
The Vagrant Talespinner |
1 person marked this as a favorite. |

Hiya folks.
This is an old idea of mine. The original title was "Of Gods and Death" - I think I'll keep it. If this looks familiar, it's because I ran it under my old thegreenteagamer handle back in 2016. A divorce, moving, and a whole bunch of other major life events put my board presence to a halt. Life got in the way, but stability has been my mistress for a while now, and I believe I can make this work the way it should.
This game begins a simple adventure, but as it continues, you will find yourself drawn into a rabbit hole of plots, planar travel, time travel, and even mythic ascension before a conclusion planned to, long down the line, end in potential deicide. This is somewhat inspired by Chrono Trigger, with a twist of Clash of the Titans mixed in, and of course my own personal designs. The idea is to go from 5th level to 18th(ish) with 8(ish) mythic tiers.
The year is 1373, the Year of Rogue Dragons, (12 years before the Spellplague, 1 year after the 3rd Edition timeline), in the nation of Damara, in the town of Trailsend. Each of you has been summoned by an old adventuring partner, Flarghin Ironstone, a semi-famous retired dwarven adventurer you've been on a trip or two with in the past, who has sent for you at urgent speed to help him chase a bounty he was offered an exclusive head-start on. It seems the prize is too big for him to ignore, so he's gathered the closest (geographically in this case, as time was an issue) allies he could find to get to work!
Clerics, Druids, Hunters, Inquisitors, Paladins, Rangers, Warpriests, etc, must choose a single god from the 3rd edition Forgotten Realms pantheon as their patron for spells.
If you desire a domain/subdomain that didn't exist in D&D 3.5, simply choose a god that it makes sense for. I'll likely be okay with any choice you desire.
You CANNOT be a follower of Cyric or Shar, for story reasons. It would be beneficial, if you are a holy character, to be a follower of one of their enemies, but not necessary. AO is not an option, for other reasons within the story.
Oracles and Shamans must choose a group of deities based on a theme to follow and receive their spells from - example "the Dwarven Pantheon" or "the gods of good", etc. Oracles are still divine casters, even though they are blessed by a group, and Shamans still gain power from spirits, which are servants of deities.
It is strongly suggested that your character is not apostate/atheist/agnostic.
House Rules for "Of Gods and Death"
-25 point buy with 2 traits.
-Traits can be from any campaign/setting/flavor, but the "no two from the same category" rule still applies.
-No feat requirements for non-custom item creation (at market cost), but skill rolls and other prerequisites are required.
-Can take feats to further reduce item creation costs, if desired.
-Background Skills will be implemented
Allowed Material
-All Pathfinder official Paizo material allowed unless otherwise stated.
-Prestige classes can be taken even if not in the universe, as the Forgotten Realms doesn't have “Red Mantis Assassin” and other specific groups unique to Golarion. However, something similar must replace it. I.E. if you want to play a Winter Witch, you should spend a lot of time in the cold to justify it, even if you aren't in Golarion's Irrisen or a member of that specific group.
-Any base class is allowed, but you need story justification. If you're playing a barbarian and want to eventually multiclass a few levels in wizard, that's fine, but justify it by spending time in libraries and practicing before you take your levels.
-Summoners and Rogues must be of the Unchained variety.
-Barbarians and Monks may be Unchained or original.
-Leadership feat is not allowed
-No 3rd party stuff.
-All alignments except CE will be allowed, but I will have NPCs react according to your reputation as individuals and as a group. Simply messed up behavior will probably result in bounties being placed on your head and people hunting you down, targeting you over the less ill reputable members of the group in combat, etc. “But nobody saw me murder that homeless woman!” Remember, Divination magic, scrying, and Speak With Dead are all low to medium level spells. You've been warned.
-No PVP allowed. You must be a team player. I don't care what you say about "but my character would..." - Change your character if that's the case. You must get along as a group when it comes down to it. Come up with reasons as a group; I don't care what reasons you have, as long as they hold up.
-Starting level is 5th. No Mythic Tiers to start (...yet)
-Starting gold is 10,000gp - No single item worth more than 2,500gp. No custom magic items to begin.
Allowable races:
1. Aasimar
2. Changeling (Flavor-Wise are referred to as "Hag-Touched")
3. Dhampir
4. Dwarf
5. Elf
6. Gnome (Flavor-Wise are different than their Pathfinder counterparts. Please read up on them if you wish to play a gnome.)
7. Half-Elf
8. Half-Orc
9. Halfling
10. Human
11. Ifrit (Flavor-Wise are referred to as "Fire Genasi" and not Ifrits.)
12. Orc (Must be from Many-Arrows, or another "civilized" orc land, or otherwise not the rape-pillage-kill-everything type)
13. Oread (Flavor-Wise are referred to as "Earth Genasi" and not Oreads.)
15. Suli (Flavor-Wise are referred to as "Genie-Touched")
16. Sylph (Flavor-Wise are referred to as "Air Genasi" and not Sylphs.)
17. Tiefling
18. Undine (Flavor-Wise are referred to as "Water Genasi" and not Undines.)
Death of a Character
results in either:
1. A storyline resurrection, which is entirely possible, but not something you should depend upon.
2. A character-driven resurrection, in which the players work through a quest to earn a resurrection from a powerful ally, or to find a magic item to raise you, or perform a powerful ritual, etc.
A) If this is something you just buy, it probably will not be cheap.
B) During such a quest, you can play an NPC the party has met, cohort, or animal companion temporarily.
3. Conversion to undead, which may result in the GM taking your character, or not, depending on the situation.
4. Creation of a new character to replace it, if you absolutely must. The method of mythic ascension makes this incredibly inconvenient for me, so this is a last resort.
-Consistency and Frequency of posting (minimum 1/day, and I'll allow for a slowdown in weekends, but more is always nice - I won't hold you to more, since I know that's sort of the board standard)
-Good writing
-Understanding how to play the game (I am not going to be holding hands - this is Pathfinder in the Paizo site - you should know how the game is played).
-A cool backstory (that isn't a novel in of itself - a couple paragraphs will do). You're a fifth level character, so you can say a bit about yourself.
I've got some pretty grandiose goals with this game, but I've learned a few things since last time. I know life happens, and I'm more forgiving. A cohesive, well-meshing team is a great thing to run for. I look forward to the submissions. I'll decide when to close submission based on how fast people apply. I am not a fan of super long recruitments.
I run a pretty fast game. I can't promise I'll be rapid fire, but currently I hop on the boards a few times a day. I hope that would translate well to my PbP experience here as a GM.

