Storyteller-Shadows-Multi-Game-Recruitment II


Recruitment

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Jereru wrote:
Funny how all these Family Feat Chains remind me of V:TM Disciplines... ;) ;) Good job, they seem quite nice (though I'd say the Family that picks every level seems a bit too much).

Oh it's on purpose!


The Recruitment will end a week from tonight on Midnight. By this Saturday I will have the Final DRAFT Family Blood Powers up based on PC feedback. I may also tweak the Vampire Template based on these comments.

Those five days will be enough time to get another round of feedback in and adjust submissions accordingly.

I will have the group picked out by the 8th and will likely have Gameplay up and running the 9th.


Fair enough, I'll try to get my undine in for comment before saturday then.


Ash.. wrote:
Fair enough, I'll try to get my undine in for comment before saturday then.

No rush, I never comment on submissions prior to closing Recruitments, (1) I don't have the time, (2) it might change before Recruitment closes, and (3) I don't want to create a bias in my own mind for any particular submission.


Storyteller Shadow wrote:

The Recruitment will end a week from tonight on Midnight. By this Saturday I will have the Final DRAFT Family Blood Powers up based on PC feedback. I may also tweak the Vampire Template based on these comments.

Those five days will be enough time to get another round of feedback in and adjust submissions accordingly.

I will have the group picked out by the 8th and will likely have Gameplay up and running the 9th.

I am at work and will be here till late. NO way I am getting to the above tonight.

I will shoot for tomorrow night or perhaps Monday night. It should not have that much of an impact on character creation anyhow. It appears that unless there are dark horse submissions, there is not much interest beyond those who have already posted. I have a friend who is nearly done with his Orc past that I do not see further submissions here. Point being, I don't think anyone is hinging character creation on these Blood Feats.

Liberty's Edge

I'm working on my Spheres of Might grappling Half-Orc, but it's less of a needing feats and more of twisting my brain on background stuff and purchases.


Sapiens wrote:
I'm working on my Spheres of Might grappling Half-Orc, but it's less of a needing feats and more of twisting my brain on background stuff and purchases.

OK!


Ok this is awesome! I want to be a wolf being ridden by a halfling cavlier having hammer blow and leadership to make the halfling my cohort and having him be a dragon cavalier with aid another and bodyguard! If I just have time to do the crunch! Boom! Family rogarvia...

Liberty's Edge

Here is Grym and his stalwart companion


Yep, it'll be tomorrow night that I get to all of this. I want to update my active games with the time remaining before I go to bed tonight.


Here is my vampire character.

I just need to spend 9000 more gold on goodies and fix up spell mistakes and pacing in his backstory.


*spelling

Ha, case in point.


Teiidae wrote:

*spelling

Ha, case in point.

Hah. I almost always notice them after the hour is up! Drives me crazy when I spot 'em later but what can you do?


Murza wrote:
*cough* I am sorry for the long delay, I have posted a backstory and am now working on equipment... Is the gold for a LVL9, or our character level?

Character wealth is 46K.


1 person marked this as a favorite.
servant6 wrote:
Hmm, I found something interesting.. Could an Anatomy Doll provide a dhampir with consistent out of combat healing?

If I did not say it earlier this is Approved.


Im rather new to Pathfinder and have never played a play-by-post. Is there still room and howndo I apply?


Wall of Text. I am not spoiling it sorry ahead of time...

How to handle Dominate Person.

An interesting set of questions posed here and an interesting set of answers. What separates Ruithvein Blood Powers from traditional Vampiric Dominate is that it is subtle. Unlike Dominate, it renders a target pliable and creates loyalty among its victims. Dominate is the opposite, its victim remembers what happened to it. Therefore, I think it is different enough in effect that I do not need to tinker with it overmuch o make it worth taking.

===

Dominate Person

Dominate Person for ease of reference. I am going to make one controversial change to this ability as per the Vampiric Template. Instead of an At Will ability, it will now be useable 3x per day +1 x per day per point of Charisma bonus.

==========

Revised Ruithvein Blood Powers

Mesmerize – Least Blood Power – You may implant false thoughts or hypnotic suggestions in a Humanoid target's mind.
System: You must lock eyes with the target to enforce your will upon them.

A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered.

If the target fails the Will save, the Vampire may implant a hypnotic suggestion within the mind of the target.

You plant an idea, concept, or suspicion in the mind of the subject. The target genuinely believes that the idea is his own, but is not required to act upon it. If the idea is contrary to the target’s normal thoughts (such as making a paladin think, "I should murder my friends") the target may suspect mind-altering magic is at play. The idea must be fairly clear, enough so that it can be conveyed in one or two sentences. You do not need to share a common language for the spell to succeed, but without a common language you can only sow the most basic rudimentary ideas.

If the victim fails the save by 10 or more, the Vampire may create a single false memory [the equivalent of a two rounds] in the mind of the victim along with implanting a suggestion.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.

The practitioner may use this power 3x day +1 for each point of Intelligence bonus.
Duration – Until the suggestion ends. The false memory can only be removed via magic.
Note, these commands are delivered telepathically.

Range 30’ +5’ per Blood Power possessed by the practitioner.

===
Playwright – Lesser Blood Power - You may Rewrite the memories of a Humanoid target.
System: You must lock eyes with the target to enforce your will upon them.

A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may rewrite the memories of the past five minutes of the victim.

If the victim fails the save by 10 or more, the Vampire may create a false memory of up to five minutes in the mind of the victim along with implanting a suggestion.
If the victim fails the save by 10 or more, the Vampire may create a false memory of up to one hour in the mind of the victim.
If the victim fails the save by 15 or more, the Vampire may create a false memory of up to one week in the mind of the victim.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 3x day +1 for each point of Intelligence bonus.
Duration –The false memory can only be removed via magic.
Note, these memories are delivered telepathically.

