Age of Worms Recruitment - start at 2nd level


Recruitment


I am a rping veteran, though fairly new to the boards. I am here, looking to start an Age of Worms AP, my favorite AP ever. It's also one of the deadliest, so be forewarned. Game will be set in Greyhawk universe. I am looking for 4-5 characters. My style of GMing is 70% combat, 30% RP.

Expectations:
1. Minimum of 1-2 posts during M-F.
2. Creative and interesting backgrounds with ties to the mining town of Diamond Lake with cool physical descriptions are a plus.
3. Play nice with others.
4. Have some knowledge of Greyhawk.

Character creation:
1. 2nd Level Characters (like I said, it's deadly). HPs 1/2HD+1 after first level.
2. Races: Core and Featured
3. Class and Archetypes: Core and Base
4. Abilities: 20-pt Buy
5. Alignment: Any good or neutral. (No evil)
6. Wealth: 1000 gp.
7. Character Traits: Two
8. No VMC.
9. Background Skills in effect.
10. Elephant in the Room rules in effect.

Any questions, let me know. Looking forward to reading your applications. I will keep the recruitment open until 7/20.


Background Skills?
Elephant in the Room?


pad300 wrote:

Background Skills?

Elephant in the Room?

Yes to both. I knew I had forgotten something. I will amend original post. Thanks!


I don’t know anything about Greyhawk setting, but I suspect a bit of swapping out gods and Free City for Magnimar and this character’s backstory should be good to go. Understand my low knowledge is a strike against but if chosen I’ll definitely read up on some things.

Are there any gypsy/Romanian inspired cultures in Greyhawk?


Grigor Minescu wrote:

I don’t know anything about Greyhawk setting, but I suspect a bit of swapping out gods and Free City for Magnimar and this character’s backstory should be good to go. Understand my low knowledge is a strike against but if chosen I’ll definitely read up on some things.

Are there any gypsy/Romanian inspired cultures in Greyhawk?

Let me clarify. I meant the player should be familiar with the main deities and power groups (Circle of Eight, Horned Society, etc.). Many parts of the AP focus on the power struggles between the religions (including Hextor, Erythnul, and Vecna) so if you're clueless about the significance, it does not help. But you don't have to be familiar with all cities and regions.


Undead_Narrator wrote:
Grigor Minescu wrote:

I don’t know anything about Greyhawk setting, but I suspect a bit of swapping out gods and Free City for Magnimar and this character’s backstory should be good to go. Understand my low knowledge is a strike against but if chosen I’ll definitely read up on some things.

Are there any gypsy/Romanian inspired cultures in Greyhawk?

Let me clarify. I meant the player should be familiar with the main deities and power groups (Circle of Eight, Horned Society, etc.). Many parts of the AP focus on the power struggles between the religions (including Hextor, Erythnul, and Vecna) so if you're clueless about the significance, it does not help. But you don't have to be familiar with all cities and regions.

Fair enough. That I can read up on no problem.


Very interested! I helped run a Greyhawk-based pbp board for about 15 years so I'm well-versed. I'll start looking into a character concept!

Grigor, sounds like you're looking for the Rhennee. Definitely gypsy folk!


I've been in a campaign of this that fizzled out after a few sessions, but it looked like an interesting one.

Here is a character I played in Greyhawk back in 3.5, reconfigured for Pathfinder.

Dasti Hillhold:

Hillhold’s Sundries is a well-known grocery and general store in Elmshire in the Cairn Hills, notable for providing delivery services to regular customers. The Halfling family that owns it lives in a quiet estate nearby, though they spend most of their time operating the store. Few would guess, however, that the business is a cover for an even more extensive smuggling operation, running weapons and mined gems to and from the goblins and lizardfolk to the south, as well as anyone else who will pay. Even fewer would guess that the matronly baker supervising the prepared foods section is in fact a skilled backwoodswoman and hunter.

Dasti married into the family in her youth, and for decades ran the shop while her husband handled the illegal business, keeping her from knowledge of more than the basic elements. Only when their sons came of an age to help did she learn the true nature of the Hillhold family business. She was not appalled or frightened—on the contrary, the idea sparked in her a thrill for adventure. She took over the money-laundering aspects of the operation, selling and buying rarely-used goods at inflated prices, while the menfolk oversaw the smuggled items changing hands without payment.

