| SyrioForel |
Hello all. Due to two of our crew dropping out, there are two open spaces in this adventure if anyone is interested. The story events right now makes it very easy to add more characters, (the crew of the Diademe). The original guidelines are included below.
To catch up on story, setting, and other characters:
| DBH |
DBH here. I'll resubmit Tholl from the original thread.
THOLL TORSSON
Male Human Hunter 1. NG medium humanoid (human)
Init +3; Senses Blindsense (10 ft.), Darkvision (60 ft.), Perception +6,
Languages Common, Druidic, Skald
AC 15, touch 13, flat-footed 12. Fort +4, Ref +5, Will +2
Ranged longbow +3 (1d8/x3), within 30 ft. +4 (1d8+1)
Melee dagger (cold iron) +1 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +3 (1d4+2/19-20), within 30 ft. +4 (1d4+2)
Base Atk +0; CMB +1; CMD 14
Known Hunter Spells (CL 1st):
1st (2/day) - cure light wounds (DC 13) , gravity bow (DC ) , summon nature's ally i
0th (at will) - create water , detect magic , know direction (DC ) , mending (DC 12)
Abilities Str 13, Dex 16, Con 14, Int 12, Wis 14, Cha 10
Special Qualities Animal Companion, Animal Focus, Blindsense, Bonus Feat, Darkvision, Nature Training, Orisons, Skilled, Weapon and Armor Proficiency, Wild Empathy,
Feats Point-Blank Shot, Precise Shot
Skills Acrobatics (Jump) -4, Appraise +1, Artistry +1, Climb +2, Craft (Untrained) +1, Handle Animal +4, Heal +2, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +6, Sense Motive +2, Stealth +5, Stealth (In hilly or rocky areas) +6, Survival +6, Swim +2,
Possessions outfit (explorer's); leather; Longbow ; Wrist Sheath, Spring Loaded [ Dagger (Cold Iron); ]; Backpack, Common [ Bedroll; Blanket (Winter); Grappling Hook, Common; Shaving Kit; Shovel; Soap (per lb.); Survival Kit (Common); Waterproof Bag; Rope (Silk/50 ft.); Iron Spike (x4); Applejack (Gallon); Coffee Pot; ]; Waterproof Bag [ Coffee (Cup) (x20); ]; Belt Pouch [ Flint and Steel; Fishhook (x2); Sewing Needle (x2); String (50 feet) (x2); ];
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier
Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 1 minutes per day. The animal companion gets a constant benefit.
Blindsense (Ex) Range 10 ft.; Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Darkvision (Ex) Range 60 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.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].
Orisons Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.
Weapon and Armor Proficiency Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Weathered Emissary Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 1 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Tholl is from Lroth.
His childhood was peaceful, but marked by his lack of interest in following his families farming background and his spending all his time in the woods.
His family while troubled by his constant absences tried to understand, eventually let him go, but making him promise to visit and write as often as possible. Especially his mother who guilted him as only a mother can!
He has both parents and two brothers, one older and one younger. He has one sister, the youngest of the family. He's very fond of his sister Carina and makes sure to buy presents for her and his mother whenever he's in faraway places.
Tholl knows who it was that stole the last blueberry muffin, and will never betray her!
He is deathly afraid of being unable to roam the wilds, this is one reason he avoids getting married, because he knows if he has children he would settle down and raise them as a responsible man should.
He hates those who kill for pleasure and not need, and those who prey on the weak like jackals.
He really doesn't need his cup of coffee every morning, but is grumpy if he doesn't start the day with one.
He can't help but love the farm he grew up on, even though he spends most of his time away, knowing that it's there to return to makes him feel happy.
He's on good terms with the paladin Geraldine, despite being completely different people they just get on well with each other whenever they meet.
He's on very poor terms with any slaver he meets, though it's very short for the slaver if Tholl has a chance.
Tholl is often found with the Nomads of Zarith, travelling with them, aiding them through the wilds. He enjoys his time with them and aids them when he can.
Tholl found Chopper (his dog) beside a dead man in the middle of the deepest woods. There was no way of knowing who the man was, and Tholl has never found anyone who knew him or Chopper? The man was the son and heir of a noble family, which is now divided over whether he is alive or dead. The noble family is now fighting over who should inherit.
| Ammon Knight of Ragathiel |
I'll dot, i have been working on a character, let me know what you think of the idea before i do anything more.
So the basic's of the idea are you have this Human boy who was part of a clan of people who make contracts and deal's with thing's that would be Familiar's. He was tricked into a Contract by Fox familiar kitsune type thing .
One thing led to another and they wound up switching places by accident, she became a human albeit a human with kitsune-esq features (Racial heritage). Whereas he became the familiar bonded to her.
