Raise of the Runelords

Game Master mathpro18


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Silver Crusade

Hmm, no actually, I could take on a female role, since.idon't know any of u personally, but don't make fun of me. If ur worried about heritage, as in race, my dhampir is definitely out, he plays off his race heavily, Gideon, my aasimar, acts as though he isn't aware of his heritage till it starts to manifest (I take a lot of the racial feats for aasimar over time to create the illusion of his race coming into focus) but I can suppress the urge to turn him into a gunslinging archon if I must, as for maldrek, he has +3 racial ac from his demon armored skin, and he has an intense hatred of religious groups, when he was a child he was hunted down by a group of rogue(discripter, not class)inquisitors, after several weeks of dodging him they finally captured him and tried to excersize him, when it didn't work they opened a portal to an infernal plane and left him there. The only reason he servived and got out is with the help of an eidolon that took pity on him and respected his defiant nature.(around lvl 6 he takes summoner levels to call up his eidolon) he finally made it back to the material plane, but wakes up screaming more nights then not.That's his concept. He finds solace in the sword and forgetfulness in books and music(as a hobbie, he's not a bard)



Wren Glassblower

fluff:
Wren Glassblower. Parents are recently dead to Chopper, Grandmother is a recluse, Grandfather is never spoken of. She wants to -do something- and has talked a reluctant sheriff into letting her try. She's a talented glaive, a gifted artisan, and a passable rider. Her lifetime devotion to Shelyn has attracted that diety's favor and had things been happier she'd probably have found herself a cleric. As things went, she'll be a paladin if she lives through the latest troubles in Sandpoint.

crunch:
Coming Soon! Level 1 Paladin of Shelyn. May go into life oracle later if we need more healing, comfortable being the tank, the face, or healer as required.

Silver Crusade

I 're-read ur statement, and after looking at what standpoint was(I've always constructed campaigns in a world of my own making so I don't know anything about golarion or any of that stuff here's what I got

Gideon(aasimar swashbuckler):
Gideons father is a solar angel, and gideons....lifestyle(pirate) weighs heavily on his father's reputation and honor, as such his father constantly plagues him with worries, self doubt, and sends him dreams and nightmares over what he has done. His father wants him to become something better, and when whispers of evil rise in standpoint, gideons father set the winds of the sea and chance to push Gideon there in the hopes he would be caught up and his potential for good realized as worse comes to worse. As Gideon sails in to standpoint at the head of his motley pirate crew, a wind whips his hair in a strange sort of familiar way, a familiar way that has always signaled a storm on the horizen......

Kathan is a little harder but I'll do my best

Kathan(dhampir wizard):
Kathan Sat in a tree, over looking a small meadow, in the distance he could see the coastal town of sandpoint, and as he dreamed of being among people once again his mouth began to water and a tear came to his eye, will he never be able to be among friends without wanting to tear their throut out....onik....ragnar....aurora... Their deaths replayed in his mind again and again, and the fact that it made hungrier threatened to call a lightning bolt on him of his own making...........a few deep breaths later he was in control again..........maybe this time will be different, it's a human town, so he won't stand out as Much if he's careful, and mead, mead stanches the need.....maybe he can last here, for a time, but never for long..

Hope you at least enjoy the story, these are my high maintenance guys, my standard races are less....extensive in their backstories(and yes perhaps u picked up the forshadowment in Kathans backstory, he's killed friends, but we're they npcs? Or players?...Hmm....)


Updated with a backstory.

Crunchy Stuff:
Laëlynn
Female half-elf slayer 1 (Pathfinder RPG Advanced Class Guide 53)
CG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee elven curve blade +5 (1d10+6/18-20)
Ranged shortbow +2 (1d6/×3)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 13, Int 12, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 16
Feats Power Attack
Traits giant slayer, indomitable faith
Skills Acrobatics +5, Climb +8, Knowledge (local) +5, Perception +7, Sense Motive +5, Stealth +5, Survival +5; Racial Modifiers +2 Perception
Languages Common, Elven, Thassilonian
SQ elf blood, track +1
Other Gear arrows (20), elven curve blade, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit, pot, torch (10), trail rations (5), waterskin, 180 gp
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.

Fluffy Stuff:
Laëlynn set the bowl of stew in from of the aging elf and smiled broadly. Father, tell me another story of my mother, she asked as she walked back to the fire to fetch her own bowl. They had been out for a fortnight, camping along the cliffs above the Varisian Gulf. It was yearly tradition now, one that her father had started long before Laëlynn or even her mother had been born.

She was a beautiful woman, he began slowly. And tough as nails! I never saw her back down from a challenge. Even as a child, when the giants came... hurling stones... smashing the houses... she stood there defiantly watching them with her arms folded. Baeryndel laughed to himself as he stared at the campfire and relived that moment.

Your grandfather, he continued, shouted for her to run with the others as he took up his sword... the one that you now carry... and charged at them. But she would have none of that. Laëlynn ran her hand along the elven blade. The blade she had trained with for twenty years. The blade that she now called her own.

She began yelling and throwing rocks back at the giants. One even struck a particularly ugly giant right on his nose. When he turned toward your mother, she still didn't run.

What did you do? Laëlynn interjected although she knew the story well.

I felled the monstrosity as he charged her, of course. A strike of lightning right up his backside! He slid face first right to her feet. She didn't flinch... what courage she had. Just as she had up until her passing. It had been twenty six years since his beloved had moved on the heavens and his daughter had arrived. Baeryndel wondered when he would leave one to join the other.

Coming back to the present, he looked up from the fire at Laëlynn and held out a hand. I see that fire in you as well, my daughter.

When did you know that you loved her? Laëlynn asked as she took his hand and sat beside him.

