
Derz |

Dice: 4d6 ⇒ (5, 1, 5, 3) = 14 13
Dice: 4d6 ⇒ (5, 3, 1, 6) = 15 14
Dice: 4d6 ⇒ (1, 4, 5, 6) = 16 15
Dice: 4d6 ⇒ (2, 6, 2, 3) = 13 x
Dice: 4d6 ⇒ (4, 4, 6, 5) = 19 15
Dice: 4d6 ⇒ (2, 5, 5, 1) = 13 x
Dice: 4d6 ⇒ (4, 3, 3, 5) = 15 12
Dice: 4d6 ⇒ (6, 1, 6, 3) = 16 15
12, 13, 14, 15, 15, 15.
Will finish tomorrow.

Aerin Starsong |

i do confirm that we are 4th level.
Just a word of advice: be prepared for hard combat, lots of intruige, obscure lore, and a completely open homebrew were everyone and most everything have their own agendas (and each pc have tough choices to make)
Should you get in you are in for a treat as the possibility of any action can be considered by the DM.
The depth of the secrets to be uncovered is very interesting. Out of my 3 game with DM Wolf this is my favorite by far.

LordLuke |
Will have to see if any ideas jump out at me! I'd love to get my teeth into a great homebrew campaign.
4d6 ⇒ (4, 6, 1, 6) = 17
4d6 ⇒ (5, 6, 5, 1) = 17
4d6 ⇒ (1, 6, 5, 4) = 16
4d6 ⇒ (6, 5, 2, 4) = 17
4d6 ⇒ (3, 1, 5, 3) = 12
4d6 ⇒ (3, 3, 4, 6) = 16
4d6 ⇒ (3, 1, 2, 1) = 7
4d6 ⇒ (3, 6, 3, 1) = 13
I think that gets me...16, 16, 15, 15, 13, 12. Might be the best I've ever rolled for stats...oy!

GM Wolf |

We got two applicants so far, it must be a down time for recruiting. ;)
Anyone interested in a homebrew exploration campaign? Hunting goblins right now and collecting bank!
Come and apply with what you will, right now it looks like we just have a cleric of 'Sarenrae' and a magus.
Plot:
To find out what magics, relics and powers lay in the wilderness. There seems to be a power behind the goblins, for they have powers that are strange. Greater powers such as a titan has awoken and likely will want to use you in their plots in the future.
______________________________________________________________________
So to make it so that you don't have to look any farther back in the recruiting thread here is the important details! Check out the campaign tab for more info!
Character creation: roll 4d6 eight times. Six of these will be your stats, taking the three highest and adding them together.
2 Traits, and one campaign trait... soon to come.
Roll for your starting money, but your background story is where you can gain more! You are a 4th level but unless you have a background explaining why you got there and what gear you have gained you will be lacking in wealth.
Create a quick blurb about your appearance, the more interesting your background story the more bonuses you might stumble upon or requests granted.

![]() |

Hey I passed this thread a couple days ago and didn't think much about it, but recently I started an interest thread with an idea, and got a lot of positive feed back, so I want to you know get started, but I've never played pbp, and I need some expirence with the style before I start gmming a pbp, so I figured since your doing short sessions I could get my foot in the door and actually get some expirence,
TL DR, do you think I can join you guys for just a bit?

Rockjaw Runefinger |

Hmmm. Kick in the door style? I will probably have to build up a Rockjaw for this one :)
In the crunch is the profile for rockjaw in another campaign so I will be converting him for this. This is Claptrap BTW!
Rockjaw is a Dwarf armored hulk barbarian. He wears stoneplate, wields a stone shield and stone warhammer and wears a boulder helm. He is durable and immovable, yet very prone to pushing people out of his way! And headbutting doors down... He's done that a lot...
roll 1: 4d6 - 4 ⇒ (4, 6, 5, 6) - 4 = 17
roll 2: 4d6 - 2 ⇒ (4, 2, 6, 6) - 2 = 16
roll 3: 4d6 - 1 ⇒ (6, 1, 4, 4) - 1 = 14
roll 4: 4d6 - 1 ⇒ (1, 5, 6, 1) - 1 = 12
roll 5: 4d6 - 3 ⇒ (4, 6, 3, 6) - 3 = 16
roll 7: 4d6 - 1 ⇒ (6, 2, 3, 1) - 1 = 11
roll 8: 4d6 - 1 ⇒ (6, 1, 4, 3) - 1 = 13
17, 16, 16, 14, 13, 12
43pb, and a good spread :)
Rockjaw should work quite well!

