DM Papa.DRB – Return of the Runelords (Inactive)

Game Master Papa-DRB

Return of the Runelords. Chapter 1


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Grand Lodge

PJP's submission: Alagenshatie Moonie
Applying for Audrahni's Ally (or Intrigued by Thassilon if it conflicts)
Timezone: Central US (GMT -6)

Crunch:

CG Gnome Cleric of Ashava 1
Domains: Darkness, Good

Init +1; Perception +5 , Sense Motive +3
Languages: Common, Gnome, Varisian, Thassilonian, Celestial

HP 8 (1d6 +1 Con +1 FC)

DEFENSE
AC 11 (+0 Dex +1 Size), touch 11, flat-footed 11
CMD 9 (10 +0 Str +0 Dex -1 Size)
Fort +3 (+2 class +1 Con)
Ref +1 (+0 class +1 Dex)
Will +5 (+2 class +3 Wis)

Defensive Abilities
+2 racial saving throw bonus against illusion spells or effects

OFFENSE
Speed 20 ft
Base Attack +0; Melee Touch +1; Ranged Touch +2 (+1 size)
CMB -1 (+0 Str -1 size)

Melee
Bladed Scarf +1, 1d4 S Dmg disarm, trip (+0 BAB +0 Str +1 Size)

Ranged

Spells (No lawful or evil)
Orisons Prepared (3): Read magic, Detect Magic, Guidance
1st Level (1+1+D): Command, Magic Stone, Obscuring mist(D)

Other Actions
Channel (1d6): 6 of 6 remaining
Touch of Good (Sp): 6 of 6 remaining
Touch of Darkness (Sp): 6 of 6 remaining

STATISTICS
Abilities Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 13 (+1), Wis 16 (+3), Cha 16 (+3)

SKILLS 2 (2 +1 Int +2 Bkgd)
Acrobatics +0 (+0 Dex)
Appraise* +1 (+1 Int)
Bluff +4 (+3 Chr +1 race)
Climb +0 (+0 Str)
Craft(choice)* - (+1 Int)
Diplomacy* +8 (1 rank +3 Chr +3 class +1 race)
Disguise +3 (+3 Chr)
Escape Artist +1 (+0 Dex +1 trait)
Fly +0 (+0 Dex)
Heal* +3 (+3 Wis)
Intimidate +3 (+3 Chr)
Knowledge(History)* +7 (1 rank(bg) +1 Int +3 class +2 race)
Knowledge(Religion)* +5 (1 rank +1 Int +3 class)
Linguistics* +5 (1 rank(bg) +1 Int +3 class)
Perception +5 (+3 Wis +2 race)
Ride +0 (+0 Dex)
Sense Motive* +3 (+3 Wis)
Spellcraft* +5 (1 rank +1 Int +3 class skill)
Stealth +4 (+0 Dex +4 size)
Survival +3 (+3 Wis)
Swim +0 (+0 Str)
Use Magic Device -- (+3 Chr)

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

EQUIPMENT
Robes (5 gp)
Bladed Scarf (12 gp)

COINS
PP – 0
GP – 223
SP – 0
CP – 0

FEATS
Blind-Fight (bonus feat- Darkness domain)
Selective Channeling (1st Level)

TRAITS
Audrahni’s Ally
“Where did you grow up?”: Grants a +1 trait bonus to Reflex saving throws.
Once per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.

Rapscallion: You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all your mischievous behavior, you've never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on initiative checks.

SPECIAL ABILITIES
Class Features

Spoiler:

The following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

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

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Darkness Domain
Granted Power: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.

Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

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

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

Good Domain
Granted Powers: You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

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

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

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

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Gnome Racial Traits

Spoiler:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits.

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.


Description and Personality:

Alagenshatie Moonie is a scrawny little gnome lass with dark blue hair, usually in a bit of a mess. She dresses very drab for a gnome, and doesn't really seem to care much about giving a good appearance, although she still seems very approachable most of the time.

Moonie (to her friends) is known to be a bit of a rabble-rouser, although only in good fun. While her style of dress seems fairly gothic, her cheery personality is very surprising to many upon first meeting her. She is usually only found wandering at night, either carousing the local pubs or comtemplating life while looking up at the stars.

