
DM_Keddah |

#Everybody I know this may seem like a lot of work but I would be most grateful if you could format your profiles the following way
Could everybody please give the character sheet the following format:
Name
Gender Class Level
Alignment Race
Init Perception
SPOILER=Defense
AC Touch Flatfooted
Hp
Fort Refl Will
CMD
SPOILER=Offense
Base speed Actual speed
BAB CMB
Melee attacks
Ranged attacks
SPOILER=Statistics
Str Dex Con
Int Wis Cha
SPOILER=Feats & Traits
Feats (Origin [Bonus feat, racial feat, level feat])
Traits
SPOILER=Skills
Skills with ranks in it or a feat that affects them.
SPOILER=Gear
Combat Gear
Other Gear
Total Weight
PP GP SP CP
SPOILER=Other
Racial Features
Class Features
Favoured Class Options
*optional*
SPOILER= Mount/Animal companion/Familiar
*optional*
SPOILER=Spells
Spells Known, by level
Daily Spells, by level
Spell Memorized, by level
SPOILER=Backstory
You can find examples of that format with different looks here, here and here
I will consider submissions with different formats but ones with this one will be easier for me to read and get my interest *wink*
#Possible newcomers, we have a lack of Full-Divine casters... just telling!

flykiller RPG Superstar Season 9 Top 32 |
Here is the full background, it turned out to be longer than I expected :(
Ivan Earthfrost grew up in harsh conditions, among the grizzled people of Icewind Dale. His father was a trader who peddled dwarven metal and stone craft to the barbarian villages spread across the Dale, and thus most of Ivan's childhood was usually spent among the human children. Not that he liked it very much.
The Northern Barbarians were not the most caring parents in the world, and kids were usually left to their own devices for days. Ivan, being obviously different, shorter, and with facial hair growing at young age, was constantly bullied around, and his father was usually too busy with making a living to devote enough attention to Ivan's problems. So Ivan had to learn how to protect himself the hard way.
Ivan was not particularly tough for a dwarf, but he was extremely stubborn. He trained himself to never give up in a fight, and often, as his opponent walked away from Ivan lying on the ground, totally sure that he knocked Ivan out, Ivan would muster his resolve, get up that one last time, and launch himself at the unsuspecting foe.
Ivan couldn't in honesty be called a kind person; in fact he was rather gruff and had developed an air of arrogance and suspicion. But he did feel very strongly for those who have been through the same hardships as himself, and eventually he befriended a barbarian boy, Olaf, who shunned the company of other boys. Ivan has protected Olaf from harm in numerous situations, and eventually Olaf revealed to Ivan that he was in fact cursed with a supernatural sickness, which made his body wither away much faster than normal.
Ivan was determined to find out more about his friend's condition, and during one of the trips to the Bryn Shander fair he met a magician who told him that his friend might in fact be a divine oracle, and that there might be a way to cure him from this condition if he brings Olaf to see him again.
Next season, Ivan and Olaf ventured to Bryn Shander again. During the night, armed men broke into the inn where they stayed and attacked them, trying to capture Olaf alive. That was the first time when Olaf's divine powers manifested violently, wreaking havoc at the inn and knocking Ivan unconscious. When he awoke at the ruins, neither Olaf nor the attackers were there.
Grieving, Ivan has decided to flee Bryn Shander and the Icewind Dale forever. He ventured far south, to the metropolis of Athkatla, and settled there at the worker's district, earning his living as a pugilist and performance wrestler.
Gradually, he forgot his previous life, as the city's sinful aroma intoxicated his soul. He became quite rich, fighting on the shady underground rings, and his pride and arrogance were bolstered when he won the title of Amn's 'Shadow Champion'. As before, his victories came not through exceptional skill, but through sheer willpower, complemented by the strength he has developed in the ring.
During one of his famous performance fights, something strange happened. As the crowds cheered for him on their dirty benches, a strange-looking, elderly man came on the ring. Ivan has never seen him before. He asked if the man was here to fight, but the man didn't respond, only bowed slightly. Then he saw his scheduled opponent, Botar the Fierce, climbing onto the ring. Upon noticing the trespasser at his place, Botar rushed to him with the apparent intention of picking him up and throwing him over the ropes. The next moment, 250-pound Botar was the one flying at the ropes, but the strange man stood still. Ivan noticed a hint of a smile in the corner of his mouth.
In a fit of sudden rage, Ivan attacked, only to find himself lying on the floor. Getting up with a jump, he rushed himself directly at the stranger, but flew past him. Ivan was confused, his pride and stubbornness got the better of him. For the next ten minutes both he and Botar were violently attacking the man, but all they were hitting was air - or more often, each other.
The crowds bellowed - it was much more fun than they have paid for. No-one has intervened to stop the fight, until Botar and Ivan were both lying breathless on the ring. Then the crowds and the bouncers have all rushed in on the ring, either to give the unexpected winner an ovation or to sign a contract with him. But even though everyone has just seen him right there, nobody could actually find him. Disappointed, the people started to leave.
Every inch of Ivan's body was hurting, but eventually he got up. His mind now harbored only one thought: to find the mysterious stranger and learn to fight like him. He got lucky this time - he learned that the stranger was seen leaving through the city's north gate. Ivan quickly followed and eventually caught up with the stranger. He asked questions, begged to accept him as a student, but the stranger was just silently pressing forward. Ivan was not used to being ignored, so he kept begging, blocking the stranger's path, even tried to attack him again, but to no avail. This has gone on for almost two days, when finally Ivan, exhausted and dehydrated, decided to give up. He slowly started going back, when he heard soft footsteps behind. The stranger gave him a flask of water.
"This is your first lesson", he spoke. "Remember it well. Sometimes, the best way to win is to accept defeat". The stranger spoke Common, but he had a strange accent, like some of the sounds were not accessible to him. He asked who Ivan was and where was he from. Upon hearing that he was from Icewind Dale, the stranger nodded. "Very well. You are Iban of the Cold Rocks. I am Kaipo of the White Creek".
Thus began Iban's new life. A full year has passed in travels, constant training, and listening to the teacher's stories. Iban struggled to understand or believe everything the teacher told him, and when asked additional questions, Kaipo always managed to produce an even more elusive or confusing answer. He spoke of the inner peace, of the love to one's enemy, of the mystical energy which flows through all living beings, and of other cryptic things. At first Iban dismissed these "ramblings", then he started to ignore them, but eventually he began to find that he just feels the truth of Kaipo's words, even though he's unable to explain it himself. That's when Kaipo started to teach him the secret language he knew - the Spirit Tongue.
"Your spirit cannot express itself when it has to speak through the body. Where I'm from, people are much closer to the spiritual world, and can speak to it. The spirits then respond, granting their universal love which transcends the body". Iban could only nod, for he hardly understood what was said but got used to the teacher always being right. Kaipo proceeded to explain that there are also evil, demonic spirits, which can be fought with the right tools. He gave two beautifully crafted weapons to Iban. One had white blade and white handle tip, the other was two bars of dark metal chained together.
"These are Jungin-kama and Tetsu-chaku. Jungin-kama will help you fight the spirits which warp the body. Tetsu-chaku is the bane of those which warp the soul".
They wandered on as the seasons have passed by. One cold winter night they walked through a field somewhere in Sword Coast, when suddenly Iban caught a nauseating smell of burning flesh. He urged Kaipo to come and investigate its source.
As they came towards the source of the smell, they saw a horrifying picture: a big farm building was burned and razed to the ground. Near the building stood several big poles, each of them had a man tied to it. Under the poles were burning pyres, so each one of them had died in a horrible agony. For a second there, Iban could swear he saw one of the victims twitch, but it was probably just a tear in his eye from the acrid smoke.
Suddenly, Kaipo jerked him towards the ground and whispered: "We are not alone here". Iban raised his head and saw an armed man in black clothing, who was about to leave the site of the murder. As he surveyed the scene one last time, Iban saw his face in the flickering of the flames. A wave of hatred, the feeling he has forgotten long ago, rushed over him - it was the leader of the band which attacked him and Olaf back at Bryn Shander!
Immediately, Iban felt a firm grip of the teacher's hand. "Stay put, you fool!"- whispered Kaipo. "This is not our fight!""
"Teacher, you don't understand! These men were after my friend, they probably killed him, or worse!"
"It is you who understood nothing. You forgot your first lesson: sometimes, you must accept defeat in order to win."- Kaipo was icy calm.
Iban has had enough. He was prepared to struggle with Kaipo, but the teacher let go surprisingly easily. Iban did not pause for thinking; he relied fully on the instincts developed by years of training. In total silence, he quickly ran towards the thug, who was mounting his horse. Swift as a snake, in one fluid movement he grabbed the enemy's sword-hand and twisted it in an improbable way. The sword flew out of his hand and the man fell over onto his back. However, Iban underestimated the enemy, as he saw something small and shiny glisten in the man's other hand. A bright spark flew forth, a loud crack boomed, and Iban found himself flying through the air. He landed softly as always and launched himself forward again, but his muscles were not responding properly after the electric shock. The man had other tricks up his sleeve. He evaded Iban's attack and swiftly drew a wand from his belt. Iban grappled him, but the bandit was not about to give up. Even with his hands in a grapple, he quietly muttered a strange word, and a cone of sticky webs flew out of the wand. He didn't quite manage to entangle Iban in it, but it gave him enough time to jump on the horse. Seeing his enemy slipping away, Iban cried in desperation: "You will pay for what you did to Olaf, you scumbag!” Upon hearing this name, the bandit stopped in his tracks and shouted back at him: "You got it all wrong, fool - Olaf will pay me for what I did!” Then he rode away.
By the time Iban has freed himself from the nasty webbing, Kaipo was gone. Feeling doubly betrayed, Iban swore to himself that whatever it takes, he will find out what happened to Olaf, and that will prove whether Kaipo was right, or was he simply a wisecracking coward all along.
Also I've made minor corrections to the sheet - have two different weapons now instead of two similar, adjusted wealth.
Are there any Oriental gods which support LN alignment and allow rez? I was thinking about Animism/Spiritualism religion from Oriental Adventures pg.68-69. Since it implies eternal soul and reincarnation, I would think it shouldn't interfere with the cleric work? If it is a problem, I guess I can change it to something like the Red Knight. After all, it says
Monks and scholars may adopt complex philosophical systems and practices without changing their belief in and respect for the spirits at all.

