Belkar Bitterleaf

okuth0r's page

Organized Play Member. 20 posts (27 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 1 alias.


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I am definately in, i just want to play. I have never gotten to play through any paths, and i can play any role. I prefer sunday roll20. For theme i like runelords, but i think everyone has done it. Kingmaker, legacy of Fire, Reign of winter, jut about any.


ok i didnt post yesterday, but the thread is like listening to 4 people in 3 differen conversations and im a little lost. I would love to do a module, preferrably if there was one after it if it all works out. i will make a char and post in the thread.


i would be interested. I have never PbP, im 0-6 for trying to get into a game. I have several character concepts i could run with depending on whats needed. (Half elf cavalier/oracle/holy vindicator, Catfolk sorcerer, elven barbarian, Dwarf Druid)


i have never pbp, and have tried 5 submissions, none got picked, but it was out of 20 or so for each one. I would love a noob game and definetly interested.


Lucendar wrote:

Okuthor, you just submitted the same character concept again for my CoT game as you did for Savage Tide. And second, your oracle power at 1st level is not going to work in my PbP b/c I reveal all die rolls in combat. You may want to rethink concept.

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to re-roll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the re-roll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

I know, but i have 3 characters i am going to keep working on to get one in, or give up, i am 0-5 so far. Hes changed from a mask to scarf, still scarred and raspy voice. Trying to flesh him out more so hes a good choice. I see him as a sneaky, unsure and willing to be violent noble that got a burn notice. (watch too much tv)

He still loves chelix, and needs to find himself and his place in this world.

I actually get to chose, fortune and misfortune are added to my choices, and forgot to put it on the small sheet i posted. i would take Cloak of Darkness.


Here is my submission. New to PbP, EST and so far 0-5 for trying to get into a campaign.

Background:

Ostarian

Ostarien was born into a noble family, somewhere between lesser and higher. In corenytn his family held a few holds, warehouses and most important several businesses that supply nautical supplies (sails, ropes and barrels). He spent his early years as any spoiled noble did, idly spending his time, or spending it sneaking away from his caretakers. His family flourished as the imperial navy relied more and more on the family’s business.
Things changed as Ostarien started to enter puberty. Ostarien himself started to get sick more and more often until he was bedridden. No one could cure his mysterious ailment, its racking cough or is mysterious sores. For several years he would get sick, grow sore sand they would heal as scars.. The sores would scar his chest and lower face and he would get better long enough to get sick again, yet each time he felt fine . He would have fever dreams and shout in a strange language that he could not remember.
While he was battling his strange illness the family was dealing with ill fortune. Their warehouses were robbed, one of their holds was attacked, and one of their two barrel makers burnt to the ground.
The family came to the conclusion that Ostarien’s sickness had brought bad luck. His father formally denounced him, stripping him of his family name, kicking him from the life he knew.
Having to find work he wandered for a while with what few possessions he had. Scaring off most with his appearance he had a hard time finding work.
His younger brother found him a week later in a bottom of the barrel inn. With his contacts he arranged for him to work with a jeweler/blacksmith. Krun made jewelry, and more importantly made masks for the inquisitors. He worked by being additional security, sleeping over the shop so someone was there. His younger brother was on his way to join the inquisitors as the family was having even more issues. As the months went on, he had found his powers and in his spare time sought out any who could train him. He learned from the few he could find how to cast his spells and summon the shadows. As he heard more and more about his family he decided he had to leave. They had abandoned him and he would leave them behind and go to the capitol, westcrown and seek his fortune and his place in the most wonderful country there is, Chelix.

What ostarien doesn’t know
Ostarien is his father’s son, but not his mothers. A bastard as he is, however on purpose. His parents had made a contract with an asmodean priest, the life of their first born in exchange for greater wealth and a better place in life. However they had a plan. Ostarian got one of his serving women pregnant after the pact was made and she was Ostarian’s actual mother. Upon birth it was made that Ostarian was the actual son, his real mother being killed to keep the secret. His mother was approached by some shadowy being and told why she was there. Knowing that there was no hope for her, and that her son would be cursed she gave up her soul, in trade her son would still suffer his curse, however he would have powers to offset it.

Loose ends
Parents – fate unknown, ostarien dosent care about them if they gave up on him
Siblings – A younger brother and sister (both Half siblings). Both true decendants, he was not close to either as they were young and once he started getting sick he was kept away. He also has an older half-brother from his mother.

