The Village of Criglysnot

Game Master Johnny_Panic

MAP OF VILLAGE

Tree Fight


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This is Lemming. Change of plans, not a shaman but a witch with a protection/healing focus. CS on this alias.

And for the 1-3 CP?
Money?: 1d3 ⇒ 3


Two ideas:

1) a ranger, which is ideally suited to the setting, I believe. He is convinced that there is nothing out there and yet, he craves something... new? different? extraordinary?

2) a wizard, which basically means a commoner. He has no idea of his potential, and basically is the smart kid on the block, but that's about it. I like the idea of the anti-hero... He could find a scroll at some point, or an old, dusty book. And even then, he

Your thoughts? Personally, as I am writing, the second idea seems very compelling!


UPDATE:

Dotted for Interest:
The Tick in the Barrel
Timeskeeper
Edward Sobel

Submitted Concept Only:
Pauljathome - Human Zen Archer Monk
JonGarrett - Gnome Sorcerer
grumbaki - Lizardfolk Warpriest
Djack - Human Barbarian/Rogue
Alias ad Tempus - Ranger or Wizard

Submitted Background:

Full Submission (Background and Crunch):
psionichamster - Korliss (Lizardfolk Druid)
Mat_H - Reimaka (Kitsune Mesmerist)
Jing the Bandit - Jeanuel Azmeren (Half Elf Sorcerer)
AGM Lemming - Alyssa Fox (Human Hex Channeler Season Witch)


will see what i roll:

4d6 - 3 ⇒ (3, 4, 3, 6) - 3 = 13
4d6 - 1 ⇒ (2, 1, 4, 5) - 1 = 11
4d6 - 1 ⇒ (1, 5, 3, 4) - 1 = 12
4d6 - 1 ⇒ (3, 4, 2, 1) - 1 = 9

not much i can do there maybe something simple.


Alyssa - I was looking at your char sheet and just wanted to point out that Kitsune isn't a language. I didn't realize that either until I build my first Kitsune for this submission and was reading about them. They don't have a racial language of their own.

(also kinda wondering where you would have learned it in this weird middle of nowhere place where the only Kitsune who comes in the village tries to hide her race and pretends she's human all the time, but that's not really important)

But anyways, if we're both selected, Rei will probably be drawn to you a little bit more than others in her background due to both your nature affinity and just the coincidence of your what your last name is.

Sczarni

I thought Sylvan is their native tongue...? Wait, just double checked. Sylvan and common are their starting languages.

Silver Crusade

Jing the Bandit wrote:
I thought Sylvan is their native tongue...? Wait, just double checked. Sylvan and common are their starting languages.

That is correct for Inner Sea Kitsune.

I'm pretty sure that Tien Kitsune speak Tien (common) and Senzar


Lets stick with Sylvan and common as it will be useful to have Sylvan somewhere in a party


I already have her as Sylvan and Common. Not knowing where we were I just kinda assumed it wouldn't be in Tian Xia.


Thanks for the correction. I was going for a polyglot of whatever languages I could have learned by what people are in town. Could I have learned Sylvan? Panic, What other languages might be available? I could switch out one skill rank to add one more. So far I chose: Common, Draconic (for the lizardfolk), Dwarf, Slyvan (for the Kitsune), Gnome

If you spot any other mistakes please let me know. I gave up trying for total infallibility long ago!


In terms of Rei, she still hasn't let anyone in the village know that she is anything other than a human. I see no reason that you couldn't know Sylvan as I don't think it's a restricted language, but it would be from another source as Rei wouldn't have been teaching it to anyone. There's potentially all kinds of other fey critters in the woods you could learn it from as long as GM doesn't object.


