Darkwings Serpant skull (Inactive)

Game Master DarkWingD

Serpants skull

Loot sheet


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Everything has been added to profile.


Will write my 15 min background tomorrow at work.


Moved my writing sample/interaction into his profile.

Roland Payne

Silver Crusade

15 things:

Studded leather armor
Rapier
Spare rapier
Belt with 4 daggers (for throwing)
Backpack
Humansized waterskin (water for 2 days)
Rainproof hooded wax cloak
Pouch with comb and scissor (for grooming)
Signal whistle
Packet of nibbles (food for 2 meals)
Potion of cure light wounds (x3)
Potion of jump
Potion of air bubble


Blipp Blacktongue wrote:

Not much to say since I'm basically done ... I should probably label out my 15 things

Quick question: can we list amunition or stacks of items so long as the stacks don't value over 50gp as one item?

I don't know about stacks of items, but here is what the GM said about ammunition:

Darkwing_DM wrote:


Phntm wrote:

Question regarding the 15 items: Does ammunition count as a weapon, or is ammunition a separate category?

the ammunition will be assumed to be with the ranged weapon with (20) count ammunition. if you want more than (20) then you can list it as a seperate item but not more than twice. each for a additional 20.

Hope that helps with answering your question.


The Kobold Klan/Blipp Blacktongue (grippi; Alch)- submission completed after the following-
1. (answer your question) if a ranged item is chosen you get 20 ammo automatically. if you want more ammunition is a separate catagory. cannot have more than two items of the same type. (so max 60 ammo) it looks like on your sheet you already have items however you can change it if you wish.
2. place positive traits on main page please.

Ellioti/Haji Hamidi Musaraji- (h-elf Paladin)[b/]- submission completed on teh assumption that the character if chosen will be consolidated on a aliaes tab.

[b]CrusaderWolf/Adoni Lepida- (human Oracle)- incomplete
1. missing background, items, RP example.

Ammon Knight of Ragathiel/Eko (Grippli; hunter) - submission completed.

Viondar/Nali the Pie Rat (ratfolk swashbuckler (inspired blade / wild strider) submission completed

baggageboy /Roland Payne h-Orc bloodrager- submission completed
1. please move your neg traits to main tab.

trawets71 /St. John Smythe (human swashbuckler)-
1. missing background
2. negative traits
3. 15 item list

incomplete Dots-
BloodPaw- missing the character sheet, good traits
Kobolum - Sor-
SkaTalon
AdamWarnock
Redac
Daedalus


Hey I love Calamity but I'm gonna withdraw her, sorry.


Roland Payne's negative traits.

Negative Traits:
Name three things that are bad if you are a good character
- Anger management, Roland get's mad easy and will use violence
- Dishonest, Roland isn't a cheat, and won't steal, but he will lie if he feels a strong need to, though he doesn't do it often
- Greedy, Roland grew up poor and struggles to let go of the wealth he acquires, he is not the kind of person to not accept a reward, he what's his due


While I seem tantalizingly close to figuring it out, I just can't quite get my character to fully materialize, and I'm not really hopeful that I'll have time to finish before the deadline.

With that, I will have to bow out.


Right. Will do so


Darkwing_DM wrote:


Ellioti/Haji Hamidi Musaraji- (h-elf Paladin)- submission completed on teh assumption that the character if chosen will be consolidated on a aliaes tab.

Your wish is my command


Here is Masi’s 3 Negative Things

3 Negative Things:

-Xenophobic, Masi is slightly xenophobic, he doesn’t hate other races but having no prolonged exposure to them he does not believe that their way of life is the best way to live

Naive, He’s rather naive of civilized culture and many things go over his head.

Anger Management in Stressful Situations, While he tends to take after his mother more, there is no doubt that the skills taught to him by Imbuka have taken hold of Masi’s heart. He can get very angry and violent especially when he gets lost in the heat of battle or the moment.

Silver Crusade

Cαlαmity wrote:
Hey I love Calamity but I'm gonna withdraw her, sorry.

