Zedth's Keep on the Borderlands (PF1) (Inactive)

Game Master Zedth

Party Health:
Brandt....18/18
Carith.....12/12
Eina........12/12
Erodin....22/22
Pinto......23/23
Taecuss...19/19

Map of the Borderlands
Current Tactial Map

Party Loot

Initiative and Perception:

Initiative:
[dice=Brandt]1d20+2[/dice]
[dice=Carith]1d20+1[/dice]
[dice=Eina]1d20+2[/dice]
[dice=Erodin]1d20+3[/dice]
[dice=Pinto]1d20+2[/dice]
[dice=Taecuss]1d20+3[/dice]

Initiative order:
1)
2)
3)

Perception checks:
[dice=Brandt]1d20+5[/dice]
[dice=Carith]1d20+3[/dice]
[dice=Eina]1d20+5[/dice]
[dice=Erodin]1d20+0[/dice]
[dice=Pinto]1d20+5[/dice]
[dice=Taecuss]1d20+7[/dice]


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Dunganagar the Mad wrote:
Do we really have no healers in the running?

If we don't get a healer submission before recruitment closes I'll be happy to throw in a traveling initiate/acolyte type of character - someone roughly equivalent to a level 1 cleric (who doesn't fight) who follows the party in search of destiny, healing the group all the while.


Gamemaster Zedth wrote:
Dunganagar the Mad wrote:
Do we really have no healers in the running?
If we don't get a healer submission before recruitment closes I'll be happy to throw in a traveling initiate/acolyte type of character - someone roughly equivalent to a level 1 cleric (who doesn't fight) who follows the party in search of destiny, healing the group all the while.

That works.

There's a game I'm in where the GM was running a GMPC Life Oracle for that reason.


Dunganagar the Mad wrote:
Gamemaster Zedth wrote:
  • Dunganagar the Mad (Peet) - Dwarf Barbarian I see a 'drawback' and an extra trait, which is not allowed for per the character creation guidelines.
  • OK, I'll fix that.

    Do we really have no healers in the running? I see an undead-raising cleric but nobody with positive energy stuff. Dunganagar is kind of a dumb character to play if there aren't any healers around. I expected a lot of his money to go into healing items but he won't have those at the beginning.

    I think I can afford a potion of cure light wounds at the start though.

    My cleric will be preparing cures almost exclusively. he -wants- to be a healer ;)


    Gamemaster Zedth wrote:

    Here is a list of submissions so far with some errors/oversights that I noticed:

    <snipped>

  • Liam Kali (Edward Sobel) - Human Fighter I see that you took 'Weapon Finesse' as a feat, but I wanted to remind you that if you'd like to take it as a trait instead, you may do so. This might yield another feat for you! Take another look at my House Rules.

    <snipped>

  • I was going back and forth on that and wasn't sure which way to go. but after working some more on the character I think I can drop the duelist trait and take weapon finesse there.


    Eina can do some healing, she's gonna be a little weak there due to limited slots and the hexes only work once per person per day. Still working on background fluff and the build.


    I have a halfling rogue concept that might work well with this campaign. She's a classic rogue who has lost her memory due to a traumatic event. She has awakened holding a silver-handled shortsword engraved with the holy symbol of minor halfling deity. This is actually an heirloom weapon. The minor deity is the companion of a greater deity (originally I made her with Chaldira and Desna in mind). The rogue believes she is the deity reincarnated as a mortal, and is trying to find a way to regain her immortality.

    The idea would be to have her latch on to the cleric/paladin of the group who, as it happens, worships the major deity... or another more religious character... as a side-kick. She's curious, loyal, talkative, daring and adventurous. She's a bit over-zealous and gets in over head on occasion.

    I'll work up her crunch and submit her.


    Character has been updated.


    Liam is updated ....


    Thanks for the advice guys. I hope I formatted this in a readable manner. I'm sure someone's going to point out a basic step of character creation I forgot, and I'm going to feel stupid. Here's what I got:

    Stats:

    Rachel the Bloodrager
    Female aasimar (angle blooded) bloodrager (steelblooded) 1
    LG Medium outsider (native)
    Init +2; Senses Perception +4; Darkvision 60 ft
    --------------------
    Defense
    --------------------

    AC 18, touch 10, flat-footed 18 (+8 armour)
    hp 12 (1d10+2)
    Fort +4, Ref +0, Will +0
    Resist acid 5; cold 5; electricity 5
    --------------------
    Offense
    --------------------

    Speed 20 ft.
    Greatsword +4 (2d6 + 9, 19-20)
    Scimitar +5 (1d6 + 4, 18-20)
    --------------------
    Statistics
    --------------------

    Str 18, Dex 10, Con 14, Int 8, Wis 10, Cha 14
    Base Atk +1; CMB +6; CMD 15
    Feats Power Attack
    Traits Rich parents, Reactionary
    Skills (-7 Armour check) Heal +3, Knowledge (planes) +2, Perception +4, Intimidate +6,
    Languages Common, celestial
    SQ Infernal bloodline
    Other Gear Half plate, scimitar, heavy steel shield, potion of cure light wounds x2, alchemists fire x2, backpack, flint and steel, hemp rope 50 ft, Rations x10, whetstone, 65 gold, 9 silver, 8 copper
    --------------------
    Special Abilities
    --------------------

    Spell like ability - Alter Self 1/day
    Indomitable Stance - At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
    Bloodrage – 6 rounds / day. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
    Hellfire Strike - As a swift action up to three times a day you can infuse your attacks with hellfire. When you do, your melee attacks gain the flaming weapon special ability for 1 round.

    References:
    Bloodrager – Advanced Class Guide
    Steelblooded – Advanced Class Guide
    Aasimar – Advanced Race Guide
    Angle blooded – Blood of Angels

    Build Notes
    Levels 2 and 3 are vanilla paladin. After that, I’m going to alternate bloodrager and paladin in an order that will be determined by our challenges (more paladin if we fight more evil stuff, more bloodrager otherwise). The goal is to have an evenish split after lay on hands comes online.

    Tactics
    She hits hard and has lots of armor, so she tries to get as close as possible and stay between her friends and enemies. Her weakness is ranged attacks and spells, so she tries to partner with people who can deal with those things. She will always try to protect innocents. She avoids unnecessarily (see backstory).

    Backstory:

    Backstory (all towns and religions and other details can be changed on request)
    In the small town (500ish residents) of Quondham, life was pretty good. The land was relatively safe, the economy was doing well, and the only problem was the longstanding feud with the neighboring town of Wascott. This feud had gone on for generations, so long that no one know why anymore. The baron running Quondham saw this as utter nonsense. After all, why would they ignore a potential major trading partner? Determined to end it, he arranged a marriage between his 30 year old son and the daughter of the baron of Wascott. The baron of Wascott was glad to agree, having similar opinions about the feud. The son, Adam Silval, was well loved in the town and if he declared that Wascott wasn’t so bad then Quoundham villagers might stop snubbing Wascott. And so, Adam met Nandine Courdey.

    The two got along very well and readily agreed to marry. The courtship was swift, and 6 months after the idea was first proposed it was done. The two moved into a villa on the edge of Quondham and prepared to live together. A few weeks later, they got the best news of their life during a check up by the local cleric. Nandine was pregnant. Both decided that this was the right moment to share their secret with the other.

    Ever since his youth, Adam had worshipped Sarenrae like many in his town. In his teens however, he decided this wasn’t enough. Him and some friends felt they should take more of a stand. They stole some weapons and crafted their own niche cult of Sarenrae, where any and all evil must be eliminated instantly. Their believed that they had to cleanse the world with her holy fire and anything that had touched evil couldn’t be saved. Frequently, they took trips out of town where they murdered anyone who they thought might have done something wrong. They also took vengeance within the town, arranging the execution of minor criminals and hunting down anyone who changed faith. His father had been trying to catch this group for a while, but never found out Adam was part of it. Adam planned to convert Nandine and have her help him with his ‘divine mission’.

    Nandine summons demons and devils for fun and profit. She’s part of a doomsday cult that wants to summon some all-powerful demon to destroy reality.

    Neither had mentioned it during the courtship for these were their biggest secrets. All the joy they’d felt because of their new child evaporated.

    Adam couldn’t kill or divorce his wife due to his religious beliefs (his cult had a long list of unbreakable rules). Nandine couldn’t kill or divorce her husband because she needed a well-connected wealthy husband politically (plus, he was far better at combat than her). The two split the house in half, agreeing to live separately and split raising the child.

    8 months later Rachel Silval was born. She was raised in seclusion to prevent anyone noticing her differences. Her mother had performed experiments to channel demon powers into her, and her father had prayed to Sarenrae to protect Rachel’s soul. Both had their effect, and she was noticeably not human. The two split raising her, with her father teaching her everything about religion, evil, and combat, while her mother taught her about demons, and tried to sell Rachel’s soul for power.

    When Rachel was 10, she couldn’t take the insanity. Every waking moment was filled with some torture, and she hadn’t spoken with someone other than her parents for over a year. This was the first time she demonstrated her bloodrage. She snapped, stole a weapon from his stockpile and killed her father. She tore into her mothers part of the house and killed Nandine, interrupting a ritual. She then fled into a world she had never seen before, with nothing but the clothes on her back.

    The demon broke out of Nandine’s circle and destroyed Quondham before her father’s buddies slew it. They broke into Adam and Nandine’s house and were horrified to find the demon equipment and their dead friend. They swore vengeance and began a quest to find the monster that killed Adam and Nandine and summoned a demon in their house. Eventually, through powerful magic and asking the wrong questions, they realized that they needed to kill Rachel and began trying to hunt her down.

