Hollows Last Hope (Inactive)

Game Master Deaths Adorable Apprentice


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The small village of Falcon’s
Hollow is a wild place. Nestled
in the shadow of Droskar’s Crag, the
people of Falcon’s Hollow are hearty
and stern. Theirs is a life of hardships,
broken only occasionally by a handful
of festivals and the infrequent
merchant caravan.
They face constant adversity from
both the wilderness and the wiles of
man. Wolves nip at their heels and
cutpurses ply at their pockets. It is a
testament to their strength that they
even manage to survive at all

Third Party Materials: not keen on it but you are welcome to try to convince me of a 3pp class.
Feats: Most of the feat taxes are not a thing. Let me know which feats.
Ability Scores: 20 point buy
Classes: No Anti-paladin though a Vigilante or Vampire Hunter will struggle.
level: you start at level 1
Races: Core, Standard, Advanced are all fine. This takes place in a small town but there are a lot of caravans and travelers that pass though so there might be some strange looks outside of the core races.
Hit Points: maximum at first level, average thereafter or you can roll if you want t
Traits: two traits and no drawbacks
Alignment: no evil please and the characters can totally be prickly with each other but gotta be willing to work together.
Starting Wealth: max for your class
Home Rules: background skills,
Background: Falcons Hollow is a small town. Caravans travel though frequently but the town is miles away from any major city. You can have arrived with a caravan; you can be a local. Lone travelers are less common due to the various dangers to be found on the road, but some people get lucky. Thats up to you. If you wanna be a local I can give you some info about the locals if you want. Though I have no issue with you making people you might have ties to.

Locals info you are interested, these are just a few.:

Gonna give a few NPC's yall would be likely to know since if you are from or spend time in Falcons Hollow. Feel free to add relationships, good or bad, with people.

Gavel Thuldrin Kreed the boss of the Lumber Consortium. This man actually owns Falcons Hollow and is perfectly content to use that as he sees fit. He is known to be cruel on a whim. He has one one sun, Jurin Kreed. Kreed controls access to the High Market. Better quality foods, fabrics, ect. The leftovers go to the Low Market everyone can go to.

Boss Payden “Pay Day” Teedum the Overboss of the Lumber Consortium and Kreeds right hand man.

Magistrate Vamros Harg, Magistrate-Elect. He does his best to keep peace in the town but everyone knows he is under Kreeds thum.

Sheriff Deldrin Baleson used to be a simple lumberjack in the service of Thuldrin Kreed. He became elected Sheriff of Darkmoon Vale just a week after he smashed Payden Teedum's face with the flat side of an axe for which Teedum had tried to tax him, though Baleson had already paid for it.

Lady Cirthana Gensar, Priestess of Iomedae, leads the only temple in town but her faith is not the most popular in this frontier town.

Laurel Gebre is an herbalist and healer. She owns her own shop called Roots and Remedies. Locals go to her for healing before they go to the Iomedian chirch.

Kabran Bloodeye is a stout half-orc with blood-red eyes and is missing his nose. He is the owner of the Rouge Lady, a gambling hall which doubles as an illicit brothel.

Colbrin Jabbs is the local butcher and a veteran.

Brickasnurd Hildrinsocks owns the Goose 'n' Gander, a cavernous general store.

Kitani Eavewalker is a seamstress in town. A single monther whose daughter, Kimi, has dreams of being an adventurer like her father.

I have two players currently. One is a Wood Shaman and the other is undecided. Im hoping to get two or three players. Currently this module is the plan with the possibility of two others that follow it. So long as everyone is having funn.


Dotting. I've played this before once. If that rules me out, let me know


Dotting. Here's my concept for a Brawler (Constructed Pugilist)

Joran, Brawler/Lumberjack:
All Joran remembers about his early childhood is struggling and fighting for every thing he could to feed and clothe himself and his little sister. That would be a difficult proposition in many places, but especially on the streets of Katapesh when you have no other famiy. Like in most cases, this life led Joran and his sister to join one of the many street gangs in the city. As they grew older, Joran became more of an enforcer for the gang, and his sister learned more feminine skills which could ingratiate her into various locations and earn the gang money.

One thing the gang had their fingers in was the various criminal activities surrounding the ruk games in the Grand Colleseum. Jorans life took a turn for the better when one day he found himself in training for those very games. As he turned 14, he found himself with a larger build and stronger than many of the more experienced players. Seeing an opportunity, the gang leader pulled strings and got him on a ruk team. From that moment on, Ruk was Joran's focus. One thing in particular unique about this team was that the trainers had trained in the Temple of Irori and brought that training to the players. In this, Joran was a natural. for 4 years, he took to the training and discipline like he was born to it, and helped ensure that his team won tournament after tournament.

It all fell apart in the last few months however when Joran was asked by the gang to throw a competition and didn't. Being turned on by his team as well as his own sister, Joran fled with no particular destination in mind. Working here and there to remain fed, he found himself drifting into the town of Falcon's Hollow. Working for a short time with the Lumberjacks to earn a living, Joran quickly tired of all the politics and corruption in the town. As people of town began to grow ill, Joran saw it as a sign from Irori that his time had come to make a difference. Unfortunately, he made his discontent known to the wrong people. Before long, Joran had suffered an "accident" that cost him his right arm.

