
Anduriel Silverthorn |

Near complete: Anduriel Silverthorn Spell dancer magus, who uses an Elven thornblade In battle.
Born of an impulsive tryst between a Kyonin noble, tasked with a diplomatic mission to Andoran, and a human guard, her mother’s scandalous indiscretion was not discovered until well after she had returned to Kyonin, the pregnancy a source of outrage and embarrassment to her family. Keeping secretive, the child was delivered to an orphanage in Erages ( the half elven community of Kyonin), almost immediately after birth, where she was raised among other half-elven bastards and outcasts, whether the children of other such trysts, or true-born children who had lost both half-elven parents.
Growing up in the fishing town, Anduriel thrived, showing incredible potential in both physical and academic pursuits, eventually leading to her being accepted to Erages Academy, where she continued to excel, drawing the attention and favor of Headmaster Sarouna Lei., especially with her performance on Blackash Training Grounds.
Her inquisitive nature, skill with a blade, and innate grasp of magic, brought the acclaim of her teachers, just as her wild recklessness and impulsive actions often drove them to distraction. Seeing the way in which the girl’s potential would be stifled by the traditionalism of Kyonin life, and wanting to give her an opportunity to explore options that wouldn’t be open to her in the traditionalist elven society, Sarouna set Anduriel on a Soujourner’s Path, a course of study where an exceptional Academy student would leave their homeland to travel abroad, learning of the world beyond and ultimately choosing whether to return with the knowledge gained, or remain apart from Kyonin, a fate, not too far removed from the status of Half Elves there in the first place.
It was on this path that she encountered the halfling paladin Colewin Binderbook, deciding to join the Silver Shields to both earn her way with sword and spell, and learn as much as she could of the region she found herself in.

natloz |

I was also in one of your other groups as Doran Romiro, the aged lawyer/Cleric of Abadar. In fact, I'll resubmit him for this as well. I'll just need to rebuild the sheet of course.
Main stats: Wis, Cha
Normal stats: Str, Con
Subs: Dex, Int
Attempt 1:
Wis: 10 + 2d6 ⇒ 10 + (1, 1) = 12
Cha: 10 + 2d6 ⇒ 10 + (3, 6) = 19
Str: 10 + 1d6 ⇒ 10 + (1) = 11
Con: 10 + 1d6 ⇒ 10 + (6) = 16
Dex: 14 - 1d6 ⇒ 14 - (4) = 10
Int: 14 - 1d6 ⇒ 14 - (6) = 8
Attempt 2:
Wis: 10 + 2d6 ⇒ 10 + (6, 1) = 17
Cha: 10 + 2d6 ⇒ 10 + (5, 4) = 19
Str: 10 + 1d6 ⇒ 10 + (1) = 11
Con: 10 + 1d6 ⇒ 10 + (1) = 11
Dex: 14 - 1d6 ⇒ 14 - (6) = 8
Int: 14 - 1d6 ⇒ 14 - (2) = 12
Well... The physical stats match the older man concept at least.
Doran became depressed for a while before turning to the church of Abadar in town. There he talked with the priests and reflected on their teachings in order to deal with his wife's death. His talks with the priests sometimes turned to debating law and different interpretations. He found his early games with the fey had trained him for such discussions. This realization put a spring in his step he hadn't experienced since his youth. Unbeknownst to him, this was actually Abadar smiling down on him. He stayed with the lawyers and the judges listening and learning and developing his appreciation of Abadar. He eventually heard the call of Abadar to become a full fledged cleric but his gifts seemed to be influenced by his experiences early in life with the fey. He was happy enough being a lawyer but his fey influences gave his a wanderlust that was not sated in town. He was referred to the Silver Shields as a way to get out town while not having to travel alone. It helped that Colewin Binderbook was still a friend through Abadar.

RIZZENMAGNUS |

If I were to propose any 3rd party material it'd be I can share the PDF for a few of the Magus feats and arcana.
And yeah, full disclosure, I wrote it.
oh suuuurrrreeeeeeee..... whimper

RIZZENMAGNUS |

the list so far....
i probably screwed up, so feel free to edit it.
completed characters:
Andurial silverthorn, spell dancer magnus (arcane caster)
the rollers:
natloz
rizzenmagnus (self)
Spacefurry
polyfreqs
ruinexplorer
hustonj
roberthenry
mightypion
smooshiebananna
mokmurianthegreat
paledim
pad300

pad300 |
TheNine wrote:Proposed 3ed party Material Legendary Mediumspathfinder 1e
I dont know the occult classes that well... but they can be used... same thing with gunslingers or the like. Im not saying anything goes, but if you have a specific class you want to play and are worried about feel free to ask.
3ed -party material - case by case basis... ask about it and i will look into it
GM, here is the Legendary Medium class (I believe) that pad300 is referring to, so you can review it. I like Legendary classes by Legendary games. I am playing two atm. A ninja and a wizard. They are fun.
Bumping this, as TheNine hasn't replied, and it does strongly influence building the character sheet...

