DM Bigrin's Vault of Graves (Inactive)

Game Master bigrin42

Just another dungeon dive...or is it?


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Count me in and interested! I'd like to present Braddigath Faust for your consideration. He's a big bruiser, ready to step into a party's front line and smash things aplenty. I'm also excited to give one of the revised playtest classes a spin.

Thanks for the time and consideration!


OK, here's my guy:

Wu Cheng

Once upon a time Wu was a son of peasants growing up in Pen Wa province on the continent of Tien. His was a strong and smart boy, so he appeared to have more promise than a future of striving in the fields. Hence he came to be sent to the local monastery to learn the ways of enlightenment. He progressed well under the tutelage of the monks there until the revolution came. Grandfather Pei (no relation to Wu, just his honorific) managed to lead a people's revolt which swept the corrupt mandarins from power. Wu eagerly joined this revolution putting his fighting skills to service of the cause.

It was a glorious day when the revolution triumphed. Wu then took a position in the local militia and served honorably keeping the peace. Things were idyllic in Pen Wa for a while, the Grandfather Pei died and his wife Pu Yae Men took the reins of power. She did not have the inherent goodness of her husband and cared only for the consolidation of power with no leniency. Wu was unwilling to apply the new harsh edicts of the regime, but he was also unwilling to oppose the government he fought hard to establish. Thus he left. He hopped a caravel which would take him to Absalom and a new start. After kicking around the inner sea reason for a while he found himself at the Inn of the Three Portals. Eager to help expunge the evil which lay beneath the place, he has landed a job as a bouncer at the Inn while waiting for a suitable group of comrades with which to explore the complex.

Wu is an honorable man of great integrity. He is always good to his word and holds fast to his ideals. He still wears a set of lenses over his eyes left to him by the commander of his rebel company. Otherwise he prefers to fight unarmed as he was trained to do so long ago.

Build:

Wu Cheng
Human (Tian-Shu) Fighter (Weapon Master) 3/Monk (Master of Many Styles, Sohei) 2
LG Medium humanoid (human)
Init +9; Senses Perception +13
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Defense
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AC 22, touch 13, flat-footed 19 (+5 armor, +4 shield, +2 Dex, +1 dodge)
hp 41 (3d10+2d8+10)
Fort +8, Ref +6, Will +4; +2 bonus vs. sleep, paralysis, and stunning, +1 bonus vs. effects targetting a Unarmed strike held by you
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee heavy shield bash +6 (1d4+8/×2) and
. . unarmed strike +11 (1d6+15/×2)
Special Attacks weapon training
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Statistics
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Str 19, Dex 14, Con 14, Int 14, Wis 10, Cha 10
Base Atk +4; CMB +6 (+8 grapple); CMD 21 (22 vs. disarm, 22 vs. sunder)
Feats Crane Style, Dodge, Dragon Ferocity, Dragon Style, Improved Initiative, Improved Unarmed Strike, Power Attack, Shield Focus, Weapon Focus (unarmed strike)
Traits mizu ki hikari rebel, reactionary
Skills Acrobatics +9, Climb +9, Intimidate +4, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (history) +7, Knowledge (religion) +8, Perception +13, Sense Motive +5, Stealth +6, Survival +6, Swim +9
Languages Abyssal, Azlanti, Common, Tien
SQ brawling, devoted guardian, fuse style, unarmed strike, weapon guard
Other Gear +1 Brawling Mithral Chain shirt, +1 Heavy steel shield, Amulet of mighty fists +1, Eyes of the eagle, 230 GP
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Special Abilities
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Brawling Unarmed strikes count as magic for bypassing DR.
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Devoted Guardian +1 (Ex) At 1st level, a sohei can always act in a surprise round even if he does not notice his enemies, though he remains flat-footed until he acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 his monk level. At 20th level, a sohei's
Dragon Ferocity +2, 1d4+4 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shield Focus +1 Shield AC
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Weapon Guard +1: Unarmed strike (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +1: Unarmed strike (Ex) +1 to hit and damage with your chosen weapon.

Liberty's Edge

Starfinder Superscriber

Here's my submission for this game. I'll create a messageboard alias if the character is accepted into the game.

