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

Game Master YoricksRequiem


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Quote:

Ah, I see you've borrowed Lexi's background template. I like it in the sense that it gives a feel for who your character might be, as well as getting the feeling of them having an established life - contacts and a home and so on.

As to where you're from and where you're going, I'd suggest that having your own place in Korvosa or Skelt would make sense. They are both good-sized trading areas. It's also possible that some of the ruins in the Thornewastes may provide some of the artifacts that you'd be searching out.

I actually got it from this thread: The Ten-Minute Background

It didn't take me ten minutes. Usually takes me a few hours.


Ten minute background. I like dis. I like dis quite a bit. I tink I will share dis with my other friends. I wonder why I'm suddenly using dis mannerism with de 'dis' so much. I dunno.


inhuman army? Ok, I can work with that. What are we talking? undead? orc? giants?


An army of Undead Orc Giants. Run!


Luckily I found this +5 Holy Orc Bane Giant Bane Club! Fear the club villains!


Background and Appearance for Sarenrae's Hitman. (Background still developing)

Background

Spoiler:

Step 1: Write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
Concept/Background Show

1) The blood of angels runs strong in Gregori’s veins. As the son of a well regarded priestess and a half-celestial warrior, Gregori practically radiates with divine potential.
2) While capable, Gregori is also overconfident, stemming from literally being the temple’s “golden boy”. He was raised to believe that while wielding the light there is nothing he cannot face and has a tendency to believe it much of the time.
3) Gregori hates evil. Not just in the manner of a Paladin or as a creature of good. He bears a personal grudge against creatures that actively promote an evil agenda because creatures like them took the woman he loved from him. He is however willing to accept that there is a possibility of redemption, giving quarter if there is a true sign of good in his opponent.
4) While charming, there is a definite dark side to Gregori that he keeps under tight control, usually using it to fuel his focus in battle, reflecting on his own darkness to understand the darkness into which he seeks to incinerate the shadows with his blinding light.
5) Gregori is considered one of the greatest weapons of the order of the Golden Blade, a specialist unit that hunts the monsters in the darkness that would otherwise prey on the populace. From their headquarters in Cannorate, the brave men and women of the order venture to all corners of the old realm.

6)

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
Goals Show

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

1)Gregori was once on the verge of falling, having descended into depression and rage after the death of his love Tania against a horde of orcs. Unable to forgive himself, he spiraled into violence and rage, seeking perhaps a violent end in battle. Brought to the brink of death after taking on a pack of trollhounds that were preying on an outlying village, his inner hate festering to the point where he found himself stripped of his resistance, the Bloodfire fever burning within him, he had a vision. Whether hallucination or divine providence he would never be able to say for sure, but in that moment Tania came to his side, and convinced him to release the poisionous rage that was slowly eating away at him. The tattoo that he bears over his heart, a circle made of equal portions of light and shadow interlocked serves to remind him that in even the greatest warriors of light lies darkness that must be acknowledges and controlled, and that by the same token, in the darkest of hearts may be a glimmer of light.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) One of the most influential people in Gregori’s life has been his mother. A much respected priestess of Sarenrea whose meteoric rise within the church was exceeded only by her wisdom, she is the primary reason that while driven by strong emotions and conviction, Gregori also possessed a sharp tactical mind and a broad perspective of most situations. She is the one who has instilled in him the sliver of humility that keeps his ego in check.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) The battle in which Tania fell.

Description

Spoiler:

Gregori

Tall, dashing, extremely well muscled, Gregori seems a temple statue brought to vivid life. In his stylized armor, fully equipped he virtually radiates an aura of martial divinity, ready to stike at the heart of evil. From his flawless appearance to his stunning smile and roguish grin with just a hint of playful mischief, the man seems kissed by Sarenrae herself.


Always wanted to play The Red Hand of Doom. Also seeing a lot of familiar names of good players in this thread.

Gaius has been without a home for a while now. I need to rejigger his stats and level, and probably background a bit as well. But I love playing hobgoblins, and this seems like the perfect chance for some crazy roleplay.


Will have stats and gear likely by 12:00 Midnight tomorrow (tuesday). Have stats figured out, figuring out "spells" and gear for the very strange little kobold I've made.


YoricksRequiem wrote:


I will admit to some initial hesitance on Sznek because of his super high dexterity. I don't think anyone else has submitted a character with a stat higher than an 18 (and even those have been generally rare), and he has a 22. At the same time, the other stats being super low does seem to balance it nicely. Plus I like him.

But - if I choose him, I may ask that you drop the Dexterity belt, depending on the rest of the party, at least early on, until I see how things play out.

Longshank say Sznek maybe have less Dex because Sznek need more INTE.. Intelie... Sznek not like smart... Sznek like fast. Longshank be evil Munchkin say less Dex more Con more Int... maybe Sznek like more constitution too. Say less Dex Sznek wear armor have better AC. Mountain goat no like armor only when big war!

But Sznek like GAME MASTER! GAME MASTER like Sznek! Sznek do what GAME MASTER say because GAME MASTER be smart and Sznek not want to break GAME MASTER toy. But not take Sznek Amulet of Mighty fist, was present from Gorum. Then Sznek useless stinky little Goblin that run and hide.


TrueRepentance wrote:

I wonder what would happen with deity Favoured weapon since she kinda follows two gods.

Here is a thought. Not sure if this is allowed I just reckon it would be awesome role playing.

She has a split personality.
One is true Neutral, uses favored Scimitar and channels positive and is more towards good in her neutral alignment.
The other is lawful neutral, uses Favoured spiked chain, channels negative and leans slightly evil.

She "talks" or "cooperates" between personalities writing down important things that happened while each personality was in control. So they kind of know what has been going on while not in control. She is a little bit messed up lol but only uses evil against other evil (causing pain to get information, sometimes killing a defenseless evil creature or in cold blood, stealing) but never against those that don't impede her (good people and the party).

I swear I'm not trying to break the game or anything, just had a crazy idea that sounded more and more awesome the more I try to flesh it out.

