Decided to go with a 20-point buy over the stats I rolled.
So here is my character submission: Rill Ozeanschild, Human Paladin of Sarenrae.
A humble spearfisher from a port town, Rill is always willing to lend a helping hand. Though she very much enjoys fishing, a combination of her fascination with novels as well as seeing the vastness of land while returning from sea, has given her a sense of wanderlust. Her skill in fishing has translated well to fighting with a trident, which has served her well while on the road, and after a display of valor and skill, she was recruited as a squire for the church of Sarenrae.
Her wanderlust has caused her to separate from her mentor and knight many times, to the frustration of her church, though they're well aware she means well and will likely do more good following her own path. Guarding the caravan to Belhaim is just the latest of many instances of her lending a helping hand for its own sake.
I think I could pick it up. I just grabbed a copy of Hangman's noose and will need to run through it. Then I have to do some skimming of your play thread to see what you have done and where you are. Is this a one and done or would the group like to keep going into some follow on adventure?
It was supposed to be the same party going through a sequence of unconnected modules that the DM wanted to use before he gave the books to a friend.
My concept is a young kitsune (or if that's not allowed, human) woman from Goka in the western reaches of Tian Xia who prefers to fight with martial arts.
The daughter of former adventurers who have opened an inn in the capitol after retiring from their journeying days. She was raised working in the inn and her monk-scholar mother tried training her in the art of fighting unarmed, but her lack of discipline prevented her learning everything she should have. Life in Tian Xia bored her.
Her parents would often regale her with stories about their adventuring exploits, learning of places far beyond Tian Xia. Of the eerie, death-filled lands within the Eye of Dread. Of the Shining Kingdoms just across the sea. But what stood out to her among the lands she heard about was that of the Broken Lands. In particular, Numeria, filled with strange, massive wonders wrought from unknown metals.
Inspired by their tales, she wished to set out for an adventure of her own. Though her mother warned her of the dangers of Numeria and the Broken Lands in general, this just further kindled her adventurous spirit. Thus, when she became of age, she ran away from home and purchased a ferry to Avistan with what little money she had in the hopes of finding excitement on a foreign continent.
She would take on small jobs here and there during her journey through the Shining Kingdoms to fund her for her true destination: Torch.
---
From a crunch perspective, I'd likely make her either a Monk or a Fighter with Martial Artist Dedication, with either the Barkeep or Servant backgrounds.
If this doesn't fit, I have another idea in mind that I can flesh out later on.
I submit Alloysius "Lloyd" Daedalus, Human Archivist Bard, scholar and advocate of nonmagical technology, and seeker of truth.
Here's some background stuff to start.
Background:
Lloyd is a rotund pale human with slicked-back blond hair. His eyes are obscured by a pair of thick goggles that he rarely removes. He dresses in fine clothes in shades of red and brown, but he isn't afraid of getting his hands dirty with whatever he's trying to do.
He is a man of great knowledge and few words, though making sure that what little he does say is impactful and to the point. While not against magic, he prefers nonmagical sciences, hoping to engineer new nonmagical technology for the benefit of the mortals of Golarion, in particular those who would not be able to use or afford magical tech.
Having enrolled in the University of Lepidstadt in order to make his visions a reality, he met Professor Petros Lorrimor. While merely one of the professor's students, Lloyd saw the man as a colleague and rival in his ambitions. Alas, once he graduated, Lloyd took to traveling in search of inspiration for his inventions.
Despite his benevolent ideals, Lloyd has a dim view of most people and becomes greatly annoyed by people who refuse his help and people who ignore evidence - especially evidence that he provides. When using his bardic knowledge to "inspire", he instead acts more like a drill instructor, insulting and berating his allies, in the hopes that he'll goad them into proving him wrong.
As a follower of Daikitsu, she'd take up residence near the Nine Ear Shrine, occasionally traveling there to pray and perhaps help out with whatever Ba-Ming needs help with.
For the heirloom, I'd go with the predictable silver piece and oil of potency.
Class Features
Flurry of Blows: (flourish, monk) (1 action) Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally.
Powerful Fist: The damage die for your fist increases to 1d6 instead of 1d4. You don’t take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks.
Other Actions
Seasonal Boon (free action) Trigger You’re about to roll any check to Recall Knowledge; Effect You have a flash of insight as you recall an old parable, obscure legend, or applicable tale to the topic at hand. This Recall Knowledge check loses the secret trait. Increase the result of your check to Recall Knowledge by one degree of success.
I am going to apply with Taepung Snowtale, Kitsune Monk and traveling scholar/storyteller.
Traveling all around Tian Xia from a young age with her father/master, she learned so much about the various peoples and cultures of the region, though always second-hand through her father with very little in first-hand experience.
Stifled by her father's hands-off approach to learning, Taepung eventually parted ways with him. She was always more interested in folklore, stories, and superstition. The two had passed through Willowshore recently, so she determined that the haunted town would make the perfect place to begin her own research into the various tales of Tian Xia.
Despite her rigid upbringing as a disciplined monk, she prefers more unorthodox methods of both learning and teaching others. Reenactments, stage plays, anything other than simply sticking her nose in a book.
Ginko Andosana (Supreveio) - Human Sorcerer - Shalelu (Rescued)
A minor correction, but I've chosen Student Survivalist for Ginko, not Rescued.
