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Here's Lamvan Midimnu, elven grenadier alchemist/school savant arcanist as my submission. If anything looks out of place do let me know! I haven't selected spells or extracts yet, and didn't have the gold to buy the longbow and rapier that he'll use eventually, but otherwise I think everything is there.

Backstory and Personality:

Lamvan was born in Shahalesti 132 years ago to elven parents who were also students of the magic arts. Lamvan lead a rather sheltered childhood and, as soon as he was old enough, started to assist his parents with the arcane and alchemical experiments they conducted around their home and adjoining workshop. His parents insisted that he train martially as well, so he learned the basics of the weapons of his people, though this, much like the magic he was immersed in, was much more an exercise of theory than any practical applications. The aggressive moves of Lord Shaaladel were talked about, but seemed something from another world to the young elf for the first ninety or so years of his life.

Eventually, as the young are wont to do, Lamvan decided that he wanted to travel some and see the world. The times were certainly interesting ones to be about in, but so long as he stayed within Shahalesti his elven heritage provided him a good deal of privilege; he could assume things that humans, halflings or gnomes could not and made his way throughout lands claimed by the elven nation. Though certainly not the least bit diplomatic given his upbringing and assumed place of power, Lamvan wasn’t blind to the plight of the non-elven around him, and the more he traveled the more he worried that the human masses around him, short-lived and base though they might be, weren’t being allowed to fulfill their potential in the same way that he was. This point was hammered home in a small village where he witnessed a human investigator display enormous skill and ingenuity to solve a magical dilemma that had completely stumped the local elven lords only to be denied his rightful reward for the flimsiest of artificial reasons.

Caleb, the human in question, shrugged it off. He’d experienced it before and was prepared to move on to the next town to see what he could do to help there. Lamvan wasn’t able to let it go so easily and decided to tag along with Caleb to see what he might have to learn from the human (an idea his parents would have found shocking to say the least.) Acting as Caleb’s apprentice Lamvan was able to put his wits and keen senses to good use. The two traveled for a while, eventually settling in Gate Pass some 28 years ago, after the city was well established as a buffer between the two aggressive empires to the East and West.

Sadly, it wasn’t long into his stay in the city that Lamvan lost Caleb. He doesn’t know exactly what happened to the investigator, but some case he was on that took him into the surrounding mountains lead to something more deadly than he could handle. Lamvan, thinking that the tracking Caleb was doing would be trivial (and, though he hates to admit it, he though it it would be beneath him at the time,) he declined to go with. It’s the event he regrets most in his life up till now.

Lamvan stayed in Gate Pass after that, settling down and continuing the research that he’d put off to do his wandering. No longer having access to his parents resources, he’s worked at apothecary and alchemist shops in the city over the last couple decades to pay the bills and fund his research, and has come to very much respect the variety of humans and others who call the city home. Now that the armies of Ragesia are approaching he feels it his duty to do what he can to protect the city and its people. This is now his home and he wants to be sure that it stays free from both the Orc and Elf empires that loom so large. He’s sure that Caleb would have done the same were he still around.

Lamvan doesn’t stand out physically for much other than being an elf in a city of humans at first glance. When you watch him move you’ll certainly see the grace that elves are known for, but he doesn’t seem to know how to use that to fit in with those around him. When he talks this becomes even more noticeable. He’s awkward in a way that comes from being both very clever and used to a privilege that he mostly recognizes and rejects, but still seems to expect when he’s not actively paying attention to it.

Lamvan is a tinkerer and a scholar, driven by a curiosity and needing to figure out what makes magical things work. He’s quite at home in a collection of books, though he’s not been able to acquire one of his own here in Gate Pass, and can talk your ear off about Transmutations, never noticing how the time flies by or that you might not be as engaged in the topic as he is. If you want to see him passionate give him a puzzle with a magical solution and let him go at it.

He is a capable crafter of alchemical items, knows how to use elven weapons well enough and can usually figure out a solution to just about any problem given enough time. With a propensity towards making bombs that solution might be an explosion more often than others might like, but Lamvan will usually find a way to make it work. In a group he can act as a ranged support character and has a good working knowledge of many of the creatures that might be encountered. As his skills grow he should be able to fill the needs of the party in a variety of ways depending on what those needs might be.