The character is Irycea, a female oread Ranger with the Dungeon Rover archetype, and a giant scorpion as an animal companion. (Vermin companions are an option for the Dungeon Rover. For the level 4 ability boost (available thanks to the Boon Companion feat), I put a point into Int, so Rocky is no longer mindless vermin.) Here is a complete character sheet.

Background: Irycea was a founding in the Darklands, specifically in a part of Seakmina underneath Avistan. As an infant, she was found in a cave not far from a Darklands dwarven settlement. The dwarves who found her raised her. She has never learned who her biological parents where, nor do the dwarves who raised her know. However, two things lead her to know that whoever it was that abandoned her did in fact care about her and wanted her to survive. First, that she was abandoned so near a settlement of dwarves, given that most settlements in the Darklands are less likely to be filled with sympathetic creatures. Second, she was abandoned not only with the wrap around her body, but with a pair of (adult-sized) magic boots, evidently an inheritance.

At first, the dwarves who raised her did not know what she was. They thought at first that she was human, even though her coloring was off. As time went by, though, it was clear that she had an amazing affinity for stone, and some dwarves wondered if she might be a human/dwarf crossbreed. (Not only are most dwarves horrified by that idea, but most scholars don't even believe that that is possible.) It was only as she was entering her adolescence-- aging much slower than a human, and even a little bit slow for a dwarf-- that her cartakers came to realize that she was indeed of human descent, but she had elemental earth running through her veins.

Irycea's primary caretaker was Gorthran, a cleric of Torag. She was raised in the faith of Torag, and indeed studied a little as an acolyte. As time went by, though, while it was clear that she had a knack for divine magic, it also became clear that that was not her primary calling, and that indeed the boots she had been found with spoke more to her destiny. Those boots mimiced the abilities of a ranger to move especially well through a particular terrain-- in this case, the terrain being the underground where Irycea and her saviors were located.

After achieving adulthood, Irycea left her home settlement, and began to wander the Darklands as a ranger. She spent some time adventuring with others she met in the Darklands. During this time, she clashed more than once with both Drow and Duergar, and has larned to hate both races (although she's spent more time fighting the aberrations that seem to crawl everywhere underground). In particular, there was a Drow necromancer by the name of Umbryanna that Irycea clashed with. Umbryanna and her legions of undead killed off Irycea's adventuring companions, and Irycea herself only barely escaped with her life. Eventually made her way to the surface of Golarion. However, even though she has been to the surface, she is happiest underground, and feels great unease when the open sky is over her head.


Background added to profile, and relayed below:

Tamis Thimble knows very little of her parents or her birth. The earliest memories are of the monastery upon which she was raised, overlooking the Forest of Hope. In truth, Tamis was placed at the door to the monastery by her parents, who had come upon rough times and were hoping the the supposed treasure located under the Three portal Inn would be their salvation. The monks of the monastery upon finding the young dwarf girl took her in, naming her after one of their fallen and the one possession that she had upon her at their doorsteps, a thimble. There was hope in the beginning that her parents would return for the young girl, and that she could be raised among her own kind. It was not to be however, her parents lives lost within the dungeon labyrinth. As she aged it became clear that her parents would not return, and it was decided that she would become part of the order.

Tamis training started at a young age, and she has excelled in her adopted life, her body become a refined engine in the pursuit of perfection. As she grew into her pubescent years however, thoughts of her homeland and her parents grew. Though research and the connections of the monastery she was able to discern their tale, and their likely final resting place. Her fellow monks, seeing troubling thoughts breaking the concentration of their beloved adopted charge have given Tamis one final task before becoming an official master of her order. Tamis must obtain water from below the well of the labyrinth that took her parents lives, and put to rest the chaotic thoughts that have threatened her pursuit of perfection.


Thanks all for the interest and submissions. On my end, the first map level is drawn. I just need to import it into MapTool and set the vision blocking layers and we are good to go. Getting a head start on the next level tonight. Also tonight I will start vetting submissions so far and providing comments as needed.


Wesley was a divine servant sent down to smuggle hobbits out from under the noses of slavers using the Flower Network (Golarian's version of the Underground railroad). Using his magic bag and his talented shifting abilities, Wesley led many a hobbit to freedom.

