In Varisia's bustling frontier city ofMagnimar, the Pathfinder Society's newest lodge recruits a team of rookie Pathfinders to track down rogue agent Natalya Vancaskerkin-who also happens to be one of the Varisian criminals known as the Sczarni. Yet
Female Half-Elf Druid 1
NG Medium Humanoid (elf, human)
Init +5; Senses Low-Light Vision; Perception +10
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +6
Immune sleep; Resist Elven Immunities
Speed 30 ft.
Melee Curve Blade, Elven +2 (1d10+3/18-20/x2) and
. . Spear +2 (1d8+3/x3)
Druid Spells Prepared (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Shillelagh (DC 15), Entangle (DC 15)
0 (at will) Read Magic, Detect Magic, Light
Str 14, Dex 13, Con 12, Int 10, Wis 18, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Druid Weapon Proficiencies, Improved Initiative,
Traits Savannah Child, Monument Scholar
Skills Acrobatics +0, Climb +1, Escape Artist +0, Fly +0, Handle Animal +4, Knowledge (history) +1, Knowledge (nature) +4, Perception +10, Ride +0, Spellcraft +4, Stealth +0
Languages Common, Druidic, Elven
SQ Animal Companion Link, Elf Blood, Share Spells with Companion, Spirit Sense, Spontaneous Casting
Combat Gear Curve Blade, Elven, Spear, Wooden Armor;
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Dirty Fighter +1 damage when flanking.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monument Scholar +1 Know (hist) in varisia, +2 if related to Magnimar. +2 to recieve Magnimar monument boon.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spirit Sense (Sp) As det. undead, also fey, outsider, astral/ethereal/incorporeal simultaneously.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Appearance and Personality: Sarusa is tall and slender and somewhat wiry; her green eyes flash under a tangle of brown curls. She is happiest among animals and ancient ruins and will fight at the drop of a gauntlet to defend either. She alternates between good cheer, mystical serenity, and bullheadedness.
Background: Sarusa is a "pure" half-elf, born to half-elven parents in Magnimar who did their small share of adventuring in their day. She and her brother grew up in a household that moved with the seasons; her father, a sculptor of stone, preferred the city during the colder seasons, but as the days grew longer and warmer, her mother, a ranger of some renown, would bring them out upriver, travelling along the grassy reaches of Yondabaraki, sometimes as far as Sanos Forest. It was on these trips that Sarusa discovered her connection to the invisible lines of force that connect and criss-cross the land and water, and even the sky and planes beyond. Ruins just hidden within the Mushfens, or on the rolling hills and plains, would sometimes catch her eye and call to her, humming with an imperceptible deep resonance.
During her times back in Magnimar, Sarusa spent days wandering the city, missing the wilderness. To her surprise. she found the same mystic sensation in monuments scattered throughout the city. Enthralled, she apprenticed herself to two mentors: Ebenthor, a scholar of the stones and statues of Magnimar, and a friend of her father, and Kelithe, a druid of the Mushfens, who assisted her in drawing out her companion, Gellig, a giant and imperturbable frog, from the murk of the Fens.
Sarusa quickly realized that Eben and Kel, as she came to know them, were training her to be an Initiate into a secret society she had heard of, but never seen: The Pathfinder Society. Within their ranks, she was assigned a third mentor, an elf of Kyonin named Indulé, who taught her the ways of the elven curve blade. Excelling in her tests, she soon found herself kneeling before them, in a hidden chamber, accepting the oath of allegiance and ready for her first mission.
Sarusa has run afoul of the forces at work in Magnimar due to her obstreperous nature--she is a crusader for animal freedom, among other justices. After meditating at the Celwynvian Charge in Lowcleft, she chanced upon the bullpens of the Matador's Lodge, and impulsively decided to free several animals. The resulting stampede and chaos was legendary; regrettably, only one animal actually made it to freedom, but that was sufficient for Sarusa. The Lodge has a standing warrant to shake down any "half elf trollops" who wander near ever since. Dogs have gone missing from the Serpent's Run as well, usually given to wandering Varisian caravans as pets (or so Sarusa hopes). If there ever was an impromptu running of the dogs along the streets of Magnimar, Sarusa claims innocence--for now.
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--that should fix the Ancestral Arms/Adaptability funkiness. I had to eyeball it sans HeroLab. Her story sounded pretty good to me upon re-reading, so the tweak was minor. Many thanks!
As a child, Sera felt a daughter's love for the gods. Later on, after discovering the truth about her father, a man she'd never met, she raged at them with a vitriol that threatened to consume her. She took pride in calling herself a blasphemer, even as she abandoned the church of Shelyn. After visiting Rahadoum, a true nation of apostates and blasphemers, Sera's wrath cooled, and she now sees her viewpoint as respectful disagreement.
Sera's anger at the gods is quite likely a form of transferrence. As a child she felt that her father must have been a paladin, a true hero from all the stories, to have come to Mendev to fight in the crusades. Learning the truth that he was nothing more than a low templar, a mercenary in every sense, left her feeling alienated, an feeling that she extended to the gods that, in her view, were allowing the worldwound to fester and allowing good men and women to suffer and die attempting a task that should have been done by Iomedae, or Caiden Cailien, or any number of other divine beings.
After losing her faith, Sera turned to alchemy. It was something that she was practicing as a supplement to her training as a cleric of Shelyn, but after casting that aside she focused on it instead. She came to delight in the fact that there were few god granted miracles that couldn't be replicated with the right ingredients. After concluding that the gods were not on her side, Sera decided that she could not bear to stay in Mendev a moment longer than she had to, and turned to the Pathfinder Society. She didn't think much of it, the Pathfinders were a way for her to escape, though she has since become grateful that she joined. Her first mission involved going to Rahadoum, and she was grateful for the chance to see a nation composed of people who thought like her.