Range 30’ +5’ per Blood Power possessed by the practitioner.

===

Loyalty – Blood Power
You can prevent others from assuming control of your Humanoid minions.

System: Once you have utilized a mind control power, either through the use of a Ruithvein Blood Power, a Vampires innate powers, the use of a spell, or by the creation of a spawn or living thrall you make it more difficult for another to control your minions.

All minions gain a bonus to Will saving throws equal to your Wisdom bonus + 1 for each Blood Power you have Mastered (rounded up). This increased Will save does not apply to the practitioner of the Loyalty Blood Power.

Undead minions of the practitioner of Loyalty gain Vampiric Turn Resistance - +4.

Duration – This power lasts for a full year and is an automatic side-effect of your use of mind control.

===

Possession – Greater Blood Power
You can inhabit the body of any creature with at least a 3 Intelligence.
One the practitioner of this power successfully utilizes it, he can inhabit the body of the creature so possessed.

You stealthily project your soul into the host’s body as an observer, with limited ability to influence the target. If the target fails a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered, the Vampire has possessed its victim. The practitioner can now see, hear, taste, touch and feel everything that the victim does.

Provided that the practitioner does not attempt to control the actions of the victim, the power will last until: (1) 24 hours expire, (2) the effect is dispelled [such as with Protection from Evil or other banishment effect], (3) the victim travels more than 1 mile +1 mile per intelligence bonus of the practitioner, (4) the practitioner causes the link to end, or (5) the practitioner’s body is subject to an imminent threat.

While riding a victim, the practitioner may not control their own body and appears to be a corpse. Should their body be struck or touched, the practitioner can sense this and return to their body but they will be prone for one full round until they re-inhabit their body.

A practitioner can attempt to influence the action and speech of their victims. The victim is allowed a saving throw with a +1 bonus for each mile away they have traveled from the practitioner [note that Loyalty is NOT applicable to the victim of Possession unless the victim was subject to another Mind Controlling ability of the practitioner]. If the save is made, the practitioner is not expelled but the victim becomes aware of the possession. All action of the victim are at a -2 penalty as the practitioner puppets the body with some resistance.

The practitioner may use this power 1x day.

Range 30’ +5’ per Blood Power possessed by the practitioner. A practitioner though should ideally utilize this power where their body will not be disturbed.

===

Chain of Command – Greatest Blood Power
The practitioner of this power may utilize Mesmerize, Playwright, or Possession through a Humanoid intermediary.

An initial command must be placed within a victim. If that victim fails its will save or is willing, the command is implanted. That victim then becomes a carrier for the command. The carrier can be commanded to bring the program to a specific person or the ability can be triggered by contact with the next person they encounter, the trigger for this power is set by the practitioner when the initial command is given.

The carrier must touch the intended recipient for the command to be passed along and the ultimate recipient gets a will save and is allowed a +1 bonus for each mile away they have traveled from the practitioner. The will save is DC of 10+the Vampire’s Charisma Bonus +1 for each Ruthvein Blood Power the Vampire has Mastered thus +5.

The command resides in the carrier up to 24 hours or until the carrier passes the command along.

This ability is usable 1x per day.

=======

Zura Blood Powers

Immobilizing Eyes – Revised – Least Blood Power

You may use your gaze to immobilize a victim rooting their body in place and rendering the them mute. Any creature with an Intelligence of 3 or above may be subject to this power.

System: You must lock eyes with the target to enforce your will upon them.
A standard action must be spent to bring the target to bear. If struck by a foe before the end of that standard action, the user must make a Concentration check to hold their victim. At the end of the round, the target must make a Will saving throw DC of 10+the Vampire’s Charisma Bonus +1 for each Zuran Blood Power the Vampire has Mastered. If the target fails the Will save, the Vampire may hold the victim immobilized for as long as they Concentrate on keeping the victim still. The victim may take no action and make no sounds.

If the victim fails the save by 10 or more, the Vampire keep the victim rooted in place for one round per Charisma bonus.
If a victim makes the Will save they cannot be subject to the effect again for a full 24 hours.
The practitioner may use this power 3x day +1 for each point of Charisma bonus.
Duration – Until the Vampire breaks concentration or the victim is struck or until a handful of rounds go by if the victim fails their Will save by 10 or more.
The range of this power is 60’ + 5’ per Blood Power possessed by the practitioner.
This is considered a gaze attack.

Tongue of the Asp – Lesser Blood Power
Your tongue is now prehensile!
System: Your tongue may be used to grasp stowed items or close by unattended items as a swift action. It can also be used as a weapon in close combat. Once the Vampire maintains a Grapple, the prehensile tongue can be used with a successful CMB to constrict the speech of a Grappled victim rendering them mute. If grasping a dagger, the tail may also attack at Grappled range with a -2 to attack and a -1 to damage. While utilizing a prehensile tongue, a Vampire cannot cast a spell unless it is a silent spell or has no verbal component.

Tongue damage 1d3-1.

Blood Theft – Blood Power
You may feed on victims from a distance.
System: A form of telekinesis, the Vampire literally forces blood out of the victim causing it to come issuing forth and into the waiting mouth of the Vampire. As a standard action the Vampire concentrates on a victim and the victim must make a Fortitude saving throw DC of 10 + the Vampire’s Charisma bonus +1 for each Zura Blood Power the practitioner possesses. If the victim is successful there is no effect. If the victim fails, they lose one negative level and gain the sickened condition for 1d4 rounds. The Vampire heals 5 hot points or gains 5 temporary hit points for up to 1 hour (per the temp rules under the Vampire Template).
The Vampire may use this power 1x per day +1 time per charisma bonus.
The use of this power is obvious to any who witness it as is the practitioner.

