GM Phntm888's Return of the Runelords

Game Master Phntm888

Roderic's Wreck

Roderic's Cove

The Churlwood

Loot Sheet

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I'm working on figuring out how Bluff and Diplomacy got to +8. I see 1 rank each, class skill, and Charisma, but I don't see anything else adding to them.

I assume your Favored Class Bonus is an extra Skill point?

Based on your backstory, I'm going to say let's choose Electra as your Sihedron Hero. How did Rhiannon come to be in Roderic' Cove?

GM Phntm888:

Trobro Dongenj
Human (Varisian) rogue (knife master) 1 (Pathfinder RPG Ultimate Combat 72)
CG Medium humanoid (human)
Favored Class bonus is +1/6 of a new rogue talent.
Init +6; Senses Perception +4
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +0
Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . dagger +2 (1d4/19-20) or
. . dagger +4 (1d4/19-20) or
. . dagger +4 (1d4/19-20) or
. . dagger +4 (1d4/19-20)
Special Attacks sneak attack +1d6
Str 10, Dex 18, Con 14, Int 12, Wis 11, Cha 12
Base Atk +0; CMB +0; CMD 14
Feats Two-weapon Fighting, Weapon Finesse
Traits hidden hand, Magical Talent (Mage Hand), time lost
Skills Acrobatics +8, Bluff +5, Disable Device +6, Escape Artist +8, Knowledge (dungeoneering) +5, Perception +4, Perform (Juggler) +5, Profession (gambler) +4, Sense Motive +4, Sleight of Hand +8 (+8 to conceal a light blade, +9 to conceal light weapons), Stealth +8, Use Magic Device +5
Languages Common, Halfling, Varisian
SQ hidden blade
Other Gear mwk studded leather, dagger, dagger, dagger, dagger, dagger, backpack, bedroll, belt pouch, flint and steel, fortune-teller's deck[APG], marked cards[APG], marked cards[APG], pot, soap, sunrod (4), sunrod, thieves' tools, trail rations (5), waterskin, 4 gp, 1 sp
Special Abilities
Hidden Blade +0 bonus on Sleight of Hand checks to conceal a light blade.
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.

His Aunt is traveling around Varisia as an itinerant priest.

GM Phntm888:
I figured out what happened on the ability scores. I was using an older character template and I failed to readjust them. They are fixed now and should still be 20 point buy based.

The stats on the greatsword have been adjusted both for normal and rage combat. First time I've ever played a character using a two-handed melee weapon as a primary one and completely spaced out on the STR x 1.5 multipler to damage attacks.

Background skills are picked and listed below the regular skills. There shouldn't be any issue with encumbrance, since the character isn't carrying much to start with unless you're referring to armor check penalties to Swim and Climb skills, in which case the skill bonuses are listed without the armor check penalty.

Last, of all, here is my insight to share with you as it relates to the apparition. When I choose Spirit Touched as a campaign trait, I wanted it to be more like a curse for Dragas in terms of roleplay despite the edge it gives him toward undead. The experience with the ghost leaves the noticeable physical scar, gives him the mental scar of survivor's guilt in living when his friends died, and how it took everything he valued in terms of tribe and family and destroyed it. There is a little bit of 'Rhyme of The Ancient Mariner' mixed with 'Les Misérables' that influences Dragas's backstory in that as long as the 'ghost woman in white' is searching for him, he can't stay in one place long enough to have a semblance of belonging, giving him that life-in-death curse. If he's chosen, it's something that could play into the campaign as well.

I hope that answers your question. If you'd like to know anything else, just let me know. Here's my updated stats for Dragas.

Male Human Shoanti Barbarian 1
CN Medium Humanoid
Init +1; Perception +4
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 14 (1d12+2)
Fort +4, Ref +1, Will +0
Speed 40 ft.
Melee greatsword +5 (2d6+6/19-20/x3), morningstar +5 (1d8+4/x2), or dagger +5 (1d8+4/19-20/x2)
Ranged javelin +2 (1d6+4/x2) or dagger +2 (1d4+4/19-20/x2)
Special Attacks rage (12 rounds/day)
Rage Statistics
AC 12
hp 16
Fort +8, Will +5
Melee greatsword +7 (2d6+9/19–20/x3), morningstar +7 (1d8+6/x2), or dagger +7 (1d4+6/19-20/x2)
Ranged javelin +2 (1d6+6/x2) or dagger +2 (1d4+6/19-20/x2)
CMB +7
Skills Climb +9, Swim +9
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 12
Base Atk +1; CMB +6; CMD 16
Feats Extra Rage, Power Attack
Skills Acrobatics +1, Climb +7, Intimidate +5, Perception +4, Ride +1, Survival +4, Swim +7
Background Skills Handle Animal +5, Knowledge (Geography) +4
Languages Common, Shoanti
Other Gear studded leather armor, greatsword, morningstar, daggar, javelins (4), backpack, bedroll, flint & steel, sunrod, trail rations (4 days), waterskin, whetstone
Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Class Features
Favored Class Bonus +1 skill rank per level

Weapon and Armor Proficiency-A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)-A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

Rage (Ex)-A barbarian can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, he can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Spirit Touched [Campaign]-As a child, you were influenced by overwhelming emotional trauma associated with death or undeath, and that influence marked you for the rest of your life. You may have been possessed by a ghost, had strange dreams in a haunted house, or suffered from an affliction from an undead source. You might even have had a near-death experience, or actually died and been returned to life. You gain a +2 trait bonus on all saving throws made against supernatural attacks, spells, or spell-like abilities from undead creatures. Once per adventure, you may automatically succeed at a Constitution check to stabilize or a saving throw to remove a negative level.

Bred For War [Race] Requirement(s): Shoanti-You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.

Courageous [Basic (Combat)]-Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. You gain a +2 trait bonus on saving throws against fear effects.

GM Phntm888 wrote:
** spoiler omitted **

GM Phntm888:

I forgot to add that I replaced the skilled human racial trait with:
Silver Tongued
Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Her favorite Class bonus goes to HP.
This is easier to see in her real character sheet.

Bluff, Diplomacy, Knowledge Local, Perception, Spellcraft, Use Magic Device.
Background Skills:
Knowledge History and Linguistic
Joining one of her extended families caravans after falling for one of the members, she left the caravan after a particular nasty quarrel.

My Character Sheet:

Name: Rhiannon
Race: Human (Taldor)
Job: Psychic 1
Age: 22
Height: 5´2"
Weight: 120 lbs
Alignment: CG
Deity: Desna
Languages: Common, Varisian, Sylvan, Celestial, Draconic, Elfish, Thassilonian
Hit Points: 8 6 +1 Con + 1 FCB
Initiative: +2
Armor Check Penalty:
Speed: 30 feet
Armor Class: 13 (10 + 2 Dex + 1 Armor+0 shield)
Touch: 12
Flat-footed: 11
Fortitude: +2 (0 +1 Con+1 trait)
Reflex: +2 (0 +2 Dex)
Will: +2 (2 +0 Wis)

Situational Bonuses:

Dagger -1/+2 1d4-1 (19-20/*2 10ft)

Base Attack Bonus: +0
Melee Attack Bonus: -1 (0 BAB+ -1 Str)
Range Attack Bonus: +2 (0 BAB+ 2 Dex)
Combat Maneuver Bonus: -1 (0 BAB+ -1 Str)
CMD: 11 (10+ 0 BAB+ -1 Str + 2 Dex)
Racial & Class Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed:
Humans have a base speed of 30 feet.
Bonus Feat:
Humans select one extra feat at 1st level.
Silver Tongued
Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two.
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Weapon and Armor Proficiency:
A psychic is proficient with all simple weapons, but not with any type of armor or shield.

A psychic casts psychic spells drawn from the psychic class’s spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a psychic’s spell is equal to 10 + the spell’s level + the psychic’s Intelligence modifier.
A psychic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–7: Psychic. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The psychic’s selection of spells is limited. A psychic begins play knowing four 0-level spells and two 1st-level spells of the psychic’s choice. At each new psychic level, she learns one or more new spells, as indicated on Table 1–8: Psychic Spells Known. Unlike a psychic’s spells per day, the number of spells a psychic knows isn’t affected by her Intelligence score; the numbers on Table 1–8 are fixed.
At 4th level and every even-numbered level thereafter (6th, 8th, and so on), a psychic can choose to learn a single new spell in place of one she already knows. In effect, the psychic loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell from the psychic’s class list that the psychic can cast. A psychic can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
A psychic need not prepare her spells in advance. She can cast any psychic spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Psychics learn a number of knacks, or 0-level spells, as noted on Table 1–8. These spells are cast like any other spell, but they don’t consume any slots and can be used again. Knacks cast using other spell slots (due to metamagic feats, for example) consume spell slots as normal.

Phrenic Pool (Su):
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.

Phrenic Amplifications:
A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.

Will of the Dead (Su):
Even undead creatures can be affected by the psychic’s mind-affecting spells. The psychic can spend 2 points from her phrenic pool to overcome an undead creature’s immunity to mind-affecting effects for the purposes of the linked spell. This ability functions even on mindless undead, but has no effect on creatures that aren’t undead. This amplification can be linked only to spells that have the mind-affecting descriptor.

Psychic Discipline (Ex or Sp):
Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline. The choice of discipline must be made at 1st level; once made, it can’t be changed. Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.

At 1st level, a psychic learns an additional spell determined by her discipline. She learns another additional spell at 4th level and every 2 levels thereafter, until learning the final one at 18th level. These spells are in addition to the number of spells given on Table 1–8. Spells learned from a discipline can’t be exchanged for different spells at higher levels.

Your mind is forged from the most powerful memories of a multitude of lifetimes. You have fragmentary knowledge of your prior lives and can leverage the experience gained during these lifetimes into raw psychic power.

Phrenic Pool Ability: Charisma

Bonus Spells:
burst of insight (1st), false life (4th), contact other plane (6th), ancestral memory (8th), reincarnate (10th), transformation (12th), ethereal jaunt (14th), bilocation (16th), akashic form (18th).

Discipline Powers:
Your myriad lives inspire diverse exceptional abilities.

[/b]Past-Life Memories (Ex):
You add a bonus equal to half your psychic level (minimum 1) to all Knowledge checks and can attempt all Knowledge skill checks untrained.

Mnemonic Esoterica (Ex): [/b]
By reaching into the recesses of your past lives, you gain knowledge beyond that of most psychics. Select a single additional spellcasting class. Once per day when you prepare your spells, you can add one spell from this class’s spell list to your spells known and class spell list for 24 hours. This spell must be 1 level lower than the highest-level spell you can cast, and you cast it as if it were psychic magic. You can decide to change the spellcasting class from which you draw this spell each time you gain a new level.

Resurgence (Su):
At 5th level when you would be reduced to 0 hit points or fewer by an attack, you can spend 2 points from your phrenic pool as an immediate action to regain a number of hit points equal to 1d8 points of damage + your psychic level. At 10th level, this ability’s healing increases to 3d8 + your psychic level. If this healing is insufficient to bring you above negative hit points, you are automatically stabilized. If you would still be killed by the amount of damage taken, you erupt with positive energy and heal all allies within 30-foot-radius burst for the amount you healed yourself.