Baeryndel nodded as he took another spoonful of the delicious stew. That night. I had always cared for her, since she was born. Your grandfather was my closest friend, after all. But that night, I saw a fire in her that only burns that bright in the best of us. I knew that I loved her, and I knew that she was the reason I must have stayed in Varisia when my brethren left. She was the one I was waiting for.

He turned to the young half-elf, There is always a reason. A reason for why I stayed. A reason for why she left. And a reason for why you lived when she could not.

And so the 'old stories,' as Baeryndel called them, went on into the late night. Laëlynn asking the same questions as she had always offered up, and Baeryndel retelling the same responses. They talked of Baerydel's and her grandfathers adventures into the ancient ruins that dotted the landscape around Varisia. They laughed at his midadventures in Absalom and the night he drunkenly mistook a Chelaxian Countess for his mother. They cried at recounting of Laëlynn's birth. He continued, as always, to take liberties with the facts. Laëlynn knew this, of course, but she smiled all the same. She loved hearing them, and knew it made him happy... and sad.

As the fire began to burn low, Baeryndel motioned to their bedrolls. It is time for rest. Dawn will be here soon, and you will make for Sandpoint. The festival is day after tomorrow, and you shouldn't miss it. Your friends will be there, no doubt.

Laëlynn wrapped her blanket around her tightly as she lay down close to the campfire. She knew he was leaving. He didn't have to say, but she knew. It was time for him to move on.


I'll be submitting Ohr, a NG Half-Orc Fighter. I'll have him stat-ed and whatnot shortly.


please remove me, thank you kindly


I'm doing the charchter sheet be done by a few hours


is it possibile to do a catfolk?


I've never played RotRL and would be interested. I think I've got a fighter I will submit for another game. I should have him posted by tonight.


Dm Mathpro, I will be entering a Shriikirri-Quah ranger named Ragnar Dyinglight, he will take the “thunder and fang” feat with two weapon fighting and archetype: Falconer.

If we need him to be skill capable he could also take the archetype: Trapper.

I’m almost finished with the crunch and just starting the fluff, he will be younger cousin (on his mother’s side) to Belor Hemlock and will be visiting him in Sandpoint.


Meurasod Silvershins, dwarf combatant, looking to sign on.


Done! hope you like it :D

Tiyeri Purr Oracle Catfolk Crunch:

Tiyeri Purr
Female Catfolk Oracle (Lore Mystery) 1 (Advanced Player's Guide pg. 49)
N Medium humanoid (Cat-folk)
Init +3; Senses low-light vision; Perception -1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +3 (Cat’s luck 1/day), Will +1;
--------------------
Offense
--------------------
Speed 30 ft.
Melee Quarterstaff -4 (1d6/1d6) or Dagger -4 (1d4,19-20)
Ranged Dagger -1 (1d4, 19-20)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 12, Wis 9, Cha 18
Base Atk +0; CMB +0; CMD 13
Feats Extra Revelation (Think on it)
Traits Outlander(Exile), Mystery Initiate
Skills Diplomacy +7(+11 gather info.), Knowledge(Arcana) +8, Knowledge(Local) +10, Knowledge (History) +10, Knowledge (Religion) +9,
Languages Common, Catfolk, Elven
SQ Cat’s Luck, Curiosity, Sprinter, Oracle’’s curse (Blackened), Oracle Mystery (lore), Reveletions (Lore Keeper, Think on it)
Other Gear Chain shirt, Quarterstaff, Dagger (5), backpack, bedroll, belt pouch, flint and steel, rope (50 ft.), Hourglass(1minute), torch (3), trail rations (5), waterskin, 37gp, 8sp, 7cpTiyer
--------------------
Special Abilities
--------------------
Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.
Think On It (Ex): Once per day, the oracle of lore can re-attempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.
Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
--------------------
Spells
--------------------
Spells Known:
(0, Horisons): Create Water, Detect Magic, Light, Read Magic, Stabilize
(1st-4/day): Burning Hands, Cause Fear, Cure Light Wounds, Murderous Command

Tiyeri Purr Background:

Tiyeri was the the eldest of her sisters, but at the same time wasn’t completely their sister. Her father was the leader of the council’s tribe, located way to the north of Riddleport, in the step lands. Her mother was some kind of prostitute, surely a city slum cat folk, her father met while traveling through the region, but luckily, or not, she was taken by him, as she was her first born. The life of a bastard in a cat folk tribe isn’t that harsh, apart from that horrible name: “Purr”. She had the chance to study as her father wanted and she loved that. The few spare time she had between taking care of her brothers and sisters, was all spent on books. She lived a generally happy teen life trying to forget the burden of being a bastard while studying more and more. At the age of 20 a band of Orcs attacked the tribe. All the tribe had been slained, tortured and raped, right in front of her eyes. Her brothers… Her sisters… everyone, dead. Up to today she still asks herself how and why did she survive. Maybe it was that dream, the curiosity that night before that pushed her to go and read her latest history book on a hill a few miles away. When she came back every one was gone, every soul was gone. She cried for every corpse that was in her sight, the pain, the emotional pain she was living through was so hard that she felt unconscious without any energy left. She dreamt of terror, pain; she dreamt of orcs torturing her, she felt her body burnt to death her arms still burning while she tried to wrap her face with them; she dreamt of what appeared to be a god, what appeared to be Irori saving her from the orc, killing it with just an Hourglass, just waiting for time to pass and kill. When she woke up Tiyeri was on the edge of a river, her arms dumped in its flow. They were completely blackened, her overall skin was in pain. At her neck a small chain with a little golden hourglass. She understood, she accepted her fate. So began the journey Tiyeri Purr, the catfolk bastard.


