City of the Spider Queen (PF1)


Recruitment

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A bit. I'm planning on making it distinct, but some of the character was inspired from them. Such as the name. (though to be honest, I had forgotten I used the name, this was an old character that I modified for this game)

Are the like them? In some ways, it was inspired by them, but I'm hoping to make it different enough.


This guy is not ready yet, but I wanted to get on the board since my initial thoughts got squashed by other submissions. I used a copy paste of an older format and left a couple of things on there, such as mundane equipment which is not yet paid for and may change and the name which is strictly a place holder. I am trying to complete the crunch before I finish up the flavor as it has been taking shape as I update. I had not factored in EIT yet as I need to review it for what it does to my feat choices, and I am also considering a minor rework with Agile enchantment on a weapon for a DEX build instead of STR build. The missing ranged weapon is on purpose, I can leak that much...

Inquisitor (Sanctified Slayer):

[ b]Bob[/b]
Female Half Elf Inquisitor (Sanctified Slayer) 10
Neutral Good Medium Humanoid
[ b]Init [/b]+9; [ b]Senses [/b]Darkvision 60' [redacted]; Perception +17
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[ b]Defense[/b]
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[ b]AC [/b]22, touch 14, flat-footed 18 (+8 armor, +3 Dex, +1 Dodge)
[ b]hp [/b]83 (10d8+30)
[ b]Fort [/b]+9, [ b]Ref [/b]+7, [ b]Will [/b]+11(+13 v Enchantment)
[ b]Resist [/b]None
[ b]Weaknesses [/b] redacted
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[ b]Offense[/b]
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[ b]Speed [/b]30 ft.(40 ft.)
[ b]Ranged [/b]
[ b]Melee [/b]+1 Training Elven Curve Blade +19/+14 (1d10+8/19-20x2) PA[+16/+11 (1D10+17/19-20x2)
[ b]Special Attacks [/b]Sneak Attack +3D6 (+4D6 if flanking), Bane +2 to hit and 2D6 damage
[ b]Spell-Like Abilities [/b]Detect Alignment at will, Discern Lies 10/10, Dimensional Hop 100ft/day
[ b]Inquisitor Spells Prepared [/b](CL 10):
Level 0 (At Will) (DC 14)[ i][/i]
Level 1 (5/day) (DC 15) [ i][/i]
Level 2 (4/day) (DC 16) [ i][/i]
Level 3 (3/day) (DC 17) [ i][/i]
Level 4 (1/day) (DC 18) [ i][/i]
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[ b]Statistics[/b]
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[ b]Str [/b]18(20), [ b]Dex [/b]14(16), [ b]Con [/b]14 (16), [ b]Int [/b]10(12), [ b]Wis [/b]16(18), [ b]Cha [/b]10
[ b]Base Atk [/b]+7/2; [ b]CMB [/b]+12; [ b]CMD [/b]25
[ b]Feats [/b]Weapon Focus (Elven Curve Blade), Power Attack, Combat Reflexes, Dodge, Extended Bane, Precise Strike, Outflank, Paired Opportunists
[ b]Traits [/b]Kindred Raised [Racial Trait], Heirloom Weapon (Elven Curve Blade), Elven Reflexes
[ b]Skills [/b]Acrobatics (13)[18], Climb (9), Fly (8), K. Arcana (9), K. Dungeoneering (9), K. Religion (9), Lingusitics (9), Perception (17),
Sense Motive (17), Spellcraft (5), Stealth (7), Survival (9), Swim (9) +20 more and background skills
[ b]Languages [/b]Common, Elven, +5 more
[ b]SQ [/b]redacted, Kindred Raised
[ b]Other Gear [/b]Handy Haversack, Spell Component Pouch, Belt Pouch, Ink, Inkpen, Soap, Grooming Kit*, Bedroll*, Messkit*, Waterskin*, Trail Rations (10)*,
Waterproof Bag*, Belt of Physical Might (+2), Headband of Mental Prowess (Acrobatics) (+2), +1 Training Elven Curved Blade (), +2 Mithral Comfort Agile Breastplate,
Pink Rhomboid Ioun Stone (+2) in a Wayfinder, Wand of Cure Light Wounds (50), Boots of Striding and Springing
5100 GP // 105000 XP
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[ b]Special Abilities[/b]
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[ b]Studied Target +3 (EX)[/b]
[ b]Agile Feet 6/6 (SU)[/b]
[ b]Monster Lore +4 (EX)[/b]
[ b]Stern Gaze +5 (EX)[/b]
[ b]Cunning Initiative +4 (EX)[/b]
[ b]Track +5 (EX)[/b]
[ b]Bane 14/14 rounds (SU)[/b]
[ b]Shadow Duplicate (rogue talent) 3/3 (SU)[/b]
--------------------
[ b]Spells Known[/b]
--------------------
Orisons:
1st:
2nd:
3rd:
4th:

I arrived at some of the abilities in a convoluted way, so ask if it seems fishy. I redacted a couple of things to keep them secret, for, well, it is a secret. I almost forgot, he is a follower of Sehanine Moonbow, unless someone knows of a FR god that has the Liberation domain in their pantheon that I am not aware of...


Okay, so I'll get the whole thing posted by the end of the weekend, but I figured that I'd just mention what I'm working on.

My character (yet to be named) is a female elf, originally from Cormanthor, who was blessed (?) by the goddess Selûne to be her Oracle, but cost her her hearing. This caused her to feel separated from her own people and left to be alone in a forest, a hermit. Her goddess took pity on her and sent a helper in the form of a white tiger, who formed an unbreakable bond with the oracle. Despite it's typical intelligence, it was able to help her to compensate for her lack of hearing, and to act as her ears and her protector.

My thoughts on the character are that she's not going to be your typical 'pet class' character. The tiger is not going to be spending much time on the front lines (thought it might happen). His role is to be her shield and damage soak/dealer. The tiger will have the Bodyguard Archetype, and her primary weapon will be a longbow. She's not going to be a primary archer by any means, but she has some skill, and can use it reasonably well as need. Of course, her primary role will be as a healer/caster.

I would think that it would be obvious, but her Mystery is Lunar, and her Curse is Deaf.
She'll be taking multiple ranks in Linguistics, as she eventually learned to read lips, and started learning multiple languages to make up for her lack. Of course, she knows sign language, as well, but I can't see that coming up too often. In general, I think it'll be an interesting opportunity for RP.

Anyhow, I'll get all this posted officially soon, along with the stat block.

Let me know what you think of the concept.


Well, Krezen has a bodyguard familiar - a rat! Hopefully there would not be many Tom and Jerry moments if we were selected :D

On a side note - GM CrusaderWolf, are we allowed partially charged wands?


Ooodles of arcanes, and even more full casters! A wild party to be sure, no matter who is selected.


Yeah, I am starting to see some overlap...


Perhaps I should have built a more martial concept instead. Ah well, too late now. Winter Witch is cool enough (pun very much intended) that even if I don't get in, I'll feel like it was worth it from getting to actually around to making one.


I think quite the opposite - after a first look at the submissions, almost all of them have a strong martial bent ;)


I agree with Albion. Currently, by far the least crowded lane is divine caster, then sneak, arcane, then brute...


Huh! I don't know why the witch isn't a divine caster, it's always seemed more like it to me.


@Thedmstrikes What god does your inquisitor serve? Also I'm not sure I understand what you mean about you redacting abilities? Why are you wanting to keep abilities a secret in a recruitment?

@Blaydsong One of the players in my live RotRL game is a lunar oracle with a wolf companion, and they're a lot of fun to game with :)

Grand Lodge

I am working on someone to fit in that divine niche, but have a few questions. First, I am building a svirfneblin (deep gnome) cleric of Callarduran Smoothhands. Basically I am using just a base gnome with a few alternate traits (Darkvision and Bond to the Land), and the Herald Caller archetype to simulate what I recall about the race summoning earth elementals to fight their battles for them.

That leads me to my question: Since these deities aren't standard for Pathfinder, can I take Trickery as my domain? (Herald Caller loses the second domain). Earth would also seem appropriate, but svirfneblin were masters of illusion, so Trickery rounds out my concept better.

And otherwise, anything you see a problem with? Clearly, this character will be more familiar with the underdark, and I am working on a backstory now.


I stepped away from the Mask idea and am instead looking at building a druid.

The idea is that he used to fight alongside the fey of the Border Forest against the Zhentarim loggers but now that the Zhentarim are (mostly) gone he is instead using his position to broker peace between the local people and the fey.


@ Drovic, maybe she is part of the arcane warriors you have while seeing how might be interested in Eilistaree.


