Moonscar

Game Master mathpro18


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Definitely interested.

4d6 ⇒ (4, 3, 6, 5) = 18 = 15
4d6 ⇒ (3, 5, 5, 6) = 19 = 16
4d6 ⇒ (4, 1, 6, 6) = 17 = 16
4d6 ⇒ (6, 2, 1, 4) = 13 = 12
4d6 ⇒ (4, 5, 6, 3) = 18 = 15
4d6 ⇒ (2, 6, 5, 1) = 14 = 13

I am thinking some kind of fighter/rogue/duelist. Let me work on it.


Awesome we def need some more front line people.


Major General Claude Arodellios Von Helreaver

General Von Helreaver is a middle aged human with a keen eye and an enormous bushy handlebar moustache that may have been golden at one point but has mostly gone to gray. He wears gleaming armor bearing the charge of the Molthuni army, festooned with awards from a lifetime of decorated service. A saber sits at his hip looking too new to have ever seen much use while several braces of knives suggest his true weapon of choice. The spiralling comet of Pharasma hangs at his side in gleaming sapphire, hinting at a fervor that goes beyond lay worship.

Character sheet can be found here. Most of the build is complete but equipment is a work in progress.

(1) Story Points:

1: Claude has spent his adult life serving in the Molthuni army, working his way up the ranks from a Chaplain-Ensign at his commission to now a Major General serving directly under the Lord General of the Mindspin. His current role is largely administrative as his last step before retirement, allowing him to spend much of his time with his family.
2: Von Helreaver is best known for commanding the 3rd Adjunct Expeditionary Battalion, a monstrous mercenary unit across the Mindspin mountains between Molthune and Nirmathas. Under his leadership, the unusual troops (including hobgoblins, several giants, harpies, and a manticore) caused severe disruption to Nirmathi operations and went so far as to sack the town of Skelt.
3: General Von Helreaver inspires loyalty in his troops through action rather than words. He is known as a fierce combatant who fights on the front lines, commanding Pharasma's control over life and death to wreak destruction on their enemies while keeping his troops in fighting shape long after they should have fallen. He prefers not to engage until he can consult his divinations to secure victory.
4: Despite a long and storied career commanding the loyalties of fierce and fearsome forces, Claude has found that he lacks the political acumen to advance any further within the Molthuni hierarchy.
5: Claude is now responsible for short-term strategy decisions and logistics in Molthune's war against Nirmathas around the Mindspin Mountains. This allows him to stay close to his small family, although he feels that his greatest talents are being wasted. He looks forward to grandchildren, his daughter Cinder recently having married.

(2) Goals:

1: Rescue his daughter and her spouse, who have recently gone missing
2: Prove to himself that he can still command a combat unit on the front lines

(3) Secrets:

1: While Claude has extended family throughout Nirmathas, his household is only himself and until recently, his daughter. He has never been married or had a publicly acknowledged paramore of any sort. He brought his daughter back with him from an extended campaign within Nirmathas, to great speculation as to whether she’s even his. In truth she is, mothered by a Nirmathi soldier whom Claude has not seen since Cinder’s birth. Cinder’s mother was a tiefling, but Cinder by all appearances came out completely human.
2: Unknown to Claude, Asme put quite a few words in the right ears to ensure Claude’s promotion that took him out of combat and away from the front lines, leading to her temporary command and greater glory for herself.

(4) NPCs:

1: Cinder Von Helreaver is Claude’s daughter, his only child and the apple of his eye. She has recently come of age, fallen in love, and gotten married. Claude is delighted to see her happy and grateful that she remains a fixture in his life. However, she has recently gone missing along with her spouse.
2: Corporal Asme was Claude’s second-in-command when he led the 3rd AEB. The hobgoblin bard saved his life on numerous occasions and vice-versa, earning each others’ eternal trust and friendship. She still keeps correspondence with the General even as she continues to fight on the front lines.
3: Katra Sabine, Lord General and territorial governor of the Mindspin region of Molthune, is Claude’s direct superior. She has a tendency to micromanage the strategic decisions in her area which grates on Claude to no end.
4: Loris Freyhold was Von Helreaver’s primary oppostion while he commanded the 3rd AEB, oftentimes matching him move for move commanding the Mindspin’s Nirmathi Irregulars. The two gained a grudging respect for one another of their years of antagonism, having met several times as Von Helreaver captured Nirmathi forces and oversaw their negotiated release. While their final battle was technically a Molthuni victory that promoted Von Helreaver out of combat duty, Freyhold’s decimation of Claude’s personal honor guard was a humiliating defeat that still rankles. Freyhold has remained active in the war until a year ago, and Molthuni intelligence speculates that the Nirmathan may be laying low to plan something big.

(5) Memories:

1: Claude, a young man in Pharasmin clerical vestments amidst a throng of similarly young officer candidates, kneels down to pledge his oath to Molthune.
2: Arrows whiz through the night sky past Claude and a motley assortment of soldiers hunkered behind a rock outcropping. He eyes the approach through a gap as Asme yells at him, ”We don’t have much time until they hit the main force!” He twirls a knife in each hand as he grits his teeth, then snarls to the mercenaries as he begins to summon an eldritch fog. ”Then we buy their safety with our blood!” As vapors begin to envelop the area, he leaps over the rocks toward the archers.
3: Now firmly into his middle years, General Von Helreaver cuts an imposing figure in his dress uniform. Chest festooned with a curuscating rainbow of ribbons and medals, he offers a corded arm draped in a velvet half-cape to the young lady next to him. Radiant in her white gown, Cinder smiles demurely and puts a hand on the proferred arm. Music swells as the two begin to walk down the aisle, parallel paths that lead to divergent unknown futures.

Scarab Sages

Pathfinder Starfinder Society Subscriber

I am unsure if I will follow through, but I'll humor my interest.

4d6 ⇒ (3, 1, 5, 5) = 14 = 13
4d6 ⇒ (6, 4, 5, 6) = 21 = 17
4d6 ⇒ (4, 1, 3, 6) = 14 = 13
4d6 ⇒ (4, 1, 5, 5) = 15 = 14
4d6 ⇒ (5, 2, 3, 5) = 15 = 13
4d6 ⇒ (1, 4, 2, 4) = 11 = 10


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Thinking of winter witch, basically a frigid Irriseni mage.

4d6 ⇒ (1, 6, 6, 5) = 18 17
4d6 ⇒ (1, 2, 2, 4) = 9 8
4d6 ⇒ (6, 6, 2, 1) = 15 14
4d6 ⇒ (3, 4, 2, 5) = 14 12
4d6 ⇒ (5, 3, 3, 6) = 17 14
4d6 ⇒ (6, 4, 2, 6) = 18 16

Pretty good stats!

Edit: Seems there’s a lot of casters, so I’ll go for a martial or skill type instead.


Just to be clear on the premise, are our characters be an established adventuring party who know one another, or are we coming together for the adventure?

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Image for Liam
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Quote:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

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A) Liam Finlathe, inspired by both the fey ankou and the red mantis assassins, seeks to be the perfect killer. He doesn’t care much to be labelled an assassin, and rarely takes jobs that involve planned murders. Rather, he adventures with those labelled heroes by the common folk, lending his skill towards “good” causes, confident that the pay-off, both in terms of challenges and financial rewards, would outstrip any payoff offered by those who merely wish someone dead. Liam takes pride in his skill at hunting, stalking, and killing what needs killing. He avidly avoids family feuds, political jobs, and wholesale slaughter, because “who needs that kind of baggage?”

