| Aloysius Zin |
Hello all,
I'm going to start up a new AP play by post, running The Shattered Star. Anyone out there up for some good, old-fashioned adventuring? A word of warning, I am new to Pathfinder and play by post, but I've been checking out many of the excellent games on the boards, so I think I've got a good handle on things. I also have been playing/DMing D&D and numerous other RPG's for many years, so I am confident I can run a quality game. New players would be welcome in this game, and we can learn together...although some more experienced players to provide guidance would be helpful too. :)
I'm looking for 4-6 players who can post at least one time each weekday. I will strive to do the same myself, in order to keep the game moving forward at a decent pace. A few preliminary guidelines follow:
-1st level PCs
-No evil alignments
-Most any Paizo published material will be fine, but anything outside Core or the APG should be run by me first.
-Any races that are way 'out there' will need prior approval by me first
-Average starting gold
-Max hp for first level
-One campaign trait from the free Player's Guide, and one other trait.
If interested, please submit a character concept (name, race, class, brief background, intended party role). No character sheet is needed at this time. Once I have a few concepts to pick from, I'll close submissions up and pick the ones I like the best. There is no set time frame for this, so if interested, I wouldn't wait too long.
I hope to find some enthusiastic players who want to join in the fun! Let me know if there are any questions.
| Edrukk Rimeblade |
Definitely interested. Would you be ok with the Deep Walker Ranger Archetype from Ultimate Combat.
| Aloysius Zin |
Definitely interested. Would you be ok with the Deep Walker Ranger Archetype from Ultimate Combat.
Yes, I'd be fine with that! Would love to hear more about your ranger.
| Brondolin Kerns |
Bron (don't call him Brondolin please) is up for some adventure. He is a human cleric of Milani, born and raised in Galt.
Party role will be healer, buffer, and back up frontline warrior. If his stats don't help with his ability to attack he will try and help flank opponents giving the powerhouses a better chance to take down an opponent.
Background: Born and raised in one of the many no named villages along the Boarwood did nothing to help a young lad learn piety or patience. If anything he rebelled against the wishes of his parents and town elders and sought out trouble wherever he went. In Galt the smaller you stay the safer you were, but also the more boring the place you lived.
Bron wanted nothing more than to join in the revolution to be someone whose name would be written into the histories. To this end he joined The Bright Messengers (one of the many groups of young men who thought they could rule better than the current chairman of the Revolutionary Council) and was soon attending secret meetings and running messages for the leaders from sect to sect.
One night he and others were burned out of a barn by another group of revolutionaries and Bron fled into the dark and became lost in the woods. Stumbling half starved on an old church ( a pathfinder sanctuary) he was taken in by the two brothers who lived there alone. It was here that he finally learned the patience and piety he knew he would need to one day go forth and start making a difference, to one day have his name immortalized (although he would prefer to be know as Bron and not Brondolin).
Talmonis
|
Name: Derner Rall
Race: Human
Party Role: Damage sink and melee attacker
Background: Citizen of Magnimar, former performer at the Serpent's Run. Derner wants to make a name for himself in the field rather than the arena, and to do something worthwhile as a Defender of the society.
Full Character sheet and alias to come soon. (I enjoy doing them.)
| Bimbur Longstrike |
Bimbur Longstrike, dwarf zen archer, is ready for the challenge.
He actually started Shattered Star and was stranded soon after. Can move his Irori trait to Disable device and be the party trap specialist if needed, but would keep it in stealth if not.
He was given three traits, but I have used the extra traits feat to give him a solid start.
| lexibean |
This requires a tattooed sorc!
A draconian bloodline one! :D from varisia and otherwise human. Though I'll have to pick a dragon color, hmm. Gold maybe.
Role: Arcane / face.
background - a Varisian gypsy type whose draconic blood is the first manifestation in her family for years. Magic came naturally to her and she's the pride of her family and clan, and is extensively tattooed and decorated, and a little spoiled as a result.
| Aloysius Zin |
I actually have two characters made for Varisia, a Kapenia dancer magus, and a cleric of Shelyn have to edit them and work around with them abit but soon I be posting. By the way how long you're gonna keep the subscriptions open?
Well, not to be too vague, but...until I decide I've seen at least four PC concepts that really wow me enough that I don't want to see any more. That may only be a day or so, at this rate.
I'm pretty sure we'll have a full six PCs here though, I doubt I'm going to be able to settle on just four. Still, don't delay too long.
| Wildebob |
Alecto Aquillan
human (Chelaxian)
CN barbarian 1
role: damage, tank, motivator to action (talk is boring)
Alecto was a popular up-and-coming gladiator in his native Cheliax, a bit of a local celebrity. One performance, something went very wrong and the whole audience saw that the match was a fake. Shamed, Alecto was expelled from the arena. Very bitter, Alecto came to the realization that he really could defeat any foe - he wasn't entirely a phony. He would claim the wealth and adoration that were to be his by becoming a Pathfinder. He would defeat many foes and earn the respect and riches that were due to him by adventuring. Soon after joining in Cheliax, he was reassigned to Magnimar to explore Varisia.
