GM Nightingale's Rise of the Runelords Recruitment #2


Recruitment

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"The town of Sandpoint needs you!"

This is the recruitment thread for the second game of Rise of the Runelords I am running. I'm looking for four adventures to undertake the quest of saving the town of Sandpoint from destruction. I'm more likely to pick your application if I think your background is interesting and you show good roleplaying ability than if your character is well optimized, though I do want the final party to be relatively balanced. I strongly disapprove of dump stats, unless you have a good reason for them that ties into your backstory. A score below an 8 counts as a dump stat in my book. I would like to maintain a posting requirement of at least once per day if possible, but absences are fine if you let me know in advance.

Feel free to ask me any questions!

RotRL Player's Guide

Character Creation:

-1st Level

-20 Point Buy

-Average Starting Gold

-Max HP

-Races: Anything from the CRB. If you are a human, please specify your ethnicity (e.g Chelaxian, Varisian, Shoanti). This may grant you an additional starting language, as described in the the Inner Sea World Guide.

-Classes: All core and base classes, except for the Summoner, Gunslinger, Ninja, and Samurai.

-2 Traits. One campaign trait from the Player's Guide or pages 330-331 of the APG, and one other trait. The only trait that comes to mind as unbalanced would be Rich Parents. Feel free to change the flavor of a non-campaign trait to fit your backstory.


Dotting with interest.


Jerome Caulflower. PC of a game that never even got to the first fight. :p


Dotting...intrested


As stated several times before, and similar to Jerome, Timor here have been more than lucky to be accepted in several RoTRL games, and each one of them quickly waned after starting :-(

Would love to play this "frenchi-boy" again.


Anaach was made for RotRl, but wasn't chosen, I can cut his levels and drop a trait if Harsk isn't chosen for your other game :)


Pathfinder Adventure Path, Maps Subscriber

Please accept "Lucky" Finn McDonaugh, former gambler, swindler and con-man, who relied on his luck to survive. Watched as his misdeeds cost a family their home and lives and repented. Now a dedicated, if untrained, cleric of Desna, praising and promoting that same luck that allowed him to be crooked in a righteous way and trying to make some good of his life after all.

Will formally build an alias if chosen (or you wish it).

Crunch:
"Lucky" Finn McDonaugh
Male Human (Chelaxian) Cleric 1
CG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee morningstar +1 (1d8+1) and
starknife +1 (1d4+1/x3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel energy, touch of chaos
Spell-Like Abilities
6/day—bit of luck, touch of chaos
Cleric Spells Prepared (CL 1st; concentration +4):
1st (2/day)—divine favor, true strike, bless
0 (at will)—guidance, stabilize, detect magic
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 11, Int 12, Wis 16, Cha 14
Base Atk +0; CMB +1; CMD 13
Feats Alertness, Selective Channeling
Traits student of faith, suspicious, world traveler
Skills Acrobatics -1 (-5 jump), Appraise +5, Climb -2, Diplomacy +7, Escape Artist -1, Fly -1, Knowledge (religion) +5, Perception +5, Profession (gambler) +7, Ride -1, Sense Motive +10, Stealth -1, Swim -2
Languages Common, Varisian
SQ aura, domains (chaos, luck), spontaneous casting
Other Gear Studded leather armor, Crossbow bolts (20), Light crossbow, Morningstar, Starknife, Backpack (22 @ 19 lbs), Bedroll, Belt pouch (1 @ 0.48 lbs), Candle (10), Holy symbol, silver (Desna Butterfly), Spell component pouch, Torch (5), Trail rations (5), Waterskin, 12 GP, 4 SP, 8 CP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

Background sketch, will add more details should you request it.:
Growing up in an orphanage in Magnimar, Finn quickly became a child of the streets learning to beg and steal for his food, living of his wits and quick tongue. When he was caught red-handed stealing food from a local gambler, Truman Longfellow, the man took pity on him and taught him the grift instead. Finn and Truman took their act all over Varisia -- baiting, switching and swindling folks here and there, and just earning enough to live. After swindling one family from their home and farm, and watching them slowly starve and die in a harsh winter, Finn started to have second thoughts about the gambler's life. Leaving Truman in the dark of night, Finn went out on his own, looking to make recompense for those he had wronged. By the intervention of Desna, he was granted some ability to share his luck with others aiding them in minor ways, and has since been on the road, wandering, and doing good. He still looks for the the "big" good deed he can do to provide penance for his years of lying and stealing.

With the new Cathedral built in nearby Sandpoint, Finn felt compelled to go pay his respects to his patron deity. He is not a formally trained cleric in the priesthood and so will likely have conflict with the "ordained" clergy.

Appearance and Attitude:
Lucky Finn is a tall man with brown hair, long in the back, and dark eyes. A scar from his youth runs along his right cheek, where a guardsman gave him a harsh lesson. He has innate luck which he can transfer to others divinely. His sense of humor is well develop as is his sense of others and silver-tongue, having often talked his way out of trouble. He detests lying and cheating and will act with honesty in most situations. He isn't a paladin, but is on a self-driven quest to do "good" and will take that opportunity if it presents. He is still a bit baffled by his healing (which is an extension of his luck, in my interpretation) and has no formal training in the religion of Desna, but looks at her as Lady Luck. He often is seen flipping a coin or rolling a dice or playing cards, as a way to pass the time.

About the Player:
I can post daily without trouble as I run several games on the boards. I am quite familiar with the AP so if you don't choose me I understand. I can separate IC/OOC knowledge and look forward to the opportunity to experience ROTRL as a player. I hope to do a lot of RP, not just tactical moves but that kind of depends on the group. I am in US Central time zone (Nashville TN area) and usually post in the evenings after my family has gone to bed. I do travel a good bit for my work, but will still read and post when on the road. Hope you give Lucky some consideration! Thanks!


Hey Doc E

Whats up


I got a general outline for what kind of character I would like to play but I like to reserve building out a background until I know more about the campaign so I can write myself into it.

I want to play a paladin that has been out of the game for a few years and has fallen out with his church (not his god) He swore to himself that he would not get swept up in the churches power plays and is currently letting his god guide his path, wherever it takes him.

He also has a code of honor that does not allow him to attack women or children, regardless of race (So no killing baby dragons.)

I haven't been able to find an appropriate god in this setting yet but perhaps the GM has some advice or an idea.

