DM Corerue's Recruitment for Ruins of Azlant, Lost Colonies


Recruitment

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I have been wanting to do this for a long time. Azlant has been a favorite of mine and exploring its ruins more so. But exploration is that cherry on top.

It also involves Andorran so it won't be overburdened by outside forces at least not yet, granted it's the first book.

This is a recruitment for at least 4-5 players, depending on submissions. I am looking for casual players and I will endeavor to post at least 1+ posts per day. I work a busy schedule and will do my best to give a heads up on delays if I encounter them.

Your characters will be cut off from all the luxuries of Society, you won't be able to buy or sell items with as much luxuries as normal. Expect several weeks for an item to go to the mainland to be sold and items to be brought back for your use.

Enchanting items will be more difficult as well since it is a frontier / isolated community.

Character Creation Guide
===
For those of you who like to do the crunch as part of the characters story. Feel free to use the following! And Ask Questions!
===
- Allowed Materials? I would like to stick with Paizo only, I allow some of the SGG classes on a case by case basis.
- Level: 1st.
- Classes: All Paizo, Some SGG only if approved, however the book is dungeon crawl heavy. there is some open areas but not a lot. Pick Mounted Classes with care. Not going to say no, but you've been warned!
- Hit Points: Max HP for the 1st level, roll for HP for 2nd and above.
- Races: Any core, featured and other races (depending on discussion)
- Classes: Any.
- Starting Wealth: Roll for class, average is the minimum.
- Traits: One campaign trait, and one trait of your choosing.
- Drawbacks: One is allowed, remember to keep track of it and it will be part of the game.
- Alignment: I prefer No evil, only because I lack the imagination to entertain darker tastes.
- Other Notes: If you need any specific details let me know. I'll be recruiting until August 25th, I think one week is long enough to get submissions completed. It would be preferable for at least once a day on weekdays and weekends are weekends.
- About Me: I'm an experienced DM, I have a lot of up's and down due to my working in remote camps where internet, long workshifts of 14+ hours, can make posting difficult. I enjoy homebrew and aim to make the experience fun for my players as best I can. I will stick closely to the book's.

Rolling your Attribute:

So rolling will be as followed:

For each attribute, roll 4d6, dropping the lowest die. If you rolled less than a 7, re-roll, i.e., 7 is the minimum allowed attribute score.

In addition, roll 7 attribute scores and drop the lowest.

Assign attribute scores as you will.

Alternately, you may employ "epic rules" and roll 1d3+15 for any attribute you choose, BUT for every attribute you roll this way, you must roll one other attribute as 1d10+6. So let's say you're rolling a sorcerer(ess). You would probably want to roll 1d3+15 for your charisma, and then take 1d10+6 for maybe strength or dex, leaving your other attributes as standard rolls.

What do I expect from you right now?

Realistically just your Race, Class and background is needed. I won't deny you from doing all the crunch, hence why its offered above. But don't spend a ton of time on it, make profiles and what not. Aside from that. Let the fun commence!


Good Stat: 1d3 + 15 ⇒ (2) + 15 = 17
Here Goes Nothing!: 1d10 + 6 ⇒ (9) + 6 = 15
Good Stat: 1d3 + 15 ⇒ (1) + 15 = 16
Here Goes Nothing!: 1d10 + 6 ⇒ (3) + 6 = 9
Good Stat: 1d3 + 15 ⇒ (2) + 15 = 17
Here Goes Nothing!: 1d10 + 6 ⇒ (8) + 6 = 14

Definitely think I can work with that. :)


Let's try
1d3 + 15 ⇒ (1) + 15 = 16
1d10 + 6 ⇒ (8) + 6 = 14
4d6 - 1 ⇒ (4, 4, 4, 1) - 1 = 12
4d6 - 3 ⇒ (3, 6, 6, 3) - 3 = 15
4d6 - 1 ⇒ (1, 4, 4, 2) - 1 = 10
4d6 - 4 ⇒ (6, 5, 5, 4) - 4 = 16
So 16,16,15,14,12,10
I think I will play a tankish human fighter.