GM Wolf |

So far we have RockJaw and Lyrian...
---
RockJaw in your modifiers it says: +4 (Bonus Dice) to AC, what does that mean?
Your hp in the crunch is not the same as in your spoiler... make them both 51/51.
BAB +7? Don't you mean 4?
Did you take 2 traits instead of your 3rd level feat?
Armiger?
It looks like some parts of the crunch is 7th level and others 1st level.
Background needs more development for after 1st level.
---
Please roll for HP after 1st level.
---
Lyrian love the story, character sheet looks in order! It even looks like Drake has approved of you. ;)
Come over to discussion tab when you can Lyrian!
Arsil we looking for three people or two?

Rockjaw Runefinger |

Sorry, I had mentioned that the crunch was for a different campaign, that was just to give you a general idea of what he would look like :/ That one had a fair few house rule boons, like +6 BAB...
HPs: 3d12 + 12 + 20 ⇒ (5, 1, 4) + 12 + 20 = 42 Crappy Hp rolls >:(
Starting Wealth?: 3d6 ⇒ (6, 3, 2) = 110
a quick question. Can I take the Hellknight Ancestry campaign trait and change it to Stonelord Ancestry?
HellknightStonelord Ancestry: At least one of your parents was aHellknightStonelord, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influenceHellknightsStonelords and a +2 trait bonus on Intimidate checks to influence enemies of theHellknightsStonelords. You start with a set ofHellknightStoneplate armor.
I will Embellish further on the Stonelords a bit later :)
And can i take a drawback for an extra trait? Currently written as if yes, but easy enough to change.Here is the baseline Crunch. I will do more fluff and whatnot later, but for now... :)
Rockjaw Dwarven Barbarian (Armored Hulk) 1
LN Medium Humanoid (Dwarf) Initiative +2 Senses Darkvision 90ft Preception +11 (-1 in bright light, +2 to notice unusual stone)
--------------------
Defenses
--------------------
AC 22, Touch 11, Flat Footed 21 (+1 dex, +9 armor, +2 shield, -2 rage, +2 dodge against aberrations, +1 against charges, +3 against criticals. -6 ACP (-8 Shield))
hp 42/42 (4d12+20) Raging 50/50
Fort +9 Ref +2 Will 5
(Fort +2 while raging, Ref +1 against trample Will +2 while raging, -2 against effects with the light descriptor, All +5 against poison, spells and SLAs)
Immunities
--------------------
Offenses
--------------------
Speed 20ft
Melee Warhammer +6 (1d8 +5/x3)
Boulder Helmet +6 (1d4 +5/x2)
Ranged Grappling Hook +6 (--) 10ft range
Modifiers BAB (+4/+0), Str (+3/+3), rage (+2/+2), power attack (-1/+2), ancient enmity (+1/+0 against elf subtype), minesight (-1/+0 in bright light), indomitable stance (+1/+1 against charging foes)
Magical Effects
----------------------
Statistics
----------------------
Str 16, Dex 14, Con 20, Int 13, Wis 18, Cha 10
BAB +4 CMB +8 CMD +20
(+2/+2 while raging, +4/+0 for bull rush, +6/+3 for overrun, +0/+1 for trip, +2/+0 for grapple checks against aberrations)
Feats Imp Overrun, Power Attack, Steel Soul
Rage Powers Knockback, Overbearing Advance
Traits Big Boned, Glory of Old, Oppressive Expectations, Stonelord Ancestry, World Traveler
Racial Traits Ancient Enmity, Deep Warrior, Hardy, Lorekeeper, Minesight, Relentless, Stonecunning
Skills 5x level
Climb -5 (0 Ranks, +3 Str, -8 ACP)
Diplomacy +2 (1 Rank, +2 Ancestry, +1 Cha) (+4 with Stonelords)
Intimidate +8 (4 Ranks, +3 CS, +2 Ancestry, +1 Cha) (+10 against enemies of the Stonelords)
Knowledge (Dungeoneering) +7 (1 Rank, +3 CS, +2 Compass, +1 Int)
Knowledge (History) +5 (1 Rank, +2 Lorekeeper, +2 Mwt, +1 Int)
Knowledge (Nobility) +1 (1 Rank, +1 Int)
Knowledge (Religion) +3 (2 Ranks, +1 Int)
Perception +11 (4 Ranks, +3 CS, +4 Wis)
Sense Motive +12 (4 Rank, +3CS, +1 Trait, +4 Wis)
Stealth -6 (0 Ranks, +2 Dex, -8 ACP)
Survival +10 (2 Ranks, +3 CS, +2 Compass, +4 Wis)
Swim -5 (0 Ranks, +3 Str, -8 ACP)
Languages Common, Dwarven, Terran
Other Gear
Stoneplate
Stone Dwarven Boulder Helmet
Stone Warhammer (x2)
Stone Heavy Shield
100ft rope, grappling hook, camo-netting (Rocky), compass, hammer
5 pitons, 3 dwarven trail rations, 2 bottles of dwarven ale
Potion of CLW
105.58gp spent
4.42gp left
Stone equipment. 25% cost, 75% weight, 50% hps, Fragile quality.
----------------------
TRACKED RESOURCES
---------------------
Potion (CLW) (1)
Rage (19/19)
Ale (2)
Rations (3)
Rope (100ft)
----------------------
Special Abilities
----------------------
Ancient Enmity +1 to hit against humanoids with the Elf subtype.
Big Boned +1 CMB for overrun, +1 CMD for trip.
Deep Warrior +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
Dwarven Boulder Helm +2 AC vs critical hits. +2 CMB to bull rush but you are staggered till the end of your next turn.
Glory of Old +1 to saves vs poison, spells and SLAs.
Hardy +2 to saves vs poison, spells and SLAs.
Improved Overrun +2 CMB and CMD for overrun combat maneuvers, does not provoke attacks of opportunity. Targets may not chose to avoid you.
Indomitable Stance +1 CMB and CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.
Knockback 1/round, make a bull rush attempt against one target in place of melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Lorekeeper +2 to K. History when dealing with Dwarves and their enemies. Can make such checks untrained.
Minesight darkvision 90ft, dazzled in bright light, -2 saves vs spells with the light descriptor.
Opressive Expectations when you fail a skill check, you take -2 on similar skill checks until you pass one, you fail a different one or 1 day passes.
Overbearing Advance deal damage equal to your Str score when you overrun.
Power Attack -1 attack, +2 damage.
Rage enter rage as a free action. Gain +4 moral bonus to str and +4 moral bonus to con, +2 moral bonus to will saves, +2 bonus to Fort, and -2 to armour class and +2 bonus to str and dex based ability and skill checks. Fatigued for double duration afterwards.
Rage Rounds 19: (4 base, 6 lvls, 5 Con, 4 FCB)
Reflect only take half damage from effects that allow a Ref saving throw. This only affects damage.
Relentless +2 CMB to bull rush or overrun maneuvers. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Steel Soul +4 bonus against poison, spells and SLAs.
Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Stonelord Ancestry Start with a suit of stoneplate. +2 to Diplomacy when dealing with Stonelords. +2 Intimidate when dealing with enemies of the Stonelords.
Weapon Familiarity battleaxes, heavy picks, warhammers and any weapon with the word “dwarven” in its name are martial weapons.
World Traveler +1 Sense Motive and its a class skill. (alternatively Influence)
----------------------
Encumbrance 140.25lb
Light 76lb, Medium 153lb, Heavy 230lb
----------------------
Rockjaw weighs aprox 250lbs.

