GM Arkwright's Enduring Rise of the Runelords (Inactive)

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You'll have to excuse them, they are young and haven't learned not to butt into the conversations of others.

Anyway, hope that answers your questions and convinces you to pick me. :)


...to pick us.


*facepalm*


Thank you for the feedback, GM. It's become apparent to me that I tried too hard to shoehorn the Oracle into the character when he really wasn't meant for it.

Your comment about the bard did inspire me to center around his thirst for adventure and love for stories instead.

As such, I've edited him to be a Air Elementalist (Wizard) / Archivist (Bard). He remains mostly the same, just with a tad more love for history and stories and a few changes in his background (particularly removing the Lame curse).

Background:

Born in Galduria to a single mother, Chaise was born weak and prone to illness. His mother, a Varisian traveler, was forced to stay in the town to take care of him.

Chaise was forced to stay indoors most of the time and felt imprisoned. His mother, in an effort to console him, told him of the things she had seen while traveling and the stories she had picked up. Chaise was instantly enchanted.

His mother needed to work in the day so she bought Chaise what books she could find, regardless of their content. He read fantastic stories and tales of adventure along with more dry accounts of historical legends and ancient ruins. His body was weak and couldn't go outside, but his mind and imagination was more than willing to pick up the slack.

Wizards enrolled in the nearby Twilight Academy displayed regular feats of magic and Chaise happened to see one of them flying by his window. Ever since, he has dreamed of flight.

As he grew, Chaise's body grew stronger but his mother's health worsened. He started supporting his mother by working as a cook at a nearby tavern and busking the streets using the flute skills his mother taught him once, long ago. Somehow, he made ends meet.

Chaise's dream of flight never left him but learning magic at the academy was never an option. Between the lack of money and his mother's help, he had no time for formal schooling. He instead turned to the old hand-me-downs students in the academy threw away or sold, taking whatever scraps of information he could find in his spare time and asking some students to help him every now and then in exchange for food at the tavern.

He felt restless, wanting to travel but stayed to take care of his mother as her health worsened. Finally, she died, and on her deathbed told him to finally travel now that there was nothing stopping him.

Days later, after resigning from his job at the tavern, he packed up his things and went out to seek adventure and enjoy the freedom he so longed for and which his mother gave up for him.

The stats and such are also mostly the same excepting replacing the oracle's class features with the bard's.

I have a question: how do you gestalt classes with different spell lists but same magic type (i.e. arcane)? They are also based on different ability scores and are prepared vs. spontaneous.


GM Arkwright wrote:
@Wyam Marshaal- I like. Your character is a paladin so I feel obligated to ask how he would cope if some other members of the party had a more 'screw you I'm looking after number one' attitude and ignoring the poor, or maybe came from a background where they'd done some evil things in the past.

Regarding selfish characters, Wyam would take the "enlightened self-interest approach" where encouraging the character to help him and/or the [rest of the] party is in that character's best interest as well. If Wyam is able to build enough trust with this character, he would try to get them to change by showing how honestly being out to help others can be more rewarding than merely making it through another day with hopefully a few more gold in the pocket. For characters that have done evil in the past, it's no big deal to him so long as the character regrets what they did and is trying to make things right or has already done so and learned from it and is now doing the right thing.

In general, I see Wyam as being very self-aware in the sense that he's not perfect and that, as a mortal, has committed his own sins and will continue to do so despite his desire to be good. This could especially arise if his family or friends are tortured, kidnapped, etc: Wyam's as easy going as it gets until you piss him off (which will take a lot), but once you do that it's "war to the knife" which will always be a challenge for him to not succumb to and lose himself forever in. Wyam is a character who could lose the war by winning every battle, and it will take all he has - and the rest of the party as well - to prevent that.


Pathfinder Adventure Path Subscriber
GM Arkwright wrote:


@Stalwart- nice use of the application template :) But would Riley be actually interested in an adventuring party that probably wouldn't spend much of their time following up on ancient mysteries? That said as the Rotr campaign heads in that direction you could for example say he was just travelling with them for some protection/rest/something interesting to do. Just a suggestion.

I see Riley as being more of an, "adventure first, explore if there's nothing better to do," type of guy. Basically, if there's a pressing need to deal with a rampaging horde of enemies, or stop an evil cult, he'll make that a priority. However, he'll make a note of any side passages, ruins, and caves spotted along the way to go back and check out later, when there's time.

One of my PBPs used some of the events of Burnt Offerings as a prelude to the real AP -- Jade Regent -- to introduce characters like Shalelu and Ameiko. I know some of the basics, but haven't played it past the first book (and I think the GM modified it quite heavily). Hope that's not a deal breaker, since I'd love to play in the actual Rotr campaign.


Chaise Zikaldiru wrote:
I have a question: how do you gestalt classes with different spell lists but same magic type (i.e. arcane)? They are also based on different ability scores and are prepared vs. spontaneous.

Here's a link to Gestalt characters

It appears you would learn them both as if you were two separate classes. They even have a sorcerer/wizard example in there.


GM Arkwright wrote:
@Nylissa- how long have you been in the game and how far have you gotten?

We just started. It's the morning after the goblins blew up the festival and Ameiko's dad is lurking outside the inn with some goons. Honestly, I wouldn't ask except I love the character I could create for this game.


GM Arkwright wrote:


@Straith- sounds interesting; I take it Straith is interested in powders and guns as a means of helping people rather than as a means of having power over others?

Exactly.

GM Arkwright wrote:


Up to you for your class skill but I'd suggest not Alchemy as that's something that comes from being an alchemist and I'd say that was class-related not rp-related even though your background is about him being an alchemist.

I think then Intimidate would be the better choice for him.


@Spectrum- Thanks for the answer, I think I understand him more now.

@Marko- I like how you've worked the kind of monster an alchemist can become into your backstory. I realize that having your character's wife's illness be time-critical is important but to give him a little more breathing space and to make him a little more amenable to helping out sandpoint and adventuring, can I suggest you say that your temple's cleric cast a spell of hibernation or locked the wife out of time or some such thing?

@Chaise- as far as gestalting two arcane classes go, follow what Javell posted. Background looks good, nicely done working in the flute and wizard training.

@Macharius- Great answers and ideas for how to approach a tricky problem. I'm liking your paladin.

@Stalwart- shouldn't be a dealbreaker.

@Nylissa- After some thought I've decided that if your character is really that amazing then I'd accept you; but otherwise I would love to have you as a backup in case your game dies and we need an extra person. So feel free to submit.