It's a neat idea, but I don't think it would work for this, because I think you'd need more freedom on doing a strong good/evil Jekyll/Hyde thing to make it awesome.

Awakeninfinity wrote:
So many Sorceress'! I'll admit to being a little daunted, but I shall have my Destined Catfolk Sorceress posted in a couple of days.

I am very surprised by the amount of sorceresses, haha.

Krazzix wrote:
inhuman army? Ok, I can work with that. What are we talking? undead? orc? giants?

Lizardfolk.

Gregori Shadowbane wrote:

Background and Appearance for Sarenrae's Hitman. (Background still developing)

Background
** spoiler omitted **...

Background looks like it's on the right track, I dig it.

Gaius Vekkhar wrote:

Always wanted to play The Red Hand of Doom. Also seeing a lot of familiar names of good players in this thread.

Gaius has been without a home for a while now. I need to rejigger his stats and level, and probably background a bit as well. But I love playing hobgoblins, and this seems like the perfect chance for some crazy roleplay.

Background needs a bit of tweaking, yeah, but is pretty solid. Tragedy is always a good background.

Sznek wrote:

Longshank say Sznek maybe have less Dex because Sznek need more INTE.. Intelie... Sznek not like smart... Sznek like fast. Longshank be evil Munchkin say less Dex more Con more Int... maybe Sznek like more constitution too. Say less Dex Sznek wear armor have better AC. Mountain goat no like armor only when big war!

But Sznek like GAME MASTER! GAME MASTER like Sznek! Sznek do what GAME MASTER say because GAME MASTER be smart and Sznek not want to break GAME MASTER toy. But not take Sznek Amulet of Mighty fist, was present from Gorum. Then Sznek useless stinky little Goblin that run and hide.

No yeah the amulet's totally fine, and you don't have to change any of the other stats - a 20 in Dex should be pretty okay. I had forgotten that Goblin racial stats give a +4 to Dexterity.

Like I said before to someone, there's quite a bit of changes to RHOD to make it fit better with Pathfinder, but I'm still going "above and beyond" with more players than it's built for, so I'm a bit hesitant about characters who start super strong. It's easy to make you guys more powerful after a few fights - but trying to make you less powerful means reworking every single subsequent encounter, you know?


What do you mean in the way of more freedom?


TrueRepentance wrote:
What do you mean in the way of more freedom?

This campaign pretty much implodes if you introduce evil characters because of the kind of things that the PCs will be doing.


Ah ok. So even if its just switching between true neutral and lawful neutral its still not ok? The evil lean was more in the way of 'fight fire with fire' sorry of thing. I can take that out and just use the darkness side of it if that fits better.

One thing I was thinking was she could be wanting to find a way to be 'complete' as a personal quest along the way, and the different sides to her both want that but in different ways.

Should I keep trying to find an interesting way for this kind of character to work or just give up?


Sznek as is somewhat min maxed. Not sure if he's overpowered, as a two hander would likely do similar damage on a full attack and have better defenses.

There's a number of ways I could tone him down a bit in terms of combat efficiency in order to increase his utility. With the pitfighter background I was just intending to make him a melee monster. However I could also try to put more emphasis on the hunter aspect and multiclass into ranger in order to give him some outdoor skills and trapfinding (Trapper Archetype). This would also allow me to make him more of a switch hitter who also does well at archery.


I'm gonna redo Gaius with the ten minute background thing as I've seen it around and been wanting to try it for a while. Is there a deadline on submissions?


TrueRepentance wrote:

Ah ok. So even if its just switching between true neutral and lawful neutral its still not ok? The evil lean was more in the way of 'fight fire with fire' sorry of thing. I can take that out and just use the darkness side of it if that fits better.

One thing I was thinking was she could be wanting to find a way to be 'complete' as a personal quest along the way, and the different sides to her both want that but in different ways.

Should I keep trying to find an interesting way for this kind of character to work or just give up?

No no it would be okay to go between neutral and lawful neutral, and even the slight fire with fire tendencies are okay. I was only suggesting that you might have more fun with it in a campaign where you could have more dynamic shifts between the character's personalities. There isn't a huge difference between lawful neutral and true neutral.

I'd definitely be okay with having her along with the different personalities and such. The only thing I would say is that if you want it to have an impact on your character's abilities, IE channeling positive vs negative energy, that we'd do a random roll a couple times per ingame day to see which personality is dominant at any given time. You wouldn't have control over which side of you was active. It could get you into trouble in spots, but I also like that kind of risk.

Alex Mack wrote:

Sznek as is somewhat min maxed. Not sure if he's overpowered, as a two hander would likely do similar damage on a full attack and have better defenses.

There's a number of ways I could tone him down a bit in terms of combat efficiency in order to increase his utility. With the pitfighter background I was just intending to make him a melee monster. However I could also try to put more emphasis on the hunter aspect and multiclass into ranger in order to give him some outdoor skills and trapfinding (Trapper Archetype). This would also allow me to make him more of a switch hitter who also does well at archery.

I love this tiny little goblin being fast as hell and just destroying things in melee. And frankly, there haven't been many melee submissions, so being a beast at it would probably be okay. It seems that ranged combat and spellcasters will likely dominate the party.

My only real concern is that he would steal the glory from other characters who also want to kill things. The decreased strength and intelligence can definitely have repercussions in game that might balance it a bit more, but right now he's the equivalent now of a dumb brute monster - albeit a way more awesome one than is usually present. I'm still good with that, and there's probably going to be a need for a melee monster, I just don't want him to show up the rest of the party, which is why I mentioned dropping the belt. It's easy enough to say "Hey you found a belt of +2 Dexterity!" after a few encounters.

I even like him as a pitfighter, so as much as the Ranger archetype with trapfinding would increase his utility, I'm not sure where that skillset would have come from, fluff-wise. That said, I have only seen one(?) rogue so far, so having the ability to do things with traps may be pretty useful. Doing well in archery, I don't really care about. I'll be a bit sad if the entire party ends up being ranged and no one can get close enough to hit any of you.

Gaius Vekkhar wrote:
I'm gonna redo Gaius with the ten minute background thing as I've seen it around and been wanting to try it for a while. Is there a deadline on submissions?