Perhaps Irori had indeed blessed him, because at the time a wandering merchant and tinker was passing through. Seeing the young man's discontent and depression, he offered him a second chance with an artificial arm, but only if Joran himself learned how to maintain it. Without hesitation, Joran spent every moment he could with the merchant, beginning to feel alive once again. Now, he is back to full and ready to help the settlement in any way he can.


I'm a new player, still learning the game but I know I'd like to play a Leshy Investigator if you'd be down with having me.


Thinking of a goblin rogue/underground chemist who is also a cook.

Sovereign Court

Couple of questions:
1. How do you feel about Rougarou?
2. Can you elaborate on what you mean by "Most of the feat taxes are not a thing. Let me know which feats." Is that a case-by case basis?


The other character will be a lunar oracle with a tiger. The oracle will be relatively front liney and martial.

Grand Lodge

Dotting

RPG Superstar 2010 Top 32, 2011 Top 4

Hi, I'm interested, never actually played any of the Falcon's Hollow games, so filling in a gap in my gaming experience would be cool.

GM, do you allow variant multiclassing?


Phillip here. I still have a bit more to go, but here is Manny. Goblin cook and brewer who plans to seize control through his mastery of food! AHAHAHHAHAHAHAHAHAHHA!

Grand Lodge

Paladin Human or Half Orc Cleric or a Human Unchained rogue?

Sczarni

I have a half orc ranger who lives on the outskirts of the woods near town that would be fun to play, I'll get one statted and posted soon

Grand Lodge

Half-Orc Blood Arcanist it is then


Wow. I got no updates of posts!

Ridge is it just this module?

Laird_Thorne interesting backstory. Lots of traveling. Are you familiar with this module? And I would need more about the "wrong people" cause losing an arm and getting to stay in town depends on who you made an enemy of

Dr Mufflesnurg I have no issues with new players and lushy's are adorable.

Phillip Gastone goblins are going to get some strange looks in town but cooking good food is a great way to break down barriers. Manny looks good.
Chapel Ty'El about the races I prefer to avoid the unknow points ones. And Andoran has a Lycanthrope problem. Resembling one or being assumed to be one is dangerous. And with the feat tax it is a case by case just because there are so many feats but the majority of them are going to be fine.

DankeSean im actually not a big fan of variant multiclassing, I preferer gestalt but this is not the game for that. Its a fun module and the ones after are also fun. First module I every GMed

Critzible not super familiar wit the Arcanist so im curious to see te class in action.

friendly sauce rangers are well suited for this module.

Everybody. Gimme some of that sweet backstory :) doesn't have to be fully fleshed out but a bit about the character


Deaths Adorable Apprentice wrote:
Laird_Thorne interesting backstory. Lots of traveling. Are you familiar with this module? And I would need more about the "wrong people" cause losing an arm and getting to stay in town depends on who you made an enemy of

I haven't figured out specifically who, but in my mind it was him complaining/talking to fellow lumberjacks and it got around. What are your thoughts on who might have been behind his issues?

Also, for the feat taxes, are you considering using Elephant in the Room changes? I definitely would agree with that and recommend it. :)

Sovereign Court

Deaths Adorable Apprentice wrote:


Chapel Ty'El about the races I prefer to avoid the unknow points ones. And Andoran has a Lycanthrope problem. Resembling one or being assumed to be one is dangerous. And with the feat tax it is a case by case just because there are so many feats but the majority of them are going to be fine.

Ah, I didn't realize it took place geographically. All's good.

I'll probably put together a Pally to submit. Probably by the end of day tomorrow.


Beer and food is all part of Manny's master plan! Muwahahaha! Maniacal laugh


Deaths Adorable Apprentice wrote:


Ridge is it just this module?

Nope! I'll be straight with you, while it's been awhile I've even played Crown of the Kobold king and Carnival of Tears . My memory is not so solid that I would know everything even if I tried, and I am quite okay with 'playing dumb', but if you prefer folks who have never played in Falcon's Hallow before, I totally get it. :)


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Laird_Thorne being a lumberjack in Falcons Follow means working for the Lumber Consortium which is run by Gavel Thuldrin Kreed. The man who owns tis town and frequently and openly abuses that power. He has no issue killing people pr having them killed by his lackies. You can survive his anger but you gotta be really lucky and have some power behind you. Tethering yourself to one of the towns notable npcs could do. If not him specifically it would likely be one of his overbosses. You can be a freelance lumberjack but those are typically muscled out or disappear.

I think I have read the Elephant in the Room thing before. I those ones are fine by me. Precise Shot & Point Blank Shot can basically be merged. Im sure there are others that can be gotten rid of but there are so many feats.

Chapel Ty'El Paladins are delightful.

MannyGoblin got agood foundation for peace there.

Ridge its not a hard no. Throw a character idea out there. I've had a blast replaying games before. and I appreciate the honesty.

Liberty's Edge

Hello...if there is still a spot open I was thinking of playing either a ranger or perhaps a druid character.


Here is Friendly Sauces Submission, Krogge. Full disclosure I was in a falcons hollow based pbp a few years ago with this same character concept that I had to drop out of, but the GM was not running any prewritten content and was just using the setting.

His background and such are in his profile


I would like to offer Avogadro for consideration.

As the caravan draws up in the small town, Avogadro's head snaps up from the daze the monotony of travel always brings.