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pad300 wrote:TheNine wrote:Proposed 3ed party Material Legendary Mediumspathfinder 1e
I dont know the occult classes that well... but they can be used... same thing with gunslingers or the like. Im not saying anything goes, but if you have a specific class you want to play and are worried about feel free to ask.
3ed -party material - case by case basis... ask about it and i will look into it
SmooshieBanana wrote:GM, here is the Legendary Medium class (I believe) that pad300 is referring to, so you can review it. I like Legendary classes by Legendary games. I am playing two atm. A ninja and a wizard. They are fun.Bumping this, as TheNine hasn't replied, and it does strongly influence building the character sheet...
havent had the time to look into as musch as i want

polyfrequencies |
1 person marked this as a favorite. |

Okay, I think that about does it for Frydda! If nothing else, this was a fascinating blast to write.
I tried to link anything lore-related to the Pathfinder wiki and anything mechanical to Archives of Nethys.
But why, Fryd asked, were he and his family here in these fields instead of up there in the mountains? And why were they named for the town they lived in instead of one of the dwarven clans father talked about in the stories?
Well...that was complicated.
Druma’s history with the dwarves of the Five Kings Mountains was complicated, and the dwarves came out of it all looking neither like heroes nor villains. They were just people, as flawed as any other race above or below the surface of Golarion. It might be easy to paint the Kalistocrats as the villains, but Fryd’s father didn’t want him to be angry with their benefactors. Instead, Fryd’s father burned with resentment towards the tyrant Ordrik Talhirk and his dreadful Forge War as the reason why Fryd’s once-proud clan had fled to Druma. Fryd’s father had been just a wee lad, then, making the original trek. They had settled in Macridi and taken on a new name, seeking to be proud surface dwarves working in the region that ancient Tar Taargadth had transformed into the empire’s breadbasket. There was no shame in working the land as their ancestors had worked the mines. The time for heroism was past. There was now a need for stability in the face of the eons of fractures. (And the patriarch had to give the Kalistocrats at least one thing: their strict dietary needs at least made farming more interesting. Millet, vetch, tubers, and even pitted fruits all grew on the Tar Macridi farm.)
Fryd’s father had abandoned the old dwarven gods, but he could not bring himself to follow the Prophecies of Kalistrade and could not in good conscience encourage his children to follow the prophecies either. Even though this would forever make them second-class citizens in Druma, the strictness of the Kalistocrats’ beliefs and practices was too much. And so Fryd’s family were strong Erastilians. This was a god as stubborn as Torag, but one more suited to a life in the fields. From his parents, Fryd learned all of the important skills of farming. And when his parents became too old to tend their fields themselves, Fryd took ownership of the farm. He plowed the fields, he scattered the seed, and he prayed for Erastil to send the gift of rain. He met a good dwarven girl, got married, and settled down, raising seven children to carry on the Tar Macridi line and tradition. He lived the right kind of life: the life he was raised to believe he was supposed to lead.
But he was deeply unhappy and could not understand why.
He kept all this from his wife and children, even after the children were all grown. Three had left home to pursue their own lives, but four had stayed to learn farming. Two of them were even married, but there were not yet any granddwarves to grace the Tar Macridi fields. Fryd was still strong, or at least strong enough. He was not wealthy, nor was he destitute, but he was comfortable. There had not been a major famine in Druma in many years. On paper, everything was fine. Fryd prayed and prayed for insight into this deep depression, but never received an answer.
One harvest season, Fryd found that nearly all of his crops had been decimated. He pulled up little but diseased rot in field after field. But he had been so careful! He had rotated his fields, let some lie fallow, judiciously used alchemical remedies, and followed all of the other methods he had learned as a boy. And yet the ground had failed him. Nevertheless, Fryd prayed.
Then some of his cattle began to grow ill. This wasn’t entirely unusual—diseases spread across fields now and then, and a farmer had to be a veterinarian as much as anything else. What was unusual was the scale of the spread and the speed of the devastation. Entire herds were collapsing without warning, and few recovered in spite of how many resources Fryd poured into trying to help them. One of the few animals to make it through the devastation was his favorite old sow, Mora. Nevertheless, Fryd prayed.
And then the worst happened. While caring for the animals, one of Fryd’s sons and one of his daughters both took ill with fever. Fryd traveled to Kerse and pleaded with the Prophets to please send healers. The Tar Macridi farm had served Druma loyally for years! He was soon to be destitute because of this unforeseen, unpredictable failures, and his family was to be fractured. Anything that they could do, anything that he could offer, he would do! But the land his farm was on was poisoned and worth mere coppers on the acre according to the Prophets’ equations. He could sell off his remaining assets to afford healing services, and it would still not be enough. He could indenture himself, though, and this would be sufficient for the Prophets to send healers to his farm. And so Fryd agreed.
But he no longer prayed. He would not pray again until pigs flew.
Despite the efforts of the clerics that came to his farm, his two children still died. Of course, the contract that he had signed made no exit clause for the failure of the bought services to work. And so, Fryd entered a year of servitude, separated from his wife and his five remaining children. With their farm destroyed, the two living children who had stayed took their mother and migrated back to the Five Kings Mountains: to Highhelm, where their clan had originally dwelt. After a year of servitude to the Kalistocrats, Fryd went to the mountains to meet his family. But he was not the same. He had become embittered. He felt useless in his ancestral homeland, not truly belonging there and having few skills to provide for his family. Under the stress of the collapse of his life and the year of indentured servitude, his beard had become patchy and eventually stopped growing in altogether. He was no longer certain what it meant to be himself.
Fryd met with some elders in Highhelm, seeking aid. Most of them started going on and on with religious parables or lessons of dwarven history. Few had any actual counsel or bothered to help him understand the depths of his pain. But then one asked if Fryd had ever undertaken the gladdringgar. As a surface dwarf, he never had—he had never been under the mountain! This wise elder encouraged Fryd to undertake this rite of passage—that it would help him to find out who he was. And so Fryd embarked on a journey to the Darklands: something no member of his family had done for at least two generations.
When Fryd returned, they were changed. They had not been gone more than a couple of months at the most, but looked as though they had aged years. The hair on their head, formerly brown and wispy, was now thick and silver, while the hair on their face was gone. Yet though they appeared older, they seemed to glow with some energy, simultaneously youthful and ancient. It wasn’t just their physical appearance either: they still recognized their pain and the bad things that had happened to them, but their bitterness was dulled. They could not explain everything that they had experienced on the gladdringgar, but they now asked to be called Frydda. They had met with their ancestors below the mountain and felt as though their spirits still lingered with them. One such spirit flowed from them into the (by now very old) sow, Mora, the last tie that the Tar Macridi family had to their agrarian life. As this spirit entered Mora, the old sow lifted up into the air, looked at Frydda, and said: "Ready to pray yet?"