zomblisham |

Very interested. I'll have something up stats: 4d6 ⇒ (3, 4, 1, 1) = 9
stats: 4d6 ⇒ (1, 4, 5, 2) = 12
stats: 4d6 ⇒ (4, 1, 6, 4) = 15
stats: 4d6 ⇒ (5, 1, 2, 5) = 13
stats: 4d6 ⇒ (2, 5, 4, 6) = 17
stats: 4d6 ⇒ (6, 4, 3, 4) = 17
stats: 4d6 ⇒ (3, 4, 4, 1) = 12
stats: 4d6 ⇒ (3, 2, 6, 5) = 16
Thinking Arcanist or Shaman.

Oterisk |

I'll see what I can whip up quickly if you don't mind.
4d6 ⇒ (6, 4, 2, 5) = 17=15
4d6 ⇒ (1, 6, 5, 1) = 13=12
4d6 ⇒ (4, 5, 6, 6) = 21=17
4d6 ⇒ (5, 4, 6, 2) = 17=15
4d6 ⇒ (6, 5, 1, 1) = 13=12
4d6 ⇒ (2, 5, 1, 2) = 10=9
4d6 ⇒ (1, 2, 2, 5) = 10=9
4d6 ⇒ (2, 5, 6, 6) = 19=17
17,17,15,15,12,12- Dang, if that's not balanced. I'll work up a 4th level something as soon as I get a handle on what might be missing in your party. There's so many characters that I could play, I like a few limiting factors to help me decide.

