An existing group is starting back up at the beginning of the 2nd book in the Giantslayer AP. They are wanting to replace an arcane caster who moved on to other games after this PbP paused for a short hiatus due to health issues. The game can be found here: DM Darkblade Giantslayer Campaign
Starting Level: 4th level
Stats: 25 Point Buy plus 4th level boost- no stat higher than 18 or lower than 8 post-racial adjustments without express DM discussion and approval. Make sure to indicate which stat was boosted at 4th level.
Classes: First, only official Pathfinder content will be accepted, sorry. If in doubt ask before assuming, please.this AP. The group is only accepting applicants to fill the role of an arcane caster of some type.
Alignment: It should be mentioned this AP revolves around thwarting armies of orcs, ogres, giants and other evil sorts bent on world domination. The group has developed a good reputation and similarly leaning moral compass. Evil characters are not likely to be chosen.
HP: Max for 1st level; after that, you can either have the DM roll upon leveling up or take the average rounded up. This choice may be changed at subsequent levels.
Races: All Pathfinder material races will be accepted for consideration. If you choose to play something monstrous, like a goblin or orc, explain why you are tolerated in civilized lands, even those like Trunau.
Traits: Two traits plus one additional allowed, that being a campaign trait from the Giantslayer or other appropriate player's guide. You must meet all requisites for any traits, feats, classes, prestige options chosen for your character concept.
Drawbacks: I will be allowing Drawbacks for an additional Character Trait, and the use of Drawbacks will be monitored. If you have it, expect it to come into play at some point.
Wealth: Maximum 8000 gold pieces starting wealth. This is slightly below the existing party, mostly to reflect the group has been at this a bit longer than the newest addition.
You may be from any of the areas discussed in the Giantslayer Players Guide. Please consider why your character is in Trunau at this time. Origin choices outside these area listings should have a significant character concept to explain the journey to Trunau.
I do expect those with campaign knowledge to do their best to not use any out of game knowledge to drive character actions or decisions. Metagaming is frowned upon.
Recruitment will be open until July 7th at midnight EST. I will post the group's decision by Noon EST on the 9th. The chosen character will need to have their character ready by July 11th.
If you have any questions please let me know by posting here or PMing me on Paizo and I will check back with you as quickly as I am able.
And here is Mr. Zedwood Giltron:
Male Gnome Illusionist 4
CG Small humanoid (gnome)
Init: +2; Senses: Perception +11; Low-Light Vision
Speed: 20, Languages: Common, Gnome, Sylvan, Draconic, Goblin, Dwarven, Elven, Giant, Orc, Celestial
AC 13 (+2 Dex, +1 Size) Touch 13 FF 11
HP 24 (4d6+8)
Fort +4 Ref +4 Will +5 [+1 vs Illusions]
Melee: Club +2 (1d4-1) or dagger +2 (1d3-1 19-20/x2)
Ranged: Crossbow +5 (1d6 19-20/x2) Range 80, Ammo 20 ______
BAB 2 CMB 0 CMD 12
Abilities: Str 8 Dex 14 Con 15 Int 18 Wis 12 Cha 14
SQ: Favored Class (Wizard), Keen Senses, Obsession (Craft:Alchemy), Defensive Training, Hatred, Illusion Resistance, Extended Illusions (+2), Arcane Bond (Ring)
SA: Blinding Ray (+4 to hit, 30’, blinds 4hd for 1 rd; 7/day)
Traits: Artifact Hunter, Seeker, Gnomish Alchemist
Feats: Effortless Trickery, Scribe ScrollB, Brew PotionB
Skills: Craft (alchemy) +12 (+14 with lab), Knowledge (arcana) +10, Knowledge (history) +9, Knowledge (local) +9, Linguistics +10, Perception +11, Spellcraft +10 (+11 to ID items), Use Magic Device +9
Combat Gear: lamp oil (6), tanglefoot bag (3), acid (6), alchemist’s fire (3), thunderstone, sunrod (6)
Scrolls: ant haul (2), mage armor (2), shield (4), fox’s cunning, invisibility, knock, enlarge person (2), reduce person (2)
Potions: bull’s strength, bear’s endurance, enlarge person, reduce person, ant haul
Alchemical Crafting Supplies: 250