Build:

Lamvan Midimnu
Male Elf Alchemist (Grenadier)/Arcanist (School Savant) 1
NG Medium humanoid (elf)
Init +3; Senses Low-Light Vision; Perception +7
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Defense
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AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
HP 9/9 (1d8 + 1 Con)
Fort +3; Ref +5; Will +3
Special Defense: Elven Immunities (immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects)
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Offense
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Speed 30 feet
Melee Dagger +3 (1d4 P or S/19-20) or Elven Branched Spear +3 (1d8 P/x3, Brace, Reach)
Ranged Shortbow +3 (1d6 P/x3, range 60 feet) or Bomb +3 Touch (1d6 + 3 Fire, range 20 feet, splash 4 damage DC 13 for half)
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Statistics
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Str 10, Dex 16 (2 R), Con 12 (-2 R, +1 Enc), Int 17 (2 R), Wis 12, Cha 8
Base Attack +0; CMB +0; CMD 13
Feats Arcane Strike (1), Combat Expertise (EitR), Weapon Finesse (EitR)
Traits Pragmatic Activator
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Spells and Extracts and other Magic Resources
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Alchemist Extracts Prepared
Level 1 (DC 14) (2):

Arcanist Spells Prepared
Level 0 (DC 13) (4):
Level 1 (DC 14) (2 + 1):

Arcanist Spells Per Day
Level 1 (DC 14): 3/3

Arcane Reservoir: 3/4

Bombs (DC 13): 4/4

Mutagen (Dex): 1/1

Telekinetic Fist: 6/6

Alchemist Formulae Known
Level 1 (5):

Arcanist Spells Known:
Level 1 (6):

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Skills
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Ranks: 10 (4*1 Class +3*1 Int +2*1 Background + 1*1 FCB)

Acrobatics +3 (3 Dex)
*Appraise +7 (3 Rank + 3 Class + 3 Int)
Bluff -1 (-1 Cha)
Climb +0 (0 Str)
*Craft (Alchemy) +7 (+8 to create alchemical items) (3 Rank + 3 Class + 3 Int)
*Craft +3 (3 Int)
Diplomacy -1 (-1 Cha)
*Disable Device NA (3 Dex)
Disguise -1 (-1 Cha)
Escape Artist +3 (3 Dex)
*Fly +3 (3 Dex)
Handle Animal NA (-1 Cha)
*Heal +1 (1 Wis)
Intimidate -1 (-1 Cha)
*Knowledge (Arcana) +7 (3 Rank + 3 Class + 3 Int)
*Knowledge (Dungeoneering) +7 (3 Rank + 3 Class + 3 Int)
*Knowledge (Engineering) NA (3 Int)
*Knowledge (Geography) NA (3 Int)
*Knowledge (History) NA (3 Int)
*Knowledge (Local) +7 (3 Rank + 3 Class + 3 Int)
*Knowledge (Nature) +7 (3 Rank + 3 Class + 3 Int)
*Knowledge (Nobility) NA (3 Int)
*Knowledge (Planes) +7 (3 Rank + 3 Class + 3 Int)
*Knowledge (Religion) NA (3 Int)
*Linguistics NA (3 Int)
Perception +7 (1 Rank + 3 Class + 1 Wis +2 Race)
Perform -1 (-1 Cha)
*Profession NA (1 Wis)
Ride +3 (3 Dex)
Sense Motive +1 (1 Wis)
*Sleight of Hand NA (3 Dex)
*Spellcraft +7 (+9 to identify the properties of magic items) (3 Rank + 3 Class + 3 Int)
Stealth +3 (3 Dex)
*Survival +1 (1 Wis)
Swim +0 (0 Str)
*Use Magic Device +7 (3 Rank + 3 Class + 3 Int)

Languages Common, Draconic, Elven, Orc, Sylvan
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Powers
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Alchemy: +1 to Craft (Alchemy) checks to create alchemical items
Arcane School: Can prepare one extra Transmutation arcanist spell for each spell level
Arcane Strike: Swift action to add +1 damage to weapon, weapon treated as magic for 1 round
Bombs: 4 per day, 1d6 + 3 fire damage, 4 splash damage (DC 13 ref save for half damage)
Combat Expertise: -1 to hit, +1 Dodge to AC for the round
Elven Magic: +2 racial bonus on CL checks to overcome spell resistance
Mutagen: Standard Action for +4 Dex, +2 NA, -2 Wis for 10 minutes
Opposed Schools: Enchantment and Necromancy spells each take 2 prepared Arcanist spell slots to prepare
Physical Enhancement: +1 enhancement bonus to Con
Pragmatic Activator: Use Int for UMD instead of Cha
Telekinetic Fist: 6 times per day standard attack for 30 foot range touch attack for 1d4 force damage
Weapon Finesse: Dex to hit for light and finesse weapons
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Racial Traits
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Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: 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.
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Alchemist (Grenadier) Traits
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Weapon and Armor Proficiency: Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist’s level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table: Alchemist. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist’s possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it’s not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn’t actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. The alchemist uses his level as the caster level to determine any effect based on caster level. Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement). An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract’s level. The Difficulty Class for a saving throw against an alchemist’s extract is 10 + the extract level + the alchemist’s Intelligence modifier. An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs and time requirements. An alchemist can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

Martial Weapon Proficiency (Elven Branched Spear): At 1st level, a grenadier picks one martial weapon to become proficient in the use of.

