Slumbering Tsar - Recruiting for new PBP (PFRPG rules)


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I am writing the character now.


Interested in this, though other than the fact that Greg Vaughn is involved (heavily I believe) in the writing of the campaign, I know nothing about it, and very very little about the setting.

I started playing D&D durring second ed, though the first few months it was all first ed from my brother in law's memory. Done a lot with Shadowrun and some of the World of Darkness stuff, and smatterings of a lots of others. Been actively reading the PFRPG stuff from the moment it came out (only Gencon I've managed to get to so far was when the Big Book came out), and was getting the APs before that.

Played a couple PbP games that I had to drop out of due to real life problems, though I'm cursed with an abundance of free time now. Posting once or twice a day shouldn't be a problem, though anything more than that would be too much to keep up with.

I like the teamwork aspect of RPGs, though I've had lots of experience with interparty conflict (I enjoy a bit of tension in table games with people I know, though I feel online games with strangers it's best to play nice and friendly). Super optimization isn't something I normally go for, though I like my character to be a strong contributer to the party, both in story line as well as combat.

Anything else you'd like to know, feel free to ask.

This alias is the character I'd like to play, obviously bumped up to appropriate level. Going rogue/wizard/arcane trickster with her. Will happily change anything that needs changing (if tieflings are out I'll likely make her a human and replace wizard with sorcerer).

Personality: Faey was destined to be an adventurer from a young age. She was born to a neglectful mother who lived in a metropolitan area plagued with crime and a high transient population (not familiar with the setting, think Riddleport in Golarion). It was obvious from her birth that not only was Faey not of her mother's husband's blood, but that her father was monstrous. Growing up as an outcast, Faey ran away from her family at an early age, and quickly learned to hide her freakish nature. Surprisingly well adjusted, she tries her best to not let the bigotry of others keep her down, and often attaches herself either to groups of similarly freakish individuals or those unlikely to judge her, at least for a time. Though up beat and friendly, she has trouble building long term attachments with people, preferring to make casual friendships with little responsibility or risk of her trust being betrayed.

Appearance: A tangle of snake bodies hangs from Faey’s scalp, in a strange imitation of hair. Similar to the appearance of a medusa, these bodies are from midsection to tale, rather than midsection to head. They are not prehensile, and hang limply. Her eyes are slitted like a serpent, and small patches of her skin are scaled. In the company of those who seem to have accepted her appearance she prefers to wear clothing of the somewhat revealing end of typical, favoring local fashions of the upper middle class. When going out in public she wears well-made and fashionable robes and cloaks to cover her appearance, often complete with gauzy veil. While in the wilderness adventuring, she dresses in sturdy and functional attire and goes to some lengths to keep herself and her equipment clean and well maintained.


About Me:

Hello there! I've been an avid roleplayer for 20 years, though I've only recently gotten interested in PBP stuff. I love the mechanics aspect of the game, but I try very hard to make my characters both memorable and interesting. I have been both a player and a DM (my favorite DM style has traditionally been "on the fly" adventures. I ran a Council of Wyrms campaign back in the day that ran at least once a week for 2 1/2 years, and have been running the Savage Tide campaign for a couple of years now. Great fun!). I would absolutely love the opportunity to participate in your game.

Character Concept:

Rholf Kastigarr

Faithful cleric of Thyr, Rholf had unlikely beginnings for one of the faith. A farmer's son, Rholf followed in his father's footsteps, inheriting the family farmstead once his sire passed away. Rholf married, and had two children, all of whom were kidnapped while he was working his fields, and subsequently sacrificed by followers of Hel. By the time Rholf found his home pillaged and his family gone, it was already too late to save them.

He left his farm that day, bent on vengeance for the family he so cherished. Tracking the cult down was not an easy task for a simple farmer such as Rholf, one which he never accomplished. In the throes of despair, Rholf was about to take his own life one night when a cleric of Thyr happened upon him. This cleric, a man named Delberius, begged Rholf to hold off on killing himself for three days, during which time Delberius promised that he could take Rholf's pain away. Unsure as to why he even wanted to, Rholf agreed. Rholf has never told another soul what the two men talked about over the next three days, but Rholf emerged a changed, yet still broken man.

