GM Shahryār's Howl of the Carrion King (Inactive)

Game Master R0B0GEISHA

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dotting will soon create a character :D is any role in particular missing ?

Stoned In Zion wrote:
dotting will soon create a character :D is any role in particular missing ?

All roles are still available. Nothing has been chosen.

I would like to join as a Warpriest (Champion of the Faith) of Asmodeus with a more Lawful than Evil bent, while also paying homage to all of the powers of Hell. My character will have a tattoo on his body for every deity/deity-like power in Hell and frequently intones aid from them. These tattoos are initially just symbols of devotion but I hope to evolve them into something more tangible as we go.

If this sounds okay to you I'll gladly roll up a toon and everything. And before you ask, no I will not try to sacrifice fellow party members, I'll maintain that they are essential to my success in fulfilling my duties.

My submission, I have all the stats and such in the alias but I will post them if you want me to.

A beautiful young woman of exotic decent walked from the store, her new equipment worn, her clothing in order, the only thing that showed what she truly was sere the cuffs and collar of a slave. They were marked with the chance for her to earn her freedom and she walked, almost oblivious to what was around her, to meet with those she was to work with. She moved with a lithe grace as she weaved through the crowd, her gaze unfocused beyond the minimum needed to avoid bumping into anyone as she thought things they would never understand.

I've been a slave almost as long as I can remember. I worked to clean the master's home as a child, I learned to dance when I showed my heritage, and I learned to be afraid. Afraid of the master, afraid for my body, afraid for my mind. I lived in fear, even when pampered I was afraid. The only time I wasn't afraid was when I danced. The music and beat overcame me, and my soul rang with the freedom of my movements. But it was always taken away. Now though, the spirits that haunt me, the doubts and fears, they are at times my allies, and the sun above my power, all the stars in the great sky. Now I will be free or I will die, but I will do it by my hand, by my skill, by my success or failure. I've always longed for it, and now I have the chance, at long last, to be free!

Writing example:

Archon quietly went about his work, keeping his head down so as not to draw unwanted attention from his master before his daily beating and flogging. He shuffles forwards sweeping the path and garden; a half hour job takes him nearly 2 hours due to the fetters that are chaffing his ankles and starting to draw blood, knowing full well that he would go with mess food again tonight for taking so long. But he knows better than to say anything, he had done that once and it wasn't the cane the master used, it was the knife. He could still remember the sharp pain as the blade pierced his arm and ripped downwards, scarring his large arm.

Today whilst working he spots someone at the gate and rushes over to open it, partly fearing the reaction and mostly fearing the master in case he decided to beat him for stopping his work. As Archon made it to the gate he over extended his step slightly and fell onto the gate knocking it outwards, luckily the guest managed to step to one side and thus avoided harm. "I will beaten for this now, why do I have to live like this?" The guest reached down and helped Archon to his feat, he didn't recoil at the site of the Orc, (for many believe Half-Orcs to still be Orcs) but checked to see if he was alright before asking to be taken to the Master. Archon noticed the look in the mans eye upon seeing him shuffle to the Masters room "A look of pity or disgust?"

Archon knocked on the door and informed the master of his guest, the master in turn replied with a master around the back of the head and sent him on his way. As Archon left he heard the master speak to his new guest, "The only way to treat those brutes is with force, it is all they know. So who are you and what do you want with me?"

A couple of hours later the master and his guest walked out into the garden and to the gate, they stopped at the gate and summoned Archon over. The master turned to him and glared at him, "You are this mans property now, you shall do as he tells you and you will not dishonour me by being defiant." He went to smack his head again, but the new master caught his hand and spoke in a quiet, yet threatening voice, "Would you damage someone elses property, sir?" The old master glared at him and stormed off. The new master looked to Archon and smiled, "Now let's get rid of those chains, shall we? Sarenrae will not tolerate you in them." Archon looked at the man in a worried way and when he realised it wasn't a trap or test he replied, "No offense master, but no. I will keep them to remind me of what has happened, so I can look to the future. I do not know who this Sarenrae is, is it another master?" The man shocked by this reached into his pack and produced a book, handed it to Archon and smiled, "Read this and learn, I am one of her children. I am going on an expidition, it will be dangerous but if you survive, you can earn your freedom."

With that they both walked into the city of Katapesh towards a new and dangerous future.

This writing example is also a continuation of my back story, I hope it is a good enough example.

Morrigan's character sheet is complete.

Half-orc Wizard (Shadow Illusionist)


Morrigan never knew her parents or where she came from. She was raised by an underground cult of Zon-Kuthon who shared nothing of her past with her. The cult raised her beneath the city of Katapesh and probably would have sacrificed her to their god instead of raising her if not for her exhibition of magical aptitude. The first time she saw the sun was when she escaped. Prior to her escape, Morrigan was deeply ingrained with religious teachings. She bore indescribable pain and also learned how to deal it. Her only respite was to hide away the pain in a different part of her mind. She learned to treat pain as only an illusion. In time she also learned that she could manifest illusions of her own.

When Morrigan came of age, despite her religious upbringing, she was unable to bring herself to make the required human sacrifice to become a full-fledged member of the cult. Realizing that she would soon be sacrificed in the victims' place, Morrigan set out to escape. Using her illusion magic, she was able to deceive her way to the surface.

In Katapesh, Morrigan was in for a rude awakening. The world was completely different in more ways than just the harsh light of day. Since half-orcs are rare and often despised in Katapesh she received very poor treatment. For a time, she managed to survive through deception but Morrigan was curious about her new world and sought to better herself. She decided to join a mercenary band to see new places and to earn a decent living for herself rather than steal or beg for it.

Hey Drogeney, good to see you!

GM Shahryār, this is the crunch on RH's Gnoll bloodrager, I will have the fluff and back story soon. Thanks for your consideration and allowing such an odd race. I've been wanting to play a gnoll for a year and this is the only AP I can see one in, thanks for running it!

Here's a list of submissions/concepts so far:


CaptainFord - Charyx the Furious, Kobold Titan Mauler Barbarian

ZetaGilgamesh - Valik Roffeson, Human Paladin of Sarenrae

Robert Henry - 'Gnasher' Red Claw, Gnoll Untouchable Rager Bloodrager

Helikon - Fu´egion, Ifrit Whirling Dervish Swashbuckler

Arknight - Unchained monk/fighter


Toodles or summat - Ardra Pain De Veau, Tiefling Preservationist Alchemist

Mainer - Half-orc alchemist


oyzar - Half-orc scarred witch doctor

Creon Vizcarra - Mital Purmar, Ifrit Wishcrafter Sorcerer

Doomed Hero - Vedic Boreal, Elf Spellbound Admixture Evoker Wizard

wehrpig - Isadriewen Fage Llewellenar, Half-elf Arcane-blooded Sorcer

Peachbottom - Morrigan Winters, Half-orc Shadow Illusionist Wizard


dickie - Firuz of the Dunes, Elf Desert Druid

Drogeny - Nyota, Suli Solar Oracle

Mokshai - Boramyr Cliffstalker, Warpriest of Torag

"The Lucky Halfling" - Tiefling Inquisitor of Abadar

Mark Thomas 66 - 'Abal al Naheed, Human Desert Druid

Faelar Braegen - Archon, Half-orc Dual-Cursed Oracle of Life

Judas Alexander Belisarius - Warpriest (Champion of the Faith) of Asmodeus

We're a little light in the rogueish type character department, but this is a cool looking group so far. Can't wait to see what else pops up.

