Duboris's Untitled Campaign

Game Master Duboris


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Hey there Paizo forums! Duboris here. Now, I've dabbled in a little bit of play by post here and there, and it was all to start DMing the games. I'm currently involved in plenty of play by posts. 4, technically, with 3 pending.

Now with that being said, I figured I'd start myself off easy with a module. What one better than Carrion Hill? Fear! Intrigue! And your usual encounter with eldritch horror~

Those ancients who first ruled Carrion Hill raised great
basalt towers and dug vast chambers to hold their lore in
enormous libraries of carved stone tablets and timeless,
magically preserved tomes. The Varisians, seeing much to
remind them of the magic and libraries of Thassilon, were
quick to destroy these blasphemous repositories when they
found them, yet they were just as quick to build over those
ruins. In their haste to do so, most of the hidden chambers
of the Old Cults were missed. The location of one such
ancient site is known today as the Sunless Grove, all that
remains of the site at which the spawn of Yog-Sothoth was
banished so long ago.
Exploration of the underground labyrinths below
Carrion Hill has long drawn adventurers in search of
hidden treasure, yet the dangers below are not insignificant.
Recently, one such foolish group stumbled into the
Sunless Grove only to swiftly succumb to the ghosts of the
place. Just one of the adventurers, a fighter,
escaped death and returned to the streets above, yet he did
so without his sanity. He swiftly fell into the care of one
Waldur Crove, the warden of Carrion Hill’s oldest asylum.
And with this event, Carrion Hill unknowingly enabled
what could well become its latest doom.
The Pc's find themselves entering a race against the clock,
steeped deep within macabre horror, and a sense of crushing
despair.

Now, there are tons of reasons an adventurer could be interested in coming to the hill. He/She (Hereby referred to as He because I'm lazy and this thing needs done, which is odd, considering I'm writing a run-on sentence about it.) could be interested in middenstone, a unique material exported only by the Hill. Alternatively, they could be sent on business. The only requirement is that the PC's have to be on their way to the hill, specifically. As for reasoning, your characters will have definitely heard of "Strange events" occurring, but as for what in particular, you'll learn at the inn from the manliest bartender ever

(They'll be meeting in a tavern just a few hours away from the entrance.)

Allowed Books:
The books allowed are:
Core Rulebook (derp)
Ultimate Magic
Ultimate Combat
Advanced Player's Guide
Ultimate Equipment
Adventurer's Armory

Illegal Classes:
Lol you expected something to actually be here.
You were right
No Ninja or Samurai, or any class that isn't listed in the mentioned books. Guns are also not present, so gunslingers are out as well. I don't have anything against them, of course, but they don't fit the setting[/b]

Character Creation:
For starters, 20 point buy. No modifications, it's just that simple.
Level 5! Enjoy that attribute point.

There's absolutely zero homebrew, if anyone's curious. I'm a bit of a by-the-book DM and I STALK my loved topics. I will be there to reply back to inquisitions from PC's 80% of the time, and would very much prefer at least 3 posts a day.

I live in the eastern tip of, and this is going to be hilarious mostly because of the mental images, Kentucky. So align your times accordingly.

Combat will be done entirely through the posts, and I know how that sounds, but trust me, it works.

ALRIGHT! Now, if anyone has any questions, or wants to dot for interest:
Now's the dam time! Invitations are open, and aren't showing any signs of closing till the end of the week, unless we get like 20 or 30 dots of interest, I might close it early just to sift through you all.

I prefer avid posters with good track records, just as well, I'll be looking for a good thing to read when this is all over, so come at me with your best bits of role-play, because this campaign is going to literally drown in it.

I'm free for questions.


Hey Duboris, I need to up this guy to level 5, but here's my submission.

He was created for the Carrion Crown campaign and lives in Ustalav, so as this is called Carrion Hill, I'm assuming that it too is set in Ustalav.

He's a hunter of the foul and undead.

Lord Charles Iridian Bloodgrave the 1st:

Class: Fighter - Two-Handed
Race: Human
Deity: Pharasma and Iomedae
Following Pharasma's ideals, he sees the Undead as monstrous mistakes that don't belong in this world, but believes in the honour, Justice and valor of Iomedae.
Alignment: NG
Level: 1

HP: 11
AC: 20, Touch: 12, Flat-Footed: 18

Speed: 20ft
Initiative: 2

Str: 16
Dex: 14
Con: 12
Int: 10
Wis: 14 (bump up at level 8 and 16)
Cha: 13 (bump up at level 4 and 12)

BAB: 1
CMB: 4
CMD: 16

Fort: 3
Ref: 2
Will: 2 (4 vs Charm and Compulsion)

Traits:

Racial

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Character - Birthmark
Campaign - ??? (Currently undecided)
- Corpse Hunter or Undead Slayer

