Golden Pegasus staging area

Game Master Sai Ling


51 to 65 of 65 << first < prev | 1 | 2 | next > last >>

I added some more details to the background and made the reason for joining the expedition more apparent.

Crunch:

Ysanne “Raven” Nightweaver
Female Human-Witch 2 (expert 1)
LN Medium humanoid (human)
Init +5; Senses Perception +7 (low light vision)
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 21 (2d6+2+1d8+1)
Fort +1, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +0 (1d4-1 dagger or 1d6-1 shortspear)
Ranged +3 (1d4-1 dagger or 1d6-1 shortspear or light crossbow 1d8)
Hex: Evil Eye, Sleep, Cackle
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 12, Int 19, Wis 10, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Extra Hex-Evil Eye, Ability Focus-Evil Eye, (Alertness)
Traits Blood of Dragons, Honeyed Words
Skills (22):
Diplomacy C (1) +7
Handle Animal C (2) +7
Intimidate C (2) +7
Knowledge C (arcana)(2) +9
Knowledge C (planes)(2) +9
Knowledge C (nature)(2) +9
Knowledge C (religion) (1) +8
Linguistics C (1) +8
Perception C (2) +7 (alertness+2)
Ride C (2) +6
Sense Motive C (2) +5 (alertness+2)
Spellcraft C (2) +9
Use Magic Device C (2) +7

Languages:

Common, Draconic, Celestial, Infernal, Terran, Aquan

Combat Gear:

Dagger
Light Crossbow
20 bolts
Spear
Haramaki

Other Gear:

Masterwork Backpack
Simple robe,
Bedroll,
Belt pouch,
Candles (10),
Chalk (10),
Flint and steel,
Ink,
Inkpen,
Iron pot,
Mess kit,
Soap,
Spell component pouch,
Tent, Small
Torches (10),
Trail rations (5 days),
Waterskin,
Scroll case
Satchel, Familiar
Signet Ring-Raven
3 platinum
0 gold
8 silver
9 copper

Animals:

Greensting
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 21
Fort +2, Ref +2, Will +5

OFFENSE
Speed 30 ft.
Melee sting +6 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse, Alertness, improved evasion, empathic link
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
Share spells
Familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Bebop
Bison, Combat Trained
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
OFFENSE
Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
STATISTICS
Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12; CMD 22 (26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Perception +8
SPECIAL ABILITIES
Stampede (Ex)
A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.

About Ysanne:

Ysanne was convinced she was kidnapped from her real family before her first real memory, and throughout her youth challenged her parents at every turn up to and including running away several times. She was constantly a stereotypical brat around her family and their associates, but to be fair her mother was emotionally abusive and the father was anything but loyal or honest. Still, she never had a hard time making friends despite still being always dramatic she was and is honest, social, and likes to break up boring routines. Keeping friends has been a bit more of a challenge, because she is cold and unsupportive in times of need, especially when there seems to be a pattern of depressing behavior.

Shortly before she ran away from home for the last time, her father tried to sell her to settle his debts. She was taken in her sleep, thrown into the back of a cart and sent away. A small green scorpion of some intelligence cut her bonds, and allowed her the opportunity to escape, but not before overhearing what her horrible father had done and how her captors were planning to go back to collect Ysanne’s mother because of accrued interest; that wasn’t Ysanne’s problem anymore.

The scorpion became Greensting, Ysanne’s familiar, in the coming years living as a spoiled street urchin that spent most if not all of her time at an array of library’s until she finally landed a job as an animal handler’s assistant. Her boss was a disgusting dwarven man (turned out he wasn’t all that alive), but his dwarven wife was very kind and fond of Ysanne and took her in under her wing where she began down the path of witchcraft.

The years since working as an assistant and apprenticing to the dwarf witch have been an exciting time of learning and engaging in new activities, but eventually the routine started to make Ysanne unhappy and it was effecting her work and magics. Ysanne set out to find her fortune with the agreement from her master. Now she wanders where she wills and hopes to finally find the life she has always deserved.

Joining the expedition was the obvious thing to do, exploring and establishing a new nation has whispered sweet promises to anyone will and capable enough to put in the work, and there was nothing routine about building a new country.

