The Hags of Heibarr (Inactive)

Game Master Elfriede

Night is falling on Heibarr, and no one survives the night in the haunted town.


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Yeah, I feel pretty similarly to other people in the thread. I don't have any problems with the bad guys doing Bad Stuff(TM), and since there are both Hags and Changelings in this game, we have a pretty good idea on what some of that might be. I'm not comfortable with SA against PC's during adventures either, but other than that, go all out with the hags! They should be evil, child eating, mind-rending, villains that it feels satisfyingly to fight.


Finally ready, after all the wait.


Sorry I haven't posted a character. I think I'm going to have to bow out--I've got another campaign lined up and I'm trying to keep my load light.


@Dragoncat: Sorry to hear that. Good luck with your other game!

@Everyone: Thanks for the check-ins on what you want/don't want in the game. I appreciate it.

Mightypion, Askold "Beerfiend" Magnusson, Human Skald
Ruin Explorer, Aleister Blackthorn, Gnome Mesmerist
FreeRadical, Mary Anne Kerrelia, Elf Wizard
Mordred of Fairy, Sigurd Koshckey, Human Slayer
Robert Henry, Ivar "Goldilocks" Theodinson, Human Barbarian
Kazmanaught, Eshki Nalur, Human Sorcerer (In Thread)
CrusaderWolf, Caolaidhe, Half-Elf Slayer(In Thread)
Tazo, Kirzon, Half-Orc Alchemist
Lapyd, Partisizya Toranth, Changeling Shifter
Malinor, Thragg the Younger, Half-Orc Summoner

Other Hats in the Ring
TheWaskally - Inquisitor or Cleric
Ythiel - Halfling Paladin
TarkXT - Dwarf Ranger
Louxman
Andostre - Gnome Investigator
pad300 - Cleric
Benobo - Half-Orc Summoner

Interest Check Thread Dots
Ouachitonian


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"Well the missionary man
He's got god on his side.
He's got the saints and apostles
Backin' up from behind.
Black eyed looks from those bible books.
He's a man with a mission
Got a serious mind.
There was a woman in the jungle
And a monkey on a tree.
The missionary man he was followin' me.
He said "Stop what you're doing."
"Get down upon your knees."
"I've a message for you that you better believe."

-lyrics from Missionary Man by The Eurythmics

GM Elfriede, I'd like to submit for your approval, Obsidilan Pitch, the youngest inquisitor in the Pharasman faith in over a century! He travels south from Brevoy, through the Stolen Lands to Taldor to investigate rumors of sakhil cults growing in the area of Yanmass.

But please don't call him Obby. He hates that.

GM Elfriede wrote:
@Everyone: Thanks for the check-ins on what you want/don't want in the game. I appreciate it.

I'm looking for adventure, powerful hags, role-playing, possible ERP in spoiler tags depending on the situation, ways for our party to be cool and get more powerful as we level.


Best of luck everybody!

Grand Lodge

Here's my submission, a paladin of Chaldira Zuzaristan for whom a shipwreck and a haunted town is just another day on one of the world's worst jobs.

Good luck, everyone! :)


"Hello! Enjoying the view from the quarterdeck, are we? It is a nice view, I'll give you that!

"Me? Vazhimort Nachipi, pleased to meet you! I'm from a town called Thom, but I work in Sevenarches. I was hired, see, to see about Pitax being a better trading partner! Guess what? They're not! They've got issues, and one of the issues is that they have an issue with anyone else knowing their issues!

"Anyway, I was hired by a group of merchants out of Sevenarches to look into Pitax's readiness to resume open trading. I learned that it was not, and when Pitax authorities learned that I learned that, and then when I learned that they learned that I learned that, a mad dash was on! Me, madly dashing to escape with my news, and them, dashing madly to prevent my escape.

"I booked passage on the Nixie’s Impulse because the good captain was ready to depart, like, yesterday, and well... I'm wondering what the captain is running from, because we're still sailing like all get out, and we're approaching Heibarr. I kind of think we should slow down a bit!"

