Arie IJzer's Serpent Skull.

Game Master Arie IJzer

AP: Serpent's Skull
Current module: Souls for Smuggler's Shiv

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All right. I believe that I am finished here, although I'm still contemplating some equipment and thinking on picking a different feat. Everything is in the profile.

Xabala is a wildborn half-elf (half-Ekujae) beast-bonded witch with a valet monkey familiar.

Hooray for Ekujae elves and half-elves! Let's all make a party together and burn the Apsis Consortium to the ground! TO THE GROUND, I SAY!

I would love to apply to join your game!

Submitting Viorec Rulasti, Sczarni con artist from Magnimar who stowed away to escape some, um... unhappy customers.

I built the character for a different Serpent's Skull PbP (and was, sadly, not selected.) That game had a 15-point buy and average starting wealth, so I will need to slightly re-tool according to your guidelines.

I see Viorec's story-arc as being someone who grows past his criminal past to become a true hero, eventually going through a voluntary alignment change to Chaotic Good.

I shall throw my holly into the ring with this druid. She is a menhir savant striking out on her own with a crew of green adventurers like herself to seek her own glory, rather than being the eyes of greater champions.

As a menhir savant, she can detect the presence of all forms of fey, undead, aberrations, outsiders, incorporeal and ethereal creatures. As such, she is the classic ghost-hunter medium. She shall be the eyes of the of the party for all things strange!


Desiona's mother, Ilmmya, has told her the story many times. The circumstances of her birth were unusual, and blessed. It was the Swallowtail festival, and the there were more Swallowtail butterflies in the air than had been before in many years. Strangers greeted strangers from all over Avistan and beyond. Among them was a dashing elf, Desiona's father.

After their night of passion, Ilmmya's elf lover told her that he was no ordinary elf. He was touched by the fey, and he had the sense, as he new that Ilmya, as a skilled harrower had as well. Their daughter- you already see her, don't you? Shall be more attuned than even either of us.

Desiona was born and was impressively perceptive for a young girl growing up. As she became a young woman, her full abilities manifested. She traveled with her mother and their Varisian caravan up and down the Yondabakari and the Cinder Road, and as they journeyed, the young Desiona had an impressive sense for special places. She could feel were magic was pooled, like a river flowing into a basin. Her sense for magic was as intuitive as most people's natural vision and hearing.

Not only that, but she had a sense for the spirit world. She sensed whenever fey, dead spirits or stranger entities were around. With this power, young Desiona was able to pinpoint a tree inhabited by a dryad in a glade the caravan visited. She was able to warn against taking a certain road where they would come across prowling dead things, and eventually began exposing threats hiding in towns and cities where the caravan visited. She once exposed a creature hiding in the basement of an old road house, which was shortly disposed of by the warriors in the Caravan, and one time even identified a vampire hiding among a noble's entourage. The local heroes made short work of the monster afterwards. There were many other cases where she recognized instances of demonic possessions, reported hauntings in houses plagued by spirits, though every time, she would identify the monster, perceive the problem, yet never would she be the one remedy it. Some other greater hero would come by and end exorcise the ghost, or banish the evil spirit.

Over time, Ilmmya became concerned for her daughter. She was always the one to expose the monster, to identify the strange creature or spirit lurking among humanity, but it was always someone else who claimed all the glory of slaying the beast. Desiona remained in the background, never receiving any acknowledgement. Yet she is capable of so much more! As she became a young woman, her mother told Desiona that it is time. It is time that she embark on a grand voyage of her own, and learn how to be more than the eyes of the champions. She must become a hero herself, and discover her full potential!

So with much regret, though also much excitement, Desiona parted from her Caravan to seek glory of her own. She would have companions, of course, but they too would be young adventurers like herself. Conspiracy theorist, young archaeologists, ambitious explorers, fledgling warriors, just starting out in life, so rather than simply pointing the way for them and letting them have all the glory, she would raise to greatness together with them, and so not let her talent go to waste.

Desiona now looks forward to the jungle. As a place of great energy and life, it is no doubt a place where magic pools. There shall be many spirits there- most likely many fey, though possibly other kinds as well! In preparation for her voyage, Desiona has learned everything she can about the region she is likely to be visiting, and has learned all she can of the many languages of the area from travelers abroad in Varisia.


Siri Quinray wrote:
Hooray for Ekujae elves and half-elves! Let's all make a party together and burn the Apsis Consortium to the ground! TO THE GROUND, I SAY!

Ahem, the rest of us aren't exactly chopped liver you know. :-)

As I said in my first post in this thread, I'm very noob to PbP. I'm not sure how to make an alias for Kherov the way many of you seem to have already done. Would one of you be kind enough to either PM me some how-to instructions, or a link to same if they already exist somewhere?

Thanks very much.

@Arie IJzer: yes thank you, I would be interested in knowing what conspiracy theories are tied to the campaign.

Go to 'My Account'. Click on 'Create New Alias'. You can then go to your profile page, go to the 'alias' tab and edit the page there! It's a great way to keep all your character info one click away. But for now, I'd simply make a word or google document for your character and when you know what character you want to apply with, post all the required information here :)

I usually copy/paste someone else's character sheet lay-out and use that.

Yep, one of the other folks here was good enough to pm me the relevant info. :)

As to my character, I mentioned him up-thread. A half-orc saurian shaman druid. I'll create the alias for him tonight and put the whole thing together in one spot for you then, fair 'nuff?

Thanks for the help & encouragement.

I believe I have all the info in Malthu's alias updated and ready to go. If anything else is needed I guess the thing to do is wait and see if I am selected. Final tweaks will be applied then.

I believe I have everything ready to go as well. The character is complete anyway. I have yet to add equipment. All skills, feats and traits are filled out though.

For my 1st level feat, I was going to go for point-blank shot, but I opted for the human spirit half-elf trait instead. It makes sense for Desiona, since she was raised by her human family.

