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Sorry for the delay.
See below for Zeno Sebaya. I can rework elements to suit the party’s needs.

Background -Zeno:

Zeno Sebaya is a half-elven man of average height, with a well trimmed beard and a mess of shaggy brown hair. His eyes are brown, and he wears a pair of well-made spectacles. He carries a small satchel on his back, and has a bandolier with a few vials for easy access. His only other items are a small buckler and rapier which hang from belt sheaths. He is about twenty-five years old, and has a few scars on his face and hands that demonstrate a harder life than what might be typical for an academic.

Zeno was born under a bad sign in Lepidstadt to a pair of half-elven parents, a luxury tailor and a adjunct professor at Lepisdadt. His mother never was able to advance past this level for political reasons, but her knowledge of natural philosophy was unparalleled at the university, and she frequently gave lectures on various topics. Zeno’s father dresses many of the finest people in the city, but the family always struggled to stay afloat. Zeno fell in with a street gang to make extra money at a very young age, and the gang frequently robbed and harassed folks visiting the university, until one day, the guard grew tired of their foolishness and threatened to send them to forced labor camps to pay restitution (particularly for accidentally managing to burn down a number of important buildings on campus). Professor Lorrimor intervened, as he had gotten to know young Zeno, and recognizing his mind could be set on a more disciplined and constructive path, lobbied for him to act as a sort of finder and apprentice for himself and the the university when he was older. Zeno agreed, not wanting to burden his family further, and learned a great deal about the strange monsters of Ustalav and the natural world.

He learned this, eventually, by going on retrieval expeditions to get rare monster parts and to catalogue more data for the research of various professors. He appreciates the work, though it has taken him outside of the area for some time. He heard of Lorrimor’s death, he made his way back from Mendez, where he was cataloguing and researching the undead, only now getting back.

Zeno is friendly and brash, and comes across sometimes as a know-it-all, but his identification skills and combat advice can be second-to-none. He likes to check his note before any investigation, rummaging through the small library he keeps in his bag of of Pathfinder Chronicles. He has a good amount of bravado, which is not necessarily unearned, but typically uses this to disarm folks, as the bravado is never at anyone else’s expense. He watches people’s behavior analytically, searching their faces for clues to future behavior, and sometimes inadvertently classifying them by type and behavior instead of seeing the whole of their person. He also seems to be extremely confident, believing that any monster can be defeated with research and preparation.

Dark Secret: Zeno accidentally lost his best friend in the fire in his street gang, which Zeno originally set (it was his idea). He couldn’t save his friend, but he has now developed a minor phobia of fire, and his still haunted by the screams, even more than twelve years later. He is extremely remorseful, and the weight of his poor choices can burden him emotionally.

Statblock:

Zeno
Male half-elf investigator (cryptid scholar, natural philosopher) 5/swashbuckler (inspired blade) 1 (Pathfinder Player Companion: Magic Tactics Toolbox 18, Pathfinder RPG Advanced Class Guide 30, 56, 125, Ultimate Wilderness 56)
LG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +11
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Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 47 (6 HD; 5d8+1d10+12)
Fort +4, Ref +9, Will +6; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 vs fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +8 (1d6+3/18-20)
Ranged mwk composite longbow +7 (1d8/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (6)
Investigator (Cryptid Scholar, Natural Philosopher) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—barkskin, barkskin, see invisibility
. . 1st—cure light wounds, disguise self, heightened awareness[ACG], monkey fish[ACG], shield
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 16
Feats Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Fencing Grace[UI], Skill Focus (Perception), Weapon Focus (rapier)
Trairs Making Good on Promises, Warrior Of Old
Skills Acrobatics +8, Bluff +7, Climb +4, Craft (alchemy) +16 (+21 to create alchemical items), Diplomacy +7, Disable Device +8, Disguise +6, Escape Artist +6, Fly +6, Heal +5, Intimidate +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +13, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +11, Ride +6, Sense Motive +5, Sleight of Hand +6, Spellcraft +8, Stealth +6, Survival +6, Swim +4, Use Magic Device +11; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Giant, Goblin, Sylvan, Varisian
SQ alchemy (alchemy crafting +5), blightborn[HA], elf blood, herbalism +2, inspired panache, intuitive monster lore, investigator talents (chronicler's insight, expanded inspiration[ACG], infusion, mutagen[UM]), keen recollection, knowledgeable strike, mutagen (+4/-2, +2 natural armor, 50 minutes), natural philosopher’s inspiration (6/day), opportune advice, swift alchemy, track +2
Combat Gear boro bead (1st level)[UE]; Other Gear +1 mithral chain shirt, +1 buckler, +1 rapier, mwk composite longbow, cloak of resistance +1, formula alembic[UE], handy haversack, headband of vast intelligence +2, hybridization funnel[UE], traveler's any-tool[UE], formula book, masterwork backpack[APG], masterwork thieves' tools, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], portable alchemist's lab[APG], 275 gp
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Chronicler's Insight (Ex) Std; gain benefit of pathfinder chronicle. 1 insp.: extend duration and gain extra bonus
Deeds
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Herbalism +2 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Intuitive Monster Lore +1 (Ex) Add Wis mod to knowledge checks to ID foes.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Knowledgeable Strike +1d6 (Ex) As a move action end advice and deal extra dam vs. foe type for 1 rd.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Natural Philosopher’s Inspiration (+1d6+1, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Opportune Advice +1 (4 rounds) (Ex) As a move action when ID monster, allies in 30 ft gain +1 AC and saves vs. them.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Track +2 Add the listed bonus to Survival checks made to track.

