DM Kyle's "Rise of the Runelords" Campaign

Game Master kykle2448

The coastal town of Sandpoint has faced few trials and dangers over the course of its forty-two year history, but unfortunately, that is all about to change.


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Crustypeanut wrote:

(Also, Heyo Bio! I see you're interested in this campaign too.)

Howdy!


Well taking a few minutes to look over, I'm definitely liking what I'm seeing, but the lack of divine is a reason I won't decide just yet, so hopefully that'll change today or tomorrow. And for those who would like to join, I'd like for you to put up a character sheet of some sort, but if you're not sure on how to fully do a sheet, then a backstory/personality of your character will work and we can have someone help you build a character. I like to have both action and story in my campaigns, so just put something up and we'll go from there.


As you requested, looking forward to the game!

Kestrel

Information:
Kestrel - Rogue

Description: A human cloaked in dark green veiled attire stands before you. What can be seen of his skin is heavily tattooed and marked with both ink and scar. His eye color is green spiked with blue near the edges, and his original hair color is black with a touch of hazel brown. Kestrel's features look as if they have been cut from the stonemason's chisel, they are strong, angular, leaving little room for middle ground. When unmasked his hair is either down or back, and he is generally well groomed. The rogue's tattoos are angular and interlocking, though it seems there are still a few spots on his body left untouched.

Personal Style: The attire of the thief is made largely from cotton and dark leathers. His leather stitched breeches are reddish brown, while his studded leather vest is green to a shade of black. His hooded cloak, face wrap and turban are all well cut and dark green. The man's belt, gloves and boots are all dark brown. The weapons of the shrouded rogue are generally larger then average, built with a slight curve, and of Elven or Kelesh make. Though neither nationality is his own, Kestrel prefers the agility of crescent steel over the iron of his youth.

Personality: Quiet, somewhat sly and colorfully blunt, Kestrel's point of view is to take or act first and deal with the frivolities later. When disguised, other elements to his personality arise, but he is usually quick to denounce their real bearing on his character. He has empathic traits for the downtrodden from time to time and is quite comfortable around Elves and Elvish custom.

Background: Born to the Cheliaxian Ravounel Forest and self raised in Kintargo and Westcrown, Kestrel was an independent operator whom became quite confrontational with the Counsel of Thieves when his debt ridden brother was murdered by their assassins. Staging a brutal ambush, Kestrel left the country to travel abroad and loose those seeking payback for his own reckoning.
Hired by both sides of the Taldor-Qadira conflict, Kestrel has acted in a reconnaissance fashion to undermine the truce without confronting open war. This ranged from such actions as sabotage, theft, blackmail, planting evidence to open murder and acting as a proxy to hire marauders for that perspective kingdom. Experiencing events both private and traumatic, the man has become a free agent once more but one without a political agenda skirting neutrality.


I reworked as an Evangelist. If you need divine :D

Spoiler:

Alexis Emily LaCroix
Female Agathion-Blooded Aasimar (Idyllkin) Cleric (Evangelist) 1
NG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5; +2 vs. [evil]
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Spear +2 (1d8+3/x3)
Special Attacks sermonic performance (standard action) (7 rounds/d, sermonic performance: counterspell, sermonic performance: fascinate (dc 13), sermonic performance: inspire courage +1
Spell-Like Abilities Speak with Animals (4 rounds/day)
Cleric (Evangelist) Spells Prepared (CL 1):
1 (2/day) Divine Favor, Bless, Calm Animals (DC 14)
0 (at will) Purify Food and Drink (DC 13), Create Water, Light
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 13, Int 10, Wis 17, Cha 16
Base Atk +0; CMB +2; CMD 13
Feats Angelic Blood
Traits Charming, Student of Faith
Skills Acrobatics -1, Bluff +3 (+4 vs. characters who could be attracted to you), Climb +0, Diplomacy +3 (+4 vs. characters who could be attracted to you), Escape Artist -1, Fly -1, Knowledge (nature) +4, Perform (oratory) +7, Ride -1, Spellcraft +4, Stealth -1, Survival +5, Swim +0
Languages Celestial, Common
SQ aura, domains (animal), public speaker (-4 dc to hear), spontaneous casting
Other Gear Lamellar (leather) armor, Spear, Backpack, masterwork (empty), Bedroll, Blanket, winter, Erastil, Trail rations (6), Waterskin (2), 23 GP, 9 SP
--------------------
Special Abilities
--------------------
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric (Evangelist) Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Public Speaker (-4 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action) (7 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:

Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
--------------------
Background
--------------------
Alexis Emily LaCroix was born to a beautiful human chelaxian dancer and stage actress named Giselle Windsor and a charismatic halfelf vagabond adventurer named Reus Eriksson in the Chelaxian city Magnimar. The two were never married due to insistence from her father, Edwin Windsor, to not ruin her life by marrying this "unscrupulous" man. Nonetheless as luck would have it she wound up preganant, and had to take time off for "health reasons". Rumors begin to swirl, but alas, a baby boy was born. Her father, a very stern man, wanted the family name to stay in high regard. So he arranged for her to marry a Sarenrae cleric named Devon LaCroix. Devon was a kind and caring man, and instantly fell for Giselle's beauty and kindness.

Alexis was born, and despite her circumstances of birth, her grandfather beemed with pride. She was beautiful and had an angelic presence he would say! This of course was true, as Alexis had inherited angelic blood from her father's side.

Alexis grew up under the tutelage of her grandfather, a devout Sarenrae worshiper, but his mother would arrange for her real father to see him from time to time. It was during these visits that Reus bestowed upon Alexis some of his knowledge of the world, survival in the wilderness, and taught her how to properly handle a bow. Reus had a big influence on Alexis, and had a big hand in shaping Alexis into being the woman she is today. Playful and energetic, yet true to the idealogy of Erastil and the values her father instilled in her.

Just as her mother before her, Alexis took to performance arts just as well as she took to her father's lessons. Blessed with good looks and charisma, she was very good at speaking, and wound up writing poetry and singing songs of praise to Erastil . This made her many admirers amongst lot's of the male men in Chelaxia, and even some unwanted attention.

Alexis was performing a show in a theater in Magnimar one evening, and afterwards was summoned to the private balcony to meet with Lord-Mayor Haldmeer Grobaras. The Lord-Mayor seemed pleasant enough at first, but it had been evident that the man had a bit too much wine and did not know where to keep his hands. Alexis struggled and fought, and luckily for her caught the attention of a travelling mercenary named Satinder Hawkes (or perhaps another PC? background Tie-in), who managed to help her get away by stabbing the Lord Mayor in the back.

On the run, they both decided to go to her family's vacation home in Sandpoint in the hopes of eluding punishment from the corrupt Lord-Mayor. Alexis, despite needing to keep a low profile, could not resist performing in the local theater however, and has been doing that to make a living while in sandpoint. Which thus far has been very enjoyable to Alexis, who has come to love the beautiful Varisian bay and smalltown feel of Sandpoint.

Background may be spotty because I edited some of it from Alexander. I will flesh it out a little better though.

I also have a part of my background that could be a tie-n with another pc if someone wants to do that.


After much hard work I present you with:

Raorloud, Goblin Barbarian:

Raorloud
Male Goblin BARBARIAN(True Primitive) 1
CN Small monsterous-humanoid
Init +3; Senses Darkvision 60ft; Perception +4;

Defense:
AC 18, touch 13, flat-footed 14(+4 Armor, +3 Dex, +1 Size);
hp 16 (1d12+3)
Fort +5, Ref +3, Will +0;

Speed: 30 ft. 20ft with armor.
Melee: Greataxe +5 (1d10+4) X3, Greataxe with Power Attack +4 (1d10+7) X3;
Ranged: I don't know. Rocks maybe...
Statistics:
Str 15, Dex 16, Con 15, Int 8, Wis 10, Cha 8; (13+2+7-2=20)
Base Atk +1; CMB +3; CMD 16;
Traits: Dog-Sniff Hate, Killer
Feats: Power Attack
Skills: Perception +4, Survival +4, Climb +7, Stealth +11;
Languages: Goblin
Special Abilities: RAGE(8 per day), Favored Terrain +1(Forest);
Equipment: Combat Gear plus 2 days of Trail Rations,2 jars of Pickles, Backpack, Tossglove, Fire Carrier, Dead Squirrel, Belt pouch(Full of ground glass), Belt Pouch(Full of "Shinies");
Combat Gear: Dog-Hide Armor, Greataxe, Dagger, 1 Bag Vicious Caltrops;
GP: 20gp 8sp

I'll post a full background up later. Along with possibly an alias. I just want to know how this looks so far.


Brelar's background:
Background: The steppes of Numeria is no place for a young arcanist. Brelar knew at a young age that he did not fit in with his tribe, though he loved them and always considered himself a vital member of the tribe. He understood their suspicion of arcane magic, which caused him to doubt himself. He knew that no good would come of the Technic League learning of his arcane gifts and mastery over fire. He learned of a place of great and ancient magical power, a far off land called Varisia. A land where he could be free to learn and grown in his arcane power. He has recently come to Sandpoint from Galdura and the Twilight Academy where he was studying until his money ran out.