History:

Alagenshatie was raised on the docks of Riddleport, but always hated it there. Her family was not well off, and her father was a bit of a drunk. As a child, she would often sneak out when he would pass out drunk. Always a night owl, she would tend to look for a party or just try to cause a bit of mischief.

Her mother saw the effect of life in Riddleport, and arranged for her to spend some time in a monestary in the mountains - a chance to get away from the evils of the city and get a fresh start. While there, she discovered she had a curious mind and became interested in history and languages. The monks were good to her, but seldom appreciated her pranks, but they let her remain as long as she liked. After many years of study, she began to study various religions and came across a text on the empyreal lords. Ashava, in particular, caught her attention, having soe many tenets close to her heart. She studied and learned, and found a sect of clergy not far away in Roderic's Cove. She went for a short visit, but while she was there, she found inner peace and wonder, and finally found a course for her life.

For the past few years, she has studied and prayed, often sitting in the local cemetary to gaze upon the moon and enjoy the quiet darkness. It is there that she met Audrahni. They were very different, Audrahni morose and Moonie so light-hearted, but they shared many a quiet conversation in the moonlight and became close friends.

Looking Ahead:

Primarily, Moonie will be primarily healing and restoration, some knowledge skills, and some "cover of darkness" support. She could also act as a backup Face. She might dabble in Shadowdancer a bit, but more likely will stay on cleric levels.


Phntm888's submission: Zagulo Maresh
Applying with an Oracle of Lore with the Intrigued by Thassilon trait. Timezone: GMT-5.

Crunch:

Zagulo Maresh
Male Human (Varisian) oracle 1
NG Medium humanoid (human)
Init +4, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 ((1d8)+2)
Fort +2, Ref +0, Will +2
=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged crossbow, light +0 (1d8/19-20)
Melee morningstar +2 (1d8+2)
Melee sickle +2 (1d6+2)
Melee dagger +2 (1d4+2/19-20)
Oracle Spells Known (CL 1st; concentration +4)
1st(4/day)-bless, cure light wounds, divine favor
0th(at will)-detect magic, guidance, light, stabilize
Revelations Focused Trance, Lore Keeper
Mystery Lore
Oracle’s Curse Tongues (Aklo)
=================================================
STATISTICS
=================================================
Str 15, Dex 10, Con 14, Int 11, Wis 10, Cha 17,
Base Atk +0; CMB +3; CMD 13
Feats Extra Revelation (Focused Trance), Improved Initiative
Skills Diplomacy +7, Heal +4, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (religion) +7, Linguistics +1, Perform (oratory) +4, Sense Motive +4
Traits Intrigued by Thassilon, Scholar of the Great Beyond
Languages Common, Aklo, Thassilonian, Varisian
SQ Orisons
Combat Gear rations, trail (per day) (10)
Other Gear morningstar, sickle, dagger, light crossbow with 20 bolts, scale mail, heavy wooden shield, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, journal, rope (50 ft), waterskin (filled), wooden holy symbol of Desna, 39 gp, 8 sp
=================================================
SPECIAL ABILITIES
=================================================
Background Skill (Knowledge (history), Perform (oratory))
Bonus Feat Humans select one extra feat at 1st level.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Intrigued By Thassilon The rediscovery of Thassilon’s legacy several years ago was an eye-opener for many, including you. After living so long in the shadow of these enormous ruins, you were intrigued to find out that they were much older than anyone could have guessed and that the runelords who built them may still exist. You’ve made a promise to yourself to uncover all that you can about Thassilon, its runelords, and the mysterious history of that ancient civilization. You gain Thassilonian as a bonus language, and at 1st level and every 2 levels thereafter, you gain a bonus skill rank that can only be applied to Knowledge (arcana), Knowledge (history), Linguistics, or Use Magic Device. Once per adventure, you may either take 20 on a Use Magic Device check or activate a charged magic item without expending any charges.
Mystery Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
----Lore Class Skills: An oracle with the lore mystery adds Appraise and all Knowledge skills to her list of class skills.
----Bonus Spells: identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl's wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).
Oracle’s Curse (Su) Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse.
----Tongues In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Orison Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
----Focused Trance (Ex) You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
----Lore Keeper (Ex) Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
Scholar of the Great Beyond (Knowledge (history)) Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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FEATS
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Extra Revelation
You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Improved Initiative
Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.

