Looking for players for Wizards Amulet, Crucible of Freya etc


Gamer Connection

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>

Hi. I will hopefuly soon be starting a campaign based on Necromancer Games adventures. It will begin with Wizards Amulet and continue with Crucible of Freya, Tomb of Abysthor and also include visits to Bards Gate and eventually even Rappan Athuk.
I need between 4-6 players. No psionics. Idealy I would like players to play standard classes- i.e. nothing thats not in the players handbook. This just keeps things simpler on my part. I will also be tying a bit of back story into pcs (from the pre gens supplied by Necromancer).

Campaign will be set in Necromancers campaign world so gods etc will be from there.


I'm at least somewhat interested, but I'm unfamiliar with the Necromancer world. Can you point me to any background documents?

(I have a great deal of difficulty reading the Necromancer website.)

Starting at level 1, I assume? Straight 3.5?

Thanks.


Pat o' the Ninth Power wrote:

I'm at least somewhat interested, but I'm unfamiliar with the Necromancer world. Can you point me to any background documents?

(I have a great deal of difficulty reading the Necromancer website.)

Starting at level 1, I assume? Straight 3.5?

Thanks.

Hi Pat.

Yes 3.5.
The setting is pretty open really as not a lot has been set down on paper (campaign world wise anyway.) Heres a brief summary of the local area to give you a feel. I will post details of the major religions asap.

'Reme is a large port city on the eastern coast of an Inland Sea.
The tradeway—a merchant road—runs directly east
from Reme to the city of Bard’s Gate and on towards
the forest kingdoms of the east. North of the tradeway,
and running parallel to it, lie the Stoneheart Mountains.
South of the tradeway, and also parallel to it, is the
river Greywash. The vale between the river and the
mountains through which the tradeway runs is verdant
green and dotted with pine forests, though the forests
have mostly been cleared back from the road. Fairhill
lies just north of the tradeway about 8 days march from
Reme, approximately half way from Reme to Bard’s
Gate. Hawks and falcons are a common sight, as are
larger eagles. The vale is plentiful with game.'

Liberty's Edge

Pathfinder Adventure Path Subscriber
IRONHARD wrote:

Hi. I will hopefuly soon be starting a campaign based on Necromancer Games adventures. It will begin with Wizards Amulet and continue with Crucible of Freya, Tomb of Abysthor and also include visits to Bards Gate and eventually even Rappan Athuk.

I need between 4-6 players. No psionics. Idealy I would like players to play standard classes- i.e. nothing thats not in the players handbook. This just keeps things simpler on my part. I will also be tying a bit of back story into pcs (from the pre gens supplied by Necromancer).

Campaign will be set in Necromancers campaign world so gods etc will be from there.

Is this a PbP? If so, I'd like to throw my hat in the ring.


Sure, put me down for a halfing ranged weapon specialist (probably fighter/rogue, but not specializing as a thief).

Point buy? Starting gold?


welcome aboard Nerak and yes this is a play by post.

That seems fine Pat. Point buy is 20 points with all stats starting at 10. Nothing over 18 nothing below 7 (see Pathfinder rpg Alpha).

Starting gold is average as stated in phb. i.e

Barbarian, Bard = 100gp

Cleric, Rogue = 125gp

Fighter, Paladin, Ranger = 150gp

Druid = 50gp

Sorcerer, Wizard = 75gp

Monk = 12GP,5SP

Anything available from PHB


I will be supplying some background for pcs but please feel free to tailor these a bit to suit your characters.


Pat, as promised here is background info for your halfling...

"The youngest of twenty-three brothers and sisters, you were always overlooked and forgotten.
You did not help matters in that regard for you learned at a young age the skills of coming and going unobserved. With twenty-three siblings, that was not an easy task. You decided on your thirty-first birthday
to set out on your own. It was weeks before your brothers and sisters even noticed you were gone.
Fascinated all your life with tales of the city, you set out
for Reme—the great port city to the north of your homeland. Your curiosity coupled with your nimble fingers and knack for disappearing at just the right time caught the attention of a band of thieves in Reme and soon enough you were a cutpurse of some renown.
But you enjoyed your profession more for the thrill of the theft than for the greed of the haul and you quickly ran afoul of your employers who were none too keen on your cavalier disregard for keeping an accurate accounting of your night’s takes. As you have
always done before, you gave them the slip as well.
While laying low at the Starving Stirge, you noticed several other individuals examining a posting on a wooden piller. After reading it you decided then and there that a life of adventure was just the thing for you—particularly a life of adventuring that would take you away from Reme…at least until you decide on something better
to do."


