Interest check for a Pathfinder Forgotten Realms campaign.


Recruitment

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interesting.

would a very unusual race be ok? like a half-drow-half-shadow Dragon. (probably using race builder)

a Slayer or maybe a rogue.


Tagging an interest. It's been many, many, many years since I played in the FR so it would be fun.


I am fine with unusual races, just understand in forgotten realms there is a lot of xenophobia. Also, you can use any race up to 15 rp however you cannot build a race. I feel like there are already enough races built to fit just about whatever you want.


Very interested

Always wanted to play a money making cleric of Waukeen.

Quick Fluff

Halrian Wrung:

Hal, is a very charismatic cleric of Waukeen. He has been involved in the church for as long as he could remember as his father is a prominent importer of goods in Waterdeep and excessively devout to the god of coins. His father's devotion was so true to the church that he made arrangements for Hal to join the priesthood at the very young age of five.
Hal enjoyed the priesthood. He enjoyed the frivolous lifestyle, he liked some of the ideas the clerics envisioned to make coin. This is what he eventually excelled at, thinking outside the box and making money where others would not think there was any to be made. He was always tinkering with an invention, or finding a weird niche to supply services.

His latest business venture is a slow cooking barbecue wagon that travels with trade caravans between Baldur's Gate and Waterdeep that sells the meals to the caravan at night when they camp. This wagon contains several gentle Repose pre-butchered cows for meat and a permanent magical hot coal bed built into the wagon, everything else are trade secrets.

Recently Hal has joined up with a crew that shares a similar goal of hunting pirates. These pirates have been disrupting trade routes, something a cleric of the god of coins cannot just sit back and watch.

As for crunch high Wis high Cha and craft wondrous item.


1 person marked this as a favorite.

Are there any Oracle Curses that you have problems with?


would you allow taking a template as class-level thing?


Viluki wrote:
Dreamscarred press has solved the balance problem with psionics, you cannot spend more then your level in power point augmentation (except for the Wilder and a few others and that comes at a price akin to a barbarian's rage)

All that stuff was in 3.5's psionics as well. Dreamscarred merely updated psionics to be more in line with how PF classes work. Nothing incredibly broken, but psionic casters (and psionic martial classes) get more customization than standard characters—or at least through different routes—which is the sort of thing that got summoners frowned upon in the first place.


here is my characters fluff
(I hope that some kind of halfdragon is possible for this game)
Vier'tana Ken'aniate Female drow-half-shadow-dragon

fluff:

Born as the daughter of a priestess(second daughter of the matron mother) from a union with a shadow dragon, to be a weapon in house Ken'aniate's fight for ascencion. Her treatment in her early years was somewhere between that of a common born girl, a noble born boy and a pet.

Vier'tana was trained to fight and kill, almost as soon as she was able to walk steadily, by an old cavewalker(her great-grand uncle). One night after the harsh training of her teacher, she was woken from her sleep by a black-gloved hand over her mouth. The hand belonged to a not very professional assassin, send by a rivaling house to take care of house Ken'aniate's secret weapon. But the assassin made a grave mistake in his lack of professionalism, wishing to see the light fade in his victims eyes, and by forgetting, that halfdragons can open there mouth a good bit wider then normal drow. Vier'tana bit of most of his hand, swallowed, rolled on all fours and jumped at him ripping out his throat with her claws. After the body was disposed the training continued like nothing has happened, the matron mother was pleased with the half-dragons first kill.

Near the end of her training was the first time she ever left the secluded rooms of house Ken'aniate. Those month she spend gliding through large empty caves, hunting creatures of the Underdark and learning how to survive in a hostile environment, under her teachers strict tutelage, where the happiest in her young live.

After her training was finished, Vier'tana having tasted the freedom of the wild underdark could hardly bear the live under the strict control of drow society. One night she sneaked out of her house, out of the city, out into the underdark. After barely avoiding a patrol send by the matron mother she decided to go to the one place, where no one would follow her, the surface world, a place evil and deadly.


Seeing the entry above me I have decided that in the name of Drow players everywhere that I must produce a Drow character that actually has...panache.

I humbly present Arcavato, a true Drow renegade if their ever was one. Also the position Arcavato would desire on board the ship would likely be that if ship mage, if he meets inspection GM I will expand background.

Arcavato, the renegade:

Beneath the noble caste of Drow society exists only two things... Slaves and peasants, admittedly it is hard to tell which is which...

Arcavato like many Drow proceeding him grew up terrified, scheming and undoubtedly evil. But their was a difference between Arcavato and his peers as they attended the Wizard Academae in Ched Nasad, this difference was where his classmates focused on betrayal to get ahead Arcavato focused on his studies and of course on remaining under the notice of fellow students and teachers alike...

To his credit Arcavato succeeded in both goals and in the process accomplished his third goal: knowledge. For Arcavato was stealthy enough to access virtually every section of the library unnoticed, he was able to plump the depths of numerous texts...

These texts revealed the secrets he sought, knowledge concerning the surface world and how to access it. For Arcavato had long come to the conclusion that he would never advance in Ched Nasad or indeed within Drow civilization...

The surface however was filled with opportunity and under the guidance of the rights hands as malleable as clay... So Arcavato set off, unnoticed, unseen and unknown.

Personality/Alignment:

Arcavato is most certifiably evil but it is not blatant to most, Arcavato doesn't stick heads on pikes (for real), slaughter villages or do it just for kicks.

Arcavato is a schemer, to him every being he encounters is but a piece upon the great Sava board of life. A piece to be manipulated in the cause of Arcavato's goals and only discarded if necessitated by his plans.

