GM Eldbale of Evergale's - The Dragon's Demand (RECRUITING)


Recruitment

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So, I'll be leaving this evening for my business trip, which really only means I won't be at all during the day on Tuesday and Wednesday. Evenings are fine.

I'm going to get as many things ready today as I can.
Once Trevforshort's (sacred huntsmaster) Inquisitor submission is in, I'll revisit everything and make a decision on the final 5.

I want to thank everyone who entered a sumbission. This will be my first time GM'ing a PbP campaign, so I'm humbled to have gathered so many seemingly creative people. This will be a hard decision, indeed. Anyone not chosen will have 1st priority if someone has to leave (life. it's a thing).


The Goblin wrote:

And we do not have a frontliner submission unless I am missing something. SgtDrill I am guessing Mesmer is a grapple and submit type, but can he realistically be a front line striker in a few levels? I like the Nacho Libre Vibe with a dash of Don Quixote for flavor by the way!

The Tetori is definitely a front liner, but its true he's designed to really only engage with one person at a time in combat. And he has a decent Perception, so I can be ok at finding the traps even if I can;t do anything about it. That being said, you're right - we ARE lacking a tanky front-liner.

GM Eldbale - would you be ok with me resubmitting as a Paladin? I can save the Tetori idea for another time.


Sgtdrill wrote:
The Goblin wrote:

And we do not have a frontliner submission unless I am missing something. SgtDrill I am guessing Mesmer is a grapple and submit type, but can he realistically be a front line striker in a few levels? I like the Nacho Libre Vibe with a dash of Don Quixote for flavor by the way!

The Tetori is definitely a front liner, but its true he's designed to really only engage with one person at a time in combat. And he has a decent Perception, so I can be ok at finding the traps even if I can;t do anything about it. That being said, you're right - we ARE lacking a tanky front-liner.

GM Eldbale - would you be ok with me resubmitting as a Paladin? I can save the Tetori idea for another time.

If you want to do that, that's fine.

Since it will be a party of 5, that extra person might allow you to keep your submissions as they are, foregoing a main front liner. It'd be an interesting...challenge... to say the least.

If you'd rather save your Tetori idea, though, you may resubmit any front liner class you wish.
(Fighter, Barbarian, Paladin, and I'll even allow Bloodrager.)


The Goblin wrote:

Okay, as it is right now we don’t have a character submission that can spot or remove magical and non-magical traps yet. Trap Sense is a bonus to Perception, but Sheridan’s current build shows NO Perception skill. Is that by design? Or just an oversight? Because you have put a point in Disable, but if you can’t perceive it you can’t disarm it. Like a minesweeping technician with no detector. See what I’m saying?

I think if you waited to put a point in appraise next level and put that point in Perception you would make the character more vital for selection and increase your survivability and maybe the entire party’s survival.

I totally like the character I’m only saying something because it’s either a typo and you already have Perception it’s just not in the stat block or maybe? Not trying to be a butt =).

The Thug archytype replaces Trapsense with Frightening, so no magical traps in any case. I had to dump something, and Ifrit get a -2 to WIS. I kept Disable Device because not everyone gets it as a class skill, and with a high Dex I'll still do a decent job at it without the +1/2 level.

Using your minesweeper analogy, someone else finds the mines and puts flags on them. This character comes through and actually defuses the mines.

Since we won't reach level 8, I moved some ability points around to get a non-negative WIS, and moved some skills around. Might still get a little shuffling before the start of the game...

This character works like this:
I get a +7 initiative, so I'll almost always sneak attack someone in the first round. Anytime I deal nonleathal damage (all the time with a sap) I can Intimidate(Demoralize) as a free action, causing Shaken (-2 to almost everything) for a number of rounds based on damage, plus either a round of Shaken or more likely Frightened, which is just like Shaken, but they must flee if able. Dealing nonlethal damage means enemies will go unconscious, and we can ply them with social skills.

All told, this should make things easier for a sub-optimal tank with both the flanking bonus and the shaken condition... in theory.


