Darkmeer's page

Organized Play Member. 919 posts (3,217 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 12 aliases.


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Sorry to all. Have been working nights and tonight is the last night. I haven't even looked at anything because I have been working 12 hours and driving one hour each way.

It was definitely better than unemployment, but it took everything from me all month. I didn't even see my family for Christmas.

Will be posting a real post probably Friday after I recover.


Thanks. It's only one month. But it is better than unemployment.


Sorry for my missing posts this week. I will probably have more of the same until Thursday next week. Spotty internet is annoying. That and forgetting to bring the book.

I have been taking care of my grandfather this week on hospice. His kidneys are failing. So I haven't been able to put much together. I apologise to you all.


Alessand is probably the poorest AND most likely to be both accepted and marginalized at the same time. He is of Qadiran descent, but is also an aasimar. His faith has just come out of a long tenure of being illegal. So he will be both poor and cautious.

As to knowing anyone, Alessand would likely know Cyrene. Given that she does bodyguard work, she would likely have inspected his tools and other items to ensure he wasn't an assassin. Dirty peasant, yet he is an Aasimar. So strange.

That and he works from the Basilica of Aroden, so anyone with dealings there would know him through Father Basri.


I will have Alessand up by tomorrow evening. Also posting by mobile.

Alessand spends a great deal of time doing charity work and carpentry work, usually at the Basilica of Aroden. He is very poor, and his tools are the only thing of value he owns. He could have met anyone simply by virttof being a craftsman.

The intent is to play him as a holy man, with some really fun intricate parts to this later.

Congratulations everyone! And I hope all those who didn't make it find a game to play.

There are quite a few great choices here! I hope this pans out well.

Also note that Alessand is an Aasimar Hidden Priest Cleric.

@GM Thanks for the feats and spells! :)

I saw that in the player's guide. I was comparing between the two and Allessand sees the upper eschelon of Taldane society as too traditionalist. Thus still remaining hidden in his faith. That completes out the crunch for the character. That is the only difference in the above notes for the character. If you want, I can repost all of it in one post, but that's the only mechanical difference.

Okay Application requirements:


0-1) Done!
0-2) Download & read the Players Guide. DONE!
1) Develop character concept. Crunch does not need to be complete, but it can be. Character concept should include the following:
- Class- Cleric, Hidden Priest Cleric.
Domains: Healing and Heroism (Losing the 1st level Heroism and 8th level Healing domain abilities from the Hidden Priest abilities)
- Alignment NG
- Characters link to Taldor, and specifically Oparra: How long have you been in Oparra? Are you a resident? If not, why are you here now?
Alessand grew up in Poverty in the Narrows. He knew his mother, but his father died to some thug's knife, probably because of his Qadiran descent. He's a devout follower of Sarenrae. Despite his poverty, he made the trek over to Aroden's View, and became a follower of Father Basri. He feels sorry for Father Basri, despite not sharing his faith, he began working to help keep the old Basilica in shape, doing carpentry and carving work for him.
Alessand knows his true faith, Sarenrae, is strongly looked down upon, so he presents himself as a simple carpenter who is dabbling in Arcane magic, perhaps as a way to bridge the gap and bring back Aroden, or perhaps to simply combine Arcane and Divine magics, he is unsure.
What he is sure of, sadly, is that there is a great deal of poverty next to the wealth of the Taldor elite. He has a small home in the Narrows, and returns to it nightly, but he keeps a small lockbox hidden within a spot in the Basilica of Aroden where he helped to carve, so that he can keep what little coin he does earn. When he's not working for Father Basri, he is doing charity work, especially in the narrows. He rarely carries coin, instead bringing bread and vegetables to the needy, and small, hand-carved wooden figurines to the children to play with. It's not much, but he is trying.
More than once Alessand has been beaten, sometimes within an inch of his life. Each time he has felt that his life force struggled back to his body, and then he found himself awake, usually without the handful of things he was trying to give to the poor.
- Livelihood: How does/has your character make a living?
He works as a carpenter at the Basilica of Aroden as well as any other places that will allow him to work. He loves the simple work.
- Motivation: Why are you interested in Taldan politics? Why would someone take interest in you regarding politics?
He wants to see projects to improve the plight of the poor in Taldor. The narrows could be a much better place, and with less crime if they would simply invest. But the nobles don't want to do so.
Further, while he is a follower of Sarenrae, he feels that he is a divine messenger that will need to be heeded. All he needs is an ear.
- Rollplay vs Roleplay: How will your character contribute to the group in combat? What about out of combat?
In combat, he is a dedicated healer and very secondary warrior. I intend him to be highly charismatic and dedicated to light armor and a scimitar. Try to keep him moving and away from harm (he's not terribly strong).
- Progression: How do you plan to mechanically develop the character (ie dips, multiclassing, PrCs, etc)? If you don't have a plan yet, that is ok.
Cleric all the way. I do have questions in a separate spoiler. Mechanics are done except for the first level feat.
- Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-3 paragraphs of an overview. (IE what is your history, what are you doing now and what are you trying to achieve in the future): I put this in the character's link to Taldor. The only addition is that he's trying to improve the lot of the poor. Work programs, perhaps even expanding Oppara so that the Narrows becomes more open and crime less prevalent there, so people can have real homes.

