Answers for orbs: ”Please state your name, your place of origin and how you came to this building today. Please address the orbs.” My Name is Garl, I have no last name that I know of but I am named after Garl Glittergold the God. I was born in a small town that I care not to remember any more “What horrors, seen or unseen, known or unknown, scares you or keeps you up at night?” what keeps me up at night? hmm... I am afraid of burning to death. That will hurt a lot. burning. yuck, I'd rather freeze then burn. “Do you value individual freedom and choice?”
“What languages do you speak? Which do you care to learn?”
“Where do you see yourself in ten years’ time?”
“Will you be able to work with, negotiate with or support a goblin,
I hold no grudge towards any of them. as long as they bare me no harm or my wolf no harm then I can work with them “Do you think you work well with others?” As long as people respect my space and they understand that I am looking out for myself and swift first and them second then yes. “If you see innocents suffering will you break from the mission to resolve the issue?” I have an issue if innocents suffer, but if there is nothing I can do about then there is nothing I can do. but if I can save them, I will try my hardest to save them. “Besides wealth, what else will you work for?” Wealth isn't everything, I am working towards getting my full induction into the druids circle they have sent me to find a quest worthy of joining their circle. I'd be the first gnome in their circle. “Will you obey the law even if you feel it is unjust and goes against your beliefs?” With a Moral code like mine, it is follow the rules do what you can to be within the rules and you will be good “What can you offer the team?” being not only able track and to be a guide in any landscape, I am a great linguist as I have said before, and I have swift, with swift by my side there is nothing that I can't do “Are you willing to endure suffering to complete the mission?” Suffering? what do you mean by suffering? you mean like being tortured? oh heck no. I will not be tortured for something. that's just not going to happen on that. “Complete the mission or save your companions- choose one. And why?” I gather it would depend on how the companions treated me, but I would say that most likely if a strong bond has grown then I would save them, but if not complete the mission. "Who do you pray to?"
I'll have up the answers a little later today but here is Garl (if chosen I will create a profile for him) Garl the gnome:
Garl Male traveller gnome druid (wolf shaman) 1 (Pathfinder RPG Advanced Player's Guide 103) N Small humanoid (gnome) Init +3; Senses low-light vision; Perception +9 -------------------- Defense -------------------- AC 14, touch 12, flat-footed 13 (+2 armor, +1 Dex, +1 size) hp 10 (1d8+2) Fort +3, Ref +1, Will +5; +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells Defensive Abilities defensive training -------------------- Offense -------------------- Speed 20 ft. (15 ft. in armor) Melee scythe +0 (1d6-1/×4) Special Attacks hatred Spell-Like Abilities (CL 1st; concentration +2) 1/day—arcane mark, comprehend languages, message, read magic Druid (Wolf Shaman) Spells Prepared (CL 1st; concentration +4) 1st—aspect of the falcon[APG], deadeye's arrow 0 (at will)—enhanced diplomacy, know direction, read magic -------------------- Statistics -------------------- Str 9, Dex 12, Con 12, Int 15, Wis 16, Cha 12 Base Atk +0; CMB -2; CMD 9 Feats Mounted Combat Traits etymologist, excitable Skills Acrobatics -2 (-10 to jump), Handle Animal +5 (+9 to force this mount into an Unnatural Aura.), Knowledge (nature) +8, Perception +9, Ride +2 (+6 to force this mount into an Unnatural Aura.), Spellcraft +6, Survival +9; Racial Modifiers +2 Perception Languages Common, Draconic, Druidic, Dwarven, Gnome, Goblin, Sylvan SQ magical linguist, nature bond (wolf named swift), nature sense, wild empathy +2 Other Gear leather armor, scythe, backpack, belt pouch, blanket[APG], flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 74 gp -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype. Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells. Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. Sift the wolf: swift
