
G-unit |

Welcome aboard new arrivals, good luck all:
Complete submissions
Eslax Ghoran Ranger Seth86 fluff
Armon Human Monk (unchained) Jarred Henninger
Grok Half Orc Witch Just a Mort Link to crunch
Ikkit Claw Ratfolk Alchemist (Grenadier) G-unit
Seka of the Silver Wings Aasimar Druid (World Walker) Ariarh Kane
Jokumorder Zheng Human Fighter orionbasher cunch
Vadok Half orc Barbarian Paxx1717 fluff
Nine Winds Kitsune Druid (Storm) TrueFate
Targan Blacklock Dwarf Rogue DBH
Needs background
Unnamed Half-elf Druid (Menhir Savant) TheOrcnextdoor
Blik Blik Grippli Gunslinger (Musket Master) Uthraed
Skittch the Shady Ratfolk Rogue (Unchained) Threeshades
Alex Rydell Human Oracle (Life) TheOrcnextdoor
Needs Crunch
Un-named ? Cleric Pecunia
Expressed interest and a concept
Azten, Elven Wood Kineticist
Ira kroll, unchained monk
Algar Lysandris, Nagaji Druid (Naga Asirant)
Cam James, Human or Halfling, Druid
Expressed interest
William Nightmoon
pauljathome
Olaf the Holy
JohnGarrett
Galahad0430
Tangaroa
Updates, I think this accurate any mistakes let me know.

Pecunia |
My apologies for forgetting the character card. Tell me if this seems alright.
Crunch
Name: Chryso (Chris to Humans)
Male Oread Cleric 1 Deity Helgreginn
LG Outsider(Native)
+3 Perception, Darkvision 60ft
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Defense
AC 19, Touch 9, Flat-Footed 20
Hp 10 (1d8+2) DR/5 Acid
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Offence
Heavy Mace +4 (1d8+4)
Tower Shield Bash (1d3+4)
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Speed 15 ft
Spell like abilities: magic stone 1/day (caster level equals the oread's total level; DC 11 + Charisma modifier).
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Stats
Str 19, Dex 8, Con 14, Int 13, Wis 17, Cha 11
Feats: Channel Smite
Traits: Honorable Champion, Muscle of Society
Skills:+7 Heal, +5 Knowledge(Religion), +5 Spellcraft,
Gear:(Starting Gold 2/210) Chain mail, Tower Shield, Heavy Mace, Cleric Kit,

Seka of the Silver Wings |

@Pecunia: I believe the GM is permitting background skills, so you have 2 additional skills to choose from.

