
Otm-Shank |

Ugh, I posted this last night before going out for Canada Day celebrations but it appears I was victimized by the post monster, luckily I had saved it elsewhere.
Jarcal Que'an Elf C/G
HP 9 (8 class, +1 FC)
AC 14
Touch 14
Flat-Footed 10
Armor Check 0
Init +4
Speed 30ft
Str 12
Dex 18
Con 11
Int 14
Wis 8
Cha 16
Fort +0
Ref +6
Will +1 (+2 vs Enchantment)
BAB +0
CMB +1
CMD 15
Unarmed Strike +1 (1d3+1 none lethal)
Traits : Nobleman, Charming
Feats : Point Blank Shot
Special Abilities : Low Light Vision, Elven Immunities, Silent Hunter, Keen Senses, Weapon Familiarity, Bardic Knowledge
Bardic Performance (7 rounds/day) : Inspire Courage +1, Countersong, Distraction, Fascinate (0 Used)
Skills : 8 Ranks (6 Level, +2 Int)
Diplomacy +7 (+1 Ranks, +3 Class, +3 Cha)
Knowledge (Arcana) +7 (+1 Ranks, +3 Class, +2 Int, +1 Bardic Knowledge)
Knowledge (History) +7 (+1 Ranks, +3 Class, +2 Int, +1 Bardic Knowledge)
Perception +5 (+1 Ranks, +3 Class, -1 Wis, +2 Keen Senses)
Perform (Act) +7 (+1 Ranks, +3 Class, +3 Cha)
Perform (Oratory) +7 (+1 Ranks, +3 Class, +3 Cha)
Sleight of Hand +8 (+1 Ranks, +3 Class, +4 Dex)
Stealth +8 (+1 Ranks, +3 Class, +4 Dex)
Languages : Common, Elven, Orc Sylvan
Spells : DC 13+spell level Concentration +4 (+1 Level, +3 Cha)
0-level : Prestidigitation, Ghost Sound, Dancing Lights, Mage Hand
1-level (2/day) : Grease, Silent Image
Gear :
Born the first son of Tarken an Ellisia Que'an, well known political leaders in Torallas, Jarcal wanted for very little during the early decades of his long life. Much like many members of his elven heritage, he devoted his childhood to the persuit of the arts, both martial and social. While lacking the patience for hunting, Jarcal found he had an eye for archery and became a top contender at the city's numerous tournaments. Amidst his forays into painting, sculpture, and other civilized arts, Jarcal displayed a strong aptitude for acting and at the urging of his family soon became a popular name among the crowds of theatre goers within Borallas.
Dispite finding peace on the stage, Jarcal found that he cared little for the grandious spectacles of the Capitol and the inner cities. He was much more at home working in the small family owned theatres of the outer rings, or even spinning tales at a tavern for the more down to earth people of the working class. Spending so much time away from his traditional station in life, Jarcal came to care deeply for the people he surrounded himself with, developing a social conscience in his adolescence.
He became increasingly distraught as conditions worsened for the cities less fortunate. He withdrew further and further from the social circles he was born into, seeing a growing corruption in the cities ruling class, and becoming somewhat of a black mark on the Que'an family tree. He was sympathetic during the initial rebellion of the Outland, but with the imposition of martial law, he could be silent no longer. Jarcal became a strong voice for the cities downtrodden, aiding the rebellion where and when he could. Speaking out so vocally against the city's leaders left Jarcal's parents with little choice but to publicly disown their son in order to maintain their status. Despite his fall from grace, Jarcal still maintains strong ties to his younger siblings living within Torallas.
Shortly after the assassination of the royal family, Jarcal found himself implicated in a rebel offensive and quickly locked away.
Any thoughts would be appreciated, I am somewhat unsure of which city would best apply for the nobleman trait as his backstory covers many of them in some fashion. However you would like to determine the spread of his public recognition/notoriety is fine with me. I am very flexible on the specifics of which city the Que'an family is prominent in, as well as most other factors of the character, just let me know and I will work your ideas in.
Thanks for your consideration!
EDIT : On a side note, I took the charming trait as it seems to fit most out of the non-AP specific ones but it's highly subjective nature tends to lead to a lot of house rules for this trait. If you have any thoughts on it's application, just let me know. If not we can just wing it, or I could swap it out for the much more reliable reactionary trait (the one I would prefer anyway but wasn't sure it would fit the character) if charming simply rubs you the wrong way all together.

