GM Dak - War for the Crown 1

Game Master Dakcenturi

Chapter 2: Songbird, Scion, Saboteur
Part 2: Scion

Pics / Combat Maps / Loot & Notes

Meratt

Start Day: Oathday, 1st of Pharast, 4718
Current Day: Moonday, 12nd of Pharast, 4718


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Doting for interest.


dotting for interest, looks very exciting


1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class - Unchained Rogue (Burglar/Phantom Thief)
- Alignment - N - Self-absorbed older teen trying to figure out where SPECIFICALLY he fits - I figure he will shift to Good as he starts becoming who he wants to be but I could be wrong.
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now? - Son of a minor noble house funded by a merchant fleet has lived in Oparra all of his life
- Livelihood: How does/has your character make a living? Family shipping business
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics? Has the self-serving desire to strengthen the family position in Taldor. Others could be interested in working with him in an attempt to leverage the shipping fleet for their gain. As with many well-raised teens, he parrots traditions and traditional views while trying to figure out his path for rebellion against the status-quo.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat? In combat he is a low-skill, low-damage sword wielder. Unless the dice go amazing, his main contributions are likely to be tactical. Out of combat is where his skills can shine. The social scene is very much his comfortable battleground, and he has a few bonus skill capabilities . . ..
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok. - Stick with Unchained Rogue (Burglar/Phantom Thief) - Keep pumping skills up and unlocking Rogue's Edge benefits for as many as I can manage. Since Phantom Thief gives Skill Unlocks for up to 10 skills, it basically IS a Prestige Class (2 unlocked to 1st point at Level 4, 4 unlocked to 2nd point at level 7, 5 unlocked to 3rd point at level 10, 7 completely unlocked at level 14).
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future) - Always part of my detailed character submission (which I hope to finish this weekend).

What I have right now:
The O'Shea family was elevated to noble status when Reid O'Shea displayed amazing prowess on multiple battlefields in service to the Taldane crown about 15 generations ago. 12 generations ago, Golia started the merchant shipping business that funds the family today. Cillian was born into a life of luxury and privilege, but with the spirt of an explorer. His parents tried to control him with scheduled and planned activities, picking many specifically to provide an outlet for his energy. These included dancing and fencing lessons, but also formal tutors and even a never-ending word game that they played with their son. He simply refused to fill in as he got older, though, keeping a smaller, boyish frame and never really giving up any of his flexibility or mobility.

An early teen Cil found that he was easily navigating the sidelines of the court and social functions where the other youth of his age were allowed to observe the machinations the adults employed to achieve their goals. So easily, in fact, that he was bored almost immediately. He went looking for ways to entertain himself, and stumbled upon a small group of young men breaking into their hosts private rooms just to explore, and learn what they could. Cil worked with this crew through several events, getting a good feel for how they accomplished their simple breaking and entering efforts. Then he started trying to implement those lessons on his own. One of the advantages of station, is that when things went wrong in his earliest efforts, and servants caught him in the act, he was able to avoid any consequences.


2) Let me know your time zone and the time(s) of day you will most likely be able to post. - I am in Tejas, so Central US. Generally, I scan posts when I can on my phone at work, but I post in the evening. Sometimes (like now, actually) after I SHOULD have gone to bed to get ready for work the following day.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in? Been working PBP off and on since I joined CompuServe back in '92. Seen an awful lot fizzle out. Currently in 8 that claim to still be going. 1 is so slow (can be weeks between posts from the GM) that if I wasn't playing others I wouldn't remember to look for posts. Another is running at about 2 GM posts a week. One is a PF2e playtest game. 4 are APs. 1 is a long-term adaptation of some truly classical adventures being run by a GM with an AMAZING ability to set tone with prose. I'm in a one-shot with the same GM because of how much I enjoy his ability to set a tone. I make a point to check and post every week night, because I don't want to be the guy everybody is waiting on. Of course, not all of these games are ready for me to post in every night, but . . ..


Several questions.

First I would like to repeat my last question, and ask if we're allowed to submit multiple characters or builds. Not tryna push, just wanna keep all my questions in one place, have less clutter in the thread.

Second, I know you specified standard races + aasimar, but you also said uncommon races would be considered with a good backstory: one of the characters I'm building is a changeling and I was wondering if you would allow Arcane Malignancies as drawbacks and if so, if we may choose rather than roll.

Specifically, the one I am interested in is 99-100: vestigial gills, because of how synergistically it works with my backstory.

Last, are class archetypes restricted to the books listed under allowed classes (Core, APG, ACG) or may we use any archetype on the SRD, subject to your discretion?


I know it was said that uncommon races might be allowed based on background, so here's my character submission. I really like the idea of playing an oppressed non-human fighting for change in this campaign.

Concept: angry, retired Tiefling soldier who has been pushed down her whole life for her fiendish heritage. She likes pretty women and punching things, and is trying to direct her anger towards changing things instead of just constantly getting into fights.

Character concept:
Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?

Maj. Hazel Fothergilla has spent nearly her whole life in Taldor. She was born to a noble family, who saw her birth as a mark of shame and hid her away for most of her childhood; she left home at eighteen to join the military.
After she retired, she briefly served as a city guard in Oppara, and now lives at a tavern in the Narrows where she works as a bouncer.

Livelihood: How does/has your character make a living?

Major Fothergilla is a combat veteran who spent most of her life as a soldier, before retiring after 27 years. After that she bounced around between jobs for a few years, and for the last year and several months, she has been working as a bouncer at a tavern in the Narrows.

Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?

Fothergilla harbors a lot of anger towards the people that view her as a second-class citizen. She has been treated as ‘other’ her whole life: first by her noble family, who saw her very existence as shameful and kept her hidden away; her superiors in the Taldan Phalanx, who only saw her horns and teeth, and continually ignored her skill as a soldier; the people at nearly every job she took, despite her good intentions; by human men in positions of power at every turn in her life. She spent much of her life trying to prove herself to those people, and continually lashed out when her efforts went unnoticed.

She has just begun to realize that it is Taldan society as a whole that perpetuates the oppression she’s felt her whole life, and that it affects many others as well; she is learning, slowly, to direct her anger at the system, rather than spending all her energy fighting individual people. She isn’t quiet about her opinions, nor will she ever be above punching someone, but she is trying to learn to pick her battles and direct her anger where it will make a difference.

Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?

Melee fighter focusing on unarmed and natural attacks, battlefield control with combat maneuvers.
She isn’t a face character, but not useless socially; she is rude and crass, but capable of playing nice (or threatening people) when the situation calls for it. In particular, she’ll have some ranks in Intimidate, Diplomacy, Perception, Sense Motive, Kn. History, Prof: Soldier.

Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.

Not sure yet if she’ll dip into anything else. She’ll be taking mostly Combat Feats and increasing her Str and Con scores.


Backstory:

Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)

Hazel joined the Taldan Phalanx as a teenager, hoping to gain some form of approval from the noble family that had always treated her existence as a shameful secret, but she instead discovered that military life suited her. As she progressed in her training, she found that she took pleasure in using her body, strengthening her muscles, swinging a sword; she was good at fighting. As those around her took notice, they began to look past her fiendish traits and see the skilled woman underneath. It was the first time in her life that she had been respected by those around her, and a newfound confidence began to emerge in her.

She became well-liked among her unit; they served together for a long time, most frequently in Cassomir and the Blackwood Swamp.

Many of her superiors, though, along with soldiers who had never served with her, and those of a more conservative leaning, didn’t share the fondness that Hazel’s fellows-in-arms had for her. She was often the target of discrimination, and only ever rose to the rank of ‘Major’, despite an impressive record and 27 years of service. As the years ticked by, she grew angry at the unfairness of it all, and was disciplined several times for lashing out with crude behavior and disrespecting superior officers.

After she retired from the military, Fothergilla bounced around between jobs, finding it hard to keep one with her obviously fiendish traits and rather coarse personality. Most recently, she was discharged from the Opparan city guard after coming to blows with a fellow guard. Frustrated and angry, she drank herself into a stupor in a bar in the Narrows, and started a drunken brawl with a whole gang of humans, breaking nearly every glass and piece of furniture in the place.

The next morning, she awoke on the floor of the tavern. She expected to be thrown out onto the street, but instead, the barmaid shoved a broom and a cup of coffee into her hands and told her to get to work. To Hazel’s great surprise, when she had finished cleaning up her mess, the woman offered her a job, ”Keeping people like you out of my tavern”.

So at present, she has a steady job as a bouncer, and a growing reputation as a good one; she has an intimate friendship with the barmaid, and even a little apartment in the back of the tavern. She is trying to learn to master her emotions—not that her anger isn’t justified; she doesn’t regret getting into fights with people who view her as an inferior member of society, because as far as she’s concerned, they deserved every bit of it; but she wants to be in control, and focus her anger in a way that makes a difference, both for herself and for others like her.


Personality:

Maj. Fothergilla is learning to control her anger. She’s bad at it, but she is trying. A life of being viewed as lesser for the circumstances of her birth has left her frustrated and contemptuous, and she has a sarcastic remark or a fist, or both, for those who test her.

To people that view her as an equal, though, she’s very down-to-earth and likable, if a little crude and rough around the edges. She’s very loyal, and takes her close relationships very seriously. She’s loud and deservedly confident in her abilities, and unafraid of confrontation. She’s also surprisingly smooth at flirting with cute women.


Appearance:
Maj. Fothergilla is a short, sturdy woman. She has several noticeable scars, in particular on her knuckles, from a life of combat, as well as some poked military tattoos on her shoulders. She keeps her black hair cropped short, and red horns protrude from her forehead. Her eyes would almost look human, but the irises are a deep red. Her teeth are sharp and pointed, and she has an unnaturally long tongue.

Build:

Major Fothergilla
Female Tiefling (Pitborn) Brawler 1
LN Medium Humanoid
Speed: 30 Initiative: +2 Perception: +7
Senses: Darkvision 60ft.
Martial Flexibility 4/4

DEFENSE
HP 12/12
AC: 13 T: 11 FF: 12
CMD: 16
Fort: +4 Ref: +3 Will: +0

OFFENSE
Unarmed Strike +5 (1d6+4)
Bite Attack +5 (1d6+6) / Secondary Bite Attack +0 (1d6+2)
Punching Dagger +5 (1d4+4)

ABILITIES
Str 18 (+4) ; Dex 13 (+1) ; Con 14 (+2) ; Int 10 (+0) ; Wis 10 (+0) ; Cha 12 (+1)

RACIAL FEATURES
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.

CLASS FEATURES
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat featwith another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler.

FEATS
Improved Unarmed Strike (Bonus Feat): You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Dirty Fighting (Combat): You can take advantage of a distracted foe.
Benefit(s): When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check.
Special: This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.

TRAITS
Athletic Champion: Select two of the following skills: Climb, Diplomacy, Perception, and Swim. You gain a +1 trait bonus on checks with those skills, and they are always class skills for you. In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.

