Hellknight

Birch33's page

Organized Play Member. 169 posts (3,372 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 21 aliases.


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DM Ashman wrote:
Viera Horn wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **...

Viera you can't start out as a Jedi..

Apologies - as suggested above, I read your "No Jedi Guardian" post and presumed that meant other force users were OK e.g. Force Adept and Jedi Consular.

Before I re-write anything, are Force Adept, Spirit Adept and Urban Adept OK? Or should I choose a class and have the Force Sesnsitive feat? And will the Jedi class be available later? I ask as (for me) to play Star Wars and not be a Jedi would defeat the purpose. I am happy to be 'discovered' as a Jedi somewhere down the track.

Finally, where will we start as the one thing I couldn't write into my story was where my character would be when the action happens.

Many thanks...


mdt wrote:

[dice=Starting Wealth check]1d4

Well that sucks. One blaster, one cloak, done.

DM Ashman wrote:


You can have max credits based on your starting class

#justsaying...


Thinking Jedi Consular. Will have a character up within 24 hours (I tend to start with the fluff and then do the crunch).


Dotting for extreme interest. I have both editions...


Up against it time wise to pull a character together - but I will do my best...just letting you know I haven't given up.


Dotting for interest but I kno I'm up against it with the deadline - as I tend to take a day or so working out the fluff before I do any crunch...

And I'm thinking human warrior - a nomad of the barrens with a deadly scimitar.


Wow. There is another thread that asks, "What game would you play if you could play anything." Two of us said post-apocolypse.

Very, very interested. Just thinking through what character would work best. Are we living in the ruins of old cities or in small village style settlements? Any general information would help. Do we know about the past? I have too many questions for one post. Let me work on a character.

That thread I mentioned can be found here....


GM_Verdigris wrote:
I'm sorry to get your hopes up, guys. This was a a test, to see how starting a Pbp campaign actually worked so I could be sure to give someone accurate instructions. I was going to delete, but find I can't actually do so. :(

The edit option disappears after a short while. You can delete too - but whilst that works for posts, not sure if you can delete a thread (which is what you were actually trying to do).


Dotting for the second table - I thought I'd missed my chance. I'll post my character in a few hours.


Due to the volume and quality of applicants, I'll not progress my character. Good luck to all that applied - I know you'll have fun.


Dotting - I have an idea for a Freebooter Ranger I'd like to flesh out.


The game I'd love to play takes me back to my first proper RPG experience - and would work with Pathfinder.

And that's something post-apocolyptic. With civilizations destroyed, firearms would be basic or non-existent and travel would be back to horses and the like.

Magic could be optional. Perhaps the nuclear war affected us as a race? Genetic mutations occured to both abilities (magic) and physical features (orcs, elves and dwarves) and creatures warped into the current bestiary (dragons etc.)

Religion too could be optional, depending on the GM.

Now that I'd sign up to play in a heartbeat...


Personally, I thinkg GMing on the boards is easier than in real-life as you can post at your own pace. Around a table, if a player throws something at you, you have to react immediately. On-line, if a player uses a spell you're not familiar with, you can look it up, think about it, ask for advice if need be - and then respond.

The boards are full of people willing to help - all they ask is a decent pace (which is typically the death of games here). It is a commitment and my aliases are full of characters created who started an AP, only to stall a month or so in - as the GM didn't have the time to commit (or the players dropped out because of the pace).

Happy to help with any general GMing questions - but I'm no rules expert (I typically ask one of my players to keep an eye on such things).

Oh, and I'm thinking a human inquisitor - whose Desna following parents brought her to the Worldwound at a young age.

I'll have a fully formed character ready by the end of the day tomorrow (I don't do the crunch first, I build a character initially and then do the numbers).


Dotting for interest. I'm a GM that only has so many campaigns that I can participate in as I'm running a few myself (we'[ve all been a newbie GM at some time or another) - and WotR is one I'm keen to play.

I tend to play Paizo core, so that should cause too many problems.

One quick question - when will you close recruitment?


GM Lithrac wrote:


Interested, but no news from them
Birch33

Never fear, I will have a submision with you today.


Dotting for interest...


Dotting...


Dotting...


I have been in two minds over a character and when I saw how many have now applied, it seems the honourable thing to do to withdraw. You've got so many good applicants there, you're bound to have a great game.

Enjoy (I just admit to being slightly jealous as the AP background looks so cool (pun intended))...


As a GM, the number of APs I haven't played is small - and Reign of Winter counts against that number - so colour me interested (and try to keep within the lines).

I'll come back with a character within 24 hours.


Dotting for interest - I'll have a character up in the next 48 hours - fluff and all.


I know someone that believes that shadowy figures lurk in dark corners and would love to decide the future of a nation.