Character Appearance
This 5’4” tall, woman has ivory skin with blood red eyes speckled with yellow and her hair is straight black and always very clean. Straight eyebrows compliment her narrow, mysterious eyes , her long nose and narrow lips give her an aura of dramatic magnetism.

She is very delicate looking in the robe and haramaki she wears with recklessness. A wide brimmed hat with feathers and ribbons sits atop her head tying a boldly colored outfit together quite well, even though it doesn’t seem entirely fitting to her apparent adventurous career.

She has a number of tiny red scars scattered over her body as well as a several tattoos. Her favorite tattoo is the large vivid green scorpion on her right hip. There is one dragon tattoo on the left side of her head, but it is covered by hair and only hinted at when she runs her hands through her hair. She has a set of tribal tattoos, two dark blue medium bands just above the bicep muscles. The tattoos are nothing more than spontaneous decisions during a long night of drinking and carefree living.

Character Personality
Psychology and perception: Logical and Intelligent
Self-discipline: Skeptical
Lifestyle: Untraditional, Hates routine
Social attitude: The center of attention. Self-aggrandizing and Self-confident
Honesty and honor: Values knowledge and Honesty
Emotional capacity: Cold and Unsupportive

Goals
Ysanne is self serving and ultimately dreams of servants waiting on her night and day. The mere idea of the routines of court politics or day to day civilian activities is offensive. She hopes to achieve her dreams by striking it rich by find a huge treasure horde or being whisked away by rich royalty that respects her need for space and values her wanderlust.

Silver Crusade

He's finally done! I really hope the Occult Adventures playtest material doesn't put you off... it looks daunting at first glance but I promise it is very straightforward once you get down to it. I have fallen in love with this guy, and I think he will be a blast to play.

Much like my wizard Naralesh, he has a lot of character development to undergo. He's at heart a good person, and thrives at having his contributions to a team recognized, but he has a lot of old wounds from how he was treated as a child, and tends to withdraw into himself when insulted or unappreciated.

It's 1:30 and I have a few more mundane item purchases to make... but I will do so in the morning because I am seriously sleep deprived. Goodnight, and good luck!

Character Sheet:
Ezekiel "Zeke" Flynn
Male Human (Chelaxian) Swashbuckler (Inspired Blade) 1, Mesmerist 1, Warrior 1
LN Medium Humanoid (Human)
Senses +3 Perception, +3 Sense Motive
____________________________________________________________________
AC 18 [Touch 14, Flat-Footed 14] (+2 Armor (Studded Leather), +1 Shield, +4 Dex)
hp 24 (1d10+2d8+3+1)
Fort +3, Ref +6, Will +1
Init +4
____________________________________________________________________
Speed: 30 ft.
Melee: Rapier +7 melee (1d6+4, 18-20/x2)
Ranged: Light Crossbow +6 ranged (1d8, 19-20/x2)
____________________________________________________________________
Abilities: Str 8, Dex 18, Con 12, Int 12, Wis 8, Cha 18
Base Attack +2; CMB +1; CMD 15
Feats: Weapon Focus (Rapier), Weapon Finesse (Rapier), Fencing Grace, Combat Reflexes
Traits: Magical Knack (Mesmerist),
Skills (15 ranks): Acrobatics +7, Bluff +7, Climb +2, Diplomacy +7, Escape Artist +7, Intimidate +7, Knowledge (Arcana, Local, Nobility) +5, Perception +3, Sense Motive +3, Spellcraft +5, Stealth +7, Swim +2, Use Magic Device +7
Alternate Racial Traits: Dual Talent
Languages: Common (Taldane), Sylvan
Possessions: Studded leather armor, rapier, rope (50 ft.), Pathfinder's Kit
Money: 82 gp
____________________________________________________________________
Psychic Spells Known (5/2) - Spells Per Day (∞/2):
0-level (DC 14): detect magic, prestidigitation, daze, dancing lights
1st-level (DC 15): color spray, lock gaze

Mesmerist Class Abilities:
Hypnotic Stare (Su): The mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –1 penalty on Will saving throws. This penalty increases to –2 at 12th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the opponent dies, the opponent moves beyond 30 feet away, or the mesmerist stares at a new target. The mesmerist can remove the memory of his stare from the target’s mind, so a creature doesn’t remember that he affected it (or that he is currently affecting it) unless he wants it to. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare; it can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Effects from multiple mesmerists’ stares don’t stack. This is a mind-affecting effect.