Bloody-Minded (Combat): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

SKILLS
Diplomacy (1) +6
Intimidate (1) +6
Perception (1) +7
Sense Motive (1) +4

Kn. History (1) +4
Profession: Soldier (1) +4

Let me know your time zone and the time(s) of day you will most likely be able to post.
EST. I usually post once in the morning and then several more times in the evening and at night. I can almost always post once a day (usually more), unless I'm traveling.

Tell me about your experience with PbP? How many PbP games are you currently participating in?
I joined the boards at the beginning of 2018, and have been an active poster since then. I'm in three other PbP games; a Starfinder Dead Suns campaign that's been running since the beginning of the year, one of the other WFTC games, and a 3PP campaign that just started earlier this week. All are pretty active, usually moving forward daily.


@CampinCarl9127 Concept I'm ok with. Shot me a PM with your thoughts on the archetype and I can give you my input.

@The Lobster I'm fine with you submitting multiple characters if you want to take the time to craft them. As for the drawback, the drawback is fine and I'm ok with you picking. However, since you are getting rid of the randomness, and the drawback you picked, while thematic, is less likely to have an effect I would want to impose an additional factor such as -2 to saves and skill checks that involve holding your breath or breathing in a potentially harmful substance. On the archetype front, it is not limited by the books mentioned as long as it is not 3PP.

@All Thank you to everyone who has submitted so far. I am reading through these and over the weekend I will compile a list of applicants and their respective status of completeness, plus any questions/thoughts I have.


I just realized with my application that I made a mistake: I had no idea what the 'Background Skills' rule was and just assumed it meant that we should have some skill that shows who and what we are and do. But it turns out I have 2 more skills! :D One of which is a Background and one of which is just normal.

Since I can't actually edit my post, can I add:

Sense Motive: +8
Knowledge(Religion): +8

To my list of skills?

I really like some of the applications. There could be some great interactions based on ideals.

GM Dak wrote:

@CampinCarl9127 Concept I'm ok with. Shot me a PM with your thoughts on the archetype and I can give you my input.

@The Lobster I'm fine with you submitting multiple characters if you want to take the time to craft them. As for the drawback, the drawback is fine and I'm ok with you picking. However, since you are getting rid of the randomness, and the drawback you picked, while thematic, is less likely to have an effect I would want to impose an additional factor such as -2 to saves and skill checks that involve holding your breath or breathing in a potentially harmful substance. On the archetype front, it is not limited by the books mentioned as long as it is not 3PP.

@All Thank you to everyone who has submitted so far. I am reading through these and over the weekend I will compile a list of applicants and their respective status of completeness, plus any questions/thoughts I have.


GM Dak wrote:
@All Thank you to everyone who has submitted so far. I am reading through these and over the weekend I will compile a list of applicants and their respective status of completeness, plus any questions/thoughts I have.

Thanks GM Dak! I look forward to hearing your suggestion on my 2nd background skill... (perform is calling, but with versatile performance, things could get gouda-level kinda cheesy real fast... :P)


how old is Maxillar Pythareus (disgraced noble trait)? in the campaign because I am thinking about having a h-elf instead of human on race where I can say my character spent decades training and planning his vengeance. and consequently him being a half elf is why his family is a disgraced noble.


Okay Application requirements:

Spoiler:

0-1) Done!
0-2) Download & read the Players Guide. DONE!
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class- Cleric, Hidden Priest Cleric.
Domains: Healing and Heroism (Losing the 1st level Heroism and 8th level Healing domain abilities from the Hidden Priest abilities)
- Alignment NG
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
Alessand grew up in Poverty in the Narrows. He knew his mother, but his father died to some thug's knife, probably because of his Qadiran descent. He's a devout follower of Sarenrae. Despite his poverty, he made the trek over to Aroden's View, and became a follower of Father Basri. He feels sorry for Father Basri, despite not sharing his faith, he began working to help keep the old Basilica in shape, doing carpentry and carving work for him.
Alessand knows his true faith, Sarenrae, is strongly looked down upon, so he presents himself as a simple carpenter who is dabbling in Arcane magic, perhaps as a way to bridge the gap and bring back Aroden, or perhaps to simply combine Arcane and Divine magics, he is unsure.
What he is sure of, sadly, is that there is a great deal of poverty next to the wealth of the Taldor elite. He has a small home in the Narrows, and returns to it nightly, but he keeps a small lockbox hidden within a spot in the Basilica of Aroden where he helped to carve, so that he can keep what little coin he does earn. When he's not working for Father Basri, he is doing charity work, especially in the narrows. He rarely carries coin, instead bringing bread and vegetables to the needy, and small, hand-carved wooden figurines to the children to play with. It's not much, but he is trying.
More than once Alessand has been beaten, sometimes within an inch of his life. Each time he has felt that his life force struggled back to his body, and then he found himself awake, usually without the handful of things he was trying to give to the poor.
- Livelihood: How does/has your character make a living?
He works as a carpenter at the Basilica of Aroden as well as any other places that will allow him to work. He loves the simple work.
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
He wants to see projects to improve the plight of the poor in Taldor. The narrows could be a much better place, and with less crime if they would simply invest. But the nobles don't want to do so.
Further, while he is a follower of Sarenrae, he feels that he is a divine messenger that will need to be heeded. All he needs is an ear.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
In combat, he is a dedicated healer and very secondary warrior. I intend him to be highly charismatic and dedicated to light armor and a scimitar. Try to keep him moving and away from harm (he's not terribly strong).
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
Cleric all the way. I do have questions in a separate spoiler. Mechanics are done except for the first level feat.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future): I put this in the character's link to Taldor. The only addition is that he's trying to improve the lot of the poor. Work programs, perhaps even expanding Oppara so that the Narrows becomes more open and crime less prevalent there, so people can have real homes.

As far as age, probably late 20's as far as age is concerned, young enough to be impetuous, but old enough to have seen the effect of poverty.

2) Let me know your time zone and the time(s) of day you will most likely be able to post.
CST: Currently unemployed, I prefer to post once in the evenings, but I usually check in the morning once and in the evening and post both times if needed.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
I have played in one of your games before (it was a blast!), and I'm currently running two and playing in one. I have been on these boards and on and off of PbP for 8-ish years? I go through stretches after the games die where I won't play a PbP, but then I'll play if the right game/GM pops up. You are in that group, as is this AP.

Questions:

Spoiler:

Would it be possible to have the following:
from the advanced race guide, the following Feats:
at level 1 Angel Blood, at level 3 Channel Force, at level 7 or 9 Angel Wings (added not necessarily immediately, but at a story-appropriate time).

I'm picturing my character as a sort of a very religious character, one that will speak with force, with channel force not actually harming the characters he speaks to, but being able to push them back with his words it could be truly unnerving for some nobles. That, and later-on a pair of wings might just send some of them over the edge. Adding Improved Channel for the +2 DC at level 5 for the Channel Force would make that much more effective, then again, would it even work because it says "in addition to doing damage..."? The DC caps out at 15, but that's fairly high for a standard noble.

From Taldor, Echoes of Glory:
Since my character worships Sarenrae, and Oppara is one of the places that it is noted that they get beaten regularly, the spells listed under "Sarenrae under siege." There's Admonishing Ray (a nonlethal ray spell for level 2 clerics), and Enhanced Diplomacy (a level 0 +2 Diplomacy spell). Those would be awesome in a high RP game. The character isn't a murderer. Subdual is always better in city adventures.

Character so far:

Spoiler:

Allessand
Aasimar Cleric 1 (Hidden Priest Cleric of Sarenrae)
Defense [spoiler]
Initiative +1
AC 11, touch 11, Flat Footed 10 (+0 Dex, +)
HP9 (1d8+1)
Fort +3 Ref +1 Will +2
Concentration 1d20+3

Offense
Speed 30ft
Melee +1
Ranged +1

Statistics
Str 12 Dex 12 Con 13 Int 14 Wis 15 Cha 16
BAB +0 CMB +1, CMD +2
Feats
TBA

Traits:
Fast Talker (+1 Bluff, Bluff is a class Skill)
Young Reformer (+1 Disable Device, +1 Knowledge Local, Knowledge Local is a Class Skill)

Skills:
Appraise: 0/can't use
Bluff +8 (1 Rank, +3 Charisma, +3 Class Skill +1 Trait bonus)
Craft, carpentry +6 (1 Rank, +2 Intelligence, +3 Class Skill) Background Skill
Diplomacy +9 (1 Rank, +3 Charisma, +3 Class Skill +2 Aasimar Racial Trait)
Disable Device +2/Can't use yet.
Heal +6 (1 rank, +2 Wisdom, +3 Class Skill)
Knowledge: Arcana 0/Can't Use
Knowledge: History 0/Can't Use
Knowledge: Local +6 (1 Rank, +2 Intelligence, +3 Class Skill +1 Trait Bonus)
Knowledge: Nobility +6 (1 Rank, +2 Intelligence, +3 Class Skill) Background Skill
Knowledge: Planes 0/Can't Use
Knowledge: Religion +6 (1 Rank, +2 Intelligence, +3 Class Skill)
Linguistics 0/Can't Use
Perception +4 (+2 Wisdom, +2 Aasimar Racial Trait)
Sense Motive +2 (+2 Wisdom)
Spellcraft 0/Can't Use

Languages
Common (Taldane), Celestial, Draconic, Qadiran

Racial Traits:
+2 Wisdom, +2 Charisma
Native OUtsider
Medium
Normal Speed (30')
Darkvision 60'
Skilled (+2 Diplomacy and Perception)
Spell Like Ability: 1/day: Daylight with a caster level equal to my class level
Celestial Resistance: Acid, Cold, and Electricity Resistance 5

Class Abilities:
Channel Energy 1d6
Domains: Healing and Heroism (Glory subdomain):
Power for Healing at first, sacrificed Glory Subdomain 1st level power, although I do still get the boon for the turning undead. Sacrificing the 8th level Healing domain power, so I am plugging that information in here too, so full progression for spells is out there.

Healing Domain:
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Heroism Domain:
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive.

Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—Heroism, 4th—holy smite, 5th—righteous might, 6th—Heroism (Greater), 7th—holy sword, 8th—holy aura, 9th—gate.

False Arcanist (Ex): At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession. He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine.

For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher.

When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture. For example, a hidden priest of Sarenrae may use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus.

A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect).

This ability replaces one of the cleric’s two 1st-level domain powers (her choice).

Unseen Devotion (Su): At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other). This ability replaces one of the cleric’s two 8th-level domain powers (his choice).

Spell information and Spells Prepared:
Spells Per day:
0 - 3 DC 12
1 - 2+Domain DC 13
0: x, x, x
1: Domain, x, x

Light Load 43, Medium Load 86, Heavy Load 130
With MW Backpack STR 13: Light 50 Medium 100 Heavy 150
Total Gear Weight: pounds, Medium Load (plus the fraction that coin weighs is still well under a Heavy load)
Funds: 4 gold, 3 Silvers.

