GM Omelas' Hangman's Noose

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Amnesia may well be the highest sacrament in the great grey ritual of existence. Absalom, shining jewel of the Inner Sea, has partaken in this activity countless times during its long history, forgetting the crimes and the cruelties enacted within its walls almost as soon as they happened. Today is the ten-year anniversary of one such injustice, one as grievous as it is forgotten; an injustice that started from unreciprocated lust and ended with the cruel and senseless murder of more than one innocent.

A crazy, unbounded screaming rattles an abandoned attic; a hangman's noose, floating mid-air, knots and unties itself repeatedly; a broken-necked croak echoes in the empty gallows. Through a miasma of despair, resentment and malevolence potent enough to sink a whole district, a pair of dark mad sentiences which can neither forget nor forgive stir awake once again.

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Hello all,

I am going to run an old Paizo module, Hangman's Noose, for 4-6 PCs. Without spoiling too much of the story, the adventurers will find themselves locked in an old building at dusk and will have to survive through the night. There will be elements of horror and mystery, with a lot of opportunities for interaction with the NPCs that are in that building with you, as well as a fair amount of combat.

This will be my second attempt at running a PbP game here. Differently from my first attempt, I am going to set a faster pace -- roleplaying is more than welcome and added flavouring is fabulous, but they will have to happen as we move the action forward.

Character creation crunch:

Starting level: 1;
Ability scores: 20pt-buy;
Classes/archetypes: paizo content only, unchained versions preferred;
Races: core races make the most sense for this story, but I'm open to anything up to and including 15 RP;
Gold: max for your class;
Alignment: any (evil characters will have to convince me of their willingness to work with the group, though);
Traits: 2 traits, no drawbacks;
Guns: emerging;
Extra rules: background skills, Feat tax

Character creation fluff:

Please, write a short description of your character's background, appearance and personality, plus a few words on the intended role you plan your character to have in the group.

There are only two requirements as far as background goes:
1. Your character must be in Absalom when the module starts;
2. Your character must have had a relative who lived in Absalom 10 years ago and is now deceased.

Also, two small requests:
1. I would like to know how many games you're currently playing in the forums. It's not super important, but if more than 6 people apply I'd like to try and include at least one person who's been having a hard time getting into games here;
2. What is your timezone? Very unlikely to have any impact on selection, but it can be good to know when planning when to post.

Deadlines and schedule:

Recruitment deadline: 2018-08-21
Recruitment results (If there are more than 6 submissions): 2018-08-23
Gameplay start: 2018-8-26
Expected game duration: 3 to 4 months

Posting:

Given my desire for fast pacing, it is required you post once a day on weekdays. Please, take that into consideration before submitting.

Of course, things happen, RL comes knocking without warning and etc: in that case, let the group know as soon as you can and we'll deal with it.

Whenever a player does not post, I will simply assume they have not taken any actions, both in combat and exploration.

Whether or not we post on weekends is a decision I'd like to make together with the group once recruitment is done.

Maps:

We will use google slides for exploration/tactical maps.

Progression/future:

You will start the module on level 1 and should advance to level 3 if the mission is successfully completed.

As it stands, I am committed to finishing this module. Once we are done, we can see if we are all interested in continuing playing, but given how often games peter out, I'd rather not make a promise I don't know if I can keep.

Etiquette:

I wish this went without saying, but past experiences made it clear it's needed. Be polite with your fellow players and keep conflict IC. There is no lenience here: if you disrespect someone and fail to apologise after being made aware of it, you might be asked to leave.

Trigger warning:

The story mentions sexual assault. It does not go into any detail, but the subject is alluded to in a couple of places.

Also (no relation with the previous item): this is an adventure with clear horror themes, so expect some graphic imagery.

Credits:

The first sentence of the intro is a rip-off from a Thomas Ligotti short story called A soft voice whispers nothing.

Ok, I think that's all. Let me know if I missed anything and feel free to ask any questions, either on the thread or with a PM.


GM Omelas wrote:
1. I would like to know how many games you're currently playing in the forums. It's not super important, but if more than 6 people apply I'd like to try and include at least one person who's been having a hard time getting into games here;

I'm not applying, but just wanted to pop in to say how much I appreciate this, as well as the trigger warning. You're doing good works.


Omelas, as in... Those who walked away?


Thank you for the link. I am just running through some new things in my head right now.


Pathfinder 1e rules, right?

I've got a couple of ideas, but I'm not sure what I want to run with just yet. I'm thinking about a LE mage of some sort, but I know that's going to be a hard sell.


Is it possible to join with a PFS character?


@YoricksRequiem: thanks, happy to know it's appreciated!

@Djack: yeah, I am bit of a Le Guin fan, I'm afraid

@AdamWarnock: yes, PF1. Regarding LE, it could be doable if your character can understand rather quickly he will need to work with the other PCs to survive the night. Playing the "other people are just tools" shtick whilst being aware that tools need proper care and handling if they are to be useful (and that you can't be sure you won't need them at least until you're out of the building) could work, for instance.