Hope you find him interesting!


Thanks for running the AP for everyone, even if it didn't work out for me, it's nice that you're stepping up Jwert02.


Gonna get you a proposal tonight, sorry for the delay, and thanks for answering me in the other thread.


Hi Fuzzfoot, is this just a duplicate of your other open thread? It looked like before you wanted two folks, and now you’d like one. Has anything changed? I think an investigator would be fun (maybe cult hunter would be appropriate l?), but I haven’t gotten settled on anything yet.

If you’re only looking for one arcane, though, that mostly scraps the idea.


With at best a 1/4 chance, a lot of folks were bound to be disappointed. Have fun with it, it’s pretty brutal!


So I’m planning on Druid and my character needs to get knowledge (all) as a class skills. There are a lot of ways to get this with multiclassing, and I settled on a general plan for one if it comes to that. The original race plan was for a half elf - but I can save myself on multiclassing by just doing human and taking the comprehensive education alternate racial.

Basically, what does everyone think about casters multiclassing? I wouldn’t lose caster levels, because I’m accounting for that, but I would lose the progression. As I’m the only one planning on doing a 9-caster, do you think It'd hurt us too much?


I'm doing a druid for sure, 95% a progenitor/menhir savant, if that helps.


I’ve put a lot of thought into my stuff, and I mentally committed to it, so I’m happy to try.

But as I said, almost all of the other APs would work for me, too.

Edit: my wife could be talked into joining. She’s not a newbie to PnP RPGs but she is to PbP ones. I don’t think she’d want to do kingdom management, but otherwise that’s an option.


I’m good either way. We could also come up with other people, too, but I haven’t been doing it long enough to say whether anyone on the boards is reliable.


Based on what Thron has told me via PM, I’m almost certainly going to pick a character who is a member of house Medvyed. I will be aiming for a city/mini-barony that serves as a safe haven for fey that by choice or circumstance are stuck on the material plane (while also trying to be generally accepting to everyone). She will increasingly become fey-like as the game goes on, but I’d prefer to avoid explaining how, now. I’ve got the beginnings of the way she’ll be running things, as well as the general sense of her cohort. The classes are a bit more difficult to finalize, but I’ve almost got a build ready to go.

She will have craft wondrous, so look at the way Thron explained above for planning your budgeting.

Still figuring how this works with everyone else’s backstory, maybe we can work through it?


So in general for mini baronies - one evil, one neutral, and maybe I’d do the good one?


One gets leadership as a bonus feat at 8, and you asked us to take at 7 if we were planning on being leaders - if we take it at 7, can we replace our level 7 feat with a different one when we hit 8? I’d guess we could retrain.


I did, but it’s not prepared - so would we be screwed on stuff like teleportation if we don’t have a prepared caster?


If there’s no other casters but Dak, I think I’d have to go with a prepared caster. Thanks for making the list!

Thron, how would craft wondrous item work with respect to the cost of items that I/we own? Since we’re not directly starting at 7, should we let the crafting play out organically or should I assume there will end up with just a % discount? I don’t think it’d be fair for us to have literally everything at half price for one character having one feat, but I haven’t GMd with item crafting PCs.

Edit: if I chose something with the nobility domain, how would we resolve that?


