DM Slayde's Age of Worms (PF1e) — Set in Golarion — Recruitment


Recruitment

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For those of you who participated in my interest thread: I’ve decided to run Age of Worms, converted to the Pathfinder 1e ruleset and set in Golarion.

For the uninitiated, Age of Worms is one of Paizo’s original Adventure Paths, published in Dungeon Magazine back before Pathfinder existed. It’s an epic campaign: the PCs start as level 1 nobodies in a forgotten mining town and (if you see it through) can end as level 20 legends. If long campaigns aren’t for you, neither is this thread—no hard feelings.

Posting Expectations
Because this is a long campaign, I’m looking for players who can post at least 5 times per week. I’m most active on weekdays, and that’s when the majority of my posting will happen. Life happens—if something comes up, just let me know.

Player’s Guide
There was no official Player’s Guide for this AP, so I put one together to support character creation and ground everyone in the starting town of Diamond Lake.

You can find it here:
Age of Worms (Golarion) Player’s Guide

Character Creation
Ability Scores: 25-point buy; no stat above 18 or below 8 before racial modifiers
Race: Core + Aasimar, Tiefling, Dhampir. If you want something else, ask—if it’s 15 RP or less and umanoid in appearance, I may allow it. (I’m not a fan of very odd-looking PCs.)
Class: Any Paizo class except those with an evil requirement (e.g. anti-paladin), vigilante, or gunslinger (except bolt ace; there are no firearms). Summoner must be unchained.
Skills: Background Skills in use
Feats: No Leadership. Crafting is allowed.
Traits: Two traits
Alignment: No evil
Gear: Average starting gold

ABSOLUTELY NO 3PP. Using 3rd-party material will automatically disqualify your submission.

Notes on Submissions
I’m looking for roleplayers, not roll-players. Please include a character background and—most importantly—tell me how you ended up in Diamond Lake and why you want out (or what you want badly enough to stay).

I’ll be looking at your posts in other campaigns (Gameplay and Discussion) to get a feel for your posting style and reliability. If you’re new to PbP, don’t worry, I will not be using posting history as a deciding factor.

Recruitment closes: Saturday, March 21, 2026 at 11:59 PM (East Coast / New York time).

Let me know if you have any questions!


Is there any sort of personality types you gravitate toward or don't feel are appropriate for the campaign? Do you prefer 'Grob the fighter who likes to fight' or do you appreciate characters with more nuance?

I'm thinking of a periodically spooky, not 100% rational, dual-cursed (Haunted & Clouded Vision) Life Oracle. She's the 'weird girl' in town who is tolerated because of her healing skills and is largely considered harmless but just a 'bit off'.


Dot


Dot. Let me read the Player’s Guide and mull some concepts.


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Making a dwarven miner without a doubt :) I’m thinking a ranger or slayer of some kind. Who of course uses a heavy pick.

Would it be alright to be a relative of Rangolin Dourstone?

Also feel free to click on my profile. It has all of my completed campaigns, as well as the ones that ended with TPKs or character deaths. You can see what kind of player I am from it.


I'm working on an aasimar Eldritch Scion/Staff Magus. He plays a lot like a bloodrager (and might even dip a level of bloodrager). I'm picturing him coming to Diamond Lake to be Allustan's apprentice, but their relationship is frosty because they have such different magical styles.


I already said dwarven doomsayer druid :)
https://www.myth-weavers.com/sheets/?id=3064421

I just need to remove leyweaver - it is 3rd party - it was originally for carrion crown, so fitting to undead campaign...but he can turn into a healer by just changing first level feat and traits...

Originally, he was reincarnated/menhir savant, but that was houserule because I was given permission to waive second level feature of Reincarnated to make the archetypes compatible :)

And leyweaver was the only one of the remaining ones to remove wild shape.
I'll finish the character to specs by the end of the weekend


Working on a Tiefling Rogue. I have the basics in place,

I just need to find their personality and read through your very helpful guide to fit them into Diamond lake.

Grand Lodge

Teifling paladin maybe? Ill reread and see how I feel.


So, dwarf, dwarf, dwarven tiefling and dwarven tiefling? :D


The perfect group! :D


All right, here is my submission.

I went for a healer oracle of life. His Promethean curse pairs well with his Life Link revelation, because it seems like he's giving up his body to help others. I made him the adoptive son of Manlin Osgood, I hope that doesn't clash with some secret the NPC has.

Character sheet:

STR 14, DEX 10, CON 14, INT 10, WIS 12, CHA 19

Male Human
Medium Size
NG Life Oracle 1 (Promethean curse)
BaB +0
Init +4; Senses: Perception +6, Sense Motive +0
CMB +2 (0BaB +2strength)
CMD 12 (0BaB +2strength)
Favored Class Oracle
FC bonus: +1 HP

Defense
AC 17, touch 10 flat-footed 17 (+5 Armor +2 Shield)
HP 11 (8 + 2 (1*2Con) +1 (1 FC))
Fort +2 (+0 base +2 Con)
Ref +0 (+0 base)
Will +3 (+2 base +1 Wis)

Offense
Speed 30 ft
Melee Morningstar +2 (1d8+2/20x2 P & B)
Ranged Light crossbow +0 (1d8/19-20x2 P)
Space 5 ft, Reach 5 ft

Divine magic
Mystery: Life

CL 1
Concentration (CL + Cha): +5

DC: 14+spell level

Level (slots): Known
Cantrips (-): Create Water, Detect Magic, Guidance, Light
1 (4): Bless, Shield of Faith + Cure Light Wounds

Revelations
Life Link

Promethean Curse
Your body is falling apart, forcing you to rely on mechanical augmentations or replacements to keep yourself alive.
You take 1 point of Constitution damage each day, but you also ignore the first point of Strength, Dexterity, or Constitution damage you take for the remainder of that day.

