Temple of Elemental Evil(Pathfinder editon) (Inactive)

Game Master Critzible

A classic module for one of the best editions of the game. Fight evil get rich, defeat demons maybe more


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Thinking about it, I am going to rework Keva into being a rogue. Nobody else is building towards that direction, and someone else already has an elemental bloodline sorcerer.

Also, what about my above question (about example quirks/flaws you would give for starting at 2nd level)?

Rogue Gold: 4d6 ⇒ (3, 5, 4, 1) = 13 130 gold


If that role does not get filled Nex can pick up trap finding through a slayer talent. Neither it nor disable device worked with the backstory, so far, but it would make sense as a learn on the job type of skill.

Part of what I like about this archetype is that it is easy to fit this character into most group configuration.


Quirks and Flaws can be something simple as Flatulence to Multiple personality disorder...I have a whole list

I get that. This is one of those during the good old days when you had to have one person in the core four classes to even successfully run a campaign.


Valjoen_KC wrote:

** spoiler omitted **

Stat Array: 11, 14, 16, 16, 17, 17

I can work with that!

[dice=Gold] 4d6 Guess I'm taking the average gold.

I've been going round and round for several days with my build, but her character concept and background has been worked out. I've built her as a 1st level character, but have no problem taking a quirk and starting at 2nd level if the group wants to do that. It looks like most people built their character as level 1, so I did that as well.

Eÿliana is a 1st level rogue that will split to wizard 2nd-4th level. At 5th level, she'll start down the Arcane Trickster prestige class. She'll only miss one level of spellcasting, and can operate in a number of roles. She'll have plenty of knowledge skills and plenty of rogue skills. She'll focus on scribing scrolls when possible to give her more versatility.

While she is inherently a good person, her life's experience as damaged her significantly. She won't be the groups moral compass, but rather an anti-hero within the group. She is well versed in the stories of the Temple of Elemental Evil as it had a significant role in her mother's tragic life (see background below).

I have her listed as chaotic neutral, but she will 'play' well with the group as her goals should align with theirs although her methods may be questionable.

Background:

Eÿliana's mother, Malynn, was the youngest daughter of the former Viscount of Verbobonc, Wilfrick. A headstrong young wizard, Malynn fought against the terrors that first surfaced when the Temple of Elemental Evil was constructed, much to her father's dismay. She was thought to have perished when the bodies of her escorts from Verbobonc were found in the Gnarley forest. The following spring, she was found near death clutching the body of dead elf. Marlynn was rushed to the Temple of Iomedae in Hommlet, but she died during the journey. Grieving, Wilfrick demanded the priestesses of Iomedae resurrect the young girl.

Unbeknownst to all of them, Malynn was two months pregnant when she died, and the dead child still lay in her womb. When she was subsequently resurrected, the child was revived as well. Not wanting the scandal of the noble woman having fathered a child out of wedlock, Eÿliana's birth was kept secret and the child was raised in the temple.

Malynn never spoke of the father and would not reveal the dead elf's name to anyone. She grew melancholy and depressed being separated from her child whom she only saw once a year. After 10 years of depression and isolation, Malynn took her own life. Eÿliana struggled the next several years, having lost her mother who had secretly confided much to her young daughter. The weight of her mother's secrets was more than the child could bear, and she withdrew from the priestesses that had raised her. She showed bouts of violence and unruliness. Then at the age of fourteen, she left the Temple and was not seen again.

Eÿliana returned to Verbobonc and lived on the streets for a time until she was taken in by a thieves' guild within the city. Bound to the guild, she developed her roguish skills but wished to free herself from the indentured status of a child thief. In the midst of a drunken night, a high ranking rogue within the guild challenged the young Eÿliana to steal something of note from the Viscount. Two days later, Eÿliana returned and unfurled the flag of the Viscount, stolen from his castle. She had her freedom again.

Personality:

Eÿliana has had a truly disturbing childhood. She has seen and felt death, and she does not fear it. She trusts no one and suspects everyone. She can appear happy at times, but that is just a mask she wears. She is solemn and angry. Her life was taken away and then little returned to her. She never knew her father, and she only knew a mother who mourned her love's death. Malynn spent little time with Eÿliana as she only saw the young girl's father when she looked into Eÿliana's eyes. She now has to bear the burden of her mother's secrets. She wishes to see the death of all those that have brought this pain upon her. She does have some happy memories of her early childhood in the Temple, but they also remind her of what she has lost.

She is fearless but her moral compass has been lost.

As to the noble family in Verbobonc, she is angry at them for abandoning her, but does not wish to kill them. She wants them to suffer as she did, but would weep at their pain. She's truly conflicted and confused.

Statistics:

Eäliana (Arcane Trickster)
Female half-elf unchained rogue 1 (Pathfinder Unchained 20)
NG Medium humanoid (elf, human)
Hero Points 1
Init +5; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +5; +2 vs. enchantments
Defensive Abilities dual minded[APG]; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +3 (1d4/19-20) or
. . rapier +3 (1d6/18-20)
Special Attacks sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 16, Int 19, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 13
Feats Spell Focus (enchantment), Spell Focus (illusion), Weapon Finesse
Traits forlorn, reactionary
Skills Acrobatics +7, Appraise +8, Bluff +6, Disable Device +8, Escape Artist +7, Intimidate +6, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (planes) +5, Knowledge (religion) +5, Perception +7, Sense Motive +7, Sleight of Hand +7, Stealth +7
Languages Abyssal, Aquan, Auran, Common, Elven, Ignan
SQ arcane training[APG], elf blood, hero points, illustrious urbanite, trapfinding +1
Combat Gear acid; Other Gear leather armor, dagger, rapier, mother's signet ring, backpack, bedroll, belt pouch, scroll case, signet ring, thieves' tools, wizard starting spellbook, 28 gp, 9 sp
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Questions:

Did you grow up poor, middle-class, or upper-class and wealthy?
Minor nobility by birth, but grew up in a temple and then upon the street of Verbobonc.

Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?
Originally in the Temple in Hommlet, but later on the streets of Verbobonc.

Are you from the local area where the adventure begins, or a foreign land?
Local

Who was your father, and what did he do for a living?
He was an elven warrior that fought the Temple of Elemental Evil during it’s first rise, but perished without knowing that he would one-day become a father.

Who was your mother, and what did she do for a living?
A noble born wizard, who died, was resurrected and subsequently committed suicide.

Do you have any siblings?
Not aware of any.

Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)?
Plenty of cousins, uncles and aunts in Verbobonc, but does not know any of them.

Was your family religious?
Her mother wasn’t. Her father was dedicated to Calistria, whom Eÿliana now worships

What was your education like?
Formal for first 10 years in the Temple and then on the streets.

What were your friends like?
Had no friends as a child, some semi-friends on the streets of Verbobonc as a child thief.

Who was your first love, and what happened to them?
She trusts no men in her life. Her father died before she was born, her grandfather sent her away, and her uncles and aunts either deny her existence or simply have forgotten about her.

What was the happiest moment of your childhood?
Playing in the gardens of the Temple of Iomedae with her mother before here death.

What was the scariest moment of your childhood?
Vague memories and visions of her death while in utero.

What was the saddest?
Being told of her mother’s death.

Why did you become the class you are? Family tradition? Just fell into it?
She needed to survive on the streets

Who taught you your class's skills?
The rogue’s guild in Verbobonc.

What's your relationship with your family now?
All the family she knew are dead. She has no relation with them.

If your character wasn't adventuring, what would they be doing instead?
She refuses to think of it. Her life is dedicated to revenge. Once that is done, life loses meaning. However, she does fear that she may follow in her mother’s path.

What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them?
She thinks they don’t understand or refuse to help her. That is why she has found her way to Calistia.

If you could pick one emotion to describe your character, what would it be?
Anger

What terrifies your character?
Losing her opportunity to avenge her mother and father.

What emboldens your character?
Her lack of fear of death.

Do they have any goals? If so, what?
Her only personal goal is to become an efficient killer to aid her in finding and killing those associated with her parents’ deaths.

Why do they adventure?
To find her father’s killers

What role do they fill in the group?
Arcane caster, skill monkey

How does your character get along with members of a group?
She respects others abilities, but could care less about their reasons. She will aid anyone when it helps her accomplish her singular goal.

How do they feel about other races, like humans, dwarves, halflings, elves, etc.?
No prejuidices.

How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls?
She knows they can be evil, and in her core, knows they should be defeated. However, she wouldn’t want to risk herself to do so, unless it was part of her objectives to understand what evil lurks in Gnarley Forest and destroy it for personal reasons.

How does your character feel about magic?
Respects it when useful, but she would dismiss showy or flashy magic as wasteful. She believes magic should be used efficiently and effectively to destroy ones enemies.

How does your character dress?
She wears leather armor under a several layers of black clothing and a cloak. Leather boots with straps and a boot sheath.

What does your character look like? Do you have distinguishing birth marks, deformities, hair color?
She has long, white hair and blue eyes. Her skin is fair. She has delicate features, but she hides them under the scowl and furrowed brow that usually adorns her face.]/I]

Do they have any personality quirks?
[I]She has an oral fixation, biting her nails constantly. She has often bit her own tongue and lips causing them to bleed when she feels stress.

An orphanage is on fire and the children are trapped inside, what does your character do?
Call for help, but not risk herself.

The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do?
Potentially, break in the door to allow him to escape, then demand a just reward.


I'm mostly done with my character, an Undine Ravener Hunter Inquisitor of Ylimancha named Ekaitz. I can finalize my traits and equipment if chosen.

Character sheet is here.

Backstory:

Spoiler:
Ezkala is a very small fishing village on the banks of Woolly Bay inhabited by a handful of Undine families. Though the village is quite poor, the bay provides enough to fill their bellies and their basic needs. Despite being located on a length of coastline beset by monstrous threats, village life continues in relative safety, through a combination of anonymity and the protection of the Empyreal Lord Ylimancha. This protection is provided through a long line of Ylimancha’s servants, and is currently overseen by a solemn woman by the name of Haizea. Ekaitz is her son, and has learned everything he knows about hunting down threats to Ezkala from his mother, but he was not her first choice. His father provides food for the family along with Ekaitz’s one older and next youngest brother. His childhood was for the most part unexceptional but not without fear, as various threats rose against the village throughout the years. Ekaitz first took up arms against a cult of Dagon as they faught to subjugate the city in a conflict that took the life of his grandfather, the First Watcher of Ezkala at the time, and his oldest brother Garbiñe. Garbiñe had been training under their mother and grandfather for years to become Ylimancha’s next chosen in protecting the village, but had secretly fallen into the cult of Dagon for its promise of power and glory. Haizea was forced to slay him during the battle to prevent the young fanatic from sacrificing himself in a summoning ritual. Haizea has been cold and relentless in training Ekaitz in the years since she has taken up the mantle of First Watcher, but Ekaitz has come to think that there is little more his mother can teach him now. It's time for the greater world to be his teacher, while Ezkala remains under the capable protection of First Watcher Haizea.

Questions:

Spoiler:

Did you grow up poor, middle-class, or upper-class and wealthy?
His village and his family weren't at all wealthy, but they never went hungry. Ekaitz is used to working for what he needs and trading his skills for what he can't provide himself.

Are you from the local area where the adventure begins, or a foreign land?
Ekaitz has travelled from the shores of Woolly Bay - not far in terms of the greater world, but Hommlet is, as of now, the farthest he has ever been from home.

Who was your father, and what did he do for a living?
His father Zorion is a fisherman and provides food to the family and others in the village.

Who was your mother, and what did she do for a living?
Haizea is the First Watcher of Ezkala, blessed by Ylimancha and protector of the village. Ekaitz learned almost everything he knows from her.