Yeah, I'll do a leader, don't worry about it.

Still thinking about things, not settled. Really leaning towards having some fey-based things, but I'm struggling to find something that works with Cha and fey and 9th level casting. I'll figure something out!


There’s also the spirit guide nature oracle, which would give us 9th level spells, a combat companion with a high int, and enough charisma that the companion penalty doesn’t matter (and nature oracle allows for a bit of SAD in an average point buy situation). Spirit guide gets us a lot of per day flexiblity. I could take craft wondrous item and craft almost anything. Any thoughts? I’ve got the general shape of the roleplaying in my head, regardless of the class.


I’ve got the brain to handle the complicated mechanics, I think (inclination is a different story). But, I’d be middlebrow at intrigue, at best.

Problem is that it seems like not everyone wants to or has the inclination to do the mechanics, so it seems that we need a few city/barony leaders who can do it.

If I did, I’d optimize the crap out of the UC rules with spreadsheets and the like, so that’s a benefit at least.

It’s a good question!


Anyone have any ideas for characters? I’m stuck between a fey trickster mesmerist, a monster tactician inquisitor, and remaking my sacred huntmaster inquisitor from Ironfang invasion (who I loved playing). The first two would be leaders, the last one - probably not. What is everyone else considering?


Even though I’m probably not mutliclassing, I’d be more than happy to let the other PCs get a system like this. It lets people do interesting things, sometimes.


DM Thron wrote:
Well, I mean, I’m basically saying anything RAW that affects Leadership will apply. But as for the bonuses available to the score that are described within the feat itself, I will be handing those out once you guys elevate them, and if you feel you have and I haven’t given them yet, just ask me if you can get those and I’ll answer one way or the other.

I don’t intend on getting many of the leadership penalties, but is there a penalty for a familiar or companion, then? It’s RAW but some GMs I’ve played with have handwaved it.


That's fine, just constrains me a bit - can't necessarily do a jack-of-all trades dude like I usually would. I can figure something out.

Nm, you said purely charisma, level, and traits/abilities. So no miscellaneous modifiers are included.


The 15 point buy is giving me heartburn. All of my favorite character concepts are high skill, MAD types. I’m trying to figure something out.

Any consideration for the elephant in the room feat tax rules?

Also, do familiars and animal companions count as a penalty towards leadership score?

Lastly, I think I can deal with evil PCs in the party, but I’m not sure I could effectively roleplay with an antipaladin in the party, with the possible exception of the insinuator or tyrant. At some point any character of mine would have left the group if he/she found themselves forced to interact regularly with someone literally dedicated to suffering and destruction. So I don’t want to put a damper on anyone’s fun, but I thought I'd mention it.


Same! Are we concerned about either a) charisma or b) other potential penalties associated with calculating the leadership score or will the cohort/followers info be at a fixed level regardless of the modifiers?


hi2u


While I'm considering following along with the gameplay thread for general interest, which is a first for me, I'm going to respectfully de-interest myself.

Not because it doesn't look fun, but because I don't think I'm a good enough writer to play in a way that would enrich the experience for everyone else. Good luck!

It looks great, GM TWO, you've really come up with something potentially marvelous.


Could you tell me whether a skald/Paladin with an oath of the people’s champion would be able to maintain ranging song and inspire courage easily with Lingering performance?

I have thought about an orator who’s skill at inspiration is supernaturally powerful, and how that would work for bardsong and raging song on the same gestalt.


Looking forward to the decision! There’s a lot of interesting characters.


I think it’d be funny if Dak and I were in the same game, since he’s literally running my sihedron hero through RotRL right now (we’re noob level though).

There’s a non-zero chance that poor Sven will die and I’ll have to pretend it never happened to keep him as my hero!


That’s a good starting point - I wouldn’t have it memorized every day, but it seems like a good one to know.

I gotta come up with a good name in Xhosa, research required!


Because Veltariel is my friend, could I cast caster’s fortune for her?


Did you read my long post from the other thread? I’m not entirely sure I was right within the actual lore of Golarion, as I did a bit more reading afterwards and discovered a handful of innacuracies. Otherwise, I think there are points of commonality AND a bit of conflict in our outflook, which will be interesting to deal with.


I was considering the haunted heroes one, with an undecided pact. But you all might think scrolls are better.

The familiar folio one is interesting, but one additional banned school is a bit difficult to manage, I think.