Dagger +1, 1d4 19-20 10' Range P 2#
Quarterstaff +1 1d6/1d6 20/x2 (Double Weapon, not going to use it as such), B 4#
Scimitar +1 1d6 18-20 x2 4#
Sling & 10 Sling Stones 1d4 x2 50' 5#
Studded Leather Armor +3 AC +5 Max Dex, -1 ACP 15% Arcane Spell failure 20 #
Heavy Wood Shield +2 AC -2 ACP 15 % Arcane Spell Failure 10 #
Masterwork Backpack. 4#
Bedroll 5#
Waterskin 4#
Masterwork Carpentry tools 5#
"holy symbol" as gloves (hold hand in specific position for holy symbol to be recognized, otherwise they appear as a paisley style pattern, paid for as a "silver holy symbol" for 25 gp.).
Artisan's Outfit (Carpenter) 4#
Traveler's Outfit 5#
1 day trail rations, 1#


Quick question: I had a Spell Dancer magus in the works, but then I remembered that the class is from Ultimate Magic...so is that okay or should I start over?

Also, if it's fine, the Rising Star trait gives a free masterwork musical instrument or masterwork tool for the chosen skill. Is there one for Perform (dance)? I think it's this but just making sure.


is it okay for me to take the young reformer campaign trait but to be from andoran instead of taldor


_Valerian_ wrote:
how old is Maxillar Pythareus

here he is


@Valerian Yup, as Valeria posted he is definitely older. Don't have an exact age of the top of my head but I would range anywhere from late 40s to early 60s.

@Darkmeer Yes, I'm ok with those feats. On the channel front, since you would be channeling to damage undead if there aren't any undead it just wouldn't do the damage, I'm ok with the secondary effect still applying. As for Sarenrae they've actually been rolling back from that book. Specifically in the player guide it notes "Many staunch Taldan traditionalists still consider worship of Sarenrae taboo, but now that the faith is no longer outlawed it enjoys a growing popularity among the poor." The beatings take place more in Zimar (being a border city with Qidira) and they are still pretty intolerant there, but Oppara wouldn't be as bad. In any case, I don't have a problem with those spells listed.

@theasl Magus is fine. For the tool, what you listed would indeed work.

@flooraboleth Yes, you can be from Andoran and still utilize that trait. At one point during character creation my VTT group was considering being a group from Andoran trying to infiltrate Taldor and gain political clout in order to kind of rule from the shadows in Andoran's favor.


Just looking at the Pythareus pic again... wow... just wow... Taldor has such a cool style. I love that they included furs in his art. It is reminiscent of the Aldori art, which is true to the lore considering the Aldori Swordlords came from Taldor to settle Rostland during Taldor's expansion...


@GM Thanks for the feats and spells! :)

I saw that in the player's guide. I was comparing between the two and Allessand sees the upper eschelon of Taldane society as too traditionalist. Thus still remaining hidden in his faith. That completes out the crunch for the character. That is the only difference in the above notes for the character. If you want, I can repost all of it in one post, but that's the only mechanical difference.


For my submission, Nimall, Aasimar Bard (Songhealer)

Background:
Nimall, going only by the one name, is a contradiction. At once lovely and dissheveled, crude and polite, he walks the fine line between bawdy and offensive. Born low, it's no surprise that he became quick of tongue and loose with words, though his practice at a Pharasmin temple learning the intricacies of life and death certainly might take one by surprise. Where better to learn dark humor?

His appearances of late have grown his popularity, though there are certainly those who find his japes and gibes annoying if not outright offensive. He cares little for station, either his own or that of others. The high are targets, the low are compatriots, and if you don't realize he's talking about you then perhaps you're out of your depth.

Physically, Nimall is tall and normally well dressed when in public. In private, he eschews fancy dress, and occasionally dress altogether. He is a jovial sort, relishing the joys that life brings him for he knows the wheel will turn and soon it will be time for him to be on the bottom again. But what if it were someone else's turn to find the bottom, and he could make the wheel spin to his advantage? La, a question for the fates, perhaps... for Pharasma?

Crunch:
Nimall
Male azata-blooded aasimar (musetouched) bard (songhealer) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 27)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 shield)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +2
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee aldori dueling sword +1 (1d8+1/19-20)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—glitterdust (DC 16)
Bard (Songhealer) Spells Known (CL 1st; concentration +5)
. . 1st (2/day)—cure light wounds, sleep (DC 16)
. . 0 (at will)—daze (DC 15), flare (DC 14), light, resistance
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 12, Int 13, Wis 10, Cha 18
Base Atk +0; CMB +1; CMD 13
Feats Spell Focus (enchantment)
Traits caretaker, rising star
Skills Bluff +9, Diplomacy +10, Heal +5, Knowledge (history) +6, Knowledge (nobility) +6, Linguistics +5, Perception +4, Perform (comedy) +11, Sense Motive +5; Racial Modifiers +2 Diplomacy, +2 Perform (comedy)
Languages Celestial, Common, Dwarven, Elven
SQ bardic knowledge +1, enhance healing
Other Gear studded leather, light wooden shield, aldori dueling sword[ISWG], bedroll, belt pouch, blanket[APG], crowbar, flint and steel, hammer, ink, inkpen, masterwork backpack[APG], paper, parchment, perfume/cologne[UE], piton (5), silk rope (50 ft.), 32 gp, 7 sp
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enhance Healing (4/day) (Su) Cause spell completion/trigger healing to function at bard CL.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.


Here is Tereliel Pamyron:

Class: Spell Dancer Magus
Alignment: NG

Character's link to Taldor, and specifically Oppara: Tereliel was brought to Oppara from Greengold about thirty years ago by a young scion of the Basri family, and she's lived with them in Oppara ever since.

Livelihood: Tereliel lives under the patronage of the Basri family. She is also paid for occasional spell dancing demonstrations, and spends most of her spare time studying her magic with other elven scholars and magicians sponsored by the Basri.

Motivation: Normally not at all interested in politics, Tereliel is perplexed by Taldor's refusal to let a woman take the throne. She reasons in a typically elven fashion that if it works for Kyonin, perhaps it could save Taldor from its decline.

Rollplay vs Roleplay: In combat, fairly standard magus stuff - cast and slash - with enhanced mobility to act as a flanking buddy. Not as much utility out of combat, with basically a few useful social and knowledge skills and, of course, perform.

Progression: Continue with magus, picking up the Dimensional feats if we get that far.

Background:
It's still hard sometimes for Tereliel to believe what she's been through to this point. The tacky sheen of Oppara's opulence and the annoying fawning of humans on its streets are a small price to pay for the life of comfort that Florent has granted her, but at times the elf misses the beauty and simplicity of Kyonin, even though she hadn't had much chance to enjoy it while there. Though her talent was evident to everyone who watched her work her magic, Tereliel came from a relatively poor family which struggled to support her studies - until Florent Basri arrived on his first visit to the city. The young Taldan emmisary was moved by what he saw: a young, rag-wearing elf weaving the most beautiful magic he'd ever seen and slashing up a training dummy in the process. At the conclusion of his tour, Florent found Tereliel again and offered to take her to Oppara to join the Basri's small collective of elven artists and scholars. Seeing no better way out of poverty in Kyonin, the elf quickly agreed, but not before extracting a promise from Florent that he not forget about her family. The noble has kept the promise; to this day, he gives Tereliel a small stipend every month that she is able to send back to Greengold. Since she arrived in Oppara, Tereliel has worked harder than ever to perfect her craft while slowly adjusting to Taldan high society. Lately, though, she and her elven colleagues have noticed some rifts opening within the nobility. While Florent and most of the other Basri elves are content to keep their heads down and stay on the sidelines, Tereliel has decided that the cause of Eutropia is the reason that she was brought to Oppara, and, with her patron's blessing, has established contact with Lady Martella Lotheed to start a political career in addition to her artistic one.

Time zone: Pacific time (GMT-8 currently). I don't have a set daily schedule, so posting time is a bit scattershot. I can almost always manage 1+ a day, though it might come at strange times of the day.

PbP experience: Meh. I've been doing PbP for almost two years now, starting on Giant in the Playground and making the jump here just over a year ago. That being said, I've never had a game last long enough yet to level up more than twice (i.e. above 3rd level if starting from first), and the highest level I've ever played at all - in person or otherwise - is 5th. I'm currently in 1 active (1 post/day) game, and 3 semi-active games, with two others having just died this week.

I've completed the build here, minus miscellaneous equipment. I'll let you know when I'm done with that.


Repeating the top part (in a spoiler) so things are co-located.

I present Cillian O'Shea, N Human (mutt) Unchained Rogue (Burglar/Phantom Thief):

Recruitment thread questions:
- Class - Unchained Rogue (Burglar/Phantom Thief)
- Alignment - N - Self-absorbed older teen trying to figure out where SPECIFICALLY he fits - I figure he will shift to Good as he starts becoming who he wants to be but I could be wrong.
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now? - Son of a minor noble house funded by a merchant fleet has lived in Oparra all of his life
- Livelihood: How does/has your character make a living? Family shipping business
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics? Has the self-serving desire to strengthen the family position in Taldor. Others could be interested in working with him in an attempt to leverage the shipping fleet for their gain. As with many well-raised teens, he parrots traditions and traditional views while trying to figure out his path for rebellion against the status-quo.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat? In combat he is a low-skill, low-damage sword wielder. Unless the dice go amazing, his main contributions are likely to be tactical. Out of combat is where his skills can shine. The social scene is very much his comfortable battleground, and he has a few bonus skill capabilities . . ..
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok. - Stick with Unchained Rogue (Burglar/Phantom Thief) - Keep pumping skills up and unlocking Rogue's Edge benefits for as many as I can manage. Since Phantom Thief gives Skill Unlocks for up to 10 skills, it basically IS a Prestige Class (2 unlocked to 1st point at Level 4, 4 unlocked to 2nd point at level 7, 5 unlocked to 3rd point at level 10, 7 completely unlocked at level 14).
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future) - See external spoiler lower in post.
2) Let me know your time zone and the time(s) of day you will most likely be able to post. - I am in Tejas, so Central US. Generally, I scan posts when I can on my phone at work, but I post in the evening. Sometimes (like now, actually) after I SHOULD have gone to bed to get ready for work the following day.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in? Been working PBP off and on since I joined CompuServe back in '92. Seen an awful lot fizzle out. Currently in 8 that claim to still be going. 1 is so slow (can be weeks between posts from the GM) that if I wasn't playing others I wouldn't remember to look for posts. Another is running at about 2 GM posts a week. One is a PF2e playtest game. 4 are APs. 1 is a long-term adaptation of some truly classical adventures being run by a GM with an AMAZING ability to set tone with prose. I'm in a one-shot with the same GM because of how much I enjoy his ability to set a tone. I make a point to check and post every week night, because I don't want to be the guy everybody is waiting on. Of course, not all of these games are ready for me to post in every night, but . . ..

