FFD20: Brave Journey [Recruitment Open]


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I just can’t wait to find a save point :p


Pathfinder Adventure Path, Rulebook Subscriber

Or win a fight so we can do our victory poses and have some music!


Here is what I have for Kasamir the Varg Ninja. The character is setup to try and take advantage of tripping enemies with his bite attack, eventually staggering them whenever he does so. I used the Moogle in the Room feat changes since I haven't heard anything yet so I can change that if you decide differently GM Dolly.

If we are doing poses, I am calling the "casual arms crossing with disdainful scoff" pose.

Crunch:
Kasamir
Male Ninja (Unseen Hand) 3
LG Medium Humanoid (Humanoid, Varg)
Init: +3 Senses: Darkvision 60ft, Scent Perception: +11
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Defense
--------------------
AC 18 TAC 18 FF: 15
HP 27/27 Fort +3 Ref +7 Will +5
Special Defenses:
Fearless - Vargs gain a +2 racial bonus on all saving throws against fear effects.
Natural Armor - Vargs have a +1 natural armor bonus.
Lycanthropy Resistance - Vargs are immune to the curse of lycanthropy. Varg’s natural attacks count as silver for the purpose of bypassing damage reduction, and a varg may spend a standard action and touch a lycanthrope to give that lycanthrope an insight bonus equal to the half the varg’s level plus his Wisdom modifier (minimum +1) to the target’s check to change back to human form.
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Offense
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Melee
. . mwk weighted wraps +8 (1d6+4/x2)
-power attacking- +7 (1d6+6/x2)
. . bite +5 (1d4+1/x2)
-power attacking- +4 (1d4+3/x2)
Ranged
. . dart +5 (1d4+1/20ft/x2)
. . fuma shuriken +6 (2d4+2/30/x3
Speed 30 ft.
--------------------
Statistics
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Str 12 (+1) Dex 16 (+3) Con 12 (+1) Int 13 (+1) Wis 16 (+3) Cha 8 (-1)
Base Atk +2 CMB +5 CMD 19
Feats: *Improved Unarmed Strike, *Weapon Finesse, *WF: Unarmed Strike, Deft Maneuvers, Tripping Bite
Skills: Perception +11 (3), Disable Device +10 (3), Climb +6 (2), Swim +6 (2), Sense Motive +9 (3), Stealth +9 (3), Acrobatics +9 (3), Kn: Local +5 (1), Kn: Nobility +5 (1), Escape Artist +8 (2), Survival +8 (1), Linguistics +7 (3), Sleight of Hand 8 (+2), Prof: Sailor +7 (1)
Languages: Common, Lupin, Dwarven, Elvaan, Draconic
SQ: Fearless, Natural Armor, Lycanthropy Resistance, Keen Senses, Wolf Empathy, Bite, Darkvision 60ft, Scent, Emotionless, Light Build
Traits: Betrayed, Trap Finder, Nomadic
Favored Class: Ninja - +3 Skill
Combat Gear: mwk weighted wraps, 2 x mwk fuma shuriken, 12 wushu darts
Mundane Gear: mwk backpack,bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, concealable mwk thieves’ tools, torches (10), trail rations (5 days), waterskin, crowbar, 4 gil
Magical Gear: 3 x potion of cure light wounds, 2 x potion of invisibility, cloak of resistance +1
--------------------
Special Abilities
---------------------
Limit Breaks (Su): At 1st level, the Unseen Hand receives the Limit Breaks (Mudra Perfection and Shroud in Darkness).
Mudra Perfection (Su): This Limit Break allows the unseen hand to channel his ki more efficiently. For a duration of 1 round + 1 round per four ninja levels after 1st, the cost of the unseen hand’s ki powers decreases by 1 point during the limit break. This limit break requires only a swift action.
Shroud in Darkness (Su): This Limit Break makes the ninja invisible for a duration of 1 round + 1 round per four ninja levels after 1st. While invisible, the ninja can make attacks as normal and remain invisible. The ninja also receives a +1d6 sneak attack bonus + an additional 1d6 per four ninja levels after 1st while under this Limit Break. This limit break requires only a swift action.

Ninjutsus: A ninja performs ninjutsus which are drawn from the ninja ninjutsu list. A ninja begins play with 2 1st level ninja ninjutsus of her choice. Each time a character attains a new ninja level, she gains one ninjutsu of her choice to add to her list of ninjutsus. This free ninjutsu must be of ninjutsu level she can perform. Unlike most mages, a ninja cannot find or purchase scrolls with ninjutsus to add to her repertoire. Ninjutsus does not count as spells but like spells, ninjutsus can be modified by metamagic feats. In addition, only a ninja with ranks in Spellcraft can identify another ninja’s ninjutsus. Starting at 2nd level, a ninja can substitute MP for Ki points to perform ninjutsus, but not with metamagic feats. To perform a ninjutsu, the ninja must have a Wisdom score equal to at least 10 + the ninjutsu level (Wis 11 for 1st-level ninjutsus, Wis 12 for 2nd-level ninjutsus, and so forth). Unlike spells, ninjutsus only require somatic gestures (typically mudra hand gestures) to cast. The Difficulty Class for a saving throw against a ninja’s ninjutsu is 10 + the ninjutsu level + the ninja’s Wisdom modifier. In addition, a ninja gains additional MP for having a high attribute (Wisdom).

Sneak Attack (2d6)(Ex): If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attack deals extra damage (called “precision damage”) anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three ninja levels thereafter. Should the ninja 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 (like a sap, whip, or an unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A ninja cannot sneak attack while striking a creature with total concealment.