Heartless – Greater Blood Power
You may remove your heart and make yourself immune to staking.
System: The removal of the heart is automatically successful. However, protecting the heart once removed is of the upmost importance. If the heart is staked the Vampire is immobilized. If the heart is exposed to the sun or running water the Vampire is destroyed.
A Vampire may choose how it protects its own heart.

Decollate – Greatest Blood Power
You may remove your head at will as a swift action.
When the practitioner’s head is detached, their body gains DR 2/— and immunity to decapitation effects and other effects that require their target to have a head or a particular facial feature. The head may move up to 15’ feet from the Vampire’s body. If the Vampire possesses Multi-Attack he may attack with his head and body normally. If the Vampire does not, both head and body suffer a -5 to all attack rolls. The body suffers a -5 penalty to Reflex saving throws but the head a +5 bonus to Reflex saving throws. The head gains 15% of available hit points and if destroyed, the entire body assumes gaseous form. A Vampire may cast spells while utilizing this power but with a 25% spell failure chance. A Vampire may NOT gain the benefits of feeding while in this form and is not able to utilize its energy drain ability while in this form.


Vampire - the Quest for Eternal Night Submissions Thus Far

William Nightmoon Murza Half Drow - Bard (Sandman) - Drakina Family

Daedalus the Dungeon Builder - Murnau Ruthven Human - Mastermind Moroi Spirit Walker Mesmerist - Ruithvein Family

Teiidae - Thulmerë Harzhor Azlanti Human - Death Knight - Zura Family

servant6 - Saban Wright Moroi Blooded Dhampir Anti-Paladin - Jerunsen Family

Monkeygod
Veldrin d'Shraen's
- Noble Drow Psychic Vampire - Necromancer Wizard (Undead Master) Drakina Family

Timeskeeper
Allizsah Dravonie
Tiefling (Demon-Spawn) Living Thrall Cleric of Zura - Zura Family

DeviousDevious - Zelic Hook Human - Dread - Jerunsen Family

Ash.. Rosalind Undine - Exploiter Wizard - Thuvian Family

Edelsmirge
Grym Slade
Half-Orc - Urban Barbarian - Family ???

Interest Indicated

Michele Marra - Orc Ranger/Assassin - Malkistra Family - Submission almost complete working on backstory.

Simeon - Preference not indicated.

Sapiens - Spheres of Might grappling Half-Orc,.

===

So 9 full submission and what looks to be 3 more to come.

===

Original Recruitment Post

=======


Mindfever wrote:

Im rather new to Pathfinder and have never played a play-by-post. Is there still room and howndo I apply?

Welcome to the Boards Mindfever.

The link directly above this one has a link to the Original Recruitment Post

FYI, if this is your first Pathfinder game, this may be a tough go for character creation. Next week I'll start Recruitment for a 1st level Council of Thieves AP. You are welcome to submit to both but the CoT game would be FAR less time consuming.


Finally got some of Allizsah's backstory down! XD


Hmmm...
I mean, I can't say I'm happy that Dominate now has a daily limit, but I suppose 14/day is still pretty good. It just makes it so I won't have as many dominated; between all of my will-destroying abilities, I think I can still land my control fairly regularly. I suppose the easiest work-around is to simply create tons and tons of spawn, and have them create more spawn, and have them all mass-dominate everything in sight until they are turned into spawn....

That being said, the fact the biggest drawback about dominating a person rather than planting false thoughts is that they remember the control... well... it's a shame there's no way to write up a different set of memories, isn't it? *cackles softly*

Out of curiosity, whose guidelines are you going by for the Dominate rules? There were very few points in the thread you linked where there was a unanimous agreement.

I do like how the first abilities are telepathic. That makes things simpler.

Next, for Possession, what, exactly, can I do in the new body? Can I use any of my personal abilities while occupying their body? Can I make them cast spells? Could I activate the spell-like or supernatural abilities of the host?

Also, regarding the final ability, while I think Chain of Command is an awesome (and delightfully creepy) ability, perhaps a more fitting ability for the 'masters of the mind' would be to control more creature types? After all, Posession works with any sentient creature, so it might be nice to also control an occasional monstrous humanoid or abberation (such as driders) every once in a while. I mean, with my powers of mesmeration, I can control undead or hijack the body of a dragon, but the memories and thoughts of your common tiefling are far beyond my abilities.

Hmmmm.... kind of off-topic but also relevant, can I control my spawn's spawn and my spawn's dominated as though they were my personal spawn/dominated? For reference, the Vampire Spawn template in the Monster Codex specifically says any it Dominates can be controlled by their master vampire as though they personally were the direct Dominator. And I know I read somewhere that vampires can control the spawn of their spawn, I just want to check.

Also, slightly more off-topic but still relevant: is there any way to get a Spawn to rise faster than 1d4 days? Perhaps a casting of Animate Dead, or it's WoP counterpart Undeath? Or a dedicated alternate spell?

That's it for now, but I know I'll think of more.

EDIT:
How did I know? Wow. Didn't even take 5 minutes.

A note about limiting use of Dominate, is that it's unlikely to do very much anyway. Between up to 7 vampires, most of whom will have at least 5-10 uses of dominate each day, plus their cohorts, we could still quite easily dominate every named NPC and their mother before we even count spawn (which we can still create at will).