He converted to being a follower of Thyr immediately, and began the long journey back into the light of life.

Rholf sees himself as a servant of those whom he travels with, as well as a protector. His words and actions are centered around supporting and raising up his companions. He is very wary of becoming preachy in his interactions with others, preferring to demonstrate the ideals more than speak them. Rholf is not reckless, though he will immediately place himself in mortal danger to save others or keep them from danger. He is much more concerned with justice than with the rule of law, seeing justice as a more absolute ideal.

Game details:
Rholf's appearance is very inconspicuous with one glaring exception. His hair has a Continual Flame effect on it from a magical mishap years ago. It has proven resistant to any removal attempts, which is fine with Rholf. He doesn't have to carry a torch, and it serves as a reminder to him of the fire in his soul to honor the memories of his wife and children. He does wear a hood at times, to keep the flames hidden, though it doesn't happen often.

Rholf will be taking the healing and good domains, and is chaotic good aligned.

He has traveled with Larissa Brightfoot (soon to be posted by Ainvarg) in the past, and the two get along famously.


About Me:
I'm one of the players in Angry Jawa's Savage Tide campaign and the "substitute" DM at the table when the need arises. I've been actively playing tabletop for the last ten years and got hooked on PBP here at Paizo in the last couple of years - you are welcome to check out my other characters, of course. I've played in a few of Black Tom's games and am currently in Aubrey's Eberron campaign as well as a few others. I'm very consistent about checking the boards multiple times a day and will usually post at least daily. I know nothing about Slumbering Tsar, so I'm looking forward to the chance to check it out.

Character Concept:
Larissa Brightfoot was born to a family of traveling performers. By the time she was able to talk, it was clear that there was something unusual about her. Things happened when she was around - an unexplained breeze in a sealed wagon might blow out the fortune teller's candles if Larissa was present for a reading, for example. A door might slam shut as she walked by or the faint sound of whispering voices might follow her.

After a couple of unfortunate incidents during a performance, it became clear to Larissa that she would not be able to remain with the troupe without endangering their livelihood. She's convinced that the fact that she was so tiny and child-like was the only reason one of the superstitious villagers didn't follow through on his threat to burn her at the stake. Her family insisted that her concerns were unfounded and that she could remain, but she made her plans to depart and remained away from the shows from that day forward.

One night while they were camped near a small city, Larissa gathered up her meager possessions, left a note for her parents, and slipped out of the wagon. Evading the guards, she made her way into the city to a temple of Freya where she hoped they would allow her to stay until she knew where she would go next. They allowed her work for her room and board, which suited her fine, but it was very difficult for her to clean up around the temple when things kept flying off of tables and shelves of their own volition.

Attracted by stories of heroes and danger - and still wondering if whatever followed here wasn't a danger to the kind priestesses that had aided her, Larissa has taken to the road. As she has matured, she's become used to her 'ghosts' and has found that, annoying as they might be, they bring her some unique gifts - gifts that she uses to benefit her traveling companions at ever opportunity. As she traveled to The Camp, she and Angry Jawa's Rholf Kastigarr have become friends. He tolerates her 'companions' and finds some of their antics rather amusing - something Larissa finds endearing and aggravating all at once.

Larissa is a halfling oracle of either the Flame and the Life mystery with the haunted curse. I'm leaning toward the Life mystery, but it really depends on what the party needs/prefers.


But I have had so much fun creating this character!


Just wanted to throw up a secondary idea. I'm thinking Half Orc Barbarian 7 who might look into going rage profit down the road.

Oh and here is a sample of my usual posting style...this is for a paladin I'm playing in a Carrion Crown game that just started.

Spoiler:
Samson had been praying to his deity in a temple in lastwall when the message was relieved. He stands from the alter and bows his head to the image of Kendra.