DM_Keddah |

Recapitulating we have.
Presented:
Israfel Dawnborn - Summoner (Synthesist)/Paladin
Camilla Sireni - Ranger (Skirmisher, Guide)
Frederik Oramar - Fighter/Rogue (Rake)
Jermayan Swiftrider - Cavalier (Emmisary)
Malstei Alenuath - Ranger/Sorcerer
Iban of the Cold Rocks - Fighter (Unbreakable)/Monk (Maneuver Master)
Kaylee Veridian - Witch
Interested:
Lloyd Jackson - Gunslinger
Monkeygod - Barbarian/Thayan Gladiator
Edgar Lamoureux - Alchemist (Vivisectionist)
Ragathiel - Fighter or Druid (Lion Shaman)
Saerdna - Paladin
Tell me if I missed someone or made any mistakes please.

Hector Cambyl |

I am very sorry about the late submission and hope to still be considered with my Fighter.
Hector Cambyl
Male Fighter/6
Human, Neutral Good
Intiative +4 Perception +2
52 HP
Health: 52(52)
AC:23 (+10 Full Plate, +2 Dex, +1 Buckler)
Touch:12 Flatfooted:21
CMD:22/20FF
BAB: +6
Melee: +8/+3 Ranged: +8/+3
CMB: +10
Fort: +7
Ref: +4
Will: +2
+1 Dwarven Waraxe +10/+5 1d10+6 20/x3 Slash
Masterwork Klar +9 1d6+2
Power Attack(Furious Focus): +10/+3 1d10+10 20/x3
Vital Strike (Power Attack, Furious Focus): +10 2d10+10 20x3
STR: 18
DEX: 15
CON: 14
INT: 10
WIS: 10
CHA: 10
Skilled
+2 Strength
(Lvl 4 +1 Dex)
Bonus Feat
Level 1-6 (+1 Skill Point) Favored Class
Bravery +2 vs Fear
Armor Training 1 (+1 Max Dex, -1 ACP)
Weapon Training (Axes) +1 Weapon Attack and Damage
Exotic Weapon Proficiency (Dwarven Waraxe)
Cleave
Power Attack
Two-Weapon Fighting
Fighter Feats:
Furious Focus
Hammer the Gap
Improved Shield Bash
Vital Strike
Traits
Reactionary, World Traveler (Diplomacy)
-1 Acrobatics *
+0 Appraise
+0 Bluff
+6 Climb*# (3)
+0 Craft#
+6 Diplomacy*# (1)
+4 Handle Animal*# (1)
+0 Heal
+8 Intimidate*# (5)
- Linguistics
+3 Perception* (2)
+2 Ride*# (1)
+0 Sense Motive
-2 Stealth
+5 Survival (2)
+6 Swim*# (3)
- Use Magic Device
Gear: +1 Dwarven Waraxe
+1 Full Plate (+10 AC)
Masterwork Klar (Buckler, +1 AC)
Master Work Backpack
Bedroll
Winter Blanket
Total weight: 77/300 Lgt lbs
Money: Begin with 6000 GP
PP:
GP: 657
SP: 4
CP:
Hector Cambyl is an ex-gladiator who won his freedom after fighting in a filthy pit for years. When Hector was 16, his father, Orrin Cambyl, was killed in battle with orcs, and the orphaned Hector was soon captured by slavers and sold to an Arena as a Pit Dog. During his time there, Hector learned hard and fast how to defend himself against the other brutal fighters. He refused to let himself sink to their level however, and when the call for the deathblow came on his sparse appearances and victories, he always refused. WHile there however, he made friends with the master at arms, another slave, a Dwarf ex-warrior by the name of Brock Lorrison who took a shine to the young kind-hearted Cambyl and finally taught him how to use his old waraxe to defend himself.
Soon after, Hector won the attention of a lord who paid to have Hector released into his custody. HEctor went along eagerly, promising to come back some day and help free Brock as well. With him, he took only Brock's waraxe, and his Klar, two weapons he had learned to use with distinction and ferocity during his time fighting as a Gladiator.
The Lord had Hector serve him as a bodyguard for a time, and then eventually released him from his service to go out into the world again and find a real place for himself. Hector makes friends easily with his open-minded attitude, and has a special kinship within him for any other fellow warrior, no matter their style or vocation.

Jermayan Swiftrider |

Remade format to more along your suggestions hope it helps
49/49 health
+6 Initiative
Lawful Neutral Elf
14 str +2
18 dex +4
12 con +1
12 int +1
12 wis +1
10 cha +0
BAB +6/+1
Melee +8/+3
Ranged +10/+5
CMB +8
CMD 21/18 FL
Defenses
20 AC with shield 19 w/o
13 Tch/17 FL with shield 16 w/o
Mstwrk Agile Breastplate
Light Wooden Shield
+7 Fort Save
+6 Reflex Save
+3 Will Save
Elven Curve Blade
+10/+5 1d10+3 18-20/x2 S
Lance
+8/+3 1d8+3 20/x3 P
+10 2d8+3 Charging
Longbow Composite +2 str
+10/+5 1d8+2 20/x3 P 110'
40 arrows
5 thistle arrows
Rapier
+10/+5 1d6+2 18-20/x2 P
[spoiler=Skills Trained]
(#) - is when not mounted on animal and suffering armor check penalty
32 Skill points with 2 Favored bonuses
+6(+2) Acrobatics
+4 Bluff
+6(+5) Climb
+3 Craft (Bows)
+6 Diplomacy
+6 Handle Animal
+4 Intimidate
+1 Know Geology
+2 Know Nature
+11 Perception
+11 Ride
+8 Sense Motive
+6 Survival
+6(+5) Swim
Mounted Archery
Point Blank Shot
Ride-By-Attack
Weapon Finesse
Armor prof Light/Medium
Martial Weapon Prof all
Mobility
Mounted Combat
Shield Prof
Simple weapon prof all
Traits:
Forlorn
Warrior of Old
Efficient Quiver
Low Light vision
Elven Immunities
Eternal Grudge replacing Elven Magic
Keen Senses
Weapon Familiarity
Order of the Dragon
Ride Mount
Animal Companion Link
Dragon Skills
In or Out of the Saddle
Aid Allies +3
Cavalier's Charge
Challenge 2/ day
20 Str
15 Dex
18 Con
2 Int
12 Wis
6 Cha
61/61 hp
50'
Defense:
23 AC
11 tch/21 FL
Large Chain shirt Barding
offense:
+4 BAB
Bite
+8 1d4+5 20/x2 B/P/S
Hooves x2
+8 1d6+5 20/x2 B
Feats:
Following Step
Toughness
Step Up
Mobility
Armor Prof Light
Skills:
+5 Acrobatics
+7 Climb
+6 Perception
+7 Swim
After the ball Jermayan made his way slowly back to his tribe, however as he grew closer he saw signs of a massive orc war party, their path littered with squalor and the burning ruins of small villages that had been put up near his forest home, some of these villages his father had watched the very foundations set into the soft ground. Growing worried Jermayan rushed back through the forest only to see the horrible remains of his people littered about the village. he had failed, he had been too late inn warning them. The tracks looked fresh and could not be a few days old and as Jermayan looked about him in despair he heard another horse come close.
In fury he had turned only to see Jon, his dear friend, sorrow mixed with his normally cheerful features. Jon had known of the orc party, they had heard reports of them passing close and had feared for his elven friend. After many minutes of arguing Jon made Jermayan see reason and helped him bury the dead. however when they left Jermayan streaked his face with the ashes of his home taking his final name Shasos shor bai cysti or "Warrior with no home".