And regarding Playwright, does the time elapsed have to be consecutive? For example, could I erase and rewrite a few hours here, a few hours there (assuming they failed by at least 15) to make them never remember me, even if I met them a month ago? Or would they have to fail 4 times for that? And can I influence short-term future memories (i.e. "You will not remember us sneaking by you, nor our return in an hour", or "you will not remember me killing your friends")?


You dare change the vampires powers?! this transgression will not be taken lightly. >:(

Sounds good to me, I will make the changes soon.

Liberty's Edge

Family Rogarvia Storyteller!


Hmmmm....
Okay, so with a bit more thought, there's another thing I noticed:

Dominate: Based off of a 5th-level spell, usable (by Murnau) 14/day.

Mesmerize: Based off a 1st-level spell, usable 5/day

Playwright: Based off a 5th-level (Psychic) spell, usable 5/day

Possession: Roughly based off a 4th-level spell, usable 1/day

So, the number of uses each day isn't entirely consistent. (Not that I'm asking you to reduce the uses of Dominate again) Perhaps increasing the uses/day of Mesmerize and Possession a bit?

Liberty's Edge

I still need to shop, but he's all here.

Lener Wardwaver:

Lener Wardwaver
Half-Orc Vampire Conscript 7
Perception +21, Sense Motive +11, Darkvision 60 feet
--------------------
Defense
AC ?? touch ??, flat-footed ?? (+? armor, +? Dex, +? dodge, +6 natural, +? deflection)
DR 10/magic and silver
Energy Resistance positive 10, cold 10, electricity 10
Other Channel resistance +4, fast healing 5, undead immunities
HP 88: 10 + 6*6 + 4*7 + 7 (FCB) + 7(toughness)
Fort +6, Ref +14, Will +5
Initiative +9

Offense
Speed 30 ft.
Melee
- Unarmed Strike +15 (1d6+8, 2 neg.levels)[Bludg. or Slash. or Pierc.] x2
- Greataxe +15(1d12+12) [Slashing] x3
- Slam +15 (1d6+8, 2 neg.levels)[Bludgeoning] x2
Special Attacks blood drain (1d6 Con damage), children of the night, create spawn, dominate(standard action, Will DC 20), energy drain

Statistics
Str 26, Dex 20, Con -, Int 10, Wis 14, Cha 18
Base Atk +7; CMB +15; CMD 22
Favored Class Bonus +1 HP
Racial Traits
- Intimidating (+2 to intimidate)
- Sacred Tattoo (+1 luck to saves)
Feats
- Least Blood Power - Acute Senses - Gain the Scent Feat and a +2 to all Perception checks per Blood Power (+6)
- Lesser Blood Power - Beast Speech - May speak with any animal 1x per day per point of Wisdom bonus. (2/day)
- Blood Power - Earth Meld. May sink into any natural terrain and remain there indefinitely
- Red Feast - Blood drain increases to 1d6, gives 10 HP
- Power Attack
- Focused Sphere(Wrestling)
- Alertness
- Combat Reflexes
- Dodge
- Improved Initiative
- Lightning Reflexes
- Toughness
Traits
- Silent Hunter (Stealth as a class skill)
- History of Heresy (+1 to saves against divine spells)
Skill points per level: 4
Skills(ranks)
Extra Class Skills: Fly and Intimidate
Gladiator gives me free Intimidate ranks, Scout gives me free Stealth ranks
- Acrobatics +15 (7 ranks, +5 Dex, +3 class)
- Fly +15 (7 ranks, +5 Dex, +3 class)
- Intimidate +16 (7 ranks, +4 Cha, +3 class, +2 racial)
- Perception +28 (7 ranks, +2 Wis, +3 class, +2 Alertness, +6 Acute Senses, +8 vampire) [+3 when Scout Sphere focused]
- Survival +12 (7 ranks, +2 Wis, +3 class)
- Stealth +23 (7 ranks, +5 Dex, +3 class, +8 vampire)
Background Skills(ranks)
- Craft(weapons) +10 (7 ranks, +0 Int, +3 class)
- Lore(Paladin Orders) +10 (7 ranks, +0 Int, +3 class)
Languages Common, Orc
SQ Combat Training, Martial Flexibility 3/day(1 feat), Darkvision 60', gaseous form, change shape, shadowless, spider climb, dominate
Magic Items ???
Encumbrance light load
Money 46000 gp

Combat Talents known

Number of talents: 7+2+4 = 13 + 4 from Tradition(Brutal Butcher) + 1 free + 1 drawback

- Equipment: Armor Training (proficiency with all armor)
- Equipment: Axe Training (proficiency and +2 to damage)
- Dueling (no AoO on disarm, on focus deal 1 + 1/4 BAB bleed)
- Gladiator (gain HD ranks on Intimidate, can intimidate within 30 ft)
- - Humble Combatant (drawback, no boast)
- - Spectacle (on crit confirm or kill, can strike fear as immediate action)
- Wrestling (no AoO on grapple, mantain grapple as move action)
- - Drop Toe Hold (slam, free, trip attempt on starting or mantaining grapple)
- - Choke Hold (grappled creatures can't breathe or speak, count each round as (1 + 1/4 BAB) for suffocation)
- - Greater Grapple (+1, +1/4 BAB to grapple check)(+2)
- - Living Weapon (can use creature as weapon, dealing unarmed strike damage)
- - Roll Up (can grapple at -5 to instantly pin)
- - Talented Tie-Up (ignore grapple penalties
- Open Hand (deal extra unarmed damage, can deal bludgeoning, piercing or slashing, those hit take -2 to CMD)
- - Grasping Hand (can make free grapple attempt at a -2 after unarmed strike)
- - Joint Lock (unarmed attacks to grappled creatures entangle)
- - Mystic Fists (unarmed attacks count as magic, cold iron)
- - Hammer Palm (can make free bull rush attempt at a -2 after unarmed strike, no AoO)
- Scout Sphere (gain HD ranks on Stealth, can use Perception at -5 as Knowledge for weaknesses, dedicate gives +1/2 HD bonus to Perception)
- - Uncanny Dodge (can't be flat-footed)

