Dr Lucky

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Organized Play Member. 66 posts (16,975 including aliases). No reviews. 1 list. No wishlists. 1 Organized Play character. 19 aliases.


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Excellent, seems to be working.

Will post further thoughts on PC shortly.


Anyone looking for a lower level encounter? I have a few ideas in mind...


Withal Selrun wrote:

You can find all the relevant information in the Campaign Info tab.

So far we use the forums here exclusively for running the encounters. That said, I don't think there's any reason you couldn't organize to play over Roll20 with the players you select.

You're free to sign up as both player and DM, in fact you can earn level bonuses for your character by DMing encounters.

I suggest you take a gander at some of the other encounters people have run to get an idea of how things operate around here. You can find the links by just searching back through the recruitment thread.

Of course, feel free to ask any other questions that come to mind.

I just found the campaign tab info. *smacks forehead*. Thanks for all the help!

This looks like a really great idea. Hope to become a part of it!


Withal Selrun wrote:

This is exactly the place my friend! DM Stylz is generally in charge of things around here but there isn't really a sign up process. Just find some available players from the list and invite them to your encounter!

Amazingly, we seem to have a deluge of GM's at the moment so there's some competition for available players. Do you have an encounter ready to go now?

I have a few Darklands based ones that are rolling around.

1. Do we use Roll20, and use forums here>

2. Where is the player list?

3. If we have too many DMs and not enough players (nice problem) can I sign up as a player instead?


How does one sign up to GM an encounter? The only consistent thing I've heard from my players is that my combats are usually really good. I'd like to have some more outlets for making those sorts of things....Is this the place?


I just want to say that this program is amazing. I use it on my desktop for planning games all the time, and plan on purchasing the Ipad version shortly.

Kyle, if you need an Ipad beta-tester, I'd be happy to apply.


El Ronza wrote:
Raseri Whitescale wrote:

I suggest using a Highlander style tournament to determine the winner.

This is the Barbarian in the game, by the way. Currently suffering from hypothermia and dripping wet.

Given I'm Australian, I think Thunderdome would be more appropriate...

Can't we get Beyond Thunderdome?


Me as well but I have reached my saturation point in games (a RL friend is considering starting one so I have to leave some space for that). IF a gap opens in this game in a few weeks, months, (for whatever reason) don't hesitate to ask me to fill in?


Sadly, I'd like to withdraw my name from the application process.


Any plans to purchase magical gear?

Not sure. Gear is always something I do last, to be honest. I usually just get what makes sense for the scenario (plus a few odds and ends that fit the character). Since this game is low combat, will get stuff useful for social interaction.

As an elf, why has Virion specialized in freeing halfling slaves?

He got 'into' it for purely business reasons. He freed slaves to hurt his slave owning competition. It was a calculated move, based on gold coin and nothing else. Since then however, his views have expanded.

1. He found he is good at it so he enjoys the thrill and excitement. Outwitting people is an enjoyable game for someone as bright and clever as Virion.

2. He is vain enough to enjoy having a small group of adoring fans in the Halfling community in Andoran. They started calling him a hero and he took a shine to it...

3. All these years of experience has shown him the true dark side of Cheliax slavery so his moralistic and humanitarian aspects have been growing as well.

Though I can hazard a guess, why do you envision Virion being selected for this diplomatic mission by the Supreme Elect? Feel free to PM me these details if you would rather keep them secret.

He is familiar with many of the Cheliax power players, having ripped them off at various times (in various ways). He is always reliably anti-Cheliax so a good man to have along on this mission. he is good at dealing with people and calming fears. The elf has never shown any desire for political power so he is unlikely to amass his own army or anything, he is popular with various segments of the population to agitate for his assignment....and Virion would find it a very rewarding mission to join so he'd push hard to join.


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Anchéad Cúdin wrote:
Is it just me, or are there a lot of Gnomes and elves applying? lol!

I wonder if the GM's avatar is influencing us for gnomes and goblins?


Have you considered going Druid but picking a domain and not an animal companion? I generally dislike them too, as a personal taste. I usually do plant based druid builds.


We've had some cool people sign up so far! Tough competition.


Virion Leafspinner, my applicant for this game. He is an Elven Investigator (mastermind), the ultimate Skill Character. Sort of like a more active Mycroft (if you read Sherlock Holmes) with a dash of jovial and free-wheeling good times. Intelligent, well-connected and quite Andorna (for an Elf) he would be very happy to help combat Cheliax. Enjoy reading!

Stat Block:

Virion Leafspinner
Elf Investigator 1 (mastermind) 1
CG Medium humanoid (human and orc)
Init +3; Senses Dark Vision 60", Perception +3
--------------
DEFENSE
--------------
AC 12, touch 12, flat-footed 10(+0 Armor; +2 Dex)
hp 38 (8+5*6)
Fort +1, Ref +7, Will +5
--------------
OFFENSE
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Speed 30 ft.
Melee +1 Swordcane (1d6; x2)
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STATISTICS
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Str 10, Dex 14, Con 8, Int 20, Wis 10, Cha 14
Base Atk +5; CMB +5; CMD 17

Skills= 6+Int (5)= 11*7= 77 Skill
Acrobatics +9
Appraise +14
Craft (Forgery) +15
Bluff +15
Diplomacy +14
Disguise +12
Escape Artist +2
Intimidate +15
Knowledge (arcana)* +5
Knowledge (dungeoneering)* +5
Knowledge (engineering)* +5
Knowledge (geography)* +15
Knowledge (history)* +12
Knowledge (local)* +11
Knowledge (nature)* +5
Knowledge (nobility)* +11
Knowledge (planes)* +5
Knowledge (religion)* +5
Linguistics* +12
Perception +0
Perform +10
Sense Motive+10
Sleight of Hand* +12
Spellcraft* +10
Stealth +2

Languages Common, Elven, Sylvan, Orc, Gnome, Halfling, Dwarven, Infernal, Aquan, Abyssal

[spoiler=Traits and feats]
traits:
Clever Wordplay:Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier (Bluff).
Bloody Minded: You gain a +1 trait bonus on initiative and Intimidate checks.

Feats:
Weapon Finesse
Persuasive: +2 to Diplomacy and Intimidate
Skill Focus: Appraise
Combat Expertise

Class Features:

Mastermind!