Traits:
Seeker
Armor Expert

Feats:
Lvl 1 - Heavy Armor Proficiency
Human - Improved Initiative

Skills:
ACP -3
Diplomacy +8 (1 Ranks +4 Cha +3 CS)
Heal +5 (1 Ranks +1 Wis +3 CS)
Knowledge (religion) +4 (1 Ranks +3 CS)
Perception +6 (1 Ranks +1 Wis +3 CS +1 trait)
Spellcraft +4 (1 Ranks +3 CS)

Background skills:
Craft (armor) +4 (1 Ranks +3 CS)
Handle Animal +8 (1 Ranks +4 Cha +3 CS)

Languages: Common

Equipment:
Wealth: 7gp 4sp
Common items
Scale mail, Morningstar, Heavy Steel Shield, Light crossbow (10 bolts)
Dagger, Backpack, Bedroll, Winter blanket, Belt pouch, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Spell component pouch

Background:

Fjort doesn't know who his birth parents are. All he knows is that when his adoptive father Manlin Osgood took him in, the word Fjort was sewed onto the blanked he was wrapped in. Assuming that was his name, the armorsmith took care and raised young Fjort as his own. Life was hard, being the son of a busy smith. Fjort had to learn to live life alongside metal, and he also apprenticed at his father's side. He took his father's name with pride.

Fjort's young years were happy, as far as they could be. He had a home and learned the truth about honesty. He didn't really see Diamond Lake's troubles, as children usually don't. He found that he liked caring for others, offering solace and cheerfulness. Apprenticing as an armorsmith made him learn how to treat wounds, and soon he started to treat others' wounds, especially miners.

In his adolescent years, however, it seemed that his attitude contrasted with Diamond Lake's general mood so much, that it caught the attention of powerful supernatural forces. His body started to decay. At the same time, he manifested healing powers. It was like he could transfer others' ailments to himself, and his body suffered for it. It came to the point where he started to lose a finger, a toe, or his chest started to show crevices. He would always recover in a day, but the next day something else came up.

Fjort tried to hide this from his father as best he could, but lacking a finger is hard to explain to a smith. In the middle of being scolded for being careless with the tools, the boy's knee started to bleed abruptly, which made him finally tell his father what was up. Osgood tried taking him to Abadar's and Pharasma's temple, but they couldn't explain what was happening. It was like the boy's life was deteriorating jointly with Diamond Lake.

Fjort spends his days torn. On the one hand, he doesn't want to leave his father and the miners who need him in town. On the other, he's had it with this town brewing problems to itself, and incapable of growing out of its own corruption. He wants to leave, but can't just bring himself to do it.


You don't mention archetypes. Would you prefer just the basic classes or are archetypes allowed?

Also, I have conversions to Pathfinder for all of the books, from when I ran this a few years ago.... if you're interested.


There are also no campaign traits since this is port from 3.5?


Grumbaki here, with a Dwarven miner. Mostly settled on a slayer (feels like a miner, and gets trap finding!) but that is subject to change.

What's most important is the background below. I'd like to make sure that it is a good campaign fit.

Background:

Ragnar Dourstone, son of Rungni. Nephew of Rangnolin. This is an identity which the miner has been trying to escape his entire life. His father, and his uncle, have never seen eye to eye. The two old dwarves are far too alike in temperament and ambitions to have ever truly gotten along, and even as adults have maintained a rivalry which goes beyond that normal for siblings. Each success of the other is tallied up in their eternal quest to outdo the other.

For Ragnar, his life under his father has been one of constant expectation. Expectations that he has time and time again failed to live up to. It was expected that he *make something* of himself, far beyond that of a the common man. Preferably this was to be as something honorable, such as a merchant, a scholar, or an artisan. And yet, what drew Ragnar was the call of the mines. What he enjoyed was the feeling of being underground, of swinging his pick, of hunting out veins of ore and exploiting them. His father tried to steer him away, even paid to have him apprenticed to a master craftsman. It was a task that Ragnar took well to, but even then he infuriated his father by finishing his apprenticeship by making an adamantine mining pick. A tool that would be the envy of any miner, but which symbolized a damning lack of ambition in his father's eyes.

When Ragnar finally came of age, he rebelled by leaving home to pursue his passion. And this took him from Janderhoff, to Diamond Lake. Far enough away from home that he thought that he would not be haunted by his clansmen shaking their heads at him, and away from the politics of the mining clans. He thought that there he could strike out on his own, in a growing mining town where he could live by his skill and work alone.

It was a cruel joke of the gods that he found that it was also the home of Rangnolin Dourstone. The most prominent dwarf within the town. Ragnar shares the name as the wealthy dwarf, but little else. He knows that if he went to Rangnolin with a problem, that his uncle may very well help. But not to help him, but to lord it over his brother back in Janderhoff. Ass such, Ragnar has done all he can to maintain a respectful distance from his kinsman. What he desires, more than anything else, is to prove himself. To show that he is a dwarf who is worthy based on his own deeds, and from following his own path. And yet, he is deeply aware that he carries with him his Clan name. And that what he accomplishes, or fails at, reflects on his family. It is a burden to carry as great as any lode mined.

