|The Emerald Duke|
So an update: Still awaiting word back on one of the two recruitments (the one for a replacement player) and on the second one I am waiting for caps to roll a d20 to see which of us gets selected (the GM couldn't decide between the two, so he is having us roll for the last spot. I rolled a 7, if he beats it he gets the slot. If he rolls lower, the slot is mine. Probably will have to reroll in the unlikely event of a tie.)
EDIT: Caps beat me handily, so I will take to seriously crafting one of the two concepts.
I know what I'm doing here. A Human Hunter with an Elk companion and the Bastard campaign trait. Going to go for the Leadership trait (assuming it's allowed; seems fitting for a campaign like this) but I don't think he'll be able to make optimal use of it. Either way I envision him as a kind of grassroots leader that people *want* to follow. Sort of like Strider amongst the Dunedain. I'll try to roll it up over the next week or two.
|Jerehmiah "Old Man" Schultz|
Okay, picking up from Friday.
@Arden Kain Brandt: I’m not opposed to the monstrous mount feats. If selected, we’ll figure out a good way to introduce a griffon for you, depending on how things go. As for an alternate crafting system, I’m not sure. I’d have to see one that I liked.
@caps: I’ll look into the rules and see if it’s something I want to get into.
I think that’s all the questions I need to directly answer. Keep ‘em coming!
Presenting Aurora Noack, priestess of Pulara!
Submitted for JScotShady.
All the mechanics and story elements are outlined in the profile, though I have a few links that need to be set up. The links for the spells are old and these may not be the normal spells prepared. The rest of the gear that is carried by the horse is listed on the profile for the horse, but if needed I can make it a spoiler instead (I prefer the separate profile, but I can easily adjust to what is best for a GM).
I did go with a drawback, as I feel Pride is appropriate for her and it is one that I feel will possibly be relevant. I also took the Alternate Racial ability of Military Tradition to gain the ability to Shield Bash without the non-proficiency penalty (and use a longsword occasionally). I feel it fits the story but I want to make sure that you agree it can be taken to gain the proficiency in shield bashing. If not, I can either take a different weapon or take a different ability altogether (a bonus feat is never a bad thing).
As for the build itself, Aurora is first and foremost a healer. Most of her abilities will revolve around healing or support, with the occasional offensive action when appropriate. I intend to have her take a level of witch (either at second or third level, not sure yet) to get a few hexes and a familiar. The multiclass is a lead in to the Stargazer prestige class, which I have been dying to try since I first read it and plan to take levels in starting at 7th.
I do intend to use feats (and the magical knack trait) to expand the CL and familiar level when I can, but her main thing will be cleric abilities with Witch abilities to supplement.
I feel this character has a lot to offer in the Kingmaker AP and I hope to have a chance to prove that. Thanks.
Dotting. I'm in the middle of creating a Red Dragon Sorcerer blaster, but so far her elevator pitch is that she's a royal bastard who only became aware of origins once the new royal House in Brevoy started removing threats to their rule. She has neither the aptitude or the desire to rule but sees fleeing to the Stolen Lands with her family as her best option. It's kind of a play on the Hidden Heir(ess) trope but with a character who wants nothing to do with her perceived destiny and just wants to find (or build) a place where she can be safe and happy.
The crunch is more or less done and the backstory and other story elements will be forthcoming.
Interesting idea here that obviously would need some help but I love the idea of it over long term.
So with the drake companions the idea of a less powerful dragon is very interesting, using the drake warden or silver champion classes. But the base drake seems quite weak and I was wondering if you would be willing to kind of work to adjust it to make it if need be.
|Lord Christian D'Elagante|
Because it is hard to keep track of what everyone is wanting to play.
Simeon: Orandek Slagboulder Dwarf Ranger
Tilnar: Verrat Human Swashbuckler
Hawksw0rd: Shacal Half Elf Sorcerer
Mark Thomas 66:Faerin Cordova Half-Elf Druid: Green Faith Initiate.
Dakcenturi:Silviea Beltriece Human Witch.
Azjauthor:Kothrin Shadowstone Dwarf Spiritualist .
Ridge:Savinien The Third Human Oracle.
J Scot Shady:Corra Aurora Noack Human Cleric.
rorek55.:Arden Kain Brandt Human Cavalier.
Helikon:Lorien Lightbringer Human Cleric: Herald Caller.
Moonwave:Lacrima Human Druid: Lion Shaman .
Ever_Anon: Silva Nystad-Khavortorov (Human Paladin)
Vanulf Wulfson:Caerwyn Callandriil Half elf Rogue: Scout .
HavocprinceJerehmiah Old Man Schultz: Gnome Bard: Archivist.
Delightful:Chora Rogarvia Human Sorcerer.
Ellioti:Shontar Hadove Elf Investigator.
Jovich:Lord Christian D`Elagante Human Cavalier: Daring Champion .
ScorchedOne:Taton Human Slayer.
Interested with ideas:
Caps: Human Hunter?
Phillip0614: Half-Orc Inquisitor?
Raltus: Hunter Beastmaster?
The Emerald Duke: Half-Elven Swashbuckler or Dwarven Cleric?
|Savinien the Third|
GM Aest, quick question. Since you are using the Background skills option (thanks BTW) I was wondering how you felt about the Fractional Base Bonuses from Unchained? Since my build is multiclassed and I'd definitely be affected by it (for both the good and the no so good), I figured I'd open up the discussion. Thanks.
Also, thanks Lord Christian
|Jerehmiah "Old Man" Schultz|
Fairy Tale Role: The Wise Fool
Background: Jeremiah wandered down the road, joyously categorizing the butterflies as he bounced along. An overly large one came fluttering down to alight upon his hand and forced him to stop mid road, the best place for such a tiny man to stand it would seem. As he stood there the breeze rustled the leaves and the day continued to go as calm and serene as any rural day may go... save for the single noble rider who did pull up short at the sight of such a strange being.
"Old man. Why stand you in my road so and block my way?" The noble man yelled down at young Schultz.
Jeremiah craned his head to see the man atop his horse, confused at what might be happening. "Your road? Why I did not recognize you Lady Desna, what can I do for you now? I have not finished with the last task you gave me, if you want me to finish it you may want to leave me to just the one at a time."
