cynarion's Carrion Crown PbP

Game Master cynarion

Professor Lorrimor, the renowned investigator and arcanist, has died. You came to his home in the town of Ravengro to pay your respects, but quickly discovered there was more to the wily old man's death than met the eye...


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Hey, handsome! I tidied up my profile page and it's even more fabulous than before.


Pathfinder Adventure Path Subscriber
Eben TheQuiet wrote:
Cynarion, I noticed on the other tab that I'm one of the few without an actual alias. Would you prefer that I put me together for you to review? Or is that single post sufficient for now?

No need for an alias, what you have is just fine. : )

Dark Archive

I'll be putting my hat in this week hopefully, so you'll still have time to review before the deadline. I'm looking at a Synthesist Summoner whose Eidolon is something like a living suit of mechanical armor named Surge. Is that too steampunk or otherwise weird for you? Something like this.


Pathfinder Adventure Path Subscriber
YuenglingDragon wrote:
I'll be putting my hat in this week hopefully, so you'll still have time to review before the deadline. I'm looking at a Synthesist Summoner whose Eidolon is something like a living suit of mechanical armor named Surge. Is that too steampunk or otherwise weird for you? Something like this.

Nope, no problems from me. I quite enjoy genre mashups, but bearing in mind that the world is still a high fantasy land, Surge's origins will need to fit into that.

A player in my Rise of the Runelords face-to-face game had precisely the same idea (although he's a normal summoner rather than a synthesist); his steam-powered armour is named Lord Kelvin and hails from Brigh's region of the First World.

That's the kind of 'fit with the setting' that I'm talking about: even though Lord Kelvin is very much a steampunk creation, he comes from an entirely appropriate place already detailed in the setting. If you can manage that, we'll be fine. : )

Contributor

cynarion wrote:
YuenglingDragon wrote:
I'll be putting my hat in this week hopefully, so you'll still have time to review before the deadline. I'm looking at a Synthesist Summoner whose Eidolon is something like a living suit of mechanical armor named Surge. Is that too steampunk or otherwise weird for you? Something like this.

Nope, no problems from me. I quite enjoy genre mashups, but bearing in mind that the world is still a high fantasy land, Surge's origins will need to fit into that.

A player in my Rise of the Runelords face-to-face game had precisely the same idea (although he's a normal summoner rather than a synthesist); his steam-powered armour is named Lord Kelvin and hails from Brigh's region of the First World.

That's the kind of 'fit with the setting' that I'm talking about: even though Lord Kelvin is very much a steampunk creation, he comes from an entirely appropriate place already detailed in the setting. If you can manage that, we'll be fine. : )

You could say its appearance is based off an Inevitable.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Alright, I said that I was going to make an inquisitor, but I ended up getting much more attached to another character idea. I hope that his background isn't too dramatic, it is what came to mind when I tried to explain why he was no longer in Tian Xia ;)

Reikou, Kitsune Life Oracle

Background:

Reikou is not living in Ustalav by choice. Rather, it seems that something decided that the kitsune needed to be there whether he liked it or not.

The Forest of the Spirits in Tian Xia is where Reikou was born and raised. Soon after he reached his nineteenth birthday he began having dreams about an unfamiliar land infested with undead. Every time he woke up he had an overpowering feeling that something was calling him there. However, he resisted the feeling and did his best to ignore the dreams.

Unfortunately for Reikou, strange things began happening to him soon after the dreams began. Whenever he became stressed he found himself speaking in a strange tongue instead of Tian. Then he occasionally found that he was able to see magical auras around him even though he had never studied the magic necessary to do so. When one day his touch healed a gash one of his younger sisters had gotten when playing he know that he wasn’t going to be able to hide whatever was happening to him forever.

Finally, one night he had an especially vivid nightmare. A voice called to him in the same language that he had found himself speaking and scolded him for not taking his calling seriously and. When Reikou woke he found to his horror that he was not outside of one of the villages he had seen in his dreams.

Now he was stuck in a foreign land where he did not even know the name of the native language. Not that being able to speak the native tounge would have helped, because Reikou found that he was completely unable to speak normally.

Reikou likely would have starved to death if Professor Lorrimor had not been attracted by the spectacle of what appeared to be an extremely lost Tian. To Reikou’s suprise, the professor knew the language that he was speaking and was able to communicate with him. It did not take long for the professor to realize that Reikou was an oracle and offered to help him if he would answer some questions. Reikou quickly agreed.

In exchange for learning about Reikou’s experiences and about Tian Xai, Professor Lorrimor taught him how to speak Varisian, about Ustalav, and what he knew about oracles. Finally having someone around who could explain what was happening to him helped Reikou calm down and he eventually found himself able to speak normally again. Eventually Reikou because so thankful to the the professor that he risked revealing his kitsune because he believed the man would be interested in learning about his race. It turned out that he was right, and the professor spent hours asking him about the nature of kitsunes and what it was like to be a shapeshifter.

The professor had essentially saved Reikou’s life, and the kitsune promised that he would return the favor one day. For now, he resolved to gain proper control over his powers as an oracle and learn his purpose. Whatever forces had chosen him, it seemed that they were not going to simply let him return home without accomplishing the tasks they intended for him. The fact that he seemed to have been given powers over life and healing lead him to realize that whatever he needed to do it was probably going to do some good for a land infested with undead.

After nearly a year of wandering the land as a healer, word of Professor Lorrimor’s death reached Reikou. Hearing about the death of the man who had saved him greatly saddened Reikou, but he was surprised to hear that he had been mentioned in the man’s will. Soon afterwards Reikou’s dreams became disturbed again, and it did not take long for him to suspect that Professor Lorrimor was tied in with what the fates had planned for him.