*********

Vazhimort is short and slender even for a gnome. Knowing that he's smaller and less strong than everyone around him, he quickly learned to rely on his smarts, speed, and what he considers a genial personality. He tries to be unassuming, but his natural inquisitiveness makes him difficult to go unnoticed for too long. Sometimes his curiosity draws the attention of the wrong sort of people, which is problematic because of Vazhimort's is smaller stature.

*********

Thanks for considering this PC for your campaign, GM Elfriede. I've been playing PbP campaigns for quite a while. I know that keeping momentum going is important, and that it's the responsibility of the players as well as the GM to keep the game moving.


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Here's our list update for the day. It's getting crowded in here! Remember, submissions will close Saturday at 8:00 Mountain Standard Time.

Mightypion, Askold "Beerfiend" Magnusson, Human Skald
Ruin Explorer, Aleister Blackthorn, Gnome Mesmerist
FreeRadical, Mary Anne Kerrelia, Elf Wizard
Mordred of Fairy, Sigurd Koshckey, Human Slayer
Robert Henry, Ivar "Goldilocks" Theodinson, Human Barbarian
Kazmanaught, Eshki Nalur, Human Sorcerer (In Thread)
CrusaderWolf, Caolaidhe, Half-Elf Slayer(In Thread)
Tazo, Kirzon, Half-Orc Alchemist
Lapyd, Partisizya Toranth, Changeling Shifter
Malinor, Thragg the Younger, Half-Orc Summoner
TheWaskally, Obsidilan Pitch, Human Inquisitor
Ythiel, Kas Havenheart, Halfling Paladin
Andostre, Vashimort Nachipi, Gnome Investigator

Other Hats in the Ring
TarkXT - Dwarf Ranger
Louxman
pad300 - Cleric
Benobo - Half-Orc Summoner

Interest Check Thread Dots
Ouachitonian

As always, if I forgot someone, please let me know!

Grand Lodge

EDIT:

Updated my fluff after realizing that the boat was supposed to leave from Pitax (the city) instead of Pitax (the region). My mistake. I thought the ship could have come from Mormouth, since it's closer to Heibarr by boat than Pitax.

I also had trouble with "where could have Kas become a paladin of Chaldira", since the city of Pitax is a brutal dictatorship that's unlikely to tolerate LG gods and their followers on its soil. Gralton is comparatively more lenient on top of having a large Halfling community.

My idea is still that Kas left his temple to see his family, and Heibarr just happened to be on the way: either a) the ship came from Pitax, and picked him up in Gralton to go to Mormouth, or b) I'll relocate the temple of Chaldira near Pitax, so he can take the boat there to do the same trip to Mormouth through Heibarr.

Hope the geographical conundrum is fixed by either option!


Out of the finished characters, quick stats!
Format:
HP ACs, to hits, Fort, Ref, Will,
Arbitrary Tags, Alignment
Offenses, init

Beerfiend
Defenses: 10 17/15/12 3/2/1 (will safe far higher vs compulsion),
Utility: Face, Loremonkey, Buffbot, CG
Offenses: +3/+5 d10+5/d10+7 ; Spell DC 14 Init +2

Aleister
Defenses 8-10 (I think) 16/14/13 1/4/3
Utility: High perception, UMD, Init +4, full caster CN
Offenses: +3 d6 Spell DC 14

Mary Anne
Defenses: 11 17(mage armor)/13/10 2/3/3
Utility: Knowledge skills, Flying Bat familiar sensor, fullcaster N
Offenses: Ranged +3 probably jolt of some sort? Spell DC 15

Sigurd
Defenses: 12 17/15/12 4/4/1
Utility: Sneaky Git, Perceptive, Mobility skills, CN
Offenses: +6 d8+5

Ivar
Defenses: 18(chunky boi) 19/17(shield or not)/17/15/12 4/2/2
Utiltiy: SMASH, some survival and utility, guessing CN
Offense: +7, 3D6+9 (note, cannot use his butchering axe if out of rage rounds effectively).

Kirzon
Defneses: 11 18/14/14 6/8/3
Utility: very sneaky git, some lore, disable device LE
Offenses: 2x +4 d4,d6 sneak, bombs?

Sizy
Defenses: 12 18/15/13 3/4/2
Utility: Shifter? Semi Sneaky Git N
Offense: 2x+4 d4+3 I think?