*GM, I have a full backstory written up that I could share, if requested.
| lexibean |
| Justin L. Warren |
Augustus Xantros
Human (Taldan)
Bard (Archaeologist)
Skill Monkey, Ranged DPR
A member of the elite class in Taldor, Auggie's boredom with the tedium of politics led him to take up archaeology as a hobby. After narrowly surviving a couple of supposedly safe dig sites, he found himself hooked on the dangerous life of an adventurer. He joined the Pathfinder Society shortly afterward and eventually landed in Varisia to investigate artifacts unearthed there.
| Tie My Shöelace |
I think I can apply for since I won't need stats up right away. (I will be able to have them up soon though, just very busy at the moment.)
Sewell Ronan
Human
Swashbuckling Rogue possibly with a few dips into Fighter
Role: Secondary Combat/Damage, Skill monkey, Charmer.
S: 10 - D: 16+2 - C: 10 - I: 12 - W: 8 - C:16
Sewell grew up watching many of the naval battles at the Serpent's Run in Magnimar. As such he always wanted to one day be up on the ships fighting, just like many of his idols. He trained hard and eventually was accepted into the games. He did extremely well for himself, being a crowd favorite, but it was not like he imagined it to be. There was no danger and many of the events were pseudo-scripted.
Being a thrill seeker he searched for something to sate his appetite for adventure, the Pathfinders provided just that. Or at least he hopes so, he hasn't actually gone on any adventures yet, he has just done lots more training (for real combat with monsters and things, not pretend stuff) as well as a bit of reading because he needed to be able to handle anything the world throws at him. Being unprepared is almost the same as being blind in his book.
I can try to get a better backstory, but as I said earlier I have been busy and I might not be able to. Any questions about him you have, I can certainly answer though.
| Viluki |
Presenting
Kehem-Hotep (feeling in an ancient Egypt mood), human lvl 1 sorcerer (serpentine bloodline), AL N.
str 9
dex 10
con 14
int 16
wis 7
cha 18 (16+2)
hp 8, ac 10
special abilities serpent's fang 7/day (3+cha mod)
lauguages Common, Draconic, Giant and Orc
equipment (70 gp), scholars oufit (free outfit for every class), quartstaff (costs 0 gp), dagger (2 gp), waterskins 3 (cost 3 gp) and trail rations 6 (3 gp).
traits Ruin Raider and Ambassador
feats skill focus (diplomancy) and Persuasive
skillpoints per lvl 6 Diplomancy (cha), bluff (cha), intimidate (cha), knowledge arcana (int), spellcraft (int) and use magic device (cha).
favored class bonus 1 extra spell per level that must be 1 level below the maxium lvl spells a sorcerer can use (in other words I get a cantrip).
spells
cantrips 5 detect magic, ghost sound, mage hand, message & Dancing Lights.
lvl 1 spells 2 Charm Person and Sleep.
Kehem-Hotep was born in the desert lands of the far south, raised among immense ruins that had always intrigued him. Fleeing to the town of Magnimar after a particularly nasty debacle in desert (involving politics and a chieftain's daughter), Kehem-Hotep has found a wealth of ruins to explore, but dangerous ones to. However they could yield great profit and insights into the arcane.
He will need both to achieve his goals of creating a great empire, one to set his name in history forever. Empires however need wealth and powerful magic to substain them, the ruins can provide both in plenty assuming that he survives them. The pathfinder society might be able to provide those resources (and warm bodies between him and whatever lurks in the ruins) nessecary to succeed.
Edit: Have I missed anything?
| Doomed Hero |
Dotting for intrest!
I understand this AP has some very Lovecraftian elements.
I have an idea for someone who came in contact with some artifact of the Dark Tapestry and now has powers and visions that he doesn't really understand. All he knows is that something terrible is coming, he can feel it sometimes, and he wants to try to stop it.
Mechanically he'd be a Dark Tapestry Oracle (prophet archetype, maybe?) who gets his powers from some cosmic horror that doesn't actually know or care about his existence.
I'll have a full submission up on Sunday!
| Rafael The Silent |
Well I know you asked for a small background, so i'm sorry about the size, I already posting a sheet because I already had it done.
Shalaye Korvaski
Female Varisian Aasimar (Azata-blooded) Magus (Kapenia Dancer) 1
CG Medium Humanoid (Aasimar)
Init +3; Senses Perception +4
--------------------
AC 17, touch 14, flat-footed 13 (+3 Dex +1 Canny Defense +3Armor)
hp 8 (1d8)
Fort +2, Ref +5, Will +2
Speed 30 ft.
Melee Scarf Bladed +4 1d6 (19-20/x2)
Spells per day: 3 Level 0 ,1 Level 1
Str 10, Dex 17, Con 10, Int 16, Wis 10, Cha 15
Base Atk +0; CMB +0; CMD 13
Nontraditional Native (Varisian): You gain a +1 trait bonus on Knowledge (geography) checks made relating to Varisia and gain a +1 trait bonus on damage rolls made during the surprise round when you’re wielding a bladed scarf or starknife.
