The Fracturing of an Empire (Inactive)

Game Master wanderer82

Though in the grasp of the Kesadrian Empire for over twenty years, the lands of Neralus are home to a fiercely independent people. And as the arcanocrats squeeze their grip tighter, more and more bits of rebellion spring up. Could the actions that occur in Whispering Falls be turning of the tide, the catalyst that leads the people to rise up against their arcane masters?


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Great - now I can only picture your character doing a Bane voice...

Revamped Blooded Rose with more applicable background.


20 years ago a young boy was enrolled in a monastery located on a mountainside on the outskirts of a dwarven warren. The monastery was isolated and well situated both to provide the modest income required to run the monastery through trade, and to provide the separation required to train monks in their austere ways. The boy, clutching a red flower in his small hands, was abandoned by his parents who could see the inevitable coming as the Kesadrian army ground its way through country after country. Though there was no hope for his parents, the child's wise parents hoped that their son might find some kind of life at the monastery that did not involve slavery of one form or another.

The monks at the monastery, for their part, immediately recognized the value of the child, gifted, even at that age, with grace and wisdom. The child grew and began to master the mystic craft of the monks, almost reaching maturity and confirmation, when everything changed - again. The dwarves, hard pressed by the Kesadrian armies made a treaty which involved certain territorial forfeitures, including the lands the monastery stood upon. Not long after, a Kasadrian platoon paid them a visit. The monks were not used to being told what to do and flatly refused to provide a 'tithe' of men and resources. They fought bravely but futility resulting in much more than a tithes worth of losses. Many were taken to the gladiator pens that day, but 'Red Flower' was wise enough to show no resistance and was taken as a conscript instead.

The first thing his new commanders did was to rename him after having a laugh at his expense when they found out he was named 'Red Flower'. "Sounds like a damned virgin to me!" they announced and predicted they would blood him soon enough. sure enough it was not long afterwards he made his first kill and earned his army name, 'Blooded Rose', in Kesadrian. The life was not too bad for a man who had been trained by monks. There were many others, bakers, lots of farmers, and pompous overweight city officials, that never made it past the first month. But Rose, as he liked to call himself, was an endure. After a while he earned a reputation for being a sneaky dirty fighter and for his knowledge of the dwarves and their homes, a knowledge that became increasingly valuable as time went on.

The trouble started when the brigade leader got promoted and Major Klang (at least that is what the conscripts called him when they could not be heard) took charge. Major Klang was a political appointee with a major prejudice towards all things non-Kesadrian. he considered dwarves little aberrations and didn't understand why it was so difficult to dig them all out. His philosophy was to just send a bunch of conscripts into the holes to dig them out. In trying to persuade the Major, Rose's squad superior, a captain, decided to play it safe. Knowing that if HE challenged the Major's judgment it would not go well for him, he invited Blood to give his expert opinion. Having been called upon to do so many times in the past for the old major, Blood never saw it coming. The major ignored his suggestions, having come from a stupid Neralian conscript, and went forward with his plans. They failed of course resulting in massive casualties the garnered the attention of the majors superior, the old commander of the brigade, who berated Klang for being a fool for not listening to good advice.

Rose earned a ruthless enemy that day. Though Major Clang could take no overt action against Rose considering his superiors rather vocal opinion, he could NOT suffer the insubordination and inferior Blood any sense of superiority. From that day on Blood was sent on increasingly dangerous missions. Whole squads were sacrificed in suicide missions in attempts to eliminate the odious Blood. But somehow, against all odds, Rose survived each attempt only surviving to further enrage the Major. Rose was quite sure his days were numbered. One way or another the bastard was going to get him killed and there was nothing he could do about it. He couldn't blend in with the population and he had absolutely no survival skills.

But then an opportunity presented itself. His squad was being sent on another suicide mission to break up a resistance force. If he could avoid being killed on sight and manage to convince them he was not a spy, he MIGHT be able to join them. He would probably die anyway as these resistance forces were wiped out by the dozens. But at least he would have more of a chance than walking around with a target on his back, waiting for the Major to tire of his games and just send an assassin. His decision was made, now if only the opportunity would present itself!


Blooded Rose
Male Human brawler (Winding Path Renegade) 1
TN Medium humanoid (human)
Init +2, Senses Perception +7
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 13 ((1d10)+3)
Fort +5, Ref +4, Will +3

Speed 30 ft.
Melee hanbo +6 (1d6+5/20)
Melee washu dart (10) +6 (1d3+5)
Melee buckler (shield spikes) +6 (1d4+5)
Ranged washu dart (10) +3 (1d3+5)

Str 20, Dex 15, Con 15, Int 11, Wis 17, Cha 10
Base Atk +1; CMB +6; CMD 18
Skills Linguistics(Read Lips) +1, Perception +7, Perform (Act) +1, Sense
Motive +7, Stealth +4(5 in hilly), Profession Soldier +7, Knowledge Local +1
Traits Charming, Threatening Defender, Conscript (conscripted into gladiatorial combat)
Languages Common, Some human dialect as yet unknown, Read Lips or sign language used for team gladatorial combat situations.
SQ bonus feat, brawler's cunning, improved unarmed strike, martial flexibility, martial training, skilled, weapon and armor proficiency
Trait Feats Prificiency in a martial weapon(?)
Monk Feats Improved Unarmed Strike
Free Feats combat expertise, deadly aim, power attack, weapon finesse
Feats Improved Trip, Improved Dirty Trick
Combat Gear
 Hanbo (May be used to perform a flurry of blows (pg. 145), May be used to make trip attacks (pg.145))
 Buckler (Shield Spikes) (Applies a -1 to hit to Two-Handed Weapon, or Off-hand held weapon., Spiked)
 Chain Shirt
 Reversible Cloak (Common)
 Wrist Sheath
 Backpack, Common
 -Dwarven Stout (Mug)
 -2 Dwarven Trail Rations
 -2 Wandermeal (Filling meal, if used as only food source for over a week user must make DC15+1/day Fortitude check or be sickened until 1 day after better food eaten.) ☐ ☐
 -2 Rations (Trail/Per Day)
 -Mess Kit
 -Ale (Mug)
 -Caltrops, cold iron
 -Flint and Steel
 Outfit (Cold-Weather/Leather) ( +5 circumstance bonus on Fortitude saves vs cold weather)
 Bandolier (Contains small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier.)
 -Wushu Dart (10) (May be used to perform a flurry of blows (pg. 145))
 Tent, Small
 Canvas (Sq. Yd.)
 Flask (Empty)
 Hat (Cheap/Light)
91.5 lbs.
148.33 gp

Other Gear 11.67 gp

Bonus Feat Humans select one extra feat at 1st level.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Combat Expertise You can select this feat even if you don't meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat's benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.
Deadly Aim When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can't reduce the penalty below 0.
Highlander You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Improved Dirty Trick You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Improved Grapple You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Unarmed Strike When you deal nonlethal damage with an unarmed strike, you can spend up to 5 stamina points to deal an amount of additional nonlethal damage equal to double the amount of stamina points you spent.
Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.
Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Power Attack When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Threatening Defender You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

Dotting for interest. Will be submitting a divine character, likely on Monday.

