maximum starting gold. I switched it out for a chain shirt, which brings me down to average starting gold.

    I don't have a copy of Pathfinder Unchained, so if you could provide a rundown on Background Skills, I would be most appreciative.


    Actually, it's up on the d20pfsrd already!

    Mostly just checking once again to drop that link and say I'm still here. While I'm building an inquisitor, I'm actually fairly certain I'll be taking the Chelish Ambassador campaign trait--he'll be a representative of Nidal in good grace, working with the embassy to assist them in their needs while also hoping to spread word of his own... special take on the faith.


    Sounds great Jon! I think I might be more interested in this than Council of Thieves, might have to rescind my application there.


    Dotting. Considering either a psychopomp summoner or some kind of oracle. I'll try to have a build up tonight.


    I'm liking the Starstone Scholar trait. I really like the idea of being someone obsessed with one day passing the test, and until then gaining as much knowledge about it and anything related to it as possible. Knowledge is power after all.


    I think I'll create an Arcanist of some sort, with the Starstone Scholar trait. Get a few ideas sorted, and will nail down a backstory within a couple of days.


    This is Wanderer82. Given that several people jumped for Inquisitor before me, and it seems like a few others are leaning arcane, I am going to give the unchained rogue a try! I have always loved rogues (since back in 2e) and want to take the most recent incarnation for a spin. Plus, being a skill monkey could provide for many fun scenarios in a city-based campaign. Mechanically he is done, just need to finish typing up appearance, personality, and background. Will hopefully finish those in the AM.


    here is my submission! Pyrrha Elf Magus
    Thanks for consideration


    All right, my stat block should be up to snuff. I apologize if there are any errors; I've been up entirely too long, with miles to go before I sleep. :/ Let me know and I'll get any errors adjusted.


    Alright, here's my submission: Aemon Grahame, Starstone Scholar and Occultist. More flavor text to come, but I like the way he's coming together so far, and the Occultist is a very interesting class with some interesting potential tie-ins for this story. Thanks for the consideration!


    Loup Blanc wrote:
    Actually, it's up on the d20pfsrd already!

    Thanks!

    I chose Handle Animal and Sleight of Hand as my Background Skills. Handle Animal because he often has to lead horses through crowded, bustling streets, as well as dissuade both stray and guard dogs from time to time. Sleight of Hand represents his failed aspirations of being a first rate pickpocket. He knows how to do it, but he's not great at it. He doesn't like relying on it for anything beyond palming a coin or two.


    Seraphine Crunch:

    Female peri-blooded aasimar (emberkin) blood arcanist 1 (Pathfinder RPG Advanced Class Guide 8, 77, Pathfinder RPG Advanced Race Guide 84)
    N Medium outsider (native)
    Init +4; Senses darkvision 60 ft.; Perception +1
    --------------------
    Defense
    --------------------
    AC 10, touch 10, flat-footed 10
    hp 8 (1d6+2)
    Fort +1, Ref +0, Will +1
    Resist acid 5, cold 5, electricity 5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Special Attacks arcane reservoir (1/4), consume spells
    Spell-Like Abilities (CL 1st; concentration +4)
    1/day—pyrotechnics (DC 15)
    Blood Arcanist Spells Prepared (CL 1st; concentration +6)
    1st—burning hands (DC 17), color spray (DC 16)
    0 (at will)—dancing lights, detect magic, prestidigitation, read magic
    Bloodline Arcane
    --------------------
    Statistics
    --------------------
    Str 8, Dex 10, Con 12, Int 20, Wis 8, Cha 16
    Base Atk +0; CMB -1; CMD 9
    Feats Alertness, Spell Focus (evocation)
    Traits magical lineage, - custom trait -
    Skills Knowledge (arcana) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +12, Knowledge (religion) +9, Perception +1, Sense Motive +1, Spellcraft +11, Use Magic Device +7; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
    Languages Celestial, Common, Draconic, Dwarven, Elven, Halfling, Sylvan
    SQ arcane bond (arcane familiar, scorpion, greensting), bloodline (arcane), bloodline arcana (+1 DC for metamagic spells that increase spell level)
    Other Gear 70 gp
    --------------------
    Special Abilities
    --------------------
    Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
    Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
    Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
    Darkvision (60 feet) You can see in the dark (black and white vision only).
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
    Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
    Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
    Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
    Magical Lineage (Fireball) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.

