All's Well that Ends in a Well

Game Master Choon


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Yep! You're right. Good catch. Gonna go post it there. Thanks, Zanbabe!


^^ Are you sure that character isn't for the High Level / Light's Last Hope game?


GM Choon wrote:

You could make it into a journal. Either way is fine.

Mild profanity/vulgarity/innuendo is fine. I can read stronger profanity, but it tends to annoy me. I'm one of those paladin-adjacent people who things profanity is the refuge of those who have forgotten their thesaurus.
At the same time I tend too get a bit graphic in my descriptions of violence, so I'm nice and balanced. :)
It also depends on how creative it is. I'm in a Warhammer game with a player who is really creative with the cursing and I've greatly enjoyed it.

Awesome, I love me some good old fashioned innuendo. I'm basically Shakespeare.

Speaking of me being the best writer who ever has or will live, that journal entry idea is probably going to work better for me than what I was previously thinking. Are you fine with the idea of important details from my character's past not being in their backstory and coming out in gameplay? I definitely have clear ideas in my head, so I wouldn't have a chameleon past or anything like that. Could work out well.


Okay, this is Gaurwaith's submission. I'd definitely appreciate any feedback, I'm sure that my backstory could use lots of improvement and I've still got a lot of money to spend on things like iron spikes and different colors of chalk.

As is usual for me, I'm interested in any feedback other potential players will give me, and will offer my own in return.


Agarwaen Umarth wrote:

Okay, this is Gaurwaith's submission. I'd definitely appreciate any feedback, I'm sure that my backstory could use lots of improvement and I've still got a lot of money to spend on things like iron spikes and different colors of chalk.

As is usual for me, I'm interested in any feedback other potential players will give me, and will offer my own in return.

You can't have two animal companions. The levels stack to determine the animal companions level. You need a special ability to split it to get more.

Berserker of the Society can't be taken by a Bloodrager. The preq is Barbarian.


Brain_in_a_Jar wrote:
You can't have two animal companions. The levels stack to determine the animal companions level. You need a special ability to split it to get more.

Actually a class feature possessed by one side of the gestalt doesn't stack with the other side. Normally you just get the better of the two, unless GM Choon will make an exception.

There are ranger archetypes that let you split your companion levels into more than one companion, though usually it isn't a great idea.

Brain_in_a_Jar wrote:
Berserker of the Society can't be taken by a Bloodrager. The preq is Barbarian.

And the other Preq is your character has to be in the Pathfinder Society.


Thanks for the notes. The animal companion thing is not a big deal at all, but the loss of a bunch of rounds of rage might be, so I'm going to have to think about that.

As far as peet's character is concerned, you have the price of a mithral dagger as 500 gp when it should be 502 gp. You also aren't carrying any mundane gear at all, which I can understand to some degree. I'd want to use those last 7 lbs of carrying capacity though, but I suppose you'll worry about that if you're selected and have a good idea of if there will be a big strong fighter to carry things.

Brain in a Jar, is this your character, or are you planning on submitting someone else?

Any thoughts on my fluff?


GhostOfWar here.
Simon Blue-Eye & Emily Back-Fur are mostly done.
I have 1k gold left to spend but I will leave that open for now.
Certainly open for spotted errors or questions.


Hey GM, wondering how fast we'll be leveling. Is it going to be xp based?


How closely are we going to be tracking carrying capacity? I usually handwave it except for blatantly huge stuff, and I have a handy haversack, but the haversack has a weight limit, so I want to know how closely I need to watch that.


Leveling will have to be XP based. I dislike it, but it's necessary. You can go a lot of places and do lots of things against monsters across the CR spectrum so, in this extremely corner case, XP actually works with me instead of being a burden.

Scarab Sages

Phntm888 wrote:
How closely are we going to be tracking carrying capacity? I usually handwave it except for blatantly huge stuff, and I have a handy haversack, but the haversack has a weight limit, so I want to know how closely I need to watch that.

I will be tracking it generally, or I ask that you do. You can only carry out so much loot, after all. ;)


also as far as treasure goes, will you be customizing the treasure based on the party?


GM Choon wrote:
Leveling will have to be XP based. I dislike it, but it's necessary. You can go a lot of places and do lots of things against monsters across the CR spectrum so, in this extremely corner case, XP actually works with me instead of being a burden.

Which XP track will we be on?


I'd like to throw my hat in the ring for a character. I've never done play by post for a D20 based system but I've played in person for years and am currently GM of a regular game. Do I email my char sheet? Post it all here? I'm still fleshing him out but so far I have Gavin Stoneslag, a cigar smoking Dwarven Alchemist / Cleric who was outcast from him clan for too many overly enthusiastic explosive accidents. Gavin has certainly fallen in love with bombs.

