
Jereru |

More questions!
Blood Havoc is a blood mutation for sorcerer/bloodrager bloodlines. It states 'when casting a sorcerer or bloodrager spell' (other mutations also state the same, I just took this one as an example).
Given that there are some other classes that have access to bloodlines (and thus mutations), would you rule they would recieve no benefit from it, since they don't 'cast bloodrager/sorcerer spells'? Or that the intention was just to mention the ones that did (and skipped the archetypes that also did for simplicity's sake)?

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I love me some Pool of Radiance! That's some classic gaming right there!
I'd like to give a shot at Rhys Tiol, a sun elf (colloquially, a "city elf") who has a love of lost arcana and a penchant for bits of history. Despite being a sorcerer rather than a wizard, he is quite scholarly and erudite, and also rather sociable. He is comfortable in human settlements, though he has something of a love for fine living. His major interests in Phlan would be in securing the city's safety and retaking Mantor's Library.

Jereru |

Thaymount, 1336 DR.
”You want what?“
Ishta rolled his eyes. She knew this was going to happen. ”I want to go on my own. I’m old enough, and I hate this place.”
”You’re not old enough! You’ll never be!” Her father, of course, was being overprotective. As always. As all fathers. ”You are gifted, and you have a very promising future with the Red Wizards if you join! How can you throw that down the toilet? And what about me? I will miss you…”
Great. Emotional bribe. Everything was happening just as she foresaw it. Choosing to ignore that last part, she addressed the other matter. ”Have you considered the possibility of me not wanting to join the Red Wizards?”
”Why shouldn’t you?” Her father was caught offside.
This was a clear example of why she didn’t wanted to stay. ”Okay, where do I start?. They are slavers and merchants, they mess with the dead, they constantly invade other people… shall I go on?” Her father had his arms crossed, and couldn’t find a proper answer, so she profited from his hesitation. ”Listen, as you said, I am gifted. I will be alright, being soooo gifted, and I will come back to see you, I promise. I just want to learn from other sources, let’s call it that.”
Her father realised he wasn’t going to win. With a lump in his throat, he hugged his daughter. ”You’re as stubborn as a mule, just like your mother was. If you go out there, show ‘em what you’ve got. And be careful with men! They’re all a lo-”
”Sure, dad…”
From a very tender age it was clear that Ishta was touched by magic, and also fascinated by it. When she was 8, she was able to do some tricks that older students need years to master. She was always asking everyone, and making her own theories about how magic worked.
Her father expected her to join the Red Wizards and make a career out of it, but that clashed with the girl’s way of viewing the world. To her, magic was something wonderful to be studied and enjoyed, whereas the Wizards seemed a mean lot, greedy, avid for power and not hesitating to use magic to reach their evil goals. She refused to do so, and instead went on wandering the land in pursuit of new magical wonders and lands to be witnessed and studied.
Ishta travelled for some time, experiencing the world and learning how to merge her natural talent with the knowledge she was gathering. Not long after leaving, she developed her own technique to acquire magical tattoos, just as she saw the Red Wizards do back at home. Sadly, though, she’s also had to learn how to use magic in more expeditious ways, for the lands of Toril are not lacking on perils and evil creatures, and she was quite stunned when she discovered where do her natural talents come from - though she's never discussed that with her father. This has made her more mature, and the naive thinking that possessed her some years ago has given way to a more settled and practical mind. Her fascination for everything magic, though, hasn’t faded an ounce and still drives most of her travels, even though she now has to be careful with sunny days.
Being near Phlan, and having heard about the castle where druids of ancient times had practiced their ritual magic, she directed her steps there, always ready for a good magical experience.
Ishta would look like the classical Thayan, if it weren’t for the fact that she long ago stopped shaving and wearing Thayan clothes. She learned that most people see Thayans with a mix of hate and fear (and she completely understands why), specially if they bear arcane powers, and decided to meld a bit better with the crowd, even though she doesn’t deny being from there when asked (mostly when someone spots her tattoos). She’s somewhat thin and not quite tall, a fact that helps her pass for a commoner. Once you engage in conversation, though, it’s clear you are not before a common person. Her wits and her kind and positive personality usually leave a mark - for better or for worse.

