First things first, there's actually a section on the forums that is all about discussing these types of things here. Go check it out and see if there's more there that you are interested to learn about with this process. If it's not already there, go ahead and create a thread.
Second, I would recommend starting with Doomed Heroe's Guide to PBP. It has much of the information you are asking about as well as some of the information that you don't know to ask about yet.
Finally, once you get kind of comfortable with the idea of PBP, and know what you want from it, come back to the Recruitment section and look for a game that interests you. This is very important as PBP games take much longer than IRL games, so you need interest in order to make it through such a game. Go in and apply, making sure to read through thoroughly what the GM is asking you to do for your application.
It can be a lot of work to apply, and sometimes it takes several applications before you get accepted, but if you keep trying, you'll get there eventually and it is definitely worth it.
After that come back to the recruitment section and look for games that interest you. Read the GM's opening post and try to decide if you'd like playing in a game like the one their running (I cannot stress this enough. Don't just jump into any game, especially as you start, because it might not be a good fit for you). If it is interesting and you've got a great idea for a character, then apply! Each game has different application requirements, so make sure to read over what your potential GM has asked for. Some of the most frequent recruitment types:
-First come first served. Jump in there and express your interest and you're in.
-Private Recruitment. Unless you know these people or have some kind of invitation, well, you're just not likely to be able to join. If you're REALLY interested though, it doesn't hurt to ask. Just don't go around doing it too much.
-Build a character and submit. Build out a character (again look at what your GM wants, some only want the concept, others want everything from crunch on down to future plans, background, personality and description), and post their information in the thread. Make sure you read what your GM has said before, nothing says "just ignore me," like someone who ignores everything their GM wrote.
The latter is a the hardest and sometimes most frustrating type of recruitment. Competition is often extensive and it's always hard on you when you find out you didn't get selected, but it can often lead to a great roleplaying opportunity.
One last thing that I will say, is only join the games that you are willing to put in the time commitment for. One nights worth of face to face gaming can take a few months on the boards, so you are in for a huge commitment if you join an AP. Be prepared for that.
Edit: I started writing this before Keante posted. I know we covered a lot of the same ground, but that's what happens sometimes. I'm not going to go through and edit my post, just put this here at the end.
GM Taliesin wrote:
What does her elven heritage give her that a human upbringing would not? And now that Heverly has achieved her vengeance on those that burned her, what is driving her?
Mostly, her elven heritage gives Heverly a long-lived and patient quality that humans lack over all. While she is somewhat erratic and fickle, it is only in comparison to her elven people.
As for revenge, she still has high ambitions, which she mostly put on hold to achieve revenge. She'd still like some more revenge on Talingarde, particularly for those who are responsible for the change of rulership and Asmodeus' downfall. But in addition to that, Heverly seeks power and will do what she can to find it.
Health: 3d8 + 1d10 ⇒ (4, 3, 8) + (10) = 25
Okay, here's my submission for Havelyn:
Name: Thomas Havelyn
Class: Cleric 5/Antipaladin 2
Size: 6' 2" 200 lbs
Offense & Weapons
Wealth: 900 gp
Aura (Lawful Evil): A Cleric has a particularly powerful aura corresponding to the deity’s alignment.
Aura of Evil: The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good: At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good: Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability.
Channel Energy (3d6 / DC 17 / 6/day) : An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. Creatures that take damage from channeled energy receive a Will save to halve the damage. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
Spontaneous Casting: An evil cleric can channel stored spell energy into harming spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (a inflict spell is any spell with "inflict" in its name).
Domain (Fire): A cleric chooses two domains from among those belonging to her deity. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot.
Domain (Evil [Devil]): A cleric chooses two domains from among those belonging to her deity. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot.
Hell's Corruption (2 Rounds / 7/day): You can cause a creature to become more susceptible to corruption as a melee touch attack. Creatures touched take a –2 penalty on all saving throws and must roll all opposed skill checks twice, taking the worse result.
Fire Bolt (1d6+2 / 7/day): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire.
Unholy Resilience: An antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Touch of Corruption (1d6 / 4/day): An antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. As a touch attack, an antipaladin can cause damage to his target. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, an antipaladin can use this power to heal undead creatures. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature.