Just finished the stat crunch and tattoo placement (btw, holy crap hell has a lot of deities, lol. The tattoo cost me 20gp). I'll work on the alias tonight

GM Sharyar, 2 questions.

I don't have unchained, so I don't know what background skills nor wound thresholds entail ?

@Boramyr: Links for Background Skills and Wound Thresholds.

Thank you.

[Edit]Profile updated to meet your requirements.

Quite interested. Still at work--fourteen hour days suck!--so I can't put together a character just yet. Looks like you haven't many candidates for the skill monkey type. I love rogues, so I'll see what pops up. I've not read Legacy of Fire, but I do have the Player's Guide. Looks neat! :)

Stats are finished for this archetype. I will write up a description, back story, and intro soon.

I intend to submit a human flame oracle for consideration, will hopefully have everything put together in a day or two.

If I take a Drawback to gain the extra trait, could I later on "get over" the Drawback by taking the Additional Traits feat?

Just for some roleplay reasons, the Drawback I am thinking of would work to start with but after a while it would seem awkward with the friendly group.


The torrent of rain battered against the walls of the temple, the thunderous beat bringing to mind the ominous drums of some imposing war-host.

"Be gone with you, Judas Alexander Belisarius, and take your blasphemies with you!" the head priest cried over the rainfall as two clergymen threw the tattooed and naked form of Judas onto the stones just outside the temple doors.

The humiliated man stood defiantly, the rain striking him suddenly evaporating as he locks eyes with his new-found enemies,"The Pantheon of Hell will not be ignored, fools,"Judas' voice had dipped well below human norms in tone,"When I return your blood will make a fine sacrifice, priests of Asmodeus, as your master has decreed. Farewell, I suggest you spend the last years of your life finding solace in what you can... not that it matters in the end."

Judas turns and wanders off into the rainstorm, the looks of worry on the priests' faces streaked through with doubt.

Faelar Braegen wrote:

If I take a Drawback to gain the extra trait, could I later on "get over" the Drawback by taking the Additional Traits feat?

Just for some roleplay reasons, the Drawback I am thinking of would work to start with but after a while it would seem awkward with the friendly group.


I will be submitting this Character. this is just a short, everything else is on the profile i'm posting under.

Aisling is based off this picture

Aisling's tale:

My Brother Tristan and I, our parents died... they were killed by demons. For a while it was just us and the clan, although Tristan never really let me associate with the rest of the clan. He would claim it was to dangerous. We always got along , part of me always knew our relationship was odd; I never complained because he needed me. He tried keeping the blood drinking secret, it was the clan that got him addicted. I knew...I didn't like it , but i knew everything... even those things he didn't want me to know.

Then one day, he left on a trip. when he left, the clan suffered a tragedy known as the black blood incident. Part of Tristan's job was to check blood for safety before the clan drank...He never came back. The clan grew desperate, and eventually just drank. The blood ran black, as they drank they all fell killed from the inside out all at once. Demons came during the incident...for me...i don't know why, but it wouldn't end well.

I escaped 2 years later...after they tried to "break me"...i wasn't the same, i don't think i every will be. The only thing left for me, was to live...try and find a new reason for living...rediscover what the demons took from me.


Finesse Training- weapons finesse and Dexterity to Damage with Finesse weapons at 3rd, 11th, and 19th.

Two weapon fighting- -2 attack penalty to primary weapon and offhand. Can attack with off hand weapon. Level 1 feat.

Still looking through traits,ill add it to the profile when done.

Sweet! Thanks GM Shahryár, in that case I will be taking the "Paranoid" Drawback and taking the "Desert Child" Regional Trait from the Legacy of Fire Players Guide.

Archlich here. Here's my humble submission for appreciation. Any feedback is welcome :)

Ardra's profile has been updated, though she still needs to be equipped, and adjusted history and personality info has been PMed. Am I missing anything at this point?

Toodles or summat wrote:
Ardra's profile has been updated, though she still needs to be equipped, and adjusted history and personality info has been PMed. Am I missing anything at this point?

I think you're all set.

Are you okay with me not creating an Alias for Archon until I know whether I have been selected?

GM Shahryār this is Gnasher's background and personality/appearance. I will post "How He Got His Name" a little later.

trait change:
I will change my second trait to 'Gnoll Killer' however I would like to keep 'Desert Child' as a third and included a drawback. I am considering: unlearned, provincial or foul brand, all would be simple enough to work into the back story. Unlearned; he picked up knowledge: Geography from all of the moving, all other types of knowledge would be difficult because he cannot read and he grew up wild. Provincial: All he knows is the desert, caravans and guarding, talking to and understanding people is foreign to him, this could be part of the reason he has such low charisma. Foul Brand: His tribe chief would brand all the whelps with the sign of Lamashtu to honor her, this could also be part of the reason for a low charisma.

All three would impact him differently do you have an opinion on which one would work better? The least painful would be 'provincial' since he will never use diplomacy or sense motive, unlearned could be difficult if the team is relying on the barbarian to make knowledge calls for them and the severity of foul brand would depend if it was on the face or hand. Anyway, looking for your thoughts on the subject.


Gnasher was born to the ‘Red Claw’ tribe of Gnolls, they controlled a small territory in the south-east corner of the Pale Mountain region. The tribe was led by Charook a warrior full of rage and fury; he bragged that the tribe was descended from a Yaenit and this is where their great rage came from.

The ‘Red Claw’s’ had several locations they made camp. The most popular was near a small silver mine where they sent their slaves in to dig for silver to trade with the humans, specifically a merchant named Bahram Ibn Parumartish, who was sometimes called ‘the worm’, because he would squirm around negotiations until he worked his way into a better deal. The tribe would meet ‘the Worm’ at their southernmost encampment; it was the furthest into the Pale Mountain range that the merchant would go.

Gnasher was almost two when his tribe travelled to the southern encampment to meet at a preset time with ‘the worm’. They had left the silver mine camp after entertaining a delegation from the Wormhollow tribe. Charook had met with Kikkling the Slight of the Wormhollow tribe. Kikkling had abandoned the traditional faith in Lamashtu the Mother of Gnolls and in his heresy chose to serve Rovagug and an upstart warlord called Carrion King. Charook laughed at Kikkling and threw him and his delegation out of the camp.

The ‘Red Claw’s’ were settled comfortably in their southern encampment when betrayal struck. The Carrion King had instructed Kikkling to bring the ‘Red Claw’ tribe to him, either as allies or as slaves. Being so vehemently rejected Kikkling broke sacred gnoll law and attacked and enslaved his fellow gnoll. After a vicious battle all the survivors were dragged off in chains to become the slaves of Kikkling, all except Gnasher.

Gnasher had been sleeping in warren with the hyena b!%@$ that had adopted him, when the attacking Hyena’s came into the warren she fought them off. When she died Gnasher raged for the first time and finished killing the final attacker. He heard the battle overhead finish, he heard the six ‘Red Claws’ chained and dragged off. He hid in the warren for days living off of the carcasses of the hyena’s and did not come out till he heard the sound of the caravan overhead.

Waiting until the caravan left, he decided to follow. He lagged behind the caravan feeding off of the garbage they would toss out. Finally he was able to secure himself a place in the caravan as a sort of the guards assistant, watchdog and mascot. The caravan owner Bahram Ibn Parumartish ‘the Worm’ named him Gnasher.

Gnasher watched and listened, he had a gift for languages and soon learned to speak common. He learned the geography of the places they visited on a regular basis. He learned to fight from the different guards that ‘the Worm’ would hire. Eventually Gnasher went from being the guards assistant to being a guard himself. gnasher traveled with 'the Worm' for six years. Then Gnasher heard that Garavel was looking for brave men and women to aid in retaking the village of Kelmarane from a tribe of gnolls in the service of the notorious Carrion King.