Oooh, that would be awesome. So instead of the disease slowly killing her there's a time limit to the spell instead (I'll go with hibernation. Much less powerful but still cool and definitely a classic). Just a much bigger one. He'll still have the 'gotta save her before it kills her' issue, but between his already good nature (he's a doctor after all) and how I plan on writing her (she's a character all on her own, not just some random person he calls wife), and the fact that he's got a couple years instead of months he'll be amendable to helping Sandpoint and he won't have too choose between one or the other. I was a little worried about that point originally, but I figured with you controlling the disease it would unfold at a pace you were happy with.

Thanks for the suggestion! I'll have a more complete character up tomorrow! And, as a side point, I love the idea that he might become a monster, but I'll also like balancing the fact that while he might change his body permanently, it still up to him what kind of person he is and what choices he makes. (As a side note, I got the inspiration for this character from a few places, but most notably from Mr. Freeze from the original Animated series. I just hope things will turn out better for this character XD)

On a side note, mechanically he's just about done (I usually think mechanics through after the concept phase and before the writing phase, so I can introduce elements of the mechanics into the actual character and make them all a part of him rather then just some random numbers). Just need to work out where his money is going. He'll be focusing heavily on front line combat at first but as he progresses in levels he'll abilities to heal with. Plus, while he can't be considered a combat healer, he can brew potions for others to use in and out of combat. Not quite as powerful as a focused healer, but a lot more useful in other regards.


If I take the campaign trait Outlander: Lore Seeker are the three spells on my spell list the trait modifies chosen from the spells I have at level 1, or do they change as the game progresses? If they are set when I take the trait can I pick ones I will learn later, or do I have to choose from the couple level 1 and 0 level spells I start with?


I've decided to go with Wizard/Magus. The sheet is done but for some spell selection stuff. Crossing my fingers.

Liberty's Edge

Draig Tywod's post just made me aware of the fact that there are different traits for RotRL than the ones I've been using. I've been using the ones in the RotRL Anniversary Edition Player's Guide, are we supposed to use the ones on d20pfsrd instead?

Got a Shoanti druid/ranger under construction, he's heavily inspired by the Kodan from GW2, love him a lot so far :)

EDIT: Would you consider a home-brewed bear animal companion that actually becomes large? The bear animal companion in the rules is basically a black bear, but I want a brown bear...


retyping what backstory I lost, got the early life done. Time for me to go to bed.
Let me know what you think of what I have so far

backstory:

Draig's mother was a wanderer, a half-elf who spent most of her life traveling as a free spirit.
She earned most of her work as a sellsword or treasure hunter, but earned money in many odd jobs.
She met and traveled with another voyager and gave birth to Draig. Over the years she transitioned to the sedentary life, and found a place to call home and raise her child.
Draig has hazy brief memories of his father, seeing him only a few times when moving; and only when he was at a very young age.
Draig had magical power manifest early in his life, often drawing mixed reactions from mundane citizens in some settlements they lived in, adding strain to the already displaced half-elves.
Power that his mother did not share, and he was told that it came from his father; a figure in his life
she spoke of little.
As a boy Draig's heritage often served to his benefit, his half-elf blood often noted as being fairer
than many of his peers, but there was also something else responsible for his hair having a honey color, and the molten gold flecks he has in his eyes.
He aged and matured a little slower than the humans around him, but he always had talent, and often was well known; earning himself nicknames like 'little salamander' because of his now obvious connection
to fire.


Javell DeLeon wrote:
Chaise Zikaldiru wrote:
I have a question: how do you gestalt classes with different spell lists but same magic type (i.e. arcane)? They are also based on different ability scores and are prepared vs. spontaneous.

Here's a link to Gestalt characters

It appears you would learn them both as if you were two separate classes. They even have a sorcerer/wizard example in there.

Oh, that looks excellent. Thank you.


@Alice- d20pfsrd. How about substituting the stats from the Big Cat?

Liberty's Edge

GM Arkwright wrote:
How about substituting the stats from the Big Cat?

That's pretty much what I was thinking... lower Dex by 2 and increase Con by 2, and get rid of rake/pounce.

Either that or the Wolf, replacing trip with grab (maybe getting this at 7th level?), giving him the 2 claw attacks and reducing the speed to 40 ft.

Either way gets the bear similar stats to the Bestiary. :) Although I'd be happy to stick with the smaller bear if you don't want to bother with all this. I just want a bear!


Spoiler:
Character name: Schrim Dascovi

Race and Sex: Human Male

Classes: Fighter (Weapon Master), Rogue (Knife Master)

Alignment: LN

Backstory: Schrim was press-ganged into service on a ship in Sargava at an early age, but never got into much of the adventure that other people had at sea. He learned a few things on the sea, how to deal with people, how to sail, how not to get on people's nerves enough so that they would try to stick a dagger in you. But the thing he loved the most was the dagger. It was a small weapon, but it was enough to do what needed to be done. And he loved doing what needed to be done with as little fanfare as possible.

He practiced with it so much he became incredibly accurate with his blades in tight as well as being able to throw them at a distance. After one ill fated boarding attempt on the boat, some of the men started calling him Doc, with how efficient and business-like his carving had been on the pirates who had tried to come on board. Since then the name stuck, and no one bothered him much. Soon after, he was able to escape his life at sea, slipping off of the ship as the boat left Riddleport and swimming the harbor back to land. They shouldn’t have missed him for most of the night, and by the time they were able to turn around, he hoped to be on another boat, and snuck aboard a boat for Magnimar, hiding out in a barrel. A couple days before they landed, he slipped off the boat and swam to shore, ending up a little bit out of the small town of Sandpoint.

If he never stepped foot on another boat as long as he lived, it would suit him just fine. As he walked into town, it wasn't long before he noticed they were gearing up for a party. Maybe things were finally going his way and he wouldn't be roped into something else that would take years off of his life. He might still have enemies on the sea, but for now things were looking to be quiet, something that he liked very much indeed.

Personality: Schrim is friendly if he needs to be, but is pretty aloof most of the time. He likes to get things done and finish his agreements so that he doesn't have any feeling of debt over his head. He doesn't like taking or giving charity, but he isn't heartless. He will help people if they really need it.