And since a few others were doing it, here's some stuff about me:
About Me:
I've been playing tabletop RPGs since 2008, but I've only recently gotten into play-by-post. I'm already in two games, but they've only recently been started. I don't know if you count that as "first-timer", but I don't blame you if you don't.
I prefer building and playing characters for flavor over power or optimization.
I'm on the East Coast (GMT-5), but I can post pretty much whenever. Don't be surprised if you wake up in the morning and it turns out I posted an hour ago.
A young harrow-blooded human sorcerer with the Student Survivalist trait. Focusing on divination spells and being a support party member. My relationship goal for her is to go from a dependent student-mentor relationship to something like a friendship between independent equals.
I don't plan on my character getting into any romances.
Background:
A human born with unnaturally silver hair, she was always looked at with suspicion from the others in her superstitious village. But when she began displaying subtle magical effects just a few years later, that was the last straw for them. She, a small child just barely able to walk and talk, was exiled from the village and left to fend for herself in the wilds. She wouldn't have lasted a week on her own.
Fortunately, her cries were heard by Shalelu Andosana. Unable to leave the poor girl to fend for herself, she took the young human to Sandpoint. While contemplating what to do with her at the Rusty Dragon, Shalelu and Ameiko asked for her name. She was too young to remember, or perhaps she was never given a name at all. At that moment, she was given the name "Ginko" by Ameiko, "Silver Child" in Tian, after her oddly silver hair.
With no one in town willing to take her in, Shalelu begrudgingly decided to raise Ginko herself, at least until she was able to survive on her own. But as the years passed and Ginko's sorcerer powers grew, the elf began to see the young human less as someone she was taking care of, and more as a student, a seeming connection to fate itself bringing the both of them good luck.
On her tenth "birthday" (the day she was found by Shalelu), Ameiko and Shalelu gifted her a harrow deck. Though the deck was nonmagical, the first card Ginko drew from the deck surged with arcane power, filling her with its magic. Temporarily at least, but it solidified her mentor's belief in her connection to fate.
My character concept: Carolynn "Carrie" Croyle, human brawler. Easily-bored and excitable. Became an adventurer because she was bored with her commoner life. Loves martial arts, but was too impatient and impulsive to become a monk. Puts on a brave facade to mask her insecurities.
Since we're making Scooby Doo comparisons, I imagine her as being like a mix of Scrappy Doo and Shaggy. Eager to rush in fists flying, but doesn't deal with scary situations too well. Hopefully less annoying than Scrappy, as well.
It's so interesting seeing the characters built in an AP like this where you can't really dump charisma and need to have at least some social and sneaky skills.
I beg to differ sir! Cha 8 is perfectly viable as Adolina shall prove!
(I may have a class feature that specifically allows someone else to do my socialising for me, but that's beside the point!)
Not linked at all... are there any high Cha, skill-point starved paladins looking for an easy job? ;)
I'll do it.
Our characters can be pals from Docur's School for Girls. :V
Added my previous story tidbits to Rill's profile, and changed Rill's favored class bonus from +1 HP to the human-paladin favored class bonus of +1 energy resistance (choosing cold).
Gotta build up that cold resistance so she can spearfish in the winter!
Here's some more tidbits about Rill:
- Rill absolutely loves tea, and the proclamation against drinking tea at night hit her the hardest.
- She also loves swimming and the water in general, and likes going out into the water to ruminate.
- Her politeness and formality comes from attending Lady Docur's School for Girls at her father's insistence. Though she vastly prefers being a fisher than a "proper lady", some of the lessons she was taught nonetheless stuck with her.
- Though she wished to attend the Alabaster Academy to learn about medicines, but her parents forbade her, citing the academy's poor reputation in the past.
As such, I've updated her character sheet to replace Heal and Knowledge (nobility) with cross-class ranks in Swim and Knowledge (geography).
An overview of Rill's family:
Aslak: Rill's father. A stout fisherman and sailor who is very pious. He taught Rill the proper methods to revere and pray to Ylimancha. Though chafing under Thrune's tyranny like everyone else, he nonetheless would rather keep his head down and grin and bear it rather than rock the boat and risk reprisal for attempting to stand up against the mayor. He's against Rill involving herself with the rebellion.
Maya: Rill's mother. A former adventurer whom Aslak had hired to serve on one of his sea outings. She fell in love with the man because of his bravery in risking his life at sea to make his livelyhood. She's quite disappointed in the his cowardice regarding the newly-appointed mayor. As a former adventurer, she does understand and support the rebellion, but restricts herself to less "active" roles in the rebellion to avoid suspicion. She trained Rill in fighting with her trident and other weapons.
Gully: Or "Gull" for short. Rill's younger brother. A bratty and rambunctious ten-year-old constantly full of energy and never knowing when to shut up. He's the most vocal about opposing the mayor, due to his proclamations preventing him from getting his hands on his favorite mint candies. Has a habit of sharing embarrassing stories about people or sharing too much information.
Here is my submission: Rill Ozeanschild, fisher, merchant, and Paladin of Ylimancha called into action by divine revelation from a demigoddess. Also a hopeful for joining the Order of the Torrent as a water-themed knight.
Some great applications here. Tossing this one onto the pile: Voichita Crudo, the not so evil human cleric of Urgathoa. Thanks to Supreivo for the fun idea of writing things from the perspective of a patient record.