Gods of Good

Thyr, God of Law and Justice
Alignment: Lawful Good
Domains: Law, Good, Healing, Knowledge, Protection
Typical Worshipers: Humans, Royalty
Favored Weapons: Light or Heavy Mace

Thyr is the god of wise and just rule. He is normally
depicted as a wizened king seated on a great throne
holding a rod of kingship in one hand and a chalice
of peace in the other hand. His principles are Justice,
Order and Peace. He represents proper and traditional
rule and as such was once worshiped (at
least with lip service) by all human royalty. He is
the embodiment of the enlightened human caste system
where each person fairly has their place in a
lawfully ordered society aimed at the good of all
people. His priests wear white robes trimmed with
silver, purple or gold, the colors of kingship. His
symbol is a silver cross on a white field, symbolizing
the upturned cross-haft of his sister’s sword,
which he thrust into the earth to end the god’s war.
Upon seeing the blood of so many gods shed, Thyr
foreswore the use of swords and his priests, for this
reason, may not use bladed weapons. Many favor
reinforced rods, similar to light maces, modeled after
Thyr’s own rod of kingship. The noble eagle and
lion are his sacred creatures.

Muir, Goddess of Virtue and Paladinhood
Alignment: Lawful Good
Domains: Law, Good, Protection, War
Typical Worshipers: Humans, Paladins
Favored Weapons: Longswords or Bastardswords

Muir is the sister of Thyr. Where he represents Law
and Peace, she represents the martial valor necessary
to make that peace a reality. As such, she is the
goddess of paladins. She is often depicted as a darktressed
maiden warrior in shining mail with an upraised
(often bloodstained) sword. She is noble and
single-minded of purpose. The tenets of her worship
include Honor, Truth and Courage. A great order of
paladins, known as the Justicars, are sworn to her
service. She expects self-sacrifice, humility and
charity as well as unswerving loyalty. Her standards
are extreme and she quickly turns her back on any
who fail to live up to them. Those who maintain her
standards, however, may become Justicars—a prestige
class of paladins imbued with even greater holiness.
Her symbol is a blood-red uplifted sword on a
white background, symbolizing her endless fight
against evil. Her worshipers must be lawful good,
and only clerics of Muir may ordain Justicars. The
falcon is her sacred animal. She is the tireless foe of
all evil creatures and undead, demons and devils in
particular are her sworn enemy.

Freya, Goddess of Love and Fertility
Alignment: Neutral Good
Domains: Good, Healing, War, Animal
Typical Worshippers: Human females
Favored Weapons: Longsword, longbow

Freya is a lesser goddess of love and fertility. Freya
is also the leader of a great band of women warriors—
known as Valkyries on some planes of existence.
Freya represents fertility in all its forms. On
this plane, Freya represents the cycle of death and
rebirth. She is a goddess of the coming harvest as
well as a goddess of sexuality and procreation. Her
beast is the falcon, though she is fond of the winter
wolf and the stag. She appears most frequently to
her worshipers as a beautiful human woman dressed
in robes and a cloak of winter wolf fur, though she
occasionally appears as a hunter in leather armor
with sword and bow, or as a warrior in shining mail
and glowing sword. She can take the form of a falcon—
or any other bird—at will, as well as the form
of a huge winter wolf.

Arden, God of the Sun
Alignment: Neutral Good
Domains: Air, Good, Sun, War
Typical Worshipers: Of old he was worshiped by
humans, though Arden is not currently worshiped on
this plane
Favored Weapons: Sun staff, short sword

Arden is a lesser avatar of the sun god Ra, as worshiped
on this plane of existence. He is depicted as a
hawk-headed, muscular man wearing a short skirt of
precious metals and jewels. His eyes have the power
to shoot searing beams of sunlight. He carries a staff
tipped on one end with a bronze sphere representing
the sun containing an ankh and on the other end with
a bronze hawk head. This staff is known as a sun
staff and is carried by his worshipers. They are
treated as quarterstaves. He also wields a bronze
short sword. His worshipers who select the War domain
are proficient with the short sword in addition
to their normal proficiencies. Arden was long ago
destroyed by evil deities, including Tsathogga, the
frog-demon. His remains were gathered and treasured
by his worshipers as relics. However, it has
been ages since Arden has been worshiped on this
plane.