As far as age, probably late 20's as far as age is concerned, young enough to be impetuous, but old enough to have seen the effect of poverty.

2) Let me know your time zone and the time(s) of day you will most likely be able to post.
CST: Currently unemployed, I prefer to post once in the evenings, but I usually check in the morning once and in the evening and post both times if needed.
3) Tell me about your experience with PbP? How many PbP games are you currently participating in?
I have played in one of your games before (it was a blast!), and I'm currently running two and playing in one. I have been on these boards and on and off of PbP for 8-ish years? I go through stretches after the games die where I won't play a PbP, but then I'll play if the right game/GM pops up. You are in that group, as is this AP.



Would it be possible to have the following:
from the advanced race guide, the following Feats:
at level 1 Angel Blood, at level 3 Channel Force, at level 7 or 9 Angel Wings (added not necessarily immediately, but at a story-appropriate time).

I'm picturing my character as a sort of a very religious character, one that will speak with force, with channel force not actually harming the characters he speaks to, but being able to push them back with his words it could be truly unnerving for some nobles. That, and later-on a pair of wings might just send some of them over the edge. Adding Improved Channel for the +2 DC at level 5 for the Channel Force would make that much more effective, then again, would it even work because it says "in addition to doing damage..."? The DC caps out at 15, but that's fairly high for a standard noble.

From Taldor, Echoes of Glory:
Since my character worships Sarenrae, and Oppara is one of the places that it is noted that they get beaten regularly, the spells listed under "Sarenrae under siege." There's Admonishing Ray (a nonlethal ray spell for level 2 clerics), and Enhanced Diplomacy (a level 0 +2 Diplomacy spell). Those would be awesome in a high RP game. The character isn't a murderer. Subdual is always better in city adventures.

Character so far:


Aasimar Cleric 1 (Hidden Priest Cleric of Sarenrae)
Defense [spoiler]
Initiative +1
AC 11, touch 11, Flat Footed 10 (+0 Dex, +)
HP9 (1d8+1)
Fort +3 Ref +1 Will +2
Concentration 1d20+3

Speed 30ft
Melee +1
Ranged +1

Str 12 Dex 12 Con 13 Int 14 Wis 15 Cha 16
BAB +0 CMB +1, CMD +2

Fast Talker (+1 Bluff, Bluff is a class Skill)
Young Reformer (+1 Disable Device, +1 Knowledge Local, Knowledge Local is a Class Skill)