Already he has made something of a name for himself as being adventurous in his profession. He pushes further, and deeper, than most miners are willing to go. And in doing so, he has become quite adept at dealing with many of the dangers found in the deepest tunnels, especially the walking dead, but also aberrations. While most miners would avoid pursuing veins when such dangers are present, Ragnar forges ahead, confident in the belief that fortune favors the bold.


Q and A time

stormraven wrote:
Is there any sort of personality types you gravitate toward or don’t feel are appropriate for the campaign? Do you prefer ‘Grob the fighter who likes to fight’ or do you appreciate characters with more nuance?

I don’t have a preference as long as they are characters that have some depth to them. With your example as given I would say I would lean more toward the nuanced character because there seems to be a character there and Grob feels more like a stat block. That said if you wrote a backstory to Grob that says why he likes to fight and make him interesting I would probably gravitate that way. From my experience, when characters tend to lean more toward statblocks and less toward being a fleshed out character the player tends to be less engaged. This can be ok in an in person setting as things tend to flow quickly. In PbP those players tend to just vanish and then we’re stuck finding replacements or the game dies.

Grumbaki wrote:
Would it be alright to be a relative of Rangolin Dourstone?

That’s fine but not a direct relation (i.e. not a sibling, spouse, or child). Cousin, Niece, Nephew, etc would work fine.

Venlir wrote:
I made him the adoptive son of Manlin Osgood, I hope that doesn’t clash with some secret the NPC has

That’s fine

Spazmodeous wrote:

Would you prefer just the basic classes or are archetypes allowed?

Also I have conversions to Pathfinder…

Archetypes are fine as long as they are Paizo archetypes. Also, thank you for the offer but I already have this as well.

Drath Isidar wrote:
There are also no campaign traits since this is a port from 3.5?

That is correct. I looked at several that people have come up with and I just didn’t like any of them so instead I just decided to allow people to pick up an extra trait of their choice.

Submissions So Far (I have not looked at them yet)
Fjort - Human Life Oracle
Ragnar Dourstone - Dwarf Slayer


Greetings, DM Slayde. I'd like to submit for your generous Age of Worms campaign Iomedaean Knight Cado Anghel, an aasimar paladin of Iomedae.
He was born in Diamond Lake, becoming a very minor celebrity in town, who left to train under paladins in Moltrune.

A literal 'left town and made Good' story.


You mentioned Dragonchess in the Guide. Assuming we can jump into a game at Lazare's (or elsewehere) what's the mechanic behind it? Could I put a skill point or background skill point into it? Is it a straight INT roll? Or something else?


Diamond Lake seems like a rough and tumble sort of place. Think I might go with a Brawler.


@DM Slayde- I do have two questions for a concept I have:

1) Does Allustan Neff ever take on apprentices? (Hence being a mentor for a wizard concept)
2) For a familiar , could a wizard or witch take on a small dog (Small or Tiny) and just use the Fox stats and bonus?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Reporting in, gonna have to reconsider my original plan for an Undead Sorcerer/Paladin Eldritch Knight (ultimately, obviously they wouldn't start there) because part of it hinged on Wee Jas' acceptance of necromancy and undead (as long as they were created with the deceased's consent) as opposed to Pharasma's zero-tolerance policy.

Time to start brainstorming!


Dotting - thinking on a cool concept.

Grand Lodge

Looking to port in an Elf Living Grimoire/Preacher Inquisitor of Calistra with a Wasp Familiar. Here to spread the good word to the many courtesans, bordellos, and Brothels.


I've finished writing up my barbarian magus submission: Grulf.


Here is my submission. Just a few more things to tidy up crunch-wise.

Xarafine, an Inquisitor of Sarenrae (immolator archetype).

Haven't written up her backstory yet, but she is a newly-minted agent of the Sarenrite Church, and she has been assigned to the region in and around Diamond Lake.

She poses as a barmaid/serving wench in areas where there are rumors of nefarious (not simply illegal, stuff like slavery, torture, sacrificial rituals and the like) goings-on, and then gathers information from the customers while they are deep in their cups.


DBH here with my Tiefing Rogue Annia Wight.

Crunch:

ANNIA WIGHT

Female Tiefling (Daemon-Spawn) rogue 1 NG medium outsider (native)

Init +4; Senses Darkvision (60 ft.), Perception +4,

Languages Abyssal, Common, Draconic, Dwarven, Infernal

AC 17, touch 14, flat-footed 13. hp 10 (1HD)

Fort +1, Ref +6, Will +0, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Resistances Cold 5, Electricity 5, Fire 5,

Speed 30 ft. (6 squares)

Melee cold iron dagger +4 (1d4+1/19-20)
Ranged cold iron dagger (thrown) +4 (1d4+1/19-20)
Melee silver dagger +4 (1d4/19-20)
Ranged silver dagger (thrown) +4 (1d4/19-20)
Ranged crossbow, light +4 (1d8/19-20)

Base Atk +0; CMB +1; CMD 15

Atk Options Sneak Attack 1d6,

Special Actions

Racial Spell-Like Abilities: death knell ( DC 13, 1/Day)

Abilities Str 12, Dex 18, Con 13, Int 16, Wis 10, Cha 13

Special Qualities Fiendish Resistance, Fiendish Sorcery, Finesse Training, Skilled, Spell-Like Ability, Trapfinding,

Feats Two-Weapon Fighting, Weapon Finesse

Skills
*Acrobatics +7,
Appraise +3,
*Bluff +5,
*Climb +4,
Craft (Paintings) +7,
Diplomacy +1,
*Disable Device +10,
Disguise +1,
*Escape Artist +7,
Intimidate +1,
*Knowledge (Local) +7,
*Perception +4, Perception (Trapfinding) +5,
Profession (Scribe) +4,
Ride +3,
*Sense Motive +4,
*Sleight of Hand +9, *
*Stealth +7,
*Swim +4,

Possessions studded leather armor; thieves' tools; Wrist Sheath [ Cold Iron Dagger; ]; Wrist Sheath [ Silver Dagger; ]; Pouch, Belt [ Glass Cutter; Soap; Sewing Needle; String (50 ft.); Whetstone; ]; Backpack, Common [ Waterproof Bag; Bedroll; Blanket, Winter; Mess Kit; Grooming Kit; ]; Waterproof Bag ; Canteen ; Scrivener's kit; Crossbow, Light ;

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.

