Rise of the Runelords - Shadow_Fox

Game Master Shadow_Fox

Rise of the Runelords Anniversary Edition


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Shadow_Fox wrote:

Complete applications so far:

Desh Vaduva - Half-orc (mystic) slayer 1
Rîleth Mithrandir - Female Elf Bard (Archaelogist) 1
Darnassus Seldon - Male Dwarf Wizard 1
Yanusk - Half-orc Paladin (divine defender) 1
Kenric Otmarsun Neidholt - Dwarf Goliath Druid 1 -
Yalyaane - Female human (Keleshite) oracle (spirit guide) 1
Colt Warwick - Male Human Ranger 1 (Falconer/Trapper/Wild Hunter)
Alistair Fox - Male Human Fighter (high guardian) 1
Ragnarr Titan-Slayer - Human (Shoanti) barbarian (titan mauler) 1
Yunchi Bascotti - Varisian/Tian human monk 1

If I missed anyone, let me know.

Add Perri Purrun - Male Human Warpriest 1

and Ruthor Skyseeker - Male Dwarf Warpriest 1


1 person marked this as a favorite.
Eben TheQuiet wrote:

@Ariarh Kane, if Desh and Rîleth both make the cut, we should tie our fate's favored (Desna) background elements together. That could be interesting if those two had to discover why their markings match (or are so similar).

Obviously not mandatory; just something fun to consider. :)

I’m open to the idea, if we both get in and the GM is okay with the hook. :)


Applicants:

Desh Vaduva - Half-orc (mystic) slayer 1
Rîleth Mithrandir - Female Elf Bard (Archaelogist) 1
Darnassus Seldon - Male Dwarf Wizard 1
Yanusk - Half-orc Paladin (divine defender) 1
Kenric Otmarsun Neidholt - Dwarf Goliath Druid 1 -
Yalyaane - Female human (Keleshite) oracle (spirit guide) 1
Colt Warwick - Male Human Ranger 1 (Falconer/Trapper/Wild Hunter)
Alistair Fox - Male Human Fighter (high guardian) 1
Ragnarr Titan-Slayer - Human (Shoanti) barbarian (titan mauler) 1
Yunchi Bascotti - Varisian/Tian human monk 1
Perri Purrun - Male Human Warpriest 1
Ruthor Skyseeker - Male Dwarf Warpriest 1

24 hours to deadline.


May Desna smile upon all the applicants! Ha, does that mean Vesh and Rîleth have the advantage? :D


Only if you assume a deity frequently seen as pushing for new experiences and positive growth is that close-minded . . .. <evil grin>


Lol. Yeah, I’m guessing there’s only one set of greater hands on the wheel of this decision. Good luck, everyone. Hope to see you on the other side. :D


Best of luck to everyone. :)


Shel is reporting for consideration, please.

She’s a skill monkey type, can help in melee a bit, and can help with face skills. She’s a bit bossy in dungeons, and wants to take on the responsibility of keeping her friends safe down there.

I can make any changes that might help the group, if selected.

Thanks for the consideration. Good luck to everyone who has submitted.


Presenting Zerduinledir, the Chronomancer Wizard Gnome! Good luck to everyone!

Personality:
Zerduinledir doesn't mean to be short with people, it's just that he feels his mental energy is better spent elsewhere. He's cordial enough to those he needs to earn favor with, but the shorter the conversation the better. His focus has been on continuing his late-father's work, and it's fairly easy for him to turn any casual conversation into discussion of schematics and theories. All that aside, Zerduinledir tries to find time at the end of each day for at least a few moments with a warm mug of tea.

Image for reference

Appearance:
While on the shorter side for a gnome, Zerduinledir's large bright blonde hair gives him at least two or three more inches. Too busy with his studies to keep up with grooming, his beard, mustache and eyebrows have grown quite bushy, surrounding his piercing blue eyes. For Zerduinledir, snacking and tinkering go hand-in-hand, and his body has grown outward accordingly. His well tailored clothing often ends up covered in grease and oils, but he always cleans them for any important outings.

Crunch:
Zerduinledir - Gnome Wizard (Chronomancer) lv1

ECL: 1
Alignment: Neutral Good
Size: Small
Land Speed: 15 ft / round (red.)