Appraise: 0/can't use
Bluff +8 (1 Rank, +3 Charisma, +3 Class Skill +1 Trait bonus)
Craft, carpentry +6 (1 Rank, +2 Intelligence, +3 Class Skill) Background Skill
Diplomacy +9 (1 Rank, +3 Charisma, +3 Class Skill +2 Aasimar Racial Trait)
Disable Device +2/Can't use yet.
Heal +6 (1 rank, +2 Wisdom, +3 Class Skill)
Knowledge: Arcana 0/Can't Use
Knowledge: History 0/Can't Use
Knowledge: Local +6 (1 Rank, +2 Intelligence, +3 Class Skill +1 Trait Bonus)
Knowledge: Nobility +6 (1 Rank, +2 Intelligence, +3 Class Skill) Background Skill
Knowledge: Planes 0/Can't Use
Knowledge: Religion +6 (1 Rank, +2 Intelligence, +3 Class Skill)
Linguistics 0/Can't Use
Perception +4 (+2 Wisdom, +2 Aasimar Racial Trait)
Sense Motive +2 (+2 Wisdom)
Spellcraft 0/Can't Use

Common (Taldane), Celestial, Draconic, Qadiran

Racial Traits:
+2 Wisdom, +2 Charisma
Native OUtsider
Normal Speed (30')
Darkvision 60'
Skilled (+2 Diplomacy and Perception)
Spell Like Ability: 1/day: Daylight with a caster level equal to my class level
Celestial Resistance: Acid, Cold, and Electricity Resistance 5

Class Abilities:
Channel Energy 1d6
Domains: Healing and Heroism (Glory subdomain):
Power for Healing at first, sacrificed Glory Subdomain 1st level power, although I do still get the boon for the turning undead. Sacrificing the 8th level Healing domain power, so I am plugging that information in here too, so full progression for spells is out there.

Healing Domain:
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Heroism Domain:
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Divine Presence (Su): At 8th level, you can emit a 30-foot aura of divine presence for a number of rounds per day equal to your cleric level. All allies within this aura are treated as if under the effects of a sanctuary spell with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. These rounds do not need to be consecutive.

Activating this ability is a standard action. If an ally leaves the area or makes an attack, the effect ends for that ally. If you make an attack, the effect ends for you and your allies.

Domain Spells: 1st—shield of faith, 2nd—bless weapon, 3rd—Heroism, 4th—holy smite, 5th—righteous might, 6th—Heroism (Greater), 7th—holy sword, 8th—holy aura, 9th—gate.

False Arcanist (Ex): At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession. He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine.

For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher.

When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture. For example, a hidden priest of Sarenrae may use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus.

A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect).

This ability replaces one of the cleric’s two 1st-level domain powers (her choice).

Unseen Devotion (Su): At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other). This ability replaces one of the cleric’s two 8th-level domain powers (his choice).

Spell information and Spells Prepared:
Spells Per day:
0 - 3 DC 12
1 - 2+Domain DC 13
0: x, x, x
1: Domain, x, x

Light Load 43, Medium Load 86, Heavy Load 130
With MW Backpack STR 13: Light 50 Medium 100 Heavy 150
Total Gear Weight: pounds, Medium Load (plus the fraction that coin weighs is still well under a Heavy load)
Funds: 4 gold, 3 Silvers.

Dagger +1, 1d4 19-20 10' Range P 2#
Quarterstaff +1 1d6/1d6 20/x2 (Double Weapon, not going to use it as such), B 4#
Scimitar +1 1d6 18-20 x2 4#
Sling & 10 Sling Stones 1d4 x2 50' 5#
Studded Leather Armor +3 AC +5 Max Dex, -1 ACP 15% Arcane Spell failure 20 #
Heavy Wood Shield +2 AC -2 ACP 15 % Arcane Spell Failure 10 #
Masterwork Backpack. 4#
Bedroll 5#
Waterskin 4#
Masterwork Carpentry tools 5#
"holy symbol" as gloves (hold hand in specific position for holy symbol to be recognized, otherwise they appear as a paisley style pattern, paid for as a "silver holy symbol" for 25 gp.).
Artisan's Outfit (Carpenter) 4#
Traveler's Outfit 5#
1 day trail rations, 1#

Okay, a dot for interest. I saw this and wanted to play through it. I am thinking pure Cleric. I will have to look at the guide and put something together by tomorrow morning.