Gods of Evil
Orcus, Demon-Lord of the Undead
Alignment: Chaotic Evil
Domains: Chaos, Evil, Death, Destruction
Typical Worshipers: Monsters, Undead and Evil
Humanoids
Favored Weapons: Ornamental Heavy Mace
(spiked or skull-tipped)

Orcus is a demon prince, who, for some reason, has
many human worshipers. He has a strange fascination
with the will of men and their desire for power,
possibly because it is this very flaw that causes them
so frequently to seek that which he controls: power
over death. He is the lord of all undead and he resides
in the Abyss in his Palace of Bones surrounded
by a legion of vampires and liches. Evil,
ruination and wanton destruction are his only goals.
He is most often depicted as a bloated ram-headed,
bat-winged monstrosity with cloven-hooved goat
legs. He wields the “wand of Orcus,” a legendary
skull-tipped obsidian rod which is rumored to slay
any living thing it touches. Though mostly worshiped
by the monstrous races, the ranks of his human
worshipers are swelling, as Orcus is very liberal
with his grants of power. It is not uncommon
for Orcus to give relatively low-level priests command
of vast numbers of undead to do his bidding.
His symbol is either a demonic ram-headed skull
(the most common), a representation of himself
seated on his throne, or a depiction of his skulltipped
wand. His priests favor heavy, dark hooded
robes and ornamental maces stylized to represent his
skull-tipped wand.

Tsathogga, Demon Frog God
Alignment: Chaotic Evil
Domains: Chaos, Evil, Water, Destruction
Typical Worshipers: Tsathar, Sentient Frogs, Evil
Slaad, Evil Water Monsters
Favored Weapons: Any that slash, cut and are
wickedly curved, as well as ropes or nets

This foul frog-demon cares less about the machinations
of men and power than he does about obliterating
light and life with the slow oozing sickness and
decay that he represents. He is the viscous dark evil
bubbling up from beneath the surface; the foul corruption
at the heart of the earth. Making his home
on the plane of Tarterus at the mouth of the vast
swamp of filth deposited by the river Styx as it
flows out of the Abyss, Tsathogga’s main form is of
a colossaly-bloated humanoid frog with spindly,
elongated limbs and fingers. His corpulent body exudes
all manner of foul oils and fluids, which leak
into the vile swamp in which he lies. He has positioned
himself so that all of the slime and filth from
the river Styx feeds into his gaping, toothy maw. He
never moves and rarely speaks other than to emit an
unintelligible shrieking. Tsathogga thoughtlessly
commands a host of evil creatures—notably evil
Slaad and his own vile frog race, the tsathar
Thousands of fawning tsathar servants continuously
bathe his body in fetid slime from the evil swamp,
awaiting the divine bliss of being randomly devoured by him.
His hatred of light and lack of human worshipers
(though there are a few notable exceptions)
mean that he is little known to surface races.
He has few organized centers of
worship and no standardized holy symbol—each
worshiper choosing their own way to best depict his
deific vileness. Occasionally, tsathar priests of
Tsathogga on this plane sculpt a small likeness of
him out of foul chunks of solid waste from Tarterus
that harden into a vile green substance similar to
soapstone when taken from that plane. Such items
are prized as holy relics.

Hecate, Goddess of Evil Magic
Alignment: Lawful Evil
Domains: Law, Evil, Magic, Knowledge
Typical Worshipers: Wizards, Women
Favored Weapons: None.

Hecate is the goddess of evil magic. She appears as
a beautiful woman flanked by numerous hell
hounds, her favored creature. The setting moon is
her symbol. She requires sacrifices on the full moon.
Her priests are normally accompanied by hell
hounds sent by their goddess to guard her temples.
Clerics of Hecate have a special rapport with the
beasts, allowing a chance to control them as they
would undead. Hecate is a jealous goddess, capricious
and quick to anger.