I plan on taking the magaabyan arcanist after level 6. I want to provide the most utility as I can.


Hiya, checking in. Working on my alias now and the preliminary build.

I am considering also adding pact wizard, with party consensus. Any thoughts?


GM Phntm888 wrote:

@Nairb - Interesting concept. I look forward to seeing what it's like.

@Maddie - Nope. You made the changes, and everything looks good.

** spoiler omitted **

** spoiler omitted **

Thanks! I can give you some writing samples if you’d like, just let me know.

One minor question, though it doesn’t affect me too much - the ancestors spirit gets access to spiritual weapon, but they never updated the language for the spell to allow for casting stats other than wisdom. It’s a relatively commonly discussed issue, with some people saying that was the design intent and others saying it is an oversight. Would you be amenable to Tellanya using charisma instead of wisdom as a house rule when she occasionally channels the ancestor spirits? It would have to be a house rule, as the rules as written are pretty clear.


That sounds great Velatariel, I think it would be an interesting dynamic. I think he would be a member of the exchange, despite being lawful/neutral good, due to his trait and the fact that he’s somewhat of an outsider to the area, or was. He would stay there likely due to inertia, and also because he believes in open communication, trade, and transfer of people is the best way for society to advance (even if it is slowly), and the society is a good way to facilitate that. It is after all, one of the few truly worldwide organizations. He also is very comfortable in the wilds, for a wizard, and sees a calling to explore. Think like Twoflower that is always excited to meet new people even if they should be dangerous. Which is where you’d go out of your way to point out if for example, a bulette was actually dangerous.

He’d also be interested in documenting every he sees in the “barbaric lands” of the north. My understanding is that the elves and humans of the Mwangi are a little like Wakanda, in that they have very advanced (in this case magically) societies and are guarded to some degree to keep their secrets from being spilled for their own protection and for the protection of the rest of the world. So he’d find many practices quaint and interesting, and would want to take notes and draw pictures.

So he’d be almost a junior ambassador (everyone’s level 1!) who sometimes accidentally comes across as condescending due to the fact that he thinks people to the north are a bit backwards. This would likely have us have something in common, as you’d probably not be too enthusiastic about the non-eves in the area. That said, he obviously respects Old Mage Jatembe, who is a human, as well as the other arcanists of the magaabyan school, as well as any druids, rangers, and paladins of all races a little more than a random person.

He’d likely follow at least some of the code of conduct for a druid, as destroying the natural world for no reason would set him off (though he’s understanding of the need for people to live and build settlements). See the yuelral paladin code for examples of taboos.

@Tazo Yeah, your character sounds interesting! I don’t know how typical my dude would be for an elf but he will certainly have a lot of elven magic prowess.

@all, are there any interesting things people like for wizards? I was looking at the conjuration school, looks to be a lot of good overlap on Yuelral’s blessing.


Veltariel Mendrasti wrote:

Hehehe, this will be fun.

Haven’t looked at the finer details of the group I’m tagged with, but are there any others of Elven heritage in Group 1? I’m hoping so...lol

You must have missed, I plan on doing an Ekujae Elf wizard into magaabyan arcanist prestige class. Lawful or Neutral good, tries to be very friendly and helpful to everyone. Worshipper of Yuelral. Trying to decide on a school - but will likely also do some type of crafting as well.


Thron, I was planning on elfing, though the Ekujae Elves are a bit different culturally. So you won't hate everyone?


GM Phntm888:

1. Ahh, your idea makes more sense. She would be guided by the spirits heavily, I was torn between the oracle and the shaman for that reason, but the spirit guide has always been something I wanted to play. If you want to play up the spirits even more, I could switch to Shaman and make it work.

2. Sven was never comfortable with the folks of the land of the linnorm kings. Once he set his mother up to live comfortably in Magnimar itself, he traveled over Golarion for a time in shapeshift form. Eventually he returned and retired to the storval plateau, where he typically takes the form of a sand giant, protecting animals and serving as a stabilizing influence for creatures in the area.

Tellanya got to know the enigmatic giant during her time living with the shoanti family. He revealed his name to her, (only his first name), and trained her a bit in the spiritual arts, as he saw something in her appreciation for the natural world. He would disappear for weeks at a time, but always came back. When he left permanently, she had no other recourse but to leave and find new adventures.

Note, in this case, Sven would only be known to Tellanya as a sand giant.