    Rachel wandered the woods for days, before collapsing. She was eventually found by a paladin of Sarenrae, who took her to his home church in a different town, Moki. The church was small, having a couple of clerics and two paladins. One of the paladins was retired, and the other was the one who found Rachel. While initially weary of them, Rachel eventually warmed to the group. She learned about morality and being kind. She became good, and aided the town. Eventually, she joined classes run by Sigmund (the young paladin) and Rorch (the old paladin) to learn to be a paladin herself. Along with three other students, she trained in magic, weapons, and helping others. Despite being taught that Sarenrae favored the scimitar, Rachel fell in love with and preferred a huge sword she found in the smiths. She even found love with another student, Cass.

    Like all good things, this had to come to an end. When she was 21 (although she didn’t know it, her parents never told her when she was born), the remnants of her father’s cult found her. They had been expanding over the years, and sent quite a raiding party to enact vengeance. Under their usual policy of anything near evil must be also evil, they were determined to destroy the entire temple.

    The paladins and trainees fought valiantly, but they were outnumbered. When a trainee was killed in front of her, Rachel entered a bloodrage for the second time in her life. When she regained her senses, Rachel was in the middle of a pile of mutilated corpses, Rorch was unconscious, Sigmund was in another room fighting to defend the clerics, and Cass was lying in front of her with a huge gash in her head and side. The memories hit her. She’d killed all the aggressors, brutally. Cass had approached her to embrace her in victory. She attacked Cass, putting a wound in her side and head. Rachel cradled Cass’s barely alive body, and then fled being unable to face the concept that she’d just murdered her lover. She never returned.

    Cass survived to due a last act by Rorch, using magic that drained him. Sigmund, Cass (who now has a scar in her side and a missing eye), and the last trainee (a half-orc male named Kol), look for Rachel to this day. The cult reformed around a few survivors, and still dedicate themselves to their mission of destroying the demon child.

    Rachel spent the next few years wandering, doing good where she could. She aided everyone she met equally, trying to help wherever possible. She believed in the goodness of people and stuck to that belief. She learned to control her rage, but is always scared of hurting someone else she cares about. She’s quiet and slow to trust, but willing to stick her neck out for people she doesn’t trust. She’s especially slow to trust religious people, and keeps her devotion to Sarenrae quiet. Rachel still looks for clues to finding the remains of her father’s cult, but never found them. Believing there would be people to help, she finds herself traveling to the keep.

    EDIT - I may not be able to get online much for the next 2ish days. Just a warning.


    Hi Zedth, I'm excited for the opportunity to apply to this game, and plan to put together a submission soon!

    How do tieflings fit into your setting given the Hellwar? Would an obvious tiefling be attacked on sight, or merely viewed with distrust and suspicion? Also, how would Baroness Myrtle Hellbane feel about that?


    Tazo wrote:
    How do tieflings fit into your setting given the Hellwar? Would an obvious tiefling be attacked on sight, or merely viewed with distrust and suspicion? Also, how would Baroness Myrtle Hellbane feel about that?

    Great questions. I would have to imagine after more than a century of occupation there would be many such tainted children, and their presence would have at least two notable influences on the culture - some people would be anywhere from disapproving to outright hateful, while others might be more understanding with the realization that children are inherently innocent. I think you would be right to assume that many would view them with suspicion.

    As to the Baroness, she fought in the latter war campaigns with a zeal that earned her the surname she bears, but she was an adventurer first. That life taught her many lessons about relative good and evil, and the many shades of gray in between. She is renowned as a fair and just ruler, and is well-loved by the common folk of this region. One might assume she would make judgments based on character, not skin.


    Eina Stats V.2:

    Eina
    Female human shaman 1 (Pathfinder RPG Advanced Class Guide 35)
    NG Medium humanoid (human)
    Init +2; Senses Perception +3
    --------------------
    Defense
    --------------------
    AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
    hp 8 (1d8)
    Fort +0, Ref +2, Will +5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +0 (1d4/19-20) or
    . . quarterstaff +0 (1d6) or
    . . spear +0 (1d8/×3) or
    . . unarmed strike +0 (1d3 nonlethal)
    Ranged sling +2 (1d4)
    Special Attacks channel positive energy 2/day (DC 11, 1d6)
    Shaman Spells Prepared (CL 1st; concentration +4)
    . . 1st—bless, cure light wounds; detect undead[S]
    . . 0 (at will)—create water, dancing lights, mending
    . . S spirit magic spell; Spirit Life Wandering Spirit
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14, Con 10, Int 12, Wis 16, Cha 13
    Base Atk +0; CMB +0; CMD 12
    Feats Point-Blank Shot, Precise Shot
    Traits talented, uskwood hunter (nidal)
    Skills Craft (sculpture) +5, Handle Animal +5, Perform (dance) +5, Perform (percussion instruments) +5, Perform (sing) +6, Perform (wind instruments) +5, Profession (cook) +7, Stealth +7, Survival +7
    Languages Common, Sylvan
    SQ spirit animal (raven named Howl)
    Other Gear leather armor, dagger, quarterstaff, sling, sling bullets (10), spear, belt pouch, flint and steel, spell component pouch, wooden holy symbol of Hawk, yak, backpack, bedroll, bird feed (per day), bowyer tools, candle, cold weather outfit, Cutting board, wooden (2 lb), explorer's outfit, feed (per day), hemp rope (50 ft.), Knife, cutting (0.5 lb), Ladle (0.5 lb), mess kit, pack saddle, pot, sculpting tools, Seasonings, local (0.5 lb), Skewer (1 lb), skillet, soap, Tinder packet (0.5 lb), torch, trail rations, Tripod, iron (3 lb), waterskin, winter blanket, 2 gp, 9 sp
    --------------------
    Special Abilities
    --------------------
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Shaman Channel Positive Energy 1d6 (2/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Spirit Animal (spirit animal (raven named Howl)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

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

    Howl
    Male raven (Pathfinder RPG Bestiary 133)
    N Tiny magical beast (animal)
    Init +2; Senses low-light vision; Perception +9
    --------------------
    Defense
    --------------------
    AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
    hp 4 (1d8-1); fast healing 1
    Fort +1, Ref +4, Will +4
    --------------------
    Offense
    --------------------
    Speed 10 ft., fly 40 ft. (average)
    Melee unarmed strike +4 (1 nonlethal) or
    . . bite +4 (1d3-4)
    Space 2 ft.; Reach 0 ft.
    --------------------
    Statistics
    --------------------
    Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
    Base Atk +0; CMB +0; CMD 6
    Feats Skill Focus (Perception), Weapon Finesse
    [b]Skills
    Acrobatics +2 (-6 to jump), Fly +6, Handle Animal -1, Perception +9, Stealth +14, Survival +3
    Languages Common
    SQ improved evasion
    --------------------
    Special Abilities
    --------------------
    Fast Healing 1 (Ex) Heal damage every round unless you are killed.
    Fly (40 feet, Average) You can fly!
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

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

    Little Thunderhead
    Male bison (Pathfinder RPG Bestiary 174)
    N Large animal
    Init +0; Senses low-light vision, scent; Perception +8
    --------------------
    Defense
    --------------------
    AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
    hp 42 (5d8+20)
    Fort +8, Ref +4, Will +1
    --------------------
    Offense
    --------------------
    Speed 40 ft.
    Melee unarmed strike +10 (1d4+8 nonlethal) or
    . . gore +10 (2d6+12)
    Space 10 ft.; Reach 5 ft.
    Special Attacks stampede, trample (2d6+12, DC 20)
    --------------------
    Statistics
    --------------------
    Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
    Base Atk +3; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, 26 vs. trip)
    Feats Endurance, Improved Bull Rush, Power Attack
    Skills Acrobatics +0 (+4 to jump), Perception +8
    Other Gear backpack, bedroll, bird feed (per day) (5), bowyer tools, candle (10), cold weather outfit, cutting board, wooden (2 lb), explorer's outfit (2), feed (per day) (5), hemp rope (50 ft.), knife, cutting (0.5 lb), ladle (0.5 lb), mess kit[UE], pack saddle, pot (2), sculpting tools, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], soap, tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), waterskin (3), winter blanket
    --------------------
    Special Abilities
    --------------------
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Stampede (Ex) Trample improves with multiple tramplers.


    Eina's Personality:

    Using Ash's Guide to RPG Character Personalities

    Primary Motivator: Discovery/Adventure
    Eina is naturally curious about the world around her. Even when she still had a home and family, with the responsibilities of being the tribe's next wise woman and lore keeper, she possessed a voracious appetite for stories and legends from other places. Now that she has been freed from those obligations, she is possessed by wanderlust and has spent the past few months traveling from town to town, village to village, as she works through her grief.

    Secondary Motivator: Love
    The other, more somber side of Eina's motivation for exploring and adventuring. She would love nothing more to have a place to call home again and family to call her own. Even if that home was whatever tavern she and her companions were in at the time and that family was just her fellow adventurers.

    Emotional Disposition: Curious
    Eina wants to know more about the world she's found herself in. She will ask questions of people she's never met and listen to stories that ramble on for hours if she's never heard them before.

    Moodiness: Even-tempered
    Eina's general a pretty stable person. Not much fazes her and she isn't the type to anger easily. The one exception is when goblins are involved. Whenever there are goblins, hobgoblins, or bugbears about, she gets irritable and anxious.