Current Stats:

Reikou
Kitsune Life Oracle
NG Medium humanoid (kitsune)
Init +3; Senses low light vision; Perception +1

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +1; +2 vs. fear

OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4/19–20), bite -5 (1d4+1/20)
Oracle Spells Known (CL 1st; concentration +5)

1st (4)- cure light wounds (DC 15), shield of faith

0 (at will)- detect magic, light, read magic, stabilize

Mystery: Life

STATISTICS
Str 11, Dex 16, Con 14, Int 12, Wis 10, Cha 18
Base: Atk +0; CMB +0; CMD 13
Feats: extra channel
Traits making good on a promise, fast talker
Skills Acrobatics +5, Bluff +8, Disguise +5, Diplomacy +8, Knowledge (nature) +5, Knowledge (religion) +5, Perception +1, Spellcraft +5
Favored Class: oracle (+1 skill point)
Languages: celestial, common, tien, senzar
SQ: oracle's curse (tounges), revelations (channel 7/day 1d6 DC 14), agile, change shape, kitsune magic (+1 enchantment DC, 3/day dancing lights)
Gear: studded leather armor, dagger, light crossbow, backpack, bedroll, rope (hemp), rations (5)

So, I know playing a kitsune in Ustalav can be dangerous since if anyone sees his natural form he would be mistaken for a werefox and killed rather quickly. As for the party... well, I'll have to hope that being a friend of the professor will help them believe the character's explanation, hah.

I might post the Inquisitor later on as another option if I can develop him a bit more...


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Gah, I should have edited that background a bit more before posting it. Oh well, it should give you the general idea. I'll try to be more careful in the actual game if I get picked, lol.


I just updated Selene's back story, when you've the chance to read it.

That being said, I'm very sad that there aren't any monk submissions yet! I'd like to put one up, but I don't have the time to stitch together a back story, so I have some statistics that could be used. I gave him the trait of teacher's pet, debating for many long hours with the professor on the teachings of various faiths and religion. The consummate worshiper of Irori yet to be named. (I'm especially excited about the possibility of playing a monk of Irori as he is one of my favorite God's of the pantheon, and was just covered in the most recent Jade Regent adventure path!)

Stats/Mechanics for Monk:

Str: 18 (10) Dex: 14 (5) Con: 12 (2) Int: 12 (2) Wis: 16 (10) Cha: 7(-4)
Initiative +4
HP 11 (8+2Con+1FC) Current HP 11
AC 16 (+3 Dex, +2 Wis, +1 dodge) FF10 T16
Speed 30
Fort 3 Ref 5 Will 5
BAB 0 CMB 4 (+6 to trip) CMD 19 (+21 vs Trip)

Melee Unarmed Attack +4 (1d6+4)
Flurry Unarmed +3/+3 (1d6+4/1d6+4)
Long spear +4 (1d8+6)*sharpened
+1 to attack of opportunities when unarmed.

Ranged
Shuriken+2(1d2+5)*sharpened)
Flurry Shuriken+1(1d2+5)*sharpened)

Languages Common, Varisian

Skills:
6 Skill Points/Level (5 Total)

Acrobatics 6(1+3CS+2Dex)
Climb 8 (1+3CS+4Str)
Stealth 6 (1+3CS+2Dex)
Perception 7 (1+3CS+3Wis)
Sense Motive 7 (1+3CS+3Wis)
Knowledge (Religion) 7 (1+3CS+1Int+2trait)

Feats and Traits:

Trait
Teacher's Pet(knowledge religion +2)
Candidate for Perfection(+1 to AOO w/ unarmed strikes)

Feats
(Human) Combat Reflexes (4 AoO/Round)
(Bonus Monk) Unarmed Strike
(Monk 1) Improved Trip (+2 to nad vs. trip attempts, no AoO)
(1st Level) Vicious Stomp


Wow that took awhile. Anyway, I think I've completed Vel Miro's character stats and backstory. Please Let me know what you think when you've got the time.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Alright, I've finished up the background for my Inquisitor character, so here he is if you'd prefer something that fits the setting a bit more than the kitsune ;)

I haven't come up with a build for him yet, but honestly I think I would want to see the rest of the party before choosing whether I go with a bow build or a melee build.

Theron, Human Inquisitor of Iomedae:
There was little that was remarkable about Theron as he grew up. He was born to a poor family in Ustalav, and his only real goal in life was to become a craftsman so that he could get out of poverty and live comfortably.

However, Theron’s world was turned upside down when one day his town was preyed upon by undead. People began disappearing every night, and those who searched for the victims often ended up missing as well. Eventually even Theron’s sister Mireal went missing. Fortunately a group of Iomedaean Inquisitors heard of the town’s plight before things got to the point of evacuation. Within a day the inquisitors were able track the disappearances to a necromancer who had set himself up outside of town. He was burned in the center of the town.

When the inquisitors claimed that the man had fancied himself as a member of the Whispering Way, Theron realized that there were many others like this madman who had taken his sister away from him. Despite the objections of his parents, Theron asked the inquisitors to take him with them so that he could also hunt down these kinds of monsters.

Making the transition from life as a commoner to life as a hunter of evil was not easy for Theron, but he has put his full effort into it set out hunting as soon as his initial training was over. It was during one of these first hunts that he happened to meet Professor Lorrimor. Theron had initially singled out Professor Lorrimor as a suspicious individual who as likely involved in dark magics. The man seemed to be searching for too much information of questionable nature.

However, after tracking Lorrimor’s movements near some ruins outside of a town, Theron was surprised he noticed a ghoul preparing to ambush the old man. Making a snap decision, Theron called out a warning and sprung out to fight the monster.

Theron barely won the fight, and was surprised when the professor thanked him profusely for saving him. Theron didn’t mention that he had actually been tracking him, but he had a feeling that the old man knew that they weren't both there by chance.

The old professor quickly began ask a bit about Theron and sharing information about his studies. After talking for a while, Theron realized he had misjudged the man and that he was researching information to help stop the same men and monsters that he was hunting. In fact, some inquisitors even came to him for information on occasion! In the end, the professor promised that he would never forget Theron.

Meeting the professor had taught Theron a valuable lesson in not being too quick to judge a man and that he still had a long way to go before he was a proper inquisitor. However, it was only a few months later that Professor Lorrimor died and Theron found himself being summoned in his will. Supposing that he was listed as a possible heir as thanks for saving the professor, Theron set off to pay his final respects. Truth be told, Theron wasn’t sure he deserved any thanks.