Set, God of Evil and the Night
Alignment: Lawful Evil
Domains: Law, Evil, Knowledge, Death
Typical Worshipers: Evil power-seeking humanoids,
evil monks, assassins
Favored Weapons: Cobra staff, Spear of Darkness,
poisoned weapons

Set is a greater god, worshiped on many planes in
many forms. He most often appears as a scaled humanoid
with the head of a jackal. He is utterly dedicated
to the orderly spread of evil and oppression. His
symbol is the coiled cobra, though any snake can be
used to represent his power. His temples are filled
with enormous serpents, always poisonous. His skin is
poisonous to the touch. Organized groups of assassins
are known to be dedicated to his worship. His priests
carry staves worked on one end into the head of a cobra.
The cobra head is normally tipped with steel fangs
coated with poison. His clerics also often carry a stylized
black spear, representing the Spear of Darkness
he carries. Many of his worshipers tattoo themselves
with serpents or cobras.

Hel, Goddess of Death, Lady of Pestilence
Alignment: Neutral Evil
Domains: Evil, Death, Plant, Animal
Typical Worshipers: Diseased and disease-causing
creatures, evil humanoids, evil druids, women, bards
Favored Weapons: Poisoned Dagger or Sword

Hel is known to spread disease, pestilence and plague
with the wave of her hand. Any living thing in her
presence withers and dies. She appears as a strange
gaunt woman of both jet black and blankest white.
Diseased creatures worship her. It is said a strange cult
of druidic ghouls and mummies worship her in a secret
temple hidden from the knowledge of mortals, spreading
their foul diseases in secrecy. Several sects of evil
druids dedicated to Hel plague the land, summoning
swarms of vermin and causing disease in living things.
She cares for nothing other than the spread of death.
Oddly, some evil bards worship her. She resides on a
plague ridden plane in Hades.

Liberty's Edge

Pathfinder Adventure Path Subscriber

I'm thinking of a brawling, dwarven barbarian.


Sounds good, Nerak. By the way I will leave all dice rolls to players. I think we're all grown up enough to be honest. If a dwarf barbarian type is good for you then take a look at this background info. Again, please tailor it to suit you...

"Falsely accused of leaving your post
during an orc raid by a superior with a grudge against
you, you were expelled from your homeland and disowned
by your family. Travelling down the coast road
from your homeland in the north, you sought to put
your shame behind you and prove your worth by a life
of adventure. You dream every day of returning to
your homeland, your reputation established, ousting
the coward who stained your good name and being
accepted by your father. Because the dwarf who
falsely accused you was from a noble family, and thus
his accusation was not questioned, you have no love
for those of wealth and power. You see them as weaklings
who cannot match their words with deeds. Finding
yourself in Reme at the end of the coast road, you
took a room at the Starving Stirge. There, you read a poster
and decided that joining with a band of fellow adventurers
would lead you to glory and fame. And redemption."


OK, so far so good. We possibly have a Halfling fighter/rogue and a Dwarven Barbarian. Looking good!


IRONHARD wrote:
OK, so far so good. We possibly have a Halfling fighter/rogue and a Dwarven Barbarian. Looking good!

I am extremely interested as I am a huge fan of Necromancer Games. I am a DM in the real world, and am coming back to the game after many years not playing, so a PBP would be excellent. I am cleaning the garage out today so no time to come up with a detailed character to play, but I prefer standard classes, and would like to play one of the following: half-elf druid; gnome illusionist; Human Sorcerer. I would also consider a half-orc barbarian, but I wouldnt want to steal the dwarf's thunder... :)

Please consider me, and I will post a bio this afternoon, thanx!

J~


Halfling Rogue, reporting for duty.

Will need to work on the background -- her personality is of a fighter, not a thief.


JD Barnes wrote:
IRONHARD wrote:

OK, so far so good. We possibly have a Halfling fighter/rogue and a Dwarven Barbarian. Looking good! [/

QUOTE]

(snip)

I prefer standard classes, and would like to play one of the following: half-elf druid; gnome illusionist; Human Sorcerer. I would also consider a half-orc barbarian, but I wouldnt want to steal the dwarf's thunder... :)
J~

Cool. We've got ranged and melee so far, so any kind of caster would be welcome!


