Serpents Skull-Table 1

Game Master mathpro18


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Race to the lost city! Deep in the southern jungles, a fantastic city of wonders lies ruined and forgotten by the outside world, ripe for plundering and exploration by the heroes. Yet they aren't alone—several other factions, from deadly Red Mantis assassins to the avaricious Aspis Consortium—have also been tipped off to the city's existence, and the race is on to see who will reach it first. Of course, nothing in the jungle is as easy as it seems. For once they arrive, the heroes discover that the city may be lost, but it is not uninhabited...
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Hey everyone! I have just returned from a LONG hiatus and have gotten some module games off the ground so I thought would jump in for something a little more long term and in depth and run an AP! I absolutely love the first book of Serpents Skull so I chose to run that(well and I haven't run it 5000 times like some of the other AP's). It seems to be a little less popular as well so it will be nice to give people that have wanted to play it a chance to. I know things kind of go down hill quick after book one and we will cross that bridge when/if that time comes.

Those interested please post character concepts here. I don't need full sheets/alias's because putting that much time into a build to not be selected is something I can't ask you to do. But if you wish to build an alias feel free I won't stop you. I just need an outline of classes/abilities/feats/general direction your taking your character. I do want to see a fleshed out background so please read the background spoiler below. Character creation rules are in the spoiler below labeled character creation.

If you are new to play by post/pathfinder please feel free to apply here and I will do my best to get you into the game.

I would like my players to be able to post once a day during the week. I am going to be on and available to post while at work and I tend to work 3-8 hour shifts depending on the day but I won't guarantee I'll be on on the weekends. Posting on the weekends is also fine just understand I may not be able to respond until Monday.

Character Creation:

-Level 1 characters
-20 point buy for stats
-Max hp at level 1 and then rolled after that(or average if you roll under average)
-Roll your gold or take average for your class
-Core races are preferred but other races may be considered but I will not allow custom races.
-NO EVIL CHARACTERS all other alignments allowed
-All classes are allowed except Occult classes
-No Third party published material
-Any and all paizo 1E books are open and available for use
-Background skills will NOT be allowed
-You will get two traits, one must be from the players guide found here
-No drawbacks for an extra trait

Backgrounds:

I've seen this method used in the past with fabulous results and it really helps flesh out your characters so please give me the following:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
2) Two goals that you'd like the character to accomplish in-game.
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.
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.
5) Three key memories that define your character as the person they are at the time of submission.

Recruitment will remain open until March 12th unless we don't have enough applicants at that time(which I doubt will be the case). If you have any questions please feel free to post them here or PM me. I will be choosing 4-6 of you to join the game depending on how things mesh together.


I'm interested. Also back after a long hiatus but not in time for your other recruitment threads. Not sure what I'll make but I tend towards the support role and 6 level casters.


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welcome back then!


Dude, Serpent Skull? Oh, I'm so dotting....


Hey Robert glad to see your interest!


You humble me sir. I've been working on a half-elf ranger that will be a switch hitter. I will work his backstory to fit the "background" request.

Starting Wealth: 5d6 ⇒ (6, 1, 5, 5, 5) = 22 x 10 + 220 gp.


Sounds good


Well now! This might be good for my elven barbarian!


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Hey SCKnightHero1 we have gamed together LONG ago lol glad to see you pop in and dot.


Dotting


DM Mathpro wrote:
Hey SCKnightHero1 we have gamed together LONG ago lol glad to see you pop in and dot.

Same here. I've been on a hiatus myself and I'm trying to get back into Pathfinder.

Basically my elven barbarian is a wild elf who is curious about others and is excited about going on an adventure to further her bond with her spirit/totem animal the cheetah. She's mainly going to be a two handed weapon fighter who uses her strength and agility to send the baddies running for the hills. Also I've always wanted to play an elven barbarian. Her name is Sizara. Never got halfway through the first book with her. I know that I'll have to bring her back down to level one and double check her stats but shouldn't take too long.


New to Pathfinder. Played some play by posts 5e recently and really want to get into a campaign. Had a friend recommend Pathfinder and these forums as active places for PbP.

Here’s my proposed Character for your consideration:

Roktuk:

Half-Orc
Chaotic Neutral
Barbarian

Campaign Trait: Jenivere Crew (+1 to Survival)
Regular Trait: Berserker of the Society (3 additional rounds of rage)

5 Points that capture the concept and story of the character

1. Born of a common woman and a raiding Orc, Roktuk never knew his father except by name. His mother died soon after his birth. He and his older brother were initially taken in by his Aunt but she was ridiculed and ostracized for raising a “green monster”. Roktuk was taken to the big city at 4 years old and told they would take care of him there. (No one took him in or cared for him ever since)

2. With a knack for fighting and a temper set off at a moment’s notice, Roktuk caught the eye of a street fighting organizer named Steven Marsh.

3. Steven gave Roktuk a safe place to lay his head and food every night that he won a fight… Roktuk won a lot of fights.

4. During his last big fight the betting odds were far in Roktuk’s favor. Steven comes up with a plan to throw the fight and bet on the other guy. Roktuk was unsure of the plan but was intrigued by the massive winnings and the cut Steven promised him.

5. Roktuk threw the fight. He even made it look somewhat believable that the somewhat scrawny human was able to best him in hand to hand combat. Steven left to snag the purse for the winnings and never came back. Roktuk is sure that Steven stole his share and disappeared before Roktuk had the chance to rip his head off. With the loss of his reputation and his fight organizer Roktuk can not enter into the arena any longer. He heard from another street fighter that there is work available at the Docks working as crew aboard outbound vessels.

2 goals that you’d like to accomplish in-game

1. Rip Steven Marsh’s head off.

2. Find out more about Goruk (Roktuk’s father) or Orcs in general

2 secrets, one the PC keeps to himself, and one kept from the PC

1. Roktuk’s Secret:

2. Roktuk’s Unknown Secret: Steven didn’t abandon him. The scheme was discovered and when Steven tried to cash in on the fight he was beaten and sold into slavery.

3-5 people that are tied to your PC by blood, love, rivalry, honor, etc

1. Blood: Older Half-Brother (Human) Lonif Talzar. Although we share the blood of our mother, Lonif has had little to do with me. I last heard we was a successful merchant and from what I remember of his silver tongue, he is likely swindling everyone within earshot.

2. Sworn Enemy: Steven Marsh. Convinced me to throw a fight in exchange for a cut of the purse. Took the money and split leaving me with no means to support myself and a rage to get even.

3. Blood: Father (Orc) Goruk Tallgren. Known to Roktuk only as a name Goruk was supposedly the leader of a raiding party that descended on Roktuk’s Mother’s village. Roktuk has done some asking around but no one seems to know where the Orcs came from or where they ended up. Roktuk has mixed feelings about his father, but always felt more connected to his Orcishness than he ever did with his humanness.

3 key memories that define your character as the person they are

1. During those tough years on the streets, Roktuk lived in alleyways and dined on scraps and trash. But during an early summer evening Roktuk came across a full plate of food sitting outside the back door to a temple. It came to be that once a week at the same time, that plate would be there waiting for him. Roktuk never knew who left that food for him… or if it was ever meant for him to begin with. But he gained an immense respect and appreciation for men and women “of the cloth”.

2. During Roktuk’s first official sanctioned fight began with a fat noble squealing a list of rules from a scroll. “Don’t hit below the belt” “Don’t use dirt or sand as a weapon” “When your opponent cries mercy you must honor it”. Roktuk noted the rules to memory for fear of losing his meal on a technicality. Within the first minute of the round his opponent threw sand in his face and kicked him in the groin. When Roktuk looked to the fat noble for his expected protest he was met with a laugh and shrug. Roktuk learned that day that rules are simply a façade used to make life feel fair. Life in fact is never fair and those who fail to reach out and snag what’s theirs will be blind with a sore groin.

3. Before his mother passed Roktuk remembers the soothing melody she would sing and hum to him as a small child. It sounded like the song of the wind – breezy and free but with a fierceness in it’s timber. Roktuk still hums that melody today to calm and quiet his spirit.


Hey there! I'm a newbie here to pbp and am not familiar with this ap but... I'd like to give it a try, don't really understand the alias stuffs and as for character concept I have a few ideas, I prefer to play the skill role so maybe an unchained rogue with the rake archetype, most likely half elf.


I don't think I've ever seen this AP even run on here, so dotting!

I think i'm gonna make me an archeologist bard. Will have it up by tomorrow.


Here's my submission:

Bevin Arrowsoul:

NG Half-Orc Bard 1

str 14
dex 14
con 14
int 12
wis 8
cha 16

HP 10
AC 17; T: 12; FF: 15 (10 base +4 armor +2 dex +1 shield)
BAB 0
Init +2

Fort +2
Ref +4
Will +1

Speed 30'

Weapons:
1) Longsword: +2 to hit; 1d8+2 damage; 19-20/x2 crit
2) Bite: +2 (-3) to hit; 1d4+2 damage; 20/x3 crit

Skills:
*Diplomacy r1 +6
*Knowledge (Arcana) r1 +5
*Knowledge (Geography) r1 +5
*Knowledge (History) r1 +5/6 on Mw. Ex.
*Perception r1 +3
*Sense Motive r1 +3
*Stealth r1 +6

Languages:
Common
Draconic
Orcish
Polyglut

Alterate Racial Features:
*Shaman's Apprentice (gain Endurance as a feat; replaces intimidating)

*Toothy (gain a primary bite attack that deals 1d4 damage; replaces orc ferocity)

Class Features:
*Archetype (Archeologist)
- Archeologist's Luck (8 rnds/day; add a +2 luck bonus to attack rolls, damage rolls, saves, and skill checks)

*Bardic Knowledge (+1 to all knowledge skills and can make checks untrained)

Favored Class Bonus:
*+1 round of performance/level

Traits:
*Mwangi Scholar (+1 trait bonus to know: history regarding the Mwangi Expanse; gain Polyglot as a bonus language; campaign)

*Fate's Favored (increase luck bonuses by 1; faith)

Feats:
*Endurance
*Lingering Performance

Spells:
Spells/Day: -/2
Spell DC: 13 +spell level

*Cantrips:
- Detect Magic
- Know Direction
- Prestidigitation
- Read Magic

*First:
- Cure Light Wounds
- Expeditious Retreat

Equipment: 105 gp
Lamellar Leather Armor -60 gp
Longsword -15 gp
Backpack -2 gp
Waterskin x2 -2 gp
Waterproof Bag x2 -1 gp
Hot-Weather Outfit -8 gp
Traveler's Outfit -1 gp
Buckler -5 gp

11 gp

Backstory:

Bevin has always dreamed of being a Pathfinder. He has applied three separate times to the organization, and each time his application was rejected.