Sorry to say this, but I recently was accepted into another campaign or two and worry I'll be spreading myself too thin. That being the case, I feel it best to withdraw from the 'running' as it were. Hope you all have fun though. :)


Pathfinder Adventure Path Subscriber
Landrel wrote:
Sorry to say this, but I recently was accepted into another campaign or two and worry I'll be spreading myself too thin. That being the case, I feel it best to withdraw from the 'running' as it were. Hope you all have fun though. :)

No problem! If anything changes, let me know, but thanks for telling me ahead of time. Good luck with your new campaigns! Hope you have a good time. : )


So Lem's background is that for 30 years he has been traveling the countryside of Varno, giving food to people, conducting weddings, and just generally helping the physical and spiritual needs of the common people of Ustalav. I thought the best way to describe this would be showing the scene representing Lem's "Chance Savior" trait. So, here goes:

Background--Chance Savior:
Professor Lorrimor stole a glance over his shoulder as he walked hurriedly through the small, rural town. The two men were no longer bothering to conceal their following of him through the streets. He clutched the books to his chest and increased his pace, hastening toward the lone tavern in town, queerly named “The Rotten Turnip”.

Curse that oaf Jarl, he thought, thinking of his absent bodyguard. An hour late, and the sole time I’ve needed him this entire journey. If he has half the skill at fighting as he does boasting and drinking, he could easily trounce these witless brutes pursuing me.

Though his pursuers were gaining ground, the professor managed to reach the tavern before they could accost him. He heard the sounds of revelry as he reached toward the door, but a third man stepped from the shadows, brandishing a rough wooden club.

Evenin’ “Professor”, the wide-shouldered man said in a derisive tone, Care to join us for a chat?. The professor had no choice but to obey and followed the man into the alley as his lackeys arrived.
Lorrimor slowly reached into his pocket, but his assailant saw.

Keep your hands where I can see them! he threatened, but his countenance changed when he saw the old man produce a coin.
One piece of silver? You think you can buy us off with that? The professor watched with impatience as the man threw his head back and laughed.

You remind me of my grandfather, who was a sweet old man before he passed. So let me speak plainly—you are not welcome here. Stop digging around, or me and my friends here will take you into the woods and do some digging of our own. Do you understand?

The professor considered him coolly as he fingered the magic token in his hand. I don’t have time for this, he thought. But if I summon my guards, things will get bloody, and then I’ll never get the answers I need from these people. Jarl will pay for this….

As Lorrimor opened his mouth to speak the command word, the door to “The Turnip” burst open, spilling its merriment into the cold night air.
…and as the gods, thank them for their kindness, blessed us with all the joys and sorrows of this land, one among them contented herself with creating the heavens above. Yes Desna, in her wisdom, made the stars and skies so that she may watch over us and our deeds. The booming voice got even louder, carrying towards the alley, forcing the professor and the three thugs to turn toward the speaker. Strangely, the sound’s origin was a small Halfling donning ornately decorated armor and robes depicting a star-encircled purple butterfly.

The man with the club looked upon the Halfling with annoyance. Get lost, Lem. No one wants to hear any sermons today.

Is that so, Hagen? Seems like you could stand to hear a few of my words. I saw Ellie and the kids today. There’s lots of work to be done at your house, and your children are hungry, but here you are threatening a guest in town.

The man called Hagen ground his teeth. This is important! We don’t need his kind here, stirring up trouble. He gestured to his friends, who began moving around to flank the Halfling. Leave now, or we’ll shorten you down even more.

The professor slowly backed away and considered his coin again, but saw that the Halfling was not the least bit afraid. His smile never changed as he spoke up loudly once more.

Take care when you threaten me. Lady Luck herself always watches over us, from above. Might be you should take a look.

Hagen and his stooges hesitated, and raised their gazes to the sky. A man stood at the 2nd floor window of the Turnip, crossbow loaded and leveled at Hagen’s heart. The professor relaxed and put the coin back in his pocket as Hagen dropped his club. Then Lem spoke again:
Well, Desna watches us, but she also likes it when we can take care of ourselves and each other, from time to time. So go home and help your family.

The men nodded agreement and stalked off, shoulders slumped, as the Halfling waved to the man in the window.

The professor extended his hand in greeting. Thanks, friend. I’m Professor Petros Lorrimor. Perhaps you can help me. I’m looking for…

I know where the book is, Professor. The name’s Lem Longbarrow, and I’m no stranger to these parts. I’ve been drinking with Jarl for the last two hours, and he told me all about you. Come on, let me show you the way. And you should be more careful. People around here don’t take kindly to strangers asking questions…

Grand Lodge

Ok Dragomir Vuk is finally finished - Back story, description, equipment.


I have another submission which supersedes my previous one of Dreygard (similar concept though). Another half-orc, but this one is going to be a Standard Bearer Cavalier/Bard who will eventually become a Battle Herald PrC.

Meet Haünrar Stridenvekter


crunch so far:
Haünrar Stridenvekter

Male standard bearer gendarme cavalier 1 (order of the cockatrice)

LG Medium humanoid 
Init + 1; Perception -1 ,
DEFENSE 

AC , touch , flat-footed

hp 12 (1d10+2)

Fort + 4, Ref + 1, Will 0
OFFENSE 

Spd 30 ft. 

Melee
Ranged 

Special Attacks challenge

STATISTICS

Str 16, Dex 12, Con 14, Int 10, Wis 8, Cha 14

Base Atk + 1; CMB + 4; CMD 15

Feats Power Attack
Traits Making good on promises, Indomitable faith

Skills
1 Bluff +6
1 Climb +7
1 Craft (instrument) +4
1 Intimidate +8
1 Perform (wind) +36
Languages Common, Orc

SQ banner

Combat Gear 250 gp


fluff:
Haünrar was a runt among his tribe. Poor little half-orc, born to a human woman captured and enslaved by his father’s band. After he was weaned off the teat, he was taken from his mother and put to work doing menial labor that full blooded orcs refused to do. He was beaten and mocked for his human heritage, but the young orc had a plan. He also had balls bigger than his head.

Haünrar used his superior (to most orcs) intellect to learn how to manipulate and control his fellow tribesman. Of course, among the orcs, intimidation is the best tool for the job at hand, so one day, he threw a tormentor off by getting in his face and threatening to hack off his shotputs. It worked. From that day on, Haünrar didn’t have to shovel scat, do laundry, or pick fleas out of his peer’s back hair. He worked his way up to battle crier for his tribe. He had mastered the dances, the chants, and the war horn. Every battle his tribe entered was led by his horn’s blast. He rallied his troops with his chants of victory, calls of orkan valor, beratements against weaknesses. His battle dances intimidated the enemies and demoralized merchant guards, often getting them to give up the wares without a fight. Haünrar envisioned a new, less violent way to live. This last bit soon became his downfall.