Gnasher went to Bahram and told him of the undertaking. Bahram understood Gnasher’s hatred of the Carrion King and the gnolls who had turned to Rovagug. In the years they had traveled together Bahram had helped him piece together the events that had transpired, so he understood Gnashers desire to seek revenge. He gave Gnasher his blessing to aid Garavel.

Appearance and Personality:

Gnasher is a Gnoll between two worlds: born into a proud demon-spawned tribe loyal to Lamashtu called the ‘Red Claws’ then seeing them betrayed by Gnolls serving Rovagug. He was rescued as a pup by a dodgy merchant appropriately called ‘the Worm’. He was raised in neither gnoll nor human society but by an unscrupulous merchant and the unreputable guards he employed. Because of that Gnasher does not fit well in either gnoll or human society and he avoids interacting with people or situations he is not familiar with. However, in areas or around people he feels competent or comfortable with, he will interject his opinion and be involved in the conversation.

He has substituted the merchant caravan as his tribe taking on its value of gold and trade as his own; Worshiping Abadar for a profitable trade as quickly as he does Lamashtu for a successful kill. He will protect both the people and the property of the caravan as if they were his own and he is willing to share his possessions with those in the caravan as they need. Except for food, he will eat his fill growling at any who approaches him while he is dining. Fortunately he is happy eating that which most would throw out. He has learned how ‘civilized’ races view social things, even how they will treat their dead, and he enjoys teasing unsuspecting ‘humanoids’ about those social differences. He will scavenge things together enjoying what he finds as much as those things he has purchased, viewing Gnolls as scavengers first. Finally he will avoid work with an extreme prejudice, only assisting if it is a dire need. Fortunately he doesn’t view guard duty or fighting as work, but a responsibility to his tribe.

His appearance is similar to most Gnolls in Katapesh: Just over six foot tall, brownish grey hide and hair with black splotches on his back. His most outstanding feature are his red eyes he claims to be caused by a Yaenit progenitor. His cobbled together armor is mostly made from scale, with pieces of leather, chain and small metal plates attached. His weapons are second hand and from various locations; his shield of Linnorm design, wooden, a yard wide and a steel boss, his Chakrams from Vudrani, his spiked battleaxe of Cheliax design and his great flail taken from the body of a gnoll he had killed.

My trait has been updated to Earning Your Freedom, and my backstory has been slightly adjusted.

Faelar Braegen wrote:
Are you okay with me not creating an Alias for Archon until I know whether I have been selected?


I will be dropping out. I just got picked up in another pbp and can only handle 2 at this time. Thank you for the consideration. Cheers!

Updated build, added Description. Will expand background later today.



A bit above average height, 'Abal is in excellent physical condition, her body possessing sleek lean muscle while still maintaining noticeable feminine curves. Her hair, short to deal with the desert heat except for a long braided tail at the back of her neck, is a natural smoky grey, despite her youth, a stark contrast to her sun bronzed skin.

Her features are sharp, in the manner of many of the desert folk,making her eyes, the color of storm clouds, stand out sharply. She most often dresses in light, loose gauzy clothing, fitting for the desert heat, with little regard for avoiding exposure or conceding to foreign notions of modesty. Often wearing sandals or going barefoot, the better to feel the desert sands between her toes, maintaining her connection to the environment which to her is as vibrant and alive a place as any.

A desert native her entire life, 'Abal carries with her an air of natural, untamed beauty, her glare as hard as the midday sun, her smile as welcome as the sight of an oasis.

Here is Redeemed, human flame oracle. Please let me know any questions you might have, or any suggestions to make him a better fit for the campaign – I’m unfamiliar with the AP, but downloaded and read the player’s guide as suggested. I personalized the descriptions of various traits and such to tailor them to the character, including the Missionary campaign trait; please let me know if any of these changes are unacceptable. This is my first time using the format/template you linked to, so I apologize if I missed anything and for any formatting errors.

Male human flame oracle (dual-cursed) 1
N Medium humanoid (human)
Init +3; Senses Perception -1 (-3 sight based)
AC 17, touch 13, flat-footed 14 (+3 armor, +3 dex, +1 shield)
hp 10 (max 8 @1st level, +1 CON, +1 favored class)
Fort +1, Ref +3, Will +1 (+3 vs divine)
Speed 30 ft.

Melee +0

Melee (Weapon Finesse) +2 (+3 DEX, -1 shield ACP)

Ranged +3
Str 10, Dex 16, Con 12, Int 7, Wis 9, Cha 19
Base Atk +0; CMB +0; CMD 13

Traits Focused Mind (Magic). Whether it be prior mental training, or the fact that the fire in his mind blocks out all other distractions, Redeemed has the ability to focus on the immediate task at hand. Benefit: Redeemed gains a +2 trait bonus on concentration checks.

Missionary (Campaign). Redeemed has been sent by the church of Sarenrae to assist in the reclamation of Kelmarane, both to exercise his divine powers and test his moral fortitude. Despite the simplicity of his thoughts, Redeemed displays a surprising command of several languages, and his complete lack of guile often proves disarmingly persuasive, while his innocent questions make one re-examine their own motives and beliefs. Benefit: Redeemed gains a +1 trait bonus on checks using Diplomacy.

Disdainful Defender (Faith). Redeemed is resistant to the magic of other faiths; when they attempt to overcome his will, the fire within him burns their magics away. Benefit: Redeemed gains a +2 trait bonus on all Will saves he attempts against divine spells. This bonus does not apply against divine spells cast by a caster who worships Sarenrae.

Drawbacks Oblivious. Just as it blocks out distractions, so too does the fire inside him make it difficult for Redeemed to notice anything he isn’t intently focused on. Effect: Redeemed takes a –2 penalty on Sense Motive and sight-based Perception checks.

Feats Skill Focus: Knowledge Planes. Details of extraplanar creatures and lore reside within Redeemed’s mind, diminished but not destroyed by his “condition”. Benefit: Redeemed receives a +3 bonus to Knowledge Planes checks; if he achieves 10 ranks in this skill, the bonus increases to +6.

Weapon Finesse (human bonus feat). Lithe and graceful, Redeemed uses his agility in melee combat as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of his size category, Redeemed may use his Dexterity modifier instead of his Strength modifier on attack rolls. If he carries a shield, its armor check penalty applies to his attack rolls.

As the game progresses I intend to take Eldritch Heritage for the Elemental Fire bloodline at level 3; outside of that, I have no solid feat selections lined up.

Skills (3 points/lvl; +4 class, -2 INT, +1 racial bonus)
Diplomacy +9 (+1 rank, +3 class, +1 trait, +4 CHA)
Knowledge Planes +5 (+1 rank, +3 class, +3 feat, -2 INT)
Knowledge Religion +2 (+1 rank, +3 class, -2 INT)
Sense Motive -3 (0 ranks, -1 WIS, -2 trait)

Background Skills (2 points/lvl)
Craft Armor +2 (+1 rank, +3 class, -2 INT)
Linguistics -1 (+1 rank, -2 INT)

ACP -2
*ACP applies to these skills

Non-Standard Skill Bonuses Skill Focus feat: +3 bonus to Knowledge Planes checks.
Missionary trait: +1 bonus to Diplomacy checks.
Oblivious drawback: -2 penalty to Sense Motive and sight-based Perception checks.

Racial Traits/Bonuses I have taken the standard human package, which includes:
- 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.

