GM Dak - RotRL AE (Group 4) (Inactive)

Game Master Dakcenturi

ROLL20 LINK



Greetings everyone! My group is in the market for an additional party member. To round of the party I am specifically looking for an arcane caster.

Currently we have the following:

Barbarian - Half-orc (Male)
Cleric - Human (Female)
Rogue - Dwarf (Male)
Monk(ZA) - Human (Male)

I would like to get things rolling again quickly. I will leave recruitment open until 4/21. If we get some solid applicants before that I may make an early decision.

Please take a look at the Campaign Info for more details about how I run things and feel free to catch up on the current going ons in the Gameplay thread to build into your background/story. We are nearing the completion of book one. I would like to try to maintain at least a 1/day posting excluding weekends from players, but would love more posting if you can.

Character Creation:

-Level 3
-2500 gp starting wealth
-Max health 1st level, Half+1 every level their after
-Classes from Core, APG, UM, and UC are acceptable -No ACG or OA Playtest
-Core races, Aasimer or Tiefling would be preferred. If you want to play something else I may allow it based on background. Monster races (goblin, kobold, etc) will be a hard sell
-NO third party publishing sources allowed
-All other Paizo products will be allowed
-Race traits, feats, magic items, and alternate class features from the ARG are allowed but you can not build your own custom race.
-2 traits, 1 of which is a campaign trait from RotRL . No drawbacks for extra traits.
-20 point buy with no stat above 18 or below 7 before racial adjustment at first level.

-Please include a background, personality and appearance block.
-Also please explain why you would be joining up with this group that are already unofficial heroes of the town and have the trust of a number of its citizens. More specifically, if you are already a level 3 adventurer why weren't you already helping out with things.
-Finally please provide what may have brought you to the Thistletop area where you may stumble upon the adventuring party if not already addressed in the requirement above.


I'm interested. Have to do some research into the AP. Is the group a friendly group socially? Or are is there little OOC banter?

Grand Lodge

dotting...will get something down later today....


Dot. Update coming soon.

Liberty's Edge

Are you interested in exclusively *pure* arcane casters, or would you be open to one that mixes it up a bit?

Specifically I'm thinking a Witch going into Eldritch Knight. Still 90% caster, but I like being able to hit things with a sword.


@Mowque There isn't constant OOC discussion but they are a friendly lot when any discussion does arise.


@GM Dak:

Would an Ifrit Skald or Sorcerer be acceptable?

I have both (this ID is the Skald), but they'd need a wee bit of tweaking to third level and all that. The sorcerer would be with the Efreeti bloodline. They're both thematic, if nothing else.

I'd need to patch up the back stories for either, though.


I have a witch I would like to submit. I will post him tonight after I make him level 3.

Sczarni

I will have a gnome sorcerer up for consideration tonight.

Basic idea: The Doctor, who is slightly forgetful/whimsical. Intended to join up with the others but became distracted and lost his way, only to come by Thistletop from another angle.

Sczarni

Here's my gnome;

Arduino the Mysterious

Spoiler:

Male Gnome Sorcerer (Arcane Bloodline) 3

CG Small Humanoid (gnome)

[b]Init: +1; Senses Low-light vision; Perception +9

DEFENSE:

AC 12 Touch 12 Flat-Footed 11 (Dex +1,Size +1)

HP: 18 (3d6+6)

Fort +3 Ref +2 Will +5 (+2 vs. illusions)

OFFENSE:

Speed:20

Melee: dagger +0 (1d3-1 19-20/x2)

Ranged: crossbow +2 (1d6 19-20/x2) Range 80 Ammo 20

STATISTICS:

Str 8 Dex[/b ]12 [b]Con 14 Int 11 Wis 14 Cha 18

Base Atk 1; CMB 0 ; CMD 11

SQ: Arcane Bond (familiar), Favored Class: Sorcerer (Skills), Keen Senses, Gnomish Magic , Defensive Training, Obsessive (profession: fisherman), Hatred, Metamagic Adept

SLA: 1/day dancing lights, ghost sound, prestidigitation, speak with animals

Feats: Alertness (B), Effortless Trickery, Spell Focus (Illusion)

Traits: Lore Seeker (+1 Kn:Arcane; +1 CL & DC for Color Spray, Charm Person, Fireball), Trickster (+1 Trait bonus to CL for all Illusion spells)

Skills bluff +10, stealth +11, perception +7, profession: fisherman +4

Languages:Common, Gnome, Sylvan
Gear: dagger, masterwork light crossbow, 20 bolts, waterproof scroll case, waterskin, masterwork backpack, rations (5 days), fishing rod, reel, tackle box, blanket, bedroll, belt pouch, flint & steel, 2500gp

Scrolls:
Spells Known (Caster Level 3 // Concentration +7 // Ranged Touch +3)
Save DC = 14 + Spell Level (DC 16 + Spell Level Illusion)
0th: detect magic, message, acid splash, mage hand, dancing lights
1st (7/day) : silent image, color spray, vanish, identify