By the way the reason Tiyeri visits sand point is simply the event that is taken place there for the new church. Every new knowledge she can afford is always a good excuse for her to travel. :)


Jasteriga crunch:

Male nagaji bloodrager (rageshaper) 1 (Pathfinder RPG Advanced Class Guide 15, 84, Pathfinder RPG Advanced Race Guide 196)
CG Medium humanoid (reptilian)
Init +1; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 natural)
hp 13 (1d10+3)
Fort +4, Ref +1, Will +0; +2 vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 40 ft.
Melee naginata +4 (1d8+4/×4) or
. . tonfa +4 (1d6+3)
Ranged amentum +2 (1d6+3) or
. . amentum +2 (1d6+3) or
. . amentum +2 (1d6+3) or
. . javelin +2 (1d6+3)
Special Attacks bloodrage (6 rounds/day), claws
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Recovered Rage[ACG]
Traits desperate resolve, monster hunter
Skills Acrobatics +0 (+4 to jump), Intimidate +6, Knowledge (arcana) +5, Perception +6, Spellcraft +5, Survival +4; Racial Modifiers +2 Perception
Languages Common, Draconic, Hon-la
SQ fast movement, resistant, serpent's sense
Other Gear studded leather, amentum, amentum, amentum, javelin (3), naginata, tonfa, 8 pp, 6 gp
--------------------
Special Abilities
--------------------
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Monster Hunter +1 attack & damage against aberrations & magical beasts.
Recovered Rage When red foe to 0 or less hp while raging, regain 1 rd of rage if foe has at least 0 HD.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
--------------------

Jasteriga fluff:

A respected Nagaji village elder was, in his youth, a guard on the infrequent trade vessels that plyed the ways between northern Tien and Sandpoint.
He told constant stories aqbout the fantastical creatuyres that would attack the vessel on those trips. Things never seen by anyone in Tien.
.
Jasteriga has a poor reputation in the village due to his temper and not showing the elders enough respect. So to repair the situation he signed on with most recent trrade vessel heading toward Sandpoint.
He reasons that it will show his respect of the elders to follow the path one of them took. If the elder was making it up, he will benefit from exposing the lies. If he was telling the truth, he can bring back some trophies from these fantastical opponents.
Can't lose. Well it's theoretically possible he could die, but that will never happen. Jasteriga is to capable for that.
.
Jasteriga has tried to make friendly contact with any of the factors or transplants from Tien in the area. Then he 'somehow' managed to miss the ship when it was leaving. It will be months before the next ship arrives.
.
Time to track down some rumors about wierd monsters.

As I worked on his personality and story; the temper, troublemaker, and hunting dangerous things became more and more prevalent. So I switched him to draconic bloodrager heading for dragon disciple. If selected, we can later workout how you want to handle that. If necessary, I will take a level of sorcerer before the PrC, but I think it makes sense to allow the bloodrage to work. I'm fine either way.


Three questions, would you allow payroll? Are you going to allow guns? Do you have a problem if I am also running this AP?


Stoned In Zion wrote:
is it possibile to do a catfolk?

Sorry it took me so long but yes it is possble to play catfolk with a strong enough reason for being in sandpoint and an understanding that the townsfolk are not going to out right accept you as they would a more standard race. There might be some racist petting/chin scratching/base of the tail scratching going on that you will have to tollerate lol.


Robert Henry wrote:

Dm Mathpro, I will be entering a Shriikirri-Quah ranger named Ragnar Dyinglight, he will take the “thunder and fang” feat with two weapon fighting and archetype: Falconer.

If we need him to be skill capable he could also take the archetype: Trapper.

I’m almost finished with the crunch and just starting the fluff, he will be younger cousin (on his mother’s side) to Belor Hemlock and will be visiting him in Sandpoint.

I really really like this concept a lot and nice tie in to sandpoint for sure. If your visiting Hemlock are you not local to Sandpoint? If not do you live in Magnimar or somewhere close at least?


Nohwear wrote:
Three questions, would you allow payroll? Are you going to allow guns? Do you have a problem if I am also running this AP?

I did not catch this in time, but the first question should be about ratfolk.


Nohwear wrote:
Nohwear wrote:
Three questions, would you allow payroll? Are you going to allow guns? Do you have a problem if I am also running this AP?
I did not catch this in time, but the first question should be about ratfolk.

That makes much more sense lol. Ratfold need a good background reason to be in sand point and again you're going to either have to hide your heratige with disguise checks or put up with racism. I won't go as far as hitting you with brooms though so don't worry lol.

And no I don't allow guns in this. I'm not a huge fan of guns in any of my roleplaying but there is an argument to be made for a time and place for them. Unfortunatly this is a VERY traditional fantasy game so no guns.

No problem if your also running this as long as meta gaming is avoided.


I made a profile for Mal, but the Paizo ate it. Will try again after work.
Note that I am changing his feats to Endurance and Drunken Brawler, as they would suit a layabout bar-fly.


RECRUITMENT CLOSED!!!

Yes thats right I feel I have enough recruits now that I am going to close recruitment for totally new people posting for the first time in this thread.

If you have previously posted here you have until 11 AM CST(GMT-6) to post your character. I will start the review process tonight and then review any stragglers that made it in by the deadline and make my announcement for who made the cut some time tomorrow afternoon. I have from 11 AM-3PM tomorrow to get this done so somewhere in that time frame expect my final selection to be made.

I will also be PMing those selected since some of the applicants posted a character a little bit ago and have not posted since so if they're selected I want them to know in case they don't check this thread for the announcement. Don't worry for those of you who f5 this thread and check in multiple times a day I will also be making my announcement here.


Submitting Ohr, the NG half orc Fighter

Brief Story:

I grew up in a hamlet called Ambriel, along the Lampblack river between Wolf's Ear and Ravenmoor. I was raised there by an old woman who didn't have any children of her own. The little hamlet is gone now, raised to the ground by giants when I was a young boy. My mother took me to Sandpoint before she passed, and I've lived there ever since.