My first stat roll put the forced 8 as my 3rd highest, so this is based off my 2nd roll. I put the 8 in CON, after racial it became 8. I'm assuming we get a bonus 1 for level 4. Please let me know if any of these assumptions are incorrect.

Str 13
Dex 16
Con 10
Int 18
Wis 16
Cha 12


@treasure: maybe.

@xp track: not fast. I haven't decided between slow and medium. I honestly don't know as this is my first time using xp.


Mitchell Williamson, if you've never been in a PbP game before, I highly recommend you check out this guide.


GM Choon wrote:

@treasure: maybe.

@xp track: not fast. I haven't decided between slow and medium. I honestly don't know as this is my first time using xp.

I'd personally recommend Medium given the pbp environment - there's something to be said for a bit of pace, when writing.


looking about at what others have done, medium xp is most likely the best choice, with the option of extra xp from the GM if a little boost is needed, or even a little less if advancement needs to slow down.


Mitchell Williamson wrote:

I'd like to throw my hat in the ring for a character. I've never done play by post for a D20 based system but I've played in person for years and am currently GM of a regular game. Do I email my char sheet? Post it all here? I'm still fleshing him out but so far I have Gavin Stoneslag, a cigar smoking Dwarven Alchemist / Cleric who was outcast from him clan for too many overly enthusiastic explosive accidents. Gavin has certainly fallen in love with bombs.

My first stat roll put the forced 8 as my 3rd highest, so this is based off my 2nd roll. I put the 8 in CON, after racial it became 8. I'm assuming we get a bonus 1 for level 4. Please let me know if any of these assumptions are incorrect.

Str 13
Dex 16
Con 10
Int 18
Wis 16
Cha 12

Mitchell, you need to roll on the boards here. Look below 'How to format your text' to see how to roll dice, it's the last example.


GM, are you open to the idea of getting a domain from a concept and not from a god? My character is a Ranger 4/Bloodrager/Inquisitor with the travel domain. You can check out my submission if you want more details.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Here's my final submission for Vuzi. Her background is done. I changed her to have the wasting curse, and the undead bloodline. It seemed to fit the story better.

Crunch:

Vuzi Ognok
Female half-orc oracle 4/sorcerer (tattooed sorcerer) 2/gestalt 2 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Advanced Player's Guide 42)
N Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 11 (+1 armor, +4 Dex, +1 dodge)
hp 32 (2d8+16)
Fort +6, Ref +6, Will +5; +4 Competence bonus vs. disease, +2 insight bonus vs. diseases, mind-affecting, poison
Defensive Abilities sacred tattoo[APG]; Immune sickened
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk longspear +3 (1d8+1/×3) or
mwk morningstar +3 (1d8+1)
Ranged sling +5 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Spell-Like Abilities (CL 4th; concentration +8)
3/day—touch of fatigue (DC 14)
Oracle Spells Known (CL 4th; concentration +8)
2nd (4/day)—align weapon, cure moderate wounds, false life
1st (7/day)—bane (DC 15), cause fear (DC 15), cure light wounds, entropic shield, protection from evil
0 (at will)—create water, detect magic, guidance, purify food and drink (DC 14), read magic, stabilize
Mystery Bones
Sorcerer (Tattooed Sorcerer) Spells Known (CL 2nd; concentration +6)
1st (5/day)—ear-piercing scream[UM] (DC 15), mage armor
0 (at will)—acid splash, disrupt undead, mage hand, mending, spark[APG] (DC 14)
Bloodline Undead
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 16, Int 9, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 17
Feats Alertness, Dodge, Draconic Heritage (chromatic), Varisian Tattoo[ISWG]
Traits resilient, sacred touch, seeker
Skills Appraise +5, Bluff +0, Craft (alchemy) +5, Craft (tattoo) +7, Diplomacy +0, Disguise +0, Intimidate +6, Knowledge (history) +6, Linguistics +2, Perception +8, Sense Motive +2, Spellcraft +4, Stealth +8, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Dwarven, Goblin, Orc
SQ bloodline arcana (corporeal undead affected by humanoid-affecting spells), bloodline tattoos, familiar tattoo, magical klutz, oracle's curse (wasting), orc blood, revelations (near death, raise the dead)
Combat Gear oil of magic stone, potion of cure light wounds (2), potion of endure elements, potion of shield of faith +2 (2), wand of bless (50 charges), alchemist's fire (3); Other Gear silken ceremonial armor[UC], mwk longspear, mwk morningstar, sling, sling bullets (50), cloak of resistance +1, handy haversack, bedroll, belt pouch, bread (3), candle (10), chalk, everburning torch, fine wine (per bottle) (2), flint and steel, hammer, hemp rope (50 ft.), masterwork tool, mess kit[UE], piton (4), pot, sack (2), silk rope (50 ft.), soap, sunrod (3), teapot[UE], tindertwig (4), trail rations (30), waterskin, waterskin, wrist sheath[UE], wrist sheath[UE], 24 gp, 6 sp, 6 cp
--------------------
Special Abilities
--------------------
Bloodline Arcana: Undead (Ex) Formerly humanoid corporeal undead are humanoids for your mind-affecting spells.
Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Draconic Heritage (chromatic, Electricity, 7/day) As a swift action, melee attacks with hands deal +1d6 dam of chosen energy for 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Immunity to Sickened You are immune to the sickened condition.
Magical Klutz When Use Magic Device to activate blindly, roll 2x (take low) and same for Ref saves vs. magic items.
Near Death +2 (Su) +2 to save vs. diseases, mind-affecting, poison.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Raise the Dead (4 HD, 1/day) (Su) Summon a 4 HD Skeleton, or Zombie to serve you.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Varisian Tattoo (Necromancy) Spells from chosen school gain +1 caster level.
Wasting +4 competence bonus to save vs. Disease

