Fellknight Queen PBP seeks replacement player


Gamer Connection

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Our gnome oracle seems to have disappeared, so we're looking for a new player for a Realm of the Fellknight Queen PBP. The players have finished the first scene in Bellis and are about to head out to find out why the village is suddenly under siege.

We've currently got an elven magus, a gnome rogue and a human druid/barbarian.

I'm looking for the most interesting concept/character (as opposed to stat block), and quality of writing will definitely factor into my decision. I'd like to pick by Sunday evening.

Please let me know why you're in Bellis -- a remote forest village. The adventure opened with the wedding of a retired half-elven ranger and his human bride, so feel free to connect your background to that.

Character creation will be determined thusly:
* 2d6+6 for each attribute; please roll in this thread (I'll let you reroll if I think they're not good enough).

* 1 trait, which must work with your background.

* Feats - Core, APG, Ultimate Magic, Inner Sea World Guide. Other sources must be approved by me. I'm not really enamored of the Ultimate Combat classes, though I will consider them if you give me a good writeup.

* Hit Points - Max at first, roll for other levels (reroll 1s, 2s count as 3s)

* Starting Gold: 23,500 (please include costs of items on your character sheet, as that helps me a lot in checking)

The game thread

The OOC thread

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Ha! I should apply for this opening just for kicks... :-D


You should post in the games you're already playing, Neil!!!!!

:)

mott, looks interesting.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

therealthom wrote:
You should post in the games you're already playing, Neil!!!!!

*scoff*

You know I do. :-)


Yeah, I know. And I like the posts.

mott, if Neil does apply, I can vouch for his PbP bonafides.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'd be worried about metagaming. I suspect he knows what's coming in the mod. : )

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

And I can already imagine a reasonable character concept to help round out that group. A multiclass cleric of Desna with a few levels of sorcerer (fey bloodline, obviously). More of a support caster than an offensive one. Even if you'd rather not have the author of the actual adventure join the game, I think you'd be better suited looking for a new character along those lines to shore up the current adventuring party given that mix.

The Exchange

Level 7, it appears?

Edit: NEIL. You almost exactly took my idea.

Edit 2: Very interesting, and I should really try to get all of my thoughts into a coherent post before I hit that shiny "Submit Post" button.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Go for it, Edgar! It'll be better for someone without thorough of the adventure to go through it anyway. Take that idea and run with it!

The Exchange

2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13

All of a sudden, multiclass isn't looking all that great anymore, although it could still work. I was thinking gnome anyway, which would alleviate that lowered charisma.


Neil Spicer wrote:

And I can already imagine a reasonable character concept to help round out that group. A multiclass cleric of Desna with a few levels of sorcerer (fey bloodline, obviously). More of a support caster than an offensive one. Even if you'd rather not have the author of the actual adventure join the game, I think you'd be better suited looking for a new character along those lines to shore up the current adventuring party given that mix.

Good idea. I was reading the game thread and wondering about a concept that would fit well. I had gotten as far as cleric.

Edgar, just hit the submit button reflexively and often, especially in a recruitment thread.


dotting to watch interest and check out the applicants.

Good luck to you all!

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Yes, Edgar, level 7. And, yeah, cleric/sorcerer definitely looks like it could be a good combination for the group, though it's all in the character itself.

The Exchange

And now, I'm off to ponder. I just wanted to get this thread dotted and get stats together. I should have everything needed by tomorrow.

The Exchange

Just a few more things left, one of which is HP:

1d6 ⇒ 1
1d6 ⇒ 4
1d6 ⇒ 4
1d6 ⇒ 3
1d8 ⇒ 6
1d8 ⇒ 2

so 1 reroll:
1d6 ⇒ 1

and again:
1d6 ⇒ 1

Edit:Holy crap!
1d6 ⇒ 3

There we go.

For bonded mounts, do the HP roll rules stay the same?

1d8 ⇒ 4
1d8 ⇒ 1
1d8 ⇒ 8

Also, do you mind if I take the feat Boon companion, from Seeker of Secrets? It adds 4 to your effective druid level when determining Animal Companion stats.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

HP rules are the same for companions. Can you post the whole feat here (or a link), so I can consider it? Thanks.


I've got an elven hedge witch concept I've been wanting a game for. Mechanically she'd fit a healing and support role, and I think her personality would be a good fit for the adventure. Let me roll some stats and I'll work on a write up.

2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (1, 2) + 6 = 9

The Exchange

Boon Companion

Also, the reroll for Animal Companion:1d8 ⇒ 5

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That feat looks fine (just wanted to make sure it was in fact up to your level maximum).