B) Liam isn’t a kicker of puppies, a torturer of helpless prisoners, or any other cartoonish version of evil. Rather, he is a remorseless weapon that prefers to be pointed towards more socially acceptable targets. He makes no apologies for his deadly skills, takes no pity on his opponents, and generally has zero qualms about the weight of death upon his soul.

C) Liam did something to piss off the Red Mantis assassins, and they occasionally take a stab at ending him. This usually ends with Liam adding to his sabretooth saw collection, although the frequent self-disintegration practice among these would-be assassins sometimes consumes them before he can collect them. An assassin named Sabina Couthrite has led several of these attempts, and Liam does his best to keep her alive while killing the others. He’s managed to disarm her several times, and the magic blades he carries were once hers. He has made several improvements to the blades over the years.

D) Liam has an estranged family that he rarely talks about, mostly just commiserating with anyone else experiencing spousal troubles or lost loves. Liam gets uncomfortable around happy families.

E) Liam has named his shadow doubles and they have slightly different personality quirks. Adam is silent and brooding, Mikael boastful and flirtatious, and Gerard is serious and tactical. Together, they often sneak into surrounding positions and attack from all around an enemy, making it impossible for the foe to know where the next blow is coming from,\.
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Quote:
2) Two goals that you'd like the character to accomplish in-game.

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A) Rescuing someone important to him from certain death.

B) Finally confronting an enemy from his past and defeating them for good.
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3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

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A) Liam has an estranged ex-wife, Mirabelle, and a son, who he never speaks of by name. Occasionally, a young boy will remind Liam of the boy, and Liam becomes a bit softer around the edges for awhile. Liam knows where the pair are, but has not personally seen either in six years. A small percentage of his earnings goes towards spying on and protection of his son.

B) Mirabelle is the one who initially sent the Mantis after Liam, wanting him out of her & her son’s life for good. Liam doesn’t know this, and the Mantis do not reveal who hired them.
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Quote:
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

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A) Mirabelle, Liam’s ex-wife. She stole away with his son and has tried to have him killed, but is now more focused on dealing with her teenage son as Liam’s spies have gotten more careful about being seen and she thinks he’s either dead or forgotten about them.

B) Liam’s son Charles, now a 15 year old boy who knows nothing of his father.

C) Sabina Couthrite, a mantis assassin who has led several failed attempts against Liam’s life. The first attempt, she managed to escape despite the death of her troop members. Since then, Liam has managed to recognize her and makes sure she lives to continue the dance. He believes their attempts keep him sharp.

D) Lid Al’fhuk, the Ankou master who first kidnapped a timid boy and taught him how to fight in an otherworldly nightmare scape.
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Quote:
5) Three key memories that define your character as the person they are at the time of submission.

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A) Liam was just ten years old when he was initially taken to the First World. The ankou master Lid Al’fhuk took the boy under his wing as part of some wager or another. As time passes differently in the first world, Liam was still ten when he left the First World, a fully trained apprentice ankou shadow assassin. Liam’s memories of this time seem like a dream to him now, or an occasional nightmare. Liam cannot picture Lid as one being, but rather as a mass of shadowy fey all pushing him to perfect his craft. His shadow selves seem to recall the training more completely than Liam, but are unable to express their understanding in any way except perfected violence.

B) The last time Liam saw Charles, the boy was nine years old, almost the age that he was when Lid took him to the First World. Liam’s nightmares became more intense and he became convinced that Lid would track the family down and begin again with the next generation if he wasn’t the perfect agent of death the Ankou had wanted him to be. He argued constantly with his wife, insisting that Mirabelle take the boy far away from him for Charles’ own sake. He remembers the tears running down his boy’s cheeks as Charles struggled to understand why the family was being separated. Liam is convinced that if he ever sees Charles again, Lid will somehow know who the boy is and holds the memory of the boy’s tears as a shield against the temptation to return to his family.

C) Liam is in the sewers under Korvosa, and surrounded by Mantis Assassins. Their craft is seasoned, but Liam’s is pure. With the aid of his companions, Liam beats back the assassins. The leader escapes, but not before Liam disarms her and claims her blades. These blades were meant for killing, and they feel good in his hands.


Alright, this is Ouachitonian's submission. Othniel is an elven Magus, who has studied technology as much as magic, rather to his family's chagrin. He has collected various magical and technological trinkets from all over Golarion, and even other planes. And yet he has never been outside Golarion on the Material Plane. Plane Shift is easy, compared to reaching Sovyrian or Triaxus without the benefit of one of the aiudara. He mostly concerns himself with research, much to the chagrin of his paladin girlfriend, who pushes him to go out and do something for the sake of Good, instead of just for Knowledge. He keeps meaning to, but the secret to more effective gunpowder is *right there*, and I just need to do a few more weeks of research...

Basically, he shoots things to death. I've heavily focused on Scorching Ray, taking Magical Lineage and Spell Perfection with it. His Maximized Empowered Elemental (Acid) Scorching Ray (cast as a 4tth Level spell) is even more fearsome when the rays are riding a succession of bullets from his Holy Corrosive Pistol. And let's not talk about what happens if he manages a x4 Critical while spellstriking with Disintegrate. He is a bit specialized. But he's also got a lot of skills, all the flexibility of a Magus, etc. Any technically I can pick up a rock and throw it and still spellstrike; only some of my feats are specific to the weapon.

The background is probably a bit thin. I'm not used to trying to come up with the background for so accomplished a character, nor the points, goals, secrets, etc format. If it needs touching up, let me know and I'll do so.

Edit: I should probably note, all the background, sheet, questions, etc are in the alias. I know you said we didn't have to create one, but I had this one lying around from a campaign that died a while back, so I figured I'd put it to use.


Almost have the character done, will post it tomorrow.


So I realized I missed the questions on my original submission. Reposting with questinos so it's all in one place:

The Chosen of Nethys:

CG Elf Arcanist 15/Unchained Monk 1

str 10
dex 20/24
con 12/16
int 16/22
wis 12
cha 22/28

HP 144
AC: 32; T: 27; FF: 24 (10 base +4 armor +7 dex +9 cha +1 dodge +1 nat armor)
BAB 8; CMB: +21; CMD: 41
Init +9

Fort +15
Ref +19
Will +17

Speed 40'

Weapons:
1) Touch Spell: +16 to hit
2) Unarmed Strike: +16 to hit; 1d6+1b damage; 20/x2 crit

Skills:
Acrobatics r15 +25
Intimidate r5 +17
Knowledge (Arcana) r15 +24
Knowledge (Planes) r15 +24
Spellcraft r15 +24
UMD r15 +27
Perception r16 +31
Sense Motive r16 +24
Stealth r16 +26
Background Skills:
Knowledge (History) r16 +25
Linguistics r16 +25

Languages:
Abyssal
Aklo
Aquan
Azlanti
Auran
Celestial
Common
Draconic
Dwarven
Elven
Giant
Hallit
Infernal
Halfling
Sphinx
Sylvan
Terran
Thassilonian
Tianese
Ulfen
Undercommon