This ability replaces Brew Potion.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
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Arcanist (School Savant) Traits
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Weapon and Armor Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spell Casting: An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.

To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.

An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.

An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.

An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.

Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).

Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).

An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.

Cantrips: Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

School Focus: Transmutation (Enchantment, Necromancy opposed) (Su): At 1st level, a school savant chooses a school of magic. The arcanist gains the abilities granted by that school, as the arcane school class feature of the wizard, treating her arcanist level as her wizard level for these abilities. She can also further specialize by selecting a subschool. In addition, the arcanist can prepare one additional spell per day of each level she can cast, but this spell must be chosen from the selected school.

Finally, the arcanist must select two additional schools of magic as her opposition schools. Whenever she prepares spells from one of her opposition schools, the spell takes up two of her prepared spell slots. In addition, a school savant takes a –4 penalty on any skill checks when crafting a magic item that has a spell from one of her opposition schools as a prerequisite. A school savant cannot select the school understanding arcanist exploit.

This ability replaces the arcanist exploits gained at 1st, 3rd, and 7th levels.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Favored Class Bonus: Skill Rank x1
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Equipment
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Weapons: Dagger, Elven Branched Spear, Shortbow w 20 arrows

Armor: Haramaki

Other Gear: Alchemist’s Kit: alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin

Treasure: 9 gp


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Just popping in to say that I am still watching the thread.

@Nazard: Thanks for collating all the applicants. Much appreciated. Also, it looks like Gilfroy Fezziwig's background could still use some tweaking.

@Everyone: After skimming some of the backgrounds, I wanted to make a quick clarification regarding the Scourge. The Ragesian Empire isn't antimagic and they don't care about your faith. The Scourge is about eliminating any magic users that aren't loyal to the Empire. This is for reasons that aren't immediately clear to the PCs, but was prompted by the sudden death of the Emperor, so feel free draw your own conclusions to that. Anyone one who swears fealty to the Empire is going to be fine. So why doesn't your PC want to just bend the knee and go on with their life?


GM Fanguar wrote:

Just popping in to say that I am still watching the thread.

@Nazard: Thanks for collating all the applicants. Much appreciated. Also, it looks like Gilfroy Fezziwig's background could still use some tweaking.

Rewriting the background is plans for the weekend.


Is bleaching a thing for these gnomes as well?


Nazard wrote:
Is bleaching a thing for these gnomes as well?

Sure, I guess. The campaign is setting neutral, but we might as well keep in line with Golarion where we can, since it's probably what people are most familiar with.


Chiming in again, this is Trevor's completed submission!

The background is currently written as an outline and more named NPC's and details can be added if he's selected, but it should do for the submission criteria. Similarly, detailed a stat block is missing but will be filled out if selected. There's a fairly comprehensive bit about the build role and how I intend to develop it, so I hope that suffices for now, too.

If there are any questions, please let me know!

And good luck on the selection process, everyone :)


This is Robert Henry's Halfling Rogue/oracle Tribim. I see his Shadow Mystery turning him from an average thief to an excellent one. His main roll is skill with all things sneaky. His spells will add some battle field control and buffs. With the 'Spirit Guide' archetype he will be able to provide a large variety of spells if he has time to plan. Because of his curse, I don't see him being a 'face.' and I may change his Icon to something more 'muzzle like.' I havn't found anything I really like yet.

GM Fanguar, thanks for running the game we really appreciate it. Good luck and good gaming all!

Reasons not excuses:

I had decided my Bloodrager/oracle wasn't going to work well in the setting, and was looking at a halfling rogue/? combo. I was discouraged when I read in the 5th edition players guide that 'Gate Pass' basically didn't have any halflings. I was also looking at a lot of applicants that were very 'maxed' out on both classes. I understand the desire to have 'affective characters' but I prefer my gestalt to have more synergy.

So I was struggling with finishing the application until Grumbaki posted his dwarf Brawler/Magus. I loved his line Why? Because both classes replace an arm with a constructed limb! Mechanically is this the best combination? Probably not... But it's cool. And at the end of the day I find that to be quite important. I tend to agree with him.

I wanted to play a character that was cool. I thought a halfling rogue (which I really like) that was exceptional because he used shadow magic would be fun to play. So I finished his crunch, putting him on the lamb from the Ragesian empire. Giving him a couple of reasons to want to join the rebels.

