Replacements needed for KM Stolen Land


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The game is based on a 6 player build and I recently had to kick 2 players and another left before due to their unacceptable behaviour and flaming.

I am looking for 3 (possibly 2 if Lukan returns) and the current character classes are below:

1. Human Ranger

2. Half-elf Cleric of Cayden Caylean

3. Human Bard (Arcane Duelist

Here's more info:

1. download the free kingmaker player's guide to help with character creation and to tell you what it's all about.

2. Character creation I will only be judging backstory and the character's motivation. Do they merely want to tame the land or hope to get something else out of it?

Rules of creation:

15 point buy (i'd like to see roleplaying with any stat dumping, not stat dumping for the sake of stat dumping. Low charisma = either a ugly and/or shy character and so on with other stats.) also characters are still 1st level and I have a group xp so everyone will have the same xp. If they happen to level then I'll update telling you all.

Alignment: any non-evil

Classes: core, APG and UM (NO ultimate combat or any other sources)

Races: core races but others could be approved on a case-by-case basis dependent on background and the race.

Feats: Any within reason and if your character meets the prerequisits. Any feats from outside of the sources mentioned under classes will be discussed over.

Traits: 2 traits, one must be a campaign trait

Starting Gear: Anything within reason. Average starting cash for the class.

Notes: I'll be leaving this open for a week, however I will close sooner as I hope to have the replacements back at Oleg's to meet up with the group and then write out the other characters.

On a final note, no restriction on where your character comes from within reason and your traits too. As long as it's somewhat believeable that your character ended up in Restov and then getting the charter. There are suggestions that you could've arrived on a large trade caravan from Numeria or possibly arrives there on a pilgramige. You would've heard that the Stolen Lands are known to be riddled with bandits and the rulers are looking for people to take care of the bandit problem and secure a trading route for the Rostland.

(I'll add more details when you pass through, making it reasonable that you arrived and who you would've met at the trading post so that you are up to speed on current quests and ect.)

P.S. About posting, I perfer a minimum of once every 24 hours and will bot the character when in combat. Will require a update if you are going to be ill or somehow unable to post for a while. I won't automatically kick you unless some time passes as there is always the chance of a family emergency or something else, but if you are able to atleast say "hi guys, sorry can't reply for a while. Stuff is going down this side" then I'll understand and post for you until you get back on your feet.


DM Aron Marczylo wrote:

The game is based on a 6 player build and I recently had to kick 2 players and another left before due to their unacceptable behaviour and flaming.

I am looking for 3 (possibly 2 if Lukan returns) and the current character classes are below:

1. Human Ranger

2. Half-elf Cleric of Cayden Caylean

3. Human Bard (Arcane Duelist

Here's more info:

1. download the free kingmaker player's guide to help with character creation and to tell you what it's all about.

2. Character creation I will only be judging backstory and the character's motivation. Do they merely want to tame the land or hope to get something else out of it?

Rules of creation:

15 point buy (i'd like to see roleplaying with any stat dumping, not stat dumping for the sake of stat dumping. Low charisma = either a ugly and/or shy character and so on with other stats.) also characters are still 1st level and I have a group xp so everyone will have the same xp. If they happen to level then I'll update telling you all.

Alignment: any non-evil

Classes: core, APG and UM (NO ultimate combat or any other sources)

Races: core races but others could be approved on a case-by-case basis dependent on background and the race.

Feats: Any within reason and if your character meets the prerequisits. Any feats from outside of the sources mentioned under classes will be discussed over.

Traits: 2 traits, one must be a campaign trait

Starting Gear: Anything within reason. Average starting cash for the class.

Notes: I'll be leaving this open for a week, however I will close sooner as I hope to have the replacements back at Oleg's to meet up with the group and then write out the other characters.

On a final note, no restriction on where your character comes from within reason and your traits too. As long as it's somewhat believeable that your...

I would like to present the character of Vanyc to the game if I may. Built on a 20 point buy so would need a little tweaking.

Shadow Lodge

I've been following your OOC and IC threads, looks like you could use an arcane caster and/or some melee. Do you have a preference/dislike of wizards, sorcerers, witches, or cavaliers? I've got a concept but would like to nail down some of the mechanics before I write too much into the story.


Human CG Sorcerer Undead bloodline

Vladimir Smertov

background:

-Born by a horrible stoke of luck to a dhampir prostitute mother originally from Ustalav and a Restov aristocrat, Vladimir was raised by a cleric of Pharasma, in a small hamlet in Ustalov. He had been abandoned as a child by his mother, he never saw her again. She was later burnt as a witch and harlot and accused of vampirism as well.
-From his mother he inherited pale skin,white hair, pink eyes, and a host of health problems rending him feeble and weak. He had no skill at arms, and could not even play sports as a child. From his 'father' he inherited some cryptic documents and a signet ring that hinted at his noble origins.
-Yet unlike either of his parents, as far as he knew, Vladimir had one great talent. Even as a child he manifested the signs of great magical aptitude. The cleric, who served as his father,mother, and entire family, had him take lessons with a local wizard. Vladimir's talents lied primarily in the school of necromancy, yet he never thought his gifts as evil, but simply a talent from the gods. He studied Religious texts, and became a great aid to his Cleric master.
-Yet he had one, disturbing, and heretical idea. Vladimir became convinced that a vampire or lich could be 'redeemed'. A god had to forgive. If Vladimir felt no hatred of his mother or his father for abandoning him, why should those undead who have a mind be incapable of atonement? It was a bizarre theological issue, one that few in the church of Pharasma really considered. His search for an account of 'the redeemed undead' caused him to begin reading works that were not on the reading list for young clerics of Pharasma. He became skeptical of the faith's teaching, and began to argue that 'vampirism is a disease, and if death is the cure it should be merciful' This put him at odds with the Inquisitors of Pharasma who hunted all undead without exception.
-Vladimir was no idealist, but as he said "Only one Vampire needs to repent for all our teachings to be invalid." His cleric foster-father warned him that his path lay in dangerous places, and would see him lose all his standing in the Church of Pharasma...
-But, the elderly cleric died in Vladimir's 21st year. And so he was left alone. With only a few theological texts, his dagger and skull headed staff he set out in search of his 'father' and crossed from Ustalav into Restov...

Motivations of Character
To find and 'save' a Vampire/Lich or other sentient undead.
To find out 'who' his father is. I've selected the 'bastard' trait.
To research undead and spread his unique theological ideas.

