Phantasmal Hand

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80 posts (1,680 including aliases). No reviews. 1 list. 1 wishlist. 10 aliases.


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Take however long you need. Your grandfather sounds like he was a great man.


Thanks for the opportunity! I'll get to building Bonehead's Alias!


Thank you so much! I'm going to start building an Alias for Markus, then I'll dot in.


Woah wait, where the heck did I misread it as MAX stats? I'm fixing that. I thought something was strange about building that kind of monster. Sorry, ignore that one.

It wasn't too bad of a fix, here's the much leaner version. I admit I was kind of worried what we'd be facing with Perfect-Statted characters.

Crunch:
Bonehead 33/85 Chaotic Good
Lv.3 Kobold Animal Speaker (Archmage/Marshal)
HP: 24/24 (3xFCB)
AC: 15 (FF: 12 , Touch:14)
CMD: 12
Fortitude: +1
Reflex: +6
Will: +3

BAB: +2
CMB: -1
STR: 6 (-2)
DEX: 16 (+3)
CON: 10 (0)
INT: 14 (+2)
WIS: 10 (0)
CHA: 17 (+3)

Traits
Languages: Draconic, Common, Dwarven
Speed: 30 Feet
Day Raider: Lowlight vision, No dark vision or sunlight sensitivity
Beast Bond: +2 to Handle Animal and Ride and they’re both class skills.
Armor: +1 Natural Armor to AC
Natural Flyer
Guiding Spirit
Hero Points (3/3)

Bardic Knowledge 1: +1 to Knowledge checks and can make unskilled checks on knowledge.
Bardic Performance (17/17): Soothing Performance, Inspire Courage, Countersong, Distraction
Animal Friend (Rats)
Versatile Performance (Dance)

Hard to Kill: Whenever you’re below 0 hp you automatically stabilize. Die only at negative double Constitution score of damage.
Mythic Power (5/5)
Surge 1: You can spend mythic power to add 1d6 to any d20 roll before results are revealed.
Marshal’s order (Advance): As a swift action, expend mythic power to allow all allies in 30ft a free move action, including 5-ft steps.
Archmage Arcana (Arcane Surge): As a swift action, expend one use of mythic power to cast any arcane spell you know for free. Non-mythics have Disadvantage on their saving throw. You have Advantage for overcoming spell resistance. Cannot apply meta magic to the cast spell.
Inspired Defense: Inspire Courage affects all saves.

Feats
Lingering Perfomance
Extra Performance
Dual Path (Mythic)

Skills
Stealth +13
Ride +11, Handle Animal +11
Escape Artist +9, Kn:Planes +9, Bluff +9, Diplomacy +9, Perform (sing)+ 9

Background Skills
Perform (Dance) +9, Sleight of Hand +9

Spells
Add summon nature’s ally to spell list known.

Level 0 (4/4)
Open/close
Mage Hand
Detect Magic
Prestidigitation
Light
Summon Instrument

Level 1 (4/4)
Summon Nature’s Ally
Songbird
Summon Minor Monster
Delusional Pride
Cure Light Wounds

Equipment .75/20
Pickpocket’s outfit (I’m assuming we get the decency of clothing)

Story:
Högröst was one of the favorites of Järndjur, the dragon patriarch of Högröst’s kobold clan. She would sing to the dragon whenever it was tired and the kobold’s voice would soothe their master to sleep. The singer was well looked after, and she didn’t have to suffer the difficulties of the average kobold. She typically took care of the tribe’s animals making sure they’re fed and cared for.

Things changed for Högröst one day as their patriarch returned from a hunt, bloodied and bleeding. Enraged and injured, Järndjur left the kobolds in shock as he retired to his inner sanctum. Fearing the literal dragon’s wrath, his kobold attendants left him to recover. Days passed, then weeks, and still there was no sign of the dragon’s return. Eventually, it was decided that someone must check on their patriarch. After much squabbling amongst the little dragon-kin, it was decided that Högröst would be the one to face the Järndjur.

With shaking hands, her tribesmen pulled the heavy chains to open their master’s inner sanctum. Högröst was ushered into the hallway and the door was slammed shut behind her. The climb to her master’s sanctum was never so cold and frightening as it had been that day. Knocking on the golden door, the kobold waited for her patriarch’s response. Time stood still as Högröst waited, but nothing happened. As she cautiously peered her head into the dragon’s lair, she saw him lying atop his horde, long dead.

Forgetting her fear, Högröst walked to her patriarch’s side, looking for signs of life. As she did so, the little dragon-kin heard her master’s voice. It urged her to take revenge upon an organization called the Wheel of Fire. The dragon’s body caught a spectral blue fire, burning away until it became nothing but bones. Moving independently of its corpse, the fire-dragon spoke to its servant, bidding her to take its skull and wear it over her head.

Not wanting to question the creature before her, Högrost took her patriarch’s skull in her hands, marveling as it shrunk to fit her. Once she put it on, the dragon’s spirit suffused over her tiny body, granting her its power. It spoke to her, told her of their enemies, the Wheel of Fire. A band of mercenaries, hunting dragons for their wealth and magical properties. Järndjur’s spirit fumed at his defeat and demanded that Högröst lead the tribe against them. But the experience was too much for the simple lizard and she fainted, her small mind unable to grasp what was happening to her. When she awoke she was somewhere very unfamiliar…


While I can't speak to the setting, I can certainly help on the other parts. A big part that stands out to me was the death Ismene's mother. That's a big deal for any character, especially in such a violent way.

If Ismene was old enough to remember her mother, she might develop a hatred towards ignorant people, or perhaps some particularly outspoken anti-Keleshite person. On the other hand, maybe she instead developed a fear of crowds, imagining all those eyes upon her, judging her in the same way they had her mother.

If she wasn't old enough to remember, then perhaps her father never told Ismene what happened. She'd cling to whatever her mother left behind and have an innate curiosity for the Keleshite side of her family. Does she have a memento of some kind?

Raising a child as a single parent is never easy, even for the wealthy. What's her current relationship with her father, are they still distant, or did that change for the better/worse? Coming from a noble family, was there anyone she might have viewed as a surrogate mother? They most likely could afford a servant or two.


Phew, that took some effort! This is Bonehead, an Animal Speaker Bard. She had one prior iteration that was a Dirge Bard/Dragon Yapper, but I realized that those archetypes technically don't stack.

Bonehead is a support-type Bard that I'm thinking of trying out a bunch of Bardic Masterpieces with.