Arknight |

Interested.... Let's see what the dice have in store:
4d6 ⇒ (2, 1, 6, 2) = 11 10
4d6 ⇒ (2, 5, 5, 3) = 15 13
4d6 ⇒ (5, 2, 3, 5) = 15 13
4d6 ⇒ (6, 4, 4, 6) = 20 16
4d6 ⇒ (1, 2, 2, 4) = 9. 8
4d6 ⇒ (5, 6, 3, 1) = 15. 14
4d6 ⇒ (3, 3, 5, 5) = 16. 13
4d6 ⇒ (3, 4, 1, 2) = 10. 9
Ok, 16,14,13,13,13,10 -> looks like a good setup for a rogue character....

Alabaster Boralis |

Oterisk here. I've decided to recycle this alias, he was a good character back in the day, and now he's a literal alias for an entirely different man traveling in disguise. I actually don't have a name for him as of yet, but as he has an alias he'll be introducing himself by, it's not actually necessary for a while.
Alabaster nodded in affirmation and replied a bit too eagerly. ”Yes, that’s what I want. For the people who killed your son and my son.” Despite no longer being in the flower of youth, he was still a fine specimen of a man in strength and looks. Fine yellow hair with a trace of gray at the temples, he kept no weapons, but held an aura about him that was dangerous.
”You know and I know that what you are planning is reckless, dangerous, and likely to leave me with less family than I currently have. I’ve already lost too much.” She spoke with a pain in her eyes that was difficult to fathom. She had indeed lost many friends and family since the rise of House Thrune. This was a fact well known to her grandson who had heard the story many times in his thirty six years.
It was her pain that gave him pause, because it resonated so deeply within him. While his family had not set foot in Cheliax for the past sixty years, there was still a price on any of their heads. A price that had been collected just seven years ago. Finding his eight year old son was enough to nearly break him, and it was enough to destroy his marriage. His wife had lost herself in pesh and was killed in a black market deal three years later. He calmed himself and spoke surely and quietly to his elder. ”This is not a spur of the moment decision. It’s something that needs to be done, if only for my own sake. I haven’t been able to move on, if I do not deal with it, it will eat me alive.”
She sat not entirely impassively at the other end of the table. It had been nearly seven years since her grandson had wanted to do anything at all, so lost was he in his own despair. There was a time where he was an up and coming merchant, a man of his word but shrewd in his dealing. Unlike his father, he took naturally to magic as well and had received much instruction and progressed on his own, even taking the dragon marks on his body to help increase his power. But that was so long ago. Did that boy still have his previous influence and potency? She wished that were the truth. There was but one way to discover it, and she did not wish that the test were taken.
Sighing, she relented as they both knew she would. She reached within her pocket and pulled out a pair of crystal lenses. ”Take these.” She spoke with tenderness. ”They will disguise your face and help you perceive danger." She also could not keep entirely a straight face as he put them on, seeing his eyes magnified to ridiculous proportions.
”So, the price I have to pay for your blessing is my dignity? He spoke in a tight frown as if he were stifling a smile.
She reached out and grasped his hand. ”No one can take that from you.”
”I’d be more inclined to believe you if you could keep a straight face.”
-------------------------------------------
Due to his family’s conspicuous and sordid history in the Cheliaxian nation, it was impressed upon him to travel in disguise and under a pseudonym. Grandmother had recommended Alabaster Borealis, and although he didn’t like how pretentious it sounded, he went with it due to a lack of a better one. Sarithil had even said “they could call you Al!” and laughed but it was obvious that only she got the joke. Perhaps her laughter was a bit forced, but he laughed with her and it was the way it had been before their shared tragedy.
He booked a passage across the water on a boat called “The Fairy’s Tit” that he expected to be small and inconspicuous, but after seeing the lewd figurehead it made sense that the ship was enormous. Being as large as it was, it did attract a pair of pirate vessels far from their port of origin. The crew was experienced but outnumbered, and it fell upon the passengers to make up the difference. Though no one saw his work, Alabaster did make a fair difference with a number of charred and torn up corpses found near his cabin. He did his best to keep things quiet as fire on a boat was never a popular topic. Nonetheless, the crew was glad to see him leave once they got to port in Egorian.
Once there, he looked for opportunities to earn capital. Without information or even a clue of basic geography, he needed time to acclimate to his new environment. When he heard of opportunities to kill goblins for money, he caught a ride with a new friend in a caravan headed in that direction. Perhaps he’d find his father’s and son’s killers. Perhaps he’d find the old family estate. Perhaps he’d just cause trouble for the nobility that had so easily buckled under the pressure to uphold evil. Perhaps he’d see his grandmother again. And perhaps, just perhaps he’d learn to move on with his life.
16 (17 -1 age)
14 (15 -1 age)
14 (15 -1 age)
14 (12 +1 age+1 level)
13 (12 +1 age)
20 (17 +1 age, +2 race)
Skills[23]: Appraise 4 (+9), Bluff 2 (+11), Intimidate 1 (+10), Knowledge Arcana: 4 (+9), Perception 4 (+13), Spellcraft 4 (+9), UMD 4(+12)
Traits: Lost Nobility, Magical Lineage: Fireball
Feats: Varisian Tattoo, Skill Focus: Evocation, Spell Specialization: Scorching Ray
Spells: 0th: Read Magic, Detect Magic, Acid Splash, Prestidigitation, Light, Touch of Fatigue
1st: Mage Armor, Flaming Hands, Charm Person, Disguise Self, Silent Image
2nd: Scorching Ray
Stuff: Eyes of the Eagle (+5 to perception),
Favored class bonuses: 3 skills, 1 spell

