Yorick Presents "The Red Hand of Doom" (Group 1) (Inactive)

Game Master YoricksRequiem


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Hello friends.

As some of you already know, I am preparing to start a PBP campaign of "The Red Hand of Doom" very shortly.

For those who don't know, "The Red Hand of Doom" is one of the most highly acclaimed adventures for D&D 3.5. I've done (read: stolen and then largely tweaked) a conversion to Pathfinder, and then thrown it somewhat haphazardly into Golarion. In the History and Locations section, you'll be able to find a map that I've altered, as well as information relevant to the specific areas. Note that I've left it vague in many cases, not because I have no ideas, but because I want to see what you guys do with your characters first.

You can feel free to skip the Adventure Premise if you want, but I figured that some people might be interested in knowing what the adventure is about before making their characters.

Adventure Premise:
In The Red Hand of Doom, your characters will discover that a massive army is marching on the Elsir Vale. Because the cities within are all very independent, they are unfortunately also terribly unprepared for such a thing. The players will have to find allies, come up with inventive ways to slow down the approaching horde, and possibly even die for their country in an enormous battle. It’s going to be a lot of fun.

Character Creation:

- 15 Point Buy.
- Starting at 5th level. (Don’t forget the +1 Ability Score modifier at 4th level!)
- No Evil Alignment, and do not abuse Chaotic Neutral.
- Two Traits, neither need be campaign specific.
- Starting gold is 10,500gp.
- HP is full + con for the first level, half + con for each additional level.
- All Paizo Classes / Archetypes are accepted. Though please note, it will be difficult for a Summoner or Cavalier to get in. No third party, no psionics.
- Less common races are not only allowed but encouraged. I generally find Dwarves and Elves to be rather boring since they haven’t changed much since Tolkien standardized them back in the 40’s. Tengus, Gripplis, Ratfolk, Aasimar, Tieflings, etc are all welcome. Note that this doesn't mean if you have an Elf or a Dwarf character that you won't be selected. Having a good background trumps everything. But I like having more options and I'm sure you guys do, too. Hell, even playing as a goblin/hobgoblin could work.

Character Background Information:

The setting is Golarion, specifically the regions around Barisia, Lastwall, Nirmathas, Nidal, and Molthune. There are definitely a few changes, so please consult the map and locations that I've written about. Mostly I've left it pretty vague to leave more room for your backgrounds to define you. We're not stepping outside of those regions, so you feel free to change what's going on in Brevoy or Andoran or Geb or whereever if it makes your character more interesting.
Don't worry much over making it canon, just so long as it makes sense and is interesting. You could tell me that there's an eternal war going on with the Northern Giants and the Panserbjørn and I'd say "Okay, awesome, what does it mean for your character?"

While this can be a pretty combat-heavy adventure, there are plenty of opportunities for out-think the opponents, as well as roleplay the hell out of situations and interactions. Character growth and storytelling is one of my favourite parts, so please make your characters interesting. Also, bear in mind that in the Red Hand of Doom, you will be defending the region, so you need a reason for that.

Brief History of the Region, and Locations:

Map! Please forgive the shoddy Photoshop work.

Once upon a time, this region was a unified kingdom known as Rhestilor that was barely surviving due to civil strife, monstrous incursions, and magical blights. As much as the nobles tried to hold it together, there were too many different threats to try and combat, and the kingdom was weakening.

During a large war close to 200 years ago, a savage horde of goblins out of the Wyrmsmoke Mountains burned the capital Tamran. Although the Rhestilor Army managed to kill many of the goblins, Tamram itself had to be abandoned. The city that had been built on piers and canals fell into disrepair and begun sinking into the marshes.

While Rhestilor won the battle against the goblins, the strain was too much on the kingdom and it broke apart. Since the divide, many of the local towns have taken to looking after themselves. They are generally on relatively friendly terms with each other and have established trade routes, but they are independent and very segregated.

Locations
Brindol: Brindol is one of the larger settlements in the region. Being located between Skelt, Tamran, and Canorate turned Brindol from being a small farming community into a thriving city. Farm lands still surround the town for miles in all directions. Despite its importance to the area, it only has a small keep, militia, and city walls to protect it. Population: 8,400.

Canorate: A trade city located on the shores of a river leading to Lake Encarthan, Canorate is the largest community in the region. It’s the first bit of civilization that one approaches when arriving from either the south or east. Canorate is ruled by a Temple Council, and rumours say that it even has a supremely powerful Arcane Spellcaster who is paid a fortune to safeguard the city from magical attacks. The city itself is built with a circular layout that combines architectural beauty with sensible defense. The very center of town features a “Sweet Orchard” section where only the wealthiest of citizens live. Commoners need work or travel permits to even gain access. Population: 11,600.