Mesmerist Tricks (Su): A mesmerist can implant a hypnotic bond with his allies, implanting magical suggestions in their minds that he can later activate to give himself and his allies an edge over foes. He can implant a number of these tricks per day equal to 1/2 his mesmerist level (minimum 1) plus his Charisma modifier. He can have only one trick active at a given time, and setting up a new trick ends the previous one (and he still loses the use he spent on the previous trick).
To implant a trick, the mesmerist must spend a standard action and either touch a willing creature or implant the trick on himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as an immediate action once a trigger condition is met, as defined in the trick’s description. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it (but anything that blocks telepathic contact prevents him from triggering tricks). An implanted trick lasts for 1 minute per mesmerist level. Once triggered, an instance of a trick is no longer implanted, and that instance can’t be triggered again. The duration of the effect caused by triggering a trick appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.
The mesmerist gains one trick at 1st level, and another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.

Ezekiel's Tricks wrote:
Psychosomatic Surge: Confidence bolstered by psychic magic fills the ally, soothing his wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d6 + 1/2 the mesmerist’s level. If the damage would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d6 temporary hit points. These temporary hit points last for 1 hour or until discharged.

Psychic Spellcasting:

Psychic magic originates from the distinctive qualities of the caster’s composite being, rather than through arcane formulas or rote supplication to divine entities. Therefore, psychic spells never have verbal or somatic components. Because of this, psychic spells are purely mental actions, and they can be performed even while the caster is pinned or paralyzed. Psychic spells still retain focus components just as other spells. When a spell calls for an expensive material component, a psychic spellcaster can instead use any item with significant meaning and a value greater than or equal to the spell’s component cost. For example, if a spiritualist wanted to cast raise dead to bring her dead husband back from the grave, she could use her 5,000-gp wedding ring as the spell’s material component.
Instead of verbal and somatic components, all psychic spells have components related to the caster’s inner being. The two psychic components are called thought components (marked as T) and emotion components (marked as E).
Thought components represent mental constructs necessary for the spell’s function, such as picturing a wolf in vivid detail—down to the saliva dripping from its jaws—in order to cast beast shape to transform into a wolf. Thought components are so mentally demanding that they make interruptions and distractions extremely challenging. The DC for any concentration check for a spell with a thought component increases by 10. A psychic spellcaster casting a spell with a thought component can spend an extra move action before beginning to cast the spell to center herself and avoid the increased DC.
Emotion components represent a particular emotional state required to cast the spell. A psychic spellcaster marshals her desire in order to focus and release the spell’s energy. It is impossible to cast a spell with an emotion component while the spellcaster is under the influence of a non-harmless effect with the emotion or fear descriptors. Even if the effect’s emotion matches the necessary emotion to cast the psychic spell, the spellcaster is not in control of her own desires and animal fear impulses, which is a necessary part of providing an emotion component.

Swashbuckler Class Abilities & Feats:

Inspired Panache (Ex) wrote:

Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. He fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). His panache goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1) plus his Intelligence modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following way:

  • Critical Hit with a Rapier: Each time the inspired blade confirms a critical hit with a rapier while in combat, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn't restore panache.

    Deeds wrote:

    Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect as long as the swashbuckler has at least 1 panache point. A swashbuckler can any deeds of his level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

  • Derring-do (Ex): At 1st level, a swashbuckler can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1).

  • Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to his Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

  • Opportune Parry and Riposte (Ex):At 1st level, when an opponent makes a melee attack against the swashbuckler, he can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If his result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach.
  • Character Background:
    The bastard child of Countess Sasandra Livgrace of the Sinari province of Ustalav, Ezekiel's childhood was one of neglect and loneliness. Though not truly a noble, he lived within his mother's house, the unmarried Countess having borne several children during her sordid youth and caring for them from a distance. Inattentive nursemaids and uncaring servants were the closest he had to parents, leading to a quiet and withdrawn attitude as he grew. In his teenage years, whispers began to spread that there was something wrong with the boy, for no child should have a gaze so penetrating, so piercing. His eyes... they feared his gaze. Locked into his bedchamber at night, peering into his own reflection for hours by candlelight, the boy could see nothing of what they spoke. His eyes were normal... right?

    As he grew into adulthood, he began to enjoy the nervousness he could conjure simply with his gaze. He took to the art of dueling, the lightness of the rapier appealing to the frail young man. Staring his foe down as he fought, his opponents felt their grip weaken, their concentration slipping, until his deft strike ended the match. They spoke of him afterwards. His eyes... yes. Something was wrong with those eyes!

    In his twenty-third year, an illness struck him. He struggled for three nights, bedridden and wracked with visions of ghostly shapes. When the fever broke, something was different about him. Objects near him would shift, ever so slightly, off tables and shelves. Cracks appeared in mirrors as he passed them. Whispers that the boy was cursed began to fly once more. When a maid who had come to clean his chamber simply blacked out upon meeting his eyes, his mother summoned an exorcist. His door thrown open, two footmen tied Ezekiel to a bed and left as the shouting priest began his incantations, desperately trying to cast out whatever fiend or spirit inhabited him. Thrashing back and forth, Ezekiel was unable to get free... until he locked his gaze with the bloodshot eyes of the man above him. The priest's hollers stopped, words caught in his throat as his eyes bulged. Ezekiel's unblinking stare pierced into his mind as the man's face reddened, choking and sputtering as the stare bored into him. With a strangled gasp, the man collapsed, blood trickling from his nose as he lay in a crumpled heap on the floor.

    Breathing heavily, Ezekiel strained against his bonds, eventually pulling an arm free to cut himself loose. He checked the fat body on the floor, slowly accumulating a small pool of blood on the carpet. He'd killed a man... how, he didn't know. He glanced about the room, grabbed his sword, and fled through the window, never looking back.

    In the two years after, he wandered from place to place, always feeling that he was being followed, imagining that at any moment his past might catch up to him. He learned more of his strange gifts, and began to learn how to control them. Eventually finding himself in Absalom, he signed on to an expedition to a 'new world,' figuring that there, at least, he could be free of whoever he felt pursued him.

    Character Personality:
    Ezekiel has grown in the two years since he fled Ustalav in the dead of night. No longer the quiet child he once was, he can be charming and friendly, but ever-present is the force of his gaze. Few can meet it for long without feeling apprehension. He is eager to explore his budding mental powers and subconsciously seeks validation from others to show his worth. He thrives when shown appreciation for his help, but is quick to scorn those who do not value his contributions. His greatest fear is that he will be caught and dragged back home, a place which, to him, has never meant anything but scorn and neglect.

    Character Appearance:
    Ezekiel is pale and thin, and keeps his hair neatly trimmed. He is never without his rapier, and wears armor with practiced ease. He prefers fine clothing, though hasn't had the opportunity to possess a proper wardrobe in months. Despite this, he meticulously cares for whatever outfits he wears, even resorting to his strange inner magics to ensure he is never covered in dirt and grime.

    Silver Crusade

    I've updated his traits and his equipment. I decided to go with Lesser Noble (+1 Diplomacy and Knowledge[Nobility], and an extra 100gp starting gold) - let me know if there's any problem with that trait selection.

    I upgraded him to chain shirt armor, and added the following items:

    - Fishing Kit
    - Grooming Kit
    - Mess Kit
    - Shaving Kit
    - Signet Ring
    - Journal
    - Sealing Wax
    - Holy Text (The Bones Land in a Spiral, holy book of Pharasma)
    - 5x Candles
    - 5x Charcoal (for writing)

    (I think he can afford all that - I am doing this a bit hastily so if I am over budget I will trim a few things. Thank you for your patience - this week has been unnaturally busy and it's been a struggle to get everything together!)