Familiar [spoiler]Cat named Penn
CG Tiny Magical Beast
Init +2; Senses: Low-Light Vision, Scent, Perception: +10
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 Dex, +2 size, +2 Natural)
HP: 9 (3d8-3)
Fort +1, Ref +4, Will +4; Improved Evasion

OFFENSE
Speed: 30 ft
Melee: 2 claws +5 (1d2-4), bite +5 (1d3-4)

STATISTICS
Str 3, Dex 15, Con 8,[b Int[/b] 7, Wis 12, Cha 7
BAB +1; CMB +1; CMD 7 (11 vs. trip)
Feats: Weapon Finesse, Skill Focus (perception)
Skills: Climb +8, Perception +10, Stealth +16
SQ: Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells

Description:

Spoiler:
3’3” tall, 38lbs, bright green eyes, oak brown with reddish highlights loose, messy style. Generally wearing wading boots, with a well-worn vest containing many pockets and a floppy brimmed hat adorned with fishing lures.

Backstory:

Spoiler:
Arduino the Mysterious is not exactly that mysterious. He uses that name as an introduction mostly to lead into a further conversation as to just how “un-mysterious” he truly is. Dressed more like a common fisherman than an adventuring sorcerer, he loves to chat and spin yarns, especially “fishin’ stories” about “the one that got away.” A recent newcomer to Sandpoint, he was originally attracted to the area because of the reported reefclaw and devilfish spottings. He missed out on the festivities during the recent Swallowtail Festival and the subsequent adventurer mustering due to being out on the rivers. Once he realized his opportunity for adventure had already fled the town, he set out on foot, following their trail assiduously. Except for when a good opportunity to cast a line presented itself, of course.

Grand Lodge

I have Marcus here for consideration! I have the fluff sorted out and I just need to spend the gold. Hoping to do that during the day tomorrow!

Let me know if I've stepped in anything! I'm super flexible!


Here's Soveliss Andrea, an aspiring Thassilonian Conjurationist Wizard

Statblock:

Soveliss Andrea
Female tiefling wizard 3 (Pathfinder RPG Advanced Race Guide 168)
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (3d6+6)
Fort +3, Ref +3, Will +4
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft., shift
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—darkness
Wizard Spells Prepared (CL 3rd; concentration +8)
. . 2nd—flaming sphere (DC 17), glitterdust (DC 17), summon monster II
. . 1st—grease, mage armor, sleep (DC 16), summon monster I, summon monster I
. . 0 (at will)—daze (DC 15), detect magic, prestidigitation, read magic
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 20, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 12
Feats Orator[ACG], Scribe Scroll, Skill Focus (Linguistics)
Traits reactionary, scholar of the ancients
Skills Bluff +1, Climb +1, Fly +5, Knowledge (arcana) +12, Knowledge (dungeoneering) +11, Knowledge (history) +10, Knowledge (planes) +10, Knowledge (religion) +11, Linguistics +14, Spellcraft +11, Stealth +3, Swim +1; Racial Modifiers +2 Bluff, +2 Stealth
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Ignan, Infernal, Terran, Thassilonian
SQ arcane bond (ring), summoner's charm (1 round)
Combat Gear scroll of create pit, sleep, sleep, summon nature's ally i, summon nature's ally i, wand of magic missile; Other Gear - arcane bond ring -, cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 329 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Scroll of create pit, sleep, sleep, summon nature's ally I, summon nature's ally I Add this item to create a scroll with spells on it.
Shift (5', 8/day) (Sp) Short-range teleport
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

Appearance:

Click for portrait
Soveliss stands at around 5'10" and is approximately 160lbs in weight. She would be indistinguishable from any other human as a tiefling were it not for her reddish-brown eyes and the very prominent horns protruding from her head. Soveliss might be a little too into ancient Thassilonian culture and her choice of dress often reflects that, choosing attire that is often dark in colors, yet flamboyant enough to signify personality.

Personality/Aspirations:

Soveliss is a goal-driven woman. Knowledgable to a fault, she just assumes most people has no idea what she's talking about. This often rubs people the wrong way, making her come off as a little...b~*@#y. Despite that, she's a very well spoken woman and knows how to say the right things to get what she's after. Generally, she's not a cruel individual even if her fiendish heritage may attempt to motivate her otherwise. She simply understands that everyone has a certain potential and that we all interact with each other in efforts to achieve individual dreams.
Soveliss is completely obsessed with Thassilonian culture and hopes to reclaim much of the lost and forgotten techniques back to the forefront of Arcane magicks. She won't be shy in telling you that her favorite aspects of Thassilonian culture are the aspirations of knowledge and power...and sometimes lust and gluttony. Who doesn't enjoy the finer pleasures of life?