GM Eldbale of Evergale wrote:

If you want to do that, that's fine.

Since it will be a party of 5, that extra person might allow you to keep your submissions as they are, foregoing a main front liner. It'd be an interesting...challenge... to say the least.

If you'd rather save your Tetori idea, though, you may resubmit any front liner class you wish.
(Fighter, Barbarian, Paladin, and I'll even allow Bloodrager.)

Sounds good!


Stats:

Ngai M'Katu

Male Human Bloodrager 1
CG Medium Humanoid (Human)
Deity: Gozreh Homeland: Mwangi Expanse
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 16 [14] Touch 12 [10] Flat-footed 14 [12]
HP 13/13 [15/15]
Fort +5 [+7] Ref +2 Will -1 [+1]
Favored Class Bloodrager (+1 HP)
Defensive Abilities
--------------------
Offense
--------------------
Speed 40 ft.
Melee Greatsword +6 (2d6+6/19-20) [+8 (2d6+9/19-20)]
Power Attack +5 (2d6+9/19-20) [+7 (2d6+12/19-20)]
Ranged Sling +3 (1d4+4)
Special Bloodrage (10 rounds/day, Fast Healing 1)

Spells
--------------------
Statistics
--------------------
Str 18 [22], Dex 14, Con 14 [18], Int 10, Wis 8, Cha 12
Base Atk +1; CMB +5 [+7]; CMD 15 [15]
Feats Weapon Focus (Greatsword), Power Attack
Traits Reactionary, Berserker of the Society
Skills
(1) Acrobatics +6
(1) Climb +8 [+10]
(1) Intimidate +5
(1) Perception +3
(1) Survival +3
Languages Common, Polyglot
SQ Fast Movement, Verdant Bloodline
--------------------
Equipment
--------------------
Greatsword
Sling
20 bullets
Hide Armor
Barbarian's Kit (backpack, a belt pouch, a blanket, a flint
and steel, an iron pot, rope, soap, torches (10), trail
rations (5 days), and a waterskin)

will have the background up shortly


Background:

Ngai was born and raised in a small village, deep in the Mwangi Expanse. Her childhood was a happy one, learning from her elders, and playing with the other children. Unlike many places in the Mwangi, the village was peaceful. All followed the old ways, in touch with the spirits of nature, secure in their faith in Gozreh.

Unfortunately, legends of a vast treasure located nearby reached the ears of a bloodthirsty pirate captain - and he sent a raiding party off to retrieve it. But after many days of searching, no treasure was found - so the pirates settled on the next best thing: loot and slaves. They attacked Ngai's village in force, slaying wantonly, and capturing much of the young.

Ngai spent the next several years in a haze, first sold to a wealthy merchant, then passed on to other owners - each more violent and terrible than the last. All the while, a vast pool of rage bubbled under the surface, but any time she let it loose the punishments were dire, and she was then off to a new owner.

This might have been her fate for the rest of her life, but a wandering Pathfinder Agent, touched by her plight, bought her freedom from a potato farmer that was particularly cruel. Ngai slowly came to trust again as another few years passed, travelling with her new friend, helping where she could.

But now she's old enough to strike out on her own and forge her own legend. With a sword gifted from her benefactor, and newfound knowledge of how to channel her rage into might, Ngai walks the land - seeking new adventures.


GM Eldbale of Evergale wrote:
Thomas 'Bellmanok' Riverdancer wrote:
I withdraw my submission. I've been accepted somewhere else and want to focus on one character for the time being.

Understand. Thanks so much for your interest and submission. Maybe I'll run this again at some point. Hopefully our paths will cross in some form or fashion in the future.

you know what? It can't be so difficult to play two different chars in two very different PbPs! I'm spending more than enough time on my phone doing more stupid things already :)

I am re-applying as the team's heavy frontliner. I am just too much in love with the concept and the deadline isn't over yet :D

PS: I don't have Trapfinding either *g*


At least we aren't running Tomb of Horrors.

