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Kardinnyr Azrinrae

Krisam's page

230 posts (1,487 including aliases). 1 review. 2 lists. No wishlists. 12 aliases.


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I'm running a play-by-email (pbem) Rise of the Runelords game on Yahoo Groups that has space for one more, if you enjoy writing. We're early in the second module. Send me a private message if you're interested (go to my profile and hit 'send private message').


Heh! I can't help but picture that scene from the beginning of Kung Fu Panda. "We should hang out." "Agreed."

Feralkind shall rule these sands!


So, here's Koshu with a tentative backstory, pending mixing it up with the rest of you. I can't believe there are no lion avatars. :P I plan to make him a fighter from level 4.

One question for Ray: Koshu gets 2 claw attacks. Can he use them now with a full-round action since they're primary natural weapons, or does he have to wait 'til his bab is +6? I've assumed he doesn't need Two-Weapon Fighting to use them (since they are natural weapons, again), but if that's in error please let me know.


wicked_raygun wrote:
Is cat veneration a thing in Osirion?

I'm not sure, but I think that was part of the Old Gods worship, if it existed. I don't think it exists now. At least, I'm treating it that way in my catfolk's backstory. If anyone knows otherwise, please give me a holler.


Thanks, Raygun and YR. On reading through the Player's Guide, I've decided my paladin concept doesn't quite suit the setting. Now I'm leaning more toward a catfolk fighter/ranger, assuming the race is okayed.

Gah! So many ideas, so little time to play them all... hehehe.


*glee*

Raygun, the feat from 3.5 I'm interested in is Short Haft. It wouldn't come up until around level 3, but since it has feat prerequisites I thought I'd ask now.

Edit: Also, how much does a camel cost? Some places I read 150gp, others I read that it's the same as a light horse (75gp).


I'm thinking about subscribing just for this AP. I love the concept of Numeria, can't wait to hear more!


Woohoo! Thanks! :D Working on it now.


Not to jump the gun (pun partially intended) or anything, but I've been following the gameplay thread and I'm definitely still interested in this game, if you're going to be recruiting again...


As a player I enjoy knowing a lot about a setting, but it isn't strictly necessary. As a DM, I love to know details about a setting that can bring it to life for me, and thus for my players with a little effort. Generic Trading Town is a boring place, you know? And often, other people's view of what the town/area/gods/whatever should be makes it more fresh than yet another one I've cranked out.


OK, I stayed up a bit longer than I should have, but here's my concept:

Name: Benjamin Alderly Löwenwal
Race: half-elf
Class: fighter (gunslinger?)/magus (kensai)

Folk did bad things to survive the bad old days of the Great Collide and the death of the named gods... everyone knows that. But what my family did... Hangman, forgive them. And forgive me.

A no-good rustler who made his name in The Big Drop with an elven curve blade (and a rifle? of rare accuracy), a merciless manner and the plain gumption of a man who's got nothing to lose.

"He ain't much to look at, at first glance; just another dusty road-rider in a grey poncho with his hat pulled down low. Oh, sure, he's got the looks them elf-folk always got, with dark hair an' green eyes an' them pearly whites what ain't never felt a man's fist, but that ain't what brings him to your attention. It's the _sense_ of him, if ye ken me right, an aura of doom that he brings with him like a damn cloud o' buzzards. But he's sharp - ain't nothin' escapes his eye. An' when he looks up, an' sees you lookin' right at him - well, best you have a quick draw hand, friend."


Dot for interest! I won't be able to post a character til Monday, though. Family weekend.

I am thinking of a martial class, though, likely elven or half-elven or human. A no-good rustler, come from a mysterious past to an uncertain future.

Edit: DM, would you be willing to allow Open Design's Gunfighter fighter archetype? (From the Expanded Gunslinger)


I think I'll bow out of the running for this one, good gaming to those of you who do get in instead! And thank you to nightdeath for the opportunity!

And yes, special thanks to Dal Selpher for the PM, without which I may not have realized there was a spot available for me.


