Of Ghosts and Men (Inactive)

Game Master Twilightrose

This campaign is set to follow the Carrion Crown AP.

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Ravengro

Editable Loot Sheet


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Now I'm considering making my Summoner a halfling... sure, why not?


Before I go to work, I am charter subscriber so I own this path.

I am also running my first PbP with this Path, as well as having GMed it in its entirety at my tabletop game.

Please let me know if this is an issue for you.

I can and will separate my knowledge, but I do understand and can agree if you do not want someone like me in the mix.

also, dice
Stats: 4d6 ⇒ (5, 2, 4, 2) = 1311
Stats: 4d6 ⇒ (4, 3, 6, 3) = 1613
Stats: 4d6 ⇒ (1, 2, 2, 4) = 98
Stats: 4d6 ⇒ (5, 5, 1, 2) = 1312
Stats: 4d6 ⇒ (1, 1, 6, 6) = 1413
Stats: 4d6 ⇒ (3, 4, 4, 4) = 1512
Stats: 4d6 ⇒ (2, 4, 6, 6) = 1816

Hello my Villainous nemesis, dice roller. I see we still loath one another...

RPG Superstar 2009 Top 16

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DM Twilight wrote:
Yeah there does seem to be a lot of humans. Those of you who haven't declared a race yet, feel free to shake things up a bit! Those of you who have, you can change things if you'd like.

Aasimar it is!


Mmmh, I could change to Aasimar too if needed. An Archon-Blooded Aasimar would actually fit the idea of Lauran being a chosen child of Iomedae quite nicely.


Some feedback/requests for some of you, I'll get to more of you tomorrow:

Ravel Sigrún – Can you give me some more detail about what Ravel experienced with her mother’s “call” and why she chose not to follow it?

Lauran Jalar – How does Lauran feel about the fact that she might somehow be a special descendant, in the image of “the original ancestor”?

Aneirin Rhodri – What more can you tell me about Orin? Elaborate on what you have, and perhaps add in brief stories of some of the defining moments of his life. Perhaps a first love, the death of someone close, a tragic accident, or even something he believes to have been a miracle.

Mokshai – I really need you to work on your connection to Lorrimor, there needs to be an emotional connection to the man, a reason for you to actually mourn his death. I’d also like to see more about Terrance throughout his life. You say he was prideful of his name, other than getting into fights, how has that pride affected Terrance?

Mark Thomas 66 – Most of what you wrote was Ingrid’s familial history leading up to Ingrid’s birth. This is excellent stuff, but I want a little more out of you. Give me some of those defining moments of Ingrid’s life. What has happened since Ingrid’s birth to shape her? You mentioned her having a friendly nature, and that being offset by the aura of divine around her. Give me some narrative examples of that.

ginganinja – I really like where you’re going with Sera. I would like to see you give a few narrative examples of Sera’s encounters with the undead as she hunted them in secret.


Game Master Scotty wrote:

Before I go to work, I am charter subscriber so I own this path.

I am also running my first PbP with this Path, as well as having GMed it in its entirety at my tabletop game.

Please let me know if this is an issue for you.

I can and will separate my knowledge, but I do understand and can agree if you do not want someone like me in the mix.

So long as player knowledge and character knowledge stay separate, I don't see why it should be an issue.


Lauran Jalar wrote:
Mmmh, I could change to Aasimar too if needed. An Archon-Blooded Aasimar would actually fit the idea of Lauran being a chosen child of Iomedae quite nicely.

It's entirely up to you, I just know that I'm going to be looking for a variety of races and classes!


@DM: Scythe is a haunted, half-blind oracle who wants to learn how to wield a scythe and use it to kill a certain demon.

He has a complete background using the 10-minute format, so I hope the summary is OK. Let me know if you want me to add more details or put it in paragraphs, but the current format is meant to let you review it faster.

4d6 ⇒ (4, 5, 1, 5) = 15 -> 14 (DEX)
4d6 ⇒ (5, 3, 5, 2) = 15 -> 13 (INT)
4d6 ⇒ (6, 4, 6, 4) = 20 -> 16 (STR)
4d6 ⇒ (6, 4, 3, 2) = 15 -> 13 (WIS)
4d6 ⇒ (5, 5, 6, 1) = 17 -> 16 (CHA)
4d6 ⇒ (2, 4, 1, 3) = 10 -> 9 (drop)
4d6 ⇒ (6, 2, 5, 3) = 16 -> 14 (CON)

Wow, I like these rolls! I'll post again when I finish with updated ability scores and other modifications.

Starting Gold: 3d6 ⇒ (6, 4, 6) = 16x10 = 160gp

RPG Superstar 2009 Top 16

DM Twilight wrote:

Some feedback/requests for some of you, I'll get to more of you tomorrow:

Mark Thomas 66 – Most of what you wrote was Ingrid’s familial history leading up to Ingrid’s birth. This is excellent stuff, but I want a little more out of you. Give me some of those defining moments of Ingrid’s life. What has happened since Ingrid’s birth to shape her? You mentioned her having a friendly nature, and that being offset by the aura of divine around her. Give me some narrative examples of that.

.

Working on it as I'm developing her. Going to go with Angel-born Aasimar. Should have more detailed background and character details soon.


GM Twilight, will work on it a bit more, was a bit rushed, laying out the initial thoughts. As well, still fairly new to PBP


DM Twilight:
Most hag daughters don't feel the Call of their mother fully until they are past middle-aged and begin to undergo the transformation into hag themselves.

Ravel is heeding the call of the Stars and Dreams, her patrons, and isn't fully aware of her true status as a changeling/hagspawn.


4d6 ⇒ (2, 4, 3, 4) = 13 drop
4d6 ⇒ (5, 4, 6, 6) = 21 21 - 4 = 17
4d6 ⇒ (2, 6, 4, 3) = 15 15 -2 = 13
4d6 ⇒ (5, 4, 6, 1) = 16 16 - 1 = 15
4d6 ⇒ (2, 6, 6, 2) = 16 16 - 2 = 14
4d6 ⇒ (1, 5, 6, 2) = 14 14 -1 = 13
4d6 ⇒ (6, 6, 4, 5) = 21 21 - 4 = 17

Whoa. That's before any bonuses. What should I play? I was gonna submit the wizard I drew up for the other CC recruitment, but these are the most ridiculous stats I've ever rolled. Maybe a Champion of Irori? Melee bard? o.0

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Well, I came up with an interesting idea for a character, so let's roll up some stats and see what I can do with them.