GM Wolf |

RockJaw both are yes'es.
Interesting Alabaster.
Sounds good Ondrea.
Let me see deadline will be Wednesday midnight since we have a few more recruits... let us see what you can make for us in that time.
Lyrian is already selected, RockJaw and Arthur have a head start on the others. Make those stories shine and please ask any questions you might have.

Ondrea Falconer |

Moonrise came again. The silversheen abbey lay still, and it was a stillness of three hearts. The first, simplest, greatest, oldest, gravest, was the abbey itself. A tincture of disuse, a strong scent of overgrown honeysuckle and rose. Great thorns, and the musk of bone and ash. That heart of fire had long stopped beating, when the old earth below gave it's last gasp. Oh some blood still flowed, the earthen glow red in the moonlight, but the forges and fires, the books and their keepers, all gone. Faded, remembered darkly. Visages captured in masterwork detail, each about her business. Here a mason, there a cook, caught in an instant. No time for horror. Charred where they stood. Ashen statuary to adorn the once dead gardens. This was the second heart then, the heart of the old abbess, and her pride. The curse shook the rock, and laid her city low. The last heart, was a simpler thing. The frozen, still fresh scent of fear. This was appropriate, for Ondrea had much to fear. Somewhere, just inside the vestibule, the old abbess was chanting, and all Ondrea could do was hope that her companions reached her in time.
It started, as these things do, simply. Ondrea Falconer was a paladin of the white lady. Shelynites of the white followed a simple code. In life, there is beauty, in forgiveness, love. It sounded entirely appropriate to young Ondrea Fairlyn's mother, and deathly dull to 'Drea. Her adoptive parents were wealthy, and had her temper been more temperant, she'd have lived a quiet life of the sort that rarely involves whispered prayers of salvation. Her father assured her that if she did well in her novitae, he would make a place for her among his merchant captains, as a knight of the White Lady would be entirely respected by any port she found herself in. This was enough to convince young Ondrea to enter service.
The first week was enough to convince slightly older Ondrea that young Ondrea had been a foolishly naive girl with an easy life. Hard lessons heal cleanest, a lesser tenet of the White Lady. Ondrea learned, and healed, and learned, and healed, and in the end, determined that her father had tricked her, soundly. She rather respected him for it, and wondered, as children do, if he'd done it intentionally. She had a great deal of time for wonder, between mopping, and running, and being roundly beaten with sticks by a woman eighty times her age. Wonder, and a quiet sense of worth. On the ninth month, young Ondrea met Gull. He wasn't a gull of course. He was a gyrefalcon. The sort her father raised, just the sort of bird to send one's daughter in durance vile. He came with a note, reminding her that at the end of her studies lay great adventures. She sent it back with soapstains, and a scrawled answer that was not precisely ladylike. Ellen, upon seeing him when she reported for sword training (Stick Beatings) noted that he was quite a bit better about dodging than she was, and perhaps Ondrea simply needed to pay more attention. She healed, and learned to leave Gull in her room.
If the training sounds harsh, it wasn't. I made friends, the finest. Enemies of the highest caliber. Life and longer companions. I learned more about myself than I ever sought to. Careful. Go easy with that, learning's a fickle love, and will kill as soon as kiss you. To know too much is to know only how little there is. Soon enough my time in the Cove ended, and with it, a quiet beginning.
I have rescued dragons from princesses. I sunk the Taldor Navy. Found the ways between the barrow and the grave. I walked the paths of the moon in darkness and in light, and left with both my form and my life. I burned at the heart of creation, and was thrown deeper into the void than most wizards even know. I have talked to Gods, loved women, and spun the glass roses to capture dawn. You may have heard of me.

