Gm Chapel here! Comin' at ya with some re-recruitment action.
We have, unfortunately already lost one player for this game to the void and are in need of a new fourth PC.
We are still early in the adventure so it your character will not have missed out on too much of the game. The chosen character will join the others asap (we can work on that scenario privately) but you won't be just jumping right in. You may have to wait a few days after selection is done.
-20 Pt Buy (no stat over 18 after racial modifier)
-Race: Most races are fine. Rule of thumb: If you think you have to ask, it’s probably a “no.” Looking at you Svirfneblin.
-Class: No 3rd party. Everything else is fine. If you want to make that Synthesist Summoner you’ve been itching to play, go for it. The only thing I ask is that you don’t ruin the game for everyone else.
-PF Unchained: Chained, unchained, I don’t care. I personally prefer aspects of both the chained and unchained Monk (why unchain him and then continue to release archetypes that don’t work with the new version?!)
-Background skills +1. So, 3 points per level.
-Traits: 3 One must be a campaign trait. Can’t be same category yadaya.
-HP: Max every level.
-Starting Wealth: Max for your class
-VMC is permitted.
-Please Spoiler your submissions so we don’t have large blocks to scroll through.
-I level at milestones not experience.
-Maps will be handled via google slides. Handouts and a loot list will be provided as well.
-I’m pretty lenient on most things (after many years of “No, you can’t do that” got tedious). Please don’t take advantage of that.
-Please read the Player’s Guide. They’re free.
None of these need to be super long. A few sentences.
-Appearance (Feel free to include a picture.)
-Give me a brief rundown of who your character was before the campaign. Nothing crazy. You are an amnesiac after all. But that doesn't mean that as a player you have no idea who your character was.
Let's see if we can get a new player in by the beginning of next week, shall we?
Chapel I had applied in your original recruitment and I'd like another go if you don't mind. If you don't recall I am running a Strange Aeons game for another group, if that factors into your decision. I am submitting Junior again but if you'd like to see something new I can work on it over the next couple of days.
Intro and Description
A half-ork in a purple wide brimmed fedora, an ivory shirt under a purple vest with gold trim, and glossy black breeches stands in front of his prospective employer. A rapier is sheathed on his right and a longspear is strapped to his back with a heavy wooden shield with a horse emblem. A well used set of drums pokes out of his backpack. He bows with a flourish, "Junior, at your service."
After a dramatic moment Junior says while pulling a gold coin out of a small pouch on his belt, "Ah.. just a minute." He holds the coin to his head, "What?!" He pauses, "No, I was in the middle of a thing and you ruined it!" Another pause, "Alright I'll ask!"
Junior clears his throat, "Fred wants to know how much the pay is."
Junior's history (in his own words)
There once was an ork from Cheliax
Insulting nobles behind their backs
They put him in chains
But he left through a drain
And now hunts nobles with an axe.
I imagine that the only thing Junior remembers is the above limerick and the name of the gold coin that only he can hear talk to him, Fred. The only other thing I'd like to add about his background is that he is the bastard son of a high priest of Asmodeus, they don't get along.
Male Half-Ork Skald
Neutral Good Medium Humanoid (human, ork)
Init +1; Senses Darkvision 60ft; Perception +3
AC 19, touch 11, flat-footed 16 (+5 armor, +2 Dex, +2 Shield)
hp (1d8+2 con +1 FCB)
Fort +4, Ref +1, Will +1, +1 vs spells cast by evil creatures, +2 vs fear
Speed 20 ft.
Ranged Sling +1 (1d4+2, x2)
Melee Rapier +2 (1d6+2, 18-20/x2)
Melee Longspear +2 (1d8+3, x3)
Skald Spells(CL 1, Concentration +4):
Level 1 (2/day, DC 14) Cure Light Wounds, Comprehend Languages
Level 0 (DC 13) Detect Magic, Read Magic, Mending, Message
Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +2, CMD 13
Feats Simple Weapons, Martial Weapons, Ork Weapons, Light Armor, Medium Armor, Shields, Endurance (Shaman’s Apprentice), Scribe Scroll (Skald 1), Skald’s Vigor (1)
Traits Driven by Guilt 1/day swift action for 1 rd add cha to attack and 1 damage/level vs evil creature, Courageous - +2 trait to saves vs fear, Dangerously Curious +1 trait to Use Magic Device
Skills Acrobatics (1) 0/-2, Knowledge (all) +1, Perception +3, Perform (Oratory, Percussion, Sing) +7, Spellcraft +4, Use Magic Device +8, ACP -5, -7 with shield
Languages Common, Ork
SQ Bardic Knowledge (+1), Raging Song 6rds/day: Inspire Rage (+2 str and con, +1 will, -1 AC, rage-like), Ork Ferocity 1/day
Gear 5 PP, 10 GP, 8 SP
Four-Mirror Armor, Heavy Wooden Shield, Longspear, Sling (20 bullets), Rapier, Backpack, Bedroll, Belt Pouch, Common Drums, Flint and Steel, Ink, Inkpen, Iron Pot, Journal, Mess Kit, Mirror, Rope (50ft), Soap, Torches (10), Trail Rations (5), Waterskin, "Fred"
Ohoho, finally, the perfect place for Quintessentialist.