4d6 ⇒ (2, 4, 4, 3) = 13 - 2 = 11
4d6 ⇒ (6, 1, 6, 6) = 19 - 1 = 18
4d6 ⇒ (3, 6, 1, 4) = 14 - 1 = 13
4d6 ⇒ (3, 5, 3, 5) = 16 - 3 = 13
4d6 ⇒ (3, 4, 4, 1) = 12 - 1 = 11
4d6 ⇒ (6, 4, 3, 2) = 15 - 2 = 13
4d6 ⇒ (4, 2, 4, 2) = 12 - 2 = 10

Uh... well then... Concept still works, but weird. I mean, I'll take the 18...

Might as well do this roll while I'm at it:
Starting Gold: 3d6 ⇒ (6, 6, 3) = 15 * 10gp

RPG Superstar 2009 Top 16

Starting gold: 5d6 ⇒ (1, 5, 2, 2, 1) = 11 *10 =110


Orin Gabor:

Orin Gabor
Male Human (Varisian) Hunter (Divine Hunter)
NG Medium humanoid (human)
Init +4; Senses Perception +6
Worshipper of Desna
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 9 (1d8+1FC)
Fort +2, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee - Battleaxe +1 Atk, 1d8+1 Dmg, x3 Crit, S
Melee - Handaxe +1 Atk, 1d6+1 Dmg, x3 Crit, S
Range - Longbow +2Atk, 1d8 Dmg (2d6 Dmg Gravity Bow), x3 Crit, 100 ft rng, P
--------------------
Statistics
--------------------
Str 13 (+1), Dex 14 (+2), Con 11 (+0), Int 12 (+1), Wis 15 (+2), Cha 12 (+1)
Base Atk +0; CMB +1; CMD 13
Feats: Extended Animal Focus (Add Wis mod to number of minutes per day to use Animal Focus), Point Blank Shot (+1 Atk, +1 Dmg with ranged attacks withing 30 ft)
Traits: Chance Savior - +2 to Initiative; Anatomist - +1 to confirm critical hits.
Skills: Handle Animal +5, Knowledge (nature) +5, Knowledge (religion) +5, Perception +6, Spellcraft +5, Stealth +3, Survival +6
Languages: Common, Varisian, Hallit
Other Gear: 40 arrows, Hunter's Kit (backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, torches (10), trail rations (5 days), and a waterskin), Explorer's Outfit, Hide Armor
GP: 33
--------------------
Special Abilities
--------------------
Class - Animal companion, animal focus, nature training, orisons, wild empathy
Racial - Bonus Feat, Bonus Skill
--------------------
Animal Companion - Megaloceros "Sorin"
--------------------
HP 20, AC 16, Fort +5, Ref +6, Will +2; BAB +1; Size Medium; Speed 50 ft.; AC +3 natural armor, Attack gore +3 ATK (1d8+1); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5; Special Abilities low-light vision, scent, link, share spells; Tricks - Heel; Feats - Weapon Focus (gore)
--------------------
Spells Known
--------------------
0 – Detect Magic
0 – Flare
0 – Guidance
0 – Know Direction
1 – Entangle
1 – Gravity Bow
--------------------
Appearance & Background
--------------------
Orin Gabor is a rugged looking young man, standing at 5'8" and weighing in at a 155 pounds. His gray eyes have an almost hawklike or feral look to them. His light brown hair is kept short, and he keeps his face clean shaven, revealing a person who has been exposed to the elements over the years.
As a child, he lived with his family until one night, while he slept, the other people in his village disappeared. When his family and he awoke and discovered this strange fact, they grabbed what they needed, praised Desna and Pharasma they were alive and left the obviously cursed village. Traveling for two days they arrive at the homestead of his aunt Ionela and uncle Costel near the village of Morcei in Lozeri county. Costel helped to keep the town fed and Ionela helped the local tend to the crops. Both spoke against the cutting down of the Daemon's Hand tree, but at the behest of one Professor Lorrimor the local lumberjack dropped it.
When the 'flying wolves' came rushing out, Lorrimor caught one right in the face. But before the thing could do anything, Orin and his faithful companion, Sorin, rushed forward and got the thing off before it flew off to the belfry. Thankful, Lorrimor heaped praise on the young man and promised him a far better reward than the circumstances provided at the moment.
And as time passed, Orin slowly forgot about the promise, though he remembered the look of relief on the man's face after he and Sorin saved him. But then he got a letter...

There we go!

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

There is no scarier monster than the beast within ourselves.

Background:
There is something living within Gellius. His father told him that as he grew up, his body would change and grow. What no one told him was that something else would grow too. The... thing... inside of him.

Young Gellius brought up the thing inside of him with his parents. He described how it wanted out and how it wanted to change his body and how his body felt wrong. His parents looked nervously at each other before telling Gellius that the thing he described is a beast that lives within all of them and that the best thing he can do is control the instincts and don't let them overtake him. This seemed to make sense. The thing inside would flare up inside of him with great intensity some days, and other days be quiet. Gellius assumed that the quiet days were the days where Gellius learned control. This quieted young Gellius for some time.

Years later, when Gellius was almost a man, the caravan he traveled in with his family was besieged by bandits. Gellius had grown to be quite the fighter, so he was up on the front lines with the other guards defending the wagons. As a group, they easily drove off the bandits, but not before one took a bite out of Gellius' arm. Gellius meant to cry in pain, but he didn't. Instead he let out one long, loud howl. The next thing Gellius heard, someone was knocking him out from behind while someone else yelled "Anyone got any silver?"