Skelt: The town of Skelt is famous for three things. There is a road to the west known as the Dwarfroad that was forged through the mountains, leading directly to the port town of Korsova. North of Skelt is the Elsir River. The river itself is at the bottom of a wide chasm that splits the region. The town of Skelt has an elevator that goes down to the river, where it uses a ferry system for transportation of people and supplies over to Vellumis. Slightly north of Skelt is Skull Gorge Bridge, which goes over the river, leading north to the town of Urgir. Population: 5,400.

Vellumis: A small town built on Lake Encarthan. It’s known for woodcutting the northen Fangwood, and also for papermarking. Vellumis is one of the oldest cities in the area, and while it was once a beautiful city of marble and domed buildings, it has recently come under rule by the Trask clan, who are generally seen as brigands by the other rulers. Population: 6,200.

Kraggodan: Not much is known about Kraggodan, the Dwarven city located near the southern end of the Mindspin Mountains. The Dwarves were twice hired by the Kingdom in the old days, both to build the bridge north of Skelt and to make the Dwarfroad passage through the mountains. While they now have a good trade relationship with Brindol, they generally keep to themselves.

Blackfens: Lake Encarthan's southwestern shore gives way to vast wetlands known as the Blackfens. It’s more of a marsh than a swamp, which has been growing wild since Tamran was abandoned. The population of monstrous denizens in the area has been on the rise, but their growth has been somewhat slowed by a small and secretive group of Tengu known as the Tiri Kitor.

Korsova is a huge port city, governed by a charter that divides responsibility between several magistrates, arbiters, and a monarchy of kings and queens.

The Tornwastes is the name given to the desert west of the Mindspin Mountains. It’s largely seen as uninhabitable with little reason to ever go there. There are some ancient ruins that attract explorers and archaeologists, but it’s seen as one of the more dangerous places to lead expeditions.

Kaer Maga is the only city in the Thornwastes and is perched on the southern edge of the desert, on a high rise that overlooks the lands to the south. The city itself is built on the ruins of an immense and mysterious fortress. It’s an incredibly cutthroat and dangerous city, with no established government whatsoever. Residents often murder travelers or even raid the city of Jangerhoff.

Fangwood: The Fangwoods are sprawling forests that separate Skelt and the ruins of Tamran. Given their massive size, not much is known of what goes on in them. There are rumours of strange beasts, and even thriving tribes. It is said that the Tiri Kitor reside in a part of the woods.

Nimon Gap / Terrelton / Talar: These are all very small villages that are built along the rivers between Skelt and Brindol. Many of them are so tiny that they don’t even have established governments or things as simple as Inns. Individuals will sometimes let travelers stay with them for a small fee, and most of the residents make their livings by farming, raising livestock, or hunting in the Fangwood.

If you have any questions, please feel free to reply or contact me directly. I'm very much looking to seeing what you all come up with!

Dark Archive

Greetings! I am applying with my Celestial Commander Arbiter Deimos. The character will likely have background ties to a paladin brought in by Arknight.

RPG Superstar 2009 Top 16

Will have either a Paladin or Magus up by tomorrow evening.


Dotting for definite intrest. Give me a day to come up with a concept that fits the scenario.

Im thinking I want to go with a wizard for this.


I will be applying with a Deaf (maybe Cloud Vision) Oracle of Flames Goblin. Who was saved by a paladin of Sarenrae as a baby. Likely having ties to Arbiter Deimos and a paladin of Sarenrae.

I'm super excited for this!


dotting, will do a rogue or ninja for scout/assasin type


Dotty dotty for my Lg zen archer undine!


Dotting for my Wordcasting Sorcerer

RPG Superstar 2009 Top 16

Settled on Paladin of Sarenrae, woking on him now.


I present Conner Hawthorne, Male Human Ranger Skirmisher for consideration.


I submit for approval

Edger Ripley:

