Back with a character update, no definite sheet together quite yet but have done a character creation test and it seems fairly straightforward.
Name: Tyras Carondil
CG male Fighter
Ancestry: Human (Half-elf)
Class: Fighter (taking Cleric dedication)
Background: Local Scion
Background:
A Breachill local with a plucky attitude and a big heart, Tyras Carondil has decided that he is ready to follow in his families footsteps and take part in the towns Call of Heroes and make a name for himself as an adventurer. Even though he knows that it can be a difficult and dangerous road to follow, and one that can be cut tragically short, he is determined to make his own mark on the world and make his family proud.
With his older sister Tyrene having left town the year before to join up with an adventuring company, and their mother having been absent for a few years before that searching for something or someone up in the northern countries, Tyras has been living and training with his Uncle Kellen the head priest of the Desnan temple in town 'The Great Dreamhouse'. Though he has managed to cast a cantrip a time or two, Tyras does not yet have Desna's favour and knows that even once he does, that he probably won't be quite the priest that his uncle is and so has focused on more martial training.
Back with a character update, no definite sheet together quite yet but have done a character creation test and it seems fairly straightforward.
Name: Tyras Carondil
CG male Fighter
Ancestry: Human (Half-elf)
Class: Fighter (taking Cleric dedication)
Background: Local Scion
Background:
A Breachill local with a plucky attitude and a big heart, Tyras Carondil has decided that he is ready to follow in his families footsteps and take part in the towns Call of Heroes and make a name for himself as an adventurer. Even though he knows that it can be a difficult and dangerous road to follow, and one that can be cut tragically short, he is determined to make his own mark on the world and make his family proud.
With his older sister Tyrene having left town the year before to join up with an adventuring company, and their mother having been absent for a few years before that searching for something or someone up in the northern countries, Tyras has been living and training with his Uncle Kellen the head priest of the Desnan temple in town 'The Great Dreamhouse'. Though he has managed to cast a cantrip a time or two, Tyras does not yet have Desna's favour and knows that even once he does, that he probably won't be quite the priest that his uncle is and so has focused on more martial training.
Tyras Carondil
A Breachill local with a plucky attitude and a big heart, eager to make a name for himself.
1. Pick a Class [Fighter taking Cleric dedication]
Well I'm a pretty good in a fight, but I'm still working on my training up at Desna's temple in town with my uncle Kellen, he's the head priest of the temple *cough* even if he's maybe still a little cranky with me.
2. Why does your character want to be an adventurer?
It's kind of a family tradition, and y'know, adventurers always get to go around doing the most exciting things all over the place and getting to help people out at the same time! From the last letter my sister sent she's somewhere down in Osirion, said something about finding a lost temple of Sarenrae, can you imagine?
3. What will your character contribute to the party in and out of battle? [2H Melee, Medicine & Craft:Blacksmithing skills, friendly local tour guide to new adventurers]
I'm not at my best with bows or crossbows, it's not that I'm bad though, it's just that I prefer getting into a physical close-up sort of fight with a weapon in hand, like my handy glaive. Outside of a fight I'm pretty handy at patching up people and equipment, I've also been learning how to make them myself as well. Plus! I can show you around to all the best pubs and stores in town.
I've been working my way through the Dresden Files series lately as my 'on the way to and from work' books (btw awesome series of light novels, I highly recommend it) and feeling some inspiration for a character that has inherited a mantle of power per something like how the Summer/Winter Knights are created, though adapted based on the campaign background details provided. Will start getting some ideas together, however the base idea I'm currently thinking of is as someone was selected to inherit a station that has existed for eons to ensure that balance is not broken between the First World and the Material World.
Class wise thinking of putting together just three straight classes - Unchained Monk/Empyreal Sorceror/???
Tossing up between going with Inquistor or Slayer perhaps for the tri part of the stalt. Lots of time to think through pros and cons and make a decision there though.
Mechanically Adira will be built as a Warpriest. Taking the Good and Healing blessings, she will be focusing as a healer, will be supporting in combat at range with a bow and general support otherwise with divine spells. If acceptable, she will be taking the Craft Wondrous Items feat at some point for further party support (around 5th lvl perhaps?).