Equipment:alchemist’s lab, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches (5), trail rations (5 days), waterskin, crossbow, bolts (20), scroll case, waterproof bullseye lanterncloak of resistance +1, pearl of power (1st lvl), handy haversack
Coin 150 gp, 250 sp, 40 cp
Carried Weight: 10 lbs
SLA: 1/day; ghost sound, dancing lights, prestidigitation, speak with animals
Spells Prepared: (CL 4, Concentration +8, DC Spell Level +4, Illusions +5 / Prohibited Schools: Necromancy, Evocation)
Cantrips: ghost sound, mage hand, detect magic, prestidigitation
1st: grease, silent image, sleep, mage armor, color spray
2nd: invisibility, web, glitterdust, minor image
0th: All except Necromancy/Evocation
1st: ant haul, color spray, enlarge person, grease, mage armor, reduce person, shield, silent image, sleep, vanish
2nd: acid arrow, bear’s endurance, bull’s strength, cat’s grace, create pit, eagle’s splendor, fox’s cunning, glitterdust, invisibility, knock, levitate, minor image, mirror image, owl’s wisdom, see invisibility, web
Description: Zedwood stands about 3’4” tall, and weighs just under 40 lbs. He wears his hair fairly long, styled up in a plume reminiscent of a candle flame or torch’s nozzle. Most recently, the color is purple; dark at the roots and fading to pale lavender near the tips. His eyebrows and mustache match the darker hue, while his brilliant green eyes stand out in stark contrast.
He wears well-worn and often repaired traveler’s garb, with numerous small burn marks and scorches on the cuffs. The current hue is a dark green with dark brown accents. His cloak stands out, a dark blue in color with fine gilt embroidery on the edges and a lighter blue silk liner.
Personality: Extremely curious and generally pleasant, Zedwood is happy to go out of his way to help those who ask. He is overjoyed in seeing families work in the same trade, or ethical master/apprentice relationships. Abusive relationships drive him away, either fleeing or hiding as soon as he can, or dealing with the abuser in a non-lethal fashion if he feels he is able to do so safely.
Zedwood wears a smile nearly all the time, even when in dangerous situations. He speaks in a surprisingly deep voice for a gnome, and enjoys switching languages or mixing in particular words from other tongues to emphasize points or better describe things.
Background: Zedwood hails from the port town of Riddleport originally. His parents were involved in the import/export trades, focusing on dyes, spices, and alchemical reagents. He worked in the family store for several years before being struck by an overarching desire to see the world and experience true adventure. Knowing he would need some way to defend himself and make himself valuable to either the Pathfinder Society or an independent adventuring company, he took up study of wizardry.
Having mastered the basics, with a focus on the gnome’s racial talents, he has been navigating his way through towns, hamlets, and minor dungeons for a little bit. Having seen the value of potions and other consumables, Zedwood has amassed a collection of useful “tricks” and thoroughly enjoys pulling out just the right tool for the task at hand. He has even begun to work on the other side of magic, and is confident he will master the technique of creating curative or other divine items given enough time and study.
He remains optimistic and eager as ever to see the world and do some good. He only recently came across the town of Trunau, intent on learning more of the history of the area, especially of the orcish hordes surrounding Lastwall. He is fascinated by the Belkzen hold and the tenacity of both human defenders and orcish aggressors. He honestly looks forward to getting into dangerous situations, if only to prevent others from coming to harm, but also because that’s where the ancient and powerful magic items are often found.
Is this like some of the previous AP's where after book one the campaign traits become useless and/or no longer valid?
While Campaign Traits may offer only a minimal boost in the overall attributes, class abilities or skills of a player they do serve to help form the character's backstory and anchor the persona to the AP. In that regard then yes the traits remain viable and functional through at least the first several chapters of the overall AP.