Background:

A recent arrival in Riddleport, Soveliss heard of the calamity that had recently befallen the town. She had come here on a personal expedition of research with the understanding that there might be some ancient Thassilonian ruins in the area worth studying. After digging a little deeper, she determined that Thistletop might be the best place to start looking. The bad news, rumor had it that it was inhabited by a goblin tribe.
So she hired a couple sellswords in town and proceeded to make her way to Thistletop. Her hired help didn't stay with her long, becoming rather irritated with the job as a whole. After dealing with a couple creatures out in the wilderness and patience with Soveliss running thin, they left her alone in the middle of the night as she slept. Infuriated, she's now foolishly decided to continue onward with her expedition no matter what.


I am submitting Edgerson for your review.

I think I have completed all the requirements but let me know if I missed something.


I am submitting Afli Annar, an elf witch.
Afli Annar

character sheet:

Elf witch 3 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 19 (3d6+5)
Fort +4, Ref +5, Will +4; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee rapier +2 (1d6+1/18-20)
Ranged mwk composite longbow +5 (1d8+1/×3)
Special Attacks hexes (cackle, evil eye, misfortune)
Witch Spells Prepared (CL 3rd; concentration +7)
2nd—blindness/deafness (DC 16), frost fall[UC] (DC 16)
1st—burning hands (DC 15), enlarge person (DC 15), ill omen[APG]
0 (at will)—detect magic, light, read magic, resistance
Patron Time
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Alertness, Extra Hex[APG], Improved Initiative
Traits resilient, sandpoint faithful
Skills Appraise +5, Fly +7, Heal +6, Intimidate +3, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +10, Perception +6, Sense Motive +2, Spellcraft +10 (+12 to identify magic item properties), Use Magic Device +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ elf witch, elven magic, witch's familiar (scorpion, greensting named Arcane Familiar)
Combat Gear cold iron arrows (50), oil of bless weapon, oil of magic weapon, scroll of false life, antiplague (2), antitoxin (2), healer's kit, holy water (2), smelling salts, tanglefoot bag (2); Other Gear silken ceremonial armor, mwk composite longbow (+1 Str), rapier, cloak of resistance +1, bandolier, candle (10), canteen, canteen, chalk (10), familiar satchel, flint and steel, grappling arrow, hammock, ink, black, inkpen, masterwork backpack, mess kit, silk rope (50 ft.), soap, spell component pouch, trail rations (5), wooden holy symbol of Desna, wrist sheath, 161 gp, 4 sp
--------------------
Special Abilities
--------------------
+1 Witch's Familiar's Spells Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Sandpoint Faithful +1 additional hit point every time you receive magical healing.
Scroll of false life Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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

Arcane Familiar
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 9 (1d8)
Fort +2, Ref +6, Will +3
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +6 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +2; CMD 8 (20 vs. trip)
Feats Lightning Reflexes, Weapon Finesse[B]
Skills Appraise -1, Climb +7, Fly +11, Heal +1, Intimidate -3, Perception +9, Spellcraft +1, Stealth +19, Use Magic Device -3; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

some backstory:

The Swallowtail festival, an entire day dedicated to the wonders of the season, and the glory of the cathedral in Sandpoint. It is a celebration not to be missed by the faithful of the region. Singing, dancing, food, games, and all other forms of merriment culminating in a wonderfully moving church service.

At least that is what Afli assumed happened. He set out for Sandpoint long before the festival, and here it is, nearly a week afterward, and still he has not found his way. Lost in a forest, staring at his map turning it this way and that way trying to make sense of it. “How did I get here” Afli thought, how indeed.

Afli has planned to leave his home village of Ravenmoore a full 2 week before the festival began. He knew it would take him about a week to get there, and he knew he was always late to everything he tried, so a full extra week of time would be plenty he thought. He thought wrong.

First, his neighbor grew ill, and with no other family to help him heal, and take care of the chores and things, Afli offered, using his magic to aid the man’s recovery. This took 2 days, then he spent an entire day searching for Sharp, his pet scorpion who had run off, and could not be found until Afli laid collected bugs as bait for his scorpion all over his front porch.

Finally ready to leave Afli consulted his map, and headed down the road, which was the wrong road, as the ink on his map had bled through to the other side of the parchment, and he was reading the back side. Two days were lost before a nice merchant got him sorted out, and even offered to trade maps with him so he would not get confused again, which seemed like a nice offer.

Unfortunately the merchant had wanted to trade because the map he had was bad, and Afli got so lost that on his 6th day of travel, he ended up back in Ravenmoore. Pretending he had forgotten something, which no one believed, he got a fresh map, and for the first time headed in the right direction.

Making good progress now, Afli decided he had enough time to spend a day exploring a local forest. Unfortunately while climbing a tree a group of goblins came marching through the forest, and setup camp right below him. He was afraid they would see him, and there were far too many goblins for him to fight, even with his magic.

A full three days he was stuck in that tree, dreading every time a goblin would stretch or lie down that they would spot him up there. Eventually the goblins must have raided a caravan carrying alcohol, because they all got drunk and were all asleep at once. He climbed down, and as he made for the road, he saw they still had some guards standing, watching for more caravans, so he had no choice, he had to wander off through the forest, in the dark. On his way he did trip over one goblin and woke him up, but quickly put him back down again.