The Vagrant Talespinner |

Dot.
How familiar do I need to be with Forgotten Realms lore?
A good question.
You can find the basics of what you need in the 3rd edition FR Player's Guide, but that's a lot to take in. It's pretty similar to Golarion, being another "kitchen sink" setting, though technologically guns haven't really hit the scene yet (gunslingers must craft 100% of their own weaponry or be a bolt ace), and there's no equivalent of Numeria.
It's a deity-heavy world, with quite extensive pantheons for most races, especially humans. That's going to be part of a driving force for this game, as the players are expected to be divinely sponsored (thus the eventual mythic) with an eventual goal of deicide (because what else can you do to finish up a mythic game?)
Here's a Wiki with a lot of info. Unfortunately, because of the changes in the universe from 3rd edition to 4th and 5th, some of what you read may not have happened yet. Wizards gutted the universe to make it more newbie friendly from 3rd to 4th/5th.
I digress. At least some familiarity with FR would be helpful, but due to the fact I'm hybriding it with Planescape (and yes, everyone's favorite city of gates is involved) and introducing eventual time travel, it's going to be different than canon, anyway, so it's not 100% necessary. You're going to want to know the deity who's your character's patron, even if you're not a holy class, but especially if you are one, due to the Wall of the Faithless being a thing. Knowing where your race is from, particularly if you're an uncommon race, is also useful - for example, orcs will want to know a bit about Many-Arrows, the only nation where they're known to be "civilized".
Planescape knowledge isn't necessary. Your characters as only 5th level may be seasoned adventurers, but they aren't likely to have been to the planes yet.
TL;DR - If you can adapt to the setting and pick it up on the fly, that's good enough, but FR knowledge would be helpful.

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Hmm... Very interested. More of a Planescape fan than a Forgotten Realms one, but I can make it work.
On the subject of divine patrons, do they necessarily have to be gods per se, or are various "quasi-divine" figures like the Lords of the Nine or the Celestial Hebdomad valid options that will circumvent the Wall of the Faithless issue?

The Vagrant Talespinner |

Can our character be from Sigil?
Edit: changing god to Mystra...I'm thinking a githzerai adoptive father. Dak'kon maybe lol :)
Not just yet. Sigil will be a complete unknown to your characters when it is introduced. I do like Dak'kon, though. And the gith. Hm. Hmmmmm.
If you have ranks in Knowledge: Planes you can know OF it, but if you're from there it will throw off a portion of the story.
A part of the story is being "swept into" the planes, as it were.
I think if you really liked that story idea, you could have been there when you were too young to remember the finer details. That's a fair compromise, no? You'd need planes knowledge to reflect even that much though. Sigil isn't exactly known to the Prime.
Hmm... Very interested. More of a Planescape fan than a Forgotten Realms one, but I can make it work.
On the subject of divine patrons, do they necessarily have to be gods per se, or are various "quasi-divine" figures like the Lords of the Nine or the Celestial Hebdomad valid options that will circumvent the Wall of the Faithless issue?
As long as they're capable of granting spells and represented in the outer planes, it works. So demi-god status or better. And yes, the Lords of the Nine are valid ideas - ESPECIALLY if they're not Asmodeus. Story reasons. Celestial lords as well.

The Vagrant Talespinner |

Any restrictions on a participant in the first go-round applying again? With the same character?
Restriction? Hell, if you can keep from metagaming (which I know you can) I feel I owe you an instant-in since you remembered after two freaking years of indefinitely being on hold! I'm going to have to tweak things a wee bit, of course.
If I have an overwhelming response that includes the original group, I can't guarantee such instant-in, but consider yourself almost definitely a shoe-in.
You will have to reign her back a little since she leveled up. Also it will just make my life easier if you tweak in a religion. You know exactly why.

CucumberTree |
CucumberTree wrote:Can our character be from Sigil?
Edit: changing god to Mystra...I'm thinking a githzerai adoptive father. Dak'kon maybe lol :)
Not just yet. Sigil will be a complete unknown to your characters when it is introduced. I do like Dak'kon, though. And the gith. Hm. Hmmmmm.
If you have ranks in Knowledge: Planes you can know OF it, but if you're from there it will throw off a portion of the story.
A part of the story is being "swept into" the planes, as it were.
I think if you really liked that story idea, you could have been there when you were too young to remember the finer details. That's a fair compromise, no? You'd need planes knowledge to reflect even that much though. Sigil isn't exactly known to the Prime.
Fair enough. I think that I can create an exciting origin now.

The Vagrant Talespinner |

Looks like I've got a lot of interest in...well barely any time, frankly.
I'm going to hold recruitment until...let's say this coming Saturday at noon. That's a long bloody time for me. I hold a fast clip when it comes to PbP.
I'll pick players Sunday. Game will start Monday, or if you're available and ready, Sunday after I choose submissions (but I won't officially start until Monday).
Submission will require:
1) A backstory. How does your character know Flarghin? He's a dwarf adventurer who tends to work as a mercenary, but refuses anything he considers evil in nature. No slavery, no assassination of innocents, nothing like that. He does a lot of bounty hunting. He's been retired for about a year now, but has sent your character a letter about "one last job" that is supposed to pay well enough that he's willing to come out of retirement. He lives in Trailsend, but has done work over most of the northern half of Faerun. I don't need a novel - a paragraph or two is more than enough.
2) A general idea of the mechanics you'll go with. Your class, race, and theme (archer, tank, glass cannon blaster, controller, buffer, skill monkey, etc) will suffice. I don't think it's fair for GMs to require an entire character sheet and build for characters that might not be chosen, especially for more than 1st level. Understand this though - if you ARE chosen, have your sheet ready by Monday to actually play. Sunday for approval would be even better. A full sheet for submission is nice, but not having more than I asked won't hurt you.
3) Your character's personality - his/her goals, motivations, etc. This makes it easier for me to form hooks and think of who would work well as a team, or cause interesting roleplay interactions due to different philosophies and styles.
4) Potential ways other characters might know him/her and be tied/loyal to them.
5) Tell me something about YOU. Not your character, you. Why should I choose YOU for this? What's your PbP experience? How frequent do you usually post? Are you having a run of bum luck with GMs who keep ditching their games? Have you never really had a chance? Are you a celebrity poster I can count on to keep going? How much do you know about/love/admire/miss the two settings I'm mentioning? You know...stuff like that. Anything else that you think would be relevant to my decision making.