Here is an example of a role-playing game I'm in. I play Clouse under the username gabboge: http://www.againsttheshadow.org/index.php?topic=2306.875

I also run under other aliases here but most of those games have ended or stalled.

Scarab Sages

I submit Kalmteta Dthow'Obliske, scholar of ancient civilizations, child of Osirion ex-patriots. Human Oracle. I'll enter more backstory and relevant info tonight and in the next few days.


Interested indeed, but it would depend if you allow Blood of the Moon. Thinking of making a Oracle of the Moon and Moon stuff is in that book, as well as a fitting race for it.


Dotting for interest, have a dwarven fighter idea I'd like to flesh out and submit within the next day or so


DM DoctorEvil, Lucky looks great. I couldn't help but notice that he has one too many traits. Why don't you make an alias for him?

La'Rose Shiffel, have you considered Abadar, Iomedae, or Sarenrae? A natural location for you to be from would be Magnimar.

Claire Evans, I'm not familiar with Blood of the Moon, but I assume that it would be fine.


Pathfinder Adventure Path, Maps Subscriber

Howdy Death Keeper -- got Anaach the barbarian in for this one I see. Good luck sir!


I would like to submit my Illusionist Aidyn Swainn for this campaign, always wanted to play in a Runelords game. :)


I would very much like to apply with my character Xzylvador.
A somewhat young (124) noble and snooty Elf Wizard (Divination) who also devoutly worships Desna, Godess of Luck.
Torn between his study of Fate and the worship of Desna, goddess of Luck, he is puzzled by the paradox of both these things existing and asked too much questions. That made his teachers unhappy and uncomfortable and he was subsequently sent away from his school and temple in order to 'seek answers through experience'.
So he's on his way and decided to let fate and luck guide him to the answers he seeks.

Posting speed shouldn't be a problem and Charsheet is pretty much ready, need some minor work (originally built it for a game that never got past its meeting in the tavern) but that can be done in a day. Have a much longer version of the background, too, if you're interested.

I plan to multiclass into Cleric at second level (and hopefully eventually become a Mystic Theurge).
So I need to know what your stance is on the Improved Caster Level feat?
Otherwise, I'll just take its less effective trait version.


One halfling, submitted for your approval. May need to re-adjust her pet/archetype, background, and gear, though.


Here is my submission for a half-Elf, half-Varisian Witch. the character sheet, background, appearance and personality can all be found by following the profile. If you have any questions, please feel free to let me know.


DM DoctorEvil wrote:
Howdy Death Keeper -- got Anaach the barbarian in for this one I see. Good luck sir!

Well I figure maybe he'll get into this one if my cleric don't get into the other.

Surely every DM wont reject him... [/tease]


(Waves happily at DoctorEvil)

This character should be ready for RotRL. Landis will remain as a rogue, as I am not planning to have him pick up a prestige class or gain levels in another class, at level one he will be something of a mid range attacker, depending mostly on throwing darts and of course the occasional sneak attack if he notices a flanking opportunity. After gaining a level he will pick up the Rogue Finesse talent and become a little more melee oriented, later on I plan to make him something of a general pain in the neck for enemies via Dirty Trick and Trip feats, I also plan to create synergy between his ranged and melee capabilities by picking up Opening Volley. His rogue talents will be something of a mixed back with 'minor magic, major magic, dispelling attack, hard to fool and hunter's surprise' Which I believe really compliment his back-story.

Out of battle Landis brings an assortment of skills which are all listed with great detail in the character sheet. More importantly I should note that I picked these skills with his back-story in mind, which is really what I plan to do for all his feats and future abilities.

I realize that Landis appears to be very hard to work with, but I assure you that he's not. The group he finds himself with(assuming he gets accepted) will very likely appear experienced enough for him, which should mean he shouldn't give them much lip. His manipulative and deceptive nature doesn't mean that he'll immediately try to loot a store or get his group in trouble just for giggles, it mostly applies to having the enemies shoot themselves in the foot, reaching a goal through other means besides the lets kill them all methord, or helping a fellow adventure help themselves in a subtle manner. Sure he's a sneaky scoundrel but then again so were many characters we've enjoyed reading about in novels and seeing on the silver screen, I mean what would the star wars movies be without Han Solo? Not saying that Landis is like Han, just giving an example of a roguish character.

In conclusion it should be clear that Landis is far from being overly optimized and that most of his crunch choices were based on his back-story and character. Hopefully you'll find that he fits with the group you are trying to build.

Oh I almost forgot, I have no trouble posting on a daily basis.


Sarenrae sounds perfect.

I'm thinking he is sort of a warrior artist. He lived in Magnimar in order to learn from the art of the monuments and Sarenrae was a natural fit for him but it had grown far too militant for his taste.

His breaking point came when he was asked to do something he felt immoral (I'll let you fill in if it helps tie me into plot) and for the first time he compromised his morality. It broke his spirit a little, so he left.

I really like the idea that he is a lover of the arts. Poetry is nice, because I can incorporate that into role-playing a lot easier then painting. That and poetry goes well with the rose theme I will be going with him.

Sound good?


Submitted for your approval

Taiglin:
Taiglin (Rise of Runelords)
Male Elf Fighter 1
CG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +2 Dex, +1 dodge)
hp 10 (1d10)
Fort +2, Ref +2, Will +0; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword +2 (1d8+1/19-20/x2)
Ranged Shortbow +3 (1d6/x3)
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 11, Int 17, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 15
Feats Additional Traits, Dodge
Traits Ease of Faith, Magical Knack (-Choose-), Scholar of the Ancients, Suspicious
Skills Acrobatics -1, Climb -2, Craft (painting) +9, Diplomacy +7, Escape Artist -1, Fly -1, Knowledge (arcana) +5, Knowledge (history) +5, Linguistics +4, Perception +2, Ride -1, Sense Motive +1, Stealth -1, Swim -2; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Giant, Goblin, Sylvan, Thassilonian
SQ elven magic
Other Gear Lamellar (leather) armor, Buckler, Arrows (20), Longsword, Shortbow, Artisan's tools, masterwork (Craft [painting]), 9 GP
--------------------
Special Abilities
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (-Choose-) +2 CL for a specific class, to a max of your HD.
--------------------
Taiglin is a young artist / scholar who has come to Sandpoint in search of Thassilonian manuscropts and artifacts. He worships Desna, so this is also a religous pilgrimage as well.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


Taiglin's Background:

Taiglin is a very young elf, his mother is a cleric of Desna and his father is an elven archer. Being his father's oldest child, Taiglin has had intensive training in the bow and sword and although he is competent in them, he has always been happier reading and drawing. He has a repuatation for being an excellent artist to his mother's delight. During his studies he came across a language called Thasilonian, which he learned and has become interested in Thassilonian artifacts and writings. Seeing that Varisia is also a favored place of Desna he has undertaken a religious pilgrimage to Sandpoint. He is currently enjoying the sights, trying to find our all he can about the Thassilonians and eking out a living making portraits and paintings. Although he is a fighter, he will eventually pick up levels in Universalist Wizard (his favored class) and then Eldritch Knight.