I've grown to be a hard worker, normally a carrier for halflings and folks who've seen too many winters. I take pride in what I can do within a day, and compete with myself for how many hours I can work. Some call me Ohr the Unstoppable… others call me Ohr. When my labourer duties are over, I train in the Sandpoint militia. If the giants decide to take this place, I want to be ready for them.

Ohr is a simple, but kind half orc who is charitable, hardworking, and brave. He knows Sheriff Hemlock because he trains hard in the militia, and he knows Father Zantus because he's worked extremely hard in building the cathedral. He's the kind of fighter who would rather not draw his sword, but will if it means he can save an innocent life. His lack of wisdom is reflected with bouts of Captain Obvious, along with some accident-prone shenanigans.

Crunch:

Male half-orc fighter 1
NG Medium humanoid (half-orc)  
Init +1; Perception -1 
-------------------- 
Defense 
-------------------- 
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex) 
hp 13
Fort +5, Ref +1, Will -1   
-------------------- 
Offense 
-------------------- 
Speed 30 ft. (20ft armored)
Melee glaive +4(1d10+4)
… and sap +4(1d6+3NL)
… and warhammer +4(1d8+3)
… and dagger +4(1d4+3)
Ranged javelin +2(1d6+3)
-------------------- 
Statistics 
-------------------- 
Str 16, Dex 12, Con 16, Int 10, Wis 8, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats endurance (fighter bonus), athletic (1st level)
Traits muscle of the society (+2 Strength checks), giant slayer, city raised (racial)
Racial Modifiers no weapon familiarity 
Languages Common, Orcish

Skills:
 
Armor Pen: -6,
Climb -1,
Handle Animal +6,
Intimidate +4,
K. Engineering +4,
K. Local +2,
Profession Labourer +3,
Swim -1,

Other Gear:

 
Weapons, Armor, Ammo
Scale Mail: 50gp
Heavy Wooden Shield: 7gp

Glaive: 8gp
Warhammer: 12gp
Javelins (2): 2gp
Dagger: 2gp
Sap: 1gp

Fighter's Kit: 9gp
Masterwork Backpack: 50gp
Bandolier: 5sp
Medium Tent: 15gp
Additional 100ft of hemp rope: 2gp
Compass: 10g

Remaining Gold: 131.5gp

Quick Question: Would you mind if I changed his language from Orcish to Varisian? He never grew up around orcs.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Here is the version of my monk/druid that I hope you will consider:

Talin Vhiski

Statistics:
Male Aasimar (Plumekith) Druid (Ancient Guardian) 1
N Medium Outsider (Native)/Humanoid (Human)
Init +4; Senses Perception +7, Darkvision 60’
------------------------------
DEFENSE
------------------------------
AC 18, touch 14, flat-footed 14 (+2 armor, +4 dex, +2 shield)
hp 10
Fort +4, Ref +5, Will +6
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee Club (small) +2 (1d4/20)
Ranged Sling +4 (1d4/20)
------------------------------
STATISTICS
------------------------------
Str 11, Dex 19, Con 12, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +0; CMD 14
Traits Fates Favored, Younger Sibling Sandru Vhiski
Feats Weapon Finesse
Skills Heal + 7, Knowledge (nature) + 6, Perception +7, Survival +9
ACP -2
Languages Common, Shoanti, Druidic

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Celestial Resistances Cold/Electrical/Acid 5
Spell-like Abilities: Cast See Invisibility 1/day
Nature Bond: Protection Domain, Defense Subdomain

Spells:

------------------------------
Spells
------------------------------
0th (at will) Create Water, Guidance, Stabilize

1st Cure Light Wounds, Frostbite, Shield (D)

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS

Leather Armor 10 gp, 15 lbs
Heavy Wooden Shield 7 gp, 10 lbs
Sling Bullets 20 (10 for 1 sp 5 lbs)
Backpack 2 gp, 2 lbs
Blanket 5 sp, 3 lbs
Rations 4 days (1 day for 5sp, 1 lb)
Rope, Hemp, 1 gp, 10 lbs
Wand of Cure Light Wounds, 3 c 45 gp

Carrying Capacity
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 51 lb. (Drops Backpack during fight to reduce to 30)

Money 2 GP 0 SP 0 CP

Background:

Talin has only recently learned of his true parentage, and his past is murky at best. Part of a Sczarni family, Talin was born different. His mother’s line apparently harbored a celestial bloodline but it never emerged until Talin was born. Unlike his older siblings, his strange heritage led to questions of fidelity among the family and rather than deal with any potential problems, the child was abandoned in the woods.

Talin’s fate would have been short but for two things, his celestial heritage that protected him from the environment and the bright Varisian scarf in which he was swaddled. It was this bright color that attracted the attention of a nearby Shaonti tribe, moving through the woods in which he was abandoned and continuing on their nomadic path. Talin’s bloodline stand out in just one way, for mostly he appears completely human. Along his back two rows of black plumage grow, reminiscent of the wings of his Garuda forebearers. This heritage made him stand out to the Shiikirri-Quah, the Clan of the Hawk, and they claimed him, seeing his feathered back and survival and signs of the powers are work.

Talin grew up in the clan, but was always distant and different from the others. His link to the woods was strong and he felt its magic from an early age. He was chosen by the Shaman of the tribe to trained by them, for he was only an indifferent warrior but with great agility. He lacked his tribes natural musculature and strength. Here he followed the tenets of his tribe but soon felt a different calling, a wanderlust inherited from his Sczarni nature and a desire to travel and see nature in all its glory.

He however, had one question he wanted answered first. Since his birth, a lone piece of his past remained, the Varisian scarf. He would find out what it meant and who it belonged too. He needed to know about his past and the scarf was his map to this treasure, a map that led him to Sandpoint.

