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Organized Play Member. 104 posts (1,127 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 13 aliases.


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Preferred: Heroic
Alternative: Focus & Foibles


I'm definitely interested... I was in that recruitment but wasn't selected. Always wanted to play through this


I know I'm cutting it close but I had inspiration for my hell's vengeance character. If selected I will create an alias. Presenting Vitus Crus

Vitus Crunch:

Vitus Crus
Demon-spawn tiefling antipaladin 1 Tyrant (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 264)
LE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 12 (1d10+2)
Fort +4, Ref +0, Will +0
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee greatsword +5 (2d6+6/19-20) or
. . longsword +5 (1d8+4/19-20)
Ranged longbow +1 (1d8/×3)
Special Attacks smite good 1/day (+4 attack and AC, +1 damage)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—shatter (DC 16)
Antipaladin Spell-Like Abilities (CL 1st; concentration +5)
. . At will—detect good
Antipaladin Spells Prepared (CL 1st; concentration +5)
--------------------
Statistics
--------------------
Str 18, Dex 11, Con 14, Int 6, Wis 7, Cha 18
Base Atk +1; CMB +5; CMD 15
Feats Furious Focus[APG]
Traits ex-iomedaean, magical knack
Skills Acrobatics -4 (-8 to jump), Handle Animal +8, Intimidate +8, Perception +0, Sleight of Hand -3, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Infernal
SQ prehensile tail[ARG]
Other Gear scale mail, arrows (20), greatsword, longbow, longsword, backpack, bedroll, flint and steel, hemp rope (50 ft.), holy text[UE], waterskin, wooden holy symbol, 102 gp, 6 sp, 1 cp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Smite Good (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.

Hells Vengence Questions:

1. What is your opinion of the Order of the Godclaws failure at Isger?
They are complete and utter failures. To not only be defeated by a group of Iomadean knights but then to have that defeat spawn the glorious reclamation, the order should be ashamed and what is left banished from the great nation of Cheliax

2. Where do you see yourself in the high echelons of Cheliax's tangled web of government?
At the bottom. As the child of Iomadae worshipers, I can see myself as one who shouldn't be trusted. However with work, I could see myself move to the top.

3. You have captured the loved one of a hero. What do you make them do in exchange for their safe return? Will you keep their word of feast on the tears of absilute sadness?
I make them bring me the heads of their compatriots. Of course I won't be at the location to meet for verification. I'll have a box left at the location where they are supposed to deliver the heads. And of course we all know what is in the box.

4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
Largely depends. If I am at a point where I have earned rank and privlage, I would assert that rank and demand they applogise for disrespect they have shown me and allow me to go on my way. If it is at a point where I am a no name grunt, then I attempt to intimidate them into letting us pass without incident.

5. Someone powerful you fancy has invited you into their bedchambers. However there are many unpleasant rumors to the fate of their partners. What do you do?
I bed them. Rumors are just that and I am sure I could handle myself if the rumors turned out to be true. The lady I fancy would rue crossing me.

6. Your lifes nemesis is at your mercy. Give me your villain speech.
Successful villains do not give speeches. That is when the hero finds his way to escape and defeat you. You will not catch me monologuing or divulging my plans to the hero.

7. Without describing their job, name, or appearance tell me who your character is.
Vitus is arrogant and cocky. He is overconfident in his skills with a blade and is not afraid to charge straight into combat. His parents were devout Iomadae worshipers. However, when he was born a tiefling, they and the community turned their backs on him. He grew to hate Iomadae and her followers stood for. Vengenace against them is one of his primary motivators.


Interested in both. Definitely have to think about those questions.


I like EitR and background skills. ABP is nice, however it does put some extra work on the GM concerning loot


Id be interested in either. I played a little bit of HR but the game died early. I've never played HV but the thought of an evil campaign is interesting


Sorry, I really wanted to be able to make a submission, but I can't see any way to make the character background work and still fit with the timelines without doing a complete rewrite. Good luck to all who made submissions.


