Second Darkness AP [Two Replacement Characters Needed - 2nd Try]


Recruitment


Looking for two player's to supplement a current group of three (with a fourth trying desperately to get internet).

If you applied to the previous recruitment thread, feel free to reapply with that character.

Character Guidelines:

• We are now at level 2, 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. We are currently in the middle of the first book.


I could offer my axe. Needs some adjustment according to the specs


Do you allow combat stamina and advanced weapon and armor training for fighters?


I believe Advanced Training would be alright, but I'm concerned allowing combat stamina will discourage the other martial characters.


Dot. A Vigilante or a Gunslinger.


Hello!

With two full casters, a bard, and a TWF slayer, perhaps you need someone heavy and dumb. Dunganagar would be your dwarf.

I will have to rejigger Dunganagar for your game (he's first level right now) but he's a fairly straightforward Invulnerable Rager barbarian. He uses a large dwarven waraxe, kind of the same way Amiri the iconic barbarian uses a large bastard sword. Intended for a vital strike build, probably (personally I think the beast totem pounce builds are overkill). He has a comically low DEX score (I am actually kind of de-optimizing for low AC!), but the Fey Foundling feat means he will be less of a drain on party healing.

His story is he was kicked out of his father's hall for brawling with his brothers, and sought work as a mercenary. I'll have to look at the player's guide to find something to tie him to Riddleport. Current background has an ending for a Kingmaker game. I am thinking that perhaps I could move the Brevoy stuff to the Land of the Linnorm Kings and have him head south to Riddleport after that. He would have fallen into a bad crowd, and Riddleport is a good place for that to happen.

Campaign trait would be "optimistic gambler."

Edit: Crunch updated to 2nd level and scores adjusted.

Still need to edit background and get mundane supplies (trail rations, rope, backpack, etc.). I'd actually rather wait for the mundane supply stuff until after finding out if I get picked.


Here is my character that started a Second Darkness game but then the GM got sick... take a look. She's a Starsoul Sorcerer.

Her campaign trait is Researching the Blot. You could even read her posts to see if you like the play style (she's young and maybe too impulsive). I'd have to downgrade her stats a touch (we rolled for stats in that game I believe), and level her up to 2, but that would be super simple if you like her. I would also be happy to make any changes you like to fit your game.

If you would rather have a strong fighter-type instead though, totally understand.


Zarine Greenblood wrote:

Here is my character that started a Second Darkness game but then the GM got sick... take a look. She's a Starsoul Sorcerer.

Her campaign trait is Researching the Blot. You could even read her posts to see if you like the play style (she's young and maybe too impulsive). I'd have to downgrade her stats a touch (we rolled for stats in that game I believe), and level her up to 2, but that would be super simple if you like her. I would also be happy to make any changes you like to fit your game.

If you would rather have a strong fighter-type instead though, totally understand.

I'll vouch for Zarine who was off to a great start in our game before it got cut short due to our GM's illness. She did a great job mixing RP and story knowledge to have an interesting character.

Hope you'll consider her.


Aw, Fingers, you're sweet. ... But I am still not going out with you. ;)

We didn't even get far enough in the story for our characters to have a real conversation, but for the record, we would have become fast friends, and laughed about how we met.


Blast! It was worth a shot. Good luck! (sorry to hijack your recruitment, enjoy!).


Unbeugsam is almost ready, too.
Also a Dwarf but will go the turtle path, being the rock a party can lean on.


Updating Zarine just in case.

Level 2 HP: 1d6 ⇒ 3

Ha ha. I guess I don't have to worry about whether to go with the roll or the average. :)

EDIT: Okay, I think she is all updated for your game (should you so choose). Let me know if you see any mistakes or prefer any tweaks. :)


All right, current entries:

Zarine Greenblood
Unbeugsam
Dunganagar the Mad

I'll give it a couple more days and start going through alias's


Unbeugsam is ready, just checking for HP.
HP: 1d10 ⇒ 10
Ok me likes.


I'm going to offer Gaius, restatted as a Teisatsu, should be up today. :) His alter ego is called Vox.


Im submitting Key Cleric of Cayden Cailen. I know you already have a cleric, but she was so much fun to play. I thought I'd try.

She was also in the other Second Darkness game with Zarine. I'll get her stats updated tomorrow.

She is definitely an in melee cleric,

1d8: 1d8 ⇒ 3


Oh, right... we're rolling for HP.

HP: 1d12 ⇒ 6

Edit: Just to be clear, we are second level but have gold as a first level character, right?


I know you already have a cleric, but this one is a slightly different cleric. Sarnath is a Elder Mythos Cultist of Bokrug, the Water Lizard, with the Daring Doomsayer campaign trait from Varisia, Birthplace of Legends. His main combat ability is Channel the Void, which can harm living and undead alike, though he can swing a ranseur (or Doomsayer's Placard) if necessary. Outside combat, he has the esoteric knowledge granted to him by his extensive research and haunted dreams, and a little bit of face.