Still not entirely recovered from her early childhood years being raised (read; abused) in an orc tribe, Adira is generally a rather nervous person, and currently unless it can relate to her skills in healing, is not entirely confident in herself or her abilities. Somewhere down inside however, is the tough core that allowed her to survive as a protege of an orcish shaman and being on the run in the wilds of Belkzen for months.
Background:
Orcs are known to sometimes conduct raid to kidnap humans and other races in order to breed smarter, more clever offspring suited to act as warleaders for their kinds brutish conflicts. Unfortunately for Adira, one such child born into the Skullcrushers tribe, after not rising to meet the expectations and promise expected of her from the chieftain as one of the children he had especial hope for she was callously handed over to the tribe's shaman as punishment with the vicious old orc given orders do whatever he though necessary to shape into a useful tool.
After years of surviving the shamans capricious 'teachings' an opportunity from on high finally came for her. As the Skullcrusher tribe was attacked in the night by band of hill giants, Adira gathered what little she could and quickly fled up into the hills. Watching the shadowy shape of giants retreating in the flickering light of what must have been massive fires in several parts of the camp, she moved off into the night hoping she would be missed in the confusion. After months of keeping on the move, always looking ever behind in dread that pursuit would somehow find her, she finally managed to leave the dusty plains of Belkzen behind her and passed over into a new green land.
Not knowing that the border to this new land was heavily patrolled, Adira finally found herself caught, however in another turn of her increasing good fortune she was not found by orcs on the hunt, but men and women of Lastwall. One of the patrols members, a jovially faced cleric of Sarenrae could see that the young girl was near half-starved and in dire need of help, and so took her back with them and brought her to the temple for healing and to give the young girl direction and hope in moving forward with her life. Adira's time in the temple was a balm for her wounds, physical, mental and spiritual, and her growing faith in the kindness and mercy of the Dawnflower has been her guiding light ever since.
ICRP:
Sighing with content as she let down her now empty mug onto the bartop, Adira found herself starting in surprise as a second unasked for mug of ale found it's way pushed across the bar and stopping in front of her. Looking up in nervous confusion, a tension inside her relaxes as she spots nothing more in front of her than a friendly looking old man moving his hand back to nurse his own drink while smiling genially at her ”That one is on me young lady, but in return maybe you could tell me a tale of what has brought you all the way to Trunau? Heheh, we're not exactly in the most hospitable of areas around here after all are we.”
Reaching out to take the offered drink, Adira nods to the gentleman in thanks before as she brings the fresh mug up to her mouth and takes a short pull. Bringing the mug back down to the bar, she wraps both hands around it and looks around the bar while considering how to answer his question. "Ummm, well. Hmm. I-I'm a cleric of the Dawnflower sir, I'm mostly a healer although I also know how to fight with a bow. Oh and a sword I suppose! That is, umm, if I need to that is." Flushing in embarrassment at her rather poor answer, she looks back down into her ale as she continues "Trunau is well known in Lastwall, o-of course n-not that you wouldn't know that already. So umm, I've come to Trunau to offer what assistance I can and that of the Church to the town for some time. I've also been trying to confirm some rumours, any sort of corroborating information really, of several relics connected to Sarenrae that are said to be lost in the Mindspin Mountains."
Marking for interest - the concept that I'm thinking through for this is a character is an Ulfen warrior-type banished from the Lands of the Linnorm kings (due to crime/politics? still a rough concept currently) who has been forced to turn to mercenary work in the southern lands in his exile. As far as classes go I'm not sure yet, Bard/Barb/Skald/Bloodrager could all be good fits in their own ways really.
I will say that I don't really have a prior PbP history to refer back to though, unfortunately previous games I have joined in the past failed fairly shortly and I didn't worry about it after I found a new RL group after moving cities to game with. We're slowing down quite a bit coming into this year though, with some members finishing university and getting into fulltime work so I'm trying to get into PbP again to get that gaming fix (and hoping to find a game or two to be part of which will stick with it).