Consider this my dot for interest:

Jeris, ratfolk urban druid:

Jeris
male ratfolk urban druid 1 CG
hgt: 4’0 wgt: 60 lbs
eyes: black
hair: dark gray, light grey right foot
age: 24

STR 11
DEX 16
CON 10
INT 14
WIS 16
CHA 10

Appearance:
A sleek dark gray ratfolk with a light grey right foot, Jeris wears a dull brown tunic and breeches with an equally dull gray cloak over it. There the dullness ends. He's festooned with tiny tokens, from rat skulls and cat's claws to crow feathers and carved bones and wooden beads.

Background:
Ratfolk are the lowest of the low; living in slums and sewers, they're seen as beggars and thieves at best. To be honest, that's often what they are. But among their own kind, the ratfolk of Korvosa have a strong community, and try to make their way through life with as little trouble and notice from the big folk as possible. With such curious young ones, this is a challenge, but the ratfolk thrive in the city.

Reviled by the big folk, Jeris is a respected member of his community, second in line to become the nest's shaman when the old shaman steps down. His patience and good sense have saved more than one ratfolk who got into trouble with the gangs of the city. That was why his nest rallied around him when one of his many ratlings went missing. They searched the nooks and crannies of the city, and quickly found the young ratfolk in the clutches of Gaedren Lamm.

Jeris knew about Gaedren. In fact, his habit of gambling had left him in debt to the man. He realized that his little ratling had been taken as payment due on his debt. Not wanting the rest of his nest to know about that little fact, Jeris thanked them for their help, assured them he needed no further aid, and left his wife to go get his child back - before Gaedren got the tyke caught by the authorities for theft or worse.

Drawback: Family Ties

Traits:
Iron Liver (equipment)
Missing Child (campaign): Missing Son or Daughter
Slippery (combat)

Feats:
Aspect of the Beast: Predator’s Leap (Ex)


I really, really want to play a druid with an insect swarm companion... but as there are no rules for this, chances are I'll never get to do it. :( My poor, filthy druid, bereft of insects crawling over his skin... *sob sob*


Zogar the Kellid ranger from the applicant pool, hoping for another shot!


Zogar's campaign trait is Exposed to awfulness, not Stolen Fury.

I'd love to forge a connection to the other characters, but since we don't know who's getting chosen yet, it might stress believability to have us ALL be connected...

*hums 'It's a small world after all'*


background:

Background:
When he was a young lad, Zogar was nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill him, but his father, with whom he was traveling the steppes alone, perished, and Zogar himself was struck down before being saved by a group of Chelish adventurers. Zogar was taken to the city of Kenabres, where he lingered at death's door in a coma for weeks before waking. The only thing he had to remember his father by was the nomad's huge sword. Ever since then, he was unusually hale and hearty, as if his body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars of his brush with death remained, and nightmares often plagued his sleep.

The religious Chelish family that had taken him in nursed him back to health, and subtly tried to indoctrinate him in the faith of Asmodeus without raising the ire of the witch hunters. Zogar learned what he could - he was a good student, absorbing all they could tell him about his foes - but he burned with a desire for vengeance against the monsters that had slain his father, and wished to return to his tribe as a great demonslayer. In secret, he still held Gorum in his heart. While the children of the household played at fighting demons, he took the fights all too seriously. His demeanor was grim and he never yielded, and when he came of age, the family was not entirely sorry to see him go.

Zogar tracked down his father's tribe, and spent some time among them, but his heart was restless. He had work to do, and his tribe's shaman told him both his parents would rest easy when his task was done, whether he fell in the battle or not. Zogar took all he had learned and spent years hunting the demons of the Worldwound, yearning to destroy them all. In the end, however, he gravitated to Kenabres - for where better to launch an invasion into the heart of demonkind, and end their power forever?

Appearance:
A large man with the appearance of a fur-and-leather-clad savage, Zogar's steely gaze is more intelligent than such a prejudice would suggest. Lean and hungry-looking, his stern good looks are tempered by both his obvious contempt for those he considers weak, and the four ragged claw marks that mar his right cheek. Hidden under his clothes are worse scars, but few ever see them.

