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GM of the Crown wrote:
2. You’d have to either take the time and spend the money to retrain the feat, or wait until 5th level.

Got it. I went back through my crunch to look for mistakes and found a couple. Reposting now. Still lacking in equipment, which I will fill in if selected.

Crunch:

NG Half Orc Cleric/Ranger 3
Senses: Perception +9
Init: +7

HP 28 (3d10+6)
AC 18 (+6 Armor, +3 Dex)
Saves Fort +5 Ref +7 Will +7 {+2 vs fear}

Speed 20 ft, Reach 5ft
MWK Composite +1 Orcish Hornbow +7 (2d6+1)

Channel Positive Energy 2d6 (DC 14) {+3 Damage vs Undead, they get no Channel Resistance} 4/day

Cleric Spells CL 3
0th DC 13 - Detect Magic, Create Water, Guidance, Read Magic
1st DC 14 - Shield of Faith (Domain), Divine Favor, Protection from Evil, Bless
2nd DC 15 - Bless Weapon (Domain), Spiritual Weapon, Hold Person

Str 13 Dex 17 Con 12 Int 11 Wis 16 Cha 12
Feats: Endurance (Ranger Bonus), Precise Shot, Rapid Shot (Ranger Bonus), Improved Initiative
Traits:
Finish the Fight: +1 to attack rolls against opponents you have injured in the last 24 hours
Making Good on Promises: +2 on saves vs fear
Equipment: MWK Composite +1 Orc Hornbow 550 GP, MWK Breastplate 350,

Skills
18
Spellcraft +4 (1 rank, +3 Class Skill)
Knowledge (Religion) +6 (3 ranks, +3 Class Skill)
Perception +9 (3 ranks, +3 Class Skill, +3 Wis)
Survival +9 (3 ranks, +3 Class Skill, +3 Wis) {+1 tracking}
Intimidate +7 (1 rank, +3 Class Skill, +2 Racial, +1 Cha)
Swim +2 (1 rank, +3 Class Skil, +1 Str, -3 ACPl)
Knowledge (Nature) +4 (1 rank, +3 Class Skill)
Stealth +4 (1 rank, +3 Class Skill, +3 Dex, -3 ACP)
Heal +7 (1 rank, +3 Class Skill, +3 Wis)
Diplomacy +5 (1 rank, +3 Class Skill, +1 Cha)
Sense Motive +7 (1 rank, +3 Class Skill, +3 Wis)
Knowledge (Arcana) +4 (1 rank, +3 Class Skill)

Background Skills (6)
Handle Animal +7 (3 ranks, +3 Class Skill, +1 Cha)
Craft (Arrows) +4 (1 rank, +3 Class Skill)
Knowledge (Geography) +4 (1 rank, +3 Class Skill)
Lore (Torture) +4 (1 rank, +3 Class Skill)
Racial Features
Darkvision, Sacred Tattoo, Weapon Familiarity, Intimidating

Class Features Abbreviated
Touch of Glory 6/day (Su): Give +3 bonus to 1 Cha check.
Favored Enemy Undead: +2 Bonus on a bunch of stuff vs undead
Favored Terrain Forest: Bonuses in forest terrain

Class Features Full Length

Channel Energy

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Domains: Glory (Heroism), Sun (Day)

Domain Spells
1st, Endure Elements, Shield of Faith
2nd, Continual Flame, Bless Weapon

Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

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

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura: Good

Spontaneous Casting: Cure

Favored Enemy: Undead

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track
+½ Ranger level on tracking checks

Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.[/b]
Combat Style: Archery
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor.
Endurance
Favored Terrain: Forest
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).


I'd like to submit Horm, a half orc ranger/cleric. I know half orcs are rare in Ustalav, but I really like the race flavor wise. I am happy to revise elements of Horm's background to better fit the game, but I do like the background as is. I'm not sure exactly how well it provides motivation for my character to join the party, as I don't know what their current objective is.

Party Role: Cleric with above base offensive channeling. Ranged Damage as a primary combat style, with (eventually) an animal companion to provide additional melee. Favored enemy Undead. Great saves, decent AC, generally trying to keep enemies at a distance, so all around strong defensively. Decent amount of skill points for some extra out of combat utility.

I have mostly finished the build, except for equipment which is nearly blank. I can fill that in if selected, and would take a closer look at party skills to try to avoid overlap. I think I'd like to delay my level 3 feat (currently listed as Improved Initiative) so I can take Boon Companion at level 4, when I get an Animal Companion. Is that fine?

A quick overview of my posting history. I have been on the boards since 2021. I have GMd a homebrew game to completion, and 2/4 of the players from that game are in a new game I am currently running. I have joined 3 other games at various times, one of which I eventually backed out of. The other two ended due to the GM leaving. I tend to post at a consistent rate of around once per day, but if there's a long delay for one reason or another, it typically takes me some time to get back into the routine. I try to put some effort into crafting reasonably well written posts and I think I do a solid job at that.

Background:

Horm was born a half orc in an orc tribe. His childhood was a vicious struggle for survival. His mother loved him because he might one day grow to be a mighty warrior. Horm never had the same taste for violence as his brethren. He knew it made him weak, just as his human blood did. Scrawny by orc standards, he had to work hard to avoid becoming a target. Fortunately, he displayed an early talent for magic, and was taken by the tribe’s shaman when he was 11. By the time he was 15, it was clear that he lacked the ability for orcish magic. Scarred and broken, he was cast aside like a broken tool.
Horm was given lodging with Raga, the tribe’s torturer. His sleep was broken by the sound of new arrivals. He was made to use instruments of pain. When he was 17, Horm gathered the courage to murder Raga and flee. He spent a long time running.
Arriving in civilization for the first time, Horm found he fit in poorly. People looked down on him in disgust. Horm could hunt and he had a base of magical training, but few other useful skills. He was a jagged and broken man. Horm killed a local lad in a violent dispute. He fled again.
Horm stopped running when he met Professor Lorrimor. The man had a curiosity and attention that Horm was not used to. When Lorrimor looked at him, Horm saw no fear in the old man’s eyes. He brought Horm to a church of Seranrae. In between two archeological expeditions, the Lorrimor helped coax out Horm’s latent magical abilities. The kindness was breathtaking, both from Lorrimor and from the priests. In time, Horm knew, he would come to understand the meaning of Redemption.
When Lorrimor left, he made it clear that Horm was in his debt. There was a devilish glint in the old man’s eyes when he said that, and it scared the young half orc. Over the years, the fear dwindled away to nothing. Horm grew whole. Then one day, he received a letter informing him that it was time to make good on his debt. A fresh dread grew in him, one that he could not begin to name. He felt himself slipping back into a brutal, vicious world he thought he had left behind, and which he was not ready to walk back into. It was with a heavy heart that Horm made his way to Ravengro, clutching desperately at his symbol of Seranrae.

Writing sample/moment from Background:
Horm dreamed of screams and fire. A brazier burned, casting flailing shadows across a bloody wall. He heard the sound of leather straps tightening. A man sobbed desperately. The acrid scent of burning hair filled the room. A devil stalked in the shadows, something tall and hulking. As it turned to face him, Horm woke with a start. He clutched the hilt of his sword.
Before he had killed Raga, Horm had nightmares about what he would face after the orc was dead. Now that it was done, his tribe’s torturer lived on in his dreams. ”One last act of cruelty,” he said quietly, fingering the notch in the hilt of his sword. Dried blood ran the length of the blade, gleaming in the firelight. Not Raga’s.
Kneeling beside his small fire, Horm gathered soot and ash. He had made camp at the edge of a small cave, a mere alcove in the rock, and nestled behind it to sleep. Now he hurried. The snow would stop falling soon, and he needed to move once it did. He dragged soot and ash across the rocks, leaving behind black lines. They will be after me at first light. He stood back to survey his handiwork. Sorry. The word had a hollow taste to it. On its own, it meant nothing.
Shouldering his pack, Horm sat at the edge of the cave with his sword across his knees, staring down at the blood along its length. ”I killed him.” He drew his dagger and carved out a second notch in the hilt of his sword. ”My own hands are stained with the blood of that boy. For what?” Snow drifted down into the failing firelight and kissed Horm’s sword. It was a pure white, covering up the red stain. ”For nothing,” he admitted quietly.

