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Shattered Star: Broken Dreams (Inactive)

Game Master DancingShadow

Thassilon once represented the dreams of one man, but it was broken by the ambitions of his apprentices. Will adventurers be able to reforge his greatest creation to hold back the threat of his long-dead dream?


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this is pavaan. magus is done, fluff and background below. also i can post everyday, if not more then that. i have been gaming for the last 7 years starting in 3.5 and have played many d20 and other systems. funny thing is with my irl game's my group has been forced to become power gamers because if we did not we would die because or dm custom makes monsters. and even now we have, what would equate to a 50 point buy and he still almost kills us all the time.

background and fluff:

looks.
light brown hair that reaches her mid back, eyes of brown that hold deep insight into the world around her. she has on many scarfs and brightly colored clothing, a vest on top and a skirt that stops a few inches above her feet. she moves with strength and graces of body.

personality
Malena is playful and always looking for the next fun thing, if it be a good game of cards, or a fight with goblins, or just a bit of roughhousing with friends, she takes time to read and investigate things that interest her, she has a soft spot for anything that looks good on her, meaning most jewelry, and will try to find out how to best get more of it,

background
Moving from place to place while growing up has left its mark on Malena, she has learned the best weapons are the ones not seen, and while her family stopped at Magnimar, she joined in the mock battles that they had, she learned how to better use her weapons while duel wielding making her main hand more precise, But she grew board with it, seeking more from life then mock battles, she started to play into the stereotype that all varisian's are thieves, even if it was just for fun, she learned to gamble and steal from people, and when they got home they found the cheated money or goods back. Malena loved to be a trickster, and while she took a book from some robed man one day, she started to read it before she gave it back, she did not understand what it was saying but she felt power in the book itself, and wanted to know more. The pathfinder lodge in Magnimar was a safe bet to find out why she felt power from the book. After a short exchange of information the pathfinder lodge told her that it was a wizards tome, and that she might be able to become a wizard if she put in the time. the recommended some books so she could learn the basics on her own, she took there advice and got the books. as she studied she found out that just being a caster was no fun for her, she wanted to go up and protect and get in the face of things, rather then just stand back and cast. so she started to practice her scarf techniques as well as casting, in the end she found she was a capable fighter and a passable caster. she was very proud of what she had done in her short time on the world, and is looking for more adventure, she has left her family and gone to Magnimar to see the pathfinder lodge and see if they might point her in a direction that will help her have fun and be productive. after all cant just go around stealing all her life, that would just get dull.

Andoran

Stiehl9s wrote:
Glade wrote:
Interested! Perhaps you can shed some more light on which AP you are planning to run so the background may be tied in?

Pretty sure it will be Shattered Star like in the thread title.

dotting for interest.

Thanks, I wasn't aware of this AP :)

Submitting Eugeni

Aasimar paladin


Note: This was previously Edeldhur

Now posting as ranger alias - Calendir

Skeleton of the character is done - will be adding description and background flavour asap.


Nathaniel (Mindurian) Harker
LG Male Paladin of Iomedae
Campaign Trait: Alabaster Outcast

Description
Hair: Black
Eyes: Blue
Height: 5'11"
Weight: 170lb

Nathaniel is a tall, handsome human man. His eyes are pale blue and if it weren't for the scruffy beard that currently sprouts from his strong chin he might even look regal. He can often be seen in bars around Magnimar though if he is offered a drink by a passer-by hoping to curry favour with the Mindurian family they find themselves politely but firmly declined as he holds his family signet ring in one hand and his holy symbol of Iomedae in the other as if weighing them both....

Personality
Nathaniel has a well developed sense of morality and a strong belief in the law. He is a product of two worlds, the Minduraian noble who leads interactions with a swathy charm and the righteous champion of Iomedae, intolerant of those who harm the innocent or break the law. Above all, criminals must be punished for without law there is chaos and fire and death. There is very little grey area with Nathaniel making him a wonderful ally and a terrible enemy.

Background
Born and raised in the wealthy noble merchant family of Mindurian, Nathaniel's early years were spent learning the basics of negotiation and coin-coounting. He found himself spending more and more time with Huk, the captain of the famiily guard.

He showed great promise with a blade and his strength was prodigious for one as young as he. Hi father could see the route his son was taking as Huk filled his head with tales of adventure and swordplay and the captain was dismissed from service. Undeterred, Nathaniel sought tutilege with the warrior priests of iomedae and learnt everything he could about the Lady of Justice. Despite their difference Nathaniel loved his father and did not wish to dishonor him by becoming a mercenary and striking out on his own. When he asked to join the church his father was furious, striking Nate and showing him the door. The Mindurian family operated closley with the Sczarni gangs and the thought of a lawbringer in the family was impossible to contemplate.

Nathaniel packed his belongings and left that day, taking up refuge and shelter at the church. For years he studied sword and law so that he might bring Iomedae's justice to the gangs that held such sway over his family. Torn by duty and family ties he struggles to strike a balance between what he should do and what he must do. Perhaps the Pathfinder Society can offer him a means to escape the impossible decisions he faces?


Lefig the oracle, expressing interest. I would easily be able to post 1+ times per day, my schedule is fairly open.

Lefig N human oracle(heavens)
Campaign Trait: Nontraditional Tribesman

Hair: bald
Eyes: brown
Skin: olive
Height: 5'8"
Weight: 170lbs

Description:
A young Shoanti man of average height and build, with dark eyes, olive complexion and a clean shaven head, Lefig is dressed in the practical garb of a traveler. He has an intricate tattoo done in blue ink on his left shoulder, proclaiming good fortune and a prosperous future. Occasional bursts of odd words and inhuman syllables are heard whispered around him, getting more pronounced when Lefig is stressed. He carries a stout cudgel and a quiver of javelins, armored in studded leather with a traditional Shoanti shield known as a klar, along with a collection of charms and talismans.