And here we are now lost in a forest that he is sure is near Sandpoint, he sometimes thinks he can hear the Ocean, or maybe a river, so he can’t be far. Hopefully he doesn’t run into any more fo the goblin menace, or something worse.

Personality:

Personality: Afli is a bit spacy, and while he prepares for things, he doesn’t always prepare for them the best. He’s the kind of guy who would have a big backyard BBQ, and cook ribs, and forget to buy napkins and paper towels. He is the kind of guy who would throw a backyard BBQ though. Friendly to people, though he doesn’t always know what to say, some sometimes it comes out a bit awkward.

appearance:

Appearance: Afli is a fare skinned elf, with long brown hear that is always somehow disheveled, probably a byproduct of never having enough time. Slightly short even for an elf, but with a bit of meat on his bones, Afli isn’t what you would call intimidating, unless maybe you are a small child, or a mouse. However the rapier and bow he carries with him, along with his pet scorpion, means that most people tend to give him a little space.

Reason he would help:

Reason he would help: He has been gifted with magical powers, and though they make people think he is a bit odd, because the involve laughing, and having a pet scorpion, he will still help those people. Particularly he likes the town of Sandpoint, and their large cathedral, where among other gods Desna is worshiped. As an added bonus he has no love of goblins, particularly after his last encounter with them, or if he hears about what they did to Sandpoint.

Party Role:

Party role: Afli is mostly a debuff caster, with some damage thrown in, using evil eye for a lot of the debuff to lower AC, to hit, or saves and spells for damage. He keeps his rapier and bow around for when foes are out of spell range, or provoke an AoO, he can at least try to hit him. Also I know some GMs hate the Slumber hex, so I'll just tell you right now, unless it is much further down the line, I don't plan on taking it, and if you hate it, just let me know, and I defiantly won't take it.


Saamsuma the tiefling magus for consideration. He is newly arrived in Varisia, hence not being around for the beginning. He'd assist the party hoping to find knowledge of old crafting techniques to help his obsession with enchanted weapons. He is also fond of orcs and dwarves, as the majority he's met on the Material Plane lack the tiefling passion for plotting and lying which he has grown tired of.


I'd like to submit Alynthar the Unchained, the Chaotic Good Necromancer for your perusal. I will have him updated to level three by tomorrow.


*notes Allthynar's avatar*

I would like to state that this applicant and I are of no relation. XD


@ GM Dak:
Hi! It's "Manzuqari" again. I'm just in the process of flushing out an Ifrit sorcerer, if that would be acceptable for your campaign. Still need to work out things like the gear he has and the back story and all that. But here's what I have so far for the Ifrit Sorcerer named Nurûsh ("nur-OOSH"):

Cunch (Under Construction):

Nurûsh
Ifrit Sorcerer (Efreeti Bloodline) 3
Chaotic Neutral, Medium Outsider (native)
Initiative: +6
Perception: +7

======
DEFENCE
======

AC 12, Touch 12, Flat-Footed 10
HP 14
FORT +1
REF +3
WILL +3

======
OFFENCE
======

SPEED 30 ft.
MELEE:
• Working on it
RANGED:
• Working on it
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 3, Touch +0, Ranged Touch +0, Concentration +n):
• level 0 (at will):

    Acid (or Fire) Splash
    Detect Magic
    Disrupt Undead
    Mage Hand
    Ray of Cold (or Fire)

• level 1 (6/day):
    Burning Hands
    Magic Missile
    Shield
    Burning Hands

======
STATISTICS
======

STR 11, DEX 14 (+2), CON 10, INT 14(+2, WIS 10, CHA 18 (+4)
BAB +1; CMB +13; CMD +1
Feats: Elemental Focus (Fire), Point Blank (Combat)
Traits: Seeker (Social), Mathematical Prodigy (Magic) might change
Skills:
• Bluff +8 (1 rank)
• Intimidate +8 (1 rank)
• Knowledge (arcana) +7 (1 rank) (Mathematical Prodigy trait)
• Knowledge (engineering) +7 (1 rank) (Mathematical Prodigy trait)
• Knowledge (planes) +6 (1 rank) (Bloodline skill)
• Linguistics +3 (1 rank)
• Perception +7 (3 ranks) (Seeker social trait)
• Use Magic Device +10 (3 ranks)
Languages: Common, Ignan, Aquan, Auran, Terran
SQ (Class Features):

    Arcana: energy spells can be cast as Fire energy versions thereof
    Eschew Materials (bonus feat)
    Cantrips (level 0 spells)
    Fire Elemental Ray: 1d6+2 fire damage (8 times per day)
    FCB: Treat Class as +½ higher (max. +4) for the effects of one bloodline power.
    Fire Resistance 10

Current Kit (Stuff)
• Working on it

======
SPECIAL ABILITIES
======

Traits, class abilities, and feats … in brief

    Wildfire Heart: +4 to Initiative
    Efreeti Magic (Su): Enlarge Person or Reduce Person 1/day (CL = 3)
    Fire Insight: summoned fire sub-type creatures stay 2 rounds longer
    Darkvision 60 feet
    Seeker (social): +1 trait bonus to Perception, which is also a class skill might change
    Mathematical Prodigy (magic): +1 to Know (arcana & engineering), one is a class skill. might change

======
PHYSICAL DESCRIPTION
======

Age: 74 years old
Height: 5 ft. 6 in. (168 cm)
Weight: 120 lbs. (54 kg)
Skin: Swarthy/Bronze
Build: Slim
Hair: Long, flame-like
Eyes: Yellow-Orange pupils
Special: Vestigial horns that look like copper streaked with silver


I will be submitting:

Male Human Wizard

I will post once I get home from work tonight. He will be crafting oriented (hopefully to benefit the party), and will strive to add all spells he can find to his spellbook(s).