All went well for a time, until her husband and eldest son got greedy and joined the human smugglers in a scheme to cross a tribe of goblins working with a necromancer south of the Mistlake. They were captured and taken up into the hills. Dasti left the honest business in the hands of her younger son and went after them, teaching herself woodcraft and the ways of undead, and managed to both rescue them and smooth things over with the goblin chiefs. Upon their return, she demoted her menfolk to bookkeeping chores and took over the smuggling operation herself. This has involved dealings with everyone from lizardfolk to other necromancers, with whom she does not scruple against dealing as long as they play honestly with her.

Dasti is very organized and clearheaded, and decades of looking after cloudheaded menfolk have given her a motherly attitude toward everyone. She’s a clever negotiator and, from a grocer’s familiarity with produce, a minor expert on poisons and natural healing. Although she’s always up for adventures, she’s too smart to just go haring off wildly. As a small person, and a middle-aged woman, she prefers to handle situations with a minimum of violence, but won’t hesitate to strike when necessary if the minimum amount is nonzero. She has no compunction against cheating or stealing if she thinks she’ll get away with it (and no sympathy for victims of fraud, who should have kept their wits about them), but is also very conscious of the value of a reputation for honesty, and will protect that at high cost. The weights and measures at Hillhold’s Sundries are completely accurate, and she doesn’t trade in clipped coins, but those are for business reputation—the theft or swindling she does is on a scale that’s worth it and well separated from her day job. She respects no laws but those that give her some advantage, and is only restrained by strategic common sense. Her one soft spot, as a mother, is for families with small children, and charitably provides for them, taking care to be seen to do so as well. Having taken up woodcraft, she enjoys it immensely, and will go out of her way to leave the shop and camp out on a smuggling venture. She only appears in the store as much as she does for appearances’ sake.

Basic Crunch:

Dasti Hillhold, CN Ranger (Wilderness Explorer) 1/Unchained Rogue 1

2 Str 12 (-2 halfling)
7 Dex 15 (+2 halfling)
5 Con 14
2 Int 12
2 Wis 12
2 Cha 12 (+2 halfling)

HP: 19 (10 Ranger, 5 Rogue) + 2*2 (Con)
Saves:
Fort: 5 (+2 (Class) +2 (Con) +1 (race)
Ref: 7 (+3 (Class) +3 (Dex) +1 (race)
Will: 2 (+0 (Class) +1 (Wis) +1 (race)
BAB: +1

Equipment and Combat:

Init: +3 (Dex)
CMB: 0 ( +1 BAB, -1 (Size))
CMD: 13 (10 +1 (BAB) +3 (Dex) -1 (Size)
AC 17: 10 + 3 (Dex) + 3 (armor) + 1 (Size)

Atk: +1 Size, +1 BAB

+5, 1d3, sling
+5, 1d4, dagger

Gear:
1000gp

175 MW studded leather
302GP MW dagger
2GP Dagger
0gp sling
100gp MW thieves’ tools

421gp in basic adventuring gear/potions/etc to be filled out if selected

Race features, Feats, Traits, Class Features, Skills:

Race:
Halfling Luck: +1 to all saves
Fleet of Foot: 30 foot base speed
Irrepressible: +2 to saves vs dominate/possession effects
Shadowhunter: Deals 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Warslinger: reload sling as free action

Class Features:
Ranger 1: Favored Enemy (Undead)
Ranger 1: Track (+1 on Survival checks to follow tracks)
Ranger 1: Cultural Contact (Wild Empathy on humanoids/monstrous humanoids, communicate basic concepts without common language)
uRogue 1: Deft Maneuvers
uRogue 1: Sneak Attack 1d6
uRogue 1: Trapfinding (+1 on perception vs traps, and disable device, can detect and disarm magical traps)

Traits:
Cautious Combatant
Wild Shadow (underground)

