Solo Campaign Recruitment


Recruitment

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I have been thinking that PBP could be really fun for a solo campaign or a duet. This is will be my attempt at it. I am looking for one or two players who are excellent writers and have the ability to post every day.

The character(s) will be agents of a powerful outsider or deity representing one axis of the alignment compass (law, chaos, good, evil or balance). It will be set in Golarion.

Character Creation:

Level: 7

Ability Scores: 6d6 drop the lowest three; reroll anything under 8

Races:Anything 15 RP or under, including custom races (subject to veto).

Classes/Archetypes: Anything Paizo

Traits: 2 as normal

Feats: If one player get Leadership for free.

HP: Max at first, then 1/2+1

Starting Gold: 28,000 GP (No item crafting other than consumables)

To apply you should come up with a character concept. The more detailed the better, but at a minimum race, class(es) and patron. You should also create nine NPCs that your character knows. Three allies, three enemies and three acquaintances. A couple lines of description each will do. No crunch will be necessary at first, though it wouldn't hurt. If you prefer any variant rules feel free to mention them.

I plan to leave this open until I find a character that strikes my interest. If two people seem to have similar concepts I might ask them to work together. If there are any questions please ask.


I'm in. I write, and post multiple times a day, and am familiar with the rules back to 1st edition.

My class would be an ultimate mage (sor/ wiz). Likely human, for ease. The theme could be she is a catalyst...she is the thing that causes great changes in history, all at the behest of her patron.

Character should be up in fifteen. :) Cheers.


Ability score generation 6d6 ⇒ (4, 2, 6, 1, 4, 3) = 20=14.
Ability score generation 6d6 ⇒ (5, 1, 4, 5, 5, 2) = 22=15.
Ability score generation 6d6 ⇒ (5, 5, 1, 6, 5, 6) = 28=17.
Ability score generation 6d6 ⇒ (1, 4, 6, 1, 2, 4) = 18=14.
Ability score generation 6d6 ⇒ (4, 4, 3, 2, 2, 3) = 18=11.
Ability score generation 6d6 ⇒ (5, 1, 4, 2, 6, 1) = 19=15.

The Exchange

6d6 ⇒ (6, 5, 2, 2, 2, 6) = 23 17
6d6 ⇒ (3, 2, 5, 2, 5, 5) = 22 15
6d6 ⇒ (4, 4, 6, 6, 5, 5) = 30 17
6d6 ⇒ (1, 5, 1, 4, 4, 4) = 19 13
6d6 ⇒ (4, 1, 3, 1, 2, 4) = 15 11
6d6 ⇒ (6, 2, 2, 3, 3, 3) = 19 12

Hmmm....

Not sure what these stats are telling me, yet, but I'm thinking it might be fun to make a Half-elven Bramble Brewer/(Possibly)Chirurgeon, although that would definitely benefit from having a duo.

Edit: I rolled too many.

The Exchange

As Sage comes from the Arcane Bloodline, I do not believe you can apply both of them. After all, the Sage bloodline replaces the arcane bond ability of the arcane bloodline.

Ultimate Magus is 3.5, so I don't think that's allowed, although I have no say in the matter.

Edit 1:Practised Spellcaster and Spellcasting prodigy are both 3.5 as well.

The mark of making is from 3.5 Eberron, which isn't related to Golarion.

in addition, Magical Knack can only be taken once.

Edit 2: Parry Strike is not a Paizo spell, it is a third party spell.


Ultimate Magus is indeed out, before you waste time completing the character as one. Paizo only, no 3.5 please.


No problem. Would that include the feats as well?


Yes


And your ruling on the sage/arcane?

The Exchange

DM Jelani, when it comes to magic items, can we have custom magic items, ie an Elvenkind Cloak of Resistance +2, for example?

Related Rules


@ Mittean - As sage is a sub bloodline of arcane, you cannot have both. Just like you can't take rogue and ninja levels or Fur and Animal domains.

@ Edgar - Yes, that's fine.


Alright, I withdraw my mage. I have another in mind I'd like to play. Is a human Monk Master of many styles 2/ Magus Bladebound Kensai 5 acceptable?


Yeah, that sounds fine.


He'll be up in the morning, likely. Thanks! :)

The Exchange

DM Jelani, Does the crafting consumables also apply to things like alchemical items? Some other DMs of mine only allow magic consumables to be crafted pre-game.


