
Arandor Verion |

I would prefer to play Arandor but here is a Healer, and Hagfish Hopeful!
Ionacu Zahara
Male Human (Varisian) Cleric 1
CG Medium Humanoid (human)
Init +6; Senses Perception +3
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +2 (+2 trait bonus vs. disease and poison), Ref +2, Will +5
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Speed 40 ft.
Melee Flying blade -4 (1d12+3/x3) and
. . Unarmed strike +2 (1d3+2/x2)
Special Attacks agile feet (6/day)
Spell-Like Abilities Bit of Luck (6/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Bless, Summon Monster I, True Strike
0 (at will) Guidance, Light, Detect Magic
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Str 14, Dex 15, Con 11, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Combat Reflexes (3 AoO/round), Improved Initiative
Traits Genie-Caller (1/day), Hagfish Hopeful
Skills Acrobatics +2 (+6 jump), Climb +1, Escape Artist +1, Fly +1, Knowledge (religion) +4, Ride +1, Spellcraft +4, Stealth +1, Swim +1
Languages Common, Varisian
SQ aura, cleric channel positive energy 1d6 (3/day) (dc 10), domains (luck, travel), spontaneous casting
Other Gear Studded leather armor, Flying blade, 85 GP
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Genie-Caller (1/day) 1/day, +2 CL for a Conjuration (summoning) spell.
Hagfish Hopeful +2 trait bonus on Fortitude saves against disease and poison.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Ionacu Zahara, or Ion, a native of Varisia spent his youth traveling Varisia with his father who preached the ways of Desna to any who would listen. Ion and his father spent as much time traveling as trying their luck at various games in the countless taverns they frequented.
Ion slowly followed in his father's footsteps, learning and teaching the ways of Desna and focusing on summoning. As a child he always wanted to bring his mother back from the afterlife, but now older and realizing this was unlikely if not unwise, he is still obsessed with the calling of creatures. Because of their travels Ion studied in many parts of Galorian and spent a great deal of time in Qadira delving into the arts of Genie summoning. While never being able to successfully summon a Genie, Ion has refined his summoning skills to near perfection.
In their travels, Ion's father discovered the Hagfish in Sandpoint. Ion witnessed his father try many times to choke down the rancid water from the horrible creature's tank, only to fail. His father has since passed on from liver failure.
Now traveling on his own, Ionacu Zahara has learned of the opening of a new temple, worshipping many gods, to be celebrated during Sandpoint's Swallowtail festival. Fondly remembering his father's attempts at downing the hagfish swill, Ion sees this as a great opportunity to pay tribute to both his god and his father.
Setting out towards Sandpoint in time for the Swallowtail festival, this Hagfish Hopeful is determined to succeed!
Traits - Hagfish Hopeful, Genie-Caller

Mark_Twain007 |

I changed my mind, here is Thomas Vinland, Healer and Shield of the Faith.
Male Human (Varisian) Cleric of Densa Travel and Luck Domains
Neutral Good
Age: 30; Height: 5' 11"; Weight: 185lb.
Stats: Str:14 Dex:12 Con:13 Int:10 Wis:16 Car:14
Saves: Fort:+3 Ref:+1 Will:+5
Initative: +5
Movement Speed: 40 Ft/30 Ft in Armor
BAB:+0
CMB:+2 CMD:+13
Feats: Selective Channeling, Improved Initiative
Traits: Sacred Touch and Giant Slayer
Light Steel Shield
Backpack (empty)
Bedroll
Belt pouch (empty)
Blanket
Cestus
Chalk
Flint and steel
Grappling hook
Light crossbow
Light steel shield
Morningstar
Pole
Powder x2
Scale mail
Silk rope
Soap
Tent, small
Torch x2
Waterskin x2
Wodden Holy Symbol
When Thomas was born his family was part of a small farming community near the small village of Ravenmore. His family and a few others tended their lands together and shared their bounty in good years, and would help support each other during the bad years. But One day while Thomas was playing with his friends in the fields, giants came to raid their small community.
Thomas and his friends scattered, he hit in an old rotting stump, and waited there until he couldn’t hear them anymore. When he came out of his hiding place, their small community was destroyed. A few people were dead, his parents were fine, but many of his friends were either killed or taken away.
The survivors packed up what they could and moved to Riddleport. Thomas’s father found work ina mill, and his mother worked as a seamstress. Thomas wishing he had been stronger so he could shield and protect his friends, entered the priesthood of the local church of Densa.
Now, being a fully recognized cleric of Densa, Thomas is traveling to Sandpoint, for the festival celebrating their cathedral, maybe there he will find people that need his protection.
I thought I would try something a little different for my cleric progression. levels 1-3 are cleric, then I drop a level in fighter for the armor and tower shield proficiency and the bonus feat(quick draw). Then I use the tower shield and the Cestus so I can still cast and heal, while throwing star knives or punching with the cestus when there is no healing/buffing to do. Let me know if you have any questions.