Feats:
1 Mobility

Skills:
AC check penalty: 0
6 ranger, 8 rogue, 2 int, 1 FC, 2 background

Acrobatics 7 (1 rank, 3 Dex, 3 Class)
Bluff 6 (1 rank, 2 Cha, 3 Class)
Climb 4 (1 rank, 3 Class)
Diplomacy 6 (1 rank, 2 Cha, 3 Class)
Disable Device 9 (1 rank, 3 Dex, 3 Class, 2 MW tools) - +1 vs traps
Escape Artist 7 (1 rank, 3 Dex, 3 Class)
Intimidate 6 (1 rank, 2 Cha, 3 Class)
Perception 6 (2 ranks, 1 Wis, 3 Class) - +1 vs traps
Sense Motive 5 (1 rank, 1 Wis, 3 Class)
Sleight of Hand 7 (1 rank, 3 Dex, 3 Class)
Spellcraft 5 (1 rank, 1 Int, 3 Class)
Stealth 11 (1 rank, 3 Dex, 3 Class, 4 size)
Survival 5 (1 rank, 1 Wis, 3 Class) - +1 to track
Swim 4 (1 rank, 3 Class)
Knowledge(Local-Cairn Hills) 5 (1 rank, 1 Int, 3 Class)
Knowledge(Nature) 5 (1 rank, 1 Int, 3 Class)

Background:
Appraise 5 (1 rank, 1 Int, 3 Class)
Profession(Grocer) 5 (1 rank, 1 Int, 3 Class)


Does Diamond Lake have capital punishment?

I'm thinking about a traveling executioner.

Edit: what about prestige classes? like Arcane Trickster?


Very cool, Belac. Love me some halflings.

Cucumber Tree: The Free City of Greyhawk has capital punishment and so would Diamond Lake. Prestige Classes are allowed - just have to reflavored to fit the setting, as needed.


Further Q's

Unchained Classes or Original versions?

Also, Omadura, Vampire Hunter, Gunslinger, Vigilante? (They are "base" classes, but...).


Character sheet needs a bit of fine-tuning still (and I need to verify my equipment costs), but I've got my Celestial Sorcerer all set up to go - complete with a backstory that engages Diamond Lake. Let me know if you have any feedback. Thanks!


Pad300: unchained clases are available and player’s choice
I use the term base classes as listed on d20psrd.

Irion: good concept. One hook for the party to visit the cairn is that they are either hired to do so or go of their own free will. Why would your character be interested in exploring a cairn? Food for thought.


I have updated Grigor to 2nd level and reflavoured his backstory Greyhawk-specific (thanks for that link about the Rhennee, it was very helpful).

According to my reading so far, the three gods you mentioned are all evil, one from each law-chaos axis. Hextor (tyrannical oppression) and Erythnul (senseless violence) really don't get along (seems there was a little portofolio theivery awhile back and Erythnul isn't the forgiving type). Vecna (undead spymaster) in the middle scares all the gods, including the evil ones.

Hextor has a brother Heironeous, the god of the good-aligned murder hobos of the world, but not really Grigor's style. If I did have to pick a god for him to follow, it would probably be St. Cuthbert, though I don't see him particularly devout at all. He's never really focused beyond himself long enough to even notice gods and their problems. I'll keep reading, though.


A couple interesting gods out there, Grigor.

Perhaps your half-orc friend taught you about Zuoken (pretty much the patron god of monks.) You can read about him below:

https://ghwiki.greyparticle.com/index.php/Zuoken

As a criminal-type, Xan Yae might be a good one to have followed (or at least paid homage to) prior to 'seeing the light of Zuoken'. Interestingly, she has ties to Zuoken if you read her bio below.

https://ghwiki.greyparticle.com/index.php/Xan_Yae

Hope that gives you some food for thought!


Grigor Minescu wrote:

I have updated Grigor to 2nd level and reflavoured his backstory Greyhawk-specific (thanks for that link about the Rhennee, it was very helpful).

According to my reading so far, the three gods you mentioned are all evil, one from each law-chaos axis. Hextor (tyrannical oppression) and Erythnul (senseless violence) really don't get along (seems there was a little portofolio theivery awhile back and Erythnul isn't the forgiving type). Vecna (undead spymaster) in the middle scares all the gods, including the evil ones.

Hextor has a brother Heironeous, the god of the good-aligned murder hobos of the world, but not really Grigor's style. If I did have to pick a god for him to follow, it would probably be St. Cuthbert, though I don't see him particularly devout at all. He's never really focused beyond himself long enough to even notice gods and their problems. I'll keep reading, though.

As a minor note, Heironeous is more a paladin's god; good aligned murder hoboes are more likely Kelanen, Tritherion, Kord... (Among human gods that is, there are others for the non-humans; the Greyhawk pantheon is vast.)