AC Bonus (Ex): A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her AC and her CMD. In addition, a ninja gains a +1 bonus to AC and CMD at 1st level. This ability does not stack with the monk’s AC bonus ability (a ninja with levels of monk does not add the bonus twice). This bonus increases by 1 for every four levels thereafter (+2 at 5th, +3 at 9th, +4 at 13th, and +5 at 17th level). These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Strike (Ex): At 1st level, the unseen hand gains Improved Unarmed Strike as a bonus feat at 1st level, treating his ninja level as his monk level for the purpose of calculating the damage dice of his unarmed strike.

Evasion (Ex): At 2nd level, a ninja can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the ninja is wearing light armor, or no armor. A helpless ninja (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Ninja Tricks (Ex): Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Talents marked with an asterisk add effects to a ninja’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
2nd Level - Finesse Training (Ex): A ninja with this trick 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 ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 11th level and a third at 19th level.
---3rd Level: Unarmed Strikes

Ki Pool 4/4 (Su): At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to half her ninja level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by half (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting ninjutsus.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

No Trace +1 (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Ki Powers (Su): As a ninja continues her training, she learns ki powers that allow her to confuse her foes and grant her supernatural abilities. Starting at 3rd level and every two ninja levels thereafter, a ninja learns a new ki power from the list below. Some ki powers have prerequisites. Unless otherwise noted, a ninja cannot select an individual ki power more than once.
3rd Level - Mudra Strike (Su): At 3rd level, whenever an unseen hand performs a ninjutsu that requires a ranged touch attack, he can deliver the spell through his unarmed strike. Instead of the ranged touch attack normally allowed to deliver the spell, the unseen hand can make one free melee attack with his unarmed strike (at his highest base attack bonus) as part of performing this ninjutsu. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses his unarmed strike’s critical range (usually 20, but can be modified by an amulet of mighty fists or weighted handwraps), but the ninjutsu effect only deals ×2 damage on a successful critical hit, while the unarmed strike damage uses its own critical modifier.
---------------------
Ninjustu
---------------------
Ninja Level: 3
Ninjutsu DC: Level + WIS (3) + 10
MP Per Day: 4/4
1st Level Powers Known (5): Kurayami-Ichi, Raiton-Ichi, Katon-Ichi[/i], Fuma Throw, Hyoton-Ichi
---------------------


History:
Kasamir was not born to the howls of a tribe in celebration, the cheers of a new packmate born. It was a quiet affair of being born to a small family in the wilderness of Borealis, a child born to outcasts. Kasamir's father was a drunkard, too trusting of the intent of hume outsiders, who struck another council member in a fit of anger fueled by drink and jealousy. His family was exiled away from kith and kin, to wander and survive until they could redeem themselves. For a small Varg family with no support, every day was a struggle and Kasamir quickly took his place as caretaker despite his young age. Two sisters, two brothers, a perpetually stressed mother, and a deadbeat father, left Kasamir working every day on the mercy of others' kindness and his own cunning. A burgeoning thief, Kasamir joined his father after the latter associated with bandits, highwaymen, and other ne'er-do-wells. His career was cut short by the Order of the Inky Void, sent to eliminate the growing threat of a bandit encampment. Kasamir barely escaped the bandit fort with his family in tow, the last sight of his father being struck down by an armored man. Soon after came winter and with it, starvation and desperation.

Desperate times called for desperate measures, Kasamir stealing from an unassuming man at a town on the outskirts of Tesla. This man would prove to be a member of the Oneiroi, special agents that answered alone to the will of the Oracle and the Council of Elders. Impressed by the young Varg's tenacity, an offer was made; if he swore loyalty to the Oneiroi and gave up his life then his family would be taken care of. Otherwise, he could take his paltry spoils and continue to live a life of meekness. It only took Kasamir moments to make his choice.

His mother discovered one good turn after another, having gained connections with a number of tailors and weavers, and was able to create a beneficial trade between the guilds and the tribe she was forsaken from. Her four surviving children followed her and she made a proper burial for Kasamir for trying so hard. Unknown to her, he watched his own burial rites be made before disappearing to train in the arts of the ninja. Ninjutsu and the styles of the Unseen Hand were a natural fit for the agile Varg. He was an exceptional recruit, dedicated to the cause and his chance to help the world become better. No order was questioned or delayed; Kasamir became a living weapon.

News of the Last Crystal fading had led to a number of disagreements among the Council of Elders. Uncertainty seemed to rule before Project Celeste was agreed upon. Kasamir found himself in the stable of Elder Honno when a series of assignments came flooding in. Assassinations to ensure peace would be maintained while the Celeste accomplished its goals. It was in these missions that Kasamir noticed an unusual pattern; there seemed to be very little connection between any of these targets. No organization was built there in hiding, they didn't even seem to suspect they were being targeted. Against his instinct to obey, Kasamir did his research into what was occurring, the bloodbaths were the setups for seizures of power. With the threat of everything ending again, there were some that were willing to try and take what they could just like their ancestors did so long ago.

Disgusted and demoralized, Kasamir suffered his first failure; assassinating a family of merchants in Dyson. Unable to accept that the mission was truly for the good of Borealis and the Crystal, Kasamir instructed the family to go into hiding and followed suit himself. Betrayal of the Oneiroi only had one outcome; death. Using all the talents he could, he snuck aboard the Celeste to escape his pursuers and to find his own redemption for the wrongs he had committed. Justice would have to wait but in time, he would expose Elder Honno's corruption. All he had to do was survive the exercusion out to Surface and save their homeland. Simple, right?


I call dibs on the "pulling a thick tome out of nowhere and reading it in broad daylight despite the fact it's really uncomfortable and impractical" pose.


Therric's pose would be planting his tower shield in the ground and taking off his helmet.


Pathfinder Adventure Path, Rulebook Subscriber

I'll jump up from my cockpit fist pumping and have a loudspeaker on my armor blaring the victory fanfare.


Gans has two, high-fiving Bjorn for the first few levels, then doing celebratory donuts on the spot once Bjorn is Large size and therefore rideable as a mount.


