Savage Tide AP recruitment (start in Magnimar, pathfinder conversion)


Recruitment

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Morley Hastings, grenadier alchemist, reporting for duty!

This character was in a campaign that died just a month in. I'll redo the crunch to fit this campaign, but all of the fluff regarding who he is as a person will be the same.

Background:
Morley was born to a dockside whore in the port town of Duxchan. He doesn’t consider this the beginning of his life, though. His first ten years were nothing but scrabbling with the other dock rats for the bare essentials of life, and avoiding this mother’s fists and feet when she’d been drinking – which was all the time.

No, his life begins at about ten years old (he isn’t sure exactly) when he was caught hiding among the bags and barrels of foodstuffs aboard a trading ship bound for the Azure Sea. He had slipped aboard to see if anything was worth pilfering and was below deck when the rest of the crew came back aboard. Unable to sneak off with all the activity up top, he hid and hoped for a miracle. Soon the ship put out to sea, and he was found hiding in a corner of the hold gnawing on a piece of ship’s biscuit. His miracle came in the form of a sick cabin boy. When he was dragged before the captain, it was decided that rather than throw him overboard he would fill in for the boy, who had been bedridden for a week. When the former cabin boy died retching in his bed a few days later, Morley had what he’d never had before: a place where he belonged. Thus began the real life of Morley Hastings.

Nobody survives long on the streets unless they’re quick witted, so it didn’t take him long to learn the ways of the ship. Before long Morley was indispensable to the captain, doing all the little things that let him focus on the bigger picture of sailing the ship. The next few years were filled with excitement for the boy, and he grew into a young man while doing the rounds of the Azure Sea aboard a sailing vessel. As a commoner, he would never be able to become an officer on the ship, and by his mid twenties he had already climbed to the peak of his career, and the position of boatswain. As the man in charge of the maintenance and stores of the ship, he found a talent for tinkering and working with his hands.

He recently retired from sailing, after about 40 years at sea. He had enough savings to set himself up as an apothecary in a small town on the coast of Idee, where he fixes remedies for the local populace as well as the garrison of the nearby fort. All was going well until one of his medicines reacted badly for the commander of the garrison, and he was dragged in chains into the cells, ready to be tried and hanged for murder. By using a small vial of acid he had secreted in his clothes, he was able to dissolve his manacles as well as the lock on his door and escape while the guards were drunkenly snoring at their post. He’s been on the move ever since.

The Six Questions:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
- Has a tendency to rough language (I can avoid this in game if it offends anyone, but the phrase "swear like a sailor" has some basis in fact and I find the occasional salty language does add colour to his speech).
- Hates to "dress up", which he considers wearing anything fancier than his stained and burnt work clothes.
- Considers most landsmen weak and tends to look down on them as soft.
- Can be inconsiderate of manners and other common social contracts, but due to ignorance rather than thoughtlessness or rudeness. He's working on it :)
- Is well aware of his lack of social graces and will happily let others take the lead in social situations, but sometimes can't help the occasional quip or smartass remark which might land him in trouble.
- Considers himself "alchemist by trade, sailor by calling"

2) Two goals that you'd like the character to accomplish in-game.
- Prove himself worthy of Saphron Kalmeralm (see below).
- Acquire his own ship and crew (this is more Morley the character's goal than mine as the player).

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
- (Morley knows) Most of his years spent on the sea weren't with a merchant vessel, but as a pirate. He went by many different names during those years and Morley may or may not be his real name.
- (Morley doesn't know) One of the ships he plundered was owned by Zakthal Mardu, who runs a major mercantile organization in Magnimar.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
- Zakthal Mardu is a leading figure in Magnimar commerce, and has ties to the Sczarni. He was a contact of Morley's in the city in the past, and doesn't know that Morley sacked one of his ships. However he has been investigating who did it and is getting close.
- Jaster Frallino, leader of a Sczarni gang. He and Morley have been enemies since a tavern brawl a few years back where Morley hit him with a bottle and gave him an ugly scar that runs down the left side of his face from temple to jawline. This was before he came to lead the Gallowed, his gang.
- Saphron Kalmeralm, daughter of Sabriyya Kalmeralm, who runs the Bazaar of Sails in Magnimar. They became very close over the course of many stopovers in the city and Morley once thought they might get married until Sabriyya put an end to the relationship. She wouldn't have her daughter married to a lowly sailor, after all.
- Black Jack Jensen, a friendly rival of Morley from his days as a pirate. Black Jack still plies the seas around Magnimar but rarely comes in to port there due to having a price on his head. There are many debts owed both ways and either would do anything for the other despite outward appearances.