DM Fang Dragon |

Because of my high Int I get bonus Languages, besides whatever is the starter language, are pathfinder languages still a thing? Or are they different? I wanted to take Dragonic and Orc or Goblin.
Common as far as this campaign goes is Chondathan. You can learn Dragonic, Orc or Goblin if that's normally allowed for your starting race.
There's a long list of other realms languages here.

DM Fang Dragon |

RE bloodline mutations, by RAW it looks like the answer is no because it says bloodrager or a sorcerer rather than something more general.
Whenever a bloodrager or a sorcerer gains a new bloodline power, she can swap her bloodline power for a bloodline mutation whose prerequisites she meets

DM Fang Dragon |

Hi, Jereru here (again).
I think she's done, if anyone spots anything missing or wrong, just let me know.
We're starting at level 2, look fine otherwise.
Current list of submissions is here, please let me know if I've missed anyone.

DM Fang Dragon |

Fang Dragon, what did you think about my argument regarding my alignment? I wouldn't want it to hurt my chances of being selected.
I think the concept is interesting, but I'm going to stick to my guns re build rules :) Does LN or LE work for you? LE is the predominant alignment in Zhentil Keep.
I think I made her level 2... now you got me paranoid. Is there something I'm missing?
Oops sorry looks like I quoted the wrong person, I was thinking of Rhys Tiol who is currently built at level 1.

Helikon |

Application for Bromin a dwarven Fighter/Cleric.
Not yet complete done.
Bromin Eisenschild CR 1
Gold Dwarven Fighter 1/Cleric 1
NG Medium Humanoid (dwarf)
Senses Perception + 8
--------------------
DEFENSE
--------------------
Init +0
AC 15, (+8 armor, +2 shield +0 Dex)
touch 10, flat-footed 15
hp 10 (1d8+2)
Fort +5, Ref +0, Will +6
--------------------
OFFENSE
--------------------
Spd 30 ft. (30 ft.)
Melee: Unarmed strike +2 (1d2+2 20/x2)
Bardiche +2 (1d10+3 19-20/x2)
Kukri +2 (1d4+2 18-20/x2)
Ranged: none
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 14, Int 18, Wis 10, Cha 08
Base Atk +0 ; CMB +2; CMD 12
Racial & Occultist Traits
Dwarf
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
---------------------------------------------------------------------------
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.
Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.
Dwarf Domain
Deity: deities of dwarves or similar races in the campaign.
Granted Powers: You can grant others dwarf-like fortitude and increase your own fortitude.