Grand Lodge

thegreenteagamer wrote:
Great - now I can only picture your character doing a Bane voice...

"No one cared who I was until I put the bane voice."

And I'll stop, you shouldn't waste precious, precious bane quotes

Actually, I've got a few other concepts bouncing around in my cranium. Lemme go ahead and get some stats rolled then I'll see what shakes out of it.

2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 6) + 6 = 16

dot...also a question...

You mentioned that in the fluff, there were only rumors of the little people still being around so does that mean halflings and gnomes aren't playable?

Also I've been wanting to use my Gnome Summoner. I will need to re-tool him for this along with his Eidolon. The fluff would need to be altered too as it is set in Golarian and I know nothing of your homebrew world so I've no idea what would fit into your gameworld or not. I've altered the age in the fluff to closer match what you said about the age of races.

Krol & Ava's Fluff:

Born to a family of wealth, Krol's farther was a wizard and mother a sorcorer who both wished Krol would follow in their footsteps. He did develope some basic arcane powers, but nothing as flashy as his parents, but his true powers came out one night on his 19th Birthday.

Krol wakes up as he feels a intangible pull and soft-whispered call for help. He sneaks out of the house to another home near the edge of town, known to be an empty home, but something told him there was a presence there.

In a window to the basement he sees a man dressed in a dark robe, tormenting a humanoid creature with a long tail instead of legs that appeared to have been bound in a magical circle whilst this robed figure was tormenting here.

Seeing this creature in trouble, Krol takes a moment to look at the area and notices a crooked-standing bookcase. With his limited magic he knew he couldn't kill this man with his powers nor his own lacking strength so he focused on the legs of the book case and threw an orb of acid at the already rotting legs. As soon as this man realised what had happened the bookcase falls onto of him, crushing him from the sheer weight and smashed glass.

Krol then enters and destroys the circle, releasing the creature who then smiles and promises to thank him in the one way she knew how to. She was going to let her youngest daughter look after him and she conjured a large egg out of the eather, before touching Krol on the forehead where he woke up back in his room.

His first thought was that this must've been a dream of somekind, until he saw the large egg placed carefully in a corner of his room where he immediately told his parents what had happened. His mother investigated the house whilst his farther remained beside him and to study the egg.

His mother returned, but said the place was empty and the man was missing, but when she took a closer look there was a blood trail and the magic circle had been scrubbed to hide it had ever been there. Once this happened it wasn't long before the egg began to crack and out came a creature that appeared female from it's human torso, hips and head, but it's arms and legs were covered in dark-red scales as were it's tail. She was born with claws at the end of her slender fingers and a pair of sharp fangs in her mouth.

Excited, they asked her many questions and despite having just come out on an egg, she appeared as a young adult human women and had many memories of her home away from the material plane. She also stated how she was to become Krol's bodyguard as a life-debt to be paid for on behalf of her mother and his unique magic allowed her to exist in this world for as long as he wished, unless he was unconscious and unable to maintain that link.

Krol decides to leave home once he is of age with a quest to try and discover more about himself and the other planes that are beyond this world. Despite Ava's lack of understanding this world's fear of nudity, Krol manages to convince her to wear a robe that covers here so that she could pass for human when travelling together, however in the heat of battle she is known to simply dispense with the cloak and charge in like a savage animal.

Ava's appearence is based on Goris from Fallout 2. I always loved how I was able to talk into a non-mutant zone with a intelligent Deathclaw!

Also what deities are in this world? I have various ideas for more religious focused characters, but it's best I know what deities actually exist. Can't make up a character that follows Lamashtu if Lamashtu doesn't exist, same with various empyrial lords I generally quite like.

Also, let's try out the dice and see if the lords will be merciful...

2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (4, 6) + 6 = 16

interesting...lots of different classes that could go with that.

Rolling for GP:

4d6 ⇒ (6, 5, 1, 5) = 17

That's 170gp.

@Ancient Chronicler,

I envision my character as having joined the Army, where he is positioned as Second Lieutenant. While it would be cool to role-play his desertion from his post, this may well not fit with your plans, so let me know if it's acceptable for him to still be in his post; otherwise I will have him desert after a senior Lieutenant orders him to commit an act he finds Morally reprehensible (e.g. burning peasants off their land, confiscating poor travellers wagons, etc.), and I will role play him as a deserter.

This will be Thron's submission. Crunch is mostly done, needs some final touches and fine tuning, as well as the eidolon built. Here is an outline of her fluff (disregard the current write-ups in the alias, it is from a previous application):

-Conscripted into the army at a very young age, and endured the rigorous lifestyle that entailed.
-As she matured, her beauty blossomed, and she drew the attention of more than one admirer, including one particularly vile unit captain.
-The captain attempted to force himself on her, and she and 3 of her friends in the unit fought him off, killing him in the process.
-The four teens fled the camp, and decided it best to split up for their own safety.
-During her flight from the Empire's more stringent holdings, Hollie came across a wounded dragon, suffering heavy wounds and dying. She sympathetically reached out to comfort it, and somehow a bond was formed, linking their life essences and binding them to one another. The dragon gained renewed vitality, while Hollie gained some of the dragon's inherent magic and power.
-Hollie made her way to Whispering Falls under disguise to hide out.

Will flesh this out in much greater detail as time allows, but this is the gist of it.

OKay, I would like to present Second Lieutenant Blake Hunter

Submitting Lirandra, a human, female witch (death patron). Initially I was looking at an oracle, but the bones mystery is way too undead focused, (same for shamans). The alias is recycled from an earlier campaign that ended, so disregard previous posts,.. i just want to avoid more alias bloat.


Lirandra is the child of a single mother and a Kesadrian soldier father - the result of a drunken one-night mistake that resulted in an unwanted pregnancy when she was sixteen. Lirandra's father didn't even hang around till the next day, and she doesn't know who he is, her mother, a seamstress, claims not to know his name, but has revealed that he was some kind of officer. Even when she was very young Lirandra was a strange, fey child. She would sit silently watching the adults around her with an unsettling, knowing, intensity as they went about their business, only to add short, cryptic, yet pertinent phrases. Frequently she would disappear from home, only to be found hours later sitting in the town's graveyard alone or surrounded by the ravens that made it their home, feeding them with scraps of meat or bread.

As she grew older, Lirandra developed into a quiet, shy girl with few friends, rarely joining in games but, rather, sitting by herself watching the other children, wandering the forest edge. Even then, the townsfolk noted that, wherever she went, she was followed by a raven, sitting in a tree nearby, or on a building's gables. At thirteen she began working with her mother, taking in orders for clothes to be sewn, mended or decorated. Lirandra proved adept at creating intricate decorations, often incorporating disquieting patterns that, when half-seen from odd angles, in passing, or in dim light, seemed to echo scenes of death.