5) Three key memories that define your character as the person they are at the time of submission.
- The smell of sea air is the first memory he has. He feels homesick any time he's too far from open water to smell the salt in the air.
- The first time he ever felt at home was when he was accepted as part of the crew of the Red Raven, the ship he had stowed aboard to run away from his mother at 10 years old. The sense of finally belonging is a powerful feeling.
- The heartbreak and humiliation after Saphron broke off their relationship on her mother's orders. The feeling that he wasn't good enough for her has pushed him to prove himself to the world.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.
- Morley has spent his life on the open sea, and feels claustrophobic when in small enclosed spaces. The fact that he originally stowed away in a small storage hold with biting rats may add to that fear.


My background and crunch can be seen in my alias. Let me know if you'd like me to explain anything, change anything, whatever. :)

I’ve DMed and Played on these boards for a few years now and been in the D&D realm for a few decades. I’ve always been an active and supportive player in every game. Please feel free to peruse my aliases and campaigns for examples.

If selected, I can also help with treasure notes if you like. I have a useful spreadsheet that I use in campaigns I'm in to help track that sort of thing so you don’t have to. You should be able to see a version of it here (link).

Planned Build Question:
I’m planning to be a Brawler (Shield Champion). As I understand the rules at fifth level, with a throwing shield (+50gp), I can loose it from my shoulder (free action), throw it (standard action), but by RAW, I cannot re-shoulder it as the ricochet happens at the end of the round.

I humbly submit that this breaks the build intent and I ask you to rule instead that I can re-shoulder the shield at the end of the round as a free action so I can use it to protect myself (Shield to AC) on the opponents turn. That certainly seems intended - the whole trick of the Shield Champion is to throw and retrieve while being all cool looking. ;) Further, the archetype is by no means overpowered, and requires a number of feats to do well and additional cash, which detracts from other options I may have as a brawler.

How do you want to rule? I’m fine with any ruling, and do not plan to change the build, I’ll just make do if you disagree. :)
- - -

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.:
1) Perfectionist. Faoian likes to be good at what he does, and works very hard to do so.
2) Focused Inward. He takes failure personally. When something goes wrong, he doesn’t look for an outside cause, he looks for an inside reason.
3) Melee. Faoian relishes getting up close and personal. Sure he’s a shield thrower, but that’s only for something to do as he closes with the enemy.
4) Boisterous. He enjoys people. He enjoys meeting them, he enjoys winning, and even losing contests with them - as long as it was fair (or he can blame himself in some way).
5) Adventure. Perhaps most important, Faoian relishes adventure. He wants to get into scrapes to prove himself - as much to himself as any other.
- - -

2) Two goals that you'd like the character to accomplish in-game.:
1) He does not seek recognition, but he secretly craves it. One of his goals, though he cannot admit it even to himself, is to be recognized as a hero.
2) When he feels he’s wise enough, he hopes to hold public office. Nothing extravagant, but perhaps as high as mayor of some district, or as a representative in a larger government body. Doesn’t have to be Magnimar either.
- - -

3) Two secrets, one the PC keeps to himself, and one kept from the PC.:
Known: In his travels south, he joined the Pathfinder Society some time ago. He went on two adventures for the society, very minor affairs, but did so poorly, he left with his tail between his legs in shame. He doesn’t like to admit it, and keeps his earlier affiliation a secret (though the ever organized Pathfinder Society may catch up with him).
Unknown: Faoian left his home under a cloud as he had offended the local Jarl. The night of his departure, the Jarl was in fact assassinated by his enemies, and the blame has naturally landed on Faoian, a known enemy of the Jarl, and a man who disappeared the same night. Faoian is unaware the Jarl is even dead, let alone that he’s wanted in connection with it. The Jarl was not particularly well liked, so he hasn’t been hunted as much as he might have been, but someday this may catch up with him in some way.
- - -

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.:

- Faoian’s older sister, Einfridur, left his community a few years before he did. Nothing nefarious, she just wanted to see the larger cities of the south - wanderlust runs in the family. He lost touch with her however, and does not know where she is, though she was headed toward Korvosa last he heard.
- Sebastian, a guard in Alabaster Park, was bold enough to arrest Faoian during a drunken night after a successful bout. He bested the large drunken man with a flip, using his own weight against him, and made Faoian respect the smaller man. They’ve since become firm friends, often getting together after hours at various pubs around town - each trying to show the other a new ‘special’ place.
- Amundi is Faoian’s cantankerous old landlord in the Dockway district. He owns a meager pub, that often the locals even avoid, as Amundi is famous for his poor attitude and bad manners. Faoian manages though, in part because the rooms above the pub are relatively quite, even during otherwise busy times, and cheap - for you have to put up with Amundi to get them.
- Walthier hates Faoian with a passion. He even hates how he spells his name. This upstart came into town, and bested his best fighter in the ring. Maimed him in fact - taking him out of the circuit for he peak of the season. He has sworn revenge against Faoian, though he may or may not be aware of the extent of the hatred, Faoian does know Walthier is out to get him - which may be part of the reason he’s changing profession.
- - -