If your looking for cool characters where one class enhances the other I hope you consider Tribim. If your looking for a Gestalt min/max monster that can clear the game himself then Tribim probably isn't your guy. Either way I understand and as I said above thanks for running the game, we players really appreciate it.


Background:

Tribim isn't from Gate Pass, Hell, he wasn't really from anywhere. Well, he started life in Ragos, at least that's where the orphanage he grew up in was. But he had left Ragos a couple years back on the lamb. Working his way south and east until he got to Gate Pass, safe from any Ragesian laws. He had heard there were halflings to the west, there certainly weren't any in Gate Pass. Maybe if they couldn't keep the Inquisition out of Gate Pass, he'd head that way.

Tribims first memories were in an orphanage run by the inquisition in Ragos. He didn't know if his mother had given him up for adoption or if the sisters stole him because of his affinity to magic. It was clear at a young age that Tribim was different. That will happen if you're born with a dog face. As he grew older he learned he had an affinity for shadows, the nuns told him he was gifted by the gods. So the sisters encouraged him to practice his magic, hoping that they could raise him up to be part of the inquisition.

Tribim didn't like it much at the orphanage. He was picked on a lot by the other children, often being teased about his size or his face. He learned to run and hid, using his magic to help him do so. He didn't like the attention the Nuns gave him. Not that they were mean, but always pushy, telling him he should appreciate all they did for him. As if cold porridge and working long days were a blessing. It wasn't long before Tribim decided he could do better on his own.

Tribim fled the orphanage out onto the streets. He watched, listened and learned. It wasn't too long before he joined a group of street urchins. What he lacked in size he made up for in speed and magic. He was really fast. Not just fast for a halfling, he was fast for anyone. And he picked up skills important to thieving quickly. Which his affinity for shadows helped. It didn't take long before he was the best 'roof man' in the group. Breaking into folks houses through windows and removing their prized valuables. When Tribim hit his late teens he left the group and went solo.

It was one of these solo jobs that caused him to hit the road. Well, to be more specific, it was getting caught at one of these jobs that caused him to leave town. He was breaking into the Mayor's house. The Mayor and her husband were supposed to be at the opera. When he went into the dark window and started rooting through the jewelry box, the Mayor herself walked in with a lantern and got a really good look at his face. Tribim quickly called up a mist and fled out the window. The next day there was a new bounty out on a dog faced halfling.

Now Tribim knew there weren't all that many halflings in the City. He knew that only a few of them that were criminals. He knew he was the only one with his particular curse. Lastly he knew that anyone of his old gang would happily turn him in for the reward. Who says there's honor among thieves. Tribim left town that day, all his worldly goods jammed in a rucksack. He had decided the safest place was the free city of Gate Pass.

It took Tribim six months to work his way south and east to the city. Sometimes he traveled alone, sometimes with a caravan. Sometimes he stayed in a village a couple of days, doing legitimate work. Sometimes he did a couple of nights of 'roof work' and was gone sight unseen. He eventually found his way to the most westerly gate of Gate Pass. Once again able to breath free air with no constables looking over his shoulder.

He had been in Gate Pass a couple of years when he heard about the Emperor dying. Not overly concerned until he heard that Leska, in a bid to take over the Empire, was headed towards Gate Pass to subdue the city. It was then that he joined the freedom fighters hoping to fend off the Ragesians.


Appearance:

Tribim is thin and tall for a halfling at 3’3,” his skin is pale and his hair a dirty brown worn in shocks. His hazel eyes are sharp and clear. He wears a scarf over his face to cover his hideous deformed wolf-like muzzle. He wears his armor over his utilitarian clothing and his bandoliers bristling with daggers over his armor. His pack high on his shoulders and a long stemmed pipe in his mouth.
Personality:

Tribim is the quintessential Halfling Burglar: affable, adaptable and adventurous. He has a dislike for being told what to do. And, due to his upbringing, doesn’t care much for organized religion. He is adamantly opposed to the Ragesia taking over Gate Pass, partially due to his own fear of being arrested and his Hatred of bullies. Which the strong arm tactics of Ragesia boils down to.

Halflings:Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races.

ESTP: The Doer” Friendly, adaptable, action-oriented. "Doers" who are focused on immediate results. Living in the here-and-now, they're risk-takers who live fast-paced lifestyles. Impatient with long explanations. Extremely loyal to their peers, but not usually respectful of laws and rules if they get in the way of getting things done. Great people skills.


Nice background (very detailed and flavorful) and I appreciate the shout-out! By any chance is there any crunch to see? Quite curious to see what curse/mystery you will choose and spell choices.


Khardon Dourstone wrote:
Nice background (very detailed and flavorful) and I appreciate the shout-out! By any chance is there any crunch to see? Quite curious to see what curse/mystery you will choose and spell choices.

