Second Darkness AP [Two Replacement Characters Needed]


Recruitment


Looking for two player's to supplement a current group of three.

Character Guidelines:

• We will be starting at level 1, and be leveling usually through the moderate experience track and key moments during play. I'm starting to default to the second one to be honest.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Advanced Class Guide (ACG), Ultimate Combat (UC), and Ultimate Magic (UM), Occult Adventures(OA), and Ultimate Intrigue (UI) will be allowed. Any Archetype for these base classes will be allowed.
• Alignment: You can declare an alignment, but for the most part it will be determined by your actions and motivations.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16.
• Feats: Any feat from the Core Rulebook, APG, ACG, UM, UI, OA, or UC will be acceptable.
EDIT: Clarifying this. Essetially, any feat published officially by Paizo is acceptable.
• Skills: We will be using the Background Skill system.
• Traits: Characters will start with two traits. One must be a campaign trait listed below. The other one better have a good narrative reason why you have it.
EDIT: You may take a drawback for a third trait.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice, whichever is greater.
• Starting Gold: Characters will start with Average starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
• I retain the ability to ask you to change something if I find it would upset game balance a bit too much.
• Third Party Pathfinder material and 3.5 material will be considered on a case-by-case basis. Be forewarned, don't go too crazy with this. Also, link the material you are asking if you can use.
• Unchained options are allowed, but you must fully commit. Meaning, you cannot choose the unchained version of a barbarian but choose the non-unchained version of one of his rage powers.

Campaign Traits:

1. Fools for Friends: You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold”
tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

2 Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other
rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town or most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship, in any event—pick one of the three categories of saving throw. You gain a +1 trait bonus on all saving throws of that type.

3 Looking for Work: Although out of work, you aren't particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

4 Optimistic Gambler: You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to
making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your
spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

5 Researching the Blot: You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard
their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and
safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.

6 Scouting for Fiends: You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what's wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement. Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

I'll keep recruitment open until the vacancies are filled. This takes place after the tournament incident, but not much after.


I still have Tural built from before. You mentioned before that the randomness of the coin-toss turned you off, but I can easily have that fit into the narrative (i.e. pretend it's random, just declare the result). I'd be happy to jump in if you want me.


1 person marked this as a favorite.

I remember your character, and welcome you to join. Just need one more.

Please report in here Second Darkness Discussion Thread


I may run this but not starting till book 3 or 4. I don't own the first one. What type of PC are you looking for in the group DM Default?


Edit: I misread. So if anything you need a trapsperson. I could arange that easily.


whoever the second recruit is, I'd prefer someone who isn't afraid to be on the frontlines.


I'm thinking about a Swashbuckler with the Opportunistic Gambler trait. Will get something up tomorrow.


I have a Dwarven Fighter who is pretty standard, no 3 PP or crazy concepts, that I can bring to 1st level. Could probably get that done tonight.


I'll make the final adjustments to him tonight for your review DM Default.


Dot, Default. If you'll have me, Id love to build something for Second Darkness (I can have it ready by this Tuesday :)


Working on a dreadnaught barbarian chef looking for work trait. Good chef, better killer.


Digger Chandler wrote:
Working on a dreadnaught barbarian chef looking for work trait. Good chef, better killer.

Heh.


Here he is, about 80% done, will finish him up tomorrow.


Sketched out on bar napkins. Kevvil Heavywood, dwarven aspiring chef with a fugue state anger issue.


Here is Zatarra (from the Count of Monte Cristo, not DC comics)

Zatarra:

Zatarra
Male human (Varisian) swashbuckler 1 (Pathfinder RPG Advanced Class Guide 56)
CN Medium humanoid (human)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 11 (1d10+1)
Fort +1, Ref +6, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +2 (1d6+1) or
. . dagger +5 (1d4+1/19-20) or
. . rapier +6 (1d6+4/18-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 16
Feats Fencing Grace[UI], Weapon Focus (rapier)
Traits bandit (river kingdoms), optimistic gambler (new), reactionary
Skills Acrobatics +6, Bluff +7, Diplomacy +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +6, Knowledge (local) +4, Perception +4, Profession (gambler) +4, Sense Motive +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +6, Stealth +7
Languages Common, Varisian
SQ pride, swashbuckler finesse
Other Gear studded leather, buckler, club, crossbow bolts (10), dagger, light crossbow, rapier, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], soap, torch (10), trail rations (5), waterskin, 78 gp, 8 sp
--------------------
Special Abilities
--------------------
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.

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It's a bare bones look but I will have a background up later tomorrow.


Apparently Zatarra (with one or two r's is taken) so I had to switch it Zatarran (no rice jokes, please).

