Adventure in the Ruins of Azlant (Pathfinder)

Started by Hexed, January 31, 2018, 09:09:14 PM

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Angie

Yeah, screw party balance! I'm selfishly playing what I want, so should you.
Avatar is by Lemonfont. Will remove it if he asks me to.

Come check the Cyberpunk Images Thread!

Thorne

Pretty much. If we don't have a thing, we summon or hire something that can do the thing we need. We're inventive and stuff, right?
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Saric

"I believe in dragons, good men, and other fantasy creatures." - Slovotsky's Law #42

“Fairy tales are more than true: not because they tell us that dragons exist, but because they tell us that dragons can be beaten.”― Neil Gaiman, Coraline

“The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.” - Terry Pratchett (Rest in Peace, Master Storyteller)

Chulanowa

#78
It's a lot more difficult when you want to play ALL THE THINGS  ;D

What i know so far...
• Halfling
• Male
• Skill-user
• Pathfinder Recruit trait
Possible Image 1
Possible image 2

Saric

"I believe in dragons, good men, and other fantasy creatures." - Slovotsky's Law #42

“Fairy tales are more than true: not because they tell us that dragons exist, but because they tell us that dragons can be beaten.”― Neil Gaiman, Coraline

“The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.” - Terry Pratchett (Rest in Peace, Master Storyteller)

eBadger

Quote from: Saric on February 06, 2018, 10:47:38 PM
Just 3008 gp for the Universal Lockpick

Crowbar, 2 gp. 

One of the most intriguing groups I ever ran with was a handful of rogues and a single illusionist wizard.  Distraction and flurry of backstabbings worked amazingly well, actually...until it didn't, and nobody had any hit points to begin with.  Still, the ingeniuty it brought out was pretty awesome. 

Saric

Quote from: eBadger on February 07, 2018, 01:17:21 AM
Crowbar, 2 gp. 

One of the most intriguing groups I ever ran with was a handful of rogues and a single illusionist wizard.  Distraction and flurry of backstabbings worked amazingly well, actually...until it didn't, and nobody had any hit points to begin with.  Still, the ingeniuty it brought out was pretty awesome.

The Crowbar opens wooden doors and the like, the Universal Lockpick, known to the uninitiated as an Adamantine Morningstar, opens everything! ;D
"I believe in dragons, good men, and other fantasy creatures." - Slovotsky's Law #42

“Fairy tales are more than true: not because they tell us that dragons exist, but because they tell us that dragons can be beaten.”― Neil Gaiman, Coraline

“The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.” - Terry Pratchett (Rest in Peace, Master Storyteller)

keyotess

Is there still time to throw in a bid?  I have a Scared Shield Paladin that is ready to go with just some history twiking. :)
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

Angie

I dunno how many sheets have been submitted so, go for it.
Avatar is by Lemonfont. Will remove it if he asks me to.

Come check the Cyberpunk Images Thread!

Hexed

This weekend is when I'll sort things out.

From the looks of it I should have 7 or so. 5 is the most I'll run in a group. But won't hurt to do two groups if enough sheets come in. :)

@Saric Nah, Universal Lockpick is called throwing the dwarf through the door! :P

keyotess

Okay, will get to work on modify Muineth for Azlant. :)
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

keyotess

#86
Name: Muineth
Sex: Female
Age: Never ask a lady her age! Okay, I am not much of a Lady, somewhere above 120, but who bothers to keep count after 100.
Race: Aasimar (elf)
Class: Ranger (Fortune Finder)
Alignment: I rescue cats, minks, foxes and various other small animals from trees.  What, they are cute!  Chaotic Good
Creed: "Protecting Travellers in their Journeys of self discovery"

Level: 1
EXP: 0 / 2000

Basic Appearance:
Muineth is an elf, maybe.  She is rather muscular for an elf, even a male elf, maybe a half-elf, but she doesn't have any other characteristics of a human.  She stands at 6'4" and her body is toned and perfectly proportioned. Her breasts large and firm pushing out her chain shirt.  Long toned legs extend out from her leather skirt to sturdy leather boots. Bracers and gauntlets protect her hands and toned arms. Her face is perfectly symmetrical with her eyes almond shaped and bright Emerald Green to match her long, leaf green, silky hair that hangs down her back in a loose ponytail, besides her hair and eyebrows, she has zero body hair.  When you look at her, she almost doesn't look real because her body and face is so symmetrical and proportioned, but she moves, breathes and looks at you with kind eyes.