This is Timeskeeper

Crunch:
Human Brawler 1
NG Medium humanoid
Init: +4; Perception +4
--------------------
Defense
--------------------
AC: 14, touch: 14, flat-footed: 10 (+ armor, +4 Dex)
HP: 13 (1d10+3)
Fort: +5, Ref: +6, Will: +0
--------------------
Offense
--------------------
Speed: 30 ft.
Ranged:
Melee: +6 1d8+4, +5 1d6+4
--------------------
Statistics
--------------------
Str 18 (+4), Dex 18 (+4), Con 17 (+3), Int 14 (+2), Wis 10 (+0), Cha 16 (+3)
Base Atk +1; CMB +5; CMD: 19
Feats: Step up, Power Attack
Traits: Ancestral Weapon, Tactician, Ambassador, Influence (Sense Motive)
Skills: Craft (Cloth) +6, Diplomacy +6, Hnadle Animal +7, Knowledge (Local) +6, Knowledge (Nature) +3, Perception +4, Profession (Weaver) +4, Sense Motive +5, Survival +1, Swim +8
Languages: Common, Sylvan, Elven
SQ:
Gear: Coldfyre(MW Cold Iron Longsword) (only allowed to hav if watching the sheep)
Weight carried:
Carrying Compasity: 100|200|300
Coin:
--------------------
Special Abilities
--------------------
Brawler's Cunning
Martial Flexibility
Martial Training
Unarmed Strike

Backstory:
Kvalheim, a name well known to the village of Criglysnot. Though that isn't something special, everyone know each other's names. So the day I was born Valerie Kvalheim my place within Criglysnot was set into stone itself. Kvalheim was, supposedly, one of the founding families in Criglysnot. My ancestor built a few fishing boats which got rented out to fishermen, and his son married a farmer's only daughter who had a herd of sheep and some cattle. It had always been skipped over where we came from but two items remain from the time of Criglysnot's founding, our cold iron family blade known as Coldfyre and the family brooch of three ravens circling.. My father wears the Raven brooch, it shows he is the head of the Kvalheim family. Life in Criglysnot is simple, quiet. I spend most of my days looking after the sheep or spinning their wool into threads I use for our clothes. Father gave me Coldfyre but only when I take sheep out to the fields on my own, things are quiet but one does need to be mindful of wolves. I have learned to be creative in defending myself, I hope to continue to be such in the future.


UPDATE. 3 DAYS REMAINING

Dotted for Interest:
The Tick in the Barrel
Edward Sobel

Submitted Concept Only:
Pauljathome - Human Zen Archer Monk
JonGarrett - Gnome Sorcerer
grumbaki - Lizardfolk Warpriest
Djack - Human Barbarian/Rogue
Alias ad Tempus - Ranger or Wizard

Submitted Background:

Full Submission (Background and Crunch):
psionichamster - Korliss (Lizardfolk Druid)
Mat_H - Reimaka (Kitsune Mesmerist)
Jing the Bandit - Jeanuel Azmeren (Half Elf Sorcerer)
AGM Lemming - Alyssa Fox (Human Hex Channeler Season Witch)
Timeskeeper - Valerie Kvalheim (Human Brawler)


In terms of joining up backstories, now that we have a witch who goes in the woods and a brawler who is a shepherd, you probably both would have noticed a fox that kept near you from time to time.

I've modified Rei's racial traits to take the one that gives her Fox Shape at lvl1 in exchange for losing a +1 DC to enchantment spells, and she would have fox-stalked anyone who left the village in addition to playing with the kids inside the village in human form.


@ Mat_H

For the sake of list accuracy, I'm withdrawing interest.

Much thanks.


Jediah Mountainstrong concept. 1/2 Orc but looks like a real ugly human.
18 Str
8 Cha
Stat: 4d6 ⇒ (3, 3, 4, 4) = 14 11
Stat: 4d6 ⇒ (6, 6, 5, 2) = 19 17
Stat: 4d6 ⇒ (2, 5, 5, 4) = 16 14
Stat: 4d6 ⇒ (4, 3, 1, 4) = 12 11

Going to be a....lumberjack! Can I haz an axe plz?


Hi all two more days and that will be the cut off for applications.
Anyone who has shown an interest and posted a basic outline will have until Sunday Midnight GMT [19th] to Finnish off an Alt and have posted it here.
I will pick Monday and post the list of players who will start in the lost village of Criglysnot.

For the start of the game we will be in and round the village, after that who knows, there could be a much bigger story just over the horizon. Hehe.

Best of luck everyone.