Physical Regression (Sp):
At 13th level, you can spend 2 points from your phrenic pool as a standard action once per day to take on the form of one of your previous incarnations. This ability functions as the polymorph spell, but its range is personal and its duration becomes 10 minutes per caster level.
Feats, Traits & Skills
Level 1:
Skill Focus Knowledge Local
Fortune Teller
Spirit Touched
Harrow Chosen
You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.
• Skillpoints gained/level (6) 2+ 4(int) +2 BS
• Acrobatics: 2 (0 ranks; +0 trained; +1 Dex)
• Appraise: 4 (0 ranks; +0 trained; +4 Int)
• Bluff: 8 (1 ranks; +3 trained; 2Cha +2 rac)
• *Climb: -1 (0 ranks; +3 trained; -1 Str)
• Diplomacy: 8 (1 ranks; +3 trained; 2Cha +2rac)
• Disable Device: 2 (0 ranks; +0 trained; +1 Dex)
• Disguise: 2 (0 ranks; +0 trained; 2 Cha)
• Escape Artist: 2 (0 ranks; +0 trained; +1 Dex)
• Fly: N/A (0 ranks; +0 trained; +2 Dex)
• *Heal: 0 (0 ranks; +0 trained; +0 Wis)
• Handle Animal 2 (0 ranks; +0 trained; 2 Cha)
• Intimidate: 2 (0 ranks; +0 trained; 2 Cha)
• Know (arcana): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Know (Dung): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Know (geography): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Know (history): 9(1 ranks; +3 trained; +4 Int +1 C)
• Know (local): 12(1 ranks; +3 trained; +4 Int +1 C+3Feat)
• Know (nature): 5 (0 ranks; +0 trained; +4 Int +1 C)
• *Know (nobility): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Know (planes): 5 (0 ranks; +0 trained; +4 Int +1 C)
• *Know (religion): 5 (0 ranks; +0 trained; +4 Int +1 C)
• Linguistics: 8 (1 ranks; +3 trained; +4 Int)
• Perception: 4 (1 ranks; +3 trained; +0 Wis)
• *Ride: 2 (0 ranks; +0 trained; +1 Dex)
• *Sense Motive: 1 (0 ranks; +0 trained; +0 Wis +1tr)
• Stealth: 2 (0 ranks; +0 trained; +1 Dex)
• Spellcraft: 8 (1 ranks; +3 trained; +4 Int)
• Survival: 0 (0 ranks; +0 trained; +0 Wis)
• Swim: -1 (0 ranks; +3 trained; -1 Str)
• *Use magic Device: 6 (1 ranks; +3 trained; -2 Cha)
Detect Magic
Acid Splash (Mnemonic Esoterica)
Level 1:
Mind Thrust
burst of insight
Dagger 2gp


Harrow Deck (Heirloom)
Carrying Capacity:
Light Load: 0 lbs - 100 lbs
Medium Load: 101 lbs - 200 lbs
Heavy Load: 200 lbs - 300 lbs
Lift Over Head: 300 lbs
Lift Off Ground: 600 lbs
Push or Drag: 1500 lbs
Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):
GP: 63
Rhiannon always lived in Magnimar for all her life, born into on of the varisian Clans living in the city of Monuments shadow district. While many of her family are thieves and con man, Rhiannoin is a real occult person. At least most of the time. She is for sure not above cheating the one or the other gullible man, but nevertheless she has a myriad of ancestors she can draw upon and manifest in her in many special ways. Ten years ago, when her talent emerged fort he first time she met a young elven wizard in the streets. Seeing the elfen wizard glow with power, she nevertheless tried to con her. But the elven wizard was just to clever. Nevertheless the wizard did take a liking to the young girl and did even teach her a few tricks of the trade. Electra has been in Magnimar many times since her defeat of Runelord Kazoug and has become somewhat of a mentor to Rhiannon, lecturing her in history. Half a year ago she fell madly in love with Roherto, a young dancer and pickpocket from the shifting veils caravan. Leaving her family behind she joined the caravan, moving through varisia. But alas, the candle that burns from booth sides burns out quickly and after a particular nasty quarrel she left the caravan in Roderic's Cove. She has worked as a barmaid, a fortune teller, saving some coin to return to Magnimar.

Rhiannon is a small woman, with graceful limbs and elegant flexible hands. She has a lightly tanned skin, the emerald green eyes inherited from her father and very long raven black hair usually flowing around her, reaching beyond her bottom. There is a tiny scar on her left hand, from a rat who bit her as a young girl. Her voice is usually a rich soprano, able to promise heaven on earth for men, or speak with an alt if delivering her soothsaying predictions.
She always dresses in colourful, freeflowing clothes, as if she were a varisian dancer and a headscarf embroided and adorned with many different ancient copper coins.


I figured it was something like that - the math all worked, but those two numbers just needed to be switched.

Thank you for your insight into the ghost. I didn't know if you wanted it to be someone specific or not. If you get in, I do have an idea for that.

Everything is finished.


Ah, there it is. Thank you for that. Everything is complete.

GM Phntm888 wrote:

** spoiler omitted **

** spoiler omitted **

I just thought that silver tongued is perfectly fitting for a soothsayer.

Looks like submissions are slowing down.

Good. Way too many...

*eyes narrow*

...humans in this recruitment.

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They are. If the current slow pace is maintained, I might cut off new applicants on Friday, while giving everyone who's already dotted until the original deadline to finish their characters.

Nothing wrong with humans. We are a diverse people, if a little full of ourselves. The real problem are the dwarves. I mean, how can you be so short yet not be considered small?! Seems rather suspicious to me.

Looking forward to seeing the results. Crossing all my fingers and toes. :p

Yup, Kiley is just a normal everyday human. Nothing strange at all!

Alright, the narrative background is done. :) I might spend some time and clean up the writing, maybe add a bit here and there, but it's ready for a review at least.

GM, please let me know if there's anything that needs adjustment, or if you have any story suggestions that I could include to tie him better to the campaign.

Thanks :)

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The player's guide left a tone of ideas ticking in my head!

Imdlara is a Forlorn elf, raisen by humans and joining first immigration wave to Roderic’s Cove, becoming there a smuggler and later scholar of all related to old Thassilon as her story mingled with the raise of the Runelords. After writing her background I found it was a bit too long and decided to shorten it, but I will leave here also the more detailed version just in case you have interest on some passages of her life.

I thought it could be a nice hook for the game and lead to interesting roleplaying opportunities to provide her with a familiar that is in fact an animal guide sent by Avasha, the Empyreal Lord featured in the campaign, to lead her into certain mission as needed by the adventure. I am open to change her type of familiar to whatever is more fitting, or if you prefer, just ignore the guiding familiar idea and play a plain investigator.

Background (short version):

I was born in the First World from an elf called Larendal and a drow of name Sinafay that had sought refuge in that layer of existence. My mother had been charged to torture Larendal, but she felt an unexpected compassion for reckless ranger and Sinafay renounced to everything she knew to save him. Understanding I would never be safe with them, my father left me at Magnimar, to be risen among humans.

A strict wizard of the City of Monuments was chosen as my tutor. He would correct my violent and rebellious nature showing me the rigors of study and alchemy. But I was never a daughter to him, but rather a servant, a pet or an experiment. He exploited my innate arcane sight until I was old enough to take the reins of my life, sneak out of his grasp, and join Sir Roderic’s expedition.

The life among the settlers of Roderic’s Cove was tough, but I quickly felt part of their growing community. Soon I became a smuggler, joining Red Gardigan’s band in their struggle to break through the pirates’ blockade and bring food and forbidden supplies into Roderic’s Cove.

A naive teenager I was back at that time, and little I would know my fate was to fall in love with the strong and charming Red Gardigan himself. As time passed my loved one languished and became greedy while I was still a young an vital elf. Ten years ago things went south and my love and his band fell slaughtered into a vile ritual at hands of the Brotherhood of the Seven. Destiny wanted me to survive as I was luckily saved by the Sihedron Heroes.

And yet that luck only made me feel more depressed. Even the strongest alcohols were unable to knock the pain of losing the ones that were my family now and my only love. If it had not been by the inestimable support of [Close Ally] I would still lay at the counter of some smelly tavern. Fortunately, he made me focus on the news coming from the Sihedron Heroes. My Red Gardigan was a smuggler, but he was a good man. I am sure his greediness was only a product of the powerful rituals and magics that Mokmurian and Karzoug performed in Varisia.

During this last decade I devoted my time to unearth every bit of information I could about Thassilon and the Sihedron Heroe’s deeds, as I am resolved to write a book that will proof the world Red Gardigan was just but a victim of those plots. But I need the money to make a life, and so [Close Ally] convinced me in recent times to come back to Roderic’s Cove to build up our own smuggling band.

Nowadays, I profit my innate magical sense and my vast knowledge of Thassilon to trade in all types of artifacts and art from the ancient civilization, or whatever I can if the time is in need. Things have not gone well though. Our first delivery, a box with exotic dogs, contained a skunk that ruined the cargo with her stench. The kennel’s owner only payed us half and now the skunk insists to follow me around wherever I go! Oh! And the last art delivery was intercepted by Riddleport’s guards and now I owe a favor to one of the pirate’s lords.

Furthermore, the only man I had been able to contract for our band has managed to let himself be punched to death in a brawl at Roderic’s Cove square. But this brawl was strange and suspicious, it reminds me too much to the greed surge a decade ago. Without the funds to complete my book, and my smuggling band risking disappearance before it was even a real thing, I am now forced to find out what is the truth about this mysterious brawl!

If only this smelly skunk stopped following me around...

Background (detailed version):

Preface: Imdlara’s ancestry
Imdlara never got to live among other elves. In fact she is a Forlorn elf, one of those misfortunate elves that barely met their parents and had to live among humans for most of their life. Imdlara’s mother was from an ancestry of elves that refused to cross the Sovyrian Stone, a drow called Sinafay. Her father was from a line of elves that crossed the Stone, and centuries later came back and fought against the demons that infected their ancient forests, a ranger magus called Larendal. Sinafay was charged with discovering the plans of Mierani forest elves, and so she lead a unit of drows that assaulted Larendal’s patrol and captured the elf. During weeks Sinafay tortured Larendal, and for weeks the elf resisted to convey any meaningful information, answering with witty darts at all the ill intentioned questions of the drow. Observing the stubborn resistance of the elf discovered in Sinafay a deep feeling of compassion she did not know to have. And yet, that compassion cost her becoming an outcast of her society. Risking her life Sinafay released Larendal, and knowful of the punishments she will have to endure, she escaped with him. The couple run through deep caverns never explored by elven or human. Lost and confused by the situation and their own feelings, they found themselves in a strange layer of existence, the First World. There, they thought to be safe, at a strange world far from the drow matrons’ grasp. Although the relationship between both was complex and problematic, the fey magic and the need for survival kept them together. And then, Sinafay gave birth to a new child, one with elven mixed blood and eyes deep and fey-like as the world in which she was born.