Crunch:
Bonehead 53/85 Neutral Good
Lv.3 Kobold Animal Speaker (Archmage/Marshal)
HP: 33/33 (3xFCB)
AC: 17 (FF: 12 , Touch:16)
CMD: 18
Fortitude: +4
Reflex: +8
Will: +7

BAB: +2
CMB: +3
STR: 14 (+2)
DEX: 20 (+5)
CON: 16 (+3)
INT: 18 (+4)
WIS: 18 (+4)
CHA: 18 (+4)

Traits
Languages: Draconic, Common, Undercommon, Dwarven, Gome
Speed: 30 Feet
Day Raider: Lowlight vision, No dark vision or sunlight sensitivity
Beast Bond: +2 to Handle Animal and Ride and they’re both class skills.
Armor: +1 Natural Armor to AC
Natural Flyer
Guiding Spirit
Hero Points (3/3)

Bardic Knowledge 1: +1 to Knowledge checks and can make unskilled checks on knowledge.
Bardic Performance (18/18): Soothing Performance, Inspire Courage, Countersong, Distraction
Animal Friend (Rats)
Versatile Performance (Dance)

Hard to Kill: Whenever you’re below 0 hp you automatically stabilize. Die only at negative double Constitution score of damage.
Mythic Power (5/5)
Surge 1: You can spend mythic power to add 1d6 to any d20 roll before results are revealed.
Marshal’s order (Advance): As a swift action, expend mythic power to allow all allies in 30ft a free move action, including 5-ft steps.
Archmage Arcana (Arcane Surge): As a swift action, expend one use of mythic power to cast any arcane spell you know for free. Non-mythics have Disadvantage on their saving throw. You have Advantage for overcoming spell resistance. Cannot apply meta magic to the cast spell.
Inspired Defense: Inspire Courage affects all saves.

Feats
Lingering Perfomance
Extra Performance
Dual Path (Mythic)

Skills
Stealth +15
Ride +13
Handle Animal +12
Escape Artist +11, Kn:Planes +11, Sleight of Hand +11
Bluff +10, Diplomacy +10, Perception +10, Perform (sing)+ 10

Background Skills
Perform (Dance, Wind) +10

Spells
Add summon nature’s ally to spell list known.

Level 0 (4/4)
Open/close
Mage Hand
Detect Magic
Prestidigitation
Light
Summon Instrument

Level 1 (4/4)
Summon Nature’s Ally
Songbird
Summon Minor Monster
Delusional Pride
Cure Light Wounds

Equipment .75/43.75
Pickpocket’s outfit (I’m assuming we get the decency of clothing)

Story:
Högröst was one of the favorites of Järndjur, the dragon patriarch of Högröst’s kobold clan. She would sing to the dragon whenever it was tired and the kobold’s voice would soothe their master to sleep. The singer was well looked after, and she didn’t have to suffer the difficulties of the average kobold. Typically, Högröst took care of the tribe’s animals, making sure they were fed and cared for.

Things changed for Högröst one day as their patriarch returned from a hunt, bloodied and bleeding. Enraged and injured, Järndjur left the kobolds in shock as he retired to his inner sanctum. Fearing the literal dragon’s wrath, his kobold attendants left him to recover. Days passed, then weeks, and still there was no sign of the dragon’s return. Eventually, it was decided that someone must check on their patriarch. After much squabbling amongst the little dragon-kin, it was decided that Högröst would be the one to face the Järndjur.

With shaking hands, her tribesmen pulled the heavy chains to open their master’s inner sanctum. Högröst was ushered into the hallway and the door was slammed shut behind her. The climb to her master’s sanctum was never so cold and frightening as it had been that day. Knocking on the golden door, the kobold waited for her patriarch’s response. Time stood still as Högröst waited, but nothing happened. As she cautiously peered her head into the dragon’s lair, she saw him lying atop his horde, long dead.

Forgetting her fear, Högröst walked to her patriarch’s side, looking for signs of life. As she did so, the little dragon-kin heard her master’s voice. It urged her to take revenge upon an organization called the Wheel of Fire. The dragon’s body caught a spectral blue fire, burning away until it became nothing but bones. Moving independently of its corpse, the fire-dragon spoke to its servant, bidding her to take its skull and wear it over her head.

Not wanting to question the creature before her, Högrost took her patriarch’s skull in her hands, marveling as it shrunk to fit her. Once she put it on, the dragon’s spirit suffused over her tiny body, granting her its power. It spoke to her, told her of their enemies, the Wheel of Fire. A band of mercenaries, hunting dragons for their wealth and magical properties. Järndjur’s spirit fumed at his defeat and demanded that Högröst lead the tribe against them. But the experience was too much for the simple lizard and she fainted, her small mind unable to grasp what was happening to her. When she awoke she was somewhere very unfamiliar…


I know it's a little late, but I would like someone to look over my character as well. I'm really not familiar with the setting, so I kept everything low to the ground, so to speak. I'd at least like to change from generic terms like "Thieves Guild". I think it might have made my backstory stiff to read.

Mechanics-wise, I'm happy where I am thematically, but a little optimization never hurt.

Submission Here!


I'm considering a Kobold bard, though the idea of a kobold that can out muscle most humans does seem kind of silly. Still, with all the options here, it'll be fun just character building.


Alright, ok. Here's my submission. It's Markus Finley, your friendly neighborhood priest.

Story:
Originally from Cessport, Markus Finley was Guild man, making his money in the ways one might expect from such an unsavory place. Unfortunately for him, Markus was smarter than his peers and saw the cutthroat life in Cessport wasn’t one you lived long. So, Mr.Finley came up with a brilliant idea, he’d leave the guild behind and move to Riverport. The place was huge and probably full of suckers with pockets rich in coin. A man like him, he’d could make more money there than he ever could in Cessport.

At first, things were good. Between a well scouted raid here and a few shakedowns there, Markus Finley was living like a king. But as all things do, the good times came to an end. He got sloppy, did things too loud and suddenly the watch were all over him. In Cessport, giving them the slip was no big deal, there was always a guild warehouse nearby. But in Riverport, there was no such luxury. Mr.Finley ended up taking a long swim down river before he got away. Flushed a good chunk of cash into the drink too. He managed to get back on his feet, but things were tighter for a while, the Watch knew who he was.

But Markus’s goose was cooked when the guild came calling. You see, he may have taken a few loans in the guild’s name before leaving Cessport and the guild wasn’t too happy with being saddled with the bill. Desperate to keep his former guild off his back, Mr.Finley went on a half-baked raid on some noble’s property that ended the only way it could. Hounded on all sides, Markus cut and run, making it all the way to Southport before the Watch caught him. Choosing between getting a knife in the ribs and jail was easy, he even kept his fingers thanks to a few well placed bribes.

Ten years passed, and the world forgot him. Just some minor thug left to rot for spiting some noble. But Markus, he never just gave up. If he waited long enough, the guards would make a mistake. Everyone always does. Sure enough, an opportunity came right up knocking and Mr.Finley took it. He’d already stowed away on a merchant vessel by the time they noticed he was gone. ‘Course the boat just had to be heading to Cessport. Grabbing whatever seemed valuable, the stowaway paid for passage going anywhere else, hoping his former guild hadn’t remembered his existence.