Notes on stats
Vladimir is physically weak. Far far weaker than normal for a man of his size. His hands shake and he needs to use a quarterstaff to walk. Thus his strength is 8. I'd also suggest that he can't 'run'. His high charisma reflects his unusual looks, as well as his slightly intimidating nature, an aura of death surrounds him like all of his bloodline.

Stats

stats:

Male Human Sorcerer 1
Chaotic Good

Strength 8 (-1)
Dexterity 10 (+0)
Constitution 12 (+1)
Intelligence 13 (+1)
Wisdom 14 (+2)
Charisma 17 (+3)
Height: 6' 4"
Weight: 150 lb
Total Hit Points: 8
Speed: 30 feet
Armor Class: 10
Touch AC: 10
Flat-footed: 10
Initiative modifier: + 0 = + 0 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [constitution]
Reflex save: + 0 = 0 [base]
Will save: + 5 = 2 [base] + 2 [wisdom]+1[trait]
Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (missile): + 0 = 0 [base]
Combat Maneuver Bonus: -1 = 0 [base] -1 [strength]
Combat Maneuver Defense: + 9 = 10 + 0 [base] -1 [strength]
Languages: Common Draconic
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Feats:

Skill Focus (Knowledge Religion)
Spell Focus (Necromancy)
Skills
Bluff+7
Knowledge Arcana+5
Knowledge Religion+8
Spellcraft+5
Zero-level Sorcerer spells: Cantrips can be used at will
First-level Sorcerer spells: 4 (3 + 1) per day
Favored class points: Hit points +1; Skill points +0

Traits
Bastard +1 will saves -1 to all charisma checks with local nobility
History of Heresy +1 to all saves vs divine spells

By the way notice the family name on the character...

Shadow Lodge

Jameson Addercop IV:

Jameson Addercop IV

Jameson was born in Rostland, the 4th in a line of warriors who served the lords of Rostland as sheriffs and marshals. His father took as a wife the daughter of a local Orc chieftain, the result of love born from combat against mutual foes. The bond created to strengthen both families bore true in Jameson, who's love of home and family has caused him to take up arms and work to restore Rostland to it's former glory.

Still young and not yet ready to take on his father's responsibilities, Jameson has been ordered into the Stolen Lands to help retake them for the glory of Brevoy. Traveling to the local trading post he is hoping to meet a group of like minded individuals to assist him in this goal.

A cavalier of the Order of the Sword, Jameson takes his responsibilities seriously, but not as the expense of his sense of humor and camaraderie. He cares for his horse Donal before himself, a loyal mount and trusted companion.

At 6'3" Jameson is tall, his frame packed with muscle from years of wearing armor and training in mounted combat. Although neither wise nor learned, he is friendly to those he meets and terrible to those that draw his ire.


I was curious of what happened and I skimmed through the OOC thread. I see you came face to face with the dreaded Kingmaker loot issues, that managed to end up abruptly my IRL Kingmaker campaign. (The players are still bros tough, it was just a IC argument). The characters were in disagreement to how the kingdom was going to be, and

kingmaker plot spoiler:
as soon as they defeated the Stag Lord, the copious amount of loot they found was the spark that made the character attack each other. 3 PCs were killed, the other 3 could not stay together any longer, someone else founded the kingdom.

Point is, you have to be absolutely sure during party creation that the PCs all agree on the most important matter, the Kingdom, or this happens.

Dotting for interest anyway, might roll up a fighter, unless you prefer people with no experience with this part of the AP.


I am interested - this character needs some modification, or I might create a new one after reading the players guide.

Just for clarification - the three characters listed above are the one remaining in the campaign, not the one leaving - correct?


Placeholder for a witch


This character is built on a 25 point build at present, but I will drop the stats to get it to 15 when selected - most likely str, con and/or int

Female Human Fighter - will focus on archery, but not the archer archetype

Background:

Kzrira was born and raised in New Stetven. Kzrira's mother was killed when she was a young girl. She was raised by her father, Karnzth, who was a hunter and ranger who frequently spent time in the forests around New Stetven, both those northeast of the city as well as the forests south of Restov at times. With her father frequently out hunting and exploring, Kzrira spent much time on the streets. During this time, Kzrira began to hang out with a less honorable crowd and was frequently sent to see what she could acquire using her charm, or by five finger discount.

At the age of 10, Kzrira was caught by the sheriff while attempting to pilfer a purse. Due to her young age, together with an old friendship between the sheriff and Kzrira's father, she was given a strong reprimand and put into an apprenticeship with Crynseth Fletcher, a local maker of fine bows and arrows.

Kzrira found that she was quite skilled creating bows and arrows, but even more skilled shooting the bow. At the age of 13, she began to accompany her father on hunts from time to time as her archery skill was almost uncanny. These hunts continued several times each year until the age of 15.

During the summer of her 15th year, Kzrira and her father were hunting and exploring in the forest west of Restov. As they had done multiple times before, Kzrira lay hidden waiting for her father to flush a deer in her direction, at which point she would shoot a stag. Suddenly, just as her father and a huge 14 point stag appeared, a huge black shadow appeared overhead and a gigantic serpentine form dropped out of the sky. With a breath of flame the dragon fried both the deer and her father. Kzrira remained hidden and frozen in fear while the dragon consumed both the dead deer and her father. After the dragon left, Kzrira gathered up her belongings and found the charred remains of her father's bow and his signet ring.

Kzrira returned to New Stetven and her apprenticeship, but could not concentrate. While she still loved crafting bows and arrows, her interest in her apprenticeship was no longer there. At the age of 16, she found a position as a mercenary guarding ships traveling between New Stetven and Silverhall, and occasionally guarding land caravans as well. During this time, she found that while she was not as strong as her male counterparts, her dexterity was unequalled and whether with a bow or a rapier, she was a very dangerous opponent.

Now at the age of 19, she is tiring of the same routes and the same ships. She just recently arrived guarding a caravan from New Stetven to Restov. She heard about the groups of adventurers being sent into the untamed lands to the south. Knowing her archery skills to be exceptional and her rapier to be sharp, Kzrira has join one of the groups heading south. Armed with her rapier and a deadly bow, she knows she is destined to achieve greater things.

While her ultimate goal would be to find the red dragon who killed her father, Kzrira is a realist and knows that she will need to gain far more skill with both her rapier and bow, and likely other support from strong sword arms and powerful spells if she hopes to find the huge monster who made her an orphan at the age of 15.


Forgot to mention a restriction considering the bastard trait. Only family not allowed is: Rogarvia for undisclosed reasons.