--------------------
Background:
Vuzi spent her entire life among the dead. Her first memories are of playing in the cemetery outside the destroyed village near the border of Utstalav and the Hold of Belkzen. Her village was raided by the Orcs until there was nothing left but Vuzi, and an old woman who managed to hide them both each time the Orcs came through. Zera used Vuzi to scavenge for food, and keep the firewood bin filled. Neither had another place to go to. Even if they had a place they didn’t have the means to make it out of that forgotten ruined village.

Things were quiet for a few years. It didn't’ stay that way. When she was fourteen the orcs came through again. There were a couple of stragglers after the main force. Zera and Vuzi just crawled out of their hiding spot in the cemetery, and the were caught. This time they killed Zera the old woman, and found Vuzi hiding among the gravestones.

Vuzi’s oracle skills came to life, and she raised a skeleton to protect herself. With Zera dead and the orcs aware there was someone left in the village not just the ghosts, Vuzi took a chance and left. She’s traveled south and west over the years. She takes adventurer jobs for money. She’s been a caravan healer. That job didn’t end well. In fact most of her jobs don’t end well. Too many people have issues with the dead suddenly walking again.

The best thing she has done was to take care of the bandit leader and his group that were terrorizing a small village just a few days away from Sandpoint. After completing that job she headed to Sandpoint to spend her gold, and heard a story in the Rusty Dragon about a Dungeon full of Graves on an Island in the Shackles. The items that might be found there intrigued Viza She’s been headed to the Shackles for the last several months.

She keeps growing strong in her bones mystery, and finds herself with a sorcerers affinity for the undead. She’s picked up the craft of tattooing, and can make a good living at that. The Inns and Pubs along the coast have many opportunities to tattoo a sailor or two each night.

The half-orc has finally made it to the island where the Forest of Hope is, and heads toward the local pub in the port town.. A six foot tall half-orc woman wearing no armor enters the pub. Her body looks as if it could be wasting from a disease, but he hair is silky black and pulled into a neat bun at the back. Those who look closely will see a scorpion clinging to her clothing at the neckline. Her clothing is dark. She smiles but it isn’t a friendly smile. Her tattoos are evident. ”Anyone in need of a tattoo? I’ll trade one for information or you buying me dinner. Your choice.”


Spazmodeus wrote:


Mitchell, you need to roll on the boards here. Look below 'How to format your text' to see how to roll dice, it's the last example.

Thank you

Gaurwaith wrote:


Mitchell Williamson, if you've never been in a PbP game before, I highly recommend you check out this guide.

Thank you

I searched the forums a bit and can't find any info on how to drop the lowest die, further advice would be appreciated

Roll1Stat1: 4d6 ⇒ (6, 6, 6, 6) = 24
Roll1Stat2: 4d6 ⇒ (4, 6, 4, 2) = 16
Roll1Stat3: 4d6 ⇒ (6, 2, 5, 1) = 14
Roll1Stat4: 4d6 ⇒ (5, 4, 6, 6) = 21

Roll2Stat1: 4d6 ⇒ (6, 1, 5, 6) = 18
Roll2Stat2: 4d6 ⇒ (6, 2, 3, 2) = 13
Roll2Stat3: 4d6 ⇒ (4, 5, 6, 4) = 19
Roll2Stat4: 4d6 ⇒ (3, 6, 3, 2) = 14

Edit: Sweet, first roll turned out better then my offline rollong, 18, 18, 17, 14, 13, 8.