Another example of Arcavato's style of evil is this, if he needs information and can't pry it out of you via a silver tongue he wouldn't bother with torture... He would just rip the information out of your mind via a spell (or more likely just read your mind without you realizing)

if you need a mainstream example of Arcavato think of Emperor Palatine and Order 66, that is the kind of thing that Arcavato would do.

stats:

Drow Wizard 3
LE Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +9

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp (3d6+2)
Fort +1, Ref +2, Will +3; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft.
Melee mwk rapier +3 (1d6/18–20)
Ranged mwk longbow +4 (1d8+1/×3)
Special Attacks Binding Darkness (7/day)
Wizard Spells Prepared (CL 3rd; concentration +7)

2nd—Shadow Anchor, Invisibility, Mirror Image
1st—Vanish, Color Spray x2, Charm Person
0th (at will)—detect magic, ghost sound, mage hand, detect poison

STATISTICS

Str 10, Dex 13 (11+2), Con 10 (12-2), Int 18, Wis 10, Cha 12 (10+2)
Base Atk +1; CMB +1; CMD 12
Traits Stealthy, Seeker
Feats Scribe Scroll, Spell Focus (illusion), Greater Spell Focus (illusion), Nimble Moves (bonus)
Skills Stealth +11, Perception +9, Spellcraft, +10 Knowledge (arcana, local) +10, Disguise +4
Languages Elven, Undercommon, Common, Draconic, Abyssal, Aklo
SQ Arcane School (illusion, subschool Shadow), Arcane Bond (House Centipede)
Equipment, Hat of Disguise, Sleeves of Many Garments, Kit, wizard's 379 gp

Spellbook:

1st-Vanish, Disguise Self, Color Spray, Charm person, Memory Lapse, Anticipate Peril, Memorize Page, Ventriloquism, Magic Aura
2nd-Shadow Anchor, Invisibility, Mirror Image (150 GP), Silent Table (150 gp), Twilight Haze (150 gp), Haunting Mists (150 gp)

Thoughts GM?


@viluki

The premise of the character is fine, but I really don't want any evil characters in the party. However I do love the flavor and if your character can stay in line with the party And perhaps even grow to be friends with some of the crew that would be great. Basically I want your character to be at least some what emotionally invested in the crew. P.S. love the jarlaxle feel.

@ sockmonkey

Again I am really digging the flavor here guys. Can't wait to see the crunch

@ Yokaiboy

The problem with letting a half Dragon enter the campaign is that templates like that tend to either fall way behind or are leveraged to be incredibly broken. I can't promise that I will or will not allow it but if you rolled the crunch I can review and compare with the others.

@ everyone

Honestly enjoying all the fluff posted and I think this will lead to some truelly awesome adventures. That being said, be very wary of being off shoot races. While allowed, there will be some heavy prejudice.


Also going to keep recruitment open till Sunday and plan to start on the following Tuesday .


And here's mine.

Semban Margav

stat block:

Human (Rashemi) Occultist 3

Str 14
Dex 14
Con 14
Int 17
Wis 12
Cha 7

HP: 31
AC: 17|10+2(d)+5(a)

Fort 5|3+2
Refl 3|1+2
Will 4|3+1

BAB +2|CMB +4|CMD +16
Attack: Greatsword +5 melee, 2d6+6, 19-20/x2
Chakram +4 ranged (30 ft) 1d8+2

Skills:
Knowledge (history) 9|3+3+3
Swim 9|3+2+3+1
UMD 10|3+3+3+1
Perception 7|3+1+3
Sense Motive 7|3+1+3
Profession (sailor) 7|3+1+3
Linguistics 9|3+3+3
Acrobatics 9|3+2+3+1

Feats:
Weapon Focus (Greatsword)
Combat Reflexes
Power Attack

Class Features:
Mental Focus (9/day)
Magic Item Skill
Object Reading

Implements:
Greatsword (trans)
Mage Hand, Enlarge Person
Legacy Weapon
Psychic Weapon

Cloak (abj)
Resistance, Shield
Guiding/Warding Talisman
Warding Shield
Loci Sentry

Ring (illu)
Ghost Sound, Disguise Self
Distortion
Minor Figment
Unseen

Spells:
0-level: DC 13
Resistance, Mage Hand, Ghost Sound

1st level: DC 14 4/day
Shield, Enlarge Person, Disguise Self

Traits:
Pragmatic Activator
Diver
Soaring Sprinter
Drawback:
Attached

Gear: 3000
+1 Greatsword 8
Mwk Breastplate 30
Chakram x10 10
Barbarian's Kit 26
Mwk Buckler 5
126 Gold

79 lbs
58 116 175


And fluff soon to come.


I will create a template-class that should be equal in power to a normal class


here is my crunch, would appreciate feedback

crunch:

Female half-dragon drow (half-shadow dragon)
CN Medium dragon (elf)
Init +6; Senses darkvision 120 ft., low-light vision, Perception +9
DEFENSE
AC 19, touch 14, flat-footed 15 (+1 armor, +4 Dex, +4 natural)
hp 26 (3d12)
Fort +3, Ref +8, Will +4
Immune sleep, negative energie, magical sleep, paralysis; SR 9
OFFENSE
Speed 30 ft., fly 60 ft. (average)
Ranged hand crossbow +7  (1d4/19-20)
Melee bite +6  (1d6+6)
Melee claw +6/+6  (1d4+6)
Special Attacks breath weapon (30' Cone of Negativ energie 3d6 , DC 11)
Innate Spell-Like Abilities: dancing lights ( 1/day) darkness ( 1/day) faerie fire ( 1/day) STATISTICS
Str 16, Dex 18, Con 10, Int 10, Wis 12, Cha 13
Base Atk +3; CMB +6; CMD 23
Feats Death from Above, Flyby Attack
Skills Climb +8 , Disguise +4 , Fly +10 , Intimidate +6 , Knowledge (Dungeoneering) +5 , Perception +9 , Sense Motive +5 , Stealth +10 , Survival +7 , Use Magic Device +5
Languages Common, Elven, Undercommon
SQ keen senses, poison use, spell-like abilities, weapon familiarity
Combat Gear oil of darkness, potion of cure light wounds (3), potion of cure moderate wounds, potion of mage armor, potion of magic fang, potion of protection from evil, potion of protection from good, potion of sanctuary; Other Gear hand crossbow, bite, claw, cap of human guise, bracers of armor +1, bandolier, reversible cloak (common), belt pouch (5), crossbow bolts (10) (2), coin (platinum piece) (4), coin (silver piece) (2), disguise kit, flint and steel, traveler's outfit, mask (common)