I know I'm a bit late to the party, but I had a question. Are we allowed a feat that appears in the first players RotRL players guide and was later reprinted in Inner Sea World Guide. In particular, I'm talking about the Varissian Tattoo feat.


RIZZENMAGNUS,

You seem to have missed my earlier posted questions.

Couple questions as I ponder a character

1) How long of a game are you planning?
2) How many people are you looking to accept? Are you looking for average party size or are you wanting to fill out all 15 slots?


4d6 - 2 ⇒ (2, 4, 4, 5) - 2 = 13
4d6 - 1 ⇒ (1, 5, 1, 4) - 1 = 10
4d6 - 1 ⇒ (1, 5, 3, 4) - 1 = 12
4d6 - 3 ⇒ (6, 5, 5, 3) - 3 = 16
4d6 - 4 ⇒ (5, 4, 6, 6) - 4 = 17
4d6 - 1 ⇒ (1, 1, 3, 4) - 1 = 8

Specialist: 1d100 ⇒ 93

Couple questions as I ponder a character

1) How long of a game are you planning?
2) How many people are you looking to accept? Are you looking for average party size or are you wanting to fill out all 15 slots?


I'm guessing since the adventure will start on the journey from Magnimar to Sandpoint, being a denizen of Sandpoint isn't an option


GM SUPER RUNELORDS wrote:
Quick note that Thassilonian Specialist is featured in the anniversary edition itself, so I'll allow it.

Any chance you can say where this is mentioned as being featured? I was curious if anything else was featured such as tattooed sorcerer as both archetypes were originally mentioned in the same place and both apply to Varissia.


One last question came to me as I was working on the character. Are background skills allowed? I'm going to assume no since that was released in Unchained, however, with the slower leveling the 2 extra skill points could be very useful.


I have a follow up question. The feat Varisian Tattoo originally appeared in the original rise of the runelords players guide and was later reprinted in Inner Sea World Guide and the Pathfinder Campaign Setting. Would this feat be allowed? I wouldn't ask except for it originally appeared with RotRL


I have a character I would like to submit, but I have a question on what is allowed. Would you allow Tattooed Sorcerer archetype? It comes from Inner Sea Magic which was released before the Anniversary edition and I don't think it was ever reprinted.

Thanks


Wilhim wrote:


All core classes besides druid are available,

So arcane casters (Sorcerer and Wizard) are now available? I know previously you were against them.

Set 1:
4d6 - 1 ⇒ (6, 1, 5, 1) - 1 = 12
4d6 - 1 ⇒ (2, 3, 4, 5) - 1 = 13
4d6 - 2 ⇒ (1, 5, 3, 5) - 2 = 12
4d6 - 1 ⇒ (3, 1, 3, 5) - 1 = 11
4d6 - 1 ⇒ (1, 5, 6, 1) - 1 = 12
4d6 - 1 ⇒ (4, 1, 2, 6) - 1 = 12

Set 2:
4d6 - 2 ⇒ (2, 4, 3, 5) - 2 = 12
4d6 - 1 ⇒ (1, 4, 5, 3) - 1 = 12
4d6 - 1 ⇒ (5, 6, 6, 1) - 1 = 17
4d6 - 1 ⇒ (2, 2, 1, 4) - 1 = 8
4d6 - 1 ⇒ (1, 1, 3, 6) - 1 = 10
4d6 - 3 ⇒ (4, 3, 5, 4) - 3 = 13

So average or 1 high 1 low


Josh.Ingle wrote:

Well if they wanted to do the work they shouldn't have waited a month to get me my damned knives. xD

But there is the backlog and we have to do FIFO. Let's also not forget our contractually mandated breaks.


As you're looking for players and not characters, what information besides a I'm interested are you looking for?