Armor: Studded leather
Gear:
Backpack (Flint and steel, Iron pot, , a mess kit, rope, soap, Artisan tools, ink, inkpen).
spell component pouch() Pocketed Scarf(Marbles, Marbles), Belt pouch(Caltrops).
Reinforced Scarf, Spell Book, Bedroll, Torches (10), waterskin(Full).
68GP
Race:
Skilled (+2 Diplomacy +2 Perform)
Spell-like ability: Glitterdust once a day.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Class:
Magus Arcane Pool: 4
Cantrips
Spell Combat
Canny Defense (Bladed Scarf):When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. (Magus level instead of duelist level)
Diminished Spellcasting: A bladed scarf dancer is proficient in simple weapons and bladed scarves. Additionally, a bladed scarf dancer can wield a bladed scarf as a one-handed melee weapon. A bladed scarf dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored.
Weapon Focus: Bladed Scarf +1 on attack rolls
Skilled (+2 Diplomacy +2 Perform)
Level (0): All level 0 spells in the magus spell-list.
Level (1):Corrosive Touch, Magic Weapon, Ray of Enfeeblement, Shield, Weaponwand.
Shalaye was born in the road, during the night among a Varisian caravan, her mother entered labor interupting a campfire story and everyone's dinner, it was not a panickly interruption the caravan's herb woman Malena, helped with the delivery, not many minutes after, a little girl was born. She had dark ahir and green eyes. Shalaye grew up on this caravan, brought up not only by her mother, but by Malena and others in the caravan also like it's guard Bavolio. It was actually from Bavolio's son Vili that she first heard about the pathfinders. Though she liked the idea of these mystery seekers immediately and from that point on she and Vili would pretend to be pathfinders exploring ruins each time they went to a new city or location, it wouldn't be till her heritage began to awaken that she would feel truly drawn to them.
At twelve years old Shalaye's body began to change, and not in just the natural ways, but in stranger ones, her dark ahir acquired a greenish hue, and her green eyes became bright like emeralds. During that year she would have dreams of a bright man with emerald hair and eyes, that man would dance with her, or sing with a language Shalaye awakened knowing as Celestial. Obviously this worried her and so she turned to her mother and the wise Malena for help.
"I'll say by your description of him, that the man in your dreams is your father, child. Answered her mother. "Yes and I say your heritage is showing, be proud of it girl, as you are proud of your mother heritage![b] Added Melana with a frown. [b]"Easy for you to say!" Shalaye answered tired "Well what is wrong with it? You got to be a beauty girl. Enjoy it!
Though Shalaye was deeply irritable in these days she would take that advice to heart and accept both parts of her heritage, and once she did she became even more interested in her Varisian heritage, and the arcane mysteries of Varisia.
| Tazo |
Well, here goes!
Ludoc Blackwood
Race & Class: Neutral Male Half-Orc Ranger
Party role: Ranged combatant and wilderness guide
Campaign trait: Exchange Agent (Taldor), +1 Survival
Ludoc was a creature of the wilderness, particularly the Blackwood Swamp, the marshy land just south of Cassomir that constantly threatened to swallow the city. Abandoned in that swamp as a mere babe (perhaps due to his mother's shame or disgust), Ludoc was rescued by Lianna, a druid who took him in out of compassion. Not all in the druid circle welcomed his presence - many felt he should have been left to the fate of nature, to live or die. But Ludoc's adoptive mother would have none of it. He grew up strong and healthy in the swamp.
Still Ludoc was never truly accepted by the druids with which he lived. Seeking a new life, Ludoc found his way to the Pathfinder Society, a motley crew of explorers, miscreants, and others with peculiar backgrounds. Ludoc fit right in. He was thrilled when the opportunity arose to travel to Magnimar. The city itself would be an exotic and foreign place, fitting for an adventure. And the vast Mushfens along the southern coast of Varisia would be a comforting vista -- an opportunity to escape when the chaos and intrigue of the city threatened to overwhelm him.
Crellan
|
Szcarni priestess of Desna: Healer, some face skills, spell support.
Redwyna Roedelli
The sultry beauty of this raven-haired Varisian seems to be right out of a bard’s tale about the dangers of the wandering Varisian temptresses. Dressed in traditional Varisian fashion, the mischievous sparkle in her green eyes is set off by a number of silken colored scarves and bright bangle jewelry. Under the loose scarves and garments, however you get a glance of polished black leather and amongst the jewelry, a Starknife on her hip. Remarkably, a vivid, colorful image of a butterfly is tattooed on the right side of her neck, plain for all to see. A closer examination shows that the intricate tattoo is a highly-detailed symbol of the goddess Desna. With the weapons, armor and tattoo, she appears more than an exotic Varisian wanderer, but a priestess of the goddess most revered by the Szcarni. The intrigue that she presents seems to compliment her sultry beauty rather than diminish it.