Irion Moonsong wrote:

A couple interesting gods out there, Grigor.

Perhaps your half-orc friend taught you about Zuoken (pretty much the patron god of monks.) You can read about him below:

https://ghwiki.greyparticle.com/index.php/Zuoken

As a criminal-type, Xan Yae might be a good one to have followed (or at least paid homage to) prior to 'seeing the light of Zuoken'. Interestingly, she has ties to Zuoken if you read her bio below.

https://ghwiki.greyparticle.com/index.php/Xan_Yae

Hope that gives you some food for thought!

Thanks for this.

In his earlier life as a criminal, Grigor wouldn’t have bothered with any gods, whether they supported his lifestyle or not. As for later, I don’t think of Grigor as a monk in the chanting, meditating, Eastern-influence guy, more an unarmed fighter who combines acrobatics and contortionist moves with combat. Ki powers and abilities will feel more like arcane enhancements rather than manifestations of his whatever.

He’s an outsider in the world of religion caught up in their power struggles while he simply tries to atone for his own crimes by fighting forces of evil — apparently three of them.


I'll toss my hat in the ring with R!Kktik, a ratfolk crypt breaker alchemist and sometime merchant factor. His history assumes that there's a thriving community of ratfolk in the Free City; let me know if that's not the case.

The economy of Diamond Lake is dominated by its mines, and the ancillary industries that have grown up to support them. Despite its proximity to the Free City, mercantile concerns that supply the mines typically have a few agents living in the town. Most are human, elf, or dwarf; a very few are not. R!Kktik ("Call me Rik, it's close enough.") is one of those. He arrived in Diamond Lake three months ago, the sole representative of a large and far-flung clan of ratfolk merchants, and set up to provide alchemical supplies (as well as a few bespoke alchemical items) at reasonable prices. His small house on the outskirts of the town is a locus for loud explosions and peculiar smells, but when he's at his office his immaculate grooming shows no evidence of his experimental efforts.

History:
The ratfolk matron looked somewhat askance at the patchy-furred creature brought before her. The pair of her grandchildren grooming her did not even register in her thoughts, so used was she to the constant crush of the warren. Who is he? Ah, yes. From his scent...what I can distinguish over his reagents...he is my fifteenth niece's second son, one of her litter from that roving scavenger who came through here from Outside. It looks like she finally got him to stop chewing on his tail. "Ah, R!Kktik. So glad you could bestir yourself from your laboratory and join me. I have a task for you."

Whiskers twitching in poorly-suppressed annoyance, the young ratfolk leaned forward. "Whatever it is, it'd better be worth the interruption. I was just before validating Thule's synthesis of the lesser alkahest, and without me there to tend the reaction it'll probably have eaten the retort by the time I get back. Great-aunt." While keeping his attention on her, he began to reflexively groom one of the ratfolk pressed up next to him in the close confines of the warren.

His great-aunt sniffed. Well, at least he remembered who I am. "It is time you did more for your family's interests than putter around in that foul-smelling lab of yours." She cut him off before he could do more than open his mouth to protest. "You have that privilege because your family is wealthy. Well, your experiments have not gained the family anything but ringing ears and aggrieved sinuses, so I have decided that your path should lie elsewhere for a time." She paused to take a bit of smoked meat in one delicately clawed hand. "Take some, R!Kktik. It's quite good. Now, where was I? Ah, yes. Elsewhere. Use some of your vaunted intellect and skills outside of the warren." Where your 'experiments' won't threaten to bring down the walls, she thought to herself. "It will do you good to see the rest of the world, my dear boy. You'll come to appreciate what we have down here so much more. Oh, and keep your eyes and ears open for any new business opportunities. One can never have too many contacts among the humans. I am thinking that you should go to Diamond Lake and replace Raxet, your third cousin once removed. She's been there long enough. Be off with you, and please don't come back until you have something more to offer the family to make it worth the inconvenience. And clean yourself up! Humans don't much care for the way we smell, you know."

The young alchemist left his overbearing great-aunt and pushed his way to his lab. The smell of hot stone and molten glass told the tale before he reached the place, and he chittered angrily at the cleanup that awaited him. He shrugged in a quick twitch. "Well, I'll have to deal with that before I leave for Diamond Lake." With the cleanup accomplished, he packed up his belongings and set out.