The Exchange

3 extra AC HD:
1d8 ⇒ 8
1d8 ⇒ 5
1d8 ⇒ 6

The Exchange

GLIMZWICKET CRURRY:

Male Gnome Oracle 3 Sorcerer 4
NN Small Humanoid (Gnome)
Init +0; Senses Low-Light Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 19, touch 17, flat-footed 13. . (+2 armor, +6 Dex, +1 size)
hp 63 (3d8+4d6+28)
Fort +8, Ref +4, Will +10
Defensive Abilities Defensive Training
Weakness Haunted
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Quarterstaff +5 (1d4/20/x2) and
. . Unarmed Strike +5 (1d2/20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Oracle Spells Known (CL 3, +5 melee touch, +5 ranged touch):
1 (7/day) Cure Light Wounds (DC 17), Charm Animal (DC 18), Command (DC 20), Bless, Murderous Command (DC 20)
0 (at will) Ghost Sound (DC 17), Detect Magic, Mage Hand, Mending, Create Water, Purify Food and Drink (DC 16), Spark (DC 16)
Sorcerer Spells Known (CL 4, +5 melee touch, +5 ranged touch):
2 (5/day) Hideous Laughter (DC 21), Scorching Ray
1 (8/day) Burning Hands (DC 17), Ventriloquism (DC 18), Charm Person (DC 18), Entangle (DC 17)
0 (at will) Haunted Fey Aspect (DC 17), Acid Splash, Message, Dancing Lights, Prestidigitation (DC 16), Arcane Mark
--------------------
STATISTICS
--------------------
Str 10, Dex 11, Con 16/18, Int 11, Wis 13, Cha 20/22
Base Atk +4; CMB +3; CMD 19
Feats - Custom Feat -: Boon Companion, Combat Casting, Eschew Materials, Expanded Arcana: Sorcerer, Spell Focus: Enchantment
Traits Collector: Spellcraft
Skills Bluff +10, Diplomacy +12, Fly +2, Intimidate +12, Knowledge (Arcana) +6, Knowledge (Religion) +6, Perception +3, Ride +5, Spellcraft +7, Stealth +4, Survival +5, Use Magic Device +11
Languages Common, Gnome, Sylvan
SQ Animal Companion Link (Ex), Clamor Box, Fey, Gnome Magic, Hatred, Illusion Resistance, Laughing Touch (9/day) (Su), Share Spells with Companion (Ex), Woodland Stride (Ex)
Combat Gear Quarterstaff; Other Gear Belt of Mighty Constitution, +2, Boots of Striding and Springing, Bracers of Armor, +2, Clamor Box, Cloak of Resistance, +2, Headband of Alluring Charisma, +2
--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Collector: Spellcraft If have collection within 5 ft gain +2 trait bon to selected skill.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Fey +2 to save DCs from spells of the Compulsion subschool.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Illusion Resistance +2 racial bonus to saves against illusions.
Laughing Touch (9/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Equipment List:
Belt of Con +2: 4000gp
Boots of striding and Springing: 5500gp
bracers of Armor +2: 4000gp
Clamor Box: 2000gp
Cloak of Resistance +2: 4000gp
headband of CHA +2: 4000gp
Quarterstaff - gp
Collection of Feathers

FIZZLEWIP:

Male Wolf
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +1
--------------------
DEFENSE
--------------------
AC 19, touch 11, flat-footed 17. . (+2 Dex, -1 size, +8 natural)
hp 60 (+24)
Fort +9, Ref +7, Will +5
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Wolf) +10 (1d8+10/20/x2) and
. . Unarmed Strike +10 (1d4+7/20/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks Trip
--------------------
STATISTICS
--------------------
Str 24, Dex 15, Con 19, Int 6, Wis 12, Cha 6
Base Atk +4; CMB +12; CMD 24 (28 vs. Trip)
Feats Iron Will, Power Attack -2/+4, Skill Focus: Survival
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Track [Trick]
Skills Fly +0, Stealth -2, Survival +10 Modifiers +4 to Survival when tracking by Scent
Languages
SQ Attack Any Target [Trick], Combat Riding [Trick], Devotion +4 (Ex), Evasion (Ex), Fetch [Trick], Track [Trick]

--------------------
SPECIAL ABILITIES
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

I'm a bit pressed right now, but I'll have story up later tonight.


rolls:
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (6, 5) + 6 = 17

I'm interested! I'll try to come up with something that fits by tomorrow.


Dreaming Warforged with an application: Abigail Garret, Cleric of Old Deadeye.