Sera doesn't remember much of the mission, it was fairly run of the mill, but what she does remember is that the people of Rahadoum did not think like her at all. In many ways, she is still the innocent child that worshipped Shelyn, to have been so disgusted at the sight of a slave market that her stomach turned. Even with the stress, she performed well, and was allowed into the Pathfinder Society. Her two requests were that she not return to Rahadoum or Mendev.
Became a Pathfinder: Sera was near despair when she joined the Pathfinders, and it was mostly to get away from Mendev, when she couldn't afford to leave on her own. Now, that she's had time to rethink her views, she is still glad she became a Pathfinder, though now she enjoys seeing the world, and faith or no, she still wants to help people.
Party Contribution: Sera will perform the role of party buffer/healer. Her first discovery will be infusion, but she will keep a supply of healing infusions in the meantime. Beyond that, she stays back away from the enemies and attacks with bow and bomb. Also, her religious upbringing gives her some base of knowledge to work from in history and religion.
Future Goals: Wow, now there's a big kettle of fish. She has two semiconflicting sets of goals, neither of which she is willing to admit to anyone. On the one hand, she realizes that her attitude toward the gods is childish, and that her issues with her father are all this is about. Knowing what to do and being able to do it aren't ever really the same thing, so she devised another goal: make her way to Absalom and pass the Test of the Starstone, so that if the other gods won't lead the battle in the worldwound, then she will.
AC/Flatfoot AC 15/13
Touch AC 12
Hit Points: 8
Attack Bonus (Bow): +4
Bomb: +4 to hit, Damage +1d6+4
Exchange Agent: gain bonus language from home country, +1 to survival and is in class
Child of the Temple: +1 to Knowledge (Nobility) and Knowledge (Religion) and one becomes in class
Low Light Vision
Ancestral Arms: Longbow
Elven Immunities: immune to magic sleep effects and get +2 to saves against enchantments
Keen Senses: +2 to perception
Multitalented: two favored classes
Alchemy: gain class level bonus on craft check, can use craft (alchemy) to identify potions
Bomb 1d6+4 (5 per day, range 20 ft)
Brew Potion: Gains Brw Potion as a bonus feat. Can create a potion from any formula known (up to 3rd level), using class level as caster level
Mutagen: drink custom potion to gain +2 AC, +4 bonus to selected physical ability score for ten minutes per alchemist level and a -2 to a mental score.
Throw Anything: gain Throw anything as a bonus feat, using Intelligence modifier for splash damage
Brew Potion: make a potion of any 3rd level or lower formula known.
Throw Anything: no penalties for an improvised range weapon, +1 to attack rolls with splash weapons
Point Blank Shot: +1 attack and damage with ranged weapons up to 30 ft
Sera's journal is a jumbled mess of alchemical formulas mixed in with personal observations, quotations, and sketches of people, places and things. She can use it with ease, knowing how it is arranged, but anyone for anyone else, it would require some amount of study to intrepret.
This is Sir Jolt submitting my Male Human Inquisitor of Irori. I was originally going to randomise archetypes but there aren't that many Inquisitor archetypes to choose from so I just skipped it. The crunch is all under the profile as will the backstory when I finish typing it.
Sorry it took so long to get out; I'd been sick Sunday and Monday and couldn't work on the character.
I left basic gearstuff blank as I prefer to see who else is in the party before I become the 5th character in the group to spend 10 gold on chalk.
Since he's Vudrani, I choose Exchange Agent as the campaign trait as it's one of the few that doesn't assume you're a Varisian.
The short synopsis of his background is that his job is to track down those who use or teach "corrupted" martial arts or fighting techniques. He joined the Pathfinder Society as it seemed a good fit for one who often has to travel far from home in pursuit of his duties. He was tracking down a villain of unknown race/ethnicity who had supposedly learned a forbidden Tian technique which translates into Common roughly as Eight Black Death Lotus. He ran into a Varisian in Totra, who seemed quite mad, who insisted on giving a Harrow reading (despite the fact that Kalyan had asked no question). After drawing the cards the old man shrieked that Kalyan had to go to Varisia and then he fainted dead away. Interestingly, some clues had already pointed that the person he was pursuing might have fled to Varisia.
That's the short version; I'll get the full one up as soon as I can. If you wanty to know which Harrow cards were actually drawn I can tell you but there was no "reading"; the man fainted and Kalyan didn't wait around.
Oh, and my plan is to keep him as an Inquisitor throughout but party makeup might change that.
I am going to fully back out. It occurred to me that it is the height of meta gamey and lame to try to do a 2nd SS. No way I could unknow things. But have a blast all, and Bigrin I will be applying for whatever you recruit for next. Really dig your style.
@everyone else - I've gotten enough good responses to know it is going to be hard to whittle them down to a single group. So...I'm going to try and run two. That said, I have already made the selection for Group 1. I will hold out for Group 2 until midnight, like originally planned.
So, I got so many great submissions (especially the random ones) that I hate to turn any of you away. However, there is no way I can run more than 2 groups and retain my sanity, my job, or my wife. That being the case, many excellent submissions are going to get cut. Such is the way of PbP games.
When it came to making the decision (since some of you have asked), I looked for a few things. 1) I looked at the writing style in backgrounds to get an idea of how you told a story, since that's important to me; 2) I looked for characters that just jumped out and said "I'd be interesting in your campaign"; 3) I looked for complimentary characters.
And, when all else failed and I had multiple people lined up for a single slot, I rolled dice for it (I'm kinda random that way).
So, without further ado, here's the picks for Group B
Harbug brushes some dust from his hands as he comes around the corner, gripping a piece of paper in his hands. Latrine duty my ass. That Harburg guy will take his new orders and like 'em. Now let's see where he was assigned...