In a party, he's short- and mid-ranged support (with bombs, alchemical weapons, and eventually poisoned crossbow bolts), as well as breaking & entering. He has a slightly easier time dealing with dwarves than humans, as he's a bit closer to being able to see eye to eye with them. Will probably pick up the trap spotter talent after precise bombs, then get infusion. With infusion, he can buff party members with things like enlarge person. I still have to finish updating him to L2/Greyhawk, though I've picked a Greyhawk deity and languages (mostly; does Undercommon exist in Greyhawk?).


I am enjoying the concepts put forth so far. As for the rat folk, in a city as big as Greyhawk, ratfolk thieves make sense, maybe even led or in conflict with one led by wererat(s). And yes, Undercommom is a language in Greyhawk.


I am interested in this! Thinking about a half-orc barbarian/alchemist ostracized from his orc tribe both b/c of his half breed heritage as well as his above average intelligence and disfavor of the orcs’ primitive ways. I will work on it and see what I get.


Oh, but Rik's family aren't thieves, they're merchants!

...

...

...OK, maybe they're a little bit thievish.


Rik and Dasti sound like they’d be good fr—“business associates.”


I was thinking of a support cleric to help buff, heal, and deal with undead. Maybe of Pelor with good and sun domains but I the closest temple I could find is in Blackwall. I could be passing through Diamond Lake while travelling from Greyhawk to Blackwall, but not sure a native of Diamond Lake would worship Pelor.

Looks like Diamond Lake has temples of Heironeous and St. Cuthbert. If I had to be from town and Pelor doesn't work, I guess St. Cuthbert with protection or Heironeous with Glory or Heroism instead of sun might work. Would have less focus on channeling against undead.


AGamer70, you could have come/been sent to Diamond Lake at the request of one of the wealthy families there--suppose that an older family member at the end of their life is a follower of Pelor, so the family provides a large donation to the temple in Blackwall for sending a priest to comfort the dying relative. That individual passes just before the game starts, leaving your character free to join the party for the first part of the adventure. After that, the character's home temple wants them to continue because of the importance of what the party uncovers.


Rik, right, merchants, sure, Greyhawk is a cosmopolitan city so they have them too.

AGamer, Pelor is fine. This is an undead heavy campaign, especially latter part so that makes sense. We can mold the story to make the deity fit, so don’t let that stop you.


Submitting Badabar Wilburforce.

He's a gnome paladin from Grossetgrottel near Diamond Lake.

He's in town because there was a gem heist in Grossetgrottel and he's come to visit Tidwoad to check and see if any of the stolen gems have turned up in Diamond Lake.

10 minute background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
[1] Badabar Wilburforce grew up in Grossetgrottel, three days northwest of Diamond Lake. It is a cavern community of 800 gnomes who specialize in mining gems.
[2] Badabr has been a warden in Grossetgrottel for the last five years, choosing defending his homeland over a trade in the mining or gem cutting professions. He worships Gaerdal Ironhand, the gnome deity of protection and vigilance. He is committed to defending those of his family and community, no matter the personal cost.
[3] He is a bit serious for a gnome. Much more of a law and order guy than your average gnome trickster. That doesn’t mean he doesn’t have fun, but he takes duty and responsibility pretty seriously.
[4] His family is well established, living in Grossetgrottel for Badbar has an older brother and younger sister. It bothers his parents that he has taken up a dangerous profession that deters him from settling down and starting a family.
[5] Badabar dresses more conservatively than most gnomes when he is not in his armor. Most of the time he is wearing the finely crafted breastplate he has saved up for over a black tunic and red pants. He carries a well made battle-axe (the weapon of his deity) and a crossbow slung on his back.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
[1] I want Badabar to get a trained combat mount as his divine bond at 5th level. I think a giant badger would be cool.
[2] Badabar’s goal is to become a renowned defender of Grossetgrottel and gnomes in general. He dislikes his families attitude that he is wasting his time in defense of the community. He doesn’t want to get a ‘real job’, he wants to excel as a Warden of the gnomish people.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
[1] Badabar had an uncle that was an adventurer that disappeared years ago. The family doesn’t talk about him and Badabar doesn’t know the entire story.
[2] Badabar is secretly in love with a gnomish girl named Merriwinkle who married another. Not wanting to stay in the same small community and see her every day is part of his reason for adventuring.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
[1] Borwass is Badabar’s captain and mentor in Grossetgrottel. He trained Badabar and has helped him find his path. Borwass spent time away from the community as an adventurer when he was younger.
[2] Badbar has known Tidwoad in Diamond Lake for some time. Fairly regularly, he makes the three day trip to Diamond Lake either to carry messages or to escort merchants. He has stayed at Tidwoad’s place when spending the night on those trips. He knows that Tidwoad isn’t the best person, and the merchant takes pleasure in mocking the ‘uptight’ paladin, but Tidwoad has never cheated him or broken any laws or customs that Badabar has seen.
[3] Badabr is friends with a stableman named Malaki who works at the inn in Diamond Lake. Malaki has always treated him well and helped re-shoe Badabar’s pony on his last visit to Diamond Lake.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
[1] Babadar became much less easy-going and more serious on the day he learned Merriwinkle was going to marry another man. Other folk from Grossetgrottel can remember him much more carefree when he was younger, but no one (maybe not even Babadar) realize how much he changed or what caused it. He does remember when it happened though because it is when he decided to commit himself to the greater good of his community.
[2] Badabar does wear an oversized hat. Mostly he’s pretty conservative for a gnome, but he was given the hat as a gift by a merchant whose caravan he defended from a goblin raid. Even though a big cowboy hat really isn’t his style, it reminds him of an early success in his career, so he wears it when he travels.
[3] He really wants his pony to like him. He tells people that they’re best friends. He spends time every day using Speak with Animals to try to butter him up. The pony isn’t very smart and is just a normal pony who would rather be lazy and not carry around a gnome.