Still working on finding the right trait.

hp rolls:

2: 1d8 ⇒ 7
3: 1d8 ⇒ 1
4: 1d8 ⇒ 1
5: 1d8 ⇒ 6
6: 1d8 ⇒ 8
7: 1d8 ⇒ 1

3 bis: 1d8 ⇒ 6
4 bis: 1d8 ⇒ 1
7 bis: 1d8 ⇒ 2 counts as 3

4 bis bis: 1d8 ⇒ 6

Makes 44 total plus con.

Edit: Trait will be Equality for All.

The Exchange

The other day, my comp shut off before I got a chance to save Glimzwicket's BG and description, but I'm getting that typed up again now.

Edit:Looking over Abigail's application, I think she'll fit in better with the group. I'll put Glimzwicket away for now, but I'll probably use him for a home game.


Okay, finished working up a background. Stats are the short version, since it's a lot of work to do a full 7th level character that may never get used. I'll happily expand on anything you have a question about.

Stats Thumbnail:
Jahael Nagel
CG female elf Witch (Hedge Witch) 7
Str 11, Dex 16, Con 10, Int 20, Wis 9, Cha 15
Alt Racials: Dreamspeaker, Spirit of the Waters
Traits: River Rat
Skills: Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Planes), Spellcraft, Swim, UMD
Feats: Extra Hex, Accursed Hex, Improved Familiar, Evolved Familiar
Hexes: Healing, Flight, Slumber, Misfortune
Patron: Healing
Familiar: Air Elemental

Background:
The border between Irrisen and the Ulfen lands of the Linnorn Kings is a dangerous place. Not only is there the constant danger of stray monsters crossing over, when one of Irrisen's witchspawn royalty gets in the mood to go raiding for new slaves it's the most likely place for them to assault. Such was the case a hundred years ago when the Scarlet Duke went on a brief but bloody campaign that chased a wave of refugees westward.

Jahael's memories of that time are the confused recollections of a small child. A man and woman who might have been her parents. Fear and hunger on a never ending journey. Arriving in Kalsgard with the other orphaned children. Being taken in by a human couple who had lost their own daughter and were willing to foster an elven girl.

Though her life from that point was more stable, there's good reason that elves raised by the shorter lived races are often known as forlorn. Each time she made friends they'd outgrow her and move on in only a brief decade. Her adoptive parents were kindly enough, but they were already middle aged when they took Jahael in. She watched helplessly as Khosi and Ljora Nagel succumbed to old age and infirmity before she was even an adult.

For a time after that Jahael worked with a smuggling crew. A clever girl who swims like a fish is always handy for slipping packages past the customs officials at the docks. But while it kept her housed and fed it didn't leave Jahael feeling particularly happy. Few things had in her life. As she neared adulthood she meditated often on what the secret of all the happy people she saw was, and the answer she decided on was that the path to happiness was power. If she had power she could succeed in her goals, if she had power she could keep the people she cared about from dying, if she had power then she wouldn't need to endure weakness or failure or loss anymore. So she began her efforts to obtain it.

Jahael found her arms too weak for martial disciplines and her soul too jaded to devote herself to a religious faith, so she turned to the arcane arts for mastery. Though she obtained some tomes of lore that she was about to instruct herself from it proved hard to find a wizardly tutor who would take a student so old and so poor. This bothered her only slightly, since it seemed a very slow and ineffective path. Instead she sought out shortcuts; lost lore, ancient ruins, and questionable pacts. She performed rituals said to bring insight and sampled drugs said to induce revelatory dreams. It was the last that bore surprising fruit.

In the nighttime grip of a heavy dose of dreamtime tea, Jahael was washed onto the distant shore of a dream that was not her own. In an isolated place the shifted from forest grove to sandy island to floating castle she met a being that wore the shape of one of the eldest of the fey lords like a poorly fitting mask. Jahael could not say if this was because she glimpsed the fuller nature of the fey lord behind its polite seeming or if this was something more alien that was trying to assume a pleasing shape. That being praised her for her determination in seeking her goals. It said that the fate she sought for herself was one it found pleasing, and that if she would swear to never waver on her path it would bestow on her a helper for her journey. Jahael did not refuse. When she woke in the dawn a horned owl stared down at her with intelligent eyes, and she knew his name was Woolsh.

In the decade since that night Jahael has left behind the cold north to travel where ever chance will take her. Every corner of the world has secrets to be learned, and Woolsh is there to help her claim and master them. Her power has grown, as has his, and recently he cast off his feathered body to reveal a form of pure elemental energy. As she travels she makes many new friends, which always makes her happy, and occasionally new enemies, which she happily ensures won't continue to offer a threat to herself or her friends.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry for the delay, guys. I spent yesterday trying to woo the woman I'm interested in. : )

Sounds like consensus is the group's interested in Abigail. Sorry, Groth.

Abigail, if you want to head over to the game thread, I'll post an intro shortly.

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