Zogar carries a whopping great sword on his back, a dagger in his belt, and little else but a near-empty pack and longbow.

Personality:
Proud and grim, Zogar takes his private crusade seriously, as he does most things. His sense of humor tends to be more black than non-Kellids understand. He has taken his tribe's view of weaklings to heart, but has a soft spot for the Chelish. His sleep is always fraught with nightmares.

crunch:

Zogar
male human (Kellid) ranger 1 CG
hgt: 6’4 wgt: 230 lbs
eyes: pale blue
hair: black
age: 22

STR 16
DEX 16
CON 10
INT 12
WIS 13
CHA 10

Religion:
Gorum

Languages:
Common, Hallit, Abyssal, Infernal

Traits: Demon hunter, Exposed to awfulness

Feats: Furious focus, Power attack

HPs (d10+0): 10
AC: 16 (Dex +3, armor +3) touch (no armor, shield, natural): 13 flatfooted (no Dex): 13
Base speed: 30'

Melee: +4
Ranged: +4
CMB: +4
CMD: 17

*********************************
Initiative: +3 current speed: 30'

Melee:
dagger +4 (1d4+3, 19-20) P/S
PAFF: +4 (1d4+6, 19-20) S

greatsword +4 (2d6+3, 19-20) S
PAFF: +4 (2d6+6, 19-20) S

Ranged:
dagger +4 (1d4+3, 19-20) 10' P/S
lngbow +4 (1d8, x3) 100' P
*********************************

Fort: +2
Ref: +5
Will: +1
Demon hunter: gain +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

projected path:

1 ranger
2 fighter
3 fighter
4 fighter
5 fighter

Mythic path: Champion


I'm still interested! Zogar is ready to kick some demon butt!


Gah! Hoping to squeeze in with this application.

Zogar:

male human (Kellid) ranger (multiclass to fighter later?) 1 CG
hgt: 6’4 wgt: 210 lbs
eyes: pale blue
hair: black
age: 22

STR 16
DEX 16
CON 10
INT 12
WIS 13
CHA 10

Appearance:
A large man with the appearance of a fur-and-leather-clad savage, Zogar's steely gaze is more intelligent than such a prejudice would suggest. Lean and hungry-looking, his stern good looks are tempered by both his obvious contempt for those he considers weak, and the four ragged claw marks that mar his right cheek. Hidden under his clothes are worse scars, but few ever see them.

Zogar carries a whopping great sword on his back, a dagger in his belt, and little else but a near-empty pack and longbow.

Personality:
Proud and grim, Zogar takes his private crusade seriously, as he does most things. His sense of humor tends to be more black than non-Kellids understand. He has taken his tribe's view of weaklings to heart, but has a soft spot for the Chelish. His sleep is always fraught with nightmares.

Background:
When he was a young lad, Zogar was nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill him, but his father, with whom he was traveling the steppes alone, perished, and Zogar himself was struck down before being saved by a group of Chelish adventurers. Zogar was taken to the city of Kenabres, where he lingered at death's door in a coma for weeks before waking. The only thing he had to remember his father by was the nomad's huge sword. Ever since then, he was unusually hale and hearty, as if his body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars of his brush with death remained, and nightmares often plagued his sleep.

The religious Chelish family that had taken him in nursed him back to health, and subtly tried to indoctrinate him in the faith of Asmodeus without raising the ire of the witch hunters. Zogar learned what he could - he was a good student, absorbing all they could tell him about his foes - but he burned with a desire for vengeance against the monsters that had slain his father, and wished to return to his tribe as a great demonslayer. In secret, he still held Gorum in his heart. While the children of the household played at fighting demons, he took the fights all too seriously. His demeanor was grim and he never yielded, and when he came of age, the family was not entirely sorry to see him go.