DEFENSE
AC 15, Touch 15, Flat-Footed 10 (+5 Dex)
HP 13 (1d10 + 2 Con + 1 Favored Class)
Fortitude +4, Reflex +7, Will -1
OFFENSE
Speed 30 ft.
Melee Unarmed Strike +6 (1d6), Bite +6 (1d4)
Spell-Like Abilities (CL 1)
3/day - Dancing Lights
1/day - Ray of Frost
STATISTICS
STR 11, DEX 20, CON 14, INT 13, WIS 8, CHA 18
SAN 39
BAB +1; CMB +6; CMD 15
Feats Deft Maneuvers
Adventuring Skills Acrobatics +11, Bluff +9, Climb +4, Knowledge (local) +5, Perception +3
Background Skills Handle Animal +9, Profession (innkeeper) +3
Languages Common, Sylvan, Aklo
SPECIAL ABILITIES
Change Shape (Su): A kitsune can assume the form of a human. While in human form, the kitsune gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action.
Agile (Ex): Kitsune gain a +2 racial bonus to Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add 1 to the DCs of saving throws to resist enchantment spells they cast. A kitsune with 11 or more Charisma can cast Dancing Lights thrice per day as a spell-like ability.
Brawler's Cunning (Ex): If a Brawler's Intelligence score is lower than 13, it counts as 13 for the purposes of qualifying for feats.
Martial Flexibility (Ex): A Brawler can use a move action to gain the effect of a combat feat they otherwise don't have for 1 minute. The Brawler must meet the feat's prerequisites and can use this ability a number of times per day equal to 3 plus half their Brawler level (minimum 1). Uses per day: 4.
Martial Training (Ex): A Brawler is considered both a Fighter and Monk of equivalent level for the purposes of qualifying for feats or using magical items that take class into account.
Unarmed Strike: A Brawler gains Improved Unarmed Strike (Unarmed Combatant with Elephant in the Room rules.) as a bonus feat at 1st level. A Brawler deals more damage with an unarmed strike than other classes.
EQUIPMENT
57 gp, 6 sp Gear Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torch (10), rations (5 days), waterskin, traveler's outfit (2), explorer's outfit, bullseye lantern, vial of lantern oil (3), small tent, set of playing cards, 10 in. ball
FAVORED CLASS BONUSES:
Brawler 1 (+1 HP)
TRAITS
Pugnacious: Gain a +1 trait bonus to attack rolls when threatened by two or more enemies. Once per day, choose one of the following: Increase the reach of your melee attacks by 5 ft. for 1 round, or treat your weapon as one size larger for damage purposes for 1 round.
Reactionary: Gain a +2 trait bonus to Initiative checks.
Fast Talker: Gain a +1 trait bonus to Bluff checks. Bluff is always a class skill.
Magical Talent: Choose a cantrip. You can cast that cantrip once per day at your highest CL (or CL 1 if you aren't a caster). Any saves are Charisma-based. (Chosen cantrip: Ray of Frost)
Entomophobe: -2 trait penalty on attack rolls against vermin, and a -2 trait penalty on saving throws against being nauseated by a swarm's distraction ability.
Physical Description: Patient is a young woman in her teens with a lithe build. She has long hair with an odd rose pink shade, and piercing blue eyes. Her physical appearance and attire suggest she hails from Tian Xia.
Intake Notes: Patient was brought in half-conscious, muttering incoherently, smelling strongly of urine and sweat, and covered in lacerations and bruises consistent with combat. She did not carry weapons, but abrasions on the knuckles suggest skill in unarmed combat. Personnel should take caution while tending to her. Upon awakening, she was overcome shock and panic at the unfamiliar surroundings she found herself in, aggressively lashing out verbally and going on the defensive. Once calmed, she claimed no memory of what had happened prior to her being committed here.
Behavioral Evaluation: Patient projects a facade of confidence and bravery to hide deep-seated self-esteem issues. As a result, she is prone to reckless behavior and acting without proper consideration. She notably has a strong sense of heroism and justice, and lashes out when exposed to injust situations. Current theory is that she was the target of bullying at some point in the past.
Patient is incredibly energetic, impatient, and instilled with a sense of wanderlust. She easily succumbs to boredom and requires frequent stimuli, but once focused on an activity however, she tends to indulge in that activity to the point of ignoring her bodily needs. Patient has repeatedly needed to be reminded to eat. Strangely, this "hyperfixation" also applies to her sleep schedule, resting for extended periods of time and only awakening when hunger pangs or a full bladder prove too uncomfortable, or on semi-rare occasions, after experiencing nightmares.
Patient is quite naive and shows an almost pathological desperation to be praised or recognized for her actions, presumably related to the self-esteem issues noted above. She is easily placated by encouragement and appeals to her strengths and abilities, making her much more agreeable to following commands.
Phobias:
Entomophobia - The patient displays extreme revulsion toward insects, spiders, and other vermin. She refuses to approach or touch the creatures even to crush or otherwise dispose of them. It is unclear if this stems from past trauma or is simply a childish irrational fear.
Claustrophobia - Patient also displays fear of enclosed spaces, though not to the same extent as her entomophobia. Her first solitary confinement punishment lead to the patient desperately trying to escape the enclosure, screaming about being trapped. Threats of further solitary confinement are usually enough to get her to behave.
Other Notes: The patient has a habit of pulling pranks and making terrible puns. Be wary and do not react. Reacting to her antics only encourages her.
How She Got Here:
My current idea for how Seoli ended up committed to this asylum basically boils down to "she was tricked".