I haven't decided yet since people still seem pretty hip on getting submissions in, but sometime this coming weekend is possible or even likely.


Let's see if i can work up a background then. I'm planning for her parents divorce/breakup to be the thing that started her own breakup into split personalities.

The dice rolling is the exact idea I had for controlling which was active. She couldn't of course choose. I first thought they could only swap when she fell unconscious or slept at which time a dice would be rolled to see who got to be in control for the next period of activity. But whatever fits and is balanced is cool with me. It'd be silly to just be able to switch whenever suits. I like the risk part of it too, makes it more fun also.

"Hey can we get a heal?" "Sorry, negative energy."

Dark Archive

Man do I hope that a healing request is never put out or answered like that...

I'm still hanging around. I didn't realize I had no crunch in my profile yet. I'll get something in there later today.


just can't rely on my spontaneous casting in those cases. prepare a cure spell i guess.


TrueRepentance wrote:

Let's see if i can work up a background then. I'm planning for her parents divorce/breakup to be the thing that started her own breakup into split personalities.

The dice rolling is the exact idea I had for controlling which was active. She couldn't of course choose. I first thought they could only swap when she fell unconscious or slept at which time a dice would be rolled to see who got to be in control for the next period of activity. But whatever fits and is balanced is cool with me. It'd be silly to just be able to switch whenever suits. I like the risk part of it too, makes it more fun also.

"Hey can we get a heal?" "Sorry, negative energy."

Sounds good to me. Yeah, I didn't want to do it necessarily every time you sleep, because a whole day will often be a very long time to go. I'm thinking that, with your background, periods of extremely heightened stress might be enough to trigger it, at the GM's discretion of course. :P

twilsemail wrote:
I'm still hanging around. I didn't realize I had no crunch in my profile yet. I'll get something in there later today.

Oh yeah, crunch is something that you'll probably need, haha.

I've started seriously looking over characters, and oh my god it's going to be downright impossible to pick people for this. >_>


That sounds fair. In a way. Switch more often, But when you decide. lol it will be interesting.


Just a post to show I'm still here and paying attention. On Rellen's background I was planning to have him become ensnared in the same enchantment that got his father hanged, but then I saw just how long my background already was!


Background coming along. Pretty much done except for some tweaking. Now comes the crunch.


You know you guys have great characters when I keep wondering, "How many games could I actually run successfully?" I don't think there's a single one that I wouldn't absolutely love to play alongside.

Liberty's Edge

If you are looking for more melee type characters I could submit a straight 5th level fighter...maybe a funky race to make it stand out a bit...if it is ok to add another submission...really wanting to get into this game!! LOL


Okay, crunch is basically done. I need to do skills, finish up gear and then double check for errors. But you should get the idea. He's a defensively focused front line fighter, gonna pick up Combat Patrol ASAP. He'll also be relatively stealthy, perceptive, a tracker and handle traps.


Still here!


Here's the statblock. Will have history up as promised, although I do have questions as I work through the gear.
What I want to do:

Spoiler:

I'd like to use the brew potion to creatw some potions: I'm looking at creating 10 potions total, spending 250 gp, 6 potions of cure light wounds, 4 potions of Bomber's Eye. Otherwise, everything else has been purchased at full cost.

Here we go, here is Kibrenest the Ratcatcher so far.

Spoiler:

Please note that INT started at 15, +1 at 4th level, so he has 3 fewer skill points than he would otherwise show.
Kibrenest the Ratcatcher
Kobold Alchemist 3/Rogue 2 (Alchemist favored class)
LN Small Humanoid (kobold)
Init +5; Senses Perception +9
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 Natural armor, +3 dexterity)
hp 28
Fort +3, Ref +9, Will +1 (+2 versus poisons)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Shortsword +2, 1d4-2 19/x2
MasterworkDagger +2, 1d3-2, 19/x2
Masterwork Sap +2 1d3-2 Subdual

Ranged Masterwork Dagger +6, 1d4-2, 19/x2
+1 Shortbow 1d4+1, 20/x3
Special Attacks: Alchemist Bombs: 2d6+3, 5 splash damage, 20' range, 5' burst. DC for splash is 14, and these may be done 6 times per day,
Rogue Sneak attack +1d6
Spell-Like Abilities: Mutagen, Alchemy.
Special Qualities: Poison Use.
Alchemist Formulae known:
1st: Bomber's Eye, Comprehend Languages, Cure Light Wounds, Disguise Self, Expeditious Retreat, Identify, Jump, Shield
--------------------
Statistics
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Str 6 (treat as Str 14 for carrying capacity), Dex 16, Con 11, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +0; CMD 12
Feats Self-Sufficient, Point Blank Shot (rogue Talent), Precise Shot, Stealthy, (Alch1) Brew Potion
Traits : Reactionary (+2 Initiative), Poverty Stricken (+1 Survival)
Skills: Acrobatics +8, Bluff +5, Craft (traps) +10, Craft (Alchemy) +9, Diplomacy +4, Disable Device +9, Escape Artist +10, Heal +8, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (local) +7, Knowledge (Nature) +7, Linguistics +8*, Perception +9, Profession (Miner) +2, Sense Motive +4, Sleight of Hand +7, Spellcraft +8, Stealth +15, Survival +10, Swim +2, Use Magic Device +5
Languages Common*, Draconic, Dwarven, Undercommon, Goblin*
* denotes a language learned via "linguistics" skill.
SQ Trapfinding, Evasion, Infusion Discovery, Bombs, Alchemy (Swift alchemy), Mutagen, Poison Resistance, Kobold Traits, Small Traits.
Gear
Magical Gear: Muleback Cords (+8 Str for carrying capacity purposes) (.25#), Handy Haversack(5#), Cauldron of Brewing (+5 on alchemy checks) 5 pounds total weight.
Weapons: +1 Shortbow, 20 arrows, Masterwork Shortsword, Masterwork Dagger, Masterwork Sap
Wearing: Simple traveler's outfit with a wide-brimmed hat, Spell Component Pouch, belt pouch, Muleback cords, Handy Haversack, weapon sheaths.
Held in Central Portion of the Handy Haversack (80 pound capacity)
Bedroll (5#), Flint & Steel, 50 feet of Silk Rope (10#), Waterskin (4#), Traveler's outfit (2.5#), 6 days of trail rations, (6#), Whetstone (1#)
Skill-Helpful stuff: Healer's Kit (1#, +2 Heal, 10 uses), Masterwork Trapmaking Tools (5#), Cauldron of brewing (5#) is held here as well.