Favoured Class: Ranger

Combat:

Single Swipe:

Bastard Sword - +4, 1d10+4, 19-20x2 piercing

Two-Weapon Fighting:

Bastard Sword - +0, 1d10+4, 19-20x2 piercing
Heavy Steel Shield - +0, 1d4+4, x2 bludgeoning

Two-Handing (Large Sword Only):

"Blade of Judgement", Large Bastard Sword +2, 2d8+4, 19-20x2 piercing

Skills:

Acrobatics: 3
Climb: 3
Perception: 2
Survival: 6
Swim: 3

Equipment: Breastplate, Heavy Steel Shield, Bastard Sword, Large Bastard Sword

Feats:

Improved Shield Bash, Power Attack and Exotic Weapon Proficiency Bastard Sword.

Animal Companion is either:

A Dire Bat
A Crow/Raven (Small Bird)

Favoured Enemy:

Vampire?
Undead?
Shapechanger?
Demon?
Devil?

What are good choices for favoured enemies within this module?

I need to finalise things for this campaign, but a little info about Lord Bloodgrave is that his bloodline is tainted by Vampirism and although the heritage is now diluted, Iridian, only human, still has some traits carried through his bloodline.

If the scent of blood is present, he finds it hard to restrain himself, and in light, although not hurt by it, he finds bright light unpleasant.

He has pale skin and raven black hair, with slightly more unnaturally pointed fangs, but due to the hatred he carries of his tainted noble heritage, he actively seeks out the supernatural, to destroy it as a dark knight of Pharasma and Iomedae.


Ooh, I've looked at Carrion Hill before, never had a chance to play it. Don't recall much about story, so that's probably good... I'll try and create something--perhaps a crossbow-wielding ranger.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

How many traits (if any)?
Typical wealth by level? 10,500 gp?


I knew I'd forgot something. Yes, 10'500 starting gold exactly, 2 traits, it doesn't matter where they're from as long as they're in the books.

One extra book you can get traits from is Carrion Crown.

Spend no more than 5000 on one magic item at a time


I want to drown in roleplaying! I'm new to these boards but I'll write something good up for you asap.


Sounds good :D

I'd also like to point out health rolls
First level: max hp.

Every level thereafter is half your hp automatically, plus a roll of what's left.

Sorcerer: 1d3+3
Fighter: 1d5+5
Rogue: 1d4+4

And etc, and etc.


(This is fluff, will add the crunch to my profile.)

Dalton was given to the monastery at Manaket when he was a baby, and never knew his parents. The monks there raised him and taught him the Way of Mankind's teachings of self-perfection, learning to be entirely self-reliant. As was custom with the monastery when an acolyte was judged ready, Dalton was sent away. He knew all his life that he would be forced to learn to survive entirely on his own, outside the monastery's walls, but it pained him to do so even still. He wandered the deserts of Rahadoum for a year, directionless, feeling as if he was accomplishing little even as he grew in strength and assurance in his monk forms. He was in Manaket once more, for the first time in a year, still dissatisfied with his travels within the desert nation. It was too empty, too homogeneous. He stopped for lunch at a gyro food stall, and sat down to eat, despondent.

From behind, coming from a table containing a large chess set where two old men were seated, Dalton heard murmurings of strange, unnatural events happening at Carrion Hill, and took it to be a sign of fate that he was needed there. He gathered his supplies, bought a ticket to the mainland, and set off immediately. He knew not what he would encounter at Carrion Hill, but he knew that he would do whatever he could to change that small part of the world for the better. If necessary, he would even enlist the help of others; wandering the wastes alone for a year had taken its toll on Dalton. He was hungry for companionship on his journeys and tests.

Appearance-wise, Dalton often goes about in a large, loose-fitting robe to block the heat of the sun from his skin, and also to keep heat insulated when he travels to colder climates. He has three paint markings on his chin coming vertically down from his lower lips, signifying his allegiance to his home monastery in Manaket. If his robe is open, small shurikens can be seen neatly tucked into straps on his belt, as well as a temple sword hanging in a plain and unassuming scabbard.

(Question regarding a common houserule - per RAW, temple swords are not on the list of monk weapons that can be used with Perfect Strike, even though Temple Swords are a monk weapon. Would you allow Temple Swords to be used with Perfect Strike? If not, I just won't use that archetype and be a vanilla monk.)

HP Rolls::

1st level: 8
2: 1d4 + 4 ⇒ (2) + 4 = 6
3: 1d4 + 4 ⇒ (4) + 4 = 8
4: 1d4 + 4 ⇒ (3) + 4 = 7
5: 1d4 + 4 ⇒ (3) + 4 = 7

Plus 2 (con mod) per level, plus Toughness, 3, +1 for every level after 4, +favored class bonus 5, so 55 HP.