You see, Haünrar was disgusted by his brothers’ behaviors. The rampant acts of cruelty, the raping, the killing of helpless victims, the taking of slaves, living in filth; all of these things wore on Haünrar to the tipping point. He could not be a part of one more senseless murder, let one more flea bite him, or eat one more rotten unknown meat sandwich without real bread instead of sweetbread. One day he confronted his chieftain, asking him to lead the tribe into a new path. Of course, the chief laughed off the suggestion, so Haünrar tried to intimidate the chieftain to try to be more civilized. The chief beat him bloody with his own horn, and kicked him straight off a nearby cliff.

The chief didn’t realize that at the bottom of the cliff was a deep, refreshing, river with a fast current. Haünrar was carried for several miles before he washed ashore, right to the feet of Professor Petros Lorrimor, who was out on one of his expeditions. The professor brought the half-orc to consciousness and asked only in return that Haünrar act as his guard through Belkzen and into Ustalav. When they arrived, the professor and half-orc parted ways, though Haünrar was told to expect a call from him some day.

Also, I had plans for his battle horn to get better the more beat-up it gets. I want it to start off as "normal" then "upgrade" it to masterwork as it gets worse. Of course, I'll pay the cost for a brand new horn to keep the mechanics in check, but for flavor it't the same horn.

Haünrar’s Masterwork Orcish Battle Horn:
Haünrar’s horn is not made in the traditional “masterwork” methods. It had been passed down from battlecryer to battlecryer for a number of generations. It features the dents of hard use, stains from the blood of numberless battles, and is more or less, worthless as an item to any non-orc. Even though it is dented to the point that any other horn would be useless, this orcish battle horn was designed to increase the quality of sound with every dent. It is truly a special instrument.

starting gold 5d6 ⇒ (6, 6, 3, 5, 5) = 25x10 = 250 gp

Here is a link to his profile. I am using one that is from a game that didn't make it very far.

Dark Archive

About me:
I'm 28 with a wife and a 10-month old daughter. I work in the public sector in Maryland, USA so I'm next to my computer pretty much all day and can post several times a day as necessary. Of course, I'm 18 hours behind Melbourne so I'd start posting around 2:30am your time and end around 1pm. I'd be able to check in a few times in the evening so that time would get stretched to about 7pm your time.

Background

Spoiler:
Nikeltas "Nik" Alset, a native Ustalaven, is a world traveler and explorer, especially interested in ancient magics. He looked up to Dr. Lorrimor for his fearless fieldwork and rigorous research. Alset read all of his published works and corresponded occasionally, especially when their work overlapped. But dangerous fieldwork, the kind Lorrimor excelled at, terrified Alset. He improved upon the Mage Armor spell but still couldn't feel safe. No amount of armor made him feel secure, though he is not strong enough to wear much armor anyway. But one day, his research into mage armor took an unforeseen twist. Seeking to link extra-planar energies to supercharge the spell, he contacted an intelligence which was willing to offer its protection in return for the experiences to be found on the Material Plane. Surge is coldly logical but also terribly violent and aggressive. Alset must sometimes rein in Surge during combat, though outside of this excitement, Surge barely shows interest.

As long as there isn't any particular danger, Alset is composed and charming but he tends to stutter and lose focus if he feels threatened. Without Surge, his tactics typically involve tossing summoned monsters at whatever threatens him and running away.

Nikeltas Alset
Human Synthesist Summoner

Spoiler:
LN Medium humanoid (human)
Init +4; Senses none; Perception +3
Merged
Init +5; Senses lowlight vision; Perception +3
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 armor, +0 Dex)
hp 11 (1d8+2+1)
Fort +1, Ref +3, Will +1
Merged
AC 15, touch 11, flat-footed 14 (+4 Natural Armor, +1 Dex)
hp 11+7 temp

OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4/19–20)
Merged
Speed 30 ft.
Melee 2 claws +5 (1d6+3)

Summoner Spells Known (CL 1st; concentration +5)
1st (4)- Mage Armor, Summon Monster 1
0 (at will)- detect magic, light, read magic, arcane mark

STATISTICS
Str 10, Dex 10, Con 14, Int 14, Wis 14, Cha 18
Base: Atk +0; CMB +0; CMD 13
Merged
Str 16, Dex 12, Con 13, Int 14, Wis 14, Cha 18
Base Atk +1; CMB +4; CMD 15
Feats: Weapon Focus (claws), Improved Initiative
Traits: Inspired by Greatness, World Traveler (Diplomacy)
Skills Diplomacy +9, Knowledge (Local) +6, Knowledge (Arcana) +6, Perception +3, Spellcraft +6
Favored Class: Summoner (+1 hp)
Languages: celestial, common, infernal
Gear: leather armor, dagger, backpack, bedroll, rope (hemp), rations (5)

Surge's Evolutions
Evolutions
1 (3): Improved Natural Armor (1), Improved Damage (1), Scent (1)

As a reminder, this but probably without the horns and some of the more ornate bits. Maybe later on.

Profile Page


GM:

All right I've taken (alot more than intended) enough time to look the character over again based on your observations.

First observation, the name. I'll get to that later.

Second observation, the age. I actually like your idea of being the equivalent of a 'Samsaran Teen'. My thoughts are that Rose (Chunhua) had quite abit of material wealth accumulated by her adventuring times during her last life, which could have been left with the professor at the time of her staking. I actually don't know how old the Professor is at the time of the adventure start as well. So if she had met the Professor young (possibly set him to start his own line of research) would help with that.

Going into the third observation from that, how she got to Ustalav. Being so far from Zi Ha, and a central congregation of Samsaran souls, she did indeed reincarnate closer, close enough that the Professor was able to use some of the wealth Rose had left to hire a wizard (or any other divination type class) to find out where and when she would reincarnate, and he was able to help her out early on, set her up with a good family. During this time she maintained contact with the Professor (letters and such) as she grew up.

Coming back around now, the name aspect was given to her by her new family. She still remembers the name Chunhua (that could be how the Professor calls her) but uses the other name in most dealings.

As far as the mechanical aspects go, I wasn't finished building it yet either, so I'll be getting to that today/tomorrow. I'm actually amazed you found any reference to the katana at all. I had thought I had erased them all, and had no plans on that being my weapon of choice. The only spot I found was under the Blackblade description (after reveiwing it again), and removed it as well. Kudos to your character sheet auditing skills.