Dr Brent Sanders |

Hello there! Aipaca with a submission for this game, loved Baldur's Gate and interested in exploring a bit more of the Forgotten Realms.
Vanenas still needs a bit of work, but I am planning on going Mystic Theurge with him if that's ok by you.
Vanenas is the bastard scion of a noble family of Baldur's Gate. No he won't tell you which one. The result of a dalliance with an Elf, Vanenas spent his youth ensconced in his family's mansion, before being turned out with a generous stipend when has reached adulthood. He spent that valuable coin purchasing the entrance price to Candlekeep - a valuable book. There he learnt the basics of magery, and grew in his worship of Oghma, God of Knowledge.
Eventually he decided that there was only so much you could learn in a library, and so he left Candlekeep and travelled north, searching for adventure. It was on this journey that he joined a caravan that was being escorted by none other than Flarghin Ironstone. The journey was beset by difficulties, and Vanenas proved his worth the the dwarf, holding his own agains bandits and worse. When they reached their destination, Flarghin took Vanenas on briefly as an ally, and they worked a few jobs together. Unfortunately, events drew them apart, but now it seems that they have been drawn back together...
Please let me know if there is anything I can add!

Nathanael Love |

Submission for Rius Rainwater:
1- Background:
It was then, having just scraped the coin to pick up his first lute that he caught the attention of Loredaran, an Elf high up in the Harpers organization.
Loredaran redirected Rius' vast musical talents. He was initiated into the worship of Mystra, where he lived, studied, and performed, becoming a master of the great pipe organ that the local Mystran church used.
After reaching adulthood, Loredaran initiated Rius into the Harpers, where he was able to use his talents for more direct action in the service of the greater good.
A few times before, when Loredaran's old friend Flarghin Ironstone needed assistance of the varierty Rius could provide, he introduced the young gnome who gladly aided the Dwarf, relishing the chance to work with others, particularly when they could oppose Cyric, hated by Mystra, the Harpers, and Rius himself.
2. Mechanics:
Also likely to use the Eldritch Heritage feat chain to illustrate/suggest a background with a plane/angel touched ancestor (celestial bloodline).
Will be classic support character-- high knowledge skills, bardic inspiration, support spells, with melee secondary/fallback.
3. Personality/motivation:
He is a true believer; deeply devout, despite having no direct clerical powers, and dedicated to advancing the righteous causes of Mystra, the Harpers, and what he feels is right.
He has a few hangups, however, a nagging question in the back of his mind-- who were his parents, and what happened to them? The orphanage said they had died, but it couldn't be so simple, could it?
This drives his study, and thirst for learning and knowledge. Despite the seemingly simple evidence that his parents were just Arabel resident gnomes, cut down by thieves in a robbery gone wrong as he has been told, he is certain that there's something out there that will prove he was not just picked, but born to be a holy weapon of Mystra.
To that end, he takes every opportunity to study, focusing especially on arcane lore, and the lineages of nobility and clerical families.
4: possible ties to other characters:
He can be tied to other worshipers of Mystra, or agents of or allies of the Harpers as he has spent some time performing missions for those organizations.
He might also have been introduced to other characters by Loredaran, his mentor (who can be replaced by an appropriate elven NPC if there is one in the GM's lore/story.
Rius might also know any characters he would be likely to meet while studying at libraries, temples, and halls of records he visits whenever he travels.
5: About ME:
I'm super attracted to PBP because in my home games and local PFS I am almost always the GM-- I'm the Venture Agent for my store, and have managed to play in one game at the store while running 45 in the past year.
For my home group, it's usually the same- GMing most of the time, and only rarely getting to play.
One of the games I GM at home, which ties into both my long time interests and this game is a Planescape to Pathfinder port.
I've been a huge fan of Planescape since the day I first laid eyes on that DiTerlizzi art, and now, I've finally managed to run a long running if slow paced Planescape campaign that is working in most to all of the published major Planescape adventures.
But I've never really gotten the chance to PLAY in the planes, so I relish the opportunity.
For my posting schedule-- I usually check at the forums at least morning/noon/and night, and am able to post rapidly if the situation calls for it, but also to hold back if others/the game isn't going so fast. The only time I'm not on this much is occasionally on weekends when I have a military commitment, but this is infrequently.

The Vagrant Talespinner |

Please let me know if there is anything I can add!
I did put a list of other stuff people can answer on the post with recruitment deadlines and such. I think of the 5 questions you answered 3-4. You hinted at personality with background, as well as possible ties, but you skipped the about you (the player) part.
I am not saying this to put down your submission, but you did ask if there was anything you could add.