She'll no doubt look to make your acquaintance later today - and if the party have need for another in Ustalav, she'll be more than pleased to make good on her promise to repay Professor Lorrimor' favour.


Looks like a great game - but not for me at this time. I'm sure you'll have a great time.


Dotting for interest. I'll pick up the Thunderscape: World of Aden book before I post again.


Dotting for extreme interest. Second Darkness is an AP I haven't played or GMed.

I tend to play 'simple' characters i.e. standard races and broadly core classes - but with a back-story that stands them apart from the ordinary.

Do you have a date in mind when you'll close recruitment?


Phew...I'm half-way happy with my back-story. With more time, I'd add a defining story that summed him up - but I can't hold this process up too much longer. The crunch is solid but the spending may need to be reviewed.

IK-TESHUP (Keleshite)

Background:

A popular Keleshite phrase brags, “All the world is glass compared to the Keleshite’s diamond,” and this superior attitude often makes people of his race difficult to deal with. Ik-Teshup is no exception. He knows what he likes and he likes what he knows. He is a vain and stubborn man that won’t back down from an argument. In truth this is not because he is necessarily stubborn, but because he always believes he is right.

Passion fuels his life; whether in adventure, business, or love. Like his kin, he values boldness but rather than win an argument with a quick tongue or utilise clever tactics – Ik-Teshup will use brute force as his primary and secondary weapon.

He is naturally aggressive and his fiery passion makes him quick to anger, but like most Keleshites he is equally quick to forgive.

Where Ik-Teshup differs from hi race most markedly – and why he now ploughs a lone furrow – is rooted in his preferred combat style. Raised on the Windswept Wastes (name given to the central deserts and western steppes of Casmaron), he is a competent horseman but not a great one. His size and strength lend themselves to heavy weapons and armour whereas the Keleshite way is for light armour and weaponry when fighting in a hot climate.

The proud dervishes are the Keleshites’ most iconic warriors. Fanatical warriors dedicated to Sarenrae, they twirl about the battlefield, rending and ripping their foes with razor-edged scimitars. These dervishes wear long, colourful kilts or skirts that distract their foes and distort their forms, allowing them to make quick work of heavily armoured rivals as they perform their grim dance of blood and steel. Wherever Keleshite people live, dervishes live among them in positions of honour; they receive deferential treatment in Keleshite lands, and in many satrapies they operate above or outside of the law.

And that is why Ik-Teshup was always an outsider in his homeland. So, faced with a life where his own strengths are ridiculed or a nomadic existence away from his beloved homeland, Ik-Teshup chose the latter course. In the years that followed, he joined many causes – he even spent time as a HellKnight – but a drive to find his true calling took him all over Golarion until he ended up here.

Appearance:

Like most Keleshites, Ik-Teshup has uniformly black hair and brown eyes. As as is the fashion, he sports a well-trimmed beard.

And this is where his physical appearance differs from others from his homeland. Whereas they wear gauzy silks and gold and silver decorations, Ik-Teshup wears armour. And, again in defying his racial stereotype, his is heavy and looks almost barbaric in nature. His helm looks as though it would strike fear into mere mortals – and has done on many occasions.

Crunch:

IK-TESHUP (Keleshite)
(Keleshite) Male Fighter 10
CG Medium Human / Humanoid (Human)
Init +4; Senses Perception +0
==DEFENSE==
AC 23, touch 10, flat-footed 23 (+13 armor)
hp 114 (10d10+30)
Fort +10, Ref +3, Will +3
Armor Hellknight plate +4, Heavy
Defensive Abilities Bravery (PFCR 55), Defensive Flurry (PFAPG)
==OFFENSE==
Spd 20 ft/x3
Melee Longsword +4 +14/+9 (1d8+9) 17-20/x2 CM +5; [TW-P]
Melee Short Sword +2 +10 (1d6+4) 17-20/x2 CM +3; [TW-S]
Melee Cold Iron Melee Dagger +1 +16/+11 (1d4+6) 19-20/x2 CM +1
==STATISTICS==
Str 20, Dex 10, Con 16, Int 10, Wis 10, Cha 14
BAB +10, CMB +15, CMD +25
Feats Animal Affinity (PFCR 118), Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Catch Off-Guard (PFCR 119), Improved Critical (Longsword, Sword, Short) (PFCR 127), Improved Initiative (PFCR 127), Intimidating Prowess (PFCR 128), Persuasive (PFCR 131), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Throw Anything (PFCR 135), Toughness (PFCR 135), Tower Shield Proficiency (PFCR 135-136), Weapon Focus (Longsword, Sword, Short) (PFCR 136-137)
Skills Climb +4, Diplomacy +20, Handle Animal +9, Intimidate +25, Knowledge (dungeoneering) +5, Profession (soldier) +4, Profession (stable master) +4, Survival +5, Swim +4
Traits Prince/Princess (Social) (PFCo: QGttE), Steel Skin (Combat) (PFCo: KotIS)
Languages Common, Kelish


Just to say that I'm nearly there. I'll post it tomorrow.