Vanyc wrote:


I would like to present the character of Vanyc to the game if I may. Built on a 20 point buy so would need a little tweaking.

Hi, my character was Davor Mason in Dog of War. Weird that he dissappeared like that.

Balodek wrote:
I've been following your OOC and IC threads, looks like you could use an arcane caster and/or some melee. Do you have a preference/dislike of wizards, sorcerers, witches, or cavaliers? I've got a concept but would like to nail down some of the mechanics before I write too much into the story.

No problem, only don't like the UC classes. They don't quite fit plus I hate the gunslinger and find it game-breaking.

Kzrira Maiwith wrote:

I am interested - this character needs some modification, or I might create a new one after reading the players guide.

Just for clarification - the three characters listed above are the one remaining in the campaign, not the one leaving - correct?

Yes, they are the ones remaining, not leaving. All very good roleplayers and get along with each other very well.


I would like to present Lythal who was entered for another replacement slot. If you don't find him ticking your boxes, I do have an idea for a meatshield/melee type but he isn't as rounded out. Examples of current PbPs are linked through my main profile.


DM Aron Marczylo wrote:
Vanyc wrote:


I would like to present the character of Vanyc to the game if I may. Built on a 20 point buy so would need a little tweaking.
Hi, my character was Davor Mason in Dog of War. Weird that he dissappeared like that.


Aye it was indeed odd that he suddenly dropped off the face of the earth. I have the basic stats sorted, dropping a point of strength and dex. I think that then brings him in line with a 15 point buy


Kzrira Maiwith wrote:

This character is built on a 25 point build at present, but I will drop the stats to get it to 15 when selected - most likely str, con and/or int

Female Human Fighter - will focus on archery, but not the archer archetype

** spoiler omitted **...

The Ranger is skilled with the bow and perfers to fight with the bow. If you don't mind being a ranged fighter that you can stick with your currrent build for fighter.


Joana wrote:
DM Aron Marczylo wrote:
Vanyc wrote:


I would like to present the character of Vanyc to the game if I may. Built on a 20 point buy so would need a little tweaking.
Hi, my character was Davor Mason in Dog of War. Weird that he dissappeared like that.
** spoiler omitted **...

Ahh I seee. My friend usually keeps telling me that :)


Yeah, first thing I will be doing methinks is researching any new DM. Have applied for a number of PBPs now, and the Evil campaign that I found myself in unfortunately fizzled out after about a month. Vanyc on the other hand is having a hell of a time getting any gaming time, just doesn't seem to be appealing to anyone to have a gnome sorcerer who wants to make potions all the time in the group.

Shadow Lodge

I'd considered a lot of classes for my application including a cold sorcerer but the cavalier just seems like it should get some more love.

Liberty's Edge

Dotting for interest. Dwarven Rogue or Fighter.


DM Aron Marczylo wrote:
Kzrira Maiwith wrote:

This character is built on a 25 point build at present, but I will drop the stats to get it to 15 when selected - most likely str, con and/or int

Female Human Fighter - will focus on archery, but not the archer archetype

** spoiler omitted **...

The Ranger is skilled with the bow and perfers to fight with the bow. If you don't mind being a ranged fighter that you can stick with your currrent build for fighter.

DM Aron Marczylo:
Her background is sort of focused around the bow build, but she is really more of a dexterity fighter - and I will probably pick up rogue levels at some point which will fit in with her background and round out the party since the Ranger/Bard will not have many true rogue skills.

I took weapon finesse so that she fights with dexterity. If the ranger is more bow directed, she could pick up crossbow instead and/or drop the bow centric feats and pick up one or two that are more hand to hand. - I just get bored with the all meat/no brains normal fighter.


Kzrira Maiwith wrote:
DM Aron Marczylo wrote:
Kzrira Maiwith wrote:

This character is built on a 25 point build at present, but I will drop the stats to get it to 15 when selected - most likely str, con and/or int

Female Human Fighter - will focus on archery, but not the archer archetype

** spoiler omitted **...

The Ranger is skilled with the bow and perfers to fight with the bow. If you don't mind being a ranged fighter that you can stick with your currrent build for fighter.

** spoiler omitted **

Kzrira Maiwith:

Don't worry, I love the backstory. I'm just telling you in case you didn't want to feel like a second-stringer which can sometimes happen. If you're fine then there's no problem :)


DM Aron Marczylo:

Sounds good. Let me know if/when you want the final character and I will finish adjusting the stats. With all the fighter feats, I will quickly be differentiated from the ranger I am sure. Actually, she specifically is not a ranger even though that would have been an easy fit with her background.

How soon are you going to be making a decision/starting the new characters? I check WAY too frequently, so I can be good to go fairly quickly.

DM Aron Marczylo-edited comment:

As a question, looking briefly at some of the comments/characters. How is it working with a Lawful Neutral Ranger and 2 Chaotic Good (Bard & Cleric) -- my plan is also Chaotic Good - just seems that there could be a lot of in character conflict with these grossly different alignments.

Scarab Sages

I would also be interested in playing in this game. At work atm will work up a witch or a summoner this evening with a background. I am not currently in any only games and can post multiple times/day from work and home.

Thanks for your time.


May I present Rikardo Martin, a Taldan Rondelero master, broken by tragedy, seeking to regain lost honor?

Background:

Taldor, an aging empire, desperate to hold on to diminished glory, produces many who train in the old styles and arts of a fading gentility. One such is Roberto Martin, Master of a respected Rondelero academy, married to a minor noble of the Brevic house of Lebeda. They prosper here in the capital of Oppara, raising children in the gentile graces. The eldest son Rikardo, learns some languages from his mother, teaching him about her House and its ways. His father lovingly instructs him, from near toddler-hood, in the fine art of Rondelero. The years roll by, the children grow, and the days seem full of promise for the future.

Rikardo weds his new, young bride, Katrina of the Brevic house of Surtova. Despite reservations about her distant cousin and rival house member, Rikardo's mother welcomes her into her family sending her and Rikardo on a lavish honeymoon. Shortly after, the honeymoon is cut short, by the tragic, accidental death of Roberto, leave Rikardo as the young head of the household. He runs the school as he see fit but is soon quarrelling with his slightly younger brother. Eventually they decide on a public duel to resolve the issues between them. Before the duel begins his wife gives him a refreshing drink. During the duel Rikardo feels himself weakening before losing badly to his brother. He gasps, "Poison" as he falls, a shocking and dishonorable accusation without proof. His wife leaves him, proclaiming she cannot stay with such a disgrace. The Taldan courts strip him of his property and exile him. Before he leaves, his mother gives him a letter of introduction to his Lebeda relatives.