Writing sample (optional): The slim man held his dagger out in front of himself pinched between two fingers. "You see how well these work against them? And you wonder why I'm looking for alliesh? Look, I'm not into charity. I'm not a gentlemanly chap helping thoshe who are in trouble and defeating the evil of the world. I want one thing: revenge.
He whipped his dagger to the side to send some of the ichor off of his blade before he re-sheathed it slowly. "One of the monksh here helped me and I owe him. And whoever did thish," he pointed a glove toward the corpse on the floor, "ish a problem I can't handle yet by myself. I figured the enemy of my enemy would be reasonable, but if you don't want the help of one who knows the area, I will just wait. Whether you lot clear the place out or die trying, I don't care. Other folk may be by in a few daysh to help, this place wasn't that terrible once. What I do want ish for they who did thish to be destroyed and my friend put to rest. If he can be."
He paused a moment. "All I ask ish that you shtay away from personal questionsh. You got your reasonsh, and I got mine. You lot will get no trouble from me unlessh you go looking for it. I may not be equipped against the undead, but I can probably take one or two of you before you get me, but I'd rather that didn't happen. I got shomeone different to kill."

Character sheet draft: Here you go.

Your experience with being in long-term PBPs (at least three months-ish): I've been in a few PBP's, and I am a pretty efficient poster. Only one PBP I was in quit because of me, and that was when I was a DM. I need to keep reminding myself that I don't make a good DM, or I will try again with a cool idea and end up ruining the experience for others. I do play a good character though and I have a bit of a reputation for optimization, but I am decent on turning off the switch if need be.

Anything extra you wish to write or questions you want to ask: I am recycling the character name that I had from a defunct PBP, because I don't like having aliases I don't use. I've changed him a bit from the original, and he should fit in just fine.


Arkwright: Olmarth- I haven't heard of the guardians of Mordent Spire, could you describe them and their purpose in your own words? Also, Olmarth seems very much like a loner; is he going to have any interest in being part of an adventuring party? Though I do recognize suddenly having companions and doing missions together can be great RP for a previously-loner character.

The details about the Elves of the Mordent Spire are rather vague from the Pathfinder supplements that I have read, which leaves a lot of room open to your own interpretation. From what I understand is that when the Elves returned to the world, a group of them sailed West beyond Varisia to the sunken ruins of the Azlanti. On one of the islands, the Elves raised the mysterious Mordent Spire. My interpretation is that these elves keep the secrets of the powerful Azlanti and act as watchers of the Mortal realm, perhaps seeking to ensure that another time of darkness comes. My character's connection to them can be as much or as little as you want, though in my view he sort of serves them as a independent agent, watching after the younger races, securing arcane knowledge and doing specific missions for them if contacted.

As far as him being a loner, he isn't really by nature. His past has kept him isolated, but he has grown to be a member of the community of Sandpoint, even if he has not realized this himself. He would willingly come to the defense of the town and he is not oblivious to his talents both martial and arcane. It is very possible that he has worked with others (the party) recently to preserve the peace or explore the region. In a party dynamic, he'd very much play the quiet advisor role, not the loner. By nature he is a teacher and wishes to be a mentor.


This is Fallen_Mage here, submitting Larok Nightblade. Crunch and Backstory in the profile.

His personality:
Oppurtunist mainly, meaning any chance to make some gold is okay with him, except slavery or assassination. He can't stand those that practice either, but 'honest' thievery he's perfectly okay with.

He works well with others, given the fact he was raised with in a bandit camp and teamwork was paramount.

While he doesn't have multiple personalities per say, he does have a voice in his head that he calls The Other. Primarily, it just gives him advise on tasks that he's attempting, to the point of annoyance at times. Every once and while, mostly when it's being particularly annoying, he'll grumble under his breath.

Questions for the GM:

As far as the Crunch is concerned, I've not created a Gestalt Character before. Would you, or anyone here really, care to point out how to properly set one up? Thanks in advance

Misc:
I can post Daily, and usually multiple times at that.

Sczarni

Fallen_Mage wrote:

Dotting. Will submit concept later, after some tweeking. At the moment he is a rogue (Bandit)/Magus (Spellblade).

** spoiler omitted **

hello Darius nice to see you again.


@Noro: Another Half-Elf, I know, but it's just what came to me. What do think?


GM Arkwright, I am posting a quick crunch below, just to give you an idea of where I would likely be devoting my stats and skills.

quickcrunch:

Str 14
Dex 12 (14)
Con 13 (11)
Int 16 (18)
Wis 16
Cha 10

Bonus profession skill: Linguistics or Profession teacher
Likely Skills (4+4): 1 Acrobatics, 1 Craft (woodworking), 1 Know Arcana, 1 Know History, 1 Perception, 1 Sense Motive, 1 Spellcraft, 1 Stealth

Class Skills: acrobatics, climb, craft, escape artist, fly, intimidate, know arcana, know dungeoneering, know history, know planes, know religion, perception, perform, profession, ride, sense motive, spellcraft, stealth, swim, use magic device

Likely starting spells: Magus 1st (3+4)
Magic Weapon
Jump
Grease
Chill touch
Shield
Shocking Grasp
Magic Missile


I'm fairly sure this is as it should be, but let me know if I've left anything out.

Elena Whetstone's application:

Character name: Elena Whetstone
Race and Sex: Human (Varisian) Female
Classes: Lore Warden (Fighter)/Knife Master (Rogue)
Alignment: Chaotic Good
Backstory: The only thing Elena remembers about her parents was her father Haman's knife, and the way it would flash in the sun when he taught her to fight, shortly after she took her first steps. She was three when he left her with a half-orc in a border town along the Belkzen frontier. Kurah was a tough woman, who was as at home with the orcs of Belkzen as she was with the humans of Varisia, and she expected Elena to be as tough. Elena learned how to hold her own in the brutal and treacherous games of the orcish children, as well as how to get along with her own kind.

Whenever she asked about her father, Kurah's only answer was that he was far away, doing his best to provide for Elena. For ten years, she knew only that, and that his knife had flashed in the sun. In that time, she had grown slender and quick, clever and charming. She was not as strong as some of the orcs, but she was quick and she knew how to use a knife, so they treated her with a grudging respect. The year she was thirteen is when she overheard news that Haman was in Riddleport, when Kurah was gossiping with a wandering bandit.

Elena left that night, barely surviving the journey across Varisia, reaching Riddleport a week later, only to find that her father was being hanged for murder. She watched him hang, but she stayed to learn about him. He had spent ten years chasing Chelaxian slavers, trying to find his wife, who had been stolen from their home one day when he had been with Elena. After ten years, he had found her and brought her home. The slavers had sent men after them, and they were the men that Haman had killed.

