
Elena Voritzova |

Elena Voritzova is basically done. I still need to buy some of the little fiddly gear items that cost hadly anything but that you don't want to be caught without, but other than that both crunch and fluff are done.
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About Elena Voritzova
Build Concept: A fairly straightforward cleric who uses archery in combat. Animal and plant domains allow for some nature-themed domain spells and abilities, and an animal companion will be acquired as of level 4. Channeling is available for out-of-combat healing. Elena is a DEX-based character and has decent Stealth, along with Perception, heal, and sense motive. Her Diplomacy is middling and she has a few middling knowledge skills.
Kingdom Role: High Priest or Councilor
level 2 hit die: 1d8 ⇒ 7
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And here's a writing sample:
The young man hears her, and turns around. He smiles, but it is a bittersweet smile.
"Is it time?" he asks.
"Almost. Everything's packed," she answers. "Old Jole will give us a ride in his wagon as far as Wildermarkt. We'll walk from there."
He nods, looking at the ground. There is silence for a moment.
"I'll miss you, Brandon," she says, quietly.
"Elena, you don't have to go!" the young man starts, earnestly. "What's out there that we don't have here? Why not build a home here?"
"Come, Brandon. You know how the villagers see me. I'll always be the ugly duckling."
"I'm sure Mother and Father could find something. Perhaps they could find you a husband in the next village. One with land and some livestock. Everyone wants to do favors for Father."
She shakes her head. "No, Brandon. I need to be far from here."
"But why? Your family is here!" The young man's voice is heavy, almost sobbing.
She nods, and touches his face. "That's why I have to go, Brandon. You know I'm not like the others here. It's more than just my eye and my fingernails. Something is... looking for me. And it will be very bad when it finds me."
He looks up. "Yet you go away from where you have help! You know we will help you. We don't care about those things."
"I know you would try, Brandon. You, and Father, and Mother, and all our family. But the cost could be too high." She shakes her head. "No. Out in the Stolen Lands I can't hurt any of you. No one I care about is there. I've told you all this before."
He nods, quiet for a time.
"Well, sister, I suppose this is goodbye then," he says.
She smiles, and embraces him warmly. "Perhaps I'll see you again someday. When I've worked things out."
"There will always be a place for you here, you know that."
Their embrace ends, and she smiles at him warmly. "I know, little brother, I know. You look after yourself. And stay away from that Olga; she flashes her ankles like some Varisian hussy. Find someone respectable."
"Maybe I like ankles," he smiles. "Safe travels."
"Thanks, Brandon. 'Till we meet again..." she lets the thought drift off as she turns back through the garden. She pauses, looking around for one last time. Then she sets her chin, and strides confidently through the garden and out the gate.

Jon, The Evil DM |

I'm currently away from home and posting from a friend's computer--I'm a protagonist in a student-made film for a senior project--but this is just a reminder about recruitment closing tonight at 11:59 PM EST. If anyone who already expressed interest has not finished their mechanics, they will recieve a PM from me stating that have 24 hours to complete and finish their character. I will deliberate with the current players tonight and tomorrow; as soon as all submissions are in or at least accounted for, I will make my final deliberations! I'm hoping that I can account for all of them by tomorrow so that I can get news to you all ASAP.