Personality:
Muineth is a kind soul, ready to help anyone in need, but she has experienced much lost, and her past is a mystery, even to herself.  She has no known family and she was raised and nurtured by a small elven community inside of Kyonin.  She felt a calling to spend time with the Desna priestesses to find out about Desna.  As a follower of Desna, she seeks to help others in their travels and to to live in peace with others.  When conflict occurs, she will attempt to end things peacefully, but sometimes you have to stand your ground and fight for what is right. She is measured in her actions.  She believes that each person must be free to find their own path.  She is on her own journey, to discover who her family is.

Basic Background
Muineth grew up in a small elven community in Kyonin as an orphan.  No one knows who her family is, she was discovered wandering on her own as a child and taken in.  Because of the elven love of children, she was never without shelter, food or love, although each night she would eat and sleep with a different elven family, this way no elven family had to much added burden to them.  As she aged, she grew to be very athletic and tall and spent much time learning about Desna, feeling an affinity to the Goddess of Travel and Journeys.  She naturally gravitated towards physical activities and excelled and at martial training.  One morning she woke up from a dream of crossing a sea to a new land.  After speaking with Priestess Amibethel, she realized that she had received a dream from Desna and after some thought, chose to follow it.  She travelled out from Kyonin, following a path marked by butterflies and sparrows until she found a notice about travelling and exploring the continent Azanti. 

Stats & Saves

Statistics:

TotalModBase
Str:17+315HP:12 (1d10+2)
Dex:14+214Init:   +2
Con:14+214Speed:   30 ft.
Int:12+112
Wis:14+214Level:   1 (1x Ranger: Fortune Finder)
Cha:13+111Exp:   0 / 2000 (Medium Track)
Total   Armor   Shield   Dex   Dodge   Misc   
AC:      18+4+2+2+10
Touch:   12+2+10
Flat-Foot:   16+4+2+10
TotalClassAbilityMisc
Fort:   +4+2+2
Ref:      +4+2+2
Will:   +2+0+2
TotalBABAbilityMisc
Melee:   +4+1+3+0
Ranged:   +3+1+2+0
CMB:   +4+1+3+0
CMD:   +16+1+5+0+10

Notes: None


Base   Fly   Swim   Climb   Run
Speed:       30ft0ft15ft7ft120ft
Speed: Armored       30ft0ft15ft7ft120ft
SR: 0%
DR: 0

Armor / Protection:
Armor / Shield   AC Bonus   Max Dex   Penalty   Spell Fail   Type   Special Properties   
Chain Shirt   44-220%Medium   Don: 1 min, Don Hastily: 5 Rnds, Take Off: 1 min.
Shield, Light Steel2-15%Medium   

Attack Options:

Weapon/Attack   Attack Modifiers   Damage   Critical   Range   Type   Notes
Unarmed Combat   +4   1d3+3   x2   B   Non-Lethal
Longsword   +4   1d8+3   19-20 x2   S   
Shield Bash   +4   1d3   x2   B   
Shortbow   +3   1d6   x3   60 ft.P   20 Arrows


Abilities, Feats, Skills

Racial Abilities:

Scion of Humanity (Elf): Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (elf) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
+2 Str, +2 Cha: Angelkin are strong, confident, and beautiful.
Medium: Medium creatures have no bonusses or penalties due to their size.
Aasimar (Angelkin): Outsider with the Native subtypes and Humanoid with Elf subtype.
Normal Speed: Has a base speed of 30 feet.
Skilled: Heal and Knowlegde: Planes are always Class Skills.
Spell-Like Ability (Sp):   Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
Darkvision: Has darkvision 60 ft. (can see perfectly in the dark up to 60 feet.)
Languages: Common, Elvish.

Class Abilities:
Hinterlander
A fortune-finder adds 1/2 her level (minimum 1) on all Climb and Swim checks. Replaces Track.  current value: 1
Favored Enemy
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

1st level Favored Enemy: Undead +2 attack roll/+2 Damage, +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
Wild Empathy
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.


