Death-Lok's AoW - Level 12 - CORE

Game Master Death-Lok


51 to 100 of 113 << first < prev | 1 | 2 | 3 | next > last >>

The Farmer wrote:
I need to add the equipment and type up the backstory, but this is Digger Chandler's Fighter. Will update when totally done.

You are also limited to PHB for feats and several of yours do not qualify. :)


I’ve been looking at options a bit... like I said before I’m kind of hesitant about working up a full application just because I won’t have time for another game if I get accepted in my current recruitment


Death-Lok wrote:
The Farmer wrote:
I need to add the equipment and type up the backstory, but this is Digger Chandler's Fighter. Will update when totally done.
You are also limited to PHB for feats and several of yours do not qualify. :)

Ah, good to know. I'll vet them better.

Silver Crusade RPG Superstar 2014 Top 16

I hadn’t interpreted that a complete submission was requested as yet, so I wasn’t even leaning in on that yet.

I gather it IS desired, so I’ll get that together.


The Temple upon the Mount, literally justted from the mountainside midway up the cliff-face. For centuries, they have watched and waited... countless prophecies both true and false.

The Kyuss threat had become real, growing too quickly and disrupting the balance. In this enemy's wake, chaos and death that was in no living thing's best interest.

So, they sent an agent... to assess, report back and act as needed.

No Matter the Cost:

...or if you prefer, Monkey Business!

Male human monk 12
LN Medium humanoid (human)

Init +9; Senses Perception +16
--------------------
Defense
--------------------
AC 30, touch 26, flat-footed 22 (+4 armor, +7 Dex, +1 dodge, +4 monk, +4 Wis)

hp 94 (12d8+36)

Fort +13, Ref +18, Will +15; +2 vs. enchantments

Defensive Abilities improved evasion; Immune disease, poison
--------------------
Offense
--------------------
Speed 70 ft.

Melee unarmed strike +18/+13 (2d8+2/19-20 plus 2d6 vs. Undead and 2d6) or
. . unarmed strike flurry of blows +19/+19/+14/+14/+9 (2d8+2/19-20 plus 2d6 vs. Undead and 2d6)

Special Attacks flurry of blows, stunning fist (13/day, DC 20)
--------------------
Statistics
--------------------
Str 12, Dex 24, Con 14, Int 13, Wis 18, Cha 8

Base Atk +9; CMB +19; CMD 36

Feats Agile Maneuvers, Blind-fight, Combat Reflexes, Craft Wondrous Item, Dodge, Improved Critical (unarmed strike), Improved Unarmed Strike, Master Craftsman, Mobility, Spring Attack, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike)

Traits caretaker, reactionary

Skills Acrobatics +20 (+48 to jump), Climb +19, Craft (leather) +18, Escape Artist +12, Heal +18, Knowledge (history) +11, Knowledge (religion) +13, Linguistics +5, Perception +16, Ride +11, Sense Motive +16, Stealth +19, Swim +10

Languages Abyssal, Aklo, Celestial, Common, Elven, Vanaran

SQ abundant step, fast movement, high jump, ki pool (10 points cold iron, lawful, magic, silver), maneuver training, slow fall 60 ft., wholeness of body (12 hit points)

Other Gear +1 undead-bane vicious amulet of mighty fists, belt of incredible dexterity +4, bracers of armor +4, cloak of resistance +3, headband of inspired wisdom +2, monk's robe, ring of climbing, rope of climbing, masterwork tool, 8,450 gp
--------------------
Special Abilities
--------------------
Abundant Step (Su) Use 2 Ki as a move action, to dimension door self.
Agile Maneuvers Use DEX instead of STR for CMB
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Movement (+40 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +10/+10/+5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+12/+32 with ki point) (Ex) +12 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (10/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Master Craftsman (Craft [leather]) +2 to chosen craft skill, its ranks count as CL for Craft Magic Arms and Armor and Craft Wondrous Item.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slow Fall 60 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stunning Fist (13/day, DC 20) You can stun an opponent with an unarmed attack.
Wholeness of Body (12 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

For your review of mechanics & crunch. He's all about movement. I think it's all CRB.


Master Craftsman is not Core I think.


Traded those feats out for some old classics. Crunch is done now, I believe, except HP. How we handling that?

Background soon to come.


The Farmer wrote:

Traded those feats out for some old classics. Crunch is done now, I believe, except HP. How we handling that?

Background soon to come.

The ioun stone and the belt do not stack, both enhancement bonuses, so 25 Str.

HPs: You can take 1/2+1 (6 for a fighter) per level or risk my roll, which you must take even if lower.


Ah, good point. I'll switch that out.


Switched to the Con Ioun stone. More well-rounded anyway. Should be good to go now.


The Farmer wrote:
Ah, good point. I'll switch that out.

You might want to go Amulet +1 and Ring +2 instead, that will up your touch AC and CMD by 1 for the same money.


andreww wrote:
The Farmer wrote:
Ah, good point. I'll switch that out.
You might want to go Amulet +1 and Ring +2 instead, that will up your touch AC and CMD by 1 for the same money.

Oh, awesome. Thanks!


The Farmer's Story:
Presumably, the Farmer had a more personal name at some point in time. It, like the village he grew up in, has been lost to time, battle, and the general attrition of entropy. Survival was more important than labels or memories. He survived his first encounter with the evil that men do before he could read. Some say it was a death cult that first attacked his village; some say it was simple bandits who lost control of themselves; others say it was orcs or kobolds or even just a Large Amount of Goblins.

It doesn’t really matter what happened first. All of them more happened and somehow the man known as the Farmer survived them all. When he was finally the last one standing, he took the gear from all those battles and slaughters and left the dead village, hoping to use the deadly skills life had taught him to make sure others never suffer like he did.

He has little care for nobility or any wealthy bastards who send others to kill the little people, his people. He fights not for king or country or treasure or glory, but for these common people. Gods help anything that gets in his way.