Description:

Cil is a little short and a lot slender (5' 8", 120#), but with fine facial features and slightly larger eyes suggesting some elven blood in his heritage. His orangish-red hair is cut short, kept above his ears, above his collar, and out of his ice blue eyes.

In court he wears a luxurious outfit that represents his family properly. His shirt is a light silk colored to match his eyes, while his rich cloth doublet is a deep blue reminiscent of the sea, with green and white accents worked through the cloth to represent cresting waves. The piping used to both help reinforce and obscure the seams is in the same green. The doublet secures with silver buttons along the left side, with a dolphin engraved into each. The top of the matching pants are obscured by the doublet, but they extend to button just below his knees. His lower legs are covered with more silk, this clashing with the rest of his outfit as it matches the color of his hair. His shoes are covered with the same materials as were used to make his doublet. His signet ring is worn on the middle finger of his right hand. The situation determines if he wears his rapier or not, but most commonly his position as a junior member suggests he shouldn't.

While traveling or moving among the population, he dresses far more plainly. His dark brown pants cling close to his legs, tucked into the tops of his reasonably matching calf-high buffalo-hide moccasins. The yellow-brown linen shirt, stained and visibly unremarkable, is mostly covered by the brown wool cloak with a black lining sitting on his shoulders. When running around in this outfit, Cil frequently wears his dark leather tunic and rapier, and has a few other tools close at hand.

Moccasins differ from boots not in overall style, but in that boots have hard stays in the mainline of the sole, as well as hard heels and soles, while moccasins have no heel and a soft sole with no reinforcement running through it.


Background:

The O'Shea family was elevated to noble status when Reid O'Shea displayed amazing prowess on multiple battlefields in service to the Taldane crown about 15 generations ago. 12 generations ago, Golia started the merchant shipping business that funds the family today. Cillian was born into a life of luxury and privilege, but with the spirit of an explorer. His parents tried to control him with scheduled and planned activities, picking many specifically to provide an outlet for his energy. These included dancing and fencing lessons, but also formal tutors and even a never-ending word game that they played with their son. He simply refused to fill in as he got older, though, keeping a smaller, boyish frame and never really giving up any of his flexibility or mobility.

An early teen Cil found that he was easily navigating the sidelines of the court and social functions where the other youth of his age were allowed to observe the machinations the adults employed to achieve their goals. So easily, in fact, that he was bored almost immediately. He went looking for ways to entertain himself, and stumbled upon a small group of young men breaking into their hosts private rooms just to explore, and learn what they could. Cil worked with this crew through several events, getting a good feel for how they accomplished their simple breaking and entering efforts. Then he started trying to implement those lessons on his own. One of the advantages of station is that when things went wrong in his earliest efforts, and servants caught him in the act, he was able to avoid any consequences. He hasn't been caught in a while, now, though.


Combat:
Init +2 (Dex+2)
Speed 30'

BAB+0, Melee-1, Ranged/Finesse+2, CMB-1 (Str-1, Dex+2)

Standard
Rapier +2 for 1d6-1 @ 18+, P (Finesse)

Full
none

HP 9/9 (1x8 + 1xCon+1)

AC 13, T12, F11, CMD11 (Armor+1, Dex+2, Str-1, BAB+0)

Fort +1 (Base+0, Con+1)
Ref +4 (Base+2, Dex+2)
Will +2 (Base+0, Wis+2)


Skills & Languages:
8Class+2Int+1Skilled+1FavoredClass+2Background for 14 Ranks per Unchained Rogue Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 6-Acrobatics 2+1+3- AC Penalty
+ 3 Appraise 2+0+0+1 Child of Oppara
+11 Bluff 3+1+3+1 Trustworthy+3 Skill Focus
- 1-Climb -1+0+0- AC Penalty
+ 2 Craft 2+0+0
+ 8 Diplomacy 3+1+3+1 Trustworthy
+ 6~Disable Device 2+1+3(+2 Circumstance MW Thieves' Tools)- AC Penalty
+ 3 Disguise 3+0+0
+ 2-Escape Artist 2+0+0- AC Penalty
+ 2-Fly 2+0+0- AC Penalty
+ 2 Heal 2+0+0
+ 3 Intimidate 3+0+0
+ 6 Knowledge (History) 2+1+3 [Background]
+ 6 Knowledge (Local) 2+1+3
+ 7 Knowledge (Nobility) 2+1+3+1 Child of Oppara
+ 6 Linguistics 2+1+3
+ 8 Perception 2+1+3+2 Alertness
+ 7 Perform (Dance) 3+1+3 [Background]
+ 3 Perform (other) 3+0+0
+ 2-Ride 2+0+0- AC Penalty
+ 9 Sense Motive 2+1+3+1 Refined Education+2 Alertness
+ 6-Sleight of Hand 2+1+3- AC Penalty
+ 6-Stealth 2+1+3- AC Penalty
+ 2 Survival 2+0+0
- 1-Swim -1+0+0- AC Penalty
+ 7 Use Magic Device 3+1+3

AC Penalty -0

Langauges Known: Taldane (Common), Elven, Kelish, Azlanti


Feats, Traits, and Drawback:
** Feats **
H Skill Focus (Bluff)
1 Alertness
R Weapon Finesse

** Traits **
Campaign: Child of Oppara: +1 Trait on Appraise & Knowledge (Nobility); Noble's Outfit, Signet Ring, 1 nonmagic item worth 200GP or less
Social: Trustorthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

** Drawback **
None


Gear:
160 GP budget
FREE Noble's Outfit (10)
FREE Signet Ring
FREE Horse, Light (combat-trained)
xx2 Bit and Bridle (1#)
xxx.2 Brush, Dandy (2#)
x10 Saddle, Riding (25#)
xx4 Saddlebags (8#)
FREE Outfit, Burglar's (5#)
100 Thieve's Tools, Masterwork (2#)
x20 Rapier (1d6/18+/2#/P/Finesse)
xx1 Reinforced Tunic (+1/+5/0/5%/30'/5#)

137.2 for 60# - 19# normal max carried from above (rest on horse)
22.8 GP remaining

up to 26# Light (by armor)
up to 53# Medium (+3/-3/20'/x4)
up to 80# Heavy (+1/-6/20'/x3)


Human (mutt):
+2 to One Ability Score Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed Humans have a base speed of 30 feet.
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Rogue (Burglar, Phantom Thief):
Alignment Any.
Hit Die d8.
Starting Wealth 4d6 x 10 gp (average 140 gp).
Class Skills The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level 8 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Finesse training, refined education +1
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Social sense +1, finesse training, refined education skill 2
4th +3 +1 +4 +1 Rogue talent, rogue's edge threshold, careful disarm, refined education +2
5th +3 +1 +4 +1 Refined education skill 3
6th +4 +2 +5 +2 Social sense +2, rogue talent, refined education +3
7th +5 +2 +5 +2 Rogue's edge threshold, refined education skill 4
8th +6/+1 +2 +6 +2 Distraction, rogue talent, refined education +4
9th +6/+1 +3 +6 +3 Social sense +3, refined education skill 5
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge threshold, refined education +5
11th +8/+3 +3 +7 +3 Finesse training, refined education skill 6
12th +9/+4 +4 +8 +4 Social sense +4, rogue talent, refined education +6
13th +9/+4 +4 +8 +4 Refined education skill 7
14th +10/+5 +4 +9 +4 Rogue talent, rogue's edge threshold, refined education +7
15th +11/+6/+1 +5 +9 +5 Social sense +5, refined education skill 8
16th +12/+7/+2 +5 +10 +5 Rogue talent, refined education +8
17th +12/+7/+2 +5 +10 +5 Refined education skill 9
18th +13/+8/+3 +6 +11 +6 Social sense +6, rogue talent, refined education +9
19th +14/+9/+4 +6 +11 +6 Finesse training, refined education skill 10
20th +15/+10/+5 +6 +12 +6 Master of All, rogue talent, refined education +10
[b]Weapon and Armor Proficiencies
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Refined Education (Ex) A phantom thief adds Handle Animal, Heal, Ride, Spellcraft, Survival, and all Knowledge skills to her list of class skills. Furthermore, she selects one of her rogue class skills and adds half her rogue level on all skill checks using that skill. At 3rd level and every 2 rogue levels thereafter, she selects an additional rogue class skill and adds half her rogue level on all skill checks using that skill as well. Starting at 4th level, if the phantom thief is an unchained rogue, she gains rogue’s edge skill unlocks with each of these skills rather than selecting one skill every 5 levels, and she adds half her rogue level to her number of ranks to determine when she receives a skill unlock (so a 7th level rogue (phantom thief ) with 7 ranks in a chosen skill would count as having 10 ranks and receive the second skill unlock).
This ability alters the rogue’s class skills and replaces sneak attack and trapfinding. For an unchained rogue, it also alters rogue’s edge and replaces debilitating injury.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Recommended: fast picks, fast stealth*, nimble climber, quick disable*, trap spotter*, combat trick, major magic, minor magic, certainty
Broad Education (Ex) A phantom thief ’s broad studies with expensive tutors keep her up to speed in both martial and magical knowledge, as well as in her skills. She can select the combat trick, minor magic, and major magic rogue talents as many times as she likes, and she can select the Skill Focus feat as a rogue talent, also as many times as she likes. Finally, she can select a vigilante social talent instead of a rogue talent, except for social grace and vigilante social talents that would require her to be a craftsman or professional. For the purpose of vigilante social talents, a phantom thief does not have a vigilante identity and is always considered to be in her social identity.
This ability alters rogue talent.
Social Sense (Ex) At 3rd level, a phantom thief ’s social sixth sense allows her to avoid danger in social situations and to act first when it breaks out. She receives a +1 bonus on Sense Motive checks to avoid being surprised by a foe, on Bluff checks to surprise a foe, and on initiative checks for surprise rounds that involved Bluff and Sense Motive checks to determine surprise. This bonus increases by 1 at 3rd level and every 3 rogue levels thereafter.
This ability replaces trap sense.
Careful Disarm (Ex): At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap. This ability replaces uncanny dodge.
Rogue’s Edge (Ex) At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Distraction (Ex) At 8th level, whenever a burglar is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This only functions if the creature cannot see the rogue. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue’s presence again, the ability has no effect. This ability replaces improved uncanny dodge.
Advanced Talents At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
Recommended: knock-out blow, skill mastery*, thoughtful reexamining, feat, hidden mind, rumormonger, cutting edge
Master of All (Ex) At 20th level, a phantom thief can reroll any skill check as long as it is a class skill in which she is trained. She must take the second result, even if it is worse. She can use this ability no more than once per minute.
This ability replaces master strike.