Rikardo spend nearly a year making his way up to Brevoy. His days pass in booze, as his fine skills slip away. He sells his swordsmanship as best he can, but gets a reputation as a unreliable drunk. From time to time, he needs to find and eat food that no gentleman should ever have to eat. He arrives in Brevoy to family that would prefer not to know him. One cousin tries to get him to face his demons. He takes the Vow of Abstinence from drink at the temple of Abadar. Then they give him a Charter for the Stolen Lands and say he should join a group that is already there to find himself again.

Role:

Front-line melee fighter. Will continue with Taldorian Duelist in feats and Fighter class unless something else is needed. Could work as a General or city Guard commander in later modules. In a pinch, any other role that doesn't require magic, he could keep warm until better is found.

Motives:

Trying to regain his honor and his former skill and glory. As he recovers from his depression he will want to help people that need it.

Description:
Rikardo is a tall, well build man with the typical bronze skin, and brown hair and eyes of those of Taldan descent. He projects an air of sophistication at odds with his old clothes. He bears his sword and buckler with a lifetime's ease. For those in the know, bearing a Falcata and buckler with the small scars he has, marks him as a student of Rondelero.


Rikardo Martin wrote:

May I present Rikardo Martin, a Taldan Rondelero master, broken by tragedy, seeking to regain lost honor?

** spoiler omitted **...

Is he also living la vida loca?

Shadow Lodge

Upside, inside out (s)he's livin la vida loca!


DM Barcas wrote:


Is he also living la vida loca?

Actually no he isn't and I am not much into music and missed the obvious. If it is a problem for anyone I can change the name.

Thanks for pointing it out.

Shadow Lodge

Jameson Addercop IV:

JAMESON "ADDER" ADDERCOP IV CR 1/2
Male Half-Orc Cavalier 1
LG Medium Humanoid (Orc)
Init +1; Senses Darkvision (60 feet); Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+5 armor, +2 shield, +1 Dex)
hp 12 (1d10+2)
Fort +5, Ref +1, Will -1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Gauntlet (from Armor) +4 (1d3+3/20/x2) and
. . Lance +4 (1d8+4/20/x3) and
. . Longsword +4 (1d8+3/19-20/x2) and
. . Shield, Heavy Wooden +4 (1d4+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Special Attacks Sword's Challenge +1/+1 (1/day)
--------------------
STATISTICS
--------------------
Str 17, Dex 12, Con 14, Int 13, Wis 8, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Mounted Combat, Swap Places
Traits Armor Expert, Rostlander
Skills Acrobatics -4, Climb -2, Diplomacy +4, Escape Artist -4, Fly -4, Handle Animal +4, Intimidate +2, Knowledge (Nobility) +5, Perception +0, Ride +0, Sense Motive +3, Stealth -4, Swim -2 Modifiers +5 Ride while riding your bonded mount., Sword's Skills
Languages Common, Giant, Orc
SQ Animal Companion Link (Ex), Orc Ferocity (1/day), Tactician (Swap Places) 3r (1/day) (Ex)
Combat Gear Lance, Longsword, Scale Mail, Shield, Heavy Wooden; Other Gear Animal Harness, Backpack (10 @ 21 lbs), Crowbar, Flint and steel, Pouch, belt (1 @ 1.28 lbs), Rations, trail (per day) (5), Rope, hempen (50 ft.), Shaving kit, Soap, Bar (50 uses), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
+5 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -5 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Swap Places You can trade places with an ally with this feat during your movement.
Sword's Challenge +1/+1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Sword's Skills +1 (Ex) +1 to Sense Motive opposing Bluff.
Tactician (Swap Places) 3r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
--------------------

Liberty's Edge

Presenting Grandabbleberry "Dabble" Nimblefingers, Rogue extraordinaire:

Dabble:
GRANDABBLEBERRY NIMBLEFINGERS CR 1/2
Male Gnome Rogue 1
CG Small Humanoid (Gnome)
Init +3; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 16, touch 13, flat-footed 14. . (+3 armor, +2 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +4, Will +0
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 15 ft.
Melee Rapier +3 (1d4/18-20/x2) and
. . Unarmed Strike +3 (1d2/20/x2)
Ranged Shortbow +3 (1d4/20/x3)
Special Attacks Sneak Attack +1d6
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
--------------------
STATISTICS
--------------------
Str 10, Dex 15, Con 10, Int 14, Wis 10, Cha 15
Base Atk +0; CMB -1; CMD 11
Feats Rogue Weapon Proficiencies, Weapon Finesse
Traits Rapscallion, Rostlander
Skills Acrobatics +3, Appraise +6, Bluff +6, Climb -3, Craft (Jewelry) +8, Disable Device +4, Escape Artist +0, Fly +1, Knowledge (Dungeoneering) +6, Linguistics +6, Perception +6, Ride -1, Sleight of Hand +3, Stealth +7, Swim -3, Use Magic Device +6
Languages Common, Dwarven, Elven, Giant, Gnome, Sylvan
SQ Gnome Magic, Hatred, Illusion Resistance, Trapfinding +1
Combat Gear Arrows (40), Rapier, Shortbow, Studded Leather; Other Gear Artisan's tools: Craft (Jewelry), Backpack (8 @ 4.25 lbs), Bedroll, Blanket, winter, Rations, trail (per day) (5), Thieves' tools, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.
Trapfinding +1 +1 to find or disable traps.
--------------------
Background

Grandabbleberry or "Dabble" as most people call him comes arrived in Restov 3 years ago. He was originally from Korvosa, or maybe Magnimar, possibly Absalom, or was it Oparra. Each person asked gets a different story, and they all seem just as true as the last.

He spends his days selling his jewelry in the market. None of it is particularly valuable, made from various beads and stones, but it is remarkably beautiful. He seems to have an unlimited supply as everyday there are new baubles to be had.

The main we he has gained most of his more elaborate bobbles is theft, or borrowing as he would call it. Dabble loves to sneak into the masnions of the wealthy and take inconsequential knickknacks which he turns into jewelry. He feels that since the people he "borrows" from can replace anything missing with ease, he has done nothing wrong. He has taken money and valuable loot from nobles he's met that are particularly nasty, but he always donates those items to orphanages and such.