Whenever a townsperson died, one of their surviving relatives, a wife, a child, a parent or a sibling would, soon after, be visited by the girl. Although none would recount what was said, they always seemed more at-peace with their grief after such a visit. Lirandra also gained a reputation as a healer, tending to wounded and sick townsfolk when misfortune struck, and the people started to whisper that she was in touch with spirits of The Way, or with Vaenos, the Grey Mistress, herself.

If we need to be in a certain place or situation at the beggining I'll add to this as appropriate, or as info about The Way becomes available.


Lirandra bears the red hair and pale skin of (a native of Neralus or a Kesadrian as appropriate). She is 5ft., 4in. tall and wears a brown cloth skirt and a linen white shirt, subtly decorated with grey traceries of thread, both are simple but well made. In cold weather she adds a wool-lined cloak. Those around her sometimes feel unsettled by her silent, watchful nature, which seems to remind them, somehow of their own mortality. At all times Lirandra's familiar, an unnamed raven, seems to be somewhere nearby, although Lirandra doesn't seem to pay it much particular attention except when she feeds it scraps from her own bowl at meal times.


Lirandra is quiet and somewhat disconcerting. She retains the habit of silently watching those around her, speaking in short, esoteric phrases. She rarely exhibits emotion but exudes an odd sense of empathy, especially for those grieving a loss.

Note: Although she has a raven familiar, I don't want it to be able to speak. - Doesn't fit the theme. I've left a couple of things out for the moment, depending on feedback re., The Way and in what circumstances the campaign begins (apologies if these are already answered.)

as for equipment: I'll get to it after this...
3d6 ⇒ (2, 1, 5) = 8 x 10 = 80gp, or 105gp for average.

Stats: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stats: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stats: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stats: 2d6 + 6 ⇒ (6, 3) + 6 = 15

Pathfinder Adventure Path, Companion, Rulebook Subscriber

At work and won't get to do much with this til tomorrow but I figured I could at least get my rolls done.

Stat 1: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Stat 2: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stat 3: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Stat 4: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Stat 5: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat 6: 2d6 + 6 ⇒ (5, 6) + 6 = 17

Wow, nice, think I'm going with the rolls.

I will withdraw my application :). Too much on my plate

She's finally done. I changed her Campaign Trait to Keeper of the Ways because I felt it fit her character concept better.

Anyway--here's Tassira Vantyev, my fey-blooded sorceress!

Lem Ingram Notes on Lokk have been added to the Campaign Notes page.
Joseph A Halfling riding a pig sounds highly amusing, and I am totally okay with you using it as an out of combat mount. Would living in an oppressive military state ruled by a foreign, occupying force that killed or enslaved much of your family when you were but a babe count? Notes on the Paths/Philosophies of the Way are being added to the Campaign Notes (keep checking for updates). For age, let’s say ########. And what are you smuggling? It’s quite simple – food.
Hymenopterix The elven people tend to live in remote, environmentally charged locales. They are highly adaptive to their living environments, and though outsiders identify these adaptations as being “separate races” of elves (and give then pedestrian labels – arctic elves, jungle or feral elves, etc), they view all elves as the same. Like the dwarves, they brokered a treaty with the Kesadrians, allowing them to maintain their existing kingdoms and culture, and move ‘freely’ through the Kesadrian Empire. That said, most Kesadrians view them with an air of distrust, as they are not wholly part of the Empire.
Zayne Iwatani Like your proposed cavalier concept, interested to see what you put forth.
Gavmania Interesting proposal, could play into a very unique part of the game. Your entry into the military and learning would have been less organic though – all Kesadrian children as they approach adolescence are tested for arcane potential and those showing promise are taken to specialized training and education facilities. As the son of an ‘arcanocrat’, you would’ve immediately been sent in the direction of officer training as well.
Miteke I would encourage toning down the “extended military action” in your history. Remember, you are 1st level.
Aron Marczylo only rumors of free settlements of little people still exist. There are gnomes and Halflings in the occupied lands, living as 3rd class citizens. Your fluff will need significant rework, as there was no arcane magic in Neralus prior to the Kesadrian invasion – as such, your parents could not have been a wizard and a sorcerer. Deities have an overview in the Campaign Notes page, and will be receiving continuous updates as time goes on. If there is a deity in Golarion, or another campaign setting, you are interested in, just let me know and I can adapt a deity in the Campaign accordingly.
Lirandra I encourage you to roll a set of stats before using the 20pt buy. I will be posting on the Paths/Philosophies of the Way shortly, as well as details of the current state of Whispering Falls (where the game will begin).

2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
hope I'm not too late for consideration, the world sounds quite cool.

Sorry - should have noted that Lirandra is Hymenoppteryx's submission, so I rolled the stats up earlier... Decided not to go with an Elf in the end.

BTW, is red hair a feature of either Neralusians or Kesadrians? What physical features differ between the groups?

Pathfinder Adventure Path, Companion, Rulebook Subscriber

Working on my character concept a bit more now that I have a little time and wanted to ask after an archetype.

Fey Caller

It comes from Ultimate Intrigue but uses none of the new rules from it. I don't know that I'll use it but I was considering it if it would be allowed.

Ancient Chronicler wrote:

Lem Ingram Notes on Lokk have been added to the Campaign Notes page.

I'm not finding it, did the site perhaps eat your post again?

gold: 4d6 ⇒ (6, 5, 2, 4) = 17

Gaius Synphus Morcada was one of the luckier bastards born after the war. His father was a well to do arcanocrat from Kesadria, had no wife or children yet and was truly taken with Gaius's mother, a captured elven servant. He was taught the gentlemanly art of combat from his father and his father's guards and was generally treated as a legitimate son. This changed when Gaius's father began courting a Kesadrian lady and Gaius became a embarrassment and a liability. Thus at the age of 18 Gaius was cast out to make his way in the world, with a generous gift from his father to help. This did not immediately cause much hardship for Gaius who looked more human than elven and was charming enough to garner favoritism by the Kesadria colonial government. However his grip on personal finance was lacking and he quickly found himself running low on money. Obviously the solution to this was one grand night of gambling. This did not go quite as planned and on the last hand of cards, knowing he was going to loose, Gaius grabbed all the money on the table and ran. His well to do up bringing and charm were not enough to keep him out of trouble this time though so he had to keep running and has been running and keeping low for several months before finding himself in Whispering Falls.

5'10" with hazel eyes and light brown hair, Gaius's good looks are marred by a tired and worn affect. His clothes are well made but in need of the attentions of a seamstress. Still he walks with the swagger of an aristocrat and a swordsman.

