| DM Giants |
I want to run a fast paced campaign. The group will be 5 players that can post 2-3 times a day. I would like to start on the 6th of January.
Campaign Location:
Falcon’s Hollow
A blunt, sawdust-choked stop on a winding trade route, a
festering haven of injustice and cruelty, Falcon’s Hollow
rests perilously close to the infamous Darkmoon Wood.
The long shadow of Droskar’s Crag casts a shroud of gloom
on the desperate souls who call this place home. Many come
here to make their fortune cutting darkwood lumber in
the lush wood, while others journey to this remote fringe
to start over, piecing together their shattered lives on the
edge of an untouched wilderness far from the things of
man. Persecuted zealots and outcasts flock to Falcon’s
Hollow to practice their strange and often deviant rites
unfettered by the mores of civilization. Finally, Falcon’s
Hollow lures many explorers with the promise of great
adventure nearby. The town, its people, and everything in
it belong to the corrupt Lumber Consortium, controlled
by the de facto leader of the town, the loathsome Thuldrin
Kreed. His petty decrees and the consortium’s overpriced
goods keep the people of the town prisoner as surely as if
Kreed and his goons used manacles and chains.
Home to fewer than 1,500 humans and a smattering
of other races, most of the townsfolk care only for the
paltry coins paid for their backbreaking work and what
simple comforts they can buy. A few, however, understand
that what’s bad for one is bad for all, and they struggle
endlessly with the Lumber Consortium to improve the
lives of their neighbors—and by extension, themselves.
The community thrives on a tenacious mix of greed,
debauchery, and stubborn self-reliance. As much property
of the Lumber Consortium as the buildings, cut timbers,
and other assets in the town, the people of Falcon’s Hollow
live in abject poverty and unending misery. Those born
into Falcon’s Hollow (or those foolish enough to move
there willingly—or even unwillingly) face lives filled with
anguish and devoid of hope or betterment.
First Adventure Hook:
In the past week, numerous residents of Falcon’s Hollow have fallen ill, each suffering from the same hacking affliction.
Local remedies prove as useless as prayers at the Church of Iomedae, goddess of valor, justice, and honor, and already at least
one town elder has been claimed by the wheezing death.
Fortunately for Falcon’s Hollow, a canny local herbalist named Laurel has traced the source of the malady to Brookman’s well,
a small spring on the edge of town, and a rare fungus called blackscour. By banning the use of the spring, the town Sheriff Deldrin Baleson hopes to prevent further infection, but such measures offer little respite to those already afflicted.
While Laurel has attempted numerous treatments, she has been unable to cure the disease. Both Laurel and Sheriff Deldrin Baleson have put out calls for assistance to anyone willing to help find a cure.
And the adventure begins..
Character Creation Rules:
With the adventures I have planned characters should reach 6th level.
Characters should have their own motives but generally good aligned. No Evil Characters Please.
Abilities: 17 point buy as in the Core Rule Book page 15 and 16
1 Trait, 1 more Trait with a Drawback
Average Starting Gold for Class.
Backgrounds need to explain why you are in the area (do you live in town or are you a traveler), give hints to why you have the traits you have, explain your drawback or story feat if you choose one, a little history on your character (you don't need to write a book) and your characters general direction/motivation in his/her life. Better background with family and history will be better received.
Characters can start at any age just make sure to note it on your
character profile and take the appropriate bonuses and penalties.
Playable Races: Dwarf, Halfling, Elf, Human, Gnome, Half-Orc, Half-Elf (The town is mostly Human and the other races are rare. The population have a indifferent attitude toward dwarf, halfling, half-elf and half-orc. They have a unfriendly attitude toward Elf and Gnome.)
Playable Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard
Only Deities from the Core book will be used. Here is a list of acceptable Deities:
Erastil
Iomedae
Torag
Sarenrae
Shelyn
Desna
Cayden Cailean
Abadar
Irori
Gozreh
Pharasma
Nethys
Gorum
Calistria
Clerics must have a Deity.
You may make a neutral cleric that can channel negative energy if you come up with a good story and reason for it.
Players may apply with as many characters as they want but only one character per player will be chosen for the campaign.
Books Used: Core Rule Book, Ultimate Campaign for Traits, Drawbacks and Story Feats only.