    Outlook: Optimistic (Upbeat)
    Despite the tragedy she's suffered in the past several months, Eina's a generally cheerful person. She'll try to find the bright side to anything, except maybe dealing with goblins, though killing them seems to be bright enough for her.

    Integrity: Conscientious (Honest, Pragmatic)
    Eina's not much for falsehoods or opinions that are more motivated by prejudices than practical experience. She tries not to lie, but if she needs to, she will. She tries to approach things from a standpoint of practicality without compromising her beliefs.

    Impulsiveness: Controlled (Steady)
    Eina approaches life from the viewpoint that all things will happen when they are meant to, and in keeping with her practical approach to things, she doesn't rush off on anything. She prefers a steady pace that is sustainable over one that is quick, but might not last over the long term. She does, however, recognize that there are times for action and expediency.

    Boldness: Dauntless
    Eina is far from a fool, but she is fearless and determined when it comes to overcoming obstacles. She knows that in the battle between rock and water, water always wins eventually, and even if it's only bit by bit, she will win the day.

    Agreeableness: Agreeable (Warm, Empathic, Adaptable)
    Eina gets along with most people. She can relate to people and is quick to adapt when moods change or tempers flare. She wins people over with kindness rather than charm.

    Interactivity: Engaging (Talkative, Candid)
    Eina will talk with almost anyone, and if they don't have a tale to share, she's more than willing to share some of her own. She doesn't put up a front and simply tries to be herself. Those that earn her ire will know it, as will those that have earned her gratitude.

    Conformity: Conventional (Down-to-Earth, Practical)
    Eina believes in practicality. Even her most outlandish ornaments have a purpose and she doesn't do anything "just because." She prefers things that will aid her over things that merely look pretty. Good luck getting her into a dress, and may the gods have mercy on your soul if you try forcing her into a ball gown. She's more at home with common people than those with money.


    Background Cliffnotes version:

    - Eina was to be the next wise woman/lore keeper of her tribe, along with being the one that normally treated with outlanders.
    -Goblins raided her tribe's village, slaughtering most of them and hauling the few survivors off as slaves. Eina was the only one that escaped. She found Little Thunderhead and some of her tribe's treasure that had been overlooked after the raid.
    - In the several months since then, Eina has roamed the borderlands and the lands a little further from the wilds, but has yet to find the home and family she's looking for.
    - In her most recent stop, she's found the notice of Baroness Myrtle Hellbane. After getting someone to read it to her, she left for the village of Sowell's Orchard.

    Notes on Howl and Little Thunderhead:

    Howl
    - He's bombastic and sarcastic for the most part, though after what happened, he does his best to look after Eina.
    - He has a love of gems, specifically sapphires. He's always trying to get Eina to buy some jewelry that has gemstones in it so he can admire them.
    - He hates cats and dogs.
    - He loathes crows and songbirds.

    Little Thunderhead
    - STUBBORN!
    - Will pick Eina up with his horns by the back of her clothes and hang her somewhere if he feels she's getting to uppity.
    - About as labile as a boulder, and as dangerous as a moving one once you make him mad.
    - Doesn't mind much.
    - Loves apples and pears, and especially loves apple and pear wines.
    - Is smarter than a yak ought to be (though his stats don't reflect this. I prefer animals with some personality, and having him be smart enough to knock the person berating
    Eina into the nearest mudhole or trough is amusing to me.)

    Still refining it, but this should be good enough to go by.

    Edit: Two questions, if I may. Are we allowed to pick up Lore as a skill? If we are, is Lore(Borderlands) too broad?


    AdamWarnock wrote:
    Two questions, if I may. Are we allowed to pick up Lore as a skill? If we are, is Lore(Borderlands) too broad?

    Lore is basically the same thing as Knowledge skills in PF, unless I'm not understanding your meaning. Setting that aside, I would say yes, Lore-Borderlands would be too broad because there are many things one could know such as recent and ancient history, plant life, monsters, etc.


    Here is an updated list of applicants:

    Complete (or very nearly complete):

    •Dunganagar the Mad (Peet) - Dwarf Barbarian

    •Brandt Holgarson (DBH) - Human Skald

    •Liam Kali (Edward Sobel) - Human Fighter

    •Griar Brand (Waterhammer) - Aasimar Ranger

    •Eina (Adam Warnock) - Human Shaman

    •Pinto Donasetti (Fabian Benavente) - Human Brawler

    •Fregault the Wizard (Daniel Stewart) - Human Evoker Wizard

    •Roland "stitches" Morthal (RJ the Wolf) - Aasimar Undead Lord Cleric

    •Rachel the Bloodrager (Goddity) - Aasimar Bloodrager

    •Taecuss dyn Bru (Markofbane) - Elf Investigator

    Incomplete:

  • No name yet (Valjoen_KC) - Halfling Rogue

  • No name yet (Tazo) - Tiefling


  • I'm going to make a "what if" post that I would each applicant to respond to in character. This encounter might have occurred to any one of your along your route eastward toward Sowell's Orchard, and so I want to see your writing style and character actions. There isn't a right or wrong answer here - I'm just trying to get a feel for your posting style. Try to keep it "average," meaning I don't want anyone to feel like they need to write a novel here because they're on stage for a tryout, but I always encourage color, personality, and being descriptive.

    Take whatever action you deem appropriate. This will be a one-off with no reply from me as a GM, so make your action count. Use clever dialogue, threaten, run away, attack, cast a spell -- do whatever you want!

    Note - you may act on the information in the spoiler only if you successfully roll the noted skill check.

    In this following scenario, you are the "traveler."

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

    The birds were particularly loud this evening, singing from the dense treetop canopy that covered the forest on either side of you. The eastward route along the Thruway that cut a line through the woods was growing more decrepit with each passing mile; the old road hadn't received more than a semblance of upkeep in more than a century, but the fact that it was still usable was a testament to the grand society that once was.

    The summer heat weighed down upon the traveler's shoulders like some heavy cloak, and when the sudden not-so-distant thunderclap rang out across the evening sky, it brought with it hope for a respite from the oppressive seasonal warmth. The pitter patter of rainfall perked up the lone traveler's ears, quickly becoming the only audible sound as the drops fell relentlessly upon the leaves all around. The rain drops were cool - thank the gods - and while it delivered on its promise of relief, a menacing thought accompanied the feeling of relief; these woods would make a fine hiding spot for highwaymen, and highwaymen were a growing scourge in these lawless times.

    Keeping a close eye for trouble on the tree line, the traveler rounded a bend in the thruway that rose up around a rocky hill, the sounds of rushing river waters growing louder with each step. The heckles suddenly raised on his or her back when road leveled out atop the hill where a cloaked and lightly-armored woman stood sentinel, blocking access to a sturdy wooden bridge. Her curvaceous figure stood there confidently, brandishing a quarterstaff in one hand, momentarily silhouetted by a shock of lightning behind her. The woman stared at the traveler, seemingly ready for this encounter.

    There was no apparent way around; the river's water churned angrily below, dispelling any notions of swimming across. Before the traveler had a chance to speak, the bridge's guardian called out through the rainy evening air -

    "Welcome! This is my bridge, and if you want to cross it you'll need to pay the toll. Five gold coins, or a hearty spar - the choice is yours."

    She motioned to the bridge's edge where a 2nd quarterstaff lay against it, waiting for you to take up her challenge.

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

    Perception DC 15:

    Your sharp eyes caught sight of a second figure hiding behind a rocky outcropping - a grizzled-looking filthy man with sun weathered skin, clasping a pair of shanks, ready to pounce. Your first thought is that you're stuck in the middle of a con, where you get stabbed in the back while your guard is down during an equitable exchange with the woman. You suddenly realize that the stalking man is staring hatefully at the woman, and that she is likely in just as much danger as you.

    The man is crouched about 15 feet to your right side, within 10 feet of the woman, clearly taking advantage of the rain to mask his movements toward her.

    The woman bridge guardian stands 20 feet in front of you. Actions?


    Submitting Rendyl Millary, Cleric of Iomedae.

    Thanks for the consideration!

    Sample Role-play:

    Perception: 1d20 + 4 ⇒ (8) + 4 = 12

    Rendyl regarded the woman warily, noting for a brief moment the voluptuous figure of the would-be troll as she sang out her challenge to him. The cleric shook his head slightly, dispelling the attractive figure as simply as he shook off the steady rain as it collected in the nooks and crannies of his mail.

    His blue eyes drifted down to the torrent beneath the river, the dark waters looking dangerous, the whitecaps standing out in the overcast light. As he looked back up, his features hardened, his expression stern.

    "My lady, while I am sure you are jesting about the five coins to cross, such things are not to be taken lightly. Banditry is a crime, and others might not be as astute as I at determining your joking nature. Kindly step aside and let me pass."

    His expression betrayed the fact that he thought no such thing, he was simply allowing the woman a gracious way to retreat from her challenge without losing too much face. He sweated inside his heavy armor, a hard day's walk on a deteriorating road having worn him out. Plus, he had to admit to himself, it was partly due to his increased heartbeat, the adrenaline of the moment heating up his body as he anticipated a possible fight.

    The cleric stood in a relaxed, non-threatening posture, calmly waiting for the woman's response. Or as calmly as the young man could manage. Perhaps this was a test from the Inheritor Herself, a taste of the lawlessness that thrived in this area. If so, Rendyl would do his best to take the woman captive and hold her until she could have a trial. This woman would receive no quarter from Rendyl merely because of her sex.