Yes, apologies. I was helping my grandparents this weekend. My grandmother is still unwell. Spent the weekend doing laundry, cleaning two houses (theirs and mine).

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Cole Deschain wrote:
This is an arena of human endeavor with a tragically massive body of literature...

Both sad and true. Humanity has a strong disregard for the other members of the species when they are not on the same "team.". Entire generations have been lost.

And yes, I recognize Asmodeus is my forum avatar, there is some irony in me saying it is sad and true.

Medusa cleric with stone to flesh and a hammer. That's cruel.

If you want torture, look up Roman torture techniques. They were very good at keeping their victims alive while doing things that make your skin crawl.

As a fellow gamemaster, please make sure your players are comfortable with that content. Some (okay, all) of it is truly disturbing.

The Ebon Triad doesn't need additional members, but perhaps using another member of the upper eschelon, trying to get the process right before hand. So, perhaps they find some notes, which they find later match the same process for the tree of shackled souls. Using a druid works just fine, although adding a low-level necromancer may also help. Someone with more access to transmutations and enfeeblement to weaken the body, so the soul may be stolen?

A minor modification, but it could work for you.

Thank you for choosing me, and to those left behind, I looked at all the other players, and I really liked the depth of everyone's character. You all did awesome I hope you all find great games soon!

My personal opinion is a second frontline or a second skill monkey, not knowing who the choices are.

Well, if we're set in Golarion, a Cleric of Abadar would be appropriate, since we'll need a banker for all the money the successful town will be making. Consider me interested with a human cleric of Abadar.

What, no love for
Sky Commanders


What about Inhumanoids?

Good luck everyone. There are some great submissions in here!

Boo on flooding, and good luck to all in the choosing.

My ISP has been really slow with Paizo in general since Friday, but I'm glad to see this level of interest. And week to go!

Hi Syrus, I'm not sure about the GM's feelings towards that, but the 3.5 Pelor had the following domains based on the Living Greyhawk 2.0 document dated March 2, 2005 (the last update I am aware of):

Glory (from Complete Divine), Good, Healing, Nobility (from Complete Warrior, or Sandstorm), Purification (from Complete Divine), Strength, and Sun.

Most if not all of these have either a subdomain or a proper domain that would be a great analogue. I love the fire domain as well, but Pelor's priesthood isn't an exact analogue to Sarenrae's.

GM: Please feel free to stomp me in the head if I overstepped my boundaries.

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Rosgakori wrote:
Darkmeer wrote:

Agreed that Holland nailed Spider Man. The two spoilers at the end were nice.

My thoughts with spoilers (including Ant Man spoilers... just in case)

** spoiler omitted **

I think the villains that are still alive could be there....mainly the Hulk's villains Abomination and Leader. Possibly some of those gifted folks from Agents of S.H.I.E.L.D. I hoped for some cameos or shout-outs to some old school villains though.

I just have to add again that I think RDJ was on the top of his game in this movie in terms of acting. The end fight alone was build up beautifully.

I agreed. RDJ did a great job of handling the very mentally scarred Tony Stark. The entire situation with Tony made perfect sense.

I'll add that Chris Evans did a phenomenal job as Cap (again). He hits that "good guy doing the right thing" idea in my mind very well. The entire situation made perfect sense.

As to Black Panther

I think that, since he is primarily an Internal warrior, generally outside of international affairs, I think he's a non-issue for the accords, except in the case of his hunting of Bucky.

Agreed that Holland nailed Spider Man. The two spoilers at the end were nice.

My thoughts with spoilers (including Ant Man spoilers... just in case)


1: Iron Man Vs. Cap at the end. Cap showed mercy, showing he understood Tony's feelings. I truly thought that Cap would die given the lasers in concrete blocks above him.