Description:

Zagulo has deeply tanned skin and brown hair to go with violet eyes. His walk is best described as rangy, and he dresses in traditional, free-flowing Varisian garb - typically a bright red with orange accents. His arms are covered with tattoos denoting the heroes of various stories in the Varisian tradition.

History:

Zagulo was born into his clan while they rested in the village of Sandpoint. As he grew, he seemed drawn to Iazada, the clan’s historian and storyteller. Eventually he began learning how to tell stories from Iazada, especially those pertaining to the gigantic ruins that dotted Varisia. Iazada said that in an age long past, the Varisians had built those massive structures, and the knowledge of doing so had been lost in a dark cataclysm. Zagulo grew more and more curious about the ruins, and would speak with storytellers of other clans when they would meet, attempting to learn of their tales, and to gain any knowledge they had of the monuments. Once knowledge of Thassilon began disseminating throughout Varisia, Zagulo gathered up as much of it as he could during his clan’s usual wanderings, eventually managing to teach himself the ancient language of Thassilon.

One night a month ago, as his clan camped near the town of Roderic’s Cove, Zagulo had a dream. A strange entity told him he must journey to Roderic’s Cove in search of the knowledge of Thassilon, and he should prepare himself for the days ahead. He would have the chance to learn of the Varisian people’s history and the history of Thassilon. To do so, he would have to find companions, and face grave dangers. He was then awoken by his father, for he was speaking a strange tongue none could understand. The next day, he departed the clan and went to Roderic’s Cove. He has spent the past month telling Varisian folk tales to the townspeople, purchasing supplies for his eventual explorations, and looking for those companions he must find in order to gain the knowledge he greatly desires.

Other Information:

PBP Stats
Race line in profile
NG Male Human
Oracle
1
Class Line In Profile
(HP 10 AC:17 T:10 F:17 Saves F:+2 R:+0 W:+2 CMB:+3 CMD:13 Init:+4 Perception:+0)

Progression
Oracle all the way, with a possibile dip into Bard depending on the party makeup. At Oracle level 3 he will be taking the Sidestep Secret Revelation, using his Charisma in place of his Dex for AC and Reflex saves. His combat role will be focused on close combat, support magic with maybe a little defensive magic, and healing if needed. Out of combat, he will focus on healing, intelligence, and acting as a party face. Most successful Knowledge checks will be flavored as him remembering a lesson from a story, in the spirit of the Lore Keeper Revelation.

EDIT: Forgot my Circle Market Bargain Hunting roll.

Circle Market Bargain Hunting: 1d20 ⇒ 7

Let's see, a 7 is an alchemical item of your choice (chosen from any
in Ultimate Equipment) at 10% its normal price. Nifty. I'll have to decide what it is.


NOTE: Do not buy the item you roll on the "Market Bargain Hunting" table. That is what you will find in the initial posts. Also, it is 10% off (NOT 10% of price), per James Jacobs.

I am "assuming" that the two folks who just put GMT for timezone are really GMT +0.

========================================================================

Here are the submissions that I am aware of:

Warrior
Briccone; Fergus Ironbeard; Male Dwarf Paladin; GMT -5
DM Brainiac; Deivon Tomovici; Female Human Monk; GMT -5
Buckshot Bob; Grulyn Ironfoot; Male Dwarf Fighter; GMT -8

Divine
haydenmccullen; Alustria Wintersbreath; Female Half-Elf Druid; GMT -8
andreww; Gabrielle Gallonica; Female Human Oracle (lore) 1; GMT +0
PJP; Alagenshatie Moonie; Female Gnome Cleric 1; GMT -5
Phntm888; Zagulo Maresh; Male Human Oracle (lore) 1; GMT -5

Arcane
Mat_H; Mara Cortescu; Female Human Witch; GMT -5
psionichamster; Fandrollul Ciandrioglor; Male Elf Conjurer 1; GMT -5

Skill
Critzible; Name; ? Halfling Rogue; GMT ??
Digger Chandler; Predonius X Tomulus ; Male Human Alchemist; GMT -5
M Morris; Flik Gnilleps; Male Gnome Bard (Archivist) 1; GMT -5

