GM Netherpongo's Ruins of Azlant Recruitment (Book 3+)


Recruitment

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Gonna be a while for me to finish up a character, so I will drop my application


I’ve added an appearance and personality section and the rest of the character sheet is mostly ready to go.

My ability to post will be very minimal for probably a couple of days. A winter storm has knocked out power and the list of people in the same boat is very long.


Aurelian Fache wrote:
I believe our first GM used the feat tax rules, but then the second didn't. I'm not sure what Netherpongo plans, since I don't think we've discussed that.

Gotcha. Thanks.

Kassiani Timarete wrote:
My ability to post will be very minimal for probably a couple of days. A winter storm has knocked out power and the list of people in the same boat is very long.

Man that's the truth. Millions nationwide with power issues I've read. A winter storm that's hit pretty much the ENTIRE nation. It's crazy.


List as I know it so far:

Characters
Momo Duline - human Ranger
Amon Toph - undine Spiritualist
Adney de Monchele - human Wizard
Zilybar Gnaz - halfling Unchained Rogue
Sensen - Etune Greenwaithe, halfling Deep Shaman
Papadage - Enzo, elven Arcanist
rdknight - Kassiani Timarete, half-elf Inquisitor
Javell DeLeon - Sh'torek, undine Unchained Barbarian
Fighting Chicken - Tatienne Talbot, human Bard
pad300 - Nicolai Wiccfalz, Skald

Interest but no character yet
Jovich
Corey Narsted
Laird_Thorne
Hrothdane
Simeon

Some notes, including a summary of important responses I've given upthread:
* some of these characters aren't fleshed out well yet, while others are. It isn't important yet, but I won't know what to do with them when we hit cutoff if they still have a blank profile and no post description.
* it hasn't been repeated in a while, but the recruitment was originally going to run until February 19, 2021. We probably ought to consider extending that a few days due to the nasty storminess.
* this campaign did start with Elephant in the Room feat taxes, but we dropped them for one of our followup GMs and I'm not electing to reinstate them.
* aquatic elves would count as a non-Core, non-Undine/Gillmen race for the purposes of this recruitment
* I've been intentionally vague about the developments in the campaign since Book 1 to avoid spoilers. Applicants that get accepted should anticipate getting an update on what has happened so far in the campaign. They will likely want to tweak or especially add a bit to their backgrounds to accommodate that material.
* I changed my mind mid-stream about elves from the Mordant Spire, and they can be considered to be a Core race for the purpose of this recruitment. If you want to pursue this option, you should probably read the Spire elves discussion above.
* when we hit an as-yet-undefined 'later' in the campaign, players may have an opportunity to change their character to something new, probably more aquatically inclined. One example given by the book is merfolk. When we reach that point, we'll have a discussion with the group to see what we think of that.

* I haven't reviewed any of the characters yet beyond what I needed to make the notes above. I'll probably start going over them soon to see if I need to ask any clarifying questions.


Followup to my last post: you absolutely do not need to make a profile during recruitment if you don't want to. A post giving the needed information is sufficient.


I have added an example post at the end of this profile. If you want to have that background more expanded let me know.


I believe Etune is complete. I may have missed some mechanical bits and bats, but her backstory's complete, and most of her mechanics are as well.


I've spent some time thinking about it and decided I'm going to withdraw my application


DBH here with my almost too late entry. Jenna Brand a Rogue 1/Sorcerer 6 (Aquatic bloodline).

Crunch:

JENNA BRAND

Female Human (Ulfen) sorcerer 6 / rogue 1.
CG medium humanoid (human) Init +2; Senses Blindsense [When Immersed in Water] (30 ft.), Perception +7,

Languages Aquan, Common, Polyglot, Skald

AC 14, touch 12, flat-footed 12

hp 44 (7HD)

Fort +3, Ref +6, Will +6, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares) Swim 30 ft.