SPECIAL ABILITIES
Breath Weapon (Su) 30' Cone of Negative energie 3d6 , DC 11, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.
Darkvision (Ex) Range 120 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision Drow can see in the dark up to 120 feet.
Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Immunity to Negative energie and strength drain (Ex) You never take negative energie damage. (/alternatively resistance against Negative energie and bonus against strenght drain
Immunity to Magical Sleep (Ex) You are never subject to magic sleep effects.
Immunity to Paralysis (Ex) You can never be paralyzed.
Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.
Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Spell-Like Abilities (Sp) Drow can use dancing lights 1/day, darkness 1/day, and faerie fire 1/day .
Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.
Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.
Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.


added halfdragon template, removed ability bonus( only +2 strength remains), 3 levels of dragon

Silver Crusade

Borken alert!


Halrian Wrung
Human Cleric

Not sure how you would like to do starting gold

Domains- Travel, (Liberation? Not all the domains Waukeen has in 3.5 exist in pathfinder)

http://realmshelps.net/cgi-bin/deities1.pl?nam=Waukeen

fluff:

Hal, is a very charismatic cleric of Waukeen. He has been involved in the church for as long as he could remember as his father is a prominent importer of goods in Waterdeep and excessively devout to the god of coins. His father's devotion was so true to the church that he made arrangements for Hal to join the priesthood at the very young age of five.
Hal enjoyed the priesthood. He enjoyed the frivolous lifestyle, he liked some of the ideas the clerics envisioned to make coin. This is what he eventually excelled at, thinking outside the box and making money where others would not think there was any to be made. He was always tinkering with an invention, or finding a weird niche to supply services.

His latest business venture is a slow cooking barbecue wagon that travels with trade caravans between Baldur's Gate and Waterdeep that sells the meals to the caravan at night when they camp. This wagon contains several gentle Repose pre-butchered cows for meat and a permanent magical hot coal bed built into the wagon, everything else are trade secrets.

Recently Hal has joined up with a crew that shares a similar goal of hunting pirates. These pirates have been disrupting trade routes, something a cleric of the god of coins cannot just sit back and watch.

Crunch:

STR: 10
DEX: 10
CON: 14
INT: 13
WIS: 17
CHA: 14

BAB + 0
Fort 4 =2+2
Ref 0=0+0
Will 5=2+3

AC in leather armor + shield= 14
HP = 11

Morningstar +0 (1d8)
Crossbow +0 (1d8)
Large wooden shield +2 AC
Leather Armor +2 AC
Scale Armor +5 AC

Feats
Scribe Scroll
Selective channeling

Skills
Diplomacy 6 = 1 +3 +2
Knowledge Religion 5 = 1 +3 +1
Sense Motive 7 = 1+3 + 3

spells:

Spells
0 level
-
-
-
1st level
-
-
-

Domains

Travel:
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Associated Domain: Travel.
Replacement Power: The following granted power replaces the agile feet power of the Travel domain.
Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Replacement Domain Spells: 1st—floating disk, 5th—overland flight, 9th—gate.

Liberation:
Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Freedom's Call (Su): At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.
Domain Spells: 1st—remove fear, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—greater dispel magic, 7th—refuge, 8th—mind blank, 9th—freedom.

Traits
Spoiler:
Focused Mind
Benefit: You gain a +2 trait bonus on concentration checks.
Careful Combatant
Benefit(s): When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.


here is the fluff for an alternate character, if you think Vier'tana is unbalanced

Keila Free
Female Human Brawler(Winding Path Renegade) 4

fluff:

Keila was born as Keila Miller, third child of a merchant family. She was a wild and unruly child, which didn't get any better as she grew up.
Unable to cope with her disregard of rules her parents send her to a monstery to lern discipline.
Monastery live hat to many rules, but the fighting was neat. she was somewhat able to cope with all the rules till somewhen after her 18th birthday, not that she wasn't disciplined quite regularly before. After being caught drunk and/or in bed with other disciples(of both genders) mulitple times, she was finaly thrown out of the Monastery.
Finaly free of her Family and the Monastery she whent where her feet would cary her.
After many Adventures (and tavernbrawls) she found herself at the Sword coast, lacking coin she decided to go and beat up a few pirates and get the bounty and their stuff.

Look:

Age 19
shoulderlenght red hair
a small scar near the base of her nose
green eyes with a mischievous glint
and an even more mischievous grin

personality:

lives and breathes Chaotic Neutral
has enough clever (and common sense) to get out of the trouble she causes :)
good at thinking on her feet
'when in doubt, do it'
doesn't care what others think of her
ignores social rules
Goal: to live the most fun live possible

crunch:

KEILA FREE
female human brawler(Winding Path Renegade) 4
LG Medium humanoid (human)
Init +3; Senses Perception +4
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 Armor )
hp 12 (1d10+2)
Fort +5, Ref +6, Will +1
Defensive Abilities
OFFENSE
Speed 30 ft., Fast Movement
Melee unarmed strike +4  (1d6+2)
Ranged sling +5  (1d4+2)
Ranged shuriken +5  (1d2)
Special Attacks
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 12
Base Atk +2; CMB +5(+6 Dirty trick); CMD 18 (19 Dirty trick)
Feats Dodge, Improved Unarmed Strike, Combat expertise, power attack, deflect arrows
Skills Acrobatics +6 , Climb +3 , Craft (Carpentry) +4 , Disable Device +5 , Escape Artist +5 , Fly +0 , Knowledge (Local) +4 , Knowledge (Dungeonering) +4 , Perception +4 , Profession (Sailor) +3 , Ride +0 , Sense Motive +3 , Swim +3
Languages Common
SQ bonus feat, skilled, weapon and armor proficiency
Combat Gear potion of cure light wounds, potion of cure moderate wounds, shuriken (3), torch (10), rations (trail/per day) (5); Other Gear leather +1, sling, shuriken (3), daredevil softpaws, explorer's outfit, sling bullets (10) (2), coin (gold piece) (9), coin (platinum piece) (4), coin (silver piece) (6), pouch (belt), backpack, bedroll, flint and steel, pot (iron), mess kit, rope (hemp/50 ft), soap (per lb), waterskin
SPECIAL ABILITIES
Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.
Brawler's Cunning (Ex)
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
Mystery of Unfolding Wind (Su) At 2nd level, the winding path renegade adds 10 to the range increment of ranged weapons she wields and gains Deflect Arrows as a bonus feat.

Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.
At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.
Maneuver Training (Ex) Dirty trick: At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.
At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)


I hope I haven't made any errors handediting this


Hi there!

I'm completely, totally, absolutely new to PBP gaming! However I've been playing in and running games for over a decade now (my how the time flies) and am interested in getting involved.

I had started a thread and gotten a boatload of info on what kind of things happen, and I read the first page of the PBP guide thread, so I think I understand enough that I could actually try it out.

Uhm... let's see. Important info about me.
I am in the Arizona Time zone, so my hours don't change with DST. I am a horrible night owl, but anytime between 4AM and 11AM I'm probably unconscious. I work 5 days a week, but part time and I can actually use the forums while at work so that's not a problem.

I am an author as well, so I'm not unfamiliar with writing characters in the 3rd person limited perspective. I do love making characters with depth and backstory and sometimes that means not making the optimal building choices. ;)

I'm okay with playing PBP, but I'll probably need some guidance until I hit my stride. I'm kinda... one of those people who needs to learn by doing. I read the guide but it doesn't really *click* click until I see it in practice.

One thing I don't understand yet is aliases. I can't seem to make them.

Okay so anywho... is there still spaces for your game? If so, who is already in on it so I can think of something that won't step on someone's toes?

*bows head* Please take care of me!


@rungok: I have started PBP like a month ago, hopefully I can help you with aliases

1. click on My Account
2. find the field Messageboard Aliases click on Create New Alias
3. Imput name (and Image), click on save
4. go to your profile page rungok, select the Aliases tab, click on the newly created alias
5. click on edit and imput whatever information you like


rungok wrote:


Okay so anywho... is there still spaces for your game? If so, who is already in on it so I can think of something that won't step on someone's toes?

You have to submit your full character according to the creation rules the DM gave, and if you are lucky he choose you when he do the selection.


Yokaiboy wrote:

@rungok: I have started PBP like a month ago, hopefully I can help you with aliases

1. click on My Account
2. find the field Messageboard Aliases click on Create New Alias
3. Imput name (and Image), click on save
4. go to your profile page rungok, select the Aliases tab, click on the newly created alias
5. click on edit and imput whatever information you like

Wooo thank you!


Crunch:
Str 10 +0
Dex 16 +3
Con 14 +2
Int 14 +2
Wis 8 -1
Cha 16 +3
HP: 29
AC: 18 (+3 Dex, +5 Chain Shirt)
Flat-Footed: 15
Touch: 13

Fortitude: +5
Reflex: +6
Will: +2/+4 against Compulsions and Charms
BAB: +2
CMB: +2
Languages: Common, Vishkanya/Snakefolk, Draconic, Undercommon
Traits: Stealthy Trait, Irrepressible, Honeyed Tongue
Drawbacks: Paranoid, Overprotective (for fun/flavor, and only concerning his crew and trusted associates)
Racial Traits: Poison Use, Toxic (2/day, DC 13), Weapon Familiarity (Kukri/Shuriken), Subtle Appearance (+4 Disguise for Human), Limber (+2 Stealth/Escape Artist), Keen Senses (+2 Perception)
Feats: Sleep Venom, Weapon Finesse, AlertnessB, Brew PotionB, Throw AnythingB
Class Features: Sneak Attack 2d6, Brew Potion, Mutagen, Throw Anything, Torturer’s Eye, Cruel Anatomist, Discovery (Tumor Familiar: Hedgehog), Swift Alchemy, Trapfinding,

Formulae Known:
1st:6: Monkey Fish, Cure Light Wounds, Shield, Endure Elements, Disguise Self, Deathwatch

Formulae List One:
1st: Monkey Fish, Cure Light Wounds, Shield, Disguise Self

Skills:
Craft (Alchemy): 1:+9
Diplomacy: 3:+10
Disable Device: 2:+9
Bluff: 3:+6
Knowledge (Nature): 3:+8
Stealth: 1:+10
Perception: 3:+9
Profession (Sailor): 2:+4
Sense Motive: 1:+2
Spellcraft: 1:+6
Use Magic Device: 1:+7
Items:
+1 Chain Shirt 1250gp
Masterwork Kukri 308gp
x20 Darts 10gp
Dart/Potion Bandolier 5sp
Coin Purse 1gp (12gp, 6sp, 5cp)
Masterwork Thieves’ Tools 100gp
Masterwork Backpack 50gp
Fanciest Hat 200gp
x2 Noble’s Outfit 150gp
x2 Explorer’s Outfit 20gp
Cold Weather Outfit 8gp
Hot Weather Outfit 8gp
Signet Ring (Twin Snakes facing each other over/around a Crescent Moon) 5gp
Pocket Watch 250gp
x6 Doses of Exotic Cologne 199.8gp
x100ft. Silk Rope 20gp
Grappling Hook 1gp
Waterproof Hooded Lantern 13gp
x2lbs Lamp Oil 2gp
Alchemist’s Lab 200gp
x5 Tanglefoot Bags 83.35gp (Crafted)
x10 Alchemist’s Fire 66.7gp
Ink 8gp
Fancy Inkpen 1gp
x50 Sheets of Paper 20gp
Scroll Case 1gp
x2lbs Sealing Wax 2gp
Formulae Book (Free!)
High Quality Chess Set 10gp

Fluff and such to follow soon...