Edgar “Ripper” Ripley (NG)
Human Fighter 1/Cloistered Cleric 4 (Favored Class Cloistered Cleric)
STR 14
DEX 10
CON 12
INT 14
WIS 16
CHA 10
HP: 31
Armor Class: 15 (No Dex, Masterwork Breastplate)
Deity: Iomedae
Domain: War
BAB: +4
FORT: +6 + 1 = +7
REF: +1 (+2)
WILL: +4 + 3 = +7
Skills -
Appraise 4 + 2 + 3 = 10
Climb 1 + 2 + 3 = 6
Craft
Diplomacy
Handle Animal
Heal
Intimidate
Knowledge: Arcana 5 + 2 + 3 + 2 = 12
Knowledge: Religion 5 + 2 + 3 + 2 = 12
Knowledge: Nature 4 + 2 + 3 + 2 = 11
Knowledge: History 4 + 2 + 3 + 2 = 11
Knowledge: Nobility 1 + 2 + 3 + 2 = 8
Knowledge: Geography 3 + 2 + 3 + 2 = 10
Knowledge: Dungeoneering 1 + 3 + 2 + 2 = 8
Linguistic: 1 + 2 + 3 + 2 = 8
Profession
Sense Motive 5 + 3 + 3 = 11
Survival 1 + 3 + 3 = 7
Spellcraft 4 + 2 + 3 = 9
Swim 1 + 2 + 3 = 11
Feats: Improved Initiative(Level 1), Extend Spell (Level 3), Combat Expertise (Human), Improved Trip (Fighter)
Equipment: (Out of 10500 GP)
+1 Masterwork Halberd (2310), Masterwork Breastplate (350), Handy Haversack (2000 GP), Club, Masterwork Bow (330), Ring of Featherfalling, Wand of Cure Light Wounds (750), Wand of Shield of Faith (750), Sunrod x 3 (6) Tindetwig x3 (3), Flint and Steel, Bedroll, 50 ft Silk Rope (10), Holy Symbol, Silver (25 GP), 6 Days trail Rations (3).
*Note: I’m assuming certain particularly mundane items like chalk, and a component pouch and such that I’d rather not micromanage, but I’ll work that in on request. This leaves him with 1763 GP worth of coin locked away, probably loot from his marauder days.

Backstory
No one knows much about the librarian. Truth told, Edgar couldn't give too many specific details if he wanted to. He had no real memory of where he was from. His earliest memory is of his village being raided by marauders. Those who weren't killed were taken as slaves. That included Edgar.
As the marauders went from city to city, selling their prisoners in underworld auctions, Edgar was one of the few who was never bought. The reason was a limp in his right leg that made him useless for labor. Thus it was decided to put the boy to death, but when the brigand went into the slave tent to murder the boy he found his hands full with a young man who would fight tooth and nail for his own survival.
As it became clear that his viciousness far outweighed his handicap, the marauders saw fit to train the boy to be one of their own. He eventually trained himself to be rather quick for a cripple, and stout to boot. He became known as one of the band's more vicious fighters, earning the nickname "Ripper" for the way he ripped his enemies apart. But the Ripper wasn't loyal to the band at all. He hated them, still remembering his days in chains. So one night, he stole away from the camp, taking only his halberd and what he needed to escape. He left behind him a note that said "I'm leaving, and I swear there is nothing to gain in coming after me."
He found a temple of Iomedae and pleaded asylum. In time, he was taken into the church, where he worked as a book keeper. As his knowledge grew he was asked to go act as a missionary for his god.
Which has brought him here today. The humble librarian who carries a holy symbol in one hand and a book in the other.


Can I ask why the soft restriction on Cavalier? Is it because of the mount? And does that mean mounted characters and archetypes will be less likely to get in?


DM Carpe wrote:
Can I ask why the soft restriction on Cavalier? Is it because of the mount? And does that mean mounted characters and archetypes will be less likely to get in?

It's really a case-by-case kind of thing, depending on what the mount actually consists of. The Cavalier isn't just a class that has a mount, like the Paladin can have a mount, but rather, it's a class that's largely built around having a mount. Cavalier also doesn't reallllly make a lot of sense in the story of this module.


Ah, got it. Can I ask how you would feel about a Hippogriff Rider Ranger? I would be going archer and would be fine without my mount. I've wanted to play one for a while, but have not come across a campaign that begins in an appropriate region, Korvosa of course being the home of the hippogriff mounted marines of The Sable Company


DM Carpe wrote:
Ah, got it. Can I ask how you would feel about a Hippogriff Rider Ranger? I would be going archer and would be fine without my mount. I've wanted to play one for a while, but have not come across a campaign that begins in an appropriate region, Korvosa of course being the home of the hippogriff mounted marines of The Sable Company

Oooh, see now even with the flying mount, there are definitely some situations that I think could be interesting with that. Let me just make sure that it doesn't run the risk of breaking anything first. But as long as you aren't riding it into combat every encounter, or frequently splitting off from the rest of the party for weeks at a time, I definitely like it and think it can work.


I'm not keen on splitting the party, especially in PBP, and I won't be trying to have it squeeze into every dungeon, though I might try to make use of appropriate spells such as Reduce Animal and Carry Companion. I'll work up my unfairly disgraced Sable Company Marine and have him submitted shortly :)

Can I also ask what favored enemy options would be appropriate and when you plan to close submissions? Guessing goblins from the background?


DM Carpe wrote:
I'm not keen on splitting the party, especially in PBP, and I won't be trying to have it squeeze into every dungeon, though I might try to make use of appropriate spells such as Reduce Animal and Carry Companion.

Good man!

DM Carpe wrote:
Can I also ask what favored enemy options would be appropriate and when you plan to close submissions? Guessing goblins from the background?

Mmm, I'm antsy about giving too much away, but I can throw in a few things I suppose:

Favored Enemy Ideas:
Goblins, Hobgoblins, Humans, Bugbears, Lizardfolk are among the most common / make the most sense. I'm not sure you'd have seen many Lizardfolk near Korvosa though.