3. Sven Juttebar. I can (relatively easily) give you a level 18 statblock when you want it.


It’s interesting that almost all of my pbp characters are divergent in terms of race, but almost all are nature-themed. I’m a hippy I guess!


So as I mentioned, here’s what I came up with, I hope you like it. Please provide notes if you see any mistakes!

-

Stats:

Tellanya

Female half-elf (Shoanti) oracle (spirit guide) 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)

CG Medium humanoid (elf, human)

Init +4; Senses low-light vision; Perception +0

--------------------

Defense

--------------------

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)

hp 10 (1d8+2)

Fort +3, Ref +1, Will +2; +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels, +2 bonus vs. traps and hazards while underground

--------------------

Offense

--------------------

Speed 20 ft.

Melee longspear +2 (1d8+3/×3) or

. . morningstar +2 (1d8+2)

Space 5 ft.; Reach 5 ft. (10 ft. with longspear)

Spell-Like Abilities (CL 1st; concentration +5)

. . 1/day—lter self alter self (specific human, drow, or elf form)

Oracle (Spirit Guide) Spells Known (CL 1st; concentration +5)

. . 1st (4/day)—bless, cure light wounds, shield of faith

. . 0 (at will)—create water, detect magic, guidance, light, stabilize

. . Mystery Battle

--------------------

Statistics

--------------------

Str 14, Dex 12, Con 14, Int 13, Wis 10, Cha 16

Base Atk +0; CMB +2; CMD 13

Feats Combat Reflexes, Skill Focus (Knowledge [history])

Traits arcane temper, resilient, scion of legend

Skills Acrobatics -2 (-6 to jump), Bluff +3 (+5 to pass as full drow, elf, or human), Diplomacy +7, Disguise +8 (+10 to pass as full drow, elf, or human), Knowledge (history) +8, Knowledge (religion) +5, Perform (dance) +4, Sense Motive +4, Use Magic Device +8

Languages Aklo, Common, Elven, Shoanti

SQ blightborn, darklands guide, elf blood, hidden half-breed, oracle's curse (lame), revelation (war sight)

Combat Gear acid, darkflare (5); Other Gear lamellar (leather) armor[UC], heavy wooden shield, longspear, morningstar, backpack, bedroll, belt pouch, canteen[UE], disguise kit, flint and steel, hemp rope (50 ft.), inkpen, journal[UE], mess kit[UE], pot, soap, trail rations (5), 15 gp, 1 sp

--------------------

Special Abilities

--------------------

Blightborn +2 to save vs. necromancy, curses, and temp negative levels.

Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.

Darklands Guide +2 to saves vs. traps and hazards while underground.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Hidden Half-Breed +2 to bluff and disguise to pass as full drow, elf, or human.

Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

War Sight (Su) Take your choice of 2 initiative rolls.

Favored Class Bonus Human Oracle - Additional 0th level spell known

Progression:

Tellanya will be likely taking eldritch heritage (vestige) to get an arcane bond with a weapon, something ancient and possibly thassalonian. She may also take a level of some fighter type class, at some point (I'm not sure, possibly vestige bloodline bloodrager).

Backstory:

Tellanya was born in the darkness, the illicit child of a drow priestess and a shoanti slave of the Skoan-Quah that was kidnapped and taken to the darklands during a surface raid. Half elves are an anathema to the Drow, who see in them weakness and are typically disgusted by their existence, and Tellanya's experience was no difference. Her mother was distant, and while she was kinder than most Drow, did not spend much time with her, as her "dalliance" was always a blot on her career advancement. Her father raised her to venerate the spirits of the world around them, and the ancestors of the shoanti, who occasionally would visit Tellanya during trying times to reassure her. To learn the power of spirit magic, an unnamed spirit came to her in a dream, promising the power of ancient civilizations in return for a small part of her vitality. Wanting to tap into power in order to escape their miserable lives, Tellanya agreed and was permanently maimed in the process.

Her father manged to escape with her, freed by her mother when she was a teenager, and they spent some time travelling through the darklands, before they escaped to the surface and he travelled back to his clan. He was older when he was kidnapped, and the trip proved very hard on his health, so he passed away shortly after meeting his relatives and introducing Tellanya to them. They were suspicious as many Shoanti are of oursiders and non-humans, but appreciated her connection to the spirit realm and her ability to know the history of the land.

