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A storm over Tethyr

Game Master JohnLocke


101 to 150 of 382 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Here is my Unique snowflake Syndrome again, please shoot me.

Lupynal the Wolf:

Female Awakened Wolf Ranger 1
N Magical Beast (Augmented Animal)
Init +2; Senses Darkvision 60 feet, low-light vision, scent; Perception +6

Defense:
AC 14, touch 12, flat-footed 12 (+2 Natural, +2 Dex)
hp 15 (1d10+5)
Fort +4, Ref +4, Will +2
Defensive Abilities

Offense:
Speed: 50 ft.
Melee: bite +3 (1d6+3 plus trip, 20/x2) (B and S and P)
Special Attacks: favored enemy (Humanoid (human))

Statistics:
Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 13
Base Atk +1; CMB +3; CMD 15 (19 vs trip)
Traits:
Feats: Toughness,
Skills: Acrobatic (dex) +3, Climb (str) +6, Knowledge (nature) (int) +5, Perception (wis) +6, Stealth (Dex) +6, Survival (wis) +6 (+10 scent tracking), Swim (Str) +6 ; Racial Modifiers +4 Survival when tracking by scent
Languages: Common,
SQ: track +1, wild empathy +2

Equipment:
Carrying Capacity: up to 88 light, 89 to 175 medium, 176 to 264 heavy
Combat Gear:
Other Gear:
GP:


Pathfinder Battles Case Subscriber

Belle - Given that DM Locke has stated more than once directly to you that he'd like to stick to the rules he laid out in his first post... I have to ask.

Why do you keep putting up characters that are outside of those guidelines?


Mark Sweetman wrote:

Belle - Given that DM Locke has stated more than once directly to you that he'd like to stick to the rules he laid out in his first post... I have to ask.

Why do you keep putting up characters that are outside of those guidelines?

I keep coming with weird ideas, I have to post them somewhere to get them out of my head.


Pathfinder Battles Case Subscriber

Well given that DM Locke has stated twice that he's not interested I suggest you find somewhere else to put them so that you save him the effort of needing to reject you again.

There are a number of forums on this site where you can discuss weird ideas all day long and there will be other people that will engage with you on said ideas... but those forums don't include DM Locke's recruitment thread.


DM locke, if I may ask, how are Aasimar's treated and viewed?


Mark Sweetman wrote:

Well given that DM Locke has stated twice that he's not interested I suggest you find somewhere else to put them so that you save him the effort of needing to reject you again.

There are a number of forums on this site where you can discuss weird ideas all day long and there will be other people that will engage with you on said ideas... but those forums don't include DM Locke's recruitment thread.

LOL

Wapassh says the whip. This kind of thing seems to happen when you gray the boundary between 3.5 and Pathfinder.

On another matter,

As much as the Forgotten Realms has a special place in my heart I am not feeling very much inpsired to play in it again.

I like your ideas Locke and wish you and the players you pick the best.


Good morning all!

Here's where we stand on submissions now, a few additions from yesterday, and taking into account Ross Hearne's withdrawal:

- Davina Leantes - Aasimar cleric (Siamorphe) [Arazni]
- Anon - Aasimar summoner (synthesist) [Marko]
- Anademot Dosevny - Oread monk (tetori) [Runner188]
- Unnamed Half elf ninja [garabbott]
- Ariael Lafali - Elf magus [Monkeygod]
- Stigur Starhammer - Dwarf paladin (stonelord) [Critzible]
- Unnamed Halfling cavalier [Harark]
- Medaiis - Half elf Oracle of metal [Harark]
- Mus'ad - Human sorcerer (Imperious bloodline) [Mark Sweetman]
- Reginald Fezziweg - Halfling bard (sandman) [Bilbo Bang Bang]
- Arthan - Human expert [Belle Mythix]
- Argent de Wolf - Human fighter (QS master) [Critzible]
- Rayend - Human ranger [Belle Mythix]
- Molgrin Deg - Human fighter [Terok]
- Jindrak - Half orc wizard [Gilthanas]
- Unnamed Orc rogue (thug) [Gilthanas]
- Badger, Boddyknock - Gnome summoner [Ebonnard Raloon]
- Unnamed Human bard (detective) [Vuvu]

Thanks to all for your submissions so far. New submissions and new prospective players are still welcomed!


A few notes as we move forward:

@ Belle Mythix - I appreciate that you've got a creative urge to post these concepts. The reason I've set restrictions upon the types of characters I'm accepting include fidelity to the setting and relative balance between players. Applying a CR +1 template to a first level character dramatically increases their power (e.g., a werewolf's DR is quite difficult for low-level opposition to overcome). Shouldn't I then offer the same to the other players? By setting standards from the get-go I'm hoping to get everyone on the same page.

You're clearly a creative and imaginative person; I really wish we could engage on a creative level with characters who fit mechanically within the guidelines I posted initially.

@ Mark Sweetman - Thanks for stepping up and saying what you did, and for your support :-)

@ Ross Hearne - I appreciate you bowing out gracefully. Thanks for your interest, and happy gaming!

@ Marko - The people of Tethyr are generally a pretty pious bunch. Aasimar, being the offspring of goodly entities, are generally well-liked and respected, if viewed with a little fear. That's if they are distinguishable at all from a more common race; many Aasimar are only very subtly different in appearance from Humans or Elves.

Within the temple, great things may be expected of Aasimar due to their heritage - perhaps unfairly.


That is interesting and sets up for interesting character development too.

I shall have my oracle up soon hopefully!


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting Subscriber

Riatavin is not in Tethyr, it has been too long :] ...well let me think a little more on it.

My other thought was they are from just outside of Zazesspur after his father retired from the military. Their villa sits at the base of the purple hills. His father is a loyalist so he may be involved in one of the underground groups but has yet to involve Molgrin.
He has ideas of what might be going on though and has seen a lot of "army" officers coming and going.

I can work more of this kind of stuff into his background if I end up being selected. Good luck with the selection process.


How did Tethyr get in this mess? Here's a little about that fateful night....