This is michaelane. Still some work to do, but here's a start and the hp rolls.

hit points:

1st Level 6+1 favored class
2nd Level 1d3 + 3 ⇒ (2) + 3 = 5 +1 favored class
3rd Level 1d3 + 3 ⇒ (1) + 3 = 4 +1 favored class
4th Level 1d3 + 3 ⇒ (2) + 3 = 5 +1 favored class
5th Level 1d3 + 3 ⇒ (3) + 3 = 6 +1 favored class


Doomed Hero here with my submission, Donovan. He's a gothic-victorian style swashbuckler bodyguard type, well suited for scouting or for protecting casters.

His mechanics are mostly solid, but I need to work on my equipment some more and give my math a secondary check.

Myself, I'm an avid poster and a very strong writer. You'll never need to worry about me dropping out of a game or taking days between posts.

Please tell me what you think.


I like the cut of your gib.


Interesting interest of an interested terrestrial.


I'd love to play an unconventional sorcerer: a crossblooded dwarf with the orc and draconic (black) bloodlines who focuses on acid spells. His dubious lineage made him a total pariah growing up, and he eventually was forced to leave his homeland entirely.

He's average dwarf height, but lanky of build, with a greenish tint to his skin and strangely black veins that show through and occasionally pulse disturbingly.

Would you allow the Tattooed Sorcerer archetype?


I would allow that houserule, as I see no immediate reason not to.

I won't allow the tattooe'd sorcerer archetype, however that cross-blooded character sounds wonderful.


Howdy folks,

Total newcomer here. I joined Paizo forums to find a PbP as I want a chance to try the Pathfinder system out. I played some Living Greyhawk 3.5 at cons back in the day and apart from a few dabbling one-shots with acquaintances that is the extent of my experience with the D20 system.

Duboris seems like set to run the type of game I would like to play: low-level but not 1st, an official Paizo adventure set on the official setting, by-the-book and without much extraneous stuff.

For full disclosure I must say I am fully unfamiliar with Golarion. All I know about it is that the Aboleth supposedly are behind EVERYTHING and they "nuked the site from orbit" in the past with a meteor to end a slave revolt. :)

From what I have read on the Pathfinder Wiki, Ustalav has a mood that is reminiscent of the old Ravenloft setting.

I am not, however, unfamiliar with PpB's. I run two and play in several at the Unseen Servant forums which is fully dedicated to play-by-post games. About 95% of what you will find there is Old School gaming (mostly AD&D, some Star Wars D6, Call of Cthulhu, etc) which is about as different as one can get from PF, LoL.

If the esteemed GM is not opposed to having a PF newb tag along I would prefer to go for a single-classed Fighter PC as that is the easiest class to play. I am used to a more seat-of-your pants RPGing with systems that aren't unified and streamlined the way D20 is so I don't have a knack for "optimizing builds" yet, or whatever the term is. I'll be open to any change suggestions other players might have if my initial characters mechanic choices prove paltry.

On the other hand, I can volunteer to take the mantle of the supporting character. If more experienced folks here already have their preferred/tailored PC set I will be happy to, say, take the Cleric if no one wants to and the party is lacking one.

Post-wise, in PbPs I tend to avoid "milking the giant cow in the sky" in my RP. If my character has nothing useful to say I will just pipe in to show he's around, and I prefer to use a sentence when it suffices rather than write a whole paragraph of fluff. Most of my PC's interventions, outside of action or combat, tend to be more dialogue than description.

I will await the Aye or Nay from Duboris to my joining the game. Fingers crossed!


Well, you've got good merits, i'll give you that. I'm not against you running, but you're going to need to post up the character, roll the health on him, get your favored equipment of choice, etc, etc. Post some crunch and fluff.

That sort of thing.

Just type [dice]1d5+5[/dice with the ending right bracket 4 times for the health rolls on a straight fighter. I trust you know how to do point buy?


1d5 + 5 ⇒ (4) + 5 = 9
1d5 + 5 ⇒ (2) + 5 = 7
1d5 + 5 ⇒ (3) + 5 = 8
1d5 + 5 ⇒ (5) + 5 = 10

Like this?

(why 1d5+5 and not 1d10 + Con modifier?)

Yes I know how to do point-buy. I was checking the tables and noted the costs have changed from what I remember in D20.

I didn't want to start the PC's crunch and fluff until I knew you were willing to take a PF newb in. :)

I am going for an axe-favored (probably using a bardiche), mature mercenary fighter with a history of wandering the realm selling his service to whoever paid good coin.

It's late over here so I will post the stats tomorrow. How much gold do we have for equipment btw?

edit: disregard that, I just saw the relevant post. 10,500 gp with items limit of 5,000.


It's a lovely setup that guarantees above half health. Also, you still add your con modifier.

I'm willing to take anyone as long as they're competent posters.