Rebuilt Sheridan as a Dervish of Dawn Bard and was disappointed. Might not even consider it for multiclassing... Looking at Swashbuckler, Summoner etc. just to make sure I understand my options.

Edit: mmm... summoner...


Sheridan Driftwood wrote:

At least we aren't running Tomb of Horrors.

Rebuilt Sheridan as a Dervish of Dawn Bard and was disappointed. Might not even consider it for multiclassing... Looking at Swashbuckler, Summoner etc. just to make sure I understand my options.

Edit: mmm... summoner...

Best advice I can give anyone:

Build the character you want to play.

Any so-called "gaps" in party roles will simply provide opportunities for the group to find creative means of solving problems.


Sheridan you are right. You give up Trap Finding for Frightening.

Here it was:
Some criminals steal with finesse, their victims only discovering the crime when the rogue is long gone and the coin already spent. A thug, on the other hand, cares nothing for finesse. Through both threat and violence, the thug gets what she wants by the promise of force, and has no problem making good on that promise as needed.

Frightening (Ex)

Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

This ability replaces trapfinding.


Correct me if I'm wrong, but here's what the current pool looks like:

Completed Submissions:
Kane Callahan - human wizard
Yantri Ironshield - Dwarven ranger (musket master)
Unnamed - human cleric
Ngai M'Katu - human bloodrager
Thomas "Bellmanok" Riverdancer - Oracle (possessed)
...
Sheridan Driftwood - Unchained Rogue, once upon a time... no idea now what he really is.

Incomplete Submissions:
Unnamed - Half-elf Inquisitor (sacred huntsmaster)


The Goblin wrote:

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

This has nothing to do with locating or removing traps. It is to avoid traps when you set them off.

Trapfinding

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

However, the archetype Bastian (Sheridan) wants to use replaces Trapfinding and Danger Sense (the strictly better, unchained version of Trap Sense)

However, the Rogue talent Trap Spotter will grant an automatic Perception check (made in secret by the GM) whenever the rogue comes within 10ft of a trap. And because Disable Device is always a class skill for the rogue, she'd could still be the primary trap spotter and disarmer. if she wants to be.

I personally like the idea of setting off traps on oblivious PC's. I rarely get to! (jk but seriously) ;)


So the character wouldn’t get the bonus of +1/2 her rogue level to Perception, but thug doesn’t lose Perception right? Thug does lose the ability to find magic traps, but could find mechanical ones with Perception correct?

If some one else spots a magical trap can a thug remove it?

I have a rogue/ranger who can’t roll over a 4 in the past several traps he has come across in Mummy’s Mask. Either he completely misses it or REALLY finds it then detonates it in his face. The last one was he tried to “disable device” the greater earth elemental he mistook for a magical trap in the tower they are clearing. Some of the best moments of the game and all the other characters are comically gun shy when the rogue declares the path clear or says, “Hold my ale. I got this! I have a +17 to Disable and it’s a DC 18 to remove. What can happen?!” — 1d20+17=(1)+18 again. Always fail on natural one. It has made it fun, but it’s been almost fatally so. Luckily the party Barbarian is an Invulnerable archetype and DR has saved him a few times when he takes point.

Here are tonight’s actual excerpts:

Dm: “Dwalindor, you're persuaded that Tariq might - might - be telling the truth.

But you have to decide who's most expendable to send up there in case they've all been fooled; it's certainly happened before.”

Barbarian Dwalinor: “Shad? Maybe you should sneak up there and see if it is really dangerous. Right?” Dwalindor calls out to the wizard, totally convinced Tariq and Noonan have gone mad.


The Goblin wrote:
I have a +17 to Disable and it’s a DC 18 to remove. What can happen?!” — 1d20+17=(1)+18 again. Always fail on natural one.

Did you house rule this? RAW you don't auto fail or crit skill checks. Only attacks and saves.


Yeah 1 always fails in that game. 5% chance of failure. Keeps things interesting because we keep rolling them.


I personally don't like auto fails on most skill checks because if you're skilled enough (like a +17), then even when you roll poorly, you succeed because you're so experienced in that skill. Even on an off day, you're good enough.