I've got it copied and pasted over now.


hustonj reusing an old alias.

Human THIEF from Gate Pass.

implemented as Magus (Kensai) / Unchained Rogue

I hope you find an assortment of characters/players to enjoy telling the story with.

Silver Crusade

1 person marked this as a favorite.

Okay, I've decided to scrap my first choice, and try something else.
I would ask, if you would be open to samurai class if it was flavored differently? I find its resolve feature would make sense for the character I'm working on. If not, thats fine. I'll stick to the original idea.

Destin Brandt, Investigator(empiricist)/Cavalier(constable).
Frontline fighter/trapfinder and knowledge monger.

He is an up and coming member of the guard/militia force that keeps order in Gate Pass. He is under the personal tutelage of the ranking member of said guard. He would be sent on this mission as a fail-safe of "make sure this is done". Half because he has proven capable and trustworthy, and half because the ranking member is wanting to keep him relatively safe.

Destin lost his parents at a young age, and the ranking constable, who lost his wife and child to a criminal, sort of took Destin in as an adopted child.

As such, Destin is disciplined, structured, and diligent. He has a gruff demeanor, learned from his adoptive father though underneath lies a kind heart. While he regards the law as the end all, he also knows how to use the rather muddled areas to bend it in some ways for good. Such as the time he recited a claus hidden in addendums and subsections in regards to a teen caught stealing food, and gaining them rehabilitation instead of prison time. He also knows how to twist it, to gain a harsh punishment for those he deems necessary. He dabbles in alchemy and has attended many classes at Gabal's school. Both for his teaching on magics, but also on ways to both combat magic and how to best make use of magic in war. For he sees the potential to extrapolate war application to law enforcement and defense.

Destin is a skilled combatant, and often puts himself in the line of fire when detaining criminals or in a brawl.

Destin is LN, with NN/NG tendencies.


I have an idea of an unchained scaled fist monk with either sorcerer or seducer witch.


Silly question -

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

If I pick both classes can I get +2 or +1/+1 each level?


I'm working on a unchained scaled fist monk/seducer witch, looking to take PrC Stargazer at level 6 or 7 later.
Probably not the strongest concept ever, but i really like the weird flavor this provides and i think it can fit very well into the background of this campaign setting.


1 person marked this as a favorite.

I have finished altering Gilfroy's equipment and backstory to the new campaign. I took the liberty of naming some minor member of the Resistance to account for how he got in, but if there's another PC who would be a better fit, I'm all for it.

Submissions so far:

Complete
The Archlich: Arue Karinn (brawler spiritualist)
Grumbaki: Khardon Dourstone (constructed pugi....guy with two fake arms who hits stuff and casts spells at it :D)
Nazard: Gilfroy Fezziwig (sorcerer/oracle)
Philo Pharynx: half-orc barbarian/geokineticist
Zorblag: Lamvan Midimnu (elven grenadier alchemist/school savant arcanist)
Trevor86: Arakar, Gorewolf Reborn (half-orc warlord/bard or warlord/urban skald)
Robert Henry: Tribim (halfling rogue/oracle)
hustonj: Jarl Purrun (human magus/UNrogue)
rorek55: Destin Brandt (investigator/Cavalier)

Concepts
ElbowtotheFace: Half-orc Barbarian/Goliath Druid
Andostre: half-elf Druid/Shifter
ArendK: half-orc skald/??
Hayato Ken: UN scaled fist monk/seducer witch

Expressions of Interest Only
trawets71
Azoth Lapis
Camris
Jereru
Cuan
JonGarrett
VoodooMonkey
Simeon


Okay, here is an alias.

Putting his background and character sheet into it.

Brandt will likely be of the Order of the Monument Cavalier order. The other option is Order of the Scales, but I'm leaning towards Monument. Protecting the city is, quite literally, one of his driving points as to why he won't bend the knee.

Ability descriptions-

(Int 17): Brandt always showed a keen intellect, he was able to memorize entire pages of laws and codes easily. His analytical and reasoning skills far above the norm. Able to deduct and extrapolate, correctly, details of a crime scene.

(Wis 08): Despite his sharp mind, Brandt has made it a code for himself to never go off his gut hunches. As far to often it had proven wrong. So has gone to great lengths to find ways to overcome this. As such, his approach to things is often methodical, structured, and analytical. And often while focusing on a task at hand, his awareness is almost non-existent. Though a possible solution has been found.


Hello, I'm going to express interest, though I am quite inexperienced with PBP I've done a fair bit of in person pathfinder and during the pandemic have been missing it. Hopefully I'll have a description up in the next few days!