I am definitely interested


But the fact that we are probably getting them from a government contractor means bureaucratic nightmares and delays. But the supplier thinks they can get it to the base 2 weeks after the mission departs. It will then be another 2 weeks before the Receiving Inspector has a chance to inspect the package, another 2 weeks to resolve the discrepancy with the lot number on the packing slip, and another 2 weeks to move the package from the receiving dock to the end user. And if you are thinking of going to the receiving dock to get the package yourself, the labor union is going to file a grievance against you.


Definitely Interested lets see what the dice have to say.
Roll: 4d6 - 1 ⇒ (3, 6, 1, 3) - 1 = 12
Roll: 4d6 - 1 ⇒ (3, 4, 5, 1) - 1 = 12
Roll: 4d6 - 2 ⇒ (6, 2, 3, 3) - 2 = 12
Roll: 4d6 - 2 ⇒ (6, 4, 2, 6) - 2 = 16
Roll: 4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12
Roll: 4d6 - 2 ⇒ (2, 3, 3, 4) - 2 = 10

Wow ... 12s all the way down... 18 point buy... If you are allowing 25 point buy I'd obviously be going with that


Along with everyone else, waiting for the actual build rules. My first inclination if it would be allowed would be to build a psychic who leans on the social skills and may be a strong interrogator. I feel psychic should be rooted strong enough in non-magic to work.


I'm working on something... Just not sure of the classes. I know I want something psychic. Right now I'm looking at occultist, witch, or spiritualist. I really want something thematic. Let me add a roll here in case I decide to do tiefling or aasimar.

variant: 1d100 ⇒ 80


I'm working on getting things together for a Samsaran Psychic Blood Arcanist. Should have it up today


4d6: 4d6 - 1 ⇒ (4, 2, 5, 1) - 1 = 11
4d6: 4d6 - 1 ⇒ (3, 1, 6, 6) - 1 = 15
4d6: 4d6 - 2 ⇒ (6, 6, 3, 2) - 2 = 15
4d6: 4d6 - 1 ⇒ (1, 5, 6, 5) - 1 = 16
4d6: 4d6 - 1 ⇒ (3, 3, 5, 1) - 1 = 11
4d6: 4d6 - 1 ⇒ (3, 3, 3, 1) - 1 = 9

Not too shabby. Not the best but could be worse ... I'll see what I can come up with


Ten Facts About Goblins

1. HORSE HATE: Goblins excel at riding animals, but they don't quite get horses. In fact, their hatred of all things horse is matched only by their fear of horses, who tend to step on goblins who get too close.

2. DOG HATE: Although goblins raise horrible ratfaced creatures called (creatively enough) goblin dogs to use as mounts, and ride wolves or worgs if
they can get them-goblins are quick to explain that wolves are NOT dogs-their hatred of plain old dogs nearly matches their hatred of horses. The feeling is mutual. If your dog's barking at the woodpile for no reason, chances are he smells a frightened goblin hiding in there somewhere.

3. GOBLINS RAID JUNKYARDS: Garbage pits, gutters, sewers-anywhere there's garbage, you can bet goblins are nearby. Goblins are weirdly adept at crafting weapons and armor from refuse, and are fond of killing people with what they throw away.

4. GOBLINS LOVE TO SING: Unfortunately, as catchy as their lyrics can be, goblin songs tend to be a bit too creepy and disturbing to catch on in polite society.

5. THEY'RE SNEAKY: An excited or angry goblin is a noisy, chattering, toothy menace, but even then, he can drop into an unsettling silence in a heartbeat. This, matched with their diminutive size, makes goblins unnervingly adept at hiding in places you'd never expect: stacks of firewood, rain barrels, under logs, under chicken coops , in ovens....

6. THEY'RE A LITTLE CRAZY: The fact that goblins think of things like ovens as good hiding places reveals much about their inability to think plans through to the most likely outcome. That, and they tend to be easily distracted, particularly by shiny things and animals smaller than them that might make good eating.

7. THEY'RE VORACIOUS: Given enough supplies, a goblin generally takes nearly a dozen meals a day. Most goblin tribes don't have enough supplies to accommodate such ravenous appetites, which is why the little menaces are so prone to going on raids.

