
Viluki |

lvl 1 elven wizard (dark magic), LN
ac 10, Initiative, fort 3+, reflex 1+, will 6+
ac 10, hp 11+2d6 + 6 ⇒ (6, 4) + 6 = 16, Initiative 4+
str foible
dex 1d10 + 7 ⇒ (8) + 7 = 15 +2 so 11
con 1d10 + 7 ⇒ (2) + 7 = 9 -2 so 14
int focus+2 so 20
wis 1d10 + 7 ⇒ (9) + 7 = 16
cha 1d10 + 7 ⇒ (1) + 7 = 8
feats spell focus (dark magic) and toughness
gp 3000 1d20 ⇒ 18 so I think 560 extra gp, 3560 gp.
equipment cloak of the hedge wizard (conjuration) 2500 gp, wizards kit 21 gp and a staff.
familiar Greebsting scorpion
spells cantrips mage hand, message, ghost sound and presdignation, lvl 1 spells 2 Ray of Sickening and 2 Ray of enfeeblement,lvl 2 spells Acid Arrow and Blindness/deafness
traits Peace Maker and Ghost sight.
skillpoints per lvl 7 knowledge the planes, knowledge arcana, knowledge religion, knowledge nobility knowledge dungeoneering, diplomacy and spellcraft.
Kevarin Vssyhanti has been sent to orchestrate an alliance between his house and the up and coming human house of Loroth. For the Loroth possess strong armies and brimming coffers but comparably little prestige, the addition of the powerful and blood choked sorcery of house Vssyhanti combined with the wealth and arms of house Loroth would be a powerful combination. Kavarin must not fail in this all imporant task, even if he must marry a human to seal the alliance.
gm do you like?

Arazni |

The opposed schools are the spells that are opposition spells for each Domain/School.
In your case, the Gold School is opposed by Bright, Amethyst, and Gray, so spells of those domains are considered to be of opposition schools. All other spells are allowed, but you don't get the +1 caster level bonus for nondomain spells.

Tenro |

what might be some reasons that a character from Gilunaural would visit Trevailaura? I was thinking perhaps to defend some Gilunaural dignitary on his trip there (likely an extended trip which would only have him on the hook for one-way travel). Or did you have perhaps another idea? If the elves have some sort of combat tournament, Sanar might try his hand in it.

Arazni |


Tenro |

Would you consider allowing Antipaladin, reflavored to Lawful Evil instead of Chaotic Evil, and allowing this third party archetype ?

Viluki |

The Vssyanti mindset is focused, disciplined and most off all relentless. Without these qualities most who trained as Veysunari (dark magic wizards) would have been consumed by their own magic. The Vssyhanti are also not a wasteful culture, for instance the blood of brigands and criminals is used in the production of magical items and scrolls.
Even the bodies of the dead are buried under bloodroot trees in order to nourish these imporants links to the aberrant planes. The Vssyhanti long ago sealed pacts with powerful lords of the abberant planes in order to gain the knowledge of dark sorcery. The magic they wield is ideal suited for laying waste to enemies and unleashing twisted powers tat corrupt others. In exchange the abberant lords required that the blood trees be fed blood regularly, and that they are.
lvl 1 spells 2 rays of enfeeblement and 2 burning hands, lvl 2 spells acid arrow and scorching ray
need more gm?

Arazni |

@Algar Lysandris, Interesting, and what would a halfling such as yourself be doing in the court of the High Elves? :)
@Viluki. Interesting. The names don't sound particularly elven (Check the Kingdoms of Flangrica document at the top of the page, and the map if you haven't already.) I suppose it could be an island someplace.
I would need to see a statblock to be certain you've read everything.

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easy: Trying to prove that we, the small forgotten races usually treated line nothing more than bohemian chicken thief, can hold up and be strong and proud. This particular halfling, wants to prove that he can be a Great knight. He wants to serve in order to be allowed to participate in tourney where he could prove his point.
Also proving that halfling are useful might be good in order to better their reputation / status in the eyes of the taller races.
how does that sound?