Seolord |
Name : Voy The Loner
Race : Elf
Height: 5 ft. 8 in.
Weight: 129 lbs.
Age : 153
Size : medium
Speed : 30 ft
Align : CN
Deity : none (Green Faith)
--------------------------------------------------------------------
Class and Level : Druid (Treesinger)
Favored Class(es) : Druid
Favored Class Bonus : 1 lvl - 1 hp
Languages: Common, Elven, Druidic, Sylvan.
--------------------------------------------------------------------
Strength : 11 (+0)
Dexterity : 19 (+4)
Constitution : 9 (-1)
Intelligence : 13 (+1)
Wisdom : 17 (+3)
Charisma : 14 (+2)
Hit Points : 8
Base Attack (BAB) : +0
Initiative : +6
Base Melee : +0
Base Ranged : +4
Combat Maneuver : +0 <- CMB
Maneuver Defense : 14 <- CMB
Armor Class/ Touch/ FF : 17 / 14 / 13
Fortitude : +2
Reflex : +4
Will : +5
Immune to magic sleep, +2 vs ench.
--------------------------------------------------------------------
Weapon: Shortbow
Ranged| +4| 1d6 | x3 | P | 60 ft.|
Weapon: Sickle
Melee | +0| 1d6 | x2 | S | trip
Armor: Hide shirt (+3 +4 -1)
+7 Heal (1)(+3 Wis)(+3 Class)
+7 Knowledge (Nature) (1)(+1 Int)(+3 Class)(+2 Druid)
+9 Perception (1)(+3 Wis)(+3 Class)(+2 race)
+5 Spellcraft (1)(+1 Int)(+3 Class)
+9 Survival (1)(+3 Wis)(+3 Class)(+2 Druid)
background
+6 Handle Animal (1)(+2 Cha)(+3 Class)
+5 Lore* (1)(+1 Int)(+3 Class)
The character is interested in history stuff, so this Lore is about a 100-year old Varisia and all of it's former civilization.
Traits and Feats
Trait #1 :
Forlorn (Elf)
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak.
Benefit: You gain a +1 trait bonus on Fortitude saving throws.
Trait #2 :
Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.
Level 1 Feat :
Evolved Companion, Bite attack
Your animal companion has abilities that makes it different from others of its kind.
Prerequisite(s): Cha 13, animal companion class feature.
Benefit: Select a 1-point evolution other than pounce or reach from those available to a summoner's eidolon. Your animal companion gains this evolution. The animal companion must conform to any limitations of the evolution. For instance, only an animal companion of an appropriate size and base form can have the mount evolution.
If you gain a new animal companion, your old animal companion loses this evolution, and you can select a new 1-point evolution for the new animal companion.
Bite (Ex)
An eidolon’s maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.
Race: Elven Immunities, Keen Senses, Weapon Familiarity, Elven Magic, Low-Light Vision.
gp 18
Explorer's Outfit 8 lbs.
Sickle 6 gp 2 lbs.
Shortbow 30 gp 2 lbs.
Arrows (40) 2gp 6 lbs.
Hide shirt 20 gp 18 lbs.
Kit, Druid's (on treant)
Price 14 gp; Weight 44 lbs.
This includes treant (?) feed (5 days), a backpack, a belt pouch, a blanket, a flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Level 0, ∞ spells per day, DC 13 (10 + level + 3 ability)
Light
Create Water
Detect Magic
Level 1, 2 spells per day, DC 14 (10 + level + 3 ability)
Cure Light Wounds
Cure Light Wounds
Sapling Treant
Starting Statistics
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6);
Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7;
Special Qualities double damage against objects, low-light vision.
11 hp (2d8+2 Con)
AC 11 FF 11 Touch 10
Melee Attack +3
Full Power Attack: +2 2 slams (1d6+4), 1 bite (1d6+4)
Acrobatics +5 (2 Ranks+3 Class+0DEX)
Fort +4
Ref +3
Will +1
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Tricks (7):
x2 Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Flank (DC 20): You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It always takes attacks of opportunity. The animal must know the attack trick before it can learn this trick.
Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Well that was long :D
As reluctantly as it can be for the guy like him, Voy travels to Greywater Hollow to sell a couple of items worth 18 gp. However (and I'm being overprotective :D) he could agree, that adventuring wherever is necessary, as jungle is extremely dangerous place where you can live only on the edge of the knife.

Paxx1717 |

Vadok Fluff and background skills
+1 Linguistics, +1 Knowledge Geography
Also correction to Vadok's normal skills - I had a cut/paste error
Acrobatics +6, Climb +9, Initimidate +7, Perception +5
While raised by an orc clan, Vadok is good at heart, and avoided participating in anything which he felt would harm (in his mind) innocents or the weak. This outlook including a higher level of thoughtfulness and common sense often earned him the ire of certain other tribe members who would ridicule him for being soft or cowardly, But he tried to make up for this in other ways by scouting out the land for the best areas for hunting or new encampments. He also found he had more of a knack for other languages than his adoptive brethern, eventually attaining fluency in the language of the goblin tribes.
In battle, when defending his clan, his friends, or those he feels need defending, Vadok is as fierce as any orc alive...

Ammon Knight of Ragathiel |

The time has come!!
I'll be needing the following 4 players's to give me a dot on the gameplay and discussion threads.
Ikkit Claw Ratfolk Alchemist (Grenadier) G-unit
Jokumorder Zheng Human Fighter orionbasher
Targan Blacklock Dwarf Rogue DBH
Seka of the Silver Wings Aasimar Druid (World Walker) Ariarh Kane
Thanks to everyone who submitted characters this has been a blast, happy gaming

GM_IamZero000 |

Hello everyone, the group has run into a problem...two people have up and disappeared so we need two new group members.
build rules are the same with the exception you build for level 3 now.
the remaining pc's are a druid and rogue.
recruitment will run for one week or so.
on to some background information for you all.
The town of Greywater hollow was almost lost to a zombie horde, if not for the efforts of our two remaining heroes.
the captain of the city guard, the paladin Gnashbone, has put out a notice for two more to fill out their roster before they head out on their next mission.
if you have any questions please ask. build rules should be in the original post.