Using a few stolen books, Markus Finley took on a new identity as a traveling priest of Nera. His impersonation was believable enough to earn him a minor position in South Camino, the city he landed in. He was called on occasionally for guidance on gaining Nera’s blessing which he would regurgitate from books he’d bought or stolen whenever he could. The lie could only last so long though, so once the Admiral raised the need for an emissary for Prince Cadmael, Markus jumped at the chance.

Crunch:
Markus Finley
Human Bruiser Rogue
HP: 11/11
AC: 13 (FF: 10 , Touch:13)
CMD: 13
Fortitude: +5
Reflex: +2
Will: +0

BAB: +0
CMB: +3
STR: 16 (+3)
DEX: 10 (0)
CON: 14 (+2)
INT: 13 (+1)
WIS: 10 (0)
CHA: 15 (+2)

Traits
Languages: Common
Speed: 30ft
Skilled
Sneak attack 1d6
Trapfinding 1
Strength Training
Surface Emissary
Armor Expert

Feats
Bludgeoner
Sap Adept

Skills
Swim +8
Climb+7, Diplomacy +7
Bluff +6, Disguise +6, Intimidate +6
Kn:Local +5
Escape Artist +4, Disable Device +4
Kn:Religion +2

Background Skills
Appraise+5, Sleight of Hand +4

Equipment 72/86 13g 2s
Masterwork Backpack
Explorer’s Outfit
Cleric’s Vestiments
Studded Leather
Heavy Mace
Dagger
Thieves’ tools, common
Canteen
Crowbar
Flint and Steel
Holy Text
Hooded Lantern
Oil x3
Cologne
Rope (50ft)
Trail Rations x3


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Hey all, I wanted to share a charity event I really care about: Vinesauce is Hope.

It's a bunch of streamers raising money for PCRF_Kids Charity. Thanks in advance, even if you just pop in to watch. Even that helps.

Stream is this weekend July 17th -19th


Hmm, I'm thinking of making a Strength-based unchained Rogue. Would you allow this Archetype? It replaces the useless 'Weapon Finesse' chain with a Fort boost and bonus combat feats at 3,16 and 19


Hmm, I know it's not explicitly allowed, but could I play a Kobold from the Old Empire?


I remember there was a Ravinica Campaign a while back, not are how it went, but I always kicked myself for not applying. I'm definitely up for it, though I didn't play during the original Theros block.

Elspeth was always my favorite planeswalker, would being one of her followers be allowed?


I'm not very experienced in the Golarion setting, so please let me know if I need to make changes. This is Karst Tanin, a Brawler/Urban Barbarian

Story:
Losing his parents at a young age, Karst was raised in a quiet orphanage with little to his name. Unbeknownst to him, the orphanage was run by the Thieves Guild. The Guild used the orphanage to pluck up young talent and bolster their ranks. Karst was one such talent. Subtly steered toward a life of crime, the teenager was picked to serve as muscle for a small time gang.

He worked together for several years, forming a close bond with another from the same orphanage, Nicholas Wolfe. Together, they were wildly successful. Karst proved to be much smarter than his thuggish appearance might suggest. Nicholas, on the other hand, had a way with people, able to convince most people of anything. Together, they swore to be like brothers in blood.

As the years went by, Karst grew disillusioned with the Guild's methods. Shaking down merchants and roughing up troublemakers never really bothered the thug, but the Guild's lack of ambition did. Anyone with two eyes in their head could see that the nobles were the ones with the real money. But the Guild never made a move on it, content to take bribes and act as a tool for the upper classes. Eventually Karst had enough, he broke away from the Thieves' Guild with Nicholas reluctantly in tow.

He joined up in a team of like-minded individuals, seeking to loosen the pursestrings of the wealthy, by force if necessary. Karst, being an orphan, would often donate to orphanages and patronize the poorer merchants. As a regular and generous customer, he was often in tune with the thoughts of the local people. It was this knowledge that lead Lady Lotheed to invite Karst into her web.


Crunch:
Karst Tanin
Human Brawler/Urban Barbarian
HP: 14/14
AC: 13 (FF:12 , Touch:11)
CMD: 15
Fortitude: +4
Reflex: +3
Will: +0

BAB: +1
CMB: +4
STR: 16 (+3)
DEX: 12 (+1)
CON: 14 (+2)
INT: 15 (+2)
WIS: 10 (+0)
CHA: 10 (+0)

Traits
Languages: Common, Kelish, Elven
Speed: 30ft
Skilled
Brawler’s Cunning
Martial Flexibility 4/4
Martial Training
Unarmed Strike
Crowd Control
Rage 6/6
Young Reformer: +1 to Disable and Local. Disable Device is a class skill.
Bred for War

Feats
Improved Unarmed Strike
Catch off Guard
Persuasive

Skills 7+1Fcb
Climb +7, intimidate +7, Kn(local) +7, Swim +7
Diplomacy +6, Disable Device +6,
Perception +4, Sense motive +4

Background Skills
Handle Animal +4, Perform (sing) +1

Equipment 27/76 90g 9sp
Backpack
Traveller’s outfit
Courtier’s outfit
Leather Armor
Canteen
Crowbar
Fishing kit
Shaving kit
Tattoo (10g)
Thieves’ tools
Dice

Personality/Appearance:
Karst is 6'0 and weighs 194 pounds. He's of mixed descent with black hair. Endless exercise has trimmed most of the fat from his figure, but he lacks the bulk of someone who aims to build muscle. Despite his best efforts, he always looks like a hired thug.

Personality-wise, Mr.Tanin is level headed and reserved in his speech. He learned long ago that body language and a steady gaze can sometimes be much more effective than words. A cautious individual, Karst Tanin typically has a plan or two in reserve. When caught off guard, He's quick to act based on his gut feelings, which can lead to trouble.


Hm, thinking of joining in with an Brawler/Urban Barbarian. Time to get brewing!


AD&D every class has a different name for each level. Level 1 Paladin is a "Valiant"... or so I thought. I double checked and it's "Gallant". I must have read a different list somewhere.


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Hello hello! Jumping in with a Kobold Soulbound Summoner. I just had an interesting concept and I had to run with it. It's my first time making a summoner so hopefully I didn't miss anything.