The Elder that had sent Frydda on this journey recognized the change that had come over them. They were a Rivethun: one cultivating strength and empathy through knowledge, self-control, and willpower. They could, if they wanted to, learn to invest their pain and discord into a spiritual companion and take on the spirit’s burden in exchange. Their ancestors could speak through them, bringing ancient wisdom to bear wherever Frydda directed them. The journey would be a difficult one, for few records of the Rivethun still existed in the libraries of the Five Kings Mountains. But if Frydda trusted Mora on this journey, they could accomplish great things. Frydda’s father had been right. They would prove him right.
Communing with their ancestors, Frydda divined that the first step in this journey would be to return to Macridi. It might not be possible to regain their old farmland—old Drumish law required a grace period for farm soil to remain undisturbed—but something or someone might await them there. Their wife and children were just happy to see life in the dwarf’s cheeks again. They wanted to stay in Highhelm, but would always welcome Frydda if they decided to return, and—more importantly—would consider returning to Druma if greener pastures could be found. With their family’s blessing, Frydda left the Five Kings Mountains once more.
Sure enough, Frydda found an old family friend in the local Macridi tavern: Braendar Stoneshield. And they did mean old: Braendar was nearly twice Frydda’s age! At first, Braendar didn’t recognize Frydda. Why should he? But Frydda offered to buy him a drink and reminisce about old times. By the end of the evening, the two very drunk dwarves were leading the entire tavern in a jolly sing-along.
Come the next morning, nursing mutual hangovers, Braendar asked Frydda if they were looking for any work. He remembered well the hard times that their family had fallen in in the last few years. Frydda said they they weren’t sure, but that they would probably need to earn some coin while in Macridi learning what was next for them. And the spirits whispered yes. So Braendar introduced Frydda to Colewin Binderbook and the Silver Shields. And the rest, as they say, is the future.
tl;dr - Dwarven farmboy (Fryd) grew up in Macridi following Erastil, got marrried, had kids, and was miserable. Awful things happened to him and his family and he lost his faith. He moved to Highhelm and had a spiritually eye-opening experience, embarking on the ancient dwarven shamanic path of the Rivethun. The changed dwarf (Frydda) returned to Macridi and reunited with Braendar Stoneshield, who invited them to join the Silver Shields.
Dwarf shaman 2
LG genderfluid medium humanoid (dwarf)
Init +2; Senses Darkvision 60 ft.; Perception +8
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 19 (2d8+6)
Fort +3, Ref +2, Will +7; +3 vs poison, spells, and spell-like abilities; +2 to remove negative levels
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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Offense
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Speed: 20 ft.
Melee: mwk clan dagger +4 (1d4+1/19-20)
Ranged: mwk clan dagger +4 (1d4+1/19-20)
Special Attacks: ancestor’s council (+2, 4/day), hexes (evil eye [-2, 7 rounds, DC 15]) shadowhunter (50% weapon damage vs. incorporeal creatures); shadowplay (CL +1 for darkness, light, and shadow spells)
Shaman Spells Prepared (CL 2nd; concentration +6)
1st unseen servant (S) (DC 15)
0 (at will) spell (DC 14)
S Spirit spell; Spirit Ancestors
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Statistics
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Str 12, Dex 14, Con 16, Int 12, Wis19, Cha 12
Base Atk +1; CMB +3; CMD 14
Feats: Breadth of Experience, Medium Armor Proficiency, Simple Weapon Proficiency; Elephant in the Room feats: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
Traits: Glory of Old
Skills: Craft (carpentry) +5, Diplomacy +11, Handle Animal +5, Heal +8, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +8 [+10 for undead], Perception +8, Profession (farmer) +11, Ride +6, Sense Motive +10, Spellcraft +5, Survival +8; Other Knowledge +3 (can be rolled untrained); Other Profession +6 (can be rolled untrained)
Languages: Common, Dwarven, Gnome
SQ: barrow scholar, defensive training, fey thoughts (perception, sense motive), hardy, hexes (evil eye), iron citizen, orisons, shadowhunter, shadowplay, spirit (ancestors), spirit animal (pig), spirit magic (unseen servant)
Gear: masterwork clan dagger, masterwork steel lamellar, heavy paueliel shield
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Special Abilities
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Race Traits
Breadth of Experience: Although still young for your kind, you have a lifetime of knowledge and training. You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
Ancestors Spirit: A shaman that selects the ancestors spirit has wise eyes and thick white or silver hair. Fine wrinkles line the shaman’s face, becoming more obvious when she smiles or glowers. When she calls upon one of this spirit’s abilities, her hair glows as though lit from within, rustling of its own accord.
Ancestor's Council (Su): As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.
Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. A shaman can select from any of the shaman hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.
Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. This is a mind-affecting effect.
Pig air elemental sage familiar
N female small magical beast (air)
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
hp 9 (2d8)
Fort +6, Ref +3, Will +4
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Offense
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Speed: 30 ft.; fly 20 ft. (good)
Melee: Bite +3 (1d4/x2)
Special Abilities: empathic link
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Statistics
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Str 11, Dex 12, Con 15, Int 7, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 11 (+4 vs trip)
Feats: Great Fortitude; Elephant in the Room feats: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse
Skills: Fly +6, Knowledge (arcana, dungoneering, history, local) +3, Knowledge (engineering, geography, nature, nobility, planes, religion) -1, Stealth +5
Languages: Auran, Common
SQ: dazzling intellect, elemental manifestation, elemental speech, elemental type, empathic link, sage’s knowledge
Gear: none
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Special Abilities
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The raw power of an elemental plane suffuses the body of an elemental familiar.
Elemental Type (Ex): An elemental familiar gains a subtype that matches its element: air, earth, fire, or water.
Elemental Manifestation (Ex): An elemental familiar gains one or more special abilities based on its element. An air familiar gains a fly speed of 20 feet (good maneuverability); an air familiar that already has a fly speed instead improves its maneuverability by one category or increases its fly speed by 10 feet. An air familiar is considered three size categories larger than its actual size when calculating whether it can be moved by wind. This replaces improved evasion.
Elemental Speech (Ex): An elemental familiar gains the ability to speak and understand a language based on its element: Aquan (water), Auran (air), Ignan (fire), or Terran (earth). This ability replaces speak with animals of its kind.
Sages are masters of useful facts, able to recall them for their masters’ benefit, though this leads many to become haughty and proud.
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.
Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A shaman 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.
Spirit Animal (Ex): At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.
The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows. The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.