2: Scott Lang in Avengers, spoiler also for ant man it's one of the end scenes where they find out Falcon was looking for him. Lang actually LIKES Falcon and obviously likes Cap. Help Captain America? Yep. That's a good idea.

3: My original prediction, which was NOT posted, was the slaughter at the farm and Cap's death would occur. I was pleased with how they handled Civil War without either of those. If Cap had died, I would have guessed he would be raised when Infinity Gauntlet happened.

4: Bucky's involvement with many of Hydra's events really made me happy. Oddly, I was not upset by Nemo shooting (and killing) the extra winter soldiers. One less danger, honestly.

5: Zemo, as a villain, was wonderful. He did a good job of turning the heroes inward, which will play very well into Infinity Gauntlet, giving Thanos the upper hand initially. He planned, he played them against themselves, and fear was the motivation. Sadly, I don't see him as having the resources for half of what he did, so there's a plot hole here somewhere.

6: I'm glad the New Warriors were not involved. I was glad to see the Raft, but who the heck is on the raft other than the Avengers in the movie? This is where I get confused.

Wow. Just wow. And I'm glad to see their numbers down.

Holy cow. I've been quiet on the Paizo boards, just viewing a thread of interest (mostly lurking), but wow. That's a LOT of SPAM (not to be confused with the meat product, I'll eat that fried with plenty of mustard and dill relish).


Good luck, Iolana. I wish your family member well and an expedient recovery.

Yep. Both as a GM and a player, I feel that letting the other players and/or GM know is good form. It doesn't leave terrible feelings (although the loss of a game kind of stinks), but I'd rather know than suddenly have someone drop out with no warning whatsoever.

Thanks! I'll finish up the description and resetting of another profile so it matches.

Where in the FR are the characters? I'll have a description up tomorrow.

Presenting the unnamed elven wizard for approval.

Main stat line and gear:

(unnamed at the moment)
Elven Wizard (Universalist) 1
HP 6
AC 14, Touch 14, Flat-footed 10 (+3 Dex, +1 luck)
Fort +1 (+1 Luck)
Ref +4 (+3 Dex, +1 Luck)
Will +4 (+2 Class, +1 Wis, +1 Luck)

Str: 15
Dex: 16
Con: 11
Int: 17
Wis: 12
Cha: 12

Skills: 5 ranks (favored class bonus lv1 adds one rank)

Knowledge (Arcana) (Int) +7 ( 1 rank +3 Int, +3 class skill)
Knowledge (Religion) (Int) +7 ( 1 rank +3 Int, +3 class skill)
Knowledge (Nature) (Int) +7 ( 1 rank +3 Int, +3 class skill)
Perception (Wis) +4 (1 rank, +1 Wisdom, +2 Elf)
Spelllcraft (Int) +7 ( 1 rank +3 Int, +3 class skill)(+2 if identifying magic item properties)
Survival (Wis) +2 (1 rank, +1 Wisdom)

1: Point Blank Shot
W: Scribe Scroll
Nightflier bonus: Precise Shot
Instead of 2 traits: Luck of Heroes (Elven Court regional Feat)

Light load 66
Medium Load 133
Heavy Load 200
Currently carries: 48 pounds, light load

Weapons and gear
Shortbow +3 attack 1d6 x3 2 pounds (60' range increment)
40 arrows (6 pounds total)
Longsword +2 Attack 1d8+2 19/x2 crit, slashing 4 pounds
Dagger +2 Melee, +3 ranged attack 1d4+2 19/x2 crit, piercing 1 pound (10' range increment)

Backpack (2 pounds), Bedroll (5 pounds), 6 days trail rations (6 pounds total), waterskin (4 pounds), Flint and Steel, 2 scroll cases (1 pound total). 2 spellbooks, one for travel and one for safety (3 pounds each), 2 sunrods 2 pounds total, 10 sheets parchment (in scroll case), 1 vial of Ink, and 2 inkpens. Potion Belt (1 pound),Spell component pouch (1 pound), Cold Weather outfit (7 pounds), Traveler's Outfit (5 pounds)
0 GP 7 SP remaining

0-All Core Rulebook spells
1-Burning Hands, Color Spray, Mage Armor, Magic Missile, Obscurring Mist, Shield

Elven, Class, and Pathfinder Traits


Elven Traits
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal 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. See Additional Rules.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
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.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
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.

