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Greetings, heroes of Varisia! I will be starting a PbP campaign based on the Jade Regent adventure path! While many NPCs, locations, items and plots will be coming straight from the APs, I will be making some changes to the story as I see fit.
I will be looking for a balanced 4-5 player group that can commit to at least 2 posts a day and have a passion for traveling to new and exciting places! (You'll have your very own caravan!)
20 point buy (no stat above an 18. No stat below an 8.)
3 Traits (1 from the JR Player's Guide)
Fast exp. advancement
Core races and class's are preferred.
(With that being said I will entertain any concept idea)
All Core Pathfinder books allowed. Please no 3.5 material.
Other material may be considered on an individual basis.
Keep in mind this campaign will be focused on a great deal of traveling so sign up if you want to see all sorts of wondrous places within Golarion! There is also a distinct Tian (oriental) theme to the AP so classes like Samurai and Ninja will feel right at home. With that being said, a wide selection of classes will work for this campaign as you will be traveling and encountering many diverse cultures and peoples along the way.
You will be starting the adventure in the small city of Sandpoint and many of you will have some tie to the NPCs located there. Be sure to check out the JR Player's guide for details.
What makes me a happy GM:
A character that feels alive, with a short back story and a physical description. Characters should have a good balance between enough info to guide the beginning of the story, and general enough to develop and evolve along the way.
I’m looking for players who enjoy cinematic combats and creating interesting descriptions and dialogue. I'm also looking for friendly folk who enjoy the social interaction and casual nature of such a game.
I will always attempt to keep to the Pathfinder rules and mechanics when it comes to gameplay unless something does not translate well or is bogging down the posts.
Well, noble players, I have said too much as it is. The legend of the Jade Regent begins and that legend requires heroes of renown! Do you have what it takes to see this journey to the end?
Male Human Ninja 1
CN Medium Humanoid (human)
Hero Points 1
Init +4; Senses Perception +4
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 8 (1d8)
Fort +0, Ref +6, Will +0
Speed 30 ft.
Melee Katana +1 (1d8+1/18-20/x2) and
. . Wakizashi +1 (1d6+1/18-20/x2)
Special Attacks Sneak Attack +1d6
Str 13, Dex 18, Con 11, Int 13, Wis 11, Cha 12
Base Atk +0; CMB +1; CMD 15
Feats Skill Focus (Stealth), Stealthy
Traits Best Friend (Sandru) (Ex), Child of the Streets, Vagabond Child (urban) (Disable Device)
Skills Acrobatics +8, Bluff +7, Climb +5, Disable Device +9, Disguise +5, Escape Artist +6, Knowledge (nobility) +5, Perception +4, Profession (courtesean) +4, Sleight of Hand +9, Stealth +13, Use Magic Device +5
Languages Catfolk, Common
SQ Hero Points (1), Poison Use
Combat Gear Katana, Leather armor, Wakizashi; Other Gear Black and Red mask, Caltrops, Garlic, Grappling hook, Silk rope, Thieves' tools
. . -none-
Best Friend (Sandru) (Ex) +1 vs foes threatening friend.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Poison Use You don't accidentally poison yourself with blades.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Shosuro Has always been in Sandport, Not sure where he came from or whom his family is he fell in at a young age with the wrong crowd and unfortunely has loved every minute of it. His ties with Sandru has kept him out of too much troubles but he has been known to cause ruckuss all around him. His past is unknown to himself and the others around but he is searching for an answer to find his place in the world. He is the terror that kills in the night, he is the fingernail that scrapes the blackboard of your soul.
Hey there. I know you would like core races, but I had made a goblin who was effectively Ameiko's slave who didn't get chosen last time. He was kicked out of the Licktoads because he was caught carrying a picture book(Bad words!) and was starving when he started digging in the trash near Ameiko's inn. She took pity on him and uses him as a floor scrubber, veggie peeler, trash taker-outer. Manny is 100% loyal to Ameiko because she saved him even though eh has to stay inside a lot because many people don't like him. His stats are in the profile here.
halfing master summoner, friend of the family trait, Only picked out master summoner because it is not nearly as bad in a pbp because dont take up everyone's time while i would roll.
rough background, grew up in the area, was taken care of by koya's mother, from time to time, spends time scouting out areas and reporting any information he finds to local leaders, or traveling caravans,
party roll, a scout or sorts, and buffer between any enemy and the caravan, pet is a wolf like build.
Presenting Rellen Marn, shy young paladin, madly in love with Ameiko Kaijitsu.
Male Paladin (Shining Knight) 1
LG Medium Humanoid
Init +6 ; Senses Perception -1
(Init: +2 trait, +4 feat)
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 12 (1d10+1+1)
Fort +3, Ref +0, Will +1
Spd 20 ft
Melee Greatsword +5 2d6+6/19-20
Ranged Javelin +1 1d6+4
Str 18, Dex 10, Con 13, Int 8, Wis 8, Cha 16
Base Atk +1, Cmb +5 Cmd 15
Feats Power Attack, Improved Initiative
Skills  Diplomacy +7, Ride +4
Favored Class Paladin
Favored Class Bonuses
1 +1 HP
Traits Reactionary: +2 Init; Childhood Crush (Ameiko Kaijitsu), Magical Knack: +2 to Paladin caster level, once acquired, cannot exceed hit die.