JediahMountainstrong wrote:
Going to be a....lumberjack! Can I haz an axe plz?

I know that GM has stated that as kids we aren't allowed weapons. The only exception I know of are the gunslinger, and he did let one character take ancestral weapon but I think that her sword is only for while tending sheep and is otherwise locked up and unavailable.

He might do something similar for you with a lumberjack's axe but I think the intent is for us to start adventuring without any weapons other than free clubs/slings and unarmed.


Well your not 'kids' your more young Adults.

Think of Tools and not weapons, just like 1600s Japan, so an Axe for working or a sword for protecting sheep is fine as its seen as a tool. Sling and bows can be used for hunting etc. Best way to think about it.


Then if we work it into our background we can get a 'tool' that can act as a weapon like an axe or a sword at game start? Between the starting 1-3c and your comments about locked up ancestor weapons I was under the impression that we weren't allowed anything (with the gunslinger exception) so I hadn't looked into it as an option.


access to a tool, like farm tools, but you don't 'own' them, there will be an adult who owns or controls it,

I was going to do this in game, where at the start you went looking for things

So let's say, a generic ref to where you gain access. Such as 'lives on a farm' and any reasonable tool can be found on your farm.


OK. I understand. Now I'm glad that my little Kitsune has sneaking around the village getting into everything as part of her background. Gives her a lot more places to look for things lol. She's honestly ok with her "smacking stick" a.k.a branch she hits things with. Not sure which one is really hers though as she often forgets where she left it when she uses Fox Shape. No matter which branch she's holding it's always her "favorite".


Still here and still interested! I'll build something promptly...


I forgot to roll for Val's copper

Copper: 1d3 ⇒ 3

I would have put more tool wise in Val's inventory but most of her stuff she would use tool wise aren't really that movable. A spinning wheel, a loom, etc. Really only the spools of thread would be easy to carry for her, well those and sheers for the sheep. Or a sheep dog, because that would be a tool a Shepard would use but is also a living things so... not sure where that would fall tool wise. Though one tool Val would have to get the sheep back home would be a crook, likely the tutor style of crook if she is have to herd them back into town all by herself.

If you don't know what that is this will tell you. Also this series would just be good for those who want to play this game anyways. Give a lot of information about farming and such in the 1500s.


crooks a good thing to have as you can hook and unbalance someone


It would go a little something like this...

Backstory:

BEROLD is the son of OTGER – a despicable man who, notably, lost his family’s farm in a drunken game of cards – and of SYNNE, the sister of TED THE HUNTER. His childhood was marred by poverty and, unfortunately, by his father’s violence against himself and his mother – abuse that was always kept secret for fear that Other should lose his employment.

Berold was a shy and reserved boy. A stutterer, he quickly became the target of PIM and his band of bullies; and he would have long suffered their torment were it not for his size and strength. He learned to fight back, and they soon enough left him alone. But from then on, he was ever isolated and lonely. He found refuge in the woods at the side of his uncle who took him under his wing and taught him how to hunt.

When, as a teenager, he fell in love with GWEN, the prettiest girl in the village, he found himself torn between self-doubt and hope. He had a gentle and kind heart who wanted only to love and be loved; but, on account of his speech impediment and his uncouth and less-than-handsome appearance, he was convinced that he could never be worthy. When the local bullies noticed his lovelorn looks, their teasing became merciless. Berold became melancholic and pessimistic and, more than ever, kept to himself.

Berold resigned himself to his miserable existence. He secretly dreamed of a simple, domestic life with Gwen, but he was certain that he would never be so lucky.

Having inheriting nothing of his father’s temper, Berold is a calm and gentle giant who usually stands at the back of the hall where no one will notice him. The young man is honest, honourable, and thoughtful. But most think him to be nothing more than a dumb and mute brute. Impossibly timid and withdrawn, a stutterer and a mumbler, he is hard-pressed to say anything at all; but he has the heart of a lion, bold and fearless. He is a hard worker and a fine hunter who well knows his way in the woods.