I like the idea of the character being very Varisian in her personality, almost entirely human in her interests in adventure and ambition, yet she possesses this fey-like, spiritual magic at the same time, feels the presence of magical beings. It really puts her between two worlds!

Please let me know if anything is terribly out of place, and otherwise, like GMV, I'll add anything I'm missing if and when I am selected.

I'm pretty excited about this. Best of luck to all! (^_^)

Pathfinder Adventure Path Subscriber

I'm definitely interested. I will do my best to put something together tonight. : )

I'm interested in playing this AP. This is the alias I will be using, if selected. I've put this alias up for a couple other games, but didn't make the cut. Anyway, in this incarnation, he's an Ulfen barbarian from the Shackles.

There's a stat-block in the profile and I'll be working on personal details soon.

For those of you who may not be selected, I'm the DM of the game DoubeGold mentioned. Life got busy and the game sorta died out, but I'm looking for at least 2 replacement characters. PM me if you're interested.

Arie IJzer, that pulp-emphasizing intro really got my attention and kicked cogs in to gear, thanks for the inspiration :)

Will have something together to submit by deadline!

Thanks for running it :D

Okay, so this is Redblade, I did actually manage to make an alias, yay me. :) I need to give him a bit more gear, but this covers enough of the basics to give you an idea of what I'm trying to do.


I'm overwhelmed by the reactions and great submissions. Recruitment will be open till early Monday! :)

Redblade and any one else new to pbp here are a couple of posts I found useful when I started. Guide to PbP

Helpful hints for applications I don't agree with everything in this one still good.

TYVM Tim, I'll give those a once-over.

Submitting Seferneru, human ranger/fighter from the Shackles who likes the Red Mantis fighting technique much more than their ethics.

Seferneru grew up in Port Peril, son of an Osirian merchant and a Garundi tavern-keeper, who had settled down their businesses in the turbulent port city of the Shackles.
Growing up, his family had enough money to avoid struggling and debts, but also enough to be a target of the many criminals of the city: as such, Seferneru learned from a young age the importance of keeping his valuables hidden, and check for signs of intrusion in his own home.
As soon as he was old enough his father had him trained in the basic use of weapons and, and taught him how to sport traps and ambushes.

To Seferneru, this seemed a bit excessive as a precaution against petty thieves, but there where deeper reasons. Unbeknownst to him, his parents had gotten more and more in debt with “razor” Rascaro, a local crime lord and loan shark, and feared for the life of their only son.

It was a terrifying day in the life of the sixteen year old Seferneru when Rascaro and half a dozen brutes
broke into their home to brutalize, possibly kill his parents. Both his mother and father were completely helpless, at the mercy of the criminals. The family hopelessly hid in a closet as the thugs advanced, when…

Rascaro Lushka of Port Peril, called “the razor”” said a raspy voice “Captain Owembe wasn’t satisfied with your last business together, and sent me to negotiate a new payment.” Seferneru had just the time to spy through the closet keyhole: a series of red, quick slashes, and the enforcers were on the ground, dying. In front of a bleeding Rascaro, a man in a Red Mantis mask and twin sawtooth sabers. “This type of payment.” A last slash, and Rascaro was on the ground, a wound open from neck to navel. As silent as he came in, the assassin disappeared.

It was the most impressive thing Seferneru ever saw: the quickness of movements, the lack of any noise in his steps, the fear in seeing the assassin… Seferneru was hooked. He wanted to be that good – he figured such a magnificent technique could be used for something other than assassination.

The Red Mantis probably wouldn’t have liked witnesses of one of their dealings - and they had a way of finding out. It seemed wise to move, and Seferneru was getting old enough to leave the nest. With the blessings of his parents, he bought a passage on the Jenivere – to earn his way through the world while trying to learn as much as possible about the Red Mantis’s techiniques without incurring in the wrath of the assassin cult.



Of medium height, wiry and athletic, Seferneru is a strapping young lad with the deep tan complexion of most northern Garundi. He wears light armor and clothes with a bit more red in them than it would be wise; when in combat, or scouting, he wears a red bandana over his nose and mouth. He carries a sawtooth saber as his primary weapon.


Seferneru is skilled and capable, but a bit too reckless. The very skill he looks for is incredibly dangerous to pursue – the Red Mantis makes a point of punishing those who misuse their weapon of choice. Still, he is in such awe of the style that can’t be swayed from his quest.
With friends and allies, he is fun-loving and quick to the joke, always ready to take a risk for his mates. In combat he is dedicated and dissolves into a silent stabbing machine – in a sense, he does wear a mask, just like a real Red Mantis.


Seferneru will be a ranger/fighter focused on using Sawtooth sabres. Dazzling Display represents an intimidating stance, pale copy of the proper Mantis Strike of course, but still effective.

Male Human (Garundi) Ranger (trapper) 1
NG Medium humanoid (human)
Initiative +2; Senses Perception +4

AC 15, touch 12, flat-footed 13 (+2 dex, +3 armor)
HP 11 (1d10+1)
Fort +3, Ref +4, Will +1

Speed 30 feet
Melee sawtooth sabre +5 (1d8+3, 19/20 x2), dagger +4 (1d4+3, 19/20x2)
Ranged longbow +3 (1d8, x3), dagger +3 (1d4+3, 19/20x2)
Special attacks favored enemy (humans) +2

Str 17, Dex 14, Con 13, Int 12, Wis 11, Cha 12
BA +1; CMB +4; CMD 16

Feats: Weapon focus (sawtooth sabre), Dazzling Display
Skills: Climb* +7, Disable Device +9, Knowledge (nature) +5, Intimidate +5, Perception +4, Stealth* +6, Survival +4, Swim* +7
* armor penalty
Languages: Common, Polyglot
Traits: Boarded in the Shackles (will), Armor expert
SQ: track, wild empathy, trapfinding

Explorer’s outfit (10 gp)
Ranger’s kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin) (9 gp)
Masterwork thieves’ tools (100 gp)

Sawtooth sabre (35 gp)
3x dagger (6 gp)
Longbow (75 gp)
20 x arrows (1 gp)
20 x blunt arrows (2 gp)

Studded leather armor (25 gp)

37 gp

The sawtooth sabre is an exotic weapon. You'd need to spend a feat on it afaik!