Dotting so I can properly submit a sheet later, but expect a Human Quintessentialist Spiritualist or, since range seems to be a concern, a Haunt Collector Occultist (with intent to go in to Trappings of the Warrior). Both very near to my heart...
Looks like you're probably up to max, but I'm interested.
Origin/Ethnicity: Mwangi Expanse
Class: Investigator (Spiritualist)
1. Nursing an orphaned baby monkey back to health
2. Finding my grandmother dead in her bed (seemingly died peacefully in her sleep)
3. Sick on a ship during a storm, with a pet monkey clinging around my neck
4. Lost and disoriented in a bustling Absalom marketplace
5. On the ground crying during a thunderstorm, at what appears to be an unmarked fresh grave, the size of an infant ... or possibly a monkey.
Let me know if you're interested in a full write-up or not, depending on how you're handling selection.
This sounds fun.
I have an idea for a Chaneller of the Unknown ex-Cleric.
The character transgressed his deity's code of conduct previously and at the moment doesn't even know which deity he even worshipped. The idea is that once he gets his memory back he'll also start working towards atonement and ends up becoming a rather fanatical zealot. Prime candidates for the original deity are the god Tsukiyo, the empyreal lord Chucaro and the eldest Shyka.
|Esperanza de la Hueca|
Here's my submission! The full character can be found in my profile here, but here's the stuff you specifically asked for:
Esperanza has pale, nearly white skin, with intense yellow eyes that seem to glow. She often keeps her long, pure white hair in a ponytail. Her forehead features two small horns that barely poke out of her hair, and her smile reveals teeth that are too long and too sharp by half. Her tail is nearly always in motion, especially when she's agitated or nervous.
In contrast to her monochromatic tones, Esperanza adds bright colors to nearly everything she wears, and her own face. Possibly the easiest of these to spot is her glaive; when she swings it, long ribbons in every color of the rainbow follow swiftly behind.
Esperanza's early childhood was one of horrors, both arcane and mundane in nature. Her strongest memory of home is the isolation, only interrupted by bouts of petty cruelty from her captors. She's not sure how she came into their possession, or how long it was for. She barely recalls how she escaped. Did she free herself, or was she rescued? Who even knew she existed to be rescued?
She knows she was taken in by a priest of Shelyn, far to the east of her homeland. From her, Esperanza learned of the inherent beauty of all living things, no matter how strange its appearance. How she had the power within her to make this world a better place, instead of mirroring the horrors she had been born into. But she doesn't know how she got here. Something was wrong. She felt like she was home.
I'm happy to answer any questions you might have, same with changes to the background that you feel may work better.
Here is Ramina's info:
Ramina used to be a lay-sister Pharasma. She committed the sin of allowing an undead creature to live: her lover, turned by a vampire. The Phantom is the last victim of her lover before her fellow Pharasmites vanquished him.
Ramina is approaching 30 She has dark hair and eyes and is wearing a plain dress with a scarf wrapped around her head.
Starsilk is a luminous being of humanoid shape coloured pink and white. Soft whispers seem to accompany this presence
Also, here is the character's stats as part of her alias.
Presenting Vladymar, minor Ustalavic noble, dabbler in the occult, and budding master of ectoplasm!
Human (Varisian) spiritualist (ectoplasmatist) 1 (Pathfinder RPG Occult Adventures 72, 108)
N Medium humanoid (human)
Init +3; Senses Perception +3
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +4
Speed 30 ft.