Badabar Wilburforce wrote:

Submitting Badabar Wilburforce.

He's a gnome paladin from Grossetgrottel near Diamond Lake.

He's in town because there was a gem heist in Grossetgrottel and he's come to visit Tidwoad to check and see if any of the stolen gems have turned up in Diamond Lake.

** spoiler omitted **...

First paladin! Good background and plot hooks, Badabar!


Ok. I'm working on a cleric. Trying to decide between human and aasimar and whether I need the extra feat or an extra channel. Will there be time for crafting or will just be purchasing our magical equipment?

Grand Lodge

Going to repurpose this guy to a Ranger (fortune finder) Vampire Hunter


AGamer70 wrote:
Ok. I'm working on a cleric. Trying to decide between human and aasimar and whether I need the extra feat or an extra channel. Will there be time for crafting or will just be purchasing our magical equipment?

There’s a lot of down time in this AP so crafting is possible.


Here are the applicants so far:
Grigor: Human Monk 2
Irion: Half-elf Sorcerer 2
Dasti: Hafling Ranger 1/Rogue 1
Rik: Ratfolk Alchemist 2
Badabar: Gnome paladin 2

Expressed interest:
AGamer: Cleric
Kul: Ranger/Vampire Hunter
Death-Lok: Barbarian/Alchemist

Grand Lodge

Here we go, I think I got it all in there.


I've got Rik updated to L2.


Kul, it’s a 20 point buy and 2nd level.
Rik, thanks for the update.


I'm thinking about going with Human and taking Scribe Scroll and Additional Traits for my feats so I have a few questions:

1. Is pre-crafting allowed and if so, how do you want to handle it? Do you want me to roll my Spellcraft rolls to create scrolls to track gold spent?

2. Is the trait "Cleansing Light" ok? I'm assuming Sarenrae and Pelor are interchangeable.

3. How about "Exalted of the Society"? It's tied to PFS as written but I think the city of Greyhawk could give a similar bonus.

Grand Lodge

My update didn’t stick. I have him built as a ranger 1 vampire hunter 1 at 20 pts. Will repaste into the alias after work.

Grand Lodge

Updated


This is AGamer70's submission. Going to reuse this old alias. Still need to finish spells and equipment which depends on the answers to my earlier questions.


Hey GM, I hope I have not missed the deadline. I changed my concept to Andros, an Oread Monk (Martial Artist) 2. The character's crunch is on my home computer, which I will upload tonight. In the meantime, here is the character's background and motivations.