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Hey guys, sorry I'm a little tired these days x.x

Let's answer as much as I can...

@Thomas, you all signed to do all in your power to accomplish the mission, that's kinda vague but that's intentionally... So diplomacy may be needed, The captain will have it's doubts about it but the people in charge already informed him of this strategy if things don't look good.
But the paper you signed also state that would you find an untimely demise you should receive a proper burial if your body is intact...

@chyrone, take whichever is stronger ;)

@kinghottrash, I'd love to review your character but I'm a little busy at this time, will try to read it this night n.n


9 days remaining...

Dark Archive

I think we have enough for a full party, yeah?

Now that the site is fixed, since there doesn't seem to be much new interest, I don't think anyone would gainsay it if the GM kicked it off a bit early. ^_^


Hey guys, things are a little slow lately sorry about that x.xU

But I'll have everything ready for the 20.


1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber

5 days and counting, good luck everybody!


Huzzah, I was able to log in again! Not sure what went wrong, but I suspect Paizo's Forum infrastructure might need some work.

I was genuinely worried I'd need to make posts on my phone.


Yes, clearing cache/cookies definitely was necessary after the maintanence as well as more recently.


I can't believe it's taken me so long to get this application in-- I put off finishing my backstory for so long, and then didn't even post it. But, finally, here she is: not a gunner as originally planned, but a Pirate Fencer.

Background:

One shining summer day, the dread pirate Captain Mogwind was to finally wed his young bride. Mupo Mogwort had begun as a cabin girl, but earned the captain's favor and became his personal attendant and lover. While she had long awaited the day they would be wed, Mogwind had anticipated it for other reasons. At the top of the cathedral in Mupo's home town, a beautiful gleaming crystal sat atop a spire, illuminating the night sky, and Mupo insisted that their wedding would be in the light of that crystal. Mogwind had seen the crystal, and he desired it. On the day of the wedding, as Mupo waited for her love's arrival, his crew staged a daring heist, taking the crystal from its rightful place to be used as a figurehead for the captain's flagship.

As the chaos unfolded around her, and the guests and minister were all slaughtered or kidnapped, she held out some sliver of hope that this was all some mistake, that her love would come for her. Instead, he set her up as the patsy and let the law take her. Betrayed and left to hang by the man she thought she loved, the naïve young moogle fled, took up the blade, and swore an oath to Siren that she would find and kill her former captain.

It took months of searching, but at last she found her chance. Rumor had it that a band of glory-hungry adventurers were due to set sail aboard a small fleet of five skyships to hunt the fearsome Eschaton, Mogwind's great sky-galleon, a grand and impressive vessel loaded with enough firepower to topple a city. She joined them without hesitation, and after a few weeks at sea, the awe-inspiring silhouette of that hulking ship was sighted off in the distance. What followed was nothing short of a bloodbath. Two ships were destroyed in an instant, sending their crews to a grave in the clouds. Another crashed directly into the Eschaton's main cannon, allowing the last two to board. As Mupo fought her way onto the top deck, explosions rang out all around her, and fires started all over the mighty vessel's hull. Eventually, it became clear that the Eschaton could take no more, and most combatants on all sides gave up the fight and fled. But she had a mission, and there was no force in the world that could keep her from her quarry.

When she at last came face to face with him, there was no love left in her heart. Tiny blades were drawn, and the duel began. The two former lovers forgot everything save their own enmity, and it was clear that only one would be leaving the ship alive, if they even made it that far. Despite her training and dedication, the dread pirate had experience on his side, and the upper hand was his. It was only a matter of luck that she managed to maneuver the battle to a position where she was able to drive him up the rigging, where he was forced to abandon his advantage and fight like a cornered rat. It was there that a stray blow drove a gash into the poor girl's face, nearly taking her eye out. She staggered back in pain, and barely managed to catch herself with her wings as she fell.

Then, with a thundering crash, the ship's mast fell, and debris from above swept the seemingly victorious captain off the side, plummeting to his certain doom below, and marking the end of the once proud Captain Mogwind. It took all the strength left in her tiny body, but Mogwort managed to board the last lifeboat, where she drifted off into the sky for hours, too weak to stand. By sheer chance, she was found, and brought to a nearby village to recuperate. With her oath fulfilled, she had little left to do with her life, and she seemed content to settle down in that village and live quietly... until a very important call found her, and offered her a chance to be a hero.

Crunch:

Mupo Mogwort
Female Moogle Fencer (Pirate) 3
CG Small Humanoid (Moogle)
Init +4; Senses Low-Light Vision, Perception +6, Sense Motive +0
Speed 20 ft.
Space 5 ft.; Reach 5 ft.
--------------------
DEFENSE
--------------------
AC 18, touch 15, flat-footed 14 (+3 Armor, +4 Dex, +1 size)
HP 33 (3d10+3)
Fort +2, Ref +7, Will +1 (+2 against illusions)
--------------------
OFFENSE
--------------------
Melee Masterwork Kukri +10 (1d3+4, 18-20x2)
Ranged Masterwork Pistol +9 (2d4, 19-20/x2) (20 ft) (cap 6)
--------------------
STATISTICS
--------------------
Str 8 (-1), Dex 18 (+4), Con 12 (+1), Int 8 (-1), Wis 10 (+0), Cha 18 (+4)
Base Atk +3; CMB +1; CMD 15
Feats Amateur Gunslinger (Quick Clear deed), Improved Feint, Gunslinger, Weapon Focus (Kukri)
Traits Larger than Life, Skeptic
Drawback Scarred
Adventuring Skills (ACP -0)
- Intimidate +9 (1 rank, CS, 4 cha, 1 swagger)
- Knowledge (Religion) +2 (3 ranks, -1 int)
- Perception +6 (1 rank, CS, 0 wis, 2 racial)
- Spellcraft +2 (3 ranks, -1 int)
- Stealth +9 (1 rank, 4 dex, 4 size)
Background Skills
- Profession (Sailor) +9 (3 ranks, CS, 0 wis, 2 racial, 1 swagger)
- Sleight of Hand +10 (3 ranks, CS, 4 dex)
Languages Common, Moogle
--------------------
SPECIAL ABILITIES
--------------------
[Racial]
Limited Flight: Moogles can fly at their base speed for con bonus rounds, then rest twice as long.
Defensive Training: +4 dodge bonus to AC against Giants.
Eternal Hope: +2 on saves against fear and despair, can reroll a natural 1 once a day.
Emissary: Once per day, roll twice on bluff or diplomacy and take the better.
Good Merchant: +2 appraise and diplomacy about business.
Handy: +2 on craft or profession of choice.
Keen Senses: +2 perception.
Scavenger: +2 appraise and perception to find hidden objects, determine if food is spoiled, and identify potions by taste.
Construct Familiarity: +1 attack and +4 dodge bonus to AC against constructs
Hydrophobia: -2 to attack and concentration when wet.