Sovereign Court

I'm new to play-by-post, but I'm definitely interested in this game. I'm considering a Human (Taldan) Slayer, though I'm not set on the class & could easily see this guy being a Bard if the party wants that.

I've got some early-version background material here: Galyth Kallios

I'm out of time at the moment, but I'll come back to roll stats later.


I'm in another Ruins of Azlant recruitment, so if I get into that one I'll bow out of this one. Still, gotta try my luck on Epic Rolls!!

Good Stat: 1d3 + 15 ⇒ (2) + 15 = 17
??? Stat: 1d10 + 6 ⇒ (6) + 6 = 12
Good Stat: 1d3 + 15 ⇒ (2) + 15 = 17
??? Stat: 1d10 + 6 ⇒ (10) + 6 = 16
Good Stat: 1d3 + 15 ⇒ (1) + 15 = 16
??? Stat: 1d10 + 6 ⇒ (9) + 6 = 15

EDIT: While the dice are hot (for me at least), I'm going to tentatively roll for a cleric's starting wealth. If I decide to change classes before recruitment ends, I'll take average for that class.

Cleric Starting Gold: 4d6 ⇒ (3, 5, 1, 5) = 14

EDIT, Part 2: Working on a changeling cleric of Besmara. If the race part is a problem, I'd likely fall back on human.


Dotting for interest. I will likely be submitting a crypt breaker alchemist.

Let's try some rolls

1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (7) + 6 = 13
1d3 + 15 ⇒ (1) + 15 = 16
1d10 + 6 ⇒ (6) + 6 = 12
4d6 - 2 ⇒ (5, 2, 5, 6) - 2 = 16
4d6 - 1 ⇒ (5, 4, 1, 4) - 1 = 13

18,16,16,13,13,12 - I can definitely work with that.


Good: 1d3 + 15 ⇒ (3) + 15 = 18
Bad: 1d10 + 6 ⇒ (4) + 6 = 10
Good: 1d3 + 15 ⇒ (3) + 15 = 18
Bad: 1d10 + 6 ⇒ (1) + 6 = 7
Good: 1d3 + 15 ⇒ (3) + 15 = 18
Bad: 1d10 + 6 ⇒ (7) + 6 = 13


This will be my application. Still some work to do, but backstory is done

The Exchange

stats: 4d6 ⇒ (6, 5, 2, 4) = 17
stats: 4d6 ⇒ (5, 1, 5, 5) = 16
stats: 4d6 ⇒ (5, 4, 6, 6) = 21
stats: 4d6 ⇒ (4, 2, 4, 6) = 16
stats: 4d6 ⇒ (4, 3, 3, 3) = 13
stats: 4d6 ⇒ (1, 3, 2, 5) = 11
stats: 4d6 ⇒ (1, 5, 4, 2) = 12
17 15 15 14 11 10
Ok, i will be building a buffer focused occultist or psychic. I haven't touched the occult stuff and pbp lets me practice without slowing a table game to a crawl.


Epic+: 1d3 + 15 ⇒ (2) + 15 = 17
Epic-: 1d10 + 6 ⇒ (3) + 6 = 9
Epic+: 1d3 + 15 ⇒ (1) + 15 = 16
Epic-: 1d10 + 6 ⇒ (9) + 6 = 15
Epic+: 1d3 + 15 ⇒ (3) + 15 = 18
Epic-: 1d10 + 6 ⇒ (7) + 6 = 13

I'm considering a Starsoul or an Imperious bloodline Sorcerer. Will do the crunch when I get home tonight.


Got a quick question: Will you be using Background Skills from Pathfinder Unchained?


1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (9) + 6 = 15
1d3 + 15 ⇒ (1) + 15 = 16
1d10 + 6 ⇒ (5) + 6 = 11
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (3) + 6 = 9

Race, class, and background to come!