Caledon Whitetree |

“We’ve, um, arrived M’lord”
Caledon stepped from the carriage, giving a reassuring smile. “Thank you, Mr. Hutchens.”
“M’lord, you seem like a decent sort – and I know it aint my place or my business– but the only thing here M’lord is the old trail head that leads to that demon conjurer’s tower.” He paused for a second looking even more embarrassed but mustered his courage and continued. “I know it aint my business M’lord but you aint from around here and might not know. M’lord the things they say he did to children…I just wouldn’t feel right not warning ya.”
Caledon took a small but full coin pouch from his belt and offered it to his hired driver. “You seem like a decent sort as well my friend. This is yours if promise to meet me here this time tomorrow.” When a brief flash of suspicion flickered across the old peasant’s face, Caledon added, “Considered the extra recompense for all the apples Jenni Thatcher and I stole from your tree in the summer of ’58.”
“Jenni Th..” confusion and suspicion suddenly became understanding and pity “…Oh you poor boy”
“I made out well enough in the end. Take your coin Mr. Hutchens.”
The old man mutely accepted the offered gold and watched with a heavy heart as the only surviving apprentice of Aurddolen the Wild returned to the lair of is former Master.
Wizard, Follower of Mystra.
I like to work a character’s background around the feats and traits I pick. I want to go with the traits Student of Philosophy and Missing Child for their mechanical benefits but the flavor text, with the aid of large helpings of coffee inspired a few ideas.
My thought was that Flarghin’s invitation wasn’t to Caldeon, but rather his old master Aurddolen the Wild.
Unbeknownst to Flarghin, Aurddolen has become a recluse and a shut in whose mental problems have cause an alignment shift from CG to CE since the time Flarghin knew him.
Caledon and Flarghin have met, but Caledon was just a boy at the time. Aurddolen brought Caledon along as a torchbearer, hireling or cohort who mostly did menial labor and errands for the party and Flarghin may not even remember him.
The letter arrives at a time when Aurddolen is in a desperate need for money to pay for his current obsession. Being unwilling to leave his tower however, he repeatedly invades Caledon’s dreams by casting minor dream. He demands his former apprentice come to his tower for a “proposition.”
Caledon and his old master hate each other. As his mind warped, the “philosophy” Aurddolen was teaching his apprentices became crueler and the lessons more dangerous. For example, when Caledon was 12 he deliberately gave the wrong answer to a riddle and Aurddolen forced him to fight a starving goblin with nothing but a dagger.
Of the five apprentices the wizard took, three died and one went missing and is presumed dead. Only Caledon survived, and he blames Aurddolen for the loss of the others.
Aurddolen is resentful of Caledon for ‘abandoning his training’ and ‘wasting his natural genius.’
After leaving Aurddolen, Caldeon amassed a small fortune, roughly 10K gold, as court wizard and merchant. He is content with his wealth and no amount of money would entice him back to the old wizard’s tower. Nor does he have a particular interest in going adventuring.
However, the old wizard has promised him a clue to the whereabouts of Jenni Thatcher – the missing apprentice and a letter of recommendation to Flarghin if he buys Aurddolen’s old adventuring gear. To sweeten the deal, he offered to transfer the arcane bond of his Sprite familiar Parisa.
The build I’ve in mind is a controller wizard with a specialization in conjuration. It’s based loosely on Treantmonk and Professors Qs popular wizard guides.
I’m planning on including improved familiar and taking a Sprite familiar. I’ve some interesting ideas on how to use the sprite as a major part of my combat.
I’m also picking social traits that make diplomacy a class skill and replace charisma with intellect as the diplomacy attribute. I think it will be neat to have a wizard backing up the party face.
Personality: Caldeon loves to learn. He has a depth of knowledge on many subjects and has always been drawn to the process of learning.
However, his analytical natures sometimes drive him to challenge other people: "Prove it. Show me why what you are claiming is true.”
It’s not that he wants to destroy other people's ideas, but he does insist that their theories be sound. He sees himself as objective and dispassionate. He like facts because they are value free. They have no agenda.
He is prone to search for patterns and connections. He strives to understand how certain patterns affect one another. How do they combine? What is their outcome? This gives him an affinity and gift for understanding the Weave.
Goals: Caledon spent most of his fortune on purchasing Aurddolen’s old adventuring gear. He hopes that the letter of recommendation from Aurddolen will entice Flarghin into accepting him in his old master’s stead. He’s not interested in the money for the sake of wealth, but because liquidating his asset might cause him to fail in pre-existing commitments to his clients and members of his merchant guild.
Motivation: His primary motive is to find more clues to the fate of Jenni Thatcher, whom he thought of as sister. In his mind finding her might heal some of the mental scarring caused by Aurddolen’s training and perhaps prevent him from going as mad as his old master.
If the other character’s adventured with Flarghin in the past they might remember the skinny kid who made a decent breakfast and helped them don their armor. Perhaps he was originally their hireling but was later taken as an apprentice by Aurbbolen when he showed an aptitude for wizardry.
Caledon is a court Wizard to a low to middle tier noble and member of a small but far reaching merchant guild. Either of these provide ample opportunity to connect with other characters.
Characters could be clients, suppliers or even members of the same merchant guild. They could have a current alliance, seek a new alliance or
have some enmity with the noble he works for.
Maybe Caledon uses his merchant connections to supply material to the Harpers and he’s worked with Loredaran or Rius in the past. He became a merchant to fund his search, perhaps he has a deal with the Harper's where they help him investigate.
Another option is that one of the characters know something about the fate of Jenni Thatcher. I haven’t even thought about what actually happened to her so it’s really open to whatever hooks best.
I’m in my middle 30s, and I’m currently going back to school to get an engineering degree. I’ve done a lot of play by forum role playing in the past AND played pathfinder table top. However, I’ve not played any pathfinder/DND via the forums before. I’ve read up on all the how to’s though so I don’t think that should be a problem.
I’ve also been catching up on the Forgotten Realms lore. I found a YouTube channel dedicated to the history and lore and I’ve been watching it in my spare time.

