| Nullpunkt |
Greetings!
We, a bard, a wizard, and a witch, are currently playing through The Midnight Mirror. As it happens in PbP, we have lost our cleric and fighter along the way.
So take down the rusty sword that's been hanging above the fireplace for generations now and make your way to Karpad!
Character generation and more information about the game can be found here.
I am looking for a warrior-type character and a divine magic user of some sort. Please check the class/race restrictions before posting.
As we are eager to move on, recruitment will be pretty much first come, first serve, as long as the concept fits well into the current party.
| Hawktitan |
Since you have two people offering to fill the role of the fighter I'll offer to play the divine caster.
Specifically I'd like to do an Oracle with the mystery of Life if you are looking for a healer/buffer type, Battle if you are looking for a secondary front-liner divine caster, or Flame if you are looking for a healy/blaster. I'm pretty flexible and willing to work with you to make sure the roles are covered :). At the moment I am going to assume Life mystery since your former cleric description said something along the lines of 'cleric of pharisma noted for healing'
| RumpinRufus |
I'd be happy to play as Lucky Luke, the swashbuckling cleric.
Though aware his luck has a divine origin, he has learned that Kofusachi smiles most felicitously on those who make their own luck. Thus, he always keeps his eyes open and and mind active, looking for opportunities wherever they arise, with remarkable results. He has learned to visualize exactly how he will succeed before he acts, so much so that it has become automatic.
When he spins the wheel of fortune, he knows how hard to push.
His daily meditation consists of visualizing himself succeeding in every possible way, at every conceivable activity. Thus, when the chance arises, he is prepared and ready to strike. He typically only contemplates success, but when he does meet failure, he sees it as an opportunity for further consummation.
While he knows he is lucky, he is not a gambler, as his only fear is his luck running out, and he is hesitant to use his powers for personal gain lest he offend the god of fortune. Certain he will succeed at any task he sets his mind to, he opts to tackle the problems that few others dare to. He rarely looks for treasure, but often finds it.
domains: Luck, Charm (Love)
strength 14, dexterity 12, constitution 12, intelligence 10, wisdom 16, charisma 13
feats: Toughness, Improved Initiative, Exotic Weapon Proficiency (bastard sword)
weapons: bastard sword, light crossbow
He's not optimized (I could make him higher-powered if you wish) but he can fight on the front line and act as the party healer.
| Nullpunkt |
Wow, very creative stuff! Impressive!
Angrim is a very interesting character, but I feel like he is way too dark to fit in with the rest of the group.
Fyrian, I got your PM but you apparently forgot to include the link you were talking about.
Hawktitan and RumpinRufus, both very appealing concepts, though I'm not too fond of the name Lucky Luke (it's a very popular comic hero in Europe so it feels a little like calling your character Yosemite Sam).
So the divine caster slot is definitely filled, I'll just have to check with the group to see which one they'd prefer.
| RumpinRufus |
Hahah it's funny you mention the cartoon character! I had never heard of him until I had two French people from Couchsurfing.com stay at my place. He somehow came up in a conversation that I think began with Asterix (although I didn't understand at first because that were saying it like LOO-kay LOO-kay.) When I realized he was also called Lucky Luke I got all excited and ran to show them my character sheet!
My character actually goes by Luke - he doesn't introduce himself as Lucky Luke, it's just a nickname that some people call him. But anyway, I'd happy to find a new name for him if it would be less disconcerting!
| Hawktitan |
Here is the Life Oracle fully statted out for approval if you are interested. He is known as Hawk Lifebinder, or sometimes simply 'The Lifebinder' to those he has helped.
At birth he was chosen by Sarenrae to become an oracle. His true surname is unknown since he was given to the church of Sarenrae shortly after his birth. Although afflicted by a terrible wasting sickness he was also given a great deal of healing power. These forces within him conflict and to this day it's unknown if the sickness will eventually take him or if the magic inside him will cure it.
Since he's not sure how much time he has he lives each day to the fullest and a life of adventuring both seems to suit and excite him. Maybe, just maybe, if he does right by Sarenrae his curse will be lifted. Until his final fate is determined he wishes to use his power to heal others and do good in the world.
Hawk Lifebinder
Male Human Oracle 4
NG Medium Humanoid (human)
Init +1; Senses Perception +3
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Statistics
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Str 13, Dex 12, Con 14, Int 10, Wis 8, Cha 18
Base Atk +3; CMB +4; CMD 15
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Defense
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AC 18, touch 11, flat-footed 17 (+6 armor, +1 Dex, +1 natural)
hp 38 (4d8+12)
Fort +5, Ref +3, Will +4; +4 Competence bonus vs. disease
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Offense
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Speed 20 ft.