Born into a powerful Szcarni crime family, Redwyna was raised to be a leader in her family. The women in her family were reknown fortune, able to use the Harrow deck with great skill, flair, and accuracy. Of course, they were also expected to participate in the normal entertainment and grift of the associated with the lighter side of the Szcarni life, and Redwyna is reknown for her story telling as well as her fortune-telling prowess. A beautiful girl, she had a bright future and was likely to have her pick of husbands among the senior members of the community… However, her calling was much greater than that – she was chosen by Desna at an early age and was destined to be greater than her family ever thought.
As a teenager, she took part in the families affairs, but upon seeing her potential the women of the clan took her aside and made certain that she was trained to be one with the Goddess of Luck and a leader amongst the Szcarni. As she was training and rising in prominence, she began to see the darker sides of her Szcarni family – the hard crimes of extortion, assault, blackmail, and drug trafficking. While her training and beliefs supported the Szcanri way of life with grift, entertainment, and life of fortune – if one wasn’t smart enough to hang on to their money, then they should be parted with it – these harder crimes disturbed her greatly. She eventually gathered the courage to approach her father and challenge him, invoking the Goddess Desna in rebuking the immoral activities. Her father laughed and claimed that the Szcarni way is not the easy life she had grown up in, and perhaps he had sheltered her too much. He refused to abandon the darker sides of his personality and profession as a crime boss, and Redwyn was heartbroken. She knew her only choice was to disassociate herself form her family, while she loved them as individuals and loved her Szcarni culture, there corruption of her culture into a crime family was not something she could take part in.
Since that time, Redwyn has ventured forth from her home under the bridge in Magnimar to seek out adventure, test her mettle, and temper her abilities. She travels among the local Szcarni families where she finds them, but knows that her quest serve the Goddess goes beyond any one family – and she has no intention toward settling down until she reaches her full potential and can serve the Szcarni and Desna without reservation. She hopes to gain the power and prestige to challenge her father and other Szcarni who have abandoned the old ways of the travelling grafter in favor of the blood-money of organized crime.
Most recently, her wanderings have taken her to the city of Sandpoint where she has just arrived and was exploring the town and considering whether to begin introductions with the local Szcarni families.
Redwyna is exactly what she seems to be, a brash, daring, beautiful priestess of the goddess of luck. She doesn’t hide the dangers that lurk beneath her persona and history, instead daring you to trust and see if the potential reward is worth the risk of dealing with her. That said, she has her own strict brand of honor and honesty, common amongst the better of her people. She is entirely trustworthy and loyal once her oath or friendship is given, but perfectly willing to let a fool be taken advantage of – believing firmly that the fool deserves it. In fact, she considers it her duty to take that advantage of that fool as much as it is to fulfill her oath and friendship to those who deserve them. Sharp-tongued, sarcastic, flirtatious, and sincere in her own way Redwyn is a person few forget meeting. She believes strongly in fate, chance, and luck and will often subconsciously trace the wings of Desna over her heart when worried.
| Airon87 |
Uuuh, I have this fallen noble wizard that fits just too perfectly with the "Alabaster Outcast" campaign trait not too try him out.
Rhous Versade, N Human Wizard (air elementalist)
Role: supporting caster with enchantements, illusions, plus the occasional electricity blast. Decent social skills too.
Then his older brother Archelaos went off to the River Kingdoms, in an attempt to become a king of his own. He disappeared, probably in the stomach of an owlbear, and with him a lot of the fundings for the expedition.
His sister married a rich merchant in an attempt to boost the noble family finances, but the man revelaed himself for a con man and fled the city with another substantial slice of the Versade fortune. Unable to pay the annual fee to the Arcane Academy, Rhous got himself hired from the Pathfinders, hoping to gain some treasures and fame to restore his family name.
He is a bit of a smart-mouth and more than a tad greedy, but definitely a good and charming young man.
| Alex Mack |
Here's the fluff for my submission. Marlon "Brother" Bear. He is an aging and kind hearted Cleric of Desna who after an adventerous youth and sedate young adult life wants to set out on adventures again.
I have a rough idea how I want to alocate his stats and feats and the plan is to build him as a party buffer, who can provide healing, flanking via reach and bonuses to AC via Bodyguard/Combat Reflexes and the Helpful trait. Also he will most likely be picking up the Luck domain for further party support.
Sporting a longspear and a Breastplate he should also be able to handle some melee although I'm not planning on building him as a front liner. So I'd say his party role is support.
Marlon was born as the son of a merchant from Korvosa almost 40 years ago. From an early age onward he would travel the untamed wilds of Varisia with his parents. As the travelling folk of Korvosa are always friendly among one another this was the first time he encountered Father Zestoran a wise priest of Desna whom his parents were firendly with.
Times were dangerous for travelers then even more so than they are today. And one night during a Goblin raid Marlon’s parents were killed. Marlon who had just turned 10 managed to escape into the woods but had to watch his parents’ caravan being burned out. The wilds were no good place for a young boy on his lonesome but fortunately a caravan of travelling Halfling entertainers found the young lad and took him along. Seeing that he was all on his own and had no better place to go, staying with the cheerful smallfolk seemed as good a place as any. Of course his new family tried to teach him tricks, dance and song but it appeared Marlon had little talent. Whenever they gave a show they stuck the broad youth into a bear costume and let him be the bear that was too dumb to dance, which is how he received his last name.
