
DM Variel |
1 person marked this as a favorite. |

I will make a new alias should I be selected. Thanks for offering this option.
Kurag Urlot was not a prototypical dwarf. While he still liked the caverns and mines that most people associated with his kind Kurag preferred the surface and the wide open spaces. It wasn't surprising therefore that as he grew up he focused on those skills that would let him see more of the wide world. At an early age Kurag took to the saddle and learned to ride and hunt. The freedom of being on horseback was an extension of himself. While this was a great way to live it did not always provide for a steady income. To rectify that Kurag hired on as a scout and guide for caravans. It still gave him the opportunity to travel, the solitude of the open air, and the steady income to be able to afford certain benefits in life.
Not caring too much about where the caravan was headed Kurag took the opportunity for good pay to enter into Belkin and make some substantial profit due tot he risk involved. Perhaps naivety or impetuousness was also part of the issue but Kurag never gave it a second thought. It wasn't until he was scouting out the area ahead of the caravan that he noticed just how many signs of orcs there were. Reporting back to the caravan master the decision was still made to hurry onward to a town 3 days travel north: Trunau.
A day later tragedy struck as while out scouting ahead Kurag noticed smoke behind him. Riding as fast as he could back to the caravan he saw the assault by orcs from afar. Too far away to do any good yet too close to not be noticed Kurag took the only option available to him: run. Yet even that option was risky as an orc chased him from atop a large wolf firing arrows. Kurag would have fallen from one well placed shot were it not for his lucky tankard that he always carried with him. The arrow hit the tankard chipping it and ricocheting into Fiona, his horse. He rode as fast as possible to Trunau where knowledge of the orc attack and the possibility of safety of the community fueled him. Arriving exhausted yet alive he told the community what had happened. Moments later his fortune turned as Fiona collapsed dead from blood loss from the arrow wound. Kurag did not know who the orc on wolf back was with the red skull painted across his face but Kurag vowed to repay the favor should he ever see the orc again. With no other place to turn Kurag remained there. That was 2 years ago.
In that time Kurag has become a part of the community serving as a scout, hunter, and of course protector (as all have to be). While he still longs to travel and see the world he feels indebted to Trunau for taking him in and feels as much home here as anywhere. He still gets the chance to ride often as part of his duties which keeps him content as well.
Within Trunau Kurag has a few friends but the person he gets along with the best is his superior Rodrik Grath. Rodrik allows Kurag to go on lone scouting duties and to hunt and roam the area. this gives Kurag the freedom he craves and provides valuable intel for Rodrik. Even though Kurag may be alone on these missions and has some autonomy Kurag is still under orders to not seek out the red skull orc nor to engage any orc unless it was in the defense of another.
While Kurag may get along the best with Rodrik his biggest rival and cause for much stress was a half-orc named Gorguk. This was due to familiarity breeding contempt more than anything as Gorguk and Kurag were alike in too many ways. This brought out the competitive nature and one always had to try and out perform the other. Hunting, drinking, scouting, you name it there was always a competition between the two of them. While they never came to blows or worse, they have had to be separated after having 1 too many drinks. When sober though they understand that the other is a member of the community and all need to stand together to defend Trunau.
Age: 73
Height: 4' 1"
Weight: 165 lbs
Red hair and well maintained beard in 2 plaits that is not too long. In fact Kurag keeps it short by dwarven standards to better shoot his bow. It extends down only 4 inches total.
While mainly introverted and sometimes a loner, Kurag still celebrates with those he is close to. He has no real interest in romance mainly as no one has appealed to him as much as the freedom of riding in the open land. Should the right one come around who shares a propensity for travel and freedom well Kurag is not against romance either. Perhaps there is such a woman in Trunau that shares those ideals but Kurag has not noticed her yet or realized their connection.
Kurag Urlot
Dwarf ranger 1
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee greatclub +3 (1d10+3)
Ranged shortbow +4 (1d6/×3)
Special Attacks favored enemy (goblinoids +2), hatred
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Statistics
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Str 14, Dex 16, Con 12, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Point-blank Shot
Traits armor expert, vexing defender
Skills Acrobatics +5 (+1 to jump, +9 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +3, Handle Animal +3, Knowledge (geography) +6, Knowledge (nature) +6, Perception +5, Ride +4, Stealth +4, Survival +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones,
Languages Common, Dwarven, Giant, Goblin
SQ track +1, wild empathy +0
Other Gear scale mail, arrows (60), greatclub, shortbow, animal harness, backpack, bedroll, belt pouch, bit and bridle, blanket, crowbar, flint and steel, hammer, hemp rope (50 ft.), chipped mug/tankard, pot, riding saddle, sack, saddlebags, saw, shovel, trail rations (10), waterskin, 26 gp, 9 sp, 4 cp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. Favored Enemy (Goblinoids) foes.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rock Stepper Mayignore difficult terrain caused by rubble, broken ground, or steep stairs when taking a 5-ft step
Track +1 Add the listed bonus to survival checks made to track.
Vexing Defender +4 trait bonus to Acrobatics to move through larger creatures space without provoking AoO.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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I am in CST and post 0630-0715 and 2100-2200 mainly and check the boards during work breaks if there is anything pressing I need to add. I should add that I am thinking about adding a level or rogue as well but will remain primarily ranger should I dip into that class to pick up trapfinding at level 3-4.

Avari Fadarack |

@Avari: The "Defender of the Society" trait typically requires you to be a member of the Pathfinder Society, which might suggest a faction relation (though as the child of a famous adventurer, perhaps one of his former traveling companions looked you up, sent you a bit of cash, and is a contact trying to recruit you)
Oops. I was associating it with society in general, instead of the Pathfinder Society specifically, meaning that she was a defender of her society. That's what I get for not reading the fine print. I think I will probably swap it out. It's a good trait, but its hard to justify forcing it into her backstory when I could probably find something more appropriate.