Character objectives:
1. a simple life with Gwen, which implies to conquer his fears and ideally his speech impediment, to reveal his secret to her, and to be worthy of her love
2. to protect his mother from his father’s abuse

Player objectives:
1. to become respected and influential in the village
2. contradictorily, to become a Horizon Walker

Secret: Berold is, in fact, the son of an incestuous relationship between his mother and her brother, her uncle(!).

NOTES:
I have pointed to non-player characters in CAPS.
His personal secret is in itallics.
The short description of the character is in bold.

Build to follow shortly!


copper: 1d3 ⇒ 3


Here is Jediah Mountainstrong. Apprentice woodcutter and future smiter of rabid pigs.
Copper: 1d3 ⇒ 3

Silver Crusade

I'm going to bow out of this. I think that I've got enough on my plate right now.

Have fun everybody


Shiny Coppers: 1d3 ⇒ 1 - Aw, man. I guess I spent mine on honeyed nuts.

Sczarni

I need someone to be the child of a Baker so we have honeyed nuts.


Sorry to see you go pauljathome, to the rest all looks good.
What I will do now is start to pull out people events and things from your back stories and add them to my village population in game play notes. This will then flesh out the place so we all know whats there.

Im looking into WHEN this is happening relative to the wider world.

Note: Been asked by PM if your all on another pocket plan, nope this is the wide word just a back water part of it thats been cut off. So at some point your PCs WILL be interacting with a wider world.

:)


Last day. Good luck all.

Dotted for Interest:
The Tick in the Barrel
Edward Sobel

Submitted Concept Only:
JonGarrett - Gnome Sorcerer
grumbaki - Lizardfolk Warpriest

Submitted Background:
Alias ad Tempus - Berold (ranger)

Full Submission (Background and Crunch):
psionichamster - Korliss (Lizardfolk Druid)
Mat_H - Reimaka (Kitsune Mesmerist)
Jing the Bandit - Jeanuel Azmeren (Half Elf Sorcerer)
AGM Lemming - Alyssa Fox (Human Hex Channeler Season Witch)
Timeskeeper - Valerie Kvalheim (Human Brawler)
Andrea1 - Jediah Mountainstrong (Half Orc Ranger)


That looks like an interesting mix. Haven't looked at character sheets to see if anyone is skill monkey. (No rogue!?!)

I did give myself a staff. Figured as a wood carver/carpenter I should be able to carve myself a walking stick that could be used as a weapon. Maybe I should talk to the metal workers in town and see about getting metal ends for it? One sharp to use as a spear?

Hey Rei. Do you speak fox? You'll be the only animal in the area that never responds to me when I talk to it! :) (Feral Speech hex!)


That's an interesting question. I don't know if Fox Shape also gives fox language or if I'll still only understand Common and Sylvan when in fox form. To the Googles I go!!!!

If it does, I'll respond. I plan to have her only reply to the language of whatever form she's in a misguided attempt to try and hide her heritage.

In terms of roguish skills, Rei does have sleight of hand, stealth, and disguise for trickery, but she doesn't have disable device.

EDIT: Nope. Fox Shape does not give the ability to speak with other foxes, at least as per RAW. It does give all kinds of climb/swim/stealth/AC stuff though due to tiny shape


Here he is!

BUILD:

Berold Otgerson
Ranger (Guide) 1
CG Medium humanoid (human)
Init +3; Perception +6
————————————————
DEFENCE
————————————————
AC 13, touch 13, flat-footed 10 (+3 dex)
HP 12
Fort +5, Ref +5, Will +5
Special +2 bonus to saving throws versus divination effects
————————————————
OFFENCE
————————————————
Speed 30’
Melee
Ranged
————————————————
STATISTICS
————————————————
str 20 (+5), dex 17 (+3), con 14 (+2), int 14 (+2), wis 15 (+2), cha 8 (-1)
Base Atk +1; CMB +6; CMD 19
Feats Endurance, Iron Will, Power Attack
Traits Resilient, Carefully Hidden
Languages Common, Orcish, Elven
————————————————
SKILLS
————————————————
(1) Climb (Str) +9
(1) Knowledge (dungeoneering) (Int) +6
(1) Knowledge (geography) (Int) +6
(1) Knowledge (nature) (Int) +6
(1) Perception (Wis) +6
(1) Profession (hunter) (Wis) +6
(1) Stealth (Dex) +7
(1) Survival (Wis) +7 (+1 to follow tracks)
(1) Swim (Str) +9
————————————————
POWERS & ABILITIES
————————————————
Ranger’s Focus (Ex)
Track (Ex)
Wild Empathy (Ex)
Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
————————————————
GEAR
————————————————
Peasant’s clothes
50’ string
2 cp
————————————————