Inspiration:A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration.
This ability alters inspiration.

At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level.

At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind's choice when preparing the ally) within the next 24-hour period at the mastermind's behest. This skill check uses the mastermind's skill ranks instead of the ally's. The mastermind's affected ally still uses its own ability bonus for the check.

Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.

At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks.

At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

At 4th level, a mastermind can, as an immediate action, expend two uses of inspiration to make an inspired defense. He rolls his inspiration die and applies the result as a penalty on an attack roll made against him. If the mastermind has the combat inspiration talent, he can expend one use of inspiration instead of two.
This ability replaces swift alchemy.

Investigator talents(At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent.):

Amazing Inspiration (Ex): When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.

Underworld Inspiration (Ex): An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

Empathy (Ex, Su): When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds a Will saving throw. The DC of this save is 10 + 1/2 the investigator's level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level. An investigator must be at least 5th level to select this talent.

Racial Traits:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

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.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Gear:
Mundane gear to be bought if selected. Will not take long!

Backstory:
Bellflower Recruitment Dossier

[Note: This document is only to be used to evaluate the potential value of the subject. This paper is considered vital and any loss or alteration of this document will result in the strongest retribution possible.]

Name: Virion Leafspinner

Description: An aging, slightly paunchy Elf. With ruddy skin and brown hair, he lacks the usual Elven good looks, and instead looks like exactly what he is (on the outside) an aging, out of shape businessman looking for a good time. His eyes are a sharp gray however, with very notable pupils. Usually seen dressed quite richly, unless some other motive drives him to disguise.

Residence: Almas, mercantile district

Occupation: Siege, Chess and Pits and Perils grandmaster, information broker, investor, conman(?)

History: Records indicate Virion arrived in Cheliax years ago, not only before the People’s Revolt but also before the total domination of the empire by Diabolism. Rumor is sketchy but apparently the elf was escaping, or was exiled(?) from Koynin [More Research needed]. He came to the city and opened a shipwright’s and was quite successful. Clever, resourceful and well-liked, he gained a small but fairly prosperous place in the business of the city. As the noxious tide of slavery rose though, his business fortunes sank. Not using slave for economic reasons (records indicate a distrust and disdain for forced labor) he began to struggle as Diabolism (and slavery) grew in power. In answer to this Virion turned to freeing slaves. It should be noted this does not seem to have been a moral or humanitarian motive for this, just business. His first success was soon followed by a rise in his business, which lead to a cycle. In only a few decades the Elf had freed hundreds of Halflings from slavery.

How did he do it? It appears his wiles were many ranging from simple purchase (he was wealthy), trickery (convincing slavers he was a trustworthy buyer), forgery (faking orders for the confiscation of ‘runaway’ slaves), gambling (stories of his win of 200 halflings over a game of Siege is still talked about) and sometimes simply breaking open a chain and letting slaves melt into the night. By the time of the People’s Revolt he was a minor figure of the Revuoltion, and the growing Halfling population (many of them freed by him) began to revere and respect him as a legend. It appears the sometimes vain Elf enjoyed the reputation and his scheme became bolder, as he had the shelter of Andoran anti-slavery law. In the last few decdes he has removed himself from business entirely, which suggest a moral reason or his contuined (and outragoues) anti-slavery schemes.

Personality: Virion is an engaging figure. Personable, gregarious and likeable, it seems that he uses his outgoing personality as a carefully calculated weapon to slip in under people’s natural guards. A dangerous user of flattery and ‘smooth talk’, he has been known to disarm Hellknights with little more then fast talk and a convincing story. Armed with a genius intellect and an amazing memory, his mind is a storehouse of information about people, places and events giving him resources in any situation. This immense storehouse of knowledge often gives Virion an annoying seeming omniscience, which he enjoys using to confound his foes and support his allies.
After much research by Bellflower agents however, it appears that this jovial, extrovert is merely a persona. The ‘real’ Virion seems to be an intelligent, soft-spoken person, masterful and commanding but getting lost in the moral morass of slavery.[More research os biously required]

Special Observations: As far as vice is concerned, it appears that the Elf has a taste for married women and has left a trail of lovers all over the Inner Sea. It appears to be a true weakness and even his own powerful and directed mind is overthrown by women on a regular basis. More than once it has almost been his undoing.

Connections to Bellflower: Virion already has some connections to Bellflower. more then once he has used our safe houses or transport routes to distribute slaves he has freed. In addition his network of halfling allies in Almas are often Bellflower members. It is unclear how much Virion knows of our presence and has deduced from the evidence. [Urgent research required].

Recruitment: Odds are good Virion would join us, if we are willing to give him the flexibility he requests. Moral and humanitarian goals seem to loom ever larger with him, leading to perhaps a greater understanding of the horrors and terror of slavery. This clever and well-networked Elf could be a very valuable addition to the Bellflower movement.

Is this something along the right lines for this game?


Did some faction research but nothing jumped out at me. I can see him liking the Varisian Wardens, but he is a gnome so unlikely to actually fit in. Still considering!


Might be a perfect chance to try out the Mastermind archetype for Investigator.


GM Captain Trips wrote:

I will say that if you want to have a faction you really should own the Faction Guide. Since it is not a part of the SRD it isn't something I can provide as far as pasting out complete details, as that would be a copyright issue. Lots of awesome stuff with factions, but limited to those with the access to the source.

I believe I have it. I will look through it tonight and see if anything strikes my fancy. Could give me an excuse to beef up his time in Absalom so far.


@cartmanbeck
Another gnome, sweet!

@Gm Captain Trips

1. Factions- I'm not familiar with the system and Quarick does seem like a outsider to the Absalom power structure...If anything jumps out to you, I'd be happy to work it into the backstory/character.

2. Fey Thoughts: I didn't know I had two new class skills! What an awesome racial trait. I am thinking Disguise (although Quarick doesn't have the right...personality for a good disguise!)

I've never played gnomes because my Real Life GM hates them and doesn't permit them in table-play. So a bit fuzzy on their rules.


Enter Quarick Frezhal, gnome swashbuckler, entertainer and all around fun guy. Alias will be made if selected.