[Fencer]
Fencer Weapon Training: Can use charisma instead of intelligence to qualify for combat feats.
Panache: 5 max, regain by crit or kill. (Technically 4 and a grit, but they get added together)
Deeds:
- Derring-Do: Spend 1 panache to add 1d6 to acrobatics, climb, escape artist, fly, ride, or swim. 6s explode up to 4 times.
- Opportune Parry & Riposte: Spend 1 panache and attack of opportunity to roll opposed attack roll, -2 for each size bigger. Can riposte as an immediate action if successful and still have 1 panache (not spent).
- Grog: Spend 1 panache to make alcohol into a cure potion.
- Kip Up: If I have a panache point, can stand up without provoking. Spend 1 panache to do so as a swift.
- Menacing Swordplay: If I have a panache point, can demoralize as a swift after successful melee attack.
- Precise Strike: If I have a panache point, add fencer level to melee damage as precision. As a swift action, spend 1 panache to double this for one attack.
- Eyes of the Storm: If I have a panache point, see 3x farther in nonmagical fog and 10 feet in magical fog, plus 10 feet partial.
Swagger: +1 intimidate and to intimidate DC, +1 morale bonus to prof (sailor) to self and all allies
Piracy Techniques:
- Torrent: Swift action, add 1d6 water damage to next attack.
Evasion: No damage on successful reflex saves for half damage.
Unflinching: +1 to saves against mind-affecting and fear.
Finesse Training: Dex to damage with kukris.
--------------------
GEAR/POSSESSIONS
--------------------
Held Mwk Kukri (308 gil, 2 lbs), Mwk Pistol (775 gil, 2 lbs)
Worn Mwk Studded Leather (175 gil, 10 lbs)
Carried Kupo Nuts x10 (150 gil each)
Money 417 gil (41 silver, 7 bronze)
Carrying Capacity
- Light: 19 lbs. or less
- Medium: 20-39 lbs.
- Heavy: 40-60 lbs.
Current 15 lbs


Likewise as Newbonomicon.

I'll get my sub in tonight.

GM, A variant heritage of the Mithra, swap a few skills for their racial bonus. The one i'll be using, the Pumyra, get a bonus to craft alchemy.

With craft unavailable, could it be switched to an alternate skill instead? Or could the craft be limited to healing potions? I'm going for a healer still.

Like still perception, or handle animal maybe.


Is it too late for another app? I've run an FFd20 game, I hang around the FFd20 Discord, but I've never actually gotten to play an FFd20 game for more than a session's worth of content. =(


Pathfinder Adventure Path, Rulebook Subscriber

Recruitment isn't closing for two more days so you should be fine far as I know.


1d2 ⇒ 2
Intrigued by / has a thing for: 1d6 ⇒ 2 Au Ra.

Due to some time restraint, i'll have to fill in equipment still tomorrow, but here's the submission.

Fearne, mithran druid:

Fearne
F Mithra Druid (Chloromancer) 3
TN medium humanoid.

Initiative +5, Low light vision, Perception +8

Statistics

Ability scores:
Str 12 Dex 16 Con 12 Int 12 Wis 18 Cha 7
Languages: Common, Druidic, Mithran, Sylvan
--------------------------------

Offense
BaB +2, CMB +3, CMD 16

Melee +5
Dagger +5 (1d4+1, 19-20 x2)
Scimitar +5 (1d6+1, 18-20 x2)

Ranged +5
Dagger +5 (1d4+1, 19-20 x2)
'Dark Thunder Rod' (Power Multi-Rod) +5 Ranged Touch (1d2+2 Lightning / 1d2+2 Shadow, 20-x2)
'Lifewater Rod' (Power Multi-Rod) +5 Ranged Touch (1d2+2 holy / 1d2+2 water, 20-x2)

Defense
AC 18/13/15 (10, +3 Dex, +1 shield, +4 armor)
HP 30 (3d8+3+3)

Light wooden shield
Studded Leather armor.

Saves
Fort +4, Ref +4, Will +6

Traits /Drawback
- Magical Lineage (Magic): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. [Geyser]
- Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Drawback:
Stigmatized: You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Feats
Lvl 1: Run (racial bonus)
Lvl 1: Extra MP (Provides 2 extra MP)
Lvl 3: Elemental Focus (Water)

Free use of Weapon finesse, if Dex modifier is high enough.
---------------------------------------
Skills 15 ranks (5 per level, 4 class +1 int)

Handle Animal +3 [2 rank, -2 cha, 3 class]
Heal +11 [3 rank, 3 wis, 3 class, 2 racial]
Knowledge Nature +7 [3 rank, 1 int, 3 class]
Perception +8 [2 rank, 3 wis, 3 class]
Sense Motive +9 [1 rank, 3 wis, 2 racial, 3 class]
Spellcraft +6 [2 rank, 1 int, 3 class]
Survival +8 [2 rank, 3 wis, 3 class]
---------------------------------------
Class features.