@Helikon: I'd have no problem with a character that followed PFS rules, but I am not planning on running this campaign as PFS and thus you wouldn't be able to get any credit for it. I'm also fairly sure Hangman's Noose is not sanctioned for organised play, being originally designed for D&D3.5.

@All: forgot to mention one thing regarding character submissions. Please either: 1) post a link to your PC's alias (preferred) or 2) post your crunch/fluff properly spoilered in this recruitment thread.


Not a bad thing, that's one of my favorite short stories... Sticks with me decades later.

Enjoy the game!


You say core races, but would you consider a ratfolk bard? I've been wanting to try one as a stealthy, musical skill monkey for a while.... Wouldn't take a rogue spot against traps of course. :)


Then how about a dwarf cleric. Something of an oldy but goldy!


Oh come on AGM, the Rat is supposed to look for the traps ... ;-) <joking around of course>


@AGM Lemming: ratfolk should be fine if you make sure that at least the relative was active/integrated in human society.

Helikon: nothing wrong with a classic! Expect quite a few undead to bash around =)


Of course the Rat will look for traps, and then get out of the way for the Rogue that will set it off.... I mean disarm of course!

@GM Omelas, Understood! At least one that integrated into the local society and recently died giving me a reason to be here. I'll try to get at least the beginnings of my CS posted for review/comment by tomorrow.


Completely understood, though I think I might have a better idea now. Still mulling things over.


Hi, I'm expressing interest. I love the idea of short module-length PbPs instead of a years-long AP commitment.

I'm going to roll up a dwarven rogue. Will post here when it's up.


Oh, this looks interesting. Since injustice seems to a dominant theme, would an inquisitor or a warpriest of Abadar be a fitting character?


Very promising, definitely interested!

Thinking a Halfling Investigator, modeled on the classic "fat kid" from every tween adventure movie ever- kinda naive and a bit of a soft touch, a bit of a bumbler, but comes through with the unexpected bit of insight or unorthodox ally that saves the day in the end. I'm happy to adjust that as needed if it's too light-hearted for the tone of the game (although I do think every horror story needs an innocent).

Alternate, contrary concept: A hardened skull-cracking brute who thinks he's seen all the darkness the world has to offer, and is about to find out that there's much worse things out there than he'd ever imagined...


@AGM Lemming: no problem, take your time!

@Andostre: yeah, that's the idea behind it. Do something short and fun that we can all be sure we will get to the end of. Looking forward to your rogue.

@Neirikr: sure, sounds very fitting, actually.

@robothedino: I don't think it's a problem if the character concept is light-hearted. I mean, the tone of the game will be dark and heavy (if I do my job well), so it would be interesting to see how your halfling reacts to what happens around him.


Cool! I think I'm leaning towards a Strength-based melee inquisitor. There have already been quite a lot of skill-based character concepts mentioned here, so I'll make sure he'll be able to dish out some damage, as well—that likely means he'll be mostly self-buffing, in terms of spellcasting.


Hello, Neirikr here: Talib, as presented here, is a Strength-based melee inquisitor. His spells will mostly be spent on self-buffing—he has no healing capability, unless we find a wand. I mostly used his skill points on social and Knowledge skills, so he'll be especially good at face stuff and identifying monsters. My apologies for being so verbose with his backstory: I'm very nearly incapable of being concise. If you require a summary, let me know.

Other information, as requested: at the moment, I'm running two games on the forums, but I'm currently not a player in any. As for time zones, I live in Finland (EET), though it hasn't really impacted my games here in any capacity. That might have to do with me keeping odd hours.


A question about our backgrounds. Is it okay if have our relative directly involved in the events that lead to the situation we find ourselves in?

A little more on what I'm thinking about:

From the sounds of it, it seems that there was a party that may have gotten away with murder and I was thinking that my character's father had his hands in allowing that to happen. How, I'd leave up to you. My character is going to be on the naive side and not know what all her father did, which should add some good opportunities for growth and development.

If this isn't supposed to be a part of the module, then I'm fine with just having unspecified crimes tied to her father. I just figured this would give you a good hook to use if you needed it.


@Tal: thanks! I'll wait for a few more submissions and review them together later this week, but on a first glance it looks good.

AdamWarnock:

Without spoiling things too much, I'll just say that it can definitely work and fits well with how the module's narrative was designed.

Your PC's father would not have been directly responsible (as in, he would not have fired the metaphorical killing shot) but would have very knowingly facilitated it out of grudge or for personal gain. Or something else suggested by your character's background =)


GM Omelas - How long ago did this injustice take place? I want to make sure my background is correct in timing. I am basically finished with the crunch but I have to go back and fix some things because at first I did not noticed that Black Powder Inquisition does not offer a free battered firearm. Then work on the background.


@Anderlorn: the module starts exactly 10 years after the injustices have happened and your relative must have died any time after that (up until a few days before the game starts).


Hi! Here is my submission:

Morsun Morsun, a dwarven rogue who works as a locksmith and trapsmith.