Taken aback, the nobleman stared down at young Jeremiah. "Are you daft old man, I am Swod Lord Corentin Aldori, and you are on my estates. What are you doing here?"
Jeremiah smiled and shook his hand letting the butterfly flutter off. "Well you should avoid impersonating a deity, might find yourself in trouble some day for that." And with that Jeremiah made as if to continue on his way.
Confused, and a bit annoyed, the noble lord pulled his blade as he dismounted. "Give me one good reason I should not slay you right here and now?"
"Oh, you shouldn't do that young man. I would not like what I would have to do if you struck me. It would be most inconvenient. Just allow me back to my work and we will have no trouble this day." Jeremiah placed his finger on the man's blade and beamed a smile up at him. Another butterfly didst land that moment upon the noble's blade.
The noble's nerve finally broke. Convinced something was up, and worried that he might be cursed by some vengeful deity, he stood aside and allowed the gnome to wander past. For his part, Jeremiah did cheerfully continue along as if nothing had happened.
Once the noble was out of sight..."Good thing he did not strike me, I would not have enjoyed having to bleed to death this day."
Appearance: Jeremiah was old even when he was young, and he has been that way ever since. Born the spitting image of leathery old farmer if shrunk to a gnomish size and given the features of a squirrel, at first look he would be assumed to be just another caretaker of the fields, most know not the scholarly mind that hides beneath the bumpkin exterior.
Personality: Jeremiah is a knowledgeable sort having been around long enough to build up the basics of many a profession. He flits from this to that, whatever keeps a meal in his belly and a roof over his head while he collects bits of knowledge here and there. He dislikes those who are full of themselves, to big for their over large britches. Jeremiah delights in bringing the arrogant low with a well timed quip or caper, rubbing the wealthiest noses in their own stink.
Goals: Jeremiah wants to collect more knowledge, be it linguistic or lore he will gain all he can. He also seeks a new home to live his life as his hijinks have worn out his welcome where he is now.
The three NPCS:
The family: Bridgett Gagne.
Bridgett could not tell you when she met her "Uncle" Schultz, it was as if he had always been in her life... just like he had always been in her mother's life, and her mother in kind. The man just flits in and out whenever he needs a place to stay or a meal in his belly. But, he always seems to do some good for her life in return.
The Friend: Bessie Blossomkeep
Bessie is the closest thing Schultz has ever had to a love interest, to bad he has never realized it himself. A gnome of distinctly vivid hue, she looks as if someone had built a diminutive person out of a field of wild flower colors. She delights in conversations with the man when she can pin him down. The only thing she enjoys more is her pin collection.
The Foe: Sword Lord Corentin Aldori
The favorite target of Jerehmiah's pranks and hijinks. The man is an arrogant fool and a fop, and those are his good qualities.
|The Emerald Duke|
I have a Thing coming up over the next 6 days or so and probably won't be able to work on my submission as much as I'd like, but I am still thinking a lot about this campaign and my submission. Really excited about the idea of a Fairy-Tale version of Kingmaker; Kingmaker minus Game of Thrones sounds like my cup of tea!
How do you feel about the Leadership feat in this campaign, GM? I am not familiar with the mechanics of the later books but I imagine they have similar/overlapping effects? It's not vital to me at all either way, but I am curious.
|Arden Kain Brandt|
|Jerehmiah "Old Man" Schultz|
Upon being addressed by a stranger as she's wandering along some by-way road Sunny stops, offers the fellow a jaunty wave and smile before imediately replying.
"Hey-YA there!" Sunny sets her small cart's handle down before skipping a little bit closer to where Jerehmiah is resting.
"I am bein' called 'Sunny' in'a speakin' of tha' peoples." She explains, pointing to herself.
"I is lookin' at all-a things!" She exclaims, throwing her arrms wide as she spins about. Before coming to a sudden stop, leaning fowards and peering at Jerehmiah.
"Here.... you in't gon'a bite me none? Are ye?" She she blinks and suddenly looks down at her bare, tanned feet.
"I in't wearin' 'Boots'....?" She scratches her blond mop in puzzlement.
Hello and well met fellow traveler! (^_^)
Just for people's expectations. Sunny looks pretty much like any other 'normal' Elf. Though, maybe a tad excentrically dressed and mannered Elf... (>_>)
|Jerehmiah "Old Man" Schultz|
The small gnome comes down from his perch and hooks his thumbs into the straps of his dungarees, rocking back on his heels he smiles up at the elven lass.
"Roight, aint you a bit out a depths. Can't place your dialect, but anyone that wanders can't be all bad. Names Jeremiah, what brings you round these parts Miss Sunny?"
Sunny blinks and smiles back at Jerehmiah,
"I as-plained. I is lookin' at stuffs. I is come ta' learnin' all'a 'bout tha' peoples." She elaborates.
"I bin learnin' me speakin' from tha' peoples." She nods happily before extending a hand towards Jerehmiah.
"Pleased ta' meet-cha Mister Jer-em-aya." She grins awaiting for Jerehmia to return her proffered hand shake. (^_^)
Also, if Sunny's accent gets a tad too much for folks? Please let me know and I''ll dial it back a notch or two. (^_^)
|Völundr the Wild|
I’m very interested in this campaign, I like the role play focus and the Fey theme.
The build I have in mind is an Enchantment wizard with a fey theme and an extreme focus on diplomacy. I really want to take both the Student of Philosophy and the World Traveler Traits and to facilitate this I’d like your permission to take the Fay Taken drawback. With these two traits Diplomacy becomes a class skill and I can use Intelligence in place of charisma on diplomacy checks. As an enchanter build Volundr gets a bonus to diplomacy and Flowering Lattice familiar gives +3 to diplomacy as well. The result of all these factors is a VERY high diplomacy skill.
Fey Taken seemed to be one of the more severe drawbacks but fits superbly with the theme of the campaign. Additionally, as I started writing the Fey Taken drawback ended up being the foundation of the character’s background. The severity of the draw back is slightly mitigated by the Noble Born campaign trait. I like the lore of House Medvyed more than the others and the mechanics synergized well with the build.