Attributes:
20 pt
-2 8 +0 S 8 -1
5 14 +0 D 14 +2
2 12 +0 C 12 +1
5 14 +0 I 14 +2
5 14 +0 W 14 +2
5 14 +2 H 16 +3


Doting for interest. Are you sure about the Occulte classes? Because I have a nice idea about a rich Occultist who likes to collect Taldan trivia and relics. But I have also a few other ideas so no big deal.


@GM Dak, how does Fencing Grace (or Slashing Grace, for that matter) interact with magus Spell Combat, in your opinion? If they don't work together at all, would it be possible to modify Dervish Dance to work with another similar blade?


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Tavarokk wrote:
@GM Dak, how does Fencing Grace (or Slashing Grace, for that matter) interact with magus Spell Combat, in your opinion? If they don't work together at all, would it be possible to modify Dervish Dance to work with another similar blade?

official FAQ (I assume you're aware of this, but just in case you aren't)


Realize my application lacked some of the necessities. I blame tiredness.

Application:
- Class : Bard
- Alignment : True Neutral

- Characters link to Taldor, and specifically Oparra: Nimall has always been in Oppara, he is in service to the Sercelon family, a house with more standing than the one he was born into.

- Livelihood: He is a comedian! He has other performing capabilities that will be expressed later on, but for now he finds humor in the mundane, and often at the expense of others.

- Motivation: Being from a minor/low house, Nimall is all about self-advancement. Also being from a low house, he likes putting other people in their place. He has an interest in being close to the nobles because that is where the money is, and before his star burns out he wants to amass enough wealth to retire comfortably, either that or find a position to fill in perpetuity.

- Rollplay vs Roleplay: Both in and out of combat, he is an enchanting individual. Out of combat, this is helpful with interactions, in combat it will confound his enemies and leave his allies with fewer threats to consider. Also buffs.

- Progression: So far thinking pretty much just bard. May change mind later, will see.

- Background:

Spoiler:
Nimall, going only by the one name, is a contradiction. At once lovely and dissheveled, crude and polite, he walks the fine line between bawdy and offensive. Born low, it's no surprise that he became quick of tongue and loose with words, though his practice at a Pharasmin temple learning the intricacies of life and death certainly might take one by surprise. Where better to learn dark humor?

His appearances of late have grown his popularity, though there are certainly those who find his japes and gibes annoying if not outright offensive. He cares little for station, either his own or that of others. The high are targets, the low are compatriots, and if you don't realize he's talking about you then perhaps you're out of your depth.

Physically, Nimall is tall and normally well dressed when in public. In private, he eschews fancy dress, and occasionally dress altogether. He is a jovial sort, relishing the joys that life brings him for he knows the wheel will turn and soon it will be time for him to be on the bottom again. But what if it were someone else's turn to find the bottom, and he could make the wheel spin to his advantage? La, a question for the fates, perhaps... for Pharasma?


2) Let me know your time zone and the time(s) of day you will most likely be able to post.
-CDT/CST (GMT-6?) And I tend to post early. 6am-4pm
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
-Well experienced in PbP, currently running 3 games, playing in 2 active games and 2 games on life support.


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Dots:

Hayato Ken
Nemroider
Chandlore
The Lobster
Brolof
Tavarokk
Chandlore
Ouachitonian
haydenmccullen
Redac
The KGB
Valjoen_KC
Kobolum
Cyrene Syrinx
Steelguts

Applications:
Purple Dragon Knight - Valeria Tanessen, Human Bard
Oniwaban – Celad, Aasimar Paladin (Hospitaler)
Tazo – Bimble Ficklebopper, Gnome Transmuter
Phntm888 - Eregos Villarius Human Vigilante
Jovich - Trakas Aeramirdal, Human Swashbuckler (Inspired Blade)
Shalm – Marcus Beto, Human Slayer (Sniper, Stygian Slayer)
Simling – Eric Merosett, Aasimar Paladin
DarkwingD – _Valerian_, Human Investigator (Cipher)
hustonj - Cillian O’Shea, Unchained Rogue (Burglar/Phantom Thief)
rutaskadis - Major Fothergilla, Tiefling Brawler
Darkmeer – Alessand, Cleric (Hidden Priest)
ScorchedOne – Nimall, Aasimar Bard (Songhealer)
theasl - Tereliel Pamyron, Elf Magus (Spell Dancer)

Preliminary list. If you aren't on here let me know. (Or if I am missing / got something wrong)


Almost exactly right, except I'm a Paladin (Sacred Shield).

Gotta have a magic shield that protects your friends.

ScorchedOne wrote:

** spoiler omitted **

Applications:
Purple Dragon Knight - Valeria Tanessen, Human Bard
Oniwaban – Celad, Aasimar Paladin (Hospitaler)
Tazo – Bimble Ficklebopper, Gnome Transmuter
Phntm888 - Eregos Villarius Human Vigilante
Jovich - Trakas Aeramirdal, Human Swashbuckler (Inspired Blade)
Shalm – Marcus Beto, Human Slayer (Sniper, Stygian Slayer)
Simling – Eric Merosett, Aasimar Paladin
DarkwingD – _Valerian_, Human Investigator (Cipher)
hustonj - Cillian O’Shea, Unchained Rogue (Burglar/Phantom Thief)
rutaskadis - Major Fothergilla, Tiefling Brawler
Darkmeer – Alessand, Cleric (Hidden Priest)
ScorchedOne – Nimall, Aasimar Bard (Songhealer)
theasl - Tereliel Pamyron, Elf Magus (Spell Dancer)

Preliminary list. If you aren't on here let me know. (Or if I am missing / got something wrong)


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I will get that corrected for the next go-round.


Also note that Alessand is an Aasimar Hidden Priest Cleric.


Hi, I'm applying with another bard, sorry about that. It took me a while to finish, and then poop, two other bards. Still we are different archetypes and backgrounds so not mutually exclusive. Hopefully.

application:

Background: Born and bred in Oparra, Sara is one of many bastard daughters of the baker, Bastion Nole, self proclaimed master of the Scone. A soft barely handsome man of aging years but his way with words (and his skill with his hands) are legendary. Also of great note is his unquestioned acceptance of his many offspring conceived out of wedlock, much to the detriment of his continued attempts at matrimony.
Livelihood: Sara is one of of a dozen Nole bastard offspring working in his bakery, and one of the wranglers of the little ones too young for regular work, the illegitimate ones that is. The current wife has three of her own and continues to watch the two from the previous marriage (one of the few that ended by natural causes: heart attack).
Motivation: Besides grunt bakery work and being a part time nanny, Sara has a deep passion for making things better in the city. Her father caters to the rich from Westpark and her mother was a poor tavern wench out of the Narrows (stabbed on the street for some coppers, some seven years ago). The vast gap between the rich and poor in their lovely city is appalling to her, and worse is the indifference of the nobility, caring more about this wigs than starving orphans.
Sara loves her county, so the thought of rebellion is not even a whisper in her mind. She wants change, not death. A rebellion of words, instead of fire. Luckily she has inherited her father's way with words, though quite often hers stabs where his caressed.
Description: A young woman with a delightful but commanding voice. Standard Taldan coloration, light brown hair and dark defiant eyes. She is quick tempered and unable to stand back while someone is being bullied, but otherwise a pleasant friend.
Progression: Currently planning on continuing with bard. Though any plan I've ever come up with has fallen apart as I play the person.
Rollplay vs Roleplay: Combat wise she is a newbie. Having been beaten up plenty in her life thanks to her sharp tongue, she has only received the basics in self defense by an interested suitor, though she was unaware that being the reason the ass was teaching her anything until a wandering hand got him a tongue lashing of the kind far from what he wanted. Magic training by a kindly old drunkard helps a little. So if she ever gets caught in a fight for her life, she'll rely on summoning or her sharp remarks.
Out of combat, she is a skill monkey focusing on words, with a couple of more disreputable ones she picked up in her early childhood in the Narrows.
Timezone and posting: Central time zone. If the kids are not zombies in the morning, I get a post in before work. Otherwise it will be posting in the evening, but can manage a couple a night usually.
Experience and current games: Three years ago I was lucky enough to get accepted in my first and am still happily playing that one. Several others since, a few unfortunately inactive now. I am currently in five. Full disclosure, I am a horrible speller, bad bad bad bad, but technology makes my legible ... most of the time.


I might fiddle more and make her into an alchemist since there aren't any of those. Same background and such though.


Class: Inquisitor
Alignment: NG
Characters link to Taldor, and specifically Oparra: Cyrene is a resident, born in Oparra to minor nobility parents, and therefore likes to understand the political game. Therefore, she has personal ties to Oparra as her birthplace, as well as wanting to see Taldor return to past glory.

Currently, Cyrene makes a living almost as a half bodyguard, someone loyal to her political clients, and tries to protect them by putting out political fires before they happen. Its unlikely that this would pay particularly well, by Cyrene is an idealist, and gets enjoyment about being close to the political scene, due to her past family history.

Crunch:

Cyrene Syrinx
Human (Taldan) inquisitor (sanctified slayer) of Kelinahat 1 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +4 (1d6+4/18-20)
Special Attacks studied target +1 (1st, move action)
Inquisitor (Sanctified Slayer) Spells Known (CL 1st; concentration +3)
1st (2/day)—barbed chains (DC 13), heightened awareness[ACG]
0 (at will)—brand[APG] (DC 12), create water, guidance, light
Domain Darkness (Night[APG] subdomain)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 12, Int 12, Wis 14, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Blind-fight, Dodge, Martial Weapon Proficiency (scimitar)
Traits cunning liar (any city), rising star
Skills Acrobatics +0, Bluff +7, Diplomacy +3, Intimidate +4, Knowledge (religion) +5, Perception +6, Perform (dance) +4, Profession (soldier) +6, Sense Motive +8, Stealth +3
Languages Common, Draconic
SQ monster lore +2, night hunter, stern gaze +1
Other Gear chain shirt, scimitar, 45 gp
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Inquisitor (Sanctified Slayer) Domain (Night)
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Night Hunter (1 round, 5/day) (Su) Become invisible to all but darkvision in dim light or darkness.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Backstory:

No stranger to how dangerous politics could be, Cyrene found herself still in the middle of it even now as a young women. Her mother and father were both nobles, never major enough for the spotlight to shine heavily on them, but they had the political acumen, wealth, and connections to support promising candidates. As a girl, she had grown up on stories of the glory of Taldor, and her parents were keen to support this grand history by continuing to lend aid and support to those that they believed would bring the glory back to Taldor with careful reform.

Unfortunately, while such goals were honorable, they placed themselves firmly against those that preferred that status quo. Cyrene never truly found out how it was done, but evidence was planted, documents forged, charged laid, and her parents were disgraced, implicated for causing unrest in the current political climate.