Aura of Good, Detect Evil, Smite Evil 1/day
Scale Mail 50gp 30lbs
Armored Kilt 20gp 10lbs
Greatsword 50gp 8lbs
Heavy Wooden Shield 7gp 10lbs
Javelin x2 2gp 2lbs
Explorer's Outfit 8lbs
Sunrod x4 8gp 2lbs
Backpack 2gp 2lbs
Bedroll 1sp 5lbs
Waterskin 1gp 4lbs
Wooden Holy Symbol of Iomedae 1gp
Dungeoneering Kit* 15gp 25lbs
18gp 8sp 8cp
* Dungeoneering Kit 15gp 25lbs]This bundle of essential supplies for exploring ruins and abandoned cities includes 2 candles, chalk, a hammer and 4 pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, 2 sacks, 2 torches, and 4 tindertwigs.
The Noble Chelaxian house of Marn immigrated to Magnimar shortly after the ascension of House Thrune and their diabolism. They set themselves up as Nobilty, but each successive generation lost money, and finally Rellen's granfather was forced to sell their estate and move the family to Sandpoint.
From birth Rellen was instilled with the virtues of nobility, despite being relatively poor. It was obvious from thae start that he was strong handsome and likeable, but not the brightest sunrod in the satchel. As such he was popular, but shy because of his tendency to do and say foolish things.
Raised to believe that serving Iomedae was the highest of honors, he spent most of his time being tutored in the knightly virtues by his father. When he was fourteen he was showing off his skills to some of the local girls, when he stumbled - hearing a comment by Sara Bright about his bottom - and managed to trip over his own sword earning himself a huge gash upon his right calf. Ameiko who had been watching from the back, amused by his antics, was on hand and took care of him binding his wounds and reassuring him.
Since then he has been madly in love with the older Tian woman, trying to spend time with her whenever he can, spending more time in the Rusty Dragon than his parents approve of. As such he has become infected by Ameiko's tales of adventure and longs to travel, to see exotic places, and fight for right in the name of Iomedae.
Jeihachi Kaijitsu ( I went with younger sibling)
Male Human (Tian-Shu) Sorcerer 1
LG Medium Humanoid (human)
Init +1; Senses Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +4, Ref +1, Will +4
Speed 30 ft.
Melee Light mace +1 (1d6+1/x2)
Ranged Sling +1 (1d4+1/x2)
Special Attacks Claws (6 rounds/day)
Sorcerer Spells Known (CL 1, +1 melee touch, +1 ranged touch):
1 (4/day) Magic Missile, Burning Hands (DC 14)
0 (at will) Flare (DC 13), Light, Detect Magic, Disrupt Undead
Str 12, Dex 12, Con 14, Int 12, Wis 12, Cha 17
Base Atk +0; CMB +1; CMD 12
Feats Combat Casting, Eschew Materials, Great Fortitude
Traits Ease of Faith, Suspicious, Younger Sibling (Ameiko) (Ex)
Skills Diplomacy +4, Knowledge (arcana) +5, Perception +5, Profession (scribe) +5, Sense Motive +2, Spellcraft +5, Use Magic Device +7
Languages Common, Draconic, Tien
SQ Draconic (Gold Dragon [Fire])
Combat Gear Light mace, Sling, Sling bullets (10); Other Gear Backpack (3 @ 5.5 lbs), Bedroll, Ink, black, Parchment, Soap
Claws (6 rounds/day) (Ex) 2 Claw atacks deal 1d4 damage
Combat Casting +4 to Concentration checks to cast while on the defensive.
Draconic (Gold Dragon [Fire]) +1 damage per die for [Fire] spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Younger Sibling (Ameiko) (Ex) +1 vs foes threatening sibling.
As a younger brother to Ameiko Kaijitsu, Jeihachi was often in his sister's shadow. Oh, he was popular enough, but most folks knew him as "Ameiko's little brother" first, and as Jeihachi second. She seemed determined to keep him safe, but she never said safe from WHAT.
Perhaps it was from their father... though Jeihachi never understood why. Ameiko seemed to have issues with father, and it was as if there were some secret he wasn't being told about.
Even when she went adventuring, she did everything she could to make sure he didn't follow in her footsteps. She took advantage of his obedient tendencies (She was always the rebel of the family) sending him off on caravan trips to pick up things for the family (and later the Inn) or copying sheets and other scribe work. She discouraged his study of warfare or magic (though he certainly took to certain lessons.)
Yet it was Ameiko's own magics that would trigger his own. A group of drunkards, armed and unruly, started to raise trouble at the Rusty Dragon. Jeihachi tried to calm them down, but they responded by threatening him. His sister tried to separate them from her little brother with a spell, only to engulf them all in it.
They were affected as was expected, but Jeihachi fainted, plagued by strange dreams of dragons in far off lands he'd only heard of. He awoke with golden eyes and found himself exhibiting magics that came now as naturally to him as breathing. it was apparent soon enough that somewhere in his bloodline was a gold dragon.
Jeihachi took to his new sorcerous nature well, but was plagued with doubts. Was he adopted? He had never been told so if he was. Was there truly the blood of gold dragons in their line? How had it gotten there? Why wasn't Ameiko showing signs of same if so? He loved his sister, but this put a wall of distrust between them.