1d3 + 15 ⇒ (1) + 15 = 16
1d10 + 6 ⇒ (2) + 6 = 8
1d3 + 15 ⇒ (3) + 15 = 18
1d10 + 6 ⇒ (2) + 6 = 8
1d3 + 15 ⇒ (2) + 15 = 17
1d10 + 6 ⇒ (7) + 6 = 13

Looking at an Undine Witch, probably Herb Witch/Coral Witch Archtype.


I've been looking to play a kensai magus for a while and I think this sounds like a good game to try it out.

Epic roll: 1d3 + 15 ⇒ (1) + 15 = 16
Anti-epic: 1d10 + 6 ⇒ (4) + 6 = 10
Epic roll: 1d3 + 15 ⇒ (1) + 15 = 16
Anti-epic: 1d10 + 6 ⇒ (8) + 6 = 14
normal: 4d6 ⇒ (2, 4, 4, 1) = 11
normal: 4d6 ⇒ (1, 3, 5, 4) = 13
normal: 4d6 ⇒ (1, 5, 3, 3) = 12

Kistol Izbasa:
Kistol is a Varisian. He didn't grow up in a caravan like many of his people but his parents did have that same wanderlust. They were constantly on the move looking for new things to discover. Kistol went with them of course. He has always been a very curious boy and wherever they went he seemed to find something to learn. He studied magic with a wizard. He learned swordplay from a Tian Min samurai. A ranger taught him how to live off the land. The lesson that had the biggest impact on him came from his parents, they taught him to love finding new things. So of course when he heard about an expedition to the Ruins on Azlant he had to go.

Edit:Look at me, rolling 1's on both of my epic rules rolls.

The Exchange

Lets see what we got here:

Stat 1: 4d6 ⇒ (1, 3, 6, 5) = 15
Stat 2: 4d6 ⇒ (6, 6, 2, 6) = 20
Stat 3: 4d6 ⇒ (1, 1, 5, 6) = 13
Stat 4: 4d6 ⇒ (1, 6, 6, 1) = 14
Stat 5: 4d6 ⇒ (4, 5, 2, 1) = 12
Stat 6: 4d6 ⇒ (2, 5, 5, 6) = 18
alternate: 4d6 ⇒ (3, 4, 1, 3) = 11

So I got 14,18,12,13,11,16

I'm thinking I'm going to make a white haired witch with this one.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

4d6 ⇒ (2, 2, 5, 5) = 14 12

4d6 ⇒ (3, 6, 4, 6) = 19 16

4d6 ⇒ (5, 5, 4, 5) = 19 15

4d6 ⇒ (5, 3, 5, 6) = 19 16

4d6 ⇒ (1, 1, 2, 1) = 5 REROLL

4d6 ⇒ (5, 2, 2, 2) = 11 9

4d6 ⇒ (4, 1, 1, 5) = 11 10

REROLL 4d6 ⇒ (1, 1, 2, 2) = 6 REROLL

REROLL 4d6 ⇒ (6, 4, 1, 3) = 14 13

16, 16, 15, 13, 12, 10

I'm thinking Brawler! (If I did that wrong, then it'd be 16, 16, 15, 12, 10, 9)


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

4d6 ⇒ (3, 6, 6, 5) = 20
4d6 ⇒ (2, 2, 6, 3) = 13
4d6 ⇒ (2, 6, 2, 2) = 12
4d6 ⇒ (4, 4, 2, 4) = 14
4d6 ⇒ (5, 4, 3, 4) = 16
4d6 ⇒ (2, 5, 1, 6) = 14
4d6 ⇒ (5, 2, 2, 3) = 12
17, 11, 10, 12, 13, 13, 10

So 17, 13, 13, 12, 11, 10


Bad: 1d10 + 6 ⇒ (9) + 6 = 15
Bad: 1d10 + 6 ⇒ (7) + 6 = 13
Bad: 1d10 + 6 ⇒ (3) + 6 = 9
Good: 1d3 + 15 ⇒ (1) + 15 = 16
Good: 1d3 + 15 ⇒ (3) + 15 = 18
Good: 1d3 + 15 ⇒ (1) + 15 = 16
Normal: 4d6 ⇒ (3, 3, 4, 6) = 16 - 3 = 13


Do we get the 7th stat roll if we don't go all 4d6 rolls?