Appearance and Personality:

Talin is a small man, standing just above 5’ tall and weighing a mere 85 lbs, though it looks like he should weigh 10 – 20 pounds more. His bones, while strong, are not as dense as others, and this gives him certain advantages for balance and jumping. He has black hair and green eyes, but wears no beard but a small patch at his chin. His back however, sports two rows of black feathers, the color of his hair, down from the shoulder blades to just above his lower back. He rarely carries much metal, preferring woods and leather to any modern conveniences.

He is the same one as in your Jade Regent, so I would like to play him in one of those games. His background should fit into either one.


Fingers crossed...


TreasureFox wrote:

Submitting Ohr, the NG half orc Fighter

** spoiler omitted **

** spoiler omitted **...

How about I give you Varisian as a free bonus language? That way you still keep your heritage but also refelct being amongst more common people.


Updated under consideration list now with party roles:

Arcane-4
Mcridll-Character Name Unknown-Elf Hunter
Gossamar-Gavin Gossamar-Human Arcanist*
Nameless Ronin-Tybalt-Human Illusionist*
Daynen-Lilith Anteel-Tattooed Sorcerer*

Divine-4
Gerald- Kaztor Strongforge-Druid*
Grovo-Areth Stormwind-Cleric of Shelyn*
Taenia-Talin Vhiski-Monk/Druid
Stoned In Zion-Tiyeri Purr-Catfolk Oracle

Face/Skill-4
Pohlok-Alton Lebeda-Swashbuckler*
Voljoen-Laelynn-Slayer
Nameless Ronin-Character Name Unknown-Human Samurai*
Dragonfire996-Gideon-Aasimar Swashbuckler

Mele/Tank/front line-1
Dave-Herman-Mal Dorren-Human Boodrager*
Keolin Portara-Gerald Vince-Human Figher
Ash-Wren Glassblower-Human? Paladin
Treasurefox-Ohr-Half orc Fighter
Nickadeamous-Meursod Silverships- Dwarf ???
ElterAgo-Jasteliga-Nagaji BloodRager

*=Completed profile/character sheet


dm math pro why is my character not (*)? is there something missing in the character sheet?


Tiyeri Purr continuation BG (motivations):

In her journey through Golarion, she learnt to appreciate in particular all the lost ruins through the Varisian lands. Those immense structures, once filled with magic, from a such ancient time were, so beautiful yet so mysterious. Thassillonia began to be a sort of obsession for her. Why does nobody know nothing about it? Such a power lost and forever gone, reminded to us just through broken rocks. She wanted more, she needed more, she needed the absolute knowledge and the Thassilonian culture was a bug in her immense but still limited knowledge. So she began to visit all the ruins she could find,reading every book about thassilonia in every library, interrogating any specialist of this kind. Through her studies, while staying in Galduria's library (the only place where a Catfolk would not be bothered), she located several ruins in the region of Magnimar and in particular Sandpoint. There, the famous "Old Light" as they call it, an ancient Thassilonian ruin was in the middle of the city, defending it. Was it luck or not, A caravan was soon departing from Galduria to Sandpoint. Apparently there was an important event for the reconstruction of a new church. Tiyeri was slightly demotivated to stay in the middle of thousands of people, but this was the perfect chance to explore those ruins and maybe more! she had to fight her fears and continue her voyage of the world, her voyage to Irori's knowledge, as she was meant to.

Silver Crusade

Woo! Made the considered list, and with Gideon, time to start crunching, no guns, so he will just be a swashbuckler that eventually becomes a paladin


Robert Henry wrote:

Dm Mathpro, I will be entering a Shriikirri-Quah ranger named Ragnar Dyinglight, he will take the “thunder and fang” feat with two weapon fighting and archetype: Falconer.

If we need him to be skill capable he could also take the archetype: Trapper.

I’m almost finished with the crunch and just starting the fluff, he will be younger cousin (on his mother’s side) to Belor Hemlock and will be visiting him in Sandpoint.

A little nervous that Ragnar did not make the list: he will take both Falconer and Trapper, so he can handle traps, put him with skilled or melee, either is fine.

He is cousin to Belor and trained by the tribe (this includes his AP trait: Giant Slayer) but just striking out on his own so he came to Sandpoint to emulate Belor, and is not planning on returning to the tribe for some time.

I will post full fluff and crunch tonight.


I've posted my crunch and fluff as well, no * marked in your list. Let me know if you need something more than what I have already posted.

Silver Crusade

Shrikirri-Quah? Is that a race? I've never heard of it


Wren's Departure:
"Wren! You need to finish that vase, and you can't take your father's sword you don't even know how to use it!
Wren! Come back here and look at me."

"Yes Grandmother."

"Now I know you're angry about your parents, but you can't let their death rule your life. Shelyn has a place for you. Here, in the glassworks. You know you're the finest glasswright we've seen since your grandfather died. Let the sheriff do the work, and come home safe. Promise me you'll be safe. Promise."

"I promise I'll try."

"Not what I asked and you know it. Wren...You're all I have left. I know you must follow your heart, you wouldn't be your grandfather's child if you didn't, but there is beauty and life even in the harshest times. There is a place for you here, and people who love you still. Try to remember that, and take this. You've always been a better shot than a sword. Even when you were supposed to be tending the herd."

"This is..."

"Yes, it was mine in it's time. Take care of it. Her name is Elanu, and she is a huntress. She will go to war with you, if Shelyn wills it, but she is more than war Wren. You are more than war. Talk to the sheriff, but remember he goes home at the end of his shift, and take your crucible. You can do some good even if you're busy searching for answers."