Dotting as I'm really interested by the concept. I always start characters with an image in mind to the point where if I do it the other way around, I can never find an avatar that represents what's in my head.

But having the avatar chosen for me would be excellent. I'm hooked.


Dotting for interest. I have a Society account but haven't played a character yet, so will roll up a 1st level potential now.


Colour me excited...

I originally thought about average all along the way but the idea of rolling got my attention by the end of the brief. I'll roll 4d6 x 7 (knowing I would have to drop another one if I don't make the superior training cut).

4d6 ⇒ (2, 5, 4, 3) = 14
4d6 ⇒ (1, 6, 5, 3) = 15
4d6 ⇒ (4, 6, 5, 4) = 19
4d6 ⇒ (5, 5, 2, 2) = 14
4d6 ⇒ (1, 3, 1, 4) = 9
4d6 ⇒ (6, 4, 2, 1) = 13
4d6 ⇒ (5, 4, 6, 4) = 19

Edit - glad I went with the rolls


Dotting for interest - and to let me get my head around a potential character...


Dotting for interest - I'll have something up over the week-end.


I read the, "profession items (As agreed upon by the DM) and 25 Gold Pieces (Representing their life savings)" as essential items for the job. As militia, a sword and simple armour seemed sensible (to be agreed with the GM of course). The 25gp is on top of whatever equipment the GM agrees to.


Let me introduce Siir Corvus Cornix. I've worked on the paladin angle but without him actually being a paladin.

Race: 
Human

Classes: 
Fighter 1

Hit Points: 
13

Alignment: 
Lawful Good

Speed: 
Walk 30 ft.

Languages: 
Common

Statistics (Modifier) 
STR 16 (+3) 
DEX 10 (0) 
CON 14 (+2)
INT 10 (0) 
WIS 10 (0) 
CHA 10 (0)

Skills 
Climb +7, Profession (Soldier) +6, Profession (Officer) +6

Feats 
Weapon Focus (Longsword), Improved Initiative, Toughness

Abilities 
Fighter

Traits
Reactionary (Initiative +2)

Combat 
AC: 13, Touch: 13, Flat Footed: 13
Initiative: +6, BAB: +1 
Fortitude: +4, Reflex: +0, Will: +0
Longsword +4, 1d8
Dagger +3, 1d4
Leather Armour
Light Wooden Shield

Equipment: 
Holy Symbol (Wooden), Profession Items

Simple Physical Description: 
Height: 5' 11" 
Weight: 160 lbs. 
Gender: Male
Eyes: Brown 
Hair: Brown, tied in a pony-tail 
Skin: Unblemished and tanned 
Dominant Hand: Right

Full Description 
Sir Corvus is as polished and buffed as a pebble on a beach. He looks every inch a Paladin, with a lean physique and chiseled looks. If looks were the measure of a man, Sir Corvus would be a god by now, not a Paladin.  In fact, he'd at least be a Paladin.

Background 
Sir Corvus believes fervently in the doctrine of Iomedae, to espouse the ideas of honor and righteousness in the defense of good and the battle against evil. 
He can recite her holy text (The Acts of Iomedae) and will regularly refer to the 11 miraculous acts contained within. 
Nobody can be sure if the honorific title 'Sir' was awarded or merely added by the holder, but he has been calling himself a knight for as long as anyone can remember. 

Sir Corvus explains to anyone who asks (in fact even to those that don't ask or expressly state they don't want to know) that his calling to be a paladin for Iomedae was because he was walking past a blacksmith's one day and a piece of molten metal reformed into a sword-like form miraculously. He denies vehemently that this was because the blacksmith was indeed making a sword - instead quoting it as Iomedae intervening in his life to show him his true path. 

In truth, Sir Corvus is a fighter, an officer in the town's militia.  He's no more a paladin than the next man but manners stop people saying so to his face.  To his credit, he's an accomplished swordsman and a competent officer when doing things by the book.


Dotting for interest as I love the concept. I'm thinking of a local nobleman who has ideas above his station. A paladin or similar might work - I'm thinking along the lines of Lockhart from the Harry Potter books. He thinks he's a hero but its all in his ego! He's been telling all in sundry of his exploits (all exaggerated) and now they expect him to live up to his word - and as a paladin he has no choice but to go along with the flow or admit he's a fraud.


A bit of swashbuckling really appeals. I'll keep an eye put for when you re-post (the other will have a patch on it).


One thing I've never tried before that really worked was that I stated that posting on the discussion board whilst recruitment was open would count towards selection. Too often I've seen awesome character building but a lack of posting once selected.