CucumberTree |
Submission will require:
The silver sword drives through the illithid's chitinous break and into it's brain stem. With a vicious twist, the mind flayer's tentacles stiffen. The weapon is pulled free, and the abomination collapses on the floor in a heap. The warrior looks over at the slave pen to see that in the slaver's last moments and in a fit of spiteful desperation, killed the slaves by liquefying their brains.
Soft cries come deep within the hold. The warrior arches his eyebrow and walks in to investigate. Moving among the numerous bodies, who's blood still runs from their ears and eyes, a small bundle in a dead mother's arms is seen. Dak'kon picks up the unlikely survivor in curiosity. He can feel the young mind searching out for succor.
Obviously, his ancient enemies never learn from their mistakes. The baby's arm frees itself from the swaddling, and Dak'kon is immediately taken aback at the sight of a birthmark in the shape of Zerthimon's sigil. One *knows* that the gods' wills cannot enter the cage...Maybe the ancestors' wills can.
Dak'kon spent the next month searching for a suitably safe place for the child to grow. Through happenstance or providence, the young Scandalous was left at a Mystra monastery...along with an Unbroken Circle of Zerthimon.
The mysterious disc was always with her as she grew into a young woman. Learning from the modest, but comprehensive, library, Scandy became the adoptive daughter to the librarian Sister Cray.
She had a voracious appetite for knowledge and, in turn, learning the meaning of the mysterious disk. Who she is, where she comes from, and why she was abandoned become an all consuming desire. Sister Cray knew that Scandy suffered from unanswered questions, and that she would not get answers in the monastery. Scandy, I have a friend who would benefit from your talents. A gruff exterior, but a good heart. No one better to teach you how to find and retrieve lost things.
Scandy spent her young career learning and helping Flarghin Ironstone.
Class: Sorcerer(Psychic Bloodline)(Seeker)
Hitpoints: 27
Stats:
Str: 8
Dex: 14
Con: 12
Int: 14
Wis: 12
Cha: 20 (+2 Racial, +1 Level)
Alignment: NG
Saves:
Fort: +4
Ref: +5
Will: +11
Init: +6
Speed 30'
AC 21 Touch 12, Flat-footed 19 (+2 Dex, +5 Armor, +3 Shield, +1 Nat)
CMD 13
CMB +2
Base Attack Bonus +2
Ranged touch attack +4
Wealth: 564 gp
mithral chain shirt +1 2100
mithral shield +1 2020
Cloak of Resistance +1 1000
Amulet of Natural Armor +1 2000
Bag, Handy Haversack 2000
Manacles, masterwork 50 gp
Crowbar 2 gp
Rope, spider’s silk (50 ft.) 100 gp
Hook, grappling, common 1 gp
Kit, Sorcerer’s
Price 8 gp; Weight 19 lbs.
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Masterwork Thieves’ Tools
Price 100 gp; Weight 2 lbs.
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.
Tools, Artisan’s (Traps)
55 gp 5 lbs.
Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
Race: Human
Racial Traits:
Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Languages: Common, Elven, Draconic, Gith, Undercommon, Ignan, Protean, Terran
Feats:
Steadfast Personality
You rely on your assuredness and sense of self to help keep your mind clear.
Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.
Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Traits:
Eyes and Ears of the City
Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Fate’s Favored
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Class Skills (10 Ranks + 10 Stat Ranks + 3 FCB = 23 Ranks)
Intimidate: 13 = +5 rank, +3 Class, +5 Stat
Perception: 10(12) = +5 rank, +3 Class, +1 Stat, +1 Trait (+2 Class trait)
Disable Device: 10 = +1 rank, +3 Class, +2 Stat +2 Class trait, +2 Tools
Sense Motive: 5 = +1 rank, +3 Class, +1 Stat
Spellcraft: 10 = +5 rank, +3 Class, +2 Stat
Knowledge (Local): 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (Arcana): 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (dungeoneering) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (nature) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (planes) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (religion) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Background Skills (10 Ranks)
Knowledge (engineering) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (geography) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (history) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Knowledge (nobility) 7 = +1 rank, +3 Class, +2 Stat, +1 Racial
Craft(Traps): 8 = +1 rank, +3 Class, +2 Stat, +2 Tools
Linguistics: 7 = +5 rank, +2 Stat
Spells:
Cantrips (At Will)
Acid Splash
Detect Magic
Read Magic
Light
Mage Hand
Prestidigitation
1st level (8 slots)
Mind thrust I
Protection from Evil
Grease
Web Bolt
Heightened Awareness
Magic Missile FCB
Silent Image FCB
2nd level (5 slots)
id insinuation I
Burning Arc
Glitter Dust
Class Features
Seeker Archtype
Tinkering (Ex)
Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks.
This ability replaces his bonus Eschew Materials feat.
Psychic Bloodline
Class Skill: Sense Motive.
Bonus Spells: Mind thrust I (3rd), id insinuation I (5th), ego whip I (7th), intellect fortress I (9th), psychic crush I (11th), mental barrier V (13th), tower of iron will III (15th), bilocation (17th), microcosm (19th).
Bonus Feats: Focused Spell, Heighten Spell, Intuitive Spell, Iron Will, Logical Spell, Persuasive, Quicken Spell, Skill Focus (Sense Motive), Spell Focus.
Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.
Bloodline Powers:
Psychic Strike (Su)
At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Bloodline Mutation: Blood Intensity
Whenever you cast a bloodrager or sorcerer spell that deals damage, you can increase its maximum number of damage dice by an amount equal to your Strength or Charisma modifier, whichever is higher. This otherwise functions as —and does not stack with—the Intensified Spell feat. You can use this ability once per day at 3rd level and one additional time per day for every 4 caster levels you have beyond 3rd, up to five times per day at 19th level.
This ability replaces the sorcerer's 3rd-level bloodline power or the bloodrager's 8th-level bloodline power.
Undercasting Prodigy (Sp)
Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.
Seeker Archtype: Seeker Magic (Su)
At 15th level, a seeker becomes skilled at modifying his bloodline spells with metamagic. When a seeker applies a metamagic feat to any bonus spells granted by his bloodline, he reduces the metamagic feat’s spell level adjustment by 1. Thus, applying a Metamagic feat like Still Spell to a spell does not change its effective spell level at all, while applying Quicken Spell only increases the spell’s effective spell level by 3 instead of by 4. This reduction to the spell level adjustment for Metamagic feats does not stack with similar reductions from other abilities.
This ability replaces the bloodline power gained at 15th level.
True Thought-Form (Sp)
At 20th level, you can shed the restrictions of the flesh and become a thoughtform— a being that exists independently of its substance. Whenever a creature would kill you, you can attempt to use mind swap against that creature as an immediate action just before dying.
-Caring
-Honest
-Emotional

The Vagrant Talespinner |

Lots of casters popping up I noticed. Makes sense. I did say enemies of Shar and Cyric, and the goddess of magic, Mystra, notoriously hates both of them.
Great ideas so far!
I see Lavinia, from my original game, the halfling archer ranger. You can assume she's getting in for sure. I owe her since the old game hit pause two years ago.
We also have:
Vanenas, future mystic theurge half elf all about knowledge
Rius, gmome bard with a mystery to solve
Caledon, human wizard living in his master's shadow
Scandy, psychic sorcerer foundling of the infampus Dak'kon
I look forward to any other submissions that crop up!

Spardan |

Would you consider an application from a brand new pbp player? I am very familiar with the rule set from tabletop gaming however I have nil online experience.
If so, I'm leaning towards a fighter type, most likely a worshiper of Torm or Kelemvor. What is the state of the church of kelemvor in your game currently? This would be set approximately 5 years after his apotheosis, so would it be reasonable to assume that he had garnered a decent following by now?