HP: 8
XP: 0

STR: 8 (-1)
DEX: 14 (+2)
CON: 12 (+1)
INT: 17 (+3)
WIS: 8 (-1)
CHA: 11 (+0)

Fortitude: +1
Reflex : +2
Will : +1

AC Normal : 13
AC Touch : 13
AC Flat-Footed: 11
Armor : -
Shield: -

BAB: +0
Initiative: 6
CMB: -2
CMD: 10

-- Attacks --
* Crossbow, Light (+3, 1d6, 19-20/x2)
* Dagger +0 (1d3-1/19-20x2)

-- Items in Backpack --
* Crossbow, Light (x1, 2 lb.)
* Bolts (x10, 1 lb.)
* Dagger (x1, 0.5 lb.)
* Outfit, Artisan's (x1, 4 lb.)
* Backpack (x1, 2 lb.)
* Bedroll (x1, 5 lb.)
* Belt Pouch (x1, 0 lb.)
* Flint and Steel (x1, 0 lb.)
* Ink (x1, 0 lb.)
* Inkpen (x1, 0 lb.)
* Iron Pot (x1, 4 lb.)
* Mess Kit (x1, 1 lb.)
* Soap (x1, 1 lb.)
* Spell Component Pouch (x1, 2 lb.)
* Waterskin (x1, 4 lb.)
* Spellbook, wizard's (x1, 3 lb.)
* Rations (x5, 3 lb.)
* Torch (x10, 0 lb.)

-- Items in Storage --
[no items]

-- Carrying Capacity --
Light Load : 19 lb.
Medium Load: 41 lb.
Heavy Load : 60 lb.

-- Money --
0 pp, 11 gp, 0 sp, 0 cp

-- Magic Items Worn --
Head : -
Headband : -
Eyes : -
Neck : -
Shoulders: -
Chest : -
Wrists : -
Hands : -
Ring #1 : -
Ring #2 : -
Body : -
Belt : -
Feet : -

-- Skills --
Acrobatics : -1 = 0 + +2 + -3
Appraise* : +7 = 1 + +3 + +3
Bluff : +0 = 0 + +0 + +0
Climb : -4 = 0 + -1 + -3
Craft* : +3 = + +3 + +0
Craft (alchemy)* : +9 = 1 + +3 + +5
Diplomacy : +0 = 0 + +0 + +0
Disable Device : -1 = 0 + +2 + -3
Disguise : +0 = 0 + +0 + +0
Escape Artist : -1 = 0 + +2 + -3
Fly* : +1 = 0 + +2 + -1
Handle Animal : +0 = 0 + +0 + +0
Heal : -1 = 0 + -1 + +0
Intimidate : +0 = 0 + +0 + +0
Knowledge* : +3 = + +3 + +0
Knowledge (arcana)* : +8 = 1 + +3 + +4
Knowledge (engineering)*: +9 = 1 + +3 + +5
Knowledge (history)* : +4 = 0 + +3 + +1
Linguistics* : +3 = 0 + +3 + +0
Perception : +1 = 0 + -1 + +2
Perform : +0 = + +0 + +0
Profession* : -1 = + -1 + +0
Ride : -1 = 0 + +2 + -3
Sense Motive : -1 = 0 + -1 + +0
Sleight of Hand : -1 = 0 + +2 + -3
Spellcraft* : +7 = 1 + +3 + +3
Stealth : +3 = 0 + +2 + +1
Survival : -1 = 0 + -1 + +0
Swim : -4 = 0 + -1 + -3
Use Magic Device : +0 = 0 + +0 + +0
[total mod = ranks + ability + misc.]

-- Class Features / Racial Traits --
* Academician (Knowledge (engineering))
* Cantrips
* Eternal Hope
* Forewarned
* Keen Senses
* Languages
* Low-Light Vision
* Pyromaniac
* Rewind
* Shift (Su)
* Summoner's Charm (Su)
* Temporal Pool (Su)
* Weapon Familiarity
* Wizard's Weapon Proficiencies

-- Feats --
* Improved Initiative
* Scribe Scroll

-- Traits --
* Artisan (Craft (alchemy))
* Scholar Of The Ancients
* Tireless Logic

-- Spells --

- Wizard -
Arcane Spell Failure: 0%
Specialization: Teleportation (Conjuration)
Forbidden School(s): Evocation, Necromancy
Prepared Spells
Cantrips (Cantrips per day: 3)
Acid Splash [Acid] [Unlimited]
Detect Magic [Unlimited]
Mage Hand [Unlimited]
Spell Level 1 (Spells per day: 2)
Color Spray [Mind-Affecting] x1
Heightened Awareness x1
[S] Summon Minor Monster x1