GM Nightingale |

Submissions by role:
Tank
Logon Baccus - Half-Orc Barbarian
Vladislav Fedoseev - Human Fighter
Ghars Stonefist - Shoanti Barbarian
Damaran Al' Tugari - Human Magus
Skill
Capprico - Gnome Bard
Brennan Darkblade - Human Rogue
Divine and Healing
Eostre of the Crying Moon - Shoanti Oracle
Thomas Vinland - Varisian Cleric of Desna
Ionacu Zahara - Varisian Cleric of Desna
Dareon El'Rhys - Half-Elf Cleric of Nethys
Arcane
Querek - Elven Transmuter
Scrivner Durran - Half-Elf Alchemist
Arandor Verion - Elf Conjurer

Helgarr |

Hello,
I've been wanting to play Rise of the Runelords for a very long time - I was in another PbP instance of it that held a lot of promise, but it unfortunately fell through.
So I would like to post Helgarr as a submission - basic crunch is thought out with the exception of one trait and one floating skill point, which I would like to adapt to the group if possible, and if chosen - she is a definite frontliner.
Her background is in my head, and its writing is coming along -> I will go for some bullet points to define her, to make it more concise and less sprawling, as it tends to get :D
Will post it up as soon as I've got a free moment for it.
P.S. Since I see no paladins and not much ranged power, there is one brewing in the back of my head if it would be more suitable - do let me know your thoughts GM Nightingale

Helgarr |

I'm still fluffing out Helgarr but let me throw some of how I see her.
Coming from a Northern Barbarian tribe, and in spite of having proven herself many times over, she was never given the respect, or acceptance as any other tribal warrior.
It was never a matter of not being respected fully as a tribe member, but simply a matter of being forced into a place she did not want to be in - with her father constant influence, she would be flooded with tasks related to "official business" such as trading trips to the nearest, more civilized outposts, or conversations with neighboring tribes in hunting agreements - this in turn leading to him imposing on her as much formal teaching as was possible for the limited resources, mainly from local and neighbouring sages.
Unconsciously, he would constantly place her out of harms' way, and this was never where she wanted to be - whatever combat or outdoor skills she has ever managed to develop, where attained on her own, slipping out for night hunts, and almost obsessive daily sword sparring with unseen opponents, personalized by trees, rocks and/or impromptu training dummies. When her father expected her to learn about trade agreements or charters, she would read about combat techniques - in the traditional tribal scrolls she read about the supernatural anger her tribe possessed, but she learned how to harness it, and shape it to her own need.
It was for naught, even after she challenged each and every single one of her brothers and beat them, she was not given a position amongst the tribal warriors - "I have brought you up for something different Helgarr" - where her father words right after he had smacked her hard with the back of his hand, when she proudly recounted him her feat.
So the above is still a skeleton, but it helps to understand Helgarrs' personality - she has been forced to deal with people all her life, which gives her a small measure of ability in that area (my logic behind the Urban Barbarian and the Diplomacy she possesses), but this is not AT ALL what she has looked for - above al she has seeked acceptance, as a full blown and equal tribal member and warrior - this is the basis of both her rage, and her nasty Charisma - she is ill-tempered and easily driven to wrath, sometimes even during a common conversation.
The need for affirmation is almost obsessive, making it VERY hard to deal with her most of the time - mainly if she perceives that her or her companions' abilities are being questioned. Bottom line, she has displced herself from her ancestral home and tribe, looking for some way to prove herself, perhaps more to her than anyone else - she does not really WANT to be away from them, and is definitely not happy about it, but feels disrispected and diminished at her home.
That's the gist of it, but I always overextend myself :/

Awarthannen the Forsaken |

Hi GM Nightingale. I present Awarthannen the Forsaken, if you'd like an elven magus on board. I played Awarthannen previously in an in-person RotRAE game which lasted into the beginning of book two, I believe. I enjoyed it greatly, and was sad to see the GM drop it. I enjoy roleplaying, and hate metagaming and using player info instead of character info, so no worries about me doing so. This profile contains the character backstory and stats, though I need to de-level him back to 1st when I get a chance (and tweak that back story - I think it works, but it's not up to my usual standards); otherwise I think he meets your requirements at present. Posting once per day will not be a problem for me.
Looking forward to playing once more... hope I'm picked. ;)