She's Chaotic neutral/Good
she's generally good hearted if a bit selfish a person who prefer's having fun.
as for a general occupation she is something of a fire shooting bodyguard (Basically Oracle of fire)
| derpdidruid |
Think maybe a comic relief character could be welcome? Also would a goblin be acceptable.
-Where is your character from?
Agroob is from a very small tribe of goblins that have managed to be "Civilize" through the promise that "The all seeing fire womman" will very much like it if their burning things is put to constructive use.
-What was his childhood like?
Agroob was born just before his tribe learned of the "All seeing fire lady". So his most of his childhood was spent learning how to please "All seeing fire lady".
-What was his family like?
Agroobs family is small and distant at this point. Most of them all went and got jobs that put their smallness and quickness or their goodness at burning stuff to good use.
-Name one secret that your character knows.
Agroob knows two secrets
1) How to make skunk not taste no good.(long story)
2) Where a pirate treasure is buried. Heard dumb longshank captain talking bout hiding his sparklys on (insert interesting local here.) Don't know EXACTLY where that is though.
-Name one thing your character is deathly afraid of.
Agroob can't stand the thought of anyone he cares about dieing. Despite not quite being brave he will put a friends life over his own.
-Name one thing your character hates with a passion.
Other "uncivilized" goblins. They give him bad name! Make it hard to make friends.
-Name a quirk your character has.
Agroob is bald. Agroob doesn't like this. Agroob will devote an inordinate amount of resources to growing his hair back. However... It will NEVER work, for one reason or another.
-Name one thing your character can’t help but love.
Growing up near a church of the "All seeing fire lady" he came to really like some of the people that passed through there, And by extension he liked their dogs. Agroob was never really taught that ol' goblin addage of dogs being bad.
-Name someone your character knows and is on good terms with.
Agroob really liked the longshank that called himself the decon of the "All seeing fire ladys" church. He would help agroob when he got blown up, and agroob would help him when he needed to run errands. He still keep in contact with agroob, makes his friends use "All seeing fire lady" magic to talk with agroob and watch him every now and again.
-Name someone your character knows and is on poor terms with.
Agroob thinks that sometimes people don't like agroob because hes a goblin. That's fine, agroob understands but this one longshank see agroob at "All seeing fire lady" temple and tryed to kill agroob! Said agroob couldn't fool him by shaving his head, said he would kill agroob for killing his father but agroob never kill nobody!
-Name an organization (large or small) that your character is associated with.
Agroob think "All seeing fire lady" places are nice, And agroob is good with the one where he lives. Maybe they told others about agroob?
-Name someone/something that your character does not know, that is relevant to his personality/backstory.
Agroobs father left WAY before he was born because he didn't like how the tribe was becoming. He went on to become a surprisingly successful bandit and later pirate.
Mechanically Agroob is a goblin alchemist that will most likely go into a Divine class later into the game if only for a few levels. Till then he will build as a crafter and debuffer.
Vex Snakemouth
|
okay, vex is finished, He's going healer and controller. He will use his mystery to blink out enemies and to control attacks and such, he is even good in water.
he is a dual cursed of the time mystery. He won't talk much, and will be a strange character. he answers questions with questions,responds to others rudeness with kindness, and otherwise is a jolly good fellow.
| Seth86 |
So i made a thing
Rokea
Wereshark-kin skinwalker (seascarred) ranger (battle scout) 1 (Pathfinder RPG Bestiary 5, Pathfinder RPG Ultimate Combat 66)
N Medium humanoid (shapechanger, skinwalker)
Init +3; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4+1/19-20) or
. . halberd +3 (1d10+1/×3)
Special Attacks favored enemy (animals +2)
Spell-Like Abilities (CL 1st; concentration +1)
. . 3/day—charm animals (aquatic animals only) (DC 11)
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 12, Int 9, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Weapon Focus (halberd)
Traits river fighter, sharkchild
Skills Handle Animal +4, Knowledge (geography) +3, Knowledge (nature) +3, Perception +8, Perform (dance) +1, Stealth +5, Survival +6, Swim +6; Racial Modifiers +2 Perception, +2 Swim
Languages Common
SQ change shape, change shape (amphibious), change shape (bite), change shape (ferocity), change shape (swim 30 ft.), loner, track +1, wild empathy
Other Gear lamellar (leather) armor[UC], dagger, halberd, bedroll, belt pouch, canteen[UE], fishhook (2), flint and steel, masterwork backpack[APG], sewing needle, signal whistle, whetstone, 22 gp, 5 sp, 4 cp
--------------------
Special Abilities
--------------------
Change Shape (Amphibious) (Su) You can choose to gain the Amphibious ability when shifting into bestial form.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Ferocity) (Su) You can choose to gain the ferocity ability when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Swim 30 ft.) (Su) You can choose to gain a climb speed of 30 feet when shifting into bestial form.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. Favored Enemy (Animals) foes.