Welcome on board JD. It would be great if you could run a sorcerer. reason for this is that the begining scenario sort of ties in around a sorcerer so if you can it would be great. Some background info for you then......
You have lived all your life with your
uncle, a mage in the city of Reme. Your parents died
when you were a very young child and your uncle has
never bothered to hide the insinuation that you were
somehow responsible for the fire that took your
mother and father’s lives. Your uncle, seeing little
other use for you, put you to work as an apprentice.
Your innate knack for magic led your uncle to begin
teaching you the arcane principles of wizardry. As a
student, however, you were an utter failure. You could
never seem to grasp the use of all the rote memorization
forced on you by your uncle. Why did a mage
need to learn such things, you wondered, when all one
needed to do was imagine the desired effect and it
happened? Despite your stubbornness, you learned the
basics of spellcraft—though your instincts still rebelled
against the formalism of your uncle’s methods.
Finally, in a fit of anger over your lack of interest in
your studies, your uncle released you from your apprenticeship.
This suited you just fine, for you recently
discovered a strange amulet that you were interested
in learning more about…

There will be more info for you JD but i will send you that when we begin (just let me have your e.mail)

Liberty's Edge

Pathfinder Adventure Path Subscriber

IRONHARD, Do you want the PC sheets posted or sent in an email?


IRONHARD wrote:
Hi Lyssa. Welcome aboard. Another rogue. Intersting, and a halfling as well. This could be interesting. OK some background to go with whatever you come up with....

Sorry, that was me.


OK people. You can either post your characters here or e-mail me them at neil@neil899.orangehome.co.uk


Pat o' the Ninth Power wrote:
IRONHARD wrote:
Hi Lyssa. Welcome aboard. Another rogue. Intersting, and a halfling as well. This could be interesting. OK some background to go with whatever you come up with....
Sorry, that was me.

No problem. I do that all the time. Must say i'm impressed at the response so far. We have the following:-

Halfling Rogue/fighter

Dwarf Barbarian

Human? Sorcerer

Just need 2-3 more.

By the way, what part of the world are we all from. I'm from the UK.


We could do with maybe another fightery type (anyone fancy a paladin?), definately a cleric and maybe even a monk or wizard.


IRONHARD wrote:
By the way, what part of the world are we all from. I'm from the UK.

South Carolina, US.


War Nuraim's Character sheet:

Spoiler:
War Nuraim

Male Dwarf Barbarian 1
Chaotic Good
Representing Nerak

Strength 16 (+3)
Dexterity 16 (+3)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 6 (-2)

Size: Medium
Height: 4' 5"
Weight: 220 lb
Skin: Tan
Eyes: Dark Brown
Hair: Dark Brown; Wavy; Thick Beard

Total Hit Points: 15

Speed: 30 feet [barbarian]

Armor Class: 18 = 10 +3 [studded] +2 [heavy steel] +3 [dexterity]
Touch AC: 13
Flat-footed: 15

Initiative modifier: +3 = +3[dexterity]
Fortitude save: +5 = 2 [base]+3[constitution]
Reflex save: +3 = 0 [base]+3[dexterity]
Will save: +1 = 0 [base] +1 [wisdom]
Attack (handheld): +4 = 1 [base] +3 [strength]
Attack (unarmed): +4 = 1 [base] +3 [strength]
Attack (missile): +4 = 1 [base] +3 [dexterity]
Grapple check: +4 = 1 [base] +3 [strength]

Light load: 76 lbs or less
Medium load: 77-153 lb
Heavy load: 154-230 lb
Lift over head: 230 lb
Lift off ground: 460 lb
Push or drag: 1150 lb

Languages: Common, Dwarven

Armor and Weapons:

Throwing Axe [1d6, crit x2, range inc 10 ft., 2 lb, light, slashing]

Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]

Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Heavy Steel Shield [+2 AC; check penalty -1; hardness 10; hp 20; 15 lb.]

Feats: Improved Unarmed Strike

Skills: Climb +7 (+5 with armor and shield) (4 ranks), Listen +5 (4 ranks), Search +2 (4 ranks), Survival +5 (4 ranks)

Dwarf:

* +2 constitution / -2 charisma (already included)

* Can move 20 feet even if in heavy armor

* Darkvision (see 60 feet in pitch-dark)

* Stonecunning (+2 on searching stone, intuit depth)

* +4 to avoid being bullrushed while standing on ground

* +2 racial bonus on saves vs. poison

* +2 racial bonus on saves vs. spells / spell-like abilities

* +1 racial bonus to hit orcs and goblinoids

* +4 dodge bonus on AC against giants

* +4 stability bonus to avoid being tripped/bull rushed standing on ground

* +2 racial bonus on appraise checks if stone/metal

Barbarian:

* Illiteracy (2 skill points to learn to read)

* Rage

* Fast Movement (already included)

* This barbarian cannot yet read/write.