    @Zedth: I found this dwarven deity, Hanseath. Would you accept that deity?

    I'm thinking Chaos/Revelry subdomain fits perfectly. I might take the Evangelist archetype but if not I would probably take Strength/Ferocity as my second domain. I would like War/Blood a little better but I think that probably doesn't fit the deity's flavor as well.

    Would that fly?


    Tundran wrote:
    Would that fly?

    Yes absolutely


    Tae's profile has been updated with his background and equipment.

    Sample:
    The traveler let out a weary sigh at the challenge. ”Usually trouble follows me. This time it appears to have skipped ahead to block the most expedient way forward.” He let his heavy pack drop to the ground, then rolled his liberated shoulders to loosen them up. The weight and weariness seemed to lift from the elf as he faced her, and his expression brightened considerably.

    Perception 1d20 + 6 ⇒ (12) + 6 = 18

    ”I haven’t five gold coins to my name, and if I did I wouldn’t part with them for your toll. That would be my entire life savings; quite a price to pay to take a dozen strides on those planks.” He unslung his bow as he took a slow stride forward. ”However, I would be glad to spar with you, with or without staves. Preferable without, for the world is woefully short of half-elves.” He followed the comment with a flirtatious wink.

    Rather than drop the bow, he quickly nocked an arrow and drew back the string. The shaft, however, did not align with the boisterous woman, but at the nearby rocky outcropping. ”But it appears you already have a sparring partner. Why don’t you come out, oh worthy rival for her affections.”

    Five foot step toward her, ready and action to shoot the man if he attacks either of them.


    perception Liam: 1d20 + 1 ⇒ (14) + 1 = 15
    perception Duke: 1d20 + 8 ⇒ (18) + 8 = 26

    As Liam approached the bridge his first attention went to the lady standing guard at the entrance. Liam gives a hand signal to Duke to head toward the hidden ambusher.

    bold words, but you really think you have a chance against me? I am probably one of the greatest swordsmen in these parts. he speaks boldly and with confidence as he moves closer to the hidden individual, pretending to not notice his presence.

    However, I offer you a chance to save face, We skip the spar and the toll, and you get the stand beside me in battle

    handle animal: 1d20 + 4 ⇒ (17) + 4 = 21

    Liam makes his offer as he rushes at the hidden attacker sword drawn, hoping to catch him by surprise. Sick 'em he commands, and Duke leaps from the brush at the attacker

    No use resisting, you are clearly out matched!

    acrobatics fun: 1d20 + 7 ⇒ (19) + 7 = 26

    Liam's charge hopfully threw his opponent off balance as He runs toward him and with a sudden leap in the air he lands behind him swinging his sword at him in mid air.

    attack: 1d20 + 4 ⇒ (16) + 4 = 20

    a hit?:

    from the nearly inverted position mid Flip, Liam manages to slam his blade into the hidden man's back. slicing upward as he lands.

    damage: 1d6 + 3 ⇒ (3) + 3 = 6

    Duke follows up attacking from the flank

    duke attack: 1d20 + 2 ⇒ (5) + 2 = 7
    bite damage: 1d4 + 1 ⇒ (3) + 1 = 4

    a miss?:

    Liam's flip, though very dramatic, it seemed to be anticipated and the hidden man simply steps to the left causing Liam to completely miss.

    The unexpected lack of resistance causes Liam to loose his concentration and he nearly drops his blade.

    can he recover?: 1d20 + 7 ⇒ (17) + 7 = 24

    The sudden change leaves Liam landing on his back with a dog growling nearby protecting his fallen master.


    Just a quick note...as I am re-using an old profile, I have changed Fregault's name to Ozmund. Sorry for any confusion.

    Sample:

    Ozmund arrives at the bridge wet, tired and cross. He has been lucky enough to use his magic to keep the rain off him, but after all the walking he had done, a hole had worn it way through his left boot, and his wool socks were now soaked...and felt like they weighed more than his pack!

    Seeing the woman, the wizard sighed and looked around, as this looked to be a common ambush.

    Perception: 1d20 + 4 ⇒ (3) + 4 = 7

    Seeing no lurking brigands the wizard adressed the woman.

    "My deal lady, my name is Ozmund. I have no quarrel with you and am not in the mood to do battle with you to cross this stream. Here is your money, now let me pass."

    With the wave of his hand (and using prestidigitation) the wizard hands the woman 5 rather lumpy and worn gold pieces.

    "Now I shall be on my way.", and Ozmund carries across the bridge.


    Gamemaster Zedth wrote:
    ...She motioned to the bridge's edge where a 2nd quarterstaff lay against it, waiting for you to take up her challenge.

    Pinto wiped sweat and rain from his brow. The road had been long and he longed to get to the village, this Sowell's Orchard. Whatever it's called.

    He carried his meager belongings on a backpack, his large skinning knife and handaxe visible on his belt. Pinto was tired and he was hungry.

    The last thing he needed was an overzealous woman with a desire to spar. The old man sat down and smiled, "Listen girl. I don't have time or energy to spar with you. How about we say we did it and you won?"

    tag?

    Seeing the hesitation on the girl, he joked, "You're welcome to search me for money. I'll let you keep half of you may find but it won't be five gold that's for sure."

    Not making any menacing moves, he continued, "So how did you come to own this bridge? Did you beat the troll that was here before you?"

    tag?

    --------------
    perception: 1d20 + 4 ⇒ (9) + 4 = 13, nope
    diplomacy: 1d20 ⇒ 17


    Gamemaster Zedth wrote:
    AdamWarnock wrote:
    Two questions, if I may. Are we allowed to pick up Lore as a skill? If we are, is Lore(Borderlands) too broad?
    Lore is basically the same thing as Knowledge skills in PF, unless I'm not understanding your meaning. Setting that aside, I would say yes, Lore-Borderlands would be too broad because there are many things one could know such as recent and ancient history, plant life, monsters, etc.

    Pretty much. I guess what I'm looking for is a way to tie her background to her mechanics. She grew up in the Borderlands and she was supposed to be the tribe's next Lore Keeper. Tribal history and relations I have represented with Lore (Storm Raven tribe) (again, if it's too broad, let me know.) But how am I supposed to represent her being knowledgeable about stuff in the Borderlands? Knowledge(Local) could work, but then RAW, I'd need Knowledge(Nature) to identify plants and animals in the Borderlands, Knowledge(History) for past events, Knowledge(Geography) to know her way around, and most of the rest to be able to identify various hazards and groups that have been active in the region.

    It's times like this that I get frustrated with Pathfinder, because it makes it difficult to build a character that's supposed to be skilled in several things because of their background, but thanks to limited skill points, it's a lot harder to pull off for a first level character.

    Anyway, that's probably the lack of sleep showing. I'll have a post up with Eina's revised stats and a more interesting background tonight.


    Perception: 1d20 + 7 ⇒ (9) + 7 = 16

    Bridge encounter:
    Griar padded along the aged highway, his bow held in a comfortable grip at his side. The rain felt good as it drummed on his hat, and the shield that was strapped to his backpack. Griar hurried along, with luck he could make Sowell's Orchard by evening.

    Cresting the rise, Grier discovers the bold, and attractive bridge guardian. "I would love to spar with you." He says. "But over there." He points with an arrow that was quickly drawn from the quiver at his back.
    "Lurks a fellow that looks to be friend to neither you, or me." Griar nocks the arrow, and waits to see what happens next.


    AdamWarnock wrote:
    It's times like this that I get frustrated with Pathfinder, because it makes it difficult to build a character that's supposed to be skilled in several things because of their background, but thanks to limited skill points, it's a lot harder to pull off for a first level character.

    I understand your frustration as I share it with various tools in this toolbox called Pathfinder. It's one reason I like to play a few different games with my friends because different games seem to do a better job at certain things. For example, one game I really enjoy is called Barbarians of Lemuria - it is a really low-crunch system that uses 2d6 to resolve all checks (skills, attacks, magic, feats), and one thing I really like is the background system which allows for a very open ended approach to how skilled a character is in a variety of things.

    Alas, we're stuck with Pathfinder for this game and you'll have to use your skill points as you see fit to make it work out.


    I love the sample encounter replies! You guys are awesome.

    It looks like we have a fair number of applicants now. I'm going to wait a couple/few more days to allow for any more sample encounter replies to be posted, and for more applicants to possibly trickle in. With a bit of luck and momentum I'll try to have the party chosen by this weekend, at which point we can start our game.


