Posionblade's Serpent Skull Recruitment


Recruitment

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I would like to run a PBP Serpent’s Skull AP. I am currently running this AP in a table top game, we are about a third of the way through it. I like this AP and while it does create a lot of work for the GM it is a pretty interesting sand box. Beyond that I have been gaming for around 15 years and have been back in the GM’s chair for the last three. I am brand new to play by post.

Looking for at least four players, maybe more if there seems to be a lot good posters who are excited. Maximum 6 players.

20 point buy.

First level.

All current Pathfinder source books but Ultimate Equipment (I don’t have it yet).

All races, all classes.

There must be unified alignment trend on the Good or Evil axis among the characters.

150 starting gp for all players. Note that you will not be starting with your equipment right away.

1 campaign trait, 1 other trait.

Minimum posts, 3 per week.

The opening scene has a backdrop that all characters have booked passage on a ship for one reason or another. You must select a port of call where you boarded the Jenivere. Magnimar, Kintargo, Pezzack, Corentyn, Illizmagorti, Ollo, Quent, Port Peril, Bloodcove, Senghor, or Elder are the ports that you may choose from.

You will need to also have a background of 50-200 words. You are to include why your character was on the ship.

Final character sheet drafts will need to be submitted, via email, on similar sheets which I will provide.

I suggest at least one player be good at using Diplomacy. It comes up a lot in this AP.

Accepting players October 2nd 2012.


Blythe is a prisoner aboard the ship, locked in the hold. She is from Brevoy, and was arrested for killing a goat in Bloodcove.

I will re-do stats if you show interest.


I am marking this. Will work on character concept.

Ok, I use Herolab so will the character sheets be easy to copy and past into?

So how soon do I need the character made up if you have recruitment going for a month?


I use hero lab too. I will accept port files, in the final draft.

I put that in there mostly for people to have a cut off date. We can start as soon as we have four players.

So it is important to have one done as soon as you can.


Going to read the player's guide then will jump on Herolab.


Would you like me to dig more into this character, GM Poisonblade? Or perhaps something else.


You've caught my interest, good sir. What languages do you recommend?

RPG Superstar Season 9 Top 32

Dotting for a later submission.


I have two builds up. Trying something new. Let me know if either work or if I need a different submission.

Dark Archive

Marik was a character I created for an earlier S&S campaign that fizzled before we could get off the island. I can rework him back to first level if needed. You can find an example of my playstyle with Marik here


Panhorn Strifelaugher at your service! Will start up Herolab when I get home.


Angada wrote:
I have two builds up. Trying something new. Let me know if either work or if I need a different submission.

Like your monkey men do ya. LOL. Either would work. You will have more fun with the ranger if no one else plays one.

PM me your background on the one you like more.


Blythe Merovingian wrote:
Would you like me to dig more into this character, GM Poisonblade? Or perhaps something else.

A Monk would be a very good character choice for this AP. Especially opposite a Ranger.


Hoogie wrote:
You've caught my interest, good sir. What languages do you recommend?

Polygot, Tian, probably Gnome. Aklo is off the table a first level.

You will also need to change one of your traits if your wanting to submit Deana to a campaign trait.


Dotting for interest. Will have to think about what to play.

RPG Superstar Season 9 Top 32

I think I've settled on a LN human cleric of Abadar with the Law and Travel(Trade) domains. Mostly focused on ranged support. He will have the Colonial trait and will be returning to Eleder after having been sent overseas to Corentyn for tuition. The future he sees for himself in life is to preach the civilized ways to the savage heathens by any means available, and assimilate them into the Sargavan culture. He views Sargava as the true heir of the old Chelish nation, and abhors House Thrune whom he sees as usurpers.

Full alias to come in several hours.