Alternate Racial Features:
Fey-Sighted (Constant Detect Magic; replaces Elven Magic)

Arcanist Class Features:
*Arcane Reservoir (33 max; 25 starting)

*Consume Spells

*Arcane Exploits: (DC: 27)
- Arcane Barrier
- Arcane Discovery (Knowledge is Power)
- Arcane Weapon
- Armored Mask
- Counterspell
- Dimensional Slide
- Energy Shield
- Familiar (Ioun Wyrd; +1 nat armor to ac)
- Force Strike
- Holy Water Jet
- Sonic Blast

*Greater Arcanist Exploits: (DC: 27)
- Greater Counterspell
- Counter Drain
- Spell Thief

Monk Class Features:
*Archetype (Scaled Fist)
- Draconic Might (use Cha instead of Wis for monk class features and Stunning Fist DC)

Traits:
*Reactionary (+2 to initiative Checks; Combat)
*Indomitible Faith (+1 to Will Saves; Faith)

Feats:
*Extra Arcanist Exploit x6
*Weapon Finesse
*Toughness
*Stunning Fist (4/day; DC 27 fort save)
*Dodge

*Alertness (From Familiar)

Spells:
*Spells Prepared/Day: 9/-/-/-/-/-/-/-/-
*Spell Slots/Day: -/4/4/4/4/4/4/4/2
*Cantrips:
- All

Equipment:
+2 Cha tome -55000 gp
+3 Dex Tome -82500 gp
+5 Cloak of Resistance -25000 gp
+6 Headband of Mental Might (Int/Cha; Perception, Sense Motive, Stealth) -90000 gp
+4 Belt of Physical Might (Dex/Con) -40000 gp
Amulet of Mighty Fists +1 -4000 gp
Boots of Striding and Springing -5500 gp
Goz Mask -8000 gp
Eyes of the Eagle -2500 gp

2500 gp

Backstory:

The Chosen of Nethys, or The Chosen, is the most elite agent the church of Nethys can send to investigate an issue. Chosen at birth and spirited away from their parents, Candidates for the position of Chosen are raised in the church, where they are taught to understand and value magic, and how to use magic to accomplish their missions. When the position becomes open, a tournament is held to determine who will next inherit the position, including a trial of combat.

Once a candidate is selected, the church uses a modified ritual, similar to the ritual used by the Magaambyan arcanists to give up their identity.
While the position of Chosen is an office, not a particular person, it is well known that the current holder, an Elven woman, is a particularly powerful in the magical energies she wields.

Now she has been sent by other heroes to determine what ominous events are occurring on the moon.

Questions:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

*Point #1) The Chosen does not know her past or family, nor does she care about that. She has, through life-long indoctrination, become nothing but a weapon wielded by the church of Nethys.

*Point #2) The Chosen has died twice, once of natural causes. When she was reborn after dying of old age, she came back as a young adult.

*Point #3) Unlike most previous holders of the position, The Chosen has taken a string of lovers; she has discovered that she is infertile.

*Point #4) The chosen believes that there is no such thing as "bad" magic, as magic is only a tool given to mortals by Nethys. Things like necromancy don't offend her.

*Point #5) The Chosen's power prevents her from casting spells, other than cantrips. instead, she can draw upon her connection to Nethys to manipulate magic in a variety of ways, including being able to cut off enemy spellcasters of their ability to cast magic.

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

*Goal 1: See her mission through to the end.

*Goal 2: Look for lore related to the ritual that renewed her.

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

*Secret only I know: The Chosen has only died once. The second time, when she "died of old age", she actually had survived alive but unconscious. She then awoke to find herself being used as a component to a necromantic ritual. When she used her magic to move out of harms way, the two magics interacted oddly and she stole the lifeforce of the group of necromancers who were conducting the ritual, which made her younger.

*Secret unknown to me: There is a small, secretive sect of people who, especially after she came back from old age, began to worship her and call her "The Bride of Nethys". The Chosen has not heard of this yet, but she would stamp out such heresy were she to hear of such things.

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

*Person #1: Sister Margret "Maggy" Horgine. The sister is one of the nuns who raised the generation of Chosen candidates that the current Chosen was a part of. Occasionally, the Chosen will contact her spirit to ask for advice.

*Person #2: Otheo. This jovial, rotund Human man was the Chosen's lover until she was reborn. After that happened he did not wish to see her anymore and said some truly horrible things to her at their last meeting, including calling her undead.

*Person #3: Henro, Master of Sky. This Kellid artist is the Chosen's current lover. He lives and works in Absalom and paints photo-realistic landscapes of his home to the far north.

*Person #4: Cardinal Guilmo Cortava. The Cardinal is a rising star in the priesthood of the church who was recently promoted to Cardinal, where upon he found out about the position of Chosen. He believes that it is blasphemy and is doing everything he can to undermine the entire program, including having the entire current replacement generation of children and adults moved to other parts of the church.

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

*Memory #1: Enduring the ritual to become the chosen.

*Memory #2: The battle with the necromancers where she de-aged.

*Memory #3: Her lover turning on her and casting her out.


narrative backstory:

Each of them was trying to recall, how had this woman, with no visible weapon, armor, or spellcasting ability talked her way onto this journey to the moon. Fortunately, there's more to her than meets the eye.

From the time she was a young girl in Oppara, Laara Tanner knew she wanted to travel the world. Street urchins there are taken in by the Brotherhood of Silence, the largest thief’s guild in the inner sea and quickly taught how to part a fool from his coin. Drannik taught countless pickpockets, but Laara was a star pupil, small and good at thieving. She may have had a good life with the Brotherhood, but she dreamed of travelling Golarion. Her daydreams became a concrete plan to she met a young maestro named Allyn Tanner who also wanted to escape his life with the Kith. The young lovebirds decided to elope and eventually hatched a plot to rob their respective employers. Shockingly, their little heist was successful, and they managed to get away from both organizations, although not without a fair bit of heat.

They used their skills at stealth, deception, and running away, to keep traveling and avoid any further danger from their past. Moving and carrying out minor adventures, while protecting the nest egg they’d stolen, proved a relatively easy life for the couple, who were infatuated with both each other than their respective wanderlusts. This might have continued, but the journey from the Hold of Belkzen to Brevoy went further north than it should have. When they passed the protection of the wardstones siege was laid upon them. Those who survived from the caravan did so by fighting back until the crusaders arrived and drove off the scout dretchs that found them. Allyn was torn apart by the demons and any possessions not on her back were left in the world wound itself.

After losing everything, and with a fresh hatred of Demons, she was mentored by an elven riftwarden, Irahea. Irahea taught Laara how to not only use the terrain of the world wound to her advantage to fight the demons, but also to tap into the ley lines of Golarion, and exploit the inherent dimensional magic. This became a hallmark of Laara’s style, using dimensional magic from the astral plane to shift in combat, a tactic that her foe of choice commonly employed as well. She stayed here for a while and fought for Queen Galfrey crusade, but staying in one place too long caused the past caught up with her.