A traveler from Tian Xia, having become an adventurer out of boredom, wanderlust, and a need to prove herself. Taking various odd jobs to earn money and fame, she was eventually contacted by the strange count from Ustalav (or maybe someone else more appropriate) who claimed to be looking for aid in some supposed combat-related endeavor and promising a large reward. When she arrived, her would-be employer wished to run some "tests" to see if she was truly capable of the "job". In truth, he merely wanted her as a test subject, subjecting Seoli to horrors beyond her comprehension.
Seoli managed to fight back and escape (though not without injury), fleeing as far as she could before collapsing in the streets of an Ustalav town. Her own mind developing her amnesia as a coping mechanism to forget the terror she experienced. Reduced to a babbling mess at the time, concerned townsfolk brought her to the asylum.
Any thoughts or things you'd want me to add and/or change?
STATISTICS
STR 11, DEX 20, CON 14, INT 13, WIS 8, CHA 18
SAN 39
BAB +1; CMB +6; CMD 15
Feats Deft Maneuvers
Adventuring Skills Acrobatics +11, Bluff +9, Climb +4, Knowledge (local) +5, Perception +3
Background Skills Handle Animal +9, Profession (innkeeper) +3
Languages Common, Sylvan, Aklo
SPECIAL ABILITIES
Change Shape (Su): A kitsune can assume the form of a human. While in human form, the kitsune gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action.
Agile (Ex): Kitsune gain a +2 racial bonus to Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add 1 to the DCs of saving throws to resist enchantment spells they cast. A kitsune with 11 or more Charisma can cast Dancing Lights thrice per day as a spell-like ability.
Brawler's Cunning (Ex): If a Brawler's Intelligence score is lower than 13, it counts as 13 for the purposes of qualifying for feats.
Martial Flexibility (Ex): A Brawler can use a move action to gain the effect of a combat feat they otherwise don't have for 1 minute. The Brawler must meet the feat's prerequisites and can use this ability a number of times per day equal to 3 plus half their Brawler level (minimum 1). Uses per day: 4.
Martial Training (Ex): A Brawler is considered both a Fighter and Monk of equivalent level for the purposes of qualifying for feats or using magical items that take class into account.
Unarmed Strike: A Brawler gains Improved Unarmed Strike (Unarmed Combatant with Elephant in the Room rules.) as a bonus feat at 1st level. A Brawler deals more damage with an unarmed strike than other classes.
EQUIPMENT
57 gp, 6 sp
Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torch (10), rations (5 days), waterskin, traveler's outfit (2), explorer's outfit, bullseye lantern, vial of lantern oil (3), small tent, set of playing cards, 10 in. ball
TRAITS
Pugnacious: Gain a +1 trait bonus to attack rolls when threatened by two or more enemies. Once per day, choose one of the following: Increase the reach of your melee attacks by 5 ft. for 1 round, or treat your weapon as one size larger for damage purposes for 1 round.
Reactionary: Gain a +2 trait bonus to Initiative checks.
Fast Talker: Gain a +1 trait bonus to Bluff checks. Bluff is always a class skill.
Entomophobe: -2 trait penalty on attack rolls against vermin, and a -2 trait penalty on saving throws against being nauseated by a swarm's distraction ability.
Intake Notes: Patient was brought in covered in lacerations and bruises consistent with combat. She did not carry weapons, but abrasions on the knuckles suggest skill in unarmed combat. Personnel should take caution while tending to her. Upon awakening, she was overcome shock and panic at the unfamiliar surroundings she found herself in, aggressively lashing out verbally and going on the defensive.
Behavioral Evaluation: Patient projects a facade of confidence and bravery to hide deep-seated self-esteem issues. As a result, she is prone to reckless behavior and acting without proper consideration. She notably has a strong sense of heroism and justice, and lashes out when exposed to injust situations. Current theory is that she was the target of bullying at some point in the past.
Patient is incredibly energetic, impatient, and instilled with a sense of wanderlust. She easily succumbs to boredom and requires frequent stimuli, but once focused on an activity however, she tends to indulge in that activity to the point of ignoring her bodily needs. Patient has repeatedly needed to be reminded to eat. Strangely, this "hyperfixation" also applies to her sleep schedule, resting for extended periods of time and only awakening when hunger pangs or a full bladder prove too uncomfortable, or on semi-rare occasions, after experiencing nightmares.
Phobias: The patient displays extreme revulsion toward insects, spiders, and other vermin. She refuses to approach or touch the creatures even to crush or otherwise dispose of them. It is unclear if this stems from past trauma or is simply a childish irrational fear.
I present to you, Ruri Cervale, fire elemental-blooded sorcerer... healer.
Backstory:
A young and bookish girl, Ruri was always fascinated by magic, but lacking the piety for clerical magic or the focus for wizardry, she felt doomed to forever be peering into the world of magic from the outside. Deciding to make a difference in Otari despite this, Ruri has lent a helping hand when needed between her (frequent) visits to the Odd Stories bookstore.
Until one day while browsing around the store, she came across an odd tome written in a language she couldn't remember learning, yet was comprehensible to her. While scanning through the tome, something clicked inside her, and that is when her sorcerous bloodline made itself manifest, bestowing upon her the magic she so wished for. Though the idea of casting fiery spells frightens her somewhat, she's now determined to bend the magic granted by her pyretic bloodline to cure instead of burn.