Boram the Burglar |

the list so far....
i probably screwed up, so feel free to edit it.
completed characters:
Andurial silverthorn, spell dancer magnus (arcane caster)
Hey Rizz, RH's rogue is completed, except for the final pararaph of his back story, I have to figure out if Colewin Binderbook is a 3rd cousins brothers ex roomate on his mothers side or his fathers. Either way I'll update once I've got it on his page.
"TheNine" how long are you keeping recruitment open? My wife is on vacation this week and family is in from out of town, I'm spending a little less time on the computer and need to prioritize time. So if you have final date I'll make sure I've got the backstory done by then.

Ruin Explorer |

Here is my submission for Elin Khorshid, a mostly human Ifrit Flamewarden [Ranger]. He doesn’t know he’s ifrit; he just thinks he’s human with a little magic in the blood. I’ll be adjusting his equipment.
Elin never knew his father. He was raised with his three half-siblings by his mother and grandfather. Growing up, Elin's grandfather taught him how to track, hunt, and other lessons for surviving the woods.
At the age of 16, Elin's grandfather died, and it devastated the young man. Instead of dealing with his grief, he took to the road, traveling from village to village, town to town. He joined up with a mercenary group that primarily took jobs attacking orcs. He became real good at killing orcs. Spurred on by the group's leader, Elin also became cruel in his killing, drawing on the anger and grief of his childhood.
This continued for a few years and Elin fell into a deep depression. Frequenting pubs became a daily occurrence. It was in one of these pubs that providence put Colewin Binderbook in Elin's path. He listened to the halfling, to his trials, and how different his life seemed to Elin's. It made him think, and think for the first time in years, that his life could be different. He wanted to know what this halfling knew, what moved him to live a valiant life.
HP: 1d10 ⇒ 8
Wealth: 5d6 ⇒ (6, 3, 6, 4, 6) = 25

polyfrequencies |
1 person marked this as a favorite. |

@SmooshieBanana: Hey I can't be completely grimdark ^_^
Also, @natloz, it's +2d4 for the main stats, not +2d6. It's up to TheNine, but you might want to reroll those arrays.
Wis: 10 + 2d4
Cha: 10 + 2d4
Str: 10 + 1 = 11
Con: 10 + 1 = 11
Dex: 14 - 3 = 11
Int: 14 - 6 = 8
Wis: 10 + 2d4
Cha: 10 + 2d4
Str: 10 + 1 = 11
Con: 10 + 6 = 16
Dex: 14 - 4 = 10
Int: 14 - 6 = 8
Complete (or nearly so*)
*Everyone I have listed here has rolled 2nd-level hp, wealth, and provided a character sheet and at least some background
In Progress
Dots/Inquiry
Q&A
Answered
Unanswered

Mightypion |
Forgot we can role twice
STR: 10 + 2d4 ⇒ 10 + (1, 4) = 15
con: 10 + 2d4 ⇒ 10 + (1, 4) = 15
Cha: 10 + 1d6 ⇒ 10 + (3) = 13
Dex: 10 + 1d6 ⇒ 10 + (2) = 12
wis: 14 - 1d6 ⇒ 14 - (1) = 13
Int: 14 - 1d6 ⇒ 14 - (1) = 13
Lol, no dump stats!
Taken this one :)
hp level 2: 1d10 ⇒ 5
wealth: 3d6 ⇒ (4, 5, 1) = 10
900 gold to spend!

Torgald Frostbeard |

Main Stat A: 10 + 2d4 ⇒ 10 + (1, 1) = 12
Main Stat B: 10 + 2d4 ⇒ 10 + (3, 3) = 16
Normal Stat A: 10 + 1d6 ⇒ 10 + (1) = 11
Normal Stat B: 10 + 1d6 ⇒ 10 + (6) = 16
Sub Stat A: 14 - 1d6 ⇒ 14 - (5) = 9
Sub Stat B: 14 - 1d6 ⇒ 14 - (6) = 8
16/16/12/11/9/8
Main Stat A: 10 + 2d4 ⇒ 10 + (1, 2) = 13
Main Stat B: 10 + 2d4 ⇒ 10 + (3, 2) = 15
Normal Stat A: 10 + 1d6 ⇒ 10 + (6) = 16
Normal Stat B: 10 + 1d6 ⇒ 10 + (6) = 16
Sub Stat A: 14 - 1d6 ⇒ 14 - (2) = 12
Sub Stat B: 14 - 1d6 ⇒ 14 - (3) = 11
16/16/15/13/12/11
Second one, of course.
Wealth: 3d6 ⇒ (6, 5, 6) = 17 170
HP: 1d10 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9
Name: Torgald Frostbeard
Race: Dwarf
Class: Elementalist Shifter
Stats: Str (16) Dex (15) Con (15) Int (11) Wis (18) Cha (10)
Equipment: Dragonhide Breastplate, Spiked Darkwood Heavy Shield
Torgald was born in the Five King Mountains, just one dwarf amongst many. A solitary soul who should have followed in the footsteps of his father, his father’s father, and his…etc. This would be the case if it were not for his great, great, great grandfather, a druid of some notoriety in his time. A druid whose powers came from a connection opened up between his own soul and the elemental planes. A connection which remained dormant in the family line all the way until young Torgald inherited it. As a youth he knew not what it was that made him different, only that he was. From as early as he could remember he recoiled at the touch of metal, a sure sign that there was something fundamentally wrong with him. Stricken by a sense of not belonging and a burning desire to see the world he left home, not knowing what it was that he was seeking.
It was while traveling that he found himself working in a town’s brewery when he met a halfling by the name of Colewin Binderbook. The two drank together, with the dwarf impressed by how the Paladin could handle his drink. As time went on the dwarf confided his deep dissatisfaction in his current life. He was wandering without a purpose, looking for something which he could not define. He wanted to do something important. To make a difference. To be more than the disappoint that he had been seen as his entire life. Seeing the size of the dwarf, and the halfling took a chance on him, and offered a chance to join the Silver Shields. It was, afterall, a chance to both travel and to do something worthwhile. The dwarf accepted, not seeing what he had to lose….
Crunch in profile

