GM Michael's Emerald Spire

Game Master Dread

The Emerald Spire Roll20

Hero Points Rules

Experience: 1509/2nd level:3300

Campaign date: 8th Erastus 4721 AR 9:00 am


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Here's Geoff, Lil"Eschie Character

Money: 5d6 ⇒ (5, 6, 3, 1, 5) = 20 so 200 GP

Campaign trait : Aspiring Crusader

Motivation and Background
A soldier coming from Cheliax, Geoff is a greedy, quite arrogant, strong headed young man, who fancies himself a ladies man. He has a rough edge, and isn't the most diplomatic person around.
But despite his flaws, he's ready and willing to fight, and not just to fight anyone and everyone. No, Geoff feels destined to clash with the demons of the Worldwound. But this odd tower he heard about, near Fort Ineluctable, could bring him the fame he feels worthy of and the riches he needs to buy adequate equipment against the scourge of the Worldwound.

Note to GM: I would like to play Geoff as a LE character, if possible.


After careful consideration I’ve changed Rooip’s class. Nothing really changes on how I intend to play him. I still see him climbing on walls, scouting a head. Extracts, alchemy, and bombs give him a little more versatility at the cost of being able to disarm magical traps. None of his fluff changes .

Name: Rooip
Race: Grippli
Class: Alchemist (Toxicant/Grenadier)
Campaign Trait: Echo Wood Native
Other trait Canopy shooter
Background skills knowledge (geography), craft alchemy
Motivation: Tired of the encroachment of outsiders upon their sacred lands the Tribe Mother sent Rooip to Fort Inevitable to better understand why shiny metal poisons the outsiders minds. Rooip has heard that the giant green tower may be filled with this shiny metal and is looking for an opportunity to find out more.

Party Role:

Rooip can do a variety of things: In combat he will be ranged debuffer with poisons and damage dealer with bombs as well as alchemical items for things immune to poison. He will also be able to buff//heal his allies (@ 2nd level). The little guy will also make an excellent scout considering his small size, darkvision, plus a climb speed and extracts.

This build is way more versatile and comes online sooner than the poison darter ranger build I was originally considering. Once I realized how hard it was to get ranged sneak attack damage and how many creatures are immune to poison the ranger build would have had trouble consistently contributing. I’ll miss the swim the speed from the favored class bonus but that’s what extracts are for. Plus bombs and alchemical items don’t care about your size.

Edit
new starting $$: 3d6 ⇒ (6, 6, 4) = 16


AGamer70 wrote:
Ugh, guess I should have stayed up a bit longer laat night to post my alchemist.

A party that's half made of three alchemists might have some limitations, but a party that's half made of three very different halflings could be delightful!


I'm glad I decided at the last moment to change from alchemist to bard! That class got crowded real fast!

Liberty's Edge

Carmine Jolanka wrote:
I'm glad I decided at the last moment to change from alchemist to bard! That class got crowded real fast!

No no no.

Party of all grippli alchemists.

Could be on to something there.


applicants [ooc](* indicates from original thread)[/[ooc]]
1a.Robert Henry*-Ratel Dier Human Bloodrager (Spell Eater) *Wolfmane Barbarian*
2b.Plastic Dragon*-Baerlon Ironblood Dwarven Paladin *Darklands Delver*
3c.CrisisChild*-Nicholas Hull Human Fighter *Hellknight Armiger*
4d.pad300*- Arthdane Sarkanaroka Human Cleric (Herald Caller)*Aspiring Crusader*
5.grimdog73-??
6.Nazard-Tippy Fullbottle Halfling Rogue {Unchained} (Scout/Knifemaster) *Former Slave*
7.Ouachitonian-Chalkou Half-Orc Fighter(Armiger) *Hellknight Armiger*
8.TheWaskally- Arcanus Julum Human Bard (Archaeologist) *Azlanti Historian*
9.Euan- Govannon Gittins Human Magus (Hexcrafter) *Merchant Connections*
10.Nightfiend- Leya Dawnbringer. Aasimar {Angelkin} Inquisitor (Sanctified Slayer) *Aspiring Crusader*
11.BelacRLJ- Eltand Hillhold Halfling Summoner{Unchained}(Devil Imposter *Reformed Bandit*
12.Escharid Blackrose-Geoff Raneker Human Fighter *Aspiring Crusader*
13.Edeldhur- Edeldhur Elf Wizard (Evoker) *Goldenfire Initiate*
14e.Smiles-a-lot*-Roolp Grippli Male Alchemist(Toxicant/Grenadier) *Echo Wood Native*
15.Hrothdane-Genevieve Human Slayer *Reformed Bandit*
16.rdknight-Carmine Jolanka Human Bard(Dirge Bard/Sound Striker) *Merchant Connections*
17f.AGamer70* Alchemist
18.Emett Svenson Quinby Thriver Halfling Alchemist (Grenadier) *Darklands Delver*