Background, appearance, personality, and role:

Background: Hi full background is in the alias, but the short version is that he's a disgraced dwarf who has brought his unique skills to the surface world to start a business. Not having many friends, he's fallen in with a thieve's guild, even though he's not entirely comfortable with that association.

Description: Morsun has dark brown hair that he doesn't let grow very long. He keeps his beard braided, to more easily tuck it into his shirt when he's working.

Personality: He's not the sort to speak out unless he feels someone is about to do something foolish or harmful. He'll accept most any honest friendships he comes across. His work is important to him, but he'll help out friends when he can.

Group role: His focus is on disarming traps and picking locks. In combat he'll be a secondary damage dealer, focusing more on setting up flanking bonuses rather than trying to bluff for sneak attacks.

Additionally, I want to add that having GMed PbP campaigns (although not on Paizo boards) and having played in various campaigns on the Paizo boards, I am familiar with the routine and I understand the importance of keeping posting momentum going, and I understand it's the responsibility of both the GM and the players.

I've been playing since 1st edition D&D (barely), GMing since 2nd edition, and have been involved in a number of PbPs over the years. I am currently playing in six other games on this board. I'm in the Central Time Zone. I'm pretty laid back about the rules as a player, and I enjoy playing flawed characters that aren't supposed to be taken too seriously.

Let me know if there are any questions, and good luck to everyone!


Hello, here is Anderlorn's submission although I will be tweaking my background more as I think of new things and find errors before start;

Character's background, appearance, personality, and role:

Background: Canisen was born in Absalom, father died before he was born, raised by a single mother who was killed indirectly by "unchecked" undead. He then join The Voices of the Spire, a militant sect of the Temple of Pharasma dedicated to the eradication of undead. Since Absalom has plenty of undead he will not have to leave city limits yet to be successful in finding and eradicating. He is now on his first mission and how he has come to meet up with the party.

Appearance: Canisen is tall, slender, and athletic but not brawny Adult Taldan man. He has twitch reflexes and comfortable on his feet. Like most Taldans, he has dark brown hair, hazel eyes, and bronze colored skin. He is wearing a well laundered soldier's outfit with holy symbol of Pharasma patches on his shoulders, a well oiled leather backpack along with a quiver of arrows, a personal wooden holy symbol of Pharasma around his neck, a small mace on his belt, and is carrying a bow in his hands.

Personality: Calm but dedicated in the location and eradication of the city's undead problem especially the undead responsible for his mother's death (undeath). If there are any undead nearby, he will be compelled to eradicate but not recklessly. He will be very vocal in celebration for every undead he brings down unless being vocal will knowlingly attact something that will be a detriment to the party.

Role: Ranged Inquisitor with a specialty in undead eradication but can extend to other foes as well as he levels. His inquisitor spells are really for self-buffing but he will not refuse to cast a spell on anyone else if there is a good reason to cast one on them because he is a team player.

Special Note: This build has the Favored Enemy + Studied Target we discussed that we can not find any ruling against them stacking. It's not going to be like the ranger, this build can only have (3) specific Favored Enemies at 3rd, 9th, and 15th levels.

1. I promise to post every work day and I am aware and don't mind, we have the weekend off.

2. Currently, I am only in one other game that is moving at a snail's pace. The GM has a new addition to family and he is a school teacher.

3. My time zone is Eastern.

4. As for experience, I have been playing DnD since 1980 and expanded to many many other Role Playing Games in high school, military, and college. I wish I could join a PnP group but with family that is difficult and PnP games seem to be in short supply within my town.

5. Lastly, I can already pledge my participation beyond this module.


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@Anderlorn/Canisen & @Andostre: looking good guys, thanks a lot for the submissions!


I'm surprised that there's only two submissions, so far. I expected people to jump on this faster.


Yeah, I must say I was expecting a bit more by now. I think it might have something to do with everyone being excited about PF2.

In any case, I'm not particularly worried: I like the submissions that we've had so far and as long as there are 4 PCs we're fine.

Also, I believe there are three, not two submissions so far: Talib, Morsun and Canisen.


That is correct, three have posted. I am not too excited about 2nd edition. I think Paizo is experimenting because 1st was not really that broken.


Gah, sorry about that. My mind merged the two inquisitors into one. :)

And I'm not worried, either. Just surprised.


dotting...with interest.

It'll take some time to build a character, as I got an exam tomorrow that eat most of my day, and Good to see you again adam.

Edit:
Likely to do either a divine character or a martial character.


Nice to see you too Azure_Zero. :)

Here's my character submission, a naive girl who's father just passed away, and is wholly unprepared for the consequences of his actions in life. I give you Talienda Blackhorn. She's not finished. This is more of a loose sketch than tight drawing in some ways.