Thanks for the advice, I actually had looked into that for consideration however didn't feel the benefits were worth the drawbacks for gaining back panache in this instance, especially considering the bonus to feats DM Holywater is providing covering Dex to Dmg concerns. I will be taking Infiltrator archetype for the Inquisitor though, it gives some bonuses that mesh with having a higher Wis and flavour-wise it seems like it fits in well thematically with the campaign as well.
After giving it some thought I've decided to rebuild Cassus as an Inquisitor/Swashbuckler (nobody expects the Asmodean Inquisition!), I think it will be fun style to play and though the build will be a bit more MAD than before I don't really see any problems with that. I'll get working on it and send you a line once it's been completed and updated into the alias profile for your perusal.
If you'd be alright with taking me onboard then I'd be happy to retool the crunch details for Cassus Davinor, as long as a some sort of divine class is part of the gestalt to symbolise his bargain/pact with Asmodeus I feel that it would still be in line with his existing backstory. Off the top of my head a swashbuckler//warpriest could be fun...
Have an idea for an bastardborn character, conveniently exiled from Brevoy on a fools venture when his family no longer had any use for him after his (younger brother) trueborn son was old enough to be certain that a 'backup'wasn't required. The idea of a TWF ranger/warpriest seems like it would be fun to play with this.
I was unable to find clarification either, so I will say that since they both specifically mimic the druid's animal companion, the levels would stack. However, all the drawbacks will also apply (i.e. wait 30 days to replace if mount dies, -1 during that time).
Thanks for the reply, matches with what this section of the PFSRD has under animal companions, right near the top of the page too!
My character is mechanically built, will post it up once I have a decent amount of time in a writing sort of mood to sit down and put together the backstory and other details for him.
Contemplating a mounted halfling character, mostly Paladin with some sort of dip into Cavalier taken first. Worshipper of Sarenrae, wandering defender of the people type.
Question for thing I haven't found confirmation either way yet, not having used animal companions often before, would Cavalier+Paladin (if mount taken for divine bond) class levels stack to determine the animal companions levels and abilities?
Hey thanks for sharing this link, just starting to go through some of it as much as my time is allowing atm and am really loving the content that Painlords guide goes over. Definitely sticking to read through entirely at a later point.
In some ways I'd say no, you could be up against anyone in the job interview whether for good or ill, but generally speaking they're anonymous. For a PbP though the norm is that you can see the other peoples submissions, and there are some damn good ones here!
@Mefika: Yes, Antipaladins can be of any evil alignment.
Alright then, I'll get to work on creating a an Antipaladin/Oracle sworn to Asmodeus. I'll away from home visiting people though for the easter weekend and likely won't have anything ready to be posted up before Monday comes around.
What I've got going at the moment for proto-backstory is a former-Paladin of Mitra who fell hard for taking actions that he considered (and still does!) to be righteous and just. He has now sworn himself over to the Asmodeus to grant him the power to obtain his vengeance over those who have wronged him.
Would you allow a re-fluffing of the Anti-Paladin class to be LE instead of CE? As a worshipper of Asmodeus, I'm looking at my character as more of a Paladin of Tyranny rather than a Paladin of Terror like I imagine the CE one to be.
Okie dokie, here is the character I've created, please let me know if there is anything that I may have missed or selected improperly according to the char creation guidelines that DoubleGold put forth in the OP. If you're happy to select my character I'll go ahead and put it together in an alias for the campaign.