Ji’rah’s crunch:
Ji’rah of the Phoenix Pact
NG Small Kobold Soulbound Summoner
HP: 8/8
AC: 16 (FF: 14, Touch: 13)
CMD: 10
Fortitude: +0
Reflex: +2
Will: +1

BAB: +0
CMB: -2
STR: 8 (-1)
DEX: 15 (+2)
CON: 10 (0)
INT: 12 (+1)
WIS: 8 (-1)
CHA: 17 (+3)

Traits
Languages: Draconic, Common
Speed: 30ft
Darkvision: 60ft
Armor: +1 AC (Natural armor)
Wild Forest Kobold: +2 to Perception and Survival, Stealth and Survival are class skills.
Light Sensitivity
Pactbond Curse (Blackened): -4 to weapon attacks, add burning hands to spell list.
Soulbound Life Link
Weakened Summoning

Stowaway: +1 to Stealth and +1 to survival checks to find food.
Flame-Touched: DR 1/- vs creatures and attacks with the fire type.

Feats
Extra Evolution

Skills
Stealth+11, Survival +5(6 for food), Know(Nature, geography) +5

Spells
Level 0
Detect Magic
Open/Close
Mage Hand
Guidance

Level 1 (0/2)
Reduce Person
Protection from Evil
Burning hands

Equipment 18.75/26
Leather Armor
Area Map
Backpack
Gourd Canteen
Hammock
Peasant Outfit (free)
Trail rations (4 days)
Flint and Steel
Chocolate 1/4lb
4 sp

Background:
1. Ji’rah is a bumbling fool.
2. He doesn’t really get why the Firebird wants him to help people, but he does it to please her.
3. He hopes that the Tallfolk won’t attack him on sight, fortunately a single kobold isn’t exactly threatening.
4. Ji’rah really likes recognition, especially from the Firebird.
5. The kobold is being manipulated by the much more powerful Phoenix.

Ji’rah was not very different from other kobolds in the Mwangi Expanse, living his days foraging for fruits and small game. One day, in a stroke of luck, the kobold came across a large and beautiful egg. J’rah was struck with awe and knew he had to do one thing. Eat it.

The lizard couldn’t just swallow it whole (he tried), he’d need to cook it and eat it in pieces. Ji’rah made off the glistening egg and went to his favorite spot. A small hot spring that he enjoyed on particularly difficult days. Gently placing the egg inside, he waited for it to be cooked. Hours passed, and nothing happened, the egg was still cool. Frustrated, the hungry kobold decided to steal the chieftain’s large pot and try to boil the egg inside.

He could only submerge about half the egg in water, but J’rah thought that it’d be enough. After about an hour, Ji’rah carefully turned the egg over, only to find that the previously submerged part was lukewarm at best. This infuriated the now starving kobold, who painfully kicked the pot aside and threw the egg into the fire. J’rah limped and fumed as he added more and more firewood, creating a massive bonfire. Just as he tired out, the bonfire exploded and the Phoenix was reborn.

Goals
1. I’d like to see Ji’rah and the Phoenix bond over time.
2. Maybe one day this lizard can walk the halls of men…

Secrets
1. Ji’rah really hopes the Firebird doesn’t find out that he was trying to eat her egg.
2. The Phoenix is using Ji’rah to hide her presence from an unknown enemy.

Relationships

The Phoenix cares for Ji’rah in a mothering way, though their bond was more one of convenience.

Li’gra Longhorn, chieftain of the Barkclaw tribe, is really peeved at Ji’rah for not only stealing his cooking pot, but also for abandoning his duties. The chief wants him to rejoin the tribe and get back to work. He’s also Ji’rah’s uncle.

Rambar Terillo has caught a stowaway pilfering some food! He thinks Ji’rah is vermin to be cleaned up.

Jask Derindi is okay with the lizard on board. Already a stowaway, Ji’rah figured that sneaking the prisoner some food wouldn’t hurt. The Firebird approved.

Memories

1)The moment he formed the pact with the Firebird. His claws burnt and shriveled, Ji’rah remembers the great bird of flame saying that for his aid in her time of need, they shall share a pact. Then a strange rune appeared on both of his claws.

2) The Firebird speaking into his mind, telling him what to do. Ji’rah remembers the first time he tried to help people. He picked up a fallen cart and put everything back into it. The tallfolk ran him off, but the Firebird was happy. In a way, that made Ji’rah happy too.

3) Ji’rah sneaking aboard the Jenivere. Tallfolk were searching all over for him, calling Ji’rah things like thief and baby-eater. The kobold wisely decided to hide out on the boat. Not everyone likes kobolds…


Eidolon:
Firebird
NG Medium Radiant Biped Eidolon
HP: 10/10
AC: 15 (FF: 14, Touch:11)
CMD: 14
Fortitude: +3
Reflex: +1
Will: +2

BAB: +1
CMB: +4
STR: 16 (+3)
DEX: 12 (+1)
CON: 13 (+1)
INT: 7 (-2)
WIS: 10 (0)
CHA: 11 (0)

Attacks
2 Claws
Bite

Traits
Languages: Draconic, Common
Speed: 30ft
Darkvision: 60ft
Link
Share Spells
Immune: Death effects, positive-dominant and energy drain.
Improved recovery: Heal +1 hp per die rolled on healing effects when healed.

Evolutions
Skilled (Know:Planes)
Improved Natural Armor

Feats
Improved Natural Armor

Skills
Fly +10, Kn:Planes +10, Perception +4, Heal +1


I was thinking of a couple things actually. Freya and Novalie studied together at an academy of some kind, correct? Is there a name for this place, or was it just the Temple? if it isn't named, is there some kind of heroic figure it would be named after? Freya is a Valiant(lowest rank) of an order of paladins, is there a name for this order? More information on the heroes of our time would just be neat too.

Tiessa, good backstory! I think Freya might call her Novi, though Freya's name might not be shortened as easily.


Is it alright if Freya is related to this watersinger? I imagine she? disapproves of my side of the family though, especially since she's so closely tied to River.


I'm having a tough time deciding if Freya follows the school of Rendere or Vivace, both seem interesting. I also noticed there isn't a page for Undine Philosophy. Is it missing?

Should I be worried about a lack of swimming ability?

Childhood friends sounds great Tiessa.

Please ignore the prior posts for Freya, I decided to reuse an Alias with two posts total.


Ok, I think I've got something pretty cohesive here, let me know what you think. This is Freya Argento-Mau, an ifrit paladin.