Elena's mother welcomed her daughter back into her life, but it quickly became clear that she could not take care of herself. She had been a scribe in Cheliax, and she taught Elena a great deal about magic and nature, but whatever suffering she had endured had all but broken her. Elena went to Davos, an old friend of her parents who ran a tavern, and persuaded him to allow her to work as a barmaid. It was scarcely enough to keep them alive, and it was not long before she found herself involved with a local gang, first selling information about rich, drunk patrons, and eventually joining their ranks.

Davos suspected her activity, but she never stole at the tavern, and he knew the position she was in. It was one of the thieves in her own gang that betrayed her, selling a slaver her mother's address. The slavers were not there to retake the woman, but to punish her for running away. Elena found her mother dead, and the slavers waiting to take her instead. She killed one and escaped the others, but she knew the penalty for murder was death, even the murder of a slaver.

She left Riddleport with little more than her father's knives and a hunting bow. She traveled south, arriving in the town of Sandpoint a few months ago. ((with your permission, she will have taken work at the Rusty Dragon, or one one of the other taverns in town))
Personality: Growing up among orcs hardened her to the brutality of life, and while she is saddened by the loss of her parents, the woman who truly raised her is alive and well. She is warm and friendly, but slow to trust. She has a tendency to keep things superficial, but her curiosity knows no bounds, and is as likely as anything else to get her in trouble.
Writing sample (optional): 
Your experience with being in long-term PBPs (at least three months-ish): None. I started PbPing in December, but I've posted every day, often more than once, when that is appropriate, and I intend to continue to do so.
Anything extra you wish to write or questions you want to ask: Thank you for considering me.


Character sheet draft: 
Elena Whetstone:

Human (Varisian) Lore Warden/Knife Master (fighter/rogue) 1
CG Medium Humanoid (human)
[b]Init
+4; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee Kukri +3 (1d4+2/18-20/x2)
Ranged Longbow +5 (1d8/x3)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 12, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 18
Feats Combat Reflexes (5 AoO/round), Shadow Strike, Dodge
Skills Acrobatics +7, Bluff +6, Climb +5, Diplomacy +6, Disable Device +7, Escape Artist +7, Knowledge (arcana) +5, Knowledge (nature) +5, Perception +5, Profession (barmaid) +5, Sense Motive +5, Sleight of Hand +7, Stealth +7
Languages Common, Orc, Varisian
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dirty Fighter You receive a +3 trait bonus on all attempts to feint in combat using your Bluff skill.
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.


Here's the modified character sheet for my character:

Crunch:

Chaise Zikaldiru
Male Human Air Elementalist (Wizard) 1 / Archivist (Bard) 1
CN Medium Humanoid (Varisian Human)
Init +1; Senses Perception +4 (+6 with familiar near)
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (Dex +1)
hp 13 (1d8+3+1+1)
Fort +1, Ref +1, Will +2;
Special Air Barrier
--------------------
Offense
--------------------
Spd 30 ft.
Melee Dagger -1 (1d4-1, 19-20/x2)
Ranged light crossbow +1 (1d8, 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Lightning Flash +1d6 elec (dazzle 1d4)
Spells Wizard (CL 1st, touch -1, ranged touch +1, concentration +6); 0th Jolt, Mage Hand, Message, Spark 1st Feather Fall, Sleep, Silent Image, Mage Armor
Bard (CL 1st, touch -1, ranged touch +1, concentration +4); 0th Detect Magic, Ghost Sound, Prestidigitation, Read Magic 1st Cure Light Wounds, Hideous Laughter

--------------------
Statistics
--------------------
Str 8 (-1), Dex 13 (+1), Con 12 (+1), Int 20 (+5), Wis 10 (+0), Cha 16 (+3)
Base Atk +0; CMB -1; CMD 10
Traits Poverty-Stricken, Scholar of the Ancients, Tattooed Wanderer
Feats Alertness (when familiar is within 5 feet), Cypher Magic, Scribe Scroll, Toughness
Skills Appraise +12, Fly +7, Knowledge (Arcana) +11, Knowledge (Local) +10, Knowledge (History) +11, Knowledge (Nature) +10, Linguistics +9, Perception +4 (+6 when familiar near), Perform (Oratory) +7, Perform (Wind Instruments) +8, Profession (Cook) +4, Sense Motive +0 (+2 when familiar near), Spellcraft +9, Use Magic Device +7
Languages Common, Auran, Draconic, Dwarven, Elven, Gnome, Thassilonian, Varisian
SQ arcane bond (raven familiar)
--------------------
Special Abilities
--------------------
Air Barrier (Ex): You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier.

List of performances: Countersong, Distraction, Fascinate, Naturalist

Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


I would love to say "finalizing" Alagor, but at this moment it is still "working on" Alagor. A short question - you said that everything on PFSRD in OK. I wanted to take "Mystic orc" racial subtype (found here)

Effectively it changes my starting Racial traits, removing Orc Ferocity and Intimidating, and replacing them with Shaman's apprentice (gain Endurance as a bonus feat. This racial trait replaces the intimidating trait) and Tribal tattoo alternate racial traits (gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity). Of course Tatoo would not be so "tribal", but would rather be Sacred tatoo of Sarenrae.

I would say that those really fit with his background, lessening his ferocity and destructiveness, while remaining true to the story. The only part I do not like is the fluff for this racial subtype (about orc shamans and alike), but this can be replaced with church sponsored training, which is not so brutal. Would that be OK with you?


@Alagor- Mystic is just a suggested combination of alternate racial traits which are permitted. Go ahead.

@Chaise- looking good.

@Elena Whetstone- I do like your backstory, it looks great. Could I just have a little bit more about the 'Lore Warden' part of your character? The only line about it just says her mother taught her some knowledge, not what Elena herself thinks of knowledge and being a lore warden. I'm probably being too picky, ignore me if you concur.

@Larok- I think someone has already posted the gestalt rules, have a look through.

@Schrim- Your application looks good.


GM Arkwright wrote:

\@Elena Whetstone- I do like your backstory, it looks great. Could I just have a little bit more about the 'Lore Warden' part of your character? The only line about it just says her mother taught her some knowledge, not what Elena herself thinks of knowledge and being a lore warden. I'm probably being too picky, ignore me if you concur.

I concur that that part probably needs a little more work.


I've expanded her story to feature her Lore Warden-ness a bit more, without losing any of what I had put in before.

