DM Brainiac's Abomination Vaults Table 1 (Inactive)

Game Master Brainiac

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Interested!

Zin (Elven Cosmic Oracle):

Zin has been hearing the whispers for a few centuries now. A prophecy? A Curse? A little of both perhaps, either way the whispers foretell of great destruction. Zin has been driving himself mad as he believes to be the epicenter of it.

Throughout his travels he finds that the whispers grow stronger near Otari as he watches the constellations slowly move overhead. The stars and cosmos pulse as he arrives at the peak of a hill to find others. Namely Wrin. Zin spends the next few years conversing with Wrin about the whispers and his prophecy as she brings him into the folds of the Cosmic Caravan.

Zinvrilem 'Moon Herald' Vumroduh
Male elf oracle 1 Advanced Player's Guide, 67
CN, Medium, Elf, Humanoid
Perception +3 (+5 to Seek a unseen creature that you hear within 30ft.); low-light vision
Languages Common, Elven, Goblin
Skills Acrobatics +6, Astrology Lore +4, Athletics +4, Medicine +3, Nature +3, Occultism +4, Otari Lore +4, Religion +3
Str 12 (+1), Dex 16 (+3), Con 10 (+0), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
Other Items explorer’s clothing, elven curve blade, sling (20 sling bullets), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, healer's tools, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (4 gp; 4 sp; 8 cp)
--------------------
AC 16; Fort +3; Ref +6; Will +5
HP 14 Focus Points 2 Hero Points 1; Resistances all physical 2
--------------------
Speed 30 feet
Melee [1] elven curve blade +6 (forceful, elf, finesse), Damage 1d8+1 S
Ranged [1] sling +6 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Divine Oracle Spellcasting DC 17, attack +7; 1st (2 slots) heal, magic weapon Cantrips (1st) chill touch, dancing lights, daze, guidance, light, shield
Focus Spells 2 Focus Points, DC 17; 1st Moonbeam, Spray of Stars
Feats Dubious Knowledge, Elven Weapon Familiarity
Other Abilities component substitution, cosmos, curse of the sky's call, moon, whisper elf

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Submissions so Far, by Class:

Kito Omari, Human (Duskwalker) Alchemist: Pirate Rob

Toska, Kobold Barbarian: Rysky

Adistan Temmer, Human Cleric: motteditor

Armand Lorage, Halfling Druid: pad300

Erda Ironheart, Dwarf Fighter: Hawhtwhile

Tu Clang Wan, Tengu Inventor: dinketry

Akkaboo, Goblin Investigator: Hawthwhile

Grem Boulderpelt, Dwarf Monk: Blaydsong

Zin, Elf Oracle: Tyranius

Bella Bracegirdle, Halfling Rogue: PC Scipio
Mazul, Half-orc Rogue: ClearSpring

Vengis Mountebank, Human Sorcerer: PatheticWretch

Marius, Human (Tiefling) Wizard: Anthorg

***

Still just under 24 hours to get your submissions in!


Rysky here. Still trying to put together a backstory but sheetwise everything should be okay. Couldn’t think of a good way for Tiefling to mix in so ended up ditching that for pure Kobold :3

Silver Crusade

Bella Bracegirdle Corrected Character Sheet:

Spoiler:
About Bella Bracegirdle
Halfling Rogue 1 (Thief)
CG small humanoid (Halfling)
Senses perception +7E

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

AC 18 (+1 armor, +3 proficiency)
HP 16
Fort +5T, Ref +9E, Will +7E
[R] Nimble Dodge (+2 AC) Unless otherwise specified, the first attack on her each round.
---------------------------
Offense
---------------------------

Speed 25 ft.
[A] Melee Shortsword +7 (1d6+4)
[A] Ranged Dagger +7 (1d4)
[A] Ranged Sling +7 (1d6)
Special Sneak Attack +1d6
---------------------------
Statistics
---------------------------

Str 8, Dex 18, Con 14, Int 10, Wis 14, Cha 14
Languages Common, Halfling
Heritage Gutsy Halfling
Ancestry Feats Halfling Luck
Background Feats Cat Fall (Ruin Delver)
Rogue Feats Nimble Dodge
Skill Feats Battle Medicine
Skills Acrobatics +7T, Athletics +1T, Deception +5T, Diplomacy +5T, Intimidation +5T, Lore (Roseguard) +3T, Medicine +7T,
Religion +5T, Society +3T, Stealth +7T, Thievery +7T
Equipment
Shortsword (L)
Dagger (L)
Sling (L)
10 Sling Bullets (L)
Leather Armor (1)
Waterskin (L)
Backpack
Bedroll (L)
Healers' Tools (1)
Thieves' Tools (L)
Replacment Picks
Hooded Lantern (L)
5 Oil
Flint and Steel
Silk Rope (L)
Rations (L)
Mug