Languages Common, Celestial(?), Ignan.
I’m open to suggestions on his language gained from Linguistics; I took Celestial figuring he picked it up during his stay with the followers of Sarenrae.

Archetype & Curses:
Dual-Cursed. A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels. A dual-cursed oracle gains no additional class skills from her mystery. These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th). A dual-cursed oracle gains a new revelation at 5th level and 13th level; in addition, the cursed oracle may select the following revelations in place of a mystery revelation: Misfortune (Ex) and Fortune (Ex).

]Oracle’s Curse: Blackened (Primary/Dynamic). Redeemed’s hands and forearms are shriveled and blackened, as if he had plunged his arms into a blazing fire, and his thin, papery skin is sensitive to the touch. Effect: Redeemed takes a –4 penalty on weapon attack rolls, but he adds burning hands to his list of spells known.
- At 5th level, he adds scorching ray and flaming sphere to his list of spells known.
- At 10th level, he adds wall of fire to his list of spells known and his penalty on weapon attack rolls is reduced to –2.
- At 15th level, he adds delayed blast fireball to his list of spells known.

Oracle’s Curse: Tongues (Secondary/Static). In times of stress or unease, the flames in Redeemed’s mind grow hotter, burning away all languages but that of fire. Effect: Whenever Redeemed is in combat, he can only speak and understand Ignan. This does not interfere with spellcasting, but it does apply to spells that are language dependent. Redeemed gains Ignan as a bonus language.

Oracle Mystery & Revelations:
Flame Mystery. Due to the Dual-Cursed archetype, no bonus skills are granted and some bonus spells are replaced. For a complete lists of bonus spells, see ‘Spells’ section.

Revelations: Touch of Flame (Su) 7 x day: As a standard action, Redeemed can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels he possesses. He can use this ability a number of times per day equal to 3 + his Charisma modifier. At 11th level, any weapon that he wields is treated as a flaming weapon.


0th (at will) light, mend, purify food and drink, spark

1st (4/day) burning hands, cure light wounds, inflict light wounds

Bonus Spells Known: burning hands* (1st), ill omen (2nd), oracle’s burden (4th), scorching ray* and flaming sphere* (5th), bestow curse (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), delayed blast fireball* (15th), incendiary cloud (16th), fiery body (18th).

*spells gained from the ‘Blackened’ Oracle’s Curse.


Studded leather armor +3 armor AC, +5 max DEX, -1 ACP, 30’ speed, 20 lbs.
- Includes full helm
Buckler +1 shield AC, -1 ACP; 5 lbs.; worn on left arm
Outfit, Peasant’s (under armor; I’m assuming armor includes boots)
Mask, leather hood 1 lb.; worn on head under helm
Ankh, iron holy symbol of Sarenrae 1 lb.; worn on neck
Backpack, masterwork* 4 lbs.; worn on back
- Hammer, tool 2 lbs.
- Waterskin, full 4 lbs.

Carrying Capacity
Light 0-33 lbs. Medium 34-67 lbs. Heavy 68-100 lbs.
*Light 0-38 lbs. Medium 39-76 lbs. Heavy 77-115 lbs.

Current Load Carried 37 lbs. – Light Load

Money 16 GP/ 5 SP/ 0 CP (kept in backpack)

I couldn’t find a separate set of statistics for his full helm, and so just assumed it included in the stats for his studded leather armor.

She tells me I am Redeemed.

I awoke burning in darkness. I burn still. In my flesh. In my head. Always burning.

She tells me I burn because I was full of sin. A bad man. She tells me I did terrible things. She tells me she punished me with fire. Because her fire burns sin away. I do not remember. When I try the fire burns hotter. It burns my thoughts away. She tells me I do not remember because to remember would make me sin again. She tells me the fire still burns in me as a gift. The others do not agree. They tell me the fire still burns in me because there is still sin living in me.

It does not matter why. It only matters that I burn.

They keep me in the dark. Surrounded by walls. Walls keep everything out. I like walls.

They gave me tools to work with. I made new skin to wear. From things inside the walls with me. My old skin scares me. I do not like to look at it. My new skin keeps me safe. Safe from touch. I do not like to be touched. Only my hands can touch. Only my hands are beautiful.

Sometimes I sleep. I know that I dream. I wake burning. The fire burns all the dreams away.

She tells me I must prove to the others that I am Redeemed. I do not understand. She tells me there is a man I must follow. I must do as he tells me. He will take me to a ruined place. A place full of sin. I must keep him and others safe from this sin.

They take me from the darkness. From inside the walls. I am not scared. My new skin keeps me safe. Everything is bright. Lit by a great ball of fire above. At first it hurts my eyes. Then it seems familiar. But I do not remember. Perhaps it is just the fire above that makes it seem that way.

They take me to the man. They tell me he is Garavel. They tell me what she told me. What I must do. They tell me until I can tell it back.

”I will follow him. I will obey him. I will keep him safe from sin.”

Because I am full of fire. And sin burns.

My basic idea is that “Redeemed” was a NE criminal whom the followers of Sarenrae attempted to kill by fire, either in combat or execution. Instead he survived, apparently filled with the power of fire and with no memory of his past self. Somewhat flummoxed by this outcome, they functionally imprisoned him for several (or more) years, hiding him away until they could figure out what to do with him. After much debate, they have finally decided to give him a chance to prove himself a changed man by sending him with Garavel to reclaim Kelmarane, perhaps with a "handler" (if another character with the same campaign trait is chosen.)

Ideally, if chosen, you could assign a criminal background to Redeemed that is appropriate/relevant to the AP. I would like to assign four out of the five future stat points to his Int and Wis to reflect his memories slowly returning to him, and have his alignment develop away from true neutral over his career based on how party members and events play out; i.e. without a definite plan for him to become neutral good and truly redeemed, or to revert back to neutral evil, or whatever, but rather to go where gameplay takes him.

I understand if coming up with my character’s “true” background and working it into the campaign is more work than you’d like to take on, and I’m perfectly willing to just come up with a criminal background myself that isn’t tied directly into the AP, if that’s preferable.

Physical Appearance:

Redeemed is tall and lanky, possessing a lean frame with arms and legs that are a bit too long for his body. With his hunched, bent-forward posture, one would expect him to seem gawky, but instead he moves with an unusual ease and grace. Always wearing a crude but serviceable suit of studded leather and a metal, closed-face full helm, it’s hard to determine where Redeemed originally hails from; the only skin visible is that of his hands – long, gnarled fingers and palms with little more than burnt, blackened sinew stretched over the bones. An iron ankh hangs loose from a long cord about his neck, and an incongruously fine-looking backpack is worn on his shoulders. If one gets close enough, Redeemed has the stench of burned meat about him. Overall, a strange figure to behold.

Redeemed is in many ways similar to a child: simple, honest, curious, and naive. He is very focused and not easily bored, oftentimes losing himself in repetitive tasks, and is especially fascinated by assembling objects. If left to his own devices he may break simple objects (such as glass and ceramics) with his hammer in order to reassemble them via his mending orison. While not quite agoraphobic, the many sights and sounds of the outdoors can sometimes overwhelm him, especially in a city, and if given a choice he almost always prefers to be inside, whether it be in a building or a wagon. In the same vein he never fully undresses, attempting to keep all but his hands hidden under his clothing and armor – further barriers between himself and the world at large.

Redeemed is unsure what constitutes “good” violence and “evil” violence; if confronting an enemy alone he will try to engage in conversation to discern what is going on unless attacked himself, while in a party he will generally follow the accepted leader’s actions. He maintains a preternatural clam in most situations, only becoming agitated when his (non-hand) skin becomes exposed or, even worse, touched.