Presenting Karmun Desalios, Sulis elemental knight (magus racial archtype) lvl 5, LN (think of him as having a mercenary like code of honor)

stats:

str 17 (14+2+1 for my lvl 4 ability score increase)
dex 10
con 12
int 14 (16-2)(16 if you count the headband for purposes such as bonus spells)
wis 7-
cha 14 (12+2)
hp 29, initative 2+, ac 14
feats Extra Elemental Assault, Incremental Elemental Assault (this is gained as a bonus feat for the elemental knight archtype), exotic weapon profiency (khopesh), combat expertise and the magus bonus feat at lvl 5 improved trip.
traits fast-talker and Reactive
skills 4 points per lvl bluff (cha), intmidate (cha), knowledge arcana (int) and use magic device (cha).
equipment Ominous khopesh (cost 2020 gp), spellstoring (stored spell frigid grasp) Lamellar (leather) (cost 1060 gp), Headband of vast intelligence (cost 4000 gp, chosen skill spellcraft) Cloak of the Hedge Wizard, transmutation (cost 2500 gp).
lauguages common, Ignan, Terran and Auran.
arcana pool 6 points
favored class benifit add 1/4 of a magus arcana point per level
magus arcana familiar Viper
spells cantrips mage hand, dancing lights, ghost sound and detect magic. lvl 1 spells 2 shocking grasp, shield, vanish and grease. lvl 2 spells bulls strength, glitterdust and frigid touch.

story:
Karmun Desalios is perhaps one of the most renowned mercenaries on the elemental planes, he has sold his khopesh arm to every genie noble at one time or another. His reputation for always fulfilling the contract to the letter has served him well. His training a mishmash of melee combat and powerful spellcasting, he has proven again and again that he is worthy of the title "best of the best". Any claims to his supposed "inferiority" were quashed when he killed an Efreeti Malik. After this every faction (even the offended Efreeti empire) clamoured for his services.

When he slew the Efreeti Malik, he found perhaps the greatest treasure in the world (at least to him), Qari a Ifrit bard. Freeing her earned him her passionate love, reckonizing that the elemental planes are not good for his lovers safety he has relocated to Korvosa, a place recomended by a former (and very pleased) Djinn client. Qari has come to like Korvosa and to be precise is making a small fortune as a bard there. Leaving his love Qari in Korvosa under the guard of a powerful shaitan, Garios another client who racked up quite a debt to Karmun and is now repaying it by acting as guardian for Qari.

At the behest (and generous payment) of a wealthy arbiter of Korvosa Karmun Desalios has gone to investigate rumors of an unknown enemy preparing to sweep down upon the region. Planning on quashing this threat and living off the resulting proceeds as a powerful noble in Korvosa (with enough connections in life you can become just about anything even perhaps a king).

gm your review?


Doomed Hero here. I changed my mind about the Wizard idea. :)

Boomer is a mechanically inclined dwarf with a surly attitude, a cigar and a shotgun. I've played him in another game that died and had a blast with him. <--see what I did there? :D

He isn't very good at diplomacy, but he's one hell of a siege engineer. Party-wise, he serves as a great ranged support character/caster guard and as a lockpicker/trapspringer.

I removed his previous background because it was closely tied to the previous campaign he was in. A rework is in progress.


well here is my submission:

her story -- AKA all about Me:

Shishka is owner and proprietor of “Shishka’s Gadgets Galore Emporium” (commonly referred to as the SGGE) located in Skelt. The store is known as a tinkerer’s paradise having all sorts of different gadgets and gizmos galore. Some have even been known to actually do what they are designed to do others do something completely different, and still a few other do absolutely nothing.

Shishka runs the business with her brother Dingle. Travelers and adventurers travel from all around to see what unique items have found their way onto the store’s shelves. Some come to sell their goods at a fair price. The Emporium has eventually been known as a pawn shop and some have come to call it “ye Ole magic shop” But SGGE is what Shishka likes to call it.

Shishka spend much of her free time working on gadgets but has become quite the interesting gunsmith. Once she got her hands on that old broken pistol she managed to make modifications to and it now almost never leaves her side.

Shishka is the younger of the two siblings and as such Dingle is constantly teasing her. This has prompted Shishka to become quite the prankster herself. But sometimes she is not so sure when to stop. Many times her jovial, light hearted and ditzy demeanor hides a nugget of a good idea, sometimes it’s hard to find but it is usually there.

At times Shishka and Dingle are called to help repair the elevator to the ferry dock. Many in town believe that they are now the only ones that can fix it now; Bubblegum the universal adhesive, who knew?

It is rumored that Shishka and Dingle have been brokering deals with some mermaid selling Gizmos and gadgets, in exchange for seashells, but those rumors have never been confirmed and neither of them is telling either. Of course Shishka does have a rather impressive shell collection.