However, rolling a nat 1, and not beating the DC by a lot, might have an interesting result...

For this campaign, Natural 1 is an auto fail on attacks and saves. And something bad will happen. Most likely causing damage to yourself, an ally, or both. (Due to serious recoil, your crossbow bolt shot straight up, ricocheted off the ceiling straight into the shoulder of the wizard 15ft behind you)


Still full Rogue, and I have thieves' tools, Disable Device +6 and Perception +4, I'm just a little skeptical that it'll be our highest perception.


Sheridan Driftwood wrote:
Still full Rogue, and I have thieves' tools, Disable Device +6 and Perception +4, I'm just a little skeptical that it'll be our highest perception.

It'll be fine. I'll be in front anyway, and I have a crapton of HP ;)


GM Eldbale of Evergale wrote:
For this campaign, Natural 1 is an auto fail on attacks and saves. And something bad will happen. Most likely causing damage to yourself, an ally, or both. (Due to serious recoil, your crossbow bolt shot straight up, ricocheted off the ceiling straight into the shoulder of the wizard 15ft behind you)

This'll be great with my musket! What could possibly go wrong?

As far as perception goes, I'll be starting at +7, with +9 to detect stonework traps (which gets rolled automatically if I come within 10 feet.)

We'll manage to muddle our way through things with whatever group we have. As GM Eldbale says, covering our gaps will be part of the fun!

-Zorblag R'Lyeh


Yeah, now that the rogue has Perception we can always aid other to bump his or her perception. It will be fine.


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Just as a note - anybody can find any kind of trap, magical or otherwise. Even if we have nobody who can 'disarm' them, if we can find them we can find creative ways to get through.


Thanks for the wait there for this! Introducing Marana Gransfor, a motherly half elf whose family has died or moved away. She's looking for some adventure as the wanderlust in her had started to boil again!

Backstory:

Born in Fusil, Marana was drawn, if not indoctrinated, into the worship of Erastil. Much of her young life was learning about plants, animals and their importance in nature. She had sacred feelings towards trees since Fusil was bound to never cut one down. She started training as a cleric of Erastil late in life, starting around the age of 23, and soon after was taken to see other parts of the Verduran forest. Appalled by the lumber camps she saw in other parts of Andoran she decided to protect the forest.
The druids wouldn't take her as an apprentice like she wanted and refused to let her help with the conflict against lumber camps. Instead they asked her to watch for unusually sized vermin and other signs that the forest was being tainted. While they were hoping to send her away disappointed and resigned to return to a normal life in Fusil, Marana took the suggestion as a command, not seeing the intent behind it.
Pledging her life to Erastil, she set off to do her work. The blessings of Erastil were invoked as well, a horse companion (Buckeye) coming to help her and knowledge of her enemies coming to her mind as though a miracle. She was given a Greenwood bow to help her to remember her roots and to destroy her enemies.
For much of her younger days she rode through the Verduran forest on her trusty horse, shooting down vermin with her bow and reporting more serious problems to the towns that were threatened.
But, as always, things end. She met a human man, fell in love and settled down to start a family. Her bow grew dusty, only getting the needed attending to keep it alive, her beloved horse, Buckeye, eventually died of old age.
It was because of this choice that her convictions changed. She discovered why Erastil was so involved with ensuring the survival of communities as well as nature. While her love for natured never died, her devotion to the communities in the Verduran forest grew greater. As all 6 of get children grew and eventually aged into adulthood, some left and some stayed. Her husband died, leaving her to care for her community alone.
Erastil didn't suffer Marana to be alone for long however. She found an wounded owl, giant for its kind, while wondering the forest took it in and named it Artemis. Blessing them with a bond, Erastil allowed her to create the same bond with this owl as she had had with Buckeye.
Taking this as a sign, Marana devoted her life to the communities in the Verduran forest, traveling with Artemis and helping out where she could. This is how she spent the next 18 years. She got to know the community leaders, gained relationships with the elderly and parentless and helped them as she could to find purpose in life.
It was on a routine check to Belhaim that she found Lady Devy in need of help. Unusual help compared to the things Marana typically did now, but the spark for excitement flared up like it had when she was younger, making the decision to help easy.