Lekkric18 |

Looks interesting.
Here we go:
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
I can work with that I guess.
Just to confirm: would I be able to use an Orc-specific archetype with a half-orc? The half-orc trait "Orc Blood" says they count as both human and orc for any effect related to race, so I assume that extends to archetypes.
I'm thinking of a half-orc Witch (Scarred Witch Doctor archetype). It seems like it would fit well with a world that has been overrun by the wilds.

Seka of the Silver Wings |

Please note the following, especially if building an arcane caster type: In this world, arcane magic is very weak due to the world's current state and because of that all spells take a full round to cast, unless the GM advises it will take longer to gather the energy to cast. Via the recruitment specs, only one arcane caster will be accepted into the game.
Just a heads-up: We really do need (and want) a frontline fighter to join the group.
So far, we've come across more than a few Undead foes.
Survival/Tracking is pretty much covered by Seka with her +11 to the check (and that's on level 2). It'll be higher on level 3.

Lekkric18 |

Please note the following, especially if building an arcane caster type: In this world, arcane magic is very weak due to the world's current state and because of that all spells take a full round to cast, unless the GM advises it will take longer to gather the energy to cast. Via the recruitment specs, only one arcane caster will be accepted into the game.
Just a heads-up: We really do need (and want) a frontline fighter to join the group.
So far, we've come across more than a few Undead foes.
Survival/Tracking is pretty much covered by Seka with her +11 to the check (and that's on level 2). It'll be higher on level 3.
Good point. Changing my witch to a mutagen-happy alchemist seems like a good idea. I'll work on it today.

EmissaryOfTheNorth |

I will roll and think. The 'One Arcane Caster at a maximum' rule still stands, isn't it? I guess Magus should count on that too, but can they spell combat?
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 1) + 6 = 8
May I say this is f!+&ing great? I will think what I decide in the end but that array allows me everything.
Also: can Aasimars take the variant abilities and such from the variant abilities table? I mean rolling, I guess you can't cherry pick.

GM_IamZero000 |

weapons and armor~ armor and shield must be hide or bone. weapon can be made of normal material, the wording on that doesnt say the weapons must be made of anything special.
illiteracy- you would need to invest separately to read/write vs speak , need to keep some kind of penalty but im not going to say no to development and learning

Larkos |

2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
mediocre but workable I suppose. Sucks because the concept is an Elf. I'll have to switch if I can't make the nuts and bolts work.
Edit: I don't suppose Automatic Bonus Progression would be too much to ask?

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Dotting with my stat rolls
2d6+6: 2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6+6: 2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6+6: 2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6+6: 2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6+6: 2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6+6: 2d6 + 6 ⇒ (5, 4) + 6 = 15
workable. BTW when does recruitment end?
And ABP is normal or 2higher for no magic?

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http://www.myth-weavers.com/sheet.html#id=1078455
Backstory and fluff to come. Are all deities available? need a way to tie in why hes roaming around instead of staying at home.