Laara took the skills she developed with the crusaders and used them to pay the debt she’d incurred when she stole from the Brotherhood. Drannik wanted her to use her skill with subterfuge, and her credentials as a Mendevian crusader, to investigate a senator that the Brotherhood had misgivings about. Fortunately for her near term future in Taldor, the mission was a success. Laara’s invocation of the crusaders good name left questions to be answered, so she returned to the queen Galfrey. The queen would have probably been more upset, but there was a pressing mission where Laara’s unique skills could be applied. Crusaders had uncovered a ritual allowing demons to escape to the Moonscar and then escape back to Golarion, and the riftwardens had engineered a modification of the ritual that’d send brave heroes to fight there.

obviously the last bit can be modified as necessary to fit the story of why she is going to the Moonscar

Original questions:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

Original from Oppara, decided she wanted to see the world rather than stay in one place.

Growing up in Oppara learned a plethora of useful skills that would serve here well in her travels.

During her travels, she lost most of what she had to a demonic ambush and joined the Mendevian crusade as a result.

Her skills were useful in finding and disarming the demonic traps and devices intent on sabotaging the wardstones, but wanderlust returned, and she left. She retrains her affiliation with the crusade, as the oath is one for life.

Other than Oppara and Nerosyan, she has never remained in one place too long.

She collects trinkets from everywhere she goes, typically non-magical.

She was delighted when queen Galfrey told her that the Riftwardens had discovered a demonic ritual that may enable her to get to the moon! This was probably a good thing, because almost every other crusaders would be more apt to ask about how they’d return.

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

Go to interesting new places and find new things.
Kill a few demons, she really hates demons…

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

She travels because she is scared that no one will accept her long term. (She keeps to herself)
Allyn was reborn through a demonic ritual, although not the same man. (She doesn't known)

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

Drannik Ashenwell, a father figure from her time in the Brotherhood of Silence. She stole from him when she fled Oppara, but their relationship was always mutually affectionate. That affection spared her worse consequences when she was discovered.

Allyn, her human husband whom she shared a wanderlust with. His death was a defining memory of hers that cemented a hatred of demons.

Irahea an elven riftwarden who mentored Laara in how to fight demons and use dimensional magics against them.

Queen Galfrey, the leader of the Mendevian Crusaders. Laara, as a powerful member of the organization who doesn’t always use typical paladin tactics, has had frequent misgivings with her leader.

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

The first time she took something that didn’t belong to her. She cherished how easy it was, and she felt no guilt.

Demon’s tearing her husband asunder

The unqualified acceptance of her by the crusaders, not caring about her past, even once they discovered it.

Laara will mechanically be an unchained human rogue 12, monk 1, horizon walker 3. She’ll have the dimensional agility feats and use them (probably with unarmed strike, because I think its sort of funny the idea of an unarmed, non-spellcasting person who can still frontline effectively and deal damage with dimensional assault and sneak attack). She should be fairly good at skills, including signature skills. She should also be a fairly dodgy frontliner who synergizes extremely well, and can position herself as necessary with the dimensional abilities. I'm planning to give her outflank, since with dimensional savant, she'd flank with herself.


Rolls:

hp rolls: 12d8 + 3d10 + 8 ⇒ (8, 7, 8, 7, 1, 7, 5, 4, 2, 6, 3, 5) + (6, 4, 1) + 8 = 82 56+16.5+8; 81 average, rolled is higher

stat: 4d6 - 4 ⇒ (6, 6, 4, 5) - 4 = 17
stat: 4d6 - 1 ⇒ (5, 6, 4, 1) - 1 = 15
stat: 4d6 - 4 ⇒ (5, 6, 4, 6) - 4 = 17
stat: 4d6 - 1 ⇒ (5, 1, 2, 1) - 1 = 8
stat: 4d6 - 2 ⇒ (2, 2, 5, 4) - 2 = 11
stat: 4d6 - 1 ⇒ (1, 4, 3, 3) - 1 = 10


mechanics:

Str 8, Dex 17, con 15, int 11, wis 17, cha 10 [need to see where HP and skills wind up, may end up switching con/int...]
as far as build goes it will probably depend a lot on our final party, but maybe something like: 0,1,2,3
Feats: Focused study (skill focus 3x [Stealth, Intimidate, Perception]), 1st: Combat Reflexes, 3rd: Endurance, 5th: Outflank, Bonus Monk (Dodge), 7th: Crane Style, 9th: Dimensional Agility, Combat Trick: Crane Wing, 11th: dimensional Assault, 13th: Dimensional Dervish, 15th: Dimensional Savant
Talents: Dampen Presence, Emboldening Strike, Combat Trick, trap spotter, false attacker [1 bonus at 6 from FCB]
Advanced Talents: Stalker Talent: Hide in Plain Sight, Double Debilitation, Confounding Blades [1 bonus at 12 from FCB]
Favored Terrains: Underground and Urban
Terrain Mastery and Dominance: Astral Plane
Signature Skill: Intimidate, Stealth


This is eriktd's character, the halfling paladin devotee of Shelyn and Devoted Muse. All the questions and stats are in this character's profile.


I finished my submission statistics. Her character sheet is here. The background and question answers are here.
I hope you like her for your game.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Settled on a hobgoblin slayer, rolling for HD.

16d10 ⇒ (6, 8, 1, 3, 1, 6, 2, 10, 5, 7, 1, 5, 10, 4, 1, 8) = 78

Well, that’s below average, so I’ll go with averages.


4d6 ⇒ (2, 2, 1, 2) = 7 = 6
4d6 ⇒ (4, 4, 2, 3) = 13 = 11
4d6 ⇒ (4, 4, 4, 5) = 17 = 13
4d6 ⇒ (1, 4, 1, 4) = 10 = 9
4d6 ⇒ (1, 2, 2, 6) = 11 = 10
4d6 ⇒ (3, 5, 6, 1) = 15 = 14

Haha. That's aweful. I'll lookt into 20 PB then.


At high level, maybe a Mystic Theurge is finally playable?

4d6 ⇒ (1, 1, 5, 1) = 8 7
4d6 ⇒ (2, 1, 1, 4) = 8 7
4d6 ⇒ (1, 5, 5, 2) = 13 12
4d6 ⇒ (6, 4, 3, 4) = 17 14
4d6 ⇒ (1, 2, 2, 6) = 11 10
4d6 ⇒ (5, 4, 4, 1) = 14 13

Dump stating like a pro!


Archlich with my submission here! The profile has questions and crunch and I’ll put together the questions soon. If the GM so desires, I can make some changes to the end of the story to get him to repent and become good (if the evil part doesn’t work well with the party). Cheers


Looks like Ani got missed in the list (one of two oracle stargazer submissions).

Ani, Oracle (Stargazer) / Barbarian (Mooncursed) / Rage Prophet.


Just a heads up Recruitment is closing on Wednesday. Those of you who need to finish up characters I'll be contacting you via PM to remind you once I go through and update my list of completed characters and submissions and such. Again I don't need complete aliases but I do want at least the background questions answers and the class/role you intend to fill.


Ouachitonian wrote:
Just to be clear on the premise, are our characters be an established adventuring party who know one another, or are we coming together for the adventure?

For this adventure, I am planning on having the PC's know each other and be an established party that has a home base that you will all be meeting at the beginning of the adventure.