I built Uhe to be capable to great at everything. I figure that he is a dwarf; so he is just naturally good at everything...lol. Plus, spells fill in a lot of holes; don't they?

I really like him.

@GM CrusaderWolf
I am still devouring the setting information. FRwiki is awesome! I will be adding to his Fluff!


PJP wrote:

I am working on someone to fit in that divine niche, but have a few questions. First, I am building a svirfneblin (deep gnome) cleric of Callarduran Smoothhands. Basically I am using just a base gnome with a few alternate traits (Darkvision and Bond to the Land), and the Herald Caller archetype to simulate what I recall about the race summoning earth elementals to fight their battles for them.

That leads me to my question: Since these deities aren't standard for Pathfinder, can I take Trickery as my domain? (Herald Caller loses the second domain). Earth would also seem appropriate, but svirfneblin were masters of illusion, so Trickery rounds out my concept better.

And otherwise, anything you see a problem with? Clearly, this character will be more familiar with the underdark, and I am working on a backstory now.

you could ask about just making use of the Svirfneblin race in pathfinder and maybe drop the Spell resistance and underground sneak trait.

Also, Dearthe has had a fair bit of interaction with Svirfneblin. Well, at least one town that may or may not have any sort of relevance, so perhaps your character could be from the same town and possibly knows Dearthe.


@Cuan I like the concept, go for it!

@PJP I'd rather not modify Callarduran's domains, but there is also Baravar Cloakshadow who's a specifically illusion-focused deity. Either way I like your concept!


Here is my submission, all of the details are on the profile. Nicodemu is a former slave of various different Underdark races turned Underdark guide and freedom fighter.

A question on item costs. Does the 20% limit apply before or after applying the discount for crafting it ourselves?

Also, how do you feel about combining items using item creation? I would like to combine the hat of disguise and circlet of persuasion so I dont have to switch between them.

Grand Lodge

GM CrusaderWolf wrote:
@PJP I'd rather not modify Callarduran's domains, but there is also Baravar Cloakshadow who's a specifically illusion-focused deity. Either way I like your concept!

Sold! That will work better with my background as well.


I read Nicodemus. I really like him, and I hope he and Saoirse get put in the same party together. I think they'd be really fast friends, and complement each other well (Nicodemus is weak and clumsy, but extremely magically powerful, while Saoirse is strong and intimidating). Unfortunately, since he keeps his identity secret and mostly explores the Underdark, I have a hard time imagining that they've already met.

I think Blaydsong's unnamed elf and psionichamster's Elestar Solis might have pre-existing relationships with each other and my character. Saoirse spent her adolescent years in elven schools due to her elven mother. She'd probably have a complicated relationship with other elves undergoing training or school at the same time as her. She'd progress faster through her training due to her faster lifespan, but there'd still be an underlying tone of her inferiority due to her human heritage.


Saoirse Morningtide wrote:
I read Nicodemus. I really like him, and I hope he and Saoirse get put in the same party together. I think they'd be really fast friends, and complement each other well (Nicodemus is weak and clumsy, but extremely magically powerful, while Saoirse is strong and intimidating). Unfortunately, since he keeps his identity secret and mostly explores the Underdark, I have a hard time imagining that they've already met

He has recently come to the surface looking for help and to help stop the drow attacks. That means he will be establishing an identity up here to interact with people. That identity is Nicodemus, the somewhat crippled half orc Underdark guide. Whether that's the real Nicodemus is, of course, difficult to tell with someone who trades so heavily in disguise.

I like the look of Saoirse as well. Strong without going over the top as you sometimes see with synthesist summoners. You do seem to be missing a feat? I only count 4 and you should have 5 at level 10 (1,3,5,7,9).


Hey everyone, after a third and fourth look at the characters already submitted, I am dropping out of this one - I don't see a spot for Krezen, as there is already too much overlap in Arcane/Martial characters.

Also I already see some relations forming between other characters - this is obviously perfectly fine and makes absolute sense - but personally it kinda rubs me the wrong way.

In any case, I wish you all a good game - sounds like a great adventure. Enjoy!


Saoirse gets Exotic Weapon Proficiency (bastard sword) as a bonus feat from her race. She also trades away her 3rd and 7th-level feats to VMC barbarian in exchange for the rage and uncanny dodge class features.


leinathan wrote:
Saoirse gets Exotic Weapon Proficiency (bastard sword) as a bonus feat from her race. She also trades away her 3rd and 7th-level feats to VMC barbarian in exchange for the rage and uncanny dodge class features.