EDIT:While I was writing Le Rose came up with a warrior poet idea. I don't want to stop on his toes so I may submit something else. Let me think on it.


I would also like to be considered.


Sethran needs a little tweaking... But should give a proper concept.

Liberty's Edge

dotting


Here's a dwarf fighter

Agan:
AGAN
Dwarf Fighter (Weapon Master) 1
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 17 (1d10+7)
Fort +5, Ref +2, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+2/x2) and
Dagger +3 (1d4+2/19-20/x2) and
Dwarven waraxe +3 (1d10+2/x3)
Ranged Sling +3 (1d4+2/x2)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 17, Int 12, Wis 12, Cha 9
Base Atk +1; CMB +3; CMD 15 (15 vs. Bull Rush, 15 vs. Trip)
Feats Power Attack -1/+2, Toughness
Traits Eyes and Ears of the City, Giant Slayer
Skills Acrobatics -4 (-8 jump), Climb +0, Craft (armor) -1 (+1 on checks related to metal or stone), Craft (weapons) -1 (+1 on checks related to metal or stone), Escape Artist -4, Fly -4, Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Stealth -4, Survival +5, Swim -4; Racial Modifiers craftsman
Languages Common, Dwarven, Giant
SQ hardy, slow and steady, stability, stonecunning +2
Other Gear Scale mail, Heavy wooden shield, Dagger, Dwarven waraxe, Sling, Backpack (empty), Belt pouch (1 @ 0.88 lbs), Waterskin, 33 GP, 3 SP, 8 CP
--------------------
Special Abilities
--------------------
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Agan Background:
Agan wants to kill giants, pure and simple. His parents were killed by giants and he has spent years learning how to fight the bastards.


I'm thinking of putting together a Foresight wizard. Personality-wise, I was thinking of having him be quite a bit addled and quirky in the sense that he can't distinguish between things he remembers and things he's foreseen... This isn't a full background, just sort of a sample of his quirkiness to see if it would hold up, or if it would be too disruptive in actual gameplay.

Spoiler:
“Will you tally my bill, please?” the odd looking, half-addled elf asked the tavern keeper.

The proprietor of the guest house studied the elf for a moment before finally deciding he was being joked. “That’s a good-un, master elf,” he grinned. “Pleased to meet you, o’course. Name’s—”

“Dunagan Haargrick, naturally. Now, please, tally my charges Master Dunagan. I am in an immense hurry. I have appointments to keep and I am already late.” The elf began rummaging around his pack. “I fear I have misplaced my key. But, I’ve no time to remedy that now. Kindly add the cost to my bill.”

The tavern keeper stared dumbfounded at the insistent elf, finally closing his gaping jaw in a self-conscious grin. “I’m glad ta know my reputation’s preceded me, sir. But, you have me at a disadvantage. What’s your name, and what would you like me to bill you for?”

The elf gave him a stern, bemused look. “For the rent of your less-than-excellent room upstairs, of course. Don’t be foolish, man. I have been your tenant for the last three days!”

The proprietor began to look concerned. “Sadly, not mine, lord! Best I know, you’ve just arrived! I never saw you before you just walked in through my door!”

The elf’s impatience faded. He turned and gave the inn a long searching look, and seemed to realize where he was for the first time. “Ah, yes. Then I’ve not yet misplaced your key,” he dropped his pack to the floor. “I shall need your finest room for the next three days. Never mind the introductions, since you were already having been going to do so. And you should go ahead and keep a running tab of my bills. Kindly add the eventual loss of the key to it, so that I’ll be able to pay quickly. I’ll already be late three days hence, and I shouldn’t like to be kept longer. You’ll forgive my comments later about the quality of your rooms. I actually anticipate remembering them fondly… or perhaps I remember looking forward to staying here… Either way, you can be assured no offense is likely to be meant. It is merely a measure of my impatience at my eventual tardiness. You understand, no doubt. It’s always so inconvenient when one can remember clearly the things one has yet to do, but must look forward to the things one has already done. Oh! And it’s a genuine pleasure to make your acquaintance! Did I already say that?”


I post my consolidated ideas tomorrow, probably with some art. BTW I normally do art for the games I'm in.

http://voipcomics.deviantart.com/

Just saying *nudge nudge*


So, here's my character. I won't put up an alias unless I've been chosen.

Artyom Marisan:
Artyom Marisan
Male Human (Varisian) Wizard 1
NG Medium Humanoid (human)
Init: +0 Senses: Perception +2
======
DEFENSE
======
AC 10, touch 10, flat-footed 10
hp 8 (6 + 1 + 1 (favored class))
Fort +1, Ref +0, Will +4
======
OFFENSE
======
Spd 30 ft
Melee Quarterstaff (1d6/x2)
Special Attacks hand of the apprentice (7/day)
Space 5 ft.; Reach 5 ft.