Quarick Frezhal

Stat Block:

Quarick Frezhal
Male gnome swashbuckler (mouser) 1
CG Medium humanoid (gnome)
Init +5; Senses Low-Light Vision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+2 armor, +3 Dex, +1 Size, +1 Dodge)
hp 11 (1d10+1)
Fort +1, Ref +5, Will +0; +2 racial saving throw bonus against illusion spells and effects.

--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk rapier +3 (1d4+3/18-20 x2)
Spell-Like Abilities-Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 17
Base Atk +1; CMB +0; CMD 13
Feats Weapon Finesse, Dodge
Traits Excitable, Convincing Liar
Skills Acrobatics -+7,Bluff +8, Climb -1, Diplomacy +8, Knowledge (local) +5, Perception +2, Sleight of Hand +9, Stealth +11
Languages Common, Gnomish, Sylvan
Combat Gear mwk rapier, leather armor
Other Gear Entertainer’s outfit, other mundane gear to be filled in, 140 gold left
--------------------
Special Abilities
--------------------
Racial traits (already worked into Skills and stats above!)
Racial traits:
Gift of Tongues Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. (Stealth!)

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. (Profession Acrobat)

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Swashbuckler and Mouser (Archetype) stuff-

Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex) : At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) : At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Mouser:
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.

While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Back Story:
Quarick was born in Varisia to a family of adventures and ‘heroes’. Family lore held that for countless generations Frezhal’s had ventured out into the world to save maidens, raid treasures and slay monsters. Some of it was even true and the rambling country home that Quarick grew up in was full of strange and exotic mementos of past adventures and journeys from long dead family members. It was assumed that the green haired young gnome would proceed in the family footsteps of adventuring and ‘heroing’ as they called it.

He wasn’t a good student though. While bright and curious enough, he lacked any moral boundaries on his behavior as an adolescent. He stole, lied and cheated with abandon. While usually not with any evil intent, he was disruptive and incoherent, even for his fellow gnomes. The more they tried to discipline him to bring him in line, the more he rebelled. Finally, this planning out of his future as a brave and virtuous adventurer grew stale so he ran away.

He caught a ship and soon washed up in Taldor, eagerly exploring his new freedom. His out-going personality, easy manner, quick eyes and clever hands soon earned him a place as an acrobat in a traveling circus. The show traveled Taldor, Andoran, Absalom, and even into Quadira and Osirion. He learned far more in his circus costume among the performers then he ever did with his family. He trained his body to be supple, flexible and strong to perform the outrageous feats of dexterity for the shows. Quarick crafted his naturally glib tongue into a tool for flattery and patter. He was known to thrill an audience just with repartee and wit even before beginning his act. And under the not-so honest tutelage of the circus hands, he learned the skills and trade of the pit pocket. Wearing drab, mundane clothes, he often slipped into the packed crowds watching the show, and emerging out the other side with pockets full of ill-gotten gains.

It was a grand life and Quarick did well, never missing his family or the calling that he had so narrowly avoided. He grew strong and quick, reveling in the demands of the physical and social aspects of performing. The clever gnome never lost that curious streak however, and he always talked with patrons about their homelands and of cities far away. It was an easy, cosmopolitan life in those years, carousing with many friends and fellow-good timers in docksides and waterfronts all over the Inner Sea region.

It finally came to end however, as all good things do. They were performing in Taldor, in a large city square. It had been a good crowd, loud, appreciative (and most importantly) free with their money. Just as they were winding up for the evening, a large group of the local lords soldiers bust onto the square. Shouting and wheeling horses they announced that the circus was full of criminals and escaped prisoners and all were to be captured and sold into debt slavery. This was blatantly illegal, of course, and Quarick looked to the townspeople for help.

And no one came.

The circus people were quickly rounded up, with brutal force. Only Quarick was too quick, too smart to catch and his small form soon vanished into the twisting streets of the city. The soldiers laughed and let him go, no doubt thinking a gnome would bring a low price at the slavery auction.

Quarick’s life was over. Since no one helped him, since no one raised a hand, many good people had been illegally take and sold into slavery (the darkest fate for a free-spirited gnome to imagine). Suddenly he realized his whole life he had been one of those who turned aside, ran away. Not anymore!

By begging, walking and working, he got back to Varisia and threw himself at the family door. They took him in, heard his story and his intention to become a roving adventurer for glory, justice and excitement (he was a good man, but still not very bound by law or tradition). His family was over-joyed to have one of their own come back and take up the mantle of ‘hero’! His father, long estranged from his runaway son, put aside their differences and presented him with a blade, a fine masterwork rapier which had been in the family for over a century. With this blade and his new drive, Quarick set off into the world to make a difference. He made his way to Absalom, the city he remembered so fondly as vast, rich and full of good deeds needing done.

One close friend:
Quarick made many friends as he passed through Absalom during his circus days. His best was human investigator Brezel Patish and Quarick hopes to find him again. he found the human a fellow outrageous socialite and womanizner. He has heard Brezel has gone straight and owns a delightfully shabby tavern in the Coins.

One unknown friend:
Quarick doesn’t know it, but his family has a small following among the gnomes of Absalom. He missed it since he avoided his last name like the plague during his performing days. One fellow gnome in particular, Abroshtor Bellowswitch, is a likely ally. In the past a distant ancestor of Quarick saved the life of an equally distant ancestor of Abroshtor, and the Absalom gnome has always been entranced by the ancient romantic story of life-death struggle and hopes to repay it someday

One known enemy:
Quarick is keeping an eye out for old Saswill Payne. Once a small time fence in the Coins, the circus group had once ripped him off tremendously, which nearly cost the bitter little man his business. He never forgave them, particularly the laughing, irritating little gnome. Times have been good since though and Saswill is now an information broker of some influence in the city.

One unknown enemy:
Unknown to the plucky little gnome, he has been marked by the Absalom city guard as an ex-con. They know of his spotty past, both on the stage and off it, in the crowd emptying pockets. He is being watched closely (covertly) and any hint of backsliding will find him in a small cell, even for a gnome

Posting Habits:
I post a lot. Due to my job and lifestyle I almost always have my ‘Campaigns’ tab open. If you look through my other games (particularly Carrion Crown and Mummy’s Mask) you will see I am a quick, detailed poster who enjoys interacting with other players. I live in EST but active all day (a bit less on most weekends)

Role in Party:
Quarick is a swashbuckler Mouser so he gets in close and mixes it up with the bad guys, giving flanking bonuses and basically lots of moving and attacking. Due to high Charisma and his background I also hope to do a lot of the party face work, at least for less formal occasions.