Ostarien has dark brown studded leather. His gear is starting to show wear, something a rich person wouldent. He wears his scarf covering his lower face, will lower it if requested. His is scarred, from the edge of his left nostril down to just above his crotch. His chest is a mass of scars thick in some places and thin in some.
He wears the scarf so he doesn’t have to deal with the initial reaction. He still feels and acts noble born in some ways, hes learned to drop the most dangerous habits.
He’s learned to skulk, hiding in the shadows till needed and to intimidate. He also has learned to bandage wounds, living thieves spread the workd about a defended shop better than dead ones.
He has never spent the night in the wild; he is slightly spoiled from his younger years.

stats:

human Dual Cursed Oracle 1
CG Medium humanoid Mystery, Dark Tapestry
<<Init >> +1 ; <<Senses>> Perception +0
------------------
DEFENSE------------------
<<AC>> 17, touch 12, flat-footed 15 (+3 armor, +2 shield, +1 dex, +1 dodge)
<<hp>> 9 (1d8)
<<Fort>> +0, <<Ref>> +1, <<Will>> +2
+4 save VS Disease
------------------
OFFENSE------------------
<<Spd>> 30 ft/x4
<<Melee>> Morningstar +2 1d8+2 20/x2
<<Melee>> Dagger, Melee +2 1d4+2 19-20/x2
<<ranged>> Sling +1 1d4+2 20/x2 50'
------------------
STATISTICS------------------
<<Str>> 14, <<Dex>> 13, <<Con>> 10, <<Int>> 12, <<Wis>> 10, <<Cha>> 18
<<Base Atk>> +0, <<Cmb>> +2<<Cmd>> +14
<<Feats>>
• COMBAT CASTING: You get a +4 bonus on Concentration checks made to cast a
spell or use a spell-like ability while casting on the defensive or while
grappled. (PFCR 119)

• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this
bonus too. (PFCR 122)
<<Skills>> (Rank) total
Acrobatics (0) +1
Appraise (0) +1
Bluff (0) +0
Climb (0) +2
Diplomacy (0) +0
Disguise (0) +0
Escape Artist (0) +1
Heal (1) +4
Intimidate (1) +8
Knowledge (Planes) (1) +5
Linguistics (0) +0
Perception (0) +0
Ride (0) +1
Sense Motive (1) +4
Spellcraft (1) +5
Stealth (1) +5
Survival (0) +0
Swim (0) +2
<<Spells>>
Caster Level 1, Concentration 5, +4 Defensive
Spells Known
Orisons DC 14
Detect Magic, Read Magic, Light, Stabilize
1st, DC 15, 4 Per Day
Divine Favor, Doom, Cure Lt. Wounds
<<Special>>
Dual Cursed
Tongues In combat speaks and understands only Infernal.
Wasting (no Progression)-4 to Charisma based skill checks except Intimidate
<<Languages>> Common, Infernal,
<<Combat Gear>> Morningstar, Dagger x2, MW Studded Leather armour, Darkwood Heavy Wooden Shield
<<Other Gear>> 125 gold
MW backpack
bedroll
Winder blanket
Flint + Steel
Healers Kit
Belt Pouch (4) one for money, one componets
Waterskin (2) one full of water, one empty
Soap (1 lb)
Travelers outfit (one worn, one spare)
Scarf (Dark blue, embroidered with various shades of blue and black)
Cloak (dark blue, black embroidery looks like whisps of smoke)
Wrist Sheath (2)
<<Traits>>
Rich Parents: starting gold raised to 900G
Diabolist Raised: Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and
Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mindaffecting attacks from devils.


wow, whole party has human blood. This makes me 0 for 5, wish someone would start a adventure path for new pbp only but hey im just whineing. GL guys


im 0 for 3, with 2 left, i must suck with backgrouns/rp. Oh well, another chance tonight, then a week or so. GL all


Throwing in my hat for this one as well.

Felaelrel, Elven ranger (then magus, and arcane archer)

background:

Born and raised in the Mierani forest felaelrel would be a tad odd if he wasn’t a elf, however even then is not the norm. Since he could walk hes been one to disappear for hours at a time. As he got older and older he ranged farther and farther. As he neared adolescence this parents took Felaelrel on a trip, saying they were meeting friends in Magnimar. The trip was long and dangerous ultimately ended his innocence. For as the path of their journey left the edge of the fogscar mountains they were attacked. A scouting party of goblins came across them. His mother, a sorceress, and his father, an archer of skill, defended themselves well, but once the scouting party died or ran off they started moving again. Only as they ran they came across what looked like the whole tribe on the move. His mother and father had killed mor than half before they were in range and he watched his father wield a curveblade to great effect but the numbers were against them. His mother fell first as she was overwhelmed. Then his father fell as the goblins, almost enraged beyond sense piled onto him. Felaelrel was surrounded but held daggers ready to fight as arrows started to fell goblins. On the edge of the clearing Shalelu was fireing arrow after arrow into the goblins. Once most had been felled their cowardly natures emerged and they fled. She checked fel’s parents and quickely grabbed him. They would get more numbers and regroup. Fel left his parents there and fled. Shalelu and others came back, but they found tore up earth and blood, all the bodies were gone. For many years Felaelrel was Shalelu’s younger brother. They traveled far and wide he learned archery and many survival tricks. A few years ago an elven traveler met the pair in sandpoint and learned who Fel was. Turns out his parents had arranged some training for him back in Mierani forest and he was asked to go back. Fel went and received arcane training as a magus, tho he had the skill it had not blossomed yet. They gave him his spellbooks and sent him back to Shalelu until his arcane ability manifested. He has just returned in sandpoint.