Stats:

Talienda Blackhorn
Human sorcerer 1
NG Medium humanoid (human)
Init +2; Senses Perception +0
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
. . unarmed strike -1 (1d3-1 nonlethal)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—elemental ray (1d6 electricity)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—magic missile, silent image (DC 14)
. . 0 (at will)—dancing lights, ghost sound (DC 13), mage hand, mending, message, prestidigitation
. . Bloodline Elemental (air)
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Statistics
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Str 8, Dex 15, Con 12, Int 14, Wis 11, Cha 17
Base Atk +0.5; CMB +2; CMD 11
Feats Agile Maneuvers, Eschew Materials, Expanded Arcana[APG], Stealthy
Traits affable, intense artist
Skills Craft (painting) +4, Craft (sculpture) +4, Diplomacy +3 (+5 to gather information.), Escape Artist +4, Knowledge (arcana) +6, Knowledge (planes) +6, Perform (dance) +8, Perform (sing) +8, Perform (string instruments) +7, Stealth +5
Languages Celestial, Common, Sylvan
SQ bloodline arcana (change energy damage spells to match bloodline energy), finesse weapon attack attribute
Other Gear dagger, 118 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Elemental Ray (1d6 electricity, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.

Personality:

-Fairytale Princess in many ways.
-Has a fondness for cookbooks and maps.
-Loves to paint
-Secretly likes woodcarving, but had to keep it hidden from her father.

History:

-Grew up in a gilded cage.
-Father was a crime boss that helped someone commit and cover up some crimes that kick off the events in the module.
-Father also doted on her, though he forbade her from doing anything he deemed unbecoming of a young lady, like woodcarving.
-Secretly learned how to carve from the gardener.
-Also secretly snuck out of the house on several occasions to see what lay past the estate walls.
-Father died a week before the game starts. (Murdered? Up to the GM to be honest.)
-Father also never told her that he was a crime boss and now she's in the sights of all of his enemies.

About me:

I'm currently in four active games and am GMing another. (I know the Campaign tab shows nine, but three of those haven't updated in over a month and I'm bouncing between tables in one of the games.) I've been playing Pathfinder since Spring 2011 and have done most of that through PbPs (as the embarrassingly large number of previous games shows.) I'm on Central Time (CDT, UTC-5) and if it matters, I live in Alabama.


@Anderlorn: I'm actually looking forward to giving PF2 a try. From a quick look it seems like it simplifies a lot of stuff while still retaining some of the depth that I appreciate about PF1.

@AdamWarnock: I understand, no problem. Thanks for the submission!

@RHMG Animator: cool, take your time. Recruitment runs till next wednesday (21/08). Regarding class, we currently have: 2x inquisitors (one ranged, one melee); 1x rogue; 1x sorcerer. Other people have expressed interest in playing (but haven't yet submitted): a cleric, another rogue and an investigator.


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GM Omelas wrote:
@Anderlorn: I'm actually looking forward to giving PF2 a try. From a quick look it seems like it simplifies a lot of stuff while still retaining some of the depth that I appreciate about PF1.

I guess I am too old fashion and don't like change in everything? ... LOL I didn't like DnD 4E much either but I did like 5E. But who knows, maybe something will change my mind about PF2? Regardless, each to their own.


I think I'll randomise the character some

Race1: 4d100 ⇒ (27, 87, 98, 92) = 304Human, Half-Elf, *Changeling, Elf
Race2: 4d100 ⇒ (20, 61, 11, 84) = 176Aasimar, Tiefling, Suli,*Drow

RaceF: 2d100 ⇒ (25, 3) = 28 *Changeling, Drow

Class(Ass/Skill): 4d20 ⇒ (6, 4, 18, 2) = 30
Barbarian, Monk, Ninja, Ranger
Class(Arc/Div): 4d20 ⇒ (10, 1, 15, 7) = 33
Sorcerer, Bloodrager, Cleric, Oracle

Classf: 2d20 ⇒ (4, 7) = 11 Ninja, Cleric

Cleric Changeling..

Now to choose the archetype and type of changeling...


This writeup and sheet are only half-finished, but I'm excited for this game and wanted to put something into the mix. Skurly's the fat kid from every tween adventure movie ever, with a troubled past and an ominous future.

I currently do not have any commitments to other games, and in fact this would be my first game of Pathfinder in any medium or setting, ever. I think I've done a good job doing my homework though and shouldn't have to worry about hindering the group with mistakes and misunderstandings.

I'm in Athens, so GMT + 3.

Metagame/Tactical considerations:
Skurly is an all-purpose loremaster/skill monkey, with a wide spread of Intelligence- or Wisdom-based skills. Free uses of Inspiration on Knowledges makes him very useful as a font of trivia and secrets.

In combat, he's purely a support character. Having no alchemy at his disposal, he's limited to mundane attacks, and having a low Strength and Constitution make him a poor toe-to-toe fighter.

On the other hand, his high Dexterity makes him a fairly effective dodger, and relatively accurate with a ranged weapon. He'll take as many shots as he can from his light crossbow before it comes to close quarters, and evade as much as possible (while looking for unorthodox tactical advantages). Once in melee, he fights defensively or uses the aid other action to support a teammate while keeping himself hard to hit.

