Recruiting for Birthright (PF1)


Recruitment

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Discord is a problem now in the UK I need to get past the age gate


@Elton, I don't know if I will be able to get my shit together for this, but send me the link to your discord as well...


I am going to withdraw from the running for this one.

Have fun, everyone.


pad300 wrote:
@Elton, I don't know if I will be able to get my s~!% together for this, but send me the link to your discord as well...

Okay, I'll send it through PM. Just tell me afterword if you can't join.


stats: 2d6 + 6 ⇒ (2, 2) + 6 = 10
stats: 2d6 + 6 ⇒ (5, 6) + 6 = 17
stats: 2d6 + 6 ⇒ (1, 5) + 6 = 12
stats: 2d6 + 6 ⇒ (5, 6) + 6 = 17
stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
stats: 2d6 + 6 ⇒ (6, 3) + 6 = 15

bloodline: 1d100 ⇒ 98
bloodline derevation: 1d100 ⇒ 4

I shouldn't but I'd like to give this a go. I am thinking of making a wizard. Could you soot me the discord invite if you will have me?


trawets71 wrote:

[dice=stats]2d6+6

[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6
[dice=stats]2d6+6

[dice=bloodline]1d100
[dice=bloodline derevation]1d100

I shouldn't but I'd like to give this a go. I am thinking of making a wizard. Could you soot me the discord invite if you will have me?

Well, there's no harm for your curiosity. I'll send you a discord invite.


trawets71 wrote:
I shouldn't but I'd like to give this a go. I am thinking of making a wizard. Could you soot me the discord invite if you will have me?

Trawetts, if you enjoyed the Kingmaker adventure path, you will enjoy Birthright. There are some similarities between Birthright and Kingmaker. Except that Birthright has better domain rules.


EltonJ wrote:
pad300 wrote:
@Elton, I don't know if I will be able to get my s~!% together for this, but send me the link to your discord as well...

Okay, I'll send it through PM. Just tell me afterword if you can't join.

@Elton, did you send that PM? I haven't got it...


2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 6) + 6 = 18

Bloodline Strength: 1d100 ⇒ 89 Major
Score: 8d6 ⇒ (2, 2, 4, 5, 6, 5, 4, 1) = 29
Bloodline Derivation: 1d100 ⇒ 87 Vorynn

Blood Ability
0-10 1d100 ⇒ 26 None
11-19 1d100 ⇒ 46 Minor
20-28 1d100 ⇒ 59 Major
29-35 1d100 ⇒ 90 Enhanced to Major
36-50 1d100 ⇒ 39 Major
51-80 1d100 ⇒ 63 Enhanced to Great
80+ 1d100 ⇒ 58 Great

So, It looks like I ended up with 3 Major and 2 Great abilities.

Vorynn Blood Abilities
Major:
1d100 ⇒ 36 Detect Lie
1d100 ⇒ 77 Mebhaighl Sense
1d100 ⇒ 67 Long Life

Great:
1d100 ⇒ 51 Long Life
1d100 ⇒ 51
Re-roll: 1d100 ⇒ 79 Resistance

I'm thinking of a Human Cleric, of Whom I don't know yet.


There is a Deadline for submissions here. Thursday at 12 noon Mountain Time. We are almost full.


Here is the core of my pc

LADY CAT


So this is my wizard, Fionn Caeloran

Description:

5’11” tall and 169 lbs. Pale skinned, clean shaven, with fine eyebrows and shoulder length mahogany hair. Has a prominent roman nose and high cheekbones.


Demeanour:

Stern, aggressive.

Background:

Fionn was born in the Sielwode, product of a coupling between his lady mother ( the Marchioness Fiona Caeloran, an elven noblewoman ) and a handsome human (a ranger from Aerenwe). He was raised elven fashion in the Sielwode, and believes in the superiority of elven culture, particularly as evidenced by how elven populations don’t impact the flows of mebhaigal in a province…

It was his mother who got him his apprenticeship with High Mage Aelies, his older half -brother (on their mother’s side). Fionn usually claims Aelies is his uncle (and himself Aelies’s nephew), due to the several century age difference. (It should be noted that Fionn has a lot of distant relatives out there; the Marchioness is at least 2000 years old, and usually has a kid every 50 or so...She remembers times before humans had set foot on Cerilia).

This apprenticeship became particularly welcome, as the bloodline he inherited from his father, was of Masela. Coming to the Erebannien brought him to the sea for the first time. It calls to him, and fills hole in his soul that he didn’t know he had... Now having spent a couple of decades in human lands, his attraction to the sea brought him to the faith of Nesirie.