Wizard Spells Known
1st level - burning hands (CL 2nd; DC 17), feather fall, grease (CL 2nd; DC 16), hydraulic push (CL 2nd; CMB +6), mage armor, magic missile, summon monster 1
0th level - all

Wizard Spells Prepared (CL 1st; concentration +7)
1st level - burning hands (CL 2nd; DC 17), grease (CL 2nd; DC 16)
0th level - daze (DC 14), detect magic, prestidigitation
======
STATISTICS
======
Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 13 (+1)
Base Atk +0; CMB +0; CMD 10
Feats Additional Traits, Alertness (when familiar is within 5 feet), Scribe Scroll, Spell Focus (evocation)
Traits Azlanti Inheritor (+1 trait bonus on Knowledge (history) and +2 trait bonus on Appraise checks related to objects of Azlanti origin or made to identify ioun stones), Desperate Focus (+2 bonus to concentration checks), Illuminator (+2 trait bonus on Diplomacy checks; Diplomacy as a class skill), Outlander [Lore Seeker] (+1 trait bonus on Knowledge (arcana) checks; Knowledge (arcana) as a class skill; three spells are +1 caster level and save DCs are +1)
Skills Appraise +8 (+10 related to objects of Azlanti origin or to identify ioun stones), Diplomacy +7 (+10 when familiar is in 1 mile), Knowledge (arcana) +9, Knowledge (history) +8 (+9 related to objects of Azlanti origin or made to identify ioun stones), Linguistics +8, Spellcraft +8
Languages Common, Draconic, Giant, Goblin, Thassilonian, Tien
SQ arcane bond (thrush)
Gear Quarterstaff (free; 4 lbs), traveler’s outfit (free; 5 lbs), common backpack (2 gp; 2 lbs), spell component pouch (5 gp; 2 lb), waterskin (1 gp; 4 lbs), bedroll (1 sp; 5 lbs), blanket (5 sp; 3 lbs), 2 sunrods (4 gp; 2 lb), trail rations (3) (1.5 gp; 3 lbs), spellbook (3 lbs.), 5 pp, 5 gp, 9 sp [carrying 33 lbs]
======
SPECIAL ABILITIES
======
Arcane Bond (Ex) Gain a familiar
Arcane School Gain school powers
======
PHYSICAL DESCRIPTION
======
Age: 21
Height: 5’9”
Weight: 139 lbs
Skin Tone: Tanned
Hair Color and Style: Platinum Blonde, reaches mid-back
Eyes: Purple
======
BACKSTORY
======
Artyom knew he was destined for greatness. All his life, he’s been told that he’s a dead ringer for one of the Azlanti. Growing up in a traveling caravan, he became fascinated with magic. He learned small tricks from anyone and everywhere, his mother in particular. However, his main inspiration for pursuing magic came from the stories of the Thassilonian empire and it’s emperor, Xin. At the age of 5, his mother passed away, leaving him her spellbook and her familiar. When the caravan made stops in any towns, he often went to the library, to research even more information on magic. When he turned 16, he earned enough money to attend the Arcanamirium. While there, he struck up a light romance with a fellow student named Lyrie Akenja. However, she seemed to have left suddenly, never telling Artyom where she was going. Once he passed the entrance exam, he poured into his studies. He researched the Thassilonian empire even further. It was then that he decided to reunite Varisian and to create a new Thassilonian empire, with him as the emperor. When he completed his schooling, he immediately went home to Varisia to study the numerous ruins that dot the landscape. His first stop is Sandpoint.
======
FAMILY
======
Artyom was born to a couple of travelers. His father, Menas, is a cleric of Desna and his mother, Leyli, was a divination wizard. He also has a twin sister, Kaede. His mother passed away when he was five. About 3 years later, his father married another widowed traveler, Canan, an orc bard. Through the marriage, Artyom got an older sister, Zelka Zhen-Marisan, a Tien half-orc ranger. One year later, he got a younger brother, Ausk.
======
RELATIONSHIPS WITH FAMILY
======
Kaede Marisan [Cleric of Desna/Harrower] - Artyom loves his little sister and has risked his life several times to keep her safe. One of their many common interests was Harrowing Decks. She was being trained by their father in the clergy of Desna and in Harrow readings. She was one of the first supporters in Artyom’s dreams. She has also tried to get Artyom to open up to their step-family.
Menas Marisan [Cleric of Desna/Spherewalker] - Artyom’s relationship with his father has gotten more strained since his mother’s death. When Artyom expressed interest in following his mother’s footsteps, his father became vehemetly against it. He has tried to force the path of the cleric onto Artyom. Part of the reason Artyom left was to escape the grasp of his father.
Leyli Marisan [Diviner] - Artyom idolized his mom, wanting to learn about magic and wizardry.
Canan Marisan [Bard] - The relationship between Artyom and his step-mother is very awkward. She tries to bond with him, but he often stays silent, gives short answers, or just keeps to himself.
Zeljka Zhen-Marisan [Ranger] - Zeljka doesn’t think much of her half-brother, seeing him as weak because he prefers to use his mind. She often plays as watchful protector or babysitter, because he’s just a “weak human mage”. Artyom, in turn, doesn’t think much of his step-sister due to the fact that she’s part of his second family.
Ausk Marisan [Cleric of Desna/Bard] - Artyom and Ausk haven’t had much interaction with one another due to the fact that Ausk was far more interested in his mother’s and father’s professions while Artyom was more focused on reading, which Ausk finds boring.
======
PERSONALITY
======
Artyom is a prideful man. He knows he has skill and he will use that skill to achieve his dreams of a new Thassilon. He can come across as disinterested, often reading over his spellbook. However, deep down inside, Artyom does care and want to do good in the world. When he comes across a priest of Desna, he becomes defensive due to the forced will of his father.

Ricky the thrush
N Diminutive magical beast
Init +2; Senses low-light vision; Perception
======
DEFENSE
======
AC 17, touch 17, flat-footed 15 (+2 Dex, +1 natural, +2 size)
hp 4 (1 HD)
Fort +5, Ref +4, Will +4
Defensive Abilities improved evasion
======
OFFENSE
======
Spd 10 ft., fly 40 ft (average)
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
======
STATISTICS
======
Str 1 (-5), Dex 15 (+2), Con 6 (-2), Int 6 (-2), Wis 15 (+2), Cha 6 (-2)
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
Skills Appraise -1, Diplomacy -1, Fly +12, Knowledge (arcana) -1, Knowledge (history) -1, Linguistics -1, Perception +5, Spellcraft -1
Languages Common
SQ empathic link, share spells
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SPECIAL ABILITIES
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Alertness (Ex) When the familiar is within 5 feet of it’s Master, the Master gains +2 on Perception and Sense Motive skill checks
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).


Here's Bromen, dwarven warrior of the olde style with a particular joy for thumping arcane spellcasters, ready for consideration.

He was made using the Rich Parents trait so I have to update that (and therefore the gear) unless 'unbalanced' is still ok?

nah, didn't think so......I should have it right in a day or so

Sovereign Court

Am putting up a Elven Barbarian Rage Alchemist.

Here's a sample of his background and roleplay. Stating him will be later tonight.

Slaynn Lysander:
Slaynn has have had it with the unfairness of life.

Over the years he's seen his human friends and even dwarves die from natural courses helped along by Giants.