GM Wolf |

Very interesting Ondrea. A few of the wordings seems that Ondrea could be a boy or a girl. Besides that it looks like you are a 1st level paladin, yes you say learnings but you might want to make another spoiler to explain to the DM what exactly you mean. Considering you should be a 4th level character, also explain how you have come upon your better equipment.
The deadline comeths... only another 14 hours...
Alabaster you might want to tell about your travel from the capital to the NorthEast corner of Cheliax and how you found your other equipment.
RockJaw how do you have 50 rounds of raging? Please separate your special abilities by race, traits, feats, classes, etc. As you do above, it just makes it easier to read and more sense, rather than having to go back and forth.

Ondrea Falconer |

Ondrea is a girl.
1 - Goblin thief
2 - Track Goblin's Partner
3 - Infiltrate Underground Market
4 - Gamble with demon-women (Sleep safely)
5 - Fought Hobgoblin
-Enemy: The Underground Market Employed him
6 - Traveled by boat, helped in the storm
7 - Arrived at Woodsedge, Tracked Down Dwarven Buyer
8 - Battle in the Brewery
9 - Confrontation with the Goblin
10 - Survived telling the dwarven princess she couldn't keep the dragon as a pet. (Dragons from Princesses)
-Boon from dwarves: MW Living Steel Kikko Armor
11 - Murdered Groom, letter from Zadrian
12 - No boats, offer by shamans to open the path of the moon
13 - Bargaining with fey
14 - more fey
15 - befriending a nymph, glass shoes
-Boon from nypmh: +1 Adaptive Pauliel Composite Longbow
-Quest from nymph: Find and return her missing Briar
16 - Spirit of Fire, bargain
17 - Fast travel, air battle
-Enemy: Annoyed a Duke of Air by interrupting his Cloudsculpting
18 - Spirit of Water
19 - All wet, fighting underwater sucks
20 - Letter delivered
-Boon from Zadrian: Joined the Silver Crusade -> Trait Exalted.
21 - A simple bit of Iron, Taldor's navy is building something, Zadrian sends us to find out what
22 - Off-Duty Merchants
23 - Bar Fights are Tradition
24 - Not All Bars have Underground Markets under them
25 - Return of the Hob, Dark Forges
26 - Cult of Droskar, Cold Iron Menace
-Enemy: Cleric of Droskar
-Enemy: Cultist of Rovagug
27 - Minecarts? Really? This can't be safe
28 - Of course there's a dragon
-Boon: Adamantine Swords in a Cold Iron Armory
29 - Escape, we could just climb out, or we could rig an incredibly dangerous alchemical device and flood this place with the nearby river.
30 - We sunk the Taldor Navy Flagship, but she makes a fine plug
-Fame: Notorious in Taldor
-Fame: Respected by Enemies of Taldor
31 - A Cry in the Night, Locals hearing foul noises, Priest of Iomadae (Evan) hired Ondrea, Thomas, Kari, Will, Jenn to investigate
32 - Talked with farmers, found cultist (Lamashtu) murdered
33 - Disrupted Lamashtu Experiment
-Boon Alchemical Blanches
-Haversacks
34 - The Abbey at Moonrise, learned about the abbey that was cursed.
35 - Spirit of Earth, Entered the Abbey (glass roses)
36 - Trolls. I hate these guys.
37 - The Ash Gardens (Seperated from the party)
38 - Saved! Foiled the Abess of Asmodeus
-Enemy: She got away, maimed.
-Quest: Destroy the Rod below the Abbey (Return to the Abbey)
39 - We can't undo her spell, but we can get everyone else out. Trapped in the Void, thought dead.
-Quest: Things to do in Cheliax
-Boon: Repaired broken Gear
40 - Waking up with a splitting headache in the common room at the Dragon's Draught.
Agathion-blooded aasimar (idyllkin) oracle (spirit guide) 3/paladin 1 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (human, native)
Init +3; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 41 (4 HD; 3d8+1d10+12)
Fort +6, Ref +4, Will +5; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron greatsword +6 (2d6+3/19-20) or
dagger +5 (1d4+2/19-20)
Ranged +1 paueliel composite longbow +7 (1d8+1/×3)