Thank you for your consideration - I welcome any and all feedback!

Dang you're getting a lot of submissions, and some pretty cool characters at that. You're going to have a heck of a time selecting a group :P

I'm not going to get a submission in sorry. I spent sometime putting together a bard for the campaign and when I had finished and read through what I wrote I realized I created a character I had no interest in playing.

Good luck all.

Gnasher is ready to go, went with the Drawback 'Unlearned'. As promised here is:

How He Got His Name:

Bahram Ibn Parumartish rode his camel near the front of his caravan, they were still too close to Gnoll country to be in the very front. The day, sweltering hot, the fat middle-aged merchant kept a large umbrella overhead and a fan constantly beating in his hand. Riding up beside him on a sturdy desert horse came his guard captain Dahrehn, the dark skinned Garundi brought the bay to a walk and called up to ‘the Worm’
”Bahram, sir, the trail before us is clear. The outriders report nothing to our flanks and the only sign behind us it the straggler from the ‘Red Claw’s’.” Dahrehn kept the bay moving at a quick walk to keep up with the camel, waiting patiently for his employer to ask any questions. ”So the pup still follows us, tenacious one that.” Bahram pondered as he shewed a fly with his fan.
”So the little bugger follows us still, he’s a stubborn one, that’s the way Charook was. Bad business that, we lost a good customer and a profitable flow of silver.” Dahrehn nodded his head in agreement ”As you say sir.” waiting to see if his employer would continue. Bahram, using the end of his turban wipes the sweat from his neck, under his salt and pepper beard.
”Just as well we weren’t there when the attacked happened, we would have lost more than the sale of a few slaves.” The guard nods his head in agreement as the merchant gathers his thoughts.
”Do you think he found the refuse pile we left unburned?” Dahrehn smiled as he answered ”Well Shiman said he saw it gnawing on the foreleg of the Gemsbok as it ran away when he approached it.” Bahram nodded, frowning, he may be a gnoll but he’s still not an it” ”Maybe he will decide to joins us, we shall see, make sure there is plenty of refuse left tonight for a hungry gnoll cub.” Dagrehn nods as he slows his mount down to turn around and continue checking on the caravans security, ”As you say, sir.”

The Juvenile gnoll followed behind the caravan, oblivious to the sun beating down on him, oblivious to his own lack of clothing, oblivious to the gore and blood crusted to his hide, oblivious to the scabbed over cuts and scratches covering him, only concerned with the antelope leg he gnawed upon as he ran doggedly behind his new tribe. ”Three days they leave me food, no one has beaten me, no one has tried to eat me, no one has thrown anything at me. They must be powerful to leave me all the food they do: head and brain, intestine and offal, bones and morrow. I never eat so good with ‘Red Claws’ they are gone now so it does not matter. When I am big I will find out what happened, but now I must stay near new tribe if I want to eat.”

It was at the beginning of the second watch when Dahrehn finally settled in his bedroll near the large fire, ’Almost too warm to sleep this close to the fire. We could have just a small cooking fire, but It wouldn’t keep the lions away as well, or allow us to see any attackers. I think our gnoll cub will enjoy the remains of the warhog we butchered, maybe we will leave him some of the cooked parts tomorrow night. I wonder what caused the boss’ preoccupation with the little bugger, we certainly can’t sell him.” Dahrehn finally dozes off to sleep but is soon awakened by screaming ”Aaaaaggggghhhh, I’ve been bitten! I’m bleeding! Kill that beast!” Dahrehn bolts awake, recognizing the voice of Shiman the tall Mauxi spearman who was on the north guard post on the second watch. Dahrehn began to yell Alarm! Alarm! as he grabbed his Khopesh and shield running to the screaming wearing nothing but his kilt.

As he and others arrive at the scene, Shiman has stopped screaming and is poking around in the brush with his spear, bleeding from a bite wound on his calf. Dahrehn quickly asks ”Where? what direction? How many?” Shiman, looking a little sheepish, ”Well, over there sir.” pointing to the brush with his spear. Dahrehn raises an eyebrow waiting for the Mauxian to continue. ”In the weeds, one sir, the little bugger who has been following us, sir, he attacked me tried to eat me.” Shiman points to his leg, begins to look around hoping for some support from the other onlookers.

Dagrehn takes a torch from a nearby onlooker and walking up to the brush area holds the torch out so he could locate the gnoll. Seeing the reflection of the creatures red eyes first Daggehn approached near enough to see the naked gnoll cub. Holding the butchered warthogs head by the nose with one claw and scooping out the grey matter with the other shoveling it into his mouth. Shiman, seeing the shadow of the gnoll raises his spear to throw it, just at the cub pulls his claw out of the warhogs skull and pointing at Shiman saying in a gravelly voice ”Him asleep, him not supposed to sleep, him get tribe killed”

”Bwa ha ha, put your spear down Shiman, isn’t it bad enough that you fell asleep and let a pup catch you at it?” Dagrehn turned around in time to see Bahram; his head uncovered, his long black hair falling on his wide shoulders, his robe held shut with one hand, his other hand resting on Shiman’s raised spear. The merchant continued
”Shiman you know the fine for dereliction of duty! Turning to Dagrehn he continued. ”Captain dock this man a weeks pay…” Then pausing for a moment he continued, turning to the pup pointing, ”And give it to that one over there. He has Charook’s eyes doesn’t he captain.” Then addressing the pup directly ”Would you like that ‘Red Claw’ you can come work for me, it will be like a tribe, a little. You can make sure these knaves stay awake at night.” The pup, excited by the idea of officially belonging to his new tribe, vigorously nods his head. Bagram moves to go back to his tent, then turning back and addressing the pup he adds.
”We need to keep these guards awake, but don’t bite them the first time, just gnash your teeth at them to give ‘em a warning.”

I am going to switch my 1 rank of Survival, for a rank of Profession (Slave). I feel this makes more sense as he has been living as a slave for his entire life.

1 person marked this as a favorite.
goodwicki wrote:
He maintains a preternatural clam in most situations, only becoming agitated when his (non-hand) skin becomes exposed or, even worse, touched.

Yeah, that's supposed to be "calm". Although, maybe if he took the Waves mystery...

Hey guys, I think I might throw my hat in here. I'll be submitting Authion Taurvantian, a runaway elf of the Mordant spire and aspiring pathfinder. I'm thinking vanilla ranger in terms of class, I'll post when I have the alias fully completed to the GM's standard. What a wild looking bunch of applicants!

I'm sorry, but I haven't been able to find the time and inspiration to finish up my character and will be dropping out.

Sovereign Court

Any hints for my char. Any hints more than welcome!

A little more than 24 hours to post a submission. Recruitment ends at midnight EST on Sunday.