Thoradin Kildrak Backstory/ Description/ Personality

Spoiler:

Thoradin was the youngest of 3 born to a wealthy merchant in Janderhoff. The eldest, Sapphire, the only daughter was just as shrewd and cunnig as was Thordin, their father. The middle child Thorfin was a string backed miner who even at a young age towered over almost all in the Kildrak clan. Thoradin was a bit of a runt who spent his youth playing soldier instead of tending to his studies. All through his childhood Thoradin was always compared to his older sibilings and he grew bitter at it.

When Thoradin had deemed himself old enough, the young dwarfling had decided he had it and packing a sack, ran away. Wandering around for a time lost and confused, the child found shelter and safety. It was with one of the shoanti tribes of the plains. It was here that he was trained to fight.

Soon the tribe grew too small for Thoradin. Before his 15th season and with the blessing of the tribal shaman left and moved on to Korvosa. It didnt take him long to get settled into the city life. Finding work as town guard Thoradin earned a reputation for being a bit harsh in carrying out his orders. Though the life suited him Thoradin often wandered what it would be like to just live life and not be tied down. After 25 years of service Thoradin resigned his post and now he makes his way to Sandpoint to see what adventure and fortune he can make for himself
________________________________________________________________________

Thoradin has medium length black hair partially pulled back into a loose pony tail. He has a thick full beard going down midway to his chest. It is well groomed and pulled into a tight braid capped with a deep red leather band. Thoradin has deep hazel colored eyes and a piercing gaze. When not in his armor his travel clothes are mostly clean if a bit travel worn although he only wears them for sleep. They consist of a tanned leather jerkin and simple trousers. He does have a leather travel cloak made of the same dark red leather as the band around his beard. Thoradin has a jagged, raw looking scar that runs the length of his face from his left temple across his eye and nose and is lost behind the mass of his beard under his lips
________________________________________________________________________

Thoradin is a bit gruff around the edges and not overly devoted to a single cause. Short tempered he would much rather charge in axe swinging. The only time Thoradin is not in his armor is when he is sleeping and the occasional bath. Boisterous at times Thoradin does have sense of humor and is more prevelant at times when he has a few pulls off his flask of spirits.

Sczarni

Redwyna Roedelli, Szcarni Priestess of Calistria for your evaluation. She brings face skills, spell power, and enhanced channeling for healing.

Statistics::

Redwyna Roedelli
Female Human (Varisian) Cleric (Evangelist) 1
CN Medium Humanoid (human)
Hero Points 1
Init +0; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 9 (1d8+1)
Fort +3, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Scorpion whip +0 (1d4/x2)
Special Attacks sermonic performance (standard action) (7 rounds/d, sermonic performance: counterspell, sermonic performance: fascinate (dc 13), sermonic performance: inspire courage +1
Spell-Like Abilities Bit of Luck (6/day)
Cleric (Evangelist) Spells Prepared (CL 1):
1 (2/day) Shield of Faith, True Strike, Magic Stone
0 (at will) Spark (DC 13), Mending, Light
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 13, Int 12, Wis 16, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Extra Channel, Selective Channeling
Traits Charming, Underbridge Dweller (Magnimar)
Skills Acrobatics -2, Bluff +3 (+4 vs. characters who could be attracted to you), Climb -2, Diplomacy +7 (+8 vs. characters who could be attracted to you), Escape Artist -2, Fly -2, Perception +7, Perform (dance) +7, Perform (oratory) +7, Ride -2, Sense Motive +7, Stealth -2, Swim -2
Languages Common, Shoanti, Varisian
SQ aura, domains (luck), hero points, public speaker (-4 dc to hear), spontaneous casting
Other Gear Chain shirt, Dagger, Scorpion whip, Backpack (9 @ 14 lbs), Bedroll, Blanket, Canteen, Cooking kit, Calistra, Pocketed scarf, Trail rations (5), Wrist sheath, spring loaded (1 @ 1 lbs), 10 GP, 4 SP
--------------------
TRACKED RESOURCES
--------------------
Bit of Luck (6/day) (Sp) - 0/6
Dagger - 0/1
Sermonic Performance (standard action) (7 rounds/day) - 0/7
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric (Evangelist) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Public Speaker (-4 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Selective Channeling Exclude targets from the area of your Channel Energy.
Sermonic Performance (standard action) (7 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Sermonic Performance: Fascinate (DC 13) (Su) One or more creatures becomes fascinated with you.
Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Underbridge Dweller (Magnimar) +2 to Perception checks in dim light.

Description::

The sultry beauty of this raven-haired Varisian seems to be right out of a bard’s tale about the dangers of the wandering Varisian temptresses. Dressed in traditional Varisian fashion, the mischievous sparkle in her green eyes is set off by a number of silken colored scarves and bright bangle jewelry. Under the loose scarves and garments, however you get a glance of polished black leather and amongst the jewelry, hung around her neck is the triple daggered symbol of Calistria, and at her hip she wears coiled a vicious-looking scorpion-whip. This equipment show that she is more than an exotic Varisian wanderer, but a priestess of the goddess most revered by the Szcarni. Oddly, the danger that presents seems to compliment her sultry beauty rather than diminish it.

Background::

Born into a Szcarni crime family, Redwyna was raised to be an entertainer, a dancer, a grafter. A beautiful girl, she had a bright future likely to be a star attraction and marry a senior member of the community… However, her calling was much greater than that – she was chosen by Calistria at an early age and was destined to be greater than her family ever thought.

As a teenager, she took part in the families affairs, but upon seeing her potential the women of the clan took her aside and made certain that she was trained to be one with the goddess and a leader amongst the Szcarni. Today, she ventures forth from her home under the bridge and seeks out adventure to test her mettle and temper her abilities. She keeps contact with the local Szcarni where she finds them, but knows that her quest goes beyond any one family – and she has no intention toward settling down until she reaches her full potential and can serve the Szcarni and Callistria without reservation.


Personality::

Redwyna is exactly what she seems to be, a brash, daring, beautiful priestess of the goddess of lust, luck and trickery. She doesn’t hide the dangers that lurk beneath her persona and history, instead daring you to trust and see if the potential reward is worth the risk of dealing with her. That said, she has her own strict brand of honor and honesty, common amongst her people. She is entirely trustworthy and loyal once her oath or friendship is given, but perfectly willing to let a fool be taken advantage of – believing firmly that the fool deserves it. In fact, she considers it her duty to take that advantage of that fool as much as it is to fulfill her oath and friendship to those who deserve them. Sharp-tongued, sarcastic, flirtatious, and sincere in her own way Redwyn is a person few forget meeting.


Updated:


  • Combat
  • Dwarf Fighter - Thoradin Kildrak - Nasserath
  • Aasimar [Emberkin] Vivisectionist/Beastmorph Alchemist - Marris Tallulah - catman123456
  • Human Samurai - Otani Yoshihiro - Szeth
  • Human (Chelish) Gunslinger/Paladin - Ars Drayer - Red Ramage
  • Dwarf Ranger - Thorgrund Stormcloud - Torillan
  • Goblin True Primitive Barbarian - Raorloud - Harark

  • Skill
  • Drow Rogue - Vladst Grey - TrueRepentance
  • Human Rogue - Kestrel - MethodD

  • Arcane
  • Human (Mwangi) Spellsinger Wizard - Aksum - RainyDayNinja
  • Human (Varisian) Mindchemist/Psychonaut Alchemist - Zando Parzull - Waiwode
  • Human (Kellid) Wizard - Brelar Darheek - Zizazat
  • Aasimar (Azatakin) Kapenia Dancer Magus - Shalaye Korvaski - Rafael the Silent
  • Human (Shoanti) Oracle of Lore (Sorcerer/Mystic Theurge)- Istakkos Many Traveled - Crustypeanut

  • Divine
  • Dwarf Cleric/Fighter of Torag - Fenril Stonehearth - VDZ
  • Human (Shoanti) Oracle of Lore (Sorcerer/Mystic Theurge)- Istakkos Many Traveled - Crustypeanut
  • Aasimar [Idyllkin] Evanglist Cleric - Alexis Emily LaCroix - Pezmerga
  • Human [Varisian] Evanglist Cleric of Calistra - Redwyna Roedelli - Patrick McDade

Well, at least we have divine now. Btw, my guy can technically work as either Divine or Arcane (at level 2, at least), so if you want to pick me for Arcane, that works as well. Only change would be in what order I get my sorcerer and oracle levels. And probably I'd pick more offensive oriented spells for my Oracle.

Edit: Edited to include links when possible. If you don't have an Alias for it, or a mythweaver's page, then I couldn't link it. Best if you guys make an Alias (For those who didn't), as it makes it easier for the DM and everyone else to see your character. Feel free to look at Bærn Steelskull to use as an example of how to make your Alias clean and easy to read for others.