@GM Choon
Do we get +1 to an ability score for being 4th level?
Are you open to a stat being lower than 8 after racial adjustment? As a dwarven Alchemist I'm clearly not power gaming this go round, just trying to find something that'd make a good story.


Mitchell Williamson wrote:
Spazmodeus wrote:


Mitchell, you need to roll on the boards here. Look below 'How to format your text' to see how to roll dice, it's the last example.

Thank you

Gaurwaith wrote:


Mitchell Williamson, if you've never been in a PbP game before, I highly recommend you check out this guide.

Thank you

I searched the forums a bit and can't find any info on how to drop the lowest die, further advice would be appreciated

[Dice=Roll1Stat1]4d6
[Dice=Roll1Stat2]4d6
[Dice=Roll1Stat3]4d6
[Dice=Roll1Stat4]4d6

[Dice=Roll2Stat1]4d6
[Dice=Roll2Stat2]4d6
[Dice=Roll2Stat3]4d6
[Dice=Roll2Stat4]4d6

you kind of just have to do that yourself and post the result. there is no macro to drop the lowest die.

your first set is pretty dang good though:

18, 14, 13, 17


Hi, Mitchell! Welcome to the boards. You picked one doosey of a game to get your feet wet with!

People are previewing or posting-then-editing those rolls and adding in the subtraction. This site doesn't really do macros. Way to make you first ever die roll a perfect stat, four sixes in a row!

@ conceptual diety: that's perfectly within the rules.


GM Choon wrote:

Hi, Mitchell! Welcome to the boards. You picked one doosey of a game to get your feet wet with!

People are previewing or posting-then-editing those rolls and adding in the subtraction. This site doesn't really do macros. Way to make you first ever die roll a perfect stat, four sixes in a row!

@ conceptual diety: that's perfectly within the rules.

I'm looking forward to it. I'm repeating the question here because I edited my post after this post.

Should we add a +1 Ability score for being level 4?
Are you ok with an ability dump below 8 after racial adjustment?
I'm intentionally not power gaming, but with the lethality you've suggested, would you recommend otherwise?


Hey GM, pretty sure this question got lost in the "there's a new person" above, so I'm repeating it here.

Are you open to the idea of getting a domain from a concept and not from a god? My character is a Ranger 4/Bloodrager/Inquisitor with the travel domain. You can check out my submission if you want more details.

DW Duck wrote:
Thank you

You're welcome.

If anyone is interested in a mutual review of characters, that's still something that I think would be great.


Yes, you get +1 at 4th

You can dump below 8, but if a bestie comes along that targets that stat...

I never recommend power gaming, though I've done my fair share. Create a character you will enjoy playing. To do less is to rob yourself of fun. Especially in pbp.


GM Choon wrote:
@ conceptual diety: that's perfectly within the rules.

;)


In the end wasn't entirely happy with the paladin/oracle build. Felt unsatisfactory. With only being able to speak Celestial in combat, coupled with low movement and low AC...going to rebuild him as an enlightened bloodrager (4) enlightened paladin (2). In a dungeon will make for a much more mobile character. Will still hit quite hard. Still gets some magic.

Will be making the changes to my profile.


Ouch, somehow overlooked that. Thanks for the quick response twice in a row.

Should I really lay it on thick in my fluff or just a light touch? I've gone with the journal suggestion, so I think a lighter touch is more natural, but let me know if you want more.


Crunch has been redone. Will be modifying/re-writing background soon. Much happier with how he has turned out thus far. Has room to grow.

This is the replacement of Sir Godwyn

Background:

The shackles are a lawless region, kept 'independent' by a strong reliance on pirates. The region is crawling with smugglers, murderers, thieves and scoundrels. Such a place can be hard on the locals who are unaffiliated with any such groups.

Godric was born to a simple family on the mainland of the shackles. His father was a fisherman, just as was his father, and his father before him. They survived on the bounty of the ocean, and on the hope of making enough to both survive and pay their taxes.

When Godric was born, he was deemed to be a miracle. His mother was infertile, and try as they might, she could not conceive. His parents prayed every night, and even sacrificed the best of their meager catch to whatever kindly god might listen. When Godric was born, they declared him to be a gift from the gods. And he was, for he was an aasimar, and as such was blessed with celestial blood.

He grew up to be tall, strong, and proud. Everything he tried came easy to him. Always with a smile on his face and eager to help, he worked hard and was content with his life. His parents, barely able to make enough to survive, could not afford an education for him. Not that he would ever have been interested. Even learning how to read proved to be incredibly hard for him, for his mind was always elsewhere. If something did not relate to the here and now, then he found it impossible to focus. And while languages came easy to him, that was more of a gift of his blood than any real work.