BACKSTORY & DESCRIPTION:

BEROLD is the son of OTGER – a despicable man who, notably, lost his family’s farm in a drunken game of cards – and of SYNNE, the sister of TED THE HUNTER. His childhood was marred by poverty and, unfortunately, by his father’s violence against himself and his mother – abuse that was always kept secret for fear that Other should lose his employment.

Berold was a shy and reserved boy. A stutterer, he quickly became the target of PIM and his band of bullies; and he would have long suffered their torment were it not for his size and strength. He learned to fight back, and they soon enough left him alone. But from then on, he was ever isolated and lonely. He found refuge in the woods at the side of his uncle who took him under his wing and taught him how to hunt.
When, as a teenager, he fell in love with GWEN, the prettiest girl in the village, he found himself torn between self-doubt and hope. He had a gentle and kind heart who wanted only to love and be loved; but, on account of his speech impediment and his uncouth and less-than-handsome appearance, he was convinced that he could never be worthy. When the local bullies noticed his lovelorn looks, their teasing became merciless. Berold became melancholic and pessimistic and, more than ever, kept to himself.
Berold resigned himself to his miserable existence. He secretly dreamed of a simple, domestic life with Gwen, but he was certain that he would never be so lucky.
Having inheriting nothing of his father’s temper, Berold is a calm and gentle giant who usually stands at the back of the hall where no one will notice him. The young man is honest, honourable, and thoughtful. But most think him to be nothing more than a dumb and mute brute. Impossibly timid and withdrawn, a stutterer and a mumbler, he is hard-pressed to say anything at all; but he has the heart of a lion, bold and fearless. He is a hard worker and a fine hunter who well knows his way in the woods.
Character objectives:
1. a simple life with Gwen, which implies to conquer his fears and ideally his speech impediment, to reveal his secret to her, and to be worthy of her love
2. to protect his mother from his father’s abuse
Player objectives:
1. to become respected and influential in the village
2. contradictorily, to become a Horizon Walker
Secret: Berold is, in fact, the son of an incestuous relationship between his mother and her brother, her uncle(!).
NOTES:
I have pointed to non-player characters in CAPS.
His personal secret is in itallics.
The short description of the character is in bold.


That just makes you the friendly mute fox. And while I do have a high Diplomacy and knowledge-nature, I don't have handle animal....


The fun part is she can still understand common in fox form, and maintains her INT score. No need for handle animal rolls. She's just be the friendly mute fox who somehow seems to understand what we're saying. XD

Sczarni

Obviously that means in fox form, Rei is secretly Jean's familiar.


Possibly the final list since submissions could be closed as soon as 5 hours from now.

Dotted for Interest:
The Tick in the Barrel
Edward Sobel

Submitted Concept Only:
JonGarrett - Gnome Sorcerer
grumbaki - Lizardfolk Warpriest

Full Submission (Background and Crunch):
psionichamster - Korliss (Lizardfolk Druid)
Mat_H - Reimaka (Kitsune Mesmerist)
Jing the Bandit - Jeanuel Azmeren (Half Elf Sorcerer)
AGM Lemming - Alyssa Fox (Human Hex Channeler Season Witch)
Timeskeeper - Valerie Kvalheim (Human Brawler)
Andrea1 - Jediah Mountainstrong (Half Orc Ranger)
Alias ad Tempus - Berold Otgerson (Humnan Guide Ranger)


Also did an update to Rei's character sheet now that she has Fox Form and changed a trait to Beastkin. As she is now raised by foxes not by Kitsune her background will need to be changed very slightly, I'll try to do that later today. No changes to any of her interactions in the village though so it shouldn't change anything in terms of relationships. It only changes some personality stuff and adds a goal for her.