Now he has decided to join a group and end the devil influence. He has reason to believe the Orcus forces are the root of all evil.

I also have a cloak of elvenkind and the trait to make Wesley capable at stealth. As a packrat, he outfits his magic bag with all sorts of books and useful equipment.

Fire spells and conjuring are his calling card.


It's a good thing your build lacks knowledge planes or you would know Orcus is a demon, not a devil. Those two groups are not exactly chummy.


true. there was that whole blood war thing they keep going on and on about =)


Ok, I managed some time to write down some notes about Trihedron's background and motivations - not a massive text, but I hope it gives an idea of the character.

Delving deep:

Trihedron knew she was not the pride of her clan or family. Even though they respected all that she had accomplished thus far, they could not understand her removal from the craft and dedication to the underground toil that made them what they were - this was something that always came up when the clan gathered - it didn't matter if she was able and strong enough to wrestle most of the other young dwarves, or if she could make her bow as effective as any axe in the hands of a dwarf...

Her ability was respected, but she was not understod - Trihedron had worked the forges of Taggoret like her brothers - she had never perfected the craft because of the pull felt for something different - initially she was simply drawn outside, into the open air, insisted on following along with her father on commercial trips and ventures - Thregor was pleased with the prospect of having his daughter with him, even though the clan's banner would be passed on to the eldest son, and always allowed her to accompany him when she requested - this had an impact on the young dwarf - many would call the dwarves "close minded" or "unidirectional" in their love for their art and underground lairs, but she knew it was not so - dwarves are as open minded as any other - they simply CHOOSE to follow a life of toil, perfecting a craft to its peak, revel in the marvelously crafted underground halls of their own making - dwarves are capable of unbeliavable focus, and that focus drives them to be the best they can be.

Still, Dwarven History is packed to its brim with hardship and struggle - the dwarven kingdoms are now but a shadow of what the strong race was once able to attain - as Trihedron contacted with the outside world, and learned more and more of what surrounded her, apart from the "kingdom" of the Five Kings muntains, the pull increased, making her wander further and more frequently than before, being constantly scolded by her father for neglecting her forge duties.

Still, she could not avoid it - many times she would run off into the mountain slopes, with tomes on dwarven history and religion, to sit there and read for hours on end - memories like the Quest for the Sky and the Kerse Accord became a reality in her life, lending to the realization that her urge to strike out was not something unfathomable, but instead what the dwarves were meant to be - at the same time, she was taken over by the melancholic feeling that her race was broken down, neither here nor there - not able to find harmony in their underground tunnels, nor in their Sky Citadels - and her family was a perfect example of just that, as if they still lived in the darkest times of the Droskar Kingdom.

She left for Larrad, and its cluster of temples and monasteries - she searched for answers, and for herself - her father sputtered and cursed, but in the end could not stop her free will to take here where she wanted to go - he simply shook his head as she left. In the cavern-temples she learned about self knowledge, improved her understanding of Dwarven history and Religion, and fell in love with the harmony of the One. There, she heard about the Dungeon of Graves for the first time, perhaps the deepest, darkest and more dangerous hole in the ground ever reported in existence - what other place could make more sense to look for dwarven rebirth, and perhaps reunite her family around a common goal. After her initial training was finished, she began her travels in seek of more knowledge about this cursed place, and once she was happy with what she had, returned home to present the venture to her father.

It was without surprise that he laughed it away - "You want me to gather my kin to go crawling through a cursed hole in the ground, looking for dwarven history, and a new home? Are you completely MAD gal?!" - there it was, completely bereft of motivation and yearning, at that moment her father embodied all that the dwarven race had become, and even though here and there things had begun to revert, her home had not - With her father's face in her hands, and a tear streaking down her cheek, she smiled - "It matters not father... I will go alone. But for all of us, for all our clan and kin. And I will return for you all"

He smiled also at the girl's folly, even though deep inside his pride in her threatened to burst he would never admit it - it was folly after all! Even so, he did provide her a name - Thofin - a distant relative that had apparently set up shop closeby to this dungeon entrance - "As far as I remember, he's as crazy as yerself lass..."