Incidentally his band of halflings was also befriended with Father Zestoran and travelled with him from time to time. During these travels Father Zastoran saw a special gift for the divine in the young Marlon and sought to bring closer to him the teachings of of Desna. Seeing the young man’s talents the Father Zestoran urged Marlon to join the temple in Korvosa and begin training as a priest.
After having spent many years on the road with this Halfling family Marlon reluctantly settled back down in Korsova and began to train as a priest. Where he learned much from father Zestoran, whom he served as personal aide. Whenever his Halfling family of old times but has only rarely left Korvosa for the last 20 years as Father Zestoran became old and unable to travel.
But now after 20 years of service to the old priest he has died away peacefully one night and Marlon is for the first time in his life on his own. And as he saw no place for himself in Kovosa he rediscovered something that had dies down within him in the last 20 years. Curiosity and wanderlust.
Marlon is tall man, broad of shoulder and especially of waist. His face is round and friendly but few would consider him comely. The fact that only a few thin hairs adorn his pate does not make him any more attractive. He tends to prefer the simple robes of a monk to better hide his sizable belly and bushy black body hair which indicates his Varisian heritage.
In his duties as a guard to Father Zervan he would wear a shining breastplate with the symbol of Desna and longspear. Equipment he now carries with him everywhere.
Marlon is a simple man and a happy man. He does not need much in life. Due to his diligence and loyalty he is a very valued member of Desna’s clergy in Korvosa which serves as a landing station for all the travelling priests throughout Vaarisia.
But now that Father Zervan has passed away Marlon seeks a new focal point in his life and new discoveries. Bidding Desna for advice she showed him that his place does not lie in Korvosa but that he should go out and seek adventure as he always wished to. Thus he has choosen to go to Magnimar and join the Pathfinder Society.
Redwyna Roedelli
|
Redwynna's primary role in the party would be as a healer with her significant channeling abilities (9 times per day with selective channeling). She plans to continue to use feats to enhance her channeling as time goes on.
Her secondary focus will be on spell-casting as a buffer and utility caster, with her archtype and exploration and luck domains adding significant powers to assist as well.
FYI - I've never played or read Shattered Star, so I'm really excited about this game. I can post multiple times a day as a general rule.
Redwyna Roedelli
Female Human (Varisian) Cleric (Varisian Pilgrim) 1
CG Medium Humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 9 (1d8+1)
Fort +3, Ref +0, Will +5
--------------------
Offense
--------------------
Speed 40 ft.
Melee Starknife +0 (1d4/x3)
Ranged Sling +0 (1d4/x2)
Special Attacks caravan bond (4 companions)
Spell-Like Abilities Bit of Luck (6/day)
Cleric (Varisian Pilgrim) Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Summon Monster I, True Strike
0 (at will) Spark (DC 13), Guidance, Light
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 13, Int 12, Wis 16, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Extra Channel, Selective Channeling
Traits Exalted of the Society, Harrow Born (Varisian)
Skills Acrobatics +0 (+4 jump), Diplomacy +7, Knowledge (religion) +5, Profession (fortune-teller) +7, Sense Motive +7, Spellcraft +5
Languages Common, Shoanti, Varisian
SQ aura, cleric channel positive energy 1d6 (9/day) (dc 13), domains (exploration, luck), door sight (6/day), spontaneous casting
Other Gear Sling, Sling bullets (10), Starknife, Backpack (11 @ 15 lbs), Bangled Fortune Teller's Jewelry, Bedroll, Belt pouch (1 @ 0 lbs), Blanket, Canteen, Harrow deck, Holy Symbol Tattoo of Desna on Neck, Torch (3), Trail rations (5), 2 GP, 8 SP, 1 CP
--------------------
TRACKED RESOURCES
--------------------
Bit of Luck (6/day) (Sp) - 0/6
Cleric Channel Positive Energy 1d6 (9/day) (DC 13) (Su) - 0/9
Door Sight (6/day) (Su) - 0/6
Sling bullets - 0/10
Starknife - 0/1
Torch - 0/3
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Caravan Bond (4 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 4 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Exploration) Associated Domain: Travel
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (9/day) (DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Door Sight (6/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Exalted of the Society You may channel energy 1 additional time per day.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
The sultry beauty of this raven-haired Varisian seems to be right out of a bard’s tale about the dangers of the wandering Varisian temptresses. Dressed in traditional Varisian fashion, the mischievous sparkle in her green eyes is set off by a number of silken colored scarves and bright bangle jewelry. Under the loose scarves and garments, however you get a glance of polished black leather and amongst the jewelry, a Starknife on her hip. Remarkably, a vivid, colorful image of a butterfly is tattooed on the right side of her neck, plain for all to see. A closer examination shows that the intricate tattoo is a highly-detailed symbol of the goddess Desna. With the weapons, armor and tattoo, she appears more than an exotic Varisian wanderer, but a priestess of the goddess most revered by the Szcarni. The intrigue that she presents seems to compliment her sultry beauty rather than diminish it.