Now.. time to get me some food and then work on mah background!


Halfling ninja incoming!


You do a hell of a job, Crustypeanut.

And I, Waiwode, now have a game related alias!


Everything is looking pretty good, I'm liking some of the background stories I'm seeing, and looking forward to seeing the ones that are coming. It's making me feel bad that I'm going to have to deny some lol. I'll have a decision tomorrow evening with a back up list if someone backs out at last minute. Props to you though Peanut, you're makin my job extremely easy right now.


Here is my profile!


Azlanti Occult Priest (reflavored Atlan from secrets of pact magic). Secrets of pact magic is a 3rd party source that made some deal with paizo etc... To create a paizo conversion/3.5 thing for the classes.

race stats:
Atlan characters possess the following racial traits.
—Humanoid.
—Medium: As Medium creatures, atlans have no special bonuses
or penalties due to their size.
—Atlan base land speed is 30 feet.
—Born of Pact Magic: Being exchanged for a free pactmaking feat (this is from the paizo pathfinder 3.5 conversion guide check it on the site by running secrets of pact magic in your search engine).
—Ancient Knowledge: Apply a +1 inherent bonus to all
Decipher Script, Knowledge (arcana), Knowledge (history),
and Knowledge (the planes) skill checks. These skills typically
require training in order to use them effectively.
—Spirit Mark: Each atlan possesses a distinctive birthmark that
betrays his or her heritage. The mark provides a racial bonus on
all saving throws to resist the effects of supernatural abilities.
The bonus equals +1 per 5 character levels (round down), to a
maximum of +4 at 20th level.
—Profane Presence: Atlans gain a +1 bonus on Charisma-based
skill checks when dealing with goblinoids and fiends (demons
and devils). However, animals cannot help but sense something
is amiss. Atlans suffer a -2 penalty on Charisma-based skill
checks when dealing with animals.
—Aquatic Affinity: Modern atlans have a link to the sea due
to the lingering curse of the gods that drowned their empire.
They always have Swim as a class skill and are able to hold their
breath for 4x their Constitution score.
—Cold-Water Tolerant: Modern atlans ignore Fortitude saves
against hypothermia or similar effects due to immersion in cold
water or exposure to normal cold weather (0 to 40 degrees F.).
This offers no protection against cold energy.
—Divine Curse: Due to a curse of the gods, atlans suffer a -2
penalty on all saving throws to resist divine spells.
—Automatic Language: Common. Bonus Languages: Aquan,
Goblin, Infernal. The ancient language of the atlans is based
upon the Infernal language. In addition, many texts and legends
of the Atlan Empire have survived in goblinoid communities.
—Height, Weight and Age: Same as human. Cha+2 (again paizo conversion guide)

occult priest stats:
Occult priests have the following game statistics.
Abilities: Charisma and Constitution are the occult priest’s
key abilities. High Charisma aids him in binding spirits, makes
his divine spells more difficult to resist, improves his healing
magic, and attracts followers. High Constitution makes his
supernatural abilities more difficult to resist and makes him
more resilient in combat. High Intelligence grants more
skill points and improves his use of most class skills. High
Wisdom improves perception and may afford him
bonus divine spells in special circumstances.
Alignment: Any.
Starting Age: As cleric.
Starting Gold: 4d4 x 10
(100 gp).
Hit Die: d6.
Class Skills
The occult priest’s class skills (and
the key ability for each skill) are Bluff (Cha),
Concentration (Con), Craft (Int), Decipher Script
(Int), Heal (Wis), Knowledge (all skills, taken individually)
(Int), Perform (oratory) (Cha), Sense
Motive (Wis), Speak Language (-), and Spellcraft
(Int). Domains may grant additional class skills.
Skill Points at 1st Level: (4 + Int modifier)
x 4.
Skill Points at Each Additional Level: 4
+ Int modifier.
Class Features
All the following are class features of the
occult priest.
Weapon and Armor Proficiency:
Occult priests are proficient with all simple
weapons and light armor. An occult priest who
takes the War domain gains Weapon Focus for one weapon of
choice as a bonus feat and the appropriate Martial Weapon Proficiency
feat as a bonus feat, if necessary.
Occult Knowledge: Occult priests tend to seek out and
horde information gleaned from the spirits they bind, often
spending many hours listening to spirits. A spirit might trace
its origins to a far away kingdom, a few years in the future,
or another plane of existence. The result of study is a hodgepodge
of lore. Some occult priests prefer to organize this lore
into a personal set of journals, while others trust it will be at
their fingertips when a situation demands it.
Beginning at 1st level, you may make a special occult knowledge
check with a bonus equal to your occult priest level +
your Intelligence modifier to see if you know some relevant
information about local notable people, legendary items, or
noteworthy places. (If you have 5 or more ranks in Knowledge
(history), you receive a +2 bonus on this check).
Apply an additional +2 bonus when you have bound a spirit
of the portal or magi constellation (see page 184).
A successful spirit knowledge check will not reveal the powers
of a magic item but may give hints as to its general function.
An occult priest may not take 10 or take 20 on this check; this
sort of knowledge is essentially random.
Aura (Ex): As a cleric, a chaotic, evil, good, or lawful occult
priest has a powerful aura (see the detect evil spell for details).
Table 3-7: Occult Knowledge Gained
DC Type of Knowledge
10 Common, known by at least a substantial minority; common
legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by
most who once knew it, possibly known only by those who don’t
understand the significance of the knowledge.
Knowledge Domain: You have access to spells on the cleric
knowledge domain spell list and as well as the granted ability
of the knowledge domain. The highest level spell that you have
access to equals the highest level spirit you can bind. Your caster
level equals your binder level. The DC to resist your spells
equals 10 + the spell level + your Charisma modifier. You can
cast each spell you know once per day. You do not receive bonus
spells due to a high Charisma score.
Bind Spirit (Su): An occult priest may seal pacts with
spirits. Each day, you may bind one spirit of your choice. The
spirit’s level must be equal to or less than the maximum level
indicated on Table 3-6: The Occult Priest under Maximum
Spirit Level. Your binding check equals d20 + your class level +your Charisma modifier. The DC to resist one of your granted
abilities is 10 + 1/2 your class level + your Constitution modifier
(a hearty body is required to effectively channel a spirit’s
energy). See Chapter 4: Spirits (pages 63–67) for all other rules
regarding binding and use of spirits.