Effectively carrying her house onwards in name, Cyrene attempted to bring honor back to the name, to carry on the dream her parents had. Sadly, while Cyrene did have some talents, she lacked the ability to favorably navigate small talk, the easy influence the some nobles seemed to have. Momentarily at a loss, Cyrene decided to work freelance for those she believed politically would create a better, stronger Taldor with a brighter future. If a noble needed help embarrassing a rival, intimidating someone to fall in line, or so on, Cyrene would help, lending her abilities to support the cause. In essence, she stood in the shadows, actively avoiding the spotlight moving ahead and behind, clearing roadblocks and putting out metaphorical fires before they could trouble her patron. Cyrene hoped that eventually being successful in such tasks would win back prestige for her family, but such an outcome was so very far away, and she was content at present to carry on her parents dream, a little bit at a time.

Rollplay vs Roleplay:

Cyrene should manage fine in different situations. In combat, she is intended to wade on the fringes of the fight, flanking with a front liner (getting Sneak Attack) and using Solo Tactics to get use out of her teamwork feats. In social situations, she is a pretty capable face, being decent at Diplomacy, Bluff, Intimidate, and Sense Motive, while in exploration situations she can manage by being ok at scouting with Stealth and Perception. She can also draw upon her spells to give her a toolbox such as buff spells (for her skills) or utility spells (such as Invisibility for Stealth).

Progression:

I think that Cyrene will take a few levels in Shadowdancer. Its thematic for her, playing in with her playstyle of zipping in and out of dim light, and worst case scenario - she can rp / fight alongside / scout with her Shadow Companion in future. I don't know how many levels she would take yet (but probably at least 3) since Inquisitor is also a pretty fun class to play with as well.

2) Let me know your time zone and the time(s) of day you will most likely be able to post.

I'm GMT +13. I'll try and get a post before I head off to work (so around 8:45AM) but prefer to save my posting for when I come home around 7PM so that my posts don't feel as rushed and I get can get required amount of detail I like in them. Some between 7PM and 11PM would be preferring postings Mon-Fri. Saturday-Sunday I don't really have work so I'll usually make a post any any time (morning/afternoon/evening).

3) Tell me about your experience with PbP? How many PbP games are you currently participating in?

I'm participating in 5 games at present, 3 of them relatively quick posting, and 2 of them that run pretty slow. Experience with PbP is that its really enjoyable but requires everyone to have long term interest otherwise things tend to slow down / activity fades. I feel that PbP works well in high RP games because everyone can take the time to get in depth roleplay, where sometimes RL sessions can feel 'on the clock' depending on how its run, so I value PbP for this.


I have this guy, who was going to be in another War for the Crown pbp until the GM disappeared. As they do. I can rework the stats fairly easily in the event you decide to go with him.

1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class: Fighter (Aldori Swordlord)
- Alignment: LN
- Characters link to Taldor, and specifically Oparra: He's a Stavian. He's always been in Oparra, since his family is the biggest of all possible muckamucks
- Livelihood: He's a noble and lives off of the money his family gets via taxation and business deals and stuff.
- Motivation: He likes his cousin, and wants to make her transition to leader an easy one. Also he wants to help make Taldor more like Brevoy, because he's kind of a fanboy.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?: In combat, he's going to sword things and parry things and sword more things. Out of combat, he knows nobility and has a bunch of untrained skills. His best option is intimidating people, but really it's the difference between +9 and +2. He's mostly for swording and knowing things about nobles, it comes with being the weird cousin who's obsessed with all things brevoy and aldori swordlord.
- Progression: Full swordlord, doing everything within my power to make this fighting style actually work.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)
My specifics on his backstory are intentionally vague since his proximity to a possibly important character means things can be filled in as the plot might demand them to be, but here's the broad brushstrokes:
He's a nephew of the current grand prince. He's got a bit of a reputation among the noble circles, since he has a bit of a quirk:

He's a gigantic Brevoy fanboy.

He saw an Aldori Swordlord in a fighting tournament when he was a child, and he thought that the guy looked so cool as he effortlessly crushed everyone else that he wanted to be just like that. Since then, he's imported a sword of his own, and a great number of books and information about the far northern land of Brevoy so that he could learn all about it. (Because we're doing background skills, I'm taking Lore: Aldori Swordlords. It is that important.) His parents are frustrated by his stubborn attachment to his blade, and he sees the exciting times as a chance to prove his (classically taught by the finest of tutors) sword-hand an equal to the forms and styles of the swordlords he's seen in the imported information he's gotten and the tournaments he's watched.

2) Let me know your time zone and the time(s) of day you will most likely be able to post: I'm in CST, and I'm usually awake in the middle of the night so that's when I'll be posting

3) Tell me about your experience with PbP? How many PbP games are you currently participating in?: I'm in 2 PBP games, and while I have a great deal of experience with them, people in games I'm in keep dropping out. Generally the GM, or half the players causing the GM to quit, or... something. You know how it is, I'm sure.


This is a submission from Captain Collateral Damage, a human merchant and warpriest of Abadar. Answers are below, Stats, Background, and Appearance/personality are in the profile. I can also write up more detail on his family since he has the family ties drawback, if that's something you'd like.

Answers:

- Class: Warpriest
- Alignment: Lawful Neutral
- Characters link to Taldor, and specifically Oparra: Usumba has been in Oparra slightly more than a month, working to establish new trade connections for his family's business.
- Livelihood: The Kende family is one of merchants, and Usumba handles the most far-reaching ventures of the business. He travels to many lands to establish trading ties, and often serves as a guard and healer on his family's caravans.
- Motivation: Usumba is interested in Taldan politics for the purpose of establishing trade connections in the area, and ensuring the stability of those connections. Someone might take an interest in Usumba regarding politics because he is a skilled negotiator with strong and wealthy connections to outside Taldor.
- Rollplay vs Roleplay: In combat, Usumba is a capable melee fighter, and can support his allies with magic. Out of combat, he has excellent social skills, some utility magic, and for now is wealthier than other characters, which he has no problem using.
- Progression: I plan to stay as a full warpriest for the length of the campaign.
- Background: Usumba Kende was born in the city of Kibwe, in the eastern Mwangi jungle, to a pair of wealthy and prestigious merchants. Together, his mother and father controlled much of the trade around the region. Usumba and his siblings were taught to have a keen business sense from an early age, and inherited the family business when their parents grew old. They also were taught the faith of Abadar, the patron of merchants, and Usumba learned to cast many minor blessings from the god's power. While his twin sister, Siya, handled larger administrative work, Usumba preferred to work in the field, venturing out to far lands to establish new routes and ties. While journeying with caravans, he picked up skills as a warrior to better protect his employees and goods. To him, however, his most important skill is negotiation, as he has honed his ability to work out a mutually beneficial deal for many years, and in many cities. His latest venture was to the city of Oparra, where he recently made contact with Martella Lotheed, who invited him to the Exaltation Gala. Usumba is glad for the opportunity to meet with the elites of the nation, even if it is a celebration rather than a formal business meeting. He believes the repeal of primogeniture is for the benefit of Taldor, as he recognizes that the suppression of non-males inhibits the economic potential and development of the nation.
-This is a submission from Captain Collateral Damage, a human merchant and warpriest of Abadar. Answers are below, Stats, Background, and Appearance/personality are in the profile. I can also write up more detail on his family since he has the family ties drawback, if that's something you'd like.
- Class: Warpriest
- Alignment: Lawful Neutral
- Characters link to Taldor, and specifically Oparra: Usumba has been in Oparra slightly more than a month, working to establish new trade connections for his family's business.
- Livelihood: The Kende family is one of merchants, and Usumba handles the most far-reaching ventures of the business. He travels to many lands to establish trading ties, and often serves as a guard and healer on his family's caravans.
- Motivation: Usumba is interested in Taldan politics for the purpose of establishing trade connections in the area, and ensuring the stability of those connections. Someone might take an interest in Usumba regarding politics because he is a skilled negotiator with strong and wealthy connections to outside Taldor.
- Rollplay vs Roleplay: In combat, Usumba is a capable melee fighter, and can support his allies with magic. Out of combat, he has excellent social skills, some utility magic, and for now is wealthier than other characters, which he has no problem using.
- Progression: I plan to stay as a full warpriest for the length of the campaign.
- Background: Usumba Kende was born in the city of Kibwe, in the eastern Mwangi jungle, to a pair of wealthy and prestigious merchants. Together, his mother and father controlled much of the trade around the region. Usumba and his siblings were taught to have a keen business sense from an early age, and inherited the family business when their parents grew old. They also were taught the faith of Abadar, the patron of merchants, and Usumba learned to cast many minor blessings from the god's power. While his twin sister, Siya, handled larger administrative work, Usumba preferred to work in the field, venturing out to far lands to establish new routes and ties. While journeying with caravans, he picked up skills as a warrior to better protect his employees and goods. To him, however, his most important skill is negotiation, as he has honed his ability to work out a mutually beneficial deal for many years, and in many cities. His latest venture was to the city of Oparra, where he recently made contact with Martella Lotheed, who invited him to the Exaltation Gala. Usumba is glad for the opportunity to meet with the elites of the nation, even if it is a celebration rather than a formal business meeting. He believes the repeal of primogeniture is for the benefit of Taldor, as he recognizes that the suppression of non-males inhibits the economic potential and development of the nation.
-Time Zone: I’m in GMT-6, or Central Standard Time in the US. I post most often around 4-5, though that's just in general.
-PBP Experience: I’ve been playing a few pbps on these boards for a bit less than 3 years. I’m currently in 3 games.


Presenting Genever, Changeling and White Haired Witch

Crunch:

Init +1; Perception +0
-----------------
DEFENSE
-----------------
AC 12, touch 11, flatfooted 11
HP 7 (d6+1)
Fort +1, Ref +1, Will +1
-----------------
OFFENSE
-----------------
Hair d4 +1/+4, grapples at +9
2 Claws d4 +2/+2
Speed 30 ft.
-----------------
STATISTICS
-----------------
Str 13, Dex 13, Con 12, Int 18, Wis 10, Cha 11
BAB +0; CMB +1; CMD 12
Feats Mother's Gift- Claws
Traits Bruising Intellect, Pragmatic Activator, Taldan Patriot
Drawback Gills (Fatigue lasts 12 hours of complete rest, Exhaustion lasts 2 hours of complete rest until it becomes Fatigue, -2 to rolls involving holding in breath or not breathing in harmful substances)
FCB
Class Features
Skills (6/Witch, 6/Magus) Intimidate +8 K. Arcana +8, K. History +9, K. Planar +8, Spellcraft +8, UMD +8
Background Skills (2/level) K. Nobility +5, Perform (Dance) +1
Languages Common, Tien, Osiriani, Draconic, Aquan

Prepared Spells:
0
Detect Magic
Dancing Lights
Message
1
Enlarge Person
Frostbite

Gear:
King Crab (+4 to Grapple CMB/CMD)
Sling
Heels (10 gp)
Courtier’s Outfit (30 gp)
Masterwork Backpack (50 gp)
Witch’s Kit (21-2 because no backpack, 19 gp)
Crowbar (4 gp)
10 bags Marbles (1gp)
46 gp

Questions:
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:

- Class White Haired Witch

- Alignment NG

- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
Genever grew up as an orphan in Cassomir in the Tandak prefecture, daughter of a traveling Tien merchant and, unbeknownst to the merchant or Genny, a sea hag. Despite the hag's best efforts, at the first opportunity, Genever stowed away on a boat bound for Osirian, where she found prosperity. Despite her harsh early life as one of the downtrodden, she idolized Taldor and longed to go back once she had made something of herself. Now, an educated scholar and accomplished arcane spellcaster, she has come back to Taldor, living in a Lionsgate apartment and determined to show the world that she matters.