Born into a powerful Szcarni crime family, Redwyna was raised to be a leader in her family. The women in her family were reknown fortune tellers, able to use the Harrow deck with great skill, flair, and accuracy. Of course, they were also expected to participate in the normal entertainment and grift of the associated with the lighter side of the Szcarni life. A beautiful girl, she had a bright future and was likely to have her pick of husbands among the senior members of her community… However, her calling was much greater than that – she was chosen by Desna at an early age and was destined to be greater than her family ever thought.
As a teenager, she took part in the families affairs, but upon seeing her potential the women of the clan took her aside and made certain that she was trained to be one with the Goddess of Luck and a leader amongst the Szcarni. As she was training and rising in prominence, she began to see the darker sides of her Szcarni family – the hard crimes of extortion, assault, blackmail, and drug trafficking. While her training and beliefs supported the Szcanri way of life with grift, entertainment, and life of fortune – if one wasn’t smart enough to hang on to their money, then they should be parted with it – these harder crimes disturbed her greatly. She eventually gathered the courage to approach her father and challenge him, invoking the Goddess Desna in rebuking the immoral activities. Her father laughed and claimed that the Szcarni way is not the easy life she had grown up in, and perhaps he had sheltered her too much. He refused to abandon the darker sides of his personality and profession as a crime boss, and Redwyn was heartbroken. She knew her only choice was to disassociate herself form her family, while she loved them as individuals and loved her Szcarni culture, there corruption of her culture into a crime family was not something she could take part in.
Since that time, Redwyn has ventured forth from her home under the bridge in Magnimar to seek out adventure, test her mettle, and temper her abilities. She travels among the local Szcarni families where she finds them, but knows that her quest serve the Goddess goes beyond any one family – and she has no intention toward settling down until she reaches her full potential and can serve the Szcarni and Desna without reservation. She hopes to gain the power and prestige to challenge her father and other Szcarni who have abandoned the old ways of the travelling grafter in favor of the blood-money of organized crime.
Most recently, her wanderings have taken her to the city of Sandpoint where she has just arrived and was exploring the town and considering whether to begin introductions with the local Szcarni families.
Redwyna is exactly what she seems to be, a brash, daring, beautiful priestess of the goddess of luck. She doesn’t hide the dangers that lurk beneath her persona and history, instead daring you to trust and see if the potential reward is worth the risk of dealing with her. That said, she has her own strict brand of honor and honesty, common amongst the better of her people. She is entirely trustworthy and loyal once her oath or friendship is given, but perfectly willing to let a fool be taken advantage of – believing firmly that the fool deserves it. In fact, she considers it her duty to take that advantage of that fool as much as it is to fulfill her oath and friendship to those who deserve them. Sharp-tongued, sarcastic, flirtatious, and sincere in her own way Redwyn is a person few forget meeting. She believes strongly in fate, chance, and luck and will often subconsciously trace the wings of Desna over her heart when worried.
| Rashka Rahnna |
Rashka stands up from the table he was reading at, stretching and bumping his head on the celing, The sky is better, but I can cope. He turns and pushes aside the thin curtain that provides him some measure of privacy. He flags down the barmaid with a massive hand, and smiles at her. A right pretty woman, she is. "Girl! More ale, if you will." When she brings the drink he pays her silver coin and thanks her, "You may be the best reason to stay in Magnimar, Marisi. Thank you." The maid's smile is honest as she gives a whirl of her skirt, "'tis only candles and a table, Rahnna" and then she is gone beyond the curtain, keeping the small crowd in this cozy tavern happy.
His reading is more distracted by his thoughts than the tavern itself. He could hardly contain his excitement. Magnimar! he thinks, The City of Monuments! And this brute a Pathfinder. ha!
Name: Rashka Rahnna
Race: Shoanti Human
Class: Fighter (Lore Warden)
Complete work up is in the Profile
Party Role: Damage Dealer and some crowd control (Lore Warden, CMB :) )
* * *
I am currently involved in one other PbP, and can post multiple times most days. I hope you like what I have presented!
| Aloysius Zin |
I think this means I need an awesome familiar. :D
Like a Compsognathus! I need a good story for that. Hmm.
Better still, a little skellington Comsognathus ... Like so:
It's re flavoring it a bit but I figure if its a living tattoo anyway it can be a fossil. Does that work for you, boss,an?
I don't see why we couldn't make that work.
Crellan
|
If Redwyna above isn't what you are looking for, I would like to submit Stullun Honorbound[b]as an alternative entry. He can fill the roll of melee combatant and a secondary arcane caster.
[b]Stullun Honorbound
Half-Orc Magus (Bladebound) 1
LN Medium Humanoid (human, orc)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +2
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Offense
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Speed 30 ft.