Plant Healing

At 1st level, when a chloromancer casts any kind of Leaf spells (such as Leaf I, Leaf II, Leaf III, Leafra, Leafaga), they function as Cure spells instead, including switching the school of magic to healing.

This ability modifies spells.
Touch of Nourishment (Su)

At 2nd level, as a standard action, the chloromancer can touch an ally to nourish it with plant energy, granting it fast healing 1 for 1 minute. In addition, this healing provides nourishment to the ally as if it had eaten a normal meal for a Medium creature. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.

This ability replaces woodland stride.
Blessed Terrain (Ex)

At 3rd level, a chloromancer that casts healing spells on her favored terrain grants a number of allies equal to her Wisdom modifier a Fast Healing equal to the spell level of the healing spell for a number of rounds equal to her Wisdom modifier.

This ability replaces trackless step.

[ Favored Terrain: Forest ]
[ Druidic talents ]
Lvl 2: Empowered Magic. (Once per day, cast a spell as if done with Empowered Spell feat. This does not increase the MP cost of the spell used.)

At 1st level, the druid receives the Limit Breaks (Enlarging Protectors and Entanglement Field).
Enlarging Protectors (Su): This Limit Break allows the druid to enhance all allied animals within 30 feet, enlarging them by 1 size step. This lasts for a duration of 1 round + 1 round per four druid levels after 1st. This limit break only requires a swift action.
Entanglement Field (Su): This Limit Break causes the area around the druid in a 30-ft.-radius to erupt in a growth of grass and roots. All enemies within the area of effect are immobilized unless they make a Fortitude save (DC 10 + half of the druid’s level + her Wisdom modifier) for a duration of 1 round + 1 round per four druid levels after 1st. All allies within the area of effect can ignore any difficult terrain for the duration of the limit break. This limit break only requires a swift action.
------------------------------

Magic

MP pool: 7 (5 From level, +2 from Feat)

Spells /Known:
Lvl 0 /x4
Create Water, Guidance, Read Magic, Stabilize

Lvl 1 (x8) DC 15
Endure Elements, Entangle (Reflex), Faerie Fire, Heal Companion, Leaf (heals 1d6+6), Magic Fang, Summon Nature's Ally, Wind Shield

Lvl 2 (x2)
Barkskin, Heal Companion II (Heal animal companion for 3d6+6)
--------------------------------

Racial features

Cat’s Luck (Ex): Once per day, when a mithra makes a Reflex saving throw, she gains the lucky status effect for this one roll. She must decide to use this ability before the saving throw is attempted.
Lesser Defensive Training: With their peaceful life being threatened by the yagudo, mithra tend to be more cautious around them. Mithra gain a +4 dodge bonus to AC against yagudo.
Nimble Faller: Mithra have an amazing sense of balance and keen knowledge of their own center of gravity. Mithra land on their feet even when they take lethal damage from a fall and take damage as if the fall were 10 feet shorter than it actually is. Furthermore, mithra gain a +1 bonus to their CMD against trip maneuvers.
Fleet-Footed: Mithra receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Low-Light Vision: Mithra have low-light vision allowing them to see twice as far as humes in dim light.

[ Alternate features ]
Mithran heritage: Pumyra. +2 DEX, +2 WIS, -2 CON / Craft (Alchemy), Heal, Sense Motive bonuses instead of standard skills bonuses.
Climber: Mithra hunters excel at hunting prey from trees and other high vantage points. Mithra with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

[spoiler=Coco the chocobo]

TN animal companion
Large, Darkvision 60ft, scent

Str 16 Dex 14 Con 16 Int 2 Wis 12 Cha 6

Offense
BaB +2, CMB +5, CMD 17

Bite +6 (1d8+3)
Claw (1d6+3)

Defense
HP 36 (3d8+9+3)
AC 19/13/16 (10, +3 dex, +4 natural, 3 armor)
Fort +6, Dex +5, Will +2

Feats
Toughness
Weapon focus: Bite

Equipment
Mwk studded leather armor barding. (not proficient, 0 ACP from masterwork quality)

Special qualities
Critical Attack (Ex)
Once per day as a standard action, the gray chocobo can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8 x 1.5 for total damage.

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Tricks

Combat trained: Attack, Come, Defend, Down, Guard, Heel.

Bonus tricks: Attack (vs everything, counts as 2)

Money spent:
Barding 250gp

More coming.

Background:

Fearne was born to two Delilah and Soren, two hunters from a Mithran village near a forest, some two dozen miles away from Dyson. Yet still well away from the nearest road heading into the Crystal Capital.
One fateful day, a fellow hunter came running into the village, yelling they inadvertently got a large pack of Sabretusks chasing them. The town rallied. While they did, they sent the smallest children, under the guidance of Fearne's parents, to seek shelter in the woods.
Within, was a small grove of an elderly hume druid by the name of Beatrice. Or 'Aunty Bea', as some in the village came to call her, prior to the event. With the promise they would return soon, Fearne's parents entrusted their very young daughter, at the age of 5, and the other youngsters, to Beatrice's care.

But they did not return. Beatrice, not being used to take care of children, yet having a compassionate heart, took care of the children as long as it took for her to get in touch with people who could take them in.
The nearest settlement she got in contact with, would take in the orphans, save two of them. Fearne and Norah, a good friend of hers. Both had become attached to Aunty Bea, and begged her to let them stay. Eventually giving in to their pleas, and maybe the wish for a new caretaker of the grove, once she'd be gone, Beatrice agreed.
Over the following years, the two grew up learning the basics in the druidic ways. Fearne had been one talented with plants, and applying their herbal benefit to ease mild ailments. Whereas Norah practiced nature's fury with flying leaves, Fearne learned of a way to channel life's energy through them instead, getting the flying leaves to heal.
A method Beatrice had mastered over the years, and passed on to the more care taking of the two.