I didn't roll it earlier,so if we do...

4d6 - 3 ⇒ (6, 3, 4, 5) - 3 = 15

That would make the stats 18,16,16,15,13,13


1 person marked this as a favorite.

Well, I can't lie and say I haven't been waiting for a Ruin of Azlant recruitment that I do like. Guess what? This fits the bill just right.

Like rolling for stats, specially with a system other than plain 4d6... I prefer it.

Rolls:

Epic #1: 1d3 + 15 ⇒ (3) + 15 = 18
Epic #2: 1d3 + 15 ⇒ (1) + 15 = 16
Epic #3: 1d3 + 15 ⇒ (3) + 15 = 18
Counter-Epic #1: 1d10 + 6 ⇒ (10) + 6 = 16
Counter-Epic #2: 1d10 + 6 ⇒ (8) + 6 = 14
Counter-Epic #3: 1d10 + 6 ⇒ (10) + 6 = 16

The 7th: 4d6 - 4 ⇒ (4, 6, 4, 4) - 4 = 14

Well, I didn't expect that. 18-18-16-16-16-14. Holy f##$ing s!+~.


Warning: Noob alert.

If you don't mind a submission from a noob I'll give it a shot with a Druid.

Epic: 15 + 1d3 ⇒ 15 + (2) = 17
Epic: 15 + 1d3 ⇒ 15 + (3) = 18
Epic: 15 + 1d3 ⇒ 15 + (2) = 17
Hopeful: 6 + 1d10 ⇒ 6 + (8) = 14
Hopeful: 6 + 1d10 ⇒ 6 + (5) = 11
Hopeful: 6 + 1d10 ⇒ 6 + (2) = 8


I'm interested. I'm thinking of a CN Human Warpriest of The Lantern King.

Dice Rolls:

Epic: 1d3 + 15 ⇒ (3) + 15 = 18
Epic: 1d3 + 15 ⇒ (1) + 15 = 16
Epic: 1d3 + 15 ⇒ (1) + 15 = 16
Other: 1d10 + 6 ⇒ (4) + 6 = 10
Other: 1d10 + 6 ⇒ (1) + 6 = 7
Other: 1d10 + 6 ⇒ (3) + 6 = 9

hehe... interesting Stats. 18,16,16,10,9,7. Should be an interesting build and roleplaying.


epic: 1d3 + 15 ⇒ (3) + 15 = 18
epic: 1d3 + 15 ⇒ (3) + 15 = 18
hopeful: 1d10 + 6 ⇒ (7) + 6 = 13
hopeful: 1d10 + 6 ⇒ (3) + 6 = 9
att roll: 4d6 - 1 ⇒ (1, 5, 4, 6) - 1 = 15
att roll: 4d6 - 2 ⇒ (2, 5, 3, 2) - 2 = 10
att roll: 4d6 - 1 ⇒ (1, 6, 3, 3) - 1 = 12

I would use Floe with the stats rolled above giving her
Str 10 (10[race] +0[rolled])
Dex 20 (12[race] +8[rolled])
Con 15 (10[race] +5[rolled])
Int 12 (10[race] +2[rolled])
Wis 11 (8[race] +3[rolled])
Cha 20 (12[race] +8[rolled])

Sovereign Court

OK, I'm back. Time for Galyth's attribute scores:

My noob is showing now. I tried hard to get the dice text working like everyone else is doing and couldn't get it right. In lieu of that, I rolled them on my own and will display the results. If that's wrong somehow, I'm happy to do it over.