1d3 + 3 ⇒ (3) + 3 = 6
1d3 + 3 ⇒ (3) + 3 = 6
1d3 + 3 ⇒ (2) + 3 = 5
1d3 + 3 ⇒ (2) + 3 = 5

Crunch and fluff to follow.

Also, fair enough about Tattooed Sorc, but how about the Varisian Tattoo/Mage's Tattoo feat?


Those are perfectly fine.


Before I finalise my build, I'll only be using classes with a d10 hit dice, so here we go before mods from feats and con:

level 1: 10
2. 1d5 + 5 ⇒ (5) + 5 = 10
3. 1d5 + 5 ⇒ (3) + 5 = 8
4. 1d5 + 5 ⇒ (5) + 5 = 10
5. 1d5 + 5 ⇒ (3) + 5 = 8


Profile's all updated with my character sheet, leveled to 5. Hope I get accepted! :)


I have a question.

Religion-wise can Golarionians worship more than one deity or must they practice Monolatrism (worshiping a single deity of pantheon above all others) to avoid big, bad afterlife consequences like is the case in the Forgotten realms?


They pretty much tend to worship only 1 deity, but there are some "Pantheons" they can worship.

However, it's easier to just worship one.


Duboris, can you tell me the best favoured enemy choices for this mini campaign please?

For most AP's, the Player's Handbook provides this information, but as you're working from a module, I have no access to that kind of information.

So as to not spoil anything, the Player Guides give a small list of common creatures that would be good as favoured enemies, so if you could do the same for me, that would be great please. :)


Here is the fluff. Crunch nearly ready and a-coming.

Varangian Smirza:
Background: Varangian Smirza (Varan for friends and acquaintances) is a native of Ustulav. He was born on the wagon train of the Legion if the Seventh Slaughter, an rather eclectic mercenary company of heavy kataphraktoi foot infantry, pikemen, halberdeers and northen housecarls fighting in the Ustulavian civil wars. His father was a Ulfen officer in the legion while his mother was a Varisian "camp follower".

From his father Varan inherited his size and strength while his mother gave him his swarthier complexion jet-black-hair (which he shaves completely preferring to manifest his hirsuteness via a long beard).

Varan's mother died of fever when he was still quite young so he was raised by the combined efforts of his father, his companion officers and several camp followers who took a fancy to the lad.

When the civil wars where over many of the legion's veterans were dead or retired and the mantle passed on to the next generation, but their diminished numbers and little need for employment in the region apart from skirmishes eventually led to it being disbanded by agreement of the members. Since then Varangian has traveled alone earning his keep through work as a guard, caravan escort and a host of other occupation. He has never really adventured per se apart from a few raids into ruins; but now that he feels the beginning onset weight of years on his bones he decided to fully become an adventurer, in hope of getting a "big score" that will allow him a nice egg nest for when his winter years arrive.

Varangian has carried the inheritance his father left him through all his years of wandering: his armor and magical bardiche, his signet seal of rank and the cloak with the colors of the old Legio VII Trucudatio which Varan wears proudly in memory of his old man.

Personality: For an Ustuavian, Varagian is quite an oddity. Being raised in a nomad army and being familiar with violence from a young age he did not develop the usual un-trusting, superstitious attitude of his countrymen; neither is he a reserved or morose person. Quite the contrary, Varan is boisterous, extrovert and enjoys a good joke and getting drunk with friends as the best of them. A wandering vagabond by nature he has never settled roots anywhere, but he has fathered a couple of bastards in a few tavern wenches and farmer's daughters. Money runs through him like water trough a sieve and the remainders Varan manages to save he send the way of his children.

Varan does not have a religion yet. Rather than shifting through the Pathfinder Wiki and checking all the deities individually, could folks point me in the way of some suitable ones for a wandering, fun-loving, ex-soldier of Chaotic Neutral (with Good tendencies) alignment?


Alright Duboris, I've finalised my build and am really hoping to play!

His personality and story are all on this profile, as are all of the other details you need about him.

His animal companion isn't ever going to be used for anything other than messaging for roleplaying purposes, so I've not statted that out at all.

Hopefully you'll find everything to be relevant, but to get him into your roleplay session even easier than his personality/story section would, he's heard rumour of all manner of foul beasts residing at Carrion Hill and has set out to investigate the place, believing that he can resolve the issue.

Also, as you haven't been online since I asked for recommended Favoured Enemies, I've set his Favoured Enemy as Vampires by default, considering his history and hatred for them over all else.

- Lelouch/Vironus/Bandavaar


vargr1105 wrote:
Varan does not have a religion yet. Rather than shifting through the Pathfinder Wiki and checking all the deities individually, could folks point me in the way of some suitable ones for a wandering, fun-loving, ex-soldier of Chaotic Neutral (with Good tendencies) alignment?