Any issues, dislike, concerns, mistakes, please point them out. Happy to change anything at this stage.

If my posting history disqualifies me, tell me now so I don't hope to get in this awesome game! If not, I look forward to your selections!


Would consider a swashbuckler? I know they are a bit weak, but I think it could be fun to play! Don't want to submit one though if you don't like them.


Lictor Pat wrote:
So my group has been using an old dry eraser mat for Few years and its worked well (took us all the way through Runelords and a bit in a few others) but i was thinking of upgrading. I've read about projectors or using tablets. But I'm not sure. Most of our group has tablets so i was thinking maybe that route but we all play in the same room and a lot of that software seems complicated and made for long distance playing. Projectors seem either expensive or require playing in the dark. I mostly want something that will show torch/Darkvision radius and fog of war effects. If anyone has any advice it would be greatly appreciated.

A decent projector will work in semi-light. Any of you work at a place where you can borrow a projector? If you really wanted fancy you could project 'down' onto the table with Roll 20.


Anything special on hit-points?


drbuzzard wrote:
Standard WBL so 23500 GP. Don't do crafting before you start.

Sorry, the term WBL isn't knwon to me.

Making a Human Barbarian. I dare you to try and kill him.

I am a postaholic as well so I look forward to this game!


Starting wealth?


Does Role-playing here help our cause in any way?


Tereze Amnell wrote:
No we are all stuck in different chunks. This is going to be a LONG fight unless we kill some of the undead and can have larger amounts of us post in one day, or if Steph posts more then one update a day.

Yeah, the fact that the GM is in a different time zone and can really only post once a day will mean combat goes slow. It is a pain, but he usually doesn't miss a day, obviously doing the best he can.

Maybe he could let us bot some of the more mindless monsters?


Dr. Stefan Von Herzog wrote:
D'OH! Try it now.

Yes, even fixed the spelling mistake!


Working on a Dwarf Wizard (Illusion School). Almost done, just finishing up some minor crunch.


Any word? Today is the day!


But what do the deep goats eat?

To be fair, unless you throw magic in, you can't have a stable, long-term underground ecosystem capable of supporting farming and/or herding.


Thirus Undeshale reporting for duty, sir! .


I've been wanting to play a 'mob doctor' type of cleric. Not many evil games out there...


I present my applicant for this game: Amenon Rehment. Human Bloodrager.

Appearance:
Amenon, at first sight, is a large imposing figure. Tall, blunt faced and shaved head, the whole outlook is accentuated by a muscular strong build. Having worked for a living his whole life in the brutal Osiarian sun, his skin is dark and often sun-burned. Despite a thick and muscular build, he is light on his feat with a natural flowing grace. Alone with this is the strange rolling gait of a long-time sailor. His accent also betrays influences from Absalom and outside areas.

Background:
Amenon is a family man with no family, a sailor with no ship and a tradesmen with no goods. Amenon was born into a family of small-time (but long time) artifact traders. Still worshiping the old gods, they worked out of Wati strictly with legal artifacts, they had long sold Osirion relics and art in foreign ports. Smaller scale but highly respected, the Rehments trading network was long established for centuries by the time Amenon began the trade.

Amenon was a headstrong, willful teen, who always reached out for what he wanted. Not greedy, just unmindful of consequences. His family would have despaired over the business but his older brother Meryre, was always able to control Amenon. The strong ,raffish young man always looked up to his sterner, more sober brother. So they made a good team. Meryre had been raised to lead the family business. With a good head for numbers and figures, he was a natural businessman. Amenon was the muscle, as well as the easy-going 'good cop'. When the deal was well Amenon would amuse and entertain with his easy conversation and funny stories. When the deal went poorly the big man could loom ominously behind Meryre, cracking his knuckles loudly.

Still, despite how well the brain and muscle worked together, the business went downhill. The trade grew as the Osirion clerics opened up more and more to outside trade. The small, legal, respected dealers with the Rehments were soon pushed out by larger concerns like the Aspis Consortium and other cartels. These bigger companies often dealt with illegally gained artifacts, so they soon expanded their operations far past what Meryre could produce. By the time Amenon was 20, the family business had shrunk to one leaky vessel, making runs to Absalom, Oppara or Cheliax. Ameon had a much more cosmopoltion background then other Wati natives but he knew the family was in trouble. Under heavy pressure the brothers knew the end was near, but with no other options they carried on.

It finally came on a dark night, in Bargetown. A local smuggler hired a gang to finally put the brothers out of business. Amenon fought well (and wildly) but was soon overcome. His brother was killed in the struggle (mostly by accident) and the killers took off in a panic, leaving Amenon wounded in a gutter.

His life was over. What to do? His brother, the brains was dead, and all the goods lost. The ship was soon taken and the rest of the family fell apart. Even with this skills and knowledge of artifacts, no trader would hire him. He slummed for months on the docks, begging for work. Even this mundane labor was hard to get though, as the various cartels and gangs put pressure on any who employed him.

After being rejected for the lowly job of unloading grain, Amenon turned away in disgust. Instead of spending a night chasing wine and women, he instead went out under the stars and pondered what to do. As he stood there alone, in the chill desert, he heard a voice. “Seek out the Dead.” Confused and fearful, he thought perhaps the voice meant his brother. Then he realized it was the necropolis, the old gods that his family still followed were commanding him to seek out the ancient tombs.

So he head back into the city, towards the necropolis. Here he could remake himself. He could follow the command of the gods, seek out a living and perhaps even re-start the family business (and his life)? Amenon haunted the taverns and inns, seeking out an honest and respectful group of adventurers.

Personality:
Amenon has a very exuberant and outgoing personality. He lives on the edge of skin, showing emotion very freely, and deals well with others. Through his years with his brother he learned to be a skillful people person, always quick with a joke or a smile.