Tellanya moved to Magnimar to ply her trade as an adventurer, never feeling perfectly at home with the Shoanti, and having no other home to speak of, she learned of the empyreal lord Ashava the True Spark. She served as a priestess and oracle for the cult for some time before being directed by the cult to visit Roderick's Hollow to resolve issues with ancient artifacts and the lost kingdom of Thassalon.

Tellanya has such a strong connection to ancient civilizations and history that sometimes she believes that the spirits she speaks to are those of the lost Azlanti. She is convinced that she has a connection to them, somehow, and is searching for clues as to why a shoanti would be receiving these visions.

Appearance and Personality:

Tellanya is a tall, muscular, and attractive woman with dark brown skin, grey white hair, and violet irises. She typically wears her hair in intricate braids, bound together with a fabric band that keeps her elven heritage (ears) hidden, most of the time. She has a number of shoanti tattoos on her back and upper arms showing bones, a vulture skull, and the Sosmo and Graxt runes (all signifying membership of the Skoan-Quah), as well as the holy symbol of Ashava on the back of her right hand. These are frequently covered by her clothing, which is loose-fitting but not revealing. Her left foot appears to be suffering from a permanent malady, which slows her movement considerably, though it does not cause her pain.

She stands tall as she walks, keeping a thoughtful gaze on the areas she enters, and speaks as quietly as the people of the Skoan-Quah are taught. She sometimes frames her thoughts in terms of historical events. She can also be a graceful dancer despite her injury, though she rarely indulges in the process. She is can be a little quick anger when challenged, and especially hates pureblooded dark elves. She is prideful and does not back down from a challenge, but does not go out of her way to seek them. She tends to give quarter to the fallen, other than undead and dark elves of all kinds.

She can be untiring and implacable as a foe, otherwise, and often will stand watch longer than others in her party, knowing that the spirits will rejuvenate her in her time of need.

Sihedron Hero:

I am playing in a RotRL game now with Dak, it’d be fun to extrapolate that out. The character is a Goliath druid with a little bit of Ranger planned. By the end of his career I hope to more or less develop him into a character that tapped into the primal energy of the land to become a giant, basically permanently. He’s a half-orc but is partially from the land of the Linnorm Kings, so is not really related to the shoanti (though I could do so if you thought it was interesting).

Time Zone:

Eastern Standard (GMT-5). I post on the subway when traveling to and from work, so I it is rare that I need to be botted.


Hey all, after reading a bit of the guide, I was thinking of an Ekujae elf wizard, eventually to take the magaambyan arcanist prestige class. I've been interested in it for a long time, never had a chance to play.

There are a few entries into shattered star that make sense, specifically the exchange agent route. I haven't played a wizard before but this one seems up my alley. Does it look out of place for the setting?


I am likely to create something this evening in the vein of a spirit guide battle oracle, I found some interesting ideas that work together mechanically.


I’m interested - not sure with what, though.


Considering how much of dnd is improv, it’s appropriate to “Yes, and” other people’s suggestions.


That's a good idea, I'll do a post.


GM Mort wrote:

1)"stopping the stormwater from at least new development,"

What does that mean? Prevent construction around stormwater drains so as to keep stormwater quality high?

I should have said, “reducing the stormwater release rate from new development” during peak storm event periods. The science behind how storm events work is hydrology, and it’s what I went to school for (that and industrial waste management, drinking water treatment, and wastewater treatment). By “development,” I mean planned changes to a particular property within city limits (defined by a borough, block, and lot typically).

GM Mort wrote:
2) I'm hazarding you need more sewage pipes(so they don't overflow) or better segregation between sewer pipes and storm drains? Or maybe the sewage pipes are leaking and need replacement?

You should know a few things about the NYC water and sewer system.

Significant parts of it are extremely old relative to typical infrastructure of its type, as in 150+ years.
The city was not one city with one set of standards and rules for the network until relatively recently (the last 60 years). Prior to that, each borough would do what they wanted.
The sewage pipes can be described largely as either separate or combined systems. Separate systems never mix sanitary and storm waste. Combined systems mix these at the point when they enter the system. Combined sewer flow is treated at wastewater treatment plants normally, but during heavy precipitation events, this is forced into outfalls around the city which discharge into the rivers and harbors. Stormwater in separate sewer areas also goes into outfalls, and sanitary water in separate areas goes to the wastewater treatment plants without worrying about outfalls.