natloz |

Also, @natloz, it's +2d4 for the main stats, not +2d6. It's up to TheNine, but you might want to reroll those arrays.
You know, I had d4s but it looked wrong and I changed it to d6s. Let me try that again one I get to a real computer and not a phone.
edit:
Wis: 10 + 2d4 ⇒ 10 + (1, 3) = 14
Cha: 10 + 2d4 ⇒ 10 + (3, 3) = 16
Str: 10 + 1 = 11
Con: 10 + 1 = 11
Dex: 14 - 6 = 8
Int: 14 - 2 = 12
Wis: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Cha: 10 + 2d4 ⇒ 10 + (4, 4) = 18
Str: 10 + 1 = 11
Con: 10 + 6 = 16
Dex: 14 - 4 = 10
Int: 14 - 6 = 8
Perhaps if I switch charisma and wis.

D'witt Hirshue |

Spacefurry here. Repurposing old PC, so pay no mind to the spoiler at the bottom, its just the old version for record keeping.
Still some crunch and fluff to work out, including background and reason to be there. But here's what I've worked out so far.
Not gonna roll for HPs. Don't like my odds of trying to roll 6+ on a d8. :p
wealth: 800 + 5d6 ⇒ 800 + (5, 2, 2, 2, 5) = 816
...See what I mean... -_-

RIZZENMAGNUS |

going to go with female dwarven sorceress.
quick backstory....
She was supposed to marry the son of a thane, but all to often her heart yearned to be elsewhere than upon her expected duties of learning how to run a royal household. i know, cliche She knew dwarven custom and tradition forbade her from being set free from this obligation as her father had held her oathbound by proxy when she was just a mere welp of a toddler.
She knew she needed to break the oath, to be free of not only the oath, but her family, and her clan. She researched clan law, and discovered that forcible banishment was the only way for herself to be free. and such a banishment could only be granted by both clan thane, and head of household.
She plumbed the depths of the great libraries, seeking the forbidden, and secured the name of a devil. She bled herself and summoned the creature to her room, and bequeathed her life into its service, so that it could force her to be banished.
however, her race's innate resistance was found to be too strong within her, so the devil told her only a moral injury can allow this change to destiny. A dagger was presented, simple of handle, yet of layered steel. Go. consume the change you desire.
and so she went out... she stalked the halls quietly, steeling pass any who would interrupt her. Finally, she stole upon her parents bedroom, where she slipped inside. She found it to be rather easy to slice her mothers throat, to drive the blade into her fathers liver.
as he bled out, he witnessed in horror as his own daughter sliced out her own mothers heart, and ate it, before walking slowly around the bed. His wife had the joy of being dead as her daughter performed the ritual. He watched in horror as not only his heart, but also his lungs and kidneys were consumed, and with his last dying gaze he witnessed his daughter transform from insane orphan into vile sorceress.
The next morning, the guards found her, her and her parents, well, what was left of her parents. she stared in horror as comprehension wracked her mind, the guilt twisted her soul. However, she was most pleased with what she had done, for tradition stated that she was now head of household.
The case was quick. The thane, horrified that his son could have married such a creature, moved immediately to banish her, and with her ability granted by custom, agreed.
i got more to the story, but it's late.
so, i'll sum up.
She regrets killing her parents. her alignment becomes lawful neutral...ish. she does enjoy her killing....and stuff, but only when neccessary.
she recognizes that she'll spend eternity in servitude to the devil.
she's not going to allow that
she's going to instead become a lich.
she needs money and power to be a lich.
ergo
she has joined this silver shield merc group

Ragnar ap Gundrun |

Ragnar is mostly finished, has some equipment left over.
Storywise, I play chaotic as in "I only opportunistically care about the laws of other people", he has commandments stated in his mercenary code of conduct and pretty strongly abides by those.
He is attached (drawback) to his shield, and has a "come back with your shield or upon it" thing going on.
Mechanically, like most Bloodragers he is a great beatstick and an ok face. His beatstickness is improved because he has reach, a shield, and still threatens at melee range because improved unarmed strikes. He also has access to the double whammy of Bloodrage and STR mutagen, giving him a peak Strength of 25 and allowing him to hit considerably above his weightlclass for a limited amount of time.
Narratively, he joined a CN/CE merc group, and left in relatively good standing. If the GM feels like it, foes, allies or neutrals from his past can show up.

polyfrequencies |

Updates, updates, come get your updates!
Complete (or nearly so*)
*Everyone I have listed here has rolled or declared that they’re taking the rounded-up average on 2nd-level hp, rolled for starting wealth, and provided a character sheet and at least some background
In Progress
Dots/Inquiry
Q&A
Answered
Unanswered
---
And while we’re looking, we have 14 characters in contention, with:
Alignment: 4 LG, 4 CG, 1 LN, 1 N, 1 undeclared
Gender: 3 female, 7 male, 1 genderfluid
Ancestry: 3 Dwarves, 1 Half-Elf, 1 Halfling, 3 Humans, 1 Ifrit (mostly human), 2 Tieflings
And almost no Class overlap (save for the oracle/cleric and the full cleric):
(And all quite interesting if I do say so myself!)