Sean Weasley |

Tandor Tinderfoot
Lava Gnome Ranger (Cinderwalker) 1 / Wizard (Fire Elementalist) 1
Kingdom Builder Role: Magister, Grand Architect, or a divining Spymaster
STR: 8 DEX: 15 CON: 14 INT: 18 WIS: 11 CHA: 11
Height: 3 ft. 3 in., Weight: 38 lbs.
Tandor has brownish-orange skin. His short white spiked hair is often covered by a leather aviator's hat. He has golden irises set in rather enormous eyes. If you were ever to see him shirtless, which is unlikely unless you happen to be a sauna aficionado, you will see that his back is covered with line upon line of scarring from multiple harsh whippings. His right arm is covered with a sleeve tattoo depicting a happy lava gnome family frolicking amongst volcanic surroundings. His left arm has a tattoo that reads "All Drow Must Die!" in gnomish. He wears a cold-weather outfit, even in summer, because it is frigging freezing in the surface world. He still wears the brass slave collar that he wore when he was a prisoner of the drow.
Tandor is alternately nervous, somber, contemplative, mischievous, and joyful. He despises drow and has difficulty trusting surface elves, whom he suspects of being one suntan away from becoming spider worshippers.
Tandor Tinderfoot is a lava gnome. He grew up in the vast caverns beneath an active volcano, in a community that consisted of several gnome families, some lizardfolk, and a smattering of individuals from other subterranean races. They spent their days basking in the warmth of their volcano and harnessing the heat of its liquid hot magma to power their technology.
Every five years, lava gnomes throughout the world gather together to participate in the Lava Games, demonstrating their skills with fire magic, mountain climbing, lava surfing, crafting, and racing a diverse assortment of flying machines. They also exhibit whatever zany technology they have invented since the last gathering.
Tandor's settlement was on their way to just such an event when disaster struck. They stumbled upon a powerful drow raiding party, who slaughtered many of the gnomes and enslaved the rest. His grandparents and older brother were slain. Tandor, his fiancée, and both of his parents were captured. The survivors were taken to a drow citadel. The journey was harsh. Once they arrived, they were taken to the slave market and sold, scattered to the four corners of the dark elves' cavern. Tandor and his father were sold to a mining crew. They did hard labor for three years before Tandor's father finally succumbed to malnutrition and exhaustion and died. Tandor's anguish at his father's passing annoyed the taskmaster enough that he whipped Tandor within an inch of his life. Four more years passed before a young drow wizard noticed Tandor's affinity for magic and bought him to train as a wizardly sparring partner. Tandor must have learned faster than the drow wizard had anticipated, for he soon knew enough magic to escape. He thought to look for the women and any other gnome survivors, but fear of recapture drove him ever onward and away from the citadel. Tandor met with a nasty surprise just outside the citadel where he met a creature with the body of a spider and the head and torso of his fiancée. He tried to speak with her, but she attacked him. He incinerated her with tears streaming from his eyes.
Stealth, illusion, and a string of good luck allowed Tandor to make his way back home to his volcano, but he found no gnomes there. He resolved to continue his magical studies amongst the surface dwellers, that he might become powerful enough to return to the drow citadel to free his mother. He finds the surface world much too cold for his liking. Tandor wears a cold-weather outfit, even in summer, and is known to frequent saunas. He studies every scrap of magic he can get his hands on. He earns a living every way he can, by working with stone, distilling spirits, or putting on a show of tumbling and fire magic. He has journeyed toward Rostland and the Stolen Lands seeking the company of other gnomes and fey and curious about a way to the First World.
Languages: Common, Gnome, Ignan (in place of Sylvan), Undercommon, Dwarven, Elven, and Draconic.
Offense:
Init: +4 = +2 Dex +2 trait
Base AB: +1 = +1 ranger +0 wizard
Melee AB: +0 = +1 BAB -1 Str
Ranged AB: +3 = +1 BAB +2 Dex
CMB: +0 = +1 BAB -1 Str
Defense:
Hit Dice: 1d10 ranger + 1d6 wizard +4 Con
hit points: 18, current: 18, nonlethal: 0
AC: 18 = 10 +2 Dex +4 armor +1 size +1 dodge, Touch: 14, Flat-footed: 15
CMD: 12 = 10 +1 BAB -1 Str +2 Dex
Saving Throws:
Fort: +4 = +2 ranger +0 wizard +2 Con
Ref: +4 = +2 ranger +0 wizard +2 Dex
Will: +2 = +0 ranger +2 wizard +0 Wis
* Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
* Type: Gnomes are Humanoid creatures with the gnome subtype.
* Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
* Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
* Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
* Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
* Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
* Fey Thoughts: Acrobatics and Fly are always class skills for the character. This trait replaces racial weapon familiarity.
* Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
* Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
* Excitable: You gain a +2 trait bonus on all Initiative checks.
* Trickster: You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.
Dodge: +1 dodge bonus to AC
Weapon and Armor Proficiency: All simple and martial weapons, light armor, medium armor, and shields (except tower shields).
1st Favored Enemy (Elves)
Track +1
* Arcane Bond: Bonded Object: Masterwork Brass Slave Collar
* Arcane School: Elemental School: Fire
* Cantrips:
* Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
* Fire Supremacy (Su): fire resistance 5, whenever you are within 5 feet of a source of flame at least as large as a campfire, you can draw the fire around you for 1 round as a swift action. Anyone striking you with a melee weapon or unarmed strike takes an amount of fire damage equal to 1/2 your wizard level (minimum 1). Weapons with reach avoid this damage.
* Fire Jet (Su): As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Known: 0th: all non-water cantrips; 1st: Detect Secret Doors (Divination), Flare Burst (Evocation), Illusion of Calm (Illusion), Hold Portal (Abjuration), Mage Armor (Conjuration), Monkey Fish (Transmutation), Peacebond (Abjuration), Vanish (Illusion)
Prepared: 0th: Detect Magic, Mage Hand, Spark; 1st: Vanish, Mage Armor, Fire Bonus: Burning Hands
Skill Points: 17 = ( (6 +4 Int) * 1 ranger level ) + ( (2 +4 Int +1 favored) * 1 wizard level )
Acrobatics: +6 = 1 ranks +3 class skill +2 Dex -0 ACP
Appraise: +8 = 1 ranks +3 class skill +4 Int
Bluff: +0 = 0 ranks +0 Cha
Climb: +3 = 1 ranks +3 class skill -1 Str -0 ACP
Craft (clockwork): +8 = 1 ranks +3 class skill +4 Int
Craft (stonemasonry): +8 = 1 ranks +3 class skill +4 Int
Craft (any): +4 = 0 ranks +4 Int
Diplomacy: +0 = 0 ranks +0 Cha
Disable Device: N/A = 0 ranks +2 Dex -0 ACP
Disguise: +0 = 0 ranks +0 Cha
Escape Artist: +3 = 1 ranks +2 Dex -0 ACP
Fly: +2 = 0 ranks +2 Dex -0 ACP
Handle Animal: N/A = 0 ranks +0 Cha
Heal: +0 = 0 ranks +0 Wis
Intimidate: +3 = 1 ranks +3 class skill +0 Cha -1 Str
Knowledge (arcana): +8 = 1 ranks +3 class skill +4 Int
Knowledge (dungeoneering): +8 = 1 ranks +3 class skill +4 Int
Knowledge (engineering): +8 = 1 ranks +3 class skill +4 Int
Knowledge (geography): +8 = 1 ranks +3 class skill +4 Int
Knowledge (history): N/A = 0 ranks +4 Int
Knowledge (local): N/A = 0 ranks +4 Int
Knowledge (nature): N/A = 0 ranks +4 Int
Knowledge (nobility): N/A = 0 ranks +4 Int
Knowledge (planes): N/A = 0 ranks +4 Int
Knowledge (religion): N/A = 0 ranks +4 Int
Linguistics: N/A = 0 ranks +4 Int
Perception: +4 = 1 ranks +3 class skill +0 Wis
Perform (any): +0 = 0 ranks +0 Cha
Profession (architect): +6 = 1 ranks +3 class skill +0 Wis +2 racial
Profession (distiller): +4 = 1 ranks +3 class skill +0 Wis
Profession (any): N/A = 0 ranks +0 Wis
Ride: +2 = 0 ranks +2 Dex
Sense Motive: +0 = 0 ranks +0 Wis
Sleight Of Hand: N/A = 0 ranks +2 Dex -0 ACP
Spellcraft: +8 = 1 ranks +3 class skill +4 Int
Stealth: +6 = 1 ranks +3 class skill +2 Dex -0 ACP
Survival: +4 = 1 ranks +3 class skill +0 Wis
Swim: -1 = 0 ranks -1 Str -0 ACP
Use Magic Device: N/A = 0 ranks +0 Cha
Carrying Capacity: Light: <= 26 lbs, Medium: <= 53 lbs, Heavy: <= 80 lbs
Weight Carried: 24.625 lbs, Wealth: 0 pp, 6 gp, 3 sp, 9 cp
Weapons:
Lucerne Hammer (Atk: +0, Cost: 15 gp, Dmg: 1d10-1, Crit: x2, Range: 0 ft, Wgt: 6 lbs, Type: B or P, Special: Brace, Reach)
Kukri (Atk: +0, Cost: 8 gp, Dmg: 1d3-1, Crit: 18-20/x2, Range: 0 ft, Wgt: 1 lb, Type: S)
Sling: (Atk: +3, Cost: -- gp, Dmg: 1d4-1, Crit: x2, Range: 50 ft, Wgt: -- lb, Type: B)
Other:
Cold Weather Outfit, 8 gp, 2 lbs.
Leather Aviator Hat, 10 gp, --
Smoked Goggles, 10 gp, --
Backpack, 2 gp, 1/2 lb.
Bedroll, 1 sp, 1 1/4 lbs.
Belt Pouch, 1 gp, 1/8 lb.
Candles (10), 1 sp, --
Compass, 10 gp, 1/2 lb.
Gnome Trail Rations (5 days), 10 gp, 5 lbs.
Hip Flask, 1 gp, 1/8 lb.
Ink, 8 gp, --
Inkpen, 1 sp, --
Mess Kit, 2 sp, 1 lb.
Potion of Cure Light Wounds (3), 150 gp, --
Sack, 1 sp, 1/8 lb.
Scroll Case, 1 gp, 1/2 lb.
Scroll of Burning Hands, 25 gp, --
Scroll of Detect Secret Doors, 25 gp, --
Scroll of Mage Armor (2), 50 gp, --
Soap, 1 cp, 1/2 lb.
Spell Component Pouch, 5 gp, 2 lbs.
Spellbook, --, 3 lbs.
* Scribe 'Illusion of Calm' into Spellbook, 35 gp
Waterskin, 1 gp, 1 lb.