The Farmer is a large, hulking man most often seen in his magical plate mail armor. Like everything but the scythe he’s had by his side (that over time became a powerful magic weapon), it is taken from some evil fool he out-survived. His brow is heavy, his eyes both squinty and flinty. He is not a friendly-looking man, nor is he in fact a friendly man. He harbors a secret soft spot for children (except rich children, the brats), but otherwise his face is fixed in a tired snarl. He’s not one for talking, but he says what he means and he means what he says.

The Farmer isn’t here to win treasure or friends. He is here to Do Work.


Death-Lok wrote:
So far, the only complete character I have received is Orlanna Norbelos.

I got most of the lvl 12 paladin statted out, but still need to do his actual sheet (I work it all out on notepad first). Got his backstory in my head and still need to put that down too. Loads of work doing a level 12. When are applications due?


The Farmer wrote:
** spoiler omitted **

You didn't address fully:

Concept: Looking for character's appearance, brief history and the moment that defined your character as a hero/anti-hero, and why you would be interested in preventing this Age of undeath. What actions have you done that garnered the attention of the power players in Greyhawk?


I am working on a submission and should have it up today or tomorrow.


1 person marked this as a favorite.
Markus the Librarian wrote:

The Temple upon the Mount, literally justted from the mountainside midway up the cliff-face. For centuries, they have watched and waited... countless prophecies both true and false.

The Kyuss threat had become real, growing too quickly and disrupting the balance. In this enemy's wake, chaos and death that was in no living thing's best interest.

So, they sent an agent... to assess, report back and act as needed.

** spoiler omitted **...

You didn't address this:

Concept: Looking for character's appearance, brief history and the moment that defined your character as a hero/anti-hero, and why you would be interested in preventing this Age of undeath. What actions have you done that garnered the attention of the power players in Greyhawk?


Death-Lok wrote:
Markus the Librarian wrote:

The Temple upon the Mount, literally justted from the mountainside midway up the cliff-face. For centuries, they have watched and waited... countless prophecies both true and false.

The Kyuss threat had become real, growing too quickly and disrupting the balance. In this enemy's wake, chaos and death that was in no living thing's best interest.

So, they sent an agent... to assess, report back and act as needed.

** spoiler omitted **...

You didn't address this:

Concept: Looking for character's appearance, brief history and the moment that defined your character as a hero/anti-hero, and why you would be interested in preventing this Age of undeath. What actions have you done that garnered the attention of the power players in Greyhawk?

Also, oopsie... Bane and Vicious weapon qualities are from Ultimate Equipment, not CRB - me thinks.


Markus the Librarian wrote:
Death-Lok wrote:
Markus the Librarian wrote:

The Temple upon the Mount, literally justted from the mountainside midway up the cliff-face. For centuries, they have watched and waited... countless prophecies both true and false.

The Kyuss threat had become real, growing too quickly and disrupting the balance. In this enemy's wake, chaos and death that was in no living thing's best interest.

So, they sent an agent... to assess, report back and act as needed.

** spoiler omitted **...

You didn't address this:

Concept: Looking for character's appearance, brief history and the moment that defined your character as a hero/anti-hero, and why you would be interested in preventing this Age of undeath. What actions have you done that garnered the attention of the power players in Greyhawk?

Also, oopsie... Bane and Vicious weapon qualities are from Ultimate Equipment, not CRB - me thinks.

Only class, race, spells, and feats limited to PHB. Traits and equipment can be from any valid PF source.


Markus the Librarian wrote:
Also, oopsie... Bane and Vicious weapon qualities are from Ultimate Equipment, not CRB - me thinks.

Nope, they are both from the CRB.


Zahir ibn Mahmoud ibn Jothan wrote:

I have it in mind to offer up a Gnomish Cleric of Pelor, with the Sun and Travel domains. Heavily focused on channeling, both for healing and for killing undead, but not afraid to mix it up in melee, although he won't deal huge amounts of damage with a weapon.

Appearance: large and bulky, for a gnome. full plate armor, brown hair, and brown eyes. Although usually fully armored, he has many old scars and burn marks from his many years of fighting Pelor's enemies.

Background: A native of Furyondy, he has spent many years fighting the evils of Iuz, especially focused on healing his friends, and destroying the undead

Defining moment: One of only three members of his party that survived when they faced down and destroyed an upstart lich.

Motivation: Well, his very being is focused on the eradication of undeath, so an age of such is anathema to him, and something to be defeated.

How did he get noticed: He has been quite vocal about his concerns related to the prophecies after receiving visions of Kyuss and his legions storming the gates of Castle Greyhawk itself from Pelor, which he took as direction to go forth and defeat the great menace.

Here I am.

While I am 99% sure that I stuck with Core on Class, Race, Feats, as instructed. I may have some non-core spells. I'll check for those.

I DID NOT interpret a requirement to stick with Core only magic items. Mine are all Paizo, no 3PP. I have an extra 5k or so gp, as not knowing what the others were bringing, I figured there might be a need to buy some scrolls and such.

Any advice is appreciated. Yes, Posh is very anti-undead, but he can help whoop up on the living as well!

EDIT: Interesting, when pasting Posh in from Hero Lab, I had given a custom name to his weapon and armor, so those just show their names, and not their abilities. The Mace is +1 Disruption, the armor and shield are +3, and all 3 are Reliquary, which is a fancy (and expensive) way of saying they can serve as a holy symbol of Pelor. He's a walker postergnome for Pelor!


There’s almost 30 applicants (for 4 slots) in the other recruitment I’m in, so (as much as I like my submission in that game) I’m going to start building my submission for this game. I’m hoping to post it later tonight, depending on how fast I can get everything together. I’m going to go Paladin (Bahamut) 7/Sorcerer (draconic: gold) 1/Dragon Disciple 4, in a two-hander/Str build with good diplomacy.


Death-Lok wrote:

You didn't address this:

Concept: Looking for character's appearance, brief history and the moment that defined your character as a hero/anti-hero, and why you would be interested in preventing this Age of undeath. What actions have you done that garnered the attention of the power players in Greyhawk?