Expect utility and buff/debuff spells over damage, with a little ranged tripping mixed in.

Grand Lodge

I have Marcus sorted out and complete here! Ready to jump in at a moment's notice should we need it!


Should be ready to go:

Male Human Wizard (Transmutation Specialist)/3

stat block:
Zandu Gossamar
Male human (Varisian) transmuter 3
CG Medium humanoid (human)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (3d6+6)
Fort +2, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . quarterstaff +2 (1d6+1)
Ranged light crossbow +4 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . 7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 3rd; concentration +7)
. . 2nd—invisibility, spider climb, spider climb
. . 1st—color spray (DC 15), enlarge person (DC 15), magic missile
. . 0 (at will)—acid splash, arcane mark, detect magic, read magic
. . Opposition Schools Abjuration, Enchantment
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 13, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Craft Wondrous Item, Fast Learner[ARG], Scribe Scroll, Toppling Spell[UM]
Traits magical lineage, merchant family
Skills Appraise +8, Fly +7, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +3, Profession (merchant) +4, Sense Motive +3, Spellcraft +10, Stealth +6
Languages Common, Draconic, Elven, Gnome, Goblin, Halfling, Varisian
SQ arcane bond (trouble, cat), physical enhancement (+1)
Combat Gear potion of cure light wounds (4), scroll of mage armor (x10), scroll of magic missile (x10), scroll of toppling magic missile (x10); Other Gear dagger, light crossbow, quarterstaff, sleeves of many garments, bandolier, bedroll, belt pouch, familiar satchel, flint and steel, ink, black, inkpen, masterwork backpack, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 1,568 gp, 5 sp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Merchant Family Increase gp limit of settlement by 20% & +10% when selling off treasure.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Scroll of mage armor (x10) Add this item to create a scroll with spells on it.
Scroll of magic missile (x10) Add this item to create a scroll with spells on it.
Scroll of toppling magic missile (x10) Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sleeves of many garments Transform current clothes into any non-magical new form.
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Toppling Spell Spell with the force descriptor knocks targets prone.
Transmutation Transmuters use magic to change the world around them.

Backstory:
The door to the Rusty Dragon Inn swings open. A clean silver haired human walks in. He stands about 5'10" has a backpack strapped to him and supports his movement with a walking stick/quarterstaff. He dresses, carries himself, and wields the mystery of a proficient magic user. A wizard perhaps. He walks up to the Innkeeper and politely waits for acknowledgment before he speaks. "I would like to request temporary lodging." He releases his pack and places it on the floor. "What a journey! I am glad to finally arrive." The innkeeper, Ameiko Kaijitsu, marks in his guestbook before trading a key to the human for some coin. Ameiko addresses the man, "Make yourself comfortable, Sir...?" "Zandu. Zandu Gossamar. Thank you kind sir." Zandu grabs his things and disappears to his room for a short while.

Zandu returns and finds a seat in the corner of the inn. A barmaid takes his order for a decent ale. He produces a pipe from under his robe. Lights it and takes a few drags. The barmaid returns with Zandu's ale and floats a coin through the air to the barmaids hand (a generous tip for the ale). "Why thank you darling! What brings you to Sandpoint?" Zandu smiles, "I'm glad you asked little lady. Please..." Zandu waves his hand and the chair across from him pulls out from under the circular table. "... join me for a moment." He waits for her to get comfortable, then begins his account. "You see I may be a wizard, but I plan to share my knowledge. In the form of wonderous, and magical goods and services. In order to do this, I need to expand my spellbook and establish a store. Through some aquaintances in the big city, I learned of a growing need and possible opportunity to do that right here. I set out from Absolam to travel across land to get here."

Zandu takes a heft swig of his ale, "As fate would have it, the caravan I was traveling with was subject to a few... shall we say... sidetracks. These provided me with a little insight to the dangers and possible needs of various adventurers. It also afforded me the opportunity to fill several pages in my spellbook. Quite exciting to say the least." Zandu face loses it's excitement and he slowly raises his mug up in an apparent prayer saying remorsefully, "Alas, my dear, not all of my travelling companions arrived at their intended destinations. It would seem the rush of adventure, must sometimes be overcome with a sadness of loss." He brings his mug slowly to his lips and swallows an alcoholic tribute to fallen companions. "That pretty much brings me to my current position. I've heard word of some champions beginning to make an impact on the local area here. I thought that we may come to a mutually beneficial arrangement. Perhaps they might have use for a practitioner of the magical arts to aid them, and thus afford me the opportunity to expand my knowledge with the mysterious things they encounter. Thus giving me the tools to build a prosperous magic shop here. What do you think?" Zandu leans towards the barmaid, raises a brow, cracks a smile, and asks, "Would you know where I might find these young heroes? I would very much like to meet them?"

thank you for your consideration


@GM Dak:

I'll be submitting an Ifrit Sorcerer of the Efreeti bloodline.

