GM Runescarred Dragon's RotR [High-magic] (Inactive)

Game Master Dragoncat

Mark Level; 739/1300XP (1)
Annotated Map of Sandpoint
Map of Varisia
Boneyard
Boars


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Okay, I still need to buy gear, but I have most of the crunch done. Most of what's left is polishing to formatting. It will be late tomorrow night before I can finish this, but on the plus side that gives plenty of time for somebody to catch a mistake I made and didn't see.

@GM Runescarred: If you don't mind, can you let me know if there's anything amiss that you see? Feel free to tell me what you think as well.

Background:

The tribe was dying.

Every year, the young people married out of the tribe. Every season, someone died. Now, there were only a few left, less than twenty, all lead by a single elder. Her parents would have left, but she was born, and they knew that the young girl could not survive outside of the protection the tribe offered for long as young as she was. So it was that they stayed.

So it was that their fate was sealed.

Sesi was only three when her parents were murdered. A fellow tribesman had gone mad, taken by the whispers of the Winds that Walk. He lured them out from the village the tribe was staying in and slew them. When the hunters found him, he was busy eating their entrails and arranging their severed limbs and heads. His name was stripped from him as he was killed. Just as the tribe's name had been lost with it's prosperity. Eater, they called him as they cursed him. Eater, they spat as they killed him.

Eater was the first, but not the last. On the eve of Sesi's thirteenth year, three others had fallen to the words of the Winds that Walk. They had killed and eaten two more of the tribe, and now only ten remained. The elder and his barren wife proclaimed that the spirits of wind and ice were angry, and that their tribe had been cursed until they lifted it. They had shown who was responsible with the first death.

Sesi was to be sacrificed to the Winds that Walk. With her blood, she would atone for her sins, and break the curse the spirits had put on them.

Her tribe revered the spirits of the caribou, the winds, and the sea. Sesi, however, was drawn to the tapestry of stars that glittered in the heavens above. This, the elder has declared, was her sin. To appease the spirits, she would die.

They stripped her of everything, and rode hard into Windhome, the land of the Winds that Walk. They left her with nothing in that cold, wind blasted place. No clothes to keep her warm, no tools to help her survive. All she wore were the woven garments that went under the layers of furs and woolen clothing that protected the Varki from the elements.

They rode hard, leaving her to die.

Sesi, lost in that blasted plain, wandered, praying to the spirits for mercy. She heard the howls of the Winds that Walk. She felt the fear they carried, and on that night, she despaired. She would die here, without a tribe, without a family. The spirits would not answer her, so she prayed to the stars. No sooner had her plea left her lips, it was answered. A black butterfly, it's wings sparkling in the night, flitted before her. Sesi felt the fear lift from her heart, replaced by wonder at the sight. She followed it. Her mind no longer filled with dread, and her limbs no longer unfeeling. For a night, a day, a second night, and a day again, she followed the butterfly to the east. So strange, she thought, that she felt neither hunger nor tired.

On the third night, the butterfly left her. Sesi looked around, the cold, the fear, and the hunger all returning to her at once. She was afraid she'd been abandoned once more, but then, in the twilit gloom, she saw the spark of a camp fire. She stumbled forward, her legs numb and her teeth chattering. She needed to get warm, she knew. She needed to hurry. Slowly, the fire drew near, and when she was only a few steps away, her strength gave out. She fell to her knees as she slipped into unconsciousness.

---

She awoke under a pile of furs and blankets, her body chilled despite the blazing fire and the weight of her covers.

"You're damn lucky," a gruff voice said, "most people would have died running around in their undies like that. What were you doing anyway."

The young girl, unable to believe her luck, started sobbing as she tried to answer.

---

The man's name was Thordall. He hunted the Thanelands, but this year, the game had gone closer to Windhome than he would have normally gone. The hunter listened to Sesi's story, his jaw working when she told him of what had lead to her walking the plains of Windhome in almost nothing. His interest was piqued when she mentioned the black butterfly. A follower of the Starsong, Thordall knew what had happened and knew why Sesi had felt drawn to the stars.

He knew, so he taught.

He taught her the arts of archery and sword play. He taught her the secrets to tracking and stalking her quarry. He taught her of Desna, the stars, and the journeys he had taken in his youth. For five years he taught her, and on the eve of her turning eighteen, he taught her his last lesson.

There was more to the world than the stark and dangerous beauty of the Lands of the Linnorm Kings. He bade her to travel south, to explore and see the world as he had.

She loved her mentor as she had her father, and had seen the wisdom of his words, so she traveled south to Roderic's Cove, working as a cook on an ulfen longship. From there, she learned of a town called Sandpoint, and of the Swallowtail Festival. This year, however, was special she learned. A church dedicated to Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn was to be consecrated this year. Her mentor's words in her head, she made the journey south to Sandpoint, marveling at the warm and sunny climes she had found. She met the Varisians who traveled this strange and new land. She learned of Thassalon and its ruins. She smiled when she heard the Windsong playing, but most of all, she learned to hate goblins.

Goblins infested the countryside, and she left their corpses in her wake as they attacked her time and again, supposing the smallish woman to not be much of a threat. Time and again she proved them wrong with bow and sword. The little runts had delayed her enough to add two days to her two-week journey. However, even with the delays. She arrives in Sandpoint early the morning of the festival.


Crunch:

NG Female Human(Varki) Ranger 1
Senses: Perception
Init: +4

Speed: 30 Feet
Size: Medium (5 feet)
Reach: 5 feet
Languages: Common, Skald (Guessing on this one. There doesn't seem to be a language for a varki human.)

Attributes
STR: 14 +2 (5 points)
DEX: 18 +4 (10 points, +2 from being human)
CON: 12 +1 (2 points)
INT: 10 0 (0 points)
WIS: 14 +2 (5 points)
CHA: 13 +1 (3 points)

Offense
BAB: +1
Melee: +3
Melee (Finesse): +5
Ranged: +5

Defense
AC: 14/10/14 (+4 DEX)

Fort: +3
Reflex: +6
Will: +2

Skills
Skill Points:
Ranger: 6
Favored Class Bonus:1
Human: 1
Background Skills: 2

TOTAL: 10
Armor Check Penalty: 0

Acrobatics (DEX)^ +4 Ranks: 0
Appraise (INT)° 0 Ranks: 0
Artistry (INT)*° 0 Ranks: 0
Bluff (CHA) +1 Ranks: 0
Climb (STR)*^ +6 Ranks: 1
Craft (INT)*° 0 Ranks: 0
Diplomacy (CHA) +1 Ranks: 0
Disable Device (DEX)^† - Ranks: 0
Disguise (CHA) +1 Ranks: 0
Escape Artist (DEX)^ +4 Ranks: 0
Fly (DEX)^ +4 Ranks: 0
Handle Animal (CHA)*†° +5 Ranks: 1
Heal (WIS)* +6 Ranks: 1
Intimidate (CHA)* +1 Ranks: 0
Knowledge (arcana) (INT)‡ 0 Ranks: 0
Knowledge (dungeoneering) (INT)*‡ 0 Ranks: 0
Knowledge (engineering) (INT)‡° 0 Ranks: 0
Knowledge (geography) (INT)*‡° 0 Ranks: 0
Knowledge (history) (INT)‡° 0 Ranks: 0
Knowledge (local) (INT)‡ 0 Ranks: 0
Knowledge (nature) (INT)*‡ +4 Ranks: 1
Knowledge (nobility) (INT)‡° 0 Ranks: 0
Knowledge (planes) (INT)‡ 0 Ranks: 0
Knowledge (religion) (INT)‡ 0 Ranks: 0
Linguistics (INT)†°° - Ranks: 0
Lore (INT)*†° - Ranks: 0
Perception (WIS)* +6 Ranks: 1
Perform (Singing)(CHA)*° +5 Ranks: 1
Perform (CHA)*° +1 Ranks: 0
Profession(Cook) (WIS)*†° +6 Ranks: 1
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +4 Ranks: 0
Sense Motive (WIS) +2 Ranks: 0
Sleight of Hand (DEX)^†° +5 Ranks: 1
Spellcraft (INT)*† - Ranks: 0
Stealth (DEX)*^ +8 Ranks: 1
Survival (WIS)* +6 (+7 while tracking) Ranks: 1
Swim (STR)*^ +2 Ranks: 0
Use Magic Device (CHA)† - Ranks: 0