On it.


What about favored class bonuses? Are we allowed to use racial FCBs or just the +1 hit point or skill point?


Hi Death-Lok!

Let me present to you my submission.

===================================

Eowadriel the Fair

There are many rumors about Eowadriel. Some people say she has never set foot on the ground, as if her goodness is too much for the normal world. That her feet are like those of a baby, white and unsullied, never having stepped on a rock or being constrained by shoes. That looking into her eyes ease your body and soul and makes you feel that good and justice will triumph at the end of times. That she has never raised her melodious voice in anger. That she has never said a harsh word to anyone. That her delicate hands had never grabbed a weapon or hit anyone. That she has never drawn blood from a living creature. That she doesn't eat, as she refuses to kill any living creature to sustain herself, and only the will of the gods keep her alive. That no one, ever, has refused a request from her.

That she is the most beautiful woman in the world, in body, soul, and mind.

But there are also facts. She is a middle-aged elf wizard. She is always flying, always helping, always defending the innocent, always advancing the cause of good. She doesn't use weapons, wear armor or use her magic to destroy or kill. She is an enchanter, her charm and words her power. Her intellect is her protection. Her knowledge of the world her steed.

She is the last of a long line of female wizards that have shunned violence, as violence always leads to evil, while they strive to protect good. They might impair an evil creature, or even summon a creature to face them, but they would never draw blood themselves, not even to defend themselves. They would always try diplomacy and understanding before conflict and war. They would always try to understand the other side before condemning it. They would always seek out redemption than punishment.

That is why she is the last of them all. And if her ethos will cause her to die, she will do it gladly.

And now that the Age of Undeath is about to come, she knows she has to be in the first line to prevent it.

===================================

I hope you like her for your game. I have almost finished fleshing her out (only a couple thousand gp and some spells are missing), and I will be able to show you her full stats. But my idea about her is already done.


Clovis is an elven rogue that serves as a spy and intelligence asset for the Lord Mayor of the Free City of Greyhawk.

He spent some of his early career as an adventurer, exploring some of the upper dungeons of Castle Greyhawk.

He fell afoul of the Thieves Guild in the City and joined with a number of city guards and local adventurers to battle and defeat an assassin that had targeted the Captain General of the Watch.

In recognition of his service to the city, he was given an honorary Knighthood and took service protecting his adopted city.

In the last several months, he has been on assignment in the Cairn Hills in the area of Diamond Lake, gathering intelligence on the machinations of the cult of Kyuss and increasing undead activity.

Clovis is a shortish (5'10” tall) elf of slight build. When not in disguise he wears worn traveling clothes of muted grays and browns, with the glint of a mithral mail shirt peaking out from under his soft shirt. He sports a floppy, wide-brimmed brown hat with a single white weather tucked into its brim. The hilts of two short swords protrude above his shoulders, a pair of daggers are tucked into his boots, and a hand crossbow is holstered on his right hip. A bandoleer hung about his chest is weighed down with a number of magical trinkets.

Over the course of his investigations in the last month, he has become convinced of the growing danger presented by the cult of Kyuss and the rising undead menace. While he had thought at first that it was simply another cult of apocalyptic madmen, he now believes that the rising menace is an existential threat to both the City of Greyhawk and the world as a whole.

Clovis Statblocks:

Clovis
Male elf rogue 12
CG Medium humanoid (elf)
Init +13; Senses low-light vision; Perception +24
--------------------
Defense
--------------------
AC 27, touch 19, flat-footed 20 (+6 armor, +2 deflection, +6 Dex, +1 dodge, +2 natural)
hp 99 (12d8+36)
Fort +8, Ref +18, Will +12; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge, trap sense +4; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 short sword +17/+12 (1d6+4/19-20) or
. . +2 short sword +17/+12 (1d6+3/19-20) or
. . dagger +16/+11 (1d4+2/19-20) or
. . dagger +16/+11 (1d4+2/19-20) or
. . mwk cold iron light mace +17/+12 (1d6+2) or
. . mwk cold iron light mace +17/+12 (1d6+2) or
. . mwk dagger +17/+12 (1d4+2/19-20)
Ranged +1 seeking hand crossbow +17 (1d4+1/19-20)
Special Attacks sneak attack +6d6 +2 Str damage
--------------------
Statistics
--------------------
Str 14, Dex 24, Con 12, Int 14, Wis 14, Cha 12
Base Atk +9; CMB +11; CMD 31
Feats Dodge, Improved Initiative, Improved Two-weapon Fighting, Iron Will, Quick Draw, Toughness, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword)
Traits indomitable faith, reactionary
Skills Acrobatics +22, Appraise +8, Bluff +10, Climb +11, Diplomacy +10, Disable Device +30, Disguise +28, Escape Artist +16, Intimidate +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +11, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Linguistics +10, Perception +24, Sense Motive +11, Sleight of Hand +22, Stealth +22, Swim +8, Use Magic Device +16; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Draconic, Elven, Giant, Goblin, Orc, Sasquatch, Sylvan
SQ elven magic, rogue talents (combat trick, crippling strike, finesse rogue, opportunist, trap spotter, weapon training), trapfinding +6
Combat Gear oil of bless weapon (4), oil of invisibility (3), potion of fly, potion of gaseous form (2), wand of cure light wounds, wand of cure light wounds, wand of grease (50 charges), wand of mirror image (50 charges), wand of shield (50 charges); Other Gear +2 mithral chain shirt, +1 seeking hand crossbow, +2 short sword, +2 short sword, crossbow bolts (20), dagger, dagger, mwk cold iron light mace, mwk cold iron light mace, mwk dagger, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +3, eyes of the eagle, handy haversack, hat of disguise, headband of inspired wisdom +2, ring of mind shielding, ring of protection +2, slippers of spider climbing, belt pouch, chain (10 ft.), chalk, disguise kit, grappling hook, hammer, hemp rope (50 ft.), masterwork thieves' tools, piton (5), simple lock, soap, tindertwig (5), waterskin, whetstone, 1,791 gp, 9 sp, 6 cp
--------------------
Special Abilities
--------------------
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Uncanny Dodge (Lv >= 16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Opportunist (1/round) (Ex) A foe who takes a melee hit from another provokes an AoO from you.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.