    Seraphine Backstory:

    Seraphine had always been a troubled child, almost as early as she could remember. After being abandoned as a child due to unknown reasons, Seraphine was sent to an orphanage as a place to stay. Her celestial blood made her a more unique child, compared with others in the orphanage, and Seraphine was quickly adopted out as at very young age. Still a young girl, Seraphine enjoyed her new family, and things progressed naturally. Seraphine began to exert a few magical abilities, odd smells, or maybe her skin would steam slightly if she was particularly angry, but her family paid it no mind, deciding to set her up with a magical tutor if things developed further, and the matter was quickly sidelined.

    That night, Seraphine woke up with the house on fire. Choking on smoke, she fled the house, only to discover that she was the only person to successfully make it out. Overcome with guilt, and feeling responsible, Seraphine roamed the streets, staying out of sight and eventually successfully taking up residence in a cold storage room where she would spend long hours, terrified of falling asleep and setting something on fire.

    After a few months of this, Seraphine decided a new approach was necessary. She certainly couldn’t stay huddled up in a freezing cold room for the rest of her life, and something needed to be done. Seraphine refused to potentially endanger someone else, for fear that she could lash out uncontrollably, and so decided to teach herself, even the fire spells that she had grown so fearful of.
    In essence, Seraphine had relatively good luck in practising magic on her own , although this brought new challenges. Soon, she felt more confident in controlling her magic, but began to experience troublesome feelings when using it. For instance, after burning a piece of wood to a crisp, Seraphine would feel a rush of power, of exhilaration, and such feelings scared her. She began to worry that she might pursue more dangerous magic merely to feel those emotions again, and so began to channel her power into helping others. She still often had nightmares about waking up in a burning house, but she no longer felt helpless when she awoke, true, she had a powerful arcane bloodline, and her magic was more unstable than most, but she WOULD master both it and herself, and use her magic to defend others, rather than crushing anyone who provoked her. Seraphine found Nethy’s as a deity she empathised with, and implemented some of his works into her magical practise. She reminded herself that there were always two sides to everything, and she tried to stay as balanced as she could in everything she did. She hung around the Starstone, and researched it at leisure, for it remained one of the most accessible (to some degree), objects relative to achieving divinity. It was during this time that she began to hear rumours of a man calling himself “The Last Disciple”, and Seraphine began to investigate this man, who she instantly distrusted, and began keeping tabs. If this man had some relationship with the divine, it was possible he could teach her, or otherwise assist her with her current fears and problems. Seraphine wasn't quite ready to rush to this man yet, but nor was she about to let a possibility pass her by.

    Seraphine Personality and Physical Description:

    Seraphine is a flame haired female aasimar, with golden eyes and bronzed skin. Not a particularly strong individual, Seraphine has a lithe build, and generally goes around with her fair unbound down her neck. She dresses fairly simply, with none of her clothing particularly expensive, it mostly does the job of clothing her and little else, Seraphine being rather practical with her money.

    In personality, Seraphine is a fairly curious sort, always eager for new information, although she generally dislikes gossip. Very often one of the smartest persons in the room, Seraphine generally hides this, she dislikes showing off and dislikes making anyone else look silly. Somewhat passive, Seraphine is fairly conscious of her magical ability and keeps tight hold over her emotions at all times, trying to remain calm and collected at all times. When she fails however, Seraphine generally cuts loose, unleashing fire as a means of retaliation, or merely "venting". Outbursts such as this generally result in Seraphine feeling guilty afterwards, and sometimes result in her withdrawing for a short while, until she feels more in control.