For the past 1500 years, Tethyr has had a single, strong royal family ruling with absolute power. When a king died or became incapacitated, his oldest son took the throne. As the family trees of those close to power became more intertwined and complicated, there were the inevitable wars of succession and bickering over which second cousin was the "true" heir to the throne, but the civil wars were brief. And once the fighting was over, the system returned to normal, until the next major dispute in a few hundred years or so.

All that changed 10 years ago. The current ruling family had been in power for over 350 years, so long that they had dropped their own family name centuries ago (no one even remembers it now) and simply called themselves Tethyr. King Alemander IV was comfortably ruling from Castle Tethyr, and the country seemed happy enough. But there was a broad current of dissatisfaction among the people of Tethyr. Non-humans were forbidden by law to own land, and since most rights and privileges accorded citizens were based on land ownership, they became second-class citizens as well. Things were especially bad for elves, who were driven deep into the Forest of Tethir by royal armies. Alemander IV took land away from rightful owners and gave it to nobles who promised larger contributions to the royal treasury. These social and economic inequities, coupled with several harsh winters and bad harvests in a row, made the time ripe for a change.

But it takes more than just a couple of lousy winters to depose a king; it takes treachery. In the case of the fall of House Tethyr, it took an ambitious general and impatient royal heir. Prince Alemander grew tired of waiting for the robust Alemander IV to make room for him, so he struck a deal with General Nashram Sharboneth, commander of the king's largest army. While Sharboneth marched his army toward Tethyr, bringing along a sizable group of angry peasants recruited with the promise of land reform, the would-be Alemander V downplayed the alarming reports from the king's spies and advisors. The prince silenced his father's most persistent counselors permanently, either through murder or exile. By the time Sharboneth's army arrived and laid seige to Castle Tethyr, it was too late for loyalists to help.

The final step of the plan was ready to be set in motion. As Sharboneth launched a direct assault on the castle (using the expendable peasants as shock troops), a handful of elite soldiers let in a secret entrance by the prince would eliminate key guards and open the gates. At the same time, the prince (one of the few people allowed to see the king directly) would murder his father. A fire set by the elite troops would
destroy the evidence of treachery, and the general and the prince would emerge from the conflagration and announce a new, joint government.

The plan was executed perfectly, up to a point. Sharboneth double crossed the prince; his men were much too efficient in setting the castle ablaze, and Prince Alemander (along with most of his fellow conspirators) died horribly in the fire. At about the same time, a spy planted on the general's inner staff by the equally duplicitous Alemander murdered the general and dissolved his body with a powerful acid before anyone could come to Sharboneth's aid. To make matters worse, everyone had underestimated the resentment the people felt for the royal family. Once Castle Tethyr began to fall, there was no holding back the mob. In one night, the proudest, strongest castle in
all the country was reduced to a smoking ruin. Everything of value: fine tapestries, plates and silverware, furniture, jewelry, weapons, clothes, armor, paintings, statues, etc. was either stolen, burned, or just ripped apart and stomped into the dust.

As news of the fall of the royal family spread, so did the chaos. In what is now known as the "Ten Black Days of Eleint," anyone known (or even suspected) of blood connection to the royal family was put to the sword. This led to some darkly humorous moments, as social climbers who had bragged just a week before of being a sixth cousin twice removed of a royal aunt tried in vain to convince an angry mob that they were "only kidding."

The nobles who were the biggest supporters of the royal family also came under attack, and some baronial keeps fell. Local leaders who had adequately distanced themselves from the Tethyr family, or were popular enough (or feared enough, or strong enough), survived. These surviving nobles became the initial players in the fight to decide the fate of Tethyr.

One thing was certain; any leader or type of government that too closely resembled rule under the Tethyrs would not be accepted. "Royalist" became a dirty word in Tethyr society. Today, the power struggle continues, and there is no sign of it ending anytime soon.


Wow. I really want to be in this now.

This is Vuvu by the way
Is there anything else that I can do to my Bard (Detective) to increase his chances? I think for now I will name him Rameth the Delver, and if selected put his info into the profile that I have here.

Note that this profile is from a failed Shattered Star, and would need to be completely altered. I just hate to see a profile go to waste!


@ Vuvu - The best way to increase your chance of getting picked generally is to submit more than one character. If you've got your heart set on just one, that's fine, but looking at the submission list and seeing if there are any holes you can fill is the best way.

I just wanted to thank everyone who has put a character forth, and want to encourage additional submissions from new and existing players. We've still got a few days left before I close the applications. If anyone knows any other player that might be interested, please direct them here. While it may seem counter-intuitive, introducing new prospective players to this game will actually increase your chances of being picked.

I'm also thinking I might go with seven players now.....


Hmm far amount of rogues, one other Bard. I feel pretty good with where he fits in, he does overlap a little with traditional rogues. though if they take archetypes he covers a different base, as he is able to disarm magical traps, though not at level 1. He even stacks with other Bards, as his Bardic Performance is a Perception/Initiative bonus that lasts for hours at a time.

I will ponder other ideas and see if anything sparks a passionate interest. No reason to clutter your thread with a character I do not really like.

Will you be making any cuts prior to final closing of recruitment? I have seen it done before and have done it myself.

I will continue to think of who this character is, and have a backstory ready when/if you want them.

Anyhow thanks for the reply. Hope I am not bombarding you with too many questions


@ Vuvu - not at all! It's my pleasure to answer any questions you may have. In response to your other query; I don't intend to make any preliminary cuts. The long recruitment window, by virtue of it's length, tends to weed out those who were only mildly interested, typically causing some drop outs.

A primary reason I tend to ask for multiple submissions is that, sometimes, I find that a player is great but that I just can't find room for his or her character in the party I'm projecting. I'm really putting out feelers for great players, first and foremost, and for the characters they create secondarily. Players who ask questions, come up with ideas and stay visible in the thread really catch my attention :-)


Glad you approve of questions. I have another!! lol

You said you allow options from UM How about Words of Power?

It is a little out there, but I am percolating another idea, or using it for Rameth.