Fluff:
Character Name: Argus Ventra (Goes by the name of his brother, Rekkus Ventra)
Race: Vishkanya/Snakefolk (Looks a lot like a human with fine scales and almond shaped eyes)
Age: 27 years
Skin: Sapphire Blue/Dark Tan Scales, mostly Dark Tan with flowing Sapphire Blue scale patterns
Hair: Medium Length, Black, usually in ponytail
Eyes: Dark Blue
Build: Thin/Athletic
Height: 6’0”
Weight: 175lbs.
Religion: Unaffiliated

Born to a poor, outcast family in the slums of the city state of Baldur’s Gate, Argus and his twin brother Rekkus were surrounded by suffering from an early age. As soon as they were able, Argus and Rekkus began lives of thievery to survive the harsh life of poor folk in Baldur’s Gate. Soon after reaching their teenage years, Argus’s parents died by the knife of a drunken pirate, near the docks of Baldur’s Gate. Rekkus took the loss much harder than Argus, and sought out a means to take vengeance against the pirate and his ilk. Argus simply delved deeper into his craft of thievery, and soon branched out into being a hired killer.

By young adulthood, Rekkus had made first mate of the Pirate Hunter Vessel {Insert Name of Our Ship}, and was beloved by the crew. Rekkus and his fellow Pirate Hunters were contracted by the Lords of Waterdeep to hunt pirates up and down the Sword Coast. Argus, however, was taken under the wing of a poisoner and killer, by the name of Velhara the Spider (a female, human Vivisectionist). Velhara taught Argus the ways of the Achemist and Poisoner, and the two were inseparable for many years. When Velhara, or Vel, received a very lucrative contract, she and Argus travelled to Waterdeep in search of prey.

The prey was none other than Argus’ brother, Rekkus, who was now the captain of the {Insert Name of Our Ship}, and was very successful in slaughtering pirates. Many of these pirates had bosses and friends, who would pay quite a bit to see Rekkus dead. Argus, however, was not informed of the target until it was too late.

While Vel gathered Intel on Rekkus, Argus sought out his brother to attempt to reconcile with him. Over the weeks of intelligence gathering, Argus and Rekkus reconnected and Argus learned much of what his brother was up to. Rekkus even managed to convince Argus to join his crew once his other business was concluded.

A month after they arrived, Vel informed Argus of the target; a ship’s captain staying at the Salted Kraken Inn. Vel gave Argus the room number, and when the target would be sleeping in his room. Argus poisoned his trusted Kukri, and set out into the night. Argus climbed into the room of the target, and then stabbed him in the heart, only realizing the target was his brother as Rekkus choked on his own blood. Argus was horrified, but regained some semblance of calm shortly after his brother drew his last breath. He then searched his brothers’ things, and gathered his brothers’ clothes and journal. Argus disposed of his brothers’ remains, and then snuck back into his room. For the next week, he remained within, learning all he could from Rekkus’ journals. When Argus was confident that he knew all he could of his brother and his brothers’ crew, he set out to find Vel.

Argus was furious with Vel for “forgetting” to tell him who the target was. The two got into a heated argument, which ultimately ended their relationship. Though Argus still loved Vel, he hated her for what happened to his brother, almost as much as he hated himself. Argus then headed off to the {Insert Name of Our Ship} to attempt to atone for his brothers’ murder, and to carry on his good works…

This is the fluff for Argus Ventra, murderer, scoundrel, and now Captain of this merry crew... if that is permissible.


Sorry didn't mean be MIA. Yeah as of now I haven't gotten a chance to review everything ill be able to get to it tonight however. Recruitment will close on Monday and we will start on Wednesday. I'll post who has been selected then.


@sockmonkey

Your domains seem acceptable. Gold is by level.

@ rungok

Yeah no worries. I am more than willing to take on a new pbp player, just worry more about fluff and backstory right now and your chances will be better.

@Yokaiboy

I haven't gotten a chance to look further at your entries yet. I'm posting from my phone so I'll look at it further later.


Okay after much time thinking, I have come up with my character application:

Xanos Shoresong

Character Back Story:

Nearly eight decades had passed since that stormy night and the crashed sailing ship. Eight decades since the nearby citizens of Highcliff rushed to the crash site to find few survivors; the cliffs were merciless that night.

It was only when the storm broke and the light of dawn shone down the coming day were the last of the survivors found, babbling wild tales of merfolk and water spirits. Several families were lost in the fury of the night's storm.

One man named Derek Shoresong, on the rescue effort, weary of the night's effort was picking his way across the rocks, returning home to his fearful wife when he saw a shape floating in the rocky shallows. Coming near, he recognized the all too grim sight of an infant in the water, seaweed and clinging to its pale skin. Numb to the image, he approached, only intending to give the babe a proper burial.

To his surprise, he discovered that the infant was not only still alive, but happily bobbing along, breathing the sea water as if it were air. Once he got over the initial shock, he collected the baby and took him home. He and his wife decided to keep him.

Xanos Shoresong spent many long years in Highcliff, growing up along his parents and eventually putting them to rest. His understanding of the sea nad the spirits was both instinctual... and one of the welcome oddities of Highcliff. Though viewed as strange by those around him, he had eventually been accepted as at least a helpful oddity aomng the town.

When his foster parents passed, he's found himself faced with a unique opportunity. Now he had the freedom to pursue a new course in his life. He sent word to his foster parents extended family to come claim the home and property, and taking his own belongings chartered passage to Waterdeep to find a new life for himself.

He heard word of the possibility of pirate hunting job. His natural powers, spellcasting, and learned skills would make him invaluable on a naval vessel. The fighting pirates part... He's not so confident.