Pathfinder Adventure Subscriber

I have an idea peculating in my head about a small non-evil spellcasting tiefling. I am taking the summoner synthysit at 1st level, then plan on going Fey blooded sorcerer after that.
Raxilsmit

Spoiler:

Raxilsmit
Rakshasa-Spawn Tiefling Summoner (Synthesist) 1
CG Small Outsider (native)
Init +3; Senses Darkvision; Perception -1
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 15 (+2 armor, +5 Dex, +1 size, +2 natural)
hp 9 (1d8+1)
Fort +1, Ref +3, Will +1
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +1 (1d3/19-20/x2) and
. . Javelin -3 (1d4/x2) and
. . Spear +1 (1d6/x3)
Spell-Like Abilities Summon Monster I (6/day)
Summoner (Synthesist) Spells Known (CL 1, +1 melee touch, +4 ranged touch):
1 (2/day) Shield, Rejuvenate Eidolon, Lesser
0 (at will) Acid Splash, Mage Hand, Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 13, Int 13, Wis 8, Cha 17
Base Atk +0; CMB -1; CMD 14
Feats Armor of the Pit
Traits Boarded In Cheliax, Ever Wary
Skills Disguise +5, Fly +5, Knowledge (arcana) +5, Knowledge (geography) +5, Knowledge (nature) +5, Sense Motive +1, Spellcraft +5, Stealth +7, Swim +8
Languages Abyssal, Common, Infernal
SQ Eidolon Link, Fused Eidolon, Fused Link, Share Spells with Eidolon
Combat Gear Dagger, Javelin (5), Leather, Spear;
--------------------
Special Abilities
--------------------
Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Eidolon Link (Ex) You have a link with your Eidolon, but share magic item slots.
Ever Wary Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard. During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC
Fused Eidolon A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Share Spells with Eidolon (Ex) Personal spells can be cast on your Eidolon instead.
Summon Monster I (6/day) (Sp) Use summon monster spells as spell-like abilities, with durations measured in minutes instead of rounds.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


scranford wrote:

I have an idea peculating in my head about a small non-evil spellcasting tiefling. I am taking the summoner synthysit at 1st level, then plan on going Fey blooded sorcerer after that.

Raxilsmit
** spoiler omitted **...

Very interesting little build you have there.


GM Poisonblade, what more would you like to see on the character to help in your decision-making?


DM, I'm interested in submitting a Mwangi expert/Thassilonian magic specialist. She was classically trained at the Acadamae, so she will be a Conjuration focused specialist.

I will re-skin this alias and give a proper background and history for this possible campaign in the next couple of hours. Thanks for the consideration.


@ Blythe

A first level character stat block. What you have on Blythe in your tag seems a bit higher. Though I am sure that is not your complete submission.

Also add a written background for Blythe. A Serpent Skull campaign trait and a regular trait.


I'll have it by this evening, we're off to see the extended family for Labor day, huzzah. :)


GM Poisonblade:

Have not finalized things, but I think I am looking at:

Human Summoner(Master Summoner)
Although of northern heritage, he was born and raised in the remote inland area of Sargava. His village is principally of druidic faith, with more than a few natives also paying homage to demonic idols, although not openly most of the time.

Growing up he always believed he would be a druid as were his parents and several friends. However, while he was quite good at summoning creatures to help him as were his friends, he frequently ended up with creatures not of a natural type. While his friends called normal birds and snakes to help them, the creatures which responded to his calls were angelic (or infernal depending on the nature of the party). Even more confusing was that when his friends began to gain companions, they were small birds or snakes, or even a dinosaur for one friend. His however was none of these, while it appeared like a dinosaur, it was not. It was like a mutated dinosaur with a horrible mouth of teeth.

Being a more than slightly superstitious village, many believed that he was touched by Lamashtu and banished him from the village.

Not knowing or understanding what he was, he went to the sea coast in hopes of finding work on a ship and making his way north to the more civilized portions of the Inner Sea where someone could tell him what he was. Sadly, his general lack of skills useful on the ship resulted in his being tossed off the ship in the Shackles. Now, he has boarded the Jenivere and is making his way back to Sargava, unsure what his future holds.