:(


Calamity, I hope you find a chance to play her again, seems like she would be fun character to run.


Just an FYI, I'm gonna alter my Archetype from Vivisectionist into Eldritch Poisoner as it fits better and i didn't realize it was an archetype

this of course means i will loose my ability to make Animals into furries, but allows me to kill things better with stabby poisons.


Gozreh thanks and blesses you.

I have also made a couple of tweaks to my domains, taking the Growth and Seasons subdomains of the Plant and Weather domains, which were what I had previously.


Almon Farrel is a dealer of antiques and other curiosities who has seemingly settled into his groove in life. A lover of all the finer (and more expensive) things in life, he thought he was on a simple sea trip to purchase some relics for a lot less than he was going to sell them for. But apparently fate is going to intervene...

He is a half-elven investigator, trapfinding and skills. I think I just need to write up a ship encounter.
I will probably adjust the skills I have depending on the makeup of the party.


Hey all,
Viondar here.

What I haven't said yet on this board, is that I'm completely new to PBP. I've just created this Alias, but how do I enter character info to it?


Nali the pie rat wrote:

Hey all,

Viondar here.

What I haven't said yet on this board, is that I'm completely new to PBP. I've just created this Alias, but how do I enter character info to it?

On your profile page there are tabs near the top, The left most tab is your profile, go to that tab and click "Create Character profile' and it should open up a menu to do that... But be warned: Click "Preview post" frequently as The Paizo Golem likes to eat text.


Welcome to the board, be prepared to have your free time devoured checking for updated threads.

Did someone post...
How bout now...

I find doing everything in a word document and shifting it over helps.

Silver Crusade

Thanks :)
I'll go look!

But I'd better do it on my laptop, I reckon. Usually I use my phone, here.
The word doc is a good idea :)


Updating profiles from mobile is more hassle than its worth. Definitely wait until you're on your laptop.

I second Trogustiano's Word document suggestion. I find it's best for putting everything in the profile together, then copy-pasting it into the text box.


I would like to present Darewin for your consideration on this adventure.

5 minutes background:

1) I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
  • - An illiterate savage brute and a freak, loyal to the bone to his taller companions (seen as an authority), without the ability to define his own purpose in life, he just follows whomever he considers to be his boss.
  • - Captured wild and savage in Mwangi's jungles and taken as a freak to Cheliax, an entertainment for the high society, exposed and even forced to fight in life or death battles with tribal weapons.
  • - His owner has decided to come back to his hometown, Eleder, in Sargava, for a short recess and make more money with his show in the colony after his successful years run in Cheliax.
  • - Has learned to respect authority and hierarchy by force. He has learned to kill or die, but guards no special grudge against the world.
  • - The origins about his kin, tribe and family remain a mystery of the jungles to him.
  • - Finds delightful all kind of meats but has a keen eye for cinnamon cookies.
  • - Knows how to dance because he was forced to as part of the show. The nobles in Egara found very interesting a monkey in the Theatre that can be part of the acting.

    2) Two goals that you'd like the character to accomplish in-game.

  • - To find his identity, who he is, where does he come.
  • - To find his own purpose in life, being able to lead others to fulfill those purposes instead of just blindly following others will as he dows now.

    3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

  • - I will send these as a PM to the GM.

    4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.

  • - Carl Dehnam: The showman that captured and exposed him through all Cheliax. Darewin both hates and respects the man, but Carl would had already killed him in one of his beatings if the monkey goblin was not his main source of income.
  • - Mother: Aside from his thin early memories and the tattoo, Darewin conserves an amulet of a leaf made of bone her mother made for him. Carl took it from him multiple times, but the monkey goblin ultimately managed to recover it once and again thanks to his criminal skills (that Carl made him built up) until the man understood this was way too important for Darewin. This is no other than a bone holy symbol of Gozreh.
  • - Ann Darrow: The assistant to Carl Dehnam, whom has shown some kindness to him and likes to prepare cinnamon cookies. Darewin is in love with the woman.
  • - Ieana: She would have taken interest into Darewin’s origins after knowing he was taken as a child from the deep jungles. She has been fine with Darewin, even giving him some cinnamon cookies, and built up a fiendship with Ann. Pitifully Darewin’s could give little peace to her questions, but he started to fill something special for the woman.
  • - Alizandru Kovack: Darewin is most impressed by the long shadow of authority of the captain. He is intrigued by the way he leads his crew without the need to come back to violence like Carl does with him. The captain soon became a referent for him and Darewin would be willing to serve him with honor.