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1 person marked this as a favorite. |

How do the Silver Shields play in the market obviously dominated by the black-clad Mercenary League? -- While the Black clad mercenary league gets most of the goverment sponsered contracts there are others that go to the waysside. Also they dont accepet some contracts for whatever reason ....
If I were to propose any 3rd party material it'd be I can share the PDF for a few of the Magus feats and arcana.If I were to propose any 3rd party material it'd be I can share the PDF for a few of the Magus feats and arcana.
--
Magus are a class i have played and have some understanding of how they operate... you have my blessing mark
Q: Proposed 3rd party Material Legendary Mediums A: haven't had the time to look into as much as I want -- A While i am normally not keen on okaying things i have been able to look into and read. GO ahead and give your build life. If you can magically channel c'thula later i may veto it then but I assume you arent just trying to break everything so go for it Pad 300

Ragnar ap Gundrun |

Could be interesting, Ragnars former merc group accepts contracts from everyone other then:
Deskari, Baphomet (dont invade our homeworld!), Last wall (they have an outstanding dispute), Torag (dont murder our pows) and currently Koschtschie (just accepted a contract against him).
I do actually have the legendary bloodrager pdf.
A lot changes:
--Bloodragers are con casters, and have spells at level 1
--Bloodline DCs are based of class level and con
--Bloodragers now have a blood pool they need to enter rages, a bit like grit but not really
--Bloodrages last a lot shorter
--bloodline selection is a lot more import
--several bloodlines can range pretty well

Ragnar ap Gundrun |

Short mechanical concept for Blizzard bloodline Varangian:
Blizzard
Your heritage stems from a tribe, clan, or wanderer of the frozen
wastes, surviving harsh blizzards, and leaving your bloodline
stronger for it.
Class Skill: Knowledge (Nature)
Bloodline Spells: chill metal (5th), vengeful cometsPCS:ISG (8th),
creeping iceACG (11th), freezing sphere (14th)
Blood Source: When you deal or take cold damage, you gain
1 blood point.
Bloodline Apotheosis: You count as being the outsider type
and cold subtype when it would be beneficial to you.
You gain immunity to bleed, paralysis, poison, and sleep
effects. You also become immune to cold and precisionbased attacks, such as sneak attack, although if you would
take cold damage, you may choose to gain a blood point
as normal. Finally, you gain a fly speed equal to your land
speed.
Bloodline Powers
Icicle Javelin (Su): You gain Point Blank Shot and Precise
Shot as bonus feats, even if you don’t meet the prerequisites.
You may use your Constitution instead of Dexterity for
the purpose of qualifying for feats with either of these as
prerequisites.
11
You may form an icicle as a free action, even if it isn’t
your turn. You may use it as a thrown weapon, using your
Constitution modifier instead of your Dexterity modifier on
the attack roll. It deals damage equal to 1d8 + your Strength
modifier and has a range increment of 30 feet. The icicle
dissolves immediately upon striking your target, missing, or
if you drop it. Half the damage it deals is cold damage and
the other half piercing. It has an enhancement bonus equal
to +1 plus +1 per five levels. You may spend a blood point as a
swift action to resolve your next attack with an icicle javelin
as a touch attack. You do not gain blood points for damaging
a creature with this touch attack. While in a bloodrage your
javelin ignores ice resistance and immunity.
I get precise shot and point blank shot from free, deadly aim is free because eitr, meaning I can take rapid shot and combat reflexes as my first 2 feats (human), he would, in combat, throw 2 icycles, then switch to a reach weapon and protect the party from approaching enemies.
The Icicles hit pretty hard at d8+str mod.

spacefurry |

Diablo IV open Beta interfering with people's applications?
I know my wife is spending all the time she can getting familiar with the new version. Seems to play easier on my PC than on the XBox. Things like less command buffer lag on the PC easier.
More of an FF14 player myself. Have played Diablo since 2, but I did enjoy 1&2.

polyfrequencies |

Diablo IV open Beta interfering with people's applications?
Well, the only people without completed applications now are pad300, Mokmurian the Great, and RIZZENMAGNUS. Looks like the rest of us have ample time to tweak and/or Beta as desired!
With so few changes or posts since I last posted the list/q&a, I wanted to leave them as they were. If there are a significant number of changes or posts between now and the 31st, I'll update accordingly.
---
Of note, I wrote Frydda to have a shield made of paueliel wood, which is silver-barked and grows in the Palakar Forest surrounding Macridi.
Towering above most other trees, the lofty paueliel are widely held as the “first trees.” Lumberjacks superstitiously connect them to the fey races of the woodlands and, despite the strength of the wood, often avoid harvesting them. Nature enthusiasts revere them. These silver-barked hardwoods grow to immense heights, but never spread to more than a few feet in diameter. Stats: As darkwood but with hardness 7 and 150% as expensive.
I can scale that back to being merely darkwood if we'd rather a paueliel shield be earned, but it looked like a fun connection.

Anduriel Silverthorn |

Heh, similarly I plan on taking the spell shield magus arcana at 3rd level to project a glowing silver shield when needed as an immediate action.