Again Trihedron left her home, and again her father stood at the cave entrance, momentarily staring at his only daughter, then shrugged and turned back into the darkness of his life - she did not look back again, and pondered on the irony of it all - Delving into the dark, to find the Light - smiling, she trudged on.


Okay folks, we're starting the lists...

Submitted Characters
mastos skyreaver - half-orc sorcerer
tamis thimble - dwarven monk
zurisatro vascari - human fighter (lore warden)
Braddigath Faust - ifrit bloddrager
drbuzzard (wu cheng)
Irycea - oread ranger
wesley furfoot - aasimar wizard (conjurer)
Trihedron - dwarven monk (zen archer)

Interest Only
Daynen
Thanguron Silverheart (needs to be upgraded)

If you don't see your name on either list, let me know.

One thing I don't see is any skill-monkey...or healer.


I would change to my beloved skilled classes but the gods of random dice rolling have deemed that unacceptable.


As above, fate has determined that my character is a female dwarven monk ;)


I have umd, so I can heal, but it's a dicey thing til we get some levels under our belts.


i would like to submit, i need to read through the thread but will get something in tonight PST


If I twist fate's hand, I can roll a VERY decent paladin build for your perusal - he should hit hard, and offer the usual paladin healing abilities. This is based on the assumption we are able to handle one fight at a time, and to keep him taking the brunt of the damage - he would be there for that, after all, and I think would fit the bill very well since he is almost self sufficient in terms of heals :D

On the other hand, Trihedron can be repurposed as a Trapper/Scout type with what I believe to be a minimal loss - I've wiggled around some, and if I add a Ranger (Trapper/Urban Ranger) level, she should be at a very decent +17 to Disable Device (with Masterwork Tools) and average +13 to Perception (Increased in stone evironments since she is a dwarf). His Achilles heel would be Stealth though, +11 is not earth shattering as a scout.


I will make a life oracle and get my heal on. Just have to get down to it! A gnome I think


I say to play what you want to play. The randomization is nice, but I wouldn't want you playing anything you didn't like. LIkewise, don't feel you have to roll up a skill monkey just to fill a gap. I have ways of working things out.


I bereave in you!


Just to whet your appetite,
here is a teaser of the first dungeon level


Looking good - I like the shaded effects - what program is that, may I ask?

DM Bigrin, just so we can get ourselves sorted out - apart from your list of applications above, there have been no additions, correct? [until MiniGM throws his Life Oracle at us that is :D]

Just trying to figure what the group has and might need. Would it be ok if we somewhat discuss what our characters are able to do and what is their expected role throughout the Vault, in and out of combat? Would you agree to such coordination?


I wasn't lying I do like my skillmonkey classes. I wouldn't mind switching to Inquisitor. I'll keep all my other random roles, so it would be a female dwarf inquistor. Should handle the skill monkey role well, plus synergizes well with the group above. I'll start the crunch today should have it posted this afternoon sometime.


I use Photoshop to make the maps, then put them into MapTool for coordinates, fog of war, vision effects, etc.

As for sorting out, feel free. When we start you will have the opportunity to do that in character, but I certainly don't mind getting a head start.

BTW, don't forget that anyone has a chance to spot a trap, not just a skillmonkey. You only need the skillmonkey if you are going to try and safely disable. You always have other options: trigger it from a distance, bypass it, beat it with a rock, etc. Also don't forget about magical means of trap/secret door detection. You can use these to get around the need for a skillmonkey...if you so choose.


Well, Mastos is a "Cleric" of Trogdor! (Orcish god of magic and trickery; actually a sorc, but you know how that goes.) He likes to use the Teeth of Trogdor! (magic missile), the burning gaze of Trogdor! (Scorching Ray), The senses of Trogdor! (detect secret doors), and Trogdor!'s Secret Unlocking Technique (Knock).


In yet another character twist, I had a bloodrager get selected for another game. As such, Braddigath has lost some of his beefy, smash-things-really-hard luster.

If it'd be alright, I'd like to present Ioniel Cain, aasimar shaman, instead. Though the shaman's able to switch one of his spirits around, Ioniel would likely maintain Life as his second spirit the vast majority of the time. As such, he'd be a prime candidate for a healer/controller.