Thraag
Defenses: 10 15/13/12 4/4/5
Eidolon defenses: 11 16/15/11 3/1/2
Utility: Summoner, Magical lore N
Eidolon offense: 2x +4 d4+3, 1x+4 d6+3

Pitch
Defenses: 10 15/14/11 3/1/7
Utility: Non bluffing face, Lore skill monkey, NG
Offense: Hand crossbow of shame

Kas
Defenses: 12 19/16/14 4/3/2(4 vs fear)
Utility: Paladin repenting in skill point hell, detect evil LG
Offenses: +4 d4

Vashimor
Defenses: 10 14/13/12
Utility: Buffbot, Sneaky Git, very well prepared inventory CG
Offenses: +4 d6

So, Ivar clearly outsmashes everything, although there are several natural attack builds. Beerfiend clock in at appreciable damage as well, although he seems to be a bit of a glass cannon.

There is a wide selection of lore monkeys, sneaky gits and full casters, with dedicated healers being relatively sparse.

There is noone who seems a really dedicated ranged attacker.


Askold "Beerfiend" Magnusson wrote:

Ivar

Defenses: 18(chunky boi) 19/17(shield or not)/17/15/12 4/2/2
Utiltiy: SMASH, some survival and utility, guessing CN
Offense: +7, 3D6+9 (note, cannot use his butchering axe if out of rage rounds effectively).
So, Ivar clearly outsmashes everything...

That was the idea, if he want's to fight without raging, or he wants to bump AC, he switches to the Broken-Back Seax @ 1d10. One handed or two handed, raging or not.

I'm a big fan of Barbarians focusing on damage and HP. Kill them before they kill you :)

Since we're down to it, GM Elfriede, I wanted to ask one more question. HEIBARR isn't going to have any 'Magic-marts' at least not open ones would you consider the Automatic Bonus Progression? Or is the idea of working without easy access to magic part of the plot?

Either way, thanks for running the game, we players really do appreciate it.

There are a lot of familiar faces I'd enjoy playing with again. Good luck and good gaming to everyone!

Edit: He's neutral, says it right there on his page :)


Unless I respec into spell warrior or Urban Skald, I can keep your rage going for a bunch of extra rounds. IIRC you even get to use your morale bonus while using my rage, but not your rage powers. :).


Sizy basically has her full attacks of natural weapons (4 attacks of 1d4+3), and shifts to a scimitar+shield if more defense is needed, or sling for ranged. Fey Aspect enters the math too (DR 1/cold iron, concealment 25%, etc.). She's mostly a tracker of sorts in nature, a bit sneaky. By level 3 should be able to rage, and this will help offensively, but she will never be too optimized as some of my peers (it's mostly flavor!) ;)


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@Mightypion: Thanks for assembling that list. I appreciate it.

@Robert Henry: I'll take a look at ABP when I get home. I've been struggling with the loot side of things as well, without easy access to "magic-marts", so ABP might be a good fix for that.


Hmm, thought I was NE. Can't keep an aspiring Necromancer down ya knw? Maybe Ill change it back to Neutral


@Mary Anne Kerrelia: It's cool if you're evil in this one, as long as you don't play stupid/evil as your alignment, you know?


I would be entirely unsurprised if part of the list is wrong, after all Beerfiends degree of attachment to reality is characterized by a fair bit of well, opportunism.

Makes him pretty good at bluffing though!

He also has the highest "possible damage" in a single round because reach and combat reflexes, assuming he gets 3 AoOs and then his normal attack, but that uhm, requires willing participation and/or great degrees of masochism from the adversaries.


I get ya, I don't typically like playing crazy characters or stupid. More like, clearly in it for herself but willing to sacrifice if it means getting the job done for the party. Cooperation.


Not that many divine characters, I'll throw my hat in with a reach cleric. As is I think she'd work best with a mostly ranged party, but we can always tweak domains/tactics if needed.

Tamara:
Tamara was always restless, even as a small child. She grew up in a tiny farming hamlet so small it didn’t even have a name, on a tea plantation island off the coast of Vudra. Her father Niles was a tea merchant and traveled widely, often with family in tow. He retired a decade or more ago much to Tamara’s chagrin because stuck at home, there was nothing to do. With her father’s blessing she set off to explore the vast mysterious world of Golorion. She brought a few things with her, her father’s wanderlust and her mother Sara’s faith in Valani Fireshaker,
The Father of Islands.