This is just my initial thoughts. Will attempt to put together a full submission later today or tonight. Please let me know if you do not think this will work. I might switch the race, but have not given too much thought about alternatives yet.


DM:

Spoiler:
Here is my finished character. Not sure if the Acadamae Graduate Trait is allowed, but if so, it would go perfect with my character idea. If you have any questions, yell at me. I'd be happy to change whatever you don't like, if it would improve my chances. Thanks again for the consideration.


Working up an Arcane spellcaster.


Here is my submission.
Not crazzy about the name, might change that part.


Dotting for interest. I am thinking about a nagaji ninja-melee fighter/skills and traps guy. I have one in PFS and he is a blast to play.

GM Poisonblade:
Maybe I met Ishirou in Tian Xi and have traveled with him in search of treasure? I'll put together a backstory to tell why I joined him. Does that sound promising? Are you ok with nagaji? If you would prefer, I could change races.


GM Poisonblade, as a guy who usually plays spellcasters, I would like to use this AP as an opportunity to hit things with weapons for a change. This is a jungle campaign, though, so would I be hurting my chances by submitting a character in heavy armor?


@bob evil

Yes you would. I beleive the armor check penalty effects your fortitude save to avoid nonlethal damage from hot and humid weather.


Good to know in advance then. I'll adjust my submission accordingly.


Aganda preapproved pending one small detail. So it looks like we have a ranger.


dotting, more then likely a knowlage bard


Whitethorn was originally created for a different serpent's skull game but wasn't chosen. As written, he's an oracle, but I can easily modify him to a cleric or druid.

Whitethorn grew up just outside of a small town near Egorian in Cheliax. His name began as an insult referrencing his love of the natural world and the history of the city. Considered an unpopular oddity, he was generally left alone, but sometimes harrassed, and on rare occasions, sought after for advice. In time, Whitethorn decided to try and find a place where he felt more at home. He traveled much of Cheliax and Varisia.
During his wanderings, Whitethorn has studied with druids and several of the more 'natural' clerical faiths, but non were his calling. Eventually he made his way to the Mwangi Expanse. For the last few years Whitethorn has earned a living working as a guide to Chelaxian explorers who favored him over the natives. Recently he received a vision of an ancient land in need of a defender. It made sense to him only when a scholar hired him as a guide on his trip to Sargava. Whitethorn believes that he has finally found his calling and hopes to find a home as well.


Blythe with a quick background and should be all done at 1st level. Have a looksie, GM Poisonblade. :)


Here is the basic outline for my cleric of Abadar.


This is Tirion's character.

Going with a half-elven Summoner(Wild Caller). As with most summoners, the Eidolon will be all about dealing out punishment while I combine for conjuring (when my Eidolon is resting) and buffing (both the Eidolon and anyone else nearby). My eidolon will also be my eyes and ears.

Grand Lodge

Here is the background for my Aasimar (of gnomish blood) Druid:

I have traveled across two continents in the last 65 years. I have broken bread with an Ulfen tribe, crossed the River Kingdoms, traded in Druma, and run from Mwangi tribesmen. But I always find myself back here on board ship. The sea always calls me home.

Maybe I better start closer to the beginning. My birth caused quite a commotion. No one in the small gnome village had ever seen it rain indoors before! Added to this was the birthmark of Gozreh on my wrist, and the way lightning seemed to dance across my eyes, and people got the idea that I was something special. It only got worse as I grew older. Once I started being able to cause bursts of purest light, no one would leave me alone! Don't get me wrong, nobody was mean to me, they just expected so much, always wanted me to do something new, to entertain them.

It was about this time that I ran away. I had this wanderlust, it felt like there was somewhere I needed to go, but I didn't know where. I just kept going. I walked for weeks, doing what I could to earn enough to eat. Then I finally arrived.

The Sea.