Bulk 3

Money 11 SP, 7 CP

Deity Sarenrae

Height 2'11"
Weight 28 lbs
Hair red
Eyes blue
Age 34

__________

Character Generation:

Ancestry: Halfling +2 dex, +2 wis, +2 free(cha)
Background: Ruin Delver +2 dex, +2 free (con)
Class: Rogue +2 Dex
Four ability scores: +2 Dex, +2 con, +2 wis, +2 Char

Ancestry Feat: Gutsy Halfling
Skill Feat: Battle Medic
Background Feat: Cat Fall
Rogue Feat: Nimble Dodge

Skills:
Acrobatics 4+2+1
Athletics -1+2+1
Deception 2+2+1
Diplomacy 2+2+1
Intimidation 2+2+1
Lore (Roseguard) 0+2+1
Medicine 2+2+1
Religion 2+2+1
Society 0+2+1
Stealth 4+2+1
Thievery 4+2+1

Perception 2+4+1

Hit Points: 6+2+8

I had missed deleting Bard Dedication from the earlier one.


Looking forward to seeing who gets in.

If there's anything further you want to know about Grem, let me know. I think he's fairly straight forward. :)


6 and a half hours left! Still time for last minute submissions!


Presenting Eyenia, cosmic oracle, mysterious foundling, and disciple of the Cosmic Caravan!

Stats:

Eyenia
Female human aasimar oracle 1 Advanced Player's Guide, 67
NG, Medium, Aasimar, Human, Humanoid
Background Starwatcher
Perception +4; low-light vision
Languages Aklo, Auran, Celestial, Common, Elven, Gnomish
Skills Acrobatics +5, Astrology Lore +4, Deception +7, Diplomacy +7, Intimidation +7, Nature +4, Occultism +4, Religion +4, Society +4
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 18 (+4)
Other Items leather, studded leather, sickle, sling (20 sling bullets), backpack, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, formula book, rations (1 week)s (2), rope (foot)s (50), soap, waterskin, purse (7 gp; 13 sp; 3 cp)
--------------------
AC 16; Fort +4; Ref +5; Will +6
HP 17 Focus Points 2 Hero Points 1; Resistances all physical 2
--------------------
Speed 25 feet
Melee [1] sickle +5 (trip, agile, finesse), Damage 1d4 S
Ranged [1] sling +5 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B
Divine Oracle Spellcasting DC 17, attack +7; 1st (2 slots) bless, heal Cantrips (1st) dancing lights, detect magic, detect magic, divine lance, message, stabilize
Focus Spells 2 Focus Points, DC 17; 1st Moonbeam, Spray of Stars
Feats Angelkin, Dubious Knowledge, Multilingual
Other Abilities component substitution, cosmos, curse of the sky's call, moon

Background:

The stars have always called to Eyenia.

She remembers when she was a girl, gazing up at the stars and wondering what they held. Her parents, of course, had told her she was a gift from the stars, found on the edge of town during a meteor shower. She wondered if they were her kin.

Her childhood in Otari was a fairly happy one, but she could never help but feel removed from her friends. Voices called to her in the dark of the night, faint promises of power that the stars held. Some were benign, yet others told her secrets she never wanted to know in a bizarre tongue she had never heard but could somehow understand.

She needed to stop the voices, or at least curb them.

Wrin Sivinxi saved her from the voices from the stars that would have driven her mad.

Eyenia fondly remembers lying under the stars with Wrin, hearing the tiefling woman explain the mysteries of the Cosmic Caravan, showing her which star was which, all the while soothing her fraying sanity.

As time passed, Wrin even helped her to develop skill with magic. Simple tricks at first became magical healing and even harnessing cosmic forces.

Though Eyenia is content with her station, the voices that remain call for her to accomplish great deeds. They promise that heroism is to come, and she must merely wait.

Appearance and Personality:

Eyenia is a tall, graceful, woman, seeming more ethereal and weightless than an average human ever could be. Her skin is pale and her hair is blond enough as to be almost white, though her eyes almost resemble a star-studded night in a stark contrast to her otherwise pale coloration. She wears simple, practical clothing which is often patterned with cosmic symbology.

As a faithful disciple of the Cosmic Caravan, Eyenia tries to structure her way of life around it’s teachings. Though she hasn’t yet developed the wanderlust that it encourages, she certainly spends her fair share of time stargazing, preferring to sleep under the stars in a few of her favorite spots in and around Otari. Though she spends little time with her parents now, they were kind and caring folk, and she does her best to live up to their example. On particularly dark nights, when the moon and stars are blanketed by clouds and all she can see is the blackest of night, she hears the voices again, tempting her with promises of forbidden knowledge and ultimate power at the price of endless, maddening cruelty. She ignores them as best she can.