Weapons
Longspear +4 (1d8+1/x3) and
Light crossbow +4 (1d8/19-20/x2)
Net +4
Oracle Spells Known (CL 4):
2 (4/day) Lesser Restoration, Summon Monster II, Cure Moderate Wounds
1 (7/day) Obscuring Mist, Cure Light Wounds, Command (DC 15), Protection from Evil, Bless, Detect Undead
0 (at will) Create Water, Light, Read Magic, Detect Magic, Mending, Detect Poison
Skills -
Diplomacy +3, Heal +6, Knowledge (history) +4, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4,Perception +3, Spellcraft +7
Languages - Common
Mysteries - Life
Revelations - oracle channel positive energy 2d6 (5/day) (dc 17), life link [4 bonds, 140']
Feats - Exotic Weapon Proficiency (Net), Selective Channeling, Toughness +4
Traits - Resilient (+1 Fortitude), Sacred Conduit (+1 DC channel energy)
Gear (Mundane)
Caltrops (2); Other Gear Chainmail, Crossbow bolts (10), Crossbow bolts (10), Light crossbow, Longspear, Net x5, Bedroll, Blanket, Bottle, Flint and steel, Grappling hook, Ink, black, Inkpen, Oil, Rope, Soap, small tent, Torchx5, Vial, 481 GP
Gear (Magic)
Handy Haversack
Oil of magic weapon x2
Potion of cure light wounds
Potion of remove fear
Amulet of natural armor +1
Cloak of resistance +1
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Special Abilities
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Life Link (4 bonds, 140') (Su) Bond drains your HP to heal others.
Oracle Channel Positive Energy 2d6 (5/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Wasting +4 competence bonus to save vs. Disease
And Pip, his trusted mount.
Pip (Horse, light - combat trained)
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +2 (+6 to jump with a running start, +10 jump), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
Other Gear Feed x8, Rope, Saddlebags x4, Riding Saddle
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
| Lorzub Skabgrim |
I just polished up the character, so here is his statblock.
Male Half-Orc Fighter 4
CG Medium Humanoid (human, orc)
Init +1; Senses darkvision; Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 36 (4d10+8)
Fort +6, Ref +2, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity (1/day)
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Offense
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Speed 20 ft.
Melee Falchion +8 (2d4+6/18-20/x2) and
Greataxe +8 (1d12+6/x3)
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Statistics
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Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 7
Base Atk +4; CMB +8 (+10 Tripping); CMD 19 (21 vs. Trip)
Feats Cleave, Combat Expertise +/-2, Combat Reflexes (2 AoO/round), Improved Trip, Power Attack -2/+4
Skills Acrobatics +0 (-4 jump), Climb +5, Escape Artist -2, Fly -2, Heal +1, Intimidate +5, Perception +3, Ride -2, Sense Motive +1, Stealth -2, Survival +5, Swim +1
Languages Common, Goblin, Orc
Other Gear Breastplate, Falchion, Greataxe, Backpack (empty), Belt pouch (empty), Blanket, winter, Fishing net, Flask, Flint and steel, Grappling hook, Rope, Waterskin, 5693 GP, 4 SP, 7 CP
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Trip You don't provoke attacks of opportunity when tripping.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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And his background
It was in the country that Lorzub grew up, learning to fight, and to live off the land. Most importantly he never knew that what he was, a “half-orc,” was something that society couldn’t understand. His parents tried explaining it, but as good-natured as they were, failed to reveal the harsh truths of the world to their son. When he was old enough and strong enough, they took to adventuring once again, but his parents asked him to conceal his true heritage and just play the part of a team of adventurers looking for jobs. This was fine, for a while, but it always bothered him that he could not reveal to the people he met that these were his parents, whom he loved deeply.
One day, when Lorzub was only 17, he slipped up. They got a job with a particularly wealthy individual who happened to be extremely racist. But since their reputation had preceded them as an incredible team that kind find what you’re looking for the man decided to overlook the racial heritage of both Lorzub and his mother. Upon retrieving the man’s items he decided to withhold the latter half of the payment, claiming something about a fee for allowing his precious heirlooms to be handled by a “filthy Orc whore.” Without thought Lorzub ran the man through with his falchion. His parents stood there, dumbfounded, and at that moment Lorzub knew he had made a terrible mistake. With the commotion guards began running towards the room and his father opened a window and pushed him out of it, and he told him to run. Lorzub did what his father told him, he ran. He knew that he couldn’t go back, because he couldn’t exactly blend in. He waited for two weeks, hiding out in the woods, watching the roads, hoping that his parents made it out. He never saw them again.
From that day forward Lorzub made his own way. He learned a lot from his parents, how to get jobs, how to read people, and how to fight. He hopped from town to town, learning what he could from whoever would teach him. Outlaw bands would actively try and recruit him for obvious reasons, but he generally declined. His parents stayed, for the most part, on the right side of the law. What crimes they did commit were petty at best, and when they could help someone in need, whether it be by food or coin, they did that. So in the memory of his parents he kept the same traditions.
The background ends a little abruptly, but I'll adjust to tie it in to your story line and how you would introduce me if I joined your game.
| Nullpunkt |
RumpinRufus and Lorzub, congratulations, you're in! Please head over to the discussion thread and introduce yourselves! I will bring you together with the rest of the group as soon as possible.
To the others, thanks for showing interest and no hard feelings, I liked all your concepts, it was only a matter of group balance!