"Yes Grandmother. Thank you. I've had such dreams, maybe answers will settle them. I will come back, I promise. I won't be safe, but none of us are. I will take care, and I will return to you."

crunch:

Wren Glassmaker
Azata-blooded aasimar (musetouched) paladin (hospitaler) 1 (Pathfinder RPG Advanced Player's Guide 116, Pathfinder RPG Advanced Race Guide 84)
LG Medium outsider (human, native)
Init +3; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +3, Will +2; +2 vs. death
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee glaive +3 (1d10+3/×3) or
scimitar +3 (1d6+2/18-20)
Ranged composite longbow +4 (1d8+2/×3)
Special Attacks smite evil 1/day (+4 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +4)
At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 15, Wis 10, Cha 18
Base Atk +1; CMB +3; CMD 16 (14 vs. dirty trick)
Feats Fey Foundling[ISWG]
Traits dangerously curious, sandpoint faithful, shoanti steed
Skills Acrobatics +0 (-4 to jump), Craft (bows) +6, Craft (glass) +6, Diplomacy +10, Use Magic Device +9; Racial Modifiers +2 Diplomacy
Languages Common, Draconic, Sylvan
SQ naive, scion of humanity
Combat Gear adamantine durable arrow (50)*, cold iron arrows (50)*; Other Gear kikko armor, light wooden quickdraw shield, arrows (40)*, barbed arrow (20)*, composite longbow (+2 Str)*, dagger, flight arrows (20)*, glaive, scimitar, artisan's tools (bowyer), artisan's tools (glasswright), bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, silver holy symbol of Shelyn, string or twine, thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, light horse (combat trained), bellows, bit and bridle, blanket, crucible, portable (worth 20 gp, 3 lb), cutting board, wooden (2 lb), feed (per day), feed (per day), feed (per day), feed (per day), feed (per day), feed (per day), feed (per day), fire carrier, knife, cutting (0.5 lb), ladle (0.5 lb), pot, riding saddle, saddlebags, saddlebags, saddlebags, saddlebags, seasonings, local (0.5 lb), skewer (1 lb), skillet, tinder packet (0.5 lb), trail rations, tripod, iron (3 lb), 16 gp, 4 sp, 6 cp
--------------------
Special Abilities
--------------------
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.
Fey Foundling Magical healing works better on you
Naive -2 to AC vs. improvised weapons.
Sandpoint Faithful +1 additional hit point every time you receive magical healing.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Shoanti Steed Gain a combat trained light horse.
Smite Evil (1/day) (Su) +4 to hit, +1 to damage, +4 deflection bonus to AC when used.

Items with * crafted (Bows and ammunition).

--------------------

Horse, light (combat trained)
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 22 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft. (35 ft. in armor)
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics -1 (+3 to jump with a running start), Perception +6, Survival +1 (+2 to start or maintain fires when using this)
SQ combat riding
Other Gear bellows, bit and bridle, blanket, crucible, portable (worth 20 gp, 3 lb), cutting board, wooden (2 lb), feed (per day) (2), feed (per day) (2), feed (per day) (2), feed (per day) (2), feed (per day) (2), feed (per day) (2), feed (per day) (2), fire carrier, knife, cutting (0.5 lb), ladle (0.5 lb), pot, riding saddle, saddlebags, saddlebags, saddlebags, saddlebags, seasonings, local (0.5 lb), skewer (1 lb), skillet, tinder packet (0.5 lb), trail rations (7), tripod, iron (3 lb)
--------------------
Special Abilities
--------------------
Bellows +1 Survival to start fires.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Here's wren's crunch. I'm still adding more fluff as I flesh her out. Somewhere up her grandfather's tree is an Azata, but it's all but forgotten now and wren doesn't even think of herself as anything but human at this point. If you'd rather avoid those hooks I can rework her as human, but the asimar stuff feels more flavorful than being a human and taking power attack, and I like the extra int on the paladin to have room for craft skills.

Silver Crusade

A Fellow Aasimar! You know I almost never see anyone use aasimars, and it's always either a Paladin, some other divine spell caster, or a lawless jerk, I mean I know its a race geared towards those themes, but it'd be cool to see someone go completely out of the way, like (god forbid) a law abiding, religiously neautral alchemist aasimar.... Sorry if I'm waisting thread space, just thoughts


I'm going with the Crafter/Teen called to adventure, and treating her aasimar heritage as more of a quirk than a theme. She'd probably freak out if anyone called her an Aasimar, not how she thinks of herself at all. She reads draconic because all the glasswork journals are in draconic, she speaks sylvan because her nursemaid did. From the outside, obviously something is a little off about the Glasswrights but no more so than any other crafting family. To her it's perfectly normal. Didn't everyone make themselves glass slippers as a child?

We'll see how it goes.


Sorry to worry you guys but it took me 2 hours while at work just to update the list so forgot to add *'s every character submitted so far has been fine. And sorry Robert didn't mean to leave you off entirely...ironically your a forerunner right now so for you not to be listed is kind of funny

Silver Crusade

Gideon has the kind of demigod out look, sure maybe there are God's, but what have they done for him, nobody ever helped him out and he never asked for it, he's fought and struggled for everything he's got, he's arrogant at times when he's sure of himself and when he isn't he's ecstatic at the prospect of a challenge. That said I'm a team player so all my characters tend to be totally loyal and defensive of their friends.


Oh well, everyone have fun. Without the answers to questions, wasn't sure what to make. I'm sure you'll enjoy.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

Shrikirri-Quah is a tribe of Shoanti barbarians that are the original inhabitants of Varisia. They have largely been pushed out by the Chelish that invaded. The Shrikirri-Quah or Hawk clan are among the most civilized and serve as liasons between other Shaonti tribes and the Chelish groups.


Profile is complete, except for more in-depth fluff.


<----- waves a hand in front o DM Mathpro and motions to the other arcane applicants, "You don't need to see their identifications... These are not the casters you're looking for... they can go about their business... move along!"

just kidding. good luck to everyone!"