character stats/Agamemnon's story:
Stats
Alignment LN
str 10
dex 10
con 16
int 10 (for role playing do not consider him dumb, simply not a book learner per se)
wis 10
cha 18 (16+2)
Feats: IGNORE BINDING REQUIREMENTS
You don’t need to meet spirits’ requirements to bind them.
Prerequisite: Able to bind spirits.
Benefit: You can ignore the requirements for binding spirits,
except when binding requires levels in a prestige class or membership
in an organization. You must still conduct the ceremony
and other rules of binding, as usual. SKILLED BINDER
You bind spirits with ease.
Prerequisite: Able to bind spirits, base Will save bonus +4
Benefits: You gain a +4 bonus to all binding checks, including
those made when suffering a disabling condition. This bonus stacks with other bonuses.
skill points per level 4 plus intel modifer, skills Perform (oratory), Bluff (Cha), knowledge (history), knowledge (religion).
starting gold 100 equipment morningstar (8 gp), shield heavy wooden (7 gp), studded leather armor (25 gp), waterskins 5 (gp 5), trail rations 6 (3 gp).
Bound spirit, Precipice of Spirits
Forash is a lord of spirits and sage of pactmaking.
He grants summoners the secret of
invisibility, useful knowledge of herbalism
and morality, eloquence of speech, insight to
locate lost objects, and a regal bearing that
stops foes from holding off attacks.
Legend
In the early days of the atlan
people, before they drew together as an unified empire, twelve
kings vied for control of the many islands. One king, Theykos
of Atlan, commanded his court sorcerer Kontaros to procure
magic to defeat his foes.
“Faithful Kontaros,” the king said. “Our tropical gem is a
small island, and foes surround us. The merchants complain of
pirates sent by my fellow kings. What do you propose?”
“My noble king,” Kontaros replied. “Travel between islands is
difficult, and those with the greatest navies control the seas.”
“Then you suggest we build a navy?” the king asked. “If so, we
must tax the merchants, our only allies.”
“You are wise to observe this paradox,” Kontaros replied.
“That is why I propose we be the first to control the skies.”
“We are intrigued,” the king answered, and raised his brow. “If
any sorcerer can succeed at such a task, it is you, old friend.”
And so they parted for the day, and Kontaros returned excitedly
to his tower to gather supplies. His magic would make an
empire, and perhaps one day make him king.
“Where you are going?” his apprentices begged of him.
He spoke little and instructed one apprentice boy to prepare
for travel. The boy stuck out his tongue at the others, knowing
he was favored. Together, they hiked for three hours to the
rim of the island’s volcano. Waves of heat and spitting globes of
lava danced in the air. There at the rim, Kontaros drew a magic
circle and cast the most powerful spell he knew.
“Oh hear me, Forash, president of Hell’s armies and commander
of twenty-nine legions, I beseech your advice.”
“How delightful,” Forash boomed, appearing within the
circle. He was a man nine feet tall with the head of a lion, a
golden mane, bulging muscles, and crackling ruddy skin like
iron coated with blood on fire.
Kontaros was confident and ambitious but not stupid. He had
prepared an offering to ensure the fiend did not devour him.
“I offer you this apprentice of mine,” Kontaros said in the
fiend’s infernal tongue. The apprentice was his best, crafty in
many things, but ignorant of infernal speech.
“Scrawny,” Forash replied, eying the nervous boy. “But his
lips are thin and tight, suggesting he is quiet and crafty, and his
hands will work themselves well in my shop.”
“In exchange,” Kontaros said, “I require aid to defeat my king’s
many foes who rule the seas with brash navies. I hope and trust
there is some way to rule the skies above them all.”
“You are clever in imagination,” Forash answered. “In reward,
I will do better than advise. I will teach you to bind the spirits of
long-forgotten fiends onto your own flesh, blood, and bones.”
At this, Kontaros fed his apprentice to Forash. To the boy’s
credit, he screamed only a little as he lost his hands. Forash then
consulted his own master, Haures, and together they taught
Kontaros the history of the multiverse, how to bind forgotten
spirits, and how to evoke lesser fiends from the clouds.
In a dozen years, King Theykos commanded the skies with
Forash’s minions at his call. When a rival army approached,
Kontaros would summon a storm. As lightning crackled and
thunder boomed, dozens of winged tarry devils would pour
forth from the swirling clouds. As each rival king was defeated,
Theykos rose in power, as did his sorcerer Kontaros.
But all was not perfect. Each calling of the sky devils required
sacrifices at the volcano. Kontaros offered mostly war prisoners
and criminals, but citizens groused. Moreover, even as the
rival kings fell, a thirteenth king emerged. The prophets of yore
called him the Shadow King. He brought huge black ravens.
One day, in the marble palace, Kontaros visited his king a last
time. The king smiled grimly on his high gemmed throne.
“Old friend, my king,” the sorcerer said, “I have bad news.”
“Speak it, and hold nothing back.”
“Though the tide has swelled in our favor for thirteen years,
our last foe, the Shadow King, has routed our aerial forces.”
“How can this be?” The king was incredulous. All remnants of
the other kings had either conceded to Theykos or had joined
with the Shadow King. Their sides were equal, but the sky devils
should have given an Atlan victory.
Kontaros explained. “The fiend I spoke of, Forash, his sky
devils did not arrive.” He paused. “The pact I sealed with Forash
was for thirteen years, and by the last moon, it ended.”
“What can be done?” the king asked.
“How can I say this terrible news,” Kontaros offered in a low
voice. Next was a lie that he had to weave perfectly in order to
gain the last prize that Forash offered. “The fiend demands a
king’s soul,your soul, in exchange for your people’s welfare.”
He quickly added, “You could abdicate and crown one of your
sons king, thereby saving yourself if you wish.”
“No.” Theykos rarely brooked weakness. With all his courage,
he accompanied Kontaros up to the lip of the island’s volcano.
As they walked, Kontaros produced a potion from his cloak.
“Drink this, my king, and it will not hurt. Most importantly,
you will fool the fiend, and your soul will fly free to the seven
heavens where you belong.” This last part was a lie.
Theykos drank the potion, for he knew not what else to do.
His mind grew cloudy. He stumbled and could not rise. He
watched helplessly upon the sharp volcanic ground as Kontaros
drew a magic circle around him and summoned Forash.
“Forash, grant me presidental power over all this empire.”
“How delightful,” Forash spat, appearing within the circle.
“To dine on a king, so that a new king is made in my image.”
As Theykos drew his last breaths, he cried out to Kontaros,
“My friend, despite your betrayal, you did what I commanded
of you to save our citizens. But you underestimate my spirit. By
the gods, one day this empire shall fall. On that day, Forash will
be sundered just as this island will be sundered, as punishment
for misleading you, who I forgive with my whole heart.”
Forash laughed as he devoured Theykos, but the clear blue sky
stirred with distant thunder. The gods had heard King Theykos
and in one thousand years to the day, would honor his curse.
Summoning Rules
The following rules describe the requirements and rituals for
binding Forash, Precipice of Spirits.
Binding DC: 17.
Requirements: Knowledge (arcana) 1 rank, Knowledge
(the planes) 2 ranks, speak Infernal.
Ceremony: You sacrifice a raven in a flaming brazier. Slit
its throat, drain its blood into a marble bowl, and then anoint
Level: 1
Crown Constellation
yourself with the blood in Forash’s name. Then allow the brazier’s
flames to consume the sacrifice’s remains.
Manifestation: Sea water and then steam surge from the
seal as an apparition of Forash appears in his regal splendor,
seated on a fiendish mule. He is a lordly man with a lion’s mane,
a suit of fine aquamarine scalemail, and bat-like wings. On his
head sits a golden crown with six diadems and six points. In his
right hand he wields a matching scepter adorned with icons of
the world’s oceans. Across his chest is a sash of purple and gold.
Forash emits a terrible roar, which causes you to close your ears
and eyes.
Granted Abilities
Forash, Precipice of Spirits, grants summoners the following
supernatural abilities.
Brief Invisibility: You turn invisible for the duration of your
turn. While invisible, you gain a +4 bonus to Move Silently
checks. You must wait 5 rounds between each use of this ability.
Regal Bearing: It was said that Forash was so intimidating
that even his greatest foes could not afford to hesitate against
him. Foes within 60 feet cannot ready actions or use the delay
action while in combat against you. The effect lasts 24 hours.
Locate Object: Once per day, you can use the locate object
spell. As the spell, you sense the direction of a well-known or
clearly visualized object within long range. For as long as you
concentrate, up to a maximum of 1 minute per level, you can
search for general items, in which case you locate the nearest
one of its kind if more than one is within range. Attempting
to find a certain item requires a specific and accurate mental
image; if the image is not close enough to the actual object,
the ability fails and is used up for the day. You cannot specify a
unique item unless you have observed that particular item firsthand
(not through divination). This ability is blocked by even
a thin sheet of lead. Creatures cannot be found by this ability,
although an object worn by a creature can be found.
Resist Flame: You gain energy resistance 5 to fire. That is,
you ignore the first 5 hit points delivered by any fire damage.
Sagely Knowledge: You are granted a small bonus in knowledge,
moral clarity, and eloquence. You gain a +1 bonus to
Craft (gemcutting), Craft (poisonmaking), Knowledge (religion),
and Perform (oratory). For a skill that cannot be used
untrained, you must possess ranks in that skill in order to benefit
from a bonus. The bonus increases to +2 at 10th level and
+4 at 20th level. The effect lasts 24 hours.
Signs & Influence
This spirit may affect you in the following ways.
Physical Sign: You acquire Forash’s continence, with toned
muscles, ruddy skin, charcoal-black hair, a golden tongue, and
a leonine mane. At your option, when you use a granted ability,
you shed a preternatural, golden glow.
Alignment Shift: When you fail your binding check by 10
or more, your alignment moves a step closer to lawful evil for
24 hours.
Personality Influence: Forash promised much with a
golden tongue and usually delivered both allies and enemies to
his binders, but woe to those unprepared for the consequences.
Forash compels you to treat allies with cruelty when they least
expect it and betray supporters in their moment of weakness.
Favored Ally: Atlan, goblinoid, and outsider (fiend). Forash
united these three cruel forces to raise a powerful empire.
Favored Enemy: Dwarf, elf, and outsider (celestial). Forash
only remembers the atlan’s ageless foes and has forgotten
his true enemies—the gods who destroyed his soul.
Capstone Ability
You gain the following ability when you pass your binding check
by 10 or more.
Lion’s Roar: You roar like a lion, causing foes to shake with
fear. All foes within 30 feet must succeed on a Will save or be
shaken for 1d6 rounds. Being shaken imposes a -2 penalty on
attacks, saves, skill checks, and ability checks. Binders, goblinoids,
and fiends suffer a -4 penalty on their saving throw. Once
you use this roar, you must wait 5 rounds before using it again.
Tactical Bonus
While bound to this spirit, apply a +1 bonus to all your d20
rolls for the round you meet any of these criteria:
» Drink a magic potion.
» Make an attack roll against an invisible foe.
» Stand in an area of ongoing magical fire.
» Within 5 feet of a binder, goblinoid, or fiendish outsider.
Inspired Companion
If you forego the brief invisibility granted ability and are lawful
or evil, you gain a lesser sky devil as a companion.
Lesser Sky Devil (CR 1)
Small Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 15 ft., Fly 30 ft. (average)
AC: 14 (+1 size, +2 Dex, +1 natural) touch 13, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Talons +3 melee (1d4) or trident +0 (1d6)
Full Attack: 2 talons +3 melee (1d4) or trident +0 (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: None.
Special Qualities: Darkvision 60 ft., resistence to fire 5, immunity
to poison, damage reduction 2/good or silver, see in
darkness; speak Infernal, Celestial and Draconic.
Saves: +3/+4/+1
Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 8, Cha 6
Skills: Hide +6, Move Silently +4, Spot +11
Feats: Weapon FinesseB.
Alignment: Lawful evil
Role-Play Text
Read aloud the following points to quickly convey all or part of
Forash’s legend:
» “In an age long past, twelve kings vied for control of the many
islands that would come together as the Atlan Empire.”
» “One king, Theykos of Atlan, commanded his court sorcerer Kontaros
to find magic to defeat his foes.”
» “Kontaros summoned a mighty fiend named Forash, who gave him
knowledge of the multiverse, the secrets of pact magic, and the ability
to call fiends from the sky.”
» “With these assets, Kontaros aided his king to victory. Yet a thirteenth
king emerged, the Shadow King, and many drew to that side.”
» “When Forash withdrew his magical aid at a decisive battle, Kontaros
sacrificed his king so that he might win and become the first
emperor of the Atlan Empire.”

