Shadows of Gallowspire

Game Master Shadow_Fox

Book 6 of Carrion Crown


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Shadow_Fox wrote:
Archlich, curious as to how do you qualify for the Grand Mutagen listed in Master Chymist? It requires 16th level. Did I miss something?

Don’t worry - this is Hero Lab’s way of doing it. Notice that the stats the mutagen is giving are not the ones for the higher level one, but the 3rd level (greater, I believe; regular, improved, greater, grand). Even if Hero Lab is calling it wrongly, it’s still just giving the right stats. I still have to buy the grand mutagen and maybe draconian mutagen if we ever get that far (using the Master Chymist “discoveries”). It’s an automated software, but not that smart :) if you want I can edit the names on the sheet I copied from there to avoid confusion, but I’m keeping an eye on the abilities the mutagens give. I can also send you the portfolio file if you have Hero Lab so you can double check. I hope you liked the concept!

Silver Crusade

Greater is level 16 isn't it? I thought grand was the 20th level? I may be wrong though.

I've always wanted to play a dr. Jekyll type, never truly had the chance. Would be interesting to see it work. I managed to play one for like two sessions and it was pretty fun.

He was a beastmoprher, so I flavored him as turning from a weak, scrawny human to a leonix/tiger sort. He a threw a paladin about 40ft across a prison yard haha.

Dark Archive

I am running a group in Book 3 right now, so it would be interesting to me to play ahead. I am a little late finding this one, though, so I think I will bring Kisasi here up to level 12. He was playing in this AP and the game fizzled as these sometimes do, but feel free to check out the posts to get a feel for the character.


My guy is almost done! It's a lot of stuff to put together.


Roet Heineous wrote:
Shadow_Fox wrote:
Archlich, curious as to how do you qualify for the Grand Mutagen listed in Master Chymist? It requires 16th level. Did I miss something?
Don’t worry - this is Hero Lab’s way of doing it. Notice that the stats the mutagen is giving are not the ones for the higher level one, but the 3rd level (greater, I believe; regular, improved, greater, grand). Even if Hero Lab is calling it wrongly, it’s still just giving the right stats. I still have to buy the grand mutagen and maybe draconian mutagen if we ever get that far (using the Master Chymist “discoveries”). It’s an automated software, but not that smart :) if you want I can edit the names on the sheet I copied from there to avoid confusion, but I’m keeping an eye on the abilities the mutagens give. I can also send you the portfolio file if you have Hero Lab so you can double check. I hope you liked the concept!

Greater Mutagen's stats are correct in the profile but what I am trying to figure out is this part:

Grand Feral Bone-spike Mutate: Phys Attr +8, +6, Mental Attr -2, -2, +4 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change..

Those are the bonuses associated with a Grand Mutagen, which is not available until 16th level.

Silver Crusade

@GM, would you be willing to do a bit of reflavoring of the kinetic Form ability?

It allows me to increase Alianna's size to large, I was wondering if you would be okay with reflavoring it as her taking up space due to her dance/rapid movements due to her flames quickening her? It would work mechanically as being large, but be more in line with the flavor of the character.


Shadow_Fox wrote:

Greater Mutagen's stats are correct in the profile but what I am trying to figure out is this part:

Grand Feral Bone-spike Mutate: Phys Attr +8, +6, Mental Attr -2, -2, +4 Nat AC. (2/day) (Su) Can assume mutagenic form without a mutagen, and crit or failed Fort save can force change..

Those are the bonuses associated with a Grand Mutagen, which is not available until 16th level.

HeroLab is showing it on the sheet, but when I calculated his effects with mutagen, I used the numbers of the right one - that’s what I meant. I can manually edit the sheet generated by HeroLab if it makes you more comfortable (I just have to remember to edit every time I export).


For anyone looking over everyone's submissions, I made a significant edit to Sola (as she'll most likely be known to the other PCs). Rather than deal with having a mount, a scrapped her celestial lion in favor being able to pass out teamwork feats more often (and some new celestial flavor).


Here's the basics: (Note: I live in Texas, so I'm Central time zone.)