I had never seen anything like it, but it was like I had been looking all my life for it. I stole aboard a ship, and soon enough found myself in a new land. (Luckily for me the captain was willing to let me work for passage instead of just throwing me overboard.)

It was in... the Vergan forest, yes, that I met the Druid Circle that took me in and taught me all about the God that had claimed me. Some of them even thought I was a decendent of Gozreh himself! They took me in, trained me, then I moved on again. I've never stayed in any one place for very long, never had a home. Except the sea, but even then my wanderlust keeps me going. So, yes, of course I know how to handle a ship. I could do just about any job on board if need be!

Grand Lodge

Sorry my background was a little long, this was a character I created for another game in which I ended up not playing (although I did edit this down a little).

He would have started at the port at Senghor, and boarded the ship as the first one that he saw when he arrived at the harbor that would accept him 'working passage'. He would be part of the crew, but not a long-term, regular member. Perhaps filling in for the cook or ship's doctor.


Human Archaeologist Bard-Harper Montajay II

Crunch:

Harper Montajay II CR 1/2
Male Human (Keleshite) Bard (Archaeologist) 1
NG Medium Humanoid (Human)
Init +3; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
Unarmed Strike +2 (1d3+2/20/x2) and
Whip, Scorpion +2 (1d4+2/20/x2)
Ranged Shortbow +3 (1d6/20/x3)
Bard (Archaeologist) Spells Known (CL 1, +2 melee touch, +3 ranged touch):
1 (2/day) Grease (DC 14), Cure Light Wounds (DC 14)
0 (at will) Dancing Lights, Mage Hand, Read Magic (DC 13), Detect Magic
--------------------
STATISTICS
--------------------
Str 14, Dex 17, Con 10, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +2; CMD 15
Feats Bard Weapon Proficiencies, Point Blank Shot, Rapid Shot
Traits Boarded In Cheliax, Vagabond Child (urban): Disable Device
Skills Acrobatics +4, Bluff +7, Climb -1, Diplomacy +7, Disable Device +7, Escape Artist +0, Fly +0, Knowledge (Arcana) +1, Knowledge (Dungeoneering) +1, Knowledge (Engineering) +1, Knowledge (Geography) +5 (+7 In Mwangi), Knowledge (History) +1, Knowledge (Local) +5, Knowledge (Nature) +1, Knowledge (Nobility) +1, Knowledge (Planes) +1, Knowledge (Religion) +1, Perception +3, Ride +0, Stealth +0, Swim -1, Use Magic Device +7
Languages Common, Kelish
SQ Archaeologist's Luck +1 (7 rounds/day) (Ex), Bardic Knowledge +1 (Ex), Cold weather outfit, Earplugs, Scale, merchant's
Combat Gear Buckler, Dagger, Lamellar, leather, Shortbow, Whip, Scorpion; Other Gear Backpack, Masterwork (14 @ 23.48 lbs), Bedroll, Blanket, winter, Case, map or scroll (empty), Chalk, 1 piece, Cold weather outfit, Earplugs, Ink (1 oz. vial, black), Inkpen, Parchment (sheet), Scale, merchant's, Thieves' tools, masterwork, Waterskin, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Boarded In Cheliax +2 Knowledge (Geography) in the Mwangi Expanse.
Cold weather outfit +5 Fort save vs. cold weather.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scale, merchant's +2 Appraise for things valued by weight, including anything made of precious metals.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Quick background:

Harper Montajay II was born a noble in the large city of Absalom. He was educated in some of the most prestigous schools in the city. The only problem was his itch for adventure. This itch was nurtured by a street rat he befriended and spent time with in secret. Harper would sneak out and "adventure" with the street rat and his tribe of misfits. It was during these year that he learned to lie, steal, pick locks, and sneak. After being arrested for thievery, Harper was kept under a watchful eye by his parents and soon lost contact with the young street rat who had taught Harper so much.