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Only to use its unique qualities, you can use it as a Martial weapon in which case it has the same stats as a Longsword.

Arie IJzer wrote:
The sawtooth sabre is an exotic weapon. You'd need to spend a feat on it afaik!

Without the feat, Sawtooth sabre can be used as a longsword. I figured Seferneru will learn how to dual-wield later in the game.

Ah ok, check! :)

How about a Grippli Cleric (Sun & Trickery), who eventually gains a combat trained giant gecko?

His peoples' lands are being encroached upon and polluted... time is running out in a race to engage outsiders via diplomacy and force to change their ways... But, nothing speaks more than resources.

Our intrepid adventure overcomes his culture's isolationism and sets forth to find answers and garner resources to save his home and people from impending doom.

@Arie IJzer: Thanks for the feedback. Shoanti actually works well, so the names and places in Melanie's backstory have been changed to protect the innocent ;p Her character sheet is also now ready for review.

@ Sun, check the player's guide for Serpent's Skull. The adventure starts onboard the ship the Jenivere and the guide gives you a list of places it stopped at, where new passengers couldve come onboard. The boat is heading towards Eleder, the capital city of Sargava - the lost colony of Cheliax.

I made this character for a Serpent's Skull adventure that didn't get very far, but I'm very fond of him. Basically, this is a feral wild child who was raised by wolves (think a male version of Princess Mononoke).

The backstory I had originally had for this character was that he was a child of a druid who disappeared/was killed, and was left to be raised by the druid's awakened wolf companion. The youth was ordered to learn about the human world before he chose to remain with the pack, but the boy was captured and exploited by a Chelaxian. Regarded as a curiosity, he was transported around Cheliax in a traveling show for several months, before being put on a ship that was to sail to Sargava. The ship wrecked on Smuggler's Shiv a few weeks prior to the Jenivere's own ill-fated voyage, so Ferrell is already there on the island with his wolf.

Son of Greylocke:
It was hot.
No, it was worse than hot. The summers of his home had been this hot, except that the sun didn’t blaze like a fire too close to the skin. This sun cracked and blistered the skin if you let it. That was the difference. Well, that and everything else.
The insects, the plants, the prey, the predators, everything was different. Even the sun.
The boy nestled in the shade, feeling much cooler with his back dug into the earth he and his friend had tilled. No insects swarmed them from the ground this time. They had chosen carefully, as he had done so ever since the first time he had disturbed a nest of biting and stinging insects roiled into a frenzy by his digging. The wolf panted next to him, ever alert even as the sun and heat forced every moving thing deep into the canopies and shade.
It sounded different. The distant surf and the strange birds made the boy’s new home press on him even when he closed his eyes. He wanted to eat deer again. He wanted to hear his pack’s mournful calls at night. He wanted —
The boy shook his head and snapped to attention. He couldn’t think like that. The pack. They were a pack of two, and he had to do his part. He listened. He sniffed. He watched. They were alone, as always.

“You won’t be alone,” the great wolf told him. “You will be surrounded by your own kind. Humans. What you are.”
“I don’t want to be human,” the boy replied. “You told me, as I learn the ways of my father, I’ll be able to become a wolf. Soon I won’t slow you down. I’ll be able to hunt with you, as one of you!”
The wolf shook his head. “That path will always be available to you, should you choose it. But I have decided. You must learn about humans, before you decide to abandon what you are. I loved your father, as I love you. He and I ran together, hunted together, and fought together. At times, he would be a wolf. But he always returned to his true form. And that was human.”
The boy barely remembered his human father. Or his mother. The great, shaggy-gray wolf with deep, piercing gold eyes was always his true father, he felt. He opened his mouth to speak.
“No. I have made my decision. So long as you remain with us, you will know nothing of humans. You must live amongst them, for a time. They are a strange kind, but you know their common speech. You will make friends, meet females, and perhaps decide that houses and cities are not bad things.”
The boy would not argue. He would follow the instructions of the alpha male, like a good wolf. And then he would return.

This land was small. Surrounded by poison water and sharp rocks. There was no way to swim, no way to return. He did not want to return to the cities and the houses. They were cramped, noisy, and they stank. He did not come to like them. No, he wanted to return to the woods.
He met no human he liked. He met many who smiled, and said nice things, and made him like them for a little while. But their smiles were just the baring of fangs. He believed them, and was clasped in iron and put on display for others to gawk at.
Humans said one thing and did another. It was like a hunter moving one way to get the prey to move the other, into the jaws of a waiting pack member. The boy was prey amongst humans, where his hunters used words and promises instead of growls and bared teeth. And before he realized it, he was caught.
The months he spent with humans left him with no friends, and no understanding of humans except that they were cruel and evil. He wanted nothing to do with them.
It didn’t take long, however, for the boy to realize that to get off this small land and cross the big waters that he would need other humans. Wood floated, that was obvious, but humans made it so it could sink. How to make the wood move to where he wanted it to go? Which way was the great forests of his pack? How to make the giant skins catch the wind? Other humans knew.
Some humans on this land, though, had been here too long. They wouldn’t want to leave, don’t speak the human languages he’d been taught, and seem more interested in hunting and eating both him and his pack-mate. But there were others who travel in the wooden boxes, that crash onto the rocks. More will come. And they will want to leave.
So. He will do the smiling. And they will not see his fangs.

A few notes:

Obviously, this boy is going to be distrustful and from the beginning his goal will be to return to his northern forest. However, I don't want to abandon the campaign once he's off the island, so I totally anticipate him growing to respect and care for his new "pack" as the game goes on. What I most look forward to is him potentially discovering his humanity, because once he learns how to become a wolf through Wild Shape, he'll likely want to stay in that form as long as possible unless there's a reason not to do so.