His heart already torn asunder by the uncountable times he's being too late to offer help being the only silent witness to destroyed villages a survivor or failed ambushes, he now has come to Sandpont hearing of giants rumors, seeking like minded allies to grow stronger and end their threat once and for all.

Sure He's a little frail to be a fighter but his strength comes from his heart and not his strongarm and even then nothing a bit of concentration or good ale can help.

Liberty's Edge

So I actually have 2 characters to submit...

Azoth, my paladin of Iomedae that will multi-class to Oracle at 3rd level ish.

And Caladral, my alcoholic chef/wizard who may multi class to alchemist later.


More worked out version of Xzylvador.

In play he'll be mostly supporting others.
Growing up in a wealthy family and sheltered in the Elven capital city, he's been somewhat indoctrinated about the superiority of his race and his bloodline.
He doesn't necessarily agree, but he's never really had much contact with anyone thinking differently neither. It'll take some time for it to get out of his system.
He simply doesn't understand other races and people and might for example ask a human why they're so afraid of dying or why they grief lost ones, they're so short lived that surely they must understand they'll all die rather soon anyway... Does a mere decade sooner or later really matter?
Same with his magical talent, he's so dependent on some of his magic that he simply lost sight of how life is for 'mundane' people.

Unfinished Crunchy Bits:

Xzylvador Del'Shai
Male Elf
Neutral Good
Wizard (Diviner) 1

Str 8 -1
Dex 14 +2
Con 10 0
Int 18 +4
Wis 14 +2
Cha 12 +1

Senses
Vision: Darkvision, 60ft.
Passive Perception: 15 (10 + 3 Wis + 2 Alertness*)
* Only if familiar is nearby.

Proficiencies
Armor: None
Shield: None
Weapon: Club, Dagger, Heavy crossbow, Light crossbow, Quarterstaff

Defenses
Defense: Total = 10 + Abil + Class + Enh + Feat + Armor + Misc.
AC: 14 = 10 + 4 + 0 + 0 + 0 + 0 + 0
Fort: 10 = 10 + 0 + 0
Ref: 14 = 10 + 4 +
Will: 15 = 10 + 3 + 2
+2 Saves vs. Enchantment Spells or Effects
Immune to magical sleep effects.

Attacks
Weapon Attack Bonus Damage Crit Range
- Light Crossbow +4 1d8 19-20/x2 80ft
- Dagger +0/+4 1d4 x3 10ft

Skills *Trained Only
Skill Name: Total = Mod + 1/2 lv. + Trained + Ar Pen + Misc
Acrobatics: 4 = 4Dex
Bluff: 3 = 3Cha
Climb: 0 = 0Str
Diplomacy: 3 = 3Cha
Disable Device*: /
Heal: 3 = 3Wis
Knowledge Arcana*: 8 = 1Rank + 3Trained + 4Int
Know. Dungeoneering*: /
Know. Geography*: 8 = 1Rank + 3Trained + 4Int
Know. History*: 8 = 1Rank + 3Trained + 4Int
Know. Local*: /
Know. Nature*: 8 = 1Rank + 3Trained + 4Int
Knowledge Nobility*: /
Knowledge Religion*: 8 = 1Rank + 3Trained + 4Int
Perception: 5 = 3Wis + 2Feat
Ride: 4 = 4Dex
Sense Motive: 5 = 3Wis + 2Feat
Spellcraft*: 8 = 1Rank + 3Trained + 4Int
Stealth: 4 = 4Dex
Swim: 0 = 0Str

Languages: Common, Elven, Sylvan, Draconic, Celestial, Gnome

Feats & Racial Abilities
Elven Immunities (Racial): Immune to Magical Sleep, +2 saves vs Enchantment spells & effects.
Darkvision (Racial): Darkvision 60ft. Dazzled when in bright light. -1 attacks and sight-based perception.
Fleet-Footed (Racial): +2 Initiative, Run Feat.
Run (Racial): Retain Dex to AC when running. Run at 5 times normal speed. +4 Acrobatics when running start.

Class Features
Scribe Scoll (Wizard): Can create scrolls.
Alertness (Familiar): +2 Perception and Sense Motive when familiar is nearby.
Specialty School: Divination, Foresight Subschool
Opposed Schools: Enchantment, Necromancy
Forewarned (Su, Divination): Always act in a surprise round, regardless of Perception. Flat-Footed until 1st action.
Prescience (Su, Divination): 7+3 / day(*) Free Action: At start of turn, roll a d20 which you can use for any roll.
* (3 + IntMod Base) + 1/2 Favored Class Bonus

Traits & Feats
To be determined based on GM answers.

Familiar
Sting, Greensting Scorpion
HitDice: 1
HP: 4
Stats: Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Attack: +3 = +0 Bab + 3 Dex
Damage: 1d2-4 plus Poison: Poison (Ex): Fort DC 10; freq 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Defense: AC 19, touch 15, flat-footed 16
Saves: Fortitude +2, Reflex +5, Will +2
Abilities: Darkvision, Improved Evasion, Share Spells, Empathic Link
Skills: Climb +7, Perception +4, Stealth +15

Long Background:

Xzylvador
Born 124 years ago in Iadara, the capitol of the ancestral Elven homeland Kyonin, Xzylvador grew up free of care and in wealth and prosperity, sheltered from the outside world.

Even at early age he showed a remarkable intellect, always eager to learn and quick to understand. He constantly asked questions about anything that piqued his curiosity and everything interested him. Often not simply accepting the answers his elders gave him unless explained in great detail, the young boy spent much time looking for his own solutions to the puzzles life lay before him. More than anything else, this stubborn refusal to accept things without question shaped the path that lied ahead of him.
Along with above-average intelligence, Xzylvador also showed an aptitude for magic. When the time came and he was old enough, he started tutelage in a school of wizardry and arcane research to properly learn the art of magic.

Much to the satisfaction of his tutors and family, he progressed quickly and showed great promise. So much, in fact, that he was accepted into the Apprentices of the Seers Circle, a prestigious school specialized in the most respected magical art among the elves: Divination.
Xzylvador listened, studied, learned and understood more than was expected of him but never stopped asking for more. He kept questioning the most ancient of traditions and dogmas, not ready to accept them and take the answers for granted. It all came down to one great question: if Divination showed the path of Fate, laid out ahead in time and certain and fixed as the present, then what was he to think of Luck and Freedom, the of the most important aspects of the Goddess Desna, matron Deity of the Elves? Unaccustomed to their answers being questioned and possibly even more so to not having a definitive answer to those questions, his teachers and superiors were uncertain how they should handle this most promising but somewhat troublesome student.