Background
Marcer Rengild was no ordinary paladin. Not many paladins would be so open-minded as to choose a half-orc, retrieved from a raided orc outpost, as their squire, teaching him the ways of good and justice. But after all, redeeming evil-tainted creatures is not uncommon.
What was uncommon was that, around his twentiseventh birthday, the young squire, called Lener, was captured while he and Marcer were fighting vampires, and before his mentor could save him, he was turned. Lener asked Marcer to give him the release of death, rather than let him become a monster, but the paladin refused. For a year they looked for a cure, Lener trying to keep his evil vampiric nature from emerging, until finally a hope spot appeared, a way to get rid of the deadly curse. A series of cryptic clues led them to an ancient underground ruin, believed to hold the secret to restoring a vampire to life, but alas, it was all but a trap.
Overwhelmed through underhanded trickery, Marcer and Lener were bound, chained and starved. Special care was taken in torturing Lener, pushing his inner monster to the limit, to madness. Finally, after a month, the two were unbound and tossed in a cell.
Lener was overwhelmed by hunger, and Marcer died in despair and regret, that he hadn't managed to help his friend and student. Griefstruck, Lener assaulted recklessly the first of his carcerers who appeared, ripping him to shreads with his bare hands. But the tormentor just vanished into smoke, reappearing in front of him as if nothing had happened. "I expected you'd react like that. You see, you were trying to deny that you are a monster now, just like us. How you fed on that fool proves it. And so does how you tried to attack me." The carcerer removed the cowl over his face, showing a pale orcish face. "Welcome, brother, to our House Malkistra. Your house, now."


Okay so I am finally ready to throw my name in for dotting. Working on the character now, this is what I have so far -

Kitsune Vampire:

_____________________________________________
Race Kitsune Vampire
Gender Female
Age
Class Ninja
Init +11; Senses Perception +21, Survival +13
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

_____________________________________________
DEFENSE
_____________________________________________
AC 31, touch 17, flat-footed 24
(+6 Armor, +6 Dex, +1 Dodge, +8 Natural Armour)
Hp 88 Temp hp []
Fort +8, Ref +16, Will +6
_____________________________________________
OFFENSE
_____________________________________________
Speed
30ft
Melee

Ranged

Special Attacks
_____________________________________________
STATISTICS
_____________________________________________
Str 20, Dex 24, Con -, Int 14, Wis 14, Cha 18
Base Atk +5; CMB +11; CMD 27
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Exotic Weapon Proficiency (Katana), Two Weapon Fighting, Leadership, Jair Bloodline Power Least - Silence of Death,
Traits Poverty Stricken, Cosmopolitan
____________________________________________
SKILLS
____________________________________________
Skills
Acrobatics +19 (+7 Ability, +7 Ranks, +3 Class, +2 Racial)
Bluff +22 (+4 Ability, +7 Ranks, +3 Class +8 Racial)
Diplomacy +14 (+4 Ability, +7 Ranks, +3 Class)
Disable Device +17 (+7 Ability, +7 Ranks, +3 Class)
Disguise +14/+24/+34 (+4 Ability, +7 Ranks, +3 Class, +10 Race (Kit), +10 Untyped (Mask)
Escape Artist +17 (+7 Ability, +7 Ranks, +3 Class)
Intimidate +16 (+4 Ability, +7 Ranks, +3 Class, +2 Comp)
Perception +21 (+1 Ability, +7 Rank, +3 Class, +8 Racial, +2Feat)
Sense Motive +21 (+1 Ability, +7 Rank, +3 Class, +8 Racial, +2 Feat)
Stealth +30 (+7 Ability, +7 Ranks, +3 Class, +8 Racial +5 Comp)
Survival +13 (+2 Ability, +7 Rank, +3 Class, +1 Trait)
Background Skills
Linguistics +13 (+2 Ability, +7 Rank, +3 Class, +1 Trait)
Perform (Dance) +17 (+7 Ability, +7 Rank, +3 Class)
Languages
Common,
____________________________________________
SPECIAL QUALITIES
____________________________________________
Ninja Trick (Fast Stealth, Flurry of Stars, Shadow Clone)
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Magic Gear Belt of Dexterity +2, Acrobat Slippers, Gloves of Reconnaisance, Stalkers Mask, Deadmans Headband, Amulet of Natural Armor +2, Cloak of Resistance +2, +2 Mithral Chain Shirt, +1 Keen Katana, +1 Wakazashi
Gold 450Gp
____________________________________________
APPEARANCE
____________________________________________
Height 4ft 9
Weight 85 lbs
Eye Color Purple
Hair Color Red
Region of Origin Absalom
Deity Norgorber
_____________________________________________
MAGIC ITEMS
_____________________________________________
[spiler=Acrobats Slippers]These supple gray leather slippers enable the wearer to keep his balance in precarious positions. The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).[/spoilr]

[soiler=Deadmans Headband]This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband. The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer’s hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his
CMD against steal and sunder attempts targeting his headgear.[/spoier]

[spiler=Gloves of Reconnaissance]Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.[/soiler]

[spoier=Stalkers Mask]Preserved sections harvested from several different human faces cover this mask. When worn, the mask desaturates the wearer’s color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a
full-round action, the wearer can cause the mask’s features to take on the appearance of any creature of the wearer’s basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature’s appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer’s rage and jealousy of the target’s appearance.[/spiler]

I feel like I am doing something wrong but I'll be damned if I know what...