The new material is in boldface.

Elena Whetstone, take 2:

The only thing Elena remembers about her parents was her father Haman's knife, and the way it would flash in the sun when he taught her to fight, shortly after she took her first steps. She was three when he left her with a half-orc in a border town along the Belkzen frontier. Kurah was a tough woman, who was as at home with the orcs of Belkzen as she was with the humans of Varisia, and she expected Elena to be as tough. Elena learned how to hold her own in the brutal and treacherous games of the orcish children, as well as how to get along with her own kind.
Kurah was unusual for a half-orc. Where others might fill their space with weapons or trophies, her home was filled with books. In truth, it was a small library, but for a remote village on the far side of the Cinderlands, it was remarkable. As she grew up, Elena spent much of her time learning to fight and stalk, but Kurah read to her in the evenings, until Elena learned to read herself, and that was their secret bond. She may have been the only child in the village who could read, and she read constantly, learning of the natural world, and the unnatural. She grew accustomed to the strange sages and scholars that passed through to consult with her adopted parent.
Whenever she asked where her father was, though, Kurah's only answer was that he was far away, doing his best to provide for Elena. For ten years, she knew only that, and that his knife had flashed in the sun. In that time, she had grown slender and quick, clever and charming. She was not as strong as some of the orcs, but she was quick and she knew how to use a knife, so they treated her with a grudging respect. The year she was thirteen is when she overheard news that Haman was in Riddleport, when Kurah was gossiping with a wandering bandit.
Elena left that night, barely surviving the journey across Varisia, reaching Riddleport a week later, only to find that her father was being hanged for murder. She watched him hang, but she stayed to learn about him. He had spent ten years chasing Chelaxian slavers, trying to find his wife, who had been stolen from their home one day when he had been with Elena. After ten years, he had found her and brought her home. The slavers had sent men after them, and they were the men that Haman had killed.
Elena's mother welcomed her daughter back into her life, but it quickly became clear that she could not take care of herself. She had been a slave in Cheliax, and whatever suffering she had endured had all but broken her. She would never speak of it, or of anything to do with the years of her captivity. Elena went to Davos, an old friend of her parents who ran a tavern, and persuaded him to allow her to work as a barmaid. It was scarcely enough to keep them alive, and it was not long before she found herself involved with a local gang, first selling information about rich, drunk patrons, and eventually joining their ranks. She was an oddity among the thieves, in that she would often steal books as well as coin and jewels. When she had time, Elena read to her mother. It was better than silence, and it was during those few years that she began to feel the calling of lore. She did not want magical power or secrets that she could trade on. The simple fact of knowing, and sharing and preserving that knowledge was enough.
Davos suspected her activity, but she never stole at the tavern, and he knew the position she was in. It was one of the thieves in her own gang that betrayed her, selling a slaver her mother's address. The slavers were not there to retake the woman, but to punish her for running away. Elena found her mother dead, and the slavers waiting to take her instead. She killed one and escaped the others, but she knew the penalty for murder was death, even the murder of a slaver.
She left Riddleport with little more than her father's knives and a hunting bow. She traveled south, arriving in the town of Sandpoint a few months ago. ((with your permission, she will have taken work at the Rusty Dragon, or one one of the other taverns in town)) 


I still have to get the gear in order, but here's the basics so far

crunch:
Straith
Tiefling
Male
Gestalt: Alchemist (Grenadier) / Gunslinger

Str 13 (+1)
Dex 17 (+3)
Con 11 (+0)
Int 17 (+3)
Wis 15 (+2)
Cha 12 (+1)

Fort +2 (2/Class+0/Con)
Ref +6 (2/Class+3/Dex+1/trait)
Will +2 (0/Class+2/Wis)

Armor Class: 17 (10+3/Dex+4/armor)
Touch: 13 (10+3/Dex)
Flat-footed: 14 (10+4/armor)

Speed: 30’
Initiative: +5 (+3/Dex+2/trait)
Base Attack Bonus: +1
Melee Attack: +2 (+1/BA+1/Str)
Range Attack: +4 (+1/BA+3/Dex)
CMB: +2 (+1/BA+1/Str)

HP: 10

Languages: 2+3/int
Common, Infernal, Dwarven, Elven, Draconic

Racial traits:
+2 dex, +2 int, -2 cha
native outsider
medium
normal speed
darkvision: 60’
skilled: +2 racial bonus on bluff and sealth
soul seer: deathwatch as spell-like ability at-will
(replaces: spell-like ability: darkness and fiendish sorcery)
fiendish resistance: resist cold, electricity, and fire 5
languages: common and abyssal or infernal

class features:
alchemist (grenadier)
hd: d8
skill ranks: 4+3/int
weapon: simple weapon and bombs
armor: light armor
3d6x10 gold
bab: +0
saves: +2/+2/+0
alchemy (su)
bomb (su) – 1d6
proficiency, single martial (replaces: brew potion)
mutagen (su)
throw anything (ex)
extracts

gunslinger
hd: d10
skill ranks: 4+3/int
weapon: simple, martial, and firearms
armor: light
5d6x10
bab: +1
saves: +2/+2/+0
gunsmith: starting weapon and gunsmithing bonus feat
grit(ex): = 2pts/day

traits: 3
city born (Korvosa): +1/ref and +2 intimidate
child of the streets: +1 sleight of hands, sleight of hands is class skill
reactionary: +2 initiative
bonus background skill ranks: +1 intimidate/level

feats:
point-blank shot

extracts known:
1 – 5 (2+3/int)
cure light wounds
endure elements
true strike
jump
keen senses

extracts/day:
1 – 2 (1+1/int)

skills: 7
acrobatics +3 (0+3(dex))
appraise +7 (1+3(int)+3(class))
bluff +3 (0+1(cha)+2(racial))
climb +5 (1+1(str)+3(class))
craft, alchemy +7 (1+3(int)+3(class))
craft +3 (0+3(int))
diplomacy +1 (0+1(cha))
disable device +3 (0+3(dex))
disguise +1 (0+1(cha))
escape artist +3 (0+3(dex))
fly +3 (0+3(dex))
handle animal +1 (0+1(cha))
heal +2 (0+2(wis))
intimidate +4 (0+1(cha)+2(trait)+1(trait))
know., arcane +3 (0+3(int))
know., engineering +7 (1+3(int)+3(class))
know., local +3 (0+3(int))
know., nature +3 (0+3(int))
knowledge +3 (0+3(int))
linguistics +4 (1+3(int))
perception +6 (1+2(wis)+3(class))
perform +1 (0+1(cha))
profession +2 (0+2(wis))
ride +3 (0+3(dex))
sense motive +3 (1+2(wis))
sleight of hand +4 (0+3(dex)+1(trait))
spellcraft +3 (0+3(int))
stealth +5 (0+3(dex)+2(racial))
survival +2 (0+2(wis))
swim +5 (1+1(str)+3(class))
use magic device +1 (0+1(cha))


OK finally, here's a (more or less) complete application for Alagor.