Growing up, Fearne and Norah swore and oath of friendship, having become also like second family to one another. Nothing would drive them apart.
Wishful thinking, as life doesn't alway turn out the way you expect it to do. While Fearne spent most of the years within the grove, Norah had also gotten in touch with the village, where a well off merchant offered to take her in, in exchange for someting valuable. Norah, more than Fearne, had wanted for more than just her foster family.
She agreed, but what would be valuable enough to the merchant, that she could get to?

The only thing she could think of, was a wooden idol, which Beatrice would sometimes use as an amplifier for her druidic powers.
In the dead of night, Norah got out of bed, and snuck to the place where it was kept. Fearne woke up from a dream and, seeing her sister missing, went out to find her. Find her she did, catching her in the act of stealing it.
'What are you doing, why are you taking aunty's idol?'

What turned into an argument with Fearne snatching away the idol from Norah, drew the attention of Beatrice, who came to see what was going on. When she came upon the scene and demanded to know what was going on, Norah, in her desperation, accused Fearne of stealing it instead, turning the entire scenario against Fearne.
Beatrice was caring, but ever strict when needed. But her eyes were stern as never seen before. 'You would steal from me after everything i've done for you?'

'But, but aunty Bea, it was Norah who took it, i only took it back.' But Norah's words had a more convincing tone to them than the shy Fearne.
'Enough, girl. You will hand me the idol, and you will leave the grove tomorrow. A thief will not inherit the grove.'

No matter what she tried to say otherwise, her situation was bleak. The prospect of being forced to leave the grove hurt, her foster aunt being angry at her hurt, but what hurt the most, was the betrayal of Norah.
How could she...

The following day, Fearne picked her few belongings, still thanked a stern looking Beatrice for her lessons, but left with a heavy heart.
Having grown up pretty isolated from civilization, she was socially shy and not that capable at a fluent conversation. Thus, when arriving at the same settlement she didn't want to go to many years ago, she had trouble getting help in finding a new home.
Maybe she could help people with her medicinal knowledge of the plants? Surely someone could find her of use?
Someone did, a chocobo breeder named Ben, looking for a live-in help. She eagerly accepted, if only for until she figured out what she wanted to do. The settlement had a variety of races, but the ones whose appearance intrigued her most, were the Au Ra. Something, unusual, something, interesting.
A year later an unusual chocobo was born. Instead of it being yellow, it was a light gold-brown color. Taking care of the chocobos, she and it got along quite well, and it would often follow her within the confines of the meadow.
The chocobo breeder told Fearne it should be hers, as there was a strong bond between the two. For a name, she went going with its brownish color, and named it Coco.
It would be but another year later, that news of an expedition, involving the Celeste, had reached the settlement. Ben had, conveniently, professional business over at Dyson, and his healing aide was one to accompany him.

Over at Dyson, Fearne went looking into the whole expedition's details, and the sound of exploration, plus the need for those with medical knowledge (outside of clergy), had her believe she had found something she could wholly engross herself in.
She could make a difference, she could help more than just take care of the chocobo, apply the lessons that Beatrice taught her. Without a second thought, she rushed over towards Ben, telling him she had found her calling. Ben was slightly sad to see her go, but knew better than not to keep down an eager youth with skill.
Thanking him for his hospitality and kindness, Fearne went on a small shopping spree and applied for the expedition.

(clenched fist in front of her, looking at the sky) "I can do this, this will be my greatest adventure yet."

Appearance & personality:

Fearne has a light complexion, and light colored hair. Of average build, but a little more fleet of foot than the average person. She wears a brown and green colored leather outfit, with grey white lined boots.

Shy at times, if in uncomfortable conversation, Fearne generally shows interest in people. Partly due to looking to make friends among her fellow adventurers. Partially by lesson of her former mentor Beatrice, she believes her talent of treating injuries is her path in life. She may or may not scold people who stubbornly rush away with untreated injuries.

She's accompanied by her brown-gold chocobo Coco.


Damn wish I saw that this opened up in time. I don't think I can get a full build by the deadline, but if you don't mind I'll try and sell you on the backstory and build plan; if chosen I can assemble a competent level 3 character in short order, or build it as you make your selection.

I'm looking at a Lamia Lady Luck Gambler (might dip or fully move into Berserker, rage in FFD20 directly modifies to hit and damage so would stack with Gambler's CHA to hit), a handsome older woman down on her luck, the last of her tribe (if not the last lamia on Borealis).

Havu.

When she was a girl living in the mountains, her mother told her legends of Surface and that other tribes had prepared for the Cleansing by digging deep below, and might still be down there, safe from the Scourges in their hiding places. After her mother passed (and her brothers passed and her husband passed and her children passed), she grew jaded and bitter, abandoning their now empty nest and warren, their ancestral home, and moving to Tesla. She got work as a fencing instructor, teaching the humes the secret arts of her people, and in the city she became addicted to cards and games of chance, to betting on Blitzball, to drinking and excess and lavishness. It's now been 20 years.

Celeste and its mission represent change and hope and wanting for Havu in a real way, in a way that she hasn't seen or experienced since before her children fell ill, before the nest collapsed, and she has fought and clawed and paid dearly to earn her place aboard and as part of the Surface team. Have the tribes that dug deep in their hiding remained safe, remained moral and true? Did the Scourges find and murder them? Or have their forms corrupted, becoming Scourges themselves? Would they accept her, view her as a true and earnest sister? Is it all just myth? Is it real?