8. THEY LIKE FIRE: Burning things is one of the great goblin pastimes, although they're generally pretty careful about lighting fires in their own lairs, especially since goblins tend to live in large tangled thistle patches and sleep in beds of dried leaves and grass. But give a goblin a torch and someone else's home and you've got trouble.

9. THEY GET STUCK EASILY: Goblins have wiry frames but wide heads. They live in cramped warrens. Sometimes too cramped.

10. GOBLINS BELIEVE WRITING STEALS YOUR SOUL: The walls of goblin lairs and the ruins of towns goblins have raided are littered with pictures of their exploits. They never use writing, though. That's not lucky. Writing steals words out of your head. You can't get them back.


Closed Game


I'm definitely intrigued


1 person marked this as a favorite.

Ah Daedalus. Long time no see. I would love to play a game with you again


I would definitely be interested. I agree with above posters, the chose AP would make me think of what monster to play. I don't know a lot about it but Hell's vengeance pops in mind as its an evil campaign. Way of the Wicked could work also depending on the monsters being played


I have wanted to play this one since it came out but never had the chance. I already have a character for it, I would just have to adjust him for your build requirements.


I'm definitely interested. I played a little bit of RotRL converted to 2E. It was definitely fun. The weekday posts wouldn't be a problem. I can struggle posting on weekends


I'm going to submit Syeira, Tattooed Sage Sorcerer for this. If selected I will create the proper profile.

Crunch:

Syeira Cretu
Female human (Varisian) sorcerer (tattooed sorcerer, wildblooded) 1 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70)
CG Medium humanoid (human)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +0 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +0)
. . 3/day—dancing lights
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—color spray (DC 15), magic missile
. . 0 (at will)—detect magic, light, mage hand, prestidigitation, ray of frost
. . Bloodline Sage
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage, scholar of the ancients
Skills Acrobatics +3, Appraise +8, Knowledge (arcana) +11, Knowledge (local) +8, Lore (Alchohol) +8, Perception +4, Sense Motive +4, Spellcraft +10, Stealth +3
Languages Common, Draconic, Elven, Goblin, Sylvan, Thassilonian, Varisian
SQ bloodline tattoos, familiar tattoo
Other Gear haramaki[UC], crossbow bolts (40), dagger, light crossbow, bedroll, canteen[UE], ink, inkpen, journal[UE], masterwork backpack[APG], spell component pouch, 30 gp, 8 sp
--------------------
Special Abilities
--------------------
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Magic Missile) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.

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

Arcane Familiar CR –
Greensting scorpion (protector) (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Extra Item Slot, Weapon Finesse
[b]Skills
Acrobatics +7, Appraise -1, Climb +7, Perception +8, Sense Motive +1, Spellcraft -1, Stealth +19, Swim +7; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link, loyal bodyguard
--------------------
Special Abilities
--------------------
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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Background:

Syeira was raised in the small town of Nybor. As for where she was born she doesn’t know. Her parents tell her one day when she was very young, perhaps no more than three, she wandered into their town covered in dirt, grime, and obviously malnourished. When they tried to question her as to where her family was, what happened to her, or even what her name was, Syeira responded with nothing but silence. Not sure what else to do, Syeira’s parents took her in and raised her as their own.

This is the story Syeira believes and she has no reason to doubt it. Her first memories are of living in Nybor. She has no memory of being found or what drove her from where ever it was before. Syeira loved her childhood she was always running and rough housing with the other children, even besting some of the larger boys who thought she couldn’t keep up with them because she was a girl.

As Syeira began to mature, she began to develop affinities for magic. At first, it was small things like being able to move small objects with her mind. Syeira took delight in this ability and would use it constantly to prank her friends and parents. When her parents realized that Syeira had latent magical ability, they sent her to train with the town wizard, Vesk.

While Syeira enjoyed learning about magic and how to use it, she hated the rigidness and structure of the instruction. At the same time her magical aptitude began to develop, a strong wanderlust began to also develop within her. Constantly during her instruction from Vesk, she would be caught staring out at the wilderness daydreaming. As soon as she was dismissed for the day, Syeira would go running through the nearby woods. She always felt as if she was searching for something but could never figure out what she was looking.