Lialda Boreana |
1 person marked this as a favorite. |

This is Drogeney's submission. Lialda Boreana. I've worked the contacts into the backstory but if you want them called out separately as well I can do that.
As far as my posting habits I can generally post at least once a day so long as the game is moving along, though Wednesdays and Saturdays tend to be the worst days for me to do so due to work and other things in my schedule. I will be at Gencon in Indy for all four days so my ability to post then will be highly limited.
Lialda Boreana
female half-elf witch (winter) 1
NG medium humanoid (elf, human)
Init +2; Senses Low-Light Vision, Perception +3
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Defense
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AC 12 (16), touch 12, flat-footed 10 (14)([+4 armor if mage armor up,] +2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +4, Will +3
Defensive Abilities elven immunities
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Offense
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Speed 30 ft.
Melee masterwork dagger +0 (1d4-1 /19-20 x2)
Ranged light crossbow +2 (1d8 /19-20×2)
Special Attacks slumber hex (dc 13 will), healing hex
Spell-Like Ability endure elements (cold only) (constant)
Spells (CL 1; concentration +4):
1st— snowball (dc 16), web bolt (dc 14)
0 (at will)—ray of frost, detect magic, stabilize
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Statistics
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Str 9, Dex 14, Con 14, Int 17, Wis 12, Cha 12
Base Atk +0; CMB -1;CMD 12
Feats extra hex, skill focus (heal) (bf)
Traits Trunau Native, Volatile Conduit
Skills heal +8, knowledge (arcana) +7, knowledge (nature) +7, profession (healer) +5, spellcraft +7,
Languages common, elven, skald, sylvan, elven sign
SQ cantrips, hex, spells, witches familiar
Combat Gear masterwork dagger (1), light crossbow (4), 20 bolts (2); Other Gear gear 1
Misc Gear witch's kit [This kit includes a masterwork backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin.] (13), 40 gp
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Special Abilities
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Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Cantrips A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.
Cold Flesh At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.
This replaces the witch’s 4th-level hex.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Familiar Winter witches must choose a familiar that is native to the frozen north, even when they themselves operate in other regions. Traditionally, this limits winter witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel. A winter witch who gains the Improved Familiar feat can select any familiar she desires, save for familiars with the fire subtype.
Ice Magic When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.
Patron A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, water, winter, or wisdom.
Hexes The following hexes complement the winter witch archetype: beast eye, blight, cook people, evil eye, feral speech, hag’s eye, hoarfrost, ice tomb, witch’s hut.
A winter witch can select the following hexes:
Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a successful save negates this additional cold damage.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Multitalented Witch and Ranger
[/b]Slumber Hex (Su)[/b] A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Trunau Native
You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.
Volatile Conduit Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type.
0 Lvl Arcane Mark ,Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Ray of Frost, Resistance, Spark, Stabilize, Touch of Fatigue
1 Lvl Mage Armor, Snowball, Web Bolt, Command, Ray of Enfeeblement
2nd—unshakable chill, 4th—resist energy (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone of cold, 12th—freezing sphere 14th—control weather, 16th—polar ray, 18th—polar midnight.
Hvita (fox) CR 1/4
N Tiny magicl beast
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size, +1 Natural Armor)
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +5 (+9 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SQ Alertness, improved evasion, share spells, empathic link
Lialda is a very pale skinned half-elven woman with long white hair and very cool skin. Her eyes are ice blue and she is fairly slender. She prefers lighter colored light weight fabrics and always carries her hope knife with her. She is always accompanied by a snow white fox that has strangely intelligent eyes and acts quite different from most of it's kind due to it being her familiar.
Lialda is the child of a human woman and a winter elf. Her tale would be simple if there were no to her matters to consider but such is not the case for her mother is where the problems started for she was a winter witch from Irrisen. Her mother met and fell in love with a handsome winter elf man who had entered her territory, now normally she would be expected to kill the trespasser but Anise was not the typical winter witch, she was good, unlike most of the other witches. She hid her soft side by seeming to be the nastiest of the lot, something she did very well until she met this elf.
The two continued their relationship for some time but ultimately Anise became pregnant by him, something that she couldn't let the other witches learn for in doing so she would be found guilty of treason and executed. So she was left with three choices, stay and die, abort the child, or flee and hopefully survive. She chose the latter, fleeing quickly to the south. She made her way into the lands of the mammoth lords, sneaking through their territory at night, hiding through the day, her magic allowing her to slip past almost unnoticed. When she got close to the lands of the orcs, Belkzen Hold, she was found by the Mamoth Lords. While they were attempting to capture her they drove her right into Belkzen and were dumb enough to follow her. It was her luck that her pursuers ran into a large group of orcish raiders, the two slaughtering each other as she slipped through. Now in an even more dangerous place than before she managed to make her way south to the town of Last Wall before she became too pregnant to travel.
As she neared there she found several of the residents under attack by orcish raiders and about to kill themselves to avoid capture. Anise made a snap decision and came to their aid, her magics freezing the orcs solid where they stood and saving the people. The near victims of the orcish attack were several youth who had been out where they shouldn't be and a member of the guard who had found them. They took the woman to the town and vouched for her heroic efforts leading her to be the first winter witch anyone ever cheered for.
Tired of running, Anise settled there and gave birth to her daughter, Lialda. Over the next several years Anise aided the town in both defense and medicine, using her magics as a witch to heal the wounded when she could and began teaching her daughter the same things. As she grew her mother taught her how to "speak" with the elven druid Silvermane who Anise struck up a tentative friendship with. As Lialda grew up and showed an interest in herbalism, Anise gained her an apprenticeship with Gorkis Meeson, the local apothecary where Lialda learned about local herbs and the art of healing without magic.
Lialda was given her hope knife when she came of age along with her best friend Becca whom she had grown close to as miss Becca was the only other half-elf Lialda's own age and they banded together due to the strange rate that they aged in comparison to everyone else. The two girls playing together and sometimes ganging up and pulling pranks on the various bullies who would pick on both them and the other youngest kids. When they both received their hopeknives the two girls calmed and matured as they should when given that important right of passage, they both knew that their time for play was over.
It was a few months later that Anise went on a journey with a few guards to escort in a badly needed supply caravan. Neither the caravan, nor the escort ever returned, not even Lialda's mother. The only way they knew that the group would never arrive was when Anise's familiar, a snow white fox named Hvita returned alone to Lialda. Upon holding her mothers dearest companion Lialda was connected to her mother's powers of witchcraft, the fox becoming Lialda's familiar now. Unbeknownst to Lialda her mother's death was no accident but a carefully orchestrated revenge for the creations of the ever frozen orcish raiding party, a revenge that will one day become a problem for her as well.
Over the next several years Lialda began to learn her mother's craft through communing with Hvita as her mother had. This caused her to drift away from her friend Becca, though the two stayed friends the differences in their lives were causing their relationship to evolve. With this change came a shift in the town's perception of her, particularly when a young human boy who had just gone through his own right of passage decided that her lack of interest in him was evidence of her dark nature and the vileness of her craft. While the adults had no issue with her, the younger generation where being slowly turned against Lialda and, truth be told, her own lack of care as she focused on her studies didn't help matters any, not to mention the sometimes volatile nature of her ice magics which have a tendancy to do more damage than they should on occasion. Lialda is also unaware that the druid Silvermane is looking out for her, particularly since she took up her mothers art and is working to fill the rather large place in the defenses that her mother at one time provided for he knows that the defense of his grove needs all the help it can get.

Norasha Mountainrunner |

This is Drogeney's submission. Lialda Boreana. I've worked the contacts into the backstory but if you want them called out separately as well I can do that.
As far as my posting habits I can generally post at least once a day so long as the game is moving along, though Wednesdays and Saturdays tend to be the worst days for me to do so due to work and other things in my schedule. I will be at Gencon in Indy for all four days so my ability to post then will be highly limited.
** spoiler omitted **...
Interesting character you got there!