The story of Agamemnon. The Azlanti of old were powerful of old, eh they were the masters of an entire continent lords of all they surveyed. But the gods became envious of the Azlanti and drowned the entire continent in a storm the likes of which had never been seen. But they did not kill them all...some remained hidden asleep for thousands of years. Agamemnon was one of these imprisoned in eternal slumber by the Azlanti who feared that he would become a god and rule them all. Ironically had they not prevented him from achieving godhood he could have saved them from doom. Then Aroden for reasons still unknown to us died and that event was apprently the trigger of Agamemnon's awakening.

So did Agememnon now the Last Azlanti in the world (known) march into peril and adventure, eventually become the new god of humanity and threw Asmodius and others who had subverted humanity back from whence they came.

Appreance, a regal looking lord stands before you, his hair as black as a raven, eyes bright purple, he carries a morningstar and a heavy wood shield and wears studded armor.


Dagnie Millstone, Halfling Rogue from Daggermark in the River Kingdoms.

Description:

The fair-skinned, halfling female stands about as high as most of her kind do. Despite the roundness of her face, her features stand prominent and well defined. Her green eyes sparkle and she keeps a wry smile on her lips. Her thick, black-brown curls are tied back into a ponytail and, often, accented with three, small feathers dyed red, blue, and green.
She has an athletic build and moves about with a certain quickness coupled with recklessness and an unexpected grace. Every once in a while, a small star pendant begins to slip out from under her clothing, but she quickly hides it again. Unlike some of her fellows, she prefers shoes to going barefoot.

Background:

Born on the road, Dagnie seemed to have the road infused in her blood. From an early age, she latched onto stories of forgotten treasures and far off lands. She and several other children, of varying races, would gather together and she would recite the stories to them. As payment, they taught her things; how to get where you weren’t supposed to or how to climb to the rooftops to watch the people below.

Even after they were older and began taking separate paths, she continued some of their old traditions. When her parents didn’t need her help in the tavern, she would climb those old buildings and she would stare at the stars and the horizon. She would recall those far off tales and she would pretend that she was young again and they were going on another adventure.

Pretending only lasts so long though. Years of service in the tavern began to break her spirit. Her friends became involved in various illegal activities and she felt increasingly alone. The plan to leave grew stronger in her heart and, when a patron began talking about “the wonders of Varisia”, she could stand it no longer.

She quietly left for Sandpoint – leaving only a few letters in her wake. Letters to people whom she trusted and cared for; letters explaining that she needed to see where the stars slept. She needed to leave before she became someone she could no longer respect.

Let those who wish have their respectability, I wanted freedom, freedom to indulge in whatever caprice struck my fancy, freedom to search in the farthermost corners of the earth for the beautiful, the joyous, and the romantic. – Richard Halliburton

Personality:

Dagnie, at first glance, seems to be a typical Halfling. Prone to constant chatter and with an unparalleled optimism that everything will “somehow turn out alright”, she can seem flighty or frivolous. However, underneath her bubbly exterior is a very focused woman well aware of the perils of the world.
Despite this, she’s never afraid to speak her mind and can be equal parts sweet and scathing. Above all, she is a loyal companion and never breaks her word. However, she also seldom gives it.

Attempt at filling out character sheet (I really hope that I did that alright. When I got confused, I started trying to follow MethodD's example. I'm not sure that I did....) : Dagnie Millstone

EDIT: On seventh glance, the background probably needs edited to better fit. I will have to do that in the morning. For now, I'm off to sleep.

RPG Superstar 2013 Top 16

Aksum got accepted into another game, so I'm going to bow out. Thanks anyway!


Since Crustypeanut already did the work of scanning the topic and linking, I uptaded it.

Combat
+Dwarf Fighter - Thoradin Kildrak - Nasserath
+Aasimar [Emberkin] Vivisectionist/Beastmorph Alchemist - Marris Tallulah - catman123456
+Human Samurai - Otani Yoshihiro - Szeth
+Human (Chelish) Gunslinger/Paladin - Ars Drayer - Red Ramage
+Dwarf Ranger - Thorgrund Stormcloud - Torillan
+Goblin True Primitive Barbarian - Raorloud - Harak

Skill
+Drow Rogue - Vladst Grey - TrueRepentance
+Human Rogue - Kestrel - MethodD
+Halfling Rogue - Dagnie Millstone - Nessa Oranar

Arcane
+Human (Varisian) Mindchemist/Psychonaut Alchemist Zando Parull - Waiwode
+Human (Kellid) Wizard - Brelar Darheek - Zizazat
+Aasimar (Azatakin) Kapenia Dancer Magus - Shalaye Korvaski - Rafael the Silent
+Human (Shoanti) Oracle of Lore (Sorcerer/Mystic Theurge)- Istakkos Many Traveled - Crustypeanut

Divine
+Dwarf Cleric/Fighter of Torag - Fenril Stonehearth - VDZ
+Human (Shoanti) Oracle of Lore (Sorcerer/Mystic Theurge)- Istakkos Many Traveled - Crustypeanut
+Aasimar [Idyllkin] Evanglist Cleric - Alexis Emily LaCroix - Pezmerga
+Human [Varisian] Evanglist Cleric of Calistra - Redwyna Roedelli - Patrick McDade
+Azlanti Occult Priest - Agammenon - Viluki


I'll have an alias posted by 3pm. I'm currently working on the background, and fixing typos in my stat block. For characters I'm a bit of a perfectionist, which is strange since my characters are all oddballs.


Fixed a few errors, and should be able to fill out a little more background later today, plus a few more details (encumberance, load carried). He's essentially good to go.

Best of luck to all!!


Alright, a minor edit to the background, admittedly.

Dagnie Background edited:

Born on the road, Dagnie seemed to have the road infused in her blood. From an early age, she latched onto stories of forgotten treasures and far off lands. She and several other children, of varying races, would gather together and she would recite the stories to them. As payment, they taught her things; how to get where you weren’t supposed to or how to climb to the rooftops to watch the people below.

Even after they were older and began taking separate paths, she continued some of their old traditions. When her parents didn’t need her help in the tavern, she would climb those old buildings and she would stare at the stars and the horizon. She would recall those far off tales and she would pretend that she was young again and they were going on another adventure.

Pretending only lasts so long though. Years of service in the tavern began to break her spirit. Her friends became involved in various illegal activities and she felt increasingly alone. The plan to leave grew stronger in her heart and, when she overheard her parents talking about when they left Varisia, she could stand it no longer.

Who they were before or where they came from were secrets that never passed her parents’ lips. Dagnie had spent her whole life making up a history. Now she was determined to learn hers.

She quietly left for Sandpoint, a name she learned on the road, – leaving only a few letters in her wake. Letters to people whom she trusted and cared for; letters explaining that she needed to see where the stars slept. She needed to leave before she forgot who she was or, worse, died never knowing at all.

Let those who wish have their respectability, I wanted freedom, freedom to indulge in whatever caprice struck my fancy, freedom to search in the farthermost corners of the earth for the beautiful, the joyous, and the romantic. – Richard Halliburton

Good luck to everyone! I have seen some amazing characters. I look forward to watching your characters, if nothing else. It should be very interesting.


Seems my profile didn't save properly! It should be fixed now! :D


I'll remove myself from the running, as I can't quite seem to come up with a character I want to play.

Goood luck all!


Made this guy for different RotRL campaign that didn't get off the ground. Have updated below for his 20pt buy and will update profile if he gets selected.

Hope your still considering applicants.