Grand Lodge

Inrotucing:

Sumak Devir

Daring champion Cavalier Order of the Flame (No mount archetype)
Small Halfling / Humanoid (Halfling)
Init +4; Senses Perception +7, Keen Senses

==DEFENSE==
AC 21, touch 15, flat-footed 17 (+4 armor, +2 shield, +4 dex, +1 size)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1
Armor Chain Shirt, Light
Shield Heavy Wooden Shield
Defensive Abilities Fearless (PFCR 26), Underfoot (PFAPG 21)

==OFFENSE==
Spd 30 ft/x4
Melee Rapier +5 (1d4-1) 18-20/x2 CM +1

==STATISTICS==
Str 8, Dex 19, Con 12, Int 10, Wis 10, Cha 16
BAB +1, CMB -1, CMD +13

Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Shield Proficiency (PFCR 133), Shield Wall (PFAPG 169), Weapon Finesse (PFCR 136), Weapon Focus (Rapier) (PFCR 136-137)

Skills Bluff +7, Diplomacy +7, Perception +7, Sense Motive +4

Traits Into Enemy Territory (Campaign: Second Darkness) (PFAP: SD Companion 15), Seeker (Social) (PFUCgn 61)

Languages Common, Halfling

Sumak has read stories about great halfling nomad riders of the Talenta plains all through his childhood . Being a city dweller he knew of little of these strongest halflings
Living in Thrane with the small community of halflings he had many opportunities to visit or to travel. One day when he got old enough with dream of the wild planes and of the Halflings riders he left home for good.

The first step was for him to try in join the ranks of the mighty Knights of Thrane. Sumak figured that since we wasn't going to go to the great planes, the knights was the next best thing.

In his imagination knights and halfling nomad rider while not really on the same side of lifestyle shared a common noble behavior.

He first got a good look at this dream when the recruiting officer informed him that no small sized person would be recruited as knights rode on heavy war horse and not on small sized mounts.

But that didn't deterred sumak as he figured that is he could just get his foot inside the door eventually he could show them that he was quite skilled. And so he signed on to be a Stable boy.

After a year of service he eventually got to go on active duty as a scout with a light cavalry group. By then he had become a decent scout. But during one of the outings the weather turned horrible. As the company of turned for home in the hailstorm he got struck by lightning. He survived it but his mount no so much. As it felt from under him he was unable to leap from the saddle stunned as he was. And then the worse happened. his mount's entire body crushed his left leg.

The healers were unable to repair all of the extensive damage. And as it took a long time for his leg to recover to a certain extend, the Outriders didn't want him anymore.

His dream crush (like his leg) he almost gave up.

But it seemed that he was given a second chance, a different kinds of chance. He was determined that while not able to ride well again he would prove to that could make it out, and have his name written upon the stars

He was left out of the action with his leg until it healed

Having nothing else to look for sumak just looked for anything to do. It rapidly hit him that even is he had difficulties to walk, with his new found powers he could travel. And so traveling he did.

In fact he reasoned that with his basic training, his determination he would prove to himself that he could achieve something. That on his own he could be the daring combattant he envisioned in his childhood.

Sumak went forth to quench his wanderlust, and eventually started working as a caravan guard. This was the first time he encountered Meghan the bard, where she regaled him with her stories of game, romance and action to be held in Riddeport and its game halls.
The blot had come and with it is effect on the area. he had made some research, consulted with the few rangers he knew from previous work. and When he heard about the event in some gambling thing at a place called the Gold Goblin, he picked up his stuff and made his way to find that Bard soe some of the signs revealed that Glory and danger would be close following her shadow

-----
A little bit about myself i have been involved in game that i play and run since 2013. so i am here for the long run...


Hello again!

Here's Xiulan. I applied with her for a Second Darkness game and was totally shot down! (there were like 36 applicants.)

Xiulan
Female human (Tian-Min) magus (card caster) 1 (Pathfinder Player Companion: The Harrow Handbook, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +2, Ref +3, Will +2 (+2 trait bonus vs. charm and compulsion)
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +0 (1d3 nonlethal)
Ranged harrow card +4 (1d4) or
. . ofuda/card +3 (1d4)
Special Attacks arcane pool (+1, 5 points), spell combat
Magus (Card Caster) Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 15), snowball (DC 15)
. . 0 (at will)—detect magic, mage hand, ray of frost
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Deadly Dealer, Point-Blank Shot, Scribe Scroll
Traits child of two peoples, magical lineage, researching the blot
Skills Craft (calligraphy) +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Linguistics +5, Perception +1, Sleight of Hand +4, Spellcraft +8, Swim +4, Use Magic Device +4
Languages Abyssal, Celestial, Common, Dtang, Dwarven, Elven, Minkaian, Tien, Varisian
SQ deadly dealer, oppressive expectations
Other Gear leather armor, harrow card, ofuda/card, backpack, bedroll, belt pouch, cards[UE], flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], parchment (30), scroll case, scroll case, scroll case, soap, spell component pouch, trail rations (5), waterskin, stack of ofuda (54) (worth 1 gp, 0.1 lb), 108 gp, 8 sp
--------------------
Special Abilities
--------------------
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Deadly Dealer Arcane Strike: throw cards as if they were darts. Card destroyed when thrown.
Deadly Dealer (Su) May deal lethal damage as long as you have 1 point in Arc. Pool.
Oppressive Expectations When you fail a skill check -2 with that skill until you succeed or fail a different skill.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
--------------------
Art!

