The campaign has been going strong with 7 PCs, but we've recently lost two of them, and I'd like to replace at least one of them.
Currently, the party is composed of 2 controllers, 1 leader and 2 strikers (one of which has some healing capabilities).
In the players' words, we are looking for "a defender," "a defender that can heal," or "a leader that can dish it." Please consider this when applying. Also, please read the original recruitment post (it contains some character creation guidelines and restrictions), and if you have an overabundance of spare time, feel free to check out the Game Thread as well. The only change from the original character creation guidelines is that we're now at Level 2, not Level 1. (Edit: You can also pick up one Level 1 magic item, in addition to your 100gp.)
To summarize the campaign thus far, the party is in search of an ancient artifact. They have just finished obtaining some information regarding its whereabouts, and they're about to get themselves equipped so they can head to the temple where the artifact is allegedly housed.
If you submitted an app when the campaign was initially starting, please re-submit it if you're still interested. I am, however, looking for a particular sort of character, so if you re-submit your app with a controller or a striker, it probably won't be selected.
Finally, although I'm looking for a certain type of mechanical build, the more important thing is the character. Creating a character that will add an interesting dynamic to the party will greatly increase your chances of being selected.
Thanks in advance for your interest!
Last edited by Enthusiast; Oct 20th, 2012 at 11:37 PM.
I'm posting an interest placeholder. What I've read so far sounds brilliant, and as I read more I'll see if I can gather something together right proper or not! ^^
I'm posting an interest placeholder. What I've read so far sounds brilliant, and as I read more I'll see if I can gather something together right proper or not! ^^
Hello Season! I am one of the current players, and I want to welcome you! Take a moment and skim the the two game threads. They both are very good reads, and if you skip over the battles(which are your base I attack, you die stuff), you are in for a treat of social interactions!
Here's my new application. I'm going to try to emphasize the defender aspect of the hybrid class, but I felt at least for characterization reasons having a touch of Ardent in there would be appropriate.
Appearance and Personality: Iriadna was raised constantly on the road, and took to her monastic martial training with enthusiasm. This focus has given her a trim and athletic physique but has also contributed to her callused hands, weathered and tanned skin, and a frame without an ounce of excess fat. She is slender and petite, a life of rigorous exercise ensuring she is more wirey than soft. Her brown eyes are friendly, and she knows how to use charm to achieve her ends, while her black hair is typically tied back in a utilitarian braid down to her waist. She has no need for fancy clothing, but her armor is well maintained and built for ease of movement and she enjoys embellishing her ensemble with fashionable accessories whenever possible.
Iriadna has led a life with a strange combination of plenty and hardship. She's been spoiled, but also made herself work hard to achieve her goals. It was her choice to go adventuring at a relatively young age, and while she wasn't prepared for that sort of life, she was able to survive and learn from the experiences. She has few emotional scars but has seen some very difficult things. All in all, Iriadna is a hard woman to pin down. She is unfailingly confident, and loves peace while being unafraid of conflict and aggression. She has been instilled with a strong sense of ethics, but she is by no means a paladin, and is loyal almost to a fault. Not just to her nation and her family, but also to those she would call companions in this world of opportunity and adventure. If something gets in her way and for whatever reason she is unable to surmount her obstacles, she knows there is time to try again at another date. She's a hard person to get to know well, as she plays her hand close to the chest, but she's easy enough to get along with, and tries to be kind and generous, particularly to those less fortunate, or less able to defend themselves. Most of all she tries to better herself however she can.
History: Iriadna's father was a diplomatic envoy who traveled all over the old world on behalf of the Erathic Empire. Her mother was also a diplomat of sorts, responsible for arranging and managing social gatherings and comforts for foreign dignitaries for the nation of Kara-Tur in the mountain province of Khazari along the Empire's borders. As one might imagine, the two first developed a bond when Edarion was on a diplomatic mission to Suki's home region in Khazari, and it gradually built strength over a few years. They were married, in the Kara-Tur tradition, and Iriadna was born. She spent a good deal of her young life on the road with her father, and her mother was able to accompany her much of the time as well. Both felt it was important she learn an appreciation of all cultures, including her mother's homeland, and as such she had tutors in all aspects of her parent's homelands.