Wild Empathy (Class Feature) +2

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill

Feats and Traits
Traits:
Sandpoint Faithful (Campaign): Receive +1 HP from all magical healing
Faithful Artist (religion/Desna): +1 to one perform skill and Perform is always a class skill

Feats:
Precise Shot: No penalties for firing into melee
Exotic Weapon Proficiency (Bastard Sword): Become Profiecient with selected weapon. Selected Weapon:[/b] Bastard Swords

Combat Options
Favored Enemy: Goblinoids +2 to Attack and Damage Rolls, +2 on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks.

Deadly Aim: -1 to attack, +2 to damage when activated and using a bow or crossbow.

Power Attack: -1 to attack, +2 to Damage when activated and using a weapon one-handed. -1 to attack, +3 to damage when activated and using a weapon two-handed.

Combat Expertise: -1 to attack, +1 to AC when activated.

Weapon Finesse: Use DEX instead of STR when determining attack bonus. Can only be used on light weapons and weapons listed as finesse weapons, such as rapiers.

Spells
Orisons:
-[i]Light:
Touched object shines like a torch (Duration: 10 Min.)
-Spark: Ignites untended flammable objects

Class Features
Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemies: Goblinoids

Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Gear

Levels
Level 1:
Class: Ranger
Favored Class Bonus: +1 Skill
Feat: Precise Shot
Bonus Feat: Exotic Weapon Proficiency (Bastard Sword)


Vincent Fleming wrote:

[Dice=Gold]3d6

Alittle above average for a bloodrager but fine enough. I do have a question. I generally don't do heavily optimized characters, will that count against me in selection process?

I am currently thinking of making a Human Bloody Knuckled Rowdy Bloodrager: Str 16, Dex 14, Con 14, Int 12, Wis 8, Cha 16....looking at trying to slate down between Destined and Aberrant for the bloodline.

Destined of course works really well with the setting...though Aberrant gives you free reach.

No, heavy optimization shouldn't be neccesary. Competence in whatever your character's stick is supposed to be is good, but beyond that, you'll probably be fine.

@Adam, I'll look it over and get back to you.

@Oyzar, I think we're going to do this instead:

Quote:

Lustful

Impure thoughts come easily to you, and you spend an inordinate amount of time being horny. Thus, you are more easily seduced, and your mind is open to outside influence.
You take a -2 penalty on saves vs enchantment effects, such as the vampire's gaze or spells from the enchantment school.

@Adam, Looks good. There's no obvious deficiencies. As for the story, well, people on here generally produce good stuff, and you're no exception.


GM, would a paladin suit your game? I can't quite glean whether it would be appropriate, considering the fact that they get their spells at 4th level. However, it seems someone rolled up a bloodrager, which is why I'm asking :)

Edit—Nevermind, I missed the part about 4th level spellcasters. Writing a paladin up now.

Silver Crusade

Bleugh, work :(

Working on him right now.

Also, regarding the traits.


1 person marked this as a favorite.

@GM Runescarred Dragon: That's good to know on both accounts. :D I'll be tweaking things and fixing markup when I get her gear setup, so I should have it done and looking pretty.

@Rysky: So, are we going to be seeing another Daud? I've met Wednesday and Sunday, but that leaves the other five days of the week, though I think I remember you saying that Tuesday was of the female persuasion.


1 person marked this as a favorite.

I've met Friday.

Quite a taciturn fellow. :)

Silver Crusade

@Adam: Hopefully! And Monday and Thursday are the females :3

@Dragoncat: I actually think it's physically painful for him to speak.


1 person marked this as a favorite.

Ah, my mistake. My apologies to Tuesday Daud then.

Silver Crusade

Well he's a ghost so...


Pendrix's backstory is done, and I fleshed out his personality a bit. I'm reposting the character sheet for ease of reference for you too.

Personality:

Spoiler:
Pendrix was always an odd child. He associated more with adults, and never was put off by the same things that bothered children. Blood, injury, even death never upset him. He, in truth, is most likely a high-functioning sociopath. Things just don't affect him the way they do others.

He was largely shunned by his peers, although for the life of him, he couldn't tell you why. He believes he was drawn more to adults because he never connected with those who bullied him. Maybe he was bullied because he was more drawn to adults? He'll likely never know. His one friend was a young dwarf named Alaric Stoutarm. Alaric was never put off by Pendrix's stoicism, and many attributed that to dwarven culture. For whatever reason, the two were inseparable. Pendrix came out of his shell, and for a little while at least, seemed he might turn out okay. Alaric was a competent street brawler, and after he became friends with Pendrix, well, everything changed. The bullies quickly learned to only harass Pendrix when Alaric wasn't around, and even then only to do so if they could outrun the dwarven lad.

Born into a Varisian traveling merchant family, Pendrix grew up around a caravan of salespeople, peddling all sorts of wares. Devout worshippers of Desna, they were a light-hearted, warm people.The wagon train moved around Cheliax, and had a regular schedule of where they'd be during each part of the year. His education was erratic, but very thorough. He was introduced to a family friend, a wizard by the name of Rolenas, who began Pendrix's education into the arcane arts.
Pendrix’s parents still maintain the merchant caravan, and while they don’t make frequent contact, the occasional letter does get through. Pendrix’s sole sibling, his younger sister Ashaaura, still travels with the family as well.

In his offtime, Pendrix is always reading. He loves a good book, and always has his nose in a book somewhere. He's a quiet, collected individual, but opens up when asked about one of his passions. Not that he has any, Pendrix is fiercely loyal to his friends. Intelligent, educated, and always a bit...off, Pendrix is something of a loner.

Backstory:

Spoiler:

It happened when he was 17. Pendrix and his parents had stopped in Sandpoint to resupply. They came through Sandpoint once a year, and made their regularly scheduled stop in the early spring. Winter had run late this year, and they were forced to stay a few extra days due to a nasty storm that pelted the area with rain drops the size of a baby’s fist. The caravan kept mostly to themselves, however, Pendrix, youthful curiosity upon him, wandered away to explore the city. He so rarely got to see the sites of any one place for long, and was often confined to the interior of the family’s wagon for days at a time. It was already near-dusk, the darkness exacerbated by the stormclouds overhead. As he made his way through the rain, hood pulled low, he came upon a man working next to the White Deer Inn. His name was Jaboor Hemlock. A swarthy man, he was using a huge metal fire pit to heat the metal he was blacksmithing…and to cook what looked like an entire deer, stuck on a spit. The man called to Pendrix, ”Come ‘ere boy! Yes, you thur! Git yerself over here, and get dry!” Pendrix, not knowing what to make of the man, he obeyed. The man chatted with Pendrix for a good long while, and shared his meat. Turns out it was mutton. Pendrix had never had mutton before. He loved it. They talked for hours, about Sandpoint, her history, and the various peoples living in town. As it was getting late, Pendrix paid the man a compliment for his time and food, and returned to the caravan.