Ranged underwater crossbow (light) +5 (1d8/19-20), within 30 ft. +6 (1d8+1)

Base Atk +3; CMB +4; CMD 16

Atk Options Sneak Attack 2d6,

Special Actions Dehydrating Touch 7/day (1d6+3 nonlethal),

Known Sorcerer Spells (CL 6th):
3rd (4/day) - water breathing (DC 17)
2nd (6/day) - glitterdust (DC 16) , scorching ray , slipstream (DC 16)
1st (7/day) - endure elements (DC 15) , gravity bow (DC ) , mage armor (DC 15) , magic missile , hydraulic push
0th (at will) - acid splash , dancing lights , detect magic , mage hand , message , open/close (DC 14) , prestidigitation (DC 14) Abilities Str 12, Dex 15, Con 12, Int 14, Wis 12, Cha 18

Special Qualities Aquatic Adaptation, Aquatic Bloodline, Blindsense, Bloodline Arcana (water spells cast at CL+1 and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls), Bonus Feat, Cantrips, Finesse Training, Skilled, Spells, Trapfinding, Weapon and Armor Proficiency,

Feats Accomplished Sneak Attacker, Arcane Armor Training, Eschew Materials, Fast Learner, Point-Blank Shot, Precise Shot, Weapon Finesse

Skills (*Background)
Acrobatics +6,
Appraise +6,
Bluff +9,
*Craft (Alchemy) +12,
Diplomacy +8,
Disable Device +10,
Intimidate +4,
Knowledge (Arcana) +12,
Knowledge (Dungeoneering) +6,
Knowledge (History) +11,
Knowledge (Local) +6,
Perception +7, Perception (Trapfinding) +8,
*Profession (Sailor) +11,
Sense Motive +5,
Spellcraft +12,
Stealth +6,
Swim +19,
Use Magic Device +12,

Possessions underwater crossbow (light); leather armor; thieves' tools;

Aquatic Adaptation (Ex) You gain a swim speed of 30 feet. When immersed in water, you gain blindsense 30 feet.

Aquatic Bloodline Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command.

Aquatic Bloodline ~ Bonus Spells

Blindsense (Ex) A creature with blindsense notices things it cannot see. The creature usually does not need to succeed at Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature with blindsense cannot see still has total concealment from the creature, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Bloodline Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

Bloodline Arcana Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.

Bloodline Powers Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.
Cantrips Sorcerers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Dehydrating Touch (Sp) You can make a melee touch attack as a standard action that inflicts 1d6 + 3 points of nonlethal damage and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability 7 times per day.

Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Expert Explorer - Knowledge (Knowledge (History)) Adventurous scholars raised you, or perhaps you were born during an expedition and haven't known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you've visited in your life and selected you because of your skills in maneuvering uncharted territory. Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Spells A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 14 + the spell level.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

Fluff:

Jenna is the child of explorers and spend most of her childhood with her parents travelling around and getting underfoot in dig sites and old ruins.

She always loved the times they were at sea for some reason, and when her parents finally settled in Varissia Jenna left home and took to travelling full time.

She's worked ships and has even worked for a time in the Shackles *cough Pirate cough*. She also hires onto expeditions, her experiences growing up have made her useful on dig sites, and in keeping scholars alive by dealing with hostile wildlife.

Hearing that the Bountiful venture company was settling on an island in the middle of the ocean Jenna thought that sounded wonderful and signed on.

Jenna is cheerful and charismatic. Not afraid of hard work or danger. Her magic can help in aquatic environments, and in combat. She has a few tricks she's picked up over the years to help in 'liberating' items of interest, but will leave that to the experts unless she's needed. :)

Her gear is minimal until the starting gold is decided.

Any questions just let me know.


Dropping a post here for interest - I should have a character ready in the next 24 hours. I am thinking cleric, warpriest, or magus.

More soon.


1 person marked this as a favorite.

A very, very belated wave from the other player in the campaign-- nice to see so much interest; as mentioned by our GM, Zay's a wild-shape focused druid with, well, the druid type spells, I try to focus on utility and versatility (scouting, etc) rather than direct combat smash, so if you're thinking 'turns into a T-rex' it's not so much that.


For your consideration - Theodric Dirates, warpriest of Gozreh:

background:

Theodric was born on the Andoran coast during a savage winter storm, and has belonged, heart and soul, to the wind and the waves ever since. His family lived between Augustana and Chimera Cove, on a cliff above a slate beach on the inner sea, near a cave inhabited by a hermit-priest of Gozreh. Rathcar the Hermit took the young Theodric under his wing, fostered his love of the sea, and filled his head with stories of far horizons and a desire to travel to them all.

As a young man, Theodric served aboard several ships as sailor, marine, or chaplain. A number of trips included Absolom as a stop, and it was not unnusual for Pathfinders to take passage to or from the City at the Center of the World. Eventually, the young warpriest sought out the Grand Lodge himself, and joined the Pathfinders.