Israfel Dawnborn |

Name: Israfel Dawnborn
Gender: Female
Class: Summoner (synthesist) / Paladin
Level: 5/1
Alignment Lawful Good
Race: Human
Init +3 Perception +8
AC 24 Touch 14 Flatfooted 20 (Dex +3, Natural Armor +8, Dodge +1, Shield +2)
Hp 51 (34 base +12 con +5 fav) / 87(51 unfused +28 eidolon +8 con)
Fort +7 (3+2+2)Refl +6 (1+3+2) Will +10 (6+2+2)
CMD 23
Base speed 30 Actual speed 30 Fly Speed 30
BAB 5 CMB 10
Melee attacks
. . Katana +9 (1d8 +5/18-20/x2)
. . Wakizashi +9 (1d6 +2/18-20/x2)
. . Claws x2 +10 (1d4 +5/20/x2)
Ranged attacks
. . Chakram +9 (1d8 +5/20/x2/30')
. . Acid Splash +8(touch) (1d3/20/x2/35')
Str 20 (16+2+2) Dex 16 (12+2+2) Con 14 (13+1)
Int 13 Wis 14 Cha 18 (17+1)
Str 10 Dex 10 Con 14
Int 13 Wis 14 Cha 18 (17+1)
Feats
. Exotic Weapon(Katana)[1]
. Exotic Weapon(Wakizashi) [human bonus]
. Two-Weapon Fighting [3]
. Dodge [5]
Traits
. Magical Knack (+2 to caster level, not to exceed total level)
. World Traveler (+1 knowledge, local]
Diplomacy(1) +8 (1 +3 class +4 cha)
Fly(1) +7 (1 +3 class +3 dex)
Knowledge, Local(1) +6 (1 +3 class, +1 int, +1 trait)
Linguistics(1) +5 (1 +3 class +1 int)
Perception(6) +8 (6 +2 wis)
Sense Motive(1) +6 (1 +3 class, +2 wis)
Survival(1) +3 (1 +2 wis)
Spellcraft(6) +10 (6 +3 class +1 int)
UMD(6) +13 (6 +3 class, +4 cha)
Combat Gear
Mithral Katana
Mithral Wakizashi
Mithral Chakram x2
Other Gear
Handy Haversack, Wand, cure light wounds, explorers outfit,Bedroll, Flint and Steel,Pouch, Spell Component Pouch, belt, Scrollcase, parchment (x10), Vial,ink, Inkpen (x2), Candles (x5), Chalk (x5), Sewing Needle , trail rations (x10), scroll(returning weapon, magus 1)(x10), scroll(flaming sphere, wizard 1) (x2)
Total Weight 20 lbs
PP 8 GP 9 SP 2 CP
Racial Features
. Skilled (racial, +1 skill / level)
Class Features
. Cantrips
. Fused Eidolon
. Shielded Meld (+2 shield AC, +2 circumstance bonus to saves)
. Summon Monster (I,II, III) (7/day, not while fused)
. Aura of Good
. Detect Evil (as a move action)
. Smite Evil x1 (+4 atk, +1 dmg, +4 AC)
Eidolon Features
. Darkvision
. Share Spells
. Evasion
. Devotion
Evolutions (biped)
. Limbs(arms)
. Limbs(legs)
. Claws
. Improved Natural Armor x2 (+4 NA)
. Ability Increase(dex +2)
. Flight(30', good maneuverability)
. Ability Increase(str +2)
Favoured Class Options
. Hit points (+5)
Cantrips
Acid Splash (14)
Detect Magic
Light
Mage Hand
Mending
Read Magic
Level 1 4 +1
Enlarge
Mage Armor
Protection vs Evil
Rejuvinate Eidolon, Lesser
Level 2 2 +1
Evolution Surge, Lesser
Haste
Restore Eidolon, Lesser
Israfel stands out in any crowd, standing over 6' tall and possing a classical Greek beauty. Her features are both elegantly sculpted and strong. Her midnight black hair is kept short, but her amber eyes seem to almost glow in the dark, her pale skin nearly flawless, and her presence unforgetable.
When on patrol or expecting trouble, Israfel manifests an exquisily wrought suit of silver and gold scale armor that flows over body like liquid as she moves. From her back, a pair of faintly glowing white wings sprout, as she radiates a nearly palpable divine aura.
Born the only daughter of a teamster, Israfel has spent her entire life on the road, visiting most of the major cities of the Forgotten Realms at one point in time or another.
Growing up on the road has never made for an easy life, or a dull one. Israfel has traveled with, and befriended, a vast assortment of caravan guards, adventurers and pilgrims over the years. She's studied with many of them, picking tricks here, small pieces of knowledge there. When she was 13 she befriended an elderly Warrior, Byron McCalister, who traveled with her fathers caravan for nearly a year towards the promised riches of the Calimsham. During the trip, he taught her the use of his weapons, the Katana and the Wakizashi. Her father arranged the purchase of a set for her prior to departing Calisham with wagon loads of exotic goods for the markets of Waterdeep.
Israfel's Adventuring career began involuntarilly several month after departing Calisham, when the caravan was ambushed by a hoard of bandits under the command of the half-orc pyromancer Margash One-eye. My father was killed and the caravan was destroyed. I survived only due to the sacrifice of the caravan's wizard, Byron McCalister, who teleported me across the Realms to his home in Shoun before being consumed by fire.
It has taken me eight years to work my way back across the realms. I've walked the streets of Thay, and crossed the Black Road through the Anauroch, and worked my way down the Sword Coast. I will one day track down Margash, and he will answer for his crimes. It's been a long journey through, and one that has strained my limited resources. I take work as a caravan guard when necessary, travel alone when I must.
I have never allowed my fathers final gift to leave my possession, nor have I lost my faith, even when all else has been lost to me. Along the way I've made many friends. Janos Greycload, the ranger who call the Anauroch home, Darliana Twoblades, the halfing scout with the sharp with and sharper swords, and Montollio Silversong, the gnome Geomancer with a talent for creating fascinating devices from silver.
My friends remember me for my generous and compasionate nature, those I have faced in battle remember the amber fire burning in my eyes and the silver blades I bear.