Other
Talomyr; Celeste Naevirion; Wizard (Diviner-Foresight) 1 / Rogue (Burglar) 0 / Arcane Trickster 0; GMT -6
Harlow Tallfellow; Harlow Tallfellow; Male Halfling Monk 1 / Bard (Archivist) 0 / Dragon Disciple 0; GMT +0

Dotting
Ouachitonian
oyzar Withdrawn
psionichamster
Brainiac
Talomyr

-- david


Yes I am in the UK so GMT


Not that it likely matters, but I have already submitted Celeste Naevirion, so I don't think that I belong in the dotting list too. ;)


Pathfinder Rulebook Subscriber

Man! A surge of awesome divine characters after I was the only one for a while! Looks like some stiff competition :)


@Talomyr - Thanks. I've cleaned up the list.

@All - There are only two that have dotted and not provided a character, therefore I am going to invoke the 36+ hour privilege stated in the first post. Finish up your submissions and I'll make selections this week.

New submission deadline is: October 18th @ 08:00.

=========================================================================

Here are the submissions that I am aware of:

Warrior
Briccone; Fergus Ironbeard; Male Dwarf Paladin; GMT -5
DM Brainiac; Deivon Tomovici; Female Human Monk; GMT -5
Buckshot Bob; Grulyn Ironfoot; Male Dwarf Fighter; GMT -8

Divine
haydenmccullen; Alustria Wintersbreath; Female Half-Elf Druid; GMT -8
andreww; Gabrielle Gallonica; Female Human Oracle (lore) 1; GMT +0
PJP; Alagenshatie Moonie; Female Gnome Cleric 1; GMT -5
Phntm888; Zagulo Maresh; Male Human Oracle (lore) 1; GMT -5

Arcane
Mat_H; Mara Cortescu; Female Human Witch; GMT -5
psionichamster; Fandrollul Ciandrioglor; Male Elf Conjurer 1; GMT -5

Skill

Digger Chandler; Predonius X Tomulus ; Male Human Alchemist; GMT -5
M Morris; Flik Gnilleps; Male Gnome Bard (Archivist) 1; GMT -5

Other
Talomyr; Celeste Naevirion; Wizard (Diviner-Foresight) 1 / Rogue (Burglar) 0 / Arcane Trickster 0; GMT -6
Harlow Tallfellow; Harlow Tallfellow; Male Halfling Monk 1 / Bard (Archivist) 0 / Dragon Disciple 0; GMT 0

Dotting
Critzible; Name; ? Halfling Rogue; GMT ??
Ouachitonian
oyzar Withdrawn

-- david


Wish I'd have seen this earlier -- but will try to get a character together in time for the deadline.


Quick question: if I create a cleric or Inquisitor, am I restricted to the deities in the core rulebook, or can I use the wider list (as recommended in the Player's Guide)?


The wider list. Just be careful that you don't use other material outside crb/apg.


I will note I expressed interest. I'll have a character up later today then, per your instructions.

Bargain Hunting: 1d20 ⇒ 16 Weapon.


New submission deadline is: Thursday October 18th @ 08:00, EDT

47 hours and 7 minutes from this post.

Noted: Some additional dots....


Will material from other sources be available later? Was debating Battle Herald, but don't love the idea of a Mount that's only a speed bump because he's extremely underlevel.


Other than the some treasure that you will find later and the initial bargain hunting roll; only the crb / apg is available for building characters. Sorry folks.

-- david


No problem. Have multiple ideas on my head, not being able to use Boon Companion or Horse Master just trims down the list. ;)


I kind of like the restriction. I have so many characters using so many books and options the idea of a more "core" game with less fancy options is somewhat refreshing :)

Grand Lodge

dotting for Lucian the Red an Accidental clone (male) Paladin of Torag.

Grand Lodge

Character submission:

Lucian the Red
Male human paladin (hospitaler) 1 (Pathfinder RPG Advanced Player's Guide 116)
LG Medium humanoid (human) (Accidental Clone)
GMT -8

crunch:

Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee guisarme +5 (2d4+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)
Special Attacks smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 13, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Power Attack, Weapon Focus (guisarme)
Traits accidental clone, indomitable faith
Skills Acrobatics -5 (-9 to jump), Bluff +3, Craft (blacksmith) +2, Diplomacy +7, Heal +5, Knowledge (religion) +4, Sense Motive +5
Languages Common
Other Gear banded mail, guisarme, 41 gp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
--------------------


backstory:

Once a broad strapping lad with a shock of bright red hair, now significantly slimmer, dark haired, and very androgynous.