Alata |

Sorry, I guess I missed that when reading the first post. Here's her alias, ten-minute backstory and a link to her sheet. The alias and Sheet have additional information about her tribe and character. Since this is on Golorian, she's from the Mwangi Expanse and traveled Varisia by boat.
http://www.myth-weavers.com/sheet.html#id=493109
1. Alata is of a primitive tribe of Elves that have lived in the jungle since time immemorial.
2. Her tribe are animists. They worship the spirits present in all things. The tribe’s Spirit-Channelers (Shamans) speak to them.
3. She gains her barbarian rage not through anger per se but through a limited possession by bonded spirits (represented mechanically by the Spirit Totem.) She is called a Spirit Warrior in her own tribe.
4. She has long craved adventure in the outside world and has never seen a human in person before.
5. The spirits have chosen her to investigate why the spirit-touched (sorcerers) no longer have the power they once did. This gave her knowledge of the Common language so she can survive in the outside world.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. During any session in which you take positive action to achieve that goal, I will award you an action point that can only be used in scenes furthering that goal. These Action Points are separate from the action points you gain by resting and reaching milestones. You can change goals later, though you lose all the accumulated Action Points for the goal you abandoned.
1. I would like Alata to learn Human culture including how to read Common and Elven. She would bring this knowledge back to her tribe.
2. I would also like her to discover the source of magic’s weakening.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
1. Alata is unsure once experiencing the life of a city if she actually wants to go back to her jungle.
2. The Charau-Ka, her tribe’s hated enemies, were preparing a raid on her tribe when she left.
Step 4: Describe three people that are tied to the character though blood, romance, or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1. Leuthil, her mentor and shaman. An ex-lover who she is still on good terms with.
2. Magoldor, her trainer and huntsmaster. He trained her in the art of battle and would be proud to see her progress.
3. The Blood Whisper tribe: the Charau-ka tribe that harasses the Faelindr.
Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. Every warrior must complete a worthy hunt to be a part of the sacred band that protects the tribe. Alata’s first dangerous solo kill was a panther. Its tooth adorns her spear as her first fetish trophy.
2. To gain her powers, she had to commune with the spirits. She entered a trance for three days communicate on an empathic rather than linguistic level with the battle spirit that now empowers her.
3. The first time she saw magic used in combat. Leuthil used a spirit of fire to blast away a raiding party of Charau-ka. It fuels her personal desire to fulfill the Spirits’ mission for her.
HP Rolls: 2d12 ⇒ (1, 3) = 4
Edit: you gotta be kidding me with those rolls, lol.

thelizardwizard |

2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 6) + 6 = 14
Workable.
HP: 2d8 ⇒ (3, 7) = 10
I'll be going with a kineticist either way. Just looking for some stuff I can work into the background and still fit the world.
Maybe I was born a human child, and discovered my "gifts" from the world as a child? Likely causing several accidents as I learned to control them.

Eadgart Gene Pentti |

Made some adjustments to my CS. Still a fighter, just a better one, and a better character too. Background can now be found here and on the alias.
On his 18th birthday, Eadgart was done with people telling him what to do. He left town and never looked back, taking Snow, the family shield, with him. Ironically, having never worked a day in his life, he was quickly forced back into the life of a fighter. This time though, instead of being a slayer of demons (one of which he has never fought, up to this day), he stylized himself as a Shadowhunter and expanded his talents to taking down all types of monsters, workers of evil, and especially the undead; generally, the ones too ugly and scary for anyone else to want to deal with.
Outside of fighting, the young scion took up an interest in unique and legendary weapons after purchasing a blade unlike any he had ever seen before from a famous wandering blacksmith named Jian Zheng. Eadgart would use this hobby to dictate his travels, often visiting people who are known to wield or make such weapons, or heading to locations where such weapons were kept; and not to collect them, but to appreciate them. Presently, he has just arrived in Greywater Hollow, in hopes of meeting Jian Zheng once more, who was reported to have been there (unbeknownst to Eadgart, these were reports of Jian's son, Jokulmorder). He may have just missed him, but regardless, he's interested in finding some work in the port city while he researches a new weapon to seek after.

Alata |

@Alecak and Alata: The links to your respective char sheets are being directed to the campaign page for the game and not to the myth-weavers sheets.
I'm sorry but what does that mean? It's also in my alias but mythweavers is my character sheet.
Edit: I see now. Guess I messed up the url, lol. Thanks for pointing out.

Seka of the Silver Wings |

Thanks for the new link. I wasn't aware your alias was the character you were putting forward.
Alata: You've listed your True Primitive Barbarian's favoured terrain as Jungle, but so far in the campaign we've moved through dense forests/woodlands. I'm uncertain if a Jungle terrain is coming up in game in the near future, but it seems to make better sense to choose 'Forest' so you may gain your bonuses. :) (Yes, I realise your backstory has her tribe living in a jungle, but it could easily be altered to have them live deep inside some wild, overgrown, wooded forest. Just something to think on is all.)