Thanks again for the consideration, Bigrin =)


Dotting


I normally play healers, so getting to play a blaster is a good change.


Character profile updated to new class. Ending up going Inquistor 4/Ranger 1(Trapper). Have to alter backstory slightly and do a quick check, but as it was mentioned that we may start discussing group dynamics I wanted to get crunch up quickly.


So... Just because I am eager for this game to start, and to digress a tad:

- Trihedron is a Zen Archer Monk:

Most already know exactly what these bad boys are up to, but anyways - Ranged damage and support (obviously), good saves, average hit points, average AC (slightly lower than average actually, Qinggong should make up for that somewhat when needed). Some focus on Knowledge (Religion and History) - mostly related with her backgroud. Good skills are Acrobatics, Stealth, Perception and Survival.

With Point Blank Mastery, he can handle a face to face tussle for some rounds, and usually stays next to the casters - on the one hand to throw a kick if someone gets too close (or an arrow with PB Mastery), to assist in their defense if needed. On the other, she can choose her targets also in a protective fashion, focusing on a BBEG that needs to be taken down fast, or shifting to someone who is harassing our caster support.

Can be repurposed towards a scout/trapper type without much loss (as I said above) by wiggling some traits around - basically trading Survival and Reactionary by Vagabond Child and Wisdom in the Flesh.

- The Paladin I spoke about before:

This is a tank/damage dealer - his best option to keep people safe (until he has access to Shield Other spell) is actually taking the brunt of the damage, and laying down serious enough pain that he cannot be ignored (wielding a Bardiche most likely) - he is versatile enough to swap around to a one handed weapon+shield if necessary, but with the uncanny capacity of LoH he can really go a loooooong way on his own. So this ends up being another support for the group, since the healers do not really need to focus their cures on him like crazy.

It is mainly a melee character, and one I expect to be able to take a LOT of punishment and keep going - I envision him as an orphan tiefling haunted by terrible nightmares from a time in his childhood which he has no memories of - these have led him to investigate further into his background, leading him to the Vault, looking to learn more about himself, and where he came from.

Not really good with skills - Diplomacy would be a focus, but I don't think I would do that for this game :D Apart from that, probably some focus on Religion, Planes and/or Dungeoneering and.... Perhaps the Heal skill OR UMD (by taking a trait for it).

I won't disclose the full mechanics of it, to make it a bigger surprise if he gets to be played - after all Paladins and the Vault of Graves are made for each other :D

There... I've digressed some.


Here's my list

Assault: Brawler, Fighter
Skill: Ninja, Ranger
Divine: Paladin, Cleric
Arcane: Bard, Blood_Rager

Races:Half-Elf, Aasimar, Changeling, Suli

Does the DM want to roll, Or is it fine with what I rolled.

Rand:

Ass/Skill: 4d100 ⇒ (91, 99, 12, 56) = 258 Brawler, Fighter*, Ninja, Ranger
Div/Arc: 4d100 ⇒ (8, 82, 8, 93) = 191 Paladin, Cleric, Bard, Blood_Rager*

Final Class: 2d100 ⇒ (23, 61) = 84 Fighter, Blood_Rager*

Race1: 2d100 ⇒ (7, 34) = 41 Half-Elf, Aasimar*
Race2: 2d100 ⇒ (95, 17) = 112 Changeling*, Suli

RaceF: 2d100 ⇒ (14, 35) = 49 Changeling, Aasimar*

Result: Aasimar Bloodrager;


I will be making my char this afternoon didn't get to it last night, but it will be an oracle of life and a gnome that loves to channel!


@Azure_Zero - I certainly don't mind using your rolls. It's still random fun!


actually, after looking at my character sheet, I can heal with wands (and it looks like actual casting if I roll well enough on my bluff), so in theory I *can* fill in as a healer, or at least a backup healer.


@DM Bigrin: Had a quick question, did you have any commentary about my character (background in particular) and his build?

Character mechanics synopsis: As a fighter with a focus on tripping and polearms, Zurisatro can do some crowd control, area denial and put out some solid damage. With combat expertise, he can make it fairly difficult to hit him as well. Out of combat, he's going to be primarily useful for his large array of knowledges.