When he came of age, Godric was approached by the first mate of a trading vessel. Impressed with his strength and work ethic, he offered Godric a place aboard the ship. When the young aasimar demurred, the man offered him a 'sign-on bonus', which while a pittance, was more than he or his family could make in a year. Eager to see the world, and to help his family, he agreed. Giving all of the money to his parents, he set sail.

He quickly took to his new life as a crew member of 'The Dauntless', a trading vessel which made the arduous journey from the Shackles to Cheliax.

Even more than his ability as a sailor, though, he proved to be a formidable marine. Never one to wear much in the way of armor, given his natural strength and agility, it was not long before he became quite skilled in the use of both cutlass and falchion. This was useful, as he was forced to join his fellow crew members in fighting off many a hostile boarding party. Both from human, and less civilized, foes. He even earned some distinction when he managed to best a pirate mate in single combat.

However, all things have an end and a beginning. Recently, the captain of 'The Dauntless' made the mistake of trusting a pirate captain to provide added security to his ship. At night, while near the island upon which A RAPPAN ATHUK sits, the pirate ship opened fire on 'The Dauntless.' Godric was awoken from his slumber only to find his ship both being boarded. What followed was a haze of fighting, followed by swimming as he was knocked overboard in the swirling melee as the pirates either slaughtered or enslaved his fellow sailors.

Drenched, cold, and traumatized, he found himself alone on the island. Finding his way to the Coast Road, he began to walk. Hoping to either find survivors, or to find new companions with which to shelter with.

Strengths and Weaknesses:
Godric is an aasimar. He is tall, strong, agile and confident. With golden hair and a perfect smile, he has been blessed physically by his celestial blood. He also has a natural talent with languages, being able to speak both common and polygot without effort. He also, by virtue of his blood, speaks celestial, infernal and abyssal.

However, he is uneducated, and none-to-bright. Barely able to read, and without the drive to learn, there is much about the world that he does not know. And much that he will never know. From history to geography, there is much knowledge that is taken for granted by the common people of Golarion. To Godric, though, that is all alien to him. Whether by a character flaw, or from everything coming too easy to him, he is as far from a scholar as a person can be.


On the train at the moment - will roll as soon as I am in front of the PC.

GM Choon wanted to ask you if you will accept Hide in Plain Sight and Accomplished Sneak Attacker, since I have an idea for an Arcane Trickster running around in my head :D


I'm rescinding my prior submission (the Oread Oracle) and instead submitting the following Half-Elf Blossoming Light Cleric/Swashbuckler of Sarenrae. Still have a little bit of wiggle room in the carrying capacity, and a bit of cash to spend on supplies before heading into the dungeon.

Statblock:

Pharom Melisander
Half-Elf Cleric (Blossoming Light) of Sarenrae 4/Swashbuckler (Whirling Dervish) 2
LG Medium Humanoid (Human, Elf)
Init +5; Senses Low-Light Vision, Perception +13

Defense
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 37 (2d8 + 2d10 + 8 Con + 4 FCB)
Fort +7, Ref +7, Will +10
Defensive Abilities

Offense
Speed 30 ft.
Melee +1 Scimitar +9 (1d6+6/18-20) or
Silver Scimitar +8 (1d6+5/18-20) or

Ranged

Special Attacks
Cleric Spells Prepared (CL 4th; concentration +8)
Orisons - Create Water, Purify Food and Drink, Light, Detect Magic
1st - Abstemiousness, Burning Disarm, Unbreakable Heart, Remove Fear
2nd - Burst of Radiance x2, (Empty Slot)

Domain Powers Touch of Glory 8/day, Restorative Touch, 8/day
Channel Energy 9/day, 2d6

Statistics
Str 8, Dex 20, Con 14, Int 13, Wis 18, Cha 17

Base Atk +3; CMB +2; CMD 17

Feats Weapon Finesse, Dervish Dance, Divine Fighting Technique (Sarenrae's Mercy)

Traits
Skills (16 ranks + 8 Background Ranks)
Acrobatics +9 (2 ranks +3 class +4 Dex)
Diplomacy +8 (2 ranks + 3 class + 3 Cha)
Escape Artist +9 (2 ranks +3 class +4 Dex)
Heal +10 (2 ranks + 3 class + 5 Wis)
Perception +13 (4 ranks + 3 class + 5 Wis)
Knowledge (Religion) +5 (1 ranks + 3 class + 1 Int)
Sense Motive +11 (3 ranks + 3 class + 5 Wis)
Background Skills
Perform (Dance) +8 (2 ranks + 3 class + 3 Cha)
Knowledge (History) +6 (2 ranks + 3 class + 1 Int)
Profession (Herbalist) +10 (2 ranks + 3 class + 5 Wis)
Knowledge (Nobility) +6 (2 ranks + 3 class + 1 Int)

Languages Common

Special Qualities
Kindred-Raised While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.