He was greeted by a scene from his nightmares.

The caravan was ablaze, and people were shouting everywhere. Some said goblins set some of the wagons alight; others were screaming about a mutilated body that had been found. Pendrix ran to his family’s wagon, thankfully pakred away from the fire. His family was fine. They sobbed when they saw him, and rushed to embrace him. He stood there, stoic as always. As his mother clutched him to her breast, he saw the bloody, dismembered corpse. The body belonged to Alaric.

After the chaos had settled, the fire put out, and a night of fitful sleep come and gone, the morning dawned anew. The caravan moved on, Pendrix with them. But he never forgot. The death of his blood-brother was the first thing to touch him, to make him feel something. It haunted him for reasons he couldn’t explain. The next few years went in something of a blur. He helped with the wagons. He continued his studies under Rolenas. He taught his sister what he could. He tried, and failed, to make new friends. Eventually, he made his way back to Sandpoint, 5 years from the murder of his friend. Apparently the serial killer known as the Chopper had been behind Alaric's death, and had been brought to justice. Not only that, but it was by the son of the very man Pendrix had share stories with that same night! Upon thanking the town sheriff, Pendrix decided to stay. He told his family he wanted to pursue magic, and they took it well. It was no shock, after all.

Recently, Pendrix has been continuing his studies, and apprenticing under the town mortician. He has been trying to ingratiate himself to Belor Hemlock to learn more details about the Chopper. He's come to love Sandpoint, but is torn between the prospect of settling here, and getting back out on the open road.

Character Sheet:

Spoiler:

Pendrix Ragnack
Twilight Sage Arcanist 1

Strength: 10
Dexterity: 14
Constitution: 14
Intelligence: 20
Wisdom: 8
Charisma: 10

I'm excited about playing a low-Wisdom character; they're so much fun!

Hit Points: 9

Armor Class: 12
Touch: 12
Flat-Footed: 10

Feats:
Defiant Luck
Fast Learner

Skills:
2 Skills from Class, +5 Int, +1 From Human, +1 Favored Class Bonus, +2 Background Skills = 11 Skills

Appraise: +9 (1 Rank, +3 Class Skill, +5 Int)
Escape Artist: +3 (1 Rank,+2 Dex)
Knowledge: Arcana: +9 (1 Rank, +3 Class Skill, +5 Int)
Knowledge: History: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Local: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Planes: +9 (1 Rank, +3 Class Skill, +5 Int
Knowledge: Religion: +9 (1 Rank, +3 Class Skill, +5 Int)
Linguistics: +9 (1 Rank, +3 Class Skill, +5 Int)
Profession: Mortician: +3 (1 Rank, +3 Class Skill, -1 Wis)
Spellcraft: +9 (1 Rank, +3 Class Skill, +5 Int)
Stealth: +7 (1 Rank, +3 Class Skill, +2 Dex, +1 Trait)

Traits:
Merchant Family
Silent Hunter

Spells Known:
Cantrips: All
1st Level: Air Bubble, Blood Money, Mage Armor, Mount, Ray of Enfeeblement, Shield, Silent Image, Vanish

Spells Prepared:
Cantrips: Bleed, Detect Magic, Mage Hand, Prestidigitation
1st Level: Mage Armor, Ray of Enfeeblement

Spell Slots Per Day:
1st Level: 4

Class Abilities:

Arcane Reservoir : 3 Points/Day

Consume Life:
By wresting a soul from life to death, a twilight sage gains a slightly deeper understanding of mortality, fueling her curiosity and eldritch power. As a full-round action, she can consume the life energy of a helpless living creature, killing it.

This creature must have 2 or more Hit Dice and be below 0 hit points. The twilight sage adds 2 points to her arcane reservoir if the creature's Hit Dice equaled or exceeded the sage's character level, or 1 point if the creature's Hit Dice equaled at least 1/2 her character level.

This ability is a death effect.

Necromantic Focus:
Twilight sages consider their research into life and death to be paramount, beyond all other concerns. Each day, a twilight sage must prepare at least one necromancy spell of each spell level she can cast.

Twilight Barrier:
A twilight sage's arcane barrier differs from those of other arcanists, as it draws upon both negative and positive energy to protect the sage. At 1st level, a twilight sage must choose the arcane barrier exploit as her first arcanist exploit. Whenever an attack removes the last temporary hit point from the twilight sage's arcane barrier, the barrier's negative energy lashes back at the attacker, dealing an amount of negative energy damage equal to the barrier's maximum temporary hit point capacity.

Arcane Exploits Known:
Arcane Barrier:
As a swift action, the arcanist can expend 1 point from her arcane reservoir to create a barrier of magic that protects her from harm. This barrier grants the arcanist a number of temporary hit points equal to her arcanist level + her Charisma modifier, and lasts for 1 minute per arcanist level or until all the temporary hit points have been lost. Each additional time per day the arcanist uses this ability, the number of arcane reservoir points she must spend to activate it increases by 1 (so the second time it is used, the arcanist must expend 2 points from her arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset.

Equipment:
Spellbook
Backpack
Bedroll
Belt Pouch
Candle (5)
Chalk (5)
Explorer's Outfit
Flint and Steel
Ink
Inkpen
Iron Pot
Mess Kit
Poncho
Small Tent
Soap
Spell Component Pouch
Torches (10)
Trail Rations (5 days)
Waterskin

GP Expenditures:
-21 GP to Wizards Kit, Itemized Above
-20 to Adventurer's Sash
-10 GP to Small Tent
-6 Silver to Adventuring Gear

Cash on Hand:
18 GP
3 SP
10 CP

Notes to the GM:
He will be taking feats that increase his survivability, like Toughness, to represent his growing mastery of death; also feats like Umbral Spell and Tenebrous Spell to keep up the darkness vibe. It's important to note he is good-aligned. He won't be casting evil spells, and won't raise many, if any, undead the whole campaign. He is just intended to be creepy. He isn't a villain, but I expect he'll be mistaken for one more than once.

He'll largely fill the role of utility arcane caster, and will have an emphasis on creepy spells, and things that already have the darkness descriptor. Expect a lot of plunging enemies into darkness, and using light/darkness spells to help the party sneak around.


I'm gonna have to withdraw my submission. I just got into a different game, and I don't want to be in too many at once.


Do the animals in this world have magic too?
Magic turtles?


Elaina Newberry wrote:

Do the animals in this world have magic too?

Magic turtles?

Actually, the turtles are mutants.


Alynthar42 wrote:
Elaina Newberry wrote:

Do the animals in this world have magic too?

Magic turtles?
Actually, the turtles are mutants.

Yeah. They don't have magic, but they can fake it a little with their ninja talents.


But it's the rat that is the true master, though he did splinter off from his monastery. :P

------

Okay, I probably went overboard with the detail, just a bit. At least we know what her clothing looks like. :D

Sesi's completed submission is below. I have more stuff to add, but it's things that aren't really necessary for the GM to decide if she's in or not.

Background:

The tribe was dying.

Every year, the young people married out of the tribe. Every season, someone died. Now, there were only a few left, less than twenty, all lead by a single elder. Her parents would have left, but she was born, and they knew that the young girl could not survive outside of the protection the tribe offered for long as young as she was. So it was that they stayed.

So it was that their fate was sealed.

Sesi was only three when her parents were murdered. A fellow tribesman had gone mad, taken by the whispers of the Winds that Walk. He lured them out from the village the tribe was staying in and slew them. When the hunters found him, he was busy eating their entrails and arranging their severed limbs and heads. His name was stripped from him as he was killed. Just as the tribe's name had been lost with it's prosperity. Eater, they called him as they cursed him. Eater, they spat as they killed him.