Stat Block:

Marana Gransfor
Female Half-Elf Inquisitor Holy 1

LG Medium

Init 3; Senses ; Perception

DEFENSE
AC 15; Touch 13; Flat-Footed 12
HP 9; Wounds —; Non-Lethal —

Fort 3 ; Ref 3 ; Will 5
DR —; Immune —; Resist —; SR —

OFFENSE
Speed 30;
Melee 2 Club (1d6+2, ×2); B;
Ranged 4 Thorn Strike (Mwk Greenwood Horsebow) (1d8, ×3); P; 40

Spells Known/Prepared

1st—Cure Light Wounds, Dead Eye's Arrow
0th—Create Water, Disrupt Undead, Stabilize, Guidance
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8

Base Atk +0; CMB 2
Feats
Skills Handle Animal 5, Heal 7, Knowledge Local 1, Knowledge Nature 4, Knowledge Religion 4, Profession: Baker 7, Survival 7

Languages Common, Elven

SQ Domain (Community, Family), Animal Companion (Giant Owl), Monster Lore, Stern Gaze

Gear Inquisitors Kit; Money


Animal Companion Stat Block:

LN Medium Animal
Init +3; Senses low-light vision; Perception +5
Defense
AC 16, touch 14, flat-footed 12 (+3 Dex, +2 natural, +1 Dodge)
hp 18 (2d8+2)
Fort +4, Ref +6, Will +1
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons (1d4)
Space 5 ft., Reach 5 ft.
Statistics
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +13 (+15 disarm); CMD 25 (27 disarm)
Feats Dodge
Skills Fly*(1) 7 Perception*(1) 5
SQ low-light vision
Special Abilities
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Feats: Dodge

Knowledge of Module:

I ran the module awhile back. Like I said before, I know the basic plot line, but I was also tweeking the module to match my players, so I can't remember everything, just reason peices here and there.

Mountain Time Zone and 1 other PbP game


@Trevforshort: are you including ability modifiers in your and your companion’s Perception (and your other skill) bonuses?


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Good evening, everyone! I will be posting the final party tonight! If chosen, please create your alias if you haven’t already, dot and delete on the gameplay thread, then head to the discussion thread.

If I don’t choose you, it’s not because I don’t want to. Everything that’s been submitted truly blew me away. I may call on you should a player have to leave or goes AWOL.

I will definitely keep your characters in mind for the next thing I run (it might be this campaign again or something completely different)!

I’m going to go get some dinner and I’ll post in a little bit. Thank you!


Good luck everyone!


This was seriously way harder than I thought it'd be! I'd even consider running a second table if we could get 2 or 3 more submissions.

Here's the party:

Kane Callahan - human wizard
Yantri Ironshield - Dwarven ranger (musket master)
Unnamed - human cleric (Seriously! What's your cleric's name?!)
Ngai M'Katu - human bloodrager
Sheridan Driftwood - Ifrit Unchained Rogue (Thug)

Please dot and delete on the gameplay thread, then visit the discussion thread.

---------

@ellioti
@trevforshort
Thank you both for your submissions! Your concepts were unique and interesting. And I quite mean it that if 2 or 3 more applications come in, we can run a second table. So feel free to message others you know and get them to apply. :)

If that doesn't happen, your characters will be first my first choices as back ups.

Here's to playing with you sometime soon!


Dot for interest! If the deadline for a second table isn't still the 28th, I could come up with something this weekend. :)


I was sad to read it. But there is stll hope!


Hello,

Here is a very late submission of a half-orc inquisitor hoping that there might be a few more applicants before the deadline for a second table.

Concept/Background:

Sheaorlis son of Huuth also known as the Ashen blade is a tall half-orc, strongly built who usually wears a monk's robe, dark in color. When in official business he wears a golden brooch in the shape of a key, the sign of Abadar, the god of law, wealth and order. When looking closely at him you can see that he has scars from burns on his face and on certain parts of his body. He carries a large, dark painted axe on one of his shoulders which seems to have seen better days.