Melee Bite (Toothy) -2 (1d4+1/x2) and
. . Dagger +3 (1d4+3/19-20/x2) and
. . Scimitar +3 (1d6+3/18-20/x2)
Magus (Bladebound) Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 15), Frostbite
0 (at will) Acid Splash, Daze (DC 14), Mage Hand
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Statistics
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Str 16, Dex 12, Con 12, Int 18, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Rime Spell
Traits Magical Lineage (Frigid Touch), Wayang Spell Hunter (Frostbite)
Skills Acrobatics -1, Climb +5, Escape Artist -1, Fly -1, Intimidate +4, Knowledge (arcana) +8, Perception +1, Ride -1, Spellcraft +8, Stealth -1, Swim +5
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
SQ arcane pool (+1) (5/day), hero points, spell combat
Other Gear Lamellar (leather) armor, Dagger, Scimitar, Backpack (9 @ 14 lbs), Bedroll, Belt pouch (1 @ 3 lbs), Blanket, Canteen, Cooking kit, Spell component pouch, Spellbook, Trail rations (5), 60 GP, 9 SP
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TRACKED RESOURCES
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Arcane Pool (+1) (5/day) (Su) - 0/5
Dagger - 0/1
Trail rations - 0/5
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Special Abilities
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Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Magical Lineage (Frigid Touch) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Wayang Spell Hunter (Frostbite) Reduce spell level increase from metamagic for chosen spell by 1.
This focused viewpoint is what Stullun Honorbound uses to interpret the world around him. Born misbegotten by parents he knows nothing about, he was a slave in the distant Tian lands in his youth where he was treated well enough by a community of mages who used him for manual labor. One mage realized that the half-orc mongrel had a keener intellect than anyone expected and taught him a few tricks of magic for his own amusement. But the master of the community disapproved and Stullun was sold to a slaver and shipped to Varasia, where he spent time working in the arena pits and eventually joining in the fighting. Stullun learned much of combat there, including how to blend his rudimentary magics with his fighting style.
But the chaos of the world swept him up, as his magic was declared cheating and he was put on the street. While on the streets of Magnimar, the half-orc knew only hunger and suffering. He quickly learned to assert himself, use his undeveloped magic and martial skills to intimidate those who would prey upon him. However, he never used those skills to prey upon others. It wasn’t a matter of good or evil to Stullun, it was a matter of choice. Stullun had been called many names, misbegotten, mongrel, orc-spawn, demon-spawn, and countless others. He was used to constant mistreatment and being overwhelmed by circumstances he had no control over. However, the one thing he could control was his own actions, and he chose to do so. Stullun didn’t understand the concept of Honor at the time, but he would only treat others with respect, honesty, and fairness regardless of how he himself was treated.
By living his life by this code, Stullun eventually received the aid he needed to overcome the chaos of his life. Stullun was living in the alleys, making his way and surviving when he happened upon a violent burglary.
The victim was an elderly man, and a group of street urchins were beating him well beyond what was needed to take his meager possessions – and they would kill him if they were not stopped. Stullun leapt to intervene, roaring and biting at them, flashing his meager spell-power causing their clothing to ignite. They dropped the man’s purse and ran before Stullun. Stullun picked up the purse, picked up the man, and brought both to the nearest temple. The woman who answered the door was armed and armored in splendor, and Stullun was awed. Not speaking, Stullun simply laid the old man’s body before the door and left the man’s purse on his chest. Stullun turned to leave and the woman stopped him with a hand on his shoulder. Fearful that he would be blamed, Stullun turned ready to fight or run but was surprised to see the look of compassion and warmth on the woman’s face. She took in both Stullun and the old man, and while the old man was tended to she saw that Stullun was fed, bathed and clothed as if he were an honored guest.
Over the next months, the woman, a Paladin of Iomedae, spent a few hours each day talking with Stullun, training with arms with him, even encouraging him to practice his magical skills. She listened to the tale of his life without judgment, and she spoke with awe at all he had overcome without giving in to the evil and dishonor that had surrounded him. She explained to him the ways of Iomedae and the honor that could be found in service, but Stullun knew he was no paladin. However, he now knew someone with a code similar to his own, and a Goddess to whom he could pray, and a friend – something foreign to him until this time. Eventually the woman’s duties called her away, but she left Stullun with arms, armor, and the resources to start his life anew. In return, he promised to follow the honorable path of Iomedae and to never forget the kindness she had shown him.
With spell and sword, Stullun now explores the world. The foul words spoken about him, the accusations made about his heritage… these he ignores. He knows that only choices and actions matter, and his will always be made with honor. In that way, he takes control of the chaotic world around him, knowing that at least he will be a bastion of order and stability within the maelstrom.
For Stullun, his honor is all he has for it is what protects him within the harsh world he was born into. Good, evil, kindess, cruelty – none of these matter in the face of Honor. It is possibly that honor could drive him to a dark deed, or that the path of the greater good lies beyond his code. When these things happen, it may sadden Stullun, but there is no choice but to follow his honor – and for this reason he has taken the surname Honorbound.
catman123456
|
| leinathan |
Aight let's see what I've got.
I would like to submit Luca Ilves, an inquisitor of Shelyn. Hopefully that class is OK. The archetype is from Ultimate Magic. He provides melee and casting support. Additionally he serves as a party face.