I have the number-crunching bits done. Barring errors in my maths.

Still putting together a back-story. Got the details for it, just need to make it more readable than point form. Should have that part flushed out in the next day or two.

Crunch (Mostly done):

Nurûsh
Ifrit Sorcerer (Efreeti Bloodline) 3
Chaotic Neutral, Medium Outsider (native)
Initiative: +8
Perception: +2

======
DEFENCE
======

AC 12, Touch 12, Flat-Footed 10
HP 14
FORT +1
REF +3
WILL +2

======
OFFENCE
======

SPEED 30 ft.
MELEE:
• Mace (1d6+1; x2)
• Sickle (1d6+1; x2; trip)
RANGED:
• Light Crossbow (1d8, 80 ft.; x2)
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 3, Touch +1, Ranged Touch +4):
• level 0 (at will):

    Acid (or Fire) Splash
    Detect Magic
    Disrupt Undead
    Mage Hand
    Ray of Cold (or Fire)

• level 1 (6/day):
    Burning Hands
    Magic Missile
    Shield
    Enlarge Person

======
STATISTICS
======

STR 12 (+1), DEX 14 (+2), CON 10, INT 14(+2), WIS 9 (-1), CHA 18 (+4)
BAB +1; CMB +14; CMD +2
Feats: Elemental Focus (Fire), Point Blank (Combat)
Traits: Planar Savant (faith), Reactionary (combat)
Skills:
• Bluff +8 (1 rank)
• Intimidate +8 (1 rank)
• Knowledge (arcana) +6 (1 rank)
• Knowledge (planes) +8 (1 rank) (Planar Savant faith trait)
• Linguistics +4 (2 ranks)
• Perception +2 (3 ranks)
• Use Magic Device +10 (3 ranks)
Languages: Common, Ignan, Aquan, Auran, Terran, Osiriani
SQ (Class Features):

    Arcana: energy spells can be cast as Fire energy versions thereof
    Eschew Materials (bonus feat)
    Cantrips (level 0 spells)
    Fire Elemental Ray: 1d6+2 fire damage (8 times per day)
    FCB: Treat Class as +½ higher (max. +4) for the effects of one bloodline power.
    Fire Resistance 10

Current Kit (Stuff)
    light mace
    sickle
    crossbow bolts (30)
    light crossbow
    explorer's outfit
    Handy Haversack
    bedroll (in the handy haversack)
    belt pouch (in the handy haversack)
    flint and steel (in the handy haversack)
    ink (1 oz bottle) (in the handy haversack)
    ink pen (in the handy haversack)
    iron pot (in the handy haversack)
    journal (in the handy haversack)
    mess kit (in the handy haversack)
    potion of cure light wounds (in the handy haversack)
    soap (in the handy haversack)
    sunrods (4) (in the handy haversack)
    trail rations (5) (in the handy haversack)
    water skin (in the handy haversack)
    Total encumbrance of 33 lbs. (light)

======
SPECIAL ABILITIES
======

Traits, class abilities, and feats … in brief

    Wildfire Heart: +4 to Initiative
    Efreeti Magic (Sp): Enlarge Person or Reduce Person 1/day (CL = 3)
    Fire Insight: summoned fire sub-type creatures stay 2 rounds longer
    Darkvision 60 feet
    Planar Savant (faith): can use CHA instead of INT for Knowledge (planes)
    Reactionary (combat): +2 trait bonus to Initiative

======
PHYSICAL DESCRIPTION
======

Age: 74 years old
Height: 5 ft. 6 in. (168 cm)
Weight: 120 lbs. (54 kg)
Skin: Swarthy/Bronze
Build: Slim
Hair: medium length, flame-like
Eyes: Bright orange Pupils
Special: Vestigial horns look like copper streaked with silver

Thanks for your time!


Thanks everyone so far for the applications. Just a reminder that I'll be closing this recruitment tomorrow at which point I will review and get feedback from the existing party then make a decision.


@GM Dak:

Here's my completed submission for Nurûsh, an Ifrit Sorcerer, of the Efreeti bloodline. I've updated his profile. I hope I've got the maths right in the crunch part. Anyway, here is a summary of what makes him what he is and how an Ifrit like him ended up in Varisia:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Nurûsh (The Fiery One)
Nurûsh is an Ifrit sorcerer exiled from Rahadoum. After being abandoned in the port of Magnimar, he heard of trouble in Thistletop and sought glory there.