Thanks to a totally unrelated thread, I was alerted to the fact that Brainiac was recruiting for a PF2 game. So here I am sneaking in with a submission at the last moment!
---

Presenting Zetty Perilune, astrally-influenced artist extraordinaire. Zetty is a gnome enigma bard who performs by creating quick sketches and paintings. Stats are in the Alias profile.

Background:
Born to a large family of merchants in Absalom, Zetty was inspired at a young age by art that her family was reselling. The pieces that had been auctioned off from the old Deckland family vault were twisted and evocative, and the young Zetty was gripped by a burning desire to create something just as incredible. After some schooling and practical training, she started climbing the bottom rungs of Absalom's art scene.

Inspired by stories she'd heard, she decided to attempt an artist's trial - hoping the experience would bring her to new heights of artistry. She took her things and stowed away inside a shipping crate in Absalom harbor, expecting to be taken directly along the coast to Otari. Unfortunately, her crate was sealed and taken on a different ship, taken on a 3 week long journey to Katheer and Sothis before returning back to the Isle of Kortos. Trapped in the crate and buried under piles of trade goods and supplies, it would have been a death sentence had she not gotten a stroke of good fortune. A leaky barrel directly above her was full of fresh water, providing just enough sustenance to keep her from death on the long journey. Nevertheless, the confinement and darkness worked away at her psyche - providing trauma rather than a new artistic perspective.

She emerged in Otari, was found by fishermen and brought to the Dawnflower Library where she was nursed back to health by Vandy Banderdash. Though her experience had been harrowing and earned her a partial bleaching, her passion for art had not been extinguished... just changed somehow. Once she was back on her feet she pursued the strange and terrible, the weird and occult, all with the desire of capturing its essence upon the page. She's lived now for one year in Otari, selling her skills as an artist and scribe while pursuing her passion. Her interests frequently bring her to Wrin Sivinxi's shop while looking for new leads.

Most recently, her wanderings have led her into the nearby Fogfen, where she was finally turned back by the appearance of a will o' wisp trying to lure her to her death. A frustrated but excited Zetty now plans how to capture her impressions of the creature without getting killed in the process.


Appearance + Personality:
A tall female gnome with a sandy bob of hair streaked with white. Her pale grey eyes are hidden behind bright pink-tinted eyeglasses sitting on a sharp nose. Her practical leather slacks and tailored vest, together with her straight-backed bearing, give the impression of a merchant or clerk. Her usually ink or paint stained hands add to that image.

Despite suffering from a partial onset of the bleaching, Zetty attacks the world with a positive, if eccentric, attitude. She often prioritizes securing inspiration or completing a particular art piece over her own personal safety. Her interest in the strange and supernatural as subjects leads her down some particularly lonely and dangerous roads.

Me as a player:
Now that I'm coming up on four years of PbP on the forums, I think I can say I'm a veteran player and GM. I post steadily once per day every day, keeping things rolling even as other players drop off. I like to think I bring some forward pushing energy to the game. I haven't had too much PF2E play yet, but I'm familiar enough with the system that I think it shouldn't be a problem.


Toska's background, sorry it took me so long.

Backstory:
As a whitescaled Kobold Toska is perfectly at home in the frozen mountains of the north. Unfortunately he's never been in one, having been hatched on the isle of Kortos and lived there, in his opinion, stuck there, his whole life.

He grew up enamored with the tales his parents would weave about witches and vast chilled hordes of gold and silver to slumber on, while conveniently leaving out the unsavory aspects that caused them to hastily relocate down to the very warm isles. So as soon as he could he set about trying to save up the wealth, first to sleep on, as he has developed the odd (or not so odd being a kobold) habit of only being able to sleep comfortable when laying on coins, and then eventually move his family back up north. None of his siblings have had the heart to tell them they would rather not go, nor that they would no longer have access to the delicious seafood delicious that makes living here tolerable to the ambitious kobold.

Not one much for building Toska took to scavenging ruins and foreclosed properties to make coin, having to deal with various pawnbrokers of varying levels of repute till he made the acquaintance of one Wrin Sivinxi. The meeting was a boon for each of them, as not only was Wrin a collector of oddities and Toska a finder of oddities, but she was claustrophobic whereas he had no such issues scampering into dark, cramped, and usually dangerous places in search of treasure. Since their first meeting Toska hasn't dealt with anyone else, and eagerly jumps at any jobs offerings his friend offers, even if they're on the flimsiest of rumours.