Zogar tracked down his father's tribe (the Utwind), and spent some time among them, but his heart was restless. He had work to do, and his tribe's shaman told him both his parents would rest easy when his task was done, whether he fell in the battle or not. Zogar took all he had learned and spent years hunting the demons of the Worldwound, yearning to destroy them all. In the end, however, he gravitated to Kenabres - for where better to launch an invasion into the heart of demonkind, and end their power forever?

Traits:
Demon hunter
Exposed to awfulness

Feats:
Furious focus
Power attack

I'll crunch the numbers a bit more if Zogar is accepted.


Just letting you know I changed Rÿar's alias.


I think I'll bow out of CoT, but please keep Kaddok in mind if anyone drops out of RotR.


Aww, man. I had a great idea for a character for CC, too. *g* But I'm definitely most interested in ROTR. Do you have any comments on the story I've given Kaddok? I want to tweak it as much as possible to improve my chances!


I've added the crunch and a story (or rather, two short ones) to Kaddok.


I kind of bleh'd out on the story because it's getting so late, but here's the crunch for Kaddok.


I don't know if anyone else is having this problem, but I get a 404 error when trying to access the link to the Sandpoint pdf in your Dropbox.


Not really a text issue, but it would sure be nice if the house rules had bookmarks.


I expanded a bit on Kaddok's background and personality, though the latter I tend to let grow in the course of the game. I'm not sure what else I can tell you about him at the moment. Any more tips?


Here's my application for Kaddok Bear-Kin, a Shoanti barbarian. Please do let me know if there's anything more you'd like to know about him.

I'm in your Price of Immortality game (Rythanus).


DeathQuaker wrote:
Alternately, as we can delete our aliases as long as we never post with them, can we create an alias with profile but post a link to them under our default username until we are accepted, so we don't have to post with the alias until it is accepted?

This seems like a good compromise to me. I'll post on the recruitment thread under the assumption that this is okay.


Dot for interest.


I'm a bit leery of creating a profile for a character that may not be chosen. Would it be all right to simply post my concept under a spoiler, and wait with the profile?


Would it be all right to know the Black Tongue? In any case, I think I'll switch Trader's Tongue to something else.

I've made a few cosmetic adjustments to Rÿar as well, just FYI.


I'm about ready to finish the crunch on Ryar (I'll need a bit more time for the backstory), but I do have a few questions:

What do we do about literacy? Are we all just illiterate?

How many Fate points do we start with?

...OK, not as many questions as I thought. Here's what I've got:

updated Ryar:

[spoiler=Fluff]
Ryarkaelin Nelnaereth
female elven (Caransil) wildlander 1 TN
hgt: 5’2 wgt: 90 lbs
eyes: golden-brown
hair: black
skin: coffee-and-cream brown
age: 120
move: 30'

Concept:
A serious hunter means to excise the cancer of the Shadow from the world, one evil at a time.

Appearance:
Despite the delicate beauty that all elves enjoy, Ryar cuts a somber figure, darkly dressed and rarely smiling. Quiet by nature, when she speaks, she speaks to the point. Her raven hair is tied back in a long, thick braid, and her long coat is buckled over loose pants, which are stuffed into her scuffed and worn boots. Her golden-brown eyes are startling amid all that darkness.

A necklace of a simple rawhide cord with an inch-long carving of a woman holding an acorn is kept tucked inside her tunic; her only other decorations are the three golden rings she wears in her right ear.

Personality:
Distant and reserved, Ryar rarely smiles; she takes her work very seriously, almost to the exclusion of all else. One thing she feels strongly about is her parents’ reputation, and she’s very proud of them. Slow to trust, she is even-tempered and logical in her approach to all problems. She sees the minions of the Shadow as an infection that must be excised, with neither mercy nor anger. However, she is fierce in her defense of those she cares for and that which she believes in, and is not one to take an insult lightly.

Having spent all her life in the forest, she suffers slightly from agoraphobia when in the open, with nowhere to hide. She also has a certain disdain for horses, which aren’t very useful in the dark, tangled depths.