Bevin won't give up, however.

After hearing of a ship headed towards the Mwangi Expanse, he hatched a new plan: the Expanse is well-known for ruins and ancient history. All he needed to do was go, join an expedition into the jungle, return with something of significance, and his membership was assured!

So, he traded everything that he owned that he wouldn't need and sold his small home in Magnimar to pay for passage aboard the ship.


3d6 ⇒ (5, 3, 2) = 10 x 10 = 100 gp

Working on an Invulnerable Rager Barbarian with one level in brawler.


I've played in this one several times and I've never made it to the end of book one. Here is my character for this one St. John Smythe I may need to tweak a few things but it pretty much meets your character creation already, other than background skills. He is a Rondelero Duelist Fighter.


Stats:

Troy Shimuraoka
Male human barbarian (Invulnerable Rager)
N Medium humanoid (human)
Init +4
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Defense
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AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
hp 15 (1d12+3)
Fort +5, Ref +1, Will +0;
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Offense
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Speed 40 ft.
Melee unarmed strike (1d3+4/×2)

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Statistics
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Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 8
Base Atk +0; CMB +1; CMD 15

FEATS

Improved Unarmed Strike, Power Attack

TRAITS
Deft Dodger

Boarded in the Mwangi Expanse: You boarded the Jeniverein the Mwangi Expanse, where you’ve lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Skills: +3 Intimidate, +5 Knowledge (nature), +4 Perception, +4 Survival, +7 Swim

Languages Common, Polygot

Items: Lamellar Leather Armor, Backpack,
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Special Abilities
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Fast Movement (Ex)

A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Background:

1. Troy is up most a quiet character, one who would prefer his actions to say more than his words.

2. Despite being a barbarian, he is actually pretty contemplative and willing to help. That all changes when people bother him too much.

3. Often meditates when given the chance, as taught from his father.

4. His entire fighting style is to surprise and intimidate, relying on explosive movement, quick strikes, and throwing people to the ground.

5. His father has gone missing recently and part of his reasoning for joining the ship was to find him.

Goals
He hopes to reunite with his father some day. Unknown to him, he actually does like companionship and the secondary goal for him is to be more comfortable with hanging out with others.

Secrets

1. Is actually a decent singer... or he at least tries too. Yet that's a something he would rather keep to himself.

2. His father is indeed still alive.

His relations
His Mwangi mother Pemba, a woman who raised him he best she could. He has a loving relationship with her and it one of the few people he initially cares about.

His Tian-Min father Mori Shimuraoka, explorer for the Pathfinder Society who settled down with his mother for a while. Troy has a bit of resentment for him due to going away on trips on multiple occasions.

His fighting mentor Rahidi, a man who taught him how to fight and use his rage as a weapon. A strict man, he ultimately cares about Troy. Troy sees him as a surrogate father.

Memories
1. A couple of Sarvagans berated his biracial upbringing. He responded by punching said man in the face.

2. Troy learns to meditate for the first time by his father. It quickly becomes the main way he calms down.

3. He bids his mother goodbye as he sets off on a journey to find his father. He later cries after he sees her off at the port.


Here we go!

I know that people shy away from having elves be barbarians, but I find the concept of playing one to be an interesting and fun challenge. :D

Stats:
Sizara
Female Elf barbarian 1
NG Medium humanoid (elf)
Init +2, Senses low-light vision; Perception +6
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, )
hp 16 ((1d12)+4)
Fort +3, Ref +2, Will +0, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft., Fast Movement
Melee greatsword +4 (2d6+4/19-20)
Melee throwing axe +4 (1d6+3)
Ranged throwing axe (thrown) +3 (1d6+3)
Melee handaxe +4 (1d6+3/x3)
Ranged javelin +3 (1d6+3)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger (thrown) +3 (1d4+3/19-20)
Innate Spell-Like Abilities comprehend languages (DC ,1/day), detect magic (1/day), detect poison (1/day), read magic (DC ,1/day),

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 16, Dex 15, Con 12, Int 12, Wis 10, Cha 12,
Base Atk +1; CMB +4; CMD 16
Feats Toughness
Skills Acrobatics +3, Climb +4, Diplomacy +2, Knowledge (Nature) +5, Knowledge (Nature/Jungle) +6, Perception +6, Survival +4,
Traits Boarded in the Mwangi Expanse, Jungle Fighter,
Languages Common, Elven, Polyglot, Sylvan
SQ elven immunities, envoy, fast movement, keen senses, low-light vision, rage, weapon familiarity,
Combat Gear elven trail rations (2), trail ration (4), sunrod,
Other Gear greatsword, outfit (hot weather), hide armor, backpack, common, bedroll, flint and steel, whetstone, belt pouch, waterskin, weapon cord, throwing axe (2), handaxe, javelin (2), dagger, 7 sp 8 cp
=================================================
SPECIAL ABILITIES
=================================================
Barbarian ~ Uncanny Dodge Tracker

Boarded in the Mwangi Expanse You boarded the Jenivere in the Mwangi Expanse, where you've lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy (Ex) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Jungle Fighter You are sure-footed in jungle environments, and your speed may not be reduced to less than 10 feet by difficult terrain in jungles (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

No Racial Subtype You have chosen no racial subtype.

Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 5 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 5 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Standard Rage

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Background:

Sizara grew up in the western parts of the Mwangi Expanse among the elves living there, the Ekujae. However, on the day she was born, a band of charau-ka attacked her people. Her mother had just given birth to her and was very weak and thus couldn’t move very quickly while carrying Sizara. When the charau-ka attacked, a sudden storm appeared out of nowhere. Suddenly, a ghostly cheetah appeared at the same time as the storm. In moments, the elves watched as the spirit animal slaughtered the charau-ka, leaving none of the evil monkeys alive. The cheetah spirit then disappeared along with the storm. The tribe’s shaman took this as a sign that the newborn elven girl had a strong bond with the cheetah, thus the newborn was named Sizara, which means ‘Cheetah of the Storms’ in Elven. A few of the tribe began to wonder if Shimye-Magalla and Ketephys had blessed the child that day.

Sizara learned about how to survive in the jungle, as well as training to fight and hunt. The fiery haired elf enjoyed running through the jungles, the wind racing through her hair. She felt alive running, like the cheetah she was named after. She also enjoyed storms, and while other children trembled in fear when lightning flashed and thunder boomed, Sizara marveled at it and was comforted by it. Later on in life, the barbaric elf soon encountered strangers to her people’s lands. Sizara was intrigued by these foreign visitors, especially the ones called Pathfinders. While she couldn’t understand their need to explore lost ruins, especially those that were better off lost she was amazed by their tales of other lands. She assisted the Pathfinders by guiding them through the jungle in exchange for stories of other lands along with money and equipment.

Like others of her tribe, Sizara worshiped the deity Shimye-Magalla, goddess of the seas, stars, and travel, but she also worshiped Ketephys, the elven god of the hunt and the animals, hoping her faith to the two deities would bring her closer to her animal spirit, since the cheetah was basically a travelling hunter. Many of her fellow tribal members would often say that she had a hunter's spirit and a love of travel, reflecting aspects from both deities. She would often count the stars at night, while also using them to help guide her way through the jungles.

Eventually, wanderlust took hold of Sizara, and after saying goodbye to her people, she journeyed in the hopes of seeing other lands, but the thing she hoped to do during her adventures was to strengthen the bond between her and her animal spirit, the cheetah. She hoped to deepen the connection. Sizara eventually made her way to Senghor, and it was there she discovered a ship that was willing to take her to new lands and the adventures that awaited her. This ship was called the Jenivere.

Description:

Sizara is a tall, athletic, ambidextrous, not to mention busty, female elf with striking green eyes and long red hair that looks like flames. She prefers to go barefoot as she enjoys feeling the earth beneath her feet. She usually keeps her hair braided. The elven barbarian has a few scars from both battles and explorations. She also wears a fang necklace and bone jewelry. She hopes that once her bond with her spirit animal is deepened, she plans on getting tattoos to symbolize her connection with the cheetah.

Personality:

Sizara is a friendly elf, filled with a fascination for new things and experiences. Living in a harsh jungle, she believes strongly in comradeship and friendship between companions and tries to act as mediator between arguing friends. She is quick with a laugh and is willing to join in any carousing that happens. However, she is no fool and knows that not everyone is friendly. Sizara is ready to stand up to those who try to harm others, especially her friends and loved ones. She also has great respect for nature and the jungle spirits, especially animal spirits. She has a strong love of traveling, thanking and praying to Shimye-Magalla. Sizara also prays to Ketephys, asking his assistance in protecting both her and her comrades in battle. The elf is open-minded and longs for adventures that will not only leave her mark in the world but also experience new things.