Gaius is both amiable and friendly. He wants to be friends with everyone and everyone around him to have a good time. He would always talk things out than fight and knows how to make others see his side of things. However he is also very impulsive which leads to trouble more often than not, his quick thinking usually prevents trouble from catching him. While he wishes everyone good will stopping to think about morals and consequences escapes him despite his natural intellect.

stat block:

Gaius Synphus Morcada
Half-elf magus 1 (Pathfinder RPG Ultimate Magic 9)
CN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +3
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +3; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee scimitar +4 (1d6+4/18-20)
Ranged shortbow +3 (1d6/×3)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus Spells Prepared (CL 1st; concentration +4)
. . 1st—shocking grasp (2)
. . 0 (at will)—detect magic, light, prestidigitation
Str 18, Dex 16, Con 13, Int 17, Wis 12, Cha 13
Base Atk +0; CMB +4; CMD 17
Feats Pass For Human[APG], Skill Focus (Diplomacy)
Traits friend in every town, reactionary, Kesadrian Citizen
Skills Diplomacy +9, Disguise +1 (+11 to disguise yourself as human (and ignore the penalty for different race while doing so)), Knowledge (arcana) +7, Knowledge (planes) +7, Perception +3, Spellcraft +7, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood
Combat Gear potion of cure light wounds; Other Gear lamellar (leather) armor[UC], arrows (20), scimitar, shortbow, backpack, courtier's outfit, mead (per gallon)[UE], mug/tankard (2), parchment, spell component pouch, spellbook, trail rations (10), waterskin (2), 52 gp, 7 sp, 6 cp
Special Abilities
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pass for Human +10 to Disguise yourself as a human. Can take 10 on this check in human areas.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

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Ashe's Gold: 5d6 ⇒ (4, 3, 5, 3, 6) = 21

Okay, selected the Smuggler trait with Ashe, updated her personality a bit, and adding piercing grace as a free feat (equivalent to the finesse rogue class ability). Had a sample RP and full gear, but apparently closed that tab without realizing. So will update with all of that information tomorrow!

Silver Crusade

@Ancient Chronicler
I have changed my submission to a Cleric of Mya. Her name is Tevan

What is the Life domain? Couldn't find it.

Thinking of selecting the Domains: Life and protection.

I will have her Gear, Background, and personality uploaded later today.

I'll be going with a Human Unchained Rogue (Sharper), though I'm looking into multiclassing as well (Inquisitor, Fighter and Ranger are high on the list). He'll have at least 4 rogues levels though the multiclassing might happen as early as 2nd level, depending on which class I go with.

He'll be a devout follower of Gilden though he doesn't really show it (as a side note, please tell me Gilden's favorite animal is the magpie).

He comes from a family of former nobility that used to own large swaths of land and was generally rich before the invasion. They resisted the rule of the invaders but were initially mostly ignored due to being of lesser importance.Their servants and other employees actually killed his parents in hopes of getting in good graces with their new overlords.

My character was a baby when this happened and he and his sister were raised by their grandmother. Grandmother lived in denial of the changed circumstances and raised as if they were nobles. As they grew older they learned the truth but continued the charade for their grandmother. When grandmother passed away, my character was 15, the siblings went their own way. His sister married a Kesadrian soldier who had quit the war effort and opened an inn. My character made his way as a gambler and eventually was banned from gambling in several inns, including his brother-in-law's, because he won too much.

EDIT: As far as traits go I'll be going for either Orphan of the War or Vagabond.

Ancient Chronicler wrote:

Gavmania Interesting proposal, could play into a very unique part of the game. Your entry into the military and learning would have been less organic though – all Kesadrian children as they approach adolescence are tested for arcane potential and those showing promise are taken to specialized training and education facilities. As the son of an ‘arcanocrat’, you would’ve immediately been sent in the direction of officer training as well.

OK, that's good to know, I'll write it up into my background. I had myself posted to Durmstadt as I was not certain if you had planned a permanent Military presence in Whispering Falls, but if ther is one it would make sense for me to be posted there.

Lam Damn, reposted Lokk notes.

Reg Some of the domains date back to 3rd edition. I have gone through and updated them all to Pathfinder. As an aside, orcs are viewed as horrible beasts of the wilds, so there will be a stigma in being a half-orc. Just something to consider.

I've updated Tassira's backstory somewhat, taking the notes on Lokk into account. :)

Working on Hollie's proper background now.

Silver Crusade

@Ancient Chronicler

OK. I didn't think to look at 3.0

Having a stigma with being half-orc is perfect. A half-orc cleric of Mya should be fun to role-play.


@ Ancient Chronicler: Hollie's background is now complete, although I'm leaving the bit out about her encountering her Eidolon for now, for...reasons. Let me know if you'd rather me go ahead and include her meeting and bonding with the Eidolon there or if you would prefer to wait.

Starting Gold: 2d6 ⇒ (3, 1) = 4 x 10 = 40, less than average, so starting with 70 gp. Will begin working on buying gear.

Reg Go look at the Gods again, her domains have been updated.

Gear purchased, everything should be complete. Lemme know if you see any errors and I will correct them.

This will be drogeney's submission, I'll have her finished in just a bit. For now, the GOLD ROLL!

Starting GP: 2d6 ⇒ (6, 1) = 7x10=70
So I balanced out. I can live with that, my gear needs aren't that great anyway.

Here is some story for an appetizer.

Starting gold: 5d6 ⇒ (5, 1, 4, 4, 4) = 18x 10 = 180 well above average.

I have also decided to stick with the 7 point buy (you left it up to us to use the it or a 20 point buy). I am interested to see how the DM would balance my character with the 40+ point buy people then. And I am liking the idea of someone with no advantageous features rising to epicness. She could be like Donnel from fire emblem. The farm boy with a pot on his head that, with much mentoring and luck, can become your strongest combatant.

Lucatiel was a simple farm girl. A simple farm girl that was sitting upon a warbred horse in armor with a lance twice as long as she was tall. She too was armored in plates a little too big for her build and an over sized helm that needing much padding to feel tight. The sun was just barely cresting the horizon and a cool breeze as flowing over the hill. Yet despite the cool morning, she was sweating from anxiety. Coming up the hill were five men. Two were on horseback, 2 on foot, and one driving a wagon loaded with the hard earned goods from her home. If she was successful today, they would be returned to her family and neighbors. If she wasn't, well, she didn't want to think about it.

They saw her easily enough from the top of the last hill but they still came on until they reached the bottom of the hill she waited on. Her uncles's voice appeared in her head with the advice he had repeated that morning. "Hopefully you won't even have to fight. You wear the armor I once wore and ride my horse. If they recognize it then you may be able to dissuade them."

"Who the f@~& are you?" said one of the mounted men.

Well so much for that, she thought. "I am sir Davos. Knight of Aquitaine. Leave the wagon and no harm shall come to you," she said in the manliness voice she could muster. Even to her ears it sounded fake. Something to work on if she survived.