Sorry I'm late to the party (though I did PM the GM previously)... Here is my submission:

Male Aasimar Bard [Dawnflower Dervish] 1
NG Medium Outsider (Native)
Init +4; Senses Perception +4, darkvision 60'
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex, +0 shield,+0 NA,+0 Magic)
hp 10 {1d8, +1 Con, +1 FCB}
Fort +1 {+0 Base,+1 Con}
Ref +6 {+2 Base,+4 Dex}
Will +5 {+2 Base,+3 Cha}; +7 vs charm/compulsion {+2 trait}
CMD 14
Speed 30 ft.
CMB +0;
Base Atk +0;
Melee +0 {+0 Base, +0 Str}
Ranged +4 {+0 Base,+4 Dex}

Scimitar +4, 1d6+4
w/battle dance +6, 1d6+6

Shortbow +4, 1d6
Str 10, Dex 18, Con 13, Int 12, Wis 10, Cha 16

Missionary [campaign]- +1 perform
Birthmark [faith]- +2 saves vs charm/compulsion, counts as divine focus

Race Traits
5 resistance vs acid, cold, and electricity
+2 diplomacy and perform
SLA- glitterdust 1/day (CL=character level)

bonus- Dervish Dance
1- Steadfast Personality

Skills (7 points; 6 class, +1 INT, +0 FCB)
Bluff(Cha)____+7 {1 rank, +3 class, +3 Cha}
Diplomacy(Cha)____+9 {1 rank, +3 class, +3 Cha, +2 race}
Heal(Wis)____+1 {1 rank, +0 Wis}
Knowledge (Religion)(Int)____+5 {1 rank, +3 class, +1 Int}
background- Linguistics(Int)____+5 {1 rank, +3 class, +1 Int}
Perception(Wis)____+4 {1 rank, +3 class, +0 Wis}
background- Perform (Dance)(Cha)____+10 {1 rank, +3 class, +3 Cha, +2 race, +1 trait}
Sense Motive(Wis)____+4 {1 rank, +3 class, +0 Wis}
Spellcraft(Int)____+5 {1 rank, +3 class, +1 Int}

ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Celestial, Kellish, Osiriani, Ignan

Special Abilities:


Celestial Resistances- resist 5 vs acid, cold, electricity
SLAs- Glitterdust 1/day (CL=character level)

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Battle Dance
Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.


0th level- Dancing Lights, Detect Magic, Message, Prestidigitation
1st level (2/day)- Cure Light Wounds, Saving Finale


Travelers Outfit (Keleshite style), Studded Leather
Scimitar, Shortbow, 40 arrows
Backpack: waterskin x2, 2 weeks trail rations

Money 22 GP 0 SP 0 CP


Hassan was fairly wealthy for a nomad. He had herds and flocks and servants that went with him and his cups and bowls were all of solid silver. He fell in love with a beautiful young woman whose family was sharing a well with him. He asked her father for her hand but the man told him his younger daughter could not be married until his older daughter was. Hassan paid the brideprice for both sisters and made them both his wives.

The elder sister, whom he did not love, bore him 6 sons but the wife he loved bore only 2 daughters. She wept bitterly and feared that her husband would disdain her. She cried out to the gods and daily made prayers and offerings at the family shrine of Sarenrae. The Dawnflower heard her cries and blessed her with a son. She named him Zagathoth, which sounds like Kellish for 'my cry is answered'.

When Zagathoth was born it was clear he was a gift from the Dawnflower- he had a birthmark on his sternum in the shape of the winged ankh. Hassan declared the boy belonged to Sarenrae and should be brought to a temple but his beloved wife begged him saying, "do not take my son from me or I will surely die." So they kept him In their tents.

When the boy began to speak his words were nonsense as often as not. His parents thought it an innocent phase until a traveler they gave hospitality began conversing with him in it. The man explained to his parents that it was the Celestial tongue- the language of angels. Once again his father determined to deliver him to the temple but once again his beloved wife begged him with her life and he relented.

When Zagathoth was 12 he got into a fierce argument with one of his half-brothers and in a fit of anger blinded him with a magical cloud of glowing golden sand. At this his father decreed, "the time has come to return to the Dawnflower that which she has made us stewards over." His mother wept once more but did not beg, instead saying " That which came from the dawn must return to the dawn, may she see her servant's faithfulness and reward it."

So it was that before he became a man young Zagathoth was taken to the Temple of the Dawn and left there to be trained for her service. For eight years he studied and trained; he served in the sanctuary and sang the sacred hymns; and, he learned to dance and fight among the dervishes and to weave magic to help and heal.

Now the servant of Sarenrae has a new task. He is setting out with a party for Kelmarane, to carry the faith of the Dawnflower there and, if it be her will, reconsecrate the church there...


Zagathoth is a kind and friendly man. He is slow to lose his temper- much slower than many Keleshites. He prefers to avoid violence when possible but acts decisively when it is necessary.


Like most of his countryman, Zagathoth has thick brown hair and a dark tan complexion. His yellow eyes are not entirely uncommon among the Keleshites but there is an otherworldly lightness and grace about him that hint at something more in his lineage.

I believe that should be everything you asked for but if something's missing (or you'd like it formatted differently) please let me know.

edit: updated to include background skills, which I had forgotten about.

Well, it is the wee hours of the 18th., thanks for considering 'Gnasher' GM Shahryār and good luck to all.

Good luck all, especially for us divine types as there is a lot of competition there.

Good luck to all! This is some serious competition!

dotting just in case I make it. Here's my statistics for my ranger.

Raemilia’s Statistics:
Female Human Varisian Ranger 1
CN Medium Humanoid (Human)
Init +4; Senses Perception +6
AC 16, touch 12, flat-footed 14 (+4 armor, +4 dex,)
hp 16 ( 1d10 + 2 (Constitution modifier) + 3 (Toughness feat) + 1 (favored class) )
Fort +4, Ref +6, Will +3
Speed 20 ft. (30 ft base)

Melee morningstar + 3 (1d8 + 2)

Ranged longbow + 5 (1d8/x3)
Str 14, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 17
Traits Earning Your Freedom (+1 Will), Orphaned (+1 Survival checks)
Feats Point-Blank Shot, Toughness
Skills (7 points; 6 class, 0 INT, 1 human) Craft (weapons) +4, Heal +6, Knowledge (nature) +4, Perception +6, Spellcraft +4, Stealth + 8, Survival +7
ACP +1

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 to Bluff, Knowledge, Perception, Sense Motive, and Survival against gnolls
+1 to Survival to follow tracks
+3 to Survival to follow tracks made by a gnoll
Languages Common, Varisian

Special Abilities:

Favored Enemy (gnolls): +2 to attack, damage, Bluff, Knowledge, Perception, Sense Motive, and Survival against gnolls.
Track: Add half the ranger’s level (+1) to Survival checks to follow tracks.
Point-Blank Shot: Ranged attacks gain a +1 bonus to attack and damage rolls to targets up to 30 ft away.
Wild Empathy: Rolls a 1d20 and adds +0 to to determine the results; similar to Diplomacy, but only works with animals.


-hide armor
-traveler's outfit
-ranger's kit
-belt pouch
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 73 ½ lb.
Money 67 GP 0 SP 0 CP


Raemilia was born to a family of Varisian merchants that would commonly travel to Katapesh for trading supplies. However, one day, they were raided by a gnoll party, and poor young Raemilia became an orphaned child slave in a matter of minutes. She has been worked to near death, but has always managed to survive. One day, she managed to murder her slave owner in his sleep, and escaped slavery without aiding the others-she told those who begged to free them, “If you want freedom, find it yourselves.” From that day on, she has been living her life as a hunter of gnolls, wishing nothing more but for the entire race to be eradicated.

Appearance and Personality:

Raemilia has a somewhat typical body for a Varisian-green eyes, midnight blue hair, and a tannish skin (now more so from slaving in the sun). She wears a brown suit, complete with the armor of a rhino that she stole from a black market. She wears a brimmed hat, which not only helps her shade from the sun, but also to hide her face when needed. She is never seen without her morningstar and longbow-both items used to belong to her parents, and they’re all she has left of them.

In terms of personality, Raemilia is an odd one. She values freedom, yet believes that freedom cannot be given to anyone but to those who deserve it. She can, at times, appear to be a cold and heartless person-at times, she views that only those who can fight must fight, and she generally eschews anyone who proposes peaceful solutions to conflicts that can only be solved through her mornngstar in someone’s head. If anyone touches her weapons, however, she is quick to get angry and defensive-any questions regarding her past will get a cold stare for an answer.