    Eina Stats V.3 final:

    Note: The Kellid ethnicity just gives her the Hallit language. I figured she'd have a tribal language that she'd know and this was the best fit from the options in HeroLab. I can remove it if needed, but I'd like to have something that distinguishes her from the more civilized people from the cities and towns.
    Eina
    Female human (Kellid) shaman 1 (Pathfinder RPG Advanced Class Guide 35)
    NG Medium humanoid (human)
    Init +2; Senses Perception +3
    --------------------
    Defense
    --------------------
    AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
    hp 8 (1d8)
    Fort +0, Ref +2, Will +5
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +0 (1d4/19-20) or
    . . quarterstaff +0 (1d6) or
    . . spear +0 (1d8/×3) or
    . . unarmed strike +0 (1d3 nonlethal)
    Ranged sling +2 (1d4)
    Special Attacks channel positive energy 2/day (DC 11, 1d6)
    Shaman Spells Prepared (CL 1st; concentration +4)
    . . 1st—bless, cure light wounds; detect undead[S]
    . . 0 (at will)—create water, dancing lights, mending
    . . S spirit magic spell; Spirit Life Wandering Spirit
    --------------------
    Statistics
    --------------------
    Str 10, Dex 14, Con 10, Int 12, Wis 16, Cha 13
    Base Atk +0; CMB +0; CMD 12
    Feats Point-Blank Shot, Precise Shot
    Traits talented, uskwood hunter (nidal)
    Skills Craft (sculpture) +5, Handle Animal +5, Knowledge (local) +2, Lore (Tribe of the Storm Raven) +5, Perform (dance) +5, Perform (sing) +6, Profession (cook) +7, Stealth +7, Survival +7
    Languages Common, Hallit, Sylvan
    SQ spirit animal (raven named Howl)
    Other Gear leather armor, dagger, quarterstaff, sling, sling bullets (10), spear, belt pouch, flint and steel, spell component pouch, wooden holy symbol of Hawk, yak, backpack, bedroll, bird feed (per day), bowyer tools, candle, cold weather outfit, Cutting board, wooden (2 lb), explorer's outfit, feed (per day), hemp rope (50 ft.), Knife, cutting (0.5 lb), Ladle (0.5 lb), mess kit, pack saddle, pot, sculpting tools, Seasonings, local (0.5 lb), Skewer (1 lb), skillet, soap, Tinder packet (0.5 lb), torch, trail rations, Tripod, iron (3 lb), waterskin, winter blanket, 2 gp, 9 sp
    --------------------
    Special Abilities
    --------------------
    Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
    Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Shaman Channel Positive Energy 1d6 (2/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
    Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
    Spirit Animal (spirit animal (raven named Howl)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

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

    Howl
    Male raven (Pathfinder RPG Bestiary 133)
    N Tiny magical beast (animal)
    Init +2; Senses low-light vision; Perception +9
    --------------------
    Defense
    --------------------
    AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
    hp 4 (1d8-1); fast healing 1
    Fort +1, Ref +4, Will +4
    --------------------
    Offense
    --------------------
    Speed 10 ft., fly 40 ft. (average)
    Melee unarmed strike +4 (1 nonlethal) or
    . . bite +4 (1d3-4)
    Space 2 ft.; Reach 0 ft.
    --------------------
    Statistics
    --------------------
    Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
    Base Atk +0; CMB +0; CMD 6
    Feats Skill Focus (Perception), Weapon Finesse
    [b]Skills
    Acrobatics +2 (-6 to jump), Fly +6, Handle Animal -1, Perception +9, Stealth +14, Survival +3
    Languages Common
    SQ improved evasion
    --------------------
    Special Abilities
    --------------------
    Fast Healing 1 (Ex) Heal damage every round unless you are killed.
    Fly (40 feet, Average) You can fly!
    Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

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

    Little Thunderhead
    Male bison (Pathfinder RPG Bestiary 174)
    N Large animal
    Init +0; Senses low-light vision, scent; Perception +8
    --------------------
    Defense
    --------------------
    AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
    hp 42 (5d8+20)
    Fort +8, Ref +4, Will +1
    --------------------
    Offense
    --------------------
    Speed 40 ft.
    Melee unarmed strike +10 (1d4+8 nonlethal) or
    . . gore +10 (2d6+12)
    Space 10 ft.; Reach 5 ft.
    Special Attacks stampede, trample (2d6+12, DC 20)
    --------------------
    Statistics
    --------------------
    Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
    Base Atk +3; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, 26 vs. trip)
    Feats Endurance, Improved Bull Rush, Power Attack
    Skills Acrobatics +0 (+4 to jump), Perception +8
    Other Gear backpack, bedroll, bird feed (per day) (5), bowyer tools, candle (10), cold weather outfit, cutting board, wooden (2 lb), explorer's outfit (2), feed (per day) (5), hemp rope (50 ft.), knife, cutting (0.5 lb), ladle (0.5 lb), mess kit[UE], pack saddle, pot (2), sculpting tools, seasonings, local (0.5 lb), skewer (1 lb), skillet[UE], soap, tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), waterskin (3), winter blanket
    --------------------
    Special Abilities
    --------------------
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
    Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.
    Stampede (Ex) Trample improves with multiple tramplers.


    Eina's Personality:

    Using Ash's Guide to RPG Character Personalities

    Primary Motivator: Discovery/Adventure
    Eina is naturally curious about the world around her. Even when she still had a home and family, with the responsibilities of being the tribe's next wise woman and lore keeper, she possessed a voracious appetite for stories and legends from other places. Now that she has been freed from those obligations, she is possessed by wanderlust and has spent the past few months traveling from town to town, village to village, as she works through her grief.

    Secondary Motivator: Love
    The other, more somber side of Eina's motivation for exploring and adventuring. She would love nothing more to have a place to call home again and family to call her own. Even if that home was whatever tavern she and her companions were in at the time and that family was just her fellow adventurers.

    Emotional Disposition: Curious
    Eina wants to know more about the world she's found herself in. She will ask questions of people she's never met and listen to stories that ramble on for hours if she's never heard them before.

    Moodiness: Even-tempered
    Eina's general a pretty stable person. Not much fazes her and she isn't the type to anger easily. The one exception is when goblins are involved. Whenever there are goblins, hobgoblins, or bugbears about, she gets irritable and anxious.

    Outlook: Optimistic (Upbeat)
    Despite the tragedy she's suffered in the past several months, Eina's a generally cheerful person. She'll try to find the bright side to anything, except maybe dealing with goblins, though killing them seems to be bright enough for her.

    Integrity: Conscientious (Honest, Pragmatic)
    Eina's not much for falsehoods or opinions that are more motivated by prejudices than practical experience. She tries not to lie, but if she needs to, she will. She tries to approach things from a standpoint of practicality without compromising her beliefs.

    Impulsiveness: Controlled (Steady)
    Eina approaches life from the viewpoint that all things will happen when they are meant to, and in keeping with her practical approach to things, she doesn't rush off on anything. She prefers a steady pace that is sustainable over one that is quick, but might not last over the long term. She does, however, recognize that there are times for action and expediency.

    Boldness: Dauntless
    Eina is far from a fool, but she is fearless and determined when it comes to overcoming obstacles. She knows that in the battle between rock and water, water always wins eventually, and even if it's only bit by bit, she will win the day.

    Agreeableness: Agreeable (Warm, Empathic, Adaptable)
    Eina gets along with most people. She can relate to people and is quick to adapt when moods change or tempers flare. She wins people over with kindness rather than charm.

    Interactivity: Engaging (Talkative, Candid)
    Eina will talk with almost anyone, and if they don't have a tale to share, she's more than willing to share some of her own. She doesn't put up a front and simply tries to be herself. Those that earn her ire will know it, as will those that have earned her gratitude.

    Conformity: Conventional (Down-to-Earth, Practical)
    Eina believes in practicality. Even her most outlandish ornaments have a purpose and she doesn't do anything "just because." She prefers things that will aid her over things that merely look pretty. Good luck getting her into a dress, and may the gods have mercy on your soul if you try forcing her into a ball gown. She's more at home with common people than those with money.


    Background Cliffnotes version:

    - Eina was to be the next wise woman/lore keeper of her tribe, along with being the one that normally treated with outlanders.
    -Goblins raided her tribe's village, slaughtering most of them and hauling the few survivors off as slaves. Eina was the only one that escaped. She found Little Thunderhead and some of her tribe's treasure that had been overlooked after the raid.
    - In the several months since then, Eina has roamed the borderlands and the lands a little further from the wilds, but has yet to find the home and family she's looking for.
    - In her most recent stop, she's found the notice of Baroness Myrtle Hellbane. After getting someone to read it to her, she left for the village of Sowell's Orchard.

    Background - The Fluffy Version:

    It ended in fire.

    The warriors of the tribe had fallen. The old and the young were screaming. The village of the Storm Raven Tribe burned, bathing the low hanging clouds in hellish light. Blood soaked the ground and death cries rang out. Spears were broken. Shields were shattered. The tribe was dying.

    Eina ran along the paths, ducking a goblin spear as it whistled by and diving under the grasping arms of a bugbear. She heard a girl scream behind her and tears ran down her face. There was nothing she could do, but run. Hobgoblins spotted her and gave chase, but she was quick, and these were the woods of her tribe. She hopped over the low fence that marked the edge of the animal pens, pointedly not looking at the hacked apart body of the young shepherd boy that had been one of the night’s first victims. The screams of those who could not escape haunted her footsteps as she disappeared into the dark forest.

    From her hiding spot, she watched as the goblin horde that had destroyed her home left, cheering and giving praise to their profane gods. The heads of those that had fought were raised up on cruel pikes. Lead by chains were only a dozen of her fellow tribesmen, mostly young boys and women, all that was left out of a tribe that once counted hundreds among their number. They were slaves now, slaves to the horde that had ripped their old lives apart. Eina was all that was left, the last of the Storm Ravens.

    Sorrow filled her heart, but it only served to feed the flames of a deep rage. Fury burned in her heart and she vowed that she’d never allow a goblin to live if it crossed her path. For the first time in her life, she understood the rage that would take some of the tribe’s warriors, The bear’s thunder, they’d called it. There was no thunder now, though, the need to remain hidden was too great.

    She watched.

    She waited.

    Her hate burned.