5) Three key memories that define your character as the person they are at the time of submission.:

- He remembers his first shield - how heavy it was in his tiny hands, how hard it was to hold, and hold high, to defend against the training of his father. He remembers how it rang when struck. It was a sound that scared him at first, but he learned it meant a blow avoided, and he grew to enjoy the bell-like tone.
- He remembers carrying his young best friends body down the stairs of the tower after the accident. The other boy didn’t mean to kill him, but childhood games could be dangerous, and this one proved to be very dangerous indeed. He lay the cooling body on the flagstones just oustide the tower as he ran for help that wouldn’t be enough.
- He remembers that night not long before his departure from home. Emilia was warm, and tender, and neither wanted to part. But his inner drive drove him onward, and her desire for home and hearth left her behind.
- - -

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.:
Household spiders are one thing, but the giant varieties are something else entirely. Their multiple appendages is what does it. Their ability to both grab his shield and attack over/under it is simply unnerving to him. The last time he reached for his crossbow was in the forests north of Magnimar, when that one large spider threatened him and the caravan he was with on the road. The others beat it back, while he largely quivered and fired a few errant bolts from a distance.
- - -


Ok ill post a list tomorrow I have been reading everyone's and making notes.


For myself, I've been playing D&D since the blue and red books, and I've been on these boards for years, with some PBP participation (games attrit away, but I don't think I was driving anyone out of them...)


I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.:

1.) Bennevy has always had a desire to know the why and the how of things.

2.) Bennevy has an appreciation for books. There is something soothing about the smell of parchment, paper and leather book covers. He will never, in most circumstances, walk past a library or book shop without entering.

3.) Bennevy is the type of person who seems to be a vast storehouse of random tidbits of knowledge from wide and various fields of study.

4.) Bennevy is currently obsessed with books and documents written in Aklo. He is convinced it is the primal language of the universe, and anything written in it will provide him important clues to understanding the true nature of reality.

5.) Bennevy believes that someone or something is aware that he has opened the door to this forbidden knowledge. He is reluctant to discuss any of the information he has obtained from the previous Aklo sources he has read with anyone.

6.) Bennevy’s profession as an archaeologist developed out of his desire to understand more about his obsession. Any time he has found a reference to a particular place or to an artifact of power, Bennevy has attempted to find the location or clues to its whereabouts. He has not, however, dismissed other information he has discovered that does not pertain to his Aklo-philia. He does consider it of less importance, though.

7.) Bennevy keeps his research in his personal journal, which he keeps on his person at all times and guards jealously.

Two goals that you'd like the character to accomplish in-game:

1.) Bennevy wants to find the bottom of the rabbit hole (Aklo documents) that he has started down.

2.) Bennevy wants to become Golarian’s foremost expert on the true nature of reality. He wants to known and respected wherever he goes.

Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.:

1.) Secret he knows: Bennevy doesn’t tell anyone about his research of Aklo documents. He would be only willing to reveal this under the direst of circumstances.

2.) Secret he doesn’t know: Bennevy’s obsession with Aklo actually stems from a not fully manifested Aberrant bloodline tainting in Bennevy’s family tree. Seeing as he has no idea who his father is, there are many possibilities as to where and when this tainting occurred. With proper understanding and training, Bennevy may very well have become and Aberrant-bloodline sorcerer, but he is fumbling in the dark, and isn’t aware of what is driving him.

3.) Another secret he doesn’t know: Who the Red Man really is. The Red Man is a Hellknight of the Order of the Rack, who has taken it upon himself to find out what long forgotten heresies Bennevy has uncovered. He is carefully observing, cataloguing and reporting back to his superiors. He will only strike when he has been given explicit orders to do so.