I haven't had the chance to read everyone's backstories, but is anyone else travelling from Varisia?


Rand:

Heritage: 1d7 ⇒ 3 Angel-Blood
Gender: 2d3 ⇒ (2, 2) = 4 Female
Selecting Racial Variant: 20 (+2DEX)


Ok, it seems we are getting some options in all of the roles, namely between Tamis, Zurisatro, Wu Cheng and Azure_Zero, we have a couple of options for a frontal line [they can never bee too many though :D], Tamis has been redrawn as a scout/trapper able character also, and we have a couple of healing possibilities (which is great).

So I guess I can stick with my original Zen Archer concept :D


Wu will be shooting for a fairly high AC and use a shield(but punching so kinda Captain America-ish).


Here is the crunch for MiniGM's Oracle

Will complete Fluff shortly

Mainly he is a healer, as obvious with the Life Mystery, however he can damage evil doers via Channel, with Alignment Channel (Evil) I also took Reach Metamagic to use with Cure Spells.

His offense comes via a wand of Magic Missile, the Blackened Curse and Murderous Command and Spear of Purity

EDIT: Backstory completed


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@Zurisatro Vascari - nope, it all looks good at this point. I'll do a final crunch check after character selection, as the crunch is less important to me than the concept and background.

@Azure_Zero - female aasimar bloodrager, eh? :D

@Edledhur - Sounds good.

@Abroshqualmie - Looks good so far.

@Everyone - I think I will be closing submissions tomorrow at noon EST. Please get your concepts finalized. Crunch and backstory should be done as well, but concepts are most important.


Character sheet updated with altered backstory. Tried to keep it fairly close to my original design to minimize the changes to the background from the original random rolling, though obviously the characters attitude and concept will be different.

Tiny Concept blurb:

Tamis is a trained hunter. Skilled at tracking her prey, and then in capturing or removing them regardless of the means they use to protect themselves. She is a competent combatant, but her real skills are her ability to use her stealth and skills to bypass traps, tricks, and alarms set by those she is after.

when combat becomes necessary she strides into Combat with her greatsword. Using her experience and stature to intimidate her opponent, or her spells to leave them dazed and shaken till she can close on them.


@drbuzzard: I know it's a bit late, but have you looked at the brawler? I know you mentioned using a shield and punching, but your current build would lose a lot if you did (monk loses a few things if they wield a shield). Brawlers, however, don't have those pesky issues. plus, you could shield bash with flurry, which is very Captain America like.


Here's Evangline Valeria Astrid, Aasimar Bloodrager

creating a rendering of her over night.


I gotta say I am a big fan of the Bloodrager class, I have one in PFS a halfling undead bloodlineer with a scythe. Great fun

fingers crossed with my oracle :)


Updating Sorry, If I missed something
Submitted Characters
mastos skyreaver - half-orc sorcerer
wesley furfoot - aasimar wizard (conjurer)

Abroshqualmie Gnome Blackened Oracle of Life
IonielCain - Aasimar Shaman

tamis thimble - Inquisitor 4/Ranger(Trapper) 1

zurisatro vascari - human fighter (lore warden)
Evangline Valeria Astrid - Aasimar Bloodrager
Irycea - oread ranger
Trihedron - dwarven monk (zen archer)
drbuzzard (wu cheng)

Interest Only
Daynen
Thanguron Silverheart (needs to be upgraded)


So, I come back from dinner to update the submissions page and A_Z has already done it for me. Thank you.


Edeldhur we can adjust as necessary if we are both selected to refine the backstories, but her is my initial thoughts on Tamis' backstory.

New Background:

Tamis was the youngest daughter of her large family, and oft forgotten. She was not as skilled at the forges as her siblings, nor strong enough to compete in hand to hand combat with them. She often was invisible in the day to day stories of her family much to her dismay. As dedicated to the dwarven way as she was, she simply did not have the abilities to make a name for herself or to bring pride to her family in their ways. Even her older sister, who seemed to care little for their ways had found the means to find respect among their clan.