Let me know what you think!

Arie IJzer wrote:
@ Sun, check the player's guide for Serpent's Skull.

I suppose he could have boarded near any river mouth/delta with marshlands, swamps, etc... Varisia? Not sure when you looked... But, made him a crewman.

Added "Devotee of the Green" trait.

His shtick is close to primordial nature, the fae, etc... Original concept was to multi-class into First Worlder Summoner. Kinda ties the whole thing together without being over-powered.

If that's not an option, pure Cleric is fine. Or multi-class into something to round out the existing party.

EDIT: From a personality perspective, cautious but dangerously curious... outrageously daring, dramatic. He's small, but just on the outside.

Grand Lodge

This is Valarael Shadowsong, Elven Alchemist. In combat her role is to throw bombs for damage, and, in later levels, status effects. Out of combat she is skilled in knowledges, diplomacy, crafting alchemical items/potions and languages.

Stat Block:

Valarael Shadowsong
Female Elf Alchemist (Mindchemist) 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +5
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will -1; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee rapier -1 (1d6-1/18-20)
Ranged bomb +4 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Alchemist (Mindchemist) Spells Prepared (CL 1st; concentration +5):
1st—shield (2)
Str 9, Dex 16, Con 10, Int 18, Wis 9, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits calistrian courtesan, mwangi scholar
Skills Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +6 (+7 to gather information), Knowledge (arcana) +8, Knowledge (History) +8, Knowledge (nature) +8, Linguistics +5, Perception +1, Profession (courtesean) +3, Sense Motive +0, Spellcraft +8, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Aklo, Common, Elven, Polyglot, Skald, Tien, Varisian, Vudran
SQ cognatogen, weapon familiarity
Other Gear studded leather, rapier, belt pouch, flint and steel, wooden holy symbol (Calistria), trail rations, mule, alchemy crafting kit, backpack, bedroll, bit and bridle, blanket, feed (per day), formula book, lamp, mess kit, night tea, oil, pack saddle, pack saddle, rope, soap, sunrod, trail rations, waterskin, 7 gp, 1.5 sp, 9 cp
Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can identify potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Calistrian Courtesan You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) becomes a class skill.
Cognatogen (DC 14) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Comprehend Languages (1/day) (Sp) (Envoy) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Read Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Read Magic once per day.
Mwangi Scholar - You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge(history) checks regarding the Mwangi Expanse.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Mule Stat Block:

N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
Speed 30 ft.
Melee 2 hooves +2 (1d3+1)
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 Perception +5
Combat Gear oil (2); Other Gear alchemy crafting kit, backpack, bedroll, bit and bridle, blanket, feed (per day) (3), formula book, healer's kit, lamp, mess kit, night tea (10), pack saddle, pack saddle, rope, soap, sunrod, trail rations (2), waterskin
Special Abilities
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.


Valarael is a tall, thin, elven woman, with long, straight, platinum-blonde hair. She has a beautiful, angular face, with striking blue, tilted eyes. Her skin is very fair, smooth, and unmarred. She wears well-cut but utilitarian yellow linen, with a black leather vest and overskirt. Her studded leather armor is black with studs of yellow-dyed metal. Her belt and boots are of the same black leather, and a painted wooden holy symbol is displayed prominently on thong around her neck. She carries many small vials in slots on her belt and bandoleers, and carries a sheathed rapier at her waist.


Valarael tries to embody the detached, feylike nature of the elves like her goddess, Calistria. She chooses her path and holds to it, not because of some higher calling or sense of duty, but because she chooses it. While she harbors a grudge once given reason, she is not cruel to those who do not deserve it, and she has a soft spot for children, slaves, and mistreated animals. She is a sensual being, charismatic and beautiful, and she uses that aspect of herself to hide her intellect and agility from others. Valarael lacks strong moral convictions, and any appearance of a moral code is simply expediency and self-preservation. For example, senseless killing goes past her bounds, as it would merely cause another to visit vengeance upon her.

Back Story:

Though born in Kyonin, Valarael Shadowsong remembers almost nothing of it. At only a few years of age, her parents left the land of the elves to live in the City at the Center of the World after her mother had been invited to join the Pathfinder Society. Shortly thereafter, Val's father, a moderately famous carpenter in Kyonin, was contracted by a group of fellow Calistria worshipers to craft all the furniture for their new temple in Absolom. Val was left in the care of the Calistrian priests much of the time while her mother was away and her father worked. Her duties at the temple exposed her to the various alchemical and black market substances used by the priests and sacred prostitutes, kindling the young elf's interest in alchemy. She proved extremely adept at the skills required for what became her passion. Val essentially lived at the temple and made a number of friends and lovers there, although she never became a priest herself, these experiences led Val to be an extremely devout worshiper of the Savored Sting.

Upon reaching her majority, Valarael became a sacred prostitute for a five years. During this time she learned to leverage her beauty and magnetism to get what she wanted, as well as the value of serving others for one's own gain. True to her goddess, Val sought to experience all the world's pleasures, and took to traveling to do so. Her first travels were devoted to her burgeoning love of alchemy. The young elf traveled to wizard and alchemist schools and universities around the Inner Sea, using her body as currency, to learn the ways of far flung alchemists. She learned of mixtures that improved the mind at the expense of the body, fiery explosions, alchemical tools and weapons, medicine both common and magical, and magical concotions that emulated the spells of mages.

Now truly an alchemist, Val had a variety of skills to pay passage to the far flung destinations she wished to see. A ship that had no need for an alchemist would almost always take payments of flesh for passage, and the world opened up to her. Over the course of two decades, Valarael saw more of the world than most, from the exotic lands of Tian Xia, to the Impossible Kingdoms of Vudra, to most of the lands of the Inner Sea. She discovered a profound love of knowledge and libraries on her journeys, and learned foreign languages of to peruse the tomes of some of these distant temples of learning. While not profitable in terms of material wealth, these journeys provided Val with all the happiness she could hope for.