It may come as a surprise to many that this famous inquisitor of Abadar was actually born in a tribe of orcs and half-orcs and if that wasn't enough to raise an eyebrow this monk looking, justiciar, was actually the firstborn of the tribe's chieftain. Life was brutal in that tribe and only the strong survived and is applied, even more so, for those who wish to take the reigns of the tribe.

Huuth the current chieftain of the time understood that Sheaorlis's days are numbered, he would be no much for his younger stepbrother a pure orc that grew in strength and wrath day by day.

Instead of grooming the young half-orc for leadership Huuth called some old favors from a monastic order that serve Abadar.

These judge-monks, a nickname Sheaorlis gave them in his youth, would mostly sit around bickering which law a landlord broke, or what was the proper penalty for stealing two sheep and a chicken in accordance to the laws of the realm, ancient or new. One other important task they oversee was the reinforcement of their verdicts and of the orders from the authorities of that land and for this, they would train inquisitors to deliver the sentence or to bring bad folk to justice.

Sheaorlis earned his living by spreading the teachings of Abadar through force and fear as he grew bigger than his brothers and as his interrogation methods became scarier. He was often allowed to exercise judgment on the spot if his target resisted which lead to the demise of many thieves and bandits in the area.

While the judge-monks order was beneficial to merchants and to the authorities many were seeing it as a tyranny of law and the disaster that struck the monastery was bound to happen. Sheaorlis returned one night only to find the monastery in flames and the head of the order assassinated. He tried to save as many of his brethren as he could but this brought many burns to his face and body. Apparently, the attackers were half-orcs like him. Have they been sent by his brother or were they just a band of bandits displeased by the activity of the order? Sheaorlis left the ruins of the monastery one last time swearing to return only after he found the culprit.

Statblock:

Sheaorlis
Male Half-Orc inquisitor 1
LN Medium humanoid (orc, human)
Init +2, Senses darkvision (60 ft.); Perception +6
=================================================
DEFENSE
=================================================
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex, )
hp 9 ((1d8)+1)
Fort +3, Ref +3, Will +4

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee greataxe +4 (1d12+6/x3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,

Inquisitor Spells Known (CL 1st; concentration +3)
1st(2/day)-cure light wounds(DC 13), shield of faith(DC 13)
0th(at will)-detect magic, guidance(DC 12), light, stabilize(DC 12), virtue

Prepared Spells

=================================================
STATISTICS
=================================================
Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8,
Base Atk +0; CMB +4; CMD 16
Feats Intimidating Prowess
Skills Diplomacy +3, Intimidate +10, Knowledge (Arcana) +4, Knowledge (Arcana) (ID monster) +6, Knowledge (Religion) +4, Knowledge (Religion) (ID monster) +6, Perception +6, Sense Motive +7,
Traits Beacon of Faith, Deft Dodger,
Languages Common, Orc
SQ bonus inquisitor spell, darkvision, intimidating, judgment (profane), monster lore, orc blood, orc ferocity, Touch of Loyalty (5/day), weapon familiarity,
Combat Gear candles (10), rations (trail/per day) (5),
Other Gear greataxe, four-mirror armor, outfit (monk's), crossbow bolts (10), backpack, common, holy text (cheap), flint and steel, manacles (medium), mess kit, spell component pouch, waterskin, holy symbol (wooden), bedroll, light crossbow, rope (silk/50 ft.), 0.1 gp
=================================================
SPECIAL ABILITIES
=================================================
Beacon of Faith You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.

Bonus Inquisitor Spell Add one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Domains

Inquisitor ~ Domains

Inquisitor ~ Judgment

Inquisitor Spell Level 0

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 profane bonus on all weapon damage rolls.

Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.

Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 profane bonus on all attack rolls.

Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 profane bonus on concentration checks and caster level checks made to overcome a target's spell resistance.

Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 profane bonus to Armor Class.