The Flowering Lattice familiar’s pollen attack also works very well with the enchanter’s daze ability without being over powered due to the save DC of 11.
Returning home is Völundr Medvyed’s greatest desire. However, home is not the pleasant villa in the foot hills of Icerime Peak where he was born. Home is, and always will be the Feywild.
Völundr’s father Tedmand Medvyed Esquire is the second cousin of Lord Gurev Medvyed. As members of the one of great clans of Brevoy - Volundr and his siblings enjoyed a comfortable but relatively humble life for those bearing the Medyyed surname. The only mar on this otherwise idyllic family life was the disappearance of their eldest son on his tenth birthday.
Lord Gurev Medvyed himself lead the search party into the Gronzi Forest, but a month of searching turned up no clues to the fate of Völundr Medvyed. However, one year and one day later their son walked out the woodland and back into their lives.
He remained stoically silent about where he spent his missing year and not even interrogation by Lord Medyyed himself could convince the boy to tell his story. Although happy to have their son back, they could not help noticing how he’d changed. Völundr become aloof, often asking unexpected questions, making inexplicable statements and making decisions with mechanically logical reasoning. Thankfully he always seemed able to smooth social faux-paus with nearly preternatural charm.
A few months after his return Volund requested an apprenticeship with Lord Medvyed’s court wizard Aurddolen. Curious about the odd rumors surrounding the boy, and perhaps bemused by the idea of receiving a formal request from an eleven-year-old, the Wizard agreed to test him for arcane ability.
To Aurddolen’s surprise, Volundr showed a considerable aptitude for it. To his chagrin he found himself agreeing to take the boy on as an apprentice. The logic of the child’s arguments was undeniable.
Within a week young Volundr moved into Stoneclimb fortress and flourished under the tutelage of a master wizard. An added benefit of living in the fortress included access to this cousin’s tutors. During this time, he received a top-notch education in a variety of topics like geography, linguistics and nature.
In fact, Aurddolen’s new apprentice would have been the ideal student if not for his habit of disappearing into the great Gronzi Forest for weeks at time. What his master didn’t know was that Volundr’s motivation for learning the arcane was to find a way back to the Feywild were he’d spent his missing year. In truth his frequent trips into the forest were a quest to find either a breach or the playful sprite Parisa that lead him to the Fey realm the first time.
Upon competition of his apprenticeship Volundr’s realized two things. The first was that Stoneclimb did not need two court wizards and the second was that neither Parisa nor his doorway to the Feywild was in the Gronzi forest.
Thus, Volundr the Wild began his career as a wandering court wizard, consulting for minor nobles and merchants unable to afford a full-time wizard.
Every few years the wandering wizard returns home to the family villa. Although he’s called to the First World and find it difficult to express his feelings, Volundr does have a deep love for his family. He is especially fond of his little sister Ada, who is the only person he has told about his missing year and his compulsion to return.
On a recent trip home Volundr heard rumors that Lord Sutova might be sending expeditions into the stolen lands. The young wizard suspects the connection between the material plane and the Feywild is strong in the stolen lands and hopes to find a path to the First World.
Ada asked him not risk traveling into dangerous territory and threatened to drag him back by the ear if he tried. The truth is she’s worried that if he crosses into the First World he’ll never come back.
As much as he’s driven to reach the First World, a small part of him wishes for a way to break the compulsion.
Voulundr is unaware, but he has a rival somewhere in the world. His memories of why he was cast from the First world are clouded and fuzzy, but it centers around a conflict with another child that had been abducted around the same time as he. He doesn’t remember this person, why they fought or what happened to the other person.
Skills: Obtained during an apprenticeship under a master wizard and some of the best tutors in Brevoy.
Who he values in life: His immediate family especially his younger sister Ada. The extended Medvyed clan. The Sprite Parisa. His familiar daisy.
Interest in the Stolen Lands: A portal to the Fey Realm, learning more about Fey and maybe a cure for his compulsion.
Story/Goal: Volundr’s primary goal is to return to the First World. In the fey realm Volundr spent time in the domains of both Ng and the Green Mother and story arcs involving either or both would be outstanding. I’m considering the Feysworn prestige class too.
Three NPCs: His sister Ada, His friend the Sprite Parisa (Improved Familiar option?), Mystery Rival.
Volundr is quiet, reserved, and thoughtful. He enjoys thinking about theoretical concepts and spends a lot of time trying to understand how things work. He values intellect over emotion and prefers to base decisions on objective information rather than subjective feelings.
However, he is often so focused on the big picture that he misses tiny details – like eating. Although he’s a world class rhetorician Volundr’s aloofness and alien logic can make him difficult to get to know. In addition to being distant the wizard has difficulty expressing his feelings and can be insensitive to others.
Volundr is a just over six feet tall, young, and on the lean side of an average build. He usually wears his blonde hair tied back in a pony tail. His coat is made from simple green wool, but it’s cared for and tailored to his frame. The shirt beneath is fine linen, with bronze cuff links glittering with silver accents. He’s almost never seen without his moleskin gloves and the high boots that cover his calves are well-made. A keen eye can tell they’ve been re-soled a time or two.
Draped over his should like a stole rests a lattice of delicate vines that form blossoming nets. Twelve varieties of flower grow on the lattice, with each bloom opening at different times of the day to ensure a nearly constant array of colorful petals.
20 Point buy, Only one score above 17 or below 9 pre-racial adjustments
|10 STR | 14 DEX | 10 CON | 18 INT | 11 WIS | 7 CHA
Racial: Human +2 Intelligence
Final Ability Scores
|10 STR | 14 DEX | 10 CON | 20 INT | 11 WIS | 7 CHA
|0 STR | 2 DEX | 0 CON | 5 INT | 0 WIS | -2 CHA
Initiative: 2 (+2dex)
AC: 12 | With Mage Armor or Shield AC is 16. With Both it's 20.
Flat Footed AC: 10
Touch AC: 12
Hit Points: 7
Fortitude: +0 (+0Con +0lvl1Wiz)
Reflex: +2 (+2dex+0lvl1Wiz)
Will: +2 (+0Wis +2lvl1Wiz)
*See Drawback Fey Taken for disease, illusions, and poison or Fey abilities
*See Campaign Trait Noble Born (Medvyed) for Will saves VS Fey
Spell DC 15, 17 for Enchantment School.