Recruitment will be open until Jan 3. Then I will pick players and start the campaign on Jan 6.
| DM Giants |
Recruitment will be left open until Sunday Night in hopes of getting a skill based class to fill in the holes of the party. For now I have chosen 4 of the 5 characters to play with in the campaign.
List of Players:
Augustine Kalivas - Fighter
Serila Gudlinck - Sorceress
Keanan Garnet-Gold - Druid
Nebdel Melfcane - Cleric
Anyone not chosen can reapply before Sunday Night with a new character.
The Campaign will start on Monday Night.
| Aku Warashi |
I want to try the Investigator from advanced classes. I'll assume then I'm allowed to do it.
Whether on the trail of a fugitive, a long-lost treasure
trove, or the mastermind behind a dangerous conspiracy,
investigators are motivated by an intense curiosity about
the world and use the knowledge they’ve gained about it as
weapons. Mixing gumption and learning into a personal
alchemy of daring, investigators are full of surprises.
Observing the world around them, they gain valuable
knowledge of the situation, process that information
using inspiration and deduction, and cut to the quick of
the matter in unexpected ways. Often seeing both quiet
and reserve, investigators are always evaluating situations
they encounter, sizing up potential foes, and looking out
for secret dangers, all while using their vast knowledge
and powers of perception to find the solutions to the
most perplexing problems. Like alchemists, they possess
knowledge of alchemical reagents and admixtures, and
can infuse them with personal magic to great effect. Like
rogues, they’re always on the lookout for traps and perils,
and are nimble enough of both mind and body to enough
to escape ensnarement.
Role: An investigator lives to solve mysteries and find
inventive ways to get out of jams. He serves as advisor and
support for his adventuring party, but can take center
stage when knowledge and cunning are needed. No
slouch in battle, he knows how to make surprise attacks,
and can use his inspiration to push his attacks home.
Edit: I saw it now the creation rules.
I'll see what I can do.
| Logan1138 |
I am creating a half-elf rogue right now. I have all of the "crunchy" bits done and just need to write up his backstory, personality and appearance. I should be able to post the completed character in about an hour or so.
Quick backstory is that he is a local resident of Falcon's Hollow a product of a wild elf father (elven reflexes trait) and human mother. The father is not in the picture (my character believes he is dead...is he really? maybe, maybe not...I'll leave that for the DM to decide) and my PC was raised in Falcon's Hollow by his single mother. He grew up very poor (poverty stricken trait) as his mother was a lowly serving wench in the Sitting Duck tavern (I really hope that is a tavern, I loved that name when I saw it on the map!) and struggled to provide for the two of them. My PC is more scout than "thief" (doesn't even know how to pick pockets) and he works for the Darkmoon Lumber Consortium as a guide/scout for the loggers who work in the forest. He has several ranger likes skills (knowledge (nature&geography) and survival) and his second favored class is ranger (I may or may not take a ranger level). I'm thinking about taking a story feat for a nemesis at third level (possibly someone powerful in Falcon's Hollow, I'd need to work with the DM on that one) to add a little spice to the character as well.
| Aku Warashi |
Submitting Elk'lyn, Female elven ranger (Urban ranger) for consideration.
For many and many years, she lived in the streets in a human city, often hiding during the day and going out during the night. She loved climb to the highest place and keep looking at the moon and stars, Elk did not remember anything from her family beliefs, but she loved the moon and the light.
The years passed and she began to use her knowledge of human cities to get a job as a guide. Often she did not received anything for her services, for she was still a ‘child’, but she was patience and in time, she began to work for a caravan master as a bodyguard. She was fast both in mind and in body, but frail, so they began to train her to use bows and other kind of weapons. She training as a child in her elven home came back to her and she was able to master the use of many weapons, melee or long range. She lived in that caravan for many years. The caravan master and his wife, took her as hey ‘daughter ’, and for the first time, she knew what was to have a family.
During a trip to the distant city of Falcon's Hollow, her caravan ambushed during the night and caught off-guard, could muster little resistance as they were slaughtered. Left for dead in the road, and only awake days later in Falcon’s Hollow to find that only she had survived the attack.
Obsessed with the bandits that killed her parents, Elk stayed in the town, Learning its secrets and trying to get information that can help her to track the killers.
Abilities:
Str 12
Dex 18
Con 10
Int 14
Wis 12
Cha 12
Darkvision: the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight.
Spell-Like Ability: light at will
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Alternate Racial Trait:
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
Favored Enemy (Ex): Humanoid(Human)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Traits:
Fast-Talker
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Suspicious
You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others.
Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Drawback:
Naive
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.
Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
Feats:
Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Skills: 6+2+1(fav Class):
+6 Bluff (Cha)
+5 Climb (Str)
+6 Disable Device (Int)
+5 Intimidate (Cha)
+6 Knowledge (Local) (Int)
+7 Perception (Wis)
+8 Stealth (Dex)
+5 Survival (Wis)
+6 Sense Motive (Wis)
Role: She will go for Ranged atk and as urban ranger, she can go into skill role (DD, Pers, Bluff).
If choosen. I'll create a Alias and profile. :)
Berion Silverhand
|
Inroducing Sirne Novotnian, a twitchy half-elf bard. Unable to make a living as an entertainer, she has found employ as Laurel's assistant.
She is eager to find a solution for the problem, as her parents were affected by the disease as well.
"I was born as child of a family in Falcon's Hollow. A poor and disreputed one, at that. Though my family has made some money in the lumber business, the family fortune had been squandered on unnecessary luxury and unwise business investments. Our servants and serfs treated quite poorly. My brother and father, both very hotheaded people, had killed or maimed a few people in duels, the result of small or imagined slights. I also heard a few of our business rivals were found poisoned, or left town after they were intimidated.
The family would very much like to get back in good standing, and recover their fortune. You can't make any money as an entertainer, so I've been grateful to find work as Laurel's assistant. I hope I can use the knowledge I gained from my work to cure my family, who've also been infected...
| DM Giants |
Recruitment is Open!!
Looking for one player to replace a player that dropped out.(lost the rogue) The game is very fast paced so please read the recruitment thread above for info on character creation and posting minimums. Also take a look at the current characters and try to make one that fills a role not in the party. Characters are all still 1st Level.
The character chosen will be inserted into the game when the time is right depending on story. So it maybe a little bit of a wait before joining the party.
| DM Giants |
Recruitment is Open!!
Need one possibly two players to join an on going campaign. Check out the original recruitment thread HERE
The group just finished the first adventure and are 2nd level. To apply just post a character here.
Characters will follow the original character creation rules but will start out at 2nd level.
Thank you for applying.
Arklore
|
Giants, I am interested.
I have a Fighter from Molthune I am about to Register and a Sorcerer.
I did not see the Magus Class mentioned, but that is becoming my favorite class.
Let me know know what you think.
A mechantile family, his father a prationer of the arcane was able to obtain and and procure rare magical good from Kyonin for sale to botht he Dwarves and humans of the city.
Fortunately, the city was near the borders of the Kyonin and Five Kings Mountains, allowing Arklore in his youth to mingle with all three races as well as a higher than normal number of half-elven children.
Arklore's father has stayed true to his human mother, using his gifts of the arcane to ease and slow her aging process which allowed for her to actually conceive and give birth to Arklore when by human years she would have been close to 50 human years in age.
In his early teens, it was obvious that Arklore possessed skill in the arcane, but unlike his father, it was apparently gifted by blood and where others would need to adhere it a strict regimen to produce even the most minor effects, he could almost will them to happen.
Recognizing talent, Arklore's father sent him to Prophets Home, the the fortress of a Thousand Shields, home of the Mercenary League to study in its arcane tower, sometimes called the Scar.
Arklore
|
@GM Niles there is a Fighter, Rogue, Druid and Sorceress. Need a melee/support type.
@Arklore please read the character creation at the top of the page.
Giants-tracking on creation requirements. Easy enough for me to adjust. Are you open to a melee and or support type? I take melee/support to be more middle of the road such as a Cleric/Monk/Bard
Arklore
|
@Arklore
Cleric or Monk or Bard would be perfect fit. Pally or Ranger or Barbarian would work too.
Giants,
I have Cleric by the name of Vespasion that might be a solution and a good fit for your campaign. The Cleric is a priest to Iomeade and is compliant based on the PC requirements starting this post/thread.He is a bit of a outcast from the Cheliax Army, being of mixed racial heritage and refusing to worship the "new" gods of Cheliax.
If it works-great, if not, I understand. Just let me know on the nomination process.
thanks,
r/
Arklore
| Ardghail |
(Alias of Lekku)
Barbarian for your consideration.
Background to follow.
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (1d12+5)
Fort +4, Ref +2, Will +1; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 40 ft.
