Looking for 2 replacement Players for Iron God Game


Recruitment

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There is definitely still time. Going to close submittions late tonight and let whever got in sometime this weekend.


sounds good

Also, added spells for Thawm and remembered an any-tool I had forgotten xD

Also, for the consideration of everyone who's going to have a say:
Thawm will have pretty low DCs on her spells and bonus to hit (both around 2~5 less than what you'd expect from a single classed caster), so she'll mostly use buff spells and other no-save no-attack-roll spells


Can I throw my hat in?

I'd like to write up a ratfolk rogue.


R0B0GEISHA wrote:

Can I throw my hat in?

I'd like to write up a ratfolk rogue.

Sure, we have not closed up yet.


Good grief, just noticed how messed up my formatting was. It's what happens when you post just before bed, and trust your memory... Sorry about that.


R0B0GEISHA checking in.

As you can probably tell, I changed my concept a bit. I realized that you asked for a healer type, and also that I'm playing a rogue an and an investigator in the PbP games I'm not GMing. :P

Tavarest is an oread cleric of Brigh. She's a pretty stereotypical cleric in terms of build, just with more of a metal/earth flair: plenty of healing/casting, some melee, and a high AC.

I took the liberty of investing in a "skymetal smith" trait hunk of adamantine, but I'm using it solely as a holy symbol without the bonuses of the trait.

Let me know if you have any questions!


Ok, so I have a mostly finished version of Hedrak crunched out:

Hedrak:

Hedrak
Male half-orc bloodrager (urban bloodrager/ID Rager) 1/investigator (empiricist) 2
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +9 (+7 when furthen than 10 feet from a fallen ally)
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 28 (3 HD; 2d8+1d10+8)
Fort +6, Ref +6, Will +5
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee dagger +5 (1d4+3/19-20) or
. . mwk cold iron bardiche +6 (1d10+4/19-20) or
. . mwk cold iron morningstar +6 (1d8+3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bardiche)
Special Attacks bloodrage (12 rounds/day)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—enlarge person (DC 14), monkey fish[ACG], shield
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Statistics
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Str 17, Dex 12, Con 14, Int 16, Wis 10, Cha 7
Base Atk +2; CMB +5; CMD 16
Feats Extra Rage, Power Attack, Skill Focus (Sense Motive)
Traits fate's favored, robot slayer, student of philosophy
Skills Acrobatics +4 (+2 when furthen than 10 feet from a fallen ally), Appraise +3 (+1 when furthen than 10 feet from a fallen ally), Bluff -2 (-4 when furthen than 10 feet from a fallen ally, +3 to lie (as a result of using Int instead of Cha)), Climb +7 (+5 when furthen than 10 feet from a fallen ally), Craft (alchemy) +8 (+10 to create alchemical items, +6 when furthen than 10 feet from a fallen ally), Craft (weapons) +7 (+5 when furthen than 10 feet from a fallen ally), Diplomacy +3 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma), +1 when furthen than 10 feet from a fallen ally, +8 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disguise -2 (-4 when furthen than 10 feet from a fallen ally), Escape Artist -2 (-4 when furthen than 10 feet from a fallen ally), Fly -2 (-4 when furthen than 10 feet from a fallen ally), Heal +0 (-2 when furthen than 10 feet from a fallen ally), Intimidate +6 (+4 when furthen than 10 feet from a fallen ally), Knowledge (arcana) +7 (+5 when furthen than 10 feet from a fallen ally), Knowledge (geography) +7 (+5 when furthen than 10 feet from a fallen ally), Knowledge (local) +7 (+5 when furthen than 10 feet from a fallen ally), Knowledge (planes) +8 (+6 when furthen than 10 feet from a fallen ally), Linguistics +8 (+6 when furthen than 10 feet from a fallen ally), Perception +9 (+7 when furthen than 10 feet from a fallen ally), Ride -2 (-4 when furthen than 10 feet from a fallen ally), Sense Motive +10 (+8 when furthen than 10 feet from a fallen ally), Spellcraft +8 (+6 when furthen than 10 feet from a fallen ally), Stealth -2 (-4 when furthen than 10 feet from a fallen ally), Survival +2 (+0 when furthen than 10 feet from a fallen ally), Swim +4 (+2 when furthen than 10 feet from a fallen ally), Use Magic Device +9 (+7 when furthen than 10 feet from a fallen ally); Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Goblin, Hallit, Orc
SQ alchemy (alchemy crafting +2), atavistic avatar, ceaseless observation, controlled bloodrage, fast movement, inspiration (4/day), orc blood, overprotective, trapfinding +1
Other Gear +1 agile breastplate[APG], dagger, mwk cold iron bardiche[APG], mwk cold iron morningstar, investigator starting formula book, weaponsmithing tools
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Atavistic Avatar (Su) When raging, you count as both a spiritualist and a phantom.
Bloodrage (12 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

I have his background written down in notes. The actual text is a work in progress, but these give a pretty good idea of who he is and where he is coming from, his motivations, attitude, etc.