Shanosuke |

I like all of your backstories so far. Since there are only six of you who have confirmed that your still in this campaign, and I'm looking for four to six players. I may just take you all depending on how you responed to my comment. Some of you I like, couple of you I want to know more. If no one else confirms by tomorrow morning, I'll pick from the list below. This campaign was originally designed to be a four player campaign. Like I have said, I will take up to six.
Most of you picked the nobleman trait(I don't blame you). There is one in game con it has. You will be well known. You are also known as a criminal, so you'll have to try and avoid being spotting by the common city guard. Just a piece of advice.
Also I got a Few notes and questions for each of you.
Okay I like your back story, very dark and full of mystery. It gives me an Idea, I'd be willing to let you play a Dhampir race, which is a Half-Human half-Vampire breed. It could be fun. It is found in the Bestiary 2. Let me know what you think
Very interesting background, you will have been well heard of and there will likely be wanted posters of you all over the kingdom. I will find a way to incorporate your backstory into the campaign, should be fun
Very unique background. A drunk and a whore raised. Interesting. I like the backstory it will work for this campaign. I will be sure and add the pub and brothel so you can visit at your leasure :-)
I will take you for this campaign, I have three ranger apps for mormont and no offense, One of them I've already promised. As for your backstory, it works. I'm going to go ahead and make a few in game adjustments to accommodate.
Okay so you wanna be a Duergar. I understand what happened with your backstory(Happened to a couple of mine) My recommendation is to type it out on Word then copy and paste. Class choice is good. Iffy on race choice and story plots. Neat idea the Duergar were encountered in the quarries and mines. How would you say they came to be there, or do you want me to come up with that part? Can you give me some more details on him? Personality, a bit of his upbringing, how he fit in with the dwarves for so long? I know I'm asking a bit but I would like a complete character. Thank you
Okay, Your character is interesting. I definately want Vivaji for Mormont's, he fits in nicely. I'm a little hesetant on this fellow. What is his class and what is his personality like? His backstory has merit the main problem is with a group this small, diversity is kind of important. I have a sorcerer, a bard, a monk, a fighter, possibly a ranger, and what are you? I apologize if I sound like I'm nagging.
Thank you for seeing my question/comments. Most of you are pretty much in.
One more thing to note for the story of the campaign. The king is assassinated after you are imprisoned. You will not have heard of it. Just a note, I made this change a couple of days ago as part of refinement.

Gruuuu |

Baguta is Ninja. The roles he should be able to fill are: Skill Monkeying (slightly less effective than a rogue perhaps), Espionage, Second-line Combat Support (in truth he should work rather well with any of the characters already submitted), Rebellion Contact.
Baguta wasn't sure what to think anymore. He lost his farm, was barricaded in the city, fell in with an underground, and had to perform dangerous jobs for this organization. Quite frankly, he felt hopelessly out of control. After the guards picked him up off the streets and holed him up in a cell, he started feeling pity for himself, surely believing that he was going to rot away in chains and no one would care.
But at the same time, the anger built up in him as he realized how none of what happened was his doing. One day, the anger overtook the pity. Before then, the only thing he wanted was his farm back, but now he has resolved to break out of this prison and make a change, just like his masters had been saying all along.
And so, he plots and he seethes.
Baguta will be a big advocate for individual rights, down to the last citizen. A monarchy will probably stink, to him. He would also have pretty strong opinions on trade regulation. Also he believes that figures in power should be monitored and held accountable. He is going to have some anger issues, and will be vocal about his opinions. This is unfortunate though, for he has an otherwise light heart and simple aspirations. He would be truly good company once he's familiar with the person.

Lady Vorannia Krellin |


Shanosuke |

** spoiler omitted **
There is an important note. I have spent a considerable amount of time trying to figure out if Unarmed strike counted as a natural attack. turns out that for whatever reason, it doesn't (So the developers have said). Interesting concept to be sure.

Otm-Shank |

I don't mean to pry, but I'm about to try putting a couple finishing touches on Vargas for Mormont's Gauntlet and I feel the need to ask about my chances of making it in first? I don't ask for any assurances but as it looks like I will probably me making it into this campaign, I'm wondering if I am still being seriously considered for the other? I would like to be gracious and simply defer to those who won't have another outlet for their creativity but I find myself very interested in both campaigns and would relish the opportunity to participate in both if you will have me?