Storyteller Shadow wrote:

Vampire - the Quest for Eternal Night Submissions Thus Far

William Nightmoon Murza Half Drow - Bard (Sandman) - Drakina Family

Daedalus the Dungeon Builder - Murnau Ruthven Human - Mastermind Moroi Spirit Walker Mesmerist - Ruithvein Family

Teiidae - Thulmerë Harzhor Azlanti Human - Death Knight - Zura Family

servant6 - Saban Wright Moroi Blooded Dhampir Anti-Paladin - Jerunsen Family

Monkeygod
Veldrin d'Shraen's
- Noble Drow Psychic Vampire - Necromancer Wizard (Undead Master) Drakina Family

Timeskeeper
Allizsah Dravonie
Tiefling (Demon-Spawn) Living Thrall Cleric of Zura - Zura Family

DeviousDevious - Zelic Hook Human - Dread - Jerunsen Family

Ash.. Rosalind Undine - Exploiter Wizard - Thuvian Family

Edelsmirge
Grym Slade
Half-Orc - Urban Barbarian - Family ???

Interest Indicated

Michele Marra - Orc Ranger/Assassin - Malkistra Family - Submission almost complete working on backstory.

Simeon - Preference not indicated.

Sapiens - Spheres of Might grappling Half-Orc,.

===

So 9 full submission and what looks to be 3 more to come.

===

Original Recruitment Post

=======

Just an update to this Shadow, I posted sometime last week about switching Zelic to Jair.


This is my submission.


My laptop crashed late last night. Thankfully, a friend of mine can repair it, but it's gonna take a couple of days. In the meantime, I can post to games via my phone for small posts, and a tablet for larger ones.

However, finishing up my character via them is pretty much not possible.


Veldrin d'Shraen wrote:

My laptop crashed late last night. Thankfully, a friend of mine can repair it, but it's gonna take a couple of days. In the meantime, I can post to games via my phone for small posts, and a tablet for larger ones.

However, finishing up my character via them is pretty much not possible.

I think Veldrin is 95% done anyway no?


I'm about done, I just need to write up his appearance.


Tomorrow (the 6th of April) was the Original Deadline.

I am extending to the 7th at Midnight the deadline to have submissions complete. (I have a Table Top game the 7th so I cannot review them that night anyhow).

I will then review all submission on the 8th.


Zelic of Jair has been mechanically-tweaked appropriately, and had the backstory has been added. He should be good to go! Good luck, all.


Oh, just a point of bookkeeping, I did drop Zelic's old, pre-Jair surname, and as I've changed the alias to reflect that, old links to the character page won't work. Sorry for any confusion!

edit:
The good link, for convenience


Does the +4 channel resistance from Loyalty stack with a vampire's innate channel resistance? (By the way, the way it's currently worded still makes the bonus apply to all will saves)

Out of curiosity, can I see the memories I'm rewriting? As in, what I'm changing? It would be nice if the greater fail for Mesmerize granted an effect akin to detect thoughts, and if I could see my victim's memories when using Playwright.

Also, any response to my earlier questions/comments? I may need to change some things about my characters depending on that.


Here is my completed submission, Backstory, such as it is, and all.

Kisara Vulpina The Dancing Shadow:

KISARA VULPINA
_____________________________________________
Race Kitsune Vampire
Gender Female
Class Ninja
Init +11; Senses Perception +21, Survival +13
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________

_____________________________________________
DEFENSE
_____________________________________________
AC 31, touch 17, flat-footed 24
(+6 Armor, +6 Dex, +1 Dodge, +8 Natural Armour)
Hp 88 Temp hp []
Fort +8, Ref +16, Will +6
_____________________________________________
OFFENSE
_____________________________________________
Speed
30ft
Melee
+1 Keen Katana +11 (1d8+8;15-20x2)
+1 Keen Katan/ MWK Wakazashi +9/+9 (1d8+6/1d6+2;15-20x2/18-20x2)
Ranged
MWK Composite Shortbow +12 (1d6+5;x3)
Special Attacks
Sneak Attack 4d6
_____________________________________________
STATISTICS
_____________________________________________
Str 20, Dex 24, Con -, Int 14, Wis 14, Cha 18
Base Atk +5; CMB +11; CMD 27
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Exotic Weapon Proficiency (Katana), Two Weapon Fighting, Leadership, Jair Bloodline Power Least - Silence of Death,
Traits Poverty Stricken, Cosmopolitan
____________________________________________
SKILLS
____________________________________________
Skills
Acrobatics +19 (+7 Ability, +7 Ranks, +3 Class, +2 Racial)
Bluff +22 (+4 Ability, +7 Ranks, +3 Class +8 Racial)
Diplomacy +14 (+4 Ability, +7 Ranks, +3 Class)
Disable Device +17 (+7 Ability, +7 Ranks, +3 Class)
Disguise +14/+24/+34 (+4 Ability, +7 Ranks, +3 Class, +10 Race (Kit), +10 Untyped (Mask)
Escape Artist +17 (+7 Ability, +7 Ranks, +3 Class)
Intimidate +16 (+4 Ability, +7 Ranks, +3 Class, +2 Comp)
Perception +21 (+1 Ability, +7 Rank, +3 Class, +8 Racial, +2Feat)
Sense Motive +21 (+1 Ability, +7 Rank, +3 Class, +8 Racial, +2 Feat)
Stealth +30 (+7 Ability, +7 Ranks, +3 Class, +8 Racial +5 Comp)
Survival +13 (+2 Ability, +7 Rank, +3 Class, +1 Trait)
Background Skills
Linguistics +13 (+2 Ability, +7 Rank, +3 Class, +1 Trait)
Perform (Dance) +17 (+7 Ability, +7 Rank, +3 Class)
Languages
Abyssal, Aklo, Ancient Azlanti, Ancient Osiriani, Common, Draconic, Elven, Infernal, Necril, Sylvan, Undercommon
____________________________________________
SPECIAL QUALITIES
____________________________________________
Poison Use, Sneak Attack +4d6, Ki Pool (7/Day), Ninja Trick (1-Fast Stealth, 2-Silence, 3-Shadow Clone), No Trace +2, Uncanny Dodge,
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Magic Gear Belt of Dexterity +2, Acrobat Slippers, Gloves of Reconnaissance, Stalkers Mask, Deadmans Headband, Amulet of Natural Armor +2, Cloak of Resistance +2, +2 Mithral Chain Shirt, +1 Keen Katana, MWK Wakazashi, MWK Composite Shortbow (+5)
Gold 1,875Gp
____________________________________________
APPEARANCE
____________________________________________
Height 4ft 10
Weight 85 lbs
Eye Color Purple
Hair Color Red
Region of Origin Absalom
Deity Norgorber