This wanderlust feeling continued to grow with age. Finally at the approximate age of seventeen Syeira decided to leave her small town. She packed a small bag; said tearful goodbyes to her parents, friends, and even Vesk; and set off down the road. Syeira didn’t really have a destination in mind when she left but her travels led her a different small town (though bigger than her home) of Sandpoint.

Upon arriving at Sandpoint, Syeira had grown bored of the loneliness of the open road and decided to stay for awhile. Wanting to be at the center of the town’s gossip and going ons, Syeira found herself seeking employment at the Rusty Dragon. Upon entering the establishment, Syeira immediately went searching for the owner, Ameiko. When asking for employment, Ameiko gave Syeira a once over. Believing Syeira to be too frail for the job, Ameiko asked, ”Why should I hire you?”

Before Syeira could answer, a fight broke out between two adventurers at the bar. Ameiko sighed in contempt and started to turn to deal with it when Syeira just smiled and put her hand up to stop her. Syeira then began to utter a few words and wave her hands. A swirl of colors washed over the two combatants before they fell to the floor unconscious. A third inebriated man, seeing what Syeira did to his compatriots, rushed at Syeira. Syeira quickly stepped out of his way before punching him in the face, causing him to fall unconscious with his friends. Syeira turned back to Ameiko with a grin while shaking out her hand. ”That’s why you should hire me.” Ameiko did nothing but smirk and toss her an apron.

That was five years ago and Syeira has flourished in Sandpoint. She is loved at the Rusty Dragon for her outgoing and friendly nature, often inserting herself in the middle of conversation with many a customer. Her favorite time of year is approaching with the Swallowtail Festival. Though things always get busier at the Rusty Dragon at this time, all the new people in town and stories to hear excite her.

Appearance and Personality:

Syeira stands at 5'8" and has a slight build. She has long flowing jet black hair and piercing blue eyes. She has a very outgoing personality, loving to be with people. Syeira is very competitive and will often try to turn the most innocuous thing into a competition. Even though she is outgoing, Syeira has a thirst for knowledge of any kind and will go out seeking it.

Build Projection:

As should be fairly obvious, I am going for a glass cannon blaster sorceress. I am human and will be taking the alternate racial favored class ability, so I should have some decent utility like a wizard.


Vrog:
I swear I read the school entry three times. I don't know how I missed that last line. I'll add a new spell.

I have clothing. It's listed on sheet two right above the spell book. As for the other 3 bulk, it's on sheet 4. The longbow, longsword, and 30 arrows.

As for the character sheet, I usually list it in my alias (See Timo Zoci in my aliases as an example). I just don't currently have a good template. As soon as I do I'll transition the Syeira alias to this new character.


I've completed my character. I'll have an alias up if selected. Allow me to introduce Syeira

Character Sheet

Background:

Syeira was raised in the small town of Nybor. As for where she was born she doesn’t know. Her parents tell her one day when she was very young, perhaps no more than three, she wandered into their town covered in dirt, grime, and obviously malnourished. When they tried to question her as to where her family was, what happened to her, or even what her name was, Syeira responded with nothing but silence. Not sure what else to do, Syeira’s parents took her in and raised her as their own.

This is the story Syeira believes and she has no reason to doubt it. Her first memories are of living in Nybor. She has no memory of being found or what drove her from where ever it was before. Syeira loved her childhood she was always running and rough housing with the other children, even besting some of the larger boys who thought she couldn’t keep up with them because she was a girl.

As Syeira began to mature, she began to develop affinities for magic. At first, it was small things like being able to move small objects with her mind. Syeira took delight in this ability and would use it constantly to prank her friends and parents. When her parents realized that Syeira had latent magical ability, they sent her to train with the town wizard, Vesk.