You can craft alchemical items if that's what you're asking.

The Exchange

Yeppers. Thanks.


dot for interest, just not sure what i would play....


Yup, definitely an interest dot...


Sounds interesting, I'll throw around some character concepts...

6d6 ⇒ (3, 6, 1, 3, 2, 1) = 16=12
6d6 ⇒ (2, 6, 3, 3, 3, 3) = 20=12
6d6 ⇒ (5, 6, 1, 4, 3, 1) = 20=15
6d6 ⇒ (5, 1, 5, 6, 1, 4) = 22=16
6d6 ⇒ (2, 2, 1, 4, 3, 4) = 16=10
6d6 ⇒ (1, 2, 3, 5, 5, 1) = 17=13

So, kinda good at everything, nothing amazing though...

I'll think about it. Dot


How about somesort of an Oni Ninja...? Hmmm....

6d6 ⇒ (3, 6, 3, 4, 3, 2) = 21 = 13
6d6 ⇒ (2, 1, 5, 1, 4, 2) = 15 = 11
6d6 ⇒ (4, 6, 2, 6, 4, 6) = 28 = 18
6d6 ⇒ (2, 1, 6, 2, 5, 5) = 21 = 16
6d6 ⇒ (2, 1, 2, 1, 2, 5) = 13 = 9
6d6 ⇒ (6, 6, 2, 5, 3, 3) = 25 = 17

Highs and lows, nice. Now to look at that race builder...


This is going to be more about the story than the stats. I can make combats that are an appropriate challenge for any character. It should be a character real and compelling enough for us to build an interesting and unique story around.

This is going to be more like a comic book than your traditional Pathfinder game, so maybe think about it almost like a super hero (also keep in mind you'll need to cover all your bases between two characters). I'm also thinking that the setting will be an E12 version of Golarion. Meaning that as in the popular E6 ruleset where everything kinda stops at level 6, this world will likely stop around level 12. There are more powerful things in the multiverse, but they are exceedingly rare on the material plane. A king might be like a level 6-9 retired adventurer or something. A Balor on the material plane would probably take most or all of the level 12 characters on Golarion banding together to defeat it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

This sounds interesting... dotting


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Would you consider a Monk/Ninja multiclass? I think probably human, but not sure about patron. If there were two characters I could work with whatever patron the other character chooses as long as it's not evil or chaos (since I'm a monk, Lawful would have to be part of it, and as a player I'm not fond of playing evil characters). Maybe Irori?


I am very interested (with ideas), but have a question about this:

"The character(s) will be agents of a powerful outsider or deity representing one axis of the alignment compass (law, chaos, good, evil or balance). It will be set in Golarion."

Does our choice of patron have a bearing on the campaign concept? IOW, will the concept be molded around the character created?


making stats

1st 6d6 ⇒ (4, 4, 1, 1, 5, 4) = 19

2nd 6d6 ⇒ (1, 4, 5, 3, 1, 4) = 18

3rd 6d6 ⇒ (1, 3, 5, 2, 4, 2) = 17

4th 6d6 ⇒ (4, 2, 2, 4, 6, 6) = 24

5th 6d6 ⇒ (1, 5, 5, 4, 4, 4) = 23

6th 6d6 ⇒ (6, 4, 5, 3, 5, 3) = 26


Sounds fun. I like the idea of a duo.

6d6 ⇒ (3, 4, 2, 3, 2, 2) = 16 10

6d6 ⇒ (5, 3, 1, 5, 5, 2) = 21 15

6d6 ⇒ (3, 6, 2, 3, 6, 2) = 22 15

6d6 ⇒ (3, 2, 1, 1, 6, 5) = 18 14

6d6 ⇒ (2, 3, 6, 6, 2, 3) = 22 15

6d6 ⇒ (6, 2, 3, 2, 3, 2) = 18 12

That's an interesting array. Let's see what I can do with it.


I'm thinking about an Oracle of Wood, representing the forces of balance, working to reclaim forest and wild lands from places despoiled by the forces of evil (and of civilization). Emerging from the the Fangwood and outraged at the blight that has stricken that forest, he will strike against all blighted places...and cities.