Appearance & Personality:
Burly for a Kobold, Toska being whitescaled has their iconic fin running down his back and tail as well as the two on the side of his head that flicker and flutter and go flat depending on his mood. Instead of the common gold his eyes are a piercing chilly blue, which he takes as a sign of his more innate dragon heritage(We don't have P2 art of white kobolds yet to my knowledge so I'm just going off the White Dragon art).

Being raises on the romanticized stories of the grim north and dragons Toska has a zeal for adventure and rewards, only tempered somewhat by his ingrained cautious kobold upbringing. While more than happy to use violence to solve a problem, and not realize the far reaching consequences of such actions, he is not bloodthirsty and is more than happy to flee in order to survive. Cause if he died, his killer could loot his corpse, and that is unforgiveable.

Beyond his boisterous thrill seeking and drive for coin, what matters the most to Toska is family, in whatever shape they take.


Okay, I'm going to throw this guy in there(I know, I'm right on the edge. Sorry): Kromnir


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@Toska - The only official artwork for a white kobold that I've ever seen is this one from Big Trouble, Little Absalom

@Everyone - Good luck!

@Brainiac - If I get chosen, I'll have a little more to add to my character's story. I didn't have much when I first submitted him, but I've had some time to let it brew. So hopefully it'll be a nice surprise. :)


Oh cool thank you, and dawwwwwwww, so cute.

and ye, good luck everyone!


Submissions are officially closed! I am going over them all now and will render my decisions shortly.


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There were so many good submissions that it was hard to whittle them down. Ultimately, I decided to run two separate groups of 5 players each!

Group 1:

Bella Bracegirdle, Halfling Rogue: PC Scipio
Eyenia, Aasimar Oracle: Simeon
Grem Boulderpelt, Dwarf Monk: Blaydsong
Vengis Mountebank, Human Sorcerer: PatheticWretch
Zetty Petilune, Gnome Bard: Cellion

Please report to Table 1 Discussion!

Group 2:

Akkaboo, Goblin Investigator: Hawthwhile
Mazul, Half-orc Rogue: ClearSpring
Toska, Kobold Barbarian: Rysky
Tu Clang Wan, Tengu Inventor: dinketry
Zin, Elf Oracle: Tyranius

Please report to Table 2 Discussion!

Thank you to everybody who submitted a character. I wish I could have chosen all of you!


Have fun folks!


Yarr, :(

Best of luck to those who are chosen.


Have a great game!


@Brainiac- sorry to have dotted and then never submitted anything. I under estimated just how different 2nd edition really was and ended up not having enough time to learn the system and put together a character on time.

Silver Crusade

Giant Halfling wrote:
@Brainiac- sorry to have dotted and then never submitted anything. I under estimated just how different 2nd edition really was and ended up not having enough time to learn the system and put together a character on time.

The same was unfortunately true for me. Still, very generous that you decided to run two tables! Have fun everyone.


Unfortunately, one of our players in Table 2 has decided to bow out, so I am opening recruitment again! We are looking for a front-line warrior to fill the gap in the party. Your character submission should be level 2. I will keep recruitment open until Friday, 4/2 at 10:00 AM EST, after which I will select the replacement character.

The current party consists of:

Akkaboo, Goblin Witch
Mazul, Half-orc Rogue
Tu Clang Wan, Tengu Inventor
Zin, Elf Oracle


I am definitely interested, I've been quite keen to get some 2e going. I'll get someone together presently, assuming an idea comes together for me.


Very interested in 2E. I'll have my dwarven barbarian along shortly.


MY AXE THIRSTS!

Dolgrin was once an artisan dwarf of the Five Kings Mountains. However, his clan was involved in some shady dealings with Duergar and was disgraced. As a result of this familial dishonor he has sworn an oath to Andradd the dwarven god of aggressively fighting evil to meet his end destroying whatever evil he might come across.

Dolgrin doesn't care that he's doing "good" he cares that he's destroying evil. Sometimes that puts him in some awkward ethical dilemmas, but he consoles himself by drinking heavily and going find new evil to slay.


Hey DM, I don't see a definitive answer on the "Free Archetypes" question, was that resolved one way or the other (I'm fine either way, just need to know)?


Ah, right, we are not using free archetypes in this table.


Pathfinder Roleplaying Game Superscriber

I'd love to get the chance to play! I've been hoping someone would offer an AP!

Rannarix, Kobold Snarecrafter Ranger:

Rannarix is a wanderer in search of wealth and purpose. He firmly believes that he is a dragon-in-waiting and will brook no argument on the subject. As such he believes that he must accumulate a hoard worthy of a dragon for the transformation to begin.