We are trying to build more pipe capacity (not my area) but it is very expensive. It is almost impossible to split the existing combined areas into separate areas in a timely fashion (while also being extremely expensive). The sewer pipes generally don’t leak, but if they do, it just infiltrates under the ground, which is better than overloading the outfalls. :)

GM Mort wrote:
3)The water during the storm has to go someplace. If it has no place to go and ends up on the streets, then you get a flood. If you want to reduce storm flow, you need to reduce surface runoff. Studies have shown that places with more vegetation have less abrupt peaks on surface runoff during heavy downpour, so perhaps some vegetation with proteoid roots (hairy roots with a large surface area) might soak up some surface runoff so you get less storm flow.

Yep! Areas with lower effective runoff coefficients act as sponges. This is generally referred to as “green infrastructure” (GI) and we have a number of programs encouraging this and even building our own structures in the sidewalk and street. Theres also more loosely defined GI for new, private development such as green roofs, planters, grass areas, etc. There’s also things like “detention” which holds stormwater in a tank (orbon a roof) to release it slowly. That’s generally referred to as “grey infrastructure.”

I specifically work in the area of regulating new property developments (not the street) through the local law and administrative code. They are thinking about recommendations my group can make to this code, and the impact to various developments as a consequence of the alternatives. I was tasked with doing the scientific/engineering background work for these updates, and I thats what I’ve been working on.

That said, he work we do is only a tiny part of stormwater management for the city. My agency has 6,000 employees, and of that, something like 400 people dedicated to stormwater design and management (most engineers in training or professional engineers, like me ;)). So I don’t matter too much, but I’d love to see if I can find a way to improve our application and review process (we have 15 people that check to see stormwater is being managed for every new development in NYC) and further restrict the stormwater through the regulatory process. I’d also like to further improve our data collection, but that isn’t part of this project.


Hey everyone, checking in as Dak requested. I have an alias that is mostly ready to go but will need to be updated slightly. I will work with Dak to figure out a good entrypoint. Thanks for having me!


Checking in to see if a decision has been made. I hope everything is going well!


It makes sense to me, after all, you’re looking for a somewhat specific type of character. Not all of the applications make sense within that context.


I applied to your game the first time around, and I think a slightly modified version of the original character would fit your criteria, please let me know if I'm missing anything. I'm not sure what works in terms of a drawback, so let me know if you think it fits.

Note that I significantly changed the background from my first submission, to be more appropriate to RotRL. This character can find and disable magical traps, even though he is a ranger.

Sven Statblock:

Sven Juttebar
Male half-orc (Ulfen) ranger (trapper) 1 (Pathfinder RPG Ultimate Magic 65)
NG Medium humanoid (human, orc)
Init +3; Senses Perception +7 (+9 to not be surprised in a surprise round of combat, +8 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d10+1)
Fort +4, Ref +5, Will +4
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
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Speed 30 ft.
Melee longsword +3 (1d8+3/19-20) or
. . warhammer +3 (1d8+3/×3)
Ranged shortbow +3 (1d6+1/×3)
Special Attacks favored enemy (giants +2)
--------------------
Statistics
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Str 14, Dex 14, Con 13, Int 12, Wis 16, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Power Attack
Traits giant ambivalence, giant slayer, weapon training
Skills Bluff +0 (+1 vs. giant subtype creatures), Climb +5, Diplomacy +1, Disable Device +6, Handle Animal +4, Knowledge (geography) +5, Knowledge (nature) +5, Perception +7 (+9 to not be surprised in a surprise round of combat, +8 vs. giant subtype creatures), Sense Motive +4 (+5 vs. giant subtype creatures), Spellcraft +7, Stealth +5, Survival +7; Racial Modifiers +2 Spellcraft
Languages Common, Giant, Orc, Skald
SQ orc blood, track +1, trapfinding +1, unlearned, wild empathy
Other Gear studded leather, heavy wooden shield, arrows (20), longsword, shortbow, warhammer, backpack, bedroll, canteen[UE], mess kit[UE], sunrod, thieves' tools, 23 gp, 7 sp
--------------------
Special Abilities
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Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other than the one selected.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Application Requirements:

0) Completed

1) Class - Ranger 1

Alignment - Chaotic Neutral with good tendencies

Characters link to Sandpoint: How long have you been in Sandpoint? Are you a resident? If not, why are you there?