Special Attacks channel positive energy 7/day (DC 17, 2d6), smite evil 1/day (+5 attack and AC, +1 damage)
Spell-Like Abilities (CL 4th; concentration +9)
1/day—summon nature's ally II
Paladin Spell-Like Abilities (CL 0th; concentration +5)
At will—detect evil
Oracle (Spirit Guide) Spells Known (CL 4th; concentration +9)
1st (7/day)—cure light wounds, detect undead, liberating command[UC], protection from evil, summon monster I
0 (at will)—create water, detect magic, light, mending, read magic
Mystery Life
S spirit magic spell; Spirit Heavens Wandering Spirit
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Statistics
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Str 15, Dex 16, Con 16, Int 14, Wis 11, Cha 20
Base Atk +3; CMB +5; CMD 18
Feats Extra Revelation[APG], Fey Foundling[ISWG]
Traits artistic dilettante (taldan), exalted of the society, magical knack
Skills Acrobatics +0 (-4 to jump), Appraise +3, Craft (gemcutting) +8, Craft (glass) +12, Diplomacy +12, Disguise +4, Handle Animal +11, Heal +4, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Ride +4, Spellcraft +9, Survival +2 (+4 to avoid becoming lost), Use Magic Device +6; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Celestial, Common, Draconic, Sylvan
SQ bonded spirit, bonded spirit hex (enveloping void), living steel, oracle's curse (tongues), revelations (life link, channel), scion of humanity, spirit ()
Combat Gear mwk cold iron blunt arrows (50), mwk cold iron durable arrow (50), wand of cure light wounds, oil (4); Other Gear mwk armored kilt living steel kikko armor, living steel light steel quickdraw shield, +1 paueliel composite longbow, adamantine greatsword, dagger, mwk cold iron greatsword, mwk silver greatsword, handy haversack, trollbane blanch (acid) (3), wayfinder, backpack, bedroll, belt pouch, bit and bridle, blanket, candle (2), chalk, climber's kit, everburning torch, fishhook (2), flint and steel, grappling hook, hammer, hammer, hooded lantern, masterwork artisan's tools, masterwork artisan's tools, mug/tankard, piton (12), riding saddle, sack (2), saddlebags, sewing needle, signal whistle, silk rope (150 ft.), string or twine, sunrod (3), thread (50 ft.), tindertwig (4), trail rations (7), waterskin, whetstone, 252 gp, 1 sp, 2 cp
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Special Abilities
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Bonded Spirit Gain a wandering spirit each day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Enveloping Void (DC 16) (Sp) As a standard action, foe in 30 ft treats light as 2 steps lower for 3 rds (Will neg).
Exalted of the Society You may channel energy 1 additional time per day.
Fey Foundling Magical healing works better on you
Life Link (3 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Magical Knack (Oracle [Spirit Guide]) +2 CL for a specific class, to a max of your HD.
Oracle Channel Positive Energy 2d6 (7/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Smite Evil (1/day) (Su) +5 to hit, +1 to damage, +5 deflection bonus to AC when used.
Tongues (Celestial) You can only understand and speak one language in combat.
Wayfinder (empty) With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost.

GM Wolf |

Ondrea even more than I expected! :) A few questions: Where do you get the scion of humanity from is it a racial trait? Are you made of living steel where did you pick up that trait?
Arthur you got a paragraph explaining why you are over in this neck of the woods?
So applicants are:
Alabaster
Arthur
Ondrea
Rockjaw
I have not seen any other applications just a few dots... If I missed you let me know.
Claptrap/Rockjaw are you going to be able to post more frequently or do I add you as a stand in?

Ondrea Falconer |

Ondrea's 'your many great grandparent was a celestial' aasimar, not 'your parent was an azata'.