He dresses in greens and brown, emulates Shal a lot.
In combat he prefers longbow, closest/fastest down/large range threat.
he has no real motivations, he would be interested in his parents bodies and their gear. Most of his meditations focus on his younger years.

stats:

FELAELREL
Male elf Ranger 1
CG Medium humanoid 6' 124lb
Worships Ketephys
<<Init >> +4 ;
<<Senses>> Perception +6, Low-light Vision, Keen Senses (+2 sight-based, +2 sound-based)
------------------DEFENSE------------------
<<AC>> 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
<<hp>> 10 (1d10)
<<Fort>> +2, <<Ref>> +4, <<Will>> +0
<<Defensive Abilities>> Elven Immunities
------------------OFFENSE------------------
<<Spd>> 30 ft/x4
<<Melee>>
Curve Blade, Elven +3 1d10+3 18-20/x2
Dagger, Melee +3 1d4+2 19-20/x2
<<Ranged>>
Longbow +3 1d8 20/x3
------------------STATISTICS------------------
<<Str>> 14, <<Dex>> 15, <<Con>> 10, <<Int>> 17, <<Wis>> 11, <<Cha>> 12
<<Base Atk>> +1, <<Cmb>> +3<<Cmd>> +15
<<Feats>>
POINT-BLANK SHOT: You get a +1 bonus on attack and damage rolls with ranged
weapons at ranges
of up to 30 ft. (PFCR 131)
<<Skills>>
Acrobatics +0
Appraise +4
Bluff +1
Climb +5
Craft (bows) +7
Diplomacy +1
Handle Animal +5
Heal +4
Intimidate +1
Knowledge (Nature) +7
Perception +6 (+2 sight/sound)
Sense Motive +0
Spellcraft +7
Stealth +4
Survival +6
<<Languages>> Common, Goblin, Elven, Orc, Sylvan
<<SQ>> Elven Magic, Favored Enemy, Ranger Wild Empathy
<<Combat Gear>> Longbow, Curve Blade, Elven, Chain Shirt
<<Other Gear>>2 Daggers, backpack, Explorers outfit (one worn, one in backpack),
2 Waterskin (one water, one empty), 50' Silk Rope, 3 belt pouch
(one worn with coins, other 2 empty in backpack), 2 quivers of 20 arrows
<<Class Abilities>>
• FAVORED ENEMY: You have bonuses to Bluff, Perception, Sense Motive, and Survival checks
as well as weapon attack and damage rolls used against the following
creature types: Undead (+2). (PFCR 64).
• RANGER WEAPONS AND ARMOR: All simple and martial weapons, light armor, medium armor and
shields (but not tower shields). (PFCR 64).
• RANGER WILD EMPATHY: Change animal attitudes in a way similar to Diplomacy. Check bonus equals 2. Animal must be within 30 ft. (PFCR 65).
• TRACK: Add +1 to Survival checks made to follow tracks. (PFAPG 40).
<<Traits>>
• DESPERATE FOCUS (Magic): You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks. (PFCo: CEoD 19)
• Student Survivalist: Years with Shalelu have trained you well, +2 survival, class skill, +1 attack agains opponets threatening her.

Magus Next level, MYRMIDARCH archtype


some day, over the rainbow, ill get to play in a game......

good luck, ill try and watch anyway.


my first PbP if i get in, 4th submission, only one other still in the running, reworked this char a little from another submit.

Ostarian, chelaxian human Dual cursed oracle of the Dark Tapestry

EST time zone

background:

Ostarian

Ostarien was born into a noble family, somewhere between lesser and higher in chelix. In corenytn his family held a few holds, warehouses and most important several businesses that supply nautical supplies (sails, ropes and barrels). He spent his early years as any spoiled noble did, idly spending his time, or spending it sneaking away from his caretakers. His family flourished as the imperial navy relied more and more on the family’s business.
Things changed as Ostarien started to enter puberty. Ostarien himself started to get sick more and more often until he was bedridden. No one could cure his mysterious ailment, its racking cough or is mysterious sores. For several years he would get sick, grow sore sand they would heal as scars.. The sores would scar his chest and lower face and he would get better long enough to get sick again, yet each time he felt fine . He would have fever dreams and shout in a strange language that he could not remember.
While he was battling his strange illness the family was dealing with ill fortune. Their warehouses were robbed, one of their holds was attacked, and one of their two barrel makers burnt to the ground.
The family came to the conclusion that Ostarien’s sickness had brought bad luck. His father formally denounced him, stripping him of his family name, kicking him from the life he knew.
Having to find work he wandered for a while with what few possessions he had. Scaring off most with his appearance he had a hard time finding work.
His younger brother found him a week later in a bottom of the barrel inn. With his contacts he arranged for him to work with a jeweler/blacksmith. Krun made jewelry, and more importantly made masks for the inquisitors. His younger brother was on his way to join the inquisitors as the family was having even more issues. After a few months, he had found his powers and learned how to use them, scaring away cutpurses while hiding in the shadows. After a few months of boring work ostarian had decided he needed to leave. He would make his way in the world and gain the riches he needed to life an easy life.
Extorting money from his parents he caught a boat out to sargava (not directly mind you), planning to travel as far in as he can. He thinks he will feel at home yet safe from his family, and can learn more about his powers.