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

Hidden Hand Your concealed weapons strike fast and true. You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.

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

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Skilled Grimspawn have a +2 racial bonus on Disable Device and Sleight of Hand checks.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spell-Like Ability Grimspawn gain death knell as a spell-like ability.

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

Backstory:

Annia drifted into Diamond lake several months ago when Korvosa grew too hot for her.

She is a regular at Jalek’s Flophouse and spends her days making a few coppers writing letters to send home for those who can’t write. She will even do a small drawing of the person paying for the letter to send with it for their family.

At night she spends her time quietly at the Feral dog or the Spinning giant, nursing a drink that she discards when she leaves. This is her main source of income, picking pockets and snapping up unattended valuables when she thinks it safe.

Annia keeps her head down, she never wants to attract Sheriff Cubban’s attention. Getting careless with her pilfering is what made her have to flee Korvosa.

Annia never knew her parents, she grew up on the streets of Magnimar, scrabbling in the gutters to survive. Never a member of any of the city's gangs, she remained a petty thief until she left to wander Varisia looking for wealthier prospects.

A slender woman with a touch of grey to her skin Annia looks apathetically at the world. A life of living on the edges scraping by has made her emotionally distant.

I see her as a survivor who has lived her life just getting by and is apathetic and uninvolved. She's ripe for life to come along and drag her into an adventure which will change everything. :)

Any questions or problems let me know.


Here's Ouachitonian's submission. Hezekh Ironfist, half-orc Brawler (constructed pugilist/wild child) and his augmented wolfdog companion. just a couple of halfbreeds who've been through the ringer and been rebuilt with golem parts, and are ready to take it out on anyone stupid enough to antagonize them.


stormraven wrote:
You mentioned Dragonchess in the Guide. Assuming we can jump into a game at Lazare's (or elsewehere) what's the mechanic behind it? Could I put a skill point or background skill point into it? Is it a straight INT roll? Or something else?

I hadn't thought much about it. Sure you can put a background skill in it. As for how it would be handled, I'd probably do something like this


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Ridge wrote:

@DM Slayde- I do have two questions for a concept I have:

1) Does Allustan Neff ever take on apprentices? (Hence being a mentor for a wizard concept)
2) For a familiar , could a wizard or witch take on a small dog (Small or Tiny) and just use the Fox stats and bonus?

1) Neff will take apprentices

2) I have no problem playing a fox familiar as a dog

Grand Lodge

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Hated my idea, so going a different route. Human Ghost Rider Cavalier, Order of the Shroud. Haunted but noble. In town after seeing horrors elsewhere. Gonna work on some background and figure out his fighting style and behaviors. As well as where his nobility actually lies.


stormraven wrote:
You mentioned Dragonchess in the Guide. Assuming we can jump into a game at Lazare's (or elsewehere) what's the mechanic behind it? Could I put a skill point or background skill point into it? Is it a straight INT roll? Or something else?
DM Slayde wrote:
I hadn't thought much about it. Sure you can put a background skill in it. As for how it would be handled, I'd probably do something like this

Thanks! I threw a bg point into Prof: Dragonchess... mostly because I have no idea what it should be classed as. Judging by the piece you linked, I suppose it could be the player's choice of Craft (INT check option), Profession (WIS check option), or Perform (CHA check option). I really like the idea that you can approach the game using any one of three tactics. Anyhow, no need to worry about the particulars at this stage.

Here is Aja for your consideration. Everything is in her profile. Briefly:

Aja - Human Female, dual-cursed Spirit Guide Oracle of Life (with the Channeling revelation)

If you have questions, please let me know.


Started transcribing menhir savant druid, will be mostly done later today.


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Just a note: I am leaving on a short vacation tomorrow morning and returning Monday afternoon. There is a high probability I will not be responding until Tuesday Morning.

Submissions So Far (I still haven’t reviewed any)

Ragnar Dourstone - Dwarf Slayer
Cado Anghel - Aasimar Paladin
Grulf - Aasimar Magus VMC Barbarian
Hezekh Ironfist - Half Orc Brawler (Contructed Pugilist/Wild Child)

Annia Wight - Tiefling Rogue

Fjort - Human Life Oracle
Aja Endymion - Human Oracle (Dual Cursed, Spirit Guide)


DM Slayde wrote:

Just a note: I am leaving on a short vacation tomorrow morning and returning Monday afternoon. There is a high probability I will not be responding until Tuesday Morning.

Submissions So Far (I still haven’t reviewed any)

Ragnar Dourstone - Dwarf Slayer
Cado Anghel - Aasimar Paladin
Grulf - Aasimar Magus VMC Barbarian
Hezekh Ironfist - Half Orc Brawler (Contructed Pugilist/Wild Child)

Annia Wight - Tiefling Rogue

Fjort - Human Life Oracle
Aja Endymion - Human Oracle (Dual Cursed, Spirit Guide)

I submitted this character Xarafine, Inquisitor (Immolator Archetype) of Sarenrae as well.