Lucian was bodily changed by the strange accident just last year, but has not given up on the strong faith that propelled him in his youth. His mind is conflicted by the strange dreams, sensual and hedonistic in nature that war so against the discipline he has striven to embody since he was brought up as a foster child to the town's smith and his wife.

His mother taught him her faith and impressed on him the importance of offering succor to those in need. Him father worked him hard in the smithy, making him at one with hammers. Up until the recent accident he had wielded a sledge hammer in honor of his father and god, but now finds himself oddly comfortable with a guisarme in hand.

Lucian has painted his armor red as an attempt to make his now nonsensical nickname more understandable.

looking ahead:

I don't see Lucian being anything but a Paladin for his entire career unless something in his new body causes him to fall from grace. But we will leave that possibility to the misty looking glass.

bargain hunting: 1d20 ⇒ 12


21 hours till submission close. Assuming I get up when my phone alarm tells me to, which is not what usually happens, so it might be more like 22 hours or so.....

Here are the submissions that I am aware of:

Warrior
Briccone; Fergus Ironbeard; Male Dwarf Paladin; GMT -5; Trait: Scion of Legend
DM Brainiac; Deivon Tomovici; Female Human Monk; GMT -5; Trait: Accidental Clone
Buckshot Bob; Grulyn Ironfoot; Male Dwarf Fighter; GMT -8; Trait: Spirit Touched
CA Jademan; Lucian the Red; Male(female) Human Paladin (hospitaler) 1; GMT -8; Trait: accidental clone

Divine
haydenmccullen; Alustria Wintersbreath; Female Half-Elf Druid; GMT -8; Trait: Audrahni's Ally
andreww; Gabrielle Gallonica; Female Human Oracle (lore) 1; GMT +0; Trait: scion of legend
PJP; Alagenshatie Moonie; Female Gnome Cleric 1; GMT -5; Trait: Audrahni's Ally (or Intrigued by Thassilon if conflict)
Phntm888; Zagulo Maresh; Male Human Oracle (lore) 1; GMT -5; Trait: Intrigued by Thassilon

Arcane
Mat_H; Mara Cortescu; Female Human Witch; GMT -5; Trait: intrigued by thassilon
psionichamster; Fandrollul Ciandrioglor; Male Elf Conjurer 1; GMT -5; Trait: Scion of Legend

Skill
Digger Chandler; Predonius X Tomulus ; Male Human Alchemist; GMT -5; Trait: Scion of Legend
M Morris; Flik Gnilleps; Male Gnome Bard (Archivist) 1; GMT -5; Trait: Time Lost

Other
Talomyr; Celeste Naevirion; Wizard (Diviner-Foresight) 1 / Rogue (Burglar) 0 / Arcane Trickster 0; GMT -6; Trait: Intrigued by Thassilon
Harlow Tallfellow; Harlow Tallfellow; Male Halfling Monk 1 / Bard (Archivist) 0 / Dragon Disciple 0; GMT 0; Trait: (no campaign trait selected)

-- david


Pathfinder Rulebook Subscriber

Because I'm an eager beaver - how long after submissions close do you think it'll be until we know the decision? :)


haydenmccullen wrote:
Because I'm an eager beaver - how long after submissions close do you think it'll be until we know the decision? :)

About 48 hours, ie Saturday morning at 08.00 EDT.

Envoy's Alliance

Wow. I've been waiting for this thread but it seems that I read it too late. Oh well, you guys have fun. =)


Marjim Marc Arafiles wrote:
Wow. I've been waiting for this thread but it seems that I read it too late. Oh well, you guys have fun. =)

You still have about 7 hours. More than enough time to make a submission!


First, I'm located in the Eastern North American Time Zone [GMT -5 (Eastern)]

And here's my submission - Borgol Ashblade.