Do you have any siblings?
6. The eldest brother is deceased, but there is still one older brother, 2 younger brothers and 2 younger sisters. He gets along well with most of them aside from his older brother - there's a bit of tension between them due to following in different parent's footsteps. The eldest brother Garbiñe's betrayal shattered his innocence.

Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)?
Grandmother and several aunts and uncles provide a solid family network back in Ezkala.

Was your family religious?
His mother considers herself an instrument of the Empyreal Lord Ylimancha and instilled that same faith in Ekaitz. The family and village as a whole revere Ylimancha, Gozreh, Erastil, and an aspect of Pharasma as the caretaker of the waters of life.

What was your education like?
He was educated in stories and tasks as needed by various members of his family and the village, certainly little formal education.

What were your friends like?
While he had plenty of friends and playmates as a child, his training and studies took priority as he came of age, which has left his social development somewhat stunted.

Who was your first love, and what happened to them?
Similarly to making friends, he's had little time to develop relationships since coming of age. While his first kiss is long past, he hasn't had much chance to venture beyond fleeting affection for anyone.

What was the happiest moment of your childhood?
The first time he managed to bullseye a sailfish from the rocking deck of his father's boat as his grandfather and Garbiñe coached him in archery.

What was the scariest moment of your childhood?
Taking up his grandfather's bow against the cultists of Dagon, including his brother, and their Abyssal servants as his mother fought desperately alongside him, his grandfather lay dying behind him and his father and brothers battled the winds and waves to keep control of their fishing boat.

What was the saddest?
The cold morning after the Cult of Dagon fell as they gave his grandfather and numerous other villagers that he'd grown up with back to the sea. The coldest realization on that day was that Garbiñe and several other villagers had joined the cult and brought them into the village.

Why did you become the class you are? Family tradition? Just fell into it?
Long, long-standing family tradition going back dozens of generations.

Who taught you your class's skills?
His mother, and to a certain extent his grandfather before that.

What's your relationship with your family now?
He loves them, and he prays that they'll be there for him when he returns to Ezkala.

If your character wasn't adventuring, what would they be doing instead?
He feels that he would be making endless loops around his village, providing a redundant line of defense and stagnating. Adventuring provides a lively current to his life that will help him grow and thrive.

What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them?
Ylimancha has blessed his family with the strength and skill to protect people. Ekaitz knows in his heart that the gods protect and the gods provide.

If you could pick one emotion to describe your character, what would it be?
Calm

What terrifies your character?
Ekaitz has woken up to several nightmares since leaving Ezkala, all revolving around an enormous eel with his brother's face rising from the depths and wrapping him in it's tail, holding him helpless while it devours people that he loves.

What emboldens your character?
Any signs of danger can drive him to pre-emptive action.

Do they have any goals? If so, what?
Hone his skills and strength to eventually return home and become First Watcher of Ezkala.

Why do they adventure?
To grow as a person and as a defender.

What role do they fill in the group?
Ranged damage, secondary divine caster, nobody expecting the Inquisition.

How does your character get along with members of a group?
He is suspicious as he learned the hard way at a young age that betrayal can come from those you call friends and family. But he's to the point where he mostly trusts his gut on getting a read on people, and he understands that a crew has to work together to survive when storms get rough.

How do they feel about other races, like humans, dwarves, halflings, elves, etc.?
No particular prejudices. He's wary of them all equally. He looks convincingly human, and has been finding recently that he fits in well with them.

How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls?
He's more mistrustful of them than most. Orcs and Sahaugin have been occasional threats to his village and he's fought against them several times, but he won't start a fight without strong suspicion against any particular individual.

How does your character feel about magic?
Magic is one of his tools to heal, hunt, and protect. It's a blessing from the gods.

How does your character dress?
Growing up by the coast and amphibious by nature, he wears light armor and otherwise dresses simply and sparingly.

What does your character look like? Do you have distinguishing birth marks, deformities, hair color?
While he is an Undine, his human ancestry shows strongly. His skin is pale to the point that it's almost translucent, with clear, pale blue eyes. His hair is long and deep black, with a few strands braided with shell beads and the majority of it clasped behind his back. No matter what, his hair always appears damp. He has a lithe swimmer's frame, well-built and typically on display thanks to his spare and utilitarian choice of clothing.

Do they have any personality quirks?
While he's eagle-eyed in spotting danger and deception, he's a bit of a bumpkin and socially oblivious.

An orphanage is on fire and the children are trapped inside, what does your character do?
He'll jump in and save the largest number of children he can in the most efficient manner possible. He doesn't like to admit that that may including sacrificing some as “triage” to save the rest, and he'll regret and pray for the ones he can't save.

The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do?
Save his family, and save him if possible. People deserve a chance to right their wrongs, but sometimes the gods have their own way of setting things right.


Rolls:

Stats: 4d6 ⇒ (6, 5, 5, 6) = 22 17
Stats: 4d6 ⇒ (4, 2, 4, 5) = 15
Stats: 4d6 ⇒ (5, 3, 3, 1) = 12
Stats: 4d6 ⇒ (2, 4, 1, 5) = 12
Stats: 4d6 ⇒ (2, 5, 1, 3) = 11
Stats: 4d6 ⇒ (4, 6, 3, 3) = 16 13

Re-rolls:

Stats: 1d6 ⇒ 6
Stats: 1d6 ⇒ 1
Stats: 2d6 ⇒ (2, 1) = 3
Stats: 2d6 ⇒ (3, 5) = 8

Re-rolls:

Stats: 1d6 ⇒ 3
Stats: 2d6 ⇒ (1, 4) = 5

Re-rolls:

Stats: 1d6 ⇒ 5

Stats: 4d6 ⇒ (6, 5, 5, 6) = 17
Stats: 4d6 ⇒ (4, 2, 4, 5) Stats: 1d6 ⇒ 6 = 15
Stats: 4d6 ⇒ (5, 3, 3, 1) Stats: 1d6 ⇒ 1 Stats: 1d6 ⇒ 3 = 11
Stats: 4d6 ⇒ (2, 4, 1, 5) Stats: 2d6 ⇒ (2, 1) Stats: 2d6 ⇒ (1, 4) Stats: 1d6 ⇒ 5 = 14
Stats: 4d6 ⇒ (2, 5, 1, 3) Stats: 2d6 ⇒ (3, 5) = 13
Stats: 4d6 ⇒ (4, 6, 3, 3) = 13


The crunch to go with the fluff for the Barbarian Monk.