Lately, a wealthy merchant's wife has been coming back to his table on a daily basis. On her sixth visit, she brought her husband along, and pointed out one of his more costly pieces. "See Danno, that looks like my missing ring." The merchant dismissed it as flight of fancy, apologized and left. That night, Dabble left the bauble on her doorstep, packed up his belongings and headed south. It was time for a new adventure anyway.

Appearance
Dabble stands just over 3' tall, and always has a delighted smile on his face, even in the midst of battle. His hair sticks out in every direction, and mostly a deep scarlet, but has highlights of dark purple thorughout, that matches his brilliant purple eyes. His skin appears tan from a distance, but up close you see ribbons of red, blue, and purple throughout.

Dark Archive

So tempting. But I'm already in one (and possibly two, if it hasn't died) Kingmaker games...

Good luck taming those Stolen Lands!

Shadow Lodge

Expanded fluff and characterization:

Spoiler:

Jameson was born in Rostland, the 4th in a line of warriors who served the lords of Rostland as sheriffs and marshals. His father took as a wife the daughter of a local Orc chieftain, the result of love born from combat against mutual foes. The bond created to strengthen both families bore true in Jameson, who's love of home and family has caused him to take up arms and work to restore Rostland to it's former glory.

Still young and not yet ready to take on his father's responsibilities, Jameson has been ordered into the Stolen Lands to help retake them for the glory of Brevoy. Traveling to the local trading post he is hoping to meet a group of like minded individuals to assist him in this goal. Knowing that he is unable to stand alone and retake land for his father's lord, he hopes to find a lord of his own to follow and serve in the manner of his father's family.

A cavalier of the Order of the Sword, Jameson takes his responsibilities seriously, but not as the expense of his sense of humor and camaraderie. He cares for his horse Donal before himself, a loyal mount and trusted companion. He has spent many years in the saddle learning to ride and fight from Donal, until horse and rider have almost become one.

At 6'3" Jameson is tall, his frame packed with muscle from years of wearing armor and training in mounted combat. Although he is unwise in the ways of the world, he is friendly to those he meets and terrible to those that draw his ire. He has blue eyes, striking in his green face and a gift from his father. His mother's blood runs through his veins however, and in a fight he has no fear of throwing himself at the enemy.


4th player has returned. Hope this doesn't mess up any of your characters too much.

4th: Fighter (TWF style with sword and spiked shield)


Kzrira Maiwith wrote:

** spoiler omitted **

** spoiler omitted **

Kzrira:

Won't be starting too soon. First I'll have to look through all the characters, give a few days for the recruitment thread to ferment and then possibly make the choice and bring everyone into the IC thread when the group arrives back at Oleg's trading post where the replacements will be.

So far I've not come across any alignment issue besides what to do with the bandits. It was handled in an adult way and none of the characters got violent towards each other. The wisdom that all the characters hold in character is that they shouldn't fight against each other, especially as there are far more deadly opponents out there and everyone was given the charter to help tame the lands and set up a firmer trading area for Brevoy to have a safer way of trading.

I'm not saying there won't be any in character arguments, best ones always have arguments but they won't get violent as long as your character knows what lines not to cross, but that's just common sense.


Do you need me to make any major changes to Vanyc?


DM Aron Marczylo wrote:
Kzrira Maiwith wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

DM Aron Marczylo:

Hmmm - looks like you have a lot of sword arms now (Fighter, Ranger, Cleric, Bard) and need a spellcaster. Let me look and see how I could modify this. I believe from reading the start of your campaign - damn it take a while to read - that you lost a summoner and a sorcerer (didn't actually look at the character sheets).

I will rebuild Kzrira or make another character up with some type of a similar background as a spellcaster.

-->Unless you think that a 5th non-spellcaster is ok, as I noted, I was planning on multi-ing to rogue at some point, but still that leaves the party spellcaster weak.


Aside from having to modify stats to fit a 15 point build, is there anything you need expanded on from Lythal?


Vanyc wrote:
Do you need me to make any major changes to Vanyc?

Nothing that I can see. Everything looks fine so far on the surface.

Kzrira Maiwith wrote:
DM Aron Marczylo wrote:
Kzrira Maiwith wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **
** spoiler omitted **

Kzrira:

Again, I have no issue in what you want for your character. If you want to go with a non-spell caster that's fine. I judge more on backstory than the actual character build.

Lythal Nemur wrote:
Aside from having to modify stats to fit a 15 point build, is there anything you need expanded on from Lythal?

Again, nothing obvious but also if your character sheet was on your profile so that it's easier to access that would help. Hate having to close pop-ups when I go on mediafire. Though I guess I should instead download it if I do take you on to keep track. Will be great if I'm offline.

Shadow Lodge

DM Aron:

Any questions on Jameson? I try to write an interesting character without a huge story, since I feel the game itself is supposed to create the character. I would change the class but you have so many strong arcane applicants that I'd rather just stick it out with a cavalier and see how it goes, but I am happy to expand on anything you feel wasn't written strongly enough.


DM Aron Marczylo:

Would you allow a changeling? http://www.d20pfsrd.com/races/monsters-as-pcs#TOC-Changeling

I have an interesting - similar, but modified - background that I think will work and I like the race which does not seem greatly overpowered.


Balodek:

no problem with you expanding. I have a few designs on have a few character's backstories come into play. Not going to give anything away, but it will be very interesting from both a story and roleplaying perspective.

Kzrira:

Yep, certainly. I said other races to be considered, but really I'm a softy when it comes to other races and changlings have some interesting fluff to them. Shame they aren't like ebberon changlings though as that would be interesting.


DM Aron Marczylo:

Ok, this is what I have come up with, tried to not stretch things too far.

Female Changling Orc-bloodline -- http://www.d20pfsrd.com/classes/core-classes/sorcerer/bloodlines/bloodlines -from-paizo/orc-bloodline

Sorry, this is a bit long, but the best I could come up with fast.
____________

For years Thrandur Maiwith and his wife, Healra Maiwith desired to have a child, sadly, they were unable to conceive. Thrandur was a ranger of some renown in Brevoy, traveling not only in the Gronzi Forest, but also deep into the forests of the River Kingdoms. On one expedition into the River Kingdoms, he came upon a mortally wounded elf. Before the elf died, his last request was that Thrandur take his sword and return it to an Elven Lord in Kyonin. Thrandur returned to New Stetven and informed his wife of what had occurred and that he felt honor bound to return the elvish sword. Thus he began the long and dangerous trip to Kyonin.