"Yeah?" the same man asked. He pretended to mull it over as he looked over at his companions and smiled. "Think I'll take my chances against a wannabe knight versus the Kesadrians," he said turning back to her.

Her mind conjured her uncles advice again. "Take out the leader first if you can. It will demoralize the rest and maybe end the fight before it even begins. He'll usually be the one giving orders or talking the most."

"You have been warned," she sad in return. She reached down and stroked the mane of the horse beneath her. "Alright Aeolian. Let's do this," she whispered. The horse tossed its mane and snorted in acknowledgement. The name seemed to be some kind of trigger as the horse began to prance in anticipation of what was about to come. It danced back and forth with barely controlled excitement. So when she urged the horse forward, it was off in a flash, charging down the hill like a gust of wind. Lucatiel barely stayed in the saddle. Thankfully the men below were slow to react, not realizing the threat was real. By the time they got their weapons out, the thundering duo were already upon them. Again, her uncles words rang in her mind as she charged forward. "Remember, Lance up and stay balanced until just before the strike. Drop, aim, and lean into it at the last second. Just let Aeolian do the work. And for the love of Avas do not drop the lance."

Lucatiel and Aeolian made impact with tremendous force. And to everyone's surprise, the hit was mostly on the mark. The lance hit the supposed leader low on his breatplate, deflecting the tip down into his side. It was a mortal wound if not treated and sent him flying off his own horse. He landed with a crunch and lay still. Only a light groan indicated that he survived. Aeolian's momentum carried them past the wagon before they slowed enough to spin around and charge again.

"Wait! Wait! We'll give it back." One man cried as jumped down to help the wounded man. Lucatiel reigned in her mount just before dropping her lance for another strike on the other mounted man. Aeolian continued to dance, obviously wanting to race some more.

"Leave the wagon and go!" she said and they complied. They patched up their companion as best they could and rode off. After they were over the next rise an excruciating pain tore through her arm. She dropped the lance and cried out so loudly in pain her mount went into a panicked trot, which just made the pain worse. "Stop Abigail." On the name Abigail, the horse stopped and immediately dropped its head to graze lazily at the grass at the side of the rode. Lucatiel spent a few moments just trying to fight off the black spots in her vision that threatened to coalesce in an all consuming darkness. She took deep breaths in time with the now docile Abigail to keep a steady rhythm. Eventually the pain dulled to something manageable and she looked to see what the problem was.

"Yep. Dislocated." She dismounted gently only hissing a few hims at the spikes of hot iron in her shoulder. The armor wieghed heavy on the wound. She grabbed the lance and then the reigns of the donkey pulling the wagon of goods. She guided the stubborn animal over to Abigail and tethered them together. Then, very slowly, guided them all back to the village. As she went she wondered if her uncle would be proud she won or disappointed that she did more damage to herself than the thieves did to her. Probably both. At least she didn't drop the lance until they were gone.

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There, the character is completed. Introducing Jeane, Mistress of Magic. Please let me know if anyone notices anything off about the character so that I can deal with the problem.


female human sorcerer 1
CG medium humanoid (human)
Init +3; Senses Perception +1

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +1

Speed 30 ft.
Melee light mace +1 (1d6+1)
Ranged varies +3 (varies)
Special Attacks
Spells (CL 1; concentration +5):
1st (4/day)— silent image (dc 15), shocking grasp, charm person (dc 17),
0 (at will)—detect magic, mending, dancing lights, jolt,

Str 12, Dex 17, Con 14, Int 13, Wis 12, Cha 19
Base Atk +0; CMB +1;CMD 14
Feats WP: simple; Spell Focus (enchantment) (1st), Skill Focus (diplomacy) (hbf)
Traits talented (dance), arcane scion (enchantment, charm person),
Skills appraise +5=+1+1+3 (bs), bluff +7=+3+1+3, diplomacy +10=+3+1+3+3, knowledge (arcana) +5=+1+1+3, knowledge (local) 5=+1+1+3, perform (dance) +8=+3+1+3+1 (bs), spellcraft +5=+1+1+3
Languages common, draconic
SQ arcane bloodline, arcane bond (familiar)
Combat Gear light mace; Other Gear
Misc Gear backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, soap, trail rations (5 days), and a waterskin, spell component pouch, entertainer's outfit, 52 gp
Special Abilities

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
Arcane Scion Whether through your bloodline or a chance encounter with a wild magic fount, you were exposed to the strange Arcane magic following the Great Invasion. You may choose one of the following: You gain a +1 trait bonus to Spell DCs for one school, and begin knowing one additional 1st level arcane spell.
Bloodline Arcana Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Class Skill knowledge (local).
Overwhelming Beauty The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.
Talented You gain a +1 trait bonus on checks with a single Perform skill (dance), and all Perform skills are always class skills for you.


Jeane is a nineteen year old human woman with knee length platinum blonde hair, violet eyes, and a very lovely hour glass figure. She prefers revealing garments in white, short soft leather gloves, and soft leather boots with roughly three inch heels on them. She carries a rod that serves as a light mace and when traveling a backpack with the basic essentials in it. She's never seen carrying a ranged weapon rarely bothers to conceal herself any more than her clothing does. She is also, at times, accompanied by a strange, fanciful, thrush that seems almost insubstantial.



Jeane is a friendly person, she loves to flirt, dance, and study magic. She is very loyal to those she calls friend and can't seem to leave well enough alone at times which has gotten her into trouble before. She is skilled at manipulating people whether by magic or words, and has no real problem using her charms as needed to get by. Despite all of this lovely personality and exterior she is very guarded with her heart and letting people get too close since everyone she's truly loved she's lost. this can make her a bit cynical at times and hard to get to know.

Back Story:

Jeane was born to a Kesalos family in one of the provinces outside the capitol four years after the defeat of the Neralan forces and occupation of their country. Her parents, Harol and Gillian, weren't perfect by any means, they were very poor but they did their best to raise their daughter well and generally succeeded. As she grew up Jeane was obviously going to be a great beauty one day and her personality was always one of a pleasant child who got along with most anyone given half a chance.

As she entered adolescence the promise of Jeane's looks became fact as she blossomed into a gorgeous young woman and discovered her own power. It turned out that Jeane was a latent sorceress and, with the onset of the changes of puberty, began to display control of the arcane. Her appearance gained an even greater appeal as the magic bloomed and she began to display a talent for enchantment magics. Her family, no longer able to teach her and without the money or connections to gain her an apprenticeship were left at a loss as to how to best help their daughter learn control and, in the end, found the chance taken away from them as Jeane one day just.