Chapter 1: A child left behind
Imdlara had only a few years when Sinafay’s matron discovered where her mother was hiding and sent assassins to end her life. The couple barely survived the encounter, and while they were trying to escape, Sinafay decided to make an ultimate deed of self-sacrifice to let her child live. The drow stayed back to face the assassins, giving just enough time for Larendal to escape with the life of their child in arms. Back in Varisia, Larendal had a tough time deciding what to do with Imdlara. She was a painful reminder of her mother, and for more he loved her, he knew the drows would come after him. He could seek the protection of the elves, but he knew they would never accept a half-drow among them. Finally, Larendal left Imdlara at Pharasma’s Church in Magnimar, the closest non-elven settlement at the time. She abandoned her there expecting the humans would be more understanding than the elves, with just a signet of Kyonin an a succinct note: I hope you can forgive me one day.

Chapter 2: A wizard tutor
The life among the priests was not terrible, but they were definitely not a family for Imdlara. She had shown an innate understanding of magic, as such, when the child proved too rebellious for monastic life, the tired priests look for a strict but sage local wizard that could act as a tutor and correct her behaviour. Without a current apprentice at the time, the magnimarian wizard accepted the offer. He soon discovered the strange mix of Imdlara’s heritage. Aware of the girl’s potential to see magical auras as clear as a man sees the light of the Sun, the wizard started to exploit her in all kind of businesses.
I would like this wizard (an alchemist could be even a better fit) to be an NPC with some role in the campaign, large or minor. If possible a villain, but someone friendly or neutral would be cool too. Otherwise I will pick Vorel Foxglove. He was from Magnimar and he only became a lich 6 years after Imdlara would have emigrated to Roderic’s Cove. On the following I will use Vorel, but please, let me know if there is a better name I can write down in Imdlara’s background.

Chapter 3: Childhood and learning
Vorel Foxglove was an influential member of the society, but some people say his hunger for knowledge and arcane power made him mad. Imdlara was provided with just enough to survive and grow, but she was never treated as an adoptive daughter, but more like a pet, an experiment or a servant. The wizard hold her enclosed on his laboratory except for the few times when he was taking her to find the best magical bargains. Despite being forced to scan markets for magical auras, those moments were among the most joyful of Imdlara’s childhood, and she started to get interest on those relics and magical artifacts the wizard made her find. In fact, it was easy for Imdlara to convince Vorel to let her know more about all those artifacts and the ancient civilizations that crafted them. Soon, reading the large books at the wizard’s laboratory and observing how he mixed alchemical regents became a large portion of Imdlara’s time. Sometimes Vorel would attempt to teach her the use of magic following a methodic training, but her pragmatic approach made her more successful at using magical items that on exploiting her innate magical heredity.

Chapter 4: Roderic’s migration
Short of the time she would turn 60 years old, Vorel was getting older and passing more and more time far from his possessions at Magnimar, leaving more freedom to Imdlara. By that time the elven girl had discovered how to escape the laboratory unnoticed. Although Vorel was harsh and strict, she had no other place to go, and she was always returning before the wizard could notice her absence. It was by then that Sir Roderic organized his expedition. In one of her secret walks, she saw him at one of Magnimar squares, recruiting settlers and tripulation. Quickly, Imdlara felt inspired by the kind of leadership and respect the man emanated. It was time for her to take the reins of her life, and she took the chance. Broking the invisible chains that had bound her to Vorel and his laboratory, she took a ship into the Varisian Bay as many other magnamirians that followed Roderic. She left in secret, during the night, while the wizard was away, with just some food and a single book she took from Vorel’s library, one of his best alchemy books, full of varied formulae.

Chapter 5: A settler life
The life in the new settlements was not easy though. The frequent attacks from bandits and goblins of the Churlwood, and the countless pirate attacks, saw Imdlara often fighting for survival among many other emigrants. Despite her 60 elven years, she looked barely a teenager for other fellow settlers of human descent. Many of them helped her on those years, giving her small tasks in exchange of room and food. Imdlara grew up a strong sense of community with all the people whom had followed Sir Roderic and founded settlements along the Varisian Bay. The human world can be specially unforgiving for a young elf. While Imdlara aged into a teenager, many of those relationships became older and died, which built up a sense of sour and urge that non-Forlorn elves are usually alien to. Nevertheless, Roderic’s Cove is a frontier land where you are as strong as the community where you live in. Imdlara never turned her back to the settlers of Roderic’s Cove and their descendants, and as the future proved, she often would took high personal risks to help the slowly thriving town on times of great peril.

Chapter 6: A new smuggler
With her knack for stealth and her own natural heritage, it was no marvel Imdlara soon became a smuggler. Able to see at night, she will often take the responsibility to break through Riddleport’s siege and trade food into Roderic’s Cove for her fellow settlers. For the first time in life she felt truly valuable and free. When the pirates of Riddleport finally established a close control over Roderic’s Cove, she fled the town and entered to form part of a band of smugglers, Red Gardigan’s Band. She was still a teenager for elven standards, the strong, good-humored and charming Red Gardigan, a rebel unwilling to submit to the pirates law, just had the perfect combination to drive her crazy in love. Those were great years, full of adventure and joy, avoiding the pirate’s tax collectors, smuggling into Roderic’s Cove, Riddleport, Magnimar and other cities of western Varisia. As much as she learnt, she also gave her most enthusiastic years to Red Gardigan, both in skills, and at night on his bed. But as any other Forlorn elf knows, human love is as much intense as it turns painful in the end. Imdlara suffered to see her lover age and become old by the time she was only turning into an adult elf.
It would be cool if there is any other bandit or band having some role in the campaign that I can use here as a hook for her into the campaign. Perhaps Orik Vancaskerkin could have been a member of this band too.

Chapter 7: Greed and doom, Varisia’s worst hours
About ten years ago Red Gardigan had already lost most of his charming smile and strength, and his vital ideals had slowly become to plain greed. The old man now had an opportunity to smuggle poison and weapons for a secretive group of Magnimar that was plotting to kill the Lord-Major. Imdlara had a big fight with him, opposing herself to such kind of deals. The fight soon turned personal as long time muted words were pronounced. Not recognizing the man she had loved, The elven female stormed away. Some days later it reached her ears the deal went badly for Red Gardigan and he had been kidnapped by the Brotherhood of the Seven for whom he was smuggling. Despite her angriness she attempted to rescue them, but only to fall prisoner herself at the Sawmill of the Seven. There she witnessed the Shiedron ritual and Red Gardigan’s death. There she saw her band slaughtered to the cult of Norgorber. Men she had respected and friended for long time now. And she herself would have perished there if it had not been for a band of heroes that later become known as the Sihedron heroes.

Chapter 8: Thassilon and Sihedron Heroes, a new obsession
Imdlara was shaken and defeated. The world had not only taken her family and with the band disbanded, her means of life, but it had also ruined the image of the man she had loved once. Imdlara fell into a grand depression and her weakness lead her to consume large volumes of alcohol to avoid thinking on her pain. She was able to recover only thanks to the help of [Close Ally] who make her think on what the Sihedron Heroes explained them about a strange greed surge in Varisia. With [Close Ally] support she slowly was able to transform her pain into an obsession to uncover the truth that made Red Gardigan into a greedy man and finally took his life. During years Imdlara researched any available clue and followed the deeds of the Sihedron Heroes, discovering some of the truths of ancient Thassilon and learning about the rituals Mokmurian and his followers devised to rise Karzoug, Runelord of Greed. She became obsessed about writing a book that would proof the world, or perhaps just herself, that Red Gardigan was not a cruel or greedy man, but was just influenced by the Runelord’s magics. Regretfully, when her funds run out and her studies came to a halt, she was forced to delay the idea of publishing her book.

Chapter 9: A new beginning
Convinced by the only other member surviving the slaughter of Red Gardigan’s band (possibly the character with whom she shares the ‘Close Allies’ trait), Imdlara has come back to Roderic’s Cove to redo her life. Now an adult elf, Imdlara has started working on building her own band. She has refited a small and humble building the band had at Roderic’s Cove. Willing to profit all her considerable knowledge on Thassilon and her special eye for magic, she is trying to specialize her band on smuggling relics and art from the ancient civilization.

Chapter 10: There’s a skunk in my cargo!
Regretfully things have not gone well so far. Her first job sought to smuggle a box with exotic and forbidden dog races for delivery to Roderic’s Cove kennel. The job ended badly when a skunk was found among the cargo, its horrible stench ruining the pedigree of the cans. After a considerable argument Imdlara had to accept only half payment and take the skunk in exchange for the other half. What is worse, the animal has started to follow her around, and she has not found the heart to force it away. This is the animal that I would like to eventually become her familiar. I thought to start with it as just a normal animal could be interesting, and so I bought a regular skunk with my initial money :D. If you prefer we can devise an in-game way to have the familiar delivered to her once you consider it adequate

Chapter 11: Riddleport’s debt
The last cargo has similarly ended badly. A stash of paintings and books was discovered by the local authorities and now Imdlara has a debt with one of her clients at Riddleport. This is a hook so you can force Imdlara to help an NPC at a certain point in the campaign. Please, let me know of an appropriate NPC, perhaps someone from other city, not Riddleport.

Chapter 12: Adventure begins!
To make things even worse the last man she contracted was involved in a large brawl at Roderic’s Cove dying on the process, completely ruining her attempts to build up her own smuggling business. This death though has something in common with the strange deaths related to greed ten years ago. She has no proofs, but irritated by the loss of her only agent (aside from her ‘Close Ally’), she has decided to investigate what has happened.

Mysteries & adventure hooks:

Mysteries Imdlara is not aware of:
- Half-sister of Delendir, the half-elf ranger (trapper) that became one of the Siedron Heroes (they share a father whose history is already partially established too).
- The skunk (her ‘bonded investigator’ familiar) is in fact an agent from Ashava sent, or just unable to find a better hero, to guide Imdlara on the Empyreal Lord goals for this campaign. This is a hook for everything Ashava related, and also I think it will be cool to roleplay a character guided/commanded by her familiar rather than the other way. Also, you said this is a sandboxy campaign, you might find a use for this kind of ‘guide’ as a tool to railroad some parts of the adventure if needed.

Hooks left open to the GM:
- Sinafay, Imdlara’s mother might or not be dead.
- Imdlara’s wizard (or alchemist) tutor could be one of the minor or major NPC’s appearing in the campaign. He/She could be a villain facing the party or a friend helping. If there is no name to toss here, I will then pick Vorel Foxglove for this role.
- It would be great to have a few names from Roderic’s Cove as friends or rivals. In any case most humans she knew from her early days there are probably dead by now.
- How close her relation it was with the Sihedron Heroes is left open for GM convenience. She might be both grateful that they saved her, or hate them for not letting her die with the other members of the band.
- The failed smuggling mission is also a hook to create a relation with a possible minor or major NPC of the campaign in Riddleport or other city, so you can use it to bind her even more to the campaign.
- The Close Ally name is left open for other players. I would love to explore a twins kind of relationship, but I am ok with the ally being just another member of the band that survived, or perhaps a mother-son relationship if the other character is a half-elf. If no other character with Close Allies trait is selected, I would say no other member of the band survived and I would like to pick any other NPC from Roderic’s Cove for the one that helped her out of alcoholism and depression. Perhaps other NPC’s from Red Gardigan’s band survived (Orik Vancaskerkin for example).
- Killed member: Just toss a name of one of the NPC’s killed during the brawl and I will integrate it in my background.