Loner -1 to AC and attack when adjacent to ally or using aid another.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Rokea Razortooth
Sharkschild. Lives by the sea, with the sea, in the sea. Hunter of fish, and things that don't belong in the water
Going for the Spear feats. so will take time. By lvl5 i should have all the needed feats (With a dip in fighter) to wield my weapon rather well
Just a Mort
|
Submitting a witch.
Kashuya
Female Samsaran Witch (Patron - Healing)
CG Humanoid
Init +6; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11
hp 8
Fort +1, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6) or Cold Iron Dagger +0 (1d4/19-20)
Witch Spells Prepared (CL 1st; concentration +5)
. . 1st — Sleep (x1), Ear Piercing Scream (DC 15) (x1)
. . 0 (at will)—Detect magic, Guidance, Light, Message
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 12
Feats Extra Hex (Healing)
Skills Spellcraft +8, Knowledge Nature +8, Knowledge Planes +8, Knowledge Arcana +8, Perception +5, Knowledge Dungeoneering +5, Knowledge Religion +5
Background skills Knowledge History +7, Craft Alchemy +7
Languages Common, Ignan, Celestial, Terran, Auran,
Traits Reactionary, Seeker
Drawback Provincial
Alternate Racial Traits
Mystic past life: You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Wizard Spells added to spell list:
Burst of Radiance
Invisibility Sphere
Fireball
Emergency Force Sphere
Icy Prison
Gear
Haramaki, 2 Spell component Pouches, Waterskin, 50 ft silk Rope, Backpack, 4 days rations, Crossbow, Grappling Bolt, 20 bolts, Quarterstaff, Cold Iron Dagger, Explorer's outfit, other gear TBD.
--------------------
Special Abilities
--------------------
Hex: Water Lung
An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Hex: Healing
This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Spells stored in Familiar(Comsognathus):
Cantrips: All
Lvl 1 spells:
Burning hands, Ear Piercing Scream, CLW, Mage armor, Sleep, Shadow Trap, Enlarge Person
Kashuya was born of Samsaran parents in the the peaceful forests of Obelon. Her parents were both Nomads of Zarith. They were strict with her, having high hopes she would join their ranks when she grew up. Unfortunately, Kashuya was more of a free spirited sort, who found book learning boring and yearned to be outdoors most of the day. She rankled at any kind of authority or anyone trying to plan her life for her. She ran away from home after she kept dreaming of a new horizon waiting for her out there to explore.
Kashuya knows that she is not the same as others, for one she has magical powers not granted by any faith, nor garnered from books. She is scared of spiders...because they have too many legs and are bugs. She hates anyone who dabbles with necromancy as she believes it is against the natural order of the world.
Kashuya can't stay still in one place for too long, she always needs to be trying new things. She loves chocolate, but doesn't get the opportunity to have it very often.
Kashuya likes Calico, of whom she's met at one of the parties. She finds his knowledge of edible plants astounding.
Kashuya is on bad terms with her parents and the Nomads of Zarith (who consider her to be a renegade) after she ran away from them.
Kashuya has occasionally joined the following of Illois in their parties but has yet to be ordained as one of them yet.
The goddess Illois has chosen her and is her patron. Her dreams have also been sent by the goddess, who desires this new land to be explored.
| SyrioForel |
Thank you all for your interest!
Lizardfolk is not currently a playable race in this campaign, my apologies.
Our party make up currently has:
Front Liner: Hanzir, the half were-boar barbarian (Has yet to come out as half were boar).
Front Liner 2: Gnixgnox, gnome cavalier with wolf mount.
Ranged Attacker: Grunval, dwarven aerokineticist.
(Submit your character knowing what current party roles exist. We originally had a bunch of melee guys and I am totally ok with a pretty much full melee no magic team, I can design the campaign accordingly. If you want to play magic, go ahead.)
Most common races: Human, Dwarf, Halfling, Gnome, Half-Orc, Goblin, Orc.
The recruitment thread will be closed after labor day weekend wraps up. Remember to follow the original instructions in the original recruitment thread.
| SyrioForel |
@Ammon Knight of Ragathiel
Although not at all required, your character would be a great fit for worshipping Illios, god of fire and fun. Check out her description in campaign info. (Also, I am in one of your campaigns...)
@Agroob
Who exactly are your referring to by all seeing fire lady? Is it this campaign's god of fire: Illios?