Is there something in her build that was not acceptable, or was it just missed in the crowd?

If something needs to be fixed/removed/changed, please let me know. I am very interested in being considered for this game.


Xarafine wrote:
DM Slayde wrote:

Just a note: I am leaving on a short vacation tomorrow morning and returning Monday afternoon. There is a high probability I will not be responding until Tuesday Morning.

Submissions So Far (I still haven’t reviewed any)

Ragnar Dourstone - Dwarf Slayer
Cado Anghel - Aasimar Paladin
Grulf - Aasimar Magus VMC Barbarian
Hezekh Ironfist - Half Orc Brawler (Contructed Pugilist/Wild Child)

Annia Wight - Tiefling Rogue

Fjort - Human Life Oracle
Aja Endymion - Human Oracle (Dual Cursed, Spirit Guide)

I submitted this character Xarafine, Inquisitor (Immolator Archetype) of Sarenrae as well.

Is there something in her build that was not acceptable, or was it just missed in the crowd?

If something needs to be fixed/removed/changed, please let me know. I am very interested in being considered for this game.

Nope. I just saw you said it needed a back story so I assumed it wasn't complete. I'll add it next time I compile a list


Slayde77 wrote:


Nope. I just saw you said it needed a back story so I assumed it wasn't complete. I'll add it next time I compile a list

Cool. Thanks so much! The backstory is written and included in Xarafine's profile.


Submitting an Aasimar sorcerer.

Character Sheet:

Vincazathrak
Aasimar Sorcerer (Phoenix, Tattooed Sorcerer) 1
LG Medium Outsider (Native)
Deity: Magdh
Init +2; Perception +3 (Darkvision)
-----------------
DEFENSE
-----------------
AC 12, touch 12, flatfooted 10 (Dex +2)
HP 8 (1d6+2)
Fort +2, Ref +2, Will +3
-----------------
OFFENSE
-----------------
Speed 30 ft.
Melee Longspear +3 (1d6+4/x4)
Ranged Ray of Frost/Fire +2 (1d4)
-----------------
STATISTICS
-----------------
Str 16, Dex 14, Con 14, Int 10, Wis 10 (12), Cha 14 (16)
BAB +0; CMB +3; CMD 15
Feats Elemental Spell (Fire)
Traits Magical Lineage (Ray of Frost), Orphaned
FCB TBD
Skills (2 per level)
Diplomacy 1 +9 (+1 rank, +2 racial, +3 Cha, +3 familiar)
Survival 1 +6
Background Skills
Profession (Herbalist) 1 +5
Knowledge (Engineering) 1 +1
Languages Common, Celestial
Special Darkvision, Celestial Resistance (Acid/Cold/Electricity 5), Skilled (Diplomacy, Perception)
Spells Known 0 (DC 13): Disrupt Undead, Read Magic, Detect Magic, Ray of Frost
1 (3/day, DC 14): Enlarge Person, True Strike
Equipment Starting Gold: 70
Longspear (5)
Pathfinder’s Kit (12)
Holy Water (25)
Acid (10)
Wooden holy symbol (Magdh) (1)
More TBD

Overview:
Vincazathrak lives on the outskirts of Diamond Lake. He is a recluse by choice, living off the land and occasionally doing some trade as an herbalist. On the occasion that any townsfolk happen to meet him, he is kind, patient, curious, and soft-spoken, although not well-read or well-informed. He has a tragic relationship with the town. It is curious that he hasn’t left yet, but he seems to be waiting for something. It is known that he was raised by the Crone of the Wood (also known as the Maiden of the Wood or the Lady of the Wood), a local possibly fey woman who bears a resemblance to Magdh. Perhaps he is merely awaiting the call of Fate.

Background:
Nobody thought that Marianne Tilgast should have married that no-good outlander alchemist Parrowbin. Allustan Neff, a much younger wizard at that time (20 years ago) would tell anybody who would listen that Parrowbin didn’t know a cantrip from catnip. But Marianne and Parrowbin were in love.
The pregnancy was difficult. Something was ailing Marianne. Parrowbin insisted it related to exposure from the mine chemicals, and that they had to move away from Diamond Lake. Marianne initially did not wish to leave her hometown, and then when she was too sick to protest, it would have been seen as disreputable to take her away in the night. So Parrowbin worked to save her.
Allustan Neff spread rumors that Parrowbin was experimenting with things that he knew nothing about, and that his treatments would kill the poor girl. But none of the clergy could save her either. Parrowbin grew increasingly desperate. Injecting his wife with medicines and substances that he thought could effect a cure. The tears of an angel? The blood of a phoenix? What else?
Marianne died in childbirth, although the child was saved. An angry mob lynched Parrowbin the next day, and would have done the same for the infant if not for Nogwier. The druid silently took the child away.
Vincazathrak doesn’t know where his name came from. Nogwier? The Lady of the Wood? Spirits of the forest? Who took care of him when he was very small? He can’t remember his earliest years. As he grew, they were there sometimes, but he was left to fend for himself for increasingly long stretches.
Over the course many visits, the Lady of the Wood told him much of Magdh of the Eldest. He believes the Lady was a mortal priestess, but she could have been a fey servant, or an aspect of the Eldest herself. Through learning about Fate, he learned to let go of his resentments towards the people of Diamond Lake. He knows that his presence still causes them pain, but they no longer desire his death. Nor he theirs.