"A town... a town means people!"

He rolls clumsily out of the caravan and somehow manages to find his feet. Unfolding is perhaps a better word than standing. Anyone that cares to observe as he stretches out his spindly limbs cannot help but think of spiders legs.

He fastidiously removes every speck of dust from his impeccable top hat, draws out a tatty looking silk rose, and delicately places the hat upon his head.

"Prepare one and all for marvels a plenty! The babies will quieten, the old-folk will gasp, your Flabbers will no doubt end up Ghasted! Come one, come all! Let all hear the news, Avogadro is in town and he is Astounding!"

He approaches a woman who scurries past with a basket of torn bedding, (Kitani) trying to avoid his attentions. "For you my dear, a flower" he hesitates "but not red for one so fair." he delicately passes his hand over the flower and it subtly changes shape, becoming more delicate and elegant, the colour fades to perfectly match the woman's eyes. "There, a true beauty." he lays the flower in her basket and steps back with a warm smile.

Alias should be complete, I just need to double check equipment. There' more background info there too. I've never played this module but I love low level content that lends itself more to roleplay.

RPG Superstar 2010 Top 32, 2011 Top 4

Deaths Adorable Apprentice wrote:


DankeSean im actually not a big fan of variant multiclassing, I preferer gestalt but this is not the game for that. Its a fun module and the ones after are also fun. First module I every GMed.

Okay, no problem, if I need to multiclass I'll do it the old fashioned way.

One other question: so the character I'm thinking of is another local lumberjack (possibly laid off from the consortium and thus in need of another means of income, so, hey, adventuring sounds nice...). I'm planning a fighter who uses axes as his main weapon, and the trait Bellis Axe Master appealed to me. Only problem is that it's regional to Bellis (thus the name). Since Falcon's Hollow is another lumberjacky region in Andoran, would it be okay to waive the super specific regional requirement, and just call it 'Darkmoon Vale Axe Master' or something like that instead?

Sczarni

you could always be from Bellis but now reside in Darkmoon vale?


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Manny used to be a pretty miserable goblin. His tribe had been overrun by orcs and enslaved to be used as menial labor and cannon fodder. Life was tough all over even for Manny, being the only goblin who could rub two potatoes together and get something good, he was tossed into what passed as a kitchen and was threatened to be turned into stew if he didn't make their meals. Stupid orcs had no appreciation for his hard work making food and booze. They just shoved everything into their maws and guzzled booze before Manny could make it super dooper! (Well, Manny did that as well and so did the other goblins but they at least apricated a good hard cider!) So Manny got fed up and stuffed his cauldron full of alchemist's fire and ran away after it blew everything right into the sky!
He managed to make it to Falcon's Hollow and convinced the innkeeper to let him haul trash and clean up in exchange for a sleeping place. Manny started liquoring up everyone so they could see his genius and got promoted to cook! Manny is much happier now and makes food while running a still out back. All of this is part of his master plan! He'll become the best cook and brewer ever and then he'll be in charge! The one who controls the spice controls the universe controls the booze controls the town! Only game in town! Chief Goblin Manny! MWAHAHAHAHAHAHAHA!


Got the background done.

Slight alteration, svetlanas curse is legalistic, but more fae themed then devil themed. There are after all several interpretations of fae that are extremely legalistic as well.

After stumbling through the door of Iomedaes temple carrying 2 merchants, she inadverdently (cha 17 fanglord) caused many a "Nyaa" joke, she recovered, did some patrolling, more hunting, and considerably increase the pallette of meat available in the butchery.

Various kids in the city have come up with an elaborate legal system determining who gets to play with the tiger on which days. Sir Pounce is getting on some weight because kids have no concept of having a tiger not overeat.


Hello 2 legs! I, Sir Pounce, also known shall assist you by eating things, as long as they are reasonably tasty. You may now dispense some tummy rubs.

Grand Lodge

Tevaga Three-Eyes:
Tevaga Three-Eyes
Half-Orc level 1st Arcanist( Blooded) Diety:
age:20 Hgt:6’5" Wgt:276 Hair: Black Green Eyes: Yellow Ethnicity: Jade Green
Languages:Orc,Common, Giant, Draconic, Goblin,Slyvan
Str:14 Dex:10 Con:14 Int:16 Wis:10 Cha:14
Init:+0 HP:8 (1d6+2)
BAB:+0 melee: +2, Ranged:+0]
CMB:+2
CMD:12(10+0(bab)+2`(Str)+0(dex))
AC:11(10+1(Natural)+0(dex)) [Mage Armor AC15, Mage Armor w SHield AC19]

Fort:+3[0+2(Con)+1(Tat)
Reflex:+1[0+0(Dex)+1(Tat)]
Will: +3[2+0(Wis)+1(Tat)]
Traits:
Mutant Eye:One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life.
Benefit(s): You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.
Suspicious:You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others.
Benefits: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class

Weapons:
Melee:+2
Sickle +2 1d6+2 Crit:x2 - 2pd Slashing
Daggers(1)+2 1d4+2 Crit: 19-20/x2 10ft. 1pd Piercing
Club +2 1d6+2 Critx2 10pd 3pd Bludgeoning

Ranged:+0
Sling +0 1d4+2 Crit x2 50ft Bludgeoning
Ammo: 10 bullets 1pds

Feats: Extra Exploit: Familiar, Endurance*
Level:
Skills:6 (2+3(int)+1) Background:2
Know(Arcana) +7[1+3(Int)+3]
Know(Nature} +7[1+3(int)+3]
Linguistics +7[1+3(int)+3]
Perception +1[1+0(Wis)]
Sense Motive+7(+9)[1+0(Wis)+3[+5](Trait)+3]
Spellcraft +7[1+3(Int)+3]

Background:
Craft(clothing)+7[1+3(Int)+3]
Profession(Cook)+4[1+0(Wis)+3]

Weapon and Armor Proficiency:
Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spellcasting:
An arcanist casts arcane spells drawn from the sorcerer/wizard spell list. An arcanist must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.