- Livelihood: How does/has your character make a living?
In large part because of her expansive education, Genever is a tutor preferred by several noble families, teaching lessons about Taldan history, arcane magic, etiquette and manners.

- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
As both a woman and a commoner, Genever is a twice marginalized member of Taldan society and, naturally, she seeks to improve that. In Osirian, no one cared about the circumstances of her birth, all that mattered was that she put herself to work and succeed (and succeed she did). She considers herself a revolutionary, hoping to level class boundaries and end sexism in Taldor. Because of this and the expansive network she’s built as a tutor, she is a valuable asset to Martella’s campaign.

- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
Rollplay: In combat, Genever will focus on piling up natural attacks and debuffing the enemy. Despite a middling strength score, the Prehensile Hair Witch Hex (gained at level 6 through Hexcrafter Magus) gives her INT to hit and to damage with her hair. That combined with spellstrike and her White Haired Witch abilities allows her to grapple, trip, and disarm enemies from 10 feet away while simultaneously delivering touch spells to them to inflict entangle, fatigue, shaken and sickened, sometimes in combination.
Roleplay: Despite a pretty laconic and bland personality, Genever is a highly skilled character with points in a lot of knowledge skills and a killer intimidate roll. She is clever and quick thinking but cowardly and timid.

- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
I intend to let the character naturally develop, but after level one or two, will probably stick straight with Hexcrafter Magus to regain the witch powers traded off by the White Haired Witch archetype. Outside of the playtest games, this is my first spellcaster on the boards, and I am excited to play her.

- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future)

The child of a Tien sailor and a sea hag, Genever was orphaned at the young age of 10, practically raising herself on the docks and jetties of Cassomir. Her mother would lure her to the water and whisper arcane secrets to her, and though she recognized in her her father’s killer, she denied this for want of someone who loved her. In the rain, her mother would comb her hair and assuage her worries, until her thick black hair was as pale and translucent as her mothers. To establish a link between them, her mother gifted her a talking pet, a crab named Old Tom that would tell only truths.

Old Tom reminded Gen of the reasons for her father’s death, and informed her that one day, she too would be caught by her mother. So she ran away to Osirian, where she sought education.

Now a scholar, she returned to Taldor, a land she remembered only with a childlike nostalgia, to find it deeply entrenched in classist, sexist laws, making it nearly impossible for someone not of the gentry to uplift themselves. She sought work as a tutor and now, some years later, has developed a web of influence among the families she teaches. She believes she can educate and change her nation, one person at a time, and fears the day when her mother will call for her.

2) Let me know your time zone and the time(s) of day you will most likely be able to post.
I am based in Florida (EDT) and typically post both in the mornings and at night. If a game is moving quickly, I have been known to post in excess of five times a day. I travel often with my wife, but can still regularly post those days, as they prefer to do the driving. Will post saying that we are traveling when we are.

3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
My first PbP game was a freeform RP that ran for 6 years on the old WotC boards, starting maybe 12 or 13 years ago. I posted every day for the majority of those years, but following its eventual conclusion, I took a lengthy hiatus. Early this year, I jumped back in on the Paizo boards, and have since been an active poster in five other games.

Expanded Background:
Her mother, Angelica, was a sea hag, a nasty thing, full of evil and spite. Through clever magics, she disguised herself as a young woman on a raft, lost at sea. Soon, she was found by a merchant vessel heading to Cassomir, and brought aboard by the captain, a Tien sailor named Jin. They loved each other, or so Jin believed, but after little more than a month of desperate, passionate love, she dived into the water during a storm. And believing that his love had chosen a painful death over a life at his side, he turned to drink.

Eight months later, the hag climbed into his bed and left him their child- a beautiful baby girl with a shock of black hair -, before leaving his life forever. He took the child as a blessing from the sea and named her Genever. But the blessing faded, and the child brought him only sadness and longing for his brief time with her mother, and when she was just ten years old, he dived into the waters during a storm, believing he had seen his lover calling to him from the water. His body slammed into the water and dragged across the keel of his ship, leaving him to drown in pain and agony; but even that did not spare him. He was still aware when the hag- his only love -began to gorge herself on his corpse.

And so she grew up, a dock whelp, running about, hiding from the dogs and the dark things that lurk in Cassomir. She was rarely happy. But sometimes, a woman would sing to her from the water, promising her that one day, the gills on her neck would open, and they could swim together, forever. And when it rained- and she was so fearful of the rain -, that same woman would pull herself out of the water and hold her, shushing her fears and combing her thick, black hair. She would tell her secrets. Dark things. Old things. And the more Genever listened, the more she began to look like her. Her gills would flutter, making it harder to breathe, and her hair lightened, growing greyer and greyer until, one day, it was white.

Eventually, she recognized this woman as her mother. She did not fear her, but neither did she recognize her for what she was. This was the woman that her father would tell her about, day after day, night after night. And the stories were always so sweet, so magical. She called to her mother when she was alone and afraid, and her mother would answer, so eager to prove her love to the young girl so one day. Angelica gifted her daughter a voice to call to her always, in the form of a small crab, with one big claw.

The crab, who she promptly decided was named Old Tom, only spoke truths to the young girl, and when she asked him about her father, he told her. Killed by your mother, he whispered in a voice like the ocean. She will come for you one day, little one. Nothing to be done about it. She will call, and you will answer.

And so she ran. She stowed away on a cargo ship bound for Osirian, and fought and lied and cheated to ensure she would succeed. She manipulated her way into college, then university, studying all she could about magic, nobility, religion, and the histories of the home she remembered so fondly. The place her father had lived. The place where her mother had held her, combing her hair and telling her it was alright.

Her mother had given her one further gift: Old Tom did not only whisper truths to Genever, but also instructed her in strange arcane magics. These, she believed, made her powerful, set her aside as something other, something more.

Now a woman, she found her way back to Taldor, where she found work as a tutor. She had created a fiction of the place in her mind, where everything was welcoming and joyful, but as she spent more and more time in the opulence of Oppara, she found herself newly aware of the truth. Never in her life had she had a true ally outside of Old Tom. This world was out to get her, and she would do anything to change that.

Appearance:
Genever is attractive, with smooth skin, arched brows and long white hair that she keeps braided, typically, with one or both sides shaved, depending. Her hair curls and waves and grows in quickly, often looking unkempt and overgrown. She keeps her nails pointed and fiercely manicured, most often painted with purples, blacks or reds. Most unusually, however, she has gills stretching from her neck to her ribs, feathery gills that gasp and breathe on their own. They do nothing to help her with her breath, nor with breathing underwater. Like her hair, these are a gift from her mother, but one that never took.

Personality:
Though she is very intelligent, she is also proud and insufferable. A lecture hall enthusiast, many people find her boring, and at times, timid and fearful. She is scared stiff by rough waters, lighting, heavy wind and rain, as these bring thoughts of her father jumping to his death.


Probably my last questions:

Would you allow characters with a prosthetic hand (such as the prosthetic hand item or a hook hand) to use two handed weapons? And how do you feel about the package traits?


I made another version of Sara, as an alchemist, in her profile. Had to fiddle a bit more than I thought, and everything doesn't fit perfectly but it still works and I'm happy with it. Let me know if you have any questions/concerns. And thanks, this was fun.


Pathfinder Adventure Path Subscriber

Unnamed Hero:

Unnamed Hero
Human (Keleshite) unchained monk 1 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder RPG Adventurer's Guide 104, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 16 (1d10+6)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee nine-ring broadsword +4/+4 (1d8+4/×3) or
. . tri-point double-edged sword +3 (1d10+3/×3) or
. . unarmed strike +3/+3 (1d6+2)
Ranged rope dart +3/+3 (1d4+2) or
. . shuriken +3/+3 (1d2+2)
Space 5 ft.; Reach 5 ft. (10 ft. with tri-point double-edged sword)
Special Attacks flurry of blows (unchained)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 14, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +3; CMD 18
Feats Dodge, Improved Unarmed Strike, Possessed Hand, Toughness
Traits empathic diplomat (qadira or osirion), monk weapon skill, senatorial hopeful
Skills Acrobatics +6, Diplomacy +7, Knowledge (history) +4, Knowledge (local) +5, Perception +6, Profession (librarian) +6, Sense Motive +6, Stealth +6
Languages Common, Kelish
SQ feinting flurry, lightning finish, oppressive expectations
Combat Gear potion of mage armor (2); Other Gear nine-ring broadsword[UC], rope dart[UC], shuriken (25), tri-point double-edged sword[UC], courtier's outfit, 9 gp
--------------------
Special Abilities
--------------------
(2 hits, extra attack, 1/day) (Ex) Make extra attack with manu light or 1H weapon if target hit with at least 2 unarmed strikes.
Feinting Flurry Forgo first flurry of blows attack to attempt Bluff to feint.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Possessed Hand (1/day) As a swift action, retrieve stowed object of 5 lbs or less.

Other Stuff:

- Class : Monk
- Alignment : LG
- Characters link to Taldor, and specifically Oparra:
- Livelihood: Hoping to be a member of the Senate one day, this character spends her life as a librarian so far.
- Motivation: Become a member of the senate, restore order, bring some positive change to Taldor and her house to newfound glory.
- Rollplay vs Roleplay: Combat with frontlining and melee as well as some ranged damage. OoC with social skills and some utility later.
- Progression: Pure monk
- Background: Scion of a lower noble house, studied martial arts in an ancient monastery close to the Qadiran border on the search for knowledge.
- Timezone: UTC +1 usually late evening, if possible over the day as well.
- Tell me about your experience with PbP?
Been doing PbP since 5+ years now, nice getaway during the day etc.
Besides many groups busting and APs not finishing, i made good experiences overall. I like deeper rp and character development as reaction to things happening.
Currently in 4 games with very different speed. I GM PFS/SFS as often as i can.


I have the crunch for my character ready, I'll start writing out everything else I need for my application sometime in the near future.