Epic roll: (3) + 15 = 18
Hopeful roll: (8) + 6 = 14
Epic roll: (1) + 15 = 16
Hopeful roll: (1) + 6 = 7
Normal roll: (6, 3, 3, 3) = 12
Normal roll: (4, 3, 3, 1) = 10

I'll update my alias with the relevant stats: Galyth Kallios

Grand Lodge

okay have a few ideas for a halfling rogue

4d6 ⇒ (3, 4, 1, 1) = 9
4d6 ⇒ (6, 4, 2, 2) = 14
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (4, 4, 5, 4) = 17
epic: 1d3 + 15 ⇒ (1) + 15 = 16
hopeful: 1d10 + 6 ⇒ (8) + 6 = 14

Grand Lodge

So 8,12,13,16,16,14

thinking

Str 10, Dex 18, Con13,int 16,wis 14, cha 10

Halfling Rogue for sure


Epic: 1d3 + 15 ⇒ (3) + 15 = 18

Hopeful: 1d10 + 6 ⇒ (6) + 6 = 12

Epic: 1d3 + 15 ⇒ (3) + 15 = 18

Hopeful: 1d10 + 6 ⇒ (5) + 6 = 11

Epic: 1d3 + 15 ⇒ (3) + 15 = 18

Hopeful: 1d10 + 6 ⇒ (9) + 6 = 15

Hrmmm, lots of options here.


Pathfinder Roleplaying Game Superscriber

I've been excited to play this AP since I started hearing/reading about it.

Will have something ready by the 25th... I am leaving on a trip tomorrow early am... returning on the 24th... will work on a character as I can until I return.


Pathfinder Roleplaying Game Superscriber

Hmmm... didn't see the spoiler about dice rolling stats at first and was wondering where people were getting those odd dice rolls... I guess I'll go with the majority and try the epic/not-so-epic method... first time for everything:

15 + 1d3 ⇒ 15 + (3) = 18
15 + 1d3 ⇒ 15 + (3) = 18
15 + 1d3 ⇒ 15 + (1) = 16
1d10 + 6 ⇒ (5) + 6 = 11
1d10 + 6 ⇒ (9) + 6 = 15
1d10 + 6 ⇒ (7) + 6 = 13

I can work with these for sure... I'll have something ready soon. So many options on race and class... Need a little time to think.


Profession Smith 6 ranks wrote:
Got a quick question: Will you be using Background Skills from Pathfinder Unchained?

Yes, will most certaintly be using this system. I think it works better then the standard.

However, once the party is formed we can vote on what will work best. I don't want to cause additional work for folks.

Great question! :)


All

As you are rolling epic rolls, make note that you will encounter such sometimes in your enemies.

Those survivor's who are craftier, wiser and more vicious from experiance.

Aside from that i will stick with the adventure as outlined, making tweaks only as needed. But we dont want it too easy, right?


Update

Drawbacks If you select a drawback. You do get an additional trait. But remember the limitations on traits during your selection process.

Just wanted to make that clear for the newer players. ^.^


Talomyr wrote:

Do we get the 7th stat roll if we don't go all 4d6 rolls?

Great Question and Yes, yes you do. :D

Basically you can do 3 epic, 3 non epic and a final 4d6 drop 1 for the 7th. :)

Let me know if there is anything else!


Oh I forgot the 7th roll. For Bastien
4d6 - 1 ⇒ (3, 1, 5, 6) - 1 = 14


Also I don't mind new players, at all! We all started somewhere and when I first started PbP I was horrible. XD

Didn't know the in's and out's the text typing, it was a rough learning curve for a bit and I had a hard time find a DM who would take me as well because I was new. That was 2010 haha.

So no worries, think up your concept and if people need more time I can extend this for a two week period. Ending it earlier if posts start to wane / people get picked. Some of you know the drill. So no rush, think of something great and we will go from there!

Also don't be disheartened if you don't get picked. There is always more games. ^_^ That is for sure.


DM Corerue wrote:
Talomyr wrote:

Do we get the 7th stat roll if we don't go all 4d6 rolls?

Great Question and Yes, yes you do. :D

Basically you can do 3 epic, 3 non epic and a final 4d6 drop 1 for the 7th. :)

Let me know if there is anything else!