Andros' background:

From the date of his birth 60 years ago in Diamond Lake, Andros was different. As a minor offshoot of the human race, the Oread child was born with rocky outcroppings protruding from his flesh, green gemstone eyes, and hair like crystalline spikes. Regarded as a freak by much of the corrupt town, even by his alcoholic gambling parents, for bringing shame to the family, Andros was paraded for awhile in the Emporium and at other times, as a worker in the mines for one of the town’s mine managers, to pay off his family’s increasing debts. Though his childhood was horrible, the young Oread grew physically strong due to his mining work. At the age of 30, Andros’ parents died in a drunken brawl with some local gang members. The Oread felt no desire for vengeance, he was glad to be out from under their thumb. He left Diamond Lake, seeking his place in the world, given his strange appearance. He eventually found acceptance and his calling at the Twilight Monastery, located two hours north of Diamond Lake, dedicated to Xan Yae. Two score monks dwell within the monastery, dedicating themselves to a litany of exercises meant to perfect the body and spirit. The secretive monks hold dusk as the holiest of hours, and sonorous chants emit from the Twilight Monastery’s central courtyard when the night sky appears in the heavens. While he enjoyed the peaceful contemplation involved in the martial art, Andros disregarded the spiritual aspect of the tradition, focused on ki and true enlightenment. After 15 years of dedication to the art, Andros realized he would never seek nor desire enlightenment. He loved the form and physical aspect of the art too much. He departed the Twilight Monastery one night and returned to his birthplace of Diamond Lake. The leader of the Monastery, Izenfen the Occluded, a peerless masked combatant thought to be one of the wisest figures in the hills, was not pleased by the Oread’s decision and this may bring Andros ramifications in the future. For now, Andros seeks fame, fortune, and the ability to test his might. He lives for the adrenaline rush of combat and seeks out challenges, sometimes recklessly.

Physical appearance: 5’ tall, gray rocky skin, and green gemstone eyes. He is strong and stocky. He is fiercely protective of his friends and allies but doesn’t seem particularly concerned with the well-being of those outside his small circle of acquaintances (LN alignment).

Sample Image


Hey all, my bad. Deadline is today at 10:00 PM EST for submissions.

Kul: Thank you for update.
Cedric, in response to your questions:
1. Yes, pre-crafting allowed. You can roll checks if you are selected in the OOC thread.
2. Yes, Pelor and Sarenrae and interchangeable and trait is fine.
3. Exalted of Society is also allowed.
DL, you have time to upload sheet still. Thanks!


Grigor's gear updated. I gave him a very minor but permanent magic item with his 1000 gp budget, since he doesn't need any combat gear (at least, nothing he can buy for under 1000 gp).

Fingers are crossed. Grigor is all ready to kick Tenser in his floating disk.

j/k, I know he's one of the good guys.


Here is my monk's crunch - have to spend gold on gear, but will do so if selected. Good luck all.

Andros' Crunch:

Andros
Male oread monk (martial artist) 2 (Pathfinder RPG Bestiary 2 205, Pathfinder RPG Ultimate Combat 59)
LN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 17, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +1 natural, +3 Wis)
hp 17 (2d8+4)
Fort +5, Ref +7, Will +6
Defensive Abilities evasion
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Offense
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Speed 20 ft.
Melee unarmed strike +5 (1d6+4) or
. . unarmed strike flurry of blows +4/+4 (1d6+4)
Special Attacks flurry of blows, stunning fist (2/day, DC 14)
Spell-Like Abilities (CL 2nd; concentration +0)
. . 1/day—magic stone
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Statistics
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Str 18, Dex 14, Con 12, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +5 (+7 grapple); CMD 21 (23 vs. grapple)
Feats Combat Expertise, Deadly Aim, Deflect Arrows, Dodge, Lightning Reflexes, Power Attack, Stunning Fist, Unarmed Combatant
Traits life of toil, reactionary
Skills Acrobatics +7 (+3 to jump), Climb +9, Knowledge (history) +5, Linguistics +2, Perception +8, Sense Motive +8
Languages Common, Draconic, Dwarven, Terran
SQ crystalline form[ARG], finesse weapon attack attribute
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stunning Fist (2/day, DC 14) You can stun an opponent with an unarmed attack.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.


Thank you to all who applied. Unfortunately, I can't take everyone. Without further ado, the players selected are the following:

Rik: Ratfolk Alchemist 2
Badabar: Gnome paladin 2
Cedric: Cleric 2
Andros: Oread Monk 2

Please report to the OOC thread: Link

Again, thank you all for your time.


Have fun all! Let me know via PM if you need another to fill in at some point in the future, GM!

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