---------------
original thread
Zelker
Sodium Telluride
Brother_Guiness
Jeruru
Trawets


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Emmit Svenson wrote:
AGamer70 wrote:
Ugh, guess I should have stayed up a bit longer laat night to post my alchemist.
A party that's half made of three alchemists might have some limitations, but a party that's half made of three very different halflings could be delightful!

All we'd need is a Trenchcoat of Disguise Self.


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Eltand Hillhold wrote:
Emmit Svenson wrote:
...a party that's half made of three very different halflings could be delightful!
All we'd need is a Trenchcoat of Disguise Self.

Oooh, I call arms! No, wait, head! No, arms!

Samwise: I'll be the legs again then, Mr. Frodo?

Liberty's Edge

Here be my submission. A Weapon Master fighter, going in to Sword Binder wizard from level 2-6, going in to the Eldritch Knight PrC after. Since Paizo apparently hates +STR/INT races, I took the human alternate race trait for +2 to two different ability scores. Not gonna lie. This build... takes a while to get off the ground. But Nycholas should be able to fulfill a fighter roll until things start to come together. I'll post the statblock I have for him now and his immediate motivations to venture in to the spooky spire, and post an update when I've finalized the stats and added his full backstory.

Name: Nycholas Hyll
Race: Human (Dual Talent)
Class: Weapon Master Fighter/1 Sword Binder Wizard/5 EK/X
Campaign Trait: Hellknight Armiger
Background Skills: Know (History), Linguistics, Profession (Librarian)
Motivation: Nycholas Hyll is adventurous, daring, brave, confident, arrogant, shortsighted, and foolish. A typical teenager, really. For three years he has been serving as a research assistant to Abernard Royst, Fort Inevitable's sage and taking the occasional swordsmanship lesson from the recently missing Signifer DiViri. Like most everyone in Fort Inevitable, the nearby emerald spire often intruded into Nycholas' thoughts. What secrets and treasures lay hidden at the top of the tower or in the unknown depths? Nycholas' parents, wealth merchants from Daggermark, have recently sent him an engagement present. Their intent was for him to use the gold to move out of the River Kingdoms once he was wed to his betrothed, Imariel Yelvaris, and use the gold to purchase land and start his own business so he would not have to rely on others for employment. Nycholas, a typical teenager, decided to use the gold to purchase supplies, arms, and armor for an expedition in to the forbidden spire just once before he leaves the River Kingdoms for good. His parents do not know he has spent the gold in this way and Imariel does not know about the gold at all so now, shining new plate armor fitted and polished, he is committed to this course of action. But really... What's the worst that could happen?

Tentative statblock:

Pic for inspiration
Hero Point: 1/3
Male human (Varisian) fighter (weapon master) 1
N Medium humanoid (human)
Init +0; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatsword +5 (2d6+6/19-20)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 15, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 15
Feats Additional Traits, Combat Expertise(Bonus), Combat Stamina, Power Attack(Bonus)
Traits hellknight armiger, indomitable faith, magical knack( wizard), rich parents
Skills Acrobatics -6 (-10 to jump), Climb +2, Knowledge (arcana) +3, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (history) +3, Linguistics +3, Profession (librarian) +5, Survival +1 (+3 to avoid becoming lost)
Languages Azlanti, Common, Infernal, Thassilonian, Varisian
SQ combat expertise, power attack
Combat Gear flint and steel, greatsword, half-plate, ioun torch