Crunch:
Telenar Golradir
Elf Wizard (Conjurer) 1
LN Medium humanoid (elf)
Init +10; Senses Low-light vision; Perception +11
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 9 (1d6+3)
Fort +2, Ref +4, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron longsword +1 (1d8+1/19-20)
Ranged mwk composite longbow +5 (1d8+1/×3)
Arcane School Spell-Like Abilities (CL 1st; concentration +8)
.8/day—acid dart (1d6 acid)
Conjurer Spells Prepared (CL 1st; concentration +8)
1st—
0 (at will)—Detect Magic, Mending, Prestidigitation
Opposition Schools Enchantment, Necromancy
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Statistics
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Str 13, Dex 18, Con 14, Int 20, Wis 14, Cha 10
Base Atk +0; CMB +1; CMD 15
Feats Alertness (Familiar), Scribe Scroll, Spell Focus (Conjuration)
Traits Reactionary, Seeker, Riftwarden Orphan
Skills Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +11, Sense Motive +4, Spellcraft +9 (+11 to identify magic item properties)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Draconic, Abyssal, Dwarven, Celestial, Infernal
SQ Arcane bond (arcane familiar, scorpion, greensting), Elven magic, Summoner's Charm (1 round)
Other Gear cold iron longsword, mwk composite longbow (+1 Str), 470 gp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects & +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic +2 racial bonus on caster level checks made to overcome spell resistance & +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Acid Dart (1d6 acid, 8/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
The later years of Telenar Golradir's childhood was spent amongst the hustle of the younger races in the crusading camps, and later towns and cities, after his parents decided to join those amongst the nations of Golarion who had chosen to dedicate their lives to fighting against the corruption and horrors of the Worldwound.
Some time during the initial years of his mages apprenticeship, a mark formed on Telenar's forearm that soon coincided with tragic news - the latest expedition that his parents had joined had been utterly destroyed with no survivors found.
In the years since then, through painstaking research Telenar found that the mark that had appeared on his arm belonged to a secret society, one which his master after realising how far he ahd come on his own disclosed that his parent had belonged to - the Riftwardens. Telenar has now graduated from his apprenticeship and is determined to make his own mark in the war against the Worldwound and discover the truth of what happened to his parents.
Description:
A tall elf who with scruffy (for an elf at least ;P) short black hair with a goatee and sideburns to match, he is dressed rather simply in travelling clothes with a longsword on his hip and a longbow strung across his chest.
Personality:
Fairly friendly if a little reserved in normal circumstances, he tends to get along fairly well with most folk. Telenar's persona shifts when in a fight to being cold and methodical, he knows little (if any) mercy can be shown against demons or their followers from many second hand stories.
Also if you don't mind DM, I put a little re-fluffing spin on the Riftwarden Orphan trait to better match an Elven character.
Riftwarden Orphan:
You bear a strange mark on your body—something you’ve learned is the Sign of the Seeker’s Spiral, a rune associated with the secret society known as the Riftwardens.
You have researched this rune, and have learned that the mark sometimes appears on the associates or children of Riftwardens who have been exposed to particularly strange planar energies. Unfortunately, your parents dissappeared in the Worldwound over twenty years ago . Your master has conf irmed that both of your parents were Riftwardens, and has further conf irmed that when your parents went missing they were on a secret mission for the Riftwardens.
You’re not sure what happened to them, but you’re certain they’re dead—and your gut tells you that the one who murdered them yet lives! In any event, you’ve long felt magic in your blood, and casting spells comes easily to you.
You gain a +2 trait bonus on all concentration checks.
Associated Mythic Path: Archmage.
Coolios! I'll use some time during work to think about some backstory then and look at putting it all together and posting it up after I get back home.
I'd be interested in creating a Wizard to join the party, do you have a limit for the spot you're recruiting for? I'm off to work and won't be able to build & post a character until after I've finished.
Dotting for interest, I'm not fully decided on a concept to stick with but will lay out some rolls to know what I have to play around with and think further on it.
Dotting interest for a Sorcerer, I'm normally one for melee/skilled sort of characters rather than any sort of full caster class but I think I could have some fun with it.
I'll think over it and get back to you once I'm home after work.
They made something WORSE than a rustmonster? OR was the rust monster copy righted by D&D so Pathfinder made the Disenchanter?
Oh they still have the Rust Monster in Pathfinder, don't you worry. This horrible creature must be it's meaner, bigger, I-don't-even-have-any-appropriate-descriptors older brother.
From a quick look see at all the various (main) faiths of the characters that have been submitted so far, and how many are dedicated to Shizuru, I have to say that I'm hopeful that Tian Xia will soon be Blessed with the rise of a glorious new empire of the Rising Sun (or other appropriate Sun motif).