The Vagrant Talespinner |

Would you consider an application from a brand new pbp player? I am very familiar with the rule set from tabletop gaming however I have nil online experience.
If so, I'm leaning towards a fighter type, most likely a worshiper of Torm or Kelemvor. What is the state of the church of kelemvor in your game currently? This would be set approximately 5 years after his apotheosis, so would it be reasonable to assume that he had garnered a decent following by now?
Of course I would. One of the reasons I asked players to tell me about themselves is I've been that new guy, and traditionally I try to give at least one a good chance.
Kelemvor may be relatively new to the scene, but as an ascended mortal and the first non-evil god of death, he's popular. He even has paladins dedicated to hunting undead, an unheard of idea for other death gods (he's LN IIRC)
Torm is known and followed, but has not inherited Tyr's power of yet, so he is yet a minor deity.

The Vagrant Talespinner |

Hey folks I start my live game in about 4 hours. Expect radio silence until tomorrow morning/afternoon depending on when I sleep in. Submissions close tomorrow. I said noon, but I doubt I'll be awake by then, so squeeze what ye must.
I might answer questions on my phone while the GM is being lazy and going on a tangent, but no guarantees.

wanderer82 |

Played A LOT of Forgotten Realms back in the 3.0/3.5 era and do miss it more than a bit. I noticed you have removed item creation feats to the benefit of casters (and their allies of course), but have you given any consideration to the Elephant in the Room: Feat Tax Rules that are commonly employed by many of the games on these boards?

Zorblag |

As he grew older, Kromdor began notice the looks that everyone other than the monks gave him and to question his place in the monestary. He grew resentful at the lack of answers and started to undermine the training he was receiving, and directing his energy towards pranks and tricks rather than the maintenance he was supposed to be doing. When he eventually left, it was a mutual decision. The monks he knew best would always be happy to see him should he return, but it was clear to everyone that Kromdor's energies and attentions were best spent elsewhere.
Out in the world, Kromdor quickly learned that orcs were not welcome in most places, but he learned to adapt and make the best of any situation he found himself in. He traveled, finding work as a bounty hunter and mercenary where he could, attempting to help those around him even as they showed their distrust. Along his travels he did find the kingdom of Many Arrows, but felt as out of place in the chaos there as anywhere else.
Now Kromdor has recieved a summons from an old associate, Flarghin, with whom we worked on several missions before. The dwarf was one of the few who took the time to get to know Kromdor as anything other than just an orc, so working with him one last time holds significant appeal.
He will try to start battles with a lucerne hammer hammer (for the reach situations, and intimidation via enforcer) and switch to a falchion as foes get close. This will become easier when he gets another couple levels in and can take the vestigial limb discovery which should allow him to freely switch between the two weapons in combat (and then eventually a second which will allow him to threaten with both all the time.)
He should hit hard enough as a two hand fighter, but damage output isn't really where he's at, and there should easily be room for both he and another fighter with other focuses to run in the same party if the situation arises.
Outside of battle, Kromdor is much more reliable. He's not overly bright and will make rash decisions, but he'll put up with a lot that others wouldn't with something close to a smile. If you're willing to give him a chance he's going to reward that with friendship and loyalty as long as he respects the cause that you're working towards.
Kromdor tries to be effective at the end of the day. If there's a task to get done, he's going to do his best to get it done, even if not in the way that might be expected.
I'm in my 40s and trying to get back into some RPGs that I haven't had a chance to play much (at least outside of computer game versions) in the past couple decades or so. I've been on the Paizo forums, playing games for the past 3 months or so, and it seems to be an acceptable way to experience the games (if a bit drawn out for obvious reasons.) I should normally be posting once or twice a day during the week, and I can often get on for an evening post at least once during the weekends, though family and the rest of life would come first.
My experience with online GMs here has been varied. Some are pretty attentive to details and move along quickly, others are more lax than I'd like, but I should be counted on to play into the story as we go along as long as there's a story there to play into.
I recognize a lot of the names on the maps of Faerun when I look over them,some from my playing time before 2000, but more from the games based on the setting that I've played since (well, or also before 2000; I still have fond memories of Pools of Radiance way back in the late 80s.) Sigil and the Planescape setting I know primarily through the game Planescape: Torment, though I'd say it's the more exciting of the two given the potential for so many things, many outside of the stereotypes that Faerun tends to adhere to, to happen.
On the whole, I'm a veteran gamer with some experience at PbP. I'm all for making sure everyone's enjoying their time at the table and happy to explore characters that don't fit the typical mold. I'm not vital for a group's success or fun, but I should contribute to both.
So I'm submitting a fighter here that I was working on last night, but hadn't gotten around to posting about. I feel kind of bad that I'm doing it after another fighter has been proposed, but I think that Kromdor could easily fill different party roles than another fighter might (he's an orc going for intimidation, dirty tricks and tripping, so control and debuffs as much as damage.
Also, if you do end up going with the feat tax system that makes life easier for Kromdor. They give him more options earlier in his career (especially in terms of maneuvers,) but shouldn't come close to making him overpowered compared to either non-melee or other melee characters.
Let me know if there's anything you'd like to know beyond what I've got here, and have fun at your game!

Hayato Ken |

This sounds very interesting!
My idea is a follower of Selune, either a paladin or a warpriest.
With Paladin there is the question of being a paladin of a chaotic goddess. Would that be allowed?
1) Somewhere a young child left her parents house at night, getting out of bed and walking out, hearing sweet music and following a call.
Outside it was full moon and the moonlight bathed everything in a slivery glow. There were sprites and silvery shades dancing in the moonlight and the child joined them in wonderous joy.
Ever since the child felt a strong connection to nights and the moonlight, as well as it's beauty and aestethics.
Later she realized she heard the call of Selune and became her follower first, then a priest.
As a priest of Selune, she felt restless and began to wander around, joining adventurers on different missions. This is when she met Flarghin with whom she shares some beliefs and morals. I imagine Flarghin, being a lot older, served as a mentor partly.
2) Mechanics: Frontline character for melee, possible switch hitting with divine spellcasting and healing abilities.
3) This yet to be named character will be a scion of beauty and mysterious like the moon itself.
I imagine the character sharing Selunes personality a bit, being drawn to the night and moonlight, often joyfull, dancing and cheery, but then calmer and tranquil, even remote and sad at times.
When in conflict harsh, aggressive and unforgiving, but caring and embracing to friends and good people.
I want to play out the portfolios of moon, moonlight, stars; beauty and purity; tracking, wanderers, and seekers; diviners and dreams of Selune.
4) This character will have a history of traveling around and exploring, as well as being on a mission of healing and propagating beauty in life.
On those journeys everyone could have heard of her or met her.
5) Faerun is a long time back for me, but i always liked planscape. Probably played more in Golarion though. This would be a welcome change of an unknown story!
I started PF with the playtest and in 2013 joined the boards and PbP. Since then i play and GM when i can.
I did have some bad luck with campaigns dropping lately and search for longgoing campaigns with deeper roleplay.
Trying to post daily, but with kids and depending on workload it's sometimes less, sometimes more, but always with continuous stability.
I love cooperative gameplay and developing stories as well as characters together, reaching goals and telling good stories.
Mechanics and backstory will be advanced when chosen. Coming up with a name is the biggest act for me usualy, so i would do that last probably, or use one i already have.