Aah, I missed that VMC was an option.


Here is my application Jonuli Mudarch

Character Questionnaire:

Jonuli's main goal is to find and rescue his sister. His secondary goal is to free as many slaves as possible; he knows it is impossible to eradicate slavery. Once his main goal is done he plans to see if he can find their parents.

Jonuli doesn't tell people that there are slave hunters looking for him. The identity of his parents has been kept from him.

Jasmine, Jonuli's sister is the most important person to him.
Captain Moses freed him from slavery and holds a special place in his heart.
Joshua Moses, raised him once he was freed and Jonuli considers him his father.
Hakim Brown is a slave hunter out to return Jonuli to the Pasha, though he hasn't caught up with Jonuli yet.


@GM What else do you need from Dearthe? If anything.


Drovic "Entreri" Dearthe wrote:
Moragul may have worked a job for Dearthe before.

That would be fine. Moragul doesn't have anything nice to say about any of the races, he doesn't hate drow any more than he hates anyone else. Despite the chaotic neutral alignment on a class that's a half-rogue, he's not interesting in crime. If you need a monster killed, he can do that.

Drovic "Entreri" Dearthe wrote:
Also for anyone curious, Dearthe is pronounce (dare-rath-ey)

Now that you pointed that out, Moragul will go out of his way to pronounce it wrong. Way to go.

I've not yet read most of the other entries, but if Saoirse is Lord Randall's BFF, she and Moragul would probably know her since, presumably, Lord Morn has the highest paying monster slaying contracts.

I haven't had time to get into FR lore to populate Moragul's backstory with proper nouns, but his proper-noun-lacking backstory is more or less complete and can be found in this profile. I hope I'll have time to populate it with some locations and dates but work has been... work =(

I don't want people to get the wrong idea about Moragul. The CN alignment won't be an excuse to be evil. I think of him like the main character from the early 1900's samurai films, or the main character of the mid 1900's Hollywood western films based on said samurai films. Supposedly he doesn't care about anything, but at the climax of the film he'll ride back to face to lead villain even if he has nothing to gain from it. He's CN, but there's good in there somewhere. John Wayne would play Moragul in the movie.


Okay. So I got my stuff together to provide an official submission. Let me introduce:

Amaris & Zira:

Amaris
Female elf oracle 10
CG Medium humanoid (elf)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +14 (+17 on checks that do not rely on hearing)
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Defense
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AC 24, touch 15, flat-footed 21 (+7 armor, +2 deflection, +3 Dex, +2 shield)
hp 63 (10d8+10)
Fort +8, Ref +9, Will +10
Defensive Abilities fortification 25%; Immune blindness, dazzled
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Offense
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Speed 30 ft.
Melee +1 heavy mace +8/+3 (1d8+1)
Ranged +1 shock longbow +12/+7 (1d8+1/×3 plus 1d6 electricity)
Spell-Like Abilities (CL 10th; concentration +15)
. . At will—light
Oracle Spells Known (CL 10th; concentration +15)
. . 5th (4/day)—aspect of the wolf, breath of life (DC 20), mass cure light wounds
. . 4th (6/day)—cure critical wounds, healing flames (DC 19), moonstruck (DC 19), communal protection from energy
. . 3rd (7/day)—cure serious wounds, daylight, prayer, rage, searing light
. . 2nd (7/day)—cure moderate wounds, deadeye's arrow, dust of twilight[APG] (DC 17), ironskin, lesser restoration, spear of purity (DC 17)
. . 1st (8/day)—bless, burning disarm (DC 16), cure light wounds, fumbletongue (DC 16), hedging weapons, protection from evil, shield of faith
. . 0 (at will)—create water, detect fiendish presence, detect magic, detect poison, enhanced diplomacy, guidance, purify food and drink (DC 15), read magic, stabilize
. . Mystery Lunar
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Statistics
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Str 10, Dex 16, Con 10, Int 12, Wis 10, Cha 21
Base Atk +7; CMB +10; CMD 22
Feats Agile Maneuvers, Beastmaster Style, Bullseye Shot, Combat Expertise, Deadly Aim, Great Fortitude, Improvisational Healer, Power Attack, Precise Shot, Silent Spell
Traits called, seeker of brightness
Skills Diplomacy +18, Handle Animal +15, Heal +13, Knowledge (religion) +15, Linguistics +11, Perception +14 (+17 on checks that do not rely on hearing), Spellcraft +14
Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc, Sign Language, Sylvan, Undercommon
SQ finesse weapon attack attribute, lightbringer, oracle's curse (deaf), revelations (form of the beast, moonbeam, primal companion), shared vigilance
Other Gear +1 light fortification elven chain, +1 holy reliquary mithral buckler, +1 heavy mace, +1 shock longbow, bracers of archery, lesser, cloak of resistance +3, headband of alluring charisma +2, ring of protection +2, 908 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Beastmaster Style Use Handle Animal to attempt to negate a hit on your adjacent animal companion.
Bullseye Shot You slow your breath, calm yourself, and hit the bullseye, just as you were trained to.

Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +5.

Benefit: You can spend a move action to steady your shot. When yo
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Form of the Beast II (Tiny or Large Animal, 10 hour(s)) (Su) Assume the form of a Tiny or Large animal (Beast Shape II, for up to 10 hours.
Fortification 25% You have a chance to negate critical hits on attacks.
Immunity to Blindness You are immune to blindness.
Immunity to Dazzled You are immune to the dazzled condition.
Improvisational Healer Treat without using healer kit charges (+2 if use charge). Can use heal ranks as CL for certain potions.
Lightbringer +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Moonbeam (1d6+5, 5/day, DC 20) (Su) Fire ray of moonlight as ranged touch attack vs. any creature witin 30 ft.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Vigilance (Ex) Gain Alterness feat when adjacent to animal companion.
Silent Spell Cast a spell with no verbal components. +1 Level.

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Zira CR –
Tiger (bodyguard)
N Large animal
Init +4; Senses low-light vision, scent; Perception +14
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Defense
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AC 26, touch 14, flat-footed 21 (+3 armor, +4 Dex, +1 dodge, +9 natural, -1 size)
hp 93 (9d8+45)
Fort +10, Ref +10, Will +5 (+4 morale bonus vs. enchantment effects)
Defensive Abilities uncanny dodge
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Offense
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Speed 40 ft.
Melee bite +10 (1d8+8 plus grab), 2 claws +10 (1d6+8 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +10, 1d6+8 plus grab)
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Statistics
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Str 24, Dex 18, Con 19, Int 2, Wis 15, Cha 10
Base Atk +6; CMB +14 (+18 grapple); CMD 29 (33 vs. trip)
Feats Bodyguard, Combat Expertise, Combat Patrol, Combat Reflexes, Deadly Aim, Dodge, Power Attack, Toughness
Tricks Aid, Attack, Come, Defend, Deliver, Down, Flank, Guard, Guarding, Heel, Subdue
Skills Acrobatics +4 (+8 to jump), Perception +14
SQ aid, come, deliver, devotion, finesse weapon attack attribute, flank, guarding, heel, shared vigilance, subdue, tenacious guardian
Other Gear +1 amulet of mighty fists, bracers of armor +3
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Special Abilities
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Aid [Trick] Aids specified creature on command.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Patrol (+5') Full-round action: increase your threatened area by +5' until your next turn.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver [Trick] Delivers item to indicated point or person.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Flank [Trick] Attempts to attack and flank indicated enemy.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guarding [Trick] The animal has been trained for guard duty.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shared Vigilance (Ex) Gain Alterness feat when adjancent to master.
Subdue [Trick] On command, make all natural attacks as nonletal attacks.
Tenacious Guardian (Ex) Remain conscious as long as you are adjacent to your master.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Background, description and Questions:

Amaris grew up in the elven community of Tangled Trees, in the forest of Cormanthor, her family were remnants of the elves who once thrived in these forests. She had wanted for nothing, and had many opportunities. While not physically strong, she was quick and practiced with the bow. She was a rare beauty, even among the fey-like elves. Despite all this, she felt no direction for her life; listless in her mannerisms, though kind to others. She was completely caught unaware when the choice was taken from her.

She was still rather young, by elven standards, when she was walking with a young man in the moonlight (a potential suitor, but she was not aware of this). It was the first night of the fullmoon on a warm summer night. When it was fully reveal by the clouds, her mind was assaulted by an overpowering precense, causing her to collapse on the spot. Panicked, the youth went for help to bring her back to her home. She was unconscious for a full three nights, and none could determine why. On the morning after the third night, she finally awoke to discover that she had become completely deaf. They tried many cures, both magical and mundane, but nothing could remove the infliction. Amaris quickly became withdrawn and sullen, and others tended to leave her alone, even go so far as to avoid her all together.