That should cover some melee and casting, and face stuff, and he's a bit of a zealot, which is always fun for conflict and character growth and interaction. Neutral good, emphasis on the neutral.

I post plenty in games, and have survived many a withered PbP.


@ The Thing - Yes, the details of the campaign will be molded around the character(s).


dotting, rolling

6d6 ⇒ (5, 6, 3, 5, 4, 3) = 26 16
6d6 ⇒ (1, 6, 1, 1, 4, 6) = 19 16
6d6 ⇒ (1, 2, 2, 3, 4, 1) = 13 9
6d6 ⇒ (6, 5, 2, 2, 2, 6) = 23 17
6d6 ⇒ (4, 6, 2, 6, 1, 5) = 24 17
6d6 ⇒ (2, 3, 4, 5, 2, 3) = 19 12

I expect I can do something with that.


Here is Arnrich, by The Thing from Beyond the Edge.
I haven't entered all the info into the alias yet but I have it here in spoiler form.

Arnrich's story and background:

Arnrich

Arnrich is a half-orc who has a long and storied path for his mere 17 years of life.

His mother is "the Crone", a human witch of undetermined age and unknown goals who has spent years on various battlefields communing with the spirits therein. In order to better attract the many spirits of the Belkzen battlefields where both humans and orcs died, she bred herself with an orc "historian", a shaman of the Brimstone Haruspex. Arnrich spent his first few years known only as "boy" and was taken from battlefield to battlefield and used as bait to draw spirits out.

Then one morning while wondering a battlefield, Arnrich looked up to see an eagle flying and he followed it into the east, toward the rising sun. He wandered for days and somehow managed to both avoid trouble and avoid being found by his mother's minions while finding scattered water and food. It was almost as if he was being looked after.

One day, when very hungry, he chanced upon a wagon and attempted to steal some food. He while staring at all the crazy looking vials he was caught by the owner, a man named Timothy Brasser. The nice old man took a liking to the boy and named him Arnrich. Under his tutelage and while traveling throughout the Inner Sea region, Arnrich began learning the many secrets of alchemy. Also, in his travelings, he was introduced to the church of Sarenrae and its teachings.

Years later,Arnrich had a dream one night. He was approached by an angelic woman who told him she wished him to work for her. She told him that he was to not simply serve himself but to look elsewhere and help others, especially his people. They suffered in many ways, much of it their own doing, and needed help to be led to the light. She would be their patron if he would lead them to her. But, she warned he must leave quickly. Waking in sweat and in a fear for his life, Arnrich fled. It was fortunate he did so for otherwise he would have been caught by "the Crone". Poor Timothy Brasser was not so fortunate.

After much internal debate, Arnrich convinced himself that his visitation was from Sarenrae herself and that he would heed her words. Since, he has done his best to see that the young half-orcs he meets can have more opportunity (such as paying for a tutor or putting them into an apprentice program) and has tried to lead others out of their sins. Regretably, sometimes he has failed with the most notable failure being his brother's (lack of) redemption. But, he has not given up hope for Unger, yet.

Now, he spreads his eagle wings (the alchemical discovery came to him in a dream...) and flies forth to serve Sarenrae.

Allies
1. Meirin is a half-orc priestess of Sarenrae who has taken to heart Arnrich's teachings about the goddess. Generally nice. Note: Game mechanics-wise, she would be a cleric of the separatist archetype and worships Sarenrae. She is of the Neutral Good alignment.
2. Rumax is a half-orc longhunter, a hunter who will typically head into the wild for weeks or months at a time while collecting skins and furs. He befriended Arnrich, who made him a longrifle, and they occasionally pass time together. Note: Game mechanics-wise he is a ranger with both the trapper and trophy-hunter archetypes. He is of the Chaotic Good alignment.
3. Homer is a huge orc barbarian who has taken a liking to Arnrich. He wields a great-axe and a great-bow and has come to the conclusion that Sarenrae is the Orc fire god. Note: He is of Chaotic Good alignment and Homer is the only name that popped in my head.