Perhaps to rebuild that trust, his sister has reluctantly offered him a place on a long journey. Jeihachi has accepted, eager to learn of things that have been hidden from him all his life.
Personality: Jeihachi should probably be more rebellious than he is. He has always been 'the dutiful one', but somehow feels left out in spite or because of his efforts to accommodate everyone. He was raised as much by local priests and elders as by his own family, and is very community minded because of this. While of Tien descent, it is Sandpoint's traditions and ways he adheres to.
Greetings! I would like to apply with Hiroku "Hiro" Takeshi, Samurai and Best Friend of Ameiko Kaijitsu.
Hiro wasn’t always a tavern bouncer. Hiro's parents were servants of the Kaijitsu family, one of the noble families of Sandpoint, as were his ancestors who immigrated with the Kaijitsus to Avistan from the distant continent Tian Xia. Hiro's father, Shiroku, maintained the Kaijitus' stables, while his mother, Kasuri, served as the Kaijitsus' housekeeper.
Two months after Hiro’s birth, the Kaijitsus gave birth to their daughter Ameiko. As children Hiro and Ameiko played together and were as close as siblings, even though Hiro was destined to be Ameiko’s servant when they both grew to maturity. As they grew older, Hiro's affection for Ameiko turned more amorous, although he never revealed his true feelings. Hiro was quite understandably upset when Ameiko ran away to become an adventurer with Sandru Vhiski, blaming the Varisian for taking the woman he loved away from Sandpoint while he was left behind to lead the life of a servant. He was even more upset with Sandru when Ameiko came back a year later changed - purchasing the Rusty Dragon and living in the tavern instead of the Kaijitsu manor, and refusing to talk about what happened to her or her companions during their adventures. Still, when Hiro’s parents were killed in a goblin raid on the town and Ameiko’s father was murdered a few days later, Ameiko quickly offered Hiro a job as a bouncer and a place to live at the Rusty Dragon. Since that time the two have become good friends again, although Hiro still holds a grudge against Sandru Vhiski and refuses to serve the man or even speak to him whenever his travels bring him back to Sandpoint and the Rusty Dragon. To Hiro, Sandru is little better than his Sczarni older brother Jubrayl.
What no one living today other than Hiro knows is that his ancestors were more than just servants for the Kaijitsus. His father was the last descendant of a line of samurai who served as protectors of the Kaijitsu family for centuries, while his mother was the last of a clan of ninja who served the Kaijitsus as secret bodyguards. Hiro's parents both taught him some of the skills of their respective trades, although the young man gravitated more to the way of the warrior than to the way of the silent killer. Now, with his parents dead, Hiro bears the mantle of secret protector of the last of the Kaijitsus.
I will have Hiro's stats finished this weekend.
Thanks for your consideration!
I know this isn't a core class but I think its a pretty solid character concept.
Osgar never knew much about his parents. He knew that at least one of them was an Orc though, that part of his ancestry would slap him in the face every time he looked in the mirror or saw new person cringe as he approached. Koya Mvashti had taken him in at such a young age that he couldn't remember his days amongst the orcs. If Koya knew anything about his parents she didn't tell him and Osgar wasn't much interested in asking.
Throughout his youth he would play with Sandru and though they were brothers, the destinies of each were clear to Osgar. He'd never be handsome or charming like Sandru. Women would never look upon like they did Sandru. So Osgar turned to books for solace and escape and devoted himself to the pursuits of science for he had none of his foster mother's talent for mysticism. Koya was supportive of his studies even if she couldn't fathom them.
Less than a year ago Osgar got his hands a particularly rare tome on Alchemy. He blew the dust off the cover and plunged into the world of mutagens and the ability to change oneself. Osgar at last had found the key to realizing his dream of being truly human, or at least that's what he thought. What he found was there was something deeper and darker within his body and soul. A grim aspect of himself better not shared with others.
Hearing of the caravan leaving Sandpoint Osgar has eagerly sought a place on it. For him it is a chance to see the world he's only read about and to find a cure for his ancestral appearance.
In an attempt to make himself look more palatable to humans, Osgar removed his large front orc teeth and replaced them with gold teeth. He also dresses in long sleeved attire to hide his bestially hairy arms. He speaks in a sophisticated manner and is much intrigued by all manner of things.
Presenting Dorvren, Chameleon Rogue.
I am still updating him, but here is his beginning. I have not selected his AP trait yet, or completed his backstory. What is there is the basic stats and how he fits into a party.
Singer I will put up that asap.
EDIT: Rough draft of backstory up!!
Presenting John Johanna, Insane Aasimar Inquisitor at your service.
I don't have any stats, as he is currently applying for a couple of PbP's and each one has different rules, but I can punch them out pretty quick when he finds a home. What he does have is backstory, description, personality and how he fits into a party.
Would you allow the Half-Ogre race from the PFSRD?
I might be able to make it work with a half-orc or tiefling, but I'd much rather us the 1/2 ogre.
I was hoping to play a warrior descended from the blue-skinned eastern ogre clans (ogre magi).