Other Facts about Sizara:

Goals
1: To further her bond with her spirit animal, the cheetah.
2: To one day rekindle her relationship with the half-green dragon sorcerer/druid of the Green Faith, Arkokrin. She wants to apologize for calling his mother a worthless bag of scales (she is, but only he gets to call her that!)

Secrets
Known Secret: Sizara can't hold her liquor.

Unknown Secret: Arkokrin is looking for Sizara as he wants to rekindle their relationship and apologize for being a complete jerk to her when they broke up.

Connections
1: Love: Arkokrin: NG Half-green dragon druid/green dragon bloodline sorcerer/mystic theurge of the Green Faith. The two are former lovers. They got into a huge argument when Arkokrin told her that she should stay with him and abandon her curiosity to explore; in return she insulted his mother. They broke up after that argument. They continue to hold a torch for each other and hope to one day restore the romance between the two of them.

2: Enemy: Ar-ak-Mu: CE Female charau-ka armored warrior: Ar-ak-Mu lost her right eye and left arm to Sizara when Sizara wounded the charau-ka while protecting a band of Pathfinders exploring some ruins. Ar-ak-Mu has never forgiven the elf for the wound (and the accompanying insult).

3: Enemy: Ghoulhand: NE A notorious dark druid who seeks to corrupt the Mwangi Jungles. His name Ghoulhand isn't really his name. In fact, he can't remember what his name is, but he's called Ghoulhand because he reeks of death.

4: Contact/Friend: Baron Phillips Aratho: LG Pathfinder explorer and Taldan nobleman, he's something of a windbag who has explored many parts of the world. Sizara loves to hear his tales of other lands, but doesn't care much for his obsession with manners and noble etiquette.

Key Points in Sizara's Life:

1: Meeting Pathfinders: This is an important part of her life as she became enamored with their pursuit of adventure and exploration and hopes to one day follow in their footsteps.

2: Meeting Arkokrin: She believes that he is a wonderful person (despite his fearsome appearance). If only she could get him to open up and be more adventurous like her!

3: Seeing the cheetah during her vision quest: When she went on a vision quest when she came of age, the cheetah spirit told her to continue to explore and adventure and that one day, their bond will become stronger.


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Hello hello! Jumping in with a Kobold Soulbound Summoner. I just had an interesting concept and I had to run with it. It's my first time making a summoner so hopefully I didn't miss anything.

Ji’rah’s crunch:
Ji’rah of the Phoenix Pact
NG Small Kobold Soulbound Summoner
HP: 8/8
AC: 16 (FF: 14, Touch: 13)
CMD: 10
Fortitude: +0
Reflex: +2
Will: +1

BAB: +0
CMB: -2
STR: 8 (-1)
DEX: 15 (+2)
CON: 10 (0)
INT: 12 (+1)
WIS: 8 (-1)
CHA: 17 (+3)

Traits
Languages: Draconic, Common
Speed: 30ft
Darkvision: 60ft
Armor: +1 AC (Natural armor)
Wild Forest Kobold: +2 to Perception and Survival, Stealth and Survival are class skills.
Light Sensitivity
Pactbond Curse (Blackened): -4 to weapon attacks, add burning hands to spell list.
Soulbound Life Link
Weakened Summoning

Stowaway: +1 to Stealth and +1 to survival checks to find food.
Flame-Touched: DR 1/- vs creatures and attacks with the fire type.

Feats
Extra Evolution

Skills
Stealth+11, Survival +5(6 for food), Know(Nature, geography) +5

Spells
Level 0
Detect Magic
Open/Close
Mage Hand
Guidance

Level 1 (0/2)
Reduce Person
Protection from Evil
Burning hands

Equipment 18.75/26
Leather Armor
Area Map
Backpack
Gourd Canteen
Hammock
Peasant Outfit (free)
Trail rations (4 days)
Flint and Steel
Chocolate 1/4lb
4 sp

Background:
1. Ji’rah is a bumbling fool.
2. He doesn’t really get why the Firebird wants him to help people, but he does it to please her.
3. He hopes that the Tallfolk won’t attack him on sight, fortunately a single kobold isn’t exactly threatening.
4. Ji’rah really likes recognition, especially from the Firebird.
5. The kobold is being manipulated by the much more powerful Phoenix.

Ji’rah was not very different from other kobolds in the Mwangi Expanse, living his days foraging for fruits and small game. One day, in a stroke of luck, the kobold came across a large and beautiful egg. J’rah was struck with awe and knew he had to do one thing. Eat it.

The lizard couldn’t just swallow it whole (he tried), he’d need to cook it and eat it in pieces. Ji’rah made off the glistening egg and went to his favorite spot. A small hot spring that he enjoyed on particularly difficult days. Gently placing the egg inside, he waited for it to be cooked. Hours passed, and nothing happened, the egg was still cool. Frustrated, the hungry kobold decided to steal the chieftain’s large pot and try to boil the egg inside.

He could only submerge about half the egg in water, but J’rah thought that it’d be enough. After about an hour, Ji’rah carefully turned the egg over, only to find that the previously submerged part was lukewarm at best. This infuriated the now starving kobold, who painfully kicked the pot aside and threw the egg into the fire. J’rah limped and fumed as he added more and more firewood, creating a massive bonfire. Just as he tired out, the bonfire exploded and the Phoenix was reborn.

Goals
1. I’d like to see Ji’rah and the Phoenix bond over time.
2. Maybe one day this lizard can walk the halls of men…

Secrets
1. Ji’rah really hopes the Firebird doesn’t find out that he was trying to eat her egg.
2. The Phoenix is using Ji’rah to hide her presence from an unknown enemy.

Relationships

The Phoenix cares for Ji’rah in a mothering way, though their bond was more one of convenience.

Li’gra Longhorn, chieftain of the Barkclaw tribe, is really peeved at Ji’rah for not only stealing his cooking pot, but also for abandoning his duties. The chief wants him to rejoin the tribe and get back to work. He’s also Ji’rah’s uncle.

Rambar Terillo has caught a stowaway pilfering some food! He thinks Ji’rah is vermin to be cleaned up.

Jask Derindi is okay with the lizard on board. Already a stowaway, Ji’rah figured that sneaking the prisoner some food wouldn’t hurt. The Firebird approved.

Memories

1)The moment he formed the pact with the Firebird. His claws burnt and shriveled, Ji’rah remembers the great bird of flame saying that for his aid in her time of need, they shall share a pact. Then a strange rune appeared on both of his claws.

2) The Firebird speaking into his mind, telling him what to do. Ji’rah remembers the first time he tried to help people. He picked up a fallen cart and put everything back into it. The tallfolk ran him off, but the Firebird was happy. In a way, that made Ji’rah happy too.

3) Ji’rah sneaking aboard the Jenivere. Tallfolk were searching all over for him, calling Ji’rah things like thief and baby-eater. The kobold wisely decided to hide out on the boat. Not everyone likes kobolds…


Eidolon:
Firebird
NG Medium Radiant Biped Eidolon
HP: 10/10
AC: 15 (FF: 14, Touch:11)
CMD: 14
Fortitude: +3
Reflex: +1
Will: +2

BAB: +1
CMB: +4
STR: 16 (+3)
DEX: 12 (+1)
CON: 13 (+1)
INT: 7 (-2)
WIS: 10 (0)
CHA: 11 (0)

Attacks
2 Claws
Bite

Traits
Languages: Draconic, Common
Speed: 30ft
Darkvision: 60ft
Link
Share Spells
Immune: Death effects, positive-dominant and energy drain.
Improved recovery: Heal +1 hp per die rolled on healing effects when healed.

Evolutions
Skilled (Know:Planes)
Improved Natural Armor

Feats
Improved Natural Armor

Skills
Fly +10, Kn:Planes +10, Perception +4, Heal +1


Still working on my backstory, wanted to see how the applications were going.

In order:
born_of_fire: tend towards the support role and 6 level casters.
Robert Henry: Ranger, switch hitter
SCKnightHero1: Sizara Female Elf Barbarian
The Archlich
LimpingEagle: Roktuk Male Half Orc Barbarian
Aleister VII: unchained rogue
Vrog Skyreaver: Bavin Arrowsoul Male Half Orc Bard
Patrickthekid: Troy Shimuraoka Male Human Barbarian
trawers71 St. John Smythe Male Human Fighter (Rondelero Duelist)
Origami Dog: Ji'rah Male Kobold Soulbound Summoner


Pathfinder Lost Omens Subscriber

Will work on a cleric or oracle later. Waiting for divine inspiration


Interested too. I've an elf druid that might work well here.


Hey guys I said that I would like to try an URogue but I somehow ended making an oracle of battle, sorry if my first post was misleading x.x

Here are the numbers/stats:

Crunch:

Erinnelle Hopeworth

Neutral Good Medium Human Oracle 1;

Init 4; Senses Perception: +4

DEFENSE

AC 18, touch 12, flat-footed 16

hp 11

Fort 2, Ref 2, Will 2

OFFENSE

Speed 20 ft.

Melee Glaive +3 (1d10+3 /x3),

Oracle spells known (CL 1; concentration +4)

1st (4/day)- Bless (DC 14); Cure Light Wounds (DC 14); Shield of Faith (DC 14);

0th (at will)- Detect Magic (DC 13); Ghost Sound (DC 13); Guidance (DC 13); Light (DC 13); Mage Hand (DC 13); Stabilize (DC 13);

STATISTICS

Str 14, Dex 14, Con 14, Int 10, Wis 10, Cha 16

Base Atk +0; CMB +2; CMD 14

Feats Combat Reflexes; Extra Revelation; Weapon Focus: Glaive.

SQ Mystery: Battle; Revelations: Skill at Arms; Weapon Mastery; Curse: Haunted; Bonus Feat; Skilled.