That said I have previously allowed some interested players to receive a free Story Feat to further engage the character in the overall adventure. This feat must be specific enough to tie the character to the theme and purpose of the campaign to be even considered, and must be part of the player's background write up. Searching for the Sun Orchid Elixir would not be a likely viable option, whereas Unforgotten would be a good example of why Charlie is interested in someday going to the fabled Forge of Minderhal, as it was the last rumored destination of his long lost grand-father, a one time Pathfinder Society explorer.
Also, I should point out if a player were interested, certain NPC organizations will have a presence in the campaign, should some seek to interact with them. This would not be like okay you made a level so gain two Prestige Points and spend them to by a shiny new wayfinder. The player would have to seek them out for membership and prove themselves to gain the benefits desired.
Here is my submission. I've never played this AP before.
I have a 20 score including a magical item. I assume that is outside the DM's prohibition, but let me know if that is in error and I'll happily adjust. I welcome any suggestions or questions. Thanks very much for your consideration.
As long as the magical item is what boosts the stat over 18, and it is properly paid for from the character's wealth then I should be alright with the addition. Of course it will be the parties final decision in who is added to the game, as they have become a close group after playing off and on for about a year now.
I'd like to humbly submit my Half Elven Alchemist.
I've finished most of the fluff, and will be working on completing the stats portion as soon as I have time.
The streets became his first and only home, and as he matured he found himself running with a number of street gangs. He was never good at burglaring, nor tough enough to be a thug, so it wasn’t until he stumbled into a gang running illicit drugs that he found his true passion. The brewed leaves and smoked powders fascinated him – and he consumed all he could. Eventually he found that he had a talent for their manufacturing as well as their consumption.
His training in the alchemist arts is lost in a fog of hallucinogenic visions- a bit of arcane alchemy here and there led to a greater and greater passion for power of magical art beyond the courser trade. But it wasn’t until his tinkering led to a dozen of his fellow guild (along with an unknown number of more innocent victims) dying when he burnt down the run down tenements he had lived in a pesh influenced miscalculation. His left hand is intact, but permanently scarred from the fire- but the emotional scars left from the tragedy have never healed.
When he came to, he fled the country and took up apprenticeships with any wizard or alchemist he met. Never staying more than two seasons, he would often disappear from any stable gig once he had begun to form close emotional attachments. With each new mentor, his appreciation for magic and the arcane arts has grown, along with his curiosity about greater works of arcane power. With his tarnished background, he knows he’ll never be accepted into a formal wizarding school or even an alchemist guild- so his only hope for advancement is to barter his way with an item of considerable magical power.
His flight from attachments led him to the edges of civilization, where he stumbled into Trunau – looking for a mentor that will teach him new formulas, or an artifact worthy of admittance into a proper school.
A sardonic and brooding outsider, Tantorian rarely makes friends. He frequently seeks escape from his dark thoughts – he keeps a tight control on his consumption of mind altering substances, but still can’t break completely from them. Still, despite his proclivity toward addiction he has a genuinely decent heart- and seeks to make amends for his past through good deeds.
His long blond hair is pulled back behind a pair of alchemist goggles, and he wears simple tunic and breeches in muted colors. A multipocketed vest holds an assortment of vials and powders- he spends hours organizing and double checking his lists of ingredients. He is thin to the point of gaunt, and his eyes are a piercing grey.
Presenting Nedwin Frum for consideration. As a Spell Sage he has fewer spells than most Wizards, but he has a lot of scrolls and can spontaneously cast spells from the Bard, Cleric, or Druid list - well, spell currently - which can come in very handy for that spell you suddenly need to cure a condition or get you out of a tight spot. Generally he would be acting in a support role, going invisible and buffing or using area control effect to help the party.
He has bright intelligent green blue eyes, thick wild eyebrows, and a nose once broken falling through a rotten floor in The Plague House.
His clothing tends to crisp and immaculate, reflecting his military service, and maintained with frequent prestidigitation spells. He wears two crossed bandoliers stuffed with scrolls and an engraved ivory headband that is woven into his hair.
At fourteen embarrassed after nearly burning down Clamour, the Smithy, and being kicked out of his latest apprenticeship when most others his age were established in their careers he left his Hopeknife behind and fled to seek his fortune in Lastwall.