Augrok Manyteeth:

NG Male Half-Orc Barbarian 1

HP: 20
AC: 15/13/12 = 10 + 2 [leather] + 3 [dexterity]
Spd: 40

Strength 17 (+3)
Dexterity 16 (+3)
Constitution 19 (+4)
Intelligence 15 (+2)
Wisdom 16 (+3)
Charisma 14 (+2)

Height: 6' 1"
Weight: 360 lb

Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 6 = 2 [base] + 4 [constitution]
Reflex save: + 3 = 0 [base] + 3 [dexterity]
Will save: + 3 = 0 [base] + 3 [wisdom]
Attack (handheld): + 4 = 1 [base] + 3 [strength]
Attack (missile): + 4 = 1 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 4 = 1 [base] + 3 [strength]
Combat Maneuver Defense: + 17 = 10 + 1 [base] + 3 [strength] + 3 [dexterity]

Medium load:87-173 lb.

Languages: Common Gnoll Goblin Orc

Feats:
Toughness +3 hp + 1/level over 3

Skill Name
Acrobatics Dex* 7 = +3 + 1 + 3 [class skill]
Climb Str* 7 = +3 + 1 + 3 [class skill]
Intimidate Cha 8 = +2 + 1 + 3 [class skill] + 2 [half-orc]
Perception Wis 7 = +3 + 1 + 3 [class skill]
Survival Wis 7 = +3 + 1 + 3 [class skill]
Swim Str** 7 = +3 + 1 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +1; Skill points +0

Half-Orc
This half-orc chose +2 to constitution (already included)
Darkvision (see 60 feet in pitch-dark)
+2 on intimidate (already included)
Orc Ferocity -- if brought below 0 hp, fight for 1 round anyway
All orcs know greataxes and falchions

Barbarian
Fast Movement (+10 feet, already included)
Rage -- 4 + con mod rounds per day. Two more rounds / day for each level above 1. +4 strength, +4 constitution, +2 on will saves, -2 on AC.

Equipment:
Dagger
Javelins(3)
Falchion


Started seeing lots of other front-line combatants, so I think I am going to build a Human Cleric of Erastil instead (still the son of the a local hunter and woodsman). Will be a primary healer and potential party face (or 2nd face), with decent combat ability.

stats: 16, 18, 14, 10, 19(17), 16


I've been putting some work into a Gnome Bard (Archaeologist) as a skill/trap build with ranged combat option. She should be able to do some buffing and healing as well.

wealth: 3d6 ⇒ (6, 4, 6) = 16 So 160 gp to start. I might be able to afford that composite shortbow after all.

I'll see if I can't get things finished up in the next day or two.


So here's Zorblag's Bard mechanically at least. I need to get some backstory in there and answer the questionnaire. I think I know how it'll go, but I need to type it up to be sure it fits how I think it will.

Again, the role here is skill monkey/trap disabler/ranged combat/buffer over time. If we were to get to level 13 or so I might switch to arcane archer, but I don't expect this campaign to get that far.

Grand Lodge

Questionaire:

Did you grow up poor, middle-class, or upper-class and wealthy?

Sajah grew up in a wealthy family.

Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?

Sajah resided in a medium town for most of her life but she move around a lot in her teenage years until she chose to settled in a rural area.

Are you from the local area where the adventure begins, or a foreign land?

Near the local area.

Who was your father, and what did he do for a living?

Alex Nottingham. He is a human merchant who is also the head of a minor house.

Who was your mother, and what did she do for a living?

Alara Stormbringer. An elf cleric of the local church of Gozreh.

Do you have any siblings?

A loving elder brother who left the household to become a soldier.

Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)?

Her uncle and aunt who are members of the druidic circle and cousins.

Was your family religious?

Gozreh is her mother's central religion. Her extended family worships the Green Faith. Her father is an atheist.

What was your education like?

She has many options many opportunities/sources to learn from due to living in the echelons of the upper class but given them up in favour of being an expert in religion.

What were your friends like?

Most are mere acquaintances due to having to move from town to town except those from the druidic circle that are as close as friends.

Who was your first love, and what happened to them?

She has no time for any romance when she has yet to sort out her priorities in life.

What was the happiest moment of your childhood?

She cherished the time where her family is still living together in simpler times without any internal conflict. It is a time when her parents were spoiling her with expensive toys and her brother tuck her in bed and read her bedtime stories.

What was the scariest moment of your childhood?

Being kidnapped, bound and almost sold to slavery when she wandered into an alley out of curiosity. The inability to defend oneself or act against the clutches of the sycophants became one of her fears that she has yet to overcome in the current day and she has nightmares of it daily.

What was the saddest?

The most heartbreaking moment was when the family drifted apart. One by work. One by religion. One by sole duty to one’s country.

Why did you become the class you are? Family tradition? Just fell into it?

Family Tradition. Sajah took after her mother as she followed the same footsteps as her to a lesser extent but worship different deities when her ideals changed with age.

Who taught you your class's skills?

Partially her mother but mostly self-taught and self-discovery.

What's your relationship with your family now?

Her bonds with her parents are tenuous at best. Her relationship with her extended family is excellent.

If your character wasn't adventuring, what would they be doing instead?

Praying, talking or bonding with nature.

What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them?

Sajah believe that while not all powerful, they are powerful natural forces to be respected. They had affected the world in the past and inspired us to great heights. If there is a god she worship and identify with, it is Desna. Her aspirations from the stories had given her spiritual healing and hope to leave her old life behind to walk her own path. Due her other gift which comes from her mother’s side of her family, she also venerates nature as a whole.

If you could pick one emotion to describe your character, what would it be?

Passion.

What terrifies your character?