I want to play her as a jaded woman touched by light for the first time in years, discovering her humanity again, finding hope and beauty and love and life on the scarred and cracked Surface of the world, regardless of what she finds there, but also as an entitled sort, a "may I see your manager" lady, Karen sitting at the quarter slots of a casino. Perhaps she helped bankroll the mission to earn her place aboard (and as part of the landing party), but now, she has sunk everything she owned into this and has been left largely destitute by the investment.

This is her all or nothing moment.

She will be a Hero, certainly, reluctant but eager also.


Now I'm curious--is Therric going to be the only Hume character on offer?


My Summoner is a Hume.

Quick breakdown: Scion of a noble family with a history of military service, sent to prove her worth aboard the Celeste, aided by her preternaturally powerful bodyguard: Yojimbo.


Mine is a half-hume.


One more day folks! I am quite excited :D


Completed crunch:

Fearne
F Mithra Druid (Chloromancer) 3
TN medium humanoid.

Initiative +5, Low light vision, Perception +9

Statistics

Ability scores:
Str 12 Dex 16 Con 12 Int 12 Wis 18 Cha 7
Languages: Common, Druidic, Mithran, Sylvan
--------------------------------

Offense
BaB +2, CMB +3, CMD 16

Melee +5
Dagger +5 (1d4+1, 19-20 x2)
Scimitar +5 (1d6+1, 18-20 x2)

Ranged +5
Dagger +5 (1d4+1, 19-20 x2)
'Dark Thunder Rod' (Power Multi-Rod) +5 Ranged Touch (1d2+2 Lightning / 1d2+2 Shadow, 20-x2)
'Lifewater Rod' (Power Multi-Rod) +5 Ranged Touch (1d2+2 holy / 1d2+2 water, 20-x2)

Defense
AC 18/13/15 (10, +3 Dex, +1 shield, +4 armor)
HP 30 (3d8+3+3)

Light wooden shield
Studded Leather armor.

Saves
Fort +4, Ref +4, Will +6

Traits /Drawback
- Magical Lineage (Magic): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. [Geyser]
- Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Drawback:
Stigmatized: You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Feats
Lvl 1: Run (racial bonus)
Lvl 1: Extra MP (Provides 2 extra MP)
Lvl 3: Elemental Focus (Water)

Free use of Weapon finesse, if Dex modifier is high enough.
---------------------------------------
Skills 15 ranks (5 per level, 4 class +1 int)

Heal +11 [3 rank, 3 wis, 3 class, 2 racial]
Knowledge Nature +7 [3 rank, 1 int, 3 class]
Perception +9 [2 rank, 4 wis, 3 class]
Ride +8 [2 rank, 3 dex, 3 class]
Sense Motive +10 [1 rank, 4 wis, 2 racial, 3 class]
Spellcraft +6 [2 rank, 1 int, 3 class]
Survival +9 [2 rank, 4 wis, 3 class]

Background skills
Handle Animal +4 [3 rank, -2 cha, 3 class]
Profession Healer +10 [3 rank, 4 wis, 3 class]
---------------------------------------
Class features.

Plant Healing

At 1st level, when a chloromancer casts any kind of Leaf spells (such as Leaf I, Leaf II, Leaf III, Leafra, Leafaga), they function as Cure spells instead, including switching the school of magic to healing.

This ability modifies spells.
Touch of Nourishment (Su)

At 2nd level, as a standard action, the chloromancer can touch an ally to nourish it with plant energy, granting it fast healing 1 for 1 minute. In addition, this healing provides nourishment to the ally as if it had eaten a normal meal for a Medium creature. He can use this ability a number of times per day equal to 3 + his Wisdom modifier.

This ability replaces woodland stride.
Blessed Terrain (Ex)

At 3rd level, a chloromancer that casts healing spells on her favored terrain grants a number of allies equal to her Wisdom modifier a Fast Healing equal to the spell level of the healing spell for a number of rounds equal to her Wisdom modifier.

This ability replaces trackless step.

[ Favored Terrain: Forest ]
[ Druidic talents ]
Lvl 2: Empowered Magic. (Once per day, cast a spell as if done with Empowered Spell feat. This does not increase the MP cost of the spell used.)

At 1st level, the druid receives the Limit Breaks (Enlarging Protectors and Entanglement Field).
Enlarging Protectors (Su): This Limit Break allows the druid to enhance all allied animals within 30 feet, enlarging them by 1 size step. This lasts for a duration of 1 round + 1 round per four druid levels after 1st. This limit break only requires a swift action.
Entanglement Field (Su): This Limit Break causes the area around the druid in a 30-ft.-radius to erupt in a growth of grass and roots. All enemies within the area of effect are immobilized unless they make a Fortitude save (DC 10 + half of the druid’s level + her Wisdom modifier) for a duration of 1 round + 1 round per four druid levels after 1st. All allies within the area of effect can ignore any difficult terrain for the duration of the limit break. This limit break only requires a swift action.
------------------------------

Magic

MP pool: 7 (5 From level, +2 from Feat)

Spells /Known:
Lvl 0 /x4
Create Water, Guidance, Read Magic, Stabilize

Lvl 1 (x8) DC 15
Endure Elements, Entangle (Reflex), Faerie Fire, Heal Companion, Leaf (heals 1d6+6), Magic Fang, Summon Nature's Ally, Wind Shield

Lvl 2 (x2)
Barkskin, Heal Companion II (Heal animal companion for 3d6+6)
--------------------------------

Racial features

Cat’s Luck (Ex): Once per day, when a mithra makes a Reflex saving throw, she gains the lucky status effect for this one roll. She must decide to use this ability before the saving throw is attempted.
Lesser Defensive Training: With their peaceful life being threatened by the yagudo, mithra tend to be more cautious around them. Mithra gain a +4 dodge bonus to AC against yagudo.
Nimble Faller: Mithra have an amazing sense of balance and keen knowledge of their own center of gravity. Mithra land on their feet even when they take lethal damage from a fall and take damage as if the fall were 10 feet shorter than it actually is. Furthermore, mithra gain a +1 bonus to their CMD against trip maneuvers.
Fleet-Footed: Mithra receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Low-Light Vision: Mithra have low-light vision allowing them to see twice as far as humes in dim light.