Enemies
1. "The Crone" is a human witch with a spirit patron and she is also Arnrich's mother. Her union was a deal brokered with an orc shaman (specifically an ancestor mystery oracle) of the Brimstone Haruspex to be allowed to study a battlefield nearby. What the shamans of the Haruspex did not fully realize is that she also planned to use her later born son as an ongoing lure for such spirits. His innocent blood, both human and orc, being the lure to draw the spirits forth for her. But, she awoke one morning to find her young son gone and she has held great hatred for him ever since. Hatred enough to have tracked down and killed some of his companions from time to time. No one knows her true name. She is merely referred to as "the Witch" or "the Crone". She never named Arnrich and merely referred to him as "boy". Her whereabouts are currently unknown.
2. Unger is a half-orc shaman of the Orc Fire God (it is not known whether the varied orc gods are unique gods themselves or aspects of other known gods). He also holds a great animosity toward Arnrich who has openly stated his belief that Sarenrae, as a fire goddess, is the rightful Fire God for orcs and half-orcs to follow. Unger is also Arnrich's half-brother with the same orc father who always favored Arnrich when learning of his exploits through divinations, something that feeds his hatred of his brother. Note: He may be a cleric or an oracle (fire), varied possibilities...
3. Gunter Dorn is a human soldier from Last Wall... a soldier who abandoned his post to track down and kill Arnrich for killing his family. In actuality, it was Unger who did so and not Arnrich. Note: Game mechanics-wise he would probably be a cavalier. His alignment would probably be True Neutral or Chaotic Neutral.

Acquaintances
1. Elsbeta is a teacher (female Taldan) who feels compelled to teach those less fortunate so they may lift themselves to better positions. Note: Game mechanics-wise, she may be a rogue or bard. She can be based out of any location from Riddleport to Korvosa to Last Wall or anywhere within the inner Sea region. She is one of those people who is just plain too likeable to dislike. Most likely Neutral Good aligned.
2. Richard Ashcrom is an Andoren merchant-banker and philanthropist (Taldan human) who has financed a few small investments for Arnrich the past few years. He has a fair amount of wealth and widely spread contacts. Note: Most likely a rogue and can be found practically anywhere in the Inner Sea region. Or, at least his contacts can. Most likely Neutral Good aligned.
3. David Falstaff is an engineer who previously worked in the factories located in Palin's Cove but fled to safer regions when the trouble began brewing in Korvosa. He has had the opportunity to take in as apprentices a few youngsters Arnrich began training as tool makers and machinists. Note: Troubles were of the Crimson Throne variety and David is most likely a rogue or alchemist or perhaps both. He may have taken up residence in any number of places as appropriate to the campaign.. Most likely Neutral Good aligned but perhaps Neutral.

Arnrich's mechanics:

This is a work in process...

S:12
D:16 +2 for being a half-orc
C:13+1 for level 4 or 14
I:16
W:14
Ch: 13

Classes: Alchemist (grenadier) 6 Gunslinger 1

Feats
Alchemist (grenadier) 1: Martial Weapon Proficiency Scimitar in place of Brew Potion
Alchemist 1 Throw Anything
Gunslinger 1 Exotic Weapon Proficiency (Firearms)
Gunslinger 1 Gunsmithing
1 Dodge
3 Weapon Focus (Bombs)
5 Extra Discovery Spontaneous Healing; may change to Infusion or drop
7 Extra Discovery Wings

Discoveries
Precise Bombs (grenadier ability gained in place of poison use)
2 Explosive Bomb
4 Explosive Missile
6 Concussive Bomb

Traits
unsure, two of the following three> Illuminator, Mathematical Prodigy, Sacred Touch


@ JAF0 - Yeah, monk/ninja is well within the guidelines I set.

@ Arnrich - I like what I'm seeing so far. I could see a Half-Orc paladin of Sarenrae with the Redeemer archetype going really well with Arnrich.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Cool, I will work on the concept tonight and be ready to post something concrete tomorrow I think. THanks


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I guess I should roll some stats too...

6d6 ⇒ (4, 6, 5, 4, 2, 2) = 23 15
6d6 ⇒ (5, 1, 1, 5, 6, 1) = 19 16
6d6 ⇒ (6, 5, 6, 2, 6, 4) = 29 18
6d6 ⇒ (3, 4, 6, 2, 2, 6) = 23 16
6d6 ⇒ (6, 1, 6, 3, 2, 5) = 23 17
6d6 ⇒ (3, 1, 6, 4, 6, 3) = 23 16


DM Jelani wrote:

@ JAF0 - Yeah, monk/ninja is well within the guidelines I set.