Feats:
Shield Focus,

Future Stuff:
2nd level combat style feat: Two Weapon Fighting
3rd level:  Improved Shield Bash  , 4th Level: Dex boost to 15, 5th Level: Shield Slam, 6th combat: Shield Mastery, 7th: Free, 8th: stat boost, 9th: Free

Traits:

Alluring: You receive a +2 trait bonus on Diplomacy checks with those who find you attractive. You can use daze once per day as a spell-like ability, with a caster Level equal to your character level.
Daze
Casting Time 1 standard action

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
Athletic: You reduce your armor check penalty by a number equal to one-third your character level (Current level: 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait (swim).

Skills:
Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str)
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).


Skill   Stats   Total   Ranks   Ability   Trained   Misc   ACP   
Acrobatics      Dex+0+2-2
Appraise      Int1+1
Bluff      Cha3+3
Climb      Str61+3+3+1-2
Craft: (INT)   Int1 +1
Diplomacy      Cha7+1+3+3
Disable Device   Dex-1+2No-3
Disguise      Cha3+3
Escape Artist   Dex-1+2-3
Fly      Dex-2+2-3
Handle Animal   Cha3+3No
Heal      Wis61+2+3
Intimidate      Cha3+3
Kn: Geography   Int51+1+3
Kn: Planes      Int1+1No
Kn: Nature   Int5+1+1+3
Kn: DungeoningInt1+1No
Linguistics      Int1+1No
Perception      Wis61+2+3
Perform    ChaNo
Prof      Wis0+0No
Ride      Dex-1+2-3
Sense Motive   Wis6+1+2+3
Sleight of Hand   Dex-1+2No-3
Spellcraft      Int1+1No
Stealth      Dex-1+2-3
Survival      Wis+6+1+2+3
Swim      Str+3+3+2-2
Use Magic Device   Cha+3No

Skill Points(6+Int bonus(1)+Favored Class(1)): 8
Background Skill: Perform: Dance: 2 ranks
Favored Class: Ranger: 1st level: +1 skill rank


Gear & Equipment

Equipped:

Magic Slot   Magic Item
Head:   
Headband:   
Eyes:   
Neck:   
Shoulders:   
Chest:   
Body:   
Armor:   
Belt:   
Wrists:   
Hands:   
Ring:   
Ring:   
Feet:   

Inventory:

      Item  Quantity   Weight   Value   Description   
Backpack, (Common)   12 lbs2gpThis leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.
Bedroll15 lbs1spThis consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport.
Belt Pouch1½ lbs1gptypical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100–200 coins or two apples.
Mess Kit11 lbs2spThis kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.
Canteen11 lbs2gpThis hollow container is made of wood, a gourd, or metal, and carries liquid like a waterskin, but is more resistant to punctures and cuts.
Pot14 lbs8spThis 8-inch-diameter iron pot is sturdy and has feet, a lid, and a rounded handle. It can hold enough stew to feed one hungry human for one meal.
Rope, (Silk)15 lbs10gpThis 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.
Flint and Steel11gpLighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.
Whetstone11 lbs2cpA whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.
Chain Shirt125 lbs100gpCovering the torso, this shirt is made up of thousands of interlocking metal rings.
ShortBow12 lbs30gpYou need two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below), but not a regular shortbow.
Arrows201gpAn arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Arrows come in a leather quiver that holds 20 arrows.
Shield, Light Steel16 lbs9gpWooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to some spells and effects.
Shield Bash Attacks: You can bash an opponent with a light shield. See “shield, light” on Table: Weapons for the damage dealt by a shield bash. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. If you use your shield as a weapon, you lose its Armor Class bonus until your next turn. An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Longsword14 lbs12gpA longsword (also spelled long sword, long-sword) is a type of sword characterized as having a cruciform hilt with a grip for two handed use and a straight double-edged blade of around 100–122 cm (39–48 in).
Dagger21lb2gpA dagger has a blade that is about 1 foot in length.You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body
Outfit, Explorer’s18 lbs10gpThis set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the
cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Outfit, Traveler's15 lbs8spThis set of clothes consists of boots, a wool skirt, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood
Trail Rations33 lbs15spThis bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.
Wandermeal105 lbs1spThis tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten. The listed price is for a day’s worth of food.
Healer's Kit22lb100gpThis collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.
Total:70.5 lbs±295.72gp

Treasure:

Platinum:   
Gold:   10
Silver:   2
Copper:   8
Gems:   

Carrying Capacity:

Light Load:   0-86 lbs
Medium Load:   87-173 lbs
Heavy Load:   174-260 lbs   
Lift Above Head:   260 lbs
Lift off Ground:   520 lbs
Drag & Push:   1300 lbs

Current Load:   Medium


Magic

Spells Per Day:

Level   Total   Class   Ability   Misc   
0-
1st0
2nd0
3rd0
4th0
Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.