Okay, I'm like 98% done with my paladin's character sheet. Just got one question. The paladin's Divine Bond ability is a spell-like ability. If I choose the weapon option for it, for my lvl 11 feat am I allowed to take the Quicken Spell-Like Ability feat so I can use it as a swift action?


I ran out of time to write up all the fluff but here is almost all of my crunch...

Aeranth Goldenscale
Deity: Bahamut

Racial Abilities:
Human
Bonus Feat
+1 Skill point per level

Class Abilities:
Paladin 7
Aura of Good: as cleric of same level
Detect Evil (at will): as spell; or, focus on 1 creature/object (move action) and learn aura strength
Smite Evil (3/day): choose target within sight (move action); if evil, gain: +Cha mod to attack rolls and AC, +level to damage (x2 on first hit vs outsiders, dragons, and undead), and ignore all DR
Divine Grace: +Cha mod to all saves
Lay Hands (9/day): heal 1d6/2 levels with touch (standard action; swift to self-heal)
Aura of Courage: immune to fear, allies within 10’ gain +4 morale to saves vs fear
Divine Health: immune to all diseases (including magical ones)
Mercy: using lay hands also removes fatigued and staggered conditions
Channel Positive Energy: as cleric of same level, costs 2 uses of lay hands
Divine Bond (1/day): standard action; add +1 enhancement or defending, flaming, keen, or merciful to a weapon for 1 minute/level

Sorcerer 1
Bloodline: draconic (gold)
Arcana: +1 damage/die when casting fire spells

Dragon Disciple 4
Claws and Bite (3 +Cha mod rounds/day): gain 2 claw attacks (1d4 +Str mod) and a bite attack (1d6 +1.5x Str mod); free action (count as magic for penetrating DR)
Dragon Resistances: resist fire 5; +3 natural armor
Ability Boost: +4 Str
Breath Weapon (1/day): 30’ cone of fire; 5d6 damage (ref=1/2; DC=10+1/2 level+Cha mod)


Traits, Feats, and Skills:

Traits:
birthmark [faith]
magical knack (sorcerer) [magic]

Feats:
1- power attack
Human- dodge
Sorc 1- eschew materials
3- cleave
5- great cleave
DD 2- toughness
7- extra lay hands
9- weapon focus [greatsword]
11- improved critical [greatsword]

Skills (2 +0 Int +1 race):
Diplomacy +19 (12 ranks +3 class +4 Cha)
Knowledge [arcana] +9 (6 ranks +3 class +0 Int)
Knowledge [religion] +9 (6 ranks +3 class +0 Int)
Use Magic Device +19 (12 ranks +3 class +4 Cha)

Background Skills:
Linguistics +12 (12 ranks +0 Int)
Perform [sing] +16 (12 ranks +4 Cha)


spells:
Paladin (cl 4)
1st- bless weapon, divine favor
2nd- shield other

Sorcerer (cl 6; *15% asf)
0th- detect magic*, light, mage hand*, mending*, prestidigitation*, read magic*
1st (7/day)- burning hands*, feather fall, mage armor*, truestrike
2nd (4/day)- blur


Equipment:

noble’s outfit, gold holy symbol, signet ring & jewelry (825g worth)
+3 mithril breastplate, +2 ring of protection, +3 cloak of resistance
belt of strength +4, headband of charisma +4
+3 greatsword, +1 warhammer, masterwork composite longbow (+6)
~24,000g remaining

Combat Stats:

Str 26 (17 +2 race +3 leveling +4 DD); 30 w/belt
Dex 14
Con 12
Int 10
Wis 10
Cha 14; 18 w/headband

HP: 114 (7d10 +1d6 +4d12 +12 Con +12 toughness +12 FCB)
AC: 27 (touch 15, flat-footed 24); CMD: 32

Fort +15; Ref +12; Will +16 (+2 vs charm/compulsion)

Greatsword +24/19, 2d6+18; 17-20/x2 (PA +21/16, 2d6+27)
2 claws +20, 1d4+10; bite +20, 1d6+15 (PA +17/17, 1d4+16; +17, 1d6+24)
Longbow +13, 1d8+6; 20/x3; range 110’

@Coinshot- the GM might rule otherwise, if he even allows that feat (which seems unlikely since its not from the CRB), but iirc SLAs that don't mimic a spell are considered to have an effective spell level of 1/2 the level you gain the ability at... with an effective spell level of 2, you'd have to be at least 12 level to take the quicken SLA feat for divine bond (but you only would have been 11th when you got the feat).


What year are we starting with? I'm working on my character's backstory, and was going to tie it into some events, but realized I might not be able to use certain events or NPCs.


Hi Death-Lok!

Finally finished the crunch of my submission.

===================================

Eowadriel the Fair

Character Sheet with Image

Description:
There are many rumors about Eowadriel. Some people say she has never set foot on the ground, as if her goodness is too much for the normal world. That her feet are like those of a baby, white and unsullied, never having stepped on a rock or being constrained by shoes. That looking into her eyes ease your body and soul and makes you feel that good and justice will triumph at the end of times. That she has never raised her melodious voice in anger. That she has never said a harsh word to anyone. That her delicate hands had never grabbed a weapon or hit anyone. That she has never drawn blood from a living creature. That she doesn't eat, as she refuses to kill any living creature to sustain herself, and only the will of the gods keep her alive. That no one, ever, has refused a request from her.

That she is the most beautiful woman in the world, in body, soul, and mind.

But there are also facts. She is a middle-aged elf wizard. She is always flying, always helping, always defending the innocent, always advancing the cause of good. She doesn't use weapons, wear armor or use her magic to destroy or kill. She is an enchanter, her charm and words her power. Her intellect is her protection. Her knowledge of the world her steed.