Early Life of Nurûsh:

Nurûsh is an Ifrit sorcerer, originally from the island of Nuat in Rahadoum. He was forced to flee Rahadoum after an unfortunate altercation with the authorities.

He has no immediate family. His parents and sisters were all fully human and died many years ago, since he has a much longer lifespan as an Ifrit. Nobody, least of all Nurûsh, knows why he was born an Ifrit, since neither of his parents had come in contact with an Efreet.

His was born and raised in a poor family of potters in the small village of Tjepim. While young, Nurûsh proved quite adept at tending the fires in the family's kilns. Apart from being fascinated by fire, Nurûsh seemed to be an ordinary human youth. Until he reached puberty.

In his youth, he clearly looked more and more like an Ifrit. And his temperament became increasingly volatile and mercurial. Only his father, Aqer, his Mother, Tikar, and his sisters Nau and Niut, Nurûsh put up with him. He was otherwise ostracized by the locals of Tjepim. He usually lived outside the village in an isolated cave.

With no friends and family, Nurûsh took his meagre belongings and made his way to the port town of Botosani on the Rahadoum mainland. He still lived in isolation for the most part. Despite this, Nurûsh made a decent living helping local mages with fire magic. While far from rich, he certainly was living much better than he had in Tjepim.

Some time ago, things changed for the worse for Nurûsh. A zealous member of the local detachment of the Pure Legion decided Nurûsh must be some sort of priest because of his garish appearance. For several weeks, he harassed Nurûsh beyond all endurance. The only surprising thing was that it too Nurûsh so long to lose his temper. Nurûsh then badly burnt the young guard in the ensuing tussle, nearly killing him.

Nurûsh did not fancy his chances with Rahadoum justice and fled Botosani. He went South and ended up in Grog Cove, a small pirate port in the Sodden Lands. Despite an aversion to sea travel, he joined a smuggling crew bound for Magnimar.

His short temper did not endear him to his shipmates and they abandoned him in Magnimar. He then made a meagre living there as he had in Rahadoum. Hearing of trouble with Goblins in Thistletop, he has recently gone there, looking for glory and to prove that his fire magic is superior to goblin magic.

Personality:

Like many Ifrit, Nurûsh is an impetuous hot head. He does, however, make a faithful and useful ally.

Motivation:

Nurûsh seeks glory. Mostly by proving how useful, and dangerous, his fire magics are.

Crunch:

Nurûsh
Ifrit Sorcerer (Efreeti Bloodline) level 3
Chaotic Neutral, Medium Outsider (native)
Initiative: +8
Perception: +2

======
DEFENCE
======

AC 12, Touch 12, Flat-Footed 10
HP 14
FORT +1
REF +3
WILL +2

======
OFFENCE
======

SPEED 30 ft.
MELEE:
• Mace (1d6+1; x2)
• Sickle (1d6+1; x2; trip)
RANGED:
• Light Crossbow (1d8, 80 ft.; x2)
SPACE; 5 ft.
REACH; 5 ft.
SPELLS KNOWN: (CL 3, Touch +1, Ranged Touch +4):
• level 0 (at will):

    Acid (or Fire) Splash
    Detect Magic
    Disrupt Undead
    Mage Hand
    Ray of Cold (or Fire)

• level 1 (6/day):
    Burning Hands
    Magic Missile
    Shield
    Enlarge Person

======
STATISTICS
======

STR 12 (+1), DEX 14 (+2), CON 10, INT 14(+2), WIS 9 (-1), CHA 18 (+4)
BAB +1; CMB +14; CMD +2
Feats: Elemental Focus (Fire), Point Blank (Combat)
Traits: Planar Savant faith trait, Outlander (Exile) campaign trait
Skills:
• Bluff +8 (1 rank)
• Diplomacy +5 (1 rank)
• Intimidate +8 (1 rank)
• Knowledge (arcana) +6 (1 rank)
• Knowledge (planes) +8 (1 rank) (Planar Savant faith trait)
• Linguistics +4 (2 ranks)
• Perception +2 (3 ranks)
• Spellcraft +6 (1 rank)
• Use Magic Device +8 (1 rank)
Languages: Common, Ignan, Aquan, Auran, Terran, Osiriani
SQ (Class Features):

    Arcana: energy spells can be cast as Fire energy versions thereof
    Eschew Materials (bonus feat)
    Cantrips (level 0 spells)
    Fire Elemental Ray: 1d6+2 fire damage (8 times per day)
    FCB: Treat Class as +½ higher (max. +4) for the effects of one bloodline power.
    Fire Resistance 10

Current Kit (Stuff)
    light mace
    sickle
    crossbow bolts (30)
    light crossbow
    explorer's outfit
    Handy Haversack
    bedroll (in the handy haversack)
    belt pouch (in the handy haversack)
    flint and steel (in the handy haversack)
    ink (1 oz bottle) (in the handy haversack)
    ink pen (in the handy haversack)
    iron pot (in the handy haversack)
    journal (in the handy haversack)
    mess kit (in the handy haversack)
    potion of cure light wounds (in the handy haversack)
    soap (in the handy haversack)
    sunrods (4) (in the handy haversack)
    trail rations (5) (in the handy haversack)
    water skin (in the handy haversack)
    Total encumbrance of 33 lbs. (light)

