Ancient Solar Dragon

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15 posts (20 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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Hello everyone,

I've unfortunately lost my go to online gaming community, so I'm doing a reverse recruiting post and looking for an ongoing group to play with! Hopefully, that's OK to do.

Basically, what I'm looking for is a group which is playing together for the long haul, rather than just one module. I prefer Pathfinder or AD&D 3-3.5. As well, I prefer higher level campaigns. That's about it with respect to my requirements. I have a ton of time to offer and I'm a player who's eager to be active and involved. Already established groups looking to add someone new are fine with me.

Would anyone have anything to offer? Most posts are offering single module games, so that's why I'm making this post about something ongoing. Please feel free to PM me if you prefer not to do a reply post.

Thank you!


Looking forward to selections, as well! I've had my eye on this campaign for a long while.


Crossing my fingers about this campaign! Looks like there's going to be a ton of competition, after all.

Happy Easter, folks.


Here is my submission! I hope he's to your liking.

Sheet:
Malachi Amarr
Male Aasimar paladin 10 (Lathander)
LG Medium outsider (native)
Init +5, Senses darkvision (60 ft.); Perception +10
Aura aura of courage, aura of good, aura of resolve
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 100 ((10d10)+30)
Fort +13, Ref +8, Will +13
Resistances acid 5, cold 5, electricity 5
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OFFENSE
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Speed 30 ft. Fly 30 ft. (Average)
Special Attacks Channel Positive Energy (5d6, DC 19), Smite Evil,
Innate Spell-Like Abilities daylight (1/day), sunbeam (DC 24,1/day)
Class Spell-Like Abilities detect evil (at will)

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STATISTICS
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Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 18,
Base Atk +10; CMB +13; CMD 24
Feats Angelic Blood, Angel Wings, Heavenly Radiance, Improved Initiative, Weapon Focus (Greatsword)
Skills Diplomacy +15, Fly +10, Knowledge (Religion) +10, Perception +10, Sense Motive +7, Spellcraft +6, Use Magic Device +6,
Traits Sacred Touch, Undead Slayer (Pharasma),
Languages Celestial, Common, Draconic
SQ aura of courage, aura of good, aura of resolve, celestial language, celestial resistance, celestial spirit, mercy (cursed), darkvision, detect evil, mercy (diseased), divine health, lay on hands, mercy (poisoned), skilled, spell-like ability, stats, sunbeam,
Combat Gear
Other Gear Holy Symbol, Tattoo (Forehead)
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SPECIAL ABILITIES
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Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a strong good aura.

Aura of Good

Aura of Resolve (Su) You are immune to charm spells and spell-like abilities. Each ally within 10 feet of you gains a +4 morale bonus on saving throws against charm effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 10 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 2 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 5d6 (DC 19 for half) /day. You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 19 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.

Mercy (Cursed) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Curse with a caster level of 10.

Darkvision See in the dark up to 60 ft.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Mercy (Diseased) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Remove Disease with a caster level of 10.

Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 9 times per day. With one use of this ability, you can heal 5d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 5d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.

Mercy (Poisoned) (Su) Whenever you use Lay on Hands to heal damage to one target, the ability also acts as Neutralize Poison with a caster level of 10.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 4 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +4 to your attack rolls and +10 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +20. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +4 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.

Stats +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Sunbeam By expending a use of daylight, you may use this spell as a spell-like ability.
(Heavenly Radiance feat)
Undead Slayer (Pharasma) Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed, so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage against undead.


Sent you a PM with a couple of questions, but otherwise, posting to register my interest!

I'd most likely put forth an Aasimar paladin. A mote of light in the darkness of the maze, shall we say, defying the will of its demonic ruler.