Ok here is my application for a Human Swashbuckler, as a heads up just in case, I'm planning on this as a multi-class build into Paladin (of Shizuru). In terms of Kingdom roles, he would be a best fit for either the General, Ruler or Marshall roles.
Crunch:
Jiuan Jie
Male Human (Tian-Shu) Swashbuckler (Inspired Blade) 1
LG Medium Humanoid (Human)
Init +4; Senses Low-light vision; Perception +5
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Defense
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AC 18, Touch 14, Flat-footed 14 (+3 armor, +4 Dex, +1 shield)
HP 11 (1d10+1)
Fort +1, Ref +6, Will +1
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Offense
--------------------
Speed 30 ft.
Melee Rapier +6 (1d6+4/18-20 x2) or Dagger +2 (1d4+1/19-20 x2)
Ranged shortbow +5 (1d6/×3)
Special Attacks Panache (3), Deeds (Derring-do, Dodging Panache, Opportune Parry and Riposte)
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Statistics
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Str 13, Dex 18, Con 13, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +2; CMD 16
Feats Weapon Focus (rapier), Fencing Grace, Power Attack
Traits Bastard, Blood of Dragons, Seeker, Vigilant Battler
Skills Acrobatics +8, Climb +5, Diplomacy +6, Intimidate +6, Knowledge (nobility) +5, Perception +5, Sense Motive +5 (+7 on opposed rolls to counter a feint in combat), -2 ACP
Languages Tien, Celestial
SQ Inspired Panache
Other Gear studded leather, buckler, arrows (20), blunt arrows (20), dagger, rapier, shortbow, backpack, bedroll, belt pouch, flint and steel, iron holy symbol of Shizuru, silk rope (50 ft.), trail rations (5), waterskin, 192 gp, 4 sp
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Special Abilities
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Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Bastard +1 trait bonus on Will saves, –1 penalty on all Charisma-based skill checks made when dealing with members of Lingshen nobility (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Blood of Dragons Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Seeker +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier critical hits.
Inspired Finesse At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
This ability replaces swashbuckler finesse.
Backstory:
The only parent that Jiuan Jie has ever known in his life is his mother Gan Zhou-Dan, a bard who had previously enjoyed a career of some renown within the courts of Jingshen before she quietly retired in order to give birth to, and subsequently raise, her son. From his childhood he aspired to one day be the ideal of a samurai, to be known as a Just an Honorable man, to be feared and admired for his skills with a sword. Famed through all of Lingshen, or perhaps even all Tian Xia!
Acknowledging his dreams, as a child his mother instructed him in the devotion of the Goddess Shizuru, the patron of noble samurai. She also taught him some of the more subtle skills necessary for a samurai, methods on how to persuade others around to his point of view and peacefully resolve disputes, and conversely, how to effectively intimidate others and cow them into line if and when such actions are necessary.
For instruction into swordplay and training in the arts of war, Jiuan Jie was gifted with a scholarship into the Academy of Xiwu, all that he could ever get from his mother on this fortune was that it was a gift from his fathers family. Surrounded by the children of nobles and powerful samurai, yet known as a fatherless bastard, Jiuan Jie's years in the Academy were not easy. Despite these difficulties, he proved himself through talent, discipline and hard work to be a talented swordsman and adept warrior.
After graduating from the Academy, his mother presented him with an opportunity she had gleaned from old sources in the capital and the Yan province as the first steps towards his aspirations; an Imperial Charter to go forth into the borderlands of Shenmen and liberate the region from the monstrous inhabitants.
Character Goal(s):
First and foremost in all things, he is determined to take this opportunity and start the steps towards his lifelong dream and become a true Samurai. He hopes that this new Kingdom can be based more on the ideals of deities such as Shizuru and Tsukiyo, away from the callousness and corruption that is evident in many of the Successor States.
Lastly is his secret desire, to know and be acknowledged by his father. Despite all efforts so far over the years, all that he knows is that his father is a noble, he has been unable to even find out what family his father is part of.