When word came from his native Andoran of the efforts to colonize the remains of Azlant, he did not hesitate for even a minute - this was the opportunity of a lifetime...

Appearance and personality:

Theodric has the typical look of his Taldan heritage - brown hair, hazel eyes, bronzed skin - with the hallmarks of a young man that has lived most of his life outdoors. His hair - worn long in a pulled-back collection of thick braids - has sun-bleached highlights, and a bit of wind-burned red tints his cheekbones, nose-tip, and ears; his hands and feet are rough and calloused.

He is a cheerful man, nearly always smiling, loving the life he has chosen. He considers calm, sunny days to be - while pleasant - rather boring, and will stand happily outdoors being lashed by rain and wind in the worst of storms, laughing with his God.

though he loved his years at sea, the last couple of years with the Pathfinders have been the happiest of his life, giving him opportunities to see wonders he had never dreamed of. He can barely contain his excitement for the coming journey.

Crunchy bits:

Theodric Dirates
Male human (Taldan) warpriest of Gozreh 7 (Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (human)
Hero Points 1
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 45 (7d8+7)
Fort +6, Ref +3, Will +8
Defensive Abilities sacred armor (+1, 7 minutes/day)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee boarding axe +6 (1d6+7/×3) or
dagger +6 (1d4+7/19-20) or
trident +7 (1d8+7)
Ranged sling +6 (1d4+3)
Special Attacks blessings 6/day (Water: ice strike, Weather: storm strike), channel positive energy 5/day (DC 16, 2d6), fervor 6/day (2d6), sacred weapon (1d8, +1, 7 rounds/day)
Warpriest Spells Prepared (CL 7th; concentration +10)
3rd—invisibility purge, remove blindness/deafness
2nd—lesser restoration, sound burst (DC 15), suppress charms and compulsions, weapon of awe[APG] (DC 15)
1st—air bubble[UC], bless, bless, divine favor, protection from evil
0 (at will)—create water, detect magic, light, mending, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 12, Wis 16, Cha 14
Base Atk +5; CMB +6; CMD 19
Feats Bless Equipment, Combat Casting, Extra Channel, Furious Focus[APG], Power Attack, Selective Channeling, Weapon Focus (trident), Weapon Versatility
Traits pathfinder recruit, scholar of ruins
Skills Acrobatics -5 (-9 to jump), Diplomacy +9, Heal +8, Knowledge (dungeoneering) +7, Knowledge (history) +8, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +11, Linguistics +3, Profession (sailor) +11, Spellcraft +5, Survival +12 (+14 to avoid becoming lost), Swim +7
Languages Aquan, Azlanti, Common, Shoanti
SQ hero points
Other Gear lamellar (horn) armor[UC], heavy wooden shield, boarding axe, dagger, sling, trident, wayfinder[ISWG], 170 gp
--------------------
Tracked Resources
--------------------
Blessings (6/day) (Su) - 0/6
Dagger - 0/1
Fervor (2d6, 6/day) (Su) - 0/6
Light (At will) - 0/0
Sacred Armor +1 (7 minutes/day) (Su) - 0/7
Sacred Weapon +1 (7 rounds/day) (Su) - 0/7
Trident - 0/1
Warpriest Channel Positive Energy 2d6 (5/day, DC 16) (Su) - 0/5
--------------------
Special Abilities
--------------------
Bless Equipment Std Act: Bless single item (see text) for 2 rounds.
Blessings (6/day) (Su) Pool of power used to activate Blessing abilities.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Fervor (2d6, 6/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (7 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +1 (7 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Selective Channeling Exclude targets from the area of your Channel Energy.
Warpriest Channel Positive Energy 2d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
--------------------


After some thought, I've decided I'll be bowing out. Good luck, all!


Can't properly settle on what I'd want to play so I'll be withdrawing.


Zilybar Background:

The human staring down at the Halfling just shook his head in confusion. You traveled all this way for a dagger? Zilybar looked up at the man and with a bright smile. It is not just a dagger master merchant it is a Acinaces and not just an ordinary one. This one is crafted of fine steel by the Windlass master blade smiths of old with soft yet tough Tasmanian Devil leather wrapping the hilt. The design on the hand guard was etched by a one handed blind monk. The blade strong and true that shows no blemish. It is of value, a great deal of value. The human laughs a great big belly laugh. Young Halfling are you sure that you and I are looking at the same weapon. This weapon is maybe worth three silver crowns tops...if I am lucky. There are no special qualities about this weapon. The young Halfling takes the weapon from the table with the coins and turns to walk away. All at the card table were watching the exchange of words with curiosity. Over his shoulder he simple states The weapon has been handed down in my family for several generations and that is the description that comes with it. It is a family treasure that has been recovered and returned to its rightful owner. I thank you for the game and I am sorry for the lightening of your purse, I will drink it well.