Let me know if there's still any holes left I'm missing in the background.


Hell. I'll publish it here too. Why the hell not?

Vel Miro the Scarred

Defense
AC: 16
Touch: 14 FF: 13 (Armor +2, Dex +3, Size +1)

CMB: -2
CMB: 11

HP: 8

Saves

Fort:0
Reflex: 4
Will: 3

(Halfling Luck: +1 all, Fearless: +2 against fear, MGOP: +2 against fear)

Offense

Init: +3

Speed: 20m

Cestus: +0 1d3 19-20/x2 B

Dagger (7): +0 (melee), +4 (ranged) P or S 10ft 1d3

Traits

Fast Talker
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Making Good on Promises
You gain a +2 trait bonus on saves against fear effects.

Feats

Persuasive
+2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Eidolon:
Vel's eidolon is a quadruped he manifested out of his desire for a loyal companion, taking itself into the shape of a large dog or wolf. His mandibles are larger than any wolf's however and his ears tilt back in an odd angle. His fur is multiple shades of dark red. Its alignment is CG.
Type: Quadraped
Size: Medium; Speed: 40
Abilities: Str:16(+3), Dex:14(+2), Con:13(+1), Int:7(-2), Wis:109+0), Cha:11(+0)
HD:1
HP:11
BAB:+1

Feats

Power Attack (-1 penalty to attack roll, +2 damage on melee attack roll, +50% if attack with primary natural weapon that adds 1-1/2 times strength mod on damage rolls)

Good Saves: Fort: +2, Ref: +2
Bad Save: Will: +0
Armor Bonus: +0
Str/Dex Bonus: +0
Evolution Pool: 3
Max Attacks: 3

Evolutions

Bite
Limbs(legs)(2)
Pounce: Full attack after charge
Improved Damage: Bite does 1d8 instead of 1d6
Resistance(fire): DR 5/fire

Special: Darkvision (60'), Link, Share Spells

Offense

BAB: +1

Init:+2

Bite: 3 (-1 for Power Attack) damage 1d8+1-1/2 strength mod(3) (+2-1/2 pow attack)

Defense

AC: 14; Touch: 12; FF: 12
Fort:3
Reflex:4
Will:0

CMB:3; CMD: 15

Skills:
Acrobatics:5(skilled0
Bluff:39skilled0
Climb:2
Escape Artist:2
Knowledge(Planes):-2
Perception:3(skilled)
Sense Motive:3(skilled)
Stealth(2)

Physical Description:
3'3"; 35lbs; Dirty Blonde Hair; Green Eyes

Halfling Racial Traits:
Halfling Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings 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: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Gear::
Cestus, dagger(7), leather armor, backpaock, bedroll, traveler's outfit, trail rations(5), lute(common), scroll case, vial(5), parchment(5), belt pouch(2).

Total Weight: 21.25lb

Light Load: 30lb
Medium Load: 31-60lb
Heavy Load: 61-90lb

Skills:
Acrobatics:2
Bluff:8
Climb:1
Diplomacy:7
Intimidate:6
Linguistics:5
Perception:1
Spellcraft:5
Stealth:7

Special Abilities

Eidolon, Life Link, Summon Monster(I)(7times/day0

Spells:

0: Daze, Message, Resistance, Read Magic

1: Ventriloquism, Rejuvinate Eidolon (lesser)

2 spells/day

Character Intentions

I plan on, at some point, multiclassing Vel with a few or more bard levels, as a multiclassed bard/summoner is how I envisioned him from the start. I have always thought of Vel as sort of the "face man" of any group he joins, but I felt the summoner would give his rather not-combat focused stats the necessary boost so as to be combat viable. Vel likes to hang back in combat, taking potshots at the enemy, buffing his teammates and ordering his eidolon into the fray, using the otherworldly creatures might in place of his own.

[spoiler=Personality]Vel Miro is swift, charming and eccentric, with a sharp silver tongue to boot. He is well versed in manipulating others, but such a trait only grew out of necessity, not a lust for power. Generally, Vel has come to accept his lot in life, enjoying adventure and the ability to explore the burgeoning infinite reaches of his own power.

Vel is very witty, and has a habit of being kind of a smartass, but is well humored and makes certain never to discriminate and that helping others in need is a mantra he is never willing to concede.

Vel's Eidolon, a quadruped named Infernius, is a wolfish looking creature with many shades of deep red fur that seems to blend and move as you look at it. While not bright, Infernius tends to act a bit as a smartass too, imitating his master to an alarming degree. He will never disobey Vel, and loves him as a pet loves his master, but is never unwilling to speak his mind on things when he feels something needs stating.

Biography:
Vel Miro’s time in the bard’s college had taught him three things: It’s not the size of the boat that matters, and the best ladies are the ones who know that; the old idiom he was taught as a child, “you can pick your friends and you can pick your enemies, but you can’t pick your friend’s enemies,” is true in more ways than one, and that a bard’s college can be more dangerous than a pit filled with ravenous hyenas.

If Vel Miro is anything it is certainly not modest, and he’d be the first to say he was the greatest thing to grace the Bard College at Karcau since the invention of the chamber pot. He was born in inauspicious surroundings to an escaped slave from the river kingdoms and a shipwright in Karcau, but never accepted the mundane livelihood his parents wanted to force on him. Being a Halfling, an oddity in a city filled brimming with tall, pale, humans, Vel felt himself become a sort of outcast. He eventually learned that his wits would always serve him better in his position than his brawn and developed a silver tongue that could be paralleled by none. Fast Talker

He was a natural at the lute, taking to it like a starving man takes to water, and his passion, (and a mild amount of scheming and deception on his part) eventually got him accepted to the most prestigious bard’s college in the city. His small stature and otherworldly musical talent served to make him plenty of opponents in this school, which turned out to be much more Byzantine than he ever thought possible. The students in this school weren’t just in it for the music, these monstrous, devious demons were about as cutthroat as a den of thieves, and at least a den of thieves wouldn’t have kept up the pretense.

So things for a while grew difficult for Vel for a long while, but again the same revelation came to him as it did in his youth – if you can’t beat ‘em, convince others to do it for you. So his powers of manipulation grew, and soon it became child’s play to dance around the pretentious blowhards at the academy with his silver tongue, unmatchable wits and with his group of followers he sumptuously obtained through a combination of incentive, camaraderie and a decent helping of blackmail. Life soon became a lot less dark. His easygoing attitude and stunning poetic vocabulary was almost always enough to get him access to all kinds of exclusive clubs, and even the bedchambers of a few lovestruck darlings who soon learned the true meaning of “size isn’t everything.”