Background:
Ryar grew up among relatives who regaled her with the deeds of her parents, but she rarely saw them herself. Always busy fighting the Shadow, they were more idols than parents to her, and she was raised by older cousins who allowed her to learn the ways of the wilds at an early age. Baenil, Illya and Teskath were those closest to her, and affectionately called her “Kaeli.” Though they moved often, mixing with other bands on the run and preventing her from forming close associations with other elves her age, she spent much time in discussion with them and with her cousins, learning about the world outside the forest as it was and as it had been. It was her cousins who instilled in her the philosophy of treating the Shadow as a plague, to be destroyed one carrier at a time, and Ryar loved them fiercely.

However, the forces of the Shadow struck often and deep, and one by one they fell to it, leaving Ryar alone. Baenil, the last to fall, told her to go with the nearest band until her parents could reach her. She did, taking with her the token he had entrusted to her, as had her other cousins: beautiful looping rings, each engraved with their names and chased all around with delicate tracings of their favorite plants. These are the rings she bears in her ear.

Languages:
High Elven, Erenlander, Orcish, Trader's Tongue

Crunch:

CLASS: Wildlander (<-- Favored)

Str 14
Dex 20
Con 10
Int 16
Wis 10
Cha 10

SENSES Perception +12/+14 forest, Low-light vision, Darkvision 60'

DEFENSE
AC 15 Touch 15 FF 10 (+5 Dex)

CMD 18

HP: 12

SAVES
Fort: +2
Ref: +5
Will: +4

OFFENSE
Init: +5/+7 in forest

Melee
dagger +3 (1d4+2, 19-20)
longsword +4 (1d8+2, 19-20) WF
shortsword +4 (1d6+2, 19-20) WF

Ranged
dagger +6 (1d4+2, 19-20) 10'
longbow +7 (1d8, x3) 100' WF
shortbow +7 (1d6, x3) 60' WF

BAB: +1 CMB: +3

Spells:

SPELLS

Concentration +4
Resist DC 14 (● Elven Magic: Wood elves receive a +2 racial bonus on caster level checks made to overcome spell resistance)

Spells known:
Lvl.0
Daze V,S,M close
Ghost sound V,S,M close
Resistance V,S,M touch

Class/Heroic path abilities:

Class abilities
Track (Ex)
Wild empathy/Intimidation (Ex)
Wildlander talents:
- Fast stealth

Heroic path: Shadow walker abilities:
Night Vision (Darkvision 60 ft.)

Traits, Feats and Skills:

Traits:
Born on the Battlefield (personal history) - Ice Water In Your Veins: +4 Will saves

Superior Intellect (spirit): Use Intelligence when making Perception/Persuasion checks. Skill Focus in those two skills.

Feats:
Innate magic

Elven fighting initiate:invisible threat

Skill focus: Perception

Skill focus: Persuasion

Weapon focus: longbow

Weapon focus: shortbow

Weapon focus: longsword

Weapon focus: shortsword

Skills:
Acrobatics +5/+9 in trees
Climb +6/+10 in trees
Craft: bowyer/fletcher +7
Heal +4
Knowledge: dungeoneering +7
Knowledge: local (Erethor) +7
Knowledge: geography +7/+9 in forest
Knowledge: nature +7/+9 in Erethor/+11 in Caraheen
Perception +12/+14 in forest
Persuasion +6
Stealth +9/+11 in forest
Survival +4/+6 in forest/+8 in Erethor/+10 in Caraheen (+1 to track)

Equipment:

Worn equipment:
elvish traveling clothes

Carried equipment:
none

Gear weight:
0 lbs

Capacity:
Lgt.load: 58
Med.load: 116
Max.load: 175
Over head: 175 (max load)
Off ground: 350 (max load x2)
Push/drag: 875 (max load x5)

[/spoiler]


It's getting late here, so I may have made some errors, but here's the basic character I have:

Ryar the Ghost:

Ryarkaelin Nelnaereth
female elf (Caransil) wildlander 1 N
Str 14
Dex 20
Con 10
Int 16
Wis 10
Cha 10

Appearance:
Despite the delicate beauty that all elves enjoy, Ryar cuts a somber figure, darkly dressed and rarely smiling. Quiet by nature, when she speaks, she speaks to the point. Her raven hair is tied back in a long, thick braid, and her long coat is buckled over loose pants, which are stuffed into her scuffed and worn boots. Her golden-brown eyes are startling amid all that darkness.