Other Gear:
-masterwork backpack
--bedroll, blanket, canteen (2), compass, crowbar, folding shovel, grappling hook, hammer, hooded lantern, mess kit, oil (3), piton (4), sack (2), silk rope (50 ft.), tindertwig (4), torch (2), 27 gp, 4 sp
--Chronicler's Kit
---candle (2), chalk, ink (2), inkpen (2), journal (2), measuring cord (10 ft.), paper (10), ink powder (2)
--gear maintanence kit
---buttons, conditioning oil for leather, leather paring knife, leather straps, metal polish, sewing needle, small file, soft cloth (2)
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Furious Focus [Combat Trick] 5 stamina points to reduce penalty from Power Attack by 1 for each successful two-handed attack.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.


Chalkou wrote:

Ok, here's Ouachitonian's concept. He's still built for the previous campaign and will need to be ratcheted down to 1st level, but this is the alias I'll be using, and you can get an idea of where I'm headed:

Name: Chalkou

Race: Half-orc

Class: Fighter (Armiger)

Campaign Trait: Hellknight Armiger

Motivation: Chalkou is an aspirant to the Order of the Nail. Whatever wild and monstous beings call the Spire home are a threat to the stability of the region, and therefore to be abhorred and destroyed to bring law to this wild region. Also, he had studied some under Signifer DeViri, who led a party to the Spire and has not returned. The higher-ups therefore chose to attach him to the party forming to explore the Spire to find out what happened to here (and to report back about what can be found in the Spire).

Glancing back at this I realized two things: 1) I’d reused the submission for a different campaign, so the background won’t match an Emerald Spire campaign. 2) I said the wrong order. I meant the Order of the Pike. Better if I picked the order that actually runs Fort Inevitable, right?


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This is Hrothdane

Went ahead and made a profile and statblock. I’ll finish writing up the background etc...if picked today


This is AGamer70. Since my alchemist wasn't too different than the others except for race, I'm going back to my original rogue as all of the ones submitted are different. Going to reuse this alias which will need to be updated for build rules.

Name: Qilldar
Race: Elf
Class: Unchained Scout Rogue
Campaign Trait: Former slave

Motivation/background:
Growing up in a family of thieves makes a person jumpy and suspicious of everyone. It also doesn’t lend itself to being close to your family, but it was all he knew, so Qilldar continued to work with his family. He was growing tired of constantly looking over his shoulder, so when he was old enough, he let his family know he was going to set off on his own. With the skills as a scout he had developed over the years, he felt he could earn an honest living. They were willing to let him move on if he’d help with one more job.

The rumor was a rich aristocrat would be travelling through the area. “It’ll be easy pickings,” they said. The thought of some extra coin to send him off was enticing, and he still felt an obligation to his family, so he agreed. Unfortunately, many other bandits also heard the rumor, as well as the Hellknights. It turns out, it was a trap. The Hellknights were waiting. A few of the bandits got away and a few chose death to capture, but most were captured and sentenced to slavery.

Qilldar considered himself lucky, he got to work outside in the fields for Naldred Tillman. It was hard work, but as long as he followed the rules and did what was expected of him, he wasn’t abused like some of the other slaves in town were. After serving his sentence, he was ready to begin an honest profession. In the tavern, enjoying a drink celebrating his freedom, he overheard a group of adventurers looking for someone who could deal with traps for their expedition to the Spire. He had heard rumors of the treasures within. Hopefully this time the rumors were true.

Starting gold: 4d6 ⇒ (1, 2, 3, 2) = 8 Ouch, I guess a former slave just needs to be thankful for anything he's given.


Ok, I couldn't resist to do a little background. So figured I'd post it. Ratel's Campaign trait is Wolfmane Barbarian and his 'Background skills' are Lore (Echo Wood) and profession (story teller)

Brief Background:

Ratel was born into the Wolfmane tribe in Echo Wood. He was the second child of Borak a hunter and guide, and Inkit a skald with a gift for sorcery. He has two sisters: Valda two years older and Naomi a year younger. For all the harsh conditions of the northern woods, they were a happy family. Learning from their parents and tribe how to fight and survive in the 'Echo Wood.' Ratel, Valda and Naomi knew they were loved and cared for. As he grew older his mother saw the seeds of her gift in him and she began to teach him how to use his innate magical ability.