I'm picturing him as a retainer to a noble house tasked with serving and protecting them by his family because of some important debt. One of the other PCs might be from the family I am tasked with protecting (which would give immediate character ties)
I picture him as fiercely honor bound with a savage but very ridged personality. A sort of predator-samurai who takes his job very seriously (sort of like Worf in Star Trek, or a well trained but very zealous guard dog).
Crunch-wise he'd be a polearm focused frontliner starting as a Samurai, and then going into Two-handed fighter.
I would love it if someone would be willing to play a partner to this character, a fellow warrior, a friend or brother, willing to take a few complimentary feats.
Here's the ones I had in mind that work really well when two characters each have them-
Combat Reflexes, Bodyguard, In Harm's Way, Butterfly's Sting and Seize the Moment.
Anyone feel like playing a fast fighter partner to my big guy, or a fellow big guy?
rpgramen here! I'd like to present Andrezi Teskarova, Varisian Fighter; equal parts tankalicious, future secondary skill-monkey, and rescuee of Shalelu. Future prospects will see him taking things like Antagonize, Toughness, Persuasive, Skill Focus (Intimidate), Dodge, et cetera - generally things to make him a bigger target than everyone else, while capable of still whacking things upside the head.
You can find a link to his digital sheet if anything seems askew or you need more specific information about his breakdowns. If you have any questions about the character, feel free to ask, and I'll do my best to provide answers :)
|Rascaliron The Beggar King|
|Ikshu the Fire Bringer|
The Sun Shaman summoned Ikshu to him early in the morning as the sun had just begun to peak over the horizon. So he spake, "It troubles me greatly to say that my visions see you far away from the Cinderlands and your quah. Long ago, before you were even a babe, a tshamek known to us as Niska of the Mvashti clan walked with the Sun Quah, bled with the Sun Quah, and became like a sister to me. Her daughter Koya travels forth now and some words are remembered. The dead whisper and remind me of my oaths. You will fulfill my oath Ikshu Fire Bringer. You will protect Koya, you will travel far and see all like the sun in the sky."
Ikshu was unsettled and replied, "But respected and revered one, I am not a Cinderbrave and have only the limited training of a shaman. I know not the outside world and I care not to know it."
The Sun Shaman closed his eyes, breathed deeply and so he spake on to Ikshu, "Yours is a rare disposition among Shoanti, you know restraint in battle, compassion for the weak and the secrets of the sun and fire. In the tshamek lands you will move among the tshamek but hold to the Shoanti ways. Learn and remember, but above all make your quah proud Ikshu. You will leave at the sun's first embrace tomorrow. By blood this has been sworn. Remember your oaths to me by which you grew so fast, keep to them and you shall persevere."
Though only recently made a man through ancient rites of passage, Ikshu strides forth to aid Koya on her journey as though she were his own kin and woe be to those who set upon her with ill intent. Ikshu knows restraint but his anger is yet a thing of fire and brimstone.
|Spindle, Prince of Ponies|
Thank you, Singer, for GMing!
Spindle the gnome here: merchant, entertainer, illusionist, and friend of equines. I have been traveling between Sandpoint and Magnimar for many, many years. It is time to broaden my horizons!
I have ready another version of this PC that is a Street Performer bard instead of a Dawnflower Dervish bard, in case anyone wants to play a Strength-based sneak attacker. By fifth level the Street Performer could be making the other PC invisible (freee action) while maintaining (swift action) a Silent Image that threatens for flanking purposes.
Spindle is intended to compliment Ameiko. The Player's Guide implies we have an Inspire Courage bard with us already!
|G'aerth the Idyll|
For your consideration...
Aloria Adu (gnome) Cleric of Desna
Gnome, Cleric of Desna 1
Chaotic Good, Small Humanoid (gnome)
Initiative +2; Senses Perception +5
Languages: Celestial, Common, Gnome, Goblin, Sylvan
Hit Points: 9 (1d8+1)
Armor Class: 20 = 10 +2 dex +5 armor + 2 shield +1 size
Armor Class Touch: 13 = +10 +2 dex +1 size
Armor Class Flatfooted: 18 = +10 +5 armor +2 shield +1 size
Fortitude: +3 = +2 class +1 con
Reflex: +2 = +0 class +2 dex
Will: +5 = +2 class +3 wis
Damage Reduction: none
Spell Resistance: none
----------------------- Combat -----------------------
Speed 20 ft (30 ft base, medium load)
BAB: +0 = +0 cleric
CMB: +0 = +0 BAB +0 str
CMD: 12 = 10 +0 BAB +0 str +2 dex
heavy mace +0 (1d6 /20, x2)
Starknife +0 (1d3 /x3)
Dagger +0 (1d3 /19-20)
Light Crossbow +3 (1d6 /19-20) (40 bolts)
Dagger +3 (1d3 /19-20)
Channel Positive Energy (1d6, 5 times per day)
Bit of Luck (Sp) (Any time the target rolls a d20, he may roll twice and take the more favorable result) (6/day)
Agile Feet (Su) (ignore all difficult terrain for 1 round) (6/day)
Spells (Luck and Travel Domains)
0-level (3; DC 13): create water, detect magic, light
1st-level (1+1+1; DC 14): bless (x2), true strike (d)
----------------------- Ability Score -----------------------
Strength 10 (+0) (2 pts) -2 racial
Dexterity 14 (+2) (5 pts)
Constitution 13 (+1) (1 pts) +2 racial
Intelligence 10 (+1) (0 pts)
Wisdom 16 (+3) (10 pts)
Charisma 14 (+2) (2 pts) +2 racial
----------------------- Skills -----------------------
Skill points 3 = (+2 class +0 int +1 favored class) x1 cleric
Skills Total Rank CS Ability ACP Misc
Appraise +0 = +0 rank +0 ability
Bluff +2 = +0 rank +2 ability
Climb -6 = +0 rank +0 ability -6 acp
Diplomacy +7 = +1 rank +3 cs +3 ability
Disguise +3 = +0 rank +3 ability
Escape Artist -4 = +0 rank +2 ability -6 acp
Heal +3 = +0 rank +3 ability
Intimidate +3 = +0 rank +3 ability
Knowledge (Religion) +6 = +1 rank +3 cs +0 ability +2 racial
Linguistics +6 = +1 rank +1 ability +3 cs +1 trait
Perception +5 = +0 rank +3 ability +2 racial
Ride -4 = +0 rank +2 ability -6 acp
Sense Motive +3 = +0 rank +3 ability
Spellcraft +0 = +0 rank +0 ability
Stealth +0 = +0 rank +2 ability -6 acp +4 size
Survival +2 = +0 rank +2 ability
Swim -6 = +0 rank +0 ability -6 acp
----------------------- Feats -----------------------
• Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
----------------------- Traits -----------------------
• Rescued Koya saved you, she did so by casting a healing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage.