And now without further ado:

The Character Sheet:

Lvl 2 HD: 1d8 + 2 ⇒ (7) + 2 = 9
Lvl 3 HD: 1d8 + 2 ⇒ (4) + 2 = 6

Xanos Shoresong
Male undine shaman 3 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Advanced Race Guide 174)
N Medium outsider (aquatic, native)
Init +1; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 26 (3d8+6)
Fort +3, Ref +2, Will +7
Resist cold 5, electricity 2
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee mwk obsidian dagger +3 (1d4/19-20)
Ranged sling +3 (1d4)
Special Attacks hexes (fortune, healing)
Shaman Spells Prepared (CL 3rd; concentration +7)
. . 2nd—buoyancy[ACG], wood shape (DC 16); barkskin[S]
. . 1st—discern next of kin[ACG] (DC 15), hex vulnerability[ACG] (2, DC 15); charm animal[S] (DC 15)
. . 0 (at will)—create water, detect magic, know direction, mending
. . S spirit magic spell; Spirit Nature Wandering Spirit
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 12, Wis 18, Cha 10
Base Atk +2; CMB +2; CMD 13
Feats Extra Hex[APG], Mauler's Endurance
Skills Acrobatics -2 (-6 to jump), Craft (ships) +6, Diplomacy +5, Handle Animal +4, Heal +8, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +5, Profession (sailor) +9 (+11 to navigate at sea, +13 to navigate in the area detailed by the chart, +13 to navigate in the area detailed by the chart), Spellcraft +6, Survival +8 (+10 to navigate in the wilderness, +10 to avoid becoming lost when using this), Swim +11
Languages Aquan, Common, Elven
SQ amphibious, hydrated vitality, spirit animal (dwarf caiman (mauler) named Chompy), storm burst
Other Gear eel hide studded leather, mwk obsidian dagger, sling, sling bullets (20), artisan's tools, astrolabe (apg), bedroll, belt pouch, coffee pot, compass, eternal candle (4), flint and steel, fortune-teller's deck, ground coffee beans (worth 8 gp, 1 lb) (4), hemp rope (50 ft.), masterwork backpack, mess kit, my bunk, nautical chart, nautical chart, pot, soap, swim fins, trail rations (5), waterskin, 114 pp, 15 gp, 9 sp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Astrolabe +2 navigation
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (2) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (1d8+3) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Hydrated Vitality (6 HP/day) Gain fast healing 2 when submerged completely in natural, flowing, water.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Storm Burst (3/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 1 rd.
Swimming (30 feet) You have a Swim speed.
--------------------

Chompy
Dwarf caiman (mauler)
N Small magical beast (animal)
Init +0; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 16 (+5 natural, +1 size)
hp 17 (1d8+2)
Fort +4, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 10 ft., sprint, swim 30 ft.
Melee bite +3 (1d4)
--------------------
Statistics
--------------------
Str 11, Dex 11, Con 15, Int 6, Wis 11, Cha 2
Base Atk +2; CMB +1; CMD 11 (15 vs. trip)
Feats Skill Focus (Stealth)
Skills Acrobatics +0 (-8 to jump), Diplomacy -2, Handle Animal -3, Heal +1, Spellcraft +0, Stealth +11, Survival +1, Swim +14
SQ +8 stealth in water, battle form, bond forged in blood, hold breath, improved evasion, spirit animal (nature)
--------------------
Special Abilities
--------------------
+8 Stealth in water +8 Stealth in water
Battle Form Str +6, Dex -2, Con +2 (Su) Your familiar can grow larger at will.
Bond Forged in Blood (Su) Your familiar cannot speak.
Hold Breath Hold your breath for 4 × CON rounds before you risk drowning.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spirit Animal (Nature) Move through undergrowth without harm/slowing & no Fly penalties up to windstorm strength.
Sprint (1/minute) (Ex) Land speed doubles for 1 round.
Swimming (30 feet) You have a Swim speed.

Oh jeez I just realized I didn't even go over his appearance. @_@

Xanos Shoresong:

Xanos shoresong's most prominent feature would be his hair. It grows from his scalp in thick locks of varying shades of green. He has taken to isolating the different patches of color into their own braids which he occasionally weaves with seashells he likes. His skin has the same slightly off white color of a clamshell, with his teeth the sheen of pearls. His eyes are like the sea in a storm, a dark blue with lines of light seen at just the right angles.

He wears a pair of pants and vest with forearm and shin braces made of braided eel hide over a plain white shirt, and so long as he is working on the docks or onboard a vessel he goes barefoot; the water and wood never seem to give him splinters or chills. When walking beyond his favored environs he wears a pair of boots that have seen more than their fair share of sea salt stains.

Though he can breathe underwater, he has no gills anywhere to be seen, though his feet and fingers have a little webbing between them. He believes that one of his birth parents might have been a lonely sea spirit, and his appearance lends credit to that theory.

His demeanor is like an ocean on a lightly windy day. He is calm for the most part, even considerate. He is as easy to read as the shallows of a tidepool, but just as the ocean stirs into a terrible thing when angered, so too does he have the capacity to rage and bluster like the very storm that brought him to Highcliff so many years ago.

His familiar, or his pet as he usually portrays, is a Dwarf Caiman (type of crocodile) he had named Chompy after an amusing first encounter with the creature. It has taken a liking to him, and now won't bite him, in the least. Chompy is a dark mottled brown and tan, with splashes of lighter olive underbelly and amber eyes.


Totally forgot to put Argus' class levels and archetypes: 3rd level Vivisectionist/Trap Breaker Alchemist.


Level 2 & 3 Hit Points
1d8 ⇒ 1
1d8 ⇒ 1

Wow... Wow... Can I reroll these please?


DM Sockmonkey wrote:

Level 2 & 3 Hit Points

1d8
1d8

Wow... Wow... Can I reroll these please?

I thought his character creation rules said roll as normal, but re-roll if under the average.

zomblisham wrote:
It's max first level then roll. Anything below average is rerolled

(Edit) Yep. I was right


Phew thanks Rungok!
1d8 ⇒ 6
1d8 ⇒ 6

Much better!