From a young age Ratel was interested in the tales and stories of his people. Spending as much time as possible with the old folks telling tales, or listening to the bards’ songs late at night near the fire. Though his native tongue had no written form, he would memorize the folklore of his people, repeating the stories to whoever would listen.

Once Ratel passed his initiation he began to do more on his own. He headed into the woods, visiting the wild places he had heard about growing up. Then he visited the nearby settlements. Hiring himself out as a guide over the campfires he perfected his craft as a storyteller. Now as he nears his twenty fifth winter, he has headed to Fort Inevitable. Hearing rumors of a group wanting to explore the dangerous Emerald Spire, hoping to earn some stories of his own, that will be passed down to generations of children.

Personality:

In a lot of ways, Ratel would be viewed as a very stereotypical Kellid Barbarian: Strong, independant, honest to the point of blunt. Untrusting of wizards, disdainful of education for education sake and disliking civilization in general. However he is also gentle, thoughtful, considerate of others, a deep admirer of history and willing to work with those not like him for the greater good.

On the Meyers-Briggs scale Ratel is an Advocate

Appearance:

Ratel’s appearance at first glance is also very stereotypical for a Kellid Barbarian. Tall, nearly seven foot and lean. His dark brown hair and beard is worn uncut and braided. Heavy Leather boots, buckskin pants and shirt, a scalemail tunic covered with a fur cloak. Looking very much like the scraggly wolf his tribe is named from.

But a closer inspection of his face will reveal something unexpected. His face is that of a gentle giant. While weathered and worn his cheeks turn a warm pink when he smiles. His cracked lips will twitch on one side then both turn upwards bending mustache to their will, showing a full mouth of bright white teeth. His green eyes will brighten to the color of green spring grass. His hands, while scarred from working and fighting, become animated when he speaks, unable to hold them still.

It looks like we have less than two hours until the recruitment is closed. Good luck everyone.

GMMichael, you have some tough choices. Thanks for being willing to run a requested game. We really do appreciate all the work your going to.


Aye, quite a batch of prospects. Good luck everyone!


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It's officially closed. Anyone who hasn't finished their character concept. I'm sorry.

I'll have whose I posted later today


Good luck all!


Dang way harder than I thought by limiting the amount of entrants.

I'm down to 10...ugh


GMMichael wrote:
Dang way harder than I thought by limiting the amount of entrants.

Anything we can do to help? Got questions?

I want to advocate for halflings from different walks of life teaming up to make a Chelish stronghold more just to their people--or maybe just to reach jars on high shelves. Sounds like a great campaign.


Ok. I truly was trying to trim it down to 6 merely because of dungeon crawling....but I just couldn't. Hell I got down to 8 and had to make a decision from 8-7 based on something truly trivial

Please note with only 2 exceptions I thought this was the best band of characters I'd ever seen
Sorry I have to limit players.

Will the following characters join me in the discussion thread

1. Nicholas Hull Human 1st Fighter (crisischild)
2. Edeldhur Elf 1st Wizard (Evoker) (Edeldhur)
3. Arthdane Sarkanaroka Human 1st Cleric (Herald Caller) (pad300)
4. Arcanus Julum Human 1st Bard (Archaeologist) (TheWaskally
5. Roolp Grippli Male 1st Alchemist(Toxicant/Grenadier) (Smiles-a-lot)
6. Ratel Dier Human 1st Bloodrager (Spell Eater) (Robert Henry)
7. Baerlon Ironblood Dwarven 1st Paladin (Plastic Dragon)

Thank you all for sending characters in


Congratulations to those who got in, and good luck!


I'm sure that wasn't an easy process. Thanks for taking up the call to run the game. I'm glad to see most of the accepted players were from the original thread. Congrats.


Congrats to those chosen, and have fun. I guess I’ll go back to my banditry, unless Emett and Tippy want to do that trenchcoat thing.

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