Rahlet RH-137 |

Posting as Iban, profile set up and (hopefully) updated as required:
Iban
Male Dwarf Fighter 2/Monk 4
LN Medium Humanoid (Dwarf)
Init: +2 Perc: +8
AC 19 Touch 17 Flat 17
Hp 44
Fort +8 Ref +6 Will +8 (+9 vs mind)
CMD: 25 Armor: none (bracers +1)
Speed: Base 20 Actual 30
BAB 5 CMB 9 (CMB 7 with flurry)
Melee: Unarmed +8 (1d8+3/20) or
MW Silver Kama +9 (1d6+2/20, trip) or
MW Cold Iron Nunchaku (1d6+3/20, disarm)
Ranged: Sling +7 (1d4+3/20)
Str 16 Dex 14 Con 12
Int 13 Wis 16 Cha 8
Combat Expertise +-2 (Level 1)
Blind-Fight (Ftr bonus 2)
Improved Grapple (Level 3)
Improved Trip (Maneuver master bonus 1)
Improved Disarm (Maneuver master bonus 2)
Ki Throw (Level 5)
Bullied: +1 to unarmed AOOs (trait)
Indomitable Faith: +1 will (trait)
Acrobatics +8
Climb +8
Craft (Calligraphy) +5
Escape Artist +8
Intimidate +8
Perception +8
Sense Motive +8
Stealth +8
Survival +8
Swim +8
Languages:
Common
Dwarven
Spirit Tongue
Combat Gear:
Kama: 2 lbs
Nunchaku: 2 lbs
Sling: 0 lbs
50 bullets: 0.2 lbs
Bracers of Armor +1: 1 lbs
Ring of Protection +1: 0 lbs
Amulet of Natural Armor +1: 0 lbs
Other Gear:
Backpack: 2 lbs
Bedroll: 5 lbs
Water Skin: 4 lbs
Monk Outfit: 0 lbs
Rations (5 days): 5 lbs
Artisan's tools (calligraphy): 5 lbs
Rope, silk 50ft: 5 lbs
Total load: 31.2 lbs
PP:30
GP:40
SP:75
CP:50
Deity: Waukeen
Class features:
Endurance (Unbreakable 1)
Diehard (Unbreakable 1)
Unflinching +1 vs mind-affecting (Unbreakable 2)
Flurry of Maneuvers (Maneuver master 1)
Stunning Fist (4/day, DC16) (Monk 1)
Evasion (Monk 2)
Maneuver Defense (enemies always provoke Aoo when attempting CM in which char has Improved CM feat) (Maneuver master 3)
Fast Movement +10 (Monk 3)
Reliable Maneuver(spend ki point to pick best of 2 rolls for CMB) (Maneuver master 4)
Ki strike (magic) (Monk 4)
Ki defense (4AC) (Monk 4)
Racial abilities:
+4AC/giant (dwarf racial)
Darkvison 60 (dwarf racial)
+2 Appraise/precious metals or gems (dwarf racial)
+1 Atk/orc or goblinoid (dwarf racial)
+2 saves/poison or spells or SLA (dwarf racial)
+2 perc/stonework (dwarf racial)
Favored class: Fighter
Ftr1: +1 HP
Ftr2: +1 HP
Iban has grey eyes and wheat hair. The hair on both his head and face is trimmed short. He is fairly tall and slender for a dwarf, but very muscular. His skin is hardened from exposure, and his face has stern expression of someone who has seen many woes. Still, his demeanor is usually calm and reserved.
Ivan Earthfrost grew up in harsh conditions, among the grizzled people of Icewind Dale. His father was a trader who peddled dwarven metal and stone craft to the barbarian villages spread across the Dale, and thus most of Ivan's childhood was usually spent among the human children. Not that he liked it very much.
The Northern Barbarians were not the most caring parents in the world, and kids were usually left to their own devices for days. Ivan, being obviously different, shorter, and with facial hair growing at young age, was constantly bullied around, and his father was usually too busy with making a living to devote enough attention to Ivan's problems. So Ivan had to learn how to protect himself the hard way.
Ivan was not particularly tough for a dwarf, but he was extremely stubborn. He trained himself to never give up in a fight, and often, as his opponent walked away from Ivan lying on the ground, totally sure that he knocked Ivan out, Ivan would muster his resolve, get up that one last time, and launch himself at the unsuspecting foe.
Ivan couldn't in honesty be called a kind person; in fact he was rather gruff and had developed an air of arrogance and suspicion. But he did feel very strongly for those who have been through the same hardships as himself, and eventually he befriended a barbarian boy, Olaf, who shunned the company of other boys. Ivan has protected Olaf from harm in numerous situations, and eventually Olaf revealed to Ivan that he was in fact cursed with a supernatural sickness, which made his body wither away much faster than normal.
Ivan was determined to find out more about his friend's condition, and during one of the trips to the Bryn Shander fair he met a magician who told him that his friend might in fact be a divine oracle, and that there might be a way to cure him from this condition if he brings Olaf to see him again.
Next season, Ivan and Olaf ventured to Bryn Shander again. During the night, armed men broke into the inn where they stayed and attacked them, trying to capture Olaf alive. That was the first time when Olaf's divine powers manifested violently, wreaking havoc at the inn and knocking Ivan unconscious. When he awoke at the ruins, neither Olaf nor the attackers were there.
Grieving, Ivan has decided to flee Bryn Shander and the Icewind Dale forever. He ventured far south, to the metropolis of Athkatla, and settled there at the worker's district, earning his living as a pugilist and performance wrestler.
Gradually, he forgot his previous life, as the city's sinful aroma intoxicated his soul. He became quite rich, fighting on the shady underground rings, and his pride and arrogance were bolstered when he won the title of Amn's 'Shadow Champion'. As before, his victories came not through exceptional skill, but through sheer willpower, complemented by the strength he has developed in the ring.
During one of his famous performance fights, something strange happened. As the crowds cheered for him on their dirty benches, a strange-looking, elderly man came on the ring. Ivan has never seen him before. He asked if the man was here to fight, but the man didn't respond, only bowed slightly. Then he saw his scheduled opponent, Botar the Fierce, climbing onto the ring. Upon noticing the trespasser at his place, Botar rushed to him with the apparent intention of picking him up and throwing him over the ropes. The next moment, 250-pound Botar was the one flying at the ropes, but the strange man stood still. Ivan noticed a hint of a smile in the corner of his mouth.
In a fit of sudden rage, Ivan attacked, only to find himself lying on the floor. Getting up with a jump, he rushed himself directly at the stranger, but flew past him. Ivan was confused, his pride and stubbornness got the better of him. For the next ten minutes both he and Botar were violently attacking the man, but all they were hitting was air - or more often, each other.
The crowds bellowed - it was much more fun than they have paid for. No-one has intervened to stop the fight, until Botar and Ivan were both lying breathless on the ring. Then the crowds and the bouncers have all rushed in on the ring, either to give the unexpected winner an ovation or to sign a contract with him. But even though everyone has just seen him right there, nobody could actually find him. Disappointed, the people started to leave.
Every inch of Ivan's body was hurting, but eventually he got up. His mind now harbored only one thought: to find the mysterious stranger and learn to fight like him. He got lucky this time - he learned that the stranger was seen leaving through the city's north gate. Ivan quickly followed and eventually caught up with the stranger. He asked questions, begged to accept him as a student, but the stranger was just silently pressing forward. Ivan was not used to being ignored, so he kept begging, blocking the stranger's path, even tried to attack him again, but to no avail. This has gone on for almost two days, when finally Ivan, exhausted and dehydrated, decided to give up. He slowly started going back, when he heard soft footsteps behind. The stranger gave him a flask of water.
"This is your first lesson", he spoke. "Remember it well. Sometimes, the best way to win is to accept defeat". The stranger spoke Common, but he had a strange accent, like some of the sounds were not accessible to him. He asked who Ivan was and where was he from. Upon hearing that he was from Icewind Dale, the stranger nodded. "Very well. You are Iban of the Cold Rocks. I am Kaipo of the White Creek".
Thus began Iban's new life. A full year has passed in travels, constant training, and listening to the teacher's stories. Iban struggled to understand or believe everything the teacher told him, and when asked additional questions, Kaipo always managed to produce an even more elusive or confusing answer. He spoke of the inner peace, of the love to one's enemy, of the mystical energy which flows through all living beings, and of other cryptic things. At first Iban dismissed these "ramblings", then he started to ignore them, but eventually he began to find that he just feels the truth of Kaipo's words, even though he's unable to explain it himself. That's when Kaipo started to teach him the secret language he knew - the Spirit Tongue.
"Your spirit cannot express itself when it has to speak through the body. Where I'm from, people are much closer to the spiritual world, and can speak to it. The spirits then respond, granting their universal love which transcends the body". Iban could only nod, for he hardly understood what was said but got used to the teacher always being right. Kaipo proceeded to explain that there are also evil, demonic spirits, which can be fought with the right tools. He gave two beautifully crafted weapons to Iban. One had white blade and white handle tip, the other was two bars of dark metal chained together.
"These are Jungin-kama and Tetsu-chaku. Jungin-kama will help you fight the spirits which warp the body. Tetsu-chaku is the bane of those which warp the soul".
They wandered on as the seasons have passed by. One cold winter night they walked through a field somewhere in Sword Coast, when suddenly Iban caught a nauseating smell of burning flesh. He urged Kaipo to come and investigate its source.
As they came towards the source of the smell, they saw a horrifying picture: a big farm building was burned and razed to the ground. Near the building stood several big poles, each of them had a man tied to it. Under the poles were burning pyres, so each one of them had died in a horrible agony. For a second there, Iban could swear he saw one of the victims twitch, but it was probably just a tear in his eye from the acrid smoke.
Suddenly, Kaipo jerked him towards the ground and whispered: "We are not alone here". Iban raised his head and saw an armed man in black clothing, who was about to leave the site of the murder. As he surveyed the scene one last time, Iban saw his face in the flickering of the flames. A wave of hatred, the feeling he has forgotten long ago, rushed over him - it was the leader of the band which attacked him and Olaf back at Bryn Shander!
Immediately, Iban felt a firm grip of the teacher's hand. "Stay put, you fool!"- whispered Kaipo. "This is not our fight!""
"Teacher, you don't understand! These men were after my friend, they probably killed him, or worse!"
"It is you who understood nothing. You forgot your first lesson: sometimes, you must accept defeat in order to win."- Kaipo was icy calm.
Iban has had enough. He was prepared to struggle with Kaipo, but the teacher let go surprisingly easily. Iban did not pause for thinking; he relied fully on the instincts developed by years of training. In total silence, he quickly ran towards the thug, who was mounting his horse. Swift as a snake, in one fluid movement he grabbed the enemy's sword-hand and twisted it in an improbable way. The sword flew out of his hand and the man fell over onto his back. However, Iban underestimated the enemy, as he saw something small and shiny glisten in the man's other hand. A bright spark flew forth, a loud crack boomed, and Iban found himself flying through the air. He landed softly as always and launched himself forward again, but his muscles were not responding properly after the electric shock. The man had other tricks up his sleeve. He evaded Iban's attack and swiftly drew a wand from his belt. Iban grappled him, but the bandit was not about to give up. Even with his hands in a grapple, he quietly muttered a strange word, and a cone of sticky webs flew out of the wand. He didn't quite manage to entangle Iban in it, but it gave him enough time to jump on the horse. Seeing his enemy slipping away, Iban cried in desperation: "You will pay for what you did to Olaf, you scumbag!" Upon hearing this name, the bandit stopped in his tracks and shouted back at him: "You got it all wrong, fool - Olaf will pay me for what I did!" Then he rode away.
By the time Iban has freed himself from the nasty webbing, Kaipo was gone. Feeling doubly betrayed, Iban swore that if his teacher wants him to be defeated, so be it - he will stop adventuring and settle down, since he failed to accomplish anything meaningful for the people he cares for anyway.