Armor Class: 10+2Dex+0Other
Flat Footed AC: 10
Touch AC: 10+2Dex
Hit Points: +d6Maxed+0Con+1FavClass
Base Attack Bonus (BAB): +0
Melee: +0 (+0BAB+0Str)
Ranged: +2 (+2dex+0BAB)
FEATS AND CLASS FEATURES
Level 1 -Spell Focus(Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Level 1b - Greater Spell Focus(Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.This bonus stacks with the bonus from Spell Focus.
Arcane Bonded Familiar [flowering-lattice](Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative. These special abilities apply only when the master and familiar are within 1 mile of each other.
-Flowering Lattice: Master gains a +3 bonus on Diplomacy checks
-Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.
-Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
-Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
-Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
-Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Arcane School (Enchantment): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
Enchantment Arcane School
The enchanter uses magic to control and manipulate the minds of his victims.
Enchanting Smile (Su)
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.
Dazing Touch (Sp)
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.
Aura of Despair (Su)
At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect
Opposition Schools: Illusion and Necromancy
Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a 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. To create scrolls the spellcaster must make a single spell craft check to finish the scroll. The DC to create a scroll is 5 + the caster level. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.
Spell Completion is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does. Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Regardless of the time needed for construction, a caster can create no more than one magic item per day
Noble Born: Völundr claims a tangential but legitimate connection to House Medvyed of Brevoy. He's had a comfortable life, but one far from the dignity and decadence of his distant cousins. Although he is associated with an Medvyed,his immediate family is hardly well to do, and he's found his name to be more of a burden than a boon in many social situations.
Medvyed: The family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. Volundr gains a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. The family motto is “Endurance Overcomes All.”
Fey-Taken As a child, Völundr was whisked away by mischievous fey for a time. When he returned, he was considered odd and distant. He longs to return there, and finds the mortal world dull and at times revolting, so he does not eat as as he should and does not question strange visions. Drawback: Völundr takes a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.
Student of Philosophy: While in the Feywild Völundr trained with the disciples of Ng in a variety of philosophical traditions. He learned to use logic and reason to persuade others. Benefit(s): Völundr can use his Intelligence modifier in place of his Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
World Traveler (Human): As a wandering court wizard Völundr has traveled the world extensively. He has seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Benefits: Völundr gains a +1 trait bonus on Diplomacy checks with that skill, and it is always a class skill for him.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Adventure Ranks: Ranks 8 [+2Class+1Race+5int+0FC]
Background Ranks: 2
Knowledge Geography +9 [1ranks+3inclass+5int]
Linguistics +9 [1ranks+3inclass+5int]
Trained Class Skills
Knowledge Arcane +9 [1ranks+3inclass+5int]
Knowledge Nature +9 [1ranks+3inclass+5int]
Knowledge Local +9 [1ranks+3inclass+5int]
Knowledge Planes +9 [1ranks+3inclass+5int]
Spellcraft +9 [1ranks+3inclass+5int]
Diplomacy +14 [1ranks+3inClassTrait+5IntTrait+3Familiar+2EchantingSmile]+2 vs Fey for +16 total
Fly +6 [1ranks+3inclass+2Dex]
Other trained Skills
Perception +1/+3 [1ranks+0Wis+2FamiliarAlertness]
Known Language Count 7: Common+5Int+1RankLinguistics
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbok
Number of Known lvl 1 Spells: 8. 3+5Int.
Memory Lapse: You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not other creatures that may be present.
Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw
Charm Fey: This spell functions as charm person, except it affects a fey instead of a humanoid.
Sleep:A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first.
Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
Grease: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall.
Coin Shot: You turn up to three coins into deadly projectiles that gain the velocity of a bullet when thrown.
This scuttling patchwork plant features flowers of many different shapes and colors.
Flowering Lattice CR 1/6
N Diminutive plant
Init +1; Senses low-light vision; Perception +1
AC 16, touch 15, flat-footed 14 (+1 Dex, +4 size +1 Natural Armor)
Fort +1, Ref +1, Will +1
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Proficient with its natural weapons only.
Not proficient with armor.
Plants breathe and eat, but do not sleep.
Speed 5 ft., climb 5 ft.
Space 1 ft.; Reach 0 ft.
Special Attacks pollen
Str 1, Dex 13, Con 9, Int —, Wis 12, Cha 8
Base Atk +0; CMB –3; CMD 2
Skills Climb +3
SQ bountiful fruits
Bountiful Fruits (Ex)
Once per week, a flowering lattice produces a handful of small fruits or berries that remain ripe for 1 week. Eating all of the fruit takes 1 minute and affects the eater as if she had consumed a berry affected by goodberry.
Once every 1d4 rounds, a flowering lattice can expel a cloud of pollen in a 10-foot cone. Creatures in the area are dazzled for 2 rounds (Fortitude DC 11 negates). If a creature currently dazzled by the pollen is affected again, it is blinded for 1 round (Fortitude DC 11 negates). The save DC is Constitution-based and includes a +2 racial bonus.
The result of centuries of plant husbandry, flowering lattices are delicate networks of vines that form blossoming nets about 1 square foot in size. As many as 12 varieties of flower grow from an individual flowering lattice, with each bloom opening at different times of the year and hours of the day to ensure a nearly constant array of colorful petals. This plant’s enthusiasts often incorporate the organism into their fashion, draping them over the shoulders like a stole or over the head as a hood. These lattices require regular care, surviving on their own only in regions with rich soil and ample pollinators.
|Jerehmiah "Old Man" Schultz|
Jeremiah cocks his head and looks at the proffered hand for a second before reaching out to shake it.
"Oh dear girl, your Taldan is not the best. No worries though, we will teach you proper diction given enough time." The tiny gnome pulls a small amount of short bread from his pocket and offers it to the strange elf. "Here you go. Stuff you can look at and eat at the same time."
Sunny smiles brightly at Jerehmiah's reply. She gives a small gasp of happy surprise at his offering of the short bread. Experimentally sniffing at it before taking a small nibble.