Background notes:

- Hedrak has no memories of his early years;
- He knows only of the tales recounted by his adoptive parents;
- In the Blades of Aaramor tribe he found a new home, and never really knew any other way of life;
- His father Grond trained him to be a warrior and follow the way of the Kellid
- His mother Darianna recognized the spark of intelligence in the boy as he grew
- Early as 5 ears old it was easy for him to assist her in preparing the alchemical and herbal concoctions and poultices

- Both his parents held enough sway with the Blades to keep the half-breed around as long as he managed to survive
- And survive he did;
- The need to prove himself was ever present for the young half-orc
- Life in the Blades could be brutal sometimes, but yet he managed to emerge victorious from scuffles with other youngsters more times than not;
- His father's support was not much - he had to manage mostly on his own
- But he was always there, grunting a nod of approval, and taking Hedrak home so his mother could nurse his wounds
- Even if his parents were not tribal leaders, they opinion was well considered in the tribe and many admired and respected them
- Hedrak grew strong and stern much like his father, yet intelligent and analytical much like his mother
- At 8 he had the skills to survive and scrounge alone in the wild, off herbs and berries
- At 10 he could hunt and kill beasts for food on his own
- And at 12, he could wield most weapons with deadly precision
- It made his parents proud, and some others envious...

- There was a hunt, and he struck the killing blow on a mountain bear
- There was praise from all, except from Grazznark, the son of a prominent soldier in the Blades
- Two days later on the next hunting outing, he betrayed Hedrak and tried to kill him
- Four attacked the cornered half-orc - Grazznark leading his three brutish followers
- He did what he did best - fought to survive! With bite, claw and fist.
- He was stronger than them, and the betrayal fueled him, fueled his eagerness to stomp them down!
- He beat them all down hard - as hard as he could, the rage taking the best of him

- Grazznark almost died, and when he recovered he spewed lies to his father, who demanded retribution, repayment for the attack on his son
- It was said Hedrak was envious and had plotted it - that he did not belong in the tribe
- He said nothing, simply standing there bloodied and wounded
- He did not have to say anything - his father and mother knew him and stepped forth in his defense
- Strangely no one seemed to listen to reason. Much was at stake, as Hedrak would understand later

- His father had been too vocal in his discontentment with having to carry out Kevoth-Kul's will
- Both his mother and father spoke for the freedom of the Blades, to act independently
- Their views did not sit well with many, and this would be the ideal moment and excuse to send their unruly voices away
- They were sent to a patrol outpost far away from Aaramor, north up the river to Nerosyan
- There they joined many other tribal camps set up north, mainly manned and led by those under the orders of Andura Jakos, the Iron Hand of Gorum in Aaramor, there to assist and join the Mendevian crusaders
- Side by side with his father and mother, among demon attacks and the constant fighting, they began carving a new life, with love and blade
- Away from those who would wish them harm, they earned new respect among others and were indeed on the mend as a family
- And then the annihilator robot struck...

- Out of the blue, orders arrived to relocate his parent's unit (also his own too by now) to fight the monstrosity
- Hedrak will never forget the day life was stripped from him, as his parents were taken away by the monstrosity and he was left broken and dying on the battlefield;
- He does not know if they still live, he does not know where they were taken to, he does not know who gave the order to send his parents to face almost certain death;
- But he will find out...

---------------------------------

So, my idea is.... After all this and since no one ever knows where anihilator robots take their victims to, Hedrak has no better option to find his parents than research... He needs to know more! And that is why he is in Torch - Khonnir’s recovery of a deactivated robot means possibly the only significant lead and source of reliable information which can lead somehow to his parents, or to anything that may hint at what may have happened to them...


First of all thank you for all the submissions. After looking through all of them and talking to the remaining players we have decided to invite:

Varilien Dorianathi - Elf Inquisitor of Brigh
And
Tiras Silverblood - Elf Wizard (Arcane Bomber)

There where so many great submissions to choose from. Thank you again for submitting your character ideas. I hope to GM more in the future. Hopefully not TOO many at once, so I am sure I will see some of you around.

Thank you all, and may your die rolls always be above average :)

Vraptor (Tiras) and Varilien can you come join us in the discussion thread:


Have fun guys ^^


What a shame. I was looking forward to this one.

Nonetheless, big congrats to those selected, and hope you guys have great fun. Cheers!


Thank you very much! There were a lot of good applicants to choose from. :)

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