You know, I'm not super familiar with the words of power system. Having said that, if it's integral to a characters concept, I'd say go for it and let's see how it plays out. The only thing that concerns me is, every new subsystem we introduce into the game entails additional research, planning and complexity. I've not fully considered the potential impact that an optional system like this can have on the game.

In short, provisionally, go ahead, but if we find it's not going to work out we need to have a contingency in mind - reverting to the traditional spellcasting system, most likely.


DM Locke wrote:

A few notes as we move forward:

@ Belle Mythix - I appreciate that you've got a creative urge to post these concepts. The reason I've set restrictions upon the types of characters I'm accepting include fidelity to the setting and relative balance between players. Applying a CR +1 template to a first level character dramatically increases their power (e.g., a werewolf's DR is quite difficult for low-level opposition to overcome). Shouldn't I then offer the same to the other players? By setting standards from the get-go I'm hoping to get everyone on the same page.

You're clearly a creative and imaginative person; I really wish we could engage on a creative level with characters who fit mechanically within the guidelines I posted initially.

I might resumit Luppan without the template and more accurate stats.

I'm a weird guy with very weird Ideas...

my characters names and gender are subject to change before the start.


@ Belle - I'll look forward to seeing him (or her) if you do.

Just FYI, your Ranger is the only character submitted that fills a very valuable potential role in the party (the wilderness survival/skills guy or gal). He could probably do with a ranged weapon too, just as a point of interest :-)


got it.

funny you mention ranger. That is one of two other ideas I am playing with. One is a skirmisher archer ranger, the other is a wordcasting druid. Which if it doesn't work can easily become a regular caster.


Another place to get wierd is in the fluff and not in the mechanics, if you are seeking to have a concept picked up. Very eccentric builds often get frosty response due to difficulty of intergration or the use of odd rules not often seen. Bare in mind that the Gray box is from a time when a fighter was a fighter and multi-classing was actually not all that worth it. So playing close to core is easier to select from what the DM seems to to have hinted at.


yup. It's why I am fully prepared yo ditch WoP if it is a pain. Not a deal breaker here. But appreciate the post


Just as a point of clarification: By placing this campaign in the gray box era of the Realms, I'm hoping to take advantage of the relatively blank slate that it offers for story possibilities, not to limit the creativity of your characters. There were no dwarven paladins, for example, back when the gray box first came out, but they work just fine for me here. I am something of a traditionalist; I do like there being a dedicated fighter type, a wizard, a thief and a cleric in a party, with the rest of the slots being filled with characters of differing specialties. I think there's lots of possibilities within that framework, but by the same token, I can't force players to play characters they don't want. If the best possible mix of players and characters doesn't match what I had in my head, then I'll roll with it. I don't want players to feel that I've herded them or forced them into roles they don't want.

What I really don't want is for this story to be limited by subsequent canon. It doesn't matter to me, for example, that Lhaeo turned out to be the last surviving Tethyrian prince in whatever book or supplement where that was revealed. That's not something I feel bound to use. Heck, in my campaign, maybe Alias (that tattooed girl) sneezes and Lhaeo catches cold and dies while Elminster is on Earth helping Ed with his ecologies :-)

Anyways, yeah, off my soapbox.


Last character Half Orc Sorceror Orc bloodline, posting it soon


Hezar (Human Skirmisher/Battle Scout Ranger):

STR 12
DEX 16+2
CON 13
INT 14
WIS 14
CHA 10

Feats: Point Blank, Precise Shot
Traits: Suspicious, Jungle Fighter

Skills: Ranks in Acrobatics, Climb, Craft: Bowyer, Geography, Nature, Perception, Ride, Stealth, Survival, Swim

Basics: He is the classic scout/tracker. Grew up in the woods, and lives there still. Unlike the usual Ranger he does not use magic, using specific tricks instead. In combat he fights with a Longbow, also carrying a Longspear and hand axe. He will be a focused archer, though, as you can see by his stat he is also skilled in many other areas, as befits a true woodsman.


DM Locke wrote:
Just FYI, your Ranger is the only character submitted that fills a very valuable potential role in the party (the wilderness survival/skills guy or gal).

My cave\alier has survival and knowledge: Nature if that what you're refering too.


DM Locke wrote:
Just FYI, your Ranger is the only character submitted that fills a very valuable potential role in the party (the wilderness survival/skills guy or gal).

My cavalier has survival and knowledge: Nature if that what you're refering too.

Cheliax

Ebinguard Stone

Idea: He is an earthly rock creature(Oread) wizard(abjuration) who uses his hammer (malrick) to cast his spells. He is mainly defensive.

Age/sex/appearance:

Age: 85

Sex: Male

Height: 4ft

Weight: 150lb

Hair: none

Eyes: black crystalline

Abilitiy Scores/Class/Race:

HP: 6
Initiative: +3
Speed: 20ft

Race: Oread

Class: Wizard(abjuration)

Speed: 20ft

Ability Scores:

STR: 14 MOD: +2

DEX: 16 MOD: +3

CON: 8 MOD: -1

INT: 18 MOD +4

WIS: 10 MOD 0

CHA: 8 MOD -1

Sacrificed Schools:

Enchantment, Necromancy

[spoiler=Defense]

AC: 14 = Base(10)+Armor(0)+DEX(3)+NATURAL(1)
Touch: 13
Flat-Footed: 11

CMD: 14 = BAB(0)+STR(2)+DEX(3)

Fort: 0 = Base(0)+CON(0)
REF: +3 = Base(0)+DEX(3)
WILL: +2 = Base(2)+WIS(0)

Attacks:

BAB: +0

Warhammer(Malrick) 1d8+3(STR2+Masterwork1) (x3 crit)

Feats/Abilities/Traits:

Feats:

1 - Martial Weapon Profiency

1 - Spell Focus(abjuration)

Abilities:

1- Treacherous Earth: Once per day, an oread with
this racial trait can will the earth to rumble and shift,
transforming a 10-foot-radius patch of earth, unworked
stone, or sand into an area of difficult terrain, centered
on an area the oread touches. This lasts for a number of
minutes equal to the oread’s level, after which the ground
returns to normal.

1 - Magical Talent Trait: Cast Read magic spell once per day.