4d6 - 1 ⇒ (1, 4, 5, 5) - 1 = 14
4d6 - 1 ⇒ (5, 5, 1, 6) - 1 = 16
4d6 - 3 ⇒ (5, 6, 3, 3) - 3 = 14
4d6 - 1 ⇒ (1, 6, 4, 6) - 1 = 16
4d6 - 1 ⇒ (1, 3, 2, 4) - 1 = 9
4d6 - 3 ⇒ (4, 4, 6, 3) - 3 = 14


Tazwell Bladenkurst wrote:

4d6-1

4d6-1
4d6-3
4d6-1
4d6-1
4d6-3

You're free to apply for this but just so you know I'm going to be closing recruitment and selecting characters on Wednesday(2 days from now).


Concept:

1) Points that capture concept and story

Tazwell is an aging musician who is starting to lose his grasp on fame, he desperately wants/needs one more triumph. He dresses foppishly and plays the part of a consummate rock-star.

He has spent time adventuring with the company, but only to gain experience and power to keep himself in the limelight. It’s the time between adventures, singing songs that tell of their victories and accomplishments that really drive him.

His most prized possession is a Musical Staff which takes the form of a mithril-stringed guitar. He crafted it himself.

Taz is worried that his life has been wasted and that he really doesn’t have a legacy. This drives a sense of insecurity. He is, no-doubt, one of the greatest musicians on Golarion, but championship or accolades seem to satisfy him. He’ll keep pushing to accomplish more as he chases a sense of accomplishment.

While he’s an accomplished fighter, magician, and musician, Tazwell thinks he doesn’t measure up to the accomplishments of his colleagues.

Goals:

2) Goals

Use Legato of the Infernal Bargain to summon and influence an inter-planar creature.

Talk his way through an encounter by fast-talking/charm and using bluff / diplomacy.

Secrets:

3) Secrets
Tazwell never talks about it, especially with his adventuring companions, but he is plagued by nightmares that foreshadow his death. He assumes his colleagues would think this is bad luck.

Twenty years ago, during a romantic fling between adventures with Dyrianna of House Avenstar ( the Head Hetaera of Calistria and Consul of the Courtesan's Guild in Absalom), Tazwell fathered a child. The girl is becoming a young adult and he has no knowledge of her existence.

People:

4) People
Etrenne Rylwynn, the master of strings at the White Grotto bardic college in Absalom taught Tazwell to play thirty years ago. Tazwell is secretly afraid of having to settle down and teach because he can’t keep up in the world anymore. They are still friendly, but both consider themselves to be better musicians than the other.

A few years ago, Tazwell spent time in Cheliax on a musical tour between adventures. Even though he is the furthest thing from an opera diva, he was well received in the city. When he played at the palace, he flirted with the young Queen Abrogail II. While he was sensible enough to avoid any royal entanglements, he had far too much wine to drink one night and got himself almost in too deep. He realized a little too late that the courtier he had been wooing all evening was the Contessa Lrilatha, the Erinyes sent by Asmodeus to aid in the monarch’s instruction. After one night with the Contessa, Taz found himself magically escaping the city the next day. He desperately hopes the devil doesn’t remember him.

Five years back, Tazwell came into compromising information concerning the identity of the Harlequin, the Guild Master of the Forthright Men (the thieves guild of Absalom). After a nasty incident involving a handful of hired killers, Taz brokered a deal in which he exchanged his silence and help in procuring the combination to the safe in the headquarters of a wealthy merchant’s brokerage owned by a lonely, elderly widow, for a promise of safe conduct in Absalom.

memories:

5) Key Memories:

Tazwell reveled in two standing ovations at the Opera in Egorian, showing up the traditional operatic singers and dazzling the crowd with his singing and guitar.

The companions stood down a ferocious blue dragon named Damsazzle a few years back. During that fight, Taz’s confidence was at it’s highest and he performed perfectly, blasting the beast with spell, song, and blade. It feels like the peak of his career. He is desperate to regain that feeling. He took a collection of blue sapphire’s from the beast’s hoard and had them set in silver inlay on his guitar.

Tazwell’s greatest song was based on the companion’s experience a decade back when they descended beneath the waves to visit a sunken kingdom of mermen beneath the inner sea. His ‘Ballad of the Black Sea’ tell the tale of when the group formed an alliance with the mer-king and together with his forces defeated an evil sahuagin priest determined to unleash earthquakes and tidal waves upon the shore. The amulet of armor that the bard carries with him hangs from a cord braided from strands of hair from the mer-king’s daughter’s beautiful head.


HP: 15d8 ⇒ (6, 6, 4, 7, 3, 8, 7, 7, 8, 6, 8, 6, 5, 3, 7) = 91


Just tacking on the HP rolls here.

HP: 15d6 ⇒ (3, 5, 5, 1, 4, 4, 6, 2, 5, 5, 1, 3, 5, 4, 6) = 59 68 is nothing to be sorry about as a Sorcerer!

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

10 + 13d10 + 2d8 ⇒ 10 + (4, 10, 10, 5, 4, 10, 10, 8, 4, 4, 9, 1, 2) + (1, 8) = 100
If I read things correctly, that's 10 + 6 + 10 + 10 + 6 + 6 + 10 + 10 + 8 + 6 + 6 + 9 + 6 + 6 + 5 + 8 = 122 plus con mod times level


I've mostly got General Claude's spells and equipment figured out here.

Initial post here.


I'm going to submit a Sorcerer/Dragon Disciple. I know the deadline but this is a character and concept I've been kicking around for a while and hopefully will be able to pull everything together quickly.

Character is a deep striker meant to get into the rear of the enemy and take out their casters.

Stats: 4d6 ⇒ (5, 2, 2, 4) = 13 11
Stats: 4d6 ⇒ (1, 1, 4, 6) = 12 11
Stats: 4d6 ⇒ (1, 2, 4, 3) = 10 9
Stats: 4d6 ⇒ (3, 4, 4, 5) = 16 13
Stats: 4d6 ⇒ (3, 1, 1, 5) = 10 9
Stats: 4d6 ⇒ (4, 5, 4, 2) = 15 13

6 point buy. I think I'll go with the 20.

HP: 5d6 + 10d12 ⇒ (5, 4, 1, 5, 3) + (6, 6, 9, 2, 9, 1, 12, 1, 5, 7) = 76 and average hit points it is.


Hey Mathpro - I shot you an email. Cheers


Okay, here's the crunch of my front-line 16th level fighter (Weapon master) from Restov. Still have about 50k to spend and pick background skills. Will answer questions in another post.