Avari Fadarack |
1 person marked this as a favorite. |

Just realized that I missed the "Your Application Should Include the Following" spoiler.
Here is a spoiler'd version of my stat block and backstory (slightly abridged from the alias version for space reasons):
Medium Humanoid
Init +2;
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Defense
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AC 17, touch 12, flat-footed 15 (5 Armor, 2 Dex)
HP 12 (1d10+2)
Fort +4, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee Fauchard +6 (1d10+6, 18-20/x2); Heavy Flail +5 (1d10+6/,, 19-20/x2); Hopeknife +6 (1d4+4, 19-20/x2)
Ranged Sling +3 (1d4+4, x2)
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Statistics
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Base Atk +1 CMB +5; CMD 16
Str 18 Dex 14; Con 14; Wis 12 Int 10; Cha 8
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Skills
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Climb +3, Survival +5, Swim +3
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Feats and Traits
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Traits
Trunau Native, Armor Expert
Feats
Exotic Weapon Proficiency (Fauchard), Power Attack, Weapon Focus (Fauchard)
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Equipment
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Coin Purse: 10g, 8sp, 8cp
Fauchard, Fighter's Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin), Signal Whistle, Sling, Bullets (20), Hopeknife (Masterwork Dagger), Sack, Whetstone, Heavy Flail, Scale Mail
Avari knows little about her father. She only knows that he was an elven adventurer, who seduced her mother while passing through Trunau. However, the elven traits she inherited from him proved to be a hindrance growing up in the violent land of Belkzen. For a people who valued strength and survival more than anything, her slow growth compared to the other children made her the subject of mockery . The other children affectionately nicknamed her "Orc Food" and even her teachers seemed to get amusement from her's ambitions to one day become a great warrior.
However, the doubt of others only drove Avari to work harder. She spent every spare moment she had, running, swimming, climbing and swinging every weapon could get her hands on, until she was every bit as strong as her peers. When Avari finally came of age, she recited the Standing Vow with pride and earnestness. She was fully prepared to finally prove her worth.
Avari has dark brown hair and eyes, that only seem to accentuate her generally stern demeanor. Her slightly pointed ears are the only clue to her elven heritage, as her physique is muscular and her skin is tanned from training outside. Avari puts little care into her physical appearance and rarely smiles. However, she is always well-armed and ready for a fight, keeping her coming of age hopeknife on a chain, underneath her armor.
Avari has taken the Trunua motto, "live free or die trying", deeply to heart. She is almost solely focused on the pursuit of strength and shows no mercy to those who threaten her home. As a result, many people find Avari to be humorless and a little obsessive. However, she is a loyal companion to those who earn her trust and steadfast defender of Trunua.
Known Ally:
Eloise Fadarack (Avari's Mother) - Avari and her mother have a complicated relationship. She can't help but be a little judgmental of the choices her mother made, as a younger woman. However, her perception that her mother is vulnerable in such a dangerous part of the world, has made her extremely protective and has driven her to become strong.
Unknown Ally:
Cymbir ??? (Avari's Father) - Avari resents her father for abandoning her mother in Trunua. As a result, she has largely tried to forget her elven heritage. However, the older she gets, the harder it has become for her to hide her curiosity about him. Secretly, she would like to find him.
Known Enemy:
Haxum Scorpell (Avari's Rival) - Avari blames a lot of the bullying she experienced as a child on Haxum, as he was usually the group ringleader. However, his mockery turned to hate when Avari managed to best him in a bout during their teenage years. Since that day, both Haxum and Avari have been obsessed with trying to one up one another.
Unknown Enemies:
While, Avari has ruffled her fair share of feathers within Trunua with her delightful personality, the outside world is where many of Avari's unknown enemies might lie. Her father was an active adventurer in a dangerous part of the world, who was every bit as adept at making "friends" as Avari herself. Identifying herself as a daughter of Cymbir and asking a lot of questions about him could have unintended consequences.
As far as availability, I check my PbP games every morning around 7:30-8:00am EST during weekdays, but I also check for updates sporadically throughout the rest of the day. Weekends can be a little more inconsistent, but generally as long is the game is active enough for me to have something to post, it is extremely rare for me to post less than once a day and fairly common for me to post multiple times if the game is really moving.