1 - Resistance (Ex): You gain resistance 5 to an energy type
of your choice, chosen when you prepare spells. This
resistance can be changed each day.

Protective Ward (Su): As a standard action, you can create
a 10-foot-radius field of protective magic centered on you
that lasts for a number of rounds equal to your Intelligence
modifier. All allies in this area (including you) receive a
+1 def lection bonus to their AC. This bonus increases by
+1 for every five wizard levels you possess. You can use
this ability a number of times per day equal to 3 + your
Intelligence modifier.

Oread Racial Benefits:

Slow Speed: Gnomes have a base speed of 20 feet.

Dark-Vision: Oreads can see in the dark up to 60 feet.

Treacherous Earth: Once per day, an oread with
this racial trait can will the earth to rumble and shift,
transforming a 10-foot-radius patch of earth, unworked
stone, or sand into an area of difficult terrain, centered
on an area the oread touches. This lasts for a number of
minutes equal to the oread’s level, after which the ground
returns to normal. This racial trait replaces the spell-like
ability racial trait.

Granite Skin: Rocky growths cover the skin of oreads
with this racial trait. They gain a +1 racial bonus to natural
armor. This racial trait replaces energy resistance.

Traits:

Gifted Adept(Inivisbility): Pick one spell when you choose this trait. Whenever you cast that spell, its effects manifest at +1 caster level.

Magical Talent(Read Magic): Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.

Skill List:

Skills:

Acrobatics +3
Appraise +4
Bluff -1
Climb +2
Diplomacy -1
Disguise -1
Escape Artist +3
Fly +3
Heal 0
Intimidate -1
Perception 0
Perform 0
Ride +3
Sense Motive 0
Stealth +3
Survival 0
Swim +2

Class Skills:

Appraise +4 = INT(4)
Craft +4 = INT(4)
Fly +3 = DEX(3)
Knowledge(all) +4 = INT(4)
Knowledge(arcana) +7 = INT(4) + Rank(1)
Knowledge(dungeoneering) +7 = INT(4) + Rank(1)
Knowledge(history) +7 = INT(4) + Rank(1)
Linguistics +7 = INT(4) + Rank(1)
Profession +4 = WIS(0) + Rank(1)
Spellcraft +7 = INT(4) + Rank(1)

Spells Prepared:

0 Level:

Resistance

Mage Hand

Mending

Arcane Mark(2x)

1st Level:

Stone Shield

Mage Armor(2)

2nd Level:

Inivisbility

Resist Energy

Inventory:

Spell component pouch Weight: 2lb Cost: 5gp

Spellbook, wizard’s Weight: 3lb Cost 15gp

Explorer’s outfit Weight: 8lb Cost: 10gp

Backpack Weigth: 2lb Cost: 2gp

Waterskin Weigth: 4lb Cost: 1gp

Rations, 3 day Weight: 3lb Cost 1.5gp

Gold Weight: 1.7lb

Total Weight: 20 lb

Gold: 85 gp 5sp


Yet another Ranger from me:

unnamed human ranger:

Female Human Ranger 1
N Medium humanoid (Human)
Init +3; Senses Perception +6

Defense:
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 16 (1d10+6)
Fort +4, Ref +5, Will +2

Offense:
Speed: 30 ft.
Melee: Greatsword +3 (2d6+3, 19-20/x2) (S)
Dagger +3 (1d4+2, 19-20/x2) (P or S)
Ranged: Masterwork Composite Longbow (+2 str) +5 (1D8+2, 20/x3) (P) (110 ft.)
Special Attacks: favored enemy (?)

Statistics:
Str 14, Dex 16, Con 14, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 16
Traits: Rich Parents,
Feats: Fast Learner, Toughness,
Skills: Acrobatic (dex) +7, Climb (str) +6, Knowledge (nature) (int) +5, Perception (wis) +6, Stealth (dex) +7, Survival (wis) +6, Swim (Str) +6
Languages: Common,
SQ: track +1, wild empathy +2

Equipment:
Carrying Capacity: up to 58 light, 59 to 116 medium, 117 to 175 heavy
Combat Gear: Dagger, Greatsword, Leather armor, Masterwork Composite Longbow (+2 str), Arrows (40),
Other Gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail rations (4), Soap, Waterskin, Whetstone, Antitoxin (vial), Tindertwig (6), Traveler's outfit, Potion of Cure Light Wounds (2), ;(55,5 lbs; light)
GP: 72,28

With some modifications I talked with DM Locke, still need another trait and a few skills.


Runner188 here with a second submission. Here's Jal Corrwin, a Barbarian (Wild Rager/Breaker). He's the type of guy to go charging into battle, striking with whatever is at hand in a full out attack. For that reason, he's not a very good flanking buddy, or anything like that. In fact he generally tries to fight away from his allies when he can.

Cheliax

Ralinbo Valor

Idea: A very vanilla broad spectrum human wizard.

Age/sex/appearance:

Age: 22

Sex: Male

Height: 4'10

Weight: 120lb

Hair: short brown

Eyes: blue

Abilitiy Scores/Class/Race:

HP: 6
Initiative: +2
Speed: 30ft

Arcane Bond: Amulet

Race: Human

Class: Wizard(universalist)

Alignment: True Nuetral

Speed: 30ft

Ability Scores:

STR: 10 MOD: 0

DEX: 14 MOD: +2

CON: 10 MOD: 0

INT: 20 MOD +5

WIS: 13 MOD +1

CHA: 10 MOD 0

[spoiler=Defense]

AC: 12 = Base(10)+Armor(0)+DEX(2)
Touch: 12
Flat-Footed: 10

CMD: 14 = BAB(0)+STR(2)+DEX(3)

Fort: 0 = Base(0)+CON(0)
REF: +2 = Base(0)+DEX(2)
WILL: +3 = Base(2)+WIS(1)

Attacks:

BAB: +0

Dagger 1d4+1(STR0) (19-20 x2)

Feats/Abilities/Traits:

Feats:

1 - Eschew Materials

1 - Echoing Spell(metamagic)

1 - Spell Focus(conjuration)

Abilities:

Hand of the Apprentice (Su): You cause your melee weapon
to f ly from your grasp and strike a foe before instantly
returning to you. As a standard action, you can make a single
attack using a melee weapon at a range of 30 feet. This attack
is treated as a ranged attack with a thrown weapon, except
that you add your Intelligence modifier on the attack roll
instead of your Dexterity modifier (damage still relies on
Strength). This ability cannot be used to perform a combat
maneuver. You can use this ability a number of times per
day equal to 3 + your Intelligence modifier.