Imdlara inherited her father’s height and long limbs, standing taller than most male elves or humans. From her mother she got a white long hair and an unsettling beauty. She has long pointy ears, natural of her elven heritage.

Although her elven young traits result attractive to many humans, there is something fearsome on her beauty, enough to hold most of the men away. Some say this is a product of her eyes, large and round, their green so deep that one may think she is a fey herself. Others say this comes from the recklessness of the drow that left a mark on her angular face.

She attempts to stay clean and keep her hair in order, but she is not the like to take extra primping. Instead she uses to dress in light armor, the one flexible and dark enough to conceal on the night shadows to pass cargo into a closed city, or to run away from the guards if discovered.


Imdlara sees herself as a reckless smuggler with a very practical mindset and, having lived in scarcity, she has come to consider herself a materialist. The truth is she realizes the importance of being part of a group and helping for the common good. Furthermore, there is a deep compassion trait of her character that often moves her away from true materialism, a trait she is not aware she possesses, often pushing her to completely altruistic deeds.

The considerable dose of harsh life and personal drama have sculpted some edges in Imdlara’s personality which often prevents people from falling charmed and willing to make acquaintances with the elven smuggler. Others could have soured their spirit in such circumstances. Instead her past has only made her more empathetic to those who suffer or are mistreated, ultimately moving her to actively work to built up their trust. As such, she is the kind that takes time to make friendship with, but once she considers someone a friend, she opens up and gives herself with a kindred spirit.

Without any parents to have as a reference in life, and with the priests of Pharasma and her adoptive tutor being poor replacements for a family, Imdlara has learned to build up a network of strong relations. These are both a mixture of true friendship born from long lasting companionship, and more often, pragmatic relationships for a common improvement on living and survival in the frontier lands of Roderic’s Cove. As such, she usually comes to think of whatever band she is enrolled with at each moment as her true family.

Having been in varied groups during her life, she is used to work with people of varied mindsets. She does state her mind when necessary, but she keeps focused on the matter at hand and does not lose time correcting others, preferring to avoid conflict when possible. She has an easier time dealing with those naive or tortured rather than the proud or judgemental, but still she has learnt how to deal with those ones too.

She has a special sense of community with Roderic’s Cove and its inhabitants. Although she has been abroad, travelling through Varisia in the last decade, and most of the original settlers have died or become utterly old, she still worries for the people that showed her to live in freedom. If there is a place in Varisia she can call home, that is Roderic’s Cove, and despite she is reluctant to admit it, she would make all at her hands to help the town survive and grow.

Imdlara Stats:

Female Forlorn Elf Investigator (bonded investigator) 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision, darkvision 60’, Perception +5 (+1 vs traps)
AC 16 TAC 13 FF 13 (+3 armor, +3 Dex)
HP 10 (1d8+1+1)
Fort +2 (1 Con, 0 class, 1 trait) Ref +5 (3 Dex, 2 class) Will +3 (1 Wis, 2 class)
Speed 35 ft
Melee shortsword +3 (1d6) 19/x2 piercing,
silver light mace +3 (1d6) 20/x2 bludgeoning silver,
cold iron dagger +3 (1d4) 19/x2 piercing or slashing cold iron
Ranged cold iron dagger +3 (1d4) 19/x2 slashing or piercing cold iron,
shortbow +3 (1d6) 20/x3 piercing
Str 10 Dex 17 Con 13 Int 16 Wis 12 Cha 9
Ability increments +2 Dex/Int (racial), -2 Con (racial)
Base Atk +0 CMB +0 (+3 to Disarm, Sunder and Trip) CMD 13
Feats Weapon finesse
Close Allies [or Intrigued by Thassilon] (campaign): You and another PC are close allies—friends, lovers, siblings, or even twins. If your relationship with your close ally ends (as a result of death, a parting of ways, or other catastrophe), you immediately lose this campaign trait and replace it with Spirit Touched as a result of your emotional distress. Whenever you are adjacent to your close ally, you gain a +1 trait bonus on all saving throws. Once per adventure as an immediate action, you may grant your close ally a bonus equal to the result of 1d6 to a single d20 roll (after roll before result is known, sight to the ally is required). Fallback campaign trait: Intrigued by Thassilon, in case no one else with Close Allies is chosen. I would choose the Knowledge planes and Abyssal with the skill rank and language that would get free with the trait bonus.
Forlorn (race): Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Pragmatic Activator (magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Skills (9x1=9; ACP=-1) Acrobatics +6 (3 Dex, 1 rank, 3 class, -1 ACP), Bluff -1 (-1 Cha, class), Climb -1 (0 Str, class, -1 ACP), Diplomacy -1 (-1 Cha, class), Disable device +6 (3 Dex, 1 rank, 3 class, 1 trapfinding, -1 ACP), Disguise -1 (-1 Cha, class), Escape artist +2 (3 Dex, class, -1 ACP), Heal +1 (1 Wis, class), Intimidate -1 (-1 Cha, class), K. arcana +7+1d6 (3 Int, 1 rank, 3 class), K. dungeoneering - (3 Int, class), K. local +7+1d6 (3 Int, 1 rank, 3 class), K. nature - (3 Int, class), K. planes - (3 Int, class), K. religion +7+1d6 (3 Int, 1 rank, 3 class), Perception +5/+6 (1 Wis, 1 rank, 3 class; +1 traps), Sense motive +1 (1 Wis), Spellcraft +7+1d6 (3 Int, 1 rank, 3 class), Stealth +6 (3 Dex, 1 rank, 3 class, -1 ACP), Survival +1 (1 Wis), Swim -1 (0 Str, -1 ACP), Use magic device +7 (3 Int, 1 rank, 3 class)
Background skills (2x1=2; ACP=0) Appraise +3 (3 Int, class), Craft alchemy +4 (3 Int, class, 1 alchemy), Handle animal -1 (-1 Cha), K. engineering - (3 Int, class), K. geography - (3 Int, class), K. history +7+1d6 (3 Int, 1 rank, 3 class), K. nobility - (3 Int, class), Linguistics +7+1d6 (3 Int, 1 rank, 3 class), Perform -1 (-1 Cha, class), Profession -(1 Wis, class), Sleight of hand +3 (3 Dex, class)
Languages Elven, Common, Thassilonian, Azlanti, Varisian, Giant, Necril
Deity Not religious, but she has been chosen by Ashava for a mission. The Empyreal Lord sent a spirit in the form of a skunk to guide her ¿Bonded Investigator archetype? and she might ultimately evolve to become a follower of the Empyreal Lord. She does specially despises Norgorber as a cult of the tricky god slaughtered Red Gardigan’s band.
Favoured class (investigator): +1 HP

Subrace Forlorn: Forlorn elves rarely refer to themselves by that name; instead, other elves use the term to refer to elves who reside among shorter-lived races. Forlorn elves often watch many of their friends and family die before their first century is past. Some Forlorn have adopted a variety of unhealthy coping mechanisms as a result, such as recklessness or substance abuse; others develop antisocial tendencies and keep others at arm’s length to avoid the pain of loss. Still others learn to accept the brevity of the lives around them, cherishing what time they have with friends while they still have it.
Ability score +2 Dex/Int -2 Con
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Fey-Sighted: To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves or gnome can take this trait in place of keen senses.
Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.
Weapon and Armor Proficiency: Investigators are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient with light armor, but not with shields.
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. An investigator gains a competence bonus equal to her class level on Craft (alchemy) checks and can use Craft (alchemy) to identify potions as if using detect magic by holding the potion for 1 round.
An investigator can create extracts like an alchemist. Extracts behave like potions but only he can benefit of the spell effect. Mixing an extract takes 1 minute of work. The saving throw DC is based on Intelligence. An investigator stores her known extracts on a formula book he must refer to while preparing an extract. An investigator starts with 2+INT 1st-level formulae and he gains one new formula each level. She can also add formulae to her book as a wizard adds spells to her spellbook, and can study from a wizard's spellbook or alchemist formulae book. An investigator does not need to decipher arcane writing before copying formulae.
Inspiration (Ex): Pool: 3/3 (level/2+Int) An investigator is beyond knowledgeable and skilled, she possesses keen powers of observation and deduction and use flashes of inspiration. She can augment skill checks and ability checks through her brilliant inspiration. As a free action, she can expend inspiration to add 1d6 to the result of a check, including take 10 or 20. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending inspiration, provided she's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of two uses. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: +1 An investigator adds 1/2 her level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Level 1 (2/day)
cure light wounds

Level 1 (5 known)
cure light wounds
crafter’s fortune (1 day/level)
disguise self
heightened awareness (10 min/level)

studded leather, 25 gp, 20 lbs (+3 CA, +5 max Dex, -1 ACP)
bandolier [x2], 5 sp
silk rope, 10 gp 5 lbs
signet ring (Kyonin symbol), 5 gp, -

shortsword, 10 gp, 2 lbs (1d6 19/x2 piercing)
silver light mace, 25 gp, 4 lbs (1d6 20/x2 bludgeoning silver)
cold iron dagger (hidden in boot), 4 gp, 1 lbs (10’, 1d4 19/x2 piercing or slashing cold iron)
shortbow, 30 gp, 2 lbs (60’, 1d6 20/x3 piercing)
arrows [x20], 1 gp
grappling arrow, 1 gp, 0.5 lbs

thieves' tools, 30 gp, 1 lb
caltrops, 1 gp, 2 lbs (5’, +0, 1 dmg)

Bandolier 1 (3/8)
acid flask [x3], 3.33 10 gp, 1 lb [Craft alchemy+crafter’s fortune DC 15 = 10 + 4 + 5 = 18]

Bandolier 2 (0/8)

formulae book, 15 gp, 3 lbs

Skunk (Allie), 10 gp, 10 lbs (stats)

Gold earned: 180 (initial)
Gold spent: 25 (armor) + 10 (sword) + 25 (mace) + 4 (dagger) + 30 (bow) + 1 (arrows) + 10 (skunk) + 30 (thieves’ tools) + 10 (acid) + 10 (silk rope) + 5 (signet) + 15 (book) = 175 gp + 3 (other)
Balance: 180 - 175 - 3 = 2 gp

Sihedron hero:

Delendir Farnes, half-elf ranger (trapper/falconeer) currently playing Rise of the Runelords (half campaign)

Time zone:


Looking forward to the decision! There’s a lot of interesting characters.

With regrets ... I think I will have to withdraw my dotting. The game I have been playing in has just expired (due to a variety of RL stuff). I thought I'd be good to just jump back on the horse, but to my surprise I discover I am just a bit too discouraged to try again just yet.

All the best to those who win a place in the game. It looks like it will be a great one.


I'm going to use the detailed version of the backstory. I was one paragraph into the short version and I had several questions already that the detailed version answered.

So. Adventure Hooks and questions.

- Imdlara’s wizard (or alchemist) tutor could be one of the minor or major NPC’s appearing in the campaign. He/She could be a villain facing the party or a friend helping. If there is no name to toss here, I will then pick Vorel Foxglove for this role.

There are no long-lived enough options in Magnimar that appear in the campaign or are tied to the campaign. I would go with Vorel Foxglove.

- It would be great to have a few names from Roderic’s Cove as friends or rivals. In any case most humans she knew from her early days there are probably dead by now.

We'll decide on this if you get in.