Crunch:

Borgol Ashblade
Male Human (Varisian) Ranger (Skirmisher) 1
NG medium humanoid (human)
Init +1; Senses: (Normal); Perception +5
===========================
DEFENSE
===========================
AC 16, touch 11, flat-footed 15 (4 armor, 1 shield, 1 dex)
hp 12 (1HD)
Fort +3, Ref +3, Will +1
===========================
OFFENSE
===========================
Speed 30 ft. (6 squares)
Melee longsword +4 (1d8+3/19-20) or +3 (1d8+5/19-20) [Power Attack]
Melee shield, light steel (shield spikes) +4 (1d4+1) or +3 (1d4+2) [Power Attack]
Melee lucerne hammer (two handed) +4 (1d12+4) or +3 (1d12+7) [Power Attack]
Melee dagger +4 (1d4+3/19-20)
Melee axe, throwing +4 (1d6+3)
Ranged dagger (thrown) +2 (1d4+3/19-20)
Ranged axe, throwing (thrown) +2 (1d6+3)
Ranged crossbow, light +2 (1d8/19-20)
Atk Options Improved Shield Bash, Power Attack, Favored Enemy: Humanoid (Human) +2
===========================
STATISTICS
===========================
Str 17, Dex 13, Con 13, Int 10, Wis 13, Cha 13
Base Atk +1; CMB +4; CMD 15
Feats Improved Shield Bash, Power Attack
Skills Acrobatics +0, Bluff +1, Climb +6, Craft (Weapons) +4, Diplomacy +1, Disable Device +4, Disguise +1, Escape Artist +0, Fly +0, Heal +1, Intimidate +1, Linguistics +1, Perception +5, Perform (Untrained) +1, Ride +0, Sense Motive +1, Stealth +4, Survival +5, Survival (Follow or identify tracks) +6, Swim +6, Use Magic Device +6,
Traits Armour Expert (Combat); Scion of Legend (Campaign)
Special Qualities Bonus Feat, Skilled, Track +1, Wild Empathy +2,
Languages Common, Varisian, Hallit.
Possessions longsword; shield, light steel (shield spikes); chain shirt; outfit (traveler's); bolts, crossbow (10) (x2); lucerne hammer; dagger; axe, throwing (x2); Pouch (Belt) [ Thieves' Tools; Whetstone; Flint and Steel; ]; Backpack, Masterwork [ Bedroll; Rations (Trail/Per Day) (x5); Waterskin (Filled); Torch (x2); Rope (Silk/50 ft.); ]; Crossbow, Light ;
=================================================
SPECIAL ABILITIES
=================================================
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Bonus Feat Humans select one extra feat at 1st level.
Favoured Enemy: Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Scion of Legend (Disable Device, Use Magic Device) Your character has a personal link or association with one of Varisia’s established heroes. This hero should be a PC you played in a previous campaign (and could be, but need not be, one of the Sihedron Heroes). Your character could be a younger sibling, younger cousin, or even an apprentice of the hero. If enough time has passed, you might be the hero’s child, or your character could have reincarnated from the soul of a hero that died before your character was born. Choose two skills for which your associated hero has skill ranks. You gain a +1 trait bonus on checks with both of those skills, and those two skills are class skills for you. Once per adventure as a free action, you can call upon a previously forgotten bit of advice or lore imparted to you by the hero to gain an insight bonus equal to your class level (minimum +10) to a skill check. You may choose to apply this bonus after you roll the skill check, but must do so before the result of the roll is known.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Description:

Borgol stands a hair under six feet tall, though his lean, well-muscled build gives the illusion of being taller. His skin is the light tan common to those of Kellid ancestry, but with the hint of an olive undertone marking his mixed blood and Varisian heritage. His thick hair is the shiny black of obsidian, spilling down over his shoulders in a cascade of waves that ends just past his shoulder-blades. The dark hair frames his face, covering his ears and shading his jade-coloured eyes, but highlighting his strong jawline. The bridge of his nose is slightly crooked and flat, showing the signs of having been broken in the past, and a number of old, faded scars mar what would otherwise be a relatively handsome face.

Backstory:

Borgol's was born in Kaer Maga, the son of a Kellid arena-fighter who'd come west after being exiled from her clan, and a Sczarni "merchant" who arranged her fights.