Damon Surtova:

Fighter 2
Human fighter (weapon master) 16 (Pathfinder RPG Advanced Player's Guide 109)
LN Medium humanoid (human)
Init +14; Senses darkvision 60 ft.; Perception +25
--------------------
Defense
--------------------
AC 28, touch 14, flat-footed 24 (+14 armor, +3 Dex, +1 dodge)
hp 212 (16d10+112)
Fort +23, Ref +24, Will +17; +4 vs. effects that cause you to lose your grip on weapons, +4 bonus vs. effects targetting a Aldori dueling sword held by you
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 holy adamantine aldori dueling sword +33/+23/+18/+13 (1d8+43/17-20 plus 2d6 vs. evil)
Special Attacks deadly critical, reliable strike, weapon training
--------------------
Statistics
--------------------
Str 22, Dex 22, Con 22, Int 13, Wis 16, Cha 12
Base Atk +16; CMB +17; CMD 39 (47 vs. disarm, 47 vs. sunder)
Feats Advanced Weapon Training, Advanced Weapon Training, Advanced Weapon Training, Critical Focus, Dodge, Dreadful Carnage[APG], Furious Focus[APG], Greater Weapon Focus (aldori dueling sword), Greater Weapon Specialization (aldori dueling sword), Improved Critical (aldori dueling sword), Hurtful, Iron Will, Power Attack, Staggering Critical, Weapon Finesse, Weapon Focus (aldori dueling sword), Weapon Specialization (aldori dueling sword)
Traits fate's favored, seeker
Skills Acrobatics +6 (+2 to jump), Appraise +3, Bluff +3, Climb +12, Diplomacy +3, Disguise +3, Escape Artist +6, Fly +6, Heal +5, Intimidate +22, Knowledge (dungeoneering) +10, Perception +25, Ride +6, Sense Motive +5, Stealth +6, Survival +13, Swim +13
Languages Common
SQ weapon guard
Combat Gear boots of speed; Other Gear +5 comfort mithral full plate, +3 holy adamantine aldori dueling sword[ISWG], belt of physical perfection +4, cloak of resistance +5, gloves of dueling[APG], goggles of night, ring of evasion, stone of good luck (luckstone), cracked ioun stone for exotic weapon proficiency (ADS)
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Critical: Aldori dueling sword (2/day) (Ex) Increase the critical damage multiplier of your chosen weapon
Dreadful Carnage If you reduce an enemy to 0 or fewer HP, you can make an intimidate check to demoralize all enemies within 30' as a free action.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fighter's Reflexes (Aldori dueling sword) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Reliable Strike: Aldori dueling sword (3/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Staggering Critical (DC 26) Critical hit staggers target
Trained Grace (Aldori dueling sword) (Ex) When using Weapon Finesse, double training bonus on damage rolls.
Trained Initiative (Aldori dueling sword) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Weapon Guard +4: Aldori dueling sword (Ex) +4 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +6: Aldori dueling sword (Ex) +6 to hit and damage with your chosen weapon.


Doran Stonefist,
Dwarf Unchained Monk 16

I'd like 5+ points that capture the concept and story of the character.:

a) A warrior monk, he seeks to perfect himself. His fate is in his own hands.
b) He does not speak, communicating in writing and pantomime.
c) He abstains from pleasures of the flesh.
b) and c) are not in game Vows, because unchained monks can’t take Vows (I think).
d) He knows he is his own best weapon – he prefers to use unarmed attacks
e) He is one of the rare dwarven followers of Irori.

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

a) Kill Okendron Giantspawn (see below)
b) Establish a tradition of dwarven monks in the Five Kingdom Mountains

Two secrets, one the PC keeps to himself, and one kept from the PC.:

a) His secret: He’s scared of large bodies of water, he’s terrified that one of these days he will have to get on a ship…
b) The secret he doesn’t know : His father Dorab, who died in a mining accident, has not passed on to Torag. It wasn’t much of an “accident”, murder by sabotage. Dorab has become a Quarrygeist.

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

a) Honor: Master Haeorth, the (now old) human who set him on the path of the monk, whom he still visits to meditate occasionally.
b) Blood: He has two living siblings (a sister, Amethyst and a brother, Gorab) both of whom live with the rest of the clan in the Five Kingdoms Mountains. His mother (Carnelia) still lives, but his father (Dorab) passed in a mining accident. His sister just had her first child. His younger brother is yet a bachelor
c) Rivalry: He competes with Karnoth (another Monk) for the most impressive kill. Currently Karnoth is leading, having been part of a party that brought down a Crag Linnorm.
d) Enemy: Okendron Giantspawn, ½ Ogre Antipaladin, was last seen escaping courtesy of a flying mount, when the party stormed his “bandit” (small army) encampment. Doran and Okendron have clashed 3 times in melee already, and they have failed to settle the matter; both of them want each other dead, and would crawl over broken glass to watch the other dying! (Preferably at their hand!)

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

a) Meditating on the clifftop, as the storm poured out it’s wrath, the cliff trembling from the thunder, the wind and the rain hammering him as he sought the iron in his soul.
b) “Kumite” said the instructor, and everything blurred, as mind body and soul focused entirely on victory, leaving nothing for any other concern (for example, memory). This is how every fight goes for Doran…his existence focused on victory.
c) “Self Awareness & discipline lead to the Mastery of the self. Mastery of the Self is mastery of everything. This is the creed of Irori” thus spoke Haeorth, when he first began teaching Doran. This is the creed which has forged Doran’s path for him.

Build Skeleton:

This is a skeleton of Doran's Build, obviously there is much more to do.

Dwarf Unchained Monk 16

Init +***
Speed *** ft

Defense
AC : *** = 10+*** Armor +3 Dex +1 Shield (blocking weapon)+6 Wis + 5 Monk AC bonus+ 5 Natural Armor (Barkskin)+1 Dodge (Dodge Feat) +1 Dodge (Crane Style) +3 Dodge ( Fight Defensively) +4 Dodge (in melee, crane Wing)+
HP: = 10+15d10 + 16* (con)
Fort + = +10 class +4 con +5 Resistance
Ref + = +10 class + 3 dex +5 Resistance
Will + = +5 class + 6 wis +5 Resistance
CMD : *** = 10 + 16 (bab)+*** (str)

Offense
Melee: Unarmed Strike, Dan Bong
Ranged: ???
BAB : +16
CMB : + = +16 (BAB)+*** (Str)

Str : 23 =17 +1 lvl 4 +1 lvl 16 +4 enhancement
Dex : 16 = 11 +1 lvl 12 +4 Enhancement
Con : 18 =12+2 Racial +4 Enhancement
Int : 8 =8
Wis; 24 = 15 +1 lvl 8 +2 racial +6 Enhancement
Cha: 8 = 10 -2 Racial

Feats : Weapon Focus : Unarmed Strike (1st), Improved Unarmed Strike (Monk Bonus), Dodge (Monk Bonus Feat 1st),Combat Reflexes (Monk Bonus Feat (2ed), Crane Style (3ed), Crane Wing (5th), *** (Monk Bonus Feat 6th), Crane Riposte(7th), *** (9th), Medusa’s Wrath (Monk Bonus Feat 10th), Steel Soul (11th), *** (13th), Improved Critical (Unarmed Strike) (Monk Bonus Feat 14th), *** (15th)
Traits : ?Seer of Reality (Religion, Irori)?, Glory of Old (regional: Five Kingdom Mountains),
Skills (4-1 (int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (13,+*** ), Acrobatics (13 ), Initimidate (13, )
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Profession :Herbalist, (13, +), Perform : Act : Pantomime (12,+), Linguistics (1,+)
Languages : Common, Dwarven, Sign Language (Linguistics)
Class Special Abilities: Flurry of Blows (+2 Attacks), Stunning Fist , Evasion, Fast Movement (+50 ft), Ki Pool , Ki Strike (Magic, Cold Iron/Silver, Lawful, Admantine), Ki Power : QuinGong Power: Barkskin (4th), Still Mind, Purity of Body, Style Strike, 2/round (Flying Kick, Elbow Strike, ***), Ki Power : *** (6th), Ki Power : Insightful Wisdom (8th), Improved Evasion, Ki Power : Abundant Step (10th), Ki Power : Ki Leech (12th), Tongue of the Sun and Moon, Ki Power : QuinGong Power: Bloodcrow Strike (14th), Ki Power : Ki Volley (16th)

Racial Abilities :
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Equipment (315,000 gp)
Monk’s Robe (13000 gp)
Rink of Ki Mastery (5000 gp)
Amulet of Mighty Fists +4 (64000 gp)
Belt of Physical Perfection +4 (64000 gp)
Headband of Inspired Wisdom +6 (36000 gp)
Cloak of Resistance +5 ( 25000 gp)


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Presenting Rungchak the Tracker, manhunter, agile warrior, and master of armor!