Dwarven Hardiness (Su): You can touch a creature as a standard action, temporarily granting them a +2 bonus on saving throws against poison, spells and spell-like abilities (this bonus stacks with a dwarf’s racial hardiness). The bonus lasts for 1 round.
Dwarven Fortitude (Ex): At 8th level, you gain a permanent +2 bonus to all Fortitude saves.
Domain Spells: 1st—bane, 2nd—flame of the forge, 3rd—stone shape, 4th—earth storm, 5th—righteous might, 6th—hammer and anvil, 7th—dictum, 8th—earthquake, 9th—implosion.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Fighter/Unbreakable
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields
Tough as Nails: An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter’s 1st-level bonus feat.
Feats and Skills
Feats
Power Attack
Steel Soul
Combat Staimina
Traits
Fate´s Favored
Armor Expert
Skills:
Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points gained/level 2x2=(2+0) +4BS
• Acrobatics: 0 (0 ranks; +0 trained; +0 Dex;)
• *Appraise:: +0 (0 ranks; +0 trained; +0 Int)
• Bluff: -1 (0 ranks; +0 trained; -1 Cha)
• Climb: 3 (0 ranks; +0 trained; +3 Str)
• *Diplomacy: 9 (2 ranks; +3 trained; 4 Int)
• *Disable Device: NA (0 ranks; +0 trained; +0 Dex;)
• *Disguise: -1 (0 ranks; +0 trained; -1 Cha)
• Escape Artist: 0 (0 ranks; +0 trained; +0 Dex;)
• Heal: +3 (0 ranks; +0 trained; +3 Wis)
• Intimidate: -1 (0 ranks; +0 trained; -1 Cha)
• *Know (arcana) : +0 (0 ranks; +0 trained; +0 Int)
• Know (dungeoneering) : +0 (0 ranks; +0 trained; +0 Int)
• *Know (engineering): +0 (0 ranks; +0 trained; +0 Int)
• Know (geography): +0 (0 ranks; +0 trained; +0 Int)
• Know (local): +0 (0 ranks; +0 trained; +0 Int)
• Know (nature: +0 (0 ranks; +0 trained; +0 Int)
• *Know (history) : +0 (0 ranks; +0 trained; +0 Int)
• *Know (planes): +0 (0 ranks; +0 trained; +0 Int)
• *Know (religion) : +0 (0 ranks; +0 trained; +0 Int)
• *Linguistics: +0 (0 ranks; +0 trained; +0 Int)
• *Perception: +3 (0 ranks; +0 trained; +3 Wis)
• Ride: 0 (0 ranks; +0 trained; +0 Dex;)
• *Sense Motive: +3 (0 ranks; +0 trained; +3 Wis)
• Stealth: 0 (0 ranks; +0 trained; +0 Dex;)
• *Spellcraft: +0 (0 ranks; +0 trained; +0 Int)
• Survival: +3 (0 ranks; +0 trained; +3 Wis)
• Swim: 3 (0 ranks; +0 trained; 3 Str;)
• *Use magic Device : -1 (0 ranks; +0 trained; -1 Cha
Languages: Common, Elven, Draconic, Celestial, Sylvan, Abyssal, Infernal
------------------------------------------------------------------
Spells
Detect Magic,Guidance
Level 1:
Equipment
Dwarven Waraxe
Lamellar Stone Armor
Heavy Steel shield
Metalworker tools
Notebooks 2gp
Ink and Inkpen 3gp
Belt pouch 1gp
Fortune Teller Cards common 1gp
Redeye the cruel woven hair belt
Steelfist´s Jade-green silken headband
Father Hidalgo´s Holy Symbol of Merodach
Description
Backstory