The players (and some are already on this thread - blush, you know who you are) took it upon themselves to create a bar scene with their characters. This sorted out the committed ones.

So, I'd recommend any potential GM to do the same and any potential applicant to post often during recruitment. It shows the GM who's active and is a reliable poster.


With Christmas and New Year over with, are we free to press on? You are both in the main hallway...


I've found less time to post on holiday than I do if I'm at work. Makes no sense, but expect my posts to pick up once the New Year has arrived.


We'll go at whatever pace suits until the festivities are over. I'll post as and when you need me though.


As Torr exits the courtroom, he sees Fawkes pick himself up off the floor and also sees the body of the half-Orc swinging from a rafter.

In truth there is little to see with regards the body. It certainly hanged and the chain spikes caused the cuts that allowed the blood to flow so readily.

As frustrating as the lack of evidence is, Fawkes sweeps the room for any other clues and notices the thick dust on the floor. Clearly the current occupants had been dragged from the front door through to the courtroom as the tracks from their heels are visible. What jumps out to him is the fact that he can only count 11 tracks yet 12 people awoke in the courtroom.

The roll was too good to allow you to just take in the body that revealed nothing


I'll wait a little more time rather than rush things through with only one of you...


I'll move things forward tomorrow if we don't get any more posts...


Corvus won't attack Zimba, so will accept the AoO. Ironic, get pilloried for not getting involved then find there's nobody to attack


Torr:
Sir Rekkart steps forward, a frown upon his face. "Sashrala did you say boy? She was one of the heroes that visited this courthouse. Five years ago to the day. They say the group intended to send Mord's soul to the Abyss. There were legends back then of the place being haunted. Sashrala was a mighty highborn wizard. She died of course. They all did, except for Grisdom, a local captain of the guard. And they say he lost his mind - and kept calling for Sashrala to show him the way long after he escaped. They say his eyes had been gouged out!" His shoulders shiver for a few seconds and then he returns to his usual stoic self.


Corvus holds her ground but is ready to defend any of the archers that may be threatened.


The dwarf is the quickest to respond to Torr. "He was an ordinary man. A keen gardener I understand. Anyways, he was quite average to look at and 'is wife was a local lass, certainly not Elven. Why'd you ask?"


Fawkes:
As you step from the courtroom, you marvel and the former grandeur of what is evidently a great hallway. Eight enormous marble pillars fill this open space, holding aloft grand balconies. Years of dust cover the floor, and muslin coverings are draped over the railings of baroque staircases curling like lazy serpents up to the raised landings above. A rusted chandelier above sheds the dim light of a few guttering candles. An impressive grandfather clock more than ten feet tall rests against the centre of the wall facing you, its face decorated with guilty souls suffering Asmodeus’ torments: evisceration, force-feasting of coals, scalding blades tearing them apart, and other less savoury punishments.

The clock stands between a set of impressive oak doors (identical to the ones you just stepped through) and a lone oak door of equitable splendour to its right. The largest set of doors is to your left . They are barred against the night. You see more sets of thick oaken doors to your right.

Only then do you see the half-orc hanging from the rafters by his own spiked chain, quite dead, his blood pooling on the floor beneath his swinging boots.

As if on cue, the grandfather clock goes berserk, tolling and clanging dissonantly, assaulting your very sanity. Flashing through your mind are images of strangulation, death, murder by axe, and other gruesome flashes.

Torr:
As Fawkes leaves the room, you are overcome by a feeling of nausea and your vision blurs and then refocuses, but instead of the room you are standing in, you see in front of you a hulking man hunched over in a dark dreary corridor of cold flagstone, his back to you. His right hand works feverishly, sawing away at something unseen with a blood-slick shortsword as he gibbers: [b]“Show me the way, Sashrala, you can do it. Use your magic to show me out of here. I love you. I love you so much. Just please show me the way!”[b] With a final wet snap of sinew, blood pools at the man’s feet and he hefts the gory head of a beautiful elven woman. [b]“Thank you, Sashrala. I love you.”[b] The man cries and laughs at once as he kisses her still-working lips and then thrusts her head forward like a lantern. The poor woman’s eyes still blink in disbelief; you get the horrid sense she can still see as her mouth trembles out a vain and silent plea for mercy. Her body lies in a pool of blood flowing freely from her hacked neck. Her right arm is outstretched, her finger pointing toward something beyond the darkness. As you stare into that darkness, trying to make out a shape, the black envelopes you. Light then fills your eyes and you blink before realising that you are back in the room with the two women and the dwarf.


There are definitely more rooms to see. How many you can access easily you will have to find out for yourself ; p


Just in case I'm confusing you...a courtroom is not a courthouse. Logic dictates you are in one room of a larger building, not in a one-room building.