Skills Diplomacy +7; Intimidate +7; Knowledge (history) +4; Knowledge (religion) +4; Perception +4.

Traits Reactionary, Boarded in Varisia.

Equipment Glaive (8gp); Four Mirror (45gp); Dagger (2gp); Warpriest's Kit: a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. (16gp); 34gp remaining.

I still has to write thE backstory and Find a suitable image, I've one on my phone but I need it on a link x.x

Anyways, I appreciate any imput on my character so far, it woulnd't be a surprise of I messed up something


Dotting for interest.

I am thinking of a Female Half-Elf Cleric (Devout Pilgrim) of Desna.

Cleric Starting Gold: 4d6 ⇒ (4, 4, 3, 5) = 16x10=160gp. Will take that instead of average gold.

I'll start putting stats together and answering the background questions in my next post. :)


I forgot to mention that I took the average starting wealth for my character.


This is my submission of Marhula, the half-orc herb witch of healing. Familiar not yet chosen.

Methodical background:

Capturing the character's concept and story

  • Marhula was born from poor parents in Bloodcove. She has grown her own views on life by watching the miserable life of honest people there.
  • Her parents were a half-orc mother who in turn was born from a Shackles pirates raid rape. Marhula's father is a man who drinks more often than works.
  • Marhula's mind was too big for such a small town. She ventured into the Mwangi expanse to learn about her orc heritage. There she found an orc witch who taught her about magic and medicine.
  • Marhula has short temper and likes to drive her own life. She will always find a way to make sure she isn't being told what to do.
  • She isn't sure how her orc blood mixes with her human blood. Her disciplined studies always conflicted with her ferocious drives.
  • She enjoys eating raw meat to remind herself of who she is.
  • Marhula hopes to find answers about her orcish heritage in ancient ruins. That is why she boarded the Jenivere.

Goals


  • Find peace about herself
  • Become a known reference in plant knowledge and herbalism

Secret which Marhula keeps to herself - She hates pirates.
Secret kept from Marhula - Marhula herself was the product of rape by an orc. The man she knows as father is not her biological father.

Notable people in her life


  • Mulani, her mother. She is sad that Marhula left to seek her own life instead of staying in Bloodcove to live a simple life.
  • Mazon, her orcish witchcraft teacher. Marhula deeply respects her, even though she is much crueler than Marhula would like.
  • Ieana, the scholar aboard the Jenivere. The two women started a rivalry about knowledge and ambition. Despite the rivalry, Marhula wouldn't do anything to hurt her, only encumber her if possible.
  • Maroon, a half-elf would-be charmer from Bloodcove. He tries to court Marhula at every opportunity, but she knows he is a mean man who wouldn't appreciate her, only use her to show his fellows that he managed to wear her down.

Key defining memories


  • When she met her teacher Mazon, she was terrified and also exhilirated. Mazon judged her for her human half, but Marhula very strongly remembers how she stood her ground and convinced Mazon to train her by pure strength of will.
  • When she was small, she was very ill and her mother stayed at home with her the whole time. After Marhula got better, they spent a month eating berries that Marhula gathered, since her mother missed work for that time.
  • The day she passed out reading. After reading for over a day without rest about the Mwangi expanse, Marhula passed out from dehydration. She never told about that day to anyone since she was so embarrassed, but it really made her think about how much knowledge was valuable to her.

Crrrrrrunch:

STR 10, DEX 10, CON 14, INT 19, WIS 12, CHA 10
Half-orc
Female
Medium Size
CG Witch lvl 1 (Herb witch archetype)
BaB 0
Init +0; Senses: Perception +3
CMB +0 (0BaB)
CMD 10 (0BaB +10)
Favored Class Witch (+1 skill point)
Darkvision 60 ft

Defense
AC 10, touch 10 flat-footed 10 (mage armor may increase this)
HP 8 (6 (lvl 1) + 2 (1*2Con))
Fort +2 (+0 base +2 Con)
Ref +0 (+0 base)
Will +3 (+2 base +1 Wis)
Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Offense
Speed 30 ft
Melee Dagger +0 (1d4/19-20x2)
Space 5 ft, Reach 5 ft

Hexes
Healing

Spells
Patron: Healing
CL 1

DC: 14+spell level

Spell level: Slots per day
Cantrip: 3
1: 1+1

Spells prepared:
Cantrip: Daze, Detect Magic, Guidance
1: Cure Light Wounds, Sleep

Familiar stored spells
Cantrip: All
1: Cause Fear, Cure Light Wounds, Delusional pride, Hypnotism, Obscuring Mist, Sleep, Summon Minor Monster

Traits:
Boarded in the Mwangi Expanse: You boarded the Jenivere in the Mwangi Expanse, where you’ve lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.
Poverty-Stricken: Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Feats:
Lvl 1 - Extra Hex

Skills (2 class +4 Int +1 Fav class = 7 ranks/level):
Heal +4 (1 Rank +3 Class skill)
Knowledge arcana +8 (1 Rank +4 Int +3 Class skill)
Knowledge history +8 (1 Rank +4 Int +3 Class skill)
Knowledge nature +8 (1 Rank +4 Int +3 Class skill) (add 1 on checks regarding the jungle)
Spellcraft +8 (1 Rank +4 Int +3 Class skill)
Survival +5 (1 Rank +3 Class skill +1 Trait)
Profession herbalist +4 (1 Rank +3 Class skill)

Languages: Common, Orc, Polyglot, Draconic, Giant, Gnoll, Goblin

Equipment
Will be bought if selected


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SCKnightHero1 wrote:
I forgot to mention that I took the average starting wealth for my character.

Me too :D


Please consider Simon the Drowned as an applicant for your Serpent's Skull game. He is a bit of take on the faith of the Ironborn from Game of Thrones. "What is drowned cannot die."

Crunch:
Simon the Drowned
Half-elf cleric of Gozreh 1
N Medium humanoid (elf, human)
Init +0; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee trident +1 (1d8+1)
Ranged javelin +0 (1d6+1)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Cleric Spells Prepared (CL 1st; concentration +5)
1st—bless, obscuring mist[D], shield of faith
0 (at will)—create water, detect magic, light
D Domain spell; Domains Water (Oceans[APG] subdomain), Air (Wind[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 11, Con 12, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 11
Feats Skill Focus (Survival), Wave Master
Traits boarded in the shackles, natural philosopher
Skills Heal +8, Knowledge (religion) +4, Perception +6, Profession (sailor) +8, Survival +7; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, surge, wind blast
Combat Gear alchemist's fire (2); Other Gear studded leather, javelin (2), trident, belt pouch, candle (10), flint and steel, holy text (Wind and Waves)[UE], masterwork backpack[APG], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Gozreh, 6 gp, 2 sp, 1 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Oceans)
Cleric Domain (Wind)
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Surge (CMB +5, 7/day) (Su) Create a wave that can bull rush or drag a target.
Wave Master Swim check allows you to move full speed as full-round action, move for half.
Wind Blast (7/day) (Su) Create a blast of air that can bull rush targets.

Background:
Simon was a half-elf sailor signing on for his first voyage after a long, troubled childhood -- not really accepted by either of his mixed race ancestry. He worked hard on his first ship, making an impression on the captain and crew. Unfortunately, his vessel was accosted by pirates off the Shackles, and Simon was pitched overboard, the boat sunk, and most the crew killed. While bobbing on a flotsam in the sea, Simon prayed to Gozreh, promising to dedicate his life for rescue from certain death. Miraculously, he was picked up by another vessel that day and put ashore back in the Shackles where he boarded the Jenivere. He has lived up to his promise, learning a little more about the faith of the Wind and Waves day after day.

Appearance and Characterization:
Simon is ruggedly handsome half-elf, but he is letting his hair and beard grow out naturally in homage to Gozreh. The length is just starting to become a problem. He has the strong faith of the newly converted, and sees the hand of nature and Gozreh in all things, almost as if it is Fate itself. He has become a believer in predestination, that the gods have a plan for him, and his own choices are fairly meaningless. This can cause him to be a bit reckless at times.

Aboard the Jenivere, he can often be seen at the prow, letting the wind and salt spray cover him in celebration of his newly saved life.


This is my submission: Nalesa, Female, Half-elf Cleric (Devout Pilgrim) Of Desna.

Crunch:

I'll make a proper char sheet if the character is selected for game.

Stats
STR 10 (+0), DEX 13 (+1), CON 14 (+2), INT 12 (+1), WIS 16 (+3), CHA 14 (+2) (ability modifier +2 to WIS)

Rolled Starting Gold: 160gp

Half-elf
Female
Name: Nalesa
Age: 23
Medium Size
NG Cleric (Devout Pilgrim) of Desna, Level 1

BaB +0
Init +1; Senses: Perception +5, Low-light vision
CMB +0
CMD 11

1st Favoured Class: Cleric (+1 skill point)
2nd Favoured Class: to be decided

Defense
AC 13, touch 11flat-footed 12 (+2 armour, +1 dex)
HP 10 (1d8+2)
Fort +4 (+2 base +2 Con)
Ref +1 (+0 base +1 Dex)
Will +5/*+7 (+2 base +3 Wis, *+2 vs enchantment spells & effects, *+2 vs illusion spells and effects)

Offense
Speed 30 ft
Melee Light Mace +0 (1d6x2, B)
Melee Starknife +0 (1d4x3, 20 ft range when thrown/P)
Space 5 ft, Reach 5 ft

Special
• Channel Positive Energy: 1d6, (Will Save for 1/2 Damage: DC 13) 5/day
• Liberty’s Blessing (Sp) (6 times/day): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.
• Bit of Luck (Sp) (6 times/day): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he/she may roll twice and take the more favourable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Prepared Spells (CL 1, Concentration +8)

Orisons: Create Water, Guidance, Stabilize
Level 1: (2+1 domain spell): Bless, Cure Light Wounds, Sanctuary (domain spell slot)
(Can lose a prepared spell, that is not an orison or domain spell, to cast any cure spell of that level.)