    5) Three key memories that define your character as the person they are at the time of submission.

  • - A vision of her home when he was a child, and her mother would play and feed him. He will remember very clearly certain structure or natural accident of where he lived (as provided by the GM).
  • - The forced fights given by Carl, where he learned you either kill with whatever you had at hand or you die. And Darewin remembers quite well the emotions of the high society coming to see the show.
  • - Ann giving him cinnamon cookies when he was ill injured by Carl’s beating.

    6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.

  • - Whips. Everytime he sees a whip he remember’s of Carl’s beatings to force him do as commanded. The whip might not deal damage to him now, but the memories of the whip on his skin when he was a child monkey is recorded on his brain so hard, he still thinks it’s going to kill him and panics.
  • Ship encounter:

    The door opened late at night and the twinkling light of a candle poured all over the small section of the hold. The voice of two women filled the room, cramped with supplies and food for the journey “Is it here Ann? I cannot see anyone?

    Ann Darrow was assistant to a great show entrepreneur called Carl Dehnam. They had boarded the Jenivere at Ilizmagorti when they had to “swiftly cancel” their last show after a local pirate required a “fairer” share of the business “Yes, sure, it’s here, Darewin uses to hide after Carl batters his frustration with him…

    The good willed assistant had called the attention of Ieana that very same afternoon, when the scholar heard Carl and her were travelling back to their hometown and they were accompanied by a beast from their show they had captured deep into the Mwangi Expanse years ago “Darewin, do not be shy, this woman here just wants to ask you some questions about your jungle

    A pair of tiny eyes appeared from behind a barrel of beer. Ann showed a couple of cinnamon cookies and offered a smile. A strange creature with a wide head and a toothy mouth slowly came into the light of the candle and smelled the cookies. Ieana examined the dappled green skin, simian hands and feet, and the long, ratlike tail and nodded “Darewin… is it that your name?” the monkey goblin noded and raised his manacled hands getting both cookies and bringing both ensemble into his mouth with fruition. He talked and his voice sounded both strident and broken at the same time “Dar-e-win lady. Darewin good. Darewin no eat more on boss meat. Darewin promises

    It is ok Darewin. I can ensure you get some extra meat. I just want to ask you a question or two” Ieana approached his hand to the beast face and tilted it allowing the candle to light a bizarre mark on his face “Where did you get that mark? Were you born with it?

    Mother said Darewin good. Darewin hope. Great sage said so. Great sage brought Darewin to temple. The gods sent the mark, mother said great honor. Darewin does not remember good” Ieana’s face changed with excitement “Tell me, how was that temple? Where there any figures there?

    Darewin does not remember well. Long time ago before Darewin did not serve owner. Big temple. Darewin saw Serpent. Darewin does not like snakes. Darewin saw Skull. Darewin crush skulls!” after listening the answer Ieana standed up and looked back at Ann with a wide smile “Yes! You were right Ann. Thank you!” slightly turning back to look at Darewin, Ieana nodded “Good luck Darewin” then the woman stomped away from the hold. Darewin and Ann looked at each other and shrugged. Darewin cuddled his head against Ann “Mysterious woman smells like Ann. I like mysterious woman

    DAREWIN:

    Male goblin monkey barbarian (wildborn) 1
    N Small humanoid (goblin monkey)
    Init +3; Senses low light vision Perception +4
    DEFENSE
    AC 19, touch 15, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 size)
    hp 15 (1d12+2+1)
    Fort +4 (2 class, 2 Con), Ref +3 (0 class, 3 Dex), Will +1 (0 class, 0 Wis, 1 trait) [+2 vs fear, +2 vs poison (and immune to wasp)]
    OFFENSE
    Speed 20 ft. (30’ without armor), Climb 20 ft. (30’ without armor)
    Melee bare hands +5 (1d2+3) non-lethal
    club +5 (1d4+4) bludgeoning
    Ranged club +5 (1d4+3) 10’

    STATISTICS
    Str 16, Dex 17, Con 14, Int 10, Wis 10, Cha 8
    Ability increments +4 Dex (racial), -2 Wis/Car (racial)
    Base Atk +1; CMB +4; CMD 16 (4 CMB, 3 Dex, -1 Size)
    Feats
    Improved unarmed strike (B), Catch of Guard (B), Dodge
    Traits
    Foul Brand (drawback): You have the symbol of an evil deity burned into your flesh. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.
    Freed slave (regional): You were either born or sold into slavery, but were later freed. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life. Benefit: You gain a +1 trait bonus on Will saves.
    Criminal (social): You spent your early life robbing and stealing to get by. Benefits: Select one of the following skills: >>Disable Device<<, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
    Boarded in Mediogalti Your travels have brought you to the Jenivere through the dangerous port of Ilizmagorti, home to both pirates and assassins. Perhaps you’re f leeing a price on your head, perhaps you’ve jumped ship from another vessel, or perhaps you’re merely looking for a new start in a land where the dangers make themselves more obvious. Your familiarity with subtle slayings and toxins grants you a +2 trait bonus on all saves against poison. In addition, you can pick one type of poison listed below to be immune to, having undergone a long and painful process of building up an immunity to its effects: blue whinnis, giant wasp poison, medium spider venom, small centipede poison, or spider vine poison (a poison derived from a toxic plant native to the Mwangi Expanse).
    Skills (4x1=4; ACP=-3) Acrobatics +9 (3 Dex, 1 rank, 3 class, 2 racial), Climb +0 (3 Str, class, -3 ACP), Disable Device +8 (3 Dex, 1 rank, 3 class, 1 trait), Intimidate -1 (-1 Cha, class), K. nature +0 (0 Int, class), Perception +4 (0 Wis, 1 rank, 3 class), Ride +3 (+3 Dex, class), Stealth +6 (3 Dex, 2 racial, 4 size, -3 ACP), Survival +4 (0 Wis, 1 rank, 3 class), Swim +0 (3 Str, class, -3 ACP)
    Background skills (2x1= 2) Craft (0 Int, class), Handle Animal +3 (-1 Cha, 1 rank, 3 class), Perform (dance) +3 (-1 Cha, 1 rank, 3 class)
    Languages Common, Goblin
    Favoured class bonus: +1 hp

    SPECIAL ABILITIES AND RACIAL TRAITS
    Ability score +4 Dex, -2 Wis, -2 Car
    Size Small
    Low-Light Vision: Monkey goblins can see twice as far as humans in conditions of dim light.
    Acrobatic: Monkey goblins gain a +2 racial bonus on Acrobatics and Stealth checks.
    Fearless: Monkey goblins gain a +2 racial bonus on all saving throws against fear.
    Natural Climber: Monkey goblins have a climb speed of 30 feet.
    Prehensile Tail: All monkey goblins have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small objects stowed on their persons as a swift action.
    Weapon and Armor Proficiency: A wildborn is proficient with leather and hide armors (but not shields) and all simple weapons that can be crafted from bone, stone, or wood. In addition, a wildborn gains Improved Unarmed Strike and Catch Off-Guard as bonus feats at 1st level. If she uses any other kind of weapon or armor, she loses her abilities from this archetype (except illiteracy) for the next 24 hours.
    This alters the barbarian’s normal weapon and armor proficiencies.
    Illiteracy: A wildborn cannot read or write. She can learn to read or write a language only if she takes a level in another class, and even then only by taking 1 or more ranks in Linguistics.
    Fast movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
    Rage (Ex): 4+Con rounds per day (6/day)

    EQUIPMENT:

    Aside from the hide armor, the chains he is locked with and the amulet given by his mother, all the rest are stuff Darewin does not have but he can probably improvise from the objects of the place where he is locked in at the vesel.
    1) Hide armor
    2) Bone amulet of a leaf
    3) Chains
    4) Manacles
    5) Fishing net
    6) Flint and steel
    7) Bone from last dinner
    8) Sack
    9) Torches
    10) Waterskin
    11) Stone (fits as a stone head for a longspear)
    12) Pole (fits as the stick for a longspear)
    13) Smokestick
    14) Fine cheese
    15) Fine bottle of wine


    Shipboard Encounter:

    The sun is setting as Almon makes his way into the common room after the evening meal. Dressed in his customary white suit and with his fancy gold-topped cane in hand, he makes his way across to a wide chair, which creaks in protest as he lowers his hefty frame into it. "Well," he remarks to Gelik, already seated across a small table, "I note our illustrious chef remains resolute in his determination to keep our food as unflavoured as possible." Taking a monogrammed silk hankerchief out of his pocket, he dabs at the sweat beading on his forehead while his eyes dart around taking in all the occupants of the room. "I had hoped we might picked up some more spices at one of the stops, but apparently not. I suppose he thinks any flavour might cause seasickness in some of the more delicate passnegers, but the sea has been so smooth so far. I don't suppose you've seen such a fair sea in your travels?"

    As the gnome answers, telling another of his travel stories, Almon motions a steward over and orders his usual drink.
    "Fascinating!" he remarks cordially once the tale winds down. "You've certainly seen a lot. If I'd known life on a boat could be as pleasant as this, I'd have started years ago. But I'd heard too many tales about others' unpleasant experiences - it took a lucrative business opportunity to make me set out." He pauses, looking out across the sea, now lit by moonlight. "Still, I suppose once I return home, my stories of the trip will be about the food - it's more fun to complain." he chuckles. "Well, it's finally cooling down so I'll be heading down to my cabin to get some sleep. The heat in the day is becoming increasingly suppressive."

    Heaving himself to his feet, he bids adieu to the gnome, and nods at the other common room occupants as he carefully weaves his way through the tables and returns to his quarters.


    Just a reminder the recruitment will close Saturday the 16th and we will be starting the campaign on Monday the 18th, I hope to have chosen the players by Monday morning before I post the starting scene. I should post a final head count list on Saturday.


    Good to know. Plan to have my character sorted out today


    One more day...
    One more day until I have the chance to experiment on those who are foolish enough to get in my way ...


    Cutting it close but I'm submitting Iroko the young Magaambyan Initiate.

    5 Minute Background:
    1. I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
    . Current student at the Magaambya Academy in Nantambu, where he has started to specialize in herbology.
    . Orphan who was taken in by a traveling Druid. The druid noticed his magical talent and took him to the Academy.
    . Initiate who has taken time off from school to search for a legendary Tobongo/Treant said to have been planted by Old Man Jatembe.
    . He is the Mwangi Johnny Appleseed. He tries to plant seeds in any area that looks to be deforested or had its plant life heavily harvested.
    . Is on this journey to find a way to become more powerful and in tuned with nature

    2. Two goals that you'd like the character to accomplish in-game.
    . Discovering an ancient and magical Treant/Tobongo or similar magical creature/item linked to Old Jatembe that he can tell his teachers about and get in their good grace.
    . Learning the Treant’s/Tobongo’s rumored magical secrets.
    . Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
    . Has been temporarily suspended from the Academy for being in a restricted area and injuring two of his fellow students.
    . Nganda who helped take care of him and helped him make his way to the academy has a cursed plant attached to him that is slowly driving him crazy.