Kaylee Veridian |

If you don't mind, for Kaylee's familiar I'd like to have a pygmy owl. I'd just be for flavor and I'd go ahead and use the stats for a regluar one. Here's a pic of what I want:
Cute owl
I should refinish up her background sometime today. The site decided to eat my first attempt at saving it and I didn't have it saved anywhere else.

Lloyd Jackson |

John Smith
Male Human Gunslinger 6
N Medium Humanoid
In: +8 Perception +11
AC 20 Touch 16 Flat-footed 14
HP 45
Fort: +7, Reflex: +9, Will: +4
CMD 20
Base&Actual speed: 30ft
BAB:6, CMB:6
Melee: Quarterstaff: +6(1d6)
Ranged: +1 Pistol: +12(1d8+5x4)
Ranged Touch: 2x +1 Pistols within 30ft: +11/+11/(1d8+6x4)
[/spoiler=stats]
Str 10, Dex 19, Con 14, Int 10, Wis 14, Cha 10
Gunsmithing(Class feat)
Point Blank Shot(lv 1)
Precise Shot(racial)
Rapid Reload(lv 3)
Weapon Focus(lv4 Bonus)
Two-Weapon Fighting(lv 5)
Reactionary
Scrounger
Sleight of Hand +13
Acrobatics +13
Perception +11
Craft(Weapon) +9
Craft(Alchemy) +9
Knowledge(Engineering) +9
Combat Gear:
Mwk Mithril Chain Shirt 13lbs
2x +1 Pistols 8lbs
Paper Cartridge x 15
Flare Cartridge x 10
Other Gear:
Powder Keg: 5lbs
Powder Horn: 3lbs
Bullets(60): 1lbs
Gunsmith Kit: 2lbs
Backpack: 2 lbs
Bedroll: 5 lbs
Water Skin: 4 lbs
Rations 1 day: 1lbs
Total Load: 52lbs
Class Abilities:
Deeds
Grit
Gunsmith
Nimble +2
Gun training 1(Pistols)
Racial Abilities:
Skilled
Bonus Feat
Deity: Gond
Favored Class: +1 skill x 6(Engineering)
John's eyes are brown and his skin is the tan common to those further south. Overall his height and build are both medium. The most noticeable features about him are a complete lack of hair, anywhere. That, and an array of bluish dots covering him from neck to crown, which seem somewhere between freckles and some sort of tribal tattoo.
John hails from the strange land of Lantan. A place where Gond is worshiped above all others, and technology bears strange fruits and is considered equal with magic. Coming from a line of smiths, John was apprenticed to guild dedicated to uncovering the secrets of smokepowder, particularly regarding the perfection of firearms. Strange devices which belch smoke and fire like a sorcerer's wand, and propel projectiles at amazing speeds.
After completing his apprenticeship, John left with a company of Gondites determined to bring the understanding of smokepowder and its uses to the world. Alas things did not go as well as thought. Filled with excitement, the expedition assumed others would embrace this invention as they had. Instead, it was quietly rejected. It was too loud, too dangerous, and too expensive for most to take it seriously. Why have a cannon when scrolls of fireball are cheaper and more reliable?
Thus an idea was conceived. If the world was to take these ideas seriously it would have to see them in action. And who better to showcase their abilities than adventures. As the youngest and most vigorous member, it was decided that John would join with adventuring companies to prove the worth of firearms and train others in their use, while the rest of the guild members continued working the temples of Gond and perfecting the technology.
John's former master Phillip is currently leading the rest of the expedition in Athkatla. It was decided that a nation suspicious of arcane magic would be the perfect spot to highlight this latest invention of alchemy and engineering. From the letters he's been getting, it seems the Cowled Wizards are beginning to take action against the expedition. It may not be magic, but they don't like it.
John is currently traveling to find his friend Ibrahim. Who was supposed to be bringing designs for a new prototype to Athkatla. No one is sure why he didn't arrive, but divination suggests that he is, or was recently, somewhere along the Sword Coast. John's beginning to wonder if this has something to do with the Gaeilge. An adventuring company associated with the Emerald Enclave. His relationship ended abruptly ended when the others learned of his mission to promote engines of destruction, fire, and progress. Feelings were less than amicable, particularly between John and Kaelie, a druid who had begun to develop feelings for him, which were reciprocated.
The other two, and more likely, leads, suggest either the Cowled Wizards or allies of the Zhentarim. Though Phillip is convinced the Cowled Wizards are behind the disappearance, recent evidence points to the Zhentarim. It seems that a former apprentice of John's guild joined that band after being exiled. If so, the designs must be retrieved at all costs. The last thing Faerun needs is a Zhent army with alchemidical siege weapons.

Michael Marschang 954 |
Now that I've got the taste of PbP Gamemastering and got addicted to it I have decided to use a select group of volunteers as my guinea pigs for a homebrew campaign based in Forgotten Realms. This will be a test run for a long term campaign I'm writing for my IRL group.
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **...
I am very interested in this I love the FR and would love to try this. I have not done any PbP before but I am a very good role player I have an idea for an Aasimar Oracle. let me know if you want me in and I will make the character .

Saerdna |
Got a rough draft of my backstory of the paladin, Cyrus Abergail:
Cyrus Abergail, Paladin of the Holy Triad, knight of Illmater, appears less impressive then his lengthy title suggests. Wearing an antique suit of platemail, usually covered in a thin layer of dust, the only bright and eye-catching quirks this young pale man has is his intense yellow eyes and the red cord wrapped around his left arm. He is of average height and weight, but his paleness and relatively shy behaviour (no doubt a product of his usual occupation) he appears to be smaller.
Raised by the Illmatari church from a young age, Cyrus took the teachings of the Triad and Illmater to his heart. Growing up with the priest-healers showed him some of the worst of the things a fellow man would do unto each other, Cyrus decided that he would make a difference. He showed a much greater talent for swordplay then healing, and took the mantle of Knight when he came of age. When the other knights of the Triad where out and rescued fair maidens and slayed dragons, Cyrus was usually assigned the less glorious quests of clearing out the local cemetery or hunting down the nearby nest of giant spiders. Blessed with a great eyesight and a trusty tracking hound companion, Cyrus has fought many horrors of the darkness, but nevertheless, if you return from a quest covered in spiderwebb and dust, it's really not that much to brag about.
Late in the year 1371 DR, Cyrus was reassigned from his hometown of Athkatla to a small shrine to the north. He was grouped with two senior paladins, Krom of Trom and Victoria, a fierce paladin of Tyr. During the journey north the three knights became close, and when they arrived at the shrine it was if they had known eachother forever. Their arrival was troubling however, for the shrine they found were deserted and desecrated. They ventured to the lord ruling over the land, demanding to know what had happen. The Baron however, laughed at their concerns and replied "These lands are mine, and only I decide who lives and who dies, what stands and what falls. Now leave, before I decide to exercise my power". Later that evening Krom and Victoria left to journey back south to take the matter to the churches attention, Cyrus remained behind, knowing that he did not command any respect in those sacred halls. Instead he travelled back to the shrine and vowed that this time, he would make a difference... But he knew that alone in a strange land, in the realm of an tyrannical baron, he would not last long - therefore he journeyed west, to the safehouse known as Friendly Arm Inn.
Not realy sure about the end, but .. if anyone has any good suggestions I will incorporate them. Was thinking of having a Wolf as a divine bond, representing Cyrus tracking hound ace - I think horses and wolves are about as powerful as pets, GM:s call however. And I don't think this paladin will end up as especially stealthy :)

DM_Keddah |

Thanks to everybody for using the format I asked for, it makes things much easier for me. As of right now my idea is to take 6 or 7 characters in, but I am still working on the campaign so it may change. I will be taking submissions until next wednesday, and make the final selection shortly after closing for submissions.