"I will be there dear Kendra" he responds trying to hold back the emotions that are starting to well up with in him. Being that he had been staying in Lastwall for the last month working for its temple of Iomedae he knew that mail would be slow but he figured everything was normal when his last letter from the professor came just two days earlier. He pulled it out from his backpack and read it to him self again, tears starting to stream slowly down his face as it dawned on him that this letter would be his last from the great professor. Knowing what the professor dedicated his life and work to Samson had very bad feeling that undead were somehow involved in the professors demise and that made part of his blood boil. He takes to his knees once more before the alter.

Iomedae, please guide my path as I take to the road once more, though this time it is not to find another house to communicate with you, but I suspect you know that already. May I serve as a blessing to you in this challenging time. And please guide my hand if I need to dispatch of any creature that doesn't please you or is a curse on this land. The last part of the prayer was about undead though he knew she would understand what she meant. Knowing time was on the essence he quickly gathered the rest of his things from the humble room he had in the temple and headed off. As he was leaving one of the clerics came to his side and gave him a holy symbol of Iomedae.

"May the great goddess guide you, where ever it is your going" the cleric says and then heads back into the temple. Samson puts the holy symbol around his neck and then starts the long journey to Ravengro.
--------------------------------

Samson arrives in the town of Ravengro some time later. His sword swings from his hip and his shield clangs against the back of his armor, as he had it strapped to his back, as he walks through town. He stops one of the townspeople in the street "Which way to the Temple?" he asks, though his voice sounds more like a command than a request.


Char Info:

I love the game intro. I really prefer an open sandbox game. I have been gamming for 15 years I have done a good deal of PbP games. I am playing two table games at this time one of which I am the DM.

Name: Gustavo Valencia
Class: (6) Ranger (Guide), (1) Horizon Walker
Race: Human
Alignment: Chaotic Good
Age: 30
Height: 5’10’’
Weight: 175lb

Description:
Gustavo tends toward a more rustic look. His hair is generally un-kept in a long pony tail. His facial hair is also generally disheveled though it does get a trim due to the fact he wants it to stay out of his way. He really does not both with a lot of hygiene. He is not good looking by most standers, but he does have a strong presence when around naturalist types. He his clothed in very durable green and grey well made clothing and gear. His spoken voice is not all that inspiring or memorable other than the fact he tends to say things that break grammatical rules.

Personality:
He is very purpose oriented. He has a task and he gets that task done. He is the first to volunteer and the last to leave any ordeal. When you ask him a question you get a quick no bull crap answerer. He has a very strong militarist vibe.

Back Story:
At an early age (14) Gustavo was taken from his village and conscripted into the imperial infantry. He was given a shield, short sword, and a slap of leather armor, and told to go die for this king. He somehow lived to see the end of his first campaign even though he was severely wounded. The most important thing he learning during that first campaign was the infantry was a bad place to stay. He made several attempts to change his solider class, and was finally given the rank of imperial scout due to his sharp eye. Since that first day as a scout he has learned many things most of quick have kept his head attached to the rest of his body.

He spent a great deal of time in the imperial army fighting, and staying alive until one day he watched the sun rise of over the carnage of a lost battle field, his commander laying dead due to a self inflicted wounds, and the left flank no longer existed. The day was lost the fight was over. There was simply no longer a reason to fight. Gustavo went for a horse, and only lived the day due to the fact the enemy was more focused on looting the city. Leaving the battle that day had nothing to do with good, evil, or the protection of anything. He simply concluded there was no reason to die that day. Even with the fact there was no hope to save anything from the carnage that befall the township Gustavo sees that day as a very dark point in his life.

Since that time a few years back he has been looking for a new place to call home. He has his old war horse and a pet Falcon.


Just as a quick side question do you run active or passive profession skills? I assume we will never use the profession to really make money, so I was wondering if you are one of those DM to take the skill into account for other reasons.