Crunch:

NG Half Orc Cleric/Ranger 3
Senses: Perception +9
Init: +6

HP 27 (3d10+6)
AC 19 (+6 Armor, +3 Dex)
Saves Fort +5 Ref +6 Will +7 {+2 vs fear}

Speed 20 ft, Reach 5ft
MWK Composite +1 Orcish Hornbow +7 (2d6+1)

Channel Positive Energy 2d6 (DC 14) {+3 Damage vs Undead, they get no Channel Resistance} 4/day

Cleric Spells CL 3
0th DC 13 - Detect Magic, Create Water, Guidance, Read Magic
1st DC 14 - Shield of Faith (Domain), Divine Favor, Protection from Evil, Bless
2nd DC 15 - Bless Weapon (Domain), Spiritual Weapon, Hold Person

Str 13 Dex 17 Con 12 Int 11 Wis 16 Cha 12
Feats: Endurance (Ranger Bonus), Precise Shot, Rapid Shot (Ranger Bonus), Improved Initiative
Traits:
Finish the Fight: +1 to attack rolls against opponents you have injured in the last 24 hours
Making Good on Promises: +2 on saves vs fear
Equipment: MWK Composite +1 Orc Hornbow 550 GP, MWK Breastplate 350,

Skills
18
Spellcraft +4 (1 rank, +3 Class Skill)
Knowledge (Religion) +6 (3 ranks, +3 Class Skill)
Perception +9 (3 ranks, +3 Class Skill, +3 Wis)
Survival +9 (3 ranks, +3 Class Skill, +3 Wis) {+1 tracking}
Intimidate +7 (1 rank, +3 Class Skill, +2 Racial, +1 Cha)
Swim +2 (1 rank, +3 Class Skil, +1 Str, -3 ACPl)
Knowledge (Nature) +4 (1 rank, +3 Class Skill)
Stealth +4 (1 rank, +3 Class Skill, +3 Dex, -3 ACP)
Heal +7 (1 rank, +3 Class Skill, +3 Wis)
Diplomacy +5 (1 rank, +3 Class Skill, +1 Cha)
Sense Motive +7 (1 rank, +3 Class Skill, +3 Wis)
Knowledge (Arcana) +4 (1 rank, +3 Class Skill)

Background Skills (6)
Handle Animal +7 (3 ranks, +3 Class Skill, +1 Cha)
Craft (Arrows) +4 (1 rank, +3 Class Skill)
Knowledge (Geography) +4 (1 rank, +3 Class Skill)
Lore (Torture) +4 (1 rank, +3 Class Skill)
Racial Features
Darkvision, Sacred Tattoo, Weapon Familiarity, Intimidating

Class Features Abbreviated
Touch of Glory 6/day (Su): Give +3 bonus to 1 Cha check.
Favored Enemy Undead: +2 Bonus on a bunch of stuff vs undead
Favored Terrain Forest: Bonuses in forest terrain

Class Features Full Length

Channel Energy

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Domains: Glory (Heroism), Sun (Day)

Domain Spells
1st, Endure Elements, Shield of Faith
2nd, Continual Flame, Bless Weapon

Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

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

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura: Good

Spontaneous Casting: Cure

Favored Enemy: Undead

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track
+½ Ranger level on tracking checks

Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.[/b]
Combat Style: Archery
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor.
Endurance
Favored Terrain: Forest
The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).


Dot


Here is my completed submission. I have two things to note.

First, I am not and have never been religious in any way. I have studied European (and other) history and am familiar with Christianity, but probably less than a lot of people.

Second, the build listed below represents what I believe to be a fairly powerful version of this character. If selected, I will try my best to take a look at the other characters and bring the power level of this character in line with theirs. I have a few easy ways in mind to make this character both more and less powerful. Hope that’s ok.

Build:

Cleric (Evangelist) 7 + Bloodrager (Steelblooded and Urban) 7
Senses Darkvision 120 ft, Perception +18
Initiative +6

HP 77+28=105
Saves
Fort 5 (base) +1 (resistance) (+1 trait) +2 (luck) = 9
Ref 2 (base) +1 (dex) +1 (resistance) +2 (luck) = 6
Will 5 (base) +7 (wis) +1 (resistance) +2 (luck) = 15
AC 10 + 2 (dex) +10 (armor) +1 (deflection) +2 Natural = 25
Touch 13 Flat Footed 23
Raging: -1 Size Dex becomes 0, total becomes 23

Speed 35 ft
Reach 10ft, 15ft when enlarged
+1 Raging Enlarged Inspire Courage Bardiche [+7 BaB, +8 Str, -1 Size, +1 Enchantment, +2 IC, -2 Power Attack] +15 (2d6+21 19-20)

Cleric Spells CL 7th Concentration +17
0th - 4
1st - DC 19 - 6+1 Common options: Divine Favor, Protection from Evil, Barbed Chains,
2nd - DC 20 - 5+1 Common options: Silence, Spiritual Weapon, Lesser Restoration, Communal Protection, Ironskin, Hold Person, Burst of Radiance, Ashen Path
3rd - DC 21 - 4+1 Common options: Bestow Curse, Chain of Perdition, Dark-Light, Magic Vestament, Summon Monster
4th - DC 22 - 3+1 Common options: Summon monster

Spontaneous Casting as Cleric
1st - Command
2nd - Enthrall
3rd - Tongues
4th - Suggestion

Bloodrager Spells CL 7th Concentration +12
1st - DC 14 2/day - Long Arm, Shield, Infernal Healing, Cause Fear, Ray of Enfeeblement
2nd - DC 15 2/day - Mirror Image, Frigid Touch

SLA 1/day CL 7
Stinking Cloud DC ???

Rage Rounds: 16
Bardic Performance Rounds: 19
Channel Positive Energy 3d6 DC 16 6/day
Touch of Glory 11/day

Stats
Point Buy: Str 14 Dex 12 Con 10 Int 10 Wis 17 Cha 14
Human Bonus: Wis
Primary Stat: Wis
Secondary Stats: Str and Cha
Race Points: Advanced Str
Level Advancement: Wis
Mental Prowess: Wis
Physical Prowess: Str
Curio: Belt of Incredible Dexterity
Final Stats after Awakening: Str 20 Dex 14 Con 10 Int 10 Wis 26 Cha 16

Feats
1 for taking both Urban Bloodrager and Steelblood
Mad Magic
Spell Focus: Conjuration
Augment Summons
Superior Summoning
Sacred Summons
Improved Initiative
Combat Reflexes

Power Attack (Bloodline Bonus)
Eschew Materials (Bloodrager Bonus)

Traits
Priest Blessed: Three times per day when you are the target of a harmless divine spell, you may increase its caster level by 1 for purposes of its effect on you alone.
Resilient: +1 to Fort
Focused Mind: +2 to Concentration checks
Fate’s Favored: Luck bonuses increased by 1
Doubt: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.

13 RP abilities
Advanced Strength (4 RP): +2 to Str
Natural Armor (2 RP): +1 Natural Bonus to AC
Improved Natural Armor (1 RP): +1 Natural Bonus to AC
Spell Like Ability, Greater (3 RP): Stinking Cloud 1/day
Darkvision, Greater (3 RP): Darkvision 120ft

Skills (ACP -5)
Acrobatics +5 [1 rank, +3 class skill, +1 Dex, [+5 competence, jumping only]]
Climb +9 [1 rank, +3 class skill, +5 Str]
Diplomacy +7 [1 rank, +3 class skill, +3 Cha]
Intimidate + 7 [1 rank, +3 class skill, +3 Cha]
Knowledge: Religion +8 [7 ranks, +3 class skill]
Knowledge: the Planes +4 [1 rank, +3 class skill]
Knowledge: History +4 [1 rank, +3 class skill]
Knowledge: Local +4 [1 rank, +3 class skill]
Knowledge: Arcana +4 [1 rank, +3 class skill]
Perform: Oratory +11 [5 ranks, +3 class skill, +3 Cha]
Perception +18 [7 ranks, +3 class skill, +8 Wis]
Sense Motive +15 [4 ranks, +3 class skill, +8 Wis]
Spellcraft +7 [4 rank, +3 class skill]
Swim +9 [1 rank, +3 class skill, +5 Str]

Background
Artistry: Manuscript +5 [2 ranks, +3 class skill]
Craft: Candles +5 [2 ranks, +3 class skill
Profession: Priest +16 [5 ranks, +3 class skill, +8 Wis]
Linguistics +5 [2 ranks, +3 class skill]
Languages: English, Latin, French
Perform: Sing +9 [3 ranks, +3 class skill, +3 Cha]

Curio: Crucifix
Boots of Striding and Springing: 5.5k
Shawl of Life Keeping 1k
Belt of Dex 4k
Headband of Fortune’s favor 7.7k
Ioun Stone (cracked Dusty Rose Prism) .5k
Glorious Tabard, Lesser .4k
5.9k Unassigned

Class Features:

Domain
Glory (Heroism)

Domain Spells

Glory (Heroism)
1st Shield of Faith
2nd Bless Weapon
3rd Heroism
4th Holy Smite

Domain Powers
when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Other Cleric Features
Public Speaker
An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

Sermonic Performance
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.