Over the last few days business has slowed, less and less adventurers stop by. Shishka has decided to visit some of the larger towns to see what is going on…

crunch:

Shishka "boom"
Female Gear Gnome Bard (Prankster) 2 Gunslinger (Experimental Gunsmith) 3
CG Small Humanoid (gnome)
Init +7; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 13 (+2 armor, +3 Dex, +1 size, +1 dodge)
hp 32 (3d10+2d8)
Fort +3, Ref +9, Will +6; +2 vs. illusions, +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 20 ft.
Melee Scorpion whip +4 (1d3-1/x2)
Ranged Masterwork Double-barreled pistol +9 (1d6/x4) and
. . Pistol +8 (1d6/x4)
Special Attacks bardic performance (standard action) (10 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +1, bardic performance: mock (1 creature) (dc 13)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Bard (Prankster) Spells Known (CL 2):
1 (3/day) Ventriloquism (DC 14), Abundant Ammunition, Jitterbugs (DC 14)
0 (at will) Lullaby (DC 12), Summon Instrument, Open/Close (DC 12), Detect Magic, Prestidigitation (DC 12)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 12, Wis 14, Cha 14
Base Atk +4; CMB +2; CMD 16
Feats Extra Grit, Lingering Performance, Point Blank Shot
Traits Excitable, Trickster
Skills Acrobatics +3 (-1 jump), Bluff +10, Craft (alchemy) +7, Craft (firearms) +5, Disable Device +8, Fly +5, Handle Animal +6, Intimidate +10, Knowledge (arcana) +6, Knowledge (engineering) +10, Perception +10, Perform (comedy) +10, Perform (oratory) +7, Spellcraft +6, Stealth +11, Survival +2 (+4 to avoid becoming lost), Use Magic Device +10
Languages Common, Gnome, Orc, Sylvan
SQ bardic knowledge, deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: quick clear, deed: utility shot, experimental firearm (pistol), grit, illusion resistance, innovations (grapple launcher), master tinker, versatile performance abilities (comedy), well versed
Combat Gear Potion of cure light wounds, Runestone of power (1st level) (1/day), Wand of magic missile, Pellet grenade, iron (3), Tanglefoot bag (5); Other Gear Masterwork Leather armor, Alchemical cartridge (flare) (10), Alchemical cartridge (paper) (10), Alchemical cartridge (paper) (10), Masterwork Double-barreled pistol, Pistol, Scorpion whip, Beneficial bandolier (empty), Handy haversack (10 @ 50 lbs), Ioun stone (pink and green sphere, cracked) (Use M, Wayfinder (1 @ 0 lbs), Belt pouch (empty), Clockwork prowler (empty), Thieves' ring, Thieves' tools, masterwork, Tindertwig (10), 34 GP
--------------------
TRACKED RESOURCES
--------------------
Alchemical cartridge (flare) - 0/10
Alchemical cartridge (paper) - 0/10
Alchemical cartridge (paper) - 0/10
Bardic Performance (standard action) (10 rounds/day) - 0/10
Dancing Lights (1/day) (Sp) - 0/1
Ghost Sound (1/day) (Sp) - 0/1
Grit (4/day) - 0/4
Pellet grenade, iron - 0/3
Potion of cure light wounds - 0/3
Prestidigitation (1/day) (Sp) - 0/1
Runestone of power (1st level) (1/day) - 0/1
Speak with Animals (1/day) (Sp) - 0/1
Tanglefoot bag - 0/5
Tindertwig - 0/10
Wand of magic missile - 0/50 (DC 20 UMD to use)
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (10 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Mock (1 creature) (DC 13) (Su) Target has -2 to attack and skill checks until it attacks you.
Beneficial bandolier (empty) Teleport bullet/powder into gun as swift action.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Experimental Firearm (Pistol) (Ex) Can use Gunsmithing feat on experimental firearm only.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Grapple Launcher Launch a grappling hook from your firearm.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Illusion Resistance +2 racial bonus to saves against illusions.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) With Charisma 11+, cast Speak with Animals once per day.
Trickster +1 trait bon to CL for duration, range, and area of illusion spells.
Versatile Performance (Comedy) +10 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.


I present The Light in the Darkness Gregori Shadowbane

Working on background


How did I miss the part where we were 5th level?

Ok, Level Up incoming.


I will be submitting Entembo, an Awakened gorilla cleric of Desna.