• Etymologist: When you, like all other young gnomes, were taught the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for the Gnome language. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
• Naturally Gifted For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day.
----------------------- Racial Abilities -----------------------
• Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
• Slow Speed: Gnomes have a base speed of 20 feet (base speed 30 ft due to Travel Domain)
• Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
• Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
1/day — dancing lights, ghost sound, prestidigitation, and speak with animals. (Caster level 1; DC 11)
• Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
• Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
• Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial Traits.
• Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.
----------------------- Class Abilities -----------------------
• Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
• Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). (Good: Faint)
• Spells: 3 0-level (DC 13)/ 1+1+1 1st-level (DC 14)
• Channel Energy (Su): 1d6 (DC 12) Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. (5 times/day)
~ Travel: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
~ Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.
----------------------- Equipment -----------------------
Starting gold 140 gp
scale mail 15 (50g)
heavy shield 5 (7g)
heavy mace 4 (12g)
dagger 0.5 (2g)
starknife 1.5 (24g)
light crossbow 2 (35g)
(10 bolts x4) 2 (4g)
wodden holy symbol -- (1g)
spell component pouch 0.5 (5g)
backpack 0.5 (2g)
Pouch, belt 0.25 (2g)
waterskin 1 (1g)
bedroll 1.25 (1sp)
chalk (10) -- (1sp)
flint and steel -- (1g)
rations (4 days) 1 (2g)
expoerer's Outfit -- --
Coins 8 sp
Current load: Medium (34.5)
22.5 lbs. / 45 lbs. / 67.5 lbs.
----------------------- Description -----------------------
Height: 3 ft
Hair Color: currently a vibrant pink
Skin Color: light complexion
Personality: Happy go lucky. Looking to see what the world and Desna have to offer.
Aloria has long vibrant pink hair that she likes to leave wild and flowing about her shoulders. Her eyes are a deep grey full of life that bit of excitement at living life. She wears an old but functional suit of scale armor with a set of padded gloves. Prominent about hanging from her neck is a wooden butterfly dyed purple and pink that she uses as a holy symbol to Desna.
She has a small array of weapons but often has a light crossbow in hand. When she does bear a weapon for melee it is often a heavy mace with an old wooden shield, newly painted with a purple butterfly on a plain white background. She seems eager and ready to face the world...
----------------------- Background -----------------------
Aloria grew up traveling with her parents. Taking to the tenants of Desna, Morel and Jandice Adu explored the lands of Golarion ever gaining new experiences wherever they traveled. While the family might stop for several months, they never made any one place home. Home was the small gypsy-like wagon drawn by an old pair of ponies.
The many experiences had, kept a young gnome enthralled. Aloria saw a lot, sometimes too much. While there are the many good folk of the world, there are also those that were not. The young gnome was taught not only to embrace and enrich her life with travel but how to help and defend those in need.
It was some ten years ago, when Aloria and her brother Hurell were gathering supplies in Sandpoint and were returning to their wagons when they were attacked by
bandits, meant to rob two small gnomes. The pair put up a fight and were able to defend most of the goods, but both were injured. Aloria saw here brother about
to be attacked from behind and placed herself in the path of a dagger. It sunk deep and was a fatal blow. As guards approached, the bandits fleeing, Hurell
comforted his dying sister looking skyward asking for help.
Help did come, an elder woman, calling upon her own curative magics of Desna, healed the vicious wound, that while healed, has left a scar of some note and added some limited movement in her left arm. As life returned Aloria looked up to see the smiling woman who introduced herself as Koya Mvashti a devout of Desna. There was much thanks but a special connection was developed with Aloria and Koya, along with a friendship that has lasted more than a decade. Anytime the family passed through Sandpoint, they paid the elder woman a visit, to regale her with their tales from the road and bring small presents of thanks.