3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.:

Annie Innswell, Bennevy’s mother and fish wife: A regular in the bustling streets of the Dockway district, Annie is bears the leathery skin and hunched shoulders of a person who has spent years doing hard work under the sun. Annie was an absentee parent, spending nearly every waking moment working to earn enough coin to support Bennevy and herself. Annie was not an abusive parent, but did little more than feed, house and clothe her son. Annie still supports herself by selling fish in the streets of Dockway. Bennevy will stop and give her a few coins if he is in the vicinity, but he always feels awkward speaking with her. He is grateful to her for not abandoning him and he feels obligated to help her, but cannot muster loving affection for her.

”The Red Man” (enemy): An individual whose true name Bennevy does not know. This man seems to appear whenever Bennevy is following a lead to one of his discoveries. Dressed in a long, crimson, hooded cloak, the Red Man has yet to approach Bennevy directly, but will always make eye contact with him whenever the two are within sight of one another. It is as if the Red Man can sense Bennevy’s presence. Furthermore, Bennvy often gets an unpleasant feeling just before he recognizes the Red Man is present.

Herman, the Bookseller: Presumed to have died in the fire that consumed his bookshop, Bennevy has not seen Herman since. Some charred remains were found among the ashes of the store, but it was too badly burned to be recognizable as his old employer. Herman was the first person Bennevy felt some sense of familial kinship towards, even though the man was something of an eccentric. He was a fair and kind master, except whenever Bennevy brought up the subject of the missing books. In those instances, Herman would become irascible and combative. He would deflect direct questions with harsh criticism and blustering threats; all of this far out of character compared to the man on nearly every other occasion. Occasionally, Bennevy wonders if Herman is truly dead, or if the old man is lurking about somewhere, following him.

5) Three key memories that define your character as the person they are at the time of submission.:

1.) The first time Bennevy asked Annie who his father was, Annie replied, ”You wouldn’t know him if you saw him, and if you saw him, you’d make a run for it. Don’t ask me again. I’m all the family you got, boy.”

2.) The time when Bennevy found Herman’s stash of books and he started looking through them. Even though they were written in a strange tongue, he understood the writing, and the meaning of each symbol. He learned as he read that the language was called Aklo, but he had no idea how he knew a language he had never seen before. This convinced him that the information in these books was something truly important.

3.) The first time that Bennevy found a set of ruins mentioned in the Aklo texts, and he realized that as strange and rambling as the writings often were, they were rooted in absolute truth.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.:

Bennevy is frequently afraid that the Red Monk is stalking him, waiting for a moment to kill him and take all of his research from him. Sometimes, however, Bennevy is convinced that the Red Monk is a figment of his imagination, and that he is going insane from the mind-breaking revelations of his discoveries.

Paizo Employee Organized Play Line Developer

I couldn't get the thought of playing in Savage Tide out of my head! So I'll be submitting, Ferocia Deluth, a local Magnimarian whose always had a violent, wild spirit locked deep inside. In times of stress she lets the beast loose--and revels in it's power! (Stats are complete and questions are answered. Gear is not purchased yet.)

Statistics:

Ferocia Deluth
Female Human Shifter 1
NG Medium Humanoid (human)
Init +2; Senses Perception +5

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DEFENSE
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AC 10, touch 10, flat-footed 10 (+0 armour, +2 Dex, +0 shield)
hp 13 (1d10)
Fort +5, Ref +3, Will +1

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OFFENSE
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Speed 30 ft.
Melee 2 claws +5 (1d4+3)
Ranged sling +2 (1d4+3)
Spell-like Abilities (CL 1st, Concentration +2)
3/day—light

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STATISTICS
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Str 16, Dex 12, Con 16, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 15
Traits Bloody-Minded, Marked by Unknown Forces
Feats Extended Aspects, Weapon Focus (claws)
Skills Acrobatics +5, Climb +7, Handle Animal +4, Intimidate +1, Knowledge (nature) +4, Linguistics +1, Perception +5, Stealth +5, Survival +5
(8 points; 4 class, 0 INT, 2 background, 1 race, 1 favoured class)
Abilities shifter aspect (5 minutes, bear), shifter claws, wild empathy (+1)
Languages Common, Druidic, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Bloody-Minded (trait): You are always ready for bloodshed. You gain a +1 trait bonus on initiative and Intimidate checks.

Extended Aspects (feat): You can invoke your aspect’s minor form for longer stretches of time than most of your allies and rivals. Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your animals focus ability to assume the aspects of an animal. (Adds +1 minute).

Marked by Unknown Forces (trait): That which has marked you for power has also given you proof to show others. You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers). (The head of a three-eyes canine/jackal).