    Dark Archive

    I guess we're all now on the expectations phase, huh? :) well, crossing my fingers that my little pirate will get in, and happy with all the interesting concepts I'm seeing.


    I wrote:
    All races, classes and archetypes are available, provided they are Paizo (non 3pp) and in the PFSRD.

    Sorry, Ezekiel.


    Aah, ok. I'll remake him as a Magus instead then, but I won't have a character sheet up until tonight.

    Same personality, same backstory, just no hypnotic stare class feature. Oh well. He will be a Magus 2, Expert 1 in this incarnation.

    Silver Crusade

    Done! :) Turns out, his chosen spell list didn't even need to change between his two versions, other than the loss of prestidigitation - and he gets to keep the awesome lock gaze spell for his characteristic hypnotic stare.

    I'm not sure what you mean by 'downtime capital' so I wasn't sure what to do for that.

    Character Sheet:
    Ezekiel "Zeke" Flynn
    Male Human (Taldan) Magus (Kensai) 2, Expert 1
    LN Medium Humanoid (Human)
    Senses +5 Perception, +5 Sense Motive
    ____________________________________________________________________
    AC 18 [Touch 16, Flat-Footed 12] (+2 Armor (Leather), +4 Dex, +2 Int)
    hp 23 (3d8+3+2)
    Fort +4, Ref +4, Will +6
    Init +4
    ____________________________________________________________________
    Speed: 30 ft.
    Melee: Rapier +6 melee (1d6+4, 18-20/x2)
    Ranged: Light Crossbow +5 ranged (1d8, 19-20/x2)
    ____________________________________________________________________
    Abilities: Str 8, Dex 18, Con 12, Int 16, Wis 12, Cha 8
    Base Attack +1; CMB +0; CMD 14
    Feats: Weapon Focus (Rapier), Weapon Finesse, Fencing Grace, Arcane Armor Training
    Traits: Magical Knack (Magus), Student of Philosophy
    Skills (19 ranks): Diplomacy +7 (+11 to persuade), Bluff +7 (+11 to lie), Knowledge (Arcana, Nobility, Planes, Nature, Religion) +7, Use Magic Device +3, Stealth +8, Survival +5, Climb +3, Swim +3, Acrobatics +8, Linguistics +7, Craft (Alchemy) +8, Perception +5, Sense Motive +5
    Alternate Racial Traits: Silver Tongue
    Languages: Common (Taldane), Sylvan, Elven, Dwarven, Goblin
    Possessions: Leather armor (10gp), rapier (20gp), rope (50 ft.) (1gp), magus's kit (22gp), explorer's outfit (0gp), fishing kit (0.5gp), grooming kit (1gp), mess kit (0.2gp), shaving kit (1.5gp), signet ring (5gp), sealing wax (1gp), holy text (10gp), 5x charcoal (2.5gp), journal (10gp), 10x candles (.1gp), spellbook (0gp), 14x trail rations (7gp), potion of infernal healing
    Money: 8.2 gp
    ____________________________________________________________________
    Spells Prepared (3/2):
    0-level (DC 13): detect magic, daze, dancing lights
    1st-level (DC 14): color spray, lock gaze

    Character Background:
    The bastard child of Countess Sasandra Livgrace of the Sinari province of Ustalav, Ezekiel's childhood was one of neglect and loneliness. Though not truly a noble, he lived within his mother's house, the unmarried Countess having borne several children during her sordid youth and caring for them from a distance. Inattentive nursemaids and uncaring servants were the closest he had to parents, leading to a quiet and withdrawn attitude as he grew. In his teenage years, whispers began to spread that there was something wrong with the boy, for no child should have a gaze so penetrating, so piercing. His eyes... they feared his gaze. Locked into his bedchamber at night, peering into his own reflection for hours by candlelight, the boy could see nothing of what they spoke. His eyes were normal... right?

    As he grew into adulthood, he began to enjoy the nervousness he could conjure simply with his gaze. He took to the art of dueling, the lightness of the rapier appealing to the frail young man. Staring his foe down as he fought, his opponents felt their grip weaken, their concentration slipping, until his deft strike ended the match. They spoke of him afterwards. His eyes... yes. Something was wrong with those eyes!