DM_Keddah |

Did Hector Cambyl fit your specifications GM? Agaiun really sorry about the late submission, work got hectic on top of not feeling well for the past week.
Yes he did, I will get back to you later but right now I'm a bit busy. Oh and don't worry about the late submission, I know that real life has priority *wink*

Cyrus Abergail |

@Keddah
Just realised that there were actually stats for dogs as Animal Companions, so I have updated the stats : )(no wolves here, no sir).
The reason I asked about the alignment thingy is that divine bonded animals actually are pretty smart (okay, not wery smart, but atleast smarter then a common beast).
"The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6. "
Ninjaed from d20pfsrd, all subjected to DM:s judgement of course : )

DM_Keddah |


Taizo |

Let me know if you need more details before deciding whether this character makes it into your campaign. Thanks! If he makes the cut, I'll do a more cleaned-up and easy-to-read version of his character sheet.
TAIZO CR 5
Male Human - Monk (Monk of the Sacred Mountain) 2 / Samurai (Ronin) 4
LN Medium Humanoid (Human)
Init +9; Senses Perception +10
--------------------
AC 18, touch 16, flat-footed 14. (+1 armor, +3 Dex, +2 Wis [monk], +1 natural [monk archetype], +1 dodge)
hp 45 (4d10+2d8+12)
Fort +8, Ref +7, Will +7
Defensive Abilities Resolve (2/day), Self Reliant
--------------------
Spd 30 ft.
Melee +1 Katana +10 (1d8+7/18-20/x2)
Unarmed Strike +8 (1d6+3/20/x2)
Ranged Longbow, Comp. (Str +3) +8 (1d8+3/20/x3)
Special Attacks Flurry of Blows +0/+0, Ronin's Challenge +4/+2 (2/day), Power Attack
--------------------
Str 16, Dex 16, Con 12, Int 10, Wis 14, Cha 10
Base Atk +5; CMB +8; CMD 24
Feats Combat Reflexes (4 AoO/round) [level], Dodge [Monk], Improved Initiative [Racial], Improved Unarmed Strike [Monk], Monk Weapon Proficiencies [Monk], Power Attack -2/+4 [level], Stunning Fist (3/day) (DC 15) [Monk], Toughness +6 [Monk-Archetype], Weapon Focus: Katana [level], Weapon Specialization: Katana [level]
Traits Indomitable Faith [need to work out what this is in a FR setting], Reactionary
Skills Acrobatics +12, Bluff +4, Climb +7, Diplomacy +4, Escape Artist +7, Handle Animal +4, Intimidate +4, Knowledge (History) +4, Knowledge (Local) +5, Knowledge (Religion) +4, Perception +10, Profession: Soldier +6, Ride +8, Sense Motive +8, Stealth +10, Survival +7, Swim +7 Modifiers +0 Ride while riding your bonded mount.
Combat Gear +1 Katana, Arrows (20), Longbow, Comp. (Str +3); Other Gear Backpack, Masterwork (6 @ 21.5 lbs), Bedroll, Blanket, winter, Bracers of Armor, +1, Flint and steel, Grappling arrow, Grappling hook, Pouch, belt (1 @ 0 lbs), Pouch, belt (empty), Rope, Spider Silk (50'), Shaving kit, Soap Bar (50 uses), Tent, Small
PP:0 GP:2081 SP:8 CP:9 [I haven't purchased all his equipment or a mount... but these are the basics]
Languages Common
SQ AC Bonus +2, Animal Companion Link (Ex), Mounted Archer (Ex), Stunning Fist (Stun) (Ex), Unarmed Strike (1d6), Weapon Expertise: Katana (Ex)
--------------------
+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
AC Bonus +2 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Natural AC +1 Monk Archetype Bonus
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed.
Flurry of Blows +0/+0 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mounted Archer (Ex) At 4th level, the samurai becomes skilled at firing ranged weapons while mounted. A samurai only takes a –2 penalty on attack rolls with ranged weapons while his mount takes a double move. This penalty increases to –4 while his mount is running.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Resolve (2/day) (Ex) Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and aff lictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyon
Ronin's Challenge +4/+2 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, +2 attack/dodge AC vs challenger when returning a challenge
Self Reliant (Ex) At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the
Stunning Fist (3/day) (DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Weapon Expertise: Katana (Ex) You can quick draw the chosen weapon, and gain +2 to confirm critical hits.
What is the third son of a noble Samurai family supposed to do?
It is the question that has dogged Taizo's steps and defined his existence for most of his life. Even his nickname is a not particularly kind reminder; 'Taizo' means 'third son'. With his two older brothers and their numerous children inheriting all the power and responsibility for the clan, the only future for Taizo would be as a hanger-on at court - a purposeless parasite that contributes nothing. Taizo rejected this notion violently and dedicated himself to a different path, one that doesn't rely on blood, relatives, or title - the pursuit of martial perfection. The glory of wielding a sword with singular excellence was reliant on skill, heart, and karma... not blood.
From the time he left home, Taizo has worked to master the art of the sword. He has travelled the world - subjecting himself to privations to toughen his body and spirit, indenturing himself to martial masters in exchange for training, and selling his sword for decent money, the promise of a worthy opponent, or for any cause that caught his interest.
His purpose is simple: To become the greatest swordsman of this age or die gloriously.
Taizo is a purist. He relies on his skills with blade and bow. He scoffs at wearing conventional armor, relying on speed, maneuverability, and his deadly skills. He has sworn to never use a gun - disdaining the 'easy to use' quality of the weapons. While he doesn't object to others using guns, he nevertheless feels it is a crutch for someone lacking the martial skill to wield a blade or bow.
Taizo has few friends or long-term acquaintances. In this area of the world, his closest 'friends' would be at the monastery where he received his training as a monk. While he principally considers himself a Samurai, he feels a great debt to all of the monks who taught him what he considers invaluable lessons.
What enemies he has are most likely dead. Almost invariably, he has tested himself against his nemeses in the only way he finds meaningful - duels to the death.