======
SPECIAL ABILITIES
======

Traits, class abilities, and feats … in brief

    Wildfire Heart: +4 to Initiative
    Efreeti Magic (Sp): Enlarge Person or Reduce Person 1/day (CL = 3)
    Fire Insight: summoned fire sub-type creatures stay 2 rounds longer
    Darkvision 60 feet
    Planar Savant faith trait: can use CHA instead of INT for Knowledge (planes)
    Outlander (Exile) campaign trait: +2 trait bonus to Initiative

======
PHYSICAL DESCRIPTION
======

Age: 74 years old
Height: 5 ft. 6 in. (168 cm)
Weight: 120 lbs. (54 kg)
Skin: Swarthy/Bronze
Build: Slim
Hair: medium length, flame-like
Eyes: Bright orange Pupils
Special: Vestigial horns look like copper streaked with silver

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Thanks!


Hello and welcome! I am Darpan Bala Manujyestha, from the island of Jalmeray. We are indeed looking to add a new companion to our ranks, and are looking for a person with magical qualities. To make it easier for my companions, I shall list your particulars here for their viewing. May Irori guide your steps and bring you to the fulfillment you deserve.

Nurush: Male Ifrit Sorcerer (CN)
Zandu Gossamar: Male human (Varisian) transmuter (CG)
Marus Deverin: Male human Wizard (CG)
Alynthar the Unchained: Male Thiefling Necromancer (CG)
Saamsuma: Male tiefling magus (CG)
Afli Annar: Male elf witch (CG)
Edgerson : Male tiefling wizard (LN)
Soveliss Andrea: Female tiefling wizard (N)
Arduino the Mysterious: Male Gnome Sorcerer (CG)

I believe you are all our applicants. If I missed you, please speak up and you will be added to the group!


@GM Dak & @Darpan Bala Manujyestha

You got me on the list! Thanks for that.

I just noticed a couple of typos and grammatical errors in the back story for Nurûsh. I've updated his profile to reflect that.

Thanks!

corrected back story:

Nurûsh is an Ifrit sorcerer, originally from the island of Nuat in Rahadoum. He was forced to flee Rahadoum after an unfortunate altercation with the authorities.

He has no immediate family. His parents and sisters were all fully human and died many years ago, since he has a much longer lifespan as an Ifrit. Nobody, least of all Nurûsh, knows why he was born an Ifrit, since neither of his parents had come in contact with an Efreet.

He was born and raised in a poor family of potters in the small village of Tjepim. While young, Nurûsh proved quite adept at tending the fires in the family's kilns. Apart from being fascinated by fire, Nurûsh seemed to be an ordinary human youth. Until he reached puberty.

In his youth, his appearance slowly changed, until he was clearly an Ifrit. And his temperament became increasingly volatile and mercurial. Only his father, Aqer, his Mother, Tikar, and his sisters Nau and Niut, could put up with him. He lived outside the village in an isolated cave.

With no friends and family, Nurûsh took his meagre belongings and made his way to the port town of Botosani on the Rahadoum mainland. He still lived in isolation for the most part. Despite this, Nurûsh made a decent living helping local mages with fire magic. While far from rich, he certainly was living much better than he had in Tjepim.

Some time ago, things changed for the worse for Nurûsh. A zealous member of the local detachment of the Pure Legion decided Nurûsh must be some sort of priest because of his garish appearance. For several weeks, he harassed Nurûsh beyond all endurance. The only surprising thing was that it too Nurûsh so long to lose his temper. Nurûsh then badly burnt the young guard in the ensuing tussle, nearly killing him.

Nurûsh did not fancy his chances with Rahadoum justice and fled Botosani. He went South and ended up in Grog Cove, a small pirate port in the Sodden Lands. Despite an aversion to sea travel, he joined a smuggling crew bound for Magnimar.

His short temper did not endear him to his shipmates and they abandoned him in Magnimar. He then made a meagre living there as he had in Rahadoum. Hearing of trouble with Goblins in Thistletop, he has recently gone there, looking for glory and to prove that his fire magic is superior to goblin magic.


I had a running count of nine, so it looks like everything is in order. Lots of options here for the open spot.


Just getting feedback from our existing party before I send out a PM to the selected.


Fair enough. Looks like you've got a lot of interesting material to choose from.


good luck everyone


Good luck to you all, and may the GM find a decision in these great choices!


Actually, I'm gonna bow out of this one. I just made it into a few other campaigns, and I'm gonna let others try for this one.


I lost out to the better profile. =(

Have a great game. ^_^


Thanks all for the submissions. It was a tough call as there were some really great characters. I sent a PM out to our selection. To everyone else, may the dice gods smile upon you in your future PbP endeavors!


congrats to the selected, apparently it was not me. Thank you again for your consideration.

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