Left side of Handy Haversack (40 pounds capacity)
Five each of flasks of Alchemist's Fire, Acid, and smokesticks, as well as five small bags of caltrops (total weight of all items is 22 and 1/2 pounds)
Right side of handy haversack (40 pounds capacity):
A single vial of antitoxin.
Until I know ruling on magic item creation, he holds 274gp, 9 sp, and 8 cp, if allowed to do what I am planning, he will have 24gp, 9sp, and 8cp remaining after the items are created.


Well is the crunch for my two-faced cleric and desired gear, not sure what else to get with remaining money. Backstory is coming along nicely. How many aplicant's do you have so far?

Equipment so far...:

MW full plate 1650
Mithral heavy shield 1020
cloak of protection 1000
amulet of natural armour 2000
ring of protection 2000
MW scimitar 315
MW Spiked chain 325
Heavy Crossbow 50
Bolts(50) 5

Total = 8365
Left = 2135

Character Sheet:

Ilyrisyn Gordensi
Female Human Cleric 4/ Fighter 1
LE Medium Humanoid(human)
Init +1;
Senses Perception +3
--------------------
Defense
--------------------
AC 24, T 13, FF 22
HP 40(1d10+4d8+14)
Fort +8, Ref +4, Will +8
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Offense
--------------------
Speed 30 ft. (20 ft. in armour)
Melee MW Scimitar +7 (1d6+2/18-20x2)
MW Spiked Chain +7 (2d4+4/x2) trip, disarm
Ranged Crossbow +5 (1d10/19-20x2)
--------------------
Statistics
-------------------
Str 14, Dex 12, Con 12, Int 10, Wis 16, Cha 13
BAB +4; CMB +6; CMD +17
Feats Power Attack(1st), Toughness(bonus), Combat Casting(bonus), Channel Smite(3rd), Extend Spell(5th)
Traits Divine Warrior(religion), Deft Dodger(combat)
Skills 2(cleric) +1(skilled) = 3/level = 15 total
Climb..............(1)+6
Diplomacy..........(2)+7
Heal...............(2)+8
Intimidate.........(2)+7
Knowledge(history).(1)+4
Knowledge(religion)(1)+4
Linguistics........(1)+4
Sense Motive.......(2)+8
Spellcraft.........(1)+4
Survival...........(1)+7
Swim...............(1)+6
Languages Common, Infernal
SQ Channel Energy 2d6, Spontaneous Casting, Night Hunter, Sun's Blessing
Other Gear MW Full Plate, Mithral Heavy Shield, MW Scimitar, MW Spiked Chain, Amulet of Natural Armour +1, ring of protection +1, cloak of protection +1,
Outfit Explorer's outfit
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Special Abilities
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Divine Warrior You gain a +1 trait bonus on melee weapon damage when you cast a divine spell that affect weapons.

Deft Dodger You gain a +1 trait bonus on Reflex saves.

Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Channel Smite Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.

Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat(an extended spell uses up a spell slot one level higher than the spell's actual level).

Bonus feat x2 Humans get a bonus feat at first level. Fighter's get a bonus feat at first level.

Skilled Humans get an extra skill point at each level.

Favoured Class(cleric) (4 HP/0 skills/0 favoured) 1 extra skill point or hit point per level or add +1 on caster level checks made to overcome the spell resistance of outsiders.

Weapon and Armour Proficiency A Cleric/Fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields) and the favored weapon of their deities. (Scimitar/Spiked Chain)

Aura(Good/Lawful Evil) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Spell Slots(0th=4, 1st=4+1d, 2nd=3+1d) A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy 2d6 (Positive/Negative) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Chaotic, Evil, Good, and Lawful Spells A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Day Domain Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Day’s Resurgence (Su): At 8th level, you can restore a single creature as if it had just completed 8 hours of rest. It takes 10 minutes to use this power. If the use of this power is disrupted, it must be restarted, but it is not lost. At the end of the 10 minutes, a single willing creature that you have touched regains hit points as if it had rested for the night and may make new saving throws against effects that require a save once per day. The target does not suffer any negative effects if such saving throws are failed, but success counts toward removing the affliction (if possible). This ability does not allow a target to prepare spells an additional time per day. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th.

Domain Spells: 1st—endure elements, 2nd—continual flame, 3rd—daylight, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Night Domain Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Eyes of Darkness (Su): At 8th level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of rounds per day equal to 1/2 your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—sleep, 2nd—blindness/deafness (only to cause blindness), 3rd—deeper darkness, 4th—shadow conjuration, 5th—summon monster V (summons 1d3 shadows), 6th—nightmare, 7th—power word blind, 8th—greater shadow evocation, 9th—shades.
--------------------


Okay, pretty much finished. Crunch should be totally complete. Background might undergo some tiny edits. Are we going to be hired by someone, or are we expected to organize this defense completely on our own? How will the party come together in the beginning? I want to make sure Gaius is in the right place and doing something that works for the party hook.


Daniel Stewart wrote:
If you are looking for more melee type characters I could submit a straight 5th level fighter...maybe a funky race to make it stand out a bit...if it is ok to add another submission...really wanting to get into this game!! LOL

Goodness no. I appreciate the offer, but I have enough to sort through without allowing everyone to submit multiple characters, haha.

Gaius Vekkhar wrote:
Okay, crunch is basically done. I need to do skills, finish up gear and then double check for errors. But you should get the idea. He's a defensively focused front line fighter, gonna pick up Combat Patrol ASAP. He'll also be relatively stealthy, perceptive, a tracker and handle traps.