Spell List:

Level   Name   School   Duration   Range   Save   Component   Description   


things I am looking for

Sexyness: from some to Fair bit, somewhere in between.   Depends on who the NPCs are, Futa and Females are always welcome to jump her. ;)

Things I would like Muineth to find: awesome magic heavy shield, composite longbow or some other reliable ranged attack, breastplate, Starknife(chakram). 
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

Hexed

^^

Don't forget level 1!

And Paizo AP's are made using Medium exp track. And huh. Dug up the archetype. A literal shield for the party. :)

keyotess

Yeah, converting her to lvl 1. :)   

Max hit points for 1st level???

And how are we doing money?  Roll?
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

Saric

Quote from: Hexed on January 31, 2018, 09:09:14 PM
*snip*
High fantasy 25 point buy.
Level 1.

All Paizo permitted. Third party... Generally like this but if you've something in mind go ahead and ask. May not allow but asking never hurts!

*snip*

Two traits, 1 campaign, 1 any.

Max starting gold.


Gear is going to be odd. You have a starting colony so basics are no problem. Supply ships run every 6 weeks or so for selling of loot/buying of specific items, if the ship can find them. Most of your magic stuff will be found loot. And the enemy may not use what you all use. So yay? :D   That said a list of stuff you're aiming for. Specific weapon types (Need to know if you're plotting greatsword, meteor hammer, crossbows, or other stuff basically!) Plus a short little wish list of things you'd like.
*snip*
"I believe in dragons, good men, and other fantasy creatures." - Slovotsky's Law #42

“Fairy tales are more than true: not because they tell us that dragons exist, but because they tell us that dragons can be beaten.”― Neil Gaiman, Coraline

“The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.” - Terry Pratchett (Rest in Peace, Master Storyteller)

Angie

It is always max HP for 1st level. Ever since 3rd edition, baby.
Avatar is by Lemonfont. Will remove it if he asks me to.

Come check the Cyberpunk Images Thread!

keyotess

Awesome! I assumed that! ;)

And Thanks Saric!  I missed that!
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

Saric

np Key! Looking forward to maybe being in another game with you! ;D
"I believe in dragons, good men, and other fantasy creatures." - Slovotsky's Law #42

“Fairy tales are more than true: not because they tell us that dragons exist, but because they tell us that dragons can be beaten.”― Neil Gaiman, Coraline

“The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.” - Terry Pratchett (Rest in Peace, Master Storyteller)

Chulanowa

#93
Name: Perth Amberfield
Race: Halfling
Class: Bard
Sheet: https://www.myth-weavers.com/sheet.html#id=1483605

Background: Perth grew up in an orphanage in Absalom, surrounded by other kids who were, one and all, bigger than him. He learned early that the best way to get through the day was to make sure he had friends; big friends, smart friends, friends who would make sure anyone not friendly had a bad day. And the best way to make those friends, he found, was to make them feel important, to help them put and, of course, to entertain them. Perth is a collector of stories for that reason; It's easy enough to make up stories of dragon-slugs and flying castles for children, but as everyone gold older, well, you needed better material. One source that always stuck with him was the battered old copy of The Pathfinder Chronicles, vol. 1. The stories of Azlanti Ruins and guileful genies might have been old hat in Absalom, but they caught the young halfling's imagination. So maybe it's no great surprise that he would show up at the front of the Grand Lodge one day in burlap shoes and a battered old notebook under his arm!

Though officially he isn't a Pathfinder, he is sponsored by an older fellow, one Gareth Pernwold. He took Perth under his wing, so to speak, giving the young adventurerer pointers and directions on how to get his feet in the door. When Perth got wind of the trade company setting sail from Almas, he knew he'd found his chance; Gareth gifted him a battered old Wayfinder and his best wishes, and set Perth abroad to find his fame!