His Role and his Trick:
Vincazathrak will likely progress into a martial class (Paladin, Green Knight Cavalier, Ranger, or Fighter being among the most likely) depending on the rest of the party composition, and eventually into Eldritch Knight or a similar class. If it seems he is best off being a full spellcaster, can do that. He’s a decent back-line fighter with a great Diplomacy skill. But his real trick for the time being is infinite healing. He can cast Ray of Frost as a fire spell at will, and can make it healing fire to heal half the damage that would have been dealt. It is slow, it was expensive (a class, a bloodline, a feat, and a trait), and it won’t replace in-combat healing, but it avoids the reliance on the magic mart for out-of-combat healing. Heroes relying on mass-produced disposable magic items is not generally a feature of fantasy stories. If you don’t like this solution, I can rebuild the character. But the idea is to enable longer adventuring days by enabling the martials to keep going.


Throwing my hat in the ring with Reknar! (mechanically a Str based melee Bard)

Reknar:

Reknar
Half-orc bard 1
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +6, Will +4
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee cold iron longspear +3 (1d8+4/×3) or
. . cold iron morningstar +3 (1d8+3)
Ranged sling +2 (1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 12], inspire courage +1)
Bard Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—cure light wounds, saving finale[APG] (DC 13)
. . 0 (at will)—detect magic, message, read magic
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Statistics
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Str 17, Dex 14, Con 14, Int 13, Wis 10, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Arcane Strike
Traits fate's favored
Skills Acrobatics +4, Bluff +6, Intimidate +8, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +4, Perform (oratory) +6, Profession (soldier) +4, Survival +1, Use Magic Device +6; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ bardic knowledge +1, orc blood
Other Gear lamellar (leather) armor[UC], heavy wooden shield, cold iron longspear, cold iron morningstar, sling
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.

Background:

Reknar grew up in Diamond Lake, which means he grew up fast. His mother worked the lake docks back when fishing was still barely possible. His father was an orc laborer who spent more time in the mines than above ground. When Reknar was twelve, the mine his father worked collapsed. The overseers sealed the tunnel and moved on. That was the first lesson Diamond Lake teaches its children: people are cheaper than ore.

The boy was big for his age, even by half-orc standards, so work came early. He hauled tools for miners, carried crates for merchants, and sometimes stood outside taverns when the owners needed someone large enough to discourage trouble. He discovered he had a knack for talking to people. Miners coming off long shifts didn’t need music. They needed someone willing to say what everyone else was thinking.

He started by repeating the stories he heard from caravan guards and travelers passing through town—tales of distant wars, corrupt nobles, cities where people fought back and sometimes even won. The miners gathered to listen, at first out of boredom, then out of something closer to hope. Soon Reknar began adding his own commentary.

About the foremen who pushed men too hard. About Sheriff Cubbin’s deputies who seemed to find new fines every week. About the mine managers who never had to breathe the dust they profited from.

Word travels fast in a town where everyone works underground. Sometimes arguments break out in the taverns after a long shift—miners blaming foremen, foremen blaming the mine managers, everyone blaming someone else for the dust in their lungs and the thin pay in their pockets.

Once or twice Reknar has spoken up when things started getting out of hand. Not giving speeches, exactly. Just saying something blunt enough to cut through the shouting. Sometimes it works. Sometimes it doesn’t.

But he’s noticed that, now and then, people actually stop to listen. He just learned that the right words, spoken at the right moment, could move people almost as much as steel.

He doesn’t think of himself as a leader. But sometimes, when a room falls quiet while he’s talking, he daydreams about it. Would people listen?

Lately, though, Diamond Lake has felt… wrong. The mines have always been dangerous, but the stories coming out of the tunnels are getting stranger. Miners talk about shapes moving in the darkness where no one stands, or echoes answering them from deeper in the earth.

Meanwhile that Abadaran preacher, Marcellus Davaulus, has begun shouting about writhing doom and dark times ahead. Most people laugh at him. Reknar tries to. But something about the way the Cairn Hills brood over the town makes him uneasy.

And the preacher’s words stick in his mind longer than he’d like to admit....

Personality:

Reknar is quiet more often than not, the kind of man who watches a room before deciding where to stand. Life in Diamond Lake has taught him that loud men are often the ones with the least to say. When he does speak, his words tend to be plain and direct, shaped more by hard experience than cleverness. He has little patience for bullies or officials who hide behind authority, but he also knows that anger alone rarely fixes anything. Reknar is still learning what his voice can do—sometimes it stops a fight, sometimes it starts one—but he’s beginning to understand that words can carry weight if you’re willing to stand behind them.


Ridge here.
Here we go, went with a wizard and possible apprentice to Allustan. Her background is vague in some details (Like names for siblings) and surname in case someone wants to be related if we both get picked, that kind of thing but I think covers the basics :)

Stats:

Ezmelda the Wizardess
Female human (Varisian) wizard 1
NG Medium humanoid (human)
Init +6; Senses Perception +1
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Defense
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 8 (1d6+2)
Fort +3, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Special Attacks hand of the apprentice (7/day)
Wizard Spells Prepared (CL 1st; concentration +7)
. . 1st—color spray (DC 15), mage armor
. . 0 (at will)—detect magic, prestidigitation, ray of frost
--------------------
Statistics
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Str 11, Dex 14, Con 14, Int 18, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Dodge, Improved Initiative, Scribe Scroll
Traits focused mind, resilient
Skills Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Knowledge (religion) +8, Profession (cook) +5, Profession (scribe) +5, Spellcraft +8
Languages Common, Draconic, Dwarven, Elven, Thassilonian, Varisian
SQ arcane bond (Pryze [small terrier], fox)
Other Gear dagger, backpack, bedroll, blanket[APG], ink, inkpen, parchment (3), spell component pouch, trail rations (3), wizard starting spellbook, 50 gp, 2 sp
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Special Abilities
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Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Hand of the Apprentice (7/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.