Male human inquisitor of Shelyn (infiltrator) 1
CG medium humanoid (human)
Init +1; Senses Perception +6
EXP: 0
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 9 (1d8+1)Current: 9/9
Fort +3, Ref +1, Will +4
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OFFENSE
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Spd 30ft.
Melee glaive +3 (1d10+4/x3)
Ranged longbow +1 (1d8/x3)
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STATISTICS
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Str 16, Dex 12, Con 12, Int 11, Wis 15, Cha 13
Base Atk +0; CMB +3; CMD 14
Feats Judgment Surge, Skill Focus (Diplomacy)
Traits ease of faith (+1 Diplomacy), monument scholar (+1 Knowledge [history] about Varisia, +2 about Magnimar)
Skills Bluff +7, Diplomacy +11, Disguise +5, Knowledge (nature) +4, Knowledge (religion) +4, Perception +6, Sense Motive +6
Languages Common
SQ misdirection, guileful lore, luck domain, judgment 1/day, bit of luck 5/day
Combat Gear glaive, longbow, chainmail; Other Gear Pathfinder's Kit (a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone.), Chronicler's Kit (a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord.)
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SPELLS KNOWN
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0 (at will)-create water, daze, guidance, light
1st (2/day)-shield of faith, cure light wounds
COIN:
PP:
GP:
SP:
CP:
Background: Ever since Luca was a young Magnimarian boy, the massive Irespan dominated his imagination. He could barely wrap his head around its side now, simply thinking about how grand and beautiful it must have been in ages past boggled him. Luca spent hours exploring Magnimar for further wonders, but it didn't take him long to find the dozens of local relics, and he spent further hours admiring them. Late at night, he would always return to his adoptive home in the temple of Shelyn and the priests would admonish him before giving him a hug and feeding him something delicious and intricately plated or playing him some beautiful music. Lucan wished he had the skill of some of the priests to create art, but he always struggled with the violin and the flute and he hadn't the voice to become a singer. He despaired until he discovered his innate talent at speechcraft, something the priests called an art in its own right, and he was satisfied. Late in his teens, he was invited along on a diplomatic mission to meet with the Shoanti. Despite impassioned pleas by both, neither side could see the wisdom of the other, and a battle broke out. The battle wasn't very major, but the injuries and loss of life during it shocked Luca. He resolved, then, to do whatever it took to defend life.
A few months later, he was sworn in as an inquisitor of Shelyn, something which made him very happy. Every day, he had prayed to Shelyn for the power to protect beauty, and he had finally been rewarded.
He was, however, still possessed of a powerful wanderlust, and a love of ancient, grand things. He decided that he could do more good if he was as many places as he could be anyway, and as it would give him an opportunity to see more of the monuments that he loved, he went to the Pathfinder Society to join. A man of his talents was, of course, accepted, and he began to work.
He had only been a Pathfinder for a short time when he heard of the mission to retrieve the Sihedron pieces, and he volunteered immediately. What wasn't to love about a gem of massive magical power that could potentially protect the lives of everyone in the city? He wanted desperately to see the completed artifact.
Personality: Luca is extraordinarily naive about most things, but he does have flexible convictions, as he realizes that if he sticks to them and something bad happens, it would be his fault. He does his best to be charming, (succeeding most of the time) and always has a smile and a handshake for new people. He is, however, unforgiving and cold to those who threaten or harm things of beauty or innocent lives. he is especially protective of and polite to beautiful women, as they embody everything he likes-human life, beautiful things, women.
| Leifwyck Honningdale |
All set for Varisian adventures! Everyone needs a lucky halfling, am I right? I also do a nifty jig while clapping my hands if that helps!
Role: I enjoy picking locks, disarming traps, wooing young daughters of your local blacksmith and playing "adjusted" card games!
Everything else is in the profile.
| grimblade |
Interested in joining. Kartu a Aasimar Kapenia Dancer magus. Grew up in Magrimar as a orphan but was raised by the Varisia locals as sorta a community mascot because they took his birth to be a good omen from the angelic beings who favor the area. I am thinking he would be mostly crowd control, working on the improved trip line and battle field control spells.
If you are not familiar with the archetype the crunch can be found here Kapenia Dancer .
While I love the flavor this archetype gives but it has been brought up that it is in need of an errata Messageboard discussion.
| Judah Locke |
Doomed Hero here, submitting Judah Locke, Oracle of the Dark Tapestry.
Judah used to be a rather ineffective thief that got his hands on a relic that changed his life forever. Now he is a conduit for dark and terrible things that he doesn't understand.
He does not serve them. He is terrified of them, but he knows his only hope of regaining any control of his life is to learn about them and try to stop them from doing the things that they show him in his dreams.
In combat, Judah can Heal, Debuff, Summon, and makes a decent rear-line combatant/caster guard.
Out of combat, he is an effective Diplomat, can Stealth, Disable Device and Use Magic Device.
He's a pretty versatile fellow. :)
His background is done and his mechanics are about 85% there. I should have him completely done tonight.