Personable and surprisingly smart, Rannarix is a little less cowardly than most kobolds, but nonetheless relies on traps, snares and obfuscation to remain alive. He is also a master of the wilderness and a crack shot with the bow.

Rannarix
Kobold ranger 1 Advanced Player's Guide, 12
Uncommon, CG, Small, Humanoid, Kobold
Perception +5 (+7 to Seek your target.); darkvision
Languages Aklo, Common, Draconic, Undercommon
Skills Acrobatics +7, Arcana +5, Crafting +5 (+6 when crafting items of type Snares.), Diplomacy +4, Engineering Lore +5, Nature +3, Occultism +5, Religion +3, Society +5, Stealth +7, Survival +3 (+5 to Track your target.)
Str 14 (+2), Dex 18 (+4), Con 10 (+0), Int 14 (+2), Wis 10 (+0), Cha 12 (+1)
Other Items leather, dagger, shortbow, shortsword, arrows (10), backpack, bedroll, belt pouch, belt pouch, candles (10), chalks (10), flint and steel, rations (1 week)s (2), rope (foot)s (50), snare kit, soap, torchs (5), waterskin, purse (3 gp; 9 cp)
--------------------
AC 18; Fort +5; Ref +9; Will +3
HP 16 Hero Points 1
--------------------
Speed 25 feet
Melee [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Melee [1] shortsword +7 (versatile S, agile, finesse), Damage 1d6+2 P
Ranged [1] dagger +7 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Ranged [1] shortbow +7 (deadly (1d10), range increment 60 feet, reload 0), Damage 1d6 P
Precision (+1d8) You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage.
Feats Monster Hunter (+1), Snare Crafting, Snare Setter, Specialty Crafting
Other Abilities draconic exemplar, hunt prey, hunter's edge, river kingdoms


Is this the room for the slightly offensive safety deposit box recruitment?


I'm putting together a half-orc Swashbuckler (braggart). His name's Haazek, but his big mouth has him calling himself, "The Urgir Kid."

What I did instead of work this afternoon:
Haazek is a kid who came up out of the streets of Absalom. He started finding some work as a swordsman in some of the rougher parts of town, but found that the hardest part of that was standing out enough to get noticed. You gotta have an angle. Haazek decided he’d play up his orcish blood as his “hook”, and started trying to gain a rep as “The Urgir Kid.” He fabricated stories about his having arrived from the mean streets of the Belkzen capital., played up his Orcish accent with customers, really went all-in on it.

It worked for a while, too. The Kid was getting something approaching steady work, and was building a bit of a rep for himself. But this all came crashing down when Haazek started hearing some really unsettling rumors. Word had it that a group of orcs from a Belkzen tribe called the Marrowsnap were in Absalom, and this sent the Kid into a bit of a panic. The possibilities of his whole facade being exposed as a fraud were there, and making that worse was the idea that some part of this lie he’d constructed would unknowingly make these guys want to tear him apart.

The Kid decided to engage in a “discreet withdrawal,” and got out of town for a few days. Working his way down the coast, he ended up in Otari, trying to figure out his next move...

I'll have his crunch together tonight, and I'll post back in this thread when I do.

Silver Crusade

dot. Putting together either a barbarian, swashbuckler or alchemist.


Here's the Braggart Swash I mentioned (Redblade8). I might tinker a bit at the margins of him (mostly for gear), as I just got HL Online and I'm experimenting with that.


Thinking about an Acrobatic Champion of Cayden Cailean.

Just sounds like fun.

Gotta see if I can get through the process.


Alright, Round 2.

Presenting Ruben Ogvaldur, former Ulfen warrior in the Taldan navy. All his life he's felt a calling to something he couldn't figure out, at least until making port in Otari... There his calling has only intensified as he feels drawn to Gauntlight.

Ruben Ogvaldur is a melee ranger and a strong front liner.

Ruben Ogvaldur:
Ruben Ogvaldur
M Human, Sailor, Ranger 2
N Medium Humanoid

Senses Perception +9 (Wis 3 + Prof 6 (E))
--------------------
Defense
--------------------
AC 19 Breastplate 4(1) + 4 T
HP 32
Fort +8(E), Ref +7(E), Will +7(P)
--------------------
Offense
--------------------
Melee
. . Shortsword +8 1d6+4 P/S (Owlbear Claw)
. . Shield Boss +8 1d6+4 B (Potency Crystal)
Ranged
. . Bolas +5 1d4+4 B – Nonlethal, Ranged Trip