Personality:
Lefig is deliberate and patient, often counseling against rash actions and hasty decisions. He is very friendly with other people, but owing to his somewhat sheltered life, reacts with slight annoyance when others do not recognize his position as a seer. He is most at home under his beloved stars, often forgetting those around him.

Background:
It was three years ago that Lefig first saw the star he named Karet, after a wise woman featured in his tribe's folklore. That was when his voice changed and his mind opened to the wonders of the heavens. For three years, he served his tribe faithfully, giving omens and auspices, forecasting crops and weather. But now he feels a longing, pulling him to Magnimar and its strange monuments, urging him to look into the past of the Shoanti and the land itself. Bidding Batuez, his father, and Tekrakai, his mother, goodbye, Lefig sets forth to find what the stars hold for him.


Frey Silverton, Human Arcane Duelist Bard, from Aroach. Backstory in profile. Any questions DM, please ask


Current list as I can quickly locate.

Character List:

Melee
Malena Imora - Human (Varisian) Magus (Kapenia Dancer) : Serpent Runner
Eugeni Serius - Aasimar (Angelkin) Paladin : ?
Calendir - Half-Elf Ranger : ?
Nathaniel Harker - Human Paladin : Alabaster Outcast

Skill User
Cade Greenbottle - Halfling Rogue (burglar): Exchange Agent
Frey Silverton - Human Bard (Arcane Duelist) : Alabaster Outcast

Arcane Caster
Sjurd - Ifrit Sorcerer: Ex-Sczarni
Nadja Cazysnik - Human (Varisian) Witch : Ex-Sczarni

Divine Caster
Lefig - Human (Shoanti) Oracle of Heavens : Nontraditional Tribesman

@Eugeni and Calendir: What are the campaign traits you are taking?

I will be away until tomorrow evening most likely, so do not expect any questions to be answered until then.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber

Raven

Here's my submission. I'll do another review later on (need to give a friend a ride), but should be good for perusal.


I also have one to toss out today.


Backstory:

Cheliax produces many breeds of man. Some are corrupt beyond redemption, others strive to save the soul of their empire, and then there the men who strike out on their own to seek a life of adventure and fortune. Marcus Adarian is one such man. Son of a Cheliaxian officer, the boy had the chance to see much of the Inner Sea in his youth. Sailing about the empires holdings and seeking trade routes to the furthest reaches of the world, Marcus soon learned there were ways far different than those had grown up with in his homeland. Halflings need not be despised and devils were not to be dealt with.

Secretly, these were the teachings of his father. Though unable to express these feelings openly, Marcus' father was sure his boy came believe in them as well. Then came the fateful day that would forever change his life. Putting into port near Alkenstar, the crew of there ship suddenly turned Marcus' father and the marines whom stood by him. His father had been betrayed and outed for his revolutionist sympathies. Shoving his son over board, the brave man laid man upon man till he was struck down by some unseen assailant. As life drined from hi eyes the old worry cracked a grim smile as he made the image of his only son standing upon the shore.

Seein his father fall to a blast of magic he knew to be of infernal origin, Marcus quickly sought cover. Making his way overland to Alkenstar and the safety of the Mana Waste, Adarian decided that his only hope would be to put his military training to use in the cities army. Now a member of the 36th Rifles, Marcus quickly rose in promience and experience. After some years of fighting Alkenstar's many enemies, Marcus came to the conclusion it would be time to make his way in the world again. Grabbing up his gear and bidding his comrades farewell the man was once more on the road. Boarding a vessel bound for Varisia, Marcus wondered what may lay ahead of him in a land so near home...

Traits:

Indomitable Faith, Reactionary,Campaign Trait? TBD

Crunch:
Unnamed Hero
Human (Chelaxian) Gunslinger (Musket Master) 1
NG Medium Humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 15
Base Atk +1; CMB +2; CMD 16
Feats Dodge, Gunsmithing, Mobility, Rapid Reload (Musket)
Traits Indomitable Faith, Reactionary
Skills Acrobatics +7, Bluff +6, Climb +5, Intimidate +6, Perception +6, Survival +6
Languages Common
SQ Deed: Deadeye, Deed: Quick Clear, Deed: Steady Aim, Grit

--------------------
Special Abilities
--------------------
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Mobility +4 to AC against some attacks of opportunity.
Rapid Reload (Musket) You can reload fast with one type of Crossbow.


Marcus is my submittal. I will finish his gear out if selected.


I'll have my character's background completed sometime today.

Brodrick(the IV) Leafgreen, Human Cleric (Cloistered) of Erastil.

Lantern Lodge

Similarly, I'll have my background and possibly crunch ready later today.

Iliria Talastra, Spell Dancer & Hex Crafter Magus, preparing to also go Oracle and Mystic Theurge, assuming it'll fit the character development.


You missed me, post #7.

Emilian, human fighter ex-gladiator.


Man, as I write the background I can easily make him a ranger or fighter. I just haven't decided yet which one appeals to me more.

Grr, I like both classes for this concept the same! What to do.

I like the ranger for the utility. As for the fighter, it would give me extremely good fighting capabilities.

*sigh* I will look at the submissions and try to decide soon.


Zander
CN Male Human Aristocrat (plan to go Rogue next)
Campaign Trait: Alabaster Outcast

Personality: Zander has an easy-going personality, but can be aloof when needed, he also tend to be a skirt-chacer.

Description: Zander is a young Varisian (ex-)noble, wearing clothes apropriate of his (ex-)station. He has Blond hair and blue eyes, he is 5'9 high and weight around 180 lbs.