Tamara spent most of the last decade traveling from island to island (especially the volcanic ones) before deciding it was time to explore avistan. The mighty river Sellen was one of the longest in all of Golorion so naturally this was on her bucket list. Little did she know how eventful this trip was to be!

Personality & Appearance:
Tamara is a cheery person, about six foot tall with a ready smile and a deep tan and chocolate brown eyes courtesy of her Vudrani background. Uninterested in politics, her biggest ambition is to visit every nation in the world, to talk to ordinary folk and sample the local food and wines. Her faith in Valani is more of a private thing, passed down for generations, although she’s happy to extol the virtues of The Father of Islands should anyone seem genuinely interested.

Tamara always has her trusty longspear in hand, as much walking stick as weapon. She also keeps a club handy following Valani’s teachings. She has a thick traveling cloak of midnight blue and underneath her ordinary clothes she wears a shirt of chainmail, after all you can never be too careful!

How Tamara came to be on a boat from Pitax headed south on the river sellen:

Tamara smiled, ”Okay I admit it, I hadn’t really thought this one through! I was in this bar in Cassomir and I was bored.”

Smiling ruefully, she said ”Oh lordy, I'm terrible when I’m bored. I didn’t really like Cassomir and I was looking for a place to travel next. And by looking I was enjoying a dockside tavern-crawl like you do. I don’t remember the place, it was a complete dive with rats and everything, but I do remember this guy Dmitry. He was from Thrushmoore, he made it sound so depressing but the thing that excited me was stories about fishing in Lake Encarthan, and this kooky island in the middle of it. Apparently it’s called The Isle of Terror, and he had some very strange expirences there a group of his friends stayed there overnight on a lark. Wow, I’d never heard anything like that so I had to go there! Except things didn’t quite work out that way, I got utterly fleeced in Pitax and spent the near last of my coin on a barge heading south. I never even made it to Lake Encarthan, but considering what I’ve learned about the Island’s history since that was probably for the best!”

Crunch:

Tamara
Female human (Vudrani) cleric of Valani 1
CG Medium humanoid (human)
Init +2; Senses Perception +2
Aura enlarge
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +3 (1d6+3) or
. . longspear +3 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—acid dart (1d6 acid)
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—bless, divine favor, longstrider[D]
. . D Domain spell; Domains Earth, Plant (Growth[APG] subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 13
Base Atk +0; CMB +3; CMD 15
Feats Channeling Variance, Combat Reflexes
Traits fate's favored, reckless
Skills Acrobatics +5, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +4, Sense Motive +6
Languages Common, Elven, Vudrani
SQ finesse weapon attack attribute
Other Gear chain shirt, club, longspear, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text (Valani)[UE], iron holy symbol of Valani[UE], mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Acid Dart 1d6 acid (5/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Channeling Variance (Earth Variant Channeling, 3/day) Use variant channeling ability, or if already have variant channel use it without reduction.
Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Domain (Growth)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.

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Well look at that, a 1-9 divine caster applicant!

GM Elfriede wrote:
@Mary Anne Kerrelia: It's cool if you're evil in this one, as long as you don't play stupid/evil as your alignment, you know?

"That's what I'm talkin' about!" --Kirzon, the assassin the alchemical merchant.

As a clarification for Beerfiend, Kirzon is a vivisectionist and therefore gets d6 sneak attack instead of bombs. Still not very impressive melee damage, but more tolerable and with future growth possible. I think the "optimal" way to play vivisectionist is Str-based with Feral Mutagen, which could definitely be fun but is a different character concept.


Honestly, my "optimization" will be to buff ideally everyone to the stratosphere, while not being a pushover and contributing in combat.
I can certainly reflavor to Spell warrior or Urban Skald if needed, spell warrior and counterspelling could actually be super clutch vs hags.

Beerfiend is highly amendable to pragmatic and affably evil shenangians.


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@Everyone: I've decided we will be using the Automatic Bonus Progression. There are so many cool items in the game that Cloak of Resistance or Belt of Giant's Strength override, and without "magic shops", this system should be better.