"Ah! Thank'e" She exclaims indicating how she finds the short bread,
"I bet t'will be right fun ta' be learnin' all'a 'bout a diction.' She continues to nibble at the short bread for a moment before adding.
"Whut's it do, then?" (^_^)
Should be about done now. Build is in my profile.
Build/bodytype : beach volleyball player
Standing a bit taller than the average human woman, and graced with a naturally sleekly athletic build, Faerin possesses a subtle, yet exotic beauty, blending elven and human features harmoniously. She keeps her mid-length auburn hair in a loose braid, usually over one shoulder, her complexion carrying a rich golden tinge of sun exposure. Perhaps her most notable features are her eyes, which seem to continually shift between blue, green and grey depending on the light.
Light leaf pattern tattoos grace her collar out to her shoulders, while delicate vines patterns snake around her arms.
Faerin wears little in the way of jewelry, a simple leather pendant necklace, and plain silver earrings accompany a small silver ring piercing her nose. Most commonly dressed in greens and browns, she wears leather armor when exploring or expecting danger.
The daughter of an exceptionally talented herbalist and wise woman in southern Brevoy, Faerin spent her life raised as her mother’s “gift from the wilds”, the result of a fleeting dalliance with a passing elven ranger from Kyonin. Half-elves being a not-uncommon occurrence in the region, she grew up without the usual stigma that those of her heritage often encountered, allowed to roam the woods rather freely as she grew, assisting her mother in finding rare herbs and plants to use in her cures and herbal concoctions.
Upon coming of age, her mother initiated her into both the Green Faith, and the druidic circle that was the birthright of her maternal bloodline, members of a small forgotten circle that maintained the knowledge of the land, the power and potential within the herbs, plants, crystals and other natural resources, that went far beyond basic uses.
The wanderlust of the father she has never met runs in her blood, and she has recently found herself yearning to explore beyond the boundaries of the lands she knows. Word of an exploration into the Stolen Lands has definitely caught her interest, and she has decided to volunteer her knowledge and familiarity with the wilderness to those seeking to join said expedition.
A life of spending days in seclusion in the wilds has left Faerin somewhat of an introvert, in some ways almost preferring the plants and animals of nature to most people. Quietly thoughtful and highly perceptive, she tends to observe before speaking, determining the dynamics of a situation before acting.
She has a knack for understanding situations, developing a reputation for open-minded neutrality and a talent for resolution in her early teens. When in the wilderness, she can often come off as distracted, though this isn’t quite an accurate assessment. Her awareness of the natural world is such as to generate a state of almost hypervigilance when in the wilderness, responding to multiple forms of stimuli that others would barely notice.
Faerin possesses a caretaker nature, usually thinking in regards to helping and protecting those around her, naturally falling into the role of guardian of any community she’s a part of.
At least three NPCs:
Marta Cordova (Family member) – Faerin’s mother, a druid herself and Faerin’s teacher. Most people in her village simply know her as an herbalist who raised her daughter by herself. A loving parent, nowhere near as overprotective as one would expect, Marta believes in her daughter’s ability to learn what she needs through experience, having taught her the tools to be rather self-sufficient.
Jerren Surtov (enemy) – son of the town council leader. Arrogant, entitled, spoiled. Faerin broke his nose when they were both 14 in front of a bunch of his friends after seeing him kick a puppy. He’s hated her ever since and they’ve had a few run-ins since then.
Explore the pull she feels whenever encountering anything vaguely fey in nature. She doesn’t have any idea why but she is drawn to exploring the more supernatural aspects of nature and the wilds.
Spread the Green Faith in the Stolen Lands
Aelbourne Callandriil (father)- Stern and thoughtful, regrets having to leave the family farm but had to do what was best for his family.
Marta Callandriil (mother)-Cheerful and friendly woman who makes friends easily.
Elisabeta Cambourne (girlfriend)- Jaxom's sister. When Caerwyn informed her he was leaving for the Stolen Lands she took the news hard.
Jaxom Cambourne (friend)- Caerwyn's friend and member of the Restov guard with Caerwyn.
To drive the bandit bands from the area and restore his family's farm for his parents.
Caerwyn stands just a hair under six feet tall. More sinew than muscle he moves with grace and ease. His long silver hair is usually pulled back into a pony tail or worn loosely, tucked behind his pointed ears. His emerald green eyes, a gift from his mother, seem to take everything in and give nothing back.
Caerwyn is still that impetuous youth who charged the bandit with an oversized sword, hoping his skill and determination will carry the day. Having been on the receiving end, Caerwyn is especially tough on anyone bullying or harassing anyone weaker than themselves and has often been reprimanded being "overzealous" in his confrontations with such people.
I'd be interested in riffing off Beauty and the Beast using the shifter class - some sort of cursed nobility going on a quest to prove that they're actually reformed etc, or possibly hoping to find a cure somewhere in the wilderness.
To that end I'd quite like to be more beast than man - which is the shifter class backwards! So GM Aest I was wondering if we could come up with something suitable, perhaps using the Weretouched Shifter. Perhaps have my character stuck in were form for the first few levels (without any of the str and ac bonuses etc) until level 4, and at that point gain the usual transformative abilities, access to the improved bits of weretouched etc. Do you think that might work as an idea?
Welll.... not sure about 'Known freinds'. But Sunny has found a box just laying at the bottom of the river.
So.. perhaps as 'Enemies' who ever lost or otherwise dropped said box into the river? (^_^)
Since, perhapse, they knew where the box was. Were planning on comming back to get it. ONly to find that (A) The box is gone and (B) The locals were all suddenly talking about a strange Elf they remember seeing/hearing of passing through.
Hope that helps the DM.
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I am super excited to give you my submission. I hope you like it!
Eladan was born in Brevoy to a Kellid tribeswoman named Kala. The product of a tryst with a local noble lord. When Kala informed the lord of the boy's existence, he tolerated the boy with occasional gifts and audiences. The lord had an affection for the boy, but he did not love him. Not as his own son. Kala decided to return to her tribe before Eladan reached puberty. Eladan grew up in the tribe. He was mentored by the tribal shaman and went through the tribe's initiation rites. He soon realized that his destiny lay elsewhere. With the shaman's blessing and his mother's tears he left to return to Brevoy.