Character name: Alagor Faelan
Race and Sex: Half-orc, male
Classes: Ranger/Inquisitor
Alignment: Neutral good
Backstory: Included in the profile
Personality: Included in the profile
Writing sample (optional):

Haraldir:
Here's an entry post of one of my other characters, as an example. You can find plenty more similar under my posts, or other aliases backgrounds.

Late, late again...what a doofus I am. Single most important night of my future "grand" opportunity, the only real chance to... - Haraldir was hurrying through the night down the street covered in mud. Lost in this thoughts, he did not notice a puddle right in his way. Splosh! Oh, man...even this now. Well, on these boots it probably won't even be noticed.

Haraldir was clad in very typical outdoors clothes - drab and thick linen shirt, pants which were once blue, obviously of very sturdy make, an undetermined light green piece of clothing which resembled overcoat, and a heavy brown cloak, patched in several places. Each and every piece of clothing had at least one, if not several pockets, and it was obvious that some of these were stuffed with minor items. He carried a large rucksack on his back, filled to the brim, a quiver with dozens of arrows was firmly tied upon his left thigh and he carried what might be considered a very large bow.

Although he was not used to the big city, instructions were simple enough, and he found the festhall with no issues. Entering inside, he found himself in a completely new world for him. It was not his first time in a festhall (actually, it was his second), but he was almost bedazzled with the sounds, smells and especially sights within the establishment. His eyes were trying to capture all the lovely looking food, strangely coloured drinks, fancy dresses and...girls!!

Surely he stuck out like a sore thumb among these fine dressed and behaved people, looking more like a porter, than a would be explorer, chartered by the Pathfinder Society. He was approached first by one of the servants, and after presenting himself, by a noble clad in red and white. With some hesitation he has accepted their offer to leave his "additional baggage" in a separate storage-room, along with his bow and arrows. However he flat out refused to part with his viciously looking dagger, hung at his belt. Remembering the advice of his uncle Konstantin (The fancier his dress, the less your trust!), he made sure to remember the shortest way to this storage room, as well as the face of the servant-boy holding the keys to the room.

He had to exert his willpower to the fullest, in order to be able to refuse approach of one of the lovely looking (although, truth be told she had a bit too much make up for his taste, but her smell....), constantly reminding himself of his task. In places like that, keep your hands on your gold, and your weapon...always! - he constantly repeated another of his uncle's advice's, while climbing the stairs.

Red dressed fop told him that the party (party?!) is upstairs, so he headed in that direction. Approaching the table slowly and uncertainly, he eyed people already present - all of them obviously in good spirits.

"Good evening to ya all, my name is Haraldir. Haraldir k'Asar ke'Atem" - he makes a slight pause, more out of nervousness, to check if they are listening to him at all, rather than to emphasize what is to follow - "It will be my honour to escort you to...wherever Society told you to go"

He bows his head slightly, unaware that his left hand is nervously tapping the hilt of his large dagger, and after nodding courtly to all of the people presenting their names, he moves a bit closer, hoping to be able to seat next to a friendly face.

Character sheet draft: Included in the profile

Your experience with being in long-term PBPs (at least three months-ish): So far I have been in dozens of PbP's, and most of them "fell apart" around me. Only once, I was the one who had to bow out of a game (due to the operation I had). So far I have finished only one PFS adventure, and since they tend to be shorter, it seems I am going to be able to finish two more ;-)

Anything extra you wish to write or questions you want to ask: The real reason I am applying to this game is the word "Enduring", which you have placed in your Campaign name. I hope and trust you will be true to your word to "endure" at least book 1, and you can be certain that as a player (should I be chosen), I shall strive to do the same.

I hope I was able to adequately answer all of your questions regarding character in the Personality part of his profile. As always, if there is anything else you might be interested in, feel free to ask. Cheers.


Stalwart here.

I've created Riley's profile, and added a bunch more to his crunch.

Sczarni

just wondering if Noro is complete enough or do you require more information.


Dreaming Warforged's Application: A devoted follower of Gorum

Application Information:

Character name: Tania Teg
Race and Sex: Human (Ulfen) Female
Classes: Fighter / Inquisitor of Gorum
Alignment: Chaotic Good
Backstory: The only daughter of Ragan Teg, a fervent gorumite of Magnimar, Tania was first seen as a punishment from the Lord in Iron, for with her fiery birth died her mother, and all hope for a warrior son. Still, he took the punishment with a cynical laughter and took on Tania in the Service the instant she could walk. He was a harsh master, beating her regularly, often crying while doing so, cursing the Lord in Iron for her birth.

Knowing little else, the girls showed great passion for the worship and the training. She lifted her father’s sword before she became nubile. She pushed herself, training longer and harder than the boys, standing up defiant after they beat her up.

When she turned sixteen, she started to accompany her father to defend the city against raiders. During an ambush, she was grievously wounded and thought dead. Her father prayed for the mending of her wounds, but Gorum decided not to answer. She managed to survive, and took days to recover. As the Lord in Iron had turned her back on her in battle, so did the gorumites. She was denied teaching and asked to serve the priests instead.

For a year she served, but the shame was too great to bear forever, and one night, she stole her father’s sword, a battered armour and food from the temple, and fled for Sandpoint, hearing of her great cathedral and her festival. On the road, raiders found and harassed her for days, refusing to engage in face to face combat, firing instead arrows from a safe distance. Filled with anger and rage, her face wet with tears, she ran after them, calling them all sorts of name. Slowly, she felt her strength vanish, as arrows struck true and brought her down. As she laid in the dirt, a rider approached to grab her sword as a trophy. Torn by pain, feeling warm blood flow through her fingers, loosing her senses, she raised her head and saw the Lord in Iron himself stand over her and laugh madly at her suffering. Mad with anger, she suddenly gripped her sword and stood up to her Lord, striking with steel. She felt the divine touch her as she struck down the rider. A shower of blood washed over her, filling her mouth with the taste of iron, marking her birth as a true gorumite.