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hustonj wrote:Diablo IV open Beta interfering with people's applications?Well, the only people without completed applications now are pad300, Mokmurian the Great, and RIZZENMAGNUS. Looks like the rest of us have ample time to tweak and/or Beta as desired!
With so few changes or posts since I last posted the list/q&a, I wanted to leave them as they were. If there are a significant number of changes or posts between now and the 31st, I'll update accordingly.
---
Of note, I wrote Frydda to have a shield made of paueliel wood, which is silver-barked and grows in the Palakar Forest surrounding Macridi.
Inner Sea Guide pg. 255 wrote:Towering above most other trees, the lofty paueliel are widely held as the “first trees.” Lumberjacks superstitiously connect them to the fey races of the woodlands and, despite the strength of the wood, often avoid harvesting them. Nature enthusiasts revere them. These silver-barked hardwoods grow to immense heights, but never spread to more than a few feet in diameter. Stats: As darkwood but with hardness 7 and 150% as expensive.I can scale that back to being merely darkwood if we'd rather a paueliel shield be earned, but it looked like a fun connection.
Its fine and a cool touch for sure

pad300 |
Apparently rolling twice is a thing, so I guess I'll do it it too:
Main Stat A: 10 + 2d4 ⇒ 10 + (3, 3) = 16
Main Stat B: 10 + 2d4 ⇒ 10 + (3, 2) = 15
Normal Stat A: 10 + 1d6 ⇒ 10 + (5) = 15
Normal Stat B: 10 + 1d6 ⇒ 10 + (1) = 11
Sub Stat A: 14 - 1d6 ⇒ 14 - (6) = 8
Sub Stat B: 14 - 1d6 ⇒ 14 - (2) = 12

Ragnar ap Gundrun |

Final questions:
--Blizzard bloodline gets me point blank shot, which does no longer exist in eitr, can I trade it for weapon focus spears?
--Ragnar is a half Orc with extremely high standards for his own personal appearance, particularly his well maintained pearl white tusks.
I would like to take the "attached" drawback, with him being attached to being clean and presentable, and getting the negative malus whenever this isnt the case. That would give me one extra trait slot to grab armor expert.

Boram the Burglar |

The weekend is over and I've finally got the head space to finish Boram's backstory. Hopfully it's not too simplistic, but it does get him from point A to point B and let's him begin working with 'Captain' Colewin.
TheNine if you have any questions, please feel free to ask. It looks like we've got three days until the recruitment closes, so in case I don't get the chance to say it later; Thanks for running the game, we players really do appreciate it.
Good luck and good gaming all.
Leaving Glimmerhold, Boram headed east to Tamran, where he spent some time with family that lived there. Visiting from house to house, not so long as to become burdensome, but long enough to reacquaint himself with family. Eventually spending a week or so with his third Cousin Miro Fleefoot. One evening Miro was telling a story about his half-sister Marra Fleabottom, who for a time had dated a young halfling, who eventually became a paladin and started a group of mercenaries in Kerse. Wanting to learn more Boram found Marra and asked her to tell him the whole story. After she'd described the wonderful 'Captain' Colewin, Boram decided Kerse might be a good place to start and asked his third cousin's half-sister to write him a letter of introduction.
Sailing from Tamran to Kerse, with his letter of recommendation in his pocket, Boram found the Silver Shields offices. Presenting the letter to Colewin Bindergok, the Paladin of Abadar decided to hire Boram as a 'freelance' operative working with the 'Silver Shields' until he decided if the burglar was an honest man Halfling.
After seven jobs he decided that Boram was trustworthy and honored the spirit, if not the letter, of the contracts they took. Soon after he promoted Boram to the title of 'mercenary junior member of the Silver Shields.'
You all will have to forgive Boram if he's not into actually carrying a ' silver shield' thing and all...

