
Master GM!!! |

A land long forgot by time is now on the rise and a grate evil will, if not stopped kill all life on this world. You are one of the hero of this world you must stop it!
Rules
1:you are lev 1
2:you get 300 gp
3:you can yous the Core, UC, APG, and UM.
4:make a breath backstory.
5:the GMs word is the last word.
i wont 1-4 i may take more if you do not beg and you hath a good backstory.

EntropyRules |
1 person marked this as a favorite. |

ok, also I've been looking at some gunslinger setups, what type of world is this?
Very Rare Guns: Early firearms are rare; advanced firearms, the Gunslinger class, the Amateur Gunslinger feat, and archetypes that use the firearm rules do not exist in this type of campaign.
Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline Gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available.
Guns Everywhere: Guns are commonplace.

Master GM!!! |

Entropy Rules; commonplace Guns i made a billet hear is a link.
Spugly;ok fine with me o you can yous races in the I and II Bestiaries.

![]() |

I offer Katie Eaglefeather. She's a professional nurse and healer.
http://www.3edb.com/viewCharacter.asp?cid=21070
Appearance:
Katie is a tall Half-Orc with sage-green skin. She has red hair and green eyes, and wears green monk's clothes. Finding this too immodest and provacative, she also wears a sweater jacket to protect her modesty and provide pockets. She also has a belt pouch and a reinforced scarf. Furthermore, she has a tatoo of a leaf within a pentacle.
Personality:
Prim, proper, polite, kind and benevolent, Katie dislikes combat situations, and would prefer to seek a peaceful outcome. She gladly steps in and helps those whom she considers to be less fortunate than she, though she does tend to get into infrequent trouble because she believes no one can own any part of the earth. She almost never refuses to help people if she can.
She is, however, relatively guarded due to prejudice against Orcs and Half-Orcs. Her clan, the Bre-ayne, renounced evil and barbarianism in favor of goodness and druidism. But most people don't know the Bre-ayne even exist, and she's certainly not telling anyone. Occasionally she may slip up, beginning to mention the Bre-ayne, but hastily interrupting herself and changing the subject.
It pains her, however, that people still look at her and see nothing but an Orc. On the Bre-ayne Island, though Orcs are the majority, everyone is welcome if they have something positive to contribute. Though first, one must find the Bre-ayne Island, and their magical wards and illusions make that a most difficult thing to do. Only someone who already lived there, such as Katie, can find their way back easily. Because Elves have been the cruellest to her, she doesn't trust them, even when she adventures with them. But she seldom gets hostile. Instead, she believes, as do the Druidic Orcs she came from, in the mantra of overcome evil with good. Not good as in bashing necromancers, that's not good, that's just violence. But good as in works and compassion.
She comes from a place where her Orcish kin are above the savagery of the barbarian, preferring to specialize in communion with nature, and she is no exception. Though she'd like to return home, she still has not received the vision for her vision quest. As a further complication, Katie has come to accept the Silver Crusade as her own, as would many of the Bre-ayne. But because that advocates for cities a touch too much for any true druid, she seeks to find a balance between her pagan faith and her political convictions.
Katie glories in storms, glorying in the power of hurricanes and in the cleansing force of the gentle wind and rain.
Background:
Kathleen Eaglefeather comes from the Bre-ayne, a group of Orcs and Half-Orcs who have renounced barbarianism and evil alignment, in favor of druidism and goodness. Naturally their existance is a greatly kept secret. Having been sent off on her vision quest as a teen, Kathleen was captured by a paladin of the Silver Crusade, and joined him. Though it was quickly learned that Katie was no warrior, she was trained in medicine by her mentor, a druid and nurse, back home. She can offer a party medical abilities and healing spells. "Cure Lt. Wounds" is actually Katie's specialty.
She is a capable herbalist as well. But her true talent is divination. She is a fortune-teller, who never goes anywhere without her tarot cards (a masterwork fortune-teller deck). For Katie, it's wonderful to be a tarot reader, because it's not about testing her prophetic abilities. It's about helping people, which she lives for.

Master GM!!! |

Rules;sar i do not have the book with those so no.
Katie;she looks good to me based on your personality.
ok hear is of 3 the mane areas of the lost island (Named by the lords the island Nimblis)
#1 Fire Bay;when thay came to the the beach thay found it held meny traps thay cleared the area with fire and is now the safest place on the island.
#2Black Fog Forest; as the name states you can not see more then 10ft in the fog of the forest.
#3Deaths City;it tall walls make it hard (Dc 17) to scale and the mobs of undead make one fear for the day the wall brakes and the undead pore in and kill all life on the island may it neaver happen.
I will end recruitment on the 19th of september.

Hakak Malestorm |

So this is what I have so far. I had a few other ideas on some things bud decided not to use them since they are in player companions and not in the listed rule books Hakak Malestorm

GM Spugly Fuglet |

Just spotted this, never used this before
Aasimar and Tefling
Variant Abilities
1d100 ⇒ 10 ->Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
1d100 ⇒ 13 ->You gain a +2 bonus on saving throws made against disease.
1d100 ⇒ 10 ->Once per day, you can exhibit a burst of speed, moving as if your base land speed were 50 feet for one move action.
Roll again two 10s
Variant Abilities 2
1d100 ⇒ 37 ->Once per day, you can use death knell as a spell-like ability.
1d100 ⇒ 53 ->You possess the scent special ability.
1d100 ⇒ 67 -> Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
Physical Features
1d100 ⇒ 64 ->Tail: reptilian
1d100 ⇒ 31 ->Hands: backward-bending fingers
1d100 ⇒ 61 ->Tail: aquatic
Variant Abilities
1d100 ⇒ 23 ->Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.
1d100 ⇒ 10->You can subsist entirely on honey and wine.
1d100 ⇒ 30->Once per day, you can generate a glowing aura that emanates in a 20-foot radius centered on you. Any creature within the aura that is at negative hit points stabilizes immediately. The aura lasts for 1 round.
Physical Features
1d100 ⇒ 74 Wings: metallic dragon
1d100 ⇒ 18 Ears: long-lobed
1d100 ⇒ 38 Hands: glowing palms