@ Arnrich - I like what I'm seeing so far. I could see a Half-Orc paladin of Sarenrae with the Redeemer archetype going really well with Arnrich.

Does that mean the redeemer would go really well with that character background or as an ally to the given background and mechanics?

I have the race guide but hadn't looked at it enough to realize there was a half-orc paladin archetype. I actually like that better than the flying alchemist gunslinger. :D

I'll probably get that done sometime Monday.
Probably two archetypes: Redeemer and Warrior of the Holy Light. They don't overlap.


I meant either as the second player or as your cohort should I choose you. But feel free to change to a redeemer if that fits your concept better or whatever.


Sent you a PM DM Jelani. :)

The Exchange

It's about 8AM now, but I didn't get anything done on the Alchemsit flavor or crunchwise yesterday cuz I was busy with friends all day. When I wake up later today, I'll get something up on here.


As our characters are 7th level, pretty high in general but especially so in an E12 world, do we have access to advance firearms? That way I know whether or not to dump a feat for rapid reload.


If I pick a firearms based character then we will likely play with commonplace guns. I mean with the amount of gold you have they shouldn't be a problem anyway, they're certainly available.


Thanks for the quick response.


I won't be able to get fluff and crunch up until tonight--happy Labor Day, everyone! I love Arnrich's story, by the way.


Here is my submission for this campaign, sans background, which will be coming soon - but the the crunchy bits are all there. (from JAFO)


This concept sounds like a lot of fun. I am interested in making a character. You always have the good ideas Jelani. :-)

I am considering a 3pp race. It is called the Ironborn. Think of the Warforged from Eberron. It is for Pathfinder too. Please let me know if this would be acceptable. If you need additional stats I can send you a PM with some basics to give you a good idea. I will wait for your response before I make this.

In the meantime I will work on a Human Keleshite merchant from Qadira.

Here are my dice rolls:

6d6 ⇒ (5, 4, 2, 3, 5, 2) = 21 14
6d6 ⇒ (6, 6, 6, 6, 6, 3) = 33 18
6d6 ⇒ (5, 6, 4, 2, 4, 6) = 27 17
6d6 ⇒ (4, 5, 2, 2, 4, 2) = 19 13
6d6 ⇒ (1, 4, 2, 4, 6, 2) = 19 14
6d6 ⇒ (6, 6, 6, 6, 1, 2) = 27 18

Will you be using Hero Points?


Most likely will be using hero points. If you want to play a construct race that's fine, but no 3PP. Use the creating new races rules. You have 15 race points to work with as stated in the first post.


Some stuff for Xylor Culdanin, Wood Oracle of Nirmathas.

Background:

Xylor was born into a large family of forest folk, deep in the Fangwood of Nirmathas, and spent his childhood hunting, fishing, and enjoying idyllic stretches of time punctuated by raids from neighboring Molthune. His family and the other villagers in the deep woods would sometimes trade lumber to towns outside the forest, but generally remained within the woods, maintaining a fearful respect for the dryads and fey creatures that dwelled there, sometimes uncomfortably close to their homes. Xylor was no different, though he would sometimes cast a longing glance at forbidden groves rumored to be the homes of dryads. As befitting the traditions of his village, he went out for his first solo hunt on his 15th birthday. Returning with his prize of a deer, his eyes befell a horrible tragedy: his village had been destroyed utterly, consumed by a festering and unnatural rot. Tears filled his eyes as he witnessed stumbling, half-human shapes arise from the wreckage of what had been his house. In horror, he ran to the nearby grove of dryads, and the shapes followed.

Xylos could see dryads for the first time, peering from out of their trees, but this was no moment of wonder for him. They were surrounded by the rotting, fungal, formerly human residents of his village, and soon, the wispy shapes of twisted and blighted fey. "You shall not have them!" Xylos screamed, choking back tears and bile, and began lighting fires around the the perimeter of the grove. The fey snarled and the shamblers did not advance, but then a tall, fearsome woman with white glowing eyes and a crown of thorns appeared, whose very presence threatened to quench the flames. "I am Thrunia, handmaiden to Arlantia, and you shall submit, child of flesh. Surrender these trees and yourself and your death shall be swift."