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Shanosuke |

** spoiler omitted **

Shanosuke |

** spoiler omitted **

Otm-Shank |

I also altered Vargas as I was having trouble deciding whether to build him for melee combat or casting? At the moment I am leaning towards the combat focus but would be willing to reconsider if you feel our group would be more balanced with a spellcasting focus?
Oh and the choice to go half-orc was to increase the feel of a wild shaman rather than traditional Witch. I might take a look at something else in order to further race diversity among the submissions. Perhaps you have a few suggestion or two?

Shanosuke |

** spoiler omitted **

garabbott |

EDIT: Hah, based on the activity of our players in the recruitment thread alone I say we're going to be in for a good campaign :)
I'll begin working on a finished character sheet for Leon for your inspection.

Lady Vorannia Krellin |

stardust wrote:** spoiler omitted **** spoiler omitted **

Gruuuu |

Gruuuu wrote:** spoiler omitted **Thank you, this is precisely what I was asking for. I am taking Vivanji, would you be okay running in both campaigns if I were to choose you for this one?

Retech |

So the only official lore that I've heard on Duergar is that they are "deep-dwarves", basically ones that live even deeper in the tunnels than the Dwarves. My idea is that they were originally decended from several groups of lost dwarven miners that were trapped in the underground caverns, slowly adapting to the conditions (like total lack of light). Due to these changes, the dwarves did not treat them as part of their race, and since they were competing for some of the same mine and tunnel space, they naturally had some conflict and become mortal enemies.
Deep-Dweller was a Duergar like any other. Due to their low numbers, all of them had to learn how to perform every part of their existence, from mining their own ores and smelting their own metals to smithing their own weapons and using them to drive out the Dwarven intruders. As far as his family was concerned, it was shattered, like most Duergar families. His mother was killed fighting the dwarves and his father was too busy directing the businesses of the clan to pay much attention to him, so like most Duergar, he relied on the entire clan. Except when the main priority is to drive the dwarves out of the tunnels, family takes a back seat. His abysmal charisma (even lower than most Duergar) made it impossible for him to convince anyone to listen to him, so he remained mostly silent, abandoned, and harboring deep resentment.
Occasionally, the Dwarves managed to drive the Duergar out of the deeper tunnels with their superior forces, forcing them to flee up to the surface temporarily until they could find a new home. As he felt little loyalty to his clan and did not appreciate his life of constant warfare with the dwarves, he took this oppertunity to flee. He discovered his knack for wilderness survival and manages to survive until he reached the dwarven camp. Compared to most Duergar, Deep-Dweller did not look too different from his Dwarven enemies. He managed to obtain a job in the mines and earned a living, but his strange mannerisms (lack of speaking, weapons+armor created, and general "strangeness" about him) gave away his outsider status. Once a few lay-dwarves discovered that he was not a Dwarf, but instead, the hated Duergar, he was quickly framed for theft and arrested. Following his release, with nothing tying him anywhere, he began to work against the dwarves and the government that seemed to be supporting them blindly.
One of the main habits that Deep-Dweller has is to not speak with a dwarf for too long (or avoid them entirely, if possible) to avoid giving away the fact that he is a Duergar.

Baguta |

Statted without equipment. If necessary, he will try to use his chains as a weapon. Notes in the weapon block.
Baguta
Male Half-Orc
Ninja 1
TN Medium Humanoid (Orc, Human)
Init: +3, Senses: Darkvision (60 ft.), Perception: +4
Languages: Common, Orc
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DEFENSE
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AC 14, Touch 13, Flat-footed 11, CMD 16
HP 10 (1HD)
Fort: +3, Ref: +5, Will: +0
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OFFENSE
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Speed: 30 ft. (6 Squares)
Face: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: +3
Chains -1 (1d6) (as a sap, but lethal? I also plan on using his chains as a garrote when necessary.)
Unarmed Strike +3 (1d3) (nonlethal)
-------------------------------------------------
STATISTICS
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Abilities: Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Feats: Light Armor Proficiency, Ironhide, Simple Weapon Proficiency
Skills: Acrobatics +7, Bluff +6, Climb +3, Diplomacy +2, Disguise +6, Escape Artist +7, Fly +3, Intimidate +8, Knowledge (Local) +4, Perception +4, Profession (Farmer) +4, Ride +3, Stealth +7,
Possessions: Peasant's Outfit
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SPECIAL ABILITIES
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Intimidating (Ex) (Racial Trait) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood (Ex) (Racial Trait) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) (Racial Trait) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity (Racial Trait)(Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Nonchalant Thuggery (Social Trait) You gain a +4 trait bonus on Bluff checks to keep others from noticing your aggressive actions.
Connections (Campaign Trait) You know someone on the inside of one or all of the factions (This person is yours to name as you choose) You gain a +1 one bonus on all interactions (Bluff, Diplomacy, Disguise, Intimidate) you make with the faction. If only one faction, you gain a +5 on each interaction check made with these factions. You must make contact with your inside person for these benefits to take affect. If you become unfamiliar, you must get with your contact again.
Connection: Whoever from the rebellion was giving Baguta orders (If you have a NPC that already fits that bill, awesome! If not, I can make up a name?)
Sneak Attack (Ex) (Ninja Ability) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Poison Use (Ex) (Ninja Ability) At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Created using PCGen 5.17.7 on Jul 3, 2011