War Nuraim's Equipment:

Arrows (quiver of 20) x1 (3 lb)
Backpack x1 (2 lb)
Bedroll x1 (5 lb)
Blanket, winter x1 (3 lb)
Fishing net x1 (5 lb)
Mug x1 (1 lb)
Rations (1 day) x2 (2 lb)
Waterskin x1 (4 lb)

Total weight carried: 70 lbs
Coins/Treasure: 8 gp, 4 sp, 8 cp

Liberty's Edge

Pathfinder Adventure Path Subscriber

Central Texas, US.


Nerak the Numb wrote:
Central Texas, US.

Huh. I grew up in Austin.

Liberty's Edge

Pathfinder Adventure Path Subscriber
Pat o' the Ninth Power wrote:
Nerak the Numb wrote:
Central Texas, US.
Huh. I grew up in Austin.

I live in Georgetown now, but spent a good portion of my youth in Austin. What part of SC are you in?


Nerak the Numb wrote:
Pat o' the Ninth Power wrote:
Nerak the Numb wrote:
Central Texas, US.
Huh. I grew up in Austin.
I live in Georgetown now, but spent a good portion of my youth in Austin. What part of SC are you in?

Columbia. I teach at USC (no, not that USC, the other one).

Liberty's Edge

Pathfinder Adventure Path Subscriber
Pat o' the Ninth Power wrote:
Nerak the Numb wrote:
Pat o' the Ninth Power wrote:
Nerak the Numb wrote:
Central Texas, US.
Huh. I grew up in Austin.
I live in Georgetown now, but spent a good portion of my youth in Austin. What part of SC are you in?
Columbia. I teach at USC (no, not that USC, the other one).

I think we went through there last summer. We vacationed at Myrtle Beach.


Ok I will try not to let any time differnce get in the way here.

War Nuraim looks good.

Liberty's Edge

Pathfinder Adventure Path Subscriber

What are the Dwarven Gods in this world? I'll try and get a modified background up soon.


Ok, I think I'm ready to go.


Nerak, here are some possible choices for a god:-

Bowbe
Alignment: Chaotic Neutral

Domains: War, Chaos, Strength, Vengeance

Symbol: Crossed Sword and Hammer of Bowbe

Garb: Furs, skins and pelts over battle armor

Favored Weapons: Greatsword, warhammer

Form of Worship and Holidays:
Great feasts and blood sacrifice precede battles. After battle, the treasures, arms and armor of defeated foes are offered to the god. Those that he doesn’t keep belong to the victors. His priests
specialize in wild cursing and imaginative insults.

Typical Worshippers:
Barbarians, raiders, reavers and plunderers.

Bowbe is the embodiment of barbarian wrath and frenzy. He appears as a mighty barbarian dressed in the pelt of Urson the Great Bear,
whom he can summon to his side by tossing the pelt to the ground and calling its name. Bowbe carries the greatsword Bm’fob in one hand and warhammer Wytch-Killer in the other.
Bowbe revels in war and the slaughter of his foes. His battles against giants are legendary, as is his hatred for the undead, arcanists, lawyers, guardsmen, and most other civilized authority figures.
Unlike other gods, Bowbe aids only those who take his name in vain. Thus it is not uncommon to hear berserkers cursing their god for his indifference as readily as they curse their foes.
Bowbe only grants the raising of one of his followers if that
follower immediately seeks blood vengeance against his killers. Bowbe grants no healing spells higher than 4th level.

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

Gromm the Thunderer

Alignment: Chaotic Good

Domains: War, Air, Water, Destruction

Symbol: Lightning Bolt

Garb: Metal armor

Favored Weapons: Mace, maul or warhammer

Form of Worship and Holidays:
Violent thunderstorms herald holy days for this wild deity. Worshippers pound drums and make violent noises in imitation of their
god’s thunderbolts.