@ Mefika: no to both. piranha strike is quite potent when combined with twf and sneak attack.. it's pretty much turning a person into a blender and hitting 'frappe'. And, while a rampaging kitchen utensil will forever be a favorite in the playground of my mind, I think it's awesome lethality is a bit too extreme for this game. And, again, no 3rd party.
Fair enough, though with Swashbuckler it's all sword and shield rather than TWF or sneak attacks. I'll play around with the build I was planning to see if I can afford to up Str to 13 for Power Attack instead of Piranha Strike.
Heya GM, so my base character concept that I have down so far is for a Bastard-born (as per the Kingmaker trait) human character. He knows that he has Lingshen noble parentage on his fathers side, however information for this side of his family has been deliberately kept from him his whole life. I'm building on that and will submit the whole character once I'm done fleshing out the backstory concept.
Planning on a frontline melee-centric character - Swashbuckler base with a Paladin 2 dip to provide some synergistic bonuses to shore up some weaknesses of the class.
I have two feat related questions for character building though:
1. Piranha Strike - would you also allow this to be used for other weapons that can be used with Weapon Finesse (rather than just Light weapons)?
2. Deadly Agility - 3rd party feat from Path of War. I understand if you don't want to allow this as per your OP, and can take the Slashing/Fencing Grace route if so. Honestly I just feel that the Paizo feats for Dex to damage are very inflexible and unnecessarily complicated, RL groups I've played with for 3.5/PF have tended to homerule in a feat like this to good effect.
Dotting interest in a martial sort of class, I'm thinking at the moment of going with a Swashbuckler which looks pretty interesting as a form of charismatic warrior.
I'll come back with a further reply after I've given a character concept some more thought, your idea is just too awesome to do anything less!
Definitely looking at a Swashbuckler character now. Just about done with the crunchy bits except for a few finishing touches, I'm just taking a little time to put together the backstory for him, and then probably revise some bits of it before I feel I'm done :)
Just a question on the setting for this to make sure I don't have some baseline assumptions, is the Ustalav for your campaign still part of Golarion proper? It's just that the magic-phobia vibe you've been advising of seems more intense than the impression I get from the players manual for the adventure path.
Chiming in my interest in creating a character for your campaign.
Currently thinking of putting together a Swashbuckler type character, but I'm not decisive on that. I'll think things though and look at submitting something within 2 days or so.
Well I was planning on rolling up a wizard, but I see we've already got a couple of wizard application that have come through. That's fine though, instead I'll try to get a different character concept together and posted later today and hopefully I won't turn out to be so busy that I can't devote any time to the task :P
After having a look through the players guide for the adventure path I'd like to put in my interest for creating a character for your campaign Tierce. I'll have a better look into this tomorrow to get some ideas on the direction I'd like to take for the character.
The last few days of work have pretty much left my mind as a melty pot of drifting thoughts and sleepyness with a general overtone of procrastination on top, as such I haven't really been able to convert over the ideas of the Wizard I wanted to make to suit this campaign in a way I've been happy with. As I know recruitment is closing up soon I am instead backing out, good luck to those who get in and have fun!
I'd like to put in my interest for an Elven Wizard that I've had a few ideas for rattling around for a little bit (was considering making him for a tabletop PFS game but went with a Pally of Sarenrae that I'm currently enjoying instead). I'm off to work shortly but I'll be able to put together a backstory and crunch shell for the character statistics within 24 hours if that doesn't pose any issues.
I guess that I'll just have to see what happens, hopefully I can be considered too. Running on Australian time over here so I didn't note the timeframe differences.
So I guess I need a re-roll for each set according to DM posts:
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(19
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Male Human (Dhampir) | HP 37/63 | 1 Hero Point | Perception +9 (Low-Light Vision) | AC 22 | Fort +11; Ref +6 (+9 against damaging effects); Will +9 | Exploration Activity: Search | Hands: -
(161
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Female Gnome (Umbral) | HP 38/38 | 1 Hero Point | Perception +7 (Darkvision); +8 against traps (Trapfinder); +11 against lies | AC 20 | Fort +7; Ref +10; Will +7 | Hands: Shortbow + Potion of Barkskin
(745
posts)