Eater was the first, but not the last. On the eve of Sesi's thirteenth year, three others had fallen to the words of the Winds that Walk. They had killed and eaten two more of the tribe, and now only ten remained. The elder and his barren wife proclaimed that the spirits of wind and ice were angry, and that their tribe had been cursed until they lifted it. They had shown who was responsible with the first death.

Sesi was to be sacrificed to the Winds that Walk. With her blood, she would atone for her sins, and break the curse the spirits had put on them.

Her tribe revered the spirits of the caribou, the winds, and the sea. Sesi, however, was drawn to the tapestry of stars that glittered in the heavens above. This, the elder has declared, was her sin. To appease the spirits, she would die.

They stripped her of everything, and rode hard into Windhome, the land of the Winds that Walk. They left her with nothing in that cold, wind blasted place. No clothes to keep her warm, no tools to help her survive. All she wore were the woven garments that went under the layers of furs and woolen clothing that protected the Varki from the elements.

They rode hard, leaving her to die.

Sesi, lost in that blasted plain, wandered, praying to the spirits for mercy. She heard the howls of the Winds that Walk. She felt the fear they carried, and on that night, she despaired. She would die here, without a tribe, without a family. The spirits would not answer her, so she prayed to the stars. No sooner had her plea left her lips, it was answered. A black butterfly, it's wings sparkling in the night, flitted before her. Sesi felt the fear lift from her heart, replaced by wonder at the sight. She followed it. Her mind no longer filled with dread, and her limbs no longer unfeeling. For a night, a day, a second night, and a day again, she followed the butterfly to the east. So strange, she thought, that she felt neither hunger nor tired.

On the third night, the butterfly left her. Sesi looked around, the cold, the fear, and the hunger all returning to her at once. She was afraid she'd been abandoned once more, but then, in the twilit gloom, she saw the spark of a camp fire. She stumbled forward, her legs numb and her teeth chattering. She needed to get warm, she knew. She needed to hurry. Slowly, the fire drew near, and when she was only a few steps away, her strength gave out. She fell to her knees as she slipped into unconsciousness.

---

She awoke under a pile of furs and blankets, her body chilled despite the blazing fire and the weight of her covers.

"You're damn lucky," a gruff voice said, "most people would have died running around in their undies like that. What were you doing anyway."

The young girl, unable to believe her luck, started sobbing as she tried to answer.

---

The man's name was Thordall. He hunted the Thanelands, but this year, the game had gone closer to Windhome than he would have normally gone. The hunter listened to Sesi's story, his jaw working when she told him of what had lead to her walking the plains of Windhome in almost nothing. His interest was piqued when she mentioned the black butterfly. A follower of the Starsong, Thordall knew what had happened and knew why Sesi had felt drawn to the stars.

He knew, so he taught.

He taught her the arts of archery and sword play. He taught her the secrets to tracking and stalking her quarry. He taught her of Desna, the stars, and the journeys he had taken in his youth. For five years he taught her, and on the eve of her turning eighteen, he taught her his last lesson.

There was more to the world than the stark and dangerous beauty of the Lands of the Linnorm Kings. He bade her to travel south, to explore and see the world as he had.

She loved her mentor as she had her father, and had seen the wisdom of his words, so she traveled south to Roderic's Cove, working as a cook on an ulfen longship. From there, she learned of a town called Sandpoint, and of the Swallowtail Festival. This year, however, was special she learned. A church dedicated to Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn was to be consecrated this year. Her mentor's words in her head, she made the journey south to Sandpoint, marveling at the warm and sunny climes she had found. She met the Varisians who traveled this strange and new land. She learned of Thassalon and its ruins. She smiled when she heard the Windsong playing, but most of all, she learned to hate goblins.

Goblins infested the countryside, and she left their corpses in her wake as they attacked her time and again, supposing the smallish woman to not be much of a threat. Time and again she proved them wrong with bow and sword. The little runts had delayed her enough to add two days to her two-week journey. However, even with the delays. She arrives in Sandpoint early the morning of the festival.


Crunch:

NG Female Human(Varki) Ranger 1
Senses: Perception
Init: +4

Speed: 30 Feet
Size: Medium (5 feet)
Reach: 5 feet
Languages: Common, Varki,
============================

Attributes
STR: 14 +2 (5 points)
DEX: 18 +4 (10 points, +2 from being human)
CON: 12 +1 (2 points)
INT: 10 0 (0 points)
WIS: 14 +2 (5 points)
CHA: 13 +1 (3 points)

============================

Offense
BAB: +1
Melee: +3
Melee (Finesse): +5
Ranged: +5

Melee
Dagger
|-- Attack: +5 | Damage: 1d4+2 P or S | Crit: 19-20/x2

Hunting Knife
|-- Attack: +5 | Damage: 1d6+2 P or S | Crit: 19-20/x2

Bastard Sword
|-- Attack: +3 | Damage: (one-handed) 1d10+2 S, (two-handed) 1d10+3 S | Crit: 19-20/x2

Range
Dagger
|-- Attack: +5 | Damage: 1d4+2 P or S | Crit: 19-20/x2 | Range: 10 ft.

Longbow
|-- Attack: +5 | Damage: 1d8 P | Crit: x3 | Range: 100 ft.

============================

Defense
AC: 17/13/14 (+4 DEX, +3 Armor)

Fort: +3
Reflex: +6
Will: +2

============================

Skills
Skill Points:
Ranger: 6
Favored Class Bonus:1
Human: 1
Background Skills: 2

TOTAL: 10
Armor Check Penalty: 0

Acrobatics (DEX)^ +4 Ranks: 0
Appraise (INT)° 0 Ranks: 0
Artistry (INT)*° 0 Ranks: 0
Bluff (CHA) +1 Ranks: 0
Climb (STR)*^ +6 Ranks: 1
Craft (INT)*° 0 Ranks: 0
Diplomacy (CHA) +1 Ranks: 0
Disable Device (DEX)^† - Ranks: 0
Disguise (CHA) +1 Ranks: 0
Escape Artist (DEX)^ +4 Ranks: 0
Fly (DEX)^ +4 Ranks: 0
Handle Animal (CHA)*†° +5 Ranks: 1
Heal (WIS)* +6 Ranks: 1
Intimidate (CHA)* +1 Ranks: 0
Knowledge (arcana) (INT)‡ 0 Ranks: 0
Knowledge (dungeoneering) (INT)*‡ 0 Ranks: 0
Knowledge (engineering) (INT)‡° 0 Ranks: 0
Knowledge (geography) (INT)*‡° 0 Ranks: 0
Knowledge (history) (INT)‡° 0 Ranks: 0
Knowledge (local) (INT)‡ 0 Ranks: 0
Knowledge (nature) (INT)*‡ +4 Ranks: 1
Knowledge (nobility) (INT)‡° 0 Ranks: 0
Knowledge (planes) (INT)‡ 0 Ranks: 0
Knowledge (religion) (INT)‡ 0 Ranks: 0
Linguistics (INT)†°° - Ranks: 0
Lore (INT)*†° - Ranks: 0
Perception (WIS)* +6 Ranks: 1
Perform (Singing)(CHA)*° +5 Ranks: 1
Perform (CHA)*° +1 Ranks: 0
Profession(Cook) (WIS)*†° +6 Ranks: 1
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +4 Ranks: 0
Sense Motive (WIS) +2 Ranks: 0
Sleight of Hand (DEX)^†° +5 Ranks: 1
Spellcraft (INT)*† - Ranks: 0
Stealth (DEX)*^ +8 Ranks: 1
Survival (WIS)* +6 (+7 while tracking) Ranks: 1
Swim (STR)*^ +2 Ranks: 0
Use Magic Device (CHA)† - Ranks: 0

Wild Empathy (Class Feature) +2

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill

Feats and Traits
Traits:
Sandpoint Faithful (Campaign): Receive +1 HP from all magical healing and a silver holy symbol
Faithful Artist (religion/Desna): +1 to one perform skill and Perform is always a class skill

============================

Feats:
Precise Shot: No penalties for firing into melee
Exotic Weapon Proficiency (Bastard Sword): Become Profiecient with selected weapon. Selected Weapon: Bastard Swords

Combat Options
Favored Enemy: Goblinoids +2 to Attack and Damage Rolls, +2 on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks.