Seeking to enlist in Vigil, he was instead picked out as having potential magical aptitude and has spent the last ten years training and serving as a battle mage. Magic is challenging enough to be stimulating and he has embraced it with a passion, as well as the Iomedian faith.
While much of his time has been spent crafting scrolls, he has participated in several skirmishes against the undead, and a couple of large scale clashes with the orcs. Generally he has served in a supporting roll, working besides Commanders to change the flow of the battlefield and provide magical mounts and minor boosts, as well as emergency healing at a pinch. His peculiar ability to call upon divine spells at will - albeit at high cost - has proven extremely useful against the undead who still roam from the Gallowspire.
Throughout the years he has returned to Trunau upon a few occasions; But has always been too ashamed to take up his Hopeknife again, feeling he has broken The Vow and does not deserve it.
His mandatory service, after training, long since over upon hearing of Trunau's difficulties he summoned a mount and rushed home to see what he could do to help. Kurst and Omast have directed him to the adventurers instrumental in saving Trunau and now he seeks them out to offer his aide and thanks.
Socially he likes to hang back only moving to the fore when he can impart some of the knowledge or magic he has accrued. He thinks of women as a pleasant, but troublesome distraction, enjoying their company, but begrudging the dent in his study time.
Nedwin has always been a little reckless, and he is willing to take risks in battle, so long as he feels the rewards are commensurate.
Aliva was a member of the Chelaxian court in Kintargo, we was of very minor nobility until her powers of magic started to flourish. She quickly took a liking to the ancient Thassilosian lords of magic and their views on how magic was part of the 7 Sins. She develop a liking of control and it fit well with her hunger for power. Taking a chance to further her status she attempted to seduce a high ranking officer of the court. Her magic was discovered on the man and she was sentenced to Death. Having few friends remaining once she was outted Aliva fled Cheliax, knowing of a place where few humans threaded and it being close to an ancient power site of great magic Aliva fled for Trunau.
Tall but of an average build. Aliva enjoys wearing the latest fashion, although it is not the time or place for her to dress as a former resident of Cheliax she instead wears a Dark Blue hat, she has a blue overcoat and she wears black slacks with a forest green tunic. She has thick black leather boots with no heel on them. Hair of autumn brown go with her light brown eyes.
Aliva once lusted for power, she use her magicks to further her agenda, then it all came crashing down around her. She has always enjoyed hats and at times plays with them, taking them off and putting them back on. She always smiles because you never know when a first impression is going to be made and she is slow to anger bus doesn't enjoy being scorned or yelled at.
Character sheets is in the profile.
Male peri-blooded aasimar (emberkin) sorcerer (crossblooded, wildblooded) 4 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 69, 70)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 34 (4d6+16)
Fort +4, Ref +4, Will +3
Resist acid 5, cold 5, electricity 5
Speed 30 ft.
Melee unarmed strike +2 (1d3 nonlethal)
Spell-Like Abilities (CL 4th; concentration +4)
1/day—pyrotechnics (DC 12)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 4th; concentration +9)
1st (8/day)—entangle (DC 16), magic missile, mudball[ARG] (DC 16)
0 (at will)—acid splash, jolt[UM], message, ray of frost, read magic
Bloodline Sage, Sylvan
Str 10, Dex 16, Con 16, Int 20, Wis 10, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Boon Companion, Craft Wondrous Item, Eschew Materials
Traits scholar of the great beyond, style sage, trunau native
Skills Craft (armor) +12, Diplomacy +0 (+1 to gather information about any person with levels in monk), Knowledge (arcana) +14, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (planes) +15, Spellcraft +16; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Sylvan
SQ arcane bolt
Other Gear headband of vast intelligence +2,
Backpack: Bedroll, Eating Utensils, Shaving kit.
Arcane Bolt (1d4+2 force damage, 8/day) - 0/8
Pyrotechnics (1/day) - 0/1
Arcane Bolt (1d4+2 force damage, 8/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Sylvan Your magic shows a kinship to that of the beast-talkers and shapechanger fey.
N Large animal
Init +3; Senses low-light vision, scent; Perception +1
AC 26, touch 12, flat-footed 23 (+9 armor, +3 Dex, +5 natural, -1 size)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +2
Defensive Abilities evasion
Speed 30 ft. (20 ft. in armor), climb 30 ft.