    In his twenty-third year, an illness struck him. He struggled for three nights, bedridden and wracked with visions of ghostly shapes. When the fever broke, something was different about him. Objects near him would shift, ever so slightly, off tables and shelves. Cracks appeared in mirrors as he passed them. Whispers that the boy was cursed began to fly once more. When a maid who had come to clean his chamber simply blacked out upon meeting his eyes, his mother summoned an exorcist. His door thrown open, two footmen tied Ezekiel to a bed and left as the shouting priest began his incantations, desperately trying to cast out whatever fiend or spirit inhabited him. Thrashing back and forth, Ezekiel was unable to get free... until he locked his gaze with the bloodshot eyes of the man above him. The priest's hollers stopped, words caught in his throat as his eyes bulged. Ezekiel's unblinking stare pierced into his mind as the man's face reddened, choking and sputtering as the stare bored into him. With a strangled gasp, the man collapsed, blood trickling from his nose as he lay in a crumpled heap on the floor.

    Breathing heavily, Ezekiel strained against his bonds, eventually pulling an arm free to cut himself loose. He checked the fat body on the floor, slowly accumulating a small pool of blood on the carpet. He'd killed a man... how, he didn't know. He glanced about the room, grabbed his sword, and fled through the window, never looking back.

    In the two years after, he wandered from place to place, always feeling that he was being followed, imagining that at any moment his past might catch up to him. He learned more of his strange gifts, and began to learn how to control them. Eventually finding himself in Absalom, he signed on to an expedition to a 'new world,' figuring that there, at least, he could be free of whoever he felt pursued him.

    Character Personality:
    Ezekiel has grown in the two years since he fled Ustalav in the dead of night. No longer the quiet child he once was, he can be charming and friendly, but ever-present is the force of his gaze. Few can meet it for long without feeling apprehension. He is eager to explore his budding mental powers and subconsciously seeks validation from others to show his worth. He thrives when shown appreciation for his help, but is quick to scorn those who do not value his contributions. His greatest fear is that he will be caught and dragged back home, a place which, to him, has never meant anything but scorn and neglect.

    Character Appearance:
    Ezekiel is pale and thin, and keeps his hair neatly trimmed. He is never without his rapier, and wears armor with practiced ease. He prefers fine clothing, though hasn't had the opportunity to possess a proper wardrobe in months. Despite this, he meticulously cares for whatever outfits he wears, even resorting to his strange inner magics to ensure he is never covered in dirt and grime.


    Tweaked ever so slightly and added different equipment if arriving by boat over arriving by raft.


    First off, I apologize for the delay. Life gave lemons. Making lemonade took longer than expected. Plus, this wasn't easy.

    All solid characters. All bring something to the table. All making this decision difficult. I'm truly sorry not to be able to take all of them.

    Nevertheless, it has to be made, or I'll spend another day chewing on it and get nowhere. To be honest, if I had time and focus, I'd think about starting a new edition of this campaign, but I'm already stretched fairly thin as it is.

    Donatello of Martel, if you will put your character's class in your profile, I will invite you to join us.
    Ysanne Nightweaver, if you'd still like to join us, you're invited.


    *mumble grumble* just because he's bringing ale, isn't it *mumble grumble*


    Thank you! I... wait no class? Damnit, I must've deleted it out of my template. Sorry :(


    Hurray! Thank you, I know it was a difficult decision with all the great character proposals.

    Really looking forward to joining in!


    Soooooooo muuuuuuuuuch character creationnnnnnnnnn for nothingggggggggg... *faux dramatic screaming*

    Good luck y'all.

    Dark Archive

    Have fun peeps.