Background:Zander was born in a noble family with ties to many of Magnimar's leaders, in is youth, Zander enjoyed the wealthy life of the Nobility and did his best to learn many things, but his mischevious personality sometime got him into troubles. Recently, troubles with the law (and sleeping with the wrong person at the wrong time) got him and his family in an hot spot, facing many dilemas, his family decided to disown him and kick him out. After some stints with the Pathfinder Society, Zander is back in the City.


Dotted for interest

Thinking Changeling Accursed Blooded Sorcerer...

Will try and pull something together over the next day or so...

Andoran

DM Bound Shade wrote:

Current list as I can quickly locate.

** spoiler omitted **

@Eugeni and Calendir: What are the campaign traits you are taking?

I will be away until tomorrow evening most likely, so do not expect any questions to be answered until then.

Is there a list of campaign traits somewhere? I don't have access to the players book...


It is free to download.


Here is my character background for Brodrick "the Younger" Leafgreen, Human Cleric (Cloistered) of Erastil.

I'll do the stats tomorrow or Monday.

Background:

Brodrick was expected to be a great woodsman like his Father. His Father, Brodrick “the Bold” was a member of an well known adventuring company called the Seven Swords. The Seven Swords roamed up and down the hinterlands of Varisia, saving village and thorpe alike, culminating in a fierce battle with a green dragon known as Chalroxistalix. The Seven Swords slayed the mighty dragon, but the cost had been high, four of the seven companions lay dead. After the battle Brodrick “the Bold” retired and returned home to Magnimar. Brodrick and his new wife Jannia had a son named Brodrick shortly thereafter.

Brodrick “the Younger” was trained in swordsmanship, forestry and hunting by his overly eager Father. Brodrick however had no real interest in any martial or ranger skills. He would rather read about nature in a dusty old tome. He enjoyed any subject no matter how obscure or trivial. Brodrick sensed his Father was disappointed and would make an attempt to please him. Of course it never went well and they spent many hours arguing why Brodrick did not enjoy the life of a woodsman. After a few years of impasse, Brodrick's Father found a new person to train, his younger sister Eliza. Eliza took to the skills of a ranger, like a fish takes to water. Finally Brodrick had found peace from his overly eager Father. He was free to study has much as he pleased.

However Brodrick's life of quite study did not last long after Eliza completed her training. Shortly thereafter she left Magnimar with fellow companions to seek adventure and fortune. Once again his Father tried to persuade him to train. Brodrick would not hear of it and decided he himself would pack his bags and leave like his Sister.

After leaving, Brodrick realized that he had little chance of survival without companions. He rejected the notion of returning home and being even more of a failure to his Father. It was then Brodrick noticed, that he was standing at the doors of the Deadeye Lodge, a temple dedicated to Erastil. Brodrick took the event as a divine sign from Erastil. His family had worshiped Erastil for generations. He presented himself to the church staff and petitioned to become a member. At first the church staff were a bit leery of taking on Brodrick, due to his dislike of being outdoors. They soon realized that Brodrick loved to do any sort of paperwork that the church needed done. Brodrick's love of books allowed the church staff to spend more time in the wilds outside of Magnimar. Brodrick was then initiated into the clergy of Erastil as an Acolyte. Finally Brodrick had found his place in the world.

Personality:

Brodrick is a rather mild mannered sort. He is reserve and quiet. However around close friends and family he does loosen up a bit and enjoys telling others of what he has read no matter how trivial. Of course trivial tidbits tend to get groans from others in the conversation. Secretly he wishes that he would have enjoyed the outdoors a bit more and leaned to swing a sword, so that he could have been a great ranger like his Father.

Appearance:

Brodrick is a young man of 22 winters. He stands a lanky 5'11”. His facial features are unassuming, with sandy brown hair and matching brown eyes. Brodrick can certainly blend into a crowd and not be noticed.

Campaign Trait:

Monument Scholar


DM Bound Shade wrote:

Current list as I can quickly locate.

** spoiler omitted **

@Eugeni and Calendir: What are the campaign traits you are taking?

I will be away until tomorrow evening most likely, so do not expect any questions to be answered until then.

Here is how I am planning my traits:

- Exchange Agent (+1 on Animal Handling, language to be defined)
- Defender of the Society (if acceptable - let me know)
- Magical Knack


Abbreviated Background and fluff (apologies for the long one but I tend to get carried away):
"Calendir is a survivor - born from a complicated affair between a young adventurous elven noble and a love-struck human girl, the bumps in the road for him started even before his birth.

His mother, born into a very humble family of agricultural background, was forced into a simple life of toils and hard work - this did not stop her however from, at any opportunity, escaping her parents’ house during the evenings, to initially peer through the windows of the town tavern and, as she grew into a young woman, actually start frequenting its interior. Dalia was drawn to the passing adventurers by the tales of fame and fortune, and travelling a world filled with mysteries to be unfolded.

In a small towns such as her own, this was not seen with good eyes, and more than once she was dragged out and beaten senseless by her father and scolded upon by her own mother for such a shameless behavior - the call was however much stronger than her, and she would always return to that same smoke and ale filled parlor for more. Just orbiting around all the different backgrounds (some honorable but others not so much) made her feel ALIVE, and it was only a matter of time before she fell in love with a charming elf, himself well-spoken and full of amazing, romantic tales about far away realms and a reputation to be built for oneself.

Blinded by an overwhelming need to leave that place, she could not see the difference between a one night stand with a travelling adventurer and what she believed to be the wonderful young and beautiful creature that would forever scoop her away to an amazing and full life... After waking up the next morning, all of it had lost its sheen, and the mix between a scold and a lust filled grin from the tavern owner hit her as hard as slap in the face - Dalia felt shame, for the illusions, for the lost love, for her misplaced expectations, and something broke inside her...