her story:

My name is Ezmelda, and I am a wizard at last! Some seek to become a wizard for power, some because they seek to pierce the inner secrets of the universe, and some because of a proud arcane lineage. I maybe the only person I know who sought out a wizard apprenticeship just to get space away from having to share a home with two parents, one grandmother, and a SIX siblings with me smack in the middle. There was no privacy, there was no space to be me. I was overlooked and at the same time could never really get away. My parents and older siblings acted like it was a given I would become a miner, a smelter, a cook (Likely for miners) or a scrub woman just like most of the family.

When I protested that I wanted something else, do something more, I was laughed at, ignored, or told not to stick my nose up or put on airs. I’d always been the reader of the family, and it was custom to, at a certain age, take up a trade or seek out someone to apprentice to. Allustan Neff was just about all I wanted to be one day: He is the smartest citizen in the Diamond Lake area. He’s a wizard, respected for his power, valued for his knowledge. Oh, did I mention he had a house pretty much all to himself? I presented myself, explained how naturally gifted I was, how I was an avid reader, and how I longed to become a wizard rather than be just a cook and scullery maid.

I also handed him some of my home made butter rolls made just that morning. He took me on, on the proviso that I would pay for my apprenticeship in part by cleaning and cooking when required. Despite that humbling aspect of it, I couldn’t complain. Master Allustan was as good as his word, teaching me more lore than I knew existed, and indoctrinating me into the basics of the arcane! And yes, I even got my own room. It was small, out of the way, and nothing fancy but it was all to myself! Pure bliss.

There were some… minor mishaps over the years I learned magic; The incident of casting a bleed cantrip on a too rare steak slice certainly got a reaction, and I wouldn’t have panicked with that ray of frost if that drunk had just stopped groping at me! (His crotch was healed by a cleric and isn’t even baring a mark, he’s lucky I didn’t use acid splash). And, of course, I never intended a DOG to be my familiar but I’m still glad it happened because the Feral Dog Tavern folk were going to use Pryze as a bait dog or something. I did end up turning to Master Allustan there.

That’s just one of the reasons I owe Allustan so much. I’d like to think under it all, he’s a good man, but I am very certain he is a GREAT man, and despite what some might think, I can be grateful and loyal. I am now a true wizard, able to hold onto spells until release, to cast with skill and while my magics are meager I am beyond cantrips. I returned to my family with demonstration, and… well, mother wants to know when I’m getting married. Dad hints light spells could be handy in the mines. My siblings mostly tease or roll their eyes.

I’m starting to see why so many wizards in the stories turn to evil. I won’t though. I’m better than that, damn it.

Appearance:
Chiefly of Varisian blood, Ezmelda has striking crimson hair with gold irises. She’s grown into an attractive young woman though hardly THE head turner of the village. While she enjoys bright colors and gems, she mutes these with a gray hooded cloak to look more ‘wizard like’.. and also because she doesn’t want to get soot all over herself in this town full of mining business.

Personality::
Ezmelda is ambitious but not at the cost of hurting innocent people. She has a softer heart than she likes to show. While she sought magic as a path to respect and independence, she also has grown to love magic for its own wondrous worth and can almost shine with delight at some display of arcane power. She loves her family, but she fears they’ll never really understand her. Nevertheless, they are one of the reasons she isn't just wiping her sandals and heading off elsewhere now that she's a wizard with power (However minor) of her own. Her other reason is her sense of loyalty to her mentor.

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Her Familiar:

Pryze (small terrier) CR –
Male dog (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8+1)
Fort +3, Ref +4, Will +3
Defensive Abilities improved evasion
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Offense
--------------------
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
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Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Perception +8, Spellcraft -1, Survival +1 (+5 to track by scent); Racial Modifiers +4 Survival to track by scent
SQ empathic link
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Special Abilities
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Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
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Pryze looks like a bit like a Glenn of Imaal terrier (or in this world perhaps a different term for the breed) of golden hued fur that is wiry scruffy perhaps half Glennie half Pomeranian . He is cute as hell and knows it.


DM Slayde wrote:

Just a note: I am leaving on a short vacation tomorrow morning and returning Monday afternoon. There is a high probability I will not be responding until Tuesday Morning.

Submissions So Far (I still haven’t reviewed any)

Ragnar Dourstone - Dwarf Slayer
Cado Anghel - Aasimar Paladin
Grulf - Aasimar Magus VMC Barbarian
Hezekh Ironfist - Half Orc Brawler (Contructed Pugilist/Wild Child)

Annia Wight - Tiefling Rogue

Fjort - Human Life Oracle
Aja Endymion - Human Oracle (Dual Cursed, Spirit Guide)

@Slayde77, You missed Drâth Isidar, dwarven Druid.

Might need to make few adjustments since based pn players guide, old doom is already taken by a priest of abadar :)


Working on a Medium. Never played one, and it feels thematic for this game! I should have something ready this weekend. Thanks again for running it, GM, and enjoy your "short vacations".


Equipment is a bit over budget, backstory is coming...


Background complete, I think this is all...


Creating a character.