Bloodline - Abyssal

Bloodline Feat - Power Attack
Bloodline Spell - Ray of Enfeeblement

Bloodline Powers
Claws (Su) At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su) At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren’t humanoid.

Other Bloodrager Features
Indomitable Stance (Ex)
At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Armored Swiftness (Ex)
At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
Armor Training (Ex)
At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by 1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class feature of the same name.
Blood Deflection (Su)
At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough.

Controlled Bloodrage
When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects.
Restrained Magic (Su)
At 3rd level, an urban bloodrager can attune her spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures she is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area.
Adopted Magic
At 7th level, an urban bloodrager learns some of the secrets of other magical traditions from other denizens of the city. She can select from the bard or magus spell list any spell of a level she can cast, and add it to her bloodrager spell list and to her bloodrager spells known.
At 10th level and every 3 levels thereafter, the urban bloodrager can add another such spell to her spell list and spells known. If she chooses to learn a new spell in place of an old one, she can exchange a bard or magus spell for another.

Vignettes Background:

”A man in a robe, claiming communion with the divine. Madness.” Gregor glanced around the nave but found nary a soul in the pews. He was alone. No, not alone, he thought, looking up at Jesus. It must have been a child, whispering blasphemy from the narthex before darting back to the street. The thought offered small comfort to Gregor, who found that his hand grew hot as it clutched at the crucifix that hung from his neck. That was not the voice of a child.

—-----

”Perhaps it is the voice of Satan, as you guess.” The Bishop watched Gregor carefully from across a desk of burnished oak. ”Yet perhaps it is only the product of your own mind. Regardless, I think you will find that time at a monastery in the countryside will serve you well.”
”Yes,” said Satan, his voice thick and rich as spoiled milk. [i]”Let him send you away. You love to prattle on to the working masses. Let that work be taken from you. Come to the woods. I am waiting.”
”Yes, said Gregor, his voice thin and wavering like a child’s. ”Yes,” he said again, more firmly. ”I need the quiet life, for a time. And I trust in your holy judgment. I should like to go North, if I may, where the air is clear and cold.”
After the arrangement had been made, and the Bishop had given his blessing, Gregor stood up to leave. The Bishop touched his shoulder, stopping him for a moment. ”I am thankful, Gregor.” His words were heavy and solemn. ”I have the utmost faith in the salvation of your soul. Were it another, one less pious, less devoted, my heart would be filled with doubt. But God has chosen you to bear this burden.”
Gregor turned away, so that the Bishop could not see his face. He felt the hand slip from his shoulder.

—-------

Satan had not spoken to Gregor since he left London. Yet his presence had grown in other ways. Though normally quick to make friends, few at the monastery had spoken at length with him. He heard their whispers on quiet nights. More troubling, Gregor had moments when his faith left him. Doubt would creep into his mind on sleepless nights, and then be chased away with a whisper to the Virgin Mary.
Gregor sat alone, tracing letters on parchment with hands that did not belong to him. What did Satan say to me, the last time I heard his voice? He gasped when he finished writing. The words were writ in a merciless ink. Come to the woods, they said.
I am waiting.

—--------

Gregor slipped from his room while the moon rose pale and white above ghostly clouds. He held his Bible and wore his crucifix, but carried no other weapons and wore no other armor to his meeting with Satan. The face of Jesus, once cast on his crucifix in a fine silver, had been worried smooth. Shivering, Gregor drew his robes about him to shut out the night air. He would find the archfiend, and show him the faith in his eyes. When he sees that I am beyond temptation, he will leave me.
”Yes, freedom is within your grasp. You need only prove that you are steadfast, and I will find another.”
”What test must I pass, Lucifer?” Gregor spoke aloud into the night air, though he could see no one. The light of the moon meant little beneath the trees.
”Go and stand at the edge of yonder river.” Gregor obeyed. ”Take off the trappings of your faith and cast them into the water. Then if you still are faithful, without the aid of such things, I will see that your soul is true, and leave you.”
Gregor held a hand firmly about his crucifix. He felt it grow hot, but no design to take it off entered his mind. He sat down at the foot of a tree. He need speak no words to Satan, yet he did not feel the devil’s presence lessen. Gregor opened his Bible. It was too dark to read, but he knew what the words said anyway.

—--------

Gregor gasped as he startled awake. ”And who might you be?” Asked an elegant scottish woman. She held a small basket.
”Gregor John Walden, priest of London sent to monastery here.”
”But there is no monastery in Waldenshire,” pointed out the woman.
”I am not in Waldenshire.”
The woman blinked. She looked about her. They were on a green moor, the world about them gray and cloaked with an early morning mist. Gregor blinked back at her, and the confusion of waking did not leave him. Only the hazel eyes that gazed at him were fixed in the real world. ”Can you help me?” He asked, very suddenly.
”Why, yes, child.” The word sounded softer than it might, to one who was used to being called Father. Gregor nodded vigorously and reached for his crucifix. The woman gasped and dropped her basket. Mushrooms scattered on the grass.
Gregor reached for one and saw that his hand was red with blood that he knew was not his own.

Narrative Background:

Gregor John Walden was born to a working couple in the heart of London. His mother died in childbirth. Gregor fondly remembers the time he had a father, before the man’s baker’s lungs grew too sensitive for the city air. He remembers the time he spent as an orphan, in the care of a catholic priest, almost as fondly.

Gregor was a studious and pious adolescent. Reading the Bible in his spare time, he was encouraged to go to Seminary. He showed promise on the rugby field as well, but found no higher calling there. Though others thought his life unfortunate, Gregor saw himself as blessed.
After graduating into priesthood, Gregor began to serve in the same Diocese he grew up in. Many of the faces he saw in church were ones he had known his whole life. After years working as a priest, Gregor began to hear a troubling voice. It gnawed at the back of his mind, until he confessed it to a bishop. The man sent him north, to a monastery, in the hopes that a quieter, more communal life would be good for him. It was not.

Gregor soon found that, though the voice had gone, some curse was upon him. He resolved himself to confront this demonic presence, Satan, he believed. Venturing out into the woods on a dark night, Gregor spoke with the voice. He could remember sitting down to read the bible…and then waking up somewhere else, with another person’s blood on his hands.

Fortunately for Gregor, he also met Bonnie Ainsworth at the same time. Asking for her help, Gregor left the monastery in the hopes that this woman might know more about his voice than the men of the cloth. He had not lost his faith in God, nor even in the Church. But he knew that he could not return until the voice, and its presence, were gone.

Appearance and Personality:

The black fabric of Gregor’s cassock stretches a long way from his ankles to his collar. Well over six feet tall, the smiling Priest has a handsome and welcoming face. While not a young man, he has as yet no hint of gray in his hair. For years, Gregor always appeared immaculately groomed when in public. Lately, the fraying of his mind has shown itself in his disheveled hair and unshaven face. His eyes are weary, but calm…except when they dart suddenly around the room, searching for a speaker that is not there. He wears a silver crucifix, which he often grasps with one hand. The face of Jesus on his crucifix has been worn smooth and featureless, though the crown of thorns remains sharply pointed.

Christianity is the defining feature of Gregor’s personality. He sees everything through the lens of the Church. Recently, as he has left the church on dishonorable grounds, this has become a less defining aspect of his personality. Whereas before, he saw himself as a champion of the faith who would shepherd his flock to salvation, he now sees himself as a wayward sheep. Doubt has crept into the corners of his mind. As the game progresses, I expect Gregor will see many things that will call his faith into question.

Gregor used to enjoy keeping his own schedule and having time to pursue interests outside of the Church. He was gregarious and had many friends, but struggled to make new ones after leaving London. A pragmatic and practical orphan, Gregor will carry on, whatever challenges life presents him with.


I think it's ok for me to change the concept around depending on what types of creatures make sense in your game. If there are other creatures you would prefer that's ok with me. But the Chernobog sounds like it fits well, and I think that would be cool, so I will plan to go with that unless we talk about it more some other time.