As he can get excellent Acrobatics results after including bis Surefooted bonus and Inspiration and Luck points if used, he can get in flanking position quite handily. Once there, his Craven racial trait gives him a small bonus to offset penalties from defensive fighting, making him a somewhat effective skirmisher.

Finally, as he has high bonuses to Sleight of Hand and the Well-Prepared feat, he's a handy sort of utility knife for unexpected problems and novel solutions.

Narratively speaking, he's sort of the mascot of the team, but also the "weakest link" in some respects, so different characters will react to him as either a liability, a little brother, or an easy mark, depending on their inclinations. He's made of stronger stuff than even he knows yet, but needs help facing his demons.

Would likely take Halfling Opportunist class if the game went on long enough.

Sovereign Court

I'm working on a gunslinger that I will probably submit later today.


This is the Ratfolk Bard from AGM Lemming. Still need to work out a few details on the CS, equipment and such. (Too many cantrips on the list....) Then all aboard a ship to Absalom for a family meeting to discover what was known of my Grandpa's death. I did write that Grandpa Rikkan died 'about a year ago'. For #2 in the fluff, should that be died 10 years ago?

My role in the party? A little buffing, a little healing if desperately needed, some knowledge and entertainment. I'm little and try to stay out of the way, but always want to see what's going on so I stay close to the action if I can.

I am in two somewhat active games on this board and have been on lots that started and quickly died. I've submitted for several others recently but haven't made the cut.

I live in Raleigh, NC so Eastern Time zone. I occasionally travel for work though and I'm in Chicago right now. Sorry but that is why it's taken me this long to put a character together. Regular posting should be no problem but I switched computers and hadn't bookmarked this thread. I normally check/review threads on a tablet, but for any significant post I still prefer a full keyboard of a computer.

I would definitely be committed to finishing the game. It's a module I'm not at all familiar with but I have run a game in Absalom several years ago and enjoyed a lot. I also like bards but haven't played one for a while. The last one made it to fourth level before he died for his party.


I'll start going over the submissions we've had so far later today and PM you in case I have any doubts. If you don't hear from me, it just means I don't have any questions, so don't worry if you don't get anything. I will try to do another round next tuesday for new characters.

Also, it seems almost certain we will have more submissions than the module allows, which unfortunately means I'll have to choose. From what I've seen so far, it will be difficult, so thanks for all the work you're putting into this.

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@Chapel Ty'el: perfect, thanks for letting us know.

@Rissi/AGM: thanks for the submission! And there's no need to worry about the time to send in the PC, you're way ahead of the deadline =)

@robothedino:

Thanks for letting me know this would be your first PF game! Don't worry at all about being completely up-to-speed with rules and etc. PbP is very forgiving with that (not sure about some rule? there's more than enough time to google it!); in my experience at least, posting reliably is much more important than knowing the system inside-out or avoiding mistakes. It's like: we can work around something that's not quite right, but if people don't post there's nothing to work around in the first place.

In any case, feel free to ask questions, guidance, etc., either here or via private messages. Also, in case you're not aware, there are a couple of really nice guides to playing PbP. They're not like bibles, "required reading" or anything, but since you're new to the forums you might find them interesting: https://paizo.com/threads/rzs2nr91?DHs-Guide-to-Play-By-Post-gaming#1 and https://paizo.com/threads/rzs2qciy?Building-a-Better-Doomed-Hero-Painlords


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Skurly Geddinloe wrote:
This writeup and sheet are only half-finished, but I'm excited for this game and wanted to put something into the mix. Skurly's the fat kid from every tween adventure movie ever, with a troubled past and an ominous future.

Nice backstory! Made for a good read. :)

Sovereign Court

@GM Omelas:Question concerning Rapid Reload. Traditionally the feat only requires proficiency in the weapon as a pre-req.

EitR Feat Taxes lists contradictory pre-reqs. In the table it states "Weapon proficiency (crossbow or sling)" but in the actual feat description is says "Prerequisite: Dex 13, Weapon Focus with the
selected weapon group."

I have no problem going with the second version but, I wanted to get your opinion. It just seemed odd to me that the other feats in the table list the same pre-reqs as the description. Also, the fact that the rules only call out crossbows and slings.


@Chapel Ty'el: Hmmm…good catch. It's hard to understand why they would call out crossbow and sling specifically and why they would change the prerequisites to focus…My guess is that someone got a bit too eager with copypasting when writing these and the description should have read "Prerequisite: Dex 13, Weapon Proficiency with the selected weapon group." Since I can't find any errata, so let's go with that. If we realise it somehow makes you extremely overpowered, we'll deal with it then.


Pathfinder Card Game, Companion, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber

I'll throw my hat into the recruitment ring, this is one adventure I have managed to not spoil for myself. Her name is Sinésiel Arvine, a half-elven woman obsessed with becoming as great a Sarenite priestess as her late mother without any of the wisdom required.

