
leinathan |

Loruk seems like a pretty solid character. How did he come across this goblin tribe AND get them to not murder him at first glance?
Well, Korham, it depends on what he's like. I certainly have no problem with a LG monk, or a shoanti monk, or a LG shoanti. It just has to be justified.
No thank you to rich parents. As for traits that provide Craft or Heal bonuses... *checks book* the Artisan social trait provides a +2 bonus on a single Craft skill. The Mentored trait gives a +1 bonus on one Craft, Perform, or Profession skill, and increases your aid another bonuses. The Precise Treatment trait gives a +1 to Heal checks and allows you to substitute your Int modifier for your Wis modifier on Heal checks.

leinathan |

I also forgot about the extra skill point I'm giving everyone for Craft, Profession, or Perform, so consider me rebuked.
I know about the 0-level spells from your curse, but you don't start adding higher-level spells to your spells known until 2nd level. You should only have 2 1st-level spells known.

Jimmy of the Sad Panda |

No thank you to rich parents. As for traits that provide Craft or Heal bonuses... *checks book* the Artisan social trait provides a +2 bonus on a single Craft skill. The Mentored trait gives a +1 bonus on one Craft, Perform, or Profession skill, and increases your aid another bonuses. The Precise Treatment trait gives a +1 to Heal checks and allows you to substitute your Int modifier for your Wis modifier on Heal checks.
thanks, I couldn't find any, going to go with artisan, I didnt care for rich parents that much, just was a though, I got 180 to work with anyway, thanks. I will have the character posted in a matter of minutes, finishing touches going on character sheet.

'Boss' Loruk |

Trait: Goblin Watcher
Loruk has spent a lot of time watching Goblins at Junker's Edge. He's seen how they work, how.. simple they can be. He knows their language, he knows what they like (fire, shiny stuff, killing dogs and riding on goblin dogs) - and he knows how to kill them (favored enemy: Goblinoids).
Now, the Bileworths (the tribe he befriended and led) - had always been a small tribe. They where reckless, stupid and had no disregard for their own or other's safety (so pretty much a standard goblin tribe) - but they didn't have quite the same lust for blood as the others.
Loruk had seen this particular tribe often, usually bullied by the bigger and stronger tribes. The Bileworths where perhaps smarter, seeing as how they survived in fewer numbers, but they lacked a leader with enough brawns to give them some leverage at the junkyard.
Taking this knowledge into play, Loruk had little trouble infiltrating the tribe and taking charge - all he had to do was help them out at the Junker's Edge.
And thank you. I've been thinking about this character for a while, and I've done my best to make all his traits and feats fit his background as perfectly as I could. I don't want to play your run-of-the-mill brutish half-orc - but rather a tough man with a good heart - seeking to do the world some good.

A'letta |

I get the Cure spells as bonus spells whenever they open up thanks to an increase in caster levels:
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
As for that extra perform/profession/craft, I'll simply add profession dancing.
Sorry for all the rule blah blah =P

A'letta |

Oracles are pretty good as long as you're aware of their weaknesses - lackluster saves, a limited spell selection and that you need to specialize.
Fast Learner will allow me to pick up the extra hitpoint AND pick an extra spell known from lvl3 onwards. I'll probably pick toughness at 3, since I'm a support caster who needs to soak up hits while providing utility, buffs and debuffs.
@ Korham Asiha - maybe our characters know one another before the adventure starts? That would strengthen the fabric of the party. I always prefer having parties that 'make' sense that way .. hehe :) there are plenty of opportunities: A he's her protector/guardian B he's from another tribe and their fates seem intertwined C they cling together because of their Shoanti heritage D they traveled to Sandpoint together.

Khalbar Bloodsong |

Would like to submit Khalbar Bloodsong, Shoanti Barbarian, looking for his stolen family. He is built on a 20pt buy and I can tinker the details if you take a liking to him.
In the interest of full disclosure, I am DMing ROTRL in RL and have have 3 games on the pbp boards now. I always wanted to just be a player, but haven't had the opportunity yet. I'm interested to see your take on it. Pretty easy to keep OOC knowledge out for low intelligence axe wielding barbarians.
Let me know if what details to add/subtract.

leinathan |

Khalbar must have a campaign trait.
Also, what would be his motivations to stay anywhere once he's "recuperated" instead of simply moving on to Magnimar to search for his family? Say, he's getting hired for hero stuff, what's to say he won't be like "eh, I don't care. I care more about my FAMILY" and then run off into the sunset?