Melee gauntlet (from armor) +4 (1d3+3) and
. . greatsword +4 (2d6+4/19-20) and
. . unarmed strike +4 (1d3+3 nonlethal)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Improved Initiative, Toughness
Traits armor expert, skeptic
Skills Acrobatics +6 (+10 jump), Climb +7, Intimidate +3, Perception +5, Survival +5, Swim +7
Languages Common
SQ fast movement, tireless rage
Other Gear scale mail, greatsword, backpack, chalk (2), flint and steel, torch (3), 1 gp, 9 sp, 8 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Skeptic +2 save vs. illusion.
| DM Giants |
@Alexander good start, starting gold for 2nd level will be 1000g, you are 2 points over on your abilities. It is a 17 point buy you have 19.
@Aeilin looks good, just need to make her level 2 with 1000g of gear, you have 2 traits and no drawbacks you mush have a drawback to have a 2nd trait so drop a trait or pick a drawback.
@Arklore can you please post a little more about your cleric so I can compare him to other characters. Thanks
Arklore
|
@Giants
suppose I should begin at the beginning of who I am, but that would bore you.
Suffice to say...my childhood was one of...challenges. Being of mixed blood...both of Human and Elven decent made me rather the odd ball to say the least Cheliax. Pardon me if at this point do not tell you where I am specifically from, but one can not be too careful these days with the Hell Knights and all.
My Elven mother loved me well enough, and my Human father always had a watchful eye on me..but as I grew...I think the beatings...the bullying...and then the inquisitions were just too much for my mother and she left to back to her homeland, but not before imparting on me the gift of the Elven language and and Azlanti.
Father was a stout follower of Iomeade, but like everyone we had to have that dastardly icon of Asmodeus in the house.
it was around my 15th year...gods I remember it well, that I recieved a particularly brutal beating...I think I cried myself hourse...when I felt a warm...and healing hand on me. One of the priests of Iomeade pitied me...and took me to the temple...where my true vocation began.
Already a outcast...and no real friends to speak of...the temple took me and it is there that i began my studies, finally fitting in as a priest of Iomeade and dong what I could to lead and guide the faithful. It was all well and good and I learned some martial skills along the way.
Like all good things...that came to an end...and I found myself "recruited" into the 8th Legion of Cheliax...fighting its insane wars...healing those I could...inspiring others...or comforting those that were being called away to meet Iomeade or whomever they worshiped.
I found myself more and more into personal conflict with the leadership inside the legion...and more so with its Hell Knights...that I opted to end my recruitment in the legions and seek employment and opportunities in other places.
Sure...some might call me a deserter...but I was faced with chosing my vocation to Iomeade...or losing my soul to Asmodeus...so I sought and seeked political asylum in the Pathfinder Society.
Arklore
|
@Giants
** spoiler omitted **...
I think this might also be what you are looking for.
Male Half-Elf Cleric of Iomedae 2
NG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 16 (2d8+3)
Fort +4, Ref +1, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+1/19-20) and
light mace +2 (1d6+1) and
longsword +2 (1d8+1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks channel positive energy 3/day (DC 11, 1d6), sun's blessing
Domain Spell-Like Abilities (CL 2nd; concentration +5)
6/day—touch of good
Cleric Spells Prepared (CL 2nd; concentration +5):
1st—cure light wounds, cure light wounds, cure light wounds, endure elements [D]
0 (at will)—create water, light, stabilize, stabilize
[D] Domain spell; Domains Good, Sun
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 12, Int 12, Wis 17, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Skill Focus (Perception), Turn Undead
Skills Diplomacy +4, Heal +7, Knowledge (religion) +5, Linguistics +5, Perception +8, Profession (barrister) +7, Sense Motive +7, Spellcraft +5; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven, Goblin
SQ aura, domains (good, sun), elf blood
Other Gear chain shirt, heavy wooden shield, crossbow bolts (20), dagger, light crossbow, light mace, longsword, 84 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sun's Blessing (Su) +2 to channel damage vs. undead and they don't get channel resistance.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1r.
Turn Undead (DC 11) Your Channel Energy can make undead in 30 ft flee for 1 min.