This easy-going nature has a dark side however, as he can be a slave to his emotions. Easily angered, he is given to fits of rage and jealousy, just as much as bouts of mirth and laughter. His flat-features can assume a very frightening visage, and this can be much worse when he flies into a fighting rage. Still, he is generally a good-natured and easy going man. More apt to make a friend then a enemy, he can fight you, break and arm, and then be the man to take you to the nearest healer.

His greatest weakness is probably women. Impulsive, good-looking and charming he picks them up easily but he never bothers to find out if they are attached or otherwise romantically involved. His flighty emotions however, often leave a trail of confused and angry lovers behind him.

Portrait or picture:

Mechanics:
Amenon is a human Bloodrager with the Undead bloodline. He doesn't know it, but his family was cursed for raiding tombs millennia ago, and since then it has haunted the bloodline. Unknown to Amenon this curse is why the family has since struck to the straight and narrow on artifacts.

I plan on getting the Boar Fighting style when I can, but for now I have the Cudgeler combat style which focuses on non-lethal damage, which fits the character.

About Me:
I am an experienced PbP player, with a few live games under my belt. I like to write, alot, and telling stories is my real wish in RPG. This game seems like a very good fit and I promise to put as much in as I get out. My timezone is EST if that matter.

Full sheet can be provided if selected.


Thrius’s opinions on the various classes of the city, although he more uses a ‘lawful’ vrs. ‘unlawful’ matrix then a wealth-based one to divide people.

Desperate Poor:
“A desperate lot is a dangerous lot. I’ve seen the starving, hungry mob in Galt tear a living man alive, and scream with joy. I understand their plight, but am not moved by the means they often take to relive their poverty.”

Working Poor:
“What divides the ‘working poor’ from the ‘middle classes’? Respectability? Prestige? A respect for the law? Sounds like a phrase spoken from either nervous kings seeking to divide or politicians looking to rile up the workers.

Middle Class:
“The solid class that makes every nation tick. In Galt they were the glue that held the loose nation (except when they were slaughtered to make way for politics) together. In Taldor they were the grist that were ground in the mill of the rich and powerful. In Absalom they were in a rare place of power, controlling the docks, moneylenders, the shops and stalls. It is among these ‘normal’ everyday people I get along with most. Besides, most respect the law as their only weapon against the poor and their shield against the rich.

Middle Class outsiders:
“They say you like what you know, and this applies to me. I am an outsider, a mechanic by trade and habit. Nothing could be more middle-class then a middling investigator. I may be a Holy Warrior now, sworn to upload truth and justice, but at heart I am a middle class tinkerer with a flair for solving crimes in faraway lands.”

Wealthy Citizens:
“I have no grudge against wealth, honestly earned. I knew many a good banker or trader in Absalom (and even Taldor and Galt). A city needs such striving men, who earn their living and I do not mind that they have a material reward.”

Wealthy Outsiders:
“Wealthy travelers? A mysterious bunch but usually not locked up in the crimes and intrigues of the local cases. They can be useful angles of attack…I mean approach to a case. Few of them have the local prejudices or hates that abound in any city. On the hand, they bring in trouble. Outsiders often bring in new crimes, new schemes and new opportune for crime. As much as I adore travel and far off tales, in my professional trade they can be trouble.

Nobility:
“I once adored the nobility. When I lived in Galt, and saw the horror of ‘popular government’ I often dreamed of a hereditary, solid, sensible upper class, bred for power and authority. OF course, my time in Taldor showed me the error of my ways. All too often, nobility is another word for the vain, the petty and the grasping. And few respect the law, for the law’s sake."

Magocracy:
“Magic complicates things, as Vex used to say. I’m an honest dwarf, stock and stone, wood and bone I can master. but wizards, planes, prayers to the great beyond?Alot of it is hokum and flim-flam anyway. I embrace Torag and gives me powers, but I do not pretend to understand them. Give me a safe to crack or a canal to dredge (or a bomb to dismantle) before taking one step into a magical academy.”


Looks like applications have slowed down. You still have quite the selection!


1 person marked this as a favorite.

I'd be interested. Nice to have a game that is heavier on roll-play then is usually socially acceptable.


Running dungeons in Pbp is a tough task. Do you have any ideas on how to keep the pace moving and combat clicking along?


Wonderful application Kubular. Blows mine right out of the water when it comes to presenting a pleasing and imaginative story! I enjoyed it.


Castor Drey wrote:
Mowque wrote:
Regular Paladin Stuff:

Please check the archetype, you have several Paladin abilities listed, which are in fact replaced with special stonelord abilities.

** spoiler omitted **

But do not worry about it now. As said earlier, we want the crunch only to have the idea about the character's abilities.
Those selected will have it checked and approved after the recruitment ends, those not selected... well, not really our problem anymore ;-)

Also, do not be surprised to be listed among melee characters. The archetype is not really divine.

I thought I removed the ones that were replaced (which is why every Stonelord power had the 'this replaces' things on it). Hmm, I now feel a bit foolish. I look a bit rushed and non-committal. Not good signs.

Melee is fine. I usually player casters and skills, so I wanted to break out.


Thirus Undershale, my applicant to join your game. A Dwarf Stonelord. As said above, the combat mechanics aren’t quite done. So he lacks armor, weapons and he still needs a few feats (I have one picked out). But, to be honest, the gist of the character is here. The actual…guy is presented.

I hope you enjoy. Feel free to ask any questions or point out mistakes.

Backstory:
[Following is the transcript of the Guard Application Interview for Applicant (Thirus Undershale.) Recorded by Scribe and Adept Ignatius Pewill.]

[Others present are Guards Herem Pinker and Lolland Ramura]

[Note: items in italics are scribe additions, observations or notes]

Applicant is sitting on chair, rocking it back and forth, making it squeak and groan under his weight when we enter. At our glances he stops.

Thirus: I apologize. Just diagnosing. Give me a minute, a chisel and some caulking ad I could have this chair fixed, right as rain. [Common has a harsh, gravelly accent. Barbaric]

Pinker: [irritated] Are you applying as a workman? Then you have the wrong room.

Thirus: No,no, just trying to be helpful. I am here to apply to join the Guard of Qantium.

Pinker: You do, do you? Do you know that this is an elite corp, made of only the finest and most trustworthy citizens…

Thirus: I have gathered this yes. I feel I am qualified, perhaps even for the Special Unit.