With my existing back story my character is more or less required to take Profession (Soldier), I am just wondering if I will ever have a chance to use it. Things I could see of the time of my head could be battle tactics, army formations, know where to find a good camping spots, or proper castle siege method.


Larissa's personality and appearance will be impacted by the preferred build.

As an oracle of the Flame mystery, she will be more offensive-oriented and the answer to most problems in her world will involve cleansing by fire.

As an oracle of the Life mystery, she will rely on her allies to provide offensive firepower and will do her utmost to keep them healthy, including sacrificing her own health to augment theirs. Her first revelation will be Life Link. She has a trained canine mount and her typical practice is to establish a life link with Rholf and her mount if there is combat.

In either case, she is fairly quiet and dresses so as not to draw attention to herself. However, anyone that watches her for very long is forced to notice that, regardless of the weather, there always seems to be a breeze or something tugging on her hair or clothes. She keeps a good grip on things because it always seems that when she drops something or sets it down, that pesky breeze has blows it out of reach. When it happens, she seems unsurprised and resigned to it - as though it happens often.

Wait - did you hear voices as she walked by? Faint ones, lots of them?


*BUMP*


I will add gear, and stats when I know what kind of money and array we are going with.


*bump*

Oh and I want to with the DM happy fishing and good luck. I'd be pike fishing right now if I weren't stuck at home...[/sucking up]


bump!

I believe that Toothless said today would be the last day for character submittals.


Syndir wrote:

bump!

I believe that Toothless said today would be the last day for character submittals.

I do believe so, yes.


Hi guys, I'm home! Feeling a little rocky today, but I'll be able to get caught up. Looks like you guys had no trouble bumping the page, thanks! :D

I had a great time with my dad and brothers, even though the walleye were not biting at all. But, that's fishing for you.


Syndir wrote:

bump!

I believe that Toothless said today would be the last day for character submittals.

True enough, I'll leave the window open until this evening, and that will be all she wrote. So, if you're on the fence, you've got about 10-12 hours left.

I'll announce the players this weekend.


Poor Wandering One wrote:

Question for you folks statting out your entries.

Did I miss a post where Toothless gave us the point buy guidelines?

Right, I hadn't really spelled out the nuts and bolts of character creation guidelines yet. But, since people are interested, I'll tell you that it will be a 20 point buy for ability scores.


VonGonda wrote:

Just as a quick side question do you run active or passive profession skills? I assume we will never use the profession to really make money, so I was wondering if you are one of those DM to take the skill into account for other reasons.

With my existing back story my character is more or less required to take Profession (Soldier), I am just wondering if I will ever have a chance to use it. Things I could see of the time of my head could be battle tactics, army formations, know where to find a good camping spots, or proper castle siege method.

I'd have no problem allowing the use of Profession skills for ad hoc bonuses to various rolls which seemed appropriate. Choosing one would not be a complete waste, I'm sure.


To the best of my knowledge, here is where we stand presently with character submissions:

Freddy Honeycutt - Frepply, Grippli Witch 5/Rogue 2
Syndir - Human Monk 4/Sorcerer 3/Dragon Disciple 1
havoc xiii - Aleister, Magus (Bladebound)
Tarlane - Paladin OR Oracle of Battle?
Poor Wandering One - Agamemnon, Human Fighter 7 (Free Hand)
AJs Dad - Shen Volker, Wizard(Necromancer)/Deathmaster
Ganny - Dwarven Paladin 2/Monk 5 (Zen Archer) OR Halfling Rogue (Sniper)
Eric Swanson - Rasinia Songhair, Half-Elf Rogue 5/Sorcerer 2
Dreaming Warforged - Abigail Garrett, Human(?) Wizard/Cleric of Hecate
Roidrage, Pavok Norwyn, Human Inquisitor of Muir
mathpro18 - Damar, Dhampir Rogue/Assassin (or Half-Orc Barbarian)
VonGonda - Gustavo Valencia, Human Ranger(Guide) 6/Horizon Walker 1
Fraust - Faey Vallidorn, Tiefling Rogue 3/Wizard 3/Arcane Trickster 1
Angry Jawa - Rholf Kastigar, Cleric of Thyr
AinvarG - Larissa Brightfoot, Halfling Oracle of Life or Flame

I did my best to get this right, but if I need to make a correction, just let me know.