    4. 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
    . Nganda: Father figure. Old druid who took him in when his village was destroyed and helped him make his journey across the Jungle to the Academy. Never stays in once place long, but can always be found walking the Jungles of the Expanse with his ape companion
    . Ieana: Friend/Colleague Fascinated with the Mwangi Expanse, Ieana, reached out to several teachers at the Academy. They all politely ignored her correspondence. However, she didn’t give up and asked the professors to put her in contact with any high aptitude students who wished to correspond with her. They all said no except for Iroko. Iroko excitedly talked at length with her and even encouraged her to make her journey to the Mwangi Expanse.
    . Oloh: Classmate and Friend. Not the best student but not the worse. Currently, recovering from wounds caused by a wizard battle between Iroko and his rival/enemy Macoute.
    . Macoute: Classmate/Rival/Bully/Enemy. Has made Iroko’s life miserable since he arrived. Macoute has an interest in necromancy which is frowned upon in the Academy. Iroko catching Macoute raising dead rodents attempts to stop him and breaks Macoute’s arm and pierces Oloh in the stomach in the process. Causing Iroko to be suspended.

    5. Three key memories that define your character as the person they are at the time of submission.
    . Seeing his village ransacked and pillaged by colonials and the Aspis Consortium
    . Iroko unintentionally causing a sapling to grow into a full-sized tree
    . Sharing a Kiwano melon with Nganda as they approached the beautiful mosaic towers of Nantambu.

    6. Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.
    . The idea of contracting a rotting disease where he is perfectly presentable on the outside but is dying of rot on the inside.

    7. Three bad traits.
    . Slothful: Iroko is content to sleep the day away under a tree.
    . Arrogant: Thinks he’s so naturally good at magic he doesn’t have try hard or study. Thinks he can instantly be good at anything he tries.
    . Would let a person he judged as evil die.

    Character Sheet:

    Rough draft of character

    Iroko

    Male Human Arcanist 1

    N medium humanoid

    Init +1 Senses Normal Vision Perception +3

    DEFENSE

    AC 11, touch 11, flat-footed 10

    hp 8

    Fort 2 Reflex 1 Will 2

    OFFENSE

    Speed 30 ft

    Melee

    Touch -1 (Varies x2)

    Ranged

    Ray +1 (Varies x2)

    or Ranged Touch +1 (Varies x2)

    Space 5 Reach 5

    STATISTICS

    STR 8 DEX 12 CON 12 INT 18 WIS 11 CHA 15

    BAB 0 CMB -1 CMD 10

    Feats Combat Casting, Extra Arcanist Exploit

    Skills Acrobatics 1, Appraise 4, Bluff 2, Climb -1, Diplomacy 5, Disguise 2, Escape Artist 1, Fly 1, Heal 0, Intimidate 2, Knowledge (arcana) 8, Knowledge (geography) 8, Knowledge (history) 8, Knowledge (local) 8, Knowledge (nature) 8, Perception 3, Ride 1, Sense Motive 2, Stealth 1, Survival 1, Swim -1

    Languages Common, Grippli, Orc, Elven, Halfling, Polyglot

    Prepared Spells:
    1. Magic Missile, Mage Armor, Entangle*(Spell Lore)
    0. Read Magic, Detect Magic, Prestidigitation, Acid Splash

    Aura of Good (Ex): A Magaambyan arcanist radiates an aura of good as if she were a cleric of a level equal to her class level (see the detect good spell). Halcyon

    Spell Lore (Su): A Magaambyan initiate’s studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that she can cast, and cannot be a spell that already appears on her arcanist spell list. A Magaambyan initiate can cast a spell that she has chosen with this ability as if it were on her spell list and prepared by expending a number of points from her arcane reservoir equal to half the spell’s level (minimum 1) and expending a spell slot of the spell’s level. At 4th level and every 2 levels thereafter, a Magaambyan initiate can choose to lose a spell that she has chosen with this ability in exchange for a new spell of the same spell level that meets the same requirements. This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels.

    School Understanding (Advanced Class Guide pg. 11): The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level.

    "• Weapon Proficiency: You are proficient with all Simple weapons.

    • Arcane Reservoir (Su) (ACG 9): You have a pool of magical energy that you can draw upon to fuel your exploits and enhance your spells. This reservoir can hold a maximum of 4 points. Each day, when preparing spells, your reservoir starts with 3 points. When casting an Arcanist spell, you can spend 1 point to increase either the caster level or the DC by 1. You cannot spend more than 1 point on a given spell in this way.