Sometime later she discovered she was with child, and instead of the usual joy a new life should bring, she felt bitterness and sorrow - his family and in fact the whole town all but turned their back on her for being a woman of loose morals - even though she was not abandoned, she was not really cared for, having to work even harder than usual just to be accepted into the household. She did so, and almost without realizing it, lost all her sense of wonder towards life, which became just a long, strenuous path to be taken until it eventually ends.

Calendir was born into this - not a wanted child, never cherished or loved, he would be handled as simply a mouth to feed - he did not miss the basics, was fed and taken care of as any baby should be, but that was it. He grew up on a basic existence, and already he had to start fending for himself - he had to discover his own friends in rats, stray dogs and birds - these did not pass judgment, they were as warm to him as he was to them, and this was something he could understand, contrary to the coldness from his family and the cruel taunting from the other children in town.

At the age of 8, he was either out working in the fields, helping out in whatever way possible, or he would be in the surrounding woods - he would grimly accept his grandfather beating for not showing up at supper time, seeing it as an acceptable tradeoff for the opportunity to spend time with his "friends" running past creeks, up slopes or up the trees.

This routine escape was what saved his life - he was out running amok with "Toothie", a squirrel with particularly large incisive teeth, when he heard the screams coming from town. Looking south, he could see the reflection of fires burning in the evening clouds as he ran back to his family farmhouse. He could not ever be prepared for what he saw when he arrived there - huge rampaging creatures (he would later come to know they were giants) where truly raging through the village - his house was already burning in full and he could not discern if anyone of his family was still alive.

"They are dead" - the melodic voice sounded behind him - a deathly calm reality check. This was the first time he saw his father, in the middle of chaos and death, he showed up confirming the crumbling of what had been, though wretched, Calendir's life up until that moment.

The next hours were a blur, a testimony to a dramatic battle between elf and giant of proportions beyond what he could ever imagine possible - even though kept behind the brunt of the combat, he saw spells of destruction being flung, giants tearing down houses as if they were toys and heard the constant ring of metal upon metal and flesh.

In the end the giants were driven off, in what the elves considered a sound victory, but the fact was that his village had been almost totally ravaged, and most of its inhabitant were now slain or homeless - strangely enough this did not really register much emotion in Calendir - much like his mother many years ago, also inside him something had broken with the realization of his cold indifference towards all those people that were suffering at this moment. Years later he would realize that had been the moment his childhood had ended.

His father - Telissar - did take him away to a better place by most standards - he explained that when by chance he had returned once again, on another adventurous trip, to the village he first met his mother; he discovered she had given birth to a child. He did not have the courage to face her, or to assume Calendir as his soon, so he just kept tabs from a distance, visiting every so often to check up on them and had spied him many times while he ran through the woods with his animal "friends".

To be honest, even though his life improved dramatically from this point on, things did not really change that much - his father still could not bring himself to take Calendir in as son, so he placed him in another village, under the care of trusted friends - he would visit him often, and took upon him the role of teaching him much of what he knows today: how to fight, how to survive, how to hunt and upon his request, also much about giants, theirs strengths and their weaknesses. Through the next years, Telissar tried continuously to explain the harsh reality of what had happened between him and Dalia but to no avail - the truth is Calendir never did and still does not recognize him as a father, not out of a sense of rage or anger but instead simple indifference.

At 18, on one of the occasions his father was away, Calendir simply took up his gear and left without ever looking back, he did not say goodbye to the ones that had taken him in and, in fact, he did not even think about his father - he wanted simply to be off on his own, away from things that never meant anything to him and still don't."

Calendir is a loner and survivor by nature, he never had the opportunity to sharpen his "people skills" and by now he does not feel the need to - he is quite at ease by himself, having learned what he needs to remain alive - he knows he can depend on himself, and up to this point he has not yet looked for or found anyone else he feels he can depend on.

The Pathfinder Society has piked his curiosity and given him something to look forward to - he has learned that wanting to know more about the world can be an objective in itself and he never passes by on an opportunity to explore or test his own skills. There is still a latent desire for vengeance in him, even if against his father, his mother, or the giants that destroyed his "home" he does not know. The anger bottled up (maybe he does not even realize it is there) sometimes flares up, usually during a fight and he welcomes the opportunities of combat - on par with running through the wild, this is something that makes him feel alive.

He is intrinsically good, and even though it is extremely hard to have him warm up to anyone, he does know the difference between right and wrong and he can be moved by the right cause, though he will never admit it.

Andoran

Nadja Cazynsik wrote:
It is free to download.

Thanks, missed that completely.

Andoran

DM Bound Shade wrote:

Current list as I can quickly locate.

** spoiler omitted **

@Eugeni and Calendir: What are the campaign traits you are taking?

I will be away until tomorrow evening most likely, so do not expect any questions to be answered until then.

Was thinking to take Monument Scholar


Pathfinder Battles Case Subscriber

Upon consideration of time and the tendency it has to escape me - I'll pull out from the recruitment.

Good luck all.


I have settled on an Ironborn Ranger. His backstory is partially complete. I should have it up by tonight.

The crunch is easy enough. That will come soon after I post the background.

Cheliax

Pathfinder Adventure Path Subscriber

Bit of a change in plan - rather than a sorcerer, I decided to make a ninja. Presenting Omoro.

Description: Omoro is taller than most tengu, but that's where non-tengu stop being able to describe him. Like virtually all of his people, he has black plumage and a matching beak, with beady black eyes that look like deep shining wells. When listening intently, his head lists to one side. He usually doesn't wear much in the way of affectation - that sort of thing tends to get you recognized - but he does keep a gold dragon pendant around his neck.