Helplessness. The incapability to act on her own terms. Separation. Her vagabond lifestyle drives away any potential bonds she tries to create and maintain.

What emboldens your character?

Bonds of friendship.

Do they have any goals? If so, what?

To find where she truly belong.

Why do they adventure?

To grow stronger to achieve her goals.

What role do they fill in the group?

Offensive support.

How does your character get along with members of a group?

She values group dynamic. She works well with a group.

How do they feel about other races, like humans, dwarves, halflings, elves, etc.?

As the common races she interacts in her daily life, it depends how she views their tendencies and behaviours. Most of the time, she is neutral to them unless they leave an impression on her or become wary/untrusting if they are the wrong sort.

How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls?

She will give them a chance to interact with her unless they harm her. No race is born evil. Every member of these 'evil' races has the ability to redeem or change themselves if they are willing to try.

How does your character feel about magic?

Magic needs to be monitored and used responsibly. Reckless use of it can upset the natural balance of the world.

How does your character dress?

Sajah wears an expensive satin dress that covers every part of her body except her head, neck and hands. For accessories, she wears a golden trimmed mantle, golden earrings and golden necklace.

What does your character look like? Do you have distinguishing birth marks, deformities, hair color?

She has a lush black shoulder length hair with a rounded face with features that match a foreign beauty.

Do they have any personality quirks?

She has a habit of doing the sexy walk.

An orphanage is on fire and the children are trapped inside, what does your character do?

She will use her talents to save them, comfort them and leave them with individuals who cared for them.

The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do?

She will use her talents to save him. She does not need a reason to save a life.

I will have her fluff and crunch up by tomorrow.


I'm backing out of the recruitment - I'm just having a lot of trouble coming up with good fluff. Happy gaming!


Hoping to have some crunch up today and fluff up later this week. Been really struggling with inspiration for this game.

Think I decided on a Dwarven Magus Deep Marshal to get that heavy (Medium really) armor spell slinger going.

GM - How do you feel about wealth-changing traits? The ones that give you more money to start with than the typical for your class or give you equipment you didn't pay for?


Nairb-If it is viable for your background then Yes I will allow it. I mean not all adventurers are rich. That being said you can't have rich parents and have a trait that says you were raised on the streets, Doesn't work well


I'm pulling myself out of contention. Time is scarce for me right now, and I can't give my submission the proper time it needs. Good luck to all submissions!


Presenting Farvil Sian - Monk level 1, Master of many styles

Background:

At the bottom of an old oak on a small hill, a dark-haired man is resting. Gray hairs can be seen in his thick beard but aside from that nothing that would hint his real age. Based on his physique alone there would not be a person that would give Farvil fifteen years less. Yet hardly anyone would get to see it nowadays: an old black robe that had clearly seen better days covers him head to toe. On it, on each side of his back shoulders, there are engraved with golden thread, two animals: a panther and a crane.

He opens a scroll case and extracts from within a manuscript and a pen and begins to write with short and precise lines something that once translated in the Tongue of many would lose its value.

A leaf lands on the sheet making the man aware of his surroundings and lifting his head Farvil sees a couple more falling, taken down by a gust a wind.

This reminded him of an image from his childhood...

<flash>
The tree was filled with children, playing through its branches, then suddenly one of them falls from a lower branch.
"Awww! You know I'm going to tell be telling mother about this."
"You wouldn't dare Farvil! " says a younger child with blue eyes like the sky and blond hair. "What would you rat now? That we've skipped field work? Or that I was to blame for you being clumsy again or would you place the blame on Azny and Yia now?

<flash>

The scene changes and he was standing in the front part of a farm cart next to a slightly older version of the blond boy and a rough-bearded man wearing a straw hat and a serious look on his face. The back of the cart was filled with cabbages, pumpkins, carrots and other freshly picked vegetables.

After hours of staring around and staying in awkward silence one of them breaks the monotony:
"Father? What is that funny thing in the distance? The one that looks like a tortoise."
"A monastery. A place where you take bad children to learn manners."
After giving then a frown that would challenge all possible responses he continues. "Said it was an old temple to Shelyn. Not hearing much music nowadays, not since the monks have taken over anyway. Only training and chanting every day, no matter if it's raining, or snowing, or if they had nothing to eat. There will be our next stop."

<flash>
The wind began to blow harder and harder and there were clouds gathering making the bearded man gather his manuscript and put the cloak over his head. Hiding along with his face small scar on his eyebrow.

<flash>
Once behind the heavily defended walls, the monastery had not seemed so majestic. The pouring rain and the tension in the air were not helping either in rebuilding the mysterious feel the boys had.

"But father, you've promised mom you're going to take us to see the big city." said the blond boy.
"Damn that woman! I've already lost enough time. The mule is tired and the road ahead is muddy knee deep. You stay here with these..."
"Don't you dare talk that way about mother!" yelled Farvil only to be struck with the back of the palm. The large iron ring landing right above his eyes. The black-robed monk that witnessed this stopped the second slash grabbing the man's arm and only releasing when the man was turning towards his cart. He left.

<flash>
The same monk from before was walking along Farvil on a long road. A glaive was hanging on his back and the bright light from the sun was making his golden embroideries from his robe shine.
"How come you don't have horses? How do you plow the fields?"
"Never needed them I guess. There's no better training than doing it all yourself. The crop tastes better as well...Salty. He broke in a lough then asked: Too bad your brother couldn't come. Why is he called Red? Now that's a bandit leader name if I ever heard one."
" Says the one called the Laughing sparrow." answered the boy.He was ill-disposed I guess. My sisters said that he had red hair when he was younger, no idea how it ended up yellow. Do you get bandits often? There's a big half-orc visiting us from time to time. Red claims he's a bandit but I don't believe him.
"We get only the ones that want to join the monastery. But I remember the time when it was the other way around. "

" I do hope we find a father. All this talk about bandits gives me shivers "
"I'm sure we will, I'm sure we will. It's only been four days. "