Harper spent the next few years trying to be what his parents wanted him to be. He excelled in school and was the captain of the local archery team. After Prep school, he was accepted to the prestigous Arcanamirium Academy and studied the arcane arts as well archaeology. On a six month excursion to Osirion with his school, he found his true calling in life. His years on the streets served him well and he was at home in the catacombs and pyramids.

Harper spent the last year in the Academy studying history. One geographical location grabbed his attention over all of the rest: the Mawangi Expanse. The rich history and unknown lore coupled with the chance to find exotic artifacts called to his itch for adventure. Equipped with mundane explorer gear and a map of the Mwangi Expanse, Harper has set off to explore the untamed jungles.


Still a bit of money to spend, but Raxilsmit is basically done.

Lantern Lodge

Background:

I would be playing a variant of my PFS character.

Hadassah Lokrien Savat was born to an Erinyes and her lover. She was raised by an elderly halfling woman in a small farming community outside of Absolom. Although she loved her home, she was shielded from the real world her entire life up to this point by her mom who spent countless hours reading to, debating with, and challenging Hadassah to learn what it truly means to be a good person. The young Miss Savet is torn between her heritage, and her upbringing (nature v. nurture). She would be on a ship from the port nearest Ustalov, as Hadassah has recently returned her mothers body to her homeland. I will read the players guide to Serpent Skull, and revise.post a more fitting background this evening.


Approved Blythe Merovigian, Angada, Raxilsmit, Linard Toivan, and Harper Montajay II.

Gives us monk, ranger, summoner, cleric, bard. Front line, ranged, some ok arcane. This is almost opposite of my table top Serpent Skull.

Waiting to hear back from the players of Linard and Harper. Will post the opening in the playing section in a couple of hours.


oh. is it done already? I was about to submit a barbarian.


If the deadline's been moved up that far I guess you can count me out; I was still waffling between concepts anyway. Good luck with the game though. :)


Nngara is finished. Had the background pretty much finished, but had not updated the character sheet. If there is some strange submission requirement that I do not know about, please let me know.

Nngara - Half-elf Summoner(Wild Caller)

The character sheet and background are all on the character, here is the appearance and background for easier reading.

Appearance:

Nngara is of average height with light brown hair. From behind she appears almost human, with just a smidgen of her pointed peaking out through her hair. However, from the front, the angular shape of her face shows her elvish heritage. When her Eidolon is summoned, a green rune in the shape of a snake with arms appears on her forehead. Nngara generally keeps herself covered, even in the heat of the south, with a white cloak and hood.

Background:

Over a century ago, Aroden died. When this occurred, much of Cheliax was thrown into a tumultuous period. As it became apparent that the House of Thrune and its infernal worship would eventually gain control of the nation, many left the nation for former colonies which broke free during this period. Nngara’s grandparents were among those who left.

Her mother’s mother, Marita, was a human druid fleeing from prosecution for her faith in Gozreh. Marita moved to the cattle town of Freehold where her animal and nature skills were found invaluable, both for the livestock and crops raised, as well as in defending against the incursions of nearly fantastical creatures which lived in the Laughing Jungle to the south. Nngara never knew her maternal grandfather as he was an elf her grandmother met while examining the jungle. Nine month’s later, Nngara’s mother, Falin, was born, named after her grandfather, the itinerate elf Falidrael.

Likewise, her father, Sylor, was born in Freehold. His parents were both half-elves. Nngara’s paternal grandmother, Kylia, being the youngest daughter of Sylien, the commander of Fort Brandu, and her paternal grandfather, Garada Erebrian, being the son of an elven mage in the employ of the Macini family and a serving girl.

Being a town on the edge of civilization, both her parents followed path’s which involved nature. Nngara’s mother Falin followed in her mother’s footsteps and took readily to the druidic ways. Nngara’s father also felt to pull of nature, but for him it was the hunt and the kill. He often would lead parties of visiting nobles on hunts into the Laughing Jungle hoping to capture trophy creatures. While Nngara’s mother did not fully approve of the hunting for sport that her husband lead foreign nobles on, she did not stop him as she knew that if it was not him, then some other would replace him.