Known Spells
Cantrips
Resistance
Acid Splash
Detect Magic
Detect Poison
Read Magic
Daze
Dancing Lights
Flare
Light
Ray of Frost
Spark
Ghost Sound
Haunted Fey Aspect
Bleed
Disrupt Undead
Touch of Fatigue
Mage Hand
Mending
Message
Open/Close
Arcane Mark
Prestidigitation
Spell Level 1
Grease
Mage Armor
Summon Minor Monster
Anticipate Peril
Heightened Awareness
Color Spray

-- Languages --
Common, Draconic, Elven, Gnome, Goblin, Sylvan

-- Appearance & Background --
3' 3", 42 lb., Age: 48
Eyes: Blue, Hair: Blonde, Skin: Fair
Deity: Brigh, Homeland: - Whistledown


Backstory:

"Ox" Kowalski (ever since adopting the 'insulting' nickname, he's refused to answer to Hubert) has never been satisfied with the fate destiny seems to have in mind for him. Born on a farm deep in the heart of darkest Ustalav, it was his fate to work on the fields as his family had for generations. His mother, Lena Kowalski, was the daughter of a poor farmer. He never knew his father, a wandering Varisian, who abandoned both him and his mother. Instead, his grandfather, Andrezj, was like a father to him. His mother did marry but only when he was old enough to work. After butting heads time and time again with his stepfather, it was with his grandfather that he would stay. On a farm that had been in his family for generations he was born. And in that provincial village clustered amidst a dreary forest it seemed that he would live and die without every having set foot outside.

A precocious youth, his curiosity knew no bounds and his mother and grandfather were quickly driven to madness by his endless questions. Unfortunately, with no education and a life spent on a farm, his guardians answers left him badly wanting. He did learn, first eagerly and then grudgingly, the practical lessons of tilling fields, growing the correct crops, what pests to watch for, and more in an endless lesson reinforced by backbreaking labor. The drudgery of the life drove him mad and he swore he would escape when he could. As he grew older, he grew bigger. Bigger then any other boys his age. And bigger then the men too by the time he was sixteen. He was mercilessly teased and called the 'big dumb ox' more times then he could count. Driven to silence by the hostility and his own reluctance to use his strength, he simply accepted the mocking name with a shrug. But for any with eyes to see, Hubert was not stupid. In fact, a keen mind hid behind his beady eyes and it dreamed of escaping his life as a farmer.

Fate intervened before he could take it into his own hands. From the depths of murkiest forest came the giants. Big as he may be, Ox is no giant. And before their terrible rage and overwhelming power, he could do nothing but flee in terror with his family. Overcoming his own terror, he saw his mother and grandfather to safety but the Kowalski farm -his grandfather's farm- was brutally destroyed. With their livelihood destroyed and with no way of knowing if the brutish giants would return, the Kowalski's left Ustalav with their meager possessions in tow.

Forced to scrap by, the still young Ox was forced to labor wherever and whenever the opportunity arose. With his natural size and strength, he found himself called to serve as a guard despite his reluctance. Badly needing the meager pay, he acquiesced. He didn't care for it, but the first time that a group of toughs walked away rather then try and tangle with his broad shoulders and meaty arms, a glimmer of something awoke. The memories of the giant's attack and his own inability to respond rankled and he started doing everything in his power to learn to fight. And in particular, how to ensure that no giants would again be able to wreak such terrible destruction if he could have a say.

Despite his impoverished upbringing, Ox thirsted for knowledge that had been long denied to him. He traded chores to learn to read and write from his fellow caravanners. It was his good fortune that when he was ready to escape the gloom and dark dangers of cursed Ustalav that he took the opportunity to seek work escorting academics bound for Magnimar. Eager as he was to escape the cursed forest of his homeland, the real draw was the opportunity to be near (if ignored) by men who devoted their lives to learning. He took every opportunity he could to listen in to their conversations. When he could, he would sneak looks at their writings. And most of all, he sought to watch Professor Petre Reduva work his alchemical magic.

Fascinated by the precise measurement, careful study, and thoughtful experiments of the Professor, Ox had found a passion. One that was completely out of his grasp. Stubborn to a fault, he redoubled his efforts to be near as possible to the professor. He traded away some of his goods and his already meager pay to change his duty shifts. He overcame his natural shyness to be polite to the professor. He snatched at every opportunity to read over the man's shoulder. Bemused by the brutish guard's infatuation with the subject, Reduva took pity on him and gifted him an old textbook and some basic supplies. When they would stop for the night, he would answer questions and explain theory whenever his own work allowed. Ox, for his own part, found that for the first time in his life he had something beyond mere survival that he could work towards and draw inspiration from.