Looks good - I still dig the background, and there's an interesting set of choices going on for the Multiclassing.

Gaius Vekkhar wrote:
Okay, pretty much finished. Crunch should be totally complete. Background might undergo some tiny edits. Are we going to be hired by someone, or are we expected to organize this defense completely on our own? How will the party come together in the beginning? I want to make sure Gaius is in the right place and doing something that works for the party hook.

You'll see what happens. As far as the party coming together, it definitely won't be "Hey you all know each other and are in this tavern". But I have a few different hooks in mind for how I can introduce people to each other, and get them all on the same page with the conflict. RHOD begins with the assumption that the players are already together, so I'll be expanding the introduction a bit. I already know exactly how I'd bring in your character, so worry not!

Darkmeer wrote:

Here's the statblock. Will have history up as promised, although I do have questions as I work through the gear.

What I want to do:** spoiler omitted **

Here we go, here is Kibrenest the Ratcatcher so far.
** spoiler omitted **...

Looks good. Definitely need character background. The only question I saw that was gear related was about creating those potions ahead of time, which you can absolutely do.

I figure if you're an alchemist, whether you're working for someone, have your own shop, do the traveling salesman thing, go adventuring, whatever it is, you probably have a bit of stock, or the capabilities to make them. Let me know of any other questions and I'll try to address them!

Ilyrisyn Gordensi wrote:
Well is the crunch for my two-faced cleric and desired gear, not sure what else to get with remaining money. Backstory is coming along nicely. How many aplicant's do you have so far?

Looks good!

I think I'm at about 20 applicants, but another ~10 people have expressed interest and not yet posted their characters.


LIZARDFOLK invasion? as odd as that sounds, given the reclusive nature of lizardfolk, it's actually perfect for me. the irony will be quite sumptuous for little Kraz.


Okay, Here is what I have so far, let me know if you have any problems with her, Master DM.

Saron Neyal

Edit:Is restricting magic items by having a skill requirement acceptable? Like requiring training in UMD to use a wand?


Well I had a goblin worked out for the most part but it seems as though Sznek has stolen that spot light, perhaps we'll have two goblins in the party, although mine isn't a typical goblin. She is going to be a Blackened Goblin Oracle of Flame of Sarenrae. Here is what I have so far, any comments or suggestions Yorick? I don't want to press too much farther is something needs to be changed.

Appearance:
As a child Mogsleze was burned in a fire, and as she has gotten older her scars have stayed with her. Her skin is black with many cracks of angry red, her left hand shriveled and barely usable. Her head is standard goblin size, very large and lacking much hair. The small amounts of hair she does have are very brittle and sticks up in odd directions, she wears a hat or shawl whenever she is able to cover it up. She doesn’t have the crazy glint in her eyes that is common among goblins but occasionally the fire will pop in her eyes, and you know she has a devious plan turning in her mind. Lastly she carries herself unlike a goblin, she stands tall and has a commanding air about her that tells you she isn’t a normal goblin, but one raised in a civilized area.

”AHHHHH!! Longshanks attack! They come! They come!” A goblin burst into the village scrambling over the shrubbery as the sounds of horses and yelling followed close behind.

When Mogsleze’s mother heard the warning cry she grabbed her daughter of no more than two summers and ran into a small hut just before the horses broke through into the village. The war cries of goblins filled the air outside of the hut while mother and daughter hid, terrified of what should happen if the longshanks find them. The sounds of the longshanks grew closer and the goblin screams grew softer, a red glow began to creep around the hut. The door burst open, a tall longshank clad in golden armor with his sword in one hand at the ready and a torch in the other. The mother watched from her hidden vantage point as the fire flew from his hands onto the bed as he turned to walk away.

”NOO!!!” she screamed, the man turning back as she grabbed her daughter and tried to run past him. With a simple swing of his arm she flew back across the room towards the fire, a small bundle detaching itself from her and landing in the fire, a shrill cry ringing out. The longshank turned back looking into the fire, the crying still continuing and the small blanket barely moving. Acting quickly he ran over to the fire and grabbed the crying baby from the fire, tearing off the blanket before it could be burned further. He then ran out of the little hut to get away from the fire.

”No, you weren’t supposed to be here. They said this was a raiding camp. This wasn’t supposed to happen.” The paladin, Icobar, clutched the baby goblin tight to his chest, a tear running down his cheek as prayed to Sarenrae to save this innocent child. ”Shall you survive this night of fire, I will take this a sign from Sarenrae that you have risen from the ashes of the goblins and even the most chaotic and evil races can be redeemed.”

--------------------------------------------------------------------------- -----

Icobar was true to his word. He returned with Mogsleze to Canorate, where he personally took to raising her as a proper student of Sarenrae's ways. Mogsleze destructive nature frequently got the better of her, but Icobar was infinitely patient, and utterly dedicated to the notion that if he could redeem her, he would redeem himself and all of the men who burned other children that night. For the first few years, most other temple members shook their heads at the folly of raising a goblin as a faithful follower of the Dawnflower, but as she grew, her control over her destructive nature matured, and by the time Mogsleze was 15 years of age she was a model of decorum compared to other human children her equivalent age.

Unfortunately, the life of a paladin is one of danger and travel and Icobar was slain on a mission for the temple. The High priest of the temple never liked Mogsleze but knew that she was a great asset to the temple and him. She was showcased as a redeemable creature and that the light of Sarenrae was so generous to her followers that even those who were horribly injured could live a fulfilling life with her grace.

Mogsleze continued to live at the temple, a trophy of the high priest that none dared break. After Icobar died her behavior went downhill but was still tolerable; she was not the worst offender among the young trainees, and even when she lost her temper and played mean tricks on other trainees, she would profusely apologize, and spend days in self-induced exile praying to Sarenrae for forgiveness and guidance.

She continued to live at the temple, still relatively young and impatient, and the clerics kept telling her it will be "only a few more years” before she is ready to venture forth as a full-fledged preist Sarenrae.