Crunch:

Khalbar Bloodsong
Male Human (Shoanti) Barbarian 1
CG Medium Humanoid (human)
Init +1; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 14 (1d12+2)
Fort +5, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
Greataxe +6 (1d12+6/x3)
Ranged Longbow +2 (1d8/x3)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 15, Int 10, Wis 10, Cha 11
Base Atk +1; CMB +5; CMD 16
Feats Power Attack -1/+2, Weapon Focus (Greataxe)
Traits Bully, Resilient
Skills Acrobatics -2, Climb +5, Escape Artist -2, Fly -2, Intimidate +5, Knowledge (nature) +4, Perception +4, Ride +2, Stealth -2, Survival +4, Swim +1
Languages Common, Shoanti
SQ fast movement +10
Combat Gear Oil (3); Other Gear Hide armor, Arrows (40), Dagger, Greataxe, Longbow, Backpack (15 @ 30 lbs), Bedroll, Belt pouch (2 @ 0.26 lbs), Chain (10 ft.), Crowbar, Fishhook, Flint and steel, Grappling hook, Hooded lantern, Silk rope, Trail rations (5), Waterskin, 11 GP, 2 SP
--------------------
Special Abilities
--------------------
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

background:
In his Shoanti tribe, women were only yours as long as you could keep them. Though he had grown up courting Alia and though she had borne him a son last summer, Khalbar could not keep her. After returning from a great bear hunt with the warriors they found a group of competing Shoanti had raided the camp and stolen the women and children. Many of the warriors were glad to be done with their women, but Khalbar loved his Alia and their son Harm had been the light of his life. His heart was torn asunder. He made the Blood Oath that day to find his family and return them safely to him. When raging he finds himself singing an old Shoanti love song that he used to sing to both Alia and Harm, but that singing sound has a terrible meaning now--hence his surname.
He single-handedly laid waste to the competing tribal camp--his singing rage a terrible thing to behold, only to find that his family had been sold the previous day to traders bound for Magnimar on the Lost Coast.
Since then Khalbar has been chasing that caravan and searching high and low. He comes to Sandpoint with hope draining him, but a fire burning deep within. This is only a way station to rest and recuperate before resuming the hunt down the coast.

Appearance:
Large, brawny Shoanti. Heavily tattooed. Nearly bald head with long queue ponytail in the back. Deep-set eyes, hard features, deep voice, humorless, and driven.


Took me a little while but here I am. RAAAAAGRH!!! I am Raorloud!!!


Here is the Alias.


Updated again.
Combat
+Dwarf Fighter - Thoradin Kildrak - Nasserath
+Aasimar [Emberkin] Vivisectionist/Beastmorph Alchemist - Maris Tallulah - catman123456
+Human Samurai - Otani Yoshihiro - Szeth
+Human (Chelish) Gunslinger/Paladin - Ars Drayer - Red Ramage
+Dwarf Ranger - Thorgrund Stormcloud - Torillan
+Goblin True Primitive Barbarian - Raorloud - Harak
+Male Human (Shoanti) Barbarian - Khalbar Bloodsong - mkueker

Skill
+Drow Rogue - Vladst Grey - TrueRepentance
+Human Rogue - Kestrel - MethodD
+Halfling Rogue - Dagnie Millstone - Nessa Oranar

Arcane
+Human (Varisian) Mindchemist/Psychonaut Alchemist Zando Parull - Waiwode
+Human (Kellid) Wizard - Brelar Darheek - Zizazat
+Aasimar (Azatakin) Kapenia Dancer Magus - Shalaye Korvaski - Rafael the Silent
+Human (Shoanti) Oracle of Lore (Sorcerer/Mystic Theurge)- Istakkos Many Traveled - Crustypeanut

Divine
+Dwarf Cleric/Fighter of Torag - Fenril Stonehearth - VDZ
+Human (Shoanti) Oracle of Lore (Sorcerer/Mystic Theurge)- Istakkos Many Traveled - Crustypeanut
+Aasimar [Idyllkin] Evanglist Cleric - Alexis Emily LaCroix - Pezmerga
+Human [Varisian] Evanglist Cleric of Calistra - Redwyna Roedelli - Patrick McDade
+Azlanti Occult Priest - Agammenon - Viluki


For ease of access, I created an alias. This has the link to my sheet, some basic stats, the background, the description, and the personality blocks under here.

If there's anything I need to update or change, please let me know.

Also, thank you to everyone that keeps updating the applicant list. It’s wonderful of you to do so.


I hope this isn't too late. I am new to these forums and just found this a couple hours ago. I played 3.5 years and years ago, but that fell through after a few months, and I just started playing pathfinder about 2 months ago. But unfortunately my in person GM is not very good, so I am hoping for a bit better luck here.

I don't know how to work these forums too well, so if someone could tell me how to make an alias that would be much appreciated. For the time being here is by stats and back story and stuff.

Jaevin
Half-Elf Male Bard (Street Performer) 1
Alignment Neutral Good Deity Shelyn

Stats:
Init +1; Senses Perception +4, Low-light Vision, Keen Senses,
==DEFENSE==
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 dex)
hp 9 (1d8+1)
SR 0
Fort +1, Ref +3, Will +0
Armor Studded Leather
Shield Buckler
Defensive Abilities Elven Immunities

==OFFENSE==
Spd 30 ft/x4
Melee Whip +2 (1d3+2) 20/x2
Melee Rapier +2 (1d6+2) 18-20/x2
Ranged Shortbow +1 (1d6) 20/x3
Ranged Net -3 (-)

==Spells==
0-Level
•Dancing Lights Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.
•Ghost Sound Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
•Mage Hand You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
•Prestidigitation Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
1st-Level
•Grease A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
•Silent Image This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

==STATISTICS==
Str 14 (5), Dex 12 (2), Con 12 (2), Int 13 (3), Wis 8 (-2), Cha 18 (10 +2 Racial)
BAB +0, CMB +2, CMD +13
Feats Armor Proficiency (LIGHT), Combat Expertise, Shield Proficiency, Skill Focus (Perform (comedy))
Skills Bluff +9, Knowledge (local) +6, Perception +4, Perform (act) +9, Perform (comedy) +11, Sense Motive +2, Sleight of Hand +6 (-2ACP), Use Magic Device +9,
SQ Bardic Performance [7]
Traits Dangerously Curious (Magic), Stage Magic (Equipment)
Languages Chelaxian, Common, Elven


Equipment:

Weapon Whip +2 (1d3+2) 20/x2
Weapon Rapier +2 (1d6+2) 18-20/x2 specialHollowed pommel
[b]Weapon
Shortbow +1 (1d6) 20/x3
Weapon Net -3 (-) A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.

Armor Studded Leather (+3 AC, +5 MaxDex, -1 ACP, 20 lbs)
Shield Buckler (+1 AC, -1ACP, 5 lbs)
Belt
Body
Chest
Eyes
Feet
Hands
Head
Headband
Neck
Ring #1
Ring #2
Shoulders
Wrists

Other Equipment
Entertainer’s Outfit 4 lbs
Bedroll 5 lbs
Backpack 1 lbs
Bell 0 lbs
Candle 0 lbs
Chalk 0 lbs
Charcoal 0 lbs
Earplugs 0 lbs
False-Bottomed Cup 0 lbs
Fishhook 0 lbs
Flint and Steel 0 lbs
Oil 1lbs x3
Parchment 0 lbs x2
Paper, Sheet 0 lbs
Paper, Rice 0 lbs x2
Paper Candle Firework 0 lbs
Rations 1 lbs x2
Sewing Needle 0 lbs
Tindertwig 0 lbs
Various bits of torn cloth 0 lbs
Waterskin 0 lbs
Wandermeal 0 lbs x12
Whistle, Signal 0 lbs
Whistle, Silent 0 lbs

Equipment Weight 50 lbs

Money
0 GP
3 SP
4 CP


Raw Mechanics:

-- HALF-ELVEN RACIAL TRAITS --
• Cha: +2
TYPE: Humanoid (Half-elf)
SIZE: Medium
ADAPTABILITY: Half-elves receive Skill Focus as a bonus feat at 1st level.
HUMAN HERITAGE (Charisma) : Half-elves get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
ELVEN IMMUNITIES: Half-elves are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
KEEN SENSES: Half-elves receive a +2 racial bonus on Perception skill checks.
LOW-LIGHT VISION: Half-elves can see twice as far as humans in conditions of
dim light.
ELVEN BLOOD: Half-elves count as elves for any effect related to race.
HUMAN BLOOD: Half-elves count as Human for any effect related to race.
MULTITALENTED: Half-elves choose two favored classes at first level.
• Automatic Languages: Common, Elven
• Bonus Languages: Any

-- ARCHETYPES --
- Street Performer (Bard)

-- CLASS ABILITIES --
FAVORED CLASS (Bard) : +1 Skill Point.
BARD CANTRIPS: The bard can cast known 0-level spells without limit.
BARD SPELLS: Arcane spells drawn from the bard spell list. Spontaneous
caster. Every bard spell has a verbal component (singing, reciting, or music).
BARD WEAPONS AND ARMOR: All simple weapons, longsword, rapier, sap,
short sword, shortbow, and whip, light armor and shields (except tower shields). No
arcane spell failure in light armor.