Shanosuke |

Got a couple of things to go over but I'm pretty settled on the group.
Ok, I'll let you exchange Dex for Str on the ability modifiers. Also. I have made some alternate racial traits (Similar to those found in the APG for core races) the you can exchange with the Positive Traits the Dhampir has. These are the following:
Necromantic descent. Your particular bloodline of vampires were adept necromancers. You gain necromancy affinity. Sorcerers with the Undead bloodline(or one of its primal bloodlines) treat their total Charisma score as 2 points higher for all Sorcerer spells and class abilities. Dhampir spell casters with the undead domain use their domain powers and spells at + 1 to caster level.
Feral Vampire Blood: Your family descends from a line of Feral vampires skilled at killing with their bare hands. You gain 2 Claw attacks at 1d3 damage.
Blood affinity (This must replace two existing traits): Your ancestors have done a lot of "blood magic" and you yourself are able to tap into the powers gained from consuming blood.
You will heal 1d6 HP for every 8 ounces of blood you drink(one full round action) If you are at full health, you can gain one of the following benefits: 1d6 Temporary HP, +1 to the next dice roll(Per Guidance Spell), Or a +1 to the DC or caster level to the next spell you cast.
If you don't find any of these worth while then I understand. Good news is, regardless of what you decide to do, your in the campaign.
I've thought about it. This campaign was meant to stick with the core races. The only races out of the bestiary that I will allow with out too much explaining are Aasimar, Teifling, Dhampir, or Fetchling. The mines aren't deep enough nor abundant in resources enough to build such a community. So it really doesn't fit. So I'm going to so no to your Deurgar Ranger. However, if you still want to get into this campaign, I'm willing to allow a little reconstruction. Or if you can find a way to help the Deurgar fit into the plot better, I will be happy to consider it again. Deurgar are not native to Borallas so he'd have to come from somewhere else. Also, I will mention I like your Aasimar cleric for the other campaign, but when I got to working out what I wanted, she didn't quite make the cut. With a little reworking to fit this story, I'd be willing to accept her here though. You can also consider a new concept. Your a good player in my Aridia campaign so I would love to have you in another. I will be starting this campaign either Monday evening(Central Canada time Zone) or Tuesday morning. That should be enough time to decide what to do. I'm not trying to be mean, I'm trying ti fit everyone into the story. Thank you again for your app though, I know making these isn't easy(I've made ten myself and have only been able to use three). If you have any questions, please ask.
I am settled on all of you Otm-Shank, Gruuuu, Roidrage, and Garabott. So go ahead and get your aliases together. I'm going to see what Retech and Stardust do before I open the OOC thread. Thanks again everyone.