<flash>
The boys were standing in the middle of a farmyard with Laughing Sparrow standing beside them. The place looked deserted: the few animals they owned seemed to be unfed for days.
"Where could they've gone to?! First father and now them? No... no... this cannot be happening." Red said with a loud voice while Farvil was crying holding tight to the monk's robe

<flash>

Farvil was standing in a bowing position on one knee, before an elderly man which had a robe more golden than black from all the embroideries. His face looked much older with a fully grown beard
"I presume you already know why you've been called here."
"I do. Yet I cannot share any information about his whereabouts, the location of the manuscript or what was his reasoning for stealing it. He had not told me anything in advance."
"I understand that you had your differences, yet the family must often bear the burden for when one of its members makes transgressions. And I am afraid I have to place a heavy weight on your shoulders. This is what remains of the Great manuscript, just pieces from the top and the bottom where it was fixed in place. I trust that you will find the proper means to make it whole again."
"But grandmaster... I ...I ... accept."
"You will be needing this." Laughing sparrow said handing over his glaive.
"I cannot take this. It is your heirloom. You said it was passed in your family for centuries."
"Yes it is indeed an heirloom and you are the closest thing to family I still have left. So please take it, it will serve you better than me.

From a small panther cub crying behind me robe, you've grown big, strong, capable of defending yourself.

It is really sad to see you gone, both you and Red. When you get to meet him please tell him that no matter how feral he would become, he would always have a place to call home. I will pray for your safe return."

I reckon I left you quite a bunch of material for character plot lines in case I will find a place in the lucky few.

Stats:

Farvil Sian
Male Human monk 1 Archetypes Master Of Many Styles,
LG Medium humanoid (human)
Init +3, Senses Perception +7
=================================================
DEFENSE
=================================================
AC 16, touch 16, flat-footed 13 (+3 Dex, )
hp 11 ((1d8)+3)
Fort +5, Ref +5, Will +5

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee glaive +4 (1d10+6/x3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks Stunning Fist,
=======

=================================================
STATISTICS
=================================================
Str 19, Dex 16, Con 16, Int 15, Wis 16, Cha 12,
Base Atk +0; CMB +4; CMD 20
Feats Combat Reflexes, Crane Style, Improved Unarmed Strike, Panther Claw, Panther Style, Stunning Fist
Skills Acrobatics +7, Climb +8, Craft (Calligraphy) +6, Knowledge (Religion) +6, Perception +7, Sense Motive +7, Stealth +7,
Traits Martial Manuscript,
Languages Common, Elven, Sylvan
SQ ac bonus, bonus feat, bonus feat, bonus ki, fuse style, skilled, unarmed strike,
Combat Gear rations (trail/per day) (5), candle (2), torch,
Other Gear glaive, outfit (monk's), crossbow bolts (10) (2), backpack, common, bedroll, candlestick, parchment (sheet), inkpen, light crossbow, 0.06 gp
=================================================
SPECIAL ABILITIES
=================================================
AC Bonus (Ex) When unarmored and unencumbered, you add +3 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Feat At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat (Advanced Player's Guide 158). He does not need to meet the prerequisites of that feat, except the Elemental Fist feat. Starting at 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles' feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots. This ability replaces a monk's standard bonus feats.

Bonus Ki Add +1/4 to the monk's ki pool.

Fuse Style (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action. At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. This ability replaces flurry of blows.

Heirloom Weapon When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Martial Manuscript You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.

Monk Bonus Feat

No Racial Subtype You have chosen no racial subtype.

Proficiency (Glaive)

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Stunning Fist (Ex) You gain Stunning Fist as a bonus feat.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table 3-10. The unarmed damage values listed on Table 3-10 is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.


I have an idea I like, but it has become clear that with work I don't have time to get it pulled together, so I will have to withdraw...

It was fun theory crafting though...thanks.

Grand Lodge

Going to withdraw. I just found out that I cannot devote the time to create a fluff-heavy character. Good luck to those applying.


This is shaping up nicely. Hope to see the last results so I can see who gets picked and then start you on one helluva adventure


Figures crossed.


Questions and Answers:
Did you grow up poor, middle-class, or upper-class and wealthy? I grew up with my basic needs met, though when my family came into money it often fell out of it shortly after on one crazy exploit or another.

Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot? We were always on the move, with both parents inclined to seek out the next adventure and loathe to settle in any one place for too long.

Are you from the local area where the adventure begins, or a foreign land? We passed through the area about 20 years ago, but foreign lands is the much more reasonable answer.

Who was your father, and what did he do for a living? Flickner Strumpleheff has a freelance illusionist and enchanter, always on the move, and always searching for the next exciting thing.

Who was your mother, and what did she do for a living? Ralnet Strumpleheff was a tracker and bounty hunter who often found the jobs for the family as they traveled from town to town.

Do you have any siblings? It's something of a miracle that my parents managed to raise even one!

Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)? Almost certainly, though my parents never want to talk about either who they might be or where they might have been from originally. Something happened decades ago that caused a rift, but I never learned what it was.

Was your family religious? Only in a very surface way. We acknowledged the gods, but expected we'd need to take care of ourselves.

What was your education like? It was a practical education be brought with as both parents did their odd jobs. As long as it wasn't too dangerous, and sometimes when it was, I was there watching and learning from them. Dad took extra time to help teach me reading, writing, history and lore in the evenings, and Mom made sure I could handle myself if things got dangerous.

What were your friends like? I had to learn to make friends easily as they always left my life quickly. On the plus side that meant that I got to make plenty of them over the years.

Who was your first love, and what happened to them? I haven't ever really had a first love. The right gnome hasn't been around yet, though I expect that I'll find someone eventually. Quite frankly it's not a priority in my life right now.

What was the happiest moment of your childhood? The evenings when I had either Mom or Dad's undivided attention. When they weren't working on a job, but could just play with me and feed my curiosity with the knowledge they both had.

What was the scariest moment of your childhood? The time I was with my mom and the tracking job she'd taken on turned out not to be a loose kobold, but rather a hag. The hag managed to separate me from my Mom for just a couple minutes, and who knows what it might have done if she hadn't shown up in time.

