The Four Pharaohs of Ascension Campaign


Recruitment

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Approx 15 hours until Recruitment closes, and my decision should hopefully be posted within 24 hours after that :)

Ammon looks okay and uhh, probably just stick with the Arcane Trickster there Carl :p


Thanks.

Liberty's Edge

Updated my gear and added in the descriptions for the skills.

Character Sheet:
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Lorasaadi Heartshield
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Female Half Orc Monk 4 Fighter 2
LG Medium Humanoid (Half Orc)
Init +3 ; Senses Perception +13, Darkvision 60 ft
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Defense
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AC 16, touch 16, flat-footed 13 (+3 dex, +3 monk bonus)
hp 45 (4d8+2d10)
Fort +7, Ref +7, Will +6
Defensive Abilities Evasion
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Offense
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Spd 30 ft/x4
Melee +1 Sword, Seven-Branched +9/+9/+4 1d10+7 20/x3 (Flurry of Blows 2 Handed)
Melee Unarmed Strike +8/+8/+3 1d8+4 20/x2 (Flurry of Blows)
Ranged Shuriken +7/+7/+2 1d2+4 20/x2 (Flurry of Blows)
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Special Attacks
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Flurry of Blows- When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon. At 8th level, the monk can make two additional attacks when he uses flurry of blows. At 15th level, the monk can make three additional attacks using flurry of blows. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows
Ki Pool- Ki pool equals 5. The Ki pool is replenish every morning after 8 hours of rest or meditation. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
Monk Ki- By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack, or increase his speed by 20 feet for 1 round, or give himself a +4 dodge bonus to AC for 1 round. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
Unarmed Strike- A monk's attacks may be with fist, elbows, knees, and feet.
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Statistics
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Str 18, Dex 16, Con 11, Int 10, Wis 14, Cha 7
Base Atk +5; CMB 9; CMD 25

Melee Attack Bonus: +9
Range Attack Bonus: +8
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Feats
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Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118)
Combat Reflexes (PFCR 119-120)- Make additional attacks of opportunity
Deny Death (PFUM 148)-As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
Diehard (PFCR 122)- Automatically stabilize and remain conscious below 0 hp
Endurance (PFCR 122)- +4 bonus on checks to avoid nonlethal damage
Exotic Weapon Proficiency (Sword, Seven-Branched) (PFCR 123)
Improved Unarmed Strike (PFCR 128)
Shield Proficiency (PFCR 133)
Toughness (PFCR 135)- +3 hit points, +1 per Hit Die beyond 3
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Teamwork Feats
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Outflank (PFAPG 165)- Gain +4 bonus on attack rolls when flanking.
Precise Strike (PFAPG 167)- Deal +1d6 points of precision damage with melee attacks.
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Freedom Fighter(Andoran)- You gain +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.
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Racial Traits
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Human Heritage- +2 Bonus on Dexterity
Orc Blood- Count as both orc and human for any race related effect
City Raised- Proficient with whips and Longswords, and recieve a +2 racial bonus on Knowledge(Local) checks
Scavenger- +2 racial bonus on Appraise checks and on Perception checks to find hidden objects(including traps and secret doors), determine if food is spoiled, or identify a potion by taste.
GateCrasher- +2 bonus on strength checks to break objects and a +2 bonus on sunder attempts.
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Special Abilities
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Favored Class (Monk/Fighter)- +4 hitpoints, +4 on rolls to stabilize while dying
Evasion- Makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Flowing Dodge- Gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1).
Ki Powers(Deny Death)- As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
Monk Vow(Vow of Truth)- A monk with this vow increases his ki pool by 1 ki point for every 5 monk levels (minimum +1). The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, the monk remains silent. Many monks of this vow also take a vow of silence to show their commitment. If a monk knowingly and willingly breaks his vow, his ki pool is reduced to 0 (as if he had spent all of his ki points) and he cannot replenish his pool or use abilities that require ki or a ki pool until he has redeemed himself.
Redirection- At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round.
Tough As Nails- You gain Endurance and Diehard as bonus feats
Unbalancing Counter- At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
Unflinching- You gain a +1 bonus on Will saves against mind affecting-effects.
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Archetypes
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Flowing Monk, Qigong Monk, Monk Vow(Vow of Truth), Unbreakable Fighter
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Skills
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Acrobatics +10, Heal +6, Perception +13, Survival +9
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Equipment
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Sword, Seven-Branched +1, 20 Shuriken, Headband of Inspired Wisdom +2, Belt of Giant Strength +2, Boots of Elvenkind, Rope of Climbing, Wayfinder

Appearance and personality:
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Character Portrait
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Character Portrait of Lorasaadi
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Appearance
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She has dark eyes that are like two windows on the evening sky. She is tall and has an athletic build. Her skin is pale orc green. She has small hands. She has a well chiseled jawline with two protruding tusks from her lower jaw. Her black hair is braided fashioned after the Dwarven Deity; Folgrit. She wears a dark crimson red mask to hide her Orcish heritage tusks.