Some impulse drove him to seek out his father. His father recognized him;. he recognized his stature as well. But still did not love him, and still did not accept him as his son. Eladan, unsure what he was seeking from his father, left him.
He wandered Brevoy and met a ranger. The ranger took him in and taught him the ways of the woods. Eladan came to befriend an Elk. The elk was unusually intelligent and talented. Eladan grew in stature still. Although he knew that Brevoy was where he needed to be, he did not know why, and he still felt that he was meant for something more.
When the call came for adventurers to reclaim the stolen lands, he answered it, and was selected. He returned to his father...
He looked his father in the eyes "Father, I am going to reclaim the stolen lands."
His father looked at him and raised an eyebrow. "Are you now? That would be quite an accomplishment; quite an accomplishment indeed.. You may yet earn the right to bear my name." He gave the young man a patronizing smile.
"I have no interest in bearing your name."
His father stepped back in shock, as if struck across the face. With nothing further to say, Eladan left his father's quarters.
Outside he met his half brother. It was evident to him that his brother had been listening at the door. He shook his head in disgust at his brother's excuses and made his way to leave.
In the courtyard he met his half-sister. They embraced and she talked to him as he made his way to the stables.
"My brother tells me you are going to reclaim the stolen lands." He nodded to her. "He is afraid of you, Eladan." He looked at her in surprise.
"Because he sees your strength. You have what he does not. He is afraid you will take his place." Eladan lets out a sigh of disgust and shakes his head.
"His place is no place for me, sister. But if he stabs me in the back he may have much to fear from me. I must go, sister. My duty awaits. Be well." And with that, he departed.
--- A paragraph, list, or other form of description for your character’s appearance. A picture would be nice, as well.
Eladan is a well built man on the cusp of his prime. He wears his long dark hair tied back when in the city. But otherwise he lets it grow long. In the warmer months he wears a sleeveless jerkin with a hood. in the colder months, he adds a cloak. His face is hard and strong, but kind. His gaze is resolute and steely. His eyes show a powerful force of will behind them. He is taller than average with dark brown eyes. Scars and tattoos cross his arms. He carries a longbow, javelins, a spear, and a sword. He has a strong, sharp nose and a sharp chin. His facial profile is wider than average. He has a strong brow and dark eyebrows.
His posture is confident and upright, with his shoulders wide, and his arms at his side, his legs spaced out. He walks with grace.
When he focuses, his eyes, it is almost as if they could burn like fire.
I'm not an artist, so no picture.
--- A paragraph about your character’s personality.
Humble and soft-spoken, in contrast to his Taldane heritage. But quietly confident. He knows who and what he is.
Eladan prefers not to speak first. He is not bright and he knows it. He makes his decisions through intuition. He leads through charisma and willpower. and he knows better than to make a difficult decision with out the counsel of those he trusts that are wiser and smarter than him. His willingness to listen, serves him well in many difficult situations. He is unafraid of eye contact. He builds strong rapport without having to say much, partly by maintaining strong eye contact with the people he speaks to.
--- A goal or two your character would like to accomplish, or a story you’d like to play out.
Make a name for himself. Possibly establish a new house. He certainly wants to lead people. He feels he was destined to lead.
Eladan's fairy tale trope is that of the King or Warrior in waiting. He is in my mind akin to Strider; Aragorn. He is only waiting for the right time to scend. Unlike Aragorn, he does not know what he is waiting to ascend to: he does not know who his dunedain are, either. All he knows is that at the right time, he will know what to do. He knows this not out of pride, arrogance, or a dark desire to rule or control. He simply knows in his heart that he was meant to lead.
Although I keep saying that Eladan is destined for some great purpose. I don't actually know or prefer what it is. It could be for him to be a king or general or just a folk hero. Or it could be something else. Eladan does not realize how important it is to him to "prove himself" to his father. He feels destined to lead, but he is not self centered about it. He wants to lead people to a greater purpose than his own destiny.
--- At least three NPCs. A family member, a friend or acquaintance, and a rival or enemy. Be prepared to have things happen to your NPCs.
* Father: Lord Domani Surtova; LN.
Always liked Eladan but never loved or accepted him. Eladan is strongly motivated to not be like his father, although he also has a subconscious desire to impress his father or to somehow surpass his approval.
* Mother: Kala of the Night Hunt Tribe; NG Barbarian.
A fierce warrior. It is from her that he gets his mighty force of will. She is the one who always told him that he was made for more and was destined for greatness. Taught him to be strong, courageous, and determined.
* Tribal Chieftain Father Figure: Nonket of the Night Hunt Tribe; NG Shaman.
Taught him how to be a man and helped to instill him with confidence.
* Brevoy Woodsman Father Figure: Sverk; LN Ranger.
Taught him how to truly master the wilderness. Says he is too old to join him now but could be persuaded to join him in the Stolen Lands later on.
* Half-Brother: Oritian Surtova; LE
Eladan's brother takes after his father, but with fewer good qualities. He is afraid of Eladan. Because Eladan speaks so little, his motives are hard for people to read. So the half-brother reads the worst into them. He is afraid that Eladan wants to take his place as the first heir of their father. He is not above making assassination attempts on Eladan's life if he hears that Eladan's repute is growing.
* Half-Sister: Euphemne Surtova; NG
Eladan's sister has a good heart. She does not have the strength of will to oppose her brother or her father. Her mother was a much weaker woman than Kala; it is almost a miracle that she was born with as much goodness as she was. Regardless, she loves Eladan better than either her brother or her father. She does what she can to protect him.
Eladan knows that he is a bastard and who his father is. But it is not common knowledge at all; most likely only people in Ice Port would know this.
Eladan does not know about the danger he is in from his half-brother.
Eladan remembers bouncing on his father's knee as a toddler. He also remembers playing a chess-like game with him as a school-age boy. He remembers his father smiling at him. He also remembers the pangs of anguish that other boys got so much more time and attention from their fathers than he did from his.
Eladan remembers the lullaby his mother sang him every night until he was too old for it. He hums it to himself sometimes when he is doing menial tasks.