    I've my eyes on the Chellish Ambassador trait, currently.

    That said, it looks like your house-rules are very generous towards ranged weapons. I might do something with an archer.

    Does the dex-bonus stack with other stat bonuses to damage one might have from elsewhere? In particular, there're a variety of gun-focused abilities that provide dex to damage, and of course, there's the composite bows.

    I seem to remember a FAQ entry that said you can't stack an untyped bonus from a single stat twice or more (i.e. Oracle Lore revelation thingy and Divine Grace), but that wouldn't prevent a really awesome thrown weapon warrior.


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    I would like to submit a white haired witch (and would like to go into magus later).

    Skandar Crunch:
    Skandar
    Male Sylph witch 1 Archetypes White-Haired Witch,
    None Medium outsider (native)
    Init +3, Senses darkvision (60 ft.); Perception +2
    =================================================
    DEFENSE
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    AC 13, touch 13, flat-footed 10 (+3 Dex, )
    hp 8 ((1d6)+2)
    Fort +1, Ref +3, Will +1
    Resistances electricity 5,
    =================================================
    OFFENSE
    =================================================
    Speed 30 ft.
    Special Attacks White Hair,
    Innate Spell-Like Abilities feather fall (DC 10,1/day),

    =================================================
    TACTICS
    =================================================

    =================================================
    STATISTICS
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    Str 13, Dex 16, Con 13, Int 18, Wis 9, Cha 7,
    Base Atk +0; CMB +1 (+3 grapple); CMD 14
    Feats Alertness, Rime Spell
    Skills Fly +7, Intimidate +2, Knowledge (Arcana) +8, Perception +2, Spellcraft +8, Use Magic Device +2,
    Traits Magical Lineage (Frostbite),
    Languages Auran, Common, Halfling, Polyglot, Shadowtongue, Skald
    SQ air affinity, cantrips, darkvision, energy resistance, hex, spell-like ability, wisdom patron, witch's familiar, witch patron spells,
    Combat Gear
    Other Gear 150.0 gp
    =================================================
    SPECIAL ABILITIES
    =================================================
    Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.

    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.

    Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

    Darkvision

    Energy Resistance (Ex) Sylphs have electricity resistance 5.

    Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 14.

    Magical Lineage (Frostbite) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Frostbite, treat its actual level as 1 lower for determining the spell's final adjusted level.

    Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

    Spell-Like Ability (Ex) Feather Fall 1/day.

    Wayang Spellhunter You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

    White Hair (Su) You can use your hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage plus your Intelligence modifier (+4). In addition, whenever the hair strikes a foe, you can attempt to grapple that foe with your hair as a free action without provoking an attack of opportunity, using your Intelligence modifier in place of your Strength modifier when making the combat maneuver check (CMB +6). When you grapple a foe in this way, you do not gain the grappled condition. The hair cannot be sundered or attacked as a separate creature.

    Wisdom Patron

    Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.

    Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.


    Skandar Backstory:
    As a young boy Skandar was sold to a witch. He remembers her, a fading beauty with hair that seemed to dance to her mood. She was manically tempered and could go from a loving teacher to a raging crone over the smallest perceived slight. Spite was what drove her and she spent her days concocting hexes and curses for those she felt wrong her. Lucky for them she would rarely make use of these do to being distracted by other new imaged insults.
    Sometimes she would embrace Skandar, teaching him and considering him her allie in revenge, other times she would think he was colluding with her enemies and lock him in closets for days. Her hair was what scared him most and he always approached her like a timid dog with conflicted love for his master. If she was angry the hair would rage, constrict around his throat and drag him. If she was delighted her warm touch is what would embrace him. He grew up in this terror, surviving as an abused servant or loved son or apprentice depending on her mood.

