
Bill Dunn |

I'm game to try a submission so here's Keegan the gnome wizard
Keegan
Male Gnome Wizard 1
CG Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +2
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Defense
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AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +2; +2 vs. illusions
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged masterwork light crossbow +3 (1d6/19-20)
Special Attacks hatred
Spell-Like Abilities
1/day—dancing lights, ghost sound (DC 12), prestidigitation (DC 11), speak with animals
Wizard Spells Prepared (CL 1st; concentration +4):
1st (2/day)—mage armor, enlarge person (DC 14), burning hands (DC 14)
0 (at will)—detect magic, message, flare (DC 13)
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Statistics
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Str 9, Dex 12, Con 13, Int 16, Wis 10, Cha 13
Base Atk +0; CMB -2; CMD 9
Feats Breadth of Experience, Scribe Scroll
Traits adopted, on the payroll, well-informed
Skills Acrobatics +1 (-3 jump), Appraise +7, Craft (alchemy) +9, Diplomacy +5 (+6 to gather information), Fly +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +6, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +2, Spellcraft +7, Stealth +5; Racial Modifiers +2 Perception
Languages Common, Draconic, Dwarven, Elven, Gnome, Sylvan
SQ arcane bonds (object [masterwork light crossbow] [1/day]), force missile, illusion resistance, intense spells, opposition schools (enchantment, necromancy), specialized schools (evocation)
Combat Gear Potion of cure light wounds, Sunrod; Other Gear Crossbow bolts (20), Dagger, Masterwork Light crossbow, Backpack, masterwork (13 @ 2.5 lbs), Bedroll, Belt pouch (4 @ 1.18 lbs), Blanket, Candle (10), Flint and steel, Ink, black, Inkpen, Journal, Spell component pouch, Spellbook, Waterskin, 46 GP, 5 SP, 8 CP
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Special Abilities
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Arcane Bond (Masterwork Light crossbow) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Spell School Effects
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Force Missile (6/day) (Sp) Magic Missile hits for 1d4+1
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
On the Payroll Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals.
Well-Informed (Diplomacy) +1 Gather Information and Knowledge (Local), and one of these is a class skill.
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Keegan was found apparently abandoned and taken in by a helpful halfling couple - Harfoot and Lilly Tunnely. They taught him the best they could but couldn't quite impart the importance of adventure and variety of experience for a gnome. As he grew older, Keegan was fairly outgoing and interested in everything going on around him, and he thought that would be enough to satisfy what he needed to thrive. But the stable life he was living left him vulnerable to the ravages of the gnomish curse - bleaching. When he realized that his skin and hair were no longer as vibrant as they were in his younger days, he took that as a wake-up call and embarked on a somewhat manic program of adventurism to save his life. Now, there is little he will not dare.
It was largely through his broad interests and experiences that Keegan fell in with Professor Lorrimor. Perhaps not as well-studied in a few subjects as the Professor, Keegan had a broad understanding of much of life's experiences and a particular keenness for alchemy. He consulted with the professor on many a topic, and always paid him handsomely for his time.
FYI: I reported on all of his knowledge skills and they are higher than a typical 1st level character because of his Breadth of Experience feat - available to middle-aged characters of long-lived races.
I hope you find him an interesting character and I am lucky enough to be chosen.
Thank you.