As Aelies’s active apprentice, he inherited the High Mage’s source network, when Aelies dissappeared (what happened is up to the DM; magical accident? Assassins?

Stats:

Fionn Caeloran
NG Male Half-Elf
Wizard 2 (Air Elementalist > Smoke subschoool)
Deity: Nesirie
Init: +1 (Dex) +2 (trait) +4 Improved Initiative
Speed 30 ft
Low Light Vision

Defense
AC: 12= 10+ 1 (dex) +1 (armor)
HP: 14 = 6+ (1d6>4)+2*1Con+2 fcb
Fort +0 Wiz 2+1(Con)
Ref +0 Wiz 2+1(Dex)
Will +3 Wiz 2 +0(wis)

CMD : 12=10 +1 (bab)+0 (str) + 1(dex)

Offense

BAB : +1
Melee:
Ranged:
CMB : +1 BAB+0 str

Spells Prepared
L0 (DC 14, 4+1) Message (Air), Mage Hand, Prestigidation, Daze, Detect Magic
L1 (DC 15, 2+1+1) Windy Escape (Air), ???, ???, ???

Stats
Str 10 = 10 (rolled)
Dex 12 = 12 (rolled)
Con 12 = 12 (rolled)
Int 19 = 17 (rolled)+2 racial
Wis 11 = 11 (rolled)
Cha 10 = 10 (rolled)

Feats:
Skill Focus (K Arcana) (Adaptability)
Improved Initiative (Lvl 1)
Scribe Scroll (Wiz 1)

Traits: Elven Reflexes (race), Clever Wordplay (Social, Diplomacy)

Skills 2*(2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K Arcana 1 ranks +3 trained +4 int +3 skill focus
Spellcraft 2 ranks +3 trained +4 int
Perception 2 ranks +3 trained +2 keen senses
Diplomacy 2 ranks +3 trained +4 int (trait)
K Planes 1 rank +3 trained +4 int
K religion 1 rank +3 trained +4 int
K Local 1 rank +3 trained +4 int
K Nature 1 rank +3 trained +4 int

Background Skills
Professions (Administrator) 2 ranks +3 trained
Profession (Sailor) 1 ranks +3 trained
K (History) 1 ranks +3 trained +4 int

Languages: Sidhelien (elf), Anuirean, Brecht (int), Basarji (int), Kharamul (Dwarven, int), Cellwair (Halfling, int)

Class Abilities:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Arcane School (Elemental Air > Smoke Subschool, Opposition School:Earth): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Body of Smoke (Sp): At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Race Abilities:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

FCB: 2 HP

Bloodline:

Derivation: Masela
Bloodline Strength: Lesser
Blood Score: 22
Abilities: Animal Affinity (Minor, Dolphins), Detect Lie

Spell Book:

Cantrips: All (except Earth
1st:
2nd:

Equipment ( incomplete):

Weapons (39 gp): Light Crossbow (35 gp), Dagger (2 gp), 20 bolts (2 gp)
Armor (3 gp): Haramaki (3 gp)

Equipment (31.41 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spellbook

Familiar:

???

I have to build his familiar yet or pick his spells known. Also, @Elton, how much money/gear are we starting with?


Ok this is Leo from Discord, Archer Ranger Character.


Just saw the recruitment. PM me the Discord. I’ll roll up a bloodline character tomorrow morning to be considered. Then, can tailor to whatever domains that you have open. Cheers


Jubal Breakbottle wrote:
Just saw the recruitment. PM me the Discord. I’ll roll up a bloodline character tomorrow morning to be considered. Then, can tailor to whatever domains that you have open. Cheers

Alright, we have one country that is open, and several guilds you can take. Along with two churches.


2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8

16, 12, 12, 12, 10, 8

Bloodline Strength: 1d100 ⇒ 32 Minor
Bloodline Score: 5d6 ⇒ (3, 5, 5, 3, 6) = 22
Bloodline Derivation: 1d100 ⇒ 8 Anduiras


Ability 0-10: 1d100 ⇒ 11 nope
Ability 11-19: 1d100 ⇒ 22 1 minor
Ability 20-28: 1d100 ⇒ 6 nope

Minor Ability: 1d100 ⇒ 48 nope
Minor Ability: 1d100 ⇒ 45 nope
Minor Ability: 1d100 ⇒ 25 Bloodmark


Ability 29-35: 1d100 ⇒ 77 Minor
Ability 36-50: 1d100 ⇒ 80 Great

Ability: 1d100 ⇒ 35 Detect Lie
Ability: 1d100 ⇒ 8 Animal Affinity (Major, Cats)

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