Personality: Perth likes to think of himself as a people-person. He's outgoing, easy-going, and is always the first in a group to offer a hand and a hello. This leads some to assume he must be naive, maybe even a little addled, but the truth is that Perth is very sharp, and just knows that friends are less likely to stab you in the face for a second helping of pudding )or, you know, whatever.) Friends can also do things for you that you can't do for yourself, and he's very much not above manipulating people - though at least he tries to find mutual benefit. Basically the epitome of a clever, smiling rogue. He has a strong interest in lore and legend, and good funny stories - he's been known to throw bottles at any story that ends up with "you just had to be there!" He keeps a notebook with him whenever he can, full of drawings, short stories, maps, and obviously, notes. He's a devout follower of Cayden Cailean, and is more htna happy to share libations with anyone - the prettier the better of course! (Granted after a few Caydenite communions, a sahuagin cna start looking pretty good...)

Description: Perth stands a tall (for a halfling) three-foot two. His dark hair is a bit on the shaggy side, pulled back into a short tail at the nape of his neck, leaving some spare strands to frame his smooth-shaved, expressive face. he has large grey eyes and a small nose that bends to one side just slightly. His clothing doesn't seem to fit well at first, before you realize its intentionally tailored to have plenty of handy pockets, straps, loops, and the like to hold whatever he might need. Under the clothing, his body is lean and fit, with well-formed muscles but just enough softness to keep him from being "ripped." Clothed or nude - and on this voyage you've probably seen him bathing at least once, dispelling certain unkind rumors about halfling men - the necklace of piranha teeth he wears never leaves his neck, nor does the charm bracelet on his left wrist.

Snake


Saric

Quote from: Snake on February 08, 2018, 12:36:36 PM
is this still accepting?

Applications are being chosen this weekend and Hexed has mentioned possibly running two groups, so I'd say throw your hat in the ring and see what happens at this point. :P
"I believe in dragons, good men, and other fantasy creatures." - Slovotsky's Law #42

“Fairy tales are more than true: not because they tell us that dragons exist, but because they tell us that dragons can be beaten.”― Neil Gaiman, Coraline

“The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it.” - Terry Pratchett (Rest in Peace, Master Storyteller)

Snake

Huh well I can try that and see what happens then ;3

Hexed

Alright. Double check time. And closing for Apps.

We have.

Angie/ Tinalia Von Grazen. Sorceress.   (Alchemist)  limit of humanoids.
Thorne/ Naima Menefaer. Witch/healer  (Scholar)   Unsure
Saric/ Serra Heavensblood. Oracle  (Priestess/prostitute/blackmailer)   all in
eBadger/Magnhild Firehand. Bloodrager  (Guard)   /alt/  Maki the Blue. Paladin (Priestess/prostitute)    all in
PAC (Waylong)/ Kaesla Zin. Barbarian (hunter)   All in/non-con prefer
keyotess/ Muineth. Paladin (Priestess/guard)   little to fair bit.
Chulanowa/ Perth Amberfield. Bard (Scholar)   unsure



Seven players, eight characters offered up.

Most likely stick it in NC: Exotic-system small groups. And remember that the wolf packs are to eat folks not molest them. :p

That's a joke by the way. :)

1 sorceress, 2 paladins, 1 bard,  2 barbarians (1 magical), 2 healers (1 witch, 1 oracle)

With these numbers... probably two parties of four. eBadger's choice on which of their offerings goes in. Will have one party of 4 and one of 3 players + 1 gmpc mute slave to make up the numbers.  Will admit due to Saric, eBadger, And PerpetuallyAnnoyedCleric's willingness for all in they'll probably be the team of 3. Split the group up by possible limits.

So question time. Do you all have preferences in regards to who you run with? Any particular character sound like it would play off well with yours?

Thorne

Hm. I apparently managed to miss a 'what I ain't comfortable with' - mostly, as long involved parties are breathing and intelligent (sapient), and there's no excessive blood involved, I'm good - and I will let you know if something rolls up that I am not good with.

I don't think there's anyone in that list that Naima isn't likely to get along with, although if you want, I can go back through and make sure. ;p
Writer of horrors, artist of mayhem.

Currently available, frequently lurking.
Ons and Offs
Absences and Apologies
Ideas and inspirations: small groups

Hexed

Levels of sexy stuff! The spoiler in the text.


Yeah. The dead aren't getting laid. Although golems despite not breathing evidently might come with equipment. I'm told wizards are lonely folks. O.O

^^

Last line in the header I'll put together is.

Am I okay losing to this foe:



Yay for getting along. It's mostly so I don't split up ones that have already started plotting. Plots are fun.