Here is where I am at on the mechanical side at the moment. Feel free to take a look, or to just ignore what I have for now and look more when I have a finished product. Still a bunch of stuff to do including feats, skills, spells, a trait, and spending money. Also thinking I should add something of a more traditional background in addition to a slightly more polished version of the vignettes I posted above.

Build so far:

Senses Darkvision 120 ft, Perception +18

Cleric (vanilla) 7 + Bloodrager (Steelblooded and Urban) 7
Stats
Point Buy: Str 14 Dex 12 Con 10 Int 10 Wis 17 Cha 14
Human Bonus: Wis
Primary Stat: Wis
Secondary Stats: Str and Cha
Level Advancement: Wis
Mental Prowess: Wis
Physical Prowess: Str
Race Points: Advanced Str
Str 20 Dex 12 Con 10 Int 10 Wis 26 Cha 16

HP 77+28=105
Saves
Fort 5 (base) +1 (resistance) (+1 trait) = 7
Ref 2 (base) +1 (dex) +1 (resistance) = 4
Will 5 (base) +7 (wis) +1 (resistance) = 13
AC 10 + 1 (dex) +10 (armor) +1 (deflection) +2 Natural = 24
Raging: -1 Size Dex becomes 0, total becomes 22

+1 Raging Enlarged Bardiche [+7 BaB, +8 Str, -1 Size, +1 Enchantment] +15 (2d6+13 19-20)
Other Common buffs: Divine Favor, Heroism, Touch of Good
Reach 10ft, 15ft when enlarged

Gear: Some

Cleric Spells CL 7th Concentration +17
0th - 4
1st - DC 19 - 6+1
2nd - DC 20 - 5+1
3rd - DC 21 - 4+1
4th - DC 22 - 3+1

Bloodrager Spells CL 7th Concentration +12
1st - DC 14 - 4 spells known, 2 per day
2nd - DC 15 - 2 (+1 Bard/Magus) spells known, 2 per day

SLA 1/day CL 7
Stinking Cloud DC ???

Feats
1 for taking both Urban Bloodrager and Steelblood
Mad Magic
6 others

Power Attack (Bloodline Bonus)
Eschew Materials (Bloodrager Bonus)

Skills 28 + 14 Background
Perception +18 [7 ranks, + 3 class skill, +8 Wis]

Traits
Priest Blessed: Three times per day when you are the target of a harmless divine spell, you may increase its caster level by 1 for purposes of its effect on you alone.
Resilient: +1 to Fort
Focused Mind: +2 to Concenrtation checks
1 Other
Doubt: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.

13 RP abilities
Advanced Strength (4 RP): +2 to Str
Natural Armor (2 RP): +1 Natural Bonus to AC
Improved Natural Armor (1 RP): +1 Natural Bonus to AC
Spell Like Ability, Greater (3 RP): Stinking Cloud 1/day
Darkvision, Greater (3 RP): Darkvision 120ft

Class Features:

Domains
Glory (Heroism)
Good (Archon)

Domain Spells

Glory (Heroism)
1st Shield of Faith
2nd Bless Weapon
3rd Heroism
4th Holy Smite

Good (Archon)
1st Divine Favor
2nd Align Weapon
3rd Prayer
4th Holy Smite

Domain Powers
when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su): At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aura of Menace (Su): At 8th level, you can emit a 30-foot aura of menace as a standard action. Enemies in this aura take a –2 penalty to AC and on attacks and saves as long as they remain inside the aura. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Other Cleric Features

Channel Positive Energy 4d6
Spontaneous Casting (Cure)

Bloodline - Abyssal

Bloodline Feat - Power Attack
Bloodline Spell - Ray of Enfeeblement

Bloodline Powers
Claws (Su) At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Demonic Bulk (Su) At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren’t humanoid.

Other Bloodrager Features
Indomitable Stance (Ex)
At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures.
Armored Swiftness (Ex)
At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of his unencumbered speed.
Armor Training (Ex)
At 5th level, a steelblood learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a maximum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every 4 levels thereafter (9th, 13th, and 17th), these bonuses increase by 1, to a maximum 4-point reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus. This ability stacks with the fighter class feature of the same name.
Blood Deflection (Su)
At 7th level, as an immediate action a steelblood can sacrifice a bloodrager spell slot to gain a deflection bonus to AC equal to the level of the spell sacrificed. The deflection bonus lasts until the start of his next turn. This ability can be applied after an attack roll is made against the steelblood, allowing the steelblood to convert a hit into a miss if the deflection bonus is high enough.

Controlled Bloodrage
When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects.
Restrained Magic (Su)
At 3rd level, an urban bloodrager can attune her spells so they are less likely to impact her allies or innocent bystanders. When the bloodrager casts a spell, she can grant a +2 bonus on the saving throw against that spell to any creatures she is aware of that are targeted by the spell or within the spell’s area. Any creature that receives this bonus and succeeds at its save is unaffected by the spell, as if it hadn’t been targeted or wasn’t in the area.
Adopted Magic
At 7th level, an urban bloodrager learns some of the secrets of other magical traditions from other denizens of the city. She can select from the bard or magus spell list any spell of a level she can cast, and add it to her bloodrager spell list and to her bloodrager spells known.
At 10th level and every 3 levels thereafter, the urban bloodrager can add another such spell to her spell list and spells known. If she chooses to learn a new spell in place of an old one, she can exchange a bard or magus spell for another.


How are you feeling about that list of potential Othersouls? If you don't think it's important to have identified a specific creature for an Othersoul, I personally don't think there's a problem with leaving them unidentified. At least for now anyway. I was a bit concerned that there wouldn't be any suitable fey in the world, but it seems like there are.


Seer of Shadows wrote:
I can have a list drafted up for you by, say, tomorrow.

Ok sounds good.

Seer of Shadows wrote:
Combat will never be too easy or boring, at least in most cases.

Great! I've generally found that I'm more likely to find combat boring than too hard, so I just wanted to make sure the game would be a good fit for me in that way.


Seer of Shadows wrote:
So I would like to pose a few questions in that case. Are you looking for an Othersoul with a traditionally demonic appearance and demeanor or are you more flexible with your vision? What sort of powers might you want from it later?

I am definitely flexible on appearance. I do imagine a melodious and demonic voice. I think it's fine for my character to think he's hearing the voice of Satan, and for it to actually be something pretty different.

Later on, I envision my character's cleric class features coming from their time as a Priest, and their Bloodrager features as coming from their Othersoul. The main Bloodrager features that I think should align thematically with the Othersoul are 1) the Abyssal and/or Infernal Bloodline 2) the Rage ability and 3) some Bloodrager spells. I was also thinking about selecting race point options that feel demonic.

Seer of Shadows wrote:
You needn't worry about having to completely optimize a character like you would for something like, say, a megadungeon akin to Rappan Athuk or the Slumbering Tsar. That said, this game will certainly have some challenging combat from time to time- especially later on- and some degree of optimization would be of benefit.

Let me clarify what I'm asking about. If we build reasonably optimized characters, will combat become too easy and boring?


Put together some basic writing that communicates my ideas about my character's background so far. Hope this looks like something that would make sense in this game. If so, I will look to flesh things out a tiny bit more.

Background so far:

”A man in a robe, claiming communion with the divine. Madness.” Gregor glanced around the nave but found nary a soul in the pews. He was alone. No, not alone, he thought, looking up at Jesus. It must have been a child, whispering such blasphemy from the narthex before darting back into the street. The thought offered small comfort to Gregor, who found that his hand grew hot as it clutched at the crucifix that hung from his neck. That was not the voice of a child.

—-----

”Perhaps it is the voice of Satan, as you guess.” The Bishop watched Gregor carefully from across a desk of burnished oak. ”Yet perhaps it is only the product of your own mind. At any rate, I think you might find that time at a monastery in the countryside would serve you well.”
”Yes,” said Satan, his voice thick and rich as spoiled milk. ”Let him send you away. You love to prattle on to the working masses. Let that work be taken from you. Come to the woods. I am waiting.”
”Yes, said Gregor, his voice thin and wavering like a child’s. ”Yes,” he said again, more firmly. ”I need the quiet life, for a time. And I trust in your holy judgment. I should like to go North, if I may, where the air is clear and cold.”
After the arrangement had been made, and the Bishop had given his blessing, Gregor stood up to leave. The Bishop touched his shoulder, stopping him for a moment. ”I am thankful, Gregor.” His words were heavy and solemn. ”I have the utmost faith in the salvation of your soul. Were it another, one less pious, less devoted, my heart would be filled with doubt. But God has chosen you to bear this burden.”
Gregor turned away, so that the Bishop could not see his face. He felt the hand slip from his shoulder.

