Grazzt

Celestial's page

15 posts (38 including aliases). No reviews. No lists. No wishlists. 8 aliases.


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DM Thrun wrote:
Also, in case it interest anyone I did a rough sketch of the island.

Cool map, by the way. Especially since it's hand drawn.


DM Thrun wrote:
Celestial, I judge that your character will be associated with Taldor, correct?

Hmm, I can't seem to decide on a faction. My character doesn't quite fit any of them except maybe the Grand Lodge, though his loyalty to the Decemvirate wouldn't be ironclad since he's Chaotic Good and a bit of a maverick, personality-wise. (Will probably end up Grand Lodge or simply Unaligned.)


Should our PCs be actual field operatives for the Pathfinder Society? Or are they just hired outsiders? I have my character's stats done, but I'm starting to work on his backstory and was wondering which angle I should take.

Einor, Male Human (Taldan/Ulfen) Ranger (Spirit Ranger)


I really like the idea of a sandbox-y adventure contained within a circumscribed area. But I've got a few questions about character creation though. What level should we make our characters at? I'm guessing level 1 but I've been wrong before. And if it's level 1, do we start with max hp? And what about starting gold? Average, max, or roll?


Ready and willing (if chosen).


My character submission:

Auren, NG Male Human Cleric (Link to Profile)

I can post at least once a day, usually more. And I can post over weekends too if need be.


Dotting for interest. Thinking about submitting a human cleric.


The Rising Phoenix wrote:
Before we get into the details, I would like to note upfront that I am going to be running this Play By Post on my own forums that I host and maintain.

Just curious, where are your forums at?


Squeaking in a character submission.

Aydan, Aasimar Cleric (Theologian)

Link to Profile


Dotting for interest. Will most likely submit a witch of some sort. o_0


GM Niles wrote:
@ Celestial Looks Great, I'm a big Karl Urban fan

Yeah, me too. In fact, I'll be watching him tonight on his new show, Almost Human.


I'll add a human ranger into the mix. :)
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Character Submission:
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EINOR
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Male Human Ranger 1
NG Medium Humanoid (Human)
Favored Class Ranger (+1 Hit Point/Level)
Init +2; Senses Perception +6
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DEFENSE
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AC 17 (+5 Armor, +2 Dex), Touch 12, Flat-Footed 15
HP 11 (1d10+1)
Fort +3; Ref +4; Will +2
Northern Ancestry +1 Trait Bonus to Fortitude Saves
Resist Cold 2
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OFFENSE
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Speed 20 ft.
Melee Cold Iron Greataxe +5 (1d12+6, 20/x3)
Ranged Shortbow +3 (1d6, 20/x3)
Space 5 ft.; Reach 5 ft.
SA Favored Enemy (Ex) (Humanoid [Human]) +2
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STATISTICS
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Str 18; Dex 14; Con 10; Int 10; Wis 14; Cha 10
Base Attk +1; CMB +5; CMD 17
Traits Bastard, Northern Ancestry
Feats Cleave, Power Attack
Skills Heal +6, Knowledge (Geography) +4, Knowledge (Nature) +4, Perception +6, Sense Motive +7, Stealth +6 (+2), Survival +6; ACP -4
Bastard +1 Trait Bonus to Sense Motive Checks
Favored Enemy +2 Bonus to Bluff, Knowledge, Perception, Sense Motive, and Survival Checks vs. Humanoid (Human) Enemies
Track +1 Bonus to Survival Checks to Follow Tracks
Languages Taldane
SQ Track (Ex), Wild Empathy (Ex)
Combat Gear Cold Iron Greataxe, Scale Mail, Shortbow w/ Cold Iron Arrows (40)
Other Gear Ranger's Kit (Backpack, Bedroll, Belt Pouch, Flint & Steel, Iron Pot, Mess Kit, Rope, Torches [10], Trail Rations [5 Days], Waterskin)
Money 42 gp
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SPECIAL ABILITIES
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Bastard You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Favored Enemy (Ex) (Humanoid [Human]) At 1st level, a Ranger selects a creature type from the Ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the Ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the Ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Northern Ancestry One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Track (Ex) A Ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) A Ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The Ranger rolls 1d20 and adds his Ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the Ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The Ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Reason for Involvement:
Dressed in mottled green and gray, Einor skillfully slipped through the dense foliage and undergrowth like a ghost. All around him, the forest was deathly silent. The unusual lack of animal and insect noises along with the unseasonal chill in the air profoundly unsettled the dark-haired ranger. Whenever he exhaled, his breath came out in small white puffs even though midsummer was only a few days away. Something was affecting the natural order of things within the Border Wood and causing a terrible imbalance.