Gargazon |
1 person marked this as a favorite. |

This is my first time applying for an RPG on these boards so hopefully everything I have here is in order :)
Duran Copperhelm
The hunt was not entirely abnormal - the red dragon, who had been pestering local farmers by eating their livestock and burning their barns, was followed to his mountain lair where the family of slayers dispatched him with little issue beyond Uncle Greyern having his beard burnt off and Duran's sister Sascha suffering a nasty claw slash. Little did the family know as they climbed down the mountain with the dragon's loot stowed on their mules that this particular red dragon had a rather uncharacteristically strong bond with his twin sister, who often visited her brother to compare hoards and trade valuables. When she visited the evening of the hunt she was dismayed to find her brother's headless corpse and, perhaps worse, entire hoard missing. Furious with rage but unwilling to directly confront a group apparently proficient in her kind's slaying, she used her magic to charm the leader of a nearby hill giant tribe, located her brother's murderers, and plotted.
The dwarves had spent three days descending the mountain when the rock slide happened. While none of their number were badly hurt, their path down had been blocked. Unwilling to take a potentially dangerous detour to return to the base of the mountain, the copperhelm family set about shifting the large rocks, establishing a small camp. Towards the end of the second day, when it seemed they had almost made the route safe to travel, the Hill Giants attacked. Not strangers to an ambush, the dwarves reacted quickly and, though they took many injuries, felt like they were winning the fight.
And then the dragon came.
Having waited for her moment to strike, the great beast arrived to the scene with a volley of fireballs and enchantments, both burning and befuddling her prey. Duran watched in horror as Uncle Greyern was pulled into the air by the dragon and thrown down the cliff face, his sister Sascha laid low by a giant's club as she tried to avoid blasts of arcane fire. The dragon's rage was fierce, slaughtering dwarf without care to whether she also murdered her giant companions. As the fight seemed lost, Duran's father shouted at him to flee. Duran spat curses at his father for suggesting such a thing, but then a gout of dragonflame caught them both off-guard. Duran stumbled backwards off the cliff-face, ablaze, as his father became ashes before his very eyes. He rolled down the mountain side, bashing off rocks and branches until he came to a rest, smoking still, and passed out. The last thing he remembered as he fell was the cackling of the dragon as it stared down the mountain at him.
Duran came to in the morning with his entire body aching, yet miraculously he had suffered no broken bones. Not far from where he had come to rest he found his Uncle's far less fortunate form. Relieving him of his climbing tools and offering him a quiet prayer to whoever was listening, he scaled the cliff back to where the camp had been, his pain dulled by his determination to ascertain if any of his family still lived. Alas, at the top of his climb he found nothing but ashes and corpses - giant, dwarf and mule. He gave what parts of his family he could still identify a burial on that mountainside, took the supplies and small sack of dragon's gold that had been overlooked by the victors, and walked.
Duran walked for many days, sleeping little as his dreams were full of fire and cackling, his pace sometimes quickening as his fatigue made him imagine the sounds of great wings flapping or the distant, draconic chortling. When he eventually reached civilisation he walked straight to the nearest tavern, set a gem upon the bar and demanded all the drink he could handle.
For the next few years (the exact number something Duran was in no state to remember) Duran walked and drank and walked and drank. Many were the establishments he was ejected from for starting barfights or simply passing out from drinking literally all of the ale. The substantial amount of coin he had managed to salvage from the mountain dwindled slowly on alcohol, despite him overpaying the barkeep more often than not. How he managed to get on a merchant caravan to the town of Trunau is a mystery even to himself, and his first night saw him ejected from the Killin' Ground. His last fuzzy memory of that night is stumbling towards the city gate with a tankard still in hand.
So it was much to his confusion the next morning when he awoke covered in blood that was not his own, wielding in one hand his trusty axe, slumped against a tree with a one-eyed, silver-haired wolf sitting before him, clutching an iron lidded tankard with the symbol of Cayden Cailean emblazoned on it between its jaws that seemed coated in blood and maybe orc brain. His baffling situation became more concerning when he realised his tree was next to what appeared to be a burnt-down orcish camp, a pair of orcish corpses lying at the centre with caved-in skulls surrounded by atleast a dozen other broken shackles. Duran took the flask holy symbol
from the wolf, which gave a happy yelp as he did so, and after studying it and his environs one more time, reckoned perhaps he should go a little easier on the ale.
Duran has stayed in Tranau for quite some time now, frequently a visitor to the Killin' Ground, or 'his church' as he now calls it. He often goes on patrols with his wolf sidekick he jokingly named 'Sobriety' but feels there could be something more he could be doing. He frequently baffles the clerics of the town by displaying command of divine magics despite never having read one of his patron's prayerbooks. He has no intention yet of leaving town as he has grown quite fond of its inhabitants and them of him, though his frequent drunken hi-jinks and terrible sense of humour have left more than one cleric of Iomedae disgruntled. He is still a drinker, but by no means close to the terrible shape he was previously in. This is probably a good thing, as his dragon's gold is almost all dried up. It certainly seems he has pulled himself out of his rut.
But still he sometimes wakes at night from visions of fire, and hopes the echoing cackle is all in his head.
Sobriety in some ways matches his master. He has more than a few visible scars interrupting his silver fur, and his missing right eye is covered with an eyepatch.
Unknown Ally: Argentpaw: Sobriety once belonged to a pack of wolves led by an awakened she-wolf, once the treasured companion of a druid who frequented the wilderness of Lastwall's previous border. When the orcs pushed south, the druid was slain, but not before he awakened his companion. Since then the wolf and its pack have hunted the orcs, until she and two of her sons came afoul of orc slavers near Trunau. The foul orcs tortured the wolves until a drunken dwarf possessed of some divine power stumbled into the camp and drove the orcs away, braining two of their number. Argentpaw left one of her sons to watch their slumbering hero and escaped to the rest of her pack.
Known Enemy: Shaerazorlystx: A red dragon from the Mindspun Mountains who once had a twin brother she was rather fond of, Shaerazorlystx is the beast responsible for the death of the majority of Duran's immediate family and his descent to the bottom of the ale cask. Duran is not at all sure what would happen if he were to meet the dragon again.
Unkwnown Enemy: Skaarg the Poet There are few things worse than an orc slaver, but one of them must be an orc slaver who thinks himself clever by speaking entirely in rhyme. Skaarg's works are usually scarred onto the backs of his victims, or scrawled on flesh recently taken from them. Worse, he often recites entire poems during battle. Skaarg recently lost several freshly-caught slaves, a trio of pretty wolves for torturing and several teeth when an insane, drunken dwarf stumbled into his camp and hit him in the face with a glowing mug and drove his fellow orcs away in fear. He hasn't forgotten the scarred and burnt dwarf, and has prepared a substantial work especially for when they next meet. He has even tried to learn Dwarven for it.
CG Medium Humanoid (Dwarf)
Init +1; Senses darkvision 60ft., Perception +6
----
AC 15, touch 11, flat-footed 14 (+1 vs Dragons, +4 vs Giants)
hp 11
Fort +4, Ref +1 (+3 vs Dragon Breath Weapons), Will +4; +2 vs Poison, Fear; +4 vs Spells and Spell-like abilities.
----
Speed 20ft.
Melee Battleaxe +3 (1d8 +4/x3)
Ranged Longbow +1 (1d8/x3)
Special Attacks: Dwarven Hatred
Spells Known (CL 1st; concentration +3)
1st (2/day) - Cure Light Wounds, Divine Favor
0 - Detect Magic, Guidance, Read Magic, Resistance
----
Str 16, Dex 13, Con 14, Int 10, Wis 14, Cha 11
Base Atk +0; CMB +3; CMD 14 (+4 vs Trip and Bull Rush when standing on ground)
Feats: Steel Soul
Skills Diplomacy +4, Intimidate +5, Knowledge (arcana) +4 (+6 Monster Lore), Perception +6 (+8 to notice unusual stonework), Sense Motive +3, Stealth +7, Survival +6
Traits: Courageous, Dragonfoe
Languages Common, Dwarven
SQ: Domain (Liberation, 1 round/day), Dwarf Traits, monster lore, stern gaze.
Gear: Battleaxe, Longbow, 20 arrows, Hide Armour, Backpack, Bedroll, Belt Pouch, Flint and Steel, Iron Pot, Mess Kit, Rope, Torches (10), Trail Rations (5 days), One considerably underused waterskin, Spell Component Pouch, Iron Flask Holy Symbol of Cayden Cailean, 20 gp.
Sobriety (Wolf Animal Companion)
N Medium Animal
Init +2; Senses low-light vision, scent, Perception +5
----
AC 14, touch 12, flat-footed 12
hp 13
Fort +5, Ref +5, Will +1
----
Speed 50ft.
Melee Bite +3 (1d6 +1 plus trip)
Space 5 ft; Reach 5 ft.
----
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats: Weapon Focus(Bite)
Skills: Perception +5, Stealth +6
SQ: Link, Share Spells
Tricks Known: Attack
The inspiration for my unknown enemy came from one particularly annoying Orc in Shadows of Mordor.
I usually check the Paizo website daily for blogs anyway so getting a post in a day won't be a problem.
Edit: Skills were wrong, fixed now. Hopefully

Davy Dagaroth |
1 person marked this as a favorite. |

Applying with this character: Davy Dagaroth, "human" cavalier!
[EDIT]Posting habits: I check the boards pretty much every day. I'm currently playing in a Numenera games that's trying to pick up some momentum, and a great Curse of the Crimson Throne PbP that's been going really well for over a year, we're just starting the second module of the AP (I'm playing Lyla).