At Magnimar, the two parted ways. Ox had proved an able student and had gained a rudimentary understanding of the alchemical arts. Still lacking the skill and capital to start working as a professional, he signed up to a series of caravans that passed through Sandpoint. Over the past year, he's been in and out of the city and has finally saved enough to consider stopping his work as a caravan guard. Rumors of giants in the area have drawn him to stay in the city. The anger and pain of his families exodus still lurks behind his dark eyes. In Sandpoint, cheerful and welcoming, he will stay while he decides what course his life will now take.

Appearance:

"Ox" Kowalski deserves his adoptive moniker. At six foot three inches, he towers above most in Varisia, Ustalav, and further abroad. Even among those near his height, few are as brutishly thick of arm and body. With his squashed face (his nose having been broken at least twice) and relatively beady eyes, he will never win any contests of looks. But to those who keep looking and see beyond his brutish facade, see the hawkish intensity of his grey-green eyes. The many small burn scars on his hands seem out of place, until you see him hunched over his alchemy table hard at work.

This portrait should give a feel. Just think of it without the finery and looking like a caravan guard.

Personality:

Ox is used to being misjudged. Thick of arm, thick of leg, and thick of gut with scars and a squashed nose, he doesn't inspire those who see him to think of a practicing alchemist and a bright young man. Thug, brute, dumb laborer: these are the more likely names to be attached to him. For his own part, he's come to terms with it. He is what he is, and he can't change that. So he simply lets people assume what they want and goes about things as he wishes. He's content to be left alone and to do what he wants. This isn't to say that he doesn't enjoy company. He simply wouldn't think to seek it out without being prodded. His first thoughts wouldn't be to join his companions around the fire after a meal, but to retire and work or read. This is how it's always been, for him, and it's not a time to be changing what has worked.

The plan is to take 1 level of fighter and then investigator for all levels thereafter. With extracts, heavy armor, mutagens, and studied combat he should be an effective front line fighter who can bring some other utility. I'll probably be taking the Lamplighter archetype (appropriate for a guard) and focusing on fighting with a 2H weapon. If the party needs someone to deal with traps, I might take Empiricist instead (which also seems appropriate thematically). I used a quick crunch below for recruitment, but you can get a feel for how it'll look by checking in the profile.

Crunch:

"Ox" Kowalski
Male human (Varisian) fighter 1
LG Medium humanoid (human)
Init +2; Senses Perception +1 (+2 vs. giant subtype creatures)
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 12 (1d10+2)
Fort +5, Ref +0, Will +3
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +4 (1d4+3/19-20) or
. . greatsword +4 (2d6+4/19-20) or
. . warhammer +4 (1d8+3/×3)
Ranged sling +1 (1d4+3)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 16, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 14
Feats Iron Will, Power Attack
Traits giant slayer, life of toil, reactionary
Skills Acrobatics -4 (-8 to jump), Bluff -1 (+0 vs. giant subtype creatures), Climb +3, Craft (alchemy) +7, Knowledge (local) +4, Knowledge (nature) +4, Perception +1 (+2 vs. giant subtype creatures), Sense Motive +1 (+2 vs. giant subtype creatures), Swim +3
Languages Common, Elven, Shoanti, Skald, Varisian
Other Gear scale mail, heavy wooden shield, dagger, greatsword, sling, sling bullets (20), warhammer, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 13 gp, 8 sp
--------------------
Special Abilities
--------------------
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.


bowing out, good luck to all.


I present to you Leos Valens, a young Korvosan priest of Irori.

Crunch:

NAME Leos Valens
CLASS Cleric (Irori)
RACE Human (Chelish)

STR 14 INT 10
DEX 12 WIS 16
CON 13 CHA 10

BAB +0
HP 13 (1d8)
Fort +6 | Reflex +1 | Will +5

OFFENSE
Longspear +2 to hit, 1d8+3, 10ft reach, piercing
Gauntlet +2 to hit, 1d3+2, blunt
Unarmed +2 to hit, 1d3+2, lethal or non-lethal

FEATS
1 Toughness
H Great Fortitude
B Improved Unarmed Strike

SKILLS
1 Sense Motive
2 Heal
H Knowledge Religion

TRAITS
1 Student of Faith (+1 CL to cure spells, +1 trait bonus to channel energy DCs)
2 Life of Toil (+1 trait bonus to fortitude saves)
3 Inspired (Once a day, as a free action, roll twice on a skill or ability check)