(oh and now she can speak fox when she is a fox as well :P)

EDIT: Updated background to reflect being raised by foxes and not by Kitsune. Also added a potential plot hook with her desire to learn more about her heritage since she knows of no other Kitsune. Potential relationships with other PCs now include both playing as a human in the village and the possibility of time spent with a friendly and curious fox in the woods or fields. She still keeps her (now three) forms separate and so far no one knows that the fox and human are the same person and no one has even seen the Kitsune form.


Aww! What a cute widdle fox!


Aww! What a cute big humanoid .... thingy??


Fox go FLOOF!


Dotting for interest. Not sure on concept yet, but the campaign premise is intriguing.

Stat1: 4d6 - 1 ⇒ (6, 1, 4, 2) - 1 = 12
Stat2: 4d6 - 2 ⇒ (5, 5, 3, 2) - 2 = 13
Stat3: 4d6 - 1 ⇒ (1, 5, 2, 3) - 1 = 10
Stat4: 4d6 - 4 ⇒ (6, 4, 6, 6) - 4 = 18

Stat Array: 18,18,13,12,10,8

Copper: 1d4 ⇒ 4


This is Tarial, a Gnome Sorceress. Her gift for illusions makes all sorts of entertaining pranks. She's also a Seeker, and can, therefore, do fun things with traps.

Tarial:
Female Gnome Seeker Psychic Bloodline Sorcerer 1
Chaotic Good Small Humanoid (Gnome)
Initiative; +4 Perception +7

--------------------
Defense
--------------------

AC 15, touch 15 flat-footed 10 (Base +10, Dex +4, +1 Size)
hp 7
Fort +1, Ref +4, Will +3 (Base Fort +0 - Ref +0 - Will +2 - Con+1 - Dex +4 - Wis +1)
Resistance: None

--------------------
Offence
--------------------

Speed 20 ft.
Melee
Ranged

--------------------
Spells
--------------------

Cantrips - 4 + Create Water known - Unlimited Uses per day - DC 14
Ghost Sound - Create a non-vocal sound.
Create Water - Create 2 Gallons of Water per level.
Prestidigitation - Create a variety of small but useful effects.
Detect Magic - Sense and understand magical auras.
Message - Send and receive a whispered message.

1st Level Spells - 4 per day - 2 known - DC 15.
Colour Spray (DC 16) - Each creature in a 15ft cone must make a Will Save or suffer an effect based on there HD.
Silent Image (DC 16 - Figment) - Create a silent image without sound, smell or substance.

1 per Day Spell Like Abilities
Dancing Lights - Create four lights of various colours that can be controlled.
Ghost Sound - Create a non-vocal sound.
Prestidigitation - Create a variety of small but useful effects.
Speak With Animals - Communicate with an animal for 1 minute per level.

--------------------
Statistics
--------------------

Str 6 (Foible - -2 racial)
Dex 18 (Focus)
Con 12 (10 rolled - +2 Racial)
Int 14 (14 rolled)
Wis 12 (12 rolled)
Cha 18 (16 rolled - +2 Racial)
Base Atk +0; CMB +0; CMD 14

Bonus Feats
Campaign Feats - Additional Traits - Gain two addition Traits.

Feats
1st - Deceitful - Gain +2 to Bluff and Disguise.

Traits
Illusion Obsession (Race) - Gain +1 caster level to Figment Subschool Spells.
Secret Keeper (Faith) - Gain +3 to Bluff against Sense Motive checks.
Illuminator (Religion) - Gain +2 to Diplomacy.
Two-World Magic - Add Create Water to Cantrips.

Racial Traits
Gnome Magic - Illusion magic has +1 to it’s DC, and several spell like abilities that can be used once a day.
Illusion Resitance - +2 against Illusion spells and effects.
Low-Light Vision - See twice as far in low light than usual.
Keen Senses - +2 to Perception.
Artistic - Gain +2 to Perform. Replaces Obsessive.
Gift of Tongues - Gain +1 to Bluff and Diplomacy, and Linguistics grants two laungages. Replaces Hatred and Defensive Training.
Fey Thoughts - Gain Diplomacy and Perception as Class Skills. Replaces Weapon Familiarity.