To learn, prepare, or cast a spell, the arcanist must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against an arcanist’s spell is 10 + the spell’s level + the arcanist’s Intelligence modifier.

An arcanist can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcanist under “Spells per Day.” In addition, she receives bonus spells per day if she has a high Intelligence score.

An arcanist may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new arcanist level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Arcanist Spells Prepared. Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells an arcanist can prepare.

An arcanist must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcanist decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).
Spellbook:
An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).
An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards‘ or other arcanists’ spellbooks to her own.

Cantrip:
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on Table: Arcanist Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Arcane Reservoir:4/day
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Arcane Exploits:
By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
Consume Spells:
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.

Bloodline:
A blood arcanist selects one bloodline from those available through the sorcerer bloodline class feature. The blood arcanist gains the bloodline arcana and bloodline powers of that bloodline, treating her arcanist level as her sorcerer level. The blood arcanist does not gain the class skill, bonus feats, or bonus spells from her bloodline.
If the blood arcanist takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of her classes must change. Subject to GM discretion, the blood arcanist can change her former bloodline to make them conform.
This ability replaces the arcanist exploits gained at 1st, 3rd, 9th, and 15th levels, as well as magical supremacy. A blood arcanist cannot select the bloodline development arcanist exploit.
Orc Bloodline:
Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.
Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.

Racial Abilities:
Ability Score Modifiers: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Darkvision:Half-orcs can see in the dark up to 60 feet.
Orc Blood:Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo:Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman’s Apprentice:Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Equipment:
Arcanists Kit: 21 gp, 34 pd
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because an arcanist begins play with a spellbook and does not need to purchase one.
Grooming Kit 1gp, 2lbs
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

Scrivener’s Kit 2gp 1pd.
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.

Shaving Kit: 15gp 1/2pd
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.

Artisans’ Tools (Tailors/Seamstress tools)

Hammock
Hemp Rope
Map/Scroll Case

Courtesans’ Outfit 8gp, 4lbs
This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.

Explorer’s Outfit:
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Magic gear:
PP-
GP- 6
SP-
CP-
Spells per day:
1-3 [2+1]
2- [+1]
3- [+1]
4-
5-
6-
7-
8-
9-

Spells Memorized:
0- 4(Spark,Mending,Mage Hand,Ray of Frost)
1-2(Mage Armor, Endure Elements)
2-
3-
4-
5-
6-
7-
8-
9-

Spell Book:
0: Resistance, Acid Splash, Detect Fiendish Presence Detect Magic, Detect Poison,Read Magic, Daze, Breeze, Dancing Lights, Flare, Light, Penumbra, Tay of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue,Mage Hand, Mending, Message,Open/CLose,Scrviners Chant, Arcane Mark, Prestidigitation
1:Mage Armor, Shield, Magic Missile, Endure Elements, Identity,True Strike

Familiar: Bush the Pertifern
Pertifern grants +1 Natural AC to its master
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
This tiny, unassuming tree is shaped like a miniature person, with branches for arms and roots for feet.

Bush [Petrifern]
XP 65
N Diminutive plant
Init –1; Senses blindsight 30 ft.; Perception +0

DEFENSE

AC 15, touch 13, flat-footed 15 (–1 Dex, +2 natural, +4 size)
hp 5 (1d8+1)
Fort +3, Ref +1, Will +0
Defensive Abilities self-petrification, toxic secretion; Immune plant traits

OFFENSE

Speed 20 ft.
Melee slam +0 (1d2–4)
Space 1 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 9, Con 13, Int 6 Wis 6, Cha 9
Base Atk +0; CMB –5; CMD -1

SPECIAL ABILITIES

Self-Petrification (Ex)
A petrifern can petrify itself as a standard action in order to defend itself from predators. When it does so, the petrifern’s natural armor bonus to AC increases by 5, it gains resistance 10 to cold and fire, and it can take 20 on Stealth checks to appear as a sprout or fallen tree branch. While petrified, the petrifern can’t move or take any actions. A petrifern can remain petrified indefinitely, and it can cease its petrification as a standard action.

Toxic Secretion (Ex)
Petriferns secrete a bitter toxin meant to make them distasteful to predators. Once per day when a creature touches a petrifern, the plant can release its toxin, causing the attacker to become sickened for 1d4 rounds if it fails a DC 11 Fortitude saving throw. The save DC is Constitution-based.