    ===

    Little Thunderhead, the only one of the yaks her family raised to have survived the raid, plodded along at a pace he thought reasonable. The packsaddle she had found was loaded with what little riches had been left behind. Despite the weight, which would have staggered Eina to the point of immobility, Little Thunderhead continued to walk at his meandering pace as if he had naught but a feather on his board back.

    Eina walked beside him on the trail. The last trapper she’d spoken to had told her that the nearest village was a few days’ journey along the old road that had once helped troops move in the Borderlands during the Hellwar. She’d heard legends and stories about the conflict from the tribe’s lore keeper as she was being groomed to replace her, but that was all they were to the young shaman. She’d been born some time after the last bloody battle that had ended that terrible conflict.

    Stories and legends about goblins, though, those were very real to the young woman. Only a week had passed since that horrible night, and she had nearly broken down in front of the trapper as she’d warned him. The pain was still sharp, still fresh, but not as strong as it once was. She would heal, though it would take time.

    Howl alighted on Little Thunderhead’s brow and ruffled his feathers.

    ”Such lovely weather,” he crowed, ”I can’t remember the last time the sky was so clear and the fruit so fresh.”

    ”You can’t remember last year,” Eina asked, a smile playing on her lips.

    ”I’m but a raven, one cannot expect me to remember much with so small a mind,” he chortled, ”though I suppose one would think Little Thunderhead more intelligent if it was the size of one’s mind that mattered.”

    The yak gave a snort, but continued on without further comment.

    EIna was about to reply when a rustling in the brush ahead drew her attention. Her brow knitted as she looked at the noise in curiosity, only to furrow as a trio of goblins tumbled out and brandished their crude knives at her.

    ”Toll fer goin’ dis way! Hunnert gol’,” the middle goblin, who was also the largest of the trio, croaked in stilted common. The other two leered at her, trying, and utterly failing to intimidate her.

    ”I have your payment,” Eina replied in a cold, razor edged voice as she reached into the sack that held the bullets for her sling. The goblins, missing the tone of her voice began to congratulate themselves, paying little attention to what Eina was actually pulling from the sack, or what she held in her other hand. At least, they didn’t until the middle one was felled by a bullet striking him between the eyes. The other two turned and snarled at the young woman, now seeking blood.

    Eina felled the second with a well placed shot that shattered the goblin’s skull. She sidestepped the clumsy swing of the last goblin, so deep into his rage that he failed to recognize he was alone. Eina stepped back, slipping her quarterstaff from the bundle on Little Thunderhead’s back. The goblin swung again, managing to leave a scratch on her shin, but its victory was short-lived as the butt of her staff stove in his eye and jellied his brain.

    Eina breathed heavily for a moment as her rage faded back to a dull burn. She wrenched the staff loose and left the goblins where they lay, Her mood darkened even as the sun rose higher into the sky, and a breeze blew in from the north.

    ”Three less goblins,” she muttered harshly as her eyes smoldered with anger.

    ===

    Spring was fast becoming summer. The heat was more than Eina was used to, having grown up in one of the cooler mountainous regions of the Borderlands. The cooking fire in the hearth of the tavern's common room burned low and calls went out for more ale and wine to quench the thirst of the tavern's patrons. Eina paid the noise and heat little mind. She was too busy trying to figure out what the notice with fanciful writing and inks of at least three different colors said.

    "Pardon, but what does that paper say," she asked, pulling on the sleeve of a passing mercenary. The man, so startled at her boldness looked down in surprise before replying.

    "Ken't ye read, lass? It be sayin' t'ead t'Sowell's Orchard if ye be lookin' fer gold an' glory fer rightin' wrongs 'n' such. Bunch o' crock that is. Ain't no money in servin' dem nobleborn," he answers before turning and heading on his way.

    Eina wasn't so sure. She'd seen young men and women come back to their home villages with fortunes in gold and silver. She might be able to find a group she could be a part of, even maybe finally find a home. The bittersweet thought brought a wry smile to her lips as she sipped her drink.

    And even if there wasn't a chance to do either of those things, there were always the bounties on goblins, she thought with a wicked smile and a dangerous glint in her eyes.


    Notes on Howl and Little Thunderhead:

    Howl
    - He's bombastic and sarcastic for the most part, though after what happened, he does his best to look after Eina.
    - He has a love of gems, specifically sapphires. He's always trying to get Eina to buy some jewelry that has gemstones in it so he can admire them.
    - He hates cats and dogs.
    - He loathes crows and songbirds.

    Little Thunderhead
    - STUBBORN!
    - Will pick Eina up with his horns by the back of her clothes and hang her somewhere if he feels she's getting to uppity.
    - About as labile as a boulder, and as dangerous as a moving one once you make him mad.
    - Doesn't mind much.
    - Loves apples and pears, and especially loves apple and pear wines.
    - Is smarter than a yak ought to be (though his stats don't reflect this. I prefer animals with some personality, and having him be smart enough to knock the person berating
    Eina into the nearest mudhole or trough is amusing to me.)

    Sample Post:

    Perception: 1d20 + 3 ⇒ (12) + 3 = 15

    Eina's eyes begin to narrow as she spies the second figure hidden in the shadows, but then she sees his expression. He wasn't the woman's partner, but a man intent on harming her.

    "I fear that I've not the coin, and a spar will need to wait. A watcher of fell mien stalks the shadows and I think it best he be dealt with first," Eina tells the woman as she fishes a bullet from the sack hanging from Little Thunderhead's pack harness and places it in her sling, not once taking her eyes from the man.

    "What business do you have here, coward," she calls out to the man as she beings to spin the sling and take aim. "Speak quickly, for I have other things to attend today," she adds, her sling now a blur as she readies her throw.

    When the man doesn't answer, the heavy bullet is sent streaking for him.

    Attack: 1d20 + 2 ⇒ (13) + 2 = 15
    Damage: 1d4 ⇒ 2

    "Not a friend of yours, I take it," Eina asks the other woman as she loads another bullet. She grins widely and begins to spin her sling again, preparing to send another bullet at the man should he decide to press the attack.

    "Probably not your friend now, either," Jack quips from his nest in one of the bags where he had retreated when the rain had come. "You humans are always so quick to violence, especially those of you with green skin."

    Little Thunderhead just stands on the path, chewing the cud and paying the events around him little heed.


    Can you folks please do me a favor? If you have taken a class archetype please make very clear which archetype(s) you're using at the top of your character sheet. Sometimes the HeroLab readout doesn't make it clear, and as I'm not familiar with each and every archetype out there I get a little concerned/confused when I see atypical class abilities in the character sheet.


    Eina's a straight Shaman with the Life Spirit. No archetypes here. Is there something that looks off?


    AdamWarnock wrote:
    Eina's a straight Shaman with the Life Spirit. No archetypes here. Is there something that looks off?

    I wasn't referring to anyone in particular. It was just an observation I've made over years of PbP and reviewing applicants, and a personal request as a result.


    Gamemaster Zedth wrote:
    AdamWarnock wrote:
    Eina's a straight Shaman with the Life Spirit. No archetypes here. Is there something that looks off?
    I wasn't referring to anyone in particular. It was just an observation I've made over years of PbP and reviewing applicants, and a personal request as a result.

    Ah, I got ya. Alrighty, I hope everything looks good on your end then. :)


    The Woman on the Bridge:
    "Five Gold?" Dunganagar spits in outrage. "FIVE GOLD!?!? This whole measly bridge isn't worth five gold!! I could chop it into kindling and it would be worth more than it is now!!"

    Perception: 1d20 + 6 ⇒ (14) + 6 = 20

    He looks to one side and notices the hidden man by the trees, and frowns. He looks back to the woman on the bridge, trying to see if she has seen him, but it appears she has not. He slings his waraxe over his shoulder and picks up the quarterstaff, testing its soundness for a moment.

    "I would be quite happy to knock your teeth out for five gold, if that is your wish, since clearly your parents didn't do that to you nearly enough. But why don't we make it more interesting, say... one gold per tooth?"

    He approaches the woman with the quarterstaff in both hands, grinning.

    "But before I give you a bloody mouth there's one thing I want to ask you."

    When he is only a few feet away from her, and between the woman on the bridge and the man by the rocks, he plants one end of the staff into the ground, and whispers.

    "While I don't mind giving you a sound thrashing, the man behind me by those rocks has some little knives and seems to plan to use them on you. What is he, your ex-husband? It's no affair of mine, but for passage over your little bridge I could just beat him senseless instead of you. Deal?"

    He gives the woman a wink and a toothy grin.


    Sample role play:

    After a long days travel through the awful heat Brandt was overjoyed, both by the weather turning to something more sensible, and by this stranger providing him with fuel for his creative fires.

    Perception: 1d20 + 4 ⇒ (2) + 4 = 6

    Clapping his hands together with delight Brandt placed his backpack securely under shelter. "Wonderful!" He called out, stretching his shoulders to rid himself of road weariness. "Before we begin our spar please tell me why you call this bridge your own Milady? And why must a simple traveler do hearty battle to pass you? It seems much like the start of a great saga!"

    With that he picked up the waiting staff and ran through a few exercises to get familiar with it. All the while looking hopefully at the woman.


    Here I am with a more completed Brandt.