Crunch:
Freya Argento-Mau
LG Medium Ifrit Paladin
HP: 16/16
AC: 20 (FF: 17, Touch: 13)
CMD: 15
Fortitude: +2
Reflex: +3
Will: +1

BAB: +1
CMB: +2
STR: 12 (+1)
DEX: 16 (+3)
CON: 14 (+2)
INT: 12 (+1)
WIS: 9 (-1)
CHA: 16 (+3)

Traits
Languages: Common, Ifrit, High Ifrit
Speed: 30ft
Darkvision: 60ft
Energy Resistance: Fire 5
Fire in the Blood
Efreeti Magic
Iron Liver
Snap Ignition
Aura of Good 1
Detect Evil
Smite Evil (1/1)
Sprinter: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Feats
Toughness

Skills
Diplomacy+7, Kn:Religion +5, Perform(Dance) +4 Acrobatics +4,

Equipment
Explorer’s outfit (free)
Entertainer’s outfit
Soldier’s uniform
Backpack
Longsword
Heavy Steel Shield
Scale Mail
Canteen
Bedroll
Crowbar
Holy Symbol (silver)
Holy Text
Sealing Wax
Silk Rope
Stationary (4)
Ink
Inkpen
Whetstone
Candles (12)
Trail Rations (3 days)
Whiskey (1 cup)
4g 6cp

Story:
Freya was born to undine mother, but her ifrit father’s heritage showed more strongly. The two of them were very different personality-wise, but shared a strong religious fervor. They met after Freya’s father returned home from his two year service. Her mother had been serving in Hearth as an inquisitor and despite initial rivalry, the two fell in love. Her father left for service a second time, but returned early when his daughter was born, choosing to stay and raise the next generation.

Freya and her siblings (one ifrit brother, one undine sister with Freya as the eldest) were raised early to follow in their father’s footsteps. However, only their eldest truly aspired to be a soldier. The younger undine was troubled by life in Hearth whilst the ifrit had a more creative, artistic temperament. Freya tried to support her siblings in following her path, but eventually chose to let them find their own calling.

Freya herself was a talented Brutbreve player and picked up the High Ifrit scripture with relative ease. Though decent academically, the young ifrit showed the most proficiency on the battlefield, revealing a remarkable constitution in most of her trials. By the time she was awarded the rank of Valiant, several recruiters had already knocked on her door. As she signed off for her first tour of duty, Freya chose to leave nothing unresolved should she fall in battle. Starting with visiting her undine relatives.

Appearance and Personality:
Freya is an orange-skinned female ifrit standing at six feet tall and weighing 115 pounds. Perhaps inheriting her figure from her mother, Freya has a lithe dexterous body, well suited for dancing. She also inherited her mother's blue eyes.

While serious about her duty to serve her city and god, Freya is relaxed and seemingly care-free. She's aware that these next few months might be her last and wishes to experience the wonders of the world she may die protecting. Not one to turn down a challenge, the ifrit is willing to accept all comers, especially if the competition is drinking. Her family is important to her and Freya tries to write them often.

Tiessa, maybe we could tie our character's together? My character's mother and sister are undines, maybe we know each other?


Ok backstory-wise, thinking of having 1d2 ⇒ 2 her visit her1d2 ⇒ 2 mother's family. She's making a tour of the land before going the service like her parents.

The father came back home from his tour of service and met the mother who was serving as an inquisitor of Volcano in his hometown. I'd probably also follow Volcano, but willing to dig into other possible faiths for Ifrit culture.

The backstory sections says we're starting in Hearth. Sorry for the confusion.


Well, I'm thinking of applying as an Ifrit Paladin, but are we starting in Hearth or the undine fishing town? I do like the idea of playing the Ifrit child of an Undine/Ifrit pairing either way.


I've never seen this happen before. I guess I jinxed it. Well, I hope we can meet up again in the future!


How're we holding up?


Snap! Thank you! There were so many good submissions, I'm actually surprised I made it.


Ok! I've decided playing on a Drifter.
Background: 1d6 ⇒ 1 You move around a lot because you wind up killing someone when you stay put for too long. You’ve got a lot of blood on your hands.
Languages: English, Spanish, French
Languages: 3d6 ⇒ (5, 4, 1) = 10 Can read English.
Mutagen: 1d6 ⇒ 3 Nope

Stats:

Muscles: 11 (+1)
Meat: 12 (+2)
Hands: 12 (+2)
Feet: 15 (+5)
Brains: 10 (0)
Eyes: 10 (0)
Mouth: 8 (-2)
Guts: 10 (0)

Defense: 12
Health: 12
Guts: 3
Speed: 7
Size: 1
Reach:
Mutagen:1

Questionnaire:
1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that.
As the New World's savior, I demand to be recognized by everyone. I'm the new Jesus and people better get to the worshipping. I'd say I have some friends, though most people seem to think I'm crazy, I'll show 'em all!

2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc.. I'm never without my sweet threads, they're a little beat up, but I think it adds to their charm. As for what I could lose, my virginity, am I right? heh heh yeah...

3) What do you fear? What do you hate?
Umm... I'm not afraid of anything... definitely not those nasty crawling bugs. I hate those that no good heathens who sully the name of the Lord, and me!

4) What do you desire? What do you love?
I want everyone to recognize my birthright and to spread my name to all corners of the earth. Between you and me, I love attention... and pizza!

5) You have (at least) one secret. What is it?
I... may have killed a lot of people, like a lot. Totally by accident, I swear. How was I supposed to know what the heck salmons-gnella is? I've never been sick. Also turns out that big pool of water wasn't a toilet.

6) Have you done something Notable? What was it?
Well, as the son of the lord, I've been able to perform miracles. A bunch of people were injured in a tanker explosion, and with the powers of the lord, I was able to save them all.

7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
Hello! Who do you think you're talking to? I'm Jesus, if I'm not in charge, then somethings wrong. The only kingdom I need to bow to is my dads!

8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them?
I'm the savior of mankind, what kind of savior doesn't keep his promises? I mean sure there's times it takes longer than I'd like, but I always get the job done. I'd feel guilty if it was my fault, but it never has been. there's always some jerk causing a scene that stops me from getting things done..

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
I'm capital G Good, baby. There isn't a soul out there as totally righteous as me. I suppose the Devil's out there somewhere too, causing all kinds of trouble. I'll kick his ass for good this time.


Been having internet troubles recently, might be out for a little while.


The rolls are a little different in the book.
Starting Junk: 1d6 + 1d20 ⇒ (2) + (18) = 20 Tube of Hair Gel

Starting Age: 3d6 ⇒ (6, 4, 5) = 15 Middle Aged

Starting Looks: 3d6 ⇒ (5, 4, 6) = 15 Looker

Height: 3d6 ⇒ (4, 3, 6) = 13 a little taller than average

Weight: 3d6 ⇒ (2, 2, 5) = 9Average

Distinguishing Features: d6, then d20, then d6. You may have as many of these as you like, but you must have at least one. You can decide to add on more after knowing the results.
Features: 1d6 + 2d20 ⇒ (5) + (6, 3) = 14 Scar covering half my Mouth (can you tattoo your mouth???)

Social Interaction: 3d6 ⇒ (3, 1, 5) = 9 You get along ok with people

Connections: 3d6 ⇒ (1, 2, 5) = 8 A few close friends.

Sanity: 3d6 ⇒ (4, 5, 2) = 11 Stable

Goals: 1d20 ⇒ 1 Want to be famous

Motivations: 1d20 ⇒ 15 Afraid of the hatred you feel

Obligation: 3d6 ⇒ (5, 6, 2) = 13 You keep your word for the most part and feel shame and regret when you break it.