Partial Stats:

Rungchak the Tracker
Male Hobgoblin Slayer 16
Lawful Evil Medium Humanoid (Goblinoid)
Init +10; Senses darkvision 60ft, scent; Perception +28
--------------------
Defense
--------------------
AC 35, touch 19, flat-footed 24 (+14 armor, +7 Dex, +2 deflection, +2 natural)
hp 160 (16d10+64)
Fort +16, Ref +21, Will +12
Resist evasion
--------------------
Offense
--------------------
Speed 30 ft, swim 30 ft, fly 60 ft (average)
Melee +5 cold iron spiked chain +24/19/14/9 (2d4+13/x2)
Ranged Weapon +X (XdX+X/x2)
--------------------
Statistics
--------------------
Str 13, Dex 26, Con 16, Int 14, Wis 18, Cha 8
Base Atk +16/11/6/1; CMB +21 (+25 trip); CMD 31
Feats Agile Maneuvers, Armor Adept (Nimble, Razored) , Chain Mastery, Combat Expertise, Dance of Chains, Exotic Weapon Proficiency (spiked chain), Greater Trip, Improved Trip, Weapon Finesse
Traits bruising intellect, reactionary
Skills
Acrobatics +27 (16 ranks, +8 dex, +3 class)
Climb +20 (16 ranks, +1 str, +3 class)
Intimidate +21 (16 ranks, +2 int, +3 class)
Perception +28 (16 ranks, +4 wis, +3 class, +5 competence)
Knowledge (dungeoneering) +21 (16 ranks, +2 int, +3 class)
Knowledge (geography) +21 (16 ranks, +2 int, +3 class)
Knowledge (local) +21 (16 ranks, +2 int, +3 class)
Survival +29 (16 ranks, +4 wis, +3 class, +5 competence, +1 trait) (+37 to track)
Stealth +32 (16 ranks, +8 dex, +3 class, +5 competence)
Background Skills:
Knowledge (geography) +21 (16 ranks, +2 int, +3 class)
Linguistics +8 (7 ranks, +2 int)
Perform (dance) +0 (1 rank, -1 cha)
Profession (Hunter) +15 (8 ranks, +4 wis, +3 class)
Languages Common, Goblin, Tien, Kelish, Polyglot, Vudrani, Erutaki, Iobarian, Hallit, Infernal,
SQ name (dc XX), name
Other Gear +5 nimble razored mithral full plate (35,500), +5 cold iron spiked chain (52,050), belt of incredible dexterity +6, amulet of natural armor +2, ring of resistance +3, ring of protection +2, wings of flying, dusty rose prism, southern star (slotted), wayfinder, hunter’s band, hunter’s nose ring, soles of the silent step, 62,350 GP
--------------------
Slayer Abilities
--------------------
Slayer Talents: 8
Basic Talents:
Blood Reader: See exact HP of studied target
Ranger Combat Style:
Combat Style: Underhanded (Combat Expertise)
Rogue Talent (2): Bleeding Attack, Finesse Rogue
Unbalancing Trick: Gain Improved Trip
Advanced Talents:
Armored Marauder (-2):
Gain proficiency with heavy armor and reduce ACP
Armored Swiftness (+2):
Move full speed in heavy armor and increase max dex
Rogue Advanced Talent: Evasion

Questions:

5 concepts
1 Rungchak is a ruthless, cunning tracker. Though beginning as a state manhunter in Kaoling, he found that hunting down political dissidents was too easy for his taste.
2 He is willing to go to the very ends of the earth to find his quarry. Though his measures are extreme at times, he has never failed to bring back a target.
3 While ruthless and utterly determined, Rungchak has a strict code of conduct. He will never involve children, and will not allow collateral damage to those not directly involved with the contract. He also despises chaos and disorder, but does not see it as his place in the world to actively fight it.
4 While a bit of a lone wolf, he works with an established adventuring party. Seeing him and his yak laden with supplies and occasionally prisoners is a common sight at the party’s base, and he accompanies them when some heavy melee assistance is needed.
5 Rungchak is a terrifying sight in his set of heavily modified and enchanted armor. It seems almost like a second skin on him, and he’s able to move with near total silence.
2 goals
1 A while back, one of his cases went completely cold. He ran down all the leads he thought he had, but still couldn’t find a trail. Recently, he got a tip that the target had been abducted, taken to the moon. How he’d get there, he doesn’t know. All he knows is that he will find his quarry.
2 Rungchak wants to prove himself to the world as a warrior and tracker without equal. Though his skills are considerable, he lacks the force of personality to become legendary. Perhaps the party he works with will hold the key to that.
2 secrets
1 Though he claims to have left Kaoling in search of more challenging quarry, in truth he was expelled for freeing a large group of battle thralls. He finds the institutional slavery of Kaoling dishonorable. If one is to hold dominance over another, it should be through force of arms or will.
2 There was one mark that evaded Rungchak, a doppelganger serial killer in the slums of Oppara. As he made the handoff, the doppelganger slipped away, shapeshifting into a guard.
3 people
1 Aruk Taran: A fellow bounty hunter, Rungchak and Aruk are close friends and allies. Having worked together on multiple occasions, the two of them are a natural team. Tracking down an invisible stalker is no easy feat, but the two of them get along naturally and an invisible foe couldn’t hold out for long.
2 Machayat: Machayat is a Khattibi blacksmith, one of the finest armorsmiths in Golarion. His contracts bring him through the Padishah Empire with some frequency, and whenever he visits Isfahel he is sure to spend time with Machayat. Though the constant refining and tweaking of his armor is a part of it, they enjoy each other’s company.
3 Badrazakardan the Eighteenth: This flamboyant kobold is Rungchak’s greatest rival. While Rungchak uses skill at arms and incredible determination to track down his quarry, Badrazakardan’s skills lie with knowing nearly everyone anywhere his quarry lies. Having stolen several contracts from Rungchak, their rivalry is intense and ever-present.
3 memories
1 Rungchak remembers his first contract, a mission to bring a dissident named Churshun back to Dhucharg. He thought it dull at first, poring over documents and reports from information networks. Things started to come together, and he found a location. His final move was exhilarating, stalking his fleeing quarry through the wild. The payout when he dragged the manacled dissident to the slave pits of Dhucharg wasn’t bad either.
2 His banishment from Kaoling was a momentous event in Rungchak’s life. Though devastated, he relished in his newfound independence. He could finally make his own destiny, become the master of his own fate. What’s more, he could travel Golarion to find ever greater targets.
3 He remembers putting on the first suit of armor that Machayat made for him. Though far from the heavily enchanted, mithral and razor-spiked mastercrafted full plate he wears now, he found that the weight and feeling of total security was unlike anything he’d known before.