--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 16, Cha 8
Speed 25
Ancestry Feats & Abilities Skilled Heritage(Medicine), Viking Shieldbearer
Skill Feats: Underwater Marauder, Cat Fall
General Feats: Shield Block,
Class Features & Abilities Hunt Prey, Precision(1d8), Twin Takedown, Favored Terrain (Underground)
Skills:: Acrobatics +5(T),Athletics +8(T), Lore(Sailor) +3(T), Medicine +7(T), Nature +7(T), Occultism +3(T), Survival +7(T), Stealth +5(T)
Languages Common, Undercommon
Equipment 4x Bolas, Healer’s Tools, Repair Kit, Shortsword, Steel Shield w/Boss, 0.1gp


Ok, I have a concept, but I won't build a full sheet unless I'm selected. It's a dwarf paladin (LG champion) of Iomedae called Orgun Stoneheart.

Background:

Born in the five kingdoms, Orgun Stoneheart had everything to be his family's pride. He received proper training as a mason and as a warrior with Torag's blessing. Over time, however, it became clear that fighting was his calling. More than that, he showed he was a great leader, protecting the weaker in his class, and never backing down from a fight he knew he could win.

It didn't take too long for Orgun's family to start questioning how proud they were of him. Orgun was dedicated, but maybe a little too much. He missed Torag's worship hours to continue training to exhaustion. Even a cleric was called to see if there was an entity possessing him.

This went on for a while, until Orgun started to have some strange dreams about a village. It was in danger, and only through fierce battle would it be saved. It was above ground, under the stars, so it made Orgun think these visions weren't from Torag. A dear friend of him, a cleric, told him that the confrontation and the piety in his dreams are that of Iomedae.

After studying Iomedae, Orgun made sense of his dreams and understood he was being called to bring Iomedae's strength to this town, wherever it was. Orgun bought himself a backpack and set off to find this town. He travelled and studied the church of Iomedae for a while. He realized that he got closer to where he needed to be whenever he felt his goddess closer to him. His power increased as he came closer to wherever he needed to go.

Reaching the town of Otari made him feel at home and at ease, for once. He settled down, feeling it was the right place. He began to recognize parts of his dreams in the small town and wondered why he was supposed to be there. As he waited for a sign from Iomedae, Orgun grew a friendship with Keeleno Lathenar, owner of the market in town. They exchanged stories over a few mugs of ale and a few of the suspicions and mannerisms rubbed on the dwarf. The full moon has become a somewhat ominous time...

Character concept:

Orgun is a LG champion of Iomedae (paladin) with the Market Runner background, the Deity's Domain feat at first level (with the Weapon Surge Focus spell), Divine Grace feat at level 2, the call on Ancient Blood ancestry feat and a very "stand your ground" code of conduct. I'll discuss skills and skill feat with the party if I get selected, but Diplomacy is certainly a focus.

He will be mostly a front liner, sword and board, "we don't give up unless we must" sort of attitude.


I was right. I'm having fun just putting this idea together.

Human Ruin Delver Acrobatic Champion of Cayden Cailean.

Haughty freer of creatures and objects both. Preferably long-lost objects of art, of course.

Using Level 2 wealth? With permanent item, or simple lump sum cash? Or still with Level 1 gear?

Yep, that close. I might make this cut-off! Only mad e a2E character once before, so . . .. Takes me a little more.

Silver Crusade

I'll try and get an application up tonight as well! Curious what the 2e ap's are like. Though i am still kind of learning 2e of course and i wouldnt hold it against you for not wanting someone not too familoar with 2e rules in the ap yet.


Level 2 wealth, either permanent items or lump sum, your choice.

Horizon Hunters

Hey there, is too late to join? I'm looking at the player guide and I like the overall theme of the adventure.

Not sure of what to play yet but almost certainly a caster.


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You have until tomorrow morning to submit a character. We are specifically looking for a front liner to replace somebody who dropped, so a caster would probably not be a great choice.


Made it! Could use more time on the formal background writing, but, I need to head towards bed.

Not sure how well the stat arrangement I've cobbled together will be received, but I have all the character creation notes embedded in the spoilers, as well as a stock actions available list to help me navigate the system.

A local by who has spent years poking in the ruins, Augustus has learned a great deal about first aid and opening "secured" passages. He loves to recover things that are still useful, or simply valuable. He has fallen into being a Champion of Cayden Cailean through simply acting like one should, though not perhaps as militantly as most.

Augustus Lucius

Standing only 5'4", the wiry young human should seem unimposing, but his face glows with eagerness and excitement. His hands seem to alwasy be busy, and he is full of tales from years of picking through the ruins around town.