    Moshu Silpakara

    Male

    Race: Gnome

    Magus(Soul Forger) - lv 2
    Warrior - lv 1

    Stats:

    Rac Mod
    Str 12 - 2 10 0
    Dex 14 = 14 2
    Con 8 + 2 = 10 0
    Int 18 18 4
    Wis 10 10 0
    Cha 8 + 2 10 0

    --------------------
    Racial Abilities
    ----------------

    Ability Score: -2 Str, +2 Con, +2 Cha
    Size: Small
    Base Speed: 20 ft.
    Defensive Training:
    Illusion Resistance:
    Obsessive:
    Gnome Magic:
    Keen Senses:
    Hatred:
    Weapons Familiarity:
    Low Light Vision:

    --------------------
    Class Abilities
    ----------------

    Diminished Spellcasting:
    Master Crafter:
    Arcane Pool:
    Cantrips:
    Spell Combat:
    Arcane Bond: Quarterstaff
    Spellstrike:

    -------
    Traits
    -------

    Spark of Creation
    Magical Crafter

    ------
    Feats
    ------

    Scribe Scroll
    Weapons Focus(Quarter Staff)

    ----------
    Languages
    ----------

    Common, Gnome, Sylvan, Draconic, Orc, Goblin, Giant, Elven

    Skills:

    Acrobatics: 2
    Appraise: 4
    Bluff:
    Climb:
    Craft(Weapons): 4 + 1 + 3 + 2 = 10
    Diplomacy:
    Disable Device: 2 + 1 = 3
    Disguise:
    Escape Artist: 2
    Fly: 2
    Handle Animal: 1 + 3 = 4
    Heal:
    Intimidate:
    Knowledge(Arcana): 4 + 1 + 3 = 8
    Knowledge(Dungeoneering): 4 + 1 + 3 = 8
    Knowledge(Engineering): 4 + 1 = 5
    Knowledge(Geography): 4 + 1 = 5
    Knowledge(History): 4 + 1 = 5
    Knowledge(Local): 4 + 1 = 5
    Knowledge(Nature): 4 + 1 = 5
    Knowledge(Nobility): 4 + 1 = 5
    Knowledge(Planes): 4 + 1 + 3 = 8
    Knowledge(Religion): 4 + 1 = 5
    Linguistics: 4 + 1 = 5
    Perception:
    Perform:
    Profession(Blacksmith): 1 + 3 = 4
    Ride: 2
    Sense Motive:
    Sleight of Hand: 2 + 1 = 3
    Spellcraft: 4 + 1 + 3 = 8
    Stealth: 2
    Survival: 1
    Swim:
    Use Magic Device: 1 + 3 = 4

    Spells:

    ----------------
    Spells Prepared
    ----------------

    0-Read Magic, Detect Magic, Acid Splash
    1-Shield, Shocking Grasp

    ----------
    Spellbook
    ----------

    0-All
    1-Shield, Shocking Grasp, Burning Hands, Chill Touch,
    Mount, Magic Missile, Ray of Enfeeblement, Snow Ball, Sundering Shards

    Combat Stats:

    Initiative: +2

    --------
    Offense
    --------

    BAB: 2
    CMB: 1
    Attack Damage
    Quarterstaff 1d20 + 4 1d4

    --------
    Defense
    --------

    HP: 2d8 + 2 + 1d10 + 1 = 29
    AC: 10 + 2 + 2 + 1 = 15
    Touch AC: 10 + 2 + 1 = 13
    Flat-Footed: 10 + 2 + 1 = 13
    CMD: 10 + 2 + 1 = 13
    Fortitude: 3 + 2 = 5
    Reflex: 2
    Will: 3

    Equipment:

    Quaterstaff
    Leather Armor
    Magus Kit
    Crafting Tools

    Appearance:

    A tall stocky redhead with freckles and glasses, Moshu has typically ginger looks. He also sports a chinstrap beard. If it were not for his eccentric attitude and the shortness of his beard he could be easily be mistaken for a rather short Dwarf. He often can be seen sporting a bandier and a spell component pouch. He also carries with him everywhere his quarterstaff.

    Personality:

    Moshu is a Gnome of a reasonably Gnomish persuasion. He is eccentric highly impulsive and obsessed with creating and magic. He can often be seen pacing in his workshop talking to himself about one or another project he is working on. Although he can rarely sustain it for long he is capable of concentrating slightly more that your average Gnome. However his resounding passions can allow him to stretch the physical and mental capabilities to far beyond that of a normal Gnome. He will go out of his way to find or discover a new spell and will sometimes stay up for weeks on end working on or creating some magical item.