Young Aloria has grown to adulthood and followed her parents along Desna’s path, becoming a young priestess. She has taken her first steps alone in the world and has found herself returning to Sandpoint to look up Koya to share a tale or two before continuing wherever Desna wills.
|Rameth the Delver|
dotting for interest will get a character up soon.
|Alexo Pontius Maeken|
You need me Sandru. I have listened to everything you have ever taught me, then practiced it over and over on the streets while you were gone. I spent days following a band of pickpockets back and into their location without being seen. I even picked one of their pockets to just to learn how their boss would respond.
I discovered where they kept the loot. I snuck up on the first guard and put him to sleep before he knew what happened. I unlocked the door, walked in grabbed a handful and walked right out through the front door, convincing all of them that I was supposed to be there, it was where I belonged.
Sandru I have learned all that I can on my own. Let me prove myself to you. Let me come with you this time.
Dorvren realizes that he is rambling, and coming close to begging. He pauses, takes a deep breath. Sits back and downs his ale, and waits patiently for Sandru to reply
Caerwyn Cllandriil, Half-elf Rogue (Scout), of the Sandpoint militia.
Caerwyn grew up in Sandpoint as a self proclaimed "wild child" running with the Sczarni gangs until a chance encounter with a band of goblins almost got him killed, if not for the timely arrival of Shalelu who saved him from certain death. Taking pity on the boy Shalelu began teaching him the art of woodcraft. It was during this time that he developed a (not so secret) crush on the elven Ranger and to this day his heart always skips a beat whenever she comes to town. The near death experience had also left the boy wondering about the path his life had taken so far and he did not like the way things had turned out and vowed to change his ways.
Joining the local militia as soon as he was able and using the skills Shalelu had taught him he soon rose in the ranks until he was leading his own squad of men on patrols. It was during one of these patrols that he and his men came upon a burned out caravan that had been overrun by a local goblin tribe who had been causing more and more trouble recently. Near one of the goblin bodies lied a bamboo tube that reeked of gunpowder, the gobbo's had a secret weapon to aid in their attacks, fireworks! Caerwyn returned to town and filled in the Sheriif with the news he had found. Now, he anxiously awaits further orders from Sheriff Hemlock as to how to proceed with the current threat.
May I present Kynira Andosana, younger half-sister of Shalelu and friend to many a furry creature, especially her tiger.
"Don't tease Shalelu! Only I can do that."
Female Half-Elf Druid 1
NG Medium Humanoid (elf, human)
Init +5; Senses Low-Light Vision; Perception +9
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5; +2 vs. enchantments
Immune sleep; Resist Elven Immunities
Speed 30 ft.
Druid Spells Prepared (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Magic Fang (DC 14), Entangle (DC 14)
0 (at will) Flare (DC 13), Detect Magic, Light
Str 15, Dex 12, Con 12, Int 10, Wis 17, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Druid Weapon Proficiencies, Improved Initiative
Traits Savannah Child (Handle Animal), Younger Sibling (Shalelu) (Ex)
Skills Handle Animal +6, Knowledge (geography) +4, Knowledge (nature) +4, Perception +9, Survival +7
Languages Common, Druidic, Elven
SQ Animal Companion Link, Elf Blood, Share Spells with Companion, Spirit Sense, Spontaneous Casting
Animal Companion Link (Ex) You have a link with your Animal Companion.
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.
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.
Younger Sibling (Shalelu) (Ex) +1 vs foes threatening sibling.
Appearance and Personality:
Kynira is a short and lean half-elf with waves of brown hair that sometimes get in the way of her startling green eyes. There is a hint of Qadiran blood in her face and skin. She wears her emotions on her sleeve, either bubbling over with laughter, or letting anger seethe upon her face, especially if animals are being threatened or harmed. When engaged in druidic spells or seeking out ley lines, the discipline instilled by elven and human teachers alike reasserts herself and she is, momentarily, the figure of otherworldly calm. Her complete love and trust of her sister Shalelu does not preclude teasing her at times.
Shalelu preferred, and indeed, enjoyed, being a loner, and would have stayed that way had not a strange woman intruded upon her wilderness meditations. She was marked with arcane tattoos and had the cast of a Qadiran, and her countenance was full of sorrow. Without introduction, she entered Shalelu's camp and offered up a suspicious bundle.
"This is Kynira. Keep her safe. She is your sister by your father's blood." Shalelu's eyes widened as she beheld an unmistakably related infant of mixed blood, gazing calmly at her from within swaddling cloth. She began to protest when the wizardess silenced her with a gesture, saying, "My doom follows me. Where I go I cannot take a child. You must protect her." At once Shalelu was alone--no, not alone, but with an unwanted child, of the same parentage, at least on one side, who continued to gaze at her with--were those great green eyes filled with curiosity? Shalelu cursed her luck, and her father besides.
Kynira grew up under the watchful, if often stern, eye of Shalelu. She learned to take care of herself, exploring the wilderness in her own way as her half-sister took her frequent travels. Shalelu raised her in elven ways, taking her to elven villages and obtaining her training in the curved blade of their ancestors, which she dutifully learned, although her giggles and outbursts outside of training were frowned upon by more solemn elders of elvenkind.