Melee ectoplasmic lash +1/+1 (1d6+3/19-20) or ectoplasmic lash +3 (1d8+3/19-20) or ectoplasmic lash +1 (2d6+4)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—resistance
Spiritualist (Ectoplasmatist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, mage armor
. . 0 (at will)—guidance, mage hand, message, telekinetic projectile[OA]
Str 16, Dex 16, Con 10, Int 10, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 16
Feats Double Slice, Two-weapon Fighting
Traits dreadful forethought (ustalav), grim optimism, ritualistic
Skills Knowledge (arcana) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (planes) +5, Knowledge (religion) +4, Linguistics +4, Perception +3, Sense Motive +6
Languages Aklo, Common, Varisian
SQ ectoplasmic lash
Ectoplasmic Lash (Su) As a full round action, can manifest one or two ectoplasm weapons.
Grim Optimism As a standard action, joke about a grim situation to give a +2 morale bonus vs. fear and pain effects for 1d4 rounds. Those affected by it are immune for 24 hours.
1. Sitting alone in a cold, empty, and sprawling manor. His father was out with one of his many mistresses, his mother had taken up with some odd cult, and his brothers, all of which were significantly older than him, had gone drinking.
2. Learning to fight and exercise from his eldest brother, whose name Vladymar can no longer remember. Running, boxing, and wrestling, Vladymar found that he loved it all.
3. Discovering his first tome of eldritch knowledge in a shady bookseller's shop. It was a heavy book bound in a sort of leather he had never seen before. Its strange contents fascinated him, but his father found it and confiscated it before he could learn much.
4. Conducting his first ritual. It was a simple incantation, candles on the outside of a pentacle to summon forth a brief and mostly illusionary manifestation of an outer planes being that would answer minor questions for a short time. He knew in that moment, he needed to know more.
5. Bonding himself to the Ethereal Plane. It was a long and arduous process, requiring several days of ritual work. The exact specifics, Vladymar has long forgotten, but the culmination brought him great power.
Vladymar, or Vlad to those he is close to, is a bit of an enigma of a man. He is quite outgoing, though with a fairly dark sense of humor, cracking jokes in the darkest of situations. Though not amoral, he simply cares little for the concerns of morality and conviction.
Vlad is an Ustalavic man in his late twenties, with short black hair, pale skin, and high cheekbones. He tends to wear decent noble's clothes, though lacking any sort of jewelry or ostentatious ornamentation. In combat, he manifests whiplike tendrils of ectoplasm which he wields with deadly skill.
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Today is the last day to submit for a replacement.
I've looked over all of the submissions so far and I don't see any that stand out that would not fit.
I've reached out to the other players for their feedback (I try to not be a tyrant) and I will have my selection posted tomorrow. That's Sept. 28th.
Here's my character.
CG female human psychic 1
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
Fort +1, Ref +3, Will +3;
Speed 30 ft.
Melee: Quarterstaff (1d6x2)
Ranged: Light crossbow (1d8/19x20)
Base Atk +0; CMB -1; CMD 11
Psychic Spells Prepared (CL 1st; concentration +4)
0th- telekinetic projectile, Prestidigitation, guidance, light
1st—charm person, magic missle, color spray (4/day)
Skills: Appraise +7, Bluff +6, Diplomacy +8, Intimidate +8, Sense Motive +5, Perception +5, Knowledge (arcana) +7 Knowledge (history) +7, Sleight of Hand +3
Traits: Sensitive Mind, Hard to Kill, Deft Dodger
Feats: Dodge, Persuasive
Languages: Common, Tian, Celestial,
Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.
Emotional Bond (Su)
You can create an empathic link between yourself and your allies, allowing you to monitor their emotional states. Setting up the link requires 10 minutes of uninterrupted concentration from you and all subjects, Who must remain within 10 feet of you. You can link with a number of allies equal to your Charisma modifier. This bond lasts until the next time you regain your spells, or until you go unconscious or voluntarily end the bond as a free action.
If the bond ends, you can establish a new bond at will with another 10 minutes of mutual concentration. This link allows you to monitor emotions, detecting when allies become angry, surprised, confused, fearful, or the like, but doesn’t allow them to communicate specific details. You can also easily tell whether a subject is unconscious. If a subject dies or moves to a different plane than you, your bond with that creature is severed. The distance between you and the subjects doesn’t affect the bond as long as you’re on the same plane of existence.
Emotional Push (Su)
You can draw upon the intense power of your own emotions in desperate situations, and your allies can call upon you through your emotional link to protect themselves. When you or a subject of your emotional bond must attempt a saving throw, the person attempting the save can gain a bonus equal to your Charisma bonus on the save as an immediate action. This ability can be used once per day, plus one additional time per day for every 4 psychic levels you possess. Allies using this ability don’t need your permission, since the emotional connection is so direct, though you know when one of the uses has been expended. If the ally’s saving throw is successful, you regain 1 point in your phrenic pool.