Thus was it with great joy that Nngara was born into the world. From a very young age, Nngara had a connection with nature, loving watching the herds of cattle and more exotic creatures on the Macini estate. She also enjoyed traveling with her mother on the occasional trips into the jungle to obtain rare medicines and other unusual products of the jungle. By the time she was fourteen, Nngara knew that she would be a druid like her mother and grandmother. Nngara listened attentively as the elder druids would speak of the plains, of the weather, of the jungle, and of all the other wonders that nature held.

Unfortunately, by the time she was twenty, Nngara still had not made the connection with nature that many of her compatriots had one or two years earlier. These friends had companions which were majestic birds of prey or snakes. One even had a small dinosaur which he had helped to rescue from a trap on the edge of the jungle.

Thus, while Nngara was far more competent at calling the beasts of the wild to help her, she simply could not perform many of the tasks which even the most simpleminded of her druid friends could. Finally just after her twenty second birthday, distraught with what she believed was her failure as a druid, she went out to the edge of the jungle and spent two days praying to Gozreh for his blessing to make her a full fledged druid. What happened that day, she is unsure, but she suddenly felt a presence behind her. When she turned she did not see an eagle, or a fox or a snake, but instead a strange deformed looking creature like a caricature of a dinosaur. Frightened, Nngara turned and ran back to town. When she arrived, she could sense the creature still, but it was now far away. Perhaps not where she first saw it, but still far away from town.

Scared and unsure of what it was, Nngara stayed awake that night and all the next day. Yet the presence remained. Finally after nearly two days awake, she fell into a restless sleep. When she awoke, the presence was gone. However, the next time she prayed to Gozreh, she felt the same presence behind her. While not as fearful as the first time, Nngara continued to be concerned of what this thing was. Turning to the creature, she asked it what it was. Amazingly, it responded in the common tongue just as she spoke, and said it was part of her, her protector and companion.

Although confused as to why Gozreh would have given her such a strange companion, she immediately went to tell her mother the good news. To say the reception was less than warm would be an understatement. Walking through the town, with the strange not-a-dinosaur behind her, she heard doors being slammed and prayers to a whole pantheon of deities being spoken. When she arrived at the grove that her mother tended, her mother was in shock. Her mother immediately whispered a prayer to Gozreh and Nngara knew that her mother had called upon the spirit of nature to bless her with protections to ward of attacks.

Seeing that the thing did not attack or otherwise make any overt moves, her mother calmed, but remained wary. She asked what the thing was, and Nngara said it was her companions, just like all the other druids. Her mother shook her head and said that the thing standing behind Nngara was no companion as companions were always creatures of nature, and the thing behind Nngara was no creature of nature. This discussion continued until one of Nngara’s long time friends came. When he saw the creature, he immediately turned and fled. Within minutes, the guard had arrived and was knowing who was responsible for the spawn of Lamashtu. Despite Nngara’s best attempts to explain that this was her druidic companion, none were swayed. The next day, Nngara was politely asked by her mother to leave because of the unnatural creature Nngara was tied to. Likewise, the head of the Macini estate also asked her to leave, although from him, the request had but one response.

So was it that Nngara found herself with her strange companion leaving Freehold. For the first time in her life, her destination was not to return to Freehold a few days later. Not knowing what to do, Nngara headed for the capital of Sargava, Eleder. There she managed to talk her way onto a ship hoping to create a new life for herself as a sailor. Unfortunately Nngara soon discovered that her skills as a sailor were simply insufficient. She was not strong enough to swab decks and pull ropes. And not agile enough to stay in the sail on anything other than the calmest of days. Thus, less than two weeks after joining the ship, Nngara was asked to disembark in Port Peril.

Almost penniless, Nngara found employment working in a less than reputable tavern. Nngara’s pretty face and good personality kept her employed. And she discovered that her strange companion and her ability to call helpful animals was very helpful in keeping away unwanted advances.