I would consider the crunch a "sketch" technically, since not everything is there. But most of the key decisions (feats, skills, traits, type of animal companion) are there. I don't *think* I'll be picking any archetypes. The animal companion is not statted up yet. I can tighten this up if you need it to be 100% done before the deadline.
NG Medium humanoid (human)
Init +2; Senses Perc +6, SM +2,
AC 12, touch 12, flat-footed 10
Fort +2, Ref +4, Will +3
Speed 30 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +0; CMB +3; CMD 15
Tribal Scars - Night Hunt (+6hp, +2 perception, +2 survival)
Point Blank Shot
Bastard - Take a -1 penalty on Cha checks with Brevoy nobility, but gain +1 on Will saves
Erastil's Speaker - gain +1 on diplomacy and it becomes a class skill
Skills (7 ranks = 6 class -1 Int + 1 Skilled + 1 favored class)
+7 Diplomacy (1 rank + 3 class + 2 Cha + 1 trait)
+6 Handle Animal (1 rank + 3 class + 2 Cha)
+10 Handle animal, companion (handle animal + 4 animal companion)
+3 Knowledge, nature (1 rank + 3 class - 1 Int)
+3 Knowledge, geography (1 rank + 3 class - 1 Int)
+8 Perception (1 rank + 3 class + 2 Wis + 2 feat)
+6 Stealth (1 rank + 3 class + 2 Dex)
+8 Survival (1 rank + 3 class + 2 Wis + 2 feat)
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.
Aspect of the Falcon
Animal Companion: Elk
Okie, I did manage to finish up something. Perhaps not my finest work, but it was interesting to write up nonetheless.
Petia Eburnus, human eldritch archer magus. Bit of an anti-Cinderella story, I guess.
Once Petia came of age, she left the city and her old life behind, for the most part. Luccia, as always, continued to excel in her studies and pursuits in New Stetven - and, eventually, at fending off suitors as well. Petia accompanied Petreius as he went off to Restov to train with the Aldori, following a path that Petia could only watch from the sidelines. At first, as the well-mannered scion of a rich family, expectations followed Petia around, wearing her down. In response, Petia sought refuge in the stables - shoveling horse manure certainly teaches one humility and the value of hard work, but the animals also never try to tell you what to wear or how to speak. Over the few years that Petreius was busy training in Restov, Petia reinvented herself, casting off the trappings of high society and integrating herself into the settler community along the southern borders. She converted her skills from the frivolous pursuits of home to more practical ones, at least relatively. While her main job was generally taking care of horses and other pack animals, she also became quite skilled at archery and dabbled in magic in whatever time she had to spare, her steady hands suiting themselves well to handling a bow and clear singing voice transferring quite well to spellcasting. However, she has never kept out of touch with Petreius and Luccia, the three frequently sending letters among themselves to keep each other updated on their separate lives.
Once Petreius finished his training at the Aldori Academy, he decided to take a trip home. Despite her reservations, Petia followed him for what she resolved to be the last time. The twins' time away seemed to deepen their parents' distaste for their daughter but also Luccia's affection towards them, Petreius in particular. After a night of passion, the two decided to never part again. Their parents begrudgingly assented to a wedding, despite how they saw it - their daughter's biggest enemy seducing her beloved brother. Of course, Petia was beyond happy, even though she had to revert back to her most hated mannerisms for the ensuing ceremonies. Once that was finished, the three beat a hasty retreat back to Restov, where Petreius and Luccia settled down, and Petia returned to the pioneer life, with just a few gifts from back home to keep her company.
After a while, Petreius sent word of an exciting new opportunity - the Swordlords were thinking of sending an expedition to claim the Stolen Lands, and were looking for volunteers to lead the way. The timing of the invitation could not have been better for Petia. Ever since she first went out to the frontier, she's been hounded by a bandit - a kid by the name of Sorex who seems to have a grudge against her for some reason. In the name of "putting the city girl in her place", he had been sabotaging her tools and stealing her gear, until one night, not long ago, Petia caught him and chased him away, putting an arrow in his rear on the way out. However, Sorex escaped and sought refuge with the brigand gangs in the south, out of reach of Petia's wrath. If this expedition means clearing out those gangs, perhaps she'll be able to settle an old score as well...
Petia was hailed as something of a beauty in New Stetven, but you'd never know it looking at her now. Uncomfortable with the attention it brought, she's traded the fanciful, restrictive fashions back home for plain, practical clothes more suited to the frontier. Her Taldan olive skin, long dark hair, and sharp but usually relaxed facial features are covered in days' worth of dirt and grime - nearly unrecognizable from the well-groomed smile she was forced to put on in the city.
Petia seethes from years of being told she can't do this or shouldn't do that. As a result, she's got a bit of a temper and is quick to anger, though years of hiding and suppressing her displeasure can make it a bit hard for outsiders to tell at times. She doesn't easily trust people she isn't familiar with, but feels much more at home around animals, bonding quickly with the more simple-minded, non-judgmental beasts. She values freedom - both hers and others' - and can be prone to violence when it's under threat of being taken away. Ultimately, though, Petia is at the core a good and gentle person. While she's not always eager to make friends, she always seeks to help out those that she's managed to keep, even if she's not always sure how to do so.
If selected, it'd probably be beneficial for her to know at least some of the other PCs from beforehand, but that bridge can be crossed if/when we get there.
I'll hold off on making an alias for now, but the avatar I'd use is probably this one, if you wanted a picture.
Apologies, I just went back and realized that the post I'd previewed where I had Verrat's personality, goals and NPCs clearly listed didn't take -- so I'll be sneaking it in under the deadline. :) [Verrat's mechanics are way back on the first page]
Verrat, basically, has a chip on his shoulders. He's been denied his due, and so, per the tales that bards have told for ages, he's planning to prove himself and win back his birthright -- and to spit in the eye that those who have denied it to him.
Which would be simple, except that anger isn't a personality, and he's spent two years being taught the blade by someone who's been doing their best to shave the edges off that.