Oh, wow! In that case, let me shoot for a borderline insane array of stats before I work on my submission some more today. Gotta beat a 12....

Beat a 12 (And not Just By 1 You Stinkin' Wonderful Dice Roller): 4d6 - 2 ⇒ (6, 4, 2, 2) - 2 = 12


So here's my final roll: 4d6 - 1 ⇒ (3, 5, 1, 1) - 1 = 9

...which changes absolutely nothing!


Banesama wrote:

I'm interested. I'm thinking of a CN Human Warpriest of The Lantern King.

** spoiler omitted **

hehe... interesting Stats. 18,16,16,10,9,7. Should be an interesting build and roleplaying.

7th Roll: 4d6 ⇒ (4, 1, 6, 3) = 14

That changes the final total and gets rid of the 7.
18,16,16,13,10,9


Alchemist Starting Gold: 3d6 ⇒ (6, 4, 5) = 15 x 10 = 150 gp


Good stat!: 1d3 + 15 ⇒ (3) + 15 = 18
Bad stat!: 1d10 + 6 ⇒ (5) + 6 = 11
Good stat!: 1d3 + 15 ⇒ (1) + 15 = 16
Bad stat!: 1d10 + 6 ⇒ (10) + 6 = 16
Good stat!: 1d3 + 15 ⇒ (3) + 15 = 18
Bad stat!: 1d10 + 6 ⇒ (7) + 6 = 13

So... I can be anything! Or at least very nearly.

Sovereign Court

Galyth Kallios wrote:

OK, I'm back. Time for Galyth's attribute scores:

My noob is showing now. I tried hard to get the dice text working like everyone else is doing and couldn't get it right. In lieu of that, I rolled them on my own and will display the results. If that's wrong somehow, I'm happy to do it over.

Epic roll: (3) + 15 = 18
Hopeful roll: (8) + 6 = 14
Epic roll: (1) + 15 = 16
Hopeful roll: (1) + 6 = 7
Normal roll: (6, 3, 3, 3) = 12
Normal roll: (4, 3, 3, 1) = 10

I'll update my alias with the relevant stats: Galyth Kallios

Adding my 7th roll: (6, 6, 4, 2) = 16

Oh, replacing that 7 with a 16 is MUCH better.


My Submission:

Zeldabel, Cleric of Besmara:

Name Zeldabel
_____________________________________________
Race Changeling
Gender Female
Age 17
Class Cleric (Besmara) Level 1
Init +4 (+3 Dex, +1 trait); Senses darkvision 60 ft.; Perception +4
AL Neutral
_____________________________________________
DEFENSE
_____________________________________________
AC 17, touch 13, flat-footed 14
(+3 armor, +3 Dex, +1 shield)
hp 11
Fort +4, Ref +3, Will +6
_____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee rapier +1 (1d6+1 piercing/18-20) or silver dagger +1 (1d4+1 piercing, slashing damage/19-20)
Ranged storm burst +3 ranged touch (1d6 nonlethal plus penalty of -2 on attack rolls for 1 round)

Special Attacks
channel positive energy 7/day (Will DC 14 half), hag magic (+1 to DC of enchantment spells), storm burst 7/day (+3 ranged touch)