Judgment / Purity The inquisitor is protected from the exalted taint of her foes, gaining a +1 profane bonus on all saving throws.

Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.

Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.

Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.

Judgment (Profane) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.

Loyalty subdomain

Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

No Racial Subtype You have chosen no racial subtype.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Timezone:
GMT+3

Number of current PbP campaigns:
Just one at the moment


Kamaloo wrote:
Dot for interest! If the deadline for a second table isn't still the 28th, I could come up with something this weekend. :)

that'll be fine


Dotting for my Half Orc Female Barbarian, Keldra if there is still room for the 2nd table.


Wow, I'm being blown away again by all the interest for the second table.

Let's say NEW OFFICIAL DEADLINE for full concept/background submissions is the end of the month, Tuesday the 31st.

I'll choose a group then and start the second table.
Your characters cannot be residents or even previous visitors of Belhaim. If possible, set your background up so that you get yourself hired is Cassomir as a caravan body guard for a merchant named Silas Gribb. (He's kind of a shady fella, but you need the money.)

State whether you're taking the average starting gp or roll for it here in the recruitment thread.


updated my background a little bit. And FYI I took average gp.


Starting wealth (unchained rogue): 4d6 ⇒ (4, 2, 2, 6) = 14 x10 = 140 LOL.


I've taken the average wealth for the inquisitor + the free outfit.


Here is Hanzo, a knife master rogue. The archetype takes away trapfinding, but he gets it back with a trait.

I'll probably put up a grenadier alchemist for consideration as well, but not tonight.


Kamaloo wrote:

Here is Hanzo, a knife master rogue. The archetype takes away trapfinding, but he gets it back with a trait.

I'll probably put up a grenadier alchemist for consideration as well, but not tonight.

Don't worry, I'm VERY familiar with the Knife-Master UC Rogue.

I have one that's lvl 1 in a PbP campaign here, and a lvl 5 one in my IRL campaign (he's currently stuck in a time-loop).


This is Keldra my 1st Level Female Half Orc Barbarian

She is using the average starting wealth for her class.


Is it just for me, or is the RSS feed for this thread not working?


Starting wealth, alchemist: 3d6 ⇒ (6, 1, 5) = 12 x10= 120gp


Here is Joriannika, my promised grenadier alchemist who can also disable traps. She's here to export freedom and eat Grandma's apple pie, and Grandma's all out of pie.


Currently completed submissions:
Marana Gransfor - female Half-elf inquisitor (sacred huntsman) (guaranteed)
Thomas Bellmanok Riverdancer - male human oracle (possessed) (guaranteed)

Sheaorlis - male Half-Orc inquisitor
Hanzo - male human unchained rogue -@Kamaloo
Keldra - female half-orc barbarian
Joriannika - female human alchemist (grenadier) -@Kamaloo


Some arcane help would be nice. We're already an Inquisitor and a oracle/barbarian. Maybe a bard :)


Due to website interruptions, I will extend the deadline date to the end of the week. All applications must be submitted by Saturday, August 4th, 5PM CDT.

If we get no other interruptions, I will form a party with some duplicate roles (but we can call it the "Creative Solution Discovery Party"). I may let those who have entered more than 1 application to play two characters, if they are okay with that.


Cool! I might actually have a shot of joining into this game as a late entry for the second table :)

Sadly my knowledge of the Dragon's Demand module is non-existent, so I will do what I can to try and incorporate myself into the setting, but it might be shallow :(

As for parties that cover, or fail to cover all different roles, my experience has been two-fold. Firstly, weakness is exciting! It sucks to not be good at something, but often I have found that the moments where you fail hilariously are the most memorable moments :)
People don't remember the trap that you spotted, and walked around unharmed as you continued on your journey. But they DO remember the one that no one saw, the one that the bard walked into, the one that the Rogue "thought" he had disabled, the one that the Bard walked into A SECOND TIME, the one that the Barbarian bodilly held down while the party scampered past and the one that the Cleric mumbled under his breath about "incompetent idiots" while he grudgingly did his thing...
I also remember another game with a party purely made up of paranoid Gunslingers :)
They quickly adopted a hedgehog formation with guns always in hand and tons of paranoid perception checks. Their main tactic was "Hail of Gunfire with EXTREME prejudice" at whatever twitched in their general direction XD