Upon returning the sword, Thrandur was given a magical long bow and told that he would be blessed with good fortune. After resting, Thrandur began the long and circuitous return to New Stetven. However, but a few days out of the elvish village, Thrandur came upon a horrific site. While passing through the hills between the forests of Kyonin and the hills north of the Five Kings Mountains, Thrandur came upon the bloody remains of a great, and very recent, battle. Dozens of orc were dead, many apparently having turned on their own from the wounds and bodies. And in the middle was a huge female humanoid with black skin and long claws. The hag was dead with the sword of an orc shaman piercing her heart, the shaman, lying atop the hag, was also dead with the hags claws puncturing his throat.

While the battle was horrific, what was even more astounding was that Thrandur heard a sound, almost like a small child, coming from under the orc shaman who was lying atop the hag. Withholding the need to gag, Thrandur moved the orc shaman from atop the hag and discovered a small human child covered in the orcs blood. Despite the horrors which were around him, Thrandur could only view this as the blessing which the elves had promised. Thrandur carefully picked up the baby and washed the blood from its body. He then swaddled the child and took it with him back to Brevoy.

Upon his return, Healra was overjoyed, this was the child, and a daughter at that, which the couple had always desired. They named the child Kzrira and raised her as their own. Kzrira was a wonderful child, one who got along with most other children and loved her parents dearly. Sadly at the age of 5, Kzrira's mother was taken ill with a mysterious disease and died. Thus, Kzrira was raised by her father, however since he was frequently away from home for extended periods, Kzrira began to hang out with a less than savory crowd.

At the age of 10 she was arrested by the sheriff after attempting to pickpocket an elderly lady. At first, she was to be banished from New Stetven. However, Thrandur, who knew and was respected by the constable, was able to work out an agreement whereby Kzrira began to apprentice with a local armorer. While Kzrira was not as strong as most armorers, her personality enabled her to sell weapons and armor to even the most hesitant of shoppers. Also, while apprenticing, Kzrira learned to become quite proficient with the crossbow and many simple weapons.

By the age of 13, having generally stayed out of trouble for the past 3 years, Kzrira began to go on occasional hunts with her father. Over the next few years, these became more common and while Kzrira knew she would never obtain her father's skills with the bow or his ability to track, she found that she loved the hunt and found an almost obsession with the fight and kill of the game.

In the summer of her 16th year, Kzrira was on a hunt with her father. As they had done multiple times before, Kzrira lay hidden waiting for her father to shoot the stag and then she would either shoot it again with her crossbow or help kill it with her dagger. Just as she heard her father's bow twang and she say a beautiful 14 point buck leap from the forest with her father close behind, a huge black shadow appeared overhead and a huge red serpentine form dropped out of the sky and with a breath of flame fried both the deer and her father. Kzrira remained hidden and frozen, while the dragon consumed both the dead deer and her father. However, it was not fear which kept her frozen, but rather a rage such as she had never experienced before, a rage for blood. After the dragon left, Kzrira went to where her father had been killed and found only the charred remains of her father's prized elven bow and his melted signet ring with her mother's picture. Seeing the ring caused even greater rage and from an unknown source waves of fire and magical missiles sprung forth from her hands.

Not knowing what had happened, Kzrira returned to New Stetven and her apprenticeship, but she could not concentrate. While she still loved crafting weapons and armor, the bizarre powers she had experienced caused her to lose interest in her apprenticeship. Thus, at 17 she found a position as a mercenary guarding ships and caravans traveling throughout Brevoy and nearby lands. While she trained regularly with weapons, she never seemed to be able to master such simple weapons as swords and bows. This inability frustrated her which frequently cause fits of almost unnatural rage.

Shortly after she turned 19, she had just finished enjoying an ale at a tavern in Egede, Mendev while on layover before the next ship returned to Brevoy. As she left the tavern to return to her inn, she was grabbed from behind and dragged into a dark alley. Knowing what the rapist had planned for her, she felt the rage building inside of her just as had several years earlier in the Gronzi Forest. As the rage overcame her, she twisted out of the rapists grasp and clawed him across the throat, ripping his throat out as no human her size should have been able to do. At this same time, she experienced a flash of light and was suddenly able to see as though it was day, despite the late hour. Staring aghast at her hands where her fingernails now appeared sharp and hard as the claws of a bear and able to see as though it were day, Kzrira turned and ran back to her inn.

After returning to Brevoy, she was afraid of the bizarre new powers she had. Unlike before, now she found that she could control the powers to some extent and even command her hands to produce fire and magic missiles. Nonetheless, fearing that her uncontrolled rage would result in her killing someone innocent, she signed on with the next caravan heading south figuring that she could travel to the River Kingdoms or elsewhere south where she would not endanger her friends and fellow Brevians.

Yesterday, squinting her eyes which had become very sensitive to light since the fateful night in Egede, she arrived in Restov. Upon arriving she learned of the ventures into the Stolen Lands and decided that this bandit filled wilderness was the perfect place to learn to control her new powers. A place where there were nothing but enemies and no innocents who she was likely to harm.

Kzrira's goal is to master her new power and someday return to find and kill the dragon who caused the ring in her pocket to melt.

Shadow Lodge

Final version of backstory, multiple hooks added.

Jameson:

Jameson Addercop IV

Jameson was born in Rostland, the 4th in a line of warriors who served the lords of Rostland as sheriffs and marshals. His father took as a wife the daughter of a local Orc chieftain, the result of love born from combat against mutual foes. The bond created to strengthen both families bore true in Jameson, who's love of home and family has caused him to take up arms and work to restore Rostland to it's former glory.

When Brevoy was formed the Addercops fared badly along with their lord. Loyal to the end many of their retainers and servants were killed by the attacks and purges. The scars of those battles can be seen today on the family keep, and rumor has it that Jameson's brother had red dragon blood powering his arcane powers. Killed when they were younger, Jameson has named his beloved horse Donal after his lost brother.

The peasant mob that killed his brother for witchcraft were misguided though understandable, but Jameson's anger upon catching them was great and he lost control of his senses. When he came to his father was standing over him and several men were dead, including his brother. The family has called in several favors to keep this event quiet and part of Jameson's assignment far from home is to give tempers time to cool and memories fade.

Still young and not yet ready to take on his father's responsibilities, Jameson has been ordered into the Stolen Lands to help retake them for the glory of Brevoy. Traveling to the local trading post he is hoping to meet a group of like minded individuals to assist him in this goal. Knowing that he is unable to stand alone and retake land for his father's lord, he hopes to find a lord of his own to follow and serve in the manner of his father's family.