Later that night, Gellius briefly awoke. He could hear his parents talking to the caravan leader. While he couldn't hear everything that was going on, he could hear the caravan master chastizing his parents for not letting the caravan leader know that the boy had a beast within him. He said that he wouldn't have a werewolf in his caravan, especially now that they are getting additional business from the Taldans thanks to his sister. Zeldana, who is one of my PFS characters. As he lost consciousness again, Gellius could hear his parents crying...

Gellius awoke some time later. It was day, and there was no sign of the caravan. No trail, no campsite, nothing. Gellius was alone in the Varisian wilderness. His caravan, his friends, his family had all abandoned him. He was left there in the woods with nothing but the clothes on his back. Well, if his caravan was going to leave him out in the wilderness to survive on his own, then survive he would!

Over the course of a week, Gellius taught himself how to survive, partially through trial and error and partially by remembering the old folk sayings that his mother used to teach him. Even so, the thing inside him grew. The thing told him that he was wrong. It told him that the way he was made was alien, that the thing was his true form. Gellius fought back mentally, but he was confused and desperate. The full moon had come and went. If he was a werewolf, why hasn't he transformed yet?

Gellius tried to hide himself from other people while he was surviving, but one time that plan backfired. Gellius hid in the bushes, but a group of guards who were walking with the passing wagon spotted him and decided to head out the ambush. Gellius fought back with brute strength, killing one guard and knocking another out before the man inside the wagon called for the guards to cease. "Let that one go. He's clearly not trying to kill us. Come over here why don't you!"

Gellius followed the man inside of his wagon. There he found all sorts of magical items, books, talismans and various bags filled with unknown stuff. The man proceeded to quiz Gellius about the various points in his life. After a bit of talking, the thing came up. "My dear boy, there's no need to try to control it with just your wits! That's what magic is for! Have you ever heard of alchemy?"

Gellius found regular work with the man (Professor Lorrimor) as a bodyguard when traveling (since the Professor apparently had an opening. Oops.) and while the Professor paid him with enough cash to get by, the real payment was the knowledge of alchemy. But Gellius' plan wasn't to try to control it. If he could transform his body maybe, maybe something similar to a werewolf, the thing woould leave him alone. If he could just make his body right...

Description:

Gellius Dandrae is a Male Varisian human. He is 24 years old, is 5ft. 9in. and 200 lbs. He is rather muscular, and will often wear a light shirt to show off his muscles. It keeps people away, which is just the way he'd like it when he's on a job. He carries a giant backpack filled with his alchemical gear - most of which used to belong to the Professor, although some of the important bits are on his belt. You know, just in case.

Gellius Dandrae:

Male Human (Varisian) Beastmorph Alchemist 1
CN Medium humanoid (human)
Init: +1; Senses: Perception: +4

Defenses
AC: 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp: 13 (1d8+5) (FCB)
Fort +3, Ref +3, Will +0

Offense
Speed 30 ft.
Melee: greatsword +5 (2d6+7/19-20)
Ranged: bomb +1 (1d6+1)
Special Attacks: bomb (2/day, DC 11)
Extracts (CL 1):
1st level- 2/day

Statistics
Str: 20, Dex: 13, Con: 13, Int: 13, Wis: 11, Cha: 11
Base Atk: +0; CMB: +5; CMD: 16
Feats: Brew Potion(B), Power Attack, Toughness, Throw Anything(B)
Traits: Accelerated Drinker, Teacher's Pet
Skills: Craft (alchemy) +5, Knowledge (arcana) +7, Perception +4, Spellcraft +5, Survival +4
Languages: Common, Varisian
SQ: mutagen (+4 Strength, 10 min)

Shopping List:
50gp - greatsword
10gp - leather
40gp - alchemist's kit
25gp - alchemy crafting kit
10gp - 50ft. silk rope
1gp - common grappling hook
14 gold left

Formula Book:
Cure Light Wounds
Monkey Fish
Shield

Starting Stats - 18, 13, 13, 13, 11, 11

Plan:
I don't usually play brute characters, but Gellius interested me as another take on the Jekkel&Hyde trope. Also, I've been wanting to try out Master Chymist at some point, so he's built towards that.


Almost complete, details in profile


Stat: 4d6 ⇒ (2, 5, 6, 3) = 16 14
Stat: 4d6 ⇒ (1, 3, 5, 1) = 10 9
Stat: 4d6 ⇒ (6, 6, 4, 6) = 22 18
Stat: 4d6 ⇒ (1, 5, 3, 6) = 15 14
Stat: 4d6 ⇒ (3, 3, 5, 4) = 15 12
Stat: 4d6 ⇒ (2, 2, 3, 1) = 8
Stat: 4d6 ⇒ (1, 1, 3, 6) = 11 10


This is a character I played in this module up to the start of the second book. Then it pretty much died.

If possible I will drop her back to lvl 1 and use the stats below

4d6 - 1 ⇒ (6, 4, 1, 5) - 1 = 15
4d6 - 3 ⇒ (4, 3, 6, 6) - 3 = 16
4d6 - 1 ⇒ (4, 3, 5, 1) - 1 = 12
4d6 - 1 ⇒ (1, 3, 6, 1) - 1 = 10
4d6 - 1 ⇒ (6, 6, 4, 1) - 1 = 16
4d6 - 2 ⇒ (4, 2, 3, 6) - 2 = 13
4d6 - 3 ⇒ (3, 6, 3, 4) - 3 = 13

Let me know and I will make the appropriate changes, everything else should be in the profile.


I've got to go to work for a bit but will write more this evening.

Ravel:
PRD says they hear the call at puberty, but obviously you have far more info on hags than just the one source. Another book I should take a look at (just one love, not a million :P)?


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DM Twi:
She is starting to hear the call, hence her gravitation towards things of the crones' nature, but she is still discovering herself. My bet is that her mother isn't readily available to tutor her, either through her own plans or the machinations of adventurers. Hags always have more children than they plan on raising. If you need a singular sourcebook, I would suggest either Pathfinder's Classic Horrors Revisited or Paizo's Dragon issue #331.