He might even have been able to say that, as for the first time in his life, he had actually made one true friend in a singer named Ignus Fernus, who Vel took to calling Infernius, just as a play on his name. In actuality Ignus possessed a rather cool demeanor, but both he and Vel had experienced ostracization in their youths, and this was the thing that kept them together as friends.

It all seemed to be going well until one fateful night in the middle of summer in Vel’s third year at the bard’s college. He was snatched out of bed and dragged through the dormitories inside a cotton bag held over the shoulder of some person and outside the front doors of the academy. No guardsmen stopped them and no bells were rung that night.

Vel was taken to a forest outside the city where he was upended out of the bag and was tied, ankles and wrists, to a small tree. Mel realized that the one dragging him had been Ignus, accompanied by a large group of his sworn enemies and several of his other so called “friends.” Ignus told him this wasn’t personal, that the other guys had promised to insure a position as a court singer for a powerful nobleman. He said to Vel, “I don’t want to end of up as some traveling minstrel. And let’s face it Vel, it’s not like you would ever be able to achieve anything like this. The best you could ever hope for was to wind up in some traveling freak show. Who could ever take you seriously?”

They started by breaking all of his fingers, first the right hand so he couldn’t strum his lute, and then the left so he couldn’t finger the notes. When that was done one of the cronies took a long knife and brought it to Vel’s temple. He made a long sweeping gash along his hairline, as if he were going to scalp him, but then brought it along down his cheek and across his ear and down to his throat. He called it, “a gift to remember me by.” Vel could never recall his name, but his face stuck in his memories, a piggy, scrunched up face, huge eyebrows and nosehairs hanging down from inside his nostrils like stalactites.

They left him for dead the next morning, and after days of hopeless attempts at escape, he was almost sure it was the end. And it was the end, for how long he couldn’t remember, but the next thing he knew he was on the bed in a stranger’s house. It was a quaint house, a small box-like commode with a large thatched roof that rose up into the sky like a cathedral tower and a chimney that was so warped it should have been falling down of its own accord. The stranger identified himself as a Professor Lorrimor, and that Vel had been quite near death for almost six days before he had found him. When Vel asked what he could do in repayment for saving his life the professor merely shook his head and told Vel that all he asked in return was a favor sometime in the near foreseeable future, that one of these days he would call on Vel for his aid. Making Good on Promises He gave Vel some wine and he fell back into dreamless sleep.
When he awoke the cabin was gone and all that was left was Vel, a map and a supply of trail provisions. Vel knew he could not return now to Karcau, and so he set off into a random direction for parts unknown.

He no longer had his lute and when he eventually retrieved a replacement the strings felt wrong in his hands, as if a different person had once played them and the man he was now was only a plebian in the arts. As he traveled he grew evermore angry and bitter. He was resentful that he no longer felt the music as he once did, he resented his unsupportive parents and a prejudiced society, but most of all he cursed the “friends” that betrayed him, people that knew nothing of loyalty, of partnership, of the sacred bond that formed between friends, the idea that you would put the other before the self, sacrifice everything for the sake of the friendship.

Vel’s focus had forever been on his music, but the arcane had always held a deep seated interest to him. The “music of the ethereal,” he would sometimes call it, he never did anything but dabble in the arcane, a few parlor trick spells he picked up here and there, a touch of alchemy when he was feeling dangerous, but never anything serious, at least not until now.

It was a dark and stormy night, about as gothic a setting as Vel had ever seen, and he was all alone, as was usual these days with his solo repertoire. For an instance, standing in the pouring rain, his anger flared. All the hatred and feeling of injustice flowed through him and he cursed the gods, the planes, the ground, practically anything that he could think of he denounced for his fate. He especially hated himself and his carelessness with his friendship, the naiveté with which he spent his days and the sorry pathetic man he made himself out to be after the fact.

The scar left across his face began to glow and the most curious sensation he had ever felt began to flow through him. He felt a strange atypical power coursing through his veins and in his wonder he reached out and touched something. He couldn’t tell much of what it was. It wasn’t physical or emotional, it was just raw, unbridled spirit, waiting for molding, waiting, a spring-like potential, for manifestation.

He grasped at it.

He awoke to find that the overcast sky was still there and that the torrential downpour had turned into a light drizzle. He also found that next to him was the most curious creature head ever seen. It was a quadruped and furred, but the fur consisted of a deep red tinge that lightened and darkened in certain random areas and the colors looked as if they were constantly shifting. It looked almost like a wolf, but the proportions were slightly off. Its mandible was far too large and its ears bent backwards at an odd angle. Its eyes were two black opals and it spoke to him in a throaty, hoarse tongue, though without moving its mouth even the slightest.

It asked Vel, “What is my name?”

Vel soon learned that this creature he had made manifest was called an eidolon, and that there were people, men and women known as summoners, who had the ability to call upon unformed spirits from the farthest planes of unsound thought and belief and give them form. Vel called his eidolon Infernius, and he knew almost instantaneously that this creature was forever his, loyal, obedient, and willing to sacrifice his life for him if need be. He need not manipulate it, or play it for a fool. It was his, and Vel was the eidolon’s also.

Vel still plays his lute from time to time, and maybe one day he might return to the joy he once felt for his music, but for now there was just too much in this world to experience to worry about that. He had a debt he would eventually need to repay, and the world, however clouded, seemed a lot less dark now that he wasn’t alone.


Ooh! An archaeologist! And such a chiseled jaw! He could excavate my buried treasure anytime!

Did I just say that out loud? Flori! You idiot!


Actu ally I might not be keeping this avatar pic. Enjoy it while you can ;)

Edit: Oops, I am applying this guy to another thread and accidentally posted here. On second thought, we can apply with up to three characters so I guess I can let this guy stand.


Think everything is finally done on my profile check it and let me knwo if you need more.


Yep, I finally finished my equipment. Good thing I also got a donkey and a cart :-)


Went with a mule and saddle pack myself though if we both make the cut thats plenty of carrying space for everyone.


Here is mathpro18's fighter. Sorry for the delay...been a busy couple days. He is fully built with background so let me know what you think.