Hagen the Exile |
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This is Milkmonster (from my post earlier in the week) following up. I am very much looking forward to the opportunity of participating in this campaign. Hagen is a character that I have spent the last few days creating, and while I don't have any PbP experience, I have played pathfinder quite regulary in the past in person. With my job I will be able to easily monitor the forums on a daily basis (throughout the day) but my posts will most likely be around lunchtime and after 5pm (Eastern time). I have done my best to tailor Hagen to this campaign, and give general but flavorful adventure hooks with his backstory and associations. After reading Hagen's bio, if you have any questions, please don't hesitate to ask. And without further delay, here's Hagen:
"Leave this house, you are no longer welcome here. You are no son of mine." Calloway Redd bellowed as he stood with his fists clenched. Rage had consumed him, and as he spoke his fiery eyes shifted from his unconscious wife, to Hagen, and back to his wife.
"Mom, wake up..." Hagen rasped, nudging her gently.
Crouched in the corner behind the kitchen table, cradling their mother's head and doing his best to shield her from their father's view, Hagen's brother Henry whispered, "She's still breathing Hagen, I'll look after her. There is no reasoning with him, leaving is the only thing that will save you or our mother's life."
Calloway stood silent.
Still in shock, Hagen screeched, "I won't forget this you monster. You never were my father, and I never loved you either. You abusive-"
The world flickered, a devastating backhand knocked Hagen to the floor, away from his mother and towards the door, shattering the table and his nose in the process. Blood poured and pooled where he sat. It soon dripped out the door and onto the streets of Freedom Town, as if it too, was telling him to go.
With one hand braced against the debris covered floor, Hagen touched his nose to assess the damage. The pain blinded him. It took every fiber of his being to stay conscious. Hagen stared at his now blood stained hand, trying to think of something, some solution, some way to fix this. Hagen then looked through his fingers, he saw his still unconscious mother being held by his now crying brother. Henry mouthed, "please, go."
Interrupting, Calloway made his move, taking a threatening step that seemed to shake the very ground, he shifted towards Hagen. Hagen felt like a mouse, helpless, as he sat enveloped in the shadow cast by his looming father. "Bastard. If I see you again, I will kill you. Leave. Now."
That's the last thing Hagen remembered from that night. It's safe to say that his father's next blow knocked him unconscious and onto the streets of Freedom Town.
Drifting out of his daydream, Hagen reached and felt his ribs, how could they still ache, years after they had healed? He traced his nose with his finger tip, permanently disfigured and crooked. His thoughts drifted to his mother and brother, both of whom had abandoned Calloway soon after that fateful night; where could they be? Neither of them had contacted him over the years, and no amount of digging could turn anything up. Hagen had recently sought safe haven in Trunau, and Calloway, in his misguided rage had turned his attention to him. He has put a price on his head.
Finished reminiscing, Hagen turned to face his would be assassin. Tied up, gagged, sweating, and scared, the attacker sat. Hagen's familiar Klik, crawled across the immobilized bandit's face. It was a few hours before sunrise, and the two were situated not far from the Plague House located to the south outside of town, where Hagen enjoyed taking midnight walks to clear his head. How did the assassin find him?
Hagen cleared his throat, "I will ask you one more time, why has my 'father' taken up new interest in me?" He stooped and ripped the gag out of the attacker's mouth.
The bandit, trying to 'blink' and squirm the scorpion off of his face spout, "I'd rather die than talk to you, you... you... monster!"
Hagen's eyes flashed at the word, his lips curling into a smirk.
"Oh... I don't plan on killing you. No, no, no!"
The assassin's eyes lit up and a glimmer of hope shone.
"Oh, no... You'll wish you were dead, sure, but I won't be the one to kill you."
The assassin stopped squirming as he processed the previous statement.
"See, right now you're stuck between a rock and a hard place. I'm sure you planned to bugger off if things didn't work out tonight... and you know that if you go back home to Calloway, and you are going to go back home, and he hears that I'm still alive, you'll have hell to pay."
The attacker resumes his struggling and squirming with renewed vigor. "And, why would I do that for you?!"
"Because I need you to deliver a message to Calloway. I have started a new life here in Trunau, but I have not forgotten about him. If I ever see him again, I will kill him. Furthermore, he shall remove the price on my head. If he continues to send assassins, I will proactively seek him out, and end his life myself."
"There's not a chance in hell."
Hagen chuckles, but never breaks his stare. "Despite my 'father' and I's misgivings, I have picked up on a few things... You could say that I've learned from the best." He takes a step closer, his shadow casts over the bandit, making Hagen look ten times his normal size. "Though, I do have my own way of accomplishing things, that you may not be accustomed to..." He raises his hands and the air around him seems to grow cold and crackle. "You won't deliver this message because you don't yet know what I am capable of." Klik retreats off of the bandit's face and crawls behind Hagen. "Believe me, by sunrise, you will be quite eager to deliver my message." Hagen takes a final step forward and reapplies the gag. "And that death you would rather have? Perhaps my 'father' will grant it to you once I am finished with you." And with that, a muffled scream rose into the night sky.
Known Friend: Henry Redd, Hagen's younger non-biological brother. Henry resembles his father through and through. Large, muscular, well-built, and fiery red hair. Despite his similar appearance and mannerisms to his father, he has always been kind and compassionate to Hagen. Always the protector, always reliable. While Henry too was abused at home by their father, Hagen was by far the more common target. In fact, most beatings Henry received were from trying to prevent further harm to his brother. Despite no blood being shared between the two, their bond is strong.
Unknown Friend: Madame Periculum, a mysterious traveling merchant. Not much is known about Madame Periculum other than that she is a proprietor of mostly worthless trinkets, and that she has a cart filled to the brim that she totes from town to town. Hagen however has been told that she came to his aid the night that he was exiled from his home. When he finally came to, there was no indication of her presence other then a frightening little scorpion. Fortunately, this scorpion proved friendly, and quickly a strong, almost magical bond was formed.
Known Enemy: Calloway Redd, Hagen's abusive non-biological father. Cal the Red, the famous giant slayer, known for his prowess in combat, his large imposing build, his fiery red hair and his rage. Unfortunately for the Redd family, this rage followed him home and fostered a harsh environment for his wife and kids. Cal's wife, during a moment of weakness early in their marriage, slept with another man, a traveling scholar, while Cal was drinking. Nine months later, it was quite obvious from the first glance at Hagen's scrawny frame that he was not Cal's. Fortunately, Cal wasn't present for the birth, he was away taking the offensive on a giant settlement, so Hagen's mother dyed his hair, in an effort to keep it a secret. This secret kept for 19 years until it was ultimately undone. Once in the open, Cal exiled Hagen from their home.
Unknown Enemy: Raymond Crow, a humble farmer who makes his living just outside of Trunau. Raymond disliked Hagen from the moment he laid eyes on him. He is extremely superstitious, therefore he hates magic and all who practice it. While most residents in Trunau grew to accept Hagen, Raymond harbored resentment and blamed him for everything that went wrong, poor harvests, bad weather, etc. This anger and spite has grown to the point where he just might be ready to do something about it.
Hagen is the opposite of Calloway. While Cal is strong, loud, and rash, Hagen is meek, calm, and collected. Despite no blood being shared between them, they both have learned how to harness fear, and use it to their favor.
Hagen stands at an average height, 5'7" but is certainly small compared to most in the area. His nose is shattered and sightly, and despite being only 25 years of age, his hair and eyes are a smokey gray. Due to years of abuse, he walks with a slight limp, but he has learned to live with it, and he doesn't let it affect his mobility. Due to his physical condition, Hagen prefers to stay as covered as possible, opting for a heavy cloak for most occasions. He however is not afraid to use his appearance to enhance his presence when in danger, oftentimes this gives him an advantage in combat.
Hagen is one to stay quiet and is not generally sociable, however when he does speak, he does not consider the feelings of others, sometimes offending those with thin skin or less direct personalities. He is not one to commit crimes or murder, but he is one who will defend himself, his friends, or his family, and maybe, just maybe, depending on the circumstance, enjoy himself in the process.
Hagen [Redd]
Male True Neutral Human Witch (Shadow Patron), Level 1, Init 7, HP 8/8, Speed 30
AC 13, Touch 13, Flat-footed 10, CMD 13, Fort 1, Ref 3, Will 2, CMB 0, Base Attack Bonus 0
Crossbow, Light (35gp) (Bolts (20)) +3 (1d8, 19-20/x2)
Spiked Gauntlet (5gp) +0 (1d4, x2)
(+3 Dex)
Abilities Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Condition None

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1 person marked this as a favorite. |

In the interest of full disclosure, so that everything is on the level and no one feels cheated, I wanted to point out that Avast's character, Aghast, is the "sixth man." He is new to the Paizo boards and Pathfinder, but is a strong role-player and capable of posting regularly. He chose to share the character with everyone here, even though he was already assured a position.