GM Note if I am selected I will create a new profile for him
Craft(Cheese)Cherry Tomatoes Filled with Goat Cheese : 1d20 + 14 + 5 ⇒ (12) + 14 + 5 = 31 Craft(Cheese)Figs with Ox Cheese, Pecans and Wild Boar Bacon: 1d20 + 14 + 5 ⇒ (7) + 14 + 5 = 26 Craft(Cheese)Buffalo Cheese- Cheesecake: 1d20 + 14 + 5 ⇒ (1) + 14 + 5 = 20 Diplomacy: 1d20 + 1 ⇒ (2) + 1 = 3
"Greetings! I am Lord Schmultzfeather, and this is Lady Schmultzfeather. Who are you, and why do you want to be a chef at my fine new restaurant?" Greetings Lord and Lady Schmultzfeather, my name is Bahram Von-Humperdinck at your service, I want to Cook at your restaurant because I know that it is the finest establishment this side of the sea. I am looking forward to becoming your next Cheese chef! "I see; I see. Which is your Consumable Specialty?" Ah, as you will surely taste my specialty is Cheese, but not just one cheese all types of cheese from Goat cheese to Ox cheese to the rare Buffalo cheeses. "Please describe the three Consumable Specialty samples you have brought as we taste them now..." Yes sir, Frist you will taste my Appetizer Cherry Tomatoes Filled with Goat Cheese. Next is my Main course Figs with Ox Cheese, Pecans and Wild Boar Bacon, And for dessert today we have a Buffalo Cheese Cheesecake. Each Cheese you will find has a distinct flavor profile, and an earthly aroma. "Interesting flavors! Now, explain exactly why I should hire you (and not someone else) for this elite position." My Liège, I have been trained by the best of the best at the culinarian school in Absalom, and I have been looking for a place to give my skills to. So I can Hone them even more and make it so that I am the greatest Cheese chef in the world "If you had to describe yourself in three words, what would they be?" [i] Bold, Daring, and Triumphant "Finally, please indulge me a strange question: What makes you laugh the most?" What makes me laugh sir? Hmm… what really makes me laugh is a good joke or two, after a pint or three of good dwarven ale. "Thank you; thank you. You'll be called for if you are chosen. Next!"
@Nohwear Any chance of allowing an Aegis? http://www.d20pfsrd.com/psionics-unleashed/classes/aegis Okay so I forgot to mention Psionics are off limits, Sorry. @Brass Legionary http://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp /skinwalkers-10-rp#TOC-Weretiger-Kin-Fanglord At this time I think that I am going to have to say no on this as well, but please feel free to submit something else @Everyone
Krumthi
DM Beckett wrote:
it would be the the PFS. I have played on here before, I have played other places online and I have played many time IRL. So the society is what would be new for me, I joined a long time ago but never had the chance to do anything with it. I am going to Gen-con this year so I wanted to be able to play there.I am thinking that I am going to start a rouge from what it looks like on the boards, and that it the type that I am most comfortable with anyhow. So if you would have me. I will get the stuff together tonight when I get off of work.
GM Sorry it took forever for me to get this. I have had Kids and life to deal with over the weekend. Backstory for Harvey Dagger Born on a pirate ship. Raised by Jackson "white beard" Dagger, and mother Jackie "loose goose" Dagger. White beard was a lesser known pirate who for years before having his own ship worked for some of the fiercest pirates of the Shackles. From the age of 12 he was exclusively on pirate ships. He spent many of years in the rigging and swabbing the deck. He was taught the ways of the gun by his dad's ship's gunner Jakes Magpie. He was one of the best gunners in the shackles. After his father was killed he lead the ship for a while. His mother became ill and he gave the ship off to his first mate Crowly Yanker. He spent 3 years at his mothers side while she was ill. After his mother died he went back out to sea to find his ship. While on a raiding party the ship that he was on was attacked by the Smiling Bastard. his ship quickly over powered our little crew and he press ganged us into service. Before the mutiny happened he made some really close friends and helped out with that mutiny .