What was the saddest?The time that town of Westfork decided that my dad was operating some sort of scam and ran us out completely out of the blue. I'd made more connections with others there than almost anywhere else in our travels, and they were all lost, just like that.

Why did you become the class you are? Family tradition? Just fell into it? I don't know what else might have happened, so we'll call it family tradition I suppose. With parents like mine I was always going to do something that kept me on the road, and this sort of exploring feels right.

Who taught you your class's skills? Mostly my parents, though I've always been happy to pick up skills here or there. I had a knack of finding people who knew things when we traveled and somehow they never minded showing a gnomish girl their tricks. A lot of it was what I figured out on my own as well.

What's your relationship with your family now? It's been about 4 years since I've seen my parents, but I'd be happy to see them again and they'd welcome the chance to hear what I've been up to.

If your character wasn't adventuring, what would they be doing instead? I'd probably be in jail for some misunderstanding. Or maybe a grave because I'd underestimated a challenge (or overestimated myself.)

What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them? The Gods are out there, but I don't think of them that often. I appreciate the blessings they give, but I know that I need to rely on my own abilities rather than expecting they'll take care of me.

If you could pick one emotion to describe your character, what would it be? Curiousity perhaps?

What terrifies your character? Complacency and boredom perhaps? Not being able to find new things?

What emboldens your character? New adventures and new challenges. The new stories to share with new friends at a tavern the next town over.

Do they have any goals? If so, what? Nothing in particular outside of being able to continue to experience new things.

Why do they adventure? How could anyone choose to do anything else if they really had the choice?

What role do they fill in the group? Skill monkey, trap disabler, ranged damage support and some buffing.

How does your character get along with members of a group? I can get along with just about anyone who doesn't try to keep my from exploring new things.

How do they feel about other races, like humans, dwarves, halflings, elves, etc.? A person should be judged on their actions, not their ancestry.

How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls? A person should be judged on their actions, not their ancestry.

How does your character feel about magic? Magic is a delightful tool that can make life easier and solve many problems, but you should always be sure that you can handle a situation without it if at all possible, just in case.

How does your character dress? Practically. There are times in this line of work where you need to be able to get around without anyone noticing, so the flashy clothes are reserved for celebrations between jobs.

What does your character look like? Do you have distinguishing birth marks, deformities, hair color? My hair is a fairly dark blue. Less bright than many gnomes which can be helpful when I'm trying not to stand out. Beyond that I'm a pretty typical gnome physically.

Do they have any personality quirks? I'm pretty cheerful and tend to whistle while I think unless there's a reason not to. I don't think I'd say anything goes so far as being a quirk, but sometimes it's hard for one to judge themselves. Oh, and I guess that sometimes I'm less attached to the idea of personal property than many others tend to be, but that's just because sometimes I need to satisfy my curiosity.

An orphanage is on fire and the children are trapped inside, what does your character do? Dash inside, wake the children and get them out. As loudly as possible and hopefully with the new friends that I've just been making in the bar down the road.

The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do? I'd still dash inside, and rescue him, but he might just get a lecture while the fire is burning around him about how there are more important things that the money he's earning. Or I might just appropriate some of said money during the rescue to help set the orphans up with some sort of future?

I've also added some background and personality to the profile and I think I'm done at this point. Let me know if you have any questions or issues, and thanks for the consideration!


Background Questions:
Did you grow up poor, middle-class, or upper-class and wealthy?
· Keva grew up middle-class, but also spent several years living on the road.

Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?
· Keva spent the majority of her childhood living in a small coastal town, but began traveling after her mother's death.

Are you from the local area where the adventure begins, or a foreign land?
· She is from a foreign land.

Who was your father, and what did he do for a living?
· Keva’s father was named Elbridge Windrider, and he was the captain of a small merchant ship.

Who was your mother, and what did she do for a living?
· Keva’s mother was named Soreen Windrider, and she managed a small general goods store.

Do you have any siblings?
· Keva has five siblings, four Human and one Sylph. Her human siblings were all older than her, with there being three older brothers named Alder, Magnus, and Raleigh, as well as an older sister named Sandria. Her Sylph sibling is an identical twin sister named Feve.

Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)?
· Keva does have some extended family, but she has had very little contact with any of them. Additionally, she has grown more distant from them over the recent years.

Was your family religious?
· Her family was religious, but tended to pray to any applicable god whenever it would have been appropriate to do so.

What was your education like?
· Keva was mostly taught by her mother, especially in the ways of trade and being a merchant. It was also her mother that taught her how to wield a blade, the better to defend herself with. However, these lessons bored her, so she also taught herself the ways of the thief. These lessons became more important later in life when she had to fend for herself

What were your friends like?
· Keva had very few friends in her childhood, with the few that she had being some of the street urchins who frequented the area around her mothers shop.

Who was your first love, and what happened to them?
· Keva hasn’t truly ever felt that she was in love with another person. She has had occasional fleeting crushes, but they would never last long.

What was the happiest moment of your childhood?
· The happiest moment of Keva’s childhood was her 14th birthday, when her mother baked her and Feve sweet cakes.

What was the scariest moment of your childhood?
· The scariest moment of Keva’s childhood was when her home town burned in a massive fire. She and Feve were separated from their mother, and barely managed to escape the inferno alive.

What was the saddest?
· The saddest moment of her childhood was the morning after the fire, when she discovered that her mother had perished in the flames.

Why did you become the class you are? Family tradition? Just fell into it?
· Mostly just fell into it. She found it something interesting to do when she was younger, but developed the skills further when she was forced to use them later in life.

Who taught you your class's skills?
· Keva mostly taught herself, but also received some lessons from her mother, as well as some of the more friendly street urchins around her childhood home.

What's your relationship with your family now?
· She had not had contact with any of her older siblings or father since before the fire, as she was never well liked by her father or elder siblings. Up until several years ago, she was practically inseparable from Feve, and two would go everywhere together, always supporting one another. However, one night her sister simply disappeared without a trace. Since then, Keva has been keeping an eye out for her wherever she goes.