Detective Drake |

Mortimer was shocked to receive the summons. It wasn't so long ago that he and the professor had crossed paths, just a few years tops, and it felt like those years had passed as quickly as months. Lorrimor had been in Lepidstadt for a fine series of discussions on ancient tomes. Pursuing a thief that was targeting scholars of ancient texts, Mortimer had attended the same conference for insight on the motivations of his prey. During a break from the lecture, he and the professor were discussing the merits of Taldan bards over a cup of tea when a reckless wagon master toppled a vendor's cart beside them. Always quick to react, Mortimer pulled the professor to safety as the upended cart crashed into the space they been standing a moment before. It wasn't an amazing display of talent, just a lucky moment, but the grateful professor never forgot him and their friendship grew from that event. Letters and visits had followed, though not frequently, and respect always remained between the men. Saddened by the news of Lorrimor's passing, Mortimer packed a few possessions and made the journey to Ravengro.
Mortimer Drake
Half-Elf Rogue (Investigator) 1
NG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) and
. . rapier +1 (1d6+1/18-20) and
. . sap +1 (1d6+1)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks sneak attack +1d6
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Statistics
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Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Persuasive, Skill Focus (Diplomacy)
Traits chance savior, truth's agent
Skills Acrobatics +7, Diplomacy +10 (+11 to gather information), Disable Device +7, Intimidate +7, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +7, Profession (Investigator) +5, Sense Motive +5, Stealth +7; Racial Modifiers +2 Perception, follow up
Languages Common, Elven, Elven
SQ elf blood
Combat Gear Alchemist's kindness, Oil, Sunrod; Other Gear Leather armor, Crossbow bolts (20), Dagger, Light crossbow, Rapier, Sap, Backpack (11 @ 11.5 lbs), Belt pouch (2 @ 0.3 lbs), Candle, Canteen, Dice, Hip flask, Hooded lantern, waterproof, Ink, black, Inkpen, Journal, Silk rope, String or twine, Thieves' tools, Tindertwig, 1 GP, 6 SP, 8 CP
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Special Abilities
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Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget you.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Truth's Agent +1 to Diplomacy to gather information.

Kirag Baznore |

Kirag awoke screaming from his bedroll on the forest floor. It was the same dream, some tentacle horror lashing itself about in some slimy landscape were all objects seemed alive and filled with hate. Kirag had the horrible dreams since childhood and was always told they were just dreams. As he took a swig of fermented mushroom & honey homemade spirits, he thought it hadn't stop one of the horrors from entering into this plane of existence and killing his family. This entire country of Ustav was filled with all manners of evil. He looked around and saw it was near daydreak, time to pack his meager positions and make the last leg of the journey to the funeral.

Lucendar |

Ok, enough suspense! After a long thought process, here are the 5 applicants selected:
Gregorius half elf paladin
Dr. Herzog, human wizard
Mortimer Vanderbridge, human ranger
Anselm, human paladin
Mortimer Drake, half elf rogue
I am on my iPhone so I will set up the Discussion thread and game thread this weekend so we can start fully on Monday. Thank you for all the submissions, many difficult choices were made.

Lucendar |

Hello all, I'm back! My campaign has lost 2 of its players and I'm looking for replacements. The party has not gotten far (still 1st level, investigating town after the reading of the will), partly due to my absence from the boards and then the players' disappearance. However, I am back for good and looking for players to inject life and momentum back in the game.
Party current consists of:
Human wizard
Human ranger
Half-elf Paladin
Someone with knowledge(local) would help. Same rules as before:
1st level, 15 point build (want to get gritty) (20 points only if you want to be a monk or paladin), all races from RG are open (your back story just has to make sense). No summoners, ninjas, or samurai. Average gold and 2 traits (1 has to be chosen from Player's Guide).
I'll keep this open for a week or until we have enough applicants. I will post 24 hours in advance if I close recruitment early.
Any questions, let me know.

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DoubleGold again. This is my character. He will need adjustments and a backstory. But here is the basis of my backstory before I write it up in full. Glade Wolf is a Human Druid whose parents were killed when he just a young boy, we will say about the age of 8 this happened. He was adopted by two Faun who could not have children of their own, mainly because the dad was sterile. As the couple took him in, they decided to hide him from the evil villain who slayed his parents while a group of Fauns and Elves got together to slay the evil villain and his army. Those were the only Fey around the city Glade was in. Months went on, war raged on and he was discovered. The evil villain now had a second chance to kill Glade Wolf because he wasn't able to the first time. But a group of Faun were waiting for him and well the evil villain should have known better than to go in alone. He was ambushed. The evil villain put up a good fight and killed off most of the Fauns. But from the battle he was weaken severly and Glade came out of his hiding place to place the finishing blow. He wasn't about to let his Faun parents die. Because of his adoption Glade got in touch with nature and learned to speak Sylvan. Hence why Sylvan is my one bonus language for having extra intelligence.
Glade has two weapon fighting feat and exotic weapon proficiency Aklys feat, and yes has two Aklys weapons (two one-handed light exoctic d8 weapons that can be used in melee or range). He is Chaotic Good, protective of his party, but not overly protective and will heal them. He has the fire domain. I choose Druid because is somewhat in touch with nature from being around Fauns, and elves a little too.
Also, I have a question. I know this is far off, and way ahead of me, but is stone plate metal, or is it just stone?