SPELLS
Prepared
0 Light, Guidance, Virtue
1 Protection From Chaos (D), Bless, Magic Weapon
Per Day
0 Unlimited
1 (3)

SPECIAL
Domain: Strength (Competition)
-Athletic Exploit (Su): As a swift action, you gain the ability to overcome physical obstacles with ease. Until the beginning of your next turn, you halve your armor check penalty when attempting Acrobatics, Climb, Escape Artist, and Swim skill checks, and you gain a bonus equal to 1/2 your cleric level (minimum +1) on such skill checks.
Domain Spells: 1 - jump |
Domain: Law
-Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1 — protection from chaos |
CLERIC
-Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
-Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
-Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
-Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
-Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
-Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
-Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
-Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
HUMAN
-+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. -Bonus Feat: Humans select one extra feat at 1st level.
-Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
-Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Gear (11.7gp)(57 lbs)
Weapons: Longspear (9), Gauntlet (with holy symbol)
Armor: Scalemail (30)
Other: Backpack (2), bedroll (5), belt pouch (0,5), flint & steel, spell component pouch (2), waterskin (4), holy symbol, hooded lantern (2), pint of oil x2 (2), scroll of Bless x1, alchemist fire x1 (1)

Carrying capacity: light load (58 or less), medium load (59-116), heavy (117-175)

Background:

Korvosian by birth, Leos grew up knowing that no matter the threats facing Korvosa, his family, or him, Asmodeus watched over all of them. After all, that’s what his parents told him, and what parent would lie to their child?

As a teen, young and naive Leos aspired to join the church of Asmodeus. The gleaming black-and-red armor of the devout, the awe-inspiring mastery over fire and smoke of the priests, and the fantasy of being in control over those around him so he might live a life of luxury and splendor rotted his teen mind to such a degree that it took a life-changing event to snap him out of it.

That event took place when he was sixteen. His father, a Korvosan naval officer, invited his family to watch the return of the warship The Intrepid. The ship had been sent north to subdue the growing barbaric presence along the coast and came back home triumphant. Everyone burst into applause and cheers when the boarding plank went down, and the victorious soldiers and officers came on marching down. Then, where others experienced ecstasy, Leos experienced a sense of dread. Chained and stripped of their dignity, a group of men, women, and children were presented to the crowd as spoils of war. This sight haunted the young adolescent and that night he couldn’t sleep.

The clumped locks of hair of the young children, the bruises and stains that were best not identified that dotted the women, the hopelessness in the eyes of the men, knowing they had failed the ones they loved, it drove Leos to action. Stupid, brass, and not thinking clearly, he donned his father’s naval attire and attempted to free some of the slaves. Of course, he failed, but young Leos was brought back home by a friend of his father. The judgment came in the form of a choice: confess to the magister, or leave town and never use the last name Valens again. The choice was simple. Blessed with some coin by his mother, a set of stolen books from his father’s library, and a set of clothes and a backpack, he left Korvosa. He hasn’t returned since.

In the years that followed, the young man took whatever job came his way to ensure his stomach wouldn’t go empty. He met and discovered many new wondrous people and many new facets of suffering and sources of indignity. Whilst traveling north with a caravan to Magnimar, Leos met with a group of Kintargan exiles. Amongst there were some followers of an exotic distant God who preaches discipline and self-perfection. One of their sayings, “it’s okay to lose others, but never lose yourself”, stirred up something in his soul and he ended up staying with them for months in Magnimar. Whether it was his dream to see more of Varisia or the fact the young Kintargan beauty repeatedly denied his advances only to find love in another person, Leos left Magnimar.

Leos took it upon himself to see all the holy sites Varisia had to offer. Whether it would be a journey of discovery or rediscovery, he did not know, but a gift from the Irorians, a manuscript titled Unbinding The Fetters, would guide him on this venture.

Upon learning about the upcoming consecration of a newly built cathedral in Sandpoint, Leos ventured to the little town, unknowing to the implications of the decision.

Appearance:

Of average height and sporting a Chelish nose and chin, Leos inadvertently radiates the infamous haughty nature of the Empire. Long black hair is slicked back and kept in place with oils and hairbands. The curse of the traveler, Leos is rarely able to sit down in front of a mirror on a daily basis and shave, so he tends to sport something that’s in between stubble and a beard, but his young age is keeping him from growing a full beard.