    Character Backstory:

    Born to a family of magically powerful Gnomes, seeking to restore the their families prestige. His family moved to Korvosa generations ago in the attempt to join the acadamae. They were repeatedly rejected over the generations because of their families bad reputation. The family prestige lost many centuries earlier by a couple of generations rather powerful and unruly Sorcerers. However in the last generation slight progress was made as Moshu's father while not gaining acceptance into the acadamae did gain acceptance in to Anomanexus College. Graduating at the top of his class Moshu's father became a relatively relevant and respected Wizard. So well respected that when it became Moshu's turn to try out for the Acadamae his families wishes finally came true and he was able to attend.

    One dark and stormy night in fourth year in the Acadamae Moshu and his friends decided to go out to a local pub, to celebrate having passed one of the most gruesome exams they had ever taken. At this bar Moshu met up with Lilandra, a young woman of the night, he had been seeing for some time and they left for the Inn around the corner. On their way to the Inn they turned down a dark ally, when all of a sudden their was a blast of fire. Looking around to see what had just he sees Lilandra on the ground with a grievous wound to her abdomen. Kneeling down to see what he can do, he checks her pulse. Finding that she is dead and knowing not what to do looks down the ally, to where the blast came from spots a creepy man slip around the corner. So drunk as he is and consumed by righteous fury he chases after the man. He runs right around the corner and straight into the city guard. He tries to explain himself but is hauled off to prison anyway.

    Moshu was then charged with the murder of the Lilandra. Having been found running from the scene of the crime and the guards not seeing the man in the ally way. Not to mention the fact that she was killed by magical means. All the evidence pointed to his guilt and that this was an open and shut case. The public having already made up its mind about his guilt, shuns him and calls for his immediate execution. His alleged transgression was punished by the Acadamae, accusing him of using their teaching for evil and nefarious purposes. His punishment was his unconditional expulsion from the Acadamae. This shattered his families dreams of having a member graduate from the Acadamae.

    The tide again shifted when witness comes forward claiming that it was not Moshu but rather Gedran Lamm who had killed Lilandra. That her name was not really Lilandra, but Liana and she was one of the children Gedran had kidnapped. And that Lilandra after running away, had become a prostitute. Gedran angry for Lilandra running away, had taken his revenge. Following this revelation it was confirmed due to the type of magical attack and the angle at which it was performed that the assailant could not have been Moshu.

    Even though he was formally pardoned the stigma of the charge has not left him. He was allowed to re-enroll in the Academae and his
    family name is even more tarnished than ever.

    After being expelled, exonerated, and turned out by his parents Moshu wandered aimlessly taking work as a magic user in various caravans. He did this for many years wandering aimlessly seeking to fill the hole in his life to undo what went wrong that fateful night. Finding his only comforts to be the brothel, the bottle, or the occasional new spell. While wondering with the caravan it inevitable came to his advantage to learn to fight. So on one particular trip he shacked up with a human fighter by the name of Felicia and in turn for a few charms and enchanting her weapons she showed him some of the basics of the quarterstaff her specialty. But alas she was not interest in a long term relationship, at least not with depressed gnome. So when the caravan reached its destination the two went their separate ways. This did however change their course of Moshu's life because he became more and more interested in combining his magic and budding martial skills. As time went he realized he could make a lot of money crafting magical weapons and items not only for the mercenaries he traveled but the merchants too. Eventually he learned that his true calling was crafting magical items and he made that this his full time career.

    While traveling with a caravan peddling his magical wares Moshu heard from a trader about a new continent. After further inquiry he learned about the Golden Pegasus and its mission to the new continent. Believing that he could restore his family name and start his own magical academy and store. So he purchased a ticket on the Lillend and set sail.

    51 to 65 of 65 << first < prev | 1 | 2 | next > last >>
    Community / Forums / Online Campaigns / Recruitment / Ongoing Recruitment for Established e6 Homebrew All Messageboards

    Want to post a reply? Sign in.