Of course what Zilybar imagined would happen did not come to pass...
The human merchant shakes his head in utter disbelief and borderline anger.
Do you even know how to play cards?
Zilybar shook his head slightly
It looked easy...I am...sorry.

The table of gamblers all stood up and left the table with harsh words splayed for all to hear.
...Sorry...
and as he sat there alone and watching the room empty out.
...not sorry...
That did not go as I had hoped but at least I know who has the weapon and where it is. After tonight, I will be one step closer

With the weapon back in his family's hands, he might as well find the other pieces that were lost over the generations. Zilybar had no idea as to where to begin looking for the two gems or the Ioun Stone. The dormant weapon needed those treasures to come to full power. Zilybar made his way back to his room to stow his belongings away and to freshen up before he heads down to the main room of the Rusty Dragon. The proprietor of this establishment is woman known as Ameiko Kaijitsu. Now Ameiko Kaijitsut was a pleasant woman and she has treated Zilybar well over the last couple of days, so when asked about how and why he came to this place….well he could not refuse his tale.

Zilybar’s younger brother Bandobras was attempting to impress a young maid of a Halfling, one he fell for hard. He wanted to give her things and take her places that he could not afford. When his coin purse ran dry he tried to win some money by gambling. Not having any funds he took his fathers prized dagger down from its wall mount and used that as collateral for a game of cards. Of course he did not do well as he is not that bright and does not play cards at all. So that is how the family heirloom came to be in the hands of this merchant. He lost it at cards trying to impress a maid he just met. Stupid youth.

So when Zilybar found out he figure it was up to him to go and get the weapon back. The problem was the merchant had just left town that morning. Now it was not hard to find out where he was heading but there was a problem. Peregrin, his father who inherited this busy tavern from his father, Kordon a retired adventure of some small fame, always kept his children working hard so as to keep them out of trouble. Between Bandobras, Zilybar, and his older brother Andwise; they would split up the work load between themselves and it was Zilybar's turn to work the next few months. He made a simple deal with his young brother that he will work for him until he returns.

Zilybar’s journey took him to three small towns, he seems to always miss the merchant by a few days. He finally caught up to him in the small coast town of Sandpoint. He tracked him down in a local card house. After a disastrous first time at cards, he was able to ascertain the information he needed. After his public defeat at the tables, Zilybar used his new found information to recover his family's weapon. Quietly and quickly Zilybar changes back to yet another identity. This town seems to be filled with small folk that never return after a day in town. His trusty hat helps him out every time. He has flooded the town with small folk to the point that the merchant will go after every small person. It was time to shift his appearance to that of a tall folk. He felt that it would be safe now and he can wait patiently for the caravan ride home.

Zilybar examines the dagger again as he lies awake in his room one night. The merchant did not take good care of the weapon and will need to be repaired. The leather wrappings were coming unraveled. Looking at the wrappings he notices some writing on the inside. The language is one he does not recognize. He does recognize some of the wordings from other such maps he has found over his life. Zilybar's heart starts to pump faster as he attempts to get the meaning of the words written on the leather wrappings of the weapon that has been in the possession of his family for several generations now. He can picture what his father's reaction would be to his latest find. yes another treasure map that will give you clues as to where to go for your precious treasure. What do you think you will find when you get to this one...hmm. More questions and more maps. It will never end...at least not till you die. Stop this nonsense and get back to real honest work. Table five needs to be cleared away.

Growing up in a tavern was great for the thrill seeking Halfling, he loved to hear the stories from the adventures that would past through town. He liked it too much as his father would say. Zilybar spent years listening to the tales and every so often would take off from work to search for his own treasures. More often than not he was would come home empty handed, but there were times when he would come home with a coin or two. Those were the good days and as of late he missed those times. His travel have left him little to no money as he would purchase supplies to travel to some remote place he heard rumors about..only to find dead ends.