Morality: 3d6 ⇒ (2, 2, 6) = 10 Neutral

Name: 1d6 + 1d20 ⇒ (3) + (11) = 14 Jesus


Thank you! I've been tinkering with the idea for a while, thought it'd be an interesting challenge.


Alright! here's Shiro's story, hopefully it fits into the setting.

Story:
Shiro Heida was born disfigured, his face was dried up and shriveled looking. Being the third son of a reputable family in Xin, the child was handed off to distant relatives in Qiao. The rice farmers lived simple lives and were rather isolated from the community. As a young boy, Shiro was rarely seen away from the fields or his home and rumors started to spread of a ghost living on his adopted family’s grounds. Realizing that the small community were starting to shun their home, the Heidas allowed their charge to socialize amongst the others. His ‘father’ made him a simple wooden mask and told him never to remove it in public.

The “Masked Boy” was awkward with others at first but eventually came to be accepted amongst the farming community. He was even sweet on one of the girls. They would play together often and seemed to be inseparable. One day though, in private, she asked him to take off the mask. Despite his father’s words, Shiro did so revealing his face for the first time. She screamed and ran, believing him to be some form of undead, like the rumors from so long ago. Shiro, heart broken, ran away from home.

As he ran, the young boy came across an old man on the road. Unbeknownst to Shiro, Old Soeji had finally come to see his grandson for the first time. The old man smiled and asked ”Why are you crying, little boy?”. The crying boy told Soeji his story and the old man dried his tears, giving him a hug. ”They are just afraid, Shiro.” the old man said. ”It’s not you who is wrong. Your appearance is only a small part of who you are. Your heart is what matters.” The young boy had calmed and was struck by Soeji’s words. Together the two of them returned to the Heida farm where Old Soeji was treated to a farmer’s feast.

Shiro tried to continue his life amongst the farming village, but it was difficult for him. Eventually he took on the job of a courier, hoping to visit Old Soeji in Xin. Throughout his early teens, the young Shiro would travel all over Yuanzi, meeting people and getting a lay of the land. So long as the mask remained on, Shiro was actually fairly popular especially with the poorer folk. Eventually, the teenage Shiro was picked up by a cell of imperial agents, recruiting him to act as a spy. He was assigned to Xin, where he would listen in on dissidents and criminals.

He would visit Old Soeji on occasion, though the old man was typically busy with the more prominent members of his family. However, when Shiro first joined the imperials, his grandfather got him a special present. The dog “Gou”. Gou was a loyal dog and was unafraid of his master’s appearance, much to Shiro’s delight. Him and his dog were never very far apart a since then. Still, it came as a surprise when Old Soeji called him to participate in the Celestial Challenge.


I'm working on the backstory now. What do we know of Old Soeji? Is he human? Where does he live?

Is it alright if Shiro is related to him (I assume one of many grandchildren)?


Howdy howdy howdy!


Alright, I've got some crunch up. Once I sleep on it, I'll come up with some backstory. Here's the Ninja Shiro Heida and his trusty dog, Gou.

Crunch:
Shiro Heida
LN Human Ninja
HP: 8/8
AC: 15 (FF:12 , Touch:13)
CMD: 13
Fortitude: +0
Reflex: +5
Will: +0

BAB: +0
CMB: +1
STR: 13 (+1)
DEX: 16 (+3)
CON: 10 (0)
INT: 12 (+1)
WIS: 10 (0)
CHA: 16 (+3)

Traits
Languages: Common
Speed: 30ft
Poison Use
Sneak Attack 1d6
Friends in Low Places
Masked

Feats
Improved Unarmed Strike
Exotic Weapon Proficiency: Tekko-kagi

Skills
Acrobatics +7, Diplomacy+7, Disguise +7, Disable Device +7, Escape Artist +7, Sleight of hand +7, Stealth +7
Knowledge(local) +5, Climb +5, Swim +5
Perception +4

Equipment 47/50
Tekko-Kagi x2
Leather Armor
Backpack
Bedroll
Caltrops
Canteen
Flint and Steel
Hooded Lantern
Oil
Silk Rope
Hammock
Whetstone
Thieves’ tools
Mask -2gp
Monk’s Outfit
Smoke Stick
Guard Dog (Shiba Inu) "Gou"
Trail Rations (6 days)
Street Meat (3lbs)
Alchemical Grease
Silent Whistle


Alright! Then, I've got a few of the common questions.

Do we get Background skills?
Are we using Elephant in the Room Feat Tax rules?
VMC?


Interesting! I've got some vague ideas, but nothing solid yet. When's the cutoff for submissions?


I know it's fairly early, but this seems like a pretty good group!


Most of the campaigns I've been in use Google Slides, that seems to work. I like grids personally, but I'll defer to the others.

I forgot to take a favored class bonus, putting it into not dying (+1 HP)
As for my religious patron, is there an angel you have in mind or should I write something up?


I didn't mean to, I swears!


Oops! I almost forgot Pikpok's appearance, which is actually kind of important.

Appearance:
Pikpok is typically disguised, knowing full well that kobolds are not the most popular of races. She wears a hooded cloak with little pockets to cover her horns and a kobold mask. The stage mask hides her reptilian features well, whilst not being too far from the truth. Tucking her tail under her cloak and wearing thin gloves to cover her clawed graspers, the lizard might pass as a Halfling Bard. To complete the look, she carries a large instrument case and goes by the stage name "Gildor Lightfoot". 'He' has a reputation as a decent storyteller.

Out of her urbane disguise, Pikpok is a reddish-copper colored reptillain with yellow eyes. She stands at a staggering 2'9 and weighs 25 pounds.

Even while disguised, she wears the emblem of her angelic patron, identity of which is left to GM.


Ok! I've got a Kobold Paladin by the name of Pikpok Brighteyes, take a look!

Story:
Krutulmak was the queen of her tribe, and she ruled it with an iron fist. She had clawed her way up to the top of the tribe as soon as she reached adulthood, crushing those that stood in her way. Now, the Horned Queen could go or do whatever she pleased, all while her subjects groveled at her feet. Life was good. But such happy days were not to last, for one day, Krutulmak's tribe had a visitor. Vallerfax the blue dragon. He had come to take the tribe for his own.

Krutulmak, in her arrogance, refused. She sought to crush the dragon as all her competitors before him. The people of the tribe however, saw their chance. Working together, they hounded their former queen with spears, forcing her to flee. It seemed as if every corner held more of the traitorous whelps and no matter how many of them she tore through, there were always more coming. Soon, the Horned Queen stood at the precipice of a cliff, with nowhere to go but a brace of spears. With a final howl, the tyrant was hurled from the cliff, never to be seen again.