Xiulan is the illegitimate daughter of a Minkaian man and a Varisian woman. Once a tutor to the imperial family of Minkai, he had gone out in search of one of the missing imperial families. It led him to Varisia, where he lost the trail. While he was there, he had an affair with a beautiful harrow fortune teller who had helped him on his search. She was with child, and delivered Xiulan to him before vanishing into the night and never being seen again.

Though she spent much of her life under her father's tutelage when they returned to Minkai, she has decided to travel into her mother's homeland to learn more about the other half of her heritage.

She took what she had known of her mother's craft and blended it with a flair of Tian's spiritualism. She creates her own cards, more specifically Ofuda, a spiritual talisman that she uses as a weapon and to channel her spells.


I'd love to join.

I'm looking at making an atypical Dwarven Fighter using the Opportunist archetype.

Basic idea is that he's been disgraced, disowned and cast out of his family home in Janderhoff. The reason for all of that was his alcoholism, gambling addiction and fraternising with the (Half-)Orcs of Urglin. He stopped the drinking and the gambling but his family didn't care.
He now works as a guard for hire and works very hard to resist the temptation of both drink and dice. He found that becoming involved in the occasional brawl helps quite a bit with that.


I originally applied when you first recruited and I am still interested.


Sorry for the delay. Played around with him as a dwarf but it seemed played. Reworking as a human. The meat shield who knows how to prepare fine meat.


Coileach Ollmhor
Male dusk elf magus (spell dancer) 1 (Pathfinder RPG Advanced Race Guide 24, Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (elf)
Init +4; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +2
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +1 (1d6+1/18-20)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Spell Dancer) Spells Prepared (CL 1st; concentration +4)
1st—shield, shocking grasp
0 (at will)—acid splash, detect magic, read magic
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 10, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 16
Feats Dodge
Traits - custom trait -, - custom trait -
Skills Acrobatics +8, Perception +3, Spellcraft +7, Stealth +5, Use Magic Device +4; Racial Modifiers +2 Perception, silent hunter[APG]
Languages Common, Draconic, Elven, Gnome, Orc
SQ arcane focus[ARG], dreamspeaker[APG], spell dance
Other Gear leather armor, scimitar, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (9), torch, trail rations (4), trail rations, waterskin, 93 gp
--------------------
Special Abilities
--------------------
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Dreamspeaker +1 [Divination] & sleep spell DCs.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Dance (+10 ft/round, +2 AC vs. attacks of opportunity) (Su) Spend 1 arcane pool point for enhanced speed, maneuverability.

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Sovereign Court

I'm in one of DM Default's other games and he's great. :)

Get crackin' on those characters, people! :D


Digger's chef is done with crunch other than equipment. Mechanically fairly simple, but I think he'll be a blast to RP.


Submission complete.


Jesse Heinig wrote:

I'm in one of DM Default's other games and he's great. :)

Get crackin' on those characters, people! :D

I was so disappointed when I didn't make the cut the first time around!


My character changed from a Dwarf to a Halfling and became a she. I'd like to submit Elea Mulberry. She is a Halfling Fighter using the Opportunist archetype.

Background:
Elea was born in Cheliax as a slave to a particularly nasty owner. He enjoyed pitting his halfling slaves against each other in something similar to gladiatorial matches. Those he disliked or who were to be punished were pitted against his starved dogs to be torn apart for his amusement.

While most of the slaves hated the fights Elea revelled in them from an early age. She'd eagerly step into the ring to do battle and was one of the few that actually trained for the fights. She was merely in her early teens when she won the "tournament" her owner had organised. He then pitted her against one of his younger dogs and she handily subdued the animal. Entertained and seeing the possibility of profit her owner then sent her off to a small gladiatorial school where slaves were trained for organised fights.

The slaves there were led by a Gorumite priest and Elea easily fell in with the faith. She was an eager student who quickly learned to compensate for her small size and lack of brawn by using wit and finesse.

She spent several years among the gladiators to learn how to fight. It was during this period she came in touch with the Bellflower Network. The Bellflowers were planning to liberate slaves from Elea's cruel owner but they needed her help. First they made she she'd get sent back home by throwing several fights and causing undue harm in training bouts.

Back home her owner was less than pleased but instead of throwing a potential prize fighter in front of his dogs he had the animals kill her mother and aunt in front of her. Elea then got kennel duty, caring for the dogs that killed her friends and family. When the time to escape came this actually proved to be an enormous boon.

On the day before the night the slaves would escape Elea poisoned the dogs, making sure they'd be too sick and miserable to get out of their pens. That night almost all of the halfling slaves escaped under the cover of darkness and were moved to Kintargo. Not feeling any desire to stay in Cheliax Elea boarded the first vessel she could find and that would take her along, landing her in Riddleport.

A fairly new arrival in Riddleport Elea is now looking for a job as a guard or a bouncer as fighting is all she has ever really done.


Whoa, did not expect this much a resurgence in submissions. Sorry for the wait.

I'd like to give Elea Mulberry a shot. Please report to the discussion thread.

thank you for your time everyone.

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