    What set her off that day Skandar does not know. He remembers waking to her furious. She was charging through the house, throwing chairs and breaking whatever would break. When Skandar appeared her anger turned towards him and she grabbed him with her hair. She yelled and screamed as her hair lassoed him and dragged him towards her. “I feed you, I house you, YOU UNGRATEFUL RUNT, How could you side with her.” she yelled. “Why don’t you eat this,” she bellowed as her hair attacked skanders mouth filling his throat, He could feel it ticklings the inside of his lungs. He gasped and he gasped for air but none came.

    He hand grabbed for anything, on the table he could feel the hilt of a blade. He grabbed it and hacked towards her throat, it burst open in a brilliant red as she gurgled. He then hacked and hacked at her hair till it was severed. She fell back, grasping at air and trying to stand, gurgling failed incantations. Skandar tried to yank the hair out his throat but to his horror it crawled deeper inside of him.

    He collapsed, trying to gulp in air. He could see the witch dead, her blank eyes staring into his soul. As he lied dying the witches small crab crawled in front of his gaze. He does not know what it was, but he could feel it offering something, a chance to live, all he had to do was accept its gifts. With little choice he accepted and air began to fill his lungs.

    With the witch dead Skander did not know what to do. He grabbed the things of use to him and hit the road before anyone would find her body. On the road some local ruffians recognized him. They approach Skandar and began their normal harassment of the poor Elf lad.
    “Please leave me be” Skandar begged as he submissively tried to back away.
    “Just one punch then, how about in the gut.” One of the Ruffians laugh as they raised their fist in jest.
    Skandar flinched and screeched but instead of noise witch hair burst out of his mouth into the Ruffians face. The man jumped back in surprised. “You freak, you Freak” he stammered as he his friends scampered backwards and towards down. “I’m sorry” Skandar stuttered as he grasped his mouth and ran as fast his legs could carry him.


    Skandar Personality and Desc.:
    Personality: Years of working as wenches houseboy made Skandar a timid and stuttering lad. He works hard to avoid conflict with others and spends much of his time looking at the ground. Pushed too far he is accustomed to short lived by strong outburst of rage. Living with a witch and enduring abuse has given him a slight wicked side in terms of humor and entertainment and normal will be intrigue and delighted by disturbing things.

    Description: Short and gaunt he has a long bowl cut and youthful features. He tends to look down at the ground and reply in mumbles and stutters.


    If I'm chosen, permission to use the updated rule for resonant powers listed in this preview?


    Figure I will give a RP example and also place my character in the area. Also I would like to take drawback Doudt and pick up new Convert Trait (sense motive)

    Skandar had finished unloading the wagon and went and stood by the wagoner and a merchant as they checked over the merchandise. His eyes faced downwards, trying to avoid eye contact as he stood timidly, awkwardly not sure what do with himself as he waited.

    “Did you hear about that Last Azlanti fella?” the fat merchant said as his eyes grazed over the manifest.
    “Loads of hogwash if you ask me,” the wagoner replied, his hands behind his back with a slight tone of impatience.
    “Proof is in the pudding they say. He has more than a few miracles to his name.“ The merchant replied as he signed the document and handed it over.
    “A few card tricks and you can claim to be Aroden himself these days and fools will follow.” The wagoner took the manifest. His face showing boredom at the conversation.

    As the merchant grabbed his purse and handed coins to the wagoner he looked down at Skandar.
    “Good help is hard to find these days I guess,” the man jested as Skandar clumsily looked around fumbling over himself.

    The wagoner took the coin and looked at Skandar, not even attempting to hide the displeasure from his face. “Maybe I need to make myself a prophet so I can get some followers. Some fool ready to throw himself on the sword for me or work for free. Can't be any worse than these transient types” The wagoner looked like he was going to check if Skandar pocketed anything but then decided the pathetic creature wasn’t even worth the effort. He grabbed a coin and threw it at the dirt in front of Skandar.