1 - Magical Talent Trait: Cast Read magic spell once per day.

Human Racial Benefits:

+2 to One Ability Score: Human characters gain a +2 racial
bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Humans are Medium creatures and receive no
bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level
and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans
with high Intelligence scores can choose any languages they
want (except secret languages, such as Druidic).

Traits:

Gifted Adept(Create Pit): Pick one spell when you choose this trait. Whenever you cast that spell, its effects manifest at +1 caster level.

Magical Talent(Mending): Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.

Skill List/Languages:

Skills:

Acrobatics +2
Appraise +5
Bluff 0
Climb 0
Diplomacy 0
Disguise 0
Escape Artist +2
Fly +2
Heal +1
Intimidate 0
Perception +1
Perform 0
Ride +2
Sense Motive +1
Stealth +2
Survival +1
Swim 0

Class Skills:

Appraise +5 = INT(5)
Craft +5 = INT(5)
Fly +2 = DEX(2)
Knowledge(all) +5 = INT(5)
Knowledge(arcana) +8 = INT(5) + Rank(1)
Knowledge(dungeoneering) +8 = INT(4) + Rank(1)
Knowledge(history) +8 = INT(5) + Rank(1)
Knowledge(local) +8 = INT(5) + Rank(1)
Linguistics +8 = INT(5) + Rank(1)
Profession +5 = WIS(1) + Rank(1)
Spellcraft +7 = INT(4) + Rank(1)

Languages

Common, Elven, Gnome, Dwarven, Draconic, Halfing, Orc

Spells Prepared:

0 Level:

Drench

Detect Magic

Dancing Lights

Prestidigitation

Daze

1st Level:

Abundant Ammunition

Floating Disk

2nd Level:

Inivisbility

Summon Monster II

Inventory:

Dagger Weight: 1lb Cost 2gp

Spell component pouch Weight: 2lb Cost: 5gp

Spellbook, wizard’s Weight: 3lb Cost 15gp

Traveler’s outfit Weight: 5lb Cost: 1gp

Backpack Weigth: 2lb Cost: 2gp

Waterskin Weigth: 4lb Cost: 1gp

Rations, 3 day Weight: 3lb Cost 1.5gp

Gold Weight: 1.7lb

Total Weight: 19 lb

Gold: 89 gp 5sp


Here is my character for consideration:

Bran Morigon
Human Fighter

Stats & Stuff:

Strength 17
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 12
Weapons: Longsword, dagger, hand axe; Armor: Chain shirt, light shield; Feats: Weapon Focus (Longsword), Shield Proficiency; Skills: Craft (Woodworking), Profession (Lumber Working/Shipyard), Intimidate, Handle Animal, Climb, Sense Motive, Survival, Swim, Knowledge (Geography); Traits: Courageous, Suspicious.

Background:

Growing up on the edge of the wilderness is tough enough, but growing up in the household of an ex-adventurer whose glory days were ruined by a bear and the bottle are much worse. Bran's father was a respected warrior until a serious mauling by a dire bear took one of his legs and left him unable to work as an adventurer anymore. So, he returned home to the shipyards of Mosstone and the sawmills and the back-breaking labor and drowned his woes on drink and gambling. A rough man, he was an even rougher husband and father, and Bran learned very quickly to stay out of his way. Bran went to work in the sawmill when he was but 12 years old; big enough to feed lumber through the splitters and blades. Later, he earned a spot on a team of lumberjacks, working the Wealdath forest, cutting trees, and hauling them back to the yard. He loved being outdoors and the smell of horses and leather, wood and salty sea of Firedrake Bay. And as long as he was helping to put food on the table, he went largely unnoticed by his father.
But he loved going to the docks the most - taking the dried lumber to the yards for ships and buildings, walking the streets and ogling at the shops, the girls, and especially the adventurers. Their tales of brave deeds and dangerous monsters made Bran long for such a life. He had some skill with the axe (he had won a few throwing contests at the yearly festival) but he longed to wield a real sword, one like his father had hanging over the fireplace in their dingy little house on the side of the creek. During his visits, he learned that there were schools where men and women were trained to be fighters, but the cost was steep, still, he made up his mind to save up and apply.
For three years he saved every coin he could. For three years he put up with taunts from his friends for not going drinking with them. For three years he listened to his father take out his frustrations on his mother and his two younger sisters.
And on his nineteenth birthday, Bran waited for his father to return home from the tavern; everything he owned was packed away and ready. He had given his mother and sisters some money to make a fresh start and had sent them away to live with family. And when his father came home, drunk and angry and ready to fight, Bran told him everything that he had done and what he was about to do. He figured his father would try to kill him, maul him, ruin him like he was ruined. But...his father simply reached above the fireplace, took down his old sword, and handed it to Bran.

"Ye earned it, I reckon," he said. "Take it and make yourself a better man than I am. Work hard and trust no one, else ye'll end up like me."
Bran swallowed hard and said, "I will do my best."
His father nodded and turned away...and that was the last Bran ever saw or heard of him.

Bran didn't have enough gold to get into the fighter's training school in Zazesspur, but he was strong and stubborn, so they let him in if he agreed to work for the rest of his tuition. Honed by years of hauling lumber, Bran worked hard, both at his studies and after classes. For a year, he trained and worked, and graduated as a fighter, carrying a sword and shield, ready to see the world. He was determined to do his best...just like he promised his father.

About Me:
Been gaming since '82 and am a huge fan of the Realms; I'm currently running a 2E game set near the Moonwood. Whether I get picked for the game or not, I'm excited that you are gaming in the Realms the way they SHOULD be ran! All of the 3E/4E crap is just that...crap. Glad you are keeping the Realms pure.