Andostre wrote:
GM Fanguar wrote:
Note on applications: You don’t need to have a fully complete character sheet and profile to apply. What I do need is a brief description of your character (race, classes/archetypes, party role, etc) and a sketch of your character background. If you get selected, then you can flesh out the details. For now, I’m looking for some cool and interesting character concepts that fit the setting and would work well together.
Is this sufficient for an application, or do you want more?

Hi, I didn't see an answer to this question, so I made the time to come up with a complete alias. Here it is. Thanks.


1 person marked this as a favorite.
rorek55 wrote:
I would ask, if you would be open to samurai class if it was flavored differently? I find its resolve feature would make sense for the character I'm working on. If not, thats fine. I'll stick to the original idea.

Yes. if you must, but completely re-flavor it. Mechanically the class is fine, thematically it doesn't fit.

ElbowtotheFace wrote:

Silly question -

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

If I pick both classes can I get +2 or +1/+1 each level?

You're only gaining 1 level, being a gestalt level doesn't change that, so you only gain one skill point or HP.

Andostre wrote:
Hi, I didn't see an answer to this question, so I made the time to come up with a complete alias. Here it is. Thanks.

Sorry for the lack or reply. Yup it was fine, but a full profile never hurts.


I would like to present Ibriham Al Ramba for your consideration. I see his role as a deep striker going after the squishy casters in the back eventually using the dimensional feats. If being a slave doesn't work I can tweak the background. At heart he hates people that control others, be that through slavery or magical domination/summoning.


trawets71 wrote:
I would like to present Ibriham Al Ramba for your consideration. I see his role as a deep striker going after the squishy casters in the back eventually using the dimensional feats. If being a slave doesn't work I can tweak the background. At heart he hates people that control others, be that through slavery or magical domination/summoning.

Hey Traets71! Ibriham? I thought that maybe since he killed a slave overseer, you'd name him Moses...


This is my fighter/vigilante which I am working on the build for and the background for such a fellow.


Robert Henry wrote:
Hey Traets71! Ibriham? I thought that maybe since he killed a slave overseer, you'd name him Moses...

Reusing an alias and that wasn't his original backstory. I am trying not to make any more alias unless I feel I absolutely have to. Besides he wasn't found in the river and raised in the kings household.


I'd like to submit Eleana Bordrigar, my Human Warder (Ordained Defender/Zweihander Sentinel) and Cleric of Ragathiel.
Ideally she'd eventually run prestige classes, on both sides if allowed, being the Battle Templar and either Crimson Templar or Mystery Cultist.

She is a Ragesian deserter, even if she doesn't view herself as such. To her the current rulers of the empire have made a grave mistake and she sees it as her duty to her nations and her grandfathers to correct that mistake, even if it means fighting her former comrades. in addition the neutrality of Gatepass is something bother her grandfathers played a role in so she wants to protect their legacy as well.

Wisdom 16: Eleana is wise beyond her years, seeing she is only 23. She herself chalks this up to growing up among soldiers and having seen things as a child that not even an adult should witness.

Party Role Frontline support and control. The idea for the character is to turn into a roadblock that keeps enemies away from squishier allies while at the same time buffing allies around her.
She could also serve as the group's conscious, should that be needed. Though to be clear she's a good example of how good doesn't mean nice, just like her god.

Background:

Born the daughter of two Ragesian officers, Eleana seemed destined for live as part of the army. Her father had actually been stationed in Gatepass as a squire to his uncle, Eleana's great-uncle. Both her grandfathers had also been stationed there as officers. They had been great supporters of Coaltongue's plan to turn the city into a neutral buffer and one of her grandfathers had actually settled there after he retired from service.

Eleana's youth was spent among the tents of army camps, playing with the few other children found there, mostly the children of camp followers. At the same time she had to deal with the many rowdy men and women, many of whom had behaved themselves like they were her older siblings. She was a spoiled child, or at least as spoiled as a child can be in an army camp.
In time she was trained to follow in her parents' footsteps and actually became a junior officer.

Her faith in Ragathiel was something that came from her grandfather on her father's side, a right honourable man and a war hero according to many. Like her grandfather tried to emulate the celestial general, so did she try to emulate her grandfather.

It was this sense of honour that recently drove her away from Ragesia. With the emperor's recent disappearance the orders that started coming in were getting more cruel and heartless. When her father spoke up against them he was moved to a camp in the north of the country. Those that spoke up in later weeks were tried for treason and even killed. Not able to stomach any of this Eleana knew that all she could do was leave, desert, and so she did.

She left for Gatepass, the city where one of her grandmother's still lived, grandfather having passed a few years ago. Now the empire comes for Gatepass so all Eleana can do is help defend it, even if that means she'll have to face her old comrades or maybe even her mother.