She wears a dark crimson red monk robes with bright red outlines. The robes is fashioned such that her shoulders is revealed, displaying her firm and well defined shoulder muscles. Attached at her back hangs a sword with 7 blades. It has a long hilt bounded with reddish brown leather. The main sword is about 2 feet long with 3 shorter blades sticking out on each side of the main blade.
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Main Weapon
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The 7 bladed Sword was given to Lorasaadi by High Monk of Torag Theldurin Jadestone. It was forge by the blacksmith dwarves from the Monastery of Torah. The sword is named "Mercykiller". It has a main blade of treated steel with the word "Justice" engraved on it. It had 3 shorter blades sticking out of each side of the main blade. The words "Courage", "Benevolence", "Respect" engraved on one side and the words "Honor", "Honesty", "Loyalty" engraved on the other side .

Picture of Mercykiller

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Personal Ethos
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Theldurin taught Lorasaadi to live by this Ethos.

To live; to serve Justice tirelessly.
To bestow Courage, Benevolence and Respect upon the weak.
To owe our friends nothing but Honor, Honesty and Loyalty.

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Personality
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Lorasaadi loves children. She struggles with self esteem due to her Orcish feature. Introverted by nature, only children brings out the joy in her. She is nervous when meeting new strangers and will unconsciously touch the side of her face ensuring the presence of her mask. She is fiercely loyal to those she whom call friends and will place herself in danger to save them.

She is simple and trusting when among friends but yet cautious when meeting new strangers until she is comfortable to allow them into her inner circle. She do not discriminate a person's past and is very accepting of people's shortcomings by nature. She is quick to forgive when one apologizes and acknowledges one's mistake. She has a strong personal ethos and which she meditates daily. When she is distressed and angry, she goes into a rage and may sometimes hurt people around her including her friends. Yet this is the same anger she channels when she see tyranny and injustice being carried out and would seek to see justice is served.

Liberty's Edge

haha i will, i saw a friend play one and always swore you need to be a sorcerer, so i wanted to mix it up


Alright! Recruitment is closed! I shall deliberate (and sleep since it's 12:40am) and then post who has been selected and see if we can get this thing on the road.

Good luck everyone!


Just in case it'll help the decision, I've completed the fluff and gear for my Magus. his name changed to a more appropriate Osirian name...

Senebhenof:
Seneb
Male Human (Garundi) Magus 6
NG Medium Humanoid (human)
Init +5; Senses Perception +12
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Defense
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AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 deflection)
hp 37 (6d8+12)
Fort +8, Ref +5, Will +8
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Offense
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Speed 30 ft.
Melee +1 Khopesh +7 (1d8+3/19-20/x2) and
. . Dagger +6 (1d4+2/19-20/x2) and
. . Hammer, Light +6 (1d4+2/x2)
Ranged Darkwood Shortbow, Composite (Str +1) +6 (1d6+1/x3)
Special Attacks Arcane Accuracy +4, Spellstrike
Spell-Like Abilities Light (At will)
Magus Spells Prepared (CL 6, 6 melee touch, 5 ranged touch):
2 (4/day) Bull's Strength (x2) (DC 16), Mirror Image, Shocking Grasp, ½ Fire, Inten
1 (5/day) Ray of Enfeeblement (DC 15), Shocking Grasp, Inten (x2), Shocking Grasp, Fire (x2)
0 (at will) Prestidigitation (DC 14), Read Magic, Detect Magic, Disrupt Undead, Spark (DC 14)
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Statistics
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Str 14, Dex 13, Con 12, Int 18, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Elemental Spell (Fire), Exotic Weapon Proficiency (Khopesh), Extra Arcana, Intensified Spell, Toughness +6
Traits Magical Lineage (Shocking Grasp), Tomb Raider (Perception)
Skills Acrobatics +6, Climb +9, Escape Artist +0, Fly +0, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (local) +7, Knowledge (planes) +10, Linguistics +8, Perception +12, Ride +0, Sense Motive +3, Spellcraft +12, Stealth +0, Survival +5, Swim +5, Use Magic Device +6
Languages Common, Daemonic, Draconic, Jistka, Necril, Osiriani, Osiriani, Ancient, Sphinx, Terran, Thassilonian
SQ +4 bonus on initiative checks, Arcane Pool (+2) (7/day), Deliver Touch Spells Through Familiar, Empathic Link with Familiar, Enduring Blade, Ring of Sustenance, Share Spells with Familiar, Speak With Familiar, Spell Combat, Spell Recall, Wayfinder, Standard (empty)
Combat Gear +1 Khopesh, +2 Lamellar, leather, Arrows (20), Dagger, Darkwood Shortbow, Composite (Str +1), Hammer, Light; Other Gear Backpack, Masterwork (4 @ 23 lbs), Bag, Waterproof (7 @ 0 lbs), Bedroll, Candle (2), Chalk, 1 piece, Cloak of Resistance, +2, Everburning torch, Fishhook (2), Hammer, Mug/Tankard, clay, Piton (4), Pouch, belt (1 @ 1.16 lbs), Ring of Protection, +1, Ring of Sustenance, Rope, silk (50 ft.), Sack (1 @ 0.5 lbs), Sack (15 @ 15 lbs), Scholar's outfit, Shaving Kit, Spell component pouch, String (50'), Sunrod (3), Thread (50'), Tindertwig (4), Wayfinder, Standard (empty), Whetstone
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane Accuracy +4 (Su) 1 Arcane Pool: +4 to attack rolls until the end of your turn.
Arcane Pool (+2) (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Spell (Fire) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enduring Blade (Su) 1 Arcane Pool: Duration of enchants to magus weapon increase to 1 minute per level.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Wayfinder, Standard (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
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Arcane Familiar
Scorpion, Greensting
NG Tiny Magical Beast ((vermin))
Init +3; Senses Darkvision; Perception +9
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Defense
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AC 21, touch 15, flat-footed 18 (+3 Dex, +2 size, +6 natural)
hp 18 (1d8)
Fort +5, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +9 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int -, Wis 10, Cha 2
Base Atk +4; CMB +5; CMD 11 (19 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +9, Climb +12, Fly +7, Linguistics +4, Perception +9, Spellcraft +5, Stealth +15, Survival +4, Swim +4, Use Magic Device -1
Languages
SQ Improved Evasion, Poison