Favored class: Wizard

Universalist School
Wizards who do not specialize (known as universalists) have the most diversity of all arcane spellcasters.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (6 times per day)
Languages: This elf begins play speaking Common, Elven, Celestial, Draconic, and Sylvan.

Roll 1: 4d6 ⇒ (2, 5, 6, 3) = 16 14
Roll 2: 4d6 ⇒ (2, 4, 6, 5) = 17 15
Roll 3: 4d6 ⇒ (4, 2, 1, 6) = 13 12
Roll 4: 4d6 ⇒ (6, 1, 2, 1) = 10 9
Roll 5: 4d6 ⇒ (2, 5, 3, 3) = 13 11
Roll 6: 4d6 ⇒ (6, 5, 1, 4) = 16 15
Roll 7: 4d6 ⇒ (2, 6, 4, 1) = 13 12
Roll 8: 4d6 ⇒ (3, 5, 5, 1) = 14 13

Hmm... this looks like a fairly wicked cleric or elven wizard.

After reviewing, I'm thinking Elven Wizard as follows:
Str 15
Dex 16
Con 11
INT 17
Wis 12
Cha 12


Gorn here.

Will return to normal posting Sunday evening.

Someone in my family passed this morning, I will return to normal posting at that point.


Will return to normal posting Sunday evening.

Someone in my family passed this morning, I will return to normal posting at that point.

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I'm surprised no one mentioned Paladin from "Have Gun, will Travel."

Great TV series, and one of the few westerns I really enjoyed.

As a note: I did not watch the show on its original run.

Looking at the two, Tervon would assume ranger. Sorry about that.


Watching the exchange between the Kobold and the ranger, and realizing that these two have been nice towards each other unexpectedly, although the party is just getting warmed up.

After finishing his drink, he wanders around and sees a little slip out and about. Kneeling down to her eye level to be polite, he extends his hand outwards.

"And what errand would you be on, little slip?" He smiles genuinely.

A man wearing finery not usually associated with this bar hops into the fray of angry and confused boisterous voices. He begins to smile and open his act for the coming trouble, trying to bring humor and diffuse the situation.

"The smart money's not on the loud ones, that's fer sure, friend. Now, we can play nicely, or we can play mean. I think we all would like to avoid the Hellknights, heck, tyranny is best avoided if you can help it. Then again, I do recognize where we are." He shoots a smile at the bartender and eyes the old, grease stained and poorly maintained pistol.

Walking around the room, he begins to smile, seeing many like-minded souls, but, sadly, he cannot resist a joke as he walks around.

"And I believe your tender behind wouldn't last a day in either a Hellknight's or the royal prisons... then again, neither would mine!" He says as he sizes up Galen non threateningly, as most directors do when they decline to give Tervon the part...

He feigns an injury to his backside and limps to the bar, next to Galen and Mikhal.

Smiling, and looking back and forth between the two and back towards Lucina. "So, where do I sign up?"

Updated Tervon's stats as well, included gear this time!


Tervon Valsienne, AKA Tervon DuJoncleur
Human Rogue 1, Neutral Good
HP 8

Fort +0
Ref +5 (+2 Class, +2 Dex, +1 trait)
Will +0

Str: 14
Dex: 15
Con: 10
Int: 14
Wis: 11
Cha: 14 (+2 bonus applied here)

Child of Infamy +1 Perform (Act) and it's always a class skill +300 GP at beginning of adventure path
Deft Dodger +1 reflex saves.