DM:
I'm planning a Dhampir Card Caster Magus, would you allow:
1. The rough and ready trait to let me use a card in melee as a piece of ammunition like the Deadly Dealer Feat lets me do it for range? I'm planning on having both, and being able to cut someone in melee is kinda essential for the picture I had in mind.
2. It to stack with the Eldritch Scion (undead bloodline) Archetype? They both modify Arcane Pool, but the Eldritch Scion modification is special.


Dm Twilight, here is a revamped background.

Background:

Terrance Foehammer, was born of a military family in the five kings mountains. For Terrance, family name, and honour were everything. So while he was growing up, he was constantly getting into fights when others either insulted him, or his families name or honour.

Between the ages of 18-25, he found himself in trouble more often than not. So to help curb his aggression, his father took him to the local church of Torag hoping that they could find a way to put his son’s temper to good use.

For the first 10 years in the church, they taught him that honour and family name, though important, were not as important as Torag. During this time, they found that he had an affinity for the martial skills. To make use of this, the church, inducted him into their defenders, where he was able to put his temper and skills to good use.
For the next 5 years, he was involved in the churches defenders as one of the low ranking members. His overly prideful stance still reared its ugly head every now and again, preventing him from being promoted.
When he was 40 the church sent small party along with Terrance to look out after some of the churches interests near Ustalav.
Once there, they were attacked by several ghouls, the group primarily because of Terrance managed with some difficulty to drive the ghouls off but the fight left him with several scars to show for it.

Professor Lorrimor having heard the encounter travelled with them back to the five kings mountains, to ask them about the attack and record the details along with getting protection. During the travel, professor Lorrimor, kept coming over to Terrance, and asking him more about the details than the rest of the party. During this trip, Terrance came to realize that this human had become someone that he was proud to call a friend.

Over the course of the next 2 years, Terrance and the professor exchanged both letters and ideas on the undead. So when his friend asked him via letter to travel to Ravengro, he gladly agreed. When he arrived at Ravengro, he found out that the man he called friend was dead.

Once again, will make an alias if selected.


DM Twilight wrote:
Game Master Scotty wrote:

Before I go to work, I am charter subscriber so I own this path.

I am also running my first PbP with this Path, as well as having GMed it in its entirety at my tabletop game.

Please let me know if this is an issue for you.

I can and will separate my knowledge, but I do understand and can agree if you do not want someone like me in the mix.

So long as player knowledge and character knowledge stay separate, I don't see why it should be an issue.

Excellent!

I did not see any restrictions on races, so I am stepping slightly out a bit...any objections to goblins?

My core idea is a Barbarian Feral Gnasher.

He tries to fit into civilized society having been raised by halflings, but is still extremely rough around the edges, but still tries to do the right thing.

Except for pickles, those have to die..in my mouth...Nom Nom Nom..


3d6 ⇒ (5, 1, 3) = 9 90

I'ma gonna bite the dice roller first..


I think I'm going to drop this one after all.

The rest of you have fun.


Or a wizard, that could be awesome as well! Yes, that will do.

Pickles still gotta die, how ever.

2d6 ⇒ (2, 4) = 6 60


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DM Twilight wrote:

Some feedback/requests for some of you, I'll get to more of you tomorrow:

Lauran Jalar – How does Lauran feel about the fact that she might somehow be a special descendant, in the image of “the original ancestor”?

Lauran opinion:
Most of her life she's been living with people who taught her she was special, a chosen agent of Iomedae doing her work on the material plane. She never did the things most "normal people" do (her cult like family could have teached her how to disguise herself, or pass for one of the "unenlightened", but she had no real way to feel what that meant, as it was all charade meant to better get near monster disguising themselves as men) she was too busy learning how to distinguish a ghoul from a ghast or how to use a crossbow to effectively kill a vampire. So, on one end she feels proud about possibly being the "chosen child", it's agreat honor and what she was raised for. On the other hand deep down she feels a bit frustrated by the enormous pressure she's subject to. That's part of the reason she liked Lorrimor, despite his utter lack of common sense or pragmatism he didn't expect anything from her and gave her credit for who she was not for who she was meant to be

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DM Twilight wrote:

Some feedback/requests for some of you, I'll get to more of you tomorrow:

Mark Thomas 66 – Most of what you wrote was Ingrid’s familial history leading up to Ingrid’s birth. This is excellent stuff, but I want a little more out of you. Give me some of those defining moments of Ingrid’s life. What has happened since Ingrid’s birth to shape her? You mentioned her having a friendly nature, and that being offset by the aura of divine around her. Give me some narrative examples of that.

DM Twilight :

Ingrid has spent the majority of her time either training to face the undead, or actually fighting them. She sees it as a responsibility to do so, because she can. She's quite aware of being touched by Pharasma, and embraces it, since it gives her a sense of purpose to protect those that would otherwise be prey, and end the corruption that is undeath.

Over the years, first as somone new to the family business and happy for any information she could get, then as she became more seasoned, comparing notes, she's developed a relationship with the professor that's a cross between colleagues, and a favorite uncle.

She's traveled pretty much all over Ustalav, usually with one or more of her brothers, and is only recently starting to take on missions on her own.


Wealth: 5d6 ⇒ (4, 3, 2, 3, 2) = 14*10=140 gold

Okay, I'd like to submit Moira, the smiting gunslinger / paladin (to be). I had my eye on the Holy Gun paladin archetype because it looked interesting, but looking at it, I had second thoughts and decided to just start as a gunslinger (mysterious stranger) at 1st level and paladin it through the rest of the way (divine hunter, probably). Let me know what you think.

I will change up her alias' crunch if accepted. Thanks!

Background:
Moira was born to Garret and Meredith de'Karne, and is an only child. Moira's family come from a long line of werewolf hunters in the Shudderwood, surviving off of the land. The entire family line was extremely skilled with the pistol, an unusual weapon in the fight for Shudderwood, but, as it turned out, an effective one. Early on, Moira discovered that she heard voices that called out to her. These voices spoke to her in her dreams, in her waking moments, showing her the evils of the world. She showed her the path to greater evils and how to vanquish them. With blade and pistol on hip, Moira left the Shudderwood, knowing that someday she would be back to continue the fight.