Background, appearance, personality and role:

Background: Having never met her father, Siné was obsessed with her mother, a Sarenite priestess. Though not too great at the honesty component, the required wisdom or the saintly patience, she tried right up until she was fifteen to become a cleric. It was then, ten years past now, that tradgedy struck and her mother was murdered. Many realities had to set in at once for Siné, the greatest of which being that if she could not be the priestess that her mother was, at least she could pretend to be.
For the past ten years, Siné has studied long and hard to become her best approximation of a holy warrior. With her mother’s holy symbol and broken wand of cure light wounds, Siné evokes the soul of the person she loved most to live the life of a false-priestess. While she would never pass for a real clergy member were she to try in a temple, the poor that she trys to tend to in the city cannot tell the difference when she pulls out a holy symbol and heals them from when a local cleric does the same.
Appearance: At 5’9” and usually armored, Sinésiel does not quite have the lithe frame of her elven side. Were it not for her pointed ears and black eyes, one might even mistake her for human. She keeps her black hair rather short, stopping at jaw length just before she gets it cut. Her facial features and skin tone are closest to her mother (who was Kelishite).
Personality: While genuinely compassionate and empathetic, most of the time Siné is lying about something. She wishes that she could be more honest, but the years of putting up the facade have made it more natural for her to adopt an identity and run with it. She tends to be rather protective, though not very open about her feelings. This has led to difficulty in her romantic life, as she wants to bear the burden of her partners’ woes but is not candid about her own.
Role: Siné would most likely function best as a melee support, trying to flank with lightly armored party members and occasionally summoning a servitor should the need arise for more engagement targets.

Stats:

Sinésiel Arvine
Female half-elf occultist 1
CG medium humanoid(elf, human)
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 shield)
hp 12 (1d8+4)
Fort+3, Ref +2, Will +1; +2 v. enchantment
OFFENSE
Speed 30ft.
Melee scimitar +2 (1d6+2/18-20)
Occultist Spells Known (CL 1st; concentration +5)
1st (2/day)—burning hands (DC 15), cure light wounds
Knacks—create water, telekinetic projectile
Implement Schools conjuration, evocation
STATISTICS
Str 14, Dex 14, Con 12, Int 18, Wis 8, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Skill Focus (bluff), Toughness
Traits fast talker, flame of the Dawnflower
Skills Appraise +8, Bluff +8, Disguise +4, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +5, Spellcraft +8, Use Magic Device +4
Languages Taldane, elven, celestial, halfling, Kelish, Osiriani
SQ elven immunities
Gear 82 gp, backpack, belt pouch, broken wand, buckler, disguise kit, explorer’s outfit, scale mail, scimitar, silver holy symbol (Sarenrae), spell component pouch, tabard (Sarenrae)
Special Abilities
Implements Conjuration (figurine*), Evocation (wand)
Mental Focus 5 points. (Conjuration 2, Evocation 3)
Focus Powers (DC 14)
  • Energy Ray (evocation) Expend 1 mental focus to make a ray attack (range 30ft) that deals 1d6 energy damage chosen at the time of use.
  • Servitor (conjuration) Expend 1 mental focus to summon a single creature (as summon monster I) for 1 minute.
  • Shape Mastery (evocation) As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.
Resonant Powers
  • Casting Focus (conjuration) The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. (Currently 1 round)
  • Intense Focus (evocation) The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess. (Currently +1 damage)


About Me:

I have never played a PbP game, but I have been playing/GMing Pathfinder with great frequency since 2010. I live in the Detroit area, so my timezone is EST. I have done forum/chat roleplay in the past, and my dayjob is spent working at a computer so I should be able to post rather frequently.


GM Omelas wrote:
@Chapel Ty'el:"Prerequisite: Dex 13, Weapon Proficiency with the selected weapon."

IMHO, I think it should be above. Hitting better (Weapon Focus) adds no advantage to reloading quicker. Like everything else, it takes practice but a good Dex and being proficient in the weapon are definitely sound pre-reqs.

EDIT: My second sentence was dyslexic, it's correct now ... LOL


Talib Abd al-Abadar wrote:


Nice backstory! Made for a good read. :)

Thanks! I was just reading Talib's writeup and it's got great style and imagery, so I take the praise highly.

Had a little time to look at some submissions from other people, although not all. I see nice opportunities for roleplay chemistry between Skurly and Talib, as well as Skurly and Rissi. Talib is the exact kind of person Skurly would fall in line behind as an adoring little brother, and Rissi is the type he'd enjoy a bit of small-folk inside joking. Plus, he'd love having a bard around to teach him new things, especially one as exotic as a ratfolk!

Combat-wise, I think Talib is a good "hammer" for Skurly's "hammer and mosquito" tactics.

Also, equipment sheet is finished.

Getting more and more juiced up for this game!


Skurly Geddinloe wrote:
Thanks! I was just reading Talib's writeup and it's got great style and imagery, so I take the praise highly.

Why, thank you! :)

Skurly Geddinloe wrote:

Had a little time to look at some submissions from other people, although not all. I see nice opportunities for roleplay chemistry between Skurly and Talib, as well as Skurly and Rissi. Talib is the exact kind of person Skurly would fall in line behind as an adoring little brother, and Rissi is the type he'd enjoy a bit of small-folk inside joking. Plus, he'd love having a bard around to teach him new things, especially one as exotic as a ratfolk!

