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![]() Hey there! I just read a good bit of your previous gameplay thread and I really enjoy your GMing style. I would like to play either a gnome or halfling nature oracle or a druid. I appears that there is at least a bit of wilderness adventuring in this module and the hooks definitely involve nature/Erastil. I am not very experienced on the boards, but could easily post 1x a day (even on weekends). I will get to work on a character this afternoon! ~Jules ![]()
![]() After sleeping on it, I think I am going to build an archaeologist bard for the skill role. It appears that melee will be covered well, so I will make her an archer. She will also be able to cover the social and roguish skills while using spellcasting to aid in buffing the party as well as to provide some crowd control. I see that Baolus has DD (urban ranger). Do you want the skills player to also have trap finding and disable device? If not, I could change the archetype to be better at other things. What specific roguish skills do the current players feel are most needed? Either way, I loved the gameplay thread and I am excited to have the opportunity to apply! ~Jules ![]()
![]() Would you allow Fiendish Vessel of Asmodeus or would tiefling race be too big of a problem in this campaign? Not sold on this idea. I also am thinking about a human evangelist (enchanter) cleric as well. ![]()
![]() I have been looking for a good daily (more if possible) posting game for quite awhile. I will "roll" up a female ceric of Asmodeus soon. I need to read the WOTW player's guide and get a good concept first. I love playing clerics, so this is the perfect fit for me. As far as sociopathic behavior, I believe the most powerful evil characters are true LE. Thanks for the opportunity to apply! ~Jules ![]()
![]() Bare Bones Build/No Gear:
Unnamed Hero Human (Varisian) Cleric (Varisian Pilgrim) 3 CN Medium Humanoid (human) Init +3; Senses Perception +11 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 27 (3d8+9) Fort +5, Ref +2, Will +7; +2 trait bonus vs. charm and compulson -------------------- Offense -------------------- Speed 40 ft. Special Attacks agile feet (7/day), caravan bond (7 companions) Spell-Like Abilities Bit of Luck (7/day) Cleric (Varisian Pilgrim) Spells Prepared (CL 3): 2 (2/day) Spiritual Weapon, Bull's Strength, Aid 1 (3/day) Murderous Command (DC 15), Longstrider, Bless, Obscuring Mist 0 (at will) Detect Magic, Create Water, Guidance, Light -------------------- Statistics -------------------- Str 10, Dex 12, Con 14, Int 12, Wis 19, Cha 12 Base Atk +2; CMB +2; CMD 13 Feats Augment Summoning, Scribe Scroll, Spell Focus (Conjuration) Traits Birthmark, Eyes and Ears of the City, Reactionary Skills Acrobatics +1 (+5 jump), Diplomacy +7, Knowledge (planes) +5, Knowledge (religion) +6, Perception +11, Spellcraft +7 Languages Common, Sylvan, Varisian SQ aura, cleric channel positive energy 2d6 (4/day) (dc 12), domains (luck, travel), spontaneous casting Other Gear 150 GP -------------------- Special Abilities -------------------- Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain. Augment Summoning Summoned creatures have +4 to Strength and Constitution. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Birthmark +2 save vs. charm & compulsion Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll. Caravan Bond (7 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 7 travelling companions within 30 feet. Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Cleric (Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet. Cleric Channel Positive Energy 2d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Let me know if this looks interesting and I will develop her. ![]()
![]() 1:
1) 3d6 ⇒ (1, 1, 6) = 8 3d6 ⇒ (1, 5, 3) = 9 3d6 ⇒ (1, 4, 5) = 10 3d6 ⇒ (4, 3, 3) = 10 2) 3d6 ⇒ (2, 2, 6) = 10 3d6 ⇒ (4, 1, 3) = 8 3d6 ⇒ (1, 5, 5) = 11 3) 3d6 ⇒ (3, 5, 3) = 11 3d6 ⇒ (2, 2, 4) = 8 3d6 ⇒ (2, 4, 5) = 11 4) 3d6 ⇒ (5, 6, 1) = 12 3d6 ⇒ (4, 2, 3) = 9 5) 3d6 ⇒ (6, 6, 1) = 13 3d6 ⇒ (5, 4, 5) = 14 6) 3d6 ⇒ (4, 3, 4) = 11 2:
1) 3d6 ⇒ (5, 3, 4) = 12 3d6 ⇒ (2, 5, 6) = 13 3d6 ⇒ (3, 6, 4) = 13 3d6 ⇒ (2, 1, 1) = 4 2) 3d6 ⇒ (3, 2, 3) = 8 3d6 ⇒ (2, 2, 5) = 9 3d6 ⇒ (5, 4, 5) = 14 3) 3d6 ⇒ (2, 4, 6) = 12 3d6 ⇒ (2, 3, 5) = 10 3d6 ⇒ (4, 2, 6) = 12 4) 3d6 ⇒ (1, 5, 6) = 12 3d6 ⇒ (1, 2, 1) = 4 5) 3d6 ⇒ (4, 5, 6) = 15 3d6 ⇒ (3, 3, 1) = 7 6) 3d6 ⇒ (2, 6, 5) = 13 3: 1) 3d6 ⇒ (4, 6, 5) = 15 3d6 ⇒ (3, 5, 2) = 10 3d6 ⇒ (1, 1, 1) = 3 3d6 ⇒ (1, 5, 1) = 7 2) 3d6 ⇒ (1, 5, 6) = 12 3d6 ⇒ (4, 2, 1) = 7 3d6 ⇒ (5, 4, 6) = 15 3) 3d6 ⇒ (1, 4, 6) = 11 3d6 ⇒ (5, 3, 2) = 10 3d6 ⇒ (5, 4, 4) = 13 4) 3d6 ⇒ (6, 2, 1) = 9 3d6 ⇒ (3, 4, 3) = 10 5) 3d6 ⇒ (5, 2, 2) = 9 3d6 ⇒ (5, 5, 1) = 11 6) 3d6 ⇒ (4, 3, 6) = 13 ![]()
![]() Thank you so much for your input! I agree! I want to be able to "get into" my character's skin. Your feedback makes me even more thankful to be joining the game. I thought about it for a long time yesterday and would like to build a catfolk dawnflower dervish/sound striker bard. She should have all of the skills needed to be successful at infiltration/espionage while being a high defense switch hitter with buffing/support/healing spells. I think she will be a good addition to the group. With summoned creatures, Drewan, and the melee eidolon; she should be a good striker with multiple flanking partners. Thoughts? ![]()
![]() GM Ascension let me know there may be an opening in the group. He asked me to go ahead and build a sixth level character. I would like to get the opinion of the group on which role is most needed to bring balance. It appears you currently have: (Face/Skills) Charlatan Rogue, (Arcane Caster) Summoner, (Skills) Eidolon, (Arcane Caster) Summoner, (Melee) Eidolon, (Switch Hitter) Ranger/Rogue. I am open to anything. I was thinking maybe a debuffing witch, Melee Combatant, or a Divine caster. Hopefully it will work out and I will be able to join you all soon. Cheers! ~Jules ![]()
![]() Race: 1d7 ⇒ 5
Ability Scores:
Name: Unknown
What do I do about alignment (CN-Paladin) ![]()
![]() (I posted this is the recruitment thread, but I am not sure if I was supposed to once a campaign starts)
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