    Crunchie:

    BRANDT HOLGARSON

    Male Human (Ulfen) skald 1. NG medium humanoid (human)

    Init +2; Senses Perception +4,

    Languages Common, Skald

    AC 15, touch 12, flat-footed 13. hp 9 (1HD).
    Fort +3, Ref +2, Will +2, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

    Speed 30 ft. (6 squares)
    Ranged crossbow, light +2 (1d8/19-20), within 30 ft. +3 (1d8+1)
    Melee battleaxe +2 (1d8+2/x3)
    Melee handaxe +2 (1d6+2/x3)
    Melee dagger (cold iron) +2 (1d4+2/19-20)
    Ranged dagger (cold iron/thrown) +2 (1d4+3/19-20), within 30 ft. +3 (1d4+3)

    Base Atk +0; CMB +2; CMD 14

    Prepared Spells Prepared Spell List
    Skald (CL 1st):
    1st - cure light wounds (DC 13) , ear-piercing scream (DC 13) Abilities Str 14, Dex 14, Con 12, Int 11, Wis 10, Cha 14

    Special Qualities Bardic Knowledge, Bonus Feat, Inspired Rage, Raging Song, Skilled, Weapon and Armor Proficiency,

    Feats Point-Blank Shot, Scribe Scroll, Skald's Vigor

    Skills
    Acrobatics +5,
    Bluff +2,
    Diplomacy +2,
    Intimidate +2,
    Knowledge (Arcana) +5,
    Knowledge (History) +5,
    Knowledge (Untrained) +1,
    Perception +4,
    Perform (Oratory) +6,
    Perform (Untrained) +2,
    Spellcraft +4,
    Stealth +1,
    Survival +1,
    Swim +1,

    Possessions studded leather; outfit (explorer's); battleaxe; handaxe; dagger (cold iron); Crossbow, Light ; Backpack, Common [ Survival Kit (Common); Blanket (Winter); Waterproof Bag; Soap (per lb.); Shovel; Bedroll; Lamp (Common/Waterproof); Mess Kit; Rations (Trail/Per Day) (x10); Rope (Hemp/50 ft.); Oil (1 Pint Flask); ]; Waterproof Bag [ Oldlaw Whiskey (Bottle); ]; Belt Pouch [ Sewing Needle; String (50 feet); Shaving Kit; ]; Waterskin ; Bardic Knowledge (Ex) A skald adds half his class level (minimum 1) (the current bonus is +1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

    Cantrips Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1-11: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

    Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a -1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

    Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

    Militia Veteran (any town or village) (Survival) Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills - Profession (Soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

    Raging Song A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21). A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead. You have 7 rounds of raging song per day.

    Scribe Scroll At 1st level, a skald gains Scribe Scroll as a bonus feat.

    Weapon and Armor Proficiency A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and use a shield without incurring the normal arcane spell failure chance. Like other arcane spellcasters, a skald wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass skald still incurs the normal arcane spell failure chance for arcane spells received from other classes.

    Fluff:

    Brandt is a tall muscular Northman. His blond hair is brushed back and obviously cut with a knife when he feels it's getting in his way. He always has a look of interest on his face, and greets new situations with a strange excitement.

    Brandt loves the old sagas of heroes and adventures, but wants to make new ones. Ones of his own if possible, but just being there and seeing them himself would make him happy. He's left home to seek out lands where he thinks great things are going to happen. He will probably get himself into a great deal of trouble very quickly.

    Hopefully there will be some good looking people in the party. Brandt will be making himself a pain by casting them in his prospective saga.


    I have my crunch done on my rogue. I'll upload it to a profile and post my roleplaying sample when I'm back at my computer this afternoon.


    Gamemaster Zedth wrote:
    That concept sounds fun! Your background will not be of paramount importance but is always helpful, of course. This game's focus will be more on sandbox exploration and player choice, so the background places likely won't come into our game other than by mention or historical context. The timeline sets the realm in a post-war recovery time period, and so much of what was once "noble" is now bankrupt, dead, or destroyed. Feel free to make up names/places but if you want to set yourself from a city to the west, here is a link to a PbP game that took place during the war, and the 'Campaign Info' tab (scroll down to "Places of Note" and/or "Factions of Note") has quite a few nuggets of info ready to weave into a character background.

    Okay, I looked over that page and at the maps and info on the old campaign page.

    Are we in this "Western Realm?" What is it that it is west of? It seems to be on the eastern coast. Perhaps the sea there is narrow (you can see an eastern landmass at the top) and "Western Realm" indicates "west of the sea" versus the Eastern Realm which is east of the sea.

    More observations about the old game world:
    Looks like a few things are either missing or in areas off the map:

    "Vault" sounds like the biggest city but it is not on the map. It sounds like it may be on the coast south of Maiden's Wharf.

    "Haven" apparently has access to rare types of lumber but there are no forests marked nearby, which makes me think that only politically or narratively relevant forests actually appear on the map, and you didn't bother drawing other trees in. If land is uninhabited and there is enough rainfall, forests will claim all available land over time.

    I went and put your map next to a map of Texas to get an idea of the scale. Here's the link to that page:

    Comparison of Western Realm and Texas

    If the "Western Realm" refers to the area of your map that is mostly to the east of the mountains, then the Western Realm and Texas are about the same size. Texas is a big state, but it is still only a small chunk of a continent-sized land mass.

    Of course, I am starting to make assumptions based on the notion that your world and Earth have a similar size, climate, and so on. This need not be the case.

    But assuming so:

    If the white area at the north end of the map refers to tundra then the entire area of the map will be very cold, with snow cover 5-6 months of the year, and will only be barely habitable. I doubt that is your intent.

    Most of the tundra on earth is bordered by about 1000 miles of subarctic boreal forest, too cold for agriculture or settlement above the hunter-gatherer level, but warm enough that coniferous trees can grow, and is pleasant in summer time (except that you get major swarms of biting insects like black flies and mosquitoes all summer). So I prefer to think that the white area may in fact be boreal forest and you didn't bother to mark trees in (as you did in the Haven area), and the light green area is the cool temperate region south of the subarctic. Nevertheless it will still be very cold in winter and the summers will not be especially hot. Like Minnesota or Montana (or Alberta or Saskatchewan up in Canada).

    Montana might be a good example because you also have a mountain range at the western side. This will keep most rain out of the bulk of the area and so lot of the area depicted will be fairly dry prairie. Along the coast the climate will be moister and rainfall will be more common.

    It looked to me like the light green area could be divided into regions so I went and did that for fun. These are areas that are not specifically named on the map but seem distinct from one another.

    A: Lower Riverlands There's no name for the river here but normally this would be prime real estate and the most populated area. The fact that there are no towns marked along this stretch, however, suggests that something may be "wrong" with this area that prevents settlement, such as the river area being too swampy for easy access.

    B: Upper Riverlands This area looks like the heartland of the realm and there are two significant towns here. The river would provide irrigation needed in the somewhat dry climate so it looks like this is where a lot of the population would be. If Dunganagar is from this part of the world, it may be that this region is now run by feuding petty warlords.

    C: East Interior This area will be drier without a river in the area, though the region around Tarlof will benefit from the spume of water coming up from its lake. The rest of the area probably has a certain proportion of nomadic ranchers and other types of agriculture that don't need as much water.

    D: West Interior This area will be drier and colder than the east interior, and will have a higher altitude than regions further east. As a result few people likely live here, though it might be a good place for a few nomadic plains tribes to live.

    E: Mountain Pass This area will be very cold and the proximity of the mountains makes it worse. But the presence of settlements up here suggests that this is the location of a viable mountain pass and there aren't any good ones in the stretch to the south. As a result there will be some settlements here to facilitate trade and travel that probably have to be supported with food coming from other regions. However, if Mylosis was run by wizards, they may have used magic to improve the climate.

    F: Northern Plains This region will be very cold and seems to be mostly empty, so perhaps it is inhabited by nomadic barbarians who follow herds of elk and other animals.

    G: North Coast This area will get rain and warmth from the presence of the water, and will be milder than inland areas. But it will still be very cold and fishing will likely be the major source of food.

    H: South Coast This area probably has the best climate of the region and things improve the further south you go. Still not especially warm though. Maybe like New England.

    What can I say... I like world-building. :) If you want to collaborate on any aspects of your game world, as you have probably guessed by now I will be happy to help.


    I'm humbled and honored that you've shown interest in my maps and its named (and unnamed!) regions. I'm going to PM you later when I have more time to type my thoughts and game world history.


    Here is Tazo's tiefling, a fighter. I wrote up a background vignette, plan to work out a clearer description of his personality soon, and then respond to the scene. The short version of his story is that he grew up all his life in a company of tiefling soldiers for a holy cause, and fled after his company was betrayed by that same holy order.

    In case you're interested, Erodin wields a polearm for now, but is intended to become a dexterity-based sword and board guy over time. I swear it can work with at least some effectiveness.


    This is Valjoen_KC's rogue. I'm still working on the backstory and the roleplaying post.


    I've added a blurb on Erodin's appearance and personality, and altered some minor details of the story. Going to add some background skills shortly. And here is the roleplaying post.

    Scene on the Bridge:
    The tiefling opened his mouth as the rain fell, drinking of the water to recover the sweat of his day's travel. As night fell, he remembered Sarge's words. First rule of marching in the wilderness is that you STICK TOGETHER! It was too bad Erodin had no one to stick to. He tried getting work as a caravan guard, but the merchants wouldn't have it, trusting him less than the highwaymen he offered to keep at bay. Erodin would want to find a safe place to rest soon.

    As the bridge came into view, Erodin was startled to see a lone woman standing in challenge. He looked, then laughed. "That's brave of you, sparring against all you meet. But you should look more closely before making a challenge. I promise that you've met your match in me!"