Hoss’r Stonekind - Crunch:

Male human (Osirian) Ranger (Infiltrator) of Anubis 6/Living Monolith 6
LN Medium humanoid (human)
Init +2 ;Senses: ‘deathwatch’ and ‘detect undead’ at will (Concentration); Perception +15 (+4 vs. Undead and +2 vs. Aberrations)
--------------------
Defense
--------------------
AC 24 , touch 14, flat-footed 21 [Details: +1 Deathless Mithral Elven Chain w/+1 Heavy Darkwood Shield of Bashing, +1 Ring of Prot., +1 Dodge (Feat), Dex +2(Enhancement Bonus: Snakeskin Tunic)]
At 5th level, a living monolith becomes immune to all diseases, including supernatural and magical diseases (such as mummy rot).

Hp 126(6d10+18; 6d8+18; +12 Favored Class Bonus; +12 w/Toughness Feat)*
*DR2/-; +20% fortification against criticals; A living monolith automatically stabilizes when at negative hit points and is immune to continuous damage from bleed attacks (including weapons with the wounding special ability) and ability damage from blood drain.
Fort +11, Ref +9, Will +8; +2 vs Poison, +2 bonus on saving throws against death effects, mind-affecting effects, effects that grant negative levels, and on saves to overcome negative levels
--------------------
Offense
--------------------
Speed 30 ft.(30 ft. in armor)
Base Melee +14/+9
Base Ranged +12/+7
Special Attacks
Ranger Spells Prepared (CL 3rd; concentration +)
. . 4th— 0
. . 3rd— 0
. . 2nd— 0
. . 1st— Entangle, Liberating Command

Spell-Like Abilities:
*Meld into Stone (At Will)
*Invoke the Power of his Soul Stone(Ka stone): 3/per day as a swift action, enabling him to grow in size as if using Righteous Might-DR gained is Good Aligned(against Evil); When a living monolith uses his soul stone to increase his size, his normal DR and Fortification defenses temporarily increase by an additional +1 DR and +10% Fortification.In addition, when a living monolith uses his ka stone to increase his size, his base attack bonus from his living monolith class levels is equal to his living monolith level.

--------------------
Statistics
--------------------
Str 16(18), Dex 12(14), Con 16, Int 13, Wis 14, Cha 12
Base Atk (BAB) +10; CMB +14; CMD 27 (+4 vs. Bull Rush or Trip while standing on the ground.)

Feats: Exotic WP(Kopesh), Dodge, Two-Weapon Fighting, Iron Will, Endurance, Improved Shield Bash, Shield Mastery, Shield Slam, Improved Critical (Kopesh), Weapon Trick (Weapon and Shield Tricks), Toughness

Traits: Killer (Combat); Osirionologist (Region)

Skills:(*Ranger Prof/**Living Monolith Prof.)
**Acrobatics 10(-2 w/armor)
*Climb (Str) 10(-2 w/armor)
*Intimidate (Cha) 10
*Heal (Wis) 10
*Perception (Wis) 15
*Knowledge (dungeoneering) (Int) 9
*Knowledge (nature) 9
**Knowledge (religion) 13
*Ride (Dex), 9
*Stealth (Dex) 12 (-2 w/Armor)
*Survival (Wis), 10 (A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.)
*Swim (Str) 9(-2 w/armor)
**Sense Motive(Wis) 11

Background Skills:
*Profession (Soldier) [Wis] 9
*Knowledge (geography) 8
**Knowledge (History) [Int] 9
**Knowledge (Engineering) [Int] 9
**Linguistics(Int) 8
*Handle Animal (Cha) 8

Languages: Osiriani, Ancient Osiriani, Common, Sphinx, Gnoll, Aklo

--------------------
Special Abilities (Ranger): 1st favored enemy (Undead +4), track, wild empathy, Combat style feat(1st), Endurance, Infiltrator Adaptation (Undead), Hunter's bond (Party Companions), 2nd favored enemy (Aberrations +2), Combat style feat(2nd)

Special Abilities (Living Monolith): Soul stone (Ka Stone), Stone blood, Stability, tombsight, Fortified flesh (DR 2/-, 20% Fortification), immune to disease, greater Ka stone, Attunement to stone, Toughness

--------------------

Equipment and Magic Items GP Cost (108,000 gps max)
Ranger Kit* 9gp
*backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.
Undead Slayer's Kit** 402gp
**wooden holy symbol, a necklace of garlic bulbs, a hammer, a wooden stake, 2 flasks of holy water, one sunrod, a potion of lesser restoration, and a potion of protection from evil.
2 daggers 4gp