Arazni |

Algar Lysandris, most halflings are on the continent of Siterica. Is there a particular reason you traveled across the Evergreen Expanse to Flangrica? Perhaps you're a world traveler, trying to see the Wonders of the World (there are such people who do that, and there are quite a few Wonders in Flangrica)?

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Yes indeed, it is a life quest of this halfling to be able to return home seeing all the wonders of the world.
(actually it is more of a quest. You see this halfling having been injured critically as a novice (lame left leg) has made a challenge to re-enter the prestigious order of the Halfling outriders. After many tries, the leadership agree to consider again his application if he was to prove to them that you could see all the wonders of the world and that he could win a major tournament in the lands of the elves (as its known that elves make the best rider's in the world).
So far he has seen a few (and has some token to prove it) but not any of the ones in Flangrica

Arazni |

Excellent, that fits very well. :) I will make a list of character submissions shortly. Character submissions will be accepted through Saturday! And final selections made apparent by Sunday or Monday.
Please, please. Everyone. Read the Kingdoms of Flangrica document. It give you a sense of who's who and where's where. It's not exactly finished, but I'm working on it. There's enough information there to get a feel for the themes behind the politics of the campaign in general.

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Here is the Crunch:
Cavalier 1/ Oracle 2
Init +0; Senses Perception +2, Low-light Vision, Keen Senses,
==DEFENSE==
AC 17, touch 11, flat-footed 17 (+4 armor, +2 shield, +1 size)
hp 32 (2d8+1d10+6)
SR 0
Fort +4, Ref +0, Will +3
Armor Chain Shirt, Light
Shield Heavy Steel Shield
Defensive Abilities Underfoot (PFAPG 21)
==OFFENSE==
Spd 15 ft/x4
Melee Lance +7 (1d6+4) 20/x3 CM +1
Melee Longsword +6 (1d6+3) 19-20/x2
==STATISTICS==
Str 16, Dex 10, Con 14, Int 12, Wis 10, Cha 17
BAB +2, CMB +4, CMD +14
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133), Spirited Charge (PFCR 134), Weapon Focus (Lance) (PFCR 136-137)
Skills Bluff +9, Diplomacy +9, Handle Animal +9, Knowledge (local) +2, Knowledge (nature) +5, Knowledge (nobility) +2, Ride +8, Survival +6
MC Oracle Curse (lame), Mystery (Nature), Revelation (Bonded mount)
Traits Expert Duelist (PFSc: GtPSOP 18), Fast-Talker (Social) (PFAPG 330)
Languages Common, Elven, Halfling
Racial Outrider
---------
ps how do we do for Hp?

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Yes he has been in flangrica a few years now. Trying to work enough favors to lead to the possibility of being able to be of service to more influential elves (in order to gain the permissions to see more wanders, and to be able to participate in tourney.)
but not taking any as non really fit concept/story.
Altough he did spend a lot of time in Kalatan