Kaylee Veridian |

Here is my mostly finished sheet for you to look over. I haven't gone shopping for her yet and I'm a bit undecided on my feats, so those may change in the next day or so.
Kaylee Veridian
Female Witch 6
Chaotic Neutral Tiefling
Initiative: +3 / Perception: +0 +3 bonus on sight-based and opposed Perception checks in shadows or darkness with Familiar
AC: 11 / Touch: 11 / Flatfooted: 10
Hp:
Fort: +2 / Refl: +3 / Will: +5
CMD: +11
Base speed: 30 ft / Actual speed: 30 ft
BAB: +3 / CMB: +1
Melee attacks: +3
Ranged attack: +4
Str: 10 / Dex: 12 / Con: 10
Int:18 / Wis: 10 / Cha:15
1st level feat - Extra Hex
3rd level feat - Arcane Strike
5th level feat - Eschew Materials
Feats (Origin [Bonus feat, racial feat, level feat])
Traits:
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Bluff +8(+9) 6ranks+2chr(+1 if target is attracted to me)
Diplomacy +3(+4) 1rank+2chr(+1 if target is attracted to me)
Heal +4 1rank+3inclass
Fly +6 2ranks+3inclass+1dex
Knowledge Arcana +13 6ranks+3inclass+4int
Knowledge Planes +13 6ranks+3inclass+4int
Knowledge History +13 6ranks+3inclass+4int
Knowledge Nature +8 1rank+3inclass+4int
Spellcraft +13 6ranks+3inclass+4int
Intimidate +6 1rank+3inclass+2chr
Racial Features:
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: See above.
Languages Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
Class Features:
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Hexes Known:
Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
Disguise (Su): A witch can change her appearance for a number of hours equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.
Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Familiar
Pygmy Owl
Cute owl
N Tiny animal
Init +3; Senses low-light vision; Perception +10
Defense
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
Special Abilities:
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Spells Known, by level
0 level -
Daze
Detect Magic
Read Magic
Light
1st level -
Charm Person
Command
Cure Light Wounds
Ear-Piercing Scream
2nd level -
Cure Moderate Wounds
Glitterdust
Hold Person
Unnatural Lust
3rd level -
Dispel Magic
Lightning Bolt
Reckless Infatuation
Daily Spells, by level
0 level - 4 / 1st level - 3 + 1 /
2nd level - 3 + 1 / 3rd level - 2 + 1
Patron Spells:
Enchantment: 2nd—unnatural lust, 4th—calm emotions, 6th—unadulterated loathing, 8th—overwhelming grief, 10th—dominate person, 12th—geas, 14th—euphoric tranquility, 16th—demand, 18th—dominate monster.
Most of Kaylee's childhood was spent being tormented and teased by the other children in the neighborhood for her appearance, for being a bastard and worst of all, for having an alleged Incubus for a father. Or at least that's what her mother claimed, along with claiming that it wasn't her fault she was seduced by the demon (however Kaylee had discovered various items used for ritual summonings in her mother's room on one occasion).
After years of being mocked and abused for her heritage, as a young adult Kaylee decided she should just say to hell with trying to fit in and embrace her heritage. So, she decided to get a little bit of petty revenge by seducing the husbands of her main childhood tormentors, getting their husbands to spend quite a bit of money on her and ruining their marriages. She knows for a fact that at least one of them ended up killing her husband over the whole thing before taking her own life.
For a while she decided that she could make a decent living by seducing well to do men, but she had the bad luck to one day pick a man whose wife was a rather vindictive wizardress who attempted to kill Kaylee after catching her in bed with her husband. Kaylee had to literally fly right out of the window to escape from her wrath and her once long hair ended up singed rather short after that close call with a fireball.
After that, she decided it would be a good idea to leave the town of Baulder's Gate for a while and wander up and down the Sword Coast. Pondering her lifestyle choices as she goes and wondering if there is anything else out there that she could actually be good at.
Weight: 112
Eyes: Red with slit pupils
Hair: Shoulder length, straight, jet black

Valter Byron |

I admit being new to PbP, but as a Forgotten Realms veteran this campaign absolutely picked my interest. Valter will be a Human Oracle, I'll figure out the details and post a character file soon.

DM_Keddah |


Valter Byron |

But as I said at the start: I'm still looking for a credible way to put something like this in a lvl 6. If I don't succeed I will leave the idea alltogether. If you do like the first ideas, do say so before I come up with something completely different ;-)

Valter Byron |

Aight, here is Valter. I'll put up details like gear, spells and combat stats tomorrow but I tought it more important to share this already. This would be the first oracle I create, if I'm mistaken somewhere do point me at it.
Valter Byron
Male Human Oracle 6
Chaotic Good
Init: +1 Perc: 0
Str 12 Dex 10 Con 14
Int 14 Wis 10 Cha 19
[Lvl 1] Spell Focus: conjuration
[Bonus (human)] Augment Summoning
[Lvl 3] Extra Revelation
[Lvl 5] Extra Revelation
Starchild (CG)
Dangerously Curious
Appraise: 13
Knowledge: Religion: 13
Knowledge: Planes: 13
Knowledge: Arcana: 13
Knowledge: History: 13
Sense Motive: 11
Survival: +4 to avoid becoming lost
Use Magic Device: 13(+1)
Class features:
Curse: Haunted
Mystery: Lore
Revelations:
-Automatic Writing (Su)
-Lore Keeper (Ex)
-Sidestep Secret (Su)
-Whirlwind Lesson (Ex)
Favoured Class option:
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Valter was born as the second child from a human Mirabarian blacksmith, in 1346 DR. Unlike his sister, who was cheerfull, optimistic and a great help for their father in the smithery, the boy was melancholic and only took joy in hearing bards' tales and songs. Even worse, his parents found him more than once telling tales to imaginary friends. Trying to deal with this, his parents sent him to the Clerics of Dumathoin. His behaviour did not change there, but the boy found great joy in listening to the tales of the priest. Also, the many holy items, of whom each had a particular tale, drew his interest. When the priests weren't looking, Valter often experimented with those items. When he did tough, not only the objects he held in hand moved, but all the objects in the room. Things were bound to go wrong tough, and after he was caught in the act twice - a room of objects moving wasn't exactly "hidden" - the priests expelled him. His parents took the boy back in to help them manage the shop.
Spending his time as aid in the shop, prying tales from exotic visitors whenever he had the chance, he grow curious with the outside world. A visit of a Monk of the Order of the Sun Soul changed his path. She told him about her Godess, Selune and her teachings. Valter, now 20 years old, believed it as a sign and left his home and family to accompany the elven monk, Sylanna, back to Waterdeep. She taught him how to meditate and how to pray to the Moonmaiden. He found great joy in her company and his melancholy dissappeared for a moment. She told him about orders devoted to Our Lady of Silver and how to serve her best. However, after their arrival in Waterdeep their ways split. Valter refused to join the Order of the Sun Soul and started looking for one of Sylanna's tales: the Oracles of the Moon.
The experience of travelling hardened him. He learned to react fast and came to believe that only if he prayed hard enough to Selune, she would smile upon him. He also learned that the information he held could be quite valuable, and accompanied several adventurer groups while visiting ruins, tombs and the like. Rarely for long tough, for one reason or another people didn't like to visit places where the dead rest with him. A druid once told him he made the animals uneasy, but did not explain himself further. A fighter once accused him of sending skeletons to them instead of keeping them away, and it required the (magic) intervention of a mage to calm him. His visions increased tough, both in number and in clearness. He felt a urge to warn people for what would happen in the future. After all, Selune gave him this knowledge for a reason, didn't she?
So he warned the farmer near West Harbor that his daughter would get lost in the swamp, so he or another could accompany her on her way to the village. And he did tell the merchant in Waterdeep his wife was cheating on him, so he might leave her - or confront her. He even warned the city of Neverwinter for an upcoming Plague. But the farmer chased him from his land believing he wanted to kidnap the child, the merchant paid him to tell no one and leave the city as soon as possible, and the priests of Tyr gave him all kind of difficult medical questions instead of listening to what he had to say. He got the name of "Prophet of doom" and people started to shut their ears before he said anything. Tired and frustrated of failing to warn the people of the dangers they were waiting, he decided to focus on his search for the Oracles of the Moon again and made way to Candlekeep, hoping he would be allowed to enter.