Combat:
AC 19 (+1 Buckler when Raised)
Fort +7
Ref +8
Will +6

Successful save vs mental control is a critical success
Failure to Coerce me through Intimidation is Critical Failure

HP 30 (8+2x[10+1])
Dying -
Wounded -

Perception +4

Speed 25'

Treat falls as 25' shorter

Class DC +8

Monkey's Fist +8 for 1d6+1 B, Finesse, Monk, Nonlethal
Rapier +8 for 1d6+1 P, Deadly 1D8, Disarm, Finesse
Unarmed +8 for 1d4+1 B, Agile, Finesse, Nonlethal, Unarmed
Whip +8 for 1d4+1 S, Disarm, Finesse, Nonlethal, Reach, Trip
Composite Shortbow +8 for 1d6 P over 60', Deadly 1d10, Propulsive

Focus Pool 1
Lay on Hands for 1d6


Actions:
Liberating Step - Reaction - Enemy damages/grabs/grapples ally & both w/i 15'
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.
With a burst of divine liberation, your ally’s movement from your Liberating Step is unaffected by difficult terrain, greater difficult terrain, narrow surfaces, and uneven ground.

Administer First Aid - 2 actions
Aid - Reaction
Arrest a Fall - Reaction
Avert Gaze - 1 action
Balance - 1 action
Battle Medicine - 1 action
Burrow - 1 action
Change Attitude --
Climb - 1 action
Coerce --
Command an Animal - 1 action
Conceal an Object - 1 action
Crawl - 1 action
Create a Diversion - 1 action
Decipher Writing --
Delay - Free action
Demoralize - 1 action
Disable a Device - 2 actions
Disarm - 1 action
Drop Prone - 1 action
Earn Income --
Escape - 1 action
Feint - 1 action
Fly - 1 action
Force Open - 1 action
Gather Information --
Grab an Edge - Reaction
Grapple - 1 action
Hide - 1 action
High Jump - 2 actions
Identify Magic --
Impersonate --
Interact - 1 action
Leap - 1 action
Learn a Spell --
Lie --
Long Jump - 2 actions
Make an Impression --
Maneuver in Flight - 1 action
Mount - 1 action
Palm an Object - 1 action
Perfrom - 1 action
Pick a Lock - 2 actions
Point Out - 1 action
Raise a Shield - 1 action
Ready - 2 actions
Recall Knowledge --
Release - Free action
Request - 1 action
Seek - 1 action
Sense Direction --
Sense Motive - 1 action
Shield Block - Reaction
Shove - 1 action
Sneak - 1 action
Squeeze --
Stand - 1 action
Steal - 1 action
Step - 1 action
Stride - 1 action
Strike - 1 action
Subsist --
Swim - 1 action
Take Cover - 1 action
Treat Disease --
Treat Poison - 1 action
Treat Wounds --
Trip - 1 action
Tumble Through - 1 action


Proficiencies/Skills:
Armor Proficiencies
Unarmored: +4 Dex: Trained +4
Light: +4 Dex/+3 Cap: Trained +4
Medium: +2 Cap/+Cap: Trained +4
Heavy: +1 Cap/+0 Cap: Trained +4

Saving Throws
+7 Fortitude: +1 Con: Expert: +6
+8 Reflex: +4 Dex: Trained: +4
+6 Will: +0 Wis: Expert: +6

+4 Perception: +0 Wis: Trained: +4

+8 Class DC: +4 Dex: Trained: +4

Magic
+6 Divine Spell Attacks: +2 Cha: Trained +4
+6 Divine Spell DCs: +2 Cha: Trained: +4

Skills
+10 Acrobatics: + 4 Dex: Expert: +6
+ 1 Arcana: +1 Int: +0
+ 5 Athletics: +1 Str: Trained +4
+ 1 Crafting: +1 Int: +0
+ 6 Deception: +2 Cha: Trained: +4
+ 6 Diplomacy: +2 Cha: Trained: +4
+ 2 Intimidation: +2 Cha: +0
+ 5 Roseguard Lore: +1 Int: Trained +4
+ 4 Medicine: +0 Wis: Trained: +4
+ 0 Nature: +0 Wis: +0
+ 1 Occultism: +1 Int: +0
+ 2 Performance: +2 Cha: +0
+ 4 Religion: +0 Wis: Trained: +4
+ 1 Society: +1 Int: +0
+ 4 Stealth: +4 Dex: +0
+ 0 Survival: +0 Wis: +0
+ 8 Thievery: +4 Dex: Trained: +4

Critical Success to Tumble Through enemy counts space as normal terrain, not difficult

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Weapons
Simple Weapons: Trained +4
Martial Weapons: Trained +4
Unarmed Attacks: Trained +4


Feats:
Ancestry
1 Haughty Obstinancy
5
9

Archetype
2 Acrobat Dedication
4 ?
6 ?
8 ?
10 ?