If your character wasn't adventuring, what would they be doing instead?
· She would likely be conducting research, looking through libraries for ancient stories or knowledge.

What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them?
· Keva certainly believes in the gods, but is not a super-devout follower of any of them. The two deities who she feels the most connected to are probably Cayden Cailien and Desna.

If you could pick one emotion to describe your character, what would it be?
· Curious.

What terrifies your character?
· Uncontrolled, large fires. They remind her too much of the night that her mother died.

What emboldens your character?
· Seeing someone that she cares about in danger.

Do they have any goals? If so, what?
· Keva’s main goal is to travel the world, hoping to find out what happened to her sister.

Why do they adventure?
· Keva adventures to make a name for herself, see new places, and meet new individuals.

What role do they fill in the group?
· Keva is a decent skill-monkey and trap-spotter, and can also be a semi-decent melee combatant.

How does your character get along with members of a group?
· Keva gets along with most people quite well, unless they give her a reason not to.

How do they feel about other races, like humans, dwarves, halflings, elves, etc.?
· Keva has no particular feelings tied towards any of the other ‘good’ races.

How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls?
· Keva believes that while they should be death with as necessary, individual members of the “evil” races should not be condemned simply because of their race.

How does your character feel about magic?
· Keva has no particular feelings about magic. Sure, it can be a useful tool, weapon or defense, but it is not strictly needed.

How does your character dress?
· Keva typically dresses in loose clothing that allows her to move freely. A thin leather vest goes over a simple white shirt, as well as her armor. Her legs are typically clad in pants, and her feet have basic shoes on them. On her back is a woolen cloak.

What does your character look like? Do you have distinguishing birth marks, deformities, hair color?
· Keva’s skin is covered in faint blue patterns, and is overall somewhat pale. Her eyes are a silvery color, and her flowing hair is a pure white.

Do they have any personality quirks?
· She tries to be contsantly smiling, and occasionally tries to make jokes when the situation gets too serious. Additionally, she constantly messes with her hair absentmindedly.

An orphanage is on fire and the children are trapped inside, what does your character do?
· Blanking out her own fears, she would rush in and attempt to save as many of the children as she can. She would try her hardest to make sure that none of the children she saves lose any sibling, if they have any.

The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do?
· Keva will attempt to save him. As she does this, she will try to make sure that he comes out of the experience with as little material wealth as possible, hopefully with only the clothes on his back. However, if she feels that doing so would put herself at too much risk, she would refrain from helping directly, calling for assistance from other nearby.


Okay gonna compile a list of whose applied and then review, didnt have a chance to do it after work last night as my back was killing me


Good luck to all the applicants! It should be a good crew to run through this classic regardless!


Good luck to everyone!


So the Complete list is
Nex Lupe
Pajet
Pot
Antal Firebrand
Farvil Sain
Aurgrok Manyteeth
Ekaitz
Keva Windrider
Eyliana

Did I miss anyone


6 or 7 of 9? Best selection ratio I think I've seen that wasn't a "first come gets a seat."


Agreed Hustonj

Now to pour over what is needed and what roles get filled out the best


Okay I think I have this narrowed down.

Nex Lupe (Healer/Meat Shield/Blaster)
Pajet (Information/Skill)
Farvil Sain (Meat Shield)
Aurgrok Manyteeth (Meat Sheild)
Ekaitz(Skill/Healer/Utility)
Keva (Skill)
Eyliana(Skill/Arcane)

Like I said you can take the Quirk to get 2nd level, but just remember that getting the quirk could cause Missing Limbs, Blindness, Multiple Personalities or something mundane like Color Blindness or Anosmia up to you. And it will only be open to the first Three who wish to roll


Pajet is nothing if not interested in exploring the unknown and unexpected. She'll go for a quirk. I think I'll be able to roll with whatever RP goes with it.


Thank you, GM!

I'm going to stick to level 1. I think I'll enjoy Eÿliana's exploration and discovery of her first arcane powers!


Have fun, guys!


Okay for those curious on the Quirks and FLaws roll a D100 I look at a chart and then have you roll a die appropriate for that chart. I am nixing multiple Quirks and Flaws though as I only want you guys to have one.


Level 1 is fine for me as well. Although power progression in play by post campaigns could be very slow, I prefer to take all matters one step at a time.


Yeah, I'm fine with sticking to level 1 for now.


True, I have added a few social side quests and things to help with xp and connections, eventually, if we get through this you'll move on to more fun things, including fighting a demon goddess.

Also if you die you can be brought back by taking a quirk and flaw!


So hopefully tonight I will have up a nice introduction with a snippet for each of you as to why you are coming to Hommlet and who sent you. Or asked you to come.


Feel free to post your description in the Gameplay thread. I am still working on an introduction.(Injured my back so I took medication and kinda slept it all away.)


Hope your back is doing better! I'm waiting to find out what my quirk will be before I do the initial post in the gameplay thread. It could change things fairly dramatically depending on what the quirk ends up being.


Pajet roll a d100

Grand Lodge

I can't wait to see how these turn out.


Quirky Quirkness: 1d100 ⇒ 48

Now that, I think, is what no one will deny is a number.


Major Physical Flaw

roll another d100


This can't help but go well!

Physical Flaw: 1d100 ⇒ 54

Once again, I'll point out, undeniably a number!


Ouch Maimed... Lose 3 points of Charisma and roll a d6


Well, at least CHA is a dump stat for, ... wait a minute!

Maimed! Bah Bum!: 1d6 ⇒ 3

This is where the good part comes, right?


I hope so..but no probably not

lol roll again see if you have an extra finger or webbed fingers


Those could both totally come in handy!

Digit modifiers!: 1d6 ⇒ 2

I'm going to be sooo good at counting! To like 11 or 12!


Have fun storming the Temple


Webbed fingers! gain +1 to swim and against disarm attempts

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