Or so it should have been. Somehow, in what she believes to be a miracle, Krutulmak survived the fall. She lay there broken, bleeding and near death when a group of adventurers came to investigate the noise. The heavily injured kobold soon lost consciousness as the adventurers argued her fate. Days later, she awoke to the sensation of being carried. She couldn't see clearly, but the man spoke to her in admittedly poor Draconic. He was a paladin and he was taking her to his monastery, where she'd be safe. Though he continued talking, the kobold's injuries overcame her and she fell back asleep.

The kobold, taking the assumed name "Pikpok", was schooled in various aspects of monastic life, and slowly recovered from her injuries. It took years, but eventually the lizard was able to move without aid, though still nowhere as well as she once had. The nuns tried to convince her to stay with them, but Pikpok was determined to take her new lease on life and become a paladin, like her savior. She trained for a few more years with the retired paladins before finally reaching the rank of Gallant. With high hopes, and perhaps a chip on the shoulder, the little paladin was set to patrol the relatively safe streets of Celestia.


Crunchy bits:
Pikpok Brighteyes
LG Small Kobold Paladin
HP: 9/9
AC: 17 (FF: 15, Touch: 13)
CMD: 1
Fortitude: +1
Reflex: +2
Will: +2

BAB: +1
CMB: -1
STR: 8 (-1)
DEX: 14 (+2)
CON: 8 (-1)
INT: 13 (+1)
WIS: 10 (0)
CHA: 17 (+3)

Traits
Languages: Draconic, Common
Speed: 30ft
Low Light vision (Dayraider): 60ft
Wild Forest Kobold: +2 to Perception and Survival, Survival and Stealth are class skills
Armor: +1AC Natural Armor
Magical Knack - Paladin
Unwelcome Business - Disguise,Halfling
Iron Liver
Aura of Good 1
Detect Evil
Smite Evil (1/1)
Resist Electricity 5

Feats
Draconic Aspect - Blue

Skills
Stealth +10, Disguise +8, Diplomacy +7
Background Skills
Perform (storytelling) +4, Sleight of Hand +3
Equipment 30/30
Masterwork Backpack
Signal Whistle
Skeleton Key
Waterskin
Whetstone
Explorer’s Outfit
Monster Mask (Kobold)
Leather Armor
Buckler
Longsword
Shortsword
Shortbow
Arrows (20)
Bedroll
Flint and Steel
Silver Holy Symbol
Gold Bar (1lb)
Oldlaw whiskey
10g 8c


I'm always up for homebrew games! Let's see what I get!

4d6 - 2 ⇒ (6, 2, 2, 4) - 2 = 12
4d6 - 2 ⇒ (3, 2, 2, 6) - 2 = 11
4d6 - 2 ⇒ (6, 6, 1, 4) - 2 = 15
4d6 - 2 ⇒ (4, 2, 6, 4) - 2 = 14
4d6 - 2 ⇒ (5, 3, 2, 3) - 2 = 11
4d6 - 2 ⇒ (1, 1, 6, 4) - 2 = 10

Hm, nothing too outstanding, I'll go with the point buy too. I'll try to get something whipped up tonight or tomorrow.


This brew kind of took a life of his own! Meet Sprig Snaggletooth, caravan leader and wizard! He hopes to find the secrets of magic, life and maybe even bring the green back to the wasteland. He's a Conjuration Wizard with the Outlander trait.

Background:
Sprig was raised like many of his kind in a deep mountain, hearing the tales of how the world used to be before the Tallfolk ruined it for everyone. Stories of green trees and dragons always fascinated the youngling, and he would spend many hours listening to the ramblings of his elders. Trained like the others to steal from the unawary or weak, Sprig’s perception of the world changed when he stole some books from an unwitting traveller. Sprig, unlike the majority of his tribal peers, could read. Voraciously reading through the books, he came to understand some of the basics of alchemy and magic.

The exposure to the knowledge and magic of the outside world had unleashed a hunger that his tribal roots could not satisfy, so one day set out from his tribe into the unknown. He found that most of the people he met had little understanding of magic and his talents were richly rewarded. Within four years, Snaggletooth had gone from lone kobold in an unfamiliar world to running a small caravan. He set up shop in the town of High Gulch, hoping to come across more secrets of the arcane. Perhaps one day he could bring the green back to the world.

Crunch:
Sprig Snaggletooth
Lv. 3 LG Small Kobold Wizard
HP: 20/20
AC: 15 (FF:12, Touch 15)
CMD: 11
Fortitude: +2
Reflex: +5
Will: +3

BAB: +1
CMB: -2
STR: 6 (-2)
CON: 10 (0)
DEX: 16 (+3)
INT: 17 (+3)
WIS: 8 (-1)
CHA: 12 (+1)

Traits
Languages: Draconic, Common, Undercommon, Dwarven
Speed: 35 Feet
Darkvision: 60ft
Sunlight Sensitivity
Beast Bond: +2 to Handle Animal and Ride, They’re also class skills
Armor: +1AC Natural Armor
Bandit: +1 to Stealth checks and it’s a class skill.
Outlander: +5 movement speed and +1 to Knowledge (Geography)
Summoner’s Charm: Summoning spells have a duration increase of 1/2 Wizard level (2)
Acid Dart: Standard Action, does 1d6+ 1 per two wizard levels (6/6)

Feats
Scribe Scroll
Exotic Weapon Proficiency: Firearms
Brew Potion

Skills
Stealth +12, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Arcana) +9, Spellcraft +8, Bluff +4

Background Skills
Appraise +7, Handle Animal +7, Craft (Alchemy) +9, Craft (Firearms) +7

Equipment 15.5/20 Light load
23 PP 122GP 36SP 90CP (3PP & 22GP on Person)
Pistol
Dagger
Firearm Bullet (4)
Black Powder (4)
Explorer’s Outfit
Flint and Steel
Canteen
Tactical Eyewear
Journal
Signal Whistle
Spell Book
Impact Foam
Dust of Dryness

Handy Haversack (16/20) (20/20) (79/80)
Compass
Caltrops
Hooded Lantern
Mirror
Marbles
Piton (4)
Grappling Hook
Chocolate Bar
String (100ft)
Alchemical Solvent
Water Purification Sponge
Smokestick (2)
Ink
Inkpen
Oil (4)
Bottle (2)
Oldlaw Whiskey
Tobbaco (5lbs)
Alchemist’s Kindness
Alchemical Cement (4)
Defoliant
Paper Candle Firework (4)
Fishing Kit
Folding Chair
Crowbar
Blanket
Miner’s Pick
Sack (2)
Scroll Case
Shovel
Silk Rope (50ft)
Tent (small)
Waterproof Bag
Waterskin
Bear Trap
Cold-Weather outfit