Moira met the Professor in Morcei, a town far closer to the Shudderwood than any scholar should ever be. Barricaded in a cabin and under attack from werewolves, she joined forces with the older man and together they were able to fend them off until a wandering caravan found them, driving the remainder of the small force away. The two became somewhat close friends, the Professor taking a keen interest in the voices that Moira claimed spoke to her, hinting that it might be Sarenrae. Thinking on this, the two eventually split apart at the next trading post they came across.

It was with a heavy heart that Moira heard months later of the Professor's death. She had found herself in south-eastern Ustalav, making her way to the River Kingdoms, gaining more information on Sarenrae when she heard the news. Even more oddly, she was specifically invited to the funeral. And something about a will...?

Personality and Appearance:
Moira is often well-spoken. She is sometimes rash and can often charge headfirst into a situation without weighing all the possible outcomes beforehand, something that has come to bite her time and time again. She is compassionate and caring of those less fortunate than herself. She holds to her word and places the lives of her friends.

She has dark hair and deep brown eyes. Her skin is tanned and freckled from being outside, not being one to be cooped up inside all day. She is short, petite, and presents an unimposing figure. She is usually seen in her red and gold dyed leather armor with a scimitar and a pistol with a well-worn grip slung low on her right hip.

Crunchies:
Moira de'Karne
Female human (varisian) gunslinger (mysterious stranger) 1
LG Medium humanoid (human)
Init +6; Senses Perception +6

Defense
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 12 (1d10+2)
Fort +4, Ref +6, Will +2

Offense
Speed 30 ft.
Melee scimitar +3 (1d6+2/18-20)
Ranged pistol +5 (1d8/×4)
Special Attacks grit

Statistics
Str 14, Dex 18, Con 14, Int 11, Wis 14, Cha 14
Base Atk +1; CMB +3; CMD 17
Feats Gunsmithing, Point-blank Shot, Rapid Reload
Traits armor expert, chance savior
Skills Craft (alchemy) +4, Knowledge (local) +4, Perception +6, Ride +8, Survival +6
Languages Common, Varisian
SQ deeds (deadeye, focused aim, gunslinger's dodge)
Combat Gear holy weapon balm (10 uses); Other Gear studded leather, alchemical cartridge (paper) (8), pistol, scimitar, backpack, bedroll, belt pouch, flint and steel, gunsmith's kit, powder horn, waterskin, 6 sp


Ake of the Stolen Soul
I will pick an Avatar if choosen

Intro:
The figure before you is small, heavily robed and hands are covered with thick gloves. It eats slowly at the table and feeds a cat sized scorpion from its plate.

So, you want to know about me and Petroes, aye…Longshanks…

The voice is shrill, grating and …female. She removes the hood of her robe allowing you to look into the face of a monster. Burns scar most of her visible flesh, patchy hair grows on her head and her ears are stunted for a goblin.

Scream as you wish, I’ll wait until you have finished. Done Longshanks? Good. No, I’m not offended; I grew accustomed to it in the University. That’s where I met him, the Professor. I managed to sneak in the night to study the books there…yes, Yes I can read. Not all of us green skins burn every book we find, just most. I burn many things, just not books. It was very late, after midnight, and I was pursuing a fascinating book on evocation effects when he happen upon me. Most of you Longshanks would have attempted to kill me or run screaming for the guard.

He did not. We had a conversation as two intelligent beings with common interests. It was…delightful, stimulating, fantastic…there are not enough words for our conversation. To be treated as an equal, not to be attacked as a monster, shunned and burned as a reader, it was inspiring.

I impressed him enough that he managed to get me into the school proper. No more bumbling in the dark of ignorance, no further failures from teaching myself, no, he allowed me to receive true training. A gift I will never froget or be able to repay in this lifetime.

The scars, you say?

I was born in Thisletop, near Sand Point. Several years ago some adventures came and destroyed my home, one was a mage. He poured fire from his hands like you would water from a glass. He killed most of us and nearly me, hence the scars and my fascination with magic. I lived and followed them for several days on their way to the City of Monuments. I even managed to sneak in and steal a scroll from him. Several of the other goblins caught me trying to read it and doused by with alchemical fire, that did in my hair and added some more scars. The also gave me my moniker.

Ake of the Stolen Soul


Crunchy Stuff:
Ake of the Stolen Soul
Ake of the Stolen Soul
Female Goblin Wizard 1 (Pathfinder RPG Advanced Race Guide 0)
LN Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Wizard Spells Prepared (CL 1st; concentration +4):
1st—adhesive spittle (DC 14), burning hands{super}S{/super} (DC 14), burning hands (DC 14)
0 (at will)—detect magic, prestidigitation, spark{super}APG{/super} (DC 13)
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 12, Int 16, Wis 13, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Improved Initiative, Scribe Scroll
Traits inspired by greatness, self-taught scholar, tireless logic
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7 (+8 to decipher unfamiliar language), Ride +7, Spellcraft +7 (+8 to decipher scrolls), Stealth +11; Racial Modifiers +4 Ride, +4 Stealth
Languages Celestial, Common, Draconic, Goblin, Halfling
SQ arcane bonds (arcane bond [familiar]), intense spells, opposition schools (enchantment, illusion), paranoid, specialized schools (admixture), versatile evocation
Other Gear 60 gp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Inspired by Greatness (Burning Hands) Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighte
Intense Spells +1 (Su) Evocation spells deal listed extra damage.
Paranoid Aid Another DC 15 for attempts to help you.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tireless Logic (1/day) When making an INT-based skill/ability check, roll twice and take the better result.
Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.


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DM Twilight wrote:
@TheCelticCircle - I'm a bit baffled as to why you would want lower stats but, if you want I will allow you to drop a few points. If you don't want such high stats, though, why make your highest stat something you get a bonus to?

Haha, yes I guess it could look strange. I just have seen uber powerfull characters too often and find that it can be pretty awfull for other players. As for the highest state being the one having the racial bonus, it is mostly to accomodate the story of the character (and my initial inspiration). Anyway, I will strive to make sure the character does not overshadows the others (if Ioann is selected of course).