Tried a Wilderness Rogue; traded Sneak Attack for a good fort save and the Track ability, modified the skills and proficiencies lists...

unnamed human Wilderness Rogue:

Female Human Wilderness Rogue 1
N Medium humanoid (Human)
Init +3; Senses Perception +6

DEFENSE:
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 14 (1d8+6)
Fort +4, Ref +5, Will +2

OFFENSE:
Speed 30 ft.
Melee Longsword +2 (1d8+2, 19–20/x2) (S)
dagger +2 (1d4+2, 19–20/x2) (P or S)
Ranged Masterwork Composite Longbow (+2 str) +4 (1D8+2, 20/x3) (P) (110 ft.)
Special Attacks

STATISTICS:
Str 14, Dex 16, Con 14, Int 13, Wis 14, Cha 12
Base Atk +0; CMB +2; CMD 15
Feats: Fast Learner, Thoughness
Skills: Acrobatic (dex) +7, Climb (str) +6, Disable Device (Dex) +7, Knowledge (nature) (int) +5, Perception (wis) +6, Stealth (dex) +7, Survival (wis) +6, Swim (Str) +6
Traits: Rich Parents
Languages Common
SQ: track +1, trapfinding +1

Equipment:
Carrying Capacity: up to 58 light, 59 to 116 medium, 117 to 175 heavy
Combat Gear: Dagger, Longsword, Leather armor, Masterwork Composite Longbow (+2 str), Arrows (40),
Other Gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail rations (4), Soap, Waterskin, Whetstone, Antitoxin (vial), Tindertwig (6), Traveler's outfit, Potion of Cure Light Wounds (2), Masterwork Thieves' tools, ;(53,5 lbs; light)
GP: 7,28


@ Critzible - will be looking forward to seeing him!

@ Vuvu - thanks! Another Ranger - excellent. Gotta love those woodsie types - and Tethyr has a very large forested area that may figure in the story....

@ Harark - my apologies, I didn't examine your character closely enough to notice that. An interesting blend of abilities for a Cavalier!

@ Ebonnard Raloon - two wizards! My thanks :-) If a wizard ends up getting chosen we must remember to design his mage sigil - very important for a Realms wizard. Just for my own edification, did you randomly roll the human wizards' height and weight?

@ Belle Mythix - the ranger is looking pretty good - the wilderness rogue - well, maybe I'll hold off on that for the time being. Don't know why a rogue wouldn't want sneak attack, but like I said earlier, I am a traditionalist.

@ Runner188 - thanks for the Barbarian! He looks like quite the heavy hitter!

@ hedgeknight - thanks very much :-) The current state of the realms is distressing to me - thankfully, we can set things right here. I'm glad you chose to check this game out!


Okay Rowena Bloodfist Orc Sorceress Orc Bloodline

Rowena:

Half-orc Sorceress level 1
Alignment:CN Age:16 Hair:Black Eyes:Yellow Hgt:6 Wgt:150
Diety:Tempus
Str-14 +2
Dex-13 +1
Con-12 +1
Int-14 +2
Wis-14 +2
Cha=16 +3
Init:+4 Speed:30ft.
BAB:+0
Fortitude:+2 [+0+1(Con)+1(SacredTattoo)]
Reflex: +2 [+0+1(dex)+1(Sacred Tattoo)]
Will: +5 [+2+2(wis) +1(sacred tattoo)]
AC: 11 = 10+1(dex)
touch 11 flat 10
CMB +2 =+0+2
CMD 13 =10+0+1+2

Cestus +2 1d4+2 19-20/x2 bludgeoning
Dagger(x2)+2 1d4+2 19-20/x2 piercing Range:10ft.
Longsword +2 1d8+2 19-20/x2 Slashing
Javelins(x5) +2 1d6+2 x3 Range:30ft Piercing
Boar Spear +2 1d2+8 x3 Piercing

Skills:
Bluff 7= 1+3(Cha)+3(class)
Intimidate 7= 1+3(Cha)+3(class)
Perception 5= 1+2(wis) + 2(deadeye)
SpellCraft 6= 1+2(Int)+3(class)
Survival 6= 1+2(wis)+3(class)

Feats:Endurance*(Shamans' Apprentice) Eschew material* Keen Scent
traits:
Dead Eye: One eyed, but you have a strong eye and gain +2 to Perception checks
Reactionary: you learned during your upbringing to react to danger faster than others thus you gain +2 to iniative

Abilities:
Darkvision 90ft( originally 60, but increased do to bloodline power)
Orc blood (considered an orc for spells excreta)
Speed:30ft.
Medium
City Raised: Longsword and Whip Profiency, plus +1 to Knowledge(local)replaced weapon familiarity
Shamans' Apprentice: Training under the tribal shaman ain't easy and the markings and skill are proof thus you gain Endurance as a free feat(replaces orc ferocity)
Sacred tattoo: During training was marked with the sacred script and signs of the Orc gods these tattoos protect you from many things +1 to all saves

Orc Bloodline: Class Skill:Survival, Bloodline Power: Gain 90foot Darkvision, and gets to add +1 per damage per damage die to all spells that deal damage

Rage:6/day for 1 round gain 1/2 your sorceror level to attack rolls, damage rolls, and Will saves ( currently +1)

Spells Per day Spells Known
1- 4 0-4
1-2
Spells
0-detect magic, read magic, spark, acid splash
1- mage hand, magic missile

Equipment:
Explorers outfit
backpack
bedroll
belt pouch
waterskin
whetstone
soap
iron pot
holy symbol wooden: Tempus
Holy Text:Tempus
Blanket
1 week Orc trail ration
metal tankard


DM Locke wrote:


@ Belle Mythix - the ranger is looking pretty good - the wilderness rogue - well, maybe I'll hold off on that for the time being. Don't know why a rogue wouldn't want sneak attack, but like I said earlier, I am a traditionalist.

Sneak Attack is kinda "back-stabbing", maybe the character doesn't like to do that?