ElenionAncalima |
1 person marked this as a favorite. |

Here is a list of the current completed submissions, for everyone's convenience and curiosity:
Arcane
Drogeney - Lianda Boreana, Half-Elf Witch
Milkmonster - Hagen the Exile, Human Witch
Divine
PapaJohn41 - Agast Grogh, Half-Orc Warpriest (pre-selected)
Gargazon - Duran Copperhelm, Dwarf Inquisitor
Martial
Corsario Tuva - Halgra, Half-Orc Barbarian
DekoTheBarbarian- Haggis, Half-Orc Barbarian
Pedro Coelho - Davy Dagaroth, Human Cavalier
ElenionAncalima - Avari Fadarack, Half-Elf Fighter
thunderbeard - Dango Broken-Spear, Halfling Monk
SCKnighHero1 - Norasha Mountainrunner, Dwarf Paladin
DM Variel - Kurag Urlot, Dwarf Ranger
Skilled
Ridge - Grobradon Bridgeworth, Half-Orc Bard
Sidenote: I thought I was fairly careful reading through the submissions, but my apologies if I missed someone.

Amyia |
1 person marked this as a favorite. |

DM, here is Gerald's Goliath Druid.
The character is basically complete. I have to pick a feat, and do a minor tweak to my background, but I wanted to get her posted.
Thanks for the consideration.
Posting habits:

Jake Hobbes |
1 person marked this as a favorite. |

I got left off the list. All info is in the alias.

Norasha Mountainrunner |

DM, here is Gerald's Goliath Druid.
The character is basically complete. I have to pick a feat, and do a minor tweak to my background, but I wanted to get her posted.
Thanks for the consideration.
Posting habits: ** spoiler omitted **
Amazing character you got there. Norasha would be friendly with her as unlike other dwarves she doesn't judge people based on their lineage. She treats them based on their actions and personalities.
Good luck in the recruitment!

Amyia |
1 person marked this as a favorite. |

Guraza wrote:DM, here is Gerald's Goliath Druid.
The character is basically complete. I have to pick a feat, and do a minor tweak to my background, but I wanted to get her posted.
Thanks for the consideration.
Posting habits: ** spoiler omitted **
Amazing character you got there. Norasha would be friendly with her as unlike other dwarves she doesn't judge people based on their lineage. She treats them based on their actions and personalities.
Good luck in the recruitment!
Good luck to you too, Norasha!
There are a ton of names I have already gamed with who have submitted characters, and they all look great. The same is true for the ones I haven't gamed with yet, as well, though! The selection process will be a bear, I'm sure.

Roseline Groundsower |
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I would like to present Roseline Groundsower, cleric of Gozreh for your consideration.
Female Half-Orc Cleric of Gozreh 1
CN Medium Humaniod (Human, Orc)
Init +0; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 13, touch 10, flat-footed 13 (+3 armor)
hp 10 (1d8+2)
Fort +3, Ref +0, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Shortspear +0 (1d6+1/x2)
Ranged
Sling +0 (1d4+1/x2)
Special Attacks channel positive energy 5/day (DC 13, 1d6); storm burst +0 (7/day, 1d6); enlarge (7/day)
Cleric Spells Prepared (CL 1st; concentration +5)
..1st - Bless, Divine Favor, Enlarge Person[D]
..0 (at will) - Create Water, Mending, Purify Food and Drink (DC 14)
..D Domain Spell; Domains Growth, Weather
--------------------
Statistics
--------------------
Str 12, Dex 11, Con 12, Int 10, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 11
Feats Selective Channeling
Traits Sacred Conduit, Trunau Native
Skills Diplomacy +6, Profession (farmer) +8
Languages Common, Orc
SQ aura, orc blood, weapon familiarity
Combat Gear Shortspear, Sling with 30 sling bullets, potion of cure light wounds, scroll of delay poison;
Other Gear backpack, bedroll, belt pouch, candle (10), flint and steel, holy text, masterwork dagger, mess kit, pot, rope (50 ft), soap, spell component pouch, studded leather, torch, trail rations (5), wooden holy symbol, 32 gp, 7 sp
--------------------
Special Abilities
--------------------
Channel Energy (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision Half-orcs can see in the dark up to 60 feet.
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, she can fight on for one more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying.
Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Trunau Native: You were born and raised in the town of Trunau, one of the few human settlements in the orc dominated Hold of Belkzen. Orc attacks are an ever-present threat, and like all Trunauans, you have made the Standing Vow: to hold Trunau against all attackers, orc or otherwise, to stand your ground, and to live free or die trying. Upon coming of age, you were given a hopeknife—a small, sheathed dagger, usually worn on a chain under your clothes—and taught how to use it to take your own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, you have served in Trunau’s militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
When Roseline was young, she lost her temper against a childhood bully who was teasing her about not having a father. She accidentally summoned a lightening storm, which struck the boy. He was fine, however the manifested power required the Council of Defenders to step in. After several long weeks, The council found her to not be a threat, but she would need to learn how to control her abilities. Everyday for five years Roseline was sent to mediate with Silvermane, the local druid who watched over the Hopespring.
While Silvermane did not say anything to Roseline, she did learn how to control her aggressive tendencies, instead turning that destructive prowess into a green thumb. Most anything that Roseline plants grows significantly larger than other plants from the same harvest. As such, Roseline makes a nice living off being a farmer.
Her sweetness carries a rage of its own, and she is equally quick to jump to defend the innocent or, more important, inflict punishment on those that take advantage of and injure others. Once she had determined that someone has crossed a line, be it through animal abuse or bullying, she does not stop before she considers justice having been served, despite the best efforts at times of her friends. During these times, she is unstoppable as the rivers that flow through the land, and in some cases has spent years attempting to exact her particular brand of justice.
Close Friend: The friendship between Sibrec Blackbane and Roseline Groundsower is littered with history. Originally starting off as childhood enemies, it was against Sibrec that Rose's prowess over nature first reared its head. Sibrec was attempting to goad Roseline into a fist fight, when he taunted the young girl about her lack of a father. Roseline, instead of socking the irritating boy, called down a lightening strike. However last year, the two made up during a battle last year. Since then, they have discovered how much they have in common and can be classified as inseparable. In town there is quite the scandalous rumor that their friendship is developing into a romance, something that Roseline is completely oblivious to.
Unknown Ally: When Roseline was young, she called up on a storm that hit young Sibrec Blackbane. Naturally, the council called upon the young half-orc in order to assess the threat of a storm wielder in their midst. Behind closed doors during quiet discussion on the matter, it seemed that Roseline would be thrown out of Trunau. That was until, Halgra of the Blacked Blades spoke up. Halgra's solution, was an elegant one. Roseline would be sent to study and learn to control her powers under Silvermane, the mute druid who watched the Hopespring. If it was found that the girl would be unable to control her abilities or use them to harm anyone else, she would then, and only then, be banished from Trunau. The council, unwilling to anger the Chief Defender, accepted the agreement.
Known Enemy: Though many raids are fought against the orcs from the north, when Vrogak Spinebreaker leads, the casualties are far higher than normal. Roseline met the deplorable barbarian on the battle field three years ago, when she caught the raider's eye. Vrogak, seeing the potential in the young cleric, planned to take her back to his tribe as his newest wife. Roseline did not agree. In the fierce struggle, Roseline was dragged by her hair towards the enemy line. Rather than live the life of a slave, Roseline drew her hopeknife. However instead of plunging the small dagger into her throat, she managed to cut her hair and take Vrogak's left eye. Roseline managed to escape, leaving behind not just her locks, but a powerful grudge in the barbarian.
Unknown Enemy: Few in Truanu view Roseline as a monster. Rhobat Blackbane, Sibrec's father, does. Steaming from a hatred of all orcs and their offspring, and seeing this new found friendship as a way to corrupt his son, Rhobat has sat quietly on the sidelines waiting for the cleric to slip, so he can justify throwing the girl out of Trunau. Odette, Roseline's mother, knows of Rhobat's plans and implores her child to be weary of her temper, however Roseline has brushed her mother off, seeing the warnings as nothing more but a paranoid parent worrying over nothing.