Her next journey lead to the Mwangi Expanse. In preparation, she studied tribal history and the pieced together language known as 'Polyglot'. The ship she had booked from Absolom left her behind in Port Peril when she turned down the captain's furhter advances. She'd paid her way with flesh and alchemy, but the man wanted more than he'd bargained for. Luckily, Valarael had enough coin to spare when the Jenivere arrived to pay the rest of the way to Sargava.

Sample Post:

The stormwall approached as lightning danced over the ocean just west of Port Peril, a scant few miles offshore now. On the dock an elven woman and a human man argued. "Well, you'll just have to make do with what you've had, Kleddus." Val said, smirking. "If you think you're entitled to more, you've the wit of a shovel. Journey's done and so's my payment for it." Val could see the man was infuriated, he'd obviously come to think of her as his property. The men she'd slept with were like that somtimes, she just hoped he had the sense not to push the issue. It was bad enough being blown into the gods know what kind of situation in the Shackles, she didn't need a burned boat and an angry chasing after her again. It'd gotten a little dicey the last time a ship's captain had become possessive.

"Now list'n her' yuh elf-c$+@!" the man roared, "Yer guna be doin what I tell yuh ta do! An'if yer thinkin' not, I'll let the boys have yuh too!" The old ship's captain reached for her arm and Val dodged out of the way, deftly grabbing a pair of vials from her bandoleers as she backtracked.

"You know I can burn your damned ship down with a few of these if I want to," Valarael said in a warning tone, hefting the two tiny vials, "and Calistria help me, I will if you give cause." The man's face nearly went white as she spoke.

"Damn you and damn yer whore goddess." Kleddus shouted, spitting on the ground before Valarael at the end of each sentence. "Get outma sight, and take yer thrice-cursed mule with ya. Yer not welcome board muh n'more. Spread yer legs fer anudda way off this rock!"

Val could hear him cursing loudly as he walked back into his cabin, but she merely shrugged and turned away. She walked down the dock and grabbed Flagg's reins, leading the mule into the pirate capital, in search of whatever passed for an inn. Eventually finding her way to an inn, Val stabled Flagg and decided to stay in the common room for the evening, guessing that not sleeping would be the safest choice.

Finding another ship to Sargava would be irritating, but she'd manage. She always had, whether by coin, skill, flesh, or force.

Oh, one last thing: I gave Kherov the Jenivere Crew trait; I figure he made the trip overland to Varisia, then hired himself out to get the rest of the way. I think there are 1-2 places along the way where it's conceivable for him to have picked up a dinosaur AC, right?

I hope you're used to my summaries by now @Arie IJzer. Couldn't help myself, haha. If anyone catches something amiss, feel free to holler. So far it looks like we have:


Finn Garrety - Male Samsaran Dual Cursed Life Oracle
pavaan - Halfling Oracle?
Helikon - Cleric of Desna or Pharasma, or Druid of Gozreh
Elektra Stardancer - Female Aasimar Cleric of Desna
Kherov Blacktail - Male Half-Orc Saurian Shaman
Desiona Veleshi - Female Half-Elf Menhir Savant Druid
Sun-Dapple Grün - Male Grippli Cleric
Son of Greylocke - Male Human Wolf Shaman Druid

Rozzo Capria & Kondi - Male Human Huntmaster Cavalier & Cute Puppy Dog
St. John Smythe - Male Human Rondelero Duelist
Haloniel - Elven Fighter
Siri Quinray - Female Half-Elf Barbarian
Dendrik Mulari - Male Human Calistrian Hunter Fighter
Garran Oakthorn - Male Human Barbarian

Charlotte Greystone - Female Human Investigator
Viorec Rulasti - Male Human Rogue
Antorin Glimmerkin - Male Elf Knife Master Rogue
Carmen Terpsichore - Female Human Dervish Dancer Bard
Chimalsi Kybwa'ka - Male Human Warpriest
The Morphling - Whip Magus?
Xeno - Female Tiefling Magus
Akvius Sirthos - Male Tiefling Grenadier Alchemist
Valarael Shadowsong - Female Elf Mindchemist Alchemist
Roark Zemmer - Male Human Ranger
Seferneru - Male Human Trapper Ranger/Fighter
Malthu - Male Tiefling Inquisitor
Joll Beliker - Male Human Inquisitor

Vazio Tanzer - Male Halfling Void-Touched Bloodline Sorcerer
Cyrioul Fasar - Male Elf Diviner Wizard
Xabala Kybwa'ka - Female Half-Elf Beast-Bonded Witch
Fahari - Female Human Witch
Melanie & Miltia - Female Tiefling Sylvan Bloodline Sorceress & Boa Constrictor

Hybrid or Martial
Jolly Roger - Scarred Witch or Bloodrager

Clearly, paladins need not apply.

Thanks Max. I thought about doing a summary but there were too many applications for me.

Oops, I meant to put the witches under Hybrid/Support as well. Oh well, everyone knows what witches do, right? ;)

I think you hybrid/support is a little broad anyway. Witches are no more support/hybrid than wizard's can be and clerics are automatically.

You can always categorize anatomically... get your minds out of the gutter!

Webbed Feet
Pointy Eared
Prehensile Tail
Hairy Chest

I'm just teasing and having fun... Any categorization is fine. It's just an overlay to help.

Now, if you consider yourself unique, it kinda stings... as you might think I'm not like these other folks! But, mechanically we all have a lot in common.

Getting close to recruitment closing... so tensions might run high! Trying to lighten the mood...

If you really wanna have fun, actually put folks into the categories above!

Sorry Max what I meant was that your categories were fine to start wit.

Sun-Dappple Grun it's not fair Xeno doesn't fit into any of your categories. Can we change the pointy ears to pointy ears/horns?

As ears tend to be soft and horns hard... we can just add Horned as a category.