I really like his background so I think this will be my only official submission for this game.


Pathfinder Adventure Path Subscriber

Hi everyone. Sorry for being incommunicado for a couple of days, it turned out to be a busy weekend.

I spent my train trips late last week reading through character submissions and have feedback on several more submissions ready to go. However, I also have work to do while I'm here at work, and have a 2½ year old and a 5-month old at home, so please understand that I might be drip-feeding them over the next day or two.

###

On the Submission, Selection and Announcement Process
We're already partway through this process, but I thought it worthwhile to expand upon the way I intend to approach the whole thing.

  • You submit your characters--up to three each.
  • I give you feedback on your character concept and associated background. If I pick up odd mechanical slip-ups, I will comment upon them, but the primary purpose of this feedback is to help you with your character concept, not your mechanics. I will only give each character a single review; I won't be able to do two rounds for each and every character, so I don't think it's fair to give some characters two reviews and others only one. After your review, you may ask any questions you like and I'll do my best to answer them, but please, no laundry lists or open questions like "what could I do to make my character better?"
  • At 6am AEDT on Friday (click here for your time zone) I will close submissions. No more characters may be submitted after this time. At 6am on Friday morning, I will post a list of the characters eligible for selection. This will not be a short-list, rather it will be a list of every character in contention for selection. At this point I will welcome any corrections (e.g. if you have withdrawn a character or if I've overlooked one).
  • Between 6am AEDT on Friday and 8AM AEDT on Monday (74 hours apart) I may send you a PM or ask a question if I come across something perplexing in your submission that I think may materially affect your chances of selection. Otherwise I will likely be silent until I have completed my deliberations.
  • At 8am AEDT on Monday (click here for your time zone) I will post the list of successful characters and open the Discussion thread.
  • Over the next day or two (however long it takes) we will then spend a little time constructing a shared backstory for the party if appropriate and, if desired or necessary, modifying the mechanics of the successful characters. Once we're all happy with that, we'll launch into the Gameplay thread.

If you aren't selected and you want some additional feedback, feel free to ask in this thread, but no correspondence will be entered into etc. etc. blah blah decision final and whatnot.

Good luck!


Thanks for the update. Nik's background has been improved somewhat on his page. I'll probably be making additional changes as they come to me but, of course will stop by Thursday evening.


Pathfinder Adventure Path Subscriber
Aleksandyr Issceran wrote:
Alright, Aleksandyr is ready to go. Give him a look over when you have the time and go ahead and critique me if you don't mind. I picked up Rule of Fear which is a really good reference guide if you want to learn about Ustalav so I could fit the character better into the setting with the direction I wanted to take.

Some feedback on Aleksandyr...

1. How does Aleksandyr know Jistka? If I remember correctly, it's a dead language from ancient northwestern Garund. Seems a little out of place for an Ustalavic nobleman.

2. This goes for all cavaliers, but I find the Order of the Dragon et cetera to be rather shapeless. I welcome your attempts to re-skin the Orders into something more setting-appropriate. For instance, perhaps the Order of the Dragon could be re-titled Order of the Sacred Shield after the Shield of Aroden. (I know there is potential confusion with the Order of the Shield here, but I'm just doing this on the fly.) If you can't think of something or don't have the time, that's cool. Not re-skinning the Orders will have zero impact on your submission's chances for successful selection.

3. What is Aleksandyr up to now? His background story ends with him saving the Professor; how long ago was that? What has he been doing since? How does he work with others nowadays? What has his Order been up to? What will they think of him leaving to go to the Professor's funeral and thence, unbeknownst to them or Aleksandyr but knownst you you and me, on to a life of adventure? (That last is more a 'food for thought' than something you might particularly want to cover in your submission.)


Pathfinder Adventure Path Subscriber

Sorry, can only get through one tonight.

Also worth noting, as a couple of people have asked and/or wondered, the Professor is (was!) in fact a 7th level wizard, and was around 70 when he died. That should give you a broad idea of his capabilities and character.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
cynarion wrote:

Sorry, can only get through one tonight.

Also worth noting, as a couple of people have asked and/or wondered, the Professor is (was!) in fact a 7th level wizard, and was around 70 when he died. That should give you a broad idea of his capabilities and character.

Ahh, maybe I should modify my Inquisitor's background story then since the professor wouldn't have been totally defenseless (though a surprise attack would still have been bad for him).


Pathfinder Adventure Path Subscriber
Matrixryu wrote:
cynarion wrote:

Sorry, can only get through one tonight.

Also worth noting, as a couple of people have asked and/or wondered, the Professor is (was!) in fact a 7th level wizard, and was around 70 when he died. That should give you a broad idea of his capabilities and character.

Ahh, maybe I should modify my Inquisitor's background story then since the professor wouldn't have been totally defenseless (though a surprise attack would still have been bad for him).

Or he could have been out of spells for the day, or lost his possessions/spellbook, or fighting against overwhelming odds. Plenty of plausible reasons for the professor to be (relatively) helpless. : )


Cynarion, I had a few changes on Karrik, so I went ahead and threw together a profile page. Just small tweaks.

Link.


Pathfinder Adventure Path Subscriber
Alenthor Blackfrost wrote:
Think everything is finally done on my profile check it and let me knwo if you need more.

Thanks.

1. What you've written gives me a good understanding of Alenthor's personality, but not really how he reacts to others or works under pressure. What kind of man is he, deep down? Who is he at his worst? At his best?

2. You have Gnome down as a cultural language, but I don't see any evidence that Gnome is spoken widely in Alkenstar/Martel/the Mana Wastes in general. The others you've listed appear to be much more common.

Otherwise, looks good. Good luck!


Pathfinder Adventure Path Subscriber
Helaman wrote:
Ok Dragomir Vuk is finally finished - Back story, description, equipment.

Only two comments in terms of things to look at: you have Dragomir's ethnicity as 'Ustalavian', but this isn't an ethnicity; pretty much all the natives of Ustalav are ethnically Varisian. They are the settled cousins of the travelling Varisians from Varisia. Other human ethnicities aren't terribly common in Ustalav, but of the others Ulfen and Kellid are the most likely candidates. Chelaxians tend to stick to the coastal countries.

Secondly, you have Suspicious as a trait, but I'm not seeing where it plays out in Dragomir's background. Reading through his story about his childhood, I almost expected to find Indomitable Faith there alongside the campaign trait. Can you illuminate me as to where Suspicious comes from?