She can't wait. But Sarenrae has other plans for her…


Hey sorry guys - with the chaos and tragedy going on here in Boston (I'm okay) I may not be around much for the next day or two.


understood...stay safe

The Exchange

I imagine not. I hope the perps are found.


Absolutely, my heart goes out to your city. Glad you're ok.


Just been hearing about it on the radio before getting to work.


HP:4d10 ⇒ (6, 4, 3, 2) = 15
Here's Evril, crunch and all. :)

Evril:
Evril
Male Moroi-Born Dhampir (Svetocher) Paladin (Warrior of the Holy Light) 5
LG Medium Humanoid (dhampir)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
Aura power of light (30', +1)
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+7 armor, +1 shield, +2 Dex)
hp 25 (5d10)
Fort +7, Ref +6, Will +8; +2 bonus vs. disease and mind-affecting, -1 vs positive energy damage
Defensive Abilities negative energy affinity; Immune disease, fear; Resist undead resistance
Weakness weakness to positive energy
--------------------
Offense
--------------------
Speed 30 ft.
Melee Light Shield Bash +6 (1d3+1/x2) and
. . +1 Light flail +7 (1d8+2/x2)
Ranged Darkwood Light crossbow +8 (1d8/19-20/x2)
Special Attacks smite evil (2/day)
Spell-Like Abilities Detect Evil (At will)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 13, Wis 12, Cha 16
Base Atk +5; CMB +6; CMD 18
Feats Combat Expertise +/-2, Life Dominant Soul, Nimble Moves
Traits Chivalrous, Eyes and Ears of the City
Skills Acrobatics +1, Diplomacy +12, Escape Artist +1, Fly +1, Handle Animal +7, Heal +5, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +10, Ride +5, Sense Motive +9, Stealth +1, Swim +0
Languages Common, Elven
SQ aura of courage, aura of good, divine bonds (weapon [1/day]), lay on hands (2d6) (6/day), mercies (mercy [fatigued]), paladin channel positive energy 3d6 (3/day) (dc 15, resist level drain, vampiric empathy
Combat Gear Potion of bull's strength; Other Gear +1 Mithral Agile breastplate, Mithral Light steel shield, +1 Light flail, Crossbow bolts (20), Darkwood Light crossbow, Campfire bead, 86 GP
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10' radius) (Su) You are immune to Fear. Allies within aura gain a morale bonus to saves vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Chivalrous You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1) (5 minutes) (1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6) (6/day) (Su) You can heal 2d6 damage, 6/day
Life Dominant Soul Heal half from energy channeled to heal living or undead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Nimble Moves Move through 5' of difficult terrain/round as if it was normal terrain.
Paladin Channel Positive Energy 3d6 (3/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power of Light (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellca
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Undead Resistance +2 save vs. disease, mind affecting effects.
Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Weakness to Positive Energy -1 to save vs. effects that deal positive energy damage.
--------------------
North of Skelt, about halfway along the Shining River to Skull Gorge Bridge lies the village of Restenford. A small community of farmers and artisans, Restenford is one of the few easily accessible points across the river. The most notable feature of the village however is the ruins of Restenford Keep. Originally built to defend the ford over 500 years ago, it quickly fell into ruin as the garrisons abandoned it and nature took hold. Rumors long held of hidden catacombs where evil resided and ventured out at night. The were just that, rumors, until about 50 years after the Rhestilor/Goblin war when a young pregnant girl stumbled into the village on the verge of giving birth. Taken to the inn, there she gave birth to a child with what appeared at first to be rather horrible features, enlarged canines and a red tinge to his eyes.

She told a tale, which few believed, of a vampire who had taken her from Skelt and hidden himself deep under Restenford Keep. There he kept her as a companion and blood supply until he took an idea of creating an offspring to heart and used her for that. She claimed to have escaped when the vampire failed to return from wherever he went in the evenings. Naming the child Evril (a name which in old Thassilonian means 'unwanted'), she soon left him in the care of the local priest and left to return home to Skelt.

For years, Evril aged slowly as the priest grew more and more feeble and unable to take care of the boy. Sensing much turmoil in him, the priest sent the boy to the Temple of Sarenrae in Canorate where he would be educated and trained in the priesthood. This was a true turning point in Evril's life as he saw the only father figure he had known push him off on someone else. By the time he reached the temple, his anger and frustration had nearly consumed him.

It was here, during a turbulent time that he met another young outcast who he would later forge a bond of friendship. The scarred boy, who would take the name Deimos, and Evril began as rivals. Their rivalry escalated until finally, in sword practice, Evril left a slash in Deimos' face. After an exchange of harsh words and an exclamation about each other's parentage, heir interaction became more friendly as off each had burned their anger out on the other.

For several years they trained together until Deimos left for other places and duties he felt called to. Shortly after, in the middle of temple services, Evril felt a warmth fill him and he passed out. When he awoke, he knew that he had been touched by Sarenrae to serve and carry her redeeming light to places of darkness. Taking on that mission, Evril himself left, journeying far and wide in her name. While it was one journey after another, another turning point came in time. Evril came upon Deimos being accosted by Hellknight minions and strode into battle to fight alongside his friend. After helping Deimos with his Hellknight issues, Evril found himself wandering once again.

Returning to the area of his birth for the first time in years, Evril hopes that the visit won't be as dark as his recent encounters.

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Yorrick: It's an awful thing. Stay safe and take care. Anything else will sound hollow.


Okay, everything is fixed statblock wise, so I am presenting this as a "final" version. There are a few things I noted in equipment that I missed earlier. Teaches me for typing with a toddler on my lap...
Stat block:

Spoiler:

Kibrenest the Ratcatcher
Kobold Alchemist 3/Rogue 2 (Alchemist favored class)
LN Small Humanoid (kobold)
Init +5; Senses Perception +9

--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 Natural armor, +3 dexterity)
hp 24 incorrect on initial submission
Fort +3, Ref +9, Will +1 (+2 versus poisons)

--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Shortsword +2, 1d4-2 19/x2
MasterworkDagger +2, 1d3-2, 19/x2
Masterwork Sap +2 1d3-2 Subdual

Ranged Masterwork Dagger +6, 1d4-2, 19/x2
+1 Shortbow 1d4+1, 20/x3
Special Attacks: Alchemist Bombs: 2d6+3, 5 splash damage, 20' range, 5' burst. DC for splash is 14, and these may be done 6 times per day,
Rogue Sneak attack +1d6

Spell-Like Abilities: Mutagen, Alchemy.