Melee gauntlet (from armor) +5 (1d4+6) or
unarmed strike +5 (1d4+6 nonlethal) or
bite +5 (1d6+6), 2 claws +5 (1d6+6)
Space 10 ft.; Reach 10 ft.
Str 22, Dex 16, Con 16, Int 3, Wis 12, Cha 7
Base Atk +3; CMB +10; CMD 23
Feats Light Armor Proficiency, Medium Armor Proficiency
Tricks Attack, Attack, Attack Any Target, Come, Defend, Deliver, Down, Exclusive, Fighting, Stay
Skills Acrobatics +4 (+0 to jump), Climb +15, Linguistics -3, Swim +7
SQ attack any target, come, defend, deliver, exclusive, fighting
Other Gear mithral full plate, belt of mighty constitution +2
Attack Any Target [Trick] The animal will attack any creature on command.
Climbing (30 feet) You have a Climb speed.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Deliver [Trick] Delivers item to indicated point or person.
Evasion (Ex) No damage on successful reflex save.
Exclusive [Trick] Takes orders only from its trainer.
Fighting [Trick] The animal has been trained to fight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
There was a time when I wouldn't have come back home, I scoffed at them, and yet I hold a dagger close to my heart even now. I swore to protect the people and what did I do, I left them. I went out into the world, seeking fortune and Adventure, Izzak being the only companion I ever needed. He looks at me even now as I write these things in the journal I have kept for years. I know he understands Celestial which is why I write in it, and command him in battle using it. He is my bodyguard, and constant source of joy. He eats with abandom and doesn't care whom we fight, or for what reason.
I should say something about my recent past, but I am world weary, and the adventurers that I failed, it would be a curse on thier memory if I were to simply say we failed. We fought Gaints you see, and won some little fame and renown, but the dwarves, they pushed onward, no matter what I said. We fought for days, a retreat we were fighting trying to get back to my home town, for there were no dwarves in the hills for us to seek shelter.
The barbarian Darsanga Maxium, he fell first, I can still see it in my mind. He roared one last time, his spiked armor gleamed in the morning light as we were set upon, and he charged. He swung the falcion that he had taken from a gaint with such ease. And yet he yelled for us to flee, and to my eternal sadness we did.
The wizard, Grombraff the Wizened, he was old, and told us not 3 days from then that he could not continue on, he had prepared spells to slow them down, and perhaps kill a few of them. I heard the howls of gaints on fire, I never looked back.
The Clerik, he never woke up after the Last True Fight, something was broken inside is my best guess, but we never left him behind. That was until on the 5th day, he stopped breathing. Axhammer Stonebeard grunted, riding his Green Drake Slurm. It really wasn't a green drake, just some kind of dinosaur. But he sat with the clerik, and prayed the rest of that day. I was scared but I wasn't leaving anyone behind. Izzak carried me upon his back the entire time.
Never once did either mount ever grunt in disaproval, nor did they ever slow down for such was our need. The two of us picked up another survivor, some merchant and told us about a Group of Adventurers, who had done great things, perhaps they will take you in. He never got to say anything else as a Giants javalin pierced his body and stuck him to the mule, killing them both. Fled we did, and fast as either mount could take us.
It wasn't until we go into thier sphere of influence that the Gaints stopped chaising us.
I still see each of the dead in my eyes, and know i should have done something different, but perhaps there will be a time soon that I can prove to others that I am worthy of being once again taken upon the road of redeption.
The young man stands but 5'11, and weight a mere 160 pounds. His hair is fire, and he dresses in clothes that fit his station as an Adventurer.
He wants to be accepted again, and wants to repent for failure by becoming a strong enough member of a party that they never again fail like his failed before.
My goal for him, I think is the Arisen or Apotheosis feat..not sure which
I stillneed to create an alias but this is the character so far
Artillery sorc. Primary purpose - rapidly suppress the enemies' numbers and hitpoints advantage. Secondary - some nasty debuffs vs bosses. Only Str damage for now, but I'm definitely eyeing Enervation as something to grab as soon as I'm able to, along with Grease or Pit for reflex-based CC and one of the cloud spells at the very least.