Promise of Faith A blossoming light vows to trust in her deity’s protection over arms and armor. She is not proficient with any armor or shields. The blossoming light cannot use or benefit from any of her class features (including spellcasting) while wearing armor or using a shield, or for 1 minute thereafter.

Promise of Purity A blossoming light must be truly pure of heart. She must be good-aligned and worship a nonevil deity. If the blossoming light willfully commits an evil act, she loses all class features (including spellcasting) until she atones.

Luminous Font (Su) A blossoming light forsakes her deity’s deeper mysteries to focus on benevolence, healing, and bringing light to darkness. A blossoming light still selects domains and retains access to domain powers, but does not gain domain spell slots. Blossoming lights are beacons of goodness, guiding others to follow their own best natures. A blossoming light adds half her level on Diplomacy checks against good creatures or to convince an evil creature to take an action against its evil nature. A blossoming light’s channel energy is usable a number of times per day equal to 5 + her Charisma modifier. At 2nd level and every 2 levels thereafter, the blossoming light gains an additional use per day of channel energy.
At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.
At 7th level, when a blossoming light channels energy, she can expend an additional use to fill the affected area with bright light (as per daylight) for a number of rounds equal to her cleric level.
At 10th level, a blossoming light can use atonement once per day as a spell-like ability, but only to offer redemption to others (as per the spell). Using the spell in this way does not require a focus or material component.

Aura (Ex) Lawful Good aura

Glory (Heroism) Domain You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Healing (Restoration) Domain Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Channel Energy (10/day) 2d6 damage, Will DC 19

Touch of Glory (Sp) You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll.

Restorative Touch (Su) You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed

Panache (Ex) 3/3, regain 1 with critical hit unless creature is helpless, unaware, or has <2 HD

Merciful (Ex) Does not gain any panache for dropping a foe below 0 hit points unless that foe is an evil outsider or undead, or if the damage she dealt was nonlethal. Gain 1 panache if she causes an evildoer with a number of Hit Dice equal to at least 1/2 her character level to surrender to her. She can gain this benefit no more than once per round, even if multiple enemies surrender.

Derring-Do (Ex) Spend 1 panache on Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex) When an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Weapon Finesse With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Dervish Dance When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Divine Fighting Technique (Sarenrae's Mercy) You take no penalty on attack rolls for using a scimitar to deal nonlethal damage. If your attack with the scimitar would normally deal additional damage (such as via sneak attack, the flaming weapon special ability, or the like), this additional damage can be nonlethal damage. You can also alter spells with the fire, good, or light descriptor and inflict spells so that the damage they deal is nonlethal damage instead. You can choose to apply this effect as the spell is cast.

Gear (26/53/80 Carrying Capacity)
Cloak of Resistance +1 -1,000 gp, 1 lb.
+1 Scimitar - 2,315 gp, 4 lbs.
Silver Scimitar - 35 gp, 4 lbs.
Wand of Cure Light Wounds - 750gp, 0 lbs.
Wand of Mage Armor - 750gp, 0 lbs.
Backpack - 2gp, 2 lbs
Wooden Holy Symbol x3, 3gp, 0 lbs.
Silk Rope (50 ft.), 10 gp, 5 lbs.
Bedroll, 1 sp, 5 lbs.
134 gp, 1 sp, 21 lbs.


HP Roll using my secondary (going Grenadier / Bolt Ace) Hit Die as it is the better of the 2 as outlined in posts from GM Choon on first page.

Assuming first level Max (10) and Con Mod of +2

3d10 + 10 + 8 ⇒ (6, 3, 9) + 10 + 8 = 36


DW Duck wrote:

HP Roll using my secondary (going Grenadier / Bolt Ace) Hit Die as it is the better of the 2 as outlined in posts from GM Choon on first page.

Assuming first level Max (10) and Con Mod of +2

3d10+10+8

You... don't roll HP it was mentioned Here


HP is max first level, then average for every other level (page 2 of recruitment thread: "Use average hp after max at first level.").

Remember that your HP die switches off if your level 4 class has a lower die than your level 2 though. :)


Ancient Dragon Master wrote:
DW Duck wrote:

HP Roll using my secondary (going Grenadier / Bolt Ace) Hit Die as it is the better of the 2 as outlined in posts from GM Choon on first page.

Assuming first level Max (10) and Con Mod of +2

3d10+10+8

You... don't roll HP it was mentioned Here

Damn, that's what I get for rushing


It's ok. Missing something in 230+posts is perfectly understandable.