Others may fall into multiple categories and have to choose. Desiona, for all I know may have to choose between Pointy Eared & Hairy Chest.

But, depending on which she chooses, I may need to bow out.

Apologies to the GM for derailing an otherwise fine recruitment thread. Oy!

Sovereign Court

If its not too late I will submit a magus for your perusal. I have to alter it a bit from a previous campaign I was trying to get in. I have to switch out a campaign and a racial trait and reduce my str to 14 to comply with your guidelines but the rest is there for you.

Campaign trait is ship's crew and acrobatics is selected
Racial trait is arcane focus replacing the weapon familiarity trait to give +2 to concentration


There are many tales such as mine. The tale of a vagabond roaming around looking for a chance to prove himself to others and more importantly himself. Not many are granted that chance by others. Most of the time one has to take matters into his own hands. Such may be the case when dealing with any undertaking I set myself on. But I get a head of myself.
It's easy to see looking back how I became a vagabond drifting along life with no purpose or direction. I was left in the care of an orphanage at an early age. The only possessions were the clothes I was wearing and a pendant n the shape of a dolphin with the word Shanxia inscribed upon its back. I was too young to remember the details of that time. The only thing I remember is a what appears to be a youthful elven woman with flowing red hair. Who this person may be I don't really know, but I assume that this is my mother. Likewise I assume that the word inscribed upon the pendant is either her name or has some other relation to her. I have spent most of my adult life looking for her or trying to find out more about the word Shanxia. Unfortunately not being one of much wealth, I have not been able to pay for the direct means of magically divining what this word may entail. The only other possible clue to her identity is the hope that she has made a name for herself with magical talents. You see I inherited some gift of magic as well. Wether this is from her or my father's side I don't know speaking of my 'father' of him I know even less unless you call my surname a clue. Perhaps some day I will find the answer to these life questions and I can know the circumstances of my orphanage.

My childhood was typical of one raised without parents. Cared for but not loved, I was put to work when I was able to earn an income. Living in a port city there was always work around the docks, running messages, crawling into tight spaces adults couldn't fit into etc. It wasn't long before I started living more at the docks than at my 'home'. I grew up listening to stories of the sea and how to drink and fight. About the most exotic women and strange faraway places.

Barely out of my elven teens, I signed on as a crewman aboard a 'merchant' ship. This was the life. Sun, wind and the sea taking me to places I only heard about in stories. Little did I fully understand the 'merchant' ship was a group of mercenaries looking for easy money. Well I learned a lot about actual fighting from them even though their methods were crude. Piracy was one thing, murder after surrender was another. Back in port I ended my contract and went to the local bar. Know of any ships that need a good hand. Looking for work and willing to put my skills and blade to the test as well.
Life on the sea was a great experience and probably the first real love in my life. The second love of y life was with an intoxicating pilot named Rain. She was exactly as her name described her. She could be bitter cold if you offended her and she could melt your heart with a glance 5 minutes later. It was not to be though as our paths took us in different directions. She was a pirate, born and raised on the sea and I was just passing through. I won't forget her nor the time spent on the water. I boarded the next ship that would take me on, little did I know that it was headed to the M'wangi expanse.

connortheconman wrote:
For those of you who may not be selected, I'm the DM of the game DoubeGold mentioned. Life got busy and the game sorta died out, but I'm looking for at least 2 replacement characters. PM me if you're interested.

yes, this is the solution that me and the DM came up. I can understand lack of responses due to DM inactivity reputation, but it is an option. Actually I was going to do this once recruitment was done, but connor jumped the gun which is okay. Anyway, sorry for minorly jacking this thread, but yes we will gladly take over the leftovers as I'm sticking with my original DM.


Male Elf Rogue 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +6
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) and
. . dagger +3 (1d4+2/19-20) and
. . rapier +3 (1d6+2/18-20)
Ranged longbow +3 (1d8/×3)
Special Attacks sneak attack +1d6
Str 15, Dex 17, Con 10, Int 14, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 15
Feats Weapon Finesse
Traits fencer, mwangi scholar
Skills Acrobatics +6, Appraise +6, Climb +5, Disable Device +7, Escape Artist +6, Knowledge (dungeoneering) +6, Perception +6, Perform (dance) +5, Sleight of Hand +6, Stealth +6, Use Magic Device +5; Racial Modifiers +2 Perception, silent hunter
Languages Common, Elven, Gnome, Polyglot, Sylvan
SQ weapon familiarity, trapfinding +1
Other Gear studded leather, arrows (40), dagger, dagger, longbow, rapier, backpack, masterwork, bedroll, grappling hook, parchment (10), hemp rope (50 ft.), scroll case, scroll case, thieves' tools, trail rations (5), waterskin, 23 gp, 4 sp
Special Abilities
Elven Immunities - Sleep You are immune to magic sleep effects.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mwangi Scholar +1 Knowledge (History) regarding the Mwangi Jungle.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.


A young elf born in Absalom, Shaladrel spent his childhood wandering the city and dreaming of something more. He began exploring outside of the city gates and decided he wanted desparately to explore the greater world. Being so close to the headquarters of the Pathfinder Scoiety, he decided that was his way out. He spent as much time as possible learning swordplay as well as the skills he would need to explore one of the many dungeons he read about in the library.

While exploring in the library, he learned about the southern continent and became greatly interested in the relics the jungles and temples might hold. He began studying the area in ernest including the language of the locals. He has not been accepted into the society, but hopes by taking this journey, he will discover something that will be sure to get him in.

Would a Lizardfolk count as "making sense"? I have an idea of a Lizardfolk Fighter in mind. Captured as an egg(reptiles right?), and raised to replace the enslaved bodyguard of a "Cheliax?" Wizard. Recently escaped after both his forebearer and the Wizard died. He knows not what happened, just that the wards and spells on the keep faded.