Ruri is very curious and very cowardly, though she is determined to prove her own bravery. And if she's selected to investigate the Gauntlight, then perhaps this will be her chance.
Appearance:
Ruri is a short (5 feet-ish) sixteen-year-old human with emerald green eyes and fiery red hair in a messy shoulder-length bob. She prefers to wear loose clothing and long skirts, and has a preference for the color purple. She frequently sports a nervous expression on her face and tends to posture herself in a way that makes her seems smaller than she already is.
Crunch:
Ruri Cervale
Ancestry: Human
Background: Bibliophile
Languages: Common, Elven, Ignan/Pyric
Class: Sorcerer (Fire elemental blooded)
Alignment: Neutral Good
FEATS
GENERAL:
Arcane Sense (Background): Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.
ANCESTRY:
Cooperative Nature: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
Blood Magic: Elemental energy surrounds you or a target. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell level. The damage is bludgeoning or fire, according to your elemental type (see below). If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.
Updated crunch. Changed Tireless Logic trait to Classically Schooled because I realized both it and Truth's Agent were both Social traits.
Spoiler:
Meffa Machezin
Female Sylph Rogue 1
Neutral Good Medium Outsider (Native)
Initiative +4; Senses Perception +1 (+1 when detecting traps); Darkvision 60 ft.
-- Defense --
AC 16, Touch 14, Flat-footed 12 (+2 armor, +4 Dexterity)
HP 7 (1d8-1)
Fortitude -1, Reflex +6, Will +1
Resistances electricity 5
-- Offense --
Speed 30 ft.
Melee
Quarterstaff +4 (1d6 Bludgeoning, x2)
Dagger +4 (1d4 Piercing or Slashing; 19-20/x2)
-- Statistics --
STR 10 DEX 18 CON 8 INT 14 WIS 13 CHA 14
BAB +0; CMB +0; CMD 14
Feats Weapon Finesse
Skills (10 Adventuring + 2 Background) Acrobatics +8, Appraise +6, Bluff +6, Diplomacy +6 (+1 when gathering information), Disable Device +8 (+1 when disarming traps), Escape Artist +8, Knowledge (History) +3, Knowledge (Local) +7, Knowledge (Nobility) +3, Sleight of Hand +8, Spellcraft +3, Stealth +8
Languages Common, auran, gnome
Gear leather armor, quarterstaff, dagger, backpack, bedroll, belt pouch, blanket, chalk (10 pieces), eyeglasses, flint and steel, grappling hook, iron pot, ink (1 vial), inkpen (2), journal (2, 50 pages each), mess kit, mirror, pitons (10), rope, soap, thieves' tools, torch (10), trail rations (5 days), waterskin, explorer's outfit, traveler's outfit, scholar's outfit, 49 gold pieces, 3 silver pieces
-- Special Abilities --
Racial Features Spell-Like Ability: Sylphs can cast feather fall 1/day with a caster level equal to their level.
Energy Resistance: Sylphs have electricity resistance 5.
Air Affinity: Sylph sorcerers with the air elemental bloodline count their Charisma as 2 higher for spells and sorcerer abilities. Sylph casters with the Air domain use their powers and cast spells at +1 caster level.
Class Features Sneak Attack: A rogue deals bonus damage to targets who are being flanked by the rogue or who are denied their DEX bonus to AC. Current bonus damage: +1d6.
Trapfinding: Rogues add half their class level to Perception checks made to detect traps and to Disable Device checks made to disarm traps. (Minimum +1)
Traits Truth's Agent: +1 trait bonus on Diplomacy checks made to gather information and on Knowledge (Local) checks. Knowledge (Local) is always a class skill.
Classically Schooled: +1 trait bonus on Spellcraft checks. Spellcraft is always a class skill.
A young, disgraced (minor) noble and aspiring scholar of history, Meffa has idolized the unlikely heroes in stories from a young age and has grown to despise the upper class. Joining up with this band of noble thieves, she's now able to make some history herself and possibly stick it to those uptight nobles that looked down on her.
Crunch thus far:
Meffa Machezin
Female Sylph Rogue 1
Neutral Good Medium Outsider (Native)
STR 10
DEX 18
CON 8
INT 14
WIS 13
CHA 14
Traits:
Truth's Agent: +1 bonus on Diplomacy checks made to gather information and on Knowledge (Local) checks. Knowledge (Local) is always a class skill.
Tireless Logic: Once per day, roll twice when attempting an Intelligence skill check or ability check and take the higher result.
'Sup. Already posted my tabletop credentials in your interest gauge thread.
Ruris Cervale is a human cat-beastkin fire elemental-blooded sorcerer from the town of Fusil in Andoran. When he turned thirteen, his sorcerous magic first manifested in him. Though nobody knew where exactly the magic had come from or what its nature was, Ruris shaped his new magical abilities to cast healing spells in the hopes of one day being able to aid his village. Now sixteen, he was a healer alongside the few clerics of the village. Until one day, an accident struck Fusil's mines, injuring several miners and killing a few, including his father. Nonetheless, he tried to help the living miners as best he could, but in his emotional state, his bloodline's influence grew stronger, turning what was supposed to be a healing spell into a searing orb of flame. Though just barely able to redirect the magic to avoid incinerating his patient, it created even more tension during an already trying time. The town was already suspicious of him and his family for being beastkin, this newfound fire magic of his was a direct danger. He could hurt someone. Worse, he could set the forest around them ablaze. Even if by some miracle it didn't end up hurting anyone, it could still break the pact the town had made with the forest's druids.