![]() |

Here's Frederick reformatted:
Frederik Oramar CR 5
Male Human Fighter 1, Rogue (Rake) 5
CG Medium Humanoid (Human)
Init +0; Senses Perception +9
AC 20, touch 10, flat-footed 20. . (+10 armor)
hp 46 (1d10+5d8+6)
Fort +4, Ref +4, Will +1
CMD 18 (+2 vs feints)
Defensive Abilities Evasion, Uncanny Dodge
Base spd 30 ft./ actual Spd 20 ft.
Base Atk +4; CMB +8
Melee +1 Greatsword +10 (2d6+7/19-20/x2) and
. . Dagger +8 (1d4+4/19-20/x2) and
. . Mace, Heavy +8 (1d8+4/20/x2) and
Ranged Crossbow, Light +4 (1d8/19-20/x2)
Special Attacks: Bravado's Blade, Sneak Attack +3d6
--------------------
Str 18, Dex 10, Con 12, Int 14, Wis 10, Cha 14
Feats: Combat Expertise +2 AC/-1 to hit(1st lvl), Furious Focus(fighter bonus feat), Improved Feint(human bonus feat), Intimidating Prowess(from rogue talent), Power Attack(3rd lvl) , Skill Focus: Bluff(5th lvl), Weapon Focus: Greatsword(from rogue talent)
Traits: Extremely Fashionable(+1 to Bluff, Diplomacy, and Intimidate when wearing 150GP of jewelry or clothes, Threatening Defender(1 less penalty to hit when using Cmbt Exp.)
Languages: Common, Goblin, Orc
[spoiler=OTHER]
--------------------
Bravado's Blade (Ex): Forgo some sneak attack damage to make a free Intimidate check to demoralize at +5/sneak attack die.
Combat Expertise: +2 AC/-1 to hit. Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex): If you succeed at a Reflex save for half damage, you take none instead.
Furious Focus: If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Heart of the Wilderness +3: +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Improved Feint: You can make a Bluff check to feint in combat as a move action.
Power Attack: You can subtract from your attack roll to add to your damage.
Sneak Attack +3d6: +3d6 damage if you flank your target or your target is flat-footed.
Uncanny Dodge (Ex): Retain Dex bonus to AC when flat-footed.
Favored class: Rogue, +1/6 rogue talent.
Frederik was raised on a farm in the wilderness of the Sword Coast. Growing up, he was always enthralled by the stories of his uncle, Deridan. His uncle was a somewhat famous adventurer and had retired to Neverwinter. Frederik's father however, was not a big fan of his brother. He frowned upon Frederik's passion for Deridan's stories and was constantly enforcing his more "practical" views on his son. Needless to say, this chaffed against Frederick and, at an early age, he ran off from the farm. Though big and strong as benefited a lad raised in the tough world of farming in the outback, Frederick was also quick-witted and charming. Arriving in Baldur's Gate, he immediately concocted a story about his past "noble heritage", drawing heavily on things he had learned from his uncle's stories. He met with some success and met a young noble, Taryen Forsmuth. Taryen and Frederik were soon an inseperable pair, carousing and gambling. Frederik did not want to impose on his friend's charity however and soon began looking for work. Taryen scoffed at the idea of someone of the "old blood" becoming a common laborer and instead directed Frederik to some friends that were looking to gain some notoriety (and hopefully treasure) by adventuring in the wilderness. This led to a somewhat successful life of adventuring. Unfortunately, Frederick's extravagant tastes and poor fiscal management always seem to leave him in rough financial straits and he finds himself needing to go out once again to risk life and limb.
Frederik is a canny fighter. He relies on intellect to gain tactical advantages in a fight by use of feints and well placed blows. He also uses taunts and boasts to intimidate or enrage his foes so they make mistakes. He plays upon the false first impression of a big, heavily armored fighter to surprise people in tense situations and is not averse to talking through a dispute instead of fighting. He has a weakness for gambling and women (thus his money problems) and it is over a woman that he has earned the undying enmity of Darrian Frist, another young noble that is distantly related to the Silvershields. Darrian has made it a point of always questioning Fredericks "ambiguous" background and this has led to several fights. Though neither has been seriously injured as of yet, everyone else is worried that the situation will eventually lead to something serious.

Valter Byron |

And here is Valter's full character page. I corrected some mistakes and added gear, spells, offensive and defensive stats.
Valter Byron
Male Human Oracle 6
Chaotic Good
Init: 0 Perc: 0
SPOILER=Defense
AC: 20 Touch: 14 Flatfooted: 16
Hp: 5d8 + 8 ⇒ (6, 1, 8, 8, 2) + 8 = 33
Fort 4 Refl 6 Will 5
CMD 15
SPOILER=Offense
Base speed: 30ft. Actual speed: 30ft.
BAB +4 CMB 5
Melee attacks +5
Ranged attacks +4
Str 12 Dex 10 Con 14
Int 14 Wis 10 Cha 19
Feats (Origin [Bonus feat, racial feat, level feat])
[Lvl 1] Spell Focus: conjuration
[Bonus (human)] Augment Summoning
[Lvl 3] Extra Revelation
[Lvl 5] Extra Revelation
Traits
Starchild (CG)
Dangerously Curious
Skills with ranks in it or a feat that affects them.
Appraise: 13
Knowledge: Religion: 13
Knowledge: Planes: 13
Knowledge: Arcana: 13
Knowledge: History: 13
Sense Motive: 11
Survival: +4 to avoid becoming lost
Use Magic Device: 13(+1)
Combat Gear
-Mithral Shirt 10 lbs. 1100gp
-Adamantine Mace, heavy 8 lbs. 3012gp
-Wand of Magic Missile (1st) -, 750gp
-Mithral Heavy Shield 5lbs, 1020gp
Other Gear
-Backpack: 2 lbs, 2gp
-Bedroll: 5 lbs, 1sp
-Water Skin: 4 lbs, 1gp
-Rations 5 days: 5lbs, 25sp
-Spell Component Pouch: 2lbs, 5gp
-Wooden Holy Symbol of Selune: -, 1gp
Total Weight: 41lbs
PP: 10 GP: 6 SP 4 CP
Racial Features
Bonus feat
Skilled
Class Features
Weapon and Armor Proficiency: Simple
Spells: Cleric spell list
Mystery: Lore
Oracle's Curse: Haunted
Revelations (2 + 2 bonus trough chosen feats): Automatic Writing, Lore Keeper, Sidestep Secret, Whirlwind Lesson
Favoured Class Options
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Spells Known, by level
Orisons
Create Water
Detect Magic
Detect Poison
Ghost Sound
Guidance
Light
Mage Hand
Mending
Purify Food and Drink
Read Magic
Resistance
Stabilize
Level 1
Bless
Cure Light Wounds
Identify
Magic Stone
Protection from Evil
Sanctuary
Shield of Faith
Summon Monster I
Level 2
Cure Moderate Wounds
Eagle's Splendor
Hold Person
Levitate
Locate Object
Minor Image
Summon Monster II
Tongues
Level 3
Cure Serious Wounds
Summon Monster III
Daily Spells, by
Level 1 - 7
Level 2 - 6
Level 3 - 4
SPOILER=Backstory
Valter was born as the second child from a human Mirabarian blacksmith, in 1346 DR. Unlike his sister, who was cheerfull, optimistic and a great help for their father in the smithery, the boy was melancholic and only took joy in hearing bards' tales and songs. Even worse, his parents found him more than once telling tales to imaginary friends. Trying to deal with this, his parents sent him to the Clerics of Dumathoin. His behaviour did not change there, but the boy found great joy in listening to the tales of the priest. Also, the many holy items, of whom each had a particular tale, drew his interest. When the priests weren't looking, Valter often experimented with those items. When he did tough, not only the objects he held in hand moved, but all the objects in the room. Things were bound to go wrong tough, and after he was caught in the act twice - a room of objects moving wasn't exactly "hidden" - the priests expelled him. His parents took the boy back in to help them manage the shop.
Spending his time as aid in the shop, prying tales from exotic visitors whenever he had the chance, he grow curious with the outside world. A visit of a Monk of the Order of the Sun Soul changed his path. She told him about her Godess, Selune and her teachings. Valter, now 20 years old, believed it as a sign and left his home and family to accompany the elven monk, Sylanna, back to Waterdeep. She taught him how to meditate and how to pray to the Moonmaiden. He found great joy in her company and his melancholy dissappeared for a moment. She told him about orders devoted to Our Lady of Silver and how to serve her best. However, after their arrival in Waterdeep their ways split. Valter refused to join the Order of the Sun Soul and started looking for one of Sylanna's tales: the Oracles of the Moon.
The experience of travelling hardened him. He learned to react fast and came to believe that only if he prayed hard enough to Selune, she would smile upon him. He also learned that the information he held could be quite valuable, and accompanied several adventurer groups while visiting ruins, tombs and the like. Rarely for long tough, for one reason or another people didn't like to visit places where the dead rest with him. A druid once told him he made the animals uneasy, but did not explain himself further. A fighter once accused him of sending skeletons to them instead of keeping them away, and it required the (magic) intervention of a mage to calm him. His visions increased tough, both in number and in clearness. He felt a urge to warn people for what would happen in the future. After all, Selune gave him this knowledge for a reason, didn't she?
So he warned the farmer near West Harbor that his daughter would get lost in the swamp, so he or another could accompany her on her way to the village. And he did tell the merchant in Waterdeep his wife was cheating on him, so he might leave her - or confront her. He even warned the city of Neverwinter for an upcoming Plague. But the farmer chased him from his land believing he wanted to kidnap the child, the merchant paid him to tell no one and leave the city as soon as possible, and the priests of Tyr gave him all kind of difficult medical questions instead of listening to what he had to say. He got the name of "Prophet of doom" and people started to shut their ears before he said anything. Tired and frustrated of failing to warn the people of the dangers they were waiting, he decided to focus on his search for the Oracles of the Moon again and made way to Candlekeep, hoping he would be allowed to enter.