While Syeira enjoyed learning about magic and how to use it, she hated the rigidness and structure of the instruction. At the same time her magical aptitude began to develop, a strong wanderlust began to also develop within her. Constantly during her instruction from Vesk, she would be caught staring out at the wilderness daydreaming. As soon as she was dismissed for the day, Syeira would go running through the nearby woods. She always felt as if she was searching for something but could never figure out what she was looking.

This wanderlust feeling continued to grow with age. Finally at the approximate age of seventeen Syeira decided to leave her small town. She packed a small bag; said tearful goodbyes to her parents, friends, and even Vesk; and set off down the road. Syeira didn’t really have a destination in mind when she left but her travels led her a different small town (though bigger than her home) of Sandpoint.

Upon arriving at Sandpoint, Syeira had grown bored of the loneliness of the open road and decided to stay for awhile. Wanting to be at the center of the town’s gossip and going ons, Syeira found herself seeking employment at the Rusty Dragon. Upon entering the establishment, Syeira immediately went searching for the owner, Ameiko. When asking for employment, Ameiko gave Syeira a once over. Believing Syeira to be too frail for the job, Ameiko asked, ”Why should I hire you?”

Before Syeira could answer, a fight broke out between two adventurers at the bar. Ameiko sighed in contempt and started to turn to deal with it when Syeira just smiled and put her hand up to stop her. Syeira then began to utter a few words and wave her hands. A swirl of colors washed over the two combatants before they fell to the floor unconscious. A third inebriated man, seeing what Syeira did to his compatriots, rushed at Syeira. Syeira quickly stepped out of his way before punching him in the face, causing him to fall unconscious with his friends. Syeira turned back to Ameiko with a grin while shaking out her hand. ”That’s why you should hire me.” Ameiko did nothing but smirk and toss her an apron.

That was five years ago and Syeira has flourished in Sandpoint. She is loved at the Rusty Dragon for her outgoing and friendly nature, often inserting herself in the middle of conversation with many a customer. She has a standing challenge at the Inn to anyone that wants to attempt beat her a test of strength. (So far she has a twenty-two and three record). Her favorite time of year is approaching with the Swallowtail Festival. Though things always get busier at the Rusty Dragon at this time, all the new people in town and stories to hear excite her.

Appearance and Personality:

Syeira stands at 5'8" and has a slight build as typical for an elf. She has long flowing jet black hair and piercing blue eyes. She has a very outgoing personality, loving to be with people. Syeira is very competitive and will often try to turn the most innocuous thing into a competition. Even though she is outgoing, Syeira has a thirst for knowledge of any kind and will go out seeking it.

Role and Other Info:

I see Syeira mainly as a damage dealer role with a bit of controller role. At the moment, I foresee myself playing her kind of as a Magus as she has the strength to wield weapons. At level 2 I see her taking either the Paladin dedication or the Fighter dedication to gain armor training and further weapon skills. Syeira took the Evoker school. At this moment I see her focusing her spells at blasts as well as spells that boost her combat with dashes of battlefield control (ala color spray). You’ll notice I said “At the moment” and “I foresee” a lot. That is because I believe that a character evolves as you play the game and what you think the character’s path is can change at a moment’s notice, particularly once the player gets a true feel for the character.

Finally, my in for a penny, in for a pound moment (I didn’t really know how to incorporate that phrase). An interesting moment in Syeira’s backstory would be her initial encounter with Ameiko. In looking for employment, Syeira got the job by breaking up a bar fight.


Is there a particular format you'd like character stat blocks in? I have one I've used in my profiles for 1e characters. I can probably adapt it to 2e or I can do a link to the 2e character sheet pdf.