Personality: When not on a mission, Omoro is prone to introspection. He is deeply faithful, and his quiet words are usually filled with deep insight. When on a mission, though, he becomes insularly focused. Nothing but the mission, and the completion of it, matters. He tends not to have many close friends, but those who he accepts into his life he will fight and kill for.

Backstory:

"You offend me with this tribute, swine!", Lo Ban Wo shouted. He kicked the peasant before him, sending the basket of silks tumbling into the mud after its owner. Around him, his men chuckled at the poor peasant's plight. "My lord, Ping Tai Xhou, surely deserves better than the trifles you offer!"

The peasant groveled before Lo Ban Wo, and his children followed suit. "Please, lord, this is all we have to offer. We have not had time to replant our fields since your invasion a few months back, and can only offer the silks we have brought. Please, give us some more time, and we shall pay tribute to Lord Xhou as he deserves."

Lo Ban Wo scoffed at the peasant's plight. "Perhaps, muddweller. We shall take these silks for now, but they are a paltry tribute. We will have to take something else as collateral." He gestured for his men to grab the children. The peasant attempted to resist, but a blow to the head sent him tumbling back into the mud. "They will be returned to you in three months' time, assuming your tribute then will be enough to purchase them, once you have paid your debt to Lord Xhou. Take him away!" Lo Ban Wo's men grabbed the peasant by his arms, and drug him out of the encampment; the rest took the screaming children further into the camp, towards the prison.

"Put them to work in the morning. They can pay off their father's debt. All except the eldest." A terrible smile crept across Lo Ban Wo's face. "She can begin paying off the debt tonight."

* * * * *

Lo Ban Wo finished off the last of the wine. It was a foul vintage, but it got the job done. He had shed his armor, and reclined on a pallet in his personal tent. He grinned as he heard the cries of a woman - one of his men was bringing the eldest to his tent for the evening pleasantries. The tentflap opened, and a guard shoved the girl into the tent. She was no more than sixteen summers of age, a perfect flower of youth. Lo Ban Wo rose, approaching her. "Leave us," he said to the guard. "I will need to...interrogate her. Personally."

The guard made no motion to leave, and Lo Ban Wo looked up from his bounty towards him. "I said leave us!"

In response, the guard collapsed to the floor. A growing pool of red around him revealed his reason for staying. Lo Ban Wo started, and glanced around for his attacker. He reached for his sword, but it was conspicuously absent. "What is happening?"

"You have been marked for death, Lo Ban Wo," came a voice from the shadows. "And from what I have seen, the only one who will miss your death is your lord, Ping Tai Xhou."

Lo Ban Wo grabbed a knife at his belt, scanning the room for his attacker. The girl cowered in silence, backing away from her captor. "Show yourself, assassin!"

"In due time. Don't you want to know why you are being killed? It's an honor - you have been too successful. Lord Xhou will have to replace you with a different lieutenant, and that replacement will likely be less competent. In six months time, this land will belong to the people you took it from again. And your name will be forgotten to all."

At that moment, the shadows parted, and a small form darted out from them. Lo Ban Wo gurgled as a blade protruded from his chest, and he fell to the ground next to his guard. He tried to shout for his guards, but he found his voice suddenly silenced.

"Can't speak? That would be the poison I slipped in your wine. Paralyzes the larynx. I knew you wouldn't call for the guards first - you're arrogant enough to think you had a chance. This is where you die, Lo Ban Wo. No one shall mourn your passing."

The sword came down again, and Lo Ban Wo's head was removed cleanly from his shoulders.

The shadowy figure approached the girl. "Go. I have already released your siblings from their imprisonment. I will cover your escape." He reached a hand towards her to help her up.

She accepted it. "Who are you? Who has saved me from this brigand?"

The figure came into enough light that his black plumage and beak could be seen. "Names are unimportant. Only deeds are remembered. Now go!"

* * * * *

"You have been successful in your assignment, Omoro," said Hiroru Saibankan, master ninja of the Golden Dragon clan. "With Lo Ban Wo's death, Lord Xhou's men will be rudderless for a time. We will be able to harry their forces far more effectively, now that their head has been removed."

Omoro remained kneeling before his master. "I thank you, lord. I only wish to serve."

"I know," Hiroru said. "And that is why I have chosen you for a unique mission. Rise, and be seated. There is much we must discuss."

The tengu rose, and sat down next to his master. The ninja master regarded his avian pupil for a time. "You are familiar with the Pathfinders, yes, Omoro?"

"Of course, lord. Has one of their number been marked for death?"

"Undoubtedly," Saibankan replied, waving a hand in dismissal. "But not by us. No, there has been word sent from distant Varisia that the Pathfinders are in need of assistance. We have learned that Venture-Captain Amara Li has sent word for Tian Xia's Pathfinders to congregate in Magnimar. It is my desire to send you there, and act as our eyes and ears within the Pathfinders. There has been much happening in Varisia of late, and though we have largely been insulated from it in the east, we can no longer afford to remain apart from that world. Go to Magnimar, pledge yourself to the Pathfinders, and assist them in whatever they are investigating."

Omoro was silent for a time. "Why me, lord? Certainly, there are other operatives who could be sent."

"There are, Omoro," Saibankan nodded. "But they are not suited for such a high-profile job as this. This requires a relative unknown, such as yourself."

"Very well, master. When do I leave?"

"At dawn. Oh, and take this." Saibankan handed Omoro a book. "It will help get you acquainted with some of Varisia's most important historical figures. You have a way with tongues, so I expect you will master its contents by the time your voyage is complete."

Omoro glanced at the book, and ran his fingers over the curious seven-pointed star on its cover. "Yes, lord. I live to serve."


@Emilian: So I did. Thanks for noting it. I apologize for that. You've been added to the list.