I built him as a Cleric with the Devil and Fire Domains, with Antipaladin Gestalt at 1st and 5th. I figured Devil would fit really well with the Faustian bargain that was suggested might be available to him. I see him as having truly converted, as he watched Balentyne break and was filled with an unexpected sense of pleasure over the destruction of those hypocrites. Then as they leave on Tiadora's barge, he prayed to his new master and was filled with divine power. I've been thinking about having him take on a new name as part of this process. Mathwyn Pyre (Mathwyn being a combination of his first name reversed--Thom--and Bronwyn).
I see him having been drawn to the divine magic of Asmodeus as a subconscious desire to be the one to perform the resurrection magic should Asmodeus see fit to return Bronwyn's body once Havelyn has proven himself.
I built him so that his Knowledge (Nobility), (Religion) and Sense Motive were strong to go with his background and the groups interactions so far (how else could he have seen through Soren's skilled lies). I eventually intend to build up his bluff, but he showed before that he's not great at that yet, so I started him with just the one rank.
1) Ferretal, the Elf Barbarian. He's a chaotic good elf, originally from the Mwangi Expanse, the Ekujae elves who live there. He was captured and taken in as a slave when he was fairly young. Traded hands several times, but was eventually bought by a monster hunter. Served as bait and other dangerous or hard jobs under Gallma. Till one day, while hunting the Sandpoint Devil Gallma was killed. Ferretal decided to take the over the job for him. Now he's in Sandpoint hunting for the Sandpoint Devil to finish off what had killed his master. He feels if he can kill that creature, he'll have really earned his freedom. They have not been in Sandpoint long, Gallma was only making his first forrays into finding the creature, which is why he was unprepared.
Character will be a Front line warrior/Tank. Decent (though not great) AC with a large HP pool, and ready to do a lot of damage. Out of combat, Ferretal will be pretty bad at it. Most of his interactions with people who are not the Ekujae have been bad (master/slave). He has only a little loyalty to Gallma as the master that treated him best (still not great). His best out of combat contributions will be in tracking and survival type things, though he can help with a few (really low) knowledge skills (Dungeoneering, Local, History). His character arc will definitely be learning to trust his new companions and getting to actually be a part of the group. I don't have a specific plan yet for him mechanically as we move along.
2) GMT -7, I usually post more in the mornings, before noon my time. Though, I will sometimes post later in the day depending on schedule.
3) I've played several PBP games. I did have to drop out due to a major life change a few years back, but I'm finding time for it again and excited to come back. I am currently in 1 game, a Legacy of Fire game.
Still working on finishing the details, but from what I've read this should be more than enough for the application to be complete. Happy to do more if you need it.
Offense & Weapons:
Wealth: 38 gp
Rage (5 Rounds/Day) A barbarian can enter a rage as a free action. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
"Four visible. Two patroling, two stationary."
Marenya nodded at the report. She quickly pointed and motioned to several of the other elves. They split off and disappeared into the thick growth of the jungle. Six remained, including Ferratal and Marenya. Marenya looked at each of the others in turn. They each responded to the wordless question with a bare nod. Finally Marenya turned to Ferratal, "Stay hidden. Watch." Ferratal nodded. He had been lectured long on this and knew how important Marenya found it. Ekujae began their training as scouts. If he did well, he may be alowed to progress to warrior, but seeing comes first.
They slowly crept back to the edge of the cleared area. Ferratal stayed and watched as the others slowly made their way into the compound as previously planned. Things seemed fine at first. Ferratal watched in awe as one guard then another fell with no alert being called. That was when he saw the troop sneaking out a door and around one of the buildings behind Marenya's group. To Ferratal's growing horror, Marenya did not see the guards.
Ferratal stood and yelled, "Behind you!" He had not realized he'd decided to join the fight until he was halfway across the field with a branch in hand. Ferratal threw the stick aside and pulled his belt knife out.
He yelled, and let that yell propel him forward. He could see other Ekujae charging towards him, though in this battle haze he couldn't distinguish who. Ferratal was faster. He clashed with the men of the Aspis Consortium and found himself quickly outmatched. A sharp pain in his wrist. A dagger thudding to the dirt. More yelling. More men. Ferratal felt his mind grow dim as he swung out wildly.