Kynira's favorite places were the vast stretches of grassland between cities in Varisia, though she loved the forests she and her sister tread in as well. She would hunt out megaliths, half-sunken in the fields and forgotten, hearing the deep resonance of their power, or find lines of force that connected to ancient elven or fey 'whorls', as she called them. Seeing her natural talents, Shalelu brought her to study with a servant of nature named Choran, and in time her abilities grew under his patient tutelage.
A tireless animal crusader, she watched with shadowed and disapproving eyes as caravans brought back unusual animals from the East to display in Magnimar and beyond. One day, she spied a great striped cat pacing in its too-small, wooden wagon crate. That evening, she crept into the camp of the animal traders and freed the tiger, naming him Saruu, and bringing him back to Shalelu beaming with delight. The family had expanded yet again.
Kynira, happily engrossed in tracking the lines of magic that permeated the land, and training with elven swordmasters and Choran, and herself training Saruu, barely noticed when Shalelu's routine changed--something about her packing, the times she arrived and left, was different. "Sister--" Kynira asked after patting the tiger affectionately and coming forward, in the usual offputting way of half-elves, "--are you planning a different journey than usual? If so--" and Kynira's green eyes filled with a curiosity that Shalelu knew all too well...
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Bruden Valdemar- Favored son of the Valdemar family, Bruden has had a bit of a long leash to pursue any avenue of occupation he seemed worthy. He ended up pursuing quite a few different things, specifically anything that had nothing to do with carpentry or shipbuilding like his family would have preferred. He reveled in stories about knights and cavalry, the crusades, Ulfen raiding parties, Shoanti and Orc wars, listening to every bard that came through the small town. He would write all of the stories down and retell them to other kids. In the summer when he was forced to go outside, he would go to the Goblin Squash Stables and persuade Hosk to let him exercise the horses, usually by pestering him to tell his goblin killing stories.
As he recently matured, he ended up quite the handsome young man, with brown eyes and longer hair that he kept up well. He had broad shoulders and a regal bearing that made many of the girls in town take notice. Often he would be found atop Baldric, his faithful steed, which was a gift from his parents when they found he fancied horses. He actually joined up with some caravan duty with Sandru for a few months, but he found it to be not exciting enough for his adventurous traits.
-- I'm starting off with a level of Cavalier on my way to either Pathfinder Chronicler or Battle Herald, depending on whether I can get someone to buy that collection of stories he has been working on since he was a kid.
I'd like to submit Emerald for consideration in your campaign. She's a Tattooed Sorcerer with the Starsoul bloodline. I know you wanted core races, but when I read about the Musetouched Aasimar I thought the background sounded perfect.
"Musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk.
Their beauty and free-roaming spirits endear them to the fortune-tellers and vagabonds of Varisia. Their drive to visit new lands leads azata-blooded aasimars to explore the farthest shores of Golarion; musetouched from the Inner Sea can be found in Vudra and Tian Xia."
Wandering with caravans in Varisia sounded like a perfect fit. Her background story, description, and everything are in her profile. I'd love to be in this campaign, I've never done it or read it, so it'll be fun being surprised.
Mamoru is the latest in a line of eastern Ogres who have a debt to a mortal family. He is tasked with serving and protecting the first born human scion.
Mamoru is a monster held in check by a debt of honor. His natural impulses are restrained by an iron sense of duty. His nature is quite evil, but he will never do anything that would dishonor or endanger his charge.
His charge may be an NPC or another PC. Either is fine with me.
Thematically, Mamoru is something like HK-47 from Star Wars: Knights of the Old Republic. His natural programming is evil, but he is at the command of another so he does not ever act on his nature (unless told to).
Mechanically, Mamoru is a reach-weapon focused front-line combatant. As he goes up in level I plan on taking the Bodyguard feats and other teamwork-oriented feats.
If the 1/2 ogre is not suitable, I can adjust him to be a 1/2 orc or Teifling.
Your instructions say "no stats above 18". Does that mean before racial modifiers or after?
Right now Mamoru is built assuming the latter since it's more restrictive. I'll change his stats a bit if it's the former.
Crossing my fingers.
|Alexo Pontius Maeken|
Here is a little background for the character I have in mind, subject to be rewritten for quality, of course.
Left without a family, Koya took him in and raised him as her own. He was the first, and oldest of the orphans she took in, but his slow development has caused many to think of Sandru as the 'older brother' of the two. When he learned of what had happened to his mother, Nikitarik became fearful of the Bleaching, not knowing how it worked, he worried that he might begin aging at any moment. He became near frantic, as he tried numerous pursuits to keep the bleaching at bay. He tried, and miserably failed at theivery before he realized that he had a talent for magic. He didn't have the patience for Wizardy, and apparently lacked the heritage for sorcery, so he turned to, well, experimentation. He learned that summoning magic came naturally to him, so much so that he believed he could call something new into being. When he finally pulled it off, he found that he had created a human sized dragon. Unlike any dragon he'd seen however, this one didn't have a color, it's scales seemed to change color as the light hit them. He has wondered whether the creature is truly real, or if it exists at his whim, he plans to try and alter it if he can, just to see what he can do.