So we've reached the tentative deadline date (though GM may be extending) and these are the applications to date:

Submissions so far:

Complete
The Archlich: Arue Karinn (brawler spiritualist)
Grumbaki: Khardon Dourstone (constructed pugi....guy with two fake arms who hits stuff and casts spells at it :D)
Nazard: Gilfroy Fezziwig (sorcerer/oracle)
Philo Pharynx: half-orc barbarian/geokineticist
Zorblag: Lamvan Midimnu (elven grenadier alchemist/school savant arcanist)
Trevor86: Arakar, Gorewolf Reborn (half-orc warlord/bard or warlord/urban skald)
Robert Henry: Tribim (halfling rogue/oracle)
hustonj: Jarl Purrun (human magus/UNrogue)
rorek55: Destin Brandt (investigator/Cavalier)
trawets: Ibriham al Ramba (human fighter/sorcerer)
Cuan: Elena Bordrigar (human warder/cleric)

Concepts
ElbowtotheFace: Half-orc Barbarian/Goliath Druid
Andostre: half-elf Druid/Shifter
ArendK: half-orc skald/??
Hayato Ken: UN scaled fist monk/seducer witch
Edelsmirge: Alphonso Wolf (human fighter/vigilante)

Expressions of Interest Only
Azoth Lapis
Camris
Jereru
JonGarrett
VoodooMonkey
Simeon
Eithand


trawets71 wrote:
Robert Henry wrote:
Hey Traets71! Ibriham? I thought that maybe since he killed a slave overseer, you'd name him Moses...
Reusing an alias and that wasn't his original backstory. I am trying not to make any more alias unless I feel I absolutely have to. Besides he wasn't found in the river and raised in the kings household.

True :)

I can't say much, I generally do the same. This is in fact not Tribim's first rodeo.

Alright, it's about that time. Good luck and good gaming everyone.

GM Fanguar, it looks like we've given you a fair selection to pick from. Again, thanks for running the game we really appreciate it!


Nazard wrote:

Concepts

Andostre: half-elf Druid/Shifter

Hey Nazard, I put up a complete profile on Sunday.


Andostre wrote:
Nazard wrote:

Concepts

Andostre: half-elf Druid/Shifter
Hey Nazard, I put up a complete profile on Sunday.

Oops, missed that. Sorry.


Ok folks we got lots of applicants, so I am going to go ahead and close recruitment now.

If you haven't finished up your submission, get it in ASAP. I hope to finalize and post the selections on Wednesday evening sometime(GMT-8).

Thanks for the interest everyone. You've given me some tough decisions to make.


Nazard wrote:
Andostre wrote:
Nazard wrote:

Concepts

Andostre: half-elf Druid/Shifter
Hey Nazard, I put up a complete profile on Sunday.
Oops, missed that. Sorry.

No worries. I just like the attention. :)


I dropped a dot last week, but I think it got missed in the roundups. No big deal!

Please meet Kendra Stormchaser!

Kendra Stormchaser, Background:
Kendra Stormchaser was a Child of the Temples: dedicated by deeply religious parents who saw the birth of their daughter as a sign of providence. They had met forty years ago during the Ragesian occupation as leading members of the resistance. Henry Stormchaser and Aloise Corbaz remained steadfast even after the successful expulsion of Emperor Coaltongue’s false government—no time for marriage or children when there were still threats on either side of the mountains. They served on the city council and did extensive organizing to ensure that the elven refugees would have a place to stay in the city. Once they finally settled down, they had several miscarriages in a row. They grew increasingly concerned that Aloise would be unable to bear children. Had they waited too long? They prayed day and night, offering vast sums of money to the temples’ coffers, the Mercineum especially, in the hopes that their long service to their people would be rewarded.

So, when Kendra was born, healthy with all ten toes and all ten fingers, they celebrated and promised to raise her deeply in the Temples. She was afforded extensive training by virtue of her parents’ station—both as patrons of the Temples and as leaders of the City—and became a publicly-known feature of religious life. She was trained to speak at the Dassen Stone, received martial training at the Stronghold, learned healing in the Mercineum, and more. She was regarded as not merely precocious but as a true avatar of faith in an otherwise bleak world.

But as she grew older, Kendra began reading the texts in the Saraswatin’s vast libraries more critically. She observed the hypocrisy between what was preached and what was practiced by the religious leaders who helped to raise her. They exhorted equality and yet stood idly by as Shahalesti exploited the half-orc and orc folk to the east. They sermonized charity while people starved in ghettos in their own city. Theirs was not a path of true justice. Kendra was dedicated to these principles, to the oaths that she took when she was barely old enough to understand their import, but she grew disillusioned with organized religion and its false piety.