Harvey Dagger:
Harvey Dagger Male Human Gunslinger (Buccaneer) 5 CN Medium humanoid (human) Hero Points 1 Init +5; Senses Perception +9 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 deflection) hp 34 (5d10) Fort +4, Ref +7, Will +1; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm Resist electricity 2 -------------------- Offense -------------------- Speed 20 ft. Melee cutlass +5 (1d6/18-20/×2) Ranged pistol +4 (1d8/×4) and . . pistol +4 (1d8/×4) -------------------- Statistics -------------------- Str 11, Dex 16, Con 10, Int 14, Wis 11, Cha 16 Base Atk +5; CMB +5; CMD 19 Feats Far Shot, Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Reload, Sea Legs, Two-weapon Fighting Traits besmara's blessing, black powder fortune Skills Acrobatics +10 (+6 jump), Bluff +5, Climb +7, Craft (firearms) +8, Handle Animal +9, Intimidate +13, Knowledge (local) +7, Perception +9, Profession (sailor) +9, Sleight of Hand +8, Swim -1 Languages Common, Orc, Sahaugin SQ deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge, deed: pirate's jargon, deed: seadog's gait, deed: utility shot, exotic pet, grit, hero points, liquid courage Combat Gear Potion of barkskin +2, Potion of cure light wounds (2), Potion of invisibility, Potion of water breathing, Liquid blade; Other Gear +1 Eel Hide Studded leather armor, Cutlass, Firearm bullet (50), Firearm bullet, silver (5), Pistol, Pistol, Ring of protection +1, Backpack (empty), Bandolier (empty), Bandolier (empty), Bedroll, Flint and steel, Gunslinger's kit, Gunsmith's kit, Powder horn (empty), Waterskin, 2565 GP -------------------- TRACKED RESOURCES -------------------- Besmara's Blessing (1/week) - 0/1 Firearm bullet - 0/50 Firearm bullet, silver - 0/5 Grit (3/day) - 0/3 Grog - 0/2 Liquid blade - 0/1 Liquid Courage () - 0/0 Potion of barkskin +2 - 0/1 Potion of cure light wounds - 0/2 Potion of invisibility - 0/1 Potion of water breathing - 0/1 -------------------- Special Abilities -------------------- Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result. Black Powder Fortune When wielding a firearm, +2 to saves vs. curse, fear, and emotion effects. Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first. Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check. Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack. Deed: Pirate's Jargon (DC 15) (Ex) Target must save or become confused for one round. Deed: Seadog's Gait (Ex) Spend 1 grit point to ignore difficult terrain until end of turn. Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm. Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks. Exotic Pet (Ex) Gain evasion when pet is within 30 feet. Far Shot Halve the range increment penalty for extended range. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Liquid Courage () Gain grog points that can be used in place of grit points. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm. --------------------
Jackson the monkey: Jackson Male Monkey N Tiny magical beast (animal) Init +2; Senses low-light vision; Perception +9 -------------------- Defense -------------------- AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural) hp 17 (1d8) Fort +4, Ref +6, Will +2 -------------------- Offense -------------------- Speed 30 ft., climb 30 ft. Melee bite +9 (1d3-4/×2) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Base Atk +5; CMB +5; CMD 11 Feats Weapon Finesse Tricks Break Out [Trick], Burglar [Trick], Come [Trick], Fetch [Trick], Maneuver [Trick] (Steal), Seek [Trick], Sneak [Trick] Skills Acrobatics +18, Climb +18, Handle Animal +0, Intimidate +2, Perception +9, Sleight of Hand +7; Racial Modifiers +8 Acrobatics SQ break out, burglar, hero points, improved evasion, sneak -------------------- TRACKED RESOURCES -------------------- . . -none- -------------------- Special Abilities -------------------- Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature. Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out. Climbing (30 feet) You have a Climb speed. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Sneak [Trick] Creature stays hidden.
Krumthi wrote:
Bahram Horsethief:
as a kid, Bahram was always a loner, and always loved nature. He spent most of his time alone with the animals on the farm. He came across this horse one day while he was just wondering along, He saw how abusive the pervious owner was to this young horse. He carefully watched and found out where the horse was stabled the next night. He went and freed this horse who is now his compaion. This horse named Copenhagen.
Now that it is his time to explore the world, he has come to create his own grove and create something more maybe.