Shifter Aspect (Su): At 1st level a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form for a number of minutes per day equal to 3 + her shifter level (4 minutes). The duration need not be consecutive, but it must be spent in 1 minute increments. Shifting into a minor form is a swift action, while ending this effect is a free action that can be taken only on a shifter’s turn. She can assume only one minor form at a time (until level 9). Shifting to a new aspect (or aspects, later), ends all minor form currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefit of a minor form while affected by polymorph effects. As the shifter gains levels, she gains more aspects.
- Bear - Minor - You gain a +2 enhancement bonus to your Constitution score. At 8th level, this increases to +4, and at 15th level it increases to +6.

Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage. If she uses one of her claws in conjunction with a weapon held in the other hand, the claw acts as a secondary attack instead. As the shifter gains levels, the power of her claws increases.

5+ points that capture the concept and story of the character. More are welcome, but no less than five.:

1 - Ferocia is was a wild child, raised by two completely normal parents: a maid and a dockworker. Her parents never understood her, but tried their best to make her a normal, functioning member of society.

2 - Ferocia has always felt a kinship with animals and been drawn to the wild places of the world. She can transform her hands into claws and, in times of stress, has done so--unleashing painful wounds on those around her. She is both excited, fascinated and ashamed by this. She tries to keep this bloodlust locked deep inside where it can't hurt anyone, but deep in her heart she wants to let it out...

3 - Ferocia was a horrible student and apprentice. The only job she managed to keep was as a labourer on Magnimar's docks, working alongside her father. Knowing his daughter was meant for something better than he had accomplished, he urged her to go out experience life outside the city. But her mother forbade it. Ferocia thinks her mother was probably right. What would she do? Go camping? What would she eat? How would she earn a living? As tempting as it was, Ferocia took her mother's advice and stayed in Magnimar.

4 - Ferocia joined the Pathfinders as a way to see the world, and explore the wilderness she'd always dreamt of, while still having a paying job. It's a compromise her parents approve of--sort of. Despite their misgivings, she's thrilled to be a Pathfinder, and can't wait to see the world, and maybe let her wild side find some peace.

5 - Ferocia has few friends, as her wildness and impatience caused her to be considered a troublemaker by her neighbours, and the few friends she made were terrified when they discovered she could grow claws. She hopes that joining the Pathfinders will allow her to meet people more like her--and maybe make her a little less lonely.

Two goals that you'd like the character to accomplish in-game.:

1) - I'd like to see Ferocia come to accept herself. She's terrified of her powers, and wants to keep them bottled up inside, but deep down she's not truly afraid of her self, she's afraid of what people think of her. She loves letting her beast out. She's just too scared to allow herself to do so.

2) - I'd like to see Ferocia discover her ancestry. (see secrets for more information!)

Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.:

1) - Secret she doesn't know: Ferocia's father is a cleric of Lamashtu. While her mother was pregnant he performed profane rituals on her during her sleep in the hopes that the unborn child would be blessed by his goddess-preferably horribly deformed and feral! Unfortunately, Ferocia was born completely normal... Or so they thought. Her father is THRILLED that Ferocia can manifest monstrous claws, and has the ability to make a light shine from her hands (which just so happens to be in Lamashtu's image). He has tried to encourage her to break out, and go wild as much as he can without blowing his cover as an unimpressive, law-abiding dockworker. He's wants her to embrace the monster inside of her and go wild, unleashing a violent rampage against Magnimar! That she seems emotionally soft and meek is his greatest disappointment.

2) - Secret she hides: Ferocia loves the violent and bloody impulses she gets when she allows her animal aspects to come manifest. She wants to transform and fight. It excites and delights her. She knows this is a bad thing and that it makes people afraid of her. She doesn't want to be a freak, so she hides her powers and her love of them.

3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.:

1) - Bridgit Deluth - Her mother. Bridgit is a maid who works late nights at a local bar. She is a pleasant, kind woman, whose grown tired and worn from too much work, and the efforts she's put into raising Ferocia. She desperately wants her daughter to be a normal, functional member of society. Maybe apprentice to a jeweller or a seamstress. Something that will make her into someone prosperous and happy. She'd love for Ferocia to find a nice boy to calm her down and marry, so she can start a family and give Bridgit grandchildren--a prospect sure to be less stressful than having Ferocia still living with them and tearing up the furniture with her claws...