Stat Block:
Malachi Amarr
LG Aasimar Male (Outsider/Native subtype)
Class: Paladin (Favored/+1 Skill Points)
STR: 15 DEX: 10 CON: 14 INT: 10 WIS: 14 CHA: 16 (+2 Wisdom, +2 Charisma)
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HP: 24
AC: 19
Saves: +9/+4/+8
CMB: 4
CMD: 15
BAB: +2
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Skills: Diplomacy +6, Knowledge (religion) +3, Perception +5, Ride +1, Sense Motive +3
Languages: Common, Celestial
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Feats: Angelic Blood
Regional Feat: Luck of Heroes (Shadowdale)
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Racial Traits: Darkvision 60ft, Celestial Resistance (5 acid/cold/electricity resistance), Skilled (+2 racial Diplomacy/Perception), daylight 1x/day (caster level as character level)

Special: Aura of Good, Detect Evil, Smite Evil 1x/day, Divine Grace, Lay on Hands 4x/day
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Greatsword (50gp)
Longsword (15gp)
Dagger (2gp)
Agile Half-Plate (850gp)
Holy Symbol, Tattoo (100gp - center forehead, Lathander)
Holy Water x2 (50gp)
Tabard (5gp - Lathander)
Potion of Cure Light Wounds x2 (100gp)
Potion of Shield of Faith +2 (50gp)
TOTAL: 1222gp REMAINING: 28gp

Background:
Malachi Amarr was delivered unto the steps of the Temple of Lathander in Shadowdale without so much as a glimpse of his parents or any other courier. It was a humble beginning, but then, such was the case for so many great figures who'd called that village their home. Taken in by the temple, the babe grew to manhood, at which point the priesthood began to realize precisely why Malachi had been left with them and who might have done it.

Indeed, Malachi was an unusual specimen, for his eyes and long mane of hair transitioned from gold to rose hues, just like Lathandar's own dawn. He was the epitome of youthfulness in his conduct, yet inherently devout, training as a paladin of their deity from a young age. By age twenty, Malachi was out slaying dangers surrounding Shadowdale, just beginning to make his mark upon the world - a world his blood might well not have fully belonged to.

Eventually, the wanderlust of youth so reflected in Lathandar's worshippers called Malachi to travel. He made his way across the world and eventually to Chondath, doing good deeds and taking great pride in having earned an adventurer's moniker - Dawnmane. While in Chondath, he found new companions and shared in the work of disposing of vermin, a humble yet important task. Little did he know that the group, uniting as they did, may have been brought together to one day perform far greater deeds. Perhaps such deeds might well unlock more truths of the celestial heritage within his blood, as well.


Hello all,

I used to be fairly active here a while back, and actually had a great time playing Pathfinder after being recruited by the Woldian Games group via these boards. Unfortunately, I had to drop my campaign spots due to my physical disability, which got quite a bit worse but has since leveled out some. Regrettably, the Wold doesn't have any slots open for my preferences at this time, so I can't return to them.

I'm not particularly selective, but I'm looking for a campaign to fit my needs, few as they are. I'm disabled and bedridden, so I do have an abundance of time to offer demanding campaigns, or even more than one campaign.

My needs are pretty simple: the campaign would preferably be higher level (10+), and the campaign would preferably be an ongoing one rather than just a module we're running through. Play by post or by chat would both be equally fine. I'm still pretty good on knowledge of Pathfinder (my ruleset of preference) and AD&D 2nd through D&D 3.5. I have a basic knowledge of 4th Ed, but didn't like it and stopped following D&D at that point.

If you're running something like the above or have any good suggestions, I'd welcome a reply post or private message! Thanks very much.


I've been fortunate enough to get in on a PbP campaign, and it's quite fun. A veteran group of GMs running several parties in different parts of the same game world.

Having said that, I go back to the fact that I'm disabled and have tons of time on my hand. I'm pretty much glued to my computer for something to do, and one post per day (that being the rule of the campaign I'm in) isn't quite enough for me!

Is anyone else out there still looking to welcome a relative PbP newbie? I received a lot of offers when I first posted, but I believe I'm looking for an ongoing campaign starting with characters above level 1.

Would be grateful for any contacts!


I'm afraid D&D lost me after 4th Edition came around, or else I'd pounce on this. I love anything from the AD&D era (and Forgotten Realms as it was then, too)! Great to see an adaptation of a module from those times.

I would try, but I'd be coming in completely blind, which is something I doubt you want. Best of luck to you with it! :)


I'm highly interested in getting involved in adventures or campaigns, short or long, if anyone out there is willing to take someone new to the site on. I'm not new to Pathfinder, but the one game I play uses the core rulebooks and an original setting. Nothing else.