Skills
5 per level - 2 Background. (2)
Acrobatics - +8 (+4 Dex - 1 Ranks - Untrained Skill)
Appraise - +2 (+2 Int - 0 Ranks - Class Skill )
Bluff - +11 (14)(4 Cha - 1 Ranks - Class Skill - +2 Feat - +1 Racial Bonus - +3 vs Sense Motive)
Climb - -2 (-2 Str - 1 Ranks - Untrained Skill)
Craft (Food) - +6 (+2 Int - 1 Rank - Class Skill - Background Skill)
Diplomacy - +11 (+4 Cha - 1 Ranks - Class Skill - +1 Racial Bonus - +2 Trait)
Disable Device - +9 (+4 Dex - 1 Ranks - Class Skill - +1 Class Bonus)
Disguise - +6 (0 Cha - 0 Ranks - Untrained Skill - +2 Feat )
Escape Artist - +4 (+4 Dex - 0 Ranks - )
Fly - +4 (+4 Dex - 0 Ranks - Class Skill)
Handle Animal - +0 (0 Cha - 0 Ranks - Untrained Skill)
Heal - +2 (+2 Wis - 0 Ranks - Untrained Skill)
Intimidate - +4 (0 Cha - 0 Ranks - Class Skill)
Knowledge (Arcana) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Engineering) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (History) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Local) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Nature) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Nobility) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Religion) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Linguistics - +3 (+2 Int - 1 Ranks - Untrained Skill - Background Skill)
Perception - +7 (+1 Wisdom - 1 Ranks - Class Skill - +2 Keen Senses)
Perform (Dance) - +6 (+4 Dex - 0 Ranks - Class Skill - +2 Racial)
Profession - +1 (+1 Wisdom - 0 Ranks - Class Skill)
Ride - +4 (+4 Dex - 0 Rank - Untrained Skill)
Sense Motive - +5 (+1 Wisdom - 1 Ranks - Class Skill)
Sleight of Hand - +4 (+4 Dex - 0 Rank - Untrained Skill)
Spellcraft - +0 (+0 Int - 0 Ranks - Class Skill)
Stealth - +8 (+4 Dex - 0 Rank - Untrained Skill - +4 size)
Survival - +1 (+1 Wisdom - 0 Ranks - Untrained Skill)
Swim - -2 (-2 Str - 0 Ranks - Untrained Skill )
Use Magic Device +0 (+4 Cha - 0 Ranks - Class Skill)
Languages Common, Gnomish, Elven, Orc, Goblin

Combat Gear
Gear
Money 0pp- 0gp - 0sp - 1cp

--------------------
Special Abilities
--------------------

Psychic Bloodline - Magic harnessed by the power of the mind.
- Arcana - All spells require emotional components rather than the normal ones.
- Psychic Strike - One target must make a will save equal to 10 + half Sorcerer Level + Charisma or take 1d6 plus half Sorcerer level in damage and be Stunned.
Tinkering - Gain Disable Device as a class skill, and gain a bonus to it equal to half level. Allows the disarming of magic traps.

Favoured Class Bonus - +1 Skill Point

Appearance:
​At an impressively short, even by Gnome standards, 3ft tall exactly Tarial is rarely the first person noticed in any room. Thin and lithe with lightly tanned skin, she’s not at all intimidating, but offers a ready smile and a quick grin.

Tarial’s hair is a light red with blonde highligts when the sunlight hits it, usually tied back in a long and impressive braid wound around the back of her haid. Three feet of hair looks even more impressive when you’re only three feet tall, but awkward when working. Her eyes are the colour of burnished gold, not an unusual colour for a Gnome.

As a spellcaster, Tarial doesn’t wear armour and favours simple, light dresses in dark reds, burgundies and dark yellows, and wears leather sandals which she has a habit of slipping off. She prefers to wear perfume when she can get it and usually smells of that and soap. Tarial’s voice is a mezzo-soprano, perhaps a little deeper than one would expect for someone her size.