Toothless Dragon wrote:


....Syndir - Human Monk 4/Sorcerer 3/Dragon Disciple 1
....

4+3+1=?

Typo or we starting at 8th level?

Not that I would mind that extra level.
-Agamemnon


Poor Wandering One wrote:
Toothless Dragon wrote:


....Syndir - Human Monk 4/Sorcerer 3/Dragon Disciple 1
....

4+3+1=?

Typo or we starting at 8th level?

Not that I would mind that extra level.
-Agamemnon

Typo. Starting level is 7th.

(Yeah, that extra level would help, but I'm not that kind. ;) )


D'oh! facepalm

thanks for the catch. it should be monk 4/sorcerer 2/ dragon disciple 1


Toothless Dragon wrote:

Hi guys, I'm home! Feeling a little rocky today, but I'll be able to get caught up. Looks like you guys had no trouble bumping the page, thanks! :D

I had a great time with my dad and brothers, even though the walleye were not biting at all. But, that's fishing for you.

Oh dear.... the Gm had a bad fishing trip. 'EVERYONE EXPECT FROGHEMOUTHS, STONE FISH, AND GAR PIKE!!'


Poor Wandering One wrote:
Oh dear.... the Gm had a bad fishing trip. 'EVERYONE EXPECT FROGHEMOUTHS, STONE FISH, AND GAR PIKE!!'

Except for the slight issue of there being no open sources of water, he he.


Rasina Songhair wrote:
Poor Wandering One wrote:
Oh dear.... the Gm had a bad fishing trip. 'EVERYONE EXPECT FROGHEMOUTHS, STONE FISH, AND GAR PIKE!!'
Except for the slight issue of there being no open sources of water, he he.

Like that would stop a gm. There's the ale isn't there? ;7)

Liberty's Edge

Welcome back DM, hope we have a more fruitful expedition than you did.

And don't talk like that PWO, I've gladly never actually encountered a froghemouth in game, but I still have terrible memories of being swallowed by giant frogs at the beginning of Temple of Elemental Evil.

As for my character, the DM put a question mark next to my idea so I figured I would explain. I was going to run with the same character concept either way, but I could play him as either a Paladin if the group could use a little more in the way of a tank, or an Oracle of Battle if the group was needing healing.

Whichever class is more beneficial for party dynamics, he still is a past soldier who has left that life behind when he felt his 'calling' and now is trying to adventure to help people. Less of an 'evil must be destroyed at all cost' and more 'the cause of good should be advanced' type of mindset, if that makes any sense. Either class can fill the role of the martially focused charismatic character from the backstory.

Also, I got a bit swamped the last couple days and haven't had the time for making characters that I normally would. Paladin is done(20pt buy, average gold for level and average HP, to be adjusted as you wish) and I'll have the Oracle done today so you could look either over. And if you want me to flesh out the backstory more for you now, just let me know, I definitely enjoy that sort of thing.


Yes 20 point buy will work....


Sorry your fishing expedition was not as fruitful as you'd hoped. I was fortunate enough to get a nibble, however, so Larissa will be making her appearance (with some creative redesign, of course) in another game. I must withdraw my proposal here -- you have more than enough applicants as it is, anyway.

Thanks for the opportunity to vie for a slot in your game and here's wishing you a successful and enjoyable campaign, all!


Are we going with the Character Wealth by Level chart or something else?

23,500 would be from the wealth chart.


I too must take my leave from the potential player's list. My sincerest gratitude to the lord of this manor, and my sincerest apologies for a hasty, albeit necessary, retreat.

Thanks much!