She is the last of a long line of female wizards that have shunned violence, as violence always leads to evil, while they strive to protect good. They might impair an evil creature, or even summon a creature to face them, but they would never draw blood themselves, not even to defend themselves. They would always try diplomacy and understanding before conflict and war. They would always try to understand the other side before condemning it. They would always seek out redemption than punishment.

That is why she is the last of them all. And if her ethos will cause her to die, she will do it gladly.

And now that the Age of Undeath is about to come, she knows she...

Any comments or improvements?

Silver Crusade RPG Superstar 2014 Top 16

Coinshot wrote:
Okay, I'm like 98% done with my paladin's character sheet. Just got one question. The paladin's Divine Bond ability is a spell-like ability. If I choose the weapon option for it, for my lvl 11 feat am I allowed to take the Quicken Spell-Like Ability feat so I can use it as a swift action?

The question is academic. Quicken SLA isn’t a CRB Feat.


Coinshot wrote:
Okay, I'm like 98% done with my paladin's character sheet. Just got one question. The paladin's Divine Bond ability is a spell-like ability. If I choose the weapon option for it, for my lvl 11 feat am I allowed to take the Quicken Spell-Like Ability feat so I can use it as a swift action?

Feat is not appropriate.


Vrog Skyreaver wrote:
What year are we starting with? I'm working on my character's backstory, and was going to tie it into some events, but realized I might not be able to use certain events or NPCs.

595 CY


I will toss my hat into the ring with a dwarf barbarian: Grymm Bloodstone!

Appearance: Muscular armored dwarf with red hair, like this, but with a dwarven longhammer instead: Image

Concept: Grymm's clan, located in the Crystalmists, was overrun when the seemingly endless army of giants and goblins poured down the mountain. Grymm and his family fled, but not before he lost many brothers in battle. Realizing that standard dwarven protocols would not be sufficient, Grymm tapped into his own form of controlled fury to battle the invaders. Along with the human army in Geoff, Grymm led the liberation of Geoff and finally dispatched the giant army. However, he learned that the true architect behind the giant army was a powerful and infamous lich named Thessalar. Grymm has made it his life mission to find said lich and destroy him and all his kind. He has done a lot of research on liches to know how to confront them in battle and has honed him self into being as magic-resistant as he can.

Greatest moment in battle: When he crushed a fire giant's skull in with his weapon!

How he came to the attention of power brokers in Greyhawk: He is one of the liberators of Geoff - that carries a lot of clout.

Hatred of undeath: He considers them abominations, especially liches. He wants to prevent the Age of Worms and save the world.

Any questions, let me know.

Grymm Bloodstone:

Dwarf barbarian 12
CG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +17 (+19 to notice unusual stonework)
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 25 (+12 armor, +3 deflection, +2 Dex)
hp 149 (12d12+60)
Fort +14, Ref +9, Will +9; +2 vs. poison, spells, and spell-like abilities, +5 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training, improved uncanny dodge, trap sense +4; DR 2/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 adamantine longhammer +23/+18/+13 (2d6+15/19-20/×3)
Ranged mwk composite longbow +13/+8/+3 (1d8+8/×3)
Special Attacks greater rage (29 rounds/day), hatred, rage powers (fearless rage, guarded stance +3, internal fortitude, scent, superstition +5, unexpected strike)
--------------------
Statistics
--------------------
Str 26, Dex 14, Con 16, Int 10, Wis 14, Cha 8
Base Atk +12; CMB +20; CMD 35 (39 vs. bull rush, 39 vs. trip)
Feats Heavy Armor Proficiency, Improved Critical (longhammer), Improved Vital Strike, Power Attack, Toughness, Vital Strike
Traits glory of old, reactionary
Skills Acrobatics +12, Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +20, Craft (weapons) +17, Lore (Liches) +15, Perception +17 (+19 to notice unusual stonework), Survival +17, Swim +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ fast movement
Other Gear +3 mithral full plate, +3 adamantine greataxe, mwk composite longbow (+10 Str), belt of giant strength +6, cloak of resistance +3, ring of protection +3, ring of sustenance, Potion of enlarge person (x5) masterwork weaponsmithing tools, 225 gp
--------------------
Special Abilities
--------------------
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless Rage (Ex) While raging, you are immune to the shaken and frightened conditions.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Guarded Stance +3 (3 rounds) (Ex) Gain a +3 dodge bonus to AC vs. melee attacks while raging.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Uncanny Dodge (Lv >= 16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Internal Fortitude (Ex) While raging, you are immune to the sickened and nauseated conditions.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (29 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Scent (Ex) While raging, you gain the scent ability.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Superstition +5 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.
Vital Strike Standard action: x2 weapon damage dice.


Giant Halfling wrote:
What about favored class bonuses? Are we allowed to use racial FCBs or just the +1 hit point or skill point?

Just +1 hp/skill point


As luck would have it, with a Monk submission...

I'm at the Korean Martial Arts Championship (regional)... in Atlantic City, NJ. For my son, 13 yr old, Tang Soo Do Black Belt.

I've never seen such a concentration of people that could kick my butt across all ages!


Current applicants:

Orlana: Female human loremaster 7/transmuter 5
Farmer: Male human fighter 12 (missing answers to questions)
Monkey Business: Make human monk 12 (missing answers to questions)
Posh: Male gnome cleric of Pelor 12
Eowadriel: Female elf enchanter 12
Clovis: Male elf rogue 12
Aeranth: Male human Paladin 7/Sorcerer 1/Dragon Disciple 4 (missing answers to questions)
Grymm: Male dwarf barbarian 12


Still working on my crunch, but here's my backstory/appearance:

Kaine:

Appearance: Standing a bit over six feet, Kaine seems to be male (based on the sound of his voice) and wears a suit of unique armor that includes a fully visored great helm. Kaine's face has never been seen (at least not by anyone who can back up the claim they made that they have seen it), and his armor and helm are what make up his appearance.