What ostarien doesn’t know
Ostarien is his father’s son, but not his mothers. A bastard, however on purpose. His parents had made a contract with a asmodean priest, the life of their first born in exchange for greater wealth and a better place in life. However they had a plan. Ostarian got one of his serving women pregnant after the pact was made and she was Ostarian’s actual mother. Upon birth it was made that Ostarian was the actual son, his real mother being killed to keep the secret. His mother was approached by some shadowy being and told why she was there. Knowing that there was no hope for her, and that her son would be cursed she gave up her soul, in trade her son would still suffer his curse, however he would have powers to offset it.
Loose ends
Parents – fate unknown, ostarien doesn't care about them if they gave up on him
Siblings – A younger brother and sister (both Half siblings). Both true descendants, he was not close to either as they were young and once he started getting sick he was kept away. He also has an older half-brother from his mother.

He has never spent the night in the wild, he is slightly spoiled from his younger years. He wears dark clothes mostly black, a hooded cloak and try's to stay in unnoticed. He has no issues removing his mask, but considering hes lower face is a mass of scars he wears it. It is dark blue enameled steel. In combat he does ranged if he can, if not and its the only fight of teh day hell summon the shadows for armour and wade into melee.

stats:

human Dual Cursed Oracle 1
CG Medium humanoid Mystery, Dark Tapestry
<<Init >> +1 ; <<Senses>> Perception +0
------------------
DEFENSE------------------
<<AC>> 17, touch 12, flat-footed 15 (+3 armor, +2 shield, +1 dex, +1 dodge)
<<hp>> 9 (1d8)
<<Fort>> +0, <<Ref>> +1, <<Will>> +2
+4 save VS Disease
------------------
OFFENSE------------------
<<Spd>> 30 ft/x4
<<Melee>> Morningstar +2 1d8+2 20/x2
<<Melee>> Dagger, Melee +2 1d4+2 19-20/x2
<<ranged>> Sling +1 1d4+2 20/x2 50'
------------------
STATISTICS------------------
<<Str>> 14, <<Dex>> 13, <<Con>> 10, <<Int>> 12, <<Wis>> 10, <<Cha>> 18
<<Base Atk>> +0, <<Cmb>> +2<<Cmd>> +14
<<Feats>>
• COMBAT CASTING: You get a +4 bonus on Concentration checks made to cast a
spell or use a spell-like ability while casting on the defensive or while
grappled. (PFCR 119)

• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this
bonus too. (PFCR 122)
<<Skills>> (Rank) total
Acrobatics (0) +1
Appraise (0) +1
Bluff (0) +0
Climb (0) +2
Diplomacy (0) +0
Disguise (0) +0
Escape Artist (0) +1
Heal (1) +4
Intimidate (1) +8
Knowledge (Planes) (1) +5
Linguistics (0) +0
Perception (0) +0
Ride (0) +1
Sense Motive (1) +4
Spellcraft (1) +5
Stealth (1) +5
Survival (0) +0
Swim (0) +2
<<Spells>>
Caster Level 1, Concentration 5, +4 Defensive
Spells Known
Orisons DC 14
Detect Magic, Read Magic, Light, Stabilize
1st, DC 15, 4 Per Day
Divine Favor, Doom, Cure Lt. Wounds
<<Special>>
Dual Cursed
Tongues In combat speaks and understands only Infernal.
Wasting (no Progression)-4 to Charisma based skill checks except Intimidate
<<Languages>> Common, Infernal,
<<Combat Gear>> Morningstar, Dagger x2, MW Studded Leather armour, Darkwood Heavy Wooden Shield
<<Other Gear>> 82 gold
MW backpack
bedroll
Winder blanket
Flint + Steel
Healers Kit
Belt Pouch (4) one for money, one componets
Waterskin (2) one full of water, one empty
Soap (1 lb)
Travelers outfit (one worn, one spare)
Mask (Covers lower face, steel, dark blue enamel)
Wrist Sheath (2)
<<Traits>>
• Rich Parents: starting gold raised to 900G


I have characters submitted to 2 of his games, and lost out on another. From teh looks of it the boards are a player rich enviroment. If i had a clue how to dm id put it out there, but i have a have a map and fig, rp as much as chars style.


okuth0r wrote:

Finished him anyway. I dont know how you can run a campaign with so many character submissions? is there a idiot guide to paizo PbP somewhere?