"Never!" cried Xylos, crying in desperation. Seeing their communal plight and facing certain death, the dryads began to deliberately dry and drop their branches and leaves, adding to the flames and obscuring Thrunia in a greater wall of flame. One wordlessly handed Xylos a branch, and to his surprise and dismay, it turned into an wooden axe with an edge keener than steel. "Please," she said, her eyes full of deep beauty and sorrow.

Xylos spent the next hours in a daze of exertion and terror, chopping down one dryad tree after another, creating a blazing funeral pyre with him in the center. Around him, dryads writhed and cried out, burning to death. Beyond them, he could hear the eerie sounds of the outraged blighted fey, and occasionally, the far off imperious commands of Thrunia. Overcome with smoke, exhaustion, and horror, he collapsed and knew no more.

Xylos awoke in a great circle of ash and charcoal. The blighted fey had gone. The grove had burned to the ground. Beneath him, a soft carpet of moss held him like a baby's crib, and tiny curling vines had entwined his fingers and ankles. When he rose, they gently slipped away. We are with you, Xylos, and we give you our gifts, said voices in his mind. The ghosts of the dryads swirled around him, invisible, giving him powers over the wood. In a daze, he stumbled away from the burn and the place of rot, to wander the forest.

You shall have aid and companions, said the voices. In time, Xylos found others in the forest touched by the magic of the wood and of natural places. He first encountered the oread monk Irissa--together he and she repelled an invading Molthunian legion, earning the enmity of their leader, Captain Tenerian, when Irissa grappled him to the ground and broke his leg, forcing the legion to retreat with him on a litter. They then heard of a mysterious force on the eastern border, defending against attacks from orcish incursions from Belkzen through the mountains. At Kellreach, not far from Kassen, a force of Nirmathi, led by the undine bard Yanira, had set themselves as the front line of defense against a new, unsettling tribe of orcs--The Darkening Wound. These orcs seemed twisted by some power from beyond, displaying strange traits and deformities, and seemed to lack all reason in their suicidal fury. Together, Xylos, Irissa, and Yanira used the power of the earth, the trees, and ultimately, a redirected flood of the river to subdue the orcs. As the troops fled, gaining reason at last, Xylos could see three dark figures on lizard like beasts, observing the troops--some sort of shadowy commanders. They seemed to look the trio's way, and a feeling like an icicle stabbed through their guts. The Hidden Three see you, and have marked you. You shall meet again, whispered the ghosts of the forest spirits.

That night the Nirmathi of Kellreach, their ad hoc commander, Yanira, and Irissa and Xylos related their stories to one another. "The land is beset from many sides. And yet, there seems to be some commonality. Dark forces threaten nature and city alike," said Xylos. "Indeed," said Irissa gruffly, holding river rocks in her stone like hands meditatively, "The Molthunians should not have been this bold, nor should the tribes of Belkzen." "In that case, we shall simply have to fight evil on all fronts--everywhere!" exclaimed Yanira, her eyes glittering. Xylos laughed at her enthusiasm after so much weary fighting, and the trio pledged to investigate these doings and solve them, even if it meant wading through mountains of corpses to do so. That night Xylos slept to the sound of the dryads singing.

Allies, Enemies, Companions:

Patron
Xylor receives messages from the Green, through the woods and leaves, or forest creatures, and especially from the ghosts of the dryads he slew to keep them from a twisted undead fate. These ghosts constantly swirl around him, speaking to him, sometimes when he doesn’t want to hear it. He has never asked who or what is at the heart of the Green, but the manifestation he has communed physically with, and through visions, is an entity known as Thorn, a serene being of indeterminate gender made of spiky vegetation, who appears to be a martial agent of change for the Green. Thorn usually appears at night, and from a distance, requiring him to walk to ‘it’.

Allies
Irissa Strathoclase - A stolid, solid oread monk, she has been living alone in the rocky foothills of the Fangwood for many years, fighting off Molthunians through rockfalls and traps, or bare, stony fists. Often terse and blunt, she is loyal to a fault. She is is somewhat envious of Yanira's bubbly demeanor.

Yanira of the Marching Springs - A cheerful undine resident from just outside Vigil, she has built up a dedicated militia when othe forces were depleted in skirmishes against Molthune. She effortlessly switches from lovely, giggling coquette to fearsome military commander.