Traits:
• Mwangi Scholar (campaign): The Mwangi Expanse is one of the richest regions in all of Golarion, and also one of the most mysterious. Despite its history of countless years and its fostering of nameless empires, very little is known of the Mwangi Expanse by outsiders or even natives of the primeval, jungle-covered land. You have long studied the region and its lore, and count yourself among a small handful of genuine experts throughout the Inner Sea. The Jenivere promises to take you to the very subject of your fascination, and you eagerly await firsthand investigation of the deep jungles and cyclopean ruins of Garund’s interior. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (history) checks regarding the Mwangi Expanse. Characters with this trait likely boarded the Jenivere in Ilizmagorti or one of the cities of the Shackles or the Mwangi Expanse.
• Friend in Every Town (social): You have no problem making friends and learning information from them wherever you go. Benefits: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you (Know. Local).

Feats:
Lvl 1 – Combat Casting

Skills (2 class +1 Int +1 Skill point +1 Fav class = 5):

• Diplomacy +7 (1 Rank +3 Class skill+2 Cha+1 trait bonus)
• Heal +7/*+9 (1 Rank +3 Class skill+3 Wis+*2 Healing Kit)
• Knowledge History +6 (1 Rank +1 Int +3 Class skill+ 1 trait bonus)
• Know. Local +2 (0 rank, +1 Int, class skill from social trait, +1 trait bonus)
• Know. Religion +5 (1 Rank +1 Int +3 Class skill)
• Linguistics +5 (1 Rank +1 Int +3 Class skill)
• Perception +5 (0 rank, +3 Wis, class skill via alternate trait, +2 Keen Senses)

Languages: Common, Elven, Polyglot (bonus), Celestial, Draconic

Equipment: Will be purchased and itemised, if selected.

Domains:
1. Liberation (Freedom subdomain)
2. Luck Domain

Special:
• Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
• Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
• Spellcasting :A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
• Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
• Channel Energy (Su): A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
• Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
• Spontaneous Casting : A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
• Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Racial Traits:
• Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Alert for Betrayal (alternate racial trait): You gain a +2 racial bonus on saves against illusion spells and effects. Perception and Sense Motive are class skills for you. This racial trait replaces adaptability.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Multitalented: Half-elves choose two favoured classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Physical Description:

Physical Description:
Skin: Dusky brown
Hair: Long, black, dressed in small braids.
Eyes: Deep Blue
Ears: Pointed, but rounded at tip – less prominent
Voice: Pleasant, with slightly husky timbre
Height: 5’6”
Weight: 120 lbs
Build & Features: Lean with comely features due to Elven ancestry.

Image of Nalesa

Personality:

Free-spirited, independent thinker, warm disposition (is able to make friends readily in her travels), loyal, devoted, enjoys travelling and exploring, helpful, has a deep fascination with history and a natural born curiosity. She accepts people from all walks of life and does not distinguish between stations, ranks and privilege when it comes to providing healing or divine counsel. Has a natural, down to earth personality that instantly puts people at ease. She believes that people can create their own luck in life, with the gods’ blessing and a strong personal drive. She can be a realist or an optimist, depending on the situation at hand.

Background stuff:

General info:
• Her mother is a half-breed human – part Zenj/Mwangi and part Varisian.
• Her father is an Elf – she does not know anything more about him.
• The location of where she was born she cannot remember, but Nalesa was abandoned at four years of age in Roderic’s Cove, Varisia, at the Temple of the Stars and Roads.
• She was trained as a healer during her time with the church.
• She boarded the Jenivere in the Mwangi Expanse.

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

• Nalesa does not turn away any good people in need. She is a truly empathic person/healer.
• When faced with adversity or when things turn sideways, Nalesa hunkers down to get the job done (doesn’t give up easily).
• Nalesa considers herself an orphan, having never known her Elven father and being abandoned at four years of age by her Human mother, Xabala. Therefore, she will not abandon a friend or ally.
• Nalesa thrives on the wanderlust – she enjoys the freedom of wandering and not having a permanent/fixed address/home. She is guided by her goddess and her own free will.
• Nalessa considers herself fortunate to have been adopted and raised by the Church of Desna. In her opinion, the church had saved her life.
• Nalesa believes that as long as one is strong of spirit or faith, then they can accomplish/overcome anything that they put their mind (and heart) to.

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

• To find some peace inside her to temper the constant wanderlust – perhaps locating her mother or father and trying to forge some kind of bond with them.
• If she doesn’t find her parents, to learn to be content in herself and what she has earned in her life. To become settled in a way, either with friends, companions or allies and forge deeper/more meaningful connections with people.

3) Two secrets, one the PC keeps to herself, 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 1: The feeling/secret shame of being unwanted and abandoned remains. It’s like a dark shadow that can leave her feeling defeated at her most loneliest and desperate moments. She can feel deep sadness, however will not show it – instead placing a smile on her face and concerning herself with other people and problems. Sometimes she is resentful/envious of people who have been raised in happy, loving families.
Secret 2: Her Elven father’s identity and whereabouts are known by the Desnan church that raised her and kept from Nalesa on strict instruction left by her errant mother.

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.

• Human mother, Xaba. (blood relation)
• Elven father, name unknown (blood relation)
• Miesalo Salen, priest in the Temple of the Stars and Roads, in the Varisian town of Roderic's Cove. He is the one who accepted/took in the unwanted half-elf child Nalesa.
• Desnan Priestess Bevaluu Zimantiu, from Cynosure Tower - Magnimar’s temple to Desna (colleague/mentor/friend she visits during her travels and when the priestess is in residence and not on her own wanderings.)
• Enemy/Rival: Zafiria: A female novice she trained/lived alongside in the chapel. There was always a troubling rivalry between the girls (although the rivalry originated more from Zafiria than it ever concerned Nalesa), both being half-elves and abandoned around the same time. Zafiria wished to be the most notable, sought after and beloved by her teachers and travelling priests and Desnan faithful. However, Nalesa’s natural charm and down to earth nature drew people’s notice and attention with very little fuss or tactic. Over time, a deep-seated resentment grew within Zafiria and she would often try to embarrass or undermine Nalesa’s efforts and character.

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

• Her mother leaving her at the church and walking away without turning back; never to be seen or heard of again. This broke the little girl’s heart.
• Having no blood family connection or knowledge thereof of her parentage/familial connections on both sides (human and elf). (Nalesa feels disconnected/untethered from her past – having no real memories or experiences to draw from and mould her.)
• The first time she left/ventured from the church to go wandering on her own the preach Desna’s teachings. The exhilaration outweighed the fear.

Thank you for your consideration, DM Mathpro. :)


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So, after the weekend:

In order:
born_of_fire: tend towards the support role and 6 level casters.
Robert Henry: Ranger, switch hitter,
SCKnightHero1: Sizara Female Elf Barbarian
The Archlich
LimpingEagle: Roktuk Male Half Orc Barbarian
Aleister VII: Erinnelle Hopeworth Male Human Oracle
Vrog Skyreaver: Bavin Arrowsoul Male Half Orc Bard
Patrickthekid: Troy Shimuraoka Male Human Barbarian
trawers71 St. John Smythe Male Human Fighter (Rondelero Duelist)
Origami Dog: Ji'rah Male Kobold Soulbound Summoner
scranford: cleric or oracle later
Lathira: elf druid
Ariarh Kane Nalesa Female Half-elf Cleric (Devout Pilgrim) Of Desna
Anthorg Marhula Female Half Orc Witch
GMJester Simon the Drowned Half-elf cleric of Gozreh


Pathfinder Lost Omens Subscriber

I"m gonna drop out of this one. Looks like you've got plenty of worthy candidates. Good Gaming All.


Wealth: 4d6 ⇒ (6, 1, 5, 6) = 18

Dotting. I'll be submitting a Cleric (Varisian Pilgrim) of Gozreh.

EDIT: Here is Phntm888's submission. I just had to update a few things for your build rules. This character started the AP, but then the GM ended it.


Wealth - 3d6 ⇒ (4, 3, 6) = 13 x 10 = 130

2d6 ⇒ (6, 5) = 11 Rolling some extra as I'm still undecided on class.


Here's Archlich's submission for the game - details are in the profile. Agatsu is a half-orc ranger.


My submission: Human Swashbuckler "Captain" Jack Harrow
starting gold: 5d6 ⇒ (6, 1, 5, 3, 3) = 18 x10 =180

Jack Harrow: Basics:

Swashbuckler 1 Archetypes Inspired Blade, Shackles Corsair
CG Human
Init +4
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 12 (1d10 + 2 con)
Fort +2, Ref +6, Will +1
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OFFENSE
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Speed 30 ft.
Melee Rapier +6 (1d6+4 / 18-20 x2)

SQ Panache 3/3
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STATISTICS
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Str 10, Dex 18 (16+2), Con 14, Int 8, Wis 10, Cha 15
Base Atk +1; CMB +1; CMD 15

Jack Harrow: Feats, Traits & Skills:

Feats Weapon Focus (Rapier), Skillfocus (Intimidate), Weapon Finesse, Fencing Grace

Traits Extremely Fashionable, Boarded in the Shackles

Skills total (ranks +class +ability +bonus)
Acrobatics +8 (1 +3 +4)
Bluff +6 (1 +3 +2)
Intimidate +9 (1 +3 +2 +3)
Perception +4 (1 +3 +0)
Languages Common

Gear pirate clothes (free), jewelry worth 120 gp, compass (10), Rapier (20), Studded leather (25)

Jack Harrow: Class Features:

Racial
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Swashbuckler (Inspired Blade, Shackles Corsair)
Derring-Do At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Inspired Panache Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier.
Inspired Finesse At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

Traits
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Boarded in the Shackles Your last home was in the Shackles, a dangerous land of pirates and treachery, but also of fantastic opportunity. A life of weal and woe on the sea and amid the pirate controlled lands has toughened you to a variety of hardships. Pick one of the three categories of saving throws—you gain a +1 trait bonus on all saving throws of that type. Will save.