FELAELREL
** spoiler omitted **...

thing i might have glossed over what i plan with this char as opposed to saying it. I plan on Magus, myrmydarch at second level. It will make him a very elvish, woodsy, archery, magic kind. Eventually Arcane archer. I don't try to min/max but i do stat and plan out my characters, it helps me concrete my ideas and vision of the character.

now back to your regularly scheduled.... what were we doing again?


Rogar Nameless, Dwarven Fighter (Unbreakable archtype)

long and involved, with dm notes at the end of the background

Background:

Rogar Nameless

Rogar has been a slave all his life. It’s quite impressive considering his age, but his skills have kept him being sold from one person to another. His earliest memories are of his parents, learning his runes from them, being taught how to work the forge, and the stories they told of dwarven heroes.
When he was old enough he was sold off and separated from his parents. He went to a copper mine for several years then was sold to an arena operating outside of the city. He was trained for a year with various weapons and armor. During that time he was also a practice fight and trainer for other gladiator slaves.
Before he was put in to fight his crafting ability was shown. He refused to fight with a sword, when asked why he showed them the flaw in the weapon by easily breaking it. He was then moved to the forge and in short work started fixing or remaking weapons. His value long term now much higher now he was sold again.
He spent several years being sold to various people, mostly to craft their household weapons and armor. He spent 8 years doing this, gathering tools as he went, making new ones as he needed. His last owner fell on hard times, and he was sold at a discount rate to one Azeem Afubari.
Azeem had gained rights to what was thought to be a played out iron mine and had plans to have Rogar mine and craft weapons and lead several other slaves. However azeem didn’t understand how long it would take for this to start up and has had to sell off some of his slaves, property, and assets to cover loans.
On Azeem’s last trip with Rogar to sell off the last other slave and get supplies Rogar heard a call from pactmasters for slaves willing to face overwhelming odds reclaiming a ruined village in exchange for freedom. With sudden inspiration Rogar answered the call. Azeem flew into a panic, trying to wave off the pactmaster as he came close to discuss terms. Azeem nearly entered a rage screaming that rogar was his property and that no one could take him, to which the pactmaster asked rogar his name, and then told rogar to return and gather his property. He would depart as soon as he could, and if azeem interfered he would be brought to the courts.
Rogar returned to the mine and took the chains he was kept in at night. He melted the shackels and joined the chains. He left azeem holding a Dorn-dergar, a weapon used by one of the heros from his fathers stories and carrying his tools.

Rogar has realized as he has matured there are many things he does not know. He wishes to find out his clan name, find what happened to his parents, and to know more about dwarves, their history and his family’s history.

Rogar is not world wise as some are, is unaware of most social ettiquite. His normal interaction with others is being bullied.

I spent money on my weapon, even by story I made it. Depending on how things go he will keep teh anvil and most gear on a horse. As they are his tools as a slave he wants to keep them. I would like to have him tattooed on his upper left chest to say that “this slave comes with tools included in price”.
not sure where are his gear/equipment will come from. Maybe selling a masterwork weapon he had been working on.

I intend at 9th level to start on stalward defender.

Stats:

Rogar Nameless

Male dwarf Fighter(Unbreakable) 1

NG Medium humanoid

<<Init >> +2 ;
<<Senses>> Perception +0, Darkvision 60 ft.

------------------
DEFENSE------------------

<<AC>> 18, touch 12, flat-footed 16 (+6 armor, +2 dex)

<<hp>> 13 (1d10+3)

<<Fort>> +5, <<Ref>> +2, <<Will>> +1

<<Defensive Abilities>> Deep Warrior, Hardy, Stability
+2 Dodge AC vs. aberration type
+2 CMB to grapple aberration type
+4 to resist effects of hot conditions
+1 on saving throws against fire effects
+2 on saves vs. poison, spells, spell-like
+4 CMD vs. bull rush or trip
------------------
OFFENSE------------------

<<Spd>> 20 ft/x4

<<Melee>>
Dorn Dergar, Dwarven +4 1d10+4 20/x2 reach
Unarmed Strike +4 D3+3 -
Thrown Axe +3 D6+3 20/x2 10' range
<<Special Attacks>> Ancient Enemy
+1 on attacks vs humanoids of the elf subtype
------------------
STATISTICS------------------

<<Str>> 16, <<Dex>> 14, <<Con>> 16, <<Int>> 12, <<Wis>> 10, <<Cha>> 8

<<Base Atk>> +1,
<<Cmb>> +4
<<Cmd>> +16

<<Feats>>

ENDURANCE: You gain a +4 bonus on the following checks and saves: Swim
checks made to resist nonlethal damage, Constitution checks made to continue
running, Constitution checks made to avoid nonlethal damage from a forced
march, Constitution checks made to hold your breath, Constitution checks made
to avoid nonlethal damage from starvation or thirst, Fortitude saves made to
avoid nonlethal damage from hot or cold environments, and Fortitude saves
made to resist damage from suffocation. Also, you may sleep in light or
medium armor without becoming fatigued. (PFCR 122)