Any opinions on the backstory?

Here is the link again to avoid you from searching the thread.


I've said it to a couple of you directly, and there is likely one or two of you that I missed due to being focused on the background, but I would appreciate it if you avoided the new classes found in the ACG. I'm unfamiliar with these, and don't have access to material on them. Also, the people who I confer with on the topics I'm unfamiliar with are also unfamiliar with the ACG stuff, so yeah... please avoid those.

Is there anyone I haven't commented on yet?

TheCelticCircle – The profile says, “Ioann showed great promise at a young age, showing upright moral standard, sharp wits, wisdom unparalled for his age and an affinity for leadership.” Yet, you have his wisdom as a 7, obviously that part of his background and personality will need to reflect that number. I like the little story you tell for Ioann and his background, he seems like an interesting character. The sword, even though you wrote it into your background, will have to be paid for to be fair to other players. If you’re chosen, we can work something out on that.

Deliverance – I’m having a difficult time imagining a barbarian taking monk levels, they seem like two very opposing styles. I don’t think I’ve ever seen that particular mash up. How do you plan to reconcile these differences?

KakkarottoZ – I need you to build up the relationship you had with Lorrimor more, it’s important that you portray the two of you as having more than just a passing relationship and the idea of an owed debt. He needs to have considered you a close friend.
Dred 'Scythe' Mardock

Iammars – I am intrigued by your character and am considering the mechanics involved with the private message you sent me. I’ll respond more to you in a private message most likely tomorrow sometime.

Delia Pilachet – Although it’s a bit unorthodox, (and I’m fine with the unorthodox!) I like that your story has your eidolon be your father and be possessing the mannequin. I would need to look into the mechanics of it all. How did your previous DM handle that aspect?

Oterisk – The trait is fine, though I’m asking people to avoid classes from the ACG because it’s not something I’m familiar with yet and don’t have easy access to the material.

Game Master Scotty – Goblins are good! (and kudos for the pickles comment)

Dragoncat – Sorry to hear that, thanks for the consideration.

Moira de'Karne – Sounds interesting, I’d like to see a little more about Moria’s history with the “voices” what things they’ve shown her and how she’s dealt with them.


Game Master Scotty wrote:

Ake of the Stolen Soul

I will pick an Avatar if choosen
** spoiler omitted **...

You snuck that one in while I was finishing the last post. Eating dinner now, will read over her and provide more feedback soon.


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@DM Twilight: I apologize about my class choice. I had seen your comment earlier, but it slipped my mind when I was making my character. I will redo it to be a Range-specialized Ranger here shortly (unless, of course, you do allow Hunter). If it helps, I am also a GM and rather well up-to-date on the ACG classes (I made a few for the one-off games my group does on occassion). I'm not saying this to stay a hunter, just offering assistance to a fellow GM.


Aneirin Rhodri wrote:
@DM Twilight: I apologize about my class choice. I had seen your comment earlier, but it slipped my mind when I was making my character. I will redo it to be a Range-specialized Ranger here shortly (unless, of course, you do allow Hunter). If it helps, I am also a GM and rather well up-to-date on the ACG classes (I made a few for the one-off games my group does on occassion). I'm not saying this to stay a hunter, just offering assistance to a fellow GM.

Thank you for catching that. Yes, I would rather you went ranger, thank you. Also, thanks for the offer to help as a fellow DM. I haven't been on this side of "the table" very long so anyone willing to act as a sounding board from time to time, and put up with the occasional onslaught of what are probably seemingly obvious questions is good to have around.

DM Twilight wrote:
Game Master Scotty wrote:

Ake of the Stolen Soul

I will pick an Avatar if choosen
** spoiler omitted **...
You snuck that one in while I was finishing the last post. Eating dinner now, will read over her and provide more feedback soon.

Interesting intro, I really like how much you tied yourself to Lorrimor and the concept of an educated goblin. I believe you mentioned in a previous post that she was raised by halflings? I'd like to see more info on that included in the background.


DM Twilight wrote:


TheCelticCircle – The profile says, “Ioann showed great promise at a young age, showing upright moral standard, sharp wits, wisdom unparalled for his age and an affinity for leadership.” Yet, you have his wisdom as a 7, obviously that part of his background and personality will need to reflect that number. I like the little story you tell for Ioann and his background, he seems like an interesting character. The sword, even though you wrote it into your background, will have to be paid for to be fair to other players. If you’re chosen, we can work something out on that.

Yes, somewhere in the background it is also mentionned that the past months/years of alcohol abuse paired with his guilt have eroded him. By that I meant that is wisdom has been destroyed by these abuses (as well as his intelligence and charisma to a lower degree).

As for the sword, the trait rich parent (which also fits with the background of him being a lower noble) should pay for it. Also, important to mention that all the extra money from the trait that wasn't spent on the sword was spent previous to the game starting (on drugs and other such substances).


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No problem. I've ran several games, been in many more, across numerous RPGs. If you have any questions, just ask and I (and I'm sure half the community, if not more) would be willing to help.


TheCelticCircle wrote:


Yes, somewhere in the background it is also mentionned that the past months/years of alcohol abuse paired with his guilt have eroded him. By that I meant that is wisdom has been destroyed by these abuses (as well as his intelligence and charisma to a lower degree).

As for the sword, the trait rich parent (which also fits with the background of him being a lower noble) should pay for it. Also, important to mention that all the extra money from the trait that wasn't spent on the sword was spent previous to the game starting (on drugs and other such substances).

You're right on the rich parents trait, sorry I missed that one. I also see what you're saying with the drugs and alcohol eroding him, ok, that works.


@DM Twilight: How about me? I still owe a shift in stat mods and gold/equipment, but the background, traits, feats, etc. will remain the same. Also, I have an OOC in my background for you.


Looking to throw my hat into the ring...

4d6 ⇒ (1, 5, 3, 1) = 10 = 9, low, to be dropped
4d6 ⇒ (6, 5, 1, 4) = 16 = 15
4d6 ⇒ (3, 5, 4, 6) = 18 = 15
4d6 ⇒ (4, 4, 6, 1) = 15 = 14
4d6 ⇒ (5, 1, 1, 4) = 11 = 10
4d6 ⇒ (3, 5, 2, 3) = 13 = 11
4d6 ⇒ (1, 1, 5, 6) = 13 = 12

Not bad; the equivalent of a 22 point build.