During this time alone, she thought of that time when she was unconscious. At first, she didn't remember much, but the memories came back over time. She recalled a powerful being, with the voice of a sultry, strong woman. There was no sign of the source that she could see, other than the odd female-shaped silhouette. But always, in her vision, was the moon. The words she was given were promises of power and purpose, in exchange for fealty. It wasn't until the end of the dream-like message, that Amaris knew this being to be the goddess Selûne, when she saw a pair of silver eyes in the moon, surrounded by seven silver stars. Without hesitaion, she had accepted the goddesses invitation, not thinking of consequences.

The new oracle of Selûne found herself coming out of a trance in the middle of the forest, all alone with no idea how she got there. Her loss of hearing prevented her from hearing the sounds of the wildlife around her; standing in complete silence. When she turned around, she found herself face to face with a beautiful white-furred tiger, staring back at her. The creature made absolutely no movement towards or away from her. On instinct, Amaris beckoned to the tiger, more surprised at her lack of surprise that it did so. She came to know this creature, this friend, as a gift from Selûne to compensate for her loss: one of many to come.

Amaris found herself less and less among her people as she wandered the forest at night in the moonlight. She spent many years wandering, learning, and growing in her power. She slowly made herself known among the people of the Dalelands, helping where she could and healing those who needed it. Always coming with the moon and leaving the same. Eventually, it dawned on her that it had been several years since she last saw her parents, and had left without so much as an explanation. He thoughts and purpose so full of her goddesses urgings, that she scarecly thought of her old life; barely more than ephemeral, wipsy memories that surfaced now and then.

She spent most of her time with her constant companion, Zira, and learned what she could of the various languages of the Realms, learning how to read the lips of those around her, making the best of her infirmity.

Description:
Amaris is a tall, lithe and beautiful elven woman, with a pale complextion, pale blue eyes, and white hair. She could almost be mistaken for an albino, until the observer realized that her skin seems to almost have a sheen to it like moonstone, when directly exposed to the light of the moon. She dresses well, accetuating her feminine figure without being outright shameful. Her long hair is often braided and kept over her shoulder, and she keeps several adornments that show the moon in various stages. Over the years, she's learned to walk with confidence in herself and her goddess, but she remains ready for battle should it come on her.
Zira is a lovely female white tiger, who also seems to shimmer slightly in the moonlight, displaying her own tie to the goddess Selûne. She has been given a few adornments of her own, but otherwise relyes on her own abilities to keep herself and Amaris safe.
Amaris is a soft spoken, but confident young woman who speaks to others with respect and kindness. However, she has learned a bit of steel over the years, and knows when to stand firm against those who seek harm against the innocent.

Goals:
1. Help those that she comes across, with all the power given her by her goddess.
2. Drive back the darkness of evil, as she comes across it, knowing that they are often pawns of Shar (even if they themselves don't always know it).

Secrets:
- Amaris never told her parents or any of her people what happened while she was in the coma, nor why she lost her hearing. Eventually, she just left without any explanation.
- Selûne has been preparing Amaris for a great evil arising from the Underdark. While it may not be a direct attack from the great enemy, her hand certain is in it.
- GM Secret!

Important People:
Patoris: Amaris' father. Once an adventurer and fighter.
Inamoira: Amaris' mother. Also once an adventurer, and a mage.
- While Amaris knew some of her parents' past, it wasn't talked of much. Part of the reason that she was so indecisive about her path in life, was that she felt lacking in the talent that they both showed for their respective training. She was not build as much of a combatant (though she retained some skill in the bow), and she didn't have the attention span or dedication to learning to manipulate the Weave.
Syluné Silverhand: Once, during her wandering, Amaris had the pleasure of meeting the shade of the Witch of Shadowdale, though completely by accident. That accident being that Amaris 'accidentally' walking into the house of Storm Silverhand while she was away. Of course, the spectral harpist thought that Amaris was a simple burglar, until she recognized the power of another goddess in her. That brief connection was perhaps the first true connection she made after leaving her home. Amaris stayed briefly to keep Syluné company while her sister was off galavanting about with Harpers across the Realms. She has yet to visit again.

Side note about Goals:

When I was asking before about bringing over 3.5 FR material into the game, the only thing that I would consider looking at for this character is some way to convert the Silverstar PrC to Pathfinder and make it workable for this character. While it may not be Amaris' goal, I could see Selûne having the goal of turning her 'favored' into a Silverstar during this quest.