Fortunately for him, one of the more magically-inclined members of the village suggested sending him to the Magaambya Academy to the south. Since he was a former student of the school, he knew that the school could possibly help Ruris control his magic. Thus, Ruris was given an ultimatum: He would be banished from the village until he learned to master his magic. If he could not, he would never be able to return. Hoping to prevent any further tragedy, Ruris agreed.
Cliffnotes: Human Beastkin Sorcerer with the Sponsored by a Village background, branching into the Wizard archetype, likely as part of the Rain-Scribes.
Seoli grit her teeth as the party began descending the spiral stairs. Her fear and anxiety was certainly not helped by the intense drone in her ears and the vibrations in her chest. As the cacophony grew louder, she began rubbing her temples in an attempt to alleviate the headache it was giving her. She was, however, pleasantly surprised by the lack of bugs, spiders, or any other creepy-crawlies she believed would be behind the door.
Seoli gasped as the missing villagers came into view of the large window of the party's sudden vantage point, "What's goin' on here? What is this?!" She quickly covered her mouth, hoping her utterance of shock would be obscured by the overbearing noise permeating the area.
Provided there's no reaction from outside forces, Seoli will walk up to the pane of glass and look down at the captive villagers, "We need to get down there, quick. But, the only door here's the one we came in, so unless we wanna break through the glass..."
She ponders over the situation for a moment before slapping her forehead, "Damn it. The door we didn't take is the door that leads there, isn't it."
"If we must..." she sighs in defeat, "Just give me a moment to mentally prepare myself for this..."
Seoli closes her eyes and tries to regulate her breathing, just as her mother had taught her. Funny. At the time she wondered what purpose this would ever serve, but right now she'd do anything to regain her courage. After nearly a minute of this routine, she lightly slaps her face with both hands and opens her eyes once more.
"Let's just get this over with," she says, pausing for a few moments before adding, "And no guarantee I'm not gonna freak out if there's actually bugs in there. Just sayin'."
Seoli shudders as the black door comes into her view, a chill running down her spine. "Oh, good," she groans with equal parts fear and disgust, "more bug art."
"I would very much prefer to go through the door that isn't covered in bug doodles."
Seoli brings up the rear, her eyes darting around, checking the walls, the ceiling, and even behind them, just in case Karina was correct and the wizard could summon or teleport things behind the group.
"I haven't really been in town that long, but a couple of days ago I accidentally broke a vase while trainin' in my inn room. When I told the innkeeper what had happened, she started lecturin' me about how 'some hermit goes around kidnappin' troublesome children'," she recalls her experience, shifting to a mocking tone as she paraphrases her scolding, "Dunno if it's related, but it stuck out to me."
"I am not a child..." she pouts and crosses her arms indignantly.
As the group approaches the fork in the road, she peers down both paths, "So, which way do we go now?" Before turning her attention to the wooden statuette in the cubby hole, "and what the heck is that bug-headed thing?!"
Seoli sets her pack down, leaning up against the rock wall of the cave. The burden on her back relieved, she takes some time to stretch and crack her knuckles.
"Zaria, if you wanna scout ahead like you've been doin', let me come with you. I'm pretty stealthy myself and I'm the smallest of us(probably), and if there is somethin' crawlin' around in here, you won't be caught out by yourself." She takes a moment before adding, "Uh, if you get caught, that is."
Seoli shudders slightly as she and her allies step foot into the dark maw of the cave, her mind racing with what sort of things besides their wizard quarry could possibly be lurking here. The familiar voice of Anri calms her slightly as she shakes the thoughts from her head and turns her attention to her rain-soaked outfit, wringing water from her tunic. "Ugh... I'm gonna need a bath after this," she mutters under her breath with annoyance.
"I'm fiiiiine. Stuff like that dark forest and this musty cave aren't anything I can't handle!" Seoli masks her own fears with a boast, patting her chest proudly, "And how many things could this wizard really have ambush us if they're stuck livin' in a cave?" she forces a laugh as she nervously eyes the darkness looming ahead.
My concept is a young kitsune (or if that's not allowed, human) woman from Goka in the western reaches of Tian Xia who prefers to fight with martial arts.
either a Monk or a Fighter with Martial Artist Dedication, with either the Barkeep or Servant backgrounds.
I would prefer this be human vs Kitsune, but won't tell you cannot. Be prepared to be looked at strangely in Avistan. Will you speak Common(Taldane) or will there be communication issues?
As someone who grew up in an inn in a port city, I feel like she'd have plenty of opportunity to learn Taldane since they'd likely serve merchants and sailors from Avistan.
And the heritage I'd plan to take if I go with kitsune would be one that has a humanoid alternate form. So if she needs to lay low, she can disguise herself.
My concept is a young kitsune (or if that's not allowed, human) woman from Goka in the western reaches of Tian Xia who prefers to fight with martial arts.
The daughter of former adventurers who have opened an inn in the capitol after retiring from their journeying days. She was raised working in the inn and her monk-scholar mother tried training her in the art of fighting unarmed, but her lack of discipline prevented her learning everything she should have. Life in Tian Xia bored her.