GM Nightingale |

Here is the updated list. I'm glad this game is getting so much attention!
Tank
Logon Baccus - Half-Orc Barbarian
Vladislav Fedoseev - Human Fighter
Ghars Stonefist - Shoanti Barbarian
Damaran Al' Tugari - Human Magus
Helgarr - Shoanti Barbarian
Awarthannen the Forsaken - Elf Magus
Skill
Capprico - Gnome Bard
Brennan Darkblade - Human Rogue
Lord Charles - Human Ranger
Divine and Healing
Eostre of the Crying Moon - Shoanti Oracle
Thomas Vinland - Varisian Cleric of Desna
Ionacu Zahara - Varisian Cleric of Desna
Dareon El'Rhys - Half-Elf Cleric of Nethys
Keleshite Cleric of Serenrae
Arcane
Querek - Elven Transmuter
Scrivner Durran - Half-Elf Alchemist
Arandor Verion - Elf Conjurer

Lord Charles Iridian Bloodgrave |

Okay, I've updated his profile with the stats below, and his abilities and favoured enemy to start with are there to represent his history, heritage, background and motives. These will change as the campaign progresses.
I hope you like it! :)
Lord Charles Iridian Bloodgrave the 1st
Race: Human
Ethnicity: Ustalavian
Class: Ranger 1 (Infiltrator)
Favoured Class: Ranger
Deity: Pharasma and Iomedae
Alignment: NG
Pet/Animal companion/Messenger Bird: Midnight Blue Raven
Level: 1
Favoured Enemy: Undead
HP: 12 (Favoured Class: Ranger, +1 Con)
AC: 16, Touch: 12, Flat-footed: 14
Speed: 20ft
Initiative: 2
Str: 16 (+2 race)
Dex: 14
Con: 12 (-13 to die)
Int: 10
Wis: 14
Cha: 13
BAB: 1
CMB: 4
CMD: 16
Fort: 3 (+5 to stabilise)
Ref: 4
Will: 2 (+2 vs charm and compulsion)
Traits:
Birthmark: +2 on saves vs Charm and Compulsion.
Campaign - Hunter of Legends: You have a passion for fighting the gigantic creatures that stalk Varisia's landscape. You heard stories about the Sandpoint Devil, a legendary creature that stalks the Sandpoint area, and decided to learn more. You figured that going to the Swallowtail Festival, with most locals busy getting their tongues loosened by alcohol, is your best chance to find out if the creature's real. Your experience in fighting big creatures grants you a +2 trait bonus to damage rolls against creatures of size large or larger.
Alternate Racial – Heart of the Wilderness.
Combat:
+2 damage vs creatures sized Large or larger
+2 attack and damage vs Undead
Bastard Sword: +4, 1d10+3, 19-20x2, s
Shield: +4, 1d4+3, x2, b
Large Bastard Sword: +2, 2d8+4, 19-20x2, s
Power Attack:
Bastard Sword: +3, 1d10+5, 19-20x2, s
Shield: +3, 1d4+5, x2, b
Large Bastard Sword: +1, 2d8+7, 19-20x2, s
Feats:
1a. Exotic Weapon Proficiency: Bastard Sword
b. Power Attack
Skills:
Climb: -3 (3 str, -6 acp)
Handle Animal*: 5 (1 rank, 1 cha, 3 class)
Intimidate*: 5 (1 rank, 1 cha, 3 class)
Knowledge (Dungeoneering)*: 4 (1 rank, 3 class)
Knowledge (Planes): 1 (1 rank)
Perception*: 6 (1 rank, 2 wis, 3 class, +2 vs Undead)
Sense Motive: 1 (1 cha, +2 vs Undead)
Survival*: 8 (1 rank, 3 class, 2 wis, +2 to track, +2 vs Undead)
Swim*: -3 (3 str, -6 acp)
Ranks: 6
Class Abilities: Wild Empathy, Favoured Enemy: Undead
Gear: Heavy Steel Shield (+2AC, -2ACP, 20gp, 15lb’s), Bastard Sword (35gp, 6lb’s), Large Bastard Sword (35gp, 12lb’s), Black Scale Mail (+5 AC, +3 Dex, -4 ACP, 50gp, 30lb’s), waterskin (1gp, 4lb's), rations x3 (1gp, 5sp, 3lb's).
Current Wealth: 32gp, 5sp
P.s. He's Ustalavian (not Chelaxian, Shoanti or Varisian), but his upbringing could quite easily be of Varisian or Chelaxian descent, as his parents were wealthy, intelligent and well educated, though they died a long time ago, so I'd like to leave this to your discretion, and if you have any ideas, send them my way! :)