2) - Eddard Deluth - Her father. Eddard--if that is his real name--is a man made up more of lies than truths. He seems to be a normal, law-abiding dockworker who settled down with a nice woman and started a family. He seems to be in love with his wife, and he seems to be a supportive father. Of course, Eddard is much more than that. While his wife works late, Eddard engages in profane rituals dedicated to his goddess Lamashtu, leading his flock to horrific deeds in the dead of night in a secret temple. He performed secret rituals over is pregnant wife, and was ashamed to find Ferocia normal. Except, she's not. He's trying to urge to to accept the monster within without letting her or his wife--or the authorities--find out who he really is. A difficult prospect when one painfully implants monsters in kidnapped women by night, and hopes to cause his daughter to fly off in a violent rampage and bring a new reign of terror and blood to Magnimar. Eddard has discovered the life of a father is difficult indeed!

3) - Marcy Franks - Enemy - Marcy used to be Ferocia's best friend. They were inseparable in childhood. Marcy loved Ferocia's boundless energy, and Ferocia loved Marcy's constant accepting smile. But it was not meant to be. When she was eight years old, Ferocia and Marcy got in a fight, and Ferocia manifested her claws for the first time. She used them on Marcy, scraping deep gouges across the girl's face--permanently scarring the smile Ferocia loved so much, and making Marcy blind in one eye. With Marcy's blood on her hands, Ferocia fled in terror, leaving her friend to bleed in the street. Marcy hated Ferocia after that, and made sure everyone knew it. She turned all the neighbours, teachers, and children against Ferocia, and still bad-mouths the feral girl to this day. Marcy hates Ferocia with a passion, and Ferocia feels guilt, not only for harming her friend, an the repercussions, but also because Ferocia liked it. Her claw coming out felt like the most glorious thing in the world, and the blood? Warm and delightful.

Three key memories that define your character as the person they are at the time of submission.:

1) The altercation with Marcy (see above) and the feelings that it caused in Ferocia (fear, excitement, joy).

2) When Ferocia was little she chanced upon her father speaking to a woman in the road. She was tall and poised, with horrible scars all over her face. Her father seemed angered to see this woman, but Ferocia felt a strange kinship with the woman. She walked over to see who the lady was, when the lady saw her. She smiled. It was a strange thing to happen--most people around their neighbourhood knew that Ferocia was a freak and a trouble-maker, so Ferocia was very surprised at this turn of events! The woman ignored her father, then, which made him very mad. "Who is this, Daddy?" she had asked, but just then a passer-by bumped into her, causing Ferocia's claws to come out. She raised them to swipe at the boy, but managed to control herself. Unfortunately, the people around noticed, and ran screaming away. All except for her father and the woman. They smiled. "You're beautiful." the scarred woman told her. Ferocia knew this wasn't true, but it made her heart leap about in her chest. "She is," her father said. "I'm very proud." She never saw the scarred woman again, but she always remembered her. She must have been a hunter, to like animals so.

3) Ferocia once had a pet. It was a beautiful thing--a massive rat bigger than any she'd seen before. She reached out to it, and it came to her, nuzzling her hand. She brought the thing home, eliciting shrieks of terror from all her neighbours, and her mother. When she brought the rat inside the house her mother screamed and raised her broom at it, causing the massive rat to flee in confusion. her mother was terrified, and Ferocia was grounded for a week. When she finally was let back outside, Ferocia tried to find the rat again, but she never did. She hopes to have a new pet one day, one that her mother won't try to beat with a broom...

Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.[/spoiler:

Ferocia is afraid of hurting her friends and others with her claws and strange powers. On a more mundane note, she also hates churches and holy symbols, feeling terror while within such buildings, and intense fear when such symbols are raised at her.


I relooked at the entire thread and realized I didn't answer the following questions yet, and still have not finished sending emails to people one the Critique-
@CaptainFord- I'm ok with up to Three items pre crafted.
@Faolan Baran- I disagree on the intention, I think it is there for you to either choose to throw it or keep it for the ac much like the improved shield bash feat is used for melee, however I would allow you take this feat to apply the shield AC and Attack with the Ricochet. because it mentions maneuvers as if shield bash, I would think that feat would work with it.

Submitted or partial submission-
melee-
meloriel - Ferocia Deluth - Female Human Shifter 1
Digger Chandler - Victor Popescu Human Brawler (Turfer)-
tonyz - Valerie Victrix's Paladin (Chosen One)-
Helikon - Xango, Son of Lallo's Slayer
Euan. - Faolan Baran human- Brawler (shield champ)-

skill-
Bennevy - archaeologist bard

divine-
Critzible - Abelard “The Peacock” Verou- Cleric of Shelyn- partail submission missing crunch
Zaboom! - Aurela Grouix Human (Chelaxian) Oracle (Dual-Cursed)

arcane-
Dorian 'Grey' - Virgil Geryon Half-Orc Mesmerist 1-
Lekkric18. - Morley Hastings- Alchemist (grenadier) 1

Dotted-
CaptainFord-
Grumbaki
Zanbabe
TheWaskally
Lazyclownfish
DBH
Gnomezrule -
GM Striker


Any idea when you will close recruitment?