Appearance
In her “human” form, Kisara appears to be a pale woman of indistinct parentage. Her skin so pale and translucent, her hair such a deep shade of red, that she appears almost ethereal, rare and exotic. Her eyes are a pale lilac, the pupils appearing as two swirling vortices of darkness in the otherwise vibrant color. So artful is her use of blushes, paints and bases, that in her daily life, few would ever take her for anything other than a living breathing person, least of all a Fox or a Vampire. When seeking to pass as human, Kisara dresses in slim, close fitting dresses of silk, modeled after the nations of Tien Xia. These dresses hide little and it is during these times that she keeps her manservant Angelito close to hand, just in case.

When Kisara hunts, or when her Master orders her on a job, gone is the living breeding beauty, replaced by a cold, terrible, formless monster of the night. Through a mix of her own innate talents and the magics she possesses, Kisara appears as little more than a blanched, drawn out shadow of a person. All colour bleeds from her body, her eyes and her hair. She dresses in tight fitting black leather, the only hint of brightness the flashing of her blades and the odd stray link of mithril that breaks through the darkness of her clothing.

When Kisara reverts to her true form she appears as a pure white fox with two tails, or she once did. Now her form teeters between more grey than white, her lithe fox body appearing more lupine than vulpine at times.

When Kisara transforms to her new forms, that of the swarms, an ability passed down from her master, her components always bear a bright splash of blood red coloring, on back, on wing or on muzzle.

Background

When Kisara was born her mother wished for her only one thing, eternal happiness, though life saw fit to only grant part of that wish. Kisara was born to two happy parents, a travelling pair of performers, her mother the most graceful dancer to ever set foot on earth, her father the most talented lute player to ever possess ears. The early years of her life were filled with happy memories of travelling the countryside, performances and laughter, all which changed once they reached Absalom. The city looms like a shadow over the happiness and innocence of Kisaras whole childhood, the site of her parents death and her rebirth.

Kisara arrived to Absalom with her parents during her 10th year. They worked and lived in a small tavern on the edge of town and, for a season, all was well. This changed dramatically however. First, her father fell ill. It was a simple sickness at the beginning, but it seemed to progress, almost supernaturally. As he worsened, her mother became sick also. Both of her parents became too ill to work, Kisara was too young and, eventually, the Innkeeper who had been paying them with room and board, kicked them out of the Inn. From there it went down hill. Kisara tried to provide for her parents, tried to get them the help they needed but… she was just too young, too weak. On the eve of her 11th birthday they died in the night, alone, shivering in their blankets as Kisara attempted to steal enough gold to get them the help they needed.

Of course she blamed herself, hated herself. She wallowed in her own self pity, become pale and wan. She stayed with her parents till finally she just couldn’t bare it any longer. She fled in the night, setting fire to their tiny hovel behind her, never looking back.

The next five years of Kisaras life were a blur or darkness. She learned to steal from shops and carts, to pickpocket fat merchants and how to break into buildings. She learned the workings of the blade in back alleys holding fat children at knife point for their pocket money. Kisara became harder, more bitter. She railed at the world, and at the Innkeeper who sentenced her parents to death.

So much so did she blame him that, on the eve of her 16th birthday, she saw him removed from this the mortal coil. She had grown bold and bitter in her time on the streets, had learned skills that would make her family ashamed. One dark night she slipped in to the tavern where all were asleep. She set a fire in the basement after drugging the innkeeper and barring his room. To throw anyone off her scent she raised the alarm herself, and watched from a safe distance as everything went up in smoke.

Kisara began to make a name for herself in the underworld of the city. She became known for being an adept thief and a sometimes assassin. She took jobs all over the city till one day her bloodthirsty nature and need for gold brought her to the wrong sort of job.

What followed next Kisara does not speak of, but in the course of one job she went from a young Kitune woman who could breathe, look at the sun and travel at daytime, to an undead nightmare, a vampire of such grace and beauty the underworld had never seen. Her master took her in and began her training anew, instilling in her over the next two centuries all of the skills and abilities she would need to become the graceful whirlwind of death she has become.