Gedeon Lem:
Gedeon Lem
Middle-aged elf Ex-Cleric of Aroden 1
LN Medium humanoid (elf)
Init -1; Perception +3
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 9 (+4 armor, -1 Dex)
hp 8 (1d8)
Fort +2, Ref -1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword (1d8+1/19-20/x2)
--------------------
Statistics
--------------------
Str 13, Dex 9, Con 11, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +1; CMD +0
Feats Skill Focus (Knowledge religion)
Traits Taldan Patriot, Faithful of the Dead God
Skills Diplomacy +7 (+3 1 rank, +1 trait), Knowledge (history) +4 (+3 1 rank), Knowledge (nobility) +4 (+3 1 rank), Knowledge (religion) +8 (+3 1 rank, +3 Skill Focus), Sense Motive +4 (+1 trait)
Languages Common
Combat gear longsword, chain shirt
Other gear 45gp


Dots:
Nemroider
Chandlore
Brolof
Tavarokk
Chandlore
Ouachitonian
haydenmccullen
Redac
The KGB
Valjoen_KC
Steelguts

Applications:
Purple Dragon Knight - Valeria Tanessen, Human Bard
Oniwaban – Celad, Aasimar Paladin (Hospitaler)
Tazo – Bimble Ficklebopper, Gnome Transmuter
Phntm888 - Eregos Villarius Human Vigilante
Jovich - Trakas Aeramirdal, Human Swashbuckler (Inspired Blade)
Shalm – Marcus Beto, Human Slayer (Sniper, Stygian Slayer)
Simling – Eric Merosett, Aasimar Paladin (Sacred Shield)
DarkwingD – _Valerian_, Human Investigator (Cipher)
hustonj - Cillian O’Shea, Unchained Rogue (Burglar/Phantom Thief)
rutaskadis - Major Fothergilla, Tiefling Brawler
Darkmeer – Alessand, Aasimar Cleric (Hidden Priest)
ScorchedOne – Nimall, Aasimar Bard (Songhealer)
theasl - Tereliel Pamyron, Elf Magus (Spell Dancer)
gingajinja- Cyrene Syrinx, Human Inquisitor (Sanctified Slayer)
Trinam - Kurtis Stavian, Human Fighter (Aldori Swordlord)
Captain Collateral Damage - Usumba Kende, Human Warpriest
The Lobster – Genever, Changeling Witch (White-Haired Witch)
John Gs - Sara Nole, Human Bard (Wit) or Alchemist (Inspired Chemist, Royal Chemist)
Hayato Ken - Unnamed Hero, Human Unchained Monk
Kobolum - Gedeon Lem, Elf Ex-Cleric

Updated list. Same caveats. If I don't have it listed sorry, I either missed it or overlooked it.


@Tavarokk I would say it does not work with Spell Combat, As for Dervish Dance I'm not sure. Maybe send me a PM with what you are thinking/wanting to do and we can go from there.

@The Lobster So for a sculpted hand I would say no to a two-handed weapon, for a hook I would say maybe, depending on the weapon, but it may incur a penalty. On the packages traits, they are a little cheesy but I'm ok with it.

@ScorchedOne Appreciate the initiative of listing everyone out! There is one missing Red Heat - Maddalena, Human Oracle (Divine/Buffer)

@All Just to note, be sure you read through everything in the initial post to ensure you have a complete application. I'm not a stickler on the last piece that a majority of people are missing, but it is something I will consider when making my selections. So far here is the list of who I have 100% completed:

Marcus, Maddalena, Cillian, Major, Tereliel, Cyrene

Also another note, things are pretty heavily skewed toward the melee and face side of things currently so for any new people considering applying, you may want to consider ranged and caster options for less competition. NOTE - I'm not saying don't apply if you want to play a melee and/or face character, just the fact that you currently have a lot more competition in those areas right now. :)


Thanks. Have updated my list. Which part am I missing, out of curiosity? (I did have to do a second post as original was missing many requirements)

EDIT: Also while I am a face, I'm also a focused healer/buffer. I plan to major in heals and buffs. And heals and buffs. And talking.


I also made a second post after I realized what I was missing. Here is the link to it.

Is there something else I am missing?


I am also unclear about what I am missing, so please do let me know.

Thanks!


Dotting, really interested and should have full post up soon.


Fenris here with Alex Brune a fetchling (bound to here) unchained rogue (shadow walker)

Character/player info:

Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class (Unchained rogue)
- Alignment (Chaotic good)
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
Alex has lived in Oparra his whole life.

- Livelihood: How does/has your character make a living?
Alex is primarily a thief, though he only targets corrupt politicians and the like, he has something of a robin hood mentality but also keeps a bit himself.
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
Alex hates the way non-humans are treated in Taldor and wants to change the countries mindset, as for why others would be interested in him; He is a really good thief, and frequently uses his thefts to cover stealing important documents and information.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
In combat Alex is a ranged rogue, he'll eventually be using the ninja trick: invisibility alongside his ability to manipulate light levels to get sneak attacks at a distance. Out of combat Alex is primarily a sneak thief; breaking in, breaking out, and stealing. however he is also a competent face and a fence; Alex will be able to hold his own in most social situations
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
Like I said earlier Alex will be hopefully getting invisibility later on, possibly dipping into some spellcasting class like bard or sorcerer but im not sure yet/depends on party needs
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future) See Profile
2) Let me know your time zone and the time(s) of day you will most likely be able to post.
I'm on the US east coast so eastern I think. posting wise probably morning and evening though I might post throughout the day when I have time
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
I'm currently in two games, an AP and a deadlands game a friend is running. I don't have much pbp experience as I started just so I could play with some college friends but now I've gotten really interested in it and am trying to branch out.


Dotting for interest. Still working on my backstory, as per my PM to the GM. Got Taldor, the First Empire in the mail today and will be scanning it for any info on the Maxeme family and/or potential rival noble houses.

Player Info in the spoiler below.

Player Info:

1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class Swashbuckler (Rondelero)
- Alignment Neutral
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now? Still ironing out these details, but Capricia is/was a pirate from Little Oppara sent back to the homeland to do a little spying/investigating.
- Livelihood: How does/has your character make a living? Pirate!
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics? Has little interest for herself; would likely be used in a spy or bodyguard role by another.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat? In combat, as a mobile warrior. Out of combat, as a somewhat charming set of eyes and ears...and perhaps as someone with a fresh (pirate!) perspective.
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok. Likely to stick with Rondelero Swashbuckler, but I'm open to new routes as the story unfolds.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future) Still working on this, but she is/was a pirate from Little Oppara in the Shackles, now caught against her will in the web of intrigue that is Taldan politics.
2) Let me know your time zone and the time(s) of day you will most likely be able to post. Eastern U.S. time zone. I don't have home internet but visit a nearby public library for their free WiFi. Hours in spoiler below.
Spoiler:

Sunday & Holidays: Closed; can't (usually) post (except during the NFL season, when I can post from my sister's place while we watch the game).
Monday: 12 PM - 8 PM.
Tuesday & Wednesday: 10 AM - 6 PM.
Thursday: 12 PM - 8 PM.
Friday & Saturday: 9 AM - 5 PM.
I've been really good about visiting my library nearly every day, both to keep current in my PbP game and for the needed exercise (I have diabetes and my back is shot). I'm more likely to do longer days in the summer, when I'm also leeching free air conditioning. :)

3) Tell me about your experience with PbP? How many PbP games are you currently participating in? I've been playing on the Paizo boards for nearly 3 years now. I'm usually running 1-2 games and playing in 6-9 others (GMing 1, playing in 7 at the moment).


Hmm. I’d originally been planning on a Swashbuckler, but with the amount of melee already, perhaps I’ll take up the challenge of ranged or magic. Or both. What’s the status of firearms in this game?


After putting some more thought into the build, this character will probably take some levels in Monk (Maneuver Master), though she'll be mostly Brawler.


Oops, accidentally did something weird with copy/paste. Here are answers to questions 2 & 3.
-Time Zone: I’m in GMT-6, or Central Standard Time in the US. I post most often around 4-5, though I can post later than that.
-PBP Experience: I’ve been playing a few pbps on these boards for a bit less than 3 years. I’m currently in 3 games.


* Age categories: Core (ability scores adjustments) or PFS like (cosmetic)?
* Young Characters?
* Guessing no to templates.


Application requirements:
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class: Ex-Cleric
- Alignment: Lawful neutral
- Characters link to Taldor, and specifically Oparra: Gedeon was born in Oparra.
- Livelihood: Gedeon works as a teacher. He has a wide variety of knowledge in religious affairs and has a respectable degree of insight into general history and the history of nobility. He has worked as a tutor (although no one calls him for his swordsmanship anymore) and has worked as a substitute for various institute of education throughout the Inner Sea region, but mainly in Taldor.
- Motivation: Gedeon used to be active adventure back when Aroden was alive. With his death and none of his spells to work with Gedeon was effectively forced into early retirement. But it's been well over one hundred years now and he's almost old even by elf standards. This is basically a midlife crisis for him.
- Rollplay vs Roleplay: Honestly this is going to be a bit tricky because while playing him out as an elf who's been around for a long time will be fairly easy the fact that he's a cleric without any of the actual cleric abilities is going to really stagger him in fights.
- Progression: I'm not sure how he'll progress either. With the idea of him being an old elf who was an active cleric I built him with that idea in mind. Now the reasonable argument could be made that I could multi-class into something else or just switch to a different god but that kind of defeats the point of the whole character as he is supposed to be a somewhat veteran adventure. The idea isn't that he's learning new skills and abilities as with regular level progression but rather he's remembering the skills that he's forgotten over time
- Background: Gedeon Lem was born in Oparra to servants of a noble family. This family was particularly devout in its worship of Aroden and Gedeon was raised to be a servant in the family just as his parents were. He naturally fell into the faith and took to it like a fish to water, eventually gaining spells from his god and was sent to the Temple of Aroden. He trained as an acolyte and then worked as a priest in the temple for years and eventually went off and became a successful adventure.

Then Aroden died.

The loss of his spells mid-adventure nearly spelled doom for him and his party. After learning of his God’s fate and the chaos that ensued he fell into a state of depression. Being an elf this depression took years for him to get over. By the time he finally came out of it the Church of Aroden itself was left as little more than a hollow husk.

Gedeon spent the next century working to preserve the legacy and will of his God, teaching his wisdom to any who would listen and maintain the temple in Oparra to the best of his abilities. It was futile. today most only know Aroden as the dead god, dismiss his wisdom due to his death. The temple has fallen into his hands, still maintained and left in full splendor on the outside but hollow and empty on the inside. Books and scrolls sit unopened, rooms left to gather dust, and less than half a dozen who still maintain some worship of Aroden. But all of those who do are the deniers. Those who say that Aroden is not dead, that he has abandoned the world or is simply testing his people.

2) I'm in Eastern Standard Time and I should be able to post at least once a day at around 7 or 8 p.m.

3) I'm game mastering three and playing in three, four on-site and four off-site. One of those games I'm a player in is about to end because it's a module run.

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