Personality:
Good hearted but more than a little mischevious, Tarial has a...reputation. If there is a prank in the village of Crigglysnot, then 9 out of 10 times Tarial will be involved somewhere in it. Proving that can often prove more...difficult than would be expected. Even with a reputation, Tarial is good at not getting caught.

The fact of the matter is that most people don’t really want to believe that the adorable, tiny gnome girl is being a problem - again - as she is very personable, friendly and chatty with everyone she knows. That she is also an incredibly gifted liar doesn’t hurt matters either. Even people who know Tarial is a gifted fibber and spinner of tales find it difficult to believe she’s lying.

Still, Tarial is a kind child - she often uses her magic to help people, sometimes without them noticing since she doesn’t use the magic words and gestures of others casters and Prestidigitation is a surprisingly good substitute for a broom - and most people tolerate the occasional, harmless (and often entertaining) pranks, knowing it’s more out of boredom and curiosity than malice.

Background:
A simple girl with simple needs, or so it seemed, Tarial was born near Midwinter a healthy and hale girl who rapidly grew very little. She was small, even for a Gnome child, but this simply made her better at hiding. Which she did when she got bored, or felt like it, or wanted to torment annoying children.

It wasn’t until she reached puberty that her powers began to manifest - magic beyond the usual Gnomish abilities that most of there race could manifest. The power to create convincing illusions, or render people unconscious with colours, was definitely not something a small child with limited impulse control.

For a bored teenager with limited impulse control, it had the makings of a lot of fun.

Now armed with illusions - and finding that telling the truth was largely optional - created plenty of opportunities for mischief. But it had to be the right mischief. Nothing where people would get hurt, or things damaged. Nothing that could put people in danger. Making an illusion of solid ground over a mud pit was one thing, but over a hole was another entirely.

Still, the days were long and much the same, and a laugh was more valuable than coin.

10 Minute Background:

Five or more Elements that are essential to the character.
- Tarial is extremely good at manipulating people. She mostly doesn’t, however.
- A gifted and skilled liar, Tarial tries not to use lies to get what she needs - but it’s difficult sometimes.
- Not surprisingly for a Gnome, she has a love of tinkering, and once dismantled the tavern clock to see how it worked. In fairness, she was also able to put it back together, but people keep their tools on higher
- Tarial is a devotee of Sarenrae.

Two or more goals of the character.
- Tarial wishes to perform, amuse and entertain others, and thereby do the same for herself.
- She would like to know why she has such unusual magic, and whether it was her personality that created such ‘sneaky’ spellcasting or if her power made her this way.

Two or more secrets about the character - one they know and one they don’t.
- Although few people know it yet, Tarial is bisexual. She has a small crush on several people.
- Tarial is unaware that her father is not her biological parent.

Describe three or more people that are close to the character - two allies and an enemy.
- Adavara and Mesarial, her mother and father. The town tinkers and smiths, when not working their own fields and hunting in the woods. Oddly, neither has any magic beyond the normal gifts for a Gnome.
- Bemond, a hulking human child who likes to use main strength to get his way. Tarial’s trickery and tiny size annoy him.

Provide three memories, mannerisms or quirks.
- As she usually only wears light sandals or slippers, Tarial tends to slip them off when doing work or tasks.
- Tarial uses her ability to create water and the Prestidigitation spell to keep herself and her things neat, clean and in good repair, and dislikes being dirty.
- Her earliest memory is the laughter of what seemed like the whole village at her antics. She likes recapturing the sensation of bringing everyone happiness.


======RECRUITMENT IS NOW CLOSED======

Yep thats it, Ok those who have shown an interest and posted and outline have until Monday to flesh out a PC with Crunch and then, Tuesday I will pick players.

I want to think everyone who has applied and say this is not going to be an easy pick as there are some great PCs.

GM Panic.


So! As we're waiting, does anyone want to work on joint part of backstories? As we're all from the same small village.


I think that'd be fun, except that is assuming that we're selected for the game.... :)

Hey Rei,
What name will you go by in fox form?


Good question. I don't know if animals really have names when they talk to each other. That seems to be more of a human concept than an animal one to me.
If you don't have a suggestion I'll have to think about it.

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