I was going to write a note about roleplaying Dragomir to his Intelligence/Wisdom level, as in parts of his background he seemed a bit smarter than his stats suggest, but dumbing him down would actually reduce his appeal. I like him as he is--a naturally talented amateur mercenary who is now wondering what to do with his life, but who has his faith in Pharasma (if anything, I'd love to see that played up more) and his raw strength to fall back on.

Good luck!


Pathfinder Adventure Path Subscriber
Rajuna Two-Fangs wrote:
And another character for your consideration... a Sanctified Knife Master Rogue. His character sheet isn't all prettied up but the basics are there.

My notes on Rajuna extend to three ticks on the printout of his profile page. Thanks for another excellent submission. Nothing for me to suggest here. : )


And the crowd goes wild...

:) <-- Looks like my bird avatar is about to eat my smiley face.


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
stormraven wrote:

And the crowd goes wild...

:) <-- Looks like my bird avatar is about to eat my smiley face.

At the very least, it's looking disapprovingly at your smiley face.

"I told you never to come here, Smiley Face. What if people saw us together? Now get out. I'll call you tonight."


Oh the tangled relationships 'twixt Avatars and Emoticons. lol


Pathfinder Adventure Path Subscriber
Eben TheQuiet wrote:

Cynarion, I had a few changes on Karrik, so I went ahead and threw together a profile page. Just small tweaks.

Link.

My only question for Karrik is about where he came from. Was he really a whelp kicked out of Belkzen? Your background alludes to the fact, but isn't 100% clear.

Other than that, looks great. Karrik is, as you say, an intriguing character and well-realised to boot.

And I don't have a problem with you and stormraven submitting together--it's just tying backstories together prematurely that I was keen to avoid, which we've managed just fine. : )

Good luck!


cynarion wrote:
My only question for Karrik is about where he came from. Was he really a whelp kicked out of Belkzen? You background alludes to the fact, but isn't 100% clear.

Sorry, no, that's just for narrative impact. I figure he was born in Canterwall, his mom realized what she had, and got rid of him ASAP. I left who his parents really are a mystery because it probably wouldn't be information Karrik has. If you want to do something with that, feel free. But it's no biggie either way with me.

cynarion wrote:

And I don't have a problem with you and stormraven submitting together--it's just tying backstories together prematurely that I was keen to avoid, which we've managed just fine. : )

Good luck!

We'll deal with how/if the stories are tied when you make your selections. I'll be looking forward to seeing how the game shapes up.


Well, I changed some things for my character, so if you haven't looked at mine yet, the one I posted in the thread (pointlessly) is now outdated.


Pathfinder Adventure Path Subscriber
Selene Fox-Ear wrote:
I just updated Selene's back story, when you've the chance to read it.

Howdy!

My comments below are a little more mechanically-based than usual, because a number of things caught my eye as I was going through Selene's character sheet.

1. You've listed your stats as 20 point buy, but they're actually 25 point buy (which is correct for this campaign). No need to change her stats, but the 20-point buy heading is a bit misleading/distracting.

2. The only place I can find Selene's campaign trait recorded is in her background rather than in the Traits section of her character sheet. --Ah, I think you recorded it as 'On the Job' instead of 'On the Payroll'.

3. I don't see Selene's languages recorded anywhere.

4. You've selected Arcane Training as an alternate racial trait--that's cool. But you haven't removed Selene's favoured class bonus in line with that. Arcane Training means the half-elf has to choose an arcane class as her favoured class, and loses Multitalented--the ability to select two favoured classes. So Selene has one too many skill points.

5. Not an error but a question: Wisdom in the Flesh allows you to use Wisdom in place of Strength or Dexterity for a particular skill (or Con, by the rules, but I don't see any Con-based skills). Your Wisdom and Dexterity bonuses are identical, and if you sink a point into Dexterity at level up (which is what I'd do with an odd number in my abilities), you will have a higher Dex bonus than you will Wis bonus--which would make the trait a hindrance. Just something to think about.

All right, that's all the mechanical niggles that I found on a first pass.

###

As far as background/character concept goes, I'd like to see more of a match between the background and Selene's abysmal Charisma score. Other than being 'socially awkward', I'm not seeing a lot of examples in her history that express the effect of that low score. Is she prickly? Does she blurt out silly things when she shouldn't? (Probably not with a Wisdom of 14.) Show me how that Charisma of 7 manifests itself.

As a random aside, a guide with a low Charisma probably isn't going to get an awful lot of work unless she's very very good at what she does.

Does that make sense?

Good luck!


Pathfinder Adventure Path Subscriber
Rasputin17 wrote:

Well, I changed some things for my character, so if you haven't looked at mine yet, the one I posted in the thread (pointlessly) is now outdated.

No problem, I will refer to your alias/profile page. : )


Is it 8am AEDT on Monday February 20 YET?!?!?!

:)

Grand Lodge

There are a couple of others waiting on character review. I'm waiting for a thumbs up on Dragomir - I am pretty sure its a 'clean' character but its nice to be sure and any feedback that the background etc is considered ok.


Pathfinder Adventure Path Subscriber
stormraven wrote:

Is it 8am AEDT on Monday February 20 YET?!?!?!

:)

"Look, Smiley Face, if you come around here one more time it's going to be over between us, do you understand? You're suffocating me. I need to be my own person! I need to be free to soar over cornfields and caw ominously at passersby without wondering what you're thinking. Is that such a crime?"

; )

(In other words, not just yet...)


Pathfinder Adventure Path Subscriber
Helaman wrote:
There are a couple of others waiting on character review. I'm waiting for a thumbs up on Dragomir - I am pretty sure its a 'clean' character but its nice to be sure and any feedback that the background etc is considered ok.

Dragomir's review is done, you can find it here. : )


stormraven wrote:

Is it 8am AEDT on Monday February 20 YET?!?!?!

:)

That's 3pm Sunday for me, so I get to find out early!!

Oh, wait...


so have you had a chance to look over Tomnus yet cynarion?


Just looking at the Campaign Info tab, I think the diversity of the characters submitted is really cool. So many options to choose from. I imagine it's a double-edged sword for the DM: on the one hand, an awesome group of characters will be selected. But on the other hand, so many great characters will get cut.


He's moving in order of the submissions. The list is on the Campaign Indo tab at the top.

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