ECOLOGY

Environment any forest
Organization solitary, pair, or bundle (3–12)
Treasure none

The petrifern is an unusual plant creature that resembles a small, humanoid-shaped fern. It is able to walk about on its roots. A petrifern has the unusual ability to petrify itself at will, hardening its branches and leaves to resemble those of a plant that has been fossilized by natural means. Its chemical makeup not only allows it to petrify itself but also doubles as a toxin that the plant can emit from its foliage when it senses danger.

Like all plants, petriferns subsist on oxygen, sunlight, and water. But unlike most flora, they can relocate themselves to ensure they always receive an abundance of nutrients. Once rooted, a petrifern typically petrifies itself until either the nearby soil is depleted of nutrients or external factors cause it to seek sustenance elsewhere.

Petriferns reach a maximum height of 1 foot and weigh up to 3 pounds.

History/Background:

Hopefully, this wanna-be seamstress can find a new life in Andors backwoods. Away from a lot of looks.


Daniel Stewart sure! throw something at the wall and see if it sticks. Druids are fun.

Krogge sounds like an interesting bloke. Honestly I just wanna hug and give him soup.

Avogadro the Astounding seems wildly entertaining. Can't say I have had a traveling in a game before. Is the familiar a raven or a seagull? Either or certain is totally fine. Just curious.

DankeSean That trait can work for Bellis or just Darkmoon Vale. The arm of the Lumber Consortium can be found there, with a differnt Gavel though. Lots of transient/season lumberjacks. But it can be taken without you being from Bellis.

MannyGoblin I can totally respect the blowing up te cauldron. And working your way up to cook/brewer is a solid option.

Svetlana "Tigress" Ulyanova fat tiger means more belly to rub.

Critzible that is a text wall! The third eye is a fun one. Also needs soup and a hug!


Getting more folks than I expected. I think I'll keep it open till Friday that way I have the weekend to make the hard picks. With hopefully a selection by monday or tuesday.

Grand Lodge

Chicken Noodle and A hug does sound nice


Deaths Adorable Apprentice wrote:
DankeSean That trait can work for Bellis or just Darkmoon Vale. The arm of the Lumber Consortium can be found there, with a differnt Gavel though. Lots of transient/season lumberjacks. But it can be taken without you being from Bellis.

Excellent, then with that established I'm good to present, just needed to be sure on a town of origin before writing up his backstory. Here's Jenkin.


Well, my laptop has died (looking into it) and that's gonna slow me down anyway for the next week or longer so I think I'll step out. Besides, some amazing concepts here. Good luck all :)


Well, I think I have Joran together.

Joran:
Joran
Male human (Keleshite) brawler (constructed pugilist) 1 (Pathfinder Player Companion: People of the Wastes 8, Pathfinder RPG Advanced Class Guide 23)
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 11 (1d10+1)
Fort +3 (+2 trait bonus vs. poison or drugs (+4 to avoid effects of alcohol)), Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +5 (1d6+4) or
. . handaxe +5 (1d6+4/×3) or
. . unarmed strike +5 (1d6+4)
Ranged sling +3 (1d4+4)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 11
Base Atk +1; CMB +5 (+7 grapple); CMD 17 (19 vs. grapple)
Feats Dirty Fighting, Improved Grapple, Improved Unarmed Strike
Traits armor expert, iron liver
Skills Acrobatics +5, Climb +7, Knowledge (local) +6, Knowledge (nature) +1, Linguistics +1, Perception +5, Profession (woodcutter) +5, Survival +1 (+3 on Survival checks to avoid becoming lost); Racial Modifiers +2 Knowledge (local)
Languages Common, Elven, Kelish, Vudrani
SQ brawler's cunning, constructed limb, limb modification (shielding limb), martial training, wayfarer
Combat Gear oil of shillelagh, thunderstone;
Other Gear lamellar (leather) armor[UC], club, handaxe, sling, sling bullets (20), backpack, bedroll, belt pouch, belt pouch, flint and steel, hemp rope (50 ft.), hot weather outfit[APG], mess kit[UE], torch (10), trail rations (5), waterproof bag[UE], waterproof bag[UE], waterskin, 14 gp, 6 sp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Constructed Limb (Ex) Special prosthetic limb gains all the benfits of unarmed strikes and can be upgraded as a magic weapon.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Shielding Limb Gain +2 shield bonus to AC with limb. This bonus is lost when you lose your Dex bonus to AC.
Wayfarer +2 racial bonus on Survival checks to avoid becoming lost.

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Background
All Joran remembers about his early childhood is struggling and fighting for every thing he could to feed and clothe himself and his little sister. That would be a difficult proposition in many places, but especially on the streets of Katapesh when you have no other famiy. Like in most cases, this life led Joran and his sister to join one of the many street gangs in the city. As they grew older, Joran became more of an enforcer for the gang, and his sister learned more feminine skills which could ingratiate her into various locations and earn the gang money.

One thing the gang had their fingers in was the various criminal activities surrounding the ruk games in the Grand Colleseum. Jorans life took a turn for the better when one day he found himself in training for those very games. As he turned 14, he found himself with a larger build and stronger than many of the more experienced players. Seeing an opportunity, the gang leader pulled strings and got him on a ruk team. From that moment on, Ruk was Joran's focus. One thing in particular unique about this team was that the trainers had trained in the Temple of Irori and brought that training to the players. In this, Joran was a natural. for 4 years, he took to the training and discipline like he was born to it, and helped ensure that his team won tournament after tournament.