—-------

Satan had not spoken to Gregor since he left London. Yet his presence had grown in other ways. There were eyes in the dark that did not blink, though Gregor could not see them. Though normally quick to make friends, few at the monastery had spoken at length with him. He heard their whispers on quiet nights. He traced letters on parchment with hands that did not belong to him. What did Satan say to me, the last time I heard his voice? He gasped when he finished writing. The words were writ in a merciless ink. Come to the woods, they said.
I am waiting.

—--------

Gregor slipped from his room while the moon rose pale and white above ghostly clouds. He held his Bible and wore his crucifix, but carried no other weapons and wore no other armor to his meeting with Satan. The face of Jesus, once cast in a fine silver, had been worried smooth. Shivering, Gregor drew his robes about him to shut out the night air. The words of the Bishop burned in him now. He felt no fear, for he knew that God was with him. He would find the archfiend, and show him the faith in his eyes. When he sees that I am beyond temptation, he will leave me.
”Yes, freedom is within your grasp. You need only prove that you are steadfast, and I will find another.”
”What test must I pass, Lucifer?”
”Go and stand at the edge of yonder river.” Gregor obeyed. ”Take off the trappings of your faith and cast them into the water. Then if you still are faithful, without the air of such things, I will see that your soul is true, and leave you.”
Gregor held a hand firmly about his crucifix. He felt it grow hot, but no design to take it off entered his mind. He sat down at the foot of a tree and smiled. He need speak no words to Satan. Gregor opened his Bible. It was too dark to read, but he knew what the words said anyway.

—--------

Gregor gasped as he startled awake. ”And who might you be?” Asked an elegant scottish woman. She held a small basket.
”Gregor John Walden, priest of London sent to monastery here.”
”But there is no monastery in Waldenshire,” pointed out the woman.
”I am not in Waldenshire.”
The woman blinked. She looked about her. They were on a green moor, the world about them gray and cloaked with an early morning mist. Gregor blinked back at her, and the confusion of waking did not leave him. Only the hazel eyes that gazed at him were fixed in the real world. ”Can you help me?” He asked, very suddenly.
”Why yes, child.” The word sounded softer than it might, to one who was used to being called Father. Gregor nodded vigorously and reached for his crucifix. The woman gasped and dropped her basket. Herbs and mushrooms scattered on the grass.
Gregor reached for them and saw that his hand was red with blood that he knew at once was not his own.


Sounds good to me.

I will move forward with character creation along the lines I outlined. I would like some ideas on possible Othersouls. I have a hard time imagining a character with a Bloodline and an Othersoul that are not intimately tied together, but maybe it is otherwise.

Another question I'm having as I look over the character creation rules is about power level. Because pathfinder is not a game with tightly balanced options, I find it important to try to match the power level expected for a given campaign. I want combat to be interesting and an engaging part of gameplay. Should we be trying to make strong characters with mostly powerful feats, spells, etc? This seems even more important to get right than usual, due to Gestalt, high point buy, racial bonuses, etc.


Are othersouls always dry, or can they be some sort of demon? What about a fey with a demonic connection? I’m thinking that if there’s no demonic connection, it’s hard for me to like the flavor of an abyssal/infernal bloodline.

Maybe a fey could also be fine, but I really liked the idea of two natures that were in direct opposition to one another. Can easily come up with a different character concept.


Dot.

Concept: devout Christian/cleric, with a taint of foul blood (bloodrager with abyssal/infernal bloodline). Hears a demonic voice. Is looking for ways to get help from people familiar with the occult, as science and prayer have both proved inadequate.


Thanks for the consideration and happy gaming!


I polished off my submission. My character meets the party requirements you’ve stated. I briefly described why he might be in the Inner Spiral, we can work on that more if I’m selected. My build is more or less finished, I’m not attached to any details of it and am happy to go over it more if I’m selected. I can also write out detailed descriptions of class features at that time.

HP: 6d8 ⇒ (3, 2, 4, 1, 5, 8) = 23 4,4,4,4,5,8. Total: 29

About me:

I’ve been gaming on the boards since the pandemic started. I started out GMing a homebrew game because I couldn’t find what I was looking for. That game finished after a couple of years, and most of the players moved on with me to another game which has been going for about a year. I’ve joined three other games. One wasn’t what I was hoping it would be and I dropped out pretty quick, the GM left the second after a few months. The third is still running. I am now very selective in applying for games. You seem like you’ll stick with this game reliably and consistently, given it’s history. Also, I like dungeons a lot, and I have a character idea that I want to play. So I’m applying to your game.

I’ve been gaming for most of my life. I played tabletop for some time before playing on the boards. I like playing other games and am generally extremely competitive. I have enjoyed creative writing for PbP, and have a background in academic writing. I am in my twenties, and live in the US on the East Coast.

Background Sketch:

Calathes was born to an elven mother and a human father. His mother died in childbirth, leaving his father to care for him alone. Their elven relatives traveled often, and were seldom there to help raise the young half-elf. When they were around, they trained him in the arts of magic, at which he showed great aptitude.

When he was a young adolescent, Calathes’s father was slain by a wild boar. The young lad was taken in by a distant aunt, who cared little for him. She taught him how to cheat at cards and let him play in her brother’s tavern as a way to take in extra money. Soon he found that he could make money without cheating, happily separating drunken patrons from their extra coin with a boyish smile. He started working more industriously, seeking out whatever gambling dens were available and making smart money on thin margins.

Eventually, Calathes learned that the easier way to make money was to gamble with nobles. By this time he was living on his own, and comfortably enough that he could take music lessons. He learned how to behave with refinement. He practiced his magic. Calathes learned who the important people in his region were and started going to parties that they hosted. Before too long, he stopped having to seek people out and started getting invitations instead. He learned that there was a market for someone who could make good music. He was a breath of life that could be bought.

Things went sour one night. A drunken baron refused to cut his losses, playing hand after hand deep into the night. The man would go on and on about how Calathes needed to ‘give me a chance to break even.’ Then he would take another sip of his wine and raise the stakes. He even went so far as to bet his ancestral lands. In the morning, Calathes found himself arrested and clapped behind bars. He still says that his escape was his most daring feat.

A fugitive, Calathes wandered far, to the lands of Osirion. It was there that he learned how to be a professional adventurer. He tinkered with magical traps until he could disarm them. Calathes had yearned for ways to prove himself his whole life. Adventuring was his newest way. It was different, too. Where before, the people he had proved himself to had been wealthy nobles, now it was seasoned adventurers. There was a special thrill to knowing that the people who counted thought of him as particularly skilled and capable.

So, when another adventurer who Calathes knew and respected asked him to enter the Inner Spiral, he didn’t think twice.

Personality/character notes:

Calathes is old by human standards, maybe 70 or 80.

Feels a strong need to prove himself as valuable, smarter than other people. Lots of pride. Extremely competitive. He is a professional at the things that he does.

Brings a deck of cards with him that he shuffles compulsively when resting. His shuffle doesn’t sound like a bridge of cards being flicked together, it’s a single snapping sound.

Loves gambling, will sometimes propose bets with people. Calathes just can’t help himself.

Moves easily between high and low class people. Capable of switching dialect, mannerisms, ect.

Used to trying to stay relaxed and think clearly in high tension situations. Also used to feeling like he’s at work when everyone around him is at a party. Tends to be more relaxed in a dungeon than at an inn. Does not drink.

Orphaned, a wanderer and fugitive, Calathes’s life choices have tended to push him towards an adventurer’s life. He loves it.