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William has read stories about shiny knights all trough his childhood. Eventually he grew older and joined the ranks of the halfling outrider as a young recruit. He figured that his would be a good stepping stone for becoming a cavalier.
But during a practice patrol, the weather turned horrible. As the company of recruits turned for home in the hailstorm he got struck by lightning. He survived it but his mount no so much. As it felt from under him he was unable to leap from the saddle stunned as he was. And then the worse happened. his mount's entire body crushed his left leg.
The healers where unable to repair all of the extensive damage. And as it took a long time for his leg to recover to a certain extend, the Outriders didn't want him anymore.
His dream crush (like his leg) he almost gave up.
But it seemed that he was given a second chance, a different kinds of chance. The lightning has either bestowed him or awakened some divine power. He had become an oracle of nature.
After many tries, the leadership agree to consider again his application if he was to prove to them that you could see all the wonders of the world and that he could win a major tournament in the lands of the elves (as its known that elves make the best rider's in the world).
And so with most of his treck done, he had ventured a couple years ago in Flangrica. He spent all his time during his sea travel to talk to the sailors and therefore he had planned his trip accordingly.
His first stop had been the Great forteress of Kalatan. He hadn't planned to stay there for long. Actually i had taken him a few month's to be able to enter its courtyard. The only way he figured was to sign for a year contract. Seeing that he had a way with animal as well as tracking skills the local Sgt (after consulting with his senior officer) allowed him to be an outside help. Once inside he was able to even train with some of the soldier's during long patrols.
The year past and So William took his leave and traveled to Lin Sharel.
He figured he would leave the wonder in Gilunaural for last.
Once there he had made contact with the representative of Igramirmia as he had obtained a note allowing him to be considered an registered green card holder of Igramirmia. the consular services provided him with a list of a few minor contacts that could start him on his goal while in the Republic.
Being a "reserved specialist" of the Kalatan legion's sure help him this time around, even when all the people he meets for the first time look down upon him for being a cripple and worse a halfling cripple
-----
How does that sound?

Arazni |

Okay, so here's (I think) what I have so far. Let me know if I missed someone.
Elf Cavalier
Halfling Cavalier
Tiefling Lord of Darkness
Elf Dark Wizard
? Gold Wizard (I hope the domain wizard rules are a little easier to understand now. PM me for further questions.
Half Elf Oracle of Bones (Deity? Origin?)

Arazni |

Yes... Sorry. I'll let everyone know when I have the whole thing done. (A few more places. I think two are left on the map). Feel free to modify your character histories as appropriate. (Apologies for not having this done previously.)
Does anyone know if its possible to create internal links in a google document. Like could I put a clickable table of contents at the top?

DM Yodler |

Harrel Groser
Human Witch 3
CN Medium Humanoid (human)
Init +4; Senses Perception +4
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 19 (3d6+6)
Fort +3, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee Quarterstaff +0 (1d6-1/x2)
Ranged Light crossbow -1 (1d8/19-20/x2) and
Ranged Touch Attack +1 (As Spell/x2)
Witch Spells Prepared (CL 3):
2 (2/day) Web (DC 17), Vomit Swarm
1 (4/day) Mage Armor (x2), Cure Light Wounds, Ventriloquism (DC 16)
0 (at will) Stabilize, Read Magic, Detect Magic, Spark (DC 15)
--------------------
Statistics
--------------------
Str 8, Dex 11, Con 13, Int 20, Wis 8, Cha 17
Base Atk +1; CMB +0; CMD 10
Feats Accursed Hex, Brew Potion, Extra Hex, Improved Initiative
Traits Suspicious, World Traveler (Sense Motive)
Skills Acrobatics -3 (-7 jump), Climb -4, Craft (alchemy) +15, Escape Artist -3, Fly +1, Heal +3, Knowledge (arcana) +9, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (planes) +10, Perception +4, Ride -3, Sense Motive +8, Spellcraft +11, Swim -4, Use Magic Device +9
Languages Boggard, Common, Draconic, Giant, Orc, Sylvan
SQ +3 bonus on stealth checks, deliver touch spells through familiar, empathic link with familiar, hexes (cackle, cauldron, evil eye [dc 16]), patron spells (deception), share spells with familiar
Combat Gear Wand of burning hands, Wand of shocking grasp; Other Gear Crossbow bolts (30), Light crossbow, Quarterstaff, Ranged Touch Attack, Cloak of resistance +1, Cauldron, Witch's kit, 472 GP
--------------------
Special Abilities
--------------------
+3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 round(s)) (DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Will get a background together for him, building a creepy hermit type of character. Thought witch might do a good fit.

Quee Greenriver |

I accidentally wrote this in the other thread - silly me!
Stratos here!
Though not FULLY complete, allow me to present Quee Greenriver! Some of the hard crunch must be yet completed, but I believe his story is coming right along (it's in his background spoiler in the profile). Do let me know what you think of it!