Hag Magic Spell-Like Abilities (CL 1st; Concentration +5):
1/day--dancing lights, detect magic, disguise self, pass without trace
Cleric Spells Prepared (CL 1st; concentration +5):
1st—bless, magic weapon, obscuring mist (D)
0 (at will)—create water, mending, purify food and drink
Domains: Trickery, Weather
_____________________________________________
STATISTICS
_____________________________________________
Str 12, Dex 16, Con 14, Int 15, Wis 19, Cha 19
Base Atk +0; CMB +1; CMD 14
Feats Selective Channeling
Traits River Rat (regional), Pathfinder Recruit (campaign)
____________________________________________
SKILLS (Class Skills In Bold) (6/level: 2 class + 2 Int + 2 Background)
____________________________________________
Acrobatics +
*Appraise +6 (+1 rank, +3 class, +2 Int)
*Artistry +
Bluff +
Climb +
*Craft +
Diplomacy +
Disable Device +
Disguise +
Escape Artist +
Fly +
*Handle Animal +
Heal +8 (+1 rank, +3 class, +4 Wis)
Intimidate +
Knowledge (arcana) +
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +
Knowledge (local) +
Knowledge (nature) +
*Knowledge (nobility) +
Knowledge (planes) +
Knowledge (religion) +
*Linguistics +
*Lore +
Perception +4
*Perform () +4
*Profession (sailor) +8 (+1 rank, +3 class, +4 Wis)
Ride +3
Sense Motive +8 (+1 rank, +3 class, +4 Wis)
*Sleight of Hand +
Spellcraft +
Stealth +5 (+1 rank, +3 class, +3 Dex, -2 ACP)
Survival +
Swim +4 (+1 rank, +3 class, +1 trait, +1 Str, -2 ACP)
Use Magic Device +

* Background Skill

Languages Common, Dwarven, Elven
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ copycat 7/day, sea lungs (hold breath for a number of rounds equal to three times her Constitution (42 rounds) before she risks drowning)
____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Gear studded leather (25/20), buckler (5/5), rapier (20/2), silver dagger (22/1), wooden holy symbol (1/-), belt pouch (1/0.5), spell component pouch (5/2), masterwork backpack (50/4), canteen (2/5), wayfinder (500*/1)
Carrying Capacity (13 Str): Light: 50 lbs. or less; Medium: 51–100 lbs.; Heavy: 101–150 lbs.
Gold 9 gp
____________________________________________
APPEARANCE
____________________________________________
Height 5’9”
Weight 113 lbs.
Eye Color Blue-Green
Hair Color Black with a wave-like white stripe
Region of Origin Riddleport, Varisia
Parents Regions of Origin Korvosa; the depths of the Varisian Gulf
Deity Besmara

Appearance Lacking the mismatched eye coloration and never having developed the claws and tough skin of most changelings, Zeldabel passes for human in the eyes of most people (and Zel believes herself to be such). The shock of wave-like white in her otherwise pitch-black hair gives an indication of her true heritage, however, as does her tall and slim frame. Her sea-green eyes are arresting, and she moves with effortless grace on her long, lean legs, not at all like one might expect from a lanky, awkward teen.

Personality Normally aloof and quiet, Zeldabel is charming and engaging when she speaks. Her voice is calm and strangely rhythmical, rising and ebbing like the wash of the tide. She exudes an aura of quiet confidence and competence. No shrinking violet, Zel has earned the respect of the crew of the Peregrine by helping out more-than-competently with sailors’ chores during the six-week voyage. In fact, many of the other colonists on board mistake her as a just another member of the ship’s crew.

Backstory A foundling left on the doorstep of the Graygable Orphanage in Riddleport’s waterfront, Zeldabel never knew her true parents. Her father had been Harimar Grayden, a bold and dashing adventurer from Korvosa (now deceased), her mother a sea hag named Crelga from the depths of the Varisian Gulf. Zel was a noteworthy child for her sea-green eyes and the streak of white that marred her otherwise pitch-black hair. While the wise would mark that latter trait as an indication that the girl was hag-born, the folks who ran the orphanage (and often handed out kids who reached double-digits in age without being adopted to pirate crews in need of cabin boys or unskilled swabs) took her bicolored hair to mean that Zel was favored by the goddess Besmara, the Pirate Queen, whose holy colors are black and white. The fact that the girl soon displayed an affection for and fascination with the sea sealed the deal, and at the age of 11 she was handed over to the priesthood of the Fishbowl, the local temple of Besmara.

Zeldabel took to the temple and its ministry like a veritable fish to water. Already displaying some innate magical ability, it didn’t take long for her to rise from temple servant to lay acolyte to a true (albeit fledgling) cleric of Besmara. Zel first gained the ability to prepare spells on the morn of her 16th birthday, and within a month had earned a position with the crew of the pirate ship Bloodclipper. While she didn’t have much of a stomach for killing, Zel became popular with the captain and crew for her healing ability.