Lv. 2 HP: 1d8 + 2 ⇒ (5) + 2 = 7


Hey Key. Welcome to the recruiting. And thanks for all your help keeping me out of trouble. :)

Looks like some awesome entries here. Lots of dwarves and clerics, both of which are awesome for helping squishy characters stay alive.

.... Oh, and I'm sure awesome in their own right as well. :)

Grand Lodge

level 2 hp: 1d10 ⇒ 8

edit: would you be opposed to an Oread taking Stonelord?


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I've updated Key to your submission rules.


if I can get him together in time, I will be submitting an oracle


eh, make that a future Rage Prophet
1d8 ⇒ 3 I will be taking the average


Amboy would like to tag along. He just arrived in Riddleport aboard the Jenivere.

He was used in a short-lived Serpent's Skull game but I really liked playing him. Hope he makes the cut. Thanks.


DM Default: Working on my background.

I looked over the player's guide but there isn't a whole lot there aside from the fact that there's a dark blot in the sky and everyone starts off at the gambling tournament.

I figure Dunganagar probably owes some petty crimelord some money (or obligation) and entered the tournament thinking that winning it would be a way out of his predicament. But he really knows nothing about gambling (foolishly assuming it is all luck) and probably would lose everything. Then he probably lost his temper and had to be kicked out. But at this point his debt could possibly be "bought" by a patron of the group who thinks that Dunganagar's fierceness in the brawl could be a useful asset in the future.

Any thoughts who that could be?

PM me if you would prefer to discuss it off the thread.


I'm going to pull out of the recruitment. I'm not around for a while and it wouldn't be fair to hold the game up.

Best of luck to you all.


will finish up equipment and stuff if picked (or have free time). Please let me know if you have any problems, etc.


I would like to submit Nessa for consideration. I was running her in a 2nd darkness campaign that petered out and finally died on me. I can revamp her to fit but it will be this weekend before I can do so.


Sorry about this...

Zarine has to withdraw. In a bizarre plot twist, we're actually getting the team back together in my original Second Darkness game, so I shouldn't take up someone's possibility of a spot in this one.

Looks like you have some awesome characters to choose from here. Enjoy the game. :)


Would you consider allowing the bloodline mutations from Arcane Tactics toolbox?

Also, I have mostly tweaked Nessa to be in line with your build requirements.


Talia Saren

crunch:

 Human Paladin 2;
Lawful Good Medium
Init: +1 Senses: +1
DEFENSE
AC: 18 Touch:11 Flat-Footed: 17
HP: 12+roll
Fort: 5Ref:1 Will: 2
OFFENSE
Speed: 20 (30 base)
Melee: +6 Scimitar  (1d6+4, 18-20 x2)
Ranged: +3 javelin (1d6)
STATISTICS
Str 16Dex 12Con 14Int 10Wis 8Cha 16
Base Atk: 2CMB 6CMD 17
Skills: Diplomacy +9; Heal +4; Perception +1; Sense Motive +3;
SPECIAL ABILITIES
Feats: Power Attack; Saving Shield;
Specials: Aura of Good; Code of Conduct; Delayed Grace; Detect Evil; Divine Emissary; Familiar; Lay On Hands; Lay On Paws; Religious
Mentor; Smite Evil; Familiar: Familiar: Diplomacy checks +3 bonus;
Traits: scouting for fiends, envoy of healing
Equipment: Scimitar, Lamellar Armor,  javelin, paladin kit

fluff:

Talia never knew who her mother was, her father, a retired adventurer, was rather tight lipped concerning his past. According to the other villagers he showed up one day with a pack on his back and a baby girl in his arms and bought the old smithy.

She was a gentle girl, but woe upon those that actually managed to anger her, as her father made sure that she knew how to defend herself. But even if she helped her father from time to time with his work, it was obvious that it wasn't the right work for her. It was Lisbeth the wise woman that found the right thing for her, something that fits both her gentle natural and the steel hidden beneath it, she took her as her apprentic, to learn the trade of a healer.

It was after she found a wounded thrush that her peaceful life should forever change. People were starting to get sick, and even old Lisbeth was powerless against it. After weeks the first died, but the same night it became apparent that he didn't stay dead. While they were able to destroy the zombie the village village was in a panic, as the only one that might be able to help, the smith/retired adventurer, Talia's father was among the sick. The next night, after sleep finally found her, she had an ood dream the thrush spoke to her, his plumage shining like the first light of a new day, it spoke of The Dawnflower , of destiny and of a way to save her village. Desperate and with no other option she snuck out, armed with her fathers old equipment, and followed the thrush at the first light of dawn. Her path took her through the forest to the ruins of an old watchtower and the place of a foul rite. After a hard battle against the deranged mage and his minions the justice of Sarenrae prevailed, leaving Talia both elated, as she had saved her home, and horrified as she had taken a live, no matter how much evil he had done,  regardless of what madness he planed to inflict on the world,  she had killed a man.

She returned to the village the same day, carrying the body of the caster. Everyone was quite shocked to see the gentle girl carrying a dead body and it took a wile for Lisbeth to coax the story out of Talia. The relief was great as the health of the afflicted begun to improve quickly.