Secondly, and this is a big one, this is not a Video Game. We have a GM and can trust him...
One of the jobs of the GM's is to make this fun and enjoyable for the party :)
If we have zero trapspotting ability, then I would expect the occasional trap to keep us on our toes, but not that there might be a trap in every doorway and on every barstool. If the party has ZERO healing abilities, then the GM might slow down the pace of in-game events to allow for natural rest. If the party has a collective +3 Sense Motive among the entire party, then I would expect us to get duped out of loot and sent on lots of bunny trails. But then the GM would do things in the background to balance things out elsewhere, such as an extra treasure chest somewhere or interesting side plots about accidently working under the Big Bad or something :)

Basically, weakness is entertaining. This is not a video game. The GM can adjust accordingly. Have fun with mistakes. :)


Above deserved its own post, so new post. >_>

My main idea for my character is to create a Human Monk, an enthusiastic and hopeful youth. I still have a lot of specifics to think through but the basic concept is to create a very versatile and mobile character. If the character can reasonably do whatever I need it to, then I get to get creative with how I approach things and he can follow through! (or attempt to...)
Wealth: 1d6 ⇒ 20. Lolz. A poor youth...

Quick Question for the GM: In 3.5 the Jump skill was a Str based skill. During the conversion to Pathfinder, it got rolled together with the Tumble and Ballance skills into the current Dex-based Acrobatics skill. So now, you use your Dex mod to jump.
Normally that's fine, but I always struggled with the imagery of Daredevil leaping 15 feet while the Hulk trips over his own, oversized feet :/
Would it be alright if I used my Str mod for Jump checks (and only Jump checks) instead of Dex? How about if I used up a Trait for it?

Questions:

Time Zone:
Mountain Time Zone

Number of current PbP campaigns:
Zero at the moment :( I have not been able to get past the Recruitment phase for quite a while now.

Knowledge of this module?
Nada... Never heard of it before, so I have a bit of research to do :)
But I am very proficient and knowledgeable with Pathfinder mechanics and rules, and a great bookkeeper! :D


Gobo Horde wrote:


Quick Question for the GM: In 3.5 the Jump skill was a Str based skill. During the conversion to Pathfinder, it got rolled together with the Tumble and Ballance skills into the current Dex-based Acrobatics skill. So now, you use your Dex mod to jump.
Normally that's fine, but I always struggled with the imagery of Daredevil leaping 15 feet while the Hulk trips over his own, oversized feet :/
Would it be alright if I used my Str mod for Jump checks (and only Jump checks) instead of Dex? How about if I used up a Trait for it?

Questions:

Time Zone:
Mountain Time Zone

Number of current PbP campaigns:
Zero at the moment :( I have not been able to get past the Recruitment phase for quite a while now.

Knowledge of this module?
Nada... Never heard of it before, so I have a bit of research to do :)
But I am very proficient and knowledgeable with Pathfinder mechanics and rules, and a great bookkeeper! :D

I’m okay with the trade off of a trait to use STR for acrobatics. So your Monk would just have 1 trait instead of 2.

I can also second everything you’ve said above. I want everyone to have fun and solve challenges creatively.


Pathfinder Lost Omens, Rulebook Subscriber

Do you have room for another player? Do you need any particular role filled (I see something above for Arcane and love playing arcane casters)? I started playing TDD a few years ago but we didn't make it past the first session, and I don't really remember much. Let me know if you need another and I'll present a character.


Tivilio wrote:
Do you have room for another player? Do you need any particular role filled (I see something above for Arcane and love playing arcane casters)? I started playing TDD a few years ago but we didn't make it past the first session, and I don't really remember much. Let me know if you need another and I'll present a character.

If you love playing arcane casters, then go for it! Submit a char.

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