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Ok, lets see what the dice gods have given me today:
Stats: 4d6 ⇒ (5, 5, 4, 2) = 16 14
Stats: 4d6 ⇒ (3, 3, 1, 3) = 10 9
Stats: 4d6 ⇒ (2, 6, 2, 4) = 14 12
Stats: 4d6 ⇒ (6, 3, 2, 6) = 17 15
Stats: 4d6 ⇒ (3, 2, 3, 3) = 11 9
Stats: 4d6 ⇒ (2, 1, 5, 4) = 12 11
Stats: 4d6 ⇒ (6, 1, 4, 1) = 12 11
Stats: 4d6 ⇒ (2, 2, 2, 5) = 11 9
15, 14, 12, 11, 11, 9 15pt buy

GM Wolf |

Well Arsil I think I will be doing it again, shout all you like but I might leave it up to fate to decide who gets in and of course the present players.
Sareth, Alabaster, Ondrea, and Rockjaw you have all been selected using that all call to Dragon's Draught, now you must make yourselves worthy to join the group now termed, 'the Light Bearers'. Please make your introductions in the gameplay thread and be ready to make your case.
Arthur, let me know here if you are still interested.
If you have already spoken to Drake he would point you in the direction of Locke and Arsil, but since Arsil is up the staircase quickly you only have Locke to deal with.

Alabaster Boralis |

Upon further reading, it seems I've shorted myself via equipment. Since Ondrea has a few things, I'll take her process and give you a play by play.
Al's Grandfather was the last surviving member of House Kaxon, and a relatively powerful sorcerer who had opposed the rise of House Thrune. Though they had powerful allies, including a Brass Dragon by the name of Sarithil, they were unable to survive the gathered might of hell commanded by house Thrune and were forced to retreat to Thuvia across the water. Bonded by their loss and shared experiences, the two of them had several romantic encounters (involving shape changing magic of course) but eventually went their separate ways, but not without consequence. They had a son, Kaylor, who was raised by his father. But this is not their story. Kaylor married and had a son, we will cal him "Al".
Alabaster spent some time as a young man working a business, buying and selling various items of value. He had a good eye for items and used his expertise and people skills, starting with a small bit of capital, and was able to build a fairly sizable business. Like his ancestry, he slept on his amassed treasure. He was also able to avoid spending much money on guards, and had developed a reputation of being able to take out potential robbers and thugs with ease. After a few attempts, most of the riff-raff left him alone, but there were always new and stupid bandits who would have to learn the hard way. [Trait= Trustworthy]
He met a nice girl in the markets and settled down with her, having one child, a son who was his pride and joy. When the boy was about three years old, he went on an outing with his grandfather, Kaylor. Both of them were discovered and killed by assassins from Cheliax. Al was to meet up with them later and discovered the bodies. Like good assassins, they left no trace, but Al was convinced that it was Cheliax that caused their deaths, a fact his Grandmother also believed for better reasons. Though grief and depression ended up ruining him, his business and his marriage, he spent most of his amassed treasure just surviving until he was able to pick himself back up again.
(The only thing left from his time as a merchant was a cracked blue and crimson sphere Ioun Stone that gives a +1 to Appraise Checks)
[insert conversation with Grandma here]
[insert Encounter with Pirates here]
(The ship captain was grateful for his help and gave Al a portion of the spoils from the bandits. He gained a +1 Mithral Buckler out of the deal.)
Traveling along with the caravan, Al ended up talking business with the caravan owner through most of the trip up to the northwest. The ride was mostly uneventful and pleasant, but with one nagging issue. He'd used magic on the caravaneer to encourage him to let him come along without money or connection, and he began to feel guilty about it because the man he charmed was a genuinely nice person. It seemed not all chelish people were bad, just most of their leadership. Al ended up abandoning the caravan after it passed a certain town and while he was on the way back, he was attacked by an owlbear, whom he was able to destroy with his magic. A wandering Oracle did heal him of most of his scratches and directed him to a different place entirely, saying he'd find the beginnings of answers in this place and disappeared.

Sareth Malkor |

FWI Sareth you might want to change Gods. asmodeus isn't well like by some PC's
Hmm, changing gods means pretty much changing the entire character. I would consider it if it was a deal breaker for the players, but I think some philosophical disagreements between PCs can make for interesting RP.
Sareth focuses more on the law side of Asmodeus as opposed to the evil side so there should not need to be any concern of me screwing over or betraying the party in any way.