@Xzaral: You're missing a trait. You get 2 regular ones + 1 campaign trait.

@Belle: Why take aristocrat? Why not start as a Rogue? I'm curious as to your reasoning for it.

@Calendir: No problem with length. My backgrounds are usually that long. My best friend writes 30-40 page stories as backgrounds for his characters. Also, I'm fine with the Society traits.

@Mark: Understandable. I've been considering this game for sometime before I decided I'd have enough time (or would make it). Good luck.

Character List:

Melee
Malena Imora - Human (Varisian) Magus (Kapenia Dancer) : Serpent Runner
Eugeni Serius - Aasimar (Angelkin) Paladin : Monument Scholar
Calendir - Half-Elf Ranger : Exchange Agent
Nathaniel Harker - Human Paladin : Alabaster Outcast
Emilian - Human Fighter (Brawler, Gladiator) : Serpent Runner

Ranged
Marcus Adarian - Human (Chelaxian) Gunslinger (Musket Master) : ?

Skill User
Cade Greenbottle - Halfling Rogue (burglar): Exchange Agent
Frey Silverton - Human Bard (Arcane Duelist) : Alabaster Outcast
Zander - Human Aristocrat : Alabaster Outcast
Omoro - Tengu Ninja : Exchange Agent

Arcane Caster
Sjurd - Ifrit Sorcerer: Ex-Sczarni
Nadja Cazysnik - Human (Varisian) Witch : Ex-Sczarni
Raven - Aasimar (Peri Blooded) Illusionist : Exchange Agent

Divine Caster
Lefig - Human (Shoanti) Oracle of Heavens : Nontraditional Tribesman
Brodrick "the Younger" Leafgreen - Human Cleric (Cloistered Cleric) of Erastil : Monument Scholar

I've done a quick look over characters, but I'll try to do a more thorough reading tomorrow. I missed Emilian earlier. Are there any others that I'm missing?


DM Bound Shade wrote:
I've done a quick look over characters, but I'll try to do a more thorough reading tomorrow. I missed Emilian earlier. Are there any others that I'm missing?

Me. The Ironborn ranger. I have a backstory most of the way done. Should have it by tomorrow.


May I submit... Crag the Igneous!

This is just crunch. I know what the backstory is going to be, I just haven't had time this weekend to get it written out. That should be remedied by tomorrow.

Character Sheet:
Crag the Igneous
Male dwarf stonelord 1
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 18, touch 12, flat-footed 16 (+5 armor, +2 dexterity, +1 shield); +4 dodge bonus vs. monsters of the giant subtype
hp 12 (1d10+2)
Fort +4, Ref +2, Will +3; +1 vs. spells, spell-like abilities, poison, and mind-affecting (excluding fear effects)
SR 6
OFFENSE
Speed 20 ft.
Melee dwarven longhammer +5 (2d6+6/x3) or power attack +4 (2d6+9/x3)
Melee dwarven waraxe +5 (1d10+4/x3) or power attack +4 (1d10+6/x3)
Melee iron spike +5 (1d4+4)
Ranged shortbow +2 (1d6/x3) or iron spike +2 (1d4+4)
Special Attacks stonestrike 1/day
Spell-Like Abilities
At will — detect evil
STATISTICS
Str 18, Dex 14, Con 15, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17; +4 vs. bull rush and trip attempts while standing on the ground
Feats Power Attack
Skills Knowledge (history) +2, Sense Motive +5, Survival +6
Languages Dwarven, Varisian
SQ Aura of Good
Traits Exchange Agent, Glory of Old, Guardian of the Forge
Gear buckler, dwarven longhammer, dwarven waraxe, iron spike, scale mail, shortbow w/20 arrows
Additional Gear backpack, bedroll, belt pouch, chalk (10), grappling hook w/hemp rope (50 ft.), stone holy symbol, waterskin, 96 gp 8sp
Weight 95.5 lbs. (Medium Load)
Favored Class Bonus +1 skill point

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to his paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, he treats his melee attacks until the beginning of his next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice his paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to his CMD if he or his target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil.

Exchange Agent: Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language (see Pathfinder Campaign Setting: The Inner Sea World Guide). Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Glory of Old (Dwarf): In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on spells, spell-like abilities, and poison.
Guardian of the Forge (Torag): Torag’s sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.

Elder Dwarf Racial Traits:
+2 Constitution, +2 Wisdom, -2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures with the elf subtype. This racial trait replaces hatred.
Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecutting: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls and floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Xenophobic: Isolationist dwarves despise non-dwarven humanoids. They speak only Dwarven and do not gain any bonus languages from possessing a high intelligence score. In addition, they learn only one language per 2 ranks of linguistics they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting effects, except for fear effects. This racial trait replaces a dwarf's normal languages.

Elder Dwarf is one of the racial subtypes from the ARG. I added Xenophobic because I think it suits the character well. But, it's not an absolute, if you think it'll be too big a distraction or too problematic. Also, I'm re-flavoring the Exchange Agent Campaign Trait just a touch, so it makes sense in Crag's backstory. Nothing significant.

Thanks for your consideration! I should have a backstory up soon!


I'm working on a Lore Warden. I hope to be able to present something in time.


Oscar Savage

Alchemist-Adventurer-Scientist

His father was a sorcerer who adventured for some time before settling down and starting a family. Oscar was a severe disappointment. With no aptitude for sorcery, none of his father or mother's good looks and a weak grasp of human relations, Oscar was largely ignored. His siblings showed arcane promise from the beginning and had attention lavished upon them. Additionally Oscar's superior intellect drove him to a love of reading and scientific study. Oscar would listen nightly to his father's stories about the arcane and consider ways and means to realize such feats with the use of his mind. Obsessed with explaining things he left his family at 16 to escape what he considered to be an intellectually banal environment. In short order he joined up with the pathfinders society. Within the lodges and libraries Oscar found a kind of mental liberation. Eager to test various hypotheses and his own mettle, Oscar requests a transfer to an active Lodge in Magnimar. 