What her parents didn't know was that Jeane had been approached by a rather lascivious noble who wanted her as a concubine and, when he couldn't be dissuaded, she ran, fleeing her home to try and keep trouble from them. On her own now at the age of sixteen Jeane made her way to the capitol and learned just how hard the real world was. She learned quickly that her looks were both a blessing and a curse and she would have been in a very bad place if she hadn't been taken in by a group of traveling performers. She found herself on the move for the next few years and managed to hide her magical talents from them. To earn her way she learned how to flirt, how to dance, and studied magical lore when she could and people when she couldn't. She also developed her magical talent further finding a penchant for both illusions and slinging around electricity.

The troop eventually made their way to Nerala and Jeane found herself falling for one of the men in the troop, Constantine, and likely would have stayed with the troop entering into marriage with the man. Unfortunately it wasn't to be as shortly after their first performance her beauty once again caused her problems. They had performed for a group of conscripted soldiers who decided that when she told them "no" it meant "yes". Several of these soldiers attacked her and attempted to take her someplace more private to rape her when Constantine stumbled upon the scene. He immediately threw himself into the fray to try and save her but was, unfortunately, stabbed in the back by one of the thugs. Jeane, in a fit of rage, called forth a great volume of electricity and electrocuted the soldier who had stabbed her beloved killing the man instantly. His cohorts fled and she knew she couldn't stay. She was able to, barely, say goodbye to Constantine who told her he always knew she was magical and that he loved her. There was nothing more that she could do so Jeane fled, once again leaving behind everything to protect those she cared for. Angry at what had happened to her yet again she swore that she'd see the Empire fall and began to try and find a way to make just that happen.


N Diminutive magical beast
Init +2; Senses low-light vision; Perception +5
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural armor)
hp 2 (2HD)
Fort +0, Ref +4, Will +4
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills appraise -1=-2+1, bluff -1=+-2+1, diplomacy -1=-2+1, knowledge (arcana) -1=-2+1, knowledge (local) -1=-2+1, perform (dance) -1=+-2+1, spellcraft -1=-2+1, Fly +12, Perception +5
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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.
Manifest Dreams At 3rd level, a figment is shaped by its master's dreams. Each time the master awakens from a full night's rest, he can apply to the figment 1 evolution point worth of eidolon evolutions that don't have a base form requirement. At 7th level, he can apply 2 points worth of evolutions; at 13th level, he can apply 3 points worth of eidolon evolutions.
This ability replaces deliver touch spells, speak with animals of its kind, and scry on familiar.
Recurring Dream (Su) A figment has a total number of hit points equal to 1/4 the master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master, a figment enters an antimagic field, or a figment's master is rendered unconscious or asleep, the figment disappears until the next time its master prepares spells or regains spells per day. Because it is a being of its master's own mind, a figment can never serve as a witch's familiar, and it can't use any divination spells or spell-like abilities it may possess.
This ability replaces improved evasion.
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).

Animal companion 2nd HD: 1d8 ⇒ 1

4 it is.

Just realised i didn't initially note Lirandra's alignment. She's Nuetral, unless you'd prefer good characters. I generally play good, but Neutral seems like a good fit for her. I've now included her equipment as well.

As another question (sorry) - How are witches/oracles etc. seen by the common people / Neralusians / Kesadrians? How common are these in society (i.e., would it be obvious to most that she's a witch? These attitudes would potentially alter aspects of her background that I will update as necessary. In terms of her familiar (and therefore her magic), does it make sense in the context of your world for the raven to be associated with the death goddess Vaenos - or is there some other animal more associated with death/the goddess that would be more appropriate?

This is Zayne. So she didn't turn out terrib...okay the horse is a lot better.

Ashe Stormwarden has had her profile update and character sheet is now uh, tentatively finished. Rewrite of personality section, change in alignment (from CN to N - more leaning good than evil), some more information on background, changed avatar, and added traits and gear.

Ancient Chronicler wrote:
Miteke I would encourage toning down the “extended military action” in your history. Remember, you are 1st level.

I figured most conscripts would be 0 level militia and that 1st level is above the normal cut. Not heroic, but decent. What is the average level of the conscripts? 1 or even higher? Would a level 1 actually be a peon?

Pathfinder Adventure Path, Companion, Rulebook Subscriber

I would think that the average level would be having 1 npc class level and, upon completion of training, converting that to a pc level (likely fighter). Course that's just my best guess at it.



Zayne Iwatani - Aeolian, Awesome horse (Cause let's face it, the horse is doing all the work)
Reg Tyrsman – Varak Ragnarsson, Half-Elf Ranger
Miteke – Blooded Rose, Human Brawler
GM Spiderbeard – Ashe Stormwarden, Human Swashbuckler
YanJieming - Lem Ingram
GM SpiderBeard - Ashe Stormwarden, Swashbuckler

EmissaryOfTheNorth – Daarius Renaez, Human Rogue (knifefighter)
Andostre – Morsun Morsun, Dwarf Rogue
BC4Realz – Bicar Anbesi, Elf Alchemist Withdrew

Tangaroa – Zillombrel, Gnome Umbral Sorcerer Withdrew
Thron - Hollie Skyborn, Summoner
Gavmania - Blake Hunter, Magus
Hymenoppteryx - Lirandra, Witch
Dragoncat - Tassira Vantyev, Sorcerer
Acorn - Gaius Synphus Morcada, Magus
drogeney - Jeanne, Sorcerer


thegreenteagamer – Froki Moreland, Halfling Oracle of Nature
Cam James – Joseph the Shepherd, Halfling Hunter
DarthRancor – Claire Gladoak, Human Druid
SyrioForel – Abimbola, Human Shaman (waves)

Expressed Interest & Base Concept
YokaiBoy – Chosen One Paladin
Oyzar – Monk
Mishima – Arcane Caster
Ellion Hesoni – Alchemist/Investigator
Sam C – Bard/Skald
Cuan – Rogue (sharper)
Orth Maul – Summoner

Arcane took a huge jump and divine is still waiting. Might want to just erase divine and leave nature since that is where they all are.

Edited: thanks Andostre

Zayne, BC4Realz withdrew.

I'm going to have to pull out, unfortunately. I just can't get a character together that I'm happy with, and it's getting a bit aggravating :p.