Kaltos Ermalant - An extremely able, even cocky, half-elven archer, Yanira's second in command. He would command troops himself but prefers to run point and be a sniper, which he is excellent at. He models himself after Irgal Nirmathas.

Enemies
Thrunia - a former dryad, she is a handmaiden of the Blight of Arlantia, now twisted in a darkly beautiful undead version of her former self. She is thorough in her destruction of life in her region of Fangwood and seeks to claim Xylos and covert him to an undead scion, both to use his powers for evil and to wrap up what she considers a job unfinished.

Major Tenerian - A fearsome warrior of Molthune, he seeks to subjugate Nirmathas. His leg still gives him pain from Irissa's attack from some years ago. Now risen in rank, he would burn village and forest to the ground if it meant reclaiming Nirmathas.

The Hidden Three - A shadowy trio behind the newer tribes of orcs in Belkzen, such as The Darkening Wound. It is rumored they are orcs or humans exposed to a colossal evil which has unspeakably warped them, and they now have spread their influence of corruption among outcast Orc tribes in Belkzen, giving them power at the price of sanity. The Haruspex and Orc shamans consider them an abomination, and seek to wipe them out, but all who face them have fallen. It has also been rumored that they are not earthly beings, but three otherworldly fiends of disparate planes who have made an alliance in the name of evil.

Acquaintances

Yoltren Vorn - The mayor of Kellreach, he has sheltered Xylos and Yanira's militia on several occasions. A hearty, now grey haired former wood cutter who considers economic growth paramount to the survival of Nirmathas, he has clashed with Xylos on occasion in the area of philosophy.

Kasugach - A venerable Orc shamaness who wanders far and wide; most tribes of Belkzen fear and respect her. She keeps an eye on The Hidden Three through divination.

Jundros - A young and happy messenger, he grew up in Tamran but left as soon as he could in order to ride the countryside. Nothing could please him further than riding out on the fleetest of steeds. He shies from battle, and is superstitious, particularly of the deep forest.

Stats (not finished!):

Xylor Culdanin
Human (Taldan) Oracle 7
CG Medium Humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 52 (7d8+14)
Fort +4, Ref +4, Will +5
Weakness Haunted
--------------------
Offense
--------------------
Speed 30 ft.
Oracle Spells Known (CL 7, +8 melee touch, +7 ranged touch):
3 (5/day) Minor Creation, Cure Serious Wounds (DC 16), Wind Wall, Summon Monster III
2 (7/day) Summon Monster II, Barkskin, Restoration, Lesser (DC 15), Cure Moderate Wounds (DC 15), Cure Moderate Wounds (DC 15), Minor Image (DC 15), Levitate
1 (7/day) Shillelagh (DC 14), Obscuring Mist, Comprehend Languages, Hide from Undead (DC 14), Bless, Detect Undead, Cure Light Wounds (DC 14)
0 (at will) Mage Hand, Read Magic, Ghost Sound (DC 13), Detect Magic, Guidance, Light, Create Water, Purify Food and Drink (DC 13), Spark (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 17
Base Atk +5; CMB +8; CMD 20
Feats
Skills
Languages Common, Sylvan
SQ Wood Armor +6 (7 hours/day), Wood Bond +2, Wooden Weapon (+1 7 minutes)

--------------------
Special Abilities
--------------------
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Wood Armor +6 (7 hours/day) (Su) +6 AC.
Wood Bond +2 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo
Wooden Weapon (+1 7 minutes) (Su) You can create a wooden club, quarterstaff, longspear, shortspear, or spear that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size. You are considered proficient with the weapon. The weapon disappears aft

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I have decided on making a human rogue. He will be a Keleshite merchant from Qadira.

Kalim Al-Rajhi.

At this time his backstory is in progress. I will have something up by tomorrow or Wednesday afternoon at the very latest.

I am really enjoying fleshing out this concept very much.


That link's broken Moff.


Grrr. Lets try this again.

Kalim Al-Rajhi.


Is it ok with anyone if I use one of your acquaintances to tie into my background? I like the idea of working the players together.

I hope I am not out of line in asking.

If this is acceptable, I would like to use one of yours Arnrich, Richard Ashcrom. It would work wonderfully into my list of people I know.

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