Class: Champion
1 Unimpeded Step
2 Archetype Dedication Feat
4
6
8
10

General
1 Shield Block
3
7

Skill
1 Cat Fall
2 Battle Medicine
4
6
8
10


Gear:
1 Level 1 Permanent and 20 Gold budget
PItem Composite Shortbow (1d6 P/60'/0/1/1+/bow/Deadly 1d10, Propulsive
x2.0.0 Rapier (1d6 P/1/1/sword/Deadly 1d8, Disarm, Finesse
xx.2.0 Arrows, 20 (2L/bow)
xx.1.0 Monkey's Fist (1d6 B/-/1/flail/Finesse, Monk, Nonlethal)
xx.1.0 Whip (1d4 S/1/1/flail/Disarm, Finesse, Nonlethal, Reach, Trip)
x2.0.0 Leather Armor (Light/+1/+4/-1/-/10/1/leather)
x1.5.0 Adventurer's Pack (1/Backpack, Bedroll, 10 pieces of chalk, flint and steel, 50' of rope [pre-knotted], 2 week's rations, soap, 5 torches, waterskin)
x5.0.0 Healer's Tools (1/2 - worn)
x3.0.0 Thieves' Tools (L/2 - worn while adventuring)
xx.6.0 Replacement Picks for Thieves' Tools, 2 sets
x4.0.0 Healing Potion (Minor) (L/1/1d8 healing)
x1.0.0 Buckler (l/1/+1/-/3/6(3))

For 18.5.0 spent and 6 Bulk with 4 L - JUST unencumbered.

1 GP, 5 SP on hand


Ancestry: Human (mutt):
Hit Points: 8
Size: Medium
Speed: 25'
Ability Boosts: 2 Free: Dexterity & Charisma
Languages: Common (Taldane) + common languages only
Skilled Heritage: Thievery: Trained
Ancestry Feat: Haughty Obstinancy

Background: Ruin Delver:

Ability Boosts: Dexterity or Intelligence; 1 Free: Dexterity & Intelligence
Acrobatics: Trained
Roseguard Lore: Trained
Cat Fall skill feat

Class: Champion of Cayden Cailean:
Key Ability: Strength or Dexterity: Dexterity
Hit Points: 10 + Con modifier
Perception: Trained
Fortitude: Expert
Reflex: Trained
Will: Expert
Religion: Trained
Divine Skill: Athletics: Trained
2+Int modifier additional skills: Trained
Simple Weapons: Trained
Martial Weapons: Trained
Unarmed Attacks: Trained
Armor (all): Trained
Unarmored Defense: Trained
Champion Class DC: Trained
Divine Spell Attacks: Trained
Divine Spell DCs: Trained
Champion's Code:
Diety: Cayden Cailean
Cause: Liberator
- Champion's Reaction: Liberating Step
- Devotion Spell: Lay on Hands
- Tenets include:
-- You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell.
-- You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
-- You must respect the choices others make over their own lives, and you can’t force someone to act in a particular way or threaten them if they don’t.
-- You must demand and fight for others’ freedom to make their own decisions. You may never engage in or countenance slavery or tyranny.
Deific Weapon: Rapier
Shield Block general feat

Ability Scores:

Base+Ancestry+Background+Class+Tailor+Level5+Level10=Final
10 + 0 + 0 + 0 + 2 + 0 + 0 = S 12 +1
10 + 2 + 2 + 2 + 2 + 0 + 0 = D 18 +4
10 + 0 + 0 + 0 + 2 + 0 + 0 = C 12 +1
10 + 0 + 2 + 0 + 0 + 0 + 0 = I 12 +1
10 + 0 + 0 + 0 + 0 + 0 + 0 = W 10 +0
10 + 2 + 0 + 0 + 2 + 0 + 0 = H 14 +2

Silver Crusade

Update on my end, there is a family health issue I have to take care of today and thus I won't be able to submit a submission until probably the evening of CET. That's roughly 4 or 5 hours after the deadline. Depending on how hard the time limit is, I'll have to withdraw.


1 person marked this as a favorite.

Unfortunately, I am closing submissions at this time. Apologies who those who did not make the deadline.

All of the submissions were good ones, but in the end, there can only be one. I have chosen Anthorg's submission of Orgun Stoneheart for our replacement player.

Thank you for all of you who expressed interest. If another slot opens up later on, I will post here again.

Horizon Hunters

Mmm... I don't think I can put a character together until tomorrow or so but I'll keep an eye around just in case.


Enjoy!

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