Grobradon |

In the interest of full disclosure, so that everything is on the level and no one feels cheated, I wanted to point out that Avast's character, Aghast, is the "sixth man." He is new to the Paizo boards and Pathfinder, but is a strong role-player and capable of posting regularly. He chose to share the character with everyone here, even though he was already assured a position.
Good to know, thanks.
Got a new Avatar as I respect his dibs
(And want to increase my chances of getting in ;) )

ElenionAncalima |
1 person marked this as a favorite. |

I got left off the list.
My bad. Here is the updated list with you on it (plus the new folk).
Arcane
Drogeney - Lianda Boreana, Half-Elf Witch
Milkmonster - Hagen the Exile, Human Witch
Divine
Quill the Owl - Roseline Groundsower, Half-Orc Cleric
Gerard - Guraza, Half-Orc Druid
Gargazon - Duran Copperhelm, Dwarf Inquisitor
PapaJohn41 - Agast Grogh, Half-Orc Warpriest (pre-selected)
Martial
Corsario Tuva - Halgra, Half-Orc Barbarian
DekoTheBarbarian- Haggis, Half-Orc Barbarian
Pedro Coelho - Davy Dagaroth, Human Cavalier
ElenionAncalima - Avari Fadarack, Half-Elf Fighter
Eric Sklavos - Jack Hobbes, Human Fighter
thunderbeard - Dango Broken-Spear, Halfling Monk
SCKnighHero1 - Norasha Mountainrunner, Dwarf Paladin
DM Variel - Kurag Urlot, Dwarf Ranger
Skilled
Ridge - Grobradon Bridgeworth, Half-Orc Bard

Boram the Burglar |
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Hey, WhtKnt, this is RH’s Halfling Burglar, Boram. It’s nice to see a few familiar faces, hey Drogeney, hey Corsario. WhtKnt, I would love to be in another game with you, especially Giantslayer, thanks for your consideration!
I tend to post several times a day. If I am playing a ‘scout’ character I will post more often. The length and details of the post tend to depend on the character and rate and flow of the GM and other characters.
Boram’s father looked at him in that serious way when he expected to be listened to. His baritone voice resounding serious and gruff; his thick red beard taking on a life of its own bobbing and shifting as he spoke.
“Before they became nomadic to quickly escape prejudice and tyranny; Before they learned how to sail the seas and rivers; Before they became the favorite slave of the ‘big races’; Before they were quantified and qualified by the humans as hairfoot, tallfellows and stouts; Before all those things your people were burglars.”
This was not the first time Boram had heard ‘the speech’: it isn’t even the first time he’s heard it from his God Father, Harsk. Harsk is not even the first person he had heard it from. At least that’s what Harsk told him, it had been Boram’s mother. He barely remembered his mother, Bellis the burglar. Back then he didn’t know she had been a famous burglar, Boram doesn’t even remember the speech coming from her, but Harsk swears it does and Harsk is not a dwarf given to lying.
To Boram she was his mother, his entire world. He remembers her holding him and feeding him, and tucking him into bed. He remembered the first toy armor she gave him. He remembered she had to go to work. She and Harsk and Sable Company, there were bills that had to be paid. She left him with Harsk’s clan, Harsk’s own mother watching over Boram as nanny.
Hursk continued with his litany, blue eyes shining as he spoke the words in a singsong way reminiscent of Bellis:
” Not just common criminals and foot pads, not pickpockets or con artists; they were burglars; the finest to bear the name! Trained to get in places and back out without detection. Hired to sneak in and remove a specific item or sometimes hired to sneak in and leave an item. And I’m not talking about being hired by nare-do-wells, criminals or thugs. I’m talking about being hired by Dwarven kings and Elven councils, even the greatest human wizards considered Halfling burglars friends and companions.”
Harsk paused for affect. The same way he did every time he repeated the litany. Boram remembers the first time Harsk ever told it to him. It was when Harsk returned; the sadness in his face, her gear in his pack and a story about giants. Which Boram heard the full details of, years later; when he was old enough to understand. But that night Harsk set Boram on his lap, in front of the roaring fireplace. Tears in his eyes, rolling down his cheek and then his red beard, and recited to him, in honor of her last wishes.
”Yes when most Halflings were willing to sit comfortably in their Halfling holes smoking their pipes and talking about gardening there were a few, a select few, which had wanderlust in their blood. While most Halflings were making a habit out of too many meals there were those making a living out of evading traps. Where most Halfling were looking for as comfortable life as possible, there was a small percentage looking for a life of adventure and glory. Those Halflings, those burglars, are who you are descended from; don’t ever forget that my son.”
Boram was born to an adventuress Named Bellis, sometimes called Bellis the Burglar. She was one of the founding members of group of adventurers called 'Sable Company' who were based out of Glimmerhold, a small dwarven city located within Nirmathas. in the Mindspin Mountains. The founding member was a dwarf ranger named Harsk. Botram’s father was a bard named Lem, who had foined Sable Company, for a time, but left the group ove a dispute with Bellis. Borum never found out whether his father knew Bellis was pregnant or that he was born.
Boram was born there in Glimmerhold and when he was weaned his mother and god-father Harsk, along with Sable Company returned to work, leaving Boram with Harsk’s mother Kotri His nanny. While Bellis and Harsk were away Boram would play for hours in his toy armor, pretending he was a burglar like his mother. After one fateful adventure in the Hold of Belkzen, when Harsk returned he returned alone, the adventure had been a failure, Sable Company had been attacked by a group of Hill Giants. It was almost like the giants knew where they were at. Bellis was killed by giants along with two other members and on was MIA. With the loss of four adventurers and a key leader in Bellis the remaining members split up andwent their own ways.
Harsk dedicated the next fifteen years to raising Boram. To honor Bellis’ wishes he saw that Boram was loved and cared for, raising him as his own son. He also saw that Boram was trained as a burglar, teaching him what he could and hiring the finest lock-picks and trap-springer’s he could find to teach him what he couldn’t. When Boram was in Glimmerhold he was being instructed by his many tutors but most of their time was spent in the mountain, tunnels and caves; learning the life of and adventurer from Harsk. By the time Boram was eighteen Harsk felt he was ready for some independence.
As Borm came of age Harsk decided that he would leave Glimmerhold again, making it easier for Boram to strike out on his own. Harsk had decided to reform Sable Company, so he headed off to find old members to see if they were interested. He asked Boram not to follow because he still blamed himself for Bellis death and could not have Borams death on his hands. He encouraged Boram to head out on his own and find a group of adventurers his own age and to blaze a trail of his own. Boram, for his part, was never satisfied with the stories of what happened in southern Belkzen. He wanted to know what really happened to his mother, he wanted to walk the land where she had been buried. So Boram set out for Trunau and the south of the Hold of Beldzen to find his own way.
Boram is stocky and tall for a halfling at 3’3,” his skin a light brown and his hair dirty blond warn in shoulder length curls. His sideburns just starting to fill in. His hazel eyes are sharp and clear. He wears simple leather armor over his utilitarian clothing: short sword on hip, walking stick in hand and a long stemmed pipe in his mouth.
Boram is the quintessential Halfling Burglar: affable, adaptable and adventurous.
Fitting both descritions to a tee.
Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races.
Friendly, adaptable, action-oriented. "Doers" who are focused on immediate results. Living in the here-and-now, they're risk-takers who live fast-paced lifestyles. Impatient with long explanations. Extremely loyal to their peers, but not usually respectful of laws and rules if they get in the way of getting things done. Great people skills.
Close friend: Harsk, Borams godfather. Harsk is a dwarven ranger who was a founding member of Sable Company along with Borams mother Bellis. After Bellis died in a surprise attack it was Harsk who disbanded the Sable Company and brought Boram into his family and raised him as his own. After raising Boram he went in search of the members of Sable Company that were still alive.
Unknown friend: Lem the left-handed lute-player, the Bard who fathered Boram and had been a member of Sable Company. Lem and Bellis had a spat about one of their fellow companions, Kizziar Redblade, whom he didn’t trust, but Bellis felt sorry for. Bellis, being bull-headed refused to side with Lem and they fought. Lem left the party an When he heard Bellis died, he started to watch over Boram from a distance. Realizing that Harsk could offer a more stable environment, he never interfered with Borams upbringing, but is looking for an opportunity to introduce himself to his son .
Know Enemy: Gronk Whiteskull, the Jarl of the tribe of Hill Giants called Rock Crushers they are known to live in the hill country North of a Town called Trunau in the Hold of Belkzen. In a surprise attack against Sable Company they killed Bellis, Borams mother, he seeks to find a way to avenge her death.
Unknown Enemy: Kizziar Redblade a half orc barbarian that traveled with Sable Company, he was not trusted by Lem, and downright hated by Harsk, but Belllis trusted him. Lem and Bellis argued over Kizziar in a lovers quarrel. Harsk confronted Kizziar over it, after that Kizziar planned Harsk’s death. While traveling in the Hold of Belkzen Kizziar saw an opportunity to kill Harsk and planned a surprise attack with Gronk Whiteskull and the Rock Crushers. Several of Sable Company were wounded, including Harsk, but an unforeseen result was the death of Bellis, the one person who trusted him. Kizziar left after the attack. His hatred for himself, Harsk and all those involved brewing. He now plots the deaths of all the Sable Company members, including the child Harsk raised, Boram