Will take me a bit to figure this one out :)


Okay here's Rellen Marn and his hippogriff Arrow ready to go! I'll keep my fingers crossed :)

Character Sheet:

Male Ranger (Sable Company Marine) 1
NG Medium Humanoid
Init +6 ; Senses Perception +12
(Init: +2 trait, +4 dex)

==DEFENSE==
AC 18, touch 10, flat-footed 16 (+4 dex, +4 armor)
hp 45 (5d10+10+5)
Fort +6, Ref +8, Will +2

==OFFENSE==
Spd 30 ft
Ranged +1 Composite Longbow +11 1d8+3/19-20x3
Melee Greatsword +7 2d6+3/19-20
Melee Spiked Gauntlet +7 1d4+2

==STATISTICS==
Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 7
Base Atk +5, Cmb +7 Cmd 21

Feats Point-Blank Shot, Precise Shot, Rapid Shot, Endurance, Deadly Aim, Boon Companion

Skills [35] Acrobatics +5, Climb +6, Handle Animal +6, Knowledge Geography +4, Knowledge Nature +4, Perception +12, Ride +12, Stealth +12, Survival +9, Swim +6

Languages Common

Favored Class Ranger
Favored Class Bonuses
1 +1 HP
2 +1 HP
3 +1 HP
4 +1 HP
5 +1 HP

Traits Reactionary: +2 Init, Magical Knack: +2 to Ranger caster level, once acquired, cannot exceed hit die.

Special Abilities
Favored Enemy Dragon +4
Goblin +2
Track
Wild Empathy +3
Hippogriff Companion

Spells:

1st: [2] Resist Energy, Entangle

Equipment:

+1 Composite Longbow +2 Str 2500gp
Composite Longbow +2 Str 300gp
Cold Iron Arrows x 60 6gp
Blunt Arrows x 20 2gp
Large Arrows x 20 2gp
Greatsword 50gp
Bracers of Falcon's Aim 4000gp
Cold Iron Spiked Gauntlet 10gp
Muleback Cords 1000gp
MW Chainshirt Barding
Mithril Shirt 1100gp
MW Exotic Riding Saddle 80gp
Training Harness 2gp
Whetstone 2cp
Whetbone 1sp
5 Scrolls of Gravity Bow 125gp
Wand of Cure Light Wounds 750gp
Backpack 2gp
Bedroll 1sp
22gp 7sp 8cp

Arrow Hippogriff Companion:

N Large male magical beast
Init +4; Senses darkvision 60ft.,low-light vision; Perception +4
DEFENSE

AC 21, touch 13, flat-footed 18 (+4 armor, +4 Dex, +4 natural, -1 size)
hp 39 (5d8 +10 con +5 toughness)
Fort +7, Ref +8, Will +2; +2 Morale bonus on saves vs Fear when within 20ft. of Rellen.
Defensive Abilities evasion
OFFENSE

Speed 40 ft, Fly 100ft. Average
Melee bite +6 (1d6+3) 2 claws +6 (1d4+3)
STATISTICS

Str 16, Dex 19, Con 16, Int 2, Wis 12, Cha 9
Base Atk +3; CMB +7 ; CMD 21
Feats Toughness, Light Armor Proficiency, Hover
Skills Fly +8, Perception +4, Survival +4
SQ tricks (attack [any creature], come, defend, guard, heel, stay, track)

Appearance:

Dark haired, and lean, with aristocratic features, Rellen looks brooding and sombre. His Noble Chelaxian heritage is clearly visible in his pale skin and night black hair. He is tall, two inches clear of six feet, and well muscled without a scrap of fat.

Personality:
Rellen is painfully aware that he is not very good with words, his stutter and some trust issues make him seem taciturn and standoffish. When he does have a clear goal he is ruthless and determined. He loves animals, finding them relaxing and simple where people are complicated and frustrating. Slow to make friends once he does he holds them dear and is fiercely loyal. Currently he feels rather lost without the comradeship of the Sable Company Marines, and finds his transitory lifestyle very lonely - despite Arrow's devotion.

Backstory:

The Noble Chelaxian house of Marn immigrated to Korvosa shortly after the ascension of House Thrune and their diabolism. They set themselves up as Nobility, but each successive generation lost money, and the family are no longer able to support a noble lifestyle, most working within the government of Korvosa.

From birth Rellen was instilled with the virtues of nobility, despite being relatively poor. It was obvious from the start that he was agile and capable, but his stutter and shyness made him ill suited for many careers. As such the family concentrated upon his martial training planning to have him enter the military and become an Officer.

He became entranced with The Sable Company and their magnificent mounts, and his father was able to get him assigned to the Marines as a Squire. In this role he gradually befriended the hippogriffs and many of the marines, serving diligently and practicing the bow and his riding until he was blistered and sore.

When he was fifteen Captain Dannabar allowed him to accompany an expedition into the mountains south of Korvosa to capture more eggs one of which he would rear to become his own mount. But searching out new blood to add to their lineages the Marines headed into an unexplored valley in the midst of the mountains. A valley that was the territory of the young red dragon Agraxxus.

After they had set up camp, and spent the day locating the hippogriff's roosts, and recovering three beautiful dappled eggs, the dragon struck under cover of darkness. Flames enveloped tents and mounts alike and as his comrades and friends burned around him Rellen was only saved because the Captain flung him atop his own mount urging the hippogriff Brightfeather to flight.