A necklace of a simple rawhide cord with an inch-long carving of a woman holding an acorn is kept tucked inside her tunic; her only other decorations are the three golden rings she wears in her right ear.

Personality:
Distant and reserved, Ryar rarely smiles; she takes her work very seriously, almost to the exclusion of all else. One thing she feels strongly about is her parents’ reputation, and she’s very proud of them. Slow to trust, she is even-tempered and logical in her approach to all problems. She sees the minions of the Shadow as an infection that must be excised, with neither mercy nor anger. However, she is fierce in her defense of those she cares for and that which she believes in, and is not one to take an insult lightly.

Having spent all her life in the forest, she suffers slightly from agoraphobia when in the open, with nowhere to hide. She also has a certain disdain for horses, which aren’t very useful in the dark, tangled depths.

Background:
Ryar grew up among relatives who regaled her with the deeds of her parents, but she rarely saw them herself. Always busy fighting the Shadow, they were more idols than parents to her, and she was raised by older cousins who allowed her to learn the ways of the wilds at an early age. Baenil, Illya and Teskath were those closest to her, and affectionately called her “Kaeli.” Though they moved often, mixing with other bands on the run and preventing her from forming close associations with other elves her age, she spent much time in discussion with them and with her cousins, learning about the world outside the forest as it was and as it had been. It was her cousins who instilled in her the philosophy of treating the Shadow as a plague, to be destroyed one carrier at a time, and Ryar loved them fiercely.

However, the forces of the Shadow struck often and deep, and one by one they fell to it, leaving Ryar alone. Baenil, the last to fall, told her to go with the nearest band until her parents could reach her. She did, taking with her the token he had entrusted to her, as had her other cousins: beautiful looping rings, each engraved with their names and chased all around with delicate tracings of their favorite plants. These are the rings she bears in her ear.

I've chosen the shadow walker heroic path for her, and would like to give her the Silent Hunter alternate racial trait. She will be an archer with Fast Stealth.

Traits: Born on the battleground (Ice water in your veins) and Superior intellect.

Feats:
Elven fighting initiate (Invisible threat)
Innate magic (elf bonus)
Skill focus: Perception (trait bonus)
Skill focus: Persuasion (trait bonus)

hps: 2d4 + 4 ⇒ (3, 3) + 4 = 10

melee: +3
ranged: +6
CMB: +3
CMD: 18

Initiative: +5
AC: 15/15/10

Fort: +2
Ref: +5
Will: +4

I'll flesh her out more if this is acceptable. For now, I've gotta get some sleep!


I would actually be interested in playing an elven wildlander with the shadow walker heroic path, if you don't mind the occasional newbie ignorance.

Then again, I guess that character could be a Stranger as well...


Just how familiar with Midnight do you have to be to join this game? Is it barred to newbies?


Woohoo! :D I'll put together an alias ASAP!


I don't know how much luck you'll have, but you can try Deviantart.com.

Edit: Just checked, and zefig is right, you can find a number of fire genasi that fit the bill there. Searching for "pathfinder ifrit" was considerably less useful. :P


Rythanus Wintrish:

Rythanus Wintrish
male human (Chelish) magus 3 CG
hgt: 5’9 wgt: 190 lbs
eyes: blue
hair: black
age: 20

STR 16 +3
DEX 14 +2
CON 10 +0
INT 18 +4
WIS 10 +0
CHA 10 +0

Appearance:
Dark-haired and serious-looking, Rythan's quick smile can come as a surprise.

Rythanus Wintrish

Personality:
Rythan has the tendency of letting his emotions dictate his actions.