It all fell apart in the last few months however when Joran was asked by the gang to throw a competition and didn't. Being turned on by his team as well as his own sister, Joran fled with no particular destination in mind. Working here and there to remain fed, he found himself drifting into the town of Falcon's Hollow. Working for a short time with the Lumberjacks to earn a living, Joran quickly tired of all the politics and corruption in the town. As people of town began to grow ill, Joran saw it as a sign from Irori that his time had come to make a difference. Unfortunately, he made his discontent known to the wrong people. Before long, Joran had suffered an "accident" that cost him his right arm.

Perhaps Irori had indeed bledded him, because at the time a wandering merchant and tinker was passing thorugh. Seeing the young man's discontent and depression, he offered him a second chance with an artificial arm, but only if Joran himself learned how to maintain it. Without hesitation, Joran spent every moment he could with the merchant, beginning to feel alive once again. Now, he is back to full and ready to help the settlement in any way he can.

Sovereign Court

Took me a little longer to hammer out some background details but I settled on kind of a blank slate. I included Power Attack under feat taxes but that can easily be altered.

Omnal
Male Ghoran Paladin (Sacred Shield/Warrior of Holy Light) of Halcamora 1
LG Medium Plant

Statblock:

Init +1; Senses Perception +5;

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

AC 21, Touch 11, Flat-Footed 20 (+6 armor, +2 shield, +1 dex, +2 natural)
HP 15 (1d10+5)
Fort +4; Ref +1, Will +2
Weaknesses Light dependent
--------------------
Offense
--------------------

Speed 20 ft in armor
Melee battleaxe +4 (1d8+3/x3)
…cold iron gauntlet +4 (1d3+3/x2)
Ranged sling +2 (1d4+3/x2)
Special Attacks bastion of good 1/day
Spell-Like Abilities (CL 1st; concentration +3)
1/day—detect evil, detect poison, goodberry, purify food and drink
--------------------
Statistics
--------------------

Str 17, Dex 12, Con 14, Int 9, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 15
Feats toughness
Feat Tax power attack
Skills Diplomacy [1] +6, Perception [1] +5
Background Skills Handle Animal [1] +6, Profession (winemaker) [1] +4
Languages common, sylvan
Traits Combat: Armor Expert, Social: Seeker
SQ aura of good, code of conduct, ghorus seed, disgusting
Favored Class +1 Skill
Combat Gear
Other Gear battleaxe, cold iron gauntlet, sling, sling bullets (10), breastplate, heavy wooden shield, masterwork backpack, cheap holy text, iron pot, mess kit, rope, waterskin, wooden holy symbol of Halcamora, trail rations (5 days), sunrod (2), belt pouch containing 9 gp 2 sp

Bastion of Good (Su): At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day. This ability replaces smite evil.3

Disgusting (replaces Delicious & Past-Life Knowledge):Some ghorans’ link to their past lives becomes corrupted, causing their taste to become particularly disgusting. Such ghorans gain a +2 racial bonus on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability. This racial trait replaces delicious and past-life knowledge.

Background:

“And what shall you do now, hmm?” A voice like that of leaves rustling in the wind cooed. “Will you continue on the path that I have walked? Or will you find your own way in the world?”

The owner of the voice peered up at the sky as rays of sunlight pierced the canopy above. More than just feeling the warmth, the ghoran, Lume, could feel the sun nourishing its body after multiple days stuck in the dark caverns under the Whisperwood. The nation of Cheliax had not been kind to Lume. Even less so to its companions.

Though Lume had managed to escape the caverns, somewhere deep within the earth lay the bodies of an elf and a kitsune. And further still, where creatures beyond most mortal understanding dwell, were a gnome and her fellow ghoran. It had been the gnome, Noolmisa, who had first recognized the signs of the creature underground. What had she called them? ”Gug. She had called it a Gug,” Lume said. “We were low on supplies and desperate for a respite.”

The battle flashed through Lume’s mind. If you could call it a battle. The gug had launched itself from a hiding spot directly onto the gnome. She had not even had a chance to react before the aberration bit down on Noolmisa’s shoulder. Before they could even acknowledge what was happening, the thing lashed out again with its vertical mouth and those four sets of claws. Noolmisa had barely managed a scream before her body had gone lifeless. The elf, Oyelvaille, chanted a few words and the air rippled as a ball of energy flew at the gug followed closely by a second. The two energy blasts struck the creature and it howled in pain as it was pushed away from the gnome’s corpse. Someone shouted to retreat. Lume's fellow ghoran put himself between the gug and the others, Anlan’s massive hammer waiting for the creature to charge. "Back the way we came. Now!" Anlan ordered.

“And so we ran, little one. Even as we heard Anlan shriek in agony, we ran. And when his cries cut short, we ran harder still,” Lume said. The ghoran described how Molenun had led the others through the twisting tunnels. The kitsune had always been the best tracker of them and could find his way through most places in the wild. Lume stuck close behind, keeping an eye for any hidden traps the group had missed on the way down. And, Oyelvaille, sweet Oyelvaiile, the elf had been the last to react to Anlan’s orders. It was not until they had been running for some time before either Molenun or Lume realized the elf was missing.

”We backtracked a bit…” Lume trailed off as images of the elf’s torn and blood-spattered spellbook formed in their mind. It lay on the cavern floor. Several pages ripped to shreds. Molenun stopped Lume just as the ghoran moved to pick up the tome.