Combat-wise, I think Talib is a good "hammer" for Skurly's "hammer and mosquito" tactics.

Sure, I think there's a lot of potential for chemistry between Skurly and Talib. They have a lot in common, temperament-wise: Skurly would remind Talib of his younger, less confident self, for better or worse. He also has a lot of younger siblings, and more than an average amount of sympathy for the needy—for an Abadaran, at least. You know, just the kind of guy who would take a hapless halfling under his wing, but be all gruff and grumbly about it the whole way through. :P

I certainly wouldn't mind having a flanking buddy, either!


Got the crunch done for my Changeling Cleric, just need to work on and finish the fluff.


Okay, Talienda is up to date with equipment. I'm going to call this one final.

Stats:

Talienda Blackhorn
Human sorcerer 1
NG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4-1/19-20) or
. . unarmed strike +2 (1d3-1 nonlethal)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—elemental ray (1d6 electricity)
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—magic missile, silent image (DC 14)
. . 0 (at will)—dancing lights, ghost sound (DC 13), mage hand, mending, message, prestidigitation
. . Bloodline Elemental (air)
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 12, Int 14, Wis 11, Cha 17
Base Atk +0.5; CMB +2; CMD 11
Feats Agile Maneuvers, Eschew Materials, Expanded Arcana[APG], Stealthy
Traits affable, intense artist
Skills Craft (painting) +4, Craft (sculpture) +4, Diplomacy +3 (+5 to gather information.), Escape Artist +4, Knowledge (arcana) +6, Knowledge (planes) +6, Perform (dance) +8, Perform (sing) +8, Perform (string instruments) +7, Stealth +5
Languages Celestial, Common, Sylvan
SQ bloodline arcana (change energy damage spells to match bloodline energy), finesse weapon attack attribute
Other Gear dagger, courtier's outfit, jewelry[UE], silver holy symbol of Shelyn, 13 gp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Electricity energy.
Elemental Ray (1d6 electricity, 6/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.

Role:

Talienda is going to be focused on support and ranged damage in combat. She is more of a blaster than a buffer, though. Out of combat she's a pretty good face and I plan on giving her spells that let her trick enemies or hide allies.

Storywise, she's the quintessential good girl with a bad father. She's sheltered and naive and will be the target of anyone after her father's fortune that she inherited or just out for revenge for whatever wrongs he committed. In other words, she's a good hook for any kind of urban adventure the GM want's to pull us into. (If we continue after Hangman's Noose naturally.)


Personality/Appearance:

Talienda is a kind person, though she's naive. Her sheltered upbringing cloistered away in a small estate in the Petals District has left her curious about the world beyond her home's walls and woefully unprepared to face it. She learned to paint and draw while young and has loved the arts ever since. She learned wood carving from the estate's gardener about a year ago without her father's knowledge and has kept it secret even after his death out of habit.

Among her many interests, she especially loves cookbooks and maps since they help her paint vivid pictures of far off places in her mind. She wants to learn how to cook as many different ways as she can, but has not yet had the opportunity. The walls of her room in the estate are covered with maps of various quality and regions. A very few of them have pins marking locations she's been too and those that her father had promised to let her visit one day.

Talienda is a small woman, only 5'2" with a petite build. Her hair is raven black and her eyes are brilliant blue like the sky on a clear day. A lifetime indoors has left her pale white and easily sunburned. She wears her hair long and often wears long dresses that flow like streamers in the wind when she dances. Her voice is pleasantly melodic thanks to her many hours of practice with tutors.


Backstory:

Talienda was born seventeen years ago to Diago Blackhorn and his wife. Talienda's mother died under mysterious circumstances while she was still a toddler. From that day forward, Talienda had few friends and was effectively imprisoned in her own home by her father and his fear for the only child he had with the woman he loved. Whispers still make their way through Absolom's rumor mill that it was murder that had done the poor woman in.

Though she occasionally snuck out of her home, Talienda grew up knowing little of the world outside of her home's walls and what was in her books and maps. She made friends with a few of the servants, much to her father's displeasure, and found some comfort in the teachings of Shelyn. For a little while, she felt happy, if not free.

Then her father's body was found. His throat had been slit and numerous wounds riddled his body. Talienda's small, safe world shattered and she found a cold, unforgiving world outside. She wondered why someone would want to kill her father, and why they wanted her dead as well when the threatening letters began to arrive only a day later. She began to feel the world close in on her and to fear the shadows she could not see into.

The truth was her father led a double life. At home and to the public, he was a wealthy, respectable businessman that gave generously to art galleries, museums, and other philanthropic pursuits. In reality, he was a ruthless crime lord who had made his fortune in blood and misery. He had tried to protect his wife and daughter, but he has failed. Now Talienda finds herself facing the consequences for crimes committed by her father ten years ago as specters of vengeance cry out for his blood.