Young and athletically built, Leos walks with vim and studies the world around him with eyes hungry for knowledge and wisdom.

Although he tries to keep his clothes somewhat plain and simple, Varisian culture has rubbed off on him. His coat is a vibrant red with interwoven threads of golden yellow and is Leos’s nod towards Vudrani culture in a rather desperate attempt to mimick how he imagines Irori would dress. Were the God to ever visit Varisia, that is. The coat is kept in place by a lengthy sash that is decorated with various Varisian and Korvosan symbols that bestow protection upon the wearer. A scarf knitted by Shoanti spirit callers (or so the merchant told and promised him) doubles as a layer of warmth and a make-shift pillow.

Personality:

Adrift yet afloat, Leos fills his cup with positive thoughts whenever it threatens to go empty. Sure, the world isn’t perfect, but with the teachings of Iroro, perhaps one day it might be? And what about Sarenrae’s warmth? And Desna’s protection? He answers life’s rough answers with positive questions and actively tries to find equally positive answers.

Whilst self-indulgent, being a rough and untutored Irorite and all that, Leos can be an attentive listener and a pleasant conversationalist. Blinded by youthful dreams and energy, he is yet to master his own whimsical and bubbly nature, but he tries. Currently, he is trying to forego any and all alcohol, but when women come into play, the young Irorite struggles.

His guilty pleasure is the Chelish operetta, street-theater versions of operas, and he loves losing himself in the stories the Varisian wanderers tell. His greatest fear is losing himself to hate and drifting back into the fold of Asmodeus. A lesser fear, but a real fear nonetheless, is that of snakes. His favorite food? Halfling stew. No one can cook as a loving halfling mother can, and Leos inadvertently will start watermouthing if anyone mentions halfling food.

Inspiration and how I envision Leos.


This is Dorian Grey's submission.

I am planning on continuing his backstory; but I wanted you to have a start.

Any questions, comments, concerns are welcomed. This is my initial Animal Companion build so...

He will--eventually (4th)--be riding his AC; utilizing Outflank and Pack Flanking for attack bonuses for both. He will be melee focus; although it may take a few levels...lol.

Thank you for consideration.


Here's Spazmodeus's submission.

Inpirational image


Applicants:

Desh Vaduva - Half-orc (mystic) slayer 1
Rîleth Mithrandir - Female Elf Bard (Archaelogist) 1
Darnassus Seldon - Male Dwarf Wizard 1
Yanusk - Half-orc Paladin (divine defender) 1
Kenric Otmarsun Neidholt - Dwarf Goliath Druid 1
Yalyaane - Female human (Keleshite) oracle (spirit guide) 1
Colt Warwick - Male Human Ranger 1 (Falconer/Trapper/Wild Hunter)
Alistair Fox - Male Human Fighter (high guardian) 1
Ragnarr Titan-Slayer - Human (Shoanti) barbarian (titan mauler) 1
Yunchi Bascotti - Varisian/Tian human monk 1
Perri Purrun - Male Human Warpriest 1
Ruthor Skyseeker - Male Dwarf Warpriest 1
Shel Whispertongue - Female Halfling Unchained Rogue 1
Zerduinledir - Male Gnome Chronomancer Wizard 1
Ox Kawalski - Male human (Varisian) fighter 1
Leos Valens - Make Human Cleric 1
Barnaby Bastien Bridge - Make Gnome Hunter 1
Tuk Nimbleguts - Halfling swashbuckler (mouser) 1


Okay, thank you all for applying. I enjoyed reading your submissions. Without further ado, the players selected are:

Rîleth Mithrandir - Female Elf Bard (Archaeologist) 1
Ragnarr Titan-Slayer - Human (Shoanti) barbarian (titan mauler) 1
Perri Purrun - Male Human Warpriest 1
Shel Whispertongue - Female Halfling Unchained Rogue 1

To those selected, please report to the Discussion Thread (see Tab above). Everyone else, if someone drops out, I will be back for replacements. Thank you again!


Have a great game!


Congrats! Have fun! I had fun building my character and will definitely keep him as an idea any future campaigns.


Have fun, guys! :)


Thank you for selecting Rîleth for the game, GM. For those who didn't get in this time, I wish you the best of luck! :)


That's a classic lineup, flavor-wise! Have a great game!

Agreed, I enjoyed getting my character up to speed. :)


Good game, guys!


gratz! Have fun!


Congratulations everyone! Have fun!


Have a grand adventure!

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