Pinker: [disdain] The Special Unit? We’ll see about that. [glances at papers]. Our records only show you arrived in the city a few days ago, hardly Guard material.

Ramura: [breaking in] Let us start at the beginning. Where were you born?

Thirus: Galt. I see this means nothing to you. It is a wild and lawless land in Avistan. Small place, no wonder you have never heard of it.

Ramura: State of family?

Thirus: You mean nobility? No, I’m the son of a humble dwarf mechanic in a nation of humans. I grew up fixing clocks, pumps that sort of thing. Always a knack of tearing things apart and looking inside.

Pinker: No education, no family…this hardly befits a Guardsmen, let alone the Special Unit. We have clockmakers a plenty, sir.

Thirus: [flash of anger] No education? Galt was a harder education then any training you can imagine. Galt is a treacherous swamp of political tyrants and bloody executioners. Every person is a political animal, and they feed on each other, on the fear. Accusations, investigations, manipulations are the bread and butter of the people. I have seen children turn on their parents for an increase in bread rations. I learned much there.

Ramura: Your family was political then?

Thirus: As dwarves, not much. We were as close to neutrals as the land had. We simply lived our commercials lives, ekeing out a living. Until my father died, during a plague that swept the city. [pause, solemn]. Then my uncle took over the family, and he pushed us into the political arena. I was a young dwarf then, sharp of eye and quick with a blade. I soon proved my worth in that complex and delicate world of allegation and bloodlust Galt was in those years. That was my education, sirs, spying on my neighbors, performing blackmail on officials and even…well, performing violence on others. It was a dark time, although I did not know it. I reveled in the power, in the game.

Ramura:[quietly] And then?

Thirus: We got in too deep. My uncle made the wrong friends and the Provisional Revolutionary Assembly he sided with fell, in the usual orgy of blood and betrayal. I was out of the city on an errand when it happened. When I returned, I found the shop burned and my family…killed. Taken to the Final Blades. I barely managed to escape and fled south, out of Galt.

Pinker: A tragic story, no doubt but how does it relate? Perhaps you think scheming as a child prepares you for criminal investigation?

Thirus: It was more than petty scheming, in those years. But Galt had taught me one great truth, one reality which I was to base my life on. That one must hold to the real law, to true order, to upholding what is right because it is right, not because some mob or ruler says it is justice. That is the single unswerving belief I gained out of that dark flight from Galt.

But still, you are right. If that was all I had done, I’d hardly qualify for your august post. But it gave me a base to build on. After leaving Galt, one step ahead of the mob, I headed into Taldor. Ah, that one you have heard of.

Pinker: [impatient] Yes, we have. And what did you do there, if we may speed up this tale?

Thirus: I did a good many things. I had a few skills, you’ll recall. I was good with a blade, a strong back and keen mind. I moved to Oppara, that grand old city. I worked in the city guard there, as some lowly hired muscle. But it gave me an insight into how the city worked, and I did some free-lance work. I actually became quite close to some of the lower nobility. Perhaps you have heard of the Case of the Moonstone?

Ramura:[amazed] That was you? You were the Cloaked Seeker? I heard the story, it was quite the mystery! Was it really you?

Thirus:[pleased] Yes, it really was me. I admit I lucked intot he case, but luck had nothing to do with solving it.

Ramura: [excited] So, the rumors never said. How did the thief hide it in his own rooms after being searched a dozen times?

Thirus: He had a simple triple-geared spring-back on a chest hidden behind a fake wall. Nice device, but elementary to the trained eye.

Pinker: Perhaps you did this, perhaps not. But why are you washed up on our dock and not feted in Oppara for being so renowned a detective?

Thirus: Because I soon realized that the ‘law’ in Taldor was little more then what the local ruling family wanted. After hunting down ‘lost taxes’ that turned out to be illegal and bandits that turned out to be starving peasants, I left. Besides, it had few challenges left.

Pinker: [audible snort]

Thirus: So I jumped a ship to Absalom. Now there was a real city, a huge tangled mass of beings. It made Oppara look like a local market and this city of yours look like a hamlet. I soon found work, and my hand and blade were soon needed. I was hired in the Precipice Quarter, hunting undead. Perhaps you know the area? No? Well, it was once a rich area then plagued by earthquakes and magical disaster. Many restless and evil creatures roamed there, so I hunted them. It was in those days I turned to Torag, the god of my dwarven youth and he answered me. He gave me powers and strength to hunt these fouls things.

Ramura: Sounds like dangerous work.

Thirus: It was, and I had many close calls. There was the time with the mummy and the zombie in an old tavern…never mind. In any case, I gained a bit of a reputation, so I headed down to the docks after my contract ended, looking for work that might challenge my mind as well. I am a practical man, so I didn’t expect to find a hard time finding work. I found much more than mere work, down in the Docks. I found Vex.

Pinker: Vex?

Thrius: A young ratfolk investigator, opening his own office. He was looking for a partner, so I signed up. Vex was brilliant, honest and loyal, everything you want in a partner. We made a great team, Vex and I. Those were the golden years [applicant touches beard wistfull], on the Docks. We had plenty of cases, everything from smuggling to counterfeiters. Perhaps you have heard of the Mystery of the Bleeding Cup? No? It was an interesting case involving a clockwork dog…. Ah well….Anyway. Ostensibly I was the muscle, but really we were full partners. The city was great in those days, not only the cases but the great ship cranes, which appealed to my engineering mind. And the stories of every ship and crew who landed. I even recall stories of Nex and this great city. In any case, it was the best time of my life.

Ramura: So what happened? Why did you leave?

Thirus: [sadness] I did not leave. It was taken from me. We finally went too far, Vex and I. We crossed some information brokers, and they pooled together against us. First they struck our informants and allies, and our network was soon a shambles. Then they burned down our office, those comfy little rooms on Breadbaker’s Street. Finally, they struck home. [utter sadness]. they got to Vex. One night I left him, to find a lead. I shouldn’t have left him, I shouldn’t have! [recovers composure]. So they found him alone, in a tavern room. From what I gathered later, they put him in a leaded sack and threw him the harbor. That was Vex’s reward, for cleaning up that city. Helping so many people….I wish they had thrown me instead.[tear on applicant’s face]

Pinker: [softly] What happened then?