Male CN Human Sorcerer, Level 4, Init 3, HP 26/26, Speed 30
AC 17, Touch 12, Flat-footed 15, CMD 16, Fort 4, Ref 4, Will 5, CMB +4, Base Attack Bonus 2
Masterwork Spear +5 (1d8+2, 20/x3)
Dagger +4 (1d4+2, 19-20/x2)
Claws x2 +4 (1d4+2, 20/x2)
AC 17 (+4 Armor, +2 Dex, +1 Deflect)
Abilities Str 14, Dex 14, Con 14, Int 13, Wis 10, Cha 20 (+1 lvl 4 upgrade, +2 enhancement bonus)
However, for all that Ustalav was much less developed than its southern neighbours, stationary post like that proved too little excitement for the youth who had too little patience and too much fire in his veins. A year later Karst took off in search of challenge and glory, moving from town to town and doing mercenary work, sometimes reinforcing other squads, as of late - alone as well.
As of late patrols and chasing brigands around started to feel unfulfilling as well. Karst could tell he needed to face a greater threat to push his magic and bloodline further and began looking for a major conflict to take part in. It is then that he heard rumours of the human settlements in nearby Belzken being almost overrun by a tide of orc hordes. Without further delay, he signed up as a guard for the caravan heading to resupply Trunau.
He's prideful and enjoys feeling superior to others. Amusingly enough, the combination of the two flaws made him resent unearned praise and fake accomplishments, which has served to push him forward for years now.
Perhaps unsurpsingly, he enjoys fighting greatly, both because it's something he's good at and because in battle he does not need to act with nearly as much restraint as normally. Training and festivities compete for the second place.
Karst usually wears sensible, but high quality travelling gear in dark colours with a few hints of turquoise as a nod to the varisian colours tradition.
|GreySector RPG Superstar 2013 Top 8|
wow quite the number of applicants. I finally had a chance to get my wizard together, never made a wizard before so it was a little time consuming.
Male human wizard 4
N Medium humanoid (human)
Init +3; Senses Perception +1
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 22 (4d6+4)
Fort +3, Ref +5, Will +6
Speed 30 ft.
. . mwk dagger +3 (1d4 / 19-20)
. . mwk dagger +3 (1d4 / 19-20)
. . hand of the apprentice +6 (7/day / by weapon / 30’)
. . mwk dagger +6 (1d4 / 19-20 / 10’)
Wizard Spells Prepared (CL 4th; concentration +8 +12 w/combat casting , melee touch +2, ranged touch +5)
. . 2nd—blur, scorching ray (2)
. . 1st—mage armor, magic missile (2), snowball (DC 15)
. . 0 (at will)—acid splash, detect magic, light, prestidigitation
Str 10, Dex 16, Con 13, Int 18, Wis 13, Cha 12
Base Atk +2; CMB +2; CMD 15
Feats Combat Advice, Combat Casting, Scribe Scroll, Skill Focus (Knowledge [arcana])
Traits artifact hunter, theoretical magician
Craft (alchemy) +8
Craft (Blacksmith) +8
Knowledge (arcana) +14
Knowledge (history) +9
Knowledge (local) +11
Knowledge (planes) +11
Knowledge (religion) +9
Spellcraft +13 (+14 to identify the properties of magic items)
Use Magic Device +9
Languages Common, Draconic, Dwarven, Giant, Goblin, Orc, Shoanti, Thassilonian, Varisian
SQ arcane bond (amulet)
Gear (Encumbrance: 12 lbs - Light load (33lbs))
oil of magic weapon - (50gp)
pearl of power (1st level)
potion of barkskin +2
scroll of mage armor (x2) (CL 4th), scorching ray (CL 4th), summon monster 1 (CL 4th)
mwk dagger (x2)
- arcane bond amulet -
Artisan Tools (Craft-Blacksmith)
cloak of resistance +1 (1000gp)
handy haversack (2000gp)
belt pouch (x2)
flint and steel
spell component pouch
spellbook, compact[ARG] (Tome of Conjurations)
trail rations (5)
wizard starting spellbook
34 gp, 11 sp
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Advice As mv act, designate enemy, ally gains +2 comp bonus on next atk vs. target.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
When a spellcaster who prepares spells uses a spellbook or formula book with a preparation ritual, as long as he prepares at least three spells (not including cantrips) or formulae from the spellbooks, he gains a temporary boon granted by the ritual. The boon lasts until its effect is spent (as specified by the boon description) or the spellcaster prepares spells again (at which time it can be reapplied by preparing at least three spells from the book). A spellcaster can only take the effect of one preparation ritual when she prepares spells, no matter how many spellbooks with preparation rituals she uses to prepare spells.