A cavalier of the Order of the Sword, Jameson takes his responsibilities seriously, but not as the expense of his sense of humor and camaraderie. He cares for his horse Donal before himself, a loyal mount and trusted companion. He has spent many years in the saddle learning to ride and fight from Donal, until horse and rider have almost become one.

At 6'3" Jameson is tall, his frame packed with muscle from years of wearing armor and training in mounted combat. Although he is unwise in the ways of the world, he is friendly to those he meets and terrible to those that draw his ire. He has blue eyes, striking in his green face and a gift from his father. His mother's blood runs through his veins however, and in a fight he has no fear of throwing himself at the enemy.


I would like to submit an application:

Geoffrey Whittaker, LN Half-Elf Rogue 1

(A full build is available via his profile)

Appearance:

Geoffrey is lean and lightly muscled, with pale skin, short-cropped black with a pronounced widow’s peak, and piercing blue eyes. He usually dresses simply in a chain shirt, covered with a tabard dyed black and crimson, and has a single visible rapier at his hip. Generally, he moves with an almost cat-like grace, the sound of his passage being only the merest whisper, and he continually shifts his gaze, trying to take in everything around him.

Background:

Geoffrey knows relatively little about his parents, as he has no memory of them. From what he has been told, his mother was a relatively pretty lass from one of the minor noble families at the Imperial court in Egorian, who caught the eye of an Elven diplomat; when it was discovered that she was pregnant, she was bundled off to Brevory for her confinement, to stay with some distant relatives (by marriage) who minor members of House Lebeda. After the birth, she returned to Egorian, but Geoffrey remained in Brevory.

He grew-up in Silverhall, where he was treated fairly, albeit without any love – the branch of the family to which he was assigned had no time to coddle the bastard son of a distant relative. However, they did not stint in his education, and he was raised alongside the other scions of the house; although not naturally inclined to book-learning, he was instilled with the importance of recognising conflicts that one could not win, whether in business, politics or war, and how to avoid them.

Geoffrey became adept at spotting weaknesses, and how to exploit them, and discovered that he had a knack for noticing things that others generally missed, and was adept at passing unnoticed. In time, he gravitated towards assisting with some of the family’s more clandestine activities.

It was after one such task went wildly wrong, and an innocent bystander was badly hurt (It was supposed to be a simple task of sabotage, embarrassing a rival, no more; after all, generally, you would expect that people would move out of the way of an out-of-control cart of beer barrels, wouldn’t you?), that Geoffrey decided he needed to ‘spread his wings’ and find a new stomping ground.

The current push to re-settle the so-called 'Stolen Lands' seemed like a perfect opportunity to give him some distance from his 'problem', and to even, maybe, prove that despite his shameful beginnings, he is worthy of the noble blood that flows in his veins...

Let me know what you think :-)


Kzrira:

Very nice and interesting backstory. Loving it and if you wanted I'd let you learn from spells from Orcs of Golarian too. Some of the arcane ones are nasty.

Balodek:

Very nice, don't think I've seen anyone put so much effort in and remake their backstory again and again because they didn't feel so happy about it the first time.

Geoffrey Whittaker:

Very nice. A half-elf who's back story connects to noblility. I quite like it. Interesting having a rogue that is a noble, but it makes sense as they do dirty tricks or hire people to do them. Also the Stolen Lands certainly do sound like a nice place to hide out too.


DM Aron Marczylo wrote:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

DM Aron Marczylo:
That would be interesting, I don't have the book, but will see what I can find. Originally I was looking at either Abyssmal from the Wounded Lands or Devil-Pit Fiend bloodline, but I felt it would be difficult to play the very evil related powers into the character and campaign. The Orc Bloodline is different and works well in combination with the changeling.

It looks like there would be 3 possible spells, Spontaneous Immolation, Blood Rage and Ghost Wolf. All are pretty cool and could be used. The Spontaneous Immolation definitely sounds like a good second level spell. Blood Rage is cool, but will have to decide when I get to third level spells.

Shadow Lodge

DM Aron Marczylo:

My first effort wasn't very good, and my second was ok but I wanted to throw in some more potential hooks.


I'd like to post my interest.

Sovereign Court

DM Aron Marczylo wrote:
Joana wrote:
DM Aron Marczylo wrote:
Vanyc wrote:


I would like to present the character of Vanyc to the game if I may. Built on a 20 point buy so would need a little tweaking.
Hi, my character was Davor Mason in Dog of War. Weird that he dissappeared like that.
** spoiler omitted **...
Ahh I seee. My friend usually keeps telling me that :)

Damn right I do :P. Joana knows her stuff as usual :)


Modified background, but only slightly.

DM Aron Marczylo:

Kzrira is not going to be the final character as I have switched to Sorcerer, here is the new link. Carina Stigard. I will keep posting on this thread with Kzrira for simplicity and will switch to Carina when added to the campaign.

Sorry - this keeps getting longer. Most of this is the same, but cleaned up. I changed everything from the paragraph which starts with "Shortly after she turned 19"

Female Changling -- Orc-bloodline

For years Thrandur Stigard and his wife, Healra Stigard desired to have a child. Sadly, they were unable to conceive. Thrandur, a ranger of some renown in Brevoy, traveled not only in the Gronzi Forest, but also deep into the forests of the River Kingdoms. On one expedition into the River Kingdoms, he came upon a mortally wounded elf. Before the elf died, his last request was that Thrandur take his sword and return it to an Elven Lord in Kyonin. Thrandur, feeling honor bound to fulfill the elves dying wish took the sword and set forth south through the River Kingdoms toward Kyonin.

Thrandur managed to survive the trip south and arrived at the Elvish Court. Upon returning the sword, he was given a magical long bow and told that he would be blessed with good fortune. After resting, Thrandur began the long return to New Stetven. However, but a few days out, he came upon a horrific scene. In the hills between the forests of Kyonin and the Five Kings Mountains, he came upon the bloody remains of a great, and very recent, battle. Dozens of orc had been ripped to shreds while others appeared to have turned on their own. In the middle of the clearing was a large stone upon which lay a huge hideous female humanoid with black skin and long claws. The hag had been killed by a wicked looking orc whose face was covered in scars and tattoos. It appeared as thought the hag and witch doctor had both died at the same time as the witch doctor’s throat was ripped apart from the hags claws while the hags heart was pierced with the witch doctor’s serrated sword.