She was found and rescued by a group of adventurer. Happy for the companionship and seeing the wisdom of having good comrades in battle, she joined the group and reached Sandpoint, discovering a complex and welcoming community. She's enjoyed working from time to time for the Sheriff Hemlock, despite struggling with orders, and has enjoyed meaningful conversations with Father Zanthus. The companions and the Sandpoint community have given her pause and rekindled her faith. They've given her something to battle for...

Personality: A thick cascade of lumped blood-red hair crowns a thin stern face lit by grey eyes of steel. Her mouth and nose seem to either show indifference or outright disdain for the weak. Tania’s impeccable posture supports a muscular body showing numerous cuts, burns and bruises. She prefers to wear the dark gray burlap tunic of her order, usually under a form of metallic armor. On her arm sits a red birthmark shaped like a mountain, symbol of her destiny, and her battered greatsword, a symbol of function over form and a souvenir from her father, stands almost as tall as she, strapped to her back or lying on her shoulder. Despite her impressive and threatening stance, Tania’s voice is filled with a calmness that tells of an old soul having found a true connection to the divine.

She lives for the battle, or preparing for the battle. She enjoys conversation on warfare and tactics, or training. She likes to feel part of a unit, for it fuels her faith and resolve, while serving her Lord. She gets bored easily and prefers to rest or train instead of engage in tasks she finds meaningless. She's not so good with orders, except in the heat of battle.

Character sheet draft:
Tania Teg
Female Human (Ulfen Descent) Gestalt Fighter (1) / Inquisitor (1) of Gorum
CG, M, Humanoid
Init +4; Senses Perception +6
Languages Common, Varisian

DEFENSE
AC 15, touch 12, flat-footed 13 (armor +3, nat, dex+2, defl, dodge)
HP 13 (1d10+1 FC +2 Con); DR --
Fort +4, Ref +3, Will +5; +2 vs Charm and Compulsion
Immune
Resist
Spcl Def. Judgement 1/day

OFFENSE
Speed 30
Melee Greatsword +6 (2d6+9; 19/x2)
Range Javelin +3 (1d6+4; 20/x2 inc. 30 ft, P)
Spcl Att. Judgement 1/day.

OTHER
Str 16+2, Dex 14, Con 14, Int 10, Wis 16, Cha 10; (30 pt buy)
BAB +1 ; CMB +4; CMD 16
Feats H-Power Attack, 1-Furious Focus, B-Weapon Focus (Greatsword)
Traits Birthmark (Tattoo for divine focus, +2 save vs Charm and Compulsion), Deft Dodger (+1 Reflex Saves), Exiled (Shadow under Sandpoint; +2 Initiative)

Your experience with being in long-term PBPs (at least three months-ish): I run three games on the Paizo board. The longest is in its third year. If I leave a game, I tell and I explain why to the DM, but that doesn't happen often.

Anything extra you wish to write or questions you want to ask: Will you be using maps for combat?


@Nylissa- looking great.

@Spacefurry- sheet looks good.

@Alagor- application looks good, nice writing sample.

@Noro- nope I'd say you look good.

@Tania- Application looks good and yes I hate doing combats without maps so I'll always try to supply them.


@ GM Arkwright

I still have that question about the

Outlander trait:

If I take the campaign trait Outlander: Lore Seeker are the three spells on my spell list the trait modifies chosen from the spells I have at level 1, or do they change as the game progresses? If they are set when I take the trait can I pick ones I will learn later, or do I have to choose from the couple level 1 and 0 level spells I start with?

I would like to take Scribe as my profession

Please let me know what you think, and let me know if there is anything else you need.
I really want to get in this one so I can run it myself later.

Backstory:

Draig's mother was a wanderer, a half-elf who spent most of her life traveling as a free spirit.
She earned most of her work as a sellsword or treasure hunter, but earned money in many odd jobs.
She met and traveled with another voyager and gave birth to Draig. Over the years she
transitioned to the sedentary life, and found a place to call home and raise her child.
Draig has hazy brief memories of his father, seeing him only a few times when moving; and only
when he was at a very young age.
Draig had magical power manifest early in his life, often drawing mixed reactions from mundane citizens
in some settlements they lived in, adding strain to the already displaced half-elves.
Power that his mother did not share, and he was told that it came from his father; a figure in his life
she spoke of little.
As a boy Draig's heritage often served to his benefit, his half-elf blood often noted as being fairer
than many of his peers, but there was also something else responsible for his hair having
a honey color, and the molten gold flecks he has in his eyes.
He aged and matured a little slower than the humans around him, but he always had talent, and often
was well known; earning himself nicknames like 'little salamander' because of his now obvious connection
to fire.

Through the Church of Sarenrae Draig learned the beauty and purity of fire, and was considered to be blessed by the priests. He also learned his letters, and began to read and write as a scribe for Sarenrae, getting an opportunity for education.
He had found a community that accepted him, and a skill he could be proud of; but he was restless.

There where too many questions that his mother either could not or would not answer, about his father
and about his power. Travel was a part of his life, and a memory of his childhood. Now a young man he felt compelled to walk the path his mother once did.
He felt like he had to escape, to find himself; and to find his other parent.

He got the chance he was looking for with a band of traveling priests. Draig Set out into the world boldly, but encountered trouble on the road.
Evil spellcasters set upon the travelers... with fire. Draig survived the battle, but only just; and the event was disturbing.
He had experienced the destructive indiscriminate consuming power of fire, and now truely knew its nature. New powers grew in him and he became something new he had been baptized by fire.
The spirits follow him now, they know him, and as he grows so do they.

Draig has traveled to Sandpoint seeking new knowledge. He hunts for ancient secrets, hoping to find arcane wisdom and divine texts.
He travels with the goal of mastering and learning about his own strange power. His dream is to track down the mysterious progenitor who's secrets his mother has never revealed.


We are getting a big group of people in here, and the due date is getting close.

My Application:

Character name: Draig Tywod
Race and Sex: Half-elf Male
Classes: Sorcerer / Oracle
Alignment: Neutral Good
Backstory: (In profile and above post)
Personality: Young and bold, a little hot tempered, a lot of passion for what is important to him.
Writing sample (optional):
Character sheet draft:
Your experience with being in long-term PBPs (at least three months-ish): Have done a couple, one with a friend running a home made game after I moved away. The last one broke up when the GM was having marital problems.
Anything extra you wish to write or questions you want to ask:


@Everyone- Forgot to mention I'm on Australia time. Currently it is 9:52 PM on the 10th and for some reason I am spending the entirety of tomorrow at the cricket. Consequently recruitment will remain open until let's say 11:PM tomorrow. Good luck everyone getting stuff in.