[ Alternate features ]
Mithran heritage: Pumyra. +2 DEX, +2 WIS, -2 CON / Craft (Alchemy), Heal, Sense Motive bonuses instead of standard skills bonuses.
Climber: Mithra hunters excel at hunting prey from trees and other high vantage points. Mithra with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Coco the chocobo

TN animal companion
Large, Darkvision 60ft, scent

Str 16 Dex 14 Con 16 Int 2 Wis 12 Cha 6

Offense
BaB +2, CMB +5, CMD 17

Bite +6 (1d8+3)
Claw (1d6+3)

Defense
HP 36 (3d8+9+3)
AC 19/13/16 (10, +3 dex, +4 natural, 3 armor)
Fort +6, Dex +5, Will +2

Feats
Toughness
Weapon focus: Bite

Equipment
Mwk studded leather armor barding. (not proficient, 0 ACP from masterwork quality)

Special qualities
Critical Attack (Ex)
Once per day as a standard action, the gray chocobo can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8 x 1.5 for total damage.

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Tricks

Combat trained: Attack, Come, Defend, Down, Guard, Heel.

Bonus tricks: Attack (vs everything, counts as 2)

Purchases
Lvl 3 WBL 3000gp

Combat gear.
Scimitar (free)
Multi-Power rods x2 (free)
Dagger (free)
Mwk studded leather (250 gp)
Light wooden shield (free)

Mount gear
Mwk studded leather barding for chocobo (250 gp)
Saddle for chocobo (30 gp)
Animal feed, herbivore [7 days worth] (0.35 gp)

Travel gear
Antidote (300 gp)
Backpack, common (2 gp)
Bedroll (0.1 gp)
Belt pouch (1 gp)
Blanket (0.5 gp)
Brooch, depiction of the Irish Ailm symbol
Charcoal stick *2 (1 gp)
Cloak of resistance (1000 gp)
Flint & steel (1 gp)
Hemp rope (1 gp)
Journal (10 gp)
Sleeves of Many Garments (200 gp)
Toch *3 (0.03 gp)
Traveler’s Any-Tool (250 gp)
Waterskin (1 gp)

Extra scrolls to learn from with aid from seller?:
Lvl 1: Charm animal, Pass without a trace, Waterblast (75 gp)
Lvl 2: Beast speak, Leaf II (300 gp)

Total spent: 2372.98 gp
Money left: 627,02 gp


Ekaterina Nodolny.

Yojimbo.

Character Breakdown (Backstory):

Ekaterina is the youngest child of the Nodolny family; a distinguished, if minor, noble family with heavy ties to the Borealan Navy. A bit spoiled and a lot full of herself, the family decided she had much to prove, and when her burgeoning talents as a Summoner became apparent, poured everything into training her.

Ekaterina is aboard the Celeste in part to prove herself to the family, in lieu of their usual mandatory military service for their family members. As a result she feels a bit slighted and in some ways doesn't want to be here.

But deep down...she's excited. To be away from the stifling expectations of her family and to prove she can stand on her own two feet is a dream come true, if she can only handle the responsibility that comes with the great power she wields.

[spoiler=Personality Profile]

Ekaterina is arrogant and entitled, but not vindictive, nor is she blind to the importance of the mission. She simply expects, even demands to be treated with the respect she believes she deserves while she helps in the world-saving effort.

Deep down she's more a girl than a woman, even at the age of 18, and is still looking for a true purpose in life, that spark of will and vigor that might lead her down the path to greatness...or at least contented mediocrity.

As for Yojimbo...think of him as the Kano to her Green Hornet. He's there to protect Ekaterina above all else, and get the job done; to the letter and no more. He's not there to make her look good (unless he gets paid to do so), and he cares little for the overall mission of the Celeste, save in the fact that mission failure is likely to result in the death of his ward.

I will be attempting to make full use of the ability to play (and roleplay) two different characters as a Summoner, since Yojimbo (and all Avatars) are not just blank slates like Eidolons.

Re: Mechanics: Things are mostly done but I do need to finish gear for EKaterina, and pick Feats for Yojimbo. I did want to run a last check by the GM on Rich Parents as a trait. I took it in part because it's thematically appropriate, and in bigger part because Yojimbo's special abilities actually cost money to use, so I wanted a stash to pull from in emergencies.

However, it's not CRITICAL to my build or anything, and I can retrain it if you've had bad experiences with the trait in the past.


Good luck everyone!


Pathfinder Adventure Path, Rulebook Subscriber

Good luck all.


Indeed! Good luck to you all!


Good luck! Time to see who did the Celeste hire after all!


Good luck.


Looking forward to the final roster!


Anyone hear anything? My ninja dreams are slowly deflating.


Usually takes a bit to go over submissions after a Recruitment ends.


We did get a couple last minute entries.


Fair. I am just excittteeed.


Hat-Trick wrote:
We did get a couple last minute entries.

I'm sowwwwyyyy. :(((


Even in that case, I would think there would be a mentioning that recruitment is closed. I think this person got busy again. I think I'm going to withdraw myself from it. No offense to GMDolly, but I was looking for a more active campaign. Good luck, all.


Alright, I am sadly dropping out as well which makes me quite sad. I was excited for werewolf ninja. Good luck folks if they come back!


Pathfinder Adventure Path, Rulebook Subscriber

Since this fizzled out on us and not everyone could make it into Dragoncat's game, I thought I'd mention an FFd20 game forming over on RPOL. The rules are very vague at the moment and it would be expected that all players take a turn at DMing (the exact setup of this is tbd right now).

You can find the game advertisement here.

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