Handy Haversack 2000gp
Ring of Feather Falling 2200gp
Amulet of Grasping Souls (Source: Tears at Bitter Manor pg. 54) 21000gp
Belt of Mighty Hurling (Lesser) 14000gp
Cloak of the Hedge Wizard (Transmutation) 2500gp
Snakeskin Tunic (Ultimate Equipment pg. 222) 8000gp
Feather Token (Bird) x2 600gp
Feather Token (Tree) 400gp
Potion: Gaseous Form 750gp
Wand of Cure Light Wounds (50ch) 3rd lvl caster (1d8+3) 2250gp

+1 Mithral 'Called' Flaming Sibat (Death’s Reach) [Effective +3] 19002gp
+1 Adamantine Kopesh of Impact (Anubis' Touch) [Effective +3] 21020gp
+1 Darkwood Heavy Wooden Shield of Bashing (Death's Door) [Effective +2] 4407gp
+1 Deathless ‘Mithral Elven Chainmail’ [Effective +2] 9150gp

Final Spent gps Total: 107690
Remaining gps: 306

History:
Hoss'r was born into a Osirion soldier family, the 7th son of a common general. He was raised a worshiper of Anubis by his father, and one of those commanding the Osirian army protecting the capital. Hoss'r grew disillusioned with normal army life quickly, and eventually set out to help explore the Half-Dead city of Wati as soon as he could. Meeting with both failure and success there, he found a scroll depicting an ancient process that would allow him to become a protector of life made of living stone. Since he had nearly died in Wati of mummy rot, this transformation really appealed to him since it would make him immune to such diseases. He sought out and successfully convinced a sphinx named Beltur'Nos to help him transform himself. The Sphinx forced Hoss'r to perform a series of deadly tasks in the deep desert, then swore him to extreme secrecy as the only other condition for his help. Once he received his transformation and returned home, Hoss'r was soon sought out by a powerful group of people in the distant country of Ustalav. That group calls itself the 'Esoteric Order of the Palatine Eye' and claims to have connections in Osirion that go back millennia. They fight the undead plaguing their homeland and wanted to gain his unique aid after hearing from their contacts about Hoss'r and his unique abilties. They offered him gold, magic, and a chance at the extreme adventure he craved...as well as rampaging undead he could crush to honor his grim god. How could he refuse? Upon arrival, Hoss'r disliked the place immediately. It was cold, damp, and constantly foggy. Almost the antithesis of his homeland. To compensate him for his long journey and placate his hatred, the group gifted him with a magical set of armor so light it almost felt like nothing was weighing him down, and it was enchanted to protect him from the negative energy the undead use way too effectively. Unfortunately so far, Hoss'r has merely been waiting patiently to be set loose upon the group's enemies.

Description:
Hoss'r is a standard golden-skinned Osirian male, with a shaved head and severely spiked (Egyptian-style) beard pointing out from his chin of mostly black hair, shot through with streaks of silver. He generally only wears a simple cotton kilt and snakeskin tunic with sandals when he can get away with it, preferring less restrictions to his movement. However, he has been forced to deal with the cooler climate in Ustalav by wearing his new silvery armor with light cotton padding underneath with northern boots to help keep him warmer when traveling outside. Wearing the armor outside seems to please his allies too, which amuses Hoss'r to no end.


Oh, I'm big on teamwork feats! I'd be very interested in taking some with interested parties! Right now I can pass out wild flanking, and broken wing gambit through tactician.


@Zurged- I just realized that you have the same archetype as my 4 levels of cavalier! If we both get picked, maybe there could be some prior connection there. I have Lastwall phalanx and punch through that I can pass out with squad commander (although, I was thinking about taking outflank instead of punch through, so if we both get picked I might switch that to go with your wild flanking).

Edit: uh, actually, after reading wild flanking, you’re on your own on that one- Sola’s not really onboard with wounding her own teammates.