As Thrandur surveyed the horrific scene, he heard a sound, almost like a small child, coming from under the orc witch doctor who was lying atop the hag. Withholding the need to gag, Thrandur moved the bloody orc from atop the hag and discovered a small pale skinned human child covered in orc blood. Despite the horrors which were around him, Thrandur could only view this as the blessing which the elves had promised. Thrandur carefully picked up and washed the blood from the baby. He then swaddled the child and took it with him back to Brevoy.

Upon his return, Healra was overjoyed, this was the child, and a daughter at that, which the couple had always prayed for. They named the child Carina and raised her as their own. Carina was a wonderful child, she loved her parents and was always popular among her friends. Sadly at the age of 5, Carina's mother was taken ill with a mysterious disease and died. Thus, began a dark period in Carina’s childhood. She was raised by her father. However, since he was frequently away from home for extended periods, Carina began to hang out with a less than savory crowd.

At the age of 10 she was arrested by the sheriff after attempting to pickpocket an elderly lady. At first, she was to be banished from New Stetven. However, Thrandur, who knew and was respected by the constable, was able to work out an agreement whereby Carina began to apprentice with a local armorer. While Carina was not as strong as most armorers, her personality enabled her to sell weapons and armor to even the most hesitant of shoppers. Also, while apprenticing, Carina learned to become quite proficient with the crossbow and many simple weapons.

By the age of 13, having generally stayed out of trouble for the past 3 years, Carina began to go on occasional hunts with her father. Over the next few years, these became more common and while Carina knew she would never obtain her father's skills with the bow or his ability to track, she found that she loved the hunt and found an almost obsession with the fight and kill of the game.

In the summer of her 16th year, Carina was on a hunt with her father. As they had done multiple times before, Carina lay hidden waiting for her father to shoot the stag and then she would either shoot it again with her crossbow or help kill it with her dagger. Just as she heard her father's bow twang and she saw a beautiful 14 point buck leap from the forest with her father close behind, a huge black shadow appeared overhead and a huge red serpentine form dropped out of the sky. With a breath of flame the dragon fried both the deer and her father. Carina remained hidden and frozen while the dragon consumed both the dead deer and her father. However, it was not fear which kept her frozen, but rather a rage such as she had never experienced before, a rage for blood. After the dragon left, Carina still shaking with rage, went to where her father had been killed and found only the charred remains of her father's prized elven bow and his melted signet ring with her mother's picture. Seeing the ring caused even greater rage and from an unknown source waves of fire and acid sprung forth from her hands.

Not knowing what had happened, Carina returned to New Stetven and her apprenticeship, but she could not concentrate. While she still loved crafting weapons and armor, the bizarre powers she had experienced caused her to lose interest in her apprenticeship. Thus, at 17 she found a position as a mercenary guarding ships and caravans traveling throughout Brevoy and nearby lands. While she trained regularly with weapons, she never seemed to be able to master such simple weapons as swords and bows. This inability frustrated her which frequently cause fits of almost unnatural rage.

Shortly after she turned 19, she had just finished enjoying an ale at a tavern in Egede, Mendev while on layover before the next ship returned to Brevoy. As she left the tavern to return to her inn, she was grabbed from behind and dragged into a dark alley. Knowing what the attacker planned to do with an attractive young woman, she felt the rage building inside of her just as had several years earlier in the Gronzi Forest. As the rage overcame her, she twisted out of the rapists grasp and went to slap him in the hope of stunning her attacker and fleeing. However, rather than a slap, as her fingers raked across his face, deep gouges appeared. The attacker fell to the ground bleeding profusely, his face ripped to shreds. Stunned at what had occurred, Carina turned and fled back to her inn.

Horrified at what had occurred, Carina lay awake late into the night. When she finally fell asleep, she had nightmares filled with scenes of brutal tusked humanoids battling and fighting while one of their kind, whose face was covered in scars and tattoos stood upon a rock unleashing waves of magical missiles, streams of ice and hurtling balls of acid at a hideous tall dark female humanoid. When Carina awoke, she was coated in sweat. However, not only did she recall the nightmare with great clarity, but she also recalled how the witch doctor had summoned the magical forces used against his enemies.

Still stunned by the events of the prior evening and her nightmare, Carina arose and washed her face in the basin. However, when she looked into her small mirror, she was unsure the face looking back at her was her own. While the light, almost pale, complexion and long black hair were hers as always, her formerly hazel eyes had changed with the left eye being a brilliant emerald blue and the right red as though it was reflecting flames. Amazing as this was, it was not the only change, as she touched her face to make sure that she was awake, she felt sharp pricks from where her fingers touched her face. Upon investigating her hands she realized that her formerly short fingernails had somehow grown longer and become as hard and sharp as a bears claws.

Concerned for her safety and how others would react to her strange appearance, Carina wrapped a scarf around her face and returned to the port where she booked a return to Brevoy, not even waiting for a guard position. The next night on the ship, she again had a dream with these green skinned tusked humanoids fighting a pitched battle. As before, the strange cloaked witch doctor stood atop a stone casting spells. This time, the enemy appeared to be dwarves. As the witch doctor spoke strange words a legion of the dwarves suddenly fell to the ground where they were slaughtered by the beasts. Carina continued to have similar dreams each night and each morning when she awoke, she knew how to bring forth these powers.

After returning to Brevoy, Carina travelled back to New Stetven, and even though the nightmares became less frequent, she was gravely concerned that the immense rage would return and she would be unable to control her reaction. Thus, despite being able to generally control her powers, Carina decided that she would have to leave her friends and her Brevian home and travel to where she would not endanger innocents.

Without telling her friends why, she bid them goodbye and headed south, planning on going to the River Kingdoms or further south to the lands with great magical schools. Her trip began early in the morning on the road to Restov, however she found the light of day painful. Thus, dispirited, she made camp in a grove of woods near the road not knowing how she would travel further south. Amazingly, at sundown she found that she could see as well as during the day, thus, she resumed her journey astounded by her new nighttime vision.

Yesterday morning, squinting as the sun rose above the horizon, Carina arrived in Restov. Her intension had been to replenish her stores and continue south, but when she heard the swordlords were seeking adventurers to rid the Stolen Lands to the south of bandits and other evil, she knew this was her calling. A land with few, if any innocents to hurt where she could learn to control her powers. Viewing this as the first good omen in weeks, she immediately signed up, received her charter, and was instructed to travel south to the stockade of Oleg where she would meet her companions.

While Carina’s initial goal is to master her new powers, her greatest drive is to gain the power to return and slay the dragon which killed her father leaving her an orphan with nothing but a melted ring to remember her family.


Midir Vannya wrote:
I'd like to post my interest.

Okey, shoot the backstory.

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