I'm not completely familiar with 2e but I'm interested.
4d6 ⇒ (1, 6, 1, 1) = 9
4d6 ⇒ (4, 1, 6, 2) = 13
4d6 ⇒ (1, 1, 6, 5) = 13
4d6 ⇒ (5, 1, 5, 1) = 12
4d6 ⇒ (2, 3, 1, 5) = 11
4d6 ⇒ (1, 1, 2, 2) = 6

Wow... completely unplayable. Let's try again.
4d6 ⇒ (4, 4, 5, 1) = 14 13
4d6 ⇒ (6, 1, 5, 6) = 18 17
4d6 ⇒ (1, 4, 4, 3) = 12 11
4d6 ⇒ (4, 6, 2, 1) = 13 12
4d6 ⇒ (4, 6, 2, 5) = 17 15
4d6 ⇒ (6, 1, 2, 5) = 14 13

I like it. Let's see what I can do. Probably build a wizard or sorcerer.


Daidalos Icarum wrote:
We could also try taking him alive (with nonlethal damage)) if anyone else wants to try- or if we just want to honor our “call off the golem and we might spare you,” which Daidalos wouldn’t mind.

I want to point I was very specific with the wording I used. I said listen to the man and HE might spare you. I said nothing about the rest of the group


Timo nods. "Very well shall we finish this then?" he says as he draws forth his blade and takes position next to the door.


Thanion nods to both Aavelixia and Braham before making his way quietly to the left.

Stealth: 1d20 + 4 ⇒ (3) + 4 = 7

... Wow... As stealthy as the giant :P


I don't have any interest in playing, but I do have an interest in lurking and following your game. I hope it all works out.


Ok ... Lets roll

4d6 ⇒ (5, 3, 5, 6) = 19
4d6 ⇒ (3, 4, 2, 4) = 13
4d6 ⇒ (5, 2, 1, 2) = 10
4d6 ⇒ (3, 2, 5, 5) = 15
4d6 ⇒ (3, 5, 2, 5) = 15
4d6 ⇒ (5, 2, 1, 4) = 12

16, 11, 9, 13, 13, 11

4d6 ⇒ (2, 6, 6, 1) = 15
4d6 ⇒ (2, 3, 6, 2) = 13
4d6 ⇒ (6, 4, 3, 4) = 17
4d6 ⇒ (3, 4, 5, 2) = 14
4d6 ⇒ (1, 3, 6, 6) = 16
4d6 ⇒ (1, 2, 5, 4) = 12

14, 11, 14, 12, 15, 11

Think I'll be going with the second one.... Lets see what I can do


I'm interested. Probably have something up soon. How long are you doing recruitment?


I wound be considering a spellslinger/eldritch archer


I'm interested. What are the character creation reason. The link points to a blank campaign info tab. Should I assume the same as the first page of recruitment?


I'd be very interested in all three. I was selected for a Council of Thieves game here but the GM vanished shortly after the opening act. I've tried running Legacy in my home game, but didn't get past the start of the second book and would love to see how it goes from the player side. I have no connection with Ironfang invasion, but it has always seemed very interesting.


May I present, Tychus a Human Ranger and Chernasardo Hopeful

Background, Appearance, Personality:

Tychus's earliest memory is that of servitude. He was owned by a small noble family in a small Molthune town. There he served as the whipping boy to Janus, the heir to the family. Janus was spoiled rotten and often did whatever he wanted, whenever he wanted, without any regard for anyone else. This often left Tychus on the wrong end of a beating. Tychus took these beatings silently and without word. Even when not taking a beating from the parents, Janus was exceptionally cruel to Tychus, often treating him as his personal plaything. Every night in the privacy of bed, Tychus would curse the family and pray for a way out. One night his prayers were answered.

Tychus doesn't know why, but he awoke in the middle of the night. He immediately realized something was wrong and quickly rushed to the door. Upon opening the door, Tychus was greeted by a wall of flames. The first thought that went through his mind was that the Janus has finally had enough of him and was going to kill him in his sleep. However, not a moment later the thought was gone and Tychus's survival instincts kicked in. He immediately began looking for a way out when part of the roof nearest to the door collapsed from the fire, leaving a view of night sky. "If the roof is weak enough to collapse, maybe I can break through." Tychus thought to himself. He immediately began piling what he could in the corner farthest from the flames and climbed on top of it. Once he felt sturdy he began pushing at the roof with everything he had. Tychus was about to give up when the roof finally gave way. As quickly as he could Tychus climbed into the night.