--------------------
| DM Giants |
To all that apply: Please read the Campaign Info Thread it has all the character creation info and posting expectations.
| Ardghail |
Female Human Barbarian 2
CN Medium humanoid (human)
Init +7; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 27 (2d12+9)
Fort +5, Ref +2, Will +1
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork cold iron greatsword +6 (2d6+4/19-20) and
. . unarmed strike +5 (1d3+3 nonlethal)
Ranged throwing axe +4 (1d6+3)
Special Attacks rage (8 rounds/day), rage powers (swift foot +5 ft)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Improved Initiative, Toughness
Traits armor expert, veteran of battle
Drawback Pride
Skills Acrobatics +4, Climb +4, Intimidate +4, Perception +6, Survival +6, Swim +4
Languages Common
SQ fast movement, tireless rage
Combat Gear potion of cure light wounds (3), potion of mage armor, oil (5); Other Gear masterwork breastplate, masterwork cold iron greatsword, throwing axe (4), backpack, bedroll, belt pouch, chalk (2), flint and steel, grappling hook, hooded lantern, rope, sack, soap, torch (5), waterskin (3), 1 gp, 2 sp, 2 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Swift Foot (+5 ft) (Ex) While raging, gain the listed enhancement bonus to speed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.
Arklore
|
| Hajar nar Jundi |
I'd like to submit this character for consideration.
Hajar nar Jundi is a Keleshite from Katapesh. He grew up there but joined a Katapeshan caravan that traveled into Andoran. His last two years on the caravan have taught him much, including Juggling (Perform skill rank) and the value of items [appraise skill] as well as riding [ride skill ranks] and the Sylvan language as there are several gnomish members of the caravan. He tends to the spiritual needs of the caravan as a devout Sarenraen [indomitable faith trait] and evangelist of the Dawnflower. Hajar stands 6'3 and weighs 200 lbs, he is handsome and charming with an expressive face and welcoming smile. He is an optimist and treats every person as if they were his closest confidante. He views the world through the lens of a person who knows that each sunrise is an opportunity to grow and become a better person.
Currently the caravan is in Olfden with plans to stay a few weeks, Hajar heard about the plague in Falcons Hollow and so took the opportunity to travel there with a couple of his gnomish friends who wanted to do some trading.
Hajar's Code
I will protect my allies with my life. They are my light
and my strength, as I am their light and their strength.
We rise together.
• I will seek out and destroy the spawn of the Rough
Beast. If I cannot defeat them, I will give my life trying.
If my life would be wasted in the attempt, I will find
allies. If any fall because of my inaction, their deaths
lie upon my soul, and I will atone for each.
• I am fair to others. I expect nothing for myself but that
which I need to survive.
• The best battle is a battle I win. If I die, I can no longer
fight. I will fight fairly when the fight is fair, and I will
strike quickly and without mercy when it is not.
• I will redeem the ignorant with my words and my
actions. If they will not turn toward the light, I will
redeem them by the sword.
• I will not abide evil, and will combat it with steel when
words are not enough. I do not flinch from my faith,
and do not fear embarrassment. My soul cannot be
bought for all the stars in the sky.
• I will show the less fortunate the light of the
Dawnflower. I will live my life as her mortal blade,
shining with the light of truth.
• Each day is another step toward perfection. I
will not turn back into the dark.
Some info on me as a player and some full disclosure to the GM. I am currently GMing a campaign set in the Darkmoon Vale. The thread is Here . I promise to not allow my knowledge of the area and modules to affect my gameplay and roleplay. I am an avid poster with at least 2-3 per day and usually more. My plan is to have Hajar focus on melee fighting and healing.
| Ardghail |
Driven by the endless greed of his cunning wife, Malína, he coveted the leadership of the Ardghail clan - the position occupied by Aeilín's father. When the clan skirmished with bandits, Fingal sought to betray the clan chief. In moments, Aeilín saw the traitor, blade bare, approaching her father's back, and skewered the coward with her greatsword.
The beguiling Malína called for Aeilín's head for her husbands supposed murder. The fog of battle provided no witnesses to Fingal's treachery, and Aeilín's father was forced to banish her from the lands of the Ardghail clan.
Malína's rage would not be sated by the sentence, and she sent her three sons to hunt down the disgraced warrior, and return with her head. Again Aeilín was forced to slay her kin - they had played as children, trained in combat, and fought together for the honor of the clan. Their mother's wickedness was not their own, but their honor demanded vengeance, and Aeilín's survival demanded their sacrifice.
Today, she travels the land not toward a destination, but away from her past, her clan, her home - lest she be forced to slay more of her own. The only mementos of her past are her training, her blade, and a simmering rage fueled by the injustice of her lot.