Misc
Favored Class Bonus 1/4 extra panache

Jack Harrow: Backstory:

Jack Harrow was born to Edward Tilly and an unknown woman on a pirate ship. He was named Jack after his uncle, Edward's brother. After his mother's demise, Jack grew up in a tumultuous household full of outlaws at Shipwreck Cove. He had spent most of his youth unsure whether Edward Tilly was really his parent, frequently referring to him as "The-Man-Who-Might-Be-Father". Despite Jack's resentment of him, he respected the fact that Tilly was always there for him when he needed him most, such as when he nearly got his hand cut off by the pirate Rusty Knickers or when Jack was almost sold into slavery by Captain Lucy Graven. Jack was determined to follow in his father's footsteps and become a captain of a ship, rather than just some ordinary pirate like the majority of his relatives (explaining his insistence on being referred to as "Captain" well into adulthood).

As a teenager, Jack served as a cabin boy on several pirate ships, including the Troubadour of Captain Tilly. As a member of Tilly's crew, he visited many countries and ports. However, he became fed up with his hectic life in a pirate family. One night, he snuck by candlelight into the study to consult the Pirata Codex and, coming upon a section on freedom and the need for pirates to make their own decisions, decided, he was completely justified in running away. He packed a bag, stole his father's compass and escaped out the window. Jack stowed away aboard a merchant ship to reach the great Mwangi Expanse. His seafaring experience made it easy to join a new crew. Eventually, a rather unfortunate encounter and misunderstanding with some infamous Shackles pirates forced him to abandon the pirate life, flee and take employment in the Chelish Trading Company. After five years of faithful service, during which he sailed across the Seas, he was given command of the Wicked Wench, a ship owned by Cutler Beckett, the CTC Director for Western Garund. As Beckett's employee, Jack searched for the mystical island of Kirma and its legendary treasure. When he eventually found it, he decided to betray Beckett and keep the island and its inhabitants safe from Beckett and his slave traders. Later Beckett contracted him to transport a cargo of slaves to Westcrown, Jack chose to instead liberate them and finally steal the Wench from Beckett. However, a few weeks later, Beckett's men managed to find him and branded him as a pirate (once again), while the Wench was set aflame and sunk. Jack immedieately retaliated against his archenemy and captured the Wench's sister, the Blue Maiden. He renamed her the Black Pride and began the pirate life anew. This time, he was much more successful and soon Jack Harrow became one of the Free Captains and a member of the Pirate Council.

Throughout his years as an infamous pirate of the Shackles, Jack Harrow embarked on many adventures, several of which involved gaining items of unique value. Sadly, Jack was rumoured to be cursed, because he lost most treasures faster than he could find new ones. Jack had been captain of the Black Pride for four years, when he went after the treasure of Dead's Isle. Suddenly, during the search of the island, he lost the Pride in a mutiny led by his first mate, Horice Barbooza. He was back to zeri once again. But being the great Jack Harrow, a few months later, with the help of some still loyal crew members, he retrieved the Black Pride and killed Barbooza, thereby becoming its captain once again.

Over the course of time, Captain Jack Harrow became a center of intrigue as myths and legends have been told of his exploits. Most of these tales, however, were exaggerations, or even fabrications embellished by Jack himself to bolster his reputation. Despite his dishonesty and many deceptions, Jack Harrow did embark on a number of grand and thrilling adventures, some involving the supernatural, pirate lore, magic, and journeys in discovering hidden treasures. Indeed, Jack's ultimate ambition was to have the freedom to sail the seas as a legendary pirate for eternity.

Desna's favor is not with Jack. Two years ago a Kraken attacked the Black Pride and sunk it. Jack had lost her again, now for good. While he was used to loosing and winning, the loss of his beloved Pride broke him. He indulged in the rum and the stories of Jack Harrow strated to. He made ends meet as a simple, drunken seaman.

Today he finds himself onboard the Jenivere looking to find his luck somewhere else.


Backstory summed up in your required format:

Concept
- Former glorious pirate that lost his mojo, when he lost his ship. he's now a drunk that probably nobody remembers
- Trying to make a living as a seaman / fortune hunter
- swashbuckler who likes to taunt and trick his enemies
- freedom is the most valuable gift one can have. Whenever he can, he tries to spread it, e.g. free slaves etc.
- believes he might be cursed
Goals
- unlock the potential of his father's compass (it's a magical wayfinder, crunchwise he needs to invest GP to unlock it)
- Buy or steal a new ship
Secrets
- , he keeps to himself: the location of the mystical island of Kirma
- that he doesn't know: his mother is alive, she's a tribal shaman in GM input
People
- His father captain Edward Tilly
- His most loyal (former) crewman and friend Josh Dibbs
- archenemy: Cutler Beckett, the Chelish Trading Company Director for Western Garund
Key memories
- the sadness and disappointment, when betrayed by your own first mate
- the endless joy when stealing the Blue Maiden from his enemy
- the true freedom that he aquired, when he ran away from home

Do you allow taking a drawback for another trait? Specifically asking for the Attached drawback.

Grand Lodge

I have build a Mawangi investigator skill monkey frontliner for your consideration. The build will have a slight shaman-y aspect to the RP and flavor once Uranda gains his familiar at level two. I will get the formatted in back story up asap. Thanks for the consideration.

Starting wealth: 3d6 ⇒ (5, 4, 3) = 12

Uranda build:

Neutral Medium Human Investigator 1; Bonded Investigator.
Init 2; Senses Perception: +5

Defense
AC 17, touch 12, flat-footed 15
hp 11

Fort 2, Ref 5, Will 3

Offense
Speed 30 ft.
Melee Longspear +2 (1d8+4 /x3), Morningstar +2 (1d8+3 ),
Investigator spells prepared (CL 1; concentration +4)
1st (2/day)- Enlarge Person (DC 14);

Statistics
Str 17, Dex 14, Con 14, Int 16, Wis 12, Cha 7
Base Atk + +0; CMB +3; CMD 15
Feats Combat Reflexes;
SQ ; Alchemy; Inspiration; Trapfinding;
Skills Diplomacy +7; Disable Device +7; Knowledge (arcana) +7; Knowledge (local) +7; Knowledge (nature) +7; Knowledge (planes) +7; Perception +5; Sense Motive +5; Use Magic Device +2;

Equipment: Longspear, Morningstar, Studded Leather armor, Alchemist's kit.

Background and Appearance:

Uranda is a Mawangi man. Tall and lean with a confident bearing. Since he was a child, he trained under Hak-tu, who took on three apprentices. This practice is standard, one apprentice is to become the herbalist, the second is to become the shaman (spiritual leader of the tribe), and the third is chief and leader of the tribe. It is the sacred duty of the shaman to train these three crucial future leaders of each generation. The three candidates are trained generally in all aspects of healing (alchemy), morality (student of philosophy), leadership and battle. Then only in their mid-twenties are their aptitudes assessed and their future role assigned.

Uranda did not want to be the chief. The chief was tied down to their homeland permanently; they managed the military, governance, and taxes. They worked firmly in the realm of the practical and Uranda thrived in the theoretical, potions, munitions, healing, and tactics were things he had passion for. Five days before the group was to be assigned their future roles Uranda started to dig through the tribal history to find a way to choose his position. In ancient times there was a rite of passage for next shaman, the 'da maté.' The young future shaman was expected to travel the world and bring back knowledge and wealth to improve the lives of their people. Because it is such a time-consuming process, the disciple and would-be shaman would typically leave in their teens, forcing the decision to be made early. It seemed that by invoking this rite and go in the subsequent fives day could ensure his position as the shaman and avoid the chance to the chief. So, Uranda wrote a note invoking the da maté and left for Bloodcove. There was no place he could think of more different than his ancestral homeland and more accessible to the world than a port town run by pirates.

With little money, he quickly found that people who deal in illegal trades often need someone who understands the properties of chemicals. He started to see how dangerous the world was and how necessity can supersede morality if one lacked conviction, so he committed to limit his work to what was needed for his protection, a simple form of utilitarianism (student of philosophy). In all instances, he kept his tribe's most deadly techniques to himself. To his good fortune, he did not stay here long, booked passage on a ship to the Shackles. The shackles were not much better than Bloodcove. Still, here, there was a sense of liberty, freedom, and independence that was vastly different from the filial piety, appeal to authority, and tribal unity he was used to. As fortune would have it, or misfortune in Uranda mind, this hips he has been working on has found its way back to the Expanse. More precisely because Sargava the ancient heart of his homeland. What better way to find his place in the world then to make it discovering the history of his people.

Background questions :

1)

1. Uranda has run away from responsibility but did so in a way that was clever enough that, though people are mad, and can tell he was selfish his has some scriptural cover for retaliation if he can defend his position.
2. Urand is smart and likes to plot and find loop holes. He has been working for pirates for several years but has managed to keep his hands clean.
3. Uranda only accepted the trainee position because he loves books and lore and only the trainees get access to them.
4. Uranda does want to return and make his tribe great but he has expansive and nontraditiona ideas he needs information to develop.
5. Uranda is hardworking, generally, but unfocused, sometime he tinkers, other time he is fighting like a warrior, and other days he is entry lost in a book.
6. like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

2) Discover new information about the ancient histories of his people and gain enough power and competence to prove leaving his tribe was a valuable decision proving to them that they have it interact with the outside world.