“No,” the kitsune whispered, “they’re waiting for us.” Molenun tilted his head ever-so-slightly at a darkened alcove. “If we can’t hear Vaille, the kobolds have already..” he gulped the last few words back down. “We need to go before they realize we’re not taking the bait.” As if on cue, a little clay pot shattered at Molenun’s feet and an instant later the smell of burning hair filled the cave as flames roared up his legs and onto his torso. Molenun’s instincts took over and he loosed an arrow at one of the charging kobolds. The small creature fell and skidded to a stop on its face but two more leapt over their comrades’ body. Molenun screamed for Lume to run and dropped another kobold with an arrow.

“Twice in less than an hour I left my friends to die. Twice I tried to drown out their screams with the sound of my feet on the stone.” Lume paused to look up at a blue and gold bird flying overhead. “I don’t know what’s worse, little one, knowing that I left them to die? Or realizing that the one I grieve the most for is Anlan?”

A few days later, a green hand clawed its way out of the soil in the Whisperwood. The new ghoran, just a sproutling, blinked at the midday sun. A few feet away, Lume’s dried husk resting against a tree stump. Carved into the top of the stump was a message: ”Four friends are remembered here. Oyelvaille, Molenun, Noolmisa, Anlan, and Lume. Remember them fondly.”

The new ghoran knelt over the remains of its previous self. Its form shifted to combine the features of the discarded body and what it remembered of Anlan’s masculine form. “We will remember,” it said with a voice similar to the one that had belonged to Lume only deeper in tone. “We will carry their names with us.”


Looks like I'm jumping in here at the last minute.

A couple of questions, 1) How do you feel about Kitsune? 2) Legendary games has a version of the kineticist that's built a little more survivable. Would that be an option as far as 3pp classes go?

Thanks for running!


Jenkin Ternham looks good. Getting frisky with a boss's wife is a fun route to go :)

Ridge good luck with the laptop. Hope it is an easy fix.

Laird_Thorne is looking good.

Chapel Ty'El fun way to get a kinda blank slate character. I totally forgot about Ghoran. Such a strange species with some neat story elements

Ruin Explorer I love Kitsune and have no issues with them. I will say the normal kineticist is my preference.


I added a statblock for Krogge, included the elephant in the room feats but can easily fix that if we aren't doing that.


Deaths Adorable Apprentice wrote:
Avogadro the Astounding seems wildly entertaining. Can't say I have had a traveling in a game before. Is the familiar a raven or a seagull? Either or certain is totally fine. Just curious.

It's stats are as a raven. Avogadro refers to it as a Raven (if not just as "that bird" often with accompanying expletives) but to all onlookers it looks very much like a seagull, a seagull with a wry grin and a mischievous nature. As a figment familiar, the bird is in essence an element of Avogadro's subconscious unwittingly made flesh. A troublesome and adversarial element.

Grand Lodge

I ro need a good backstory. I have a couple ideas


"Squark - አስማተኛው ደደብ ነው።"

Draconic - "The magician's an idiot"


Tossing my hat in the ring with Odelai!

I'm still working on her backstory.


I've updated her character sheet with a backstory and other goodies. If you have any questions, let me know. Thanks for considering her!

Sovereign Court

Deaths Adorable Apprentice wrote:


Chapel Ty'El fun way to get a kinda blank slate character. I totally forgot about Ghoran. Such a strange species with some neat story elements

I did too. But I was wanting to branch out a bit with the races since you included the advanced ones. And I had this idea of a ghoran who lost all of their friends so now in their next life decided "I won't let that happen again" and that's how I got to the archetype selections.


Here's my submission for Kubo. He's Kitsune, but goes around in human form habitually. Sheet assumes elephant in the room. Happy to change that if I read that wrong.

Kubo
M CG Kitsune Bard(Archaeologist) , Level 1, Init 4, HP 9/9, Speed 30
AC 16, Touch 12, Flat-footed 14, CMD 11, Fort 1, Ref 4, Will 2, CMB -1, Base Attack Bonus 0
Shortbow 2 (1d6, x3)
Rapier 2 (1d6-1, 18-20/x2)
Whip 2 (1d3-1, x2)
Hide Shirt, Buckler (+3 Armor, +1 Shield, +2 Dex)
Abilities Str 9, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Condition None

Backstory
Kubo grew up in the city of Almas as an only child. He thought that he grew up in a normal household, but in reality, it was very dysfunctional. Kubo's parents were very fearful of the humans in the city and hid their Kitsune identities. Kubo was taught this fear as well. He learned to stay quiet and to blend into the background from a very young age. Additionally, sheltering has hindered his social skills making him awkward a times when trying to be genuine with other, and verbal abuse and neglect pushed him to excel in his studies. So while he is smart, cunning, and a nice guy, he's also shy, closed-off, and has a propensity for lying to make things easier.

This year, Kubo has finally set out on his own. Between his studies and memories of traveling as a child, Kubo decided to sign on with a caravan crew to see more of Andoran. The trip to Falcon's Hollow offers the particular interest of Droskar's Crucible, which he hopes to learn more about and to explore, if time permits.