Oscar is an alchemist that can do most of the things that a rogue can do. He can do stealth and disable device. He's designed to be a very versatile


DM Bound Shade wrote:

@Belle: Why take aristocrat? Why not start as a Rogue? I'm curious as to your reasoning for it.

Some of the Class Skills (save me from the traits headache) and the boatload of proficiencies (save me from feat taxe).

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Card Game Subscriber
DM Bound Shade wrote:
@Xzaral: You're missing a trait. You get 2 regular ones + 1 campaign trait.

Missed that. I have updated by adding Strip the Veils, and changing Cosmopoliton feat from Sense Motive to Bluff.


Submitting Alisand Alvanti for your consideration.


Dotting for interest.


Here is the alias for the Ironborn. The backstory is up. The name I have is a placeholder until I think up a suitable name for him. Crunch will come later tonight. I am mostly done.


@Crag: Is the Giant Slayer trait, the reflavored Exchange Agent one? It's the only change that I see there between the sheet posted in the forum post and the alias.

Character List:

Melee
Malena Imora - Human (Varisian) Magus (Kapenia Dancer) : Serpent Runner
Eugeni Serius - Aasimar (Angelkin) Paladin : Monument Scholar
Calendir - Half-Elf Ranger : Exchange Agent
Nathaniel Harker - Human Paladin : Alabaster Outcast
Emilian - Human Fighter (Brawler, Gladiator) : Serpent Runner
Crag the Igneous - Dwarf (Elder) Paladin (Stonelord) : Exchange Agent?

Ranged
Marcus Adarian - Human (Chelaxian) Gunslinger (Musket Master) : ?
Ironborn - Ironborn ? : ?

Skill User
Cade Greenbottle - Halfling Rogue (burglar): Exchange Agent
Frey Silverton - Human Bard (Arcane Duelist) : Alabaster Outcast
Zander - Human Aristocrat : Alabaster Outcast
Omoro - Tengu Ninja : Exchange Agent
Oscar Savage - Human (Varisian) Alchemist : Exchange Agent
Alisand Alvanti - Changeling (Chelaxian) Inquisitor of Desna : ?

Arcane Caster
Sjurd - Ifrit Sorcerer: Ex-Sczarni
Nadja Cazysnik - Human (Varisian) Witch : Ex-Sczarni
Raven - Aasimar (Peri Blooded) Illusionist : Exchange Agent

Divine Caster
Lefig - Human (Shoanti) Oracle of Heavens : Nontraditional Tribesman
Brodrick "the Younger" Leafgreen - Human Cleric (Cloistered Cleric) of Erastil : Monument Scholar

Alright, so, I'm gonna close recruitment on Thursday night. That way, I'll have all of Friday to consider entries.


@DM Bound Shade.

You can find my alias here for Brodrick.

He is pretty much done. I just have to buy some additional equipment and pick spells.

Lantern Lodge

After some more consideration I'm not sure about my character any more.

Anyone know how mount/companion friendly this AP is? As in, lot's of small spaces? I love cavaliers but if there are a lot of small spaces it gets kinda difficult.


I have included the crunch for Nathaniel and expanded a little on his background.

Stats:
[Nathaniel Harker
Male Human Paladin 1
LG Medium Humanoid (human)
Hero Points 1
Init +1; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 13 (1d10+2)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee Chakram +4 (1d8+4/x2) and
Chakram +4 (1d8+4/x2) and
Falchion +5 (2d4+6/18-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Prepared (CL 0, 5 melee touch, 2 ranged touch):
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +5; CMD 16
Feats Furious Focus, Power Attack -1/+2
Traits Alabaster Outcast, Armor Expert, Ease of Faith
Skills Acrobatics -3, Climb +0, Diplomacy +7, Escape Artist -3, Fly -3, Knowledge (religion) +4, Ride -3, Sense Motive +3, Stealth -3, Swim +0
Languages Common
SQ Aura of Good, Hero Points (1), Hot Weather Outfit
Combat Gear Chakram, Chakram, Falchion, Lamellar, steel; Other Gear Backpack (empty), Bedroll, Blanket, winter, Chalk, 1 piece (5), Crowbar, Explorer's outfit, Flint and steel, Holy symbol, wooden (Iomedae), Hot Weather Outfit, Oil (1-pint flask) (5), Pouch, belt (empty), Rations, trail (per day) (5), Rope, hempen (50 ft.), Soap (per lb), Spell component pouch, Torch (5), Waterskin
--------------------
TRACKED RESOURCES
--------------------
Chakram - 0/1
Chakram - 0/1
Rations, trail (per day) - 0/5
Smite Evil (1/day) (Su) - 0/1
Torch - 0/5
--------------------
Special Abilities
--------------------
Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar.
Armor Expert -1 Armor check penalty.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hot Weather Outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.

Background:
Nathaniel (Mindurian) Harker
LG Male Paladin of Iomedae
Campaign Trait: Alabaster Outcast

Description
Hair: Black
Eyes: Blue
Height: 5'11"
Weight: 170lb

Nathaniel is a tall, handsome human man. His eyes are pale blue and if it weren't for the scruffy beard that currently sprouts from his strong chin he might even look regal. He can often be seen in bars around Magnimar though if he is offered a drink by a passer-by hoping to curry favour with the Mindurian family they find themselves politely but firmly declined as he holds his family signet ring in one hand and his holy symbol of Iomedae in the other as if weighing them both....