Cayden Cailean (CG) is probably your guy.


Syeira wrote:
Cayden Cailean (CG) is probably your guy.

A god of freedom and drink sounds legit for Varangian. Thank you Syeira.

Also...

A drunkard who became a deity? A meteor on cathedral that turns people into gods?

What are Golarion designers smoking and can I please have some? :)


Lelouch Lamperouge wrote:

Duboris, can you tell me the best favoured enemy choices for this mini campaign please?

For most AP's, the Player's Handbook provides this information, but as you're working from a module, I have no access to that kind of information.

So as to not spoil anything, the Player Guides give a small list of common creatures that would be good as favoured enemies, so if you could do the same for me, that would be great please. :)

Undead, Abberations, Humans, Insects, Ghosts, and its an urban setting.


Cool, thanks! :)

The only thing I need to change is the FE: Vampire to FE: Undead, as I thought like the humanoid human subtype, you have to choose a specific type of undead creature, but you don't. It's just Undead and it effects all, so yea, character complete as soon as I make this edit, and he's under this profile name, so enjoy the read. :)

Hopefully you like it!

Edit: All done. ;)


Ok, my guy is uploaded to my profile. Stats & Fluff.


Deadline is Wednesday night


I would heavily suggest that all of you who have not posted fluff and crunch put them in spoilers after this comment. Today is the last day, and hard-access will hurt your chances.

Good luck to everyone in the decisions later today


*Crosses fingers*

Good luck everyone!

If I'm fortunate enough to get in on this, I'm looking forward to seeing who I'll be playing with! :D

Duboris - I gave my character one last check and just changed his Skills slightly, to better fit his personality.


I know it's kind of late, but I'm going to drum up a character. I'm thinking a gnome alchemist bomber with a reckless streak. Blowing things up for him is a fun time. It'll be done within the next three hours. Would a Grenadier Archetype be acceptable?


Like I've done with my other profiles; I now have a life bar.

(It only shows in gameplay pages)


It would be okay, Nick.


Character Data:
Name: Varangian Smirza
Race: Human (Ulfen/Varisian mix)
Classes/Levels: Fighter 5 (favored class / +5 skill ranks)
Gender: Male
Size: Medium
Age: 36
Alignment: Chaotic Neutral (with Good tendencies)
Deity: Cayden Cailean
Location: Ustulav
Languages: Common
Occupation: Ex-soldier

Ability Scores & Stats:
Str 16 +3
Dex 14 +2
Con 12 +1
Int 14 +2
Wis 12 +1
Cha 13 +1

HP 49

Fort 6
Ref 6
Will 5 (8 vs fear)

BAB 5
MBAB 8
RBAB 7
CMB 8
CMD 20 (22 vs. sunder)

AC 22
Expertise 24
Touch 15
Flat-Footed 19

Traits, Feats & Features:
Traits: Armor Expert, Courageous

Class Features: 3 x Bonus Feat, Bravery, Armor training, Weapon Training (Axes)

Feats: Combat Expertise (-2AB/+2AC), Dodge, Iron Will, Lightning Reflexes, Power Attack (-2AB/+6Dmg), Weapon Focus (Bardiche), Weapon Specialization (Bardiche)

Skills:
Climb 4/7/10
Diplomacy 3/4
Knowledge (Dungeoneering) 1/3/6
Handle Animal 1/2
Intimidate 1/2/5
Perception 5/6
Profession (Soldier) 5/6/9
Ride 1/3/6-4
Stealth 5/7-5
Swim 2/5/8-6
Survival 2/3/6

Combat:
Speed: 30ft (in up to medium armor)

Bardiche +1 - AB 11, Dmg 1d8+6 (S) / 1d10+6 (M), CR 19-20/x2, Wt 12 lbs., (martial, 2-handed, brace, reach)

Axe, Throwing - AB 8, Dmg 1d4+3 (S) / 1d6+3 (M), CR x2, Rng 10ft, Wt 2 lbs., (martial)

Gladius - AB 8, Dmg 1d4+3 (S) / 1d6+3 (M), CR 19-20/x2, Wt 2 lbs., (martial, performance +2)

Dagger - AB 8, Dmg 1d3+3 (S) / 1d4+3 (M), CR 19-20/x2, Wt 1 lbs., (simple)

Agile Brestplate +2 - AC +8, MDB +4, ACP -2(0 for climb/jump) Spd 20ft. Wt 25 lbs.

Equipment:
Explorer's Outfit
Bardiche +1
Agile Breastplate +2
Cloack of Resistance +1
Ring of protection +1
2 x throwing axe
Gladius
Dagger
100 platinium pieces
54 gold pieces

Background:
Varangian Smirza (Varan for friends and acquaintances) is a native of Ustulav. He was born on the wagon train of the Legion if the Seventh Slaughter, an rather eclectic mercenary company of heavy kataphraktoi foot infantry, pikemen, halberdeers and northen housecarls fighting in the Ustulavian civil wars. His father was Ulfen officer in the legion while his mother was a Varisian "camp follower".