Influenced by his upbringing, Kubo specializes in illusions, stealth, and lies. The archaeologist archetype fits well with the character design, because it removes Bardic Performance for Archaeologist's Luck, which focuses more on him than the group. This isn't to say that he won't work well with others, he just doesn't really know how to help others very well. My idea is that through adventuring with a group, that Kubo will learn a different way of interacting as a "family", to open up more socially, and to stop relying on his lies and illusions all of the time.

Sovereign Court

Ruin Explorer wrote:

Here's my submission for Kubo. He's Kitsune, but goes around in human form habitually. Sheet assumes elephant in the room. Happy to change that if I read that wrong.

How do you plan on hiding a buckler in your shirt!


Hi, my name is John, and I'm submitting Penelope Pinch as a candidate for adventure. Thanks for giving me the opportunity!

her fluff:

History
A young baby girl was left at the temple eighteen years ago. Penny likes to think it was a cold stormy night, with crashing and booms, maybe even hail, but no, Lady Gensar assures her it was a bright sunny morning, one of the most perfect of the season. The priestess even saw the woman leaving quickly in a richly styled purple cloak and a newly lightened smile. Not even a poor desperate wretch with a haunted look of profound regret. Just an inconvenienced traveler made with child by a pointed ear dabbler of pretty human ladies.

It was a much worse story that way, the orphan does complain. Often. Though her life was not a well of suffering either. The head of the only temple in the Hollow treated her like her very own, never leaving her wanting, though she is frequently chastised for her willful desires to Roam, and her deeply snarky nature. Iomedae does not approve, was her most heard phrase ever.

Even with her little rebellions, most of the town assumed the headstrong young woman would follow in her adoptive parent's ways. In a way she did, but Erastil spoke to her instead of Imodea. Maybe it is her love of animals, nature, trees, and even BEES or maybe it is that appreciation of family that comes with knowing she lost the one she was born to from utter disinterest but gained one with the stern but warm love of the one that simply choose her.

Personality (through the eyes of another)
The half-elf maid of two and twenty made a noise of pure irritation. A growl, surely not, she's the ward of the priestess isn't she, manners SHOULD be a thing from the likes of hers. But no, the purple garbed (always some kind of shade of the color, maybe due to dear ole abandon-prone mum) young woman did Growl, she looked quite ready to punch the dickens out of this entitled young man. (Whatever the dickens is, neither of these two knew but not knowing did not mean it wasn't about to be punched out of him.)

He opened his mouth, closed it, then tried again and succeeded in saying "It's a Turtle" gesturing to the creature on its back. Where he had flipped it for a chuckle.

"Yes. It. Is." her words were venom. Those startling blue eyes looked like they would burst in fireballs straight for his head. "Maybe we should see how you like it, though we'd have to bind your hands and ankles I think, leave you out in the middle of the street for people to bray at like donkeys." she insulted his laugh, which stung.

"We?" he wondered aloud. The brunette was alone. And short. Yes, she looked fit but still short. Then he noticed the gaze of the Jabbs the butcher, and then over there, a couple of those burly lumber workers with arms crossed. And they all looked Not Short and very protective of the pretty purple lass.

She didn't look to them for help but instead stepped forward, with a fury in her eyes that would startle an even braver man.

This man wasn't a braver man, so sense flooded home, finally and he knelt down, flipped the turtle back over, and hurried on. Sparing only a single glimpse over his shoulder, to see the woman fawning over the shelled amphibian like a lost child.

her crunchy bits:

Penelope Pinch
Female half-elf paladin (divine hunter) 1
LG Medium humanoid (elf, human)
Init 4; Senses low-light vision; Perception +0
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d10)
Fort 2, Ref 4, Will 2
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +3 (1d8+2 S/19+)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 12, Wis 10, Cha 15
Base Atk +1; CMB 3; CMD 17
Feats Precise Shot, Weapon Focus (longbow)
Traits friend in every town, militia veteran (any town or village)
Skills Craft (bows) +3, Diplomacy +7, Handle Animal +6, Knowledge (local) +6, Knowledge (religion) +5, Survival +5 (+7 to avoid becoming lost)
Languages Celestial, Common, Elven
Combat Gear oil (2); Other Gear hide shirt, longsword, backpack, bedroll, belt pouch, bullseye lantern, canteen[UE], compass[APG], flint and steel, iron holy symbol[UE], mess kit[UE], skillet[UE], soap, trail rations (5), winter blanket, 26 gp, 7 sp
--------------------
Special Abilities
--------------------
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
--------------------

Odd bit, she has a longbow, but for some reason, hero lab is not printing it out. Is it trying to convince me to not make her an archer, why would it have a problem with that, don't know. Software... I'll fix that, just wanted to make sure it is known she is an archer.


Ruin Explorer wrote:
Sheet assumes elephant in the room. Happy to change that if I read that wrong.

As a note, Joran's sheet does not include the Elephant in the Room changes, so he would need a bit of adjustment to it if decide to go with it for everyone. And that would be a big help if did. :)


Krogge looks good

Odelai the White the is interesting.

Ruin Explorer Kubo needs soup and a hug

John Gs Penelope Pinch looks good.


3 people marked this as a favorite.

Lots of characters to try to pick from. I am going to close recruitment. Ill try to have a decision by monday or tuesday. If you have anymore questions let me know. Ill be checking in just incase. Thank you all for the amazing characters to pick from!

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