Spardan |

@ Vagrant, thanks for getting back to me so quickly! I decided to rough up a Paladin of Kelemvor, with aspirations of one day joining the ranks of his elite undead hunters. My background is pretty rough, please forgive me but I didn't want to miss the deadline!
Born to a merchant family in Bryn Shander, Lothar lived a relatively ordinary life. His youth was spent hunting game in the frozen north, fishing and dabbling in the popular art of scrimshaw. Disinterested in pursuing a trade, he joined the town’s guard when he came of age yet still failed to find the sense of fulfilment he sought. He spent time at the House of the Triad, taking particular interest in the teachings of Torm.
A chance encounter with a group of mercenaries changed the course of Lothar’s fate. It was this very encounter, where he met the Dwarf Flarghin Ironstone, that led to him packing up his meagre belongings to depart the Ten Towns in search of a greater purpose. For months he travelled with the mercenaries, developing his skills and learning much of the lands outside his home. Eventually he parted ways with his newfound companions, driven to pursue something that would satisfy his search for meaning.
Eventually, he discovered the faith of Kelemvor and for the first time felt as though he had answered his calling. He spent the next few years learning the teachings of his new church, ultimately becoming ordained as a Paladin. When the Knights of the Eternal Order formed to combat the undead scourge near Iriaebor, Lothar desperately tried to join their ranks. He was denied, in part due to his age and inexperience, and so when a letter from his old friend Flarghin arrived proposing “one last job”, Lothar decided it was time to once again expand his horizons.
I’m probably going to keep Lothar mechanically simple. Vanilla paladin, bastard sword and shield. Skill wise he will probably serve as a back-up face, with a little bit of religious knowledge. I imagine him as a relatively experienced traveller, so I plan to use his traits to give him access to some typical adventurer skills as opposed to the knightly/courteous skills typical of a paladin.
Lothar has found his purpose in pursuing the religion of Kelemvor. He is relatively new to the faith, as I imagine most of Kelemvor’s church is at he current time, and really wishes to make an impression on his deity and church. He is driven to display the tenets of Kelemvor’s faith, not necessarily by espousing the values of the religion to those who aren’t interested but instead by living in accordance with the Judge of the Dead’s values. He is motivated to learn more about all kinds of people, to help alleviate the fear of the dying and what happens in the afterlife. Most of all, he abhors undead and wishes to prove his skill as a combatant with the hopes that he may one day join the Knights of the Eternal Order.
Lothar is around 24 years old, having spent the last 8 years away from home. He travelled with Flarghin for many months, and may have met others PC’s during this time if they did the same. Otherwise he has spent some time living in Iriaebor in the Western Heartlands, and may know other PC’s who have spent time in the region.
I have nil by PBP experience, though I am currently about to begin recruitment for a dnd 5E run of Curse of the Crimson Throne. I have played tabletop dnd 3.5 and 4e roaming Faerun, GM’ed a few campaigns across Golarion with the Pathfinder rules and recently my Roll20 group finished the Lost Mines of Phandelver. As all of my other games have dried up I've decided it's time to dip my toes into some PbP. I feel like the super slow pace of a forum game could lead to some great character development, and less knee-jerk reactions to situations, so I’m excited to see how this changes my insight into developing a PC outside of a bunch of numbers and a sword.
I’m pretty invested in the Critical Role live game on the Geek and Sundry twitch channel, I like to keep fit and I enjoy spending time with my stepson and two daughters (one of whom lives with her mother on the other side of the country.)

Dr Brent Sanders |

Apologies, circumstances conspired against me the last couple of days but I hope I get this in before the deadline!
Aspirations/goals:
His primary conscious goal is to obtain knowledge of all sorts. Secondarily, and less consciously, he is also out to prove himself. Being told 'you aren't wanted' at a young age will do that to you, even if you aren't aware of it.
How people might know him:
Vanenas has spent the last few years as a mage for hire for good causes through north western Faerun, so perhaps you knew him there. Or you knew his as a youth in Baldur's Gate. Or perhaps you studied with him or came across him in the learner town of Candlekeep
Me: I love PbP, have been really enjoying my time on the boards. Don't get to play much IRL due to unusual so this is my fix. I am fairly strong in the rules department, but not very practices in playing vancian casters. Setting wise I loved Baulders Gate I and II and would love to find out more about the world. I try to post at least once a day if possible.

Solian Rook |

Monk (Master of many style) 2, Warpriest of Lathander (Sacred Fist) 3
Still have spells, final equipment and to add class abilities, but the story and the rest is all done.
Tis all in the alias.
His primary goal is to rescue is family and to do that he is gathering resources and contacts.
He has spent the last 6 months to a year doing various works to get influence and resources in the Impiltur/Damara region, this is how he will have run across anyone.