Personality
Nathaniel has a well developed sense of morality and a strong belief in the law. He is a product of two worlds, the Minduraian noble who leads interactions with a swathy charm and the righteous champion of Iomedae, intolerant of those who harm the innocent or break the law. Above all, criminals must be punished for without law there is chaos and fire and death. There is very little grey area with Nathaniel making him a wonderful ally and a terrible enemy.

Background
Born and raised in the wealthy noble merchant family of Mindurian, Nathaniel's early years were spent learning the basics of negotiation and coin-coounting. But as time passed he found himself spending more and more time with Huk, the captain of the famiily guard, a strong, scarred ex-adventurer who was only too happy to share his experiences with the impressionale young lad.

He showed great promise with a blade and his strength was prodigious for one as young as he, pushing the older man back and even once forcing him to his knees. Without exception Huk came out the victor however, his greater experience and Nathaniel's single-minded determination to dominate the combat through strength of arms working against him. They grew to be fast friends however and Nathaniel's father could see the route his son was taking as Huk filled his head with tales of adventure and swordplay. Shortly after the captain was dismissed from service. Undeterred, Nathaniel sought tutilege with the warrior priests of Iomedae and learnt everything he could about the Lady of Justice. Nathaniel felt a calling. How could he continue keeping ledgers and counting coins? Despite their differences Nathaniel loved his father and did not wish to dishonor him by becoming a mercenary and striking out on his own. When he asked to join the church his father was furious, striking Nate and showing him the door. The Mindurian family operated closley with the Sczarni gangs and the thought of a lawbringer in the family was impossible to contemplate.

Nathaniel packed his belongings and left that day, taking up refuge and shelter at the church. For years he studied sword and law so that he might bring Iomedae's justice to the gangs that held such sway over his family. He worked closely with senior paladins in the church to smash the ring-leaders of the Szcarni in Magnimar. Their raids were incredibly successful, the paladins and the guards working together to break several smuggling and drug distirubtion rings in the first year of operation. During one such raid, Nathaniel came across his brother Dan. In a fury to find a member of his family so closely tied with an extortion racquet, Nathaniel beat his brother bloody but before he could deliver final justice, he was struck from behind and left for dead. Too shamed to return to his church and too fearful of what he would do if he returned home, Nathaniel has spent the last six months inside a bottle waiting for a sign. He took the name Harker, his mother's maiden name, deiciding all ties to the Mindurian's should be severed. But now, torn by duty and family ties he struggles to strike a balance between what he should do and what he must do. Perhaps the Pathfinder Society can offer him a means to escape the impossible decisions he faces, perhaps this opportunity has been the sign he has been waiting for?


A lot of dungeon crawling, so plenty of small spaces.


Nathaniel Harker wrote:

I have included the crunch for Nathaniel and expanded a little on his background.

** spoiler omitted **...

Actually its a 25 point buy so should be an extra 2 Cha for 16 total.


DM Bound Shade wrote:
@Crag: Is the Giant Slayer trait, the reflavored Exchange Agent one? It's the only change that I see there between the sheet posted in the forum post and the alias.

Ha! No, that would be more than just a little reflavoring, wouldn't it?! That's a campaign trait from Rise of the Runelords, that I was originally planning to build that character for.

It'll be a simple copy-paste when I get home, including new (and correct) backstory. The only change to Exchange Agent I was planning to make, is the part where it says, "choose a region other than Varisia". I was planning to have him coming from Janderhoff, more specifically from Crystalrock in The Mindspin Mountains, which is technically Varisia.

Let me know if that doesn't work for you.


Throwing my hat into the ring. Stats and Background are all up.


Crag the Igneous wrote:
DM Bound Shade wrote:
@Crag: Is the Giant Slayer trait, the reflavored Exchange Agent one? It's the only change that I see there between the sheet posted in the forum post and the alias.

Ha! No, that would be more than just a little reflavoring, wouldn't it?! That's a campaign trait from Rise of the Runelords, that I was originally planning to build that character for.

It'll be a simple copy-paste when I get home, including new (and correct) backstory. The only change to Exchange Agent I was planning to make, is the part where it says, "choose a region other than Varisia". I was planning to have him coming from Janderhoff, more specifically from Crystalrock in The Mindspin Mountains, which is technically Varisia.

Let me know if that doesn't work for you.

I believe Giant Slayer is a feat now, no?


I'm submitting Molasbar for consideration. He is a tiefling wizard (evoker) with the monument scholar trait. His background and stats are in the profile. Thanks for your consideration!


And at last, I am done. I present Swift Neversleep, an Ironborn ranger.

I enjoyed making his backstory. More unique than a core race I would say. I am looking forward to seeing if I will get to use him in this game as I want to see how it plays.

Let me know what you think DM Bound Shade.

Andoran

looking at our current submissions, I'm kinda feeling like a halfling rogue with some bow skills would be a nice niche, we're lacking ranged applicants. the ruin raider campaign trait will do nicely. working on my submission now.


Dreaming Warforged wrote:
Crag the Igneous wrote:
DM Bound Shade wrote:
@Crag: Is the Giant Slayer trait, the reflavored Exchange Agent one? It's the only change that I see there between the sheet posted in the forum post and the alias.

Ha! No, that would be more than just a little reflavoring, wouldn't it?! That's a campaign trait from Rise of the Runelords, that I was originally planning to build that character for.

It'll be a simple copy-paste when I get home, including new (and correct) backstory. The only change to Exchange Agent I was planning to make, is the part where it says, "choose a region other than Varisia". I was planning to have him coming from Janderhoff, more specifically from Crystalrock in The Mindspin Mountains, which is technically Varisia.

Let me know if that doesn't work for you.

I believe Giant Slayer is a feat now, no?

Yes, it is now a feat.

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