The idea is for him to want to return "home", but knowing nothing of it. His training and indoctrination/upbringing preventing him from bonding/communicating with any lizardfolk encountered and making him an outcast

For that reason I am hoping to change starting language as well. Him only speaking Lizardfolk makes little sense.

Isn't a lizardmen a monster? I checked the d20pfsrd and I don't see any stats for a PC lizardfolk outlined on the site.

Arie IJzer wrote:
Isn't a lizardmen a monster? I checked the d20pfsrd and I don't see any stats for a PC lizardfolk outlined on the site. /lizardfolk-8-rp

Note I intend him to be a sword and board fighter. Not a nat weapon barb.

Also, Dutch or belgian? The name indicates such.

Dutch ^^ and sure, if you can make the background story work, I'll allow it!

Niet dat het uitmaakt natuurlijk, maar vroeg het me af.

Ok,neato. Will make a Myth-weaver before tomorrow. And will make an alias out of it if selected, to avoid alias-bloat. Unless you insist otherwise of course.

That's fine by me. It's rather annoying that you cannot delete an alias >.> and I'm looking forward to it!

WiP obviously, but should be done by monday.

Pathfinder Adventure Path Subscriber

Howdy. Here's my submission: Halim, a male human transmuter (shapechange school).

Halim was born in the monastery atop Mount Na-Ken, in the Shining Mountains in Osirion. Conceived by his parents while they were both in a lucid dreaming state, his very existence was seen as a sign of the monks' devotion to Irori's perfection, and hence his name, which means 'dreamer' in Osiriani.

However, while his physical needs were amply seen to, his parents saw themselves less as caregivers, and more as conduits for Irori's divine will, and they treated him just as they would have any other youthful initiate.

He was rigorously trained in body and mind (Str 12, Dex 16, Con 13, Int 18, Wis 12), but his emotional growth and ability to connect with others remained stunted (Cha 7); hardly surprising, since by the time he'd reached his teenage years, he had only ever met a grand total of forty-six people, all of them ascetic monks focused on their devotion to the Master of Masters.

Halim's lessons involved sparring with the other monks (Feat: Improved Unarmed Strike), exercises to broaden his mind until he was able to see the value in many different talents and approaches (alternate racial trait: focused study), training in being aware of his surroundings (skill focus: perception) and the ascetic lifestyle that the monastery on Mount Na-Ken is famous for (trait: monastic).

As a child, Halim showed an early fondness for the written word--he could read the simplest texts in the monastery's library by the time he was three, and was reading Unbinding the Fetters by the time he was six. This affinity gave him insight into all manner of things (skill points in Knowledge (arcana, geography, nature, religion)), but it also set him on a path to his eventual departure from Mount Na-Ken.

The library at Mount Na-Ken contained all manner of tomes, including partial copies of many holy texts from other religions. It was while he was sixteen, reading a fragment of The Book of Magic for the third time, that he found many of the words he'd before now been unable to read finally making sense on the page. Fascinated, he took the book and went to his favourite spot high up near the peak of the mountain, the better to be alone in his contemplation.

When an initiate from a search party found him nearly twenty hours later, it was an hour before dawn and a nearby tuft of mountain grass was glowing in its new role as Halim's reading light.

The monks were divided on the issue of Halim's newfound powers. Some declared him imperfect, that the influence of The Book of Magic showed that he would never be able to declare himself wholly to Irori and therefore no longer fit to remain in the monastery. Others said he was merely manifesting newfound powers gained through appropriating an understanding of other religions and methods of expression.

In the end, after two days of incessant debate and wrangling, Halim himself made a choice to declare himself a disciple of Nethys, and he left the mountain under the cover of night with nothing but a cudgel, an empty book, a piece of charcoal, and the stolen fragmentary copy of The Book of Magic.

It took Halim a month to reach civilisation. Unused to foraging or finding shelter for himself, but physically trained to endure such hardships, Halim only survived through trial and error. His month in the Shining Mountains--during which he walked in circles most of the time--did much, though to teach him about how to manage in the wilderness (trait: poverty-stricken, skill rank: survival), just as his constant reading and re-reading of The Book of Magic made him certain that the monks atop Mount Na-Ken were simply deluding themselves about the nature of perfection.

Clearly, it was not to be found in the body, otherwise more gods like Irori would exist. Instead, it was surely the domain of the mind alone; Nethys had become a god through understanding the fundamental nature of magic, and many others like him wielded incredible power—someone before him had made notes in spare pages of the manuscript he now had, detailing their thoughts on the way various forms of magic explored in the text might link to potential avenues to perfection of self, including thoughts on Magaambyan, Gebbite, and Nidalese magics.

By the time he emerged from the mountains and found his way to the village of Djefet, Halim had thoroughly embraced Nethys as his deity, mastered a few cantrips (class: wizard), and adopted the typical Nethysian attitude to non-magic users (trait: condescending). He had also set himself a goal: to become a god, just as Nethys had, and by whatever means necessary. After all, it was what he’d been born for.

Halim travelled to Sothis and supported himself through menial jobs while he sought information about how he might go about his almighty task. While he worked and read, he also studied magic (skill point: spellcraft), and found he had the most affinity with transmutation spells--probably, he reflected, from his protracted youth spent learning physical forms (favoured school: shapechange). Conversely, he found it difficult to master magic that related to influencing others minds (considering them beneath him most of the time anyway), and any magic related to breaching the void between life and death (opposition schools: enchantment and necromancy). The latter frustrated him much more than the former, as it effectively rendered one potential course of action taken by the Whispering Tyrant difficult for him to attain.

Eventually, Halim found references in the stories of Old-Mage Jatembe to the Doorway to the Red Star. Whether it was some carryover from his childhood spent attempting to reach the dreams and nightmares made manifest on the Ethereal, Halim began dreaming of the circle of red stones in his dreams, every night. Driven by his dreams, he feverishly and hastily prepared for a journey across the Inner Sea and down the west coast of Garund, down to the Shackles where he would seek a guide and journey to the Doorway itself.