DIEHARD: When reduced below 0 HP but not dead, you can choose to automatically stabilize and can act as if disabled instead of dying. You will be staggered (move actions only; standard actions and swift casting cause 1 point of damage). At -16 HP, you die. (PFCR 122)
POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus
(+3 wielding 2-handed or with natural weapons that do 1-1/2 Str mod, +2 for
off-hand or secondary natural weapons). Declare before rolling. Lasts until
your next turn. Does not apply to touch attacks or other non-HP damage
effects. (PFCR 131)
<<Skills>>
Name (skill points) total
Acrobatics (0) -6
Appraise (0) +1
Bluff (0) -1
Climb (0) -5
Craft (Armor) (1) +5 (+7 Metal)(+9 with tools)
Craft (Weapons) (1) +5 (+7 Metal)(+9 with tools)
Diplomacy (0) -1
Intimidate (1) +3
Perception (0) +0 (+2 Unusual Stonework)
Profession (Miner) (1) +4
Ride (0) -6
Sense Motive (0) +0
Stealth (0) -2
Survival (0) +0
Swim (0) -5
<<Languages>> Common, Dwarven, Osiriani
<<Combat Gear>> Dorn Dergar, Dwarven, Chainmail, 2 throwing axes
<<Other Gear>> 76 lb lt load, 153 Med Load, 230 Heavy, currently under med load, +3 max dex, -3 armour check penalty
backpack, bedroll, beltpouch x2, Trail rations x2, Small tent, waterskins x4 (one full of water), Masterwork Artisan Tools, 50lb Anvil
<<Class Abilities>>
• FIGHTER WEAPONS AND ARMOR: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (not including tower shields). (PFCR 55).

<<Traits>>
DESERT CHILD (Regional): You were born and raised in rocky deserts. You are accustomed to high temperatures, and gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects. (PFAPG 332)

EARNING YOUR FREEDOM (Campaign: Legacy of Fire): You gain a +1 trait bonus on all Will saving throws. (PFAP: LoFR PG 9 - 10)


Ostarian, a human Oracle

for DM:

H doesn't really worship a deity, his abilities hes sees as payment for his curse. Hes bitter and angry about loosing his heritage, but resolved to deal with his situation. His shield from the family used to bear the family crest, its now scarred and scratched from it and the painting on it being removed. I want to play off his knowledge planes and speaking abyssal as things not trained and subconscious. I would also like to have his spells take on a more shadowy or dark aspect. For example next first level spell to know will be sun metal, id like it to be a blue flame, rather than normal. I would also love things to happen from his haunted curse.
My first PbP, just fyi.
Hes dual cursed, from ultimate magic.

background:

Born to noble land owners outside sasserine Ostarian spend his beginning years rich and spoiled and wanting for nothing. He had toys, siblings and playmates and an easy life until puberty started to change things.
He started to have strange occurrences happen nearby. Doors closed on their own, drinks moved, breezes when the windows were closed. As these became more common the very shadows would move. Shadows would pass over him like a cloud with no clouds out. Shadows would lengthen toward him as he passed and some shadows his touched would disappear. This was followed be a cough and paleness making his caretakers think him sick.
Thought to have some kind of sickness sores began to appear, mostly on his chest, but some on his lower face. Experts, spell casters, just about anyone that might help was called in as time went on.
Even as sores healed leaving scars new sores appeared. Years passed as treatment after treatment was applied, yet it was like his body was wasting away. He was still fit, and had its strength, but it was like his body wasted away. By the time the sores stopped they had scared his whole lower face including eating away part of his left nostril and most of his upper body.
His parents were in mourning, being rich and from a long line they could have no part in a family embarrassment. Giving him a large sum of money, and a shield Ostarian went out into the world as a young adult. Naturally he found the city to be a trial, brigands, cutpurses and swindlers the least of his worries. He soon learned he needed to hide. Wearing a scarf over his lower face he spent time quickly learning about life. Healers in the city were no different, unable to cure or heal him. He roomed at an inn while he took some fighting training.
As being waylaid became more common he learned to be agile and the benefits of his abilities manifested. Calling down doom and enhancing his weapon he could fight off most attackers, especially if he lowered his scarf. Knowing he needed to travel to find a cure he had a mask made. Made of steel and made to cover most of his face, over his nose and just below his eyes to under chin. A combination of slits over his mouth allows him to talk with it on, only needing to remove it to eat.
As he traveled he’s learned to cultivate his look, walking with a limp and allowing his coughing to show his sickness. When they tried to attack him he would disappear, or draw up to his full height showing himself able. This would scare off almost all, and if not they soon ran from the shadows that would draw around him. His travels took him north; walking from inn to inn he finally came across a lone priest in a small village that recognized his talents. He trained him in his spells, even showed him his style of making magic items. In the end when a child caught sick the village nearly mobbed him, forcing him to move on.
Ostarian has traveled to Cauldron in search of a cure, a growing feeling that he could never be cured growing in him.