So that Finalizing him up here, GM, Sorry for the multiple post but this week is heck here at work. But normally I can post multiple times aday. The only thing is with me is weekends, because I do have kids that it is really hard for me to post on the weekends but I try. I can not promise about those but I try.
Here is my final submission minus the background, I will get that up when I get to work later today Char: Unnamed Hero Male Human Druid 1 CN Medium humanoid (human) Hero Points 1 Init +2; Senses Perception +8 -------------------- Defense -------------------- AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex) hp 10 (1d8+2) Fort +4, Ref +2, Will +5 -------------------- Offense -------------------- Speed 20 ft. Melee scythe +2 (2d4+3/×4) Druid Spells Prepared (CL 1st; concentration +4): 1st (2/day)—obscuring mist, cure light wounds 0 (at will)—purify food and drink (DC 13), read magic, enhanced diplomacy -------------------- Statistics -------------------- Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 13 Base Atk +0; CMB +2; CMD 13 Feats Boon Companion, Eschew Materials Traits child of nature, horse lord (kelishite), pioneer Skills Handle Animal +5, Heal +7, Knowledge (nature) +8, Perception +8, Ride +0, Spellcraft +5, Survival +9 (+11 to find food and water) Languages Common, Druidic SQ hero points, nature bond abilities (horse, horse), spontaneous casting, wild empathy Other Gear Hide shirt, Scythe, Backpack (empty), Belt pouch (empty), Bit and bridle, Druid's kit, Riding kit, Saddlebags (empty), Spell component pouch, 76 GP -------------------- TRACKED RESOURCES -------------------- . . -none- -------------------- Special Abilities -------------------- Animal Companion Link (Ex) You have a link with your Animal Companion. Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD). Child of Nature (Knowledge [nature]) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Horse Lord (Kelishite) +2 bonus on Handle Animal, +1 bonus on Ride checks with horses Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells. Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. ---------------------- Horse Horse N Large animal Init +1; Senses low-light vision, scent; Perception +5 -------------------- Defense -------------------- AC 15, touch 10, flat-footed 14 (+1 Dex, -1 size, +5 natural) hp 13 (+4) Fort +5, Ref +4, Will +1 -------------------- Offense -------------------- Speed 50 ft. Melee bite +3 (1d4+3/×2) and . . 2 hooves +3 (1d6+3/×2) Space 10 ft.; Reach 5 ft. -------------------- Statistics -------------------- Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +5; CMD 16 (20 vs. trip) Feats Improved Natural Armor Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Work [Trick] Skills Perception +5, Stealth +1 SQ combat riding, hero points, work -------------------- TRACKED RESOURCES -------------------- . . -none- -------------------- Special Abilities -------------------- Combat Riding [Trick] The animal has been trained to bear a rider into combat. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ feet by sense of smell. Work [Trick] The animal pulls or pushes a medium or heavy load.