Temperamental to a fault, and perhaps unaware of the likely impact of her decision, she launched into an impassioned condemnation of the Temple leaders who raised her. During the Festival of Dreams: the Temples’ holiest of holy days. While they did not excommunicate her, it was made abundantly clear that she was an embarrassment and should seek other lodging.

Her parents were not pleased; they did not understand what seemed like an abject betrayal of what they had stood for. They still loved and accepted her, but could not accept her apostasy, her heresy. She insisted that she was no apostate but was living her creed better than the Temples had in years. But they could not see eye to eye. So, she left her home in the Temples, and her parents, and went to live and work with the people of Gate Pass.

Thankfully, the people of Gate Pass still regarded Kendra highly. She might not have been a formal member of the Temples anymore, but she had long been a friend to many. Good with a myth or an epic poem, graceful in the dances the people threw in the streets, and gentle in her countenance, she found ample work and turned most of what she made back over to her fellows. While there was much to be done in the surrounding countries, Kendra was content to serve these people.

These good people—those whom she served—are the ones who recruited her to the next burgeoning resistance movement. The eldest remembered her parents’ loyal service decades prior and were confident that Kendra would be valuable in this next conflict. Kendra accepted their invitation graciously. Her parents—and the city—might have lost their way in the sight of the Scourge, but Kendra knew and cared for so many who would be ruthlessly hunted down by the Ragesian Inquisitors. She would lend her blade, and if necessary her life, to protect these people who had been abandoned by their Temples and their City.

Sketch Details:
I will flesh a lot more out if Kendra is accepted into this campaign, but Kendra will be a Female Human Virtuous Bravo Paladin gestalt with Studious Librarian Bard. In effect, she’s a paladin meets swashbuckler and bard meets very limited wizard thanks to comparative arcane studies. Studious Librarian looks particularly promising as I look at the Player’s Guide and see some fun details about Gabal.

Kendra’s high starting stat will be a Dex of 16, while her low starting stat will be a Wis of 8. She is a graceful warrior with a spark of magic, but she is also headstrong. Probably Str 10 Dex 16 Con 14 Int 12 Wis 8 Cha 14.

Kendra will be able to do a little bit of everything except for blasting. By the time she gets double level to damage on smite (thanks to precise strike), she will be an absolutely deadly striker. She will also be a great face, a reasonable backup healer, a decent librarian, and a good support force-amplifier thanks to all the juicy bardic abilities.

Given the no crafting guideline, I’d like to trade Scribe Scroll for Skill Focus, most likely Knowledge (religion) to represent the time raised in the Temples or arcane to lean more into her growing arcane interests. Might eventually go Eldritch Heritage! Other first level traits will be boring, going to Weapon Focus and Fencing Grace so that Kendra can wade into combat right away. Starting skills will most likely be acrobatics, diplomacy, intimidate, knowledge (arcana, local, religion), Perception, Perform (dance, oratory), and Sense Motive. I haven’t chosen a trait yet.

Since Elephant in the Room alters Weapon Finesse, would that alter the Bravo’s Finesse class feature at all? They recommend replacing the rogue’s native Finesse Training with Deft Maneuvers. I would be down with this.


Thanks for the opportunity to apply, GM Fanguar! Good luck to everyone who made submissions!


12 complete.
4 concepts.
1 submitted a tad late. I have no idea how that will be considered, but, not really my problem.

5ish spots.

Roughly 2 disappointed for every 1 selected.

I wish you all just a little less luck than I have!

Silver Crusade

May the odds be ever in your favor.


Hey GM Fanguar one of the games I'm in, that I thought was dead, has come back to life. I don't want to get overrun, so I'm going to drop out of this recruitment.

Thanks for running the game and good luck everyone.


Have to pick something to weapon focus in and describe my appearance as well as spend a bit more on gear but I am ready


Okay folks. You didn’t make it easy for me, but after much deliberation and a couple of coin flips, I’ve selected the following PCs to take part on this adventure:

Nazard: Gilfroy Fezziwig (sorcerer/oracle)
rorek55: Destin Brandt (investigator/Cavalier)
Trevor86: Arakar, Gorewolf Reborn (warlord/bard or warlord/urban skald)
Grumbaki: Khardon Dourstone (Constructed Pugilist/Golemfist Magus)
Cuan: Elena Bordrigar (warder/cleric)

Please pop over into the discussion.

Thanks to everyone that took the time to apply. If anyone bows out or flakes out early on, I’ll PM people from this recruitment for replacements.


Congrats to those who made it in. Have fun!


Hope you guys have fun!


Thanks again for running the game, GM Fanguar! Congratulations to everyone selected! Have fun in the game!

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