Ok, sorry about the delay: this is the information on Ragnar Dyeinglight, ranger. If he is selected I will creat a character Icon for him.

crunch:

Full Name Ragnar Dyinglight
Race human
Classes/Levels ranger:trapper/falconer 1 |HP 10 | AC 18/19/ T 12/FF 16/17 | F+2/R+5/W+ | CMB +5/CMD 18| init +3 | Perc +4
Gender male
Size medium, 6' 2" 220
Age 19
Special Abilities
Alignment chaotic good
Deity
Languages
Strength 18
Dexterity 16
Constitution 10
Intelligence 10
Wisdom 10
Charisma 10

Defense

AC 19
Armor Class 18/19 (+5 armor, +3 dexterity, +1 shield)
touch armor class 13
Flat-footed 15/16
hp 10
Fort +2, Ref +5, Will +0

Offense
Init +3
Base Atk ++1; CMB +5; CMD 18
Speed 20 ft.

Melee:
earth breaker +6 [1d12+6, x3, B]
longsword +5 [1d8+4, 19-20, S]

Ranged:
sling + 4 [1d4+4, 50 ft., B]

Abilities
Traits:
regional trait: Blood Steed
Giant Slayer: You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Racial Abilities:
(human) bonus feat and skill

Feats:
weapons focus: earth breaker
weapons focus: klar

Class Feats: falconer, trapper,
1st favored enemy
track
Trapfinding
Feathered Companion: roam

favored class: + 1 skill:

Skills
6 + 1 + 1 = 8
Acrobatics 1 = +3 Dex* -2 armor
Appraise 0 = +0 Int
Bluff 0 = +0 Cha
Climb 2 = +4 Str* -2 armor
Diplomacy 0 = +0 Cha
Disable Device 7 = +3 Dex + 1 rank, + 3 skill, -2 armor + 2 MW thieves' tools
Disguise 0 = +0 Cha
Escape Artist 1 = +3 Dex* -2 armor
Fly 1 = +3 Dex* -2 armor
Handle Animal 4 = +0 Cha + 1 rank, + 3 skill,
Heal 0 = +0 Wis
Intimidate 0 = +0 Cha
Knowledge (dungeoneering) 4 = +0 Int + 1 rank, + 3 skill,
Knowledge (geography) 4 = +0 Int + 1 rank, + 3 skill,
Knowledge (nature) 4 = +0 Int + 1 rank, + 3 skill,
Perception 4 = +0 Wis + 1 rank, + 3 skill,
Ride 5 = +3 Dex* + 1 rank, + 3 skill, -2 armor
Sense Motive 0 = +0 Wis
Stealth 1 = +3 Dex* -2 armor
Survival 4 = +0 Wis + 1 rank, + 3 skill,
Swim 2 = +4 Str** -2 armor

Gear
outfit, cold weather n/a n/a
Armored Kilt* 10 lbs. 20 gp
Chain shirt 25 lbs. 100 gp
Klar 6 lbs. 12 gp
earth breaker 14 lbs. 40 gp
longsword 4 lbs. 15 gp
sling 1 lb. n/a
bullets, lead (10), cold iron (10) 10 lbs. 3 sp
Masterwork thieves' tools 2 lbs. 100 gp
Bit and Bridle 1 lbs. 2 gp.
Brush, Dandy 2 lbs. 2 sp.
blanket, horse 3 lbs. 5 sp.
Kit, Barbarian's 26 lb. 9 gp. includes: a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
total weight & expenditure: 104 lbs. 299 gp
monies to spend; 10 shiny silver pieces

Carrying capacity
Light load: 100 lb. or less
Medium load: 101-200 lb.
Heavy load: 201-300 lb.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1500 lb

Hawk
N Small animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 15, touch 15, flat-footed 12 (+2 Dex, +2 size, + 1 natural armor)
hp 4 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 80 ft. (average)
Mellee bite +5 (1d4)
Melee 2 talons +5 (1d4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception

Horse
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves +4 (1d4+3)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6

SPECIAL ABILITIES
Simple Template: Advanced (CR +1)
Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.
Quick Rules: +2 on all rolls (including damage rolls) and special ability DCs; +4 to AC and CMD; +2 hp/HD.

Background:

Ragnar was born into the a Shriikirri-Quah tribe nineteen summers ago. Taught by the elders all the ways of their people he grew up strong and quick, showing an affinity for animals, tracking and trapping; he easily picked up the ways of the rangers of their tribe.

He learned the ways of the prairie, the forests even the caves and caverns. He learned how to find his way by the stars. He learned how to fight the Giants, using the oversized earth breaker to devastating effect. He learned how to care for the horses and hawks that are so valued by his tribe. Instead of the shamans magic he learned how to set and spring traps. He had learned all his tribe could teach him. Now it was time he earned his own way.

Ragnar had to prove, more to himself than anyone else, that he could make it on his own in the world. He left the tribe to wander and travel, quelling the wander lust in his soul. He decided to start in the metropolis of Sandpoint, he had never been to the city before, he would not have dared go on his own but his cousin, his mother’s brother’s second son, Belor Hemlock, had gone to Sandpoint and he sent word that things were going well for him.

Also Ragnar had heard of giants mobilizing throughout the countryside, he decided to venture to Sandpoint to help them, and his cousin, prepare for a possible incursion. Even if there were no giants it would be an opportunity to learn from his cousin about the city and the folks who lived there. He could use Sandpoint as a central location to challenge himself and learn his limitations. Possibly working as: a guard, or a trapper or as a horse trainer or a falconer, possibly he would have many jobs and many adventures to tell his grandchildren about after he returned to the Shriikirri-Quah .


Appearance:

As soon as you see Ragnar you realize he is Shoanti: the shaved head, the tattoos, the leather clothing, the klar, the earthbreaker. If your familiar with the tribes when you notice the bow legs, the hawk claw marks on the klar, the horse and hawk motif on the tattoos they clearly mark him as Shriikirri-Quah.