Skills: 12 ranks
Acrobatics (Dex) +6 ( 1 rank +2 Dex, +3 class skill)
Bluff (Cha) +6 ( 1 rank +2 Cha, +3 class skill)
Diplomacy (Cha) +6 ( 1 rank +2 Cha, +3 class skill)
Disable Device (Dex) +6 ( 1 rank +2 Dex, +3 class skill)
Escape Artist (Dex)+6 ( 1 rank +2 Dex, +3 class skill)
Intimidate (Cha) +6 ( 1 rank +2 Cha, +3 class skill)
Knowledge (local) (Int) +6 ( 1 rank +2 Int, +3 class skill)
Perception (Wis) +4 (1 rank, 3 class skill)
Perform (Act) (Cha) +7 ( 1 rank +2 Cha, +1 Trait, +3 class skill)
Sense Motive (Wis) +4 (1 rank, +3 class skill)
Sleight of Hand (Dex) +6 ( 1 rank +2 Dex, +3 class skill)
Stealth (Dex) +6 ( 1 rank +2 Dex, +3 class skill)

1: Improved Unarmed Strike
H: Belier's Bite (Cheliax, Empire of Devils)

Class Features:
Sneak Attack +1d6

Gear: TBA 140 gp +300 GP from the trait to spend
Light load 58
Medium Load 116
Heavy Load 175
Currently carries: x pounds (dependent on apartment or not)
Unarmed Strike 1d3 x2 b
3 daggers 1d4, 19-20x2 1ea/3tot
Shortsword 1d6, 19-20 x2 2lbs
Sling 1d4 x2 10 sling bullets (5 lbs)
Masterwork Studded Leather Armor +3AC +5 max dex, 0 armor check 25 pounds.
Masterwork Backpack, 4 pounds (+1str for carrying capacity when worn)
2 pounds of marbles in the belt pouch
Bedroll 5 pounds
Belt Pouch .5 pounds
2 sunrods (2 pounds, not carried regularly)
Masterwork thieve's tools 2lbs
Courtier's outfit + 50gp jewelry (bracelet, necklace and signet ring) (6lbs)
Peasant's outfit (2lbs)
Traveler's outfit (5 lbs)

10gp 6 sp
(if using cost of living, the final ten gold will go towards a small apartment he can use to store a great deal of his gear when he doesn't need it to keep his load at a light load, leaving 6sp before his next "pay day")

I'm thinking a Child of Infamy rogue-actor with some light unarmed combat ability.

Thoughts on history/answering of the questions:

Tervon Valsienne has lived in Westcrown his entire life. Spending his youth learning the disciplines of unarmed combat and some light dueling, he was thrown out of that life when his patron and Uncle, Harkon Borusen, fled for Andoran amidst a scandal involving the summoning of an angel to combat the evils of Cheliax.

Unfortunately, Harkon was a well known as a patron of the arts, and his family ties were well known. Tervon's mother fled into the city's underground, to the acting guilds and hid with the lower classes in the mud and grime. About a year ago, Tervon's father, Xaldon, was found, publicly excrutiated, and the rest of the family absolved of the crimes of Xaldon and Harkon, who reportedly died in a clash with Hellknights charged with bringing him to justice.

Tervon had never seen either his father nor Harkon commit these blasphemies, and believes they were framed, losing faith in the system. Tervon, by this time, had grown into a man and had inherited Xaldon and Harkon's personality, quickly rising in the ranks of gutter fighters and actors, as well as more than a few street performers.

He's usually found daily performing as a juggler entertaining crowds in front of (GM's preferred playhouse here), or possibly doing improvisational acting to bring people into the seats. He makes enough, going by the stage name Tervon duJoncleur. Tervon lives in a small tenement with his mother, Cerise, as well as their servant, Orval.

About 6 months ago, a package arrived for Tervon, an inheritance and a letter from Harkon (a will, but Tervon refuses to believe Harkon is dead), stating plainly what Tervon believed, that Harkon was framed. Taking the funds included, he slowly began preparing, for what he could not know, but for something or some way to prove his family's innocence, and to remove the stain of infamy.