So here is my Intrest Dot. I will flush it out a little more when I have time but here are some of the important things Character: Name: Bahram Horsethief Race: Human Class Druid Stats: STR 14 DEX 14 CON 14 INT 12 WIS +2 16 CHA 13 ---- Traits:
You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. Benefit You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. Horse Lord You grew up horse racing along the plains. Benefit You gain a +2 trait bonus on Handle Animal checks, and a +1 trait bonus on Ride checks. This trait applies only to horses. Child of Nature You have been blessed by the God of Nature to be as comfortable in the wilderness as you are at home. Benefits: You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you. God
Personality:
********Krumthi's Submission******* Drake Ghosthowl:
Drake Ghosthowl Male Human Gunslinger (Mysterious Stranger) 1 NG Medium Humanoid (human) Hero Points 1 Init +6; Senses Perception +4 -------------------- Defense -------------------- AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) hp 10 (1d10) Fort +2, Ref +4, Will +0 -------------------- Offense -------------------- Speed 30 ft. Ranged Double-barreled musket +3 (1d12/x4) and . . Double-barreled pistol +3 (1d8/x4) -------------------- Statistics -------------------- Str 12, Dex 14, Con 10, Int 13, Wis 10, Cha 18 Base Atk +1; CMB +2; CMD 14 Feats Cosmopolitan (Stealth, Disable Device), Gunsmithing, Improved Initiative Traits Child of the Streets, Killer Skills Acrobatics +5, Climb +0, Craft (firearms) +5, Disable Device +5, Escape Artist +1, Fly +1, Knowledge (engineering) +5, Perception +4, Ride +1, Sleight of Hand +6, Stealth +5, Swim +0 Languages Catfolk, Common, Dwarven, Gnome SQ deed: deadeye, deed: focused aim (+4), deed: gunslinger's dodge (+2 ac), grit, hero points Other Gear Hide shirt, Double-barreled musket, Double-barreled pistol, 150 GP -------------------- TRACKED RESOURCES -------------------- Grit (4/day) - 0/4 -------------------- Special Abilities -------------------- Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first. Deed: Focused Aim (+4) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Killer Add weapon's critical modifier to its critical bonus damage. -------------------- Five background and concept elements important to Drake Ghosthowl 1.I had always grown up on the streets and was always hiding from the law and other vagabonds, I never really considered myself a thief just a lone stranger who was always alone ( Child of the Streets) 2.I had to prove himself at a very young age. he was being terrorized by a couple of bullies. I ended joined up with little band of other children and we banded together and I ended up killing a local baker (Killer) 3. Since I was alone on the streets I needed to learn the skills that would keep me alive ( Cosmopolitan Feat ( Stealth and Disable Device). So I took up some dishonorable skills that ended up helping me in the end. 4. I have always been quicker then others on the draw. I have learned how to anticipate the foes movements and actions before they even knew what they were doing (Improved Imitative) 5. I had finally come to my own when I stole a gun from a local shop and learned how to shoot. This was something that had changed my life. I started a life as a mercenary and then ended up my way on to the Royal Homeland Constabulary after many years of trying, ( Class Gunslinger). I still like to keep myself and only take small limited groups or solo missions alone. ( mysterious Stranger) Two goals that are important to Drake.
Two secrets about Drake, one that he knows, and one that he not yet aware of. 1. (known) I have a bad habit of using Fey Pepper, I have been using it since I was a boy.
Four people that are tied to Drake, three are friends and one is an enemy 1. Katrina, Former Lover, she was the only person whom really I cared about at all. I told her things about me, and she is the reason why I started using Fey Pepper is to get a glimpse of her. 2. Robo. Robo is my (Disposable Simulacrum. Theme Feat)He is the only thing that I care about at the moment, I talk to him like he is a human being and he is my only true friend 3. Raskle (barkeep) During my Childhood, this old fellow let me hold up in the bar when the weather got really bad, he was like a father figure but only when his needs suited him. I was there for him when I could be but now, I travel and send him coin every once in a while and I go and check up on the old man. 4.(enemy) I made one enemy in my entire life that I have not killed yet, and that is Kylar Stern. He is an evil assassin who I have been trying to kill for years, he is a sly fellow, and the reward on his head is high enough, that the one time that I did find him, I missed the shot. I vowed to kill him as he has vowed to kill me, Luckily in the past 3 months I haven't heard hide nor hair of him. Three memories, mannerisms or quirks Drake possess 1. I am very obsessive about my guns, I have been known to as soon as a fight is over to get out my cleaning kit and make sure it is cleaned and oiled, and reloaded. 2. My hands have to be doing something, I am always fiddling or cleaning or working on my little side projects, I have things kept all nice and neat. 3. I will only speak when spoken directly too. I never offer my option on what matters to others unless asked, and I will only choose whatever suits my need not the correct need. I am subtle yet almost rude to other people *****************
I have my information in the spoiler there, I have a alias already made for a different character called Drake, but Since I haven't used it in a while and this one sounds like it might be interesting, I will be using that same name
If the weapons are something that is out of reach let me know and I can change them..