From his father Varan inherited his size and strength while his mother gave him his swarthier complexion jet-black-hair (which he shaves completely preferring to manifest his hirsuteness via a long beard).

Varan's mother died of fever when he was still quite young so he was raised by the combined efforts of his father, his companion officers and several camp followers who took a fancy to the lad.

When the civil wars where over many of the legion's veterans were dead or retired and the mantle passed on to the next generation, but their diminished numbers and little need for employment in the region apart from skirmishes eventually led to it being disbanded by agreement of the members. Since then Varangian has traveled alone earning his keep through work as a guard, caravan escort and a host of other occupation. He has never really adventured per se apart from a few raids into ruins; but now that he feels the beginning onset weight of years on his bones he decided to fully become an adventurer, in hope of getting a "big score" that will allow him a nice egg next for when yje winter years arrive.

Varangian has carried the inheritance his father left him through all his years of wandering: his armor and magical bardiche, his signet seal of rank and the cloak with the colors of the old Legio VII Trucudatio which Varan wears proudly in memory of his old man.

Personality:
For an Ustuavian, Varagian is quite an oddity. Being raised in a nomad army and being familiar with violence from a young age he did not develop the usual un-trusting, superstitious attitude of his countrymen; neither is he a reserved or morose person. Quite the contrary, Varan is boisterous, extrovert and enjoys a good joke and getting drunk with friends as the best of them. A wandering vagabond by nature he has never settled roots anywhere, but he has fathered a couple of bastards in a few tavern wenches and farmer's daughters. Money runs through him like water trough a sieve and the remainders Varan manages to save he send the way of his children.

Edit:

"Would a Grenadier Archetype be acceptable?"

Wait, there are pre-made PC archetypes available for Pathfinder?


Indeed. If you're using a bardiche I'd look into the 2 handed fighter. Try Ultimate Combat.


Darn, LoL.

I will stick with Mr. Smirza as he is. Took me days to do him sifting trough the Pathfinder SRD (which for some reason is slow as heck on my computer). If he screws up I'll only have myself to blame. :)

Thanks for the heads up though. I will take a gander at the "Ultimate" books if I see them.


The two-handed fighter and polearm master are both worth looking at and in the APG. Here's the PRD link:
Fighter Archetypes in APG

Not too bad to apply except for the speed of the site issue you're running into. At least they're both on the same page.


Here's the cut and paste on all of the info in Syeira's profile in case its easier to refer to here:

Stat Block:

Syeira
Female Human (Varisian) Witch 5
CG Medium Humanoid (human)
Init +8; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 armor, +2 shield, +2 Dex)
hp 36 (5d6+10)
Fort +3, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Hanbo +1 (1d6-1/x2)
Ranged Blowgun +4 (1d2/x2)
Special Attacks hexes (cackle, evil eye [dc 18], flight, misfortune [dc 18], slumber [dc 18])
Spell-Like Abilities Feather Fall (self only) (At will), Fly (self only) (5 minutes/day), Levitate (self only) (1/day)
Witch Spells Prepared (CL 5):
3 (2/day) Bestow Curse (x2) (DC 19)
2 (4/day) Hold Person (x2) (DC 18), Blindness/Deafness (x2) (DC 18)
1 (5/day) Ill Omen (x2), Mage Armor, Charm Person (DC 17), Ear-Piercing Scream (DC 17)
0 (at will) Read Magic, Daze (DC 16), Detect Magic, Light
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 12, Int 22, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 13
Feats Accursed Hex, Extra Hex, Extra Hex, Improved Initiative
Traits Chance Savior, Underbridge Dweller (Magnimar)
Skills Fly +10, Intimidate +4, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (nature) +14, Knowledge (planes) +14, Perception +8, Spellcraft +13, Survival +3, Swim +3, Use Magic Device +7
Languages Abyssal, Aklo, Boggard, Common, Draconic, Hallit, Necril, Varisian
SQ +2 to reflex saves, deliver touch spells through familiar, empathic link with familiar, heart of the wilderness +2, patron spells (agility), share spells with familiar, speak with familiar
Combat Gear Scroll of Tongues, Wand of cure light wounds, Antitoxin, Drow poison, Paper candle firework; Other Gear +1 Silken ceremonial armor, +1 Mithral Buckler, Blowgun, Blowgun darts (50), Hanbo, Cloak of resistance +1, Headband of vast intelligence +2 (Perception), Barbed vest, Chalk, Desna, Marbles, Signal whistle, Spell component pouch, String or twine, Trail rations (5), 1265 GP, 10 SP, 8 CP
--------------------
Special Abilities
--------------------
+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (9 round(s)) (DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Heart of the Wilderness +2 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Misfortune (1 rd) (DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scroll of Tongues Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (5 rds) (DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.