Thirus: I got angry. I still had my blade. So I hunted them down, each and every one. Not just the thugs who killed my best friend, although I found them too, but that cartel of information brokers. Each and every one tasted the bitterness of my blade. I became a thing possessed, and found all the old Galt talents sharp and fresh. It was a dark time, again, but this time I knew how bad it was. But I did it anyway. The last broker though was clever, and managed to have me captured by the Guard. Imagine, the Guard! They locked me up and threw me out into the Black Whale. I was meant to die in that bleak prison. But a prison guard I did a favor for helped me escape.

Ramura: You escaped the Black Whale?

Thirus: Yes, but it wasn’t pretty. I was always clever with my hands, I made a raft from branches and driftwood. I made the rope and caulking from…[pause, with distaste] well, let’s say leftovers from other prisoners. In the end I shoved off and managed to get back to the city, jumped on the nearest ship and sailed off.

Pinker: And then what?

Thirus: I was a shadow of myself then. I was mad with grief over my friend and weak with the betrayal and violence I myself had unleashed. I drank to avoid my problems, and hide in the bottle. For months I merely worked as a lowly oarer in the great trading ships. Now and again I’d wash up in a port and work as a longshoreman. It was honest enough work and it let me turn off my brain. A few weeks ago I ended up in Nex, the city I once heard such rumors of. For the first time, in a long time, my brain woke up. I spent the time reading about your city, wandering about it, learning what I could. I admire it greatly. So now, I want to give back.

Ramura: Have you overcome your...issues?

Thirus: I believe so, yes. My drinking days are firmly behind me and I would like to report to duty, sir. Any duty.

Pinker: Do you think you can handle working with such a …varied cast as you find on our docks and streets? Qantium is a diverse place, dwarf.

Thirus: [nodding] I have worked with all kinds before, Absalom is also diverse.

Ramura: [delicately] You are a religious fighter, I know you types often have personal codes. Can you handle working on a real and living team? Compromises will have to be made, and I’ll admit even blind eyes must be turned at times. Can you do it?

Thirus:[thoughtful pause] If it is for a good cause, sir. I have spent my life reaching and grappling with that cause. From the blood soaked streets of Galt, where I was the evil to the briny wharves of Absalom where I worked together with some tough people to create good. I’d do anything to be in that place again. So yes, if it was for a good cause, for true law and justice. Am I acceptable?

[Pinker and Ramura exchange looks. Both shrug]

Ramura: One last question, this one straight from the Special Unit. What is your favorite quote?

Thirus: [confusion] What?

Ramura: Oh, they are a strange group and I have a note here to ask this question of any applicant. Do go on.

Thirus: [after long thought] There was one my father used to tell me, that I have found applies to more than just clocks. “When you want to know how things really work, study them when they're coming apart.” [another pause] Also, one that I learned on the docks of Absalom, “never trust an engineer who doesn’t have all his fingers.”[applicant laughs].

Ramura: All right then. I’ll send it to the boys upstairs, and see what they think of you. You’ll hear back at the end of the week. Where can we find you?

Thirus: The Young Pelican, sir. I wait, and hope.

Thirus's Personality:
On Thrius’s Personailty: He is a practical, solid dwarf. When he sees a crane he sees tensile strength, when he sees a ship he sees gross tonnage. His only exception to this blunt, materialistic view is when he sees people. His love of justice and order come from an appreciation of people and what they can achieve. He has a soft spot for art, although very few people know it. He enjoy the fight but doesn’t admit it to anyone, not even himself. Unless, of course, it is undead or some pure evil creature then he revels in it.

On Class Choice:
On Stonelord: I admit it is a tricky build, with lots of interesting add-ons, and normally I’d never try it. But for Pbp? There is plenty of time to consults the rules, SRD and GM for everything so I hope that doesn’t turn you off on the idea.

Racial Traits:
On Racial Traits: I changed them up a bit from standard. Usually I don’t, but Thrius is a different guy. Craftsman instead of Greed makes sense, given his background. Stubborn also fits a hard-bitten detective. And Relentless fits his fighting style, which is bull through and rely on his Stonelord-nish to protect him. Just thought I’d explain them from a story perspective.

Trait Choices:
On traits: Clearheaded (You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.) seemed a natural. Thirus is a hard-bitten realist, with a streak of the curious. Civilized (You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
) because of the research he did before applying. They seemed to make sense. I chose traits for character reasons, so they might be a bit odd for a Paladin. But I stand by them.

Stats:
Thrius Undershale
Male Dwarf Paladin (Stone Lord) Level 5
LG Medium humanoid (Dwarf)
Init +0; Senses Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 12
hp 39 (
Fort +6, Ref +1, Will +5;
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Ranged
Special
At will—detect alignment
Paladin Spells Known
1nd (2/day)—Changes Daily
--------------------
Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 16
Base Atk +5; CMB +7; CMD 17
Feats: Ironhide, ?
Traits: Clearheaded, Civilized
Skills: Diplomacy +9, Heal +6, Knowledge Nobility +1, Knowledge Religion +5, Profession Engineer +5, Sense Motive +6
Languages Common, Dwarven
Combat Gear ? Will be practical stuff as well as some flavor engineering stuff.
--------------------
Special Abilities
--------------------
Lots of stuff in here, I have it divided by section!

Dwarf Stuff
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round).
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Stone lord Powers (there are a lot):
Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter.
This ability replaces smite evil.

At 2nd level, a stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure.
This ability replaces divine grace.

At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.

At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender, and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day.

(Defensive Stance Stuff):
At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trance-like determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear’s endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, the stalwart defender gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves.

At 4th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level.
This ability replaces channel positive energy.

At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template.
This ability replaces divine bond.

Regular Paladin Stuff:

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses.

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Mercy Selected: Shaken. The target is no longer shaken.

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.


Thrius Undershale's fluff and most of his sheet are done. Just waiting to get some advice on armor, weapons and feats. I had fun with his background, a different format then is usual.

Should I wait until all is done? Not sure how much you need before you can decide on a character. I know you have alot to wade through all ready.


Here is Kazmir Brightbeard!