The Captain and a few of the veterans managed to mount a resistance, despite the chaos of screaming men and their mounts, Captain Dannabar's magical bow stinging enough to earn Agraxxus's terrible wrath. The Captain was a formidable man, and he fought valiantly inflicting terrible injuries upon the dragon, but he was simply no match for the ferocious maelstrom of claws and fangs that Agraxxus brought to bear.

But Rellen could not run, could not stand the screaming and terrible smells of burning flesh, and he still had his bow. His voice working for once in his life he called out a challenge to the terrible wyrm and when Agraxxus turned to immolate the pesky human flying above it he sprouted a feathered shaft from his malice filled eye.

Fifteen Marines died, and Rellen found himself alone with the remaining egg - the others destroyed in the chaos - and a grieving hippogriff who would not leave his dead master's side. It took him a month to return to Korvosa, taking only the egg and Captain Dannabar's bow.

He stayed with the Sable Company for a further two years. And in that time the egg hatched and a black hippogriff emerged who Rellen named Arrow. He was accorded the rank of Lieutenant and proved himself in several small skirmishes against the mountain bugbears and goblins.

Then three months ago his father, a well respected Magistrate, was arrested for treason against Korvosa, and hung. Unable to believe this Rellen resigned his commission and bent himself to trying to uncover the truth. But his investigations seemed only to corroborate his father's guilt. It seemed he had been having an affair with some strange woman who had since vanished, named Laria Treeve, and funding this lavish vice with bribes and diversions of the authorities that had allowed enemies to steal into the city and tens of thousands of gold pieces in duties to go unpaid.

Unable to deal with the shame his mother took her own life. And though his brother Marines would have gladly accepted him back, Rellen found himself unable to remain in Korvosa, feeling shame and guilt, and anger at the authorities - he still wants to believe his father innocent, but admits the evidence is compelling. Now he finds work as a mercenary and courier with Arrow by his side.


Would any of the settlements have a large temple of Sarenrae? I see Gregori as almost being Sarenrae's hitman so to speak. The church tends to come to him when something dark, scary and dangerous needs killing.


lexibean wrote:
Will take me a bit to figure this one out :)

come on Lexi lets go You can do it


I have cheerleaders!


lexibean wrote:
I have cheerleaders!

Shishka is also a bard

A Bard with a Grappling Hook!


Sweet. :D Monk time! Zoom. Sleepy though. hmm.


Realizing that I forgot to add traits to Edgar. Armor Expert and... Mathematical Prodigy. I would edit my last post, but it apparently will not allow me to.


Gregori Shadowbane wrote:
Would any of the settlements have a large temple of Sarenrae? I see Gregori as almost being Sarenrae's hitman so to speak. The church tends to come to him when something dark, scary and dangerous needs killing.

Canorate definitely has a temple of Sarenrae.


Hmm pondering options. 15 point is kind of rough but I'm thinking a Goblin Rogue could be awesome especially since you're explicitly asking for uncommon races and I've been wanting to play a Goblin for ages...


Alex Mack wrote:
Hmm pondering options. 15 point is kind of rough

Yeah, I agree. If I was running something completely homebrewed I'd definitely have increased the point buy, but this adventure was written with 4 players in mind (I'm extending it to 5), and generally speaking, PF characters are something like, 1/2 level to 1 level more powerful than 3.5 characters.

So I'm actually starting you guys a level lower, and slightly gimping your ability scores. I can always increase them by way of gear if you end up weaker than I want. But decreasing your power means tweaking every single encounter, so I'm trying to err on the side of "You guys will get your asses kicked early on."


Viluki wrote:
gm your review?

Whoops, I missed this request. I'll try to offer feedback on backgrounds ahead of time, but if there are anything like as many submissions as I'm expecting, it's going to quickly spiral out of control.


No problem I enjoy a challenge and your reasoning makes perfect sense...


just don't forget Shishka...


Background Reviews for everyone who has posted so far. Note that I left out Gregori and Boomer because their characters don't yet have backgrounds. Let me know when those are up, gents, and I'll get them in the next pass.

Twilsemail / Arbiter Deimos:
Solid, the only things I would change is what we talked about - that you've been wandering for a number of years. It also does not mention the Hellknight you killed. Though you said you'll have ties to Arknight's character, so maybe there is more in his background?

Conner Hawthorne:
Solid. Traveling in the Fangwood is great, there's definitely a lot going on there. And I get the feeling that your character would care about the region, which is very important. The only problem that I have is one of the cities that you used: You mention spending time Tamran, which has been long since abandoned.

Detective Katana / Edger Ripley:
I like this, but I'm curious about the limp. I assume it's leftover from your consideration of going Oracle instead of Cleric. My question is: Is it going to be purely a fluff / description thing, or do you intend for it to impact your rolls?