Stats roughed out (not final, need to purchase gear)


Tervon Valsienne, AKA Tervon DuJoncleur
Human Rogue 1, Neutral Good
HP 9

Fort +1 (+1 Con)
Ref +5 (+2 Class, +2 Dex, +1 trait)
Will +0

Str: 14
Dex: 14
Con: 12
Int: 14
Wis: 11
Cha: 14 (+2 bonus applied here)

Child of Infamy +1 Perform (Act) and it's always a class skill +300 GP at beginning of adventure path
Deft Dodger +1 reflex saves.

Skills: 12 ranks
Acrobatics (Dex) +6 ( 1 rank +2 Dex, +3 class skill)
Bluff (Cha) +6 ( 1 rank +2 Cha, +3 class skill)
Diplomacy (Cha) +6 ( 1 rank +2 Cha, +3 class skill)
Disable Device (Dex) +6 ( 1 rank +2 Dex, +3 class skill)
Escape Artist (Dex)+6 ( 1 rank +2 Dex, +3 class skill)
Intimidate (Cha) +6 ( 1 rank +2 Cha, +3 class skill)
Knowledge (local) (Int) +6 ( 1 rank +2 Int, +3 class skill)
Perception (Wis) +4 (1 rank, 3 class skill)
Perform (Act) (Cha) +7 ( 1 rank +2 Cha, +1 Trait, +3 class skill)
Sense Motive (Wis) +4 (1 rank, +3 class skill)
Sleight of Hand (Dex) +6 ( 1 rank +2 Dex, +3 class skill)
Stealth (Dex) +6 ( 1 rank +2 Dex, +3 class skill)

1: Improved Unarmed Strike
H: Belier's Bite (Cheliax, Empire of Devils)

Class Features:
Sneak Attack +1d6

Gear: TBA 140 gp +300 GP from the trait to spend

If they choose not to go back, I agree that the bodies will not be recoverable. I think allowing Occipitus to be a place to obtain other characters is feasable, please hear me out.

The Cagewrights likely use slaves of some sort, and there are several locations on Occipitus to allow characters to meet them, possibly adding a "slave rescue from the Cagewrights" encounter, or perhaps Alex saved them and they are reasonably equipped, but not perfectly equipped. This would allow you to foreshadow a cagewright that may or may not have been expected by the PC's, depending on how invested in the game they are. Perhaps the new PC had been following the Alex Tercival and got stuck as well, and, when Nabthatoron shows up, they jump into action to help?

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I wish I lived in Washington. I'd apply in a heartbeat if I did.


I'm a little worried about that myself. Nicat's player disappeared, and I hope that doesn't bode poorly for his return.

If so, are we open to recruiting one or two more players?

This is dependent on the GM wishing to do so, but the Rusty Dragon would be a great place to meet new PC's if we need a "refill."

I'm having a blast with both Darpan and Ulrich's characters, and I hope you two are enjoying Chavana's as well. Nicat is a lot of fun, too, but I don't know what's going on, since his last real post was mid-September.


Sadly, I won't make it to Gencon this year. I think 2014 looks more promising for that. The fact I'm only 2.5 hours away from Indy makes it that much more frustrating. :/

Some mild issues cropping up, posting schedule should return to normal by the end of the week.


That was my initial concern as well. I wanted to continue, but with so much and two of us dropping and another unheard from... :(

That begs the question whether everyone else is okay?


Understood. I'll close this out of my active list then as well. Thank you all for a good game, short lived as it was.


Anyone still following? Last post was 10 days ago. Are Shishka and Rellen's player's okay (asking)? Are you OK Yorrick?


Yay Internet! I have the internet again!


Lots of fun around here. My internet issues should be fixed by next week. Here's hoping.


Nah.. Still having fun internet issues. Have internet for HOURS, but when I can actually use it... it's gone. Lucky tonight I guess.

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