Jon, The Evil DM |

Just to throw this up in case:
THIS RECRUITMENT IS NOW CLOSED TO NEW INTEREST.
One person has yet to respond about getting a character in, otherwise everyone has gotten in their characters. If I don't hear from them at all I'll just move into making my final decisions. As for the two new people, I don't really see any problems with your sheets so you're all set.

Jon, The Evil DM |

Final selections will be up some time tomorrow! I am currently heading up a student directed film as the protagonist and shooting mostly wraps tomorrow, but I'll be able to get selections to you by tomorrow evening my time (GMT: -5:00) at the latest. Sorry to keep you waiting, my life became a bit unexpectedly busy--wasn't planning on being a protagonist in a movie shoot, did it to help out a friend of mine--but I will inform you all of who I have chosen by tomorrow.

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...I am currently heading up a student directed film as the protagonist and shooting mostly wraps tomorrow...
Take the opportunity and become another Paladin of Roleplaying Games like Vin Diesel. Become famous and rich, expand our loved games and send me expensive things. Lot of things.

Jon, The Evil DM |

Alright, everyone... it's time for the moment you've all been waiting for. Would these individuals please report to the Discussion thread:
As some of you may have noticed, this is one more than my original listing of wanting at maximum 3 players; I had a very hard time narrowing down my selections and ultimately I felt that after narrowing it down this far (and having only barely done so to begin with) that I wasn't prepared to cut another person from the list. So, you four are my lucky winners! Thank you to everyone who applied, I really appreciated all the characters you've submitted and I assure you this was a very hard decision for me.
If anyone would like feedback on what got their character cut, do feel free to PM me and ask about it. However, be prepared for some of my answers to likely be something you'd consider a little pedantic; that was the level I had to go to in order to make choices between you all, and so the reason I picked another character over you might well be something as specific as a minute point in your backstory or something similar.
Once again, thank you everyone!