Liberty's Edge

Alright, Paladin and Oracle are both finished overall, just need to come up with a name that suits them and flesh out the background and description a bit. Characters are below for you to look over.

Oracle

Spoiler:
UNNAMED HERO CR 6
Male Human Oracle 7
NG Medium Humanoid (Human)
Init +1; Senses Clouded Vision, Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 26, touch 11, flat-footed 25. . (+10 armor, +4 shield, +1 Dex, +1 natural)
hp 42 (7d8+7)
Fort +4, Ref +4, Will +6
--------------------
OFFENSE
--------------------
Spd 20 ft., Surprising Charge (2/day)
Melee +1 Adamantine Longsword +9 (1d8+3/19-20/x2) and
. . +1 Silver Morningstar +8 (1d8+3/20/x2) and
. . Cold Iron Dagger +7 (1d4+2/19-20/x2) and
. . Gauntlet (from Armor) +7 (1d3+2/20/x2) and
. . Shield, Heavy Steel +7 (1d4+2/20/x2) and
. . Unarmed Strike +7 (1d3+2/20/x2)
Special Attacks Maneuver Mastery - Trip +2
Oracle Spells Known (CL 7, +7 melee touch, +6 ranged touch):
3 (5/day) Magic Vestment, Cure Serious Wounds (DC 18), Dispel Magic, Searing Light
2 (7/day) Restoration, Lesser, Cure Moderate Wounds (DC 17), Bull's Strength (DC 17), Hold Person (DC 17), Fog Cloud, Ghostbane Dirge (DC 17), Remove Paralysis
1 (8/day) Shield of Faith, Protection from Evil, Cure Light Wounds (DC 16), Enlarge Person (DC 16), Command (DC 16), Gorum's Armor, Haze of Dreams (DC 16), Liberating Command, Weapons against Evil (DC 16)
0 (at will) Purify Food and Drink (DC 15), Create Water, Detect Poison, Stabilize, Read Magic, Light, Detect Magic, Mending, Enhanced Diplomacy, Spark (DC 15)
--------------------
STATISTICS
--------------------
Str 14, Dex 13, Con 12, Int 10, Wis 10, Cha 19/21
Base Atk +5; CMB +7 (+11 Tripping); CMD 18 (20 vs. Trip)
Feats Extra Revelation, Extra Revelation, Extra Revelation, Extra Revelation, Improved Trip, Shield Focus, Weapon Focus: Longsword
Traits Armor Expert, Focused Mind
Skills Acrobatics -5, Climb -4, Diplomacy +15, Escape Artist -5, Fly -5, Knowledge: History +6, Knowledge: Religion +8, Knowledge: The Planes +6, Perception +8, Ride -5, Sense Motive +8, Spellcraft +10, Stealth -5, Swim -4
Languages Common
SQ Antitoxin (vial), Battlefield Clarity (2/day) (Ex), Combat Healer (1/day) (Ex), War Sight (Su), Weapon Cord
Combat Gear +1 Adamantine Longsword, Cold Iron Dagger, +1 Silver Morningstar, +1 Full Plate, +1 Shield, Heavy Steel; Other Gear Acid (flask), Adventurer's Sash (empty), Alchemist's fire (flask), Amulet of Natural Armor +1, Antiplague (vial), Antitoxin (vial), Backpack (empty), Chalk, 1 piece, Cloak of Resistance, +1, Flint and steel, Headband of Alluring Charisma, +2, Holy symbol, silver: Honor, Marker dye, Mirror, small steel, Oil (1-pint flask) (2), Oil of Bless Weapon, Oil of Magic Weapon, Piton (4), Potion of Blur, Pouch, belt (empty), Rations, trail (per day) (5), Rope, silk (50 ft.), Spade or shovel, Spell component pouch, Tindertwig, Wand of Cure Moderate Wounds, Waterskin, Weapon Cord, Whetstone, Wrist sheath, spring loaded (2)
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get 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.
Armor Expert -1 Armor check penalty.
Battlefield Clarity (2/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 60'
Combat Healer (1/day) (Ex) Cast "cure" spells as swift actions for 2 slots.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Focused Mind +2 to Concentration checks
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Maneuver Mastery - Trip +2 (Ex) Selected maneuver uses your oracle level in place of BAB.
Shield Focus +1 Shield AC
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
War Sight (Su) Take your choice of 2 initiative rolls. Always act in the surprise round.
Weapon Cord Attached weapon can be recovered as a swift action.