    Skandar nervously jumped towards the coin like a hungry stray. He had spent the entire road voyage under the gaze the wagoner's disappointed stares and wanted out as fast as possible. He grabbed the coin and scampered off. Ending the exchange as awkwardly possible to the fading laughter of the merchant as he put distance between himself and his former employer.

    Once out of sight he stopped and counted his coin. There was enough to last him a few days, now what was he to do?. Once finding food and warmth was done what to do with his time was a problem Skandar had often faced since running. This last Disciple fellow had sparked his interest, perhaps he should see what he is all about.


    @The Dragon: You can't stack Dexterity onto your damage twice, although composite bows and thrown weapons can add your Strength.

    @Aemon: Sure, that sounds fine.


    Excellent. Now I'll just hope that some of the other previews will include some psychic feats or something that I can take. The lack of an Arcane Strike or Extra Focus Power option is irritating, to say the least.


    Hey guys! I mentioned it as probable, but I'm going to go ahead and make it official: Recruitment will end on Monday, June 22 at 11:59 PM, EST. If you've dotted in before then, you'll have around 24 hours to get your character to me, and I'll browse through all entries in full. At that point, I'll PM anyone with errors/questions, and after that I'll post my final selections!

    Silver Crusade

    Homebrew = Cool..What do you think of a human Oradin


    Hey, question--I know it just opened very recently, but would you be open to using the new Vigilante playtest? The class seems incredibly interesting and could work very well for this kind of game, mixing combat ability with intrigue and skills.


    @Tin Foil Yamakah: Fine with me, I suppose. Not exactly an "out there" kind of character, so I don't have a problem with it.

    @Loup Blanc: Maybe? I haven't read through the whole thing, but it does seem interesting. I'll give it a tentative yes.


    Woof. Massive update/overhaul to Aemon's backstory. Established a connection for his powers and a reason for his adventuring age. I'll look later and try to trim it down, but it's much better than the first draft. Also updated his stats to fix a misunderstanding of implements.

    Silver Crusade

    Jon, The Evil DM wrote:
    @Tin Foil Yamakah: Fine with me, I suppose. Not exactly an "out there" kind of character, so I don't have a problem with it.

    Well, that's why I proposed it. I am hoping for an old school kind of game


    DM, I know you'll be doing detailed reading on Tuesday, but I'd appreciate if you'd glance at Aemon and let me know if I wrote too much. I had fun writing it, I'd had to be disqualified because my backstory was just too much to wade through :/


    @Aemon: Trust me, it won't be too much for me to wade through. I love reading through character backgrounds. One of the players in my home game submitted a 4-page long backstory to me at the start of play, all in character. It was wonderful. I won't penalize you for having a lot of backstory, where's the fun in that?


    I love long backstories. They're way more fun. I've several times sat down to sketch out a basic outline for a character and ended up with 4-7 pages of full narrative. Oops. :)


    I have an idea, a familiar who somehow survived the loss of her master, (I saw such a character in a book of NPCs and loved it) because her master was soul trapped rather than just normally dead. Now she desires to find her master, but in the mean time, doesn't really know how to live without people.

    I can't imagine this being a mechanics problem, but if I'm wrong on that, let me know.

    I figure learned sorcerer would be the class. (A 3pp archtype for sorcerer which replaces all bloodline abilities except the class skill with an extra spell known slot that can be changed each day in the same manner of a wizard, but is still just known so can be cast like any other spell known by the sorcerer.)


    I might tinker with his background, he still needs another trait, and I still have the 15gp left to spend after buying armour (35gp ain't much Kineticist!). But here is my application, Jon.


    Good luck everyone


    In lieu of my own inability to go over all the submissions tomorrow, I'm actually going to leave recruitment open for another few days. My next day off is Saturday, so recruitment will remain open until Friday, at 11:59 PM EST.

    However, I will begin perusing the entries now. I'll also be sending out some PMs to those who have expressed interest to see if they're still planning on submitting. I'll let you guys know who's in ASAP.

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