3) First, is that the Da Maté is not a standard practice of his tribe. Uranda passes his travels of as normal but he has delayed attention and the passing of power. The second that is kept from the PC is there is someone using this extra time to ensure that Uranda does not come back so they may be chief.

4) Hak-tu the current shaman of his people who trained him for a decade. Aku-ché on of the other three disciples a wise young woman who took to the offensive aspects of herbalism, creating tonics and elixirs that made great warriors greater. Har-dar-nak, the third trainee was a kind and ambitious man with a soft faces that wanted nothing more than to be the greatest priest in their tribes history. To Uranda his scope seemed small though Har out worked Uranda.

Recent troubles in the region forced the integration of a smaller second tribe but because of tradition that tribe will not able to put forward candidates for the leadership positions until the next round. The leader of this smaller tribe see this as great diminution of his power and seeks to find a way to insert on of his own into leadership.

5) Being accepted as one of the three disciples. This gave Uranda access to tombs and information he ever dreamed of. As part of his training Uranda got to work with outsider traders. He saw all manor of dress and though. Surely, there must be information out there that can benefit the tribe. After years of study Uranda started finding information about lost artifacts the same information popping up in several places. This could not be coincidence.

* For both 4 and 5 Uranda has two loving and supportive parents who are farmers and they alway helped his and encouraged him. He cares about them very much but they did not shape his adventurousness they are content with their lives.


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Hey guys I'll start going through submissions tomorrow at work. I actually got the day off so just wanted to pop by real quick.


This is RH's switch hitting Ranger. I ended up leaning more toward skill taking the archetype: Tapper. While doing the backstory I decided to post the background question first, I will get his 'backstory' on the character page eventually.

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

Iradiel is a young athletic looking 6’ 2” half elf with med. Dark long hair, hazel eyes, a deep tan and slightly larger ears than most half elves. He is dressed in the traditional green and brown garb of the Ekujae, though he only decorates himself sparingly, on his arms and chest, with white paint. His lamellar leather armor is worn but clean and well kept; as is his falchion, Kunia shortbow and the rest of his gear.

He was born and raised in the Mwangi Expanse, a product of a loving family of mixed backgrounds. He grew up respecting others beliefs but was taught to think for himself.

He was taught how to use weapons by the family members, villagers and pathfinders he lived with. It was his father who taught him now to track, hunt and trap. It was his godfather that taught him about disabling traps.

He is familiar with the Pathfinder Society, though not a member. Conversely he has a great dislike for the Aspis Consortium because of their abuse of the people and land.

He was at several dig sites with his archaeologist mother as a child. He especially enjoyed the journey to their destinations, seeing new places; with its flora and fauna. He is less interested in the historical relevance, but is excited by the exploration and the discovery of something new and different.

While friendly he does not consider himself a 'people person.' He doesn't feel comfortable in large crowds. He enjoys his own company and doesn't mind being alone. He does value close friends and will extend an opportunity to people to build those relationships, as long as they do not take advantage.

On the Myers Briggs scale he is a Defender

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

First goal:
Iradyiel is a bit of a dreamer, he wants to do something his parents and extended family would consider significant. Things he has dreamed about over the years: To lead a group of pathfinders to an important dig. Or lead a team to rescue an important person. Or to guide a spy to the city of Mzali and back again. Or to be the first person to survive a night in Arzikal. Or to find a lost city that no one has seen for years. The practical goal here is to be part of something big, bigger than himself, and bigger than the norm.

Second goal:
He wants revenge on Ivar Theodinson, the betrayer who led the slavers attack on his home, Sugalo.

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

Secrets: the one he keeps
He didn't tell his parents that it was Ivar Theodinson who lead the raiders of Sugalo. He tells himself it's because he doesn't want to remind his mother of the trouble she had with him. But it's as much because he knows his father would hunt Ivar down. Iradyiel doesn't want his parents seprate, and wants to hunt down Ivar himself,

Secrets: the one kept from him
The burned body in the hut was not his aunt. It was the chief's wife. Auntie Teena is alive.

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.

Mother: a half elf named Naomi Chadwick, She grew up in Almas watching the boats come in from all over the world and wanted to explore those places. She became an Archaeologist (bard archetype) and joined the Pathfinders. Her first assignment was to the Mwangi Expanse by way of Eleder, where she met Venture-Captain Finze Bellaugh. On an assignment she fell in love with her life partner, Eldlen. They became inseparable.

Father: a Ekujae half-elf, (sometimes called wildborn) scout (Ranger) Eldlen Madras from the village of Sugalo south west of the Brimstone Falls. Hired in Eleder to guide a group of Pathfinders through dangerous country to Freestation; where they intended to take a boat from there to Nantambu. Eldlen fell in love with one of their group a half elf from Andoran. Eldlen guided Naomi and her pathfinders wherever she wanted to go. Showing her the Expanse from the perspective of one raised there.

Auntie Teena: his father’s human sister, who was his nanny and help raise him. Auntie was a large woman, considered wise beyond her years who loved and was loved by everyone. She was known for her generosity and ability to feed a large crowd of people in a moments notice. When Iradyiel was expected, she went to Nantambu to help with the delivery and raise the child. Leaving Nantambu they traveled to Sugalo their home village. Sugalo became home to Iradyiel. he split time with his parents on 'safe' dig sights and with 'Auntie' in Sugalo when mom and dad deemed it to dangerous to travel with them.

Hyder Troseddol: a halfling pathfinder (rogue), was a childhood friend of Naomi's. When she announced she would become a Pathfinder, Hyder joined as well, traveling with her. Hyder was a loyal companion to Naomi and eventually Eldlen. As godfather to Iradiel, he would spend time with the boy teaching him 'valuable life lessons.' Yeah, Hyder taught him how to tickle traps.

Ivar Theodinson: a northerner who joined the Pathfinders for monetary gain. Traveled with Noami, Eldlen and Hyder for a time. But after being spurned by Naomi repeatedly, he left the group and joined the Aspis Consortium. A few years after leaving the adventurers, Ivar learned the pathfinders were on a mission to Osibu. Driven by revenge and greed, he led a slaver’s raid against Sugalo, taking all they could capture and burning the village. The night of the attack Iradyiel fled into the woods. When he returned to the village everyone was dead or gone. In the hut was the charred remains of a large middle aged woman. He buried Auntie then left into the jungle. He eventually tracked his way to Darkreach and to the Pathfinders Lodge in Kalabuto, knowing his parents would return there from her trip to Osibu.

5: Three key memories that define your character as the person they are at the time of submission.:
First:
Iradyiel’s earliest memory is as a toddler when they left Nantambu to go to Sugalo. His family talks about that day often.

Mother speaks about the sun rising west of Nantambu as they were leaving, the sun reflecting off of the bright colors, then the dark underbrush of the jungle. Father speaks of the sounds and smells of the market just opening, pleasant but overpowering. Then as they ease into the jungle on a small game trail, the near silence of the jungle: the occasional bird call or a reptile hiss. The smell of the damp earth or blood on the wind, the remains of some predator and prey. Auntie talked of being excited to return to her home in Sugalo. Carrying exotic spices from the big city to fix new recipes for her friends.

Iradyiel, remembers the stories, but what he personally remembers was finding a nest with three large blue eggs in it on the ground just off of the path. Father told him they were eggs from one of the large lizards, probably a 'raptor.' When Iradyiel heard they would become a lizard he wanted to keep one as a pet. Father pointed out that it takes a special type of person to raise a 'raptor' and that it would not be good to disturb them, especially with the mother raptor around. Mother smiled and asked if they should take the eggs and try some of Teena's new spices. She winked when father glared at her.

Father covered the eggs again by pushing a large fallen leaf over the nest with his spear tip, explaining that he didn't want to touch the leaf because it would leave his scent. Father then explained to young Iradyiel to stay on the path with Hyder, until he had time to teach Iradyiel about the jungle.

Second:
When Iradyiel was around ten his family was at a dig in the ruins of Kembe. They were in the 'hafling' ring so it was difficult for everyone other than Iradyiel and Hyder to move around. Hyder had found a secret passageway leading to an interior chamber. Inside the chamber was a locked stone chest. Iradyiel watched in amazement as Hyder removed the trap and then opened the lock. Inside the chest were several items. Most of then were useless gems and gold coins, which Hyder put in his pocket. But there was also what appeared to be a children's alphabet book. Which eventually the Pathfinders were able to use as codex to interpret the writing on the walls of the city. The book was a great find, and Iradyiel was able to be a small part. It was after that event, that Iradyiel asked Hyder to teach him how to pick locks and defuse traps.

Third:
The night of the raid on Sugalo, around fifteen.

Auntie had fixed a lovely meal of Biryani with Chapati bread and Groundnut Sweet as desert. She had served the meal outside around the fire, inviting around thirty or so people. The tribe's chief and his first wife came, as a gift they brought several containers of beer with them. The chief insisted on letting Iradyiel try some of the beer. Though Auntie gave him a glare, Iradyiel tasted the beer and thought it bitter. But he wanted to prove he was a man and drank the whole container he was given. When he started to cough all the folks laughed. He resisted the urge to puke, and mostly kept to himself until he went to bed early.

Later that night he woke from a very sound sleep to the war shouts and screams. He ran out of the hut, seeing the town's wooden gates hanging open. Dark armed men with torches, huts burning, people fighting and dying. In the ghostly light it saw a tall, white, blond figure that he recognized. The northerner Ivar Theodinson. He had traveled with Iradyiel’s family until after Kembe. The man despised Hyder, and felt rejected by naomi. When Kembe proved to be only of scholastic value not monetary (except to Hyder) Ivar had left, promising to make the pathfinders lives miserable.