Before he left, he had himself tattooed from head to toe with mystical designs down both sides of his body. On one side, the ink is visible, black whorls and sinuous designs etching his golden skin. On the other, the ink is invisible--until he draws upon magic, when it glows a pale blue (I figure equivalent to the light of a candle). An affectation, perhaps, but one he is vainly and stubbornly proud of. (Not to mention one that totally destroys any hope he has of being stealthy or unobtrusive and casting spells at the same time!)

Unfortunately for him, Halim found those in the Shackles completely disinterested in striking inland through what they called the ‘savage jungle’. He took ship from city to city, making his way down past the Eye of Abendego, until eventually, he found himself in Senghor—with still no luck in convincing anyone to join him. Resigned, he went to the docks to book passage on the next ship to Eleder, in the hopes that the Sargavans would have the intelligence and the spine to see what an opportunity he was offering (trait: boarded in Mwangi Expanse).

He boarded the Jenivere with a grumpy disposition and hasn’t been seen much above deck since.

Halim is abrasive. He is totally dismissive of anyone who doesn’t have magical abilities, as befits a disciple of Nethys. This doesn’t mean he can’t work with others, but it does mean that he is unlikely to be the favourite member of the party,

He is, however, thoroughly driven, and will (attempt to!) motivate the party for no other reason than his own inflated sense of self-importance. He recognises that other people can do things that he can’t (e.g. a fighter is much better at hitting and killing things than he is) and is self-aware enough to know that he would lose in a fist-fight vs. a martial PC, but would see the fact that the fight would probably last a few rounds (with him buffing his AC and fighting defensively) as proof that he is superior anyway.

Halim’s plot arc is completely up in the air. He might change his disposition, he might not. I think he will be a useful member of the party--if he can get enough hit points and buff his AC he can even tank in a limited fashion--but I don’t know whether he will be liked by too many because of his morally ambiguous approach to problem-solving and his general disinterest in anything that doesn’t concern him amassing more power or finding a way to reach his own divinity.

I also intend for Halim to thoroughly insert himself into every social situation the party wanders into, Charisma 7 and condescending drawback and all. He’s too self-important not to.


I haven’t had time to sort out his gear yet, but he will most definitely be travelling very light.

Male Human (Garundi) Wizard 1
LN Medium humanoid (human)
Init +3; Senses Perception +5
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +3
Defensive Abilities monastic
Speed 30 ft.
Melee club +1 (1d6+1) and
. . quarterstaff +1 (1d6+1) and
. . unarmed strike +1 (1d3+1)
Special Attacks battleshaping
Wizard Spells Prepared (CL 1st; concentration +5):
. . 1st—forced quiet[S,UM] (DC 15), mage armor, touch of the sea[APG] (DC 15)
. . 0 (at will)—detect magic, prestidigitation, read magic
Str 12, Dex 16, Con 13, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +1; CMD 14
Feats Improved Unarmed Strike, Scribe Scroll, Skill Focus (Perception)
Traits boarded in the mwangi expanse, monastic, poverty-stricken
Skills Diplomacy -2 (-7 to improve other creatures' attitudes towards you), Intimidate -2 (-7 to improve other creatures' attitudes towards you), Knowledge (arcana) +8, Knowledge (geography) +8, Knowledge (nature) +8, Knowledge (religion) +8, Perception +5, Spellcraft +8, Survival +6
Languages Abyssal, Celestial, Common, Draconic, Infernal, Osiriani, Polyglot
SQ arcane bonds (arcane bond [amulet]), condescending, opposition schools (enchantment, necromancy), physical enhancement, specialized schools (shapechange)
Other Gear club, quarterstaff, - arcane bond amulet -, 120 gp
Special Abilities
Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Battleshaping +0 (7/day) (Su) Temporarily gain natural attacks
Boarded In the Mwangi Expanse +1 Knowledge (Nature) regarding the Mwangi Jungle.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Monastic (1/day) Swift action: +1 trait bonus to AC for 1 min, if not wearing armor, shield, holding something, or encumbered.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Shapechange Associated School: Transmutation

Look forward to hearing back on how everyone goes. : )

Liberty's Edge

Pathfinder Companion Subscriber

Here is Doc Gallivan, a female human archaeologist bard.


Full sheet at Myth-Weavers


Chaotic Good Female Human Bard (Archaeologist) 1
Str 12 Dex 12 Con 12 Int 17 Wis 12 Cha 14
Traits: Jenivere Crew (+1 Survival), Criminal (+1 Disable Device)
Alternate Racial Features: Focused Study (free Skill Focuses), Heart of the Wilderness (+lvl/2 to Survival)
Feats: Fast Learner (both favored class bonuses), Skill Focus (Perception)
Equipment: Chain shirt, shortbow, longsword, club, spell component pouch
Spells: [0] Know Direction, Light, Mage Hand, Mending, [1] Charm Person, Comprehend Languages


Doc is a teenage girl craving a rite of passage to prove herself as an adult. While she is not completely humorless, she does tend towards the more serious end of the spectrum and finds it somewhat hard to relax in the company of adults. She's always concerned about pulling her own weight and being seen as a child -- someone who couldn't stand on her own two feet -- is a sore spot for her. Because she has spent the vast majority of her childhood fending for herself and surviving on her own, she is highly individualistic in the sense that she feels she must be able to solve everything personally, and sometimes has trouble accepting assistance. That does not, however, extend to offering assistance, and if anything, she is sometimes even over-eager to help others, in order to prove her worth.

Doc's favorite deity is Zohls, the empyreal lord of determination, investigation and truth. Her hard years growing up without a family gifted her a strong will, gritted teeth and furrowed forehead that never say die, and she has always valued information as a currency of the world more valuable than gold. She would be highly motivated to discover any secrets of the ancient world, more for the sake of knowledge itself than the monetary value.

Initially, she is intended to be the young and comparatively inexperienced spunky sidekick type character who would over the course of the campaign grow to be a strong woman.

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