Kisara views herself as one of the lucky ones. It is not everybody who gets to be born twice after all!
_____________________________________________
RACIAL/TEMPLATE
_____________________________________________
Vampire-

Blood Drain (Su)
A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Children of the Night (Su)
Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su)
A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire’s base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master’s destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)
A vampire can crush a humanoid opponent’s will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM’s discretion, some vampires might be able to affect different creature types with this power.

Energy Drain (Su)
A creature hit by a vampire’s slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.

Swarm Form (Su)
As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed. The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature with its total number of Hit Dice. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.

Gaseous Form (Su)
As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Shadowless (Ex)
A vampire casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex)
A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
_____________________________________________
Kitsune

Agile (Ex)
Kitsune receive a +2 racial bonus on Acrobatics checks.

Change Shape (Su)
A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Fast Shifter (Su)
You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.

Nine-Tailed Inheritor:
The kitsune is a wellspring of magical energy that manifests as additional tails. The kitsune gains Magical Tail as a bonus feat at 1st level. In addition, he adds Magical Tail to all class lists of bonus feats as initial feat choices for those lists, including all ranger combat styles and all sorcerer bloodlines. For example, a monk can select Magical Tail when he gains his first bonus feat at 1st level while a ranger can select it when he gains his first combat style feat at 2nd level. Additionally, the kitsune treats Magical Tail as all types of feats (except teamwork) when determining which feats he can select with a class’s bonus feats feature. A kitsune with this racial trait cannot select Magical Tail as a class bonus feat and as a feat from character advancement during the same level. This racial trait replaces natural weapons.

Low-Light Vision:
Kitsune can see twice as far as humans in conditions of dim light.
_____________________________________________
MAGIC ITEMS
_____________________________________________
[spoiledr=Acrobats Slippers]These supple gray leather slippers enable the wearer to keep his balance in precarious positions. The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).[/spodiler]

[spoilder=Deadmans Headband]This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband. The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer’s hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his
CMD against steal and sunder attempts targeting his headgear.[/spoidler]

[spodiler=Gloves of Reconnaissance]Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.[/spoidler]

[spodiler=Stalkers Mask]Preserved sections harvested from several different human faces cover this mask. When worn, the mask desaturates the wearer’s color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a
full-round action, the wearer can cause the mask’s features to take on the appearance of any creature of the wearer’s basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature’s appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer’s rage and jealousy of the target’s appearance.[/spodiler]


I will not have time to respond to all questions related to character creation before the deadline tomorrow (have a bunch of active games I need to catch up with). Character submissions that need minor tweaks will be accepted with no penalty to consideration for inclusion in the AP.


Okay, sounds good. I may need to tweak a feat/change stats a little, but not a major rewrite to anything in particular.


Murnau Ruthven wrote:
Okay, sounds good. I may need to tweak a feat/change stats a little, but not a major rewrite to anything in particular.

I allow players to adjust even after Gameplay starts so no worries there.


The only thing I don't have is equipment which is simple enough to do... *crosses fingers*


Murza wrote:
The only thing I don't have is equipment which is simple enough to do... *crosses fingers*

Yeah, I'm waiting on final details pending party composition, but I have the core done.


3 1/2 Hours to go.


Recruitment is now CLOSED for Vampires of Golarion - The Quest for Eternal Night a Second Darkness AP

I will make selections tomorrow and start the game by Sunday (or Monday night if Sunday gets too crazy).


Council of Song - All Bard Council of Thieves AP

If you submitted a Bard to my Hells' Rebels game recently and did not get in, feel free to resubmit that character to the Council of Song Recruitment - with minor tweaks for background of course.

-------------------------------------------------------------------

Recruitments for my newest campaigns will now be migrated to the thread above.

====================================================================
I will post here announcements for the Vampire game just to be clear.
====================================================================


The child plays a flute, tuning it as she goes, her tiny fingers moving with ghostly speed. The melody is a haunting echo.
Like The opening chorus of this song


Vampire - the Quest for Eternal Night Final Submissions

William Nightmoon - Murza Half Drow - Bard (Sandman) - Drakina Family

Daedalus the Dungeon Builder - Murnau Ruthven Human - Mastermind Moroi Spirit Walker Mesmerist - Ruithvein Family

Teiidae - Thulmerë Harzhor Azlanti Human - Death Knight - Zura Family

servant6 - Saban Wright Moroi Blooded Dhampir Anti-Paladin - Jerunsen Family

Monkeygod -
Veldrin d'Shraen's
- Noble Drow Psychic Vampire - Necromancer Wizard (Undead Master) Drakina Family

Timeskeeper -
Allizsah Dravonie
Tiefling (Demon-Spawn) Living Thrall Cleric of Zura - Zura Family

DeviousDevious - Zelic Hook Elf - Dread - Jair Family

Ash.. - Rosalind Undine - Exploiter Wizard - Thuvian Family

Edelsmirge -
Grym Slade
Half-Orc - Urban Barbarian - Rogarvia Family

Michele Marra - Helt Vhis Orc Spell-Less Ranger (Divine Tracker)/Assassin - Malkistra Family

Sapiens - Lener Wardwaver: Half-Orc - Conscript 7 - Malkistra Family

Darkest Heart - Kisara Vulpina Kitsune - Ninja - Jair

12 Total. This is going to be tough!


Wow, 12 vampires. This is one of the biggest groups I've played in.

Darkness will prevail.


The suspense is killing me. Again.
And then a new era of darkness shall cover the land!


Teiidae wrote:

Wow, 12 vampires. This is one of the biggest groups I've played in.

Darkness will prevail.

Oh I have to weed that down, 12 is far too large a group to run.


Opps, excuse me. I misread the situation. :S

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