Backstory:
Kaine is an exceptionally well-known bounty hunter, seeming to delight in taking jobs to bring in the most dangerous targets. Among his most notable include:

*Locating all of Rary's clones before an assault against him could be attempted;

*Bringing the ghost of an evil, abusive noble to justice after it had risen by dragging it across the countryside to the location where the bounty came from;

*Discovering information regarding the Ebon Triad, a (at the time) unknown cult that worships three different evil gods;

*Never failing to bring back his target alive, once he accepts a job, regardless of who (or what) they may be.

Kaine is known for three things: 1) he never shows his face to anyone, opting instead to allow his distinctive armor to make up his appearance; 2) his intimidating presence. Many criminals, upon hearing that Kaine is after them, will just turn themselves in rather than be drug across the countryside behind a horse; 3) his professionalism: Kaine never switches sides once he accepts a bounty, and bribes do nothing to dissuade him from bringing in his target.

While there are many rumors about Kaine, the job that he is most famous for involves locating all of Rary's clones. It took him a little over three years, but he managed to locate them all; it's noted that during this job, while he was in one of the planes, Kaine's employer decided to call off the strike against Rary for some reason. When Kaine returned, his employer told him that the job had been called off and Kaine would not be paid.

Kaine then explained that, should he not be paid, Rary would be informed of both his recent mission, as well as the person responsible for said mission.

Kaine was promptly paid.

It is also well known that Kaine does not abide ANYONE, including children, trying to imitate him by copying his distinctive armor. Early on in his career, Kaine started hearing about how stories about how he had turned to banditry. What happened next depends on who is telling the story: most agree that he tracked down the bandits and killed them, but it's the method of their death that varies from storyteller to storyteller. In some stories, he flayed them alive; in other stories, he made the man pretending to be him drag his broken body across the plains to the town that he had been terrorizing and explain his crimes to the bewildered magistrate; in the most gruesome story, he killed and then animated all of the bandits, and uses them as a secret assault force that he can summon to help him deal with warriors who oppose him.


Here's all my fluff (along with the crunch again, for convenience sake). I still have like 24k gold to spend but that will likely be 1-2 interesting items and a handful of wands/scrolls/potions; I'll pick the interesting items before recruitment closes (and can post them if you'd like), but if its alright I'd prefer to hold off on choosing some of the disposables until after selection, if that's ok (just so I can use them to help cover areas where we might be weak/lacking).

***Fluff for Aeranth***

appearance:
Aeranth stands a few inches over six feet tall, with broad shoulders and well-muscled limbs. He has a handsome face framed by golden hair and punctuated by eyes that look like amber. His most striking feature, however, is the patches of fine golden scales that peek out from beneath his clothes and armor on his neck, wrists, and hands. His clothing is neatly tailored from silver-grey velvets and blue silks, trimmed with fur and embroidered with silver and gold; and he accompanies it with a silver and gold diadem and an assortment of rings and necklaces. His armor is a gleaming mithril breastplate and he rarely goes anywhere without his ancient, dwarven-made greatsword strapped to his back.

brief history/defining moment:
High in the Barrier Peaks stands Dragonborn Keep, a fortified settlement that is home to an enclave of dragon-blooded peoples. Gathered from all around Oerik, the several hundred residents all claim descent from some manner of metallic dragon, and the great majority of them possess some sorcerous ability. The center of the settlement is dominated by a temple to Bahamut, who is revered by all the residents. Aeranth was born there to Marcus, a sorcerer, and Alayna, an acolyte at the temple. From birth he was marked as chosen--he bears a cluster of golden scales on his chest that form Bahamut’s holy symbol--and he was raised to embrace his heritage and to serve the Platinum Dragon.

As soon as he came of age, he began training as a squire to Theralis, a bronze-blooded paladin who traveled among several human and dwarven settlements fighting against any evils that might threaten them. The moment that solidified him as a hero came surprisingly early. He and Theralis happened upon a small trade caravan being attacked by a bulette and hurried to its defense. The creature lashed out at a dwarven child and, without hesitation, Aeranth threw himself in the way; the bite he received nearly killed him, but the child escaped unscathed and Theralis and the caravan guards were able to kill the beast. When he recovered, he knew without a doubt that his calling was to spend his life standing between the weak and innocent and the evils that would prey on them.

Under Theralis’ tutelage, he grew in power and skill until he was ready to set out on his own. His spent a few years continuing his teacher’s work in the hills and mountains on the east side of the Barrier Peaks before coming down to the rest of Oerik, where he has been wandering, and intervening, since.


interest in preventing Age of undeath:
Aeranth’s calling is to defend the world of men against the evils that threaten it... so, when he discovers the threat of an age of undeath, he will believe it to be the purpose towards which Bahamut has been guiding him for years.

actions garnering attention from power players:
Aeranth’s biggest claim to fame is that he saved the Grand Duchy of Geoff when he defeated Sorthax, an adult green dragon, in single combat. He also drew some notice when he partnered with several servants of St Cuthbert to root out a group of cultists and their Glabrezu master in the Dapple Wood outside of Devarnish, and, most recently, when he saved the daughter of one of the members of Greyhawk’s Directing Oligarchy from an attack many have attributed to the Crimson Brotherhood.