    • Exploits (ACG 9): By bending and breaking the laws of magic, you have learned to exploit gaps and exceptions. (Unless otherwise noted, save DC is 12)

    • School Understanding (ACG 11): You gain access to the Splintered Spear power of the Wood arcane school as though you were a 1st level wizard.As a swift action, you can expend 1 point from your arcane reservoir to boost your understanding to your Arcanist level for 2 rounds, also gaining the other 1st level power for this period.

    • Splintered Spear (Su) (normal) - As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack (using your Intelligence modifier instead of Dex/Str). against one target. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. You can use this ability 6 times a day.

    • Flexible Enhancement (Su) (boosted) - You gain a +1 enhancement bonus to . You can change this bonus to a new ability score when you prepare spells.

    • Splintered Spear (Su) (boosted) - As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack (using your Intelligence modifier instead of Dex/Str). against one target. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. You can use this ability 5 times a day.

    • Consume Spells (Su) (ACG 13): 2 times per day, you can expend an available Arcanist spell slot as a move action, making it unavailable for the rest of the day. Doing this adds a number of points to your arcane reservoir equal to the level of the slot consumed."

    Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).

    An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own (see Arcane Magic Writings).

    Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

    Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

    Going to add writing sample and item list later today


    Update
    Actually I am pushing days back one day, Sunday 17 will be the last day to submit because Saturday they are doing maintenance so the PbP might be down 3 hours or sometimes they last longer, so to make sure everything will be pushed back one day.

    - so to clarify -
    Sunday 17th last day to submit

    Monday 18th ill post the selection

    Tuesday 19th we will start.


    Sounds good. Thanks for the heads up.


    Submission for Thraxis the druid.

    Thraxis

    items:
    Sickle, leather armour, spear, sling, backpack, 5 days rations, bedroll, anti toxin, Water skin, rope, torches, flint/steel, anti plague, hammok, fishing rod


    Ah, yes- They've been blipping in and out for me, And I didn't see this until now :P


    All right I have my character mostly done. And by mostly done I mean I have over half of the background written, but I haven’t had time to write up a character sheet. But I do know what I wanted to be, a snake blood sorcerer lawful neutral elf.

    Ship encounter:
    “Oh come on I’m not going to bite.”

    “Go away!” Ieana said from the other side of the door. Her exasperation is evident in her voice. Ejigu could understand, he too was getting tired of knocking on her door every other day.

    “Why? I want to talk about your field of Interest. Most scholars love to talk to nauseam about the things they study.”

    “I’m not most scholars!” Ejigu and Ieana yelled at the same time. They had this conversation before. He pressed on. “We’re going to keep having this conversation. Can you at least give me a reason why you don’t want to talk to me.”

    She opened the door and if looks could kill he would have died on the spot, her glare probably would have done it too. “Why are you so interested about talking to me? You’re from the Mwangi Expanse.”

    “Yeah, but I’ve never been to a fancy school like you have. You probably know more about the Mwangi Expanse than anyone I’ve ever met.” It was true that he didn’t know much about the history of the Mwangi Expanse and that he’d never been to any school for a higher education, but that was mainly because he was busy touring Avistan, studying ways to build and maintain a proper society.

    She let out an angry groan. “If I agree to take you with me as I explore the ruins in the Expanse will you leave me alone?”

    “As an add-on? As a boss? As a friend?”

    “As a slave.” She left no room for argument.

    “I’ll work my way up to life partner.”

    She slammed the door.