Tamis continued to toil, trying to create something worthwhile of her family’s pride, but never quite succeeding. Her one success, a beautiful greatsword, was the only thing of possible pride that she had created, but even that was not quite up to her families skilled workings. It was not until her older sister left the Taggoret that Tamis realized that there could be another way. She had looked up to her older sister her whole life and the idea that her life could have meaning beyond the walls of mountain was a life shattering revelation. So much of her life had been spent trying to perfect an art that was simply above her. Her sister had showed her that perhaps she could have a life outside of the forges, though the idea of leaving the mountain terrified her.

She started small in the beginning, letting the fact that she was often forgotten to her advantage. She found it easy to slip away from the forges (a skill that she took for granted) and out of the mountain. She would venture into the wilds exploring the world around her, setting small traps and hunting the various small game in the area, though never leaving the comforting hold of the mountain top. Tamis had never been as comfortable in the open air as she was below ground, but she came to enjoy the freedom from the monotony of the forges. As the days past, Tamis abilities in to hunt and track the animals of the area improved dramatically, she had finally found something she excelled at! The hunt and the chase came easier to her than anything else in her life had up to that point.

It was on one of these escapades that her life’s journey would take another turn. The day started like all the rest in recent memory. Tamis awoke early, and quickly disappeared into the tunnel, leaving the mountain to the surface. Something was different this time though. As she entered the wilderness a darkness clung to air, some unnatural cold creeping into her bones. Scared but curious Tamis crawled down the mountain, tracking the source of the darkness. She likely would have missed it if not for an ear piercing scream of another female dwarf that stopped her in her tracks. Caution thrown to the wind Tamis chased towards the scream, her duty to protect her injured sisters ingrained in her since birth. Coming upon a clearing she looked upon a broken trailer where a priestess of Irori returning from a mission was trapped against the crippled trailer, fighting desperately against an undead wight. Tamis would not know it but fate had brought her to this point, and upon stepping into the clearing she could feel the god’s presence infuse into her body, Irori granting Tamis some of his divine power. With the added backing of her new found god Tamis was just able to distract the wight and free the priestess, taking blows from it’s fell hands as she worked to get her free of the wreckage. Bloody and bruised, Tamis managed to help the priestess back to the mountain before the exertion claimed her consciousness.

A fortnight later, Tamis awoke to her father, tear stricken curled over the bed she had resided in for the prior days. Slowly opening her eyes, Tamis finally had found the glory she had always seeked, the story of her heroics having travelled throughout her mountain home. It would be another week before she was able to leave the bed, and upon her re-entrance into civilization she was greeted as a hero. Shortly after, she was greeted again by the priestess she had saved. The priestess had felt the divine power flow through Tamis during the battle, and was now offering Tamis a position within her church. Overcome with emotion Tamis gratefully accepted and begun her training in the divine arts, using her new found abilities to enhance the skills she had refined her many hunts.

It was at this time of training that Trihedron returned home, telling tales of a great dungeon, and the darkness pervasive in it. Her standing in the family finally secure, and worried about losing her sister for the years again, Tamis was about to take the biggest risk of her life. As Trihedron talked about taking on this task alone, Tamis spoke up, finding the confidence deep within to make another life altering choice. ”No, Trihedron you won’t do this alone. I will not see you face this by yourself. This clan has always stood up for one another, and in this task it will be no different. Let us face the darkness together.”


Data on current Submissions:

Data:

Gender:
Female: 4
Male: 6

Classes: (base on Highest class level)
Bloodrager: 1
Fighter: 2
Inquisitor: 1
Oracle: 1
Monk: 1
Ranger: 1
Shaman: 1
Sorcerer: 1
Wizard: 1

Races:
Aasimar: 3
Dwarf: 2
Gnome: 1
Half-Orc: 1
Human: 2
Oread: 1

High odds that a Male Human Fighter, or a Male Aasimar is going to be chosen.


The quiet before the GM selection......


The selections are never easy, but this time I had a good chance to envision the party makeup, cross-referenced story lines, and plot hooks. The chosen characters are:

Evangline
Abroshqualmie
Wesley
Tamis
Trihedron

Please report to the Discussion thread for character finalization and from there to the Gameplay thread.

thank you all for your interest.

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