Upon reaching safety, Tychus realized it wasn't just his room, but the whole house was in flames. Several townsfolk were running to and from the house trying to get the fire under control. It was chaos. It was his chance at freedom. He could flee and everyone would just assume he was a charred corpse in the rubble, no one would be looking for him. First, with everyone distracted, Tychus stealthily made his way to the hunting shed on the edge of the property. There he grabbed some supplies, including a bow and made his way out of town towards the Nirmathas Border. Tychus knew he had to put as much distance as he could between himself and the city and going to a free land seemd the best way to do it.

With no one around and the cover of night on his side, Tychus slipped out of town and started north. His journey took him many days. He would spend the days hidden in the woods hunting game for food. At night he would continue his journey north, making sure to avoid any towns and checkpoints. At the end, when Tychus ended up at the Marideth Riever. He knew he was out of Molthune territory and he quickly found the nearest town of Phaendar.

Tychus quickly adapted himself to the town, hiding his slave mark so as to avoid questions, and finding work as a freelance tracker and hunter. He heard word of a group known as the Chernasardo Rangers, a group of snipers and scouts who fight against Molthuni armies. Tychus sought to join them and be one of their numbers. Recently, Tychus has made headway at joining them and has been placed under the care and training of Aubrin

Tychus has the appearance of a rugged male. He has dark brown hair that he keeps cut short and piercing blue eyes. Tychus stands six feet tall and has a lithe physique that belies his strength. At its heart, his personality is friendly and jovial, but he is overly cautious. He is always on the lookout for anyone who might recognize him and drag him back into his bondage.

Connection to Phaendar:

Tychus ended up in Phaendar after escaping slavery in Molthune. Enjoying the freedom of Phaendar, Tychus found the Chernasardo Rangers and seeks to join with them to fight against those that would enslave him and keep others from joining his fate. He has recently been placed under the training Aubrin. Even though he is relatively new to the town, Tychus feels a sense of home that he has never felt. Finally having a place he can call his own.

Character Development:

I see my character developing along the lines of an archer. At level 4 I see myself getting a horse for an animal companion and performing mounted archery.

I reside in the sunny state of Florida. My posting is typically M-F 9-5. My weekend posting tends to be fairly sporadic.

I have been playing Tabletop RPGs for the past 10 years. I have only recently begun PbP RPGs within the last 6 months. Here are some of my post from games.

Way of the Wicked Campaign
Rise of the Rune Lords
Reign of Winter

I will admit, that if you look at my history, you will see two campaigns that I have dropped out of. The first was a Rappan Athuk game. Within the first week I realized the group was moving too fast for me to keep up so I let the GM know rather quickly that it wasn't going to work for me. The second was a Starfinder society game. It was my first experience with tabletop rpg Organized play and I quickly realized that it wasn't for me. In my other games (which are all adventure paths), I have been actively engaged and plan to stick with them.

If you have any questions or concerns (or if I missed anything) please don't hesitate to ask.


Daidalos Icarum wrote:
Timo Zoci wrote:
Nah... I'm just getting all the bad rolls out of the way now so that when we fight the boss, all I'll have left are natural 20s so I can one shot him ;)
So I found this gem going back through older Discussion posts.... it seems about right.

Probably would have 1 shot him too had I remembered I can smite good :P


GM Snowheart wrote:
I'd say they're rough terrain. There are the central paths (north-south/west-east) but the corners are rough terrain.

In that case ignore the charge, I'll walk ... not that it makes a difference in my pitiful attack :P


dotting .. Think I might try a cavalier ... or maybe a ranger


Scarab Sages 1/5

So I am a bit unclear. does the divine bonus from instrument of the divine(Adventurer's Armory pg. 25) that lasts "The entirety of the performance" contribute to a day job check? I appologize if this is redundant, but i couldn't find it mentioned anywhere.