Description:
A small Halfling, his skin is pale from living years underground, but he is stronger then the average Halfling, having to work hard just to keep up in a dwarven world. His hair is a dirty brown (the same as his beard) and his one interesting feature is his mis-matched eyes, one green, one blue. He does avoid the dwarven habit of heavy armor or massive warhammers.

He has great natural curiosity and generally sunny disposition. This sometimes crosses into naivety, doubly so when dealing with non-dwarves. But he can be a big help and enjoys working with others to achieve a goal.

Backstory:
Kazmir was orphaned at an early age in Janderhoff. His parents, unknown, died in a great illness that swept the Halfling and human parts of the city, killing many. Just an infant, a dwarf couple found him on the steps of a temple of Torag. With the Halfling community in turmoil with the dead and the dying, and having no children (despite many attempts) of their own, the dwarves took him in. They were a religious couple and assumed the bawling infant was a sign from Torag, that he was theirs.

So the young child was raised as a dwarf, speaking only Dwarven and knowing nothing of his roots. His new family lived deep in the mines, so he had little contact with the surface part of the city, and was already a lad of ten or eleven before he truly encountered his own kind.

It was a difficult childhood, of course. He was always smaller than the other children, quicker to laugh and slower to learn the intricate crafts the dwarves so esteemed. And there was more than one dwarf who did not approve of a Halfling in Janderhoff’s hallowed halls. But he preserved, never letting this difficulties crush his naturally bright nature. In those difficult years he had three refuses. One was his loving family, who stood by him through all his trials and tribulations, accusations and suspicions. Second was his faith. After learning how his family found him, he became a devoted follower of Torag and even the most pig-headed and stubborn dwarf could not find fault in his careful religious observances. The third was the quiet, deep call of nature. He would often play, alone, in the various caverns and deeps of the city, exploring with his bright and inquisitive nature. He soon learned much of their deep ways and the wildness of the more forgotten passages.

His explorations made him tough, self-reliant yet wise and calm. He knew that rushing, false bravado or haughtiness would only lead to death in the unforgiving caverns. The distant cave trips also opened him to magic, and he soon became expanding his powers, as other dwarves disapproved even more. It was one thing to have a Halfling child, but to have a magical youth running their tunnels? By the time he was twenty, the elders were against him. They even prevented him from making his Gladdringgar, although he would have made the best in years.

With all this opposition, he decide the best way to gain acceptance was to leave, hone his powers, perhaps explore the world, and return with knowledge to help his people. With this in mind he left his family (who reluctantly supported him, also under pressure from the community). Soon finding himself aboard, his natural curiosity led him north, towards the wild and frigid Linnorm kingdoms. It was said that a magical jewel known as the Moonshard could be found there, and perhaps studied. It might prove to be his ticket to acceptance among his people, and also satisfy his own natural curiosity, which had been stoked after hearing stories of the strange and powerful stone. A dwarf’s love for stone and the Halfling love of knowledge made a potent combination.

Role in Party (Mechanics):
I have been picturing Kazmir as a mainly as battlefield control. Druids are natural and Kazmir's small size and high Initiative lead in this direction. I also think he'd make a good utility caster. Being a Druid, he can change his spells up a lot, so he can be useful even after we make the switch to the Darklands. He can even heal in a pinch. And, with his trait, even help out the skill monkey when he have to solve a puzzle or something. I think he can grow to do whatever the party might need, be it healing (magic), skills (aid another), or damage (he has some good spells higher up in the druid list).

Role in Party (Story):
Kazmir is a young and adventurous curious sort, who is fresh and the world and enjoying it. His main goal is to return to Janderhoff with knowledge and (hopefully) acceptance, but he is also enjoying this respite from dwarven overseers. He is much confused by people’s reaction to him as a Halfling, because deep down, he considers himself a dwarf (he often, ironically, finds other Halflings flighty, lazy and unorthodox). He will also be a neat mix in the Darklands, which make up so much of the Dwarven outlook and some of that has rubbed off on Kazmir. Also, his domain will be interesting in that setting.

About me:
I am an experienced Pbp player who can post several times every weekday with no problem (and enjoy it). I live in Western PA so same time-zone as the GM. I enjoy both the story-telling side of things and the more ‘game’ aspects of rolling and skills. I have wanted to play a Druid for a few years now (and Darklands for nearly as long. A perfect fit!

Mechanics for Kazmir!:

Kazmir Brightbeard
Druid 1 - NG Small Humanoid (Halfling)
Init: +7, Senses: Perception: +9
Languages: Common, Dwarven
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DEFENSE
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AC 16 (+3 dex, +2 armor, +1 Size), Touch 14, Flat-footed 13
CMD 12
HP 10
Fort: +4, Ref: +4, Will: +6
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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee Quaterstaff, 1d4
Base Atk: +0, CMB: +1
Known Spells - Druid (CL 1st):
Spells per Day- 3 0lvl., 2 1rst lvl.
Domain Earth:
Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Deity: Torag
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STATISTICS
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Abilities: Str 10, Dex 16, Con 12, Int 10, Wis 16, Cha 13
Feats: Improved Initiative (+4 to Intative)
Traits: Helpful(Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.)
SKILL TOTAL (4 Class)=4
Acrobatics +2, Climb+2, Heal +7, Knowledge Nature +6, Perception +9,Stealth +7, Survivial +9
Possesions: Leath Shirt 18gp; Quaterstaff; Cold Weather Outfit (free); other cheap stuff to be added later (light stuff, near weight limit!).

Race Stuff:
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.


I believe I can sell it.


One last thing. Should we paint a history of ourselves in the Guard or are we meant to be newbies on 'the force'?


Any word? Or was I discounted?


Been pondering a Dwarf Stonelord. Does that fit the theme? I promise, he has an awesome backstory.


Sorry, Earth Domain druid. It is NOT an Archetype, just a domain.

http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains /earth-domain

Should be OK for Core, yes?


Would the 'Helpful' trait, for Halfings only be acceptable?

"Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2."

http://www.d20pfsrd.com/traits/race-traits/helpful

I am creating a Halfing Earth Druid, if you are curious.


May we submit more then one character?


I'm interested. Have to do some research into the AP. Is the group a friendly group socially? Or are is there little OOC banter?

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