Her parents would often regale her with stories about their adventuring exploits, learning of places far beyond Tian Xia. Of the eerie, death-filled lands within the Eye of Dread. Of the Shining Kingdoms just across the sea. But what stood out to her among the lands she heard about was that of the Broken Lands. In particular, Numeria, filled with strange, massive wonders wrought from unknown metals.
Inspired by their tales, she wished to set out for an adventure of her own. Though her mother warned her of the dangers of Numeria and the Broken Lands in general, this just further kindled her adventurous spirit. Thus, when she became of age, she ran away from home and purchased a ferry to Avistan with what little money she had in the hopes of finding excitement on a foreign continent.
She would take on small jobs here and there during her journey through the Shining Kingdoms to fund her for her true destination: Torch.
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From a crunch perspective, I'd likely make her either a Monk or a Fighter with Martial Artist Dedication, with either the Barkeep or Servant backgrounds.
If this doesn't fit, I have another idea in mind that I can flesh out later on.
1) What draws you to role-playing games in general? How long have you been playing RP type games?
Socialization and being able to build a narrative with other people.
Been playing TTRPGs since 2008.
DM DoctorEvil wrote:
2) Why do you want to join a long-term PBP game that may take several years to complete? Don't you have better things to do?
The group I do tabletop stuff IRL has been on a bit of a hiatus since everyone's busy with life and none of them want to do games online, so I'd like to do some PBP gaming to fill that hole.
DM DoctorEvil wrote:
3) Who is your favorite fictional character? Why? (Doesn't have to be fantasy gaming related at all)
A tough one. I'd say Roy Greenhilt from The Order of the Stick. It's fun watching him go from being the beleaguered straight man character who thinks he knows better than everyone else to the beleaguered straight man character who takes other peoples' ideas into consideration (even if they do annoy him).
DM DoctorEvil wrote:
4) How many PBP games are you playing now? How many do you apply to in a year?
Zero. If you pick me, this will be my first. And so far I've only applied to one other than this one.
DM DoctorEvil wrote:
5) What is the best game you ever played? Why? (Can be any kind of game, not just TTRPG etc).
Final Fantasy XIV. I'm a fan of how immersive it can be at times, since there's an in-universe explanation for why nearly every "video game-y" mechanic exists. Plus good music, fun gameplay and all that. I haven't put nearly 20,000 hours into it over the past seven years for nothing.
DM DoctorEvil wrote:
6) What are the characteristics you think make a good PBP partner, whether DM/GM or PC? What do you do to encourage these characteristics in others?
Someone who actively seeks to RP with the other players and aren't just throwing out open-ended things. As in, if there's a problem a certain other character might be able to overcome easily, having their character say "Hey, whats-your-face, you're good with this sort of thing, right?" over the more generic "Anyone got a way to deal with this?".
Also, investment in the story.
DM DoctorEvil wrote:
7) How can I make a good decision about PCs without seeing a crunch and full background? Do you think this is an effective method of finding story-telling partners?
If the concept of the character would flow well with the story and the other characters. You don't really want the entire party being a single character archetype, because that would get boring fast.
DM DoctorEvil wrote:
8) What one question would you ask me, or other players to determine if they were a good fit with you?
Are you okay with with characters "wasting turns" or otherwise performing unoptimally due to character backstory? As in, a low-level character spending their first turn in combat panicking because they're not used to fighting yet.
As someone currently playing a Kitsune Rogue, Supreveio... does anyone in the caravan know she's a kitsune? They come with two (or three) forms, and you can go without ever shifting, so for all we know she's just human.
She is definitely staying in kitsune form specifically to stand out.
The second daughter of ex-adventurer parents, Seoli grew up hearing tales of their heroic exploits. Though she grew up tending the family's inn, these stories inspired her dreams to go on adventures of her own some day.
Seoli and her elder sister Iseul had a bitter sibling rivalry. Iseul often mocked and belittled her for her adventurous aspirations, which only fueled her desire to leave home. Meanwhile, Seoli retaliated with subtle and physical pranks, feigning innocence all the while.
Despite the relative peace of the town, her mother nevertheless mentored her in martial arts for self-defense. Though eager to learn, Seoli lacked the patience and discipline to follow her mother's footsteps down the path of the monk. This wouldn't deter her, as she practiced the more physical and fighting-oriented aspects of martial arts, using her wits and unpredictability in multiple fighting styles to give her an advantage over any opponent she may come across.
The moment she became of age, she began to save up money to fund her future endeavors, eventually gathering enough gold to finally set out on her own. With a teary goodbye to her parents, Seoli set off into the world in search of adventure.
But her first foray into the world of adventuring didn't pan out so well. Nobody was looking to hire some brash upstart with no experience, and she grew more and more desperate for money and excitement. Using the last of her funds, she secured passage to Taldor, hoping another country would have more adventuring opportunity for her.
Unfortunately, it did not. At least, not until she ran into that Gribb guy. He was hiring, and at the time, she didn't think too hard about why he didn't ask too many questions. All that mattered is that he was paying AND willing to hire her, so how could she say no?
Initially, the job wasn't too bad at all. Surprisingly uneventful. Almost boring, even. It wasn't really what she had in mind when she listened to her mother's stories, and she quietly wished for something to happen already.
Well, be careful what you wish for.
Curse her luck. Her first real adventuring job and she was almost labeled a criminal for it. And since the bastard got himself arrested, she wasn't getting paid for this either. Maybe these other poor souls who got suckered in will know what to do next.