You'll notice that I don't have any characters listed, and that'd be because I've never had the opportunity to play here prior! However, with boredom due to my physical disability, I'm very eager. I also find it difficult to design a host of characters when I don't really know what my target audience even allows, much less wants.

If someone chooses to contact me indicating they have space and would like me to fill it, I'd be happy to try and tailor a character to the campaign's needs. I prefer at least somewhat magically inclined individuals, but I am open to considering anything.

Thanks!


Hello all,

Firstly, thanks so much to those of you who have been helpful and welcoming. All advice is certainly appreciated. A few people have offered me spots in their games. Although not everything quite fit, it was nice to see that there are GMs not only willing, but eager to give a chance to the newcomer. Please feel free to continue offering!

Ellequoi, good advice all the way through. I took your suggestion and have contacted Woldian Games to make a query, having given what they're about a read. Maybe something longer term will come of that!


By the by, my Skype information was somewhat incorrect. I supply this because at least one person has kindly PM'd wanting to help me get started. I'm always happy for that, and to make new friends!

My username is armkuroyama, but it may show up as Jason LaFlair. Either way, I'm the only armkuroyama on there. Looking forward to hearing from folks!


Joana wrote:

Every PbP veteran in the forums was a newbie at one point. You've just got to apply and keep applying. If you aren't selected for a recruitment, politely ask the GM what you could do to make yourself more selectable.

Every now and then, someone will run a recruitment specifically for newbies, but most of the time, just applying to games until you get a break is your best shot.

Hi Joana,

Thanks for the advice. I might've been a little unclear in my prior post, though.

When I went to consider the recruitment forum, it seems that every campaign I'd glanced at is already closed.

I grant that I could've missed a few, but I also admit that I'd hoped for something now, rather than months from now. I have shingles right now, on top of my usual chronic pain, to anything to get my head away from all of that!


I appreciate the reply, Jiggy. Thanks for the compliment on my writing abilities, as well. You get pretty good at it when it's all you can do! ;)

That said, I've been looking at the recruitment forum and there just doesn't seem to be much open for a newcomer like myself. It's disappointing, but it was at least worth a shot to try.

PS: I think I'd probably need my hand held via Skype or something, the first time I attempt to make a character for general submission! Account's armkuroyama (displays as Kuroyama) if anyone wants to do that, or heck, to just talk Pathfinder.


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Hello everyone,

Pleased to meet you. I'm a long time online player of tabletop games, starting with AD&D way back when in AOL chat rooms and on the boards of the day. So, yeah, I was always a geek. Pathfinder came along later and I quite love it! :)

I'm new around these parts, primarily because I'd really, really love to get involved in a regular Pathfinder campaign. I have been reading quite a bit, but I look to the recruitment board and see that every campaign already has hordes of applicants. It sort of makes a newcomer feel like they'll never squeeze through the crowd.

The reason I'm so eager is partly because I'm bored out of my mind, partly because of distraction from pain. I have an incurable syndrome and I'm stuck in bed, which is kind of lousy, as you'd imagine. What's worse, I am surrounded by all of these Pathfinder books I read but never get to use! It's a great distraction from the pain of my condition, though, so I have to imagine that playing would only be more so.

I'm really open to any style of play. I've played a lot on a MUSH (which is like a MUD, if any of you know the term) but there are a lot of people and the characters don't have anything resembling consistent groups. You don't really get to stand out, so a more intimate group-style campaign would be great.

I'd be willing to try chatrooms, tabletop programs, play by post, whatever one has in mind. In my situation, there really isn't room to be picky! On the bright side, being bedridden, you know you have an absolutely committed player - something I've read is an issue for many GMs here. I'm not goin' anywhere! That, and I respect my commitments, besides.

So, I'd appreciate some direction on how to get my foot in the door when everything seems to be absolutely swamped. I've read that there aren't many actually new players in the community, but you've got one here! If a GM finds they'd like to consider me for their group as they happen by the post, well, so much the better! I'm a friendly guy, not a rules scholar but plenty passable, and looking forward to having some fun.