@Just a Mort
Looks good.
@ Seth 86
looks good
@ William Nightmoon.
Lizard folk simply do not exist on the continent of Pluton in this campaign setting. Therefore, it is implausible to fit you in at the current point in the setting.
However, See a PM I am about to send you.
| Ammon Knight of Ragathiel |
k so after a bit of thought a few things have changed, said character is now just a kitsune mostly just stay's in human form though not to pretend to be human she activate flaunts he more fox like features (I.E tail and ear's) Also what up, small world eh.
As for class i'm going to do an Sorcerer with the Primal bloodline, going to use a bloodline familiar (You exchange the first level bloodline power and you get bonus spells a level later for a familiar)
She still shoots fire...just now more effectively than with oracle... i'll post more later when i have things done
Also i took a look at the god, it really does work. a fire thing that does pranks...yea it's kind of Aya's thing
| derpdidruid |
@AgroobWho exactly are your referring to by all seeing fire lady? Is it this campaign's god of fire: Illios?
That would be the one yes. Who else would a reformed goblin worship eh? Haha.
Originally it was supposed to mean sarenrea as agroob was originally designed for a live game set in the inner sea of Galron. After looking over your info however I didn't need to come up with a different name.
Also. If agroobs goblin dialect ever gets to hard to understand I could start putting what he means in spoilers if you want.
| Ammon Knight of Ragathiel |
So the gist of the backstory is basically Aya was a fox demon spirit type thing and Keita was a human from a clan of shamans and mages. One thing lead to another and she tricked him into switching places with her. He became the familiar and she the humanoid. Though both were weakened severely by this.
Aya's father was the same though much more powerful than her, he disappeared.
Keita's family assumes him dead
Personality and appearance
Aya is mostly a selfish prankster
Where is your character from?
Both Aya and her Keita are from a generally mountainous area. Both are from the same place.
-What was their childhood like?
Aya's for the most part was spent pampered by her father an old and powerful creature. She was blamed as much for his crimes as he was and spent most of the time in hiding.
She spent most of her hiding time manipulating Keita's life so that she could become Humanoid and not live in hiding.
Keita's was spent in training to learn to tame spirits and familiar type magic creatures. Though he was typically compared to his much better cousins and is considered the black sheep of the family.
-What was his family like?
Aya never new her mom but her father was a powerful demonic fox thing. She inherited his skill and control over fire.
Keita's family are mostly Shamans and mages, who fight and tame evil things. He dislikes his family for comparing him to his cousins.
-Name one secret that your character knows.
Both Aya and Keita know that Keita is alive, when he was turned into a familiar they both spread the news that the boy died. it was big news as he was intended to be the heir to the family.
-Name one thing your character is deathly afraid of.
Aya is afraid of dogs, as dogs hunt foxes... it's something of an instinct carried over from her previous form.
Keita is afraid of failure, something instilled in him by his family
-Name one thing your character hates with a passion.
Keita hates bullying for obvious reasons
Aya, hates traitors, disloyalty, and cowards in general.
-Name a quirk your character has.
Aya loves to pull pranks and abuse her power. she also can be a bit of a show off.
whereas Keita does very little but sleep all day , but he does also try and act as Aya's moral compass.
-Name one thing your character can’t help but love.
Aya enjoys sweets maybe a little to much and will often accept it as payment over money.
-Name someone your character knows and is on good terms with.
-Name someone your character knows and is on poor terms with.
-Name an organization (large or small) that your character is associated with.
Keita's family is a decent sized organization, Aya maintains connections with the family claiming he saved her before he "died".
-Name someone/something that your character does not know, that is relevant to his personality/backstory.
Neither know that Aya's father is still alive and well. Many think him to be dead.
ohh boy a lot of backstory here, working on crunch now, but it's nothing to difficult i mean feat , spell focus evocation, class sorcerer with primal bloodline to make blasting better, need to look at traits and drawbacks though...
| Ammon Knight of Ragathiel |
picked a drawback finally went with
Warded Against Nature
Effect: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.
i figure animals can sense the evil blood in her from daddy dearest and know instinctually to stay away.
As for traits magical lineage and the Princess trait to get diplomacy as a class skill. i figure her father would be old and powerful magic and she'd be raises in a princess like noble way anyway's
| SleepingSnorunt |
Thank you all for your submissions. It was hard to narrow it down to just two.
So we chose three.
The following people were welcomed aboard the Diademe when leaving from harbor.
Agroob,Tholl,and Aya
However, due to the Grindylow attack you were forced to board the Maribosa.
Please post in discussion and quickly skim through the events thus far in the campaign.