Zilybar shakes his head as he comes back to the present and this weapon that he now possess.
I guess little brother will be putting in overtime
He starts to walk towards the merchant district, ready to make another big purchase on supplies.
If I read those words correctly...I may have stumbled on a possible answer to my heritage. The ruins of Azlant may hold the answers...
This is going to be a long trip.
...to the origins of all Halflings.


We hit the cutoff time last night. I'll probably drag my feet on deciding who will join the party more than I expected though due to the nasty weather shenanigans.

If anyone was planning to submit but didn't due to the snowstorms, go ahead and post it up.


Thank you for the consideration, GM Netherpongo. Good luck everyone!


I'm going to respectfully withdraw from this one.

Thanks!

Grand Lodge

Javell DeLeon wrote:

I'm going to respectfully withdraw from this one.

Thanks!

As will I. I am not feeling jumping into a mid-level caster on this AP.

Good luck everyone!


Checking in to see what's up. My power was out for longer than I'd anticipated.


I had a big distraction over the weekend. I'll have an answer on this soon. Sorry for the delay.

Because there is still time to double-check me, I just went over the full thread and this is my list of submitted characters that haven't withdrawn:

Adney de Montchele
Zilybar Gnaz
Amon Toph
Kassiani Timarete
Tatienne Talbot
Niccolai Wiccfalz
Jenna Brand
Theodric Dirates


Very much still here!


Here as well, thank you.


Still around, thanks.


same here


Thank you for being patient with me, everyone. Some questions about various characters.

Theodric Dirates: the list of bless equips is missing from Archives of Nethys. Do you know a rules source I can go to for that?

Amon Toph: I can't figure out where you are getting access to Ride the Waves as a Level 2 Spell. Drowned Channeler gives you access to the spell on your list, but only at the same spell level as the relevant Wizard/Cleric class and that's at Level 4 for Ride the Waves. Is there somewhere else you are getting it at a discounted spell level?

I may have more questions: I just wanted to get these out the door as I encountered them.


Jenna Brand is still here.


Zilybar Gnaz: not a question, but more a note. It took me a while to figure out where your Dark Delver prestige class came from. This is one of the classes that is referred to differently on d20pfsrd than it is in other sources. At Archives of Nethys, it's called Pathfinder Delver.

Tatienne Talbot: Your character sheet has racial features from an elf or half-elf maybe even though Tatienne is listed as human. Probably an oversight?


GM Netherpongo wrote:
Amon Toph: I can't figure out where you are getting access to Ride the Waves as a Level 2 Spell. Drowned Channeler gives you access to the spell on your list, but only at the same spell level as the relevant Wizard/Cleric class and that's at Level 4 for Ride the Waves. Is there somewhere else you are getting it at a discounted spell level?

Thanks GM! That's an excellent question, to which I really have no idea. I use Hero Lab and commonly trust it for this kind of thing, but I can't for the sake of me find how is it putting it as a level 2 spell. I can send you the portfolio file if you have Hero Lab, if it helps! My guess would be that Hero Lab is doing it because of some weird cleric domain or sorcerer bloodline that gives the spell at a lower level? I really don't know. I don't mind changing it for something else either, if we can't figure out what's going on. Both Amon and Enerphene (his Phantom) already have everything the spell provides, so I had it on my list mostly to buff my party mates. :)


GM Netherpongo wrote:


Theodric Dirates: the list of bless equips is missing from Archives of Nethys. Do you know a rules source I can go to for that?

The source is the Undead Slayer's Handbook, but

here is a link from d20PFSRD

Thanks!


GM Netherpongo wrote:
Tatienne Talbot: Your character sheet has racial features from an elf or half-elf maybe even though Tatienne is listed as human. Probably an oversight?

Whoops, I used this alias for a human PC last and made a mistake in updating; she's a half-elf. I'll update now.


Still here also!


Paying attention.


*watches in Druidic


"Yes, yes, you all want to join Aurelian Fache. This is very understandable, but even Aurelian can only handle so many people. He simple cannot take all of you!"


I'll use some of the treasure on expensive drink and good women... Adney says and then and since I see flashes of the future I can tell ya which drinks and women to avoid!


Netherpongo, this's gone on long enough. Pull your thumb out and make your decisions.


Thank you again everyone for your patience. I'd expected the process of narrowing down the characters to be difficult and it was.

With everything considered, I'll be inviting two characters to the campaign:

Kassiani Timarete
Tatienne Talbot

I'm sending them links to the game in private chats.


There's another recruitment for this AP going on here.

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