    Perception: 1d20 + 0 ⇒ (18) + 0 = 18

    Erodin was hardly the observant type, but as the lightning struck once more, the silhouette of a man came into unmistakable focus. Erodin's darkvision did the rest. He did not know what that man was about, but his murderous intent was clear. And his instincts came into action. "Look out!" Claws gripping into the ground, he charged the man, aiming to bite down hard on a shank-wielding arm.

    Hoping to charge in a surprise round.

    Bite, Charge: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21; Damage: 1d6 + 6 ⇒ (2) + 6 = 8

    Assuming that hits . . . Teeth tear into soft human flesh as the tiefling ambushes the ambusher. "Murderer! I'll enjoy ridding this world of you."


    A couple more random points:

    If you want the Lord of Light to be more specific, he's kind of based on Pholtus. Or he could be based on a deity of your preference. The goal was to be flexible to tie into your preferred plot.

    The trait Shield Trained is technically for a worshipper of Gorum. Any objections to me taking it for Erodin? It's so he can some day use weapon finesse on a heavy shield (once said shield is light enough to not have an armor check penalty).


    Erodin Stark wrote:
    If you want the Lord of Light to be more specific, he's kind of based on Pholtus. Or he could be based on a deity of your preference. The goal was to be flexible to tie into your preferred plot.

    Pholtus is cool with me. I'm still working on my homebrew pantheon so for the purposes of this game, nearly anything goes with picking a diety. I don't feel strongly one way or another.

    Erodin Stark wrote:
    The trait Shield Trained is technically for a worshipper of Gorum. Any objections to me taking it for Erodin? It's so he can some day use weapon finesse on a heavy shield (once said shield is light enough to not have an armor check penalty).

    Approved for use.


    The applicants are looking pretty solid, though we're pretty heavy on the melee side of things. (hint hint to anyone who hasn't yet submitted!) It looks like we have about 2 applicants who haven't yet posted a reply to the sample encounter.

    I will be closing recruitment as of Friday evening - possibly into Saturday if anymore applicants make a submission in the meantime.

    ---------

    Here's what we have:

    • Dunganagar the Mad (Peet) - Dwarf Barbarian

    • Brandt Holgarson (DBH) - Human Skald

    • Liam Kali (Edward Sobel) - Human Fighter

    • Griar Brand (Waterhammer) - Aasimar Ranger

    • Eina (Adam Warnock) - Human Shaman

    • Pinto Donasetti (Fabian Benavente) - Human Brawler

    Fregault the Wizard Ozmund the Evocater (Daniel Stewart) - Human Evoker Wizard

    • Rendyl Millary (C B 380) Human cleric

    • Taecuss dyn Bru (Markofbane) - Elf Investigator

    • Erodin Stark (Tazo) - Tiefling Fighter

    Still need a sample RP post from:

    • Aërydd Llach (Valjoen_KC) - Halfling Rogue

    • Rachel the Bloodrager (Goddity) - Aasimar Bloodrager

    -No character yet from Tundran/heavydiscking, but maybe we'll see one?


    Gamemaster Zedth wrote:
    The applicants...

    I was getting bored so I added links and categories.

    Here's what we have:

    Full BAB:

    Dunganagar the Mad (Peet) - Dwarf Barbarian
    Liam Kali (Edward Sobel) - Human Fighter
    Griar Brand (Waterhammer) - Aasimar Ranger
    Pinto Donasetti (Fabian Benavente) - Human Brawler
    Erodin Stark (Tazo) - Tiefling Fighter
    Rachel the Bloodrager (Goddity) - Aasimar Bloodrager (Still needs a sample RP post)

    Full Divine:

    Eina (Adam Warnock) - Human Shaman
    Roland "stitches" Morthal (RJ the Wolf) - Aasimar Undead Lord Cleric
    Rendyl Millary (C B 380) Human cleric

    Full Arcane:

    Fregault the Wizard Ozmund the Evocater (Daniel Stewart) - Human Evoker Wizard

    3/4 Caster/Skill Monkey/Other:

    Brandt Holgarson (DBH) - Human Skald
    Taecuss dyn Bru (Markofbane) - Elf Investigator
    Aërydd Llach (Valjoen_KC) - Halfling Rogue (Still needs a sample RP post)

    ...

    Surprised to see... no paladins... only one full arcane...


    There's just something about Pinto Donasetti I like. :)


    Dunganagar the Mad wrote:
    Surprised to see... no paladins... only one full arcane...

    I intend to multiclass into paladin. So that's half a paladin for you.

    Sample:

    The heat and the rain barely seem to phase Rachel. She knows that it is far more important for her to keep moving than to stop and look for shelter. Her body will tell her when she can't take any more, and it is presently only annoyed by the dampness soaking through her armour.

    As Rachel approaches the guardian, she casually places a hand on the oversized sword on her back. While listening, she scans her surroundings for anyone else who may aid the mysterious woman.

    perception: 1d20 + 4 ⇒ (7) + 4 = 11

    Not seeing anyone, Rachel decides the woman must be on her own and making an honest offer. She casts her mind back to the last village she was in, wondering if there were reports of bandits or missing travellers on this road. If there were, Rachel would have to fight.

    'Hail stranger. I would enjoy a non lethal bout. It has been a while since I've stretched my muscles without knowing my life was in the balence. And if I lose, I can always just pay the 5 gold right?'

    Rachel grins under her helmet. If she plays this right, she'll get a match and then invite the stranger to dinner regardless of the outcome. She can then try determine if she is a bandit, and try to change her, killing her if necessary. If it's a trap or trick, she is amused at the thought of anyone foolish enough to try to take her down. She's well far enough away from innocents to go berserk.

    And of course, she's looking forward to the match. That usual thrill starts, the one that comes up for every new opponent. Rachel unhooks and drops her shield and swords, placing them on a rock to keep em out of the mud. She grabs the staff and strikes a combat pose, recalling her masters advice: The first moves are the most important. An experienced fighter may fake innocence. Watch carefully.

    'Ready?'

    initiative: 1d20 + 2 ⇒ (14) + 2 = 16


    Brandt Holgarson wrote:
    There's just something about Pinto Donasetti I like. :)

    Thanks GM. :)

    Quietly slips the previously received $20 to DBH


    FWIW - Roland "stiches" Morthal has dropped out of the running as of a day or two ago, so that's one fewer non-melee applicant.


    Hello, here's Konstiantina Mokei, a human Enchantress.

    Encounter:

    Perception: 1d20 + 1 ⇒ (19) + 1 = 20

    The rain drips off the edges of Konstiantina's hood, and despite the welcome coolness and respite from the smoldering heat, she gives silent thanks to the charitable peddler who'd sold her this oilskin cape at half price only a few hours ago. Pulling her cloak tight at her neck, she peers through the rain and narrows her eyes as the lady on the bridge makes her challenge - and the approaching man's intentions are betrayed.

    Aware that she's stumbled into the midst of some older conflict - the hatred in the man's eyes speak of a personal vendetta - the enchantress steps forward slowly. To warn the woman? But why presume her innocence? She needed more information, and quickly, before blood was shed.

    "A doughty challenge," called Konstiantina back to the lady. "Allow me a prayer to my goddess before taking up the stave."

    Still approaching, she softly muttered the incantation that twisted minds and befriended foes, directing her powers at the creeping man.

    Casting Charm Person on the man, DC 16.

    "Now," she called out once more, "Why don't we come out and discuss what's really going on here?"


    1 person marked this as a favorite.

    For Aërydd, a walk in the forest was usually a pleasant enough adventure. Yet, with the darkness that surround these lands, not to mention the nasty rain that drenched her curly brown hair, this particular jaunt was not pleasant in the least. With her cloak pulled tight about her, she made her way with light, quick footfalls avoiding the potholes littering the old Thruway. "Well... it could be worse, I suppose," the halfling ponders to herself. "I could get all the way out here and not find her. No, no. She'll be here. Where else would she be but the Borderlands. This is where the adventure is. This is where I'll find her."

    Soaked to the bone, Aërydd stops in her tracks at the sight of the glowing silhouette blocking her way. Flinging open her cloak and drawing back the hood, she reveals her rapier, grabbing its silver hilt. But the rogue relaxes upon hearing the woman's demand. "Oh! By the goodness and grace of my friend Desna! You gave me such a fright," she says holding a hand to her heart. "I thought you were the spawn of some great devil, come to stop me from finding her."

    Perception: 1d20 + 7 ⇒ (6) + 7 = 13

    Releasing her grip from the blade, she cocks her head to one side and nods crisply to the bridge's guardian. "Five gold, you say?" Aërydd says while lightly tapping her belt pouch. "I do have the toll, but I'd prefer not to part with it... so, let's have a go at it then."

    Acrobatics: Move through an Opponent (DC=CMD+5): 1d20 + 7 + 5 ⇒ (19) + 7 + 5 = 31

    With a quick drop step, Aërydd springs forward running at full speed at the woman. Angling to her right, she forces the woman to bring her staff to bear. At the last moment, Aërydd cartwheels to her left and steps lightly upon the outstretched staff. Vaulting herself high over the woman, she completes a forward somersault and tumbles once more upon the road, coming back to her feet in a single fluid motion.

    Now standing upon the bridge, the spritely halfling shrugs her shoulders and curtsies. Looking about she grins and continues, "It seems you no longer stand between me and my path, so I bid you goodbye and good fortunes." With a final nod, Aërydd turns and prances off in the rain with a quick burst of laughter. Now, this adventure is becoming interesting, she thinks to herself.

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