Races: CRB + aasimar + tiefling + Dhampir
12th level
20 point buy
Alignment: No evil - I like heroic characters and this AP really shines for the valiant characters standing against the forces of evil/undeath.
Wealth: 108,000 gp (no more than 40k can be spent on one item)
Background skills in effect
No VMC
No 3rd party
2 traits (do not have to be tied to this campaign)

----------------

Charisma
Str (8) Dex (9) Con (20) Int (14) Wis (20) Cha (24) HP (129) AC (40/34/32) Saves (22/15/25) CMD (37) Lvl 1 (5/5) LoH 2d6 (8/8) SLA (1/1) To Hit (+22/+17/+12) Damage (1d4+17) or 30ft touch attack (+22) Cold Damage (5d6+5)

Race Aasimar
* Stats (+2 Wis, +2 Cha), Darkvision (60ft), Celestial Resistances (Cold, Electricity, Acid Resist 5), Skilled (+2 Diplomacy, +2 Perception), SLA (1/day daylight)

Traits
* Fast Talker (+1 bluff and class skill)
* Ancestral Weapon (Free masterwork cold iron starknife, +1 hit)

Stats
* Str: 8
* Dex: 7 + 2 (Enchantment) = 9
* Con: 15 + 1 (lvl 12) + 4 (Enchantment) = 20
* Int: 14
* Wis: 15 + 2 (race) + 1 (lvl 4) + 2 (Enchantment) = 20
* Cha: 15 + 2 (race) + 1 (lvl 8) + 6 (Enchantment) = 24

Saves
* Fort: +4 (Paladin) + 5 (Monk) + 4 (Con) + 7 (Cha) + 2 (Cloak) = +22
* Ref: + 1 (Paladin) + 5 (Monk) + 7 (Cha) + 2 (Cloak) = +15
* Will: + 4 (Paladin) + 5 (Monk) + 2 (Oracle) + 2 (Cloak) + 5 (Wis) + 7 (Cha) = +25

AC
* 10 (base) + 1 (armor) + 3 (shield) + 14 (Cha) + 5 (Wis) + 1 (monk) + 1 (nimble) + 2 (natural armor) + 2 (deflection) + 1 (Dodge) = AC 40

Murder
To Hit: +11/+6/+1 (BaB) + 7 (Cha) + 2 (Enchantment) + 1 (Trait) + 1 (Weapon Focus) = +22/+17/+12
Damage: 1d4 (Base) + 7 (Cha) + 2 (Enchantment) + 4 (Feats) + 4 (Precision) = 1d4+17

HP
* +16 (paladin) + 4 (oracle) + 49 (monk) + 60 (con) = 129

CMD
* 10 (base) + 11 (BaB) -1 (Str) + 5 (Wis) + 7 (Cha) + 2 (Dodge) + 2 (Deflection) + 1 (Monk) = 37

Feats
Lvl 1: Noble Scion of War (+2 knowledge nobility use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier)
Lvl 3: Way of the Shooting Star (Cha to hit and damage with starknife)
Lvl 5: Point Blank Shot
Lvl 7: Weapon Focus Starknife, Improved Unarmed Strike (monk lvl -4, so 1d6)
Lvl 9: Startoss Style (+2 damage with starknife)
Lvl 11: Startoss Comet (+2 damage with starknife), Monk - Dodge

Equipment
* Headband of Charisma +6 (36k)
* Iounstone Wisdom +2 with wayfinder (8.5k)
* Belt of Constitution +4 (16k)
* Ring of Protection +2 (8k)
* Ring of Sustenance (2.5k)
* Cloak of Resistance +2 (4k)
* Amulet of Natural Armor +2 (8k)
* Glamered Starknife +2 with weapon cord (14000)
* Buckler +2 (4155)
* Snakeskin Tunic: When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison (8k)
* Masterwork Backpack (50)
* 1341 gold

Skills 8 Paladin, 4 Oracle, 28 Monk, 24 Int = 64
* Diplomacy: 12 SP (+24)
* Intimidate: 12 SP (+22)
* Perception: 12 SP (+22)
* Sense Motive: 12 SP (+20)
* Bluff: 6 SP (+17)
* Knowledge All: 1SP each (+9)

Background Skills
* Linguistics: 12 SP (+17)
* Perform - Dance: 12 SP (+22)

Lvls 1-4: Virtuous Bravo Paladin
* +4 BaB
* +4 Fort, +1 Ref, +4 Will
* Detect Evil
* Smite Evil 2/day (no deflection)
* Lay on Hands 9/day at 2d6
* Divine Grace: Cha added as bonus to all saves
* Nimble (+1 dodge AC)
* At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds (+4 damage)

Lvl 5: Lore Oracle
* +0 BaB
* +2 Will
* 6/day lvl 1 spell (cure light wounds, command)
* Mystery: Sidestep Secret (Cha replaces dex for AC, Ref, CMD)
* Curse: Legalistic (Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.)