Special Qualities: Poison Use.

Alchemist Formulae known:
1st: Bomber's Eye, Comprehend Languages, Cure Light Wounds, Disguise Self, Expeditious Retreat, Identify, Jump, Shield

--------------------
Statistics
--------------------
Str 6 (treat as Str 14 for carrying capacity), Dex 16, Con 11, Int 16, Wis 10, Cha 10

Base Atk +3; CMB +0; CMD 12

Feats Self-Sufficient, Point Blank Shot, Precise Shot, Stealthy, Brew Potion

Traits : Reactionary (+2 Initiative), Poverty Stricken (+1 Survival)

Skills: Acrobatics +8, Bluff +5, Craft (traps) +10, Craft (Alchemy) +9, Diplomacy +4, Disable Device +9, Escape Artist +10, Heal +8, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (local) +7, Knowledge (Nature) +7, Linguistics +8*, Perception +9, Profession (Miner) +2, Sense Motive +4, Sleight of Hand +7, Spellcraft +8, Stealth +15, Survival +10, Swim +2, Use Magic Device +5

Languages Common*, Draconic, Dwarven, Undercommon, Goblin*
* denotes a language learned via "linguistics" skill.

SQ Trapfinding, Evasion, Infusion Discovery, Bombs, Alchemy (Swift alchemy), Mutagen, Poison Resistance, Kobold Traits, Small Traits.
Gear

Magical Gear: Muleback Cords (+8 Str for carrying capacity purposes) (.25#), Handy Haversack(5#), Cauldron of Brewing (+5 on alchemy checks) 5 pounds total weight, Full Wand of Cure Light Wounds

Weapons: +1 Shortbow, 20 arrows, Masterwork Shortsword, Masterwork Dagger, Masterwork Sap

Wearing: Simple traveler's outfit with a wide-brimmed hat, Spell Component Pouch, belt pouch, Muleback cords, Handy Haversack, weapon sheaths holding dagger and shortsword. The Sap is wrapped around his belt in the manner one would expect from a belt pouch.

Held in Central Portion of the Handy Haversack (80 pound capacity)
Bedroll (5#), Flint & Steel, 50 feet of Silk Rope (10#), Waterskin (4#), Traveler's outfit (2.5#), 6 days of trail rations, (6#), Whetstone (1#), Sack (.5#) used to collect herbs and minerals for potions
Skill-Helpful stuff: Healer's Kit (1#, +2 Heal, 10 uses), Masterwork Trapmaking Tools (+2 craft trapmaking)(5#), Cauldron of brewing (5#) is held here as well, masterwork Thieve's Tools (+2 Disable Device)

Left side of Handy Haversack (40 pounds capacity)
Five each of flasks of Alchemist's Fire, Acid, and smokesticks, as well as five small bags of caltrops (total weight of all items is 22 and 1/2 pounds)

Right side of handy haversack (40 pounds capacity):
A single vial of antitoxin. One wand of cure light wounds (1d8+1, CL 1st), 6 potions of Cure Light Wounds and 4 Potions of Bomber's Eye. Noticed I had not brought the wand across from my meatspace notes... made me mad. That's what I get for trying to type with a toddler on my lap... Three Flasks (.5# each)
24gp, 9sp, and 8cp remain, and he typically keeps 10gp, 4 sp, and all 9 cp in his belt pouch, the remainder are in the left side of the handy haversack.

And his his background:

Spoiler:
Kibrenest lived with a small clan of Kobolds in Korvosa. They lived in the Shingles in Old Korvosa. They all worked as rat catchers, and, with their meager funds they earned from this, they would buy dock dumplings and other things. Kibrenest had come up with a scent that was utterly irresistible to rats, and catching them became child's play. The rats were then slaugthered, butchered, and cooked as the clan's meal, since no poisons were used.
Unfortunately, Kibrenest did not live during the happiest of times. Great upheaval when the King took a new wife brought near-riots, and more than a few brawls. As Kibrenest's small clan learned, "different is bad."
A spring of several arsons, conspicuously near Kibrenest's clan, brought mob justice to the clan. Kibrenest returned from his errand, getting dock dumplings for his clan of sixteen kobolds, to find his own home razed to the ground. Not one person formed a bucket brigade as he and his family had against the other arsons. After the structure burned to the ground, he found the horrifying evidence. His family had been manacled to several posts driven into the floor. Being so manacled, and being of a... not widely accepted race... Kibrenest's demands for justice went unheard by the Korvosan Guard.
Kibrenest chose then to leave Korvosa. For a time, he worked as an herbalist, and, as before, a ratcatcher. He found a scent for rabbits as well, which worked nicely for when he needed to find a meal. Several run-ins with bandits forced him to hone his survival, stealth, and even become something of which he hates, a backstabber, a surprise shot from the darkness.
Kibrenest longs for his old home, his old clan, but knows this is not to be. He chose to walk along the dwarfroad, and has crossed the Mindspin Mountains of late. He is enjoying the few new species he has seen, as well as the great diversity of herbs to use in his potions.

And personality notes:

Spoiler:
Kibrenest is distrustful of Humans. After spending his whole life with them and helping to rid them of pests, they murdered his family in cold blood over arsons none of them intentionally committed.
Once he sees that someone will not murder him in his sleep (note: a single combat helps, but a few combats over a few days also helps!), he gladly assists to the best of his ability, although, like most Kobolds, he doesn't fare too well with strength-based things.
Kibrenest treats his Cauldron of Brewing with an almost religious reverence. He uses it for his "food catcher stench," as well as to brew other potions. It was one of the few items that survived the fire, and had been handed down from generation to generation in his clan for six generations.