Appearance:

Syeria is a fierce waif with large bright green eyes. Her long, dirty blond hair is woven into tangled braids with carved wooden sprigs, silver rings, and bright bits of orange and blue ribbon. She's usually covered with a nasty mix of mud and moss that gives her skin and hair a green cast.

Background:

Syeira was born amidst the gnarled trees and hanging moss veils of the Graidmere Swamp in the Ustalav county of Sinaria - a difficult and dangerous environment where the folk are known as leechfolk or swampers.

Her clan worshipped Desna, but as a little girl, she was simultaneously delighted and horrified to hear the tragic tale of Curchalus and she dreamed of helping Desna to steal back his power from Lamashtu.

Always a wild, untamed spirit, Syeira loved to explore the swamp, frequently stealing away from her clan for hours and later days at a time.

One day, while exploring the swamp, a ten-year old Syeira heard a faint yip from an overgrown thicket nearby. Delving inside, she found an ancient shrine and next to it, an abandoned baby fox. Cradling the tiny animal in her arms, Syeira felt a peculiar thrill as something reached out and caressed her very soul.

At 15, Syeira was collecting herbs in the swamp when she heard angry voices from the shore of Lake Prophyria. With no hesitation, Syeira and Chalus sprung into action, saving Professor Lorrimor from certain doom. Extremely grateful, the Professor swore he would never forget her.

Over the next couple of years, the Professor and Syeira kept up an irregular correspondence made difficult by the remoteness of the Graidmere. Syeira helped Lorrimor as an agent around northeastern Ustalav, especially Graidmere and Karcau. A month ago, Syeira received a letter directing her further south and east than she had ever been before. Lorrimor sought an alliance with Lord Garus of Carrion Hill and asked that Syeira help to assist him as an agent in the city.

In-Character Background:

Where do you come from?

"I vas born deep in the Graidmere Swamp. My people own the swamps. I grew up in dee Grey Ghost Clan, but most the ignorant folk call us dee leechfolk or swampers.

That medallion you wear, I haven't seen that symbol before, what does it represent?

Syeira's hand reaches up and begins idly fingering the gold holy symbol that hangs from her neck. She whispers "Dis be the symbol of Curchalus. My people follow dee ways of Desna. I do too, but I hold an even more special part of me bein' for Curchalus. Lamashtu stole the beasts away from him and they say he died. I don't think so. I think he's still out there and I want to bring the beasts back to him.


I'm finishing my character sheet now. It's taking much longer than I anticipated. I submitted it, then got signed out.


Any chance you're still looking for players Duboris? I haven't played any Pathfinder on a PBP basis, but have been playing multiple games IRL for a couple of years, and have been playing other RPG games for about... 8 or 9 years I think? And have been playing other PBP RP's for a few years also.

Would love to try out PBP Pathfinder, and like you said, what better way than with a module?


Crunch:
Alchemist 5
Gnome Male
Chaotic Neutral
Init +2; Senses: Perception +9
AC 17, touch 11, flat-footed 10
(+3 Dex, +4 Chain Shirt)
Armor: Chain Shirt
Worn: Goggles, Headband of Vast Intelligence +2, Belt of Incredible Dexterity +2

HP 43 / 43
CMD 13
For +6, Ref +6, Will +0
Spd 20ft.

==Melee==
Trident +4 (1d6, x2, 10ft, brace)

==Ranged==
Light Crossbow +4 (1d6, x2; 20ft,)
Alchemist’s Bomb +7 (1d4, 19-20/x2; 80ft)

Str 12 +1, Dex 14 +2, Con 14 +2, Int 17 +3, Wis 8 -1, Chr 12 +1
Base Atk +3; CMB +3

Special Qualities:
Gnome :
Favored Class-Alchemist (lvl 1 +1 additional Level 0 spell known)

Alchemist:
Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Feats:
Throw Anything (Alchemist Lv 1)
Point Blank Shot
Precise Shot
Splash Weapon Mastery

Skills:
Acrobatics!(D) 0+2-2=0
*Appraise(I) 1+3+3+0=+7
Bluff(Ch) 0+1=+1
Climb!(S) 0+1-2=-1
*Craft (alchemy) (I) +3+3+5+2=+13
Diplomacy (Ch) +1=+1
Disguise(Ch) 0+1=+1
Escape Artist!(D) 0+1-2=-2
*Fly(D) 0+1-2=-1
*Heal(W) 0+(-1)=-1
Intimidate(Ch) +1=+1
*Knowledge-arcana(I) +3+4+3=+10
*Knowledge (engineering) (I) +3+5 =+8
*Perception(W) -1+5+3+2= +9
Perform(Ch) 0+1=+1
*Profession(W) 0+1=NA
Ride!(D) 0+2-2=0
Sense Motive(W) -1=+1
Sleight of Hand (D) +2=+2
*Spellcraft(I) +3=+3
*Stealth(D) 3+4=+7
*Survival(W) -1+3+3=+5
Swim!(S) 0+1-2=-1
*Use Magic Device (Ch) 1+3=+4
* indicates class skill