Though he could not follow how it had all happened, Ferratal found himslef shepherded into one of the buildings, bruised, bleeding and confused. The heat that assaulted Ferratal did not help and he nearly passed out--he guessed it would probably be the second or third time. The men carried him a little farther then threw him to the ground. Ferratal heard a clang and snap. He tried to stand up, but hit his head on the cold iron bars above him. The sounds of fighting and the light through the windows began to swirl and fade again. One thought swirled with his head, A cage. . . .
To be finished
I looked at the gameplay thread and will be kind of looking over it a bit more, but with most of it being in Discord, it's hard to say what characters you've got now. Is it Ileosa, Ella and Godfrey that are left? Just trying to figure out what would be a good balance in this group.
Edited to add Dice Roll as per Recruitment Post
I'm looking at a wizard, though I'm still trying to figure out the full details for them. I'll be taking some time today to figure that out, though I will say I probably won't post much more today.
BTW: to all those celebrating today, Happy Thanksgiving! And to those who aren't, have a great day anyway.
Alright, let's get going for this!
4d6 - 1 ⇒ (1, 4, 4, 5) - 1 = 13
. . . That's something like a 1 point buy (not exactly sure how the 6 counts). Any chance on a reroll for that? If not, that's fine, I'll just take the 15 pt buy.
Deaths Adorable Apprentice wrote:
As long as you are clear about the fact that it'll be a game with sporadic posting, it should be fine. I'm part of another game that everyone posts maybe once to twice a week, and while it's very slow moving, we're all enjoying it.
As for AP, I'd say run one you care about. If you don't care about it, it can be hard to get the motivation to come back to it when you do have the time.
May I suggest Lu Ke Tiandi: it would have a double meaning. In Mandarin it is made up of the words "traveler" and "world" or "earth" respectively--though not by any means a good translation of a "world traveler"--then in the version of Tien I'd mentioned I wanted to create, it'd mean something to the effect of "home-like resting place for the weary." More directly "world heavy home rest"
Lettu "Wings" Kan wrote:
I hope this answers your question:
I know some of you sent me a PM with the answers to the GM questions. If you would, make sure that those are in the same place as the rest of your submission. Thanks!
Yanjieming here. I am still interested, I just have a strange compulsion to completely finish my characters before submitting. No real reason. Just happens. But since you're getting ready to send out pms, I figured I'd lighten your load a bit. I'm working on a Tengu Ranger named Rochiipu Mazhyaz, mostly just called Roach. I'm still working on her, hopefully have her ready soon.
But then the monk loses all the extra attacks from bab.
Another option is making flurry a two action attack that gives you 1 or 2 extra attacks based on level. The third action could be used as an extra attack at -5 or a ki point spent first to gain an extra attack at full bab.
Tirion Jörðhár wrote:
Well, I've already kind of fallen in love with the concept I've come up with, so I'll probably just finish making what I've got.
Although looking it over, I have run in to one other question:
How would you handle the second extra attack with flurry (at 11th)? It's also at full BAB (as compared to the twf version of standard monk). Would our second attack action just get one at full and one at -5? Or would our first attack get 3 attacks at full?
Not that any of these make a difference for my applying, just curious as to how you'd handle it.
Normally I like to write longer more detailed backgrounds, but I guess I could get started with what I have and go from there.
Gregor grew up on Ferron, a small planet settled for its abundant iron mines. There were enough other resources on Ferron that several starting technology companies settled there instead of having the iron shipped worlds away. With no centralized government, most settlements ended up being governed by the nearest tech or mining company. Gregor grew up near Startech Inc. and attended one of there schools. He graduated top of his class in physics and was quickly offered a job. But the day before he was supposed to start he took off on a ship headed for the Frontier. Gregor eventually began working on a ship called the Föhr, where he learned how to pilot the ship. Gregor learned quickly. While his knowledge of physics helped with that, it really came down to the fact that he was a natural.
I hope that's enough to start. I've got more in my head, but would need more time to write it all out.