Cheliax

Aja Firebrand

Idea: An offensive sorcerer Ifrit

Age/sex/appearance:

Age: 75

Sex: Male

Height: 5'2

Weight: 110lb

Hair: Short Red

Eyes: White

Abilitiy Scores/Class/Race:

HP: 6
Initiative: +3
Speed: 30ft

Race: Human

Class: Sorcerer (elemental,fire)

Alignment: CN

Speed: 30ft

Ability Scores:

STR: 11 MOD: 0

DEX: 16 MOD: +3

CON: 10 MOD: 0

INT: 10 MOD 0

WIS: 10 MOD 0

CHA: 20 MOD +5

[spoiler=Defense]

AC: 13 = Base(10)+Armor(0)+DEX(3)
Touch: 13
Flat-Footed: 10

CMD: 14 = BAB(0)+STR(0)+DEX(3)

Fort: 0 = Base(0)+CON(0)
REF: +2 = Base(0)+DEX(3)
WILL: +3 = Base(2)+WIS(1)

Attacks:

BAB: +0

Mace, heavy 1d8+0(STR0) (x2)

Feats/Abilities/Traits:

Feats:

1 - Eschew Materials

1 - Spell Focus(magic missile)

Abilities:

Elemental Ray (Sp): Starting at 1st level, you can unleash an
elemental ray as a standard action, targeting any foe within
30 feet as a ranged touch attack. This ray deals 1d6 points of
damage of your energy type + 1 for every two sorcerer levels
you possess. You can use this ability a number of times per
day equal to 3 + your Charisma modifier.

1 - Spell-Like Ability: Burning hands 1/day (caster level equals
the ifrit’s level).

1 - Magical Talent Trait: Know Direction spell once per day.

Ifit Racial Benefits:

Native Outsider: Ifrits are outsiders with the native subtype.
Medium: Ifrits are Medium creatures and receive no bonuses
or penalties due to their size.
Normal Speed: Ifrits have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals
the ifrit’s level).
Energy Resistance: Ifrits have fire resistance 5.
Fire Affinity: Ifrit sorcerers with the elemental (fire)
bloodline treat their Charisma score as 2 points
higher for all sorcerer spells and class abilities.
Ifrit spellcasters with the Fire domain use their
domain powers and spells at +1 caster level.

Traits:

Gifted Adept(Magic Missile): Pick one spell when you choose this trait. Whenever you cast that spell, its effects manifest at +1 caster level.

Magical Talent(Know Direction): Choose a 0-level spell. You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability’s save DC is Charisma-based.

Skill List:

Skills:

Acrobatics +3
Appraise 0
Bluff +5
Climb 0
Diplomacy +5
Disguise +5
Escape Artist +3
Fly +3
Heal 0
Intimidate +5
Perception 0
Perform +5
Ride +3
Sense Motive 0
Stealth +3
Survival 0
Swim 0

Class Skills:

Appraise 0 = INT(0)
Bluff +9 = CHA(5) + Rank(1)
Craft(weapon) 0 = INT(0)
Fly +3 = DEX(3)
Intimidate +9 = CHA(5) + Rank(1)
Knowledge(arcana) 0 = INT(0)
Knowledge(planes) 0 = INT(0)
Profession 0 = WIS(0)
Spellcraft 0 = INT(0)
Use Magic Device +5 = CHA(5)

Spells Known:

0 Level:

Acid Splash

Drench

Detect Magic

Prestidigitation

Daze

1st Level:

Magic Missile

Shield

Spells per day: o level: 5, 1st level: 1

Inventory:

Mace, heavy Weight: 8lb Cost 12gp

Explorer’s outfit Weight: 8lb Cost: 10gp

Backpack Weigth: 2lb Cost: 2gp

Waterskin Weigth: 4lb Cost: 1gp

Rations, 3 day Weight: 3lb Cost 1.5gp

Gold Weight: 1.7lb

Total Weight: 26 lb

Gold: 193 gp 5sp

Cheliax

DM Locke wrote:


@ Ebonnard Raloon - two wizards! My thanks :-) If a wizard ends up getting chosen we must remember to design his mage sigil - very important for a Realms wizard. Just for my own edification, did you randomly roll the human wizards' height and weight?

No, i just took the average :P. And im really trying to fill the arcane need your party has. I just dont know exactly what you are looking so im trying my best :). And the sigil would be VERY fun to create.


Thinking shes' a strong powerful individual whose call while training under the tribal shaman was for Tempus she thus was kicked out and found out her magical power and learned some spells from who ever she could she has thus grown up mostly orphaned in Zazzomar, and seeks to use her power to stablize her adoptive homeland.

She is brutal, survivor and child of the streets, after surviving the brutallity of the orc horde. She is simple to travel, and reads the old well used Holy Canon of Tempus when ever she cans, she baths when she can often in horse troughs and in the street. She cares not, but if a battle insues she will stand strong and fight, using weapon and spell


@ Critzible - Thanks for the submission :-) Nice to see a few more female characters, even if this one is half an orc!

@ Ebonnard - Well, 4'10" is about a foot short of average, unless he's a half-halfling (a quarterling?). Anyways, thanks, more arcane options are always a good thing.

Cheliax

Now the question remains... Make more characters or stop.... (i have no life)

Cheliax

DM Locke wrote:

@ Critzible - Thanks for the submission :-) Nice to see a few more female characters, even if this one is half an orc!

@ Ebonnard - Well, 4'10" is about a foot short of average, unless he's a half-halfling (a quarterling?). Anyways, thanks, more arcane options are always a good thing.

ok np :P. i just went by the book. I always wondered why humans were so short in pathfinder. Maybe im reading it wrong.

Table 5–7: Core Race Random Height & Weight
Base Base Weight
Race Height Weight Modifier Multiplier
Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 ×7 lbs.
Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 ×7 lbs.
Elf, male 5 ft. 4 in. 100 lbs. 2d8 ×3 lbs.
Elf, female 5 ft. 4 in. 90 lbs. 2d6 ×3 lbs.
Gnome, male 3 ft. 0 in. 35 lbs. 2d4 ×1 lb.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 ×1 lb.
Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 ×5 lbs.
Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 ×5 lbs.
Half-orc, male 4 ft. 10 in. 150 lbs. 2d12 ×7 lbs.
Half-orc, female 4 ft. 5 in. 110 lbs. 2d12 ×7 lbs.
Halfling, male 2 ft. 8 in. 30 lbs. 2d4 ×1 lb.
Halfling, female 2 ft. 6 in. 25 lbs. 2d4 ×1 lb.
Human, male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Human, female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.