This is the approximately 24-hour warning. Remember, submissions will close Saturday at 8:00 Mountain Standard Time. Here's our list!

Mightypion, Askold "Beerfiend" Magnusson, Human Skald
Ruin Explorer, Aleister Blackthorn, Gnome Mesmerist
FreeRadical, Mary Anne Kerrelia, Elf Wizard
Mordred of Fairy, Sigurd Koshckey, Human Slayer
Robert Henry, Ivar "Goldilocks" Theodinson, Human Barbarian
Kazmanaught, Eshki Nalur, Human Sorcerer (In Thread)
CrusaderWolf, Caolaidhe, Half-Elf Slayer(In Thread)
Tazo, Kirzon, Half-Orc Alchemist
Lapyd, Partisizya Toranth, Changeling Shifter
Malinor, Thragg the Younger, Half-Orc Summoner
TheWaskally, Obsidilan Pitch, Human Inquisitor
Ythiel, Kas Havenheart, Halfling Paladin
Andostre, Vashimort Nachipi, Gnome Investigator
FangDragon, Tamara, Human Cleric (in thread)

Other Hats in the Ring
TarkXT - Dwarf Ranger
Louxman
pad300 - Cleric
Benobo - Half-Orc Summoner

Interest Check Thread Dots
Ouachitonian

As always, if I forgot someone, please let me know!


Aye...there is more to some than the raw stats show...damage is assuming one-handed wielding but could swap to two-handed and will permanently with unhindering shield. Composite bow with Str Rating was not in Budget, and accomplished Sneak attacker will boost SA to rogue level for a while the moment Slayer gets it.
But it is still a helpful overview.

Good Lück to all(and especially Robert Henry for old times sake).


I love homebrew games (and horror even more) but I'm seeing this a moment too late to feel real confident about making it in time, however, I'd really love to build a changeling or half-elf Eyebiter Mesmerist with the Mutant Eye trait and either the Protector or Sage familiar archetype. I'll try and bang out a backstory tonight and then throw stats together if possible.


Sigurd Koshchey wrote:
Good Lück to all(and especially Robert Henry for old times sake).

Right back at you MoF.

FYI, I don't care what the numbers say, my favorite Melee characters are switch hitting Slayers. I have more of them in games than any other full BAB. I'm just presenting Ivar because he likes boats...


Sorry about taking so long, here is pad300's cleric:

Giradan the (ex)Crusader

Background:

Giradan is a cleric of Cayden Cailen who was talked into signing up for the Mendevian crusade by some smooth talking Iomedaens. However, by the time his band of crusaders got to Mendev, the mythic heroes of the Fifth Crusade had defeated Deskari and closed the WorldWound… Aspiring crusaders being no longer needed, he was left to sort for himself in the wrack of victory. Not knowing what else to do, he started going back home (near Woodsedge, in Galt)... After taking a ship from Egede to Port Ice, he started the long trek south.

In Pitax, he found a cheap passage south on the Nixie’s Impulse, and thought it would be a good way to save shoe leather…

Demeanour:

A good hearted lad, willing to volunteer and enthusiastic about helping people. He’d headed to the Worldwound to have an adventure while helping folks, and is pretty disappointed about having missed out.

Description:

5’9” and 183 lbs. Mustache, short (1”) beard. Freckled with dark green eyes and blond-ish hair. He wears a headband (actually a sling) to hold back his shoulder length hair.

Mechanical:

Giradan (ex)Crusader
Arthdane Sarkanaroka
Cleric (Herald Caller) 1
Alignment: CG
Diety: Cayden Cailen
Race = Human (Taldane-Kellid mutt) (favored class: Cleric)
Init + 4 = +2 Dex+2 Trait
Speed 40 ft
Low-Light Vision
Spells Prepared (typical)
L0 (3) : Guidance, Stabilize, Create Water
L1 (1+1+1) Expeditious Retreat, Bless, empty slot
Defense
AC : 17 =10+ 4 Armor +2 Dex
HP: 10 = 8+ 2 (con)
Fort + 4 = +2 Cleric + 2 con
Ref +3 = +0 Cleric + 2 dex +1 racial
Will +5 = +2 Cleric + 2 wis + 1 racial
CMD : 15 = 10 + 0 (bab)+ 2 (dex) +3 (str)
Offense
Melee: Longspear +3/1d8+4, Cestus +3/1d4+3
Ranged: Sling +2/1d4+3
BAB : +0
CMB : + 3 = +0 (BAB)+3 Str
Str: 16 = 14 (5 pts) +2 racial
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 14 =14 (5 pts)
Cha: 10 = 10 (0 pts)
Skills : (4+1 FCB /level) Not including ACP
Spellcraft (1 rank +3 trained = +4),
K Religion (1 rank +3 trained +1 trait = +5)
K Planes (1 rank +3 trained +1 trait = +5)
Perception (1 rank +3 trained +2 wis= +6)
Heal (1 rank+3 trained +2 wis = +6)
Background Skills (2/level)
Handle Animal (1 rank = +1)
Profession ( Brewer) (1 rank +3 trained +2 Wis = +6)
Languages : Taldane (Common), Ulfen
Feats
Combat Reflexes (1st)
Healer’s Hands (human Bonus feat)
Traits: Wary of Danger (Race), Armor Expert (Combat), Battlefield Surgeon (Religion), Naive (Drawback)

Race Abilities:

Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Class Abilities:

Aura (Ex): A cleric of a Chaotic Good deity has a particularly powerful aura corresponding to the deity's alignment.
Spells
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Dedicated Summoner: A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.
Call Heralds (Su): A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Domain: Travel (Exploration)
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st— expeditious retreat, 2nd—locate object, 3rd—fly, 4th— locate creature, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th— world wave.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Lawful, Evil, Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one).

Equipment (180 gp):

Weapons (12.2 gp)
Dagger (2 gp), Longspear (5 gp), Cestus (5 gp), Sling (0 gp), 20 bullets (2 sp)
Armor (60 gp)
Lamellar Leather (60gp)
Equipment ( 74.54 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp)
1 gp 3 sp
Animal (32 gp)
Mule (8 gp), Animal Harness (2 gp), Saddlebags (4 gp), 10 days of Mule Feed ( 5 sp), 2 waterskins (2 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 50 ft of rope (1 gp), 4 sacks (4 sp), trail rations 10 days (5gp), 20 sling bullets (2sp), bedroll (1sp), blanket(5sp), hammock (1sp), mess kit (2 sp)

@GM Elfriede, I have taken the trait Battlefield Surgeon without being a worshipper of Zon Kuthon; if that disturbs you, I will select a different trait. Also, it may well be that his mule won't have made it off the boat...


@pad300: Thanks for the submission. I don't think I have a problem with that trait being used with the wrong religion, since it still feels okay.

@everyone: Remember, submissions close in 12 hours! Good luck getting anything you need finished completed.


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Okay, we are closed. I'll have a decision on who I'm selecting sometime tomorrow. I'm impressed with the number of people and the quality of submissions! It'll be a tough choice.


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Good luck everyone!


I think the recruitment threads are my least favorite parts of these games. They definitely were the last time I ran a game. I decided to take 6 players instead of the 4-5 that I'd thought I would, since interest was high and I struggled with decisions.

In no particular order...

Lapyd - Partisizya Toranth
CrusaderWolf - Caolaidhe
TheWaskally - Obsidilan Pitch
Pad300 - Giradan
Kazmanaught - Eshki Nalur
Malinor - Thragg the Younger

...please report to the discussion thread. I'll have a couple of questions about the game I'd like you to answer, and then we can move forward from there.

All other candidates: This was a really hard selection process. If you're not sure why you weren't selected, it's because there weren't any bad characters here.

I've run Kingmaker in a past life on the Paizo forums as well, and if I feel like I have the time and energy to run a second game, I'll contact you guys so you can tweak and submit these characters. Most of them would fit there as well.


Congratulations to all players chosen! Have fun!

I'm looking forward to your future recruitments, GM. The premise of your homebrew scenario looked really interesting, and I'm glad I participated.


Good luck to all who made it! Thanks for the consideration, GM.


Congratulations to those who made it.
Thank you for the opportunity, GM.


Good Luck everyone!


Congratulations folks, have a good game. If you need some help later keep Ivar in mind.

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