Let me know what you think.


Not that it's important, but I'm using this image as a bit of inspiration for her appearance.

Amaris


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Nicodemus Nightspitch wrote:
Also, how do you feel about combining items using item creation? I would like to combine the hat of disguise and circlet of persuasion so I dont have to switch between them.

You can ignore this question now, I have swopped some equipment around and picked up a Western Star Ioun Stone instead.

Sczarni

@Saoirse: Sounds pretty valid to me. Elestar has been pretty thoroughly trained by classical elven instructors, and his parents are still active in both magical and martial education roles.


Blaydsong wrote:

Okay. So I got my stuff together to provide an official submission. Let me introduce:

** spoiler omitted **...

Blaydsong,

I took a quick peek at your build and two things stuck out. The DM is using the elephant in the room optional rule set which removes Power Attack and Deadly Aim as feats and turns them into combat options, which frees up two feats for you to choose. Also, the calculations for those options as presented in your sheet are short, should be -1/+2 for level 1, level 4, and an additional at level 8 for a total of -3/+6. Those are the only things that jumped out at me.


"your appearance is highly important dear, its the first thing someone knows about you, before they even hear your voice, your appearance begins setting up an image of you in their mind. Make it a great one." heh


Thedmstrikes wrote:
Blaydsong wrote:

Okay. So I got my stuff together to provide an official submission. Let me introduce:

** spoiler omitted **...

Blaydsong,

I took a quick peek at your build and two things stuck out. The DM is using the elephant in the room optional rule set which removes Power Attack and Deadly Aim as feats and turns them into combat options, which frees up two feats for you to choose. Also, the calculations for those options as presented in your sheet are short, should be -1/+2 for level 1, level 4, and an additional at level 8 for a total of -3/+6. Those are the only things that jumped out at me.

It's already taken into effect. I didn't take those. HeroLab adds them automatically. :)


We can all ride about smiting things, should be fun.


Working on a divine healing role

Grand Lodge

Please see my oracle. Background and purchases still coming along.


pad300 wrote:
A question, can I take Improved Critical as said 9th level feat? It has a prereq of BAB+8 ; Gurog has a +7 BAB, that becomes +10 with Trappings of the Warrior.

@GM CrusaderWolf

I think you missed this question...

Liberty's Edge

Here's my paladin with his own profile.

Silver Crusade

pad300 wrote:
pad300 wrote:
A question, can I take Improved Critical as said 9th level feat? It has a prereq of BAB+8 ; Gurog has a +7 BAB, that becomes +10 with Trappings of the Warrior.

@GM CrusaderWolf

I think you missed this question...

You could maybe pay the retraining cost and have it count as retrained at level 10.


@pad300 an ability that temporarily boosts BAB isn't enough to qualify for feats, just like the Divine Power spell wouldn't allow you to qualify


@Gm CrusaderWolf
Any chance to check my build. Do Fighters get Combat stamina as bonus feat, by the way?


@Unbeugsam I haven't checked it closely yet, no. Yes to Combat Stamina as a bonus feat, I like the parallels to Grit and Panache

@pad300 I missed rorek's solution before posting an answer to you but the retraining solution would work


Here I offer you Zakli Warbleflinger, a half-rock/half-svirfneblin gnome priest of Baravar Cloakshadow. I am sorry if the background was too much - but once I got started I just kept going.

Most of the work is done, I think - maybe still to buy a few scrolls and potions, but I believe most of the money is spent. I also want to document creatures he will summon so they are ready as needed.

Let me know if you see anything I need to tweak.


It is nearly midnight CST! Only two days left before submissions are closed and I select a party!


Very exciting times! It's sure to be a great game no matter who gets in with so many excellent options


I have tomorrow off if you need any more with my submission?
Just some wand buying left, I believe.


Hi GM! Here's Archlich with my submission. Thanks for the consideration! I really like Forgotten Realms and it's exciting to see an adaptation for Pathfinder. I did the best I could :) The profile should have everything you need to know, but please feel free to send me any questions or criticism. Cheers!


Still a little time for last-minute submissions or questions, I'll take a look at this over the weekend and try to have a party chosen by Monday.

We have started house hunting though so it might take me a little extra time.

Liberty's Edge

Take your time, choose wisely (for the house that is).

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