When he was eleven, his mother won a fight she shouldn't have, one that the wrong people had bet heavily on. She was killed for her mistake... and his father, not wanting to lose his livelihood, began to 'manage' his son's career -- which is to say, he essentially sold the boy into indentured servitude as a fighter to pay his debts. Borgol's lack of reputation kept him from the main arena, instead sticking to smaller fights, ones that went until blood was drawn or one side yielded, rather than a deathmatch. Still, despite this, the boy was untrained and lost more often than he won... and magical healing was saved for the victors (who could afford it). Still, Borgol began to learn from his opponents and fellow fighters -- not only how to use weapons and armour, but especially how to fight other humans, and how to sneak out after curfew when the guards were drunk. Borgol's increasing skill, and increasing muscle and reach, began to shift battles in his favour... enough that it seemed he might win his way out of servitude, not realizing that his father had continued to drink, gamble and, worse, started to take Shiver, increasing his debt and destroying his judgement...

Borgol was shocked when he was taken deep into the Undercity for his next fight, and terrified when he saw that his opponents were not the living, but the twice-born. He was prepared to die, cursing his father's name, when fate intervened... or, rather, adventurers did. They'd come seeking a rune, or some such thing, and happened upon the battle as it began - saving Borgol from what would have been certain death -- pretty much by accident. They made quick work of the undead, but even more importantly, they were dealing with a few powerful individuals -- the same powerful individuals that his father owed so much to -- and when those tried to doublecross the group for their own petty profit and power, well, double-crossing well-armed, magic-wielding groups tends can go badly... especially when the group would later be hailed as Sihedron heroes. Borgol, free of the pits and free of his father (as the truth of the situation came out during the whole affair), decided he would follow the group when they left, out of a mix of hero worship and gratitude. He followed them to their camp... and promptly yelped rapier suddenly appeared against his throat and a female voice demanded to know why he was there. Desna smiled on Borgol, because it was the rogue's watch, and not only did she recognize the boy, but she saw something of herself in him too... maybe just how he pushed back against the fear and shock of being found out, and instead was able to make a plea to come with them.

The half-elf agreed that Borgol could head back to Magnimar with them... and by the time they'd arrived, she agreed he could stay with them until they headed back to Sandpoint, while the wizard studied whatever it was they'd just got from the Kaer, and the Cleric took some time to enchant some armour. Borgol was an eager student, learning all he could in those months... and beyond, as he'd impressed his mentor enough that she continued to teach him whenever her group had downtime... until, a decade after they met, Borgol was ready to strike out on his own. With only the gear he could carry and a vague sense of being pulled by fate -- the same feeling that led him to follow the adventuring group 10 years earlier. He headed north, pulled in that direction by the stars, arriving in Roderic's Cove just as his coin ran out... and the strange dream-fuelled sense of... guidance... faded.

That was four months ago, and Borgol has been working as a hunter -- and more importantly, waiting for something that he could somehow sense was coming -- ever since.

Note: being a little vague about the heroes in question, to avoid conflict with other applicants -- however, the idea is that when the heroes of Sandpoint when to Kaer Maga, they "saved" Borgol, and ultimately agreed to train him.

Future Plans:

The plan is to become a Holy Vindicator, actually. I always liked the idea of the PrC, and thought it would be fun to play an (almost) full marital that's, more or less, as dedicated to a god as a paladin -- but isn't one.... So, by level 7 or 8, I'll have picked up 1-2 levels of cleric and stepped into the PrC, which I fully expect to follow for 10 levels.


ScorchedOne's submission: Berago, Elven Glaive Dancer
Trait: Audrahni's Ally
(GMT -6)

Fluff:
Berago is young for an elf, barely past his first century. A curious child, he didn't dabble in the arcane or even overlong practice the longbow. He had a habit of keeping others at arms' reach, never letting anyone close to him. Even as he learned to dance, it was always solo or in tandem but separate stylings. In Audrahni, however, he found a kindred spirit. They could spend great deals of time together yet altogether alone. He relished the experiences they shared. She got him to come out of his shell and he thought he might be getting her to do the same.

Berago has only been in Roderic's cove a short while, and were it not for Audrahni would probably have left already. He is seized by a great wanderlust which tends to compel him onward, more like gnome than elf but his family feels he will grow out of it in time.