Personality:
Seoli is a prankster first and foremost. She loves pulling pranks and telling stupid puns. She is very energetic and impatient, hating having to wait around doing nothing. She has a somewhat high opinion of herself, presenting herself as a hero, but she's not nearly as brave or accomplished as she would like everyone to believe and is terrified of bugs.
She is always read to lend a helping hand to someone and rarely hesitates to do so, but she also tends to recklessly charge in without thinking first.
In reality, her bravado is a facade to mask her insecurities of not being good enough, her sister's jabs having affected her more than she likes to admit. Thus, she feels she needs to prove herself as a hero.
I'm new to PbP, but I have several years of RP experience from playing IRL, so I'd like to throw in Seoli for this campaign.
Appearance:
Seoli is a five-foot tall, thin kitsune girl with piercing blue eyes and long, messy pink hair. She normally wears a blue tunic and skirt, and has a cerulean and royal blue hanbok for more formal occasions (though she isn't afraid to fight in it, either.).
She carries no weapons, as she was trained in the ways of various martial arts, though she lacks the patience to be a monk.
Personality:
Seoli is a prankster first and foremost. She loves pulling pranks and telling stupid puns. She is very energetic and impatient, hating having to wait around doing nothing. She has a somewhat high opinion of herself, presenting herself as a hero, but she's not nearly as brave or accomplished as she would like everyone to believe and is terrified of bugs.
She is always read to lend a helping hand to someone and rarely hesitates to do so, but she also tends to recklessly charge in without thinking first.
Despite her active and excitable nature, she has a bad habit of sleeping in. If she falls asleep, it takes quite some effort to wake her.
Traits:
Reckless: +1 trait bonus on Acrobatics checks. Acrobatics is always a class skill.
Affable: +2 trait bonus on Diplomacy checks to gather information, can gather information in half the time. Diplomacy is always a class skill.
Agile (Ex) Seoli receives a +2 racial bonus on Acrobatics checks.
Change Shape (Su): Seoli can take on the appearance of a human, giving her a +10 bonus to Disguise checks to appear human. Change between forms as a standard action
Kitsune Magic (Ex/Sp): Seoli adds +1 to the DC of Enchantment spells she casts. She can also cast Dancing Lights 3/day.
Natural Weapon (Ex): In natural form, Seoli can use a bite attack for 1d4 damage.
Adventuring Skills: (3 Ranks Total)
+11 Acrobatics (1 Rank, +4 DEX, +2 Racial, +1 Trait, +3 Class Skill)
+0 Climb
+7 Diplomacy (1 Rank, +3 CHA, +3 Class Skill) (+2 when gathering information)
+4 Escape Artist
+3 Intimidate
-1 Knowledge (dungeoneering)
-1 Knowledge (local)
+1 Perception
+4 Ride
+5 Sense Motive (1 Rank, +1 WIS, +3 Class Skill)
+0 Swim
Background Skills: (2 Ranks Total)
-1 Craft
+3 Handle Animal
+5 Profession [Waitress] (1 Rank, +1 WIS, +3 Class Skill)
+5 Sleight of Hand (1 Rank, +4 DEX)
Languages: Common, Sylvan
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Feats
Deft Maneuvers: Seoli doesn't provoke attacks of opportunity when performing Trip, Disarm, Dirty Trick, Feint, Reposition, or Steal combat maneuvers.
Class Features
Brawler's Cunning (Ex): Seoli's Intelligence score is 13 for the purposes of qualifying for combat feats.
Martial Flexibility (Ex): Seoli can take a move action to gain the benefit of a combat feat she otherwise doesn't have for 1 minute. Usable 4 times per day (3 + half Brawler level)
Martial Training (Ex): Seoli's Brawler levels count as both a Fighter and Monk levels for the purposes of qualifying for combat feats.
Unarmed Strike: Seoli gets Improved Unarmed Strike as a bonus feat. Her unarmed damage is 1d6 + STR.
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Equipment (105 GP starting funds)
Fighter's Kit (9 GP, 29 lbs.): Backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, 10 torches, 5 days worth of trail rations, and a waterskin
Traveler's Outfit (Freebie, 5 lbs.)
Courtier's Outfit [Hanbok] (30 GP, 6 lbs.)
5-inch Ball (2 SP, 0 lbs.)
Background:
Seoli knew she had bigger and better things waiting for her outside of life at her family's inn. Her mother had regaled her with stories of her own adventuring days - fighting villains, helping people in need - and that had spurred her to leave home and see the world. And make some money and fame doing it.
Her first foray into the world of adventuring didn't pan out so well. Nobody was looking to hire some brash upstart with no experience, and she grew more and more desperate for money and excitement. Using the last of her funds, she secured passage to Taldor, hoping another country would have more adventuring opportunity for her.
Unfortunately, it did not. At least, not until she ran into that Gribb guy. He was hiring, and at the time, she didn't think too hard about why he didn't ask too many questions. All that mattered is that he was paying AND willing to hire her, so how could she say no?
Initially, the job wasn't too bad at all. Surprisingly uneventful. Almost boring, even. It wasn't really what she had in mind when she listened to her mother's stories, and she quietly wished for something to happen already.
Well, be careful what you wish for.
Curse her luck. Her first real adventuring job and she was almost labeled a criminal for it. And since the bastard got himself arrested, she wasn't getting paid for this either. Maybe these other poor souls who got suckered in will know what to do next.