Gaurwaith wrote:
As far as peet's character is concerned, you have the price of a mithral dagger as 500 gp when it should be 502 gp.

Good catch!

Gaurwaith wrote:
You also aren't carrying any mundane gear at all,

If you read the post accompanying my entry you will see that I mentioned that I would worry about buying that stuff if I am picked since it is a rather tedious process.


When I GM with XP, I track it on my end. That way I can fudge if need be. Usually to avoid the ineveitable whining I get when they players say, "We're only 36 xp away from the level. Are there any goblins around?"


That thought had crossed my mind. Good to hear from someone who's done it. :)


This is Slayde's submission. In the profile is the crunch of my submission. I've gone for a shroud marksman as a primary and a rogue secondary. The only crunch that isn't done is the purchases. I'll get on that and the fluff shortly


Choon wrote:
Phntm888 wrote:
How closely are we going to be tracking carrying capacity? I usually handwave it except for blatantly huge stuff, and I have a handy haversack, but the haversack has a weight limit, so I want to know how closely I need to watch that.
I will be tracking it generally, or I ask that you do. You can only carry out so much loot, after all. ;)

Okay. I'll get weight added up, then, and resubmit.


Philo Pharynx wrote:
When I GM with XP, I track it on my end. That way I can fudge if need be. Usually to avoid the ineveitable whining I get when they players say, "We're only 36 xp away from the level. Are there any goblins around?"

The other option is to have a player track it, just in a way that is easily accessible. I was in a Rappan Athuk game that died at fourth level (we started at first and played in the Mouth of Doom). I tracked the xp and treasure in this profile so the GM and other players could see the tally and audit it as they saw fit.


That's a good idea, markofbane. Thanks!


Albion, The Eye wrote:
GM Choon, I wanted to ask you if you will accept Hide in Plain Sight and Accomplished Sneak Attacker, since I have an idea for an Arcane Trickster running around in my head :D

GM Choon, I'll repost my questions - I don't think I've seen many recruitment threads quite as active as this one :D


Here is Ma'an's resubmission, with the weight added up and a few things I forgot added.

Crunch:

Ma’an 
Male undine gestalt hydrokineticist 4/unchained monk 2 
LG Medium humanoid (human)/outsider (native) 
Init +5; Perception +10 
Favored Class: Kineticist 
FCB: 4 Skill Points 
---------------------------------------------------------------------- 
DEFENSE 
AC 24, touch 19, flat-footed 15 (+5 armor+5 Dex+3 Wis+1 dodge); -2 vs improvised weapons 
HP 45 (2d8+2d10+16 Con+4 Toughness) 
NL 4 
Fort +7, Ref +7, Will +4; +2 vs charm and compulsion effects, 
Special Defenses deflect arrows, evasion 
Elemental Defense Shroud of Water (+4 armor or shield, spend 1 Burn/increase to bonus)
--------------------------------------------------------------------- 
OFFENSE 
Speed 30 ft; swim 30 ft 
Melee kinetic blade +8 (2d6+2+4, x2) 
Melee unarmed strike +8 (1d6, x2) 
Melee flurry of blows +8/+8 (1d6, x2) 
Melee dagger +8 (1d4, 19-20/x2) 
Ranged kinetic blast +8 (2d6+2+4, x2, 30 ft/120 ft) 
Ranged light crossbow +8 (1d8, 19-20/x2, 80 ft) 
Ranged dagger +8 (1d4, 19-20/x2, 10 ft) 
Special attacks elemental overflow +1, flurry of blows, stunning fist (3/day, DC 14) 
Infusions extended range, kinetic blade 
Utility wild talents basic hydrokinesis, kinetic cover, slick (DC 16) 
Simple blasts water blast 
Spell-Like Abilities (CL 4th) 
1/day – hydraulic push 
--------------------------------------------------------------- 
STATISTICS 
Str 10, Dex 20, Con 18, Int 12, Wis 16, Cha 8 
Base Atk +3; CMB +5; CMD 19 
Traits Focused Disciple, Scholar of Ruins; Drawback Naive 
Feats AP (light), Deflect Arrows, Dodge, Improved Unarmed Strike, Stunning Fist, Toughness, Weapon Finesse, WP (simple, handaxe, kama, nunchaku, sai, short sword, shuriken, siangham, monk weapons) 
Skills (ACP -0) Acrobatics +12, Climb +6, Knowledge (geography)* +9, Knowledge (history)* +8, Knowledge (nature) +7, Knowledge (religion) +7, Perception +10, Stealth +12, Swim +4, Use Magic Device +6 
Languages Common, Aquan 
SQ Burn (1/7), elemental focus (water), gather power, hydrated vitality, mostly human 
Combat Gear potion of barkskin (+2), potion of cure moderate wounds, 2 potions of shield of faith (+2), 2 potions of cure light wounds, 2 potions of hide from undead, 2 potions of darkvision, 3 flasks alchemist’s fire, 3 flasks acid, 2 antitoxins, Other gear dagger, light crosswbow with 20 regular bolts, 10 cold iron bolts, 10 alchemical sivler bolts, cloak of resistance +1, handy haversack, traveler’s any-tool, ioun torch, monk’s kit (a belt pouch, a blanket, rope, soap, torches (10), trail rations (21 days), and a waterskin), climber’s kit, 2 bandoliers, common grappling hook, flint and steel, 100 ft. silk rope, 10 pieces chalk, everburning torch, 3 sunrods, journal, 5 inkpens, 2 vials of ink, mapmaker’s kit, explorer’s outfit, 2 monk’s outfits, 262 gp, 4 sp 
Light Load/Medium Load/Heavy Load: 33/66/100
Weight Carried: 21
Handy Haversack Main Pouch: 49/80
Handy Haversack Left Side Pouch: 11/20
Handy Haversack Right Side Pouch: 11/20