DM Sockmonkey wrote:

Phew thanks Rungok!

1d8
1d8

Much better!

Yay! I'm helping :3


HP for Keila:
HP1: 1d8 ⇒ 1
HP2: 1d8 ⇒ 8
would
HP1_2: 1d5 + 3 ⇒ (5) + 3 = 8
be ok or do I have to use d8 till I get more than half?


Dotting, hope I'm not too late...


I pull Vier'tana back and make Keila my main submission(unless you have already selected her :) )


THE DAY OF RECKONING IS HAS COME!!!

First off, I appreciate all the interest and hope i can provide the adventure all you quest goers will love. Secondly, I will be posting Monday through Friday up to 3 times a day (weekends can be rough for me but I will try to post on occasion). This means I plan on taking a significant part of my time to really make this a awesome experience, so please no one sentence posts. The more detail the better and having a contingency posted if the desired effect does not come to pass would be wise. If you cannot post please PM me before the date which you think you will be MIA. I will NPC your character to the best of my ability and what I believe is in your best interest. Lastly, if you were not selected I will message you first before opening recruitment again if someone drops out.

Now here is the list of accepted Characters.

Captain: JubJubJhubsten
First Mate: PurpleFruitNewt
Ships Quartermaster: DM Sockmonkey
Sailing Master: Rungok
Boatswain: trawets71
Ship Wizard (emissary of Blackstaff Tower): Viluki
Carpenter: Yokaiboy

I will post responsibilities of these positions in campaign info in a bit. I will also lay out the beginnings and such a bit later today. Starting tomorrow we can start playing.


This is DM Sockmonkey

Ahoy!

Look forward to being part of this game!


yay for being selected :)

just to be sure: Keila was selected, not Vier'tana ?


This is your captain speaking. Hoist the main sails, toward adventure!

Also, this is JubJubJhubsten


Edit to what a previously posted.

Ill be getting campaign info and such up on Wed. can also start up that night. My bad, just miss read my work schedule.


reroling HP(wrong dice)
HP: 1d10 ⇒ 11d10 ⇒ 51d10 ⇒ 7


Zomblisham: Trying to correct my character submission a bit, I think I can work with the emissary of Blackstaff tower idea quite well...

Without further ado I present my reworked character, Arcavato Denexis.

Also GM a question, would it be possible to exchange a feat for 1 skillpoint and class proficiency in 1 skill? Just asking because the skillpoints just aren't there for a dedicated face.

Backstory:

Arcavato Denexis was born a Drow Noble to the minor House of Denexis, a House with an obscure lineage that no one could trace. Suffice it to say this obscure lineage obviously contained a powerful wizard or two, Arcavato was the third child born of Matron Mother Denexis and as such was to be sacrificed to Lolth's glory...

When the dagger was about to impale Arcavato's chest something happened... A flash of arcane light and a second later Matron Mother Denexis was dead, a dagger impaled into her own chest. While many successors of a Matron Mother would have killed such a child (via magic or crossbow) Arcavato's eldest sister did not...

Arcavato's sister was completely unprepared to take the mantle of Matron Mother, nor did she fit the standard mold: an impious fighter with no gift for clerical magic. Rather then kill Arcavato his sister raised him to be the arcane champion of the House, a rare title bestowed only upon Drow sorcerers.

However his sister was unprepared for the dangers of Drow politics and fell quickly (by Drow standards, she reigned for just seventy years). Arcavato however escaped the fall of his house and retreated to the legendary "Skullport" beneath Waterdeep. There he would stew for twenty years, he survived...barely.

Joining the Moonstars:

Arcavato's existence in Skullport was rudely interrupted one day by a massive brawl within one of Skullport's taverns. In the process of using his magic to defend himself Arcavato accidentally saved the life of a Moonstar agent.

As the two escaped the tavern brawl the Moonstar in a fit of gratitude (and having royally failed his sense motive check) thanked Arcavato profusely for "saving" his life. Arcavato realizing that he had a gullible surfacer exploited this gratitude profusely and in doing so ended up at a most unusual appointment...

Meeting with the Blackstaff:

Arcavato waited in the atrium, his form was unbending and unmoving as he mentally counted the minutes in his head. As he counted down precisely to the last second the massive door to the Blackstaff's quarters began to open with a great creak.

Others might have quavered before the presence of Khelben Blackstaff, however Arcavato did not. To quaver was to show weakness and weakness here just as in Drow society meant death. The Blackstaff's eyes carefully examined Arcavato like a predator, judging all the characteristics that make one either weak or strong.

Then the Blackstaff spoke, his voice grave and foreboding.

"Arrum tells me that you saved his life deliberately, is this true."

Arcavato immediately spotted the dangerous gleam in the Blackstaff's eyes, Khelben already knew the answer: to lie would be pointless.

His voice perfectly controlled Arcavato answered, "no."

Khelben's eyes showed nothing as he spoke, "tell me truly then are you the same as your kin?"

Arcavato's eyes betray something akin to anger and indignation despite his best efforts to control his emotions, his answer once again was simple but this time much more empathic. "No."

The archmage's eyes calmly met his own and then flashed like silver fire, Arcavato's own gaze held firm as Khelben spoke.

"In what manner?"

Arcavato did not waver nor bow before what he saw in those silver eyes, to show weakness now was to face oblivion.

"I value self control, will, strength and ambition. I do not engage in pointless slaughter for the sake of an insane goddess's pleasure. My kin would employ torture to interrogate a prisoner, I would simply rip the knowledge I desired out of his mind in an instant."

Khelben's eyes returned to their normal hew and Arcavato could see something in them...approval?

The archmage's tone was suddenly brisk, business like but still laced with the raw power of a true archmage.

"If you desire power and status I can offer it to you, for a price. Serve me as my hand and you shall be rewarded with power and wealth. You will be the equal of any guild mage or indeed minor lord of Waterdeep and will have all the pleasures that come with such office..."