Build overview:

CG Half-Elf Bard 6
Initiative: +6
Senses: Low Light Vision

HP 58 (7d8+21)
AC 21 (+5 Armor, +1 Natural, +4 Dex, +1 Deflection)
Fort +6 Ref +11 Will +6 {+4 Vs Sonic/Language Dependent, +2 vs Enchantment}
Immune: Sleep

Favored attack (with Inspire Courage factored in)
+1 Composite Shortbow +11/+11 (1d6+6)

Spells Known (CL 7th, Concentration +10)
0th (DC 13) 6
1st 5/day (DC 14) Vanish, Saving Finale, Heightened Awareness, Expeditious Retreat, CLW
2nd 4/day (DC 15) Heroism, Mirror Image, Silence, Glitterdust
3rd 2/day (DC 16) Haste, Charm Monster

Ability scores
12 19 14 14 8 16
Feats:
Skill Focus (Racial Bonus)
Point Blank Shot
Precise Shot
Arcane Strike
Weapon Focus (Versatile Performance Bonus)
Rapid Shot

Traits
Trap Finder (Campaign)
Elven Reflexes (+2 to Initiative)

Skills (56 total)
Perception +11 (7 ranks, +3 class, -1 wis, +2 racial)
Disable Device +17 (7 ranks, +3 class, +4 dex, +1 trait, +2 mwk tools)
Stealth +14 (7 ranks, +3 class, +4 dex)
Perform (Strings) +13 (7 ranks, +3 class, +3 cha) Versatile Performance: Can be used as Bluff, Diplomacy
Spellcraft +11 (6 ranks, +3 class, +2 int)
UMD +7 (1 rank, +3 class, +3 cha)
Escape Artist +8 (1 rank, +3 class, +4 dex)
Acrobatics +10 (3 ranks, +3 class, +4 dex)
Climb +5 (1 rank, +3 class, +1 str)
Knowledge (Arcana) +10 (2 ranks, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Nature) +9 (1 ranks, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Dungeoneering) +11 (3 ranks, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Planes) +9 (1 ranks, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Religion) +9 (1 rank, +3 class, +2 int, +3 Bardic Knowledge)
Knowledge (Local) +10 (2 rank, +3 class, +2 int, +3 Bardic Knowledge)
Sense Motive +7 (5 ranks, +3 class, -1 wis)
Intimidate +7 (1 rank, +3 class, +3 cha)

Background Skills (14 total)
Profession (Gambler) +10 (5 ranks, +3 class, -1 wis, +3 skill focus)
Sleight of Hand +8 (1 rank, +3 class, +4 dex)
Perform (Dance) +8 (2 ranks, +3 class, +3 cha)
Perform (Sing) +8 (2 ranks, +3 class, +3 cha)
Perform (Comedy) +7 (1 ranks, +3 class, +3 cha)
Perform (Percussion) +7 (1 ranks, +3 class, +3 cha)
Linguistics +6 (1 rank, +3 class, +2 int)
Knowledge (Nobility) +9 (1 rank, +3 class, +2 int, +3 Bardic Knowledge)

Equipment - major
+1 Composite Longbow (2.5k)
Belt of Dex (4k)
+1 Mithral Chain Shirt (2.4k)
+2 Cloak of Resistance (4k)
Ring of Protection +1 (2k)
Amulet of Natural Armor (2k)

Other Equipment (4k spare, will fill in more if selected)
Scrolls
Rope
Ammunition varieties
Weapon blanches
Backup melee weapon
Instruments
Fancy Clothing
Deck of cards, dice
MWK Thieves tools


I put a submission together. I started reading through the most recent section of gameplay. Looks like fun, haven’t really gotten enough to figure out how to integrate my backstory, maybe you can make a suggestion. I will continue to read through a little bit each day.

About me:

I’ve been gaming on the boards since the pandemic started. I started out GMing a homebrew game because I couldn’t find what I was looking for. That game finished after a couple of years, and most of the players moved on with me to another game which has been going for about a year. I’ve joined three other games. One wasn’t what I was hoping it would be and I dropped out pretty quick, the GM left the second after a few months. The third is still running and I enjoy it quite a bit. I am now very selective in applying for games. You seem like you’ll stick with this game reliably and consistently, given it’s history. Also, I like dungeons a lot, and I have a character idea that I want to play.

I’ve been gaming for most of my life. I played tabletop for some time before playing on the boards. I like playing other games and am generally extremely competitive. I have enjoyed creative writing, and have a relatively strong background in academic writing. I am in my twenties, and live in the US on the East Coast.

Background Sketch:

Calathes is old by human standards, maybe 70 or 80.

Fine relationship with family. Elven mother died in childbirth. Human father died of sickness fifteen years later, when Calathes was still in early adolescence. He had to figure out how to survive pretty early, even though he had some relatives to take him in, they couldn’t support him that much.

Received some basic magical/martial training periodically from his elven relatives, up until the point his father died.

Was a professional casino gambler for a bit as a way to make money. Played bluffing games like poker (or whatever in world equivalent).

Ran some scams/cheats for a bit, but didn’t feel the same kind of rush, or like he was proving himself to be smarter than his opponents by outplaying them.

As an adult, ended up traveling between wealthy/noble homes. Provided a few different kinds of entertainment, including archery and gambling competitions, musical performance. Tried to add a general air of sophistication to parties, esp with elven heritage and magical abilities. Amassed some wealth and experience. Took to a life of wandering.

Calathes was forced to leave his homeland. He ran into an issue where a drunk noble forced him to play games of cards with increasingly high stakes. His pride wouldn’t let him lose, so he kept winning until the noble bet his entire estate, at which point Calathes got up and left. There were plenty of people who saw what happened, but in the morning Calathes found himself arrested unjustly. He barely managed to escape, at which point he became a fugitive and fled.

After this, he mostly abandoned trying to take money from rich people and switched to a life of adventuring. It’s a different kind of rush, but not that different. He also felt a close kinship with other adventurers that he liked a lot. Learned how to disarm traps, contribute to a group of adventurers. Eventually made his way to Osirion because that’s where professional adventurers go.

Personality/character notes:

Feels a strong need to prove himself as valuable, smarter than other people. Lots of pride. Extremely competitive. He is a professional at the things that he does.

Brings a deck of cards with him that he shuffles compulsively when resting. His shuffle doesn’t sound like a bridge of cards being flicked together, it’s a single snapping sound.

Loves gambling, will sometimes propose bets with people. Calathes just can’t help himself.

Moves easily between high and low class people. Capable of switching dialect, mannerisms, ect.

Used to trying to stay relaxed and think clearly in high tension situations. Also used to feeling like he’s at work when everyone around him is at a party. Tends to be more relaxed in a dungeon than at an inn. Does not drink.

Build overview:

General notes: Half Elf Archer Bard focusing on roguelike skills

Ability scores
12 19 14 14 8 16

AC 21 (+5 Armor, +1 Natural, +4 Dex, +1 Deflection)
Fort +7 Ref +11 Will +6

Favored attack (with Inspire Courage factored in)
+1 Composite Shortbow +11/+11 (1d6+6)

Feats:
Skill Focus (Racial Bonus)
Point Blank Shot
Precise Shot
Arcane Strike
Weapon Focus (Versatile Performance Bonus)
Rapid Shot

Traits
Trap Finder (Campaign)
+1 to Fort
Elven Reflexes (+2 to Initiative)

Skills (56 total, rough sketch)
7 Perception
7 Disable Device
7 Stealth
7 Perform
7 Spellcraft
2 UMD
2 Escape Artist?
3 Acrobatics
14 Knowledge

Background Skills (14 total)
5 Profession (Gambler)
1 Sleight of Hand
8 Perform

Equipment 17k (4k spare, will fill in if selected)
+1 Composite Longbow (2.5k)
Belt of Dex (4k)
+1 Mithral Chain Shirt (2.4k)
+2 Cloak of Resistance (4k)
Ring of Protection +1 (2k)
Amulet of Natural Armor (2k)


Dot


Alas, but good that you were honest with each other from the beginning.

Personally, I would not mind having 5 instead of 6. Just my preference anyway.

Going to put up some more character info later today. I suppose now is not a bad time to make an alias.


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Gubble: what a name.


Time Zone: EST

After some info from Obermind, I'm going to flesh out the orc tribe my character Guthlag is from a bit.

Orcs of Nel Toth:

A tribe of orcs that lives in a small vale between two of the Stoneheart Mountains. One of these mountains is called Nel Toth, hence their tribal name 'the Nel Toth.' Unlike the more recent orcish migrants to the region, this group has been living in the area for nearly two generations, and has an established leader and regular raiding targets. The Nel Toth keep a permanent village, named Grisht Fold, with over two hundred residents at any one time. They also have two temporary nomadic settlements that move with the seasons, sometimes far away. Based just to the west of the Stoneheart Valley, their targets include the outlying villages of Fareme and the Grimburg.

But Guthlag never took part in any raids.

Here is a list of a few NPCs from the tribe and their relationship to my character, Guthlag.

Grim the Bloodbraided

The leader of the Nel Toth, and a powerful warrior. Grim wears dried strips of skin and flesh from his most important kills in his hair. He had high hopes for Guthlag, and would sometimes give him small gifts of food or other pleasantries during his shaman training. After Guthlag's escape, Grim sent a small band to track him down.