    Fifteen items:
    • Compass
    • Silk rope 50’
    • Flint & Steel
    • Masterwork backpack
    • Spell component pouch
    • The History and Future of Humanity
    • Tome of Memory
    • Silver medallion
    • Manual of City Building
    • Outfit Traveler’s
    • Hip flask
    • Journal
    • Ink
    • Inkpen
    • Dagger


    I dont have access to my PC. So no sheet till tomorrow. But:

    Three Things of him being good:

    1. Friendly and talkative
    2. Seperrates work from social life
    3. Will NEVER accept a job that involves a kid


    Writing sample and items for Iroko the Arcanist Magaambyan Initiate

    15 Items:

    Dagger
    light crossbow
    10 bolts
    spellbook
    rope
    trail rations
    quarterstaff
    backpack
    spell component pouch
    flint and steel
    Bed roll
    Journal
    Ink
    Ink Pen
    Waterskin

    Writing Sample:
    Iroko felt the warmth of the sun beaming down. He felt the warmth of the dark wood on his back as he drifted in and out of sleep. “This,” he thought “is what it means to be in tune with nature.” As he settled in to go back to sleep a shadow suddenly blocked his connection to the sun.

    “Iroko, I’d like to thank you for your assistance in answering questions I had about the Expanse’s flora,” Ieana said staring down at him.

    Slowly blinking his eyes open Iroka stared up at the Varisian scholar. “After naps, the Mwangi flora is my next area of expertise. Honestly, I’m just happy to see you outside of that stuffy room taking in the sun and sea spray. It's a rare sight!”

    “Yes, well there’s a lot to prepare for before we dock. There is still so much I do not know. So much I must prep for if my exploration is to be successful. I should actually go back and finish plotting my course through the wilds to the ruins. I just thought it would be rude of me not to thank you in person for your help. I should be…"

    “Wait. Could you just do me a favor."

    “Umm… Yes, it would be ridiculous of me not to at least attempt to return the favor. How can I help you? Do you have conflicting sources that you wish for me to help you consider? I've been have such a hard time reconciling John Jackson's personal safari accounts with Jack Johnson's interviews with native Mwangi.”

    "No. Could you just sit here with me?"

    "What! I don’t know… I have so much to do… Fine. I can spare a minute, but only a minute. Then, it's back to my studies."

    Iroko moved to a sitting position and sat crossed leg on the deck. He patted a space on the deck right next to him. “Perfect. A minute is all it takes.”

    Hesitantly, Ieana took her place next to Iroko. “What good is any of …”

    Putting a finger to his lips, Iroko continued to stare off into the distance.

    A quiet swept over the two of them.The sound of the sea breeze and waves washed over the two seated scholars.It seemed to swallow the din of sailors working, swearing, and fighting. After a minute Iroko stood up and stretched up towards the sun. He reached out and helped Ieana up to her feet.

    "I know it all seems like a lot, but it’s always nice to take a moment and enjoy Gozreh’s bounty. With that said there’s also a map in my bag that I’ve been neglecting. I might not be the best person to take advice from,” Iroko finished with a shrug. “Let us part ways and consider each other’s strengths, and in need strengthen the other’s weakness.”

    With that they parted ways. As Iroko walked back to his cabin he thought, “We have a few more days I can probably get to that map tomorrow.”


    Ok recruitment is closed, those who have let me know that they have incomplete character can continue to work on them until I make my decision, tomorrow evening. I will post the selection by 8:00pm CST. I will be reviewing the characters until then. thank you to everyone that have submitted.


    Mine should be done, My archetype change was mostly surface stuff- loosing a Mutagen in place of a Deadly Arcana-poison. Other than that, I believe I am changing my Knowledge (religion) ranks to Heal ranks.


    Should be an interesting decision with all the disparate character concepts.


    Thank you to everyone that submitted a character, there were several good options but I decided to go with the following people based upon many factors. where some choices were very strong I was looking for a certain flavor and thanks to everyone for their time. will the following people please report to the discussion and campaign thread and look it over before posting on the gameplay threads because there is a lot of important information on the tabs. this campaign is known for the very tough first book, but it is also known for the first book being probably the best written of all the AP's.

    Nali- (Swashbuckler)-
    Almon Farrel- (Investigator)-
    Thrazis- (Blight druid)-
    Henris Flynn (Human Cleric)-
    baggageboy /Roland Payne (h-Orc bloodrager)-

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