Viluki |

new rolls
str foible
dex 4d4 + 4 ⇒ (2, 3, 3, 2) + 4 = 14
con 4d4 + 4 ⇒ (4, 1, 3, 4) + 4 = 16
int focus so 20 (18+2)
wis4d4 + 4 ⇒ (2, 2, 4, 1) + 4 = 13
cha 4d4 + 4 ⇒ (1, 3, 2, 2) + 4 = 12
gold roll 1d20 ⇒ 19
half elf (drow descended) lvl 3 wizard (dark magic), CN
Init +6; Senses Perception +3, Dark vision 60 feet, light blindness, Keen Senses,
==DEFENSE==
AC 12, touch 10, flat footed 12
hp 12+2d6 + 9 ⇒ (5, 5) + 9 = 19
SR 0
Fort +4, Ref +3, Will +4
==OFFENSE==
Spd 30 feet
dagger 1d4-2
equipment Mask of stoney Demeanor, wizards kit, dagger and scholars outfit.
==STATISTICS==
Str 8, Dex 14, Con 16, Int 20, Wis 13, Cha 12
BAB -1
Feats Spell focus (dark magic) and toughness
Skills Bluff +6, Intimidate+6, knowledge history+8, knowledge local+8, knowledge religion+8, knowledge arcana+8, knowledge dungeoneering+8 and spellcraft 8+.
spells, cantrips mage hand, message, presdigination and ghost sound. lvl 1 splls two burning hands and two rays of enfeeblements. lvl 2 spells acid arrow and scorching ray.
racial subtpye Drow-desended
familiar scorpion, greendsting
spell like abilities darkness, faerie fire and dancinglights 1/day
favored class benefit 1 extra skillpoint per lvl.
Traits Fiendish confidence, Fast-Talker (Social)
Languages Common, Elven, Undercommon, Infernal, Demonic, celestial and Giant
Zerul's rough life has led to an incrediablly intelligent and hardy individual who will not bow before adversity. He learned ancient and dark magic from the ruin of the giants who predated so many others. He knows no one as a friend except his greensting scorpion whom he treasures.
Now Zerul has been called to the capital via letter, he suspects that this involves his heritage in a harmful way...his assassination. However he is still going and has prepared an arsenal of destructive and hateful spells.
Zerul only knows distrust, loathing and hate. He is not out to make friends, at the same time he is not out to make enemies either. He might never regard anyone but his familiar as a friend but he won't stab others in the back like his mother did. Unless of course the plan to stab him in the back, in which case he has no qualms about killing them. Zerul in combat is bold and agressive using his dark and ancient sorcery to scourge the life of his enemies.
gm do you like? As im hoping this guy might fit in more with your world.

Ellis Mirari |

Ellis was always an odd boy.
Born to a modest carpentry family in Aliakern, who raised him with an emphasis on his Elven heritage, Ellis always had a morbid curiosity, more pleased to carving small items and trinkets from the bones of animals found in the woods than to assemble tables and chairs. It was fine, though, until he started pretending he could hear the voices of the dead (in particular, the voice of his dead Elven grandfather). Little did his parents know, Ellis WAS hearing the voices of the dead (and continues to this day, which is a considerable distraction).
Eventually, the disparat voices united into a command from his beloved grandfather: In the dead of night, find my grave, take up my sword, and go." Ellis followed these instructions, and when he opened the lid of his grandfather's coffin, he was overwhelmed with the dark, but not evil, power of his grandfather's manifested spirit. It bonded with him, making the flesh of his body dry and blacken in places, but also gave him power from beyond the grave. He took his grandfather's sword and bones, grabbed what meager supplies he could, and set off to try and discover why he had been given this power, and why his grandfather's spirit was not at rest. He Has been roaming for over 10 years now, honing his abilities and trying to find his purpose.
(whenever he uses the Raise the Dead revelation, he animated the skeleton of his grandfather, who then wields the curveblade he carries).