stats:

human Oracle 1
CG Medium humanoid Mystery, Dark Tapestry
<<Init >> +1 ; <<Senses>> Perception +0
------------------
DEFENSE------------------
<<AC>> 17, touch 11, flat-footed 14 (+3 armor, +2 shield, +1 dex, +1 dodge)
<<hp>> 9 (1d8)
<<Fort>> +0, <<Ref>> +1, <<Will>> +2
+4 save VS Disease
------------------
OFFENSE------------------
<<Spd>> 30 ft/x4
<<Melee>> Morningstar +2 1d8+2 20/x2
<<Melee>> Dagger, Melee +2 1d4+2 19-20/x2
------------------
STATISTICS------------------
<<Str>> 14, <<Dex>> 13, <<Con>> 10, <<Int>> 12, <<Wis>> 10, <<Cha>> 18
<<Base Atk>> +0, <<Cmb>> +2<<Cmd>> +14
<<Feats>>
• COMBAT CASTING: You get a +4 bonus on Concentration checks made to cast a
spell or use a spell-like ability while casting on the defensive or while
grappled. (PFCR 119)

• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this
bonus too. (PFCR 122)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)
<<Skills>>
Acrobatics +1
Appraise +1
Bluff +4
Climb +2
Diplomacy +4
Disguise +0
Escape Artist +1
Heal +4
Intimidate +4
Knowledge (Planes) +5
Linguistics +0
Perception +0
Ride +1
Sense Motive +4
Spellcraft +5
Stealth +5
Survival +0
Swim +2
<<Spells>>
Caster Level 1, Concentration 5, +4 Defensive
Spells Known
Orisons DC 14
Detect Magic, Read Magic, Light, Stabilize
1st, DC 15, 4 Per Day
Divine Favor, Doom, Cure Lt. Wounds
<<Special>>
Dual Cursed
Haunted (no progression) Minor mishaps and strange occurances, retrieve stored item takes a standard round.
Wasting -4 to Charisma based skill checks except Intimidate
<<Languages>> Abyssal, Common,
<<Combat Gear>> Morningstar, Dagger x2, MW Studded Leather, Darkwood Heavy Wooden Shield
<<Other Gear>> 262 gold
MW backpack
bedroll
Winder blanket
Flint + Steel
Healers Kit
Belt Pouch (4) one for money, one componets
Waterskin (2) one full of water, one empty
Soap (1 lb)
Travelers outfit (one worn, one spare)
Mask (Covers lower face, steel, dark blue enamel
Wrist Sheath (2)
<<Traits>>
• HEDGE MAGICIAN (Magic): Whenever you craft a magic item, you reduce the cost of gp and XP required to make the item by 5%. (PFAPG 329)
• RICH PARENTS (Social): Your starting cash increases to 900 gp. (PFAPG 330)


Finished him anyway. I dont know how you can run a campaign with so many character submissions? is there a idiot guide to paizo PbP somewhere?

FELAELREL

Background/History:

Felaelrel

Born and raised in Kyonin felaelrel would be a tad odd if he wasent a elf, however even then is not the norm.
Since he could walk hes been one to dissapear for hours at a time. As he got older and older he ranged farther and farther.
As a adolecent he spend days at a time in the forests, hunting and living in the wild. It was there that master Phos found him.
Sitting in a tree watching a game trail he was startled when master Phon asked him "why not track the game?" to which he replied "I dont know how" "Then let me teach you" replied master Phos, and so he did. For many years Phos taught Felaelrel the ways of the ranger, woodcraft, archery, tracking.
Upon gaining adulthood he spent several years as a borderguard, ranging on the edge of elven lands. It was there he found Master Oparal and his talent was found.
He was taken and taught the way of the magus, for Oparal knew she found that he had the seed inside, but it just needed to grow.
After being unseccessfull in bringin his talent to bear he left Oparal, with a gift of spellbooks and sent back to border watch.
It was there that he came across Professor Lorrimor. One day at the edge of the five kings moutians just past dusk he saw a shape emerge from a cave.
The shape appeared to be hobbled but moving as fast as it could. Then 2 other shapes emerged. Felaelrel sped to intercept, feeling foul play. As he got closer he could tell teh first shape was wounded.
The other shapes moved oddly and fel caught a scent downwind, ghouls. This being his first encounter with undead it nearly rattled him.
Staying calm he began loosing a volley of arrows while still 100' away. They didnt last long, the second dieing at his feet. Fel found the professor bleeding from several wounds.
Fel treated him and then escorted him to greengold round the edges of Kyonin. Fel went back to patrol and spent his tiem there untill....