Deadly Aim: -1 to attack, +2 to damage when activated and using a bow or crossbow.

Power Attack: -1 to attack, +2 to Damage when activated and using a weapon one-handed. -1 to attack, +3 to damage when activated and using a weapon two-handed.

Combat Expertise: -1 to attack, +1 to AC when activated.

Weapon Finesse: Use DEX instead of STR when determining attack bonus. Can only be used on light weapons and weapons listed as finesse weapons, such as rapiers.

============================

Spells
Orisons:
-Light: Touched object shines like a torch (Duration: 10 Min.)
-Spark: Ignites untended flammable objects

============================

Class Features
Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemies: Goblinoids

Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

============================

Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

============================

Gear
Money: 12 gp, 6 sp, 9 cp
Encumbrance: 91.5 lbs. (w/o Backpack: 40 lbs.)
Light - 58 lbs.
Medium - 59 - 116 lbs.
Heavy - 117 - 175 lbs.

Weapons:
Longbow - D:1d8 P | Crit: x3 | Range: 100 ft. | W: 3 lbs. | Cost: 75 gp
|--Arrows (40) - W: 6 lbs. | Cost: 2 gp
Bastard Sword - D: 1d10 S | Crit: 19-20/x2 | W: 6 lbs. | Cost: 35 gp
Hunting Knife (Gladius) - D: 1d6 P or S | Crit: 19-20/x2 | W: 3 lbs. | Cost: 15 gp
Daggers (4) - D: 1d4 P or S | Crit: 19-20/x2 | Range: 10 ft. | W: 4 lbs. (1 lbs. per) | Cost: 8 gp (2 gp per)

Armor and Shields
Studded Leather - Armor Bonus: +3 | Max DEX: +5 | Armor Check Penalty: -1 | W: 20 lbs. | Cost: 25 gp

Clothing:
Explorer's Outfit - W: (FREE) | Cost: (FREE)
-Bleached, linen undertunic
-Loose-fitting, green, woolen tunic cinched by a wide, leather kidney-belt at the waist
-Loose-fitting, dark-brown pants
-Sturdy leather boots over wool socks
-Dark-green wool cloak with hood

Explorer's Outfit - W: 8 lbs. | Cost: 10 gp
-Black, wool undertunic
-Loose-fitting, black, woolen tunic cinched by a wide, leather kidney-belt at the waist
-Loose-fitting, black pants
-Sturdy leather boots over wool socks with black gaiters
-Black wool cloak with hood
-Black scarf

Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp
Provides +5 circumstance bonus on FORT saves against exposure to cold.
-White, Bear pelt cloak with hood
-Gray and white fur coat with Varki tooling
-Gray and white fur pants with Varki tooling
-Gray fur boots with Varki tooling

Consumables:
Soap - Uses: 50 | W: 0.5 lbs. | Cost: 1 cp
Trail Rations - Days: 5 | W: 5 lb. (1 lb per) | Cost: 2 gp 5 sp

Other Gear:
Backpack - W: 2 lbs. | Cost: 2 gp
Bedroll - W: 5 lbs. | Cost: 1 sp
Blanket - W: 3 lbs. | Cost: 5 sp
Silver Holy Symbol of Desna - W: 1 lb. | Cost: (Free, Sandpoint Faithful Trait)
Waterskin - W: 4 lbs. | Cost: 1 gp
Cooking Kit - W: 16 lbs. | Cost: 3 gp
|--iron pot
|--iron skillet
|--iron skewer
|--iron tripod
|--wooden ladle
|--wooden cutting board
|--cutting knife
|--pack of tinder
|--Varisian and Ulfen spices and seasonings
Mess Kit - W: 1 lb. | Cost: 2 sp
|--plate
|--bowl
|--cup
|--fork
|--knife
|--spoon

Backpack: 51.5 lbs.
-Cooking Kit
-Mess Kit
-Waterskin
-Blanket
-Bedroll
-Soap
-Trail Rations
-Cold Weather Outfit

Sword Belt: 7 lbs.
-Hunting Knife
-Daggers

Baldric: 15 lbs.
-Longbow
-Arrows
-Bastard Sword

============================

Levels
Level 1:
Class: Ranger
Favored Class Bonus: +1 Skill
Feat: Precise Shot
Bonus Feat: Exotic Weapon Proficiency (Bastard Sword)

On an unrelated note. I wish the boards supported a table mark-up. That would make life a whole lot easier as far as getting this to look good since the boards strip tabs and other whitespace out.

EDIT: @ GM Runescarred Dragon: According to the Wiki, the language the Varki speak natively is Varki. I don't think her speaking it will cause issues, but if you say otherwise, I'll remove it. Also, Would having her start with Skald as well be an issue? It fits with her background, and I don't think it's going to be like giving her, say, a belt of mighty constitution at the start. Again, up to you.


AdamWarnock wrote:

But it's the rat that is the true master, though he did splinter off from his monastery. :P

------

Okay, I probably went overboard with the detail, just a bit. At least we know what her clothing looks like. :D

Sesi's completed submission is below. I have more stuff to add, but it's things that aren't really necessary for the GM to decide if she's in or not.

** spoiler omitted **...

Let's say you can give her an extra starting language at the cost of one of your first level background skill ranks.

In other news, I just ran the second session of this in real life last night. Was a blast, so I'm really hyped to get started on this now.


The system supports that already by just putting the background skill ranks in linguistics which gives an extra language.


Well, I guess I'll switch out Sleight of Hand for Linguistics then. I'll have things updated today.


Okay, I think I've got everything, except a picture, but that can wait. :)

Please, feel free to offer any feedback. I like what I have come up with, but I can always improve.

Background:

The tribe was dying.

Every year, the young people married out of the tribe. Every season, someone died. Now, there were only a few left, less than twenty, all lead by a single elder. Her parents would have left, but she was born, and they knew that the young girl could not survive outside of the protection the tribe offered for long as young as she was. So it was that they stayed.

So it was that their fate was sealed.

Sesi was only three when her parents were murdered. A fellow tribesman had gone mad, taken by the whispers of the Winds that Walk. He lured them out from the village the tribe was staying in and slew them. When the hunters found him, he was busy eating their entrails and arranging their severed limbs and heads. His name was stripped from him as he was killed. Just as the tribe's name had been lost with it's prosperity. Eater, they called him as they cursed him. Eater, they spat as they killed him.

Eater was the first, but not the last. On the eve of Sesi's thirteenth year, three others had fallen to the words of the Winds that Walk. They had killed and eaten two more of the tribe, and now only ten remained. The elder and his barren wife proclaimed that the spirits of wind and ice were angry, and that their tribe had been cursed until they lifted it. They had shown who was responsible with the first death.

Sesi was to be sacrificed to the Winds that Walk. With her blood, she would atone for her sins, and break the curse the spirits had put on them.

Her tribe revered the spirits of the caribou, the winds, and the sea. Sesi, however, was drawn to the tapestry of stars that glittered in the heavens above. This, the elder has declared, was her sin. To appease the spirits, she would die.