If I am too late however, I wish any and all who did make it in time luck.

Thanks for the great turn out, guys. Recruitment will end in just under an hour and a half. I'm anticipating pulling five from the group, but they have yet to be completely determined. Look here tomorrow at some point for my list of selections!

Side note: a friend of mine has expressed an interest in playing. He'll be joining us as well as the 6th player.

Sorry it's taken so long for me to get a post in, GM Shahryār. I PMed you a formatted copy of my character, complete with backstory. There's a copy attached to this alias, but it's not formatted yet.

I know it's down to the wire, but I've just scratched up a stat block so I figure I'd like to make a submission too. May I present Authion Taurvantian, self taught ranger and aspiring pathfinder hailing from the Mordant Spire.

Authion Taurvantian
Male Spire Elf Ranger
CG Medium humanoid (elf)
Init +3
Senses Perception +6 (+2 vs aberrations)
AC: 16, touch 13, flat-footed 13
HP: 13
Saves: Fort +4, Ref +5, Will +0 (+3 vs. enchantments)
Speed 30 ft.
. . Longsword +3 (1d8+3/19-20) or
. . dagger +3 (1d4+2/19-20) or
. . Longbow +4 (1d8/x3, 100ft range)
Special Attacks: Point Blank Shot (+1 to attack and damage roll within 30ft)
Str 14, Dex 16, Con 14, Int 12 , Wis 10, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats: Point Blank Shot
Skills: Climb +5, Handle Animal +4, Knowledge(Nature) +5, Knowledge(geography) +5, Linguistics +2, Perception +6, Stealth +6, Survival +4, Swim +6
Languages: Common, Elven, Aklo, Goblin
SQ: Track, favoured enemy, wild empathy

Gear: Longbow, 40 arrows, longsword, studded leather armour, ranger’s kit(includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.) 50gp, wayfinder compass (on loan)
Special Abilities
Favoured Enemy (Aberrations): +2 bonus on Bluff,Knowledge, Perception, Sense Motive, and Survival checks, weapon attack and damage rolls against Aberrations. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track: Add half level (minimum 1) to survival checks when tracking.
Wild Empathy: +1, may influence the attitudes of animals as if using diplomacy.
Racial Abilities and Traits
Mordant Heritage: You gain a +1 trait bonus on Swim checks and a +1 trait bonus on saving throws against enchantment effects.
Seeking Adventure: You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture captain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survivalchecks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 Perception
Low-light Vision
Weapon Familiarity
Envoy (Alternate racial trait): Comprehend languages, detect magic, detect poison and read magic as a spell like ability once per day.

Born among the xenophobic and mysterious elves of the Mordant Spire, Authion spent his youth learning the secrets of the Steaming Sea. As he matured, he displayed great potential in the disciplines of swordplay and archery, along with a keen thirst for knowledge. All agreed that he showed great promise, and all were equally surprised when he cast his future aside and fled the spire.

Authion had questioned his culture for decades. The xenophobic nature and the awkward and unusual mannerisms of his people had always seemed off-putting. Truthfully, he had never felt that he belonged among those of the spire; he had no interest in hunting aboleths or lost Azlanti artifacts. His childhood lessons had been the only reprieve from the feeling of displacement. Stories of the world outside, of great battles and mythical adventures sang to his very soul. He longed to carve his own path through the annals of history and have songs sung about him.

So, after much deliberation and debate within himself, he made the decision to flee. Casting aside his ancestral mask and gathering his meagre belongings, Authion left to forge his own destiny.

Personality and appearance:
Authion is especially young by elven standards, lending him a somewhat naive outlook on life. He has silvery hair and violet eyes, and his equipment is well worn but cared after.

He spent a few years making his way from the Mordant Spire all the way to Absalom, picking up the skills of a tracker and survivalist along the way. He is daring and bold, driven by his determination to make it into the pathfinder society. He has a fascination with heroic stories, and often refers to tales (fictional or otherwise) when making difficult decisions.

Writing sample (Too little, too late):

Kreighton Shane was enjoying his first tea of the day when the door to his office burst open."Am I too late?!" a disheveled young elf exclaimed as he stumbled through the doorway.
Shane recognized the intruder; a relatively new applicant of the society whose unbridled enthusiasm had proven rather irritating to most of the senior pathfinders of the lodge.

"Too late for what? grumbled Shane, cleaning up the dripping mess he had made when the sudden intrusion had caused him to throw his hands into the air along with his drink.

"Too late for the caravan? I heard talk last night at the lodge, a caravan is leaving for Katapesh today! I've never been to the desert, but I hear it is a wondrous place! The old timers were even talking of dragons who make their lairs among the dunes. Can you believe it! Please Kreighton, give me a chance! I'll do you proud, I swear!" the elf begged. His violet eyes pleaded for the chance, and Shane felt more than a little pity for him.

" You're in luck, Authion. I believe there are one or two spaces left; let me see what I can do. Now, if you'll excuse me I've got a mess to clean." Shane grumbled, dismissing his unwanted guest with a wave. Authion bowed, thanking the old scroll-master as he turned to leave. He could barely contain his smile "A chance! He said there was a chance!' he thought to himself....

Dark Archive

Stats Spoiler:

Priscilla de Lacrimosa
Female Bloodmarked Skinwalker Investigator Empiricist
CG Medium humanoid
Init +3 
Senses Perception +6 (+2 at night)
AC: 15(16), touch 13, flat-footed 13 
HP: 9
Saves: Fort +1, Ref +4(5) Will +2
Speed 30 ft. 
. . Swordcane +0 (1d6/19-20) or 
. . scorpion whip 0 (1d4+/ 20) or 
Special Attacks
. .(Bite 1d6)
. . Sling +2(3) (1d4/x2, 50ft range) 
Str 10, Dex 14(16) Con 12, Int 17 , Wis 10, Cha 13
Base Atk +0; CMB +0; CMD 13
Feats: BAT Shape
Artistry (Literature[mystery novels]) 7
Craft (Alchemy) 5
- Knowledge 7
-Bluff 7
-Diplomacy 7
-Disable Device 6(7)
-Fly 8(9)-1
- Perception 4(5)[6]
-Sense Motive 4
-Stealth 6(7)
-Linguistics 7

Languages: Common, Kelesh, elven, abyssal, halfling
SQ: Alchemy, Inspiration, Trapfinding, Change Shape

Gear: Parade armor 25(20lbs)
-Hot weather outfit. Free. (4lbs)
-Eyeglasses 5
-journal 10 (1lb)
-masterwork whip (Free-RYR)
-sling (30 groaning bullets) 6gp
-swordcane 45gp 4lbs
5 mystery books (10lbs)
Pathfinder Kit 12gp 12lbs
Scrivener's Kit 2gp 1lb

Description spoiler:

A young woman in her late twenties stands proudly with a half open napsack slung over her shoulder, revealing a number of books, scrolls and other sundries.
Her dark locks sit poised in a pulled back cut reminiscent of a messy beehive style with teased strands framing her prominent cheekbones. And although her perky freckled nose and dull mossy green eyes staring out curiously from behind large square spectacles suggests a youthful innocence, the smug smirk of her wide mouth gives the distinct impression she knows more than those around her. While her long slender neck and rounded strong jaw give her stance an air of dignity, it is somewhat distorted by the looming bestial shadow that follows in her wake which reveals a sinister secret.