Heavy Wagon
4 Light horses
2 Guard Dogs
3 Trained Guards (paid for a month)
Alchemist’s lab
Ladder
Folding Table
Barrel (3)
Bedroll (4)
Block and Tackle
Large Tent
Board game (2GP)
Horeshoes game
Trail Rations (120 Days)
Mead (75 gallons)
Coffee Beans (650lbs)
Citrus (650lbs)
Locked Chest (medium)
Light Detector
Lock (good)
Horse Feed (28 Days)
Dog Food (14 Days)

Spells
Conjuration School // Enemy Abjuration, Divination

Level 0
Acid Splash
Drench
Daze
Breeze
Dancing Lights
Flare
Light
Penumbra
Ray of Frost
Scoop
Spark
Ghost Sound
Haunted Fey Aspect
Oath of Anonymity
Vacuous Vessel
Bleed
Disrupt Undead
Sotto Voice
Touch of Fatigue
Chameleon Scales
Jolt
Mage Hand
Mending
Message
Open/Close
Root
Scrivener’s Chant
Arcane Mark
Prestidigitaion

Level 1
Grease
Summon Minor Monster
Summon Monster 1
Charm Person
Snowball
Alter Winds
Expeditious Excavation
Reduce Person

Level 2
Create Pit
Summon Monster 2


If Kobold is allowed, I'm thinking of a Kobold Wizard. Maybe a conjuration or transmutation school. Considering some mad science flavor.

4d6 - 1 ⇒ (6, 3, 5, 1) - 1 = 14
4d6 - 4 ⇒ (4, 5, 4, 6) - 4 = 15
4d6 - 1 ⇒ (1, 1, 6, 1) - 1 = 8
4d6 - 1 ⇒ (5, 4, 1, 3) - 1 = 12
4d6 - 1 ⇒ (4, 2, 1, 2) - 1 = 8
4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
Ouch, a ten point roll, I'll go with point buy.


Sorry, I'm taking a day away. This morning I got the news that one of my coworkers died of a heart attack. We were kind of friends so I'm going to take the evening to collect my thoughts. Be safe.


Oh no! Kobolds! I might have to scoop them all up and give them hugs.


No problem! I'm actually sick myself, so just resting will be nice.


I'm actually fine with any of these options, Anita would probably default to Music if not in the newsletter.
If you feel like stretching those creative muscles then go for it! I'm think the world has more flavor if the newsletter at least exists, but we don't need it to be anything more than background fluff.


Sorry for the delay, I was working late. Looks like the ball's rolling!


All right! I decided Human Rogue. I think it's fitting to the rules posted in the Discussion, but let me know if changes need to be made.

Stats:
Markus Finley
Lv.5 Human Rogue

HP: 55/55
AC: 15
Fortitude: +4
Reflex: +5
Will: +3

BAB: +3

Attacks
Shortsword +8 (1d6+5 19/20)
Quarterstaff +7 (1d6+4 x2)

Shortbow +3 (1d6 x3)
Sling +3 (1d4 x2)

STR: 18 (+4)
CON: 14 (+2)
DEX: 10 (0)
INT: 14(+2)
WIS: 12 (+1)
CHA: 14 (+2)

Traits
Bonus feat
Skilled
Friends in Low Places: Gather information twice as fast in poorer/crime-ridden locations
Muscle of the Society: +2 to breaking doors and lifting portcullises.
Languages: Common, Dwarven, Elven, Orc

Special Abilities
Sneak Attack +3d6
Trapfinding
Evasion
Trap Sense +1
Uncanny Dodge
Major magic
Minor Magic

Spells
3/day Mage hand
2/day Vanish: Like invisibility but only 5 rounds

Feats
Decietful
Toughness
Quick Draw
Wave Strike: If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift action to make a Bluff check to feint against that opponent.

Skills
Acrobatics +8
Bluff +12
Climb +12
Diplomacy +8
Intimidate +10
Escape Artist +8
Disguise +12
Sleight of Hand +8
Swim +12
Use Magic Device +10
Knowledge: Local +10
Knowledge: Dungeoneering +10
Disable Device +5


Equipment:
Bag of holding 1
Mithral Shortsword +1
Mithral Chain shirt +1
Cloak of Resistance 1
Wand of Magic Missile (50 charges)

Masterwork Backpack
Rations (7 days)
Disguise Kit
Masterwork Thieves Tools
Sling
Quarterstaff
Shortbow
Cold iron Arrows (40)
Tearaway Scholar’s Outfit (free!)
Pickpocket’s Outfit
Explorer’s Outfit
Tearaway Artisan’s Outfit
Traveler’s Outfit
Wig
Fake Beard
Loaded Dice (high quality)
Oldlaw Whiskey(5 bottles)
Box of cigars (200gp)
Alchemist’s Kindness (3)
Alchemical Grease
Vermin Repellent
Alchemical Cement
Alchemical glue
Defoliant
Impact Foam
Smoke stick (5)
Flask of acid (5)
Paper Candle Firework (5)
Bedroll
Blue Book
Glass bottles (2)
Caltrops (3)
Canteen
Compass
Crowbar
Everburning Torch
Fishing Kit
Flint and Steel
Grappling Hook
Gear Maintenance Kit
Iron spike (4)
Mirror
Marbles
Oil (5)
Cologne
Piton (4)
Iron Pot
Sacks (2)
Shovel
Silk rope (100ft)
Tattoos (40gp)
Medium Tent
Waterproof bag
Waterskin (2)
Whetstone
Bear traps (4)

13 gold 2 silver


Story:
Markus was always a troublemaker as a child, he would pick fights and steal from other kids. His parents certainly didn’t approve and were relieved when he just up and left one day. A natural born liar, Markus grew more subtle with his thefts as he aged. He took to confidence games and rigged gambling, but never shied away from a fight. Up until his mid twenties, Markus was remarkably successful. At the age of twenty four, it all came crashing down as he was caught cheating at a high profile gambling hall.

He was lucky, a few greased palms here and there kept him from the gallows, but he still faced 20 years in prison. Or he should have, for after about 5 years of planning and biding his time, Markus made his escape. He killed on the guards and started a prison riot, fleeing in the confusion. By the time the local guard had cleaned up the mess, the man who started it all was long gone.

For the next 5 years, he took up the identity Tiberius Finley, a traveling amateur magician. The guard have been on the look out even today, but have yet to catch the thief. His stolen spellbooks and quick hands have given him a comfortable lifestyle that he still maintains today.

A physical powerhouse, Markus stands at 6’4 and 256 lbs. However, a majority of the time, he stoops over, hiding his bulk in a loose robe and leaning on a staff he doesn’t really need. While no goody two-shoes, Mr.Finley is not one for random acts of violence or theft and prefers to maintain long-term relationships with his compatriots. However, when frustrated he’s quick to respond with a direct approach, like breaking doors in his way. Currently 34.