They stripped her of everything, and rode hard into Windhome, the land of the Winds that Walk. They left her with nothing in that cold, wind blasted place. No clothes to keep her warm, no tools to help her survive. All she wore were the woven garments that went under the layers of furs and woolen clothing that protected the Varki from the elements.

They rode hard, leaving her to die.

Sesi, lost in that blasted plain, wandered, praying to the spirits for mercy. She heard the howls of the Winds that Walk. She felt the fear they carried, and on that night, she despaired. She would die here, without a tribe, without a family. The spirits would not answer her, so she prayed to the stars. No sooner had her plea left her lips, it was answered. A black butterfly, it's wings sparkling in the night, flitted before her. Sesi felt the fear lift from her heart, replaced by wonder at the sight. She followed it. Her mind no longer filled with dread, and her limbs no longer unfeeling. For a night, a day, a second night, and a day again, she followed the butterfly to the east. So strange, she thought, that she felt neither hunger nor tired.

On the third night, the butterfly left her. Sesi looked around, the cold, the fear, and the hunger all returning to her at once. She was afraid she'd been abandoned once more, but then, in the twilit gloom, she saw the spark of a camp fire. She stumbled forward, her legs numb and her teeth chattering. She needed to get warm, she knew. She needed to hurry. Slowly, the fire drew near, and when she was only a few steps away, her strength gave out. She fell to her knees as she slipped into unconsciousness.

---

She awoke under a pile of furs and blankets, her body chilled despite the blazing fire and the weight of her covers.

"You're damn lucky," a gruff voice said, "most people would have died running around in their undies like that. What were you doing anyway."

The young girl, unable to believe her luck, started sobbing as she tried to answer.

---

The man's name was Thordall. He hunted the Thanelands, but this year, the game had gone closer to Windhome than he would have normally gone. The hunter listened to Sesi's story, his jaw working when she told him of what had lead to her walking the plains of Windhome in almost nothing. His interest was piqued when she mentioned the black butterfly. A follower of the Starsong, Thordall knew what had happened and knew why Sesi had felt drawn to the stars.

He knew, so he taught.

He taught her the arts of archery and sword play. He taught her the secrets to tracking and stalking her quarry. He taught her of Desna, the stars, and the journeys he had taken in his youth. For five years he taught her, and on the eve of her turning eighteen, he taught her his last lesson.

There was more to the world than the stark and dangerous beauty of the Lands of the Linnorm Kings. He bade her to travel south, to explore and see the world as he had.

She loved her mentor as she had her father, and had seen the wisdom of his words, so she traveled south to Roderic's Cove, working as a cook on an ulfen longship. From there, she learned of a town called Sandpoint, and of the Swallowtail Festival. This year, however, was special she learned. A church dedicated to Abadar, Desna, Erastil, Gozreh, Sarenrae, and Shelyn was to be consecrated this year. Her mentor's words in her head, she made the journey south to Sandpoint, marveling at the warm and sunny climes she had found. She met the Varisians who traveled this strange and new land. She learned of Thassalon and its ruins. She smiled when she heard the Windsong playing, but most of all, she learned to hate goblins.

Goblins infested the countryside, and she left their corpses in her wake as they attacked her time and again, supposing the smallish woman to not be much of a threat. Time and again she proved them wrong with bow and sword. The little runts had delayed her enough to add two days to her two-week journey. However, even with the delays. She arrives in Sandpoint early the morning of the festival.


Crunch:

NG Female Human(Varki) Ranger 1
Senses: Perception
Init: +4

Speed: 30 Feet
Size: Medium (5 feet)
Reach: 5 feet
Languages: Common, Skald, Varki

============================

Attributes
STR: 14 +2 (5 points)
DEX: 18 +4 (10 points, +2 from being human)
CON: 12 +1 (2 points)
INT: 10 0 (0 points)
WIS: 14 +2 (5 points)
CHA: 13 +1 (3 points)

============================

Offense
BAB: +1
Melee: +3
Melee (Finesse): +5
Ranged: +5

Melee
Dagger
|-- Attack: +5 | Damage: 1d4+2 P or S | Crit: 19-20/x2

Hunting Knife
|-- Attack: +5 | Damage: 1d6+2 P or S | Crit: 19-20/x2

Bastard Sword
|-- Attack: +3 | Damage: (one-handed) 1d10+2 S, (two-handed) 1d10+3 S | Crit: 19-20/x2

Range
Dagger
|-- Attack: +5 | Damage: 1d4+2 P or S | Crit: 19-20/x2 | Range: 10 ft.

Longbow
|-- Attack: +5 | Damage: 1d8 P | Crit: x3 | Range: 100 ft.

============================

Defense
AC: 17/13/14 (+4 DEX, +3 Armor)

Fort: +3
Reflex: +6
Will: +2

============================

Skills
Skill Points:
Ranger: 6
Favored Class Bonus:1
Human: 1
Background Skills: 2

TOTAL: 10
Armor Check Penalty: 0

Acrobatics (DEX)^ +4 Ranks: 0
Appraise (INT)° 0 Ranks: 0
Artistry (INT)*° 0 Ranks: 0
Bluff (CHA) +1 Ranks: 0
Climb (STR)*^ +6 Ranks: 1
Craft (INT)*° 0 Ranks: 0
Diplomacy (CHA) +1 Ranks: 0
Disable Device (DEX)^† - Ranks: 0
Disguise (CHA) +1 Ranks: 0
Escape Artist (DEX)^ +4 Ranks: 0
Fly (DEX)^ +4 Ranks: 0
Handle Animal (CHA)*†° +5 Ranks: 1
Heal (WIS)* +6 Ranks: 1
Intimidate (CHA)* +1 Ranks: 0
Knowledge (arcana) (INT)‡ 0 Ranks: 0
Knowledge (dungeoneering) (INT)*‡ 0 Ranks: 0
Knowledge (engineering) (INT)‡° 0 Ranks: 0
Knowledge (geography) (INT)*‡° 0 Ranks: 0
Knowledge (history) (INT)‡° 0 Ranks: 0
Knowledge (local) (INT)‡ 0 Ranks: 0
Knowledge (nature) (INT)*‡ +4 Ranks: 1
Knowledge (nobility) (INT)‡° 0 Ranks: 0
Knowledge (planes) (INT)‡ 0 Ranks: 0
Knowledge (religion) (INT)‡ 0 Ranks: 0
Linguistics (INT)†° +1 Ranks: 1
Lore (INT)*†° - Ranks: 0
Perception (WIS)* +6 Ranks: 1
Perform (Singing)(CHA)*° +5 Ranks: 1
Perform (CHA)*° +1 Ranks: 0
Profession(Cook) (WIS)*†° +6 Ranks: 1
Profession (WIS)*†° - Ranks: 0
Ride (DEX)*^ +4 Ranks: 0
Sense Motive (WIS) +2 Ranks: 0
Sleight of Hand (DEX)^†° - Ranks: 0
Spellcraft (INT)*† - Ranks: 0
Stealth (DEX)*^ +8 Ranks: 1
Survival (WIS)* +6 (+7 while tracking) Ranks: 1
Swim (STR)*^ +2 Ranks: 0
Use Magic Device (CHA)† - Ranks: 0

Wild Empathy (Class Feature) +2

* class skill
^ Armor Check Penalty
† Trained Only
‡ Can make Untrained, but limited to DC 10
° Background Skill

Feats and Traits
Traits:
Sandpoint Faithful (Campaign): Receive +1 HP from all magical healing and a silver holy symbol
Faithful Artist (religion/Desna): +1 to one perform skill and Perform is always a class skill

============================

Feats:
Precise Shot: No penalties for firing into melee
Exotic Weapon Proficiency (Bastard Sword): Become Profiecient with selected weapon. Selected Weapon: Bastard Swords

Combat Options
Favored Enemy: Goblinoids +2 to Attack and Damage Rolls, +2 on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks.