@Draig- It says on your 'spell list' which means any three spells on your classes spell list; they can be level 0 or level 9 or anything. They are set and cannot be changed.


Ooh, that gives me more then enough time.

Speaking of, whats the max limit for background length?


I live in Washington State USA, so its -8 Pacific time. I'm posting this @ 12:48 on the 10th.

For the three spells the trait gives a +1 bouns to I think I'll go with
1. Fireball
2. Fire Shield
3. Firebrand


@Mark- Max limit; 2000 words? Really, whatever you feel is necessary.


Chaise Zikaldiru wrote:
Javell DeLeon wrote:
Chaise Zikaldiru wrote:
I have a question: how do you gestalt classes with different spell lists but same magic type (i.e. arcane)? They are also based on different ability scores and are prepared vs. spontaneous.

Here's a link to Gestalt characters

It appears you would learn them both as if you were two separate classes. They even have a sorcerer/wizard example in there.

Oh, that looks excellent. Thank you.

No problem, bud.

I got the gist of Thordak done. It's not perfect by any means but will clean it up if chosen.


Hi Arkwright - I'd love to give Nicat another go, since our first attempt at adventuring together didn't go very far, and I really enjoyed playing him. I especially like the "Enduring" in the title of your campaign.

I'd like to keep him as a rogue, and for the other half of his gestalt I'm thinking of adding sorceror (with the Destined bloodline, to build on the idea that he feels he's blessed with luck) or perhaps Infiltrator Ranger, since he's spent a lot of time watching the goblins near Sandpoint and they'd make a natural favored enemy for him.

I've been travelling and just saw your recruitment post, but I'll work on bringing Nicat up to the specs you laid out. If he's not done by 11:00 pm on the 11th your time, do you think you have enough concept to determine whether he's in or out?


Alice here, this is my character submission.

About me, I've been in a couple of long-term PbPs offsite, although not currently, and I've only recently started looking into PbP here on Paizo. I've been roleplaying on forums and such for about a decade now (jeez, I feel old) although a fair amount of that was free-form, not TTRPGs. I also run a text-based albeit live Pathfinder game on roll20 that's been going for maybe two months now.

One question I have... would it be possible to take the Missionary trait and get a +1 bonus on Knowledge (nature) checks instead of Knowledge (religion)? Takoda's religion is Shoanti animism, so it wouldn't really make much sense that he knows about the more 'normal' Gods and so forth.


Recruitment closing in four hours. If you want in but are short on time just give me as much background and personality as you can and just a ten word summary of your characters mechanics.


This is Adrien Riventhorn. I'm on break at work but have a dwarf fighter/Gunslinger done mechanically. I just need to post a backstory and personality traits. I think I remember reading somewhere recruitment was over on the 11th? What time on the 11th (if that's the case). I'll be waking up around 3pm EST, so it should be up shortly after that. Please forgive my lateness, I've had a lot of overtime this week.


Last moment entrant, been thinking about joining for some time but couldn't wrap my head about the concept.. My idea is for a Ranger(Skirmisher)|Cleric (Evangelist) devoted to Cayden Caliden. He is the son of an Andoran noble turned merchant who came to Magnimar for trade and took his son along in order to properly induct him in the family business. Cedric himself however isn't interested in the responsibilities so when he hears talk of the Swallowtail Festival he packs up and leaves to take part in it, leaving only a note for his father.

Background:

Born in the year the Andoran Republic celebrated it's 20th anniversary, Cedric Larue knew nothing but wealth throughout is entire life. His grandfather, who had been a minor noble before the revolution, was one of the first nobles to hand in his claim to land and become a citizen and started his own trading company using his old connections. The business had prospered and Cedric's father Anton had taken over the spice trade when he came of age. As a result Cedric grew up in wealth not much different from his family's days as nobles but also without seeing much of his father.
Raised by his mother, elder sister and an army of nannies Cedric soon became a spoiled brat and instead of working he go used to partying. In an attempt to learn him some discipline his father sent him to a military school when he was but 12. This was only partly successful though, as while Cedric learned discipline on the field of battle when off it he resumed his old habits of wenching and drinking. The only thing that changed there was a sharp decline in the number of barbrawls he lost.
He had changed though as sending him to the city of Almas brought him into contact with those less fortunate and with their devotion to the Drunken Hero. The practices and prayers of the Cayden stuck on him and it wasn't long before Cedric started preaching the good word to anyone who would heard it, especially when he had had a little too much to drink.
His father was less than happy with this development and in a last attempt to turn him into a decent man decided to take him with him on a trade mission to Magnimar.

Personality:

Cedric is a young man determined to enjoy his youth to the best of his abilities. Originally caring for nothing but the well-being of himself and those closest to him his time in military school and his contact with the faith of Cayden Caliden changed him into a kinder, more patient man who thinks about the needs and desires of others as well as his own.

His complete lack of respect for any form of authority has caused him a lot of trouble over the years and even got him a few short (think weeks to months) prison sentences. To Cedric authority comes from respect and not the other way around. As such he is more likely to listen to the village elder than to the local sheriff.

If asked about his favorite things in life Cedric will cite the 3 W's: Wine, Wenches and Walking.

Mechanics in short:
Cedric fights with the falcata of his Taldoran ancestors and a shield, emulating the rondolero style from Taldor. He is a skirmisher trained to go after soft targets like archers and casters while also protecting the soft targets on his side. He uses his inspiring words while fighting, shouting over the battle field. He'll use his spellcasting to supplement the combat prowess of both himself and his allies as well as influence social situations and the occasional healing.
Cedric will take the Travel domain.
The animal companion he gets at 4th level will be a wolf though I'd like to refluff it as a huge dog (something like a mix between a Mastiff and an Irish Wolf Hound) in emulation of Cayden Caliden himself.

I'm working on a profile as we speak.


I'm going to drop out of this challenge. I was going to finish a profile when I got home (would have been very last minute). But I got home to a has-not-slept-in-20-hours wife and 3 year old. Best of luck to all!


Recruitment is now closed. Thanks so much to everyone for all your work in applying and giving me an amazing choice of brilliant characters for my game.

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