Lvls 6-12: Water Dancer Unchained Monk
* +7 BaB
* +5 Fort + 5 Dex, + 2 Will
* Elemental Focus: 30ft touch attack, cold damage, 4d6+5 damage
* Burn, Kinetic Healer, Kinetic Restoration
* Nereid’s Grace (When unarmored and unencumbered, a water dancer adds 1 point of Charisma bonus per monk level to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features)
* Water Dance (At 4th level, a water dancer can move across any liquid surface as though it were solid ground up to a maximum distance of 20 feet before falling through the liquid’s surface as normal. This distance increases by 10 feet at 6th level and every 2 levels thereafter, to a maximum of 90 feet at 18th level.)
* AC Bonus (When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.)
* Ki 8/day, High Jump, Purity of Body
* Still Mind, Purity of Body
* Fast Movement 20ft
* Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

------------------------

Background

Her name is Charisma. Painfully beautiful, some say that she is the embodiment of Desna. A demi-goddess given human form. Others say that she is everything wrong with adventurers these days and that her very existence is a blight upon the world. But the truly wise say that she may well be the greatest threat known to the world.

When her radiant form graces a location, it is inevitable that she is driven away by superstitious locals. Her pained cries of "It won't be that bad!", "Just give me a chance!" and "If you would just listen to my backstory!" are met with raucous boos and thrown objects. Not that any of said objects ever hit. Truly, the chances of her actually dying are slim to none. Projectiles, blades, fists...all seem to miss regardless of the skill of the attacker. Likewise spells slide off of her, with even the greatest archmage left muttering about 'cheese' or some other mystical words. She is convinced that she *will* save the world, if ever given the chance, though she knows not why this has remained so elusive. Scholars, however, are mostly in agreement that should a group be foolish enough to accept her services, then it will bring the world one step closer to Groetus descending to Pharasma's boneyard. This is generally accepted to be "bad." As such, a secret society has been formed for the express purpose of ensuring that Charisma never actually gets to joint a group. Unable to kill her, and terrified of speaking with her (for her words can sway even the most hardened of souls), the adventures of this secret society would be legendary if they were known to the public at large. And now...? Now, Charisma comes to Gallowspire. The only question is whether the secret society can warn off the adventurers gathering within before it is too late!


Mmmhhh... With another Molthuni Arsenal Chaplain here, I would probably need to do some changes, and if I was already short on time, now it's even worse. Honestly, I think I'm not gonna make it.


Hi GM! I manually updated Roet's sheet to fix the HeroLab mis-naming of the mutagen, and added a section at the bottom doing a breakdown of his mutagen of choice. I hope this makes things clearer, and my apologies for the confusion! If you have HeroLab, as I said, it'd be my pleasure to send you by e-mail the portfolio file as well. Thanks for the consideration :)


I finished the mechanics. I'm having trouble building a background I like supporting a 12th level character.

<shrug> GM's still going to pick a team whether I finish and submit or not.


@Grumbaki: Paladins can't worship Desna because she's chaotic good (their gods are limited to LG, NG, or LN), so you can't make a paladin who uses Way of the Shooting Star. Also (unless I've missed something), water dancer is an archetype for the standard monk, not the unchained monk.


Giant Halfling wrote:
@Grumbaki: Paladins can't worship Desna because she's chaotic good (their goods are limited to LG, NG, or LN). Also (unless I've missed something), water dancer is an archetype for the standard monk, not the unchained monk.

Can't be unchained? Huh. That's too bad. But I very, very, very much doubt that such a monstrosity of a stat block...and a name...would be accepted. Hence the background. Not that I'd say no to being able to play something like this. But I had to make it when I realized that it was possible. :D I think that it would take Groteus' smile to get a GM to accept the 2x charisma+wisdom build.

Also, I don't think there are any rules saying that a paladin can't worship the God(dess) of choice. The paladin just has to stay lawful good.

edit: On second thought, the submission is withdrawn. It was alot of fun to make...but I'd feel bad if it took someone else's spot. There are too many good characters here for Charisma to take someone's place. :P


Most GMs rule that divine classes have to stay within one step of their god alignment. Regardless, Way of the Shooting Star also requires you to have the same alignment as your deity.

Prerequisite: Same alignment as chosen deity.


@Giant Halfling: My plan was to share wild flanking to other people, and have them end up hitting me, with DR 10 I don't really mind the damage all that much even at our level, and I'm sure that most two handers would be quite interested in getting another power attack.