Lisa Meadows


Lisa Meadows was born in the quite village of Wispering Falls as the only child of Jack Meadows, a logger, and his wife Lily.
Unitl around when she was six years old the only thing diferent about her, compared to the other vilage children, was a birthmark as the inside of her left upper arm, that with a bith of imagination could be see as a rising phoenix, it was the year in which tragedy befell the small family, the death of Lily Meadows, caused by an rare illness, an illness beyond the meager abilitys of the vilages priest and beyond what their savings could afford in Durmstadt.
The Girl lacking a female role model in a rough environment, naturaly turned into quite a tomboy, getting into fights with the other children, and usualy wining, even against older boys, worried her father greatly. Finaly he remided her of the storys, of heroes fighting for justice, that she so loved and what her late mother would think of her behaviour, thus Lisa chose to only fight in the defense of herself or others.
The tomboyish girl grew into a tomboyish young woman, surprisingly or rather unsuprisingly the aprentice of the local blacksmith, who noticed her, after she beat up his old apprentice for bulling some of the younger kids.
The next spanner destiny threw at her plans of a normal live came in the rather unimposing form of a ferret. It first appeared in her dreams, telling her how it had been send by Ava to warn her of an evil coming to her village and to guide her, as she had been chosed for a great destiny. The first time she dismissed it as a weird dream, the second time she voed to not eat so many berrys before bed, after the third time she started preparing. When the ferret apeared in her room one night, she was ready, after a lot of pantomining and wispering with the animal, she followed it, armed with an old two handed hammer, that was no longer used in the smithy because the metal started to get weak, and armored with an old smith apron.
She followed her guide to the vilage's graveyard, where she found a foul being, digging at one of the fresher graves. the being startled by her apperance hissed spit flying from his yelow teeth and started to come at her with frightening speed. The thougts of surprise that went trough it's head were sweiftly followed by the head of a hammer, as she brought down her weapon with a cry, that was equaly part warcry and cry of fear.
At the urging of her animal friend, she returned home and hit all evidence of her adventures.
The next day the little village was abuzz with the news that a dead ghoul had been found on the village graveyard, dozends of rumors circulated, that Vaenos had punished the foul creature, that it had run afoul with another monster and dozends others, one more fantastic than the last.
But Lisa new the truth, and she started to prepare, for when desteny would call her again.


Lisa is a well muscled girl of avarage height( for having seen 16 winters), she has short red hair, bright blue eyes.
Her normal attire consist of a wool shirt and trousers, both at work and not. Her battle equipment comsists of a scale mail, each scale having a slightly diffenet color not all of the same metal, a bardice that looks more like an oversized woodcuters axe on a spear handle, an old smith hammer, a large bucher's knife and a shield that looks like it belonged to a barrel before.


strong sense of Justice
likes Fighting
respects hard work
dislikes bullys and cowards
will help those in need, but expects them to work for it too


Lisa Meadows
Female Human paladin 1
LG Medium humanoid (human)
Init +2, Senses Perception +1
Aura aura of good,
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex, )
hp 13 ((1d10)+2+1)
Fort +4, Ref +3, Will +3, +2 trait bonus vs. charm and compulsion effects.

Speed 20 ft.
Melee bardiche +5 (1d10+6/19-20)
Melee gauntlet +5 (1d3+4)
Melee gladius +5 (1d6+4/19-20)
Melee shield, heavy wooden +5 (1d4+4)
Melee warhammer +5 (1d8+4/x3)

Class Spell-Like Abilities detect evil (at will)


Str 18, Dex 14, Con 15, Int 13, Wis 12, Cha 15,
Base Atk +1; CMB +5; CMD 17
Feats Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse, Fast Learner, Furious Focus
Skills Diplomacy +6, Heal +5, Knowledge (Local) +2, Sense Motive +5, Background: Blacksmith +6, Lore(Hero storys) +6
Traits Armor Expert, Birthmark,
Languages Common
SQ aura of good, bonus feat, detect evil, skilled, weapon and armor proficiency,
Combat Gear potion of cure light wounds, torch (10), rations (trail/per day) (5),
Other Gear bardiche, gauntlet, explorer's outfit, scale mail, pouch (belt), gladius, shield, heavy wooden, warhammer, backpack, bedroll, waterskin, holy text (cheap), flint and steel, pot (iron), mess kit, rope (hemp/50 ft), soap (per lb), holy symbol (wooden), 17.0 gp
Familiar: Nem the ferret
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero.

Aura of Good (Ex) You project a faint good aura.

Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Bonus Feat Humans select one extra feat at 1st level.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Fast learner
Weapon and Armor Proficiency Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
lay on hands +1/2 hp

Silver Crusade

@Ancient Chronicler

I have made the adjustments to Tevan.


Female Human Cleric 1
NG Medium Humanoid (Human)
Init +2; Senses Perception +3
AC 17(19), touch 13, flat-footed 14(16) (+4 armor, +2 dex, +1 dodge)(+2 shield)
hp 10
Fort +4, Ref +3, Will +6
Speed 30 ft.

Heavy Mace +2 1d8+2
Quarterstaff +2 1d6+2

Light Crossbow +2 1d8
Crossbow Bolts (20)
Str 15, Dex 15, Con 13, Int 11, Wis 17, Cha 8
Base Atk +0; CMB +2; CMD 15

Birthmark (Faith), Muscle of the Society (Combat), Kesadrian Citizen (Campaign)

Drawbacks none

Armor Proficiency (light, medium), Combat Expertise, Deadly Aim, Dodge,Mobility, Power Attack, Shield Proficiency, Simple Weapon Proficiency - All, and Weapon Finesse.

Skills (3 points; 2 class, 1 race, 0 INT)
ACP -2(-4)

+0(-2) : Acrobatics (Dex)*
+0 : Appraise (Int)
-1 : Bluff (Cha)
+0(-2) : Climb (Str)*
+3 : Diplomacy (Cha) (1 rank)
-1 : Disguise (Int)
+0(-2) : Escape Artist (Dex)
+7 : Heal (Wis) (1 rank)
-1 : Intimidate (Cha)
+3 : Perception (Wis)
+0(-2) : Ride (Dex)
+7 : Sense Motive (Wis) (1 rank)
+0(-2) : Stealth (Dex)
+3 : Survival (Wis)
+0(-2) : Swim (Str)*
*ACP applies to these skills

Non-Standard Skill Bonuses

Languages Common

Special Abilities:

Aura (Ex)
Tevan has a strong aura corresponding to her deity, Mya.

Birthmark (Trait)
+2 save vs. charm & compulsion

Calming Touch (1d6+1 nonlethal damage, 6/day)(Sp)
You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cleric Channel Positive Energy 1d6(2/day, DC 9)(Su)
Heals the living and harms the undead.

Combat Expertise +/-1 (Feat)
Bonus to AC in exchange for an equal penalty to attack.

Deadly Aim +/-1 (Feat)
Trade a penalty to ranged attacks for a bonus to ranged damage.

Kesadrian Citizen (Trait)
+2 trait bonus on all social interactions with Kesadrian officials.

Mobility (Feat)
+4 to AC vs, AoO provoked by moving out of or through a threatened area.

Power Attack -1/+2 (Feat)
You can subtract from your attack roll to add to your damage.

Muscle of the Society (Trait)
+2 bonus to strength checks break doors, lift portcullises, and carry capacity.

Resistant Touch +1 (6/day) (Sp)
As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spontaneous Casting
Tevan can convert stored spells into Cure or Inflict spells.