After the celebration she talked with her father about something that the thrush said to her, about the mission the Everlight had for her and about the blot in the sky that was appeared over the town of Ridleport. Her father gave her his old equipment and told her that he knew that this day might come and that she should go if she was sure that this was the right thing to do.


Key is also pulling out. Shes in the same second darkness game. Good luck on your recruitment.


Sorry to see you go! May your journey end at a tavern where the ale never stops.


DM Default:

Dunganagar the Mad wrote:

But at this point his debt could possibly be "bought" by a patron of the group who thinks that Dunganagar's fierceness in the brawl could be a useful asset in the future.

Any thoughts who that could be?

Okay, I read through the game thread.

Possibly Saul Vancaskerkin could have bought Dunganagar's debt from Lymas Smeed, in reparations for damaged furniture and such when Dunganagar was last kicked out.

How Did This Happen?:

After fleeing into the Nolands after the dissolution of the Black Iron Brothers, he joined a Varisian Caravan as a guard. This caravan was headed south through the Velashu uplands.

The caravan was attacked by a band of Nolands Raiders. Dunganagar found himself incapacitated, but when he woke the Raiders offered him the chance to live if he joined them. Dunganagar accepted.

Not content with the loot of the caravan, the leader of the raiders hatched upon a plan to deliver the cargo the caravan was carrying, and claim payment for it. He believed this would bring the raiders more money than they had from attacking the caravan alone. So he detached a group from his band led by Ogaron, his most loyal lieutenant. They took the caravan to Riddleport and found a buyer for the goods, but the buyer made them a proposal.

The buyer had another consignment of goods ready to be shipped to Jol, in the Land of the Linnorm Kings, and insisted that there was a buyer in Jol who would pay four times what it was worth here in Riddleport. Instead of paying for the goods the Raiders brought, the merchant offered to trade the goods to the Raiders. Though the merchant's total stock was worth more than the goods the raiders had brought in, the merchant agreed to give them the entire consignment if they paid for the difference.

Though most of the raiders liked this idea, they didn't have the money for the transaction. Have no fear, said the merchant. The moneylender Lymas Smeed would be willing to finance them if they were willing to make an oath on an oathstone to repay the debt with interest, though if they arrived in Jol and could not sell the goods for what the merchant promised the debt would be canceled.

Oathstone: I made that up but I envision it as a stone sacred to Dranngvit, dwarven god of Debts. In exchange for a debt a debtor can swear upon an oathstone to repay it and if he defaults he falls under a lesser geas (possibly with a longer duration); the difference being the spell doesn't work on someone unwilling.

The group agreed, and prepared for their journey back north. But the night before their departure, a band of thugs broke in and stole the goods, killing several of the raiders.

In the morning they returned to Smeed and reported that the goods had been stolen. But Smeed explained that the contract made them responsible for theft and loss, and they still owed him. Smeed seized what horses and wagons remained, and insisted that they work for him to pay off the debt. When one of the raiders refused, and gradually began to sicken, they knew the geas was real.

Most of the labor Smeed has had Dunganagar do has been unskilled labor, which is only worth 1 sp per day, though when Smeed needs some bullying or legbreaking done he gets more... except this amount is taken from his debt and he doesn't see any of it. But lately, in the process of working for him, Dunganagar's temper has resulted in a lot of broken furniture, windows, and other collateral damage, which Smeed is expected to pay for since Dunganagar is in his employ. When this happens, Smeed adds the amount to what Dunganagar owes, but it has reached the point where Dunganagar is costing Smeed money by working for him. So Smeed has been anxious to find someone who will buy up Dunganagar's debt from him, and is willing to offer a considerable discount.

Of course, what Dunganagar doesn't know is that the whole thing was a scam from the beginning. Smeed and the merchant and the thugs that stole the goods colluded together. It allowed the merchant to get their goods without paying and allowed Smeed to get some free labor and caravan gear.

Dunganagar however, has recently heard rumors that Clegg Zincher is behind the raid in which all the goods were stolen.

The lesser geas spell may even have expired, but Dunganagar doesn't know that.

What do you think?


@ Raltus
I would prefer stonelord be dwarf-exclusive.

@ Dunganagar The Mad
Looks okay from a quick glance over, but I'll go over in depth later tonight.

@Zarine and Key
Glad to see an old party get together! Good luck in you game.

@ Nessa
Looks okay to me, Bloodline mutations are a go.

Everyone
I'll be going over all submissions and releasing a final decision either tonight or tomorrow. I meant to have this recruitment done yesterday, but eh...life and all that.


Excellent, thank you. Made the last little alteration to my character sheet then.


Best of Luck to you all.


indeed, some neat characters. best of luck :)


Good luck all.


Recruitment Over - Selections Made

Once again, thank you for all the interest. I hope everyone has good games on the boards, regardless if you were selected or not today.

That said, I've chosen the following:

Amboy Yacolt
Unbeugsam

Thanks again for the entries.

If the chosen players could report to the discussion thread here.


best of luck guys


Rats!

Oh well, have fun guys.


Congrats you two, have fun.


Thanks. Be right there.

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