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Paladin

Spoiler:
TSAR PALADIN CR 6
Male Human Paladin 7
LG Medium Humanoid (Human)
Init +1; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 28, touch 12, flat-footed 27. . (+10 armor, +5 shield, +1 Dex, +1 natural, +1 deflection)
hp 64 (7d10+14)
Fort +13, Ref +9, Will +11
Immune fear, disease
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Adamantine Longsword +10/+5 (1d8+3/19-20/x2) and
. . Gauntlet (from Armor) +9/+4 (1d3+2/20/x2) and
. . Masterwork Cold Iron Dagger +10/+5 (1d4+2/19-20/x2) and
. . Masterwork Silver Dagger +10/+5 (1d4+1/19-20/x2) and
. . Shield, Heavy Steel +9/+4 (1d4+2/20/x2) and
. . Unarmed Strike +9/+4 (1d3+2/20/x2)
Special Attacks Smite Evil (3/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Known (CL 4, 9 melee touch, 8 ranged touch):
2 (1/day) Paladin's Sacrifice
1 (3/day) Restoration, Lesser, Bless Weapon, Hero's Defiance (DC 16)
--------------------
STATISTICS
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 10, Cha 18/20
Base Atk +7; CMB +9; CMD 21
Feats Extra Lay on Hands, Extra Mercy, Missile Shield, Selective Channeling, Shield Focus
Traits Armor Expert, Chivalrous
Skills Acrobatics -5, Climb -4, Diplomacy +16, Escape Artist -5, Fly -5, Knowledge: Religion +10, Ride -5, Sense Motive +10, Stealth -5, Swim -4
Languages Common
SQ Aura of Courage (Su), Aura of Good (Ex), Channel Positive Energy 4d6 (5/day) (DC 18) (Su), Divine Grace (Su), Divine Weapon +1 (7 minutes) (1/day) (Sp), Ioun Torch, Lay on Hands (3d6) (10/day) (Su), Mercy: Dazed (Su), Mercy: Diseased (Su), Mercy: Fatigued (Su), Weapon Cord
Combat Gear +1 Full Plate, +2 Shield, Heavy Steel, +1 Adamantine Longsword, Masterwork Silver Dagger, Masterwork Cold Iron Dagger; Other Gear Amulet of Natural Armor +1, Backpack (empty), Bedroll, Chalk, 1 piece, Cloak of Resistance, +1, Crowbar, Darkflare, Flint and steel, Headband of Alluring Charisma, +2, Holy water (flask), Ioun Torch, Oil (1-pint flask), Oil of Magic Weapon, Piton (4), Potion of Bear's Endurance, Potion of Blur, Potion of Bull's Strength, Potion of Cure Moderate Wounds (3), Rations, trail (per day) (5), Ring of Protection, +1, Rope, silk (50 ft.), Spade or shovel, Torch, Waterskin, Weapon Cord, Whetstone, Wrist sheath, spring loaded (2)
--------------------
SPECIAL ABILITIES
--------------------
Armor Expert -1 Armor check penalty.
Aura of Courage (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Channel Positive Energy 4d6 (5/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Chivalrous You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Divine Weapon +1 (7 minutes) (1/day) (Sp) You can enhance your weapon for 1 minute per level one or more times per day.
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Lay on Hands (3d6) (10/day) (Su) You can heal 3d6 damage, 10/day
Mercy: Dazed (Su) When you use your lay on hands ability, it also removes the dazed condition.
Mercy: Diseased (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy: Fatigued (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Missile Shield 1/round, when hit by a ranged weapon, take no damage.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shield Focus +1 Shield AC
Smite Evil (3/day) (Su) +5 to hit, +7 to damage, +5 deflection bonus to AC when used.
Weapon Cord Attached weapon can be recovered as a swift action.