0th (3/day)

1st (2+1/day)


Lamellar (leather) Armor
Heavy Wooden Shield
Heavy Mace
Light Crossbow
Crossbow bolts (20)
Holy symbol (wooden)
Spell component pouch
Belt Pouch
Backpack (masterwork)
- Bedroll
- Blanket
- Flint and steel
- Grooming kit
- Healer's kit
- Honey (jar)
- Mess kit
- Midwife's kit
- Teapot
- Torch (x5)
- Trail rations (x5)
- Waterproof bag
-- Tea, black (x40)

Carrying Capacity
Light 0-100 lbs. Medium 100-200 lbs. Heavy 200-300 lbs.
Current Load Carried 83.5 lbs.

Money 0 GP 2 SP 5 CP


Katerin Tevanos was born in the early days of the Neralus conquest to minor Kesadrian arcanocrats. Her parents were dutiful but absent. It was left to her Neralian nanny, Teofilia, to raise her. Teofilia was angry at being forced to be a nanny to a Kesadrian brat. That is, until she saw the little girl. It was love at first sight. As Katerin grew, so did her love for Teofilia.

Katerin’s childhood was a happy time. She was in a loving home, and Teofilia saw to that. She raised her little Tevan as if she was her own daughter.

When Katerin/Tevan reached puberty, it became apparent that she would never have the abilities to become an arcanocrat. Upon discovering this, her parents paid Teofilia her final wages and told her to take the girl to the temple of Gaelin, leave her there.

Teofilia took her Tevan to the temple of Mya instead. There, Tevan thrived and eventually became a cleric; with Teofilia visiting almost every day. Her parents only sending money.

Tevan’s time of ordination was bittersweet. Teofilia did not attend. Once the ordination was complete, Tevan rushed to Teofilia’s home and found her lifeless body on the sleeping mat.

Once Tevan could compose herself, she looked around the one room hovel, saw a package and a small card with her name on it, on the small table located in the middle of the room.

Tevan picked up the card.

I am so proud of you. I have placed in this package a holy symbol to Mya. It has been passed down from mother to daughter for generations.

Today I give it to you.


The package contained a modest wooden holy symbol to Mya.

Tevon put it on.


Tevon had the body prepared and booked passage to Whispering Falls, the place Teofilia had been born.

Appearance and Personality:

Tevan is a 5'4", 140 pound human Kesadrian Citizen. She has a shaved head, pale skin, with light blue eyes that can be disconcerting.

Tevan is a devout, quiet, confident, and kind hearted young cleric.

She always tries to help those that need healing (even those that would see her harmed); However, once battle is unavoidable, she is tenacious in her efforts to defeat the misguided souls.

She is a tea drinker and has hot tea at every meal, if she is able.


My character, Leander Palacin is almost done. Just finishing up gear.

Parts below are also in the linked profile.

Born in wealth, Leander's future looked very bright from the day that he was born. His family had both wealth and power and a vast army of servants to see to their every need. Thing were not meant to last however as the Kesadrian Empire invaded Neralus.

Initially the estate was left alone, though the surrounding farmlands were taken. One noble family was of no consequence and as such they were left alone. When the first Kesadrian emissary arrived to ask the Palavins to join the empire he was sent packing. While riding for his life he shouted back, his voice amplified by magic so that all could hear; "We will return in one week. Join us then or all shall be killed."

The servants pleaded with their masters to surrender, fearing for their own lives and those of their families. The Palavins refused to bow. None of their ancestors had ever bowed down to the demands of some oppressive overlord and they'd always survived. These Kesadrians were just some new thing and they be gone soon as well.
None of this lessened the fear of the servants and when the emissary returned backed by a small strike force the head servant strode out with a bloody bag. In it the heads of the lord and lady of the manor, Leander's parents.

Most servants didn't entirely betray their loyalty though. As the head servant offered the heads and their surrender at the front gate other servants made sure the remaining family members could feel through the backside of the estate with enough gold to last them many years. Together with his grandmother, aunt and older sister Leander fled his ancestral home at the tender age of two.

They walked for days on end, moving from town to town. Initially their main worry was not to be recognised by the locals but as they moved further and further from the estate the worry shifted to bandits. Two women and two children were easy targets.
Eventually they reached the small town of Whispering Falls, many miles away from their ancestral grounds. It was there that they chose to build a new life.

The new life was hardest on Leander's grandmother. During his early years she was the most important teacher for him and his sister. She learned them how to write and count while their aunt earned money making and repairing fishing nets. Grandmother also told them about the greatness of House Palaver. How they would rise from the ashes of the Kesadrian Empire many years from now. To Leander these were just stories.

When Leander was 14 years of age his grandmother passed away. His aunt had remarried a local by then and his sister, who was his elder by 4 years, was engaged to Kesadrian junior officer stationed near Durmstadt. Leander himself made his way on the streets, helping others in exchange for some cash. In this way he helped the fishermen to get their cargo ashore after a good week on the lake, helped the loggers sort the wood and occasionally he run a message to Durmstadt. It was in Durmstadt that Leander first got in touch with the game of dice and his own uncanny luck.
From that day onward he rarely worked as both dice and cards seemed to work for him. His family did not approve but as long as he kept winning Leander wasn't worried. Initially he won so much that he attracted the ire of the other players, resulting in him getting mugged on the street later that night, but eventually he learned to throw a game every once in a while to give the others a sense of hope. He'd still clean them out but when they though they could offer some resistance they took it a lot more graciously.
There also were those others just out for his money and with no care for the game. They were the reason Leander started to carry weapons and to eventually make sure he always had one handy.

His success wasn't all positive though. Many inns and taverns banned him, either from gambling in their establishment or from entering at all. Even in the inn his new brother-in-law opened after resigning he was not allowed to gamble any more. Most patrons there were Kesadrian soldiers and they did not look kindly upon a local beating them in a game and taking their money.

Recently Leander made his return to Whispering Falls from Durmstadt. His niece, the eldest child of his aunt and her new husband, would soon reach the age of 16. It was as good an excuse as any to see his family again.

Leander has black hair that, to his dismay, recently started to slowly recede. He has grey eyes and ears with a very slight point, supposedly hinting at the intermingling of Elven blood many generations ago.

His clothes are well taken care of and of high quality yet in no way flashy. He prefers to wear a long, black cloak with matching pants and shoes. Depending on where he is going he wears either a white blouse or his leather armor under the coat.
Leander always wears spiked gauntlet on his left hand which he claims brings him luck. The thing is painted a dark red with only the palm of the hand having the original color. He also carries another spiked gauntlet for his right hand but only wears it if he expects to use it.

Leander has the tendency to push people away and not let people get too close, not even his family. While generally of a kind and friendly disposition he is still mainly concerned with himself and his own well-being and expects other to behave like that as well. The one exception are children and he will go out of his way to help them though he often tries to mask this.

Leander ignores or evades authority as much as he can and feels very uncomfortable around figures of authority. When he does get into trouble he tends to talk his way out of things and when that fails he'd rather pick up and leave than let things escalate.

2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16

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