Two weeks ago, Nngara finally decided that she had made enough to escape from the hellhole that is Port Peril. She booked passage on the Jennivere and is returning to Sargava. She is still unsure of what she will do there, but this is the land she knows and where she will make her life.


Here is a sloppy copy of my bard, he is a face, support and knowledge build. a little hard to make it look nice when just working with notepad

background:
Erove Thevale has always had travel lust, always looking for the next thing to learn about, he stays in a reaon for a few years at a time, learning what is unique about the place from its people to its history or hidden lore. Taking on what ever roll he needs to so he can live. His last place of study was in the shackles, after hardening himself from the constant threat of pirates and the hidden lore left there by races now past. He has set his sites on Savara. and has taken the ship when it was in Quent

bard:
stats 20 point buy
str 11
dex 14
con 10
int 16
wis 10
cha 16

bard lvl 1
Perception +6, low light vision
Init +2
hp 8
ac 16 10+armor3 , + dex 2, + shield 1,
saves total base stat mis
fort 1 0 0 1
ref 4 2 2 0
will 2 2 0 0

offense
bab +0. CMB 0, CMD 12

Melee
Longsword +0, 1d8 19-20 x2

ranged
Longbow +2 1d8 x3, 100 feet

Feats,
Breadth of Experience(You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills

untrained.)
traits, Two world magic create water, Boarded in Quent +1 fort

Languages
Common, elven, draconic, polygot, Osiriani, Orc.

Combat gear 150 gold worth
Wooden armor +3 armor, max dex 3, acp -1, weight 25, cost 20 gold
shield Buckler +1, acp -1, weight 5, cost 5 gold
weapons
longsword 1d8 19-20 x2 cost 15 gold weight 4
long bow 1d8 x3 cost 75, weight 3 range 100
40 arrows 2 gold 6 lbs.
33 gold

Skills
skill points 9 + class bonuses

Acrobatics (Dex),
Appraise (Int), 1 3 3 =7
Bluff (Cha), 1 3 3 =7
Diplomacy (Cha), 1 3 3= 7
Disguise (Cha),
Intimidate (Cha),
Knowledge (all) (Int),feat 2, bard 1, int 3= +6
Arcana
Dungeoneering
Engineering
Geography
History
Local
Nature
Nobility
Planes
Religion

Linguistics (Int), 1 3 3= 7
Perception (Wis), 1 0 3 2= 6
Perform (Cha), Oratory, 1 3 3 =7
Profession (Wis),
Sense Motive (Wis), 1 0 3 =4
Sleight of Hand (Dex),
Spellcraft (Int), 1 3 3 =7
Stealth (Dex), 1 2 3 =6
and Use Magic Device (Cha). 1 3 3 =7

Bardic performance 7 rounds a day
countersong
distraction
fascinate 1 target
inspire courage +1

spells known
0 4 detect magic, create water, light, prestidigitation
1 2 grease, sleep

spells per day
cantrips
1 2

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword,

shortbow, and whip. Bards are also proficient with light armor and shields and Weapon Familiarity: Elves are proficient with

longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any

weapon with the word “elven” in its name as a martial weapon.

Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment

spells and effects.

Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves

receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.


Yes I do beleive we have our sixth player. It went a lot faster than I thought it would. Being new to this way of GMing it comes as a complete shock.

Thank you all for your hard work. I hope to see you next time. If there comes a time for a open spot I will work my way through the list.

Grand Lodge

Thanks for considering me, hope everyone has fun!


Thanks, excited to be part of this game!


oh just a hint if you run other pbp games as a dm. you will always get a fair amount of people wanting to play, so keeping the recruitment open for a few days to a week, lets you have a fair amount of pick when it comes time to gather the party up. another thing you can do is look at the players profile and see how they do in play by posts, so you can get a feel for the personality, as well as how many play by post games that they are in at the time. just trying to be helpful. have fun gaming.

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