Gill

A huge ogress, and Grim's principal rival. She is larger, stronger, and smarter than him, but does not have the same level of support due to not being an Orc. She is not allowed inside Grisht Fold. Guthlag has seen her a few times, but never conversed with her.

Durk of Secret Winds

The chief shaman of Nel Toth, Durk whispers of dragons and fire. He oversaw Guthlag's shaman training, which was very unpleasant. Guthlag considers him a hated foe, and would gladly kill him without a second thought.

Canan

Another half-orc boy about the same age as Guthlag. He is one of the few companions who Guthlag loved, but sadly he had to be left behind. Guthlag hopes to one day liberate him.

Escape from Nel Toth:

When the ground finally thawed after an unusually hard winter, the warriors of the Nel Toth moved south, and Guthlag saw an opportunity. The past year he had caught a spring fever which had laid him in bed for weeks. And the year before he had been too young to understand a fundamental truth: orcs are evil. But a captured dwarf had told him of the wider world before being burned alive. It was time to leave.

Every spring the shamans would travel a small distance from Gristh Fold to replenish herbs and other supplies that had been lost over the winter. Guthlag and the other initiates had been under the supervision of an older orc who loved plants. Guthlag asked her to identify a small herb, and she bent down to examine it. He broke her skull open with a rock. With what supplies he could carry, Guthlag fled South and East. As he stumbled bleeding down the southern reaches of the Stoneheart Mountains, he was taken in by another half-orc, Fangor, who would later begin teaching him the druidic ways.

Next up: current motivations and goals. After that, I'll write up my crunch and then I should be more or less ready to go.


@RH Personally, I feel like Hunter and Druid are pretty similar classes, and would prefer you go for a Bard. It's not a dealbreaker for me or anything, and if you are into the idea of Rory then go for it. Just giving my honest opinion since you are asking.

@GM Obermind sounds good. I would enjoy reading a bit on orc tribes. If you find any info on Druid circles, societies, whatever, I'd look at that too.


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I've been thinking about my character a bit, and I'm going to go ahead and provide the background ideas I've gathered. I think I'll stick with druid for now.

Gonna name my character Guthlaf, non-finally. This name means survivor of the battle in Old English.

A half-orc raised in an orc tribe, Guthlaf never lived in human society.

A gentle soul, he did not fit in well with the others in his tribe. He was bullied regularly.

Guthlaf is still young, perhaps 17.

He showed a talent for magic and was selected for Shamanic training in his tribe. One of his eyes was dyed completely white at this time.

After running away from his tribe, Guthlaf found a nearby druid and became his apprentice.

Before he got farther than level one in his training, Guthlaf's mentor died or was killed. If he was killed, then Guthlaf has a motive to go adventuring in order to catch the murderer.

Guthlaf wants to learn more about druids and the circles his mentor participated in. He barely speaks druidic, and will need someone to show him how to wildshape by level 4.

That's all for me for now, I think. I have been reading along, but don't have any questions yet.


I don't mind ABP, but I also don't find the assumption that magic items are reasonably plentiful to be particularly painful.

I would be interested in linking backstories with other people. I think it's cool to think about how characters interact even if they have not met.

I tend to post once or twice a day, typically after 4pm Eastern US time.

I was thinking Druid would be a fun class to play, but I could also be interested in a range of others. Anyone else have a nature themed character in mind?


My personal preference is also to avoid maps when I GM. I don't think they're that important.


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I'll just go through bit by bit to give my thoughts.

-I do not particularly enjoy level 1 play, but I'm fine with it. I think PF1 is best from levels 3-12 and I would ideally like to spend most of my playing time at those levels.

-I'm familiar with RA. I like the idea of a more unknown setting. Despite enjoying fantasy novels and the concept of worldbuilding, I dislike reading setting lore for RPGs. Is there a setting book or anything that I should read?

-Sounds reasonable.

-PF1 is my favorite.

Some things about myself.

-I'm a competative gamer and enjoy feeling challenged. I generally do not get upset by things like character death.

-I enjoy the mechanical aspects of the game.

-I would like to have a 'target power level' or sense of other players character power level when designing my character to avoid over-optimizing.

-I have found that I enjoy the creative writing aspect of PbP.

-I think that the best source of satisfying flavor and story elements is RP with other players.

That's all for now.


Hello all, looks like a good group.

I have much less experience on the boards than any of you, and am looking forward to continuing to explore this space.


Good luck have fun.


Here is my submission for Hargrim. I'm currently a bit feverish and loopy, so there may be some mistakes that I was hoping to catch on a final reread but didn't. There are a few things missing from my build, (including the lack of a statblock for my AC), that I can hammer out if I'm selected. I'd also be interested in figuring out the optimization level of the rest of the party to determine if I should change any build details.

Crunch:

NE Dwarf Hunter (Divine Hunter) 1
Senses Darkvision 60 ft, Perception +6
Initiative +3

HP 12 (1d8+4)
AC 9 (-1 Dex)
Fort +5, Ref +1, Will +4 (+2 Vs Spells, SLAs, Poison)

Reach 5 ft
Speed 20 ft

Spells Known
0th (DC 12) Guidance, Create Water, Detect Magic, Mending
1st (2/day, DC 13) Lead Blades, Entangle

Str 18 Dex 8 Con 16 Int 9 Wis 15 Cha 6
Bab +0, CMB +4, CMD 13
Feats: Heavy Armor Proficiency, Improved Initiative (bonus), Iron Will (bonus)
Traits: Murderer, Armor Expert

Skills
Know (Nature) 1 rank (+3 total)
Perception 1 rank (+6 total)
Stealth 1 rank (+3 total)
Survival 1 rank (+6 total)
Handle Animal 1 rank (+2 total)

Background Skills
Craft (Armor) 1 rank (+3 total)
Craft (Jewels) 1 rank (+3 total)

Class Features:

Animal Companion (Wolf), Animal Focus, Wild Empathy

Build Notes:

I decided to go with hunter after all because I think it will be more fun for me. Additionally, I like the Divine Hunter Archetype for this campaign, as I see my character's companion as being put there by Asmodeus as a guide. As my character grows in level, they will get a domain and their companion will get the fiendish template. I also anticipate an alignment shift towards lawful.

For race points, I wasn't super sure what to pick, so I just went with two powerful options, static bonus feat (Iron Will) and improved initiative, both of which cost 2 rp. I think they're fairly fitting, my character spent a lot of time being bullied and in high stress situations, and also had to endure many harsh conditions that could lead to a strong will. I'm not attached to these options, and would definitely consider changing them, especially if they result in too much optimization.

Background:

Swapped in the cradle. A mother’s hand, tender and loving, gave her babe away in hopes that he might have a better life. For a time, he did. Rogar Goldshaper, his false father Rory Goldshaper called him, and treated him with the love and care that befits a dwarf of fine birth. He was a handsome and strong child, with a thick beard and a strong arm. But he was no Goldshaper.

It was a wizard’s child who spilled the secret. ”I know something you don’t know,” he had japed one afternoon as they played on the grass. ”Something your father won’t like. Not one bit.” Dread had touched Rogar in the pit of his stomach. ”Shut up Jojen,” he had said, over and over. When he got home, he saw that his father had called a meeting of friends and relatives. ”Bring forth the nursemaid,” Rory had commanded, his voice sharp as flint. Jojen the wizard’s boy watched Rogar with smug satisfaction.

”Please, my lord, you must protect my child. Your child,” the nursemaid stuttered. Rogar looked on in horror as her story unfolded. She was in dire financial straits, and had gotten a loan which she couldn’t repay. Her creditors were threatening her, and she feared for the safety of her child. The child she had swapped Rogar for. Which meant that Rogar’s own blood was... ”Foul and treacherous, you are a blight upon the land,” Rory pronounced upon Rogar’s mother. A verdict was rendered. The trueborn Goldshaper child would be returned to his rightful place. The treacherous nursemaid, Rogar’s mother, was turned over to the authorities and never heard from again. And the lowborn child, who was Rogar Stoneshaper no longer?

He was cast aside like a broken tool. Hargrim Slagchild was his new name. He was given a small sack of coins and an apprenticeship to an armorer, a dwarf as hard as the metal she shaped. Living with her was hell. ”You’re no dwarf at all,” she would tell him when she beat him, ”dwarves can work a forge. You’re just a stupid changeling boy, with no place in the world. Now polish the rest of that plate before sunrise, or I’ll ship you off to the drow.” Frequently the target of bullies, Hargrim’s nose was broken often, and never healed right. Pox took him one year and nearly killed him, leaving his skin pitted and scarred.