Alas, the Bloodclipper’s reign of terror on the Inner Sea was short-lived and ended when she attacked the vessel Azalia, secretly crewed by Andoran Gray Corsairs. The pirates ignored the Azalia’s order to surrender, and the ensuing battle was short but brutal, with heavy casualties amongst both crews. Only when the Bloodclipper’s captain was slain did the tide of battle finally turn the Andorans’ way. At this point, several surviving pirates called out for either parley or mercy, but neither was forthcoming.

Appalled at the slaughter around her, Zeldabel cried out, “Enough bloodshed!” She then used her channel positive energy ability twice to heal the wounded around her—pirates and Gray Corsairs alike—and stabilize the fallen who were not already dead. Then a blade cut into her side, she toppled sideways, and her head smashed against the mainmast. She fell into darkness.

When the victors from the Azalia went to throw the dead pirates’ corpses to the sharks, they discovered that the cutthroats’ young priestess had stabilized and still lived. Uncharacteristically, the Gray Corsairs didn’t just run their enemy through and toss her skinny corpse over the rail, for her healing channels had saved the lives of several of their dying crewmates and friends. A few sailors voiced witness that the pirate lass had only used nonlethal magic (her storm burst domain power) during the battle. Some even commented on Zel’s tender age and fey beauty.

The Azalia’s captain took all this into consideration before ordering his own healer to bring the young cleric back to consciousness. He then allowed her—under swordpoint of several sailors—to channel more positive energy to further heal herself and his men. Her ability to channel positive energy rather than negative was also proof that this girl’s soul wasn’t wholly corrupted and could perhaps yet be saved. He then ordered the captive clapped in chains and locked in the brig until the vessel returned to port, where Andoran justice would decide her ultimate fate.

In Almas, Zel’s story came to the attention of Venture-Captain Brackett of the Pathfinders. Brackett thought the brave and talented cleric’s talents could be put to good use in his organization, and thus did Zeldabel avoid dancing the hempen jig. When his interrogation of the pirate confirmed that her calling came more from the sea itself than from bloodlust or desire for gold, he began her new training. When he heard of the Bountiful Venture Company’s call for adventurers, he nudged Zel into filling out an application. Both mentor and student were rather shocked when her application was approved. Now Brackett has ordered Zeldabel to be the Pathfinder Society’s eyes and ears in the new Azlanti colony.

Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities. Source: Pathfinder Player’s Companion: Agents of Evil.


Thanks for the seventh roll clarification/ reminder.
7th roll: 4d6 ⇒ (4, 4, 2, 2) = 12

10 is better than 8


Pathfinder Roleplaying Game Superscriber

Oh sweet. Will roll a 7th when I'm off phone


Pathfinder Roleplaying Game Superscriber

4d6 ⇒ (5, 4, 5, 4) = 18

So 14.. I'll take it


I suppose I might as well.

7th roll?: 4d6 ⇒ (6, 5, 1, 1) = 13

+1 yay 11 to 12.


Here's bahbrahb's submission. LN elf Magus. Crunch is mostly done, fluff to come.

here's my 7th roll btw.

7th attribute roll: 4d6 ⇒ (3, 1, 2, 2) = 8

heh, I'll stick with what I got.

Dark Archive

Roles
Awesome role: 1d3 + 15 ⇒ (3) + 15 = 18
Okay role: 1d10 + 6 ⇒ (4) + 6 = 10
Awesome role: 1d3 + 15 ⇒ (2) + 15 = 17
Okay role: 1d10 + 6 ⇒ (4) + 6 = 10
Awesome role: 1d3 + 15 ⇒ (3) + 15 = 18
Okay role: 1d10 + 6 ⇒ (3) + 6 = 9


money roll: 4d6 ⇒ (4, 3, 1, 6) = 14 x10=140gp


Bastien should be more or less ready for inspection.

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