Appearance:

Rungchak is an average height hobgoblin man, almost always wearing a set of masterfully crafted and heavily spiked full plate. The helmet resembles the helmet of a Kaoling samurai, complete with horns and a leering oni face. He wears a dark cloak and black leather boots, the former turning into a pair of bat wings on command and the latter making his footsteps nearly silent. In battle, he wields a spiked chain in one hand, lashing out with deadly agility in concert with the armor he wears like a second skin. Unarmored, he looks quite different from what one would expect. Far from a burly and muscle bound bruiser, he is lithe and agile. He wears a nose ring of braided metal cords and a simple leather headband.

Party Role:

Rungchak is a talented scout and frontliner. With a high stealth skill and great tracking, he’s able to find pretty much anything or anyone, anywhere. He’s also a skilled frontliner, with good attacks and AC.


Tazwell is 95% complete.

Only some reserve gold for party consumables left to spend.


Lucendar wrote:

Okay, here's the crunch of my front-line 16th level fighter (Weapon master) from Restov. Still have about 50k to spend and pick background skills. Will answer questions in another post.

** spoiler omitted **...

Background:

Damon and his band (current or former) completed the Kingmaker Campaign (around 16th feels right) and he held a position of rulership but he was bored by politics and that drives him to continue his adventuring career.

5+ points that capture the concept and story of the character:

1. Damon carries himself with an air of nobility due to his family's station in Restov and his position as a master Swordlord.
2. Honor and patriotism are key to his character.
3. He has a dry sense of humor and is very protective of the younger more reckless members of the party.
4. He is his late 30's so he considers himself a veteran of war.
5. He adventures for the opportunity to test his martial and sword skills against the greatest threats on Golarion.

Two goals:

1. Find and rescue his sister who has been missing since Pitax's failed invasion - Damon suspects an enemy from the First World exacted vengeance on him (see people).
2. Fail in love and marry.

3-5 people:

1. His missing sister - Verona
2. Surtova - noble family in Restov
3. The Wriggling Man - enemy baddie from Book 5 of KM campaign - who escaped its fate
4. King of new realm - former member of adventuring party

Memories:

1. The day he awarded his first masterwork aldori dueling sword by his father. He felt worthy.
2. The time he was killed by the Jabberwocky and returned to life by the cleric. He recognized his mortality.
3. When he beheaded Nyrissa, the nymph sorcerer from the 1st World. He was content that he had stopped a great evil, only to return home and find his sister missing.

Image


Pathfinder Adventure Path Subscriber

Hywaits background:

Some history about Hywait:

Hywait is originally from Kenabres and has lived his live as an orphan knowing the constant threat of demons.

During his youth he met a cleric of Pulura named Francis who was observing the night sky in Kenabres. Hywait was impressed by Francis knowledge of the stars and the demons when they started speaking and soon after their first meeting, they started to observe the stars together regularly.

Francis started teaching Hywait the teachings of Pulura and soon they departed from Kenabres and traveled around the northern part of Avistan. During their trip around Avistan they helped out travelers and tried to find out new spots to enjoy the stars in the sky.

After learning as much as he could from Francis, he headed off alone to search for remote places where he could research information about demons and to study the constellations.

Hywait has traveled far and wide and he has met many people during his travels which he tries to keep in contact with. There are also some rumors spreading around northern Avistan about a human with a white rabbit who appears to help you when you’re alone and in need of help.

Goals for the character:

Hywait wants to spread knowledge about Pulura and the starts to other people

Hywait also wants to protect his friends and other people that might be in trouble, especially if the troublemakers are demons.

Secrets about Hywait:

When he was younger Hywait had to run away from an attack by demons to save his life. He still feels guilty about leaving the rest of the people to die. (His secret)

Hywait was promised by his parents as a sacrifice to a powerful demon so that they could gain more power. Unforotunately/Fortunately his parents died in an accident before they could deliver him as sacrifice to Zhanderzil. (The secret he doesn’t know)

People that are tied to Hywait:

Francis: Friend, mentor and trusted teacher. He and Hywait try to meet at least every year and go on a trip where they can look at the stars together (friendly)
Zhanderzil: Ruthless demon who makes deals with weak-willed humans and looks for new sacrifices to bolster his own power. (Hostile)
Sarandi Felstus: owned of an inn named Glowing Star. This place has become like a second home for Hywait when he takes a break from his journeys. Sarandi and Hywait have become good friends during the last few years. (Friendly)

Three important memories:

Looking at the stars with Francis high up in the mountains. (Found his love and faith in Pulura)
Defeating a succubus in a small town where it tried to take control of the town. (Redeeming his past failure)
Finding out that he could conjure a cloak made from stars to protect himself. (Being proud of his faith)

Hywait would be a support character with divine spells and few hexes to help out. He's levels would be spread out with cleric at the start and then 10 levels of Stargazer prestige class.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Liam is good to go, but crunch is at home.


General Claude Von Helreaver is good enough to go, I'll plan on finalizing the last few pieces of equipment if selected.


Good luck everyone!


Okay guys I'm closing down Recruitment now. I will have my decisions for you hopefully in the next 2 hour. There have been a lot of submissions!


DM Mathpro wrote:
Okay guys I'm closing down Recruitment now. I will have my decisions for you hopefully in the next 2 hour. There have been a lot of submissions!

Wow that's unexpectedly quick...


Good luck all!


pad300 wrote:
DM Mathpro wrote:
Okay guys I'm closing down Recruitment now. I will have my decisions for you hopefully in the next 2 hour. There have been a lot of submissions!
Wow that's unexpectedly quick...

I only have about 2 hours of availability in my day to get this done. Otherwise choices won't be made until tomorrow and I don't know if I want to keep peeps waiting. And I've fallen woefully behind on tracking characters in this thread so that means more work for me in picking a balanced party.


OKay guys due to the amount of submissions we had I have decided to run 2 groups for this module.

Group 1:
General Claude Von Helreaver
Ladin
Simeon
Ani

Group 2:
Othniel Laurentius
Telye Sin
Damon Surtova
Laara
Tazwell Bladenkurst

Group 1 will post to the discussion thread attached to this recruitment thread once I throw it up. Group 2 will have a campaign created for it shortly.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Thanks for the selection! I’ll set up an alias either today or tomorrow.


DM Mathpro wrote:

OKay guys due to the amount of submissions we had I have decided to run 2 groups for this module.

Group 1:
General Claude Von Helreaver
Ladin
Simeon
Ani

Group 2:
Othniel Laurentius
Telye Sin
Damon Surtova
Laara
Tazwell Bladenkurst

Group 1 will post to the discussion thread attached to this recruitment thread once I throw it up. Group 2 will have a campaign created for it shortly.

Congratulations to all, good luck and good gaming!


Group 1 your discussion thread is up and you may begin posting. Group 2 yours will be up in a few minutes...I hope.


Thanks for running two tables of this, it is very much appreciated . I’ll get an alias up tonight.


Group 2 discussion thread can be found here

Those selected feel free to post in your designated groups.


Thank you! I will go to the Group 2 forum, and make the alias.

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