Scrivner Durran |

Well if picks are tomorrow better show updated version of Scrivner and here it is.
Male Half-Elf Alchemist 1
CG Humanoid
Deity Desna
Initiative + 2
Senses Low-light vision
Perception + 7
XP
==Defense==
AC 12 Touch AC 12 Flat-Footed AC 10
HP 9
Current HP 9/9
Fort +3, Ref+4, Will +2; (+2 vs Enchantment Spells and Effects)
Immune (Magic sleep effects)
==Offense==
Speed 30ft
Melee Dagger Attack +0 (19-20x2) Damage 1d4 Type P or S
Melee
Melee
Melee
Melee
Ranged Bomb Attack +3 (x2) Damage 1d6+4 Type Fire Range 20ft Ammunition Bombs 5/day
==Stats==
Str 10 Dex 14 Con 12 Int 18 Wis 13 Cha 10
Str 10 Dex 14 Con 12 Int 18 Wis 13 Cha 10
BAB +0 CMB +0 CMD 12
==Extracts & Mutagens==
==Extracts Per Day==
1st: 2 (1 from class 1 from high INT)
==Extracts Prepared==
1st:Cure Light Wounds, Shield
==Extracts Known==
1st:6 (Cure Light Wounds, Shield, Ant Haul, Disguise Self, Identify, True Strike)
==Mutagen==
+2 Natural Armor, +4 Alchemical bonus to DEX, -2 WIS
Length: 10 mins / alchemist level
DC 14 (FORT for non alchemist who drinks it to not be nauseated)
==Feats & Traits==
Feats
Half Elf BF: Skill Focus(Use Magical Device)
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Alchemist Feat: Throw Anything
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Alchemist Feat: Brew Potion
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
1st: 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.
Traits
Half-Elf Traits
2 to One Ability Score
Medium
Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Taken Traits
Scholar of the Ancients:Growing up with your nose
in books, you’ve had a great interest in past cultures
and ancient history. Furthermore, having grown up
in Varisia, you know the monuments dotting the
landscape belong to an ancient civilization known as
Thassilon. From your life of study and dogged research,
you’ve pieced together the language and partial history
of this once-great empire. You gain a +1 trait bonus on
Knowledge (arcana) and Knowledge (history) checks,
and begin play able to speak and read Thassilonian.
Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
==Skills & Languages==
Skills
Ranks: ( Class + Favored Class)
Acrobatics +
Appraise* +8
Craft (alchemy)* +8
Disable Device* +6
Knowledge (arcana)* +9
Knowledge (dungeoneering) +
Knowledge (engineering) +
Knowledge (geography) +
Knowledge (history) + 6
Knowledge (local) +
Knowledge (nature)* +
Knowledge (nobility) +
Knowledge (planes) +
Knowledge (religion) +
Sleight of Hand* +6
Perception* +7
Spellcraft* +8
Survival* +
Use Magic Device* +7
*Class Skill
Languages
Common, Draconic, Elvish, Giant, Goblin, Thassilonian, Varisian
==Class Abilities==
Alchemy (Su):When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Extracts: When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work.
Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.
Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).
An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.
Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Bomb: Damage =1d6+4 Splash=5 (Reflex for half) DC=14
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
==Equipment & Weight==
Item Price Weight
Alchemist's kit 25 GP 5 lbs
Masterwork Backpack 2 GP 2 lbs
Bedroll 1 SP 5 lbs
Pouch, Belt 1GP 1/2 lbs
Flint and Steel 1 GP - lbs
Inkpen 1 SP - lbs
Mess Kit 2 SP 1 lbs
Soap 5 SP 1 lbs
Waterskin 1 GP 4 lbs
Scholar's Outfit 0GP (First ones Free :)) 6 lbs
Formula Book 0 GP 3 lbs
Scroll Case 1 GP 1/2 lbs
Marked Cards 1 GP 1 lbs
Thieves Tools 30 GP 1 lbs
GP 42 SP1 CP
Weight Load
Light Load 33
Medium Load 66
Heavey Load 100
Lift Over Head 100
Lift Off Ground 200
Drag or Push 500
Current Weight Load 31
==Description=&=Background==
Age:24
Height: 6'0 Weight: 190 lbs
Eyes: Grey
Hair: Brown
Scrivner seems to be human at first glance. He goes to great lengths to conceal his elven heritage, and due to that wears a cloak that covers his ears and most of his face. The only clue to his parentage is how his eyes seem to be a storm-cloud grey seemingly shifting and changing with his moods. He always carries around a deck of cards for gambling, and has a dagger and a potion hanging off of his belt in case gambling goes wrong.
Scrivner always seems to be ready with a joke or a foolish request. He does this in honor of his late master who always was able to put a smile on anybody's face no matter the peril. He also feels that people who smile are luckier, so it helps out Desna to crack a smile or a joke every once in a while. A good laugh is a good day in Scrivner's mind.
Scrivner was always a "special" child, in that while other children brought back frogs or newts to their parents, Scrivner brought back poisonous snakes and explosive materials. His constant experimenting with items led to many disasters for the village of Nybor. This continued until Scrivner accidentally blew up half of his village (and the bandits attacking it which was the most important part in Scrivner's mind). Scrivner's parents and the village elders didn't look at his "saving" of the village quite the same way as he had. He was exiled from his beautiful village Nybor, so Scrivner was forced to make do on his own. He began to sell himself out as a knowledgeable fellow, but his dual heritage made finding work hard. It was then that he began to cover his face to try and find more work, but when that failed he took what little gold he had earned and began to travel across Varisia.
It was on his travels that he met a like minded fellow by the name of Horgarth. Horgarth taught Scrivner that just because other people thought they were crazy didn't mean they were. Horgarth taught him everything he had ever wanted to know. It was from him that Scrivner found out how to make bombs and other useful things, and before long another alchemist was born. It was here that Scrivner had finally found the father figure he had never had. Scrivner also learned about an ancient land called Thassilonia. His hunger for knowledge about this place was even greater than his hunger for alchemy, and he spent many months dedicating himself to learning its ancient language and customs. It was during this time that Scrivner also learned about Desna. When Scrivner heard about a deity of travelers and luck he knew he had found his patron deity. Scrivner went out that very night to pray for Desna's guidance, but that night was not to end happily. Unfortunately, Horgarth was attacked by goblins that night as he went out to get alchemical ingredients. When Scrivner found him only the pitiful remains of a once proud man and the ashes of the hovel he had called home were there to greet him. Scrivner heard from Horgrath's own mouth about who had done this to him, and when Scrivner finally had the red madness lift from his eyes he found himself in the middle of a goblin camp with all of the goblins dead or gone.
Thanking Desna for protecting him on that night, when he foolishly went after an entire camp on his own Scrivner found himself at a loss of how to repay his deity. He began doing some odd jobs with his alchemy, but he never made a lot of money. He did augment his meager earnings by using some "special" cards, but Desna was the goddess of luck and sometimes you have to make your own luck. He made sure to never ruin anybody or he would "lose" his money to someone who needed it, but alas his generosity had him end up with a nearly empty purse. He continued to travel aimlessly until he reached the little town of Sandpoint. He went there to begin selling his wares (or earn some money with his "special" cards) right as the Swallowtail Festival was about to start.