Compact Spellbook – 70 pages – used: 23
Preparation Ritual – Sturdy Summoning [Su] (1800gp)
--- A creature you summon gains augmented defenses for a short time. Spend this boon effect as a free action when you cast a conjuration (summoning) wizard spell. The creature you summon with that spell gains a number of temporary hit points equal to your caster level, and as long as the summoned creature has at least 1 of these hit points, it gains a +2 circumstance bonus on saving throws.
Spells in spellbook:
Level 0: Detect Magic, Jolt, Prestidigitation, Read Magic
Level 1: Celestial Healing, Heightened Awareness, Magic Missile, Summon Monster I
Level 2: Summon Monster II
Level 3: Summon Monster III
Level 4: Summon Monster IV
Level 5: Summon Monster V
Spellbook value: 660gp + ritual cost = 2460gp
Standard Spellbook – 100 pages – used: 37 pages
Preparation Ritual – Alchemical Protection [Su] (375gp)
--- The alchemical knowledge granted by this book protects you from poisons and alchemical items. Spend this boon’s effect as an immediate action when you make a saving throw against poison or an alchemical item but before rolling the saving throw. You gain a +4 bonus on that saving throw.
Spells in Spellbook
Level 0: All Standard
Level 1: Burning Hands, Coin Shot, Feather Fall, Identify, Mage Armor, Magic Missile, Protection from Evil, Snowball, Windy Escape
Level 2: Blur, Continual Flame, Darkvision, Scorching Ray
All spells are free from Wizard level advancement
Sebastian was not always the semi-skilled wizard he is today; He began his life in the city of Vigil to a pair of non-magical parents, Nigel and Samantha Skeeter. Nigel had received the Shield-Mark, a mark of justice, in the shape of a Lastwall shield, upon his right palm. He served under the Precentor Martial for Cavalry. Nigel was a skilled blacksmith and horse master, and was well respected among the mounted Crusaders in his unit, that was until Sebastian came along.
Sebastian was always a bit, odd, he did not have the knack for his father’s line of work, and he really did not do well with animals. He tried numerus times and his father showed lots of patience. Sebastian’s youth was spent just trying to stay out of trouble, but he always seemed to find it, either scaring off several horses before some mission, or mis-calculating the measurements for a crusader’s armor.
Eventually, Sebastian was noticed by his mother, hiding in a corner of the smithy reading a tome full of all sorts of formulae and symbols. Samantha approached Precentor Martial for Magic, Veena Heliu. It took some convincing but it was decided that if Sebastian accepts the oath and the Shield-Mark He would be accepted into the Crusader War College to be educated as a Crusader Wizard.
Sebastian was only there for one month and soon discovered that he did not fit in there either. It all began with the rituals to gain a familiar. And after his rat getting eaten by a cat, then a scorpion stung him, the bat bit him and gave him rabies, then he tried for a cat; it scratched him and wouldn’t ever listen to him. Heck even the turtle ended up running away.
Sebastian proved to be a disgrace to his family and could not go home to face them. That was when Warder Rewsalt found him. Warder was a local hermit but was also a skilled and rather advanced Wizard. Warder took Sebastian in as his new, pack mule, err, I mean Apprentice.
Sebastian traveled with Warder for the next few years, despite the lousy treatment, Sebastian managed to finally find his calling as a wizard. He also discovered that a familiar was not his thing, Warder had shown Sebastian how to have the same bond with an item instead of an animal.