- How close her relation it was with the Sihedron Heroes is left open for GM convenience. She might be both grateful that they saved her, or hate them for not letting her die with the other members of the band.

This involves your characters' feelings towards the Sihedron Heroes. I'm not making any decision on this - it's your character, you decide.

- The Close Ally name is left open for other players. I would love to explore a twins kind of relationship, but I am ok with the ally being just another member of the band that survived, or perhaps a mother-son relationship if the other character is a half-elf. If no other character with Close Allies trait is selected, I would say no other member of the band survived and I would like to pick any other NPC from Roderic’s Cove for the one that helped her out of alcoholism and depression. Perhaps other NPC’s from Red Gardigan’s band survived (Orik Vancaskerkin for example).

There has been exactly one other submission with the Close Allies campaign trait - Stryn, a Goblin Unchained Rogue.

- Killed member: Just toss a name of one of the NPC’s killed during the brawl and I will integrate it in my background.

These are literally nameless NPC mooks who were killed off-screen. I'll say one of them was named Ivan Vilshi.

If you don't have ranks in a skill, please remove it from your list of skills. It helps cut down on clutter, which I've found can be a problem with stat blocks.

Everything is good, otherwise.

@muklowd - I understand. Happy gaming.

@Balacertar, that is the most impressive submission I have ever seen on this board.


After a bout of resurgent illness (that stupid sumb~#@@ is in remission now... I sure showed it!), I have the energy to once again dip into the wonderful world of PbP.

I will be submitting a character sometime on Saturday, most likely.

Without trolling through the entire recruitment, as far as party balance goes, is there a glaring need for anything? I'm pretty fluid in what I enjoy playing as far as mechanics go.

There is a spreadsheet linked at the top of the page containing all current dots, as well as what has been submitted and those marked as complete (the bold entries). Submissions have been pretty balanced overall, I think - no one category is too heavily represented.

Thank you kindly for the response... I was on my mobile and did not catch that! Cheers!

Ok, this should be my final edited submission. No real big changes again besides some more formatting and altering my ability scores a wee bit by lowering Cha and rising Wis. Other than everything thing's the same.

If there any questions or things that needed to added just tell me. :)

Character Stats:

Renae Sherson
Female Human (Azlanti) Enchanter 1
NG Medium Humanoid (Human)
Init +2 (+2 Dex); Senses: Perception +1 (+1 Wis)
AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 8 (1d6, +1 Con, +1 FCB)
Fort +1 ( +1 Con), Ref +2 (+2 Dex), Will +3 (+1 Wis, +2 Class)
Speed 30 Ft.
Melee Quarterstaff -1 (1d6-1/x2)
Ranged Light Crossbow +2 (1d8/19–20/x2)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
7/day – Dazing Touch (1 round)
Enchanter Spells Prepared (CL 1st; concentration +5)
1st – Charm Person (2, DC 16), Color Spray (DC 15), Mage Armor
0 (At Will) – Detect Magic, Prestidigitation, Read Magic
Thassilonian Specialization Enhancement; Prohibited Schools Evocation, Necromancy
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 12 (+1), Cha 13 (+1)
Base Atk +0; CMB -1 (+0 BAB, -1 Str); CMD 11 (10, +0 BAB, +2 Dex, -1 Str)

New Thassilonian Magic [Human Bonus Feat]: You choose one of your two opposition schools. You also gain Thassilonian as a bonus language. If you already speak Thassilonian, you gain one of the following languages as a bonus language instead: Aklo, Azlanti, Giant, Shoanti, or Varisian.
Scribe Scroll [Wizard Bonus Feat]: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Spell Focus (Enhancement) [Level 1 Feat]: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Accidental Clone (Campaign): Your character must be human if you take this trait (though you may retain your previous gender identity). Your ethnicity is Azlanti, but you are not pure-blooded—you have the standard human ability score adjustments. Your resemblance to Sorshen may have unexpected side effects as the campaign progresses, for good or for ill. In any event, you gain a +1 trait bonus on Bluff and Diplomacy checks, and these skills are always class skills for you. Once per adventure, you can retroactively apply a +20 trait bonus to a saving throw against a mind-affecting effect after you learn the outcome of the roll. A saving throw result of a natural 1 still automatically fails, but if the +20 bonus adjusts the save so that it is successful, you treat the failed saving throw as a successful one.
Charming (Social): You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Overwhelming Beauty (Magic): The DC of your mind-affecting effects increases by 1 against creatures that have at least one of the same subtypes as you.

Bluff +8 (+1 Rank, +1 Cha, +3 Class, +2 Enchanting Smile, +1 Accidental Clone)
Diplomacy +8 (+1 Rank, +1 Cha, +3 Class, +2 Enchanting Smile, +1 Accidental Clone)
Knowledge (Arcana) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Dungeoneering) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Local) +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (Religion) +8 (+1 Rank, +4 Int, +3 Class)
Spellcraft +8 (+1 Rank, +4 Int, +3 Class)

Appraise +8 (+1 Rank, +4 Int, +3 Class)
Knowledge (History) +8 (+1 Rank, +4 Int, +3 Class)

Azlanti, Common, Giant, Shoanti, Thassilonian, Varisian

Quarterstaff (Free, 4 lbs)
Light Crossbow (35 GP, 4 lbs)
20 Crossbow Bolts (2 GP, 2 lbs)
Spellbook (Free, 3 lbs)
Masterwork Ring (Free, Weightless)
Wizard Kit: A backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin. (9 GP, 21 lbs)

Starting Wizard Wealth: 70 GP
Current Wealth: 12 GP
Weight Carried: 34 lbs.
Maximum Weight Capacity: 80 lbs.

Medium Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Arcane Bond: Once per day while wearing your ring, you can cast any spell in your spellbook that you are capable of casting. If you doesn’t have your ring, you must make a DC 20 + spell level concentration check to cast a spell or the spell is lost.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Dazing Touch: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Enchanting Smile: You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Favored Class Bonus: Wizard (+1 HP)


Acid Splash: Orb deals 1d3 acid damage.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within a 60-foot cone.
Detect Poison: Detects poison in one creature or small object.
Ghost Sound: Figment sounds.
Grasp: Retry a Climb check as an immediate action
Haunted Fey Aspect: You surround yourself with disturbing illusions.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Opens or closes small or light things.
Oath of Anonymity: Cloak yourself in an illusion that hides your true identity.
Open/Close: Opens or closes small or light things.
Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Vacuous Vessel: Make a single container appear empty.

Level 1
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Mage Armor: Subject gains a +4 armor bonus for 1 hour.
Sleep: Puts 4 HD of creatures into magical slumber.



Renatus was a nondescript young man of mixed Chelish and Varisian ancestry. Now in the body of one of Sorshen's clones, Renae possesses the Runelord’s Azlanti features and legendary beauty.

Like many of the ancient Azlanti, Renae is dark-haired and olive-toned. She also has Sorshen's full lips, high cheekbones, and vivid amber-green eyes. As with the Runelord herself, Renae is incredibly beautiful by most human standards, being statuesque and curvaceous.

Despite her eye-catching appearance, Renae prefers to wear simple, unassuming robes, not only because they allow for easier movement for spell-casting, but also because they draw less unwanted attention.


While Renae would like to believe that her death and rebirth has done little to change her core identity, but the truth is far more complex. Whereas Renatus was a kind-hearted, if submissive, amateur scholar who was easily swayed and bullied by others, Renae has a more assertive disposition that sometimes borders on haughtiness.

She doesn’t procrastinate or passively accept an injustice done to herself or others, instead confronting it and making her objections heard. Similarly, while still adverse to the use of violence to settle matters, Renae has become much more willing to use manipulation and enhancement magic to solve problems than he did back in her old body, a fact she finds slightly troubling.

Even more troubling are the strange desires and thoughts that have cropped in her mind since her rebirth. Many of these temptations are lustful urges of the flesh that Renae finds alien to her past self’s sensibilities. She has done her best to supress these desires and hopes to find a way to remove them from her psyche altogether lest they consume her.

Despite all these drastic changes, both physical and mental, Renae remains an inquisitive arcane scholar who yearns to know the world around her. She wholeheartedly believes that knowledge should be shared with others so that they can use it to improve their everyday lives, seeing it as a responsibility that all scholars should share. As such, she despises those that covet and conceal their findings for their own selfish ends.


Born to shop owners in the small town of Roderic's Cove, Renatus Kastori had been fascinated with Thassilonian history since the day his parents took him to the legendary Cyphergate in Riddleport when he was just a young boy. Wanting to know all things Thassilonian from that point onward, Renatus decided that joining the Cyphermages, a group of arcane scholars known throughout Varisia for their study of Thassilonian lore and runic magic, was his true calling in life.

When Renatus reached the age of sixteen, he did just that, setting out to Riddleport to live out his childhood ambition after giving his supportive parents a tearful goodbye. At first, it was a dream come true! He had access to millennia-old artifacts and was taught the basics of wizardry to better understand the magic-reliant Thassilonian Empire. Unfortunately, that enthusiasm slowly gave way to frustration with the Cyphermage’s policy of hoarding its knowledge instead of sharing it with the world. Disheartened that his pleas for reform were falling on deaf ears, Renatus left the order that he had given years of his life too.

Unwilling to let that be the end of his quest to learn about ancient Thassilon, Renatus found a patron that would allow him to continue his research in a group of adventurers that wished to rescue lost Thassilonian artifacts before they could be destroyed or misused. Being eager to continue his research and prove that he didn’t need the Cyphermages our their resources Renatus readily joined the adventuring company. It would be the biggest mistake in his life as the adventurers revealed themselves to be a band of tomb raiders in the service of the infamous Aspis Consortium, which wanted to exploit Thassilonian artifacts for its own ends.

Disgusted by the revelation but beholden to the party, Renatus held his tongue and suffered working with his new compatriots for some time until he was compelled to speak out against the party’s captain after one particularly haphazard mission led to the destruction of several irreplaceable pieces of Thassilonian history. This act of bravery nearly cost Renatus his life as the captain beat him savagely for daring to question him. Now scared for his life, and that of his parents, Renatus resigned himself to lifelong servitude to the Aspis Consortium. As luck would have it though the gods had a different fate in mind for him.

Days after his brutal beating the party went to the south of Varisia on a mission in the Mushfens to pillage a Thassilonian monument of its relics. It was there while guiding the party through the monument’s dangerous tunnels that Renatus made a fateful decision. He wasn’t a murderer, but he refused to live as a slave to greedy thieves. Seeing an opportunity to end his servitude and kill his slavers, Renatus consciously led the party to the center of a magical trap, knowing full well that they would they be unable to read the warnings all around them. With just one deliberate misstep, he activated it and was immediately killed, along with the rest of the party.

But it didn’t stick. A moment after closing his eyes for what he thought would be the last time, Renatus reopened them to realize that something had gone amiss. He wasn’t dead, but more than that though he was different in a way didn’t understand until he awkwardly moved his body and saw his reflection in a pool of blood. His blood. From his body, which was in a heap around the bodies of the rest of the party. He immediately recognized the face that stared back at him as that of the Runelord of Lust, Sorshen!