DM Fang Dragon |

I have an idea for a Warpriest of Helm who could be Lawful Evil or Lawful Neutral but with an edge on pragmatism. Not evil against the group or innocent people, but with the ennemies, the barbarians who seek to destroy civilization, the wicked who profit from other's despair. A kind of "dark knight" protector who he is willing to do anything, whatever the cost, to protect the good people of the Realms. Is that a good concept for this adventure?
Sorry I missed that question. Yes I think a dark night could work, the main thrust of the campaign is reclaiming Phlan and the surrounding area from the invading hordes.
A note on alignment, if I select a Paladin I probably won't select a LE character or vice versa.

Gregory Paltaris |

Awh crap. You know, its funny, at this point ive basically started associating them with core races for some reason. That online DnD game probably didnt help in that regard.
Hmmm, dont really wanna change the character, especially since his background is so tied to actually being a tiefling, so ill probably make another submission instead.
How are we looking on submission deadline?

Solicitor |

No alias yet, but I hope this post gives you all you need regardless. I haven't statted out all his gear (yet), but I don't expect much more than a weapon, armor, spellbook and some potions.
I present Kardas Rasalas, a Rashemi sword-mage with strong Raumathan roots.
Kardas Rasalas
STR 18
DEX 12
CON 14
WIS 10
INT 14
CHA 8
BAB +1 | INIT +7 | F5 R2 W5 | Concentration +6
AC 15 | Touch 11 | Flat-footed 14
HP 22 (2D8+4CON+2FCB)
FEATS
1 Improved Initiative
Skills (7 per level, 14 total)
-Spellcraft 2
-Knowledge Arcana 2
-Knowledge Planes 1
-Knowledge Dungeoneering 1
-Perception 2
-Climb 1
-Swim 1
-Craft Alchemy 2
-Profession Herbalist 2
Traits
1 Focused Mind (+2 Concentration checks)
2 Reactionary (+2 Initiative)
Spellbook
0: (All)
1: Color Spray, Shield, Chill Touch, Shocking Grasp, Frostbite, Vanish, Secluded Grimoire
Special
-Awareness: +1 racial bonus on all saves, +1 on concentration checks (Human Trait, replaces bonus feat)
-Skilled: +1 skill rank per level
-Arcane Pool (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
-Spell Combat (Ex) a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
-Spellstrike (Su) whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Spellbook
Masterwork Longsword
Masterwork Chainshirt
Kardas knows what it is like to lose your heritage, your legacy. Born a true Raumathar, the lands of his forefathers are now inhospitable wastelands haunted by demons of the past and the tenacious shamblers who won't give in to death. With a history so wrought with tragedy, it came as no surprise to Kardas to hear the story of how his grandfather fought for Phlan and had his life taken from him by the draconic invaders. Death, misery and ruination: was it the Raumathar curse? Whatever had happened at Phlan, rumors were abound - from Melvaunt to Hulburg to Mulmaster - that the city could soon flip back into the hands of Man.
And with it, it's countless priceless secrets and treasures. For it was for ancient arcane knowledge that his grandfather, a sword-mage trained in the tradition of ancient Raumathar, had come to Phlan. Fighting the good fight against the dreaded chromatic dragons and the barbaric hordes of orcs and ogres added glory and honor to the undertaking. Hoping to succeed where his grandfather failed, Kardas came to Phlan with hopes of a better tomorrow, but a horrible today.
Just like the brews Kardas makes to maintain his immense strength, so too does he down this bitter taste with the realization that sacrifices must be made for progress. Wealth, knowledge and power: you need to reach out and make them yours. This is the Raumathan way. The way of the blasted north.
Easily overlooked at a mere 5"6, Kardas stands out when he isn't surrounded by a crowd. He's build like a Dwarven door with massive shoulders, a chest the size of a drum and arms and legs that grow taut like strained rope whenever he excerts himself. Foul Raumathan and Rashemi brews and secrets fuel his imposing figure, coming at the cost of his hair losing its color and splendor. Shot with streaks of ashen grey, his drab black hair is pulled back into a knot. It causes his sharp features to probe forward into the world with a certain aggressiveness that some find offputting.
His day to day clothes tend to be functional, but incorporate the colors of his heritage: black, blue and white. Kardas's most precious possession is a bracelet carved from dragonturtle bone. His hair and fingers are decorated with all kinds of rings and trinkets, ranging from worthless copper to silver, gold and semi-precious stones engraved with symbols of luck, power and protection.
Coarse and abrasive, as dictated by Raumathan and Rashemi culture, Kardas has learned from his travels that it is best he keeps his mouth shut. Coming from a land where nothing is given to you, he has no troubles taking what he deems to be his share, but knowing what it is like to come from nothing, Kardas knows how great the gift of sharing is. It is the foundation of friendship and when Kardas sees something in another person, he's more than willing to share whatever comes his way. A great man is not known for what he acquired, but in what he gave to his friends and family.
He's driven by a fire that contrasts his cold roots, always seeking new knowledge and opportunities to hone his skills as a fledgling sword-mage. It's this conundrum, where Kardas needs others so that he can acquire that which he needs to take the next step, but is utterly ill equipped at making friends, that makes him come across a little insecure and truthfully, while the man knows what he wants, he's completely aware that he doesn't know how to get it.

DM Fang Dragon |

No alias yet, but I hope this post gives you all you need regardless. I haven't statted out all his gear (yet), but I don't expect much more than a weapon, armor, spellbook and some potions.
I present Kardas Rasalas, a Rashemi sword-mage with strong Raumathan roots.
** spoiler omitted **...
Thanks for the submission, what alignment does Kardas Rasalas have? Does he have a religion? Humans usually start with two feats, where you intending to give him another?