Typical Worshippers:
Barbarians, bards, cloud and storm giants, those who live in regions with harsh or unpredictable weather.

Gromm is a barbarian god, worshipped by those who both fear and
respect the fury of nature. He also counts mercenaries and adventurers
among his followers, for these are also often at the mercy of the
weather.
Gromm is powerfully built, his eyes crackle with electricity and
his golden beard and hair glow and spark. He bears a great two-handed
mace called Thunderstroke.
His traditional enemies are the fire and frost giants, with whom his most fanatical worshippers — the cloud and storm giants — war incessantly.
Gromm’s fortress is guarded by a band of 50 celestial storm giants,
and it is said that he actually created the storm giant race.

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

Dwerfater

Alignment: Lawful Good

Domains: Earth, Good, Strength, Creation

Symbol: Hammer and anvil

Garb: Armor of mithril or steel

Favored Weapons: Warhammer

Form of Worship and Holidays:
Priests worship at the forge, crafting items of steel and mithril.
The most sacred steel is tempered in virgin snow on Orenday, the first full moon after midwinter.

Typical Worshippers: Dwarves

Dwerfater appears as an ancient dwarf, whose beard is the color of
mithril and touches the ground at his feet. He always wears a
blackened leather apron over a coat of mithril mail and always
carries his mighty warhammer Noolhamr.


When we have a few more players we can move over to the pbp board.


By the way, i would consider allowing two characters per person if anyone feels up to it?

Liberty's Edge

Pathfinder Adventure Path Subscriber
IRONHARD wrote:
By the way, i would consider allowing two characters per person if anyone feels up to it?

I'm good with one.


I prefer just one.


Hey Ironhard,

I have been following this thread with interest from the beginning. I have waited though, since I am in several PbP's already and wanted to give other folks time to chime in. My guess is once folks on this side of the pond get back from the weekend picnics you'll see interest spike, but incase a spot is available, I'll throw in for the fighter or cleric. I would most likely play a Human or Half-Orc.

FYI: I am not really familiar with the Necromancer setting, but I am a quick study.

I reside in Pennsylvania.

Cheers,

Utak


One pc per player it is then. Hi Utak. Would be pleased to have you on board. A human cleric or a half orc fighter both sound good to me. Let me know which and i will give you a bit of background.


I'll go with the Human Cleric. With a Halfling Fighter-Rogue and Dwarven Barbarian, I can see them getting into alot of trouble. I have a feeling that they will need some healing. :)


Ok Human Sorcerer it is then. I will post Otto's character sheet direct;y then...

Could some one help me understand which point buy system?


Utak. Human Cleric is good. Let me know which deity he/she folows.

JD. Point buy is 20 points with all stats starting at 10. Nothing over 18 nothing below 7 (see Pathfinder rpg Alpha).

Starting gold is average as stated in phb. i.e

Barbarian, Bard = 100gp

Cleric, Rogue = 125gp

Fighter, Paladin, Ranger = 150gp

Druid = 50gp

Sorcerer, Wizard = 75gp

Monk = 12GP,5SP

Anything available from PHB


Utak. here is some background to the character. As you can see i want to tie the cleric into JD's sorcerer, Otto. Other than that you have pretty much free reign.

"While an accolyte at the temple in Reme, you received a divine vision
instructing you to seek out a man named Otto who
you were instructed had an amulet in his possession.
You were commanded by your god to follow that
amulet wherever it might lead. You have found Otto
at an inn called the Starving Stirge and you have
agreed to travel with him—so long as he retains possession
of the amulet."


JD, it would be handy if you could let me have your e.mail so i can forward you the 'special' info that Otto has. It's background info on why you gathered the pc's together. My email is 'neil@neil899.orangehome.co.uk'


Ok Otto is not smart or wise, but he is strong, agile and good looking and has some pretty good magic. He also has an affinity with Animals. I would like to get a familiar as soon as possible (Hawk) and if I ever have the opportunity I would like to train a hunting animal: dog, lynx, etc. using my Handle Animal Skillz

Otto Ringus
Male Human Sorcerer 1
Chaotic Good (Neutral)

Strength 12 (+1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 8 (-1)
Wisdom 8 (-1)
Charisma 16 (+3)