Retech |

Not a problem. The only thing that takes much time is the backstory and I have plenty of fun just creating these characters (I usually save them for later).
JEN CR 1/2
Female Aasimar Cleric 1
LG Medium Outsider
Init +0; Senses Darkvision 60 ft; Perception +7
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DEFENSE
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AC 10
hp 10 (1d8+2)
Fort +4, Ref +0, Will +6
Immune (Resistance Acid 5, Cold 5, Electricity 5)
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OFFENSE
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Spd 30 ft.
Melee
Ranged
Special Attacks Channel (1d6) (DC12)
Cleric Spells per day Level 0 (4) Level 1 (1+1)
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STATISTICS
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Str 16, Dex 10, Con 14, Int 8, Wis 18, Cha 14
Base Atk +0; CMB +3; CMD 15
Feats Selective Channeling
Traits Exalted of the Society, Rebel
Skills Perception +7, Spellcraft +3, Diplomacy +4
Modifiers Aasimar +2 Diplomacy, +2 Perception +1 Escape Artist
Languages Common, Celestial
SQ
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TRACKED RESOURCES
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Channel Energy 6/day
Enlarge Person (Swift Action) 7/day
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SPECIAL ABILITIES
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Daylight 1/day
Aura of Lawful Good
Animal (Feather)+ Plant (Growth)Domains
Spells to cure conversion
Channel Energy
Jen was born in the heart of Boralles, in a time before the region had truly been settled and developed. She grew up in a well off family, but she was not simply content to stay as a coddled child that would be married off. Perhaps the touch of celestial blood was the driving factor, but it was clear that Jen had a calling to something greater. She worshipped "Deadeye" Erastil, the patron god of farmers itself.
After her home town had clearly been established as a major metropolis, Jen knew that it was her time to spread civilization to other parts of the world. Though it seems to contradict the work of Erastil, she believes that simple pleasures was to be found from the moderate presence of civilization, not the absence of it, as was true in the southern lands. For her excellent work, her paperwork was quickly signed off and she received a new assignment: establishing the church of Erastil in the lands to the south. She set off with a large expedition largely funded by the Church of Erastil itself and a part of her inheritence from her family, that she asked for in advance. The journey was ardous and the establishment of a settlement was even more difficult.
The new settlement was a substantial distance from Boralles, almost sixty miles away. They made a difficult living, beginning their fields from the few seeds that they brought with them. As the leader, Jen took personal care of the colony management. Any achievement that was made was a result of her careful care of the colony. The main city of Borallas expanded even faster and soon enough, the settlement was incorporated as part of the outlands. The new governers ignored the plight of the farmers and Jen could do nothing to change that, as she had no official authority.
When the citizens of the outlands came to revolt, Jen was among the first community leaders to support them. It deeply conflicted her that the laws of the land were being used against them, but they were laws all the same. After a period of intense violence, she realized that the only laws that truly needed to be obeyed were the ones handed down by a ruler with a mandate from the gods, not the corrupt leaders that were currently in power. This rebellion frequently aligned her with many chaotic elements of society, but she had a different aim: replace the corrupt government with one that would be fair to the people, a truly lawful government.
And then, the armies of the orcs struck. The town's wooden palisades were effective at keeping out the beasts of the jungle, but not a highly trained military force. The town's population swarmed to the walls, inspired by Jen's leadership, many wielding light crossbows, Erastil's favored weapon. Jen was with them until the very end, when a stray arrow impacted on her armor. Though it was a glancing blow, the impact managed to do something that no other force could've done before; knock her out.
By the grace of Erastil, Jen went unnoticed by the the marauding orcs, allowing her to flee into the inner city through a breach in one of the walls left by the orcs that had yet to be repaired. There, she was arrested by the multitude of officers on the street due to martial law for being a rebel and thrown into jail. She tried to reason with them that the threat was greater from the orcs, but they did not listen. While she holds no grudge against the people that threw her in jail, she knows that the only right course of action will be to topple the government and inspire the populace to push both the corrupt government and the orcs out of the city.

Lady Vorannia Krellin |


Leon Holloway |

Here I am, ready to roll. Shanosuke, I know we start with nothing, but should I designate my "other" possessions, the ones held by my family? Basically I would be spending the 700 gold from the nobleman trait on basic possessions I would have left behind when going to jail. Or would you recommend we just wait until the time comes in game to worry about that sort of thing?

Shanosuke |

** spoiler omitted **
Okay I'm pretty much satisfied with everything I've got. Retech and Otm-Shank, please make alias's for your characters. I will post the OOC tomorrow(Today was LONG day and I am very tired) Goodnight all.

Jarcal Que'an |

Lady Vorannia Krellin wrote:** spoiler omitted **** spoiler omitted **
Okay I'm pretty much satisfied with everything I've got. Retech and Otm-Shank, please make alias's for your characters. I will post the OOC tomorrow(Today was LONG day and I am very tired) Goodnight all.
My profile is now up and running. I wish you a pleasant night my lord!

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Yep, its a new feat I was suggesting... =) Like I said, not trying to break the game.

Shanosuke |