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Appearance, Personality and Background:

Appearance: Tall with skin bronzed from the constant exposure to the sun, Senebhenaf (Seneb) keeps his head and face shaved clean so that there is less for the sand and dust of the road to get trapped in. His hazel eyes reflect his intelligence and sense of humor. The leather armor he wears consists of strips of leather with small harder leather plates attached. The bow he carries of of a dark wood, and of obviously fine craftsmanship. He keeps a small hammer tucked into his belt on one side, and a dagger on the other. From time to time, when relaxing, he'll reach into his armor and instead of pulling out coins to share, he'll pull out a hand sized scorpion with a greenish tint. In battle, the scorpion crawls out and perches on Seneb's shoulder, clinging to Seneb's cloak as he moves.

Personality: Quiet and reserved, In unfamiliar situations or among unfamiliar people, Seneb has a tendency to observe rather than speak. Once he gets familiar with his surroundings and companions, Seneb opens up and his humor and good cheer come out. In combat however, he becomes focused on ending the battle as quickly as possible without injuries to himself or his companions.

What do people know about you:Quiet, good sense of humor when with friends. Very knowledgeable of dungeon-like environments

What does your character want in life? To learn, to further the Pathfinders and to protect those he is responsible for.

Background: Born to an Osirian vizer and his soldier wife in Shiman-Sekh, Seneb grew up in an environment where not just knowledge and the arcane were given importance, but where the arts of defense and combat were given just as much weight. By the time Seneb was fifteen, he had been training in both for several years. Along the way, he was introduced to the Pathfinder Society as his mother and father took on several missions for them. It was on several of these missions where they brought Seneb along and he proved how well he had learned his lessons.

From expeditions to explore the Labyrinth near Shiman-Sekh, to guarding caravans to Sothis which were passing by Lamashtu’s Flower, to aiding expeditions to the Seven Stelae, time and again Seneb managed to prove he had learned well and that he was capable of using both arcane and martial methods to deal with and resolve a variety of situations. He was requested by name for several expeditions to a variety of unnamed ruins and tombs for his ability to defend himself and others as well as for his arcane and tomb knowledge.

Scarab Sages

Can't wait to see who's going to Osirion!


+1

Hope, I may entertain with that candy-eating, close-mouthed desert-loner.


Well after much deliberation (and some watching of Futurama *ahem*) I have made my decision. The following players/character have been selected. If your name appears below, then please proceed to the discussion thread, and post an acknowledgement that you have read this post (and the opening post of that thread).

Without further ado the party is...

Tim Bürgers with Algharud N´Butu, N Garundi Barbarian
Scott Mullock with Halistar Goldentongue, NG Aasimar Bard
Calan Laciar with Omari, NG Garundi Cleric of Sarenrae
Arknight with Senebhenof (AKA Seneb), NG Garundi Magus
hustonj with Meriui, ?? Garundi/Varisian Rogue

and though she didn't quite make it into the starting lineup, as a backup character we have Lanfearon with Lorasaadi The Shepherd, LG Half-Orc Fighter/Monk

Interesting that almost everyone ended up going with human...

Well, congratulations to them and apologies to those of you who I wasn't able to fit in, good luck with your efforts in the future!


Congrats everyone! I will keep an eye on this. It should be a great game.

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