ElenionAncalima |
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Arcane
Drogeney - Lianda Boreana, Half-Elf Witch
Milkmonster - Hagen the Exile, Human Witch
Divine
Quill the Owl - Roseline Groundsower, Half-Orc Cleric
Gerard - Guraza, Half-Orc Druid
Gargazon - Duran Copperhelm, Dwarf Inquisitor
PapaJohn41 - Agast Grogh, Half-Orc Warpriest (pre-selected)
Martial
Corsario Tuva - Halgra, Half-Orc Barbarian
DekoTheBarbarian- Haggis, Human Barbarian
Pedro Coelho - Davy Dagaroth, Human Cavalier
ElenionAncalima - Avari Fadarack, Half-Elf Fighter
Eric Sklavos - Jack Hobbes, Human Fighter
thunderbeard - Dango Broken-Spear, Halfling Monk
SCKnighHero1 - Norasha Mountainrunner, Dwarf Paladin
DM Variel - Kurag Urlot, Dwarf Ranger
Skilled
Ridge - Grobradon Bridgeworth, Half-Orc Bard
Robert Henry - Boram the Burglar, Halfling, Unchained Rogue
Updates:
-Changed Haggis from Half-Orc to Human
-Added Boram the Burglar

DominoMasque |
1 person marked this as a favorite. |
Not tried an Arcanist before, so lets give this a shot. Should be done except for gear. Any objection to buying Scrolls with starting coin?
NG Human Arcanist 1
STR 10
DEX 13
CON 10
INT 18
WIS 12
CHA 14
Statistics
HP: 6
AC: 11
FORT: +0; REF: +1; WILL: +3
Skills (2class +4Int +1Human)
Knowledge:Arcana: +8 (1rank +3Class +4Int)
Knowledge:Dungeoneering: +9 (1rank +3Class +4Int +1trait)
Knowledge:History: +9 (1rank +3Class +4Int +1trait)
Knowledge:Nature: +8 (1rank +3Class +4Int)
Linguistics: +8 (1rank +3Class +4Int)
Spellcraft: +8 (1rank +3Class +4Int)
Use Magic Device: +6 (1rank +3Class +2Cha)
Features
Proficiencies: Simple Weapons
Trait-Artifact Hunter: +1 trait bonus on Spellcraft checks to identify magic items +1 Use Magic Device 50+1%/level chance to recognise artifacts.
Trait-Eldritch Delvier +1 trait bonus on Knowledge:Dungeoneering and Knowledge:Histroy checks and +1 Caster Level for Conjuration:Teleportation spells.
Feat-Amateur Investigator (4): Int bonus Inspiration to add 1d6 to trained Knowledge, Linguistics and Spellcraft checks (post-roll). Refreshed each day.
Feat-Scribe Scroll: Craft scrolls in 2 hours if 250gp or less, or 1 day / 1000gp in base price. Use raw materials equal to half-price.
Consume Spells: May expend spell slot as swift action, gaining Arcane Reservoir equal to the spell level.
Arcane Reservoir (3/4): 3 at start of each day, 4 maximum. Spend 1 to increase CL of spell by 1 or increase the save DC by 1, as it's being cast. Or on Exploits.
Exploit: Ice Missiles: Ranged Touch Attack (30ft); 1d6+Cha mod + target staggered for 1 round. Fort negates staggered condition
Spellcasting
Prepare 4x0; 2x1st
Per Day: 3x1st
Known Allx0; 7x1st
0 (prepared)
Detect Magic
Jolt
Prestidigitation
Light
1st:
Comprehend Languages
Identify
Memorise Page
*Feather Fall
Reduce Person
*Enlarge Person
Summon Monster I
Elodie grew up in Korvosa, only daughter and third child of Kronal and Marvasi DeVarre. Her parents and two of her brothers are historians - scholarly researchers. Her other brother, Abasil, wandered as an adventurer for a while, before settling in Trunau, working for their Militia.
Elodie always had a wanderlust about her and supplimented her studies with arcane practice, though she never actually studied at the famed Acadamae.
Deciding she's learned as much as she can from books, she decided Trunau was good a starting place for investigative research as any, given the rumours of ruins in the Mindspin Mountains and the savage frontier being relatively unexplored.
Despite her comparative outgoing nature, Elodie is still somewhat shy for an adventurer, and her abilities lack "field-testing" being mostly theoretical or practiced in safe conditions. So she has a certain lack of confidence that will fade over time. She comes alive when learning new things, particularly of an arcane or historical note.
I'm on UK time, so will post accordingly. I do have access the Paizo forums' from work, so should be able to post between 10 while 10 UK BST (CT is 7 hours behind, so it'll be like 3am thru 3pm) I'm new to the boards, but have lurked for a while.