When her psionic potential was discovered her father, Edarion, suggested she be trained by Kara-Tur warriors, as she'd gotten that talent from her mother's side. So it was that she learned to fight and discipline her mind, though she was slightly spoiled and never completely dedicated herself entirely to a single art-form. She learned to wield the glaive, which would become her signature weapon, and how to use her mental power in defense of others. She was sixteen when her parents brought her along on a voyage to the new world, and she loved the sense of adventure and exploration to be found there. So much so, that at the age of seventeen she elected to defy her parents wishes and remain while they returned to the homeland. Her father was incensed, and threatened to disown her for her willful stubbornness. Suki talked him down, but Iriadna still compromised by promising to keep in touch as much as possible. She also felt a little guilty and decided not to use her surname while she was abroad, lest she tarnish her family's honorable reputation.
She traveled a great deal, and always was compelled to lend her talents in service of her people, building up a bit of a reputation of her own along the way. She'd been to Olid more than once before, and so it wasn't a great surprise to her when a special request came her way. Her skills were known there, as was her loyalty to her family and her country (though only a handful she trusted actually knew who her family was), and with her natural leadership skills and devotion to the defense of others, she was a perfect candidate for what the Magistrate was asking her to do.
Potential Connections to Other Characters: None yet.
Description: Rhish is short, but very energetic. This gives her a strong presence, but also allows her to disappear in a crowd at a moderate distance. She has green eyes and distinctive shifter features that mark her as an outsider despite her obvious loyalty to her adopted culture. She favors loose maneuverable clothing in bright patterns and daring fashions, which of course cause her to stand out even more. She typically moves around barefoot or with open toed sandals, as conventional shoes and boots don't mesh well with her claw tipped toes. She carries herself alternately as the melodramatic showman or the careful stalking hunter, though in either case her movements are markedly graceful and precise.
Personality: Rhish is usually described as bubbly; her natural curiosity and showmanship get her into trouble as often as it earns her praise and attention. She loves being around people of all sorts, and is a little naive about certain things, particularly regarding sexuality or racism. Having grown up among people of the Empire she knows only a little what her own people's culture is like, and she typically doesn't judge, or ask forgiveness, but moves on to the next interesting thing to come her way. She is still young, with all that youth entails, but she is confident, and eager to prove herself, both for her own benefit, and the people she's made her own.
History: Rhish's parents were among the earliest casualties of the Imperial people coming to the new continent. But she was not left abandoned, but rather was taken in and raised by a human swordmage and a half elf songstress. They did what they could to teach her of her parent's culture, but their own knowledge was limited, and so she grew up mostly as any other imperial citizen, blissfully ignorant of the prejudices against her kind.
Even from a very young age, Rhish always had an affinity for dance, and song, and learned to play the flute when she was still a child, back then the city she grew up in was in it's infancy as well, so she spent alot of time among laborers, craftsmen, and foresters who gradually built the settlement into one of the major port cities in the new world. Eventually the magic in her blood would not be denied, and she was given some rudimentary training in sorcery. However, she couldn't just give up her artistic talents, and so, unable to choose between the two, she chose both, training as a bardic entertainer and a sorcerer simultaneously.
In her early adolescence she gained her first realizations of the cruelty and scorn of her fellows. She was the only girl in her age group who couldn't gain the interest of the local boys. Even so, it took a while for the message to sink in. There was nothing 'wrong' with her, outside the fact that she just plain wasn't human. Her half-elf 'mother' was able to empathize and help her to understand the difficulties she was having, and ultimately she was able to put the very concept of romance from her mind. It was just as well, for it gave her the necessary motivation to defend herself when one of the boys decided that even if she wasn't good enough for a relationship, she was perfectly good enough to use for his own pleasure.
After that harrowing encounter, she played down her looks, becoming more of a tomboy, and feigning a complete lack of interest in all things romantic. She wouldn't even sing the bawdy or tender songs, and she grew increasingly restless. She was still innocent, in her way, for while she knew of racism, she didn't truly understand it, just knew it as something that she had to deal with, and live with. Something that would bar her from certain things. Still, she knew this was just a small part of the world, and thus when she was old enough, she knew she would leave, and seek out new experiences, a better life.
Like many who'd come before her, she wanted the opportunities of the new world, even though she was not technically of the old. She wanted to go exploring, and visit new places, as well as learn more of where she came from, so when she turned 16, the age she could decide her own fate, she leapt at the chance to leave, as usual, without really considering any possible costs or consequences. The traveled alone for a time, and narrowly evaded a sad ignominious fate, before running into a relatively small band of traveling Teiflings. They'd come from the old world in order to see what stories the new had to tell, and what's more, they seemed to have no real problems with Rhish for being what she was.