How To Apply
Character Creation
If there's a Paizo-created source that you'd like to use that I haven't listed here, please let me know. Character Questions
I'll be looking to fill all four core roles (martial, arcane, skill and divine), so make sure it's clear what your contribution to the party will be. I realize hybrid characters make this difficult. Player Questions
Drake Ghosthowl:
--------------------------------------------------------------- Drake Ghosthowl Male Human Ranger 3 LN Medium Humanoid (human) Hero Points 1 Init +5; Senses Perception +6 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 32 (3d10+6) Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +6, Will +1 -------------------- Offense -------------------- Speed 30 ft. Melee Handaxe +2 (1d6+1/x3) and . . Scimitar +2 (1d6+1/18-20/x2) Ranged Darkwood Composite longbow (Str +3) +4/+4 (1d8+2/x3)-Rapid Shot.. with out +6 Special Attacks favored enemy (goblinoids +2) Ranger Spells Prepared (CL 0): -------------------- Statistics -------------------- Str 13, Dex 16, Con 14, Int 14, Wis 10, Cha 12 Base Atk +3; CMB +4; CMD 17 Feats Endurance, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot Traits Devotee of the Green (Knowledge [nature]), Reactionary Skills Bluff +1 (+3 vs. goblinoids), Climb +7, Handle Animal +7, Heal +6, Knowledge (geography) +9 (+11 vs. goblinoids, +11 while in forest terrain), Knowledge (nature) +9 (+11 vs. goblinoids), Perception +6 (+8 vs. goblinoids, +8 while in forest terrain), Ride +9, Sense Motive +0 (+2 vs. goblinoids), Spellcraft +8, Stealth +9 (+11 while in forest terrain), Survival +6 (+8 vs. goblinoids, +8 while in forest terrain, +7 to track), Swim +1 (+5 to resist nonlethal damage from exhaustion) Languages Common, Cyclops, Elven SQ combat styles (archery), favored terrain (forest +2), hero points, track, wild empathy Combat Gear Potion of barkskin +2, Potion of cat's grace, Potion of cure moderate wounds, Potion of invisibility; Other Gear Leaf armor, Arrows (40), Darkwood Composite longbow (Str +3), Handaxe, Scimitar, 547 GP -------------------- TRACKED RESOURCES -------------------- Arrows - 0/40 Potion of barkskin +2 - 0/1 Potion of cat's grace - 0/1 Potion of cure moderate wounds - 0/1 Potion of invisibility - 0/1 -------------------- Special Abilities -------------------- Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue. Far Shot Halve the range increment penalty for extended range. Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids). Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest). Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Track +1 Add the listed bonus to survival checks made to track. Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy. I got the items on there, but not 100% of the gear if selected I will post the gear afterwards. There is a alias for this but right now it is being used for a dead campgain I want to leave it like that till I know I get this spot sir.
Unnamed Hero
This is my final one! I have decided, I haven't came up with a name yet, but I swear this is all.
So sorry I have been gone a while, it's been a f'ed up month with me.
About Seishin of the Wheel--------------------
Racial Traits:
Lifebound: Samsarans gain a +2 racial bonus on all saving throws to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks to stabilize if reduced to negative hit points.