I would guess around the 12th.


1 person marked this as a favorite.

next Wednesday I will close the recruitment.

Grand Lodge

Abelard:
Abelard “The Peacock”Verou
Human Cleric(Crusader) 1st Neutral Good
Deity:Shelyn Hgt. Wgt: Hair:Black Eyes:Sapphire Blue
Str:12,Dex:12,Con:11,Int:14,Wis:16,Cha:14
Init:+1 HP:9
Fort:+3 (+2[class]+0[con]+1[domain])
Reflex:+2(+0[class]+1[Dex]+1[domain])
Will:+6(+2[class]+3[Wis]+1[domain])
Bonuses: Protection(Defense)Domain:+1 to all,
BAB:+0
Melee:+1
Ranged:+1
CMB:+1
CMD:12
AC:16(10+5(scale mail)+1(dexterity))
Armor: Scale Mail:AC:+5, Dex+3, Penalty:-3 Speed:20* Spell Fail:25%Wgt:30lb

Weapons:
Glaive:+3 1d10+2 x3 Slashing
Cestus:+1 1d4+1 19-20/x2 Bludgeoning
Dagger:+1 1d4+1 19-20/x2 10ft. Piercing
Heavy Crossbow:+1 1d10 19-20/x2 120ft. Piercing
Skills:6 points, 2 background
Perform(Singing):+7[1+2+3+1]
Perform(Dance):+7[1+2+3+1]
Knowledge(Religion):+4[1+2+1]
Diplomacy:+6[1+2+3]
Sense Motive:+7[1+3+3]
Heal:+7[1+3+3]
Perception:+4[1+3]
Acrobatics:+31+2]

Feats;Fast Learner,Weapon Focus*(glaive),Blade Brush

Traits:
Intense Artist( faiths of purity): +1 trait bonus on two Perorm skills of your choice, and Perform is always a class skill for you

Armor Expert(APG): your armor you wear has its armor check penalty reduced by 1 point, do to your superior training and familiarity

Cleric:
Weapon and Armor Proficiency:Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex):A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).

Spells:A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy(su):Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Domains:
Protection(Defense):
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

-Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

-Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.

Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.

Spells:
0-2
1st-1+d
Spells memorized:
0-(2)Detect Magic,Read Magic
1st-(1+d)Charm Person,D-Shield
Items:(350)

Pathfinder Kit:Price 12 gp; Weight 22 lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Shaving Kit:Price 15 gp; Weight 1/2 lb.
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

Perfume Kit:Price 40 gp; Weight 10 lbs.
A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a +1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion.

You must choose the type of check when you apply the fragrances.
This bonus typically doesn’t apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.

Grooming Kit:Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Courtiers’ Outfit:30gp,6lb.This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

As this outfit does not cost 10 gp or less, player characters can not choose this outfit for free when first beginning play.

Courtesans’ Outift:*gp, 4lb.This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.

Entertainers’ Outfit:3gp,6lb.This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorers’ Outift:(free),8lb.This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Patchwork Cloak:5gp,½ lb. A cloak with a series of various colorful patches to show his status as travelling entertainer.


I've got a concept made just hammering out some finer details, and waiting to see if I was selected for the RotRL Core game starting up soon.


I finished sending out emails to everyone that asked me to Critique their characters. I will be looking at everyone's anyways. This is just if you want me to look at it with a judgmental eye. I have also noticed a few things, very few people mentioned the pathfinder lodge or society in their backgrounds. I would like to know your relationship with them because I will be using them as a hook or link to the group.


This character is ready to go.

Everything is in the alias, but here's the 5 questions just for convenience:

The 5 Questions:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
- Has a tendency to rough language (I can avoid this in game if it offends anyone, but the phrase "swear like a sailor" has some basis in fact and I find the occasional salty language does add colour to his speech).
- Hates to "dress up", which he considers wearing anything fancier than his stained and burnt work clothes.
- Considers most landsmen weak and tends to look down on them as soft.
- Can be inconsiderate of manners and other common social contracts, but due to ignorance rather than thoughtlessness or rudeness. He's working on it :)
- Is well aware of his lack of social graces and will happily let others take the lead in social situations, but sometimes can't help the occasional quip or smartass remark which might land him in trouble.
- Considers himself "alchemist by trade, sailor by calling"

2) Two goals that you'd like the character to accomplish in-game.
- Prove himself worthy of Saphron Kalmeralm (see below).
- Acquire his own ship and crew (this is more Morley the character's goal than mine as the player).