Jimmy of the Sad Panda |

@Jimmy - I think I would prefer the latter, honestly.
No prob, I'll keep the character sheet for my purposes to keep control of level and all that.
Artaxe Fireforge
Dwarf
Str 15
Dex 10
Con 14 (12 +2 from dwarf)
Int 12
Wis 14 (14 +2 from dwarf)
Cha 14 (16 - 2 from dwarf)
Paladin 1
Ac 15 flat 15 Touch 10
15 HP
5 Fort 0 Ref 4 Will
Dwarf Longhammer reach-2d6
Dwarven Waraxe-2d10
Armor Scalemail
Toughness
(Paladin class abilities)
(dwarven racial -greed replaced with master craftsmen)
(Paladin skills, rank in heal, craft, and perception)
4 gold remaining, Backpack, cloak with symbol of torag, Stone holy symbol, 3 artisans outfits, 2 travelers outfits, 50ft rope, bedroll, 7 torches, 2 weeks trail rations, 2 waterskins, 2 ale flasks
Languages: Common, Dwarven, Goblin (know your enemies)
Notes: Young dwarf friend to the sheriff. He has a good sense of honor, tradition and loyalty. He will defend sandpoint to his last breath and then some. He dislikes Goblins and has been trained to fight them and their orcish leaders. He also dislikes thieves and assassins, as they are dishonorable and, well not good. He is a perfectionist at his craft of being a smith and he prides himself on it. He can fix nearly any weapon and armor if given time and resources. He will give it his all to help a teammate who has earned his respect, be it in a tavern brawl or a good story during ale. He stands at 4'10' and uses a weapon as long as himself. He has a long brown beard that reaches about 1 foot down. He always keeps his holy symbol on him, on his weapon and the symbol itself around his neck.

Khalbar Bloodsong |

Khalbar updated with Friends and Enemies campaign trait. His father and uncle saved the Ranger Daviren Hosk from a bugbear ambush on the Storval while he was out hunting goblins. Hosk pledged aid if any family ever came to Sandpoint. This pledge is part of what brought Khalbar to Sandpoint to begin with. I also added teh mount and trait-specific tack to the stat block.

Jimmy of the Sad Panda |

If you go to .. my account -> create new alias .. you can copy/paste all the necessary info into the profile page and pick an avatar :P
How do I add all the information once the alias is created, editing it doesn't add any other options from what I see?
Edit: nevermind, thanks I've done it :)
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Rhanloi, do you have a bookshop yet, or are you just trying to get one? Do you see this as being something that actually happens during the campaign, and if so, how are you planning to manage owning a store while adventuring?
system dropped my attempt to answer this earlier...ugghh!
He does not have a store - just going where his research leads him for now. However, he is always on the lookout for either a partner he can join as the 'procurement expert' or a good spot to open his own place. Being young and idealistic, he hasn't quite thought through running a business AND adventuring =)
Khalbar Bloodsong |

BTW, just did a quick run through of submissions (hope I didn't forget anyone...):
Pick - Duergar Rogue
Mongrrrym - Dwarf Ranger
A'letta - Shoanti Oracle
Arteaxe Fireforge - Dwarf Paladin
Boss Loruk - Half Orc Urban Ranger
Korham Ashia - Shoanti Monk
Khalbar Bloodsong - Shoanti Barbarian
Rhanloi - half-elf Wizard
Sethren - elf Wizard
Lady Pasara - Human Paladin
If it helps round out the group, I can roll up a straight up cleric/healer type to keep everyone running. just LMK.

A'letta |

Khalbar, my oracle is a utility/support character. It's just in the early levels that I can frontline/tank because of my cha to AC, but that stops after lvl3-4. So a pure healer would most likely kill the group's offensive, but a cleric or inquisitor on the side would make things easier of course.
But, rangers and paladins can use CLW wands as well so if we keep those items in stock we'll be more than fine.

Khalbar Bloodsong |

Here is Human Cleric of Desna I'd been toying with anyway: if the group or DM likes, I'll run him and withdraw Khalbar; fine with me either way... Will add an alias if necessary later.
Male Half-Elf Cleric 1
CG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 20 ft.
Melee Morningstar +0 (1d8/x2) and
Starknife +1 (1d4/x3)
Ranged Light crossbow +2 (1d8/19-20/x2)
Special Attacks touch of chaos (7/day)
Spell-Like Abilities Bit of Luck (7/day), Touch of Chaos (7/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, True Strike, Bless
0 (at will) Guidance, Light, Detect Magic
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Statistics
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Str 10, Dex 14, Con 11, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Selective Channeling, Skill Focus (Heal), Weapon Focus (Starknife)
Traits Student of Faith, Suspicious
Skills Acrobatics -1 (-5 jump), Climb -3, Diplomacy +6, Escape Artist -1, Fly -1, Heal +7, Knowledge (religion) +5, Perception +6, Profession (gambler) +8, Ride -1, Sense Motive +9, Spellcraft +5, Stealth -1, Swim -3; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ aura, cleric channel positive energy 1d6 (5/day) (dc 13), domains (chaos, luck), elf blood, spontaneous casting
Other Gear Studded leather armor, Crossbow bolts (20), Light crossbow, Morningstar, Starknife, Backpack (22 @ 19 lbs), Bedroll, Belt pouch (1 @ 0.68 lbs), Candle (10), Holy symbol, silver (Desna Butterfly), Spell component pouch, Torch (5), Trail rations (5), Waterskin, 22 GP, 4 SP, 8 CP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (5/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
Touch of Chaos (7/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
With the new Cathedral built in nearby Sandpoint, Finn left his old life behind and asked to be accepted as a novice acolyte in the new church serving luck, which had always served him so well.