Viluki / Karmun Desalios:
I love Elemental Knight, I love D'Jinns. Genie Mercenary is also a really cool idea. My only thought is this: Karmum seems a character infatuated with both wealth and fame. I almost feel like going scouting for an army that may or may not exist is something that he'd feel is beneath him. Especially when The Thornewastes have all manner of ancient ruins that are certain to contain valuables. I'm good with whichever you'd like, I just wanted to share my opinion on it.

Edward Sobel / Shishka:
I love this. I feel like I've gotten a great view of your character's personality, and she sounds fun. I wouldn't have thought Gunslinger Bard would work, but there it is.

DM Carpe / Rellen Marn:
That took a different turn than I expected, since you'd mentioned wrongfully dishonoured before, but I quite like it. I think there's a lot to go on there.


@GM YR: Hmmm...I did not read that in the Inner Sea Guide. I will certainly remove it...done! Good luck on the analysis and selection process. You have quite a task ahead of you.


Conner Hawthorne wrote:
@GM YR: Hmmm...I did not read that in the Inner Sea Guide. I will certainly remove it...done! Good luck on the analysis and selection process. You have quite a task ahead of you.

That's because it's not in the inner sea guide, it's among the changes I've made to squish the Elsir Vale inside of Golarion. :P

And ugh I know, there are going to be way too many good ones.

Dark Archive

@Yorick: Man, I thought I'd responded earlier.

I was going to say "I'll get right on that" but I guess I should say "Done."

Most of the updates were sitting in my word file already, I just had to actually update the profile itself.

I was mostly planning on the background between Arknight and I to come out IG, but I can lay that out in the profile as well. It basically breaks down to us training at the temple at the same time.

I mentioned the encounter with his brother, though I'd be happy to have backup for that fight. I also added the mask to his appearance, as well as adding in an armor description.


The limp is intended to reflect his stats. He's got a background as a quick and aggressive fighter but his Dex is set at 10. That's because of the limp. Since he doesn't have much in the way of fine-manipulation skills I figured a low Dex would be represented well by a limp that slows him down.

It doesn't really effect his movement, because like a soldier he is trained to push through it.


I'm working on the background and crunch for Evril, dhampir Paladin of Sarenrae. He has a few ties with Deimos, including giving him a scar in training as well as assisting with the elimination of the Hellknight......


twilsemail wrote:

I was mostly planning on the background between Arknight and I to come out IG, but I can lay that out in the profile as well. It basically breaks down to us training at the temple at the same time.

I mentioned the encounter with his brother, though I'd be happy to have backup for that fight. I also added the mask to his appearance, as well as adding in an armor description.

Arknight wrote:
I'm working on the background and crunch for Evril, dhampir Paladin of Sarenrae. He has a few ties with Deimos, including giving him a scar in training as well as assisting with the elimination of the Hellknight......

More of it coming out in game is totally cool, I just wasn't sure what the extent of your history was: Whether you had trained together and that was it, whether he was there for the assassination of the Hellknight. Basically, I'm curious how long you've been traveling together. I kind of imagine you as a dynamic duo, sweeping across the country righting wrongs, but really, it's up to you guys.

DetectiveKatana wrote:

The limp is intended to reflect his stats. He's got a background as a quick and aggressive fighter but his Dex is set at 10. That's because of the limp. Since he doesn't have much in the way of fine-manipulation skills I figured a low Dex would be represented well by a limp that slows him down.

It doesn't really effect his movement, because like a soldier he is trained to push through it.

I like that, I'm good with that.

Dark Archive

I think it's more that we serve our faiths as we're called and are assembled as the Host deems necessary. "For Great Justice" and all that.

In the time since Deimos has left the temple, they've joined forces several times, but they aren't constant companions.

Arknight can correct me if I'm wrong in my interpretation of what we sent back and forth.


Dotting, will have a character together today.

Dark Archive

On traits: Would you allow a campaign trait from a different campaign that's fairly well suited to our character? Namely, for me, Missionary from Legacy of Fire.


twilsemail wrote:
On traits: Would you allow a campaign trait from a different campaign that's fairly well suited to our character? Namely, for me, Missionary from Legacy of Fire.

Yeah, sure.


twilsemail wrote:

I think it's more that we serve our faiths as we're called and are assembled as the Host deems necessary. "For Great Justice" and all that.

In the time since Deimos has left the temple, they've joined forces several times, but they aren't constant companions.

Arknight can correct me if I'm wrong in my interpretation of what we sent back and forth.

Nope, you're right on the money. More a Marvel Team-up vibe than a Power Man and Ironfist one


Gm, I'll give you a hint of how worried the arbitor is...my starting contract is in the 2500-5000 gp range, and thats just for recon (of course to collect I have to make it back alive).

Also im exchanging my Omnious Khopesh for a spellstoring khopesh, stored spell is frigid touch.

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