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
- (Morley knows) Most of his years spent on the sea weren't with a merchant vessel, but as a pirate. He went by many different names during those years and Morley may or may not be his real name.
- (Morley doesn't know) One of the ships he plundered was owned by Zakthal Mardu, who runs a major mercantile organization in Magnimar.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
- Zakthal Mardu is a leading figure in Magnimar commerce, and has ties to the Sczarni. He was a contact of Morley's in the city in the past, and doesn't know that Morley sacked one of his ships. However he has been investigating who did it and is getting close.
- Jaster Frallino, leader of a Sczarni gang. He and Morley have been enemies since a tavern brawl a few years back where Morley hit him with a bottle and gave him an ugly scar that runs down the left side of his face from temple to jawline. This was before he came to lead the Gallowed, his gang.
- Saphron Kalmeralm, daughter of Sabriyya Kalmeralm, who runs the Bazaar of Sails in Magnimar. They became very close over the course of many stopovers in the city and Morley once thought they might get married until Sabriyya put an end to the relationship. She wouldn't have her daughter married to a lowly sailor, after all.
- Black Jack Jensen, a friendly rival of Morley from his days as a pirate. Black Jack still plies the seas around Magnimar but rarely comes in to port there due to having a price on his head. There are many debts owed both ways and either would do anything for the other despite outward appearances.

5) Three key memories that define your character as the person they are at the time of submission.
- The smell of sea air is the first memory he has. He feels homesick any time he's too far from open water to smell the salt in the air.
- The first time he ever felt at home was when he was accepted as part of the crew of the Red Raven, the ship he had stowed aboard to run away from his mother at 10 years old. The sense of finally belonging is a powerful feeling.
- The heartbreak and humiliation after Saphron broke off their relationship on her mother's orders. The feeling that he wasn't good enough for her has pushed him to prove himself to the world.

6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.
- Morley has spent his life on the open sea, and feels claustrophobic when in small enclosed spaces. The fact that he originally stowed away in a small storage hold with biting rats may add to that fear.

Please take a look and make sure everything is right. I adapted this character from a dead campaign so it's possible something got missed in translation.

Thanks!


DarkWingD wrote:
I finished sending out emails to everyone that asked me to Critique their characters. I will be looking at everyone's anyways. This is just if you want me to look at it with a judgmental eye. I have also noticed a few things, very few people mentioned the pathfinder lodge or society in their backgrounds. I would like to know your relationship with them because I will be using them as a hook or link to the group.

I think I did not get a mail


sorry about that Helikon, Ill get it to you today.


Many thanks ;-)


I will make adjustments this weekend. Thank you for spending time on it.


I believe that he is ready...


3 days before I close recruitment....


I humbly submit Merlovaur Fellnight, a Tanglebriar Demonslayer, for your consideration.


I am going ahead and closing the recruitment thread, I will not be going through with this AP. I was hoping for more interest. like what was suggested, my letting everyone know that I would need at least X amount of candidates might have scared a few people away, and for that I apologize. This was not my first Pbp I was just under a new alias. I am very picky about my group.

To give everyone a example I choose your top five Aliases on everyone (the most posts) and look towards posting habits and if you bail on a campaign or try your best to post almost every day. (I also allow up to 2 spots for newbies) and just look at their posting habits. from that I make a decision. because I believe posting habits are the number one thing I cant control. Tonyz said it best on one of his posts. "general slowdown -- it fed on itself. When there are no new posts, and you are waiting a week for any response to what you said, it sort of kills the momentum all by itself. I realize that real life takes precedence, but inaction begets inaction. Once the cycle starts, it's hard to summon up the initiative to break it, and if only one person tries and there's no response, it just discourages them more... and apathy begets apathy."- remember that even though this is for enjoyment, people also look for commitment.

I will probably look towards opening another campaign thread in a few months, but for a more traditional AP. With less restrictions. I appreciate everyone's time and effort, and I really enjoyed reading several of the backgrounds, and I hope you enjoyed making them.


(sigh)


That's disappointing, I was looking forward to this. :(


I just can't get Virgil an adventure...


Thanks for letting us know, DarkWing. Agree that it is difficult to keep anything going when the space between posts gets too long. Sometimes you can jumpstart it again, and sometimes not. Sorry I wasn't able to get a submission into this game before you gave up on it... got sick and got behind, but looking forward to seeing another recruitment from you in the future.


I'm dropping out due to having too much going on right now. Hope you have a great game.

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