She learned a great deal from them, such as how to fence, and even won an imperial blade to keep for her own. When she parted ways she was a little wiser, and took a new companion to accompany her on her next journey; a young elven guide named Erethil, who taught her many things about how to find her way in unfamiliar territory, as well as how to be a deadly threat to enemies down the business end of her longbow. She wasn't with him very long, but she likes to think she developed a definite rapport with him.
By the time she was 17 years old, she was skilled enough to travel alone, but even so, she was better suited to a group, and she knew that now. So she signed on with a group of about half a dozen traders moving goods between Port Calia and Olid. She got to revisit her home town a few times while traveling with the small trader band, who dealt in everything from goods stolen from the locals, to imperial supplies necessary to keep isolated outposts alive through the winter. They loved her stories, and her effect on morale, and the way she instinctively worked well with everyone from the merchants themselves to the long term mercenaries who helped protect them on their journeys. In many ways, Rhish felt she'd finally found her home.
She had a number of adventures during the year she spent with them, and even gained possession of a rare sword she could use both in battle and to augment both her melee combat and her magic. The songblade has become her most treasured possession, and she managed to hold onto it even when tragedy struck. It was the dead of night, and the fires had burned low. As such, she was one of the only members of the frontier band who got a good look at the monster that savaged their camp just a day out of the city of Olid. She can't really describe it, but she knows she'll recognize it if she ever sees it again. Out of the 9 members who'd been with her that night, only Rhish and 6 others survived to make it into Olid.
Another chapter in her life closed, and she now needed a way to move forwards once more, so she began looking for another group to travel with, and failing that would just have to strike out on her own again. She didn't want to leave her surviving teammates, but unlike them, she just couldn't sit still in one place, couldn't survive standing idle in Olid waiting for something better to come along.
Less than 2 weeks before her 18th birthday (the anniversary of her real parents death, as she didn't know the exact day she was born), Rhish set out once more on a new adventure. She would make her own fate!
Thankyou! I'm loving this community more and more - I do feel welcome! You are quite correct, they're fantastic reads. I'm enjoying the bar scene in Chapter 1 right now! I'm so impressed with everyone's writing. I feel I probably won't be needing any books for reading in the near future ;p.
Thanks for chiming in, MoM! I really am quite proud of the quality of the RP from the players in this campaign! I love the way it's shaping up!
Khodexus, they both sound good, although I'm not sure that the Swordmage/Wizard would be enough of a defender. Wizards tend towards control, and with 2 controllers and a controller-esque Skald already in the mix, it might not be the best fit. Having said that, you're certainly welcome to submit multiple apps!
I was going to go with the Swordmage's Constitution based defender build, and the Wizard's Staff of Defense (also Constitution Based), but perhaps I'll go with the Bard/Sorcerer first, and get the Swordmage/Wizard written up if there's time after.
Going to resubmit my paladin/warlock hybrid from the original post. I can lean them heavily as a defender, using the warlock side for some conditional control and maneuverability. May make some slight changes to the background as well to be more defender-y if that's desired.
I do have a secondary idea for a very pain-bringing leader, but wanted to inquire about the availability of a hamadryad from the new world. They aren't listed as available but can't hurt to ask!
Last edited by PalladiaMors; Oct 17th, 2012 at 03:53 AM.
Khodexus, thanks for submitting your app. Looks like an interesting character. I think a shifter would be a great addition to the group!
Jasontheswift, thanks for the app. Again, I'm intrigued by the possibility of adding a shifter to the mix, although a Monk might be a little too striker-y to meet the group's needs right now. Your chances might be better if it were a Warden.
Joey, thanks for your interest! Looking forward to seeing your app!
William, the deadline might be extended, but it depends on the apps submitted between now and then. When the deadline comes, if I have a handful of excellent characters to choose from, there's no real reason for me to wait until I have even more apps submitted. When I first set up this game, I had about 30 apps to choose from and it was really tough to pick only 7 of them. This time around, I'm likely only choosing one, so I'd rather not wait a week and get a boatload of apps to choose from. Of course, if I have to wait a week to find the right character for this campaign, then that's what I'll do!