Background:
With his family being immigrants to Nirmathas from Cheliax, Rythan was born and raised in Skelt. Part of the militia of that trading city, Rythan's career came to an end when he became too deeply in debt with his gambling buddies and he was forced to skip town in a hurry.

Rythan has made it down the river to Kassen, but his sense of adventure (and need for an income) won't let him settle there. Now he's looking to join an adventuring crew, and who better than the heroes of the day?


Oops, sorry I didn't reply before - I missed your reply. I'm working on a human magus now, if you think that will fit in?


Should I avoid all the unusual races, or was it just the ifrit?

I have an idea for a ratfolk urban druid, but I'll wait on your reply.


Hmm... How about a tiefling instead? Otherwise I'll try to think of something else.


Here's my quick bid:

Lyosh:

Lyosh (LAI-oh-sh)
male ifrit sorceror (elemental fire) 3 CG
hgt: 5’6 wgt: 135 lbs
eyes: golden
hair: black-brown
age: 19

STR 11
DEX 16
CON 12
INT 14
WIS 10
CHA 18

Appearance:
While otherwise unassuming, Lyosh has a sense of presence about him, as well as the lingering smell of smoke. Lean and quick, he could pass for human if it wasn't for those slightly pointed ears and strangely sharp teeth. His golden eyes and mocking grin have made many a maid's heart flutter. Dressed in dark clothing to complement his dark hair, his long gray-brown duster and wide-brimmed hat mostly hide the accoutrements of sorcery that Lyosh takes with him everywhere he goes.

Background:
Born and raised in Tamran, fire has lain dormant for generations in Lyosh's lineage; who can say what ignited the fire in his blood? Perhaps it was the fury he felt at his gambling father's abandonment of his mother when he was no older than four. Without his merchant father bringing in money, Lyosh, his mother and his younger sister were poor - not destitute, but near enough. The family was desperate, and that desperation has never quite released its hold on Lyosh's soul. When his true nature manifested as a teenager, to avoid problems of superstition against his family, Lyosh moved out to make his own way in the world - but unlike his father, he didn't forget all about those he left. He often visits with some small gift to make their lives easier, whether it be food, coin or some useful tool. Their continued poverty makes his teeth grind, and he wants to give them a better life.

Seeking to make his fortune, Lyosh left the city to become an adventurer, but bad luck dogged his steps, and he soon found himself in Kassen with his adventuring friends disbanding and little coin to get by on. Now he's looking for another group, one that will change his fortunes - and that of his family.

I'll stat him up more if you're interested. Cheers!

Edit: My other active game is A Storm Over Tethyr as Matthias Valbrand.


I'm interested! I'm thinking of making a CG ifrit sorceror, but I still need to read up on the game. Eep, do I still have time?!?


I miss Morpheus from The Sandman. But the Excalibur group I miss too. What the serious hell have they done to Nightcrawler?


If they're anything like the Death Feats, I may have to buy that book. I imagine the DFs could be tailored to individual APs, too. Anyone want to try to come up with one? My choice would be Rise of the Runelords. :)


RISE FROM THE DEAD! *very appropriate thread necromancy*

I think the death feats and death flaws are an awesome idea, though I wouldn't mind combining them more so that each feat had its own flaws.

Can anyone think of more to add to the list?


A breakthrough! I was finally able to borrow a friend's collection of KQ, and it was in issue 10: 'Back and Better Than Ever.'

Just thought I'd post it here in case anyone else was searching for the same thing. Really could have sworn it was in Dragon!


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In my games, I just assume that all the races mature at more or less the same rate, then the long-lived ones are just adults for that much longer. I don't use the suggested guidelines for how old a given race is when they begin adventuring, obviously.

When the race is considered an adult by their fellows can differ greatly from when they biologically are mature, though. In my games races like elves and dwarves place more value on the wisdom/common sense/knowledge of the world you've gained than your age or power level. I think this offers some interesting RP opportunities without straining credibility too much.

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