All that to say, he's got something to prove -- but the reason that he's doing it isn't necessarily the anger-filled one he thinks it is, rather, it's coming from a need to prove (to himself) that he actually has worth and value -- that he truly did deserve better than to watch his mother die slowly and waste away -- that he deserves to hold a blade and that his spirit really is as noble as he's recently learned he is... or should be, in any case, if not for political machinations. In point of fact, deep down, he wants the acknowledgement and acceptance of his father far more than any power - though he's nowhere near able to admit that to himself yet. That said, I was rather hoping it would be a journey to get there -- and that even he won't realize that his arrogance is, in fact, both armour and shield against his own doubts for at least a few levels, anyway.
In terms of how all of that works itself out, for the start, I was rather seeing him as Madmartigan-like (from Willow) -- he's convinced he's great, is full of bluster -- and, like Madmartigan, will "grow into" dedicating himself to the cause for something other than personal glory...
As I said, Verrat's current goal is to become sufficiently reknown that his family has to accept him -- and to spite those who rejected him. He's looking to join the expedition for that reason - to build a reputation that will let him do just that. And so, he's approaching this whole mission largely from that angle. He came to the blade too late to look at being a Swordlord, so he's actually going to focus and try to be something even better. Kind of touched on a lot of this in personality.
The first would be his (newly-discovered) cousin, the blademaster who taught him, Andrea. He's coming around to being grateful to her, and as he grows as an individual, that sense will only magnify -- especially when it occurs to him that she could have taken the position and won glory, and a name, for herself.
There's also his grandfather (Domani Surtova, Lord of the White Manor), who did actually take him in and apologize -- it's not necessarily a close family relationship, but the old man was more than fair to him.
His biggest rival, in terms of political pushback, would be the Lady Natala -- she's a political beast who's been trying to get a scion of Surtova on the throne, and so any possible embarrassment would not be a good thing -- and an upstart claiming the name Surtova, with the look and building a reputation (and possibly a kingdom) would be just the sort of mess she'd hate and try to "fix".
Given his drive and bitterness, there's probably a few trainees of House Surtova and their guard who he's had issues with -- and I can easily see that having escalated if someone pushed back and didn't let go -- so let's add in Haerin Wilthis, second-born to a lesser allied house to the Surtova - and say that the mutual disdain rose to a head when Verrat seduced Haerin's betrothed after a particularly bad set of insults against Verrat's common birth and being unworthy.
Might I suggest, even though it might be a tad more hard work.
You take on board six players? While it might seem a tad over bearing for encounters.
The problem with PBP is that not all players will be able to engage with every encounter due to real life things getting in the way.
Just a suggestsion, is all.
Much cheers and very best wishes to every one. (^_^)
|Lord Christian D'Elagante|
Here is my oh so very shameful push on the GM to include me in his game. I hope these links help you in your decision. LOL
Simeon:Orandek Slagboulder Dwarf Ranger
Tilnar: Verrat Human Swashbuckler
Hawksw0rd: Shacal Half Elf Sorcerer
Mark Thomas 66:Faerin Cordova Half-Elf Druid: Green Faith Initiate.
Dakcenturi:Silviea Beltriece Human Witch
Azjauthor:Kothrin Shadowstone Dwarf Spiritualist
Ridge:Savinien The Third Human Oracle
J Scot Shady:Corra Aurora Noack Human Cleric
rorek55Arden Kain Brandt Human Cavalier
Helikon:Lorien Lightbringer Human Cleric: Herald Caller
Moonwave:Lacrima Human Druid: Lion Shaman
Ever_Anon: Silva Nystad-Khavortorov (Human Paladin)
Vanulf Wulfson:Caerwyn Callandriil Half elf Rogue: Scout
Havocprince:Jerehmiah Old Man Schultz: Gnome Bard: Archivist
Delightful:Chora Rogarvia Human Sorcerer
Ellioti:Shontar Hadove Elf Investigator
Jovich:Lord Christian D`Elagante Human Cavalier: Daring Champion
ScorchedOne:Taton Human Slayer
Sunset:Sunny Fey-touched aquatic elf fighter (unarmed fighter)
Sapiens:Wilster Maddas Halfling Paladin
johnnygeeksheek:Völundr the Wild Human Wizard
Caps: Eladan Human Hunter
theasl:Petia Eburnus Magus Eldritch Archer
Chapel36:Mite Medvyed Half-Elf Slayer Ankou’s Shadow
Interested with ideas:
Phillip0614: Half-Orc Inquisitor?
Raltus: Hunter Beastmaster?
I'm not trying to step on anyone's toes, but I thought I'd build on Lord Christian's excellent work by adding links to posts for the characters without aliases.
Simeon: Orandek Slagboulder, Dwarf Ranger (Guide, Trapper)
Tilnar: Verrat, Human Swashbuckler (Post with additional information)
Hawksw0rd: Shacal, Half Elf Sorcerer (Post with additional information)
Mark Thomas 66: Faerin Cordova, Half-Elf Druid (Green Faith Initiate)
Dakcenturi: Silviea Beltriece, Human Witch (Hedge Witch)
Azjauthor: Kothrin Shadowstone, Dwarf Spiritualist
Ridge: Savinien The Third, Human Oracle
J Scot Shady: Corra Aurora Noack, Human Cleric
rorek55: Arden Kain Brandt, Human Cavalier
Helikon: Lorien Lightbringer, Human Cleric (Herald Caller)
Moonwave: Lacrima, Human Druid (Lion Shaman)
Ever_Anon: Silva Nystad-Khavortorov, Human Paladin
Vanulf Wulfson: Caerwyn Callandriil, Half elf Rogue (Scout) (Post with additional information)
Havocprince: Jerehmiah Old Man Schultz, Gnome Bard (Archivist) (Post with additional information
Delightful: Chora Rogarvia, Human Sorcerer
Ellioti: Shontar Hadove, Elf Investigator
Jovich: Lord Christian D`Elagante, Human Cavalier (Daring Champion)
ScorchedOne: Taton, Human Slayer
Sunset: Sunny, Aquatic Elf Fighter (Unarmed)
Sapiens: Wilster Maddas, Halfling Paladin (Virtuous Bravo)
johnnygeeksheek: Völundr the Wild, Human Wizard
Caps: Eladan, Human Hunter
theasl: Petia Eburnus, Human Magus (Eldritch Archer)
Chapel36: Mite Medvyed, Half-Elf Slayer (Ankou’s Shadow)