***Crunch for Aeranth (again)***

Racial Abilities:
Human
Bonus Feat
+1 Skill point per level

Class Abilities:
Paladin 7
Aura of Good: as cleric of same level
Detect Evil (at will): as spell; or, focus on 1 creature/object (move action) and learn aura strength
Smite Evil (3/day): choose target within sight (move action); if evil, gain: +Cha mod to attack rolls and AC, +level to damage (x2 on first hit vs outsiders, dragons, and undead), and ignore all DR
Divine Grace: +Cha mod to all saves
Lay Hands (9/day): heal 1d6/2 levels with touch (standard action; swift to self-heal)
Aura of Courage: immune to fear, allies within 10’ gain +4 morale to saves vs fear
Divine Health: immune to all diseases (including magical ones)
Mercy: using lay hands also removes fatigued and staggered conditions
Channel Positive Energy: as cleric of same level, costs 2 uses of lay hands
Divine Bond (1/day): standard action; add +1 enhancement or defending, flaming, keen, or merciful to a weapon for 1 minute/level

Sorcerer 1
Bloodline: draconic (gold)
Arcana: +1 damage/die when casting fire spells

Dragon Disciple 4
Claws and Bite (3 +Cha mod rounds/day): gain 2 claw attacks (1d4 +Str mod) and a bite attack (1d6 +1.5x Str mod); free action (count as magic for penetrating DR)
Dragon Resistances: resist fire 5; +3 natural armor
Ability Boost: +4 Str
Breath Weapon (1/day): 30’ cone of fire; 5d6 damage (ref=1/2; DC=10+1/2 level+Cha mod)


Traits, Feats, and Skills:

Traits:
birthmark [faith]
magical knack (sorcerer) [magic]

Feats:
1- power attack
Human- dodge
Sorc 1- eschew materials
3- cleave
5- great cleave
DD 2- toughness
7- extra lay hands
9- weapon focus [greatsword]
11- improved critical [greatsword]

Skills (2 +0 Int +1 race):
Diplomacy +19 (12 ranks +3 class +4 Cha)
Knowledge [arcana] +9 (6 ranks +3 class +0 Int)
Knowledge [religion] +9 (6 ranks +3 class +0 Int)
Use Magic Device +19 (12 ranks +3 class +4 Cha)

Background Skills:
Linguistics +12 (12 ranks +0 Int)
Perform [sing] +16 (12 ranks +4 Cha)

Languages: Common, Draconic, Celestial, Aquan, Auran, Ignan, Terran (+6 more)


spells:
Paladin (cl 4)
1st- bless weapon, divine favor
2nd- shield other

Sorcerer (cl 6; *15% asf)
0th- detect magic*, light, mage hand*, mending*, prestidigitation*, read magic*
1st (7/day)- burning hands*, feather fall, mage armor*, truestrike
2nd (4/day)- blur


Equipment:

noble’s outfit, gold holy symbol, signet ring & jewelry (825g worth)
+3 mithril breastplate, +2 ring of protection, +3 cloak of resistance
belt of strength +4, headband of charisma +4
+3 greatsword, +1 warhammer, masterwork composite longbow (+6)
~24,000g remaining

Combat Stats:

Str 26 (17 +2 race +3 leveling +4 DD); 30 w/belt
Dex 14
Con 12
Int 10
Wis 10
Cha 14; 18 w/headband

HP: 114 (7d10 +1d6 +4d12 +12 Con +12 toughness +12 FCB)
AC: 27 (touch 15, flat-footed 24); CMD: 32

Fort +15; Ref +12; Will +16 (+2 vs charm/compulsion)

Greatsword +24/19, 2d6+18; 17-20/x2 (PA +21/16, 2d6+27)
2 claws +20, 1d4+10; bite +20, 1d6+15 (PA +17/17, 1d4+16; +17, 1d6+24)
Longbow +13, 1d8+6; 20/x3; range 110’


Regarding the AP and starting at Level 12 confusion... Are we starting with the first book, modified for 12th level? Or are we jumping in on book 3 or 4.

I'm only asking so that I know of Kyuss can play a part in the background... Or if no one knows anything about the Kyuss threat, yet.


Okay, got my submission completed. I went ahead and reposted my backstory to keep my submission together.

Kaine:

LN Half-Orc Bard 12

Str 14/16
Dex 14/16
Con 12/14
Int 14
Wis 14
Cha 18/24

HP 63+24
AC: 31; T: 16; FF: 27 (10 base +10 armor +5 shield +3 dex +2 deflection +1 dodge)
BAB 9
Init +3

Fort +8
Ref +13
Will +12

Speed 30'

Shield (Normal): +14/9 to hit; 1d8+4 damage; 20/x2 crit

Adventuring Skills:
Acrobatics r0 +31
Bluff r0 +31
Diplomacy r0 +31
Fly r0 +31
Intimidate r0 +31
Knowledge (Arcana) r6 +18
Knowledge (Dungeoneering) r6 +18
Knowledge (Local) r6 +18
Knowledge (Nature) r6 +18
Knowledge (Planes) r6 +18
Knowledge (Religion) r6 +18
Perception r12 +16
Perform (Dance) r12 +31
Perform (Keyboard Instruments) r12 +31
Perform (Sing) r12 +31
Sense Motive r0 +31
Stealth r12 +18

Background Skills:
Knowledge (Engineering) r6 +18
Knowledge (Geography) r6 +18
Knowledge (History) r6 +18
Knowledge (Nobility) r6 +18
Linguistics r12 +24

Languages: Abyssal, Aklo, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Gnoll, Halfling, Infernal, Orcish, Sylvan, Undercommon

Traits:
Armor Expert
Historian

Feats:
Dodge
Improved Shield Bash
Skill Focus (Perform: Dance)
Skill Focus (Perform: Keyboard Instruments)
Skill Focus (Perform: Sing)
Weapon Focus (Heavy Shield)

Class Features:
*Bardic Knowledge (+7)

*Bardic Performance
- Countersong
- Dirge of Doom
- Distraction
- Fascinate
- Inspire Competence +4
- Inspire Courage +3
- Inspire Greatness
- Soothing Performance
- Suggestion

*Jack-of-All-Trades (Can make any skill check, even if untrained)

*Lore Master (take 10 on any knowledge check I'm trained in; take 20 2/day)

*Versatile Performance
- Dance (Acrobatics, Fly)
- Keyboard Instruments (Diplomacy, Intimidate)
- Sing (Bluff, Sense Motive)

*Well-Versed

Spells:
Spells/Day: -/7/7/5/4
Spell DC: 16 +Spell Level

*Cantrips:
Detect Magic
Know Direction
Message
Prestidigitation
Read Magic
Summon Instrument