Samsaran Magic: Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day— comprehend languages, deathwatch, and stabilize. The caster level for these effects equals the samsaran’s character level. Shards of the Past: A samsaran’s past lives grant her bonuses on two skills. The samsaran chooses two skills—she gains a +2 racial bonus on both, and they are always class skills for her. Once made, this choice can’t be altered. (Diplomacy & Perception) Class Features:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
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. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). 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. Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. 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). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. Madness Domain:
Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + 1/2 your cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive. Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird. Good Domain:
Granted Powers: You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only). --------------------- Background --------------------- My past is not a long one… at least, not within this lifetime. I was reborn here, in these lands you call ‘Varisia’—far from the lands my past lives call home. For many years, I called the city of Magnimar home. I had a family--a father, mother, parents... siblings. Not like me, but their hearts were kind enough to take in a child of the Wheel. I suppose my childhood could be called normal. I experienced all the joys and pains of growing up; the hollow feeling of isolation from one's peers, the fluttering, maddening lightness of a first... infatuation, the joy and comfort of belonging to a group... even if said group would get themselves into no end of mischief. Eventually, the walls of Magnimar grew too confining, and I set off on my own. Throughout it all, my shards of past memories would sing to me the praises of the Prince of the Moon--His parables that warned against pride, His lessons of wisdom, His mantras of kindness and awareness that provided direction and purpose in a sometimes-cruel world. I do not know why He decided to have me reincarnate in your lands, but what point is there in questioning His holy will? In all of my lifetimes, I still remember that He has always watched over me, guided me and nurtured me—and in return, I am His voice in this world. I take it you do not believe in reincarnation? That this life is all you have, with no chances to begin anew? It is a difficult thing to accept, but I assure you, it is very real. To be able to learn from mistakes made in this life, to learn, adapt and improve for the next… it is a concept that provides me with more comfort than the idea that the only life that matters is this one. That being said, do not mistake me—I am not eager to leave this life behind until I have lived it to the fullest. My journey to Sandpoint was proof enough of that. I was… inattentive. My vigilance lapsed as I walked upon the roads, letting the light of Tsukiyo illuminate my way. I had faith that the Prince of the Moon would not let His servant come to harm… but I learned that night that one cannot expect the Gods to do all the work. He gave me the senses to see, hear and smell danger approaching—but they are worthless if I do not use them. I was beset by goblins as I camped along the road. I fended them off as best I could, but there were too many, and I was cornered. I was not prepared to die that night—not when there was so much I had left to do. Besides, being slain by goblins would have been utterly embarrassing. But she appeared—the elven ranger that saved by life. A volley of arrows pierced goblin flesh, sending them into a panicked rout. Another volley, and the stragglers were all felled. She stepped into the firelight, with hair of spun sunlight and eyes of a piercing blue… …and she was kind enough to help me get to town. I owe her a great deal, and that’s why I’m here. This is the beginning of a new leg of my journey, and what better way to start it than by repaying a debt? ---------------------
Seishin is a patient and quiet man, preferring to listen carefully to everything around him before offering his input on things. He offers a sympathetic ear to those in distress and is known to do his best to help them deal with their woes—usually, by trying to comfort them with how they can learn from their mistakes in preparation for their next life. He is reluctant to bring violence to others, believing that the only way a soul can truly achieve enlightenment is to live a long and fulfilled life, and sometimes this causes him to be slow to act when others are in peril. He is currently interested in the elven ranger that saved him from goblins on the road to Sandpoint—the local heroine, Shalelu. ---------------------
(Faith) Reincarnated: You lived a previous life as someone—or something— else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects. ---------------------
Background Skills
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Money: 110.16 GP Carrying Capacity: Current Load: ---------------------
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GM Questions!:
-Who are you and how are you doing? - I'm doing just fine. I've been on these boards for a few years now.
-How often do you tend to post? - I try to post at least once a day, every day to keep games moving, but sometimes life can get in the way. I'll try to give advance notice if that's the case. -What kind of tone are you looking for in this game? - I'd love to explore themes of love, enlightenment and what they really mean when tied together with this character. Tone-wise, I'm down for either a serious or a light-hearted game. -What do you expect out of your fellow players? - Preferably to get along and to play characters with interesting backstories and goals. -What do you expect out of me (the GM)? - I'd appreciate a regular posting rate and fairness. Otherwise, I'm interested in seeing what your GMing style is like for myself. -What is your comfort zone? Where's the line for you in RP terms? - See the spoiler below. -How do you see your character progressing as a character? - I'm planning to build him mainly as a support-based character, providing buffs and some face skills. Pure cleric all the way. In terms of personality, I'm planning on having him become curious about the homelands of his own people and coming to believe that actually living life and developing friendships with others is what actually leads to enlightenment instead of self-isolation. About Comfort Level:
Regarding this campaign, while I'm not averse to adult themes and other mature subject matter, I believe it should be handled carefully. I'm comfortable with most subject matter, so long as the GM asks the player/players if they're comfortable with the subject as well. |