Stats:

FELAELREL

Male elf Ranger 1

CG Medium humanoid

Worships Ketephys
<<Init >> +4 ;
<<Senses>> Perception +6, Low-light Vision, Keen Senses (+2 sight-based, +2 sound-based)

------------------
DEFENSE------------------

<<AC>> 16, touch 12, flat-footed 14 (+4 armor, +2 dex)

<<hp>> 10 (1d10)

<<Fort>> +2, <<Ref>> +4, <<Will>> +0

<<Defensive Abilities>> Elven Immunities

------------------
OFFENSE------------------

<<Spd>> 30 ft/x4

<<Melee>>
Curve Blade, Elven +3 1d10+3 18-20/x2

Dagger, Melee +3 1d4+2 19-20/x2
<<Ranged>>
Longbow +3 1d8 20/x3

------------------
STATISTICS------------------

<<Str>> 14, <<Dex>> 15, <<Con>> 10, <<Int>> 17, <<Wis>> 11, <<Cha>> 12

<<Base Atk>> +1, <<Cmb>> +3<<Cmd>> +15

<<Feats>>

POINT-BLANK SHOT: You get a +1 bonus on attack and damage rolls with ranged
weapons at ranges
of up to 30 ft. (PFCR 131)
<<Skills>>
Acrobatics +0
Appraise +4
Bluff +1
Climb +5
Craft (bows) +7
Diplomacy +1
Handle Animal +5
Heal +4
Intimidate +1
Knowledge (Nature) +7
Perception +6 (+2 sight/sound)
Sense Motive +0
Spellcraft +7
Stealth +4
Survival +4

<<Languages>> Common, Draconic, Elven, Orc, Sylvan

<<SQ>> Elven Magic, Favored Enemy, Ranger Wild Empathy

<<Combat Gear>> Longbow, Curve Blade, Elven, Chain Shirt

<<Other Gear>>2 Daggers, backpack, Explorers outfit (one worn, one in backpack),
2 Waterskin (one water, one empty), 50' Silk Rope, 3 belt pouch

(one worn with coins, other 2 empty in backpack), 2 quivers of 20 arrows
<<Class Abilities>>
• FAVORED ENEMY: You have bonuses to Bluff, Perception, Sense Motive, and Survival checks
as well as weapon attack and damage rolls used against the following
creature types: Undead (+2). (PFCR 64).

• RANGER WEAPONS AND ARMOR: All simple and martial weapons, light armor, medium armor and
shields (but not tower shields). (PFCR 64).

• RANGER WILD EMPATHY: Change animal attitudes in a way similar to Diplomacy. Check bonus equals 2. Animal must be within 30 ft. (PFCR 65).

• TRACK: Add +1 to Survival checks made to follow tracks. (PFAPG 40).

<<Traits>>
• DESPERATE FOCUS (Magic): You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. You gain a +2 trait bonus on concentration checks. (PFCo: CEoD 19)

• Chance Savior (CC): One day you saved teh professor by thinking quickley on your feet. This has stayed with you, gain a +2 trait bonus to Initiative checks.

Magus Next level, MYRMIDARCH archtype

for DM:

If chosen id like the Myrmidarch archetype from Ultimate Combat.
basically i loose one spell per level, loose spell recall and improved spell recall, and every other magnus arcana.
I gain ranged spellstrike at 4th, weapon training (like fighter) at 6, and fighter training at 7 (-3 levels, count as 4th level fighter)


cancel that, just spent 3 hours making a character and figuring out a backstory only to have my post time out and its all gone.

gl all

okuth0r wrote:

i would like to throw my hat in if there is room. My first time attempt as well playing PbP.

Interested in playing a elven Ranger/Magus, going to arcane archer with the Chance savior trait.


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i would like to throw my hat in if there is room. My first time attempt as well playing PbP.

Interested in playing a elven Ranger/Magus, going to arcane archer with the Chance savior trait.


Hoped to never post in this thread...

Name Molak
Race Half Elf
Class Fighter
level 2

i converted kullen to a shifter barbarian, and in there initial role playing confrontation (hired by the 3 adventurers to find the pc's tomb there exploring) they tried to fight them (doh!) i had to have a npc save them. This put kullen in jail. after that they learn they need to talk to him about the bodies. Heading back to the sherifs office they arrive as the gang is making a break for it (sherif took a big payoff and skipped town). In the ensuing melee (kullen withough axe) one of the npc's written with a glaive in his stats... which criticled... 31 points of damage, put the pc to -17...owwww. Molak was the person who inherited the old mine office (in the dragon article) and he returned as freedom.. a warforged fighter/jugernaut eventually.


I would like a copy too, okuth0r@yahoo.com please, wish there was aplace to host it so you didnt get bothered soo much. Thanks.