Extracts Known
0- Targeted Bomb Admixture, True Strike, Bomber's Eye, Enlarge Person, Reduce Person, Cure Light Wounds, Shield, Longshot, Polypurpose Panacea, Crafter's Fortune
1- Shadow Bomb Admixture, Barkskin, Blur, Levitate

Extracts per Day
Level 1—5
Level 2--3

Languages: Common, Sylvan, Elven, Gnome, Orc, Goblin

Gear Carried:
Rope, Waterskin, Trident, Light Crossbow, Crossbow Bolts (20), Alchemist’s Fire x3, Tanglefoot Bag x3, tindertwig,

Gear In Handy Haversack: Bedroll, Mess Kit, Trail Rations (10 days), blanket, acid flask, alkali flask, alchemist’s kit, empty flask,

Money
cp:
sp:
gp: 88
pp:

Here's the numbers, working on the backstory.


When this post hits 5 hours, submissions are over. Crunch, Fluff, and Backstory.

Good luck :D


Some fluff/background:

Autumn was born in a large port town. When she was 12 she had a dream of her home burning down, but her parents told her it was nothing to be scared of, and it was just a dream. Two weeks later her dream came to pass, and as she ran to escape her house a burning beam fell in front of her sending sparks flying into her eyes, yet through some miracle her eyesight was not completely destroyed. She managed to escape the house, but her father was killed in the blaze.

Her mother blamed her dreams for what had befallen the family, and disowned her, sending her to an orphanage in a far away city. Her dreams and blindness made her the target of the other kids' tauntings.

Her dreams kept up throughout her years at the orphanage, and the moment she became old enough to leave, she did. She wandered aimlessly for a while, trying to help people with her visions. And then one night she saw a vision of a large stone tower crumbling to the ground and vultures circling a strange looking structure. She decided to head there since she had nothing else holding her to any particular place, and had heard some rumors about Carrion Hill, which she assumed the vultures represented.


Syeira wrote:

The two-handed fighter and polearm master are both worth looking at and in the APG. Here's the PRD link:

Fighter Archetypes in APG

Not too bad to apply except for the speed of the site issue you're running into. At least they're both on the same page.

Oh wait, that is a different site. I was checking the PF SRD site that looked white and blue. That one is better and faster, cheers Syeira!

Man, Paizo is the bomb! Having all this info hyperlinked on the web. :)


Here's the fluff and I should have my crunch finished by tonight.

Background:
A piercing scream awakens him from the peaceful slumber afforded to him by a day of hard work. The woman he has vowed to love long into the next life is missing from the bed, her spot cold to touch. In contrast, a wave of heat bats at the man's face as a plume of flame from the rear of the cabin knocks him to the floor. There, his wavering sight gathers the dreadful image of his beloved, burning within a ring of conjured fire. The one responsible turns to fork an eldritch sign back at her husband before leaving them both to be swept away, as ashes by the next morning's gusts.

The nightmare (if only it had been just that) has continued to torment the dour man for several years. Hundreds of nights, Garenth has woken up in a cold sweat, only to stare into the cold remains of his campfire until dawn comes to push the memory to the back of his mind in place of his quest. Once a man of faith no more complex than that of a farmer, his obsession to find the sinister arsonist that stole his wife's life has driven him to become a zealot of the highest tier. Iomedae was the deity he chose to revere, feeling her sense of justice the closest to his unwavering geas of retribution. His fanatical pursuit, however, has left him a grim pessimist at best, while he constantly struggles to hold onto the compassionate ideals of his faith.

From land to land he has stalked, keeping contemptuous eye on all practitioners of magic, especially witches. Those that he finds particularly unlawful or prone to sinister behavior are apt to end their lives scorching above a heap of dry timber. Even though he has weeded out a number of witches that have met his criteria, the dismal hunter has yet to find his spouse's killer. Though zealous in his inquisition, he's not above accepting aid from a caster as long as they avoid his suspicion. Whilst wandering, he keeps an eye out for anything possibly linked to foul magics and is the first to volunteer should an assignment arise to investigate.

Recently, his search has led him to Ustalav, a land fraught with tales of the strange and terrible. It is here he hopes to find the one responsible for orchestrating the decline of his life, keeping a hand close to his crossbow should the time of execution finally arrive. Though his hopes are particularly high in such a place, he walks the dark roads with his head down and worn face drawn in a determined scowl.

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