Sven traveled to Sandpoint for the dedication of the cathedral (Desna being one of the deities of import) from Magnimar, where he was researching giants (very unsuccessfully). He has grown frustrated with his progress, as he is not especially good at books. He is not a resident, though he likes the town, as it reminds of his former home in the Nolands.

Livelihood: How does your character make a living?

Sven is a hunter and trapper to pay the bills when times get tough.

Rollplay vs Roleplay: How will your character contribute to the group in and out of combat? Do you prefer one over the other?

Sven will contribute in combat by providing decent fighting capability, trapfinding, and eventually, significant spellcasting (mostly buffing and nature-themed spells). Out of combat he will have moderate social skills, well-rounded knowledge ability, be able to get along in the wild extremely well (it looks like your party lacks this a bit), and will try to act as a gregarious and friendly member of the party, if one who is a bit chaotic and prone to having a temper. I like both equally, for the most part.

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.

Ranger 1/Druid X, with a possible dip into barbarian or bloodrager (if the story warranted it). He would eventually take Vital Strike and associated feats, and after level 6 would spend most combats wildshaped into giant form. Note that he will still act as a trapfinder/scout in perpetuity. I would be happy choosing an animal companion for the druid, or not, as warranted by DM/party preference. I can manage multiple characters pretty well in these PBPs, so it would not be an issue on my end.

Background: What is the characters backstory? Doesn't need to be a novel, but at least 1-2 paragraphs of an overview.

Sven is a towering half-orc with long blond braided hair. He has pale, blue-green skin, and green eyes. He wears a hodgepodge of traditional ulfen garb and armor, with both in various states of patched disrepair.

Sven was born in the Nolands, to an Ulfen shieldmaiden that was exiled from the Land of the Linnorm Kings for reasons she would never discuss. He had a hard life, growing up between two worlds and never being accepted by either. His small village was under constant threat of attack from Ulfen raids, giants, and even occasionally drow, but managed to get by with a mix of careful diplomacy and defenses. He fought with people in town, and was easy to anger, but managed to contribute in a positive way.

His mother trained him to learn traditional Ulfen weapons with the hope that he would become a barbarian or ranger of reknown, but he had other ideas. He travelled outside of town and trained in shamanistic traditions from an old orc druid that lived nearby and who called on Sven secretly to train him. He appreciated nurturing of this potential connection, and decided to follow in the orc's footsteps - though perhaps focusing more on some of the primal magic that seemed to be bound to Varisia's heart.

Not long after his 16th birthday, the village was sacked and destroyed by a band of ogres and stone giants, with the only survivors being him and his mother, and only by the pity of a stone giant who knocked them out and whisked them south after Sven foolishly challenged the giant to "single combat."

Sven is now fascinated by giants and has an abiding interest in giantkind. He does not know why the giant spared him nor his mother but doubly exiled, they travelled south to a settlement outside of Riddleport, and away from the mountains. His mother had no interest in living near giantish communities and told Sven to strike out to the south if he wanted to learn more about the history of Giants. She recommended that he join the Pathfinder society, which she was once a member of, as they had extensive libraries, and he was instructed to travel to Magnimar to do so.

Sven grew up with his mother's faith in Desna and has a traveler's and explorer's wanderlust. He appreciates her kinship with the road and tries his best to do good but his anger can sometimes manifest in less positive ways. He loves traveling, exploring, and learning new stories, but is particularly fascinated by the lore of giants and their history in Varisia. He doesn't understand them well but has a feeling he himself may have some giant blood.

He has recently traveled to Sandpoint for the dedication to the new cathedral.

2) Let me know your time zone and the time(s) of day you will most likely be able to post.

EST with posts from 8:00-9:30 am, 12:30-1:30 pm, 5:30-6:30, and 10:00 pm - 12:00 am. During the weekend it is more variable, but I try to post every time my action comes up within a few hours.

3) What is your experience with PbP? How many PbP games are you currently participating in? Do you have a particular PbP moment you are proud of?

I started doing PbP a few months ago on the boards. I have applied to a few (this was one of the first that I applied to), and am participating in 6, but only three of those post with regularity.

I think I came up with a pretty nice post here for an NPC's funeral in our Ironfang game.

Note that I am happy to swap skills around as the party likes.

Link into Existing Events:
Sven could be working for the ranger of the town, having dispatched a handful of goblins with her/him during the attack. He/She could have enlisted him to aid the party. He could help the party track down the fort, and may know about the area (knowing a bit of geography, even though he is an outsider to Sandpoint itself).

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