No offense but can you guys spoiler your larger posts? Im trying to read this on my phone and the longer ones are killing me.


Whoa, a lot of posts!

Rorek: Reflavoring is fine.
He’sdeadjim: concept noted.
Grumbaki: Withdrawal noted. I would have agreed with Archlich and Giant Halfling’s posts that shooting star way and paladins are not compatible.
Archlich: Thanks for correction.
Giant Halfling: Sola’s update noted.
Everyone else: You still have time to submit.


@Grumbaki: I wasn't sure if it was meant to be a serious submission or not (which is why I didn't get into more mundane problems like the fact that a monk loses their AC bonus when using a shield).

@Zurged: But, if they're flanking with you to get the bonus damage, then any attacks you make would inflict the bonus damage on them as well?


Shadow_Fox wrote:


He’sdeadjim: concept noted.

Thanks. If there are any questions or problems with my submission, just let me know.


GM youre going to have it rough choosing lots of good entries.


@Giant Halfling: I think, based on the wording of the feat, you can choose if you want to use it or not. "When you choose to use this feat..." So I think they can choose to hit me, but I can choose to miss them, and hopefully everyone's happy! Well except for the bad guys, because an extra power attack's worth of damage is not fun.


You can always choose NOT to use a (non-passive) feat. It just so rarely comes up that no one normally considers doing it.


Eren Denollar wrote:
GM youre going to have it rough choosing lots of good entries.

Tell me about it!!


Here is my submission. I am in the UK so GMT+1 currently.


@Zurged (et al)- in that case, I’m back on board, lol. If we both get picked I’ll look at switching out punch through for something like outflank for the double whammy.

@Shadow_Fox- good luck! We’ll all be waiting anxiously to see who makes the cut.


Yeah, I'm not going to get something I like written in time.

I hope those of you who get selected have fun! And I hope they manage to keep Shadow_Fox entertained. Hard to keep a game going when the GM's not entertained.


Summary of Applicants:

eriktd – Human Warpriest (Divine Champion) 12
Dread – Elven Wizard (Evoker) 12
Ellioti - Sorcerer 5/Soul Warden 7
Zurged Rush - Half Orc Cavalier [constable] 12
Giant Halfling - Aasimar Muse-touched Paladin 2/Cavalier 4/Battle Herald 6
Leinathan - Gnome spiritualist (soul warden) 12
CampinCarl9127 - Dhampir Inquisitor (Kinslayer) 12
Pad300 - Aasimar (Garuda Blooded) Cleric (Herald Caller) 8/Stargazer of Pulura 4
Rorek – Human Kineticist 12
Lucendar - Elven Paladin (oath of vengeance) 12
Archlich - Oni-spawn tiefling alchemist (beastmorph, vaultbreaker) 8/master chymist 4
Crisischild - Human (Mwangi) warpriest (molthuni arsenal chaplain) of Ragathiel 12
He’sdeadJim - Human (Osirian) Ranger (Infiltrator) of Anubis 6/Living Monolith 6
Andreww - Male half-orc inquisitor (witch hunter) of Sarenrae 12

If I missed someone, let me know.


Shadow_Fox wrote:
Eren Denollar wrote:
GM youre going to have it rough choosing lots of good entries.
Tell me about it!!

You hear that folks? Your entries aren’t good enough yet! Back to work! Moar backstory! Greater synergy between personality and mechanics! Better names and...stuff!!!

If GM is to choose lots of good entries there need to be more to choose from!!!

Silver Crusade

Firenado it is.


Well, the time has come. I am ending this Recruitment one hour early. There were a lot of great applications, but I can't pick all of you so I will disappoint some of you - my apologies in advance. Thank you for all the submissions. It was fun reading them. The players selected are:

Ellioti – Human Sorcerer 5/Soul Warden 7
Giant Halfling - Aasimar Muse-touched Paladin 2/Cavalier 4/Battle Herald 6
Lucendar - Elven Paladin (oath of vengeance) 12
Archlich - Oni-spawn tiefling alchemist (beastmorph, vaultbreaker) 8/master chymist 4
CampinCarl9127 - Dhampir Inquisitor (Kinslayer) 12

Please report to the Discussion thread linked above. To the rest of you, happy gaming!


thank you. hf all, see you in discussion.
and good luck to all others for future recruitments.


Thank you for the consideration. All of you have fun getting your souls eaten by undead monstrosities!


Thanks for the chance!
=)

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