Spardan |

@ Vagrant, I hope you don't have anything against a second submission. Inspiration struck me and I had to put pen to paper. If two applications aren't allowed, I think I would like to scrap my previous one and go with Cassius here.
An urchin by birth, Cassius spent his youth scrounging for foodscraps and loose coin at the bottom of unattended pockets. The streets of Baldur’s Gate were unforgiving, especially under the watchful eye of the Flaming Fist. The boy survived, thrived even, until his early teenage years. A careless attempt to pick the pockets of a savvy mercenary almost resulted in a long and probably fatal sentence to the stockades. It just so happened that the pocket where Cassius’ fingers landed belonged to one Flarghin Ironstone.
Flarghin happened to be in a good mood, decided to settle the matter with this pitiful urchin himself rather than involve the Flaming Fist. He offered the wretched child a job, and with it a chance to turn fate in his favour. Begrudgingly, Cassius accepted. He became a valuable member of Flarghin’s band for a time, his deft hand skilled at disabling traps and picking locks, and in return he was taught the fundamentals of fighting. Indeed, by the time the pair parted ways almost two years later Cassius had well and truly grown into a fine young adventurer.
He continued to work as a sellsword, travelling from the Sword Coast through the savage frontiers and beyond. The money was good, yet Cassius always managed to find ways to spend it. His debts amassed from a frivolous lifestyle had begun to add up, and when he received the letter from his dear old friend it was as if the gods themselves had reached out to lend a hand. Without hesitation, Cassius packed what he had and departed for Damara.
Most likely some kind of skill monkey / melee fighter hybrid. Possibly looking at the slayer class. Cassius will definitely be equipped to handle traps and locks, and probably backup on a few other skill checks.
Cassius is a chaotic, sometimes careless young man. He can be overconfident, usually to the point that it causes him trouble. He has a heart of gold, due in no small part to his life on the streets and the kindness that Flarghin showed to him. I feel that he will slot into most parties as a lovable vagabond, and will forge bonds with other PC’s rather quickly (Cassius is very appreciative of versatility, and inquisitive as to the talents of others).
Anyone who has spent time on the streets of Baldur’s Gate may know of Cassius from his street urchin days. Otherwise he has taken a variety of jobs, from simple caravan guard work to fighting trolls in the savage frontier. He has travelled as far north as Luskan, working for some months on one of the ships as a hired hand while trying to escape some old gambling debtors.

Lavinia Snowbeard |

Character update is complete! See below for more info, or this alias for complete character details.
Lavinia's youth was spent on the glacier's snowy slopes and icy cliffs where she learned to read the land and weather, to stalk prey unseen, to fell her enemies with a single arrow. This instilled in her a confidence and sense of freedom that grew into disdain for Auril, her despotic clergy, and their tenets of fear. She voiced her opinions to her father at a young age, who warned her that such thoughts would bring the wrath of Auril down upon her when she was alone in the wilds with no one to help her. Refusing to pay homage to the spiteful goddess, Lavinia instead sought protection and aid against the Frostmaiden's ire from any powers or spirits that might be listening, whispering prayers to the winds to guide her arrows, to the stones to ensure her handholds, to the shadows to keep her hidden. She also began attributing causation to unrelated events. For example, she drank a cup of icewine for breakfast the day a storm cleared, so that's good luck for foul weather; she fell while scaling a cliff-face after beginning her climb with her right foot, so now she always begins with her left. Despite the fact that oftentimes these practices fail her, the few times they "work" is enough to convince her of their efficacy.
Once she came of age, Lavinia began to spend more and more time alone in the wilderness, scouting further and further ahead of her people, until one day she simply kept going and never looked back.
She made her way to Damara, where she became a furrier for a brief time before being recruited as a guide by Flarghin Ironstone; hired to lead him and his companions to a group of bandits who had holed up in the Galena Mountains for the winter, she performed her task admirably, even taking down two men while they tried to flee the dwarf and his posse. Impressed, Flarghin took her along on a couple more such jobs and Lavinia quickly realized she could hone her skills and earn money much more effectively in this new line of work. Thankful to Flarghin, she soon struck out on her own as a professional bounty hunter, a trade she has plied throughout Damara for the past few years.
In Damara she also made the acquaintance of a priest of Tymora, who insisted that her calls to aid were being answered by his goddess and blathered on at length about his faith. Asking around it seemed that many in Damara called upon Lady Luck in times of need. Though still dubious of organized religion in general, and not sure how she feels about Tymora’s seemingly heavy involvement in gambling (a practice she finds foolish at best and, at worst, madness) Lavinia has decided to pay lip service to the goddess for the time being and see how it works out. She can, after all, use all the help she can get against any revenge plots Avril may be hatching against her.
Recently she has felt an itch to move on from Damara to see what else the world has to offer, and the recent summons from her old partner sounds like the perfect opportunity to secure some extra money for her travels...
Afraid the trail will grow cold, are ye, Ironstone? No wonder ye sent for me.
The huntress is wary of strangers of all races and works on the assumption that everyone is out for themselves and their own. She's willing to prove herself to those who doubt her abilities, just as she expects others to prove their worth to her, but takes umbrage with folk who disparage her methods and superstitions - she is convinced that Auril is only waiting for an opportunity to strike at her, and that the only things protecting her are her personal rituals and prayers. Despite her distrustful, self-reliant nature, she is a product of her clan-based society; given time, she could adopt a group or community that had earned her trust as her new "clan." While she doesn't disagree in principle with the more "settled" civilization she's found in Damara, she becomes uncomfortable after staying in large population centers for more than a day or two. She takes great pleasure in exercising her skills in archery and wilderness survival, and is always seeking to hone them further.

The Vagrant Talespinner |

This was a tough decision. Making decisions for games always is. I mean, it's not like there were particularly bad submissions at any point, you know?
I WAS going to stick to four players to start, but damnit, it's hard to keep to that, so I let a fifth squeeze in. I apologize if you didn't make it, and if someone drops, or if we get going a bit and feel like we can handle more players, I will probably re-open recruitment (with anyone who applied initially here getting preferential treatment). My initial choices:
Lavinia Snowbeard (goodwicki)
Cassius (Spardan)
Scandy (cucumbertree)
Rius Rainwater (Nathaniel Love)
Kromdor Rainhands (Zorblag)
If I didn't choose you, it's not that your idea was bad. I tried to go with what I thought would be a nice, cohesive mesh of a group for a good story-telling, with a mix of PbP experience, and a reasonably balanced party. Group selection is an art more than a science. There's at least two other players I almost squeezed in, but I'm not doing a 6 or 7 player group - I'd end up torturing myself.
Remember, please have a completely finished character sheet by tomorrow if you don't already. Posting officially starts Monday, but if you're ready before then, you can start RP and such earlier.
The discussion page is up!