Deadly Aim: -1 to attack, +2 to damage when activated and using a bow or crossbow.

Power Attack: -1 to attack, +2 to Damage when activated and using a weapon one-handed. -1 to attack, +3 to damage when activated and using a weapon two-handed.

Combat Expertise: -1 to attack, +1 to AC when activated.

Weapon Finesse: Use DEX instead of STR when determining attack bonus. Can only be used on light weapons and weapons listed as finesse weapons, such as rapiers.

============================

Spells
Orisons:
-Light: Touched object shines like a torch (Duration: 10 Min.)
-Spark: Ignites untended flammable objects

============================

Class Features
Favored Enemy (Ex) - At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Favored Enemies: Goblinoids

Track (Ex) - A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) - A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

============================

Racial Traits
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

============================

Gear
Money: 12 gp, 6 sp, 9 cp
Encumbrance: 91.5 lbs. (w/o Backpack: 40 lbs.)
Light - 58 lbs.
Medium - 59 - 116 lbs.
Heavy - 117 - 175 lbs.

Weapons:
Longbow - D:1d8 P | Crit: x3 | Range: 100 ft. | W: 3 lbs. | Cost: 75 gp
|--Arrows (40) - W: 6 lbs. | Cost: 2 gp
Bastard Sword - D: 1d10 S | Crit: 19-20/x2 | W: 6 lbs. | Cost: 35 gp
Hunting Knife (Gladius) - D: 1d6 P or S | Crit: 19-20/x2 | W: 3 lbs. | Cost: 15 gp
Daggers (4) - D: 1d4 P or S | Crit: 19-20/x2 | Range: 10 ft. | W: 4 lbs. (1 lbs. per) | Cost: 8 gp (2 gp per)

Armor and Shields
Studded Leather - Armor Bonus: +3 | Max DEX: +5 | Armor Check Penalty: -1 | W: 20 lbs. | Cost: 25 gp

Clothing:
Explorer's Outfit - W: (FREE) | Cost: (FREE)
-Bleached, linen undertunic
-Loose-fitting, green, woolen tunic cinched by a wide, leather kidney-belt at the waist
-Loose-fitting, dark-brown pants
-Sturdy leather boots over wool socks
-Dark-green wool cloak with hood

Explorer's Outfit - W: 8 lbs. | Cost: 10 gp
-Black, wool undertunic
-Loose-fitting, black, woolen tunic cinched by a wide, leather kidney-belt at the waist
-Loose-fitting, black pants
-Sturdy leather boots over wool socks with black gaiters
-Black wool cloak with hood
-Black scarf

Cold Weather Outfit - W: 7 lbs. | Cost: 8 gp
Provides +5 circumstance bonus on FORT saves against exposure to cold.
-White, Bear pelt cloak with hood
-Gray and white fur coat with Varki tooling
-Gray and white fur pants with Varki tooling
-Gray fur boots with Varki tooling

Consumables:
Soap - Uses: 50 | W: 0.5 lbs. | Cost: 1 cp
Trail Rations - Days: 5 | W: 5 lb. (1 lb per) | Cost: 2 gp 5 sp

Other Gear:
Backpack - W: 2 lbs. | Cost: 2 gp
Bedroll - W: 5 lbs. | Cost: 1 sp
Blanket - W: 3 lbs. | Cost: 5 sp
Silver Holy Symbol of Desna - W: 1 lb. | Cost: (Free, Sandpoint Faithful Trait)
Waterskin - W: 4 lbs. | Cost: 1 gp
Cooking Kit - W: 16 lbs. | Cost: 3 gp
|--iron pot
|--iron skillet
|--iron skewer
|--iron tripod
|--wooden ladle
|--wooden cutting board
|--cutting knife
|--pack of tinder
|--Varisian and Ulfen spices and seasonings
Mess Kit - W: 1 lb. | Cost: 2 sp
|--plate
|--bowl
|--cup
|--fork
|--knife
|--spoon

Backpack: 51.5 lbs.
-Cooking Kit
-Mess Kit
-Waterskin
-Blanket
-Bedroll
-Soap
-Trail Rations
-Cold Weather Outfit

Sword Belt: 7 lbs.
-Hunting Knife
-Daggers

Baldric: 15 lbs.
-Longbow
-Arrows
-Bastard Sword

============================

Levels
Level 1:
Class: Ranger
Favored Class Bonus: +1 Skill
Feat: Precise Shot
Bonus Feat: Exotic Weapon Proficiency (Bastard Sword)


Appearance:

Age: 18
Height: 5' 3"
Weight: ~110 lbs.
Hair: Black
Eyes: Black
Skin: Tanned (Dark)

Sesi is a young woman a few inches taller than five feet. Her skin is a cinnamon color and her straight hair is mostly black with a white lock of hair that grows from the middle of her hair line. Her face is open and friendly with large eyes and a button nose that make her seem younger than she is. Wide hips give her otherwise slender frame some curve while toned muscle fills it out.


Personality:

Even as a child going up as an orphan, Sesi seemed indomitable. She always found wonder in the night sky and the movement of the stars, and it only grew as her faith did under Thordall's care. She's an honest soul, finding it hard to keep her opinions of others hidden, which has gotten her into trouble more than once. As she has traveled, she has found she has a passion for cooking and has begun collecting recipes to try when she has the chance. Smiles come easily for the young woman and little dampens her spirits.


My submission will be the human paladin Harn Serenada, sacred servant of Shelyn sworn against grotesquery. (image)

Character choices:

I've chosen the Zealous drawback for an additional trait. I thought it would fit well with a young, maybe slightly naive, paladin that may be trying too hard.

Traits: Signature Moves (social), Sandpoint Faithful (campaign) and Unswaying Love (religion)
The masterwork item from Signature Moves is a gold-plated greatsword.

Feats: Fey Foundling and Weapon Focus

Adventuring skills: Bluff, Diplomacy and Knowledge (Religion)
Background skills: Artistry (woodcarving) and Linguistics

Using the above, I've written a background and a personality profile. (I'm not an amazing writer so this is the best I could do on short notice. I'll try to improve upon it continuosly. Make it more concise.)

Background:

The circumstances of Harn’s birth is a mystery. He was found as a babe, in a wicker basket hanging from the branches of a grand apple tree decorated with hundreds of small, lit candles by the old painter Tino Benani, who discovered the fey scene on his pilgrimage to one of Shelyn’s temples.

Tino brought the boy child with him to the temple, intending to leave him in the care of the priests there. However during the journey, Tino had come to care for the child, and he could not bear to leave him. Instead Tino offered to serve as a priest at the temple, and adopted the boy himself. He named the boy Harn Serenada in loving memory of his wife and child who had both died, prompting his pilgrimage in the first place.

Harn’s life in the temple mirrored in many ways that of an ordinary priest. He was educated in worldly matters, and on the teachings of Shelyn. However Harn, who had experience with only a few of the many facets of love, struggled. He understood the love towards a parent, and that kindness begot kindness, but the rose-colored love depicted in many a work of art, or the self-sacrificing love described in plays or literature eluded him.

It was not until he was 16, and well on his way to becoming a paladin in the service of Shelyn, that Harn finally understood.

As a temple dedicated to Shelyn, the temple had many visiting couples come pledge their love before Shelyn, and receive her blessing as they spoke their vows. One such couple arrived on a beautiful spring morning as Harn sat in the garden, working on a carving of the temples appletree. The young woman immediately caught Harns attention.