He is long and lean, moving like a cat. His blue eyes intelligent and clear noticing all that is going on around him. His equipment is simple, from his chain shirt and war kilt to the traditional klar, earthbreaker and sword he carries. He is often seen with his traveling companions: the hawk ‘hunts with wind’ and the dapple grey stallion ‘thunder hooves’. I may eventually find a language to use as “shoanti” if I do I will change these too it.


Personality:

Ragnar considers himself a simple man. Quiet and contemplative, slow to voice an opinion he would rather his actions and behavior speak for themselves. He is quick to work and willing to help those he considers friends. He prefers to find a peaceful path when dealing with amicable races but will suffer no violence especially against the defenseless. When around friends and family he opens up and is quick to celebrate with those celebrating and quick to honor the mourning of those who mourn.

Silver Crusade

Oh okay, thanks I appreciate the answer Taenia


dot


Meurasod Grumpkin

Crunch:

Male dwarf invulnerable rager barbarian 1
NG Medium humanoid (dwarf)
Init +1; Senses Darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10 {+4 dodge vs. giants}
(+1 Dex, +4 Armor, +2 Shield)
Hp 15 (1d12+3)
Fort +5, Ref +1, Will +2 ( +3 vs. spells, spell-like abilities, and poison )
--------------------
Offense
--------------------
Speed 30 ft. {20 base + fast movement}
Melee dwarven waraxe +4 (1d10+3/x3) or
Ranged chakram +2(1d8+3/x2) 30 ft.
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 12, Wis 13 Cha 8
Base Atk +1; CMB +4; CMD 15 ( +4 CMD vs. bullrush and trip when standing on ground)
Feats Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Shield Proficiency, Country Born
Skill Ranks Acrobatics 1 (+5), Craft (weaponsmithing) 1 (+5; +2 with metal or stone), Knowledge (local) 1 (+6), Perception 1 (+5), Stealth 1 (+6), Survival 1 (+5)
Traits Glory of Old (Regional), Black Sheep – Bitter Nobleman (Campaign)
Languages Common, Dwarven
SQ rage 7 rounds/day
Combat Gear Other Gear dwarven waraxe, cold iron warhammer, chakram x2, armor coat, heavy wooden shield, alchemical silver dwarven boulder helmet, backpack, tindertwigs x3, blanket, mess kit, waterskin, dwarven trail rations, belt pouch, explorer’s outfit, 18 gp, 3 sp
--------------------
Special Abilities
--------------------
Craftsman (Racial) +2 racial bonus on all Craft or Profession checks related to metal or stone.
Defensive Training (Racial) +4 dodge bonus to AC against giant types
Fast Movement (Ex) +10 speed in medium armor or less, no heavy load
Hardy (Racial) +2 racial bonus on saving throws against poison, spells, and spell-like abilities. +1 trait bonus from Glory of Old trait.
Hatred (Racial) +1 racial bonus on attack rolls against orc and goblinoid subtypes.
Rage (Ex) +4 Str, +4 Con, +2 Will, -2 AC for 7 rounds per day, fatigued for twice as long
Rock Stepper Ignore difficult terrain created by rubble, broken ground, or steep stairs when making a 5-foot step.
Stability (Racial) +4 racial bonus to CMD when resisting bull rush or trip attempts while standing on the ground.
Weapon Familiarity (Racial) Proficient with battleaxes, heavy picks, warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Fluff:
Meurasod spent most of his early life in Janderhoff. Much like most of his kin, he has always followed the beliefs and teachings of Torag. He was accompanying his father and family on a journey to Sandpoint when they came under attack from Orc raiders. Very few survived, and those that did left him for dead. A day later, members of the Shadde-Quah Shoanti tribe found him and cared for him for a few seasons. Once they determined he could survive on his own, he was him on a farm with the Grumps on the outskirts of Sandpoint.

Meurasod stands 3’11” and is just shy of 170 lbs. Not very big by dwarf standards, his attitude and gruff exterior keep most people at bay. While he has a good heart, he rarely thinks before he speaks and usually puts people off. He’s tried the farming life, worked metal at the forge, and recently as a hired hand to a bitter nobleman. While most comfortable swinging a hammer at the forge, his lacking social skills and rough demeanor have earned him little business. His temper and hammer swinging skills are often rented, however briefly, by those looking for a little protection or intimidation. Unfortunately for him, those wishing to procure his limited skills often come into conflict with his moral compass. While not much liked by most of the town residents, most of learned to leave him alone. Still, Sandpoint is his home and fills most of his memories about his life. He has no where else to go.

Like most dwarves, he loves to drink, hates orcs, keeps his beard long, and favors traditional dwarven weapons. He has taken on a new family name to represent his relationship to the Grump family since he has no other immediate family. He is not aware of distant relations.

Grand Lodge

Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber

No problem, the tribe is also part of my background so I had some inside information.

Silver Crusade

I don't own any actual merchandise, no adventure paths or campaign books, all I have is a masterwork reference book app from the Google play store, it haseverything to play a game, but none of the lore behind pathfinder, so I'm always worried I'm like behind on something or that a certain class isn't allowed.


@Dragonfire996
You can get your lore here
and also the player's guides (a free download) give basic lore and advise on things.


Okay after much debate I have made my selections!

Will the following please step forward and join me in the discussion thread that I will be starting very very shortly.

Arcane
Gossamar-Gavin Gossamar-Human Arcanist*

Divine
Grovo-Areth Stormwind-Cleric of Shelyn*
Stoned In Zion-Tiyeri Purr-Catfolk Oracle

Face/Skill
Voljoen-Laelynn-Slayer

Mele/Tank/front line
Dave-Herman-Mal Dorren-Human Boodrager*
ElterAgo-Jasteliga-Nagaji BloodRager


There Discussion thread has been started. Just a side note to DragonFire99-You came very very close to making the cut on this. Please apply for my other games and I'll see if I can squeeze you into one of them.

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