Badger, Boddyknock wrote:
Now the question remains... Make more characters or stop.... (i have no life)

Welcome to the club.


Ebonnard Raloon wrote:
DM Locke wrote:

@ Critzible - Thanks for the submission :-) Nice to see a few more female characters, even if this one is half an orc!

@ Ebonnard - Well, 4'10" is about a foot short of average, unless he's a half-halfling (a quarterling?). Anyways, thanks, more arcane options are always a good thing.

ok np :P. i just went by the book. I always wondered why humans were so short in pathfinder. Maybe im reading it wrong.

Table 5–7: Core Race Random Height & Weight
Base Base Weight
Race Height Weight Modifier Multiplier
Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 ×7 lbs.
Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 ×7 lbs.
Elf, male 5 ft. 4 in. 100 lbs. 2d8 ×3 lbs.
Elf, female 5 ft. 4 in. 90 lbs. 2d6 ×3 lbs.
Gnome, male 3 ft. 0 in. 35 lbs. 2d4 ×1 lb.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 ×1 lb.
Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 ×5 lbs.
Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 ×5 lbs.
Half-orc, male 4 ft. 10 in. 150 lbs. 2d12 ×7 lbs.
Half-orc, female 4 ft. 5 in. 110 lbs. 2d12 ×7 lbs.
Halfling, male 2 ft. 8 in. 30 lbs. 2d4 ×1 lb.
Halfling, female 2 ft. 6 in. 25 lbs. 2d4 ×1 lb.
Human, male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Human, female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.

The trick with that chart, is that you take the base height (4'10" for human males) and roll the dice, adding that number of inches to your height. Assuming average rolls, thats 11 extra inches, making the average human male 5'9". You then take what you rolled, multiply it by 5, and add that to weight. So our 5'9" average human male would weigh 175 lbs. :-)

Cheliax

DM Locke wrote:
Ebonnard Raloon wrote:
DM Locke wrote:

@ Critzible - Thanks for the submission :-) Nice to see a few more female characters, even if this one is half an orc!

@ Ebonnard - Well, 4'10" is about a foot short of average, unless he's a half-halfling (a quarterling?). Anyways, thanks, more arcane options are always a good thing.

ok np :P. i just went by the book. I always wondered why humans were so short in pathfinder. Maybe im reading it wrong.

Table 5–7: Core Race Random Height & Weight
Base Base Weight
Race Height Weight Modifier Multiplier
Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 ×7 lbs.
Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 ×7 lbs.
Elf, male 5 ft. 4 in. 100 lbs. 2d8 ×3 lbs.
Elf, female 5 ft. 4 in. 90 lbs. 2d6 ×3 lbs.
Gnome, male 3 ft. 0 in. 35 lbs. 2d4 ×1 lb.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 ×1 lb.
Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 ×5 lbs.
Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 ×5 lbs.
Half-orc, male 4 ft. 10 in. 150 lbs. 2d12 ×7 lbs.
Half-orc, female 4 ft. 5 in. 110 lbs. 2d12 ×7 lbs.
Halfling, male 2 ft. 8 in. 30 lbs. 2d4 ×1 lb.
Halfling, female 2 ft. 6 in. 25 lbs. 2d4 ×1 lb.
Human, male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Human, female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.

The trick with that chart, is that you take the base height (4'10" for human males) and roll the dice, adding that number of inches to your height. Assuming average rolls, thats 11 extra inches, making the average human male 5'9". You then take what you rolled, multiply it by 5, and add that to weight. So our 5'9" average human male would weigh 175 lbs. :-)

*facepalm* thank you lol


@ Ebonnard Raloon - no problem!


Here's a little info about the third of Tethyr's four big cities:

Saradush is located in the southeast corner of Tethyr in the foothills of the Snowflake Mountains. As one of the "Big Four" cities in Tethyr, it has its aspirations of power, but unlike some of the other cities in the country, these aspirations are tempered by reason and motivated by more than just a blind lust for power.

Saradush is the headquarters for all agriculture in far eastern and southeastern Tethyr. Tobacco, cotton, teas and other herbs, and a few exotic vegetables are the most common crops. Hunting for wild game in the open lands to the northwest provides much of the food for the area, though there is little left over for export. There is some mining in the mountains to the east, but it is not particularly profitable.

In the days of the royal family, Saradush was an important government city, filled with bureaucrats and emissaries from the lands to the east. After the overthrow, the Royal Quarter (as it was called) cleared out overnight. Ambassadors returned to their native countries, and most bureaucrats took new names and tried to blend in with the population.

Saradush is not ruled by a Town Council, but by one man: the self-titled Lord Mayor Oon Santele. Santele is a popular and powerful leader, and most importantly - and this is a rarity in Tethyr today - a good leader. Santele has the welfare of Saradush first in his mind at all times. He is neither petty nor vengeful, and he administers justice to the rich and poor in the same fair way.

Santele is no saint; he is overly fond of titles, pomp, and ceremony. But these are minor faults in the eyes of the people of Saradush when compared to his strong points. Like any other leader in Tethyr, Santele has dreams of ruling a reunited country, but he is not ruthless enough to do the things necessary to seize power. He also thinks that an attempt to expand his power over all of Tethyr would keep him from doing a good job in Saradush, and since that is his first priority, he probably won't try.


Yeah I like my Orc.. was thinking of doing one more character... but was wondering if either a 1/2 orc cleric of Sune. or a 1/2 orc Oracle of Battle?


Lady Zaldane wrote:
Yeah I like my Orc.. was thinking of doing one more character... but was wondering if either a 1/2 orc cleric of Sune. or a 1/2 orc Oracle of Battle?

A half orc cleric of Sune? :-O Wow.


Might do a witch though.. i'm digging the half orc right now

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