And so it happened that soon, after only a short decade of apprenticeship, his teachers and superiors summoned Xzylvador to their council and told him that while he had the talent and skill to achieve great things in the arcane arts, his mind and soul required teaching in a different method than they could provide. They advised him to seek his education elsewhere and advised him to speak to the priests and clerics, perhaps religion could provide him with the answers he sought.

Respectful of their knowledge, he accepted their wise council. But despite the obvious connection a wizard with an interest in theology had with Nethys, God of Magic, Xzylvador instead chose to seek the help and guidance of the clerics and bards of the Goddess Desna, whose domains of Luck, Dreams and Freedom seemed to be the exact opposite of the strict knowledge and certainty offered by his magical specialty.

The priests and clerics of Desna were somewhat surprised by such a strange request. It doesn't happen often that a learned mage apprentice of a respected school drops out to instead seek guidance from what appeared to be its theological counterpart. But being a religion of freedom, they could hardly refuse anyone from choosing his own path and they accepted Xzylvador into the fold.

The course of the young elf's study and apprenticeship with the Church of Desna bore much resemblance to that which he followed with the Apprentices of the Seers Circle. For every answer he was offered, two more questions were asked. The priests were patient and understanding but eventually came to the same conclusion of the diviners. The young priest needed more than lessons and guidance and needed to find answers elsewhere than in dusty old tomes and ancient scrolls.
To satisfy his curiosity and quench his thirst for knowledge and understanding, Xzylvador needed something education could not offer: experience.

Meanwhile, Xzylvador enjoyed the status his family's wealth and his rank own as mage apprentice and diviner provided him with. He loved dressing in the most fancy outfits and enjoying expensive drinks and frequently performed magical tricks or boasted about his accomplishments to impress the ladies. It seemed perhaps a bit shallow, but he felt that was barely a century old and needed to enjoy the freedom that came with youth.
But Xzylvador understood that despite his intellect and studies, he actually knew very little about what life outside of the city was like. He'd spent much time bent over old scrolls and tomes but felt he could learn so much more by doing new and exciting things, meeting and talking to people. After a century even the big city started to feel small and he wondered about what lay beyond its immediate surroundings. Of course he'd read books, dozens if not hundreds, about places and people far away, some not even on this plane. But Xzylvador felt he'd never truly understand these things without going there and witnessing the things his mind could not imagine.

Wasn't Desna also the Godess of Travel? Goddess of the Stars even. Imagine traveling that far...
So when the time came that the clerics told Xzylvador he should head out into the world and seek experience through action and travel instead of lecture and prayer, he couldn't be more relieved. And because he had been ordained to do so by his superiors, his departure wouldn't embarrass his family, in fact, they supported him.

So he set out to leave the school, the temple and the city he grew up in. He had no goal or destination. He would learn to understand the paradox between Fate and Chance by letting them decide where his journey would take him.

And that appears to be Sandpoint. Taking random paths, following his gut feeling and allowing things like flocks of birds, the direction of the win, the position of the stars and the color of nature to guide his way, he came into town some time ago and his desire to travel faded. There appeared to be nothing pulling him away from here, in fact he felt the opposite. It seems to him Fate (or is it Chance?) wants Xzylvador to be here.


Sorry to be spamming, but for some reason I don't get the option to edit and add to my previous post...
Regional/Campaign Trait would be 'Scholar of the Ancients'.
It fits him perfectly and gives him a good reason to stay and something to have been doing during his stay in Sandpoint.
Only the 'having grown up in Varisia' doesn't really fit the character, but imo that's more than made up by the 'Growing up with your nose in books' part of the trait. Who knows what he could learn from this ancient civilization's studies of thaumaturgy. Maybe studying the unique way the Thassilonian civilization looked at these things will increase his understanding, too.


OK here is the full dump for LeRose

Stats:

So here is my stat breakdown. I avoid min/max and picked a class that I tend not to play.

Race -Halfling

Classes/Levels -Palidin 1

Gender -Male

Size -Small

Age -35

Special Abilities

Aura of good, detect evil, smite evil 1/day

Strength 10
Dexterity 16
Constitution 16
Intelligence 11
Wisdom 10
Charisma 14

Fort:3+2=5 Ref:3+0=3 Will:0+2=2
BaB+1
AC:16 (Sheild+2=18)
HP:13

Knowledge Religion: 1
Acrobatics: 1
Sense Motive: 1

weapon finesse

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Curve blade, elven 80 gp 1d8 18–20/×2 7 lbs.
Training sword, 20GP 1D6
Studded leather 25 gp AC+3 Dex+5 AcP–1 15% 30 ft.
Shield, heavy steel 20 gp +2AC AcP–2 15% 15 lbs.

Not really traveling with supplies because he is a social creature. Just keeps the rest of his gold on hand.

Background:

LeRose was the odd duck of his family, drawn to art and adventure. At a young age he left home and set out for Magnimar. There he was able to find a culture that embraced art and beauty. His more adventurist streak led him to join the church of Shelyn.

Though he had a natural talent for swordsmanship it did not suit him much. Instead he spent a lot of his time in the local inn. Subtly preaching his gospel through poetry and tales of adventure.

He became well known as a charismatic face for the church in the more seedy areas of town that most "Decent folk" of the church refused to go to.

Though LeRose no longer like to talk about it, he was asked by his church to root out a necromantic cult posing as doctors within the city. He brought in a perpetrator alive and was then asked to execute him. This went against the tenants that he fought for but he caved to the pressure and did it. The next day he left the church.

Now he has set himself to wander. Letting Shelyn guide him, by luck during his day and by dreams during his nights.

Code of Conduct:

I went with Shelyn as my god of choice because I loved the tennants laid out here http://www.pathfindercommunity.net/gods-of-golarion/Shelyn

Paladins of Shelyn

Paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their job is to prevent the weak and foolish from being seduced by false promises.

Their tenets include:

I am peaceful. I come first with a rose. I act to prevent conflict before it blossoms.

I never strike first, unless it is the only way to protect the innocent.

I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty's answer to them.

I will never destroy a work of art, nor allow one to come to harm unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for untold beauty can arise from an awakened soul.

I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.

I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world's potential for beauty is lessened.

I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.