And Role information:

Spoiler:
I see Kibrenest as someone who can set up traps, and does so quite frequently for small game snares, although this could be scaled quite nicely. Further, he collects interesting herbs and other minerals to use in his potions. Most of these will be placed into a sack in his handy haversack for future use.

He does sell his potions to the public, making sure that he keeps a few "in stock" for emergency use. He sees himself as a bit of an herbalist, and a "hedge healer" type of kobold. He'd been the one primarily responsible for healing the other kobolds when they set up a trap incorrectly (more frequently than he'd have liked).
In combat Kibrenest is a ranged combatant. He doesn't like to utilize his bombs constantly, preferring to strike from ambush with his shortbow, hopefully ending the fight before it begins. This doesn't always work as planned, so he does carry a sap to subdue those who would do him harm quietly, or, for those deathly intent on killing him, he uses his shortsword.

GM notes (fun stuff to add if it fits in the campaign)

Spoiler:
Since the 10 minute character has been posted... I like a couple ideas there. The "secrets" portion:
Kibrenest is a follower of Saerenrae. He is trying to overcome his race's natural bloodlust and become a member of a society. Yes, I'm aware he's more than two steps away in alignment, although this is his GOAL, not where he is now.

The Arsons in Korvosa were committed by a group of wererats led by a vile one who was extremely upset about the number of rats the Ratcatchers had been killing (and eating).

Overall mechanical goal with Kibrenest from this point is another level of Alchemist, followed by one of rogue. From there it'll be 2 levels alchemist, followed by one level of Rogue in that pattern. He will not be super optimized for archery, as I have all the feats I intend to take with him already. From this point, he will focus on his skills and, likely, take Weapon finesse at some point in the future as that's the only "melee" combat feat that really makes sense.


@Tie My Shoelace - Reading your background was almost scary. My cleric has a paladin of sarenrae that saved her parents (when they themselves were young). Perhaps this could be the same paladin (different time).


Thanks for the support guys.

Krazzix wrote:
LIZARDFOLK invasion? as odd as that sounds, given the reclusive nature of lizardfolk, it's actually perfect for me. the irony will be quite sumptuous for little Kraz.

Excellent. Yeah, the Lizardfolk have good reasons for it.

Awakeninfinity wrote:

Okay, Here is what I have so far, let me know if you have any problems with her, Master DM.

Saron Neyal

Edit:Is restricting magic items by having a skill requirement acceptable? Like requiring training in UMD to use a wand?

Looks good to me so far. And yeah, use of wands requires UMD.

Tie My Shöelace wrote:
Well I had a goblin worked out for the most part but it seems as though Sznek has stolen that spot light, perhaps we'll have two goblins in the party, although mine isn't a typical goblin. She is going to be a Blackened Goblin Oracle of Flame of Sarenrae. Here is what I have so far, any comments or suggestions Yorick? I don't want to press too much farther is something needs to be changed.

Yeah no worries on there being multiple goblins - I'm still holding off on judgments for who is getting in until I close submissions. Which, again, is likely to be Saturday.

I really like the background, though. The duality of her character is fantastic, constantly struggling against her innate nature. I approve.

Arknight wrote:
Here's Evril, crunch and all. :)

Yup, love it, love everything about it. One question, though: Is Evril back here because it was his home, is he searching for information on his parents, and if so, why now, or is it more because Sarenrae guided him there?

Darkmeer wrote:
Kibrenest the Ratcatcher

I really like this little kobold - background, personality, role, and goals are all great.

Submissions will be closing Saturday, April 20th at 3pm EST
That way I can sort through them Saturday afternoon, get the players sorted out by the evening, and possibly begin on Sunday.


Sorry about the delay on my end, i'm still e working on the bg!

And i'm glad you're ok! My cousin and his gf were down there for the marathon and were pretty close to where the bomb went off. Luckily they both are unharmed, it's just tip bad so many others were :/


Yorick I could be wrong but I believe Awakeninfinity may be asking about the item creation rule that allows items to be created more cheaply if they have certain requirements. So I think she is asking can I make a cheaper wand if it can only be used by someone with UMD - sorry if I'm assuming wrong, but I think that's it.

Personally I think this rule should be kept firmly out of PC hands, they simply use it to create items they can use perfectly for cheaper. I only allow it for quirky items that aren't really worth their cost by the rules - which seems to be how the designers use it IMO.


Rellen Marn wrote:
Yorick I could be wrong but I believe Awakeninfinity may be asking about the item creation rule that allows items to be created more cheaply if they have certain requirements. So I think she is asking can I make a cheaper wand if it can only be used by someone with UMD - sorry if I'm assuming wrong, but I think that's it.

I'm a male. actually, I just think that this Female Half-elf Wizard is adorable.

Rellem Marn wrote:
Personally I think this rule should be kept firmly out of PC hands, they simply use it to create items they can use perfectly for cheaper. I only allow it for quirky items that aren't really worth their cost by the rules - which seems to be how the designers use it IMO.

And you're right, I shouldn't have asked; I humbly withdraw my Request for said magic Item(s) and apoligize. I have no idea what to get for magic items anyways (I took no crafting feats because I don't think they fit the character... yet.); any suggestions?


Oh, whoops, I totally misread.

As far acquiring magical items - don't worry about taking crafting feats just to get that kind of stuff. These towns are all pretty big on trade, so it wouldn't be super hard to find most things, and it's also unlikely that you'll have a week of downtime during the game to, you know, craft a magical set of armour or something, so it would probably be a waste. Unless you have fluff reasons, I generally wouldn't bother.


Oh wait, the feats I thought you were talking about magic items themselves, I was about to be jumping out seat screaming "Horay... resource management!"

@ group; I've actually never been this high a level spellcaster before (at least with items) do you have any reccomendations as to what I should get?


@Awake: Metamagic rods are always fantastic to have if you can afford them. But I generally go with random things like a Handy Haversack (100lb capacity at 5lb weight)m it helps a lot if you have a low strength.

The headbands to increase your main casting stat (Cha for us) are awesome too. I personally didn't take much because there's a rod and set of robes I've got my eyes on.
Out of curiosity, what bloodline did you take?

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