But even with that new knowledge Sebastian never managed to form that bond. Warder decided that he was not skilled enough yet, but Warder had faith in Sebastian, besides his aptitude for learning was rather extraordinary.
Soon Sebastian began to accompany Warder on field studies. Warder was an artifact hunter and had been gathering information regarding orbs of dragonkind.
One day, Warder seems more on edge than Sebastian had ever seen him. Warder was frantically gathering his notes and items that he had gathered that would be needed. Warder sent Sebastian out on an errand, handing him a pouch with nearly 100 gold coins and a list of supplies to get.
Sebastian was confused, most of the items, Warder already had. Suspecting something was up, Sebastian headed out but quickly doubled back to see what Warder was actually up to. But he had not taken 2 steps when suddenly he was thrown back in a violent explosion.
Warder’s home had exploded in what appeared to be an alchemical accident. Once Sebastian regained his senses, as well as his hearing, Sebastian ran to the rubble pile that was once the home of Warder the great.
Sifting through the rubble, Sebastian found the remains of Warder, burned almost beyond recognition. Clutched in his charred hand, was a key. Sebastian took the key and immediately recognized that was the key to a secret cache that Warder had.
Sebastian had never been allowed to see what was in that cache, but he knew where it was. Searched among the rubble till he found the small trap-door that hid Warder’s secret cache.
Inside, Sebastian found a couple of tomes and a simple amulet, a small white crystal on a leather strap. He placed the amulet around his neck and grabbed the tomes. When he returned to Warder’s body, the amulet began to glow, and in a flash of light Warder’s body vanished and Sebastian suddenly was able to make that bond that had eluded him for so long.
The two tomes were just as interesting. The first was a book of summoning magic called the Tome of summoning. The second was all of Warder’s note regarding the quest for the dragonorbs. The last entry was the most interesting, it explained about a message he had received and the suspected attempt on his life. No culprit was identified but Sebastian knew it had to do with the drgonorbs.
Reading through the notes, Sebastian discovered that there was a renowned scholar of dragonkind that had retired to Trunau in ages past. Perhaps some of his works might still survive there today.
Determined to continue Warder’s work, Sebastian headed out for this town called Trunau.
Here is my submission. All required information should be in the alias's profile, or the linked Myth Weaver character sheet.
Full disclosure, I am running this AP for a home group (they are nearing the end of book two) however I am confident that I can separate my in character and out of character knowledge.
Thank you for considering me!
Here are the selections I pulled from the posts above.
Correna the Greater, half-orc sorcerer, orc bloodline
Maslyn Ellewyr, elven wizard
Sebastian Skeeter, human wizard
Karst Ashfield, human sorcerer, red dragon bloodline
Kushiel, aasimar sorcerer, complicated bloodline
Aliva Kulthane, human enchanter
Nedwin Frum, human spell-sage
Tantorian Melgroticaski, half-elven alchemist
Guraza, half-orc sorcerer, orc bloodline
Zedwood Giltron, gnome illusionist
I think I got everyone there. If I missed someone let me know.
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Maslyn Ellewyr, elven wizard
I think I got everyone there. If I missed someone let me know.
Just note that Maslyn Ellewyr is a universalist wizard with the scroll scholar archetype.
On going over my profile I also noted that I did not list my wand of mage armor. I paid for it from my 8,000 gp, however I neglected to include it in my list of possessions. It has now been added to my list of slotless magic items.
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The players have reported back to me, and after some thoughts and discussions about a few of the selections presented, by some very worthy players I might add, they have come to a decision.
In the end the group has decided Maslyn Ellewyr appears most likely to fit with the group's current play style and mesh well into the overall group dynamics.
I want to thank everyone for applying to our game. There were many good choices amongst the candidates and some well fleshed out characters. I'm glad I didn't have to make the final selection this time round.
Maslyn, welcome to the group. I will send you a private message later this evening outlining two different options for integrating your character into the group. The choice will be yours and we will get you into the mix as quickly as possible.
Again everyone, thank you for applying and good luck in whatever games you should decide to join. The groups will be lucky to have you.