LeRose is also more socially aware then most paladins. He is not opposed to drinking a bit (Never drunk) and he accepts that some people have their vices and evils but he would rather stand by people and help guide them out then condemn them.

One thing he can not stand and will not put up with is abuse of women, children, and the helpless.

His art is poetry, though I am no good at it so I will be borrowing heavily from RL writers and claiming them for LeRose.

Against undead/evil he will use his elven blade but against normal humans and the misguided he will use the training blade to deliver non-lethal attacks.

Sample:

LeRose stared back at the elven woman and cracked a wide charming smile.

"You are as observant as your are lovely. Yes, I hardly use the elven blade, I would rather not take lives. Some may consider this a weakness, perhaps it is, but I feel as though my faith should not be used as a weapon but worn as armor instead."

He drew out the curved elven blade, feeling its edge with his finger, letting it cut slightly into his finger to show the sharpness.

"A great poet once said:

No man is an island,
Entire of itself.

LeRose's smile faded and he became rather serious.

Each is a piece of the continent,
A part of the main.
If a clod be washed away by the sea,
Golarion is the less."

He placed the blade back into the scabbard.

"As well as if a promontory were.
As well as if a manor of thine own
Or of thine friend's were.
Each man's death diminishes me,
For I am involved in mankind."

LeRose looked deeply and seriously into the elven woman's eyes with just a hint of sadness.

"Therefore, send not to know
For whom the bell tolls,
It tolls for thee."

He paused for a moment, coughed and then his charming smile returned.

And a quick sketch I did

http://voipcomics.deviantart.com/art/LeRose-413146477?ga_submit_new=10%253A 1384259178

Also I wanted to run some traits by you.

"Redeemer (Faith)
You've always held the strong belief that morality is everyone's choice, and that those who act in wicked ways have simply never been shown how their actions truly affect others. If they could be shown their errors, then they would accept a more positive course of action—and you have just enough patience to see this through.

Benefit(s): When acting as a sponsor for an evil creature seeking redemption, your patience and kindness grant the creature a +3 bonus on its save rather than a +1 bonus."

I don't know if this may come up but it sounded awesome.

"Charming
Blessed with good looks, you've come to depend on the fact that others find you attractive.

Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures."

Oh yea, I'm imagining a swarthy french accent.


Here is the complete list of application so far (woah!). Please let me know if I have missed you or got anything wrong. I imagine I'll have a party picked out within a few days.

Melee
Jerome Caulflower - Human (Varisian) Fighter
Anaach Sklar-Quah - Human (Shoanti) Barbarian
Le'Rose Shifel - Halfling Paladin
Taiglin - Elf Fighter
Agan - Dwarf Fighter
Bromen Vrektel - Dwarf Fighter
Slaynn Lysander - Elf Barbarian Rage Alchemist
Azoth - Human (Varisian) Paladin

Divine
"Lucky" Finn McDonaugh - Human (Chelaxian) Cleric of Desna
Kalmteta Dthow'Obliske - Human (Osiron) Oracle

Arcane
Aidyn Swainn - Human Wizard (Illusion)
Xzylvador - Elf Wizard (Divination)
Andrezi Jilgendaro - Half-Elf (Varisian) Witch
Adjinakou - Human (Mwangi) Witch
Artyom Marisan - Human (Varisian) Wizard
Caladral - Dwarf Wizard

Other
Timor En'Anlaven - Half-Elf Bard
Bellis Aleste - Halfling Ranger
Landis Leffo - Human (Chelaxian) Rogue


Anaach is a disciplined warrior.

He is well trained and strong, he uses his anger but doesn't allow himself to be consumed by it. His facial tattoo is a mark of shame and would be distrusted or rejected by most Shoanti

think dharan


Featuring a Shoanti exiled, Kamak Shadowspeaker, eager to recount the traditions of his people.

Pride and Shame:
Kamak grew among the Shoanti, on Shundar-Quah tribe. He was destined to be one of the "diplomats with the paradises" (members of the Shoanti chosen to deal diplomatically with outsiders). Since childhood he was guided to understand the other plans beyond the material world, to understand the nature of the rituals and forms of relating with the creatures that come from there.
Their proud parents had been "diplomats with the paradises" before him. However, Kamak had more interest for the "shadows and dreams", how the darkness could be useful to obtain knowledge through stealth techniques. Sometimes he invaded meetings and community homes to train his abilities and to discover the secrets. Kamak had been always very curious. To his parents' despair he used their knowledge to develop arcane abilities, not divines. In this way he learned how to use the rituals and the ancestral music from your culture for her own benefit.
Regardless of his actions, the Kamak´s heart was kind and he always had been worried with others, but, the curiosity and understanding of the magic were who motivated him. Consequently he has gradually been excluded from the choices of elders. Was banned to participate from important rituals (what didn't impede her of participating discreetly, stealthy).

The great disaster of his life came when one of the leaders of Sklar-Quah (another Shoanti tribe) was in a tense meeting to solve if there would be a response to attack from the forces of Cheliax. He furtively came in that conclave but he was discovered by the guards, causing a great agitation and complaints of a possible espionage arose. So the meeting was immediately canceled. After that event, rather than being delivered as a prisoner to Sklar-Quah, Kamak was condemned to the exile. At that moment began his days in search of new discoveries and mysteries, but he could never look back into the eyes of their parents again. From that moment on, he maintaining the pride to be a Shoanti, but didn't belong any more to any place. The black eye has been following him since.

Sheet:

Kamak Shadowspeaker
Male Human (Shoanti) Shundar-Quah, Bard (Sandman) 1
CG Medium Humanoid
Init +3; Senses: Perception +3
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 dexterity)
hp 8 (1d8)
Fort +1, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Shortsword +0 (1d6/19-20x2)
Ranged Shortbow +3 (1d6/x3) 60ft
Special Attacks bardic performance 13 ronds/day (countersong, distraction, fascinate, stealspell)
Bard Spells Known (CL 1st; concetration +3)
1st (2/day) - Lock Gaze (DC 14), Sleep (DC 15)
0st (at will) - Summon Instrument, Message, Mending, Haunted Fey Aspect
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 10, Int 13, Wis 09, Cha 17
Base Atk+0; CMB+0; CMD 13
Feats Extra Performance, Skill Focus (Disable Device)
Traits Planar Savant, Eager Performer
Skills Acrobatics 7 (+1+3+3), Bluff 7 (+1+3+3), Diplomacy 7 (1+3+3), Disable Device 8 (1+3+1+3), Knowledge (Planes) 7 (+1+3+3), Perception 3 (+1+3-1), Perform (percussion) Drums 8 (+1+3+3+1), Stealth 6 (+1+3+3).
Languages Common, Celestial
Combat Gear Sword, short [10gp], Shortbow [30gp], Arrow(s), common (40) [2gp]
Other Gear Kit, Bard's [41gp], Leather Armor [10gp], 12gp
--------------------
Racial
--------------------
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Focused Study
Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
--------------------
Traits
--------------------
Planar Savant You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.
Eager Performer Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming inf luence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.
--------------------
Class
--------------------
Master of Deception (Ex)
A sandman gains a bonus equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue’s trapfinding ability.
*Bardic Performance*
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard'sPerform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, thePerform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinatedwith him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such asPerception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Stealspell (Su) A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as astandard action. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components. This performance replaces inspire courage.

Liberty's Edge

Caladral is actually Human (Varisian, not dwarf

The Exchange

Aidyn the Illusionist will actually be this profile, I made some updates


If I don't get the replacement position I would like to apply to the second group. Thank you.


Character Revision complete. I figured the Roc didn't fit this campaign very well, so I went with a regular Eagle.


Harsk is of course available in this campaign.


Bromen has been updated with the new campaign trait and the gear reduction, ready for consideration.


Since there aren't very many religious characters to choose from yet, I'll pitch one and see how you like it.

Griffo and his companion Minto:
Griffo
Male Halfling Druid 1
NG Small humanoid (halfling)
Init +2; Senses Perception +9
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Defense
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 9 (1d8+1)
Fort +4, Ref +3, Will +6; +2 vs. fear
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Offense
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Speed 20 ft.
Melee scimitar +1 (1d4/18-20)
Ranged sling +3 (1d3)
Druid Spells Prepared (CL 1st; concentration +6):
1st (2/day)—cure light wounds, entangle (DC 14)
0 (at will)—guidance, stabilize, mending
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Statistics
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Str 10, Dex 15, Con 12, Int 10, Wis 17, Cha 12
Base Atk +0; CMB -1; CMD 11
Feats Well-Prepared
Traits focused mind, starchild
Skills Acrobatics +4 (+0 jump), Climb +2, Fly +4, Handle Animal +5, Heal +7, Knowledge (nature) +6, Perception +9, Stealth +6, Survival +9 (+13 to avoid getting lost); Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, starchild
Languages Common, Druidic, Halfling
SQ fearless, nature bond abilities (minto, wolf), spontaneous casting, wild empathy
Other Gear Leather armor, Scimitar, Sling, Sling bullets (20), Backpack (3 @ 3.25 lbs), Bedroll, Belt pouch (2 @ 0 lbs), Flint and steel, Holly and mistletoe, Mess kit, Spell component pouch, Waterskin, 15 GP, 5 SP
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Fearless +2 racial bonus vs Fear saves.
Focused Mind +2 to Concentration checks
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Well-Prepared (Survival) DC 10+ gp cost check and you "happen" to have the desired item on your person.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Griffo was born and raised on the road and has never known much of a permanent home. His family, a halfling couple and a collection of odd unrelated "relatives", headed for the wild and free lands of Varisia after escaping slavery in the oppresive diabolical regime in Cheliax. The migration from bondage to freedom took quite a few years with the halflings trying to keep as low a profile as possible. They lived off the land, performed odd jobs, and made do with whatever they could, leaving Griffo with a deep appreciation for desperation, resourcefulness, and adventure. Because that's what it was to them all - a grand adventure as well as a quest for freedom.
When the group finally made it to Varisia, they mostly settled down in farmlands outside of Magnimar for a much deserved rest, the adventure over. But Griffo, still in his youth, wanted to see still more of the region. He caught wind of Sandpoint's Swallowtail Festival and thought that would be a fantastic event to go see. And so he arrived in Sandpoint. . .

Minto
Wolf
N Medium animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 16 (+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee bite +3 (1d6+1)
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Statistics
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Weapon Focus (bite)
Tricks Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Heel [Trick], Seek [Trick], Track [Trick]
Skills Acrobatics +2 (+10 jump), Perception +5, Survival +2; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, defend, down, heel, seek, track
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Track [Trick] The animal will track a scent.
Trip (Ex) You can make a trip attempt on a successful attack.

Mule
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Skills Acrobatics +1 (+5 jump, +5 to jump with a running start), Perception +5, Swim +1 (+5 to resist nonlethal damage from exhaustion)
Other Gear Animal harness, Pack saddle, Saddlebags (empty)
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Here is the updated list. I should make my decision later today.
Melee
Jerome Caulflower - Human (Varisian) Fighter
Anaach Sklar-Quah - Human (Shoanti) Barbarian
Le'Rose Shifel - Halfling Paladin
Taiglin - Elf Fighter
Agan - Dwarf Fighter
Bromen Vrektel - Dwarf Fighter
Slaynn Lysander - Elf Barbarian Rage Alchemist
Azoth - Human (Varisian) Paladin

Divine
"Lucky" Finn McDonaugh - Human (Chelaxian) Cleric of Desna
Kalmteta Dthow'Obliske - Human (Osiron) Oracle
Harsk Grunyarson - Dwarf Cleric of Torag
Griffo - Halfling Druid

Arcane
Aidyn Swainn - Human Wizard (Illusion)
Xzylvador - Elf Wizard (Divination)
Andrezi Jilgendaro - Half-Elf (Varisian) Witch
Adjinakou - Human (Mwangi) Witch
Artyom Marisan - Human (Varisian) Wizard
Caladral - Human (Varisian) Wizard

Other
Timor En'Anlaven - Half-Elf Bard
Bellis Aleste - Halfling Ranger
Landis Leffo - Human (Chelaxian) Rogue
Kamak Shadowspeaker - Human (Shoanti) Bard

Liberty's Edge

*crosses fingers*


I know, right? I am amped and my current game just went inactive. I got the itch!


Good luck All, this'll be good!


Xzylvador has full confidence that he's lucky enough to be fated for greater things... or maybe fated to be lucky enough to get chosen.

One of those two, he's certain!

Question: I see a lot of people here with the same character sheet layout, very complete and looks like something that comes out of a character builder...
Could anyone tell me which one? (Or point me to their own recommendations.)

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