GM Nightingale |

How do you guys feel about the difference between four PCs and 5 PCs? As I see it four PCs would let me focus more individual characters and make combat faster. It would also mean not having to modify every encounter ;) I have five of you that I'm considering, and I'm afraid that if I drop one of you the party won't be as balanced as I would like it to be. The fifth wheel I would have to drop looks like a pretty fun character, potentially.

Mark_Twain007 |

If you think it would be more fun and are ok with having to alter the encounters, than I would say go for 5. I don't think the speed of the campaign is really going to effect anyone a whole lot since it sounds like they take a long time no matter how many players you have and how fast they try and play.

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I'm sure we're all anxious for the decision to be made, but we don't want to rush you DM.
As far as the number of players, my favorite number is 5. Even though 4 can technically cover all the general areas in a group, their is usually a gap that a fifth player fills. So I prefer 5, but 4 is totally fine as well

GM Nightingale |

Alright, now for the moment of truth! *Drum roll*
My picks are:
Scrivner Durran
Lord Charles Iridian Bloodgrave
Awarthannen the Forsaken
Eostre of the Crying Moon
Arandor Verion
Those of you who weren't picked, I saw a lot of other great submissions. Thanks for exrepssing interest everyone! I opened up the discussion thread, and will open the gameplay thread shortly.