Baffled by his strange resurrection but relieved that he was finally freed from the mercenaries, Renatus fled the dungeon for the nearby city of Magnimar to recover and make sense of his situation. There he confided in the city’s local Arsheans, who helped him come to terms with his new body. Realizing that he was more traumatized by his death and ill treatment by the mercenaries than by his new body and gender, Renatus adopted the female identity Renae Sherson to not only avoid the Aspis Consortium's detection but to also coyly pay homage to the woman whose cloned body had inadvertently saved her life.

Sherson stayed in Magnimar for some time debating with herself whether she wanted to join city's local Pathfinder Lodge or become an independent researcher before finally deciding that she needed to return to Roderic’s Cove to explain to her parents all the changes that had befallen their new daughter before she could decide to join anything again.

This is where her story begins…

Sihedron Hero:

Kasumi Cailean, a Chaotic Good Female Human (Tien-Min) Cleric/Swashbuckler.

A good-natured if hedonistic native of Sandpoint, Kasumi got roped into a series of events that eventually led to her and other heroes defeating the Runelord of Greed, Karzoug.

Afterwards, Kasumi traveled throughout Varisia, doing good and spreading the easy-going word of Cayden Cailean, while always looking out for any news of other Runelords rising to threaten her beloved homeland with their schemes.

Time Zone: EST (GMT-5)

Sihedron Heroes: Understood. I think Imdlara will feel very thankful for them saving her life. She has a great respect and admiration for them. It does not pass around her head she can ever be a hero like them.

Close Allies: Because Stryn is a goblin a family bond does not seem plausible. In the lucky case we both get into the game we can work on it. Looking at his background and suggestion for 'Close Ally', Styrn could have found Imdlara drunk trying to forget about her loss and without any reason to live while being attacked by a wild wolf or some town bullies. The goblin could have helped her out of the attack and alcoholism. They have many interests in common, so there are strings to build up a true friendship. Otherwise Imdlara would just pick the Intrigued by Thassilon trait.

Killed mook: Ivan Vilshi, cool!

I have made these adjustments to Imdlara's profile and placed all the untrained skills into a spoiler to cut down on clutter as suggested.

Thanks for your input.

After seeing some of these amazing entries, I figured that I needed to spruce up my own a bit. Not a ton, at the moment, but provided more details on abilities, feats, etc, as well as re-organized a few sections.

I'm tempted to expand on Henric's background some, and/or his description and personality, but I'm not 100% sure how to go about it. I'm more than willing to hear suggestions, if there are any.

Edit: I know I need to add something based on his Campaign trait, but I think that has to come after being accepted into the game.

Currently torn between Arcanist and Shaman... but leaning Arcanist. I've never actually played one so that would be fun. And probably more campaign-appropriate.

And variant Aasimars are kosher, correct?

ElegantlyWasted wrote:
And variant Aasimars are kosher, correct?

Yes. Phntm888 mentions it on the first page under Character Creation.

Just wanted to ensure nothing had changed, thank you kindly.

I'm running my IRL game tomorrow night but have Saturday off (and blissfully to myself!) so I'll get something up then.

GM- For those of us potentially taking Scion of Legend, how much is permissible for us to know about the linked Adventure Paths? I've run RotRL and know the plot; how much can my character know about the events of that game, Thassilon, and the Runelords? This is to inform backstory.

Hey. I'm considering a submission where a minor character from one of the early SO books has been reincarnated after their run in with the pcs.

Should I just choose a race as normal or should I actually roll on the reincarnated Table? It seemed like a fun idea but wanted to check in case I roll bugbear or something equally odd!

@Renae - Okay. Looks good.

@Balacertar - Thank you for the change to untrained skills. If I ever have to bot you, it's just easier to find things.

@Henric - Perhaps expand upon his time traveling with Jostev, and his time traveling alone. Perhaps a min-adventure they had together, or memories of a particularly prominent ruin they explored?

@ElegantlyWasted - Yes, variant Aasimar are still okay. As for Scion of Legend, that depends largely on your relationship with the Sihedron Hero. Generally, by this point, everyone would know that the Sihedron Heroes defeated the Runelord Karzoug and discovered the city of Xin-Shalast. The details may be somewhat distorted, but what generally happened is well-known. If your training or relationship with the Sihedron Hero in question is close enough, they may have shared more or less than that.

@Nikolaus de'Shade - An intriguing idea. Did you have someone specific in mind? If you don't want to share in-thread, feel free to PM me. I'll think about whether to have you just choose, or if I want to modify the reincarnated table to eliminate some of the more odd ideas.

Excellent, my thanks, GM.

Withdrawing dotted interest. I'm based in Christchurch and the last 24 hours have made it a bit hard to give my full focus.

Best of luck everyone, this looks like its going to be an amazing game with amazing submissions!

So sorry to hear that ginganinja. I hope you can find some solace in the days ahead. What I have seen and read is just awful.

Hope all of yours are safe. Take care. :(

Absolutely understood. Best wishes for you and yours.

So sorry to hear about that. Best wishes and I hope all your loved ones are safe.

GM, didn't quite scan this, would you like us to make an alias or hold off on that and post a statblock?

1 person marked this as a favorite.


Only saw this thread right now (I'm new to PbP so, by definition, not very active on the forums — until now, that is), so I hope I can still squeeze my way in if only by a hair.

The idea for this character came to me during a RL campaign of "Shattered Star"; somewhere through book 2 (if I remember correctly) our group had to

Spoiler for SS:
fight its way through a group of Grey Maidens who had been forced into servitude by an Alu Demon. Being the goody-two-shoes that we were, and realizing that they were acting more out of coercion and desperation than actual malice, we managed to solve most of the encounters non-lethally (be it though diplomacy or non-lethal damage).
After defeating that dungeon's final boss, we agreed to let them go peacefully to try and find a new course in life; the campaign moved on and we never quite managed to check back on them, even though my PC (a paladin of Shelyn, who would also happen to be her Sihedron Heroine) sometimes wondered what had become of them.

In a way, Alessandra's my way to make up for that loose end: when I read about Grey Maidens being suggested as playable PCs by the Player's Guide, I conceived her as one of those nameless steel-clad women the AP threw at us, a faceless mook among many others whose existence was usually confined in the two rounds between rolling for initiative and our resident DPSer's first full round attack. An NPC getting her second chance in life to step up as a PC, so to say.

Her build reflects this both thematically and mechanically. Grey Maidens are supposed to be scarred individuals relying on each other for sustenance and psychological healing, putting the party's good before their own; her archetype emphasizes that by making her fill a support/tank kind of niche.

Character Sheet:

Female Human Cavalier (sister-in-arms)
LG Medium humanoid (human)
Init +4; Senses Perception +4

AC 22, touch 11, flat-footed 21 (+1 Dex, +9 armor, +2 shield)
hp 13 (1d10+2+1)
Fort +3, Ref +1, Will +0; +2 vs. pain effects

Speed 30 ft. (20 ft. in armor)
Melee longsword +4 (1d8+3/19-20)
Special Attacks halfhearted challenge 1/day (+1 atk. to allies when threatening, +1 dmg., +1 AC), tactician 1/day (Shield Wall, standard action, 3 rounds)

Str 17, Dex 12, Con 12, Int 12, Wis 10, Cha 15
Base Atk +1; CMB +4; CMD 15
FeatsGray Maiden Initiate (endurance, scarred), Noble Scion (war)
Traitscharming, close allies, reactionary
Skills (4 cavalier +1 Int +1 FCB +1 human +2 background); ACP -8
   Bluff +6 (+1 rank +2 Cha +3 class) (+7 vs. sexually attracted)
   Craft (painting) +5 (+1 rank +1 Int +3 class)
   Diplomacy +5 (+1 rank +2 Cha +3 class -1 feat) (+6 vs. sexually attracted)
   Intimidate +8 (+1 rank +2 Cha +3 class +2 feat)
   Knowledge (local) +5 (+1 rank +1 Int +3 class)
   Knowledge (nobility) +3 (+1 Int +2 feat)
   Perception +4 (+1 rank +3 class)
   Perform (oratory) +6 (+1 rank +2 Cha +3 class)
   Sense Motive +4 (+1 rank +3 class)
FCB – Level 1 – +1/4 banner bonus
Languages (2) – Common, Varisian
SQ maiden's order (order of the dragon, order of the lion)
Gear gray maiden plate, shield (heavy steel), longsword, whetstone 70 lbs., light load

I still lack a full backstory, which I intend to add shortly. I picked "close allies" as her campaign trait, as it seemed the most obvious choice given her outlook and backstory. I can stay vague about it, but I'd be very happy to link backgrounds with other applicants if someone's willing.

One (not so) little problem: most of her background (as well as her Grey Maiden Initiate feat) relies on her having been a Grey Maiden for a long time, and having spent a lot of time in their distinctive armor. However, being priced at 1500 gp, there's no way for a 1st level PC to afford a Gray Maiden Plate, barring some odd combination of traits. This is particularly jarring since that very feat's text references it, while also specifying it can only be taken at 1st level.

In order to circumvent it, I thought of a few options:

  • She owns a "lesser" or broken variant of , which shares stats with a cheaper set of armor (like a banded mail)
  • She owns it, but it's currently not in her possession for some reason. It will become available to her once it makes sense considering WBL.
  • She gets one in exchange for her "Circle Market Deal": at 10% the cost, it would suddenly become affordable to her.

    Well, that's it for the time being, I think. Oh, I live in GMT+1, I hope that's not too much of a problem.

  • Also if anyone's open to some shared backstories, I could get into that.

    Also, I think for funsies, I'll go ahead and roll for the variant physical features and the variant ability. I believe you said 3 times for the physical features so let's get that out of the way!

    Variant Physical Feature 1: 1d100 ⇒ 79 So, breathing sounds like ocean waves. That's not weird.

    Variant Physical Feature 2: 1d100 ⇒ 54 My shadow is prismatic. Who's isn't?

    Variant Physical Feature 3: 1d100 ⇒ 87 Nearby bells ring when I walk by. Not exactly the most stealthy ever.

    And now the Variant Ability!
    Variant Ability: 1d100 ⇒ 70 +2 racial bonus to Constitution. So heeeeeealthy.

    Okay, stats, spells, background, whole shebang should be here. Let me know if anything is incorrect or requires alteration.

    Laria Brightshadow


    Female Arcanist 1
    NG Emberkin (native outsider/human)
    Init +7; Perception +8
    AC 12, touch 11, flat-footed 11
    hp 9 (1d6+2+1 FCB)
    Saves Fort +2, Ref +1, Will +4;
    Speed 30 ft.
    Melee Dagger -1 (1d4-1/19-20x2)
    Ranged Light Crossbow +1 (1d8/19-20x2)

    Str 9, Dex 12, Con 14, Int 18, Wis 14, Cha 14
    Base Atk +0; CMB +0; CMD
    Feats Spell Focus- Evocation
    Traits Magical Lineage (Fireball), Reactionary, Scion of Legend (Diplomacy/Perception)
    Languages Common, Azlanti, Goblin, Thassilonian, Varisian
    Skills Diplomacy 7 (1), Knowledge Arcana 8 (1), Knowledge History 8 (1), Knowledge Local (1), Knowledge Religion 8 (1), Perception 8(1), Profession Chef 5 (1), Spellcraft 10 (1)
    Other Gear Haramaki (3 GP 1 lbs), Dagger (2 GP 1 lbs), Light Crossbow (35 GP 4 lbs), 20 bolts (2 GP 2 lbs), Spellbook (3 lbs), Spell Component Pouch (5 GP 2 lbs), Bedroll (1 SP 5 lbs), Blanket (5 SP 3 lbs), Masterwork Backpack (50 GP, 2 lbs), Trail Rations x2 (2 SP, 2 lbs), Ink (8 GP), Inkpen (1 SP), Parchment x10 (2 GP), Chalk (1 CP)4

    8 GP 9 CP remaining
    Load; 25 lbs
    Light Load; 33 lbs

    Special Abilities

    Racial Traits

    Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

    Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

    Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider(native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

    Proficiencies: Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail.

    Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

    Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

    Arcane Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.

    Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

    Arcane Exploits:
    Familiar: Greensting Scorpion

    Spells Known:
    1st Level- Burning Hands, Color Spray, Grease, Heightened Awareness, Protection from Evil, Snowball, Summon Monster 1

    Laria is an olive skinned woman with green eyes and raven black hair. She is slender on her upper half but possesses wide hips, and is generally regarded as quite attractive. Of particular note is her shadow, which sparkles with many colors instead of appearing black.

    Laria mainly wears loose fitting robes in warm colors. She wears little jewelry but a simple turquoise ring on her left ring finger, a memento of her late grandmother. Her familiar, Snips, is a tiny scorpion with an exoskeleton that was entirely red.

    Laria has a nearly insatiable curiosity and a love for life. Be it a new dish, an exotic liquor, a night at the theater, or consuming a new book, Laria seeks out any experience she can, with a definite focus on the secrets of the past.

    Laria is extroverted and caring, and finds it easy to make friends. She tends to think before she speaks, and takes care that her words don't heedlessly wound those who hear them.

    Some are born, destined to do great things. Laria never thought she was one of those. Born to merchant parents (Asher and Naria), she enjoyed a mostly normal middle class childhood. She was too young to understand much of the Late Unpleasantness, and was eight years old when the town was getting ready for the reopening of the Cathedral.

    Then, Goblin Day occurred.

    Laria was terrified, as she and her mother and father huddled near a cart. As a group of Goblins came towards them, dogslicers and torches in hand, she was sure they were going to die.

    Then the little monsters all fell down onto a huge patch of grease that appeared from nowhere.

    She turned, and saw the most handsome man she had ever seen in his life, smirking as he had just completed his spell.

    He and his companions swiftly dispatched the Goblins, and escorted Laria and her family to safety, and she, of course, was instantly impressed.

    She found out later that he was called Lorik the Gilded, and was a famous bard from Magnimar. Her family was thankful, and, at a feast the town held for the Heroes of Sandpoint, they got to meet the valiant adventurers.

    Laria noted that Lorik, far from being haughty or pretentious, took the time to meet everyone that wished to thank him, and he genuinely seemed to care. When the spoke to him, he asked after her studies at the Turandarok Academy. They spoke for several minutes, and Laria had a new personal hero.

    Her hero worship of Lorik was something she kept personal, but over the years, it only grew. The Heroes of Sandpoint took up residence in the town they had saved, and when Sandpoint was again threatened, first by an actual army of giants accompanied by a dragon, then by an evil temple being awakened underneath the city.

    Eventually, the Heroes struck off to the legendary Xin-Shalast and managed to defeat Runelord Karzoug.

    By that time, Laria was thirteen. Over the years, she had taken odd jobs and become a kitchen assistant for Ameiko at The Rusty Dragon, the favorite tavern of the Heroes, and Lorik had come to interact with Laria as if he were a beloved uncle. He would often give her interesting texts to read, and taught her the tongue of ancient Thassilon. The girl proved intelligent and adept, and Lorik, curious as to how talented she was, began to give her harder tasks. This culminated in Laria, through those tasks, discovering her skill for the arcane arts. The moment she cast her first cantrip, several things about her changed. Her shadow became prismatic, fracturing light into every color of the rainbow, and the sound of her breath was the sound of the ocean. Though his arcane talent was not from study, Lorik understood enough of the basic theory to begin her instruction.

    Study was somewhat slow. Laria still had her regular education and life, and there was no pressing rush. Sandpoint was protected by the Heroes. Lorik and the other Heroes were inducted into the Pathfinder Society over the course of their adventures, and her mentor's tasks carried him far and wide.

    Over the years, Laria's feelings for Lorik have changed somewhat. She has carried a torch for him for years, though, for his part, Lorik views her as a niece and nothing more. She knows her feelings will likely never be reciprocated, and she has made her piece with that, but there still exists a deep bond of love, friendship, and trust between the two.

    So when Lorik told her that her talents could be used in Roderic's Cove, she did not hesitate. Much like Lorik, she believe that now is the time for her to step onto the stage of adventure, and perhaps impact someone else's life the way the Heroes impacted hers, and the lives of everyone in Sandpoint.

    Sihedrom Hero:
    Lorik the Gilded- Half-elven Bard (Rise of the Runelords). Scholar of the Ancients, dedicated to uncovering the lost mysteries of the past and the secrets of ancient Thassilon, and protecting the world at large from those that would use those secrets to do harm. Dashing, witty, and skilled in the application of his magic and when to use his bardic talents to maximum effect.

    Seeing how fierce the competition is, I think is should add a little more "oomph" to my submission, so here we go!

    Arrack Sparktail
    Male Kobold Gunslinger 1
    CG Small reptilian humanoid (human)
    Init +5; Senses Perception +5, Darkvision 60ft Weakness Light sensitvity
    AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 size, +1 natural armor)
    HP 10 (1d10+0)
    Fort +2, Ref +5, Will +2
    Speed 30 ft.
    Melee longsword +1 (1d6-1 [19-20])
    Ranged battered musket +5 (1d10+3 [x4])
    Str 8, Dex 17, Con 10, Int 13, Wis 14, Cha 11
    Base Atk +1; CMB -1; CMD 12
    Feats Kobold Sniper (ARG), Gunsmithing (UC)
    Traits Time Lost, Slithering Stride (kobolds of golarion), Friends in Low Places (bastards of golarion)
    Skills Stealth + 11, Perception +8, Sleight of Hand+7, Survival +6, Handle Animal +4, Disable Device +4
    Background Skills Knowledge (local) +5, Craft (alchemy)+5
    Favored +1 Skill Point
    Languages Draconic, Common
    Other Gear Black Powder (20 doses), Firearm Bullets (20), Rope (50ft), Backpack, Flint and Steel, Torches (10), Rations (8days), Bedroll, Grappling Hook, Thieves’ Tools, Oil (3 Flasks), Chalk (10 pieces), Signal Whistle (UE), Whetstone (UE), Explorer’s Outfit, Tobacco (1lb)(UE), Fine Wine (1 bottle), Carving of a flute, 3gp 7sp 8cp
    Special Abilities
    Armor +1 Natural Armor
    Crafty +2 to Craft(traps),Perception and Profession(miner). Craft(traps) and Stealth are always class skills.
    Grit 2 per day
    Deadeye Can spend grit to resolve a firearm attack against touch AC, costs 1 point for each range increment beyond the first.
    Gunslinger’s Dodge May spend 1 grit to move 5 feet when attacked by at range, doing so adds +2 AC against the attack, +4 if choosing to drop prone instead.
    Quick Clear As a standard action, can remove the broken condition from a firearm if it was caused by misfire. Must have one grit point to use ability and may spend a point to Quick Clear as a move action.
    Time Lost Once an Adventure, may force the GM to reroll.
    Slithering Stride May move unimpeded through undergrowth for 3 rounds a day
    Friends in Low Places Gathering information is takes 1d2 hours in lower quarters

    Background, the long version:
    1 Birth and the Stone

    J’rah was born third in a clutch of nine eggs, fathered by Hunter Longjaw, a prominent leader in the tribe. Hunter is the traditional name for the leader of a hunting clan, while Longjaw is a hereditary name, taken from the crocodile-like jaws of his ancestry. J’rah would normally inherit the Longjaw name, but he was born with a discoloration on his tail and was therefore named Sparktail. Such birthmarks are considered a sign of magical ability, and J’rah was elevated to the magical caste, a rare honor. His father saw this as an opportunity to challenge his long-time rival and leader of the tribe, Tirran Dragoncrown. J’rah’s father protected him from the harsh early years of kobold life, and eventually sent him to be tested by Em’res Whiptail, the court sorcerer. Unfortunately, J’rah did not prove to have any talent for spellcasting and was abandoned by Hunter and the Longjaw clan. Disowned from his father, and warily watched by the Elder Dragoncrown, J’rah was taken in by Em’res as his pupil.

    The sorcerer taught J’rah everything he knew about alchemy and surviving in the nearby forest. Under his tutelage, J’rah grew into an adult and took the name Arrack, meaning Arrow after his height and lean body. Mere months after reaching adulthood, Arrack’s encountered a change in his fate. He was searching the woods for rare ingredients when he came across a skeleton. The creature looked to be human-like and was carrying a large gemstone. When Arrack touched the stone, he blacked out for the first time.

    He awoke sometime later, gemstone in hand. The emerald was massive, easily a foot long and looked like an eye at some angles. Staring into it caused a small spark to ignite within Arrack, a tiny flicker of magical power. He felt changed in some way, and was filled with a desire to see the world beyond. Strange dreams came that night, ones filled with shifting coils and feathers, along with a great presence which spoke to him. What it was the great being said, he could not recall. When Arrack returned to the caves however, he found them empty, with the cavern walls looking untouched mortal hands. After mourning the loss of his mentor, Arrack set out to find where the great being was leading him.

    2 Captivity

    Arrack’s travels were ill-fated however, as when he broke free of the forestland, he was almost immediately set upon by a band of slavers. The Issachari band were a collection of lowlifes preying on the barbarian tribes nearby, and they’re all too happy to pick up wanderers. Stripped of all his gear, including the Emerald Eye, Arrack was tied to a wooden beam and forced to march for several days. The slavers lead Arrack and two other slaves into a small bay where their ship was moored. One of the captives, a human woman, broke her bonds and flew into a rage, killing two of the slavers. Arrack slipped his bonds and attempted to flee, but surrendered after the woman’s rampage was quelled. The woman was keelhauled, while Arrack and the other slave, an elven male, were locked into the brig.

    They were not alone, for the brig already held about a dozen people, mostly humans and all sickly looking. Arrack spent several weeks locked in the stinking cell, as the ship rocked and swayed. They were fed once every other day, to keep them weak but alive. The female barbarian was released from her punishment on the third day and locked in with the rest of the slaves. Feeling pity for the poor girl, Arrack fed her his portion of food, knowing his kind can live on very little. She recovered somewhat along the journey and they formed a small bond. Neither could understand the other’s language, but they looked out for each other. Once the ship landed though, the slaves were separated into specialized markets to be sold. Before they parted, the girl gave Arrack a necklace with a small carving of a flute. He still carries it to this day.