As soon as he was able, Hargrim left and never looked back. Unwilling to join a gang of organized criminals, and without any real skills with which he could make a living, he soon found himself in the wilderness, struggling to survive. He was starving, sleeping by day and stealing food by night. That was when he found her.

She was caged, along with many other wolves. But the trappers feared her all the same. Hargrim could see it in their eyes, the way they shied away when she snapped growled at the bars. Hargrim could see, too, that the other wolves kept their distance. But there was something in her bright red eyes that tugged at his soul. In the night, he crept into the trapper’s camp. She was awake, and watched him silently while he opened her cage. The other wolves snarled, falling upon the trappers with reckless fury. But she stayed still and silent, the jet black fur of her heckles smooth and relaxed.

After that, Hargrim and his wolf were inseparable. Nybass, he named her, though he could not say where the name came from. She showed him how to survive, and how to kill. There was something profane about her, a germ of power, that Hargrim knew would grow if only he could nurture it. But first, Nybass nurtured him, awakening savage magic that he had never known he possessed.

Feeling strong and whole for the first time since he had been ripped from his false family, Hargrim set about getting revenge. That was what they caught him for. Jojen, the wizard’s child, the one who had betrayed him, was Hargrim’s target. The huge dwarf caught the boy unawares, clumsy fingers hot around his neck. A stray traveler in the countryside was one thing, but a brazen murder in the midst of a city was another. When they found Jojen’s body, mangled and bitten, a cry was raised. Alas, that Nybass had been away hunting, or else Hargrim would surely have escaped.

Hargrim made promises to the guards who held him down and branded him. He talked with them about their mothers and children. When they were done kicking him, they dragged him off to Branderscar. All along the way he could hear Nybass howling. The bonds of loyalty can tie one to the grave, he thought to himself when he heard her voice. He knew he was on his way to his death. But he thought of the time that he saved her. The gods sent me to open her cage. Perhaps she will free me from mine.

About Me:

I'm in my 20s and have been RPGing for quite a few years now. I stopped playing tabletop due to the pandemic and turned to PbP, which I've enjoyed. My first ever post on the boards was a recruitment post for a homebrew PbP I was GMing, which finished in January. I wanted to keep PbPing, and three out of four of my players stuck with me as we started a new game, which is currently in the early stages. I've GMd five other players on the boards. I haven't looked into your posting history enough to know who you've played with, to be honest it didn't take me that long to reach a conclusion about you, but if you've played with any of these people you can feel free to ask them about me.

Edeldhur. Solicitor. CampinCarl. ZahirIbnMahmoudIbnJothan. Clebsch.

I've also joined two games as a player. One game I joined without conducting enough research on, and didn't find that I enjoyed very much. I think I had improper expectations. I left when I realized that I wasn't having much fun. The other game I joined is currently on hiatus. The GM left due to personal reasons, but has plans to return within a month or so. I've enjoyed that game a lot, but it hasn't gone too far yet. I've looked at a few other recruitment threads the past few weeks, so far this one has looked the most promising. I'm not going to link the players I've been in games with, except for Axolotl, who I've done a bit of RP with.

As a GM, I've always preferred running setting light, high ambience homebrew games with a heavy focus on tactical play and strong standalone thematic elements. As a player, I like to feel challenged. I enjoy RPing with other players, but I need to spend time getting to know my characters in a way that some don't. I don't like reading lore, despite the fact that I enjoy fantasy novels. In the PbP format, I've found that I have fairly strong creative writing skills, which I'd like to continue to develop. I haven't played in a lot of adventure paths, or with a super wide range of other players.


The problem I had with hunter was more just that I'm not sure I like the idea of an animal companion. It seems a little too...fuzzy. On the other hand, a slavering, white furred wolf with red eyes and a taste for human bones sounds pretty badas$ to me, so we'll see.

I was also thinking Inquisitor might be cool. Similar class, but with some other random stuff instead of a companion. It might depend a little on party composition. There are other classes I could pick too, like Fighter or Barbarian, but that doesn't sound as fun.


GM Falling Darkness wrote:
All the other little rich merhant kids held him down and shaved his body bald, even his beard. Nothing could be done. Deep inside the hatred grew until one day the children dunked him into the pig slop that they had mixed with their sh*t and held him in it. He woke up with one of the kids laying down with his belt knife impaled through his throat. It should have been guilt or fear or anything else but it was pride he felt. Pride

Nice.

I'm thinking it makes the most sense that my character was swapped into a well off but not noble family of dwarves. Master jewelers or something. Still haven't settled on a class yet. I was looking at hunter because it seems fun, but I don't think it's very fitting.


Sounds good. I was thinking about a character who was swapped at birth into a noble family. Eventually, that family discovered the deceit and cast them aside in order to search for their true child, leading to bitterness, hatred, and a life as an evil adventurer. I also wanted to play a dwarf. And I was thinking it would be cool if the person who found out about the deceit was a royal child, thus providing a strong motive for my character to want to overthrow the royal family.


I'm wondering what kind of length of background you're looking for.

I've also got a couple of specific questions.

1) Is there dwarven nobility on Talengrade?

2) Does the royal family of Talengrade have children?


I am substantially less excited about the idea of a character slowly being corrupted by the evil magic they use after reading the player's handbook. It seems like we're supposed to be pretty sold on the idea of being evil right from the get go.

Also, I literally couldn't figure out how to make my stats work for a cleric that uses channel energy. I'm going a different route.


I'm in the market for one additional game right now. I've also felt that a player focused approach to forming a game is the right way to go.

Stat: 1d10 + 7 ⇒ (7) + 7 = 14
Stat: 1d10 + 7 ⇒ (1) + 7 = 8
Stat: 1d10 + 7 ⇒ (6) + 7 = 13
Stat: 1d10 + 7 ⇒ (2) + 7 = 9

I suppose it's hard to know before you figure out who the players are, but do you have a sense of what level of optimization you're looking for?

Character Concept:

I was struck by a character concept a few months ago that has stuck with me. The idea is a loathsome, wretched cleric who channels negative energy. In my head, their negative magic is a corrupting influence. They're not quite sure what deity has bestowed them with their dark power, and in most ways they wish they didn't have it. Being evil sucks. But as their cleric levels grow, they will descend to ever lower depths of depravity.

Looking over these stats, I'm not sure I can actually pull off such a concept. Mechanically, it's fairly MAD, since Channeling keys off Cha, being a Cleric keys off Wis, and having some other stats for fighting is also pretty important. I'll stick to this idea for now and wait to see what level of optimization is expected before confirming.

About Me:

I will make sure to repost this information on my final submission post, assuming I end up writing one.

I'm in my 20s and have been RPGing for quite a few years now. I stopped playing tabletop due to the pandemic and turned to PbP, which I've enjoyed. My first ever post on the boards was a recruitment post for a homebrew PbP I was GMing, which finished in January. I wanted to keep PbPing, and three out of four of my players stuck with me as we started a new game, which is currently in the early stages. I've GMd five other players on the boards. I haven't looked into your posting history enough to know who you've played with, to be honest it didn't take me that long to reach a conclusion about you, but if you've played with any of these people you can feel free to ask them about me.

Edeldhur. Solicitor. CampinCarl. ZahirIbnMahmoudIbnJothan. Clebsch.

I've also joined two games as a player. One game I joined without conducting enough research on, and didn't find that I enjoyed very much. I think I had improper expectations. I left when I realized that I wasn't having much fun. The other game I joined is currently on hiatus. The GM left due to personal reasons, but has plans to return within a month or so. I've enjoyed that game a lot, but it hasn't gone too far yet. I've looked at a few other recruitment threads the past few weeks, so far this one has looked the most promising. I'm not going to link the players I've been in games with, except for Axolotl, who I've done a bit of RP with.

As a GM, I've always preferred running setting light, high ambience homebrew games with a heavy focus on tactical play and strong standalone thematic elements. As a player, I like to feel challenged. I enjoy RPing with other players, but I need to spend time getting to know my characters in a way that some don't. I don't like reading lore, despite the fact that I enjoy fantasy novels. In the PbP format, I've found that I have fairly strong creative writing skills, which I'd like to continue to develop. I haven't played in a lot of adventure paths, or with a super wide range of other players.


I'd be interested in playing with you, DM Camris. I too would love to know if the deadline for submission is today.


Dot


No rush :)