Will likely be a human (galtese) swashbuckler, who thinks he is on the run from Galts grey gardners, he currently moonlights as an extra barhand in the spinning giant, while striving hard to train with Melinde.

Melinde thinks his attempts to prove the superiority of Galtese swordsmanship are hilarious (and, in mock duels against her, typically very futile). She also, correctly, understands that he is one of at least a dozen aspiring young swords/polearms/pickaxes/farming implements who have a crush on her.

He is alas, personally brave, is an adventurer at heart and a romantic.

GM only:

He thinks the grey gardners are pursueing him, they dont. He is, to them, an utterly irrelevant lowly refugee who is tangentially, at best, related to the favorite bartender of the loser of a recent regime change. The gardeners did kill his dad, who was said bartender, though, although that was because he seduced the wife of a grey gardner, not because of his relationship with the losing faction of said regime change.
In any case, the Grey Gardners are well aware of the fatility rates of lowly adventurers, and even if they would care about him, they assume some random monster would do the job for them.

If drawbacks are a thing, it would serve as the justification for a paranoid drawback.


Drath Isidar wrote:
Background complete, I think this is all...

Your Background:

Personality: Factual, patient, and intellectually detached. He treats the dead as a structural problem and his party members as temporary tools in his survey kit. He cares about local pollution, but doesn't enter into fights with the Mine managers. He heals miners, heals the dogs after fights and tries to find a way to stop them.
Motivation: To brace the ley lines between menhirs of the Diamond Lake region before the metaphysical collapse or planar breach occurs.

The Mission that Time Forgot
Fifty years ago, the High Council of Janderhoff dispatched Drâth Isidar to the far-flung mining colony of Diamond Lake. His official title was Envoy of the Deep Foundations. His mission was to conduct a comprehensive geological survey to ensure the local mines would produce enough ore to rebuild Janderhoff, a standard dwarven precaution for long-term investments.

For the first decade, Drâth sent meticulous quarterly reports back to the Sky Citadel. However, as Diamond Lake shifted from a promising frontier to a gritty, corrupt mining town under the thumb of the local Mine Managers, the interest of Janderhoff waned. A change in the Council's leadership and a series of subterranean wars near the Mindspin Mountains meant that Drâth's project was de-prioritized, then buried in the archives, and finally forgotten. He never received a recall order. To the Janderhoff bureaucracy, Drâth Isidar is a "dead file."

Drâth did not mind. While the mining magnates of Diamond Lake were focused on iron and silver, Drâth's Spirit Sense picked up on a more urgent structural failure. He discovered a network of ancient, weathered menhirs - standing stones - that acted as "braces" for the local spiritual pressure. Many were cracked, desecrated, or built over by the town's expansion.

He realized that the Whispering Cairn and the surrounding hills were leaking "necromantic static." If these ley lines were to snap, the resulting spiritual collapse would do more damage than any mine collapse.

Drâth now lives in the fringes of town, technically still an official Emissary, though he hasn't seen a copper of his stipend in forty years. He spends his days surveying the "metaphysical foundations," accompanied by a dog he saved from the pits and a pony he bought once his hips started hurting. He trained them over the years and befriended a crow over time. He remains at Diamond Lake because, in his calculation, he is the only one qualified to perform the necessary repairs.

He understands local Abadar priest with his apocalyptic sermons and dour mine manager, privately, he calls them Doom and Gloom, but he is not much better. He tries to keep old Nogwier in the loop, but never tries to get anything from him or the dwarves.

If we both get into the campaign, would you care to have Drâth and Ragnar as two dwarves who know each other? Perhaps Drâth accompanying Ragnar into the deepest mines?

The two seem like a good pair. Drâth, the old dwarf looking for the metaphysical foundations under the world, the latter a young dwarven miner, eager to push into the areas that others are afraid to go.


Sure. He is old...he could be late mid-aged miner with you in a mine accident

Might have to add skill to engineering instead of alchemy (healer)


That would be great. Right now, Ragnar has profession miner, disable device (can disable magical traps at lvl 3), and knowledge dungeoneering. But he doesn't have knowledge engineering, and I don't see any way to fill that gap.


Hi GM! Here's Lapyd with my submission - Shantanna is a medium, and a bit of martial character (trying to build her more towards a ranged physical artist with some psychic spells). Her profile has her background, sheet, and a lot more fluff details that I'm adding. she was built to match the flavor of the campaign, and while not as strong as my companions here, she should still be able to be efficient but deliciously RP-focused.


Shantanna Lyrs wrote:
Hi GM! Here's Lapyd with my submission - Shantanna is a medium, and a bit of martial character (trying to build her more towards a ranged physical artist with some psychic spells). Her profile has her background, sheet, and a lot more fluff details that I'm adding. she was built to match the flavor of the campaign, and while not as strong as my companions here, she should still be able to be efficient but deliciously RP-focused.

Yeah, i tried to turn the druid on its head without animal companion nor wild shape, but you don't get archtypes that replace them except for 3pp (ley weaver has that option)

Progenitor does it, but is not compatible with menhir Savant, Reincarnated just moves it two levels later and so on...

I guess we cross that bridge at 4th level...

Anyhow, Drath is full caster, zero warrior...first level feat is non critical if party thinks i should take healing hands :) assuming I get chosen obviously


@DM Slayde, a couple of questions about traits:

1) Is taking a campaign trait (from another AP) allowed? (Campaign Traits tend to be noticeably stronger than other traits... Specifically:
Trap Finder, Finding Haleen

2) Is a Drawback allowed for an extra Trait?

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