Created With Hero Lab® - try it for free at http://www.wolflair.com!


Just to be clear, Wizard is my first choice, but the concept could work with the worship of Hecate.


Ainvar & Jawa, thanks for your interest. Good luck with your gaming ventures.

To everyone, recruiting is now officially closed. I'll announce the lineup of players this weekend.


VonGonda wrote:

Are we going with the Character Wealth by Level chart or something else?

23,500 would be from the wealth chart.

Standard wealth according to level, that's correct. I'll probably cap the single-item limit at roughly 30% of that total, 7,000 gp give or take.


Poor Wandering One wrote:
Oh dear.... the Gm had a bad fishing trip. 'EVERYONE EXPECT FROGHEMOUTHS, STONE FISH, AND GAR PIKE!!'

Dragon turtles, man. Always had a soft spot for dragon turtles. Oh, and sea lions too.

Liberty's Edge

If you are going to sealions, you may as well go all the way with a Bunyip.

Sovereign Court

Glad to hear you had a great trip TD! Can't wait to hear who you choose for your game!


Tarlane wrote:
If you are going to sealions, you may as well go all the way with a Bunyip.

Will no one think of the Ixitxachitl!


I got the point buy done....

still working up gear!

Liberty's Edge

Poor Wandering One wrote:
Tarlane wrote:
If you are going to sealions, you may as well go all the way with a Bunyip.
Will no one think of the Ixitxachitl!

I think you win this round. I could go ridiculous and throw out a Tojanda or a Zaratan, but I think the Ixitxachitl beats out their absurdness by being both weird and creepy at the same time.

Edit: Also, being a bit more on topic than the bizarre sea creature battle that seems to have sprouted up between PWO and myself, if I am going for the valiant knight type character the name 'Alexander Pierce' just seems to fit right for me. If I get chosen I'll whip up the profile with whichever version of the character you think is better for the campaign.

There are a lot of really good submissions on this thread, so good luck to everyone.


I'll be posting the group lineup tonight!


Great news! Good luck to you all.


Can't wait to see if I made it.

Sovereign Court

Sweet!


Big strange frog-like smile....


Fingers crossed!


Okay, everybody... the moment is at hand! I'd like to extend an invitation to the following seven (yes, seven!) players:

havoc xiii - Aleister, Magus (Bladebound)
Tarlane - Paladin OR Oracle of Battle?
Poor Wandering One - Agamemnon, Human Fighter 7 (Free Hand)
AJs Dad - Shen Volker, Wizard(Necromancer)/Deathmaster
Eric Swanson - Rasinia Songhair, Half-Elf Rogue 5/Sorcerer 2
Dreaming Warforged - Abigail Garrett, Human(?) Wizard/Cleric of Hecate
Greg Donaldson/Ganny - Dwarven Paladin 2/Monk 5 (Zen Archer)

To those who weren't selected, I truly do appreciate your time and interest, and I wish you good gaming for the future. All of the submissions were excellent, and it was a very difficult decision. Ultimately, it came down mostly to party balance issues, and going with my gut.

Now, for those who are in, there are a few decisions to make. Tarlane and Dreaming Warforged, it looks like the party will need to rely mostly on your characters for healing. So, I'll leave it you two to decide the class makeup of your characters. Also, if Tarlane goes with the Oracle, the only true 'tank' of the group is Poor Wandering One's fighter. So, you'll need to think how to handle combat tactics with this makeup.

All right, look for a link to the discussion thread shortly, and we'll talk in more detail about character creation.


And, here is the discussion thread. Players, please check in there to confirm your place in the game.

LINK


well guys have a good game.


Could you give me a few pointers as to how I may improve my selection odds?

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