Crunch:
Berago
Elf fighter (polearm master) 1 (Pathfinder RPG Advanced Player's Guide 106)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +0; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee glaive +4 (1d10+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 18
Feats Dodge, Weapon Focus (glaive)
Skills Acrobatics +4, Climb +5, Knowledge (engineering) +5, Perception +2, Perform (dance) +1, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven
SQ elven magic
Combat Gear alchemist's fire; Other Gear mwk chain shirt, glaive, backpack, bedroll, blanket[APG], pot, silk rope (50 ft.), trail rations (5), 6 gp, 1 sp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


Submissions closed. I will post the selections by Saturday @ 08:00 EDT (47 hours 10 minutes from this post)

-- david


Here are the submissions that I am aware of:

Warrior
Briccone; Fergus Ironbeard; Male Dwarf Paladin; GMT -5; Trait: Scion of Legend
DM Brainiac; Deivon Tomovici; Female Human Monk; GMT -5; Trait: Accidental Clone
Buckshot Bob; Grulyn Ironfoot; Male Dwarf Fighter; GMT -8; Trait: Spirit Touched
CA Jademan; Lucian the Red; Male(female) Human Paladin (hospitaler) 1; GMT -8; Trait: accidental clone
ScorchedOne; Berago; Elf Fighter (polearm master) 1; GMT -6; Trait: Audrahni's Ally

Divine
haydenmccullen; Alustria Wintersbreath; Female Half-Elf Druid; GMT -8; Trait: Audrahni's Ally
andreww; Gabrielle Gallonica; Female Human Oracle (lore) 1; GMT +0; Trait: scion of legend
PJP; Alagenshatie Moonie; Female Gnome Cleric 1; GMT -5; Trait: Audrahni's Ally (or Intrigued by Thassilon if conflict)
Phntm888; Zagulo Maresh; Male Human Oracle (lore) 1; GMT -5; Trait: Intrigued by Thassilon

Arcane
Mat_H; Mara Cortescu; Female Human Witch; GMT -5; Trait: intrigued by thassilon
psionichamster; Fandrollul Ciandrioglor; Male Elf Conjurer 1; GMT -5; Trait: Scion of Legend

Skill
Digger Chandler; Predonius X Tomulus ; Male Human Alchemist; GMT -5; Trait: Scion of Legend
M Morris; Flik Gnilleps; Male Gnome Bard (Archivist) 1; GMT -5; Trait: Time Lost

Other
Talomyr; Celeste Naevirion; Wizard (Diviner-Foresight) 1 / Rogue (Burglar) 0 / Arcane Trickster 0; GMT -6; Trait: Intrigued by Thassilon
Harlow Tallfellow; Harlow Tallfellow; Male Halfling Monk 1 / Bard (Archivist) 0 / Dragon Disciple 0; GMT 0; Trait: (no campaign trait selected)
Tilnar; Borgol Ashblade; Male Human (Varisian) Ranger (Skirmisher) 1 / Cleric 0 / Holy Vindicator; GMT -5; Trait: Scion of Legend

-- david


Good luck to everybody! Keeping my fingers crossed. :)


Pathfinder Rulebook Subscriber

Good fortune to all submissions!


*Crosses fingers and waits "patiently"*


Good luck everyone


I am getting deep in the weeds here (as the saying goes), and have sent a couple of PMs with questions to folks, and may send a few more later. Also, a couple of entries are missing Traits, or using Traits that do not come from the APG.

Traits can be fixed later, if the character is chosen, but the PMs are very important in making final selections. Please answer as soon as you can.

thanks

-- david


This was a difficult decision as there are many very good submissions. I have changed this list at least half-a-dozen times, and even slept on it (and changed it again this morning!). However, a decision had to be made, so here are the selected characters:

Fergus Ironbeard; Male Dwarf Paladin
Alustria Wintersbreath; Female Half-Elf Druid
Mara Cortescu; Female Human Witch
Flik Gnilleps; Male Gnome Bard (Archivist)
Borgol Ashblade; Male Human Ranger (Skirmisher) (Cleric/ Holy Vindicator)

Please go to the Discussion thread, and check in. Create an alias if need be, then go over the character sheet in detail and put on the finishing touches.

First game play post will be next Tuesday morning.

-- david


Bummer. Congrats to those selected. Have fun!


Dang, disappointed I didn't make the cut. Ah, well. Congrats to those who were chosen! Happy gaming. :)


Darnit. Oh, well. There will be other chances. Congrats to those chosen!


Good luck to you all

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