When Iradyiel saw the big barbarian he fled through the gates, hiding in the jungle until after sunrise, He tried to watch the road to see if he recognized the prisoners, but it was tough seeing through the smoke. Late in the morning he returned to the burned out Sugalo. No one was left alive. Finding his aunt scorched to death in the hut. He buried Auntie Teena, gathering what supplies he could. Knowing that there were too many in the raiding party he vowed to find Ivar and take his revenge for the attack. Following the trail to Darkreach and eventually Kalabuto, which would be where his parents would return to.

Fourth:
Iradyiel celebrated his twentieth birthday with a small group of friends and family in Eleder. His parents were making plans to return to Nantambu within the week. It was at the party that he told them he would not be joining them. He told them he wanted to be off on his own. He wanted to test his metal. He wanted to travel to Senghor crosscountry through the Kaava Lands. Then returning to Eleder to find work. He did not tell them that he had heard that Ivar Theodinson was working with the Aspis Consortium there. He did not tell them that he intended to find Ivar and make him pay for his crimes.

Shortly thereafter, the family went to Crown's End by boat, and spent one last evening together. In the morning Naomi, Eldlen and Hyder began their long journey traveling northeast towards their destination. Iradyiel set out following the coast to west towards Senghor. Even cutting through the tip of the dangerous jungle the trip took a month. The trip was not uneventful, but the young ranger did not face any troubles he wasn't prepared to handle.

Sadly, what he had not prepared for, did happen. Having proved himself crossing the peninsula, he ultimately failed. Ivar had been in Senghor, but had sailed for Bloodcove earlier in the year. Saddened and disappointed, Iradyiel boarded a boat named the Jenivere for the three day voyage back to Eleder. He brightened his mood by meeting the folks on the boat and with a personal commitment to start a fresh adventure as soon as he got back in port.


In order of interest:
born_of_fire: tend towards the support role and 6 level casters.
Robert Henry: Iradyiel Madras male Half Elf Ranger (trapper)
SCKnightHero1: Sizara Female Elf Barbarian
The Archlich Agatsu Hulla Male Half Orc Ranger (Shapeshifter)
LimpingEagle: Roktuk Male Half Orc Barbarian
Aleister VII: Erinnelle Hopeworth Male Human Oracle
Vrog Skyreaver: Bavin Arrowsoul Male Half Orc Bard
Patrickthekid: Troy Shimuraoka Male Human Barbarian
trawers71 St. John Smythe Male Human Fighter (Rondelero Duelist)
Origami Dog: Ji'rah Male Kobold Soulbound Summoner
Lathira: elf druid
Ariarh Kane Nalesa Female Half-elf Cleric (Devout Pilgrim) Of Desna
Anthorg Marhula Female Half Orc Witch
GMJester Simon the Drowned Male Half-elf cleric of Gozreh
Phntm888 Henris Flynn Male Human Cleric (Varisian Pilgrim) of Gozreh
Ellioti: Jack Horrow male Human Swashbuckler (Inspired Blade/Shackles Corsair)
Grandlounge Uranda Male Human Investigator (Bonded Investigator)


@Ellioti: Under the character creation spoiler, the DM said:

DMMathpro wrote:

No drawbacks for an extra trait.


Ariarh Kane wrote:

@Ellioti: Under the character creation spoiler, the DM said:

DMMathpro wrote:

No drawbacks for an extra trait.

Oh, thx. Seems I had forgotton the last bullet point by the time I was finished.


Dotting for Interest


I've been working on a character today that I'd like to submit. Still working on his backstory, but I think I have all the crunch done. Jungle Jack is a bombastic gunslinger bound for glory and adventure in the Mwangi Expanse!


I believe Amboy is ready to go.


Gonna drop out too. Have fun all!


Starting Gold: 4d6 ⇒ (3, 1, 3, 1) = 8X10

Edit: Taking the 140gp average thank you...


Keldon Bentwhisker,
Ratfolk Unchained Rogue (1) and wizard in training

Keldon should probably be considered in an arcane caster slot, as he is planned to go full caster after 1 level of rogue...

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

a) A rogue who stole some books and got fascinated, he’s becoming a wizard, and then an arcane trickster
b) Young, greedy, and lacking opportunities (grew up in the slums of Port Peril) he became a rogue… in a world with all the opportunities he might have been a pure wizard – he’s quite naturally talented – instead, he’s kind of fallen into it, being fascinated by the books he stole.
c) Although he and the rest of the litter grew up without a dad (Dad was a pirate lost at sea), he’s not a bastard and is sensitive about it. Calling him a bastard is begging for trouble.
d) A befits a devout Calistrian, his moral code is opportunistic. He’s happy to steal, but draws a line at murder (of “people”…). He learned a lot about putting the knife in the right spot (accomplished sneak attacker) from them.
e) He’s on the lam! He thinks he’s got something very nasty chasing him … (he has an overinflated view of wizards… he’s probably going to be disappointed in himself later on in life…).

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

a) He wants to learn magic and get good at it (and he’s on his way…)
b) He wants to get rich – he’d like to be able to send money back to Mam and his litter.

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

a) He left the Shackles in one hell of a hurry – he’d boosted a trunk from a pirate ship, that had belonged to the ship’s wizard’s (it had a spellbook and several other books of magical lore, not to mention robes, a spell component pouch, etc). He suspects that the wizard is chasing him to find him and kill him… He took the first ship out of town, going wherever…
b) He’s running from nothing. The wizard’s not chasing him – the reason the trunk wasn’t secured was the wizard had been killed in the pirate’s previous engagement. The trunk was going to be given to the wizard’s heirs when Keldon boosted it.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.:

a) Blood: He still has family back in the Shackles (Mom, 2 sisters, 1 younger brother). He writes regularly, although he told them he signed on with some pirates, not the truth about the trunk. Mam’s disappointed that her ne’er do well son (who still always seemed to have some coins to kick into the family purse – profession gambler) has gone a pirate, like how his dad left… His little brother kardon, is thinking about following in Keldon’s footsteps and becoming a pirate!
b) Rivalry: What got him into stealing the sea-trunk in the first place was a drunken bet with a friendly rival, the halfling rogue Ilbarsis.
c) Enemies: Aside from studying the books, the other thing Keldon’s been doing on this voyage is running a dice game… A group of 4 or 5 sailors are getting surly about their lost money.

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

a) Looking down into the seaman’s trunk he’d boosted from the pirate ship, and realizing he had to run far and fast – it belonged to the ship’s wizard and it had his spellbook!
b) Watching the illusionist show as a child at the fair, and feeling the magic flow, but knowing a rat would never get accepted as an apprentice…
c) Sitting around the Jenivere, studying the books he stole, and realizing that it made sense…he could do this.

Mechanical:

Ratfolk Unchained Rogue 1 / Wizard 3 / Arcane Trickster ?
Alignment: Chaotic Neutral
Diety: Calistria

Init +5 = +3 Dex +2 Trait
Speed 30 ft
Low light vision
Defense
AC : *** =10+*** Armor +3 Dex +1 Size
HP: 10 = 8+ 2 (con)
Fort + 3 = +0 Rogue +2 con +1 Trait
Ref + 5 = +2 Rogue + 3 dex
Will + 0 = +0 Rogue + 0 wis
CMD : 13 = 10 + 0 (bab)+3 (dex)
Offense
Melee: ***
Ranged: ***
BAB : +0
CMB : + = +0 (BAB)

Race = Ratfolk

St : 8 =10 (0 pts) – 2 racial
Dex : 16 = 14 (5 pts)+2 Racial
Con : 14 =14(5 pts)
Int : 18 =16 (10 pts) +2 racial
Wis: 10 =10 (0 pts)
Cha: 10 = 10 (0 pts)

Unchained Rogue 1
Wizard (Air Elementalist> Smoke Subschool) 3
Arcane Trickster ?

Race Abilities:
Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Surface Sprinter : Some ratfolk spend as much time as they can aboveground and become very fast runners. This comes at the cost of their night vision, which becomes less acute after years of sunlight. These ratfolk gain low-light vision and have a base speed of 30 feet. This racial trait replaces darkvision and slow speed.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Cornered Fury : Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Class Abilities:
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat.

Skills : (8+4 int) Not including ACP
K Arcane (1, + 5), Spellcraft (1, + 5), Perception(1, + 6), Stealth(1, + 11), Disable Device(1, + 7), Escape Artist(1, +7), UMD(1, + 6), Bluff(1, + 4), Acrobatics(1, + 7), Sleight of hand(1, + 7), Sense Motive(1, +4), Profession: Gambler (1, +4 )

Laguages : Common (Taldane), Mwangi (Polyglot), Draconic, Undercommon

Traits : Boarded in the Shackles (Campaign, Fortitude), Reactionary (Combat), Two World Magic (Sift), ??? [.ooc]

Feats
Accomplished Sneak Attacker (1st)
Weapon Finesse (Finesse Training)
[ooc]Extra Traits? (3ed)
Wasp Familiar (5th)

Equipment (140 gp )

I haven't done the equipment yet. I will get around too it, but maybe after selection...


A rules Q: I assume that you are NOT using the Magic Schools rules from Inner Sea Magic, (specifically spellcaster guilds on pg22, Eclectic and Esoteric Training).

If you are, well, it surely doesn't hurt Keldon's build...


pad300 wrote:

A rules Q: I assume that you are NOT using the Magic Schools rules from Inner Sea Magic, (specifically spellcaster guilds on pg22, Eclectic and Esoteric Training).

If you are, well, it surely doesn't hurt Keldon's build...

You are right I am not

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