I need to inform my superiors, he concluded quickly. As a member of the High Sentinels, it was his responsibility to help patrol this section of southern Taldor's boundary with Qadira. The organization guarded an area that encompassed a large portion of the Border Wood, and included the town of Demgazi and the village of Heldren. And right now, of all the settlements nearby, he was the closest to Heldren. It would have to do. Word needed to get out fast because whatever was responsible for the abnormally cold weather wasn't something that could be dealt with as easily as a Keleshite raid.

Character Played By: Karl Urban


Another vote for Wrath of the Righteous. I'd enjoy any opportunity to play a character who becomes a truly influential force for good in the world. WotR looks like it's epic enough in scale to encourage that kind of play. Plus it's the only AP (that I'm aware of) that incorporates Mythic Tiers.


Are Arcanists from the Advanced Class Guide Playtest allowed? Just wanted to check because I may have a concept for one, but I'm not married to the idea. So if they're not allowed, I can come up with something else.


Character Submission:
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SOLSYR
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Male Human Cleric (Theologian) 1
NG Medium Humanoid (Human)
Favored Class Cleric (+1 Skill Rank)
Init +2, Senses Perception +4
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DEFENSE
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AC 17 (+5 Armor, +2 Dex), Touch 12, Flat-Footed 15
HP 8 (1d8)
Fort +2, Ref +2, Will +6
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OFFENSE
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Speed 20 ft.
Melee Cold Iron Scimitar -1 (1d6-1, 18-20/x2)
Ranged Light Crossbow +2 (1d8, 19-20/x2)
SA Channel Positive Energy (Su) (1d6, DC 12) 5/Day
Spell-Like Abilities (CL 1st, Concentration +5)
1/Day - Burning Hands (DC 15)
Domain Spell-Like Abilities (CL 1st, Concentration +5)
7/Day - Fire Bolt (1d6+1)
Cleric Spells Prepared (CL 1st, Concentration +5)
1st - Bless, Burning Hands* (DC 15), Shield of Faith
0 (At Will) - Detect Magic, Light, Spark
* Domain Spell, Focused Domain Ash
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STATISTICS
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Str 8, Dex 14, Con 10, Int 12, Wis 18, Cha 14
Base Attk +0, CMB -1, CMD 11
Traits Birthmark, Touched by Divinity (Sarenrae)
Feats Point-Blank Shot, Precise Shot
Skills Diplomacy +6, Knowledge (Planes) +5, Knowledge (Religion) +5, Sense Motive +8, Spellcraft +5
Languages Kelish, Taldane
SQ Aura (Ex)
Combat Gear Cold Iron Scimitar, Crossbow Bolts (20), Light Crossbow, Scale Mail, Silver Holy Symbol
Money 23 gp
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DESCRIPTION
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Solsyr is a young man in his early twenties, born and raised in Absalom. Tall with a lithe build, long blond hair, and amber eyes, he traces his lineage to a commingled union of Ulfen and Chelaxian bloodlines. A sunburst-shaped birthmark adorns the center of his right palm which radiates warmth even on the coldest of nights. The priests of Sarenrae who have seen it claim that it is a sign of favor from their goddess.
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PERSONALITY
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For the most part, Solsyr typically comes across as quiet, even-tempered, and level-headed. But those who know him best know that his passionate devotion to Sarenrae can express itself in fiery ways. Such as in the face of irredeemable evil, he will unhesitatingly transform into a witting instrument of the goddess' divine wrath.
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BACKGROUND
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Solsyr has spent the majority of his childhood and adolescence raised in the Church of the Dawnflower in Absalom. After being trained from Acolyte to full Cleric, he has been preparing for the day that he will finally leave for the Crusade in Mendev. His particular connection to Sarenrae has always been influenced more by her wrathful aspect than by her gentler side, and he has always felt that the ultimate purpose of his calling was to become one of her earthly weapons, a living embodiment of the purifying flame that will one day cleanse Avistan of its demonic infestation.

Currently, Solsyr finds himself drawn to the north. Plagued by nightmare visions of Abyssal legions overrunning a faraway land, he realizes that his strength will be needed very soon by the Crusaders at the Worldwound. He travels to this cursed destination knowing full well that he may have to sacrifice everything in order to ensure that these demons are permanently purged from Golarion.