Edit: 3d6 ⇒ (5, 5, 1) = 11, barbarian starting gold 110 gp.


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DM Twilight wrote:
Moira de'Karne – Sounds interesting, I’d like to see a little more about Moria’s history with the “voices” what things they’ve shown her and how she’s dealt with them.

Spoiler:
Well, it happened like this. When I was out hunting, I would get a feeling about certain folks. And I would look at them, and a voice would tell me, for example, "Wary, there's a wickedness in his heart." It was scary, but once, I went and pried, and it turns out, She was right. The man had killed another in a fit a few years back. Turned out he buried the man's body right there in his own yard after he let his own huntin' dogs at it! Life ain't always right in the 'Wood, but one should always treat their own neighbors right, I say, else the darkness will come for you.

Other times, She'd come in the dark, in my dreams, and hint at connections between the dark things in the Shudderwood with something called the Whispering Tyrant. Capital T and all. I didn't know what She meant at the time, but in my travels I was able to pick up some bits and pieces. Now, I don't know how this Tar-Baphon, or whatever he's called, what's been locked up for who know's how long has ties to them up in the 'Wood, but She says he does, and I believe Her, for whatever good it does.

Shortly after leaving home, I met the Professor. I think you've heard of him? Lorrimar? Yeah, that's the guy. Anyways, he listens to what I have to say about Her and what She says to me, and he turns to me with this bright look in his eye, and I mean bright, "My dear child! You are a blessed one, indeed!" Blessed!? Ha! I don't think anyone what's seen a man torn to bits and pieces by them wolves could ever be considered blessed, but I digress...

Where was I? Right, right, blessed. "I believe that it is Sarenrae Herself that speaks to you. It is usually only through Her vassals that she speaks. She might be preparing you for a higher calling. Come, tell me what you know of the Gods." Which was a short conversation, I'll tell ya. Anyways, turns out I might be one o' her favored or something. The old man, rest his poor soul, wasn't able to tell for sure, but I've been looking into everything I could on Her, and I've been listening to those voices. And y'know what? They're getting stronger...
_________________________________________

I'm pretty much just using it as a springboard for her abilities as a paladin. The detect evil and smite evil (which I'll be using the Focused Aim gunslinger (mysterious stranger) deed to emulate until 2nd level) being the key ones, the rest as flavor. As the only member of her clan who was so touched by a divine being, there was nobody she could turn to that could explain what was happening to her until she met the Professor, which is why she is so grateful to him.


Dred 'Scythe' Mardock wrote:
@DM Twilight: How about me? I still owe a shift in stat mods and gold/equipment, but the background, traits, feats, etc. will remain the same. Also, I have an OOC in my background for you.

So sorry! OK, I took a muscle relaxer about 15 minutes ago (bad back) and my mind is already feeling groggy from it so I'll be brief (my brevity not a reflection on your character, just my state of mind).

Strong background, I like it. Need a closer relationship with Lorrimor, you would have needed to have been close enough for him to have thought of you in his will and sent for you specifically. I really like that you added in a secrets and goals sections, that helps from a DM perspective to help guide a character when and where needed. Got your note on the scythe, we can work with that if you're chosen.


Moira de'Karne wrote:
DM Twilight wrote:
Moira de'Karne – Sounds interesting, I’d like to see a little more about Moria’s history with the “voices” what things they’ve shown her and how she’s dealt with them.
** spoiler omitted **...

Excellent story there, I love the writing style, thank you!


Has anyone chosen cleric as their class yet?


This is Delia's Eidolon

GM Twilight:
The thing is, his spirit doesn't really inhabit the mannequin. It is just a manifestation of her summoning energies into a form and personality that she equates with her father. She may have an inkling that it's not really him, and Father knows it isn't, but he doesn't want to be the one to tell her and she's in a bit of denial for her own comfort. Basically, for ease of use, there's no need to establish mechanics for it, as it's not really what she thinks it is.

The eidolon is just her way of holding on to him, even though he's lost to her. However, if you wanted to work it into the story that there is an actual connection, it's up to you and fine by me. All the same, I left both the absence of her mother and the mystery of her father's murder open so that if you so choose you could tie them in at any given point.


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dm twilight, I can switch my warpriest to cleric fairly easy. will just take some time, and stat revamp.
I just noticed that you didn't want the ACG classes.


DM Twilight wrote:


Strong background, I like it. Need a closer relationship with Lorrimor, you would have needed to have been close enough for him to have thought of you in his will and sent for you specifically. I really like that you added in a secrets and goals sections, that helps from a DM perspective to help guide a character when and where needed. Got your note on the scythe, we can work with that if you're chosen.

Here it is. I've extended the last entries of the backstory with more details. I hope you like it! :)

EDIT: Switched over feat from Warrior Priest to Improved Initiative. FYI

UPDATED CRUNCH (will replace stats in profile if selected):

------------------------------------
DEFENSE
------------------------------------
AC 18, Touch 12, Flat-footed 16 (+2 Dex, +6 Armor)
HP 11 (1d8 +2(CON) +1(Favored))
Fort +2, Ref +2, Will +3
Resist acid 5, cold 5, electricity 5

------------------------------------
OFFENSE
------------------------------------
Speed 30 ft.
Melee:
Cestus +3 (1d4+3)
Quarterstaff (2H) +3 (1d6+4)

Special Abilities:
War Sight (Su)

------------------------------------
STATISTICS
------------------------------------
Str 16, Dex 14, Con 14, Int 13, Wis 13, Cha 18
Base Atk +0; CMB +3; CMD 15

Feats
Level 1 - Improved Initiative

Skills [Total Ranks: 5 = 5 + 0 (favored)]
Format: Total Modifier - Skill Name - Ability - Ability Mod|Ranks|Class|Other Mods