Size: Medium
Height: 5' 9"
Weight: 125 lb
Skin: Golden
Eyes: Black/Blue
Hair: Black

Total Hit Points: 5

Speed: 30 feet

Armor Class: 14 = 10 +3 [dexterity] +1 [Dodge]
Touch AC: 14
Flat-footed: 10

Initiative modifier: +3 = +3[dexterity]
Fortitude save: +1 = +0 [base]+1[constitution]
Reflex save: +3 = 0 [base]+3[dexterity]
Will save: +1 = +2 [base] -1 [wisdom]
Attack (handheld): +1 = +0 [base] +1 [strength]
Attack (unarmed): +1 = +0 [base] +1 [strength]
Attack (missile): +4 = +0 [base] +3 [dexterity] +1 [Point Blank]
Grapple check: +1 = +0 [base] +1 [strength]

Light load: 43 lbs or less
Medium load: 44-86 lb
Heavy load: 87-130 lb
Lift over head: 130 lb
Lift off ground: 260 lb
Push or drag: 650 lb

Languages: Common, Elvish

Armor and Weapons:

Spear (3) [1d8, crit x3, range inc 20 ft., 6(18) lb, piercing]

Dagger (2) [1d4, crit 19-20x2, 1 lb., piercing, slashing]

No Armor

Feats: Dodge, Point Blank Strike (+1 hit, Damage up to 30 ft)

Skills: Handle Animal +5 (2 ranks)
Bluff +7 (4 Ranks)

Human:

+4 Skill Points
+1 Language (Elvish)

Sorcerer:
(8) 0 lvl Spells
(6) 1st lvl spells

Spells Known:

0 Prestidigitation
0 MAGE Hand
0 LIGHT
0 Detect Magic
1 Summon Monster I
1 Magic Missile

Otto's Equipment:

Coming Soon...


Thanks JD. Looking good!
By the way, just thought i'd let everyone know that this is my first time at PBP so go easy on me! Been DMing for over 20 years though so hopefully it will count for something


IRONHARD wrote:

Utak. Human Cleric is good. Let me know which deity he/she folows.

I am going with Muir as the deity. I'll get some stats to you after work today.

Cheers


IRONHARD wrote:

Thanks JD. Looking good!

By the way, just thought i'd let everyone know that this is my first time at PBP so go easy on me! Been DMing for over 20 years though so hopefully it will count for something

No probs there. I find it easier DMing a PbP. You always have time to refresh on a rule without everyone staring at you. The hardest part is combat positioning, but if you're good with some type of linkable map, it makes all the difference.


After reading the background and the deities again and putting some thought into the character, I am picturing more of a holy warrior. Would it be too late to switch from Cleric to Paladin? No probs if it is, but I figure I would ask.

Cheers


Sounds great, room in the party for a half elf bard or a human wizard?
Feats wise is this limited to the two main books or with ref fiat can we roam further afield?


Utak, thats fine. A paladin works just as well and hopefully we will get one more player to play a Cleric. May i suggest a bit of background for you to work with....

As a young child, you were abandoned
at a monastery of holy warriors. Your physical
gifts led you to serve as a squire to the holy order of
knights. However, almost one year ago, while sweeping
the stables, you were struck by an overpowering
vision of Muir, a long-forgotten Goddess of Valor. A
lesser deity, worship of Muir has all but died out. Her
temples are few and most are in ruin or long abandoned
by all but a handful of dedicated followers. The
revelation of your vision was met with scorn by the
brother knights. “Why would Muir appear at a monastery
of this order, and to a stable boy no less,” they
asked. Yet in your heart you knew the truth of your
vision. You asked for and were granted permission to
leave the order. The brother knights gave you their leave.
Though they advised that it would be better to stay in the service of
their order, you set out alone to do the will of Muir.
Your travels brought you to Reme. There, you stopped
for supplies and came across Otto's notice at the
Starving Stirge. You agreed to follow Otto's path,
as it leads towards Fairhill and Bard’s Gate where it is
said there is still a temple of Muir.

1 to 50 of 79 << first < prev | 1 | 2 | next > last >>
Community / Forums / Gamer Life / Gaming / Gamer Connection / Looking for players for Wizards Amulet, Crucible of Freya etc All Messageboards

Want to post a reply? Sign in.