Backstory:

Ma’an was born to a mother and father, as most children are. However, he never knew them. The family was on a boat sailing down the River Sphinx. Unbeknownst to them, the captain of the boat had reneged on a deal with a marid. Feeling spiteful, the marid came and destroyed the boat, taking revenge for the captain’s offense. All aboard died, except, somehow, Ma’an. Instead of perishing, he washed up onto the shore on a piece of debris, where he was found by a monk from a monastery dedicated to Wadjet. The monks took him to the monastery, where they named him Ma’an and raised him as one of them.
The monks would prey to the River Sphinx and Wadjet each day, and many of them spoke of a connection to the river through their faith. Ma’an felt this connection as well, but not just to the river. He felt it with all water. So it was that on the boy’s 10th birthday, he began to control the water, to move it about with naught but the power of his mind. Believing him to be blessed by Wadjet, the monks encouraged learning to control water, while also teaching him both to center himself and maintain his concentration, as well as something of history.
Osirion is a land full of ancient monuments, and the monastery had some records of them, but they were woefully incomplete. Occasionally, the monks would venture forth to create records of newly discovered or recently cleared landmarks and return them to the monastery, expanding their knowledge. Once he was deemed ready, Ma’an also journeyed forth to record the history of Osirion’s monuments.
Though the monks deemed Ma’an ready to journey and document Osiriani history, the real world had other ideas. Due to the monks kindness, generosity, and sense of fairness, Ma’an had little experience with those who sought to deceive or use underhanded tricks to get what they want. Often he would follow someone with a tip on a recently cleared out monument that he could find, only for that person to lead him into an ambush where thugs would attack him to take whatever coin or other wealth he had on him. Despite the setbacks, though, he was able to explore forgotten tombs – often with the aid of others, most of whom were looking more for the wealth contained within than particularly caring of the history. In his explorations, he escaped traps both mundane and magical, fought animated statues and reanimated corpses, as well as rivals who sought to kill them and take the history they had found, vicious gnolls who sought to kill or enslave them. He defeated them all, and after each expedition, he would return to the monastery to share his findings and have them recorded into the library.
It was on one such expedition he heard tell of a great dungeon on a far-off island in the Shackles – Rappan Athuk. Intrigued, when he returned from that expedition, he spoke to the other monks about it. They had never heard of it, and had no record of such a place, but given its location, they did not see it as a priority. After all, there were still plenty of monuments in Osirion to be chronicled, and one in the pirate-infested Shackles was hardly one to be concerned about. Nevertheless, Ma’an was intrigued. He thought about such a great dungeon, and what it must hold – the history such a place must have. In the end, though the monks counseled against it, Ma’an decided he had to explore the dungeon. Offering prayters to Wadjet for his safety, the monks bid him farewell, and he traveled – first up the river to Sothis, then aboard a boat heading to the west – towards Rappan Athuk. He knows nothing of the place, but he knows his chronicle will live on in the temple’s archive. 

Scarab Sages

Albion, The Eye wrote:
Albion, The Eye wrote:
GM Choon, I wanted to ask you if you will accept Hide in Plain Sight and Accomplished Sneak Attacker, since I have an idea for an Arcane Trickster running around in my head :D
GM Choon, I'll repost my questions - I don't think I've seen many recruitment threads quite as active as this one :D

What do you mean 'accept' them?

Shadow Lodge

I wish I could afford a decanter of endless water
If I had exactly enough to buy one it'd be the only thing I'd buy

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