BARDIC PERFORMANCE: Use the Perform skill to create magical effects for 7
rounds. Standard action to start, a free action each round to maintain. Only one
performance at a time. The targets must be able to perceive the performance. A deaf
bard fails audible performances 20% of the time, blindness causes visual performance
failure 50% of the time. Failed checks count against round limit.
- Disappearing Act (Su): Performance. Creatures within 30 ft that fail Will save
(DC 14) treat upto 1 creatures, chosen by you, as if they were invisible. Cannot
target yourself.
- Distraction (Su): Counters magical effects that depend on sight within 30 ft.
Creatures use the bard’s Perform check result in place of its saving throw each round
countersong is active.
- Fascinate (Sp): Up to 1 creatures within 30 ft able to see and hear the bard,
and able to pay attention to him (i.e., in no danger). The bard must also be able to
see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it
immune for 24 hours. If it fails, the creature sits quietly and listens, for as long
as the bard continues to play and concentrate (up to bard's level in rounds) and takes
-4 on skill checks like Perception.

STREETWISE: +1/2 bard level on bluff, Disguise, Knowledge (local) and Sleight
of Hand Diplomacy or Intimidate checks made to influence crowds and Diplomacy to
gather info.

-- GENERAL FEATS --
SKILL FOCUS (Perform (comedy): You get a
bonus on checks with your focussed skill Perform (comedy) +3, Perform (comedy) +3.

-- COMBAT FEATS –
ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

COMBAT EXPERTISE: When making an attack with a melee weapon, you may subtract
1 point from attack rolls and combat maneuver checks and add the same as a dodge bonus
to AC until your next turn.
SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties.

-- TRAITS --
DANGEROUSLY CURIOUS (Magic): You gain a +1 bonus on Use Magic Device
checks, and Use Magic Device is always a class skill for you.
STAGE MAGIC (Equipment): You have put in many hours practicing
with flashy alchemical items that enhance your performances. When you use an
attention-getting alchemical item as part of a performance, you gain a +2 trait bonus
on your Perform check for the duration of that performance. The item is expended
without its normal effects and only serves to make your performance more impressive.

-- WEAPONS --
WHIP: A whip deals nonlethal damage. It deals no damage to any creature with an
armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is
treated as a melee weapon with 15 ft reach, though you don't threaten the area into
which you can make an attack. Unlike most other weapons with reach, you can use it
against foes anywhere within your reach (including adjacent foes).Using a whip
provokes an attack of opportunity, just as if you had used a ranged weapon. You can
make trip attacks with a whip. If you are tripped during your own trip attempt, you
can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on
opposed attack rolls made to disarm an opponent (including the roll to keep from being
disarmed if the attack fails).
NET: A net is used to entangle enemies. When you throw a net, you make a ranged
touch attack against your target. If you hit, the target is entangled. An entangled
creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at
only half speed, and cannot charge or run. If you control the trailing rope by
succeeding on an opposed Strength check while holding it, the entangled creature can
move only within the limits that the rope allows.
SHORTBOW: You need at least two hands to use a bow, regardless of its size. You can
use a shortbow while mounted. If you have a penalty for low Strength, apply it to
damage rolls when you use a shortbow.


Appearance & Background:

Age 20 Height 6’0” Weight 160 lbs Eyes Greenish-blue Hair Medium Length Auburn, slightly wavy

A glance at Jaevin would not betray his elf heritage but the perceptive would notice that his long scraggly auburn hair sits out a little more than it should around his ears. Perhaps they would also notice that his baggy clothes hang a bit too loosely around his tall figure, as though he hadn’t eaten in weeks. However, his normally beaming face with shining green-blue eyes and fair complexion betray the fact that Jaevin is perfectly healthy. Maybe then will they realize he is a half-elf.
--------------------------------------------------------------------------- ----------------------------------------------

Jaevin’s mother was one of the more prominent “employees” at The Pixie’s Kitten and, as most would suspect, one plus one eventually became two. Even after Jaevin was born his mother continued working long hours. But by no stretch of the imagination was she a bad mother, she certainly could not be called a good mother either, sometimes she was just a little too enthusiastic about her work. Nevertheless, she always was able to provide her son with more than enough food and had a nice place to sleep.

As Jaevin started to get older his mother began staying out longer and longer, though never too long for him to really begin worrying. She would always check-in to make sure he was okay at least once a day and leave him cute little notes at home when he was out looking for parts to build toys. Notes that he now regrets he didn’t keep. These toys were quite the contraptions using different compounds to create various effects. Jaevin loved showing his mother all the new things he created while she was out for the week. Usually he would tell funny stories with the toys, manipulating them with magic and giving them a life of their own.

Unfortunately, a few weeks before his fifteenth birthday his mother did not return home, no notes were left for him when he came back or when he woke up in the morning. Worry started to set in, and by sundown Jaevin was panicking. He collapsed crying, he just knew the chopper had come and taken his mother. He realized the only place to go was the orphanage or possibly the theater.

Jaevin tore himself away from the wall and rapidly began stuffing as much as he could into his bag. The theater is where he was born to be, not some orphanage for people to feel sorry for him. He just wished he could run away from it all, but unfortunately he just didn’t have the physique and knowledge to take care of himself.

--------------------------------------------------------------------------- --------------
A few years later Magnimar
Wandering down the quiet street Jaevin was looking for a place to sleep for the night when the tavern next to him burst open with a roaring applause. A beautiful, probably the most beautiful woman Jaevin had ever seen moved through the door as two men were working a restraining more than a few drunks that were trying to follow her. “See you all next week. It has been a pleasure,” yelled the woman to everyone as she shut the door. Turning around the woman bumped into Jaevin. “Oh! Hello there. Pardon me.”

“S-sorry, my-my bad. I just wasn’t expecting um, ah-“

“Well come on, spit it out. I would expect a performer like you to be a little better with words,” the woman teased him as he stuttered about.

“Huh what? How did? What?” Jaevin was utterly confused by this turn of events.

“Haha, I saw your little skit earlier today, very fascinating and extremely creative use of alchemics. I very much enjoyed it, but I can definitely tell you are new to this city. You picked a very bad spot, not much foot traffic through that area, and those that do frequent the place don’t usually have much to spare.”

Jaevin face flushed a bright red as he looked down at his feet. “Um, well, um, thanks. I’m glad you enjoyed it, and I am very, um, new. Just got here this morning, I think.”

“You think?! Ha, can’t even remember when you got here. Don’t think I have ever seen someone so flustered as you. I assume you are looking for a place to stay then. I would normally suggest this place right here, but they are a tad expensive. And since I think you’re cute I’ll give up a little secret, just follow me.”

“O-okay.”

“This place is an orphanage, and they’ll let you stay here free of charge if you perform for the kids tomorrow. They also let you stay here if you help out around a few of the sick wards in the area for children who can’t afford treatment.” The woman showed Jaevin to his room. “I’ll let Liliana know you have arrived, don’t go skipping out now. “

“Thank you, thank you so much. I-I certainly won’t skip out. Those kids will be having a laugh as soon I am up. Thank you.” Jaevin couldn’t believe his luck as he sat down on the bed, a very comfortable bed at that. A nice place to stay the first night, and not too bad of a price either.
The woman poked her head back into the room, “Oh and there is another way to get a free room here as well, but I’ll let you figure that out in time.” A coy smile spread across her face before she disappeared again.”
--------------------------------------------------------------------------- ------

Jaevin woke up to the sound a boy yelling loudly outside his door, “LILI! LILI! Is it true? Are we going to have a magician perform for us today?!”

“Hush, Lars, you don’t want to wake him up now or he might not because he is too tired.”

Wait-that was the same voice as last night, was Lili and the woman- Jaevin’s thoughts were cut off by a piercing scream, “YAAAAAAAAYY!” as Lars ran down the hall. Jaevin jumped out of bed and threw his shirt on and pulled open the door looking to see who the voice belonged to.

A surprised Liliana turned to see a wide-eyed Jaevin staring abck at her. “Oh, I see Lars managed to wake you up. The kids are pretty excited for today, better not disappoint.”

“Uh, I-I, ah-un, I”

Liliana chuckled, “Aren’t you just adorable. If you want breakfast it is down the hall and to the left. I told the kids you’d be starting in about 30 minutes, might want to freshen up a bit.”
--------------------------------------------------------------------------- --------------

“Sweeeeetie, do you know where my dancing shoes are? You know the kids will be very disappointed if they don’t get to see your sexy wife dance today!”

“The kids? I’ll be the one who is disappointed if my sexy wife doesn’t dance today. Besides, the kids want to laugh and have fun, they can’t appreciate your beauty quite yet. They are much too young.”

Liliana chuckled, “Well, Jay, more than a few of these kids are older than you were when we first met. AND I quote, ‘You’re cooking is almost as beautiful as you are.’”

Jaevin face flushed to bright red, “I don’t remember saying that. And how do you remember something like that.”

“Because I just do.” A huge smile crossed Liliana’s face as she pulled the shoes from underneath Jaevin’s stuffed backpack. “Now let’s hurry up, those sick kids don’t have all the time in the world like we do. Plus if we have time later we can go visit your favorite orphanage,” A knowing twinkle in her eye.