About Me:

I live in the CDT/CST time zone. I'm currently in four active games and am GMing another game. I've been playing since spring of 2011 with experience in Pathfinder 1e, GURPS 4e, D&D 5e, Savage Worlds, Fate Core, ICRPG, Genesys, Dungeon World/Planet, and Monster of the Week.

Sovereign Court

Here is my submission. Mylok is a gunslinger that moved to Absalom to attend to his uncle's affairs.

Misfire Mylok

Crunch:

Misfire Mylok
NG Male Humanoid (Human)
Gunslinger (Black Powder Vaulter / Mysterious Stranger)
Init +4; Senses Perception +4; darkvision 60’

--------------------
Defense
--------------------

AC 16, Touch 14, Flat-Footed 12 ( +4 Dex, +2 Armor)
HP 12 (1d10+2)
Fort +3 Ref +6, Will +0
Defensive Abilities +2 trait bonus on all saving throws against curse, fear, and emotion effects

--------------------
Offense
--------------------

Speed 30 ft.
Melee rapier +5 (1d6/18-20x2)
... cold iron dagger +5 (1d4/19-20x2)
Ranged battered pistol +5 (1d8/x4)
...... cold iron dagger +5 (1d4/19-20x2)
Special Attacks grit (2)
--------------------
Statistics
--------------------

Str 10, Dex 18, Con 13, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 15
Feats Precise Shot; Rapid Reload
Skills Acrobatics [1] +8, Bluff [1] +6, Climb [1] +4, Knowledge (Local) [1] +5, Perception [1] +4
Background Skills Handle Animal [1] +6, Knowledge ( Engineering) [1] +5
Languages Common, Kelish, Varisian
Traits Combat:Black Powder Fortune
Regional: Alkenstar Engineer
SQ deeds ( Daring Vault, Focused Aim, Mobile Reload ), Skilled racial trait replaced with Dimdweller
Favored Class +1 HP
Combat Gear bullet (20), paper alchemical cartridge (11), gray dust alchemical cartridge (2), flare alchemical cartridge (2), acid flask (2)
Other Gear battered pistol, rapier, cold iron dagger, lamellar cuirass, explorer’s outfit, gunslinger’s kit, extra powder horn, spring loaded wrist sheath (loaded with dagger), 7 gp - total weight 58lbs

Background:

”It’s not enough to place a well aimed shot. A man needs to be able to dodge enemy fire too. A man with one and not the other will only end up an empty casing in the Ustradi River. But being able to marry the two. That’s where true power in Smokeside comes from.”

These were the last words Perdam spoke to his young nephew, Mylok. Perdam had been one of the best guns-for-hire in Alkenstar. Self-proclaimed of course.

”Primal Perdam, force of nature! People will pay more if you have a title, especially one that alliterates with your name.” More sage wisdom from the career mercenary.
As a youth, Mylok hung on every word that his uncle had to say. After all, it was Primal Perdam that kept food in the boy’s belly. Clothes on his back. His feet off of the streets. Mylok’s parents had both perished before their son could walk, leaving Perdam to (begrudgingly) take care of his nephew.

Most of the time things were good. Occasionally, Primal Perdam’s work life would bleed over into his home life. It was during one of these instances when a twelve-year-old Mylok raised his first firearm. The bully boy had come to exact his misaimed revenge. With Perdam out on a job, Mylok decided to defend their home. Three things came of the decision: Mylok killed his first man, the blunderbuss exploded and took Mylok’s eye with it, and Mylok became Misfire Mylok.

A few years later Perdam would impart his last slug of wisdom to his nephew before climbing onto a river barge. The next time Misfire would see the man who he called ”Uncle” but knew as ”Father” would be at the old man’s funeral. End the end, even running to Absalom was not enough to make Perdam’s enemies forget about him.

Personality:

While Primal Perdam may have strived to instill into his nephew the importance of being professional, the ideas never quite stuck. Sarcastic and fun-loving, Mylok appreciates the humor in his nickname "Misfire" and usually tries to find a nickname for anyone he works with or for. Though he would rather fast-talk his way out of situations, Misfire Mylok is not afraid to get his hands dirty when the time calls for it.

Appearance:

At five foot, eight inches Misfire Mylok is used to having to let his pistol make up the difference in size. He usually keeps his hair and beard trimmer short in an effort to hide the graying hairs that have begun to sprout. By far the most noticeable feature is the eye patch over Mylok's right eye. Burn scars stretch from underneath the patch and reach halfway down his cheek.

Intended Role:

Misfire Mylok is meant to supply bursts of damage to a single opponent while remaining mobile on the battlefield. With a few special alchemical cartridges he can provide some battlefield control as well. Outside of combat he can provide a couple of knowledges and is competent at bluffing as well. While not necessarily a "party face" Mylok is comfortable in a leadership role and will take command if need be even if he prefers to be in the employee's position.

Two Small Requests
1. I am currently GMing two games but I am not playing in any. I have applied to this game however.

2. Timezone is EST

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