Harn was captivated. Not only by her beauty, but by her grace, her kindness, and her faith. Unfortunately, she was just as enraptured with him. Drunk with love, They broke her recent vows in the gardens underneath the brances of the appletree as the sun sat.

Her husband, enraged by grief and heartbreak, challenged Harn to single combat in hopes of regaining at least a sense of honor. Tino and the priests, furious that Harn’s actions might have compromised the sanctity of the temple, threatened dismissal.

Confronted by the anger, frustration and grief of the husband, Harn finally grasped the depth of his malfeasance. Dawn the day of the duel, Harn showed up wielding but a single thorned rose. In the temple gardens, kneeling before the husband, Harn begged forgiveness. The husband struck him down, but just as he was about to deal the finishing blow, he crumbled in tears. The woman, only a spectator at that point, rushed to Harn’s side, tearful and wailing, but suddenly she did not seem so lovely. Harn sensed something. Something he had not sensed before. A strong evil presence emanated from the woman, and Harn was repulsed by her very touch. Snarling, the woman revealed herself; tiny horns, bat-like wings, and a sinuous tail betraying her demonic nature.

Holy fire filled the gardens as the succubus escaped towards the sky, laughing at the futile efforts. Harn’s rage burned within him, a golden flame of righteous fire. In one motion he drew his father’s sword and, with a strength fuelled by the divine will of Shelyn herself, threw it. The sword burst into a white blaze as it pierced the flying succubus. There was no scream as the demon fell to the ground, only a silent sigh as the succubus disintegrated into the breeze.

As a reward for his valor and heroism, Harn was awarded a golden sword, crafted in the likeness of his own wooden training sword, as well as a holy symbol cast in solid silver.

Now, 4 years later and a full-fledged paladin in Shelyn’s service, Harn has come to Sandpoint to celebrate the consecration of the new Sandpoint Cathedral. Maybe sell a few carvings too, if he is lucky.

Personality profile:

After the ordeal with the succubus and his own infraction, Harn's dedication to Shelyn has been unwavering, albeit a bit zealous. He puts a great deal of faith in his god, and as such tend not to worry too much. Harn often meditates on the paladin's code as he carves fine objects of wood, and the thought that his creations and actions might bring joy to others makes him genuinly happy.

Having spent the majority of his life up til this point in the temple, He can appear a bit naive. Harn is aware of this, and actively works toward bettering himself in that regard.

Appearance:

Harn (pronounced Arn) has a sturdy and muscular, but rather small frame. He has slightly tanned skin and short, golden blode hair. His brown eyes are kind, and reveal a green hue under the right light.

He wears a typical varisian scarf over a simple suit of aging but well maintained armor. A sword, with a blade seemingly of gold, is secured along his back with a set of leather straps spanning his torso, going down and fastening at a simple, thick leather belt with a large wooden belt buckle, emblazoned with the holy symbol of Shelyn, from which hangs a single dagger and a belt pouch.


Dotting, will drop in a completed application tomorrow.

Wealth: 2d6 ⇒ (3, 4) = 7*10=70 GP


Edit

I lied, application is done. Submitting Golwen Unduval, Arcanist extraordinaire.


All right. I believe I have enough completed submissions now to create a nice party. Thus, I'm putting up notice of recruitment closing.

Recruitment closes on Wednesday, at midnight per GMT reckoning.

Get those sheets in before then! :)

Those of you who aren't done yet, and for anyone lurking or wandering in, you probably stand the best chance with a primary divine caster(i.e. cleric/druid/oracle/shaman), as there's only one of those completed so far.

Edit: Yikes! That was an embarrassing typo!


*fingers crossed*


Updated the houserules tab to say that feats that used to require feats that are now combat options instead don't require the old feats anymore. It's sort of obvious, but probably needed to be said.

Silver Crusade

*kneels before Paizo altar*

Okay Paizo, I would really love to get into this game, so please, pretty please, no more maintenance's while I'm awake, okay?


I am indeed making an Oracle, not quite done yet though...


Harn should be completely updated. If you have an issues with format or any critique, I would love to hear it :)

Silver Crusade

Funds: 3d6 ⇒ (2, 6, 2) = 10x10=100g

5g short of average, no biggie :3

Silver Crusade

If Paizo could do maintenance while I'm asleep or occupied with work instead of when I have free time.... that'd be great :3


Mm, there seems to be quite a nostores lately.


I've been hit pretty hard by the maintenances too, lately.

Silver Crusade

PAIZO?!?! Why u hate us?!


That was without a doubt, the longest maintenance in a while at 5 hours...

Silver Crusade

I hope I can get everything done in time, I really want a shot at this :(


Saturday Daud wrote:
I hope I can get everything done in time, I really want a shot at this :(

It should be handily within the realm of possibility to write up a character in 2 days - I wouldn't worry about missing the deadline.

If maintenance gets in the way, well, you don't strictly need to be on the forums to write up a character, right? Having aliases aren't a criteria for a completed character, anyway.

If maintenance coincides with the deadline, I'll add some hours to it.

Anyway, I read over the saturday profile - is that intended to be the application for this game?

I have two questions.

First off, what's he doing in Sandpoint, Varisia? Second, what's the deal with the name?

Silver Crusade

No the profile isn't updated, and maintenance keeps happening when I do try to add the info, and other times I'm at work or asleep so can't do it then lol -_-

As for reasons he trying to appease the spirits of hate he's hosting so he's been going about finding evil things for them to lash out at, and Sandpoint does seem to have a goblin/monster problem from time to time.

I name the Dauds after the rhyme Monday's Child, though Saturday's name could also be a reference to Saturday Night Special :3

Grand Lodge

24 hours, I'll give it a shot!


Isemon wrote:
24 hours, I'll give it a shot!

Best of luck!

Anyway, as Isemon rightly surmises, there's now just about 24h until the ad closes. If you've stuff that still needs to get done, now's the time!

Look forward to gaming with you :)

Silver Crusade

24?! I was killing myself thinking it was due tonight. *phew*

Go to sleep, wake up early, submit.

Shouldn't take me long once I do so since I've moved all my notes to my phone so even if Paizo goes down I can still work on it.

Grand Lodge

And the wait is almost over!! Very excited to find out if I make the cut (fingers crossed).
This is the time, of course, when I start reviewing my character and second-guessing EVERYTHING about my concept :=/


I'm happy with Lia as she is. :)


I am sorry, but I'm not going to get my application done in time. Too many great games to apply to popping up all at once and sadly this didn't have top priority. Hope the rest of you have fun though.


Talathel Wyndle wrote:

And the wait is almost over!! Very excited to find out if I make the cut (fingers crossed).

This is the time, of course, when I start reviewing my character and second-guessing EVERYTHING about my concept :=/

Don't do that, it's no good, stride forward with confidence!

Or as Golwen would say "Wish upon the stars, because if you're able to, that means something terrible hasn't happened yet. Like a bear attack, or a Great Red coming down from the sky to have you as a snack. Or seeing a naked Dwarf."


Or a goblin stripper. :P


AdamWarnock wrote:
Or a goblin stripper. :P

O_o

Well played...


Well, I did inflict three of them on the party in my RotRL game. >:D

Also, speaking of naked dwarves, I remember being in a group that managed to avoid every single combat in a PFS scenario once. One of the things we did was have a naked dwarf (one of the other PCs), that my character turned the hair on pink, run through a crowd of people as a distraction.

Every since then, I've always loved the Prestidigitation spell. :)


*Heavy Breathing*


The images...kill me now...


Tony Sinclair wrote:
The images...kill me now...

That was what my players said. :D

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