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Note that Druids can't be Chaotic Neutral. They have to have at least one of their alignment axes be Neutral.
I think I had him set at Neutral Good, but if any alignment axis has to be Neutral pretty sure neutral good would fit, but I think I like chaotic neutral better, so I will go with that. Either way I'm within one step of the alignment of Fauns which I was raised by.

Attropos |

Here's my backstory for Aleksei Volkov, human gunslinger.
Aleksei Volkov settled back in his chair as he sipped on fiery clear liquid in one of the seedier bars in Ustalav. The thirty-two year old man was handsome in his own way, with short blonde hair and piercing blue eyes, but his coarse manners often rubbed people the wrong way. That's why he prefered it here, along with his fellow rif-raf. Not that he was legitimate rif-raf: he had been born into a fairly prominent and wealthy family, but due to his wild and cold-hearted behavior had become a bit of a black sheep.
No matter, thought Alexsei. He hadn't relied on his family's money in quite some time, having picked up bounty hunting. He enjoyed the thrill of the hunt, and relished when he was able to use lethal force. Being a pragmatic man, he tried to keep his more anti-social personality traits under control however, capturing much of his prey alive. No use in making more enemies than required, he muttered quitely.
He thumbed through the letter in his hand; a will from one particular Professor Lorrimor. The poor man had been cornered in an alleyway by two violent thugs that belonged to the Nightshift gang who had been hunting. Two blasts from his abnormally large pistol, and the thugs had been dead. Instead of seeing him as a cold-blooded killer, Lorrimor had viewed him as some sort of savior. He barked a short laugh as he remembered the professor's vehement proclamations that he would never forget Alexsei. It seemed the old man had come through on his word, as he had been summoned in his will.
What the hell, thought the gunslinger as he got up to leave, It'll probably be better than drinking myself to death another night
Male Human Gunslinger 1
CN Medium humanoid (Human)
Init +6; Senses Perception +6
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
Weaknesses
OFFENSE
Speed 30 ft.
Ranged +4 Mwk Large Pistol (2d6,x4)
Special Attacks Up Close and Personal (+1d6 damage, this damage applies on a miss as well, 1 grit), Point Blank Shot
Grit: 2
Class Special Abilities: Grit, Gunsmithing, Deeds
STATISTICS
Str 10, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats: Point Blank Shot, Rapid Reload (Pistols), Gunsmithing
Skills Acrobatics[1] +8, Knowledge (Local)[1] +6, Perception [1] +6, Stealth [1] +8, Craft (Alchemy) [1] +4, Sleight of Hand [1] +8
Traits: Rich Parents, Chosen Savior, Secret Knowledge (Local)
Drawback: Paranoid
Languages Common
Equipment:
Masterwork Studded Leather: 175 gp
Masterwork Starter Pistol (Large): 300 gp
Alchemical Cartridges (60)- 360 gp
Bullets and Blackpowder (100)- 110 gp
Gunsmithing Kit-15 gp
Dagger-1 gp
961 spent, 114 gp left

Esmerelda "Black Esme" Proust |

This is Esmerelda Proust, a Witch. She is not one of these new age witches with their tie-dye shirts and mirrored globes in the front yard, nor is she one of those southern witches with the mask and the oogie boogie.
No, she is the green skinned daughter of Black Agnes herself. Local legend says that she keeps company with flying monkeys, that she steals babes from their cribs and has even been known to run naked under the occasional full moon.
She makes paladins nervous and gives the Pharasmin Penitence conniptions.
She needs equipment based on her level which I will buy if you are interested. She will not change significantly either way, still a green widow changeling who's hair comes alive to strangle the wicked.
I roleplay her pretty strongly, drawing out circles, muttering in tongues and speaking in riddles. She couches everything in spirits and the occult, from the reason the milk curdled overnight to why the village midwife has become wanton.
She's been in two Ravenloft campaigns that never seem to make it past the first month or two, so she may be cursed. I'll leave it up to you.

Lucendar |

Before I submit anything, how open are you to homebrew deities? I was thinking using a death deity based off of Mictlan from Aztec myth. He would be a beneficial god whose clergy is tasked with keeping the living from passing on before their time. Undeath is treated like a form of thievery.
Not particularly.

Lucendar |

Thank you all for your applications. The characters selected are:
Esmerelda Proust
Harold Wainright
Please report to the Discussion thread.