Nikitarik has always known that he wouldn't be able to stay in Sandpoint for very long. He has taken a job as a caravan guard, for Sandru no less, in hopes of keeping his interest. He longs for some great adventure, though, and would jump at the chance to see some faraway place. He would, of course, drag Koya along, both because he knows she wishes to see more of the world, and because he can't stand the thought of leaving her alone. While on the caravan, Nikitarik has been attempting to teach himself to ride his Eidolon, so far with disastrous, and comical, results.
Finally a AP with a lot of overland travel. I will have a Cavalier up in a bit.
Campaign Trait: Rescued
Marcus Adarian is an Order of the Star cavalier devoted to the church of Desna and sworn protector of its faithful. But, this may have never been had it not been for the intervention of Koya Mvashti. As a young squire he was nearly killed when he and his lord were set upon by a viscous giant attack while traveling with his lord Sir Villaret.
Villaret was on a mission to increase his renown by venturing forth into the wilds of this frontier nation. Claims mighty beast had attracted many a fledgling knight and Villaret was no different. Coming from Taldor , the pair were enticed by news giants had been marauding across the lands north of Sandpoint. Making with all haste to this area before some other adventurers beat them to glory, the pair failed to plan accordingly. Little did they know ambush lay ahead.
The beauty of Varisia spread out before the pair that fine morning the rays of the sun had just crept above the horizon and the morning fog was beginning to lift. Glancing at Lord Villaret, the young knight to be beamed with pride he had been chosen to accompany such a man. With visor raised and armor shining, Villaret seemed to be the vision of what a knight should be in the eyes of a young man. It was in this awestruck haze that Marcus stayed when the world suddenly seemed to go silent. Confusion clouded his brain as he heard and didn’t hear the clang of metal, roars, and the swearing of oaths.
Everything seemed to be playing out in slow motion before him from where he lay on the moist earth. Cape fluttering behind him, Villaret leaned into the charge. The pounding of hoof and massive foot shook the earth before colliding like a thunder clap. Shards of wood, steel and blood erupted from the collision of man, mount, and giant. A geyser like spray of gore blasted from the wound in the giant’s chest allowing the thing’s life source flow away like some great river. But, so too had Villaret been claimed.
Gentle sun rays and soft voices were the first things Adarian heard as he came to. No longer was on the field of battle but some sort of temple. Noticing the star of Desna, the same star in the center of his lord’s helm, the boy knew he had been saved. As he laid upon the alter, Marcus was startled by the sudden appearance of an older woman whom he assumed to be a priestess of the goddess. She related the story of how she had seen the battle, him being struck by a boulder, and the mighty defense displayed by his lord. She had attempted to save them both, but Villaret knew he was far too gone and insisted she save the boy. Presenting him with his lord’s sword and helm, the priestess took her leave. Swearing an oath to Desna to protect this woman whom had saved his life and to follow in the path of his lord, Marcus rose to his feet and strode from the temple.
Fifteen years had elapsed and a boy became a man of some skill. Mvashti had aged as well and expressed interest in a journey. Pledging his sword and lance to her, Marcus began to prepare himself for this adventure and the glory it may hold.
Human Cavalier (Emissary) 1
CG Medium Humanoid (human)
Init +1; Senses Perception +1
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +1
Speed 30 ft.
Melee Heavy Shield Bash +4 (1d4+3/x2) and
. . Lance +4 (1d8+4/x3) and
. . Light flail +4 (1d8+3/x2) and
. . Rapier +4 (1d6+3/18-20/x2)
Special Attacks Star's Challenge +1 (1/day)
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats Mounted Combat, Ride-by Attack, Spirited Charge
Traits Killer, Rescued (Shalelu) (Ex), Sacred Touch
Skills Acrobatics +6, Diplomacy +6, Heal +5, Intimidate +6, Ride +5, Sense Motive +5 Modifiers +0 Ride while riding your bonded mount., Star's Skills
SQ Animal Companion Link
Combat Gear Heavy steel shield, Lance, Light flail, Rapier, Scale mail;
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Killer Add weapon's critical modifier to its critical bonus damage.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Rescued (Koya) (Ex) +1 vs foes threatening rescuer.
Ride-by Attack You can move - attack - move when charging mounted.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Spirited Charge Double damge when making a mounted charge (triple with a lance).
Star's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to all saves while threatening your target.
Star's Skills +1 (Ex) +1 to Knowledge (Religion) checks relating to chosen faith.
I have a little shopping to do, but mechanically feats, ect. it is all there for your review. For flavor in my backstory I put Koya as my savior, but if selected would like to use the benefit of being saved by the other NPC.
I made the promised changes to equipment, it should now meet campaign standards.
I'd like to point out my background is written so changing my campaign trait would be easy. Foster child: Koya or Rescued by Shalelu is fully justified, and any other modification the DM may wishes could be added, if that will help the campaign.
@Doomed Hero/Mamoru Onitora - Risky but great concept, I'd certainly would be willing to work on choosing future feats together. Iozif can go in a lot of different directions. Living the caravan life, Iozif could meet just about anyone at anytime so I'm sure we could make it work.
DM, if you check back on Iozif's earlier attempt, I assure you that my writing over the past year has improved. Check my characters Anton, Volta, Stellan for more recent work.
There are many great characters here, I look forward with hope that I will be gaming with any of you.
Good luck all!