Solicitor |

1) I was thinking Neutral, leaning towards NG. I'll put it in my character document right away.
2) Either Azuth or Mystra. Auril might be an option, but I rather avoid worshipping an evil Goddess.
While I read the Times of Troubles books way ago, I'm more familiar with Faerun *after* the ToT. I know a character must worship a god or face the grim reality of becoming part of a living wall in the afterlife, so .. but so far, I haven't been able to find any references to what gods the Raumviran / Raumathar people worshipped. Them being big on magic, Mystra and or Azuth must've been among those they worshipped.
3) I sacrificed the human bonus feat for the alternative human trait 'Awareness', which grants a +1 bonus to all saves and to concentration checks. Hailing from the frigid north, I want Kardas to reflect the harsh and unforgiving nature of his ancestral home by being tough.

Dragonofashandflame |

A flyer tacked to the wall wrote:HERE YE! HERE YE! Let it be known that the City Council of New Phlan is seeking heroes to free the city from the evil hordes!
RICHES! FAME! GLORY!
The City Council seeks heroes of all kinds to battle for fame and fortune. Legends will be written about these adventurers...
See the New Phlan City Council for more information!
Long ago there was a computer game and a book called called Pools of Radiance. There was also a module (called ruins of adventure) I never did get to play, which I'd like to fix here :)
Recruitment will run until Sunday 1st October 2017, 10 am GMT. Shortly after I will be selecting 5 players. While I hope it won’t be necessary, if I need to re-recruit, first refusal shall be given to anyone who has posted a submission here.
** spoiler omitted **...
dot
how do you feel about Eldathyn priestesses?

Storyteller Shadow |

That'd be funny, the entire party trying to convert the only godless guy in the squad for the entirety of the adventure
You name your character Vincent and I'll name mine Jules and we can re-enact scenes from Pulp Fiction Pathfinder style!
Jules: "Vincent, I want you to acknowledge that this s+&! was a Miracle".
Vincent: "I witnessed a freak occurrence."
Jules: "M%%*$$&*&*$+ I just cast a spell called Miracle, if that s@&! ain't a Miracle you tell me what the f@!@ is?"
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Fun fact, I once taught a CCD course to teenagers using those scenes from Pulp Fiction, I think it had an impact.
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Oh and DM now that I have one foot out of my grave, I'll finish my submission tonight.

Dragonofashandflame |

Eldath is the goddess of peace isn't she? I don't have a problem with that, although it probably goes without saying the party is going to be fighting hordes of stuff :)
Ya, she'll be more of a walking sanctuary effect/battlefield controller. lots of things that DON't constitute actual attacks, but totally hinder others. And, she believes in leading by example.

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DM Fang Dragon wrote:Eldath is the goddess of peace isn't she? I don't have a problem with that, although it probably goes without saying the party is going to be fighting hordes of stuff :)Ya, she'll be more of a walking sanctuary effect/battlefield controller. lots of things that DON't constitute actual attacks, but totally hinder others. And, she believes in leading by example.
I played one of those back in 2nd edition in '96! Had a blast!

DM Fang Dragon |

Hello I am just starting out with the idea of online play, might I create a character to join this merry band? or would I be too distracting as I am a complete noob on online Play?
We were all new to PbP once! I agree with Storyteller Shadow that the best way to learn is to play. Anyway just so you know what you might be letting yourself in for, I'd Imagine it will take about 2 years of real time to clear Phlan assuming we can keep an average of 1 post per day. It could be done faster but that level of commitment is very difficult to sustain. Real life comes first.

Storyteller Shadow |

Storyteller Shadow wrote:Oh and DM now that I have one foot out of my grave, I'll finish my submission tonight.Glad to hear you're feeling better!
I have wicked bad insomnia, I'll finish it after I eat a bit of breakfast. Might as well have my ridiculous lack of sleep productive!