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LOL
I tried to get into that show, I wanted to like it, I just couldn't. :(
Yeah its a labor of love and I haven't finished season 2 because all too often I find myself sort of stopping whatever I am doing and cocking my head at the T.V. and saying Really? They're gonna do...that? Really? and then sort of frowning to myself because I am not sure I *like* it anymore...heh.

dien RPG Superstar 2015 Top 16 |

Didn't see an official 'applications closed' so I'm tossing in someone. Feel free to ignore if you already have enough/too many apps, GM.
Banny Kneebreaker
Female Dwarf Ranger 1
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
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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 (+5 circumstance bonus vs. cold weather), Ref +4, Will +2; +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 dwarven maulaxe +4 (1d6+3/x3) and
. . dwarven waraxe +4 (1d10+3/x3)
Ranged shortbow +3 (1d6/x3)
Special Attacks favored enemy (giants +2)
Ranger Spells Prepared (CL 0; concentration +2):
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Statistics
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Str 17, Dex 15, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Rugged Northerner
Traits armor expert, winter warrior (irrisen)
Skills Acrobatics -1 (-5 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff -1 (+1 vs. giants), Climb +4, Escape Artist -1, Fly -1, Knowledge (dungeoneering) +4 (+6 vs. giants), Knowledge (geography) +4 (+6 vs. giants), Knowledge (nature) +4 (+6 vs. giants), Perception +6 (+8 vs. giants), Ride -1, Sense Motive +2 (+4 vs. giants), Stealth +3, Survival +6 (+8 vs. giants, +7 to track, +8 to track vs. humanoids of the Giant subtype), Swim +0
Languages Common, Dwarven
SQ giant hunter, greed, hardy, mountaineer, rock stepper, slow and steady, track, wild empathy
Combat Gear Acid (2), Alchemical grease; Other Gear Scale mail, Arrows (20), Dwarven maulaxe, Dwarven waraxe, Shortbow, Backpack (empty), Bedroll, Belt pouch (empty), Cards, Cold weather outfit, Flint and steel, Grappling hook, Mess kit, Pot, Rope, Torch (3), Trail rations (10), Waterskin, 7 SP, 7 CP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Cold weather outfit +5 Fort save vs. cold weather.
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 (Giants +2) (Ex) +2 to rolls vs Favored Enemy (Giants).
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened
Slow and Steady Your base speed is never modified by encumbrance.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Winter Warrior (Irrisen) +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.
Banny is a native of the northlands, with her family's clan sheltering from the snow in the deep mountains. Her life was relatively unremarkable until she and several others of her clan were captured by raiding frost giants. The survivors were used as slave labor... not all of them made it. Eventually, Banny managed to escape, but she is haunted by the others she left there, and dreams of the day she'll be strong enough to return and see the frost giants pay. For now, though, she wanders the northlands looking for work that pays well. She'll hunt giants for free, though.
Most of the time Banny is fairly brood-free. She plays well enough with others, although she has disdain for any who go into the mountains unprepared for the cold, and has worked as a guide through frozen areas. She's at her happiest when the snow is new fallen and the world seems fresh and clean, with all the ugly truths of it covered under powder.

Gustav Verhu |

A young human man brimming with excitement leads a laden mule forward to the recruitment desk. He is clad in studded leather armor, and thumps a longspear as he walks. "My name is Gistav Verhu, and I want to go on the expedition! I know I may not look like much, but I can quickly repair damage to both gear and fellow expedition members in the field. Here's a letter from my uncle, militia captain Corvin Verhu, from the village Revlan to the east, and another from Mayor Lornal Farren, also of Revlan, to give you a sense of who I am and what I can do. I think that every able-bodied and quick-witted person has a responsibility to help with such endeavors, and look forward to supporting the team on this expedition."
Currently GMing one other game on boards, and GMing Kingmaker on Monday evenings. Looking forward to an expedition, and happy to play the role of healer.

Deliverance |

This is sorta right at the finishing line, so ill give the overview of my character now, while I finish making him.
He is a Halfling Tattooed Sorcerer. A blaster at heart, he is a member of a wealthy merchant family, who have plied their trade ever since the family decided to settle in a large port city. Known to be underhanded and scrupulous, the family has a reputation which is only partially deserved, with a fair few trades having been arranged with crucial information left out.
Milo Quinn is his name, gifted at birth with sorcerous powers. Third heir to his fathers empire, Milo has always been troublesome, his penchant for destruction having caused damage to both reputation and goods in the past.
When news arrived of the expedition, Milos father had him shipped off to join as soon as he heard of it, anxious to have his troublesome soon on the other side of the world. Ofcourse this wasnt what he told Milo, instead telling his son that he was sending him on a mission of great importance, namely to assess the situation in the new land, and return later with news of what opportunities for trade were to be had.
And so, here Milo is, blissfully ignorant of the real reason for his departure, but determined to make the best impression on the new world in his familys name.
Alias with crunch will be coming soon.

Milo Quinn |

Here he is in all his glory. I still need to set up his equipment, what is currently there is just an artefact from when I copy pasted the format I use from another character.
About the format, its set up very much like the one you linked to, just with alot of fancy use of the Bigger, Italics and OOC modifiers. Hope its not confusing.

Winterbones |

Alright, after much deliberating, I've come to a decision. I said I wanted a group of four and I do. Two of them.
I've selected eight individuals for their characters and for their varied classes. I apologize to those who were not selected, but as always, drop outs occur and you will be the first to contact in that case!
So, our eight chosen friends are:
Curdren Craw (Gunslinger)
Trelck Stonesoul (Fighter)
William Scotts (Inquisitor)
Banny Kneebreaker (Ranger)
Grim the Wanderer (Oracle)
Gustav Verhu (Cleric)
DR_10N Dorian (Alchemist)
Tik'klik (Sorcerer)
Now, I will open up discussion and gameplay and the very first order of business (in game) will be to form two teams of four. I will open a second game play campaign (named after your chosen group's name).
As the campaign involves a lot of exploration and overland travel, I will track the current day of each group so that if ever they cross paths or cross through areas one group has dealt with, we can handle that in game altogether.
Further questions please post in the Discussion thread.
Here's to a great game!