This is Trub, an Android wizard Transmuter. He has suffered a brain transplant to his current Android body and cannot remember why or who did it. Did the transplant cause his current amnesia or was it something more?
Trub has lost his memory. He barely remembers walking his hometown as a child. Those memories are mixed with those of a yithian he does not know his mind has been swapped. Trub is surprised as he wakes up in a strange body, were his allies transplanted his brain to save him. They found or crafted a mechanic humanoid body and installed there the brain. Trub is surprised to find himself trapped in the body of an Android.
The new Android slowly finds out he was once a wizard and scout sent in advance of something, but what? He has a weird feeling he has done something bad, and something went very badly.
Trub finds out his new shape does not let him easily feel emotions. The amnesia has left him in a state he is not confident on his skills and magic. He is trusting though and will follow anyone that can help him find out whom is he and what happened to his brain and body.
His current body is made of green metal mostly, with his head having actual human tissue. Trub's hair is red and his eyes are of an intense brown. He does not seem to be a soldier as his plating does not resemble to anything akin to an armor. That said his body is full of strange runes that sometimes glow when he makes arcane gestures.
Wizard Transmuter 1/VMC Rogue
AC 17 TAC 13 FF 14 (4 mage armor, 3 Dex)
Fort +2 (0 class, 2 Con), Ref +3 (0 class, 3 Dex), Will +3 (2 class, 1 Wis)
Str 8 Dex 16 Con 14 Int 18 Wis 12 Cha 8
Increases: +2 Dex/Int (racial) -2 Cha (racial)
BAB 0 CMB -1 CMD 12
Feats: Breath of experience, Scribe Scroll
Formerly mind-swaped (campaign): You have been whipped your mind with a yithian, but the memory is confusing. 1/day reroll a failed knowledge roll.
Pragmatic activator: Use Int instead of Cha for UMD
Vagabond child: +1 disable device and class skill.
Languages: Common, Aklo, Draconic, Yithian, Necril, Abysal
Favored class (wizard): hp
Alert: +2 Perception
Emotionless: -4 Sense motive
Exceptional senses: low-light vision and darkvision 60'
Constructed: Count both as humanoid and construct. +4 vs mind-affecting, paralysis, poison and stun. Immune to fatigue, exhaustion, disease, sleep, fear and emotion effects. Cannot gain morale bonuses.
Nanite surge: 1/day, immediate action, add 3+level on any d20 roll.
Arcane bond: Wand
Arcane school: Transmutation (opposed: necromancy and enchantment)
Physical enhancement: +1 to physical ability
Telekinetic fist: 30' touch attack, 1d4+level/2 bludgeoning damage, 3+Int (7/day).
Skills (6x1 = 6)
Disable device +8 (3 Dex, 1 rank, 3 class, 1 trait), Fly (class), K. Arcana +10 (4 Int, 1 rank, 3 class, 2 feat), K. Dungeoneering +6 (4 Int, 2 feat), K. Local +6 (4 Int, 2 feat), K. Nature +6 (4 Int, 2 feat), K. Planes +10 (4 Int, 1 rank, 3 class, 2 feat), K. Religion +6 (4 Int, 2 feat), Perception +4 (1 Wis, 1 rank, 2 racial), Sense motive (-4 racial), Spellcraft +8 (4 Int, 1 rank, 3 class), UMD +8 (4 Int, 1 rank, 3 class)
Background skills: (3x1 = 3)
Appraise (class), Craft (class), K. Nobility +6 (4 Int, class, 2 feat), K. History +10 (4 Int, 1 rank, 3 class, 2 feat), K. Geography +6 (4 Int, 2 feat), K. Engineering +10 (4 Int, 1 rank, 3 class, 2 feat), Linguistics +8 K. (4 Int, 1 rank, 3 class), Profession +3 (1 Wis, class, 2 feat)
Level 0 (3 day): light, detect magic, acid splash
Level 1 (3 day): enlarge person, mage armor, magic weapon
Level 0: all
Level 1 (7 known): enlarge person, vanish, protection from evil, mage armor, obscuring mist, magic weapon, feather fall
Cold iron dagger, 4 gp
Spell components pouch, 5 gp
Thief tools, 30 gp
Protection from evil scroll, 25 gp
Alchemist fire, 20 gp
Gold: 36 gp
|The Emerald Duke|
What time does recruitment end? I have an idea for a character I'd like to play but it might be a few hours before I could post everything for him... Probably a human or halfling, I originally was picturing a nature oracle but I think a sylvan sorcerer would work (and fit better with your current party)