Khelben's tone is stern as he finishes the sentence, "and responsibilities".

Bowing his head slightly in a show of respect Arcavato replies formally, "as you wish Blackstaff".

Mission:

It is no secret that the Blackstaff has many, many projects and plans unfolding across the Realms. One of these projects is the pacification of the Nelanther isles, either as a "protectorate" of Waterdeep or under the aegis of a "rightful king" (rightful=fears Khelben above all else).

This current crop of pirate hunters should they prove successful may eventually receive the attention of Khelben himself but the Blackstaff has many affairs to deal with. As such Arcavato has two jobs, the first is his role as ship's mage. His second is to observe his fellow pirate hunters for signs of worthiness and conversely failure.

To this end Arcavato has been given a special status at Khelben's behest, he is to be treated by the authorities of Waterdeep like a minor lord or guild mage and this is known to virtually all of the power structure within Waterdeep...

Personality:

Ambition is my god: Arcavato is driven by ambition, the ambition to be something more then a slave to the Matron Mothers and through them Lolth. He desires status, power and wealth.

Patient: Arcavato knows he has an advantage few others do, an exceptionally long lifespan. He can afford to wait for decades if need be to achieve his aims. Life is not a murderous, hedonistic frenzy for him unlike his kin. Life is a Sava board and Arcavato will win this great game of Sava.

Not a yes man: Arcavato does not placate the ego of Khelben or anyone else for that matter, if he thinks your plan is a certain failure he won't have any trouble saying so.

Drow with honor: Arcavato does possess a surprising sense of honor, while his code of "honor" may be strange to paladins it would not be out of place or surprising to the more "organized" criminal groups.

Arcavato for instance has no qualms with taking hostages and if required no qualms about executing them. However he would actually take good care of the hostage, providing the basic necessities and abstaining from torture and other abuses (except perhaps interrogation via magic).

Another example would in the case of a siege or battle (that wasn't a stealth mission). Arcavato would before the onset offer fairly decent terms for surrender and would honor them, if they refused to surrender however Arcavato would have no trouble executing every last one of them.

Appearance:

Clad in his spider silk robes and his exotic Piwafwi Arcavato cuts an elegant, refined figure wherever he goes... His face is like his clothes and for those not overcome by revulsion to the Drow a quite handsome face to boot. His features also strongly hint at exactly who was was the mysterious progenitor of his bloodline is...

If Matron Mother Baenre gazed upon his face this thought would immediately leap into her mind,son...

Here is a image that would describe his face and hair style accurately,[url]http://fc07.deviantart.net/fs11/i/2006/221/f/8/Dark_Elf_male_by_ Untitliel.jpg[/url]

Stats:

LE Medium humanoid (elf)
Init +8; Senses darkvision 120 feet; Perception +3

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 dex)
hp 6 (3d6)
Fort +1, Ref +4, Will +3; +2 vs. enchantments
Immune sleep; spell resistance 9

OFFENSE

Speed 30 ft.
Melee
Ranged light crossbow +4 (1d8/×2)
Special
Sorcerer Spells Known (CL 3rd; concentration +8)

1st (6/day)—mage armor-shield-ray of sickening (dc 15), identify
0th (at will)—ghost sound (dc 14)-mage hand-penumbra-message-spark

Bloodline arcane (familiar: greensting scorpion)

STATISTICS

Str 11, Dex 16 (14+2), Con 10 (12-2), Int 12, Wis 10, Cha 18 (16+2)
Base Atk +1; CMB +1; CMD 13
Traits Seeker and Arcane Temper
Feats Drow Nobility, Improved Drow Nobility
Skills Intimidate +10, Knowledge (arcana) +7, Spellcraft +7, Use Magic Device +10
Languages Common, Elven, Undercommon
SQ bloodline arcana (arcane bond, metamagic adept 1/1), SLAs (Deeper darkness 2/2, dancing lights 2/2, faerie fire 2/2, feather fall 2/2, levitate 2/2, Detect Magic at will).

equipment Cloak of Elvenkind (2,500 gp), sleeves of many garments (200 gp), light crossbow (35 gp), 50 bolts (5 gp) and 260 gp.

Familiar, book spider:

Note that this familiar is effectively a reflavoured greensting scorpion, nothing is really changed besides the sting becoming a bite attack.

Arcavato's familiar is a prized "book spider", a specially bred creature popular with all manner of Drow arcanists.

The book spider is colored like parchment and indeeds feels like parchment... Indeed it actually spins webbings which are akin to parchment.

rolling health

1d6 ⇒ 1
1d6 ⇒ 2

Thoughts?


zomblisham wrote:

THE DAY OF RECKONING IS HAS COME!!!

First off, I appreciate all the interest and hope i can provide the adventure all you quest goers will love. Secondly, I will be posting Monday through Friday up to 3 times a day (weekends can be rough for me but I will try to post on occasion). This means I plan on taking a significant part of my time to really make this a awesome experience, so please no one sentence posts. The more detail the better and having a contingency posted if the desired effect does not come to pass would be wise. If you cannot post please PM me before the date which you think you will be MIA. I will NPC your character to the best of my ability and what I believe is in your best interest. Lastly, if you were not selected I will message you first before opening recruitment again if someone drops out.

Now here is the list of accepted Characters.

Captain: JubJubJhubsten
First Mate: PurpleFruitNewt
Ships Quartermaster: DM Sockmonkey
Sailing Master: Rungok
Boatswain: trawets71
Ship Wizard (emissary of Blackstaff Tower): Viluki
Carpenter: Yokaiboy

I will post responsibilities of these positions in campaign info in a bit. I will also lay out the beginnings and such a bit later today. Starting tomorrow we can start playing.

This will be a GREAT DAY!

[Edit] This is Rungok, btw. I just figured out how to post as an alias. :/ Was I supposed to have proposed the character as his alias? I'm still new to the way PBP recruiting works.

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