“Visit?! WE practically live there… STILL live there, kind of. But I must be modest here, the kids absolutely do adore me so,” Jaevin replied, laughing.

“Only because you spoil them rotten with your toys and fancy tricks,” came the returned jest, “anyways they like my cooking better than your toys. So HA!”

--------------------------------------------------------------------------- -----------------------

“Lili is going to LOVE this,” Jaevin whispered to himself looking over the gorgeous violin in his hand. “I cannot wait to see the look on her face.” Jaevin skipped home through the streets merrily waving at everyone he came across. Jaevin was so excited he practically tore the door from its hinges, “LILI!! GUESS WHAT I GOT TODAY!”

Liliana turned around from the table with a piece of parchment in her hand. Her eyes grew twice in size and her jaw slowly fell open, “Ooohhhh! Is that what I think it is!?”

“Of course, silly, what else could you think it was?”

“Wellllll, if you must know, there is this guy who is very good at mimicking things, it could have been one of his little tricks.” Lili retorted with a smile. “Oh and this letter came today, says the Sandpoint cathedral is being anointed soon and they want you to come to the festival,” she said, handing Jaevin the letter. “You should go, you have been saying how you miss a few of your old friends over there. I’ll be fine watching over the kids while you’re gone. After I’ve did it for four years before I met you.”

“Well you have just thought of every reason for me to go now haven’t you? I see how it is,” laughed Jaevin. “Well if you insist.”

“I do insist, and I also insist that you have a ton of fun, AND that you promise that you will be safe.”

“Of course I promise. I’ll be back before you know it. Tell the kids I will be back next week.”
--------------------------------------------------------------------------- ----------------------------


TL;DR Background:

Jaevin’s mother worked at the Pixie’s Kitten and made a good income. But she was never around the house too much. Jaevin spent a lot of the time when he was little creating toys and playing around with innate magical abilities. At fifteen years of age Jaevin’s Mother disappeared and he joined the Sandpoint Theater for a few years, and then went to Magnimar to try his luck there.

Shortly after arriving he met Liliana, whom ran an orphanage. She let him stay for free if he would perform for her kids and the less fortunate around the city. They eventually got married and began performing together at various inns around the city to make money. They also greatly enjoyed performing for sick children whose parents could not afford to have them treated, and also stopping by the orphanage they “owned” to play for all the kids there. They did this several times a week. Last week Jaevin received a letter inviting him back to Sandpoint for the Cathedral ceremony.


Welcome in! Your character also seems interesting!

Here's how I created an alias. I went onto My Account and I scrolled down below my Messageboard Settings until I got to Messageboard Aliases. Then I hit "Create a New Alias". I hope that helps!


Once you create the new alias, on the right-hand side near the top of the page you will see a link called Edit My Profile. Click it, then cut-n-paste what you have in your original post (under Tie My Shoelace), and scroll down to the Save Changes button. Viola!!

Hope that helps...oh, and welcome to the nicest messageboards in the world! (I do mean nicest people!)


Success??? Perhaps? Maybe?

Edit: I do believe so! Thanks Nessa and Thorgrund!


Success, if you want to change avatars for an alias go to my accounts: alias and click in the edit link.


Okay, so I said that I would have a list up tonight, so here's how I'm going to do it. First off, thanks for all the interest, I've enjoyed looking at all the characters and wish I could use you all in one giant huge super story because I've enjoyed the back stories. Unfortunately, I'm only got room for 5 slots which has made some hard choices. So what I'm going to do is list 5 slots with three names. The first column will consist of the 5 primary characters I want to use, then a second group, then a 3rd. This way, in case by this weekend (which is when I want to kick this off) someone in the primary group decides that they want to back out for whatever reasons may be, there will be someone that can fill the slot. So, without further a due, here is the list:

1st choice | 2nd choice | 3rd choice
1. Raorloud | Thoradin Kildrak | Maris Tallulah
2. Ars Drayer | Otani Yoshihiro | Thorgrund Stormcloud
3. Dagnie Millstone | Vladst Grey | Kestrel
4. Istakkos Many Traveled | Zando Parull | Shaylae Korvaski
5. Alexis Emily LaCroix | Redwyna Roedelli | Fenril Stonehearth

Please let me know by tomorrow evening if you will be able to make it so that in case you are unable to, a 2nd or 3rd choice can take the main slot. Once again, thank you all for showing interest and I'm sorry that I couldn't choose you all, but I wish you luck in finding other campaigns and hope that maybe we can still game together at another time in the future!


Thanks for the opportunity, Kyle!

Crustypeanut has certainly done the work for the slot, and I imagine at this point (s)he will be committed to the game, but I'll keep my ear to the ground just in case.


One of the reasons I highly considered them, for taking the initiative to start listing makes me wonder how much even more helpful they'll be in the campaign lol. But that doesn't mean go committing murder so you can fill the slot >.> lmao. You're welcome though, the good day sir line had me laughing pretty hard, so it was a pretty tough choice for that caster slot.


Lurking around just in case.


Oh my goodness! I can't believe that Dagnie got in! Excuse me while I flail about and look pretty ridiculous for a few moments.

Honestly, thank you for this opportunity.

Edit: My apologies to those that I am blocking the way of, so to speak. I am really sorry. For what it's worth, I hope to play with you someday.
Everyone had such interesting characters that I really want to interact with.


No problem Vladst, that's fine. And you're welcome Nessa, no need to fail around and hurt yourself lol. By the looks of it, you'll have plenty of help in case you find yourself stuck in a hard spot.

Oh, on second thought, before I forget, can everyone I listed (just in case) make a character sheet image that of like what Vladst and Dagnie have? I don't mind reading the pages here, but when I double check things, an actual sheet format makes things go by so much easier for me. It would make things much easier for me and eliminate a fair chance of something getting lost in translation in case something goes wrong.


Good luck to everyone! And have lots of fun! Thanks for the help for those of you who did! :)


Good luck, Tie My Shoelace! :) I hope that you find a game soon!


Seems t'me the wind's blowin' me right to Sandpoint. I'm honored to be picked, lots of good characters here! *adjusts duster* Whelp, miles to go yet, an' ol' deadeye won't be happy 'till I'm kickin' sandpoint dust off my boots.


I will be able to make it for sure. Just need to finish up my guy's personality on his info.. forgot to do that. Got distracted by Blood Bowl ... hehe.

And I can make a Mythweaver sheet easily enough, I've used 'em before. Will get right on that.

Also, it looks like I'm going to be the arcane support of the group then eh? Going to do some very slight modifications (spells mainly) then, to be more offensive in nature. Nothing major though.

And for the record, I'm a He, so no need to go confusing my gender like Varsarvius from Order of the Stick. :P


Updated profile with mythweaver sheet. The herolabs output in my profile will probably be better, though.


Sounds good to me Varsar- I mean Istakkos lol. Don't make them just yet, as there's a 6th slot my brother may fill up. Hence why I said only room for 5 and starting this weekend. If he can't get up in time, then we'll just run 5 anyways and you can go ahead and run some changes if you want. Either that, if you want the help of another caster, then you can choose either Zando or Shaylae to fill that 6th slot.

I know he's looking at a sorcerer, but we just don't have his character ready. It's been along time since him and I have gamed together and this pretty much the only way we can do it now, but I'm trying to do it in a way that doesn't hamper you guys.


Best of luck to those chosen! Thank you for the consideration, DM Kyle.

I'll be watching this one.


Woo hoo!! Guess its time for some Primitive Rage! Thanks, and good luck to everyone else.


Well they're nothing major - just a modified curse (Blackened), which gave me a nice offensive spell at the cost of me ever being useful with my spear, and I replaced Sanctuary with Burning Disarm. If we get another sorcerer, I'll probably just bring back Sanctuary, as I like that the Blackened curse does not affect touch spells, so i'll be keeping it either way.

And I'm all up for a 6th person if your brother doesn't show up, though I couldn't make the decision myself as to who. Also, your brother as a Sorcerer is fine by me. If anything though, I wouldn't want HIM to be hampered by my insane spellcasting :D

At level 2 I'll have 10 1st level spells per day.. :3


You two would have casting competitions then to be honest, because he plays characters that would just love to do that. We'll see what happens Friday though before anything becomes final. And also something I noticed Raorloud... I'm going to have to grant you a circumstantial bonus due to your back story. If nobody else noticed, the whole party speaks common, except for Raorloud, who only speaks goblin. And, well I'm sure you guessed it, no one speaks goblin which honestly has me in tears laughing my ass off. So either someone can ruin my fun and choose goblin as a language, or I'll give Raorloud a circumstantial +5 bonus to linguistics checks attempted for common if that's okay with everyone, because I really want to see how this would play out lol.


Awesome! I am looking forward to playing! :D


My guy deals primarily with his tribe and other Shoanti tribes and dwarves, so there wouldn't be any reason for me to take Goblin. Yet.

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