*First:
Comprehend Languages
Cure Light Wounds
Detect Secret Doors
Expeditious Retreat
Feather Fall
Unseen Servant

*Second:
Cure Moderate Wounds
Glitterdust
Heroism
Invisibility
Sound Burst

*Third:
Cure Serious Wounds
Haste
Phantom Steed
See Invisibility

*Fourth:
Break Enchantment
Cure Critical Wounds
Dimension Door
Freedom of Movement

Equipment:
+3 Mithral Breastplate -13,200g
+2 Belt of Physical Might (Dex/Con) -10,000g
+6 Headband of Charisma -36,000g
+3, Bashing Heavy Wooden Shield -16,157g
+2 Ring of Protection -8,000g
+2 Cloak of Resistance -4,000g
Circlet of Persuasion -4,500g
Greater Hat of Disguise -12,000g

4,143 gp

Background/Appearance:

Appearance:
Standing a bit over six feet, Kaine seems to be male (based on the sound of his voice) and wears a suit of unique armor that includes a fully visored great helm. Kaine's face has never been seen (at least not by anyone who can back up the claim they made that they have seen it), and his armor and helm are what make up his appearance.

Backstory:
Kaine is an exceptionally well-known bounty hunter, seeming to delight in taking jobs to bring in the most dangerous targets. Among his most notable include:

*Locating all of Rary's clones before an assault against him could be attempted;

*Bringing the ghost of an evil, abusive noble to justice after it had risen by dragging it across the countryside to the location where the bounty came from;

*Discovering information regarding the Ebon Triad, a (at the time) unknown cult that worships three different evil gods;

*Never failing to bring back his target alive, once he accepts a job, regardless of who (or what) they may be.

Kaine is known for three things: 1) he never shows his face to anyone, opting instead to allow his distinctive armor to make up his appearance; 2) his intimidating presence. Many criminals, upon hearing that Kaine is after them, will just turn themselves in rather than be drug across the countryside behind a horse; 3) his professionalism: Kaine never switches sides once he accepts a bounty, and bribes do nothing to dissuade him from bringing in his target.

While there are many rumors about Kaine, the job that he is most famous for involves locating all of Rary's clones. It took him a little over three years, but he managed to locate them all; it's noted that during this job, while he was in one of the planes, Kaine's employer decided to call off the strike against Rary for some reason. When Kaine returned, his employer told him that the job had been called off and Kaine would not be paid.

Kaine then explained that, should he not be paid, Rary would be informed of both his recent mission, as well as the person responsible for said mission.

Kaine was promptly paid.

It is also well known that Kaine does not abide ANYONE, including children, trying to imitate him by copying his distinctive armor. Early on in his career, Kaine started hearing about how stories about how he had turned to banditry. What happened next depends on who is telling the story: most agree that he tracked down the bandits and killed them, but it's the method of their death that varies from storyteller to storyteller. In some stories, he flayed them alive; in other stories, he made the man pretending to be him drag his broken body across the plains to the town that he had been terrorizing and explain his crimes to the bewildered magistrate; in the most gruesome story, he killed and then animated all of the bandits, and uses them as a secret assault force that he can summon to help him deal with warriors who oppose him.


I did get chosen for that other game so I’m going to withdraw my application here. I hope the game goes well.


GH, great, have fun.

I think only coinshot's submission is missing and he stated that it was 98% complete, so moving up closing deadline to tonight at 6:00 pm EST.


Good morning folks... I'll be withdrawing as well.

Happy gaming. Game on!


Good luck everyone.

Death-Lok, some questions in case Eowadriel gets selected:
- Can she buy extra spells? Using the cost in the Core Handbook (1/2 cost of inscribing a spell) + the cost of inscribing it?


Ok, Markus, be well. I missed your question, but I thought it was obvious that we would be jumping in Book 3/4 and not that I would be scaling a 1st level adventure for 12th level characters. I assumed that was common sense.

Updated list:
Orlana: Female human loremaster 7/transmuter 5
Farmer: Male human fighter 12 (missing answers to questions)
Posh: Male gnome cleric of Pelor 12
Eowadriel: Female elf enchanter 12
Clovis: Male elf rogue 12
Grymm: Male dwarf barbarian 12

JB: Yes, you can buy extra spells with your gold per the rule in PHB.


Excellent, thanks. Will need to sell some of Eowadriel's stuff, but I will buy her some more spells to give her more spells and more versatility.


Those 6 submissions make a solid party!


Death-Lok wrote:

Ok, Markus, be well. I missed your question, but I thought it was obvious that we would be jumping in Book 3/4 and not that I would be scaling a 1st level adventure for 12th level characters. I assumed that was common sense.

Updated list:
Orlana: Female human loremaster 7/transmuter 5
Farmer: Male human fighter 12 (missing answers to questions)
Posh: Male gnome cleric of Pelor 12
Eowadriel: Female elf enchanter 12
Clovis: Male elf rogue 12
Grymm: Male dwarf barbarian 12

JB: Yes, you can buy extra spells with your gold per the rule in PHB.

Thanks for the response.

I question was more, were these characters supposed to have been through the initial portion of the AP?

Or had they heard about the ugliness, and therefore could use that in their background and reasons for continuing the efforts.

Home town was overrun with Kyuss-loveliness, monastery/keep was secured and holding out against the walking dead, waiting for them to succeed, etc...

That sort of thing.

Maybe it can helps someone else.


Also, to be clear... I like the game and would love to join, should an opening presents itself in the future.

It's just that the name picking and "questions" got me thinking and got pretty deep. Monk led to Monkey (Business) and Vanara...

Herman Hesse got in on the action... Mind blown!

I've really enjoyed the recruitment, thank you!

51 to 100 of 113 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Recruitment / PF1 - Age of Worms - 12th level recruitment - CORE PHB only All Messageboards

Want to post a reply? Sign in.