The worn grey plates of her engraved parade armor fit snuggly over her slight pear shape. Her dark blue warm weather wear, featuring a variety of bronze and white highlights, covers every bit of her pale olive complexion that the armor doesn't (sans face). The features of note in her outfit include several wide leather bands which at first glance appear to serve as nothing more than accessories, a light metal latticework draped across her collar bone in the shape of Chelaxian symbols, and a thigh length hip-drape featuring a pale sunburst. Her legs are covered by thigh high leather plated boots with pointed metal toes turned upward. Her left arm is covered in a gauntlet from fingertip to shoulder with a high vertical pauldron guard and split into two pieces at the elbow for greater mobility. The ensemble as a whole seems more ceremonial and guady than practical, but still provides some measure of protection.

As to the matter of weaponry, a wicked looking whip tipped with black metal diamond shaped points, hangs coiled at her hip and in her right ink stained hand, a finely crafted bone cane with an animals jawbone serving as the top handle.

When she shifts into her animalistic form, revealing her hidden nature, her features become strikingly vicious in some respects. Her nose becomes flattened and vertically pointed like that of a Leaf Nosed Bat's. Accompanying this, her ears which already stuck out to a degree, become enormous and dark, sharpening to a point nearly past the top of her head. Her eyes cloud into cool dark pools and two fangs fill her mouth as her arms extend a few inches ending in long spindly clawed finger. Tufts of dark hair highlight her ears, face, limbs as a large strip of leathery a skin running the length of her underarm presents the signs of a vestigial wings. Her posture changes after gaining a measure of height causing her to stoop at the shoulders slightly. Her shadow however transforms as if belonging to a completly normal woman

Backstory spoiler:

Dearest Zaheer,

It was an absolute pleasure to receive your reply so swiftly. Your correspondence has been the sole beacon of relief for me in this sweltering hell hole. Everyday I walk out of the Villa it feels as if stumbled into an oven. The dry heat of summer here holds very little in relation to the comfortable weather back home. Gaspere says it's merely my poor Constitution at work but I'm loath to admit any measure of weakness to that bufoon. And in truth, this land does hold a certain primal beauty to it. The ruggedness of our estate here in Kelmarane is refreshing when compared to the stifling hustle and bustle of Westcrown. And course there's you...

My fool of a husband has yet to decipher the true intention of our presence here. However, his curiosity is beginning to vex me. Even I find my lies tiresome. He asked, for the hundredth time why I felt it was necessary to personally oversee the slave sales. I dismissed his concerns by citing the pride of house Lacrimosa, or some such nonsense. Despite this, I've been unable to mollify Gaspare's desire to return home. All the more evidence that she is the one with the weak constitution, and that he could not handle the truth.

But to address the matter at hand my little
Priscilla has finally shown the first signs of the blessing. The other day she burst into my study weeping hysterically. It took two whole lemon pastries to calm her nerves. She had apparently been frolicking about with some of the spawn of the household halflings in the dunes, ( At which point I made sure to scorn her as a proper lady is above mingling with lesser company), utilizing those awful slings to knock the fruit from cacti. But when she told me that the children had made fun of her for the shape of her shadow, I must admit I was at once very cross for those little stains ridiculing my sweet Priscilla, but in the same instant, overjoyed at the first signs of her gift manifesting. I asked her if I could see it for myself and after much reluctance and a few more lemon cakes she complied.

Oh Zaheer, I wish you could have seen it. The light from the lamp casting her twisted shadow across the wall that night told me only one thing, that our daughter was destined for wonderful and terrible things.

You are never far from my thoughts and I hope to be in your arms soon. We will visit promptly.

Praise The Mother,
Sycorax de Lacrimosa


Captain Gannicus Bartholomew Hankbert Log
31 of Lamashan, 4689

Not enough Pesh inna world to make me forget the looks on their faces. We left so many on the docks. All scrambling and pushing and screaming to get aboard. Al Amir had to stick a few of them with that scimitar of his before they got the idea. Goddess above I wanted to take on more. Its what a good man would do...but the Chellish man paid more than I could hold. Maybe enough to buy another boat!

"Passage. For the three of us. No more." He said. Claimed he was a Lord seeking a way back to the empire for his daughter and some knee high slave. Gave em me cabin but I'll prolly have to burn the sheets after this. The man looked like he's caught his death. Coughing and weezing up a storm. Common sense tells me I shouldn't have risked it but Ellara always said I couldn't hear nothin over the weight of me coin purse.

The little one doesn't seem sick. Just tired and weepy and polite. She's always asking somebody somethin or other. Makes the crew nervous. A ship don't often got many children on em and I'm not thinking she means any harm. Just curious is all. Although that old whip she carries around all day, makes for a queer sight. Been with her since she got aboard. Those Chelish types are an eerie bunch. Figured they woulda waited till at least fourteen 'fore teaching em the slave trade. Heh. But for honest, she's prolly still shaken up from the other day. Hardly blame her. I'll have nightmares for weeks, no doubt. I shouldn't have left em all.

Pharasma forgive me.

Order of the Rack
Maralictor Lucien Mahrbrand
Incident Report file 481
Case opened 28 of Arodus 4705
Case closed 30 of Arodus 4705
Crime- Armiger Nathaniel Fukes murdered and heretical vandalism.
Reported by local Korvosan guard.
Location- Basement of abandoned Crow's Kiss Inn, south Dice End, Egorian
Evidence-No wounds, all weapons sheathed, heretical writing on inner wall, room locked from inside with no other points of egress, No signs of poisoning, Signifiers found no evidence of Abjuration magic.
Suspects- None. Guilty party found and prepped for trial. Krom "Wraithringer"-enforcer for local gambling den.
Notes- Amateur investigator Priscilla de Lacrimosa served as advisor served on previous cases and solved this issue with great expediency and skill. Eccentric behavior aside, this agent would greatly advocate the use of this person in future incidents.

Hail Lictor Richemar Almansor


From the desk of Editor Ambrose Heartmirth

Priscilla. I wept for days when I heard the tragedy that had befallen you. I have banned laughter from my home for no less than two weeks. I have selected three depressingly overpriced outfits to wear in mourning of the fall of House Lacrimosa. The city no doubt trembles in devastation and will never fully recover from the demise of your families line. Though you survive, blood is only half of what it takes to be a noble. And since I am blessed with the other half, I will personally commission a statue of black steel to be erected in the Rego Pena square, honoring your ancestors. Perhaps a return to your roots in Katepesh is in order? Maybe reestablish that old slave route your parents had before the incident...

Speaking of you are three months late on the draft of your next book. The title is certainly interesting but that's all we have. Your trilogy was certainly a such a rousing success that you must understand our eagerness. 'The girl who played with Fire elementals' sold almost twice as many volumes as 'The girl with the PseudoDragon Tattoo'. And the third installment, 'The girl who kicked the Stirges Nest' sold even more! I certainly hope your silly little diversions at playing sleuth are to blame.

Now Priscilla. Heartmirth publishing has had a beyond joyous partnership with you for many years now and all of us have been better for it.
I've always considered us family but if you don't send us a manuscript for ' The Hounds of Katapesh' within the month, I will personally see to it that your works are never be seen in the Inner Sea ever again. Thin Ice my dear. Don't disappoint.

May all your most glorious wishes come true you delightful little pomegranate,
Lord Ambrose Hearthmirth

1 person marked this as a favorite.

I'm going to end up checking this thread multiple times today :P

I really wanted in on this, but never could put the fluff together in a way I liked. :(

Good luck too all and maybe will get in down the road. :)

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