+10 Diplomacy* - CHA - 4|1|3|2 (racial trait)
+5 Heal* - WIS - 1|1|3|0
+5 Knowledge (History)* - INT - 1|1|3|0
+5 Knowledge (Planes)* - INT - 1|1|3|0
+5 Knowledge (Religion)* - INT - 1|1|3|0
+3 Perception* - WIS - 1|0|0|2 (racial trait)

Languages Common, Celestial, Sylvan

------------------------------------
SPECIAL ABILITIES
------------------------------------
RACIAL TRAITS
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spell-like ability racial trait.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

CLASS FEATURES
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Orisons: Oracles learn a number of orisons, or 0-level spells, as noted under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells known per level. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Ex): A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

ORACLE CURSES
Clouded Vision (Primary): Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Haunted (Secondary): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

BATTLE MYSTERY REVELATIONS
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

TRAITS
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. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you're in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Magical Knack (Oracle): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Oracle gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Entries 6+ of Backstory (see profile for full version):

6.1. Dred saved Professor Lorrimor in Ustalav from a small band of orcs raiding his caravan. Dred only heard the raid from the deep within a forest next to the road and arrived almost too late where he could only save the Professor from bleeding to death. The caravan was destroyed and the others were killed.
6.2. Despite having no resources upon his person after the rescue, Professor Lorrimor did not even have to ask Dred for his help. Dred voluntarily offered his protection since he wasn't going anywhere in particular. It took them almost two weeks of travelling on foot, but Dred's rations were already all consumed by the third day. Dred would create water to help them get past pangs of hunger between the lucky catches when he hunts for food. The occasional rabbit was forced to last two days from extreme rationing. During the night, they would discuss about theories on modern magic and medicine for healing and stories about demons. Dred would sleep as close as he can to the fire as he insisted for Lorrimor to use his bedroll. Wild animals seem to stay away from their night camp, eyes glinting in the dark from far away until a branch suddenly falls from nowhere, scaring them away.
6.3 When they reached Caliphas during a cold night, both of them looked like much older versions of themselves. Good thing Lorrimor was very well connected, for they were soon eating a ten course meal next to the warm fireplace in the house of a friend of Lorrimor. Being full made Lorrimor realize just how hungry he had been the past few days. He would look at Dred in wonder for his selflessness. Both of them fell asleep, exhausted, soon after their meal. When Lorrimor woke up, Dred was already gone, but not after taking off with a few loaves of bread from the kitchen. He just laughed this off and offered to pay for them in exchange. However, Lorrimor still feels that this is not enough to repay the debt he thinks he owes Dred.
7. Now, nearly half a year of further wandering in look of a cure to revive comatose people in Ustalav later, Dred finds a notice addressed to him stapled to a temple bulletin board. Apparently, it was profusely requested by Lorrimor's lawyers according to his will to let the notice stay for a while, and this request was spread to various villages and towns in Ustalav. The notice urgently calls for Dred to visit Lorrimor's home as 'one of the people who inspired Lorrimor the most'. Dred feels that such an urgent (and expensive) summons cannot go unnoticed and finally allows himself to pay for a carriage to Ravengro to make it in time for Lorrimor's Last Will and Testament...


To go with my new class choice, I'll need to reroll my wealth.

5d6 ⇒ (5, 3, 6, 5, 2) = 21x10=210

Yeep!


Updated Orin Gabor:

Orin Gabor
Male Human (Varisian) Ranger
NG Medium humanoid (human)
Init +4; Senses Perception +0
Worshipper of Desna
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
HP 11 (1d10+1FC)
Fort +2, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee - Battleaxe +2 Atk, 1d8+1 Dmg, x3 Critical, S
Melee - Light Hammer (x2) +2 Atk, 1d4+1 Dmg, x2 Critical, B, 20 ft
Range - Longbow +3 Atk, 1d8 Dmg, x3 Critical, P, 100 ft
--------------------
Statistics
--------------------
Str 13 (+1), Dex 15 (+2), Con 11 (+0), Int 12 (+1), Wis 14 (+2), Cha 12 (+1)
Base Atk +1; CMB +1; CMD 13
Feats: Weapon Focus (Longbow), Point-Blank Shot (+1 to Atk and Dmg rolls with range weapons if enemy is withing 30 feet)
Traits: Chance Savior - +2 to Initiative; Anatomist - +1 to confirm critical hits.
Skills: Handle Animal +5, Heal +6, Knowledge (nature) +5, Perception +6, Stealth +4, Survival +6, Swim +3
Languages: Common, Varisian, Hallit
Other Gear: Armored Coat, Ranger's Kit (a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin), Explorer's Outfit, Scarf, Small Tent, Wooden holy symbol to Desna, 40 common arrows
GP: 52
--------------------
Special Abilities
--------------------
Class - 1st favored enemy (Undead), track, wild empathy
Racial - Bonus Feat, Bonus Skill
--------------------
Appearance & Background
--------------------
Orin Gabor is a rugged looking young man, standing at 5'8" and weighing in at a 155 pounds. His gray eyes have an almost hawklike or feral look to them. His light brown hair is kept short, and he keeps his face clean shaven, revealing a person who has been exposed to the elements over the years.
As a child, he lived with his family until one night, while he slept, the other people in his village disappeared. When his family and he awoke and discovered this strange fact, they grabbed what they needed, praised Desna and Pharasma they were alive and left the obviously cursed village. Traveling for two days they arrive at the homestead of his aunt Ionela and uncle Costel near the village of Morcei in Lozeri county. Costel helped to keep the town fed and Ionela helped the local tend to the crops. Both spoke against the cutting down of the Daemon's Hand tree, but at the behest of one Professor Lorrimor the local lumberjack dropped it.
When the 'flying wolves' came rushing out, Lorrimor caught one right in the face. But before the thing could do anything, Orin rushed forward and got the thing off before it flew off to the belfry. Thankful, Lorrimor heaped praise on the young man and promised him a far better reward than the circumstances provided at the moment.
And as time passed, Orin slowly forgot about the promise, though he remembered the look of relief on the man's face after he and Sorin saved him. But then he got a letter...

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