pad300 |
Here's a first draft at Trelsong Wanderstar, Legendary Medium and Desnan
Born in a travelling caravan of Varisian pilgrims, Trelsong’s childhood was spent wandering over much of central Avistan. He was raised a faithful Desnan of course, and learned the ways of the spirit dance from elder matriach Zeldana Maraica. A beautiful and skilled dancer, he was a poorer student at intellectual pursuits. From the less reputable members of the caravan, he learned to be a halfway decent card sharp and con artist...
Trelsong’s became a Silver Shield in the aftermath of one of their jobs. The mercenaries had been hired to protect the caravan from bandits on the road between Daggermark and Caliphas. The bandits, supplemented by Razmirans, attacked in more force than the Silver Shields had expected. Still, the defenders prevailed, under the able leadership of Colewin Binderbook. Trelsong was impressed with Colewin, and Colewin had also noticed Trelsong and his multifaceted abilities. When they reached Caliphas, Colewin offered Trelsong a trial contract. Trelsong accepted and has come to Kerse with Colewin.
A young (19 years old) man. 5’10 and Skin and bones (159 lbs). There’s a gleam in his eye that speaks to a wicked sense of humour. Black hair and startling green eyes. Skin is a weathered bronze. Prominent cheekbones and heavy eyebrows.
Happy go lucky and energetic. Not much of one for sitting, is always on his feet. Tries to be funny. Friendly and thinks the best of people.
CG Male Human (Varisian)
Legendary Medium 2 (Spirit Dancer)
Init +6 = +2 (Dex) +4 Improved Initiative
Speed 30 ft
Defense
AC: 18 = 10 + 4 armor + 2 Dex +2 Shield
HP 19 = 8 + (1d8 => 7)+2*2 Con
Fort + 3 =+0 Medium +2 Con +1 trait
Ref + 2 =+0 Medium +2 Dex
Will + 4 =+3 Medium +1 wis
Cha (+4) instead of Wis (+1) for Charms and Compulsions (Irrepressible Trait)
CMD : 12 = 10 +0 bab+2 dex
Offense
Melee: Spirit dependent
Ranged: Spirit Dependent
BAB : +0
CMB : +2 = +0 +2 str
Medium Spells Prepared
L0 (3,*) DC 14 : Guidance, Detect Magic, Message
L1 ( 0 +Spirit Spells , 0(+2)+1cha/day) DC 15 : None (+ Spirit Spells)
Stats
Str 11= 11(rolled)
Dex 15= 15 (rolled)
Con 15 =15(rolled)
Int 8 = 8 (rolled)
Wis 12 = 12 (rolled)
Cha 18 = 16 (rolled)+2 racial
Feats: Divine Fighting Technique - Desna’s Shooting Star (1st), Improved Initiative(Human Bonus)
Free (equivalents) from EITR: Power attack, Deadly Aim, Weapon finesse, Combat Expertise
Traits: Life of Toil (Social), Irrepressible (Faith), Naïve (-2 vs Dirty Trick and Improvised Weapons) (Drawback)
FCB: Spirit Bonus +1/6*2
Skills 2*(6+ 1 (skilled) – 1 (int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (2 rank +3 trained+1 wis)
Use Magic Device (2 rank +3 trained+4 Cha)
Diplomacy (2 rank +3 trained+4 Cha)
Bluff (2 rank +3 trained+4 Cha)
Sense Motive (2rank +3 trained+1 wis)
Spellcraft (1 rank +3 trained -1 int)
K Arcana (1 rank +3 trained -1 int)
Background Skills
Perform (Dance) (2 rank +3 trained+3 Cha)
Sleight of Hand (2 rank +3 trained+2 Dex)
Languages: Varisian, Taldane
Assertion Pool (Su) (5 points): At 1st level, the legendary medium gains a reservoir of psychic willpower that he can draw upon to assert influence over his spirits. This assertion pool has a number of points equal to 1/2 his legendary medium level + his Charisma modifier (minimum 1). The pool refreshes once per day when the legendary medium prepares his spells.
Spirit (Su): A legendary medium serves as a vessel to channel spirits—powerful entities which may be the souls of bygone heroes, vestiges of forgotten gods, fragments of powerful outsiders, manifestations of the local environment, or any number of other mysterious and powerful entities.
A legendary medium can channel a spirit through a ritual known as a seance. Seances take 10 minutes to perform and require the legendary medium’s concentration. At the end of a seance, the legendary medium invokes a spirit of his choice to inhabit him until he chooses to release the spirit or invokes a new spirit. Each spirit arises from one of several legends, which are described further later in. The legendary medium gains the spirit’s listed seance boon and base spirit power for as long as they continue to channel the spirit. The legendary medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level.
A legendary medium can invite his allies to participate in his seance, performing a shared seance which can grant several benefits. A character counts as participating so long as they maintain physical contact with another participating character and willfully opens themself to the spirit; unlike the legendary medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.
Spirit Bonus (Su): When a legendary medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level legendary medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter. Certain other abilities may increase this bonus further.
Spirit Surge (Su): When making a d20 roll that is increased by the legendary medium’s spirit bonus, the legendary medium can spend an assertion point as a free action to add 1d6 to the roll. This action may be taken even when it is not your turn. By spending 2 points of assertion, the legendary medium may instead do this after learning of the success or failure of the roll. This can cause the check to succeed instead of fail. The legendary medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the legendary medium’s spirit surge die increases to 1d8, to 1d10 at 14th level, and to 1d12 at 18th level.
Spirit Dance (Su) Each day when he prepares his spells, a spirit dancer makes all his spirit power choices as if he were channeling one spirit of each of the legends. He does not always possess the seance boon, spirit bonus, spirit powers, or spirit surge ability from any of these spirits. Instead, he can enter a spirit dance as a free action to gain the aforementioned abilities from one of the spirits he prepared during his seance for the duration of his spirit dance. He can end his spirit dance or change which spirit he is utilizing with spirit dance as a free action. A spirit dancer continues to track daily uses of abilities from each of his spirits even while he is not in a spirit dance. This ability alters spirit and spirit bonus and replaces spirit feats.
Spirit Aura (Su) At 2nd level, a spirit dancer’s weaving forms create an aura that grants his current seance boon to all allies within 30 feet. When he grants a seance boon that requires a decision, each ally makes the appropriate decision the first time that ally receives that spirit’s aura each day. That decision remains in effect if the ally is affected by that spirit’s aura again later that day. This ability replaces shared seance
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 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).
Weapons (132 gp):
Starknife X2 (48 gp), longbow (75 gp), dagger (2 gp), Cestus (5 gp), Quiver of 20 arrows X2 (2 gp),
Armor (467 gp)
MW Leather Lamellar (210 gp), Darkwood Heavy Shield (257 GP)
Equipment (216 gp)
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), MW backpack (50 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), , trail rations 10 days (5gp), belt pouch(1 gp), flint and steel (1 gp), waterskin (1 gp), 3 Sunrods (6 gp), MW Thieves Tools (100gp), Healer’s kit (50 gp)
75 gp

Robert Henry |
1 person marked this as a favorite. |

I've gotten into a few campaigns, and I think that it would be churlish of me to take another spot at this point. So I'm withdrawing my application and am wishing everyone here the best of luck and happy gaming.
Churlish? Dude, a party can never have too many dwarves. Sad to see you go Grumbaki, you're a pleasure to game with.

Grumbaki |

Grumbaki wrote:I've gotten into a few campaigns, and I think that it would be churlish of me to take another spot at this point. So I'm withdrawing my application and am wishing everyone here the best of luck and happy gaming.Churlish? Dude, a party can never have too many dwarves. Sad to see you go Grumbaki, you're a pleasure to game with.
I regret that a favorite does not do that post Justice, the feeling is mutual. Thank you, that made my day.