    Arrack was sold off to a small lord for a single gold piece, as kobold slaves are not very valuable. Elias Cornham, the lord in question, was planning some major project and purchased a large number of slaves. Bound and gagged, Arrack was carted somewhere into the countryside and eventually to the Cornham Estate. Here, Arrack and the other slaves were forced to build a massive monument to the archdevil Asmodeus. The Cornham family and their estate had fallen into decline in the past generations and Elias was determined to regain the family glory. His lack of an heir only hastened this ambition, which was taken out on the slaves whenever he deemed them to be slacking. Arrack had his fair share of lashing, as his feeble body was not built for such physical labor.

    After three years of this treatment, Arrack had learned the Common tongue, gained some measure of physical strength and was heavily scarred. The monument was nearing completion, and rumors amongst the other slaves were that they were to be sacrificed once it was finished. It was time to leave. Arrack waited until the harvest festival, and when the guards were either out enjoying the festivities or drinking, quietly picked open his cage and slipped free.

    3 Escape and a chance encounter.

    Fleeing to the nearby town, Arrack was careful to avoid any sounds of people and snuck into one of the more abandoned buildings, a blacksmiths shop. Once inside, he barred the front door and stroke up the forge, eager to fully remove his bonds. Knowing that smoke from the forge wold give him away, Arrack worked quickly and managed to free himself of chains right as someone attempted to enter the building. Arrack slipped out a nearby window as the town guard burst in, spotting the fleeing kobold.

    The local guards chased Arrack into the forest where the kobold slipped into the brushwork, quickly gaining distance. This temporary advantage was short lived however, as hunting dogs were released to track down the runaway slave. Hearing the pursuing hounds, Arrack started to make a mad dash through the forest, accidentally stumbling into the camp of a traveling ranger. The dwarf, Harsk, was at first surprised to see Arrack, but after pleading the dwarf for his aid, Harsk agreed to shelter him from the guards.

    Arrack hid within a hollow tree, where Harsk had stored his pack for the night. The guards and their dogs eventually came across the dwarf’s camp, who was standoffish and denied ever seeing a runaway slave. Eventually, the guards take their leave none the wiser of Arrack’s hiding place. Harsk is gruff with Arrack, but somewhat impressed that the kobold did not attempt to steal from his pack. The two of them talk throughout the night, arguing over tactics and hunting until Harsk decides to allow Arrack to stay until morning. However, when Arrack awakes he is in an entirely different forest, with no trace of the dwarf. Arrack had blacked out a second time.

    4 Dorter, Trade City

    Uncertain of whether he’s still being pursued, Arrack followed a nearby river to the Trade City, Dorter. Having nothing more than the clothes on his back, Arrack snuck into the slums to steal food and hopefully enough money to make his own way. The down-and-outs of the slums were less inclined to bat an eye at a kobold in their streets and Arrack quickly learned to work this to his advantage. Arrack eventually entered a short-lived partnership with a half-orc named Aragoth Booker. Booker was savvy enough to use Arrack’s natural talents to his advantage and felt confident that the weaker kobold would be easy to intimidate physically. This would eventually lead to the half-orc’s downfall.

    Their plan was simple, Aragoth would confront the victim to draw his attention while Arrack would sneak up from behind and either steal the vic’s coinpurse or slice through his belt, putting Aragoth at an advantage. Aragoth would then threaten the vic for his coin, or simply take his leave. Things went well for a while, though Arrack chafed at the idea of stealing from innocents. Eventually, the locals became familiar with their little ploy and the money dried up. Aragoth, feeling that he deserved a larger share of the coin, decided to force Arrack to pay what he “owed”. Cornering Arrack in an alleyway, Aragoth made his intentions known. Arrack, from months of practice, simply tumbled between the half-orc’s legs and sliced through his belt. Aragoth chased the fleeing kobold, but tripped as his pants fell between his legs, being thereafter known as Aragoth Half-clothed.

    Hiding out from the enraged and ridiculed half-orc, Arrack took temporary lodging in the local sewer system. In exploring his new hiding spot, Arrack noticed small scrawling runes, recognizable from his time in the tribe. Kobolds! Somewhere beneath the city, a tribe of kobolds was eking out a living. Following the runes, Arrack made contact with the tribe and stays with them for two months. His time with the Guttergrue tribe opened his eyes to many things. First, just about every major city has a kobold population just beneath the surface, mostly living as scavengers. Second, this small tribe and many like them had tiny kobold ears everywhere, listening from beneath. Those who know of their existence can learn a great many secrets. Lastly, Arrack hated seeing his people living like and being treated like rats. He vowed then to change the world’s perception of his kind, though he was uncertain of how to go about it.

    On a tip off from the Guttergrue tribe, Arrack visited the home of Fiddich Tencopper a gnomish alchemist that the tribe claimed may have a great deal of money or valuables hidden away. Eager to purchase some measure of respectability, Arrack broke in when he was certain the gnome was away. It was there in the soot-covered lab that Arrack discovered a prototype firearm. Reading the diagrams and paperwork on the device, Arrack realized the incredible potential such a weapon held. With an idea forming in his mind, he stole the weapon and all the research papers he could find then set the place ablaze, hoping to bury its secrets in fire.

    5 Roderic’s Cove

    Knowing that his time in Dorter was nearing an end, Arrack stowed away on a merchant vessel. He quickly moved from the cargo hold into an empty cabin, where he stayed for the rest of the journey. Keeping his ears open, Arrack waited until the cabins were empty and stole supplies from his neighbors. A sturdy longcoat, a thin belt and some general survival gear. Arrack doesn’t really have any skill as a tailor, but managed to cut down the longcoat to better fit him. He attached the belt to the musket, which he kept protected with a heavy cloth. The journey was supposed to have taken three weeks, but Arrack blacked out about a week into it.

    Waking up half buried in sand, Arrack found himself on a small beach, being watched by some fishermen. They seemed to be unsure of who, or even what, he was. When Arrack spoke, they were surprised to hear the common tongue. It seemed to him that the people who lived in these lands had never seen a kobold before. Perhaps they had heard of them, but not enough to really thought they’d meet one. This is perfect, Arrack thought, if he can form a good reputation in these foreign lands, they might grow to accept his race and, one day, form a nation where they may walk amongst men. After asking directions and tossing a few coins, Arrack made his way to the town of Roderic’s Cove.

    Arrack is a dark green Kobold standing 3'4 and weighs about 32 pounds, with yellow eyes and a crocodile-like jaw. He's leanly built, with a some muscle definition and a short tail. His most distinguishing feature is a yellowish patch of discolored scale shaped vaguely like a starburst, located on the right side of his tail. Years of abuse have left scars all over his body, through most heavily on his back.
    Arrack wears a navy blue double-breasted longcoat, with his longsword belted to his hip. Slung over his shoulder is a battered musket, wrapped in heavy cloth.

    Arrack at first appears cautious, he listens to others and spends extra time making sure he is prepared for anything. However, when unexpected does happen, he impulsively leaps into action, usually at his own risk. Arrack has an affinity for animals, cigars and baked goods, which he will share with anyone. In fact, he believes anything worth having is also worth sharing amongst friends. Dwarves for some reason, get along well with him, usually due to their similar natures. Arrack is offended when called cowardly and sees his ambush tactics as a means to survive. Through slow to warm up, Arrack is more jovial with those he trusts and loyal to a fault. Despite his hardened exterior, Arrack is actually soft-hearted and is will help others if he can. He is a capable hunter, but has never killed anyone before, even in self defense.
    Arrack is 19, which would be 38 in kobold years.

    Sihedron Hero:
    Harsk - The ranger sheltered Arrack when he accidentally stumbled into the dwarf's camp while fleeing his captors. Through initially suspicious of each other, they grew close after sharing the finer points of hunting and marksmanship.

    Additional Notes:
    Arrack's backstory is through his perspective, I can provide OOC details if need be.

    I noticed that I forgot to include Arrack's Size bonus on his attacks, which is now added in (BAB+1 + DEX+3/STR-1 + Size+1)

    Arrack's design is both an alternate reality version of one of my old characters (things went better for him) and a revolutionary soldier, which I feel is anachronistic to the more traditional fantasy world, but perfect for someone lost in time.

    Places, Names and Arrack's personality can be changed if need be. I haven't played him, so his personality can shift during an actual session. He can "harden up" if he's too big a softy. Due to unfamiliarity with the Golarion setting, the names and places can be changed to fit the campaign/setting if need be.

    I'm willing to change my submission to the original version (bard1/summonerX), if you think it'd fit better. I've posted a little about him (Jumpy) before, but Arrack's life experiences have changed him to be a different person.

    Good luck everyone!

    Okay. Took a little doing, but I made some modifications to Henric's Backstory. I'd be lying if I said I'm satisfied with it, but this has been a tough story to write for me. A lot of details that are not overly clear, but hopefully (assuming that he gets picked) I'll have more opportunity to flesh him out along the way.

    Let me know what you think.

    Reincarnate: 1d100 ⇒ 2

    Dwarf... never done that before. This should be interesting!

    I'm withdrawing my application, got invited somewhere else.

    @Elegantly Wasted - An alias is not necessary, as long as everything is condensed into a single place I can easily reference it - e.g. I don't have to go looking at one post for your crunch, another for your backstory, etc.

    Alessandra Kortalis:

    Alssandra wrote:

    She gets one in exchange for her "Circle Market Deal": at 10% the cost, it would suddenly become affordable to her.

    This has actually been confirmed as a typo by James Jacobs - it's 10% OFF the standard cost, not 10% OF the standard cost.

    For the armor, use the stats for a lesser suit of armor that can be afforded based on your starting wealth. We can fluff it as pieces of the armor have been broken over the years and you've had to discard them. Eventually, if you get in, you may be able to either acquire a full set of Gray Maiden plate or have one made.

    For Close Allies, please refer to my first post, where I specify the two options for handling the Close Allies trait.

    Which order's edicts will you follow?

    Looking forward to the full backstory.


    Looks good. You're complete.

    Origami Dog:

    1d100 ⇒ 84
    Swap Dorter for Korvosa, and everything looks good. We'll say you did manage to encounter some people who'd never heard of Kobolds before - goblins are more of an issue in Varisia, anyway.


    As long as you aren't exploring the city of Xin-Cyrusian itself (which no one knows the location of), the expanded backstory is good.

    @Ellioti - Understood. I'll take you off the list.

    EDIT: Since we are in the final 5 days, I thought I'd mention the following people who dotted but have not yet submitted a character:


    If you are still interested and paying attention, please remember the deadline is this Friday, March 22, at 11:59 PM EST.

    GM Phntm888:
    Thanks for the input. Definitely not the capital city. Even if it was a known location, I would think such a place would be way too dangerous for a lowly scholar and his pupil.

    I really appreciate the time you take for feedback. It helps me personally to develop my writing more. Really hoping to get into this game. I suspect it would be a lot of fun, not to mention a great opportunity to stretch my RP and writing chops. :)

    @GM Phntm88,

    Have you had a chance to review Gillory's narrative backstory? I don't mean to be a bother, but you have been very good about letting people know in general and I haven't seen an acknowledgment. I just don't want to slip between the cracks.

    Well, your name is bold on the sheet, so I've definitely read it. I don't always have notes for everyone - sometimes I'm not left with questions to ask, or they've done a good job writing it up. Gillroy is definitely complete, though, so don't worry about that.

    Awesome, good to hear. I'm excited, this is a great bunch of submissions. It's going to be a fun game for whoever gets in <fingers crossed>

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